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What Happens in Vagueness
Sam Kabo Ashwell
[ "IF Whispers" ]
[ "collaboration", "I7 source available", "IF Whispers", "many authors", "play online", "post-apocalyptic", "sidekick NPC", "surreal" ]
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[ { "action": "%", "response": "Just your luck. You were on your way to your Aunt Mabel's 100th birthday party when your car finally gave up the ghost. Not like it hasn't been trying to do that for weeks, but on a student budget a newer car was out of reach. Nothing to do but walk to the nearest town and see about other transportation.\n\nType \"about\" for more information.\n\nYou're standing on a stretch of road by your car. On the sides of the road is nothing but flat, dry ground and nothing to see at all to the horizon. The sign you passed a few miles back said it was about 10 miles to the nearest town, the name of which you've already forgotten. Seeing as it's even farther back to the previous town, the only way to go is forward to the east.\n\nCurb detracts from the scenic value of the vicinity.\n\nYou can also see your car and a road sign here.", "endoftext": false }, { "action": "About yourself", "response": "You're tall and thirsty. Too old to be drifting loose, too young to have done anything much to deserve confirmation - your tattoos show that much.", "endoftext": false }, { "action": "You examine the tattoos", "response": "Your right arm, left hand and the left side of your face are partially covered with blocky, rounded glyphs precisely specifying your age, blood type, status (social, economic, marital) and affiliations (birth-clan, adopted clan, moiety, college). None of which are going to impress anybody, except for the adopted-clan part, perhaps; Aunt Mabel's reputation extends across the known world. But even so, the conspicuous hollow circles on the backs of both hands mark you as unconfirmed.\n\nCurb skitters about.", "endoftext": false }, { "action": "You look at Curb", "response": "Now this here is a pedigree Chattanooga brindled mooch-hound. This noble breed, of which Curb forms paradigm and pinnacle, is eight kinds of crazy, twelve kinds of stupid and every kind of mean.\n\nYou didn't exactly plan for a hound. A friend's bitch whelped, you were trying to act cute around a girl, and you were not at that time familiar with the quirks of the breed. The puppy got a home, you got a lifelong companion, the girl got eight stitches and the hell out of Dodge.\n\nCurb scratches his ear.", "endoftext": false }, { "action": "You look at car", "response": "This piece of junk has seen you through three years of school. You just needed it to last a little longer. Too bad it didn't. Other than that, it's got the usual things you'd find on a car... steering wheel, those little pedals that's supposed to make it go \"zoom,\" oh, and there's also a trunk in back.\n\nThrown across the back seat you can see the guitar.\n\nCurb peers curiously at Treasure Huntery Lesson 1.", "endoftext": false }, { "action": "You take the guitar", "response": "The car isn't open.\n\nCurb gnaws hungrily on his own forepaw.", "endoftext": false }, { "action": "You open the car", "response": "You open the car.\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nyour car keys\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb sniffs at the road sign like the horrible little pervert he is.", "endoftext": false }, { "action": "You examine the sign", "response": "At some juncture of the distant past it may, you surmise, have displayed information of some kind; the original content has been effaced, but it still tells you something; to wit, folks here have ammo to waste and don't mind shooting at trash.\n\nCurb peers curiously at the car keys.", "endoftext": false }, { "action": "You take the guitar", "response": "Taken.", "endoftext": false }, { "action": "You play the guitar", "response": "You play a few notes of \"Puff, the Magic Dragon\". Contrary to IF convention, you actually play quite well.", "endoftext": false }, { "action": "You open the trunk", "response": "Twenty hours on the road are starting to take its toll on your motor skills: on the first try, you fumble the keys and drop them onto the blacktop. With a yelp of joy, Curb snaps them up and dodges out of reach. Well, fuck.\n\nCurb starts at nothing, and half falls over in a desperate attempt to escape it.", "endoftext": false }, { "action": "You take keys", "response": "That dog has a laudable attitude towards the defence of private property, and you have no desire to add a ragged, septic hand wound to your troubles.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:", "endoftext": false }, { "action": "Pet dog", "response": "an alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.\n\nYou vigorously pat Curb's head until he closes his eyes and nearly falls asleep. The second you stop, though, he returns to his same old self.\n\nCurb attempts to howl, but it devolves into a whimper.", "endoftext": false }, { "action": "You read the lesson", "response": "\"Treasure Huntery Lesson 1: Maps\" is a slim pamphlet that gives just the basics. You've read it a thousand times, but it never hurts to have it on hand.\n\nCurb snaps at flies.", "endoftext": false }, { "action": "You read the treasure huntery", "response": "\"The first thing any treasure hunter needs is a map. It's no good to just go looking for treasure with no idea of where to look! You may be skeptical about the existence of actual treasure maps, but in fact the people who hid treasure generally wanted to be able to find it again, or even to let their heirs or accomplices find it in the event that they could not. This doesn't mean they made it easy!\"", "endoftext": false }, { "action": "You go to the east", "response": "It might be a good idea to close the car first.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.", "endoftext": false }, { "action": "Go west", "response": "You trudge back toward your car.\n\nYou're standing on a stretch of road by your car. On the sides of the road is nothing but flat, dry ground and nothing to see at all to the horizon. The sign you passed a few miles back said it was about 10 miles to the nearest town, the name of which you've already forgotten. Seeing as it's even farther back to the previous town, the only way to go is forward to the east.\n\nYou can see your car and a road sign here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You open the car", "response": "You open the car.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You look at the trunk", "response": "Yep. It's a trunk, and it's at the back of the car. You can't remember if you put anything useful in there before you left your house or not.\n\nNaturally, a protective geesoofus is prominently displayed. You wouldn't cross the badlands without one.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": true }, { "action": "You look in the car", "response": "The car is empty.", "endoftext": false }, { "action": "You get in the car", "response": "You get into the car.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You open the trunk", "response": "You lack a key that fits the trunk.\n\nCurb scratches his ear.", "endoftext": false }, { "action": "You search the car", "response": "The car is empty.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You open the trunk", "response": "Curb has better things to do.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You examine the wheel", "response": "That's what you would use to steer the car, if it actually worked.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You hit the dog with the guitar", "response": "Violence isn't the answer to this one.\n\nCurb fixes you with a look of abject guilt and keens softly.", "endoftext": false }, { "action": "You sit", "response": "You are carrying:\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb chases his tail, squealing frustration.\n\n(on the car keys)\nCurb has better things to do.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You give the hat to dog", "response": "Like hell! That good-for-nothing hound destroys everything you own, but you've got to keep some things sacred.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You give the panga to the dog", "response": "Curb watches the panga with a sceptical eye, considers its merits relative to the car keys, decides that you're trying to manipulate him and scampers to a safe distance.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You look at the panga", "response": "Two feet of heavy, sharp iron with a single blade. Machete, some call it. It's not much, but you're stuck with it.\n\nWhen you was born, your folks were in a bad way; they'd just gotten run out of the Dakotas, were getting just whatever work they could find till a House turned up that was accepting indentured, and didn't have the money to get anything better. So you got bound to this overgrown sheath-knife.\n\nIt's a good tool and all, and your folks did all they could to get it, but - any road, you're bound to it now, so make the best of it.", "endoftext": false }, { "action": "You attack Curb with the panga", "response": "Violence isn't the answer to this one.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You examine the sign", "response": "At some juncture of the distant past it may, you surmise, have displayed information of some kind; the original content has been effaced, but it still tells you something; to wit, folks here have ammo to waste and don't mind shooting at trash.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You get the sign", "response": "That's fixed in place.\n\nCurb snaps viciously at you, then backs away with his tail between his legs.", "endoftext": false }, { "action": "Kiss Curb", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You give the Treasure Huntery to curb", "response": "Curb watches Treasure Huntery Lesson 1 with a sceptical eye, considers its merits relative to the car keys, decides that you're trying to manipulate him and scampers to a safe distance.", "endoftext": false }, { "action": "You go to the east", "response": "It might be a good idea to close the car first.", "endoftext": false }, { "action": "You look at the billboard", "response": "* Water - Tobbaco - Erotica - Local Crafts *\n\nThe paint's faded and worn away in patches, and you can see no evidence of life; but that needn't mean anything, out here.", "endoftext": false }, { "action": "Go east", "response": "You continue to trudge down the road, you car falling away from sight behind you.\n\nAs the highway continues to the east, you can see a rutted dirt path heading off to the north toward what looks like a small farmhouse.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Examine farmhouse", "response": "It's seen better days.", "endoftext": false }, { "action": "You go to the north", "response": "You head toward the small farmhouse.\n\nA wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside.\n\nJust outside the shadowed doorway, a parched corpse slumps in a rocking-chair, a long gun across his knees.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You look at the corpse", "response": "Tall guy. Thin, but that's most likely just how you get when you dry out. Old clothes; someone already took his hat and been through his pockets. Buzzards been at him, so you can't tell much else. Had a red beard. Gun still lying across his lap.\n\nCurb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.", "endoftext": false }, { "action": "You look at the gun", "response": "Long enough barrel, but it's just a home-made matchlock. Badly made, too - the lock's blown wide open. Likely that's what got him. Certainly didn't help him any.", "endoftext": false }, { "action": "You take the gun", "response": "With a sharp tug, you pull the gun from the corpse's stiff hands. As you do, the blasted lock falls apart entirely, leaving you with just the long musket-barrel.", "endoftext": false }, { "action": "Examine barrel", "response": "A musket barrel about five and a half feet long. More suited to a drainpipe than a gun, but you're in no place to judge.\n\nCurb snaps at flies.", "endoftext": false }, { "action": "Go north", "response": "Light spills through dust-caked windows and cracks in the log walls. It doesn't show up much. Some shelves, an old counter that may once have held a till, an uneven plank floor; must have been looted a dozen times over. Over in one corner there's a trapdoor.\n\nOn the shelves are a Twinkie, a strip of bison jerky, and a Son of Toil bar.\n\nNo phone, of course. Not that you were expecting one, at this point.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You take all", "response": "Twinkie: Taken.\nstrip of bison jerky: Taken.\nSon of Toil bar: Taken.", "endoftext": false }, { "action": "You give the jerky to curb", "response": "You wave the strip of bison jerky at Curb. His ears prick up, and he abandons the car keys immediately, almost taking your fingers off as he snatches the delicious treat away from you.\n\nCurb attempts to howl, but it devolves into a whimper.", "endoftext": false }, { "action": "You take the keys", "response": "You steel your courage. Dog slobber is no picnic.\n\nTaken.\n\nCurb attempts to howl, but it devolves into a whimper.", "endoftext": false }, { "action": "Go south", "response": "A wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside.\n\nJust outside the shadowed doorway, a parched corpse slumps in a rocking-chair.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Go south", "response": "As the highway continues to the east, you can see a rutted dirt path heading off to the north toward what looks like a small farmhouse.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You go to the west", "response": "You silently head back in the direction of your car.\n\nYou silently trudge down the road toward the town, wherever it may be.\n\nThis lonely stretch of road seems to continue east toward the horizon. The sides of the road haven't changed much either. It's still flat, dry ground. You can see your car in the distance to the west.\n\nA ways down the road you can make out a solitary billboard.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Go west", "response": "You trudge back toward your car.\n\nYou're standing on a stretch of road by your car. On the sides of the road is nothing but flat, dry ground and nothing to see at all to the horizon. The sign you passed a few miles back said it was about 10 miles to the nearest town, the name of which you've already forgotten. Seeing as it's even farther back to the previous town, the only way to go is forward to the east.\n\nYou can see your car and a road sign here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You examine the sign", "response": "At some juncture of the distant past it may, you surmise, have displayed information of some kind; the original content has been effaced, but it still tells you something; to wit, folks here have ammo to waste and don't mind shooting at trash.", "endoftext": false }, { "action": "Unlock trunk", "response": "You insert your key in the trunk and it pops open.", "endoftext": false }, { "action": "You look in the trunk", "response": "In the trunk are a glow-jar and an offering.", "endoftext": false }, { "action": "You take all from the trunk", "response": "glow-jar: Taken.\noffering: Not much you can do with these until you have some form of transport; you sure as hell ain't smoking them.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You examine offering", "response": "One thousand packs of filterless Camels, your birthday gift to Aunt Mabel. Hopefully it'll be a sufficient offering for her to confirm you, but that's no sure thing.\n\nCurb snatches up the offering in his mouth and gnaws noisily at it.", "endoftext": false }, { "action": "You play the guitar", "response": "You play a few notes of some Rick Astley song you can't remember the name of. Contrary to IF convention, you actually play quite well.", "endoftext": false }, { "action": "You play the guitar", "response": "You play a few notes of some Rick Astley song you can't remember the name of. Contrary to IF convention, you actually play quite well.\n\nCurb starts at nothing, and half falls over in a desperate attempt to escape it.", "endoftext": false }, { "action": "You play the guitar", "response": "Some of the crazier hill-tribes sell this glowy liquid stuff. It's nasty stuff - you wouldn't want to get it on your skin - but you figure that if it's sealed in a Ball jar you should be just fine. Anyhow, it gives off a decent light that never goes out, which is why you paid fifty smokes for it.\n\nYou play a few notes of \"Chobits ending theme 2\". Contrary to IF convention, you actually play quite well.\n\nEyes rolling nervously, Curb hunches over and humps thin air.", "endoftext": false }, { "action": "Go east", "response": "It might be a good idea to close the trunk first.", "endoftext": false }, { "action": "You open the trapdoor", "response": "You open the trapdoor.\n\nA pale moth flutters out of the cellar. You reflexively make a warding sign - though they don't help much with Curb, so their potency against curses and doom seems to be limited.\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": true }, { "action": "You go downwards", "response": "Holding the glow-jar before you, panga at the ready, you cautiously descend into the cellar.\n\nPlenty of sweat went into digging this cellar out, and it smells like it. Wooden shelves are hammered into the dirt walls, covered in grime. Dirt steps are cut into one wall, leading up to a trap door.\n\nYou hear an eager whine, and Curb barrels into the trap-door from above, which just misses your head as it slams shut.", "endoftext": false }, { "action": "Curse", "response": "Blasphemy!", "endoftext": false }, { "action": "You examine the trapdoor", "response": "A crude wooden trapdoor bolted into the floor with rustic iron hinges.\n\nA heavy sound suggests Curb might have been walking around, but just sat down again.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Plenty of sweat went into digging this cellar out, and it smells like it. Wooden shelves are hammered into the dirt walls, covered in grime. Dirt steps are cut into one wall, leading up to a trap door.\n\nIt sounds like Curb is gnawing on something above the trapdoor.", "endoftext": false }, { "action": "You examine the shelves", "response": "Ain't much to one of these shelves. A couple of two-by-fours sunk into the wall, and some one-by-fours set across, and some dirt.\n\nCurb scuffles at the trapdoor, as though trying to dig through it.", "endoftext": false }, { "action": "You search the dirt", "response": "Which do you mean, the packed dirt, the dirt corner, or the dirt steps?", "endoftext": false }, { "action": "You dig the packed dirt", "response": "With what, your panga?\n\nCurb howls mournfully. Thank goodness the trapdoor muffles some sound.", "endoftext": false }, { "action": "Yes", "response": "Well, if you must, you must. It's a tool before all else, it's true. You start hacking away at the dirt.\n\nIt's a really crummy tool for this job, though.\n\nAfter a while, you hear a \"thunk\", and realize you've hit wood. A little more work, and you realize there's a sort of a cubby down there - a place to stash things where they won't be disturbed. Except by jerks with pangas, of course.", "endoftext": false }, { "action": "You look at the cubby", "response": "A rough hole has been hacked into the ground here, down to a little cubby made of wood. Tucked into the cubby are a diary, an old bolt, and a piece of paper.", "endoftext": false }, { "action": "You take all", "response": "diary: Taken.\nold bolt: Taken.\npiece of paper: Taken.", "endoftext": false }, { "action": "You read the paper", "response": "An old, brittle, yellowing piece of paper, maybe once a shopping list, written in big, painful capital letters. Some of it has succumbed to time, but what you can read says:\n\n(smudge) RTS CREAM\n2 DOSEN EGG\n6 HINDGE BOLTS\n50# LEAD FOR SHOOTING\nHALF DOSEN LEMONS\nMEDECENE FO(smudge)MPA\n\nThe rest is all a blur.\n\nYou hear the familiar sounds of Curb eating his own vomit.", "endoftext": false }, { "action": "You examine diary", "response": "A worn-out leather diary, written in a crabbed hand. Your letters were never all so good as that, and you wouldn't want to try reading this mess in anything but good light.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Plenty of sweat went into digging this cellar out, and it smells like it. Wooden shelves are hammered into the dirt walls, covered in grime. Dirt steps are cut into one wall, leading up to a trap door. A rough hole has been dug - or cut, really - into the corner.\n\nCurb howls mournfully. Thank goodness the trapdoor muffles some sound.", "endoftext": false }, { "action": "You examine the shelves", "response": "Ain't much to one of these shelves. A couple of two-by-fours sunk into the wall, and some one-by-fours set across, and some dirt.", "endoftext": false }, { "action": "You take the shelves", "response": "That's hardly portable.", "endoftext": false }, { "action": "You look at the bolt", "response": "You try to open the trapdoor, but it seems to be stuck. Or Curb has set his mangy behind down on it, which seems just about as likely.\n\nIt sounds like Curb is gnawing on something above the trapdoor.\n\n(the old bolt)\nActually, it's only part of an old bolt. It's rusty, stained, and the end is broken off, so it's only about an inch long.\n\nHmm. Bolts needing changed, and this one's broken and rusty. Might be too much to hope for...", "endoftext": false }, { "action": "You look at the door", "response": "A crude wooden trapdoor bolted into the floor with rustic iron hinges. Now that you look closely, those bolts do look somewhat old and shabby. Certainly no match for, say, your panga.", "endoftext": false }, { "action": "You hit the door", "response": "You bruise your knuckles on the bolts. Maybe you should find something else to use.\n\nYou hear the familiar sounds of Curb eating his own vomit.", "endoftext": false }, { "action": "You hit the bolts with the panga", "response": "Armed with your newfound knowledge - and your trusty panga - you lay into the trapdoor's bolts. They shatter with a few sharp blows each.\n\nAs you are attacking the last bolt, there's a dangerous creaking sound, and suddenly the trapdoor collapses, spilling dust, rust, and your ever-faithful friend, Curb, down onto your head. But at least the trapdoor is open again!\n\nCurb scampers after you.", "endoftext": false }, { "action": "Go upwards", "response": "Light spills through dust-caked windows and cracks in the log walls. It doesn't show up much. Some shelves, an old counter that may once have held a till, an uneven plank floor; must have been looted a dozen times over. Over in one corner there's a trapdoor.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You read diary", "response": "A worn-out leather diary, written in a crabbed hand. Your letters were never all so good as that, and it's hard to make out exactly what the owner was writing about, but it looks like he spent some time in Afterbliss.", "endoftext": false }, { "action": "Author", "response": "Scene 4, \"Ghosts\", was written by Marius Mueller.", "endoftext": false }, { "action": "You read the diary", "response": "A worn-out leather diary, written in a crabbed hand. Your letters were never all so good as that, and it's hard to make out exactly what the owner was writing about, but it looks like he spent some time in Under a Tree.\n\nCurb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Light spills through dust-caked windows and cracks in the log walls. It doesn't show up much. Some shelves, an old counter that may once have held a till, an uneven plank floor; must have been looted a dozen times over. Over in one corner there's a trapdoor.\n\nCurb detracts from the scenic value of the vicinity.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na piece of paper\nan old bolt\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1", "endoftext": false }, { "action": "Examine bar", "response": "Son of Toil bars contain protein and suchlike for the man with work on his mind. You never had so much work on your mind that you could stand the taste. The packaging is attractively decorated with an image of some Bible feller in a generic act of honest labour.", "endoftext": false }, { "action": "You eat the bar", "response": "You feel a strong personal disinclination against such a venture. Say what you will. Maybe it's on account of your weak non-toiling constitution or some such.\n\nCurb has apparently grown bored with the offering. If you want it, you'll have to brave a great deal of slobber.", "endoftext": false }, { "action": "You take the offering", "response": "Not much you can do with these until you have some form of transport; you sure as hell ain't smoking them.", "endoftext": false }, { "action": "You examine offering", "response": "One thousand packs of filterless Camels, your birthday gift to Aunt Mabel. Hopefully it'll be a sufficient offering for her to confirm you, but that's no sure thing.\n\nIt's covered in dog slobber and chew marks.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You look at Twinkie", "response": "One of the foulest creations of the Former Age, but they contain calories of some kind and they never rot. You don't blame the looters for leaving it, though.", "endoftext": false }, { "action": "You examine the tattoo", "response": "Your right arm, left hand and the left side of your face are partially covered with blocky, rounded glyphs precisely specifying your age, blood type, status (social, economic, marital) and affiliations (birth-clan, adopted clan, moiety, college). None of which are going to impress anybody, except for the adopted-clan part, perhaps; Aunt Mabel's reputation extends across the known world. But even so, the conspicuous hollow circles on the backs of both hands mark you as unconfirmed.\n\nCurb gnaws hungrily on his own forepaw.", "endoftext": false }, { "action": "Go south", "response": "A wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside.\n\nJust outside the shadowed doorway, a parched corpse slumps in a rocking-chair.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Go south", "response": "As the highway continues to the east, you can see a rutted dirt path heading off to the north toward what looks like a small farmhouse.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Go east", "response": "You walk for a few sandy miles, out into the desert, and night begins to fall, slowly, like a dead parachutist. In the distance, the whispering wind takes on a howl - looks like a sandstorm is on its way. By the time you realize this, however, you've gone to far to go back to your car.\n\nAnd so, in the depths of nights, with the sandstorm building up its inhuman, demonic power around you, you find yourself on...\n\nThe building is in the state you've expected from a ghost town. Its upper floor is completely gone, but the front is still standing, and you can barely make out the words Kissing Bandit Saloon in sun-bleached red paint. One half of a swinging door leads north, inside.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You go north", "response": "You enter through the swing door, Curb on your heels.\n\nThis room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner.\nA counter is near the back wall.\nAn impressive chandelier dangles from the remains of the ceiling.\n\nOn the counter is an empty pewter mug.\n\nBehind the counter is a shelf lined with a row of casks.\n\nAn empty lemon juice bottle lies abandoned by the counter.", "endoftext": false }, { "action": "You play the piano", "response": "You play some notes from \"The Late Goodybe\" by Poets of the Fall, but then realize that the piano is one of those automatons. It even features some screechy lyrics. You can make something about a guy called Tom, who was a slinger, but not slinging \"a gun\". Something about a more lyrical meaning. Thankfully, the record ends soon.\n\nCurb peers curiously at the Son of Toil bar and makes a famished whine.", "endoftext": false }, { "action": "Author", "response": "Scene 4, \"Ghosts\", was written by Marius Mueller.", "endoftext": false }, { "action": "You take all", "response": "shelf: That's fixed in place.\nempty glass bottle: Taken.\nempty pewter mug: Taken.", "endoftext": false }, { "action": "Examine mug", "response": "It's empty.", "endoftext": false }, { "action": "You look at the bottle", "response": "It's a clear glass bottle with a jaunty picture of an anthropomorphized lemon on the label. However, it is bone dry inside.\n\nCurb savagely gnaws at his genitals with slurpy snarls of contentment.", "endoftext": false }, { "action": "Bottle", "response": "empty pewter mug: You already have that.\nempty glass bottle: You already have that.\n\nCurb stares at the rum cask with paranoid fascination.", "endoftext": false }, { "action": "You look at cask", "response": "Which do you mean, the beer cask, the wine cask, the moonshine cask, the rum cask, the sarsaparilla cask, or the lemonade cask?", "endoftext": false }, { "action": "You look at the moonshine", "response": "It has \"XXXXX\" stencilled on the front. Wow, five X's? That must be strong stuff!\n\nCurb peers curiously at the musket barrel.", "endoftext": false }, { "action": "You examine the sarsaparilla", "response": "You see nothing special about the sarsaparilla cask.\n\nCurb skitters about.", "endoftext": false }, { "action": "You examine the wine", "response": "It's labelled \"House White\". There doesn't seem to be a house red. Maybe the patrons of this saloon preferred delicate, subtle flavors.", "endoftext": false }, { "action": "You look at the beer", "response": "You see nothing special about the beer cask.\n\nCurb chases his tail, squealing frustration.", "endoftext": false }, { "action": "You examine the rum", "response": "It has the words \"RED RUM\" scratched crudely into the wood. Funny, the R's are backward. Maybe it's cyrillic and it really says YAED YAUM.\n\nCurb sniffs at the rum cask like the horrible little pervert he is.", "endoftext": false }, { "action": "Drink moonshine", "response": "(the pewter mug of moonshine)\nYou slam it back. Ahh, refreshing.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner.\nA counter is near the back wall.\nAn impressive chandelier dangles from the remains of the ceiling.\n\nCurb detracts from the scenic value of the vicinity.\n\nBehind the counter is a shelf lined with a row of casks.", "endoftext": false }, { "action": "You look at the chandelier", "response": "An old, cobwebbed chandelier. Looks like some sort of map is stuck in the chandelier.\n\nCurb attempts to howl, but it devolves into a whimper.", "endoftext": false }, { "action": "You take the map", "response": "You can't reach it up there.\n\nCurb scratches his ear.", "endoftext": false }, { "action": "You get on piano", "response": "That's not something you can enter.\n\nCurb tries to gnaw on the shelf. You shoo him off before he does too much damage.", "endoftext": false }, { "action": "You throw the barrel at the map", "response": "(the musket barrel at the treasure map)\nFutile.\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": false }, { "action": "You throw the barrel at the chandelier", "response": "(the musket barrel at the chandelier)\nYou can't quite throw that high.\n\nCurb peers curiously at the Son of Toil bar and makes a famished whine.", "endoftext": false }, { "action": "You stand on Curb", "response": "That's not something you can stand on.\n\nCurb skitters about.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\n\nCurb peers curiously at the car keys.", "endoftext": false }, { "action": "You take Curb", "response": "He's too heavy to carry about, and you'd get fleas.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan empty pewter mug\nan empty glass bottle\na piece of paper\nan old bolt\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": false }, { "action": "You go upwards", "response": "You've climbed half-way up the stairs. To go any further would be foolishly risking your life.\n\nAn old piece of cloth sticks to the floorboards here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You examine the cloth", "response": "An old piece of blue cloth. Could be ripped out from a pair of jeans or something.\n\nCurb snaps at flies.\n\nCurb eyes the piece of cloth with more than curiosity, something akin to keen interest. He sniffs it expectantly.", "endoftext": false }, { "action": "Show cloth to curb", "response": "Curb sniffs the shred of cloth. He then holds up his head, and just for a moment, you can see, even in this big, repulsive heap of fat meat and dirty fur, the wolf, scenting the deer.", "endoftext": false }, { "action": "You go curb", "response": "That's not something you can enter.\n\nCurb goes down.", "endoftext": true }, { "action": "Go down", "response": "This room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner.\nA counter is near the back wall.\nAn impressive chandelier dangles from the remains of the ceiling.\n\nCurb detracts from the scenic value of the vicinity.\n\nBehind the counter is a shelf lined with a row of casks.\n\nCurb frantically digs a hole in a corner.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nCurb tries to gnaw on the beer cask. You shoo him off before he does too much damage.", "endoftext": false }, { "action": "You examine the hole", "response": "A hole, not as artfully dug as what you did in the cellar, but what can you expect from Curb?\nIn it you can see a skull.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You take skull", "response": "Taken.\n\nCurb tries to gnaw on the piano. You shoo him off before he does too much damage.", "endoftext": false }, { "action": "You look at it", "response": "A human skull. It's wearing an eyepatch that's in surprisingly good condition.\n\nCurb peers curiously at the empty pewter mug.", "endoftext": false }, { "action": "You take the eyepatch", "response": "You slide the eyepatch off the skull.\n\nCurb scratches at the ground with his forepaws.", "endoftext": false }, { "action": "You look in the skull", "response": "You find nothing of interest.\n\nCurb peers curiously at the shred of cloth.", "endoftext": false }, { "action": "You put the bolt in the eyepatch", "response": "The eyepatch won't keep anything in it for long. If you want to sling the old bolt at something, you should just sling the old bolt at it directly.", "endoftext": false }, { "action": "Sling bolt at map", "response": "Taking good aim, and a few practice swings, you haul your missile at the treasure map- up and up it goes-\nHit!\nThe treasure map tumbles down. But so does a part of the chandelier, knocking you out. The last thing you hear is Curbs anxious growling. The last thing you feel, unfortunately, is Curbs wet tongue, licking your cheek. Then, thankfully, you pass out.\n\n*** You have knocked yourself out.***\n\nYou wake up with a bad headache. Outside, the sun is shining again,\nthe sandstorm is gone. Curb has rolled up at your side, and for all his faults, you love him for that.", "endoftext": false }, { "action": "You put the bolt in the barrel", "response": "(the musket barrel)\nThat can't contain things.", "endoftext": false }, { "action": "You hit the chandelier with the barrel", "response": "(the musket barrel)\nIt's high up on the ceiling, out of reach.\n\nCurb sniffs at the counter like the horrible little pervert he is.", "endoftext": false }, { "action": "Sling bolt at map", "response": "Taking good aim, and a few practice swings, you haul your missile at the treasure map- up and up it goes-\nHit!\nThe treasure map tumbles down. But so does a part of the chandelier, knocking you out. The last thing you hear is Curbs anxious growling. The last thing you feel, unfortunately, is Curbs wet tongue, licking your cheek. Then, thankfully, you pass out.\n\n*** You have knocked yourself out.***\n\nYou wake up with a bad headache. Outside, the sun is shining again,\nthe sandstorm is gone. Curb has rolled up at your side, and for all his faults, you love him for that.\n\nCurb stares at the lemonade cask with paranoid fascination.", "endoftext": false }, { "action": "You take the map", "response": "Taken.\n\nCurb sniffs at the chairs. like the horrible little pervert he is.", "endoftext": false }, { "action": "You look at the map", "response": "Well, it's obviously a treasure map, because it has a big X on it to mark the spot. But it's a pretty strange map: it's completely blank, and has a light iridescent sheen to it, like a photographic plate. Also, it's strangely warm to the touch.", "endoftext": false }, { "action": "You touch the map", "response": "It's definitely hotter in some spots than others.\n\nCurb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\nan empty glass bottle\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb snaps at flies.", "endoftext": false }, { "action": "You touch the jar", "response": "You feel nothing unexpected.\n\nCurb fixes you with a look of abject guilt and keens softly.", "endoftext": false }, { "action": "Author", "response": "Scene 5, \"Invisiclues\", was written by Carl Muckenhoupt.", "endoftext": false }, { "action": "You read the Treasure Huntery", "response": "\"For one thing, the maps are often nearly as well-hidden as the treasures themselves. However, that doesn't mean you're left to search aimlessly. The purpose of the map is defeated if no one has access to it, so treasure maps can usually be found among the effects of the treasure-hiders, or in places they frequented. Look in residences, gathering-places, and vehicles.\"\n\nCurb peers curiously at Treasure Huntery Lesson 1.", "endoftext": false }, { "action": "Keep going", "response": "\"Once you've found your map, the next step is deciphering it. Treasure maps are usually encrypted or obfuscated in some way. Edgar Allan Poe's short story The Gold Bug tells about a map that has instructions written in code... and also in invisible ink!\"", "endoftext": false }, { "action": "Continue", "response": "\"Invisible ink is actually surprisingly common in authentic treasure maps -- and one of the main reasons that there are still treasure maps that have gone undetected. The most popular form of invisible ink is ordinary lemon juice, although any weak acid works just as well. When heat is applied to the paper, the parts weakened by the lemon juice discolor more quickly. There are recorded attempts at developing an ink that would work the other way around, but to our knowledge this has never been done successfully.\"\n\nCurb scratches his ear.", "endoftext": false }, { "action": "You look at the lemonade", "response": "You see nothing special about the lemonade cask.\n\nCurb attempts to howl, but it devolves into a whimper.", "endoftext": false }, { "action": "You fill the mug with the lemonade", "response": "The lemonade cask seems to be empty.", "endoftext": false }, { "action": "You look at the lemon", "response": "It's a clear glass bottle with a jaunty picture of an anthropomorphized lemon on the label. However, it is bone dry inside.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\nan empty glass bottle\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb peers curiously at the diary.", "endoftext": false }, { "action": "You look at cask", "response": "Which do you mean, the beer cask, the wine cask, the moonshine cask, the rum cask, the sarsaparilla cask, or the lemonade cask?", "endoftext": false }, { "action": "You fill the mug with the wine", "response": "The pewter mug is now full of vinegar.\n\nCurb skitters about.", "endoftext": false }, { "action": "You pour the vinegar on the map", "response": "(the pewter mug of vinegar on the treasure map)\nLittle wisps of vinegar-scented smoke curl upward as an image appears on the map.", "endoftext": false }, { "action": "You examine the map", "response": "The map shows an incomprehensible noisy pattern of red and blue pixels with a big black X in the middle.\n\nCurb fixes you with a look of abject guilt and keens softly.", "endoftext": false }, { "action": "You fill the bottle with the rum", "response": "The glass bottle is now full of rum.\n\nCurb scratches at the ground with his forepaws.", "endoftext": false }, { "action": "You examine the rum", "response": "(the glass bottle of rum)\nThe rum is a brilliant red color, but it smells like rum all the same.", "endoftext": false }, { "action": "You look at the map through bottle", "response": "Aha! When you look through the red rum, you the pattern becomes clear. Instead of a map, all you see is the word \"LUXOR\".\n\nWhat the heck? The treasure is in Egypt?\n\nWell, there's nothing for it. If you're going to get that treasure, you'll have to get to Egypt. One plane flight later, some checking with the remainder of the map, and you find your way to a worn-down souk by the Necropolis.\n\nYou've followed your treasure map to this dingy little tobacco house on the eastern bank of the Nile. Sleepy old men gather around the hookahs and trade smoke. A cabinet full of curiosities lines the back wall.\n\nCurb detracts from the scenic value of the vicinity.\n\nCurb scratches at the ground with his forepaws.", "endoftext": false }, { "action": "Author", "response": "Scene 6, \"The One-Armed Time Bandit\", was written by Michael Martin.", "endoftext": false }, { "action": "You look at the men", "response": "The clientele here doesn't seem to be paying attention to much. Even the nicotine isn't keeping them alert.", "endoftext": false }, { "action": "You examine the cabinet", "response": "In the cabinet are some artifacts.\n\nCurb tries to gnaw on the tables. You shoo him off before he does too much damage.", "endoftext": false }, { "action": "You look at artifacts", "response": "These are relics and gewgaws from all over the world. One in particular catches your eye - a softwood box with your family crest imprinted on it.\n\nCurb peers curiously at the alligator stetson.", "endoftext": false }, { "action": "Examine box", "response": "This fine sandalwood box must be some lost heirloom of your family line; it's got your crest on the lid.\n\nCurb peers curiously at the diary.", "endoftext": false }, { "action": "You examine the crest", "response": "It's the same symbol and motto that has been passed down through your family for generations: An extinguished lantern under the phrase SIC SEMPER RIMORIS.\n\nCurb savagely gnaws at his genitals with slurpy snarls of contentment.", "endoftext": false }, { "action": "You take the box", "response": "Taken.\n\nCurb peers curiously at the piece of paper.", "endoftext": false }, { "action": "You open the box", "response": "You open the heirloom box, revealing a decoder ring and a slip of paper.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You read the slip", "response": "This old slip of paper has the mysterious message DSAJX YPFC, XUJPER on it.\n\nCurb peers curiously at the Twinkie and makes a famished whine.", "endoftext": false }, { "action": "You examine the ring", "response": "This decoder ring has a wheel that matches letters to other letters. Surely, with this, the darkest secrets of the cosmos are yours.\n\n[To use the decoder ring, type the command DECODE (text), where (text) is the text you wish to decode.]", "endoftext": false }, { "action": "You wear the ring", "response": "(first taking the decoder ring)\nYou put on the decoder ring.\n\nCurb stares at the tables with paranoid fascination.", "endoftext": false }, { "action": "You look at the tables", "response": "The tables here are stained with years of smoking.\n\nCurb snaps at flies.", "endoftext": false }, { "action": "Xujper", "response": "Using your mighty ancestral decoder ring, you decode DSAJX YPFC, XUJPER to WRONG CITY, GENIUS.", "endoftext": false }, { "action": "Decode luxor", "response": "You ponder the map. \"LUXOR\" alone really isn't much of a clue to finding the treasure on its own. Perhaps if you put your ancestral decoder ring to work, it will produce a new clue. Let's see. \"L\" maps to \"V\", \"U\" to \"E\"...\n\nYou feel a certain sinking feeling as you guess the rest. Yep. \"LUXOR\" decodes to \"VEGAS\". You've been searching on the wrong continent all this time. At least you did get that it was in a desert, though.\n\nTime to book another flight.\n\nIt's dry as a bone out there, but at least in here the drinks flow freely. The map, suitably reinterpreted to this locale, lead you to this slot machine, right on the X in LUXOR. All around you, blinking, screaming electronics want to take your money, but your steely resolve remains undeterred.\n\nCurb detracts from the scenic value of the vicinity.\n\nCurb skitters about.", "endoftext": false }, { "action": "You examine the machine", "response": "This slot machine looks much like the others here; video screens showing results, lots and lots of flashing lights and exciting sounds, and a slot with which you may insert all your money.", "endoftext": false }, { "action": "Play machine", "response": "You stick a token in the machine and pull the lever. Lemon, Lemon, and... your family crest? This is no ordinary slot machine.\n\nIt's no ordinary payout mechanism, either. A chute opens up beneath you, and you slide into darkness.\n\nThis is more like it! The chute took you into this awesome command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nCurb detracts from the scenic value of the vicinity.\n\nYou can also see a ladder here.\n\nCurb peers curiously at the alligator stetson.", "endoftext": false }, { "action": "You climb the ladder", "response": "You're here in front of a slot machine situated right on top of the X in the Luxor's logo. All around you, blinking, screaming electronics want to take your money, but your steely resolve remains undeterred. A dark passage in front of the slot machine leads down.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You look at the slot", "response": "This slot machine looks much like the others here; video screens showing results, lots and lots of flashing lights and exciting sounds, and a slot with which you may insert all your money.\n\nCurb peers curiously at the decoder ring.", "endoftext": true }, { "action": "Go down", "response": "This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nCurb scampers after you. Whether you like it or not.", "endoftext": false }, { "action": "Go north", "response": "The acoustics in this room look carefully shaped, which is odd, because the centerpiece of this room is in fact a huge brass cannon.\n\nAs you enter, a booming voice intones, \"STAND BY FOR MIND CONTROL.\"", "endoftext": false }, { "action": "Test", "response": "Time passes.\n\nThe booming voice continues, \"GO SOUTH.\"\n\n>go south\n\nThis is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Go south", "response": "This room is decorated in the severest of blacks and whites. Everything is dead silent. A passageway leads quietly back up to the north.\n\nAn invisible box squats against the south wall.\n\nYou can also see a phantom wind machine here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You look at the wind machine", "response": "This is a small switch, painted in severe black and white. It is labeled \"PHANTOM WIND MACHINE\". Beneath that, in much smaller letters, is inscribed KUKURQPUVW.\n\nThe phantom wind machine is currently switched off.\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": false }, { "action": "Decode kukurqpuvw", "response": "Using your mighty ancestral decoder ring, you decode KUKURQPUVW to MEMESHIELD.\n\nCurb gnaws hungrily on his own forepaw.", "endoftext": false }, { "action": "You turn on MACHINE", "response": "You switch on the device, and suddenly a powerful wind assaults your face. Oddly, your hair and possessions seem totally unaffected.", "endoftext": false }, { "action": "Go north", "response": "It's slow going fighting through the imaginary wind that's whipping your face.\n\nThis is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nCurb scampers after you. Whether you like it or not.", "endoftext": false }, { "action": "You go west", "response": "It's slow going fighting through the imaginary wind that's whipping your face.\n\nThis room appears to be some sort of shrine to old arcade games. A passage leads back east.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Play", "response": "What do you want to play?", "endoftext": false }, { "action": "You go to the east", "response": "It's slow going fighting through the imaginary wind that's whipping your face.\n\nThis is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nCurb scampers after you.\n\nThe wind abruptly stops.", "endoftext": false }, { "action": "You examine hat", "response": "(the alligator stetson)\nYou never seen an alligator, but it's certain they make a fine hat.", "endoftext": false }, { "action": "You take the hat", "response": "(the alligator stetson)\nYou already have that.\n\nCurb savagely gnaws at his genitals with slurpy snarls of contentment.", "endoftext": false }, { "action": "You take the mome hat", "response": "Though you realize that you risk the dreaded Mome Wrath for your defilement, you collect the Mome hat.\n\nCurb sniffs at the Mome statue like the horrible little pervert he is.", "endoftext": false }, { "action": "You wear it", "response": "You put on the Mome hat.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open)\na slip of paper\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": false }, { "action": "Pray", "response": "You mumble a prayer from your childhood:\n\nI see the moon, and the moon sees me.\nGod bless the moon and God bless me.\n\nIt's a pretty selfish prayer, when you think about it. I mean, the moon is covered, but I guess you really don't care about anything or anyone else, do you?\n\nI swear... you belong in Vegas.\n\nCurb peers curiously at the piece of paper.", "endoftext": false }, { "action": "You look at the statue", "response": "The Mome's hat has been stolen.\n\nCurb peers curiously at Treasure Huntery Lesson 1.", "endoftext": false }, { "action": "About yourself", "response": "You're tall and thirsty. Too old to be drifting loose, too young to have done anything much to deserve confirmation - your tattoos show that much.\n\nCurb chases his tail, squealing frustration.", "endoftext": false }, { "action": "Kiss statue", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You examine the tattoos", "response": "Your right arm, left hand and the left side of your face are partially covered with blocky, rounded glyphs precisely specifying your age, blood type, status (social, economic, marital) and affiliations (birth-clan, adopted clan, moiety, college). None of which are going to impress anybody, except for the adopted-clan part, perhaps; Aunt Mabel's reputation extends across the known world. But even so, the conspicuous hollow circles on the backs of both hands mark you as unconfirmed.\n\nCurb starts at nothing, and half falls over in a desperate attempt to escape it.", "endoftext": false }, { "action": "You go west", "response": "This is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You examine MACHINE", "response": "This is a small switch, painted in severe black and white. It is labeled \"PHANTOM WIND MACHINE\". Beneath that, in much smaller letters, is inscribed KUKURQPUVW.\n\nThe phantom wind machine is currently switched off.\n\nCurb fixes you with a look of abject guilt and keens softly.", "endoftext": false }, { "action": "You turn on MACHINE", "response": "You switch on the device, and suddenly a powerful wind assaults your face. Oddly, your hair and possessions seem totally unaffected.\n\nCurb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize.", "endoftext": false }, { "action": "You go north", "response": "It's slow going fighting through the imaginary wind that's whipping your face.\n\nThis is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You go to the north", "response": "It's slow going fighting through the imaginary wind that's whipping your face.\n\nThe acoustics in this room look carefully shaped, which is odd, because the centerpiece of this room is in fact a huge brass cannon.\n\nA booming voice intones a command at you. The winds surrounding you distort the voice. You think it said \"STAND BY FOR MIME CONTRAIL.\"", "endoftext": false }, { "action": "You examine the cannon", "response": "You enter the cannon.\n\nThe booming voice continues with what sounds like \"NOW SHOOT.\"", "endoftext": false }, { "action": "Shoot cannon", "response": "The cannon fires, rocketing you through the plate glass window and into the room beyond.\n\nIt's not as tidy as it was before you made your grand entrance through the window to the south, but this is still a perfectly functional office. An official-looking door leads west.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You examine the window", "response": "You see nothing special about the plate glass window, except for the fact that it's been smashed into a hojillion pieces, thus allowing you access to the room beyond.\n\nCurb sniffs at your tattoos like the horrible little pervert he is.", "endoftext": false }, { "action": "You go to the west", "response": "It's slow going fighting through the imaginary wind that's whipping your face.\n\nYou are in a brightly-lit pillared underground chamber, with purple shag carpeting and a group of very generous people. A back office lies to the east, while the west end of the lounge gives off a gentle glow.\n\nYou can see Bruce K, Corinne Q, Sammy Z-E, a Cubist shape, a red square, a gray square, a brown square, and a black square here.\n\nCurb scampers after you.\n\nThe wind abruptly stops.", "endoftext": false }, { "action": "Author", "response": "Scene 7, \"TBA\", was written by N.B. Horvath.", "endoftext": false }, { "action": "You take all", "response": "Cubist shape: Taken.\nred square: Taken.\ngray square: Taken.\nbrown square: Taken.\nblack square: Taken.\nslip of paper: Taken.\n\nBruce K gifts a small wooden fish to Corinne Q. Corinne Q hands a small wooden woodchuck to Bruce K.\n\nSammy Z-E transfers a plastic card to Bruce K. Bruce K passes a bolt of cloth to Sammy Z-E.", "endoftext": false }, { "action": "You read slip", "response": "This old slip of paper has the mysterious message DSAJX YPFC, XUJPER on it.\n\nBruce K gives a bolt of inspiration to Sammy Z-E. Sammy Z-E presents a small wooden house to Bruce K.\n\nSammy Z-E forks over a bolt of cloth to Bruce K. Bruce K gives a bolt of cloth to Sammy Z-E.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na slip of paper\na black square\na brown square\na gray square", "endoftext": false }, { "action": "You examine paper", "response": "a Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open but empty)\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nWhich do you mean, the slip of paper, or the piece of paper?", "endoftext": false }, { "action": "You give square to Sammy", "response": "Which do you mean, the black square, the brown square, the gray square, or the red square?", "endoftext": false }, { "action": "You look at the piece", "response": "Which do you mean, the shred of cloth, or the piece of paper?", "endoftext": false }, { "action": "You examine the piece of paper", "response": "An old, brittle, yellowing piece of paper, maybe once a shopping list, written in big, painful capital letters. Some of it has succumbed to time, but what you can read says:\n\n(smudge) RTS CREAM\n2 DOSEN EGG\n6 HINDGE BOLTS\n50# LEAD FOR SHOOTING\nHALF DOSEN LEMONS\nMEDECENE FO(smudge)MPA\n\nThe rest is all a blur.", "endoftext": false }, { "action": "Go west", "response": "This end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west.\n\nYou pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene.\n\nYou can see a set of pearly gates and a guardian angel here.\n\nCurb scampers after you.", "endoftext": false }, { "action": "You examine angel", "response": "Actually he's dressed as a Roman centurion, but you can tell that he's a guardian angel from the \"HELLO MY NAME IS\" name tag.", "endoftext": false }, { "action": "You go west", "response": "The angel gently blocks your way. \"Sorry my child. You are not enlightened. You do not match. Not yet.\"", "endoftext": false }, { "action": "You ask the angel about the enlightenment", "response": "There is no reply.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You ask the angel about the match", "response": "There is no reply.\n\nCurb peers curiously at the treasure map.", "endoftext": false }, { "action": "You go east", "response": "You are in a brightly-lit pillared underground chamber, with purple shag carpeting and a group of very generous people. A back office lies to the east, while the west end of the lounge gives off a gentle glow.\n\nYou can see Bruce K, Corinne Q, and Sammy Z-E here.\n\nCurb scampers after you.\n\nBruce K gifts a small wooden fish to Sammy Z-E. Sammy Z-E transfers a souvenir clock to Bruce K.\n\nSammy Z-E gifts a small wooden fish to Corinne Q. Corinne Q gifts a bolt of lightning to Sammy Z-E.", "endoftext": false }, { "action": "You give the cubist shape to Sammy", "response": "You give the Cubist shape to Sammy Z-E. Sammy Z-E donates a bolt of cloth to you.\n\nCorinne Q passes a souvenir anchor to Bruce K. Bruce K gives a souvenir clock to Corinne Q.", "endoftext": false }, { "action": "You give the bolt of the cloth to Corinne", "response": "You give the bolt of cloth to Corinne Q. Corinne Q gives a plastic sword to you.\n\nBruce K gifts a plastic shield to Sammy Z-E. Sammy Z-E hands a plastic card to Bruce K.\n\nSammy Z-E gifts a plastic shield to Bruce K. Bruce K forks over a plastic card to Sammy Z-E.", "endoftext": false }, { "action": "You look at Bruce", "response": "Bruce K is identified by an extremely generic \"HELLO MY NAME IS\" name tag. He looks to be in his fifties. He stands a little over 6 feet tall, but he is stooped over slightly. He is wearing golf clothes and out-of-fashion glasses. Bruce K is carrying a plastic shield, a souvenir anchor, a souvenir basketball, and a bolt of inspiration.\n\nCorinne Q passes a souvenir clock to Sammy Z-E. Sammy Z-E forks over a souvenir clock to Corinne Q.", "endoftext": false }, { "action": "You examine Sammy", "response": "Sammy Z-E is identified by an extremely generic \"HELLO MY NAME IS\" name tag. He is probably in his early twenties but looks ten years younger than that. Sammy Z-E is carrying a plastic card, a Cubist shape, a bolt of lightning, and a small wooden woodchuck.\n\nBruce K transfers a souvenir basketball to Sammy Z-E. Sammy Z-E gives a small wooden woodchuck to Bruce K.\n\nCorinne Q gives a small wooden house to Sammy Z-E. Sammy Z-E presents a souvenir basketball to Corinne Q.", "endoftext": false }, { "action": "You hit Corinne", "response": "Violence isn't the answer to this one.\n\nCorinne Q gives a bolt of cloth to Sammy Z-E. Sammy Z-E transfers a plastic card to Corinne Q.", "endoftext": false }, { "action": "You look at Corinne", "response": "Corinne Q is identified by an extremely generic \"HELLO MY NAME IS\" name tag. She is thirtysomething, stylish and attractive but a little nervous-looking. Corinne Q is carrying a plastic card, a souvenir basketball, a souvenir clock, and a small wooden fish.", "endoftext": false }, { "action": "You examine square", "response": "Which do you mean, the black square, the brown square, the gray square, or the red square?", "endoftext": false }, { "action": "You look at the bolt", "response": "Which do you mean, the bolt of inspiration, the bolt of cloth, or the bolt of lightning?", "endoftext": false }, { "action": "You look at wooden", "response": "Which do you mean, the small wooden woodchuck, the small wooden fish, or the small wooden house?", "endoftext": false }, { "action": "You examine the souvenir", "response": "Which do you mean, the souvenir anchor, the souvenir basketball, or the souvenir clock?", "endoftext": false }, { "action": "You examine the black square", "response": "This looks like another MOMA projectile.\n\nCorinne Q gives a souvenir clock to Bruce K. Bruce K gifts a souvenir anchor to Corinne Q.", "endoftext": false }, { "action": "You examine the brown square", "response": "This looks like another MOMA projectile.\n\nCorinne Q hands a small wooden fish to Bruce K. Bruce K gives a small wooden fish to Corinne Q.", "endoftext": false }, { "action": "You give the black square to Bruce", "response": "You give the black square to Bruce K. Bruce K gives a plastic shield to you.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na plastic shield\na plastic sword\na slip of paper\na brown square\na gray square\na red square\na Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open but empty)\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1\n\nCorinne Q passes a souvenir basketball to Sammy Z-E. Sammy Z-E presents a bolt of lightning to Corinne Q.", "endoftext": false }, { "action": "You look at Corinne", "response": "Corinne Q is identified by an extremely generic \"HELLO MY NAME IS\" name tag. She is thirtysomething, stylish and attractive but a little nervous-looking. Corinne Q is carrying a bolt of lightning, a small wooden fish, a souvenir anchor, and a plastic card.\n\nBruce K forks over a souvenir clock to Sammy Z-E. Sammy Z-E donates a Cubist shape to Bruce K.", "endoftext": false }, { "action": "You give the brown square to Corinne", "response": "You give the brown square to Corinne Q. Corinne Q gives a brown square to you.\n\nBruce K hands a bolt of inspiration to Corinne Q. Corinne Q gives a small wooden fish to Bruce K.", "endoftext": false }, { "action": "You give the brown square to Corinne", "response": "You give the brown square to Corinne Q. Corinne Q forks over a plastic card to you.\n\nYou glow with enlightenment.", "endoftext": false }, { "action": "Go west", "response": "This end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west.\n\nYou pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene.\n\nYou can see a set of pearly gates and a guardian angel here.\n\nCurb scampers after you.\n\nYou glow with enlightenment.", "endoftext": false }, { "action": "You go to the west", "response": "The angel opens the gates with a smile, and you pass beyond. Could the treasure you seek lie beyond?\n\nThe underground Las Vegas version of Heaven is as big as a major city railway terminal and brilliantly lit, with a high vault ceiling painted sky blue. Vapory, cottoney off-white structures flit about the room, blown by a pleasant breeze from discreetly placed and deeply muffled fans. It's all spectacularly fake, of course, but with superb production values.\n\nYou can see a set of pearly gates and a heart-shaped bed here.\n\nAnd, more to the point, there's someone on the bed.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Author", "response": "Scene 8, \"Heaven is Heart-Shaped Bed\", was written by Jacqueline A Lott.", "endoftext": false }, { "action": "You look at someone", "response": "The woman on the bed is nothing short of a goddess. And it's not just the tacky Vegas version of Heaven that's making you think that way.", "endoftext": false }, { "action": "You examine the bed", "response": "The, um, goddess is lying down on a heart-shaped bed. Maybe it's more of a couch. It doesn't seem to have any sheets or anything... it seems to be upholstered in white fur. Looks soft, though.\n\nThe couch, I mean.\n\nWell, the goddess too.\n\nI mean, she's not fat or anything. Just soft. You know, her skin.\n\nCurb peers curiously at the empty pewter mug.", "endoftext": false }, { "action": "Hi", "response": "There is no reply.\n\nCurb vomits from excitement, his ribcage convulsing. He laps up the result hurriedly, before you steal his prize.", "endoftext": false }, { "action": "You ask the goddess about the goddess", "response": "She just smiles at you seductively.\n\nCurb scratches his ear.", "endoftext": false }, { "action": "You ask the goddess about the Treasure", "response": "She giggles a little, but doesn't say a word.\n\nCurb peers curiously at the red square.", "endoftext": false }, { "action": "You ask the goddess about the Vegas", "response": "She raises an eyebrow, but remains silent.", "endoftext": false }, { "action": "You look under the bed", "response": "You find nothing of interest.\n\nCurb peers curiously at the musket barrel.", "endoftext": false }, { "action": "You ask the goddess about Curb", "response": "She giggles a little, but doesn't say a word.\n\nCurb scratches his ear.", "endoftext": false }, { "action": "You give the tokens to Goddess", "response": "The Goddess doesn't seem interested.\n\nCurb skitters about.", "endoftext": false }, { "action": "You enter the bed", "response": "You advance toward her, but she shakes her head. \"I don't think so, lover. I'm not quite that easy... I'm a goddess, after all.\"\n\nCurb scratches at the ground with his forepaws.", "endoftext": false }, { "action": "Kiss Goddess", "response": "You walk toward her, but she raises a hand to stop you. \"Sorry, my darling. I'm not quite that easy... I'm a goddess, after all.\"", "endoftext": false }, { "action": "Pray", "response": "You prostrate yourself before the goddess.\n\nShe lowers her gaze. \"Welcome to Heaven, you fiendish thing. Come here, lover.\"\n\nCurb chases his tail, squealing frustration.", "endoftext": false }, { "action": "You enter the bed", "response": "You walk toward her, and she welcomes you with open arms. She smiles as you climb up into the big, white, furry couch.\n\nJust one kiss, and the world seems to dissolve around you...", "endoftext": false }, { "action": "You kiss her", "response": "Oh, now you've done it. Or at least, you presume that you've done it, since you don't really remember anything after that first kiss. You're all alone on your conjugal couch.\n\nCurb detracts from the scenic value of the vicinity.\n\nYou can't see \"her\" (the Goddess) at the moment.", "endoftext": true }, { "action": "You look around", "response": "Oh, now you've done it. Or at least, you presume that you've done it, since you don't really remember anything after that first kiss. You're all alone on your conjugal couch.\n\nCurb detracts from the scenic value of the vicinity.\n\nCurb writhes about on his back, kicking his hind legs.", "endoftext": false }, { "action": "Author", "response": "Scene 9, \"Hell Hath No Fury\", was written by Brian Rapp.", "endoftext": false }, { "action": "You stand", "response": "The floor opens up beneath you, and you fall for an exceedingly great distance...\n\nCut off from everything good in the universe, your sensations are limited to pain, frustration, and ennui. You are immersed in an endless sea of fire, which certainly doesn't help matters.\n\nCurb detracts from the scenic value of the vicinity.\n\nYou can also see a devil, a helicopter, and a red gear here.", "endoftext": false }, { "action": "You examine gear", "response": "You see nothing special about the red gear.\n\nGoodness gracious me. What sort of thing just appeared in your hands? Some sort of box?", "endoftext": false }, { "action": "You examine the devil", "response": "The banality of evil is personified by this loathsome fellow, who doesn't project fear so much as an intense longing to be anywhere other than in his presence.\n\nThe devil looks in your direction and says \"Cerberus! Where have you been?\" He then seizes Curb by the neck and drags him away, continuing to abuse the animal for abandoning his duty. You are unable to care about this turn of events, but notice that the devil has lost his helmet during the struggle.", "endoftext": false }, { "action": "Gear", "response": "helmet: The imp on your left shoulder warns you: \"Thou shalt not steal.\" On your right shoulder, G. K. Chesterton replies: \"Thieves respect property. They merely wish the property to become their property that they may more perfectly respect it.\" You hadn't noticed either of these apparitions before this moment, but find yourself leaning in the direction of the latter. You pick up the horned helmet. red gear: Taken.", "endoftext": false }, { "action": "You examine the helicopter", "response": "This helicopter is a magical shade of black that casts neither reflections nor shadows. It is almost entirely featureless, inside and out.", "endoftext": false }, { "action": "Wear helmet", "response": "It suddenly becomes difficult to think.", "endoftext": false }, { "action": "You think", "response": "Unbearably hellish music overwhelms your thoughts. You struggle mightily to think about something else.", "endoftext": false }, { "action": "You remove the helmet", "response": "You take off the helmet.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Cut off from everything good in the universe, your sensations are limited to pain, frustration, and ennui. You are immersed in an endless sea of fire, which certainly doesn't help matters.\n\nYou can see a helicopter here.", "endoftext": false }, { "action": "You enter the helicopter", "response": "You get into the helicopter.", "endoftext": false }, { "action": "Pray", "response": "You mumble a prayer from your childhood:\n\nI see the moon, and the moon sees me.\nGod bless the moon and God bless me.\n\nIt's a pretty selfish prayer, when you think about it. I mean, the moon is covered, but I guess you really don't care about anything or anyone else, do you?\n\nI swear... you belong in Vegas.", "endoftext": false }, { "action": "You examine the helicopter", "response": "You search in vain for any kind of control mechanism.", "endoftext": false }, { "action": "You think", "response": "The helicopter hovers amidst the flames and describes a very slow spiral in the air, as if it were searching for something.", "endoftext": false }, { "action": "You think about Curb", "response": "That won't do. You want to be thinking of something smaller, something you can take with you wherever you may go.", "endoftext": false }, { "action": "You think about the hope", "response": "Your thoughts instead turn to feelings of loss... Poignant loss... Loss of something tangible and true.", "endoftext": false }, { "action": "You think about the loss", "response": "Yes, loss... You've lost something of value, and you need to think on it more fully.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na red gear\na G. K. Chesterton on your right shoulder\nan imp on your left shoulder\na helmet (being worn)\na Nox box (closed)\nan accordion\na plastic card\na plastic shield\na plastic sword\na slip of paper\na gray square\na red square\na Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open but empty)\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1", "endoftext": false }, { "action": "You examine the imp", "response": "As if suddenly embarrassed by your attention, both figments disappear without a sound. You straighten your shoulders with a certain sense of relief, and appreciate the opportunity to do so.", "endoftext": true }, { "action": "Look around", "response": "Hell (in the helicopter)\nCut off from everything good in the universe, your sensations are limited to pain, frustration, and ennui. You are immersed in an endless sea of fire, which certainly doesn't help matters.", "endoftext": false }, { "action": "You look at Nox Box", "response": "The box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents.\n\nThe Nox Box makes a slight humming noise.", "endoftext": false }, { "action": "You put gear in Box", "response": "(the Nox box)\nThe Nox box is closed.", "endoftext": false }, { "action": "You open Nox Box", "response": "You open the Nox box, revealing a gear slot.", "endoftext": false }, { "action": "You put the gear in it", "response": "(the red gear in the Nox box)\nYou put the red gear into the gear slot.", "endoftext": false }, { "action": "Author", "response": "Scene 9, \"Hell Hath No Fury\", was written by Brian Rapp.", "endoftext": false }, { "action": "Shake box", "response": "(the Nox box)\nAn alarming rattling sound comes from within the gear slot.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na helmet (being worn)\na Nox box (open)\na gear slot\na red gear\nan accordion\na plastic card\na plastic shield\na plastic sword\na slip of paper\na gray square\na red square\na Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open but empty)\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1", "endoftext": false }, { "action": "Close Box", "response": "(the Nox box)\nYou close the Nox box.", "endoftext": false }, { "action": "Examine box", "response": "(the Nox box)\nThe box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents.\n\nThe Nox Box makes a slight humming noise.", "endoftext": false }, { "action": "Shake box", "response": "(the Nox box)\nAs the box shakes, you get a vague impression of a house.", "endoftext": false }, { "action": "You look at the pattern", "response": "The pattern, although still confusingly complex, gives you the vague impression of a house.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na helmet (being worn)\na Nox box (closed)\nan accordion\na plastic card\na plastic shield\na plastic sword\na slip of paper\na gray square\na red square\na Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open but empty)\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1", "endoftext": false }, { "action": "You look at the accordion", "response": "Black as night, black as coal. You wouldn't mind at all the prospect of seeing it blotted out.", "endoftext": false }, { "action": "You play it", "response": "Your rendition of \"Chariots of Fire\" is far more depressing than it has any right to be.", "endoftext": false }, { "action": "You think about the guitar", "response": "The helicopter whirs with newfound energy, and whisks you away at what can only be described as the speed of thought. Flames and darkness and loss all evaporate in a hurricane of recovered emotion...\n\nA nothingness full of whiteness surrounds you. The only way out is not to leave. Disconcertingly, one of your possessions is making a faint buzzing sound.\n\nYou can see your guitar here.", "endoftext": false }, { "action": "You play the guitar", "response": "(first taking the guitar)\nYou play a few notes of \"Greensleeves.\" Contrary to IF convention, you actually play quite well.", "endoftext": false }, { "action": "Examine box", "response": "The box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents.\n\nThe Nox Box makes a noticable buzzing sound.\n\nScene 10, \"Endgame\", was written by Mark J Musante.\n\n(the Nox box)\nThe box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents.\n\nThe Nox Box makes a noticable buzzing sound.", "endoftext": false }, { "action": "You look at the pattern", "response": "The pattern, although still confusingly complex, gives you the vague impression of a house.", "endoftext": false }, { "action": "Shake nox", "response": "As the box shakes, you get a vague impression of a house.", "endoftext": true }, { "action": "Look around", "response": "A nothingness full of whiteness surrounds you. The only way out is not to leave. Disconcertingly, one of your possessions is making a faint buzzing sound.", "endoftext": false }, { "action": "You touch Box", "response": "(the Nox box)\nYou feel nothing unexpected.", "endoftext": false }, { "action": "Examine box", "response": "(the Nox box)\nThe box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents.\n\nThe Nox Box makes a noticable buzzing sound.", "endoftext": false }, { "action": "You open Box", "response": "(the Nox box)\nYou open the Nox box, revealing a gear slot.", "endoftext": false }, { "action": "You look in the slot", "response": "In the gear slot is a red gear.", "endoftext": false }, { "action": "Close Box", "response": "(the Nox box)\nYou close the Nox box.", "endoftext": false }, { "action": "You examine the guitar", "response": "Your faithful rosewood six-string.", "endoftext": false }, { "action": "Wear helmet", "response": "It suddenly becomes difficult to think.", "endoftext": false }, { "action": "You think about the guitar", "response": "Unbearably hellish music overwhelms your thoughts. You struggle mightily to think about something else.", "endoftext": false }, { "action": "You play guitar", "response": "You play a few notes of \"Chobits ending theme 2\". Contrary to IF convention, you actually play quite well.", "endoftext": false }, { "action": "You search the guitar", "response": "The guitar is empty.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nThis would be pitch-black if it weren't for your glow-jar and a bit of light coming in via the window. A rickety staircase leads upwards.\n\nYou can see a cupboard (closed) here.\n\nThe Nox Box seems to have vanished from your possessions.", "endoftext": false }, { "action": "You open the cupboard", "response": "You open the cupboard, revealing a yellow gear and a blue gear.", "endoftext": false }, { "action": "You take the gears", "response": "yellow gear: Taken.\nblue gear: Taken.", "endoftext": false }, { "action": "You go upward", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nYou're here in front of a slot machine situated right on top of the X in the Luxor's logo. All around you, blinking, screaming electronics want to take your money, but your steely resolve remains undeterred. A dark passage in front of the slot machine leads down.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "You get Box", "response": "(the Nox box)\nYou already have that.", "endoftext": false }, { "action": "You open Nox", "response": "You open the Nox box, revealing a gear slot.", "endoftext": false }, { "action": "You put the yellow gear in Nox", "response": "You put the yellow gear into the gear slot.", "endoftext": false }, { "action": "You put the blue gear in Nox", "response": "You put the blue gear into the gear slot.", "endoftext": false }, { "action": "Close nox", "response": "You close the Nox box.", "endoftext": false }, { "action": "Shake nox", "response": "As the box shakes, you get a vague impression of a field.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nA wide open field with a blue sky above. Far off in the distance, towards the setting sun, you can see a large, lone tree. Closer by, like nearly on top of you, is an enormous trebuchet.\n\nYou can see an orange gear here.\n\nThe Nox Box has vanished again.", "endoftext": false }, { "action": "You take the orange gear", "response": "Taken.", "endoftext": false }, { "action": "You examine the Tree", "response": "Far off in the distance, you can just make out a tree poking up over the tall grass.", "endoftext": false }, { "action": "You look at trebuchet", "response": "The enormity of this enormous trebuchet is enor... is staggering. The wheels themselves are easily forty feet in diameter, if not more. The top reaches too high to even estimate. The rope is thicker than a tree trunk. A really thick tree trunk. The sling is currently empty, and an amusingly small lever built into the side looks like it'll set it off.\n\nFar overhead, you hear the buzzing of a plane.", "endoftext": false }, { "action": "You examine the plane", "response": "You can definitely hear it, but you can't quite see it.\n\nThe buzzing becomes louder.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe plane is almost directly overhead.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThe plane continues on its way across the sky.", "endoftext": false }, { "action": "You examine the rope", "response": "The enormity of this enormous trebuchet is enor... is staggering. The wheels themselves are easily forty feet in diameter, if not more. The top reaches too high to even estimate. The rope is thicker than a tree trunk. A really thick tree trunk. The sling is currently empty, and an amusingly small lever built into the side looks like it'll set it off.\n\nThe buzzing becomes very faint as the plane flies out of view.", "endoftext": false }, { "action": "Go north", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nA wide porch of wood slats, with the obligatory animal skulls nailed up against the wall. South leads back to the road; north takes you inside.\n\nJust outside the shadowed doorway, a parched corpse slumps in a rocking-chair.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "You open Nox", "response": "You open the Nox box, revealing a gear slot.", "endoftext": false }, { "action": "You put the orange gear in the slot", "response": "You put the orange gear into the gear slot.", "endoftext": false }, { "action": "Close Box", "response": "(the Nox box)\nYou close the Nox box.", "endoftext": false }, { "action": "Shake nox", "response": "As the box shakes, you get a vague impression of a tree.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nA tree stands majestically in the middle of a great open field. The sun, just rising over the horizon, makes the tree's shadow stretch off over the grass into the distance. The field continues in all directions.\n\nThe Nox Box has vanished again.", "endoftext": false }, { "action": "You look at the Tree", "response": "You're not exactly sure what kind of tree this is as you're not a botanist. However, it is tall and sturdy and makes a nice amount of shade, and high up in the branches you can just make out a gear of some hue or other.", "endoftext": false }, { "action": "You climb the Tree", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nYou've climbed half-way up the stairs. To go any further would be foolishly risking your life.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "You examine Nox", "response": "The box is square, solid black, and inlaid with strands of silver that makes an unusual and almost hypnotic pattern on all six sides. It's just about the size of the old Christmas presents you used to shake as a kid to guess their contents.\n\nThe Nox Box makes a noticable buzzing sound.", "endoftext": false }, { "action": "You examine the pattern", "response": "The pattern, although still confusingly complex, gives you the vague impression of a tree.", "endoftext": false }, { "action": "Shake nox", "response": "As the box shakes, you get a vague impression of an enclosed space.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nHunched over in a cramped, lurching, noisy cabin makes your back hurt and endangers your hearing. Wires and cables are strung neatly nearly everywhere, and pipes prove useful when you need to grab onto something. A hatch in the ceiling leads to the deck above you, and a door is set into the hull of the plane.\n\nYou can see a hull door, a hatch, and a giant silver sphere here.\n\nThe Nox Box has vanished again.", "endoftext": false }, { "action": "You examine the sphere", "response": "Although the sphere appears to be silver, you can't be certain exactly what metal it's made of. The surface of it dances and swirls before your eyes, and when you lean close to it, your reflection distorts amusingly. At least, you assume your nose isn't that big.", "endoftext": false }, { "action": "Author", "response": "Scene 10, \"Endgame\", was written by Mark J Musante.", "endoftext": false }, { "action": "You open hatch", "response": "You open the hatch.", "endoftext": false }, { "action": "Go upward", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nThis is clearly some kind of command center. An important-looking door leads off to the north, while more unassuming ones lead in all other cardinal directions. Surely some hint to the treasure must be in this secret complex.\n\nYou can see a ladder here.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "You open the hull door", "response": "You open the hull door.", "endoftext": false }, { "action": "You enter the hull door", "response": "You leap to your death. And your death takes a while to hit you, mostly because it comes in the form of the ground, which was far far below the plane.", "endoftext": false }, { "action": "You open hatch", "response": "That's already open.", "endoftext": false }, { "action": "You go upwards", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nThe building is in the state you've expected from a ghost town. Its upper floor is completely gone, but the front is still standing, and you can barely make out the words Kissing Bandit Saloon in sun-bleached red paint. One half of a swinging door leads north, inside.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nA wide open field with a blue sky above. Far off in the distance, towards the setting sun, you can see a large, lone tree. Closer by, like nearly on top of you, is an enormous trebuchet.\n\nThe Nox Box has vanished again.", "endoftext": false }, { "action": "You examine the trebuchet", "response": "The enormity of this enormous trebuchet is enor... is staggering. The wheels themselves are easily forty feet in diameter, if not more. The top reaches too high to even estimate. The rope is thicker than a tree trunk. A really thick tree trunk. The sling is currently empty, and an amusingly small lever built into the side looks like it'll set it off.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nFar overhead, you hear the buzzing of a plane.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe buzzing becomes louder.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe plane is almost directly overhead.\nA glint of light shines briefly below the plane. You squint but can't make it out.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe plane continues on its way across the sky.\nThe glint of light becomes brighter, and a rushing, crackly, whooshing sound is coming from it.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe buzzing becomes very faint as the plane flies out of view.\nThe glint of light rushes towards the ground at a fantastic rate. It thuds into the earth, throwing up rocks and dirt in an amazing display. Still more amazingly, it bounces up into the air and with a neat \"plop\", lands gently onto the trebuchet.", "endoftext": false }, { "action": "You pull the lever", "response": "Slowly at first, and then with increasing speed, the trebuchet pulls the loaded sling underneath and then the sling swings free. It flies far out into the distance and curves upwards in an arc that seems slow only because of the distance involved. At the top of the swing, almost up into the clouds, you see a flash of light as the sphere is thrown clear of the sling. It flies high into the air and you wait and wait as it comes down almost at the horizon. And right into the large lone tree in the distance. The tree shudders once and is still.", "endoftext": false }, { "action": "Go north", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nThis room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner.\nA counter is near the back wall.\nAn impressive chandelier dangles from the remains of the ceiling.\n\nCurb has dug a hole into the ground here.\n\nBehind the counter is a shelf lined with a row of casks.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "Shake nox", "response": "As the box shakes, you get a vague impression of a tree.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nA tree stands majestically in the middle of a great open field. The sun, just rising over the horizon, makes the tree's shadow stretch off over the grass into the distance. The field continues in all directions.\n\nYou can see a giant silver sphere and an indigo gear here.\n\nThe Nox Box has vanished again.", "endoftext": false }, { "action": "You take the indigo", "response": "Taken.", "endoftext": false }, { "action": "You examine the sphere", "response": "Although the sphere appears to be silver, you can't be certain exactly what metal it's made of. The surface of it dances and swirls before your eyes, and when you lean close to it, your reflection distorts amusingly. At least, you assume your nose isn't that big. Despite the fact that it took quite a journey since you saw it last, it appears completely unharmed, with not a scratch to be seen.", "endoftext": false }, { "action": "You examine the Tree", "response": "You're not exactly sure what kind of tree this is as you're not a botanist. However, it is tall and sturdy and makes a nice amount of shade, although many of the branches are splintered and broken.", "endoftext": false }, { "action": "You go north", "response": "With a blink and a flash, you're suddenly somewhere a bit more familiar...\n\nThis end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west.\n\nYou pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene.\n\nYou can see a set of pearly gates and a guardian angel here.\n\nYour possessions shift slightly. The Nox Box seems to have returned.", "endoftext": false }, { "action": "You put the indigo in Nox", "response": "You put the indigo gear into the gear slot.", "endoftext": false }, { "action": "Close nox", "response": "You close the Nox box.", "endoftext": false }, { "action": "Continue", "response": "As the box shakes, you get a vague impression of a beach.", "endoftext": false }, { "action": "Touch pattern", "response": "A snap of static jumps from the pattern to your fingers, and the world collapses around you!\n\nA picturesque beach at sunset. Clich?, but extremely pleasant. The sun glints over the waters as the waves crash gently on the shore. The beach is secluded, with cliffs all around you. At last, you can relax. It seems like forever ago when you started in By Your Car and your odd and surreal journey began. But now it's over, and you've found a place to rest. All it needs is a bit of music to be complete.\n\nThe Nox Box has vanished again.", "endoftext": false }, { "action": "You play the guitar", "response": "You sit down in a comfortable spot, expertly tune your guitar, and play music to match the peaceful beauty of your surroundings. Your fingers fly over the guitar strings with the effortless ease of one who has mastered the instrument, and you close your eyes, breathing a sigh of completion.", "endoftext": false }, { "action": "3", "response": "Enter saved game to load: Restore failed.\n\nWould you like to RESTART, RESTORE a saved game, or QUIT?", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in a brightly-lit pillared underground chamber, with purple shag carpeting and a group of very generous people. A back office lies to the east, while the west end of the lounge gives off a gentle glow.\n\nCurb detracts from the scenic value of the vicinity.\n\nYou can also see Bruce K, Corinne Q, and Sammy Z-E here.\n\nCorinne Q passes a brown square to Sammy Z-E. Sammy Z-E gifts a small wooden house to Corinne Q.\n\nYou glow with enlightenment.", "endoftext": false }, { "action": "Go west", "response": "This end of the Giving Lounge is bathed in gentle light. A set of (literally) pearly gates stands to the west.\n\nYou pause to reflect on this for a moment. The fact that the pearly gates are underground adds that extra touch of Vegas oddness to the scene.\n\nYou can see a set of pearly gates and a guardian angel here.\n\nCurb scampers after you.\n\nYou glow with enlightenment.", "endoftext": false }, { "action": "You go to the west", "response": "The angel opens the gates with a smile, and you pass beyond. Could the treasure you seek lie beyond?\n\nThe underground Las Vegas version of Heaven is as big as a major city railway terminal and brilliantly lit, with a high vault ceiling painted sky blue. Vapory, cottoney off-white structures flit about the room, blown by a pleasant breeze from discreetly placed and deeply muffled fans. It's all spectacularly fake, of course, but with superb production values.\n\nYou can see a set of pearly gates and a heart-shaped bed here.\n\nAnd, more to the point, there's someone on the bed.\n\nCurb scampers after you.", "endoftext": false }, { "action": "Blaspheme", "response": "\"What do you think you are?\" you ask. \"Some kind of hot and holy little sex muffin? I'll have you know that I possess strong moral fiber, and will not succumb to your feminine wiles!\"\n\nHer eyes open wide and fill with rage. \"Oh, you won't, will you?\"\n\nYou catch a brief glimpse of her cleavage. \"Um...\" Must. Look. In. Her. Eyes... \"No. No, I won't!\"\n\n\"You're perfectly sure?\" She crawls toward you a little bit more. \"Absolutely certain?\"\n\nGosh, I dunno. Are you sure?", "endoftext": false }, { "action": "No", "response": "You give it some thought. Real thought, this time, not just impulse...\n\nAnd you realize that maybe the Vegas lifestyle isn't so bad. Not really.\n\nLooks like it might be fun, actually, to climb up onto the fuzzy white bed and...\n\n...and what? Gosh. You're not sure. You think about that, too...\n\nAnd you decide that you'll do pretty much whatever she wants you to do. \"What the hell?\" you say. \"Why not?\" She smiles as you climb up into the big, white, furry couch and snuggle up beside her.\n\nJust one kiss, and the world seems to dissolve around you...\n\nOh, now you've done it. Or at least, you presume that you've done it, since you don't really remember anything after that first kiss. You're all alone on your conjugal couch.\n\nCurb detracts from the scenic value of the vicinity.\n\nCurb peers curiously at the Twinkie and makes a famished whine.", "endoftext": false }, { "action": "Yes", "response": "You gather all of your strength and cry out, \"YES!\"\n\n\"Hm. Very well, then. Goodbye!\" And with that, the floor opens up beneath you, and you faaaallll...\n\nCut off from everything good in the universe, your sensations are limited to pain, frustration, and ennui. You are immersed in an endless sea of fire, which certainly doesn't help matters.\n\nCurb detracts from the scenic value of the vicinity.\n\nYou can also see a devil, a helicopter, and a red gear here.\n\nCurb chases his tail, squealing frustration.", "endoftext": false }, { "action": "Pet Goddess", "response": "You stride toward her, but she shakes her head. \"I'm afraid not, my darling. I'm not quite that easy... I'm a goddess, after all.\"", "endoftext": false }, { "action": "No", "response": "You give it some thought. Real thought, this time, not just impulse...\n\nAnd you realize that maybe the Vegas lifestyle isn't so bad. Not really.\n\nLooks like it might be fun, actually, to climb up onto the fuzzy white bed and...\n\n...and what? Gosh. You're not sure. You think about that, too...\n\nAnd you decide that you'll do pretty much whatever she wants you to do. \"What the hell?\" you say. \"Why not?\" She smiles as you climb up into the big, white, furry couch and snuggle up beside her.\n\nJust one kiss, and the world seems to dissolve around you...\n\nOh, now you've done it. Or at least, you presume that you've done it, since you don't really remember anything after that first kiss. You're all alone on your conjugal couch.\n\nCurb detracts from the scenic value of the vicinity.\n\nCurb peers curiously at the panga.", "endoftext": false }, { "action": "You give the hat to Goddess", "response": "Which do you mean, the Mome hat, or the alligator stetson?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na plastic card\na plastic shield\na plastic sword\na slip of paper\na gray square\na red square\na Mome hat (being worn)\nsome gambling tokens\na decoder ring (being worn)\na heirloom box (open but empty)\na treasure map\nan eyepatch\na skull\na shred of cloth\nan empty pewter mug\na glass bottle of rum\na piece of paper\na diary\na glow-jar (providing light)\nyour car keys (disgusting)\na Son of Toil bar\na Twinkie\na musket barrel\nyour guitar\nan alligator stetson (being worn)\nyour panga\nTreasure Huntery Lesson 1", "endoftext": true }, { "action": "You look around", "response": "Oh, now you've done it. Or at least, you presume that you've done it, since you don't really remember anything after that first kiss. You're all alone on your conjugal couch.\n\nCurb detracts from the scenic value of the vicinity.\n\nCurb skitters about.", "endoftext": true } ]
xrofykwwtvx686gr
Dr. Kong In: Plan DSDS From Practice Space
Two Guys From The Other Bar
[ "Horror" ]
[ "first effort", "profanity" ]
2,011
[ 0, 0, 1, 1, 1 ]
3
2
20191229
true
All you want is to have a good time at the party. But then the people at the club turn out to be less alive and more kicking, the music completely sucks, and to top it all off, someone has kidnapped your internet pal mandy95.
[ { "action": "%", "response": "It's Saturday night, and it's time to kick out some jams. You've been working your ass off all week, with the radio blaring stories at you about how some stupid prick politician faked his dissertation, and you're in dire need of some bass and some beer. Good thing it's that part of the month again: Department of Volxvergnuegen is throwing one of their action-packed techno parties at Glockenbachwerkstatt!\n\nDr. Kong in: Plan DSDS from practice space (The Volxvergnuegen Adventure)\nA time travel anomaly by Two Guys From The Other Bar\n\nYou are standing outside of the club. Basses are pumping. You can enter the building through a big green door to the north or go east around the corner to the side of the building.\n\nAbove you is the night sky.\n\nTO GET SOME INFORMATION ABOUT THIS GAME, TYPE \"INFO\"\n\nTO GET SOME HELP FOR PLAYING THIS GAME, TYPE \"HELP\".\n\nYou can see Technodude and Electrowoman here.", "endoftext": false }, { "action": "Info", "response": "Hello, and welcome. This is a special little game. It was written for the interactive fiction event in Munich that the culture collective called \"department of volxvergnuegen\" organized on May 7, 2011. At least parts of the game you're playing right now take place on said event, during which a workshop for writers took place, we screened GET LAMP by Jason Scott and people could play several interactive fiction games on a couple of terminals we provided. Ah yes, and we played the game you're playing right now collectively on the big screen, which was a lot of fun also, in spite of all its bugginess.\n\nBut now to my apologies. This is by no means a good game, if we take polished and well thought-out games like, well, let's face it, every single game that did well in the past 16 years of the Interactive Fiction Competition and compare them to our game; it was written in just a couple of weeks by me and my friend Anonymeuss (thanks to the rest of the Nerd Kru for making this insane story up, you know who you are!), and neither of us had ever written a piece of interactive fiction before. It's a very railroaded game and probably still pretty buggy, the puzzles aren't too avant-garde and it features long deserts of text that make the opening of Oliver Ullmann's \"The Duel That Spanned The Ages\" look like a four-line poem. But we still think our crazy little story is pretty funny and we hope you'll give it a spin. If you head over to\n[LINK]\nms/258.html,\nyou can find some pictures from the event that could get you in the mood (or if you locate the pictures folder on the disc in your game package). Most of our crew were dressed the way they are described in the game, and Jason Scott played along nicely too. This leads us to our thank you-list:\n\nThanks to the amazing Jason Scott, who made this wonderful movie, was absolutely hilarious on skype and said the silly things i asked him to say (apart from being generally awesome). Cheers!\n\nI cannot thank enough all the members of the volxvergnuegen team who made this day very special. From designing and preparing all those gorgeous visuals to selling the drinks: You were amazing, and this game is dedicated to you.\n\nThanks to Michael Baltes, Oliver Ullmann, Marius Müller, Ingo Scharmann and Martin Barth for hosting the workshop and exterminating some of the worst bugs, see you soon!\n\nAnd last but not least: Thank YOU, dear player, for still reading this. I sincerely hope you can at least get a good laugh while playing our game. Comments, suggestions,bug reports, death threats are best sent to colin.djukic@googlemail.com.\n\nHAVE FUN.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome money\nsome change for cigarettes\na fartroid smartphone\na tattered shoulder-bag (being worn and closed)\nan apple", "endoftext": false }, { "action": "You examine the money", "response": "It's money. It stinks.", "endoftext": false }, { "action": "You examine the change", "response": "Some change for buying cigarettes.", "endoftext": false }, { "action": "You look at the smartphone", "response": "A Rottorola.\n\nThe fartroid smartphone is currently switched off.", "endoftext": false }, { "action": "You look at the bag", "response": "Your trusty old bag. Made of black nylon, it has several little holes and scratches. A button depicting a guy throwing a swastika into a rubbish bin is attached to its flap.", "endoftext": false }, { "action": "You open the bag", "response": "You open the tattered shoulder-bag, revealing a red flyer.", "endoftext": false }, { "action": "You look at the flyer", "response": "It's the flyer for last month's Volxvergnuegen event. A red foil which makes the underlying text readable. (Hint: If you haven't got one, you better get one!) It was some kind of text adventure event. Too bad you couldn't make it.", "endoftext": false }, { "action": "You examine the apple", "response": "It's green.\n\nThere's a sticker on the apple! You pull it off.", "endoftext": false }, { "action": "You look at the sticker", "response": "It says: \"I'm so green\".", "endoftext": false }, { "action": "You examine the Electrowoman", "response": "One of those bass-hungry females. At the moment, she's talking to Technodude.", "endoftext": false }, { "action": "You ask the Technodude about the flyer", "response": "He just asks: \"Hey, are you on facebook?\" without waiting for your reply.", "endoftext": false }, { "action": "You ask the Electrowoman about the flyer", "response": "She just asks: \"Hey, are you on facebook?\" without waiting for your reply.", "endoftext": false }, { "action": "You turn on the phone", "response": "You switch the fartroid smartphone on.", "endoftext": false }, { "action": "You examine the phone", "response": "A Rottorola.The device depicts the word \"FARTROID\" and boots up. You haven't installed any apps apart from the preinstalled Facebook app, but you have no clue how to activate the app.\n\nThe fartroid smartphone is currently switched on.", "endoftext": false }, { "action": "You turn off the phone", "response": "You switch the fartroid smartphone off.", "endoftext": false }, { "action": "Go north", "response": "You really wanna smoke a cigarette before entering. If you remember correctly, there's a cigarette machine east of the club.", "endoftext": false }, { "action": "You go to the east", "response": "You're standing east of the club, under the night sky. It's pretty quiet here. Steam rises from a grate in the pavement.\n\nYou can go back to the front door by moving south.\n\nYou can see a fag machine here.", "endoftext": false }, { "action": "You examine the machine", "response": "Your standard fare cigarette machine. You put change in, and usually, cigarettes pop out.", "endoftext": false }, { "action": "You put the change in the machine", "response": "The coins drop into the slot. After painfully proving that you are indeed old enough to smoke by sliding several ID and credit cards through a card reader and pressing your thumb onto some biometric device, a pack of your favorite brand of cigarettes lands on the pavement with a \"thump\".", "endoftext": false }, { "action": "You take the pack", "response": "Fuck, you forgot to bring a lighter with you! Whatever. Perhaps you can find a lighter inside the club.\n\nTaken.", "endoftext": false }, { "action": "You examine grate", "response": "Steam is rising up from the grate by the side of the road. You can't see much down there, but the smell is pretty strange. You never noticed this grate before.", "endoftext": false }, { "action": "You look at the pack", "response": "Les Fleurs Du Mal, your favorite brand of death sticks. Every pack contains a poem by your personal Uber-Dandy, Charles Baudelaire!", "endoftext": false }, { "action": "You open the pack", "response": "You open the pack of fags, revealing a folded poem and sixteen cigarettes.", "endoftext": false }, { "action": "You examine the poem", "response": "The unfolded poem reads:\n\nBehold the sweet evening, friend of the criminal;\nIt comes like an accomplice, stealthily; the sky\nCloses slowly like an immense alcove,\nAnd impatient man turns into a beast of prey.\nO evening, kind evening, desired by him\nWhose arms can say, without lying: \"Today\nWe labored!\" - It is the evening that comforts\nThose minds that are consumed by a savage sorrow,\nThe obstinate scholar whose head bends with fatigue\nAnd the bowed laborer who returns to his bed.\n\nAwaken sluggishly, like businessmen,\nAnd take flight, bumping against porch roofs and shutters.\nAmong the gas flames worried by the wind\nProstitution catches alight in the streets;\nLike an ant-hill she lets her workers out;\nEverywhere she blazes a secret path,\nLike an enemy who plans a surprise attack;\nShe moves in the heart of the city of mire\nLike a worm that steals from Man what he eats.\nHere and there one hears food sizzle in the kitchens,\nThe theaters yell, the orchestras moan;\n\nThe gambling dens, where games of chance delight,\nFill up with whores and cardsharps, their accomplices;\nThe burglars, who know neither respite nor mercy,\nAre soon going to begin their work, they also,\nAnd quietly force open cash-boxes and doors\nTo enjoy life awhile and dress their mistresses.\n\nMeditate, O my soul, in this solemn moment,\nAnd close your ears to this uproar;\nIt is now that the pains of the sick grow sharper!\nSomber Night grabs them by the throat; they reach the end\nOf their destinies and go to the common pit;\nThe hospitals are filled with their sighs. - More than one\nWill come no more to get his fragrant soup\nBy the fireside, in the evening, with a loved one.\n\nHowever, most of them have never known\nThe sweetness of a home, have never lived!\n\n- William Aggeler, The Flowers of Evil (Fresno, CA: Academy Library Guild, 1954)", "endoftext": false }, { "action": "You go south", "response": "You are standing outside of the club. Basses are pumping. You can enter the building through a big green door to the north or go east around the corner to the side of the building.\n\nAbove you is the night sky.\n\nYou can see Technodude and Electrowoman here.", "endoftext": false }, { "action": "You ask the Technodude about lighter", "response": "He just asks: \"Hey, are you on facebook?\" without waiting for your reply.", "endoftext": false }, { "action": "You listen", "response": "Basses. Louder. Inane Chatter.", "endoftext": false }, { "action": "You examine table", "response": "On the table here are a blue flyer and a card.", "endoftext": false }, { "action": "You examine the blue flyer", "response": "It's the flyer for the next event. It says \"Department of Volxvergnuegen präsentiert: Die besten Wiesn-Hits aus den 60ern, 70ern und überhaupt: Super-Gaudi!!!!!\". This must be a joke.", "endoftext": false }, { "action": "You look at the card", "response": "It just says 14,99. That's odd. Usually, the Volxvergnuegen parties only cost 4 bucks.", "endoftext": false }, { "action": "You take the blue flyer and the card", "response": "blue flyer: Taken.\ncard: Fabi grabs the card. \"Hey, get your hands off the card, man!\"", "endoftext": false }, { "action": "You examine Fabi", "response": "He's always organizing stuff. Right now, he's charging the customers who want to enter the club. He is looking a bit off. His eyes are kind of blood-shot. Too much work and not enough sleep, you guess.", "endoftext": false }, { "action": "You examine the lale", "response": "She's wearing yellow tights, short jeans and a yellow top. Her usual smile looks a little frozen, and her right cheek is marred by a bruise. You remember her as the girl that was jumping, singing, chewing her fingernails and drinking beer. At the same time. Now she's just standing there. You wonder what's wrong with her.", "endoftext": false }, { "action": "You look at the gothdude", "response": "He's wearing some kind of trench coat. He's standing in the corner of this corridor like some crooked vulture, eyeing you with his dark-rimmed eyes. What a freak.", "endoftext": false }, { "action": "You ask Fabi about card", "response": "He cuts you off: \"Hey, you wanna come in or what?!\"", "endoftext": false }, { "action": "You ask the lale about bruise", "response": "She just stares at you.", "endoftext": false }, { "action": "You ask the gothdude about lighter", "response": "Barely audible, he manages to spit out the following: \"rrrrrya....Facebook?\" He's obviously had too much to drink.", "endoftext": false }, { "action": "You buy the card", "response": "Nothing is on sale.", "endoftext": false }, { "action": "You go north", "response": "Lale pushes you away from the doorway. Fabi looks at you as if he was about to hit you. \"You have to pay before you enter!\", he says.", "endoftext": false }, { "action": "You give the money to Fabi", "response": "You pay the ridiculous entrance fee to Fabi, who pockets the money. He gives you a ticket and just motions to the doorway to the north. What the fuck, you don't care. Let's roll!", "endoftext": false }, { "action": "You examine the ticket", "response": "A ragged strip of paper torn from a roll. It says \"BEZAHLT\".", "endoftext": false }, { "action": "Go north", "response": "This is the bar area of the club. As usual, it's VERY crowded in here. People are trying to get through to the counter on the west side of the room or the toilets to the north. The dance floor is east of here.\n\nThe music is louder here. Sounds like minimal techno...but wait...like minimal techno with some very cheesy plastic disco samples on top...have the DJs lost their mind?\n\nDan is behind the counter of the Bar, serving cocktails.\n\nYou can also see Hipster and Style-O-Chick here.", "endoftext": false }, { "action": "You look at Dan", "response": "He looks even more evil than usual.", "endoftext": false }, { "action": "You look at Bar", "response": "A dimly lit counter. People are pushing each other in order to be served first. It seems they only serve one kind of drink tonight, as everybody drinks from a glass with the same deep orange color. Looks like...a Zombie? On the counter is a bowl of white jelly sweets.", "endoftext": false }, { "action": "You examine sweet", "response": "Looks pretty disgusting, like something you might find in the trash can of an operation room. But the people seem to enjoy eating those lumps...perhaps you should give it a try?", "endoftext": false }, { "action": "You take sweet", "response": "Reluctantly, you pop a jelly sweet into your mouth and cautiously start chewing on it. Not bad. Not bad at all! While you're munching away on the delicious gelatinous substance, from the corner of your eye you see Dan refilling the bowl. He's grabbing the lumps out of the skull of a dead body! It's that goth guy you saw in the entrance! You pause for a moment pondering whether you should get another one or not before spitting the brain tissue out of your mouth in a wide white arch.", "endoftext": false }, { "action": "You examine the Hipster", "response": "A hipster wearing nerdy glasses and sporting only one arm...", "endoftext": false }, { "action": "You ask Hipster about lighter", "response": "He grabs you with his remaining arm and screams in your ear: \"Man, you gotta try facebook, it's the newest shit! All the groovy volxvergnuegen people are on there!\" Great, this weirdo smeared blood over your shirt...why is he bleeding?! What's going on here?", "endoftext": false }, { "action": "You examine the Chick", "response": "She's gorgeous...she's wearing a sexy see-through blouse that barely conceals anything...including several deep, still bleeding wounds...was there an accident? Nobody seems to notice anything...", "endoftext": false }, { "action": "You ask the Chick about lighter", "response": "She whispers in your ear: \"Meet me on facebook, honey...\" Her breath is cold and smells like an open grave.", "endoftext": false }, { "action": "You go north", "response": "A narrow and usually packed corridor with doors to the restroom for women to the east and the restroom to the west. To your confusion, only one pretty fucked up woman sits slumped into a heap in one corner. You can go back to the bar to the south. A door leads to the cellar below.", "endoftext": false }, { "action": "You examine the woman", "response": "Her gray and faded hair covers most of her face. She's got a beer bottle in her lap, but it's definitely not beer she's drinking.", "endoftext": false }, { "action": "You look at the bottle", "response": "The label is smeared with a sticky red substance…Jesus, this looks like blood!", "endoftext": false }, { "action": "You ask the woman about the blood", "response": "With a voice from a Venom-song, she says \"Check out Facebook. Best thing that's happened to me in ages!\"", "endoftext": false }, { "action": "You go west", "response": "Noone's in here, and I suggest you leave, too. The stench is almost unbearable.", "endoftext": false }, { "action": "Smell", "response": "You're almost fainting from an overwhelming wave of ammonia.", "endoftext": false }, { "action": "Go east", "response": "Not that you'd care about etiquette, you're just scared of female demons ripping your flesh.", "endoftext": true }, { "action": "Go downwards", "response": "(first opening the cellar door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go to the south", "response": "This is the bar area of the club. As usual, it's VERY crowded in here. People are trying to get through to the counter on the west side of the room or the toilets to the north. The dance floor is east of here.\n\nDan is behind the counter of the Bar, serving cocktails.\n\nYou can also see Hipster and Style-O-Chick here.", "endoftext": false }, { "action": "Go west", "response": "Dan blocks your way.", "endoftext": false }, { "action": "You look at the speakers", "response": "Huge speakers, pumping bass.", "endoftext": false }, { "action": "You look at the freak", "response": "Who do you mean, Postman or Ugly Naked Freak?", "endoftext": false }, { "action": "You examine postman", "response": "He's got one of those orange drinks in his hands. He's moving the glass towards his head and spills the beverage over his shoulder, uttering a satisfied grunt and repeats this strange sequence of actions ad nauseam (maybe an ex-alcoholic?).", "endoftext": false }, { "action": "You examine the orange drink", "response": "One of those Zombies.", "endoftext": false }, { "action": "You look at naked", "response": "One of his butt cheeks is semi-detached, swinging around in crazy movements as he dances his completely brainless dance. He's wearing a full beard. Drops of blood fall to the dance floor from his hairy chin.", "endoftext": false }, { "action": "You examine the woman", "response": "As you approach her, she suddenly turns around, and you see that she's carrying a severed arm, biting huge chunks of flesh off the bone. Blood runs down her chin in gushes. She flashes you a demonic grin, exposing her rotten teeth.", "endoftext": false }, { "action": "You look at the arm", "response": "A severed arm!", "endoftext": false }, { "action": "You ask woman about the arm", "response": "She looks at you excitedly, ignoring your question: \"I met him on Facebook! Really tasty!\"", "endoftext": false }, { "action": "You ask naked about the butt", "response": "You really should join the nudist group on Facebook. Free yourself from the oppression by the clothing industry!", "endoftext": false }, { "action": "You ask the Postman about the sombrero", "response": "He stops spilling his drink and asks you \"Do you know that new Facebook game, Breweryville? It's awesome! I produce ten gallons of Weißbier every minute! What's your high score?\"", "endoftext": false }, { "action": "You go north", "response": "It's a little quieter in here, although you can still feel the basses pumping.\n\nBehind a dirty wooden table sits a dubious-looking man with a beard and an eye-patch. His left hand is lying on the table, while his right hand is trying to jab a knife at the spaces between his fingers, failing miserably. He's constantly cutting his fingers, obviously not noticing his bruises. There's a colorful parrot sitting on his right shoulder.\n\nYou can also see a small table (on which is a dinner jacket) here.\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You examine the pirate", "response": "He's wearing a tricorn hat carrying a huge button that says \"Ask me about Facebook\".\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You look at the parrot", "response": "You see nothing special about the parrot.\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You examine jacket", "response": "An expensive looking dinner jacket the economy students of Munich like to wear. You can see a cartier lighter sticking out from one of its pockets.\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You take lighter", "response": "Taken.\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You examine lighter", "response": "The cartier lighter is currently switched off.\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You ask the pirate about Facebook", "response": "\"Facebook? Arrrr, a mighty damn fine social network it is, young fella. I surfed the seven seas of the interweb, and i know all about it.\" He grabs your fartroid smartphone. \"Arrrr, a Rrrrrrottorrrrrrola. You don't seem to know how to operate your Facebook app, do ya? Lemme handle that.\" He plays around with your smartphone for a little while, leaving bloody fingerprints on the display. \"Here ya go, landlubber! Now y'arr ready to set sail for the ultimate procrastination!\" He gives you your phone back.\n\nThe parrot bawks: \"You bloody loser!\", laughing at the pirate.", "endoftext": false }, { "action": "You go south", "response": "The music is really intense here. Huge speakers pump loud basses into the stomachs of the crowd. The floor is filled with people. Weird people.\n\nA cloak room lies to the north. East of here is the DJ booth, guarded by groupies dancing in sync.\n\nNext to one of the gigantic speakers is a freak in a postman's uniform wearing a sombrero.\n\nIn the middle of the dance floor is an ugly naked freak, dancing his butt off. Literally.\n\nA pony-tailed woman in an adidas training suit is standing in a corner with her face to the wall.", "endoftext": false }, { "action": "Go east", "response": "With your smartphone ready for Facebook, the groupies let you through to the DJ booth. Phew!\n\nThe DJ booth is pretty small and dirty. Behind the mixer, the DJ, ghood, is spinning this crazy music you hear. On CDs...", "endoftext": false }, { "action": "You look at the dj", "response": "As you approach ghood, he notices you. \"Hey, Kong! You're alive!\"\n\nHe looks at you, exhausted. \"This is so fucked up man. We started the party as usual. But all of a sudden, a zombie entered the club, who knows from where, and started biting us. We fell, one by one. I'm the only one left alive! They let me live so i could spin these terrible records they gave me!\"\n\nYou ask him, \"Who do you mean? Who?\"\n\n\"I don't know! They beat me! It was all fuzzy! A girl gave me this bag of CD-Rs and said that if i'd stop playing their music, the zombies would stop dancing and swarm out on the streets! If i stop playing this music, we're all doomed, Kong, do you understand?!\"\n\nYou nod, gravely. What's the purpose of all this? And what now?\n\n\"You have to do something, Kong. I think all this horror comes from the basement, but you won't get there from the corridor, the door's locked. Maybe there's another way. You know, last month, we had this filmmaker, Jason Scott, on skype to talk about that text adventure movie he made, GET LAMP. And before he switched off, he said we should check out the beer cellar, that there was wisdom to be found there. What if he was right?\n\nPlease, Dr. Kong, try to get through to the kitchen and see of you can find something there. Dan will not let you through, but if you ask him about bloody mary, he'll probably leave to find one. All his rotten brain can process is this zombie drink.\n\nAnd by the way, please bring me a beer while you're in the beer cellar. I'm so thirsty!\"\n\nHe looks you in the eye, yearningly, and starts spinning music again.\n\nA beep emanates from your smartphone. Looks like you received a Facebook message! You tap on the letter symbol and are faced with the following text from your old pal Mandy95:\n\n\"Kong!!! Thank the fucking Baal you finally made it to Facebook! You wouldn't believe what happened to me! I was at that Volxvergnuegen event about text adventures. I just wanted to go to the toilet when I heard that weird black metal music coming from the basement. I opened the door leading to the practice rooms, went down a couple of steps and got hit on the head! When I woke up, I was here in this cell! They're taking my blood every day, although I never see anyone. I just hear this metal music from one of the practice rooms. Something very creepy is happening here, dude! I recently saw Rosemary's Baby, and I'm A+ sure there are some demon worshippers planning some sinister fuckup around here! You gotta help me, man! I don't know, you're always reading these science fiction books, do something, please!\"\n\nYou pause for a moment, terrified.\n\nThis is not weird anymore, this is slowly staggering towards nightmare. You have to find a way to rescue your friend. There must be a way to get down to the basement. The door to the practice rooms seems blocked, but maybe you can get to a lower level from the kitchen? And what's wrong with all these people? They look like zombies!", "endoftext": false }, { "action": "You ask Dan about the bloody mary", "response": "Dan disappears somewhere in the kitchen! Seems like ghood was right!", "endoftext": false }, { "action": "You go to the west", "response": "The kitchen is a bloody mess. There's nothing to be found here. To the north is the beer cellar.", "endoftext": false }, { "action": "You turn on lighter", "response": "You switch the cartier lighter on.\n\nA small room with empty shelves on all sides except to the south, where the room leads back to the kitchen.\n\nYou can see a case of beer (in which is a bottle of beer) here.", "endoftext": false }, { "action": "You take the bottle", "response": "Taken.", "endoftext": false }, { "action": "You examine the case", "response": "The case of beer is empty.", "endoftext": false }, { "action": "You examine the beer", "response": "(the bottle of beer)\nAugustiner.", "endoftext": false }, { "action": "You turn off lighter", "response": "You switch the cartier lighter off.", "endoftext": false }, { "action": "Go east", "response": "This is the bar area of the club. As usual, it's VERY crowded in here. People are trying to get through to the counter on the west side of the room or the toilets to the north. The dance floor is east of here.\n\nYou can see Hipster and Style-O-Chick here.", "endoftext": false }, { "action": "Go east", "response": "The DJ booth is pretty small and dirty. Behind the mixer, the DJ, ghood, is spinning this crazy music you hear. On CDs...", "endoftext": false }, { "action": "You give the bottle to the dj", "response": "Ghood just says \"Hey, thanks, I didn't think you'd return. You know, I'm just here to tell you to go to the beer cellar, dude.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na cartier lighter\na ticket\na blue flyer\na pack of fags (open)\na folded poem\nsixteen cigarettes\na sticker\nsome money\na fartroid smartphone\na tattered shoulder-bag (being worn and open)\na red flyer\nan apple", "endoftext": false }, { "action": "Dance", "response": "You act like Sheik Yerbouti for some time. Yowzah!", "endoftext": false }, { "action": "Go south", "response": "(first opening the big green door)\n\nThe door closes behind you.\n\nYou are standing outside of the club. Basses are pumping. You can enter the building through a big green door to the north or go east around the corner to the side of the building.\n\nAbove you is the night sky.\n\nYou can see Technodude and Electrowoman here.", "endoftext": false }, { "action": "You go to the east", "response": "You're standing east of the club, under the night sky. It's pretty quiet here. Steam rises from a grate in the pavement.\n\nYou can go back to the front door by moving south.\n\nYou can see a fag machine here.", "endoftext": false }, { "action": "Light cigarette", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "Smoke cigarette", "response": "You smoke a cigarette.", "endoftext": false }, { "action": "You turn on lighter", "response": "You switch the cartier lighter on.\n\nA small room with empty shelves on all sides except to the south, where the room leads back to the kitchen.\n\nYou can see a case of beer (empty) here.", "endoftext": false }, { "action": "You take the case", "response": "You put the case of beer on the concrete floor. On the wall behind the shelf is some writing!", "endoftext": false }, { "action": "You examine the writing", "response": "It says \"xyzzy: magic word for time traveling\"", "endoftext": false }, { "action": "Xyzzy", "response": "You get all fuzzy and the room seems to circle around you; for a short moment, you are reminded of the last time you took LSD...when you feel normal again....you hear someone's voice from afar:\n\n\"Thanks everybody for having me, it's been a pleasure. Colin asked me to give you all some advice for your lives, and all I can say is: Don't forget to ask about the banana; and check out the beer cellar. There's wisdom to be found there. Goodbye!\"\n\nYou open you eyes to see.....\n\nA small room with empty shelves on all sides except to the south, where the room leads back to the kitchen.\n\nYou can see a case of beer (empty) here.", "endoftext": false }, { "action": "You go south", "response": "Everything is neat and tidy here.\n\nYou can see a CD here.", "endoftext": false }, { "action": "You look at the cd", "response": "Best of Dieter Bohlen. Yuck!", "endoftext": false }, { "action": "You take it", "response": "YOU DO NOT WANT THIS!", "endoftext": false }, { "action": "Go east", "response": "It's pretty deserted here. You can hear voices from the dance floor.", "endoftext": false }, { "action": "Go east", "response": "Rows of chairs are lined up in front of a projection screen . A video beamer is projecting a skype startup screen. Cool people are hanging out, chatting, laughing. The walls are covered in words scribbled on black paper. You can make out the words \"GET LAMP\", \"WHAT IS A GRUE\" and \"OH BOY! ARE WE GONNA DO SOMETHING DANGEROUS NOW?\".\n\nPaula is here. She is wearing a blue wig and black-and-white striped espandrillos.\n\nA guy who calls himself Anonymeuss is here. His eyes are hidden behind a black bar.\n\nYou can also see Jana, Moritz, Robo and Lale here.", "endoftext": false }, { "action": "You look at Paula", "response": "Her gray and faded hair covers most of her face. She's got a beer bottle in her lap, but it's definitely not beer she's drinking.", "endoftext": false }, { "action": "You examine Jana", "response": "She's wearing dark lilac stockings that go up to her knees, blue puffy trousers and a black pullover.", "endoftext": false }, { "action": "You examine Moritz", "response": "Blue-white striped shirt, and 3/4 length pants. Aye.", "endoftext": false }, { "action": "You examine Robo", "response": "A small white robot with glowing red electronic eyes. He's walking around the room, flirting with the girls.", "endoftext": false }, { "action": "You examine Lale", "response": "She's wearing yellow tights, short jeans and a yellow top. One her head is a crown. She's jumping, singing, chewing her fingernails and drinking beer. At the same time. She's funny.", "endoftext": false }, { "action": "Go north", "response": "A couple of nerds are hunched in front of three laptops displaying only text. They seem very excited.\n\nAchim is here. He's wearing a grungy flannel shirt with a banana tucked into the front pocket. He's sporting a neon-yellow key chain that drops to his ankles without a key attached to it. A button that looks like a nipple is fixed to the left side of his shirt.\n\nYou can also see Laptop #3, Laptop #2 and Laptop #1 here.", "endoftext": false }, { "action": "You examine banana", "response": "It's a banana.", "endoftext": false }, { "action": "You ask the achim about the banana", "response": "He grabs the banana, peels it and eats it in one go. As he does so, a key drops from his pocket to the floor!", "endoftext": false }, { "action": "You go east", "response": "The DJ booth is locked during cultural events.", "endoftext": false }, { "action": "You go west", "response": "It's pretty deserted here. You can hear voices from the dance floor.", "endoftext": false }, { "action": "You go north", "response": "A narrow corridor with doors to the restroom for women to the east and the restroom to the west. A door leads to the cellar below.", "endoftext": false }, { "action": "You go west", "response": "Noone's in here, and I suggest you leave, too. The stench is almost unbearable.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the cellar door.", "endoftext": true }, { "action": "Go downwards", "response": "(first opening the cellar door)\n\nYou slowly and cautiously descend the steps that lead down to the cellar. With every step you take, your heartbeat accelerates and this unwordly music that was only a faint rumble on the ground floor is getting louder and more threatening. What evils will await you down there?\n\nRed light from a worn lamp on the southern wall sheds a bloody glow over this room. A pentagram has been drawn on the floor and candles have been placed wherever two lines meet. A rusty metal door is in the northern wall, with a keypad beside it. A gray door leads east.\n\nYou can see a black poster here.", "endoftext": false }, { "action": "Examine poster", "response": "You guess that this is some kind of band poster, but you cannot decipher the name on top of it. It's a logo consisting of oddly distorted and stretched white letters, overgrown with battle axes and thorny vines. Below the logo you can make out the writing \"Bloody Fucking Pagan Ritual-Bortnathar's Revenge-Eastern European Tour 2010\". This has to be the practice room of this fucked-up black metal band!", "endoftext": false }, { "action": "Go north", "response": "Feeling like the little boy in The Shining, you step through the door...\n\n(first opening metal door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go east", "response": "(first opening the gray door)\nTerrified, you decide to knock on the door. Instantly, the music stops and you hear footsteps approaching the door. You close your eyes and expect to get decapitated with a battle axe.\n\n\"Oh hi! Come in! My name is Anton. Do you want some ginger tea?\"\n\nYou reopen your eyes. A smiling young man with frizzled hair is standing in front of you, beckoning you inside. Too puzzled to think, you step inside.\n\nThere is fuzzy blue carpet everywhere. On the floor, on the walls, even on the ceiling. Three figures clothes in black are standing in a corner, gazing at their shoes.\n\nAnton, a hyperactive but very nice young man wearing a shirt brandishing the words \"Nazi Industrial Fuck Off\", is drinking some tea.\n\nYou can also see pale metal guy, fat metal guy, tattooed metal guy and a black tape recorder (empty) here.\n\n\"Now, how about that ginger tea?\" Anton asks.", "endoftext": false }, { "action": "You examine the pale guy", "response": "A guy with absurdly white skin dressed in black wearing a t-shirt with an undecipherable logo. He's staring at the floor.\n\nAnton asks you \"Hey, do you want to know anything about this place? We've been here for quite some time, you know. Just ask!\"", "endoftext": false }, { "action": "You ask Anton about the pentagram", "response": "Anton says \"Yeah, that's weird, huh? We have no idea who put that there. But it sure looks cool! Maybe those two crazy girls did it?\"", "endoftext": false }, { "action": "You ask Anton about the ginger tea", "response": "\"Oh, fuck, I just saw we're out of ginger tea. Sorry.\"", "endoftext": false }, { "action": "You ask Anton about the girls", "response": "\"They're pretty fucked-up.\" Anton pauses to think for a moment. \"Have you seen the Shining? They look like those two creepy girls. They rent the practice room north of the room with the pentagram. They never really talk to us. Just keep to themselves and their crazy pop music.\"", "endoftext": false }, { "action": "You ask Anton about the keypad", "response": "\"You wanna know the code of the girls\" practice room? That's easy, the door's lock is programmed to use the digit sum of the actual date: Simply add up the digits of today and type in the resulting number. But I would rather not in go in there - not for one million liters of ginger tea! Really scary, these girls!\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "There is fuzzy blue carpet everywhere. On the floor, on the walls, even on the ceiling. Three figures clothes in black are standing in a corner, gazing at their shoes.\n\nAnton, a hyperactive but very nice young man wearing a shirt brandishing the words \"Nazi Industrial Fuck Off\", is drinking some tea.\n\nYou can also see pale metal guy, fat metal guy, tattooed metal guy and a black tape recorder (empty) here.", "endoftext": false }, { "action": "You look at the recorder", "response": "The black tape recorder is empty.", "endoftext": false }, { "action": "You ask Anton about the date", "response": "Anton looks confused. \"Today is Saturday, but the date... Sorry, dude, no idea. I think it's already May... But you might have a look on the flyers lying around here, they should tell you.\" Arthanprank the Skullbreaker chimes in: \"Yeah, these guys here really have cool flyers - although they should work a little bit on their boring fonts. You should check out the Volxvergnuegen flyer, they have some event going on tonight - and you can find todays date on it. You can also find it on the Web, if you are too lazy to walk up again - and if have a Fartroid with you. Just go to [LINK] and search\nfor their May flyer.\"", "endoftext": false }, { "action": "You go to the west", "response": "(first opening the gray door)\n\nRed light from a worn lamp on the southern wall sheds a bloody glow over this room. A pentagram has been drawn on the floor and candles have been placed wherever two lines meet. A rusty metal door is in the northern wall, with a keypad beside it. A gray door leads east.\n\nYou can see a black poster here.", "endoftext": false }, { "action": "Examine poster", "response": "You guess that this is some kind of band poster, but you cannot decipher the name on top of it. It's a logo consisting of oddly distorted and stretched white letters, overgrown with battle axes and thorny vines. Below the logo you can make out the writing \"Bloody Fucking Pagan Ritual-Bortnathar's Revenge-Eastern European Tour 2010\". This has to be the practice room of this fucked-up black metal band!", "endoftext": false }, { "action": "You go to the south", "response": "It's pretty quiet here. Nobody here.", "endoftext": false }, { "action": "You go to the south", "response": "You open the big green door and step outside. Sitting on the pavement, with his back to the outer wall of Glockenbachwerkstatt is Okin Cznupolowsky, the world's best solo musician. He's emitting a very unpleasant smell. He looks out of his mind, babbling without any sense. \"I mean, if I offended anyone, I'm sorry, but I was just trying to speak the truth about those faggot bitches, knowhaddimsayin? You know, I played this venue last Thursday, and businessmen freaked out over my music, my JAZZ, and drank schnapps, and now those lesbian faggot bitches throw me out of the club! I want to speak to the Geschäftsführer! Not to some bitch-ass woman!\" You notice shit\nrunning\ndown his pants and into his shoes and retreat back inside.", "endoftext": true }, { "action": "You go down", "response": "Red light from a worn lamp on the southern wall sheds a bloody glow over this room. A pentagram has been drawn on the floor and candles have been placed wherever two lines meet. A rusty metal door is in the northern wall, with a keypad beside it. A gray door leads east.\n\nYou can see a black poster here.", "endoftext": false }, { "action": "You type 16 on the keypad", "response": "The metal door clicks open.", "endoftext": false }, { "action": "Go north", "response": "This looks more like the room of a teenage girl than a practice room. The walls are plastered with posters of all the exchangable faces the casting shows produce. Apart from a karaoke machine and a pink tapedeck, there's no musical equipment here.\n\nYou can see a desk and a wooden stand (on which is an old book) here.", "endoftext": false }, { "action": "You look at the tapedeck", "response": "In the pink tapedeck is a pink tape.", "endoftext": false }, { "action": "You take the tape", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "It's pink with glittery pentagrams on it. You can read the words \"Richwall Music\" on it.", "endoftext": false }, { "action": "You examine the desk", "response": "A school desk. It has a drawer.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing a diary.", "endoftext": false }, { "action": "You look at the diary", "response": "It's clad in a terrible pink hue. Some strange mouse-like monster is depicted on the cover. It says \"Band-Tagebuch\".", "endoftext": false }, { "action": "You examine the stand", "response": "It's a finely engraved wooden stand. It's only purpose seems to be a supporter for the strange book that sits on top of it.\n\nOn the wooden stand is an old book.", "endoftext": false }, { "action": "You examine the old book", "response": "A very scary book. You can make out the name \"NECRONOMICON\" and a pentagram written in blood on a pretty smelly leather cover. Is this the book from the movie?\n\nThe tail of a very ugly pink textile mouse is hanging out of the book, seemingly as a bookmark.", "endoftext": false }, { "action": "You read the diary", "response": "You open the diary. It's written in an ancient, unholy and not translatable language. But strangely though, it appears to be written by a young girl with a heart full of butterflies and i-dots full of hearts. Why should a modern young girl with a light soul use such an ancient, heavy-weight and slow language? You don't know, but start reading anyway:\nTaken.\n\n(first taking the diary)\nYou flip the pages randomly and arrive at page 8:\n\nYou read: \"Tag 8 In ein paar Stunden ist es soweit. Wir haben den Deckel jetzt mit einer Schnur an die Schachtel mit den Alraunenmaennchen festgebunden, weil sie dauernd rauskommen. Sie scheinen richtig wuetend zu sein, die Schachtel huepft immer hoch. Die Leute vom Volxvergnuegen bauen gerade auf und schauen aus wie lauter Nerds, aber man muss das genau rausfinden. Einen Fehler duerfen wir nicht machen! Sie werden einen Film zeigen und wir stellen uns beim Klo auf. Wenn wir jemand mit Pickeln sehen, schnappt die Falle zu! Pickelpinkeln macht Superstars! Ich bin schon voll aufgeregt und Vanessa sagt, dass sie gleich in die Hosen macht, hihi.\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nThis day seems to be the day of the nerd event. The girls are waiting for their big kidnapping show (or in the toilet queue? Or for their pimples to disappear? It's hard to make any sense out of this.).", "endoftext": false }, { "action": "Continue", "response": "You flip the pages randomly and arrive at page 1:\n\nYou read: \"Tag 1. Voll cool, wir schreiben jetzt Band-Tagebuch! Das ist der erste Eintrag. Vanessa meinte, dass unser Tagebuch dann in die Bravo kommt, wenn wir DSDS gewinnen. Aber da muessen wir uns richtig anstrengen. Die meisten da sind ja nur so Spacken und Hohlis. Die koennen gar nicht singen und schaun auch voll scheisse aus. Das Schwierige ist halt, da reinzukommen. Wenn wir erst drin sind, dann gewinnen wir! Das sagt Joerg auch und der ist voll cool. Der hat den Dieter (<3<3<3) schon mal getroffen, am Ballermann. Der Joerg verdient schon richtig Geld und fliegt jedes Jahr in Urlaub nach Malle.Voll cool! Und atzt da so richtig ab. Und da hat er den Dieter getroffen und mit ihm Sangria aus nem Eimer getrunken. Und der Joerg sagt, dass unsere Musik voll geil ist. Der hat im Urlaub auch den Juergen Drews kennengelernt, aber Vanessa und ich finden den doof. Wir haben jetzt auch nen eigenen Uebungsraum, voll im Zentrum. In der Glockenbachwerkstatt, da sind lauter Atzen und Hippies. Aber wir reden gar nicht mit denen. So Metaler ueben da auch, neben uns. Die sind voll doof, und die Musik ist soooo scheisse. Wir brauchen ganz viel Leute, die bei DSDS fuer uns stimmen. Das ist schwierig, weil uns keiner kennt. Die aus meiner Klasse stimmen natuerlich alle fuer uns, nur nicht die Karin und ihre Clique. Die Karin ist jetzt Emo und meint, dass sie voll cool ausschaut. Wir haben jetzt schon nen Namen, Postmodern Talking. Der Herr Reihertrog, der Deutschlehrer, hat uns den vorgeschlagen, weil wir den Dieter (<3<3<3) so toll finden. Und Modern Talking war die beste Band der Welt, bevor der bloede Thomas Anders sich so wichtig gemacht hat. Und seine Frau, die Nora! Der sieht voll schwul aus und ist jetzt sicher schon tot oder Friseur. Ich find den Namen auch gut, aber der die Franzi meinte, das waer doof, weil die Post nix taugt. Die geht bald pleite, sagt die Franzi, weil alle nur noch Emails schreiben und Facebooken. Uns ist das egal, stimmts, Vanessa? Die Vanessa hat gesagt, dass jetzt immer ich Tagebuch schreiben soll, weil ich so suesse Herzchen als i-Puenktchen mache. Aber jetzt muessen wir ueben, die Vanessa schaut total 80er aus, mit nem Zopf und so lila Socken.\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nIt seems this German text is a diary written by young girls who have a band covering Modern Talking songs and who want to win a super talent show. They have their practice room in this house next to a black metal band - that's all what you can make out of this confused girly-girly talk.", "endoftext": false }, { "action": "You read the next page", "response": "What do you want to read that in?", "endoftext": false }, { "action": "Diary", "response": "You read: \"Tag 2. Hurra! Wir sind bei der Abstimmung dabei. Gestern haben wir nen Brief bekommen, mit nem Foto von Dieter (<3<3<3), dass wir bei der Vorauswahl von DSDS dabei sind. Da sind nur Spacken, die da auftreten. Aber wenn die ihre Spackenfreunde mitbringen, dann gewinnen wir nicht, weil die in unserer Klasse uns nicht mehr moegen. Die sind jetzt alle voll Emo und finden uns doof. Nur die Frau Wurstbier sagt, dass wir weitermachen sollen, und dass man positiv denken soll. Und der Herr Reihertrog. Ich glaub, dass der in mich verliebt ist, der schaut mich immer so komisch an. Wenn ich den Dieter (<3<3<3) in echt sehe, dann falle ich glaube ich tot um. Wenn der mit mir sprechen wuerde, dann wuerde ich total rot werden. Ich find den total suess, wie der ausschaut, und wie der auch so voll fies sein kann. You are my heart, you are my soul, Dieter (<3<3<3)! Wenn der zu uns so fies waere, dann muesste ich weinen. Das waere mir egal, ob das im Fernsehen waere. Aber ist er sicher nicht, weil wenn der unsere Version von You are my heart, you are my soul hoert, dann flippt der sicher voll aus. Aber wir brauchen halt echte Fans, die fuer uns stimmen! Am 1. Sonntag im Juni ist die Abstimmung, dann sehe ich Dieter. (<3<3<3)\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nIt seems this page of the text says nothing meaningful at all. Lots of hearts though.", "endoftext": false }, { "action": "You read the next page in the diary", "response": "You read: \"Tag 3. Total geil, gestern war Fotoshooting. Der Fotograf war total cool, der hat uns mit so nem grossen BMW abgeholt, voll porno. Die Karin und ihre Clique habens genau gesehen, aber extra weggeguckt. Aber wenn wir dann mit den Fotos in der Bravo sind, dann koennen sie gar nicht weggucken. Der Fotograf hat auch gemeint, dass unsere Musik voll geil waere, und will mal mit mir zum Essen gehen. Die Vanessa hat gestern bei den Super- News so nen Bericht ueber ein Buch gesehen, dass alle gerade lesen. Das heisst Necronomicon, und sie hats gleich beim Weltbild gekauft. Ich finde so alte Buecher bloed, eigentlich les ich eh nie. Aber beim Weltbild gab es letztes Jahr das Superstars-Buch mit total suessen Fotos. Und naechstes Jahr sind unsere Fotos drinnen: Vanessa Nockenpfohl und Baby Beethoven sind Postmodern Talking - die heissesten Fotos der Superstars 2011! (Die Vanessa will keinen Kuenstlernamen, das find ich voll doof. Alle echten Kuenstler haben Kuenstlernamen!) In dem Necronomicon steht naemlich, wie man beruehmt wird. Da gibt's ein Kapitel, das heisst \"Von denen Hirnfressern und wie man Macht gewuennet\". Das ist total alt das Buch, so ganz komisch geschrieben. Aber da steht, wenn man eine Beschwoerung macht, dann kann man Zombies aufwecken. Und die tun dann, was man will. Die schauen aus wie Menschen, sind aber keine. Aber wenn wir die zur Abstimmung mitnehmen, dann stimmen die alle fuer uns und wir sind Gewinner bei DSDS. Heute ueben wir Cheri, Cheri Lady! Das ist sooooo toll!\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nYou have the impression these girls are daydreaming without pause. Apart from going on and on about becoming this years' super talents, they claim to have found an old magick tome, \"The Necronomicon\", which contains a chapter on how to conjure Zombies.", "endoftext": false }, { "action": "You read the next page in the diary", "response": "You read: \"Tag 4. Die Karin hat uns jetzt ne Idee gegeben! Wenn die wuesste, dass wir mit ihrer Idee DSDS gewinnen, dann wuerde die voll schwarz werden vor Wut. Aber die ist ja schon schwarz. Gestern in der Schule hatte sie das ganze Gesicht schwarz geschminkt, wie ein Neger. Die Karin hat gesagt, dass unter der Glockenbachwerkstatt ein total alter Indianerfriedhof ist. Die Mutter von der Karin ist naemlich mit Willy Michl und Pierre Briece befreundet, hat die Karin gesagt. Frueher hat die Karin auch immer die Winnetou-Bilder gesammelt. Die Mutter von der Karin findet den Style von der Karin auch voll scheisse. Die Karin schaut aus wie ne fette Koksnutte, sagt sie immer. Dabei ist die Mutter selber voll fett und man sieht immer die Speckfalten, die ihr der BH ins Fleisch schneidet. Ausserdem schauen Koksnutten anders aus, sagt der Joerg auch. Im Necronomicon steht naemlich, dass man die Beschwoerung auf nem Friedhof machen muss. Und jetzt haben wir den Friedhof, direkt unter dem Uebungsraum. Cheri, cheri Lady sitzt noch nicht so richtig, wir versingen uns immer. Am Samstag habe ich so nen Typen in der Disco kennengelernt, der meinte er waer der coolste. Mit Sonnenbrille, voll Porno. Der hat gesagt, er haette ne Plattenfirma, wo wir unsere CD machen koennen, und hat mir dabei immer auf den Hintern gehauen. Aber wenn wir bei den Superstars gewinnen, brauchen wir keine Plattenfirma, das macht dann der Dieter (<3<3<3) alles fuer uns. Ausserdem hatte der Sonnenbrillentyp Turnschuhe von Adidas an. Der lebt hinter dem Mond und denkt, dass er mich mit seiner Plattenfirma rumkriegen kann. Nichtmal die Karin hat Adidas-Turnschuhe! Ich hab dann noch ein bisschen geknutscht mit ihm, aber dann wollte er mir keinen Wodka-Bull mehr kaufen. Jetzt brauchen wir eine Jungfrau! Im Necronomicon steht, dass man bei der Beschwoerung eine nackte Jungfrau braucht. Aber das kann auch ein Mann sein. Also ein Jungmann, haha. Man muss die Jungfrau dann fesseln, auf den Ruecken auf den Boden legen, und den Mund voll mit Alraunen stopfen. Dann die Musik (voll geil, da war gleich son Downloadlink im Necronomicon! Haben wir gleich runtergeladen und auf die pinke Kassette gespielt.) und dann stehen die Zombies auf. Die Karin hat mir gesagt, wo Alraunen wachsen. Das kann ich hier aber nicht hinschreiben, hihihi. Schade, dass hier kein Galgen in der Naehe ist. Die Vanessa hat sich voll geekelt und gesagt, dass sie gleich kotzen muss.\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nThe two girls want to cast a spell of The Necronomicon in order to summon Zombies (Willy Michl? Pierre Briece? It's all very confusing...), who would vote for the girls' band in the super talent contest. They need a virgin though... And mandragore. And special music, which they already put on the pink tape.", "endoftext": false }, { "action": "You read the next page in the diary", "response": "You read: \"Tag 5. In den Nachrichten steht, dass der Dieter (<3<3) jetzt verliebt ist. Vanessa und ich glauben das aber nicht. Es war ja auch kein Foto dabei. Und wenn der uns sieht... Wenn ich an den Dieter (<3<3<3) denke, dann kribbelts mir immer so, wie wenn man im Winter draussen pinkeln tut. Ich hab mal seinen Namen in den Schnee gepinkelt, aber dann hab ich mir auch auf die Schuhe gepinkelt. Der Joerg hat mich dann auch ins Krankenhaus begleitet, das war so eine Flatrate-Party. Da hab ich mich schon geschaemt nachher. Die Karin ist voll doof, aber die gibt uns immer total gute Infos. Sie hat jetzt Hausarrest, weil sie mit einer Sicherheitsnadel durch die Nase in die Schule gegangen ist. Ich musste ihr die Hausi bringen, hat der Herr Reihertrog gesagt. Bei ihr daheim ist es total ungemuetlich, ihr Zimmer ist ganz schwarz gestrichen, und auf dem Boden liegen ueberall Reissnaegel. Moebel hat sie gar keine, auch kein Bett, weil sie nie schlafen kann, sagt sie. Aber sie ist jetzt kein Emo mehr, sagt sie, sie macht jetzt beim Volxvergnuegen mit. Da sind total coole Leute, sagt sie, so Kuenstler und politisch, aber voll cool. Ich hab schon gedacht, sie sagt gar nichts Interessantes mehr, aber dann hat sie mir den Flyer von der naechsten Veranstaltung gezeigt. Der ist total doof, und ich haette gar nicht gecheckt, dass das ein Flyer ist. Sie hat gesagt, dass da so Computerspiele gezeigt werden, aber nur mit Text. Ich hab erstmal gar nichts gecheckt, weil Computerspiele nur mit Text, das ist doch wie nen Film auf Englisch anschauen. Also irgendwie langweilig. Aber sie hat gesagt, dass das den Leuten Spass macht, und da kommen lauter so picklige Nerds, das sind Leute, die noch nie Sex gehabt haetten, weil sie so schuechtern sind und immer nur Computerspiele machen. Ich hab zwar nix gecheckt, aber natuerlich gleich ans Necronomicon denken muessen, und die Karin gefragt, ob das wirklich stimmt, dass die noch nie Sex hatten. Ja, hat die Karin gesagt, das weiss sie genau, weil sie wahrscheinlich mit dem Chef vom Volxvergnuegen zusammen ist, und der ist voll cool und hat das auch gesagt. Der ist schon ueber 30 und total schlau, hat die Karin gesagt. Wieso sie wahrscheinlich mit dem zusammen ist, hab ich dann nicht mehr gefragt, weil die Karin dann ploetzlich hat weinen muessen und ich bin dann heimgegangen.\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nBoring stories about drunken girly misbehaviour. But these girls now seem to have a bright idea: At the next Volxvergnuegen event a lot of nerds will come, because it is an evening about text computer games. They are sure that they will find a virgin among the audience.", "endoftext": false }, { "action": "You read the next page in the diary", "response": "You read: \"Tag 6. Wir haben einen Plan. Genauer gesagt, zwei Plaene. Wir spielen naemlich Brother Louie, Louie auch noch. Das ist der eine Plan. Und ausserdem entfuehren wir einen pickligen Nerd. Wir haben schon ganz viele Alraunen gekauft, die gab es beim Lidl im Angebot. Wenn man nicht weiss, wo die wachsen, sind die gar nicht so eklig. Die Vanessa hat sich eine genommen und ganz lange angefasst. Ganz komisch geguckt hat sie dabei und gesagt, dass sie aussieht wie ein kleines Maennchen. Wie ein kleines nacktes Maennchen. Da haben wir total kichern muessen. Ich glaube, wir muessen aufhoeren mit dem Kichern, als Superstar geht das nicht mehr. Aber wenn sie dann auf den kleinen Alraunenpimmel gedrueckt hat, hab ich wieder kichern muessen. Die Alraunen sind jetzt in einer Schachtel bei mir im Zimmer, aber ich hab jetzt einen Deckel drauf gemacht. Weil ich so komische Traeume hatte, dass die kleinen nackten Alraunenmaennchen alle nachts in mein Bett gekrochen sind. Und die waren ganz kalt und rau und haben mit ihren fiepsigen Stimmchen Cheri, Cheri Lady gesungen. Vielleicht ist das ja ein gutes Vorzeichen, aber kuessen wollte ich die nicht, nicht mal im Traum. Uebermorgen ist das Nerd-Event, hat die Karin gesagt. Sie hat jetzt ihre Fingernaegel wegoperiern lassen und sagt, dass der Volxvergnuegenchef total suess ist. Naja, den koennen wir vergessen als Opfer. Wenn wir dann die Zombies haben, muessen wir nochmal eine Beschwoerung machen. Das haben wir am Anfang nicht gecheckt, aber jetzt haben wir das Kapitel nochmal gelesen. Man muss die Zombies trainieren, wie im Fitness-Studio. Die muessen bei einer Beschwoerung alle unsere Lieder hoeren. Aber wo bekommen wir so viele Zombies her? Heute war ein Foto von Dieters (<3) Freundin in den Nachrichten, aber die hat total schiefe Zaehne. Ich glaube nicht, dass der Dieter (<3) die lieben tut. Wenn der mit mir im Studio ist, ganz allein...Aber ich darf jetzt nicht traeumen!\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nThe girls bought mandragore - looking like little naked men. They need it for the magick spell to summon Zombies. And they will kidnap one of the nerds visiting the next event - because they need a virgin for the spell. Something about Dieter's girlfriend's teeth and hearts sums up this day's diary entry.", "endoftext": false }, { "action": "You read the next page in the diary", "response": "You read: \"Tag 7. Jeden Tag ein neuer Plan. Und ein neuer Traum, pfuiteufel. In dieser Nacht haben die Alraunenmaennchen ein Zirkuskunstueck gemacht, sie haben sich zu einem Turm augfestellt, eins auf das andere. Aber der Turm war eigentlich ein Galgen und an dem hing Karins Mutter. Sie hat dann ganz komisch gezuckt und aus ihrem Mund ist Schaum gekommen. Am Morgen habe ich den Schaum ganz schnell aufgewischt, bevor Mama ihn sehen konnte. Die Schachtel mit den Alraunenmaennchen habe ich heute in den Uebungsraum gebracht, sie hat die ganze Zeit in meinen Haenden so komisch gezuckt. Ich glaube, dass die echt lebendig sind, und auch Vanessa wollte die gar nicht mehr anfassen. Der Plan ist, dass wir ne Party machen. Aber viel cooler! Die Karin sagt, dass beim Volxvergnuegen auch Parties sind, und dass da die Nerds immer alles aufbauen und abbauen. Und nichtmal Geld dabei verdienen, sagt die Karin. Die Karin hat sich jetzt so komische Loecher in die Backen geschnitten, da blaest sie immer den Zigarrenrauch raus, das schaut total komisch aus. Und wenn sie lacht, dann tut es immer bluten, aber sie lacht ja nie. Genau, die Nerds bauen die Party auf, und wir spielen dann die Musik. Die Karin hat gesagt, dass das geht, weil der Chef vom Volxvergnuegen voll nett ist. Wenn ein Zombie einen Menschen beisst und sein Gehirn frisst, dann wird der Mensch auch ein Zombie, hat die Vanessa im Necronomicon gelesen. Wir machen aus dem Nerd, den wir morgen entfuehren, einen Zombie und halten ihn im Keller gefangen. Er kriegt immer unsere Musik und muss nackt in der Zelle sitzen. Die Vanessa hat schon Chloroform gekauft und die Alraunenmaennchen zischen die ganze Zeit, waehrend ich das schreibe. Vorhin hat die Vanessa den Deckel von der Schachtel aufgemacht und wir haben voll kichern muessen, weil die Alraunenmaennchen total erregt waren. Aber irgendwie ist das auch unheimlich. In einem Monat ist die Party, und dann lassen wir den Zombie raus. Er beisst die Leute und alle werden Zombies, und dann haben wir unseren Auftritt, der eigentlich eine Beschwoerung ist. Und am Tag danach ist die Abstimmung von DSDS! Und dann stimmen alle Zombies fuer uns, und der Dieter (<3<3<3) wird seine Freundin verlassen. Ich hab mir schon ein neues Parfum beim Kick gekauft, das schaut voll Porno aus, so mit so nem Mann und so ner Frau drauf, die es gerade machen. Aber in schwarzweiss, nicht so billig.\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nThe mandragore men seem to be invading the girls' dreams in a more unpleasant way. A girl named Karin has cut holes in her cheeks, because she loves the boss of Volxvergnuegen (or because she wants to smoke through her cheeks). The plan is to kidnap a nerd, use him as a virgin for the spell to create a Zombie, who will then one month later infect party guests. They, being now Zombies themselves, will vote for the girls in the super talent show. Sounds pretty plausible.", "endoftext": false }, { "action": "You read the next page in the diary", "response": "You read: \"Tag 8 In ein paar Stunden ist es soweit. Wir haben den Deckel jetzt mit einer Schnur an die Schachtel mit den Alraunenmaennchen festgebunden, weil sie dauernd rauskommen. Sie scheinen richtig wuetend zu sein, die Schachtel huepft immer hoch. Die Leute vom Volxvergnuegen bauen gerade auf und schauen aus wie lauter Nerds, aber man muss das genau rausfinden. Einen Fehler duerfen wir nicht machen! Sie werden einen Film zeigen und wir stellen uns beim Klo auf. Wenn wir jemand mit Pickeln sehen, schnappt die Falle zu! Pickelpinkeln macht Superstars! Ich bin schon voll aufgeregt und Vanessa sagt, dass sie gleich in die Hosen macht, hihi.\"\n\nCongratulations to your patience in enduring this strange character sequence to the end. This is what you make out it could mean in a civilized language:\nThis day seems to be the day of the nerd event. The girls are waiting for their big kidnapping show (or in the toilet queue? Or for their pimples to disappear? It's hard to make any sense out of this.).", "endoftext": false }, { "action": "You read the next page in the diary", "response": "There are only eight pages in the diary, the rest is blank.", "endoftext": false }, { "action": "You examine the old book", "response": "A very scary book. You can make out the name \"NECRONOMICON\" and a pentagram written in blood on a pretty smelly leather cover. Is this the book from the movie?\n\nThe tail of a very ugly pink textile mouse is hanging out of the book, seemingly as a bookmark.", "endoftext": false }, { "action": "You open the old book", "response": "Some otherwordly power is keeping it shut. Tough luck.", "endoftext": false }, { "action": "You take the tail", "response": "It won't budge. And you don't want it.", "endoftext": false }, { "action": "Go south", "response": "Through the gray door, you hear muffled voices arguing. As it seems, the black metal band wanted to record a demo tape this evening, but Arthanprank The Skullbreaker, one of the black metal dudes, forgot to bring a tape. He's defending himself: \"Look guys, I really wanted to bring the tape, but I forgot my little sister's birthday, so I recorded her a tape from this new black metal band, Princess Lilyfist...I'm really sorry.\"\n\nRed light from a worn lamp on the southern wall sheds a bloody glow over this room. A pentagram has been drawn on the floor and candles have been placed wherever two lines meet. A rusty metal door is in the northern wall, with a keypad beside it. A gray door leads east.\n\nYou can see a black poster here.", "endoftext": false }, { "action": "You go east", "response": "There is fuzzy blue carpet everywhere. On the floor, on the walls, even on the ceiling. Three figures clothes in black are standing in a corner, gazing at their shoes.\n\nAnton, a hyperactive but very nice young man wearing a shirt brandishing the words \"Nazi Industrial Fuck Off\", is drinking some tea.\n\nYou can also see pale metal guy, fat metal guy, tattooed metal guy and a black tape recorder (empty) here.\n\nSlowly, your brain starts to work. Are you really the famous Dr. Kong, known all over the world for his brilliant wit and unrivalled intelligence, or are you just some dumb text adventure geek sitting in front of a computer terminal? Anyhow, your brain came to the following conclusion: Those crazy girls have their ritual music on a pink tape. If you'd manage to record some other music on that tape, the ritual must fail! That's it!", "endoftext": false }, { "action": "You put the pink tape in the recorder", "response": "You put the pink tape into the black tape recorder.", "endoftext": false }, { "action": "You turn on the recorder", "response": "That's not something you can switch.\n\nAnton asks you \"Hey, do you want to know anything about this place? We've been here for quite some time, you know. Just ask!\"", "endoftext": false }, { "action": "You take pink tape", "response": "Taken.", "endoftext": false }, { "action": "You give it to Anton", "response": "Just put it in the recorder and ask Anton about it. And no funny stuff with the recorder!", "endoftext": false }, { "action": "You ask Anton about the tape", "response": "You tell the guys that you found a tape. \"Wow!\", says Anton, \"Now we can record our demo! Awesome!\" Immediately, the band members grab their instruments and start recording a song, from start to finish, first take. At least that's what they say when you come back to the practice room, it was just too loud. You take the tape and promise to make a copy for the band.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pink tape\na diary\na cellar key\na cartier lighter (providing light)\na ticket\na pack of fags (open)\na folded poem\nsixteen cigarettes\na sticker\nsome money\na fartroid smartphone\na tattered shoulder-bag (being worn and open)\na red flyer\nan apple", "endoftext": false }, { "action": "Go west", "response": "You freeze in your steps. Two scary looking girls dressed in glittery pink stand before you, their eyes bloodshot and evil. \"Thank you for returning that tape, bitch!\", the one with the braids and the purple socks says. She must be Vanessa. She takes the pink tape out of your hands and feeds it into the tapedeck the girls have brought here for the occasion. All the candles are lit. The other girl hits you with a karaoke microphone and you stumble to the floor.\n\n\"The time has finally come,\" Vanessa shouts, \"for us to complete the ritual and win DSDS!\"\n\nThe other girl removes a huge board from the eastern wall, revealing a black iron door with bars! She unlocks the door with a rusty key, opens it, and out stumbles your internet friend, mandy95, completely naked, looking miserable. Why didn't you see this?!? You could have freed him! The two girls throw him to the floor, tie him up with pink ribbons and feed him with mandrake roots. You feel paralyzed from the stench emanating from those disgusting roots.\n\nYou just hope your trick with the black metal music will work, otherwise all is lost.\n\nNow Jennifer takes the Necronomicon, says \"Zicke Zacke Hühnerkacke\", and the evil book opens. She reads some sinister sounding ritualistic poems you don't really understand. All you can discern is \"Azatoth Cznupolowski, gulli gulli ramsamsam\", which makes the red lamp explode. Only the ritual candles give off light now, light and putrid smoke.\n\n\"And now...the music!\", Vanessa says, almost chanting, handing the tape over to her accomplice, who puts it into the tapedeck. You close your eyes. And clench your fists.\n\nAs the play button on the tapedeck is pressed, hordes of completely braindead nordic emperors invade your ear canals! You hear a hoarse voice screaming \"Blashyrk Mighty Ravendark!\", and as the nordic riders charge forward to enter the burning castle, the music stops. you open your eyes again...\n\nThe two girls lie on the floor unconscious. You shake them, and they slowly open their eyes, but they cannot remeber what has just happened.\n\nAs you untie your friend and remove the roots from his mouth, he whispers, \"Kong...you did it...you have defeated the Diddl Girls...the world is saved...\" he stands up, picks up the rusty key from the floor and hands it to you. \"But Kong, it's not over yet...You see...if i don't stay locked up in this cellar room for another month, i will not be able to send you that facebook message you received, and you will not be able to travel back in time to save me! So you have to lock me in again...no, Kong, don't look at me that way, you know I'm right. Don't worry about me, i have enough mandrake roots to feed on.\" He enters his cell.Reluctantly, you close the door and lock it.\n\n\"Goodbye, Kong, we will meet again\", mandy95 says, and you wave him goodbye as you cast xyzzy again, which by miraculous ways seems to be working again, and through a maelstrom of lights and smells, are carried back into the future.\n\nAnd now you're back at the party. In the bar. It's 3 am, everybody is having a good time. The music is great, ghood really rocks the crowd.\n\nYou meet Fabi, who's looking remarkably good, arm in arm with a girl called Karin, although she has no arms anymore, she's had them removed as the ultimate body modification. They both seem very happy.\n\nYou're dancing all through the night, and when the sun rises, you decide it's time to call it a day.\n\nYou grab a fortune cookie from the bar counter, wave back at Dan, and step outside in the gentle morning sun.\n\nYou unpack the fortune cookie and eat it. Yes, Dr. Kong, you've done it again. Saved the world from the impending demise AND had a terrific time. But wait....\n\nWhat's written on the strip of paper from the fortune cookie? \"Help! I'm locked in a fortune cookie factory! Help me, Dr. Kong!\"\n\nIt's signed by mandy95. That guy is just looking for trouble. Well, it looks like there's a new job for Dr. Kong, hipster, trickster, private eye. But not before you get some sleep.\n\nTO BE CONTINUED...", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na cartier lighter (providing light)\na ticket\na blue flyer\na pack of fags (open)\na folded poem\nsixteen cigarettes\na sticker\nsome money\na fartroid smartphone\na tattered shoulder-bag (being worn and open)\na red flyer\nan apple", "endoftext": false }, { "action": "Xyzzy", "response": "Hm...it doesn't seem to work...yet....", "endoftext": false }, { "action": "You go to the north", "response": "A small room with empty shelves on all sides except to the south, where the room leads back to the kitchen.\n\nYou can see a case of beer (empty) here.", "endoftext": true } ]
q0gm2k2hxrkrbn4l
Not the Same Old Lang Syne
Jacqueline A. Lott
[ "Humor" ]
[ "New Year's Speed", "SpeedIF December 2007" ]
2,007
[ 0, 0, 1, 1, 1 ]
3
2
20071204
false
[ { "action": "%", "response": "What is your last name?", "endoftext": false }, { "action": "Mudd", "response": "\"Good evening, Agent Mudd. Thank you for getting here so quickly...\"\nHe glances at your tuxedo. \"...and you're already dressed for the part I need you to play this evening.\"\n\n\"Oh? I was on my way to a party, this being New Year's Eve. But I'd rather be working, to be honest - while I'm a fan of the mayor and his wife, I'm not overly fond of going stag to New Year's Eve parties. What's the job this evening?\" you ask, picking a piece of lint from your otherwise black trousers.\n\nSpecial Agent Buxton smiles amicably at you. \"Well, I'm sorry to be the bearer of bad news, Mudd, but I'm afraid that's precisely where this evening's assignment takes you...\"\n\nAnother rather silly SpeedIF by Jacqueline A. Lott\n\nBeneath a flickering street light, 5th and Main\nTimes have been hard in the spying business as of late, and the effects of budget cuts are hard and far-reaching: even Special Agent Buxton is reduced to meeting spies on dark street corners to hand out assignments.\n\nAgent Buxton stands here, waiting to answer your questions.", "endoftext": false }, { "action": "You ask Buxton about the assignment", "response": "\"Tell me about the job,\" you inquire.\n\n\"Yes, let's get down to business, shall we? This evening's job is a bit bizarre, even by our standards. We have some very reliable intelligence that...\" He pauses, as if he's not quite comfortable with the part that comes next. \"...that Adolf Hitler's scientists perfected a time machine and he plans to crash the mayor's party this evening. For what reason, we are unsure, but you must stop him at all costs.\"\nHe lowers his voice and says, \"All. Costs. Got me? You have a license to kill this evening, Mudd.\"\n\nWith a smug look, Buxton produces a tiny box, which he gives to you. \"Inside this is a mouse. But not just any mouse, mind you - it's an infected mouse.", "endoftext": false }, { "action": "You ask Buxton about the mouse", "response": "He says, \"Inside this box is a mouse. But not just any mouse, mind you - it's an infected mouse.\"", "endoftext": false }, { "action": "You ask Buxton about Hitler", "response": "He says, \"What do you mean, you don't know who Hitler was? Everyone knows who Hitler was. Didn't you have to take some sort of test before you got into Spy School? I weep for the future of our industry! Let is suffice to say that he must die, and that you are the man who will make it happen.\"", "endoftext": false }, { "action": "You ask Buxton about the mayor", "response": "He says, \"He's not all that bad, as you know. More importantly, he's valuable to this administration. You must protect him.\"", "endoftext": false }, { "action": "You ask Buxton about the backpay", "response": "There's a pause, then he says, \"I don't have time for idle banter, Mudd.\"\n\n\"Look, you have the mouse and I've already explained the assignment - infect Hitler. I don't care how... just make sure that Hitler somehow comes in contact with the mouse's blood, feces, or saliva.\n\n\"TAXI!\" he hails a cab. You get in and direct the cabby to the mayor's house...\"", "endoftext": false }, { "action": "You ask Buxton about the infection", "response": "Or are you just here to funnel some more cash into your Swiss bank account? Much as you hate to admit it, there's probably a lot of truth in the latter statement.\n\nYou can see a table (on which are some egg nog and some hors d'oeuvres) here.", "endoftext": false }, { "action": "You look at nog", "response": "This coagulated mess of cream is popular for whatever reason around the holidays.\n\nThis coagulated mess of cream is popular for whatever reason around the holidays.", "endoftext": false }, { "action": "You take the nog", "response": "You'd really rather not. You like the fact that your heart beats and your BMI is within normal range.", "endoftext": false }, { "action": "You examine the hors", "response": "The hors d'oeuvres on hand this evening are a variety of finger sandwiches in countless varieties, all scrumptious-looking.", "endoftext": false }, { "action": "You take it", "response": "You already have that.", "endoftext": false }, { "action": "You take the nog", "response": "You'd really rather not. You like the fact that your heart beats and your BMI is within normal range.\n\nA horribly snooty woman makes a move for the egg nog, but you block it with your body and chew your fried red panda sandwich in a very diligent, turtle-like manner, which repulses the would-be egg nog consumer. \"Dreadfully sorry,\" you say through a mouth full of delicious finger food. \"I've got this New Year's resolution to slowly masticate all sandwiches, and I'm starting early.", "endoftext": false }, { "action": "You examine Hitler", "response": "His dramatic entrance in the golf cart time machine aroused only temporary attentiveness in the guests. Despite his antiquated dress and ridiculous moustache, he was unable to hold their attention, and after their full fifteen-second attention span had been consumed, they went back to prattling on about their inane existances.\n\nA vapid man makes a move for the egg nog, but you block it with your body and chew your minced Riverine rabbit sandwich in a very pensive, cow-like manner, which repulses the would-be egg nog consumer. \"Dreadfully sorry,\" you say through a mouth full of delicious finger food. \"I've got this New Year's resolution to slowly masticate all sandwiches, and I'm very committed.", "endoftext": false }, { "action": "You give the egg nog to Hitler", "response": "(first taking the egg nog)\nYou'd really rather not. You like the fact that your heart beats and your BMI is within normal range.\n\nA horribly snooty woman makes a move for the egg nog, but you block it with your body and chew your long-baked beaked echidna sandwich in a very meditative, sloth-like manner, which repulses the would-be egg nog consumer. \"Dreadfully sorry,\" you say through a mouth full of delicious finger food. \"I've got this New Year's resolution to slowly masticate all sandwiches, and I'm starting early.\n\nHitler then siddles up to the egg nog bowl, but you make no move to stop him. In fact, you offer him a cup. \"Mein Führer,\" you say, as you hand him the cup - possibly laying it on a bit thick, but a smile touches Hitler's lips, he nods to you, and he accepts your offer of the cup. He pours himself a helping of the thick, viscous, gelatinous (and deadly) goo. \"Prosit Neujahr,\" he says, amicably, before downing the goopy, mucilaginous, glutinous (and deadly) glop.\"\n\nYou watch Hitler carefully, and begin to count to yourself to see how long this is going to take. The average incubation time for hantavirus, the most common mouse-borne virus that springs to mind, is two to four weeks in humans. You know this from both your extensive spy training as well as your obsessive reading of Wikipedia.\n\nTwo to four weeks?! Let's hope it ain't hantivirus, hm?", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"Blech!\" Hitler spits up some blood into his egg nog glass, the falls to a heap on the floor. That's what you were hoping for, deep down inside - fast acting Ebolavirus. Except - oh noes! It's so very infectious that soon you'll be infected, as well as all the guests. So much for collateral damage... What are you to do?!", "endoftext": false }, { "action": "You take Hitler", "response": "I don't suppose Adolf Hitler would care for that.\n\nThe revelers are freaked out. How will you save them?", "endoftext": false }, { "action": "You enter the cart", "response": "There are so many reasons to not enter that contraption. First, you haven't the slightest idea how to drive the thing, through space or time. Secondly, who wants to be seen in a golf cart? I mean... really now.\n\nThe party-goers are crazy with fear. How will you aid them?", "endoftext": true }, { "action": "Describe the surroundings", "response": "You look around, trying to plan how you want this to go down in the (probably unlikely) event that Hitler actually makes an appearance.\nYou can picture a couple of different scenarios. You could put the mice amongst the hors d'oeuvres and egg nog, but then you run the risk of infecting others. You'd like to avoid any collateral damage, however, so unless you can think of a way to keep people away from the hors d'oeuvres table, your best bet might just be to make the mouse bite him. How to do that - especially without getting bit in the process - is something you have yet to figure out. Perhaps you can put the mouse down the front of his trousers or something.\n\nHitler lies dead in a heap on the floor.\n\nYou can also see a golf cart and a table (on which are some egg nog) here.\n\nThe revelers are scared. How will you save them?", "endoftext": false }, { "action": "You examine cart", "response": "This is one tripped out golf cart. Swanky and benoodled, it must be the time machine of which Buxton spoke.\n\nThe party-goers are insane with fright. How will you aid them?", "endoftext": false }, { "action": "You enter the cart", "response": "There are so many reasons to not enter that contraption. First, you haven't the slightest idea how to drive the thing, through space or time. Secondly, who wants to be seen in a golf cart? I mean... really now.\n\nThe merrymakers are frightened. How will you cure them?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome hors d'oeuvres\na box (open)\nan antidote\na tuxedo (being worn)\n\nThe frolickers are scared. How will you save them?", "endoftext": false }, { "action": "You eat hitler", "response": "(first taking Adolf Hitler)\nI don't suppose Adolf Hitler would care for that.\n\nThe partiers are crazy with fear. How will you rescue them?", "endoftext": false }, { "action": "You examine the antidote", "response": "You can only hope that the vial you've found in the box given to you by Buxton contains an antidote.\n\nThe merrymakers are freaked out. How will you cure them?", "endoftext": false }, { "action": "You put the antidote in the hors", "response": "You need to be holding the antidote before you can put it into something else.\n\nThe partiers are freaking the hell out. How will you rescue them?", "endoftext": false }, { "action": "You take the antidote", "response": "You remove the antidote from the box and divide it equally among the party attendees and yourself. Everyone hurriedly downs the strange liquid, willing to gamble on its effectiveness after witnessing the quick and grueseome demise of the man with the silly moustache... ...and it's a gamble that pays off! Everyone lives until midnight, and you needn't have worried about attending the party all by yourself, because there are lots of lovely ladies in line for a kiss at midnight.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe merrymakers are insane with fright. How will you save them?\n\nTime passes.\n\nThe partiers are afeared. How will you aid them?\n\nTime passes.\n\nThe revelers are crazy with fear. How will you save them?\n\nTime passes.\n\nThe partiers are freaked out. How will you aid them?\n\nTime passes.\n\nThe merrymakers are ascared. How will you cure them?", "endoftext": true } ]
msi8ksprteqcu4wv
The Angel Curse
David Welbourn
[ "Fantasy" ]
[ "cover art", "female protagonist", "Speed-If 19", "SpeedIF", "SpeedIF January 2003", "walkthrough" ]
2,003
[ 0, 0, 2, 2, 2 ]
6
2
20140402
false
Neither the girl in the wheelchair nor the angel pendant she wears are quite what they seem to be.
[ { "action": "%", "response": "Gymnasium at St. Catherine's (in the wheelchair)\nSt. Catherine's has an excellent gymnasium for its female students,\nbut of course it's of little use to you. The only reason you're here\nis because your friend Amy practically begged you to come with her.\n\nYou can see some female gymnasts here.", "endoftext": true }, { "action": "About yourself", "response": "You're a girl in a wheelchair feeling sorry for herself. So what else is new?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na Toys R Us bag (which is closed)\nan angel pendant (being worn)", "endoftext": false }, { "action": "You examine the pendant", "response": "It's a white angel pendant made of alabaster. At least, you think it's alabaster. You're not sure where you got it from, come to think of it. It's pretty, though, and you've always worn it.", "endoftext": false }, { "action": "You remove the pendant", "response": "You try to remove the angel... uhhh...\n\nYour head hurts. You wanted to do something, but what?", "endoftext": false }, { "action": "You open the bag", "response": "You open the Toys R Us bag, revealing four lead-painted metal bits (a jagged white bit, a long red hooked bit, a shiny triangular bit and a small green circular bit).", "endoftext": false }, { "action": "You look at the gymnasts", "response": "There's several women here, including Amy, out practicing for a professional gymnastic competition in Hamburg next Spring. Looking at them fills your mind with envy and self-pity. You cannot join them,\nand you never will. Such emotions, you upbraid yourself, only illustrate the darkness intrinsic to the human soul. You turn away.", "endoftext": false }, { "action": "You examine amy", "response": "Look at her. She's so graceful on the parallel bars. You could never\ndo that. You can't see why she insisted you accompany her here.\n\nWell, okay. It was the decent thing to do. But she's obviously over\nher performance anxiety, and she's not paying any attention to you. She's too busy working with the rest of the girls.", "endoftext": false }, { "action": "You look at the red", "response": "Kinda like a pole, with a hook at the end.", "endoftext": false }, { "action": "You examine the white", "response": "(the angel pendant)\nIt's a white angel pendant made of alabaster. At least, you think it's alabaster. You're not sure where you got it from, come to think of it. It's pretty, though, and you've always worn it.", "endoftext": false }, { "action": "You examine the jagged white", "response": "Ick. Looks dangerous. Someone could cut themselves with that.", "endoftext": false }, { "action": "You examine triangular", "response": "\"Is this a dagger I see before me?\" Naaah.", "endoftext": false }, { "action": "You look at the green", "response": "This bit's rather like a coin. Except it's painted green and doesn't have a queen on it, or E Pluribus Uranium, or whatever coins are supposed to have on them.", "endoftext": false }, { "action": "You leave", "response": "You'll have to say which compass direction to go in.", "endoftext": false }, { "action": "You get up", "response": "No. Not here. What would be the point?", "endoftext": false }, { "action": "You examine the wheelchair", "response": "Your wheelchair. You hate it. But it takes you where you need to go,\nso you're stuck with it.", "endoftext": false }, { "action": "Pray", "response": "You're not Catholic, or even Christian. You'd hardly know what to say.", "endoftext": false }, { "action": "You examine the bag", "response": "Amy asked you to hold onto her bag for her. What she needed it for,\nyou can't imagine. Amy always was a little weird. Maybe that's why she's your friend. When you're around, she probably seems almost\nnormal by comparison.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "You drop the bag", "response": "Dropped.", "endoftext": false }, { "action": "You examine amy", "response": "Look at her. She's so graceful on the parallel bars. You could never\ndo that. You can't see why she insisted you accompany her here.\n\nWell, okay. It was the decent thing to do. But she's obviously over\nher performance anxiety, and she's not paying any attention to you. She's too busy working with the rest of the girls.", "endoftext": false }, { "action": "You take the bag", "response": "Taken.", "endoftext": false }, { "action": "About yourself", "response": "You're a girl in a wheelchair feeling sorry for herself. So what else is new?", "endoftext": false }, { "action": "You look in the bag", "response": "In the Toys R Us bag are four lead-painted metal bits (a jagged white bit, a long red hooked bit, a shiny triangular bit and a small green circular bit).", "endoftext": false }, { "action": "You examine the chair", "response": "Your wheelchair. You hate it. But it takes you where you need to go,\nso you're stuck with it.", "endoftext": false }, { "action": "You cut the angel with jagged", "response": "(first taking the jagged white bit)\nCutting that up would achieve little.", "endoftext": false }, { "action": "You cut yourself with the jagged", "response": "Cutting you up would achieve little.", "endoftext": true }, { "action": "Look around", "response": "Gymnasium at St. Catherine's (in the wheelchair)\nSt. Catherine's has an excellent gymnasium for its female students,\nbut of course it's of little use to you. The only reason you're here\nis because your friend Amy practically begged you to come with her.\n\nYou can see some female gymnasts here.", "endoftext": false }, { "action": "Go east", "response": "First Floor Hallway (North End) (in the wheelchair)\nThe hallway outside the gym is nothing special. Some trophies. The Christian cross. An aquarium of fish. The hallway continues south, the gym is west, the chapel east, and the exit to the street is to the north.", "endoftext": false }, { "action": "You examine the fish", "response": "You watch the fish swim about for awhile, and you feel the darkness in your soul ebb. These simple fish comfort you. Why?", "endoftext": false }, { "action": "Go east", "response": "You peek into the chapel, but the nuns are preparing for some sort of ceremony. A funeral, maybe. Or perhaps just a normal prayer service. You don't know why you're so gloomy today.", "endoftext": false }, { "action": "You go to the north", "response": "No. You can't leave without Amy. You promised.", "endoftext": false }, { "action": "Go south", "response": "First Floor Hallway (South End) (in the wheelchair)\nThe south end of the hallway is even less interesting than the north end, except for a sewer grating in the floor.\n\nYou can see a sewer grating here.", "endoftext": false }, { "action": "You examine the grating", "response": "A sewer grating in the floor. You hear something down there, something alive? Something or someone trapped? The grating is closed.", "endoftext": false }, { "action": "You look in the bag", "response": "In the Toys R Us bag are three lead-painted metal bits (a long red hooked bit, a shiny triangular bit and a small green circular bit).", "endoftext": false }, { "action": "You take the red", "response": "Taken.", "endoftext": false }, { "action": "You open the grating", "response": "Using the long hooked bit, you manage to pry open the grating.", "endoftext": false }, { "action": "You get up", "response": "You get out of the wheelchair.\n\nFirst Floor Hallway (South End)\nThe south end of the hallway is even less interesting than the north end, except for a sewer grating in the floor.\n\nYou can see a wheelchair (which is empty) and a sewer grating here.", "endoftext": true }, { "action": "Go downward", "response": "Heedless of the risk, you push yourself into the hole, and fall...\n\nYou're in the sewer. It's dark and gloomy and smelly. But it's also cool and wet, which you don't mind so much. The hole you fell through is high above you, and the sewer extends east.", "endoftext": false }, { "action": "Go east", "response": "You crawl, fall, further down the sewer.\n\nThe water is deeper here; you can swim. But an alligator blocks\nfurther passage east.\n\nYou can see an alligator here.", "endoftext": false }, { "action": "You look at the alligator", "response": "The alligator seems a friendly sort. It grins at you with sharp, sharp teeth. You feel you can trust it. Maybe even love it. But it blocks your way east.", "endoftext": false }, { "action": "You hug the alligator", "response": "You give the alligator a kiss, and he snaps at you!!\n\nNo! At your angel pendant! He crushes it into powder and...\n\nA miracle! Your broken legs become a fish's tail, and you... you are a mermaid! How? How did this happen? Who put this curse on you? And oh! Your father and mother? How long have they missed you and thought you dead?", "endoftext": true }, { "action": "Look around", "response": "The water is deeper here; you can swim. But an alligator blocks\nfurther passage east.\n\nYou can see an alligator here.", "endoftext": false }, { "action": "Go east", "response": "You swim past the alligator joyfully, and swim, swim, SWIM out through the sewers, out of mankind's waterways in into the ocean...\n\n* * *\n\nYou swim to an underwater palace, where you find your father, the Merfolk King. He looks at you, unbelieving his eyes, then rushes to embrace you. When the initial shock has worn off, he takes a more critical look at you and says, \"Where hast thou been, my child? Thy gills are as unclean as a lobster's arse.\" You laugh, and hug him again.", "endoftext": true } ]
ad33fom6nxqqvfa3
Finding the Mouse
James Dessart
[ "Slice of life" ]
[ "walkthrough" ]
2,009
[ 0, 0, 1, 4, 2 ]
7
1.857143
20090804
false
In this tiny one-room game, you play as someone in their mostly-empty kitchen who wants to use their computer. But where's the mouse? Where did that thing go?
[ { "action": "%", "response": "Where did that thing go? by James Dessart\n\nKitchen (on the chair)\nThis is an odd kitchen. Someone obviously decorated it in a hurry, without much in the way of forethought. Most of the standard kitchen amenities are missing. For instance, there's no fridge or sink.\n\nOn the counter are a microwave (closed) and a bag of popcorn (closed).\n\nYou can also see a table (on which is a computer) here.", "endoftext": true }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You examine the microwave", "response": "A Zaptrue 3500 microwave. Bought second hand from a guy in the back of a truck.", "endoftext": false }, { "action": "You look at the popcorn", "response": "Funkykernel popcorn. Not your favourite, but it's cheap. It's currently unpopped and unopened.", "endoftext": false }, { "action": "Go north", "response": "You'll have to get off the chair first.", "endoftext": false }, { "action": "You get off", "response": "You get off the chair.\n\nOn the counter are a microwave (closed) and a bag of popcorn (closed).\n\nYou can also see a chair and a table (on which is a computer) here.", "endoftext": false }, { "action": "You look at the chair", "response": "A plain, wooden chair.", "endoftext": false }, { "action": "You examine table", "response": "An uninspired formica table.", "endoftext": false }, { "action": "You examine computer", "response": "A Borkenotron 778 machine. The guy at the garage sale said it was \"retro\". Its mouse is missing.\n\nThe computer is currently switched on.", "endoftext": false }, { "action": "You open the microwave", "response": "You open the microwave.", "endoftext": false }, { "action": "You look in it", "response": "The microwave is empty.", "endoftext": false }, { "action": "You look at the popcorn", "response": "Funkykernel popcorn. Not your favourite, but it's cheap. It's currently unpopped and unopened.", "endoftext": false }, { "action": "You open the popcorn", "response": "Opening it when it's unpopped would make it unpoppable. You decide not to ruin a perfectly serviceable bag of popcorn.", "endoftext": false }, { "action": "You put the popcorn in the microwave", "response": "You put the popcorn into the microwave, set it for the right amount of time, and in a short while you've got some popped popcorn.", "endoftext": false }, { "action": "You open the popcorn", "response": "You know it's popcorn in there, and you're not in the mood for it. But it'd probably bust open the minute you let go of it.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is an odd kitchen. Someone obviously decorated it in a hurry, without much in the way of forethought. Most of the standard kitchen amenities are missing. For instance, there's no fridge or sink.\n\nOn the counter is a microwave (closed).\n\nYou can also see a chair and a table (on which is a computer) here.", "endoftext": false }, { "action": "Search table", "response": "On the table is a computer.", "endoftext": false }, { "action": "Search counter", "response": "On the counter is a microwave.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bag of popcorn (closed)", "endoftext": false }, { "action": "You examine the popcorn", "response": "Funkykernel popcorn. Not your favourite, but it's cheap. It's currently popped and unopened.", "endoftext": false }, { "action": "You move the microwave", "response": "It is fixed in place.", "endoftext": false }, { "action": "You look at the chair", "response": "A plain, wooden chair.", "endoftext": false }, { "action": "You get on chair", "response": "You get onto the chair.", "endoftext": true }, { "action": "Look around", "response": "Kitchen (on the chair)\nThis is an odd kitchen. Someone obviously decorated it in a hurry, without much in the way of forethought. Most of the standard kitchen amenities are missing. For instance, there's no fridge or sink.\n\nOn the counter is a microwave (closed).\n\nYou can also see a table (on which is a computer) here.", "endoftext": false }, { "action": "You get the computer", "response": "That's fixed in place.", "endoftext": false }, { "action": "You examine table", "response": "An uninspired formica table.", "endoftext": false }, { "action": "You go west", "response": "You'll have to get off the chair first.", "endoftext": false }, { "action": "You get down", "response": "You must name something more substantial.", "endoftext": false }, { "action": "You get off the chair", "response": "You get off the chair.\n\nOn the counter is a microwave (closed).\n\nYou can also see a chair and a table (on which is a computer) here.", "endoftext": false }, { "action": "You move the table", "response": "It is fixed in place.", "endoftext": false }, { "action": "You look at the counter", "response": "A standard kitchen counter. Not too exciting.", "endoftext": false }, { "action": "You examine the microwave", "response": "A Zaptrue 3500 microwave. Bought second hand from a guy in the back of a truck.", "endoftext": false }, { "action": "You examine the popcorn", "response": "Funkykernel popcorn. Not your favourite, but it's cheap. It's currently popped and unopened.", "endoftext": false }, { "action": "You put the popcorn in the microwave", "response": "That'd burn the popcorn.", "endoftext": false }, { "action": "You drop the popcorn", "response": "You drop the bag of popcorn on the floor, scattering its contents.", "endoftext": true }, { "action": "You look around", "response": "You notice that the popcorn is gone. The mouse must be eating it. Oh, there's the mouse, back in place, looking satiated.", "endoftext": false }, { "action": "You get the mouse", "response": "Taken.", "endoftext": false }, { "action": "You look at the mouse", "response": "A computer mouse; a very shifty looking computer mouse.", "endoftext": false }, { "action": "You examine computer", "response": "A Borkenotron 778 machine. The guy at the garage sale said it was \"retro\". Its mouse is right beside it.\n\nThe computer is currently switched on.", "endoftext": false }, { "action": "You drop the mouse", "response": "Dropped.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Now that the mouse is back, you might want to sit down at the computer and surf the web.\n\nThis is an odd kitchen. Someone obviously decorated it in a hurry, without much in the way of forethought. Most of the standard kitchen amenities are missing. For instance, there's no fridge or sink.\n\nOn the counter is a microwave (closed).\n\nYou can also see a mouse, a chair and a table (on which is a computer) here.", "endoftext": false }, { "action": "You surf the the web", "response": "You lose yourself in the massive quantity of information on the internet. Your life is complete. Now that your mouse is fed and you have access to the internet, who needs text adventures?", "endoftext": true } ]
rcrm8h7raqw76s50
Birth of Mind
Justin de Vesine
[]
[ "Penultimate not numbered Speed IF", "walkthrough" ]
2,011
[ 0, 0, 0, 3, 1 ]
4
1.75
20120101
false
You awake, the pain in your eyes gone after... you can't even remember how long.
[ { "action": "%", "response": "You awake, the pain in your eyes gone after...you can't even remember how long.\n\nDistant flashes of light tumble through the unending dark mist.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na copper coin", "endoftext": false }, { "action": "About yourself", "response": "You are Jack.", "endoftext": false }, { "action": "You examine the coin", "response": "A tiny copper coin, blank on one side and stamped with a thorn on the other.", "endoftext": false }, { "action": "You toss the coin", "response": "Dropped.", "endoftext": false }, { "action": "You look at the mist", "response": "Light and darkness tumble over each other in the seething mist.", "endoftext": false }, { "action": "You take the coin", "response": "Taken.", "endoftext": false }, { "action": "You go to the north", "response": "You stumble through the endless, changeless mist.", "endoftext": false }, { "action": "You go upward", "response": "The world-tree's roots span off into the distance, and the branches reach into the heavens. Bleak mist curls up from below the roots of the tree.", "endoftext": false }, { "action": "You go up", "response": "The trunk of Yggdrasil stretches up to the heavens and down to where the roots are obscured by mist.", "endoftext": false }, { "action": "Up", "response": "The branches of Yggdrasil mingle with the clouds of the heavens, and the mist below is a distant memory.\n\nYou can see an ice giant here.", "endoftext": false }, { "action": "You look at the ice giant", "response": "One of the ice giants who will stand by you in the final battle. He looks irritated.", "endoftext": false }, { "action": "You ask the giant about his feelings", "response": "The giant grunts. \"Leave me be, little god. I have no reason to speak with you.\"", "endoftext": false }, { "action": "You give the coin to the giant", "response": "The giant takes the coin delicately from your outstretched hand and pops it into his mouth. \"Very well, little god - what can I do for you?\"", "endoftext": false }, { "action": "You give you the the coin", "response": "You speak.", "endoftext": false }, { "action": "You ask the giant about the giant", "response": "The giant grunts. \"Well, you gave me a coin. Fine. Get the four kernels - self-reliance, belief, thought, and memory - and put them on. Then we can get Ragnarok started.", "endoftext": true }, { "action": "You go down", "response": "Distant flashes of light tumble through the unending dark mist, and the roots of the World Tree are just barely visible above.", "endoftext": true }, { "action": "Go downwards", "response": "You meander through the mist, gazing up at the endless roots of Yggdrasil.", "endoftext": false }, { "action": "Search", "response": "[What do you want to search?]", "endoftext": false }, { "action": "You think", "response": "Time passes.", "endoftext": true }, { "action": "You look around", "response": "The branches of Yggdrasil mingle with the clouds of the heavens, and the mist below is a distant memory.\n\nYou can see an ice giant here.", "endoftext": false }, { "action": "You wear the belief", "response": "Foo!\n\n(first taking the kernel of belief)\nYou reach for belief, hardly trusting it not to vanish, but it settles into your hand. You clutch it tightly, warmth flowing up your arm and into your body.\n\nYou wear it close to your heart.", "endoftext": false }, { "action": "You get the kernel", "response": "(the kernel of belief)\n[You already have that.]", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na kernel of belief (worn close to your heart)", "endoftext": false }, { "action": "You look at the kernel", "response": "(the kernel of belief)\nBrilliant and sustaining.", "endoftext": false }, { "action": "You think about the kernel", "response": "[I can't understand your entire command: the first part might be an action I know, but I didn't expect the word \"about\" next.]", "endoftext": false }, { "action": "You examine the giant", "response": "One of the ice giants who will stand by you in the final battle. He looks receptive to your questions.", "endoftext": false }, { "action": "You think the kernel", "response": "[I can't understand your entire command: the first part might be an action I know, but I didn't expect the word \"kernel\" next.]", "endoftext": false }, { "action": "You ask the giant about the thought", "response": "[Attacking the ice giant would have no effect, or that's not the way to do so.]\n\nThe giant grunts. \"Well, you gave me a coin. Fine. Get the four kernels - self-reliance, belief, thought, and memory - and put them on. Then we can get Ragnarok started.", "endoftext": false }, { "action": "You wear giant", "response": "(first taking the ice giant)\n[You can't normally pick up other characters.]", "endoftext": false }, { "action": "You think", "response": "Time passes.", "endoftext": false }, { "action": "Climb giant", "response": "[He can't be climbed in that way. Sometimes a direction like \"up\" or \"down\" works instead.]", "endoftext": false }, { "action": "Wear memory", "response": "(first taking the kernel of memory)\nYou wear it over your left shoulder.", "endoftext": false }, { "action": "You examine the memory", "response": "Brilliant and sustaining.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na kernel of memory (worn over your left shoulder)\na kernel of belief (worn close to your heart)", "endoftext": false }, { "action": "Wear thought", "response": "(first taking the kernel of thought)\nYou wear it over your right shoulder.", "endoftext": false }, { "action": "You weathe self-reliance", "response": "(first taking the kernel of self-reliance)\nYou wear it about your loins.\n\nYou have all the kernels!", "endoftext": true } ]
w4pkrecmrf1wpyg2
Hallow Eve
Michael Wayne Phipps Jr.
[ "Horror" ]
[ "bizarre slapstick", "cover art", "horror", "Spring Thing 2011", "Spring Thing Game", "vampire" ]
2,011
[ 0, 0, 0, 6, 2 ]
8
1.75
20121001
false
You are about to drive out to meet some friends for a camping trip on Halloween night. Everything seems to be going according to plan, but the unexpected can always occur. If it did, you would need to rely on your wits. Hope that you are not scared out of them.
[ { "action": "%", "response": "Today is October 31st, 1987. Your friends have invited you to join them for a night of camping and partying. The campsite is around a two hour drive from where you live now. You aren't sure who the property belongs to, but it's not far from where Fred Murks' grandmother lived. You, Fred, and another friend of yours named Steve Dirks had made the site as kids before she died a couple of years later from pneumonia. You haven't been back since then. It was at least a cool place to go when you were too young to be smoking cigarettes because no one ever bothered you out there.\n\nYour friends are bringing the camping equipment, food, and beer. It should be a fun night. Supposedly some girls were going to be showing up as well, but we'll see about that.\n\nYou come around one last tight curve and see Fred's car parked on the side of the road. It's probably safe to assume that they have already gathered their stuff and went to set up camp. You park nearby, and then feel the chilly air of the Fall afternoon as you step out of your car and lock the door...\n\n(Hit any key to continue)\nHallow Eve\n\nYou are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nNOTE: If this your first time playing Hallow Eve, please type\n\"about\".\n\nYou can see a green car and a blue car here.", "endoftext": true }, { "action": "You examine the blue car", "response": "Your blue car is here. It's plain little Japanese model, but it gets you where you need to go. The only complaint with it you have is that there's no lock on the gas cap. On a recent trip to the city, someone stole all of your fuel.\n\nIn the blue car is a can of WD-50.", "endoftext": false }, { "action": "You examine the green car", "response": "Fred's car is about ten years old and is the size of a boat. He painted it himself with a bright speckled green that would usually be seen on a carnival ride rather than an automobile.", "endoftext": false }, { "action": "You open the blue car", "response": "The blue car is locked.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na wristwatch (being worn)\nclothes (being worn)\na blue key", "endoftext": false }, { "action": "Unlock blue car with blue key", "response": "You unlock the blue car.", "endoftext": false }, { "action": "You open blue car", "response": "You open the blue car.\n\nA pink jeep arrives from the road, and parks beside of your car. You see three girls step out of it.", "endoftext": false }, { "action": "About you", "response": "As good-looking as ever.\n\nYou see three girls walking to the west.", "endoftext": false }, { "action": "You take the can", "response": "Taken.", "endoftext": false }, { "action": "You look at the can", "response": "A can of WD-50. There is a label on it.", "endoftext": false }, { "action": "You read the label", "response": "*** WD - 50 ***\n\nELIMINATES SQUEAKS!\nDISPLACES MOISTURE!\nLOOSENS RUSTED BOLTS!\nOPENS STUCK MECHANISMS!\n\nJUST \"SPRAY\"!", "endoftext": false }, { "action": "You open the green car", "response": "The green car is locked.", "endoftext": false }, { "action": "You look at the clothes", "response": "Your typical attire; jeans, sneakers, and a plain sweatshirt.", "endoftext": false }, { "action": "Examine watch", "response": "Your stylish wristwatch with a wildly-colored armband. The current time is 6:08 pm.", "endoftext": false }, { "action": "You look", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see a pink jeep (closed and empty), a green car and a blue car (empty) here.", "endoftext": false }, { "action": "You go to the west", "response": "You are on the beginning of a dirt trail in the woods that leads north. A clearing in the briers to the east will take back to the road.", "endoftext": false }, { "action": "Go north", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see Rachel, Brenda, Lola, Steve, Fred and a picnic table (on which are a battery-powered lantern and a Styrofoam cooler) here.\n\nYou approach as Steve and Fred are putting the finishing touches on the tent. Fred turns to see you approaching and says \"Hey man! You made it! Awesome! Have a beer, man!\"\n\nYou smile while you observe the area around you. Everything is here just as you remember it.", "endoftext": false }, { "action": "You drink the beer", "response": "You open the cooler and grab a beer. After drinking it, you discard the can and feel more relaxed.", "endoftext": false }, { "action": "You look at Rachel", "response": "Rachel Fuss is shortest of the three girls. In your opinion, she is also of shortest in the looks department. Her hair is cut shoulder-length, and she only teases her bangs to about half the height of Brenda's. She is wearing a terribly-designed sweatshirt that is a mess of buttons and stripes.\n\nThe sun is beginning to set, casting long shadows from the trees around you.", "endoftext": false }, { "action": "You examine Brenda", "response": "Brenda Bender is a tall, skinny and generally attractive girl. Her overly hair-sprayed, bleach-blond hairdo is accented by a large poof of bangs, which resembles a crab attacking her forehead.", "endoftext": false }, { "action": "You examine Lola", "response": "Lola Lotta is a big girl with strikingly beautiful and piercing green eyes, highlighted by her dark eye make-up. She's wearing plaid pants and a black t-shirt for a band named \"The Disease\", from under which a bit of her pale-skinned belly is exposed.\n\nSteve lights another cigarette, and says \"Dude, this music sucks.\"\n\nRachel says \"Gee, sorry Steve. I don't have any heavy metal punk crap.\"", "endoftext": false }, { "action": "You look at Steve", "response": "Steve Dirks is a friend of yours that you made in middle school. His family moved to your neighborhood from up north. He sports denim jean pants, a jean jacket riddled in patches from various punk bands, combat boots and a mohawk, dyed green. Tall and slim with piercing blue eyes, he has always been a hit with the girls despite his rebellious appearance.\n\nAfter a while, Lola giggles to herself a bit, and asks \"So, who knows some good ghost stories?\" Fred proudly exclaims \"I do!\", and grabs another beer as he begins to tell the story he's told you and Steve a hundred times...", "endoftext": false }, { "action": "You look at Fred", "response": "Fred Murks is wearing overalls and a baseball hat, which is on his head backwards. He's a large guy of roughly 350 pounds, and has been a friend of yours since Kindergarten.\n\nFred says \"An old gem mine is near here, and a bad accident\nhappened there in the 1890s. They had been doing some blasting with dynamite to open it up more, and the mine had gotten pretty unstable from that. The mine ended up collapsing on a couple of dudes working in there. Some people said it probably killed them instantly, but others say that they were trapped in there a really long time before they died.\"\n\n\"Anyway, the mining company tried to open the mine again after that, but it never really came back. I talked to people who had relatives that worked there, and they said it was haunted! They would hear voices and shit in there, man!\"\n\nFred looks around a bit, lowers his voice, and says \"They say that you can still hear the sound of the miners crying for help...\"\n\nLola says \"Creepy! See, I heard that there's a haunted house\nsomewhere around here. A real haunted house. A doctor lived there and he got in a bunch of trouble for malpractice or something.\"\n\nBrenda says \"I heard about that! The Pane house! Doctor Pane!\"\n\nRachel gives Brenda a \"shhh!\" and a mean look.", "endoftext": false }, { "action": "You take the lantern", "response": "Taken.\n\nLola says \"I heard that after he couldn't work as a doctor anymore, he locked himself up in one room of the house for a month with some of his scientific equipment. His wife kept hearing and smelling weird things from the room and every day she would bang on the door and beg him to come out.\"\n\nSteve says \"Damn! I never heard about all this! Did he ever come out?\"\n\nLola's mouth gently curves into a mischievous grin as she says \"Oh yeah, he came out. And when he did, he was completely insane. He murdered his wife, and when the police got there, they found her laying on the floor of the kitchen with her skull cut open and part of her brain missing.\"\n\nBrenda and Rachel gasp.\n\nLola says \"They never did find Doctor Pane though. He was supposed to have a son, but they never found him either. I always thought it would be kind of cool to check out that house, but I have no idea exactly where it was. Just somewhere around here in these mountains. It's probably been bulldozed or burned down by now anyway.\"", "endoftext": false }, { "action": "You examine the lantern", "response": "A battery-powered lantern.\n\nEveryone sits around in awkward silence for a bit, presumably both deep in thought and a bit freaked out after the round of ghost story sharing.\n\nOut of nowhere Fred blurts out \"Anyone else getting hungry?\"\n\nLola perks up \"Hehe! Yeah, actually I am!\"\n\n\"Cool.\" says Fred. \"I just got to run to my car real quick to grab the tin foil and stuff.\"", "endoftext": false }, { "action": "You examine table", "response": "A wooden picnic table is here. Last year, everyone played Tunnels\n& Trouble-Makers on this table a lot more than actually ate at\nit.\n\nOn the picnic table is a Styrofoam cooler.\n\nWhen fred begins to walk to his car, Brenda yells \"Hey! I want to go check out the river first, before it gets too dark!\" Then, she stumbles to her feet.\n\nRachel says \"I don't want to walk over to that stupid river. It's freezing.\"\n\nBefore Brenda can respond, Fred hastily turns around and volunteers to walk with her down to the river.\n\nFred and Brenda walk off to the north.\n\nYou spend the next fifteen minutes just hanging out at the campsite, watching the fire burn and having another beer.", "endoftext": false }, { "action": "You examine cooler", "response": "A cheap, Styrofoam cooler commonly sold in gas stations and grocery stores. It contains the ice and beer you bought on the way here.\n\nNight falls. Darkness surrounds all you can see beyond the light of the campfire.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nMuch to the disgust of Rachel, Steve and Lola seem to be getting more and more flirtatious with one another. Steve is pinching and grabbing at Lola, which she accepts with smiles and giggles.\n\nRachel says \"Get a damn room you two! Jeez!\"\n\nThey laugh a bit at Rachel's protest, and Steve says \"Do you wanna go out for a walk in the woods Lola?\" He turns to you shrugs. He says \"You can come too if you want to, dude.\"\n\nYeah, that sounds like a good idea. Maybe Rachel will cool off or get bored and leave. Either one works for you.", "endoftext": false }, { "action": "Kiss rachel", "response": "Rachel says \"Fucking perve! Get off of me! You are so not my type!\"\n\nAfter that awkward situation, you can't help but wonder what in the world Rachel's \"type\" could be...", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see Rachel, Lola, Steve and a picnic table (on which is a Styrofoam cooler) here.\n\nIt is pitch dark, and you can't see a thing.\n\nYou are following Lola and Steve.\n\nSteve says \"This trail goes deeper into the woods but it ends soon.\"", "endoftext": false }, { "action": "You turn on lantern", "response": "You switch the battery-powered lantern on.\n\nYou are walking along a dirt trail in the woods that goes south, and starts to fade towards the northwest.\n\nYou can vaguely hear the sound of running water from the southeast.\n\nYou can see Lola and Steve here.\n\nYou are following Lola and Steve.\n\nLola says \"Are you sure we should keep going, Steve?\"\n\nSteve replies \"Of course, baby! We never explored all of these woods when we were kids, but I always found our way back.\"", "endoftext": false }, { "action": "Go southeast", "response": "You are following Steve and Lola right now.\n\nYou are walking in very deep woods. So deep in fact, that every direction looks the same. Some boulders form an overhang over a deep, muddy hole here.\n\nYou can see Lola and Steve here.\n\nYou are following Lola and Steve.\n\nSteve grabs Lola's hand and says \"Watch out, don't fall into the pit!\"\n\nLola pauses for a few seconds to look down into the muddy hole. \"How deep is it?\" she asks.\n\n\"About twelve feet or so.\" says Steve. \"We crawled down into it a couple of times. There's this weird cool draft of air you can feel coming blowing out of a crack in the rock down there, even in the summer time! Maybe we'll come back here tomorrow and I'll show you. There's a little junkyard close to here too that we would find some rad stuff in sometimes. Let's keep walking a little more.\"\n\nYou remember the \"junkyard\" being nothing more than a pile of random stuff in a ditch to the southwest of here. There was new junk just about every week dumped there, some of it being cool stuff (to a kid) like worn-out tools or broken electronics. However, it doesn't look like Steve is interested in going that direction tonight.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nYou are walking in very deep woods. So deep in fact, that every direction looks the same.\n\nYou can see Lola and Steve here.\n\nYou are following Lola and Steve.\n\n\"Snap!\" The three of you all jump in shock due to a random sound from within the woods that sounds like a branch breaking.\n\nLola clutches Steve tightly and he turns to look at you while chuckling.\n\n\"Let's turn back, Steve.\" Lola says.\n\nSteve replies \"Oh come on baby, it was just a squirrel or something. Let's go just a little bit further before we turn back.\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nA very tall and steep hill is ahead of you. Steps that are mostly covered in leaves have been made with flat stones which lead up the hill. You can see a house up the stairs from here. The trail splits back to the south and southwest.\n\nYou can see Lola and Steve here.\n\nYou are following Lola and Steve.\n\nSteve turns to you and asks \"Dude, I've never seen these stairs before. Do you remember this?\"\n\nYou think about it briefly, then shake your head. This whole situation is beginning to make you feel a bit nervous, though you can't help but also feel like this is a bit fun.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou are standing in front of an old, dark house that lies to the north. It looks to be two stories. You can't see any lights on inside from here. The wooden exterior of the house has been painted a dull, reddish brown. You can walk around northwest or the northeast to get to the sides of the house. Rustic steps made of stone lead down towards deeper woods.\n\nYou can see Lola, Steve and a Jack-O-Lantern (lit) here.\n\nYou are following Lola and Steve.\n\nLola points to the north and says \"Look! A house! They've got a jack-o-lantern lit up and everything! That's kind of weird. I wouldn't think that they get many trick-or-treaters out here.\"\n\nSteve says \"I don't know. Maybe they've got kids or something. We should probably go talk to them for a minute. Because you know this might be their property we're camping on. I don't want them to get pissed off at us.\"\n\nLola says \"Do you think so, baby? I don't know. Well, yeah. You're probably right.\"\n\nSteve takes Lola's hand and they walk together onto the porch. Steve puts another cigarette in his mouth and knocks on the front door while dropping his lighter onto the porch and cursing in a futile attempt to retrieve it.\n\nThe door creaks open. Lola leans her head in slightly. \"Hello?\" she says. \"Wow, hehe, that's big bucket of candy...\" She moves just past the threshold of the door, and Steve follows.\n\n\"Hello?\" you hear him say within.\n\nSuddenly, the door slams shut!", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.\n\nYou hear Lola screaming and you run to the porch of the house in panic. The door won't open. From beyond it, you hear Lola yell \"What is it Steve?! What is that thing?!\" You hear Steve yell \"Oh god!\", followed by lots of loud banging noises. Then... unnerving silence.\n\nYou hear the door emit an audible click.", "endoftext": false }, { "action": "You open door", "response": "You open the large door.", "endoftext": false }, { "action": "Go north", "response": "You are standing in the foyer of the dark house. There are doorways to the east and to the north. You can exit the house through the doorway to the south. Stairs lead up to a second level.\n\nA ghostly skeletal hand creeps out of the black curtain which is shortly followed by a long arm, draped in black cloth. A hooded skull then emerges. What stands before you now is some tall and strange skeletal spectre that you can't explain. You are stunned to see this macabre entity, but it shows no sign of seeing you. Perhaps due to a lack of eyeballs.\n\nIt then walks to the center of the room and stands there, and slowly points to a large plastic cauldron filled with assorted candies sitting on the floor by the front door. You are in a state of disbelief. What the hell is going on here?", "endoftext": false }, { "action": "You eat the candy", "response": "(first taking Candy)\nIt looks like it's been tampered with. You've heard enough urban legends about razor blades and poison put into candy by lunatics than to risk eating it.", "endoftext": false }, { "action": "You look at the spectre", "response": "This skeletal spectre cloaked in black must be nearly seven feet tall! The only features beneath the cloak you can see are his emotionless, skull face and his awkwardly long, boney hands.", "endoftext": false }, { "action": "Go east", "response": "You are standing in a dirty and dusty kitchen. Filth and miscellaneous bones of unknown creatures litter the area. Despite the many signs of neglect, it does appear that the room has been used recently used due to clean smears in the dust on some surfaces here.\n\nYou see a chalk outline of a person on the floor, and in the center of it is a huge blood stain.\n\nYou can see a kitchen counter (on which is a butcher knife) here.", "endoftext": false }, { "action": "You look at the stain", "response": "This blood stain is dark and old.", "endoftext": false }, { "action": "You examine the outline", "response": "The outline is quite faded, but still visible.", "endoftext": false }, { "action": "You look at knife", "response": "A long, sharp-looking butcher knife.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are standing in a dirty and dusty kitchen. Filth and miscellaneous bones of unknown creatures litter the area. Despite the many signs of neglect, it does appear that the room has been used recently used due to clean smears in the dust on some surfaces here.\n\nYou see a chalk outline of a person on the floor, and in the center of it is a huge blood stain.\n\nYou can see a kitchen counter here.", "endoftext": false }, { "action": "You examine the bones", "response": "Assorted bones of various shapes and sizes. Some appear to have belonged to chickens or cows, the rest you are unsure of.", "endoftext": false }, { "action": "Go west", "response": "You are standing in the foyer of the dark house. There are doorways to the east and to the north. You can exit the house through the doorway to the south. Stairs lead up to a second level.\n\nYou can see a skeletal spectre here.", "endoftext": false }, { "action": "You go to the north", "response": "The skeletal spectre blocks the path, and slowly shakes his finger at you.", "endoftext": false }, { "action": "Go south", "response": "You are standing in front of an old, dark house that lies to the north. It looks to be two stories. You can't see any lights on inside from here. The wooden exterior of the house has been painted a dull, reddish brown. You can walk around northwest or the northeast to get to the sides of the house. Rustic steps made of stone lead down towards deeper woods.\n\nYou can see a lighter and a Jack-O-Lantern (lit) here.", "endoftext": false }, { "action": "You take lighter", "response": "Taken.", "endoftext": false }, { "action": "You examine Jacthe o-lantern", "response": "A scary-looking Jack-O-Lantern. A small flame illuminates the carved pumpkin from inside; producing a faint, yellow light.", "endoftext": false }, { "action": "You go to the north-west", "response": "You are standing on the west side of the house. All of the windows you can see here are boarded up. The backyard of the house is to the northeast. You can also head back to the front of the house to the southeast.", "endoftext": false }, { "action": "You go to the northeast", "response": "You are in a small graveyard at the rear of the dark house which contains about twenty tombstones. All of the tombstones look very old. One of the graves looks recently disturbed. Exits are to the southeast and southwest. There is also what looks like the entrance to a cellar to the south.\n\nSomething catches your attention over by the graves...\n\nYou see the ground by the disturbed grave move, and out of it slowly rises the rotting head of a human corpse. Chunks of dirt are falling from its face, along with maggots and worms. The corpse then rises completely from the grave, and begins walking towards you.", "endoftext": false }, { "action": "You examine the corpse", "response": "An animated, rotting corpse. Maggots are crawling around in its eye-sockets.", "endoftext": false }, { "action": "Go southeast", "response": "You run full speed away from the animated corpse. Horrible thoughts racing through your mind are spotted with memories of an old black and white zombie movie you saw when you were younger. Most importantly the methods of destroying the creatures; bullets to their brains and a showering firebombs. You really wish you had a gun or a Malotov cocktail right about now.\n\nYou are standing on the east side of the house. All of the windows you can see here are boarded up. The backyard of the house is to the northwest. You can also head back to the front of the house to the southwest.\n\nThere is a large, gnarled tree here.", "endoftext": false }, { "action": "You examine the tree", "response": "The tree is close to the house, and large branches are over-hanging the roof.", "endoftext": false }, { "action": "You climb the tree", "response": "Try \"up\" or \"down\" instead.", "endoftext": false }, { "action": "Up", "response": "You easily climb up the tree and drop from an over-hanging branch onto the roof.\n\nYou are standing on the roof of the house. A few branches of a large tree reach near the edge of the roof, providing a way back down. From here you can see a second-story window to the southwest, that is level to the roof you are standing on. The window is closed and dark inside.", "endoftext": false }, { "action": "You open the window", "response": "It's stuck!", "endoftext": false }, { "action": "You spray the window", "response": "What do you want to spray the window with?", "endoftext": false }, { "action": "You spray window with the can", "response": "You spray the cracks of the window with WD-50 liberally. You've used up the last of the WD-50, so you toss the can into the woods.", "endoftext": false }, { "action": "You open the window", "response": "The well-lubricated window now moves with a little effort.\n\nYou open the window.", "endoftext": false }, { "action": "You enter the window", "response": "You are in what appears to be a bedroom which belongs to a child. The wallpaper is covered in pictures of clowns and circus events. There's some graffiti on one wall written in crayon. There is an awful smell present here.\n\nYou see a couple of marbles scattered here. A blue door is to the east, or you can go out through the window to the northeast.\n\nYou can see a blue door, marbles and a dirty blanket here.", "endoftext": false }, { "action": "You look at the marbles", "response": "A few assorted marbles of different shapes and colors.", "endoftext": false }, { "action": "You examine the blanket", "response": "This blanket is small and must have belonged to a child. It must have been here for quite a while. it looks very dry despite being heavily stained.", "endoftext": false }, { "action": "You take all", "response": "marbles: Taken.\ndirty blanket: Spots of the dirty blanket look very soiled, so you refrain from taking it. Only scraps of it would possibly be of any use.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": false }, { "action": "Exit", "response": "You are standing on the roof of the house. A few branches of a large tree reach near the edge of the roof, providing a way back down. From here you can see a second-story window to the southwest, that is level to the roof you are standing on. The window is open and dark inside.", "endoftext": false }, { "action": "Enter", "response": "You are in what appears to be a bedroom which belongs to a child. The wallpaper is covered in pictures of clowns and circus events. There's some graffiti on one wall written in crayon. There is an awful smell present here.\n\nYou see a couple of marbles scattered here. A blue door is to the east, or you can go out through the window to the northeast.\n\nYou can see a blue door and a dirty blanket here.", "endoftext": false }, { "action": "You examine wallpaper", "response": "Wallpaper decorated with clowns and circus events covers the entire room. There is some grafitti written in crayon on one wall.", "endoftext": false }, { "action": "You examine the grafitti", "response": "The grafitti says:\n\n\"MARBELS ROL ROUND DEN HE FALL DOWN!\"", "endoftext": true }, { "action": "You go downward", "response": "You grab a hold of the nearby over-hanging branch and shimmy yourself down the tree.\n\nYou are standing on the east side of the house. All of the windows you can see here are boarded up. The backyard of the house is to the northwest. You can also head back to the front of the house to the southwest.\n\nThere is a large, gnarled tree here.", "endoftext": false }, { "action": "Go southwest", "response": "You are standing in front of an old, dark house that lies to the north. It looks to be two stories. You can't see any lights on inside from here. The wooden exterior of the house has been painted a dull, reddish brown. You can walk around northwest or the northeast to get to the sides of the house. Rustic steps made of stone lead down towards deeper woods.\n\nYou can see a Jack-O-Lantern (lit) here.", "endoftext": false }, { "action": "You go north", "response": "You are standing in the foyer of the dark house. There are doorways to the east and to the north. You can exit the house through the doorway to the south. Stairs lead up to a second level.\n\nYou can see a skeletal spectre here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nmarbles\na lighter\na butcher knife\na battery-powered lantern (providing light)\na wristwatch (being worn)\nclothes (being worn)\na blue key", "endoftext": false }, { "action": "You drop the marbles", "response": "You drop the marbles onto the smooth floor, and they begin rolling to the other side of the room. The skeletal spectre lunges forward as if to catch them, but ends up performing a short and clumsy dance before he falls into a heap of bones and cloth on the floor.\n\nThen, you think you hear a child whisper \"Thank you.\" behind you. You turn around to look, but no one is there. You then turn back around to face the center of the room, and notice that the heap of bones and cloth has disappeared.", "endoftext": false }, { "action": "Go north", "response": "As you walk into the room, you immediately notice an old man in a lab coat here. He tending to some sort of large, boxy piece of metal equipment filled with dials and other mechanisms. He slowly turns his head to look at you...\n\nThe first thing you notice is his eyes. They look glazed over, as if blinded somehow. The ultra-violet light in the room bouncing off them gives them a milky green hue. Can he even see you? He is supported by large and complex metal braces on both of his legs. He must be very old. You stand there for what seems like an eternity of silence. Then, he takes a long breath and opens his mouth.\n\n\"How did you get in here?\" he says in a weary and raspy voice.\n\n\"Who are you?\"\n\nYou tell him your name, and ask for his. His eyes open wide as he says \"I'm Doctor Pane!\"\n\nA feeling of dread overwhelms you.\n\nYou can see Doctor Pane and a strange machine here.", "endoftext": false }, { "action": "You examine Doctor", "response": "You see an old man in a lab coat. Random strands of straw-like white hair are scattered on his head. The ambient ultra-violet light in the room gives and eerie green tone to his glazed eyes. He appears very feeble; both of his legs are braced with some sort large, complex braces made of metal.", "endoftext": false }, { "action": "You examine the machine", "response": "There is a large, noisy machine in the far corner of the room. There are large tubes coming out of the machine which stretch through the ceiling above. At the base of each tube is some sort of bellows; continuously pulsing up and down.\n\nThere are numerous dials and meters on this machine which you do not understand. However, a large switch to one side of the machine catches your eye.", "endoftext": false }, { "action": "You look at the switch", "response": "A large, metal switch. A yellow and black striped decal borders it.", "endoftext": false }, { "action": "You turn on the switch", "response": "That's already on.", "endoftext": false }, { "action": "You turn off the switch", "response": "Doctor Pane stands between you and the machine. \"Get away from that!\"", "endoftext": false }, { "action": "Go south", "response": "You are standing in the foyer of the dark house. There are doorways to the east and to the north. You can exit the house through the doorway to the south. Stairs lead up to a second level.", "endoftext": false }, { "action": "Up", "response": "This is the second floor of the house.The hall goes north and west, with doors at each end. A stairway leads back down to the foyer.\n\nYou can see a blue door and a metal door here.", "endoftext": false }, { "action": "You open the metal door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You go north", "response": "(first opening the metal door)\nIt seems to be locked.", "endoftext": false }, { "action": "Go west", "response": "(first opening the blue door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go north", "response": "You are standing in a room filled with scientific instruments. Ultra-violet light fills the room with a surreal and ghostly glow. Some large equipment lies in one corner, connected to large tubs of an unknown fluid. Tubes connected to these tubs run into the ceiling.\n\nYou can see Doctor Pane and a strange machine here.", "endoftext": false }, { "action": "You ask the Doctor about the friends", "response": "Doctor Pane says \"Oh, so you're with them? I should have known. Stupid, young fools. You're all doomed. You will become feces of the mass. Consumed. Just like the rest. Worthless, mortal worms!\"", "endoftext": false }, { "action": "You ask the Doctor about the Doctor", "response": "Doctor Pane gives you a partly toothless smile and says \"You are probably wondered how I did it, aren't you? You've heard the legends. Maybe you're another stupid authority who's come here to root me out! I bet you wonder how I'm even here. Do you? ..wonder how I'm even alive and standing here? I have secrets. I've worked my whole life for them and given everything I have to know. You will know nothing. You deserve nothing and you will never know!", "endoftext": false }, { "action": "You ask Doctor about the spectre", "response": "Doctor Pane shakes his head says \"Just a puppet.\"", "endoftext": false }, { "action": "You ask the Doctor about the child", "response": "Doctor Pane says \"That stupid boy! I tried teaching him math and science! All he wanted to do was play. Stupid! Stupid boy.\"", "endoftext": false }, { "action": "You ask the Doctor about the house", "response": "Doctor Pane says \"This house has shadows that mortals will never see.\"", "endoftext": false }, { "action": "You examine lighter", "response": "A plain red disposable lighter.", "endoftext": false }, { "action": "Down", "response": "A very tall and steep hill is ahead of you. Steps that are mostly covered in leaves have been made with flat stones which lead up the hill. You can see a house up the stairs from here. The trail splits back to the south and southwest.", "endoftext": false }, { "action": "You go to the south", "response": "You are walking in very deep woods. So deep in fact, that every direction looks the same.", "endoftext": false }, { "action": "You go to the east", "response": "You are walking in very deep woods. So deep in fact, that every direction looks the same.\n\nWoah! You almost stepped on a curled up snake on the ground!\n\nYou can see a curled-up snake here.", "endoftext": false }, { "action": "You examine the snake", "response": "This is no snake, it's just a piece of rubber hose. It's about three feet long.", "endoftext": false }, { "action": "You go to the south", "response": "You are walking in very deep woods. So deep in fact, that every direction looks the same with exception to a clearing to the southeast that you recognize as the way back towards the campground.", "endoftext": false }, { "action": "Go southeast", "response": "You are walking along a dirt trail in the woods that goes south, and starts to fade towards the northwest.\n\nYou can vaguely hear the sound of running water from the southeast.", "endoftext": false }, { "action": "Go southeast", "response": "You are walking on a trail that has become rocky. The trees have thinned out a bit. Trails to the west and northwest go back towards the woods. The trail also continues to the east, from which you can hear the sound of running water getting louder.\n\nYou can see a bottle (empty) here.", "endoftext": false }, { "action": "You take the bottle", "response": "Taken.", "endoftext": false }, { "action": "You look at the bottle", "response": "A brown, empty 40oz beer bottle.", "endoftext": false }, { "action": "You go to the east", "response": "You are on a rocky river bank. The Brown River is to the east. It appears to have a very strong current. The ambient sound of the rushing river fills the air.\n\nYou can see a bra and a canoe (empty) here.", "endoftext": false }, { "action": "You wear the bra", "response": "(first taking the bra)\nYou don't think you would feel right carrying around the bra.", "endoftext": false }, { "action": "You look at the bra", "response": "A white, C-cupped bra. It must have belonged to Brenda.", "endoftext": false }, { "action": "You examine the canoe", "response": "A small, banged up canoe. There is a plaque on the side of it that can be read.", "endoftext": false }, { "action": "You read the plaque", "response": "The plaque basically says:\n\nTO USE THE CANOE:\n\"LAUNCH\" (to get into the water)\nOR\n\"LAND\" (to get out)\n\n\"USE OF LIFE JACKETS STRONGLY ENCOURAGED FOR SAFETY\"", "endoftext": false }, { "action": "Go east", "response": "The current is way too strong to navigate the river without some form of vessel.", "endoftext": false }, { "action": "You go west", "response": "You are walking on a trail that has become rocky. The trees have thinned out a bit. Trails to the west and northwest go back towards the woods. The trail also continues to the east, from which you can hear the sound of running water getting louder.", "endoftext": false }, { "action": "You go west", "response": "You are walking along a dirt trail in the woods that goes north and south.\n\nYou can vaguely hear the sound of running water from the east.", "endoftext": false }, { "action": "Go south", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see Fred, Rachel and a picnic table (on which is a Styrofoam cooler) here.\n\nFred comes running up to you, looking very concerned about something and visibly out of breath.\n\n\"Have y'all seen Brenda?! No?! What the fuck?! She's gone man! Just disappeared! I walked her down to the river and things were just fine. We were talking and stuff. I looked away for a minute to check out this old canoe laying out there, then I thought I heard a splash or something and turned around to see what it was. I turn around.. she's not there!\"\n\n\"I called her name and looked around for a while... all I saw was a bra that looks almost new and probably around her size. It's got to be hers. It was laying on a rock by the river! Maybe she fell in? She was really drunk, man.\"\n\nFred tries to catch his breath. Fred says \"What the hell should we do? I guess one of us could drive back to town and get some help, but that will take too long if she's about to drown or something. Maybe you could take that canoe down the river some and look for her? Shit. I don't know. It looked like it was in decent shape, but I'm too damn big to get in it. I'd sink that little thing. I know I would. It's up to you. I'm just going to wait here.\n\nRachel says \"Well, this sucks. I'm getting the hell out of here. Screw you guys. Someone walk me to my jeep.\"\n\nFred says \"I'm not going anywhere. I'm waiting for Brenda.\"\n\nRachel puts her hands on her hips and looks at you. She says \"It's only a few feet to my jeep. Besides, if she fell in the river I think that she would be towards that end of it anyway. Come on.\"\n\nGrudgingly, you walk rachel to the road...\n\n(Press any key to continue)", "endoftext": false }, { "action": "You press the space", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see a pink jeep (closed and empty), a green car and a blue car (empty) here.\n\nYou see Rachel Fuss going to her pink jeep, looking thoroughly pissed-off. Just as she reaches to unlock her door, a swift and shadowy form with what looks like giant, tattered wings of a bat swoops down from a tree top and lands between her and the vehicle. Rachel lets out a blood curdling scream that is cut short by the shadowy creature's claws slitting her neck from one side to the other.\n\nThe scream becomes a sickening gurgle, and blood begins to spray in all directions from her throat. The creature opens its mouth. It's a gaping orifice of numerous long fangs, and he practically inhales the blood. Rachel makes a desperate attempt to grasp the wound with her hands. It is too late. She falls over dead, smearing blood down the side of the jeep.\n\nWhile observing this horrid scene, you barely notice Rachel's murderer swiftly leap into the tree-tops and disappear.", "endoftext": false }, { "action": "You examine Rachel", "response": "Rachel Fuss lies dead. The cause of her death is evident; blood loss due to a massive gash in her neck.", "endoftext": false }, { "action": "You look", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see bloody keys, a tape recorder, Rachel's body, a pink jeep (closed and empty), a green car and a blue car (empty) here.", "endoftext": false }, { "action": "You take all", "response": "bloody keys: You don't really want to touch them. Besides, you have your own car.\ntape recorder: Taken.", "endoftext": false }, { "action": "You look at the recorder", "response": "A shiny silver and black cassette tape recorder. It's a newer, thinner design. It numerous buttons, but three of them are highlighted; \"Play\", \"RW\" and \"REC\".", "endoftext": false }, { "action": "You press play", "response": "You play the tape and hear Rachel's mix of songs that she recorded off the radio.", "endoftext": false }, { "action": "You press play", "response": "The play button pops right back out. You must have reached the end of the tape.", "endoftext": false }, { "action": "Press rw", "response": "You push the rewind button and return the tape to the beginning.", "endoftext": false }, { "action": "You look at the bloody keys", "response": "These are the keys Rachel was holding when she was murdered. They are lying next to her hand, drenched in blood.", "endoftext": false }, { "action": "Go north", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see Fred and a picnic table (on which is a Styrofoam cooler) here.", "endoftext": false }, { "action": "You tell Fred about Rachel", "response": "Fred says \"Rachel's dead, man!? Man, no! Do you think Brenda's dead too?\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You tell Fred about the Doctor", "response": "Fred says \"You met him? Holy shit, man, this just gets weirder and weirder!\"", "endoftext": false }, { "action": "You tell Fred about Steve", "response": "Fred says \"What about Steve? He's cool, man.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na tape recorder\na bottle\na rubber hose\na lighter\na butcher knife\na battery-powered lantern (providing light)\na wristwatch (being worn)\nclothes (being worn)\na blue key", "endoftext": false }, { "action": "Go west", "response": "You are walking in very deep woods. So deep in fact, that every direction looks the same. In this area of the woods there is a large gully here, almost filled to the brim with random junk.\n\nYou can see a junk pile here.", "endoftext": false }, { "action": "You look at the junk", "response": "You walk around the large pile of junk a while, kicking a few things around until you find an old hacksaw. Besides the blade being a little rusty, it's in decent shape.", "endoftext": false }, { "action": "You examine the hacksaw", "response": "A hacksaw with a blue handle and slightly rusty blade.", "endoftext": false }, { "action": "You go northeast", "response": "You are walking in very deep woods. So deep in fact, that every direction looks the same. Some boulders form an overhang over a deep, muddy hole here.", "endoftext": false }, { "action": "You examine the hole", "response": "The hole is looks to be about 8 feet deep and 3 feet wide. You think you could crawl down into it and get back out with a bit of effort if you wanted to.", "endoftext": true }, { "action": "Go downwards", "response": "You are standing in the bottom of a muddy pit. A few old roots and stones provide enough footing to climb up out of the hole.\n\nYou can see a narrow crack in the rock wall here.", "endoftext": false }, { "action": "You examine the crack", "response": "This crack in the hard rock leads into darkness.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na hacksaw\na tape recorder\na bottle\na rubber hose\na lighter\na butcher knife\na battery-powered lantern (providing light)\na wristwatch (being worn)\nclothes (being worn)\na blue key", "endoftext": false }, { "action": "You put the knife in the crack", "response": "You toss the butcher knife as far as you can into the crack in the rock. It disappears into the darkness.", "endoftext": false }, { "action": "You throw the bottle in the crack", "response": "You toss the bottle as far as you can into the crack in the rock. It disappears into the darkness.", "endoftext": false }, { "action": "You put the hose in the crack", "response": "You toss the rubber hose as far as you can into the crack in the rock. It disappears into the darkness.", "endoftext": false }, { "action": "Press record", "response": "You don't hear anything here that you think would be worthy of recording.\n\nPerhaps you can confirm you are actually hearing these ghostly voices by recording them?", "endoftext": false }, { "action": "You put the recorder in the crack", "response": "You toss the tape recorder as far as you can into the crack in the rock. It disappears into the darkness.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You examine the crack", "response": "This crack in the hard rock leads into darkness.", "endoftext": false }, { "action": "Go upwards", "response": "You are walking in very deep woods. So deep in fact, that every direction looks the same. Some boulders form an overhang over a deep, muddy hole here.", "endoftext": false }, { "action": "You look at the boulders", "response": "Ordinary, large boulders. They look extremely heavy.", "endoftext": false }, { "action": "Launch", "response": "The canoe begins floating down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south, down the river at a quick pace.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe canoe floats further down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south, down the river at a quick pace. You notice what looks like a cave on the river bank to the west, where you can land your canoe.\n\nYou think you hear someone crying for help to the west over the white noise of the rushing river.", "endoftext": false }, { "action": "Go west", "response": "Abandoned Mine Entrance (in the canoe)\nYou are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.\n\nYou can see a flat rock here.", "endoftext": false }, { "action": "You look at shack", "response": "A small shack is beside the mouth of the cave. It only has three walls; constructed of wood that is now rotting and looks brittle. inside you can see random useless mining tools such as rotten wooden troughs and metal screens, disintegrated by rust.", "endoftext": false }, { "action": "You stand", "response": "You get out of the canoe.\n\nYou are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.\n\nYou can see a canoe (empty) and a flat rock here.\n\nYou hear the cry for help again coming from the west. It sounds like Brenda Bender!", "endoftext": false }, { "action": "Go west", "response": "The inside of this cave is very damp. A stream fills the the area with the sound of trickling water and you are standing on the muddy bank of it. The abandoned mine entrance lies to the east, and the cave continues to the west. The rock walls in this area are fairly dry.\n\nYou can see an iron gate and Brenda here.\n\nAs you walk into the opening of the mine, you see Brenda here. She's on the other side of an iron gate, which is locked with chains.\n\nBrenda says \"You! Thank god! It's you! Get me out of here! This ugly.. thing got me! Like, open this gate or something and get me out of here! Hurry up, before he comes back! I keep hearing voices in here! It's cold!\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na hacksaw\na bottle\na rubber hose\na lighter\na butcher knife\na battery-powered lantern (providing light)\na wristwatch (being worn)\nclothes (being worn)\na blue key", "endoftext": false }, { "action": "You examine gate", "response": "A slightly-rusted yet sturdy iron gate. It is bound with chains.", "endoftext": false }, { "action": "You examine the chains", "response": "Thick, heavy chains are locked around the bars of the iron gate.", "endoftext": false }, { "action": "You take the chains", "response": "That seems to be a part of the iron gate.", "endoftext": false }, { "action": "You open gate", "response": "The chains prevent you from opening the iron gate.", "endoftext": false }, { "action": "You cut chains", "response": "You have to specify what you want to cut it with.", "endoftext": false }, { "action": "You cut the chains with the hacksaw", "response": "You vigorously saw at the chains with the hacksaw. You almost cut completely through one link of the chain, when \"snap!\"; the blade of the hacksaw breaks.\n\nYou discard the worthless hacksaw handle.", "endoftext": false }, { "action": "You examine the chains", "response": "Thick, heavy chains are locked around the bars of the iron gate. A huge gash has been made in one of the links.", "endoftext": false }, { "action": "Go east", "response": "You are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.\n\nYou can see a canoe (empty) and a flat rock here.", "endoftext": false }, { "action": "Go west", "response": "The inside of this cave is very damp. A stream fills the the area with the sound of trickling water and you are standing on the muddy bank of it. The abandoned mine entrance lies to the east, and the cave continues to the west. The rock walls in this area are fairly dry.\n\nYou can see an iron gate and Brenda here.", "endoftext": false }, { "action": "You hit the chains with the rock", "response": "You slam the flat rock into the chains, focusing on the cut you made with the hacksaw. The link breaks the rest of the way through, and the chains fall to the ground.\n\nYou toss the rock aside.", "endoftext": false }, { "action": "You open gate", "response": "You open the iron gate.\n\nBrenda steps out of the cave, and gives you a wet hug. \"Thank you! Now let's get out of here!\"", "endoftext": false }, { "action": "You go to the west", "response": "Brenda says \"No! Don't leave me! Take me back to Fred!\"", "endoftext": false }, { "action": "Go east", "response": "You are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.\n\nYou can see Brenda and a canoe (empty) here.", "endoftext": false }, { "action": "You examine the plaque", "response": "The plaque basically says:\n\nTO USE THE CANOE:\n\"LAUNCH\" (to get into the water)\nOR\n\"LAND\" (to get out)\n\n\"USE OF LIFE JACKETS STRONGLY ENCOURAGED FOR SAFETY\"", "endoftext": false }, { "action": "Launch", "response": "The canoe floats further down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south, river at a quick pace. You hear a very loud sound of rushing water further down the river.\n\nIn the canoe you can see Brenda.", "endoftext": false }, { "action": "You examine Brenda", "response": "Brenda Bender is in hysterics and is naked from the waist up and covered in dirt and bruises. She is also wet from head to toe, and shivering.\n\nThe canoe floats further down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south down the river at a very fast pace. The sound of rushing water is now even louder. You see a clear river bank to the west, while catching a glimpse of what looks to be severe whitewater rapids ahead to the south.\n\nIn the canoe you can see Brenda.", "endoftext": false }, { "action": "You go west", "response": "South River Bank (in the canoe)\nYou are on a bank of Brown River, which is to the east. It appears to have a strong current. The roaring ambient sound of water rushing down the river is so loud here that it drowns out all other sounds of the area. A path leads to the northwest.\n\nIn the canoe you can see Brenda.", "endoftext": false }, { "action": "You go to the north-west", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see Brenda, bloody keys, Rachel's body, a pink jeep (closed and empty), a green car and a blue car (empty) here.\n\nBrenda notices Rachel's bloody body laying by the pink jeep. She screams, \"Oh god! Rachel! Rachel! No!\" and cries.", "endoftext": false }, { "action": "You examine Rachel", "response": "Rachel Fuss lies dead. The cause of her death is evident; blood loss due to a massive gash in her neck.", "endoftext": false }, { "action": "You take the keys", "response": "You don't really want to touch them. Besides, you have your own car.", "endoftext": false }, { "action": "You open blue car", "response": "That's already open.", "endoftext": false }, { "action": "Go west", "response": "You are on the beginning of a dirt trail in the woods that leads north. A clearing in the briers to the east will take back to the road.\n\nYou can see Brenda here.", "endoftext": false }, { "action": "You go to the north", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see Brenda, Fred and a picnic table (on which is a Styrofoam cooler) here.\n\nFred sees you and Brenda Bender approaching the campsite..\n\n\"Brenda! Man! What happened?\" Fred says.\n\nBrenda grabs Fred and says \"Get me out of here! You've got to get me away!\"\n\nFred turns to you and says \"Thanks, man. I'm going to get her home and call the cops. Are you going to try to look for Steve and his girl? I don't know, man. Maybe you should go too. I took a look at Rachel while you were gone. Something really messed up is going on, man! I'm out of here!\"\n\nFred starts to shake your hand, then grabs your shoulder and says \"Just be careful, man.\"\n\nFred and Brenda take off running full-stride to Freds car.\n\nA matter of seconds later, you hear Fred's tires burning the road as he drives off.", "endoftext": false }, { "action": "You go south", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see a picnic table (on which is a Styrofoam cooler) here.", "endoftext": false }, { "action": "Go east", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see bloody keys, Rachel's body, a pink jeep (closed and empty) and a blue car (empty) here.", "endoftext": false }, { "action": "Go southeast", "response": "You are on a bank of Brown River, which is to the east. It appears to have a strong current. The roaring ambient sound of water rushing down the river is so loud here that it drowns out all other sounds of the area. A path leads to the northwest.\n\nYou can see a canoe (empty) here.", "endoftext": false }, { "action": "Go east", "response": "You are on a rocky river bank. The Brown River is to the east. It appears to have a very strong current. The ambient sound of the rushing river fills the air.\n\nYou can see a bra here.", "endoftext": false }, { "action": "You drop the canoe", "response": "Dropped.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south, down the river at a quick pace.\n\nThe canoe floats further down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you South, down the river at a quick pace. On the west river bank, you see an abandoned mine entrance.", "endoftext": false }, { "action": "Land", "response": "Abandoned Mine Entrance (in the canoe)\nYou are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.", "endoftext": false }, { "action": "You stand", "response": "You get out of the canoe.\n\nYou are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.\n\nYou can see a canoe (empty) here.", "endoftext": false }, { "action": "Go west", "response": "The inside of this cave is very damp. A stream fills the the area with the sound of trickling water and you are standing on the muddy bank of it. The abandoned mine entrance lies to the east, and the cave continues to the west. The rock walls in this area are fairly dry.\n\nYou can see an iron gate here.", "endoftext": false }, { "action": "Go west", "response": "A large, deep pond of water almost fills this entire room. The limestone walls here are slick and wet, and you have to watch your head due to stalactites. On the far opposite end of the pond to the northwest there is a pile of rocks and debris. You can faintly make out a small opening in the pile above the surface of the water. There is a crumbling concrete wall on the south side of the room. You hear the sound of the stream running into this room from the direction of the exit to the east.\n\nYou can see an iron gate here.", "endoftext": false }, { "action": "Go northwest", "response": "That water is extremely cold. You don't want to get your clothes wet on a chilly October night.", "endoftext": false }, { "action": "You examine the pool", "response": "This pond takes up much of the area. Looking down into it, all you can see is darkness.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle\na rubber hose\na lighter\na butcher knife\na battery-powered lantern (providing light)\na wristwatch (being worn)\nclothes (being worn)\na blue key", "endoftext": false }, { "action": "You remove the clothes", "response": "You take off clothes.", "endoftext": false }, { "action": "Go northwest", "response": "You are carrying too much weight to hold over your head and keep dry while swimming across the pond.", "endoftext": false }, { "action": "You drop all but Lantern", "response": "bottle: Dropped.\nrubber hose: Dropped.\nlighter: Dropped.\nbutcher knife: Dropped.\nclothes: Dropped.\nblue key: Dropped.", "endoftext": false }, { "action": "You go northwest", "response": "You swim across the cold pond of water.\n\nThe area is covered in multiple smooth stalactites, stalagmites and flowstone. Shades of green and yellow shine on the walls of the cave in the white light of your battery-powered lantern. The sound of running water is much louder here. While there is no actual waterfall present in this deeper part of the cave, one wall of the room resembles a beautiful, cascading waterfall.\n\nYou see the remains of what looks like were two miners here, leaned against the cave wall in a sitting position. The only exit from this area is to the southeast by swimming through a narrow opening.\n\nYou think you are hearing voices here.\n\nYou can see a tape recorder and a narrow crack in the cave wall here.", "endoftext": false }, { "action": "Press record", "response": "You press the record button.\n\nPerhaps you can confirm you are actually hearing these ghostly voices by recording them?", "endoftext": false }, { "action": "You listen", "response": "You can't make out what the voices are saying. The volume of the voices alternates from loud to faint, but it's as if they are speaking backwards or in another language.", "endoftext": false }, { "action": "Press record", "response": "The record button pops right back out. You must have reached the end of the tape.", "endoftext": false }, { "action": "You press play", "response": "You ensure the volume is all the way up, and hit the play button. At first, all you can hear is static. Then, you make out ghostly voices..\n\nOne voice says \"It's his fault. Paaaain.\"\n\nA few more moments of static pass before another voice says \"..won't rest until he dies!\"", "endoftext": false }, { "action": "You throw the tape in the crack", "response": "You toss the tape recorder as far as you can into the rocky crack. It disappears into the faint light on the other side.", "endoftext": true }, { "action": "Look around", "response": "The area is covered in multiple smooth stalactites, stalagmites and flowstone. Shades of green and yellow shine on the walls of the cave in the white light of your battery-powered lantern. The sound of running water is much louder here. While there is no actual waterfall present in this deeper part of the cave, one wall of the room resembles a beautiful, cascading waterfall.\n\nYou see the remains of what looks like were two miners here, leaned against the cave wall in a sitting position. The only exit from this area is to the southeast by swimming through a narrow opening.\n\nYou think you are hearing voices here.\n\nYou can see a narrow crack in the cave wall here.", "endoftext": false }, { "action": "You examine miners", "response": "You see the skeletal remains of what apparently must of been two miners, judging by their clothes and helmets. They are both sitting with their backs against the wall of the cave.", "endoftext": false }, { "action": "Search miners", "response": "You search the remains of the two miners. Underneath the thigh bone of one of them, you find a stick of dynamite.", "endoftext": false }, { "action": "You throw the dynamite in the crack", "response": "You toss the stick of dynamite as far as you can into the rocky crack. It disappears into the faint light on the other side.", "endoftext": false }, { "action": "You go to the south-east", "response": "You swim across the cold pond of water.\n\nA large, deep pond of water almost fills this entire room. The limestone walls here are slick and wet, and you have to watch your head due to stalactites. On the far opposite end of the pond to the northwest there is a pile of rocks and debris. You can faintly make out a small opening in the pile above the surface of the water. There is a crumbling concrete wall on the south side of the room. You hear the sound of the stream running into this room from the direction of the exit to the east.\n\nYou can see an iron gate, a blue key, clothes, a butcher knife, a lighter, a rubber hose and a bottle (empty) here.", "endoftext": false }, { "action": "You take all", "response": "blue key: Taken.\nclothes: Taken.\nbutcher knife: Taken.\nlighter: Taken.\nrubber hose: Taken.\nbottle: Taken.", "endoftext": false }, { "action": "Go east", "response": "The inside of this cave is very damp. A stream fills the the area with the sound of trickling water and you are standing on the muddy bank of it. The abandoned mine entrance lies to the east, and the cave continues to the west. The rock walls in this area are fairly dry.\n\nYou can see an iron gate here.", "endoftext": false }, { "action": "You go east", "response": "Don't you think you should wear your clothes before you go back out there? The wind is blowing lot harder outside than it is inside this cave.", "endoftext": false }, { "action": "You wear the clothes", "response": "You put on clothes.", "endoftext": false }, { "action": "Go east", "response": "You are standing outside of what looks to be an old, abandoned mine entrance. A creek flows out of the large mouth of a cave to the west, and into the river to the east. Random rocks are scattered all along the sides of the creek. There's a small wooden shack off to the side of the entrance.\n\nYou can see a canoe (empty) here.", "endoftext": false }, { "action": "Launch", "response": "The canoe floats further down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south, river at a quick pace. You hear a very loud sound of rushing water further down the river.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe canoe floats further down the river.\n\nThe Brown River (in the canoe)\nYou are floating on the Brown River. The strong current is pulling you south down the river at a very fast pace. The sound of rushing water is now even louder. You see a clear river bank to the west, while catching a glimpse of what looks to be severe whitewater rapids ahead to the south.", "endoftext": false }, { "action": "Go west", "response": "South River Bank (in the canoe)\nYou are on a bank of Brown River, which is to the east. It appears to have a strong current. The roaring ambient sound of water rushing down the river is so loud here that it drowns out all other sounds of the area. A path leads to the northwest.", "endoftext": false }, { "action": "You stand", "response": "You get out of the canoe.\n\nYou are on a bank of Brown River, which is to the east. It appears to have a strong current. The roaring ambient sound of water rushing down the river is so loud here that it drowns out all other sounds of the area. A path leads to the northwest.\n\nYou can see a canoe (empty) here.", "endoftext": false }, { "action": "You go northwest", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see bloody keys, Rachel's body, a pink jeep (closed and empty) and a blue car (empty) here.", "endoftext": false }, { "action": "You go to the west", "response": "You are on the beginning of a dirt trail in the woods that leads north. A clearing in the briers to the east will take back to the road.", "endoftext": false }, { "action": "Go north", "response": "You are standing in the campsite that you and Fred made years ago. A large dome-shaped tent sits on the dirt. A nice fire blazes in the firepit. Most of the leaves have been cleared out of this roughly 50 x 50 foot area. The trail which brought you here continues north. The path to the road is south of here.\n\nYou can see a picnic table (on which is a Styrofoam cooler) here.", "endoftext": false }, { "action": "Go northwest", "response": "You are walking in very deep woods. From here you can see a scenic overlook to the northwest. Random items of trash lay around the area; presumably from people coming here to get trashed as they gazed at the view.\n\nYou can see a sharp tent stake here.", "endoftext": false }, { "action": "You examine the stake", "response": "A 10-inch long tent stake made of metal. It looks fairly sharp and new.", "endoftext": false }, { "action": "You go northeast", "response": "You are in a small graveyard at the rear of the dark house which contains about twenty tombstones. All of the tombstones look very old. One of the graves looks recently disturbed. Exits are to the southeast and southwest. There is also what looks like the entrance to a cellar to the south.\n\nYou can see a walking corpse here.", "endoftext": false }, { "action": "You examine the corpse", "response": "An animated, rotting corpse. Maggots are crawling around in its eye-sockets.", "endoftext": false }, { "action": "You go to the south-west", "response": "You run full speed away from the animated corpse.\n\nYou are standing on the west side of the house. All of the windows you can see here are boarded up. The backyard of the house is to the northeast. You can also head back to the front of the house to the southeast.", "endoftext": false }, { "action": "You look at the blue car", "response": "Your blue car is here. It's plain little Japanese model, but it gets you where you need to go. The only complaint with it you have is that there's no lock on the gas cap. On a recent trip to the city, someone stole all of your fuel.", "endoftext": false }, { "action": "You open the gas cap", "response": "You open the gas cap.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sharp tent stake\na bottle\na rubber hose\na lighter\na butcher knife\nclothes (being worn)\na blue key\na battery-powered lantern (providing light)\na wristwatch (being worn)", "endoftext": false }, { "action": "You put the tube in the gas cap", "response": "You put the hose as far into your gas tank as you can.\n\nYou siphon some gasoline from the gas tank to the bottle you are carrying using the hose. It's a handy trick you learned from \"helping\" your father work on lawn mowers when you were a child that you are thankful for being taught.\n\nThe bottle is now filled with gasoline.\n\nYou take the hose.", "endoftext": false }, { "action": "You go to the northeast", "response": "You are standing on the east side of the house. All of the windows you can see here are boarded up. The backyard of the house is to the northwest. You can also head back to the front of the house to the southwest.\n\nThere is a large, gnarled tree here.", "endoftext": false }, { "action": "Up", "response": "You easily climb up the tree and drop from an over-hanging branch onto the roof.\n\nYou are standing on the roof of the house. A few branches of a large tree reach near the edge of the roof, providing a way back down. From here you can see a second-story window to the southwest, that is level to the roof you are standing on. The window is open and dark inside.", "endoftext": false }, { "action": "Enter", "response": "You are in what appears to be a bedroom which belongs to a child. The wallpaper is covered in pictures of clowns and circus events. There's some graffiti on one wall written in crayon. There is an awful smell present here.\n\nYou see a couple of marbles scattered here. A blue door is to the east, or you can go out through the window to the northeast.\n\nYou can see a blue door and a dirty blanket here.", "endoftext": false }, { "action": "You cut the blanket", "response": "You have to specify what you want to cut it with.", "endoftext": false }, { "action": "You cut the blanket with the knife", "response": "You cut away a bit of cloth from the outside of the blanket with the hacksaw.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na rubber hose\na sharp tent stake\na bottle (in which is gasoline)\na lighter\na butcher knife\nclothes (being worn)\na blue key\na battery-powered lantern (providing light)\na wristwatch (being worn)", "endoftext": true }, { "action": "Look around", "response": "You are in what appears to be a bedroom which belongs to a child. The wallpaper is covered in pictures of clowns and circus events. There's some graffiti on one wall written in crayon. There is an awful smell present here.\n\nYou see a couple of marbles scattered here. A blue door is to the east, or you can go out through the window to the northeast.\n\nYou can see a wad of cloth, a blue door and a dirty blanket here.", "endoftext": false }, { "action": "You take the wad", "response": "Taken.", "endoftext": false }, { "action": "You put the wad in the bottle", "response": "You put the wad of cloth into the bottle (in which is gasoline).\n\nNow that the bottle is filled with gasoline and the mouth of it is stuffed with a wad of cloth, you have produced a Molotov cocktail.", "endoftext": false }, { "action": "Go outside", "response": "You are standing on the roof of the house. A few branches of a large tree reach near the edge of the roof, providing a way back down. From here you can see a second-story window to the southwest, that is level to the roof you are standing on. The window is open and dark inside.", "endoftext": true }, { "action": "You go downward", "response": "You grab a hold of the nearby over-hanging branch and shimmy yourself down the tree.\n\nYou are standing on the east side of the house. All of the windows you can see here are boarded up. The backyard of the house is to the northwest. You can also head back to the front of the house to the southwest.\n\nThere is a large, gnarled tree here.", "endoftext": false }, { "action": "You go northwest", "response": "You are in a small graveyard at the rear of the dark house which contains about twenty tombstones. All of the tombstones look very old. One of the graves looks recently disturbed. Exits are to the southeast and southwest. There is also what looks like the entrance to a cellar to the south.\n\nYou can see a walking corpse here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na Molotov cocktail\na rubber hose\na sharp tent stake\na lighter\na butcher knife\nclothes (being worn)\na blue key\na battery-powered lantern (providing light)\na wristwatch (being worn)", "endoftext": false }, { "action": "Light Molotov", "response": "Try \"detonate\" instead.", "endoftext": false }, { "action": "Detonate molotov", "response": "You ignite the Molotov cocktail with the lighter. You had better get away from it soon.", "endoftext": false }, { "action": "You throw Molotov at the corpse", "response": "You throw the Molotov cocktail at the corpse. The glass of the bottle breaks instantly on your target, unleashing flaming gasoline. You see the corpse go up in flames while flailing at the air for a few seconds. Then it falls to the ground, smoldering.", "endoftext": true }, { "action": "You look around", "response": "You are in a small graveyard at the rear of the dark house which contains about twenty tombstones. All of the tombstones look very old. One of the graves looks recently disturbed. Exits are to the southeast and southwest. There is also what looks like the entrance to a cellar to the south.\n\nYou can see a smoldering corpse here.", "endoftext": false }, { "action": "Go south", "response": "(first opening cellar door)\n\nYou slowly wander down into the cellar. You see Lola Lotta here; tied to a support beam with thick ropes, and gagged. Tears smear her eye makeup down her chubby cheeks. She's staring at you with her eyes wide open. She looks terrified.\n\nThere is a coffin in the center of the room. Inside of it is what looks like a vampire.\n\nYou can see a vampire and Lola here.", "endoftext": false }, { "action": "You look at the grave", "response": "One of the graves looks recently disturbed.", "endoftext": false }, { "action": "You look at the vampire", "response": "You see what must be a vampire or someone in a very convincing costume. It is wearing a tattered black cape and a disintegrating fancy, black suit. Translucent skin stretches over its bald head and clawed hands. Its eyes are bloodshot to the point of almost being black. Its mouth is slightly open, revealing not the familiar set of long canines seen in the movies, but a grotesque maw completely filled with long, razor-sharp teeth.\n\nIt seems to be asleep with its eyes open.", "endoftext": false }, { "action": "You examine Lola", "response": "Lola is tied up and gagged. Tears stream from her eyes.", "endoftext": false }, { "action": "You examine the ropes", "response": "These thick ropes have been tied around Lola numerous times.", "endoftext": false }, { "action": "You cut the ropes with the knife", "response": "You go over to Lola and begin cutting her ropes. She starts wiggling in her ropes and her eyes get wide. You turn to look behind you to see the vampire rise sharply from the coffin, as stiff as the boards it was made from; like the arm of a clock without any gears. The grotesque monstrosity swiftly slays you mercilessly as Lola watches in horror.", "endoftext": false }, { "action": "You kill the vampire with the stake", "response": "You plunge the sharp stake into the chest of the vampire. Its mouth opens and its arms reach towards the ceiling suddenly, causing you to jump back.\n\nYou watch as the vampire quickly decays and turns to dust in a matter of seconds.", "endoftext": false }, { "action": "You cut the ropes with the knife", "response": "You cut Lola free from the ropes with the butcher knife.\n\nLola wiggles out of the remaining ropes and pulls the gag out of her mouth. She opens her mouth as if to speak, but nothing more than a few gasps and wimpers come out. You gently push her out the doorway leading out of the cellar.", "endoftext": false }, { "action": "You go north", "response": "You are in a small graveyard at the rear of the dark house which contains about twenty tombstones. All of the tombstones look very old. One of the graves looks recently disturbed. Exits are to the southeast and southwest. There is also what looks like the entrance to a cellar to the south.\n\nYou can see Lola and a smoldering corpse here.\n\nLola takes off running towards the front of the house.", "endoftext": false }, { "action": "You go southeast", "response": "You are standing in front of an old, dark house that lies to the north. It looks to be two stories. You can't see any lights on inside from here. The wooden exterior of the house has been painted a dull, reddish brown. You can walk around northwest or the northeast to get to the sides of the house. Rustic steps made of stone lead down towards deeper woods.\n\nYou can see Lola and a Jack-O-Lantern (lit) here.", "endoftext": false }, { "action": "You look at Lola", "response": "Lola Lotta's dark eye makeup has run all down her face. She stands here, just staring at the house.", "endoftext": false }, { "action": "You ask Lola about Steve", "response": "Lola says \"We got separated by this giant, evil skeleton puppet thing! I don't know what happened! Please! Help Him!\"", "endoftext": false }, { "action": "You examine the blue door", "response": "The blue door has many planks of wood nailed across it.", "endoftext": false }, { "action": "You open the door", "response": "Which do you mean, the blue door or the metal door?", "endoftext": false }, { "action": "Unlock blue", "response": "What do you want to unlock the blue key with?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na rubber hose\na lighter\na butcher knife\nclothes (being worn)\na blue key\na battery-powered lantern (providing light)\na wristwatch (being worn)", "endoftext": true }, { "action": "Go downwards", "response": "You are standing in the bottom of a muddy pit. A few old roots and stones provide enough footing to climb up out of the hole.\n\nYou can see a stick of dynamite, a tape recorder and a narrow crack in the rock wall here.", "endoftext": false }, { "action": "You take all", "response": "stick of dynamite: Taken.\ntape recorder: Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na tape recorder\na stick of dynamite\na rubber hose\na lighter\na butcher knife\nclothes (being worn)\na blue key\na battery-powered lantern (providing light)\na wristwatch (being worn)", "endoftext": false }, { "action": "You examine the tape recorder", "response": "A shiny silver and black cassette tape recorder. It's a newer, thinner design. It numerous buttons, but three of them are highlighted; \"Play\", \"RW\" and \"REC\".", "endoftext": false }, { "action": "You ask the Doctor about the cave", "response": "Doctor Pane says \"They were my best patients. So many head traumas. So many fixes to be made. I'm sure they were probably the ones that ran their mouths to the authorities. I never cared about the gem-mining business. Uranium! That's what I really wanted them bring me.\n\nDue to their pathetic skill, I had to settle for radium. It serves them right the mine collapsed! Ungrateful bastards! Now, I will never hear from them again. They will never, ever complain again!\nEven their very souls will remain silent forever! Heh, heh, heh.\"\n\nHmm.. you think you have actually heard them. If only there was a way to make Doctor Pane hear them...", "endoftext": false }, { "action": "You press play", "response": "You ensure the volume is all the way up, and hit the play button. At first, all you can hear is static. Then, you make out ghostly voices..\n\nOne voice says \"It's his fault. Paaaain.\"\n\nA few more moments of static pass before another voice says \"..won't rest until he dies!\"\n\nAs the audio from the tape recorder plays, Doctor Pane looks distressed and begins looking around the room in panic. He then bolts straight towards the door to the foyer, and you happen to be standing in his way. As the fragile old man trys to side-step you, you hear the sound of a stomach-turning, loud snap of bone in one of his legs. He slams to the floor, knocking himself unconscious!\n\nYou notice a ring of keys lying inches from his hand.", "endoftext": false }, { "action": "You examine the keys", "response": "A small ring of 4 keys of different colors and sizes.", "endoftext": true }, { "action": "You look around", "response": "You are standing in a room filled with scientific instruments. Ultra-violet light fills the room with a surreal and ghostly glow. Some large equipment lies in one corner, connected to large tubs of an unknown fluid. Tubes connected to these tubs run into the ceiling.\n\nYou can see Doctor Pane (unconscious) and a strange machine here.", "endoftext": false }, { "action": "You examine the key", "response": "This is the key to your little Japanese car.", "endoftext": false }, { "action": "You unlock the metal door", "response": "What do you want to unlock the metal door with?", "endoftext": false }, { "action": "You unlock the metal door with the keys", "response": "You unlock the metal door.", "endoftext": false }, { "action": "You open the door", "response": "Which do you mean, the blue door or the metal door?", "endoftext": false }, { "action": "Metal", "response": "You open the metal door.", "endoftext": true }, { "action": "Look around", "response": "This is the second floor of the house.The hall goes north and west, with doors at each end. A stairway leads back down to the foyer.\n\nYou can see a blue door and a metal door here.", "endoftext": false }, { "action": "Go north", "response": "This room is completely consumed by some grotesque mass of tissues and organs of varied sizes. The whole room is moving with beating hearts, roaming eyeballs, yawning jaws filled with crooked teeth, inflating lungs, squirming intestines, and flexing muscles. Long appendages are writhing towards the center of the room.\n\nStrange symbols resembling altered pentagrams and writing in a language you do not understand have been painted over the entire floor.\n\nYou can see a metal door, Steve and an a floor bolt here.\n\nYou see Steve bolted to the floor here! He's been beaten up pretty bad, and is bleeding from a bandage on his head. He looks up at you and gives you a nervous smile, but you aren't sure if he's completely aware of what's going on.", "endoftext": false }, { "action": "Unlock bolt with keys", "response": "You run over to Steve and begin to find the right key to release him. Suddenly, what feels like a wet hand grasps your leg. You look down to see that it's not only a hand, but also connected to it is an arm which has eyeballs protruding out of its elbow; looking right back at you. A mouth opens within the palm gripping your calf and bites down into the muscle. You are then dragged into an orifice of tissue on the far wall which is dripping saliva and other bodily fluids. It seems like an eternity until your vital organs begin to be consumed for you to die.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na ring of keys\na tape recorder\na stick of dynamite\na rubber hose\na lighter\na butcher knife\nclothes (being worn)\na blue key\na battery-powered lantern (providing light)\na wristwatch (being worn)", "endoftext": false }, { "action": "Go south", "response": "This is the second floor of the house.The hall goes north and west, with doors at each end. A stairway leads back down to the foyer.\n\nYou can see a metal door and a blue door here.", "endoftext": false }, { "action": "You press the switch", "response": "You turn off the strange machine. The pumps cease and the noise stops.", "endoftext": false }, { "action": "Go north", "response": "This room is completely consumed by some grotesque mass of tissues and organs of varied sizes. The whole room is filled with hearts, eyeballs, jaws, lungs, intestines, and muscles. Long appendages are drooping placidly from the walls.\n\nStrange symbols resembling altered pentagrams and writing in a language you do not understand have been painted over the entire floor.\n\nYou can see a metal door, Steve and an a floor bolt here.", "endoftext": false }, { "action": "Unlock bolt with keys", "response": "You unlock the a floor bolt.\n\nSteve slowly looks up at you. He looks really out of it.\n\n\"He messed me up, dude.. I think I can though.. walk.. you.. maybe.. right?\"\n\nSteve stumbles out of the room. You help him down the stairs and out the front door of the house..\n\nYou are standing in front of an old, dark house that lies to the north. It looks to be two stories. You can't see any lights on inside from here. The wooden exterior of the house has been painted a dull, reddish brown. You can walk around northwest or the northeast to get to the sides of the house. Rustic steps made of stone lead down towards deeper woods.\n\nYou can see Steve, Lola and a Jack-O-Lantern (lit) here.\n\nLola screams \"Steve!\" she says. \"Baby! I thought you were dead! They got me too!\"\n\nSteve says \"We're OK. Have.. every.. thank friend uh..\"\n\nLola says \"Oh god, Steve. What did they do to you?\"\n\nLola looks at you and says \"I've got to get Steve out of here! I'll grab Rachel's keys and take her jeep. I'm OK to drive. I'll drive him to the hospital. You should come too.\"\n\nLola and Steve walk off towards the trail.", "endoftext": false }, { "action": "You go east", "response": "You are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see Rachel's body and a blue car (empty) here.", "endoftext": false }, { "action": "You get in blue car", "response": "You get into the blue car.", "endoftext": true }, { "action": "You look around", "response": "Roadside (in the blue car)\nThe inside of your car is relatively clean. You are sitting in the drivers seat, and the ignition to the car is in front of you.\n\nYou can see Rachel's body here.", "endoftext": false }, { "action": "You put the key in ignition", "response": "If you do that, you will start the car and drive away. Are you sure?\n\n(Answer \"yes\" or \"no\")", "endoftext": false }, { "action": "Yes", "response": "You start your car and drive home. Many thoughts and questions go through your mind along the way. Some of the nights events were so bizarre that you question if they were even real, despite having just experienced them. Lola and Steve made it safely to the hospital. Fred and Brenda ended up going to Fred's house, where they called the police. You decide to drive straight to the sheriff's office. They have a lot of questions for you. Afterwards, they tell you go home for the night and get some sleep. The next morning, there is a knock on the door. It's the sheriff.\n\n\"Are you sure you are telling me the whole truth?\" he asks. \"Why? Well, because parts of your story don't add up, that's why. We checked out that old house near where you were all getting wasted, and it's empty! Totally vacant. Now, why don't you come on in and tell me what really happened out there.\"\n\nYou are all investigated over the next couple of weeks for the murder of Rachel Fuss, but fortunately the authorities are unable to link anything connecting any of you to the crime.\n\nYou know what happened that night. Perhaps nothing was found in the house because Doctor Pane somehow went to the other side; the dark dimension which he spent his entire life connecting to this reality. You take pride in thinking that he is now a servant of his own hell that you and all of your friends have escaped.", "endoftext": false }, { "action": "Exit", "response": "You get out of the blue car.\n\nYou are standing by the road that brought you here. A large mountain looms on the other side of it. You can barely make out the faint white noise of rushing water coming far from the southeast. To the west of you is a clearing in the briers which provides an entrance to the woods.\n\nYou can see Rachel's body and a blue car (empty) here.", "endoftext": false }, { "action": "Go north", "response": "This room is completely consumed by some grotesque mass of tissues and organs of varied sizes. The whole room is filled with hearts, eyeballs, jaws, lungs, intestines, and muscles. Long appendages are drooping placidly from the walls.\n\nStrange symbols resembling altered pentagrams and writing in a language you do not understand have been painted over the entire floor.\n\nYou can see a metal door here.", "endoftext": false }, { "action": "You detonate the dynamite", "response": "You ignite the stick of dynamite with the lighter. You had better get away from it soon.", "endoftext": false }, { "action": "Go south", "response": "This is the second floor of the house.The hall goes north and west, with doors at each end. A stairway leads back down to the foyer.\n\nYou can see a metal door and a blue door here.", "endoftext": false }, { "action": "You go south", "response": "This is the second floor of the house.The hall goes north and west, with doors at each end. A stairway leads back down to the foyer.\n\nYou can see a metal door and a blue door here.\n\nYou take cover as an immense explosion goes off in the room where you set off the dynamite, shaking the whole house! Smoke pours out of the room and into the hallway.", "endoftext": false }, { "action": "Yes", "response": "You start your car and drive home. Many thoughts and questions go through your mind along the way. Some of the nights events were so bizarre that you question if they were even real, despite having just experienced them. Lola and Steve made it safely to the hospital, where Steve is treated for his head injury. Fred and Brenda ended up going to Fred's house, where they called the police. You decide to drive straight to the sheriff's office. They have a lot of questions for you. Afterwards, they tell you go home for the night and get some sleep. Two days later, there is a knock on the door. It's the sheriff.\n\n\"I just wanted to tell you that we found the house you told us about. I never would have believed it, but everything you told us was true. That crazy old doctor even tried to attack us when we got there, but he's in custody now.\" The sheriff takes a look around, as if he's making sure no one else is within an earshot.\n\n\"What do you think really happened out there?\" he asks. \"You know, just between you and me. The FBI has already taken over the case, and they aren't telling us anything.\"\n\nNo one but the sheriff and your friends that you rescued would believe your wild tales about what happened on Halloween night of 1987. You have sealed off what must have been some gateway to some other hellish dimension, slayed a vampire, disposed of an undead corpse and rescued all your surviving friends. You have shown great cunning to do everything you could to accomplish this and ensure that Doctor Pane will no longer be a threat to anyone.", "endoftext": true } ]
as93uowvtbqfy2to
Every Day the Same Dream
Luis Gonzalez
[ "Surreal" ]
[ "@party IF Competition 2010" ]
2,010
[ 1, 0, 0, 2, 5 ]
8
1.75
20100702
false
Welcome to the rat race.
[ { "action": "%", "response": "Welcome to the rat race.\n\nA text adventure game based on the game by the same name created by molleindustria.org. An accurate remake of\n[LINK]\nm.html by Luis Gonzalez The release number is 1\n\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na pair of Newcastle United boxer shorts (being worn)", "endoftext": false }, { "action": "You examine the bed", "response": "Your bed.", "endoftext": false }, { "action": "You examine the alarm clock", "response": "This alarm clock features nice large numbers that are easy for tired or blurry eyes to see. It reads: 9:04 am It has a blinking red light.\n\nThe alarm clock is currently switched on.", "endoftext": false }, { "action": "You turn off the clock", "response": "The blinking red light stops.\n\nYou switch the alarm clock off.", "endoftext": false }, { "action": "You examine the nightstand", "response": "There is only one of them here. You prefer having one night stand.", "endoftext": true }, { "action": "Look around", "response": "You are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "You take the suit", "response": "Taken.", "endoftext": false }, { "action": "You look at suit", "response": "A tailor made garment set consisting of a jacket, trousers, shirt, tie and shiny black shoes.", "endoftext": false }, { "action": "You wear it", "response": "You change into business clothes. Its a tight fit.", "endoftext": false }, { "action": "Go east", "response": "You are in the room used for cooking and food preparation. Something smells good coming from the stove.\n\nYou can see a television, your wife and a stove here.\n\nYour wife greets you: \"Morning dear.\"", "endoftext": false }, { "action": "You examine the wife", "response": "The young woman engrossed in making breakfast.", "endoftext": false }, { "action": "Kiss wife", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You examine the television", "response": "The television is a Toshiba 15LV505 15.6-Inch LCD TV. The channel is stuck on Animal planet.\n\nThe television is currently switched on.", "endoftext": false }, { "action": "You examine the stove", "response": "Its an electric stove. You have no clue how to use it. It is being used at the moment.", "endoftext": false }, { "action": "You talk to the wife", "response": "She says: \"C'mon honey you're late.\"", "endoftext": false }, { "action": "You open stove", "response": "You can't see any such thing.\n\nThat's not something you can open.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in the room used for cooking and food preparation. Something smells good coming from the stove.\n\nYou can see a television, your wife and a stove here.", "endoftext": false }, { "action": "Go east", "response": "The corridor is lined with lights against the wall. The elevator door is closed.\n\nYou can see a button here.", "endoftext": false }, { "action": "Examine button", "response": "The round button will summon the elevator for you. There is only one button going down.\n\nThe button is currently switched off.", "endoftext": false }, { "action": "You press the button", "response": "The button lights up. You hear a strange mechanical noise getting closer.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You examine the door", "response": "The elevator door is open.", "endoftext": true }, { "action": "Look around", "response": "The corridor is lined with lights against the wall. The elevator door is open. It looks like you can enter the elevator.\n\nYou can see a button here.", "endoftext": false }, { "action": "You enter the elevator", "response": "You are in a vertical transport vehicle that efficiently moves people or goods between floors of a building.\n\nYou can see Elevator lady here.", "endoftext": false }, { "action": "You talk to the lady", "response": "She says: \"5 more steps and you will be a new person.\"", "endoftext": false }, { "action": "Go outside", "response": "You are standing outside your apartment complex. You can go either east or west.\n\nYou find yourself outside the building.", "endoftext": false }, { "action": "East", "response": "Freeway (in the car)\nYou are on a highway. There is considerable traffic.", "endoftext": false }, { "action": "You go outside", "response": "You get out of the car.\n\nYou are on a highway. There is considerable traffic.\n\nYou can see a car (empty) here.", "endoftext": false }, { "action": "You look at the car", "response": "A pinto with great gas mileage.", "endoftext": false }, { "action": "Go east", "response": "A secret spot with grass. You can see the freeway in the distance.\n\nYou can see a cow here.", "endoftext": false }, { "action": "You look at the cow", "response": "A female of domestic cattle. She has black and white spots.", "endoftext": false }, { "action": "You eat the cow", "response": "(first taking the cow)\nI don't suppose the cow would care for that.", "endoftext": false }, { "action": "You go west", "response": "You are on a highway. There is considerable traffic.\n\nYou can see a car (empty) here.", "endoftext": false }, { "action": "You enter car", "response": "You get into the car.", "endoftext": false }, { "action": "You go to the east", "response": "A parking lot. There is alot of parking spaces.\n\nYou can see a car (empty) and a tree (in which is a leaf) here.", "endoftext": false }, { "action": "You get the leaf", "response": "You take the leaf and examine it closely. It once was green and full of life but struggles to maintain the routine of being a leaf.\nPress any key to continue...\nBedroom\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.\n\nI beg your pardon?\n\nI beg your pardon?", "endoftext": false }, { "action": "You turn off the clock", "response": "The blinking red light stops.\n\nYou switch the alarm clock off.", "endoftext": false }, { "action": "You take the suit", "response": "Taken.", "endoftext": false }, { "action": "You wear the suit", "response": "You change into business clothes. Its a tight fit.", "endoftext": false }, { "action": "You go east", "response": "You are in the room used for cooking and food preparation. Something smells good coming from the stove.\n\nYou can see a television, your wife and a stove here.", "endoftext": false }, { "action": "Kiss stove", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Kiss wife", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You examine the wife", "response": "The young woman engrossed in making breakfast.", "endoftext": false }, { "action": "You ask wife about the breakfast", "response": "She smirks cryptically.", "endoftext": false }, { "action": "Go east", "response": "The corridor is lined with lights against the wall. The elevator door is closed.\n\nYou can see a button here.", "endoftext": false }, { "action": "You enter the elevator", "response": "You are in a vertical transport vehicle that efficiently moves people or goods between floors of a building.\n\nYou can see Elevator lady here.", "endoftext": false }, { "action": "You go outside", "response": "You are standing outside your apartment complex. You can go either east or west.", "endoftext": false }, { "action": "Go east", "response": "A parking lot. There is alot of parking spaces.\n\nYou can see a car (empty) and a tree (empty) here.", "endoftext": false }, { "action": "You go east", "response": "Welcome to your work environment.\n\nYou can see a chart and Boss here.\n\nThe boss looks at you. He says: \"You are late.\"", "endoftext": false }, { "action": "You hit the Boss", "response": "There is a red line indicating the financial health of your company. It is showing normal levels.\n\nViolence isn't the answer to this one.", "endoftext": false }, { "action": "You examine boss", "response": "The man.", "endoftext": false }, { "action": "Go east", "response": "", "endoftext": false }, { "action": "Go east", "response": "A longer hallway. You see even more office drones sitting inside their cubicles", "endoftext": false }, { "action": "You go east", "response": "An even longer hallway with even more office drones sitting inside their cubicles.\n\nYou can see a cubicle (in which is a chair) here.", "endoftext": false }, { "action": "You enter the cubicle", "response": "You step inside your cubicle and slowly wither your life away with every keystroke.\nPress any key to continue...\nBedroom\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "East", "response": "You are in the room used for cooking and food preparation. Something smells good coming from the stove.\n\nYou can see a television, your wife and a stove here.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You examine the television", "response": "The television is a Toshiba 15LV505 15.6-Inch LCD TV. The channel is stuck on Animal planet.\n\nThe television is currently switched on.", "endoftext": false }, { "action": "You turn off the television", "response": "You switch the television off.", "endoftext": false }, { "action": "You turn off the television", "response": "That's already off.", "endoftext": false }, { "action": "You remove all", "response": "(the pair of Newcastle United boxer shorts)\nYou take off the pair of Newcastle United boxer shorts.", "endoftext": false }, { "action": "You drop the shorts", "response": "Dropped.", "endoftext": false }, { "action": "Go east", "response": "The corridor is lined with lights against the wall. The elevator door is closed.\n\nYou can see a button here.", "endoftext": false }, { "action": "Go east", "response": "Welcome to your work environment.\n\nYou can see a chart and Boss here.\n\nThe boss looks at you. He says: \"What? Where is your tie? You're fired.\"\nPress any key to continue...\nBedroom\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "You wear the suit", "response": "(first taking the suit)\nYou change into business clothes. Its a tight fit.", "endoftext": false }, { "action": "You go east", "response": "You are in the room used for cooking and food preparation. Something smells good coming from the stove.\n\nYou can see a pair of Newcastle United boxer shorts, a television, your wife and a stove here.", "endoftext": false }, { "action": "You take the shorts", "response": "You already have that.", "endoftext": false }, { "action": "You eat your shorts", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You look at the chart", "response": "There is a red line indicating the financial health of your company. It is showing normal levels.", "endoftext": false }, { "action": "Go east", "response": "You find yourself outside your work building.\n\nYou can see a cliff here.", "endoftext": false }, { "action": "You look at the cliff", "response": "There is a cliff to the east. It looks like a long way down.", "endoftext": false }, { "action": "You go east", "response": "You rest your suit case on the floor and climb the fence toward the cliff. After taking a deep breath, you jump off.\nPress any key to continue...\nBedroom\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "You take the clock", "response": "That's fixed in place.", "endoftext": false }, { "action": "You talk to the elevator lady", "response": "She says: \"1 more steps and you will be a new person.\"", "endoftext": false }, { "action": "You go outside", "response": "You are standing outside your apartment complex. You can go either east or west.", "endoftext": false }, { "action": "Go west", "response": "You are on the corner of your block. East goes back to your apartment.\n\nYou can see a homeless man here.", "endoftext": false }, { "action": "You examine homeless", "response": "The homeless man sits peacefully on the sidewalk.", "endoftext": false }, { "action": "You talk to the homeless man", "response": "He says: \"I can take you to a peaceful place\". The homeless man escorts you to an old cemetary nearby reminding you of your short existance.\nPress any key to continue...\nBedroom\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "You examine the clock", "response": "This alarm clock features nice large numbers that are easy for tired or blurry eyes to see. It reads: 11:12 am It has a blinking red light.\n\nThe alarm clock is currently switched on.", "endoftext": false }, { "action": "You examine the clock", "response": "This alarm clock features nice large numbers that are easy for tired or blurry eyes to see. It reads: 11:13 am It has a blinking red light.\n\nThe alarm clock is currently switched on.", "endoftext": false }, { "action": "Go east", "response": "You are in the room used for cooking and food preparation.\n\nYou can see a television and a stove here.", "endoftext": false }, { "action": "You examine the television", "response": "The television is a Toshiba 15LV505 15.6-Inch LCD TV. The channel is stuck on Animal planet.\n\nThe television is currently switched on.", "endoftext": false }, { "action": "You enter the elevator", "response": "You are in a vertical transport vehicle that efficiently moves people or goods between floors of a building.", "endoftext": false }, { "action": "Go west", "response": "You are on the corner of your block. East goes back to your apartment.", "endoftext": false }, { "action": "Go east", "response": "Freeway (in the car)\nYou are on a highway. There are no cars on the road.", "endoftext": false }, { "action": "You go east", "response": "Welcome to your work environment.\n\nYou can see a chart here.", "endoftext": false }, { "action": "Go east", "response": "A hallway with five empty cubicles.", "endoftext": false }, { "action": "Go east", "response": "A longer hallway. Nobody appears to be at their desks.", "endoftext": false }, { "action": "You go east", "response": "An even longer hallway with even more office drones sitting inside their cubicles.\n\nYou can see a cubicle (in which is a chair) here.", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on?", "endoftext": false }, { "action": "Chair", "response": "(getting into the cubicle)\n\nYou step inside your cubicle and slowly wither your life away with every keystroke.\nPress any key to continue...\nBedroom\nYou are standing by your bed. There is a room to the east.\n\nYou can see a drawer (in which is a suit), an alarm clock and a nightstand here.", "endoftext": false }, { "action": "You go east", "response": "You must name something more substantial.", "endoftext": true } ]
miekmujzouq9v7nv
The Green Mountains
Clark Radwin
[ "Fantasy", "Adventure", "Other" ]
[ "amnesia", "cave", "first effort", "walkthrough" ]
2,011
[ 1, 0, 0, 0, 6 ]
7
1.571429
20120401
false
You wake up on a mountain, you have no idea what's going on. You find a letter on the ground that says you must go to the Green Mountain. Except that it's as treacherous as it is dangerous.
[ { "action": "%", "response": "You have awoken on the mountain, you are unaware of what is going on and you have no memory. You see a letter next to you on the ground. It says you have to find the Green Mountains, whatever that means\nThe Green Mountains\n\nIt is tall,dark and green. It contains hundreds of trees and a snowy mountain top.\n\nYou can see a letter here.", "endoftext": false }, { "action": "You take the letter", "response": "Taken.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Go east", "response": "Like The Mountain, its full of trees and in the distance you here a bird chirping. You look below you and you see a small door, leading to a small underground cave", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na letter", "endoftext": true }, { "action": "Go down", "response": "A Small dark cave, a light is at the end of the hole. Rocks start to fall behind you, you are trapped", "endoftext": false }, { "action": "Go north", "response": "You can see a Lantern and a next Letter here.", "endoftext": false }, { "action": "You take Lantern", "response": "Taken.", "endoftext": false }, { "action": "You take all", "response": "next Letter: Taken.", "endoftext": false }, { "action": "You read the next letter", "response": "You have gone the wrong way, be careful on your quest to the green mountains, as it will be trecherous and dangerous.Look for the map on your way to the green mountains. Beware", "endoftext": false }, { "action": "Light lantern", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "Burn letter", "response": "Which do you mean, the next Letter or the letter?", "endoftext": false }, { "action": "You go north", "response": "", "endoftext": false }, { "action": "Go north", "response": "The Graves have skeletons in them, dug up and nothing left. When you approach one the graves you find a Map. The map shows the way out of the Cave and to destination not to far away.\n\nYou can see a Map here.", "endoftext": false }, { "action": "You go to the east", "response": "You have escaped from the Burial Ground and you are now outside of the mountain. You see large rocks all around you with only one opening available is above you", "endoftext": false }, { "action": "Go upward", "response": "You have climbed up the dangerous and rocky Mountain Side. You seem to be getting closer to the snowy mountain top.You see writing enscribed on the mountain. You are close to the Green Mountain, go east and you will find your way", "endoftext": false }, { "action": "You go east", "response": "The Long Cirlce path goes up the mountain to the top. It almost seems endless...", "endoftext": false }, { "action": "Go west", "response": "The Green Mountain, on top of the world. Gold,Silver and Bronze statues surround it. Each of the statues have words writtin on them.The Gold Staue says You Have, the Silver Statue says Discovered, and the Bronze Statue says Where it all began", "endoftext": true } ]
ci4wh7o8fmy66w0u
Food Magic
Paul Hughes
[]
[ "Speed-IF", "walkthrough" ]
2,010
[ 0, 0, 0, 1, 1 ]
2
1.5
20100401
false
In this small silly game, you play as someone who's far more interested in cooking up varieties of Old Granny's soda bread than paying the landlord his rent money. America!
[ { "action": "%", "response": "You are in your hovel, which you call the Crying Place. It makes you feel like crying.\n\nYou can see a front door, a knife, a cookbook and Half a potato here.", "endoftext": false }, { "action": "You get all", "response": "front door: That's fixed in place.\nknife: Taken.\ncookbook: Taken.\nHalf a potato: Taken.\nxyzzy: You can't see any such thing.", "endoftext": false }, { "action": "You cry", "response": "A tear rolls down your cheek.\n\nThe landlord pounds on the door, demanding rent. After a few seconds he thrusts his hand through a hole in the door, wiggling his fingers.", "endoftext": false }, { "action": "You pull the hand", "response": "That would be less than courteous.\n\nThe landlord wiggles his fingers.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Attack landlord", "response": "Violence isn't the answer to this one.\n\n\"All right, I've put me finny in the hole like you wanted. Give me some rent in return, ye ninny!\"", "endoftext": false }, { "action": "You cut the hand", "response": "You slice the landlord's hand off. You hear an anguished scream, and rapid footsteps retreating from your cottage. You have beaten the landlord! But at what cost? To the landlord?", "endoftext": false }, { "action": "You take the hand", "response": "Taken.", "endoftext": false }, { "action": "You examine the hand", "response": "You see a twitching, bloody hand.", "endoftext": true }, { "action": "Look around", "response": "You are in your hovel, which you call the Crying Place. It makes you feel like crying.\n\nYou can see a front door here.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na hand\na tear\nHalf a potato\na cookbook\na knife\na key", "endoftext": false }, { "action": "You unlock door", "response": "What do you want to unlock the front door with?", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the front door.", "endoftext": false }, { "action": "You read the cookbook", "response": "OLD GRANNY'S DIFFERENT KINDS OF SODA BREAD. Getboatbread: To cook, wave a salty hand in the air. Changewarbread: To cook, put some lobster in some fettuccini. Getlampbread: To cook, get a lamp.", "endoftext": false }, { "action": "You wave the hand", "response": "You look ridiculous waving the hand.", "endoftext": false }, { "action": "You cry", "response": "A tear rolls down your cheek.", "endoftext": false }, { "action": "You put the tear on the hand", "response": "That's one salty hand!", "endoftext": false }, { "action": "You wave the hand", "response": "You summon a boat. A captain cries, \"All hands on deck!\" The hand joins the rest of the salty crew. You are boated to America.", "endoftext": false }, { "action": "Y.", "response": "You are in your hovel, which you call the Crying Place. It makes you feel like crying.\n\nYou can see a front door, a knife, a cookbook and Half a potato here.", "endoftext": false }, { "action": "You read the cookbook", "response": "OLD GRANNY'S DIFFERENT KINDS OF SODA BREAD. Getboatbread: To cook, wave a salty hand in the air. Changewarbread: To cook, put some lobster in some fettuccini. Getlampbread: To cook, get a lamp.", "endoftext": false }, { "action": "You look at the half", "response": "You see nothing special about Half a potato.\n\nThe landlord pounds on the door, demanding rent. After a few seconds he thrusts his hand through a hole in the door, wiggling his fingers.", "endoftext": false }, { "action": "You give potato to hand", "response": "(first taking Half a potato)\nThe hand withdraws, and a moment later Half a potato is thrown back through the hole, followed by the return of the hand.\n\n\"You must pay the rent!\"", "endoftext": false }, { "action": "You take the knife", "response": "Taken.", "endoftext": false }, { "action": "You cut potato", "response": "Cutting that up would achieve little.\n\nYe owe me a HANDsome sum for all the months o\" back rent ye haven't paid, ye lazy unemployed drunk\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na knife\na key\n\n\"I demand the rent!\"", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.\n\nThe landlord wiggles his fingers.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the front door.\n\n\"I ain't about to give ye a HAND-out, ye scallywag\"", "endoftext": false }, { "action": "You open door", "response": "You open the front door.", "endoftext": false }, { "action": "Leave", "response": "You can see a front door, a lobster, some fettuccini and a lamp here.\n\nLooks like the landlord dropped some stuff.", "endoftext": false }, { "action": "You get all", "response": "front door: That's fixed in place.\nlobster: Taken.\nfettuccini: Taken.\nlamp: With an actinic flash, the lamp vanishes. A lamp appears in its place.\nxyzzy: You can't see any such thing.\n\n\"I demand the rent!\"", "endoftext": false }, { "action": "You get the lamp", "response": "All you can see is his hand sticking through the hole in the door.\n\nYou can also see a front door, Half a potato and a cookbook here.\n\nYe owe me a HANDsome sum for all the months o\" back rent ye haven't paid, ye lazy unemployed drunk\"\n\nI'm not quite sure what you meant by that.\n\nYou already have that.", "endoftext": false }, { "action": "You read the cookbook", "response": "OLD GRANNY'S DIFFERENT KINDS OF SODA BREAD. Getboatbread: To cook, wave a salty hand in the air. Changewarbread: To cook, put some lobster in some fettuccini. Getlampbread: To cook, get a lamp.", "endoftext": false }, { "action": "You cut the hand", "response": "You slice the landlord's hand off. You hear an anguished scream, and rapid footsteps retreating from your cottage. You have beaten the landlord! But at what cost? To the landlord?", "endoftext": false }, { "action": "You drop the lamp", "response": "You can't go that way.\n\nDropped.", "endoftext": false }, { "action": "You get the lamp", "response": "With an actinic flash, the lamp vanishes. A lamp appears in its place.", "endoftext": false }, { "action": "You get lamp", "response": "You can't see any such thing.\n\nYou already have that.", "endoftext": false }, { "action": "Wave lamp", "response": "You look ridiculous waving the lamp.", "endoftext": false }, { "action": "You get a the lamp", "response": "You already have that.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You drop the lamp", "response": "Dropped.", "endoftext": false }, { "action": "You get the lamp", "response": "With an actinic flash, the lamp vanishes. A lamp appears in its place.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na lamp\nsome fettuccini\na lobster\na knife\na key", "endoftext": false }, { "action": "You read the cookbook", "response": "OLD GRANNY'S DIFFERENT KINDS OF SODA BREAD. Getboatbread: To cook, wave a salty hand in the air. Changewarbread: To cook, put some lobster in some fettuccini. Getlampbread: To cook, get a lamp.", "endoftext": false }, { "action": "You cut lobster", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You cut fettuccini", "response": "Cutting those up would achieve little.", "endoftext": false }, { "action": "You put lobster on fettuccini", "response": "You are transported to the Battle of Bunker Hill. A lobsterback hands you a potato and says, \"Here's your ration.\" You eat the potato and then kill the redcoat because you hate the English, your oppressors. You created America! But at what cost? To America?", "endoftext": true } ]
s6uduk5gw5kru7gi
The Halloween Horror
Roody Yogurt
[ "Horror" ]
[]
2,012
[ 0, 0, 0, 1, 1 ]
2
1.5
20190922
false
[ { "action": "%", "response": "This is your favorite part of the week, the only night where you can settle down with a big bowl of popcorn and zone out to a horror movie.\n\nIFID: E361278D-4306-4051-9E47-CC3F95CEE7B6\nType ABOUT for more info\n\nYour kitchen is pretty sparse. The living room is to the east.\nAll that is worth noting is the microwave that sits on an\nunimplemented shelf.\nA packet of microwave popcorn lies here unawares.", "endoftext": false }, { "action": "About yourself", "response": "You are just happy to have made it through the week and are intent on enjoying a night to yourself.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying your cellphone.", "endoftext": false }, { "action": "You look at the cellphone", "response": "You are a protagonist of modern times, one who almost always has a cellphone handy.", "endoftext": false }, { "action": "Examine packet", "response": "This is one of those packets of microwave popcorn, all ready to be microwaved.", "endoftext": false }, { "action": "You take all", "response": "microwave: You can't take that.\nuncooked microwave popcorn: Taken.", "endoftext": false }, { "action": "You look at the microwave", "response": "Ah, time-saving applications. How you love them! This is one of those fancy models where all you have to do is put food into it and turn it on. It is currently closed and off.", "endoftext": false }, { "action": "You open the microwave", "response": "Opened.", "endoftext": false }, { "action": "You look in the microwave", "response": "The microwave is empty.", "endoftext": false }, { "action": "You put the cellphone in the microwave", "response": "You put the cellphone in the microwave.", "endoftext": false }, { "action": "You put popcorn in the microwave", "response": "You put the uncooked microwave popcorn in the microwave.", "endoftext": false }, { "action": "You close the microwave", "response": "Closed.", "endoftext": false }, { "action": "You turn on the microwave", "response": "You turn on the microwave.\n\nThe microwave hums away.", "endoftext": false }, { "action": "You look in microwave", "response": "Inside the microwave are your cellphone and some uncooked microwave popcorn.\n\n\"Pop.\" Some kernals are beginning to pop.\nThe microwave hums away.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\n\"Pop. Pop.\"\nThe microwave hums away.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\n\"Pop. Pop. Pop.\"\nSuddenly, your phone rings. You answer it.\n\n\"Hello?\" you say.\n\nA voice full of gravel and malice answers you with a question, \"WHAT'S YOUR FAVORITE SCARY IF GAME??\"\n\nHuh, good question.", "endoftext": false }, { "action": "Yes", "response": "(Okay, good.)\n\n\"Cattus Atrox,\" you say.\n\nDing! The microwave beeps.\n\n\"Popcorn's done! Gotta go!\" you say, hanging up on your probably-perplexed caller.\n\nYou open the microwave, revealing some freshly-popped popcorn.", "endoftext": false }, { "action": "You take all", "response": "microwave: You can't take that.", "endoftext": false }, { "action": "You take all from the microwave", "response": "cellphone: Taken.\npopped popcorn: You pull the popcorn out of the microwave and pour it into a bowl you had lying around. You are no longer lacking in popcorn!\n\nYou remember your mysterious caller for a moment, but whatevs- out of sight, out of mind.", "endoftext": false }, { "action": "You eat the popcorn", "response": "Better wait until you're on the couch.", "endoftext": true }, { "action": "Look around", "response": "Your kitchen is pretty sparse. The living room is to the east.\nAll that is worth noting is the microwave that sits on an\nunimplemented shelf.", "endoftext": false }, { "action": "You go east", "response": "This room has two things that you love dearly, locked in an eternal cage match for your affection. In one corner, there's the TV that holds all of the movies and shows you love. In another corner (well, actually, the middle of the room), there's the couch upon which you like to sprawl.\n\nThe kitchen is to the west. The patio is to the east.", "endoftext": false }, { "action": "Examine tv", "response": "Your trusty TV.", "endoftext": false }, { "action": "You turn on the tv", "response": "You turn the TV on, ready for a night of watching scary movies.", "endoftext": false }, { "action": "You sprawl on the couch", "response": "You plop down on the couch. Ahhhhhh!\n\nLiving Room, on the couch\nThis room has two things that you love dearly, locked in an eternal cage match for your affection. In one corner, there's the TV that holds all of the movies and shows you love. In another corner (well, actually, the middle of the room), there's the couch upon which you like to sprawl.\n\nThe kitchen is to the west. The patio is to the east.\n\nArmed with popcorn with the TV on, sitting on your favorite seat in the house, you are ready for a relaxing night in!", "endoftext": false }, { "action": "You go east", "response": "Nah, this is your night in.", "endoftext": false }, { "action": "You get all", "response": "microwave: You can't take that.\nuncooked microwave popcorn: Taken.", "endoftext": false }, { "action": "You open the microwave", "response": "Opened.", "endoftext": false }, { "action": "You put popcorn in the microwave", "response": "You put the uncooked microwave popcorn in the microwave.", "endoftext": false }, { "action": "You close the microwave", "response": "Closed.", "endoftext": false }, { "action": "You start the microwave", "response": "You turn on the microwave.\nThe microwave hums away.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\"Pop.\" Some kernals are beginning to pop.\nThe microwave hums away.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\"Pop. Pop.\"\nThe microwave hums away.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\"Pop. Pop. Pop.\"\nSuddenly, your phone rings. You answer it.\n\n\"Hello?\" you say.\n\nA voice full of gravel and malice answers you with a question, \"WHAT'S YOUR FAVORITE SCARY IF GAME??\"\n\nHuh, good question.", "endoftext": false }, { "action": "You take the popcorn", "response": "You pull the popcorn out of the microwave and pour it into a bowl you had lying around. You are no longer lacking in popcorn!\n\nYou remember your mysterious caller for a moment, but whatevs- out of sight, out of mind.", "endoftext": false }, { "action": "You sit", "response": "Be a little more specific about where you'd like to sit.", "endoftext": true }, { "action": "Look around", "response": "Your kitchen is pretty sparse. The living room is to the east.\nAll that is worth noting is the microwave that sits on an\nunimplemented shelf.", "endoftext": false }, { "action": "You go east", "response": "This room has two things that you love dearly, locked in an eternal cage match for your affection. In one corner, there's the tv that holds all of the movies and shows you love. In another corner (well, actually, the middle of the room), there's the couch upon which you like to sprawl.\n\nThe kitchen is to the west. The patio is to the east.", "endoftext": false }, { "action": "You turn on the tv", "response": "You turn the tv on, ready for a night of watching scary movies.", "endoftext": false }, { "action": "You sit on the couch", "response": "You get onto the couch.\n\nLiving Room, on the couch\nThis room has two things that you love dearly, locked in an eternal cage match for your affection. In one corner, there's the tv that holds all of the movies and shows you love. In another corner (well, actually, the middle of the room), there's the couch upon which you like to sprawl.\n\nThe kitchen is to the west. The patio is to the east.\n\nArmed with popcorn with the tv on, sitting on your favorite seat in the house, you are ready for a relaxing night in!", "endoftext": true } ]
jf43agmy6qvyg1y
Mammoth Vacuum Button of Death
Daniel Airey
[]
[ "Penultimate not numbered Speed IF" ]
2,011
[ 0, 0, 0, 1, 1 ]
2
1.5
20120102
false
I am sitting on a red and black checkered blanket in the middle of a beautiful meadow. A giant (i. e. the size of your ugly gut) cake waits infront of me. For no explainable reason whatsoever, a note has been left on the cake. It reads 'THERE WILL BE CAKE, SO YOU SHOULD EAT IT. From Father'. Blatant Portal (TM) reference aside, I reckon 'Father' is onto something. Any excuse to eat cake right?
[ { "action": "%", "response": "Loading game...\n\nI am sitting on a red and black checkered blanket in the middle of a beautiful meadow. A giant (i.e. the size of your ugly gut) cake waits infront of me. For no explainable reason whatsoever, a note has been left on the cake. It reads 'THERE WILL BE CAKE, SO YOU SHOULD EAT IT. From Father'. Blatant Portal (TM) reference aside, I reckon 'Father' is onto something. Any excuse to eat cake right?", "endoftext": false }, { "action": "About yourself", "response": "I am as well as can be expected, considering the circumstances.", "endoftext": false }, { "action": "You eat the cake", "response": "You eat half of the delicious cake, revealing a small key in the other half.", "endoftext": false }, { "action": "Plugh", "response": "What are you on about?", "endoftext": false }, { "action": "You take the key", "response": "BOOM! I'm dead! Just kidding. I took the key (just like that sly jock from highschool called 'TOM' took your sisters virginity). Wait...WHAT'S HAPPENING!?!? Oh...I'm just waking up...\nSolitary Cell\nI'm in my cell. The same cell I've been in for 8 years. My semen-soaked sheets lay strewn over the cold concrete floor. Years of food trays are stacked in the corner. To the north I can see the bane of my existence. THE DOOR. Metal. Cold. Featureless (apart from the tiny keyhole). Void of personality (much like your wife). Ugly (refer to previous). My main road-block to freedom.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I am carrying a key.", "endoftext": false }, { "action": "You look at the key", "response": "A tiny (i.e. the size of your brain) key with the word 'SOLITARY' engraved on the head.", "endoftext": false }, { "action": "You unlock door", "response": "Unlocked! The dim, grey glimmer of light from the hallway sails into your cramped asylum cell.", "endoftext": false }, { "action": "North", "response": "I move north.\nUtterly Pointless Hallway\nSeriously? Why do they even put these hallways in games? It's simply a bore to trudge through lengths of non-descript hall. I don't see why the game creator didn't just make the cell connect straight to the guard station, which, if you're wondering is north of here. No, there's no other way to go, because I've only got two hours to make this damn game, and can't start throwing in rooms willy-nilly with no regard whatsoever to my semi self-imposed time restraints. So make your damn choice. You can either go south, and wallow in self-pity in your pathetic little cell, or GO NORTH TO ENTER THE GUARD STATION.", "endoftext": false }, { "action": "You go to the north", "response": "I move north.\nGuard Station\nA guard sits infront of a row of buttons, of which one is clearly labelled in bigger-than-your-penis letters saying 'UNLOCK'. A metal door sits to the west, with a sign saying 'EXIT' above it. I can tell it's locked. The important doors/exits are always locked in games like this. Looks like I'll need to solve some kind of nonsensical puzzle to open it, unless I kill myself out of frustration at the incredibly impossible-without-a-walkthrough difficulty first. I guess I could always start by talking to the guard?", "endoftext": true }, { "action": "Look around", "response": "A guard sits infront of a row of buttons, of which one is clearly labelled in bigger-than-your-penis letters saying 'UNLOCK'. A metal door sits to the west, with a sign saying 'EXIT' above it. I can tell it's locked. The important doors/exits are always locked in games like this. Looks like I'll need to solve some kind of nonsensical puzzle to open it, unless I kill myself out of frustration at the incredibly impossible-without-a-walkthrough difficulty first. I guess I could always start by talking to the guard?", "endoftext": false }, { "action": "You talk to Guard", "response": "\"You shouldn't be out of your cell! But.....seeing as it's just us....on our own.....I'd like you to show me something....if you know what I mean...\"\nYou think you know exactly what he means....", "endoftext": false }, { "action": "You talk to Guard", "response": "No-one listens to my rabblings.", "endoftext": false }, { "action": "You push the button", "response": "I don't understand what you want to do with Guard.\n\nGuard: \"Get your hot sexy ass away from that button!\"", "endoftext": false }, { "action": "You sleep with Guard", "response": "Zzzzz. Bored are you?", "endoftext": false }, { "action": "You examine Guard", "response": "Just a regular guard....but...he seems a bit odd....in a queer sort of way......", "endoftext": true }, { "action": "Look around", "response": "A guard sits infront of a row of buttons, of which one is clearly labelled in bigger-than-your-penis letters saying 'UNLOCK'. A metal door sits to the west, with a sign saying 'EXIT' above it. I can tell it's locked. The important doors/exits are always locked in games like this. Looks like I'll need to solve some kind of nonsensical puzzle to open it, unless I kill myself out of frustration at the incredibly impossible-without-a-walkthrough difficulty first. I guess I could always start by talking to the guard?", "endoftext": false }, { "action": "Punch guard", "response": "Who do you think you are, Mike Tyson?", "endoftext": false }, { "action": "West", "response": "The security door is locked. I bet that big juicy button over there infront of the guard opens it.", "endoftext": false }, { "action": "You show the penis to Guard", "response": "Turns out all those long night shifts has turned this guard's sexuality sideways. He's passing out in his excitement, right infront of my rockin' naked body. I don't even want to guess what he's dreaming about.\nGuard Station\nThe guard is lying unconscious at my feet, leaving the 'UNLOCK' button free for the pushing! With the guard out of the way, you also spot a small blue button, which upon further inspection is labelled 'Mammoth Vacuum'. Hmm.....sounds dangerous....", "endoftext": false }, { "action": "You go to the west", "response": "I move west.\nUtterly Pointless Hallway #2\nAre you kidding me? No seriously? ARE YOU KIDDING ME? Was there too much concrete when they were building this place? Did they have to use up the extra materials because some lazy bugger couldn't be bothered dumping it, or taking it to his next building site? OR WAS IT THE GAME CREATOR AGAIN!? Is he trying to stall me, so I take the extra time to read this, thus making the game SEEM longer and have 'more depth'? Or is he merely adding these pointless rooms to give himself the opportunity for a good ol' game-industry social commentary, which questions the use of boring, actionless, storyless, and ultimately POINTLESS sections of gameplay to pad out the length of a designer's pathetically short game?\nHmm, na, can't be that. Regardless, the exit to the foyer is to the south.", "endoftext": false }, { "action": "You go south", "response": "I move south.\nFoyer\nA typical foyer. You know the kind. The type that you waited in while Aunt Maggie had one of her kidneys removed, or while Grandpa Joe acquired a new set of false teeth. There's an ENTIRELY HETEROSEXUAL guard sitting behind the desk, keeping an eye on the exit to the west (a.k.a your freedom).", "endoftext": false }, { "action": "You go west", "response": "Heterosexual guard: \"Get your astoundingly non-sexy ass away from that door! You can't go through there unless you're a guard like me or my buddy at the guard station!\"", "endoftext": false }, { "action": "You go north", "response": "I move north.\nUtterly Pointless Hallway #2", "endoftext": true }, { "action": "Look around", "response": "Are you kidding me? No seriously? ARE YOU KIDDING ME? Was there too much concrete when they were building this place? Did they have to use up the extra materials because some lazy bugger couldn't be bothered dumping it, or taking it to his next building site? OR WAS IT THE GAME CREATOR AGAIN!? Is he trying to stall me, so I take the extra time to read this, thus making the game SEEM longer and have 'more depth'? Or is he merely adding these pointless rooms to give himself the opportunity for a good ol' game-industry social commentary, which questions the use of boring, actionless, storyless, and ultimately POINTLESS sections of gameplay to pad out the length of a designer's pathetically short game?\nHmm, na, can't be that. Regardless, the exit to the foyer is to the south.", "endoftext": false }, { "action": "You go east", "response": "I move east.\nGuard Station", "endoftext": false }, { "action": "Strip guard", "response": "I remove the guards clothes (doing a better job than your sister, despite all her experience), and put them on myself.", "endoftext": false }, { "action": "You examine Guard", "response": "He's lying unconscious, dreaming about my pubic hair.", "endoftext": false }, { "action": "You go to the west", "response": "I move west.\nUtterly Pointless Hallway #2", "endoftext": false }, { "action": "You go to the south", "response": "I move south.\nFoyer", "endoftext": true }, { "action": "Look around", "response": "A typical foyer. You know the kind. The type that you waited in while Aunt Maggie had one of her kidneys removed, or while Grandpa Joe acquired a new set of false teeth. There's an ENTIRELY HETEROSEXUAL guard sitting behind the desk, keeping an eye on the exit to the west (a.k.a your freedom).", "endoftext": false }, { "action": "You go west", "response": "I'm free. After many testing trials, I'm finally free. But who is this mysterious 'Father' who delivered the key to my cell in my dream? There's something strange about this. I must investigate. I will find you 'Father', or my name ain't Luke Skywalker.", "endoftext": true } ]
r6p8jra09jzg13t5
Prizon
Jason Gamble
[]
[ "Unfinishable" ]
2,017
[ 0, 0, 0, 1, 1 ]
2
1.5
20170803
false
[ { "action": "%", "response": "You're dragged out of the medic's station bunk just before dawn by two burly guards. Still sore and bruised from your last beating, you're dizzy and can be sure of only one thing: the next beating will be your last. You almost died from the one that knocked you off your feet for the last three weeks and the only thing you did to earn that one was accidentally making eye contact with one of the guards in the exercise yard.\n\nYou must get out of here...\nYou must get out of here... before anyone figures out why you're in here.\nYour silence is the only weapon you have. Their ignorance is the only reason you're still alive.\n\nYou can see Door Delta 402, your shelf (on which are your cup (in which are your toothbrush and your tube of toothpaste), a pack of cigarettes and a copy of the Baker of Shireton (closed)), your bed, a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": true }, { "action": "You read baker", "response": "It's a fantasy novel based on the famous \"Age of Aeons\" MMORPG called \"the Baker of Shireton\". There seems to be something hidden in the book.", "endoftext": false }, { "action": "You open the book", "response": "You open the copy of the Baker of Shireton, revealing a postcard.", "endoftext": false }, { "action": "You look at the postcard", "response": "It's got a picture of a naked lady on one side, and the scribblings of a lunatic on the other.", "endoftext": false }, { "action": "You read the scribblings", "response": "There's glyphs, but it's not language. It's the nonsensical hieroglyphics of a maniac. Looks like he wrote it with shit. You'd sniff it, but you're reasonably certain it'll end up being shit. Rat shit. Used to be a lot of rats around until the crazy fucker that used to stay in your cell ate them all.", "endoftext": false }, { "action": "You examine the cigarettes", "response": "An unopened pack of smokes. You haven't opened it yet because smoking is bad for you.", "endoftext": false }, { "action": "You open it", "response": "No way. They're more valuable in this condition anyway.", "endoftext": false }, { "action": "You examine the cup", "response": "A tall, clear Permaplastic cup. Moldproof and dishwasher safe. Rounded edges, and too rubbery to work as an improvised weapon.\n\nIn your cup are your toothbrush and your tube of toothpaste.", "endoftext": false }, { "action": "You examine the toothbrush", "response": "It's a moldproof toothbrush. Even though it's long and thing, it can't be made into a shiv because it's made of Permaplastic.", "endoftext": false }, { "action": "You examine the toothpaste", "response": "It's empty, and the cap is missing.", "endoftext": false }, { "action": "You examine the shelf", "response": "On your shelf are your cup (in which are your toothbrush and your tube of toothpaste), a pack of cigarettes and a copy of the Baker of Shireton (in which is a postcard).", "endoftext": false }, { "action": "You look at the bed", "response": "Your bed is, of course, a standard bunk built into the far wall. No blanket, no pillow. Just a slab that's somehow more comfortable than it looks.", "endoftext": false }, { "action": "You examine sink", "response": "The sink is nothing special. Just a faucet and a drain.", "endoftext": false }, { "action": "Examine duct", "response": "(the ventilation duct)\nThanks to clever engineering when they built the prison, the ventilation duct is only three by three inches tall and wide. You're not getting out that way. Might be able to open it for storage though.", "endoftext": false }, { "action": "You open it", "response": "It seems to be locked.", "endoftext": false }, { "action": "You examine the sprinkler", "response": "If the guards catch you messing around with that they'll beat you for hours.", "endoftext": false }, { "action": "You examine the faucet", "response": "The faucet is rustproof, stainless, shiny, voice activated, and broken. The knob is missing.\n\nThe faucet is currently switched off.", "endoftext": false }, { "action": "You examine drain", "response": "It's clogged. It might be connected to the broken faucet.", "endoftext": false }, { "action": "About yourself", "response": "Inmate D402-JDK. At least, that's what that print on your jumpsuit says.", "endoftext": false }, { "action": "You examine the jumpsuit", "response": "It's a snug fitting onesie with rubbery soles, and you can't take it off. It's designed to be uncomfortable to keep inmates from having enough range of movement to put up much of a fight. It can also serve as a stabproof vest, pajamas, and thanks to clever design, functions as a shower and toilet. Sadly it does not have pockets out of security concerns. It also makes it impossible to masturbate. All of this makes inmates wearing them extremely agitated, limiting their ability to pool their talents and cause trouble.", "endoftext": false }, { "action": "You turn the faucet", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You turn on the sink", "response": "It's broken. The thing you twist on top is missing.", "endoftext": false }, { "action": "You take the tube", "response": "Taken.", "endoftext": false }, { "action": "You open the duct", "response": "(the ventilation duct)\nIt seems to be locked.", "endoftext": false }, { "action": "You unlock the duct with the tube", "response": "(the ventilation duct with your tube of toothpaste)\nThat won't work. You need something long and thin yet sturdy for that.", "endoftext": false }, { "action": "You unlock the duct with toothbrush", "response": "(the ventilation duct with your toothbrush)\nYou pry the toothbrush through the grating of the duct panel and manage to unlock the maintenance latch behind the panel. Thanks to your clever reasoning, you can now use the ventilation duct to store some stuff.", "endoftext": false }, { "action": "You open the duct", "response": "(the ventilation duct)\nYou open the ventilation duct, revealing a three of clubs and a napkin.", "endoftext": false }, { "action": "You look at three", "response": "It's the three of clubs.", "endoftext": false }, { "action": "You examine the napkin", "response": "It has the name 'Layla' on it in girly handwriting, with underneath her phone number. Lots of twos, sevens and nines... you think. Some fucker put a cold glass of ice water on it or something, and it's all blurry. You try to read it and you think it's... 227-277-2292. Well, there's only 59'049 possibilities, you could try them all.", "endoftext": false }, { "action": "Close duct", "response": "(the ventilation duct)\nYou close the ventilation duct.", "endoftext": false }, { "action": "You put the toothbrush in the cup", "response": "You put your toothbrush into your cup.", "endoftext": false }, { "action": "You put the tube in the cup", "response": "You put your tube of toothpaste into your cup.", "endoftext": false }, { "action": "You open the Door", "response": "You open Door Delta 402.", "endoftext": false }, { "action": "Go south", "response": "You can see Door Delta 402 and Guard 176 here.", "endoftext": false }, { "action": "You look at the Guard", "response": "Everyone's on edge. They'll probably beat you if you try approaching them. Discretion is the better part of valor plus it's nice to have teeth, so let's not draw any attention to yourself.", "endoftext": false }, { "action": "You look west", "response": "Roof access is to the west.", "endoftext": false }, { "action": "You look east", "response": "Delta Courtyard is to the east.", "endoftext": false }, { "action": "Go west", "response": "If Guard 176 spots you as much as looking in that direction he's likely to beat you.", "endoftext": false }, { "action": "Go east", "response": "You can see Guard 405, Wan Baw McGraw, Jack 'the Masturbator' Hoff and Tommy 'the Strangler' Jones here.", "endoftext": false }, { "action": "You look south", "response": "The Library is to the south.", "endoftext": false }, { "action": "Go south", "response": "You can see a library bag (closed) here.", "endoftext": false }, { "action": "You examine the bag", "response": "It's a messenger bag that one can wear thanks to an adjustable strap. It's used to collect library books that found their way out of the library and return them. It could help you carry things around without raising suspicion.", "endoftext": false }, { "action": "You look west", "response": "Alpha Courtyard is to the west.", "endoftext": false }, { "action": "You look east", "response": "Charlie Courtyard is to the east.", "endoftext": false }, { "action": "You look south", "response": "Bravo Courtyard is to the south.", "endoftext": false }, { "action": "You look in the bag", "response": "You thoroughly inspect the library bag ... of course you start by opening the library bag. The library bag is empty.", "endoftext": false }, { "action": "Wear the bag", "response": "You put on the library bag.", "endoftext": false }, { "action": "You examine the bag", "response": "It's a messenger bag that one can wear thanks to an adjustable strap. It's used to collect library books that found their way out of the library and return them. It could help you carry things around without raising suspicion.", "endoftext": false }, { "action": "Show bag to Wan", "response": "Wan Baw McGraw is unimpressed.", "endoftext": false }, { "action": "Go west", "response": "You can see Door Delta 402 and Guard 176 here.", "endoftext": false }, { "action": "Go north", "response": ">", "endoftext": false }, { "action": "No", "response": "You could take it easy in your cell and continue tomorrow. >\n\nYou decide to stick it out and brave the violent sociopaths out there in the prison.", "endoftext": false }, { "action": "Yes", "response": "You can see Door Delta 402, your shelf (on which are your cup (in which are your tube of toothpaste and your toothbrush), a pack of cigarettes and a copy of the Baker of Shireton (in which is a postcard)), your bed, a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You enter the bed", "response": "You get onto your bed.", "endoftext": false }, { "action": "Sleep", "response": "You get comfy - as comfy as you can - and sleep until morning.\n\nD402 (on your bed)\nYou can see Door Delta 402, your shelf (on which are your cup (in which are your tube of toothpaste and your toothbrush), a pack of cigarettes and a copy of the Baker of Shireton (in which is a postcard)), a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You stand", "response": "You get off your bed.\n\nYou can see Door Delta 402, your shelf (on which are your cup (in which are your tube of toothpaste and your toothbrush), a pack of cigarettes and a copy of the Baker of Shireton (in which is a postcard)), your bed, a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You take all from the duct", "response": "(the ventilation duct)\nthree of clubs: Taken.\nnapkin: Taken.", "endoftext": false }, { "action": "You look at three", "response": "It's the three of clubs.", "endoftext": false }, { "action": "You look at napkin", "response": "It has the name 'Layla' on it in girly handwriting, with underneath her phone number. Lots of twos, sevens and nines... you think. Some fucker put a cold glass of ice water on it or something, and it's all blurry. You try to read it and you think it's... 792-999-9929. Well, there's only 59'049 possibilities, you could try them all.", "endoftext": false }, { "action": "You put the card and napkin in the duct", "response": "(the ventilation duct)\nthree of clubs: Done.\nnapkin: Done.", "endoftext": false }, { "action": "You listen to the duct", "response": "(the ventilation duct)\nYou hear nothing unexpected.", "endoftext": false }, { "action": "Close duct", "response": "(the ventilation duct)\nYou close the ventilation duct.", "endoftext": false }, { "action": "You look in drain", "response": "You thoroughly inspect the drain ... You find nothing of interest.", "endoftext": false }, { "action": "You move the bed", "response": "It is fixed in place.", "endoftext": false }, { "action": "You take the shelf", "response": "That's fixed in place.", "endoftext": false }, { "action": "You open the Door", "response": "That's already open.", "endoftext": false }, { "action": "You put the pack in the bag", "response": "You put the pack of cigarettes into the library bag.\n\nThe buzzer screeches a low drone. Time to get back to the cell. No running and no slacking. Violation of curfue gets you a beating.\n\nYou can see Door Delta 402, your shelf (on which are your cup (in which are your tube of toothpaste and your toothbrush) and a copy of the Baker of Shireton (in which is a postcard)), your bed, a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You open the duct", "response": "(the ventilation duct)\nYou open the ventilation duct, revealing a napkin and a three of clubs.", "endoftext": false }, { "action": "You put napkin and the clubs in the bag", "response": "napkin: (first taking the napkin)\nDone.\nthree of clubs: (first taking the three of clubs)\nDone.", "endoftext": false }, { "action": "Close duct", "response": "(the ventilation duct)\nYou close the ventilation duct.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're empty-handed.", "endoftext": false }, { "action": "You take the bag", "response": "You already have that.", "endoftext": false }, { "action": "About yourself", "response": "Inmate D402-JDK. At least, that's what that print on your jumpsuit says.", "endoftext": false }, { "action": "You remove the bag", "response": "You take off the library bag.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a library bag.", "endoftext": false }, { "action": "You examine the bag", "response": "It's a messenger bag that one can wear thanks to an adjustable strap. It's used to collect library books that found their way out of the library and return them. It could help you carry things around without raising suspicion.\n\nIn the library bag are a three of clubs, a napkin and a pack of cigarettes.", "endoftext": false }, { "action": "You put postcard in the bag", "response": "(first taking the postcard)\nYou put the postcard into the library bag.", "endoftext": false }, { "action": "You put the book in the bag", "response": "the copy of the Baker of Shireton: Done.", "endoftext": false }, { "action": "You open the Door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You get in the bed", "response": "You get onto your bed.", "endoftext": false }, { "action": "Sleep", "response": "You get comfy - as comfy as you can - and sleep until morning.\n\nD402 (on your bed)\nYou can see Door Delta 402, your shelf (on which is your cup (in which are your tube of toothpaste and your toothbrush)), a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You stand", "response": "You get off your bed.\n\nYou can see Door Delta 402, your shelf (on which is your cup (in which are your tube of toothpaste and your toothbrush)), your bed, a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You open the Door", "response": "That's already open.", "endoftext": false }, { "action": "Go south", "response": "You can see Door Delta 402 and Guard 176 here.", "endoftext": false }, { "action": "You show the postcard to Jack", "response": "(first taking the postcard)\nJack 'the Masturbator' Hoff is unimpressed.", "endoftext": false }, { "action": "You show the lady to Jack", "response": "(first taking the naked lady)\nThat seems to be a part of the postcard.", "endoftext": false }, { "action": "You show napkin to Jack", "response": "(first taking the napkin)\nJack 'the Masturbator' Hoff is unimpressed.", "endoftext": false }, { "action": "You show the postcard to the strangler", "response": "Tommy 'the Strangler' Jones is unimpressed.", "endoftext": false }, { "action": "Show clubs to Wan", "response": "(first taking the three of clubs)\nYou're carrying too many things already.", "endoftext": false }, { "action": "Show postcard to Wan", "response": "Wan Baw McGraw is unimpressed.", "endoftext": false }, { "action": "You put the postcard in bag", "response": "You put the postcard into the library bag.", "endoftext": false }, { "action": "You show the cigarettes to Wan", "response": "(first taking the pack of cigarettes)\nWan Baw McGraw is unimpressed.", "endoftext": false }, { "action": "You show the cigarettes to Jack", "response": "Jack 'the Masturbator' Hoff is unimpressed.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a pack of cigarettes, a napkin and a library bag.", "endoftext": false }, { "action": "Napkin in bag", "response": "pack of cigarettes: Done.\nnapkin: Done.", "endoftext": false }, { "action": "Light cigarette", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You eat napkin", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You go to the north", "response": "You can see Guard 405, Wan Baw McGraw, Jack 'the Masturbator' Hoff and Tommy 'the Strangler' Jones here.", "endoftext": false }, { "action": "You give the pack to Wan", "response": "(first taking the pack of cigarettes)\nWan Baw McGraw doesn't seem interested.", "endoftext": false }, { "action": "Yes", "response": "You can see Door Delta 402, your shelf (on which is your cup (in which are your tube of toothpaste and your toothbrush)), your bed, a sink (empty), a ventilation duct (closed) and a fire sprinkler here.", "endoftext": false }, { "action": "You open the duct", "response": "(the ventilation duct)\nYou open the ventilation duct.", "endoftext": false }, { "action": "You enter the duct", "response": "(the ventilation duct)\nThat's not something you can enter.", "endoftext": false }, { "action": "Search duct", "response": "(the ventilation duct)\nYou thoroughly inspect the ventilation duct ... The ventilation duct is empty.", "endoftext": false }, { "action": "You search the bed", "response": "You thoroughly inspect your bed ... There is nothing on your bed.", "endoftext": false }, { "action": "Search sink", "response": "You thoroughly inspect the sink ... The sink is empty.", "endoftext": false }, { "action": "You search the sprinkler", "response": "You thoroughly inspect the fire sprinkler ... You find nothing of interest.", "endoftext": false }, { "action": "Go south", "response": "The door is locked. It won't open until morning, save for an emergency like a fire or something.", "endoftext": false }, { "action": "You enter the bed", "response": "You get onto your bed.", "endoftext": false }, { "action": "Sleep", "response": "You get comfy - as comfy as you can - and sleep until morning.\n\nD402 (on your bed)\nYou can see Door Delta 402, your shelf (on which is your cup (in which are your tube of toothpaste and your toothbrush)), a sink (empty), a ventilation duct (empty) and a fire sprinkler here.", "endoftext": false }, { "action": "You drop the pack", "response": "Dropped.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You take pack", "response": "Taken.", "endoftext": false }, { "action": "Go north", "response": "You can see a pack of cigarettes, Guard 405, Wan Baw McGraw, Jack 'the Masturbator' Hoff and Tommy 'the Strangler' Jones here.", "endoftext": false }, { "action": "You search the jumpsuit", "response": "You thoroughly inspect your jumpsuit ... You'll get in trouble if anything happens to the jumpsuit.", "endoftext": false }, { "action": "You put the card in the Door", "response": "Which do you mean, the postcard or the three of clubs?", "endoftext": false }, { "action": "Three", "response": "(first taking the three of clubs)\nThat can't contain things.", "endoftext": false }, { "action": "You read three", "response": "It's the three of clubs.", "endoftext": false }, { "action": "Turn card", "response": "(the three of clubs)\nNothing obvious happens.", "endoftext": true } ]
g5cfhuoadb9zb3yy
The War On New Year's
Sam Kabo Ashwell
[]
[ "dance", "history", "humor", "male protagonist", "New Year's Speed", "parody", "political", "SpeedIF December 2007" ]
2,007
[ 0, 0, 0, 1, 1 ]
2
1.5
20071204
false
[ { "action": "%", "response": "With the power of history swelling in your blood, you throw open the doors of the Eastern Theatre Ballroom. Soon, the decadent Western calendar will be overthrown, and the only months will be May, October, Ferroconcrete and Tractor.\n\nA hush falls over the dancefloor as you twirl out into open space with jutted chin and clingy pants. The crowd parts, revealing a bilious shrimp in khaki jodphurs, a death's-head medallion and a pervert's moustache.\n\nIt's on.\n\nor, Dance Dance January Revolution by Sam Kabo Ashwell\n\nWell, y'know, it's really hard to say much good about your average Eastern European disco. They're going through a particularly unfortunate phase in the inevitable disintegration of capitalism, so you can almost forgive them. Almost.\n\nYou are confronted by a jumped-up little corporal with a thing for blondes, dogs and small children in lederhosen.", "endoftext": false }, { "action": "You examine the moustache", "response": "Which do you mean, your moustache or Hitler's moustache?", "endoftext": false }, { "action": "Hit hitler", "response": "While violent struggle is an instrinsic and vital element of the global revolution, the current international situation makes the busting of fresh moves more socially relevant.\n\nHitler gets two steps into a quite passable lambada before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 10\nHitler's HP: 10", "endoftext": false }, { "action": "Dance", "response": "What do you want to dance?", "endoftext": false }, { "action": "Lambada", "response": "You kick out a stylin\" lambada. Hitler screams in agony at your degenerate-art stylez!\n\nHitler makes a half-hearted attempt at a polka. Whatever.\n\nYour HP: 10\nHitler's HP: 9", "endoftext": false }, { "action": "You examine the Hitler 's moustache", "response": "You see nothing special about Hitler's moustache.\n\nHitler gets two steps into a quite passable mambo before remembering himself. He quickly pretends that he was just suffering a seizure.\n\nYour HP: 10\nHitler's HP: 9", "endoftext": false }, { "action": "Waltz", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is waltz, even if it will further the international class struggle.\n\nHitler gets two steps into a quite passable alligator before remembering himself. He quickly pretends that he was just demonstrating the natural inferiority of non-Aryan dances.\n\nYour HP: 10\nHitler's HP: 9", "endoftext": false }, { "action": "Tango", "response": "You essay a wild tango. Hitler screams in agony at your degenerate-art stylez!\n\nHitler gets two steps into a quite passable breakdance before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 10\nHitler's HP: 8", "endoftext": false }, { "action": "You get the Hitler 's moustache", "response": "That seems to be a part of Hitler.\n\nHitler gets two steps into a quite passable conga before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 10\nHitler's HP: 8", "endoftext": false }, { "action": "Rumba", "response": "You bust out a phat rumba. Hitler screams in agony at your degenerate-art stylez!\n\nHitler gets two steps into a quite passable time warp before remembering himself. He quickly pretends that he was just demonstrating the natural inferiority of non-Aryan dances.\n\nYour HP: 10\nHitler's HP: 7", "endoftext": false }, { "action": "Breakdance", "response": "You essay a wild breakdance. Hitler screams in agony at your degenerate-art stylez!\n\nHitler pulls out a wicked line-dance. Argh! The Western decadence, it burns!\n\nYour HP: 9\nHitler's HP: 6", "endoftext": false }, { "action": "You look at your moustache", "response": "You see nothing special about your moustache.\n\nHitler gets two steps into a quite passable twist before remembering himself. He quickly pretends that he was just readjusting his testicle.\n\nYour HP: 9\nHitler's HP: 6", "endoftext": false }, { "action": "Twist", "response": "(Hitler)\nThat would be less than courteous.\n\nHitler makes a half-hearted attempt at a sword dance. Whatever.\n\nYour HP: 9\nHitler's HP: 6", "endoftext": false }, { "action": "You remove your moustache", "response": "(first taking your moustache)\nThat seems to be a part of yourself.\n\nHitler makes a half-hearted attempt at a minuet. Whatever.\n\nYour HP: 9\nHitler's HP: 6", "endoftext": false }, { "action": "You pull the Hitler 's moustache", "response": "Nothing obvious happens.\n\nWith a flourish, Hitler breaks into a Cossack dance - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\n\nWith a flourish, Hitler breaks into a hornpipe - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "Minuet", "response": "Not sure what good it'll do, you attempt a lacklustre minuet. The judges give you a total score of four point three, and Hitler sneers.\n\nHitler gets two steps into a quite passable mashed potato before remembering himself. He quickly pretends that he was just warming up.\n\nYour HP: 11\nHitler's HP: 6", "endoftext": false }, { "action": "Hornpipe", "response": "Not sure what good it'll do, you attempt a lacklustre hornpipe. The judges give you a total score of three point zero, and Hitler sneers.\n\nHitler gets two steps into a quite passable rumba before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 11\nHitler's HP: 6", "endoftext": false }, { "action": "Foxtrot", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is foxtrot, even if it will further the international class struggle.\n\nHitler pulls out a wicked waltz. Argh! The Western decadence, it burns!\n\nYour HP: 10\nHitler's HP: 6", "endoftext": false }, { "action": "Cha cha", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is the cha-cha-cha, even if it will further the international class struggle.\n\nHitler gets two steps into a quite passable flamenco before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 10\nHitler's HP: 6", "endoftext": false }, { "action": "Tapdance", "response": "Not sure what good it'll do, you attempt a lacklustre tapdance. The judges give you a total score of three point six, and Hitler sneers.\n\nWith a flourish, Hitler breaks into a headbang - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "Charleston", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is the charleston, even if it will further the international class struggle.\n\nHitler gets two steps into a quite passable bhangra before remembering himself. He quickly pretends that he was just doing stretches.\n\nYour HP: 11\nHitler's HP: 6", "endoftext": false }, { "action": "Boogie", "response": "You throw down a raw swing. Hitler screams in agony at your degenerate-art stylez!\n\nWith a flourish, Hitler breaks into a mazurka - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "Moonwalk", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is the moonwalk, even if it will further the international class struggle.\n\nHitler gets two steps into a quite passable merengue before remembering himself. He quickly pretends that he was just doing stretches.\n\nYour HP: 12\nHitler's HP: 5", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.\n\nHitler gets two steps into a quite passable tango before remembering himself. He quickly pretends that he was just warming up.\n\nYour HP: 12\nHitler's HP: 5", "endoftext": false }, { "action": "Swing", "response": "(Hitler)\nThere's nothing sensible to swing here.\n\nHitler gets two steps into a quite passable boogaloo before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 12\nHitler's HP: 5", "endoftext": false }, { "action": "Mazurka", "response": "Not sure what good it'll do, you attempt a lacklustre mazurka. The judges give you a total score of four point eight, and Hitler sneers.\n\nHitler pulls out a wicked square-dance. Argh! The Western decadence, it burns!\n\nYour HP: 11\nHitler's HP: 5", "endoftext": false }, { "action": "Cossack", "response": "You try to perform a cossack dance, but it just reminds you of those filthy Ukrainian traitors. Hitler tries to guffaw, but it comes out as more of an abrasive twitter.\n\nHitler gets two steps into a quite passable pogo before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 9\nHitler's HP: 5", "endoftext": false }, { "action": "Tap", "response": "You aren't feeling especially drowsy.\n\nHitler makes a half-hearted attempt at a Hokey-Cokey. Whatever.\n\nYour HP: 9\nHitler's HP: 5", "endoftext": false }, { "action": "Mashed potato", "response": "You bust out a phat mashed potato. Hitler screams in agony at your degenerate-art stylez!\n\nHitler makes a half-hearted attempt at a jota. Whatever.\n\nYour HP: 9\nHitler's HP: 4", "endoftext": false }, { "action": "Funky chicken", "response": "You mash up a mean funky chicken. Hitler screams in agony at your degenerate-art stylez!\n\nHitler pulls out a wicked ballet. Argh! The Western decadence, it burns!\n\nYour HP: 8\nHitler's HP: 3", "endoftext": false }, { "action": "Electric slide", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is line-dance, even if it will further the international class struggle.\n\nHitler makes a half-hearted attempt at a gavotte. Whatever.\n\nYour HP: 8\nHitler's HP: 3", "endoftext": false }, { "action": "Salsa", "response": "You kick out a wild salsa. Hitler screams in agony at your degenerate-art stylez!\n\nHitler pulls out a wicked poledance. Argh! The Western decadence, it burns!\n\nYour HP: 7\nHitler's HP: 2", "endoftext": false }, { "action": "Rhumba", "response": "You hesitate. You've already performed a rumba. The judges would surely not look kindly upon recycled moves.\n\nHitler gets two steps into a quite passable salsa before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 7\nHitler's HP: 2", "endoftext": false }, { "action": "Ballet", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is ballet, even if it will further the international class struggle.\n\nHitler pulls out a wicked fandango. Argh! The Western decadence, it burns!\n\nYour HP: 6\nHitler's HP: 2", "endoftext": false }, { "action": "Polka", "response": "Not sure what good it'll do, you attempt a lacklustre polka. The judges give you a total score of five point two, and Hitler sneers.\n\nHitler makes a half-hearted attempt at a morris dance. Whatever.\n\nYour HP: 6\nHitler's HP: 2", "endoftext": false }, { "action": "Merengue", "response": "You throw down a stylin\" merengue. Hitler screams in agony at your degenerate-art stylez!\n\nHitler pulls out a wicked foxtrot. Argh! The Western decadence, it burns!\n\nYour HP: 5\nHitler's HP: 1", "endoftext": false }, { "action": "Fandango", "response": "Well, y'know, it's really hard to say much good about your average Eastern European disco. They're going through a particularly unfortunate phase in the inevitable disintegration of capitalism, so you can almost forgive them. Almost.\n\nYou are confronted by a jumped-up little corporal with a thing for blondes, dogs and small children in lederhosen.\n\nHitler gets two steps into a quite passable krump before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 5\nHitler's HP: 1\n\nYou cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is the fandango, even if it will further the international class struggle.\n\nHitler gets two steps into a quite passable swing before remembering himself. He quickly pretends that he was just demonstrating the natural inferiority of non-Aryan dances.\n\nYour HP: 5\nHitler's HP: 1", "endoftext": false }, { "action": "You look at Hitler", "response": "You see nothing special about Hitler.\n\nHitler pulls out a wicked cha-cha-cha. Argh! The Western decadence, it burns!\n\nYour HP: 4\nHitler's HP: 1", "endoftext": false }, { "action": "Kiss hitler", "response": "Keep your mind on the game.\n\nHitler pulls out a wicked disco move. Argh! The Western decadence, it burns!\n\nYour HP: 3\nHitler's HP: 1", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\n\nHitler gets two steps into a quite passable cakewalk before remembering himself. He quickly pretends that he was just warming up.\n\nYour HP: 3\nHitler's HP: 1", "endoftext": false }, { "action": "Mambo", "response": "You kick out a mean mambo. Hitler screams in agony at your degenerate-art stylez!\n\nHitler makes a half-hearted attempt at a Big Fish Little Fish Cardboard Box. Whatever.\n\nYour HP: 3\nHitler's HP: 0\n\nSweat pours off you as you execute the final step and throw your arms wide. Hitler bows his head in ignominious defeat. The judges make a show of conferring, but the outcome is not in doubt.\n\nBut as your moment of glory is at hand, a swanky, unspeakably bourgeois golf cart - a golf cart, for Engels\" sake - bursts through the crowd, benoodled with limp-wristed banners. Be Nice To The Elderly Sometimes. Progress Democratically And Gradually Towards An Acceptably Consensus-Based Socialism Of Some Sort. Lazily Masticate All Sandwiches. Poofy-haired Oxbridge grads spring from the cab, adorned in half-assed guerilla chic.\n\n\"Schiesse,\" gasps Hitler in a tone of utter despair, \"is das Fabians.\"", "endoftext": false }, { "action": "Tap", "response": "You aren't feeling especially drowsy.\n\nHitler gets two steps into a quite passable funky chicken before remembering himself. He quickly pretends that he was just warming up.\n\nYour HP: 3\nHitler's HP: 1", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.\n\nHitler makes a half-hearted attempt at a paso doble. Whatever.\n\nYour HP: 3\nHitler's HP: 1", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying nothing.\n\nHitler makes a half-hearted attempt at a tapdance. Whatever.\n\nYour HP: 3\nHitler's HP: 1", "endoftext": false }, { "action": "Ballet", "response": "You hesitate. You've already performed a ballet. The judges would surely not look kindly upon recycled moves.\n\nWith a flourish, Hitler breaks into a jig - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nHitler pulls out a wicked charleston. Argh! The Western decadence, it burns!\n\nYour HP: 2\nHitler's HP: 1", "endoftext": false }, { "action": "Limbo", "response": "You essay a mean limbo. Hitler screams in agony at your degenerate-art stylez!\n\nHitler gets two steps into a quite passable limbo before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 2\nHitler's HP: 0\n\nSweat pours off you as you execute the final step and throw your arms wide. Hitler bows his head in ignominious defeat. The judges make a show of conferring, but the outcome is not in doubt.\n\nBut as your moment of glory is at hand, a swanky, unspeakably bourgeois golf cart - a golf cart, for Engels\" sake - bursts through the crowd, benoodled with limp-wristed banners. Be Nice To The Elderly Sometimes. Progress Democratically And Gradually Towards An Acceptably Consensus-Based Socialism Of Some Sort. Lazily Masticate All Sandwiches. Poofy-haired Oxbridge grads spring from the cab, adorned in half-assed guerilla chic.\n\n\"Schiesse,\" gasps Hitler in a tone of utter despair, \"is das Fabians.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nHitler gets two steps into a quite passable skank before remembering himself. He quickly pretends that he was just demonstrating the natural inferiority of non-Aryan dances.\n\nYour HP: 2\nHitler's HP: 1", "endoftext": false }, { "action": "Skank", "response": "You mash up a phat skank. Hitler screams in agony at your degenerate-art stylez!\n\nHitler makes a half-hearted attempt at a Big Fish Little Fish Cardboard Box. Whatever.\n\nYour HP: 2\nHitler's HP: 0\n\nSweat pours off you as you execute the final step and throw your arms wide. Hitler bows his head in ignominious defeat. The judges make a show of conferring, but the outcome is not in doubt.\n\nBut as your moment of glory is at hand, a swanky, unspeakably bourgeois golf cart - a golf cart, for Engels\" sake - bursts through the crowd, benoodled with limp-wristed banners. Be Nice To The Elderly Sometimes. Progress Democratically And Gradually Towards An Acceptably Consensus-Based Socialism Of Some Sort. Lazily Masticate All Sandwiches. Poofy-haired Oxbridge grads spring from the cab, adorned in half-assed guerilla chic.\n\n\"Schiesse,\" gasps Hitler in a tone of utter despair, \"is das Fabians.\"", "endoftext": false }, { "action": "Hustle", "response": "You cannot bring yourself to embrace the right-deviationist, degenerate Western bourgeois abomination that is the hustle, even if it will further the international class struggle.\n\nHitler gets two steps into a quite passable jive before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 1\nHitler's HP: 1", "endoftext": true }, { "action": "Look around", "response": "Well, y'know, it's really hard to say much good about your average Eastern European disco. They're going through a particularly unfortunate phase in the inevitable disintegration of capitalism, so you can almost forgive them. Almost.\n\nYou are confronted by a jumped-up little corporal with a thing for blondes, dogs and small children in lederhosen.\n\nHitler gets two steps into a quite passable limbo before remembering himself. He quickly pretends that he was just demonstrating the natural inferiority of non-Aryan dances.\n\nYour HP: 1\nHitler's HP: 1", "endoftext": false }, { "action": "Cha cha cha", "response": "You hesitate. You've already performed a cha-cha-cha. The judges would surely not look kindly upon recycled moves.\n\nHitler gets two steps into a quite passable moonwalk before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 1\nHitler's HP: 1", "endoftext": false }, { "action": "Rumba", "response": "You can't see any such thing.\n\nYou hesitate. You've already performed a rumba. The judges would surely not look kindly upon recycled moves.\n\nWith a flourish, Hitler breaks into a jig - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "Mosh", "response": "Not sure what good it'll do, you attempt a lacklustre headbang. The judges give you a total score of four point three, and Hitler sneers.\n\nHitler pulls out a wicked jitterbug. Argh! The Western decadence, it burns!\n\nYour HP: 1\nHitler's HP: 1", "endoftext": false }, { "action": "Mamba", "response": "You mash up a fresh mambo. Hitler screams in agony at your degenerate-art stylez!\n\nHitler gets two steps into a quite passable hustle before remembering himself. He quickly pretends that he was just suffering a seizure.\n\nYour HP: 1\nHitler's HP: 0\n\nSweat pours off you as you execute the final step and throw your arms wide. Hitler bows his head in ignominious defeat. The judges make a show of conferring, but the outcome is not in doubt.\n\nBut as your moment of glory is at hand, a swanky, unspeakably bourgeois golf cart - a golf cart, for Engels\" sake - bursts through the crowd, benoodled with limp-wristed banners. Be Nice To The Elderly Sometimes. Progress Democratically And Gradually Towards An Acceptably Consensus-Based Socialism Of Some Sort. Lazily Masticate All Sandwiches. Poofy-haired Oxbridge grads spring from the cab, adorned in half-assed guerilla chic.\n\n\"Schiesse,\" gasps Hitler in a tone of utter despair, \"is das Fabians.\"", "endoftext": false }, { "action": "Cardboard box", "response": "Not sure what good it'll do, you attempt a lacklustre Big Fish Little Fish Cardboard Box. The judges give you a total score of three point six, and Hitler sneers.\n\nHitler gets two steps into a quite passable haka before remembering himself. He quickly pretends that he was just readjusting his testicle.\n\nYour HP: 1\nHitler's HP: 1", "endoftext": false }, { "action": "Haka", "response": "You essay a phat haka. Hitler screams in agony at your degenerate-art stylez!\n\nHitler gets two steps into a quite passable hustle before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 1\nHitler's HP: 0\n\nSweat pours off you as you execute the final step and throw your arms wide. Hitler bows his head in ignominious defeat. The judges make a show of conferring, but the outcome is not in doubt.\n\nBut as your moment of glory is at hand, a swanky, unspeakably bourgeois golf cart - a golf cart, for Engels\" sake - bursts through the crowd, benoodled with limp-wristed banners. Be Nice To The Elderly Sometimes. Progress Democratically And Gradually Towards An Acceptably Consensus-Based Socialism Of Some Sort. Lazily Masticate All Sandwiches. Poofy-haired Oxbridge grads spring from the cab, adorned in half-assed guerilla chic.\n\n\"Schiesse,\" gasps Hitler in a tone of utter despair, \"is das Fabians.\"", "endoftext": false }, { "action": "Bhangra", "response": "Confident of victory, you puff up your chest, throw up your hands and work your manly hips.\n\n\"Ah-HA!\" Hitler cries. \"Got you! Bhangra is derived from folk-songs in Punjabi, which, last I checked, was an Indo-ARYAN language! Judges, I claim my bonus hit point!\"\n\nCaught flat-footed, you stall with an account of Communist social successes in Kerala.\n\n\"What the Hel has that got to do with anything?\" asks Hitler. \"Since when do they speak Punjabi in Kerala? They're all subhuman Elamo-Dravidians.\"\n\nBut it's too late. You occupy a further half-hour with explanations of the fine historical distinctions between the Communist Party of India and the Communist Party of India (Marxist), and the judges fall asleep.\n\nHitler gets two steps into a quite passable hustle before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 0\nHitler's HP: 0\n\nThe judges beam. Hitler smirks. The audience break into spontaneous Nazi salutes, and start pelting you with bratwurst. But retreat is unthinkable. Surely, somehow, you can break out the ultimate proletarian move that will clearly demonstrate class-destiny. If you can just think for a moment -\n\nThe clock strikes twelve.\n\nSweat pours off you as you execute the final step and throw your arms wide. Hitler bows his head in ignominious defeat. The judges make a show of conferring, but the outcome is not in doubt.\n\nBut as your moment of glory is at hand, a swanky, unspeakably bourgeois golf cart - a golf cart, for Engels\" sake - bursts through the crowd, benoodled with limp-wristed banners. Be Nice To The Elderly Sometimes. Progress Democratically And Gradually Towards An Acceptably Consensus-Based Socialism Of Some Sort. Lazily Masticate All Sandwiches. Poofy-haired Oxbridge grads spring from the cab, adorned in half-assed guerilla chic.\n\n\"Schiesse,\" gasps Hitler in a tone of utter despair, \"is das Fabians.\"", "endoftext": false }, { "action": "Hokey pokey", "response": "Not sure what good it'll do, you attempt a lacklustre Hokey-Cokey. The judges give you a total score of four point five, and Hitler sneers.\n\nHitler makes a half-hearted attempt at a Big Fish Little Fish Cardboard Box. Whatever.\n\nYour HP: 1\nHitler's HP: 1", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nHitler gets two steps into a quite passable hustle before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nThe judges, exhausted, arbitrarily declare a forfeit. How unseemly! Your HP: 1\nHitler's HP: 1", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler pulls out a wicked cha-cha-cha. Argh! The Western decadence, it burns!\n\nYour HP: 9\nHitler's HP: 10", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHitler makes a half-hearted attempt at a tapdance. Whatever.\n\nYour HP: 9\nHitler's HP: 10", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nHitler gets two steps into a quite passable boogaloo before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 9\nHitler's HP: 10", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nHitler gets two steps into a quite passable rumba before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 9\nHitler's HP: 10\nTime passes.\n\nHitler pulls out a wicked ballet. Argh! The Western decadence, it burns!\n\nYour HP: 8\nHitler's HP: 10\nTime passes.\n\nHitler makes a half-hearted attempt at a Hokey-Cokey. Whatever.\n\nYour HP: 8\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler gets two steps into a quite passable bellydance before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 8\nHitler's HP: 10\nTime passes.\n\nWith a flourish, Hitler breaks into a Cossack dance - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.\n\nTime passes.\n\nHitler gets two steps into a quite passable twist before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 9\nHitler's HP: 10", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler makes a half-hearted attempt at a jota. Whatever.\n\nYour HP: 8\nHitler's HP: 10", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWith a flourish, Hitler breaks into a jig - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHitler pulls out a wicked square-dance. Argh! The Western decadence, it burns!\n\nYour HP: 7\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler pulls out a wicked charleston. Argh! The Western decadence, it burns!\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler gets two steps into a quite passable skank before remembering himself. He quickly pretends that he was just demonstrating the natural inferiority of non-Aryan dances.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nWith a flourish, Hitler breaks into a hornpipe - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler gets two steps into a quite passable haka before remembering himself. He quickly pretends that he was just warming up.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler makes a half-hearted attempt at a morris dance. Whatever.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler gets two steps into a quite passable flamenco before remembering himself. He quickly pretends that he was just getting a dog turd off his jackboot.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler gets two steps into a quite passable limbo before remembering himself. He quickly pretends that he was just doing stretches.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nHitler gets two steps into a quite passable time warp before remembering himself. He quickly pretends that he was just suffering a seizure.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHitler gets two steps into a quite passable mashed potato before remembering himself. He quickly pretends that he was just suffering a seizure.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler makes a half-hearted attempt at a gavotte. Whatever.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler gets two steps into a quite passable pogo before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nHitler makes a half-hearted attempt at a sword dance. Whatever.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nHitler gets two steps into a quite passable bhangra before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nHitler makes a half-hearted attempt at a paso doble. Whatever.\n\nYour HP: 6\nHitler's HP: 10", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHitler pulls out a wicked jitterbug. Argh! The Western decadence, it burns!\n\nYour HP: 5\nHitler's HP: 10\nTime passes.\n\nHitler gets two steps into a quite passable breakdance before remembering himself. He quickly pretends that he was just readjusting his testicle.\n\nYour HP: 5\nHitler's HP: 10\nTime passes.\n\nHitler gets two steps into a quite passable hustle before remembering himself. He quickly pretends that he was just expressing the heroic, irrational spontanaeity that is the Ubermensch perogative.\n\nYour HP: 5\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nWith a flourish, Hitler breaks into a headbang - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.\n\nTime passes.\n\nHitler pulls out a wicked foxtrot. Argh! The Western decadence, it burns!\n\nYour HP: 5\nHitler's HP: 10\nTime passes.\n\nWith a flourish, Hitler breaks into a jig - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\n\nWith a flourish, Hitler breaks into a headbang - but he has failed to anticipate the rich, authentic proletarian traditions associated with the form! Your pinko heart swells with pride - and hit points.", "endoftext": false }, { "action": "Cossack", "response": "You try to perform a cossack dance, but it just reminds you of those filthy Ukrainian traitors. Hitler tries to guffaw, but it comes out as more of an abrasive twitter.\n\nHitler gets two steps into a quite passable salsa before remembering himself. He quickly pretends that he was just suffering a seizure.\n\nYour HP: 4\nHitler's HP: 10", "endoftext": false }, { "action": "Cossack", "response": "You try to perform a cossack dance, but it just reminds you of those filthy Ukrainian traitors. Hitler tries to guffaw, but it comes out as more of an abrasive twitter.\n\nHitler gets two steps into a quite passable cakewalk before remembering himself. He quickly pretends that he was just invading Poland.\n\nYour HP: 3\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler pulls out a wicked disco move. Argh! The Western decadence, it burns!\n\nYour HP: 2\nHitler's HP: 10\nTime passes.\n\nHitler pulls out a wicked waltz. Argh! The Western decadence, it burns!\n\nYour HP: 1\nHitler's HP: 10\nTime passes.\n\nHitler makes a half-hearted attempt at a minuet. Whatever.\n\nYour HP: 1\nHitler's HP: 10", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHitler pulls out a wicked line-dance. Argh! The Western decadence, it burns!\n\nYour HP: 0\nHitler's HP: 10\n\nThe judges beam. Hitler smirks. The audience break into spontaneous Nazi salutes, and start pelting you with bratwurst. But retreat is unthinkable. Surely, somehow, you can break out the ultimate proletarian move that will clearly demonstrate class-destiny. If you can just think for a moment -\n\nThe clock strikes twelve.", "endoftext": true } ]
v5t42htq1g9n5fxi
A Wizard Goes Shopping
Kevin Jackson-Mead
[]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 1, 1 ]
2
1.5
20100401
false
You play as a wizard, doing some food-shopping for your partner. You need a lobster, a mango, and a box of fettuccine. You doesn't expect to need any magic, but you have your spell book just in case.
[ { "action": "%", "response": "Your partner is going to prepare dinner tonight. In exchange, you agreed to go on a shopping trip. You don't expect to need to cast any spells while you shop, but you've brought your trusty spell book just in case.\n\nThis is the entrance of Minuteman Foods. A vast array of aisles spread out in either direction.", "endoftext": false }, { "action": "About yourself", "response": "You're a harried wizard, trying to get the ingredients for dinner.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na spell book\na shopping list", "endoftext": false }, { "action": "You look at the list", "response": "This is your shopping list for dinner. You're a little afraid of what the lobster-mango fettuccine will taste like, but you're more afraid of not bringing back the ingredients:\na lobster\na mango\na box of fettuccine", "endoftext": false }, { "action": "You examine the aisles", "response": "The aisles are labeled \"Seafood,\" \"Produce,\" \"Pasta,\" and \"Clothing.\"", "endoftext": false }, { "action": "You look at the book", "response": "Your grimoire. You can check what SPELLS you know.", "endoftext": false }, { "action": "Spells", "response": "You are the master of the following spells:\nnewton: The newton spell toggles gravity.\ndye: The dye spell changes the color of things.\npasto: The pesto spell pulls a noodle out of a haystack.", "endoftext": false }, { "action": "You enter the seafood", "response": "You wander over to the seafood aisle. Your feet clank on the floor as you do.\n\nThis is the seafood aisle. You can get all sorts of seafood here. There's a lobster tank at the end of the aisle, but there's a huge line.", "endoftext": false }, { "action": "You look at the floor", "response": "This is a particularly odd supermarket floor. It is made of metal. You can't think of how this could be useful.", "endoftext": false }, { "action": "Newton", "response": "\"NEWTON,\" you shout.\nEverything in the seafod aisle falls to the ceiling. Including you. You sheepishly say \"newton\" again, and you all fall back to the floor.", "endoftext": true }, { "action": "You look around", "response": "This is the seafood aisle. You can get all sorts of seafood here. There's a lobster tank at the end of the aisle, but there's a huge line.", "endoftext": false }, { "action": "Go outside", "response": "This is the entrance of Minuteman Foods. A vast array of aisles spread out in either direction.", "endoftext": false }, { "action": "You examine the aisles", "response": "The aisles are labeled \"Seafood,\" \"Produce,\" \"Pasta,\" and \"Clothing.\"", "endoftext": false }, { "action": "You enter the produce", "response": "You wander over to the produce aisle. Your feet clank on the floor as you do.\n\nThis is the produce aisle. All sorts of produce is here. Even mangoes.\n\nYou can see a juggler and a red apple here.", "endoftext": false }, { "action": "You examine the juggler", "response": "The juggler is expertly juggling three mangoes. Unfortunately, they are the last three mangoes.", "endoftext": false }, { "action": "You take the apple", "response": "Taken.", "endoftext": false }, { "action": "You throw the apple at the juggler", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "Newton", "response": "You're in the wrong place to do that.", "endoftext": false }, { "action": "You give the apple to the juggler", "response": "You give the red apple to the juggler.\n\nThe juggler notices you trying to slip hime something of the wrong color. He lets the red apple fall to the ground.", "endoftext": false }, { "action": "Dye", "response": "\"DYE,\" you shout and hope that you're not misunderstood. The red apple becomes mango-colored.", "endoftext": false }, { "action": "You give the apple to the juggler", "response": "(first taking the mango-colored apple)\nYou give the mango-colored apple to the juggler.\n\nHe doesn't seem to notice you doing it, but he does seem to notice that he's now juggling four object instead of three. He drops one of them.", "endoftext": false }, { "action": "You take the mango", "response": "Taken.", "endoftext": false }, { "action": "You enter the pasta", "response": "You wander over to the pasta aisle. Your feet clank on the floor as you do.\n\nThis is the pasta aisle. Many types of pasta. Even fettuccine.\n\nYou can see a pile of pasta here.", "endoftext": false }, { "action": "You look at the book", "response": "Your grimoire. You can check what SPELLS you know.", "endoftext": false }, { "action": "Pasto", "response": "\"PASTO,\" you shout. The pile of pasta boxes flies away, and only a single box is left.", "endoftext": true }, { "action": "You look around", "response": "This is the pasta aisle. Many types of pasta. Even fettuccine.\n\nYou can see a fettuccine here.", "endoftext": false }, { "action": "You take the fettuccine", "response": "Taken.", "endoftext": false }, { "action": "Go outside", "response": "This is the entrance of Minuteman Foods. A vast array of aisles spread out in either direction.", "endoftext": false }, { "action": "You enter the clothing", "response": "You wander over to the clothing aisle. Your feet clank on the floor as you do.\n\nThis is the clothing aisle. Many articles of clothing. Even magnetic boots.\n\nYou can see a pair of magnetic boots here.", "endoftext": false }, { "action": "You wear the boots", "response": "You put on the pair of magnetic boots.", "endoftext": false }, { "action": "You examine the boots", "response": "The boots will stick to metal.", "endoftext": false }, { "action": "Newton", "response": "\"NEWTON,\" you shout.\nEverything in the seafod aisle falls to the ceiling. Your magnetic boots keep you firmly fixed to the metal floor. You walk over to the lobster tank, which is bolted to the floor and has a cover, and carefully extract a lobster. You're feeling nice, so you say \"NEWTON\" again, and everyone falls back to the floor.\n\nAll the ingredients in hand, you make it through the checkout line without having to resort to magic any further.", "endoftext": true } ]
ud0ihoxc3jfstt50
Yours is the Earth and everything that's in it
Justin de Vesine
[]
[ "Thanksgiving Speed-IF", "walkthrough" ]
2,011
[ 0, 0, 0, 1, 1 ]
2
1.5
20111102
false
In this tiny minimalistic work that satisfies the premise of the speed-if in which it was entered, you play as someone in a walled quadrangle surrounded by all items in the premise. An exit leads east.
[ { "action": "%", "response": "Cracked stone pathways meander around an unwalled maze of overgrown gardens. A crumbling wall encloses the quad, with an archway leading out to the east.\n\nYou can see a top hat, a dragonfly*, a small crystal ball, two optical prisms, a water pistol, a magnifying glass, a bowtie, a jar of silica, a polished piece of labradorite, a bow and arrow, an archer's arm guard, and a bismuth crystal here.\n\n* missing", "endoftext": false }, { "action": "You examine the dragonfly", "response": "You ordered a dragonfly, and this would be it, were it not missing. Instead, it's an empty box.", "endoftext": false }, { "action": "You examine the hat", "response": "Jaunty.", "endoftext": false }, { "action": "You wear the hat", "response": "(first taking the top hat)\nYou put on the top hat.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na top hat (being worn)", "endoftext": false }, { "action": "You examine the bowtie", "response": "A fantastic polka-dot bowtie.", "endoftext": false }, { "action": "You wear the bowtie", "response": "(first taking the bowtie)\nYou put on the bowtie.\n\nYou are jaunty and stylish.", "endoftext": true }, { "action": "You look around", "response": "(The empty box that doesn't contain a dragonfly)\nTaken.\n\nYou are jaunty and stylish.\n\n>Walled quadrangle\nCracked stone pathways meander around an unwalled maze of overgrown gardens. A crumbling wall encloses the quad, with an archway leading out to the east.\n\nYou can see a small crystal ball, two optical prisms, a water pistol, a magnifying glass, a jar of silica, a polished piece of labradorite, a bow and arrow, an archer's arm guard, and a bismuth crystal here.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You look in the ball", "response": "You find nothing of interest.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You examine the crystal ball", "response": "Escher might have contemplated one of these.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You wear guard", "response": "(first taking the archer's arm guard)\nYou can't wear that.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "Drink silica", "response": "You can't consume the jar of silica, or that's not the way to do so.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You examine the crystal", "response": "Which do you mean, the 1) small crystal ball or the 2) bismuth crystal?", "endoftext": false }, { "action": "1", "response": "(the small crystal ball)\nEscher might have contemplated one of these.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You examine the bismuth crystal", "response": "A heavy lump of strangely lustrous crystal. Its stairstep pattern makes the iridescent colors even more striking.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You look at the labradorite", "response": "Labradorite ((Ca,Na)(Al,Si)4O8), a feldspar mineral, is an intermediate to calcic member of the plagioclase series. It is usually defined as having \"%An\" (anorthite) between 50 and 70. The specific gravity ranges from 2.68 to 2.72. The streak is white, like most silicates. The refractive index ranges from 1.559 to 1.573. Twinning is common. As with all plagioclase members the crystal system is triclinic and three directions of cleavage are present two of which form nearly right angle prisms. It occurs as clear, white to gray, blocky to lath shaped grains in common mafic igneous rocks such as basalt and gabbro, as well as in anorthosites.\n\nWell, at least that's what Wikipedia says. This particular piece is nearly clear.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "Rub labradorite", "response": "Rubbing the polished piece of labradorite would have no effect in these circumstances.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You go east", "response": "Stone walls and wood floor, dusty from long disuse. The ancient dust is pristine and untouched. An overgrown garden is visible through an archway to the west, and a hallway leads north.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You examine the dust", "response": "Decades or perhaps centuries of dust.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "Go west", "response": "Cracked stone pathways meander around an unwalled maze of overgrown gardens. A crumbling wall encloses the quad, with an archway leading out to the east.\n\nYou can see a small crystal ball, two optical prisms, a water pistol, a magnifying glass, a jar of silica, a polished piece of labradorite, a bow and arrow, and a bismuth crystal here.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You get all", "response": "small crystal ball: Taken.\nsmall optical prism: Taken.\nlarge optical prism: Taken.\nwater pistol: Taken.\nmagnifying glass: Taken.\njar of silica: Taken.\npolished piece of labradorite: Taken.\nbow and arrow: Taken.\nbismuth crystal: Taken.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You go to the east", "response": "Stone walls and wood floor, dusty from long disuse. Footprints have been left in the ancient dust. An overgrown garden is visible through an archway to the west, and a hallway leads north.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "Go north", "response": "Well. Yeah. The asterisk and the title, that's all there really are here. (And a little bit of work on the dragonfly*, of course.)\nIf you want to go be amused by the asterisk some more, go south; to \"win\", go north.\n\nYou are jaunty and stylish.\n\n* missing", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bismuth crystal\na bow and arrow\na polished piece of labradorite\na jar of silica\na magnifying glass\na water pistol\ntwo optical prisms\na small crystal ball\nan archer's arm guard\na dragonfly*\na bowtie (being worn)\na top hat (being worn)\n\nYou are jaunty and stylish.\n\n* missing", "endoftext": false }, { "action": "You examine the prism", "response": "Which do you mean, the 1) large optical prism or the 2) small optical prism?", "endoftext": false }, { "action": "1", "response": "(the large optical prism)\nA great prism of little clarity.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You look at the small prism", "response": "A little prism of great clarity.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You look at the pistol", "response": "Bone dry.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You look at jar", "response": "The label says \"do not eat\".\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You eat the silica", "response": "Ew. Dessicated stomach doesn't sound fun.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You put the silica in the pistol", "response": "That can't contain things.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You examine the crystal", "response": "Which do you mean, the 1) bismuth crystal or the 2) small crystal ball?", "endoftext": false }, { "action": "1", "response": "(the bismuth crystal)\nA heavy lump of strangely lustrous crystal. Its stairstep pattern makes the iridescent colors even more striking.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You go north", "response": "You are jaunty and stylish.", "endoftext": true }, { "action": "You buy the box", "response": "You tried to. You really did. But this empty box showed up.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "1", "response": "(the bismuth crystal in a dragonfly*)\nYou put the bismuth crystal into a box (which does not contain a dragonfly).\n\nYou are jaunty and stylish.\n\n* missing", "endoftext": false }, { "action": "You buy the box", "response": "You tried to. You really did. But an empty box showed up, and putting other things in it just isn't the same.\n\nYou are jaunty and stylish.", "endoftext": false }, { "action": "You look at the glass", "response": "What is the highest level of education Sherlock Holmes reached? Elementary, my dear Watson!\n\nYou are jaunty and stylish.", "endoftext": true } ]
bns5rmwepnwlxrl7
Hypnotist of Ladies
David Cornelson
[ "Apollo 18 Tribute Album" ]
[ "based on songs", "They Might Be Giants", "walkthrough" ]
2,012
[ 0, 0, 1, 2, 5 ]
8
1.5
20120501
false
In this small one-note game, you play as the Hypnotist of Ladies. Your plan is to hypnotize all the ladies.
[ { "action": "%", "response": "Outside the bar where you hang out. It's a busy north-south street with a lot of people that you don't care about. Your second favorite place is the taco stand to the east, across the street. Right now you have only one thought. \"The ladies.\"", "endoftext": false }, { "action": "Go east", "response": "You're in the middle of the road. Without even looking, the \"lady\" drivers all slow down and wait expectantly for your next move. The non-lady drivers throw up their hands in confusion.", "endoftext": false }, { "action": "You go to the east", "response": "In front of the taco stand where you hang out. You know the menu by heart. There are ladies here.", "endoftext": false }, { "action": "Kiss ladies", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You talk to the ladies", "response": "The ladies beam in heartfelt appreciation and eagerly await your next move....which is to hypnotise them.", "endoftext": false }, { "action": "You take the ladies", "response": "That's hardly portable.", "endoftext": false }, { "action": "You go west", "response": "The Ladies has better things to do.", "endoftext": false }, { "action": "You buy the taco", "response": "Nothing is on sale.", "endoftext": true }, { "action": "Look around", "response": "In front of the taco stand where you hang out. You know the menu by heart. There are ladies here.", "endoftext": false }, { "action": "Go west", "response": "Outside the bar where you hang out. It's a busy north-south street with a lot of people that you don't care about. Your second favorite place is the taco stand to the east, across the street.", "endoftext": false }, { "action": "Go west", "response": "This is the front bar of your favorite watering hole. There's a disco to the right, a pool hall to the left, and a banquet room with tables in the back where people hang out. There are ladies here.", "endoftext": false }, { "action": "You look at Ladies", "response": "The ladies await your next move.", "endoftext": false }, { "action": "You talk to Ladies", "response": "The ladies beam in heartfelt appreciation and eagerly await your next move....which is to hypnotise them.", "endoftext": false }, { "action": "Go north", "response": "The disco has a scattering of groups of people dressed like reality stars. There are ladies here. The banquet room can be seen to the west.", "endoftext": false }, { "action": "You look at Ladies", "response": "The ladies see you and touch their hair.", "endoftext": false }, { "action": "Go south", "response": "A stronger impulse makes you think of your bar....and the ladies.", "endoftext": false }, { "action": "Go west", "response": "This is the front bar of your favorite watering hole. There's a disco to the right, a pool hall to the left, and a banquet room with tables in the back where people hang out. There are ladies here.", "endoftext": false }, { "action": "You go south", "response": "The pool hall is filled with men. There are no ladies here. An open entrance to the banquet room is to the west.", "endoftext": false }, { "action": "You examine the men", "response": "The men glare at you and your hypnotist ways. You smile non-threateningly, but with secret disdain for their inability to hypnotise the ladies.", "endoftext": false }, { "action": "You go to the west", "response": "The banquet room is a large room for paid gatherings. Tonight it's just a hang out. There are ladies here.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "Go north", "response": "The disco has a scattering of groups of people dressed like reality stars. There are ladies here. The banquet room can be seen to the west.", "endoftext": false }, { "action": "Wave", "response": "You wave, feeling foolish.", "endoftext": false }, { "action": "If you don'T reply to this the sentence you have clearly been hypnotized", "response": "LADIES, IF YOU DON'T REPLY TO THIS SENTENCE YOU HAVE CLEARLY BEEN HYPNOTIZED\n\nThere is no reply.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have so far scored 1 out of a possible 5, in 35 turns, earning you the rank of Never needed a pocket watch, Hypnotist of Ladies.\n\nYou are carrying nothing.", "endoftext": false }, { "action": "You look at Ladies", "response": "The ladies are sleepy.", "endoftext": false }, { "action": "You look at Ladies", "response": "The ladies await your next move.", "endoftext": false }, { "action": "You examine ladies", "response": "The ladies edge closer to you.", "endoftext": false }, { "action": "You look at Ladies", "response": "The ladies see you and touch their hair.", "endoftext": false }, { "action": "You look at Ladies", "response": "The ladies see you and touch their hair.", "endoftext": false }, { "action": "You examine ladies", "response": "The ladies edge closer to you.", "endoftext": true } ]
2njx8jit2j13ash
A Wind Blown From Paradise
N.C. Hunter Hayden
[ "Surreal" ]
[ "alternative endings", "beach", "IF Competition 2013", "IFComp Game", "multiple endings", "psychological", "subway", "surreal", "train", "transit", "wind" ]
2,013
[ 0, 0, 0, 6, 7 ]
13
1.461538
20170903
false
If we live in the past, we aren't living in the present, and may as well be ghosts.
[ { "action": "%", "response": "A wind flees from the tunnel, pursued by the cacophonous clacking of train cars. Like an old and jerky moving film, the quick flash of passing lights reveal by frame the drab coats, grey scarves, hats, overcoats and pea coats that are the medium through which you move, until the world again withdraws back into the dusty light of lamps hung below the arched ceiling as the train passes back into the tunnel, followed by the same wind it pushes before it,wind chasing wind and lit riding-cars between.\n\nType \"help\" if this is your first time with A Wind Blown from Paradise.\n\nA Brief and Breezy Fiction by N.C. Hunter Hayden\n\nBuried here beneath the arched stone ceiling a multitude of travelers in drab, grey coats flow past and around as much as the wind blown by and chasing the trains in endless pursuit through the tunnels. A poster, by an unused bench, presents memories of the paradise you once knew.", "endoftext": false }, { "action": "About you", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Examine poster", "response": "The poster on the wall displays a couple enjoying a day at the beach. The image fills your sight with loose and grainy sand and brilliant sun, and bodies dressed for warmth, and the ocean open to the horizon and blue heaven - this you remember, a moment from your past, a moment long past and long sought. To dwell in this moment, presented here in this image, is a desire calling to you as you look upon the picture, hardly able to turn away.", "endoftext": false }, { "action": "You examine the bench", "response": "A bench for the weary or waiting.", "endoftext": false }, { "action": "You examine the people", "response": "Drab coats, grey scarves, hats and overcoats with high-flung collars.\n\nThe train rides in on the winds of the tunnel.", "endoftext": false }, { "action": "You look at the train", "response": "A train car, waiting for passengers.", "endoftext": false }, { "action": "You enter the train", "response": "You get on the train and the train immediately departs.\n\nThe train speeds through the tunnel, a car of passengers through the darkness seen past the window, out in which your reflection follows alongside. Above the doors are posted the train's path, along with an advertisement.", "endoftext": false }, { "action": "You examine reflection", "response": "Beyond the car, outside the glass of the doors, a shadow world stands in reflection, having the same seats and handles and passengers but none of the light, none of the noise; grey and silent it follows beside, married the this small world at the pane of the door. And beyond that world, seen through the far shadow door, is a dimmer world still, less distinct, less defined.", "endoftext": false }, { "action": "You examine the ad", "response": "The ad above the door portrays a woman relaxing on the beach. The image fills your sight with loose and grainy sand and brilliant sun, and bodies dressed for warmth, and the ocean open to the horizon and blue heaven - this you remember, a moment from your past, a moment long past and long sought. To dwell in this moment, presented here in this image, is a desire calling to you as you look upon the picture, hardly able to turn away.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nYour train arrives at a platform, and you disembark.\n\nBuried here beneath the arched stone ceiling a multitude of travelers in drab, grey coats flow past and around as much as the wind blown by and chasing the trains in endless pursuit through the tunnels. Momentarily, through flashing holes in the crowd, you see a vending machine.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You examine machine", "response": "A cigarette vending machine.", "endoftext": false }, { "action": "You hit the machine", "response": "Why?", "endoftext": true }, { "action": "Look around", "response": "Buried here beneath the arched stone ceiling a multitude of travelers in drab, grey coats flow past and around as much as the wind blown by and chasing the trains in endless pursuit through the tunnels. Momentarily, through flashing holes in the crowd, you see a vending machine.", "endoftext": false }, { "action": "You go south", "response": "You are underground. Compass directions have no meaning. Say you want to board the train or get off the train or enter the waiting room or whatever.", "endoftext": false }, { "action": "Search machine", "response": "You find nothing of interest.\n\nThe train rides off on the winds of the tunnel.", "endoftext": false }, { "action": "You look at the self", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You examine tracks", "response": "From the tunnel and to it straight returning run the tracks for the train.\n\nThe train rides in on the winds of the tunnel.", "endoftext": false }, { "action": "You enter the train", "response": "You get on the train and the train immediately departs.\n\nThe train speeds through the tunnel, a car of passengers through the darkness seen past the window, out in which your reflection follows alongside. Above the doors are posted the train's path, along with an advertisement.", "endoftext": false }, { "action": "You look at the window", "response": "Beyond the car, outside the glass of the doors, a shadow world stands in reflection, having the same seats and handles and passengers but none of the light, none of the noise; grey and silent it follows beside, married the this small world at the pane of the door. And beyond that world, seen through the far shadow door, is a dimmer world still, less distinct, less defined.", "endoftext": false }, { "action": "You look", "response": "The train speeds through the tunnel, a car of passengers through the darkness seen past the window, out in which your reflection follows alongside. Above the doors are posted the train's path, along with an advertisement.", "endoftext": false }, { "action": "Go outside", "response": "But you aren't in anything at the moment.\n\nYour train arrives at a platform, and you disembark.\n\nBuried here beneath the arched stone ceiling a multitude of travelers in drab, grey coats flow past and around as much as the wind blown by and chasing the trains in endless pursuit through the tunnels. Dangling by the cord, a payphone blends into background scenery.", "endoftext": false }, { "action": "Y.", "response": "cheapglulxe quit with exit status: 0", "endoftext": true } ]
48s8vygr16h5tnl8
A Walk In The Park
Extra Mayonnaise
[]
[ "IFComp 2017", "IFComp Game", "punk" ]
2,017
[ 0, 0, 0, 4, 5 ]
9
1.444444
20171002
false
You're a punk in the park and you've no place to go. Meet some interesting people. Enjoy a bird's company. Don't get lost. And avoid authority.
[ { "action": "%", "response": "In the planning stages no one said, \"How about testing the responsiveness of the city's police force by holding the Local Hardcore Band Rave-Kill Jamboree here at the house we've been lucky enough to squat for so long.\"\n\nNo, the preliminary excitement contained phrases more to do with setting a reasonable charge for admission, with drawing new female regulars to the already prolific girl-haunt, and with forecasting what simple shit-faced joy it was going to bring when everyone was swept up in the event. It was to be your first taste of what living away from home was all about. Seventeen years immersed in study of how not to resemble your parents is more than plenty, and you're not about to reenroll. Not even now.\n\nAching in your head is last night's memory of cherries swirling through the neighborhood as blue and red silhouettes scattered staggering into the burbs like so many intoxicated ants deaf to the blaring megaphones. Fresh is the memory because it happened only several wakeful hours ago. For the time being you loiter on a city bus, catching glimpses of sleep and letting the constant movement dull the dawning questions of destination, finance and future.\nA Walk in the Park\nfresh air / green hair\nFrom MSI\n\nIn Transit (on the plastic seat)\nDecay glides by your starboard window. The interior of the bus is typical of the few other units mournfully roaming the streets of the city on any given day: a middle-aged driver squats in the front, advertisements for impotence drugs and rhinoplasty and soft drinks line the ceiling, and a number of kids sporting team logos slouch in plastic flesh-tone seats.\n\nYour material burden includes your studded sweatshirt (being worn), inside which are three quarters, two dimes, a nickel and a letter from Dad.", "endoftext": false }, { "action": "You read the letter", "response": "It'd be easier to read if you were holding it in your hand.\n\nPads and drums squeal to compensate for another driver's apparent need for a brake-check. \"Come on now!\" grunts the driver.", "endoftext": false }, { "action": "You take the letter", "response": "Swiped.\n\nOne of the kids mumbles something to his friend, after which they both smirk in your direction.", "endoftext": false }, { "action": "You read the letter", "response": "Since you left, your little brother has been acting as the messenger of the god your father feels he is. His \"care packages\" seem always to come in the form of unmarked envelopes containing neatly folded typing paper of infinite felt-tipped insight into the teenaged human condition.\n\n\"Dear Son,\" The usual.\n\"I know it has been several weeks... ...Mom is okay...\"\n\"...the finer things in life...\" Blah, blah- Hey, look at that! The word \"responsibility\" and its root in the same sentence.\n\nLoosening parts of the bus's frame rattle violently as you bounce over a gauntlet of potholes.", "endoftext": false }, { "action": "You put the letter in the shirt", "response": "You put the letter from Dad into the studded sweatshirt.\n\nThe bus lurches around a street corner.", "endoftext": false }, { "action": "You examine the kids", "response": "They are huddled twice over. Once in their group and again in their bulky poly-fill jackets. Occasionally one will murmur something to the mild agreement of some of the others, but for the most part they let the steady stream of metropolitan stimuli slide off their NFL licensed backs.\n\nPads and drums squeal to compensate for another driver's apparent need for a brake-check. \"Come on now!\" grunts the driver.", "endoftext": false }, { "action": "You look at the driver", "response": "The bus driver strikes you in no elegant way. This is made even truer by the sagging location of his trousers and what lies above.\n\n...\nThere is a screech, muffled thump and horrible whinnying when the beast of burden of the 19th century is sent sprawling on impact with the beast of burden of the 20th century on 77th and Bridgemont. \"Goddammit!\" rages the driver. He storms out of the bus, on to the street gesturing like a referee with tourrets.\n\nAfter some sociological reaction time, the jacketed posse wander to the front of the bus and exit as well.", "endoftext": false }, { "action": "You look outside", "response": "What do you want to look outside?", "endoftext": false }, { "action": "Bus", "response": "It would be easier to scope out your location if you were outside the bus.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the plastic seat.", "endoftext": false }, { "action": "You examine horse", "response": "The horse has borne its final burden. It lies partially under the bus in what must be considered a humiliating pose universally in the animal kingdom. You feel some sympathy for the fallen beast, its ancestry ripped from wide open pastures, trickling streams and everything else you imagine real nature to consist of; and brought here expected to adapt to things like stoplights and bus drivers. You're keeping some hope it could still be alive.\n\n...", "endoftext": false }, { "action": "You examine the carriage driver", "response": "He's seems to be taking it awfully well; politely defending his position in a deluge of loud, close range saliva bullets. He gives saddened glances at the front of the bus when the bus driver is \"Uh, uh, and'ing,\" to formulate another string of vulgar abuse.\n\nA squad car pulls up, a Blue Boy exits and begins \"What's the troubl'ing?\" everyone like he was born to do it. A moderated argument ensues heatedly over whether a horse pulling a buggy turning right on red has the right of way over a driver in a bus with a duty to uphold to the city and which of the two was in fact born with both hemispheres.\n\n...", "endoftext": false }, { "action": "You look at blue Boy", "response": "Your fascination with the accident subsides and the situation is filed in your memory banks with countless other bizarre and enthralling images this city has presented you in your short life. Noticing your surroundings now, you realize you're not lost, but may as well be shipwrecked for availability of transportation. The city's budgeters cut out most of the bus lines to fund the monorail project and the taxi system hasn't yet caught up. Not that you have the scratch to call a cab anyway.", "endoftext": false }, { "action": "You examine the couple", "response": "Two nervous LL Bean clad platinum cardholders. Unfortunate tourists probably wishing they'd checked out the monorail instead. The male specimen is doing his best to comfort his rattled mate between reluctant glances at the dead animal sprawling from under the front of the bus.", "endoftext": false }, { "action": "You look at the bus driver", "response": "The bus driver strikes you in no elegant way. This is made even truer by the sagging location of his trousers and what lies above.", "endoftext": false }, { "action": "You look at the kids", "response": "The kids aren't to be found. They must have scattered to find alternate transportation or other such loitering ground.", "endoftext": true }, { "action": "Look around", "response": "You're not lost, but this is unfamiliar concrete and steel. It's not all such substance, however. The northeast offers an asphalt walk through perpendicular rows of shrubbery. Trees shade the walkway beyond the uni-shrubs. Sidewalk rolls out from the street corner to the north and east.\n\nPerhaps most notable are a police officer and two men filling out forms in front of a young couple, bus-struck horse and overturned carriage.", "endoftext": false }, { "action": "You go to the northeast", "response": "You stroll through the foliage of circumstance...\n\nW. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. A thin dirt path forks off to the north.\n\nPosted here is a freshly custom manufactured sign.", "endoftext": false }, { "action": "You look at the sign", "response": "\"NO CAMPING\nUnder Penalty Of\n$600.00 Mandatory Fine\nAnd\n1 Month Imprisionment\nPark Is Patrolled\"\n\nScratch on that vague consideration. \"Camping,\" as if the city's homeless population have cameras to snap photos of common birds and ingredients to make marshmallow sandwiches in their steel drum fire pits.", "endoftext": false }, { "action": "Go north", "response": "If you were sweltering in the oven of summer smog convection, the brown padlocked shed here might offer relief in the form of reddish slush or- if luck had it -pistachio ice cream. Wintering adolescent maples sway over a thin dirt path heading south.\n\nSome consolation for the shed's seasonal schedule, a soda pop machine glows and hums expectantly.", "endoftext": false }, { "action": "You examine the machine", "response": "It's an automated franchise of OK Cola corp. equipped to quench the thirsts of a slackening populous.\n\"d choice of d generation,\" it proclaims.\nGlacing at the buttons, it seems they've excluded only Kahlua Mudslide on an unescaped illegality. The external hardware includes a digital display, a coin slit, a coin return lever, four fist-sized rectangular buttons and a soda pop catch at the bottom. Seventy-five cents is the asking for the majority of selections.\nThe digital display scrolls: nICE COLd OH COLA.", "endoftext": false }, { "action": "Examine button", "response": "Which do you mean, the OK Normal Cola button, the OK Diet Cola button, the DrThrashed button or the Twang button?", "endoftext": false }, { "action": "Twang", "response": "Shoved under the clear plastic button for the orange drink is a scrap of paper informing you: $1.50.", "endoftext": false }, { "action": "You examine shed", "response": "Faded red paint letters, \"Mother Nature\" over a boarded opening. Some kind of summertime snack hut, you assume. Leaning on one side is a OK Cola corp. vending machine.", "endoftext": false }, { "action": "Go west", "response": "That direction appears void of enticement.", "endoftext": false }, { "action": "You go south", "response": "W. Corridor of Leaves\n\nPosted here is a freshly custom manufactured sign.", "endoftext": false }, { "action": "Go northeast", "response": "Sunlight flittering through a canopy of poplar casts a shifting grayscale mosaic on an intersection in the asphalt walkway; a warming vision on such an exceptionally personally and in most other ways dismal autumn Saturday. The walkways stretch out in the four diagonals.\n\nAlongside a peeling bench is a rubbish receptacle.", "endoftext": false }, { "action": "You examine the bench", "response": "Particles of long-since dried green paint larger than could be called flecks are rising from its undercoat.", "endoftext": false }, { "action": "You look at the rubbish", "response": "This feature of the park too has seen better days. Its dented cylindrical steel body is made somewhat interesting by incomprehensible overlapping graffiti.", "endoftext": false }, { "action": "You read the graffiti", "response": "To the untrained eye, it is not entirely unlike Arabic calligraphy. Though, a carefully scribed tag warns of a feline predator.", "endoftext": false }, { "action": "You search the rubbish", "response": "You see an amber vial sitting in the previously emptied rubbish receptacle.", "endoftext": false }, { "action": "You take the vial", "response": "You happen to be just tall enough to do so without actually climbing into the receptacle to get at it. The task does not spare you from looking a bit ridiculous. The park guard standing nearby would probably find your green chaos-spiked hair and studded sweatshirt ridiculous in most any gymnastic manifestation, and maybe less so diving head first into a park garbage can. Such are things. He strolls off without a comment nonetheless.", "endoftext": false }, { "action": "You examine the vial", "response": "The amber vial rattles softly as you consider it closely. Wrapped around is barely-legible prescription information.\n\nIts white cap is closed tight.", "endoftext": false }, { "action": "You read the vial", "response": "The pharmacy's dot-matrix printer must have been low on life blood. You can't make out the patient's name, only this:\n\n\"Tylenol 6: DO NOT EXCEED 3 DOSES DAILY...\"", "endoftext": false }, { "action": "You put the vial in the shirt", "response": "You put the amber vial into the studded sweatshirt.", "endoftext": false }, { "action": "Go northwest", "response": "N. Hall of Leaves\nBreezes loosen unfallen leaves from their branches and arrange them in dense piles underfoot. Torn wrappers and other city crust litter a black vein of asphalt stretching northwest to the buffered din of city traffic and southeast deeper into the park. A dirt path forks off to the south into dying poplars.\n\nA tattered guitar case is nestled here.", "endoftext": false }, { "action": "You examine case", "response": "The case's worn edges roughly form the shape of an acoustic guitar. It is equipped with a handle.", "endoftext": false }, { "action": "Open case", "response": "Your stomach performs a backflip when a bony hand clasps around your wrist with a cold, tightening grip. A previously unseen leaf pile, from which the bony arm owning the bony hand sprung, bursts apart, and a thin figure now shadows down upon you with primal suspicion.", "endoftext": false }, { "action": "You look at the figure", "response": "The figure looks up and down at you. When satisfied, he releases your wrist with a snort and turns his attention to the guitar case, which he carefully inspects inside and out, counting the contained items with a skeletal index finger.\n\n...", "endoftext": false }, { "action": "You look in the case", "response": "You take a few involuntary steps back in relief. The figure- it is clear now that the adrenaline has worn off -is an elderly man garbed in layers of flannel. He pulls a houndstooth hat and some reading material from the guitar case and pays no further mind to you, but picks up the case by its handle and delves intently into reading his newspaper.", "endoftext": false }, { "action": "You ask the man about himself", "response": "The man gives absolutely no indication that you are heard by him. You raise your voice a lot, but still there is no response.", "endoftext": false }, { "action": "You take the vial", "response": "Swiped.", "endoftext": false }, { "action": "Go south", "response": "The packed dirt path becomes especially packed and dirty but leads nowhere but back to the north. It's as if everyone who has ever trodden to this place came to the same conclusion of worthlessness to continue, took a few steps around, and beat it back the way they came.", "endoftext": false }, { "action": "You go to the north", "response": "N. Hall of Leaves\n\nYou can see a homeless man here.", "endoftext": false }, { "action": "You go northwest", "response": "...Shouting banters from an alleyway.\n\nA couple of crumbling city travel ways intersect here. Streams of traffic- consisting of primarily sport utility smog-o-matics -take turns roaring through. You stand on the northwest corner of a block lined neatly with tall shrubbery. There is an opening laid with an asphalt walkway leading southeast into reasonably dense deciduous growth. The alternative is sidewalk rolling out south and east along the outside of the shrubs.", "endoftext": false }, { "action": "You listen", "response": "You stop for a moment to observe the beeping, zooming and rumbling clatter of the city's drudging homeostasis.", "endoftext": false }, { "action": "You examine the traffic", "response": "It's ungodly.", "endoftext": false }, { "action": "Go south", "response": "...The strident sound of a tripped car alarm echos through the streets.\n\nPerhaps most notable are a police officer and two men filling out forms in front of a young couple, bus-struck horse and overturned carriage.", "endoftext": false }, { "action": "You go east", "response": "...A fire engine screams by at top speed.\n\nTwo streets burrow out of sprawling urban areas and rumble together here with traffic spilling through at alarming speeds. You stand on the southeast corner of a block fenced by tall, even shrubbery. There is an opening laid with an asphalt walkway leading northwest into the shade of a leafy canopy. Poured concrete offers passage north and west parallel to the traffic.\n\nA glint from the sidewalk catches your eye.", "endoftext": false }, { "action": "You examine the glint", "response": "The glint appears as a shining penny standing endwise in a jagged sidewalk crack. You're not sure under which ordinance of superstition picking it up would fall.", "endoftext": false }, { "action": "You take penny", "response": "You dance with that bitch Lady Luck. Turns out to be a Canadian penny, which further complicates notions of its luck value. Swiped.", "endoftext": false }, { "action": "You look at penny", "response": "It's Canadian. Which further complicates notions of its luck value.", "endoftext": false }, { "action": "You put it in the shirt", "response": "You put the shining penny into the studded sweatshirt.", "endoftext": false }, { "action": "Go northwest", "response": "S. Hall of Leaves\nBreezes loosen unfallen leaves from their branches and arrange them in dense piles underfoot. Torn wrappers and other city crust litter a black vein of asphalt stretching southeast to the buffered din of city traffic and northwest deeper into the park...", "endoftext": false }, { "action": "Go north", "response": "That direction appears void of enticement.", "endoftext": false }, { "action": "You go northwest", "response": "Alongside a peeling bench is a rubbish receptacle.", "endoftext": false }, { "action": "You go to the northeast", "response": "E. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. Thin dirt paths fork off to the south and west into dying birch.", "endoftext": false }, { "action": "You go northeast", "response": "...Freeway traffic hums hollow in the distance.\n\nCars, trucks and autos indecisive of these genders hurry on north and east lying streets. You stand on the northeast corner of a block lined with tall, carefully groomed shrubbery. There is an opening laid with an asphalt walkway leading southwest into what you've gathered is a park. Alternatives include sidewalk rolling out south and west along the streets.\n\nA fire hydrant sprouts from nearby concrete.", "endoftext": false }, { "action": "You look at the hydrant", "response": "With most of their meager budget, the city's beautification commission has quested to cover all hydrants in drab green paint to make them appear organic. You wonder if visiblity shouldn't be the main concern here. The remainder of their funds must, of course, go to the shrubbers.", "endoftext": false }, { "action": "You examine the shrubbery", "response": "Shrubbery lines the block on the inside perimeter of the sidewalk, breaking only to make way for an asphalt walkway stretching southwest into a great deal of trees.", "endoftext": false }, { "action": "You open the hydrant", "response": "You feel methods of torque are required.", "endoftext": false }, { "action": "You go west", "response": "...Shouting banters from an alleyway.", "endoftext": false }, { "action": "You go east", "response": "...Shouting banters from an alleyway.\n\nA fire hydrant sprouts from nearby concrete.", "endoftext": false }, { "action": "Go northwest", "response": "S. Hall of Leaves", "endoftext": false }, { "action": "You show penny to the man", "response": "The man lowers his newspaper and peers closely at the penny...\n\nHe kneads the copper coin between his fingers, smiling and looking it over like it were porno on an electronic personal organizer. He flicks it spinning upward and snatches it satisfied out of the air before turning to you with an outstretched hand, which you shake in bewilderment.\n\n...\nHis handshake weakens and gummy smile fades when he notices something approaching from behind you. You turn to view Yogi Bear's nemesis advancing with a billy club thump-thumping in his palm.\n\n\"...\nWell, it looks like the old man Howard has found himself a human cartoon to play with.\"\n\nYou assume the young park ranger- or whatever he's supposed to be, clothed in green khaki with a shiny badge and oh-so-fun-to-swing-around billy club and isn't-this-all-so-amusing sneer plastered on his face -is speaking of you, but you're not so sure to whom he's directing the remarks.\n\n\"I have seen the man reading, so I know he's aware of the recent addition of a park curfew, which I have been honored with upholding this evening.\"\n\nWho is he talking to?\n\nThe ranger continues to address the trees, \"Howard Alden may be deaf and dumb, but he's got to listen to the word of the law like anyone else.\" He rewards himself for such wit and irony with an uncontrolled chuckle. \"I'd better not catch anybody napping, and that goes for plant head boy too,\" he punctuates the episode with a hearty thump of his stick and reels away to see what other trees in the park he could tell to fuck off too.\n\nHoward stands up close to you, to which, by a flinch reaction, you shove him away violently. He plays a terrible tune on a harmonica and creeps playfully closer to you again. It seems you've got a friend.", "endoftext": true }, { "action": "You look around", "response": "N. Hall of Leaves\nBreezes loosen unfallen leaves from their branches and arrange them in dense piles underfoot. Torn wrappers and other city crust litter a black vein of asphalt stretching northwest to the buffered din of city traffic and southeast deeper into the park. A dirt path forks off to the south into dying poplars.\n\nYou can see a homeless man here.", "endoftext": true }, { "action": "Look around", "response": "The packed dirt path becomes especially packed and dirty but leads nowhere but back to the north. It's as if everyone who has ever trodden to this place came to the same conclusion of worthlessness to continue, took a few steps around, and beat it back the way they came.", "endoftext": false }, { "action": "You ask the man about the dead end", "response": "Mr Howard Alden gives absolutely no indication that you are heard by him. You raise your voice a lot, but still there is no response.", "endoftext": false }, { "action": "You examine the harmonica", "response": "It is as tarnished as its owner and his clothing.", "endoftext": false }, { "action": "Examine newspaper", "response": "It can't be recent. The corners are yellowing, and its stacked in a state of dishevelment.", "endoftext": false }, { "action": "You look in the case", "response": "Mr Howard Alden shakes a playful finger at you.", "endoftext": false }, { "action": "You go to the south-west", "response": "W. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. A thin dirt path forks off to the north.\n\nPosted here is a freshly custom manufactured sign.", "endoftext": false }, { "action": "Go north", "response": "If you were sweltering in the oven of summer smog convection, the brown padlocked shed here might offer relief in the form of reddish slush or- if luck had it -pistachio ice cream. Wintering adolescent maples sway over a thin dirt path heading south.\n\nSome consolation for the shed's seasonal schedule, a soda pop machine glows and hums expectantly.", "endoftext": false }, { "action": "Examine button", "response": "Which do you mean, the OK Normal Cola button, the OK Diet Cola button, the DrThrashed button or the Twang button?", "endoftext": false }, { "action": "You check your inventory", "response": "Your material burden includes:\nyour studded sweatshirt (being worn)\nan amber vial (which is closed)\na letter from Dad\nthree quarters\ntwo dimes\na nickel", "endoftext": false }, { "action": "You open the vial", "response": "You open the amber vial, revealing four white tablets.", "endoftext": false }, { "action": "You examine the tablet", "response": "Chalky, white tablet containing only the marking of a depressed \"T.\"", "endoftext": false }, { "action": "Close vial", "response": "You close the amber vial.", "endoftext": false }, { "action": "You open the shed", "response": "It's padlocked tight.", "endoftext": false }, { "action": "Kick shed", "response": "Sometimes it is, sometimes it isn't... More often it is, but right now violence isn't the answer.", "endoftext": false }, { "action": "Dig", "response": "(the spiked hair)\nThat's not really very important right now.", "endoftext": false }, { "action": "Peel bench", "response": "Perhaps you could find even more satisfying things to do than tug at almost certainly plumbous chips of paint.", "endoftext": false }, { "action": "You go to the northeast", "response": "E. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. Thin dirt paths fork off to the south and west into dying birch.", "endoftext": false }, { "action": "You go south", "response": "That direction appears void of enticement.", "endoftext": false }, { "action": "You sit on the bench", "response": "The bench is slightly cool. You are now seated.", "endoftext": false }, { "action": "Sleep", "response": "You aren't feeling especially drowsy.\n\nYou are joined by a sky rat- known to tourists as one of those cute pigeons -which touches down close to the bench and starts peck-pecking the ground for edible specks.", "endoftext": false }, { "action": "You look at the pigeon", "response": "Its head bobs like a wind-up toy, searching the ground for a stray morsel.", "endoftext": false }, { "action": "You feed the pigeon", "response": "(to the pigeon)\nYou aren't holding the pigeon.", "endoftext": false }, { "action": "You take the letter", "response": "Swiped.", "endoftext": false }, { "action": "You give letter to the pigeon", "response": "You doubt the pigeon has any interest in it.", "endoftext": false }, { "action": "You put the letter in the shirt", "response": "You put the letter from Dad into the studded sweatshirt.", "endoftext": false }, { "action": "You go to the south-west", "response": "W. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. A thin dirt path forks off to the north.\n\nPosted here is a freshly custom manufactured sign.", "endoftext": false }, { "action": "Go southwest", "response": "...Freeway traffic hums hollow in the distance.\n\nYou're not lost, but this is unfamiliar concrete and steel. It's not all such substance, however. The northeast offers an asphalt walk through perpendicular rows of shrubbery. Trees shade the walkway beyond the uni-shrubs. Sidewalk rolls out from the street corner to the north and east.\n\nPerhaps most notable are a police officer and two men filling out forms in front of a young couple, bus-struck horse and overturned carriage.", "endoftext": false }, { "action": "You enter the bus", "response": "The interior of the bus is typical of the few other units that mournfully roam the streets of the city on any given day: advertisements for impotence drugs and rhinoplasty and soft drinks line the ceiling, and plastic flesh-tone seats surround. The bus is stopped for the reason, you assume, that it has collided hard with something squishy.", "endoftext": false }, { "action": "You look at ads", "response": "Mostly offerings for medications to re-grow hair or other anatomy. You've read their information so many times they've become saddening. Your feelings for the girl with bubblegum-colored lips staring right through you from the backlit cola ad have gone from mild pleasure to certain uneasiness.", "endoftext": false }, { "action": "You take all", "response": "spiked hair: That's not really very important right now. advertisements: You see no reasonable way.\ninterior of the bus: You see no reasonable way.\nstarboard window: You see no reasonable way.\nplastic seat: You see no reasonable way.\nother plastic seats: You see no reasonable way.", "endoftext": false }, { "action": "You take all", "response": "police officer: You doubt the police officer would allow this.\nspiked hair: That's not really very important right now. advertisements: You see no reasonable way.\nsidewalk: You see no reasonable way.\ntraffic: You see no reasonable way.\nmetropolis: You'd have to cross the street.\nasphalt walkway: You see no reasonable way.\nshrubbery: You see no reasonable way.\nsquad car: You see no reasonable way.\nkids: The kids aren't to be found. They must have scattered to find alternate transportation or other such loitering ground.\nbus driver: You doubt the bus driver would allow this.\nyoung couple: You doubt the young couple would allow this.\ndead horse: This the scene of an accident, not a deranged petting zoo. bus: You see no reasonable way.\ncarriage: You see no reasonable way.\ncarriage driver: You doubt the carriage driver would allow this.", "endoftext": false }, { "action": "You enter the carriage", "response": "You doubt if you have the strength to lift it right side-up or the courage to brave the traffic that lies between.", "endoftext": false }, { "action": "Cross street", "response": "You gaze beyond the wide band of traffic to see only unfamiliar buildings and menacing alleyways. Such ambiguity plants your feet to the ground for the time being.", "endoftext": false }, { "action": "You examine the couple", "response": "Two nervous LL Bean clad platinum cardholders. Unfortunate tourists probably wishing they'd checked out the monorail instead. The male specimen is doing his best to comfort his rattled mate between reluctant glances at the dead animal sprawling from under the front of the bus.", "endoftext": false }, { "action": "You ask the couple about the horse", "response": "They look at each other in fear and side-step in your opposite direction in an apprehensive shuffling manner. If the author of their tour book of the city has any credibility, she would have laid a few guidelines concerning close encounters with random strangers. You don't suppose green hair helps break this kind of ice either.", "endoftext": false }, { "action": "You examine sidewalk", "response": "It's leopard print with flat, blackened gum wads.", "endoftext": false }, { "action": "You go northeast", "response": "W. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. A thin dirt path forks off to the north.\n\nPosted here is a freshly custom manufactured sign.", "endoftext": false }, { "action": "You take the vial", "response": "You can't reach it from your seated position on the bench.\n\nYou are joined by a sky rat- known to tourists as one of those cute pigeons -which touches down close to the bench and starts peck-pecking the ground for edible specks.", "endoftext": false }, { "action": "You open the vial", "response": "You open the amber vial, revealing four white tablets.", "endoftext": false }, { "action": "You give the tablet to the pigeon", "response": "(the white tablet to the pigeon)\nFeeding birds prescription drugs in the park? \"Well,\" you think, \"I've got a few months before I'm legally supposed to act like an adult.\"\n\nThe tablet drops to the ground and rolls in a straight line. The pigeon chases after it, taking test nibbles and trying to get in front of its path. Sooner than the tablet stops rolling the ravenous bird swallows it whole.\n\n...\nThere's a bit of wobbling, a smidge of teetering and one final toppling. The pigeon lies- dead? -knocked fully out at the very least.", "endoftext": false }, { "action": "Close vial", "response": "You close the amber vial.", "endoftext": false }, { "action": "You stand", "response": "You stand up from the bench.", "endoftext": false }, { "action": "You take the pigeon", "response": "Reservations about its pathogenic status aside... Swiped.", "endoftext": false }, { "action": "You eat the pigeon", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You wake pigeon", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You put the pigeon in the shirt", "response": "You put the anesthetized pigeon into the studded sweatshirt.", "endoftext": false }, { "action": "Go northwest", "response": "...The strident sound of a tripped car alarm echos through the streets.\n\nA couple of crumbling city travel ways intersect here. Streams of traffic- consisting of primarily sport utility smog-o-matics -take turns roaring through. You stand on the northwest corner of a block lined neatly with tall shrubbery. There is an opening laid with an asphalt walkway leading southeast into reasonably dense deciduous growth. The alternative is sidewalk rolling out south and east along the outside of the shrubs.", "endoftext": false }, { "action": "Go south", "response": "...Freeway traffic hums hollow in the distance.\n\nYou're not lost, but this is unfamiliar concrete and steel. It's not all such substance, however. The northeast offers an asphalt walk through perpendicular rows of shrubbery. Trees shade the walkway beyond the uni-shrubs. Sidewalk rolls out from the street corner to the north and east.\n\nPerhaps most notable are a police officer and two men filling out forms in front of a young couple, bus-struck horse and overturned carriage.", "endoftext": false }, { "action": "You take the pigeon", "response": "Reservations about its pathogenic status aside... Swiped.", "endoftext": false }, { "action": "You show the pigeon to the couple", "response": "They look at each other in fear and side-step in your opposite direction in an apprehensive shuffling manner. If the author of their tour book of the city has any credibility, she would have laid a few guidelines concerning close encounters with random strangers. You don't suppose green hair helps break this kind of ice either.", "endoftext": false }, { "action": "You show the pigeon to the bus driver", "response": "The driver is more interested in being a total jerk about the whole thing, and less in what you have to offer.", "endoftext": false }, { "action": "You throw the pigeon at the traffic", "response": "Futile.", "endoftext": false }, { "action": "Inventory", "response": "Your material burden includes:\nan anesthetized pigeon\nyour studded sweatshirt (being worn)\na letter from Dad\nan amber vial (which is closed)\nthree quarters\ntwo dimes\na nickel", "endoftext": false }, { "action": "You squeeze the pigeon", "response": "Keep this up and you'll have iron-grip.", "endoftext": false }, { "action": "You put the pigeon in the shirt", "response": "You put the anesthetized pigeon into the studded sweatshirt.", "endoftext": false }, { "action": "You go northeast", "response": "W. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. A thin dirt path forks off to the north.\n\nPosted here is a freshly custom manufactured sign.", "endoftext": false }, { "action": "Go northeast", "response": "Sunlight flittering through a canopy of poplar casts a shifting grayscale mosaic on an intersection in the asphalt walkway; a warming vision on such an exceptionally personally and in most other ways dismal autumn Saturday. The walkways stretch out in the four diagonals.\n\nAlongside a peeling bench is a rubbish receptacle.", "endoftext": false }, { "action": "You drop the bird", "response": "Dropped.", "endoftext": false }, { "action": "You put bird in the case", "response": "The tattered case is closed.", "endoftext": false }, { "action": "Open case", "response": "Mr Alden Howard shakes a playful finger at you.", "endoftext": false }, { "action": "You put quarter in the slot", "response": "(first taking the quarter)\nSwiped.\n\nKerplunk!\nThe digital display reads: 25.", "endoftext": false }, { "action": "Keep going", "response": "(first taking the quarter)\nSwiped.\n\nKerplunk!\nThe digital display reads: 50.", "endoftext": false }, { "action": "Continue", "response": "(first taking the quarter)\nSwiped.\n\nKerplunk!\nThe digital display reads: 75.", "endoftext": false }, { "action": "You take the can", "response": "\"I see... you're a health... conscious consumer,\" huffs up a pleasant voice from behind your crouched position over the soda catch as you swipe your purchase.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You twist around, and- \"Hi... My name's Judith... and you have the last... diet soda... in... the park,\" glancing disappointedly at the machine, though not breaking her stationary jog. \"You look sick... are you all right? You know, I had a boyfriend... a long time... ago with hair like that. Then I went to college... A private college. What a bunch... of stuck-ups. Are you in college?", "endoftext": false }, { "action": "You examine judith", "response": "She's jiggling- er, jogging? No, actually more like jiggling -in place, and trying unsuccessfully to brush behind her ear lobes the long, antennae-like strands of hair stuck between her eyelashes. Spandex barely restrains a flattering figure glazed in a thin sheen of sweat.\n\n\"Hey... I've got... I'll give you three... quarters,\" now prodding through her fanny pack, \"for that diet soda.\"\n\n(You have a feeling this question may come up again.) What do you say, proceed with the sale?", "endoftext": false }, { "action": "No", "response": "You hold off.\n\nJudith starts looking around and humming a familiar gospel song.\n\nYou feel the offer of quarters for soda pop still stands. Do it now?", "endoftext": false }, { "action": "You ask Judith about the twang", "response": "She balks with a stumped or weirded-out look.\n\nThe jogging girl rummages violently through her fanny pack for something. A number of feminine products fall to the ground and roll about. Her face goes crimson and under her breath you hear, \"Sweet Jesus!\"\n\nYou doubt she's forgotten about the trade. Are you game?", "endoftext": false }, { "action": "No", "response": "You hold off.\n\n\"I'm losing my target heart rate!\" She completes a series of pseudo-tourretic movements and then bounces vigrously. \"How about that soda pop, now?\"\n\nThis is it, yes or no?", "endoftext": false }, { "action": "No", "response": "You hold off.\n\n\"Geez...\" she stops bouncing and lets her forearms dangle in the breeze. Her panting lessens in frequency, \"Look man, you seem like you need... a faith lift,\" she smiles. \"That's right, I said 'faith.' I'm going to a great Christian Bible college, and they have... great scholarships for great people just like you! Isn't that great?\"\n\n\"God no!\" your inner voice screams at the same time you wonder, \"They have money for Nihilists?\"\n\n\"That's right, we can talk about it more in my apartment. Blah blah blah blah, blah blah, blah.\"\n\nApartment! The visions of warmth and indefinite shelter overwhelm...", "endoftext": false }, { "action": "You follow Judith", "response": "A great amount of your life passes you by...\nChamber of Living Death (on the seat)\nPencils scratch and break, chalk squeaks and crumbles. A murmuring voice slows time to an agonizing standstill. No amount of glancing causes the clock- tick steadily it may -to advance one second closer to the bell.\n\nYou can see an instructor and some other students here.", "endoftext": false }, { "action": "You look at the instructor", "response": "Mumbling, babbling, murmuring figures, theorems, proofs.", "endoftext": false }, { "action": "You check what you're carrying", "response": "Your material burden includes:\nyour number 2 pencil", "endoftext": false }, { "action": "You examine the clock", "response": "It makes a steady, rhythmic sound, but its hands are frozen in place.", "endoftext": false }, { "action": "Go north", "response": "You'll have to get off the seat first.", "endoftext": false }, { "action": "You stand", "response": "The bell hasn't yet rung.\n\nTo synapse it, you do eventually escape this infernal boredom, but end up chronically boring your friends with incessant and persistent Christ-punk jabber paired with self-indulgent intellectualism. Please choose an option SCORES, RESTORE a game, RESTART, or QUIT; or just continue with your delusion of escape.", "endoftext": false }, { "action": "Scores", "response": "You have so far scored 0 out of a possible 5, in 234 pages.", "endoftext": false }, { "action": "You give can to Judith", "response": "\"Thanks you're great... here's an extra quarter... you look like you might... need it.\"\n\nHer warm fingers recoil slightly as they brush yours in transfer of the charity. While maintaining pitying eye contact to the very end, she whips her pony tail round and whisks away the same as she came. You notice her wiping the lip of the can free of your germs and filth upon her exit.", "endoftext": false }, { "action": "Inventory", "response": "Your material burden includes:\nfour quarters\nan anesthetized pigeon\nyour studded sweatshirt (being worn)\na letter from Dad\nan amber vial (which is closed)\ntwo dimes\na nickel", "endoftext": false }, { "action": "You read the letter", "response": "\"Dear Son,\" The usual.\n\"I know it has been several weeks... ...Mom is okay...\"\n\"...the finer things in life...\" Blah, blah- Hey, look at that! The word \"responsibility\" and its root in the same sentence.", "endoftext": false }, { "action": "You look in the rubbish", "response": "The rubbish receptacle is empty.", "endoftext": false }, { "action": "You ask the man about quarter", "response": "Mr Alden Howard gives absolutely no indication that you are heard by him. You raise your voice a lot, but still there is no response.", "endoftext": false }, { "action": "You show quarter to the man", "response": "Mr Howard Alden raises a palm, stopping you from furthering your offer.", "endoftext": false }, { "action": "You put quarters in the shirt", "response": "quarter: Done.\nquarter: Done.\nquarter: Done.\nquarter: Done.", "endoftext": false }, { "action": "Go south", "response": "The packed dirt path becomes especially packed and dirty but leads nowhere but back to the north. It's as if everyone who has ever trodden to this place came to the same conclusion of worthlessness to continue, took a few steps around, and beat it back the way they came.", "endoftext": false }, { "action": "You take all", "response": "spiked hair: That's not really very important right now.", "endoftext": false }, { "action": "You take all", "response": "homeless man: You doubt the homeless man would allow this.\nspiked hair: That's not really very important right now.", "endoftext": false }, { "action": "You take all from the man", "response": "shining penny: That seems to belong to the homeless man.\ntattered case: That seems to belong to the homeless man.\nharmonica: That seems to belong to the homeless man.\nnewspaper: That seems to belong to the homeless man.\nbrimmed houndstooth cap: That seems to belong to the homeless man.", "endoftext": false }, { "action": "You look at the cap", "response": "(the amber vial)\n(first scooping up the vial)\nSwiped.\n\nThe amber vial rattles softly as you consider it closely. Wrapped around is barely-legible prescription information.\n\nIts white cap is closed tight.", "endoftext": false }, { "action": "Examine brimmed", "response": "The snap that affixes the front of the cap to the brim has been ripped out by the fabric it in which it was at sometime sewn.", "endoftext": false }, { "action": "You go northwest", "response": "...A jetliner howls overhead.\n\nA couple of crumbling city travel ways intersect here. Streams of traffic- consisting of primarily sport utility smog-o-matics -take turns roaring through. You stand on the northwest corner of a block lined neatly with tall shrubbery. There is an opening laid with an asphalt walkway leading southeast into reasonably dense deciduous growth. The alternative is sidewalk rolling out south and east along the outside of the shrubs.", "endoftext": false }, { "action": "You take all", "response": "spiked hair: That's not really very important right now.\nsidewalk: You see no reasonable way.\ntraffic: You see no reasonable way.\nmetropolis: You'd have to cross the street.\nasphalt walkway: You see no reasonable way.\nshrubbery: You see no reasonable way.", "endoftext": false }, { "action": "You look at shrubbery", "response": "Shrubbery lines the block on the inside perimeter of the sidewalk, breaking only to make way for an asphalt walkway stretching southeast into a great deal of trees.", "endoftext": false }, { "action": "Go east", "response": "...A jetliner howls overhead.\n\nCars, trucks and autos indecisive of these genders hurry on north and east lying streets. You stand on the northeast corner of a block lined with tall, carefully groomed shrubbery. There is an opening laid with an asphalt walkway leading southwest into what you've gathered is a park. Alternatives include sidewalk rolling out south and west along the streets.\n\nA fire hydrant sprouts from nearby concrete.", "endoftext": false }, { "action": "You examine sidewalk", "response": "It's leopard print with flat, blackened gum wads.", "endoftext": false }, { "action": "You examine the shrubbery", "response": "Shrubbery lines the block on the inside perimeter of the sidewalk, breaking only to make way for an asphalt walkway stretching southwest into a great deal of trees.", "endoftext": false }, { "action": "You take the sign", "response": "That's pretty much a permanent feature of the scenery.", "endoftext": false }, { "action": "You examine the sign", "response": "\"NO CAMPING\nUnder Penalty Of\n$600.00 Mandatory Fine\nAnd\n1 Month Imprisionment\nPark Is Patrolled\"", "endoftext": false }, { "action": "You take the letter", "response": "You already have that.", "endoftext": false }, { "action": "You take the vial", "response": "Swiped.", "endoftext": false }, { "action": "You open the vial", "response": "You open the amber vial, revealing three white tablets.", "endoftext": false }, { "action": "You examine the white cap", "response": "The amber vial rattles softly as you consider it closely. Wrapped around is barely-legible prescription information.\n\nIts white cap is open.", "endoftext": false }, { "action": "You give the pill to the man", "response": "(the white tablet to the homeless man)\nThe homeless man doesn't seem interested.", "endoftext": false }, { "action": "You put the pill in the vial", "response": "(the white tablet in the amber vial)\nYou put the white tablet into the amber vial.", "endoftext": false }, { "action": "Close vial", "response": "You close the amber vial.", "endoftext": false }, { "action": "You put the vial in the shirt", "response": "You put the amber vial into the studded sweatshirt.", "endoftext": false }, { "action": "You take bird", "response": "Reservations about its pathogenic status aside... You already have that.", "endoftext": false }, { "action": "You hit the man", "response": "Sometimes it is, sometimes it isn't... More often it is, but right now violence isn't the answer.", "endoftext": false }, { "action": "You put the bird in the rubbish", "response": "You put the anesthetized pigeon into the rubbish receptacle.", "endoftext": false }, { "action": "Burn bird", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You examine the mosaic", "response": "It leads in all directions you know that are not square with the world. Namely northeast, southeast, northwest and southwest.", "endoftext": false }, { "action": "You take all", "response": "peeling bench: Perhaps you could find even more satisfying things to do than tug at almost certainly plumbous chips of paint.\nspiked hair: That's not really very important right now.\nasphalt walkway: You see no reasonable way.\nflittering sunlight: The sunlight isn't tangible.\nrubbish receptacle: You see no reasonable way.\nincomprehensible graffiti: You see no reasonable way.", "endoftext": false }, { "action": "You look at the graffiti", "response": "To the untrained eye, it is not entirely unlike Arabic calligraphy. Though, a carefully scribed tag warns of a feline predator.", "endoftext": false }, { "action": "You put the bird on the bench", "response": "You put the anesthetized pigeon on the peeling bench.", "endoftext": false }, { "action": "Go southeast", "response": "Sunlight flittering through a canopy of poplar casts a shifting grayscale mosaic on an intersection in the asphalt walkway; a warming vision on such an exceptionally personally and in most other ways dismal autumn Saturday. The walkways stretch out in the four diagonals.\n\nAlongside a peeling bench is a rubbish receptacle.\n\nOn the peeling bench is an anesthetized pigeon.", "endoftext": false }, { "action": "You take bird", "response": "Reservations about its pathogenic status aside... Swiped.", "endoftext": false }, { "action": "You go to the northeast", "response": "E. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. Thin dirt paths fork off to the south and west into dying birch.", "endoftext": false }, { "action": "You drop the bird", "response": "Dropped.", "endoftext": false }, { "action": "Go northeast", "response": "...A fire engine screams by at top speed.\n\nCars, trucks and autos indecisive of these genders hurry on north and east lying streets. You stand on the northeast corner of a block lined with tall, carefully groomed shrubbery. There is an opening laid with an asphalt walkway leading southwest into what you've gathered is a park. Alternatives include sidewalk rolling out south and west along the streets.\n\nA fire hydrant sprouts from nearby concrete.", "endoftext": false }, { "action": "You go southwest", "response": "E. Corridor of Leaves\nAutumn vortices homogenize leaves and bits of litter into damp, matted piles that obscure most of the asphalt walkway stretching both northeast and southwest. From beyond the surrounding arbor, horns and motors accompany the ambient chirping, whistling and rustling of the park. Thin dirt paths fork off to the south and west into dying birch.\n\nYou can see an anesthetized pigeon here.", "endoftext": false }, { "action": "Go southeast", "response": "...Freeway traffic hums hollow in the distance.\n\nTwo streets burrow out of sprawling urban areas and rumble together here with traffic spilling through at alarming speeds. You stand on the southeast corner of a block fenced by tall, even shrubbery. There is an opening laid with an asphalt walkway leading northwest into the shade of a leafy canopy. Poured concrete offers passage north and west parallel to the traffic.", "endoftext": false }, { "action": "Go northwest", "response": "S. Hall of Leaves\nBreezes loosen unfallen leaves from their branches and arrange them in dense piles underfoot. Torn wrappers and other city crust litter a black vein of asphalt stretching southeast to the buffered din of city traffic and northwest deeper into the park...\n\nYou can see an anesthetized pigeon here.", "endoftext": false }, { "action": "You go south", "response": "The packed dirt path becomes especially packed and dirty but leads nowhere but back to the north. It's as if everyone who has ever trodden to this place came to the same conclusion of worthlessness to continue, took a few steps around, and beat it back the way they came.\n\nYou can see an anesthetized pigeon here.", "endoftext": false }, { "action": "You take bird", "response": "Reservations about its pathogenic status aside... Swiped.", "endoftext": true } ]
e05jiokh9niot1l3
A speedIF O entry
David Welbourn
[ "Slice of life" ]
[ "cover art", "single room", "Speed-IF O", "SpeedIF", "SpeedIF June 2001", "walkthrough" ]
2,001
[ 0, 0, 0, 2, 3 ]
5
1.4
20140402
false
Get Neil Gaiman to sign your comic book collection. Very short; one room.
[ { "action": "%", "response": "Well, here you are, in sunny sunny Alaska!! (That's sarcasm, by the way.) You're here to get your favorite comic book author, Neil Gaiman, to sign your entire collection of Sandman comic books. For some\nreason, he's here for an astrology convention. And of course, *that's* in Alaska, because that's where the Faboo Telescope is, in middle of nowheresville. Ah, the rough life of a comic book fan...\n\nProgram by David Welbourn (dswxyz@look.ca)\n\nYou are at the astrology convention in Alaska.\n\nYou can see a large chest (which is closed), a luncheon and Neil\nGaiman here.", "endoftext": false }, { "action": "Open chest", "response": "Ah! The horror! Your heart skips a beat in fear! You open the large chest, revealing the dead body of Alexander The Great.", "endoftext": false }, { "action": "You examine Alexander", "response": "This is the frozen body of Alexander the Great. Dead, of course -- he died in 323 B.C. -- but still looking great! For a corpse, that is.", "endoftext": false }, { "action": "You take Alexander", "response": "That's fixed in place.", "endoftext": false }, { "action": "You examine the luncheon", "response": "The luncheon on the chest is somewhat eclectic, featuring, amongst other things, an okra and seaweed salad, elderberry wine, a box of Cracker Jack(tm), and a selection of chocolate Kinder Eggs(tm).", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nyour Sandman comic book collection", "endoftext": false }, { "action": "You examine collection", "response": "Actually, FYI, these are *not* mere comic books. They are \"graphic novels\". They're in near-mint condition and in distressing need of\nNeil Gaiman's autograph.", "endoftext": false }, { "action": "You get the wine", "response": "Neil Gaiman is your favourite comic book author, ever.\n\nTaken.", "endoftext": false }, { "action": "You drink the wine", "response": "You drink the elderberry wine containing the arsenic and promptly keel over as your heart fails...", "endoftext": false }, { "action": "You eat the salad", "response": "(first taking the okra and seaweed salad)\nYou eat the okra and seaweed salad. Not bad.", "endoftext": false }, { "action": "You look at cracker jack", "response": "It's a box of Cracker Jack(tm), basically carmel popcorn and peanuts. There's usually a wimpy prize inside too.", "endoftext": false }, { "action": "You eat the cracker jack", "response": "(first taking the box of Cracker Jack(tm))\nYou eat the box of Cracker Jack(tm). Not bad.", "endoftext": false }, { "action": "You show books to Gaiman", "response": "Neil Gaiman is unimpressed.", "endoftext": false }, { "action": "You give the wine to Gaiman", "response": "\"Are you trying to kill me? That's laced with arsenic!\"", "endoftext": false }, { "action": "You open the kinder egg", "response": "Ah! The horror! Your heart skips a beat in fear! You open the Kinder Egg(tm), revealing a gyroscope.", "endoftext": false }, { "action": "You get the gyroscope", "response": "Taken.", "endoftext": false }, { "action": "You examine the gyroscope", "response": "This is the coolest Kinder Egg(tm) prize ever! A gyroscope!", "endoftext": false }, { "action": "Turn gyroscope", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You give the collection to Gaiman", "response": "\"I'm hungry!\", Mr. Gaiman pouts.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na gyroscope\na glass of elderberry wine\nyour Sandman comic book collection", "endoftext": false }, { "action": "You take the salad", "response": "Taken.", "endoftext": false }, { "action": "You give the salad to Neil", "response": "\"I can't eat that!\", Mr. Gaiman exclaims. \"It's covered with Nutri-Sweet! If I eat that, I get migranes.\"", "endoftext": false }, { "action": "You open cracker jack", "response": "Ah! The horror! Your heart skips a beat in fear! You open the box of Cracker Jack(tm), revealing an elastic band.", "endoftext": false }, { "action": "You show the books to Neil", "response": "Neil Gaiman is unimpressed.", "endoftext": false }, { "action": "You give the books", "response": "Mr. Gaiman magnanimously signs your Sandman collection! At last! At last! All your fellow geeks will be so jealous...\n\nPlease give one of the answers above.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na box of Cracker Jack(tm) (which is open)\nan elastic band\nan okra and seaweed salad\nyour Sandman comic book collection", "endoftext": true } ]
4qt2oryeon42t7z1
The Cruise
Norman Perlmutter
[ "Fantasy" ]
[ "boat", "IF Competition 2001", "IFComp Game", "TADS", "TADS 2" ]
2,001
[ 0, 0, 0, 1, 3 ]
4
1.25
20120303
false
[ { "action": "%", "response": "You'd never won any sweepstakes before, but last Tuesday was your lucky day. You opened your bottle of soda at lunchtime, and to your absolute amazement found \"YOU WIN\" printed on the inside of the cap. Upon further investigation, you found that you'd won a free 3-day Caribbean cruise on The Rhinoceros. You had no idea how the cruise ship ended up with a name like that, but that didn't dissuade you from taking advantage of your prize. So you packed your bags and came here to Miami for your free vacation. Now The Rhinoceros towers above you to the east. A boarding platform extends invitingly from her hull.\n\nTesters: Leah Perlmutter, Allen Saunders, David Perlmutter, Debbie Perlmutter\n\nYour cruise ship, The Rhinoceros towers above you to the east, her boarding platform extended invitingly. A ticket collector stands on the boarding platform.\nFriday Morning", "endoftext": false }, { "action": "About yourself", "response": "You look about the same as always.", "endoftext": false }, { "action": "You check your inventory", "response": "You have your clothes (being worn), a wallet, and a large suitcase.", "endoftext": false }, { "action": "You examine the wallet", "response": "It's made of brown leather. It's closed.", "endoftext": false }, { "action": "You open the wallet", "response": "Opening your wallet reveals a boarding pass and some money.", "endoftext": false }, { "action": "You examine the boat", "response": "The Rhinoceros towers about 20 feet above you and appears to be over 300 feet long. Her boarding platform is extended invitingly.", "endoftext": false }, { "action": "You look at pass", "response": "This is the pass that will allow you do board the ship.", "endoftext": false }, { "action": "You look at the money", "response": "You have $51.42", "endoftext": false }, { "action": "You examine the ticket collector", "response": "She stands about 5'3\" and has long brown hair and blue eyes.", "endoftext": false }, { "action": "About yourself", "response": "You look about the same as always.", "endoftext": false }, { "action": "You look at the suitcase", "response": "A very large green and orange suitcase with a purple handle. You used to use plain brown suitcases just like everybody else until the time someone else took yours at the baggage claim. You never saw that suitcase again. Ever since then it's been colorful luggage only for you.\n\nCurrently, the suitcase is closed.", "endoftext": false }, { "action": "You open the suitcase", "response": "You open the suitcase, and all of its contents fall onto the floor. Maybe next time you should put it down before opening it.", "endoftext": true }, { "action": "Look around", "response": "Your cruise ship, The Rhinoceros towers above you to the east, her boarding platform extended invitingly. A ticket collector stands on the boarding platform.\nYou see your pajamas, a pair of goggles, a swimsuit, and some\nlaundry here.\n\nthe ship departs.\n\nHow pathetic! You didn't even make it onto the ship.", "endoftext": false }, { "action": "You take the ticket", "response": "Taken.", "endoftext": false }, { "action": "You examine the ship", "response": "The ticket collector takes your boarding pass. \"Thank you, sir. Your room is just to the south of the bottom of the stairs, which are just east of the boarding area. Here is your key. Enjoy your cruise.\"\nYou proceed onto the ship. The boarding platform retracts back\ninto the ship's hull.\n\nThis is where the passengers embark and disembark. The wall to the west opens up when the ship comes to port. The lobby is to the north, the grand hall is to the east, and the gift shop is to the southeast.\n\nYour score just went up 5 points!\n\nI don't see any ship here.", "endoftext": true }, { "action": "Look around", "response": "This is where the passengers embark and disembark. The wall to the west opens up when the ship comes to port. The lobby is to the north, the grand hall is to the east, and the gift shop is to the southeast.", "endoftext": false }, { "action": "Close the wallet", "response": "Closed.", "endoftext": false }, { "action": "Inventory", "response": "You have your clothes (being worn), a wallet, a large suitcase, and a room key.", "endoftext": false }, { "action": "You look at the key", "response": "It is your room key.", "endoftext": false }, { "action": "Go east", "response": "Exotic tropical trees extend above you into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends upwards along the side the atrium to the third deck. A smaller stairway leads down to the first deck.\n\nAlmost all portions of the second deck can be accessed from here.\nA corridor to the east leads to the bar. The video arcade is to the north, the casino is to the northeast, the gift shop is to the south, the boarding area is to the west, and the lobby is to the northwest.", "endoftext": true }, { "action": "Go downwards", "response": "Stairway Area ( deck 1 )\nA flight of stairs leads upwards to the second deck. The\nresidential hallway is to the south.", "endoftext": false }, { "action": "You go south", "response": "The hall continues to the east and west. To the south is the door\nto your room. The stairway area is to the north.", "endoftext": false }, { "action": "You go to the south", "response": "You'll have to open the door to your room first.", "endoftext": false }, { "action": "You open the door", "response": "It's locked.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "Unlocked.", "endoftext": false }, { "action": "You open the door", "response": "Opened.", "endoftext": false }, { "action": "You go south", "response": "A comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nSitting on the nightstand is a note.", "endoftext": false }, { "action": "You examine the note", "response": "Welcome to The Rhinoceros . We hope you enjoy your stay.\n- The Crew", "endoftext": false }, { "action": "You drop the suitcase", "response": "Dropped.", "endoftext": false }, { "action": "Inventory", "response": "You have your clothes (being worn), a wallet, and a room key.", "endoftext": false }, { "action": "You examine the drawer", "response": "There's nothing in the nightstand drawer.\n\nThe nightstand drawer is open. There's nothing in the nightstand drawer.", "endoftext": false }, { "action": "You open the suitcase", "response": "Opening your suitcase reveals your pajamas, a pair of goggles, a swimsuit, and some laundry.", "endoftext": false }, { "action": "You close the door", "response": "Closed.", "endoftext": false }, { "action": "You look at the laundry", "response": "The laundry is your supply of clothing for the entire trip.", "endoftext": false }, { "action": "You examine the bed", "response": "This is where you go to sleep at night.", "endoftext": false }, { "action": "You go south", "response": "The bathroom is equipped with the standard facilities: a toilet, shower, and a sink.\nYou see a roll of toilet paper here. The toilet bowl seems to\ncontain some toilet water.", "endoftext": false }, { "action": "You look at the paper", "response": "It looks like an ordinary roll of toilet paper to me.", "endoftext": false }, { "action": "You look at the toilet", "response": "It looks just like any other toilet.", "endoftext": false }, { "action": "You examine the sink", "response": "It is an ordinary sink. No water is coming out of the faucet.", "endoftext": false }, { "action": "You take the paper", "response": "Taken.", "endoftext": false }, { "action": "You turn on the faucet", "response": "It's already turned on!", "endoftext": false }, { "action": "Swim", "response": "The game makes you swim automatically when you are in the pool. If you want to move around, use the compass directions, up, and down. If you are in the pool and you want to go underwater, use down.", "endoftext": false }, { "action": "Flush toilet", "response": "That was fun! But hanging out in the bathroom and flushing the\ntoilet just to see what happens is not exactly your idea of a dream vacation.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The bathroom is equipped with the standard facilities: a toilet, shower, and a sink.\nThe toilet bowl seems to contain some toilet water.", "endoftext": false }, { "action": "You go north", "response": "You see a large suitcase here. Sitting on the nightstand is a\nnote. Your suitcase seems to contain your pajamas, a pair of goggles, a swimsuit, and some laundry.", "endoftext": false }, { "action": "You look at the swimsuit", "response": "It is a standard red pair of swim trunks with white strings.", "endoftext": false }, { "action": "Wear the goggles", "response": "(First taking the goggles)\nTaken. Okay, you're now wearing the goggles.", "endoftext": false }, { "action": "You leave", "response": "(Opening the door leading out of your room)\nSouth Residential Hallway", "endoftext": false }, { "action": "You close the door", "response": "Closed.", "endoftext": false }, { "action": "You lock the door", "response": "(with the room key)\nLocked.", "endoftext": false }, { "action": "You go west", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the north and east.", "endoftext": false }, { "action": "You go north", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the north and south.", "endoftext": false }, { "action": "Go north", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the east and south.", "endoftext": false }, { "action": "Go east", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the east and west. To the south is a maintenance closet.\nThe maitenance closet seems to contain a broom and a mop.\nA muscular janitor stands in the doorway between the hallway and\nthe maintenance closet. He is holding a plunger.\n\nThe janitor taps the plunger against the floor rhythmically.", "endoftext": false }, { "action": "You look at the closet", "response": "This large walk-in closet is not decorated in any way.\n\nThe janitor yawns.", "endoftext": false }, { "action": "You examine the plunger", "response": "The plunger consists of a wooden handle attached to a large red suction cup.\n\nThe janitor taps the plunger against the floor rhythmically.", "endoftext": false }, { "action": "Examine janitor", "response": "The janitor is a large, muscular man with a thick mustache.\n\nThe janitor taps the plunger against the floor rhythmically.", "endoftext": false }, { "action": "You look at broom", "response": "It looks like an ordinary broom to me.\n\nThe janitor taps the plunger against the floor rhythmically.", "endoftext": false }, { "action": "You examine the mop", "response": "It looks like an ordinary mop to me.\n\nThe janitor yawns.", "endoftext": false }, { "action": "You talk to the janitor", "response": "\"Hello\"\n\nThe janitor taps the plunger against the floor rhythmically.", "endoftext": false }, { "action": "You take the plunger", "response": "\"Hey, that's mine!\" says the janitor. \"You can't have it!\"\n\nThe janitor flexes his muscles.", "endoftext": false }, { "action": "You ask the janitor about the plunger", "response": "\"It's what I use to unclog toilets. If you need me to clean out a toilet for you, tell me about the toilet.\"\n\nThe janitor taps the plunger against the floor rhythmically.", "endoftext": true }, { "action": "You look around", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the east and west. To the south is a maintenance closet.\nThe maitenance closet seems to contain a broom and a mop.\nA muscular janitor stands in the doorway between the hallway and\nthe maintenance closet. He is holding a plunger.\n\nThe janitor flexes his muscles.", "endoftext": false }, { "action": "You go east", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the west and south.", "endoftext": false }, { "action": "You go south", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the west and north.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The hall continues to the east and west. To the south is the door\nto your room. The stairway area is to the north.", "endoftext": false }, { "action": "You go to the north", "response": "Stairway Area ( deck 1 )", "endoftext": false }, { "action": "Up", "response": "Exotic tropical trees extend above you into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends upwards along the side the atrium to the third deck. A smaller stairway leads down to the first deck.\n\nAlmost all portions of the second deck can be accessed from here.\nA corridor to the east leads to the bar. The video arcade is to the north, the casino is to the northeast, the gift shop is to the south, the boarding area is to the west, and the lobby is to the northwest.", "endoftext": false }, { "action": "You examine the painting", "response": "The painting is a colorful abstract design.", "endoftext": false }, { "action": "You look behind the painting", "response": "It's too far away.", "endoftext": false }, { "action": "You climb the tree", "response": "You try to climb one of the trees, but you can't find a firm enough place to grip onto it. You try each of the other trees, but have no better luck with them.", "endoftext": false }, { "action": "You look at the carpet", "response": "The carpet is so marvelously thick and comfortable that every step you take sends a sensation of pleasure through your foot and leg to your entire body. It is a gorgeous shade of red . . . somewhere between scarlet and vermillion.", "endoftext": false }, { "action": "You go north", "response": "Colors blare forth from screens all over the room. The games range from the newest technicolor 3-D creations to old classics. To the east, more money-wasting machines blare out noises in the casino. The comparatively serene lobby lies to the west, and the grand hall is off to the south.", "endoftext": false }, { "action": "Xyzzy", "response": "A hollow voice whispers, \"I saw a 't' on top of a castle!\"\n\nA goat runs through the lounge. A llama chases after it. The glue is dripping down the side of the bottle.\n\nI doubt that made any sense to you, since it's an inside joke. Well, when you type something out-of-context like xyzzy you should expect an out-of-context response. If you expected to be teleported, too bad for you. This isn't Zork. Friday Afternoon\n\nIt's time for lunch. You should go to the dining room soon.", "endoftext": false }, { "action": "You examine the games", "response": "You're not a huge fan of video games, but you've always liked Pacman. You notice that there is indeed a Pacman game in this arcade.", "endoftext": false }, { "action": "Inventory", "response": "You have your clothes (being worn), a wallet, a room key, a roll of toilet paper, and a pair of goggles (being worn).", "endoftext": false }, { "action": "You open the wallet", "response": "Opening your wallet reveals some money.", "endoftext": false }, { "action": "You play the game", "response": "You put a quarter into the Pacman game and play it. \"That was fun,\" you think, \"but not nearly as fun as a text adventure game.\"\n\nIt's time for lunch. You should go to the dining room soon.", "endoftext": false }, { "action": "Go east", "response": "This is the ship's casino, where dozens of vacationers go every day\nto get rid of their excess money. The casino's designers apparently didn't care much for variety. No blackjack, poker, or craps tables are here. There isn't a roulette wheel either. There are, however, slot machines, and lots of them. However, only one of them is currently open. Due to the huge crowd of people in the casino, you can't even get close enough to the other machines to get a good look at them. The arcade is to the west, the bar is to the south, and the grand hall is to the southwest.", "endoftext": false }, { "action": "You look at the people", "response": "The gamblers are mindlessly plunking money into the slot machines, hoping to win the jackpot.", "endoftext": false }, { "action": "You talk to the people", "response": "\"Hello\"", "endoftext": false }, { "action": "You look at the wallet", "response": "Your wallet contains some money. Currently, your money amounts to $51.17", "endoftext": false }, { "action": "You play the slot machine", "response": "You put 25 cents into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\nbanana . . . . cherry . . . . banana\n\nSorry, you lose :(\n\nIt's time for lunch. You should go to the dining room soon.", "endoftext": false }, { "action": "You go to the south", "response": "A man dressed in an odd-looking black hooded robe sits on one of\nthe barstools, drinking a foamy beer. Besides him, no one else is in the bar. Behind the bar, the bartender is nowhere to be seen.\nPerhaps he is taking a break. Perhaps, that is why the bar is so empty. To the north, vacationers gamble away their money in the casino. A corridor to the west leads to the grand hall.\nThe old man extends a single hairy finger outside of his robe and beckons to you. \"You!\", he calls in a low, raspy voice. \"Come have a seat. I must tell you something important.\"\n\nThe old man snakes a strong, thin, gnarly arm out of his cloak and takes a long drink of his ale. Then the arm disappears back into his cloak. But although you could have sworn you saw the frothy amber liquid emptying into his mouth, you notice the mug is still full to the brim.", "endoftext": false }, { "action": "You examine man", "response": "The old man sits at the bar. His robe shimmers strangely. Although he is obviously very old, his posture is straight, and he appears strong and healthy.\nHis face is wrinkled and is shrouded in the shadow of his hood.\nHis eyes are deepset but stare penetratingly out from between his wrinkles. Great wisdom seems to emanate from them. His nose is thin and bends slightly to the left. His lips are almost hidden within the shadows of his cloak. You can just barely make out the top of a long, thick, grey beard that extends from just below his lower lip down into his robe.", "endoftext": false }, { "action": "Examine mug", "response": "The ale is a dark amber and is very frothy. It is contained in a heavy glass mug. The foam bubbles and churns.\n\n\"Did you not hear me?\" asks the old man. Come have a seat. I must tell you something.\"", "endoftext": false }, { "action": "You sit", "response": "(the barstool)\n\n\"Listen to my words!\"\n\"I am a powerful wizard. I am aligned with the forces of good. Another powerful wizard is trapped in a magical location on this ship. He is aligned with the forces of evil. The island to which ship travels has come into alignment with a place of great evil magical power located in another universe. When the ship reaches the island, the evil wizard will slowly accrue power from the power source in the other universe. If the ship stays at the island long enough, he will accrue enough power to break free from the magical forces that hold him prisoner. Then he will conquer the entire earth and enslave the entire human race.\n\"There is only one way that this can be prevented. Three power crystals are located on this ship, all on different decks from each other. You must find them. In order to invoke their power, you must hold them in your hands; you cannot put them in any sort of container. After you have found them, taking them to the location of the portal to the evil wizard's prison will cause the area to be illuminated in a bright pink aura. You must go up from that location several times to reach the evil wizard's prison. You must bring the three power crystals to the place where the evil wizard is before he accrues enough power to break free. The crystals will cause him to be destroyed.\n\"You are probably wondering why I don't gather these crystals\nmyself since I am such a powerful wizard. The problem is that this is something only you can do. You have a special aura about you.\nBecause of this aura, you can gather the crystals. Because of this aura, you can use them to defeat the evil wizard. I cannot cast any spells to assist you; if I do, the crystals will be destroyed.\n\"I can, however, help you by giving you two magical items: an evil detector and some magic eyedrops. The evil detector will tell you how much evil power the evil wizard has absorbed from the evil power source. If it reads 275 or higher, he will have enough power to escape from his confines. The magic eyedrops will allow you to see the power crystals, which are normally invisible to ordinary people.\" The wizard pulls something out of the depths of his cloak that\nlooks very similar to a digital wristwatch and puts it around your wrist. \"This is the evil detector\", he says.\nThe wizard takes a spray bottle out of the depths of his robe and sprays a liquid from it into your eyes. It stings for a while, but after the stinging goes away, you feel as if your vision is somehow more acute. \"Those were the magic eyedrops,\" he says.\n\"Before you go, I must warn you of one thing,\" says the wizard.\n\"The special aura that surrounds you is a mixed blessing. It does allow you to collect the crystals and defeat the evil wizard. Its drawback, however, is that if you come in complete alignment with an evil power source in another universe, you will die. This means that you must not go out onto the island.\n\"Oh, one more thing: You're probably thinking that this is a ridiculous scenario, that surely since I am such a powerful wizard I can do this myself. To help you understand the situation better, I will remind you of a story you have probably heard before, that of Aladdin. In that story, a powerful sorcerer wanted to get a magical lamp out of a cave. However, only Aladdin could enter the cave. It didn't matter that the sorcerer was a powerful sorcerer. Only Aladdin could enter the cave.\n\"If you want to hear all this again, ask me about the evil wizard.\"\n\nYour score just went up 5 points!\n\nOkay, you're now sitting on the barstool.", "endoftext": false }, { "action": "You look at the detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 0.\n\nIf you don't hurry up and go to the dining room you'll be late for lunch!", "endoftext": true }, { "action": "You look around", "response": "The Bar , in the barstool\nA man dressed in an odd-looking black hooded robe sits on one of\nthe barstools, drinking a foamy beer. Besides him, no one else is in the bar. Behind the bar, the bartender is nowhere to be seen.\nPerhaps he is taking a break. Perhaps, that is why the bar is so empty. To the north, vacationers gamble away their money in the casino. A corridor to the west leads to the grand hall.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer in the barstool.\n\nIf you don't hurry up and go to the dining room you'll be late for lunch!", "endoftext": false }, { "action": "Go west", "response": "Exotic tropical trees extend above you into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends upwards along the side the atrium to the third deck. A smaller stairway leads down to the first deck.\n\nAlmost all portions of the second deck can be accessed from here.\nA corridor to the east leads to the bar. The video arcade is to the north, the casino is to the northeast, the gift shop is to the south, the boarding area is to the west, and the lobby is to the northwest.", "endoftext": false }, { "action": "Go northwest", "response": "This is the ship's lobby. There is an information desk here,\nbehind which sits a clerk. The sounds of laser guns and racecar engines come from the arcade to the east, and a door to the north leads to a restroom. The lobby is to the south.\nSitting on the information desk is a sign, a ship information pamphlet, and an itinerary pamphlet.\nA clerk sits behind the information desk.\n\nThe clerk drums her fingers on her desk.", "endoftext": false }, { "action": "You ask the clerk about dining", "response": "\"Oh, hi there! Anne is my name, and information is my game. You\ncan ask me about people, places, or things.\"\n\n\"I'm sorry; I was wasn't paying attention. Could you repeat what\nyou were saying or doing, please?\"\n\nThe clerk pulls a mirror out of her pocket, puts on some makeup, and puts the mirror back in her pocket.", "endoftext": false }, { "action": "You ask the clerk about the dining room", "response": "\"Ha! I know plenty about that, but I don't feel like telling you about it right now.\"\n\nThe clerk cracks her knuckles.", "endoftext": false }, { "action": "You ask her about the food", "response": "\"It's good to eat.\"\n\nYou have a nagging suspicion that something terrible will happen if you don't get to the dining room for lunch posthaste!!\n\nThe clerk rolls her eyes.", "endoftext": false }, { "action": "You examine the sign", "response": "The sign says ASK ME.\n\nThe clerk pulls a mirror out of her pocket, puts on some makeup, and puts the mirror back in her pocket.", "endoftext": false }, { "action": "You kill and eat woman", "response": "What do you want to attack?", "endoftext": false }, { "action": "Woman", "response": "What do you want to attack it with?", "endoftext": false }, { "action": "Wallet", "response": "Attacking the clerk doesn't appear productive.\n\nThe clerk looks at you and snickers.\n\nThe clerk doesn't appear appetizing.\n\nThe clerk drums her fingers on her desk.", "endoftext": false }, { "action": "You examine the ship information pamphlet", "response": "*The Rhinoceros is so named because the designer's favorite animal\nwas the rhino. He wanted to have pictures of rhinos painted all over the ship, but the cruise line refused. The designer reluctantly agreed, but only under the condition that the ship be named in honor of his favorite animal.\n\n*The Rhinoceros is 327 feet long and comes 22 feet above the water\nat its highest point. Its cruising speed is 23 knots.\n\n*Believe it or not, large, powerful magnets occupy the bow and\nstern of The Rhinoceros. Their orientation is such that any compass on the ship will always tell you that the bow is to the north and the stern to the south Therefore, the lobby, for instance, is always to the \"north\" of the boarding area no matter which direction the ship is travelling. These magnets are in all of this cruise line's ships because our eccentric CEO insists that the magnetic fields will have positive effect on the health of the passengers and crew. The magnets do not affect the ship's navigation because the captain uses GPS (global positioning system) to determine which direction it is travelling.\n\nThe clerk puts her right index finger inside of her right cheek and then pulls it out, making a loud popping noise.", "endoftext": false }, { "action": "You look at the itinerary", "response": "Saturday Morning - Arrive at Paradise Island\nSaturday Evening - Leave Paradise Island\nSunday Evening - Return to Miami\n\nYou have a nagging suspicion that something terrible will happen if you don't get to the dining room for lunch posthaste!!\n\nThe clerk picks a large, slimy booger out of her nose and eats it, then licks her lips.", "endoftext": false }, { "action": "Up", "response": "You can't go that way.\n\nThe clerk cracks her knuckles.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is the ship's lobby. There is an information desk here,\nbehind which sits a clerk. The sounds of laser guns and racecar engines come from the arcade to the east, and a door to the north leads to a restroom. The lobby is to the south.\nSitting on the information desk is a sign, a ship information pamphlet, and an itinerary pamphlet.\nA clerk sits behind the information desk.\n\nThe clerk puts her right index finger inside of her right cheek and then pulls it out, making a loud popping noise.", "endoftext": false }, { "action": "You go south", "response": "This is where the passengers embark and disembark. The wall to the west opens up when the ship comes to port. The lobby is to the north, the grand hall is to the east, and the gift shop is to the southeast.", "endoftext": false }, { "action": "Go east", "response": "Exotic tropical trees extend above you into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends upwards along the side the atrium to the third deck. A smaller stairway leads down to the first deck.\n\nAlmost all portions of the second deck can be accessed from here.\nA corridor to the east leads to the bar. The video arcade is to the north, the casino is to the northeast, the gift shop is to the south, the boarding area is to the west, and the lobby is to the northwest.", "endoftext": false }, { "action": "Up", "response": "Stairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.\n\nYou have a nagging suspicion that something terrible will happen unless you can get to the dining room for lunch right away. You have a nagging suspicion that this will be the last warning before the terrible thing happens.", "endoftext": false }, { "action": "Go south", "response": "Waiters come in and out of the kitchen to the south, serving the diners at various tables. Ornate chandeliers hang from the ceiling.\nA large doorway to the north and smaller doorways to the northeast and northwest lead to the stairway area.\nThe maître d' greets diners as they enter the dining room.\n\nThe maître d' says, \"Sir, please go change into some more appropriate attire. You may not dine here dressed as you are. Ask me about eating when you're attired properly. \"", "endoftext": false }, { "action": "You ask maitre about the attire", "response": "\"In order to eat in this restaurant, sir, you must be properly attired. This means you may not be wearing any sort of swimwear or sleepwear.\"\n\nThe maître d' greets some guests.", "endoftext": false }, { "action": "You remove the goggles", "response": "Okay, you're no longer wearing the goggles.\n\nThe maître d' greets some guests.", "endoftext": false }, { "action": "You go south", "response": "A waiter stops you.\n\"You're not allowed to go in the kitchen, sir.\"\n\nThe maître d' looks around the room.", "endoftext": false }, { "action": "You ask the maitre about the dining", "response": "\"I'm sorry, sir. I can't tell you much about that. Perhaps you should inquire at the information desk.\"\n\nSuddenly, a large sign appears from out of nowhere in front of you. Large flashing lights on the sign say YOU LOSE. Maybe next time you should pay more attention to your nagging suspicions. . .", "endoftext": false }, { "action": "You ask the maitre about the eating", "response": "\"Welcome to my restaurant,\" says the maître d'.\n\"Would you care for some lunch?\"", "endoftext": false }, { "action": "Yes", "response": "After eating a scrumptious lunch, you're on your way again.\n\nStairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.\nFriday Afternoon", "endoftext": true }, { "action": "You look at your surroundings", "response": "Stairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.", "endoftext": false }, { "action": "You examine the atrium", "response": "Exotic tropical trees extend up into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends along the side the atrium between the second and third decks.", "endoftext": false }, { "action": "You go to the south-east", "response": "Waiters come in and out of the kitchen to the south, serving the diners at various tables. Ornate chandeliers hang from the ceiling.\nA large doorway to the north and smaller doorways to the northeast and northwest lead to the stairway area.\nThe maître d' greets diners as they enter the dining room.\n\n\"Welcome to my restaurant,\" says the maître d'.\n\"Would you care for some dinner?\"", "endoftext": false }, { "action": "No", "response": "\"Okay. Please ask me about eating when you're ready, sir.\"", "endoftext": false }, { "action": "You go southwest", "response": "You can't go that way.\n\nThe maître d' greets some guests.", "endoftext": false }, { "action": "You go north", "response": "You peer over the balcony, remaining in the same room. Exotic tropical trees extend up into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends along the side the atrium between the second and third decks.", "endoftext": false }, { "action": "Inventory", "response": "You have your clothes (being worn), a wallet, a room key, a roll of toilet paper, a pair of goggles, and an evil detector (being worn). Your wallet seems to contain some money.", "endoftext": false }, { "action": "Go northeast", "response": "Several comfortable chairs and sofas are scattered about the room.\nA young man sits on a black leather armchair, looking contemplatively out the window that covers the entire eastern wall of the lounge.\nNext to the man is a small table. A small entryway to the south leads to the dining room. The hallway outside of the theater is to the northwest. To the west is a balcony overlooking the atrium. The hallway near staircase and the entrance to the dining room is to the southwest.\nSitting on the small table is a hint book.", "endoftext": false }, { "action": "Examine book", "response": "The book is smallish and black. The word \"HINTS\" is printed in large red letters on the front cover.", "endoftext": false }, { "action": "You read the book", "response": "Welcome to the hint book. The hints on each topic start out vague and get progressively more specific. Press a number key to view the next hint in that topic, or press any other key to exit. More hint topics will become available as you progress through the game.\n\nHints are available on the following topics:\n\n1. I don't have enough money.\n2. Finding the orange crystal\n3. Obtaining the green crystal\n4. Finding the purple crystal\nexiting hint book . . .", "endoftext": false }, { "action": "You examine man", "response": "He has brown hair, bluish eyes, and a scraggly goatee. He wears glasses.", "endoftext": false }, { "action": "You examine the evil detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 0.", "endoftext": false }, { "action": "You talk to the man", "response": "\"Oh, hello. I don't believe we've met. I'm Norman Perlmutter, the one who created this game you are playing. You can ask me about just about any significant item or character in the game, and I'll tell you about my experiences coding it up or thinking it up. If you need any hints, you can read the hint book sitting on the table.\"", "endoftext": false }, { "action": "Oops norman", "response": "\"I had a lot of fun creating her.\"", "endoftext": false }, { "action": "You ask Norman about the old man", "response": "\"He is probably more intricately and wordily described than any\nother character.\"", "endoftext": false }, { "action": "You ask Norman about the janitor", "response": "\"He is an amusing character.\"", "endoftext": false }, { "action": "You ask Norman about Norman", "response": "\"I'm seventeen years old if you're playing this game during comp01, unless it's before October 7. In addition to writing IF, I like playing chess and participate in many chess tournaments. I judged last year's comp, and I thought it would be fun to write a game for this year. I live in Ohio. You might notice that I don't do random things every turn like most of the other characters. That was a really random assemblage of facts, wasn't it?\"", "endoftext": true }, { "action": "You look around", "response": "Several comfortable chairs and sofas are scattered about the room.\nA young man sits on a black leather armchair, looking contemplatively out the window that covers the entire eastern wall of the lounge.\nNext to the man is a small table. A small entryway to the south leads to the dining room. The hallway outside of the theater is to the northwest. To the west is a balcony overlooking the atrium. The hallway near staircase and the entrance to the dining room is to the southwest.", "endoftext": false }, { "action": "You give the toilet paper to the man", "response": "\"I have no need for that. Why don't you hold on to it? It just\nmight come in useful.\"", "endoftext": false }, { "action": "You examine the armchair", "response": "Which armchair do you mean, the orange chair, the green chair, or the black chair?", "endoftext": false }, { "action": "You look at the black", "response": "The book is smallish and black. The word \"HINTS\" is printed in large red letters on the front cover.", "endoftext": false }, { "action": "Go northwest", "response": "This is the hallway just outside the theater. A door to the north leads into to the theater. The suites are to the southwest, and the lounge is to the southeast. A balcony to the south overlooks the atrium.", "endoftext": false }, { "action": "Go southwest", "response": "This is the hallway just outside of the suites.A balcony to the\neast overlooks the atrium. The hallway near the staircase and the entrance to the dining room is to the southeast. The area outside of the theater is to the northeast.", "endoftext": false }, { "action": "You check your inventory", "response": "You have your clothes (being worn), a wallet, a room key, a roll of toilet paper, a pair of goggles, an evil detector (being worn), and a hint book. Your wallet seems to contain some money.", "endoftext": false }, { "action": "You jump", "response": "Boing.", "endoftext": false }, { "action": "You go north", "response": "As you begin to enter the theater, a notice on the door catches your eye:\n\nComedian Heinrich von Quigley is performing in the theater. Although his act contains no profanity, some audiences may find some of the jokes offensive.\n\nHaving read the notice, you reconsider whether you want to enter the theater.", "endoftext": false }, { "action": "You go to the north", "response": "(Opening the theater door)\nYou enter the theater and sit down with the rest of the audience. The door swings closed behind you.\n\nYou are sitting on a chair in the theater. A comedian is telling jokes on the stage.\n\nThe comedian says:\n\nWhat's big, red, and eats rocks?\nA big, red rock eater.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You look at the Comedian", "response": "There's nothing in the comedian.\n\nThe comedian says:\n\nThree men walk into a bar. The fourth ducks.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You examine comedian", "response": "There's nothing in the comedian.\n\nThe comedian says:\n\nA pig walks into a bar and orders a beer. He drinks it, and then\nhe asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves.\nAnother pig walks into the bar and orders two beers. He drinks\nthem, and then he asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves. Another pig walks into the bar and orders three beers. He drinks them, and then he asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves. Another pig walks into the bar and orders four beers. He drinks\nthem, and then he asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves. Another pig walks into the bar and orders five beers. He drinks\nthem and starts to head out the door. The bartender says, \"Aren't you going to ask me where the bathroom is?\"\n\"No,\" says the pig. \"I'm the one who goes wee-wee-wee-wee-wee all\nthe way home.\n\nThe audience laughs hysterically.", "endoftext": true }, { "action": "You look around", "response": "Theater, in the chair\nYou are sitting on a chair in the theater. A comedian is telling jokes on the stage.\n\nThe comedian says:\n\nWhere does a 700 pound gorilla sit?\nWherever he wants.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You look at audience", "response": "They are listening intently to the comedian's jokes.\n\nThe comedian says:\n\npuzzle in 8 months?\nThe box said 2-4 years.\n\nThe audience laughs hysterically.", "endoftext": true }, { "action": "Look around", "response": "Theater, in the chair\nYou are sitting on a chair in the theater. A comedian is telling jokes on the stage.\n\nThe comedian says:\n\nHow many Carl Sagans does it take to screw in a lightbulb?\nBillions and billions.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You examine the chair", "response": "You are sitting in a comfortable chair in the audience section of the theater.\n\nThe comedian says:\n\nWhat's black and white and red all over?\nA sunburned zebra.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You go south", "response": "You get up and leave the theater. The door swings closed behind you.\n\nThis is the hallway just outside the theater. A door to the north leads into to the theater. The suites are to the southwest, and the lounge is to the southeast. A balcony to the south overlooks the atrium.", "endoftext": false }, { "action": "Up", "response": "Cots are ordered in neat rows near the pool. Vacationers lounge\nabout idly on the cots. The shallow end of the pool is to the north, the main portion of the pool is to the northwest, and the diving well is to the west. To the southwest are the diving boards. A flight of stairs to the south leads downward.", "endoftext": false }, { "action": "You look at cots", "response": "Cots are scattered about the pool deck.", "endoftext": false }, { "action": "You look at the vacationers", "response": "Which vacationers do you mean, the sunbathers, or the swimmers?", "endoftext": false }, { "action": "You examine the sunbathers", "response": "The sunbathers lie about idly on the cots, hoping to improve their tans.", "endoftext": false }, { "action": "You look at the swimmers", "response": "They are moving around in the pool.", "endoftext": false }, { "action": "You go southwest", "response": "A ladder leads up ten feet to the top of the high diving board,\nwhich extends over the diving well to the north.", "endoftext": false }, { "action": "You jump", "response": "Boing.", "endoftext": false }, { "action": "You go north", "response": "It would be unwise to go into the water wearing the clothes.\nIt would be unwise to get your wallet wet.\nIt would be ridiculous to take toilet paper into the pool.It would be unwise to go into the water wearing the evil detector.\nIt would be unwise to get the hint book wet.", "endoftext": false }, { "action": "You drop all", "response": "clothes: It would be unwise to commit indecent exposure.\nwallet: Dropped.\nroom key: Dropped.\nroll of toilet paper: Dropped.\ngoggles: Dropped.\nevil detector: (Taking off the evil detector first)\nDropped.\nhint book: Dropped.", "endoftext": false }, { "action": "You take all", "response": "wallet: Taken.\nroom key: Taken.\nroll of toilet paper: Taken.\ngoggles: Taken.\nevil detector: Taken.\nhint book: Taken.", "endoftext": false }, { "action": "You go to the south", "response": "Miscellaneous merchandise for sale is on the shelves here. A price list is displayed on the counter, and behind the counter is the cashier. To the north is the grand hall. The boarding area is to the northwest.\nSitting on the shelves is some scuba gear, a fishing net, some\ncottage cheese, a sharktooth bracelet, and a wooden box.", "endoftext": false }, { "action": "You examine the list", "response": "scuba gear - $2500\nsharktooth bracelet - $10\nfishing net - $5\ncottage cheese - $2.98\nwooden box - $1.29", "endoftext": false }, { "action": "You examine the gear", "response": "The self-contained underwater breathing apparatus consists of an air tank, a breathing tube, and a face mask.\n\nThe cashier yawns.", "endoftext": false }, { "action": "Examine box", "response": "The wooden box is about half the size of a shoebox. It has a hinged lid, which is closed. In the lid is a small keyhole.\n\nThe cashier yawns.", "endoftext": false }, { "action": "You open the box", "response": "It's locked.", "endoftext": false }, { "action": "You look at the net", "response": "It is a long-handled mesh fishing net.", "endoftext": false }, { "action": "You examine cheese", "response": "The cottage cheese is white and lumpy.", "endoftext": false }, { "action": "You examine the wallet", "response": "Your wallet contains some money. Currently, your money amounts to $50.92\n\nThe cashier yawns.", "endoftext": false }, { "action": "You ask the cashier about box", "response": "\"It's a great buy for just 1.29.\"\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "Examine bracelet", "response": "It's a bracelet made of shark teeth.", "endoftext": false }, { "action": "You ask the cashier about the cheese", "response": "\"You should try it. It's very tasty.\"\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You look at the counter", "response": "It's pink.", "endoftext": false }, { "action": "You buy the cheese", "response": "You buy the cottage cheese for $2.98.\nThe cashier rings it up and places it on the counter. \"Don't\nforget to take it with you when you leave the store,\" he says.\n\nThe cashier yawns.", "endoftext": false }, { "action": "You eat the cheese", "response": "Yum! Yum!\n\n\"If you're still hungry, we've got more cottage cheese in stock\",\nsays the cashier.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You take the cheese", "response": "Taken.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You buy the net", "response": "You buy the fishing net for $5.00.\nThe cashier rings it up and places it on the counter. \"Don't\nforget to take it with you when you leave the store,\" he says.", "endoftext": false }, { "action": "You buy the bracelet", "response": "You buy the sharktooth bracelet for $10.00.\nThe cashier rings it up and places it on the counter. \"Don't\nforget to take it with you when you leave the store,\" he says.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "Wear bracelet", "response": "(First taking the sharktooth bracelet)\nTaken. Okay, you're now wearing the sharktooth bracelet.", "endoftext": false }, { "action": "You buy the box", "response": "You buy the wooden box for $1.29.\nThe cashier rings it up and places it on the counter. \"Don't\nforget to take it with you when you leave the store,\" he says.\n\nThe cashier says, \"Oh, I almost forgot that the person who buys\nthat box is supposed to receive this key as a free gift.\"\nHe hands you a small wooden key.", "endoftext": false }, { "action": "You open the box", "response": "It's locked.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "Unlock box with wooden key", "response": "Unlocked.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You open the box", "response": "Opening the wooden box reveals an orange power crystal.", "endoftext": false }, { "action": "You take the crystal", "response": "Taken.\n\nYour score just went up 15 points!", "endoftext": false }, { "action": "You take box", "response": "You've already got your hands full.", "endoftext": false }, { "action": "You examine detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 0.\n\nThe cashier yawns.", "endoftext": false }, { "action": "Inventory", "response": "You have your clothes (being worn), a wallet, a room key, a roll of toilet paper, a pair of goggles, an evil detector (being worn), a hint book, some cottage cheese, a fishing net, a sharktooth bracelet (being worn), a small wooden key, and an orange power crystal. Your wallet seems to contain some money.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You drop the key", "response": "Which key do you mean, the room key, or the small wooden key?", "endoftext": true }, { "action": "You describe your surroundings", "response": "Miscellaneous merchandise for sale is on the shelves here. A price list is displayed on the counter, and behind the counter is the cashier. To the north is the grand hall. The boarding area is to the northwest.\nYou see a small wooden key here. Sitting on the counter is a\nwooden box. Sitting on the shelves is some scuba gear.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You put the crystal in the box", "response": "Done.\n\nThe cashier yawns.", "endoftext": false }, { "action": "Inventory", "response": "You have your clothes (being worn), a wallet, a room key, a roll of toilet paper, a pair of goggles, an evil detector (being worn), a hint book, some cottage cheese, a fishing net, a sharktooth bracelet (being worn), and a wooden box. Your wallet seems to contain some money.\nThe wooden box seems to contain an orange power crystal.\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "Wear the goggles", "response": "Okay, you're now wearing the goggles.\n\nThe cashier yawns.", "endoftext": false }, { "action": "You ask the cashier about the scuba", "response": "\"It never runs out of air; that's why it costs so much.\"\n\nThe cashier scratches his nose.", "endoftext": false }, { "action": "You go to the north-west", "response": "This is where the passengers embark and disembark. The wall to the west opens up when the ship comes to port. The lobby is to the north, the grand hall is to the east, and the gift shop is to the southeast.", "endoftext": false }, { "action": "Go north", "response": "This is the ship's lobby. There is an information desk here,\nbehind which sits a clerk. The sounds of laser guns and racecar engines come from the arcade to the east, and a door to the north leads to a restroom. The lobby is to the south.\nSitting on the information desk is a sign, a ship information pamphlet, and an itinerary pamphlet.\nA clerk sits behind the information desk.\n\nThe clerk puts her left index finger inside of her right cheek and then pulls it out, making a loud popping noise.", "endoftext": false }, { "action": "You go north", "response": "(Opening the bathroom door)\nRestroom\nThis is a unisex restroom. A humble toilet occupies the corner.\n\"How different this world would be had Thomas Krapper never invented this marvel of high-tech plumbing,\" you think. There is also a sink here. The lobby is located through an open doorway to the south.\nYou see a roll of toilet paper here. The toilet bowl seems to\ncontain some toilet water.", "endoftext": false }, { "action": "You put the toilet paper in the toilet", "response": "Done.", "endoftext": false }, { "action": "Flush toilet", "response": "Some toilet water and a roll of toilet paper go down the drain, but the toilet does not fill back up as usual. Instead, it makes a grotesque gurgling sound and remains nearly empty.\n\nYour score just went up 9 points!", "endoftext": false }, { "action": "Go south", "response": "This is the ship's lobby. There is an information desk here,\nbehind which sits a clerk. The sounds of laser guns and racecar engines come from the arcade to the east, and a door to the north leads to a restroom. The lobby is to the south.\nSitting on the information desk is a sign, a ship information pamphlet, and an itinerary pamphlet.\nA clerk sits behind the information desk.\n\nThe clerk picks a large, slimy booger out of her nose and eats it, then licks her lips.", "endoftext": false }, { "action": "You go south", "response": "This is where the passengers embark and disembark. The wall to the west opens up when the ship comes to port. The lobby is to the north, the grand hall is to the east, and the gift shop is to the southeast.", "endoftext": false }, { "action": "Go east", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the east and west. To the south is a maintenance closet.\nThe maitenance closet seems to contain a broom, a mop, and a purple power crystal.\nA muscular janitor stands in the doorway between the hallway and\nthe maintenance closet. He is holding a plunger.\n\nThe janitor flexes his muscles.", "endoftext": false }, { "action": "You tell the janitor about the toilet", "response": "\"Are you trying to tell me that a toilet is clogged?\"", "endoftext": false }, { "action": "Yes", "response": "\"Is it the toilet in your room?\"", "endoftext": false }, { "action": "No", "response": "\"Okay, then it must be the toilet north of the lobby.\"\n\n\"Before I go unclog it, I just want to verify that you're certain\nthe toilet to the north of the lobby is clogged up. I must warn you that I get really mad when people lie to me. So, are you sure the toilet is clogged?\"", "endoftext": false }, { "action": "Yes", "response": "\"Okay, I'll get right to work. Don't go into the maintenance closet while I'm gone.\"\n\nThe janitor goes off to the east.", "endoftext": true }, { "action": "You describe your surroundings", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the east and west. To the south is a maintenance closet.\nThe maitenance closet seems to contain a broom, a mop, and a purple power crystal.", "endoftext": false }, { "action": "Go south", "response": "This large walk-in closet is not decorated in any way.\nYou see a broom, a mop, and a purple power crystal here.", "endoftext": false }, { "action": "You take the crystal", "response": "Which crystal do you mean, the orange power crystal, or the purple power crystal?", "endoftext": false }, { "action": "You examine the mop", "response": "It looks like an ordinary mop to me.", "endoftext": false }, { "action": "You examine the broom", "response": "It looks like an ordinary broom to me.", "endoftext": false }, { "action": "You go north", "response": "deck of the ship. To either side are doors leading to private rooms. The hallway continues to the east and west. To the south is a maintenance closet.\nThe maitenance closet seems to contain a broom and a mop.", "endoftext": false }, { "action": "You put the purple crystal in the box", "response": "Done.", "endoftext": false }, { "action": "Go south", "response": "This large walk-in closet is not decorated in any way.\nYou see a broom and a mop here.", "endoftext": false }, { "action": "You take the broom", "response": "Unfortunately for you, the janitor set up a security system that causes his broom to electrocute anyone who touches it if their fingerprints don't match his. The electric shock is 10,000 volts, which is more than enough to kill you.", "endoftext": false }, { "action": "You take the mop", "response": "Unfortunately for you, the janitor set up a security system that causes his mop to electrocute anyone who touches it if their fingerprints don't match his. The electric shock is 10,000 volts, which is more than enough to kill you.", "endoftext": false }, { "action": "You go south", "response": "A comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nYou see a large suitcase here. Sitting on the nightstand is a\nnote. Your suitcase seems to contain your pajamas, a swimsuit, and some laundry.", "endoftext": false }, { "action": "You look at the laundry", "response": "The laundry is your supply of clothing for the entire trip.", "endoftext": false }, { "action": "You wear the swimsuit", "response": "You remove your clothes.\nYou drop them.\nDropped.\nYou put on the swimsuit.", "endoftext": false }, { "action": "Wear the goggles", "response": "You're already wearing the goggles!", "endoftext": false }, { "action": "You go to the north-west", "response": "It would be unwise to get your wallet wet.\nIt would be unwise to go into the water wearing the evil detector.\nIt would be unwise to get the hint book wet.\nIt would be unwise to get the cottage cheese wet.\nIt would be unwise to get the wooden box wet.\nFriday Evening\n\nIt's time for dinner. You should go to the dining room soon.", "endoftext": false }, { "action": "You drop all", "response": "wallet: Dropped.\nroom key: Dropped.\ngoggles: (Taking off the goggles first)\nDropped.\nevil detector: (Taking off the evil detector first)\nDropped.\nhint book: Dropped.\ncottage cheese: Dropped.\nfishing net: Dropped.\nsharktooth bracelet: (Taking off the sharktooth bracelet first) Dropped.\nwooden box: Dropped.\nswimsuit: It would be unwise to commit indecent exposure.", "endoftext": false }, { "action": "Inventory", "response": "You have a swimsuit (being worn).", "endoftext": false }, { "action": "Wear the goggles", "response": "(First taking the goggles)\nTaken. Okay, you're now wearing the goggles.", "endoftext": false }, { "action": "You go northwest", "response": "People swim all around you. The water is four feet deep, deep\nenough for you to easily swim around underwater. The shallow end is to the east, and the diving well is to the south.", "endoftext": false }, { "action": "You go east", "response": "People swim and play. The water is about two feet deep, just\nbarely deep enough for you to swim underwater. The main pool area is to the west, and the pool deck is to the south.\n\nIt's time for dinner. You should go to the dining room soon.", "endoftext": false }, { "action": "You go south", "response": "The diving well is so deep that you can't see the bottom. The main pool area is to the north, and the pool deck is to the east. The high diving board rises up ten feet from the deck to the south and extends out above the diving well.", "endoftext": false }, { "action": "Down", "response": "You take a deep breath, preparing to go underwater.\n\nThe main pool area is to the north. The diving well extends quite some distance below you.", "endoftext": true }, { "action": "Go down", "response": "The diving well continues above you and below you. At the bottom\nof the diving well you see a vague apparition moving around.\n\nYou're starting to run low on air.", "endoftext": false }, { "action": "Up", "response": "The main pool area is to the north. The diving well extends quite some distance below you.\n\nIt's time for dinner. You should go to the dining room soon.\n\nYou're running very low on air.", "endoftext": false }, { "action": "Up", "response": "You come to the surface and inhale deeply.\n\nAaaah, sweet oxygen!\n\nThe diving well is so deep that you can't see the bottom. The main pool area is to the north, and the pool deck is to the east. The high diving board rises up ten feet from the deck to the south and extends out above the diving well.", "endoftext": false }, { "action": "Up", "response": "The diving board extends outward over the water to the north. If\nyou don't want to take the plunge, you can go back down the ladder to the south.", "endoftext": false }, { "action": "You jump", "response": "Yahooo!\n\nThe main pool area is to the north. The diving well extends quite some distance below you.\nBoing\n\nYou come to the surface and inhale deeply.\n\nThe diving well is so deep that you can't see the bottom. The main pool area is to the north, and the pool deck is to the east. The high diving board rises up ten feet from the deck to the south and extends out above the diving well.\nBoing.", "endoftext": false }, { "action": "Go east", "response": "Cots are ordered in neat rows near the pool. Vacationers lounge\nabout idly on the cots. The shallow end of the pool is to the north, the main portion of the pool is to the northwest, and the diving well is to the west. To the southwest are the diving boards. A flight of stairs to the south leads downward.\nYou see a wallet, a room key, an evil detector, a hint book, some cottage cheese, a fishing net, a sharktooth bracelet, and a wooden box here. Your wallet seems to contain some money. The wooden box seems to contain an orange power crystal and a purple power crystal.\n\nIf you don't hurry up and go to the dining room you'll be late for dinner!", "endoftext": false }, { "action": "You take all", "response": "wallet: Taken.\nroom key: Taken.\nevil detector: Taken.\nhint book: Taken.\ncottage cheese: Taken.\nfishing net: Taken.\nsharktooth bracelet: Taken.\nwooden box: Taken.", "endoftext": false }, { "action": "Down", "response": "Stairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.", "endoftext": false }, { "action": "You go to the south", "response": "The hall continues to the east and west. To the south is the door\nto your room. The stairway area is to the north.\n\nIf you don't hurry up and go to the dining room you'll be late for dinner!", "endoftext": false }, { "action": "Go south", "response": "A comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nYou see a large suitcase and your clothes here. Sitting on the nightstand is a note. Your suitcase seems to contain your pajamas and some laundry.", "endoftext": false }, { "action": "You wear clothes", "response": "You remove your swimsuit.\nYou drop it.\nDropped.\nYou put on the clothes.", "endoftext": false }, { "action": "Up", "response": "Exotic tropical trees extend above you into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends upwards along the side the atrium to the third deck. A smaller stairway leads down to the first deck.\n\nAlmost all portions of the second deck can be accessed from here.\nA corridor to the east leads to the bar. The video arcade is to the north, the casino is to the northeast, the gift shop is to the south, the boarding area is to the west, and the lobby is to the northwest.\n\nYou have a nagging suspicion that something terrible will happen if you don't get to the dining room and go to dinner posthaste!!", "endoftext": false }, { "action": "You remove the goggles", "response": "You could drop the goggles, but your hands are too full to carry them.\n\nThe maître d' eyes you suspiciously.", "endoftext": false }, { "action": "Drop book", "response": "Dropped.\n\nThe maître d' eyes you suspiciously.", "endoftext": false }, { "action": "You ask the maitre about the eating", "response": "\"Welcome to my restaurant,\" says the maître d'.\n\"Would you care for some dinner?\"", "endoftext": false }, { "action": "Yes", "response": "After eating a delectable dinner, you're on your way again.\n\nStairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.\nFriday Evening", "endoftext": false }, { "action": "Go south", "response": "Waiters come in and out of the kitchen to the south, serving the diners at various tables. Ornate chandeliers hang from the ceiling.\nA large doorway to the north and smaller doorways to the northeast and northwest lead to the stairway area.\nYou see a hint book here.\nThe maître d' greets diners as they enter the dining room.\n\n\"You've already eaten dinner tonight, sir.\" says the maître d'. \"Please return tomorrow.\"", "endoftext": false }, { "action": "You take the book", "response": "You've already got your hands full.\n\nThe maître d' looks around the room.", "endoftext": false }, { "action": "Wear the goggles", "response": "Okay, you're now wearing the goggles.\n\nThe maître d' says to you, \" Sir, I request you leave the dining room and not return until you are properly attired.\"", "endoftext": false }, { "action": "You take the book", "response": "Taken.\n\nThe maître d' says to you, \" Sir, I request you leave the dining room and not return until you are properly attired.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe ma�tre d' greets some guests.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a pair of goggles (being worn), a wallet, a room key, an evil detector, some cottage cheese, a fishing net, a sharktooth bracelet, a wooden box, your clothes (being worn), and a hint book. Your wallet seems to contain some money. The wooden box seems to contain an orange power crystal and a purple power crystal.\n\nThe maître d' eyes you suspiciously.", "endoftext": false }, { "action": "Wear bracelet", "response": "Okay, you're now wearing the sharktooth bracelet.\n\nThe maître d' greets some guests.", "endoftext": false }, { "action": "You put the cheese in the box", "response": "You can't fit that in the wooden box.\n\nThe maître d' eyes you suspiciously.", "endoftext": false }, { "action": "You put the wallet in the box", "response": "Done.\n\nThe maître d' says to you, \" Sir, I request you leave the dining room and not return until you are properly attired.\"", "endoftext": false }, { "action": "You put room key in the box", "response": "Done.\n\nThe maître d' eyes you suspiciously.", "endoftext": false }, { "action": "You wear the evil", "response": "Okay, you're now wearing the evil detector.\n\nThe maître d' greets some guests.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a pair of goggles (being worn), an evil detector (being worn), some cottage cheese, a fishing net, a sharktooth bracelet (being worn), a wooden box, your clothes (being worn), and a hint book. The wooden box seems to contain an orange power crystal, a purple power crystal, a wallet, and a room key.\n\nThe maître d' eyes you suspiciously.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Waiters come in and out of the kitchen to the south, serving the diners at various tables. Ornate chandeliers hang from the ceiling.\nA large doorway to the north and smaller doorways to the northeast and northwest lead to the stairway area.\nThe maître d' greets diners as they enter the dining room.\n\nThe maître d' says to you, \" Sir, I request you leave the dining room and not return until you are properly attired.\"", "endoftext": false }, { "action": "You examine the chandeliers", "response": "The crystal chandeliers are very beautiful.\n\nThe maître d' greets some guests.", "endoftext": false }, { "action": "You look at the waiters", "response": "They are busily serving diners.\n\nThe maître d' eyes you suspiciously.", "endoftext": false }, { "action": "Go north", "response": "(Opening the theater door)\nYou enter the theater and sit down with the rest of the audience. The door swings closed behind you.\n\nYou are sitting on a chair in the theater. A comedian is telling jokes on the stage.\n\nThe comedian says:\n\nHow many gorillas does it take to screw in a light bulb?\nJust one, but it takes a whole lot of light bulbs.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Go north", "response": "You're not going anywhere until you get out of the chair.\n\nThe comedian says:\n\nWhat's big, red, and eats rocks?\nA big, red rock eater.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer in the chair. You leave the theater. The door swings closed behind you.\n\nThis is the hallway just outside the theater. A door to the north leads into to the theater. The suites are to the southwest, and the lounge is to the southeast. A balcony to the south overlooks the atrium.", "endoftext": false }, { "action": "You go north", "response": "(Opening the theater door)\nYou enter the theater and sit down with the rest of the audience. The door swings closed behind you.\n\nYou are sitting on a chair in the theater. A comedian is telling jokes on the stage.\n\nThe comedian says:\n\nA pig walks into a bar and orders a beer. He drinks it, and then\nhe asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves.\nAnother pig walks into the bar and orders two beers. He drinks\nthem, and then he asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves. Another pig walks into the bar and orders three beers. He drinks them, and then he asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves. Another pig walks into the bar and orders four beers. He drinks\nthem, and then he asks the bartender where the bathroom is. The bartender tells him. Then the pig uses the bathroom and leaves. Another pig walks into the bar and orders five beers. He drinks\nthem and starts to head out the door. The bartender says, \"Aren't you going to ask me where the bathroom is?\"\n\"No,\" says the pig. \"I'm the one who goes wee-wee-wee-wee-wee all\nthe way home.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nWhere does a 700 pound gorilla sit?\nWherever he wants.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\npuzzle in 8 months?\nThe box said 2-4 years.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe comedian says:\n\nHow many Carl Sagans does it take to screw in a lightbulb?\nBillions and billions.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nWhat's black and white and red all over?\nA sunburned zebra.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe comedian says:\n\nWhat else is black and white and red all over?\nA newspaper.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nWhat else is black and white and red all over?\nTwo nuns in a chainsaw fight.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nof bowling balls?\nYou can't unload the bowling balls with a pitchfork . . .\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nA lawyer parks his Mercedes at the side of the road. When he opens his door, a passing car runs into it, breaking it off. He calls the police. When the police get there, the lawyer says, \"Some idiot rammed into the door of my Mercedes and then drove away!\"\n\"Sir, I'm terribly sorry about your car, but aren't you more\nconcerned about the fact that the accident also severed your arm?\" \"Omigosh! What happened to my Rolex?\"\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nWhy did the rooster cross the road?\nTo prove he was no chicken.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nThree nuns die and ascend to heaven. When they get up to the\npearly gates, St. Peter says, \"I'm sorry, sisters, but it's getting awfully crowded up here. So we've instituted a new policy. In order to get in, you have to answer a question about the bible.\"\nTo the first nun he says, \"Your question is: What was the first\nman named?\"\n\"That's an easy one,\" she replies. \"He was Adam.\"\nBells ring, the gates open, and the first nun walks into heaven.\nTo the second nun he says, \"Your question is: What was the first woman named?\"\n\"That's an easy one,\" she replies. \"She was Eve.\"\nBells ring, the gates open, and the second nun walks into heaven.\nTo the third nun he says, \"Your question is: What was the first\nthing Eve said to Adam?\"\nThe nun scratches her head. \"Hmm . . . That's a hard one.\"\nBells ring, the gates open, and the third nun walks into heaven.\"\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe comedian says:\n\nHow do you make an elephant float?\nIn a very tall glass, mix 1000 gallons of root beer, 10,000 scoops\nof ice cream, and one elephant.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You look under the chair", "response": "There's nothing under the chair.\n\nThe comedian says:\n\nWhy do elephants paint their toenails red?\nSo they can hide in the cherry trees.\nYou've never seen an elephant in a cherry tree?\nWell, their disguise must be really effective.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nWhat has four wheels and flies?\nA garbage truck.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nWhy do vultures like to ride on airplanes?\nBecause of all the carry-on.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nWhat do you call a man with no arms and no legs who's at your front door?\nMatt.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nswim?\nBob.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nyour wall?\nArt.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe comedian says:\n\nHow many mystery writers does it take to screw in a light bulb?\nTwo - one to screw it in most of the way, and the other to give it\na surprising twist at the end.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nHow many gorillas does it take to screw in a light bulb?\nJust one, but it takes a whole lot of light bulbs.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nWhat's big, red, and eats rocks?\nA big, red rock eater.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe comedian says:\n\nThree men walk into a bar. The fourth ducks.\n\nThe audience laughs hysterically.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a pair of goggles (being worn), an evil detector (being worn), some cottage cheese, a fishing net, a sharktooth bracelet (being worn), a wooden box, your clothes (being worn), and a hint book. The wooden box seems to contain an orange power crystal, a purple power crystal, a wallet, and a room key.", "endoftext": false }, { "action": "You examine the evil detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 0.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is the hallway just outside the theater. A door to the north leads into to the theater. The suites are to the southwest, and the lounge is to the southeast. A balcony to the south overlooks the atrium.", "endoftext": false }, { "action": "You examine the slot machine", "response": "The slot machine is bright yellow with a red handle. A purple dial sticks out from the side of the machine. A notice is posted on the machine.", "endoftext": false }, { "action": "You read it", "response": "You must match all three slots to win a prize. Each slot has an equal probability of showing a cherry, an orange, a banana, a dollar sign, or a jackpot symbol. This is a special slot machine. You can choose how much many cents you want to wager by turning the dial to any number 1 through 100.\n\ncherries . . . . . . . . x2\noranges . . . . . . . . x3\nbananas . . . . . . . . x5\n$$$ . . . . . . . . . . x10\njackpot . . . . . . . . x100", "endoftext": false }, { "action": "You examine the dial", "response": "The dial can be turned to settings numbered from 1 to 100. It's currently set to 25.", "endoftext": false }, { "action": "You pull the lever", "response": "You put $1.00 into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\njackpot . . . . jackpot . . . . banana\n\nSorry, you lose :(", "endoftext": false }, { "action": "Keep going", "response": "You put $1.00 into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\norange . . . . $$$ . . . . orange\n\nSorry, you lose :(", "endoftext": false }, { "action": "You hit machine", "response": "What do you want to attack it with?", "endoftext": false }, { "action": "You pull the lever", "response": "You put 1 cent into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\njackpot . . . . cherry . . . . jackpot\n\nSorry, you lose :(", "endoftext": false }, { "action": "Continue", "response": "You put 1 cent into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\norange . . . . $$$ . . . . banana\n\nSorry, you lose :(", "endoftext": false }, { "action": "Continue", "response": "You put 1 cent into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\njackpot . . . . jackpot . . . . orange\n\nSorry, you lose :(", "endoftext": false }, { "action": "Keep going", "response": "You put 1 cent into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\ncherry . . . . orange . . . . cherry\n\nSorry, you lose :(", "endoftext": false }, { "action": "You continue", "response": "You put 1 cent into the machine and pull the handle. The slots whir and then slowly come to a stop one by one.\n\norange . . . . cherry . . . . cherry\n\nSorry, you lose :(", "endoftext": false }, { "action": "You check your inventory", "response": "You have a pair of goggles (being worn), an evil detector (being worn), some cottage cheese, a fishing net, a sharktooth bracelet (being worn), a wooden box, your clothes (being worn), a hint book, and a wallet. The wooden box seems to contain an orange power crystal, a purple power crystal, and a room key. Your wallet seems to contain some money.", "endoftext": false }, { "action": "You read the book", "response": "Welcome to the hint book. The hints on each topic start out vague and get progressively more specific. Press a number key to view the next hint in that topic, or press any other key to exit. More hint topics will become available as you progress through the game.\n\nHints are available on the following topics:\n\n1. I don't have enough money.\n2. Obtaining the green crystal\nexiting hint book . . .", "endoftext": false }, { "action": "You look at the slot", "response": "The slot machine is bright yellow with a red handle. A purple dial sticks out from the side of the machine. A notice is posted on the machine.", "endoftext": false }, { "action": "You examine dial", "response": "The dial can be turned to settings numbered from 1 to 100. It's currently set to 1.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is the ship's casino, where dozens of vacationers go every day\nto get rid of their excess money. The casino's designers apparently didn't care much for variety. No blackjack, poker, or craps tables are here. There isn't a roulette wheel either. There are, however, slot machines, and lots of them. However, only one of them is currently open. Due to the huge crowd of people in the casino, you can't even get close enough to the other machines to get a good look at them. The arcade is to the west, the bar is to the south, and the grand hall is to the southwest.", "endoftext": false }, { "action": "You go south", "response": "A comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nYou see a large suitcase and a swimsuit here. Sitting on the nightstand is a note. Your suitcase seems to contain your pajamas and some laundry.", "endoftext": false }, { "action": "You wear the swimsuit", "response": "You remove your clothes.\nYou drop them.\nDropped.\nYou put on the swimsuit.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of goggles (being worn), an evil detector (being worn), some cottage cheese, a fishing net, a sharktooth bracelet (being worn), a wooden box, a hint book, a wallet, and a swimsuit (being worn). The wooden box seems to contain an orange power crystal, a purple power crystal, and a room key. Your wallet seems to contain some money.", "endoftext": false }, { "action": "You drop all", "response": "goggles: (Taking off the goggles first)\nDropped.\nevil detector: (Taking off the evil detector first)\nDropped.\ncottage cheese: Dropped.\nfishing net: Dropped.\nsharktooth bracelet: (Taking off the sharktooth bracelet first) Dropped.\nwooden box: Dropped.\nhint book: Dropped.\nwallet: Dropped.\nswimsuit: It would be unwise to commit indecent exposure.", "endoftext": false }, { "action": "Wear the goggles", "response": "(First taking the goggles)\nTaken. Okay, you're now wearing the goggles.", "endoftext": false }, { "action": "Inventory", "response": "You have a swimsuit (being worn) and a pair of goggles (being worn).", "endoftext": false }, { "action": "Dive", "response": "(the diving board)\nYou dive deep down into the diving well.\n\nThe diving well continues above you and below you. At the bottom\nof the diving well you see a vague apparition moving around.", "endoftext": false }, { "action": "Down", "response": "You've made it all the way down to the bottom of the diving well.\nThe water pressure makes your ears uncomfortable.A red fish darts about here.\nYou see a green power crystal here.\n\nIt's time for bed. You should go to your room soon.\n\nYou're starting to run low on air.x", "endoftext": false }, { "action": "You take the crystal", "response": "Taken.\n\nYour score just went up 15 points!\n\nYou're running very low on air.x", "endoftext": false }, { "action": "Up", "response": "The diving well continues above you and below you. At the bottom\nof the diving well you see a vague apparition moving around.\n\nIf you don't get some air soon, you'll pass out.x", "endoftext": false }, { "action": "Up", "response": "The main pool area is to the north. The diving well extends quite some distance below you.\n\nIf you don't get some air immediately, you'll pass out.x", "endoftext": false }, { "action": "Up", "response": "You come to the surface and inhale deeply.\n\nAaaah, sweet oxygen!\n\nIf you'd gone without it any longer, you would have drowned.\n\nThe diving well is so deep that you can't see the bottom. The main pool area is to the north, and the pool deck is to the east. The high diving board rises up ten feet from the deck to the south and extends out above the diving well.\nx", "endoftext": false }, { "action": "You go to the east", "response": "Cots are ordered in neat rows near the pool. Vacationers lounge\nabout idly on the cots. The shallow end of the pool is to the north, the main portion of the pool is to the northwest, and the diving well is to the west. To the southwest are the diving boards. A flight of stairs to the south leads downward.\nYou see an evil detector, some cottage cheese, a fishing net, a sharktooth bracelet, a wooden box, a hint book, and a wallet here.\nThe wooden box seems to contain an orange power crystal, a purple power crystal, and a room key. Your wallet seems to contain some money.\n\nIt's time for bed. You should go to your room soon. x", "endoftext": false }, { "action": "You take all", "response": "evil detector: Taken.\ncottage cheese: Taken.\nfishing net: Taken.\nsharktooth bracelet: Taken.\nwooden box: Taken.\nhint book: You've already got your hands full.\nwallet: Taken. x", "endoftext": false }, { "action": "You put green crystal in box", "response": "You can't fit that in the wooden box. x", "endoftext": false }, { "action": "Wear bracelet", "response": "Okay, you're now wearing the sharktooth bracelet. x", "endoftext": false }, { "action": "You take the book", "response": "Taken. x", "endoftext": true }, { "action": "You look around", "response": "Cots are ordered in neat rows near the pool. Vacationers lounge\nabout idly on the cots. The shallow end of the pool is to the north, the main portion of the pool is to the northwest, and the diving well is to the west. To the southwest are the diving boards. A flight of stairs to the south leads downward.\n\nIt's time for bed. You should go to your room soon. x", "endoftext": false }, { "action": "You examine the detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 0.x", "endoftext": false }, { "action": "Down", "response": "Stairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.\nx", "endoftext": false }, { "action": "Down", "response": "Exotic tropical trees extend above you into the atrium. A colorful painting decorates the distant ceiling. A lush red carpet blankets the floor. A stairway with ornately carved railings extends upwards along the side the atrium to the third deck. A smaller stairway leads down to the first deck.\n\nAlmost all portions of the second deck can be accessed from here.\nA corridor to the east leads to the bar. The video arcade is to the north, the casino is to the northeast, the gift shop is to the south, the boarding area is to the west, and the lobby is to the northwest.\nx", "endoftext": false }, { "action": "Down", "response": "Stairway Area ( deck 1 )\nA flight of stairs leads upwards to the second deck. The\nresidential hallway is to the south.\nx", "endoftext": false }, { "action": "Go south", "response": "The hall continues to the east and west. To the south is the door\nto your room. The stairway area is to the north.\n\nIf you don't hurry up and go to your room you'll be late for bed! x", "endoftext": false }, { "action": "You open the door", "response": "Opened. x", "endoftext": false }, { "action": "You go south", "response": "A comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nYou see a large suitcase and your clothes here. Sitting on the nightstand is a note. Your suitcase seems to contain your pajamas and some laundry.\nx", "endoftext": false }, { "action": "You wear the pajamas", "response": "You remove your swimsuit.\nYou drop it.\nDropped.\nYou put on the pajamas.x", "endoftext": false }, { "action": "Sleep", "response": "You'd rather sleep in your bed.x", "endoftext": false }, { "action": "You enter the bed", "response": "Okay, you're now lying on the bed.\n\nIf you don't hurry up and go to your room you'll be late for bed! x", "endoftext": false }, { "action": "Sleep", "response": "You enjoy a peaceful sleep. The next morning, you wake up refreshed and change into some fresh clothes.\n\nA comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nYou see a large suitcase, a swimsuit, and your pajamas here.\nSitting on the nightstand is a note. Your suitcase seems to contain some laundry.\nSaturday Early Morning x", "endoftext": false }, { "action": "You examine the note", "response": "Welcome to The Rhinoceros . We hope you enjoy your stay.\n- The Crewx", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of goggles (being worn), a green power crystal, an evil detector, some cottage cheese, a fishing net, a sharktooth bracelet (being worn), a wooden box, a wallet, a hint book, and your clothes (being worn). The wooden box seems to contain an orange power crystal, a purple power crystal, and a room key. Your wallet seems to contain some money. x", "endoftext": false }, { "action": "You drop goggles", "response": "(Taking off the goggles first)\nDropped. x", "endoftext": false }, { "action": "You drop the net", "response": "Dropped. x", "endoftext": false }, { "action": "You take the orange", "response": "Which orange do you mean, the orange power crystal, or your suitcase?", "endoftext": false }, { "action": "You take the orange crystal", "response": "Taken. x", "endoftext": false }, { "action": "Inventory", "response": "You have a green power crystal, an evil detector, some cottage cheese, a sharktooth bracelet (being worn), a wooden box, a wallet, a hint book, your clothes (being worn), an orange power crystal, and a purple power crystal. The wooden box seems to contain a room key. Your wallet seems to contain some money. x", "endoftext": false }, { "action": "You wear the evil", "response": "Okay, you're now wearing the evil detector. Saturday Morning\n\nIt's time for breakfast. You should go to the dining room soon. x", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a green power crystal, an evil detector (being worn), some cottage cheese, a sharktooth bracelet (being worn), a wallet, a hint book, your clothes (being worn), an orange power crystal, and a purple power crystal. Your wallet seems to contain some money. x", "endoftext": true }, { "action": "You describe your surroundings", "response": "A comfortable-looking bed is against one wall, next to which is a nightstand with a drawer. Your bathroom is to the south. An open doorway to the north leads to the south residential hall.\nYou see a large suitcase, a swimsuit, your pajamas, a pair of\ngoggles, a fishing net, and a wooden box here. Sitting on the nightstand is a note. Your suitcase seems to contain some laundry. The wooden box seems to contain a room key.\nx", "endoftext": false }, { "action": "Go south", "response": "The bathroom is equipped with the standard facilities: a toilet, shower, and a sink.\nThe toilet bowl seems to contain some toilet water.\nx", "endoftext": false }, { "action": "You put the cheese in the toilet", "response": "You might want to use that for something else later, and you wouldn't want to have to fish it out of the toilet.\n\nIt's time for breakfast. You should go to the dining room soon. x", "endoftext": false }, { "action": "Go north", "response": "The hall continues to the east and west. To the south is the door\nto your room. The stairway area is to the north.\nx", "endoftext": false }, { "action": "Up", "response": "Stairway Area ( deck 3 )\nThe grand staircase leads downward through the atrium to the grand hall; a smaller staircase leads up to the pool deck. Comfortable sofas and chairs occupy the lounge to the northeast, and the main entrance to the dining room is to the south. Smaller entryways to the southeast and southwest also lead to the dining room. A hallway outside the suites is to the northwest. A balcony to the north overlooks the atrium.\n\nIt's time for breakfast. You should go to the dining room soon. x", "endoftext": false }, { "action": "You go south", "response": "Waiters come in and out of the kitchen to the south, serving the diners at various tables. Ornate chandeliers hang from the ceiling.\nA large doorway to the north and smaller doorways to the northeast and northwest lead to the stairway area.\nThe maître d' greets diners as they enter the dining room.\n\n\"Welcome to my restaurant,\" says the maître d'.\n\"Would you care for some breakfast?\"", "endoftext": false }, { "action": "You look at the detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 1.x", "endoftext": false }, { "action": "You examine the detector", "response": "The evil detector looks similar to a digital wristwatch. However, instead of telling you the time, it tells you how much evil power the evil wizard has absorbed. If it gets up to 275, the evil wizard can break free and take over the world. Currently, it reads 2.x", "endoftext": false }, { "action": "You go northwest", "response": "This is the hallway just outside of the suites.The whole hallway\nglows with a pink aura. A balcony to the east overlooks the atrium. The hallway near the staircase and the entrance to the dining room is to the southeast. The area outside of the theater is to the northeast.\nx", "endoftext": false }, { "action": "Go northeast", "response": "This is the hallway just outside the theater. A door to the north leads into to the theater. The suites are to the southwest, and the lounge is to the southeast. A balcony to the south overlooks the atrium.\nx", "endoftext": false }, { "action": "Go north", "response": "(Opening the theater door)\nYou enter the theater and sit down with the rest of the audience. The door swings closed behind you.\n\nYou are sitting on a chair in the theater. A comedian is telling jokes on the stage.\n\nThe comedian says:\n\nHow many gorillas does it take to screw in a light bulb?\nJust one, but it takes a whole lot of light bulbs.\n\nThe audience laughs hysterically.x", "endoftext": false }, { "action": "You go south", "response": "You get up and leave the theater. The door swings closed behind you.\n\nThis is the hallway just outside the theater. A door to the north leads into to the theater. The suites are to the southwest, and the lounge is to the southeast. A balcony to the south overlooks the atrium.\nx", "endoftext": false }, { "action": "Go southeast", "response": "Several comfortable chairs and sofas are scattered about the room.\nA young man sits on a black leather armchair, looking contemplatively out the window that covers the entire eastern wall of the lounge.\nNext to the man is a small table. A small entryway to the south leads to the dining room. The hallway outside of the theater is to the northwest. To the west is a balcony overlooking the atrium. The hallway near staircase and the entrance to the dining room is to the southwest.\nx", "endoftext": true } ]
txr79z0wfmrn2hhq
The Kazooist
Charlie Marcou
[ "Humor" ]
[ "house setting", "music references", "walkthrough" ]
2,012
[ 0, 0, 0, 1, 3 ]
4
1.25
20130301
false
You are at your birthday party and your about to eat some cake and stuff, but then some weird stuff happens...
[ { "action": "%", "response": "Please note that this game might be a little silly. thank you.\n\nYou are at your birthday party and your about to eat some cake and stuff\nThe Kazooist\n\nThis is the kitchen. The living room is to the west.\n\nYou can see a table (on which is a Pretty Cake) here.", "endoftext": false }, { "action": "About yourself", "response": "You are as good-looking as ever.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na t-shirt (being worn)\njeans (being worn)\ntennis shoes (being worn)", "endoftext": false }, { "action": "You eat Cake", "response": "(first taking the Pretty Cake)\nIt's a piece of cake to eat a pretty cake\nSugar.\nSUGAR.\nSUGAR!\n\nor even higher on a mountain or something. I don't know. It was awesome. Exhilarating. And then 30 minutes later you crash as if you drank eleven five hour energies and came off it. The cake was extraordinary. And now you are asleep. Your mother kindly takes you to bed\n\nYou awake in an unfamiliar place, and a tall bearded man in a robe is before you. You can't really make out his face-But you really like his beard-He speaks and says\n\n\"You sir, have come of age and now need to learn the sacred art of being a kazoo master. A prophecy has predicted that you'll be a pretty cool dude one day and your training will begin now. Now navigate the tunnel maze.\"\n\nAnd then the man threw down some pellet that released smoke onto the ground, started coughing muttered something or other about his lungs being infernal contraptions and then disappeared with the smoke. (imagine dramatic accents on a kazoo right now).\n\nIt is candlelit here, It is too dangerous and unfamiliar to leave the cave, so the only way to go is northwards into the heart of the cave... There is a wooden door to the east of here... not something you would expect in a cave such as this, but okay...\n\nYou can see a torch here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na t-shirt (being worn)\njeans (being worn)", "endoftext": false }, { "action": "You take the torch", "response": "tennis shoes (being worn)\n\nTaken.", "endoftext": false }, { "action": "You examine the door", "response": "It sorta looks like a kazoo could fit the lock.", "endoftext": false }, { "action": "Go north", "response": "It's as dead end! The only way you could've gone is a dead end. Maybe you can find something interesting here. There is a mysterious hole in the ground and an interesting wall in this room.", "endoftext": false }, { "action": "You examine the wall", "response": "After looking more closely at the wall you notice that there is a passage leading to the Northeast", "endoftext": false }, { "action": "You examine the hole", "response": "In the hole is a kazoo.", "endoftext": false }, { "action": "You get the kazoo", "response": "You pick up the kazoo and you're like \"sweet a kazoo!\".\nYou figure that you can probably play some pretty sick-ass songs on it like tunes originally whistled by horror writer Garth Marenghi or mary had a little lamb or something.\n\nAfter more careful examination you see that there is an inscription that reads \"The kazoo of destiny or something\" on the side of it. Also, come to think of it you notice that the kazoo kinda looks like the abnormal lock on the abnormal door in the cave entrance.", "endoftext": false }, { "action": "You go to the northeast", "response": "You stumble through the crack in the wall and enter the more mysterious part of the cave\n\nIt's pretty cool in this cave, it goes on in the four cardinal directions\n\nYou can see a Mysterious door here.", "endoftext": false }, { "action": "You open it", "response": "The mysterious door opens only when the dial is spun to the right combination.", "endoftext": true }, { "action": "Look around", "response": "It's pretty cool in this cave, it goes on in the four cardinal directions\n\nYou can see a Mysterious door here.", "endoftext": false }, { "action": "You go north", "response": "This is the part of the cave that seems to go in all directions dawg!", "endoftext": false }, { "action": "Search", "response": "What do you want to search?", "endoftext": false }, { "action": "You go south", "response": "You must name something more substantial.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na kazoo\na torch (providing light)\na t-shirt (being worn)\njeans (being worn)\ntennis shoes (being worn)", "endoftext": false }, { "action": "You look at kazoo", "response": "It reads \"The kazoo of destiny or something\" on the side of it.\n\nYou figure that you can probably play some pretty sick-ass songs on it like tunes originally whistled by a horror writer or mary had a little lamb or something", "endoftext": false }, { "action": "Go east", "response": "(first opening the Mysterious door)\nThe mysterious door opens only when the dial is spun to the right combination.", "endoftext": false }, { "action": "You go to the south-west", "response": "This part of the cave is almost as sick-ass as that concert you went to last month! it goes on in almost directions", "endoftext": false }, { "action": "Go northwest", "response": "You are in a library with lots of books on songs you can play on your kazoo are located. To play them just say play the song. The rest of the library is north, east and south of here.\n\nYou can see a Mysterious door, a dusty book, a shiny book and a cool book here.", "endoftext": false }, { "action": "You examine dusty", "response": "You flip to the first page and it reads:\n\nOne thing you can play on your kazoo is the kill song. Its supposed to kill people but no one really knows if it does it for real.\n\nAn evil dude popped out and is going to kill you!\n\nYou can see an Evil dude here.", "endoftext": false }, { "action": "You play the the kill song", "response": "It doesn't appear to have killed anything...\n\nThe Evil dude pulls out a hammer and smashes your skull!", "endoftext": false }, { "action": "You kill the evil dude", "response": "Please give one of the answers above.\n\nWould you like to RESTART, RESTORE a saved game, QUIT or UNDO the last", "endoftext": false }, { "action": "Hi", "response": "command?", "endoftext": true }, { "action": "You look around", "response": "You can see an Evil dude here.", "endoftext": false }, { "action": "You play the the kill song", "response": "It doesn't appear to have killed anything...\n\nThe Evil dude pulls out a hammer and smashes your skull!", "endoftext": false }, { "action": "Burn kazoo", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You throw the torch at the evil dude", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You take ofthe t-shirt", "response": "You take off the t-shirt.", "endoftext": false }, { "action": "Duno", "response": "Undefined command.", "endoftext": false }, { "action": "Y.", "response": "Please note that this game might be a little silly. thank you.\n\nYou are at your birthday party and your about to eat some cake and stuff\nThe Kazooist\n\nThis is the kitchen. The living room is to the west.\n\nYou can see a table (on which is a Pretty Cake) here.", "endoftext": false }, { "action": "You go west", "response": "There is a kitchen to the east, your bedroom to the south, the cloakroom is west of this room and then the box room is northwards. And I almost forgot the front door is to the northwest and the office is northeast.\n\nYou can see a sofa and a lamp (providing light) here.", "endoftext": false }, { "action": "You look at the lamp", "response": "The lamp is currently switched on.", "endoftext": false }, { "action": "You turn the lamp off", "response": "You switch the lamp off.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You go to the north", "response": "The Utility room is down from here, while the attic is up....\n\nYou can see a cardboard box (closed) here.", "endoftext": false }, { "action": "You open the box", "response": "You open the cardboard box, revealing a spare key and a flashlight.", "endoftext": false }, { "action": "You take the box", "response": "Taken.", "endoftext": false }, { "action": "You look at the flashlight", "response": "The flashlight is currently switched off.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na cardboard box (open)\na spare key\na flashlight\na t-shirt (being worn)\njeans (being worn)\ntennis shoes (being worn)", "endoftext": true }, { "action": "Look around", "response": "The Utility room is down from here, while the attic is up....", "endoftext": false }, { "action": "Light flashlight", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch the flashlight on.\n\nYou can see a chest (closed) here.", "endoftext": false }, { "action": "Open chest", "response": "It seems to be locked.", "endoftext": false }, { "action": "You unlock the chest with the key", "response": "(first taking the spare key)\nThat doesn't seem to fit the lock.", "endoftext": false }, { "action": "You look at the key", "response": "Its a spare key to the front door.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na spare key\na cardboard box (open)\na flashlight (providing light)\na t-shirt (being worn)\njeans (being worn)\ntennis shoes (being worn)", "endoftext": false }, { "action": "You get the chest", "response": "Taken.", "endoftext": false }, { "action": "You turn off the flashlight", "response": "You switch the flashlight off.", "endoftext": false }, { "action": "You go south", "response": "There is a kitchen to the east, your bedroom to the south, the cloakroom is west of this room and then the box room is northwards. And I almost forgot the front door is to the northwest and the office is northeast.\n\nYou can see a sofa and a lamp (providing light) here.", "endoftext": false }, { "action": "You get the sofa", "response": "That's fixed in place.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch the flashlight on.\n\nThis is the utility room, there isn't much to do here at the moment, theres a washer, a dryer and the fusebox. The bathroom is south of here", "endoftext": true }, { "action": "Look around", "response": "This is the utility room, there isn't much to do here at the moment, theres a washer, a dryer and the fusebox. The bathroom is south of here", "endoftext": false }, { "action": "You get the washer", "response": "That's hardly portable.", "endoftext": false }, { "action": "You look in the fuse box", "response": "That's not something you can open.\n\nYou find nothing of interest.", "endoftext": false }, { "action": "You examine the mirror", "response": "You are as good-looking as ever.", "endoftext": false }, { "action": "You take the shower", "response": "You take off your clothes, jump into the shower, clean yourself exit and dry off feeling squeaky clean\n\nYou can see tennis shoes, jeans, a t-shirt, a mirror and a shower here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na towel (being worn)\na chest (closed and locked)\na spare key\na cardboard box (open)\na flashlight (providing light)", "endoftext": false }, { "action": "Close box", "response": "You close the cardboard box.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na towel (being worn)\na chest (closed and locked)\na spare key\na cardboard box (closed)", "endoftext": false }, { "action": "You open the box", "response": "You open the cardboard box, revealing a flashlight.", "endoftext": false }, { "action": "You open the box", "response": "You open the cardboard box, revealing a flashlight.\n\nThis is the utility room, there isn't much to do here at the moment, theres a washer, a dryer and the fusebox. The bathroom is south of here", "endoftext": false }, { "action": "Go upward", "response": "The Utility room is down from here, while the attic is up....", "endoftext": false }, { "action": "Go northeast", "response": "You can see a computer here.", "endoftext": false }, { "action": "You turn off the flashlight", "response": "You switch the flashlight off.", "endoftext": false }, { "action": "You look at computer", "response": "Its a nice computer complete with 8GB of ram. The internet and only the internet is open because otherwise the whole computer runs slowly. Your dock consists of The internet and all of your favorite games like Skyrim, Minecraft and Portal. And then there is the application you play interactive fiction on. The page the internet is open to is kazoos.com, kazoobie kazoo's website.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch the flashlight on.\n\nYou can see a coat and a jacket here.", "endoftext": false }, { "action": "You get all", "response": "coat: Taken.\njacket: Taken.\nflashlight: Taken.", "endoftext": false }, { "action": "Wear coat", "response": "You put on the coat.", "endoftext": false }, { "action": "You wear the jacket", "response": "You put on the jacket.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na flashlight (providing light)\na jacket (being worn)", "endoftext": true }, { "action": "You describe your surroundings", "response": "a coat (being worn)\na towel (being worn)\na chest (closed and locked)\na spare key\na cardboard box (open but empty)", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the front door.", "endoftext": false }, { "action": "You open door", "response": "You open the front door.", "endoftext": false }, { "action": "You close the door", "response": "You close the front door.", "endoftext": false }, { "action": "You lock the door", "response": "What do you want to lock the front door with?", "endoftext": false }, { "action": "Key", "response": "You lock the front door.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na flashlight (providing light)\na jacket (being worn)\na coat (being worn)\na towel (being worn)\na chest (closed and locked)\na spare key\na cardboard box (open but empty)", "endoftext": false }, { "action": "You go east", "response": "This is the kitchen. The living room is to the west.\n\nYou can see a table (on which is a Pretty Cake) here.", "endoftext": false }, { "action": "You get Cake", "response": "Taken.", "endoftext": false }, { "action": "You eat Cake", "response": "Sugar.\nSUGAR.\nSUGAR!\n\nor even higher on a mountain or something. I don't know. It was awesome. Exhilarating. And then 30 minutes later you crash as if you drank eleven five hour energies and came off it. The cake was extraordinary. And now you are asleep. Your mother kindly takes you to bed\n\nYou awake in an unfamiliar place, and a tall bearded man in a robe is before you. You can't really make out his face-But you really like his beard-He speaks and says\n\n\"You sir, have come of age and now need to learn the sacred art of being a kazoo master. A prophecy has predicted that you'll be a pretty cool dude one day and your training will begin now. Now navigate the tunnel maze.\"\n\nAnd then the man threw down some pellet that released smoke onto the ground, started coughing muttered something or other about his lungs being infernal contraptions and then disappeared with the smoke. (imagine dramatic accents on a kazoo right now).\n\nIt is candlelit here, It is too dangerous and unfamiliar to leave the cave, so the only way to go is northwards into the heart of the cave... There is a wooden door to the east of here... not something you would expect in a cave such as this, but okay...\n\nYou can see a torch here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na jacket (being worn)\na coat (being worn)\na towel (being worn)\na chest (closed and locked)\na spare key\na cardboard box (open but empty)", "endoftext": true }, { "action": "Look around", "response": "It is candlelit here, It is too dangerous and unfamiliar to leave the cave, so the only way to go is northwards into the heart of the cave... There is a wooden door to the east of here... not something you would expect in a cave such as this, but okay...", "endoftext": false }, { "action": "Go north", "response": "It's as dead end! The only way you could've gone is a dead end. Maybe you can find something interesting here. There is a mysterious hole in the ground and an interesting wall in this room.", "endoftext": false }, { "action": "You look in the hole", "response": "In the hole is a kazoo.", "endoftext": false }, { "action": "You examine the wall", "response": "After looking more closely at the wall you notice that there is a passage leading to the Northeast", "endoftext": false }, { "action": "You unlock the door with the kazoo", "response": "You unlock the wooden door.", "endoftext": false }, { "action": "Go east", "response": "You can see a slip of paper here.", "endoftext": false }, { "action": "You read it", "response": "Base 3 is the coolest yo. 1020.", "endoftext": false }, { "action": "Spin dial to 99", "response": "Click! and nothing else happens.", "endoftext": false }, { "action": "You look at cool", "response": "There is a nice song about a buff baby. Its called the buff baby song... There is a nice song about a tropical island. Its called the tropical island song.... There is a song about a daddy who eats some fries. Its called the fries song.\n\nAn evil dude, who kinda looks like Dr. Lucien Sanchez, popped out and is going to kill you!\n\nYou can see an Evil dude here.", "endoftext": false }, { "action": "You play the the kill song", "response": "It doesn't appear to have killed anything...\n\nThe Evil dude pulls out a hammer and smashes your skull!", "endoftext": false }, { "action": "You play the tropical island song", "response": "It turned you into a lava man!\n\nThen you killed the evil dude and that mysterious man from earlier showed up and was all \"you saved the world from the evil dude like in the prophecy. The kazoo cult is eternally grateful man.\"", "endoftext": false }, { "action": "You read shiny", "response": "The kill song doesn't work dog... by the time you read this its probably too late. its a prophecy. I think...\n\nAn evil dude popped out and is going to kill you!\n\nYou can see an Evil dude here.", "endoftext": true } ]
v06730xugqijxl1v
The Guitar (The Lion Sleeps Tonight)
Jason B. Alonso
[ "Surreal" ]
[ "based on songs", "They Might Be Giants" ]
2,012
[ 0, 0, 0, 1, 5 ]
6
1.166667
20120404
false
[ { "action": "%", "response": "The Deva Loka is locked in a fierce battle with the mind-controlling Sirens.\n\nYou are Lieutenant Commander Gruntik Hauror, though everyone just calls you \"The Lion.\" The captain and first mate are largely to blame: they never refer to you as anything but \"The Lion,\" even when giving orders to others. It's not an inaccurate nickname, as you are the only leonoid in a crew otherwise made entirely of canoids (and what a bunch of dogs they are). Your nickname isn't even disrespectful--a massive lion a full head taller than anyone else aboard the ship commands respect regardless of rank. Even so, you would appreciate hearing your rank once in a while.\n\nNow, though, was not the time.\n\nThis is the bridge of the Alliance starship Deva Loka, in orbit around Earth.\n\nYou can see a Command Station, Flight Control, Operations Management, Tactical Control, Mission Operations, Captain Bok, Lieutenant Rynin, and Lieutenant Jeldysh here.", "endoftext": true }, { "action": "About yourself", "response": "A massive lion a full head taller than anyone else aboard the ship.\n\nThere is silence. In space.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing.\n\nThe FTL drive officers have resorted to barking. Their comm has been turned off.", "endoftext": false }, { "action": "You look at tactical", "response": "Tactical thinks tactically. Also, tactical takes care of communication both inside and outside the ship.\n\nLieutenant Rynin is stationed here.\n\nCommander Bok turns to you and says \"Lion! I need you to figure out how we fight these Sirens! Get us more information on them, maybe you can find an answer!\"\n\nA red light turns on at one of the unattended stations.", "endoftext": false }, { "action": "You ask tactical about Sirens", "response": "You can only do that to something animate.", "endoftext": true }, { "action": "You look up Sirens in tactical", "response": "You discover nothing of interest in Tactical Control.\n\nYou note that this is not one of those missions that end with everyone admiring the scenery out the window.", "endoftext": true }, { "action": "You look up sirens in the Mission", "response": "You discover nothing of interest in Mission Operations.\n\n\"That was close\" barks Jeldysh.", "endoftext": false }, { "action": "You ask Jeldysh about Sirens", "response": "Their ships have better technology. But, I think we just happen to be in the way - they seem to be interested in the planet.\n\nOn the monitor, sparks can be seen in some far-away compartment", "endoftext": true }, { "action": "Look around", "response": "This is the bridge of the Alliance starship Deva Loka, in orbit around Earth.\n\nYou can see a Command Station, Flight Control, Operations Management, Tactical Control, Mission Operations, Captain Bok, Lieutenant Rynin, and Lieutenant Jeldysh here.\n\nA red light turns on at one of the unattended stations.", "endoftext": false }, { "action": "You ask Rynin about Sirens", "response": "He's walking with the Sirens to the bridge sir. He appears to be... mind controlled. The Sirens are using him to disable our security. And.... he's singing sir. Singing!?\n\nA red light turns on at one of the unattended stations.", "endoftext": false }, { "action": "You examine Station", "response": "This is where the captain sits.\n\nCaptain Bok is stationed here.\n\nA red light turns on at one of the unattended stations.", "endoftext": false }, { "action": "You hit Rynin", "response": "Violence isn't the answer to this one.\n\nPerhaps you should go to Mission Ops and try to look up sirens in the database?\n\nThe FTL drive officers have resorted to barking. Their comm has been turned off.", "endoftext": false }, { "action": "You look up Sirens in the Mission Ops", "response": "You discover nothing of interest in Mission Operations.\n\nOne of the subordinate officers has spilt their drink.", "endoftext": false }, { "action": "You look at the Mission Ops", "response": "Mission Ops is used to do research and coordinate mission specific information. This is where the computer's database console is located.\n\nYou may look up something in the database here.\n\nThe FTL drive officers have resorted to barking. Their comm has been turned off.", "endoftext": false }, { "action": "You look up Sirens in the database", "response": "You can only access the database while at Mission Ops.\n\nThere is silence. In space.", "endoftext": false }, { "action": "You go the Mission Ops", "response": "That's not something you can enter.\n\nThe ship rocks ominously from side to side.", "endoftext": false }, { "action": "You sit at the Mission Ops", "response": "You hurry over to Mission Operations.\n\nSomewhere in the distance a bulkhead falls.", "endoftext": false }, { "action": "You look up Sirens in the database", "response": "A roughly humanoid, oxygen-breathing, carbon-based life form originating from Manzel. Their name for themselves, if rendered in the Latin alphabet utilized by a number of Terran cultures, is Xnehézfémekx. See also siren etymology, siren history, cacophony, the chorus, and siren biology.\n\nThere is silence. In space.", "endoftext": true }, { "action": "You look up the siren biology in the database", "response": "Measures between 218 to 270 centimeters in height and weighs between 70 and 90 kilos. Locomotes and manipulates tools with four arrays of prehensile tentacles. Possesses thick, rubbery dermal substrates ranging from gray-green to blue-purple, covered in a fine layer of pale vibriassae extremely sensitive to changes in air pressure. Rudimentary eyespots permit awareness of light levels, and it has been proposed that their primary means of navigation is echolocation. At least four distinct auditory reception orifices have been identified, distributed in a radially symmetrical fashion. Eyewitness reports have compared the appearance of these sunken cavities to suppurating wounds as observed in Terran mammals. Respiratory anatomy appears to permit simultaneous intermission of gases from multiple orifices into multiple lung or lunglike structures, thus preventing these life forms from ever running out of breath. It has been proposed that a large portion of their muscular weight is devoted to their laryngeal anatomy, as they are capable of producing acoustic pressures in excess of 140 dB in a range from 16 to 16745 Hz. It has been proposed that they may possess a thoracic sac which allows them to generate such notably low frequencies, but although there are no external morphological indications to the contrary, this theory is unlikely to be proven by any means other than dissection.\n\nThere is silence. In space.", "endoftext": false }, { "action": "You look up the cacophony in the database", "response": "DISTINCT AUDITORY RECEPTION oOf course! The Sirens can't stand bad music!\n\nGarage (in the band)\nYou're in the detached garage of your friend's small Cambridge home. It's a warm, sunny, clear day and the quiet makes it an ideal day for some practice. Around the garage is a garage door.\n\nIn the band you can see an amp, a mixer, a drum machine, Karl, Abby, and Pamela.\n\nIt's a warm summer day in Cambridge, Massachusetts and light is streaming in through the open garage door. It's the sort of day where the air would be full of the sounds of the melodious sounds of birds if you hadn't scared them all away with the cacophonous sound of guitars failing to harmonize. Your rock and roll band, Quazar Beam, is practicing again, much to the chagrin of the neighborhood. It's probably time to practice more.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nyour guitar\nthe violet phone", "endoftext": false }, { "action": "Practice", "response": "You encourage your band-mates to start practicing.\n\nYou hear your guitar. Its notes echo loudly through Garage producing a sounds just like your standard screaming rock guitar. But it sounded awful when played with the others in the band just then.\n\nYou hear Karl's guitar. Its notes echo loudly through Garage producing a your typical screaming rock guitar. Maybe a bit too screaming in pain, but it doesn't seem to be the problem.\n\nYou hear Abby's guitar. Its notes echo loudly through Garage producing a you would expect it be punk. But it's really not.\n\nYou hear Pamela's guitar. Its notes echo loudly through Garage producing a unexpected. Very eerie and electronic but certainly not the problem.\n\nThat sounds horrible. Maybe you should check guitar players and equipment.", "endoftext": false }, { "action": "You examine the mixer", "response": "Bought at the Apple Store.\n\nThe mixer is currently switched on.", "endoftext": false }, { "action": "You examine the drum machine", "response": "So very 80s it hurts. Ah, nostalgia.\n\nThe drum machine is currently switched on.", "endoftext": false }, { "action": "You look at the amp", "response": "That amp Karl just got in a second hand shop. The brand is Unearthly Deharmonizer 11.\n\nThe amp is currently switched on.", "endoftext": false }, { "action": "Switch amp", "response": "You switch the amp off.", "endoftext": false }, { "action": "Practice", "response": "You encourage your band-mates to start practicing.\n\nYou hear your guitar. Its notes echo loudly through Garage producing a sounds just like your standard screaming rock guitar. But it sounded awful when played with the others in the band just then.\n\nYou hear Karl's guitar. Its notes echo loudly through Garage producing a your typical screaming rock guitar. Maybe a bit too screaming in pain, but it doesn't seem to be the problem.\n\nYou hear Abby's guitar. Its notes echo loudly through Garage producing a you would expect it be punk. But it's really not.\n\nYou hear Pamela's guitar. Its notes echo loudly through Garage producing a unexpected. Very eerie and electronic but certainly not the problem.\n\nSounds fine. How could that have horrible amp have gotten there?\n\nThis is the bridge of the Alliance starship Deva Loka, in orbit around Earth.\n\nYou can see a Command Station, Flight Control, Operations Management, Tactical Control, Mission Operations, Lieutenant Rynin, and Lieutenant Jeldysh here.\n\nThe Sirens have boarded, and they are making their way through the ship. Deafening the crew with earplugs, loud noises, and anything else the medical team could think of didn't work: something in the Sirens' song can be heard and understood where the panicked barking of orders and warnings cannot.\n\nWhat's worse, however, is that the captain and first officer left the bridge to serenade the Sirens with their abysmal musical skills. Your console showed the Sirens visibly wincing their crooning, but their song quickly overpowered your superiors.\n\nThe mangy dogs of this ship are in a panic. You should be in command, but the dogs can't hear you over their own howling and attempts at deafness. You do not bark orders: you are the Lion, and a lion can always manage to be heard...", "endoftext": false }, { "action": "Roar", "response": "\"In the spaceship, the silver spaceship, the Lion takes\ncontrol.\"\n\nYou let out a tremendous roar, silencing all of the subordinates around you. Clearly, the Lion is now the Captain.\n\nNow what to do? Rynin reports that the sirens are encroaching coming closer to the bridge. It appears that the mind-controlled Bok is with them, singing beautifully. You wince, fighting the urge to panic. Jeldysh brings you back to reality by reporting the ship is taking heavy fire and you need to find a solution now. You turn your attention to the planet below. Maybe a solution can be found there.\n\nThe ship rocks ominously from side to side.", "endoftext": false }, { "action": "You look up the Earth in the database", "response": "Earth formed approximately 4.54 billion years ago by accretion from the solar nebula, and life appeared on its surface within one billion years. The planet is home to millions of species, including humans. Earth's biosphere has significantly altered the atmosphere and other abiotic conditions on the planet, enabling the proliferation of aerobic organisms as well as the formation of the ozone layer which, together with Earth's magnetic field, blocks harmful solar radiation, permitting life on land.\n\nThere is silence. In space.", "endoftext": false }, { "action": "You sit at tactical", "response": "You hurry over to Tactical Control.\n\nThere is silence. In space.", "endoftext": false }, { "action": "You examine tactical", "response": "Tactical thinks tactically. Also, tactical takes care of communication both inside and outside the ship.\n\nYou and Lieutenant Rynin is stationed here.\n\nPerhaps you should order someone to scan for bad music? Need \"help\" with giving orders?\n\nYou note that this is not one of those missions that end with everyone admiring the scenery out the window.", "endoftext": false }, { "action": "You scan for bad music", "response": "I could easily scan to find the least harmonious music on earth. Then we would need to contact them - I could patch you through to their comm.\n\nThat's it! That's the band you need.\n\nHey! Who's that playing the guitar?\n\n\"Well, I guess that explains it,\" you say, feeling a bit glum. \"Maybe we'll be better now, but we could really use some inspiration.\" As if on cue, your phone begins to ring. Now whom have you lent it to?\n\nGarage (in the band)\nYou're in the detached garage of your friend's small Cambridge home. It's a warm, sunny, clear day and the quiet makes it an ideal day for some practice. Around the garage is a garage door.\n\nIn the band you can see an amp, a mixer, a drum machine, Karl, Abby, and Pamela.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You answer the phone", "response": "(the violet phone)\nIt isn't ringing.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You open the phone", "response": "(the violet phone)\nThat's not something you can open.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You examine karl", "response": "Karl is thoroughly unremarkable.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You examine abby", "response": "Abby is rebelling against corporate life in the most conservative way possible. Her long hair is carefully groomed to look like it wasn't.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You examine Pamela", "response": "Pamela has been in many bands before and is the most experienced of the bunch. She happily goes along with all your great ideas, cringing only once.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You pick up the phone", "response": "Which do you mean, the white phone, the red phone, the blue phone, or the violet phone?", "endoftext": false }, { "action": "You look at the white phone", "response": "Upon inspecting the phone, you determine that it's actually Pamela's. It is not ringing.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You examine the red phone", "response": "Upon inspecting the phone, you determine that it's actually Karl's.\nIt is not ringing.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You examine the blue phone", "response": "It's your phone!\nIt is ringing.\n\nYou hear your phone ringing insistently.\n\nDo you need a \"hint\"?", "endoftext": false }, { "action": "You answer the blue phone", "response": "You're not holding it.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You take the blue phone", "response": "That seems to belong to Pamela.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You ask Pamela for the blue phone", "response": "Pamela gives the blue phone to you.\n\nYou hear your phone ringing insistently.", "endoftext": false }, { "action": "You answer the blue phone", "response": "You answer the blue phone.\n\n\"Well, who is it?\" asks Abby, annoyed.\n\n\"Um guys...\" you stammer.\n\n\"The Lion's on the phone.\"\n\nAs soon as you answer the phone, the world seemed to dissolve around you, and suddenly you, your friends, and all your equipment is standing in what looks to be the set of the worst science fiction television show ever. Standing by the Captain's chair is a giant, humanoid lion. Not only that, he is talking. Not only is he talking, he is insulting you. \"Quazar Beam\", he bellows. \"I have found one of the most cacophonous sounds on earth. To save the world, I need you to play as badly as possible.\" You stare. \"Time is short\", says the Lion. \"You must hurry.\" Well, what else are you going to do?\n\nBridge (in the band)\nThis is the bridge of the Alliance starship Deva Loka, in orbit around Earth.\n\nYou can see a Command Station, Flight Control, Operations Management, Tactical Control, Mission Operations, Captain Hauror, Lieutenant Rynin, and Lieutenant Jeldysh here.\n\nIn the band you can see an amp, a mixer, a drum machine, Karl, Abby, and Pamela.\n\nOn the monitor, sparks can be seen in some far-away compartment", "endoftext": false }, { "action": "You turn on the amp", "response": "You switch the amp on.\n\nThere is silence. In space.", "endoftext": false }, { "action": "You play the guitar", "response": "You hear your guitar. Its notes echo loudly through Bridge producing a sounds just like your standard screaming rock guitar. But it sounded awful when played with the others in the band just then.\n\nSomewhere in the background an alarm begins to honk.", "endoftext": false }, { "action": "Play", "response": "You begin to play your music, and it sounds horrible. The Sirens, leading a mindless horde of singing crew members, have entered the bridge in their terrifying chorus.\n\nYou and your band find yourselves swept into their song.\n\nYou burst into the eerie chant that is the Sirens' song, and you feel your fear melt away. Your garage, the ship, and the Lion are all but distant memories. The notes and rhythm rise and fall in what feels like inexorable harmony: like a song you can't get out of your head. The song is your world, and your world is this song. You sing it, and you sing with the thralls.\n\nThe Sirens, however, do not share your musical rapture. They writhe\nin pain, fighting to sing, until at last one collapses onto the ground and starts to scream. The scream jolts you back to your senses as the other Sirens fall to the ground in cacophonous wails. The noise is so awful, you hope you never remember them.\n\nSuddenly the Sirens are gone. Everyone slowly and cautiously takes their fingers out of their ears. \"Thank you.\" says the Lion.\n\n\"In the spaceship, the silver spaceship, the Lion waves\ngoodbye.\"\n\n\"Wait!\", you say. \"What's going on? Are we safe now? What were those things? How does space travel work? And are our cats and dogs... well... \" Before you can finish the bridge dissolves...\n\n...and suddenly, you're home.\n\nGarage (in the band)\nYou're in the detached garage of your friend's small Cambridge home. It's a warm, sunny, clear day and the quiet makes it an ideal day for some practice. Around the garage is a garage door.\n\nIn the band you can see an amp, a mixer, a drum machine, Karl, Abby, and Pamela.\n\nBoston, four months later: In the center of the city, a new band is playing at the music festival. The sound is distinctly different: a prog rock for the modern era. The crowd, enraptured by the anthem-like melody of worry-free joy, joins in on the top song of the festival: The Sirens' Song. Passersby turn to look at the band they've never heard before.\n\nHey! Who's that playing the guitar?", "endoftext": true } ]
kthdccxtld9agum2
Garbage Collection
Matt Weiner
[]
[ "garbage", "imaginary games jam", "jam", "Joke Game", "linear", "multiple choice", "random" ]
2,016
[ 0, 0, 0, 0, 2 ]
2
1
20160302
false
[ { "action": "%", "response": "explorers are too aimless--they don't know what to do with something that just gives you a bunch of stuff to take apart. So I decided to give them a nice linear directed version of the Garbage Explorer experience. Happy garbage-picking!--expl0rerfr34k\n\nYou pick up some garbage from the dump: A yellow film shimmers on a sharp metal fragment.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "You go to the north", "response": "You leave the dump.", "endoftext": false }, { "action": "Y.", "response": "A bent rubber strand.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A piece of metal is screwed to a fragment of plastic.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A smashed shard of plastic.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A cracked shard of plastic is attached to a cracked fragment of metal.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "In the pits of a block of rock a fuchsia liquid gathers.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A knotted strand of rubber is screwed to a sharp piece of metal.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A smooth wooden panel is lodged in a chunk of earth.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A sharp piece of wood is attached to a smashed fragment of plastic.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "Into a length of rope sinks a red slick.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A fragment of rubber is tied to a cracked piece of plastic.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A chartreuse ooze shines on a fragment of metal and wets a wooden fragment that it is screwed to.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A thick mass of earth is wetted by a chartreuse liquid.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A white slick drips down a string of rubber and wets a piece of rope that it is tied to.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "Y.", "response": "A fuchsia secretion beads up on a smashed piece of glass.\n\nExamine another piece of garbage? (y/n)", "endoftext": false }, { "action": "You go to the north", "response": "You leave the dump.", "endoftext": true } ]
k9flc5khjao4y3ou
Nazi Mice
Ricardo Dague
[]
[ "New Year's Speed", "SpeedIF December 2007" ]
2,007
[ 0, 0, 0, 0, 2 ]
2
1
20071204
false
[ { "action": "%", "response": "About two dozen people in various costumes mill around. Balloons and streamers abound. You stand near the refreshment table, trying not to look bored, or like the crasher you are.\n\nOn the refreshment table is a clear plastic bowl (in which is an egg nog).", "endoftext": true }, { "action": "About you", "response": "You came dressed as a nerd, with white laceless sneakers, brown pants, and a light blue izod shirt. Your goofy grin is just perfect!\n\nThis guy sort of ambles up to the table, asking \"Is there a celery stalk left?\"", "endoftext": false }, { "action": "You look at the table", "response": "On it are various refreshments.", "endoftext": false }, { "action": "You look at the refreshments", "response": "On it are various refreshments.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na plate\nthree pretzels\ntwo cherry tomatoes\ntwo celery stalks\nsome clothes (being worn)\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You give the celery to the man", "response": "(first taking the celery stalk)\nHe takes the celery stalk and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.", "endoftext": false }, { "action": "You give the pretzel to the guy", "response": "(first taking the pretzel)\nA mouse jumps out of the egg nog, swiping a celery stalk off your plate!\n\nHe takes the pretzel and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.", "endoftext": false }, { "action": "You give pretzel to the guy", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You look at the sneakers", "response": "You came dressed as a nerd, with white laceless sneakers, brown pants, and a light blue izod shirt. Your goofy grin is just perfect!\n\nThis guy sort of ambles up to the table, asking \"Is there a pretzel left?\"", "endoftext": false }, { "action": "No", "response": "The guest has better things to do.", "endoftext": false }, { "action": "You examine mouse", "response": "A creature in the egg nog. Your small moustache twitches wondering if it's Hebrew.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You examine the egg nog", "response": "White and syrupy, perhaps undrinkable.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You give the pretzel to guy", "response": "(first taking the pretzel)\nHe takes the pretzel and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.", "endoftext": false }, { "action": "You ask the mouse about the mouse", "response": "There is no reply.\n\nThis guy sort of ambles up to the table, asking \"Is there a cherry tomato left?\"", "endoftext": false }, { "action": "You eat guy", "response": "(first taking the guest)\nI don't suppose the guest would care for that.", "endoftext": false }, { "action": "You eat tomato", "response": "(first taking the cherry tomato)\nA mouse jumps out of the egg nog, swiping a pretzel off your plate!\n\nThat's plainly inedible.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": true }, { "action": "You look around", "response": "About two dozen people in various costumes mill around. Balloons and streamers abound. You stand near the refreshment table, trying not to look bored, or like the crasher you are.\n\nA man is at the refreshment table, obviously looking for a cherry tomato.\n\nOn the refreshment table is a clear plastic bowl (in which is an egg nog).\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You give the tomato to the guy", "response": "(first taking the cherry tomato)\nA mouse jumps out of the egg nog, swiping a cherry tomato off your plate!\n\nHe takes the cherry tomato and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.", "endoftext": false }, { "action": "You get the bowl", "response": "Taken.", "endoftext": false }, { "action": "You drink the egg nog", "response": "Look like a mouse be swimming about in there.", "endoftext": false }, { "action": "You get all", "response": "stash: That seems to belong to the mouse.\negg nog: Look like a mouse be swimming about in there.\npretzel: Taken.\nrefreshment table: That's hardly portable.\npartygoers: I don't suppose the partygoers would care for that.\nmouse: I don't suppose the mouse would care for that.", "endoftext": false }, { "action": "You open it", "response": "That's not something you can open.\n\nThis guy sort of ambles up to the table, asking \"Is there a cherry tomato left?\"", "endoftext": false }, { "action": "You go east", "response": "You can't go that way.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You look at the mouse", "response": "A creature in the egg nog. Your small moustache twitches wondering if it's Hebrew.\n\nThis guy sort of ambles up to the table, asking \"Is there a celery stalk left?\"", "endoftext": false }, { "action": "You look at the guy", "response": "You see nothing special about the guest.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pretzel\na clear plastic bowl\nan egg nog\na plate\nsome clothes (being worn)", "endoftext": false }, { "action": "You eat the pretzel", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You get the stash", "response": "That seems to belong to the mouse.", "endoftext": false }, { "action": "You get the mouse", "response": "I don't suppose the mouse would care for that.\n\nThis guy sort of ambles up to the table, asking \"Is there a pretzel left?\"", "endoftext": false }, { "action": "You give the pretzel", "response": "(to the guest)\nHe takes the pretzel and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.", "endoftext": false }, { "action": "You look at the table", "response": "On it are various refreshments.", "endoftext": false }, { "action": "You get all from the table", "response": "The refreshment table is empty.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na clear plastic bowl\nan egg nog\na plate\nsome clothes (being worn)", "endoftext": true }, { "action": "Look around", "response": "About two dozen people in various costumes mill around. Balloons and streamers abound. You stand near the refreshment table, trying not to look bored, or like the crasher you are.\n\nThis guy sort of ambles up to the table, asking \"Is there a cherry tomato left?\"", "endoftext": false }, { "action": "You look at the balloons", "response": "Looks like a good crowd. No heavy drinking or puking or setting the furniture on fire or whatever. You wonder if you really fit in.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "Search clothes", "response": "You find nothing of interest.\n\nThis guy sort of ambles up to the table, asking \"Is there a celery stalk left?\"", "endoftext": false }, { "action": "No", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You ask the guy about the celery", "response": "There is no reply.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You look at the clothes", "response": "You came dressed as a nerd, with white laceless sneakers, brown pants, and a light blue izod shirt. Your goofy grin is just perfect!", "endoftext": false }, { "action": "You kill the mouse", "response": "You poke the mouse, who coughs up a celery stalk!", "endoftext": false }, { "action": "You kill the mouse", "response": "A mouse jumps out of the egg nog, swiping a celery stalk off your plate!\nYou poke the mouse, who coughs up a cherry tomato!\n\nThis guy sort of ambles up to the table, asking \"Is there a celery stalk left?\"", "endoftext": false }, { "action": "You kill the mouse", "response": "The mouse bites your finger!", "endoftext": false }, { "action": "You kill the mouse", "response": "The mouse bites your finger!\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You get the tomato", "response": "Taken.", "endoftext": false }, { "action": "You show the tomato to the mouse", "response": "The mouse is unimpressed.", "endoftext": false }, { "action": "Wave tomato", "response": "You look ridiculous waving the cherry tomato.", "endoftext": false }, { "action": "You put the tomato in pants", "response": "You consider that action for a moment, then decide you might be hungry later.", "endoftext": false }, { "action": "You put the tomato on the plate", "response": "Done.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You eat the mouse", "response": "(first taking the mouse)\nI don't suppose the mouse would care for that.", "endoftext": false }, { "action": "You give the tomato to the mouse", "response": "(first taking the cherry tomato)\nThe mouse doesn't seem interested.", "endoftext": false }, { "action": "You get the tomato", "response": "Taken.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThis guy sort of ambles up to the table, asking \"Is there a cherry tomato left?\"", "endoftext": false }, { "action": "You give the tomato", "response": "(to the guest)\nHe takes the cherry tomato and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.", "endoftext": false }, { "action": "You hit the mouse", "response": "You poke the mouse, who coughs up a celery stalk!", "endoftext": false }, { "action": "Drink nog", "response": "Look like a mouse be swimming about in there.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThis guy sort of ambles up to the table, asking \"Is there a celery stalk left?\"", "endoftext": false }, { "action": "You give the stalk", "response": "(to the guest)\nHe takes the celery stalk and muches it down, \"Yeah that's the ticket!\"\n\nHe walks away.\nWoot, that's all the snacks!", "endoftext": false }, { "action": "You eat yourself", "response": "(first taking yourself)\nYou are always self-possessed.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": false }, { "action": "You eat the pants", "response": "They're plainly inedible.", "endoftext": false }, { "action": "You drop the pants", "response": "(first taking the clothes off)\nYou're not drunk just yet, kiddo.", "endoftext": false }, { "action": "Search pants", "response": "You find nothing of interest.\n\nThis guy sort of ambles up to the table, asking \"Is there a celery stalk left?\"", "endoftext": true }, { "action": "You look around", "response": "About two dozen people in various costumes mill around. Balloons and streamers abound. You stand near the refreshment table, trying not to look bored, or like the crasher you are.\n\nA man is at the refreshment table, obviously looking for a celery stalk.\n\nThe guest says, \"\"Ehh, I guess I'm not really hungry...\" and shuffles off.", "endoftext": true } ]
6z25yl4e0xfoou38
What happened in 1984
Harris Conger
[ "Science Fiction" ]
[]
2,013
[ 0, 0, 0, 0, 3 ]
3
1
20130901
false
A short science fiction game that focuses on story. (The author intends for the finished version of the game to be three times as long.)
[ { "action": "%", "response": "It's finished! Hayashi corporation has finally finished the first time machine, and you have been chosen to use it for the first time! You begin to wonder what you should use it for. You could prevent world war I, go forward into the future, or anything else. Then, like a bullet from a high calibur rifle, it hits you! You're going to prevent Activision from buying Infocom!\nYou fire up the time machine, set your destination, and step on it! The experience of driving a time machine reminds you of that old movie they call \"Back to the Future.\"\nThen, the time machine grinds to a hault.\nIt disappears, and a hollow voice says, When you're ready to return to the present, say plugh.\"\n\nA Time Travelers Tale - Introcomp version by Harris Conger\n\nThis is the infamous Infocom shrine, a basement of sorts in MIT. Not much to see here, except for the famous Infocom Mural (Why it's painted in this time period, you don't know).\n\nMarc Blank, one of the first 4 Imps is here.", "endoftext": true }, { "action": "Inventory", "response": "You are carrying nothing.\n\nMarc whistles a toon.", "endoftext": false }, { "action": "Hello", "response": "There is no reply.\n\nMarc twittles his thumbs and hums a toon.", "endoftext": false }, { "action": "You look at Mural", "response": "The mural consists of the Infocom logo and a passage of text below it. The passage reads: \"Oh ye who go about saying unto each other: \"Hello sailor\": Dost thou know the magnitude of thy sin before the gods? Yea, verily, thou shalt be ground between two stones. Shall the angry gods cast thy body into the whirlpool? Surely, thy eye shall be put out with a sharp stick! Even unto the ends of the earth shalt thou wander and unto the land of the dead shalt thou be sent at last. Surely thou shalt repent of thy cunning.\"\n\nMarc twittles his thumbs and hums a toon.", "endoftext": false }, { "action": "You ask the mark about the Cornerstone", "response": "\"Yep. We were supposed to work on a database program called Cornerstone. The business for databases is booming, you know.\"\n\nMarc twittles his thumbs and hums a toon.", "endoftext": false }, { "action": "You ask the mark about the meretzky", "response": "There is no reply.\n\nMarc paces around the room nurvously.", "endoftext": false }, { "action": "You ask Marc about Marc", "response": "There is no reply.\n\nMarc looks at you with a surprised look on his face.", "endoftext": false }, { "action": "You ask the mark about Infocom", "response": "There is no reply.\n\nMarc whistles a toon.", "endoftext": false }, { "action": "You examine Marc", "response": "He's wearing 80's white clothes.\n\nMarc whistles a toon.", "endoftext": false }, { "action": "You ask Marc about the zork", "response": "There is no reply.\n\nMarc paces around the room nurvously.", "endoftext": false }, { "action": "Up", "response": "This is one of many stairwells in MIT. This one leads up to a room with a bunch of workstations.", "endoftext": false }, { "action": "Up", "response": "This is the room where the Unix workstations usually go. Oddly enough, not a single workstation remains.\n\nA scruffy-looking Hacker is here, looking rather befuzzled.", "endoftext": false }, { "action": "You ask the hacker about the unix", "response": "Unix? It's an ok OS. It's just not... Free. I mean free speech, not free beer. I plan to make a replacement for it, and I'll call it... GNU. GNU's not UNIX.", "endoftext": false }, { "action": "You examine the hacker", "response": "Your typical hacker: sleep deprived, fidgety, and all that. In fact, you're pretty sure you've seen him somewhere before.", "endoftext": false }, { "action": "You go to the south", "response": "This room is used for storing an array of things.\n\nThe room is dominated by junk: Old tapes and punchcards, programming manuals, broken terminals, cables and the like.", "endoftext": false }, { "action": "You search the junk", "response": "You rummage around in the junk, eventually coming up with a dusty book.", "endoftext": false }, { "action": "Examine book", "response": "[Please read the Dusty-Book.txt file which should've came with the game to find out what is in the book.]", "endoftext": false }, { "action": "You get all", "response": "junk: Taken.", "endoftext": false }, { "action": "You drop the junk", "response": "Dropped.", "endoftext": true }, { "action": "Go downwards", "response": "This is the infamous Infocom shrine, a basement of sorts in MIT. Not much to see here, except for the famous Infocom Mural (Why it's painted in this time period, you don't know).\n\nMarc Blank, one of the first 4 Imps is here.\n\nMarc paces around the room nurvously.", "endoftext": false }, { "action": "You show the book to mark", "response": "Marc is unimpressed.\n\nMarc twittles his thumbs and hums a toon.", "endoftext": false }, { "action": "You give the book to the mark", "response": "Marc doesn't seem interested.\n\nMarc looks at you with a surprised look on his face.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.\n\nMarc twittles his thumbs and hums a toon.", "endoftext": false }, { "action": "Up", "response": "Marc has better things to do.\n\nMarc whistles a toon.", "endoftext": false }, { "action": "You tell the mark about the cornerstone", "response": "This provokes no reaction.\n\nMarc paces around the room nurvously.", "endoftext": false }, { "action": "Plugh", "response": "The time machine reappears, and you drive away from the past and towards the present. When the time machine disappears again, you find yourself in...\n\nThis is the Labratory for the Hayashi corporation, where they moniter the TRS.\n\nShishi Hayashi, the head of all lab affairs, is here.", "endoftext": false }, { "action": "You show the book to Shishi", "response": "Shishi is unimpressed.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na dusty book", "endoftext": false }, { "action": "You take the book", "response": "Taken.", "endoftext": false }, { "action": "You think", "response": "What a good idea.", "endoftext": false }, { "action": "You ask Shishi about the outcome", "response": "\"Look kid, I hate to tell yuh, but by preventing Cornerstone, you have destroyed the computer all together! It started in 1985. Infocom released Milliways. At this time, Microsoft was supposed to release Windows 1.0, but they didn't! Eventually, people got sick of MS DOS, Apple DOS, Linux and UNIX. And that scruffy hacker? That was richard Stallman! He ended up creating everything he needed, and Linus Torvalds supplied the Linux colonel. However, People were too sick of computers to care! Now, this is critical. You have to return to the past, convince Infocom to create cornerstone, and convince Richard Stallman to go forward with GNU, or else we'll be living in a low-tech world! To go back to the past, say Plover.\"", "endoftext": false }, { "action": "Plover", "response": "The time machine appears, you jump in, and speed off towards 1984! Two minutes later, the time machine stops, but you discover you have been sent to 1985, and worse yet, The time machine has short circuited!", "endoftext": true } ]
cimgcdu82gj2otap
Red
Thomas Insel
[]
[ "fairy tale", "Inform 7", "modern day", "parser" ]
2,018
[ 0, 0, 0, 0, 0 ]
0
0
20180107
false
"Don't forget," your mother said, "your Granny's arthritis has been acting up since the weather last week. She's been in bed since Thursday. I need you to take her this basket first thing. When you get back, you can play Nintendo or whatever until I get home from work." You grunted something like "ok," and she drove off, leaving you standing there with a basket.
[ { "action": "%", "response": "\"Don't forget,\" your mother said, \"your Granny's arthritis has been acting up since the weather last week. She's been in bed since Thursday. I need you to take her this basket first thing. When you get back, you can play Nintendo or whatever until I get home from work.\"\n\nYou grunted something like \"ok,\" and she drove off, leaving you standing there with a basket.\n\n\n\nType \"about\" for credits and more information.\n\nYou're outside the late model singlewide you now call home. Everyone else you know lives in actual houses, or at least trailer parks, but you moved here last year because your mother wanted to be near Granny. Not that she's even that close by foot.\n\nThe highway is west, your home is north, and Granny's is an unreasonably long walk down the forest path to the southeast.", "endoftext": true }, { "action": "Inventory", "response": "You are carrying:\nthe basket\na bottle of moscato\na box of coffee cake\na red hoodie (being worn)", "endoftext": false }, { "action": "You examine the Moscato", "response": "A screwtop bottle of Pleasant Home Pink Moscato with natural flavorings.", "endoftext": false }, { "action": "You examine the cake", "response": "Cheese filled crumb coffee cake. Why you're bringing this to an old lady with type two diabetes is beyond you.", "endoftext": false }, { "action": "About you", "response": "As cute as ever.", "endoftext": false }, { "action": "Examine hoodie", "response": "Only the finest from the discount sporting goods warehouse near your old house.", "endoftext": true }, { "action": "Look around", "response": "You're outside the late model singlewide you now call home. Everyone else you know lives in actual houses, or at least trailer parks, but you moved here last year because your mother wanted to be near Granny. Not that she's even that close by foot.\n\nThe highway is west, your home is north, and Granny's is an unreasonably long walk down the forest path to the southeast.", "endoftext": false }, { "action": "Go southeast", "response": "A pleasant forest path winds northwest towards home and southeast towards Granny's. A narrow trail splits southwest.", "endoftext": false }, { "action": "You go to the west", "response": "You shouldn't wander off into the forest. Home is northwest, Granny's is southeast, and a narrow trail leads southwest.", "endoftext": false }, { "action": "You go to the south-east", "response": "The river runs from the northeast to the southwest and varies from a trickle to a torrent with the season. At the moment, it's very high and the bridge that normally crosses to the southeast must have washed away last weekend.\n\nYou can follow the river, home is northwest, and Granny's is southeast...well hell...you'll need to find another way across.", "endoftext": false }, { "action": "You go to the southeast", "response": "The bridge is washed out.", "endoftext": false }, { "action": "You go to the south-west", "response": "You're among the trees, downstream and southwest from the river crossing.", "endoftext": false }, { "action": "You go southwest", "response": "It's a small clearing in the trees where an old abandoned van is slowly rotting and rusting away.", "endoftext": false }, { "action": "You look at van", "response": "What's left of this old van was here when you moved in. You come and sit in it when you want to be alone.", "endoftext": false }, { "action": "You enter the van", "response": "You get into the abandoned van.\n\nOn the bench is your lunchbox (closed).", "endoftext": false }, { "action": "You enter the van", "response": "But you're already in the abandoned van.", "endoftext": false }, { "action": "You open the box", "response": "Which do you mean, your lunchbox or the box of coffee cake?", "endoftext": false }, { "action": "You open the lunchbox", "response": "You open your lunchbox, revealing a brass key, a pocket knife, and a shotgun shell.", "endoftext": false }, { "action": "You put the lunchbox in the basket", "response": "(first taking your lunchbox)\nThere is no more room in the basket.", "endoftext": false }, { "action": "You examine the key", "response": "You found this key somewhere.", "endoftext": false }, { "action": "You examine the shell", "response": "#4 buckshot.", "endoftext": false }, { "action": "You examine the knife", "response": "A folding knife.", "endoftext": false }, { "action": "You take the lunchbox", "response": "You already have that.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the abandoned van.\n\nIt's a small clearing in the trees where an old abandoned van is slowly rotting and rusting away.", "endoftext": false }, { "action": "You go south", "response": "Your home is northwest and Granny's is southeast. The river runs northeast to southwest.", "endoftext": false }, { "action": "You go northeast", "response": "You're among the trees, upstream and northeast from the river crossing.\n\nA small boat is chained up here.", "endoftext": false }, { "action": "You look at the boat", "response": "It's old but riverworthy, and it's chained up to an old log.", "endoftext": false }, { "action": "You enter the boat", "response": "You get into the small boat.", "endoftext": false }, { "action": "You examine the chain", "response": "It connects the boat to an old log, and it's secured by a padlock.", "endoftext": false }, { "action": "You unlock the padlock with the key", "response": "(first taking the brass key)\nYou open the padlock and the boat drifts away from the shore.\n\nThe current takes the boat, and you jump out when it comes close to the far bank. Then the current grabs it again, and the boat is gone.\n\nYou're near where a bridge used cross the river. A stand of bamboo is still here.\n\nYour home is back across the missing bridge to the northwest, and you're pretty sure both the east and south paths will take you to Granny's.\n\nYou can see a handsome hunter here.\n\n\"Well hello there, Red,\" says the hunter.", "endoftext": false }, { "action": "Examine hunter", "response": "The hunter is very handsome, but he's is the hairiest man you've ever seen. His face is wolflike, and his hair is black, but his thick beard and bushy eyebrows are silver gray. He's dressed in a blaze vest and cap.", "endoftext": false }, { "action": "You examine the stand", "response": "Obviously not native to the forest. The bamboo is tall and about an inch thick.", "endoftext": false }, { "action": "You talk to the hunter", "response": "\"Hello. My name isn't Red.\"\n\n\"And where are you going, my pretty one, with your little basket on your arm?\" he asks.\n\n(You could refuse to answer; or tell him about Granny.)", "endoftext": false }, { "action": "You refuse", "response": "\"Never mind,\" he says creepily, \"I know just who you are. You're going to visit your Granny, and that's just where I'm going too. I'll get there before you and tell her that you're coming to see her.\"\n\nAnd with that, he lopes off.", "endoftext": false }, { "action": "You cut the bamboo with the knife", "response": "(first taking the pocket knife)\nYou hack at the bamboo for a minute before remembering that your knife has a saw blade. It takes a few more minutes, but you cut a nice bamboo pole almost as tall as you are.", "endoftext": false }, { "action": "You examine the bamboo", "response": "(the bamboo pole)\nIt's green and thick and almost as tall as you are.", "endoftext": false }, { "action": "You take it", "response": "You already have that.", "endoftext": false }, { "action": "You cut the shell", "response": "Cutting it up would achieve little.", "endoftext": false }, { "action": "You put the shell in the bamboo", "response": "(the bamboo pole)\n(first taking the shotgun shell)\nThat can't contain things.", "endoftext": false }, { "action": "You drop the pole", "response": "Dropped.", "endoftext": false }, { "action": "You get the pole", "response": "Taken.", "endoftext": false }, { "action": "Go southeast", "response": "Your home is northwest and paths lead south and east. The river runs northeast to southwest.", "endoftext": false }, { "action": "You go south", "response": "You're surrounded by oak trees. The river is just north of here. Your Granny's house is uphill to the east. Unfortunately, it's up a steep hill of loose stones. Some squirrels scramble across the path every now and then as they hunt for acorns.", "endoftext": false }, { "action": "You examine the squirrels", "response": "What can you say? They're squirrels.", "endoftext": false }, { "action": "Search stones", "response": "You grab a stone from the hill.", "endoftext": false }, { "action": "You go east", "response": "With the bamboo pole as a walking stick, you're able to make it up the hill of stones.\n\nThe ground is covered with beautiful flowers of all colors.\n\nGranny's is east, and you can enter the forest to the north, south, and west.", "endoftext": false }, { "action": "You take the flowers", "response": "You pick a lovely bouquet of meadow flowers.", "endoftext": false }, { "action": "Go east", "response": "Granny's house is a one-room shack on the north side of the yard. Her shed is an even smaller building to the south. The road is east the path to the west leads back to your home.", "endoftext": false }, { "action": "You enter the house", "response": "Granny's house is pretty much what you expect from a one room shack. There's a night table and a bed.\n\nThe hunter is lounging on your Granny's bed. He's wearing her nightgown and nightcap, but fooling nobody.", "endoftext": false }, { "action": "You talk to the hunter", "response": "\"Hello, my dear,\" he says, \"come give your Granny a kiss.\"\n\nYou have nothing specific in mind to discuss with hunter just now.", "endoftext": false }, { "action": "You examine table", "response": "A small rustic table.\n\nYou notice that, unlike your Granny, the hunter has very muscular arms. You say \"Granny, what big arms you have!\"\n\n\"All the better to hug you with, my dear,\" he answers.", "endoftext": false }, { "action": "You look under the bed", "response": "You find nothing of interest.\n\nYou notice that, unlike your Granny, the hunter has big pointy ears. You say \"Granny, what big ears you have!\"\n\n\"All the better to hear you with, my child,\" he answers.\n\nYou think you should take a closer look at the hunter.", "endoftext": false }, { "action": "Examine hunter", "response": "The hunter has swapped his blaze vest and hat for your Granny's nightclothes. You're more than a bit concerned about what he's done with her. Also, now that you get a good look, he looks a lot more like a wolf than the man you saw before.\n\nUnlike your Granny, the wolf has large black eyes. You say \"Granny, what big eyes you have!\"\n\n\"All the better to see you with, my child,\" he answers.", "endoftext": false }, { "action": "You enter the shed", "response": "(first opening the shed door)\nIt seems to be locked.\n\nGranny walks in from the east.\n\n\"Hello dear,\" she says, \"what are you doing here?\"\n\n(You could ask her about where she was; or tell her about the wolf or the basket.)", "endoftext": false }, { "action": "You tell Granny about the wolf", "response": "\"I met a hunter in the woods and now he's in your bed wearing your clothes. I thought he had done something unspeakable to you.\"\n\n\"I see,\" she says. \"Let's take care of that wolf together. I'll watch the house. You go find me a weapon in the shed.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bouquet of flowers\na stone\na bamboo pole\na shotgun shell\na pocket knife\nyour lunchbox (open but empty)\nthe basket\na bottle of moscato\na box of coffee cake\na red hoodie (being worn)", "endoftext": false }, { "action": "You ask Granny about the shed", "response": "\"Yes, honey.\"", "endoftext": false }, { "action": "You look at the shed", "response": "A tiny shed where she stores things.", "endoftext": false }, { "action": "Unlock shed", "response": "(with the leopard print sweatsuit)\nGranny has better things to do.", "endoftext": false }, { "action": "Go north", "response": "\"No, dear,\" says your Granny, \"I'll handle that part. Just bring me a good weapon from the shed.\"", "endoftext": false }, { "action": "You enter the shed", "response": "(first opening the shed door)\n\nThe shed is even smaller than the house.\n\nYou can see a gas can, a flower pot, and a double barrel shotgun here.", "endoftext": false }, { "action": "You enter the shed", "response": "Granny's house is a one-room shack on the north side of the yard. Her shed is an even smaller building to the south. The road is east the path to the west leads back to your home.\n\nYour Granny is standing here.", "endoftext": false }, { "action": "You enter the shed", "response": "The shed is even smaller than the house.\n\nYou can see a gas can, a flower pot, and a double barrel shotgun here.", "endoftext": false }, { "action": "You take all", "response": "double barrel shotgun: Taken.\ngas can: Taken.\nflower pot: Taken.", "endoftext": false }, { "action": "You take the can and the gun and the pot", "response": "gas can: You already have that.\ndouble barrel shotgun: You already have that.\nflower pot: You already have that.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The shed is even smaller than the house.", "endoftext": false }, { "action": "You give the gun to Granny", "response": "Your granny takes the double barrel shotgun.\n\n\"Thanks, dear. Can you find us a shell?\" she asks.", "endoftext": false }, { "action": "You give the shell to Granny", "response": "Your granny takes the shotgun shell.\n\n\"Thanks, dear.\"\n\n\"Wait here a minute,\" Granny requests.\n\nShe walks into her house and you hear a very short discussion punctuated by a shotgun blast.\n\nA few months later...\n\nHighway (in your Camaro)\nGoing to Granny's is much nicer now that you have your license and a fast car.\n\n>inventory\nYou are carrying:\nthe basket\na bottle of white zinfandel\na box of cinnamon buns\na lovely furry wolfskin coat (being worn)", "endoftext": true } ]
swjbhi7m9827di8c
Brain of the Night Guest
Caelyn Sandel
[]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
You play as Alex, a student into pharmaceuticals. You passed out during a tour of the Plutonian Commonwealth museum, and now a maintenance bot is telling you the museum's closed and it'll take you to police in the morning. The bot shuts itself off and you decide you need to find a way out of here.
[ { "action": "%", "response": "After dreams of swedish fish fountains and 5-cent space otter rides, you find yourself unwillingly dragged back into consciousness. You open your eyes slowly to the sight of a completely bare ceiling. Your thoughts swim aimlessly in your head, trying to figure out what was happening before you passed out.\n\n\"Hi there!\" a chipper voice says. You raise your head and see the flashing light-eyes of a maintenance bot. \"Seems like you were unconscious in the bathroom! I moved you here.\"\n\nOh yeah. You had been on a field trip with your class to the Plutonian Commonwealth museum, learning about ancient technology and the history of the braintree and lots of educational stuff. As always, you find things way more educational when combined with the results of your pharmaceutical class, so you got totally fruitbat flapjacks on yesterday's lesson. You guess it must have been too much for you and you passed out.\n\n\"Sorry, but the museum's already closed and your tour group has gone. Since you're not supposed to be here, we'll have to have the security guy take you to the police in the morning. In the meantime, I'm off duty, so -\" the light-eyes of the maintenance bot die out as it goes into sleep mode.\n\nDang. You've taken so many liberties in pharmaceutical class, you'd have a ton of paperwork to do if the police end up taking you out of here. You're going to have to find an exit on your own.\n\nYou are in a sparse, small room with no decoration whatsoever. It stinks of garbage, metal and oil. From here, you can go north into the main museum hall, west into a nasty little break room, and east down a smelly hallway.\n\nA pile of fat black garbage bags take up most of the room.\n\nNearby, a maintenance bot squats, inactive and shut off.\n\nYou can also see a reminder note here.", "endoftext": true }, { "action": "You look at the bot", "response": "A squat robot on treads. Its cylindrical body contains all of the tools and appendages it probably uses to keep up the place, but they're all retracted right now. Its eye-lights are currently dark.", "endoftext": false }, { "action": "You look at the note", "response": "The note reads, \"Please remember: to maintain optimum stamina, the braintree must be fed nightly. Deposit protein slurry directly into its planter. DO NOT GIVE JUNK FOOD to the braintree; it will be up all night.\"", "endoftext": false }, { "action": "You examine the self", "response": "You are Alex.\nYou are a kind of lazy student and you have a penchant for bringing your results from pharmaceutical class into other classes. And field trips.", "endoftext": false }, { "action": "You take the bag", "response": "They're fixed in place.", "endoftext": true }, { "action": "You look around", "response": "You are in a sparse, small room with no decoration whatsoever. It stinks of garbage, metal and oil. From here, you can go north into the main museum hall, west into a nasty little break room, and east down a smelly hallway.\n\nA pile of fat black garbage bags take up most of the room.\n\nNearby, a maintenance bot squats, inactive and shut off.\n\nYou can also see a reminder note here.", "endoftext": false }, { "action": "You take the note", "response": "Taken.", "endoftext": false }, { "action": "Go west", "response": "This is a break room, you guess? It lacks a kitchenette of any kind, with no counters, no sinks and no cupboards. The large refrigerator in the corner looks lonely, its surface bare of adornment. With a complete lack of tables or chairs, it seems less and less credible that any people work here.", "endoftext": false }, { "action": "You look at the refrigerator", "response": "A large refrigerator, alone and unloved. Its surface is bare.", "endoftext": false }, { "action": "You open it", "response": "You open the refrigerator, revealing Jim's brain and some half-eaten chicken fingers.", "endoftext": false }, { "action": "You examine the brain", "response": "Someone has written \"Jim\" on this brain in black sharpie.", "endoftext": false }, { "action": "You look at the fingers", "response": "Some gross fried chicken fingers, covered in congealed grease. Who refrigerates fried food? And why did people think it was a good idea to start growing chickens with fingers?", "endoftext": false }, { "action": "You get all", "response": "Jim's brain: Taken.\nhalf-eaten chicken fingers: Taken.", "endoftext": false }, { "action": "You close the fridge", "response": "You close the refrigerator.", "endoftext": false }, { "action": "You eat the brain", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You go east", "response": "You are in a sparse, small room with no decoration whatsoever. It stinks of garbage, metal and oil. From here, you can go north into the main museum hall, west into a nasty little break room, and east down a smelly hallway.\n\nA pile of fat black garbage bags take up most of the room.\n\nNearby, a maintenance bot squats, inactive and shut off.", "endoftext": false }, { "action": "You look at the panel", "response": "It's a control panel or something. You don't know how it works.", "endoftext": false }, { "action": "You open the door", "response": "You try the door, but it won't open. That's not safe! Whose bright idea was this?", "endoftext": false }, { "action": "Press panel", "response": "It is fixed in place.", "endoftext": false }, { "action": "Show panel to brain", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Kiss bot", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You switch on the bot", "response": "You press the On switch.\n\nThe maintenance bot turns on its eye-lights. \"Please do not poke me,\" it says reproachfully, and then turns its eye-lights back off.", "endoftext": false }, { "action": "You touch the bot", "response": "Keep your hands to yourself!", "endoftext": false }, { "action": "You ask Bot, to go west", "response": "The maintenance bot has better things to do.", "endoftext": false }, { "action": "Search bags", "response": "You check through the garbage bags briefly. It's a pretty gross experience.\n\nIn one of the bags, you find a discarded brain in a plastic bag. You pull the brain out for a better look and stuff the plastic bag back into the garbage.", "endoftext": false }, { "action": "Clean", "response": "(the garbage bags)\nThe maintenance bot has better things to do.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nKevin's brain (in your hand)\nsome half-eaten chicken fingers\nJim's brain (in your hand)\na reminder note", "endoftext": false }, { "action": "Go north", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room where you woke up is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (empty), a transfer chair, a transfer pedestal, a display note and a warning sign here.", "endoftext": false }, { "action": "You examine the placard", "response": "\"Tomb of the Unknown Tool\"", "endoftext": false }, { "action": "You look at the display note", "response": "\"The brain of our foremost researcher, Kevin vonHooligan, has been removed for maintenance.\"", "endoftext": false }, { "action": "You examine the chair", "response": "It's a spartan but relatively comfortable chair. You sit in it to have your brain switched around. Sitting in it before you put a brain on the pedestal will leave you pretty out of it until somebody comes to help you.", "endoftext": false }, { "action": "You examine the pedestal", "response": "This pedestal is sort of vaguely greek-styled. You're supposed to sit a brain on it to have it switched out with whoever sits in the chair.", "endoftext": false }, { "action": "You look at the warning", "response": "\"Warning! Although this is a museum display, it is an active and functioning braintree. Please do not sit in the chair until you are ready to have your brain removed.\"", "endoftext": false }, { "action": "You look at the tank", "response": "It's like a fish tank, only for brains.", "endoftext": false }, { "action": "You look at Kevin", "response": "This brain doesn't look so good. It's oozing gunk from a cut across the cerebrum, and it might have bounced off the floor a couple times. It has the name \"Kevin\" printed on it.", "endoftext": false }, { "action": "You examine Jim", "response": "Someone has written \"Jim\" on this brain in black sharpie.", "endoftext": false }, { "action": "You put Jim on the pedestal", "response": "You put Jim's brain on the transfer pedestal.", "endoftext": false }, { "action": "You sit in the chair", "response": "The braintree twitches towards you slightly, but then it droops with a frondy, lethargic sigh.", "endoftext": false }, { "action": "You put the jim's brain in the tank", "response": "(first taking Jim's brain)\n\nYou put Jim's brain into the brain tank.", "endoftext": false }, { "action": "You read the note", "response": "(the reminder note)\nThe note reads, \"Please remember: to maintain optimum stamina, the braintree must be fed nightly. Deposit protein slurry directly into its planter. DO NOT GIVE JUNK FOOD to the braintree; it will be up all night.\"", "endoftext": true }, { "action": "You look around", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room where you woke up is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (in which is Jim's brain), a transfer chair, a transfer pedestal, a display note and a warning sign here.", "endoftext": false }, { "action": "You put the fingers in the planter", "response": "The braintree hunches over slightly, noticing that there is something in its planter. When it realizes that a perfectly good nugget of protein, fat and salt is within devouring range, it quickly pulls the chicken fingers under the soil. It makes a sort of \"nom nom nom\" sound as it eats, and within moments the braintree is looking much more magnificent.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nKevin's brain (in your hand)\na reminder note\n\nThe magnificent braintree suddenly croons, \"We got the beat!\" There is no response.", "endoftext": false }, { "action": "You get Jim", "response": "Taken.", "endoftext": false }, { "action": "You put the brain in the tank", "response": "Which do you mean, Jim's brain, Kevin's brain or the brain tank?", "endoftext": false }, { "action": "You put Jim in the tank", "response": "You put Jim's brain into the brain tank.", "endoftext": false }, { "action": "You sit on the chair", "response": "With a click and a woosh, the braintree vacuums up your brain and replaces it with Jim's brain. You feel very odd as you stand up.\n\nYou're now a maintenance guy. You tell the maintenance robots to do maintenance stuff. There are a lot of subroutines and routines and things so you don't really know much of what that is. You do know that if you hit the fire door's control panel real hard, it unlocks.", "endoftext": false }, { "action": "Examine tank", "response": "It's like a fish tank, only for brains.\n\nIn the brain tank is Alex's brain.", "endoftext": false }, { "action": "About yourself", "response": "You are Jim.\nYou're a maintenance guy. You tell the maintenance robots to do maintenance stuff. There are a lot of subroutines and routines and things so you don't really know much of what that is. You do know that if you hit the fire door's control panel real hard, it unlocks.", "endoftext": false }, { "action": "You go south", "response": "You are in a sparse, small room with no decoration whatsoever. It stinks of garbage, metal and oil. From here, you can go north into the main museum hall, west into a nasty little break room, and east down a smelly hallway.\n\nA pile of fat black garbage bags take up most of the room.\n\nNearby, a maintenance bot squats, inactive and shut off.", "endoftext": false }, { "action": "You hit the panel", "response": "You smack the control panel in the right place with your fist and it hurts a lot! You're not used to being this scrawny - or this dizzy when your hand hurts. Stupid kid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nJim's brain (implanted in your skull)\nKevin's brain (in your hand)\na reminder note", "endoftext": false }, { "action": "You go to the north", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (in which is Alex's brain), a transfer chair, a transfer pedestal, a display note and a warning sign here.", "endoftext": false }, { "action": "You get Alex", "response": "Taken.", "endoftext": false }, { "action": "You put Kevin on the pedestal", "response": "You put Kevin's brain on the transfer pedestal.", "endoftext": false }, { "action": "You go upward", "response": "This balcony looks out over the magnificent braintree's gently-furred canopy. There's an exhibit shelf here labeled \"The Hundred-Year-Old Typewriter\". A sweeping staircase leads back down to the Great Hall.\n\nYou can see an exhibit shelf (on which are Marlene's brain and an antique typewriter) here.", "endoftext": true }, { "action": "Go downward", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (empty), a transfer chair, a transfer pedestal (on which is Kevin's brain), a display note and a warning sign here.", "endoftext": false }, { "action": "You examine marlene", "response": "Someone has signed this brain \"Marlene\" in a sweeping, elegant script.", "endoftext": false }, { "action": "You examine Typewriter", "response": "That's an old typewriter - a hundred years old or so. You hear the first spec for the magnificent braintree was written on it, and you kind of approve. Sad thing, machines getting a hold of everything these days. One day they'll get your job, and then what happens to you?", "endoftext": false }, { "action": "You sit on the chair", "response": "With a click and a woosh, the braintree vacuums up your brain and replaces it with Kevin's brain. You feel very odd as you stand up.\n\nYou are now the research man! You know many a thing! You know special things about mysterious mysteries! You should examine such things for cryptic clues!\n\nWith a sploosh, the braintree deposits your prior brain into the brain tank.", "endoftext": false }, { "action": "You get the brain", "response": "(Jim's brain)\nTaken.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The magnificent braintree is one of modern society's most modernly magnificent marvels. Its ropy trunk, its furry leaves, its twin vacuum-mouth-things, all scream \"Civilization!\" (like, literally, sometimes they just scream random words).\n\nWithout the Braintree, the basic human right of taking your brain out and replacing it with a different brain would take hours! The way it works is that you put a brain on that pedestal over there and then you sit in the chair on the other side. In that order. Doing it in that order is very important. This one is just on display, but it probably works.\n\nThe magnificent braintree suddenly screams, \"Maintenance!\" There is no response.\n\nPlutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (empty), a transfer chair, a transfer pedestal, a display note and a warning sign here.", "endoftext": false }, { "action": "You look at the padlock", "response": "You remember going in there with the wonderful hundred-year-old key. You were keeping something in there... something important. But it's all gone now.", "endoftext": false }, { "action": "Go upwards", "response": "This balcony looks out over the magnificent braintree's gently-furred canopy. There's an exhibit shelf here labeled \"The Hundred-Year-Old Typewriter\". A sweeping staircase leads back down to the Great Hall.\n\nYou can see an exhibit shelf (on which is an antique typewriter) here.", "endoftext": false }, { "action": "You examine Typewriter", "response": "Beautiful Marlene kept that beautiful machine. Beautiful Marlene, what happened to her? Beautiful Marlene and the nitroglycerine, and you won't be seeing her again, least not her face, for sure.\n\nBut it looks so familiar... so familiar... so familiar....", "endoftext": true }, { "action": "Go down", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (empty), a transfer chair, a transfer pedestal, a display note and a warning sign here.", "endoftext": false }, { "action": "You examine Braintree", "response": "The magnificent braintree is one of modern society's most modernly magnificent marvels. Its ropy trunk, its furry leaves, its twin vacuum-mouth-things, all scream \"Civilization!\" (like, literally, sometimes they just scream random words).\n\nWithout the Braintree, the basic human right of taking your brain out and replacing it with a different brain would take hours! The way it works is that you put a brain on that pedestal over there and then you sit in the chair on the other side. In that order. Doing it in that order is very important. This one is just on display, but it probably works.", "endoftext": false }, { "action": "You go south", "response": "You are in a sparse, small room with no decoration whatsoever. It stinks of garbage, metal and oil. From here, you can go north into the main museum hall, west into a nasty little break room, and east down a smelly hallway.\n\nA pile of fat black garbage bags take up most of the room.\n\nNearby, a maintenance bot squats, inactive and shut off.", "endoftext": false }, { "action": "You examine yourself", "response": "You are Kevin.\nYou are research man! You know many a thing! You know special things about mysterious mysteries! You should examine such things for cryptic clues!", "endoftext": false }, { "action": "You examine door", "response": "The Tomb of the Unknown Tool! You know the answer! You know the answer! It's not an unknown tool to you! It's a glorious, marvelous marvel that makes the world a better place! But it would take a very special key to get in there... a hundred-year-old key! You knew about the secret hundred-year-old key! But where would you get such a key now? It's all a very sad mystery, in your lumpy beaten consciousness....", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nJim's brain (in your hand)\nKevin's brain (implanted in your skull)\nMarlene's brain (in your hand)\nAlex's brain (in your hand)\na reminder note", "endoftext": false }, { "action": "You examine Marlene'S", "response": "Someone has signed this brain \"Marlene\" in a sweeping, elegant script.", "endoftext": false }, { "action": "You examine the canopy", "response": "From here, you can only see the top of the magnificent braintree.", "endoftext": false }, { "action": "You examine the shelf", "response": "On the exhibit shelf is an antique typewriter.", "endoftext": false }, { "action": "You examine Typewriter", "response": "Beautiful Marlene kept that beautiful machine. Beautiful Marlene, what happened to her? Beautiful Marlene and the nitroglycerine, and you won't be seeing her again, least not her face, for sure.", "endoftext": false }, { "action": "You get it", "response": "No. It looks really heavy.", "endoftext": true }, { "action": "Go downward", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (empty), a transfer chair, a transfer pedestal, a display note and a warning sign here.\n\nThe magnificent braintree suddenly croons, \"Xyzzy!\" There is no response.", "endoftext": false }, { "action": "You put Marlene on the pedestal", "response": "You put Marlene's brain on the transfer pedestal.", "endoftext": false }, { "action": "You sit on the chair", "response": "With a click and a woosh, the braintree vacuums up your brain and replaces it with Marlene's brain. You feel very odd as you stand up.\n\nYou have become an archivist. You know about really old things, like typewriters. For instance, you know that the hundred year-old typewriter has a loose key that you pretty much sort of jimmied back in at some point a while ago, and you know how to take it back out. Come to think of it, you don't know much else.", "endoftext": false }, { "action": "Go upwards", "response": "This balcony looks out over the magnificent braintree's gently-furred canopy. There's an exhibit shelf here labeled \"The Hundred-Year-Old Typewriter\". A sweeping staircase leads back down to the Great Hall.\n\nYou can see an exhibit shelf (on which is an antique typewriter) here.", "endoftext": false }, { "action": "You examine Typewriter", "response": "That's your beauty - your absolute favorite in the whole museum. Some folks love the braintree, but you love what made it. Something solid and real, like this - something with moving parts that you can take apart and put back together. Like the \"I\" key, which pops out all the time if you just thump it a little.", "endoftext": false }, { "action": "You thump it", "response": "You give the antique typewriter a neat little thump on the side, and the \"I\" key bounces up and into your waiting hand. Classic.", "endoftext": false }, { "action": "You look at the key", "response": "It's the \"I\" key.", "endoftext": true }, { "action": "Go down", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (in which is Kevin's brain), a transfer chair, a transfer pedestal, a display note and a warning sign here.", "endoftext": false }, { "action": "Unlock padlock", "response": "What do you want to unlock the padlock with?", "endoftext": false }, { "action": "Go east", "response": "This is the Tomb of the Unk -- the Tomb of the Known Tool. (Though it's much less spiffy that way.) You can leave to the west.\n\nYou can see a hammer here.", "endoftext": false }, { "action": "You examine the hammer", "response": "It's a hammer. You know this.", "endoftext": false }, { "action": "You put Alex on the pedestal", "response": "You put Alex's brain on the transfer pedestal.", "endoftext": false }, { "action": "You sit on the chair", "response": "With a click and a woosh, the braintree vacuums up your brain and replaces it with Alex's brain. You feel very odd as you stand up.\n\nYou are back to being a kind of lazy student with a penchant for bringing your results from pharmaceutical class into other classes. And field trips.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nAlex's brain (implanted in your skull)\na hammer\na hundred-year-old typewriter key\nJim's brain (in your hand)\na reminder note", "endoftext": false }, { "action": "You put Jim on the pedestal", "response": "You put Jim's brain on the transfer pedestal.", "endoftext": false }, { "action": "You hit the panel", "response": "You wind up and smack the control panel with the hammer. The hammer bounces off, rather to your surprise. You try a couple more times, but you get the feeling real fast that you're not very good at this.", "endoftext": false }, { "action": "Go north", "response": "Plutonian Commonwealth Museum, Grand Hall\nOf all of the halls, this is the grandest. It even has a sweeping staircase going up to a balcony type thing that overlooks where you're standing. This room was created exclusively to house the magnificent braintree, which is in the center of the room. The maintenance room where you woke up is to the south, and an unobtrusive door with an excessively obtrusive padlock on it is to the east.\n\nThere's a placard above the padlocked door to the east.\n\nYou can also see a planter (in which is a magnificent braintree), a brain tank (in which are Marlene's brain and Kevin's brain), a transfer chair, a transfer pedestal (on which is Jim's brain), a display note and a warning sign here.", "endoftext": false }, { "action": "You sit", "response": "(on Alex's brain)\nThat's not something you can sit down on.\n\nThe magnificent braintree suddenly screams, \"Moose-squirrels!\" There is no response.", "endoftext": false }, { "action": "You sit on the chair", "response": "With a click and a woosh, the braintree vacuums up your brain and replaces it with Jim's brain. You feel very odd as you stand up.\n\nYou're now a maintenance guy. You tell the maintenance robots to do maintenance stuff. There are a lot of subroutines and routines and things so you don't really know much of what that is. You do know that if you hit the fire door's control panel real hard, it unlocks.", "endoftext": false }, { "action": "You hit panel", "response": "Drawing on long experience, you whack the control panel precisely with the hammer. There's a muted WHAM!, like a muffled explosion, and a gorgeous shower of sparks. You might worry about it if you hadn't seen it happen some twenty-odd times before (though the last time, you had to hit it with a giant chunk of topaz from over in Rocks and Minerals, and wasn't that a caution....)\n\nOh, and the door's unlocked now.", "endoftext": false }, { "action": "You sit on chair", "response": "With a click and a woosh, the braintree vacuums up your brain and replaces it with Alex's brain. You feel very odd as you stand up.\n\nYou are back to being a kind of lazy student with a penchant for bringing your results from pharmaceutical class into other classes. And field trips.\n\nThe magnificent braintree suddenly warbles, \"Brains!\" There is no response.", "endoftext": false }, { "action": "Go east", "response": "You walk out into the warm Plutonian night. You feel exhausted; having to solve your own problems and take responsibility for your mistakes is really hard. You make a mental note to avoid doing so for the forseeable future.\n\nYou do feel like you owe yourself a bit of self-congratulation for the work you did today, though. Usually the degree of truancy, vandalism, and lack of respect for history that you've shown takes several students working in tandem. Seems like there are some ways in which you really can be an overachiever.\n\nNow all you have to do is figure out a way to get home...", "endoftext": true } ]
rpvhmln4tve5wmww
The Devil in the Details
Jerry Ford
[ "Fantasy | Slice of life" ]
[ "fantasy", "gender choice", "multiple endings", "San Francisco", "sexual content", "TADS", "TADS 3", "TADS3 (adv3lite)" ]
2,017
[ 0, 0, 0, 0, 0 ]
0
0
20190530
true
You have just arrived in San Francisco, no job, no family, no friends, just a letter of introduction addressed to Lucy, who offers you a lifetime of everlasting fame, fortune, happiness, or power, if you will just sign the contract she offers you. Can you outwit the devil? (Advisory: Contains sexual situations; see readme enclosed in the .zip distribution for details, or read the Help text linked to the initial title screen.)
[ { "action": "%", "response": "by Jerry Ford (c) 2017\n\nPre-game options: H for game-playing tips and the Help\nGetting Started menu (if\nyou've never played \nstart)\n\nX to start game with extra on enabled (for Interactive\nFiction newcomers--\nspontaneous display of help tips when the game senses you are in trouble; enter\nAny other key to start a new game\n\n(Note: This game contains scenes with sexually agressive behavior which some\npeople may find offensive. For information about how to avoid these scenes\nwithout impacting the final outcome of the game, choose H for\nHelp.)\n\nThe Devil in the Details version 1.0 (2017-04-17)\nIntersection of Coleridge and Eugenia\n0\nExits: northwest southeast up\n\n\"Damn,\" you mutter, shivering on the sidewalk.\n\nNewly arrived in San Francisco, you know nobody, have no job prospects, no\nplace to live, nothing more than a letter of introduction given to you by your\nAunt Ophelia.\n\nNow you stand in a strange neighborhood in a strange city wearing clothes that\nclearly mark you as not from around here.\n\nYour aunt's parting admonition is still fresh on your mind: \"Even though you're\nall grown up now, no longer a child, you're going to be far from home and there\nwill be some who only want to take advantage of you. Guard this letter\naddressed.\"\n\nIt took your last two dollars to ride the bus to the Bernal Heights neighborhood. After wandering around looking at street signs for what seemed\nlike hours, you now find yourself at the corner of Coleridge and Eugenia,\nclutching the envelope in your hand tightly, wondering what to do next.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.\nIntersection of Coleridge and Eugenia\n1\nExits: northwest southeast up\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nOnce a Mexican land grant rancho owned by Jose Cornelio de Bernal, for whom the\narea is named, the mostly residential Bernal Heights neighborhood anchors the\nsunny southeastern corner of the modern city, just north of Hunter's Point and\nCandlestick, and just south and east of the Mission district.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.", "endoftext": false }, { "action": "About yourself", "response": "Exits: northwest southeast up\n\nThe flimsy clothing you wear--a tee shirt, a pair of flip flops, and a pair of\ncargo pants--provides little protection against the cold, damp fog that\nfrequently rolls in from the ocean to cover the city, to the consternation of\ntourists and resulting amusement of the local population.", "endoftext": false }, { "action": "You check what you're carrying", "response": "Exits: northwest southeast up\n\nYou are wearing a tee shirt, a pair of flip flops, and a pair of cargo pants,\nand carrying an envelope.", "endoftext": false }, { "action": "You examine the envelope", "response": "Exits: northwest southeast up\n\nThe envelope is of a high-quality linen-based paper, the kind seldom seen any\nmore. It is a light pink in color and smells faintly of roses.\n\nIt was given to you by your Aunt Ophelia when you left to find fame and fortune\nin California.\n\n\"It's a letter of introduction that will be sure to open doors for you,\" she\ntold you as you bade her goodbye. \"It was written by my dearest friend's\ndaughter's boyfriend's mother. Guard it as a most prized possession and only\ngive it to someone you are certain can advance your station.\"\n\nWith that, she closed the door and left you standing on the front porch.\n\nThe envelope is open.\n\nNeatly printed on the face of the envelope is the following...\n\nSan Francisco, California", "endoftext": false }, { "action": "You read the letter", "response": "Exits: northwest southeast up\n\nWith a whisper of guilt echoing in the back of your mind--it's not addressed to\nme, it's someone else's mail, I shouldn't be doing this--you\nremove the letter\nfrom the envelope and read the simple almost childlike yet neatly written\ncursive:\n\nfrom the very bottom of my heart to be honorable, honest,\ntrustworthy, and\nkind, and a hardworking person who I'm sure you will find perfect\nfor any task\nyou may wish to assign.\n\nYou quickly refold the letter and put it back in the envelope.", "endoftext": false }, { "action": "You go up", "response": "Exits: down in\n\nYou cross the street, flip flops flapping beneath your feet making a muffled\nslap-slap-slapping sound with each step, and climb the long flight of steps up\nto the entry way.\n\nAs you face the building, you see three doors standing side by side by side.\n\nBrass numbers identify the door to the north (on your left) as 300a, the door\nstraight ahead as 300b, and the door to the south (on your right) as 300c.\nEach door has an accompanying door bell next to it.\n\nBack down the steps is the street corner.\n\nCentered about waist high on each door is a horizontal opening covered by a\nhinged, brass flap, an old-fashioned mail slot.", "endoftext": false }, { "action": "Ring 300b", "response": "Exits: down in\n\nAs you press the button for the doorbell to 300b, you hear a faint ding dong\nfrom behind the door. There is no answer.\n\nMaybe I should come back later, you think.", "endoftext": false }, { "action": "You put the letter in the slot", "response": "Exits: down in\n\nWhich do you want to put it in, the mail slot for 300a, the mail slot for 300b,\nor the mail slot for 300c?", "endoftext": false }, { "action": "You put the letter in the slot 300b", "response": "Exits: down in\n\nYou turn to face the building. You raise the brass flap that covers the mail\nslot and insert the envelope into the opening. When you release the flap, it\nsnaps shut with a loud clap and the envelope disappears.\n\nYou take a half step back to ponder your next move, and...\n\nClick! You hear what sounds like a door latch and the door\nto 300b swings\nopen, almost as if you were being invited in. Except you see nobody at the\ndoor.", "endoftext": false }, { "action": "You go north", "response": "Exits: down in\n\nYou can't go that way. From here you could go down or in.", "endoftext": false }, { "action": "Enter", "response": "You step through the open door.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.", "endoftext": false }, { "action": "You go up", "response": "Exits: southwest down\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.", "endoftext": false }, { "action": "You examine the sofa", "response": "Exits: southwest down\n\nAlong the wall opposite and facing the desk is an upholstered leather couch.", "endoftext": false }, { "action": "You search it", "response": "Exits: southwest down\n\nYou find nothing of interest on the sofa.", "endoftext": false }, { "action": "You examine the desk", "response": "Exits: southwest down\n\nA large, polished wood desk befitting a banker or stock broker is the most\nprominent piece of furniture in the room.", "endoftext": false }, { "action": "Search desk", "response": "Exits: southwest down\n\nYou find nothing of interest on the desk.\n\n\"Hello, hello, hello,\" a deep feminine voice booms out from...you don't quite\nknow where, but it sounds oddly remote, yet somehow close. The next room,\nperhaps.", "endoftext": false }, { "action": "You go to the southwest", "response": "Exits: northeast\n\nThe bedroom contains no bed, only a dresser, a free-standing wardrobe, a full-\nlength mirror on a stand, and three brass floor lamps evenly spaced around a\nplush, deep-piled, solid black circular rug.\n\nAn overhead light hanging on a chain gives the illusion of a spotlit stage.\n\nA door leads northeast to the living room.", "endoftext": false }, { "action": "You look at the rug", "response": "Exits: northeast\n\nSome six feet in diameter, the black circular rug appears at first glance to be\na bottomless pit in the center of the room. But as your eyes adjust to the\nlight, you see it is a very plush, deep pile carpet.", "endoftext": false }, { "action": "You pull the carpet", "response": "Exits: northeast\n\nPulling the rug has no effect.", "endoftext": false }, { "action": "You sit on the carpet", "response": "Bedroom (sitting on the rug)\n19\nExits: northeast\n\nYou sit on the rug.", "endoftext": false }, { "action": "You stand", "response": "Bedroom (standing up on the rug)\n20\nExits: northeast\n\nYou stand up.", "endoftext": false }, { "action": "You get the rug", "response": "Bedroom (standing up on the rug)\n21\nExits: northeast\n\nA puff of dust escapes from beneath the rug as you lift an edge. \"Phew!\" you\nsay, wrinkling your nose. \"Better not be moving that.\"", "endoftext": false }, { "action": "You examine wardrobe", "response": "Bedroom (standing up on the rug)\n22\nExits: northeast\n\nA free-standing wardrobe some six feet tall by six feet wide by three feet deep\nstands against one wall of the room.", "endoftext": false }, { "action": "You look at the mirror", "response": "Bedroom (standing up on the rug)\n23\nExits: northeast\n\nStanding in a corner between the dresser and the wardrobe is a six-foot tall\nthree-foot wide mirror on a stand that tilts in its stand, on pivots at either\nside.", "endoftext": false }, { "action": "You look in mirror", "response": "Bedroom (standing up on the rug)\n24\nExits: northeast\n\nStaring back at you from within the mirror is a person wearing a pair of cargo\npants, the dirty old tee shirt you have been wearing since leaving home, and a\npair of flip flops.", "endoftext": false }, { "action": "You go northeast", "response": "Exits: southwest down\n\nYou step out of the circle of light, off of the rug.\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\n\"Sit, sit, sit,\" the voice commands.", "endoftext": false }, { "action": "You sit on the sofa", "response": "Living Room (sitting on the sofa)\n26\nExits: southwest down\n\nThe soft leather caresses your legs luxuriously as you sink into the sofa's\ndeep cushions. Ahhhh, you sigh, this feels so right!\nMaybe I should stay here\nand wait for awhile and see what happens.\n\nYou wait. You start to fidget. A flash of light floods the room then immediately subsides.\n\nWhen your eyes readjust, you see a woman seated in the leather chair behind the\ndesk.\n\n\"Don't sit so far away,\" she says in a regal tone of voice, \"Sit over here, in\nthe light. In front of the desk. In the director's chair.\"", "endoftext": false }, { "action": "You sit in director'S", "response": "Living Room (sitting on the chair)\n27\nExits: southwest down\n\nYou sit in the director's chair.\n\n\"Not from around here, are you? Well, never mind.\" She waves the envelope you\nshoved through the mail slot then takes a thick file out of her desk.\n\n\"Standard contract I assure you, I'll just fill in some blanks while we talk,\"\nshe says as she opens the folder.\n\n\"First things first, boy or girl? Don't get your panties in a bunch, there's a\nplace on the form, it's gotta be, boy, girl--oh, don't huff, I know we're all\nadults here, just my way of speaking is all--or you could decline to state. I\ndon't advise that, it would severely limit my options to help, you know? So.\nBoy? Girl? Or--and I say this with nothing but the utmost respect--are you\ngoing to ignore my counsel and decline to state?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Wordsmith", "response": "Living Room (sitting on the chair)\n28\nExits: southwest down\n\n\"No, dear. It's boy, girl, or...?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Decline", "response": "Living Room (sitting on the chair)\n29\nExits: southwest down\n\nHer head snaps up.\n\n\"Doesn't matter to me what you think you ought to be, but either you go to the\nboy's room or you go to the girl's room when you gotta pee, right? Only other\noption is out back by the garbage cans but you don't want to go there, do you?\nOf course not. So, again, boy, girl, or...?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Decline", "response": "Living Room (sitting on the chair)\n30\nExits: southwest down\n\n\"And your first name is...?\"\n\n(You could say your first name)", "endoftext": false }, { "action": "Decline", "response": "Living Room (sitting on the chair)\n31\nExits: southwest down\n\n\"Okay, Decline,\" Lucy says. \"Last name?\"\n\n(You could say your last name)", "endoftext": false }, { "action": "Club", "response": "Living Room (sitting on the chair)\n31\nExits: southwest down\n\n\"Okay, Club,\" Lucy says. \"Last name?\"\n\n(You could say your last name)", "endoftext": false }, { "action": "Floyd", "response": "Living Room (sitting on the chair)\n32\nExits: southwest down\n\n\"All righty,\" Lucy says. \"You are a person named Club Floyd, a personage of no\nparticular gender. Is that correct?\"\n\n(You could say yes; or say no)", "endoftext": false }, { "action": "Yes", "response": "Living Room (sitting on the chair)\n33\nExits: southwest down\n\n\"Excellent. Excellent.\" she says in a voice that is almost a purr.\n\n\"So, now, Club, my love, here's where the rubber meets the road.\" Lucy winks at\nyou.\n\n\"You get to tell me your most precious secret longing. What turns you on,\npresses your buttons, makes you quiver all over with desire? Fame? Fortune?\nPower? 'Happiness'?\" (making air quotes with her fingers)\n\"Tell me!\"\n\nYou are dazzled. Your head swims. She persists.\n\n\"Tell me, dear, what do you want out of life?\"\n\n(You could say your most cherished desire)", "endoftext": false }, { "action": "Interactive fiction", "response": "Living Room (sitting on the chair)\n34\nExits: southwest down\n\n\"No, no, no, dear,\" Lucy says. \"Fame, fortune, power or happiness--those are\nthe things I offer. Now, what'll it be?\"\n\n(You could say your most cherished desire)", "endoftext": false }, { "action": "No", "response": "Living Room (sitting on the chair)\n36\nExits: southwest down\n\n\"I...really, I should read it first,\" you say haltingly. \"I mean, read first,\nsign after, isn't that what lawyers always say?\"\n\n\"Lawyers, pfah!\" she replies angrily. \"Dear, if you're not\ngoing to trust me,\nour relationship is not going to work. If you want a lifetime of happiness,\nsign that contract, otherwise stop wasting my time. Go on back to Kansas or\nNebraska or wherever it is you're from and fry hamburgers for a living. So,\nnow, what'll it be, sweetie, are you going to sign?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "No", "response": "Living Room (sitting on the chair)\n37\nExits: southwest down\n\n\"Trust me, dear,\" Lucy says, \"it's for the best. Now, will you please take the\npen?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "No", "response": "Living Room (sitting on the chair)\n38\nExits: southwest down\n\n\"Here,\" Lucy says with some exasperation. \"Will you please take the pen?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "No", "response": "Living Room (sitting on the chair)\n39\nExits: southwest down\n\n\"Please stop wasting my time,\" she says with growing annoyance. \"Are you going\nto take the pen?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "Continue", "response": "Living Room (sitting on the chair)\n40\nExits: southwest down\n\n\"I'm getting tired of this, dear,\" she says. \"My help comes with a price, you\neither sign the contract or we will have to part ways. Now. Are you or are\nyou not going to take take the pen?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "Keep going", "response": "Living Room (sitting on the chair)\n41\nExits: southwest down\n\n\"If you're not serious about receiving my help, dear, I have other things to\ndo,\" she says in a low, menacing voice. \"Now. Are you going take the pen?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "No", "response": "She sits back in her chair and glares at you through narrowed eyes. Her smile\nhas become frozen, humorless. Then her face softens and she says...\n\n\"Why of course, dearie, of course you can read it like they\nsay you should, you\njust take it on back to Nebraska or Kansas or wherever it is you came from, and\nyou read to your heart's content. Then when you think you've understood all of\nthe lawyerly convulations and obfuscations and clausifications and you are\nready to sign up for a life of happiness beyond the wildest imaginations your\ndrab little homebody surroundings can conjure, then you come on back here, and\nI'll see if I can't squeeze out some precious time from my\nvery busy schedule\nto revisit this most generous offering that we've worked so\nvery hard on here\ntoday.\"", "endoftext": false }, { "action": "R.", "response": "%% Enter a save filename to read:", "endoftext": false }, { "action": "No", "response": "Failed: the position could not be restored.\n\nGame not restored; start from beginning? (Y or N)\nRuntime error: wrong number of arguments\ncheaptads quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "by Jerry Ford (c) 2017\n\nPre-game options: H for game-playing tips and the Help\nGetting Started menu (if\nyou've never played \nstart)\n\nX to start game with extra on enabled (for Interactive\nFiction newcomers--\nspontaneous display of help tips when the game senses you are in trouble; enter\nAny other key to start a new game\n\n(Note: This game contains scenes with sexually agressive behavior which some\npeople may find offensive. For information about how to avoid these scenes\nwithout impacting the final outcome of the game, choose H for\nHelp.)\n\nThe Devil in the Details version 1.0 (2017-04-17)\nIntersection of Coleridge and Eugenia\n0\nExits: northwest southeast up\n\n\"Damn,\" you mutter, shivering on the sidewalk.\n\nNewly arrived in San Francisco, you know nobody, have no job prospects, no\nplace to live, nothing more than a letter of introduction given to you by your\nAunt Ophelia.\n\nNow you stand in a strange neighborhood in a strange city wearing clothes that\nclearly mark you as not from around here.\n\nYour aunt's parting admonition is still fresh on your mind: \"Even though you're\nall grown up now, no longer a child, you're going to be far from home and there\nwill be some who only want to take advantage of you. Guard this letter\naddressed.\"\n\nIt took your last two dollars to ride the bus to the Bernal Heights neighborhood. After wandering around looking at street signs for what seemed\nlike hours, you now find yourself at the corner of Coleridge and Eugenia,\nclutching the envelope in your hand tightly, wondering what to do next.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.", "endoftext": false }, { "action": "You go up", "response": "Exits: down in\n\nYou cross the street, flip flops flapping beneath your feet making a muffled\nslap-slap-slapping sound with each step, and climb the long flight of steps up\nto the entry way.\n\nAs you face the building, you see three doors standing side by side by side.\n\nBrass numbers identify the door to the north (on your left) as 300a, the door\nstraight ahead as 300b, and the door to the south (on your right) as 300c.\nEach door has an accompanying door bell next to it.\n\nBack down the steps is the street corner.\n\nCentered about waist high on each door is a horizontal opening covered by a\nhinged, brass flap, an old-fashioned mail slot.", "endoftext": false }, { "action": "Ring 300a", "response": "Exits: down in\n\nYou turn to face the building. Ding dong you hear from\nwithin. It is\nunanswered. Perhaps nobody is home.", "endoftext": false }, { "action": "You put the letter in the slot 300a", "response": "Exits: down in\n\nYou raise the brass flap covering the slot and insert the letter of introduction into the opening. As the flap snaps shut, you experience a moment\nof panic.\n\nMy letter of introduction! you think. I don't have it\nany more! Did I do the\nright thing? What if I put it in the wrong slot?\n\nYou feel a tingling sensation in the vicinity of your pocket.", "endoftext": false }, { "action": "R.", "response": "(rq)\n%% Enter a data filename to read:", "endoftext": false }, { "action": "Ring 300c", "response": "Exits: down in\n\nYou hear nothing from inside other than the faint sound of the doorbell\nchiming. Nobody comes to the door.", "endoftext": false }, { "action": "You look at the pocket", "response": "Exits: down in\n\nWhich do you mean, the left pocket or the right pocket?", "endoftext": false }, { "action": "You look in the left pocket", "response": "Exits: down in\n\nIn the pocket you see an envelope.", "endoftext": false }, { "action": "You examine the envelope", "response": "Exits: down in\n\nThe envelope is of a high-quality linen-based paper, the kind seldom seen any\nmore. It is a light pink in color and smells faintly of roses.\n\nIt was given to you by your Aunt Ophelia when you left to find fame and fortune\nin California.\n\n\"It's a letter of introduction that will be sure to open doors for you,\" she\ntold you as you bade her goodbye. \"It was written by my dearest friend's\ndaughter's boyfriend's mother. Guard it as a most prized possession and only\ngive it to someone you are certain can advance your station.\"\n\nWith that, she closed the door and left you standing on the front porch.\n\nThe envelope is open.\n\nNeatly printed on the face of the envelope is the following...\n\nSan Francisco, California", "endoftext": false }, { "action": "You put the letter in 300b", "response": "Exits: down in\n\nYou raise the brass flap that covers the mail slot and insert the envelope into\nthe opening. When you release the flap, it snaps shut with a loud clap and the\nenvelope disappears.\n\nYou take a half step back to ponder your next move, and...\n\nClick! You hear what sounds like a door latch and the door\nto 300b swings\nopen, almost as if you were being invited in. Except you see nobody at the\ndoor.", "endoftext": false }, { "action": "Enter", "response": "You step through the open door.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.", "endoftext": false }, { "action": "You examine the director'S", "response": "You see no director's, either because there is nothing here\nto see or perhaps\nyou just need to look around your environment more closely.", "endoftext": false }, { "action": "You go up", "response": "Exits: southwest down\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.", "endoftext": false }, { "action": "You examine the director'S", "response": "Exits: southwest down\n\nA chrome and leather director's chair is placed directly in front of the desk.\nThe desk lamp is tilted so that the chair is in the spotlight.", "endoftext": false }, { "action": "You sit in executive", "response": "Living Room (sitting on the chair)\n12\nExits: southwest down\n\nYou slowly lower yourself into the luxurious leather cushion. You soon become\nuncomfortable, thought, sitting in such a chair--clearly someone else's\nchair&mdashbehind such a desk.", "endoftext": false }, { "action": "You sit in the director'S", "response": "Exits: southwest down\n\nYou sit in the director's chair.\n\nYou fidget. You squirm. You feel uncomfortable sitting so long, waiting. You\nstand up.", "endoftext": false }, { "action": "You look at the lamp", "response": "Exits: southwest down\n\nWhich do you mean, the desk lamp or the wall sconce?", "endoftext": false }, { "action": "Desk", "response": "Exits: southwest down\n\nA lamp made of polished brass, with a translucent, green clamshell shade, rests\non one corner of the desk, its shade tilted so that the focal point of the\nprojected light is on the leather and chrome director's chair in front of the\ndesk.\n\n\"Hello, hello, hello,\" a deep feminine voice booms out from...you don't quite\nknow where, but it sounds oddly remote, yet somehow close. The next room,\nperhaps.", "endoftext": false }, { "action": "You go to the southwest", "response": "Exits: northeast\n\nThe bedroom contains no bed, only a dresser, a free-standing wardrobe, a full-\nlength mirror on a stand, and three brass floor lamps evenly spaced around a\nplush, deep-piled, solid black circular rug.\n\nAn overhead light hanging on a chain gives the illusion of a spotlit stage.\n\nA door leads northeast to the living room.", "endoftext": false }, { "action": "You go to the northeast", "response": "Exits: southwest down\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\n\"Sit, sit, sit,\" the voice commands.", "endoftext": false }, { "action": "You sit on the director'S", "response": "Exits: southwest down\n\n\"No, dear, not there, not yet,\" the voice says. \"Over there, over there!\"\n\nYou look around for a place to sit and see an executive chair behind the desk,\na director's chair in front of the desk, and a sofa pushed against a wall.", "endoftext": false }, { "action": "You sit on the sofa", "response": "Living Room (sitting on the sofa)\n18\nExits: southwest down\n\nThe soft leather caresses your legs luxuriously as you sink into the sofa's\ndeep cushions. Ahhhh, you sigh, this feels so right!\nMaybe I should stay here\nand wait for awhile and see what happens.\n\nYou wait. You start to fidget. A flash of light floods the room then immediately subsides.\n\nWhen your eyes readjust, you see a woman seated in the leather chair behind the\ndesk.\n\n\"Don't sit so far away,\" she says in a regal tone of voice, \"Sit over here, in\nthe light. In front of the desk. In the director's chair.\"\n\n\"Ahhh...\" you groan, \"I just...\"\n\n\"My house, my rules,\" she says with a hint of smugness. \"You're my guest, you\ndo as I tell you. Sit in the chair.\"", "endoftext": false }, { "action": "You sit in the director'S", "response": "Living Room (sitting on the chair)\n19\nExits: southwest down\n\nYou sit in the director's chair.\n\n\"Not from around here, are you? Well, never mind.\" She waves the envelope you\nshoved through the mail slot then takes a thick file out of her desk.\n\n\"Standard contract I assure you, I'll just fill in some blanks while we talk,\"\nshe says as she opens the folder.\n\n\"First things first, boy or girl? Don't get your panties in a bunch, there's a\nplace on the form, it's gotta be, boy, girl--oh, don't huff, I know we're all\nadults here, just my way of speaking is all--or you could decline to state. I\ndon't advise that, it would severely limit my options to help, you know? So.\nBoy? Girl? Or--and I say this with nothing but the utmost respect--are you\ngoing to ignore my counsel and decline to state?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Decline", "response": "Living Room (sitting on the chair)\n20\nExits: southwest down\n\nHer head snaps up.\n\n\"Doesn't matter to me what you think you ought to be, but either you go to the\nboy's room or you go to the girl's room when you gotta pee, right? Only other\noption is out back by the garbage cans but you don't want to go there, do you?\nOf course not. So, again, boy, girl, or...?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Continue", "response": "Living Room (sitting on the chair)\n21\nExits: southwest down\n\n\"Well, you gotta at least have a name...you gotta have a name, right? Everybody's got a name...mine's Lucy. What's yours?\"\n\n(You could say your first name)", "endoftext": false }, { "action": "Club", "response": "Living Room (sitting on the chair)\n22\nExits: southwest down\n\n\"Okay, Club,\" Lucy says. \"Last name?\"\n\n(You could say your last name)", "endoftext": false }, { "action": "Floyd", "response": "Living Room (sitting on the chair)\n23\nExits: southwest down\n\n\"All righty,\" Lucy says. \"You are a person named Club Floyd, a personage of no\nparticular gender. Is that correct?\"\n\n(You could say yes; or say no)", "endoftext": false }, { "action": "Yes", "response": "Living Room (sitting on the chair)\n24\nExits: southwest down\n\n\"Excellent. Excellent.\" she says in a voice that is almost a purr.\n\n\"So, now, Club, my love, here's where the rubber meets the road.\" Lucy winks at\nyou.\n\n\"You get to tell me your most precious secret longing. What turns you on,\npresses your buttons, makes you quiver all over with desire? Fame? Fortune?\nPower? 'Happiness'?\" (making air quotes with her fingers)\n\"Tell me!\"\n\nYou are dazzled. Your head swims. She persists.\n\n\"Tell me, dear, what do you want out of life?\"\n\n(You could say your most cherished desire)", "endoftext": false }, { "action": "Happiness", "response": "Living Room (sitting on the chair)\n25\nExits: southwest down\n\n\"Excellent choice.\" Lucy beams. \"Excellent. It's exactly\nwhat I would have\nchosen for you! Now that's settled, we need to move on to the boring stuff.\nAre you ready? Oh, no, dear, you don't need to bother with that, it'd take way\ntoo long to read every little bitty detail in that big old contract, it's just\ntechnical legalese, all you need to do is just sign, let me take care of the\ndetails. So now then, are you ready to sign?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "You take the pen", "response": "Living Room (sitting on the chair)\n26\nExits: southwest down\n\nIn your haste to take the instrument, the pen point jabs your thumb.\n\n\"Ow!\" you say quietly, putting the thumb to your mouth. \"That burns!\"\n\nLucy pushes the contract toward you. \"Sign right here.\"\n\n\"Trust me, dear,\" Lucy says, \"it's for the best. Now, will you please just\nsign the contract?\"\n\n(You could say yes; or say no)", "endoftext": false }, { "action": "Y.", "response": "Living Room (sitting on the chair)\n27\nExits: southwest down\n\n\"Excellent, excellent,\" Lucy says. \"You've made a wise and sensible choice,\nClub my dear, and I just know the happiness headed your way at this very moment\nwill do us both proud. Now sign the contract\" -- she points to a signature\nline -- \"right here and be on your way to a fabulous life of never ending\nhappiness! Oh, you lucky person!\"", "endoftext": false }, { "action": "You read the contract", "response": "Living Room (sitting on the chair)\n28\nExits: southwest down\n\n\"Oh, don't bother with that,\" Lucy says brusquely. \"Standard whereases and\nwherefores and so on and so forth--say, you're not the kind of person who reads\nevery EULA of every app in your phone, are you? No, me neither, that's all\njust meaningless gobbledygook no one but a lawyer can ever hope to understand.\nYou and I, we're better than that, we have a person to person understanding\nthat transcends all that blather. Just the last page, darling, just sign\nright...there,\" she says, tapping the signature block on the last page of the\nstack.", "endoftext": false }, { "action": "You look at the contract", "response": "Living Room (sitting on the chair)\n29\nExits: southwest down\n\nA stack of papers half an inch thick fills a file folder spread out on the\ndesk.", "endoftext": false }, { "action": "You sign the contract", "response": "Exits: southwest down\n\nWith a slightly trembling hand, you sign the document.\n\n\"Excellent!\" Lucy says, putting the contract away in her desk. \"Now. Let's\nsee about sprucing you up a bit. Come on, follow me into the next room.\"\n\nYou get off of the chair.", "endoftext": false }, { "action": "Go southwest", "response": "Exits: southwest down\n\n\"Not so fast there,\" Lucy says, reaching an arm out to bar your way. \"My\nhouse, my rules. I said follow me.\"", "endoftext": false }, { "action": "You follow Lucy", "response": "You follow Lucy.\n\nThe bedroom contains no bed, only a dresser, a free-standing wardrobe, a full-\nlength mirror on a stand, and three brass floor lamps evenly spaced around a\nplush, deep-piled, solid black circular rug.\n\nAn overhead light hanging on a chain gives the illusion of a spotlit stage.\n\nA door leads northeast to the living room.\n\n\"Well, now, let's take a look at you,\" Lucy says, shaking her head, pouting\nlike a disapproving mother rejecting a child's choice of dress.\n\n\"No, this won't do at all. Get over there, on the rug!\" She gives you a nudge\nin the direction of the rug in the center of the room.\n\n\"Step into the light and strip,\" she commands.\n\n\"Strip?\" you say in surprise. \"You mean...\"\n\n\"Yes, I mean...\" she says. \"Oh, come on, Club. We're adults, right? If I'm\nBedroom\n32\nExits: northeast\nto help you get everlasting happiness, you need to look like\nyou deserve it.\nWhich means you need to shed those ugly rags so I can outfit you appropriately.\nNow strip, then pick out something better.\"\n\n(You could ask her about some privacy)", "endoftext": false }, { "action": "You ask about the privacy", "response": "Exits: northeast\n\n\"Uh...here? Um...in front of you?\" you ask shyly. \"Um, isn't that...uh, can I\nhave some privacy, please?\"\n\nShe looks at you quizzically. \"Oh, my, why...I thought you were...well,\nperhaps I misjudged you. Of course you can have some privacy, if you really\nthink you need it. It might alter our relationship some, if I knew you\ncouldn't...won't trust me. Oh, don't worry, it doesn't mean we can't work\ntogether, just...a little bit differently than I expected, that's all. So.\nReally, dear? Do you really need me to leave the room?\"\n\n(You could say stay; or ask her what will change; or say yes)", "endoftext": false }, { "action": "You ask about change", "response": "Exits: northeast\n\n\"Come on, dear,\" Lucy says. \"We don't have all day.\"\n\n(You could say stay; or ask her what will change; or say yes)", "endoftext": false }, { "action": "You ask what will change", "response": "Exits: northeast\n\n\"Changes? Between us? I don't want...\" you say. \"I mean, what would change?\"\n\nShe waves a hand casually in the air as though dismissing the thought. \"Oh, I\njust meant, choices made often have unintended consequences, that's all. Don't\nworry, nothing of substance will change, you'll still get your happiness.\nThings will just be different. Some things, grownup things, things of a more\nmature nature, may happen to us--any of us--other things may not happen, based\non what we decide at any moment of any day. But if you're uncomfortable with\nthe idea of consensual adult behaviors, such as, for one example, you and me in\nthe same room while you dress, well, perhaps you'll feel more uncomfortable as\ntime and circumstances evolve. Maybe it's best we establish boundaries now\nrather than later. So, do you want me to go?\"\n\n(You could say stay; or say yes)", "endoftext": false }, { "action": "Yes", "response": "Exits: northeast\n\n\"Yes, please,\" you reply. \"I'm sure.\"\n\n\"Very well, then,\" she says, leaving the room. \"I'll be in the next room.\nStrip, get dressed in some new things, and come on out when you're ready.\"", "endoftext": false }, { "action": "You open the wardrobe", "response": "Bedroom (standing up on the rug)\n37\nExits: northeast\n\nYou step onto the rug and open the closet.\n\nThe closet contains a collection of jeans, shirts, men's shoes and women's\nshoes.", "endoftext": false }, { "action": "Jeans", "response": "Bedroom (standing up on the rug)\n38\nExits: northeast\n\nThe jeans are blue, low waisted, made of the finest corduroy with a classic\npattern.", "endoftext": false }, { "action": "You take the jeans", "response": "Bedroom (standing up on the rug)\n39\nExits: northeast\n\nYou take a pair of blue corduroy classic low waisted jeans out of the closet.", "endoftext": false }, { "action": "You wear the jeans", "response": "Bedroom (standing up on the rug)\n40\nExits: northeast\n\nThe jeans won't fit over what you are already wearing.", "endoftext": false }, { "action": "Strip", "response": "Bedroom (standing up on the rug)\n41\nExits: northeast\n\nYou remove your clothing and toss everything into a dark corner. You hear a\nsoft sound almost like a hiss, and you think you detect a scent of...sulfurous\nsmoke? The smell quickly dissipates. The clothing you just removed is no\nlonger visible.", "endoftext": false }, { "action": "You wear the jeans", "response": "Bedroom (standing up on the rug)\n42\nExits: northeast\n\nYou put the jeans on.", "endoftext": false }, { "action": "You examine the shirts", "response": "Bedroom (standing up on the rug)\n43\nExits: northeast\n\nThe shirt is yellow, traditional, made of the finest knit with a solid-color\npattern.", "endoftext": false }, { "action": "You wear the shirt", "response": "Bedroom (standing up on the rug)\n44\nExits: northeast\n\nYou take a yellow knit solid-color traditional shirt out of the closet.\n\nYou put the shirt on.", "endoftext": false }, { "action": "You look in the mirror", "response": "Bedroom (standing up on the rug)\n45\nExits: northeast\n\nStaring back at you from within the mirror is a person wearing a pair of jeans\nand a shirt.", "endoftext": false }, { "action": "You wear the shoes", "response": "Bedroom (standing up on the rug)\n45\nExits: northeast\n\nWhich do you mean, the black penny loafer polka dot leather women's shoes or\nthe tan penny loafer solid finish canvas men's shoes?", "endoftext": false }, { "action": "You wear the man'S", "response": "Bedroom (standing up on the rug)\n45\nExits: northeast\n\nYour request was not clear. Can you rephrase it?", "endoftext": false }, { "action": "You wear the women'S", "response": "Bedroom (standing up on the rug)\n46\nExits: northeast\n\nYou take a pair of black leather polka dot penny loafer women's shoes out of\nthe closet.\n\nYou put the women's shoes on.", "endoftext": false }, { "action": "Go northeast", "response": "You step out of the circle of light, off of the rug.\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\nYou stand in the living room.\n\nLucy stands at the top of the stairs leading to the exit. \"Now you look\npresentable,\" she says, waving her hand toward the door, indicating it's time\nLiving Room\n47\nExits: southwest down", "endoftext": true }, { "action": "Go downward", "response": "Exits: southwest down\n\n\"My pen?\" Lucy asks with outstretched hand.", "endoftext": false }, { "action": "You examine the pen", "response": "Exits: southwest down\n\nThe pen is the first fountain pen you've ever actually seen much less touched,\nan elegant, sleek writing instrument from another age, a dark cherry wood\ncylinder with gold tip.", "endoftext": false }, { "action": "You give the pen to Lucy", "response": "Exits: southwest down\n\n\"That's a valuable family heirloom. It belonged to Daniel Webster,\" Lucy says\nas she takes the pen, \"and a crochety old money-lender in colonial Boston name\nof Tom Walker before that.\"\n\n\"Webster, huh?\" you say. \"The dictionary guy? Sweet!\"\n\nShe flashes a look as though she sees baby drool dribbling off your chin, then\nshe says brightly, \"Google it, dear...\" and her voice trails off into the\nether.\n\nThen, after a moment's silence, her face brightens once again with a broad\nsmile as she waves toward the front door at the bottom of the stairs.\n\n\"All righty, then, sweetie, let's see about getting you some happiness.\"", "endoftext": true }, { "action": "Go downwards", "response": "Lucy follows you down the stairs from the living room to the front door. At\nthe bottom of the stairs, she reaches around you and opens the door.\n\nShe shoves an old brown leather wallet and an envelope into your pocket.\n\n\"What's this? What do I do?\" you ask.\n\n\"The bus, dear,\" Lucy smiles. \"Take the bus. Maybe in time, if you climb up\nhigh enough on the ladder of life, get a place in, say, Pacific Heights, why,\nyou'd be able to go in style, ride everywhere in taxis. We'll see, we'll see--\nbut for now, the bus will have to do.\"\n\nFrom here, you can go out to the landing, then down the stairs to the street\ncorner. Or, you could go back up, to the living room.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.\n\nLucy stares at you with a critical eye as though appraising your new look.", "endoftext": false }, { "action": "Go outside", "response": "Exits: down in\n\nYou step out onto the landing at the top of the steps from the street, in front\nof the building.\n\nBehind you, as you stand looking over the intersection below, are three doors\nstanding side by side by side.\n\nStairs go down to the street corner at the intersection of Coleridge and\nEugenia.\n\n\"Well, then, good bye, dear, and good luck,\" Lucy says. She steps back inside\nand closes the door.", "endoftext": true }, { "action": "You go down", "response": "Exits: northwest southeast up\n\nYou go down the steps to the street.\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nOnce a Mexican land grant rancho owned by Jose Cornelio de Bernal, for whom the\narea is named, the mostly residential Bernal Heights neighborhood anchors the\nsunny southeastern corner of the modern city, just north of Hunter's Point and\nCandlestick, and just south and east of the Mission district.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.\n\n\"Well,\" you say aloud, \"what now?\"", "endoftext": false }, { "action": "You examine the wallet", "response": "Exits: northwest southeast up\n\nThe bifold wallet is closed. It shows frayed corners and cracks of age etched\ninto the brown leather.", "endoftext": false }, { "action": "You open it", "response": "Exits: northwest southeast up\n\nYou take the wallet out of your pocket and flip it open.\n\nOpening the wallet reveals a credit card, a debit card, a driver's license, a\nnote, and MUNI fast pass.", "endoftext": false }, { "action": "You look at the muni", "response": "Exits: northwest southeast up\n\nThe San Francisco Municipal Railway Fast Pass, with the optional BART extension, provides unlimited use of all buses, streetcars and cable cars.", "endoftext": false }, { "action": "You look at the note", "response": "Exits: northwest southeast up\n\nThe sticky note bears a handwritten inscription.", "endoftext": false }, { "action": "You read note", "response": "Exits: northwest southeast up", "endoftext": false }, { "action": "Inventory", "response": "Exits: northwest southeast up\n\nYou are wearing a shirt, a pair of women's shoes, and a pair of jeans (on which\nare two pockets), and carrying a wallet (in which are a credit card, a debit\ncard, a driver's license, a note, and MUNI fast pass).\n\nWhere is that envelope? you wonder. Lucy said she...oh,\nyeah, she put it in a\npocket.", "endoftext": false }, { "action": "You get the envelope", "response": "Exits: northwest southeast up\n\nYou take the letter of introduction.", "endoftext": false }, { "action": "You examine it", "response": "Exits: northwest southeast up\n\nThe stationary is made of a plain white stock of the type commonly used for\nbusiness correspondence.\n\nThe letter is open.\n\nNeatly printed on the face of the envelope is the following...\n\nMr. Bill Sabub\n\nSan Francisco, California", "endoftext": false }, { "action": "You read the letter", "response": "Exits: northwest southeast up\n\nWhich do you mean, the letter text or the envelope?", "endoftext": false }, { "action": "Text", "response": "Exits: northwest southeast up\n\nMr. Bill Sabub\n\nSan Francisco, California\n\nDear Bill,\n\nPlease allow me to introduce Club Floyd, an ambitious young person seeking\nhappiness, who I hold in highest esteem and hope you will\ntoo.\n\nI'm interested in moving my friend into something nice. And\nremember a favor\nfor Club is a favor for me.\n\nXOXOXO, Lucy", "endoftext": true }, { "action": "You look around", "response": "Exits: northwest southeast up\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.", "endoftext": false }, { "action": "You go to the north-west", "response": "Exits: northeast southeast\n\nYou walk down a slight hill to the northwest. The relative quiet of residential Coleridge gives way to the cacophony of commerce.\n\nFrom Mission Street, Coleridge is a short walk up a slight hill to the southeast.\n\nMission is a busy four-lane thoroughfare, two in each direction all of them\nfull--trucks, buses, motorcycles, bicycles, all jostling for position, running\nfrom the northeast to the southwest.\n\nIn the bus stop enclosure on the curb, a crowd of people huddles out of the\nwind.", "endoftext": false }, { "action": "Enter", "response": "Exits: northeast southeast\n\nYou can't go that way. From here you could go northeast or southeast.", "endoftext": false }, { "action": "You enter the bus stop", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 66\nExits: northeast southeast\n\n\"Please,\" you say, \"excuse me, can I just...\"\n\nYou wiggle into the crowded enclosure.\n\n\"Yo, watch where you step, huh?\" grunts a young guy with stringy brown hair, a\nwispy goatee and thickly muscled arms and neck. He turns sideways to let you\npass into the shelter and out of the wind. \"Not on the toes, yo?\"\n\n\"How long until the next bus?\" you ask no one in particular.\n\nAn anonymous voice in the crowd answers, \"It's MUNI. Who knows how long?\nWait, wait, and wait some more!\" A murmur of quiet laughter ripples through the\ngathering.\n\nYou stand elbow to elbow with your fellow bus patrons and wait.", "endoftext": false }, { "action": "You examine patrons", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 67\nExits: northeast southeast\n\nThe enclosure offers a promise of shelter from the weather--wind and cold fog,\nor hot sun, depending. It is already full of people. There is little space on\nthe bench to sit, hardly any space to stand without stepping on someone's toes.\n\nYou are cold. You wear blue corduroy jeans, a yellow knit shirt and black\nleather women's shoes.\n\n\"Where 'at damn bus, anyhow?\" a voice in the crowd grumbles.", "endoftext": false }, { "action": "You wait for a while", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 68\nExits: northeast southeast\n\nTime passes.", "endoftext": false }, { "action": "You look at the schedule", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 68\nExits: northeast southeast\n\nYou see no schedule, either because there is nothing here to\nsee or perhaps you\njust need to look around your environment more closely.", "endoftext": true }, { "action": "Look around", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 69\nExits: northeast southeast\n\nMission Street at Eugenia (standing up in the bus stop enclosure)\nFrom Mission Street, Coleridge is a short walk up a slight hill to the southeast.\n\nMission runs from the northeast to the southwest.\n\nIn the bus stop enclosure on the curb, a crowd of people huddles out of the\nwind.\n\nYou are in the bus stop enclosure.\n\n\"Damn bus not never on time,\" grumbles a voice in the crowd.", "endoftext": false }, { "action": "You wait for the bus", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 70\nExits: northeast southeast\n\nTime passes.", "endoftext": false }, { "action": "You look at letter", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 70\nExits: northeast southeast\n\nWhich do you mean, the letter text or the envelope?", "endoftext": false }, { "action": "Envelope", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 71\nExits: northeast southeast\n\nThe stationary is made of a plain white stock of the type commonly used for\nbusiness correspondence.\n\nThe letter is open.\n\nNeatly printed on the face of the envelope is the following...\n\nMr. Bill Sabub\n\nSan Francisco, California\n\nA bus pulls up to the curb, destination sign above the windshield proclaiming,\n49 Rte: Van Ness to Lombard.", "endoftext": false }, { "action": "You enter the bus", "response": "In transit (standing up in the bus)\n72\nExits: out\n\nYou step back out of the designated waiting area.\n\nYou step aboard the bus, take the bus pass out of your wallet, show the driver\nthe pass, and move into the interior of the bus. There are no empty seats.\n\nYou put the pass back into your wallet and the wallet back into your pocket,\nthen quickly reach for a pole. The bus lurches away from the curb and muscles\nits way into traffic.\n\n\"Ow! Watch the toes, huh?\" grumbles the person next to you.", "endoftext": false }, { "action": "You wait for a while", "response": "In transit (standing up in the bus)\n73\nExits: out\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.\n\nThe bus jounces along through heavy traffic. As passengers bounce into one\nanother, you feel a hand groping you.\n\nA hot breath blows in your ear. You turn your head slightly and smell stale\ncigarettes and beer.\n\n\"Yo, bitch, give it up.\"\n\nThe vehicle comes to a stop at Mission Street at 24th Street. You could get\nout or you could wait for the next stop.\n\n(You could say help or say you don't want any trouble)", "endoftext": false }, { "action": "You say don'T want any the trouble", "response": "In transit (standing up in the bus)\n74\nExits: out\n\n\"I don't want trouble,\" you say. \"I just want to ride quietly, mind my own\nbusiness, you know? Please. Let me go.\"\n\n\"Shee-ite,\" he chortles. \"You just wanna...here, gimme that, huh?\" He tugs at\nthe wallet in your pocket.\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.\n\n(You could say help)", "endoftext": false }, { "action": "You say Help", "response": "In transit (standing up in the bus)\n75\nExits: out\n\n\"Please, somebody, help me?\" you plead, as the bus lurches away from the curb\nto continue its journey.\n\nYanking the wallet out of your pocket, the thug takes the envelope Lucy gave\nyou for good measure then pushes you into the pole next to the door. Your\nclothing rips. You scrape your jaw. An elderly woman screams, \"I just called\n911, you better get yo butt outta here 'fo the cops come 'n throw yo bony ass\nin jail.\"\n\nThe thug snarls, \"Dumb ass cops be here in maybe an hour\nif you lucky.\"\n\nHe thrusts a knee into your groin. He pushes open the doors and leaps off the\nbus as it is still rolling up to the curb.\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Inventory", "response": "In transit (standing up in the bus)\n76\nExits: out\n\nYou are wearing a shirt, a pair of women's shoes, and a pair of jeans (on which\nare two pockets).\n\nPassengers jostle you as they stream for the doors, then a fresh horde crowds\nin. You grip the pole tightly, unwilling to give up space.\n\nThe woman who came to your aid approaches you. \"Child, your face is bleeding,\nyour clothes are torn, is there somewhere you need to go to get some help?\"\n\n\"I'll be all right,\" you reply, though you're not sure if that's true. \"Maybe\nLucy can help. I need to go back to Lucy's flat\"\n\n\"All right, dear,\" she says, \"you go on to this Lucy person, and god bless her\nif she can help. If you just wait here on the bus, it'll take you back to\nwhere you started. Otherwise, you'll have to pay another fare and, well, I'm\nafraid that thug stole your wallet, didn't he? Now I got to be on my way.\" She\nfades into the crowd and disappears from view.", "endoftext": false }, { "action": "You wait", "response": "In transit (standing up in the bus)\n77\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.\n\nThe vehicle comes to a stop at Lombard at Van Ness. You could get out or you\ncould wait for the next stop.", "endoftext": false }, { "action": "Continue", "response": "In transit (standing up in the bus)\n78\nExits: out\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.", "endoftext": false }, { "action": "Continue", "response": "In transit (standing up in the bus)\n79\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Continue", "response": "In transit (standing up in the bus)\n80\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.", "endoftext": false }, { "action": "Continue", "response": "In transit (standing up in the bus)\n81\nExits: out\n\n\"Ow! Watch the toes, huh?\" grumbles the person next to you.\n\nThe vehicle comes to a stop at Mission Street at 24th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "You keep going", "response": "In transit (standing up in the bus)\n82\nExits: out\n\n\"Ooof! Hey! Watch it, huh, bub,\" you hear a growl in your ear as you stumble\ninto someone's chest.", "endoftext": false }, { "action": "Continue", "response": "In transit (standing up in the bus)\n83\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.\n\nThe vehicle comes to a stop at Mission Street at Eugenia. You could get out or\nyou could wait for the next stop.", "endoftext": false }, { "action": "You get off the bus", "response": "Exits: northeast southeast\n\nYou get off of the bus at Mission at Eugenia.\n\nThe doors close behind you. The bus remains at the curb. Must be\nthe driver's\nbreak time, you think.", "endoftext": false }, { "action": "You go southeast", "response": "Exits: northwest southeast up\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.", "endoftext": false }, { "action": "You go upwards", "response": "Exits: down in\n\nYou go up the steps to the entry way.\n\nAs you face the building, you see three doors standing side by side by side.\n\nBrass numbers identify the door to the north (on your left) as 300a, the door\nstraight ahead as 300b, and the door to the south (on your right) as 300c.\nEach door has an accompanying door bell next to it.\n\nBack down the steps is the street corner.\n\nCentered about waist high on each door is a horizontal opening covered by a\nhinged, brass flap, an old-fashioned mail slot.", "endoftext": false }, { "action": "Ring 300b", "response": "Exits: down in\n\nYou ring the bell and wait for what seems like an eternity. Finally, you hear\na click as the latch turns, and a voice booms loud from behind the opening\ndoor.\n\n\"Don't get your buns in an uproar, I'm coming, I'm coming.\"\n\nLucy opens the door and exclaims, \"My god, child, what happened to you!? Just\nlook at those clothes, I give you new things and you bring them back damaged\nand soiled beyond repair! And you, all bloody and bruised! Come inside, let's\ngo up and see what we can do about all this!\"\n\nShe takes a step in the direction of the stairs, gesturing at you to follow.", "endoftext": false }, { "action": "Go upward", "response": "Exits: down in\n\nYou can't go that way. From here you could go down or in.", "endoftext": false }, { "action": "You go inside", "response": "Exits: down in\n\n\"Not so fast there,\" Lucy says, reaching an arm out to bar your way. \"My\nhouse, my rules. I said follow me.\"", "endoftext": false }, { "action": "You follow Lucy", "response": "You follow Lucy.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.\n\nYou shudder as you feel Lucy's piercing eyes assess the state of your clothing.\n\nShe starts up the stairs.\n\n\"I swear, this city has gone to hell in a handbasket,\" Lucy mutters as much to\nherself as to you as she waits for you to continue following her.", "endoftext": false }, { "action": "Continue", "response": "You follow Lucy.\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\nYou shudder as you feel Lucy's piercing eyes assess the state of your clothing.\n\nLucy glares at you with an angry scowl.\n\n91\nExits: southwest down\n\"Now, child, no further until you've told me what happened,\"\nLucy demands.\n\"Talk!\"\n\n(You could tell her about the mugging)", "endoftext": false }, { "action": "You call the the cops", "response": "Exits: southwest down\n\n\"Let the police handle it. We can't just take the law into our own hands, that\nwouldn't be right! But we can't let him get away with it, either!\"\n\n\"You fool,\" she sneers. \"I'm sorry, I thought you were serious when we signed\nthe contract. Now you're...what, afraid you'll get your hands dirty? Don't\nworry, child, I do your dirty work for you. That's my job. Now. Are you sure\nyou want to piss away your chance at everlasting happiness and let the cops\ntake charge of your future?\"\n\n(You could say let him go or say render justice; or say yes; or say no)", "endoftext": false }, { "action": "You call the the cops", "response": "Exits: southwest down\n\n\"Let the police handle it. We can't just take the law into our own hands, that\nwouldn't be right! But we can't let him get away with it, either!\"\n\n\"You fool,\" she sneers. \"I'm sorry, I thought you were serious when we signed\nthe contract. Now you're...what, afraid you'll get your hands dirty? Don't\nworry, child, I do your dirty work for you. That's my job. Now. Are you sure\nyou want to piss away your chance at everlasting happiness and let the cops\ntake charge of your future?\"\n\n(You could say let him go or say render justice; or say yes; or say no)", "endoftext": false }, { "action": "Y.", "response": "Exits: southwest down\n\n\"We can deal with that sort of thing later,\" she says. \"Right now, let's focus\non the task at hand.\"\n\n(You could say let him go or say render justice; or say yes; or say no)", "endoftext": false }, { "action": "You let it go", "response": "Exits: southwest down\n\n\"No, Lucy, this guy...he's a thug, to be sure, but he'll meet justice in the\nend, they always do, don't they?\" you say.\n\n\"Oh, dear child, you idiot,\" Lucy says. \"If you truly want the happiness that\nI'm prepared to grant you, you have to grow some spine.\"\n\nHer expression turns dark, menacing.\n\n\"You know, happiness doesn't just fall out of the sky. Sometimes, you have to\nfight for what you want. Are you sure you want to turn the other cheek?\"\n\n(You could say render justice; or say yes; or say no)", "endoftext": false }, { "action": "Yes", "response": "Exits: southwest down\n\n\"Yes, Lucy! I'm sure! I do want happiness! I do want your help!\nBut I'm not\nsure I'd sell my soul to get it!\"\n\nShe lifts an eyebrow. \"Hmmm, we may have misread each other, dear,\" she says.\nThen, \"Very well. You can have this round. I'll catch up to him another time,\nI'm sure. Meanwhile, let's get you cleaned up. Follow me.\"", "endoftext": false }, { "action": "You follow Lucy", "response": "Exits: northeast\n\nYou follow Lucy.\n\nYou stand once again facing the black carpet, just outside the ring of lights,\nwearing blue corduroy jeans, a yellow knit shirt and black leather women's\nshoes. Nothing seems to fit quite right any more. You feel disheveled.\n\nShe looks disapprovingly at your damaged clothes, then touches you on the\nshoulder. Miraculously, as she withdraws her hand, all of your aches disappear.\n\n\"How...?\" you start to ask, but she shakes her head slightly and says quietly,\n\"Never mind how, just accept it as part of the service I'm able to render.\nNow. Strip off those damaged clothes and get into something nice. Again.\"\n\nShe walks to the door. \"Oh, that's right, you want your privacy, don't you?\nWell, I'll be in the next room. Get dressed and come out when you're ready.\"", "endoftext": false }, { "action": "Strip", "response": "Exits: northeast\n\nYou remove your clothing and toss everything into a dark corner. You hear a\nsoft sound almost like a hiss, and you think you detect a scent of...sulfurous\nsmoke? The smell quickly dissipates. The clothing you just removed is no\nlonger visible.", "endoftext": false }, { "action": "You look at the wardrobe", "response": "Exits: northeast\n\nA free-standing wardrobe some six feet tall by six feet wide by three feet deep\nstands against one wall of the room.", "endoftext": false }, { "action": "You examine the clothing", "response": "Exits: northeast\n\nYou look for something new to wear, but the closet and dresser drawers are all\nclosed.", "endoftext": false }, { "action": "You open the wardrobe", "response": "Bedroom (standing up on the rug)\n102\nExits: northeast\n\nYou step onto the rug and open the closet.\n\nThe closet contains a collection of men's shoes, jeans, shirts and women's\nshoes.", "endoftext": false }, { "action": "You wear the shirt", "response": "Bedroom (standing up on the rug)\n103\nExits: northeast\n\nYou take a black cotton floral golf shirt out of the closet.\n\nYou put the shirt on.", "endoftext": false }, { "action": "You wear the jeans", "response": "Bedroom (standing up on the rug)\n104\nExits: northeast\n\nYou take a pair of black corduroy hand-stitched embroidered loose fit jeans out\nof the closet.\n\nYou put the jeans on.", "endoftext": false }, { "action": "You wear the men'S", "response": "Bedroom (standing up on the rug)\n105\nExits: northeast\n\nYou take a pair of tan canvas solid finish penny loafer men's shoes out of the\ncloset.\n\nYou put the men's shoes on.", "endoftext": false }, { "action": "You go to the northeast", "response": "Exits: southwest down\n\nYou step out of the circle of light, off of the rug.\n\nYou stand in the living room.\n\nLucy stands at the top of the stairs leading to the exit. \"Now you look\npresentable,\" she says, waving her hand toward the door, indicating it's time\nfor you to leave.", "endoftext": false }, { "action": "You follow Lucy", "response": "Exits: southwest down\n\nYou start to follow, and bump into Lucy's back; Lucy glares at you in disdain.", "endoftext": true }, { "action": "Go downwards", "response": "Lucy follows you down the stairs from the living room to the front door. At\nthe bottom of the stairs, she reaches around you and opens the door.\n\nShe shoves the wallet and the letter you thought had been lost into your\npocket.\n\nFrom here, you can go out to the landing, then down the stairs to the street\ncorner. Or, you could go back up, to the living room.\n\nLucy stares at you with a critical eye as though appraising your new look.", "endoftext": false }, { "action": "Go outside", "response": "Exits: down in\n\nYou step out onto the landing at the top of the steps from the street, in front\nof the building.\n\n\"Well, then, good bye, dear, and good luck,\" Lucy says. She steps back inside\nand closes the door.", "endoftext": false }, { "action": "You examine the wallet", "response": "Exits: down in\n\nThe bifold wallet shows frayed corners and cracks of age etched into the brown\nleather.\n\nThe wallet is open and contains a debit card, a driver's license, MUNI fast\npass, a credit card, and a note.", "endoftext": false }, { "action": "Go northwest", "response": "Exits: northwest southeast up\n\nYou go down the steps to the street.", "endoftext": false }, { "action": "You continue", "response": "Exits: northeast southeast\n\nYou walk down a slight hill to the northwest. The relative quiet of residential Coleridge gives way to the cacophony of commerce.\n\nYou can see a bus here.\n\nA crowd of people is in the bus stop enclosure.", "endoftext": false }, { "action": "Go northeast", "response": "Exits: north east south west\ndown\n\nYou walk the half dozen or so blocks up Mission to 24th Street.\n\nThe red brick plazas on all four corners of the intersection of Mission and\n24th streets mark this as a hub of commercial activity.\n\nEscalators in the sidewalk go down to the underground BART station.\n\nTo east of where you stand, you see a bus stop on Mission Street.\n\nTo the west is another bus stop, on 24th.\n\nTo the north, Mission Street continues to 13th Street where it meets Van Ness,\nthe major north-south thoroughfare on the way to Lombard and the Golden Gate\nBridge.\n\nA few blocks to the south, walking distance, is Mission and Eugenia, near\nLucy's Bernal Heights flat.", "endoftext": false }, { "action": "You go north", "response": "Exits: north south\n\nYou head north on Mission. After a long walk, you cross under the elevated\nfreeway to 13th Street.\n\nYou are standing under the freeway at Mission and 13th Streets.\n\nThe concrete and steel framework that elevates the Central Freeway is above\nyou.\n\nTo the north, Mission meets Van Ness, the arterial connector between the\nfreeway and the Golden Gate Bridge, via Lombard Street.\n\nTo the south, Mission Street traverses the neighborhood that shares its name,\nthe Mission.\n\nA red-painted curb marks a bus stop waiting area. There is no bus here.", "endoftext": false }, { "action": "You go north", "response": "Exits: north south\n\nYou walk north to where Mission disappears beneath the elevated freeway.\n\nNorth of the elevated freeway, Mission crosses Van Ness as it curves from a\nnorth/south orientation to a southwest/northeast orientation, parallel to\nMarket Street.\n\nFrom Mission and Van Ness, you can go north on Van Ness, to Market, or south to\nMission at 13th, on the way to Bernal Heights and Lucy's flat.", "endoftext": false }, { "action": "Go north", "response": "Exits: north south northeast\nsouthwest\n\nVan Ness, part of U.S. Highway 101, is one of the major cross-town thoroughfares from Market Street north to the bay. A long walk to the north,\nthe arterial veers left on Lombard and continues to the Golden Gate Bridge.\n\nSouth of Market, Van Ness crosses over Mission and becomes known as South Van\nNess, south to Bernal Heights. Market continues northeast and southwest.", "endoftext": false }, { "action": "Go northeast", "response": "Exits: west northeast southwest\n\nMcAllister Street runs through Civic Center and between City Hall and the\nCalifornia Superior Courthouse.\n\nMarket Street continues northeast to Golden Gate Ave. and southwest to Van\nNess. McAllister goes west from Market Street, to Polk Street.", "endoftext": false }, { "action": "You go northeast", "response": "Exits: northeast northwest southwest\n\nThe Warfield Theater, an icon of the city's theatrical/musical/cultural\ncommunity, is located at 982 Market Street, where Market Street and Golden Gate\nAvenue and Taylor Street come together.\n\nMarket continues southwest to McAllister Street and northeast to Hallidie\nPlaza.\n\nTo your immediate northwest is an entrance to the lobby.", "endoftext": false }, { "action": "You go to the north-east", "response": "Exits: north northeast southwest\ndown\n\nHallidie Plaza is a large, triangular patch of red brick sidewalks and bronzed\naluminum fencing surrounding a big pit in the ground--a subterranean entrance\nto the massive Powell Street Station. This dual level transit station serves\nboth the city's MUNI streetcars and the regional BART commuter train.\n\nMarket Street, a main thoroughfare though the heart of downtown San Francisco,\nruns from the Ferry Building, whose clock tower you can see rising up from the\nmist some distance to the northeast, to Civic Center, beyond Van Ness to the\nCastro, to the southwest.\n\nEscalators down lead into the transit station.\n\nTo the north, a long line of tourists encircles the cable car turntable, a\ngiant rotating disc in the street on which a street car is being turned around\nfor a return trip up Powell Street to Fisherman's Wharf.", "endoftext": false }, { "action": "Go northwest", "response": "Exits: north northeast southwest\ndown\n\nYou can't go that way. From here you could go north, northeast, southwest or\ndown.", "endoftext": false }, { "action": "Go north", "response": "Cable Car Turntable, Hallidie Plaza\n121\nExits: northeast southeast\n\nCable Car Turntable, Hallidie Plaza\nYou see a round disk in the street, steel rails on it aligned with rails in the\ncenter of the street. While you watch, a cable car rolls down Powell Street\nonto the disk. Two men in transit sytem uniforms jump off the car and push on\nits side causing the disc to turn around like a giant Lazy Susan.\nWhen the car\nis facing the opposite direction, the men jump back on board and the car rolls\noff the turntable and stops in the street to let passengers climb aboard.\n\nFrom here, you can go northeast on Market to Montgomery Street or southeast\nback to Hallidie Plaza.", "endoftext": false }, { "action": "You go northeast", "response": "Exits: north southwest\n\nMontgomery Street, the Wall Street of the West because of all the lawyers,\nbankers, stock brokers, and accounting firms with Montgomery Street addresses,\nruns north from Market Street until it ends at Columbus in North Beach, and the\nTransAmerica pyramid.\n\nMarket continues southwest to Powell Street.", "endoftext": false }, { "action": "You go north", "response": "Exits: north south\n\nMontgomery, in the heart of the financial district goes north to North Beach\nand south to Market.", "endoftext": false }, { "action": "You go north", "response": "Exits: south southeast\n\nThe TransAmerica pyramid rises up from Montgomery Street at Columbus Avenue,\nwhere the Financial District meets North Beach meets Chinatown.\n\nFrom here, Montgomery goes south to California Street.\n\nSoutheast of your current location is the entrance to 600 Montgomery--the\npyramid.", "endoftext": false }, { "action": "Exits", "response": "Exits: south southeast\n\nFrom here you could go south or southeast.\n\nExit Listing can be adjusted with the following commands:\nEXITS ON - show exits in both the status line and in room descriptions.\nEXITS OFF - show exits neither in the status line nor in room descriptions.\nEXITS STATUS - show exits in the status line only.\nEXITS LOOK - show exits in room descriptions only.\nEXITS COLOR ON - show unvisited exits in a different colour.\nEXITS COLOR OFF - don't show unvisited exits in a different colour. EXITS COLOR RED / BLUE / GREEN / YELLOW - show unvisted exits in the specified\ncolour.", "endoftext": false }, { "action": "Go south", "response": "Exits: north south", "endoftext": true }, { "action": "You look at your surroundings", "response": "Exits: north south\n\nMontgomery, in the heart of the financial district goes north to North Beach\nand south to Market.", "endoftext": false }, { "action": "You go south", "response": "Exits: north southwest", "endoftext": false }, { "action": "You go to the west", "response": "Exits: north southwest\n\nYou can't go that way. From here you could go north or southwest.", "endoftext": false }, { "action": "You go to the southwest", "response": "Exits: north northeast southwest down", "endoftext": false }, { "action": "You go southwest", "response": "Exits: northeast northwest southwest", "endoftext": false }, { "action": "Go northwest", "response": "982 Market St. Lobby\n131\nExits: northwest southeast southwest\n\n982 Market St. Lobby\nThe lobby is decorated with gilded cornices and crystal chandeliers, yet it is\nless elaborate than you might expect for being in a building with its history,\none of San Francisco's premiere music venues from the 1920s.\n\nThe exit to Market Street is to the southeast.\n\nA doorway to the southwest leads into the auditorium.\n\nAn elevator is located to the northwest.", "endoftext": false }, { "action": "You go to the southeast", "response": "Exits: northeast northwest southwest", "endoftext": false }, { "action": "You go to the northwest", "response": "982 Market St. Lobby\n133\nExits: northwest southeast southwest\n\n982 Market St. Lobby", "endoftext": false }, { "action": "Long", "response": "982 Market St. Lobby\n133\nExits: northwest southeast southwest\n\nYour request was not clear. Can you rephrase it?", "endoftext": false }, { "action": "You go southeast", "response": "Exits: northeast northwest southwest\n\nThe Warfield Theater, an icon of the city's theatrical/musical/cultural\ncommunity, is located at 982 Market Street, where Market Street and Golden Gate\nAvenue and Taylor Street come together.\n\nMarket continues southwest to McAllister Street and northeast to Hallidie\nPlaza.\n\nTo your immediate northwest is an entrance to the lobby.", "endoftext": false }, { "action": "Go southwest", "response": "Exits: west northeast southwest\n\nMcAllister Street runs through Civic Center and between City Hall and the\nCalifornia Superior Courthouse.\n\nMarket Street continues northeast to Golden Gate Ave. and southwest to Van\nNess. McAllister goes west from Market Street, to Polk Street.", "endoftext": false }, { "action": "You go west", "response": "Exits: east south northwest\n\nMcAllister and Polk Streets intersect at the heart of Civic Center, surrounded\nby state and federal courthouses, civic auditoriums, the city's main library,\nthe opera house, and its crown jewel, San Francisco's ornate, gilded-domed City\nHall, across the street to the south of your location.\n\nThe California Superior Courthouse is to the northwest.\n\nFrom your location, you could go east to Market or south across McAllister to\nCity Hall or northwest into the California Superior Courthouse.\n\nAcross the street to the south, in front of City Hall, you see a row of\nreserved parking, posted with signs reading Taxis Only.", "endoftext": false }, { "action": "You go east", "response": "Exits: west northeast southwest\n\nMcAllister Street runs through Civic Center and between City Hall and the\nCalifornia Superior Courthouse.\n\nMarket Street continues northeast to Golden Gate Ave. and southwest to Van\nNess. McAllister goes west from Market Street, to Polk Street.", "endoftext": false }, { "action": "Go southwest", "response": "Exits: north south northeast southwest\n\nVan Ness, part of U.S. Highway 101, is one of the major cross-town thoroughfares from Market Street north to the bay. A long walk to the north,\nthe arterial veers left on Lombard and continues to the Golden Gate Bridge.\n\nSouth of Market, Van Ness crosses over Mission and becomes known as South Van\nNess, south to Bernal Heights. Market continues northeast and southwest.", "endoftext": false }, { "action": "You go north", "response": "Exits: east south west\n\nGoing west from Van Ness, Lombard Street is a busy thoroughfare, six lanes of\ntraffic lined with business establishments as it cuts roughly east to west\nthrough some of the priciest real estate in San Francisco.\n\nEast of Van Ness, Lombard is residential as it climbs up and over Russian Hill\nthen down the eastern slope into the city's financial/business/retail core.\n\nA sign mounted on a lamp post says 1400 Lombard with an arrow indicating\nascending street numbers pointing west. Lower-numbered street addresses are to\nthe east.\n\nA red-painted curb marks a bus stop. There is no bus here.", "endoftext": false }, { "action": "You go to the west", "response": "Exits: east south west\nsouthwest\n\nYou walk a couple of blocks west.\n\nThe street sign at the corner shows it to be the intersection of Lombard and\nLaguna. The next block continuing west is the 1800 block of Lombard.\n\nTo the east, Lombard crosses the busy north/south arterial Van Ness.\n\nTo the south on Laguna takes you to Union Street.\n\nThere is a bus stop here, to the southwest of where you are standing. A sign\nposted nearby says it is Route 28, to the Golden Gate Bridge.", "endoftext": false }, { "action": "Go west", "response": "1800 Block, Lombard\n141\nExits: north east west\n\nAs you continue walking, your eye is drawn to a rather plain looking clapboard\nbuilding. Something about it strikes a chord in your mind. You pause for a\ncloser look.\n\n1800 Block, Lombard\nLombard continues west, or you could go back from where you started, to the\neast.\n\nTo the north a door provides entrance into a business establishment. Black\nframed, reddish-gold lettering on the glass door identifies the business.", "endoftext": false }, { "action": "You read the door", "response": "1800 Block, Lombard\n142\nExits: north east west\n\nWilliam L. Sabub & Associates Realty\n\nB.L. Sabub, Proprietor", "endoftext": false }, { "action": "Go inside", "response": "Exits: north south\n\nAs you push the door open, you hear the old-fashioned sound of chimes being\npushed aside by the opening door--tinkle, tinkle, tinkle.\n\nThe interior of the real estate office is a somewhat ordinary, utilitarian\nspace with a small reception area in front. A sofa and stuffed chair stand\nbehind a small coffee table.\n\nOne wall is covered with framed photos of available properties.\n\nA counter divides the room.\n\nA man sits at a desk behind the counter. He is talking on his cellphone\nthrough the bluetooth hands-free device stuck in his ear. While he talks, he\ngestures prolifically with his hands.\n\nAs the chimes tinkle your arrival, the man looks up at you, smiles broadly and\ncontinues talking.", "endoftext": true }, { "action": "Ring 300b", "response": "Exits: down in\n\nAs you press the button for the doorbell to 300b, you hear a faint ding dong\nfrom behind the door. There is no answer.\n\nMaybe I should come back later, you think.", "endoftext": false }, { "action": "You put the letter in the slot 300b", "response": "Exits: down in\n\nYou turn to face the building. You raise the brass flap that covers the mail\nslot and insert the envelope into the opening. When you release the flap, it\nsnaps shut with a loud clap and the envelope disappears.\n\nYou take a half step back to ponder your next move, and...\n\nClick! You hear what sounds like a door latch and the door\nto 300b swings\nopen, almost as if you were being invited in. Except you see nobody at the\ndoor.", "endoftext": false }, { "action": "Enter", "response": "You step through the open door.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.", "endoftext": false }, { "action": "You go up", "response": "Exits: southwest down\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.", "endoftext": false }, { "action": "Wait", "response": "Exits: southwest down\n\nTime passes.", "endoftext": false }, { "action": "Wait", "response": "Exits: southwest down\n\nTime passes.", "endoftext": false }, { "action": "Wait", "response": "Exits: southwest down\n\nTime passes.", "endoftext": false }, { "action": "You wait a while", "response": "Exits: southwest down\n\nTime passes.\n\n\"Hello, hello, hello,\" a deep feminine voice booms out from...you don't quite\nknow where, but it sounds oddly remote, yet somehow close. The next room,\nperhaps.", "endoftext": false }, { "action": "You wait", "response": "Exits: southwest down\n\nTime passes.\n\n\"Sit, sit, sit,\" the voice commands.", "endoftext": false }, { "action": "You sit on the sofa", "response": "Living Room (sitting on the sofa)\n11\nExits: southwest down\n\nThe soft leather caresses your legs luxuriously as you sink into the sofa's\ndeep cushions. Ahhhh, you sigh, this feels so right!\nMaybe I should stay here\nand wait for awhile and see what happens.\n\nYou wait. You start to fidget. A flash of light floods the room then immediately subsides.\n\nWhen your eyes readjust, you see a woman seated in the leather chair behind the\ndesk.\n\n\"Don't sit so far away,\" she says in a regal tone of voice, \"Sit over here, in\nthe light. In front of the desk. In the director's chair.\"", "endoftext": false }, { "action": "You sit in the director's chair", "response": "Living Room (sitting on the chair)\n12\nExits: southwest down\n\nYou sit in the director's chair.\n\n\"Not from around here, are you? Well, never mind.\" She waves the envelope you\nshoved through the mail slot then takes a thick file out of her desk.\n\n\"Standard contract I assure you, I'll just fill in some blanks while we talk,\"\nshe says as she opens the folder.\n\n\"First things first, boy or girl? Don't get your panties in a bunch, there's a\nplace on the form, it's gotta be, boy, girl--oh, don't huff, I know we're all\nadults here, just my way of speaking is all--or you could decline to state. I\ndon't advise that, it would severely limit my options to help, you know? So.\nBoy? Girl? Or--and I say this with nothing but the utmost respect--are you\ngoing to ignore my counsel and decline to state?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Decline", "response": "Living Room (sitting on the chair)\n13\nExits: southwest down\n\nHer head snaps up.\n\n\"Doesn't matter to me what you think you ought to be, but either you go to the\nboy's room or you go to the girl's room when you gotta pee, right? Only other\noption is out back by the garbage cans but you don't want to go there, do you?\nOf course not. So, again, boy, girl, or...?\"\n\n(You could say male, say female or decline to state)", "endoftext": false }, { "action": "Decline", "response": "Living Room (sitting on the chair)\n14\nExits: southwest down\n\n\"Well, you gotta at least have a name...you gotta have a name, right? Everybody's got a name...mine's Lucy. What's yours?\"\n\n(You could say your first name)", "endoftext": false }, { "action": "Club", "response": "Living Room (sitting on the chair)\n15\nExits: southwest down\n\n\"Okay, Club,\" Lucy says. \"Last name?\"\n\n(You could say your last name)", "endoftext": false }, { "action": "Floyd", "response": "Living Room (sitting on the chair)\n16\nExits: southwest down\n\n\"All righty,\" Lucy says. \"You are a person named Club Floyd, a personage of no\nparticular gender. Is that correct?\"\n\n(You could say yes; or say no)", "endoftext": false }, { "action": "Y.", "response": "Living Room (sitting on the chair)\n17\nExits: southwest down\n\n\"Excellent. Excellent.\" she says in a voice that is almost a purr.\n\n\"So, now, Club, my love, here's where the rubber meets the road.\" Lucy winks at\nyou.\n\n\"You get to tell me your most precious secret longing. What turns you on,\npresses your buttons, makes you quiver all over with desire? Fame? Fortune?\nPower? 'Happiness'?\" (making air quotes with her fingers)\n\"Tell me!\"\n\nYou are dazzled. Your head swims. She persists.\n\n\"Tell me, dear, what do you want out of life?\"\n\n(You could say your most cherished desire)", "endoftext": false }, { "action": "Happiness", "response": "Living Room (sitting on the chair)\n18\nExits: southwest down\n\n\"Excellent choice.\" Lucy beams. \"Excellent. It's exactly\nwhat I would have\nchosen for you! Now that's settled, we need to move on to the boring stuff.\nAre you ready? Oh, no, dear, you don't need to bother with that, it'd take way\ntoo long to read every little bitty detail in that big old contract, it's just\ntechnical legalese, all you need to do is just sign, let me take care of the\ndetails. So now then, are you ready to sign?\"\n\nAn outstretched arm offers you a pen.\n\n(You could take the pen; or say yes; or say no)", "endoftext": false }, { "action": "You take the pen", "response": "Living Room (sitting on the chair)\n19\nExits: southwest down\n\nIn your haste to take the instrument, the pen point jabs your thumb.\n\n\"Ow!\" you say quietly, putting the thumb to your mouth. \"That burns!\"\n\nLucy pushes the contract toward you. \"Sign right here.\"\n\n\"Trust me, dear,\" Lucy says, \"it's for the best. Now, will you please just\nsign the contract?\"\n\n(You could say yes; or say no)", "endoftext": false }, { "action": "You sign the contract", "response": "Exits: southwest down\n\nWith a slightly trembling hand, you sign the document.\n\n\"Excellent!\" Lucy says, putting the contract away in her desk. \"Now. Let's\nsee about sprucing you up a bit. Come on, follow me into the next room.\"\n\nYou get off of the chair.", "endoftext": false }, { "action": "You follow Lucy", "response": "You follow Lucy.\n\nThe bedroom contains no bed, only a dresser, a free-standing wardrobe, a full-\nlength mirror on a stand, and three brass floor lamps evenly spaced around a\nplush, deep-piled, solid black circular rug.\n\nAn overhead light hanging on a chain gives the illusion of a spotlit stage.\n\nA door leads northeast to the living room.\n\n\"Well, now, let's take a look at you,\" Lucy says, shaking her head, pouting\nlike a disapproving mother rejecting a child's choice of dress.\n\n\"No, this won't do at all. Get over there, on the rug!\" She gives you a nudge\nin the direction of the rug in the center of the room.\n\n\"Step into the light and strip,\" she commands.\n\n\"Strip?\" you say in surprise. \"You mean...\"\n\n\"Yes, I mean...\" she says. \"Oh, come on, Club. We're adults, right? If I'm\n[More]", "endoftext": false }, { "action": "You ask for the privacy", "response": "Exits: northeast\nto help you get everlasting happiness, you need to look like\nyou deserve it.\nWhich means you need to shed those ugly rags so I can outfit you appropriately.\nNow strip, then pick out something better.\"\n\n(You could ask her about some privacy)", "endoftext": false }, { "action": "You ask for the privacy", "response": "Exits: northeast\n\n\"Uh...here? Um...in front of you?\" you ask shyly. \"Um, isn't that...uh, can I\nhave some privacy, please?\"\n\nShe looks at you quizzically. \"Oh, my, why...I thought you were...well,\nperhaps I misjudged you. Of course you can have some privacy, if you really\nthink you need it. It might alter our relationship some, if I knew you\ncouldn't...won't trust me. Oh, don't worry, it doesn't mean we can't work\ntogether, just...a little bit differently than I expected, that's all. So.\nReally, dear? Do you really need me to leave the room?\"\n\n(You could say stay; or ask her what will change; or say yes)", "endoftext": false }, { "action": "Y.", "response": "Exits: northeast\n\n\"Come on, dear,\" Lucy says. \"We don't have all day.\"\n\n(You could say stay; or ask her what will change; or say yes)", "endoftext": false }, { "action": "Xchs", "response": "Exits: northeast\n\n\"Come on, dear,\" Lucy says. \"We don't have all day.\"\n\n(You could say stay; or ask her what will change; or say yes)", "endoftext": false }, { "action": "Yes", "response": "Exits: northeast\n\n> Y\n\n\"Come on, dear,\" Lucy says. \"We don't have all day.\"\n\n(You could say stay; or ask her what will change; or say yes)\n\n26\nExits: northeast\n\n\"Yes, please,\" you reply. \"I'm sure.\"\n\n\"Very well, then,\" she says, leaving the room. \"I'll be in the next room.\nStrip, get dressed in some new things, and come on out when you're ready.\"", "endoftext": false }, { "action": "Inventory", "response": "Exits: northeast\n\nYou are wearing a tee shirt, a pair of flip flops, and a pair of cargo pants,\nand carrying a pen.", "endoftext": false }, { "action": "Strip", "response": "Exits: northeast\n\nYou remove your clothing and toss everything into a dark corner. You hear a\nsoft sound almost like a hiss, and you think you detect a scent of...sulfurous\nsmoke? The smell quickly dissipates. The clothing you just removed is no\nlonger visible.", "endoftext": false }, { "action": "You look in the cloest", "response": "Bedroom (standing up on the rug)\n29\nExits: northeast\n\n(look in closet)\nYou step onto the rug and open the closet.\n\nThe closet contains a collection of jeans, shirts, men's shoes and women's\nshoes.\n\nThe closet contains a collection of jeans, shirts, men's shoes and women's\nshoes.", "endoftext": false }, { "action": "You wear the jeans and the shirt and the men'S", "response": "Bedroom (standing up on the rug)\n30\nExits: northeast\n\nYou take a pair of white denim classic low waisted jeans out of the closet.\n\nYou put the jeans on.\n\nYou take a black corduroy Hawaiian-patterned traditional shirt out of the\ncloset.\n\nYou put the shirt on.\n\nYou take a pair of white canvas snakeskin wing tip men's shoes out of the\ncloset.\n\nYou put the men's shoes on.", "endoftext": false }, { "action": "Go northeast", "response": "You step out of the circle of light, off of the rug.\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\nYou stand in the living room.\n\nLucy stands at the top of the stairs leading to the exit. \"Now you look\npresentable,\" she says, waving her hand toward the door, indicating it's time\nLiving Room\n31\nExits: southwest down", "endoftext": false }, { "action": "You examine the pen", "response": "Exits: southwest down\n\nThe pen is the first fountain pen you've ever actually seen much less touched,\nan elegant, sleek writing instrument from another age, a dark cherry wood\ncylinder with gold tip.", "endoftext": false }, { "action": "You give it to Lucy", "response": "Exits: southwest down\n\n\"That's a valuable family heirloom. It belonged to Daniel Webster,\" Lucy says\nas she takes the pen, \"and a crochety old money-lender in colonial Boston name\nof Tom Walker before that.\"\n\n\"Webster, huh?\" you say. \"The dictionary guy? Sweet!\"\n\nShe flashes a look as though she sees baby drool dribbling off your chin, then\nshe says brightly, \"Google it, dear...\" and her voice trails off into the\nether.\n\nThen, after a moment's silence, her face brightens once again with a broad\nsmile as she waves toward the front door at the bottom of the stairs.\n\n\"All righty, then, sweetie, let's see about getting you some happiness.\"", "endoftext": true }, { "action": "Go downwards", "response": "Lucy follows you down the stairs from the living room to the front door. At\nthe bottom of the stairs, she reaches around you and opens the door.\n\nShe shoves an old brown leather wallet and an envelope into your pocket.\n\n\"What's this? What do I do?\" you ask.\n\n\"The bus, dear,\" Lucy smiles. \"Take the bus. Maybe in time, if you climb up\nhigh enough on the ladder of life, get a place in, say, Pacific Heights, why,\nyou'd be able to go in style, ride everywhere in taxis. We'll see, we'll see--\nbut for now, the bus will have to do.\"\n\nFrom here, you can go out to the landing, then down the stairs to the street\ncorner. Or, you could go back up, to the living room.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.\n\nLucy stares at you with a critical eye as though appraising your new look.", "endoftext": false }, { "action": "You look in the wallet", "response": "You take the wallet out of your pocket and flip it open.\n\nIn the wallet you see a credit card, a debit card, a driver's license, a note,\nand MUNI fast pass.", "endoftext": false }, { "action": "Inventory", "response": "You are wearing a shirt, a pair of men's shoes, and a pair of jeans (on which\nare two pockets), and carrying a wallet (in which are a credit card, a debit\ncard, a driver's license, a note, and MUNI fast pass).\n\nWhere is that envelope? you wonder. Lucy said she...oh,\nyeah, she put it in a\npocket.", "endoftext": false }, { "action": "You get the envelope", "response": "You take the letter of introduction.", "endoftext": false }, { "action": "You read it", "response": "Neatly printed on the face of the envelope is the following...\n\nMr. Bill Sabub\n\nSan Francisco, California", "endoftext": false }, { "action": "Go outside", "response": "Exits: down in\n\nYou step out onto the landing at the top of the steps from the street, in front\nof the building.\n\nBehind you, as you stand looking over the intersection below, are three doors\nstanding side by side by side.\n\nStairs go down to the street corner at the intersection of Coleridge and\nEugenia.\n\n\"Well, then, good bye, dear, and good luck,\" Lucy says. She steps back inside\nand closes the door.", "endoftext": true }, { "action": "You go down", "response": "Exits: northwest southeast up\n\nYou go down the steps to the street.\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nOnce a Mexican land grant rancho owned by Jose Cornelio de Bernal, for whom the\narea is named, the mostly residential Bernal Heights neighborhood anchors the\nsunny southeastern corner of the modern city, just north of Hunter's Point and\nCandlestick, and just south and east of the Mission district.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.\n\n\"Well,\" you say aloud, \"what now?\"", "endoftext": false }, { "action": "You go to the north-west", "response": "Exits: northeast southeast\n\nYou walk down a slight hill to the northwest. The relative quiet of residential Coleridge gives way to the cacophony of commerce.\n\nFrom Mission Street, Coleridge is a short walk up a slight hill to the southeast.\n\nMission is a busy four-lane thoroughfare, two in each direction all of them\nfull--trucks, buses, motorcycles, bicycles, all jostling for position, running\nfrom the northeast to the southwest.\n\nIn the bus stop enclosure on the curb, a crowd of people huddles out of the\nwind.", "endoftext": false }, { "action": "You enter the bus stop", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 42\nExits: northeast southeast\n\n\"Please,\" you say, \"excuse me, can I just...\"\n\nYou wiggle into the crowded enclosure.\n\n\"Hee, hee, you ain't from here, huh?\" grins a young woman with heavy makeup and\nsporting a crude crucifix tattoo on her neck.\n\n\"How long until the next bus?\" you ask no one in particular.\n\nAn anonymous voice in the crowd answers, \"It's MUNI. Who knows how long?\nWait, wait, and wait some more!\" A murmur of quiet laughter ripples through the\ngathering.\n\nYou stand elbow to elbow with your fellow bus patrons and wait.", "endoftext": false }, { "action": "You wait", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 43\nExits: northeast southeast\n\nTime passes.\n\n\"Where 'at damn bus, anyhow?\" a voice in the crowd grumbles.", "endoftext": false }, { "action": "You wait", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 44\nExits: northeast southeast\n\nTime passes.", "endoftext": false }, { "action": "You wait", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 45\nExits: northeast southeast\n\nTime passes.\n\n\"Damn bus not never on time,\" grumbles a voice in the crowd.", "endoftext": false }, { "action": "You wait", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 46\nExits: northeast southeast\n\nTime passes.", "endoftext": false }, { "action": "Wait", "response": "Mission Street at Eugenia (standing up in the bus stop\nenclosure) 47\nExits: northeast southeast\n\nTime passes.\n\nA bus pulls up to the curb, destination sign above the windshield proclaiming,\n49 Rte: Van Ness to Lombard.", "endoftext": false }, { "action": "You enter the bus", "response": "In transit (standing up in the bus)\n48\nExits: out\n\nYou step back out of the designated waiting area.\n\nYou step aboard the bus, take the bus pass out of your wallet, show the driver\nthe pass, and move into the interior of the bus. There are no empty seats.\n\nYou put the pass back into your wallet and the wallet back into your pocket,\nthen quickly reach for a pole. The bus lurches away from the curb and muscles\nits way into traffic.\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.", "endoftext": false }, { "action": "You wait awhile", "response": "In transit (standing up in the bus)\n49\nExits: out\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.\n\nThe bus jounces along through heavy traffic. As passengers bounce into one\nanother, you feel a hand groping you.\n\nA hot breath blows in your ear. You turn your head slightly and smell stale\ncigarettes and beer.\n\n\"Yo, bitch, give it up.\"\n\nThe vehicle comes to a stop at Mission Street at 24th Street. You could get\nout or you could wait for the next stop.\n\n(You could say help or say you don't want any trouble)", "endoftext": false }, { "action": "You say Help", "response": "In transit (standing up in the bus)\n50\nExits: out\n\n\"Please, somebody, help me?\" you plead.\n\nYanking the wallet out of your pocket, the thug takes the envelope Lucy gave\nyou for good measure then pushes you into the pole next to the door. Your\nclothing rips. You scrape your jaw. An elderly woman screams, \"I just called\n911, you better get yo butt outta here 'fo the cops come 'n throw yo bony ass\nin jail.\"\n\nThe thug snarls, \"Dumb ass cops be here in maybe an hour\nif you lucky.\"\n\nHe thrusts a knee into your groin and his hand to your mouth. \"You shut up\nnow, bitch, hear?\" With his hand clamped over your mouth, you nod acquiescence.\n\n\"Ooof! Hey! Watch it, huh, bub,\" you hear a growl in your ear as you stumble\ninto someone's chest.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n51\nExits: out\n\n\"Ooof! Hey! Watch it, huh, bub,\" you hear a growl in your ear as you stumble\ninto someone's chest.\n\nAs the bus nears a stop, the thug pushes you to the side and shoves his way out\nthe door before the vehicle has reached the curb.\n\nThe woman who came to your aid approaches you. \"Child, your face is bleeding,\nyour clothes are torn, is there somewhere you need to go to get some help?\"\n\n\"I'll be all right,\" you reply, though you're not sure if that's true. \"Maybe\nLucy can help. I need to go back to Lucy's flat\"\n\n\"All right, dear,\" she says, \"you go on to this Lucy person, and god bless her\nif she can help. If you just wait here on the bus, it'll take you back to\nwhere you started. Otherwise, you'll have to pay another fare and, well, I'm\nafraid that thug stole your wallet, didn't he? Now I got to be on my way.\" She\nfades into the crowd and disappears from view.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n52\nExits: out\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n53\nExits: out\n\n\"Ooof! Hey! Watch it, huh, bub,\" you hear a growl in your ear as you stumble\ninto someone's chest.\n\nThe vehicle comes to a stop at Lombard at Van Ness. You could get out or you\ncould wait for the next stop.", "endoftext": false }, { "action": "You wait a while", "response": "In transit (standing up in the bus)\n54\nExits: out\n\nPassengers jostle you as they stream for the doors, then a fresh horde crowds\nin. You grip the pole tightly, unwilling to give up space.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n55\nExits: out\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n56\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.", "endoftext": false }, { "action": "You wait a while", "response": "In transit (standing up in the bus)\n57\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.\n\nThe vehicle comes to a stop at Mission Street at 24th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "You wait awhile", "response": "In transit (standing up in the bus)\n58\nExits: out\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.", "endoftext": false }, { "action": "You wait for a while", "response": "In transit (standing up in the bus)\n59\nExits: out\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.\n\nThe vehicle comes to a stop at Mission Street at Eugenia. You could get out or\nyou could wait for the next stop.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n60\nExits: out\n\nYou are thrown off balance as the bus swoops into the curb for a brief reload,\nthen sweeps back out into traffic.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n61\nExits: out\n\nPassengers jostle you as they stream for the doors, then a fresh horde crowds\nin. You grip the pole tightly, unwilling to give up space.\n\nThe vehicle comes to a stop at Mission Street at 24th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n62\nExits: out\n\nPassengers jostle you as they stream for the doors, then a fresh horde crowds\nin. You grip the pole tightly, unwilling to give up space.", "endoftext": false }, { "action": "You wait", "response": "In transit (standing up in the bus)\n63\nExits: out\n\n\"Ow! Watch the toes, huh?\" grumbles the person next to you.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "You wait for a while", "response": "In transit (standing up in the bus)\n64\nExits: out\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n65\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.\n\nThe vehicle comes to a stop at Lombard at Van Ness. You could get out or you\ncould wait for the next stop.", "endoftext": false }, { "action": "Duno", "response": "In transit (standing up in the bus)\n64\nExits: out\n\nYour request was not clear. Can you rephrase it?", "endoftext": true }, { "action": "Look around", "response": "In transit (standing up in the bus)\n63\nExits: out\n\nIn transit (standing up in the bus)\nThe vehicle is in motion.\n\nYou are in the bus.\n\nThe driver grips the steering wheel as she threads through traffic, occasionally lifting a fist and grumbling an epithet at a passing driver. She\npays no attention to the crowd of passengers in her vehicle.\n\n\"Ooof! Hey! Watch it, huh, bub,\" you hear a growl in your ear as you stumble\ninto someone's chest.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Exit", "response": "Exits: north south\n\nYou get off of the bus at Mission at 13th.\n\nThe bus, apparently ahead of schedule, remains at the curb.", "endoftext": false }, { "action": "You go southeast", "response": "Exits: north south\n\nYou can't go that way. From here you could go north or south.", "endoftext": false }, { "action": "You look", "response": "Exits: north south\n\nYou are standing under the freeway at Mission and 13th Streets.\n\nThe concrete and steel framework that elevates the Central Freeway is above\nyou.\n\nTo the north, Mission meets Van Ness, the arterial connector between the\nfreeway and the Golden Gate Bridge, via Lombard Street.\n\nTo the south, Mission Street traverses the neighborhood that shares its name,\nthe Mission.\n\nA bus waits at the curb.\n\nYou can see a bus here.", "endoftext": false }, { "action": "Inventory", "response": "In transit (standing up in the bus)\n64\nExits: out\n\nYou are wearing a shirt, a pair of men's shoes, and a pair of jeans (on which\nare two pockets).\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n65\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.\n\nThe vehicle comes to a stop at Lombard at Van Ness. You could get out or you\ncould wait for the next stop.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n66\nExits: out\n\nYou sway from side to side as the bus vies for a share of the asphalt.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n67\nExits: out\n\n\"Ooof! Hey! Watch it, huh, bub,\" you hear a growl in your ear as you stumble\ninto someone's chest.\n\nThe vehicle comes to a stop at Mission Street at 13th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "You wait for a while", "response": "In transit (standing up in the bus)\n68\nExits: out\n\nPassengers jostle you as they stream for the doors, then a fresh horde crowds\nin. You grip the pole tightly, unwilling to give up space.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n69\nExits: out\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.\n\nThe vehicle comes to a stop at Mission Street at 24th Street. You could get\nout or you could wait for the next stop.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n70\nExits: out\n\n\"Ow! Watch the toes, huh?\" grumbles the person next to you.", "endoftext": false }, { "action": "Wait", "response": "In transit (standing up in the bus)\n71\nExits: out\n\nAs the bus zigs and zags through traffic, you bump first one then another\nfellow passenger.\n\nThe vehicle comes to a stop at Mission Street at Eugenia. You could get out or\nyou could wait for the next stop.", "endoftext": false }, { "action": "Go outside", "response": "Exits: northeast southeast\n\nYou get off of the bus at Mission at Eugenia.\n\nThe bus, apparently ahead of schedule, remains at the curb.", "endoftext": false }, { "action": "You go southeast", "response": "Exits: northwest southeast up\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.", "endoftext": false }, { "action": "You go upwards", "response": "Exits: down in\n\nYou go up the steps to the entry way.\n\nAs you face the building, you see three doors standing side by side by side.\n\nBrass numbers identify the door to the north (on your left) as 300a, the door\nstraight ahead as 300b, and the door to the south (on your right) as 300c.\nEach door has an accompanying door bell next to it.\n\nBack down the steps is the street corner.\n\nCentered about waist high on each door is a horizontal opening covered by a\nhinged, brass flap, an old-fashioned mail slot.", "endoftext": false }, { "action": "Ring 300b", "response": "Exits: down in\n\nYou ring the bell and wait for what seems like an eternity. Finally, you hear\na click as the latch turns, and a voice booms loud from behind the opening\ndoor.\n\n\"Don't get your buns in an uproar, I'm coming, I'm coming.\"\n\nLucy opens the door and exclaims, \"My god, child, what happened to you!? Just\nlook at those clothes, I give you new things and you bring them back damaged\nand soiled beyond repair! And you, all bloody and bruised! Come inside, let's\ngo up and see what we can do about all this!\"\n\nShe takes a step in the direction of the stairs, gesturing at you to follow.", "endoftext": false }, { "action": "You go inside", "response": "Exits: down in\n\n\"Not so fast there,\" Lucy says, reaching an arm out to bar your way. \"My\nhouse, my rules. I said follow me.\"", "endoftext": false }, { "action": "You follow Lucy", "response": "You follow Lucy.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.\n\nYou shudder as you feel Lucy's piercing eyes assess the state of your clothing.\n\nShe starts up the stairs.\n\n\"...not safe anymore...lowlifes taking over...\" she grumbles while waving her\nhand at you to keep following.", "endoftext": false }, { "action": "Continue", "response": "You follow Lucy.\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\nYou shudder as you feel Lucy's piercing eyes assess the state of your clothing.\n\nLucy glares at you with an angry scowl.\n\n78\nExits: southwest down\n\"Now, child, no further until you've told me what happened,\"\nLucy demands.\n\"Talk!\"\n\n(You could tell her about the mugging)", "endoftext": false }, { "action": "You tell her about the mugging", "response": "Exits: southwest down\n\n\"On the bus...\" you begin. \"...grabs me...steals my...nobody to help. Well,\none woman...911 but...too late! Nobody helped stop it!\"\n\n\"No, they wouldn't, would they?\" Lucy says. \"Well. Now it's my turn at the\nplate, dear. Tell me what you want me to do--let it slide, let the police deal\nwith it, or....\"\n\nShe looks at you with a piercing stare than makes you squirm.\n\n(You could say render justice, say let him go or say call the cops)", "endoftext": false }, { "action": "You let him go", "response": "Exits: southwest down\n\n\"No, Lucy, this guy...he's a thug, to be sure, but he'll meet justice in the\nend, they always do, don't they?\" you say.\n\n\"Oh, dear child, you idiot,\" Lucy says. \"I thought you were serious when you\ncame to me for help finding your way in this city. If you truly want the\nhappiness that I'm prepared to grant you, you have to grow some spine.\"\n\nHer expression turns dark, menacing.\n\n\"You know, happiness doesn't just fall out of the sky. Sometimes, you have to\nfight for what you want. Are you sure you want to turn the other cheek?\"\n\n(You could say render justice or say call the cops; or say yes; or say no)", "endoftext": false }, { "action": "Y.", "response": "Exits: southwest down\n\n\"We can deal with that sort of thing later,\" she says. \"Right now, let's focus\non the task at hand.\"\n\n(You could say render justice or say call the cops; or say yes; or say no)", "endoftext": false }, { "action": "Y.", "response": "Exits: southwest down\n\n\"We can deal with that sort of thing later,\" she says. \"Right now, let's focus\non the task at hand.\"\n\n(You could say render justice or say call the cops; or say yes; or say no)", "endoftext": false }, { "action": "You follow Lucy", "response": "Exits: southwest down\n\n\"Stay focused. Justice delayed is justice denied.\"\n\nYou start to follow, and bump into Lucy's back; Lucy glares at you in disdain.\n\n(You could say render justice or say call the cops; or say yes; or say no)", "endoftext": false }, { "action": "Yes", "response": "Exits: southwest down\n\n\"Yes, Lucy! I'm sure! I do want happiness! I do want your help!\nBut I'm not\nsure I'd sell my soul to get it!\"\n\nShe lifts an eyebrow. \"Hmmm, we may have misread each other, dear,\" she says.\nThen, \"Very well. You can have this round. I'll catch up to him another time,\nI'm sure. Meanwhile, let's get you cleaned up. Follow me.\"", "endoftext": false }, { "action": "You follow Lucy", "response": "You follow Lucy.\n\nThe bedroom contains no bed, only a dresser, a free-standing wardrobe, a full-\nlength mirror on a stand, and three brass floor lamps evenly spaced around a\nplush, deep-piled, solid black circular rug.\n\nAn overhead light hanging on a chain gives the illusion of a spotlit stage.\n\nA door leads northeast to the living room.\n\nYou stand once again facing the black carpet, just outside the ring of lights,\nwearing white denim jeans, a black corduroy shirt and white canvas men's shoes.\nNothing seems to fit quite right any more. You feel disheveled.\n\nShe looks disapprovingly at your damaged clothes, then touches you on the\nshoulder. Miraculously, as she withdraws her hand, all of your aches disappear.\n\n\"How...?\" you start to ask, but she shakes her head slightly and says quietly,\n\"Never mind how, just accept it as part of the service I'm able to render.\nNow. Strip off those damaged clothes and get into something nice. Again.\"\nBedroom\n85\nExits: northeast\n\nShe walks to the door. \"Oh, that's right, you want your privacy, don't you?\nWell, I'll be in the next room. Get dressed and come out when you're ready.\"", "endoftext": false }, { "action": "Strip", "response": "Exits: northeast\n\nYou remove your clothing and toss everything into a dark corner. You hear a\nsoft sound almost like a hiss, and you think you detect a scent of...sulfurous\nsmoke? The smell quickly dissipates. The clothing you just removed is no\nlonger visible.", "endoftext": false }, { "action": "You open the closet", "response": "Bedroom (standing up on the rug)\n87\nExits: northeast\n\nYou step onto the rug and open the closet.\n\nThe closet contains a collection of women's shoes, jeans, shirts and men's\nshoes.", "endoftext": false }, { "action": "You open the closet", "response": "Bedroom (standing up on the rug)\n88\nExits: northeast\n\nThe closet is already open.", "endoftext": false }, { "action": "You wear the jeans", "response": "Bedroom (standing up on the rug)\n89\nExits: northeast\n\nYou take a pair of black denim classic slim fit jeans out of the closet.\n\nYou put the jeans on.", "endoftext": false }, { "action": "You wear the shirt", "response": "Bedroom (standing up on the rug)\n90\nExits: northeast\n\nYou take a green cotton floral crew-neck pullover shirt out of the closet.\n\nYou put the shirt on.", "endoftext": false }, { "action": "You wear the men'S", "response": "Bedroom (standing up on the rug)\n91\nExits: northeast\n\nYou take a pair of white leather braided slip on men's shoes out of the closet.\n\nYou put the men's shoes on.", "endoftext": false }, { "action": "You exit", "response": "Exits: northeast\n\nYou step out of the circle of light, off of the rug.", "endoftext": false }, { "action": "Go outside", "response": "Exits: northeast\n\nYou can't go that way. From here you could go northeast.", "endoftext": false }, { "action": "Go northeast", "response": "Exits: southwest down\n\nThe living room is brightly, if somewhat unevenly, lit. Light from sconces\nmounted on each of the four walls provides a strong flickering yellow glow to\nthe room, and a green-shaded desk lamp pours out a steady, central luminance\nthat gives the room its focal point.\n\nThe lamp sits on a large, polished wood desk that dominates half of the room.\n\nBehind the desk is an upholstered leather office executive chair. In front of\nthe desk is a leather-backed director's chair. Along the wall is a leather-\nupholstered sofa.\n\nStairs lead down to the entry door.\n\nA door stands slightly ajar to the southwest.\n\nYou stand in the living room.\n\nLucy stands at the top of the stairs leading to the exit. \"Now you look\npresentable,\" she says, waving her hand toward the door, indicating it's time\nfor you to leave.", "endoftext": true }, { "action": "Go downwards", "response": "Lucy follows you down the stairs from the living room to the front door. At\nthe bottom of the stairs, she reaches around you and opens the door.\n\nShe shoves the wallet and the letter you thought had been lost into your\npocket.\n\nFrom here, you can go out to the landing, then down the stairs to the street\ncorner. Or, you could go back up, to the living room.\n\nJust inside the door, a flight of stairs leads up to the living room.\n\nA door leads out to the street.\n\nLucy stares at you with a critical eye as though appraising your new look.", "endoftext": false }, { "action": "Go outside", "response": "Exits: down in\n\nYou step out onto the landing at the top of the steps from the street, in front\nof the building.\n\nBehind you, as you stand looking over the intersection below, are three doors\nstanding side by side by side.\n\nStairs go down to the street corner at the intersection of Coleridge and\nEugenia.\n\n\"Well, then, good bye, dear, and good luck,\" Lucy says. She steps back inside\nand closes the door.", "endoftext": true }, { "action": "Look around", "response": "Exits: down in\n\nBehind you, as you stand looking over the intersection below, are three doors\nstanding side by side by side.\n\nStairs go down to the street corner at the intersection of Coleridge and\nEugenia.", "endoftext": true }, { "action": "You go down", "response": "Exits: northwest southeast up\n\nYou go down the steps to the street.\n\nYou are at the intersection of Coleridge and Eugenia, where the Bernal Heights\nneighborhood starts to rise up from the Mission.\n\nYou can go northwest to Mission Street or southeast over the hill, or up a\nflight of steps to the entrance of an apartment building facing Coleridge.", "endoftext": false }, { "action": "You go to the northwest", "response": "Exits: northeast southeast\n\nYou walk down a slight hill to the northwest. The relative quiet of residential Coleridge gives way to the cacophony of commerce.\n\nFrom Mission Street, Coleridge is a short walk up a slight hill to the southeast.\n\nMission runs from the northeast to the southwest.\n\nIn the bus stop enclosure on the curb, a crowd of people huddles out of the\nwind.\n\nYou see a bus at the curb.", "endoftext": false }, { "action": "Go northeast", "response": "Exits: north east south west\ndown\n\nYou walk the half dozen or so blocks up Mission to 24th Street.\n\nThe red brick plazas on all four corners of the intersection of Mission and\n24th streets mark this as a hub of commercial activity.\n\nEscalators in the sidewalk go down to the underground BART station.\n\nTo east of where you stand, you see a bus stop on Mission Street.\n\nTo the west is another bus stop, on 24th.\n\nTo the north, Mission Street continues to 13th Street where it meets Van Ness,\nthe major north-south thoroughfare on the way to Lombard and the Golden Gate\nBridge.\n\nA few blocks to the south, walking distance, is Mission and Eugenia, near\nLucy's Bernal Heights flat.", "endoftext": false }, { "action": "You go north", "response": "Exits: north south\n\nYou head north on Mission. After a long walk, you cross under the elevated\nfreeway to 13th Street.\n\nYou are standing under the freeway at Mission and 13th Streets.\n\nThe concrete and steel framework that elevates the Central Freeway is above\nyou.\n\nTo the north, Mission meets Van Ness, the arterial connector between the\nfreeway and the Golden Gate Bridge, via Lombard Street.\n\nTo the south, Mission Street traverses the neighborhood that shares its name,\nthe Mission.\n\nA red-painted curb marks a bus stop waiting area. There is no bus here.", "endoftext": false }, { "action": "You go north", "response": "Exits: north south\n\nYou walk north to where Mission disappears beneath the elevated freeway.\n\nNorth of the elevated freeway, Mission crosses Van Ness as it curves from a\nnorth/south orientation to a southwest/northeast orientation, parallel to\nMarket Street.\n\nFrom Mission and Van Ness, you can go north on Van Ness, to Market, or south to\nMission at 13th, on the way to Bernal Heights and Lucy's flat.", "endoftext": false }, { "action": "Go north", "response": "Exits: north south northeast\nsouthwest\n\nVan Ness, part of U.S. Highway 101, is one of the major cross-town thoroughfares from Market Street north to the bay. A long walk to the north,\nthe arterial veers left on Lombard and continues to the Golden Gate Bridge.\n\nSouth of Market, Van Ness crosses over Mission and becomes known as South Van\nNess, south to Bernal Heights. Market continues northeast and southwest.", "endoftext": false }, { "action": "You go north", "response": "Exits: east south west\n\nGoing west from Van Ness, Lombard Street is a busy thoroughfare, six lanes of\ntraffic lined with business establishments as it cuts roughly east to west\nthrough some of the priciest real estate in San Francisco.\n\nEast of Van Ness, Lombard is residential as it climbs up and over Russian Hill\nthen down the eastern slope into the city's financial/business/retail core.\n\nA sign mounted on a lamp post says 1400 Lombard with an arrow indicating\nascending street numbers pointing west. Lower-numbered street addresses are to\nthe east.\n\nA red-painted curb marks a bus stop. There is no bus here.", "endoftext": false }, { "action": "You go to the west", "response": "Exits: east south west\nsouthwest\n\nYou walk a couple of blocks west.\n\nThe street sign at the corner shows it to be the intersection of Lombard and\nLaguna. The next block continuing west is the 1800 block of Lombard.\n\nTo the east, Lombard crosses the busy north/south arterial Van Ness.\n\nTo the south on Laguna takes you to Union Street.\n\nThere is a bus stop here, to the southwest of where you are standing. A sign\nposted nearby says it is Route 28, to the Golden Gate Bridge.", "endoftext": false }, { "action": "You go west", "response": "1800 Block, Lombard\n106\nExits: north east west\n\nAs you continue walking, your eye is drawn to a rather plain looking clapboard\nbuilding. Something about it strikes a chord in your mind. You pause for a\ncloser look.\n\n1800 Block, Lombard\nLombard continues west, or you could go back from where you started, to the\neast.\n\nTo the north a door provides entrance into a business establishment. Black\nframed, reddish-gold lettering on the glass door identifies the business.", "endoftext": false }, { "action": "You read the door", "response": "1800 Block, Lombard\n107\nExits: north east west\n\nWilliam L. Sabub & Associates Realty\n\nB.L. Sabub, Proprietor", "endoftext": false }, { "action": "Go inside", "response": "Exits: north south\n\nAs you push the door open, you hear the old-fashioned sound of chimes being\npushed aside by the opening door--tinkle, tinkle, tinkle.\n\nThe interior of the real estate office is a somewhat ordinary, utilitarian\nspace with a small reception area in front. A sofa and stuffed chair stand\nbehind a small coffee table.\n\nOne wall is covered with framed photos of available properties.\n\nA counter divides the room.\n\nA man sits at a desk behind the counter. He is talking on his cellphone\nthrough the bluetooth hands-free device stuck in his ear. While he talks, he\ngestures prolifically with his hands.\n\nAs the chimes tinkle your arrival, the man looks up at you, smiles broadly and\ncontinues talking.", "endoftext": false }, { "action": "You look at the photos", "response": "Exits: north south\n\nA collection of photographs covers an entire wall.\n\nEach photo contains a hand-written legend with location and price.\n\nYou lean forward to get a closer look at one...\n\nOne bedroom flat, 929 Esmeralda Street, Bernal Heights, 900 square feet,\n$3,500/month\n\n\"Erp!\" you gasp when you see the price.\n\nYou feel heat as though someone were breathing in your ear, and your thumb\nburns where you poked it with Lucy's pen.\n\nYou turn to find the man from behind the counter standing just behind you.\n\n\"See anything you like?\" he says cheerfully. \"Sabub's the name, William L.,\nname on the door outside, B.L., the B's for Bill. Call me Bill.\"\n\nHe smiles. \"Now, if you've been sent by someone I know, why then you get the\npersonalized attention of old B.L. Sabub himself. Myself. That's me. So,\nwhat brought you here?\"\n\nor say Lucy sent you)", "endoftext": false }, { "action": "You say Lucy sent yourself", "response": "Exits: north south\n\n\"I...uh...have a letter...uh...Lucy sent me,\" you say.\n\nAt the mention of her name, he beams. His smile flashes rows of teeth that\nglisten in the soft light flooding the room.\n\n\"Well, why didn'tcha say so? That's excellent! Just excellent!\"\n\n(You could give him the letter from Lucy)", "endoftext": false }, { "action": "You give the letter", "response": "Exits: north south\n\nYou hand the letter to Bill. With barely a glance, he puts it in his pocket.\n\n\"Well, yes, I can see, you are a person of taste and refinement. I saw you\nlooking at Bernal Heights there, and I must say you have a discerning eye.\nThat is in fact the very property Lucy picked out for you.\"\n\nHe looks you in the eyes in a somewhat unnerving manner.\nWhen, you wonder, did\nshe tell him that?\n\n\"But what if I could get you something in, say Pacific Heights, for the same\nmoney? Lucy is flexible, she won't mind, she likes enterprise, so what do you\nsay? Interested?\"\n\n(You could say yes; or ask him about the cost of a better deal)", "endoftext": false }, { "action": "You ask him about the the cost", "response": "Exits: north south\n\n\"Let's go over to the couch, where we can be more comfortable while we talk\nabout it, one grownup to another,\" he says, taking you by the arm and drawing\nyou close to him as he steps toward the couch. \"Yeah? Okay?\"\n\n(You could say yes; or say you want to stick with Lucy's choice or say he's\nmaking you uncomfortable)", "endoftext": false }, { "action": "You stick with the lucy's choice", "response": "Exits: north south\n\n\"I'll stick with Lucy's choice,\" you say, slipping out of his reach.\n\n\"Well,\" he says with disappointment in his voice. \"Okay, then, if your mind is\nmade up. But...all you gotta do is say yes, you want a better life, and it can\nbe yours. Is that a yes?\"\n\n(You could say yes; or say your mind is made up)", "endoftext": false }, { "action": "Mind is made up", "response": "Exits: north south\n\n\"Yes,\" you say with determination. \"Yes. I'm sure.\"\n\n\"As you wish,\" he says. \"But you can upgrade anytime. You just come on back\nand we'll go through all the necessaries to get you into luxury.\"\n\n(You could say go with the upgrade or say Bernal Heights is fine)", "endoftext": false }, { "action": "Bernal", "response": "Exits: north south\n\n\"Bernal Heights will do just fine,\" you say.\n\n\"Well, okay, I'm sure you know best,\" Bill sighs. \"But there is one small\nmatter, a mere technicality to be sure, but....There is a tenant. Whaddya\ngonna do? Twenty years of low rent, she ought to know it can't last forever.\nDon't worry, we'll have the place ready for you in no time.\"\n\nHe pauses and winks. \"Unless of course you want to upgrade?\"\n\n(You could say go with the upgrade; or ask him about the tenant)", "endoftext": false }, { "action": "You ask about the tenant", "response": "Exits: north south\n\n\"Tenant?\" you say.\n\nBill waves his hand dismissively. \"Old lady and her disabled son been there\nfar too long, 20 years, dirt cheap rent while property values skyrocket, city's\nrent control. Not to worry, do it all the time.\"\n\n\"But...\" you say, \"that's against the law!\"\n\n\"Yeah, so? You want the place or not?\"\n\n(You could say yes; or say go with the upgrade or say you can't evict a tenant)", "endoftext": false }, { "action": "You say you can'T evict", "response": "Exits: north south\n\n\"No. Not if it means throwing an old woman out of her home,\" you say firmly.\n\n\"Bah!\" Bill snorts. \"Come on, get out of here, you don't want to do what it\ntakes to get ahead in this town, I can't help you, Lucy can't help you, you're\non your own. Out. Out. Come on, get out.\"\n\nHe stomps disgustedly behind the counter, walks to his desk, sits down, and\npunches the bluetooth device in his ear.\n\n(You could say upgrade or walk away)", "endoftext": false }, { "action": "Upgrade", "response": "Magnolia Street (alley behind Lombard)\n118\nExits: east south west\n\n\"Okay! All right!\" you blurt out. \"Upgrade me!\"\n\nBill is out from behind the counter before you can blink. He checks the door\nsign be sure it says Closed from the outside, checks the door\nto be sure it is\nlocked, then he takes your elbow and nudges you to the couch. He shoves. You\ndrop to the cushion. He grins broadly as he loosens his belt.\n\nHe leads you into the alley behind his office, opens the passenger door to his\ncar, and waits. \"Hurry up, Club, get in.\"", "endoftext": false }, { "action": "Enter", "response": "Magnolia Street (alley behind Lombard)\n119\nExits: east south west\n\nYou can't go that way. From here you could go east, south or west.", "endoftext": false }, { "action": "You enter the car", "response": "Jackson Street, Pacific Heights (sitting in Bill's car)\n120\nExits: north east\n\nYou get into the car.\n\nBill gets into the car, drives to the corner and guns the engine.\n\nBill deftly maneuvers through traffic, up the hill to Pacific Heights, and\npulls up to the sidewalk in front of 2102 Jackson Street. Miraculously, you\nthink, there is a parking space just in front of the door. How'd\nhe do that?\nyou wonder, not for the last time.", "endoftext": false }, { "action": "You leave", "response": "Exits: north west northwest\n\nYou get out of the car and head for the apartment building entrance. As you\ncross the sidewalk, you overhear snatches of conversation.\n\n\"Yes sir, Mr. Sabub, sir...key...5A...well done...no trouble...anytime.\"", "endoftext": false }, { "action": "You look", "response": "Exits: north west northwest\n\nJackson at Laguna, Pacific Heights. Nearly at the top of Pacific Heights, the\nintersection of Jackson and Laguna is upscale-residential in character. Down\nLaguna to the north, across Union Street, then Lombard, there is a view of the\nbay beyond the Marina District.\n\nUp the sidewalk to the west is a canopy leading into the apartment building, or\nyou can cut across to the northwest from the corner to get into the lobby.", "endoftext": false }, { "action": "West", "response": "Jackson Street, Pacific Heights\n122\nExits: north east\n\nJackson Street, Pacific Heights\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.\n\nYou can see Bill's car here.\n\nBill stands at the passenger side of the car, holding the open door, waiting\nfor you to get in.", "endoftext": false }, { "action": "You ask Bill about the apartment", "response": "Jackson Street, Pacific Heights\n123\nExits: north east\n\nThe man stares at you blankly.\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "You check your inventory", "response": "Jackson Street, Pacific Heights\n124\nExits: north east\n\nYou are wearing a shirt, a pair of men's shoes, and a pair of jeans (on which\nare two pockets).", "endoftext": false }, { "action": "You enter the car", "response": "Jackson Street, Pacific Heights (sitting in Bill's car)\n125\nExits: north east\n\nYou get into the car.", "endoftext": false }, { "action": "You wait", "response": "Jackson Street, Pacific Heights (sitting in Bill's car)\n126\nExits: north east\n\nTime passes.", "endoftext": false }, { "action": "Go outside", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n126\nExits: north east", "endoftext": false }, { "action": "You look", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n127\nExits: north east\n\nJackson Street, Pacific Heights (standing up in Bill's car)\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.\n\nYou are in Bill's car.\n\nBill stands at the passenger side of the car, holding the open door, waiting\nfor you to get in.\n\nYou sit in the passenger seat of a late model Mercedes sedan with luxurious\nleather upholstery, wood paneled dash, gold-plated instruments gleaming\nbrilliantly.", "endoftext": false }, { "action": "Go outside", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n127\nExits: north east", "endoftext": true }, { "action": "You look around", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n128\nExits: north east\n\nJackson Street, Pacific Heights (standing up in Bill's car)\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.\n\nYou are in Bill's car.\n\nBill stands at the passenger side of the car, holding the open door, waiting\nfor you to get in.\n\nYou sit in the passenger seat of a late model Mercedes sedan with luxurious\nleather upholstery, wood paneled dash, gold-plated instruments gleaming\nbrilliantly.", "endoftext": false }, { "action": "You get out of the car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n128\nExits: north east", "endoftext": false }, { "action": "You sit", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n129\nExits: north east\n\nYou look around for a suitable place to sit.\n\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.", "endoftext": true }, { "action": "You look around", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n130\nExits: north east\n\nJackson Street, Pacific Heights (standing up in Bill's car)\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.\n\nYou are in Bill's car.\n\nBill stands at the passenger side of the car, holding the open door, waiting\nfor you to get in.\n\nYou sit in the passenger seat of a late model Mercedes sedan with luxurious\nleather upholstery, wood paneled dash, gold-plated instruments gleaming\nbrilliantly.", "endoftext": false }, { "action": "You enter Lobby", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n130\nExits: north east\n\nYou see no lobby, either because there is nothing here to see\nor perhaps you\njust need to look around your environment more closely.", "endoftext": false }, { "action": "You sit in the car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n131\nExits: north east\n\nYou're already in Bill's car.", "endoftext": false }, { "action": "You leave", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n131\nExits: north east", "endoftext": false }, { "action": "You stand", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n132\nExits: north east\n\nYou are unable to stand in the car.", "endoftext": false }, { "action": "You ask Bill for the key", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n133\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "You enter the car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n134\nExits: north east\n\nYou're already in Bill's car.", "endoftext": false }, { "action": "You get in the car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n135\nExits: north east\n\nYou're already in Bill's car.", "endoftext": false }, { "action": "Go outside", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n135\nExits: north east", "endoftext": false }, { "action": "Seat", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n136\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "You sit on the seat", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n137\nExits: north east\n\nThe back seat is like the front seat, except it's in back. You choose not to\npursue the differences any further.", "endoftext": false }, { "action": "You examine the car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n138\nExits: north east\n\nBill's car is an immaculate late model Mercedes Benz sedan, black with tan\nleather seats and a wood-paneled dash with gleaming gold instruments.\n\nBill stands at the passenger side of the car, holding the open door, waiting\nfor you to get in.\n\nYou sit in the passenger seat of a late model Mercedes sedan with luxurious\nleather upholstery, wood paneled dash, gold-plated instruments gleaming\nbrilliantly.", "endoftext": false }, { "action": "You examine the instruments", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n139\nExits: north east\n\nThe wood paneled dashboard contains a glove box door, a sound system control\npanel (a.k.a. radio), and the usual assortment of driver's accessories.", "endoftext": false }, { "action": "You sit down", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n140\nExits: north east\n\n> SIT DOWN\n\nYou look around for a suitable place to sit.\n\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.", "endoftext": false }, { "action": "You open the glove box", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n141\nExits: north east\n\nThe door to the glove box is locked and Bill took his keys with him. You are\nnot able to open the glove box.", "endoftext": false }, { "action": "Unlock glove box", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n142\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "Kiss bill", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n143\nExits: north east\n\nBill doesn't like that.", "endoftext": false }, { "action": "Go north", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n143\nExits: north east", "endoftext": false }, { "action": "You sit in the bill's car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n144\nExits: north east\n\nYou're already in Bill's car.", "endoftext": false }, { "action": "You exit car", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n144\nExits: north east", "endoftext": false }, { "action": "You lie down", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n145\nExits: north east\n\nYou are now lying down.", "endoftext": false }, { "action": "You exit", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n145\nExits: north east", "endoftext": false }, { "action": "You lie down", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n146\nExits: north east\n\nYou are now lying down.", "endoftext": false }, { "action": "You sit", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n147\nExits: north east\n\nYou look around for a suitable place to sit.\n\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.", "endoftext": false }, { "action": "You sit up", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n148\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "You roll out of the the car", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n149\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "Sleep", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n150\nExits: north east\n\nTo sleep, perchance to dream, you think. No, not now,\nnot here.", "endoftext": false }, { "action": "You sit on the back seat", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n151\nExits: north east\n\nThe back seat is like the front seat, except it's in back. You choose not to\npursue the differences any further.", "endoftext": false }, { "action": "You sit on the front seat", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n151\nExits: north east\n\nYou see no front seat, either because there is nothing here\nto see or perhaps\nyou just need to look around your environment more closely.", "endoftext": false }, { "action": "You steal the car", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n152\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": true }, { "action": "You look in the right pocket", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n153\nExits: north east\n\n> L IN RIGHT POCKET\n\nIn the pocket you see a wallet. The wallet is open and contains a debit card, a\ndriver's license, MUNI fast pass, a credit card, and a note.", "endoftext": false }, { "action": "You look in the left pocket", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n154\nExits: north east\n\n> LOOK IN LEFT POCKET\n\nYour pocket is empty.", "endoftext": false }, { "action": "You put the car in the left pocket", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n155\nExits: north east\n\nYou can't put Bill's car in the pocket while the pocket is in Bill's car.", "endoftext": false }, { "action": "Xyzzy", "response": "Nothing happens. You shrug. Oh well, worth a shot, you\nthink with mild\ndisappointment.", "endoftext": false }, { "action": "Pray", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n156\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "Sing", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n157\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "Dance", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n158\nExits: north east\n\n\"Get in the car, we don't have all day,\" Bill snaps.", "endoftext": false }, { "action": "You kill Bill", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n159\nExits: north east\n\nThat hardly seems appropriate.", "endoftext": false }, { "action": "You put Bill in the wallet", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n160\nExits: north east\n\nBill won't let you pick him up.", "endoftext": false }, { "action": "You enter the wallet", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n161\nExits: north east\n\nThe wallet is not something you can enter.", "endoftext": false }, { "action": "You get on Bill", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n162\nExits: north east\n\nBill is not something you can get on.", "endoftext": false }, { "action": "You enter Building", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n163\nExits: north east\n\nThe building is not something you can enter.", "endoftext": false }, { "action": "You enter Lobby", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n163\nExits: north east\n\nYou see no lobby, either because there is nothing here to see\nor perhaps you\njust need to look around your environment more closely.", "endoftext": false }, { "action": "You examine Building", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n164\nExits: north east\n\nJackson Street, Pacific Heights (lying down in Bill's car)\nA canopy covers the sidewalk in front of 2102 Jackson Street, marking the\nentrance to the apartment building.\n\nThe door into the lobby is to the north, the intersection of Laguna and Jackson\nis to the east.\n\nYou are in Bill's car.\n\nBill stands at the passenger side of the car, holding the open door, waiting\nfor you to get in.\n\nYou sit in the passenger seat of a late model Mercedes sedan with luxurious\nleather upholstery, wood paneled dash, gold-plated instruments gleaming\nbrilliantly.", "endoftext": false }, { "action": "You get up", "response": "Jackson Street, Pacific Heights (lying down in Bill's car)\n165\nExits: north east\n\nYou are unable to stand in the car.", "endoftext": false }, { "action": "You get out", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n165\nExits: north east", "endoftext": false }, { "action": "You go outside", "response": "Jackson Street, Pacific Heights (standing up in Bill's car)\n165\nExits: north east\n\n> OUT", "endoftext": true } ]
fsa1bze0pnwqmm4z
Far-Out Space Freaks
J. Robinson Wheeler
[ "Space", "Comedy" ]
[ "Mini-comp", "multiple endings", "parser", "science fiction", "short" ]
2,016
[ 0, 0, 0, 0, 0 ]
0
0
20161002
false
You're lost in space, and everything's gone wrong... just as it usually does. This was written for the 18th Anniversary Speed-IF. The parameters were:"fly a ship and land it in multiple places (planets, asteroids, stations), giant space monster, shape-changing alien, alien infiltrator, no legitimate crew, wormhole, solar flares as a danger, zero gravity, a mysteriously brooding character, weird space combat, getting drunk/high in space, male sexy green alien, instant cloning machine, ray gun, space pizza delivery, and Christopher Walken."
[ { "action": "%", "response": "0/1\n\nALERT! ... ALERT! ... ALERT! ...\n\nAlarms are blaring and blazing in the thin, hissing atmosphere of the space cruiser's central column. You can barely get your wits about you with only the strobing red alert light casting angular shadows with each pulse.\n\nOne particular angular shadow looks like the outline of a docking handle.", "endoftext": false }, { "action": "You grab the handle", "response": "You manage to snag a secure grip on the handle, and suddenly you can tell up from down again. Engineering is down, and the bridge is up.\n\nA strange green movement flashes by as you glance bridgeward.", "endoftext": false }, { "action": "Go upward", "response": "The bridge is a chaotic turmoil of viewscreens overloading with warning messages and a full portal view of nightmarish solar flares, barely dimmed by filters and polarization. Sparks pop out of consoles and bits of debris float like macro dust motes in a violent sunbeam.\n\nOnly the helm station appears to be undamaged. Sitting at the helm is a mysterious brooding character.\n\nYou can also see a mysterious brooding character here.\n\nThe solar flare pulsates on the viewer. It appears the mysterious character is using it to create a wormhole. You can tell because she cackles and says, \"Yes! The wormhole has been created by the solar flares, modulated through the shield deflector array's graviton element!\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\n\"You are no legitimate crew member!\" you cry, aiming an accusatory finger with awkward, zero-G inaccuracy.\n\n\"Hah!\" she screeches. \"Prepare for weird space combat!\"", "endoftext": false }, { "action": "You examine the character", "response": "The mysterious brooding character is some sort of shape-shifter. She looks like an exotic female vid star you once saw on Rigel-9, but after you blink twice, she looks more like some sort of plantlike Triffid.\n\n\"Forget to bring a weapon?\" she taunts you.\n\"Weapon?\" you say dumbly.\n\n\"This will be easier than I thought. Prepare to die weirdly!\"", "endoftext": false }, { "action": "You hit the character", "response": "Violence is a great idea. But what means?\n\nVinelike tentacles seize you, crush you flat, shoot you with a ray gun, and --", "endoftext": false }, { "action": "Kiss character", "response": "Keep your mind on the game.\n\nVinelike tentacles seize you, crush you flat, shoot you with a ray gun, and --", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nVinelike tentacles seize you, crush you flat, shoot you with a ray gun, and --", "endoftext": false }, { "action": "You grab the handle", "response": "You manage to snag a secure grip on the handle, and suddenly you can tell up from down again. Engineering is down, and the bridge is up.\n\nA strange green movement flashes by as you glance bridgeward.", "endoftext": true }, { "action": "You go downwards", "response": "The engineering section is a small semi-circular capsule that houses the primary controls for lighting, life support, engine status, artificial gravity, and other vital functions on the ship. Each is controlled by a separate panel.\n\nFloating in the engineering capsule is a Zapp-O-Maxx ray gun.", "endoftext": false }, { "action": "You take the gun", "response": "Taken.", "endoftext": false }, { "action": "You examine the gun", "response": "It's not one you recognize. Perhaps some saboteur left it behind. Its power is almost completely discharged.", "endoftext": false }, { "action": "You examine the panel", "response": "Which do you mean, the lighting controls panel, the life support control panel, the artificial gravity control panel, the vital functions controls panel or the engine status controls panel?", "endoftext": false }, { "action": "You examine the vital panel", "response": "The vital functions controls look like they've been blasted by a ray gun. There's no repairing them.", "endoftext": false }, { "action": "You examine the engine panel", "response": "The only undamaged panel seems to be the engine status controls. The lights are white and green, and a display reads, \"Nominal.\" Whatever else, if the helm controls are working, you should be able to pilot and even land the ship even in this damaged condition.", "endoftext": false }, { "action": "You go up", "response": "You kick hard and sail all the the way up through the central column to the bridge.\n\nThe bridge is a chaotic turmoil of viewscreens overloading with warning messages and a full portal view of nightmarish solar flares, barely dimmed by filters and polarization. Sparks pop out of consoles and bits of debris float like macro dust motes in a violent sunbeam.\n\nOnly the helm station appears to be undamaged. Sitting at the helm is a mysterious brooding character.\n\nYou can also see a mysterious brooding character here.\n\nThe solar flare pulsates on the viewer. It appears the mysterious character is using it to create a wormhole. You can tell because she cackles and says, \"Yes! The wormhole has been created by the solar flares, modulated through the shield deflector array's graviton element!\"", "endoftext": false }, { "action": "You shoot character", "response": "You shoot at the mysterious brooding character with the ray gun! Bzattt! Blam! Blam! Two misses and a hit is as good as anything! \"ARRGH!\" it cries. \"What's weird is how straightforward that was.\"\n\nThe shape-shifting alien saboteur is vaporized!", "endoftext": false }, { "action": "You look at the helm", "response": "Looks like you can either push the purple button and go through the wormhole, or the blue button and get the hell out of here and back to your home planet.", "endoftext": true }, { "action": "You shoot yourself", "response": "You shoot yourself with the ray gun! Bzattt!", "endoftext": false }, { "action": "You shoot helm", "response": "You shoot the helm station with the ray gun! Bzattt!", "endoftext": true }, { "action": "You describe your surroundings", "response": "The bridge is a chaotic turmoil of viewscreens overloading with warning messages and a full portal view of nightmarish solar flares, barely dimmed by filters and polarization. Sparks pop out of consoles and bits of debris float like macro dust motes in a violent sunbeam.\n\nOnly the helm station appears to be undamaged.", "endoftext": false }, { "action": "You examine wormhole", "response": "The wormhole is pulsating with a rainbow of sickly colors, swirling in the solar tidal currents.", "endoftext": false }, { "action": "You shoot the wormhole", "response": "You shoot the wormhole with the ray gun! Bzattt!", "endoftext": false }, { "action": "Examine ray", "response": "It's not one you recognize. Perhaps some saboteur left it behind. Its power is almost completely discharged.", "endoftext": false }, { "action": "Y.", "response": "debugcheapnitfol quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "The intercom crackles to life: \"Starbase EZ-99 to Centennial Crow... your mission, should you choose to accept it, which we trust you will since otherwise you and your crew will be out of a job... is to deliver PZ-12 to Earth... in the year 1990... Failure is not an option.\"\n\nThe endlessness of outer space stretches out through the vast, translucent plasma shield that serves as a viewing window. The flight deck itself would be a marvel of technology, were it not for all the wires and panels that have clearly been haphazardly arranged. The only exit is aft.\n\nCaptain Arnold - an obese, pale-blond man with a preposterous mustache - is reclining in the back of his captainly chair once again, one hand glued to his chin. He looks very much like a caricature of those starship captains from the old VR shows (such as \"Intergalactic Warmongering: The Series\" and other suchlike corny things.)\n\nA hologram stands in pride of place next to the captain, ready to answer whatever questions the captain may have (provided that they have nothing to do with the number 42, that is.)", "endoftext": false }, { "action": "About you", "response": "You are Anne Walken, Emergencies Specialist, assigned to the spacecraft Centennial Crow for a period of up to (and potentially including) five years, plus time dilation. So far, the only emergency requiring your expertise was when there was that nasty toilet paper shortage, and that was nine months ago. It is fairly safe to say that you are a wee bit bored. Your previous job was much more exciting, since (among other things) it involved fighting off giant space monsters, dealing with spaceship crews going on strike (all you needed to use was an instant cloning machine, it turned out), and other suchlike things.\n\nThe captain yawns. \"I can't seem to stay awake, Walken. And this is one tricky maneuver to make... Steering a ship between an exploding star and a supermassive black hole ain't a piece of cake.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na ray gun\n\nThe captain looks like he can barely steer the ship with his brainwaves. Not that his brainwaves were much to talk about, in the first place..", "endoftext": false }, { "action": "You examine hologram", "response": "The hologram's artificial intelligence is somewhat artificial. Hence it is somewhat appropriate that he looks like a bodybuilder. In order to address issues of extraterrestrial discrimination, it was decided that he should have green skin.\n\nThe captain yawns. \"Walken, get me some coffee. That'll be helpful.\"", "endoftext": false }, { "action": "Aft", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.", "endoftext": false }, { "action": "Starboard", "response": "This is the only part of the spaceship where you have any likelihood of finding coffee.\n\nYou cannot resist groaning under your breath as you see Engineer Blartswoggle stuffing himself like a pig, one hand clutching a cup of steaming coffee.\n\nThe drink dispenser fills up half the room with its staggering presence.", "endoftext": false }, { "action": "You examine the dispenser", "response": "It's very simple to use, being made up of just one big red button. According to the instruction manual: \"\"The Megaslurp Psionic Rehydrator reads your mind waves and produces the approriate drink accordingly.\"", "endoftext": false }, { "action": "You ask the Engineer about the coffee", "response": "Engineer Blartswoggle turns his head slowly towards you. You suddenly notice that there are tentacles sticking out of his hair!", "endoftext": false }, { "action": "You ask the Engineer for the coffee", "response": "Engineer Blartswoggle has better things to do.", "endoftext": false }, { "action": "You drink alcohol", "response": "You drink it down in one gulp, feeling it burn the sides of your throat. After the smoke subsides, you begin to see the world differently.", "endoftext": false }, { "action": "You take the coffee", "response": "That seems to belong to Engineer Blartswoggle.", "endoftext": false }, { "action": "You hit Engineer", "response": "Bare-knuckle fighting is so 21th century. This is the future! We use ray guns now!", "endoftext": false }, { "action": "You shoot engineer", "response": "You draw your ray gun on the Engineer. \"Don't shoot me!\" he cries. \"Here, take my coffee and give it to the Captain!\"", "endoftext": false }, { "action": "You take the coffee", "response": "You already have that.", "endoftext": false }, { "action": "Port", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.", "endoftext": false }, { "action": "Forward", "response": "The endlessness of outer space stretches out through the vast, translucent plasma shield that serves as a viewing window. The flight deck itself would be a marvel of technology, were it not for all the wires and panels that have clearly been haphazardly arranged. The only exit is aft.\n\nCaptain Arnold - an obese, pale-blond man with a preposterous mustache - is reclining in the back of his captainly chair once again, one hand glued to his chin. He looks very much like a caricature of those starship captains from the old VR shows (such as \"Intergalactic Warmongering: The Series\" and other suchlike corny things.)\n\nA hologram stands in pride of place next to the captain, ready to answer whatever questions the captain may have (provided that they have nothing to do with the number 42, that is.)", "endoftext": false }, { "action": "You give the coffee to Captain", "response": "\"Thanks a lot, Walken,\" the captain says gratefully. He takes one gulp and spits it out: \"Bleurgh! It tastes of alien drool! There are ALIENS on this spaceship! Walken, go and get rid of them! Go!\"", "endoftext": false }, { "action": "You shoot engineer", "response": "You draw your ray gun on the Engineer, and fire off several shots in his direction. In spite of his remarkable corpulence, he dodges easily.", "endoftext": false }, { "action": "Port", "response": "This is basically a bunch of bunkbeds. No privacy, no luxury, no soap.\n\nSitting cross-legged on the floor, you recognize none other than Lieutenant Hatwonsky, famed for his ability to shoot three aliens with one shoot of his plasma rifle. Oddly enough, the rest of the crew appear to have mysteriously vanished.", "endoftext": false }, { "action": "Aft", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.\n\nUpon a round, metal table, trapped inside a glistening stasis field, is the reason behind this dangerous mission through space and time... a great, whopping big pizza!", "endoftext": false }, { "action": "You look at the pizza", "response": "This is not just any ordinary pizza. It has been specially designed for one special person, based on a detailed study of their genetic makeup. And, of course, the flavour is said to be beyond heavenly: perfect crust, delicious tomato sauce, mozzarella that melts in your mouth...", "endoftext": false }, { "action": "You open hatch", "response": "You open the hatch, and get sucked out through the airlock. Shortly afterwards, you are both frozen, carbonized and disintegrated alive.", "endoftext": false }, { "action": "You ask Captain about the alien", "response": "The Captain interrupst you rudely. \"Walken, don't you think you should be fetching me some coffee?\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bottle of alcohol\na ray gun", "endoftext": false }, { "action": "Go west", "response": "This is the only part of the spaceship where you have any likelihood of finding coffee.\n\nYou cannot resist groaning under your breath as you see Engineer Blartswoggle stuffing himself like a pig, one hand clutching a cup of steaming coffee.\n\nThe drink dispenser fills up half the room with its staggering presence.", "endoftext": false }, { "action": "You shoot lieutenant", "response": "You draw your ray gun, but the Lieutenant is too fast for you. He transforms into a great slobbering fanged slugbeast and devours you alive!", "endoftext": false }, { "action": "You ask Lieutenant about the crew", "response": "\"What the hell's happened to the other guys, Hatwonsky?\" you ask.\n\nThe Lieutenant only smiles in a sinister fashion, revealing some very pointy teeth in the process.", "endoftext": false }, { "action": "You shoot yourself", "response": "Wrong target.", "endoftext": false }, { "action": "You eat the pizza", "response": "You gobble it up. Shortly afterwards, you are mysteriously erased from history.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na pizza\na bottle of alcohol\na ray gun", "endoftext": false }, { "action": "East", "response": "Lieutenant Hatwonsky has better things to do.", "endoftext": false }, { "action": "You examine Tube", "response": "The only part which you can reasonably meddle with is the control panel.", "endoftext": false }, { "action": "You examine the panel", "response": "There are three large square buttons, one red, one green and one blue. Convenient enough, unless you happen to be colour-blind.", "endoftext": true }, { "action": "Look around", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nEngineer Blartswoggle is standing here, staring at the Tube and looking foolish. The tentacles in his hair are standing upright.\n\nLieutenant Hatwonsky is standing here, also staring at the Tube. His teeth are most prominent.", "endoftext": false }, { "action": "You shoot engineer", "response": "You fire off a shot, but Newton's Third Law is your downfall. As Blartswoggle's head is blasted off, you are sent flying backwards into Hatwonsky's slavering jaws.", "endoftext": false }, { "action": "You shoot lieutenant", "response": "You fire off a shot, counting on your knowledge of Newton's Third Law to save you. As Hatwonsky's head is blasted off, you are sent flying backwards into Blartswoggle. The force of the impact disintegrates him into a million little alien slugs, which immediately decide that the Centennial Crow is no place for their kind.", "endoftext": false }, { "action": "Go north", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nYou can see Lieutenant Hatwonsky's corpse here.", "endoftext": false }, { "action": "You go north", "response": "You stride onto the flight deck, and Captain Arnold acknowledges your presence with a sleepy grunt. \"Did you get rid of the blighters, Walken?\" he asks. \"Yes, captain,\" you reply, rolling your eyes. \"Then I've got another job for you: deliver the PZ-12. Can you do that?\"\n\n\"Of course I can, captain,\" you reply coldly.\n\nThe endlessness of outer space stretches out through the vast, translucent plasma shield that serves as a viewing window. The flight deck itself would be a marvel of technology, were it not for all the wires and panels that have clearly been haphazardly arranged. The only exit is aft.\n\nCaptain Arnold - an obese, pale-blond man with a preposterous mustache - is reclining in the back of his captainly chair once again, one hand glued to his chin. He looks very much like a caricature of those starship captains from the old VR shows (such as \"Intergalactic Warmongering: The Series\" and other suchlike corny things.)\n\nA hologram stands in pride of place next to the captain, ready to answer whatever questions the captain may have (provided that they have nothing to do with the number 42, that is.)", "endoftext": false }, { "action": "Go west", "response": "This is the only part of the spaceship where you have any likelihood of finding coffee.\n\nThe drink dispenser fills up half the room with its staggering presence.", "endoftext": false }, { "action": "Go east", "response": "This is basically a bunch of bunkbeds. No privacy, no luxury, no soap.", "endoftext": false }, { "action": "You ask Captain about the pizza", "response": "Captain Arnold sighs. \"The hologram will explain all this better than I can. Anyway, I sure need a nap...", "endoftext": false }, { "action": "You ask the hologram about pizza", "response": "The hologram says: \"You must hurry, Anne Walken. The stability of spacetime itself is at stake.\"", "endoftext": false }, { "action": "You drop corpse", "response": "Dropped.", "endoftext": true }, { "action": "You look at Captain", "response": "You see nothing special about Captain Arnold.\n\nThe captain yawns. \"I can't seem to stay awake, Walken. And this is one tricky maneuver to make... Steering a ship between an exploding star and a supermassive black hole ain't a piece of cake.\"", "endoftext": false }, { "action": "You examine gun", "response": "It's a vintage LaserLobber 2056, deluxe model. You've had it ever since you graduated from Interstellar University with Superluminal Honours.\n\nThe captain yawns. \"Walken, get me some coffee. That'll be helpful.\"", "endoftext": false }, { "action": "You ask the hologram about the pizza", "response": "The hologram says: \"Anne Walken, we have a problem. The Centennial Crow cannot enter the wormhole owing to a solar flare in the neighborhood. You must therefore jump into the wormhole and deliver the PZ-12 to the individual known only under the code name of Hessian. You are running out of time. You have five minutes remaining. \"\nA computerized voice says from overhead \"Five minutes before wormhole is in range. No smoking allowed.\"", "endoftext": false }, { "action": "Go south", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nYou can see Lieutenant Hatwonsky's corpse here.\n\n\"Four minutes! Switch off all your mobile phones!\"", "endoftext": false }, { "action": "Go south", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.\n\nUpon a round, metal table, trapped inside a glistening stasis field, is the reason behind this dangerous mission through space and time... a great, whopping big pizza!\n\n\"Three minutes!\"", "endoftext": false }, { "action": "You take the pizza", "response": "Taken.\n\n\"Two minutes!\"", "endoftext": false }, { "action": "You open hatch", "response": "You open the hatch, and get sucked out through the airlock. Shortly afterwards, you are both frozen, carbonized and disintegrated alive.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na pizza\na bottle of alcohol\na ray gun\n\n\"Sixty seconds!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA computerized voice overhead says coldly: \"The Centennial Crow is now within range. Open the hatch now.\"", "endoftext": false }, { "action": "You open hatch", "response": "You cannot bring yourself to open the hatch, even though you know that owing to reality distortions you should logically survive the fall with a 50% probability.", "endoftext": false }, { "action": "You open hatch", "response": "You cannot bring yourself to open the hatch, even though you know that owing to reality distortions you should logically survive the fall with a 50% probability.\n\n\"You have failed, Anne Walken,\" a computerised voice says sternly. \"As a consequence of your instinct for self-preservation, you have created a chain of events leading to your own self being erased from history.\"\n\n\"Nooooooooooooo! Please - \"", "endoftext": false }, { "action": "You open hatch", "response": "The influence of the alcohol is such that the idea of jumping into a wormhole armed with only a pizza seems quite a fun thing to do. So you boldly leap into the unknown!\n\nThe rest is a blur, but after landing on Earth somewhat singed but none the worse for wear, you find your way to the house where Hessian is supposed to live.\n\nYou knock at the door, worn out by your interstellar antics, and to your astonishment Christopher Walken -- who was your great-great-great-great-great-great- great-great-great-great-great grandfather -- opens the door! \"Hey, that pizza smells simply wonderful,\" he exclaims with a smile.", "endoftext": true } ]
s5o4sp68ytqotdwa
The Adam and Eve Project
Brian Kwak
[]
[ "IntroComp", "Introcomp 2017", "walkthrough" ]
2,017
[ 0, 0, 0, 0, 0 ]
0
0
20170802
false
In this incomplete game, you play as Adam and Eve, two amnesiac people selected to participate in an experiment by an unknown third entity. The entity offers a choice: spend the rest of your lives here in this artificial Eden or see the fruit of the Tree of Knowledge and leave Eden forever.
[ { "action": "%", "response": "Choose one of the following:\n\n1) male\n2) female\n3) random", "endoftext": false }, { "action": "3", "response": "[random]\n\nPress any key to continue. »\nI find myself in the middle of a dimly lit room. The room is adequately furnished, but my eyes focus on a safe sitting on the floor in a corner.\n\n(Type \"examine safe\" to examine the safe.)", "endoftext": false }, { "action": "You look at safe", "response": "It's a metal safe. It's locked, but there's some sort of touch screen on the front. There's also a sheet of paper on top of the safe.\n\n(You can also use \"x\" instead of \"examine\" to examine\nthings.)", "endoftext": false }, { "action": "You look at the screen", "response": "It looks like I can type in a password here to open the safe.\n\n(Type \"enter password\" when you think you know the password to the safe.)", "endoftext": false }, { "action": "You take the paper", "response": "There's a calendar printed on the front.\n\nAs I pick it up, I notice something written on the back: \"PW: 4-12-4-3\".", "endoftext": false }, { "action": "You enter password", "response": "Enter password:", "endoftext": false }, { "action": "4-12-4-3", "response": "The screen beeps angrily and flashes red. That must not have been the right password.", "endoftext": false }, { "action": "You read the paper", "response": "There's a calendar printed on the front.\n\nOn the back is some writing that reads \"PW: 4-12-4-3\".", "endoftext": false }, { "action": "Adam", "response": "The screen flashes green and transforms, displaying the words \"WELCOME, ADAM\". The safe clicks and swings open, revealing its contents.\n\nIn the safe is an earpiece.", "endoftext": false }, { "action": "You take the earpiece", "response": "It's one of those things you put into your ear to talk to someone without having to use your hands.\n\nI'm debating whether or not to wear it when I hear a faint voice coming out from it. I hurry to put it in my ear, anxious as to who might be on the other end. »", "endoftext": false }, { "action": "You say hello", "response": "better of them. »\n\nTree of Knowledge, they were cast out of the place they called home.\n»\n\nTree of Knowledge, they were cast out of the place they called home.\n»\n\nEden... »\n\nhere forever. »\n\n»\n\n»\n\nsituation. »\n\nit. »\n\nI'm in now, so I should start with that. »\n\neach other updated. »\n\ncard. »\n\n(Type \"inventory\" or just \"i\" to look at what you're holding. You\ncan examine each item in further detail.)", "endoftext": false }, { "action": "You check your inventory", "response": "(Type \"look\" to get a broad look at the room you're currently\nin.)", "endoftext": false }, { "action": "You look at the map", "response": "(You can also type \"switch\" to switch perspectives from Adam to\nEve.)", "endoftext": true }, { "action": "Look around", "response": "There's a bed here in the corner, so I guess you'd call it a bedroom. Going by the map, it'd be the northwest corner, facing south. There's a wardrobe next to the bed up against the north wall, and the safe I opened earlier is in the corner beside it. There's a desk at the foot of the bed, and there's some kind of painting on the wall above the desk.\n\nThere are also two doors. According to the map, they lead east and south.", "endoftext": false }, { "action": "You examine the bed", "response": "the blanket seems pretty thin.\nmiddle of the room, but it turns out I had just gotten out of bed while half-asleep and only came to my senses while standing.", "endoftext": false }, { "action": "You look at the desk", "response": "drawer. There's also a phone on the desk... but will this phone actually work?", "endoftext": false }, { "action": "You look at the card", "response": "it, otherwise known as the male symbol.\nnecessarily make me male.", "endoftext": false }, { "action": "You examine the painting", "response": "Um...", "endoftext": false }, { "action": "Go east", "response": "It seems like a regular bathroom. There's a washstand with a mirror over it, a toilet, and a shower.", "endoftext": false }, { "action": "You examine toilet", "response": "(Type \"flush toilet\" to flush the toilet.)", "endoftext": false }, { "action": "Flush toilet", "response": "fashion.", "endoftext": false }, { "action": "You examine the mirror", "response": "one of those medicine cabinets. But it won't open.", "endoftext": false }, { "action": "Go west", "response": "There's a bed in the northwest corner. Next to it is a wardrobe, and then the safe I opened earlier. A desk is at the foot of the bed, and above it hangs some sort of painting.\n\nThe door to the east leads to the bathroom, and there's another door going south.", "endoftext": false }, { "action": "You enter the wardrobe", "response": "it.\nwould make a mess.", "endoftext": false }, { "action": "Switch", "response": "If we go by the map, the bed would be in the southeast corner, with a wardrobe next to it against the south wall. There's a desk at the foot of the bed, with a clock hanging on the wall above it. The safe I opened earlier is in the southwest corner.\n\nThere are also two doors that lead west and north, according to the map.", "endoftext": false }, { "action": "You look at the clock", "response": "of times, but the hands aren't moving.\nmanually.\n\n(Type \"set clock to XX:XX\" to set the clock to a certain\ntime.)", "endoftext": false }, { "action": "Inventory", "response": "", "endoftext": false }, { "action": "You go west", "response": "A regular-looking bathroom. There's a washstand with a mirror over it, a toilet, and a shower.", "endoftext": false }, { "action": "You look at the toilet", "response": "It says... \"6:30\".\n\n(Type \"flush toilet\" to flush the toilet.)", "endoftext": false }, { "action": "Go east", "response": "There's a bed in the southeast corner; following the south wall, there's a wardrobe and then the safe I opened earlier. A desk is at the foot of the bed with a clock hanging above it.\n\nThe door to the west leads to the bathroom, and there's another door going north.", "endoftext": false }, { "action": "You look at the desk", "response": "particularly interesting about it, other than the fact that there's a lamp on it.", "endoftext": false }, { "action": "You examine the lamp", "response": "ceiling.\nin a ceiling light.\nto change the lights!", "endoftext": false }, { "action": "Switch", "response": "There's a bed in the northwest corner. Next to it is a wardrobe, and then the safe I opened earlier. A desk is at the foot of the bed, and above it hangs some sort of painting.\n\nThe door to the east leads to the bathroom, and there's another door going south.", "endoftext": false }, { "action": "You examine the phone", "response": "display only shows four digits, so I think it's only set up to dial four-digit extensions.\n\n(To dial a number, type \"dial number\".)", "endoftext": false }, { "action": "Go east", "response": "It seems like a regular bathroom. There's a washstand with a mirror over it, a toilet, and a shower.", "endoftext": false }, { "action": "Flush toilet", "response": "fashion.", "endoftext": false }, { "action": "You examine toilet", "response": "(Type \"flush toilet\" to flush the toilet.)", "endoftext": false }, { "action": "Switch", "response": "There's a bed in the southeast corner; following the south wall, there's a wardrobe and then the safe I opened earlier. A desk is at the foot of the bed with a clock hanging above it.\n\nThe door to the west leads to the bathroom, and there's another door going north.", "endoftext": false }, { "action": "You examine the clock", "response": "hands manually if I want to.\n\n(Type \"set clock to XX:XX\" to set the clock to a certain\ntime.)", "endoftext": false }, { "action": "You examine the mirror", "response": "side, so it's probably a medicine cabinet that's been locked.", "endoftext": false }, { "action": "You examine the desk", "response": "drawer. There's also a phone on the desk.", "endoftext": false }, { "action": "1250", "response": "number to dial.", "endoftext": false }, { "action": "You look at the mirror", "response": "side.", "endoftext": false }, { "action": "You read it", "response": "not be a pipe. I don't really understand it, but it might be important.", "endoftext": false }, { "action": "9193", "response": "number to dial.", "endoftext": false }, { "action": "You open it", "response": "to that.", "endoftext": false }, { "action": "You look at the wardrobe", "response": "clothing inside.", "endoftext": false }, { "action": "You look at the bed", "response": "mattress doesn't feel all that comfortable.\nthe floor.\nmuch time in this place.", "endoftext": false }, { "action": "You look at safe", "response": "attention to it anymore.", "endoftext": false }, { "action": "You examine the phone", "response": "extensions.\n\n(To dial a number, type \"dial number\".)", "endoftext": false }, { "action": "9999", "response": "number to dial.", "endoftext": true } ]
oqe8xrhykks7w19x
Apoptosis
Kate McKee
[]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100401
false
In this small game, you play as a short-lived creature with the evolutionary ability to steal traits from other creatures. You have lots of competition trying to get inside, but you can do this. Use your skills to get to the front of the line, get inside, and get seats for all your friends. And don't forget to keep up your strength; all this work is exhausting. (In case you're wondering, apoptosis is a form of controlled cell death.)
[ { "action": "%", "response": "It can't be possible, after the evolutionary price your kind has already paid to get this far. There are thousands of them, jostling, vying for a few places inside. There's a lot more of them than you, but even in your very short life, you've already competed successfully for limited resources.\n\nFortunately, your genomic >TRAITS will serve you in achieving your goal. You might be able to steal traits from others, along the way.\n\nSo get rid of the competition in front of you, get inside, and save a spot for your friends. And be sure to keep your strength up along the way. This whole process is exhausting.\n\nA long narrow space in which you all line up, jockeying for access Inside.\n\nIn front of you: The gently-waving, cream-colored cascade over her face and shoulders looks like so much fettucine. Delicate skin in a thin grey coat.\n\nIn front of you: A potato-shaped adolescent. Perhaps that's an uncharitable description. But honestly, he looks like a potato. Brown, bulgy, irregular, poorly-washed, and common.\n\nIn front of you: Presumably a full-grown adult, although it's hard to tell with the peaked red felt cap, antennaelike extensions, eyes on rods, and the enormous Pokemonesque bodysuit. You can't help but be impressed by the clawlike projections, however.\n\nIn front of you: A couple, joined at the hip and shoulder, matching in light blue.", "endoftext": true }, { "action": "Traits", "response": "You are the master of the following spells:\ncorripere: steal traits from a neighboring organism", "endoftext": false }, { "action": "Corripere lobster", "response": "You watch him CHOPPUS with his pincers, again and again. You absorb his trait, CHOPPUS, which will now allow you to cleave things in two.\n\nNutrients materialize out of the ether.", "endoftext": false }, { "action": "Choppus", "response": "You'll have to specify what you want to chop.", "endoftext": true }, { "action": "You look around", "response": "A long narrow space in which you all line up, jockeying for access Inside.\n\nDeliciously appetizing: a fat cube, a carbohydrate cube and a protein cube.\n\nIn front of you: The gently-waving, cream-colored cascade over her face and shoulders looks like so much fettucine. Delicate skin in a thin grey coat.\n\nIn front of you: A potato-shaped adolescent. Perhaps that's an uncharitable description. But honestly, he looks like a potato. Brown, bulgy, irregular, poorly-washed, and common.\n\nIn front of you: Presumably a full-grown adult, although it's hard to tell with the peaked red felt cap, antennaelike extensions, eyes on rods, and the enormous Pokemonesque bodysuit. You can't help but be impressed by the clawlike projections, however.\n\nIn front of you: A couple, joined at the hip and shoulder, matching in light blue.", "endoftext": false }, { "action": "You eat the protein", "response": "Eat? Do you mean, PHAGUS?", "endoftext": false }, { "action": "Corripere potato", "response": "You watch him PHAGUS his food, again and again. You absorb his trait, PHAGUS, which will now allow you to phagocytose nutrients.\n\nThe potato-like youth spies the protein cube, extends a pseudopod, and greedily phagocytoses the protein cube. Gulp.", "endoftext": false }, { "action": "Phagus carbohydrate", "response": "You consume the carbohydrate cube and feel the surge of energy.", "endoftext": false }, { "action": "PHAGUS yourself", "response": "You consume yourself and feel the surge of energy.\n\nDeliciously appetizing: a carbohydrate cube and a protein cube.", "endoftext": true }, { "action": "Look around", "response": "A long narrow space in which you all line up, jockeying for access Inside.\n\nDeliciously appetizing: a fat cube.\n\nIn front of you: The gently-waving, cream-colored cascade over her face and shoulders looks like so much fettucine. Delicate skin in a thin grey coat.\n\nIn front of you: A potato-shaped adolescent. Perhaps that's an uncharitable description. But honestly, he looks like a potato. Brown, bulgy, irregular, poorly-washed, and common.\n\nIn front of you: Presumably a full-grown adult, although it's hard to tell with the peaked red felt cap, antennaelike extensions, eyes on rods, and the enormous Pokemonesque bodysuit. You can't help but be impressed by the clawlike projections, however.\n\nIn front of you: A couple, joined at the hip and shoulder, matching in light blue.", "endoftext": false }, { "action": "Phagus cube", "response": "You consume the fat cube and feel the surge of energy.", "endoftext": false }, { "action": "Traits", "response": "You are the master of the following spells:\nphagus: consume a nutrient for energy\ncorripere: steal traits from a neighboring organism\nchoppus: to chop or cleave something into two pieces", "endoftext": false }, { "action": "Corripere", "response": "You'll have to specify whom you're stealing traits from.\n\nNutrients materialize out of the ether.", "endoftext": false }, { "action": "Phagus protein", "response": "You consume the protein cube and feel the surge of energy.\n\nThe potato-like youth spies the carbohydrate cube, extends a pseudopod, and greedily phagocytoses the carbohydrate cube. Gulp.", "endoftext": false }, { "action": "Corripere potato", "response": "You watch him PHAGUS his food, again and again. You absorb his trait, PHAGUS, which will now allow you to phagocytose nutrients.", "endoftext": false }, { "action": "Corripere couple", "response": "You watch him canoodle and attempt to reproduce. You absorb their trait, SCINDERE, which allows you to split yourself into two equal selves.", "endoftext": false }, { "action": "Corripere fettucine", "response": "You watch her TRUDERE her hair, back and forth, so many times. You absorb her trait, TRUDERE, which will now allow you to move stuff from in front of you to behind you.", "endoftext": false }, { "action": "Scindere", "response": "You successfully split yourself into multiple selves!", "endoftext": false }, { "action": "Trudere couple", "response": "You try to shove the pair behind you in line, but you're not able to move the duo. You'll have to find another way to get them behind you.\n\nThe potato-like youth spies the fat cube, extends a pseudopod, and greedily phagocytoses the fat cube. Gulp.", "endoftext": false }, { "action": "Choppus couple", "response": "You successfully divide the undivisible pair. They fall apart, distraught, and drift gradually behind you in line.", "endoftext": false }, { "action": "Trudere Potato", "response": "A moment's hesitation, then you mutter the words, trying to push Potato-Boy behind you in line.\n\nA few heated moments where outcome is in doubt, then an actinic flash, as you successfully alter gravity, shoving Potato-Boy successfully backwards behind you in line. Potato-Boy, finding himself at the rear of the line, sulks.\n\nNutrients materialize out of the ether.\n\nThe potato-like youth spies the carbohydrate cube, extends a pseudopod, and greedily phagocytoses the carbohydrate cube. Gulp.", "endoftext": false }, { "action": "Phagus protein", "response": "You consume the protein cube and feel the surge of energy.", "endoftext": false }, { "action": "Trudere fettucine", "response": "A moment's hesitation, then you mutter the words, trying to push Fettucine-Woman behind you in line.\n\nA few heated moments where outcome is in doubt, then an actinic flash, as you successfully alter gravity, shoving Fettucine-Woman successfully backwards behind you in line. Fettucine-Woman, finding herself at the rear of the line, sulks.", "endoftext": false }, { "action": "You go inside", "response": "The only way you want to go is in, and you still have some competition.\n\nThe potato-like youth spies the fat cube, extends a pseudopod, and greedily phagocytoses the fat cube. Gulp.", "endoftext": true }, { "action": "You look around", "response": "A long narrow space in which you all line up, jockeying for access Inside.\n\nBehind you: The gently-waving, cream-colored cascade over her face and shoulders looks like so much fettucine. Delicate skin in a thin grey coat.\n\nBehind you: A potato-shaped adolescent. Perhaps that's an uncharitable description. But honestly, he looks like a potato. Brown, bulgy, irregular, poorly-washed, and common.\n\nIn front of you: Presumably a full-grown adult, although it's hard to tell with the peaked red felt cap, antennaelike extensions, eyes on rods, and the enormous Pokemonesque bodysuit. You can't help but be impressed by the clawlike projections, however.\n\nBehind you: A couple, joined at the hip and shoulder, matching in light blue.", "endoftext": false }, { "action": "Traits", "response": "You are the master of the following spells:\ntrudere: application of sagittal force to an object, forcing it to move behind you\nphagus: consume a nutrient for energy\ncorripere: steal traits from a neighboring organism\nchoppus: to chop or cleave something into two pieces\nscindere: splitting oneself into two equal selves", "endoftext": false }, { "action": "You examine the lobster", "response": "He keeps cleaving small objects between his powerful claws.", "endoftext": false }, { "action": "Trudere Lobster", "response": "A moment's hesitation, then you mutter the words, trying to push Lobster-Man behind you in line.\n\nA few heated moments where outcome is in doubt, then an actinic flash, as you successfully alter gravity, shoving Lobster-Man successfully backwards behind you in line. Lobster-Man, finding himself at the rear of the line, sulks.", "endoftext": false }, { "action": "Go inside", "response": "Finally, you're inside! Now grab a seat for you and several for your friends.\n\nNutrients materialize out of the ether.", "endoftext": false }, { "action": "You sit", "response": "You and yourselves sit on all the chairs there are! You have overcome the cell wall and caused apoptosis!", "endoftext": true } ]
xvhyzcol9t0e9bx
Bored Ladders
Marius Müller
[]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
You are a respected member of your people. They have given you and Kevin a mission. Find the Tomb of the Unknown Tool and find the artifact that will defeat the evil Braintree, the oldest enemy of your people.
[ { "action": "%", "response": "The Braintree. The oldest enemy of your people, sitting there in the middle of the Neverlight Forest. Sitting...scheming. So now he put a giant space claw on Pluto, and Pluto powers your people, because you are some kind of sci-fi metaphor for hippies and back to nature -stuff. So the Eldest of your people send you and Kevin on a mission to find the Tomb of the Unknown Tool, also known as Grave of the nameless Idiot. There you will find the artifact to defeat the evil Braintree. So there you are, at the edge of the Forest, ready to begin your trip. I will be your eyes and ears. And nose.\n\nNo relation to any real people called Kevin or Jim is implied.\n\nThe forest is dark and foreboding, yadda, yadda, forest path.\n\nYou can see Jim here.", "endoftext": false }, { "action": "You examine Jim", "response": "Jim is wearing something made of 100% natural cotton, because your people are into nature and stuff.", "endoftext": false }, { "action": "About you", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You ask Jim about Kevin", "response": "Jim gives you a satisfying answer.\n\n\"Shouldn't we follow the Forest Path? What do you mean not implemented? It's just here, to the northnortheast.\"\nJim goes to the Northnortheast.\nYou follow Jim to the Northnortheast.\nThe forest path looks pretty normal...Oh dear!\nVacuum Trap!!!\nJim explodes in the goriest way you can imagine (so it might be\npretty tame).\n\nVacuum Trap!!!\nThere's nothing here to see, as vacuum is invisible. Luckily, you're immune to vacuum, as all creatonists are. The forest path continues to the east.", "endoftext": false }, { "action": "East", "response": "Tomb of the Unknown Tool, also known as Grave of the nameless Idiot\nIt is done up in a modern style, all glass and steel, the lettering of its name float over the glass front as flashy laser projections. The entrance leads down (by elevator).", "endoftext": false }, { "action": "Down", "response": "Nice elevator music!\n\nThis room is full of skulls and bones. Right before you lies the slain corpse of the famous adventurer Monathan Mlask, who has met his doom here. A door leads, hm, let's say southeast.\n\nYou can see a bubble gum door and a Chicken with Hands! here.", "endoftext": false }, { "action": "You take Chicken", "response": "I don't suppose the Chicken with Hands! would care for that.", "endoftext": false }, { "action": "You look at Chicken", "response": "You see nothing special about the Chicken with Hands!.", "endoftext": false }, { "action": "You go southeast", "response": "(first opening the bubble gum door)\nIt seems to be locked.", "endoftext": false }, { "action": "You unlock the door with Chicken", "response": "(first taking the Chicken with Hands!)\nI don't suppose the Chicken with Hands! would care for that.", "endoftext": false }, { "action": "You unlock door", "response": "(with the wrapper key)\nThe Chicken with Hands! has better things to do.", "endoftext": false }, { "action": "You take the wrapper key", "response": "That seems to belong to the Chicken with Hands!.", "endoftext": false }, { "action": "You ask Chicken for the key", "response": "The Chicken with Hands! has better things to do.", "endoftext": false }, { "action": "You hit Chicken", "response": "It flutters up and chokes you to death with its creepy hands. So you die disgusted.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You squeeze Chicken", "response": "Keep your hands to yourself.", "endoftext": false }, { "action": "Kiss Chicken", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You kill Chicken", "response": "It flutters up and chokes you to death with its creepy hands. So you die disgusted.", "endoftext": true }, { "action": "Look around", "response": "This room is full of skulls and bones. Right before you lies the slain corpse of the famous adventurer Monathan Mlask, who has met his doom here. A door leads, hm, let's say southeast.\n\nYou can see a bubble gum door and a Chicken with Hands! here.", "endoftext": false }, { "action": "You eat door", "response": "(first taking the bubble gum door)\nThat's fixed in place.", "endoftext": false }, { "action": "You wake Chicken", "response": "That seems unnecessary.", "endoftext": false }, { "action": "Up", "response": "Tomb of the Unknown Tool, also known as Grave of the nameless Idiot\nIt is done up in a modern style, all glass and steel, the lettering of its name float over the glass front as flashy laser projections. The entrance leads down (by elevator).\n\nThe Chicken with Hands! arrives from below.", "endoftext": false }, { "action": "You go to the west", "response": "Vacuum Trap!!!\nThere's nothing here to see, as vacuum is invisible. Luckily, you're immune to vacuum, as all creatonists are. The forest path continues to the east.\n\nThe Chicken with Hands! arrives from the east.\n\nThe Chicken implodes, which looks kinda awesome. You see something glinting in the wreckage.", "endoftext": false }, { "action": "You take all", "response": "(the wrapper key)\nTaken.", "endoftext": false }, { "action": "You go east", "response": "Tomb of the Unknown Tool, also known as Grave of the nameless Idiot\nIt is done up in a modern style, all glass and steel, the lettering of its name float over the glass front as flashy laser projections. The entrance leads down (by elevator).", "endoftext": true }, { "action": "Go downwards", "response": "Nice elevator music!\n\nThis room is full of skulls and bones. Right before you lies the slain corpse of the famous adventurer Monathan Mlask, who has met his doom here. A door leads, hm, let's say southeast.\n\nYou can see a bubble gum door here.", "endoftext": false }, { "action": "You unlock door", "response": "(with the wrapper key)\nYou unlock the bubble gum door.", "endoftext": false }, { "action": "You open door", "response": "You open the bubble gum door.", "endoftext": false }, { "action": "Go southeast", "response": "There are hordes of gold and silver, ipods and other treasures. Being from a culture who is all back to nature and stuff, you're not interested. A small tunnel leads, what didn't we have, southwest.\n\nBut there is the unknown tool, a typewriter.\n\nYou can also see a bubble gum door here.\n\nThe typewriter types a \"9\" with a clang.", "endoftext": false }, { "action": "You take the typewriter", "response": "Taken.\n\nThe typewriter types a \"8\" with a clang.", "endoftext": false }, { "action": "Go southwest", "response": "You can see the sky through the glass dome, and beloved Pluto far above.\n\nThere is an incredible large heap of the intelligent, but unresponsive Ladders of Mercury here. They look pretty bored, not being used for their given purpose.\n\nThe typewriter types a \"7\" with a clang.", "endoftext": false }, { "action": "Go up", "response": "You can't go that way.\n\nThe typewriter types a \"6\" with a clang.", "endoftext": false }, { "action": "You climb ladder", "response": "You can't see any such thing.\n\nYou shoulder all but one of the ladders, who actually weight nothing, and put that one up. Then you climb it, stack the other one on top, climb that, etc. You have to break the glass dome, but after that it's easy work till the cloud layer. As you leave Earth'sa atmosphere, you're once again happy to be immune to Vacuum. Luckily it still only takes you one turn to reach Pluto in the unmeasurable vastness of Space.\n\nYou are standing on Pluto, at the foot of the Space Claw holding your beloved Planet.\n\nThe typewriter types a \"5\" with a clang.\n\nYou are standing on Pluto, at the foot of the Space Claw holding your beloved Planet.\n\nThe typewriter types a \"4\" with a clang.\n\n[Previous turn undone.]", "endoftext": false }, { "action": "You examine the typewriter", "response": "It's an old typewriter, which has some dynamite in it.\n\nThe typewriter types a \"4\" with a clang.", "endoftext": false }, { "action": "You drop the typewriter", "response": "You carefully place the typewriter at the foot of the Space Claw, then run up the next slope and get proppeled into the vast, cold nothingness of Space. Behind you, there is a giant and satisfyingly loud explosion. You drift through Space as helpless as the next sequel hook. But with Pluto's power restored, your people are able to find you, sailing to your rescue on Space Birds. Back home, they're having a big celebration in your honor, and you finally muster up your courage to speak to the silk weavers daughter. Braintree is still at large, but it's not like he can run away.", "endoftext": true } ]
5iztuxwskbjiktqu
A Bunch of Keys
Mike Gerwat
[]
[ "Spring Thing 2018", "Spring Thing Game" ]
2,018
[ 0, 0, 0, 0, 0 ]
0
0
20180422
false
A time travel story of a real life piano tuner and repairman who just happens to be blind.
[ { "action": "%", "response": "Do you want to restore a saved game?", "endoftext": false }, { "action": "You go north", "response": "Skip the intro?", "endoftext": false }, { "action": "Go north", "response": "We all chatted that day. Was all that had happened merely been a dream? Clearly something had happened. To have those three folks there, in your humble flat, sharing a cup of tea asking all the usual questions. Genesis, yes, your favourite band, after all the experiences you'd been through, to come to this situation. All the bizarre situations, all the strange worlds you'd been through seemed so unreal to you.\n\nThe time had come for them to leave and as they did so, you reflected on what had happened. Here you were, no sight, a pair of cochlear implants being worn and working as well as they could be expected to. You wondered what could happen next.\n\nYou walked around your flat, feeling the walls until You came upon a frame. A picture frame, actually it was a perspex frame, it had four screws around the outside, You knew it to be your old diploma that you received on leaving the RNC, Royal Normal College. You could remember it's words as clearly as if it were yesterday.\n\n© 2018 by Mike Gerwat All rights reserved worldwide\nType \"HELP\" for the help menu.\nReading both the help menu and the walkthrus are essential even for experienced players.\nIf you don't then don't complain if you can't finish the game.\n\nYou are standing in the Living Room of your flat. You can't see since you were born blind and since you've lost your hearing, you only have cochlear implants, so direction is extremely difficult to find here.\n\nFeeling around you \"see\" the familiar things you know so well. I say \"see\", but of course you can't actually see them. There's a diploma in a perspex frame on the wall here. It's hanging on a hook and can be removed easily from the wall. A coffee table and a very old comfortable couch are here as well. The Kitchen is to the west and the Bathroom is to the east. The Bedroom is north of here.\n\n:", "endoftext": false }, { "action": "About you", "response": "Thats you, Matey Gerwat. Master Piano Tuner and Repairman. You can not see and never have been able to. Your cochlear implants enable you to communicate, not actually hear now. They don't have any sense of proper direction but at least, with care, people can talk to you, but as for music? Well that's all a thing of be past for you now. True, you are somewhat overweight, but apart from that you are in reasonably good health.\n\n:", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are wearing:\na pair of cochlear processors\na Rolling Stones tee shirt\na pair of stretchy trousers\na pair of sneakers\na pair of white socks\n\n:", "endoftext": false }, { "action": "You examine the cochlear", "response": "I don't know the word \"cochlear\" or the cochlear is not here.\n\n:", "endoftext": false }, { "action": "You look at the processors", "response": "These cochlear processors are worn you so that you can hear. When you lost your hearing you thought it was the end of the world being both deaf and blind. These have given you new life and a way to communicate with the world at large.\n\n:", "endoftext": false }, { "action": "You examine the shirt", "response": "Bloody Hell! You've had this shirt ever since you attended that raucous Rolling Stones concert at Wembley back in the 60's. Its got a huge but faded Stones logo of a huge red tongue hanging out of a disembodied mouth.\n\n:", "endoftext": false }, { "action": "You examine the trousers", "response": "These bell-bottom trousers are a hold over from the 60's. Why you continue to wear outdated clothing is beyond belief. For some reason there are no pockets in it.\n\n:", "endoftext": false }, { "action": "You examine the sneakers", "response": "You've wrapped the entire length and width of your size 18 sneakers in duct tape. However some remnants of the original shoes remain visible through gaps in the tape.\n\n:", "endoftext": false }, { "action": "You look at the socks", "response": "You can't see any such thing.\n\n:", "endoftext": true }, { "action": "Look around", "response": "You are standing in the Living Room of your flat. You can't see since you were born blind and since you've lost your hearing, you only have cochlear implants, so direction is extremely difficult to find here.\n\nFeeling around you \"see\" the familiar things you know so well. I say \"see\", but of course you can't actually see them. There's a diploma in a perspex frame on the wall here. It's hanging on a hook and can be removed easily from the wall. A coffee table and a very old comfortable couch are here as well. The Kitchen is to the west and the Bathroom is to the east. The Bedroom is north of here.\n\n:", "endoftext": false }, { "action": "You look at the diploma", "response": "Ah, you well remember your dad putting this in a frame. It is square and the frame has holes at the top through which string is placed for hanging it up. It is hanging on a hook on the wall. You notice four screws around it to hold the diploma in place. What is strange is, dad must have been short of screws because you notice they are all of different sizes and types. How strange, you had never noticed that before. Around the outside of the frame strong sticky tape has also been placed. \"Glass smashes too easily boy\". Dad always called me boy, never by my name.\n\n:", "endoftext": false }, { "action": "You look at the screws", "response": "There are screws at each of the four corners of the frame. top left, top right, bottom left and bottom right.\n\n:", "endoftext": false }, { "action": "You touch top left", "response": "It's a large flathead screw.\n\n:", "endoftext": false }, { "action": "You touch the top right", "response": "It's a small flathead screw.\n\n:", "endoftext": false }, { "action": "You feel the couch", "response": "This is your old over-stuffed very comfortable couch. You can't count the times that you've fallen asleep on it. The cushions are just right for sitting, on lieing on or sleeping on.\n\n:", "endoftext": false }, { "action": "You sleep on the couch", "response": "I only understood you as far as wanting to sleep.\n\n:", "endoftext": false }, { "action": "You sit on couch", "response": "You get onto the couch.\n\n:", "endoftext": false }, { "action": "Sleep", "response": "You aren't feeling especially drowsy.\n\n:", "endoftext": false }, { "action": "You get up", "response": "You get off the couch.\n\n:", "endoftext": false }, { "action": "You go to the west", "response": "As you head to your kitchen, you bump into the coffee table and nearly trip. Your hand brushes the top of the table and feel an envelope and a key.\n\n:", "endoftext": false }, { "action": "You feel the envelope", "response": "This an envelope that from the college you went to has sent you. You were told by your care person Maz that you would be getting one.\n\n:", "endoftext": false }, { "action": "You open the envelope", "response": "You open the envelope and discover an invitation and a list inside which you take.\n\n:", "endoftext": false }, { "action": "You read the list", "response": "Damn it! The bloody thing is not printed in Braille. You will have to have your care person Maz read it for you. You place the envelope and the list on the table.\n\n:", "endoftext": false }, { "action": "You feel key", "response": "Try examining the key instead.\n\n:", "endoftext": false }, { "action": "You examine the key", "response": "This is a shiny key, with a triangular end, and it has holes at the top end of it. It fits into a piano's triangular lock. A string can be inserted through the hole so the key can be worn round the neck, or hung up anywhere. There seems to be some writing on it, but it's extremely small and if you try to feel the writing, that doesn't work. There is something familiar about it. You think for a moment and then remember:\n\nIt is one of the three types of keys used to unlock a piano. It feels new. Had Tony Banks accidently left it behind? You certainly don't remember ever having one, Not for many many years at any rate. As you hold it, you feel a tingle in your fingers and a strange smell enters the room. Something you have not smelled for many years now. The smell of a wonderful Steinway Grand. The wood, the hammers, the strings, the frame, they are all there. All as you have known them. How to get back, how to re-live that world and this key seems to have a purpose, to make you fulfiill yet another quest, as you had done to meet Genesis. Those smells, they really remind you of your college and tuning days. This key has time-travelling properties and must be worn and touched in order to be effective.\n\nVisions come before you as in a dream. You are back at college. There is a steam train, your tickets are being checked. Then you're at college, unpacking stuff from your trunk. How well you remember it all. That noise, the sound of \"chipping up\". Boy did you ever hate that. The sound of old Doul's voice, haunting you. He always seemed to be on duty back then.\n\nMore memories, like film sound tracks come before you. A vague memory of being in a house with your faithful guide dog, Bridget. Your meeting someone, but surely not? Although she's younger, could it be your career? Then there's other things: warm arms around you, that scent? But no, that never happened did it? Finally, you're with three men in your flat, laughing away. They are slapping you on the back.\n\n\"You saved our concert you know\".\n\nPhil Collins. Ah yes, it's Genesis, You'd always wanted to meet them and what you had to go through to do so. Was it just a game you wonder? Genesis Quest? No you remember, your first adventure and yes Elzerith.The dream fades and you're back in your flat again. What could this all mean? Another adventure, but this time, back into your past? You wonder what the future may hold.\n\n:", "endoftext": false }, { "action": "You wear the key", "response": "It would just fall off your corpulent body.\n\n:", "endoftext": false }, { "action": "Exits on", "response": "Exit listing is now on.\n\n:", "endoftext": false }, { "action": "Go west", "response": "You decide to read the contents of the envelope first.\n\n:", "endoftext": false }, { "action": "You read the envelope", "response": "You can't read the envelope.\n\n:", "endoftext": false }, { "action": "You open the envelope", "response": "You've already opened it.\n\n:", "endoftext": false }, { "action": "You read the invitation", "response": "The invitation is typewritten and you'll have to call your care person Maz to come and read it to you. You replace it in the envelope.\n\n:", "endoftext": false }, { "action": "Go east", "response": "You need to go into the kitchen and call Maz before you do that.\n\n:", "endoftext": false }, { "action": "Go west", "response": "You head to the Kitchen to call Maz first.\n\nThis is your kitchen. It has the usual things found in it, a sink, a cupboard is part of the wall above the counter, and also your refrigerator. A stove stands here as well. On the wall is a phone. Underneath the cupboard attached to the wall is a cellophane dispenser and a very long and large counter.\n\n:", "endoftext": false }, { "action": "You call Maz", "response": "How's about picking up the phone?\n\n:", "endoftext": false }, { "action": "You take the phone", "response": "You pick up the phone and can now call Maz.\n\n:", "endoftext": false }, { "action": "You call Maz", "response": "You call Maz and tell her you need her to come and read your list, She tells you to be ready when she arrives. You hang up the phone and get ready for her when she arrives.\n\n:", "endoftext": false }, { "action": "You feel top of the counter", "response": "You feel nothing on top of the counter.\n\n:", "endoftext": false }, { "action": "You feel counter", "response": "There are 3 drawers built into the counter. A left drawer, a center drawer, and a right drawer.\n\n:", "endoftext": false }, { "action": "You open the left drawer", "response": "Leave it alone for now.\n\n:", "endoftext": false }, { "action": "You examine the cupboard", "response": "This cupboard hangs above the counter and has been here since the fifties I think. It's typical of the time. The paint is old but has lasted a long time.\n\n:", "endoftext": false }, { "action": "You feel top of the cupboard", "response": "There's nothing on top of the cupboard.\n\n:", "endoftext": true }, { "action": "You look at your surroundings", "response": "You're back in the Kitchen once more.\n\n:", "endoftext": false }, { "action": "You feel the floor", "response": "Kitchen floor description here.\n\n:", "endoftext": false }, { "action": "You feel wall", "response": "Which do you mean, the wall or the kitchen wall?\n\n:", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\n:\nI beg your pardon?\n\n:", "endoftext": false }, { "action": "You open fridge", "response": "As open the refrigerator, a musty smell assails your nostrils. In adddtion to the smell you notice that the damn thing is totally empty. You remember that you turned off the power when you went on vaction to the Spain. You close the fridge.\n\n:", "endoftext": false }, { "action": "You feel the cellophane", "response": "You can't see any such thing.\n\n:", "endoftext": false }, { "action": "You feel dispenser", "response": "The dispenser is empty.\n\n:", "endoftext": false }, { "action": "You feel the sink", "response": "This kitchen sink has two long handled turnable taps on it. One for hot and one for cold. They are currently off.\n\n:", "endoftext": false }, { "action": "You feel the stove", "response": "This old stove has 5 dials on the front of it and four burners on top of it. In addition there is a long un-used oven which is part of the stove. You notice the oven dial has Braille markings on it to show the temperature. After all if you can't see, you need something to tell you what heat the damn thing is set to. There is also an ignition button to press for lighting the stove. The trouble is, it can be unreliable. It's a damn good thing you've got North Sea Gas or you'd gas yourself to death.\n\n:", "endoftext": false }, { "action": "You open the left drawer", "response": "You re-open the left drawer.\n\n:", "endoftext": false }, { "action": "You feel the left drawer", "response": "Feeling the left drawer you find it to be open.\n\n:", "endoftext": false }, { "action": "You feel inside left drawer", "response": "Nothing else turns up.\n\n:", "endoftext": false }, { "action": "You close the left drawer", "response": "You close the left drawer.\n\n:", "endoftext": false }, { "action": "You feel behind the counter", "response": "You feel nothing behind the counter.\n\n:", "endoftext": false }, { "action": "You feel under the counter", "response": "Nothing turns up.\n\n:", "endoftext": false }, { "action": "You open the left drawer", "response": "You re-open the left drawer.\n\n:", "endoftext": false }, { "action": "You feel behind the left drawer", "response": "You feel nothing behind the left drawer.\n\n:", "endoftext": false }, { "action": "You close the drawer", "response": "Which do you mean, the left drawer or the right drawer?\n\n:", "endoftext": false }, { "action": "Left", "response": ":", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are wearing:\na pair of cochlear processors\na Rolling Stones tee shirt\na pair of stretchy trousers\na pair of sneakers\na pair of white socks\n\n:", "endoftext": false }, { "action": "You go east", "response": "You're back in your Living Room.\n\nOn the coffee table are an envelope, a list, and a piano key.\n\n:", "endoftext": false }, { "action": "You take the piano key", "response": "You take the piano key off the table.\n\n:", "endoftext": false }, { "action": "You feel top of the counter", "response": "You discover a string.\n\n:", "endoftext": false }, { "action": "You take the string", "response": "Taken.\n\n:", "endoftext": false }, { "action": "Thread string through key", "response": "You thread the string through the hole on the piano key and tie the ends together.\n\n:", "endoftext": false }, { "action": "You wear the key", "response": "You put on the piano key.\n\n:", "endoftext": false }, { "action": "Go east", "response": "You're back in your Living Room.\n\nOn the coffee table are an envelope and a list.\n\n:", "endoftext": false }, { "action": "Exits", "response": "The obvious exits are north, east and west (to Kitchen).\n\n(Use EXITS ON to enable the status line exit lister and EXITS OFF to turn it off.)\n\n:", "endoftext": false }, { "action": "Go north", "response": "This is your familiar bedroom. you know it so well. Feeling around, you find your bed here. It's unmade as usual. There is a dresser in here with three drawers in it, as well as your closet which is currently closed.\n\n:", "endoftext": false }, { "action": "Feed bed", "response": "You can't feed the bed.\n\n:", "endoftext": false }, { "action": "You feel the bed", "response": "This bed has been around a long time, It's been well slept in. The mattress bears evidence of this. There is a sheet on the bed and a large warm looking blanket on it.\n\n:", "endoftext": false }, { "action": "You feel closet", "response": "This holds your clothes and whatever else you can dump in it.\n\n:", "endoftext": false }, { "action": "You open the closet", "response": "Matey needs to get ready for Maz. That can come later.\n\n:", "endoftext": false }, { "action": "You go south", "response": "You're back in your Living Room.\n\nOn the coffee table are an envelope and a list.\n\n:", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\n\n:", "endoftext": false }, { "action": "Go east", "response": "You head to the Bathroom.\n\nThis bathroom isn't very large but you've got used to it. It has a sink, a walk-in shower, the usual toilet and a small bathroom cabinet above the sink There is also a towel rack bolted to the wall with 2 towels on it.\n\n:", "endoftext": false }, { "action": "Undress", "response": "This is not the place to do that. Go to the bedroom.\n\n:", "endoftext": false }, { "action": "Go north", "response": "You're back in your familiar Bedroom.\n\n:", "endoftext": false }, { "action": "Undress", "response": "You take off the Rolling Stones tee shirt, the pair of stretchy trousers, the pair of sneakers, and the pair of white socks and drop them at your feet.\n\n:", "endoftext": false }, { "action": "You go to the east", "response": "You head to the Bathroom.\n\nYou're back in your bathroom.\n\n:", "endoftext": false }, { "action": "You enter the shower", "response": "You get into the shower stall.\n\n:", "endoftext": false }, { "action": "You take shower", "response": "You don't have the soap! GAME OVER MATEY!\n\nThis is one of the places where you can't UNDO. You need to restore\na save game. Hope you've got one handy or you're S.O.L.", "endoftext": false }, { "action": "Yes", "response": "© 2018 by Mike Gerwat All rights reserved worldwide\nType \"HELP\" for the help menu.\nReading both the help menu and the walkthrus are essential even for experienced players.\nIf you don't then don't complain if you can't finish the game.\n\nYou are standing in the Living Room of your flat. You can't see since you were born blind and since you've lost your hearing, you only have cochlear implants, so direction is extremely difficult to find here.\n\nFeeling around you \"see\" the familiar things you know so well. I say \"see\", but of course you can't actually see them. There's a diploma in a perspex frame on the wall here. It's hanging on a hook and can be removed easily from the wall. A coffee table and a very old comfortable couch are here as well. The Kitchen is to the west and the Bathroom is to the east. The Bedroom is north of here.\n\n:", "endoftext": false }, { "action": "You feel the top of the table", "response": "You feel an envelope and a key.\n\n:", "endoftext": false }, { "action": "You take the phone", "response": "You need to put the piano key on the counter first.\n\n:", "endoftext": false }, { "action": "You feel shower", "response": "As walk-in showers go, this one works very well. It has the usual shower head, removable if needed and it fits inside the usual shower bracket. This moves up and down on a pipe like standard showers do. Below it, is a flat box. It has a twist knob and a lever. The lever sets the water pressure and the twist knob sets the temperature. There is also a heavy duty sturdy curtain hanging on the shower rail.\n\n:", "endoftext": false }, { "action": "You feel inside the shower", "response": "You can't feel inside of the shower stall.\n\n:", "endoftext": false }, { "action": "You feel top of the shower", "response": "There's nothing on top of the shower stall.\n\n:", "endoftext": false }, { "action": "You feel the sink", "response": "How small this is, it obviously was installed for someone much smaller than you are. It's quite low down as well, whoever lived here before you must have been very short. you've never bothered having it changed. It has the usual two taps, hot on the left and cold on the right. There is a thin chain with a plug on it as well. where the chain is attached to the sink, there is the usual set of holes for the overflow.\n\n:", "endoftext": false }, { "action": "You feel the top of the sink", "response": "There's nothing on top of the bathroom sink.\n\n:", "endoftext": false }, { "action": "You feel cabinet", "response": "A small cabinet with two glass sliding doors. it holds all your personal stuff.\n\n:", "endoftext": false }, { "action": "You feel top of the cabinet", "response": "There's nothing on top of the bathroom cabinet.\n\n:", "endoftext": false }, { "action": "You open the cabinet", "response": "You open the cabinet revealing:\na jar of deodorant\na bottle of aftershave\na bottle of shampoo\na toothbrush\na bar of soap\na tube of toothpaste\na comb\n\n:", "endoftext": false }, { "action": "You take the soap", "response": "You take the bar of soap.\n\n:", "endoftext": false }, { "action": "You feel the soap", "response": "You can smell this soap as soon as you get near it and good heavens it's Ferry soap. It's very distinctive, but there's just one thing. It's not been made for years as far as you are aware, either you've had it a very long time or twut ever. It is currently wrapped.\n\n:", "endoftext": false }, { "action": "You eat the soap", "response": "That's plainly inedible.\n\n:", "endoftext": false }, { "action": "Close cabinet", "response": "You close the bathroom cabinet.\n\n:", "endoftext": false }, { "action": "You unwrap the soap", "response": "You unwrap the soap.\n\n:", "endoftext": false }, { "action": "Inventory", "response": "You are wearing:\na piano key\na pair of cochlear processors\n\nYou are carrying:\na bar of soap\n\n:", "endoftext": false }, { "action": "Close shower", "response": "That's not something you can close.\n\n:", "endoftext": false }, { "action": "You take the shower", "response": "You wash yourself in the shower.\n\n:", "endoftext": false }, { "action": "You smell yourself", "response": "You smell of April freshness.\n\n:", "endoftext": false }, { "action": "Go outside", "response": "You get out of the showerstall.\n\n:", "endoftext": false }, { "action": "You open the cabinet", "response": "You open the cabinet revealing:\na jar of deodorant\na bottle of aftershave\na bottle of shampoo\na toothbrush\na tube of toothpaste\na comb\n\n:", "endoftext": false }, { "action": "You take the shampoo", "response": "You only need to wash yourself and brush your teeth for now.\n\n:", "endoftext": false }, { "action": "You put soap in the cabinet", "response": "You replace the bar of soap in the cabinet.\n\n:", "endoftext": false }, { "action": "You take the toothpaste", "response": "You take the tube of toothpaste.\n\n:", "endoftext": false }, { "action": "You take the toothbrush", "response": "You take the toothbrush.\n\n:", "endoftext": false }, { "action": "You touch the toothpaste", "response": "Just an ordinary tube of toothpaste.\n\n:", "endoftext": false }, { "action": "You put the toothpaste on the toothbrush", "response": "Putting things on the toothbrush would achieve nothing.\n\n:", "endoftext": false }, { "action": "Brush teeth", "response": "Until you squeeze some paste on the brush, that's not happening.\n\n:", "endoftext": false }, { "action": "You squeeze the paste on the brush", "response": "The tube isn't open.\n\n:", "endoftext": false }, { "action": "Open tube", "response": "You open the tube of toothpaste.\n\n:", "endoftext": false }, { "action": "You squeeze the paste on the brush", "response": "You squeeze a small amount of toothpaste onto the toothbrush, close the tube and replace it in the cabinet.\n\n:", "endoftext": false }, { "action": "Brush teeth", "response": "You brush your teeth.\n\n:", "endoftext": false }, { "action": "Clean brush", "response": "You can't clean the toothbrush.\n\n:", "endoftext": false }, { "action": "You put the brush in the cabinet", "response": "You replace the toothbrush in the cabinet.\n\n:", "endoftext": false }, { "action": "You examine the tower", "response": "I don't know the word \"tower\" or the tower is not here.\n\n:", "endoftext": false }, { "action": "You look at the towel", "response": "Which do you mean, the hand towel or the bath towel?\n\n:", "endoftext": false }, { "action": "Bath", "response": "This towel is for drying yourself after a shower or a bath.\n\n:", "endoftext": false }, { "action": "You take the bath towel", "response": "You remove the bath-towel from the rack.\n\n:", "endoftext": false }, { "action": "You dry yourself", "response": "You dry yourself.\n\n:", "endoftext": false }, { "action": "You put the bath towel on the rack", "response": "You replace the bath towel back on the rack.\n\n:", "endoftext": false }, { "action": "You go north", "response": "You're back in your familiar Bedroom.\n\nYou can see a pair of white socks, a pair of sneakers, a pair of stretchy trousers, and a Rolling Stones tee shirt here.\n\n:", "endoftext": false }, { "action": "You touch the dresser", "response": "Feeling the dresser you feel three drawers in it. Top, middle, and bottom.\n\n:", "endoftext": false }, { "action": "You open the top", "response": "You open the top drawer revealing:\na bunch of white-shirts\n\n:", "endoftext": false }, { "action": "You takthe white-shirt", "response": "You don't need to do that at this time.\n\n:", "endoftext": false }, { "action": "You get dressed", "response": "You put on the pair of white socks, the pair of sneakers, the pair of stretchy trousers, and the Rolling Stones tee shirt.\n\n:", "endoftext": false }, { "action": "Close top", "response": "You close the top drawer.\n\n:", "endoftext": false }, { "action": "You open the middle", "response": "You open the middle drawer and see a bunch of knickers and a bunch of tee shirts.\n\n:", "endoftext": false }, { "action": "You take the knickers", "response": "You remove the bunch of knickers from the middle drawer.\n\n:", "endoftext": false }, { "action": "You wear the knickers", "response": "You put on the bunch of knickers.\n\n:", "endoftext": false }, { "action": "You take the bunch of tee shirts", "response": "I only understood you as far as wanting to take the bunch of knickers.\n\n:", "endoftext": false }, { "action": "You feel bunch", "response": "These are your underpants also known as skivvies.\n\n:", "endoftext": false }, { "action": "You take the tee shirts", "response": "You remove the bunch of tee shirts from the middle drawer.\n\n:", "endoftext": false }, { "action": "You wear the tee shirts", "response": "You put on the bunch of tee shirts.\n\n:", "endoftext": false }, { "action": "Inventory", "response": "You are wearing:\na bunch of tee shirts\na bunch of knickers\na piano key\na pair of cochlear processors\n\n:", "endoftext": false }, { "action": "Close middle", "response": "You close the middle drawer.\n\n:", "endoftext": false }, { "action": "You open the bottom", "response": "You open the bottom drawer and see a pair of school socks, a pair of pajamas, and a dressing gown.\n\n:", "endoftext": false }, { "action": "You take school socks", "response": "You remove the pair of school socks from the bottom drawer.\n\n:", "endoftext": false }, { "action": "You wear them", "response": "You can't fit into that any more, so forget it Matey.\n\n:", "endoftext": false }, { "action": "You put the school socks in the bottom", "response": "You put the pair of school socks into the bottom drawer.\n\n:", "endoftext": false }, { "action": "You look at the bottom", "response": "This is the bottom drawer of the dresser.\n\n:", "endoftext": false }, { "action": "You feel in the bottom", "response": "Not until you get out of the closet.\n\n:", "endoftext": false }, { "action": "Close bottom", "response": "You close the bottom drawer.\n\n:", "endoftext": false }, { "action": "You wear the trousers", "response": "You put on the pair of stretchy trousers.\n\n:", "endoftext": false }, { "action": "You wear the sneakers", "response": "You put on the pair of sneakers.\n\n:", "endoftext": false }, { "action": "Inventory", "response": "You are wearing:\na pair of sneakers\na pair of stretchy trousers\na bunch of tee shirts\na bunch of knickers\na piano key\na pair of cochlear processors\n\n:", "endoftext": false }, { "action": "You touch the floor", "response": "You feel nothing on the floor.\n\n:", "endoftext": false }, { "action": "You touch the top of the floor", "response": "There's nothing on top of the floor.\n\n:", "endoftext": true }, { "action": "Look around", "response": "You're back in your familiar Bedroom.\n\nYou can see a pair of white socks and a Rolling Stones tee shirt here.\n\n:", "endoftext": false }, { "action": "You get dressed", "response": "Hey my good man! You're already dressed in ratty clothes.\n\n:", "endoftext": false }, { "action": "You wait for Maz", "response": "I only understood you as far as wanting to wait.\n\n:", "endoftext": false }, { "action": "You stand", "response": "You get off the couch.\n\n:", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\n\n:", "endoftext": false }, { "action": "You think", "response": "What a good idea.\n\n:", "endoftext": false }, { "action": "You look at the door", "response": "You feel nothing unexpected.\n\n:", "endoftext": false }, { "action": "You open the door", "response": "You dare not go outside unless your care person Maz is with you.\n\n:", "endoftext": false }, { "action": "Undress", "response": "You take off the pair of sneakers, the pair of stretchy trousers, the bunch of tee shirts, and the bunch of knickers and drop them at your feet.\n\n:", "endoftext": false }, { "action": "You get dressed", "response": "You put on the bunch of tee shirts, the bunch of knickers, the pair of sneakers, the pair of stretchy trousers, the pair of white socks, and the Rolling Stones tee shirt.\n\n:", "endoftext": false }, { "action": "You wait", "response": "You wait for Maz to show up.\n\n:", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n:", "endoftext": false }, { "action": "You check the phone messages", "response": "I only understood you as far as wanting to check the wall phone.\n\n:", "endoftext": false }, { "action": "You call Maz", "response": "How's about picking up the phone?\n\n:", "endoftext": false }, { "action": "Touch key", "response": "Try examining the key instead.\n\n:", "endoftext": false }, { "action": "You examine the key", "response": "This is a shiny key, with a triangular end, and it has holes at the top end of it. It fits into a piano's triangular lock. A string can be inserted through the hole so the key can be worn round the neck, or hung up anywhere. There seems to be some writing on it, but it's extremely small and if you try to feel the writing, that doesn't work. There is something familiar about it. You think for a moment and then remember:\n\nIt is one of the three types of keys used to unlock a piano. It feels new. Had Tony Banks accidently left it behind? You certainly don't remember ever having one, Not for many many years at any rate. As you hold it, you feel a tingle in your fingers and a strange smell enters the room. Something you have not smelled for many years now. The smell of a wonderful Steinway Grand. The wood, the hammers, the strings, the frame, they are all there. All as you have known them. How to get back, how to re-live that world and this key seems to have a purpose, to make you fulfiill yet another quest, as you had done to meet Genesis. Those smells, they really remind you of your college and tuning days. This key has time-travelling properties and must be worn and touched in order to be effective.\n\nVisions come before you as in a dream. You are back at college. There is a steam train, your tickets are being checked. Then you're at college, unpacking stuff from your trunk. How well you remember it all. That noise, the sound of \"chipping up\". Boy did you ever hate that. The sound of old Doul's voice, haunting you. He always seemed to be on duty back then.\n\nMore memories, like film sound tracks come before you. A vague memory of being in a house with your faithful guide dog, Bridget. Your meeting someone, but surely not? Although she's younger, could it be your career? Then there's other things: warm arms around you, that scent? But no, that never happened did it? Finally, you're with three men in your flat, laughing away. They are slapping you on the back.\n\n\"You saved our concert you know\".\n\nPhil Collins. Ah yes, it's Genesis, You'd always wanted to meet them and what you had to go through to do so. Was it just a game you wonder? Genesis Quest? No you remember, your first adventure and yes Elzerith.The dream fades and you're back in your flat again. What could this all mean? Another adventure, but this time, back into your past? You wonder what the future may hold.\n\n:", "endoftext": false }, { "action": "Go west", "response": "(first getting off the couch)\nYou get off the couch.\n\nYou're back in the Kitchen once more.\n\n:", "endoftext": false }, { "action": "You get ready", "response": "I don't know the word \"ready\" or the ready is not here.\n\n:", "endoftext": false }, { "action": "You get on the bed", "response": "You get onto the bed.\n\n:", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are wearing:\na bunch of tee shirts\na bunch of knickers\na pair of white socks\na pair of sneakers\na pair of stretchy trousers\na Rolling Stones tee shirt\na watch\na piano key\na pair of cochlear processors\n\n:", "endoftext": false }, { "action": "Examine watch", "response": "This watch is different from the usual sighted persons watch. It looks quite normal, but you can open this one. Should you do that, you'd find toughened hands a minute one and an hour one. Around the outside of the dial there are Braille dots at 5 minute intervals. At every quarter there are two dots and every half hour, three. The two dots point horizontally, and the half hour and hour ones point vertically.\n\nIt doesn't wind up, technology has taken over and you simply put a battery in every ten years or so.\n\nThere is a leather strap for attaching it to your wrist.\n\n:", "endoftext": false }, { "action": "You read watch", "response": "You can't read the watch.\n\n:", "endoftext": false }, { "action": "You open watch", "response": "You don't have the watch.\n\n:", "endoftext": false }, { "action": "You go south", "response": "(first getting off the bed)\n(first getting off the bed)\n(first getting off the bed)\n(first getting off the bed)\n(first getting off the bed)\n(first getting off the bed)\n\n*** Run-time problem P46: The memory stack is exhausted.\n\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\n(first getting off the bed)\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\n(first getting off the bed)\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\n(first getting off the bed)\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 1\n2107926\nBlock at 12 owner ID 12 size 6\n1 0 146 147 148 1\nBlock at 5 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 2 owner ID 10 size 1\n2107926\nMstack backtrace: size 155 words\nBlock at 149 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 146 owner ID 10 size 1\n2107926\nBlock at 143 owner ID 20009 size 1\n2119062\nBlock at 140 owner ID 10 size 1\n2107926\nBlock at 132 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 125 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 122 owner ID 10 size 1\n2107926\nBlock at 119 owner ID 20009 size 1\n2119062\nBlock at 116 owner ID 10 size 1\n2107926\nBlock at 108 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 101 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 98 owner ID 10 size 1\n2107926\nBlock at 95 owner ID 20009 size 1\n2119062\nBlock at 92 owner ID 10 size 1\n2107926\nBlock at 84 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 77 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 74 owner ID 10 size 1\n2107926\nBlock at 71 owner ID 20009 size 1\n2119062\nBlock at 68 owner ID 10 size 1\n2107926\nBlock at 60 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 53 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 50 owner ID 10 size 1\n2107926\nBlock at 47 owner ID 20009 size 1\n2119062\nBlock at 44 owner ID 10 size 1\n2107926\nBlock at 36 owner ID 12 size 6\n1 1 146 147 148 1\nBlock at 29 owner ID 20007 size 5\n2118646 2118518 0 0 0\nBlock at 26 owner ID 10 size 1\n2107926\nBlock at 23 owner ID 20009 size 1\n2119062\nBlock at 20 owner ID 10 size 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5ijday9f6jren7k1
Closed Circles
M. M. Kathrel
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[ "TADS", "TADS 3" ]
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20100803
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[ { "action": "%", "response": "Welcome to the IF story \"Closed Circles\".\n\nBefore heading into the story there are a few things to be mentioned to help you get the richest possible experience of the tale.\n\nYou will enter the story as a story character, free (within limits) to interact with the elements of the story and the story world. Your story character - the protagonist - will come with ideas, a personal history, and a general outlook on life that you may not agree with, but which you cannot alter. You as a reader are invited to accompany this character and to an extent decide his actions. You will be challenged, both as the story character and as a reader to make up your mind about what is going on, and what is the appropriate response to what the protagonist experiences.\n\nIf you at any time wish to be reminded of the most common ways of interacting with the story (commands that are available to you) you can type \"help\" to bring up a separate banner window with a static list of options. There will be other ways of interacting with the story too, but it is up to you to find them. Pay attention to what the story suggest that you do. That way you will be pointed in the right direction.\n\n\"About\" will bring up the story's cover art. \"Credits\" will give you the acknowledgments of the game. If nothing you type bring any reactions from the window, take a glance at the status bar at the bottom of the screen. You may be inside a narrative that prompts you to hit the space bar to continue, like this screen.\n\nNow when you are ready, you can hit the space bar and be transported to where the story begins. When you do, this introduction will be cleared from your window. Remember; \"help\" will bring up a separate banner window with a sample list of options.\n\nSPECIAL NOTICE: To my best estimate this intro is about 15% of the story as it will eventually be, and it is intended for the IF IntroComp only. The submission consists of 7 rooms, several objects, but no NPCs. When you reach Part II of the story the narrative stops mid-stride, but you can go back and forth to discover more of the content, for as long as you like. My apologies in advance for all those bugs and other ugliness that is bound to crop up.\n\nYou are transported through time and imagination to a dark and cold place, and you slowly become aware of your surroundings. In particular a most annoying voice:\n\n\"Time and time again the world has developed through the opposition of new ideas against old ones,\" someone says. \"It is an ageless war where the old ways are bound to lose on the trivial grounds that victory inevitably is defined by the survivors. And in its widest sense the core of progress is to act in the interest of self preservation.\"\n\nThe words seem to drone meaningless and disembodied around in your mind, uttered from afar, or perhaps remembered. Somehow they seem important. You are not really sure why; right now rest holds more appeal than lectures. But the churning wont't stop;\n\nConflict. Progress. Self preservation. Duty. It goes on and on.\n\n\"Go to hell,\" you think, but the thought appears automatic and without context.\n\nA loud clatter from somewhere nearby makes you start, and the movement provokes a wave of nausea. You curl up and retch emptily with your face down into trampled grass, and agony explodes inside your chest with sudden brutality.\n\nSelf preservation.\n\nYou open your eyes again, recognizing that self preservation as a practical excercise drives home a much harder lesson than a lecture.\n\n\n\nA swath of downtrodden grass (lying on the ground)\nThe sky is dark and chasing clouds are gathering into black mountains defined by the blinking stars they blot out as they build. Cold wind puts a vast ocean of surrounding grass into swaying motion. The moon is up, and its bleak presence reveals a grotesque scene: Wooden debris is scattered across a swath of partly downtrodden grass. Clothes are trampled into the dirt. A looming silhouette turns out to be a broken stage coach, tilting towards you on three wheels. The missing wheel is nowhere in sight. A body hangs out of a window next to an open door swinging in the wind, and suitcases and bags are lying around, open, their contents spilled on the ground.\n\nThe grass is trampled in a corridor to the north, outlining a track of sorts.\n\nYou grit your teeth; your rib cage feels like a conflagration, and something is wrong with your right leg.", "endoftext": false }, { "action": "You look at right leg", "response": "A long cut runs across your right tigh. Judging from the clotted blod on your pants it bled profusely.\n\nThe coach door whines quietly as it swings on its hinges, occasionally accentuated by a clatter as a particular strong gust of wind pushes it against the coach wall.", "endoftext": false }, { "action": "You open coach door", "response": "The door is already open.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.", "endoftext": false }, { "action": "You look at the coach", "response": "The wagon is a large, built-in stage coach with doors and windows.\nThe roof has cramps bolted to it and a low railing runs all the way around it. A piece of black material is stuck in the railing, flapping in the wind. The driver seat is outdoor, placed a little lower than the roof so that the front wagon wall becomes its backrest and provides a little shelter. Its front axle is broken, and the left front wheel is missing.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "You look at the black material", "response": "Its hard to make out any details from down here, but it could be a coat.\n\nThe coach door whines quietly as it swings on its hinges, occasionally accentuated by a clatter as a particular strong gust of wind pushes it against the coach wall.", "endoftext": false }, { "action": "You look", "response": "A swath of downtrodden grass (lying on the ground)\nThe sky is dark and chasing clouds are gathering into black mountains defined by the blinking stars they blot out as they build. Cold wind puts a vast ocean of surrounding grass into swaying motion. The moon is up, and its bleak presence reveals a grotesque scene: Wooden debris is scattered across a swath of partly downtrodden grass. Clothes are trampled into the dirt. A looming silhouette turns out to be a broken stage coach, tilting towards you on three wheels. The missing wheel is nowhere in sight. A body hangs out of a window next to an open door swinging in the wind, and suitcases and bags are lying around, open, their contents spilled on the ground.\n\nThe grass is trampled in a corridor to the north, outlining a track of sorts.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.\nThe agony in your ribs is bothering you. The cut in your thigh isn't making things any better either.", "endoftext": false }, { "action": "Yeah i'D say we need to examine the the coat", "response": "The word \"yeah\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing, and are wearing some clothes: a pair of shoes, a pair of pants, and a shirt.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "About yourself", "response": "Your skin is pale and dirty, and the knuckles on your right hand are bloody. A pale mark encloses your right ring finger at the base, obviously a ring used to be there. The dull ache that throbs in every joint and limb doesn't quite drown out the burning sensation around your chest. By the feel of it several ribs might just be broken. You realize that you are cold. Very cold. With this realization comes a reflex jerk as your body attempts to curl up to preserve body heat, and in response the movement sends jolts of agony from your right leg to your brain.\n\nThe coach door whines quietly as it swings on its hinges, occasionally accentuated by a clatter as a particular strong gust of wind pushes it against the coach wall.\n\nIt would probably be a good idea to find some warm clothes.", "endoftext": false }, { "action": "You look at the cut", "response": "The cut is long, but shallow, and it doesn't bleed anymore. The edges are clean, almost as if it was a knife or a sword wound.", "endoftext": false }, { "action": "You look at the clothes", "response": "Most of the clothing are mens' clothes. Shirts, socks, a tie, pants and a torn cloak and a ruined coat as well. There's a shawl here too, a dress, panties, and at least one stocking is in clear sight.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "You get up", "response": "You get up with some difficulty.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.\nYou shiver from the cold wind.", "endoftext": false }, { "action": "Search clothing", "response": "A man in his thirties perhaps, slight, and well clad, but his eyes stare into eternity with no means to convey what they see. The limbs are stiffening, suggesting that he has been dead for some hours. The cause of death is obvious... a clean cut across his throat.\n\nThe word \"clothing\" is not necessary in this story.", "endoftext": false }, { "action": "You examine black material", "response": "Its hard to make out any details from down here, but it could be a coat.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "You examine coach", "response": "The wagon is a large, built-in stage coach with doors and windows.\nThe roof has cramps bolted to it and a low railing runs all the way around it. A piece of black material is stuck in the railing, flapping in the wind. The driver seat is outdoor, placed a little lower than the roof so that the front wagon wall becomes its backrest and provides a little shelter. Its front axle is broken, and the left front wheel is missing.", "endoftext": false }, { "action": "You enter the coach", "response": "You limp over and push yourself into the coaches' dark interior.\n\nThe inside of the wagon is very dark, and the floor tilts in a steep angle toward the front left side. A lifeless body hangs out of a window. Padded seats face each other with just enough place to store small bags under them, and over the seats a shelf runs along the wall. A laced umbrella juts out from the shelf in the front right corner, and an embroidered bag is stuck under the same seat. Otherwise the coach is empty. The windowpanes on both sides are broken.", "endoftext": false }, { "action": "You examine bag", "response": "The bag is made of cloth, embroidered with tiny stitches in a floral pattern. It has been turned inside out, and nothing remains inside.\n\nThe chill saps your strength; you need warmer clothes.", "endoftext": false }, { "action": "Go outside", "response": "(out of the the interior of a broken stage coach)\nYou step out of the coach.\n\nThe sky is dark and chasing clouds are gathering into black mountains defined by the blinking stars they blot out as they build. Cold wind puts a vast ocean of surrounding grass into swaying motion. The moon is up, and its bleak presence reveals a grotesque scene: Wooden debris is scattered across a swath of partly downtrodden grass. Clothes are trampled into the dirt. A looming silhouette turns out to be a broken stage coach, tilting towards you on three wheels. The missing wheel is nowhere in sight. A body hangs out of a window next to an open door swinging in the wind, and suitcases and bags are lying around, open, their contents spilled on the ground.\n\nThe grass is trampled in a corridor to the north, outlining a track of sorts.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.", "endoftext": false }, { "action": "Up", "response": "You use the door as step and groan from the agony in your chest as you heave yourself onto the coach roof.\n\nThe roof tilts precariously to the southeast and you have to struggle to keep your balance. The railing around the sides provides a convenient handhold just as it once served to keep bags and suitcases securely in place. From this elevated position you can see further around, but all you see in the flickering moonlight is the grassy plain, stretching in all directions.\n\nA piece of black material is stuck in the railing, flapping in the wind.", "endoftext": false }, { "action": "You take the material", "response": "You take the material.", "endoftext": false }, { "action": "You take the coat", "response": "You are already carrying the material. You shiver from the cold wind.", "endoftext": false }, { "action": "Wear coat", "response": "Much to your relief you feel the coat take the sting out of the wind as you button it up.", "endoftext": false }, { "action": "You examine the coat", "response": "It is a thick, woolen, coat. The double seams and inside lining shows its quality. It has a single row of buttons down front, with big outside pockets.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "You examine the pockets", "response": "The pockets are roomy with ample room to warm your hands, or to carry stuff around.", "endoftext": false }, { "action": "You look in pockets", "response": "The pocket contains an envelope.\n\nThe windchill is uncomfortable, and you shrink into the coat as well as you can.", "endoftext": true }, { "action": "Look around", "response": "The roof tilts precariously to the southeast and you have to struggle to keep your balance. The railing around the sides provides a convenient handhold just as it once served to keep bags and suitcases securely in place. From this elevated position you can see further around, but all you see in the flickering moonlight is the grassy plain, stretching in all directions.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": true }, { "action": "Go downward", "response": "You painfully climb down, using the door as steps.\n\nThe sky is dark and chasing clouds are gathering into black mountains defined by the blinking stars they blot out as they build. The blowing wind puts a vast ocean of surrounding grass into swaying motion. The moon is up, and its bleak presence , and its chill presence reveals a grotesque scene; Wooden debris is scattered across a swath of partly downtrodden grass. The looming silhouette of the broken wagon tilts away from you on its three wheels. The missing wheel is nowhere in sight, but a dead horse with a broken leg lies next to the wagon. It is still in its harness, but three other harnesses lie on the ground around it.", "endoftext": false }, { "action": "Go inside", "response": "(first opening the door)\nYou limp over and haul yourself up into the coaches' dark interior.\n\nThe inside of the wagon is very dark, and the floor tilts in a steep angle toward the front left side. A lifeless body hangs out of a window. Padded seats face each other with just enough place to store small bags under them, and over the seats a shelf runs along the wall. A laced umbrella juts out from the shelf in the front right corner, and an embroidered bag is stuck under the same seat. Otherwise the coach is empty. The windowpanes on both sides are broken.\n\nYou feel exhausted.", "endoftext": false }, { "action": "You take the bag", "response": "You can't take that.\n\nYou realize that the coach is your best choice for the night, but consider it with mixed feelings. The chilly wind makes the outside a bad choice.", "endoftext": false }, { "action": "You open the bag", "response": "That is not something you can open. Enough. Under the circumstances you'll just have to suffer the company of the dead man.", "endoftext": false }, { "action": "You take the umbrella", "response": "You can't take that.\n\nThe relief from being out of the wind and behind the relative security of walls makes you sit down on the seat. Your body, almost as if by its own volition then slumps into a lying position, and all thought of anything but sleep is gone.", "endoftext": false }, { "action": "You open envelope", "response": "You break the seal even as you realize that the letter is not for you.\n\nThe dream started chaotically, tossing you between memories. Then it seemed to gain purpose and all of a sudden it placed you somewhere you did not want to be:\n\n\"Unacceptable!\" My mothers outrage was tangible, making the expensive earrings jingle as her head shook. I fervently wished I had concealed my plans better, but no way out now. The confrontation was a fact. I felt like a naughty schoolboy caught at a prank and hauled in to stand to justice. Her panelled office gave people that feeling, quite intentionally, no doubt.\n\n\"You are doing no such thing!\"\n\nThe walls in the office started to wave in and out of focus.\n\n\"I already have.\" I was trying to keep my calm, but the familar tension had started to build somewhere down in my stomach.\n\nA large bell rang and the office faded out, and I was standing in a square looking up at the university clock tower.\n\n\"Aahh, there you are my boy! Did you finish the assignment on the Trade balance with Belgium?\" Professor Asunac's nasal voice intruded and made me cringe.\n\n\"I'm sorry sir, but I attended a class at Institute of Astronomy last night... I haven't finished it yet.\" The professor raised his eye brows, but didn't comment directly. Instead: \"Does your mother know you are flunking classes in Buisness in favor of star gazing?\" He didn't even attempt to disguise his disapproval.\n\nStomach tension building up again. The sky above the clock tower turned into night, and the familar constellations of the Northern hemisphere swirled around me, impossibly fast.\n\nYou wake with a start and blink in bewilderment for a moment before recalling where you are and what happened.", "endoftext": false }, { "action": "You look in the envelope", "response": "The envelope contains a letter.", "endoftext": false }, { "action": "You read letter", "response": "(first taking the letter from the envelope)\nYou smooth out the paper and start reading:\n\nDear Ms Dabowe,\nI am sending this letter of introduction with my good friend Mark Dunne,\nwho has received his first appointment as Lighthouse Manager with\nthis\nassignment to the Great Plains Lighthouse. I know that Stacangers harbor master\nalready has notified you about the appointment, and I know that you will take\nas good care of him as you do of the household. I wish to let you know that\nI have trained him in his duties personally, and even if he is inexperienced\nhe has been a dilligent student and I vouch for his abilities.\nYou can trust him as you would trust me.\n\nYour friend,\nCharles Smitherhill.\nStacanger Lighthouse Manager\n\nYes, this is the letter Charles gave you that night, and the coat must be the one Charles gave you so you wouldn't stand out. Damn nice of him to write that letter. Now you just have to remember what he showed you about the lighthouse machinery so you don't make a fool of yourself... You better, but the lessons from the crash course he gave you doesn't quite manage to penetrate your headache right now.\n\nYou fold the letter again and put it back into the envelope, slightly regretting that you broke the seal.\n\nA brilliant light sweeps over the coach, leaving you with a glittering negative image on your eyes.", "endoftext": false }, { "action": "Go outside", "response": "(off of the seat)\nOkay, you're no longer on the seat.", "endoftext": false }, { "action": "You go outside", "response": "(out of the the interior of a broken stage coach)\nYou push out of the coach to the east, and dropping to the ground you raise the coats lapel to shield yourself from the windchill.\n\nThe sky is dark and chasing clouds are gathering into black mountains defined by the blinking stars they blot out as they build. The blowing wind puts a vast ocean of surrounding grass into swaying motion. The moon is up, and its bleak presence , and its chill presence reveals a grotesque scene; Wooden debris is scattered across a swath of partly downtrodden grass. The looming silhouette of the broken wagon tilts away from you on its three wheels. The missing wheel is nowhere in sight, but a dead horse with a broken leg lies next to the wagon. It is still in its harness, but three other harnesses lie on the ground around it.\n\nThe coach door whines quietly as it swings on its hinges, occasionally accentuated by a clatter as a particular strong gust of wind pushes it against the coach wall.", "endoftext": false }, { "action": "You examine the horse", "response": "The horse in the harness is a typical stage coach animal, sleek, well built, with a long strong back. Its tan coat is dry, altough there is evidence of sweat under the harness. It's front left leg is quite obviously broken, but what killed it is a mercy bullet to its head.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.\n\nA sudden brilliant light from the east puts the coach in stark silhouette, and is gone as quickly as it appeard.", "endoftext": false }, { "action": "You examine the harnesses", "response": "The harnesses appears to have been cut open and thrown off the animals that are no longer there.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an envelope, and you're wearing some clothes: a pair of shoes, a pair of pants, a shirt, and a coat.\n\nA sudden brilliant light from the east puts the coach in stark silhouette, and is gone as quickly as it appeard.", "endoftext": false }, { "action": "Go east", "response": "You limp over to the other side of the coach.\n\nThe sky is dark and chasing clouds are gathering into black mountains defined by the blinking stars they blot out as they build. Cold wind puts a vast ocean of surrounding grass into swaying motion. The moon is up, and its bleak presence reveals a grotesque scene: Wooden debris is scattered across a swath of partly downtrodden grass. Clothes are trampled into the dirt. A looming silhouette turns out to be a broken stage coach, tilting towards you on three wheels. The missing wheel is nowhere in sight. A body hangs out of a window next to an open door swinging in the wind, and suitcases and bags are lying around, open, their contents spilled on the ground.\n\nThe grass is trampled in a corridor to the north, outlining a track of sorts.", "endoftext": false }, { "action": "You examine the body", "response": "A man in his thirties perhaps, slight, and well clad, but his eyes stare into eternity with no means to convey what they see. The limbs are stiffening, suggesting that he has been dead for some hours. The cause of death is obvious... a clean cut across his throat.", "endoftext": false }, { "action": "You take the body", "response": "You can't take that.\n\nThe coach door whines quietly as it swings on its hinges, occasionally accentuated by a clatter as a particular strong gust of wind pushes it against the coach wall.\n\nA beam of light from the east sweeps over the grass before it disappears.", "endoftext": false }, { "action": "You look at the sky", "response": "You appear small and insignificant compared to the vast sky with its shifting display of chasing clouds.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.", "endoftext": false }, { "action": "You go to the east", "response": "You decide to follow the lightbeam in the hopes of finding somebody that can help in the other end. If your luck have taken a turn for the better this is the powerful beam of the Great Plains Lighthouse.\n\nYou set off into the dark, a little uneasy. Packs of wolves are not unheard of on the plain, not to mention bandits and the like.\nLimping, you trudge on, determined to make it through the night.\n\nSlowly, almost unnoticeable in the start, the stars start to pale and the sky begins to turn a lighter shade of gray. Dawn arrives, and its bleak light reveals what your hoped for, a towering lighthouse stretching toward the sky like an admonishing finger. Relief wash over you as you finally totter into a courtyard and hear the sound of gravel crunch under your feet.\n\n\n\nA lighthouse teethering on the edge of a tall cliff rises defiantly into the air. Its weathered white wash is covered by a thin layer of gray salt, making it look dingey and old. Behind it to the east an ocean stretches out into a blue haze where the rolling waves meet the gray sky above. Beyond boulders to the west a wide open expanse of plains stretches as far as you can see, using a palette of green and amber, making it an ocean of a different sort. A patch of gravel serves as a courtyard and is fenced in by the two wings of the lighthouse, sensibly shielding it from the brunt of the weather.\n\nShrill shrieks from the seagulls sailing on the wind above pierce the constant din of waves breaking on the beach far below the cliff.\n\nFar to the west a flock of birds circle over a fixed spot in the plain.", "endoftext": false }, { "action": "You examine Lighthouse", "response": "The lighthouse seems quite old, but it could be that the exposed position between the sky, the sea and the plains stretching out to the east weathers the paint quickly. A daring seagull swoops down with an angry shriek.", "endoftext": false }, { "action": "You enter", "response": "(first opening the front door)\n\nThe hallway is narrow and dusty, but well lit due to the tall window to the east. Old paint comes off the rough wooden walls, and the ceiling once white, now has a gray layer of salt on it. A few pegs have been hammered into the wall next to the main door and serve as a simple place to hang a coat. Two doors stand shoulder to shoulder on the west wall, and another is next to the window on the east wall. To the south, a stairwell with spindly stairs leads straight up.\n\nAn old cloak lies on the floor, partly covering an old boot, apparently having slipped off its peg.", "endoftext": false }, { "action": "You look at the cloak", "response": "The cloak is made of black oiled cloth, of the kind fishermen use when they are out in stormy weather. It is stiff from salt and full of sand.", "endoftext": false }, { "action": "You take the cloak", "response": "You take the cloak. You pick up the cloak and give it a shake, spraying fine sand all over yourself in the process.", "endoftext": false }, { "action": "You examine the boot", "response": "The boot has obviously seen better days. Its dirty sole is partly coming off.", "endoftext": false }, { "action": "You take the boot", "response": "As you pick up the boot you hear something jingle inside. You take the old boot.", "endoftext": false }, { "action": "You look in the boot", "response": "The old boot contains a key.", "endoftext": false }, { "action": "You look at the key", "response": "The key is quite small and made of dull metal. The key head is circular so it can be fitted onto a key ring.", "endoftext": false }, { "action": "You take the key", "response": "You take the key.", "endoftext": true }, { "action": "Look around", "response": "The hallway is narrow and dusty, but well lit due to the tall window to the east. Old paint comes off the rough wooden walls, and the ceiling once white, now has a gray layer of salt on it. A few pegs have been hammered into the wall next to the main door and serve as a simple place to hang a coat. Two doors stand shoulder to shoulder on the west wall, and another is next to the window on the east wall. To the south, a stairwell with spindly stairs leads straight up.", "endoftext": false }, { "action": "You examine the cloak", "response": "The cloak is made of black oiled cloth, of the kind fishermen use when they are out in stormy weather.", "endoftext": false }, { "action": "You go east", "response": "You can't go that way. Obvious exits lead south; west; and out, back to courtyard.", "endoftext": false }, { "action": "You look at the door", "response": "Which door do you mean, the main door, the right door, or the left door?", "endoftext": false }, { "action": "Main door", "response": "It's a heavy wooden door, once painted bright white. It's open.", "endoftext": false }, { "action": "You close the door", "response": "You close the main door.", "endoftext": false }, { "action": "You close main door", "response": "The main door is already closed.", "endoftext": false }, { "action": "You examine the right door", "response": "It's been painted to match the walls, and quite narrow. Perhaps a closet door of some sort. It's closed.", "endoftext": false }, { "action": "You examine the left door", "response": "It's in dire need of paint, and quite narrow. Perhaps a closet door of some sort. It's closed.", "endoftext": false }, { "action": "You examine the window", "response": "The window is tall, reaching almost from floor to ceiling. Its windowpanes are horrendously dirty, and only a pale gray light filters in through the thick layer of salt covering the outside. The windowsill is extremely dusty and full of dead flies.", "endoftext": false }, { "action": "You go south", "response": "A stair rises straight up through a hole in the ceiling, winding about a center pole that is as thick as a tree. There's a railing on the outside of the steps all the way up. It looks like a rickety structure, but both steps and railing seems worn from long use, so it must be reasonably secure. It is quite dark. The light from the rooms to the south and north shine through, but this room has no light source of its own.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way. The only obvious exit leads north, back to A narrow hallway.", "endoftext": false }, { "action": "Go outside", "response": "(first opening the main door)\n\nA lighthouse teethering on the edge of a tall cliff rises defiantly into the air. Its weathered white wash is covered by a thin layer of gray salt, making it look dingey and old. Behind it to the east an ocean stretches out into a blue haze where the rolling waves meet the gray sky above. Beyond boulders to the west a wide open expanse of plains stretches as far as you can see, using a palette of green and amber, making it an ocean of a different sort. A patch of gravel serves as a courtyard and is fenced in by the two wings of the lighthouse, sensibly shielding it from the brunt of the weather.\n\nShrill shrieks from the seagulls sailing on the wind above pierce the constant din of waves breaking on the beach far below the cliff.\n\nA sudden gust of wind sends ripples of motion through the grass on the plain.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way. Obvious exits lead west, to tall grass; and in, back to A narrow hallway. A daring seagull swoops down with an angry shriek.", "endoftext": false }, { "action": "You go to the west", "response": "As you set off into the featureless plain you realize that the lighthouse serve as directional beacon for sea and land travel alike.\n\nAn overcast sky thick with chasing clouds stretches in all directions and closes down on the distant horizon in a haze where green blurs into gray. Cold wind puts a vast ocean of surrounding grass into swaying motion. The bleak daylight reveals a grotesque scene: Wooden debris is scattered across a swath of partly downtrodden grass. Clothes are trampled into the dirt. A broken stage coach is tilting towards you on three wheels. The missing wheel is nowhere in sight.\nA body hangs out of a window next to an open door swinging in the wind, and suitcases and bags are lying around, open, their contents spilled on the ground.\n\nThe grass is trampled in a corridor to the north, outlining a track of sorts.", "endoftext": false }, { "action": "You go to the north", "response": "You limp north along the track.\n\nAn overcast sky thick with chasing clouds stretches in all directions and closes down on the distant horizon in a haze where green blurs into gray. The blowing wind puts the vast ocean of surrounding grass into swaying motion, and trampled grass reveals that a coach and horses went past this way not long ago for sure. Strange though, because there are no sign of a road, or even a path.\n\nA wooden chest lies on the side, halfway hidden by the grass.", "endoftext": false }, { "action": "You examine the chest", "response": "The chest is undamaged, and its lid is closed and locked with a heavy padlock. It is made of wood, with iron casting along its edges.\nMaybe that's why it made the fall from the coach without breaking. It's closed.", "endoftext": false }, { "action": "Open chest", "response": "The wooden chest seems to be locked.", "endoftext": false }, { "action": "Unlock chest", "response": "What do you want to unlock it with?", "endoftext": false }, { "action": "You take the chest", "response": "You take the wooden chest.", "endoftext": false }, { "action": "Go north", "response": "You realize that you are in the middle of nowhere with no sense of direction. Better stay within sight of the coach.", "endoftext": false }, { "action": "Go south", "response": "You limp south along the track.\n\nAn overcast sky thick with chasing clouds stretches in all directions and closes down on the distant horizon in a haze where green blurs into gray. Cold wind puts a vast ocean of surrounding grass into swaying motion. The bleak daylight reveals a grotesque scene: Wooden debris is scattered across a swath of partly downtrodden grass. Clothes are trampled into the dirt. A broken stage coach is tilting towards you on three wheels. The missing wheel is nowhere in sight.\nA body hangs out of a window next to an open door swinging in the wind, and suitcases and bags are lying around, open, their contents spilled on the ground.\n\nThe grass is trampled in a corridor to the north, outlining a track of sorts.\n\nThe rustle of grass bowing to the wind is everywhere.", "endoftext": false }, { "action": "You search the body", "response": "You overcome your aversion and search through the body looking for anything that can identify the traveller, but no such luck. He doesn't even have a pen knife. Obviously whoever caused his death beat you to the search.\n\nThe coach door whines quietly as the wind makes it swing on its hinges.", "endoftext": false }, { "action": "Search clothes", "response": "You rummage through the tattered clothes, but what you find is either torn or too flimsy to be of any use.\n\nThe coach door whines quietly as it swings on its hinges, occasionally accentuated by a clatter as a particular strong gust of wind pushes it against the coach wall.", "endoftext": false }, { "action": "You go inside", "response": "You limp over and push yourself into the coaches' dark interior.\n\nThe inside of the wagon is very dark, and the floor tilts in a steep angle toward the front left side. A lifeless body hangs out of a window. Padded seats face each other with just enough place to store small bags under them, and over the seats a shelf runs along the wall. A laced umbrella juts out from the shelf in the front right corner, and an embroidered bag is stuck under the same seat. Otherwise the coach is empty. The windowpanes on both sides are broken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an envelope; some clothes: a cloak and an old boot; a key; and a wooden chest. You're wearing some clothes: a pair of shoes, a pair of pants, a shirt, and a coat.", "endoftext": false }, { "action": "You examine the shelf", "response": "This is a typical hat shelf, and it wouldn't hold anything large. It is just big enough to hold the few personal items that would be covenient to have at hand over a long trip.", "endoftext": false }, { "action": "You examine the umbrella", "response": "The umbrella is purple, and judging from the frills and lace it looks more like a sun shield than anything suited to keep bad weather at bay.", "endoftext": false }, { "action": "You think about yourself", "response": "Purple. And you're HURTING! It's all purple.", "endoftext": false }, { "action": "You think about Lighthouse", "response": "Your destiny lies ahead of you in the shape of your new position as lighthouse manager at the Great Plains Lighthouse, you are sure. Far away from your mother, the family company and business studies. The whole sky above you and the perfect vantage point for studying the stars. You are looking forward to it with an anticipation that is only slightly checked by your anxiety regarding the actual job. But how hard can it be...? According to Charles it's all a breeze.", "endoftext": false }, { "action": "You think about Charles", "response": "It was Charles who provided the miracle that let you escape the choking chains of family duty. Great friend. The two of you had made many a narrow escape from whatever insanity either of you had gotten into. A few years your elder and coming from nowhere to his position Charles had the brain smart to back his street smart, and more street smart than anybody else you knew.", "endoftext": false }, { "action": "You think about the coach", "response": "The woman was really cute.", "endoftext": false }, { "action": "You think about the business", "response": "Huh. Not really a very interesting topic.", "endoftext": false }, { "action": "You think about key", "response": "Hmm. Hard to be conclusive.", "endoftext": false }, { "action": "You think about letter", "response": "Breaking the seal was probably not your smartest move, but considering the circumstances you can explain it with reason. You wonder what this Ms. Dabowe is like.", "endoftext": false }, { "action": "Y.", "response": "Goodbye, and welcome back.", "endoftext": true } ]
m8bc6g3wglbrese
Digging Time!
Rob Wheeler
[ "Science Fiction" ]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
You are Mendoza, a miner on Pluto. The planetoid is shaking. You need to find your fellow miners and get off this rock before it breaks apart completely.
[ { "action": "%", "response": "The shaking stops after three or four tense minutes. This piece of rock isn't going to hold together much longer.\n\nDigging Time!\n\nTwisting, crystalline passages carved out of pink ice and muddy rock lead down deep into the planetoid core. Tremors pulsate through your feet, up your spine, and shifting rock and newly-ground sand tumble from overhead cracks, drifting slowly downward in the near-zero gravity.\n\nYour tracking sensor pings.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan alien digging tool\nyour tracking sensor\nyour atmos suit (being worn)", "endoftext": false }, { "action": "You examine the sensor", "response": "Thirty meters to the artificial north is the signal emitter. It is completely stationary, so Jim or Kevin either left it behind or are themselves immobilized.\n\nYour tracking sensor pings.", "endoftext": false }, { "action": "You examine the tool", "response": "This was the first artifact that you came across that let you know you were on the right trail to find the missing dig crew. Of alien origin, it doesn't resemble an earthbound digging tool such as a bladed shovel.\n\nThis looks more like a corkscrew attached to a five-pronged handle with some kind of stabilizer gyroscope stuck on the end. I suppose that helps you dig \"down\" in a near-null-gravity planetoid core, which is where you happen to find yourself.", "endoftext": false }, { "action": "You examine the suit", "response": "The suit is what keeps your feet more or less on the ground, and the air in your lungs. You have about nine hours of fresh oxygen and about two days worth of recycled air before respiration ceases.\n\nYour tracking sensor pings.", "endoftext": false }, { "action": "Go north", "response": "It's slow going to half-float, half-scrape yourself along a tunnel that wasn't really made for someone your size. Your suit also seems to be chugging and wheezing trying to calibrate, not sure whether the temperature is freezing cold or becoming unbearably hot.\n\nInsulation protects you from the worst of this, but you can feel a cold sweat trickling down your back.\n\nAbruptly, the tunnel dead ends, two meters from the signal emitter, at a solid wall.\n\nThe mining tunnel dead ends here, two meters south of the signal emitter, at a solid rock wall.", "endoftext": false }, { "action": "You look at the wall", "response": "The mining tunnel dead ends at a solid rock wall.\n\nYour tracking sensor pings.", "endoftext": false }, { "action": "Dig north", "response": "(the solid rock wall)\nIt crumbles as you touch it, sending debris tumbling in slow motion down to the ground, which at least holds your weight, as negligible as your weight is right now.", "endoftext": true }, { "action": "Look around", "response": "The mining tunnel dead ends here, two meters south of the signal emitter, at a solid rock wall.\n\nYour tracking sensor pings.", "endoftext": false }, { "action": "Go north", "response": "As you squeeze through, you dislodge enough loose sand and dirt to cause a small rockslide that seals the passage as soon as you pull your legs through.\n\nA small chamber, round and compact like a bathysphere. Overhead, the ceiling is riddled with vent holes in a swiss cheese pattern. Below, a corkscrew hole winds down like a helter skelter slide, obscuring your view of how far down it goes. A red, wet heat steams up out of it, blurring your faceplate.\n\nLying dead next to the hole is Jim Alewife. There's no sign of Kevin.\n\nYou can also see a signal emitter here.", "endoftext": false }, { "action": "You look at the emitter", "response": "The blue button on the signal emitter is lit.\n\nYour tracking sensor pings.", "endoftext": false }, { "action": "You press the button", "response": "You push the blue button. Click.\n\nThe light goes out in the emitter. Seconds later, there's a crackle over your commlink. \"Mendoza, the emitter just stopped sending its signal. What is your status? Did you find them?\"\n\n\"I found one of them. Jim's dead. Looks like he died waiting for Kevin to return from exploring a coreward tunnel.\"\n\nThere's a loud crackle about one second before a huge tremor nearly splits the chamber you're standing into two pieces. The hole you squeezed through is buried under more rocks than you'll be able to easily push out of the way, and a gout of steam spits and hisses out of the corkscrew hole.\n\n\"The way out just got lost. I'm going deeper,\" you report. There's only radio silence. You're on your own.", "endoftext": false }, { "action": "You examine Jim", "response": "You have to wipe at his faceplate to make out his features, which show parched lips and a lolling tongue. Perhaps he died of dehydration, waiting for someone to return who never did. Going down the hole would probably be an extremely risky move at this point.", "endoftext": false }, { "action": "You look at the hole", "response": "A corkscrew hole winds down into the planetoid core.", "endoftext": false }, { "action": "You wake jim", "response": "He's dead.", "endoftext": false }, { "action": "You take the emitter", "response": "You already have that.", "endoftext": true }, { "action": "Go downwards", "response": "You put your feet over the edge of the corkscrew hole and listen to yourself breathing heavily. Your heart thumping, you find some kind of stupid courage somewhere in yourself, and push off, taking the ride wherever it goes.\n\nThe corkscrew slide seems to draw you downward with magnetic power. It can't be gravity -- gravity should be getting less and less accelerative the closer you go to planetoid core, but within seconds you're twisting fast enough to become dizzy. Your hands uselessly try to grab hold, but there's not enough friction. Or too much -- your hands feel like they're burning through your gloves before you can tell there's any slowing of your momentum at all.\n\nYou feel your vision collapsing to a pinpoint, and everything is about to go black, when suddenly everything bursts wide open and bright as day.\n\nYou are tumbling and spinning in an effective zero gravity environment, in a place big enough to fit two or three mining ships end to end. Giant, ancient crystals grow in funguslike clusters around the spheric volume, spiking up toward the center, looking every bit like the inside of a geode.\n\nAsymmetrically, a single great fossilized tree trunk grows from the far side of the cavernous space from you, with branches that twist and curl and spread and go straight and turn back again -- some kind of null gravity growth that you've never seen in an earthbound tree, which has to contend with gravity and atmosphere and winds. Here in a vacuum, other rules of growth seem to apply.\n\nWhile it was alive, that is. It does look fossilized. It doesn't, however, look dead.", "endoftext": false }, { "action": "You look at the tree", "response": "Sitting in the center of the trunk, embedded within it, with the fibers of the tree attached to his head so that the tree seems to be plugged into his brain stem, is Kevin. His eyes are closed, his expression blank.", "endoftext": false }, { "action": "You examine Kevin", "response": "His eyes open. A line of silver pulsates out from his head, threading through the tree branches, flowing through capillaries. At the ends, a bright glow, a sense of drawing you closer.\n\nWithin moments, you are face to face with the face in the tree.\n\n\"This planet is dying,\" croaks a reedy voice. \"It will break apart soon, freeing me to enter the void. You will have to help this happen, and then flee.\"\n\n\"What do I have to do?\" you say.\n\n\"You have to dig.\"\n\n\"Dig?\"\n\n\"Dig.\"", "endoftext": false }, { "action": "Dig", "response": "(the brain tree)\nDigging time! You float down to the base of the tree and start digging, at first with your hands. A minute of this and your hands fall upon some sort of hard thing buried in the rocky soil.\n\nAfter dusting it off and shaking it, what at first felt like a metal box cleans off to reveal an ancient typewriter. An Under-Wood, of course.", "endoftext": false }, { "action": "You examine typewriter", "response": "The typewriter is a heavy contraption, but looks in good shape for typing.\n\nA large, papery leaf breaks off the upper branches of the tree and floats within reach of you.", "endoftext": false }, { "action": "You get the leaf", "response": "Taken.", "endoftext": false }, { "action": "You take the leaf", "response": "You already have that.", "endoftext": false }, { "action": "You read it", "response": "A large, papery leaf. It's blank.", "endoftext": false }, { "action": "You put the leaf in the typewriter", "response": "You crank the leaf into the typewriter. As soon as you touch the keys of the typewriter, it begins to automatically clack out text. With a crank and a zip, the paper leaf pops out into your hands, covered in writing.", "endoftext": false }, { "action": "You read it", "response": "The text of the paper reads:\n\n\"The shaking stops after three or four tense\nminutes. This piece of rock isn't going to\nhold together much longer...\"\n\nA sense of disorientation and dislocation spins your head around, and a headache like a piercing dagger cuts into your brain. As you look up, there is an explosion of light, followed by an explosion of darkness, as everything solid breaks apart and flies into the vacuum of space.\n\nA great glowing silver tree floats in the void, seeming to suck all of the light and heat there is into itself to glow brighter. The tree begins to move, its branches turning into arms, its balled-up roots turning into things like fins. You are grabbed, you are enveloped, you are propelled in one direction and the tree in another.\n\nThe sun is a distant point of light, recognizably the nearest star, but impossibly small and cold. You are alone.", "endoftext": true } ]
6mncn610cyw5ig73
Drama Queen 7 - Mother knows best
HermDog
[]
[]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20110104
false
An inept secret agent is captured and must escape while figuring out what the evil mastermind is up to and how to stop it. And then there is her as well...
[ { "action": "%", "response": "Colours! Blue, orange and purple,... I like purple. Oooooh, look here comes a green one. You watch in amazement as a whole swarm of red with specks of yellow moves in and start chasing the other colours away. You decide that this is improper and you will not stand for such behaviour. You try hitting the red colours but you arms seem unable to move. Next you try kicking it but your legs seem to be the weight of icebergs. In a last ditch attempt you lick the colours.\n\nWith a slap in the face you wake up and notice that next to you is a decidedly unhappy man with a very wet arm. He stares angrily at you, mutters under his breath, in language that mother would not approve of, and walks of out of your view.\n\nLaboratory (on the bed)\nYou crane your neck to see where you are only to notice... not much. It seems you are restrained on some kind of bed or torture device. That would explain why you were unable to move your arms and legs. In fact all you can move is your head.", "endoftext": true }, { "action": "Inventory", "response": "You are carrying nothing.\n\nThe angry man appears next to your bed.", "endoftext": false }, { "action": "You look at the man", "response": "The man whose armed you licked with gusto. He still looks angry albeit dryer. He is wearing a lab coat and seems to be conducting experiments... on you!", "endoftext": false }, { "action": "You ask the man about himself", "response": "He doesn't want to talk to you.\n\nThe angry man dissappears from your sight.", "endoftext": false }, { "action": "You examine the restraint", "response": "The angry man appears next to your bed.\nA strange memory of how you used your head to get out of difficult situations crosses your mind.", "endoftext": false }, { "action": "About yourself", "response": "There you are, a famous (ok maybe not so famous) secret agent lying in his underwear, tied down to some bedlike torture device. You cannot even move your arms or legs as they are restrained.\n\nThe angry man dissappears from your sight.", "endoftext": false }, { "action": "You eat the restraint", "response": "(first taking Restraints)\nThat seems to be a part of the bed.\n\nThe angry man appears next to your bed.", "endoftext": false }, { "action": "Kiss man", "response": "Keep your mind on the game.\n\nThe angry man dissappears from your sight.", "endoftext": false }, { "action": "You ask the man about the man", "response": "He doesn't want to talk to you.\n\nThe angry man appears next to your bed.\nI used to win all the spitting competitions at school.", "endoftext": false }, { "action": "You examine man", "response": "The man whose armed you licked with gusto. He still looks angry albeit dryer. He is wearing a lab coat and seems to be conducting experiments... on you!\n\nThe angry man dissappears from your sight.", "endoftext": false }, { "action": "You spit at the man", "response": "Even though you have incredible spitting powers the lab boy is too far away to spit at.\n\nThe angry man appears next to your bed.", "endoftext": false }, { "action": "You spit at the man", "response": "Scrounging up every bit of phlegm in your mouth you hock a lugi at the angry man. He waves his arms up frantically to stop the snot ball but only manages to lose his balance and topples over to hit his head on one of your bed restraints.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The angry man is now unconcious and what is more your right arm restraint is now open and you are able to undo all the other restraints. You are once again a free man.\n\nLaboratory (on the bed)\nWhilst lying on the bed all you can deduct is that this is some kind of secure laboratory that could double for a prison cell.", "endoftext": false }, { "action": "You stand", "response": "You get off the bed.\n\nYou are now able to see more of the laboratory.", "endoftext": false }, { "action": "You search man", "response": "You find nothing of interest.\n\nYou hear a shoe ringing.", "endoftext": false }, { "action": "You answer the shoe", "response": "(to the unconcious man)\nThere is no reply.", "endoftext": false }, { "action": "You look at the shoe", "response": "It might look like a standard issue secret agent shoe but on closer inspection it is really a shoe-phone! You think of making a phone call but the only numbers you can remember are for mom and the agency you work for.", "endoftext": false }, { "action": "You take shoe", "response": "Taken.", "endoftext": false }, { "action": "You call the mom", "response": "Like a good son you call your mother.", "endoftext": false }, { "action": "You call agency", "response": "You will need to end your current call before calling someone else.\n\nBehind you hear a rustling sound and as you turn around you see the fist of the angry man coming at you!\n\nYou have completed 0 out of 4 objectives. There are multiple game endings depending on your decisions. There is usually more than one way to complete a task.", "endoftext": false }, { "action": "You spit at the man", "response": "Scrounging up every bit of phlegm in your mouth you hock a lugi at the angry man. He waves his arms up frantically to stop the snot ball but only manages to lose his balance and topples over to hit his head on one of your bed restraints.\n\nThe angry man is now unconcious and what is more your right arm restraint is now open and you are able to undo all the other restraints. You are once again a free man.", "endoftext": false }, { "action": "You take the man", "response": "That is not possible.\n\nYou hear a shoe ringing.", "endoftext": false }, { "action": "You hit the man", "response": "That is not possible.\n\nYou hear a shoe ringing.", "endoftext": false }, { "action": "You get the shoe", "response": "Taken.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na shoe", "endoftext": false }, { "action": "You answer the shoe", "response": "(to the unconcious man)\nThere is no reply.\n\nYou hear a shoe ringing.", "endoftext": false }, { "action": "Tie man", "response": "(to the shoe)\nYou would achieve nothing by this.\n\nBehind you hear a rustling sound and as you turn around you see the fist of the angry man coming at you!\n\nYou have completed 0 out of 4 objectives. There are multiple game endings depending on your decisions. There is usually more than one way to complete a task.", "endoftext": false }, { "action": "You spit at the man", "response": "Even though you have incredible spitting powers the lab boy is too far away to spit at.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe angry man appears next to your bed.\nA strange memory of how you used your head to get out of difficult situations crosses your mind.", "endoftext": false }, { "action": "You spit at the man", "response": "Scrounging up every bit of phlegm in your mouth you hock a lugi at the angry man. He waves his arms up frantically to stop the snot ball but only manages to lose his balance and topples over to hit his head on one of your bed restraints.\n\nThe angry man is now unconcious and what is more your right arm restraint is now open and you are able to undo all the other restraints. You are once again a free man.", "endoftext": false }, { "action": "You examine man", "response": "The man is out like a christmas lights during a power failure. Hope he doesn't wake up soon. His white jacket attracts your attention.", "endoftext": false }, { "action": "You look at the jacket", "response": "A white lab jacket with a pocket and a name label. It has obviously been used a lot.", "endoftext": false }, { "action": "You get the jacket", "response": "Now you have his jacket. His clothing seems unremarkable otherwise.", "endoftext": false }, { "action": "You wear it", "response": "You put on the jacket.", "endoftext": false }, { "action": "You examine the label", "response": "Dr. Bounfiglio Avogadro", "endoftext": false }, { "action": "You examine man", "response": "The man is out like a christmas lights during a power failure. Hope he doesn't wake up soon.", "endoftext": false }, { "action": "You restrain man", "response": "Try getting of the bed first.", "endoftext": false }, { "action": "You restrain man", "response": "You clumsily pick up the unconcious technician, lay him down on the bed and close the restraints around his arms and legs.\n\nYou hear a shoe ringing.", "endoftext": false }, { "action": "You answer the shoe", "response": "(to the unconcious and restrained man)\nThere is no reply.", "endoftext": false }, { "action": "You answer the phone", "response": "(to the unconcious and restrained man)\nThere is no reply.\n\nYou hear a shoe ringing.", "endoftext": false }, { "action": "You look at the shoe", "response": "It might look like a standard issue secret agent shoe but on closer inspection it is really a shoe-phone! You think of making a phone call but the only numbers you can remember are for mom and the agency you work for.", "endoftext": true }, { "action": "You look around", "response": "This is obviously a small laboratory that was hastily converted into a prison or torture room. You are unable to see any doors or windows. Escape might be difficult.\n\nOn the north wall is a big board. At the west end of the room is a table full of lab equipment and at the south end a desk with a computer on it. There is also a ventilation system in the roof.\n\nOn the desk is an envelope (in which is a letter).\n\nOn the bed is an unconcious and restrained man.\n\nYou can also see a suit here.", "endoftext": false }, { "action": "You hang up", "response": "You end the phone call.", "endoftext": false }, { "action": "You call the agency", "response": "You dutifully call your handlers.\n\"Welcome to the C.A.T. emergency help-line. If you are need of assistance please ask for one of the agents on duty to be dispatched to your current location\".\n\"Current agents on duty is Jack Bauer, Jason Bourne, Sidney Bristow, James Bond, Austin Powers, Maxwell Smart and Chuck.\"", "endoftext": false }, { "action": "You take the suit", "response": "Taken.", "endoftext": false }, { "action": "You examine the suit", "response": "One standard issue secret agent suit. No gadgets but at least it has a secret compartment.", "endoftext": false }, { "action": "You wear the suit", "response": "Hmm, nice fit. The agency don'y care much for fashion but mamma fixed it up alright.", "endoftext": false }, { "action": "You read it", "response": "It is a long time since I have written to you and much have hapenned. I have taken up employment with a kind man called Manfred Goldtooth. While I was working at the McDonalds drivethrough he was very interested to listen to my ideas as he was waiting for his happy meal. When he heard my theory on 18th century chemistry and its possible usage in geothermal energy, he instantly offered me a job. That is when I found out he is the billionaire owner of M.O.U.C.E. !\n\nAlready he has drilled five tunnels 200 km into the earth and is busy with the sixth! Yes, yes, I know. 200 km is much deeper than the original plan we discussed but he is a man of such vision and vast resources that it is hard to say no, even if it is very dangerous. But I have many contingency plans to make sure nothing bad will happen.\n\nMr. Goldtooth does not allow me to go out of my room for fear of danger to me. He is so kind. My room is lovely though with a comfortable bed, all the equipment I need to do my experiments and a computer. Sometimes he requires me to keep an eye on the compound through the surveillance system but that gives me an opportunity to remember you mother. There is not much to do for entertainment so I have started doing random experiments with my chemical equipment. So far I have discovered an easy-to-make poisonous gas, a new precious metal and a way to make candy floss!\n\nI love you and I hope to see you soon.\n\nYour son.\nBounfiglio", "endoftext": false }, { "action": "You examine the secret compartment", "response": "The compartment is well hidden away but you manage to find it. There is a secret document and a pen in the compartment.", "endoftext": false }, { "action": "You look at document", "response": "A folder with Top Secret emblazened on the front and multiple pages inside.", "endoftext": true }, { "action": "Look around", "response": "This is obviously a small laboratory that was hastily converted into a prison or torture room. You are unable to see any doors or windows. Escape might be difficult.\n\nOn the north wall is a big board. At the west end of the room is a table full of lab equipment and at the south end a desk with a computer on it. There is also a ventilation system in the roof.\n\nOn the desk is an envelope (empty).\n\nOn the bed is an unconcious and restrained man.", "endoftext": false }, { "action": "You examine the equipment", "response": "On the table is an array of elaborate and sophisticated chemistry equipment. At the one end there is a red bucket thingy to put stuff into and at the other end is a blue bucket. There is also a bunsen burner. You suspect that you can put things in the bucket and that it then will go through the vials and tubes and stuff if the burner is on, to come out as ... uhm ... well something new.", "endoftext": false }, { "action": "You look at the board", "response": "It looks like a type of map or chart is drawn on the board. On top it says Dalton's Table of Elements . Below the title about 20 chemical elements are listed with some weird associated symbols. Maybe you missed something at school but you never realised that soda and lime was chemical elements. On closer inspection it seems that the starting letter of each element looks like a button that can be pushed.", "endoftext": false }, { "action": "You examine the soda", "response": "The Soda button is off.", "endoftext": false }, { "action": "You examine Lime", "response": "The Lime button is off.", "endoftext": false }, { "action": "You examine the desk", "response": "A normal office desk with two drawers. There is an envelope and a computer on the desk.", "endoftext": false }, { "action": "You look at the envelope", "response": "Written on the envelope is a name Ciosa Avogadro.", "endoftext": false }, { "action": "You open the top drawer", "response": "You open the top drawer, revealing a bar of platina, a bar of lead and a bar of mercury.", "endoftext": false }, { "action": "You look at the platina", "response": "Which do you mean, the bar of platina or the Platina button?", "endoftext": false }, { "action": "You examine the mercury", "response": "Which do you mean, the bar of mercury or the Mercury button?", "endoftext": false }, { "action": "You open the bottom drawer", "response": "You open the bottom drawer, revealing a soda can and a box of berries.", "endoftext": false }, { "action": "You get all", "response": "envelope: Taken.\nbar of platina: Taken.\nbar of lead: Taken.\nbar of mercury: Taken.\nsoda can: Taken.\nbox of berries: Taken.\nunconcious and restrained man: That is not possible.\nsecret document: Taken.\nfirst page: Taken.\nsecond page: Taken.\nthird page: Taken.\npen: Taken.\npaper: Taken.\nventilation system: That is not possible.\ndesk: That is not possible.\ntable: That is not possible.\nboard: That is not possible.\ngapdoor: That is not possible.\nbed: That is not possible.\ncomputer: That is not possible.\nred bucket: That is not possible.\nblue bucket: That is not possible.\nbunsen burner: That is not possible.", "endoftext": false }, { "action": "You examine the soda can", "response": "An empty soda can. I guess Bounfiglio was thirsty.", "endoftext": false }, { "action": "You examine the first page", "response": "C.A.T.\nClandestine Agents of Tolerance\n\nAgent: Drama Queen 7\n\nBackground:\nWe have had reports that Manfred Goldtooth, the reclusive multi-billionaire and owner of M.O.U.C.E., has been acquiring heavy duty drilling machinery and using it in various locations around the world. No sources can confirm the reason for this machinery and therefore the top brass has requisted a clandestine reconnaisance of his compound in Amoebistan.\n\nMission: Penetrate the M.O.U.C.E. compound and acquire intel on the various activities happening. Report all intel to HQ immediately on supplied communciation device and escape from the compound A.S.A.P. IMPORTANT: Do not make any field decisions by yourself. Always consult with HQ before any extraordinary actions are considered.", "endoftext": false }, { "action": "You look at the second page", "response": "M.O.U.C.E. : Masters Of Universal Control on Everyone. Peculiar name for a company but thus far M.O.U.C.E. has been benign in its activities. Revenue is based upon a variety of products ranging from fizzy drink to shampoo. Ironically their biggest seller is cat food. The company is well known for its massive research departments. The company is exclusively owned by the phlegmatic and reclusive Manfred Goldtooth.\n\nManfred Goldtooth: Not much is known about the man or his meteoric rise to success. It is known that he grew up in the hills of Amoebistan as a chicken herder. After the civil war he became an important figure in local politics and fromthere extended his reach into business. He has no living family left except for his mother who is currently residing in the \"Smoky Hills Retirement Village\".", "endoftext": false }, { "action": "You examine the third page", "response": "Agent Sleeping Beauty: We were fortunate to have our top agent in the area when the initial order was received. Agent Sleeping Beauty was ordered to do a brief scan of the M.O.U.C.E premises but since then we have lost contact with her. We suspect that her communication device stopped working. Your secondary goal is to find Agent Sleeping Beauty and to assist her in any way that she instructs.", "endoftext": false }, { "action": "You examine paper", "response": "- Write letter to mom\n- Buy some snacks\n- Experiment with super explosive elements\n- Document deadly poison formulae\n\nIn a different handwriting an extra point was added to the end of the list - Drill to the centre of the earth, hold the world at ransom and becone an evil dictator!\nYou suspect this might have been added by Mr.Goldtooth.", "endoftext": true }, { "action": "Look around", "response": "This is obviously a small laboratory that was hastily converted into a prison or torture room. You are unable to see any doors or windows. Escape might be difficult.\n\nOn the north wall is a big board. At the west end of the room is a table full of lab equipment and at the south end a desk with a computer on it. There is also a ventilation system in the roof.\n\nOn the bed is an unconcious and restrained man.", "endoftext": false }, { "action": "You look at the computer", "response": "A brand new computer with the latest specs. The computer is turned off.", "endoftext": true }, { "action": "You call the agency", "response": "If you are need of assistance please ask for one of the agents on duty to be dispatched to your current location\".\n\"Current agents on duty is Jack Bauer, Jason Bourne, Sidney Bristow, James Bond, Austin Powers, Maxwell Smart and Chuck.\"", "endoftext": false }, { "action": "Type escape", "response": "The computer screen remains blank.", "endoftext": false }, { "action": "You turn on the computer", "response": "You hear the whizzing of the computer as it boots up and then the screen becomes alive with the MOUCIX logo.", "endoftext": false }, { "action": "Type list", "response": "LOG138\nLOG179\nLOG196\nLOG311\nLOG314\nLOG324\nLOG348\nLOG389", "endoftext": false }, { "action": "Type log101", "response": "I have completed the details of the plan for Mr. Goldtooth. We will need exactly six tunnels extending towards the earth's core for about 30 km each. I have computed exactly where each of these needs to be drilled. The sixth tunnel is the important one. Without its support the interconnections between the other tunnels will eventually collapse and be rendered useless. At the same time the tunnels are drilled we will need to work on the machinery that will convert the geothermal energy into a conduitive form.", "endoftext": false }, { "action": "Type log137", "response": "The first tunnels are being drilled but it seems that they are going deeper than the initial 30 km I have asked for. I am not too concerned but I will recheck my calculations to determine what its effects will be.", "endoftext": false }, { "action": "Type log138", "response": "My calculations are disturbing yet delightful. Drilling deeper will certainly aid the project considerably. It would be so much easier to tap into the energy source of the earth this way. But it is dangerous territory, a minor explosion at that depth will trigger a cataclysmic events on the earth's surface. Volcanoes, earthquakes, tsunamis. Ice caps will melt, the magnetism of the earth will reverse. This will destroy everything in its path. The only place that would be safe is to be anywhere on the axis of the epicentre. Like here at the compound. We would be perfectly safe. We wouldn't even feel a thing.\n\nI need to take this information to Mr. goldtooth right away, he would know what to do.", "endoftext": false }, { "action": "Type log179", "response": "I must admit, I was shocked. But eventually I have come to understand and support Mr. Goldtooth's plan. For years I have been mocked by men. My theories worthless to them. They are but scum not worthy of living. But we will start again. Through my geothermal tunnel system we will be able to remove the lesser men, the dregs of society and restart with a small group of survivors. We will rule. We will determine the way of the new society and it will be glorious.", "endoftext": false }, { "action": "Type log196", "response": "The enemies have come. First it was the woman. We have captured her (with some difficulty) and I am monitoring her in the room next to mine. Her end will come soon. But now this other incompetent fool also arrived. Thinking he could elude our superior security mechanisms. I have converted my bed into an ... interrogation unit. I will find out what he knows.", "endoftext": false }, { "action": "Type log311", "response": "I have been experimenting with my chemicals and have discovered some wonderful things. I aim to document them all.", "endoftext": false }, { "action": "Type log314", "response": "Rust accelarator: Although I cannot determine its commercial use but this gas is effective. In my tests I have determined that it can rust a car down to nothing within two minutes. All I need is to feed the chemiconverter some lead, carbon and baryies.", "endoftext": false }, { "action": "Type log324", "response": "Candy Floss: Two parts Azote, a dash of Soda and add Potash for flavour.", "endoftext": false }, { "action": "Type log348", "response": "Poison Gas: Highly toxic. Have to take extreme care especially since it is is so easy to manufacture. Carbon and Mercury does not normally mix but in my chemiconverter the perfect balance of heat and osmosis creates this powerful weapon.", "endoftext": false }, { "action": "Type log389", "response": "It took a lot of experimentation and a lot of ... cleaning up. Luckily labour in Amoebistan is cheap. To make it is a two step process. First combine carbon and lead to start the catalyzation process. This will produce a green substance (I am thinking of calling it CIOSAMINA, after mother off course). Then combine this green substance with Platina and it will produce the super-explosive gas. Note: The gas will only explode when it comes into contact with oxygen.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na paper\na pen\na third page\na second page\na first page\na secret document\na box of berries\na soda can\na bar of mercury\na bar of lead\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "You ask for Bond", "response": "Help-line: Agent James Bond has been dispatched to your location.\n\nAfter a few minutes you notice that the Automatic Motion Detection is activated. On screen you see Agent 007, in a souped up Austin Martin, entering the compound. Somehow he manages to drive down the stairs.\nHe enters the hallway and stops in front of the prison door which he commences to open up.\n\nLooking upon her handsome saviour, Agent Beauty falls crazily in love with Agent Bond and gives him a passionate kiss. Then they both jump into the car, drive down to the cavern, annihilate the technicians and press the self-destruct button on the drill. With a few seconds remaining they speed up and out of the compound before the drill explodes and collapses in onto itself. The screen returns to normal.\n\nThe world is now safe and Agent Sleeping Beauty has escaped, but you feel at loss as you never were able to share your feelings with her.\n.", "endoftext": false }, { "action": "You examine the ventilation", "response": "If you stand on your toes you might just be able to put something into the ventialtion shaft but otherwise it is too small to consider as a means of escape. It looks like nothing is in the ventilation duct.", "endoftext": false }, { "action": "You examine paper", "response": "- Write letter to mom\n- Buy some snacks\n- Experiment with super explosive elements\n- Document deadly poison formulae\n\nIn a different handwriting an extra point was added to the end of the list - Drill to the centre of the earth, hold the world at ransom and becone an evil dictator!\nYou suspect this might have been added by Mr.Goldtooth.", "endoftext": false }, { "action": "You examine the equipment", "response": "On the table is an array of elaborate and sophisticated chemistry equipment. At the one end there is a red bucket thingy to put stuff into and at the other end is a blue bucket. There is also a bunsen burner. You suspect that you can put things in the bucket and that it then will go through the vials and tubes and stuff if the burner is on, to come out as ... uhm ... well something new.", "endoftext": false }, { "action": "You look at the red bucket", "response": "It's red and you put stuff in it.", "endoftext": false }, { "action": "You put the lead into the red", "response": "(the bar of lead into the red bucket)\nYou put the bar of lead into the red bucket.", "endoftext": false }, { "action": "You put the paper into the red", "response": "You put the paper into the red bucket.", "endoftext": false }, { "action": "You put the berries into the red", "response": "You put the box of berries into the red bucket.", "endoftext": false }, { "action": "Type shop", "response": "Welcome to Ahmed's online tuck shop. Today we have lovely goodies at a special price for you: Peanuts, Printers, Pomegranates, Pies and Sauerkraut. Just type the item you would like and we express deliver it to your doorstep.", "endoftext": false }, { "action": "You press the carbon button", "response": "The C of the button glows red.", "endoftext": false }, { "action": "You press the lead button", "response": "The L of the button glows red.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pen\na third page\na second page\na first page\na secret document\na soda can\na bar of mercury\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "Light paper", "response": "You set the paper on fire with the lighter-pen and all that remains is ashes.", "endoftext": false }, { "action": "You take the ashes", "response": "You already have that.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nAshes\na pen\na third page\na second page\na first page\na secret document\na soda can\na bar of mercury\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "You put the Ashes in the red", "response": "You put Ashes into the red bucket.", "endoftext": false }, { "action": "You examine the equipment", "response": "On the table is an array of elaborate and sophisticated chemistry equipment. At the one end there is a red bucket thingy to put stuff into and at the other end is a blue bucket. There is also a bunsen burner. You suspect that you can put things in the bucket and that it then will go through the vials and tubes and stuff if the burner is on, to come out as ... uhm ... well something new.", "endoftext": false }, { "action": "You look at the burner", "response": "The burner is off.", "endoftext": false }, { "action": "You turn on the burner", "response": "You start the chemiconverter by igniting the burner. You hear the chemicals gurgle and gargle.\n\nPoof. All the chemicals are gone and you are left with nothing.The burner turns itself off.\n\nA beaker with Rusting Accelarator gas appears in the blue bucket.", "endoftext": false }, { "action": "You examine the rusting", "response": "A beaker of rusting accelarator. Quick working stuff.", "endoftext": false }, { "action": "You put the Rusting in the ventilation", "response": "You put Rusting Accelarator into the ventilation system.", "endoftext": false }, { "action": "Type escape", "response": "Escape sequence initiated. Please enter password:", "endoftext": false }, { "action": "Type peanuts", "response": "You order some peanuts. As promised Ahmed arrive in double time at the compound and deliver the peanuts to Mr. Goldtooth who promptly eats them all. Glutton.", "endoftext": false }, { "action": "Type printers", "response": "You order some printers. As promised Ahmed arrive in double time at the compound and deliver the printers to the IT department. They are ecstatic.", "endoftext": false }, { "action": "You type Sauerkraut", "response": "You order some Suaerkraut. As promised Ahmed arrive in double time at the compound and deliver the Sauerkraut to Mr. Goldtooth who digs into it with gusto. After a few minutes he start breaking out in sports which starts to swell up. He starts to struggle for breath and collapses on the floor, dead.\n\nCongratulations, you have eliminated Goldtooth!", "endoftext": false }, { "action": "You examine the lead button", "response": "The L of the button is glowing red.", "endoftext": false }, { "action": "You look at the board", "response": "It looks like a type of map or chart is drawn on the board. On top it says Dalton's Table of Elements . Below the title about 20 chemical elements are listed with some weird associated symbols. Maybe you missed something at school but you never realised that soda and lime was chemical elements. On closer inspection it seems that the starting letter of each element looks like a button that can be pushed.", "endoftext": false }, { "action": "You look at the hydrogen", "response": "The Hydrogen button is off.", "endoftext": false }, { "action": "You examine the carbon", "response": "The C of the button is glowing red.", "endoftext": true }, { "action": "You look at the lead", "response": "The Lead button is off.", "endoftext": false }, { "action": "Type log389", "response": "It took a lot of experimentation and a lot of ... cleaning up. Luckily labour in Amoebistan is cheap. To make it is a two step process. First combine carbon and lead to start the catalyzation process. This will produce a green substance (I am thinking of calling it CIOSAMINA, after mother off course). Then combine this green substance with Platina and it will produce the super-explosive gas. Note: The gas will only explode when it comes into contact with oxygen.", "endoftext": false }, { "action": "You open the gapdoor", "response": "You open the gapdoor.", "endoftext": false }, { "action": "You look", "response": "This is obviously a small laboratory that was hastily converted into a prison or torture room. You are unable to see any doors or windows. Escape might be difficult.\n\nOn the north wall is a big board. At the west end of the room is a table full of lab equipment and at the south end a desk with a computer on it. There is also a ventilation system in the roof.\n\nThere is an opening in the north wall that leads to a hallway.\n\nOn the bed is an unconcious and restrained man.", "endoftext": false }, { "action": "You go north", "response": "It's a short hallway with some stairs leading up at the west end. There is a door to the north and a big gap in the wall to the south. The guards are a bit surprised to see you suddenly walk into the hallway. They pull their guns on you and order you to hold your hands up.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nRusting Accelarator\na pen\na third page\na second page\na first page\na secret document\na soda can\na bar of mercury\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "You drop the Rusting", "response": "Dropped.", "endoftext": false }, { "action": "Go west", "response": "You try to make a quick run for the stairs but the guards open up their full array of weapons on you, mowing you down.\n\nYou have completed 1 out of 4 objectives. There are multiple game endings depending on your decisions. There is usually more than one way to complete a task.", "endoftext": false }, { "action": "You go south", "response": "On the bed is an unconcious and restrained man.", "endoftext": false }, { "action": "You wake man", "response": "That seems unnecessary.", "endoftext": false }, { "action": "Kiss man", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nRusting Accelarator\na pen\na third page\na second page\na first page\na secret document\na soda can\na bar of mercury\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "Type list", "response": "LOG138\nLOG179\nLOG196\nLOG311\nLOG314\nLOG324\nLOG348\nLOG389", "endoftext": false }, { "action": "You burn the second page", "response": "You set the second page on fire with the lighter-pen and all that remains is ashes.", "endoftext": false }, { "action": "You burn secret document", "response": "You set the secret document on fire with the lighter-pen and all that remains is ashes.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nAshes\nRusting Accelarator\na pen\na third page\na second page\na first page\na soda can\na bar of mercury\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "You put the Ashes in the red bucket", "response": "You put Ashes into the red bucket.", "endoftext": false }, { "action": "You put the Mercury in the red bucket", "response": "(the bar of mercury in the red bucket)\nYou put the bar of mercury into the red bucket.", "endoftext": false }, { "action": "You turn on the burner", "response": "You start the chemiconverter by igniting the burner. You hear the chemicals gurgle and gargle.\n\nPoof. All the chemicals are gone and you are left with nothing.The burner turns itself off.\n\nA beaker with Poisonous gas appears in the blue bucket.", "endoftext": false }, { "action": "You take the gas", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "A beaker of poisonous. Very deadly.", "endoftext": true }, { "action": "You call the mum", "response": "Your mother is already on the line.", "endoftext": false }, { "action": "You ask mom about herself", "response": "Mother: That doesn't make sense dear.", "endoftext": false }, { "action": "You ask the mum about the man", "response": "Mother: I don't know what you are talking about honey.", "endoftext": false }, { "action": "You ask the mom for the advice", "response": "Mother: Huh?", "endoftext": false }, { "action": "You ask the mum about the drill", "response": "Mother: Speak up dear, you are not making sense.", "endoftext": false }, { "action": "You ask the mom", "response": "You: How are you mother?\nMother: Well you know it is quite comfortable here at Shady Oaks Retirement Village, but I do get a bit lonely.", "endoftext": false }, { "action": "You ask the drill", "response": "You: Goldtooth is drilling to the center of the earth and he will unleash unknown devestation in an attempt to rule the world.\nMother: Well beat me with a wet banana. You must find a way to stop those drills.", "endoftext": false }, { "action": "You ask the computer", "response": "You: I'm struggling to use the computer. It is difficult to work with. Mother: What's a computer dear?", "endoftext": false }, { "action": "You ask the guards", "response": "Mother: Speak up dear, you are not making sense.", "endoftext": false }, { "action": "You ask the agency", "response": "You: Mum, I need to tell you something\nMother: Yes dear.\nYou: I'm not a shoe salesman. I am a secret agent working for a clandestine government agency protecting the world from evil and bad hairdo's.\nMother: I know dear. You told me last time you got trapped in a difficult situation.", "endoftext": false }, { "action": "You ask the ventilation", "response": "You: There is a ventilation system here but I can't get it to work. Mother: Tell me about it. Out air-con is controlled from a central office and the other day is blew in the most awful smells from Mr. Burnside's room. That man's flatulence is incredible.", "endoftext": false }, { "action": "You ask the equipment", "response": "Mother: I don't know what you are talking about honey.", "endoftext": false }, { "action": "You ask the escape", "response": "You: Some people captured me and stuck me in a laboratory on a torture bed.\nMother: That is horrible. Someone must save you. Won't that government types send in the artillery or something?\nYou: Yes mum. When you are very important they send in the artillery. I'm sure they will come soon.\nMother: I don't know. You can never trust those government types. Especially the sneaky ones. I will come over as soon as I get my medicine.", "endoftext": false }, { "action": "You ask the Pies", "response": "There is not really anyone to talk to. You might want to mak a phone call and ask them about things or tell them about things.", "endoftext": false }, { "action": "You call the agency", "response": "You dutifully call your handlers.\n\"Welcome to the C.A.T. emergency help-line. If you are need of assistance please ask for one of the agents on duty to be dispatched to your current location\".\n\"Current agents on duty is Jack Bauer, Jason Bourne, Sidney Bristow, James Bond, Austin Powers, Maxwell Smart and Chuck.\"", "endoftext": false }, { "action": "You ask for Jack Bauer", "response": "Help-line: Agent Jack Bauer has been dispatched to your location.\n\nAfter a few minutes you notice that the Automatic Motion Detection is activated. You watch on screen as Agent Bauer breaks into the compound and starts searching around.\n\nAfter much searching he is unable to find anything but a guard which he bashes up and then he leaves.\n\nIt was ugly but you have learned many lessons on effective torture.", "endoftext": false }, { "action": "Torture man", "response": "With a slap in the face you wake up Mr. Bounfiglio. He seems unwilling to answer questions so you start implementing some of the most terrifying torture methods you know, namely tickling of the feet. At first he tries to resist but eventually he can't take it any longer. He starts telling you everything he knows from his earliest childhood memories to the size of Mr. Goldtooth's underwear. Most importantly he tells you that typing \"GEOTHERMALNUCLEARENERGY\" on the computer will open every door in the compound. Spent of energy and secrets he collapses again unconcious.", "endoftext": false }, { "action": "Type escape", "response": "Escape sequence initiated. Please enter password:", "endoftext": false }, { "action": "Type geothermalnuclearenergy", "response": "you type in the password and press <ENTER>. Somewhere you hear the souns of multiple doors unlocking.", "endoftext": false }, { "action": "You ask for Sidney Bristow", "response": "Help-line: Agent Sidney Bristow has been dispatched to your location.\n\nAfter a few minutes you notice that the Automatic Motion Detection is activated. On screen you see the attractive Agent Bristow in an outlandish dress. She works her way towards the hallway and charms her way past the guards.\nYou see her open one of the doors and enter into the room where Sleeping Beauty is! They talk a bit and then walk out the door.\nJust as they step out of the door the guards surround them with guns drawn. Sleeping Beauty tries for a quick getaway but both agents get mowed down.\n\nYour true love has died!\n\nEventually the guards remove their bodies and the screen returns to normal.", "endoftext": false }, { "action": "You ask for Maxwell smart", "response": "Help-line: Agent Maxwel Smart has been dispatched to your location.\n\nAfter a few minutes you notice that the Automatic Motion Detection is activated. On screen you see Agent Smart sneaking into the compound only to be captured within five mintues.\n\nSmart: Would you believe that there is 500 elite paratroopers converging on this position right now?\n\nGuard: I find that hard to believe.\nSmart: How about a nuclear submarine?\n\nGuard: No I wouldn't.\nSmart: Two drunks and an angry monkey?\n\nThe guard grows tired of Smart's ranting and throws him out of the compound. The screen returns to normal.", "endoftext": false }, { "action": "You ask for Jason Bourne", "response": "Help-line: Agent Jason Bourne has been dispatched to your location.\n\nAfter a few minutes you notice that the Automatic Motion Detection is activated. You watch on the screen how Agent Bourne enters the compound and starts beating up guards with a rolled-up newspaper. He works his way down into the hallway and dispacthes the three guards with emaculate efficiency. Just as he finishes off the last guard he pauses for a second. It looks like he has forgotten what he was doing. He promptly turns around, walks away and leaves the compound. The screen returns to normal", "endoftext": false }, { "action": "You go north", "response": "It's a short hallway with some stairs leading up at the west end. There is a door to the north and a big gap in the wall to the south. There is some dead guards lying around.", "endoftext": false }, { "action": "Go north", "response": "You open the prison door and find Agent Sleeping Beauty. She is enamoured to see you. First things first, you decide to tell her of your undying love for her. She is estatic and gives you a passionate kiss. She will never leave your side again.\nYou return to the hallway.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nPoisonous gas\nRusting Accelarator\na pen\na third page\na second page\na first page\na soda can\na bar of platina\nan envelope\na letter\na suit (being worn)\na shoe\na jacket (being worn)", "endoftext": false }, { "action": "Go west", "response": "Together with Agent Sleeping Beauty you slip up the stairs and through the now empty compound.\n\nYou have escaped and saved your true love. Life can only get better from here\nYou have completed 2 out of 4 objectives. There are multiple game endings depending on your decisions. There is usually more than one way to complete a task.", "endoftext": true } ]
l2foa290644czfzm
The Escapist
Rick Dague
[]
[ "SpeedIF December 2008" ]
2,008
[ 0, 0, 0, 0, 0 ]
0
0
20081204
false
[ { "action": "%", "response": "The chief feature of this area is that you don't recognize it and have no idea where you are. A door is west, and you can go east.", "endoftext": true }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na post-it note\nan empty bottle\na brown shirt (being worn)", "endoftext": false }, { "action": "You look at note", "response": "The note is in your handwriting, reading, \"The key is on the top of the door; you'll need to stand on something to reach it.\"", "endoftext": false }, { "action": "You examine bottle", "response": "The label on the empty bottle says VODKA. I guess this is why you wake up in strange places not knowing how to escape them.", "endoftext": false }, { "action": "East", "response": "Exits are west, east and north.\n\nYou can see a wire cage (closed) (in which is a small sheep) here.", "endoftext": false }, { "action": "You look at the cage", "response": "In the wire cage is a small sheep.", "endoftext": false }, { "action": "You look at the sheep", "response": "A small sheep seems innocent and cuddly. Its ear is tagged with a paper.", "endoftext": false }, { "action": "You open the cage", "response": "You open the wire cage.", "endoftext": false }, { "action": "You look at the paper", "response": "The paper tag has a barcode and reads \"EXP #4197\"", "endoftext": false }, { "action": "You hug sheep", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You take the sheep", "response": "Taken.", "endoftext": false }, { "action": "You eat the sheep", "response": "He's plainly inedible.", "endoftext": false }, { "action": "You get the paper", "response": "That seems to be a part of the small sheep.", "endoftext": false }, { "action": "Go east", "response": "You can go west, and a door is east.\n\nA hungry dog noses around the room.\n\nA muddy puddle has formed on the ground.\n\nYou can also see a snacks bag (empty) here.", "endoftext": false }, { "action": "You look at the dog", "response": "It looks at you forlornly.", "endoftext": false }, { "action": "You look at the bag", "response": "The snacks bag is a discarded potato chip container. You notice that \"LOT 3366\" is printed at the bottom.", "endoftext": false }, { "action": "You give the sheep to the dog", "response": "As you put the sheep on the floor, the hungry dog pounces on it, devouring the poor lamb!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na snacks bag\na small sheep\na post-it note\nan empty bottle\na brown shirt (being worn)", "endoftext": false }, { "action": "You put the sheep in bag", "response": "You put the small sheep into the snacks bag.", "endoftext": false }, { "action": "You throw the bottle at the dog", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "You open door", "response": "It seems to be locked.", "endoftext": true }, { "action": "You look around", "response": "You can go west, and a door is east.\n\nA hungry dog noses around the room.\n\nA muddy puddle has formed on the ground.", "endoftext": false }, { "action": "Go west", "response": "You can see a wire cage (empty) here.", "endoftext": true }, { "action": "Look around", "response": "The chief feature of this area is that you don't recognize it and have no idea where you are. A door is west, and you can go east.", "endoftext": false }, { "action": "You go east", "response": "Exits are west, east and north.\n\nYou can see a wire cage (empty) here.", "endoftext": false }, { "action": "You get the cage", "response": "That's fixed in place.", "endoftext": false }, { "action": "Go north", "response": "You can go south.\n\nHanging on a wall is an expensive painting.\n\nYou can also see a leather leash here.", "endoftext": false }, { "action": "You take the leash", "response": "Taken.", "endoftext": false }, { "action": "You look at the painting", "response": "The expensive painting is signed on the bottom by Micheldoofusgelo dated 1207. Like you care.", "endoftext": false }, { "action": "You move painting", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You get painting", "response": "The painting is attached to the wall by a nylon string.", "endoftext": false }, { "action": "You examine the leash", "response": "The leather leash is about five feet long and can be tied to animals.", "endoftext": false }, { "action": "You untie the string", "response": "What do you want to untie the nylon string from?", "endoftext": false }, { "action": "You take the string", "response": "That seems to be a part of the expensive painting.", "endoftext": false }, { "action": "You cut the string", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na leather leash\na snacks bag\na small sheep\na post-it note\nan empty bottle\na brown shirt (being worn)", "endoftext": false }, { "action": "You remove the painting", "response": "(first taking the expensive painting)\nThe painting is attached to the wall by a nylon string.", "endoftext": false }, { "action": "Break bottle", "response": "You smash the bottle against the floor. It is now broken!", "endoftext": false }, { "action": "You cut the string", "response": "The expensive painting drops to the floor as you cut through the string. You find something!", "endoftext": true }, { "action": "You look around", "response": "You can go south.\n\nA formidable safe with a four-digit display built into the wall.\n\nYou can also see an expensive painting here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na broken bottle\na leather leash\na snacks bag\na small sheep\na post-it note\na brown shirt (being worn)", "endoftext": false }, { "action": "You examine the display", "response": "The display can be set to a number, if you think that will open the safe.", "endoftext": false }, { "action": "You set the display to 1207", "response": "Click-click... no that doesn't work.", "endoftext": false }, { "action": "You set the display to 4197", "response": "Click-click... Nada. Ha Ha you actually tried that?", "endoftext": false }, { "action": "You set the display to 3366", "response": "Click-click... Nowt! Boy aren't we grasping at straws.", "endoftext": false }, { "action": "You set the display to 1", "response": "Click-click... nothing happens.", "endoftext": false }, { "action": "You examine bottle", "response": "The broken bottle is satisfyingly sharp-edged.", "endoftext": false }, { "action": "You tie the leash to the dog", "response": "The dog lets you put it on a leash.", "endoftext": true }, { "action": "You look around", "response": "You can go west, and a door is east.\n\nA hungry dog (on a leash) noses around the room.\n\nA muddy puddle has formed on the ground.", "endoftext": false }, { "action": "You pull the leash", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "Go west", "response": "Exits are west, east and north.\n\nA hungry dog (on a leash) noses around the room.\n\nYou can also see a wire cage (empty) here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nan expensive painting\na broken bottle\na leather leash\na snacks bag\na small sheep\na post-it note\na brown shirt (being worn)", "endoftext": false }, { "action": "You drop the sheep", "response": "(first taking the small sheep)\nAs you put the sheep on the floor, the hungry dog pounces on it, devouring the poor lamb!", "endoftext": false }, { "action": "You look at the dog", "response": "It looks at you forlornly.\n\nThe dog is swaying on its feet. It looks like it ate something bad, and belches loudly.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nSuddenly the dog's eyes bulge out wildly! It explodes, killing you instantly!", "endoftext": true }, { "action": "You look around", "response": "You can go west, and a door is east.\n\nA hungry dog (on a leash) noses around the room.\n\nA muddy puddle has formed on the ground.", "endoftext": false }, { "action": "Go west", "response": "Exits are west, east and north.\n\nA hungry dog (on a leash) noses around the room.\n\nYou can also see a wire cage (empty) here.", "endoftext": false }, { "action": "You put the sheep in the cage", "response": "You put the small sheep into the wire cage.", "endoftext": false }, { "action": "You untie the leash", "response": "What do you want to untie the leather leash from?", "endoftext": false }, { "action": "Dog", "response": "You take the dog off the leash.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You tie the leash to the dog", "response": "The dog lets you put it on a leash.", "endoftext": false }, { "action": "You go north", "response": "You can go south.\n\nA hungry dog (on a leash) noses around the room.\n\nA formidable safe with a four-digit display built into the wall.", "endoftext": false }, { "action": "You get the leash", "response": "You already have that.", "endoftext": false }, { "action": "Go west", "response": "The chief feature of this area is that you don't recognize it and have no idea where you are. A door is west, and you can go east.\n\nYou hear a loud thumping sound, possibly an explosion.", "endoftext": false }, { "action": "You go north", "response": "Exits are west, east and north.\n\nYou can see a wire cage (empty) here.\n\nYou can go south.\n\nA bloody mess covers the floor, like an animal exploded. The surface is very slippery and you walk carefully.\n\nA blasted safe is in the wall, open and no longer formidable.\n\nYou can also see a paper tag here.", "endoftext": false }, { "action": "You examine safe", "response": "In the blasted safe are a skeleton key and the tred-rite boots.", "endoftext": false }, { "action": "You get all from safe", "response": "skeleton key: Taken.\ntred-rite boots: Taken.", "endoftext": false }, { "action": "You wear the boots", "response": "You put on the tred-rite boots.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You can go south.\n\nA bloody mess covers the floor, like an animal exploded. The surface is very slippery and you walk carefully.\n\nA blasted safe is in the wall, open and no longer formidable.\n\nYou can also see a paper tag here.", "endoftext": false }, { "action": "You go to the south", "response": "You start to slip walking on the blood, but manage to keep your footing.\n\nExits are west, east and north.\n\nYou can see a wire cage (empty) here.", "endoftext": false }, { "action": "You wear the boots", "response": "You're already wearing that!", "endoftext": false }, { "action": "You unlock door", "response": "What do you want to unlock the front door with?", "endoftext": false }, { "action": "You go east", "response": "Exits are west, east and north.\n\nYou can see a wire cage (empty) here.", "endoftext": false }, { "action": "You go north", "response": "You can go south.\n\nA bloody mess covers the floor, like an animal exploded. The surface is very slippery and you walk carefully.\n\nA blasted safe is in the wall, open and no longer formidable.", "endoftext": false }, { "action": "Go east", "response": "You can go west, and a door is east.\n\nA muddy puddle has formed on the ground.", "endoftext": false }, { "action": "You unlock door with the key", "response": "I beg your pardon?", "endoftext": false }, { "action": "You open the door", "response": "You open the old door.", "endoftext": false }, { "action": "Go east", "response": "The exit is west.\n\nYou can see a wheeled cart (on which is a wooden crate) here.", "endoftext": false }, { "action": "You put the painting on the puddle", "response": "The painting lands on the muddy puddle with a SPLOOT covering it.", "endoftext": false }, { "action": "You examine the cart", "response": "The wheeled cart is rickety but servicable.", "endoftext": false }, { "action": "Examine crate", "response": "The wooden crate is huge and locked up tight.", "endoftext": false }, { "action": "You take the crate", "response": "It is too big to lift.", "endoftext": false }, { "action": "You stand on the crate", "response": "(getting onto the wheeled cart)\n\nUpon climbing on the wooden crate, you spy a steel key!", "endoftext": false }, { "action": "You get on the crate", "response": "But you're already on the wooden crate.", "endoftext": false }, { "action": "Go outside", "response": "You get off the wooden crate.\n\nFront Room (on the wheeled cart)\nThe chief feature of this area is that you don't recognize it and have no idea where you are. A door is west, and you can go east.\n\nOn the wheeled cart you can see a wooden crate.", "endoftext": false }, { "action": "You stand", "response": "You get off the wheeled cart.\n\nThe chief feature of this area is that you don't recognize it and have no idea where you are. A door is west, and you can go east.\n\nYou can see a wheeled cart (on which is a wooden crate) here.", "endoftext": false }, { "action": "Steel key", "response": "You unlock the front door.", "endoftext": false }, { "action": "You open the door", "response": "You open the front door.", "endoftext": false }, { "action": "You open the front door", "response": "That's already open.", "endoftext": false }, { "action": "You go to the west", "response": "Congratulations! You have escaped the whereever that area was!\n\nNow you only have to solve the next puzzle: what happened to your pants?", "endoftext": true } ]
af5avho6z6u7hgnu
Foggywood Hijinx
Ivan Cockrum
[ "Humor" ]
[ "Mini-comp", "TADS", "TADS 2", "TADS2 source available", "wacky uncle" ]
1,998
[ 0, 0, 0, 0, 0 ]
0
0
20120604
false
[ { "action": "%", "response": "Poor Uncle Foggy. He was the best guardian any kid could ever ask for. After your parents died in that freak waterbed accident, Uncle Foggy practically raised you and your twin sister Winnie. You grew up in his home full of wacky inventions - practical jokes for all occasions. Uncle Foggy was a prankster, no two ways about it. It's only been a couple of years since you and Winnie left for college. Since then you've spoken far too infrequently. When you last spoke, Uncle Foggy rambled on and on about some ultimate practical joke, but you had a class on gallinaceous theology to get to.\n\nYou and Winnie pull in to Foggywood Estate in your beaten-up coupe.\nThe white picket gate swings quietly shut behind you as you kill the engine. Unfortunately your relatives, the Barnevelders from Rhode Island, have also just arrived. Uncle Orpington and Aunt Lamona are just climbing out of their gleaming black sedan, while your cousin 'Red' sits in his ridiculous monster truck and leans on the horn, which blares an ear splitting rendition of 'La Cucharacha.'\n\nNot a very auspicious way to kick off the reading of Uncle Foggy's will, is it?\n\n(Type \"about\" for more information)\n\nUncle Foggy's front lawn teeters just on the border of ill-kempt, though no one specific flaw draws attention. The three vehicles parked on the lawn fail to aid its appearance. Uncle Foggy's home, Foggywood Manor, lies to the north, while the gate through which you entered rests back to the south. Though you can't see it over the hedges, you know that beyond the gate and across the road lies the ramshackle cabin that Uncle Foggy called his lab.\n\nThe Barnevelders are here, standing by the front door with you and Winnie.", "endoftext": false }, { "action": "Fhtest", "response": "Saved.", "endoftext": false }, { "action": "Fhtest", "response": "Restored.\n\nUncle Foggy's front lawn teeters just on the border of ill-kempt, though no one specific flaw draws attention. The three vehicles parked on the lawn fail to aid its appearance. Uncle Foggy's home, Foggywood Manor, lies to the north, while the gate through which you entered rests back to the south. Though you can't see it over the hedges, you know that beyond the gate and across the road lies the ramshackle cabin that Uncle Foggy called his lab.\n\nThe Barnevelders are here, standing by the front door with you and Winnie.", "endoftext": false }, { "action": "About yourself", "response": "You look about the same as always.\n\nThe Barnevelders glare haughtily at you and Winnie as you all wait for admittance to Uncle Foggy's house. Not a word passes between the two factions. So far as you know, the Barnevelders have never even visited Foggywood before.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.\n\nNone too soon, the front door is opened, revealing Mr. Dorkings, Uncle Foggy's solicitor. A dour man in black who rarely smiles, you've never quite trusted Dorkings.\n\n\"Mm,\" is all Dorkings has to say in greeting. \"You've all arrived. Good. We can begin right away. Please follow me.\"", "endoftext": false }, { "action": "You look at Winnie", "response": "Your sister Wyandotte 'Winnie' Langshan has been your steady companion since birth. The two of you have never been separated, and share an almost psychic bond.\n\nYou and your relatives dutifully troop into the house after Dorkings.\n\nUncle Foggy's foyer is tastefully decorated, even if the blue hen wallpaper does seem a bit queer. Passages from the foyer lead off in many directions, but your only business here today is in the study to the east. The walls are adorned with glossy photos taken around Uncle Foggy's favorite travel destination. Nailed to a chest-high post is a stuffed bird, eternally caught in its morning salutation to the sun.\n\nThe Barnevelders are here, waiting to be admitted into the study with you and Winnie.\n\n\"We will be adjourning in the study for the reading of... \" He breaks off in mid-sentence and cocks his head towards the study. You listen carefully, and hear what sounds like polite applause. Dorkings turns back to all of you and says, \"Mm. Please wait here while I ensure that all is in readiness,\" before disappearing into the study.\n\nOdd, you think. Knowing Dorkings, he would have checked and double checked everything long before your arrival.", "endoftext": false }, { "action": "You examine the photos", "response": "Lush photos of the Sun Pyramid taken around Chi-chen Itza. Uncle Foggy claimed to have held great admiration for the builders of the pyramid.\n\nAfter a brief moment you hear rising voices. Well, one voice anyway. Dorkings' tone never rises or falls, but the other voice sounds like...\n\nMrs. Faverolles, the cook, storms out of the study, slamming the door against the wall. You can see from her complexion that she's at full broil. Ignoring your party, she whirls around and hurls a string of incomprehensible French epithets towards the study, waving a sauce spattered spoon in one hammy fist. Her other hand clenches a saucepan full of some rich burgundy sauce.", "endoftext": false }, { "action": "You look at the sauce", "response": "It's full of some rich, burgundy colored sauce.\n\nMrs. Faverolles storms off toward the kitchen, still raging. Once the noise of her passage has quieted, Dorkings gestures your party into the study.\n\nYou and your relatives shuffle inside and take seats at opposite sides of the room. You and Winnie fill out the love seat, while the Barnevelders perch like chicken hawks on the matching sofa.\n\nLight from the outside streams in through the closed window, illuminating Uncle Foggy's comfortably cluttered study. It's full of interesting odds and ends, not the least of which is the trophy mounted on the wall above the desk. Many were the times that you and Winnie would climb the bookshelves in search of written treasure, and then spread out by the fireplace with your latest finds. For more dexterous pleasures, there was the carton of assorted works in progress Uncle Foggy usually kept beneath his desk. If nothing else appealed, sneaking maraschino cherries from the bar was always good for a few giggles.\n\nThe Barnevelders are here, seated on the couch across from you and Winnie, while Mr. Dorkings stands beside the desk.\n\nYou notice that an integrated television/video player has been set up on Uncle Foggy's desk, about where Uncle Foggy would be if he were presiding.", "endoftext": false }, { "action": "You examine trophy", "response": "The Buffalo-On-A-Spring (pat. pending) is an enormous, furry buffalo head with thick horns mounted as far apart as a broad man's shoulders. As you know, it rests on a tightly coiled spring, and launches forward at the touch of a button hidden on the desk. Uncle Foggy favored using the device on unsolicited salesmen and IRS auditors. He would seat them before the desk, wait until they were deeply engrossed in business, and then... SPROI-OI-OING! The huge head would lunge towards them at high velocity while Uncle Foggy screamed, \"It's still alive! Run! For the love of God, RUN!\" Then he'd cackle hysterically as they tripped over themselves in their rush for the door. Needless to say, victims of this prank rarely returned.\n\n\"Just a moment more. Mm,\" says Dorkings, as he turns to the television. Your mind wanders, and you find yourself focusing on the Buffalo-On-A-Spring (pat. pending) mounted on the wall behind Uncle Foggy's desk. It was one of Uncle Foggy's funniest inventions, a terrific source of amusement. Well, for everyone but the unlucky victims, anyway.", "endoftext": false }, { "action": "You examine Dorkings", "response": "Dorkings was Uncle Foggy's solicitor. A dour man in black who rarely smiles, you've never quite trusted him.\n\n\"Mm, here we are.\" Dorkings steps aside as the television springs to life. And there on the screen, real as life but only half as dead, is Uncle Foggy.\n\n\"Greetin's, family,\" begins your deceased uncle. \"Ah suppose, Ah say, Ah suppose you're all wondering why Ah've gathered you here today.\" Uncle Foggy pauses for an expectant moment, while the Barnevelders glare dispassionately. Winnie rolls her eyes, though at Uncle Foggy or the Barnevelders, you're not sure. \"Haw haw! It's a joke, son! Ah made a funny! Get it? Ah'm too fast for you! Gotta keep up, son!\"", "endoftext": false }, { "action": "You get up", "response": "It would be disrespectful to go wandering before the reading is over.\n\n\"As you all know, Ah've made, Ah say, Ah've made a bunch of dough - that's SAWbucks, boy - off my inventions. Now Ah've gotta figure out who gets it.\" Uncle Foggy stares out of the screen for a moment before continuing. \"Well Ah won't do it, y'hear! Never was any good at this family stuff, and Ah'm not going to start playing favorites now. Instead, Ah'm leavin' it, Ah say, Ah'm leavin' it up to you all!\" You and Winnie and the Barnevelders exchange quizzical glances, but no one speaks.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nUncle Foggy rolls on. \"What Ah propose, Ah say what Ah PROPOSE is a challenge. And the ones who best know me and my ways, well, they're gonna come out ahead.\"\n\nUncle Orpington leaps angrily to his feet and shouts, \"What new foolishness is this!\" Aunt Lamona spears him with a withering glance, and he reluctantly reseats himself.\n\n\"Now Orpy, by now Ah expect you're gettin' pretty riled up,\" says Uncle Foggy with frightening prescience. \"Well them's the breaks! The breaks, Ah say! Maybe if you'd ever taken favor on my work, things'd be different now.\"", "endoftext": false }, { "action": "You listen", "response": "You hear nothing out of the ordinary.\n\n\"Contest goes like, Ah say, contest goes like this! Ah've scattered ten of my inventions around, Ah say, all 'round my estate. Dorkings here will give you all a list. The one o' you who finds the most number of things on the list gets it, Ah say gets it ALL! The house, the money, and most importantly... Dorkings? Ain't you ready yet, suh?\"\n\n\"Ah, mm. Yes.\" Dorkings retrieves a black shammy sack from the desk and loosens the cord binding it shut. Reaching inside, he pulls out a matte black pyramidal object with a small switch at its apex. You jerk instinctively as Dorkings fumbles with the strange object. Everything slows as you watch it tumble to the ground with inexplicable dread. It lands on the shag rug with a faint but sickening 'click.'\n\nSuddenly the world seems larger. You look to Winnie for help only to find... a chicken! Staring back at you is a perfectly normal white crested hen! You look around. Oh, no. Where once stood Mr. Dorkings and your relations, now you see only chickens. A long moment of stunned silence follows, as the room's occupants glance around nervously at each other.\n\nThe silence is broken by Uncle Foggy's booming voice. \"You got it yet Dorkings? Good. Now, what you got here is my latest invention. The ultimate, Ah say, the ULTIMATE practical joke! Great at parties!\nIt'll make a million, if my name isn't Fogarth Barnevelder! And the one of you all to bring back the most items on my list, gets it! And that's, Ah say, that's IT! Dorkings, you can stop this consarned thing any time now. My, Ah say, my job here is done.\"\n\nAs the implications of the situation sink in, there is a sudden tidal swell of panic. Someone - Aunt Lamona? Cousin Red? - leaps from their perch and sets up a dreadful squawking. Soon, the room is full of squawking, screaching birds running in panicked circles, feathers flying everywhere.", "endoftext": false }, { "action": "You look at the carton", "response": "The greasy, worn carton was Uncle Foggy's hobby box - full of spare bits and pieces and small works in progress. The grubby flaps are closed, hiding whatever stray parts Uncle Foggy left behind.\n\nThe cacophany is broken by a sudden click as loud as the hammer of a revolver. Uncle Foggy's tape rolls to a stop and automatically starts rewinding. With the tape's feed gone, the television reverts to receiving broadcast signal. All eyes focus on the television as a recognizeable human figure appears, a woman in an apron standing behind a counter covered with neatly placed cooking utensils.\n\n\"Thank you, Charles,\" says Julia Childs. \"Now that our burgundy sauce is chilling and the hen's organs have been removed, we can proceed to stewing the guts and gizzards.\" Suddenly your attention is drawn to a furious pounding at the study door. Oh no - it must be the cook wanting to watch her program!\n\n\"SQUAWK!\" The panic renews with increased fury as your crazed relatives hurl themselves in shrieking clouds of feathers at every surface in the room. Well, it looks like its up to you and Winnie to figure out how to reverse Uncle Foggy's joke.\n\nOn the television, Julia Childs is busy shoving her entire forearm up some poor chicken's posterior. How humiliating!", "endoftext": false }, { "action": "You open the carton", "response": "You can't reach the carton from the love seat.\n\nRed - at least you think it's Red - clambers up onto the sofa and crows at the top of his scrawny little lungs.", "endoftext": false }, { "action": "You get up", "response": "You hop down out of the love seat and flutter to the study floor.\n\nA gutteral French accent beyond the door can only be Mrs. Faverolles cursing Dorkings for chasing her out of the study during her program.", "endoftext": false }, { "action": "You open the carton", "response": "Opening the carton reveals the Hedge Helpers (pat. pending).\n\nUncle Orpington pecks at the carpet as if looking for worms.", "endoftext": false }, { "action": "You examine Hedge Helpers", "response": "The Hedge Helpers (pat. pending) extend a gardener's reach while trimming tall hedges. They clamp on to the shoulders at one end, and end in a pair of articulated rubber hands at the other. The hands operate a second pair of shears, mimicking the operator's own hands, doubling both his reach and his efficiency.\n\nThe Hedge Helpers (pat. pending) are another of Uncle Foggy's inventions. Being the recluse he was, he liked his hedges TALL.\n\nCousin Red mistakenly runs into Aunt Lamona - she raises a great squawk and pecks Red viciously in return.", "endoftext": false }, { "action": "You take Helpers", "response": "You snatch an end of the Hedge Helpers (pat. pending) up in your beak. Though quite bulky, they're light enough that you can drag them around single... er... beakedly.\n\n\"I've never tasted human flesh,\" says Julia, \"but I hear it tastes just like Chicken! Doesn't THAT make you want to pat your tummies and say yummy yummy, viewers?\"", "endoftext": false }, { "action": "You look", "response": "Study, on the floor\nLight from the outside streams in through the closed window, illuminating Uncle Foggy's comfortably cluttered study. It's full of interesting odds and ends, not the least of which is the trophy mounted on the wall above the desk. Many were the times that you and Winnie would climb the bookshelves in search of written treasure, and then spread out by the fireplace with your latest finds. For more dexterous pleasures, there was the carton of assorted works in progress Uncle Foggy usually kept beneath his desk. If nothing else appealed, sneaking maraschino cherries from the bar was always good for a few giggles.\n\nThe room is filled with chickens, running in crazy circles and bounding off the furniture and each other. Resting off to one side of the room is Uncle Foggy's ultimate practical joke.\n\nOn the television, an audience member asks Julia if she uses free range chickens. \"Free range!\" she shouts cheerfully. \"Gas range is more like it!\"", "endoftext": false }, { "action": "You look at the desk", "response": "Uncle Foggy's desk is a great monolith of mahogany, with drawers of all sizes and shapes on virtually every face. Even though Uncle Foggy did most of his work in his lab, the desk's surface is still scarred from his constant tinkering. As you know, Uncle Foggy usually kept a carton of assorted parts beneath the desk for idle moments. Sitting on the center of the desk is a television set. At one corner, you see Uncle Foggy's Super-Bendy Balloon-Animal Balloon Dispenser (pat. pending).\n\nYour eye is inevitably drawn to the massive Buffalo-On-A-Spring (pat. pending) hanging heavily far up on on the wall overhead which, as you know, is activated by a hidden button on the desk.\n\nUncle Orpington pecks at the carpet as if looking for worms.", "endoftext": false }, { "action": "You examine Pyramid", "response": "Uncle Foggy's Super Funky Chickenizer (pat. pending) is a matte black pyramid with a small switch at its apex. You dearly hope Uncle Foggy left his development notes, or a reversion device, in his lab across the road.\n\nOn the television, Julia Childs is hacking the limbs off some unfortunate fowl with a butcher's knife the size of Bayonne, New Jersey.", "endoftext": false }, { "action": "You examine Dispenser", "response": "Uncle Foggy often liked to make elaborate balloon animals for favored visitors, and the Super-Bendy Balloon-Animal Balloon Dispenser (pat. pending) is another of his inventions. It's in the shape of a small elephant statuette with raised trunk. Super-Bendy Balloon-Animal Balloons (pat. pending) are dispensed from the elephant's open mouth. Yank out one and another takes its place.\n\n\"Once we're done with our coq au vin,\" says Julia Childs, \"we'll move on to a lovely chicken divan recipe.\"", "endoftext": false }, { "action": "You take Balloon", "response": "You can't reach the Super-Bendy Balloon-Animal Balloon (pat. pending) from the floor.\n\nOn the television, Julia Childs sneaks a sip of sherry from a bottle beneath the counter. You hear the word 'cirrhosis' shouted from among the audience, to which Julia responds \"Oh, pish tosh. There's nothing wrong with MY liver that a little CHICKEN liver won't cure!\"", "endoftext": false }, { "action": "You press the button", "response": "You can't reach the hidden button from the floor.\n\nThe terrible pounding resumes briefly as Mrs. Faverolles makes another attempt at the door.", "endoftext": false }, { "action": "Up", "response": "You flap your wings edgily, glancing from desk to sill to shelves to bar, looking for something to hop up onto.\n\nA gutteral French accent beyond the door can only be Mrs. Faverolles cursing Dorkings for chasing her out of the study during her program.", "endoftext": false }, { "action": "You get on the desk", "response": "Wings flapping, you leap up on to the desk.\n\nThe terrible pounding resumes briefly as Mrs. Faverolles makes another attempt at the door.", "endoftext": false }, { "action": "You press the button", "response": "The Buffalo-On-A-Spring (pat. pending) zooms off the wall with a resounding SPROI-OI-OING. Cousin Red, standing in the center of the room, leaps with bulging eyes from the path of the charging trophy.\nThe trophy jerks to a sudden stop about three feet off the ground, in front of the desk. A moment later, the head snaps back to the wall.\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "You examine the desk", "response": "Uncle Foggy's desk is a great monolith of mahogany, with drawers of all sizes and shapes on virtually every face. Even though Uncle Foggy did most of his work in his lab, the desk's surface is still scarred from his constant tinkering. As you know, Uncle Foggy usually kept a carton of assorted parts beneath the desk for idle moments. Sitting on the center of the desk is a television set. At one corner, you see Uncle Foggy's Super-Bendy Balloon-Animal Balloon Dispenser (pat. pending).\n\nYour eye is inevitably drawn to the massive Buffalo-On-A-Spring (pat. pending) hanging heavily far up on on the wall overhead which, as you know, is activated by a hidden button on the desk.\n\n\"Thanks for tuning in,\" says Julia Childs. \"I know you'll just LOVE our all day long chicken recipe-athon!\"", "endoftext": false }, { "action": "Down", "response": "You hop down off of the desk and flutter to the study floor.\n\nOn the television, Julia Childs mercilessly pounds the carcass of some poor disemboweled fowl with a - gulp - meat tenderizer.", "endoftext": false }, { "action": "You get on the bar", "response": "Wings flapping, you leap up on to the bar.\n\nOn the television, Julia Childs is hacking the limbs off some unfortunate fowl with a butcher's knife the size of Bayonne, New Jersey.", "endoftext": false }, { "action": "Examine bar", "response": "Though not a habitual drinker, Uncle Foggy always kept a stocked bar. As kids, you and Winnie often had fun sneaking olives and maraschino cherries. However, it looks like all of the condiments, along with the booze and glasses, have been locked away.\n\nLying on the surface of the bar is one of Uncle Foggy's Rainbow Wacky Straws (pat. pending).\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "You look at Straw", "response": "Another of Uncle Foggy's inventions, the Rainbow Wacky Straw (pat. pending) was developed with you and Winnie in mind. It's a ludicrously long flexible straw that randomly changes the color of liquids that pass through it. You and Winnie used to enjoy drinking Shirley Temples from across the room, watching as the Rainbow Wacky Straw (pat. pending) turned the drink from cherry cola red to lime rickey green to tang orange.\n\n\"Thanks for tuning in,\" says Julia Childs. \"I know you'll just LOVE our all day long chicken recipe-athon!\"", "endoftext": false }, { "action": "You take Straw", "response": "You can only carry one thing at a time in your beak.\n\nThe terrible pounding resumes briefly as Mrs. Faverolles makes another attempt at the door.", "endoftext": false }, { "action": "You look at the shelf", "response": "Tall wooden shelves tower over Uncle Foggy's desk on either side, drawing attention to the Buffalo-On-A-Spring (pat. pending), mounted prominently on the wall between them. The shelves are crammed with books of all ages and subjects, though there's probably little on them that hasn't been read by you or Winnie.\n\n\"You know,\" says Julia as she strips the flesh off some poor dead bird, \"the thing I like about these Purdue chickens is how nice and easily the skins slide off. I guess it's true what they say. It really DOES take a tough man to make a tender chicken.\" Julia's audience laughs politely.", "endoftext": false }, { "action": "You examine the window", "response": "A plain, white-framed, four-panel window that looks out on the front lawn. There's a small knot, about the diameter of your fingertip (the kind you used to have) at the base of the frame where it meets the sill.\n\n\"I once killed a chicken just to watch it die,\" says Julia Childs.", "endoftext": false }, { "action": "You look at the knot", "response": "It's a small knot just at the very bottom of the frame, about large enough to allow a pencil or a pinky finger between the frame and the sill.\n\nUncle Orpington pulls a long strand of fiber from the carpet. Cousin Red jealously tries to snatch it away, and a tug-of-war ensues.", "endoftext": false }, { "action": "You drop Helpers", "response": "Dropped.\n\nOn the television, Julia Childs mercilessly pounds the carcass of some poor disemboweled fowl with a - gulp - meat tenderizer.", "endoftext": false }, { "action": "You take Straw", "response": "You snatch the Rainbow Wacky Straw (pat. pending) up in your beak like a long wriggly worm.\n\nOn the television, Julia Childs sneaks a sip of sherry from a bottle beneath the counter. You hear the word 'cirrhosis' shouted from among the audience, to which Julia responds \"Oh, pish tosh. There's nothing wrong with MY liver that a little CHICKEN liver won't cure!\"", "endoftext": true }, { "action": "Go downward", "response": "You hop down off of the bar and flutter to the study floor.\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "You get on the sill", "response": "Wings flapping, you leap up on to the windowsill.\n\nOn the television, Julia Childs is busy shoving her entire forearm up some poor chicken's posterior. How humiliating!", "endoftext": false }, { "action": "You put Straw in the knot", "response": "You slide one end of the Rainbow Wacky Straw (pat. pending) into the knot in the frame. Unfortunately, it's a loose fit, and the Rainbow Wacky Straw (pat. pending) slides out.\n\n\"You know,\" says Julia as she strips the flesh off some poor dead bird, \"the thing I like about these Purdue chickens is how nice and easily the skins slide off. I guess it's true what they say. It really DOES take a tough man to make a tender chicken.\" Julia's audience laughs politely.", "endoftext": false }, { "action": "You open the window", "response": "It's far too heavy too open by chicken power alone, so you motion Winnie over, slam your chicken-twin power-rings together and squawk, \"Chicken-Twin Power ACTIVATE!\"\n\nOr not.\n\n(Hint: that's the puzzle, doofus.)\n\nUncle Orpington pecks at the carpet as if looking for worms.", "endoftext": false }, { "action": "Down", "response": "You hop down off of the windowsill and flutter to the study floor.\n\nOn the television, Julia Childs cracks an egg into a bowl, whips it into a light batter, and then drops eviscerated chicken parts into it. \"Well,\" says Julia, \"I guess that answers the question of which came first!\"", "endoftext": false }, { "action": "You get on the shelves", "response": "You slowly, laboriously climb the bookshelf, one shelf at a time, claw over beak over claw. Eventually you reach the top. You look around and find yourself at a level with the Buffalo-On-A-Spring (pat. pending).\n\n\"I've never tasted human flesh,\" says Julia, \"but I hear it tastes just like Chicken! Doesn't THAT make you want to pat your tummies and say yummy yummy, viewers?\"", "endoftext": false }, { "action": "You look at Buffalo", "response": "The Buffalo-On-A-Spring (pat. pending) is an enormous, furry buffalo head with thick horns mounted as far apart as a broad man's shoulders. As you know, it rests on a tightly coiled spring, and launches forward at the touch of a button hidden on the desk. Uncle Foggy favored using the device on unsolicited salesmen and IRS auditors. He would seat them before the desk, wait until they were deeply engrossed in business, and then... SPROI-OI-OING! The huge head would lunge towards them at high velocity while Uncle Foggy screamed, \"It's still alive! Run! For the love of God, RUN!\" Then he'd cackle hysterically as they tripped over themselves in their rush for the door. Needless to say, victims of this prank rarely returned.\n\nA gutteral French accent beyond the door can only be Mrs. Faverolles cursing Dorkings for chasing her out of the study during her program.", "endoftext": false }, { "action": "You get on Buffalo", "response": "Wings flapping, you leap up on to the Buffalo-On-A-Spring (pat. pending).\n\nOn the television, Julia Childs drops one of the hens she is preparing. \"Oh, too bad,\" she says, \"Looks like that little chicky flew the coop!\"", "endoftext": false }, { "action": "You get on the desk", "response": "You let out an unintelligible squawk, failing to communicate your order.\n\nCousin Red mistakenly runs into Aunt Lamona - she raises a great squawk and pecks Red viciously in return.", "endoftext": false }, { "action": "You look at Balloon", "response": "The Super-Bendy Balloon-Animal Balloon (pat. pending), a long, thin balloon of the variety used to make balloon animals, is another of Uncle Foggy's inventions. Uncle Foggy was endlessly fond of making balloon animals for guests, but equally frustrated at their short life-span and tendancy to burst. So he took vulcanization a step further with Uncle Foggy's Foggyized Super-Bendy Balloon-Animal Balloon Rubber (pat. pending)!\n\n\"I've never tasted human flesh,\" says Julia, \"but I hear it tastes just like Chicken! Doesn't THAT make you want to pat your tummies and say yummy yummy, viewers?\"", "endoftext": false }, { "action": "You look at the drawer", "response": "Drawers of all sizes and shape fill Uncle Foggy's desk.\n\nOn the television, Julia Childs sneaks a sip of sherry from a bottle beneath the counter. You hear the word 'cirrhosis' shouted from among the audience, to which Julia responds \"Oh, pish tosh. There's nothing wrong with MY liver that a little CHICKEN liver won't cure!\"", "endoftext": false }, { "action": "You open the drawer", "response": "You can't reach the drawers from the Buffalo-On-A-Spring (pat. pending).\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "Down", "response": "You hop down off of the Buffalo-On-A-Spring (pat. pending) and flutter to the study floor.\n\nA gutteral French accent beyond the door can only be Mrs. Faverolles cursing Dorkings for chasing her out of the study during her program.", "endoftext": false }, { "action": "You get on the desk", "response": "Wings flapping, you leap up on to the desk.\n\n\"Once we're done with our coq au vin,\" says Julia Childs, \"we'll move on to a lovely chicken divan recipe.\"", "endoftext": false }, { "action": "You open the drawer", "response": "Your new body hasn't got the power to open the heavy wooden drawers.\n\nOn the television, Julia Childs cracks an egg into a bowl, whips it into a light batter, and then drops eviscerated chicken parts into it. \"Well,\" says Julia, \"I guess that answers the question of which came first!\"", "endoftext": false }, { "action": "You take Balloon", "response": "You can only carry one thing at a time in your beak.\n\nOn the television, Julia Childs drops one of the hens she is preparing. \"Oh, too bad,\" she says, \"Looks like that little chicky flew the coop!\"", "endoftext": false }, { "action": "You drop Straw", "response": "The Rainbow Wacky Straw (pat. pending) slides off the desk to the study floor.\n\nUncle Orpington pulls a long strand of fiber from the carpet. Cousin Red jealously tries to snatch it away, and a tug-of-war ensues.", "endoftext": false }, { "action": "You take Balloon", "response": "You grab hold of the long, stringy Super-Bendy Balloon-Animal Balloon (pat. pending) with your beak and pull until it flaps free of the Super-Bendy Balloon-Animal Balloon Dispenser (pat. pending). You discover that it is the last one in the dispenser, something that leaves you with a queer sense of melancholy.\n\nOn the television, Julia Childs mercilessly pounds the carcass of some poor disemboweled fowl with a - gulp - meat tenderizer.", "endoftext": false }, { "action": "You put Straw in Balloon", "response": "You can't reach the Rainbow Wacky Straw (pat. pending) from the desk.\n\nOn the television, Julia Childs is hacking the limbs off some unfortunate fowl with a butcher's knife the size of Bayonne, New Jersey.", "endoftext": false }, { "action": "Down", "response": "You hop down off of the desk and flutter to the study floor.\n\nRed - at least you think it's Red - clambers up onto the sofa and crows at the top of his scrawny little lungs.", "endoftext": false }, { "action": "You put Straw in Balloon", "response": "You slide the mouth of the Super-Bendy Balloon-Animal Balloon (pat. pending) over the Rainbow Wacky Straw (pat. pending).\n\n\"Later on the program,\" says Julia Childs, \"I'll show you how to feed a family of four even if your man is bringing home chicken feed!\"", "endoftext": false }, { "action": "You get on the sill", "response": "Wings flapping, you leap up on to the windowsill.\n\nThe formerly dour Mr. Dorkings makes for a peculiar sight as he rebounds off your uncle's desk, leaving a trail of black feathers.", "endoftext": false }, { "action": "You put Balloon in the knot", "response": "You cram the balloon-covered end of the Rainbow Wacky Straw (pat. pending) into the knot, then, gripping it with your beak, shove the Super-Bendy Balloon-Animal Balloon (pat. pending) as far into the knot as you can.\n\nCousin Red mistakenly runs into Aunt Lamona - she raises a great squawk and pecks Red viciously in return.", "endoftext": false }, { "action": "Inflate Balloon", "response": "You have no lips and you must blow.\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "You look", "response": "Study, on the windowsill\nLight from the outside streams in through the closed window, illuminating Uncle Foggy's comfortably cluttered study. It's full of interesting odds and ends, not the least of which is the trophy mounted on the wall above the desk. Many were the times that you and Winnie would climb the bookshelves in search of written treasure, and then spread out by the fireplace with your latest finds. For more dexterous pleasures, there was the carton of assorted works in progress Uncle Foggy usually kept beneath his desk. If nothing else appealed, sneaking maraschino cherries from the bar was always good for a few giggles.\n\nThe room is filled with chickens, running in crazy circles and bounding off the furniture and each other. Resting off to one side of the room is Uncle Foggy's ultimate practical joke. Sitting on the bar is the Hedge Helpers (pat. pending).\n\nOn the television, Julia Childs sneaks a sip of sherry from a bottle beneath the counter. You hear the word 'cirrhosis' shouted from among the audience, to which Julia responds \"Oh, pish tosh. There's nothing wrong with MY liver that a little CHICKEN liver won't cure!\"", "endoftext": false }, { "action": "You examine the fireplace", "response": "You and Winnie used to spend many cold days bundled up by the charming old brick fireplace, with good books and hot chocolate, the latter preferably drunken through one of Uncle Foggy's Wacky Rainbow Straws (pat. pending). Standing to one side of the fireplace is an assortment of brass pokers and an old bellows.\n\nUncle Orpington pecks at the carpet as if looking for worms.", "endoftext": false }, { "action": "Down", "response": "You hop down off of the windowsill and flutter to the study floor.\n\nOn the television, Julia Childs sneaks a sip of sherry from a bottle beneath the counter. You hear the word 'cirrhosis' shouted from among the audience, to which Julia responds \"Oh, pish tosh. There's nothing wrong with MY liver that a little CHICKEN liver won't cure!\"", "endoftext": false }, { "action": "You take bellows", "response": "Realizing that you can't use the bellows in its current position, you try to topple it from its upright position by the fireplace. It budges, but just barely. Winnie, comprehending your efforts, lends a beak to assist. Working together, you manage to pull the bellows down to the ground and drag it to the center of the room.\n\n\"I once killed a chicken just to watch it die,\" says Julia Childs.", "endoftext": false }, { "action": "You take the bellows", "response": "Winnie gives you a light peck as if to say \"Don't be a little chicken shit. I'm not helping you move that again.\"\n\nOn the television, Julia Childs cracks an egg into a bowl, whips it into a light batter, and then drops eviscerated chicken parts into it. \"Well,\" says Julia, \"I guess that answers the question of which came first!\"", "endoftext": false }, { "action": "You put Straw in the bellows", "response": "You hold the straw firmly in beak and cram it as far into the tube of the bellows as it will go. The straw fits snugly inside the tube, forming a solid connection.\n\n\"Later today,\" says Julia Childs, \"we'll be demonstrating how to perform emergency liver transplant surgery on your house pets using chicken liver!\"", "endoftext": false }, { "action": "You get on the desk", "response": "Wings flapping, you leap up on to the desk.\n\nUncle Orpington pulls a long strand of fiber from the carpet. Cousin Red jealously tries to snatch it away, and a tug-of-war ensues.", "endoftext": false }, { "action": "You examine Straw", "response": "Another of Uncle Foggy's inventions, the Rainbow Wacky Straw (pat. pending) was developed with you and Winnie in mind. It's a ludicrously long flexible straw that randomly changes the color of liquids that pass through it. You and Winnie used to enjoy drinking Shirley Temples from across the room, watching as the Rainbow Wacky Straw (pat. pending) turned the drink from cherry cola red to lime rickey green to tang orange.\n\nOne end of the Rainbow Wacky Straw (pat. pending) is inserted into the bellows, while the other is inserted into the Super-Bendy Balloon-Animal Balloon (pat. pending) and crammed into the knot in the window.\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "You turn off tv", "response": "As much as you would love to end Ms. Childs' depredations, the television seems to be chicken-proof.\n\nA gutteral French accent beyond the door can only be Mrs. Faverolles cursing Dorkings for chasing her out of the study during her program.", "endoftext": false }, { "action": "You jump on the bellows", "response": "You can't reach the bellows from the desk.\n\n\"Later today,\" says Julia Childs, \"we'll be demonstrating how to perform emergency liver transplant surgery on your house pets using chicken liver!\"", "endoftext": false }, { "action": "Down", "response": "You hop down off of the desk and flutter to the study floor.\n\nOn the television, Julia Childs sneaks a sip of sherry from a bottle beneath the counter. You hear the word 'cirrhosis' shouted from among the audience, to which Julia responds \"Oh, pish tosh. There's nothing wrong with MY liver that a little CHICKEN liver won't cure!\"", "endoftext": false }, { "action": "You get on bellows", "response": "I don't know how to get on the bellows.\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "You get on the sill", "response": "Wings flapping, you leap up on to the windowsill.\n\nOn the television, Julia Childs is hacking the limbs off some unfortunate fowl with a butcher's knife the size of Bayonne, New Jersey.", "endoftext": false }, { "action": "You jump on the bellows", "response": "You can't reach the bellows from the windowsill.\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "Down", "response": "You hop down off of the windowsill and flutter to the study floor.\n\nUncle Orpington pulls a long strand of fiber from the carpet. Cousin Red jealously tries to snatch it away, and a tug-of-war ensues.", "endoftext": false }, { "action": "You jump on the bellows", "response": "I don't know how to jump the bellows.\n\nThe terrible pounding resumes briefly as Mrs. Faverolles makes another attempt at the door.", "endoftext": false }, { "action": "You examine the bellows", "response": "It's an ordinary bellows, lying in the middle of the room in front of Uncle Foggy's desk. Two bits of tapered wood are joined by an accordion-like sleeve. Pulling the handle out fills it with air; squeezing them together expels the air. You and Winnie used to use enjoy using this particular bellows to inflate Uncle Foggy's Super-Bendy Balloon-Animal Balloons (pat. pending).\n\nAttached to the tube of the bellows is one of Uncle Foggy's Rainbow Wacky Straws (pat. pending).\n\nOn the television, Julia Childs cracks an egg into a bowl, whips it into a light batter, and then drops eviscerated chicken parts into it. \"Well,\" says Julia, \"I guess that answers the question of which came first!\"", "endoftext": false }, { "action": "You pull the handle", "response": "Winnie gives you a light peck as if to say \"Don't be a little chicken shit. I'm not helping you move that again.\"\n\nUncle Orpington pecks at the carpet as if looking for worms.", "endoftext": false }, { "action": "You squeeze bellows", "response": "As a chicken, you don't have the muscle (or the hands, for that matter) to squeeze the bellows. Oh, if only you had hands again!\n\n\"You know,\" says Julia as she strips the flesh off some poor dead bird, \"the thing I like about these Purdue chickens is how nice and easily the skins slide off. I guess it's true what they say. It really DOES take a tough man to make a tender chicken.\" Julia's audience laughs politely.", "endoftext": false }, { "action": "You get on the bar", "response": "Wings flapping, you leap up on to the bar.\n\nUncle Orpington pecks at the carpet as if looking for worms.", "endoftext": false }, { "action": "You take the helper", "response": "You snatch an end of the Hedge Helpers (pat. pending) up in your beak. Though quite bulky, they're light enough that you can drag them around single... er... beakedly.\n\nOn the television, Julia Childs is busy shoving her entire forearm up some poor chicken's posterior. How humiliating!", "endoftext": false }, { "action": "Down", "response": "You hop down off of the bar and flutter to the study floor.\n\nOn the television, Julia Childs mercilessly pounds the carcass of some poor disemboweled fowl with a - gulp - meat tenderizer.", "endoftext": false }, { "action": "You look at the helper", "response": "The Hedge Helpers (pat. pending) extend a gardener's reach while trimming tall hedges. They clamp on to the shoulders at one end, and end in a pair of articulated rubber hands at the other. The hands operate a second pair of shears, mimicking the operator's own hands, doubling both his reach and his efficiency.\n\nThe Hedge Helpers (pat. pending) are another of Uncle Foggy's inventions. Being the recluse he was, he liked his hedges TALL.\n\n\"On next week's program,\" says Julia Childs, \"I'll be showing you how to make chicken-fried chicken!\"", "endoftext": false }, { "action": "You put Helpers on the bellows", "response": "Done.\n\nRed - at least you think it's Red - clambers up onto the sofa and crows at the top of his scrawny little lungs.", "endoftext": false }, { "action": "You examine the bellows", "response": "It's an ordinary bellows, lying in the middle of the room in front of Uncle Foggy's desk. Two bits of tapered wood are joined by an accordion-like sleeve. Pulling the handle out fills it with air; squeezing them together expels the air. You and Winnie used to use enjoy using this particular bellows to inflate Uncle Foggy's Super-Bendy Balloon-Animal Balloons (pat. pending).\n\nAttached to the tube of the bellows is one of Uncle Foggy's Rainbow Wacky Straws (pat. pending).\n\n\"Thanks for tuning in,\" says Julia Childs. \"I know you'll just LOVE our all day long chicken recipe-athon!\"", "endoftext": false }, { "action": "You examine the helper", "response": "The Hedge Helpers (pat. pending) extend a gardener's reach while trimming tall hedges. They clamp on to the shoulders at one end, and end in a pair of articulated rubber hands at the other. The hands operate a second pair of shears, mimicking the operator's own hands, doubling both his reach and his efficiency.\n\nThe Hedge Helpers (pat. pending) are another of Uncle Foggy's inventions. Being the recluse he was, he liked his hedges TALL.\n\nThe terrible pounding resumes briefly as Mrs. Faverolles makes another attempt at the door.", "endoftext": false }, { "action": "You get on the desk", "response": "Wings flapping, you leap up on to the desk.\n\nOn the television, Julia Childs is busy shoving her entire forearm up some poor chicken's posterior. How humiliating!", "endoftext": false }, { "action": "You press the button", "response": "The Buffalo-On-A-Spring (pat. pending) zooms off the wall with a resounding SPROI-OI-OING. The trophy jerks to a sudden stop about three feet off the ground, in front of the desk, and just above the bellows lying in the middle of the room. Mr. Dorkings, standing near the bellows, leaps with bulging eyes from the path of the charging trophy. A moment later, the head snaps back to the wall.\n\nOn the television, an audience member asks Julia if she uses free range chickens. \"Free range!\" she shouts cheerfully. \"Gas range is more like it!\"", "endoftext": false }, { "action": "You wear Helpers", "response": "You can't reach the Hedge Helpers (pat. pending) from the desk.\n\nThe formerly dour Mr. Dorkings makes for a peculiar sight as he rebounds off your uncle's desk, leaving a trail of black feathers.", "endoftext": false }, { "action": "Down", "response": "You hop down off of the desk and flutter to the study floor.\n\n\"Thanks for tuning in,\" says Julia Childs. \"I know you'll just LOVE our all day long chicken recipe-athon!\"", "endoftext": false }, { "action": "You wear Helpers", "response": "The Hedge Helpers (pat. pending) weren't designed to mount on small fowl.\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "You take Helpers", "response": "You snatch an end of the Hedge Helpers (pat. pending) up in your beak. Though quite bulky, they're light enough that you can drag them around single... er... beakedly.\n\n\"You know,\" says Julia as she strips the flesh off some poor dead bird, \"the thing I like about these Purdue chickens is how nice and easily the skins slide off. I guess it's true what they say. It really DOES take a tough man to make a tender chicken.\" Julia's audience laughs politely.", "endoftext": false }, { "action": "You examine Dorkings", "response": "Dorkings was a dour looking man in black. Now he's a dour looking black chicken. And those beady eyes don't make him look any more trustworthy.\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "You get on shelf", "response": "With one of the light-weight Hedge Helper (pat. pending) hands clutched in your beak, you attempt to climb the tall bookshelf, without much progress. Winnie, seeing your plan, beaks down on the other hand and mounts alongside you. Between you both, you're able, slowly, laboriously, to climb the bookshelves with the Hedge Helpers (pat. pending). At last you reach the top, even with the Buffalo-On-A-Spring (pat. pending).\n\nAunt Lamona and Uncle Orpington - at least you think they're Aunt Lamona and Uncle Orpington - slam into each other at full tilt and knock each other onto the floor.", "endoftext": false }, { "action": "You get on the trophy", "response": "Wings flapping, you leap up on to the Buffalo-On-A-Spring (pat. pending).\n\nOn the television, Julia Childs mercilessly pounds the carcass of some poor disemboweled fowl with a - gulp - meat tenderizer.", "endoftext": false }, { "action": "You put Helpers on the trophy", "response": "There's no good surface on the head itself, but you might be able to mount the Hedge Helpers (pat. pending) on the trophy's horns.\n\nA gutteral French accent beyond the door can only be Mrs. Faverolles cursing Dorkings for chasing her out of the study during her program.", "endoftext": false }, { "action": "You put Helpers on the horn", "response": "With Winnie's help, you mount the the Hedge Helpers (pat. pending) on the horns of the the Buffalo-On-A-Spring (pat. pending).\n\nOn the television, Julia Childs invites an audience member up to assist her. The volunteer hesitates at reaching into the chicken's cavity, prompting Julia to ask \"What're you... chicken?\" Julia laughs hysterically at her own joke, accompanied by a smattering of applause from the audience.", "endoftext": false }, { "action": "Down", "response": "You hop down off of the Buffalo-On-A-Spring (pat. pending) and flutter to the study floor.\n\n\"On next week's program,\" says Julia Childs, \"I'll be showing you how to make chicken-fried chicken!\"", "endoftext": false }, { "action": "You get on the desk", "response": "Wings flapping, you leap up on to the desk.\n\n\"Once we're done with our coq au vin,\" says Julia Childs, \"we'll move on to a lovely chicken divan recipe.\"", "endoftext": false }, { "action": "You press the button", "response": "The Buffalo-On-A-Spring (pat. pending) zooms off the wall with a resounding SPROI-OI-OING, the Hedge Helpers (pat. pending) bouncing crazily behind. Cousin Red, standing near the bellows, leaps with bulging eyes from the path of the charging trophy just in time to avoid the whipping Hedge Helpers (pat. pending), which latch onto the bellows and give it a good solid squeeze. The bellows BOOFS as the air is forced out of it and through the Rainbow Wacky Straw (pat.\npending), then into the attached Super-Bendy Balloon-Animal Balloon (pat. pending), which fills with air, slowly raising the window a scant chicken's height as it swells. Winnie, seeing your intent, hops onto the windowsill and steps on the mouth of the Super-Bendy Balloon-Animal Balloon (pat. pending) to prevent the air escaping it. A moment later, the head snaps back to the wall, the Hedge Helpers (pat. pending) whipping insanely behind. The bellows slowly returns to its original position as air rushes back into it.\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "Down", "response": "You hop down off of the desk and flutter to the study floor.\n\n\"Later on the program,\" says Julia Childs, \"I'll show you how to feed a family of four even if your man is bringing home chicken feed!\"", "endoftext": false }, { "action": "You get on shelf", "response": "You slowly, laboriously climb the bookshelf, one shelf at a time, claw over beak over claw. Eventually you reach the top. You look around and find yourself at a level with the Buffalo-On-A-Spring (pat. pending).\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "You get on the trophy", "response": "Wings flapping, you leap up on to the Buffalo-On-A-Spring (pat. pending).\n\nOn the television, Julia Childs is hacking the limbs off some unfortunate fowl with a butcher's knife the size of Bayonne, New Jersey.", "endoftext": false }, { "action": "You take Helpers", "response": "Winnie sees you headed on a course to pull down the Hedge Helpers (pat. pending) and starts up an agitated flapping, as if to say \"Don't even think about it, egg head. We've got to get out of here!\"\n\n\"Once we're done with our coq au vin,\" says Julia Childs, \"we'll move on to a lovely chicken divan recipe.\"", "endoftext": false }, { "action": "Down", "response": "You hop down off of the Buffalo-On-A-Spring (pat. pending) and flutter to the study floor.\n\nUncle Orpington pulls a long strand of fiber from the carpet. Cousin Red jealously tries to snatch it away, and a tug-of-war ensues.", "endoftext": false }, { "action": "You get on the sill", "response": "Wings flapping, you leap up on to the windowsill.\n\nOn the television, Julia Childs coughs up a mouthful of feathers. \"Oh, dear!\" she exlaims. \"Excuse me!\"", "endoftext": false }, { "action": "Go outside", "response": "You're not going anywhere until you get off of the windowsill.\n\nOn the television, Julia Childs is hacking the limbs off some unfortunate fowl with a butcher's knife the size of Bayonne, New Jersey.", "endoftext": false }, { "action": "You enter the window", "response": "I don't know how to enter the window pane.\n\nOn the television, Julia Childs leans out into her audience and asks conspiratorially, \"Do you folks know why the chicken crossed the road?\" After a moment she answers, \"Because it was hauled across in a butcher's cart, of course!\" Her joke is met by silence from the audience, prompting her to respond cheerily with \"Well! THAT joke sure laid an egg!\"", "endoftext": false }, { "action": "Go outside", "response": "You're not going anywhere until you get off of the windowsill.\n\n\"Thanks for tuning in,\" says Julia Childs. \"I know you'll just LOVE our all day long chicken recipe-athon!\"", "endoftext": false }, { "action": "Go south", "response": "You head for the swinging gate, left conveniently ajar, and squeeze through to the other side. It looks like an easy trip across the road to Uncle Foggie's lab. But just as you're about to set foot on the road, a streak of copper catches your eye. It's a fox! You turn tail and run back through the gate, just in time to bump into Winnie coming out. The two of you rebound off each other, confusing your sense of direction. With a growing sense of urgency you rush at the gate again, and manage to squeeze through just as a sharp claw swipes at your tail feathers. The gate bangs shut behind you, startling the fox away for the moment. Then it slowly creaks open again.", "endoftext": false }, { "action": "Go south", "response": "Not with that fox hanging around out there! You're going to have to find another way to cross that road.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Uncle Foggy's front lawn teeters just on the border of ill-kempt, though no one specific flaw draws attention. The three vehicles parked on the lawn fail to aid its appearance. Uncle Foggy's home, Foggywood Manor, lies to the north, while the gate through which you entered rests back to the south. Though you can't see it over the hedges, you know that beyond the gate and across the road lies the ramshackle cabin that Uncle Foggy called his lab.\n\nWinnie is here with you, eagerly waiting for your next move.", "endoftext": false }, { "action": "You examine the sedan", "response": "Your Uncle Orpington's Oldsmobuick is a beetle black sedan of late vintage. It looks big and mean, fit for running down small animals and old ladies on the highway.", "endoftext": false }, { "action": "You examine the coupe", "response": "Your car is a beaten-up, anonymous-looking two door coupe. It reminds you of one of Uncle Foggy's favorite jokes: Why has a chicken coop got only two doors? Because if it had four it'd be a chicken sedan!", "endoftext": false }, { "action": "You look at the truck", "response": "Your cousin Red's monster truck is a masterpiece of modern automotive engineering. Its brightly colored chassis hovers nearly five feet off the ground, suspended by enormous black tires big enough to feed an entire tribe of African pygmies through three rainy seasons. A galvanized metal stair extends down from the driver's side door, without which tiny Red could never have tamed the monster. Apparently Red left the roof at home, as the cab is open to the air. Red has obnoxiously parked the truck facing forward right in front of the gate, which forced you to drive around him when you entered.", "endoftext": false }, { "action": "You enter the truck", "response": "Followed by Winnie, you hop up the metal steps and flutter over the door into the cab of Red's truck. It is with incredible relief that you find Red's car keys hanging from the ignition. You've never driven a truck like this - let alone while wearing a chicken's body - but the ignition, gear stick and gas pedal look like a good place to start.", "endoftext": false }, { "action": "You turn the key", "response": "You turn the keys with your beak, and the monster truck roars to life!", "endoftext": false }, { "action": "You jump on the gas", "response": "Fearing that even your combined weight may not be enough, you and Winnie jump together onto the gas pedal. The truck lurches into motion! Rear wheels pealing, it bursts forward, crashing through the front gate and across the road, baby! At the far side, the truck hits a deep pothole that jolts you and Winnie into the air, giving you a perfect view as the truck slams into one sagging wall of Uncle Foggy's ramshackle lab. The impact flattens you into the windshield, as debris from the crumbling wall crashes down upon you.\n\nWhen the dust finally settles, you and Winnie clamber dizzily out of the truck. Uncle Foggy's lab is a shambles. Shelves have collapsed, spilling their contents everywhere. The entire structure looks as though it may fall down at any moment. But there, posted on a relatively stable section of wall, is a diagram outlining the process of Uncle Foggy's Super Funky Chickenizer (pat. pending). Below it, on a sturdy bench, is a small white pyramid - clearly the mate to the device that got you into this mess.", "endoftext": false }, { "action": "You look at the diagram", "response": "It seems to outline the process of Uncle Foggy's Super Funky Chickenizer (pat. pending).", "endoftext": false }, { "action": "You examine Pyramid", "response": "This must be the reversion device for Uncle Foggy's Super Funky Chickenizer (pat. pending). It's a white matte pyramid with a small switch at its apex.", "endoftext": false }, { "action": "You get on the bench", "response": "Wings flapping, you leap up on to the bench.", "endoftext": false }, { "action": "You press the switch", "response": "The switch flips over with a hollow 'click'... and suddenly, the world seems smaller.\nMuch later, you and Winnie sit down to a sumptuous dinner prepared by Mrs. Faverolles. You're both able to laugh over the day's events from the comfortable safety of Uncle Foggy's expansive dining room.\n\n\"What a day!\" you exclaim to Winnie between mouthfuls.\n\"I know,\" she says, sipping a glass of wine. \"I thought we would\nnever find a way to revert to our old selves.\"\n\"Too bad about the Barnevelders missing their chance to participate\nin the scavenger hunt.\"\n\"Oh, yes,\" nods Winnie.\n\"So. How are you finding the chicken?\" you ask, changing the\nsubject.\n\"Mm, it's a big stringy for my tastes.\" says Winnie, chewing a mouthful of food.\n\"Really? Mine's quite tender.\"\n\"Well, you know what they say,\" says Winnie.\n\"What's that?\" you inquire.\n\n\"It's all relative!\"\n\n* * *\n\nCongratulations! You have won Foggywood Hijinx!\n\nThank you for playing Foggywood Hijinx, a TextFeather release. On-line registration for TextFeather products will be available at\n\npatience!", "endoftext": true } ]
lb8t0gzl9xdcrs49
Game Developers Conference 2009
Jim Munroe
[ "Slice of life" ]
[ "goal-seeking characters", "randomized" ]
2,009
[ 0, 0, 0, 0, 0 ]
0
0
20090601
false
"You're actually here. The Gee Dee Cee. You don't know which session to check out first. Unlike your hometown, you're one artist among many here -- exciting and intimidating. Exciting because between now and Friday you might be able to put together a game development team with the varied people here, but intimidating because you don't know a soul. Luckily people all have their names printed on their badges, that's one thing you don't have to worry about." Sponsored by GameSetWatch/Gamasutra, Jim Munroe went to GDC 2009 and then wrote his experiences into a "social interaction simulator". The goal is to get together a development team for a new game, after encountering and making friends with artists, coders, designers and promoters. Each playthrough is partially randomized and outcomes vary.
[ { "action": "%", "response": "You're actually here. The Gee Dee Cee. You don't know which session to check out first. Unlike your hometown, you're one promoter among many here -- exciting and intimidating.\n\nExciting because between now and Friday you might be able to put together a game development team with the varied people here, but intimidating because you don't know a soul. Luckily people all have their names printed on their badges, that's one thing you don't have to worry about.\n\nA social interaction simulator by Jim Munroe.\n\nType CREDITS for the full credits, HELP if you need it, and QUIT to exit the game.\n\nGeez, there's a lot of people here. You wish your buddy Jon had come. He had a ton of advice about getting to know people. What was it that he said? You bet you could REMEMBER if you tried.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nWhat was it that Jon said? You can learn a lot if you EXAMINE folks... that taking a personal INVENTORY helps you keep track of your skills and interests... and when in doubt, GO WEST?\n\nYou dunno about that last one, especially since he went on to rant about twisty mazes, but you (perhaps aptly) couldn't follow what he was saying.\n\nBut he did have some other helpful stuff to say too, you'd just need to focus to REMEMBER it.", "endoftext": false }, { "action": "You remember", "response": "Over beers the day before you left, he got philosophical. Sure, there's a lot of swag, but it's not about what you can TAKE, he said. It's about the exchange of ideas. ASK people ABOUT something they care about. If you don't know, ASK them ABOUT INTERESTS. And if you have an interest, TALK ABOUT it TO them -- maybe your enthusiasm about it will catch. And he said not to worry about getting it right the first time, that it can take a couple of years to get into the groove.\n\nYou're pretty sure there was some other stuff he said, too.", "endoftext": false }, { "action": "You remember", "response": "Jon got a little drunk and started to brag that he was around when he saw someone PROPOSE GAME WITH VECTOR GRAPHICS TO DAVE. Then he started to grouse about the economy and how he wished he was going this year, and the evening went downhill from there. He pointed out that because you're an extreme extrovert, you'd have to be careful not to talk people's ears off.\n(Which seemed kind of personal to you, but Jon has a tact deficit.)\n\nNow that you're thinking of it, wasn't there something else he said?", "endoftext": false }, { "action": "You remember", "response": "Right before you extricated yourself, Jon had one more piece of advice -- to make sure you checked out the dev team workshop when you thought you had a team together. The other workshops were useful too, in case you couldn't get a coder or an artist -- it's pretty random who you're gonna meet, he said. He started on about something else but you told him you had an early plane to catch.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are dressed like a typical promoter. Your interests include viral marketing. Currently, your dev team consists of yourself as promoter.", "endoftext": true }, { "action": "Look around", "response": "You can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in viral marketing.\n\nRaigan is texting, a smile on his lips.", "endoftext": false }, { "action": "You examine Susan", "response": "Susan is dressed like a typical artist.", "endoftext": false }, { "action": "You look at Raigan", "response": "There's something about the way Raigan holds himself that makes you think: designer.", "endoftext": false }, { "action": "You ask Susan about the interests", "response": "Susan says that she's pretty into chiptune music these days.\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in viral marketing.\n\nRaigan stands there, staring at the schedule.", "endoftext": false }, { "action": "You ask Raigan about the interests", "response": "Raigan says that he's pretty interested in ARGs.\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in viral marketing.\n\nSomeone named Raigan seems a little lost.", "endoftext": false }, { "action": "You talk to Raigan about the viral marketing", "response": "Your interest in viral marketing proves boring to Raigan.\n\nNow you have dropped in Raigan's esteem.\n\nSusan stands there, staring at the schedule.\nShooting you a dirty look, Raigan heads to art session \"Lighting With Purpose\".", "endoftext": false }, { "action": "You talk to Susan about the art", "response": "Which do you mean, Creative Commons licensed art or pixel art?", "endoftext": false }, { "action": "Commons", "response": "You seem to impress Susan despite knowing very little about Creative Commons licensed art.\n\nNow you have risen in Susan's esteem.\n\nSusan seems comfortable around you, a smile on her lips.\nRaigan walks out of a session, looking excited and inspired and chatting to someone about pixel art.", "endoftext": false }, { "action": "You talk to Raigan about the pixel art", "response": "You ramble on about pixel art for a while, until some contemptuous remarks from Raigan reveal that you don't really know what you're talking about.\n\nSuddenly Raigan seems impatient with you.\n\nSusan murmurs quietly to you, and then bursts out laughing.\nMuttering something about you, Raigan heads to Moscone Center North 2000.", "endoftext": false }, { "action": "You look at the schedule", "response": "You hate carrying it around. The rooms all have signs anyway.", "endoftext": false }, { "action": "You look", "response": "You can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in viral marketing.\n\nYou blink, and suddenly Ryan is gone, as quietly as he arrived.", "endoftext": false }, { "action": "You go east", "response": "art session \"Lighting With Purpose\"\nHaving managed to understand it, the subject of pixel art is now fascinating to you.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in viral marketing and pixel art.\n\nRyan is texting, a smile on his lips.", "endoftext": false }, { "action": "You ask Ryan about the interests", "response": "At a loss for words, Ryan mumbles something about finding it all fascinating.\n\nSusan talks to Ryan about point-and-click game making tools, which she obviously knows nothing about.\n\nSusan says they're going out for drinks, and invites you along...\nThe night is great, and you end up having a great conversation with Wei-Ju about ARGs.\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "You look", "response": "You can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nMare wanders out of the session with a hopelessly confused look on her face.\nKatherine looks around for someone, then checks her watch.\n\nSomeone named Kevin seems a little lost.\nRaigan talks at length about ARGs, not really concerned with whether you are listening or even interested.\n\nNow Raigan has risen in your esteem.\n\nLost in thought, Jeffrey floats away to design session \"Master Metrics\".\nJordan wanders into Moscone Center North 2000.", "endoftext": false }, { "action": "You ask Jordan about the interests", "response": "Not really sure what to say, Jordan makes a joke about being into post-hipsterism.\n\nMare talks to you about pixel art, which she obviously knows nothing about.\n\nNow Mare has dropped in your esteem.\n\nKatherine talks to Kevin about point-and-click game making tools, which she obviously knows nothing about.\n\nRaigan is obviously obsessed with ARGs, and Jordan is trying to keep up.\n\nJeffrey walks out of a session, looking excited and inspired and chatting to someone about procedural gameplay.", "endoftext": false }, { "action": "You go east", "response": "design session \"Master Metrics\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nMare asks Kevin what he's interested in these days. Kevin says that he's pretty interested in 2D physics.\n\nKatherine looks around for someone, then checks her watch.\nSusan gives you a friendly wave.\nMuttering something about you, Raigan heads to design session \"Master Metrics\".\n\nJeffrey talks to you about pixel art, which he obviously knows nothing about.\n\nSuddenly Jeffrey seems irritable with you.\n\nJordan floats away to promo session \"Money From a Casual Stone\".", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical promoter. Your interests include ARGs, viral marketing and pixel art. Currently, your dev team consists of yourself as promoter.", "endoftext": false }, { "action": "You look at Susan", "response": "Susan is wearing a t-shirt with a artist in-joke on it. You recall that Susan's interests include chiptune music.", "endoftext": false }, { "action": "You talk to Susan about the pixel art", "response": "Your intense passion for the pixel art proves contagious.\n\nSuddenly Susan gives you a friendly smile.\n\nMare talks to Susan about procedural gameplay, which she obviously knows nothing about.\nKatherine asks you what you're interested in these days. You say that you're pretty interested in ARGs, viral marketing and pixel art.\n\nKevin asks Jeffrey what he's interested in these days. Jeffrey says that he's pretty interested in procedural gameplay and ARGs.\n\nRaigan walks out of a session, looking excited and inspired and chatting to someone about ARGs.\nWei-Ju murmurs quietly to you, and then bursts out laughing.\nJordan walks out of a session, looking excited and inspired and chatting to someone about viral marketing.", "endoftext": false }, { "action": "You look at Susan", "response": "Susan is dressed like a typical artist. You recall that Susan's interests include pixel art and chiptune music.", "endoftext": false }, { "action": "You propose the game with pixel art to Susan", "response": "You and Susan get really excited about making a game that makes clever use of pixel art.\n\nMare is texting, a smile on her lips.\nKatherine talks to Raigan about micropayments, which she knows something about.\nSusan gives you a gentle squeeze on the shoulder.\nKevin talks to Wei-Ju about procedural gameplay, which he obviously knows nothing about.\nJeffrey asks you what you're interested in these days. You say that you're pretty interested in ARGs, viral marketing and pixel art.\n\nJordan talks to Susan about bot movement, which he obviously knows nothing about.", "endoftext": false }, { "action": "You ask Jeffrey about the interests", "response": "Jeffrey says that he's pretty interested in procedural gameplay and ARGs.\n\nMare looks around for someone, then checks her watch.\n\nSusan talks to Jordan about procedural gameplay, which she obviously knows nothing about.\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit Wei-Ju is right there with him.\n\nRaigan gives Wei-Ju a quick grin.\n\nJeffrey stands there, staring at the schedule.", "endoftext": false }, { "action": "You talk to Jeffrey about the args", "response": "Jeffrey is just as excited about ARGs as you are.\n\nLooks like you have impressed Jeffrey.\n\nMare hands out flyers to passers-by.\nLost in thought, Katherine floats away to promo session \"Money From a Casual Stone\".\nSusan talks to Wei-Ju about pixel art, which she knows something about. Kevin looks around for someone, then checks his watch.\nRaigan talks at length about ARGs, not really concerned with whether you are listening or even interested.\n\nLooks like Raigan has impressed you.\n\nJeffrey gives you a friendly wave.\nJordan stands there, staring at the schedule.", "endoftext": false }, { "action": "You look at Jeffrey", "response": "Jeffrey's badge identifies him as a designer. You recall that Jeffrey's interests include procedural gameplay and ARGs.", "endoftext": false }, { "action": "You talk to Jeffrey about the pixel art", "response": "Your intense passion for the pixel art proves contagious.\n\nNow you have risen in Jeffrey's esteem.\n\nWith a bit of a bounce in her step, Mare heads away to promo session \"Money From a Casual Stone\".\nKatherine walks out of a session, looking excited and inspired and chatting to someone about micropayments.\nSusan asks Jeffrey what he's interested in these days. Jeffrey says that he's pretty interested in procedural gameplay, ARGs and pixel art.\n\nLost in thought, Kevin floats away to Moscone Center South 2000.\nRaigan is obviously obsessed with ARGs, and Jordan is trying to keep up.\nWei-Ju murmurs quietly to you, and then bursts out laughing.", "endoftext": false }, { "action": "You propose the game with the pixel art to Jeffrey", "response": "You toss around ideas about a game with pixel art, and immediately Jeffrey has some great designer concepts.\n\nMare walks out of a session, looking excited and inspired and chatting to someone about viral marketing.\nKatherine floats away to Moscone Center South 2000.\nSusan asks Wei-Ju what he's interested in these days. Wei-Ju says that he's pretty interested in ARGs.\n\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit Jordan is right there with him.\nJeffrey talks to you about procedural gameplay, which he knows something about.\n\nSusan tracks you down and tells you you should come to the 10 Bit party with them...\nThe night is great, and you end up having a great conversation with Susan about bot movement.\n\nYou can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".", "endoftext": true }, { "action": "Look around", "response": "You can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".\n\nKatherine talks to Ryan about bot movement, which she obviously knows nothing about.\n\nKevin walks out of a session, looking excited and inspired and chatting to someone about bot movement.", "endoftext": false }, { "action": "You examine Kevin", "response": "Kevin is wearing a t-shirt with a coder in-joke on it.", "endoftext": false }, { "action": "You talk to Kevin about the bot movement", "response": "Kevin is just as excited about bot movement as you are.\n\nSuddenly Kevin gives you a friendly smile.\n\nKatherine asks Kevin what he's interested in these days. Kevin says that he's pretty interested in 2D physics and bot movement.\n\nRyan talks endlessly to you about chiptune music, but it's obvious from his vague bluster he knows nothing about it.", "endoftext": false }, { "action": "You talk to Kevin about the pixel art", "response": "Your interest in pixel art proves boring to Kevin.\n\nLooks like you have annoyed Kevin.\n\nKatherine looks around for someone, then checks her watch.\n\nShooting you a dirty look, Kevin heads to Moscone Center North 2000. You blink, and suddenly Raigan is gone, as quietly as he arrived.\n\nRyan has got an amazing way of stringing together buzzwords like 2D physics, and it's hard to tell if you are buying it or not.", "endoftext": false }, { "action": "You look at Ryan", "response": "Ryan is wearing a t-shirt with a coder in-joke on it.", "endoftext": false }, { "action": "You talk to Ryan about pixel art", "response": "Your interest in pixel art proves boring to Ryan.\n\nNow you have dropped in Ryan's esteem.\n\nLost in thought, Katherine floats away to code session \"Dynamic Walking with Semi-Procedural Animation\".\n\nRaigan talks at length about ARGs, not really concerned with whether Ryan is listening or even interested.", "endoftext": false }, { "action": "You talk to Ryan about the bot movement", "response": "Your interest in bot movement proves boring to Ryan.\n\nSuddenly Ryan seems impatient with you.\n\nKatherine wanders out of the session with a hopelessly confused look on her face.\nRaigan is obviously obsessed with ARGs, and you are trying to keep up.\n\nMuttering something about you, Ryan heads to art session \"User Interface Art\".", "endoftext": false }, { "action": "You look at Katherine", "response": "Katherine is dressed like a typical promoter.", "endoftext": false }, { "action": "You ask Katherine about the interests", "response": "Katherine says that she's pretty into micropayments these days.\n\nKatherine hands out flyers to passers-by.\n\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit you are right there with him.\n\nRyan wanders out of the session with a completely befuddled look on his face.", "endoftext": false }, { "action": "About you", "response": "You are dressed like a typical promoter. Your interests include ARGs, viral marketing, bot movement and pixel art. Currently, your dev team consists of yourself as promoter, your artist Susan, your designer Jeffrey.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".\n\nKatherine stands there, staring at the schedule.\n\nRaigan talks at length about ARGs, not really concerned with whether Ryan is listening or even interested.", "endoftext": false }, { "action": "Go west", "response": "code session \"Dynamic Walking with Semi-Procedural Animation\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".\n\nKatherine asks Raigan what he's interested in these days. Raigan says that he's pretty interested in ARGs and pixel art.\n\nMuttering something about you, Ryan heads to art session \"User Interface Art\".", "endoftext": false }, { "action": "You go west", "response": "code session \"Dynamic Walking with Semi-Procedural Animation\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".\n\nKatherine asks Raigan what he's interested in these days. Raigan says that he's pretty interested in ARGs and pixel art.\n\nRyan wanders out of the session with a completely befuddled look on his face.\n\nYou're collared by Susan on your way out of the building and he brings you to this industry party with free fancy drinks.\nThe night is great, and you end up having a great conversation with Wei-Ju about procedural gameplay.\n\nYou can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "You go to the south", "response": "You can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".\n\nKatherine hands out flyers to passers-by.\n\nRaigan asks you what you're interested in these days. You say that you're pretty interested in procedural gameplay, ARGs, viral marketing, bot movement and pixel art.\n\nMuttering something about you, Ryan heads to the code session \"Multi-threaded Fluid Simulation\".", "endoftext": false }, { "action": "You go west", "response": "code session \"Multi-threaded Fluid Simulation\"\nDespite the odds, you come away from the session with a real appreciation for the potential of bot movement\nMoscone Center South 2000\nYou can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".\n\nKatherine is texting, a smile on her lips.\nRaigan is obviously obsessed with ARGs, and you are trying to keep up.\n\nRyan walks out of a session, looking excited and inspired and chatting to someone about 2D physics.", "endoftext": false }, { "action": "You ask Ryan about the interests", "response": "Ryan says that he's pretty interested in 2D physics.\n\nKatherine stands there, staring at the schedule.\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit Ryan is right there with him.", "endoftext": false }, { "action": "You talk to Ryan about 2d physics", "response": "You ramble on about 2D physics for a while, until some contemptuous remarks from Ryan reveal that you don't really know what you're talking about.\n\nKatherine asks Ryan what he's interested in these days. Ryan says that he's pretty interested in 2D physics.\n\nRaigan talks at length about ARGs, not really concerned with whether you are listening or even interested.", "endoftext": false }, { "action": "You talk to Ryan about the bot movement", "response": "Your interest in bot movement proves boring to Ryan.\n\nKatherine asks you what you're interested in these days. You say that you're pretty interested in procedural gameplay, ARGs, viral marketing, bot movement and pixel art.\n\nRaigan is obviously obsessed with ARGs, and Ryan is trying to keep up.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are dressed like a typical promoter. Your interests include procedural gameplay, ARGs, viral marketing, bot movement and pixel art. Currently, your dev team consists of yourself as promoter, your artist Susan, your designer Jeffrey.", "endoftext": false }, { "action": "You talk to Ryan about the procedural gameplay", "response": "Your interest in procedural gameplay proves boring to Ryan.\n\nWith a bit of a bounce in her step, Katherine heads away to art session \"Composer Challenges\".\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit Ryan is right there with him.", "endoftext": true }, { "action": "You look around", "response": "You can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".\n\nKatherine walks out of a session, looking excited and inspired and chatting to someone about chiptune music.\n\nRaigan talks at length about ARGs, not really concerned with whether you are listening or even interested.\n\nMuttering something about you, Ryan heads to the code session \"Multi-threaded Fluid Simulation\".", "endoftext": false }, { "action": "Go west", "response": "code session \"Multi-threaded Fluid Simulation\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".\n\nRyan walks out of a session, looking excited and inspired and chatting to someone about bot movement.", "endoftext": false }, { "action": "You talk to Ryan about the bot movement", "response": "Ryan is just as excited about bot movement as you are.\n\nLooks like you have impressed Ryan.\n\nLost in thought, Katherine floats away to art session \"Composer Challenges\".\n\nRaigan is obviously obsessed with ARGs, and Ryan is trying to keep up.\n\nSusan convinces you to do this Jejune ARG with her and you end up running into strange buildings in Chinatown all night.\nThe night is great, and you end up having a great conversation with Jordan about pixel art.\n\nYou can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.", "endoftext": true }, { "action": "Look around", "response": "You can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.\n\nMare talks to Simon about 2D physics, which she obviously knows nothing about.\nSusan gives you a friendly wave.\nSusan looks at you with a smile on her lips.", "endoftext": false }, { "action": "You go south", "response": "You can go north to Moscone Center North 2000, east to art session \"Emotion Through Ambient Sound Design\" and west to the code session \"Lockless Programming\".\n\nKatherine asks Ryan what he's interested in these days. Ryan says that he's pretty interested in 2D physics and bot movement.\n\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit you are right there with him.", "endoftext": false }, { "action": "You examine Ryan", "response": "Ryan's badge identifies him as a coder.", "endoftext": false }, { "action": "You propose game with the bot movement to Ryan", "response": "Hmm -- maybe a bit premature. You haven't even really talked about bot movement with Ryan.\n\nYou hear Mare long before you see her, as she appears in Moscone Center South 2000.\nKatherine is texting, a smile on her lips.\n\nRaigan talks at length about ARGs, not really concerned with whether Ryan is listening or even interested.", "endoftext": false }, { "action": "You talk to Ryan about the bot movement", "response": "Ryan is just as excited about bot movement as you are.\n\nNow you have risen in Ryan's esteem.\n\nMare asks Ryan what he's interested in these days. Ryan says that he's pretty interested in 2D physics and bot movement.\n\nKatherine stands there, staring at the schedule.\nRaigan is obviously obsessed with ARGs, and Katherine is trying to keep up.", "endoftext": false }, { "action": "You propose the game with the bot movement to Ryan", "response": "You mention a game with bot movement as an integral part of it, and Ryan's face lights up. It's just what he's been thinking about! You have your coder, looks like.\n\nMare looks around for someone, then checks her watch.\nKatherine asks you what you're interested in these days. You say that you're pretty interested in procedural gameplay, ARGs, viral marketing, bot movement and pixel art.\n\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit Ryan is right there with him.", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical promoter. Your interests include procedural gameplay, ARGs, viral marketing, bot movement and pixel art. Currently, your dev team consists of yourself as promoter, your artist Susan, your coder Ryan, your designer Jeffrey.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You can go north to Moscone Center North 2000, east to art session \"Emotion Through Ambient Sound Design\" and west to the code session \"Lockless Programming\".\n\nMare hands out flyers to passers-by.\nKatherine floats away to code session \"Lockless Programming\".\n\nRaigan talks at length about ARGs, not really concerned with whether you are listening or even interested.\n\nRyan murmurs quietly to you, and then bursts out laughing.", "endoftext": false }, { "action": "You go west", "response": "code session \"Lockless Programming\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"Emotion Through Ambient Sound Design\" and west to the code session \"Lockless Programming\".\n\nMare stands there, staring at the schedule.\nKatherine walks out of a session, looking excited and inspired and chatting to someone about bot movement.\nSusan seems comfortable around you, a smile on her lips.\nSusan gives you a gentle squeeze on the shoulder.\n\nRaigan is obviously obsessed with ARGs, and you are trying to keep up.\n\nRyan murmurs quietly to you, and then bursts out laughing.", "endoftext": true }, { "action": "Look around", "response": "You can go north to Moscone Center North 2000, east to art session \"Emotion Through Ambient Sound Design\" and west to the code session \"Lockless Programming\".\n\nMare is texting, a smile on her lips.\nWith a bit of a bounce in her step, Katherine heads away to code session \"Lockless Programming\".\nSusan asks Ryan what he's interested in these days. Ryan says that he's pretty interested in 2D physics and bot movement.\n\nRaigan is like a firehose of chat about ARGs, but despite the occasional fleck of spit you are right there with him.", "endoftext": false }, { "action": "Go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.\n\nSimon wanders out of the session with a completely befuddled look on his face.\n\nBefore the conference ends you decide to see how your team stacks up... assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.\n\nYour dev team is assessed as ready to go with a 70% chance of completing the project. Having put together a team this late in the conference means that you don't have a ton of time to hash stuff out. Luckily the members of your team like each other overall, which makes the project easier to manage. Despite the challenges of any game dev project, you have great hopes for the game's unique use of bot movement and pixel art.", "endoftext": false }, { "action": "About you", "response": "You are dressed like a typical promoter. Your interests include micropayments. Currently, your dev team consists of yourself as promoter.", "endoftext": false }, { "action": "Go east", "response": "art session \"Lighting With Purpose\"\nYou leave the session frustrated, having felt like you almost grokked it.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nKatherine talks at length about micropayments, not really concerned with whether Raigan is listening or even interested.\nLost in thought, Ryan floats away to Moscone Center North 2000.\nJeffrey arrives, walking and typing on a netbook.\nJordan wanders into Moscone Center South 2000.", "endoftext": false }, { "action": "You go to the west", "response": "code session \"AI Behaviors from Improvisational Actors\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nKatherine hands out flyers to passers-by.\nRaigan talks at length about 2D physics, not really concerned with whether Jeffrey is listening or even interested.\nJordan talks to you about point-and-click game making tools, which he obviously knows nothing about.", "endoftext": false }, { "action": "You ask Jordan about the interests", "response": "Jordan says that he's pretty interested in pixel art.\n\nWith a bit of a bounce in her step, Katherine heads away to Moscone Center North 2000.\nRaigan asks you what you're interested in these days. You say that you're pretty interested in micropayments.\n\nJeffrey talks endlessly to Jordan about 2D physics, but it's obvious from his vague bluster he knows nothing about it.", "endoftext": false }, { "action": "You talk to Jordan about the micropayments", "response": "Your interest in micropayments proves boring to Jordan.\n\nNow you have dropped in Jordan's esteem.\n\nRaigan is obviously obsessed with 2D physics, and Jordan is trying to keep up.\nJeffrey strides away towards the next session, waving to friends en route.", "endoftext": false }, { "action": "Go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Indie By Design\", west to promo session \"Free to Play, Pay for Stuff\" and up to Moscone Center North 3000.\n\nKatherine is obviously crazy about micropayments, and Ryan is trying to keep up.\nSusan talks to Kevin about viral marketing, which she obviously knows nothing about.", "endoftext": false }, { "action": "You go east", "response": "design session \"Indie By Design\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go south to Moscone Center South 2000, east to design session \"Indie By Design\", west to promo session \"Free to Play, Pay for Stuff\" and up to Moscone Center North 3000.\n\nKatherine floats away to promo session \"Free to Play, Pay for Stuff\". Susan is texting, a smile on her lips.\nWith a bit of a bounce in his step, Kevin heads away to promo session \"Free to Play, Pay for Stuff\".\nRyan talks to you about bot movement, which he obviously knows nothing about.", "endoftext": false }, { "action": "Go west", "response": "promo session \"Free to Play, Pay for Stuff\"\nYou reel out of the session, ideas about viral marketing lighting up your synapses.\n\nYou can go south to Moscone Center South 2000, east to design session \"Indie By Design\", west to promo session \"Free to Play, Pay for Stuff\" and up to Moscone Center North 3000.\n\nYou blink, and suddenly Mare is gone, as quietly as she arrived. Katherine walks out of a session, looking excited and inspired and chatting to someone about viral marketing.\nLost in thought, Susan floats away to promo session \"Free to Play, Pay for Stuff\".\nKevin wanders out of the session with a completely befuddled look on his face.\nSomeone named Ryan seems a little lost.", "endoftext": false }, { "action": "You ask Kevin about the interests", "response": "Kevin says that he's pretty interested in procedural gameplay.\n\nMare asks Katherine what she's interested in these days. Katherine says that she's pretty into viral marketing and micropayments these days.\n\nSusan wanders out of the session with a hopelessly confused look on her face.\nKevin stands there, staring at the schedule.\nRyan looks around for someone, then checks his watch.", "endoftext": false }, { "action": "You talk to Kevin about the procedural gameplay", "response": "You ramble on about procedural gameplay for a while, until some contemptuous remarks from Kevin reveal that you don't really know what you're talking about.\n\nSuddenly Kevin seems impatient with you.\n\nMare talks to you about bot movement, which she obviously knows nothing about.\nKatherine is like a firehose of chat about viral marketing, but despite the occasional fleck of spit Kevin is right there with her.\nSomeone named Susan seems a little lost.\n\nWith a bit of a bounce in his step, Ryan heads away to Moscone Center North 3000.\n\nYou head to your hotel for the night, and come back the next morning...\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": false }, { "action": "Go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nMare is texting, a smile on her lips.\nKatherine talks at length about viral marketing, not really concerned with whether Susan is listening or even interested.\nShooting you a dirty look, Kevin heads to Moscone Center South 2000.\n\nYou poke around Chinatown by yourself for a while and then hit the sack.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": false }, { "action": "You read schedule", "response": "You hate carrying it around. The rooms all have signs anyway.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nSimon has got an amazing way of stringing together buzzwords like point-and-click game making tools, and it's hard to tell if Wei-Ju is buying it or not.\nRyan wanders out of the session with a hopelessly befuddled look on his face.", "endoftext": false }, { "action": "You examinWei-Ju", "response": "Wei-Ju's badge identifies him as a coder.", "endoftext": false }, { "action": "You examine Simon", "response": "Simon's badge identifies him as a promoter.", "endoftext": false }, { "action": "You look at Ryan", "response": "Ryan is dressed like a typical coder.", "endoftext": false }, { "action": "You asWei-Ju about the interests", "response": "Wei-Ju says that he's pretty interested in bot movement.\n\nSimon is like a firehose of unsubstantial chat about procedural gameplay, and Ryan's enthusiasm was put out long ago.\nWei-Ju looks around for someone, then checks his watch.", "endoftext": false }, { "action": "You talk tWei-Ju about the micropayments", "response": "Your interest in micropayments proves boring to Wei-Ju.\n\nLooks like you have annoyed Wei-Ju.\n\nSimon talks endlessly to Ryan about viral marketing, but it's obvious from his vague bluster he knows nothing about it.\nShooting you a dirty look, Wei-Ju heads to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical promoter. Your interests include point-and-click game making tools, viral marketing and micropayments. Currently, your dev team consists of yourself as promoter.", "endoftext": false }, { "action": "You talk to Ryan about the point-and-click", "response": "Your intense passion for the point-and-click game making tools proves contagious.\n\nNow you have risen in Ryan's esteem.\n\nYou hear Katherine long before you see her, as she appears in Moscone Center North 3000.\n\nSimon hands out flyers to passers-by.\nRyan asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, viral marketing and micropayments.\n\nWei-Ju wanders out of the session with a hopelessly befuddled look on his face.", "endoftext": false }, { "action": "You talk to Ryan about the viral marketing", "response": "Your interest in viral marketing proves boring to Ryan.\n\nNow you have dropped in Ryan's esteem.\n\nKatherine stands there, staring at the schedule.\n\nSimon has got an amazing way of stringing together buzzwords like chiptune music, and it's hard to tell if Wei-Ju is buying it or not. Ryan asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, viral marketing and micropayments.", "endoftext": false }, { "action": "You examine Simon", "response": "There's something about the way Simon holds himself that makes you think: promoter.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nKatherine is obviously crazy about viral marketing, and Wei-Ju is trying to keep up.\n\nSimon is like a firehose of unsubstantial chat about bot movement, and Ryan's enthusiasm was put out long ago.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKatherine asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, viral marketing and micropayments.\n\nSimon talks endlessly to Wei-Ju about Creative Commons licensed art, but it's obvious from his vague bluster he knows nothing about it. Shooting you a dirty look, Ryan heads to Moscone Center North 2000.", "endoftext": true }, { "action": "You go downward", "response": "You can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.\n\nMare talks to Ryan about bot movement, which she obviously knows nothing about.\nSusan talks to you about bot movement, which she obviously knows nothing about.", "endoftext": false }, { "action": "You ask Mare about the interests", "response": "Mare says that she's pretty into ARGs these days.\n\nMare talks to Ryan about pixel art, which she obviously knows nothing about.\nSusan asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, viral marketing and micropayments.\n\nYou grab some takeout on the way back to the hotel.\n\nYou can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".", "endoftext": false }, { "action": "Go east", "response": "art session \"Composer Challenges\"\nHaving managed to understand it, the subject of pixel art is now fascinating to you.\n\nYou can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.\n\nMare talks to you about viral marketing, which she obviously knows nothing about.\n\nNow Mare has dropped in your esteem.\n\nLost in thought, Susan floats away to promo session \"Have You Got Perfect Pitch?\".\nShooting you a dirty look, Ryan heads to promo session \"Have You Got Perfect Pitch?\".", "endoftext": false }, { "action": "You go to the east", "response": "design session \"Games Have Feelings Too\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.\n\nMare looks around for someone, then checks her watch.\nSusan wanders out of the session with a hopelessly confused look on her face.\n\nRyan wanders out of the session with a completely befuddled look on his face.", "endoftext": false }, { "action": "Go east", "response": "design session \"Games Have Feelings Too\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.\n\nMare stands there, staring at the schedule.\nWith a bit of a bounce in her step, Susan heads away to design session \"Games Have Feelings Too\".\nShooting you a dirty look, Ryan heads to Moscone Center North 3000.", "endoftext": false }, { "action": "You examine Mare", "response": "There's something about the way Mare holds herself that makes you think: designer.", "endoftext": false }, { "action": "You talk to Mare about the point-and-click", "response": "Your interest in point-and-click game making tools proves boring to Mare.\n\nSuddenly Mare seems impatient with you.\n\nMare talks to you about point-and-click game making tools, which she obviously knows nothing about.\n\nSuddenly Mare seems irritable with you.\n\nSusan walks out of a session, looking excited and inspired and chatting to someone about ARGs.", "endoftext": false }, { "action": "Up", "response": "You get on one of the two escalators, both going up. Rather like a linear game, you ruminate, giving the appearance of choice while moving to the same place...\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKatherine is like a firehose of chat about viral marketing, but despite the occasional fleck of spit Wei-Ju is right there with her.\nSimon has got an amazing way of stringing together buzzwords like ARGs, and it's hard to tell if you are buying it or not.\nShooting you a dirty look, Ryan heads to tool workshop \"Prototyping with Gamemaker\".", "endoftext": false }, { "action": "You talk tWei-Ju about the viral marketing", "response": "Your intense passion for the viral marketing proves contagious.\n\nSuddenly Wei-Ju gives you a friendly smile.\n\nKatherine talks at length about viral marketing, not really concerned with whether Simon is listening or even interested.\nRyan wanders out of the session with a hopelessly befuddled look on his face.\nWei-Ju gives you a friendly wave.", "endoftext": false }, { "action": "You propose the game with the viral marketing to Wei-Ju", "response": "You and Wei-Ju get really excited about making a game that makes clever use of viral marketing.\n\nKatherine is obviously crazy about viral marketing, and Ryan is trying to keep up.\n\nSimon asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, viral marketing, micropayments and pixel art.\n\nWei-Ju seems comfortable around you, a smile on his lips.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKatherine is like a firehose of chat about viral marketing, but despite the occasional fleck of spit Ryan is right there with her.\n\nSimon asks Wei-Ju what he's interested in these days. Wei-Ju says that he's pretty interested in viral marketing and bot movement.", "endoftext": false }, { "action": "You examine Ryan", "response": "Ryan's badge identifies him as a coder.", "endoftext": false }, { "action": "You examine katherine", "response": "There's something about the way Katherine holds herself that makes you think: promoter.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way.\n\nKatherine talks at length about viral marketing, not really concerned with whether Simon is listening or even interested.\nShooting you a dirty look, Ryan heads to tool workshop \"Prototyping with Gamemaker\".\nWei-Ju asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, viral marketing, micropayments and pixel art.\n\nWei-Ju says they're going out for drinks, and invites you along...\nThe night is great, and you end up having a great conversation with Kevin about ARGs.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": true }, { "action": "You go downward", "response": "You can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.\n\nMare walks out of a session, looking excited and inspired and chatting to someone about procedural gameplay.\n\nSusan floats away to Moscone Center North 3000.", "endoftext": false }, { "action": "You talk to Mare about the args", "response": "Mare is just as excited about ARGs as you are.\n\nLooks like you have impressed Mare.\n\nMare gives you a friendly wave.", "endoftext": false }, { "action": "You propose the game with the ARGs to mare", "response": "You toss around ideas about a game with ARGs, and immediately Mare has some great designer concepts.\n\nMare talks to you about pixel art, which she obviously knows nothing about.", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical promoter. Your interests include point-and-click game making tools, ARGs, viral marketing, micropayments and pixel art. Currently, your dev team consists of yourself as promoter, your designer Mare, your coder Wei-Ju.", "endoftext": true }, { "action": "Look around", "response": "You can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.\n\nMare asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, ARGs, viral marketing, micropayments and pixel art.", "endoftext": false }, { "action": "You talk to Mare about the viral marketing", "response": "Your intense passion for the viral marketing proves contagious.\n\nNow you have risen in Mare's esteem.\n\nWei-Ju murmurs quietly to you, and then bursts out laughing.\nSearching for Katherine, Wei-Ju heads to promo session \"Cheats for Marketers\".", "endoftext": false }, { "action": "You go south", "response": "You can go north to Moscone Center North 2000, east to art session \"Emotion Through Ambient Sound Design\" and west to the code session \"Lockless Programming\".\n\nKevin is like a firehose of chat about procedural gameplay, but despite the occasional fleck of spit Raigan is right there with him.\nJeffrey talks at length about 2D physics, not really concerned with whether Jordan is listening or even interested.", "endoftext": false }, { "action": "You examine jordan", "response": "Jordan is wearing a t-shirt with a artist in-joke on it.", "endoftext": false }, { "action": "You talk to Jordan about pixel art", "response": "Jordan is just as excited about pixel art as you are.\n\nSuddenly Jordan gives you a friendly smile.\n\nKevin asks Raigan what he's interested in these days. Raigan says that he's pretty interested in 2D physics.\n\nJeffrey is obviously obsessed with 2D physics, and you are trying to keep up.\nJordan seems comfortable around you, a smile on his lips.", "endoftext": false }, { "action": "You talk to Jordan about ARGs", "response": "Your intense passion for the ARGs proves contagious.\n\nLooks like you have impressed Jordan.\n\nKevin asks Raigan what he's interested in these days. Raigan says that he's pretty interested in 2D physics.\n\nJeffrey asks Jordan what he's interested in these days. Jordan says that he's pretty interested in ARGs and pixel art.", "endoftext": false }, { "action": "You propose the game with ARGs to Jordan", "response": "You mention a game with ARGs as an integral part of it, and Jordan's face lights up. It's just what he's been thinking about! You have your artist, looks like.\n\nKevin is like a firehose of chat about procedural gameplay, but despite the occasional fleck of spit Raigan is right there with him.\nJeffrey gives Raigan a gentle squeeze on the shoulder.\nJordan talks to Jeffrey about viral marketing, which he obviously knows nothing about.\n\nBefore the conference ends you decide to see how your team stacks up... assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.\n\nYour dev team is assessed as ready to go with a 70% chance of completing the project. Having put together a team this late in the conference means that you don't have a ton of time to hash stuff out. Luckily the members of your team like each other overall, which makes the project easier to manage. Despite the challenges of any game dev project, you have great hopes for the game's unique use of ARGs and viral marketing.", "endoftext": false }, { "action": "You remember", "response": "Over beers the day before you left, he got philosophical. Sure, there's a lot of swag, but it's not about what you can TAKE, he said. It's about the exchange of ideas. ASK people ABOUT something they care about. If you don't know, ASK them ABOUT INTERESTS. And if you have an interest, TALK ABOUT it TO them -- maybe your enthusiasm about it will catch. And he said not to worry about getting it right the first time, that it can take a couple of years to get into the groove.\n\nYou're pretty sure there was some other stuff he said, too.", "endoftext": false }, { "action": "You remember", "response": "Jon got a little drunk and started to brag that he was around when he saw someone PROPOSE GAME WITH VECTOR GRAPHICS TO DAVE. Then he started to grouse about the economy and how he wished he was going this year, and the evening went downhill from there. He pointed out that because you're an extrovert, you'd have to be careful not to talk people's ears off.\n(Which seemed kind of personal to you, but Jon has a tact deficit.)\n\nNow that you're thinking of it, wasn't there something else he said?", "endoftext": false }, { "action": "You remember", "response": "Right before you extricated yourself, Jon had one more piece of advice -- to make sure you checked out the dev team workshop when you thought you had a team together. The other workshops were useful too, in case you couldn't get a coder or an artist -- it's pretty random who you're gonna meet, he said. He started on about something else but you told him you had an early plane to catch.", "endoftext": false }, { "action": "You go to the east", "response": "art session \"Lighting With Purpose\"\nYou leave the session frustrated, having felt like you almost grokked it.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nMare is texting, a smile on her lips.\nSusan asks Wei-Ju what he's interested in these days. Realizing that he's blanking, Wei-Ju says that he's been spending time looking into the artist greats.\n\nRaigan looks around for someone, then checks his watch.\nSimon talks to you about procedural gameplay, which he obviously knows nothing about.\nJeffrey stands there, staring at the schedule.", "endoftext": false }, { "action": "You check your inventory", "response": "You are dressed like a typical promoter. You have no interests. Currently, your dev team consists of yourself as promoter.", "endoftext": false }, { "action": "You ask Mare about the interests", "response": "Mare says that she's pretty into micropayments these days.\n\nMare talks at length about micropayments, not really concerned with whether Wei-Ju is listening or even interested.\nSusan talks to Jeffrey about viral marketing, which she obviously knows nothing about.\nRaigan talks to Simon about pixel art, which he obviously knows nothing about.", "endoftext": false }, { "action": "You ask Mare about the micropayments", "response": "Mare's interest in micropayments doesn't really float your boat... this time, anyway.\n\nMare is texting, a smile on her lips.\nSusan looks around for someone, then checks her watch.\nRaigan stands there, staring at the schedule.\nSimon looks around for someone, then checks his watch.\nWei-Ju asks you what you're interested in these days. At a loss for words, you mumble something about finding it all fascinating.\n\nWith a bit of a bounce in his step, Jeffrey heads away to art session \"Lighting With Purpose\".", "endoftext": false }, { "action": "You ask Raigan about the interests", "response": "Raigan says that he's pretty interested in micropayments.\n\nMare asks Wei-Ju what he's interested in these days. Not really sure what to say, Wei-Ju makes a joke about being into post-hipsterism.\n\nSusan talks to Simon about point-and-click game making tools, which she obviously knows nothing about.\nRaigan hands out flyers to passers-by.\nJeffrey walks out of a session, looking excited and inspired and chatting to someone about chiptune music.", "endoftext": false }, { "action": "You examine Raigan", "response": "There's something about the way Raigan holds himself that makes you think: promoter.", "endoftext": false }, { "action": "You look at Susan", "response": "Susan's badge identifies her as a designer.", "endoftext": false }, { "action": "You ask Susan about the interests", "response": "Susan says that she's pretty into procedural gameplay these days.\n\nMare asks Wei-Ju what he's interested in these days. Realizing that he's blanking, Wei-Ju says that he's been spending time looking into the artist greats.\n\nLost in thought, Susan floats away to Moscone Center North 2000.\nRaigan looks around for someone, then checks his watch.\nSimon asks Raigan what he's interested in these days. Raigan says that he's pretty interested in micropayments.\n\nJeffrey floats away to code session \"AI Behaviors from Improvisational Actors\".", "endoftext": false }, { "action": "You asWei-Ju about the interests", "response": "Not really sure what to say, Wei-Ju makes a joke about being into post-hipsterism.\n\nMare is obviously crazy about micropayments, and Raigan is trying to keep up.\n\nNow Mare has risen in Raigan's esteem.\n\nLost in thought, Simon floats away to Moscone Center North 2000.\nWei-Ju asks you what you're interested in these days. Realizing that you're blanking, you say that you've been spending time looking into the promoter greats.\n\nJeffrey wanders out of the session with a completely befuddled look on his face.", "endoftext": false }, { "action": "You ask Mare about the micropayments", "response": "Mare's interest in micropayments doesn't really float your boat... this time, anyway.\n\nMare is like a firehose of chat about micropayments, but despite the occasional fleck of spit you are right there with her.\nRaigan seems comfortable around Mare, a smile on his lips.\nWei-Ju floats away to art session \"Lighting With Purpose\".\nJeffrey asks Raigan what he's interested in these days. Raigan says that he's pretty interested in micropayments.", "endoftext": false }, { "action": "You check your inventory", "response": "You are dressed like a typical promoter. You have no interests. Currently, your dev team consists of yourself as promoter.", "endoftext": false }, { "action": "You ask Mare about the micropayments", "response": "Mare's interest proves infectious. You now have an interest in micropayments.\n\nMare talks at length about micropayments, not really concerned with whether you are listening or even interested.\n\nMare gives you a quick grin.\n\nRaigan gives Mare a friendly wave.\nWei-Ju walks out of a session, looking excited and inspired and chatting to someone about chiptune music.\nJeffrey is texting, a smile on his lips.", "endoftext": false }, { "action": "You asWei-Ju about the chiptune", "response": "Wei-Ju's interest in chiptune music doesn't really float your boat... this time, anyway.\n\nMare is obviously crazy about micropayments, and Raigan is trying to keep up.\n\nLooks like Mare has impressed Raigan.\n\nWei-Ju stands there, staring at the schedule.\nJeffrey looks around for someone, then checks his watch.\n\nYou head to your hotel for the night, and come back the next morning...\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": true }, { "action": "Go downwards", "response": "You can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nYou hear Katherine long before you see her, as she appears in Moscone Center North 2000.\nSusan is texting, a smile on her lips.\n\nSimon looks around for someone, then checks his watch.", "endoftext": false }, { "action": "You examine Simon", "response": "Simon is dressed like a typical designer.", "endoftext": false }, { "action": "You ask Simon about the interests", "response": "Simon says that he's pretty interested in ARGs.\n\nKatherine is like a firehose of chat about pixel art, but despite the occasional fleck of spit Susan is right there with her.\n\nSimon talks to you about pixel art, which he obviously knows nothing about.", "endoftext": false }, { "action": "You ask Simon about ARGs", "response": "Simon's interest in ARGs doesn't really float your boat... this time, anyway.\n\nKatherine talks at length about pixel art, not really concerned with whether Simon is listening or even interested.\nSusan asks you what you're interested in these days. You say that you're pretty interested in micropayments.", "endoftext": false }, { "action": "You talk to Simon about the micropayments", "response": "Your intense passion for the micropayments proves contagious.\n\nNow you have risen in Simon's esteem.\n\nKatherine is obviously crazy about pixel art, and Susan is trying to keep up.\nSimon asks you what you're interested in these days. You say that you're pretty interested in micropayments.\n\nYou blink, and suddenly Jordan is gone, as quietly as he arrived.", "endoftext": false }, { "action": "You look at Katherine", "response": "There's something about the way Katherine holds herself that makes you think: artist.", "endoftext": false }, { "action": "You ask Katherine about the pixel art", "response": "Katherine's interest in pixel art doesn't really float your boat... this time, anyway.\n\nKatherine is like a firehose of chat about pixel art, but despite the occasional fleck of spit Jordan is right there with her.\nSusan talks to Simon about Creative Commons licensed art, which she obviously knows nothing about.", "endoftext": false }, { "action": "You ask Katherine about pixel art", "response": "Katherine's interest in pixel art doesn't really float your boat... this time, anyway.\n\nKatherine asks Susan what she's interested in these days. Susan says that she's pretty into procedural gameplay these days.\n\nSimon seems comfortable around you, a smile on his lips.\nJordan stands there, staring at the schedule.", "endoftext": false }, { "action": "You ask Susan about the procedural gameplay", "response": "Susan's interest in procedural gameplay doesn't really float your boat... this time, anyway.\n\nKatherine talks at length about pixel art, not really concerned with whether Susan is listening or even interested.\nSimon asks Jordan what he's interested in these days. Jordan says that he's pretty interested in micropayments.", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical promoter. Your interests include micropayments. Currently, your dev team consists of yourself as promoter.", "endoftext": false }, { "action": "You examine jordan", "response": "Jordan is dressed like a typical promoter.", "endoftext": false }, { "action": "You ask Katherine about the pixel art", "response": "Katherine's interest proves infectious. You now have an interest in pixel art.\n\nKatherine is obviously crazy about pixel art, and Simon is trying to keep up.\nSusan asks Jordan what he's interested in these days. Jordan says that he's pretty interested in micropayments.", "endoftext": false }, { "action": "You talk to Katherine about the pixel art", "response": "Katherine is just as excited about pixel art as you are.\n\nSuddenly Katherine gives you a friendly smile.\n\nKatherine asks you what you're interested in these days. You say that you're pretty interested in micropayments and pixel art.\n\nSusan talks to Simon about viral marketing, which she obviously knows nothing about.\nJordan is texting, a smile on his lips.\n\nKatherine says they're going out for drinks, and invites you along... The night is great, and you end up having a great conversation with Jordan about ARGs.\n\nYou can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "You go east", "response": "design session \"Helping Your Players Feel Smart\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.\n\nKatherine asks Simon what he's interested in these days. Simon says that he's pretty interested in ARGs and micropayments.\n\nWith a bit of a bounce in her step, Susan heads away to promo session \"Selling Your IP, Not Your Soul\".\nJordan murmurs quietly to you, and then bursts out laughing.", "endoftext": false }, { "action": "You propose game with ARGs to Jordan", "response": "You and Jordan get really excited about making a game that makes clever use of ARGs.\n\nKatherine asks Simon what he's interested in these days. Simon says that he's pretty interested in ARGs and micropayments.\n\nSusan wanders out of the session with a hopelessly confused look on her face.\n\nJordan talks at length about ARGs, not really concerned with whether you are listening or even interested.\n\nNow Jordan has risen in your esteem.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are dressed like a typical promoter. Your interests include ARGs, micropayments and pixel art. Currently, your dev team consists of yourself as promoter, your promoter Jordan.", "endoftext": false }, { "action": "You propose the game with the pixel art to Katherine", "response": "You toss around ideas about a game with pixel art, and immediately Katherine has some great artist concepts.\n\nKatherine asks Simon what he's interested in these days. Simon says that he's pretty interested in ARGs and micropayments.\n\nSusan stands there, staring at the schedule.\n\nJordan is obviously obsessed with ARGs, and you are trying to keep up.\n\nJordan gives you a quick grin.", "endoftext": false }, { "action": "You examine Susan", "response": "There's something about the way Susan holds herself that makes you think: designer.", "endoftext": false }, { "action": "You go to the north", "response": "You can't go that way.\n\nKatherine is like a firehose of chat about pixel art, but despite the occasional fleck of spit Jordan is right there with her.\nSusan looks around for someone, then checks her watch.\n\nSimon seems comfortable around you, a smile on his lips.", "endoftext": false }, { "action": "Up", "response": "You get on one of the two escalators, both going up. Rather like a linear game, you ruminate, giving the appearance of choice while moving to the same place...\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKevin asks you what you're interested in these days. You say that you're pretty interested in ARGs, micropayments and pixel art.\n\nRyan stands there, staring at the schedule.", "endoftext": false }, { "action": "You ask Kevin about interests", "response": "At a loss for words, Kevin mumbles something about finding it all fascinating.\n\nKevin talks endlessly to Ryan about ARGs, but it's obvious from his vague bluster he knows nothing about it.\n\nNow Kevin has dropped in Ryan's esteem.", "endoftext": false }, { "action": "You talk to Kevin about ARGs", "response": "Your interest in ARGs proves boring to Kevin.\n\nNow you have dropped in Kevin's esteem.\n\nKevin has got an amazing way of stringing together buzzwords like chiptune music, and it's hard to tell if you are buying it or not.\n\nShooting Kevin a dirty look, Ryan heads to tool workshop \"Prototyping with Gamemaker\".", "endoftext": false }, { "action": "You check your inventory", "response": "You are dressed like a typical promoter. Your interests include ARGs, micropayments and pixel art. Currently, your dev team consists of yourself as promoter, your artist Katherine, your promoter Jordan.", "endoftext": false }, { "action": "You examine Kevin", "response": "Kevin is wearing a t-shirt with a artist in-joke on it.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKevin is like a firehose of unsubstantial chat about ARGs, and your enthusiasm was put out long ago.\n\nSuddenly Kevin seems irritable with you.\n\nRyan wanders out of the session with a hopelessly befuddled look on his face.", "endoftext": false }, { "action": "You look at Ryan", "response": "Ryan is wearing a t-shirt with a designer in-joke on it.", "endoftext": true }, { "action": "Go down", "response": "You can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.\n\nKatherine talks at length about pixel art, not really concerned with whether Susan is listening or even interested.\n\nSimon walks out of a session, looking excited and inspired and chatting to someone about ARGs.\nJordan walks out of a session, looking excited and inspired and chatting to someone about viral marketing.\n\nKatherine gives you a flyer for the 10 Bit party with them, and you check it out...\nThe night is great, and you end up having a great conversation with Simon about pixel art.\n\nYou can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nKatherine is obviously crazy about pixel art, and Jordan is trying to keep up.\nSusan is texting, a smile on her lips.\nSimon talks to Susan about bot movement, which he obviously knows nothing about.", "endoftext": false }, { "action": "You examine Simon", "response": "Simon's badge identifies him as a designer. You recall that Simon's interests include ARGs, micropayments and pixel art.", "endoftext": false }, { "action": "You propose the game about ARGs to Simon", "response": "You mention a game with ARGs as an integral part of it, and Simon's face lights up. It's just what he's been thinking about! You have your designer, looks like.\n\nKatherine asks Simon what he's interested in these days. Simon says that he's pretty interested in ARGs, micropayments and pixel art.\n\nSusan floats away to Moscone Center South 2000.\n\nJordan murmurs quietly to you, and then bursts out laughing.", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical promoter. Your interests include ARGs, micropayments and pixel art. Currently, your dev team consists of yourself as promoter, your artist Katherine, your designer Simon, your promoter Jordan.", "endoftext": false }, { "action": "Up", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nShooting Kevin a dirty look, Ryan heads to tool workshop \"Prototyping with Gamemaker\".", "endoftext": false }, { "action": "You go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nRyan wanders out of the session with a hopelessly befuddled look on his face.\n\nYou head to your hotel for the night, and come back the next morning...\n\nYou can go north to Moscone Center North 2000, east to art session \"Emotion Through Ambient Sound Design\" and west to the code session \"Lockless Programming\".", "endoftext": false }, { "action": "Go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.\n\nKatherine asks Simon what he's interested in these days. Simon says that he's pretty interested in ARGs, micropayments and pixel art.\n\nJordan is like a firehose of chat about ARGs, but despite the occasional fleck of spit Susan is right there with him.", "endoftext": false }, { "action": "Up", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKevin asks Ryan what he's interested in these days. Ryan says that he's pretty interested in ARGs.", "endoftext": false }, { "action": "You go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKevin is like a firehose of unsubstantial chat about point-and-click game making tools, and Ryan's enthusiasm was put out long ago.\n\nBefore the conference ends you decide to see how your team stacks up... assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.\n\nYour dev team is assessed as ready to go with a 72% chance of completing the project. Having put together a team this late in the conference means that you don't have a ton of time to hash stuff out. Luckily the members of your team like each other overall, which makes the project easier to manage. Despite the challenges of any game dev project, you have great hopes for the game's unique use of ARGs and pixel art.", "endoftext": false }, { "action": "Go north", "response": "assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.\n\nYour dev team is assessed as ready to go with a 80% chance of completing the project. Having put together a team this late in the conference means that you don't have a ton of time to hash stuff out. Luckily the members of your team like each other overall, which makes the project easier to manage. Despite the challenges of any game dev project, you have great hopes for the game's unique use of ARGs and pixel art.", "endoftext": false }, { "action": "You go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Indie By Design\", west to promo session \"Free to Play, Pay for Stuff\" and up to Moscone Center North 3000.\n\nKatherine is texting, a smile on her lips.\nSusan looks around for someone, then checks her watch.\nSimon asks you what you're interested in these days. Not really sure what to say, you make a joke about being into post-hipsterism.\n\nYou blink, and suddenly Ryan is gone, as quietly as he arrived.\nJordan is texting, a smile on his lips.", "endoftext": false }, { "action": "Up", "response": "You get on one of the two escalators, both going up. Rather like a linear game, you ruminate, giving the appearance of choice while moving to the same place...\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare talks endlessly to Kevin about bot movement, but it's obvious from her vague bluster she knows nothing about it.\n\nRaigan asks you what you're interested in these days. At a loss for words, you mumble something about finding it all fascinating.", "endoftext": false }, { "action": "You go east", "response": "art workshop \"Artsy Assets -- Open Source Not Outsource\"\nYou can go west to Moscone Center North 3000.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare has got an amazing way of stringing together buzzwords like pixel art, and it's hard to tell if Kevin is buying it or not.\nRaigan looks around for someone, then checks his watch.\n\nYou head to your hotel for the night, and come back the next morning...\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "You go to the west", "response": "promo session \"Money From a Casual Stone\"\nHaving managed to understand it, the subject of viral marketing is now fascinating to you.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare asks Kevin what he's interested in these days. Kevin says that he's pretty interested in micropayments.\n\nSomeone named Raigan seems a little lost.", "endoftext": false }, { "action": "You go north", "response": "assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.\n\nAfter you describe your team, it is assessed as missing two elements.\n\nYou emerge from the assessment feeling like you still need to work on the team.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nKevin stands there, staring at the schedule.\nRaigan floats away to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": false }, { "action": "Up", "response": "You can't go that way.\n\nMare is like a firehose of chat about ARGs, and your enthusiasm was put out long ago.\n\nWith a bit of a bounce in his step, Kevin heads away to Moscone Center North 2000.\nRaigan wanders out of the session with a hopelessly befuddled look on his face.", "endoftext": false }, { "action": "Go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare talks endlessly to Raigan about bot movement, but it's obvious from her vague bluster she knows nothing about it.\n\nYou poke around Chinatown by yourself for a while and then hit the sack.\n\nYou can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".", "endoftext": false }, { "action": "Go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.\n\nKatherine asks Jordan what he's interested in these days. Realizing that he's blanking, Jordan says that he's been spending time looking into the promoter greats.\n\nSusan wanders out of the session with a hopelessly confused look on her face.\nLost in thought, Kevin floats away to design session \"Helping Your Players Feel Smart\".\nSimon talks at length about chiptune music, not really concerned with whether Ryan is listening or even interested.", "endoftext": false }, { "action": "You look at Katherine", "response": "Katherine is wearing a t-shirt with a promoter in-joke on it.", "endoftext": false }, { "action": "You look at Simon", "response": "Simon is wearing a t-shirt with a artist in-joke on it.", "endoftext": false }, { "action": "Up", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare has got an amazing way of stringing together buzzwords like procedural gameplay, and it's hard to tell if you are buying it or not.\n\nYou hear Susan long before you see her, as she appears in Moscone Center North 3000.\nSomeone named Raigan seems a little lost.", "endoftext": false }, { "action": "You look at Raigan", "response": "Raigan is wearing a t-shirt with a coder in-joke on it.", "endoftext": false }, { "action": "You examine Mare", "response": "Mare is dressed like a typical artist.", "endoftext": false }, { "action": "You look at Susan", "response": "There's something about the way Susan holds herself that makes you think: promoter.", "endoftext": true }, { "action": "Go down", "response": "You can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.\n\nKatherine asks Kevin what he's interested in these days. Kevin says that he's pretty interested in micropayments.\n\nSimon is obviously obsessed with chiptune music, and Ryan is trying to keep up.\nJordan floats away to design session \"Helping Your Players Feel Smart\".", "endoftext": false }, { "action": "You examine Kevin", "response": "Kevin is dressed like a typical promoter.", "endoftext": false }, { "action": "You go to the south", "response": "You can go north to Moscone Center North 2000, east to art session \"User Interface Art\" and west to the code session \"Dynamic Walking with Semi-Procedural Animation\".\n\nWei-Ju is like a firehose of chat about viral marketing, but despite the occasional fleck of spit you are right there with him.\n\nNow Wei-Ju has risen in your esteem.\n\nJeffrey strides away towards the next session, waving to friends en route.", "endoftext": false }, { "action": "You examinWei-Ju", "response": "There's something about the way Wei-Ju holds himself that makes you think: promoter.", "endoftext": false }, { "action": "You go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Helping Your Players Feel Smart\", west to promo session \"Selling Your IP, Not Your Soul\" and up to Moscone Center North 3000.\n\nKatherine asks Ryan what he's interested in these days. Ryan says that he's pretty interested in bot movement.\n\nSusan floats away to Moscone Center South 2000.\nKevin stands there, staring at the schedule.\nSimon talks at length about chiptune music, not really concerned with whether Kevin is listening or even interested.\nJordan is texting, a smile on his lips.", "endoftext": false }, { "action": "You look at Ryan", "response": "Ryan is wearing a t-shirt with a coder in-joke on it.", "endoftext": false }, { "action": "You look at Simon", "response": "There's something about the way Simon holds himself that makes you think: artist.", "endoftext": false }, { "action": "Up", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare is like a firehose of chat about bot movement, and your enthusiasm was put out long ago.\n\nSomeone named Raigan seems a little lost.", "endoftext": false }, { "action": "You check your inventory", "response": "You are dressed like a typical coder. Your interests include point-and-click game making tools, Creative Commons licensed art and viral marketing. Currently, your dev team consists of yourself as coder.", "endoftext": false }, { "action": "Go north", "response": "assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.\n\nAfter you describe your team, it is assessed as missing two elements.\n\nYou emerge from the assessment feeling like you still need to work on the team.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nRaigan looks around for someone, then checks his watch.", "endoftext": false }, { "action": "You examine Raigan", "response": "Raigan's badge identifies him as a coder.", "endoftext": false }, { "action": "You talk to Raigan about Art", "response": "Which do you mean, Creative Commons licensed art or pixel art?", "endoftext": false }, { "action": "Licensed", "response": "Something about your mild mannered enthusiasm engages Raigan -- they've now got the Creative Commons licensed art bug.\n\nNow you have risen in Raigan's esteem.\n\nRaigan gives you a friendly wave.", "endoftext": false }, { "action": "You propose the game with the creative commons to Raigan", "response": "You and Raigan get really excited about making a game that makes clever use of Creative Commons licensed art.\n\nMare talks endlessly to Raigan about viral marketing, but it's obvious from her vague bluster she knows nothing about it.\n\nRaigan says they're going out for drinks, and invites you along...\nThe night is great, and you end up having a great conversation with Jeffrey about pixel art.\n\nYou can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".", "endoftext": false }, { "action": "You go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.\n\nKatherine talks at length about viral marketing, not really concerned with whether Jordan is listening or even interested.\n\nKatherine gives Jordan a quick grin.\n\nSusan talks to Ryan about bot movement, which she obviously knows nothing about.\n\nNow Susan has dropped in Ryan's esteem.\n\nKevin asks Simon what he's interested in these days. Simon says that he's pretty interested in chiptune music.", "endoftext": false }, { "action": "About yourself", "response": "You are dressed like a typical coder. Your interests include point-and-click game making tools, Creative Commons licensed art, viral marketing and pixel art. Currently, your dev team consists of yourself as coder, your coder Raigan.", "endoftext": false }, { "action": "You examine Susan", "response": "Susan is wearing a t-shirt with a promoter in-joke on it.", "endoftext": false }, { "action": "You talk to Susan about the viral marketing", "response": "Your interest in viral marketing proves boring to Susan.\n\nNow you have dropped in Susan's esteem.\n\nKatherine asks Susan what she's interested in these days. Susan says that she's pretty into micropayments these days.\n\nKevin is texting, a smile on his lips.\nSimon asks Jordan what he's interested in these days. Jordan says that he's pretty interested in viral marketing.\n\nRyan asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, Creative Commons licensed art, viral marketing and pixel art.", "endoftext": false }, { "action": "You ask Susan about the micropayments", "response": "Susan's interest in micropayments doesn't really float your boat... this time, anyway.\n\nKatherine is obviously crazy about viral marketing, and you are trying to keep up.\n\nLooks like Katherine has impressed you.\n\nShooting you a dirty look, Susan heads to Moscone Center North 3000. Kevin asks Ryan what he's interested in these days. Ryan says that he's pretty interested in bot movement.\n\nSimon is obviously obsessed with chiptune music, and Jordan is trying to keep up.", "endoftext": false }, { "action": "You look at Katherine", "response": "Katherine is dressed like a typical promoter.", "endoftext": false }, { "action": "You talk to Katherine about the viral marketing", "response": "Katherine is just as excited about viral marketing as you are.\n\nSuddenly Katherine gives you a friendly smile.\n\nYou feel at ease with Katherine near by.\nKatherine is like a firehose of chat about viral marketing, but despite the occasional fleck of spit Jordan is right there with her.\n\nNow Katherine has risen in Jordan's esteem.\n\nKevin talks to you about viral marketing, which he obviously knows nothing about.\n\nSuddenly Kevin seems irritable with you.\n\nSimon is like a firehose of chat about chiptune music, but despite the occasional fleck of spit Ryan is right there with him.", "endoftext": false }, { "action": "You propose the game with the viral marketing to Katherine", "response": "You toss around ideas about a game with viral marketing, and immediately Katherine has some great promoter concepts.\n\nYou feel uncomfortable around Kevin.\nYou feel at ease with Katherine near by.\nKatherine asks Kevin what he's interested in these days. Kevin says that he's pretty interested in micropayments.\n\nSimon talks at length about chiptune music, not really concerned with whether Jordan is listening or even interested.\nWith a bit of a bounce in his step, Ryan heads away to Moscone Center South 2000.\n\nJeffrey seems comfortable around you, a smile on his lips.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are dressed like a typical coder. Your interests include point-and-click game making tools, Creative Commons licensed art, viral marketing and pixel art. Currently, your dev team consists of yourself as coder, your promoter Katherine, your coder Raigan.", "endoftext": false }, { "action": "You look at Simon", "response": "Simon is wearing a t-shirt with a artist in-joke on it.", "endoftext": false }, { "action": "You talk to Simon about the pixel art", "response": "Your interest in pixel art proves boring to Simon.\n\nSuddenly Simon seems impatient with you.\n\nYou feel uncomfortable around Kevin.\nYou feel at ease with Katherine near by.\nKatherine talks at length about viral marketing, not really concerned with whether Simon is listening or even interested.\nKevin stands there, staring at the schedule.\n\nJordan is obviously obsessed with viral marketing, and Kevin is trying to keep up.", "endoftext": false }, { "action": "You talk to Simon about the creative commons", "response": "Your interest in Creative Commons licensed art proves boring to Simon.\n\nLooks like you have annoyed Simon.\n\nYou feel uncomfortable around Kevin.\nYou feel at ease with Katherine near by.\nKatherine asks Jeffrey what he's interested in these days. Jeffrey says that he's pretty interested in ARGs and pixel art.\n\nLost in thought, Kevin floats away to Moscone Center North 3000.\n\nJordan murmurs quietly to Katherine, exchanging a secret joke.", "endoftext": false }, { "action": "You talk to Jeffrey about the pixel art", "response": "Jeffrey is just as excited about pixel art as you are.\n\nLooks like you have impressed Jeffrey.\n\nYou feel at ease with Katherine near by.\n\nKatherine is obviously crazy about viral marketing, and you are trying to keep up.\n\nKatherine gives you a quick grin.\n\nSimon is like a firehose of chat about chiptune music, but despite the occasional fleck of spit Jeffrey is right there with him.\nJordan gives Katherine a gentle squeeze on the shoulder.", "endoftext": false }, { "action": "You propose the game about the pixel art to Jeffrey", "response": "You mention a game with pixel art as an integral part of it, and Jeffrey's face lights up. It's just what he's been thinking about! You have your designer, looks like.\n\nKatherine is just fun to be around.\nKatherine is like a firehose of chat about viral marketing, but despite the occasional fleck of spit Jeffrey is right there with her.\n\nSimon asks Jordan what he's interested in these days. Jordan says that he's pretty interested in viral marketing.\n\nJeffrey tracks you down and tells you you should come to the 10 Bit party with them...\nThe night is great, and you end up having a great conversation with Kevin about procedural gameplay.\n\nYou can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "Inventory", "response": "You are dressed like a typical coder. Your interests include point-and-click game making tools, Creative Commons licensed art, procedural gameplay, viral marketing and pixel art. Currently, your dev team consists of yourself as coder, your promoter Katherine, your coder Raigan, your designer Jeffrey.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nKatherine is just fun to be around.\nKatherine talks at length about viral marketing, not really concerned with whether you are listening or even interested.\n\nSimon talks at length about chiptune music, not really concerned with whether Jordan is listening or even interested.\nJeffrey looks at you with a smile on his lips.", "endoftext": false }, { "action": "Up", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nYou feel uncomfortable around Kevin.\nMare has got an amazing way of stringing together buzzwords like ARGs, and it's hard to tell if Kevin is buying it or not.\nShooting you a dirty look, Susan heads to art workshop \"Artsy Assets -- Open Source Not Outsource\".\nRaigan asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, Creative Commons licensed art, procedural gameplay, viral marketing and pixel art.", "endoftext": false }, { "action": "You go east", "response": "art workshop \"Artsy Assets -- Open Source Not Outsource\"\nYou can go west to Moscone Center North 3000.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nYou feel uncomfortable around Kevin.\nMare is like a firehose of chat about pixel art, and Kevin's enthusiasm was put out long ago.\n\nSusan wanders out of the session with a hopelessly befuddled look on her face.\nShooting Mare a dirty look, Raigan heads to art workshop \"Artsy Assets -- Open Source Not Outsource\".\nRaigan gives you a friendly wave.\n\nBefore the conference ends you decide to see how your team stacks up... assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.", "endoftext": false }, { "action": "About yourself", "response": "You are dressed like a typical designer. Your interests include ARGs. Currently, your dev team consists of yourself as designer.", "endoftext": false }, { "action": "You remember", "response": "You're pretty sure you remembered every relevant moment of that night already, and a few irrelevant ones too. But if you want to relive it again, REMEMBER away.", "endoftext": false }, { "action": "You get yourself", "response": "There's nothing tangible to be gained in this game. This is a world of ideas, bub.\n\nRaigan talks to you about chiptune music, which he obviously knows nothing about.\nWei-Ju talks to Jordan about point-and-click game making tools, which he obviously knows nothing about.\nJeffrey floats away to code session \"AI Behaviors from Improvisational Actors\".", "endoftext": false }, { "action": "You propose the game with the chiptune music to yourself", "response": "Seeing as you don't have much excitement for it yourself, your proposal sounds hollow to you.\n\nRaigan asks you what you're interested in these days. You say that you're pretty interested in ARGs.\n\nWei-Ju asks Jordan what he's interested in these days. Not really sure what to say, Jordan makes a joke about being into post-hipsterism.\n\nJeffrey walks out of a session, looking excited and inspired and chatting to someone about bot movement.", "endoftext": false }, { "action": "You propose the game with ARGs to yourself", "response": "Hmm -- maybe a bit premature. You haven't even really talked about ARGs with you.\n\nLost in thought, Raigan floats away to code session \"AI Behaviors from Improvisational Actors\".\nWei-Ju looks around for someone, then checks his watch.\nJeffrey stands there, staring at the schedule.\nJordan looks around for someone, then checks his watch.", "endoftext": false }, { "action": "You talk to yourself about ARGs", "response": "you is just as excited about ARGs as you are.\n\nRaigan wanders out of the session with a completely befuddled look on his face.\nWei-Ju talks to Jordan about viral marketing, which he obviously knows nothing about.\nJeffrey asks you what you're interested in these days. You say that you're pretty interested in ARGs.", "endoftext": false }, { "action": "You propose the game with ARGs to yourself", "response": "Hmm -- maybe a bit premature. You haven't even really talked about ARGs with you.\n\nRaigan talks to you about pixel art, which he knows something about. Wei-Ju asks Jordan what he's interested in these days. Realizing that he's blanking, Jordan says that he's been spending time looking into the designer greats.\n\nJeffrey floats away to Moscone Center North 2000.", "endoftext": false }, { "action": "You ask Raigan about gdc", "response": "There is no reply.\n\nSomeone named Raigan seems a little lost.\nWei-Ju asks you what you're interested in these days. You say that you're pretty interested in ARGs.\n\nJordan stands there, staring at the schedule.", "endoftext": false }, { "action": "You ask Jordan about himself", "response": "There is no reply.\n\nRaigan looks around for someone, then checks his watch.\nWei-Ju talks to you about micropayments, which he obviously knows nothing about.\nJordan stands there, staring at the schedule.", "endoftext": false }, { "action": "Go west", "response": "code session \"AI Behaviors from Improvisational Actors\"\nHaving managed to understand it, the subject of bot movement is now fascinating to you.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nRaigan asks you what you're interested in these days. You say that you're pretty interested in ARGs and bot movement.\n\nWei-Ju asks Jordan what he's interested in these days. Not really sure what to say, Jordan makes a joke about being into post-hipsterism.", "endoftext": false }, { "action": "Go east", "response": "art session \"Lighting With Purpose\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"Lighting With Purpose\" and west to the code session \"AI Behaviors from Improvisational Actors\".\n\nSomeone named Raigan seems a little lost.\nWei-Ju asks you what you're interested in these days. You say that you're pretty interested in ARGs and bot movement.\n\nJordan looks around for someone, then checks his watch.\n\nYou head to your hotel for the night, and come back the next morning...\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "You go west", "response": "promo session \"Money From a Casual Stone\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go north to Moscone Center North 2000, east to art session \"Real World Texture Painting Tips\" and west to the code session \"Camera Based Gaming\".\n\nRaigan talks to Jordan about procedural gameplay, which he obviously knows nothing about.\nSomeone named Wei-Ju seems a little lost.", "endoftext": false }, { "action": "Go east", "response": "art session \"Real World Texture Painting Tips\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"Real World Texture Painting Tips\" and west to the code session \"Camera Based Gaming\".\n\nLost in thought, Raigan floats away to Moscone Center North 2000. Wei-Ju stands there, staring at the schedule.\n\nJordan looks around for someone, then checks his watch.", "endoftext": false }, { "action": "You go west", "response": "code session \"Camera Based Gaming\"\nHaving managed to understand it, the subject of bot movement is now fascinating to you.\n\nYou can go north to Moscone Center North 2000, east to art session \"Real World Texture Painting Tips\" and west to the code session \"Camera Based Gaming\".\n\nSomeone named Wei-Ju seems a little lost.\nJordan is texting, a smile on his lips.", "endoftext": false }, { "action": "You go east", "response": "art session \"Real World Texture Painting Tips\"\nThe session was mostly over your head, but not a completely foreign language.\n\nYou can go north to Moscone Center North 2000, east to art session \"Real World Texture Painting Tips\" and west to the code session \"Camera Based Gaming\".\n\nWei-Ju talks to Jordan about micropayments, which he obviously knows nothing about.", "endoftext": false }, { "action": "You go to the north", "response": "You can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nSusan walks out of a session, looking excited and inspired and chatting to someone about ARGs.\nKevin asks you what you're interested in these days. You say that you're pretty interested in ARGs and bot movement.\n\nWith a bit of a bounce in his step, Raigan heads away to Moscone Center North 3000.\nRyan stands there, staring at the schedule.", "endoftext": false }, { "action": "You go west", "response": "promo session \"Money From a Casual Stone\"\nYou emerge from the session having taken in none of it, your brain and ego bruised.\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in ARGs and bot movement.\n\nKevin talks at length about 2D physics, not really concerned with whether Ryan is listening or even interested.", "endoftext": false }, { "action": "You go east", "response": "design session \"Master Metrics\"\nYou reel out of the session, ideas about ARGs lighting up your synapses.\n\nYou can go south to Moscone Center South 2000, east to design session \"Master Metrics\", west to promo session \"Money From a Casual Stone\" and up to Moscone Center North 3000.\n\nKevin asks Ryan what he's interested in these days. Ryan says that he's pretty interested in ARGs.", "endoftext": false }, { "action": "You go up", "response": "You get on one of the two escalators, both going up. Rather like a linear game, you ruminate, giving the appearance of choice while moving to the same place...\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare talks at length about micropayments, not really concerned with whether Jeffrey is listening or even interested.\nKatherine talks endlessly to Raigan about pixel art, but it's obvious from her vague bluster she knows nothing about it.\n\nNow Katherine has dropped in Raigan's esteem.\n\nShooting Jeffrey a dirty look, Simon heads to tool workshop \"Prototyping with Gamemaker\".", "endoftext": false }, { "action": "Go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived too late to really absorb anything. You resolve to get to the workshop before 1:00 pm next time.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare is obviously crazy about micropayments, and Katherine is trying to keep up.\nRaigan talks to Jeffrey about procedural gameplay, which he obviously knows nothing about.\nSimon wanders out of the session with a hopelessly befuddled look on his face.\n\nYou poke around Chinatown by yourself for a while and then hit the sack.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".", "endoftext": false }, { "action": "Go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare is like a firehose of chat about micropayments, but despite the occasional fleck of spit Katherine is right there with her.\nShooting Katherine a dirty look, Raigan heads to Moscone Center North 2000.\nShooting Jeffrey a dirty look, Simon heads to assessment workshop \"Dev Team Judgement: R U Ready?\".\nJeffrey looks around for someone, then checks his watch.\n\nYou grab some takeout on the way back to the hotel.\n\nYou can go north to Moscone Center North 2000, east to art session \"Composer Challenges\" and west to the code session \"Multi-threaded Fluid Simulation\".", "endoftext": false }, { "action": "Go north", "response": "You can go south to Moscone Center South 2000, east to design session \"Games Have Feelings Too\", west to promo session \"Have You Got Perfect Pitch?\" and up to Moscone Center North 3000.\n\nSusan asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, ARGs and bot movement.\n\nKevin is obviously obsessed with 2D physics, and Ryan is trying to keep up.\nRaigan asks Jordan what he's interested in these days. Realizing that he's blanking, Jordan says that he's been spending time looking into the designer greats.", "endoftext": false }, { "action": "Go upward", "response": "You can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare talks at length about micropayments, not really concerned with whether Katherine is listening or even interested.\nYou blink, and suddenly Raigan is gone, as quietly as he arrived. Shooting Jeffrey a dirty look, Simon heads to Moscone Center North 2000.\nJeffrey talks to you about viral marketing, which he obviously knows nothing about.", "endoftext": false }, { "action": "Go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare asks Katherine what she's interested in these days. At a loss for words, Katherine mumbles something about finding it all fascinating.\n\nShooting Katherine a dirty look, Raigan heads to Moscone Center North 2000.\nJeffrey is texting, a smile on his lips.\n\nYou head back to your hotel. The ice machine on your floor is broken so you have to drink your cola warm, and you blame this for why you have trouble sleeping.\n\nYou can go south to Moscone Center South 2000, east to design session \"Destruction of Design\", west to promo session \"Cheats for Marketers\" and up to Moscone Center North 3000.", "endoftext": false }, { "action": "You go east", "response": "design session \"Destruction of Design\"\nYou reel out of the session, ideas about ARGs lighting up your synapses.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare asks you what you're interested in these days. You say that you're pretty interested in point-and-click game making tools, ARGs and bot movement.\n\nKatherine looks around for someone, then checks her watch.\n\nJeffrey asks Katherine what she's interested in these days. Not really sure what to say, Katherine makes a joke about being into post-hipsterism.", "endoftext": false }, { "action": "Go west", "response": "tool workshop \"Prototyping with Gamemaker\"\nYou can go east to Moscone Center North 3000.\n\nYou arrived early enough to get something out of it. You come out of the day-long workshop on point-and-click game making tools really feeling like you could manage without a coder.\n\nYou can go down to Moscone Center North 2000, east to art workshop \"Artsy Assets -- Open Source Not Outsource\", west to tool workshop \"Prototyping with Gamemaker\" and north to assessment workshop \"Dev Team Judgement: R U Ready?\".\n\nMare is obviously crazy about micropayments, and Jeffrey is trying to keep up.\nKatherine has got an amazing way of stringing together buzzwords like procedural gameplay, and it's hard to tell if you are buying it or not.\n\nBefore the conference ends you decide to see how your team stacks up... assessment workshop \"Dev Team Judgement: R U Ready?\"\nYou can go south to Moscone Center North 3000.", "endoftext": true } ]
s90nz4mvo1kz5w2d
IF Progressive One
Sarah Morayati
[]
[ "collaboration", "I7 source available", "key-pooping creature", "many authors", "walkthrough" ]
2,009
[ 0, 0, 0, 0, 0 ]
0
0
20190901
false
This chaotic game was written by six authors sequentially, each author only adding to the game as written so far. It all begins with you as a kindergarten teacher in your classroom after all the kids have gone home. You're about to clean up their horrific mess when a gaudy balloon floats in through the window and stops to hover right in front of your face.
[ { "action": "%", "response": "Four p.m. and they're all gone, every last one of them. Little brats made of spittle and claws. Paint-spilling, dirt-tracking, crayon-smearing babies in kindergarteners' clothing. The day you took your job was the day you lost your mind.\n\nNot that you have other prospects, though. This is what you've got and it isn't all that safe. And besides, it gets better now. Now you make order from chaos. Now you spin gold from straw. You're going to wipe every last bit of color and clutter off the face of this room and get out by five-thirty sharp.\n\nIs there a national conspiracy to make young eyes pop out by age five from overstimulation? Must be. Every last inch of wall space here, save for the window, is plastered with needless decor: nature caricatures, inspirational glurge, posters with cartoon letters and plus signs. The floor's no better; the brats didn't pick up when Miss Lauren told them to pick up and now it's cluttered with gaudy plastic. The books are tossed into the carpet square pile and someone's dripped tempera paint onto every table. You could go on.", "endoftext": false }, { "action": "About yourself", "response": "What's there to see? Short hair that the kids nevertheless keep fussing with, sensible clothes on a stocky frame. Arms, legs, hands, feet. Nothing to set you apart.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing.\n\nYou look up and then you see it. There's a balloon, floating through the window and stopping right in front of your face - no, not stopping exactly. Stopping would be too tidy. It's hovering. Balloons shouldn't do that. They should stay put on strings. You're sure this\nhas to be some kind of fire hazard.", "endoftext": false }, { "action": "You look at the balloon", "response": "When did America decide balloon inflation, of all things, was too hard for them? It's got too much air and is liable to pop any minute. All the better to accentuate the sub-tie-dye coloring catastrophe. Oranges clashing with purples, reds superimposed on top of greens and blues turning them into bright but somehow murky muddle. You thought only Mylar could support this many godawful neons, but apparently you were wrong.", "endoftext": false }, { "action": "You take the plastic", "response": "You pick up a toy and stack it in the bin, but by the time you get back to the pile there just seem to be more. What fool decided to make toys reproduce?", "endoftext": false }, { "action": "You take the book", "response": "You dig through the pile a bit, but it just collapses in on itself. Ugh.", "endoftext": false }, { "action": "Clean paint", "response": "It's no use; the tables just become a light apricot.", "endoftext": true }, { "action": "Look around", "response": "Every last inch of wall space here, save for the window, is plastered with needless decor: nature caricatures, inspirational glurge, posters with cartoon letters and plus signs. The floor's no better; the brats didn't pick up when Miss Lauren told them to pick up and now it's cluttered with gaudy plastic. The books are tossed into the carpet square pile and someone's dripped tempera paint onto every table. And there's more, it seems, every second. Leaves and dirt by the doorway. Shredded paper that's not in the waste bin.\n\nA balloon hovers around your face, insect-like.", "endoftext": false }, { "action": "You take the balloon", "response": "\"Don't touch that!\" someone almost shrieks. A kid? No, too old. A teacher? Too unfamiliar. You have no idea who this is.", "endoftext": false }, { "action": "Continue", "response": "Screw the voice. This is your classroom right now. You pick up the balloon, grimacing a bit at the noisy latex. It shifts in your arms worse than any of the kids ever did. Maybe the voice was right, you mutter, watching the balloon's skin go fainter.\n\n\"Isn't it wonderful? Everything is better with balloons. Now listen to me. Today we're going to have some fun!\" You're've never heard anyone talk this loudly, not even to kids. It's unnerving. \"Let's play a game. Let's go play outside! Just walk right on out of there. To the south.\"", "endoftext": false }, { "action": "You go to the south", "response": "Really, this was just a glorified hallway. You used to like places like this. Tiles and cinderblocks. No-nonsense, nothing gaudy. They do just what they promise: take you from room to room without asserting themselves. But something's gone terrible wrong. The whole floor is lousy with confetti, thick as snow and almost painful to look at.\n\n\"Looks a lot better now, doesn't it?\" shouts the voice. You've never heard such a loud question. \"Now get out. Fast.\" You notice the door to the east is ajar.", "endoftext": false }, { "action": "You examine the confetti", "response": "Every kind you could possibly imagine and then some you couldn't: cut construction paper, punched plastic, tinsel hearts and music notes, squiggles, dots, like an explosion in a crayon factory.", "endoftext": false }, { "action": "You search it", "response": "You sift through the confetti, but find nothing but more of it. What were you hoping for? Gold?", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You go to the east", "response": "The students aren't usually allowed back here. You can go north, south, or east.", "endoftext": false }, { "action": "Go north", "response": "You've never been to this area before. A brown door is east, and south is behind the school (technically south is also outside the school, but we have to tell them apart somehow).\n\nAn angry crow darts around.", "endoftext": false }, { "action": "You examine the crow", "response": "The crow obviously has a bad attitude. It caws noisily at you.", "endoftext": false }, { "action": "You open it", "response": "(first unlocking the brown door)\nYou lack a key that fits the brown door.", "endoftext": false }, { "action": "You go to the south", "response": "The students aren't usually allowed back here. You can go north, south, or east.\n\nFloating into the area is a pink balloon.", "endoftext": false }, { "action": "You take the balloon", "response": "A waft of air blows the pink balloon out of your reach.", "endoftext": false }, { "action": "You go to the south", "response": "It is peaceful under the tree. You can go north to behind the school.\n\nA lush tree grows, reaching into the sky.", "endoftext": false }, { "action": "You examine tree", "response": "You see nothing special about the lush tree.\n\nFloating into the area is a pink balloon.", "endoftext": false }, { "action": "Go upwards", "response": "You cling precariously up here among the green leaves, and can get to the roof to the west.", "endoftext": false }, { "action": "Examine leaves", "response": "You find a paper page among the leaves.", "endoftext": false }, { "action": "You take the page", "response": "You already have that.", "endoftext": false }, { "action": "You read it", "response": "Not much to read there.", "endoftext": false }, { "action": "You look at it", "response": "You shudder at the sight of triangles and equations -- MATH!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na paper page", "endoftext": false }, { "action": "Go west", "response": "A quiet albeit windy retreat.\n\nA metal machine, taller than you are, is here with a math book wedged underneath it.", "endoftext": false }, { "action": "You look at the machine", "response": "It is too tall for you to reach its top.", "endoftext": false }, { "action": "You look at the book", "response": "Propping up a machine is as good a use for math as any, in your opinion. It seems to have a page missing.", "endoftext": false }, { "action": "You put the page in the book", "response": "You wedge all the pages back into the book. The metal machine shifts only slightly, but something falls off the top!", "endoftext": true }, { "action": "Look around", "response": "A quiet albeit windy retreat.\n\nA metal machine, taller than you are, is here with a math book wedged underneath it.\n\nYou can also see a wooden slingshot here.", "endoftext": false }, { "action": "You take the slingshot", "response": "Taken.", "endoftext": false }, { "action": "You look at it", "response": "It must have been seized from a grubby little terrorist wannabe.", "endoftext": false }, { "action": "You go to the east", "response": "You cling precariously up here among the green leaves, and can get to the roof to the west.", "endoftext": false }, { "action": "Go north", "response": "The students aren't usually allowed back here. You can go north, south, or east.\n\nA pink balloon floats here.\n\nThe pink balloon floats away.", "endoftext": false }, { "action": "You go east", "response": "You try to keep your shoes as clean as possible here. The only way is back west.\n\nA pink balloon floats here.\n\nA shallow hole has been dug by some small archaeologist.", "endoftext": false }, { "action": "You examine hole", "response": "You retrieve two small marbles from it.", "endoftext": false }, { "action": "You go to the west", "response": "The students aren't usually allowed back here. You can go north, south, or east.\n\nFloating into the area is a pink balloon.", "endoftext": false }, { "action": "You put the marble in the slingshot", "response": "Hmm, I take it you want to shoot something with this device?", "endoftext": false }, { "action": "You shoot the balloon with slingshot", "response": "You take careful aim at the pink balloon and ... THWACK!! A direct hit pops the balloon and something falls out.", "endoftext": true }, { "action": "You look around", "response": "The students aren't usually allowed back here. You can go north, south, or east.\n\nYou can see a toilet roll here.", "endoftext": false }, { "action": "You take the roll", "response": "Taken.", "endoftext": false }, { "action": "You look at the roll", "response": "Used to clean things, especially the backside.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na toilet roll\na small marble\na wooden slingshot", "endoftext": false }, { "action": "Go north", "response": "You've never been to this area before. A brown door is east, and south is behind the school (technically south is also outside the school, but we have to tell them apart somehow).\n\nAn angry crow darts around.", "endoftext": false }, { "action": "You shoot the crow with the slingshot", "response": "You take careful aim at the angry crow and ... MISS!!\n\nIt looks ticked-off now, and starts circling the area!", "endoftext": false }, { "action": "Author", "response": "Scene 2, \"Terrorist Wannabe\", was written by Rick Dague.", "endoftext": false }, { "action": "Go south", "response": "The students aren't usually allowed back here. You can go north, south, or east.\n\nThe crow is still flying around excitedly!", "endoftext": false }, { "action": "Go south", "response": "It is peaceful under the tree. You can go north to behind the school.\n\nA lush tree grows, reaching into the sky.\n\nYou can see the crow lining up for a run at you! Watch out!", "endoftext": false }, { "action": "You go upwards", "response": "You cling precariously up here among the green leaves, and can get to the roof to the west.\n\nThe angry crow makes its move!\n\nThe bird dives at your head and dropping a \"bomb\" -- DIRECT HIT!!", "endoftext": false }, { "action": "You examine the bomb", "response": "You see nothing special about the green mess.\n\nSomething stinks!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na green mess\na toilet roll\na wooden slingshot\n\nSomething stinks!", "endoftext": false }, { "action": "You drop the mess", "response": "You tear some paper off of the toilet roll and the mess cleans right up. Plus you find something in the goo!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "You go north", "response": "You've never been to this area before. A brown door is east, and south is behind the school (technically south is also outside the school, but we have to tell them apart somehow).", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the brown door.", "endoftext": false }, { "action": "Go east", "response": "(first opening the brown door)\n\nThe light is dim, and exits are west and east.", "endoftext": false }, { "action": "Author", "response": "Scene 3, \"Job Fair\", was written by Dan Shiovitz.", "endoftext": false }, { "action": "Go east", "response": "You take a few steps before the floor collapses.\nIt seems like a good idea to scream, so you do so.", "endoftext": false }, { "action": "You look at the pile", "response": "It's a big pile of .. stuff. That rustles. Good thing you don't have any cattle.", "endoftext": false }, { "action": "Search pile", "response": "It's too dark to do anything with the pile, really.", "endoftext": false }, { "action": "Go north", "response": "You struggle to your feet, strewing rustly stuff everywhere. Somewhere in the process of doing so you bump against a light switch or something, and things become brighter.\n\nThis room is mostly occupied by a large pile of shredded paper. There aren't any obvious exits, but the north wall is entirely occupied by the backside of a large machine.", "endoftext": false }, { "action": "You examine the machine", "response": "The machine takes up the entire north wall. Given the circumstances and the large label it is easy to identify this as an enormous shredder. There is a small hatch near floor level, and a large funnely sort of thing up top.\n\nYou hear a noise from above your head, and look up just in time to see a small metal object falling from the sky. It bounces painfully off your head and disappears into the pile of shredded paper.", "endoftext": false }, { "action": "Search pile", "response": "You'd think this would be like trying to find a, uh, small metal thing in a large pile of other stuff, but in fact it's not that bad, since this particular bit of metal talks. \"--Come on come on I'm right over here this is totally obv--\" it is saying as you pick it up. \"Finally! It's about time you found me!\"\n\"Uh, what?\" you say.\n\"It's me! Roz!\" And you finally realize it's the same voice as earlier. \"You popped my balloon! It took me forever to get down here!\"", "endoftext": false }, { "action": "You look at Roz", "response": "It's a pyramid-shaped piece of metal which, surprisingly, can talk. For instance, right now it says \"Quit starin' at me and get on with things!\"", "endoftext": false }, { "action": "You examine the hatch", "response": "The hatch is labelled \"MAINTENANCE\". It's closed.", "endoftext": false }, { "action": "You open it", "response": "You open the hatch.", "endoftext": false }, { "action": "You enter it", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis is a big open area. Hundreds of beings of all heights, colors, eyestalkitude and tentaclosity are wandering around, visiting little booths, and waving bits of paper, but mostly they're standing in line.\n\nThe room (and the crowd) stretches out in all directions except south, where the whole wall is taken up by the giant shredder.", "endoftext": false }, { "action": "You examine the crowd", "response": "Some have fur, some have claws, some have tails, some have ears, some have green skin, some have blue skin. But judging by the papers they're holding, what they all have is a determination to get a job.\n\n\"What does he mean, overqualified?\" says a furred lizard-thing, angrily, to its scaled bear-thing companion. \"I have a mere sixteen years of experience!\"", "endoftext": false }, { "action": "Go west", "response": "You can't go that way.\n\nA nearby vendor suddenly leaps out of her booth. \"I hate this job!\" she shouts. \"I'm finding a new one!\" She disappears into the crowd, leaving the empty booth abandoned behind her. You look over at it, curiously.", "endoftext": false }, { "action": "Examine booth", "response": "This display booth is empty, at least of people. A colorful sign on the booth says \"THE AMAZING UNSHRED-O-MATIC\" and sitting on the booth is what you presume to be the unshred-o-matic in question.", "endoftext": false }, { "action": "You examine unshred", "response": "It seems to be composed mainly of a bin, some unblades, and a button.\n\n\"No, no, that won't do at all,\" says an interviewer at one of the booths to a gelatinous blob. \"I'm afraid chuffling certification is an absolute requirement for any job here.\" The blob jiggles unhappily and oozes away. The interviewer shrugs and shoves the blob's resume into a nearby tube, where it's immediately sucked out of sight.", "endoftext": false }, { "action": "You go south", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis room is mostly occupied by a large pile of shredded paper. There aren't any obvious exits, but the north wall is entirely occupied by the backside of a large machine.", "endoftext": false }, { "action": "You take the paper", "response": "You pick up all the larger pieces you can find. There are four.", "endoftext": false }, { "action": "You go north", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis is a big open area. Hundreds of beings of all heights, colors, eyestalkitude and tentaclosity are wandering around, visiting little booths, and waving bits of paper, but mostly they're standing in line.\n\nThe room (and the crowd) stretches out in all directions except south, where the whole wall is taken up by the giant shredder. Nearby you notice a small, unstaffed booth.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na khaki-colored resume piece\nan ecru-colored resume piece\na beige-colored resume piece\na cream-colored resume piece\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot\n\nA mime uses its tentacles to give an impromptu demonstration of being trapped in an invisible rocket ship and walking against a tractor beam. Its interviewer is unimpressed, however, and consigns the mime's resume to a shredder tube.", "endoftext": false }, { "action": "You examine the khaki", "response": "This fragment of a resume is printed on khaki-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"Certifications: Pommelation (Basic and Advanced), Chuffling, Black-Belt Lean Six Sigma\", \"Blood type: O\"", "endoftext": false }, { "action": "You examine the ecru", "response": "This fragment of a resume is printed on ecru-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"Years of experience: 1\", \"Ever since I was a mere pod, my ambition to be a Waffgasketeer has been ..\", \"Hobbies: Trandozian bass, flapjacks\"\n\n\"Only four years?\" a green chimpanzee says to a blue chimpanzee. \"They'll never take anyone with that little.\"", "endoftext": false }, { "action": "You look at the beige", "response": "This fragment of a resume is printed on beige-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"It is my fondest hope that as a Jark Inverter I will ..\", \"Education: Yalneeple College of Higher Kurfting, \"D4\", \"With my fifteen years of experience ..\"", "endoftext": false }, { "action": "You look at the cream", "response": "This fragment of a resume is printed on cream-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"0 (approximate)\", \"Scent glands: removed (references available on request)\", \"Languages known: none.\"\n\nTwo aliens get into an argument over who was next in line. The debate is resolved when the smaller one unhinges its jaw surprisingly far and eats the other.", "endoftext": false }, { "action": "You put the beige in unshred", "response": "You put the beige-colored resume piece into the unshred-o-matic.", "endoftext": false }, { "action": "You look at unshred", "response": "It seems to be composed mainly of a bin, some unblades, and a button. In the unshredder you see beige-colored resume piece.\n\nAn armadillo-like alien has a conversation with a vendor in a nearby booth about their new line of metallic post-it notes.", "endoftext": false }, { "action": "You put the cream in unshred", "response": "You put the cream-colored resume piece into the unshred-o-matic.", "endoftext": false }, { "action": "You take the tan", "response": "You already have that.", "endoftext": false }, { "action": "You examine the tan", "response": "The resume lists a number of hobbies and qualifications you don't really understand, but you do manage to make out a claim of 15 years of experience and a request for a position as a Jark Inverter.\n\nTwo aliens get into an argument over who was next in line. The debate is resolved when the smaller one unhinges its jaw surprisingly far and eats the other.", "endoftext": false }, { "action": "You get in the line", "response": "You get into the line, and wait. And wait, and wait. Eventually you reach the front, where you are scrutinized by a sort of mutant crab-zebra thing. \"GIVE ME THAT RESUME!\" it roars, snatching it from you. Then it produces a pair of surprisingly small spectacles and settles them on its eyestalks as it reads over your resume. \"Good .. good .. nice genetic structure .. excellent center of mass ..\" Suddenly it stops and looks up at you. \"YOU DON'T HAVE THE CERTIFICATION FOR THIS JOB\". With one enormous claw, it shoves your resume into a nearby tube which, you fear, leads directly to the shredder. \"GET OUT OF HERE!\" To the accompaniment of menacing pincer snaps and glares from the other interviewees, you slink out of the line.", "endoftext": false }, { "action": "You go south", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis room is mostly occupied by a large pile of shredded paper. There aren't any obvious exits, but the north wall is entirely occupied by the backside of a large machine.", "endoftext": false }, { "action": "You take the paper", "response": "You pick up all the larger pieces you can find. There are four.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na khaki-colored resume piece\nan ecru-colored resume piece\na beige-colored resume piece\na cream-colored resume piece\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "You go north", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis is a big open area. Hundreds of beings of all heights, colors, eyestalkitude and tentaclosity are wandering around, visiting little booths, and waving bits of paper, but mostly they're standing in line.\n\nThe room (and the crowd) stretches out in all directions except south, where the whole wall is taken up by the giant shredder. Nearby you notice a small, unstaffed booth.\n\n\"What does he mean, overqualified?\" says a furred lizard-thing, angrily, to its scaled bear-thing companion. \"I have a mere sixteen years of experience!\"", "endoftext": false }, { "action": "You examine the khaki", "response": "This fragment of a resume is printed on khaki-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"Certifications: Pommelation (Basic and Advanced), Chuffling, Black-Belt Lean Six Sigma\", \"Blood type: O\"", "endoftext": false }, { "action": "You examine beige", "response": "This fragment of a resume is printed on beige-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"It is my fondest hope that as a Jark Inverter I will ..\", \"Education: Yalneeple College of Higher Kurfting, \"D4\", \"With my fifteen years of experience ..\"\n\n\"No, no, that won't do at all,\" says an interviewer at one of the booths to a gelatinous blob. \"I'm afraid chuffling certification is an absolute requirement for any job here.\" The blob jiggles unhappily and oozes away. The interviewer shrugs and shoves the blob's resume into a nearby tube, where it's immediately sucked out of sight.", "endoftext": false }, { "action": "You examine the cream", "response": "This fragment of a resume is printed on cream-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"0 (approximate)\", \"Scent glands: removed (references available on request)\", \"Languages known: none.\"", "endoftext": false }, { "action": "You put the khaki in unshred", "response": "You put the khaki-colored resume piece into the unshred-o-matic.\n\nA mime uses its tentacles to give an impromptu demonstration of being trapped in an invisible rocket ship and walking against a tractor beam. Its interviewer is unimpressed, however, and consigns the mime's resume to a shredder tube.", "endoftext": false }, { "action": "You put the cream in unshred", "response": "You put the cream-colored resume piece into the unshred-o-matic.", "endoftext": false }, { "action": "You get in line", "response": "You get into the line, and wait. And wait, and wait. Eventually you reach the front, where you are scrutinized by a sort of mutant crab-zebra thing. \"GIVE ME THAT RESUME!\" it roars, snatching it from you. Then it produces a pair of surprisingly small spectacles and settles them on its eyestalks as it reads over your resume. \"Good .. good .. nice genetic structure .. excellent center of mass ..\" Suddenly it stops and looks up at you. \"YOU'RE TOO INEXPERIENCED!\". With one enormous claw, it shoves your resume into a nearby tube which, you fear, leads directly to the shredder. \"GET OUT OF HERE!\" To the accompaniment of menacing pincer snaps and glares from the other interviewees, you slink out of the line.\n\nAn armadillo-like alien has a conversation with a vendor in a nearby booth about their new line of metallic post-it notes.", "endoftext": false }, { "action": "You look at the ecru", "response": "This fragment of a resume is printed on ecru-colored paper. Glancing over it, you make out a few phrases that seem relevant: \"Years of experience: 1\", \"Ever since I was a mere pod, my ambition to be a Waffgasketeer has been ..\", \"Hobbies: Trandozian bass, flapjacks\"", "endoftext": true }, { "action": "O khaki", "response": "You put the khaki-colored resume piece into the unshred-o-matic.\n\n\"Only four years?\" a green chimpanzee says to a blue chimpanzee. \"They'll never take anyone with that little.\"", "endoftext": false }, { "action": "You put the beige in unshred", "response": "You put the beige-colored resume piece into the unshred-o-matic.\n\nTwo aliens get into an argument over who was next in line. The debate is resolved when the smaller one unhinges its jaw surprisingly far and eats the other.", "endoftext": false }, { "action": "You look at the tan", "response": "The resume lists a number of hobbies and qualifications you don't really understand, but you do manage to make out a claim of 15 years of experience, a request for a position as a Jark Inverter, and multiple certifications.\n\n\"What does he mean, overqualified?\" says a furred lizard-thing, angrily, to its scaled bear-thing companion. \"I have a mere sixteen years of experience!\"", "endoftext": false }, { "action": "You get in the line", "response": "You get into the line, and wait. And wait, and wait. Eventually you reach the front, where you are scrutinized by a sort of mutant crab-zebra thing. \"GIVE ME THAT RESUME!\" it roars, snatching it from you. Then it produces a pair of surprisingly small spectacles and settles them on its eyestalks as it reads over your resume. \"Good .. good .. nice genetic structure .. excellent center of mass ..\" Suddenly it stops and looks up at you. \"YOU'LL DO.\" Before you can react, it has grabbed you and shoved you through the door behind it. \"HR WILL BE IN TOUCH\" is the last thing you hear as the door closes again.\n\nMetal Box Room.\n\n\"Thank goodness I'm here!,\" Roz says.", "endoftext": true }, { "action": "You look around", "response": "Metal Box Room.\n\n\"Yessir, if it weren't for me, you wouldn't have any way of getting out,\" Roz says.", "endoftext": false }, { "action": "Author", "response": "Scene 4, \"Telepyramids\", was written by Carl Muckenhoupt.", "endoftext": false }, { "action": "You ask Roz about the Room", "response": "\"Sorry, what? I was thinking about what I'm going to do for my next game.\"\n\n\"If you want help getting out of here, just ask,\" Roz says.", "endoftext": false }, { "action": "You ask Roz about the help", "response": "\"Stop talking and do something interesting!\"\n\n\"Ask me, that is,\" Roz says. \"If you weren't sure.\"", "endoftext": false }, { "action": "You ask Roz about getting out of here", "response": "\"That's boring.\"\n\n\"And if you wanted to know, say, what subject to ask me about,\" Roz says. \"I'd suggest, oh, Roz.\"", "endoftext": false }, { "action": "You ask Roz about Roz", "response": "\"I'm Roz! I'm a control unit! I can talk to Sally and Leon and all the other units and they have to do what I say.\"\n\n\"Ok, well, I don't want to be pushy,\" says Roz. \"Nothing worse than a pushy talking pyramid.\"", "endoftext": false }, { "action": "You ask Roz about Sally", "response": "\"Sally's a teleportation unit. If you want to go visit her, just say her name and I'll tell her to bring us in.\"\n\n\"Yep, gonna shut up now. Not gonna say a thing more unless you ask.\"", "endoftext": false }, { "action": "You ask Roz about Leon", "response": "\"Leon's a supply unit. He helps me all the time by giving me things for playing games with, like confetti and poison gas and marbles and explosives and balloons and razor blades.\"", "endoftext": false }, { "action": "Sally", "response": "The Roz pyramid brightly says \"Roger that!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch is latched shut.\n\nAnd yet, someone must be spending a lot of time in here, because there's a small cot resting on a couple of planks.\n\nOn the small cot are a Sally pyramid and a dream diary.", "endoftext": false }, { "action": "You read the diary", "response": "Taken.\n\n\"I've been having really weird dreams since I started sleeping in the machine on top of the old abandoned school, so I thought I should try to write them down and figure out what they mean. I'll start with the dream I had las night: I was in some kind of lab or military complex or something in a dystopian future, and they were doing something with corn. The corn was very sinister, very menacing. I think it represented death. In the end I escaped the whole thing in a rocketship, which is a blatant phallic symbol. So I guess that's about sex as a bid for immortality or something? I dunno, my subconscious has weird ideas sometimes.\"", "endoftext": false }, { "action": "You read the diary", "response": "\"Day 2. Last night's dream was one of those shifting ones than never really settles on a theme. At first I was a spy or something, and I was trying to escape from enemies in a hotel which was also a lab which was also a sultan's palace, or something like that. And I escaped them by rail through some kind of fantasy kingdom accompanied by a weasel. I'm having trouble finding symbols here. I guess the sense of running away from things was strong, but only in the beginning.\"", "endoftext": false }, { "action": "You read the diary", "response": "\"Day 3. I was back in my old house, the one from before I moved to the machine, but it was empty, and the world was ruled by insectoid aliens, but I just accepted that as good, because they had mind-control powers or something. I escaped by riding a missile (another blatant phallic symbol), and wound up on the moon, in another of those strange laboratories which seem to be the most common feature of my dreams these days. Maybe this is has something to do with those four days I can't remember? I was guided some of the time by a disembodied voice, which is traditionally supposed to be a manifestation of the divine or something. I hope I don't start hearing it in real life.\"", "endoftext": false }, { "action": "You read the diary", "response": "\"Day 4. I was in the desert, which shifted between being a post-apocalyptic wasteland and the outskirts of Las Vegas and I think Egypt at one point. I was looking for a treasure, which turned out to be a goddess, and a blatantly erotic one too. Putting her at the end of a search in the desert is probably a sorry commentary on my sex life. The only other thing I remember was a disgusting dog who kept showing up and hindered me at every turn. I think he represented my father.\"", "endoftext": false }, { "action": "You read the diary", "response": "\"Day 5. I don't remember a lot about this dream, but I have a feeling it was more coherent than the others. I was back in the old school, cleaning up after the children, and there was a disembodied voice that wanted me to stop working there. But then the voice turned out to be coming from a small metal pyramid, just like the one I use as a pillow. There were lots of pyramids like that, and they had names like Sally and Jojo. That's all I remember.\"", "endoftext": false }, { "action": "You read the diary", "response": "The rest of the pages are blank.", "endoftext": false }, { "action": "You ask Roz about Jojo", "response": "\"Jojo, she left us. Wanted a solitary life, on one of those empty backwater planets. Guess you could visit her, if you need a vacation.\"", "endoftext": false }, { "action": "Jojo", "response": "The Roz pyramid brightly says \"Teleport activating now!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.\nIt holds a scrap of green, continous paper in one of the tentacles.\n\nYou can also see a bowl (empty) here.", "endoftext": false }, { "action": "You examine Jojo", "response": "(the robot)\nYou see nothing special about the robot.", "endoftext": false }, { "action": "Author", "response": "Scene 5, \"Jojo gets a cookie\", was written by Taleslinger.", "endoftext": false }, { "action": "You examine the bowl", "response": "A small bowl, perhaps for mixing dough in it?", "endoftext": false }, { "action": "You examine the oven", "response": "It is old, spotted with rust, but surprisingly clean. It has a single button. In it you see nothing.", "endoftext": false }, { "action": "You ask Jojo about cookie", "response": "(the robot about that)\nThe robot seems to ignore you purposefully.", "endoftext": false }, { "action": "You ask Roz about the oven", "response": "\"Sorry, what? I was thinking about what I'm going to do for my next game.\"", "endoftext": false }, { "action": "You ask Roz about the next game", "response": "\"I like to play! It's not what I was designed for, but I have a lot of free time. My favorite game is the one where you find someone who's unhappy and you threaten their life in a way that forces them to choose between changing what they're unhappy about or dying, and you see which they choose. It's great because either way their unhappiness is over.\"", "endoftext": true }, { "action": "You look around", "response": "This hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.\nIt holds a scrap of green, continous paper in one of the tentacles.\n\nYou can also see a bowl (empty) here.", "endoftext": false }, { "action": "You examine the wires", "response": "These loose wires, judging by their color, seem to stem from all kind of sources, varying in thickness and level of insulation.", "endoftext": false }, { "action": "You examine the wardrobe", "response": "It's a blue, wooden wardrobe. It looks too small to store all of the stuff one may need, but maybe it's bigger on the inside.", "endoftext": false }, { "action": "You open it", "response": "It's locked.", "endoftext": false }, { "action": "You ask Jojo for the paper", "response": "(the robot for the scrap)\nThe robot seems to ignore you purposefully.", "endoftext": false }, { "action": "You look at mattress", "response": "It's a comfy looking mattress.\"", "endoftext": false }, { "action": "Sleep", "response": "You're hardly tired, and besides, bedtime is ten p.m. sharp. No earlier, no later. Your biological clock is a delicate thing.", "endoftext": false }, { "action": "You get the paper", "response": "You carefully remove the paper from the claw. The robot doesn't seem to mind.", "endoftext": false }, { "action": "You take the mattress", "response": "That's hardly portable.", "endoftext": false }, { "action": "You examine paper", "response": "I WANT COOKIE - CAN GIVE YOU SOMETHING- RECIPE - CUKROVINCA FLOUR - AN EGG - A JARK-\n\"Wow\" says Roz, \"she off the hook.\"", "endoftext": false }, { "action": "You ask Roz about the egg", "response": "\"That's boring.\"", "endoftext": false }, { "action": "You ask Roz about the flour", "response": "\"Sorry, what? I was thinking about what I'm going to do for my next game.\"", "endoftext": false }, { "action": "You ask Roz about Leon", "response": "\"Leon's a supply unit. He helps me all the time by giving me things for playing games with, like confetti and poison gas and marbles and explosives and balloons and razor blades.\"", "endoftext": false }, { "action": "Sally", "response": "The Roz pyramid brightly says \"Aye-aye!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch is latched shut.\n\nAnd yet, someone must be spending a lot of time in here, because there's a small cot resting on a couple of planks.\n\nOn the small cot is a Sally pyramid.", "endoftext": false }, { "action": "You ask Sally about Leon", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You open hatch", "response": "You open the rusty hatch.", "endoftext": false }, { "action": "Leave", "response": "A quiet albeit windy retreat.\n\nA metal machine, taller than you are, is here with a math book wedged underneath it.", "endoftext": false }, { "action": "You enter hatch", "response": "This is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch leads out into the fresh air.\n\nAnd yet, someone must be spending a lot of time in here, because there's a small cot resting on a couple of planks.\n\nOn the small cot is a Sally pyramid.", "endoftext": false }, { "action": "You take Sally", "response": "Taken.", "endoftext": false }, { "action": "Jojo", "response": "The Roz pyramid brightly says \"Roger that!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.", "endoftext": false }, { "action": "You put Sally on the cot", "response": "You put the Sally pyramid on the small cot.", "endoftext": false }, { "action": "Leave", "response": "A quiet albeit windy retreat.\n\nA metal machine, taller than you are, is here with a math book wedged underneath it.", "endoftext": false }, { "action": "You go to the east", "response": "You cling precariously up here among the green leaves, and can get to the roof to the west.", "endoftext": false }, { "action": "You go east", "response": "You try to keep your shoes as clean as possible here. The only way is back west.\n\nA shallow hole has been dug by some small archaeologist.", "endoftext": false }, { "action": "Go east", "response": "The light is dim, and exits are west and east.", "endoftext": false }, { "action": "You go to the east", "response": "Well, the floor to the east is basically an open pit now, but you know the fall is survivable. So after a brief hesitation, you fling yourself in.\n\nThis room is mostly occupied by a large pile of shredded paper. There aren't any obvious exits, but the north wall is entirely occupied by the backside of a large machine.", "endoftext": false }, { "action": "You look at paper", "response": "(the scrap)\nI WANT COOKIE - CAN GIVE YOU SOMETHING- RECIPE - CUKROVINCA FLOUR - AN EGG - A JARK-\n\"Wow\" says Roz, \"she off the hook.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bowl\na scrap\na dream diary\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "You go north", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis is a big open area. Hundreds of beings of all heights, colors, eyestalkitude and tentaclosity are wandering around, visiting little booths, and waving bits of paper, but mostly they're standing in line.\n\nThe room (and the crowd) stretches out in all directions except south, where the whole wall is taken up by the giant shredder. Nearby you notice a small, unstaffed booth.", "endoftext": false }, { "action": "You put the diary in unshred", "response": "You put the dream diary into the unshred-o-matic.\n\n\"No, no, that won't do at all,\" says an interviewer at one of the booths to a gelatinous blob. \"I'm afraid chuffling certification is an absolute requirement for any job here.\" The blob jiggles unhappily and oozes away. The interviewer shrugs and shoves the blob's resume into a nearby tube, where it's immediately sucked out of sight.", "endoftext": false }, { "action": "You take the diary", "response": "Taken.\n\nAn armadillo-like alien has a conversation with a vendor in a nearby booth about their new line of metallic post-it notes.", "endoftext": false }, { "action": "You put the paper in unshred", "response": "You put the scrap into the unshred-o-matic.", "endoftext": false }, { "action": "You go to the south", "response": "You step outside and find yourself under a clear, disturbingly puple sky, where yellow lightning flashes silently in dark, grey clouds. The air is humid and humming with life. Almost invisible, transparent insects swirl round your head, and in the distance, some unseen birds chirp and flutter.The hut and it's surroundings seem to be inside some sort of transparent energy dome.\n\nShort, green grass extends to the foot of the protective dome. In the middle of this meadow sits a pen. Mountains border on the dome to the east, and there seems to be a small pond to the west.\n\nA stout, plump lizard sits in the middle of pen, eyeing you warily.\n\nThe lizard backs away suddenly, as if scared by your movements, and starts to hiss.", "endoftext": false }, { "action": "Go east", "response": "You are near a pond of yellowish water.\n\nDead at your feet lies some sort of black creature.\n\nAnd there it sits, in the middle of the pond - the Jark.", "endoftext": false }, { "action": "You examine Jark", "response": "A jark is a jark is a jark.", "endoftext": false }, { "action": "You examine creature", "response": "The creature is small, shorter than you, and pitch black. It has an oblong head, no ears, tiny black eyes, and sharp, black teeth clearly visible behind a lipless mouth. It has a name tag saying hr. Ah, the guy they told you about at the job center. He's clearly dead, though, and therefore somewhat unhelpful.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nHR\na scrap\na dream diary\na bowl\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": true }, { "action": "You look around", "response": "You are near a pond of yellowish water.\n\nAnd there it sits, in the middle of the pond - the Jark.", "endoftext": false }, { "action": "You take Jark", "response": "You touch the Jark, and die a jarkingly, horrible death, additionally discgracing your whole field of work.", "endoftext": false }, { "action": "Invert Jark", "response": "You skillfully invert the Jark, rendering it harmless.", "endoftext": false }, { "action": "You put Jark in bowl", "response": "You put the Jark into the bowl.", "endoftext": false }, { "action": "You ask Roz about the cukrovinca flour", "response": "\"Oh, it's made from rocks. Not healthy for humans, I've heard. But neither is poison gas, eh?\"", "endoftext": false }, { "action": "Sally", "response": "The Roz pyramid brightly says \"Teleport activating now!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch leads out into the fresh air.\n\nAnd yet, someone must be spending a lot of time in here, because there's a small cot resting on a couple of planks.\n\nOn the small cot is a Sally pyramid.", "endoftext": false }, { "action": "Leave", "response": "A quiet albeit windy retreat.\n\nA metal machine, taller than you are, is here with a math book wedged underneath it.", "endoftext": false }, { "action": "Jojo", "response": "The Roz pyramid brightly says \"Aye-aye!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.", "endoftext": false }, { "action": "You go to the south", "response": "Short, green grass extends to the foot of the protective dome. In the middle of this meadow sits a pen. Mountains border on the dome to the east, and there seems to be a small pond to the west.\n\nA stout, plump lizard sits in the middle of pen, eyeing you warily.\n\nThe lizard backs away suddenly, as if scared by your movements, and starts to hiss.", "endoftext": false }, { "action": "You look at the lizard", "response": "You see nothing special about the lizard.\n\nThe lizard looks at you longingly and starts to hiss.", "endoftext": false }, { "action": "Go west", "response": "Some rocks have fallen from the Mountains outside the dome, building one of those rocky landscapes where climbing children hopefully fall and break their little necks. Stupid brats.\n\nA smaller rock lies a few feet apart from the others.", "endoftext": false }, { "action": "You examine the rock", "response": "It's a rock the size of a fist, powdery, but hard.", "endoftext": false }, { "action": "Go east", "response": "Short, green grass extends to the foot of the protective dome. In the middle of this meadow sits a pen. Mountains border on the dome to the east, and there seems to be a small pond to the west.\n\nA stout, plump lizard sits in the middle of pen, eyeing you warily.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way.\n\nThe lizard snaps at its own tail.", "endoftext": false }, { "action": "Invert lizard", "response": "You can only do that to Jarks!", "endoftext": false }, { "action": "Sally", "response": "The Roz pyramid brightly says \"Roger that!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch leads out into the fresh air.\n\nAnd yet, someone must be spending a lot of time in here, because there's a small cot resting on a couple of planks.\n\nOn the small cot is a Sally pyramid.", "endoftext": false }, { "action": "Go east", "response": "Knowing there's a cushy landing, you leap down into the pit.\n\nThis room is mostly occupied by a large pile of shredded paper. There aren't any obvious exits, but the north wall is entirely occupied by the backside of a large machine.", "endoftext": false }, { "action": "You examine the funnel", "response": "It's presumably for spewing paper fragments out of the shredder and into the room.", "endoftext": false }, { "action": "You go north", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis is a big open area. Hundreds of beings of all heights, colors, eyestalkitude and tentaclosity are wandering around, visiting little booths, and waving bits of paper, but mostly they're standing in line.\n\nThe room (and the crowd) stretches out in all directions except south, where the whole wall is taken up by the giant shredder. Nearby you notice a small, unstaffed booth.\n\n\"Only four years?\" a green chimpanzee says to a blue chimpanzee. \"They'll never take anyone with that little.\"", "endoftext": false }, { "action": "You put the rock in Shredder", "response": "You squeeze the rock into one of the tubes, ignoring the looks from the surrounding beings. The shredder makes some horrible gnashing noises, but you think you heair a faint sputtering from the Shredder room.", "endoftext": false }, { "action": "You go south", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis room is mostly occupied by a large pile of shredded paper. There aren't any obvious exits, but the north wall is entirely occupied by the backside of a large machine.\n\nA neat heap of Cukrovinca flour is on top of the other heap.", "endoftext": false }, { "action": "You take the flour", "response": "You easily scoop it into your hand.\n\nTaken.", "endoftext": false }, { "action": "You put the flour in the bowl", "response": "You put Cukrovinca flour into the bowl.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nHR\na scrap\na dream diary\na bowl\nCukrovinca flour\na Jark\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "Go north", "response": "You squeeze your way through the hatch and eventually come out the other side.\n\nThis is a big open area. Hundreds of beings of all heights, colors, eyestalkitude and tentaclosity are wandering around, visiting little booths, and waving bits of paper, but mostly they're standing in line.\n\nThe room (and the crowd) stretches out in all directions except south, where the whole wall is taken up by the giant shredder. Nearby you notice a small, unstaffed booth.\n\n\"No, no, that won't do at all,\" says an interviewer at one of the booths to a gelatinous blob. \"I'm afraid chuffling certification is an absolute requirement for any job here.\" The blob jiggles unhappily and oozes away. The interviewer shrugs and shoves the blob's resume into a nearby tube, where it's immediately sucked out of sight.", "endoftext": false }, { "action": "You get in the line", "response": "You get into the line, and wait. And wait, and wait. Eventually you reach the front, where you are scrutinized by a sort of mutant crab-zebra thing. \"WHERE'S YOUR RESUME?\" it roars. \"GET OUT OF HERE!\" To the accompaniment of menacing pincer snaps and glares from the other interviewees, you slink out of the line.", "endoftext": false }, { "action": "You examine the HR", "response": "The creature is small, shorter than you, and pitch black. It has an oblong head, no ears, tiny black eyes, and sharp, black teeth clearly visible behind a lipless mouth. It has a name tag saying hr. Ah, the guy they told you about at the job center. He's clearly dead, though, and therefore somewhat unhelpful.\n\nTwo aliens get into an argument over who was next in line. The debate is resolved when the smaller one unhinges its jaw surprisingly far and eats the other.", "endoftext": false }, { "action": "Jojo", "response": "The Roz pyramid brightly says \"Gotcha, boss!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.", "endoftext": false }, { "action": "You ask Roz about the HR", "response": "Famous Jark inverter. Helped some dude escape somewhere.", "endoftext": false }, { "action": "You ask Roz about the lizard", "response": "\"Stop talking and do something interesting!\"", "endoftext": false }, { "action": "Go north", "response": "This hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.", "endoftext": false }, { "action": "You examine Jojo", "response": "(the robot)\nYou see nothing special about the robot.", "endoftext": false }, { "action": "You look at the pyramid", "response": "(the Roz pyramid)\nIt's a pyramid-shaped piece of metal which, surprisingly, can talk. For instance, right now it says \"Quit starin' at me and get on with things!\"", "endoftext": false }, { "action": "Go south", "response": "Short, green grass extends to the foot of the protective dome. In the middle of this meadow sits a pen. Mountains border on the dome to the east, and there seems to be a small pond to the west.\n\nA stout, plump lizard sits in the middle of pen, eyeing you warily.", "endoftext": false }, { "action": "You hit the lizard", "response": "You try a little shadow boxing in the direction of the lizard.", "endoftext": false }, { "action": "You kill the lizard", "response": "You try a little shadow boxing in the direction of the lizard.\n\nThe lizard snaps at its own tail.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nHR\na scrap\na dream diary\na bowl\nCukrovinca flour\na Jark\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "You throw Roz at the lizard", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "Invert lizard", "response": "You can only do that to Jarks!\n\nThe lizard blinks.", "endoftext": false }, { "action": "You drop the HR", "response": "Dropped.", "endoftext": false }, { "action": "Sally", "response": "The Roz pyramid brightly says \"Aye-aye!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch leads out into the fresh air.\n\nAnd yet, someone must be spending a lot of time in here, because there's a small cot resting on a couple of planks.\n\nOn the small cot is a Sally pyramid.", "endoftext": false }, { "action": "Smell", "response": "It smells nasty in here. The sooner you get back out into the fresh air, the happier you'll be.", "endoftext": false }, { "action": "You move the planks", "response": "Those are fixed in place.", "endoftext": false }, { "action": "You take the book", "response": "As you move the book, the metal machine rocks scarily. You instantly desist.", "endoftext": false }, { "action": "You jump", "response": "Not after four p.m., no way. This is the time where you can act dignified again.", "endoftext": false }, { "action": "Go west", "response": "Really, this was just a glorified hallway. You used to like places like this. Tiles and cinderblocks. No-nonsense, nothing gaudy. They do just what they promise: take you from room to room without asserting themselves. But something's gone terrible wrong. The whole floor is lousy with confetti, thick as snow and almost painful to look at. The door is ajar, swinging a bit in the breeze.", "endoftext": false }, { "action": "You go to the north", "response": "Every last inch of wall space here, save for the window, is plastered with needless decor: nature caricatures, inspirational glurge, posters with cartoon letters and plus signs. The floor's no better; the brats didn't pick up when Miss Lauren told them to pick up and now it's cluttered with gaudy plastic. The books are tossed into the carpet square pile and someone's dripped tempera paint onto every table. And there's more, it seems, every second. Leaves and dirt by the doorway. Shredded paper that's not in the waste bin.", "endoftext": false }, { "action": "You take all", "response": "small metal pyramid: Taken.\nCukrovinca flour: You easily scoop it into your hand.\n\nTaken.\nJark: Taken.\nleaves: Not without your gloves, and you're not sure where you left those. Of course.\npaper: That's hardly portable.\nbooks: You dig through the pile a bit, but it just collapses in on itself. Ugh.\ntables: They're hardly portable.\nwindow: That's hardly portable.\nposters: You'd love to. It'd be nice to see the walls look crisp again. But yo u're forbidden to, and close enough to being fired as it is.\ntoys: You pick up a toy and stack it in the bin, but by the time you get back to the pile there just seem to be more. What fool decided to make toys reproduce?\nbin: You're not really in good enough standing with Miss Lauren to try replacing it again.", "endoftext": false }, { "action": "You take the confetti", "response": "There's too much of it.", "endoftext": false }, { "action": "You search it", "response": "You sift through the confetti, but find nothing but more of it. What were you hoping for? Gold?", "endoftext": false }, { "action": "Sally", "response": "The Roz pyramid brightly says \"Roger that!\"\nYou have a moment of vertigo, and suddenly you're elsewhere.\n\nThis is a cramped hollow inside some kind of mechanism. Cogwheels poke your ribs as the smell of machine oil assaults your nostrils. A rusty hatch leads out into the fresh air.\n\nYou can see a small cot (on which is a Sally pyramid) here.", "endoftext": false }, { "action": "You ask Roz about the cookie", "response": "\"As I said, Jojo went a little flaky in exile.\"", "endoftext": false }, { "action": "You ask Roz about Jojo", "response": "\"Jojo, she left us. Wanted a solitary life, on one of those empty backwater planets. Guess you could visit her, if you need a vacation. I think I should've mentioned her oath of silence. Sorry.\"", "endoftext": false }, { "action": "You ask Roz about the razor blades", "response": "\"Those things are so useful!\"", "endoftext": false }, { "action": "You ask Roz about about the confetti", "response": "\"Confetti is so pretty. I like all the colors mixed together.\"", "endoftext": false }, { "action": "You ask Roz about the marbles", "response": "\"You're a wicked shot with those things! I'll have to tell Leon to get us some more.\"", "endoftext": false }, { "action": "Hiss", "response": "You hiss. The lizard suddenly gives you bedroom eyes and lays an egg.", "endoftext": false }, { "action": "You take the egg", "response": "Taken.\n\nThe lizard backs away suddenly, as if scared by your movements, and starts to hiss.", "endoftext": false }, { "action": "You put the egg in the bowl", "response": "You insert the last ingredient and shake the bowl a bit. Wow, thanks to the astonishing qualities of the jark, you now have some delicious dough.", "endoftext": false }, { "action": "You look at the dough", "response": "It's some dough, greenish in color.", "endoftext": false }, { "action": "Go north", "response": "This hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.", "endoftext": false }, { "action": "You put the bowl in the oven", "response": "The oven is closed.", "endoftext": false }, { "action": "You open oven", "response": "You open the oven.", "endoftext": false }, { "action": "You put the bowl in the oven", "response": "You put the bowl into the oven.", "endoftext": false }, { "action": "You close the oven", "response": "You close the oven.", "endoftext": false }, { "action": "You examine the oven", "response": "It is old, spotted with rust, but surprisingly clean. It has a single button. In it you see a bowl.", "endoftext": false }, { "action": "You open the oven", "response": "You open the oven, revealing a bowl.", "endoftext": false }, { "action": "You look in the bowl", "response": "In the bowl is a cookie.", "endoftext": false }, { "action": "You examine the cookie", "response": "Hm, it looks delicious beyond words. So there you go then.", "endoftext": false }, { "action": "You give the cookie to Jojo", "response": "(the robot)\n(first taking the cookie)\nOne of the tentacles graps the cookie eagerly. Something inside the machines starts to rattle and click, and then an unseen opening spits out more green continous paper. It reads\nTHANKS - NOW CAN FEED LIZARD - DUCK.\nAs you try to bring the image of the lizard together with a duck, the wardrobe behind you squeaks and something hits you quit hard in the back of the head.\n\"Tarquin!\" shouts Roz in your hand.", "endoftext": false }, { "action": "You examine the wardrobe", "response": "It's a blue, wooden wardrobe. It looks too small to store all of the stuff one may need, but maybe it's bigger on the inside.", "endoftext": true }, { "action": "You look around", "response": "This hut, wherever it may be, is made of thick glass, distorting the outside to something like a watercolor painting. A foam rubber mattress and a wardrobe seem to be the only bits of furniture. The doorway outside is south.\n\nIn the middle of the hut sits an old-fashioned oven. It is connected by loose wires, through a hole in the ceiling, to some sort of dish on top of the hut.\n\nIn a corner sits a robot. It looks like an old TV-set with metal tentacles attached. Inside, through a glass window, you can see one of the pyramids.\n\nYou can also see a small metal pyramid here.", "endoftext": false }, { "action": "You examine the metal pyramid", "response": "(the small metal pyramid)\nYou see nothing special about the small metal pyramid.", "endoftext": false }, { "action": "You take it", "response": "Taken.\n\nSuddenly a swirl of energy engulfs you, and an HR-tinged voice beckons your very being.\n\nBare white painted walls make up three sides of this room. The fourth, which happens to be the northern wall, is taken up by a large pair of glass doors.\n\nYou can see a large pair of glass doors here.", "endoftext": false }, { "action": "Author", "response": "Scene 6, \"Bureaucracy\", was written by Mark J. Musante.", "endoftext": false }, { "action": "You ask Roz about Tarquin", "response": "\"Good old Tarquin.He's the smart one. Well, not as smart as me. Anyway, he tried to investigate the machine, but I can't reach him anymore.\"", "endoftext": false }, { "action": "You examine the doors", "response": "Although they're glass, they're frosted over so you can't see through them. There is a giant letter H on the left door, and a giant letter R on the right.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bowl\nHR\na scrap\na dream diary\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "You open the doors", "response": "You open the large pair of glass doors.", "endoftext": false }, { "action": "Go north", "response": "This is the nerve center of the Human Resources operation. The room's vastness is matched only by the amount of noise being generated. People are walking everywhere and you're constantly ducking and weaving to avoid being bumped into. You think you can see a disused cubicle off to the northeast.\n\nYou can see a large pair of glass doors here.", "endoftext": false }, { "action": "Go northeast", "response": "This cubicle has seen better days, but at least it's out of the way of all the madness outside. A desk and a couple of chairs are here.\n\nYou can see an office chair (empty) here.", "endoftext": false }, { "action": "You look at the desk", "response": "A large green metal desk. There's nothing on it.", "endoftext": false }, { "action": "You sit on the chair", "response": "You get into the office chair.", "endoftext": false }, { "action": "You put HR on the desk", "response": "You put HR on the desk.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nHR\na bowl\na scrap\na dream diary\na Roz pyramid\na bronze key\na toilet roll\na wooden slingshot", "endoftext": false }, { "action": "Go southwest", "response": "HR Central (in the office chair)\nThis is the nerve center of the Human Resources operation. The room's vastness is matched only by the amount of noise being generated. People are walking everywhere and you're constantly ducking and weaving to avoid being bumped into. You think you can see a disused cubicle off to the northeast.\n\nYou can see a large pair of glass doors here.", "endoftext": false }, { "action": "Go north", "response": "You push off into the throng of passers-by, and skilfully guide your new hot-rod through the vast HR cubicle maze. Or, y'know, maybe the workers here are just avoiding the maniac on the chair. Eventually you make a wrong turn and the wheels catch on the threshold of an office doorway. The chair tips over and you're dumped onto the floor.\n\nAs you slowly get up, you hear the door swing shut behind you.\n\nUnlike the cubicles outside, this office has a real door and a real window. The noise of the HR worker bees outside is almost completely shut out. You look around in wonder, and see a desk, a chair, some paintings on the wall, and a fake potted plant.\n\nBefore you can react, a question is shot at you like an arrow that's, um, question-mark shaped.\n\n\"Who the hell are you?\" asks the questioner in a booming voice.\n\nYou spin around to see a large and imposing man turn towards you, a sweaty hand clicking the door carefully shut. You stammer out an introduction and the man relaxes (just a little).\n\n\"Ah,\" he says. \"I am Mr Hokensox. Your resume was sent along by one of our lobster-horses.\"\n\n\"Oh, I thought it was a crab-zebra,\" you venture.\n\n\"Ah, no, although they do like to get stripe tattoos, don't they?\nHave a seat and we'll get your forms sorted and set up your orientation schedule.\"\n\nYou can also see a small wooden chair here.", "endoftext": false }, { "action": "You sit on the chair", "response": "(the small wooden chair)\nYou sit uncomfortably down in the wooden chair and look up at Mr. Hokensox.\n\nHe peers more at the papers in his hand and says, \"I see that you\nused to be a teacher. You should fit in quite well here. We have numerous people who act like kids. Ha ha.\"\n\nYou smile weakly, thinking that you have landed somwhere very much like where you left.\n\n\"Hmm... Okay, please have these forms filled out by your orientation, which starts in one hour.\"\n\nMr. Hockensox hands you forms XY11, UT18 and TB06.\n\"Now,\" says Mr Hokensox, \"let me show you to your new workplace.\"\n\nMr Hokensox puffs around the desk and unlocks the door. He leads you out into the main office again, and then through a maze of cubicles. You try to concentrate on the path you take, but soon you're hopelessly lost. He stops abruptly in front of a cubicle that looks like every other one. \"Here you are, cubicle number 78-33183. I'll leave you to get settled in and fill out those forms. If you have any questions, don't hesitate to ask.\"\n\nBefore you can draw in a breath, Mr Hokensox turns and leaves with such a speed that defies his size, leaving you alone clutching your forms.\n\nFour grey walls. At least the school had some more color than this. They haven't even had time to put a desk in here yet, nor a chair.\nThe corridor leads out to the southeast.", "endoftext": false }, { "action": "You look at the xy11", "response": "It's a blank sheet of paper with XY11 at the top scribbled in crayon.", "endoftext": false }, { "action": "You look at the ut18", "response": "It's a blank sheet of paper with UT18 at the top scribbled in magic marker.", "endoftext": false }, { "action": "Examine tb06", "response": "It's a blank sheet of paper with TB06 at the top scribbled in finger paint.", "endoftext": false }, { "action": "You ask Roz about forms", "response": "\"That's boring.\"", "endoftext": false }, { "action": "You go southeast", "response": "There is nothing but cubicles as far as you can see to the north and southwest. Your cubicle lies to the northwest.", "endoftext": false }, { "action": "Go north", "response": "You head north through the maze and find yourself at a wall, which you follow. A little farther down the wall, you find an opening, which you duck into.\n\nAs you take in the filth and splendor that is the break room, you hear from behind you, \"Oh hi! You must be the new person!\"\n\nYou spin around to see someone (something?) walking toward you. It's hard to tell behind the pile of papers this person is carrying.\n\n\"I'm Ferd. I've been assigned as your orientation guide!\"", "endoftext": false }, { "action": "You examine Ferd", "response": "Almost as wide as he is tall, Ferd looks at you with a very wide grin that seems to take up most of his face. It's hard to see the rest of him because of the pile of paper he's carrying.", "endoftext": false }, { "action": "You ask Ferd about ut18", "response": "There is no reply.\n\nFerd suddenly belches in an uncomfortable-looking way, then taps his chest (or so you assume, behind the pile of papers). \"Guess my ticker's acting up again,\" he says.", "endoftext": false }, { "action": "You ask Ferd about Ferd", "response": "There is no reply.\n\n\"I hope it doesn't explode again,\" Ferd says. \"Destroyed most of the planet I was on. They had to clean up for years!\"\n\"Oh no!\" Roz says. \"This is a job for George!\"", "endoftext": false }, { "action": "You ask Roz about George", "response": "\"Sorry, what? I was thinking about what I'm going to do for my next game.\"", "endoftext": false }, { "action": "George", "response": "The Roz pyramid says \"Here goes nothin'!\" You have a moment of vertigo.\nAn enormous metal pyramid suddenly appears in mid-air and falls on Ferd, squashing him flat. There is a muffled explosion but it barely takes out any walls and, at least in some sense,", "endoftext": true } ]
nybdw0bt75c716v3
The Laughing Gnome
Teaspoon
[ "Adaptation" ]
[ "based on songs", "cover art", "fan fiction", "gnomes", "humour", "memorial", "short", "silly", "SpeedIF" ]
2,016
[ 0, 0, 0, 0, 0 ]
0
0
20160202
false
'You were walking, down the high street...' A tribute to David Bowie and one of his first singles. Also contains ghome invasion, Surbiton Railway Station, Mick and Keith's corner shop off 'Stella Street', and nuts.
[ { "action": "%", "response": "You're just finishing a walk down the high street, when you hear footsteps behind you.\n\nFirst time players may wish to type ABOUT.\n\nNot as musical as Denmark Street, not flash like Carnaby Street or rocking like Electric Avenue, but it's your high street and you like it. However, \"The Forsyte Saga\" is on so everything's shut except the corner shop to the south. Your house is to the north and the Surbiton Railway Station is to the east.\n\nYou can see a Gnome here.", "endoftext": false }, { "action": "P.", "response": "What to do with >\nGetting Started\nRooms and Travel\nObjects\nControlling the Game\nHow the World is Assembled\nIf You Get Stuck", "endoftext": false }, { "action": "You go to the north", "response": "What to do with >\nGetting Started\nRooms and Travel\nObjects\nControlling the Game\nHow the World is Assembled\nIf You Get Stuck", "endoftext": false }, { "action": "You examine Gnome", "response": "A little old man in scarlet and grey. He trots along besides you.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na light\na cigarette\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the light", "response": "A battered antique one, of no great interest except for the engraving. \"To Father Brown, with all my thanks\". You occasionally wonder what sort of priest would get a light for a present.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You look at the cigarette", "response": "A cigarette. Your favourite brand: Political Correctness Gone Mad, or POC for short.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "About yourself", "response": "Ziggy Stardust.\n\nNot really. Just a struggling writer trying to break into radio.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Gnome", "response": "\"My brother Fred always wanted to be a comedy singer. I like the joke-writing, myself.\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Gnome", "response": "\"Didn't they teach you to get your hair cut at school? You look like a rolling gnome.\"\n\n\"No, not at the London School of Ecognomics.\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Gnome", "response": "\"Here, where do you come from?\"\n\n\"Gnome man's land!\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Gnome", "response": "\"Haven't you got an 'ome to go to?\"\n\n\"No, we're gnomads.\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Gnome", "response": "\"I'm a laughing gnome and you don't catch me!\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Go south", "response": "The sign says Mick & Keith's Corner Shop, in carefully-equilateral lettering. It shows a good deal more foresight than the shop itself, which is a tiny cramped place with products strewn everywhere. Usually, anyway: there are only a few items left on the shelves.\n\nYou can see Keith, dandelion wine, Brazil nuts, caviar, honey and a mop here.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the north.", "endoftext": false }, { "action": "You look at Keith", "response": "He's just a touch drunk, although whether punch or otherwise is difficult to tell.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Keith", "response": "\"Mick's out watching his bloody show, the shop's been raided, still can't get any Lemsip...just get what you want and leave, all right? I'll put it on your tab.\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You look at the wine", "response": "Imported from Illinois, apparently.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the nuts", "response": "A prominent animator had little packets sent to all sorts of odd places as a promotional stunt for his new film.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You look at the caviar", "response": "You see nothing special about caviar.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You look at the honey", "response": "You see nothing special about honey.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the mop", "response": "\"Just what you need if that last one is looking a little bit ragged!\"\n\nA space-age design with self-contained water supply. Also Fairy.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You take all", "response": "dandelion wine: Taken.\nBrazil nuts: Taken.\ncaviar: Your tab is big enough as it is. Caviar is rather beyond your means.\nhoney: Your tab is big enough as it is. Honey is rather beyond your means.\nmop: Taken.\nbag: That seems to belong to the Gnome.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the bag", "response": "Doubtless full of mysterious gnome objects.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You eat nuts", "response": "Only slightly stale. You nibble a few.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You taste the wine", "response": "You taste nothing unexpected.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na mop\nBrazil nuts\ndandelion wine\na light\na cigarette\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You eat caviar", "response": "You'd have to pay Keith for it, which you can't just at present, being temporarily embarassed. So that's no then.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Mop", "response": "Keith is deeply offended by people cleaning in here besides him. Or just offended by cleaning in general, hard to say.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You wear the mop", "response": "You can't wear that!\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Go north", "response": "Not as musical as Denmark Street, not flash like Carnaby Street or rocking like Electric Avenue, but it's your high street and you like it. However, \"The Forsyte Saga\" is on so everything's shut except the corner shop to the south. Your house is to the north and the Surbiton Railway Station is to the east.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the south.", "endoftext": false }, { "action": "You go north", "response": "Your new flat, or rather your antiquated Victorian terrace house (now only one floor, after what the landlord described as an exotic and friendly swarm of Egyptian super termites). After deploying a flamethrower, six kinds of bleach and the local exorcist, you now have a kitchen that only vaguely smells of toxic gloop. The bathroom, such as it is, is to the north.\n\nYou can see an oven, a bed, a fireplace and a telly here.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the south.", "endoftext": false }, { "action": "You examine the oven", "response": "A hulking old iron oven you picked up for a song from the nice couple down the way. They said they were upgrading to something more managable, like one made out of mud.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You open the oven", "response": "It isn't something you can open.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the bed", "response": "The one usable piece of furniture left in the place, a heavy piece that's fixed in place.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You look under the bed", "response": "You find nothing of interest.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You enter the bed", "response": "You get onto the bed.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Sleep", "response": "Sleep with that chortling gnome around? Not likely.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You stand", "response": "You get off the bed.\n\nYour new flat, or rather your antiquated Victorian terrace house (now only one floor, after what the landlord described as an exotic and friendly swarm of Egyptian super termites). After deploying a flamethrower, six kinds of bleach and the local exorcist, you now have a kitchen that only vaguely smells of toxic gloop. The bathroom, such as it is, is to the north.\n\nYou can see a Gnome, an oven, a bed, a fireplace and a telly here.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the fireplace", "response": "Incongruously huge, with the draftiest chimney you ever did see. You could probably fit two gnomes comfortably in here if it didn't smell of gloop.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Smell the fireplace", "response": "It smells like yesterday's chicken tikka masala, actually.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You clean it", "response": "You rub the fireplace.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Mop", "response": "You attack the remaining gloop, finding a pocket of residue in the chimney. Away with it! Everything now smells like Fairies.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na mop\nBrazil nuts\ndandelion wine\na light\na cigarette\n\nHa ha ha, hee hee hee.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Your new, nicely cleaned flat. Or antiquated Victorian terrace house. The bathroom, such as it is, is to the north.\n\nYou can see a Gnome, an oven, a bed, a fireplace and a telly here.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You look at telly", "response": "It's stuck on BBC Two. If you liked the Forsyte Saga, you wouldn't have gone on that walk and met this gnome.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Go north", "response": "Indescribably filthy. It would make a student houseshare look neat. It makes that bloke Withnail look tidy by comparision. It looks a little cleaner than the one that Richard and Eddie down the way have.\n\nThe one advantage is that you can't see any of those fiddly objects such as a toilet, shower, or a mirror full of asprin and toothbrushes - everything is indistinguisable under toxic gloop.\n\nYou can see toadstools here.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the south.", "endoftext": false }, { "action": "Mop", "response": "You rub the mop around a bit. A vocabulary list comes to mind, consisting of words such as futile, pointless, useless, unhelpful, wishful, pathetic, ineffectual, unavailing...cleaning this bathroom is beyond your ken, in short.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the toadstools", "response": "They look like the kind of thing you might feed a gnome.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You take the toadstools", "response": "Taken.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Toadstools", "response": "\"Uncooked toadstools?\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You go to the south", "response": "Your new, nicely cleaned flat. Or antiquated Victorian terrace house. The bathroom, such as it is, is to the north.\n\nYou can see an oven, a bed, a fireplace and a telly here.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the north.", "endoftext": false }, { "action": "You put the toadstools in the oven", "response": "Your feeble culinary skills are at least sufficient for the purpose of heaating toadstools for gnomes. One plate of roast toadstools, coming right up!\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the toadstools", "response": "You still wouldn't eat them.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You give the toadstools to Gnome", "response": "The Gnome seems very pleased with your cooking.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na mop\nBrazil nuts\ndandelion wine\na light\na cigarette\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You give the nuts to Gnome", "response": "The gnome shakes his head. \"Gnomes prefer toadstools.\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Light cigarette", "response": "You light the cigarette.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "Smoke cigarette", "response": "It occurs to you this is your last one. Maybe you'd better save it.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You go south", "response": "Not as musical as Denmark Street, not flash like Carnaby Street or rocking like Electric Avenue, but it's your high street and you like it. However, \"The Forsyte Saga\" is on so everything's shut except the corner shop to the south. Your house is to the north and the Surbiton Railway Station is to the east.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the north.", "endoftext": false }, { "action": "Go east", "response": "The Surbiton Railway Station: a rather excitingly futurist-looking building done up in lots of white concrete and glass. A large sign says \"Due to the current rail strike, no trains are available except the Victoria-Eastbourne Express.\" You can see the Express to the north. The High Street is to the west.\n\nYou can see a Ticket Seller here.\n\nHa ha ha, hee hee hee.\n\nThe Gnome arrives from the west.", "endoftext": false }, { "action": "Examine Seller", "response": "Dark hair, glasses and enough world-weariness to float HMS Belfast. She is struggling with a malfunctioning piece of equipment.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine the equipment", "response": "A ticket machine which does not seem to be functioning properly.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Seller", "response": "\"Everyone went on strike to protest the new continually-running express to Eastbourne,\" she tells you with the air of someone who has long since stopped listening to what she was saying.\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You buy Ticket", "response": "The Ticket Seller shrugs. \"Gnomes travel free. So do you, if I can't get this machine to work properly.\"\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You go to the north", "response": "The train is a smooth, highly-industralised piece of equipment that is not powered by steam in any way whatsoever.\n\nYou persuade the gnome to follow you on board the express, even carrying his bag, and wave him goodbye. So long to the gnome, then. Nome, even. Back to your mundane existence.\n\nYou head home for some much needed sleep, awaken fresh and bright the next day, and find that he's back. What's more, he's brought a friend.\n\nSomehow, you aren't really surprised.\n\nKitchen (on the bed)\nYour new, nicely cleaned flat. Or antiquated Victorian terrace house. The bathroom, such as it is, is to the north.\n\nYou can see Fred, a Gnome, an oven, a fireplace and a telly here.\n\nTick tock, tick tock, tick tock.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You examine Fred", "response": "A metrognome. A metrosexual ticker, then.\n\nTick tock, tick tock, tick tock.\n\nHa ha ha, hee hee hee.", "endoftext": false }, { "action": "You talk to Fred", "response": "Fred gazes solemmly up at you. \"I would like to sing you a song,\" he explains.", "endoftext": false }, { "action": "Yes", "response": "It's a song about how someone out on a walk met a laughing gnome. You are immediately struck by its brilliance and call up the BBC to tell them about the fantastic talent of these gnomes you've discovered.\n\nThe BBC immediately employs them to write comedic prose for the Nome Service, the gnomes move into your chimney, and you all live on caviar and honey. A happy ending for everyone!", "endoftext": true } ]
97yd0v6o1qerclpm
My Girlfriend's An Evil Bitch
Divarin
[ "Mystery", "Survival", "Humor" ]
[ "built-in hints", "cover art", "mystery", "profanity", "puzzles", "survival" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20120201
true
The main premise of the game is wilderness survival but you also must collect evidence that your girlfriend plotted to kill you.
[ { "action": "%", "response": "Just a moment ago I was being given a massage by a scantilly clad red headed woman while a couple of brunettes were hand feeding me grapes and giggling. Now you've gone and spoiled it. You better have a good reason for waking me up.\n\nYou know, that's it! I'm out of here. You can be me from now on I'm going off somewhere warm and peaceful. Now you can deal with.... Colleen!\n\n\n\nIt is pitch black and you can't see a thing.\n\nAll around you feel the warm comforting softness of someone you have grown very fond of sleeping with over the years.", "endoftext": true }, { "action": "Touch softness", "response": "It's a special kind of comforting gentleness, the kind with a pillow-top.", "endoftext": false }, { "action": "You turn on Light", "response": "You switch the Light Switch on.\n\nThis is your bedroom, you can tell this by the characteristic holes in the wall. There is a door to the northwest that leads to the hall. The soft warm sheets of your bed beckons you to spend another few hours in dreamland. A ceiling fan hangs motionless from the ceiling. Your computer sits silently on a desk. Below the window, and beside the bed, is a small portable radio. To the south is a window with closed blinds.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na wallet\n$2.00 in cash\nyour driver's license\na watch (being worn)\nShame", "endoftext": false }, { "action": "About yourself", "response": "You are dressed in your birthday suit!\nYou look a lot like the person on the driver's license in your wallet.", "endoftext": false }, { "action": "You look at Shame", "response": "It's the kind of shame you wouldn't have if you had a better understanding of nutrition as you were growing up. Maybe you should cover yourself!", "endoftext": false }, { "action": "You look at the license", "response": "It has a picture on it of you sticking out your tongue. You remember the logic behind that being; anyone looking at this would probably be a cop pulling you over for going 37 in a 35 zone, and why bother to smile to such a jerk.\n\nIf you were more interested in what is written on the license, it says: Jeffery Kramer, 6/15/1973. Yup, I can definatly get some beer with this bad boy!", "endoftext": false }, { "action": "You look at the radio", "response": "The radio is currently switched off.", "endoftext": false }, { "action": "You turn on the radio", "response": "You are now being unnecessarily advertised to!\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.\n\nYou switch the radio on.", "endoftext": false }, { "action": "You open the blinds", "response": "If you do the blinds will fall to the floor. You know this from experience.", "endoftext": false }, { "action": "You look under the bed", "response": "You find nothing of interest.\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.", "endoftext": false }, { "action": "Sleep", "response": "You prefer to find a nice place to sleep first, preferably your own bed.", "endoftext": false }, { "action": "You examine bed", "response": "The bed said, \"com'n just another five minutes and I promise to resume that massage.\" (When you are half asleep, beds can talk ya'know!)\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.", "endoftext": false }, { "action": "You turn off the radio", "response": "And just in time, You were beginning to feel the urge to invest in potato stock!\n\nYou switch the radio off.", "endoftext": false }, { "action": "Wear sheets", "response": "(first taking the bed)\nThat's fixed in place.", "endoftext": true }, { "action": "You look around", "response": "This is your bedroom There is a door to the northwest that leads to the hall. The soft warm sheets of your bed beckons you to spend another few hours in dreamland. A light switch is near the door. A ceiling fan hangs motionless from the ceiling. Your computer sits silently on a desk. Below the window, and beside the bed, is a small portable radio. To the south is a window with closed blinds.", "endoftext": false }, { "action": "You turn on Computer", "response": "The computer eventually boots up and presents you with a new E-Mail message.\n\nYou switch the Computer on.", "endoftext": false }, { "action": "You read the email", "response": "The E-Mail is from your girlfriend, it is a reminder that you are to pick her up from the airport (which is west of town off the Southern Highway). Her flight should arrive by 3:00 PM.", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 9:19 am", "endoftext": false }, { "action": "You examine Fan", "response": "(the Ceiling Fan)\nYou see nothing special about the Ceiling Fan.", "endoftext": false }, { "action": "You get in the bed", "response": "You get onto the bed.", "endoftext": false }, { "action": "Sleep", "response": "You wake many hours later feeling much more refreshed.\n\nIn fact you are refreshed enough to recall that you were supposed to pick your girlfriend up from the airport today at 3:00 pm.", "endoftext": false }, { "action": "You turn on Fan", "response": "(the Ceiling Fan)\nThe ceiling fan begins to spin, you feel its breeze.", "endoftext": false }, { "action": "You go to the north-west", "response": "(first getting off the bed)\n\nThis is the east end of the hallway which continues west. The Spare Bedroom is north, the bathroom is east, your bedroom is southeast, and the laundry room is south.", "endoftext": false }, { "action": "You go south", "response": "There is a washing machine which is at a strange angle, presumably it was in the middle of the \"spin-cycle jig\" when it got tired and rested. There is a dryer beside it, much more behaved. The hall is north of here.", "endoftext": false }, { "action": "You open the dryer", "response": "(the Dryer)\nYou open the Dryer, revealing Wet Clothes.", "endoftext": false }, { "action": "You close the dryer", "response": "(the Dryer)\nYou close the Dryer.", "endoftext": false }, { "action": "You turn on the dryer", "response": "(the Dryer)\nThe hum drum rythm of the dryer has lulled you for some time.\n\nYou switch the dryer switch on.", "endoftext": false }, { "action": "You look at the dryer", "response": "(the Dryer)\nThe dryer is humming away.", "endoftext": false }, { "action": "You examine the washer", "response": "The washer is a big metal cube which dances around the room when it's running, luckily it's not in the mood to dance right now. It's also closed.", "endoftext": false }, { "action": "You open the washer", "response": "No need, your clothes are already clean... somewhere....", "endoftext": false }, { "action": "You go north", "response": "This is the east end of the hallway which continues west. The Spare Bedroom is north, the bathroom is east, your bedroom is southeast, and the laundry room is south.", "endoftext": false }, { "action": "Go east", "response": "The Bathroom has been recently cleaned. It contains all of the usual bathroomy things that you'd expect to find in bathrooms, except a bath.\n\nThe door to the hall is to the west. A sink sits here, but that's hardly surprising. A cat is curled up, and sleeping, in the sink. There is some yarn stuck in the cat's fur. A litter box for the cat is here, it appears to be recently cleaned out.", "endoftext": false }, { "action": "You examine the cat", "response": "A ball of fur with a tail.", "endoftext": false }, { "action": "You turn on the sink", "response": "You've filled the sink with some water, it appears clean. You have then turned off the faucet.\n\n*meow*... a blur of fur and claws... what just happened?!", "endoftext": false }, { "action": "You take the cat", "response": "*meow*... a blur of fur and claws... what just happened?!", "endoftext": true }, { "action": "Look around", "response": "The Bathroom has been recently cleaned. It contains all of the usual bathroomy things that you'd expect to find in bathrooms, except a bath.\n\nThe door to the hall is to the west. A litter box for the cat is here, it appears to be recently cleaned out. A sink sits here, but that's hardly surprising.", "endoftext": false }, { "action": "You examine litter box", "response": "Brand new, never been used, gritty kitty!", "endoftext": false }, { "action": "You use the sink", "response": "You've filled the sink with some water, it appears clean. You have then turned off the faucet.", "endoftext": false }, { "action": "You go to the west", "response": "This is the east end of the hallway which continues west. The Spare Bedroom is north, the bathroom is east, your bedroom is southeast, and the laundry room is south.", "endoftext": false }, { "action": "You go to the north", "response": "The Spare Bedroom is a place for you to come and relax, play some old video games, and just chill out. To the south is the hall. The walls of the room are painted dark blue (nearly black) and have thousands of tiny glow-in-the-dark dots (or stars) on them. An old safe is here.", "endoftext": false }, { "action": "You examine safe", "response": "An ancient safe which uses a simple key, that you lost years ago. You can't even remember what's in the safe, you've been unable to open it for so long.", "endoftext": true }, { "action": "You look around", "response": ">Spare Bedroom\nTo the south is the hall. The walls of the room are painted dark blue (nearly black) and have thousands of tiny glow-in-the-dark dots (or stars) on them. An old safe is here.", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 10:05 am", "endoftext": false }, { "action": "You go south", "response": "This is the east end of the hallway which continues west. The Spare Bedroom is north, the bathroom is east, your bedroom is southeast, and the laundry room is south.", "endoftext": false }, { "action": "You go to the west", "response": "This is the west end of the hallway. To the west is the living room and to the east the hall continues. A closet is closed here.", "endoftext": false }, { "action": "You open Closet", "response": "You open the Hall Closet, revealing Toys and a Coat.", "endoftext": false }, { "action": "You examine the coat", "response": "Although a snug fit, and a walking advertisement for some company you were never affiliated with, it is a surprisingly warm coat.\n\nThe Coat's pocket is closed.", "endoftext": false }, { "action": "You open the pocket", "response": "You open the pocket, revealing Lint.", "endoftext": false }, { "action": "You take the Lint", "response": "Taken.", "endoftext": false }, { "action": "You look at the toys", "response": "These Transformers were the hottest thing in the 1980`s, little plastic robots that change into various other non-robotic machines. Some collector may be interested in buying these.", "endoftext": false }, { "action": "Wear coat", "response": "(first taking the Coat)\nYou put on the Coat.", "endoftext": true }, { "action": "Look around", "response": "This is the west end of the hallway. To the west is the living room and to the east the hall continues. A closet is open here.", "endoftext": false }, { "action": "You go west", "response": "The Living Room is, contrary to its name, not alive, however it is a place where you may live if you wish. Which is a fancy way of saying it's just like every other room. The dining room is south and the hall is east.\n\nOut of habit you carefully tread over the carpet, Colleen is keen to keep sharp things hidden in it, just to cause you pain. On the wall is a calendar.", "endoftext": false }, { "action": "You search the carpet", "response": "Feeling around the carpet with your hands, you prick your finger with a sewing needle. This is the 5th time Colleen has left sharp objects hidden in the carpet, you're now fairly certain that these aren't accidents.", "endoftext": false }, { "action": "You take the needle", "response": "Taken.", "endoftext": false }, { "action": "Examine calendar", "response": "The calendar is set on August. You always keep the calendar six months out of sync; it makes the winters feel warmer and the summers feel cooler (it also pisses off Colleen which is a plus). There is something marked on the calendar for (what you think is) today.", "endoftext": false }, { "action": "You read the calendar", "response": "\"Pick up GF from the AP @ 3 PM, and don't be late this time!\" It is written in Colleen's handwriting.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The Living Room is, contrary to its name, not alive, however it is a place where you may live if you wish. Which is a fancy way of saying it's just like every other room. The dining room is south and the hall is east.", "endoftext": false }, { "action": "You go to the south", "response": "You are in a sparse dining room with parque flooring. The kitchen is to the east and to the north is the living room. The table is circa 1950 with a strange black and white checkerboard pattern. On the table sits a small Bonzai tree, looking longingly out the west facing window.", "endoftext": false }, { "action": "You look at Tree", "response": "A small Bonzai Tree doing its part to keep you breathing.", "endoftext": false }, { "action": "You examine the pattern", "response": "The table seems sturdy enough, although it makes a strange squeeking sound whenever it is bumped.\n\nOn the Table is a Bonzai Tree.", "endoftext": false }, { "action": "Bump table", "response": "* sqeek *", "endoftext": false }, { "action": "You take Tree", "response": "You would rather leave it here where it can soak up the sun from the west facing window.", "endoftext": false }, { "action": "You look west", "response": "(The West Facing Window)\nAt the moment the weather is beautiful, the morning sun is shining on the advancing clouds to the west. Those clouds look ominous though.", "endoftext": false }, { "action": "You go to the east", "response": "The kitchen sports the usual kitchiny things, and a counter which separates the cooking area from the dining room to the west. A French door south of here leads out to the car port. There is a pile of junk mail on the counter. There are some food crumbs on the counter. A key hangs from a hook here, it is required to unlock the outside door from either side but is kept out of reach of anyone who might break through the door's glass from the outside. The French door is closed.", "endoftext": false }, { "action": "You examine the mail", "response": "Do you really want to go through this?", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You examine the crumbs", "response": "Remnants of a tuna/cheddar begal.", "endoftext": false }, { "action": "You open Door", "response": "You unlock the French Door.\n\nYou open the French Door.", "endoftext": false }, { "action": "Leave", "response": "Your shame prevents you from venturing out.", "endoftext": false }, { "action": "You drop Shame", "response": "If only you could. *sigh*", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$2.00 in cash\nyour driver's license\na watch (being worn)\nShame", "endoftext": false }, { "action": "You open the dryer", "response": "(the Dryer)\nYou switch the dryer switch off.\n\nYou open the Dryer, revealing Dry Clothes.", "endoftext": false }, { "action": "You get clothes", "response": "Taken.", "endoftext": false }, { "action": "You wear the clothes", "response": "[Your score has just gone up by one point.]", "endoftext": false }, { "action": "You look in the dryer", "response": "(the Dryer)\nThe Dryer is empty.", "endoftext": false }, { "action": "You look under Dryer", "response": "(the Dryer)\nYou find nothing of interest.", "endoftext": false }, { "action": "You move washer", "response": "It is fixed in place.", "endoftext": false }, { "action": "You go east", "response": "The kitchen sports the usual kitchiny things, and a counter which separates the cooking area from the dining room to the west. A French door south of here leads out to the car port. There is a pile of junk mail on the counter. There are some food crumbs on the counter. The French door is open.", "endoftext": false }, { "action": "You go south", "response": "Ah the great outdoors! This is the car port. To the east is the back yard. The drive way extends west toward the street. The door into your house is to the north. Hanging from the ceiling (which extends beyond the house and over the car port) is a thermometer. Your ancient but loyal car is here. A trash can is here, closed. There is a pile of leaves here. The French door is open.", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 11:09 am", "endoftext": false }, { "action": "You look at the thermometer", "response": "This thermometer is always in the shade of the house's roof that extends over the car port. This area is prone to temperature extremes which is the bain of your existance and the joy of the local electric company's. It currently reads 33 deg. f", "endoftext": false }, { "action": "You open Trash Can", "response": "You open the Trash Can, revealing beef jerky.", "endoftext": false }, { "action": "You examine jerky", "response": "Some beef jerky you took from the trash can, the idea is discusting. However, by what you know about jerkies, it's probably safe to eat.", "endoftext": false }, { "action": "You take the jerky", "response": "Taken.", "endoftext": false }, { "action": "You examine car", "response": "An old but trusty car, it has only left you stranded once but you find it difficult to remember that incident as it hasn't occured yet. On the back of the car is a bumper sticker.\n\nYou have made a startling discovery. And there is a tire iron in the car, you didn't see that before, but that's not the startling discovery.", "endoftext": false }, { "action": "You look at the discovery", "response": "It looks like someone has removed all of the lug nuts from your right front wheel! Could Colleen have sunk to this level? Is she trying to kill you?", "endoftext": false }, { "action": "You examine the sticker", "response": "It reads, \"How's my driving? Call 1-900-555-4212\"\n\nOne of Colleen's early money making schemes, she gets a 1-900 number which charges $15.00 a minute, slaps this bumper sticker on my car, then drives around town like an idiot upsetting as many people as possible and making money off of half of them. You've tried in vain to remove this sticker, but eventually just decided to try to take ownership of the 1-900 number instead.", "endoftext": false }, { "action": "You look at the leaves", "response": "They are dry and plentiful.", "endoftext": false }, { "action": "You search the car", "response": "The car is empty.", "endoftext": true }, { "action": "Look around", "response": "This is the car port. To the east is the back yard. The drive way extends west toward the street. The door into your house is to the north. Hanging from the ceiling (which extends beyond the house and over the car port) is a thermometer. Your ancient but loyal car is here. A trash can is here, opened. The French door is open.", "endoftext": false }, { "action": "You search Trash", "response": "The Trash Can is empty.", "endoftext": false }, { "action": "You get the thermometer", "response": "It's really supposed to stay where it is.", "endoftext": false }, { "action": "You look at the thermometer", "response": "This thermometer is always in the shade of the house's roof that extends over the car port. This area is prone to temperature extremes which is the bain of your existance and the joy of the local electric company's. It currently reads 31 deg. f", "endoftext": false }, { "action": "You look at the wheel", "response": "Which do you mean, the right front wheel, the left front wheel, the right rear wheel or the left rear wheel?", "endoftext": false }, { "action": "Right front wheel", "response": "the right front wheel has 0 lug nuts on it.", "endoftext": false }, { "action": "You look at the right rear wheel", "response": "the right rear wheel has 4 lug nuts on it.", "endoftext": false }, { "action": "You use the tire iron on the right rear wheel", "response": "Ok, you have removed one of the lug nuts from the right rear wheel", "endoftext": false }, { "action": "You use the tire iron on the left rear wheel", "response": "Ok, you have removed one of the lug nuts from the left rear wheel", "endoftext": false }, { "action": "You use the tire iron on the left front wheel", "response": "Ok, you have removed one of the lug nuts from the left front wheel", "endoftext": false }, { "action": "You use the tire iron on the right front wheel", "response": "[Your score has just gone up by one point.]", "endoftext": false }, { "action": "Go east", "response": "This is your back yard, it has a small tree, a fence which has been torn down by the same no-good wind that dumped its leaves all over your car port, and various holes which serve as a reminder of Colleen's dog that once lived here. The Car Port is to the west.", "endoftext": false }, { "action": "You climb Tree", "response": "The tree is only about a year old, it would stand a better chance of climbing you.", "endoftext": false }, { "action": "You examine the fence", "response": "The fence is mostly made of wood, which has lost its paint long ago and hasn't been able to combat rot because of it. When you really think about it; it isn't the 4x4 posts or concrete anchors that keep wooden fences from falling down, it's the paint that keeps the water out.", "endoftext": false }, { "action": "You examine the holes", "response": "Oh, there's a cigarette lighter in this hole!", "endoftext": false }, { "action": "You go west", "response": "To the west is the part of the planet that you don't pay a mortgage on. Immediately to the east is the part that you do. The reflection of sunlight off of the ice in the gutter catches your attention.", "endoftext": false }, { "action": "You examine the ice", "response": "In the Gutter is a leaf.", "endoftext": false }, { "action": "You examine the leaf", "response": "It is exactly like the billions of others, except it seems to be shining, or... maybe you need to take a closer look.", "endoftext": false }, { "action": "You take the leaf", "response": "When you tried to take the leaf you spotted an old coin beneath it.", "endoftext": false }, { "action": "You take the coin", "response": "Taken.", "endoftext": false }, { "action": "You examine ice", "response": "The Gutter is empty.", "endoftext": false }, { "action": "You drop the leaves", "response": "Dropped.", "endoftext": false }, { "action": "You examine lighter", "response": "A cheap 99 cent disposible lighter that a cave man would probably kill for. It appears to have pleanty of fuel in it.", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 12:12 pm", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 12:14 pm", "endoftext": false }, { "action": "You go to the west", "response": "This is roughly the center of Perkins, to the east is your house. The street continues north and south.", "endoftext": false }, { "action": "You go north", "response": "This is the north end of Perkins, the street continues south. There is a small pawn shop to the northwest.", "endoftext": false }, { "action": "You go west", "response": "Mrs Norwood greets you warmly. \"If you would like me to APPRAISE something, please ask me about it\".\n\nThis is the pawn shop, you can buy and sell various random stuff here. The parking lot is to the east. An old but recently sharpened axe is on display here. A portable shortwave radio is for sale here. A small, simple, flashlight is for sale here.", "endoftext": false }, { "action": "You appraise the Lint", "response": "Mrs Norwood seems uninterested in Lint.", "endoftext": false }, { "action": "You appraise Coin", "response": "Mrs Norwood offers you $100.00 for the Old Coin. If you agree, SELL the Old Coin.", "endoftext": false }, { "action": "You look at the axe", "response": "A small axe suitable for chopping down small trees, it is old but has been sharpened.\n\nIt can be yours for $30.00.", "endoftext": false }, { "action": "You look at the flashlight", "response": "A small flashlight.\n\nThe flashlight is currently switched off.\n\nIt can be yours for $12.00.", "endoftext": false }, { "action": "You look at Shortwave", "response": "A hand-held shortwave radio with a small antenna. The small, and pretty much useless, antenna extends only a few inches. It goes into a post at the top of the radio.\n\nThe Shortwave is currently switched off.\n\nIt can be yours for $95.00.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is the pawn shop, you can buy and sell various random stuff here. The parking lot is to the east. An old but recently sharpened axe is on display here. A portable shortwave radio is for sale here. A small, simple, flashlight is for sale here.", "endoftext": false }, { "action": "You go to the southeast", "response": "This is the north end of Perkins, the street continues south. There is a small pawn shop to the northwest.", "endoftext": false }, { "action": "You go south", "response": "This is the south end of Perkins, to the south is Symons, an east/west running street. Perkins continues north and Maple Drive is to the west.", "endoftext": false }, { "action": "You go to the west", "response": "This is Maple Drive. This large avenue was designed to serve a large commercial district. The construction on Maple ended prematurely not long after it started, leaving a permanent \"road closed\" blockade to the west.\n\nAlong Maple five businesses were constructed, all but one went under either before their construction completed or soon after. The only remaining business is \"URS Insurance\" (which the locals say stands for \"You Are Screwed Insurance\" because they spend a large part of their profits on lawyers to find creative ways to not pay on claims). This is Colleen's employer but she isn't here at the moment and besides it's the weekend and they're closed.\n\nURS Insurance's entrance is to the south. To the west is an unfinished avenue called Maple Drive.", "endoftext": false }, { "action": "You go to the south", "response": "(first opening the Front Door)\n\nAmazingly the door was left unlocked, you decide to poke your head in and see what that crazy girl has been up to.\nThe street is north of here. There are offices to the west, east, southwest, and southeast. A door marked \"Records Archive\" is south of here. A receptionist's counter is here, on which is a phone.", "endoftext": false }, { "action": "You go east", "response": "This is one of the offices of URS Insurance. The door to the west returns to the receptionist's desk. A computer sits here on an office desk. A note next to the computer seems to have some writing on it.", "endoftext": false }, { "action": "Go west", "response": "This is the receptionist area of URS Insurance, Colleen's employer. They are closed right now but have foolishly left their door unlocked. The street is north of here. There are offices to the west, east, southwest, and southeast. A door marked \"Records Archive\" is south of here. A receptionist's counter is here, on which is a phone.", "endoftext": false }, { "action": "You examine Counter", "response": "The counter looks very receptionisty. It other words it was well designed to recep, err.. receive, uhh. do whatever it is that receptionists do.\n\nOn the Receptionist Counter is a telephone.", "endoftext": false }, { "action": "You pick up the phone", "response": "You pick up the receiver and are greeted by a dial tone. The legality of poking around in a closed business is suspect, any evidence you leave behind (such as call records) would be bad. You decide to put down the phone.", "endoftext": false }, { "action": "Go south", "response": "(first opening the archive room door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go west", "response": "This is one of the offices of URS Insurance. The door to the east returns to the receptionist's desk. A computer sits here on an office desk. You spot a discarded paperclip here. A note next to the computer seems to have some writing on it.", "endoftext": false }, { "action": "You examine the note", "response": "You see some writing on the note, A list of words is contained on the note, each is crossed off except the bottom-most: \"Peacock\"", "endoftext": false }, { "action": "You turn on Computer", "response": "The computer boots up stright away and something is printed on the screen", "endoftext": false }, { "action": "You read the screen", "response": "The computer displays a password prompt. To take a guess LOGIN TO Eileen's Computer USING password.", "endoftext": false }, { "action": "You login to the eileen's computer using the Peacock", "response": "*Access granted*", "endoftext": false }, { "action": "You look at the screen", "response": "Well it has a black case, some pretty lights, and some buttons. The screen displays a list of lawyers and their fees. (this doesn't particularly interest you)\n\nEileen's Computer is currently switched on.", "endoftext": false }, { "action": "Go east", "response": "This is the receptionist area of URS Insurance, Colleen's employer. They are closed right now but have foolishly left their door unlocked. The street is north of here. There are offices to the west, east, southwest, and southeast. A door marked \"Records Archive\" is south of here. A receptionist's counter is here, on which is a phone.", "endoftext": false }, { "action": "You go east", "response": "This is one of the offices of URS Insurance. The door to the west returns to the receptionist's desk. A computer sits here on an office desk. A note next to the computer seems to have some writing on it.", "endoftext": false }, { "action": "You examine the note", "response": "You see some writing on the note, A list of words is contained on the note, each is crossed off except the bottom-most: \"Wadsworth\"", "endoftext": false }, { "action": "You turn on Computer", "response": "The computer boots up stright away and something is printed on the screen", "endoftext": false }, { "action": "You examine the screen", "response": "Well it has a black case, some pretty lights, and some buttons. The screen displays: \"Your computer has recovered from a system crash, returning you to the last web page you were visiting\". Under this popup are photos of naked women. The anti-virus program is clearly freaking out. Maybe you better stay away from this computer.\n\nTim's Computer is currently switched on.", "endoftext": false }, { "action": "Go west", "response": "This is the receptionist area of URS Insurance, Colleen's employer. They are closed right now but have foolishly left their door unlocked. The street is north of here. There are offices to the west, east, southwest, and southeast. A door marked \"Records Archive\" is south of here. A receptionist's counter is here, on which is a phone.", "endoftext": false }, { "action": "You examine Door", "response": "Which do you mean, the archive room door or the Front Door?", "endoftext": false }, { "action": "Archive", "response": "The door is made of old oak, solid construction, which is unusual for such a new building. A large portion of the door is frosted glass, you can't see through it.", "endoftext": false }, { "action": "Open Archive", "response": "It seems to be locked.", "endoftext": false }, { "action": "Unlock archive with paperclip", "response": "You use the paperclip to pull clockwise on the tumbler, but with nothing manipulating the positions of the pins inside the lock, there's no way to unlock it.\n\nThis looks like a two tool job.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na paperclip\nLeaves\nan Old Coin\na cigarette lighter\na tire iron\nbeef jerky\nDry Clothes (being worn)\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$2.00 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "Unlock Archive with needle", "response": "You stick the needle in the lock, you can barely feel the pins. Although you can push them up you can't keep them there because you need to have some other tool to partly turn the lock (something similar to the needle), that will put a little bit of pressure on the pins and keep them held in place.\n\nThis looks like a two tool job.", "endoftext": false }, { "action": "Break glass", "response": "You break the glass window on the door, reach in, and unlock the door from the inside.", "endoftext": false }, { "action": "Go south", "response": "(first opening the archive room door)\n\nThis is a small walk-in closet sized room stacked with boxes of papers and various filing cabinets. A large laser printer sits in the center of the room.", "endoftext": false }, { "action": "You get the printer", "response": "That's fixed in place.", "endoftext": true }, { "action": "You look around", "response": "This is a small walk-in closet sized room stacked with boxes of papers and various filing cabinets. A large laser printer sits in the center of the room.", "endoftext": false }, { "action": "Go southwest", "response": "This is Colleen's office in URS Insurance. The door to the northeast returns to the receptionist's desk. This desk sports a nice looking drawer. On the desk is Colleen's computer. A note next to the computer seems to have some writing on it.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing A fake ID.", "endoftext": false }, { "action": "You examine the iD", "response": "The ID is for one Marla Kramer, but it has Colleen's photo on it. It appears to not yet be lamenated.", "endoftext": false }, { "action": "You examine the note", "response": "You see some writing on the note, This note has been the victim of a coffee spill, most if it is unreadable. You can tell that it contained a list of words each of which has been crossed off. However it looks like the last one, which was not crossed off, started with an \"S\". That's all you can decipher, sorry.", "endoftext": false }, { "action": "You look at Computer", "response": "Colleen's Computer is currently switched off.", "endoftext": false }, { "action": "You turn on Computer", "response": "The computer boots up stright away and something is printed on the screen", "endoftext": false }, { "action": "You examine the screen", "response": "Well it has a black case, some pretty lights, and some buttons. The computer displays a password prompt. To take a guess LOGIN TO Colleen's Computer USING password.\n\nColleen's Computer is currently switched on.", "endoftext": false }, { "action": "You go northeast", "response": "This is the receptionist area of URS Insurance, Colleen's employer. They are closed right now but have foolishly left their door unlocked. The street is north of here. There are offices to the west, east, southwest, and southeast. A door marked \"Records Archive\" is south of here. A receptionist's counter is here, on which is a phone.", "endoftext": false }, { "action": "You go southeast", "response": "This is one of the offices of URS Insurance. The door to the northwest returns to the receptionist's desk. A computer sits here on an office desk. A note next to the computer seems to have some writing on it.", "endoftext": false }, { "action": "You look at the note", "response": "You see some writing on the note, A list of words is contained on the note, each is crossed off except the bottom-most: \"Mustard\"", "endoftext": false }, { "action": "You look at screen", "response": "Well it has a black case, some pretty lights, and some buttons. The computer appears to be locked up, there's some jibberish about KERNAL PANIC. Although you're not a computer wiz, you're pretty sure any message with PANIC in it can't be good!\n\nMartin's Computer is currently switched on.", "endoftext": false }, { "action": "You examine the screen", "response": "Well it has a black case, some pretty lights, and some buttons. On the screen are life insurance policies which Colleen must have been working on. The most recent one is a policy on YOU!\nThe policy is for $500,000 and claims your wife who's name is Marla Kramer as beneficiary. This is especially interesting since you have never been married.\n\nColleen's Computer is currently switched on.", "endoftext": false }, { "action": "Print", "response": "What do you want to print?", "endoftext": false }, { "action": "Print screen", "response": "", "endoftext": false }, { "action": "You go west", "response": "You can't get your car past the barrier, you could walk around it but then you'd be treking down a seemingly endless gravel road on foot. You're way too lazy to do that!", "endoftext": false }, { "action": "Go east", "response": "This is the south end of Perkins, to the south is Symons, an east/west running street. Perkins continues north and Maple Drive is to the west.", "endoftext": false }, { "action": "Go south", "response": "This is the south end of Perkins, to the south is Symons, an east/west running street. Perkins continues north and Maple Drive is to the west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 3:06 pm\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "This is the west end of Symons, actually the street continues more west but not to anything interesting. To the north is Perkins, and Symons continues east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "This is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine Light", "response": "The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "This is the north end of Thayer before it joins onto the highway heading north out of town. The highway entrance is to the northeast and Thayer Street continues to the south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go northeast", "response": "You need to be driving a car to commute on that road.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "This is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. There is a pickup truck here on the cross street being inconvenienced by the traffic light. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently green.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "This is the east end of Symons, there is a parking lot to the south which serves the patrons of the adjacent book store. Symons street continues west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go south", "response": "Symons street is north of here, and a book store is east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "This is the front counter of the book store. There are various impulse-buy items such as vanity bookmarks, keychains, etc...\n\nNormally a book store is partitioned into two primary sections: fiction and non-fiction. Personally you partition book stores differently; science fiction and non-science fiction. This bookstore has a lot of interesting books but they don't organize them well so these sections are really only a formality. In truth there's no telling what you'll find. To the east is the science fiction section. To the southeast is the fiction (that is not science fiction) section. To the south is the non-fiction section.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the bookmarks", "response": "You see nothing special about bookmarks.\n\nIt can be yours for $2.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine the keychains", "response": "You see nothing special about keychains.\n\nIt can be yours for $5.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "This is the Science Fiction Section. There are shelves here containing various (mostly old) paperbacks.This shelf has a variety of used Science Fiction books. A Sheckly Book catches your attention on the shelf.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Examine book", "response": "The Robert Sheckly book is entitled Another Day. It somehow feels familiar yet you can't remember ever reading it or seeing it before\nYou take a moment to read a few pages, it seems amusing, but to get the full experience you should probably buy it, and then READ it.\n\nIt can be yours for $3.25.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read Book", "response": "You can't read a book you aren't holding.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You take Book", "response": "You'll have to pay for that.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Drop book", "response": "You haven't got that.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You search the books", "response": "You find nothing of interest.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go west", "response": "This is the front counter of the book store. There are various impulse-buy items such as vanity bookmarks, keychains, etc...\n\nNormally a book store is partitioned into two primary sections: fiction and non-fiction. Personally you partition book stores differently; science fiction and non-science fiction. To the east is the science fiction section. To the southeast is the fiction (that is not science fiction) section. To the south is the non-fiction section.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the south-east", "response": "This is the fiction, but not science fiction, section of the book store. The counter is northwest of here, the science fiction section is north, and the non fiction section is west. A crafting book catches your attention on the shelf.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at Book", "response": "\"Crafter's Handbook: How to make unusual things with everyday items\"\n\nIt can be yours for $9.95.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "This is the non-fiction section of the book store. The counter is north of here and the fiction section is east. A survival guide catches your attention on the shelf.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the guide", "response": "A small pocket book, it has some diagrams and quick tips for camping.\n\nIt can be yours for $10.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the south", "response": "This is the south end of Thayer before it joins onto the highway heading south out of town. The highway entrance is to the southwest and Thayer Street continues to the north.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go southwest", "response": "You need to be driving a car to commute on that road.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 4:38 pm\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "This is roughly the center of Perkins, to the east is your house. The street continues north and south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "To the west is the part of the planet that you don't pay a mortgage on. Immediately to the east is the part that you do.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "This is the car port. To the east is the back yard. The drive way extends west toward the street. The door into your house is to the north. Hanging from the ceiling (which extends beyond the house and over the car port) is a thermometer. Your ancient but loyal car is here. A trash can is here, opened. The French door is open.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the north", "response": "The kitchen sports the usual kitchiny things, and a counter which separates the cooking area from the dining room to the west. A French door south of here leads out to the car port. There is a pile of junk mail on the counter. There are some food crumbs on the counter. The French door is open.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go west", "response": "You are in a sparse dining room with parque flooring. The kitchen is to the east and to the north is the living room. The table is circa 1950 with a strange black and white checkerboard pattern. On the table sits a small Bonzai tree, looking longingly out the west facing window.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "The Living Room is, contrary to its name, not alive, however it is a place where you may live if you wish. Which is a fancy way of saying it's just like every other room. The dining room is south and the hall is east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "This is the west end of the hallway. To the west is the living room and to the east the hall continues. A closet is open here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "This is the east end of the hallway which continues west. The Spare Bedroom is north, the bathroom is east, your bedroom is southeast, and the laundry room is south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go southeast", "response": "This is your bedroom There is a door to the northwest that leads to the hall. The soft warm sheets of your bed beckons you to spend another few hours in dreamland. A cat is curled up, and sleeping, on your bed where you should be instead. There is some yarn stuck in the cat's fur. A light switch is near the door. A ceiling fan hangs from the ceiling, spinning leisurely. Your computer sits on a desk. Below the window, and beside the bed, is a small portable radio. To the south is a window with closed blinds.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You take Computer", "response": "That's fixed in place.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You take the radio", "response": "Taken.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You take the yarn", "response": "*meow*... a blur of fur and claws... what just happened?!\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": true }, { "action": "Look around", "response": "This is your bedroom There is a door to the northwest that leads to the hall. The soft warm sheets of your bed beckons you to spend another few hours in dreamland. A light switch is near the door. A ceiling fan hangs from the ceiling, spinning leisurely. Your computer sits on a desk. To the south is a window with closed blinds.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "The Bathroom has been recently cleaned. It contains all of the usual bathroomy things that you'd expect to find in bathrooms, except a bath.\n\nThe door to the hall is to the west. A sink sits here, but that's hardly surprising. A litter box for the cat is here, it appears to be recently cleaned out.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at Closet", "response": "The Hall Closet is empty.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go west", "response": "The Living Room is, contrary to its name, not alive, however it is a place where you may live if you wish. Which is a fancy way of saying it's just like every other room. The dining room is south and the hall is east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the south", "response": "You are in a sparse dining room with parque flooring. The kitchen is to the east and to the north is the living room. The table is circa 1950 with a strange black and white checkerboard pattern. A cat is curled up, and sleeping, on the table. There is some yarn stuck in the cat's fur. On the table sits a small Bonzai tree, looking longingly out the west facing window.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go north", "response": "This is the north end of Perkins, the street continues south. There is a small pawn shop to the northwest.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go northwest", "response": "You are in the parking lot for the pawn shop, the shop is west of here, and the north end of Perkins street is southeast of here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na radio\nA fake ID\na paperclip\nLeaves\nan Old Coin\na cigarette lighter\na tire iron\nbeef jerky\nDry Clothes (being worn)\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$2.00 in cash\nyour driver's license\na watch (being worn)\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "Mrs Norwood greets you warmly. \"If you would like me to APPRAISE something, please ask me about it\".\n\nThis is the pawn shop, you can buy and sell various random stuff here. The parking lot is to the east. An old but recently sharpened axe is on display here. A portable shortwave radio is for sale here. A small, simple, flashlight is for sale here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You appraise the jerky", "response": "Mrs Norwood seems uninterested in beef jerky.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You appraise the radio", "response": "Mrs Norwood seems uninterested in the radio.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You sell Coin", "response": "Mrs Norwood takes the Old Coin and gives you $100.00 for it.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine the radio", "response": "The radio is currently switched off.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine Shortwave", "response": "A hand-held shortwave radio with a small antenna. The small, and pretty much useless, antenna extends only a few inches. It goes into a post at the top of the radio.\n\nThe Shortwave is currently switched off.\n\nIt can be yours for $95.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": true }, { "action": "You look around", "response": "This is the pawn shop, you can buy and sell various random stuff here. The parking lot is to the east. An old but recently sharpened axe is on display here. A portable shortwave radio is for sale here. A small, simple, flashlight is for sale here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at axe", "response": "A small axe suitable for chopping down small trees, it is old but has been sharpened.\n\nIt can be yours for $30.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine flashlight", "response": "A small flashlight.\n\nThe flashlight is currently switched off.\n\nIt can be yours for $12.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy the axe", "response": "You fork over $30.00 for the axe, leaving you with $72.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy flashlight", "response": "You fork over $12.00 for the flashlight, leaving you with $60.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": true }, { "action": "You look around", "response": "This is the pawn shop, you can buy and sell various random stuff here. The parking lot is to the east. A portable shortwave radio is for sale here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go east", "response": "You are in the parking lot for the pawn shop, the shop is west of here, and the north end of Perkins street is southeast of here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go southeast", "response": "This is the north end of Perkins, the street continues south. There is a small pawn shop to the northwest.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "This is roughly the center of Perkins, to the east is your house. The street continues north and south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "This is Maple Drive. This large avenue was designed to serve a large commercial district. The construction on Maple ended prematurely not long after it started, leaving a permanent \"road closed\" blockade to the west.\n\nAlong Maple five businesses were constructed, all but one went under either before their construction completed or soon after. The only remaining business is \"URS Insurance\" (which the locals say stands for \"You Are Screwed Insurance\" because they spend a large part of their profits on lawyers to find creative ways to not pay on claims). This is Colleen's employer but she isn't here at the moment and besides it's the weekend and they're closed.\n\nURS Insurance's entrance is to the south. To the west is an unfinished avenue called Maple Drive.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "Symons continues west however there is nothing of interest in that direction.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy Book", "response": "You fork over $3.25 for the Sheckly Book, leaving you with $56.75.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy Book", "response": "(the Sheckly Book)\nthe Sheckly Book is yours already.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy the crafting book", "response": "You fork over $9.95 for the crafting book, leaving you with $46.80.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy the survival guide", "response": "You fork over $10.00 for the survival guide, leaving you with $36.80.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read the survival guide", "response": "Chapter 1: Shelters, Chapter 2: Food, Chapter 3: Fires, Chapter 4: Rescue. To read a chapter, OPEN the guide!\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You open the guide", "response": "You open the survival guide, revealing Chapter One, Chapter Two, Chapter Three and Chapter Four.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read one", "response": "Chapter One - Shelters\n\nIt can take a long time to make a good shelter. Afterwards you will want to make a fire and that will take time as well. If you don't think you have enough time to pull it off, you should try to find a ready-made shelter.\n\nQuick and dirty shelters include: A cave, a hole (if you have a shovel you can make one) it's not pretty but it will keep the wind off of you, pointless in the rain though, or a hollowed out tree (as good as a cave, but smaller).\n\nmaterials. Aside from a roof to keep rain off of you, you should consider what you will sleep on. You will want some place dry, and to make it difficult for insects to get to you. Some boards raised up by some stones might do the trick, although some creepy crawlies will manage to get up the stones and around the boards it at least makes it diffcult.\n\nFlying insects can be kept at bay by the smoke of a nearby campfire just outside of your sleeping area, which you'll want to have anyway for your own warmth. See Chapter Three for information about fires.\n\nthe roof support and leaning logs against it. Then fasten the tarp or other covering to those logs. If you don't have any covering you can use branches from pine trees, cut them off with a knife and tie each branch to your logs.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read crafting", "response": "The ability to create new things out of other things is one of the key elements that separates mankind from animals. In general, things can be made by trying to COMBINE two things together.\n\nOne example: You can make a trap to catch a small woodland animal by COMBINE some sort of rigid frame (such as a coat hanger) WITH some sort of cord (such as twine, or a strong vine).\n\nYou wonder what other things you might be able to put together?.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\nDry Clothes (being worn)\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$36.80 in cash\nyour driver's license\na watch (being worn)\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read sheckly", "response": "You read it cover to cover, it was amusing. Curiously there seems to be some hand-written text in the margin of page 42: stashed @ mp17. What could this mean?!.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read the chapter two", "response": "Chapter Two - Food\n\nthree kinds of mushrooms:\n\nThere are discusting mushrooms (which is the kind you get at the local supermarket), there are poisonous mushrooms which will either make your life a living hell for a few days or kill you (or both), and there are psychadelic (magic) mushrooms which will make you think you've accidently eaten poisonous mushrooms.\n\nIn the event that you *think* that you've eaten poisonous mushrooms, you should change your thought pattern to assume that you have eaten magic mushrooms. This will keep you from having a bad trip and maybe you'll even be given a vision or something, who knows. If it turns out that they were poisonous, there really isn't much you could have done about it anyway being stranded out in the middle of nowhere on your own, so why bother worrying about it?\n\nNote: Do not read this chapter while you are experiencing the effects of mushrooms.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read the chapter three", "response": "Chapter Three - Fires\n\nTo start a fire you will need many different types of burning material and an ignition source. You will need to be in a relativly calm environment (away from winds and rain) and you will need patience.\n\nTo get started you need to set aside an area where the fire will burn, this is called the firepit. To do this simply MAKE FIREPIT, then it's just a matter of putting the right kinds of things into the pit, and then igniting it somehow.\n\nThere are 3 main types of material you will need; tinder, kindling,\nand logs. Tinder refers to a very light, very flamable material that usually burns up very quickly. This could be as simple as pocket lint. Or, you can create tinder by using a knife on wood to create wood shavings. Kindling refers to small twigs which burn fairly easily once exposed to a fire, but are difficult to ignite on their own. And logs can refer to any size log from 1/2 inch diameter up.\n\nAll material will need to be completely dry. You will not be able to get wood from a freshly cut tree to burn easily. Such wood will only burn once a hot fire has evaporated all the water from within it.\n\nYour ignition source would be, ideally, a cigarette lighter or some matches. Failing that there are a plethora of other means of starting fires. These include: Sunlight magnification, sparks from flint & steel, and friction from rubbing dry wood together.\n\nTo use sunlight magnification, use a lens (such as from eyeglasses) to focus the sun's light onto your tinder. Make the \"dot\" as tiny as possible. Once the tinder starts to burn quickly deposit it under your stacked up kindling. Blowing on it gently might help it ignite.\n\nFlint combined with Steel can produce sparks which can ignite tinder. If you have something made of steel and a flint stone you can COMBINE those two which will give you a decent fire starter.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read the chapter four", "response": "Chapter Four - Rescue\n\nRescue depends on one simple principal: You coming on contact with others!\n\nThis can be achieved in one of two ways, and it is best to try both as much as possible.\n\nFirst, try to make yourself visible as much as possible. Try\narranging rocks in the form of an arrow in the direction of your travel. This will not only help others find you but should keep you from running around in circles.\n\nKeeping a fire going is essential, fires produce smoke and smoke may\nbe the only sign of your existance that's visible over the tree-line.\nA smokey fire will greatly enhance your odds of being rescued. Once you have a fire going put some smoldering material on the fire, such as dry leaves, which don't burn well but do cause a lot of smoke.\n\nOf course, it would be ideal if you could simply talk to civilization. Cell phones are usually not useable in remote areas however shortwave radios may be helpful. Small portable radios may not transmit very far, especially when their batteries are weak or they have ineffective antennas. But there are things you can do to increase the transmition radius: If you could break open such a radio and solder on some other kind of antenna (such as a copper wire) to the antenna leads then perhaps you could make yourself heard.\n\nDoing these things will increase your chances of being seen but they aren't a guarantee. You should try to find civilization rather than simply waiting to be rescued. If you see a source of water, follow it, towns and cities are always formed along rivers and small mountain streams often flow into rivers. Certainly if you see any power lines then following them is a good bet, however they can go on for many miles without entering a town.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is the non-fiction section of the book store. The counter is north of here and the fiction section is east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You get in Car", "response": "You get into the car.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "Driveway (in the car)\nTo the west is the part of the planet that you don't pay a mortgage on. Immediately to the east is the part that you do.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "Perkins Street Center (in the car)\nThis is roughly the center of Perkins, to the east is your house. The street continues north and south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go south", "response": "Perkins Street South (in the car)\nThis is the south end of Perkins, to the south is Symons, an east/west running street. Perkins continues north and Maple Drive is to the west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "Symons Street West (in the car)\nThis is the west end of Symons, actually the street continues more west but not to anything interesting. To the north is Perkins, and Symons continues east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "Symons Street Center (in the car)\nThis is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go south", "response": "Small towns and small cops with big egos, it's best to obey the traffic laws, and you were about to run a red light!\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine Car", "response": "An old but trusty car, it has only left you stranded once but you find it difficult to remember that incident as it hasn't occured yet. On the back of the car is a bumper sticker.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "About yourself", "response": "You look a lot like the person on the driver's license in your wallet.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You turn on the radio", "response": "On the radio:\nBad music.\n\nYou switch the radio on.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You get out", "response": "On the radio:\nBad music.\n\nYou get out of the car.\n\nThis is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You hit Light with the axe", "response": "(the flashlight with the axe)\nThere is no need to be violent with the flashlight.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You hit the traffic light with axe", "response": "There is no need to be violent with the traffic light.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You listen to the radio", "response": "You don't need to try to fool the traffic light while walking down the street, that's only an issue for motor vehicles!\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You enter Car", "response": "On the radio:\nBad music.\n\nYou get into the car.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You listen to the radio", "response": "Sensing you're convenienced, the traffic light works to inconvenience you by changing green.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nSymons Street East (in the car)\nThis is the east end of Symons, there is a parking lot to the south which serves the patrons of the adjacent book store. Symons street continues west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the south", "response": "On the radio:\nBad music.\n\nThayer Street South (in the car)\nThis is the south end of Thayer before it joins onto the highway heading south out of town. The highway entrance is to the southwest and Thayer Street continues to the north.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go southwest", "response": "On the radio:\nBad music.\n\nThe Southern Highway (in the car)\nThis is the southern highway heading west out of town. The highway continues west and the city is northeast.\n\nWhat started out to be a beautiful sunny morning is turning into a dreary rainy day. The ominous clouds have arrived and are already starting to pour down.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nBad music.\n\nmilepost 12 (in the car)\nMilepost 12 of the Southern Highway. This is an east/west running highway.\n\nThis stretch of the highway runs along a cliff, to the north is the cliff wall and to the south it drops off sharply and you can just make out the tops of trees.\n\nThe rain is quickly worsening, your wipers are on full and your headlights are on but you find it hard to see the roadway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read sheckly", "response": "You read it cover to cover, it was amusing. Curiously there seems to be some hand-written text in the margin of page 42: stashed @ mp17. What could this mean?!.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "On the radio:\nBad music.\n\nmilepost 10 (in the car)\nMilepost 10 of the Southern Highway. This is an east/west running highway.\n\nYou can hear the rain pouring down on top of the car, it's about the only thing you can hear over the loud car motor.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 9:39 pm\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "On the radio:\nBad music.\n\nmilepost 12 (in the car)\nMilepost 12 of the Southern Highway. This is an east/west running highway.\n\nThis stretch of the highway runs along a cliff, to the north is the cliff wall and to the south it drops off sharply and you can just make out the tops of trees.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nThe Southern Highway (in the car)\nThis is the southern highway heading west out of town. The highway continues west and the city is northeast.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nBad music.\n\nSymons Street Center (in the car)\nThis is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go north", "response": "Small towns and small cops with big egos, it's best to obey the traffic laws, and you were about to run a red light!\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You listen to the radio", "response": "Sensing you're convenienced, the traffic light works to inconvenience you by changing green.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go north", "response": "On the radio:\nBad music.\n\nThayer Street North (in the car)\nThis is the north end of Thayer before it joins onto the highway heading north out of town. The highway entrance is to the northeast and Thayer Street continues to the south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the northeast", "response": "On the radio:\nBad music.\n\nThe Northern Highway (in the car)\nThis is the Northern Highway out of town. It extends on into infinity to the east. To the southwest is your town.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nmilepost 13 (in the car)\nNorthern Highway Milepost 13. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nmilepost 15 (in the car)\nNorthern Highway Milepost 15. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nmilepost 17 (in the car)\nNorthern Highway Milepost 17. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You get out", "response": "On the radio:\nBad music.\n\nYou get out of the car.\n\nNorthern Highway Milepost 17. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": true }, { "action": "You look around", "response": "Northern Highway Milepost 17. This is an east/west highway. Your ancient but loyal car is here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read sheckly", "response": "You read it cover to cover, it was amusing. Curiously there seems to be some hand-written text in the margin of page 42: stashed @ mp17. What could this mean?!.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Search", "response": "What do you want to search?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\nDry Clothes (being worn)\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$36.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You listen", "response": "it sounds like you hear some water running, hmm is that a canal over there?\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine the canal", "response": "In the canal is a rusty rifle.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the rifle", "response": "This gun is clearly ancient, You doubt you'll ever get it cleaned up enough to fire, and even if you did you don't think you can get the ammo for it. It might be of some value to a collector.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You get rifle", "response": "Taken.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nmilepost 19 (in the car)\nNorthern Highway Milepost 19. This is an east/west highway. If you exit to the south from here, you can get to a small general store.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nBad music.\n\nThe General Store Parking Lot (in the car)\nThis is the parking lot of a small general store off of the Northern Highway.\n\nTo the east is the store. I can't tell if it is open or not, there aren't any signs of life and the building is in desperate need of repair and painting, it might be abandoned.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "Unless you're wanting to play out a particularly funny scene from The Blues Brothers, you should limit your driving to roads!\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You get out", "response": "On the radio:\nBad music.\n\nYou get out of the car.\n\nThis is the parking lot of a small general store off of the Northern Highway.\n\nTo the east is the store. I can't tell if it is open or not, there aren't any signs of life and the building is in desperate need of repair and painting, it might be abandoned.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nAmazingly the store is open for business!\n\nThis is a small shop with a single row of shelves. The shelves and walls are covered with dusty items that appear to be laid out in no particular organized manner. The store owner, Mr Bellywags, greets you. He is an old man who's about as dilapidated as this store. Even so he has a friendly smile, probably because you're the first customer he's seen in ages. A small hunting rifle is for sale here. A knife is for sale here. A canteen is for sale here. A backpack is for sale here. A trail mix pack is for sale here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the rifle", "response": "(the rusty rifle)\nThis gun is clearly ancient, You doubt you'll ever get it cleaned up enough to fire, and even if you did you don't think you can get the ammo for it. It might be of some value to a collector.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the hunting rifle", "response": "Although dusty, this 22 caliber rifle appears to be in good working order, it won't do much against a bear or deer but is a considerable step-up from a BB gun.\nThe rifle has 0 bullets in it.\n\nOn the radio:\nBad music.\n\nIt can be yours for $75.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the knife", "response": "A sharp hunting knife. It has a wooden handle, engraved on the handle is some writing. The knife is clearly used but appears to have been kept in good condition.\n\nOn the radio:\nBad music.\n\nIt can be yours for $25.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the backpack", "response": "A heavy-duty hiking backpack.\n\nOn the radio:\nBad music.\n\nIt can be yours for $40.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You look at the trail mix", "response": "The label reads: \"A delicious and nutritious mixture of seeds, nuts, berries, and other dried fruits. A large amount of energy packed into a small amount of stuff!\"\n\nOn the radio:\nBad music.\n\nIt can be yours for $5.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na rusty rifle\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\nDry Clothes (being worn)\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$36.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": true }, { "action": "Look around", "response": "This is a small shop with a single row of shelves. The shelves and walls are covered with dusty items that appear to be laid out in no particular organized manner. The store owner, Mr Bellywags, greets you. He is an old man who's about as dilapidated as this store. Even so he has a friendly smile, probably because you're the first customer he's seen in ages. A small hunting rifle is for sale here. A knife is for sale here. A canteen is for sale here. A backpack is for sale here. A trail mix pack is for sale here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine the canteen", "response": "A round, insulated, canteen.\n\nOn the radio:\nBad music.\n\nIt can be yours for $7.00.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy the trail mix", "response": "You fork over $5.00 for the trail mix pack (full), leaving you with $31.80.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy the canteen", "response": "You fork over $7.00 for the canteen (empty), leaving you with $24.80.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nBad music.\n\nThis is the parking lot of a small general store off of the Northern Highway.\n\nTo the east is the store. Although the building looks old and dilapidated, you have previously confirmed that it is open for business.Your ancient but loyal car is here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine Car", "response": "An old but trusty car, it has only left you stranded once but you find it difficult to remember that incident as it hasn't occured yet. On the back of the car is a bumper sticker.\n\nOn the radio:\nBad music.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You enter Car", "response": "On the radio:\nBad music.\n\nYou get into the car.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nBad music.\n\nmilepost 19 (in the car)\nNorthern Highway Milepost 19. This is an east/west highway. If you exit to the south from here, you can get to a small general store.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go east", "response": "On the radio:\nBad music.\n\nmilepost 21 (in the car)\nNorthern Highway Milepost 21. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nmilepost ¿¿ (in the car)\nNorthern Highway. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go west", "response": "On the radio:\nBad music.\n\nmilepost 17 (in the car)\nNorthern Highway Milepost 17. This is an east/west highway. Under the roadway runs a canal.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "On the radio:\nBad music.\n\nmilepost 15 (in the car)\nNorthern Highway Milepost 15. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nBad music.\n\nmilepost 13 (in the car)\nNorthern Highway Milepost 13. This is an east/west highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nThis is the east end of Symons, there is a parking lot to the south which serves the patrons of the adjacent book store. Symons street continues west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go west", "response": "On the radio:\nBad music.\n\nThis is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. Your ancient but loyal car is here. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go west", "response": "On the radio:\nBad music.\n\nThis is the west end of Symons, actually the street continues more west but not to anything interesting. To the north is Perkins, and Symons continues east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nBad music.\n\nThis is the south end of Perkins, to the south is Symons, an east/west running street. Perkins continues north and Maple Drive is to the west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nBad music.\n\nThis is roughly the center of Perkins, to the east is your house. The street continues north and south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nBad music.\n\nThis is the north end of Perkins, the street continues south. There is a small pawn shop to the northwest.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the northwest", "response": "On the radio:\nBad music.\n\nYou are in the parking lot for the pawn shop, the shop is west of here, and the north end of Perkins street is southeast of here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You appraise the rifle", "response": "There is no one here interesting in buying anything you have.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "Mrs Norwood greets you warmly. \"If you would like me to APPRAISE something, please ask me about it\".\n\nOn the radio:\nBad music.\n\nThis is the pawn shop, you can buy and sell various random stuff here. The parking lot is to the east. A portable shortwave radio is for sale here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You appraise the rifle", "response": "Mrs Norwood offers you $250.00 for the rusty rifle. If you agree, SELL the rusty rifle.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You sell the rifle", "response": "Mrs Norwood takes the rusty rifle and gives you $250.00 for it.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You buy Shortwave", "response": "You fork over $95.00 for The Shortwave, leaving you with $179.80.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You appraise the crafting book", "response": "Mrs Norwood offers you $2.95 for the crafting book. If you agree, SELL the crafting book.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You appraise sheckly book", "response": "Mrs Norwood offers you $1.00 for the Sheckly Book. If you agree, SELL the Sheckly Book.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nTo the west is the part of the planet that you don't pay a mortgage on. Immediately to the east is the part that you do.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nBad music.\n\nThis is the car port. To the east is the back yard. The drive way extends west toward the street. The door into your house is to the north. Hanging from the ceiling (which extends beyond the house and over the car port) is a thermometer. A trash can is here, opened. The French door is open.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the north", "response": "On the radio:\nBad music.\n\nThe kitchen sports the usual kitchiny things, and a counter which separates the cooking area from the dining room to the west. A French door south of here leads out to the car port. There is a pile of junk mail on the counter. There are some food crumbs on the counter. The French door is open.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You take the crumbs", "response": "Taken.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You read the crafting", "response": "The ability to create new things out of other things is one of the key elements that separates mankind from animals. In general, things can be made by trying to COMBINE two things together.\n\nOne example: You can make a trap to catch a small woodland animal by COMBINE some sort of rigid frame (such as a coat hanger) WITH some sort of cord (such as twine, or a strong vine).\n\nYou wonder what other things you might be able to put together?.\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nYou are in a sparse dining room with parque flooring. The kitchen is to the east and to the north is the living room. The table is circa 1950 with a strange black and white checkerboard pattern. A cat is curled up, and sleeping, on the table. There is some yarn stuck in the cat's fur. On the table sits a small Bonzai tree, looking longingly out the west facing window.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go north", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThe Living Room is, contrary to its name, not alive, however it is a place where you may live if you wish. Which is a fancy way of saying it's just like every other room. The dining room is south and the hall is east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThis is the west end of the hallway. To the west is the living room and to the east the hall continues. A closet is open here.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You examine Closet", "response": "The Hall Closet is empty.\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the east", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThe kitchen sports the usual kitchiny things, and a counter which separates the cooking area from the dining room to the west. A French door south of here leads out to the car port. There is a pile of junk mail on the counter. The French door is open.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThis is the car port. To the east is the back yard. The drive way extends west toward the street. The door into your house is to the north. Hanging from the ceiling (which extends beyond the house and over the car port) is a thermometer. A trash can is here, opened. The French door is open.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go to the west", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nTo the west is the part of the planet that you don't pay a mortgage on. Immediately to the east is the part that you do.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThis is roughly the center of Perkins, to the east is your house. The street continues north and south.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThis is the south end of Perkins, to the south is Symons, an east/west running street. Perkins continues north and Maple Drive is to the west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThis is the west end of Symons, actually the street continues more west but not to anything interesting. To the north is Perkins, and Symons continues east.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThis is a four-way intersection of Symons and Thayer. Symons continues east and west, while Thayer continues north and south. Your ancient but loyal car is here. This intersection is guarded by a convenience sensing traffic light. Basically that means it senses convenience and works (within its power) to eliminate it. This means that a light will only change from red to green if A) a car on the cross-street approaches and the light needs to switch to inconvenience it; or B) you become convenienced by the red light. The light is currently red.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You enter Car", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nYou get into the car.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You listen to the radio", "response": "Sensing you're convenienced, the traffic light works to inconvenience you by changing green.\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You go south", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThayer Street South (in the car)\nThis is the south end of Thayer before it joins onto the highway heading south out of town. The highway entrance is to the southwest and Thayer Street continues to the north.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go southwest", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThe Southern Highway (in the car)\nThis is the southern highway heading west out of town. The highway continues west and the city is northeast.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nmilepost 12 (in the car)\nMilepost 12 of the Southern Highway. This is an east/west running highway.\n\nThis stretch of the highway runs along a cliff, to the north is the cliff wall and to the south it drops off sharply and you can just make out the tops of trees.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Continue", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nmilepost 10 (in the car)\nMilepost 10 of the Southern Highway. This is an east/west running highway.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You continue", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nThe Old Bridge (in the car)\nYou are on an old bridge in much need of replacing. It spans a gap in the cliffside on which the highway was constructed. To the north you can see a ramp of mud and debris which often flows down the gap and under the bridge.\n\nA new bridge is under construction but isn't completed yet. You can hear the wooden structure straining. The flooding may be the taking its toll on this old structure. You think you can feel the bridge swaying! You can get off the bridge by driving east or west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nmilepost 6 (in the car)\nMilepost 6 of the Southern Highway. This is an east/west running highway.\n\nThe storm has caused a mud slide which is completely blocking the way west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You get out", "response": "On the radio:\nThe radio is trying to get you to invest in potato stock.\n\nYou get out of the car.\n\nMilepost 6 of the Southern Highway. This is an east/west running highway.\n\nThe storm has caused a mud slide which is completely blocking the way west.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "You can't abandon your car in the middle of the road, you need to find a place to park!\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Examine W", "response": "You see nothing unexpected in that direction.\n\nOn the radio:\nThe radio is trying to get you to invest in potato stock.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "You wear the seatbelt", "response": "You have fastened the seatbelt.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go west", "response": "The mud slide prevents you from going that way.\n\nDidn't you forget something? You were supposed to pick up your girlfriend from the airport at 3:00 PM!", "endoftext": false }, { "action": "Go east", "response": "You try to go east but somehow you seem to be going south, sliding sideways...\n\nThe supports of the bridge are collapsing! You and your car are sliding off the edge!\n\nYou feel a sensation of falling, time appears to be slowing down.\n\nAs the car slips off the edge of the falling bridge the world appears to be turning upside down as the car is flipped over.\n\nIn slow motion you have become one with the rain, the falling wooden splinters, your car and the various items flying around in it.\n\nThe only thought going through your mind is \"This is going to hurt\".\n\nYour car hits the soft muddy hillside which has a sharp angle and it slows your fall enough to avoid death on impact. The impact shatters your side windows and tiny pieces of broken glass join the chaos of wood and what appears to be blood.\n\nYou spend some time sliding rapidly down the hill along with the flowing rain water. Bridge pieces are along for the ride, the largest ones miraculously miss your car.\n\nwho's cackling feindishly at your impending demise. After a moment you are relieved to discover that it's actually a boulder which has stood up to the mudflow and isn't about to be motivated by an out of control car.\n\nlocked in place. It hurts bad but it looks like bruising and some superficial bleeding is the only real damage you'll take away from this. The car, however, is done for.\nExhausted you pass out. Cold, hungry, thirsty, and still shaken up from the accident you have a horrible night's sleep.\n\nIt certainly wasn't the kind of sleep you're used to, but it did you some good anyway. A new day has arrived, maybe you will be rescued this day.\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch the flashlight on.\n\nThe Hillside (in the car)\nYou are on the hillside below the old bridge which has collapsed. Rain has washed away much of the hill and made it impassible due to the soft mud and steep incline. The only way you can go now is down the hill.\n\ndamage. It appears that a few of the key bridge supports may have been cut, rather than ripped away naturally!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nDry Clothes (being worn)\nthirst\nhunger\ncrumbs\nThe Shortwave\na canteen (empty)\na trail mix pack (full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "About yourself", "response": "You feel a perpetual hunger at this point in your life, You feel you have enough energy for another 465 minutes. You feel an unquenchable thirst at this point in your life, You feel you have enough strength for another 450 minutes.\nYou look a lot like the person on the driver's license in your wallet.", "endoftext": false }, { "action": "You get out", "response": "Something is restraining you.", "endoftext": false }, { "action": "You remove the seat belt", "response": "You have unfasted the seatbelt.", "endoftext": false }, { "action": "You get out", "response": "You get out of the car.\n\nYou are on the hillside below the old bridge which has collapsed. Rain has washed away much of the hill and made it impassible due to the soft mud and steep incline. The only way you can go now is down the hill.\n\ndamage. It appears that a few of the key bridge supports may have been cut, rather than ripped away naturally!", "endoftext": true }, { "action": "You go downward", "response": "You are standing beside a brook which flows from the northeast to the southwest. There are some young trees to the south.", "endoftext": false }, { "action": "You fill the canteen", "response": "You fill up the canteen (full) with the fresh water.", "endoftext": false }, { "action": "Drink water", "response": "You drink rain water and feel refreshed.\nYou can also FILL your canteen with water so that you can carry it\nwith you.", "endoftext": false }, { "action": "About you", "response": "You feel a perpetual hunger at this point in your life, You feel you have enough energy for another 430 minutes. You feel an unquenchable thirst at this point in your life, You feel you have enough strength for another 470 minutes.\nYou look a lot like the person on the driver's license in your wallet.", "endoftext": false }, { "action": "You examine canteen", "response": "A round, insulated, canteen.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nDry Clothes (being worn)\nthirst\nhunger\ncrumbs\nThe Shortwave\na canteen (full)\na trail mix pack (full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You go to the south", "response": "This is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east but I don't know where that will take you.", "endoftext": false }, { "action": "Go south", "response": "You have climbed a small hill. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here.", "endoftext": false }, { "action": "Go south", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of needles and pine cones and various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.", "endoftext": false }, { "action": "You turn on Shortwave", "response": "You key up the radio and call for help but here no response. You will now periodically try to talk on the shortwave (as long as it's on), and if anything is heard it will be mentioned.\n\nYou switch The Shortwave on.", "endoftext": false }, { "action": "You go north", "response": "This is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.", "endoftext": false }, { "action": "Go southwest", "response": "You are standing at the top of a waterfall, it's at least 50 feet down and there is no way to climb down it. The brook that feeds this waterfall is streaming in from the northeast. There is forest to the southeast.", "endoftext": false }, { "action": "You go to the northeast", "response": "You are on an overgrown trail. From here you can go north, and southwest. You see an old moss covered fallen tree here.", "endoftext": false }, { "action": "You examine Tree", "response": "It's covered in moss and a part of it is raised off the ground a bit.", "endoftext": false }, { "action": "You look under Tree", "response": "You spy some twigs which have managed to stay dry under the fallen tree", "endoftext": false }, { "action": "Go north", "response": "You are standing at the base of a cliff. At the top of the cliff is the highway you were driving on. There appears to be no way to climb this cliff. A brook is coming out of a opening at the base of the cliff and flows southwest. There is also forest to the south. A few head-sized stones are here also.", "endoftext": false }, { "action": "You get the stones", "response": "The stones are far to heavy to pick up.", "endoftext": false }, { "action": "You go southwest", "response": "You are standing beside a brook which flows from the northeast to the southwest. There are some young trees to the south.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Drink", "response": "(rain water)\nYou drink rain water and feel refreshed.\nYou can also FILL your canteen with water so that you can carry it\nwith you.", "endoftext": false }, { "action": "You fill the canteen", "response": "You fill up the canteen (full) with the fresh water.\n\nOn the shortwave:\nCQ ,CQ, KG4NWS...", "endoftext": false }, { "action": "You go to the south", "response": "This is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.", "endoftext": false }, { "action": "You examine Shortwave", "response": "A hand-held shortwave radio with a small antenna. The small, and pretty much useless, antenna extends only a few inches. It goes into a post at the top of the radio.\n\nThe Shortwave is currently switched on.", "endoftext": false }, { "action": "Go southwest", "response": "You are on a path that goes around a hill which is east of here. The path leads northeast and southeast.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ndry twigs\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\ncrumbs\nThe Shortwave\na canteen (full)\na trail mix pack (full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You go to the southeast", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.", "endoftext": false }, { "action": "You go northeast", "response": "You are on a path that goes around a hill which is west of here. The path leads northwest and southwest.", "endoftext": false }, { "action": "You go west", "response": "There is a large pile of dead wood here. There is a bent up coat hanger here.", "endoftext": false }, { "action": "You get the wood", "response": "You have gathered up some of the shack's wood, leaving behind some.", "endoftext": false }, { "action": "You search Wood", "response": "(Shack Wood)\nYou find nothing of interest.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You go east", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "About yourself", "response": "You feel a perpetual hunger at this point in your life, You feel you have enough energy for another 225 minutes. You feel an unquenchable thirst at this point in your life, You feel you have enough strength for another 260 minutes.\nYou look a lot like the person on the driver's license in your wallet.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You go east", "response": "You are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. You can see a few berries that must have frozen early in the fall. You think you saw a rabbit run by, but it was so quick it could have been your imagination.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You get the berries", "response": "Taken.\n\nYou are becoming very thirsty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You eat trail mix", "response": "Yummy!\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Drink", "response": "What do you want to drink?", "endoftext": false }, { "action": "Drink canteen", "response": "Refreshing!", "endoftext": false }, { "action": "Go west", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.", "endoftext": false }, { "action": "You go to the southwest", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. Some small brown mushrooms are visible on the floor of the cave.", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 1:24 pm", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nmushrooms\nberries\nShack Wood\na metal coat hanger\ndry twigs\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\ncrumbs\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (3/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You turn on the radio", "response": "On the radio:\nHOST: Good evening friends of the Creaking Door. The Creaking Door is open so do come in.\n\nYou switch the radio on.\n\nOn the radio:\nBreaking news this hour, the rain storm and flash flood we experienced recently has resulted in the collapse of the old wooden bridge on the southern highway.", "endoftext": false }, { "action": "You go to the northeast", "response": "On the radio:\nHOST: Feeling the chill of these winter evenings? Wait until you're with us a little, you'll freeze with fear.\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nNARRATOR: The cemetery caretaker and the ashen face, trembling young man make an odd pair as they stand by an open grave under the pale moon. In the grave itself is a coffin. The lid has been pryed open and inside, the corpse of a middle aged man. The caretaker warns -", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nCARETAKER: Oh I've heard about blokes like you. Read about grave robbers. I never thought I'd come across one. Here, I've sent for the cops young man. Don't you try any rough stuff, I'm a match for you any day.\n\nThis appears to be an old logging road. The road stretches on to the southwest. A massive fallen oak tree blocks the path.\n\nOn the radio:\nCrews are doubling their efforts to complete the new bridge, and it is expected to be operational in a few months.", "endoftext": false }, { "action": "You examine Tree", "response": "This tree must have lived for hundreds of years, it must be over 7 feet in diameter! I can't climb it and dense forest prevents me from going around it.\n\nOn the radio:\nJOE: But you don't understand. I've tried to save his life and now its too late\n\nOn the radio:\nMr. Bellywags witnessed the collapse and had this to say: \"It was the darndest thing ya ever did see, I saw a man in a car, who not long before had been shopping at my store (off milepost 19 on the northern highway, best deals in town come and check us out), just slide right off the edge. So I gets outa my car`n look down ta see if`n he was ok. Well sir, let me tell ya what, aint nobody could survive a crash like that is was gruesome!\"", "endoftext": false }, { "action": "Go southwest", "response": "The massive fallen oak tree blocks your path.\n\nOn the radio:\nCARETAKER: Now don't you give me that. This fellow was given a decent Christian burial. You've desecrated his&", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nOn the radio:\nPolice have identified the car as belonging to Mr. Jeffery Kramer, a local resident, his body was not found in the car.", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nThe local search and rescue, which consists of one retired sea captain, claims that he has searched the forest over and has not found any sign of Mr. Kramer. Although it should be noted that our local search and rescue has never rescued anyone, and no one has actually witnessed any searches happening.\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nJOE: Desecrated you say. Isn't it desecration to bury a man while he's still alive?", "endoftext": false }, { "action": "You go to the south-east", "response": "On the radio:\nCARETAKER: Eh, eh. What's he talking about? You don't think people go around being buried alive these days do you? I don't know what to make of you. I watched you this afternoon; I thought you looked a bit, peculiar. I didn't know what you were doing at a pauper's burial.\n\nYou are in a large tree which seems to be living healthily despite the fact that the first 7 feet or so off the ground is hollow. This place might serve as an okay shelter but for the fact that the ground is wet and mucky. There are some vines here. There is a stash of acorns here, no doubt left behind by some squirrels.\n\nOn the radio:\nJOE: He shouldn't have had a pauper's burial. He shouldn't have been buried at all. I could have saved him.", "endoftext": false }, { "action": "You examine the crafting", "response": "\"Crafter's Handbook: How to make unusual things with everyday items\"\n\nOn the radio:\nCARETAKER: You'd better think up a good story. Something told me that you were up to no good. Nah, don't you try any rough stuff, I already warned you. I watched you; the police are on their way. Breaking open a coffin like that. Eh, I knew you were up to something but I never thought&\n\nOn the radio:\nJOE: It's because, because I let him get buried alive and I was ashamed. Let him get buried alive for a measly fifty pounds. Now he's dead.", "endoftext": false }, { "action": "You read the crafting", "response": "The ability to create new things out of other things is one of the key elements that separates mankind from animals. In general, things can be made by trying to COMBINE two things together.\n\nOne example: You can make a trap to catch a small woodland animal by COMBINE some sort of rigid frame (such as a coat hanger) WITH some sort of cord (such as twine, or a strong vine).\n\nYou wonder what other things you might be able to put together?.\n\nOn the radio:\nCARETAKER: Hey, did you come out of a loony bin or something? Now that I get a better look at you, you don't look like no grave robber\n\nOn the radio:\nJOE: I'm not, listen..", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na stash of acorns\nvines\nmushrooms\nberries\nShack Wood\na metal coat hanger\ndry twigs\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\ncrumbs\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (3/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\nLint\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nCARETAKER: What's he to you this fellow we buried today?\n\nOn the radio:\nJOE: Nothing, except I'm responsible for his death. I touched him. He's cold& cold as death.", "endoftext": false }, { "action": "You combine the hanger with the vines", "response": "You have combined the metal coat hanger with vines and now have a rudimentary trap suitable for trapping small critters.\n\nOn the radio:\nA memorial service for the late Mr. Kramer was held today, his widow, Marla, was there and willing to speak with the community on this radio station.\n\nOn the radio:\nCARETAKER: He's only been in the ground a few hours; they don't stay cold like that. Sometimes we get an exhumation order, we have to dig \"em up. You'd be surprised how cold they get.", "endoftext": false }, { "action": "You go northwest", "response": "On the radio:\nJOE: He is dead isn't he? I brought this mirror with me, there's no breath. Look.\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nCARETAKER: Hehehe, I don't have to look. He's been in the municipal morgue for two days; he's given a pauper's burial. Now then what's this all about young man. I want to go home. He was dead all right when they buried him.", "endoftext": false }, { "action": "You go to the east", "response": "On the radio:\nJOE: But not when the ambulance took him to the morgue. You see I know.\n\nYou are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. You think you saw a rabbit run by, but it was so quick it could have been your imagination.\n\nOn the radio:\nCARETAKER: You know? Oh was he a relative of yours?", "endoftext": false }, { "action": "You drop trap", "response": "You have carefully set the trap in The Field, you make a mental note to check on this later.\n\nDropped.", "endoftext": false }, { "action": "You wait", "response": "On the radio:\nMarla Kramer (or as you know her, Colleen Bitchwitch): \"We had only been married for a few months but it was the happiest months of my life, I will miss you dearly Jacob, (Reporter whispering: Jeffery), I mean Jeffery\"\n\nTime passes.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: I didn't even know he existed until 2 days ago. I'd been trapped in the streets looking for work. I didn't want to go home. If you can call that one room Lil and I occupy a home. It was still ringing in my ears the things she shouted at me as I left there& (the scene fades out)", "endoftext": false }, { "action": "Drink canteen", "response": "Refreshing!\n\nOn the radio:\nLIL: I've come to the end of my tether. I've pawned everything. Look, look even the wedding ring you slipped on my finger in the church. What did he say, and all thy worldly goods. Ha that's a laugh, you were going to share all your worldly goods were you? Well if you don't get some money or a job I'm walking out on you. Do you hear? I'm walking out on you and I'll go and live with my sister. At least I'll get some warmth and three square meals a day.", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nJOE: Aw don't say that Lil. Was it my fault I fell sick and couldn't work in the factory any more. I've tried dear I really have. Everywhere I go they look at me and say no vacancies.\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nLIL: Not my fault either. I warn you, I can't take much more of this.", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nMarla Kramer will get on her feet with the help of a life insurance policy from URS insurance which has been paid to her, despite the lack of solid proof of Jeffery's death.\n\nYou have climbed a small hill. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here.\n\nOn the radio:\nJOE: I know honey I know, I'll get something today I promise.", "endoftext": false }, { "action": "You go to the north", "response": "On the radio:\nJOE: It was a promise I couldn't keep. Pounding the pavement. Watching the dislike and fear in the eyes of the world as I passed by. Fear that one day they might become like me. And then I see him. I was coming to Duke's Lane, nothing on either side except a huge brick wall. He was a short fat little man. Our steps blurred in the quiet thoroughfare.\nWhat was he stopping for? Was he taking caution? Did he think me a gangster or something? I suppose I looked like something that had crawled out of a piece of cheese.\n\nThis is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.\n\nOn the radio:\nSHORT FAT MAN: Gasps. Choking sounds.\n(the sound of running footsteps)", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nJOE: Governor, are you all right? He can't be. He's conked out. There doesn't seem to be any breathing. I wonder who he is. He must have something in his pocket. Blimey, look at all this money. Must be fifty quid here at least. Poor swine, what good is his money now? I'd better call a cop.\n\nYou are standing beside a brook which flows from the northeast to the southwest. There are some young trees to the south.\n\nOn the radio:\nLIL: (distant) Well if you don't get some money or a job I'm walking out on you. Do you hear? I'm walking out.", "endoftext": false }, { "action": "You fill the canteen", "response": "You fill up the canteen (full) with the fresh water.\n\nOn the radio:\nBreaking news this hour, the rain storm and flash flood we experienced recently has resulted in the collapse of the old wooden bridge on the southern highway.\n\nOn the radio:\nJOE: There's nothing anyone can do for this poor swine. They'll find him soon enough. What does a guy do in a case like this? Beat it you fool, beat it with the first decent money you've had in months. Somebody will find him. Run!", "endoftext": false }, { "action": "Drink", "response": "(rain water)\nYou drink rain water and feel refreshed.\nYou can also FILL your canteen with water so that you can carry it\nwith you.", "endoftext": false }, { "action": "Go south", "response": "On the radio:\n(the sound of running footsteps ... and then ... a door opening)\nJOE: Lil.\nLIL: Joe, Joe you got some money.\n\nThis is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.\n\nOn the radio:\nJOE: That's right Lil, two five pound notes, thirteen one pound notes and the rest in ten bob notes. It all adds up, adds up very nicely, fifty quid in all.", "endoftext": false }, { "action": "You go south", "response": "On the radio:\nLIL: Oh Joe hunny. Aye, how did you get this money? You didn't go and do anything silly did you?\nJOE: Just like what? Rob a bank? I wouldn't know where to start.\n\nYou have climbed a small hill. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here.\n\nOn the radio:\nLIL: But, but how did you get it?\nJOE: You'll never believe it. Remember I told you when I was in the sanatorium there was this fellow there with the same lung trouble by the name of Ted Brown.", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nLIL: Yes\nJOE: Well I lent him a quid.\nLIL: You lent him a quid? While I was&\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nJOE: Well I was still drawing my wages wasn't I? We didn't know that the doctor wouldn't let me go back to the factory. Wasn't so bad then. LIL: All right, what about this Ted Brown?", "endoftext": false }, { "action": "Go southwest", "response": "On the radio:\nCrews are doubling their efforts to complete the new bridge, and it is expected to be operational in a few months.\n\nThis is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud.\n\nOn the radio:\nJOE: Well I meet him in the street see; he says he's been looking for me everywhere, wanted to repay me the quid.\nLIL: Go on.\nJOE: Well we goes into a pub to have a drink, there was a bookie there and Ted says he has a hot tip, fifty to one. It won Lil, fifty smackers", "endoftext": false }, { "action": "You put the Lint on the slab", "response": "On the radio:\nMr. Bellywags witnessed the collapse and had this to say: \"It was the darndest thing ya ever did see, I saw a man in a car, who not long before had been shopping at my store (off milepost 19 on the northern highway, best deals in town come and check us out), just slide right off the edge. So I gets outa my car`n look down ta see if`n he was ok. Well sir, let me tell ya what, aint nobody could survive a crash like that is was gruesome!\"\n\nYou put Lint on the rocky slab.\n\nOn the radio:\nLIL: Oh Joe, fifty smackers! Oh I love you!\nJOE: Lil went to get some groceries and a couple bottles of beer. I\nsat on the bed and had a further look at the wallet. Having taken the money out I thought it'd be empty. There were two pockets both with plastic windows. The first held a card that said Harold Maxsted, Twenty Six Fairly Street, Ornsby. Then I looked at the second plastic window. There were strange words printed on a white card. It said: I am not dead, I a subject to a form of Cataleptic Illness which may appear to cause death. If I am found please inform Doctor Alfred Miller, Ornsby, 6641.", "endoftext": false }, { "action": "Light Lint", "response": "On the radio:\nJOE: No, No it can't be. Not dead. Cataleptic. What have I done? What have I done? They'll think he's, I must telephone. But Lil, she'll wonder where I've gone. I've given her all my money.\n(the sound of a door opening)", "endoftext": false }, { "action": "Burn lint", "response": "On the radio:\nLIL: Here all right, I got a bit. Take these bottles from me will you? Joe, what is it?\nJOE: What time is it Lil?\nLIL: I don't know, the pub's just opened. I'd say about sixish, why?", "endoftext": false }, { "action": "You turn on lighter", "response": "That's not something you can switch.\n\nOn the radio:\nJOE: Give me ten bob. Do you have any change? I need some silver. I have to telephone. I won't be long.\nLIL: What is it?\nJOE: I just have to telephone someone.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na stash of acorns\nmushrooms\nberries\nShack Wood\ndry twigs\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\ncrumbs\nThe Shortwave\na canteen (full)\na trail mix pack (3/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nLIL: You're not going gambling are you? You haven't got the bug? You're not betting on tomorrow's races or anything like that are you Joe? There are all those bills to be paid\nJOE: I know Love, I know. No I'm not gambling but I need it please. I'll be back in a little while. It's just that. Please Lil.\n\nOn the radio:\nLIL: All right. Here.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. On the rocky slab is Lint.", "endoftext": false }, { "action": "You combine lighter with the Lint", "response": "How can you combine things you aren't even holding?\n\nOn the radio:\nPolice have identified the car as belonging to Mr. Jeffery Kramer, a local resident, his body was not found in the car.", "endoftext": false }, { "action": "You combine lighter with the Lint", "response": "You can't combine those two things.\n\nOn the radio:\n(Banging noises)\nLIL: Joe!\n(the sound of a door opening)\n\nOn the shortwave:\nCQ, CQ, KA4NWS...\n\nOn the radio:\nThe local search and rescue, which consists of one retired sea captain, claims that he has searched the forest over and has not found any sign of Mr. Kramer. Although it should be noted that our local search and rescue has never rescued anyone, and no one has actually witnessed any searches happening.", "endoftext": false }, { "action": "You put the twigs on the slab", "response": "On the radio:\nA memorial service for the late Mr. Kramer was held today, his widow, Marla, was there and willing to speak with the community on this radio station.\n\nYou put dry twigs on the rocky slab.\n\nOn the radio:\nMarla Kramer (or as you know her, Colleen Bitchwitch): \"We had only been married for a few months but it was the happiest months of my life, I will miss you dearly Jacob, (Reporter whispering: Jeffery), I mean Jeffery\"", "endoftext": false }, { "action": "You put the Lint on the slab", "response": "On the radio:\nJOE: It's all right love.\n(the sound of a door closing)\n\nYou put Lint on the rocky slab.\n\nthe flashlight's batteries have been depleated, the light goes out.\n\nOn the radio:\nJOE: Would I be too late with the phone call? Would they bury this poor guy without knowing he was a cataleptic? Thinking he was dead.\n(The sound of change going into payphone and dialing)", "endoftext": false }, { "action": "You put Wood on the slab", "response": "On the radio:\nJOE: This would be the number of the doctor in the wallet.\n(The sound of a phone ringing)\n\nYou put Shack Wood on the rocky slab.\n\nOn the radio:\nMAN'S VOICE: Hello\nJOE: Can I speak to Dr. Miller please?\nMAN'S VOICE: Dr. Miller has gone abroad he's been away for the past\nsix weeks.", "endoftext": false }, { "action": "Light lighter", "response": "You are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: Abroad, oh no. Have you taken over his practice sir?\nMAN'S VOICE: No, no I'm not a medical man but if you're in need of a doctor there must be plenty&", "endoftext": false }, { "action": "You eat the crumbs", "response": "You have eaten crumbs and feel a bit energized.\n\nOn the radio:\nJOE: No, No it isn't that. You don't know which hospital Dr. Miller was at?\nMAN'S VOICE: I'm afraid I can't help you. I must go, my wife is shouting, dinner is on the table.", "endoftext": false }, { "action": "You read the chapter 2", "response": "Chapter Two - Food\n\nthree kinds of mushrooms:\n\nThere are discusting mushrooms (which is the kind you get at the local supermarket), there are poisonous mushrooms which will either make your life a living hell for a few days or kill you (or both), and there are psychadelic (magic) mushrooms which will make you think you've accidently eaten poisonous mushrooms.\n\nIn the event that you *think* that you've eaten poisonous mushrooms, you should change your thought pattern to assume that you have eaten magic mushrooms. This will keep you from having a bad trip and maybe you'll even be given a vision or something, who knows. If it turns out that they were poisonous, there really isn't much you could have done about it anyway being stranded out in the middle of nowhere on your own, so why bother worrying about it?\n\nNote: Do not read this chapter while you are experiencing the effects of mushrooms.\n\nOn the radio:\nJOE: I'm sorry. Thank you.\nJOE: And then another thought seeped into my brain. Under ground, a long wooden box and a man being buried, being buried alive and a shovel heaping earth on the wooden boards.\n\nOn the radio:\n(The sound of flipping pages)\nJOE: There must be a Maxsted in the telephone directory.\nJOE: There was, fourteen Maxsteds, everyone alive and bad tempered.", "endoftext": false }, { "action": "You read the chapter 3", "response": "Chapter Three - Fires\n\nTo start a fire you will need many different types of burning material and an ignition source. You will need to be in a relativly calm environment (away from winds and rain) and you will need patience.\n\nTo get started you need to set aside an area where the fire will burn, this is called the firepit. To do this simply MAKE FIREPIT, then it's just a matter of putting the right kinds of things into the pit, and then igniting it somehow.\n\nThere are 3 main types of material you will need; tinder, kindling,\nand logs. Tinder refers to a very light, very flamable material that usually burns up very quickly. This could be as simple as pocket lint. Or, you can create tinder by using a knife on wood to create wood shavings. Kindling refers to small twigs which burn fairly easily once exposed to a fire, but are difficult to ignite on their own. And logs can refer to any size log from 1/2 inch diameter up.\n\nAll material will need to be completely dry. You will not be able to get wood from a freshly cut tree to burn easily. Such wood will only burn once a hot fire has evaporated all the water from within it.\n\nYour ignition source would be, ideally, a cigarette lighter or some matches. Failing that there are a plethora of other means of starting fires. These include: Sunlight magnification, sparks from flint & steel, and friction from rubbing dry wood together.\n\nTo use sunlight magnification, use a lens (such as from eyeglasses) to focus the sun's light onto your tinder. Make the \"dot\" as tiny as possible. Once the tinder starts to burn quickly deposit it under your stacked up kindling. Blowing on it gently might help it ignite.\n\nFlint combined with Steel can produce sparks which can ignite tinder. If you have something made of steel and a flint stone you can COMBINE those two which will give you a decent fire starter.\n\nOn the radio:\nMAXSTED: No I have no relatives who suffer from a cataleptic illness. Perhaps there are a few other Maxsteds in the book, try them.\nJOE: I have, you're Mr. Zacharia Maxsted, you're the last on the list. MAXSTED: Well I can't help you.\n\nOn the radio:\nJOE: What now? Do I go along to the police and say, Look I stole a man's wallet, someone might be shoving him into six foot of earth. What do I do? I decided to sleep on it. Sleep? That's a laugh.\nJOE:(in his sleep) Uh, buried alive. Love you Lil. Love. Please, pinching white..", "endoftext": false }, { "action": "You make the firepit", "response": "Okay, you have put together a nice little firepit in which you can put combustible materials. You will then need to light the fire with something.\n\nOn the radio:\nHAROLD MAXSTED: They're putting me in a wooden box and its your fault Joe Alish. I'm struggling for breath. They're going to bury me, bury me deep. Not deep enough Joe. Get me out of this or I will make you suffer, here on earth and in the beyond.\n\nOn the radio:\nADVERTISMENT: Get Three Fives. Get the Taste. Three Fives by State Express. Get the taste of international success. The taste that's uniquely Three Fives. Only when no expense is spared in its making can a cigarette taste so light, so smooth, so satisfying. Three Fives. Get the taste. The taste that State Express has created for you. The taste that has made Three Fives the king size cigarette of international success. Get Three Fives. Get the taste.", "endoftext": false }, { "action": "You take all", "response": "Shack Wood: Taken.\nLint: Taken.\ndry twigs: Taken.\n\nOn the radio:\nNARRATOR: Well, well, well. Joe Alish had better do something about it pretty soon. Otherwise the poor unfortunate cataleptic gentlemen will be stiff with the cold. But let us see what he does do.", "endoftext": false }, { "action": "You put the Lint in the firepit", "response": "You've thrown Lint (as tinder) into the firepit.\n\nOn the radio:\nMarla Kramer will get on her feet with the help of a life insurance policy from URS insurance which has been paid to her, despite the lack of solid proof of Jeffery's death.", "endoftext": false }, { "action": "You put the twigs in the firepit", "response": "You've thrown dry twigs (as kindling) into the firepit.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: Death. I didn't know what to do. It had been less than six hours since I saw that chap fall. Maybe he's still there. Maybe if I go back to Duke's lane he will still be lying there.\n(the sound of a door opening)\nLIL: Joe?", "endoftext": false }, { "action": "You put Wood in the firepit", "response": "You've thrown Shack Wood (as primary fuel) into the firepit.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: Oh, sorry hunny, I didn't want to wake you up.\nLIL: It's the middle of the night, where are you going?\nJOE: I won't be long.", "endoftext": false }, { "action": "Drink canteen", "response": "Refreshing!\n\nOn the radio:\nLIL: No Joe, you're not going anywhere. I thought you've been acting strange. Oh Joe, I know I've nagged and threatened you but it was only because you were getting so down, so beaten. I love you Joe. Otherwise you", "endoftext": false }, { "action": "Light firepit", "response": "What do you want to ignite the fire with?\n\nOn the radio:\nJOE: It isn't that at all. All right Lil, I'll tell you. Then you will see why I have to go.\nJOE: And so I told her. Told her the whole story of how I robbed a man I thought was dead, a corpse that had no use for the fifty quid in his wallet.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nBreaking news this hour, the rain storm and flash flood we experienced recently has resulted in the collapse of the old wooden bridge on the southern highway.", "endoftext": false }, { "action": "Light firepit with lighter", "response": "You ignite the firepit with the cigarette lighter.\n\nOn the radio:\nCrews are doubling their efforts to complete the new bridge, and it is expected to be operational in a few months.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: So you see I have got to find him, or find out where they're taking him. They will think he's dead Lil.\nLIL: Oh Joe, Joe. Someone will have found him by now. He's probably lying in bed fast asleep. People who have these sorts of fits, they recover.\nJOE: No they don't. After I found all the Maxsteds I could I went to the library and I looked it up. Unless they get assistance they can stay that way for days. By then they, will bury him and you know what that makes me? A murderer. I'm letting a man die for fifty quid.", "endoftext": true }, { "action": "Look around", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A firepit is here, buring brightly. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You go to the northeast", "response": "On the radio:\nLIL: Oh no Joe. What if you phone the police station, what if you call the Ornsby police station and tell them& Oh no Joe, you can't do that. They will call you a thief and pu you away. Look, I'm getting dressed and coming with you. Where did you say it was, Duke's Lane? (fades away)\n(the sound of footsteps)\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: Joe, lets pray he's still there.\nJOE: It might be worse. He might have died for lack of attention. Lets pray someone saw him and took him to the hospital and they realized he wasn't, wasn't dead.\nLIL: Shh, a cop.", "endoftext": false }, { "action": "You go east", "response": "On the radio:\nCOP: It's a bit nippy this time of morning isn't it? You're up late aren't you?\nJOE: Yeah that's right.\n\nYou are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. You think you saw a rabbit run by, but it was so quick it could have been your imagination. You also see here a trap.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: There was a little commotion in Duke's Lane a few hours ago so my friend Phylis told me. Something happened in Duke's lane.\nCOP: Oh yes, yes just before I came on duty. Postman saw a bloke lying in the lane here. Drop dead.", "endoftext": false }, { "action": "You look in the trap", "response": "On the radio:\nLIL: Dead?\nJOE: They're sure he's dead?\nCOP: So the police surgeon said. Why, know anything about it?\n\nThe trap is empty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: No, we don't know anything about it; it was just that, we wondered if it was anyone we knew is all.\nCOP: Oh, well I believe they've identified him all right. If you knit around to the station they may be able to tell you.\nLIL: Oh I don't think it's anyone we know. Come on love, it's too cold to stand here chatting, lets go up to bed.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nCOP: You too married?\nJOE: Yes.\nCOP: Hehe, you should have been in bed ages ago. Goodnight, or rather good morning.", "endoftext": false }, { "action": "You go west", "response": "On the radio:\nJOE: Let's go to the police station.\nLIL: No, no, no. You'll have to entertain about the wallet. Besides this policeman doesn't really know.\nJOE: But Lil&\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nMr. Bellywags witnessed the collapse and had this to say: \"It was the darndest thing ya ever did see, I saw a man in a car, who not long before had been shopping at my store (off milepost 19 on the northern highway, best deals in town come and check us out), just slide right off the edge. So I gets outa my car`n look down ta see if`n he was ok. Well sir, let me tell ya what, aint nobody could survive a crash like that is was gruesome!\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na stash of acorns\nmushrooms\nberries\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (3/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nPolice have identified the car as belonging to Mr. Jeffery Kramer, a local resident, his body was not found in the car.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nThe local search and rescue, which consists of one retired sea captain, claims that he has searched the forest over and has not found any sign of Mr. Kramer. Although it should be noted that our local search and rescue has never rescued anyone, and no one has actually witnessed any searches happening.", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nLIL: It's no good Joe we're going home. Come on.\nLIL: Some more coffee Joe.\nJOE: No thanks. Lil, its no good we've got to go to the police. We're committing murder. Its two days now. I didn't sleep a wink all night last night. Kept having nightmares, hearing Maxsted's voice pounding in my brain. Pounding in my brain. Telling me to save him before its too late.\n\nYou are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. You think you saw a rabbit run by, but it was so quick it could have been your imagination. You also see here a trap.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nMAXSTED: You're the only one who can save me Alish. They're burying me this afternoon. They are putting me in a coffin and covering me with dirt. If you allow this to happen you are a murderer Joe Alish. A murderer. Do you hear. You will be punished, punished, punished.\nJOE: He kept saying I'll be punished.", "endoftext": false }, { "action": "You look at the trap", "response": "A rudimentary trap which, if left in the field, might catch that wabbit, err... rabbit.\n\nOn the radio:\nLIL: But you said yourself, it's only a nightmare. All right don't you go I will. I'll say that I knew, what was his name?\nJOE: Maxsted, Harold Maxsted.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nA memorial service for the late Mr. Kramer was held today, his widow, Marla, was there and willing to speak with the community on this radio station.", "endoftext": false }, { "action": "You look in the trap", "response": "On the radio:\nLIL: I'll say I know him and that he's a cataleptic. That's it! I'll go and (fades away)\nLIL: Excuse me.\nCOP: Hello, aren't you the young lady I saw down Duke's Lane the other night.\n\nThe trap is empty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: That's right. Oh I'm so glad you're here. You know we were talking about someone who dropped dead that afternoon. Were you able to identify him?", "endoftext": false }, { "action": "You eat the trail mix", "response": "Yummy!\n\nOn the radio:\nCOP: Yes we were able to identify him all right. Why?\nLIL: He's a cataleptic; he's not really dead you know.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na stash of acorns\nmushrooms\nberries\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\nLeaves\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nCOP: Oh don't be funny. I've got the card here. They're burying him this afternoon, he's in the Ornsby mortuary. Cardiac failure. This is the release for the body, for it to be buried. Signed by the police surgeon Dr. Herbert Spencer. He may have been a cataleptic, I don't know about that but he died of heart failure. Being buried in a pauper's grave at Ornsby cemetery this afternoon. Didn't die of heart failure indeed. Ha! Not dead.\n\nOn the shortwave:\nYour signal is strong you must be close by\n\nOn the radio:\nLIL: Maybe I'm being a bit silly. Thank you constable. Goodbye. (fades out)\nLIL: (fades in)Sure he's dead, the death certificate was signed by the police surgeon.\nJOE: What does that copper know about cataleptics? If the doctor had known he was a cataleptic& I'm going to stop the burial.", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way.\n\nOn the radio:\nLIL: You can't Joe, you can't! Once you tell the police about the wallet& where are you going Joe?", "endoftext": false }, { "action": "You go west", "response": "On the radio:\nJOE: I don't know. To get drunk. I don't know anything anymore.\nJOE: Even my glass of beer went sour in my mouth. I had bought it with blood money, the blood of Harold Maxsted. I left the pub and walked. They were burying him in a pauper's grave were they? I didn't ask my feet to move towards the cemetery, it seemed they didn't belong to me. They were burying him as I got there, a minister, a gravedigger and an old man, obviously the caretaker and the police sergeant. I wanted to shout - Don't! Don't put him in that grave he's not a corpse he's alive. I couldn't. Those three stripes on the copper's sleeve seemed to represent the number of years I might get for stealing and withholding information. I ran from the cemetery as though I was running from the vengeance of Maxsted himself.\n(the sound of a door opening)\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nLIL: Hello Joe.\nJOE: They buried him at last.\n(the sound of a door closing)", "endoftext": false }, { "action": "Go southwest", "response": "On the radio:\nJOE: I saw them do it, in a cheap wooden coffin. Haha. Maybe it's a good thing the coffin was a cheap one. Maybe the coffin maker gutted it, maybe there are holes in it. Maybe the poor swine will be able to breathe. Fifty measly knicker, fifty rotten pounds and I've turned myself into a murderer. I've let you in on it too, they will say you're part of the conspiracy. What have I done to you? What have I done to us?\n\nThis is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A firepit is here, buring brightly. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud.\n\nOn the radio:\nLIL: Nothing Joe. All right, so you pinched his wallet when we were both starving. No one can have you up for, for murder.\nJOE: That's beside the point now isn't it Lil? He's down there struggling for breath isn't he? He won't be struggling for long. I don't know anything about cataleptics but you can't be nailed inside a coffin underneath six feet of earth long. Look out the window Lil, it's got dark already.", "endoftext": false }, { "action": "You put the Leaves on the fire", "response": "Okay you put Leaves on the firepit and it seems to be smoldering, causing a lot more smoke. Good that should increase your visibility\n\nOn the radio:\nMarla Kramer (or as you know her, Colleen Bitchwitch): \"We had only been married for a few months but it was the happiest months of my life, I will miss you dearly Jacob, (Reporter whispering: Jeffery), I mean Jeffery\"\n\nOn the radio:\nMarla Kramer will get on her feet with the help of a life insurance policy from URS insurance which has been paid to her, despite the lack of solid proof of Jeffery's death.", "endoftext": false }, { "action": "Sleep", "response": "You toss and turn, you just can't seem to get any rest right now, maybe later.\n\nOn the radio:\nLIL: It's winter Joe.\nJOE: I know the grave Lil, I'm going back.\nLIL: Joe.\nJOE: You're not going to stop me Lil. I'm going back and I'm going to get him out of that grave. Please Lil, I've got to.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A firepit is here, buring brightly. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud.", "endoftext": false }, { "action": "You go outside", "response": "But you aren't in anything at the moment.\n\nOn the radio:\nLIL: All right Joe, I'll come with you.\nJOE: No, I couldn't bear that. I've got to do this on my own.", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\n\nOn the radio:\nBreaking news this hour, the rain storm and flash flood we experienced recently has resulted in the collapse of the old wooden bridge on the southern highway.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nOn the radio:\nCrews are doubling their efforts to complete the new bridge, and it is expected to be operational in a few months.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nLIL: Suppose, supposing he's too heavy for you. You're not strong Joe. JOE: It's a pauper's grave Lil, they didn't take much trouble with\nhim.", "endoftext": false }, { "action": "You go east", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nLIL: Why a pauper all that money in his wallet?\nJOE: That makes it worse doesn't it? Maybe they couldn't raise his relatives, what with his doctor gone away and everything. Here Lil, get my hammer out of the drawer, its got that thing on the end for pulling nails out. And that piece of mirror.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A firepit is here, buring brightly. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Go northwest", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nLIL: All right.\n(the sound of a drawer opening, noise of getting hammer out of drawer and then soft footsteps)\nLIL: Here. I hope you're right. That you know what you're doing.", "endoftext": false }, { "action": "You go to the northwest", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: It's the only way Lil, the only way.\nJOE: And here I am in it and it's too late. He'd dead all right.", "endoftext": false }, { "action": "Go northeast", "response": "On the radio:\nCARETAKER: Blimey young man. I wouldn't want to be in your shoes not for nothing. Just a minute, what did you say this blokes name was?\nJOE: Maxsted, Harold Masted.\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are becoming very thirsty.\n\nOn the radio:\nCARETAKER: Oh no it's not.\nJOE: Huh?\nCARETAKER: This blokes name is Sidney Frasier. Are you sure its the same bloke?", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nJOE: Positive. I know it's the same bloke, his accusing face follows me around, sleeping and waking.\nCARETAKER: Ah well young man, come and have a look with me. We don't give them much of a tombstone these paupers. There you are. Sidney Frasier, born February the 6 1920 died December the 5 1967.\n\nYou have climbed a small hill. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: I've told you everything, they've given him the wrong name. CARETAKER: You better tell that to the police constable. I'm sorry about this young man, I warned you. I thought I was too old to take you on my own, when you started opening that grave I ran to the cemetery office and phoned the police.", "endoftext": false }, { "action": "Go northwest", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: Oh well, its almost a relief in a way.", "endoftext": false }, { "action": "Down", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nCOP: Hello, whats going on here. Oh its you again. Your missus was in the police station this morning with some nonsense about... Eh? Digging up a grave are you? There's something fishy going on. When I told my sargeant that your wife came in and we were burying someone who's a cataleptic and who's not dead he nearly strangled me. Said I should have taken full particulars, said I ought to charge you both with causing a public nuisance. This fella Sidney Frasier has had heart trouble for years. Sometimes an ordinary hospital had the pleasure of his company, more often than not it was a prison hospital. Our policesargant warned him he hadn't had long to live. Your wife comes in with a cockabull story we're burying him alive. As if we didn't know him. Sidney Frasier. In his day he was the finest pick pocket in Ornsby.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: Pickpocket?\nCOP: Yeah, Why only the other day we had a complaint from Mr. Maxsted that someone had stolen his wallet. Bloke accosted him at a bus stop and started running. From his description we knew it was Sid.", "endoftext": true }, { "action": "Look around", "response": "You have climbed a small hill. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here.\n\nYou are becoming very thirsty.\nYou are on the verge of collapsing, you need something to drink, NOW!!!", "endoftext": false }, { "action": "Drink", "response": "What do you want to drink?", "endoftext": false }, { "action": "Drink canteen", "response": "Refreshing!\n\nOn the radio:\nJOE: Hahahahahaha. He picked Max's pocket. He wasn't a cataleptic. He was a pickpocet. hahah\nCOP: You'd better pull yourself together. Ah now what are you doing here and why is this grave open?", "endoftext": false }, { "action": "Go northwest", "response": "You can't go that way.\n\nOn the radio:\nCARETAKER: Oh that's all right constable. Our young friend here gota bit mixed up, I opened the grave to show him he was mistaken.\nCOP: Then why did you ring the police and say there was a suspicious character lurking in the cemetery?", "endoftext": false }, { "action": "You go east", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nMr. Bellywags witnessed the collapse and had this to say: \"It was the darndest thing ya ever did see, I saw a man in a car, who not long before had been shopping at my store (off milepost 19 on the northern highway, best deals in town come and check us out), just slide right off the edge. So I gets outa my car`n look down ta see if`n he was ok. Well sir, let me tell ya what, aint nobody could survive a crash like that is was gruesome!\"", "endoftext": false }, { "action": "Drink canteen", "response": "Refreshing!\n\nOn the radio:\nPolice have identified the car as belonging to Mr. Jeffery Kramer, a local resident, his body was not found in the car.", "endoftext": false }, { "action": "You go north", "response": "On the radio:\nThe local search and rescue, which consists of one retired sea captain, claims that he has searched the forest over and has not found any sign of Mr. Kramer. Although it should be noted that our local search and rescue has never rescued anyone, and no one has actually witnessed any searches happening.\n\nThis is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.\n\nOn the radio:\nA memorial service for the late Mr. Kramer was held today, his widow, Marla, was there and willing to speak with the community on this radio station.", "endoftext": false }, { "action": "You go north", "response": "On the radio:\nMarla Kramer (or as you know her, Colleen Bitchwitch): \"We had only been married for a few months but it was the happiest months of my life, I will miss you dearly Jacob, (Reporter whispering: Jeffery), I mean Jeffery\"\n\nYou are standing beside a brook which flows from the northeast to the southwest. There are some young trees to the south.\n\nOn the radio:\nCOP: Hello, whats going on here. Oh its you again. Your missus was in the police station this morning with some nonsense about... Eh? Digging up a grave are you? There's something fishy going on. When I told my sargeant that your wife came in and we were burying someone who's a cataleptic and who's not dead he nearly strangled me. Said I should have taken full particulars, said I ought to charge you both with causing a public nuisance. This fella Sidney Frasier has had heart trouble for years. Sometimes an ordinary hospital had the pleasure of his company, more often than not it was a prison hospital. Our policesargant warned him he hadn't had long to live. Your wife comes in with a cockabull story we're burying him alive. As if we didn't know him. Sidney Frasier. In his day he was the finest pick pocket in Ornsby.", "endoftext": false }, { "action": "You fill canteen", "response": "You fill up the canteen (full) with the fresh water.\n\nOn the radio:\nJOE: Pickpocket?\nCOP: Yeah, Why only the other day we had a complaint from Mr. Maxsted that someone had stolen his wallet. Bloke accosted him at a bus stop and started running. From his description we knew it was Sid.\n\nOn the radio:\nJOE: Hahahahahaha. He picked Max's pocket. He wasn't a cataleptic. He was a pickpocet. hahah\nCOP: You'd better pull yourself together. Ah now what are you doing here and why is this grave open?", "endoftext": false }, { "action": "Go northeast", "response": "On the radio:\nCARETAKER: Oh that's all right constable. Our young friend here gota bit mixed up, I opened the grave to show him he was mistaken.\nCOP: Then why did you ring the police and say there was a suspicious character lurking in the cemetery?\n\nYou are standing at the base of a cliff. At the top of the cliff is the highway you were driving on. There appears to be no way to climb this cliff. A brook is coming out of a opening at the base of the cliff and flows southwest. There is also forest to the south. A few head-sized stones are here also.\n\nOn the radio:\nCARETAKER: Well it seems I was mistaken, thats all constable. In fact we were both mistaken. Weren't we young man? Haha, Pickpocket hoho Cataleptics.\n\nThe sun is beginning to set and it's getting considerably colder.", "endoftext": false }, { "action": "You examine the stones", "response": "They're just stones, big deal.\n\nOn the radio:\nJOE: Hahahaha\nHOST: Well, well, well. Someone should have told Joe Alish that\nlifting wallets off cataleptic gentlemen is a most grave offense. In fact it is likely to inccur a most stiff penalty.\n\nOn the radio:\nADVERTISMENT: Get Three Fives. Get the Taste. Three Fives by State Express. Get the taste of international success. The taste that's uniquely Three Fives. Only when no expense is spared in its making can a cigarette taste so light, so smooth, so satisfying. Three Fives. Get the taste. The taste that State Express has created for you. The taste that has made Three Fives the king size cigarette of international success. Get Three Fives. Get the taste.\nHOST: This is your host back again. Just a reminder of our rendevous next week. Where are we going? Through the Creaking Door of course.", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nHOST: Good evening friends of the Creaking Door. The Creaking Door is open so do come in.\n\nYou are on an overgrown trail. From here you can go north, and southwest. You see an old moss covered fallen tree here.\n\nOn the radio:\nHOST: Feeling the chill of these winter evenings? Wait until you're with us a little, you'll freeze with fear.", "endoftext": false }, { "action": "You examine Tree", "response": "It's covered in moss and a part of it is raised off the ground a bit.\n\nOn the radio:\nMarla Kramer will get on her feet with the help of a life insurance policy from URS insurance which has been paid to her, despite the lack of solid proof of Jeffery's death.\n\nOn the radio:\nNARRATOR: The cemetery caretaker and the ashen face, trembling young man make an odd pair as they stand by an open grave under the pale moon. In the grave itself is a coffin. The lid has been pryed open and inside, the corpse of a middle aged man. The caretaker warns -", "endoftext": false }, { "action": "You look under Tree", "response": "Nope, no more twigs under here!\n\nOn the radio:\nBreaking news this hour, the rain storm and flash flood we experienced recently has resulted in the collapse of the old wooden bridge on the southern highway.", "endoftext": false }, { "action": "You go to the south-west", "response": "On the radio:\nCARETAKER: Oh I've heard about blokes like you. Read about grave robbers. I never thought I'd come across one. Here, I've sent for the cops young man. Don't you try any rough stuff, I'm a match for you any day.\n\nThis is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.\n\nOn the radio:\nJOE: But you don't understand. I've tried to save his life and now its too late", "endoftext": false }, { "action": "You go to the south", "response": "On the radio:\nCARETAKER: Now don't you give me that. This fellow was given a decent Christian burial. You've desecrated his&\n\nYou have climbed a small hill. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here.\n\nOn the radio:\nJOE: Desecrated you say. Isn't it desecration to bury a man while he's still alive?", "endoftext": false }, { "action": "Go south", "response": "On the radio:\nCARETAKER: Eh, eh. What's he talking about? You don't think people go around being buried alive these days do you? I don't know what to make of you. I watched you this afternoon; I thought you looked a bit, peculiar. I didn't know what you were doing at a pauper's burial.\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nJOE: He shouldn't have had a pauper's burial. He shouldn't have been buried at all. I could have saved him.\n\nThe sun has set, you find it hard to see and every shadow looks like it might be a vicious animal.", "endoftext": false }, { "action": "You go to the west", "response": "On the radio:\nCARETAKER: You'd better think up a good story. Something told me that you were up to no good. Nah, don't you try any rough stuff, I already warned you. I watched you; the police are on their way. Breaking open a coffin like that. Eh, I knew you were up to something but I never thought&\n\nThere is a large pile of dead wood here.\n\nOn the shortwave:\nIf you can hear this transmission try responding by talking into your shortwave\n\nOn the radio:\nCrews are doubling their efforts to complete the new bridge, and it is expected to be operational in a few months.", "endoftext": false }, { "action": "You take Wood", "response": "You have gathered up some of the shack's wood, leaving behind some.", "endoftext": false }, { "action": "You go west", "response": "You can't go that way.\n\nOn the radio:\nJOE: It's because, because I let him get buried alive and I was ashamed. Let him get buried alive for a measly fifty pounds. Now he's dead.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way.\n\nOn the radio:", "endoftext": false }, { "action": "You talk into Shortwave", "response": "Mr. Bellywags witnessed the collapse and had this to say: \"It was the darndest thing ya ever did see, I saw a man in a car, who not long before had been shopping at my store (off milepost 19 on the northern highway, best deals in town come and check us out), just slide right off the edge. So I gets outa my car`n look down ta see if`n he was ok. Well sir, let me tell ya what, aint nobody could survive a crash like that is was gruesome!\"\n\n>I didn't understand that sentence.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nOn the radio:\nCARETAKER: Hey, did you come out of a loony bin or something? Now that I get a better look at you, you don't look like no grave robber", "endoftext": false }, { "action": "Go east", "response": "On the radio:\nJOE: I'm not, listen..\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the radio:\nCARETAKER: What's he to you this fellow we buried today?", "endoftext": false }, { "action": "You go south", "response": "On the radio:\nPolice have identified the car as belonging to Mr. Jeffery Kramer, a local resident, his body was not found in the car.\n\nThis appears to be an old logging road. The road stretches on to the southwest. A massive fallen oak tree blocks the path.\n\nOn the radio:\nJOE: Nothing, except I'm responsible for his death. I touched him. He's cold& cold as death.", "endoftext": false }, { "action": "You use the axe", "response": "I'm not a rocket scientist, if you want to be more helpful about how I should go about using the axe maybe I can help you.\n\nOn the radio:\nCARETAKER: He's only been in the ground a few hours; they don't stay cold like that. Sometimes we get an exhumation order, we have to dig \"em up. You'd be surprised how cold they get.\n\nOn the radio:\nJOE: He is dead isn't he? I brought this mirror with me, there's no breath. Look.", "endoftext": false }, { "action": "Chop tree with axe", "response": "the axe is unable to cut a tree this size.\n\nOn the radio:\nThe local search and rescue, which consists of one retired sea captain, claims that he has searched the forest over and has not found any sign of Mr. Kramer. Although it should be noted that our local search and rescue has never rescued anyone, and no one has actually witnessed any searches happening.", "endoftext": false }, { "action": "Go southwest", "response": "What do you want to cut Shack Wood with?\n\nOn the radio:\nA memorial service for the late Mr. Kramer was held today, his widow, Marla, was there and willing to speak with the community on this radio station.\n\n>The massive fallen oak tree blocks your path.\n\nOn the radio:\nCARETAKER: Hehehe, I don't have to look. He's been in the municipal morgue for two days; he's given a pauper's burial. Now then what's this all about young man. I want to go home. He was dead all right when they buried him.", "endoftext": false }, { "action": "You go to the east", "response": "You can't go that way.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: But not when the ambulance took him to the morgue. You see I know.", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nCARETAKER: You know? Oh was he a relative of yours?\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are becoming very thirsty.\n\nOn the shortwave:\nI can tell that you are trying to talk because I'm picking up a carrier wave from you\n\nOn the radio:\nJOE: I didn't even know he existed until 2 days ago. I'd been trapped in the streets looking for work. I didn't want to go home. If you can call that one room Lil and I occupy a home. It was still ringing in my ears the things she shouted at me as I left there& (the scene fades out)", "endoftext": false }, { "action": "Drink canteen", "response": "Refreshing!\n\nOn the radio:\nMarla Kramer (or as you know her, Colleen Bitchwitch): \"We had only been married for a few months but it was the happiest months of my life, I will miss you dearly Jacob, (Reporter whispering: Jeffery), I mean Jeffery\"", "endoftext": false }, { "action": "You go east", "response": "On the radio:\nLIL: I've come to the end of my tether. I've pawned everything. Look, look even the wedding ring you slipped on my finger in the church. What did he say, and all thy worldly goods. Ha that's a laugh, you were going to share all your worldly goods were you? Well if you don't get some money or a job I'm walking out on you. Do you hear? I'm walking out on you and I'll go and live with my sister. At least I'll get some warmth and three square meals a day.\n\nYou are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. You think you saw a rabbit run by, but it was so quick it could have been your imagination. You also see here a trap.\n\nOn the radio:\nJOE: Aw don't say that Lil. Was it my fault I fell sick and couldn't work in the factory any more. I've tried dear I really have. Everywhere I go they look at me and say no vacancies.\n\nWhat was that?! Did you hear that? You are starting to get a little freaked out by the noises of the nocternal wildlife.", "endoftext": false }, { "action": "You examine the trap", "response": "A rudimentary trap which, if left in the field, might catch that wabbit, err... rabbit.\n\nOn the radio:\nLIL: Not my fault either. I warn you, I can't take much more of this.\n\nOn the radio:\nMarla Kramer will get on her feet with the help of a life insurance policy from URS insurance which has been paid to her, despite the lack of solid proof of Jeffery's death.", "endoftext": false }, { "action": "You look in the trap", "response": "On the radio:\nBreaking news this hour, the rain storm and flash flood we experienced recently has resulted in the collapse of the old wooden bridge on the southern highway.\n\nThe trap is empty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: I know honey I know, I'll get something today I promise.", "endoftext": false }, { "action": "Open Shortwave", "response": "The backing of the shortwave isn't intended to be opened, if you are to open it up you'll have to tell me how to do that.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: It was a promise I couldn't keep. Pounding the pavement. Watching the dislike and fear in the eyes of the world as I passed by. Fear that one day they might become like me. And then I see him. I was coming to Duke's Lane, nothing on either side except a huge brick wall. He was a short fat little man. Our steps blurred in the quiet thoroughfare.\nWhat was he stopping for? Was he taking caution? Did he think me a gangster or something? I suppose I looked like something that had crawled out of a piece of cheese.", "endoftext": false }, { "action": "You open Shortwave with the needle", "response": "You are unable to break open the backing of The Shortwave using the needle.\n\nYou have smashed open the backing of The Shortwave, revealing a red wire and a black wire.\n\nOn the radio:\nCrews are doubling their efforts to complete the new bridge, and it is expected to be operational in a few months.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nSHORT FAT MAN: Gasps. Choking sounds.\n(the sound of running footsteps)", "endoftext": false }, { "action": "You look at the red wire", "response": "The red wire is soldered to the circuit board, as well as the antenna post.\n\nOn the radio:\nJOE: Governor, are you all right? He can't be. He's conked out. There doesn't seem to be any breathing. I wonder who he is. He must have something in his pocket. Blimey, look at all this money. Must be fifty quid here at least. Poor swine, what good is his money now? I'd better call a cop.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: (distant) Well if you don't get some money or a job I'm walking out on you. Do you hear? I'm walking out.", "endoftext": false }, { "action": "You look at the black wire", "response": "The black wire is soldered to the circuit board, as well as the antenna post.\n\nOn the radio:\nJOE: There's nothing anyone can do for this poor swine. They'll find him soon enough. What does a guy do in a case like this? Beat it you fool, beat it with the first decent money you've had in months. Somebody will find him. Run!\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\n(the sound of running footsteps ... and then ... a door opening)\nJOE: Lil.\nLIL: Joe, Joe you got some money.", "endoftext": false }, { "action": "You eat the trail mix", "response": "Yummy!\n\nOn the radio:\nJOE: That's right Lil, two five pound notes, thirteen one pound notes and the rest in ten bob notes. It all adds up, adds up very nicely, fifty quid in all.", "endoftext": false }, { "action": "You turn off radio", "response": "You switch the radio off.", "endoftext": false }, { "action": "You turn on Shortwave", "response": "That's already on.\n\nOn the shortwave:\nBut I'm not receiving any audio", "endoftext": false }, { "action": "You put the berries in the trap", "response": "You put berries into the trap.", "endoftext": false }, { "action": "You go to the east", "response": "It is pitch black and you can't see a thing.\nOn the shortwave:\nI am going to take a shot in the dark and assume you are the one on the cliff that has that fire going.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nShack Wood\na stash of acorns\nmushrooms\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You look at the flashlight", "response": "On the shortwave:\nIf so, keep your fire going, I have been think'n about going up there to see what's up with all the smoke\n\n>A small flashlight barely projecting any photons at all!\n\nThe flashlight is currently switched off.", "endoftext": false }, { "action": "You examine the fire", "response": "The firepit is burning, providing heat and a constant upward stream of smoke which hopefully someone will notice. The fire is also smoldering pretty well.", "endoftext": false }, { "action": "Shout", "response": "You shout for help, but did anyone hear?", "endoftext": false }, { "action": "You turn on the radio", "response": "On the radio:\nLIL: Oh Joe hunny. Aye, how did you get this money? You didn't go and do anything silly did you?\nJOE: Just like what? Rob a bank? I wouldn't know where to start.\n\nYou switch the radio on.\n\nOn the radio:\nLIL: But, but how did you get it?\nJOE: You'll never believe it. Remember I told you when I was in the sanatorium there was this fellow there with the same lung trouble by the name of Ted Brown.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch on the flashlight but no light comes, it appears that you have depleated the batteries, dejected you have switched off the flashlight again.\n\nOn the radio:\nLIL: Yes\nJOE: Well I lent him a quid.\nLIL: You lent him a quid? While I was&", "endoftext": false }, { "action": "Wait", "response": "On the radio:\nJOE: Well I was still drawing my wages wasn't I? We didn't know that the doctor wouldn't let me go back to the factory. Wasn't so bad then. LIL: All right, what about this Ted Brown?\n\nTime passes.\n\nOn the radio:\nJOE: Well I meet him in the street see; he says he's been looking for me everywhere, wanted to repay me the quid.\nLIL: Go on.\nJOE: Well we goes into a pub to have a drink, there was a bookie there and Ted says he has a hot tip, fifty to one. It won Lil, fifty smackers", "endoftext": false }, { "action": "Sleep", "response": "You need to find some place suitable to sleep, and something suitable to sleep on.\n\nYou are becoming very thirsty.\n\nOn the radio:\nLIL: Oh Joe, fifty smackers! Oh I love you!\nJOE: Lil went to get some groceries and a couple bottles of beer. I\nsat on the bed and had a further look at the wallet. Having taken the money out I thought it'd be empty. There were two pockets both with plastic windows. The first held a card that said Harold Maxsted, Twenty Six Fairly Street, Ornsby. Then I looked at the second plastic window. There were strange words printed on a white card. It said: I am not dead, I a subject to a form of Cataleptic Illness which may appear to cause death. If I am found please inform Doctor Alfred Miller, Ornsby, 6641.", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 10:10 pm\n\nOn the radio:\nJOE: No, No it can't be. Not dead. Cataleptic. What have I done? What have I done? They'll think he's, I must telephone. But Lil, she'll wonder where I've gone. I've given her all my money.\n(the sound of a door opening)\n\nYou are becoming very thirsty.\n\nOn the radio:\nLIL: Here all right, I got a bit. Take these bottles from me will you? Joe, what is it?\nJOE: What time is it Lil?\nLIL: I don't know, the pub's just opened. I'd say about sixish, why?", "endoftext": false }, { "action": "You read chapter one", "response": "Chapter One - Shelters\n\nIt can take a long time to make a good shelter. Afterwards you will want to make a fire and that will take time as well. If you don't think you have enough time to pull it off, you should try to find a ready-made shelter.\n\nQuick and dirty shelters include: A cave, a hole (if you have a shovel you can make one) it's not pretty but it will keep the wind off of you, pointless in the rain though, or a hollowed out tree (as good as a cave, but smaller).\n\nmaterials. Aside from a roof to keep rain off of you, you should consider what you will sleep on. You will want some place dry, and to make it difficult for insects to get to you. Some boards raised up by some stones might do the trick, although some creepy crawlies will manage to get up the stones and around the boards it at least makes it diffcult.\n\nFlying insects can be kept at bay by the smoke of a nearby campfire just outside of your sleeping area, which you'll want to have anyway for your own warmth. See Chapter Three for information about fires.\n\nthe roof support and leaning logs against it. Then fasten the tarp or other covering to those logs. If you don't have any covering you can use branches from pine trees, cut them off with a knife and tie each branch to your logs.\n\nOn the radio:\nJOE: Give me ten bob. Do you have any change? I need some silver. I have to telephone. I won't be long.\nLIL: What is it?\nJOE: I just have to telephone someone.\n\nYou are becoming very thirsty.\n\nOn the radio:\nLIL: You're not going gambling are you? You haven't got the bug? You're not betting on tomorrow's races or anything like that are you Joe? There are all those bills to be paid\nJOE: I know Love, I know. No I'm not gambling but I need it please. I'll be back in a little while. It's just that. Please Lil.", "endoftext": false }, { "action": "You read the chapter four", "response": "Chapter Four - Rescue\n\nRescue depends on one simple principal: You coming on contact with others!\n\nThis can be achieved in one of two ways, and it is best to try both as much as possible.\n\nFirst, try to make yourself visible as much as possible. Try\narranging rocks in the form of an arrow in the direction of your travel. This will not only help others find you but should keep you from running around in circles.\n\nKeeping a fire going is essential, fires produce smoke and smoke may\nbe the only sign of your existance that's visible over the tree-line.\nA smokey fire will greatly enhance your odds of being rescued. Once you have a fire going put some smoldering material on the fire, such as dry leaves, which don't burn well but do cause a lot of smoke.\n\nOf course, it would be ideal if you could simply talk to civilization. Cell phones are usually not useable in remote areas however shortwave radios may be helpful. Small portable radios may not transmit very far, especially when their batteries are weak or they have ineffective antennas. But there are things you can do to increase the transmition radius: If you could break open such a radio and solder on some other kind of antenna (such as a copper wire) to the antenna leads then perhaps you could make yourself heard.\n\nDoing these things will increase your chances of being seen but they aren't a guarantee. You should try to find civilization rather than simply waiting to be rescued. If you see a source of water, follow it, towns and cities are always formed along rivers and small mountain streams often flow into rivers. Certainly if you see any power lines then following them is a good bet, however they can go on for many miles without entering a town.\n\nOn the radio:\nLIL: All right. Here.\n\nYou are becoming very thirsty.\n\nOn the radio:\n(Banging noises)\nLIL: Joe!\n(the sound of a door opening)", "endoftext": false }, { "action": "Go northeast", "response": "On the radio:\nMr. Bellywags witnessed the collapse and had this to say: \"It was the darndest thing ya ever did see, I saw a man in a car, who not long before had been shopping at my store (off milepost 19 on the northern highway, best deals in town come and check us out), just slide right off the edge. So I gets outa my car`n look down ta see if`n he was ok. Well sir, let me tell ya what, aint nobody could survive a crash like that is was gruesome!\"\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: It's all right love.\n(the sound of a door closing)", "endoftext": false }, { "action": "Go north", "response": "On the radio:\nJOE: Would I be too late with the phone call? Would they bury this poor guy without knowing he was a cataleptic? Thinking he was dead.\n(The sound of change going into payphone and dialing)\n\nIt is pitch black and you can't see a thing.\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: This would be the number of the doctor in the wallet.\n(The sound of a phone ringing)", "endoftext": false }, { "action": "You go north", "response": "On the radio:\nPolice have identified the car as belonging to Mr. Jeffery Kramer, a local resident, his body was not found in the car.\n\nIt is pitch black and you can't see a thing.\nYou are becoming very thirsty.\n\nOn the radio:\nMAN'S VOICE: Hello\nJOE: Can I speak to Dr. Miller please?\nMAN'S VOICE: Dr. Miller has gone abroad he's been away for the past\nsix weeks.", "endoftext": false }, { "action": "You go to the north", "response": "On the radio:\nJOE: Abroad, oh no. Have you taken over his practice sir?\nMAN'S VOICE: No, no I'm not a medical man but if you're in need of a doctor there must be plenty&\n\nIt is pitch black and you can't see a thing.\nYou are becoming very thirsty.\n\nOn the radio:\nJOE: No, No it isn't that. You don't know which hospital Dr. Miller was at?\nMAN'S VOICE: I'm afraid I can't help you. I must go, my wife is shouting, dinner is on the table.", "endoftext": false }, { "action": "Go upwards", "response": "On the radio:\nThe local search and rescue, which consists of one retired sea captain, claims that he has searched the forest over and has not found any sign of Mr. Kramer. Although it should be noted that our local search and rescue has never rescued anyone, and no one has actually witnessed any searches happening.\n\nIt is pitch black and you can't see a thing.\nOn the radio:\nJOE: I'm sorry. Thank you.\nJOE: And then another thought seeped into my brain. Under ground, a long wooden box and a man being buried, being buried alive and a shovel heaping earth on the wooden boards.", "endoftext": false }, { "action": "You examine Car", "response": "An old but trusty car, it has only left you stranded once but you find it difficult to remember that incident as it hasn't occured yet. On the back of the car is a bumper sticker.\n\nOn the radio:\n(The sound of flipping pages)\nJOE: There must be a Maxsted in the telephone directory.\nJOE: There was, fourteen Maxsteds, everyone alive and bad tempered.\n\nOn the radio:\nMAXSTED: No I have no relatives who suffer from a cataleptic illness. Perhaps there are a few other Maxsteds in the book, try them.\nJOE: I have, you're Mr. Zacharia Maxsted, you're the last on the list. MAXSTED: Well I can't help you.", "endoftext": true }, { "action": "Go downward", "response": "On the radio:\nJOE: What now? Do I go along to the police and say, Look I stole a man's wallet, someone might be shoving him into six foot of earth. What do I do? I decided to sleep on it. Sleep? That's a laugh.\nJOE:(in his sleep) Uh, buried alive. Love you Lil. Love. Please, pinching white..\n\nIt is pitch black and you can't see a thing.\nOn the radio:\nHAROLD MAXSTED: They're putting me in a wooden box and its your fault Joe Alish. I'm struggling for breath. They're going to bury me, bury me deep. Not deep enough Joe. Get me out of this or I will make you suffer, here on earth and in the beyond.", "endoftext": false }, { "action": "Go northeast", "response": "On the radio:\nADVERTISMENT: Get Three Fives. Get the Taste. Three Fives by State Express. Get the taste of international success. The taste that's uniquely Three Fives. Only when no expense is spared in its making can a cigarette taste so light, so smooth, so satisfying. Three Fives. Get the taste. The taste that State Express has created for you. The taste that has made Three Fives the king size cigarette of international success. Get Three Fives. Get the taste.\n\nIt is pitch black and you can't see a thing.\nOn the radio:\nA memorial service for the late Mr. Kramer was held today, his widow, Marla, was there and willing to speak with the community on this radio station.", "endoftext": false }, { "action": "You go south", "response": "On the radio:\nMarla Kramer (or as you know her, Colleen Bitchwitch): \"We had only been married for a few months but it was the happiest months of my life, I will miss you dearly Jacob, (Reporter whispering: Jeffery), I mean Jeffery\"\n\nIt is pitch black and you can't see a thing.\nOn the radio:\nNARRATOR: Well, well, well. Joe Alish had better do something about it pretty soon. Otherwise the poor unfortunate cataleptic gentlemen will be stiff with the cold. But let us see what he does do.\n\nExhausted you pass out. Cold, hungry, thirsty, and still shaken up from the accident you have a horrible night's sleep.\n\nIt certainly wasn't the kind of sleep you're used to, but it did you some good anyway. A new day has arrived, maybe you will be rescued this day.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the base of a cliff. At the top of the cliff is the highway you were driving on. There appears to be no way to climb this cliff. A brook is coming out of a opening at the base of the cliff and flows southwest. There is also forest to the south. A few head-sized stones are here also.\n\nThe sun is once again shining brightly.", "endoftext": false }, { "action": "You combine the stones", "response": "What do you want to combine stones with?", "endoftext": false }, { "action": "You go south", "response": "You are on an overgrown trail. From here you can go north, and southwest. You see an old moss covered fallen tree here.", "endoftext": false }, { "action": "You go to the east", "response": "You are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. A rabbit has been caught in the trap. In a trap is berries.", "endoftext": false }, { "action": "You go southwest", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. A grizzly bear is sleeping here, on the rocky slab. A firepit is here, unlit.", "endoftext": false }, { "action": "You wake bear", "response": "(Not quite seeing the wisdom of this action, but okay...)\nYou gently nudge the bear and it begins to stir. An eye of startlement is now gazing at you, acompanied by a low growl.\n\nThere's no time to stop and try listening to The Shortwave! The grizzly bear catches up with you and attacks you viciously. You thought a death like this would hurt more but apparently pain doesn't set in until after the fact and in this case there is no \"after the fact\" for you.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na trap\nberries\na rabbit\nShack Wood\na stash of acorns\nmushrooms\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You go north", "response": "This is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east.\n\nOn the shortwave:\n...and I can see from here that the bridge was taken out by that down-pour!", "endoftext": false }, { "action": "Cut Wood", "response": "What do you want to cut Shack Wood with?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na trap\nberries\na rabbit\nShack Wood\na stash of acorns\nmushrooms\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the shortwave:\n(static)", "endoftext": false }, { "action": "You go to the southeast", "response": "You are in a large tree which seems to be living healthily despite the fact that the first 7 feet or so off the ground is hollow. This place might serve as an okay shelter but for the fact that the ground is wet and mucky.", "endoftext": false }, { "action": "You make the firepit", "response": "Okay, you have put together a nice little firepit in which you can put combustible materials. You will then need to light the fire with something.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You put the needles in the firepit", "response": "You've thrown needles into the firepit, it won't catch fire but it will help the fire smoke more and maybe someone will spot the smoke.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You put the cones in the firepit", "response": "You've thrown pine cones into the firepit, it won't catch fire but it will help the fire smoke more and maybe someone will spot the smoke.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na trap\nberries\na rabbit\nShack Wood\na stash of acorns\nmushrooms\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You put sheckly Book in the firepit", "response": "the Sheckly Book isn't something you should burn, trust me.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You put the cash in the firepit", "response": "$179.80 in cash isn't something you should burn, trust me.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You get all from firepit", "response": "pine cones: Taken.\nneedles: Taken.\n\nYou are becoming very thirsty.", "endoftext": true }, { "action": "Look around", "response": "It is pitch black and you can't see a thing.\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nShack Wood\na stash of acorns\nmushrooms\nberries\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nOn the radio:\nSHORT FAT MAN: Gasps. Choking sounds.\n(the sound of running footsteps)\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: Governor, are you all right? He can't be. He's conked out. There doesn't seem to be any breathing. I wonder who he is. He must have something in his pocket. Blimey, look at all this money. Must be fifty quid here at least. Poor swine, what good is his money now? I'd better call a cop.", "endoftext": false }, { "action": "Go west", "response": "On the radio:\nLIL: (distant) Well if you don't get some money or a job I'm walking out on you. Do you hear? I'm walking out.\n\nIt is pitch black and you can't see a thing.\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: There's nothing anyone can do for this poor swine. They'll find him soon enough. What does a guy do in a case like this? Beat it you fool, beat it with the first decent money you've had in months. Somebody will find him. Run!", "endoftext": false }, { "action": "You go southwest", "response": "On the radio:\n(the sound of running footsteps ... and then ... a door opening)\nJOE: Lil.\nLIL: Joe, Joe you got some money.\n\nIt is pitch black and you can't see a thing.\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: That's right Lil, two five pound notes, thirteen one pound notes and the rest in ten bob notes. It all adds up, adds up very nicely, fifty quid in all.", "endoftext": false }, { "action": "You examine the fire", "response": "The firepit is burning, providing heat and a constant upward stream of smoke which hopefully someone will notice. The fire is also smoldering pretty well.\n\nOn the radio:\nLIL: Oh Joe hunny. Aye, how did you get this money? You didn't go and do anything silly did you?\nJOE: Just like what? Rob a bank? I wouldn't know where to start.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: But, but how did you get it?\nJOE: You'll never believe it. Remember I told you when I was in the sanatorium there was this fellow there with the same lung trouble by the name of Ted Brown.", "endoftext": false }, { "action": "Sleep", "response": "You need to find some place suitable to sleep, and something suitable to sleep on.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: Yes\nJOE: Well I lent him a quid.\nLIL: You lent him a quid? While I was&", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 9:36 pm\n\nOn the radio:\nJOE: Well I was still drawing my wages wasn't I? We didn't know that the doctor wouldn't let me go back to the factory. Wasn't so bad then. LIL: All right, what about this Ted Brown?\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nJOE: Well I meet him in the street see; he says he's been looking for me everywhere, wanted to repay me the quid.\nLIL: Go on.\nJOE: Well we goes into a pub to have a drink, there was a bookie there and Ted says he has a hot tip, fifty to one. It won Lil, fifty smackers", "endoftext": false }, { "action": "You listen to Shortwave", "response": "On the radio:\nLIL: Oh Joe, fifty smackers! Oh I love you!\nJOE: Lil went to get some groceries and a couple bottles of beer. I\nsat on the bed and had a further look at the wallet. Having taken the money out I thought it'd be empty. There were two pockets both with plastic windows. The first held a card that said Harold Maxsted, Twenty Six Fairly Street, Ornsby. Then I looked at the second plastic window. There were strange words printed on a white card. It said: I am not dead, I a subject to a form of Cataleptic Illness which may appear to cause death. If I am found please inform Doctor Alfred Miller, Ornsby, 6641.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You get on the slab", "response": "On the radio:\nJOE: No, No it can't be. Not dead. Cataleptic. What have I done? What have I done? They'll think he's, I must telephone. But Lil, she'll wonder where I've gone. I've given her all my money.\n(the sound of a door opening)\n\nYou get onto the rocky slab.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.\n\nOn the radio:\nLIL: Here all right, I got a bit. Take these bottles from me will you? Joe, what is it?\nJOE: What time is it Lil?\nLIL: I don't know, the pub's just opened. I'd say about sixish, why?", "endoftext": false }, { "action": "Sleep", "response": "It certainly wasn't the kind of sleep you're used to, but it did you some good anyway. A new day has arrived, maybe you will be rescued this day.\nOn the shortwave:\nBut I'm not receiving any audio\n\nThe sun is once again shining brightly.", "endoftext": false }, { "action": "Light firepit", "response": "What do you want to ignite the fire with?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nShack Wood\na stash of acorns\nmushrooms\nberries\npine cones\nneedles\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (3/4 full)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na calendar\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You put the calendar in the fire", "response": "You've thrown the calendar (as kindling) into the firepit.", "endoftext": false }, { "action": "You chop Wood with axe", "response": "You use your axe to cut up Shack Wood into small sticks which should serve as kindling.", "endoftext": false }, { "action": "Chop sticks with axe", "response": "You use your axe to cut up small sticks into a small pile of wood shavings which should serve as tinder.", "endoftext": false }, { "action": "You put the shavings in the fire", "response": "You've thrown wood shavings (as tinder) into the firepit.", "endoftext": true }, { "action": "Look around", "response": "The Cave (on the rocky slab)\nThis is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A firepit is here, unlit. In the firepit are wood shavings and calendar.", "endoftext": false }, { "action": "Go northeast", "response": "(first getting off the rocky slab)\n\nYou are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.", "endoftext": false }, { "action": "You go to the west", "response": "There is a large pile of dead wood here.", "endoftext": false }, { "action": "Go southwest", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A firepit is here, unlit. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. A grizzly bear is sleeping here, on the rocky slab. In the firepit are wood shavings and calendar.", "endoftext": false }, { "action": "You put Shack Wood in the fire", "response": "You've thrown Shack Wood (as primary fuel) into the firepit.", "endoftext": false }, { "action": "Light fire", "response": "What do you want to ignite the fire with?", "endoftext": false }, { "action": "You light fire with lighter", "response": "You ignite the firepit with the cigarette lighter.", "endoftext": true }, { "action": "Look around", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. A grizzly bear is sleeping here, on the rocky slab. A firepit is here, buring brightly.", "endoftext": false }, { "action": "You put the needles on the fire", "response": "Okay you put needles on the firepit and it seems to be smoldering, causing a lot more smoke. Good that should increase your visibility\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Go northeast", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Go east", "response": "You are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. A rabbit has been caught in the trap. You also see here a trap.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You get the rabbit", "response": "Taken.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You eat the rabbit", "response": "He's plainly inedible.", "endoftext": false }, { "action": "Skin rabbit", "response": "(with the axe)\nIt would be too cruel to skin the rabbit alive!", "endoftext": false }, { "action": "Skin rabbit", "response": "(with the axe)\nIt was a messy job but you have two new things to show for it: Meat and Fur!", "endoftext": false }, { "action": "You cook the rabbit", "response": "Which do you mean, rabbit fur or raw rabbit meat?", "endoftext": false }, { "action": "You cook the rabbit meat", "response": "Man that looks good!", "endoftext": false }, { "action": "You eat the rabbit", "response": "Which do you mean, cooked rabbit meat or rabbit fur?", "endoftext": false }, { "action": "You eat the rabbit meat", "response": "You have eaten cooked rabbit meat and feel a bit energized.", "endoftext": false }, { "action": "You examine rabbit fur", "response": "This rabbit fur would make a nice cap to keep your head warm.", "endoftext": false }, { "action": "You wear the rabbit fur", "response": "You'll have to stitch it into a cap first.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ncooked rabbit meat\nrabbit fur\na stash of acorns\nmushrooms\nberries\npine cones\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (1/2 full)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You go northeast", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.", "endoftext": false }, { "action": "Go east", "response": "You are in a large open field with dense forest surrounding it. You can leave to the west but there are no other exits. You also see here a trap.", "endoftext": false }, { "action": "You disassemble the trap", "response": "Okay you have disassembled the trap into it's component parts; vines and metal coat hanger.", "endoftext": false }, { "action": "Open Shortwave", "response": "The backing of the shortwave isn't intended to be opened, if you are to open it up you'll have to tell me how to do that.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You open Shortwave with the needle", "response": "You are unable to break open the backing of The Shortwave using the needle.\n\nYou have smashed open the backing of The Shortwave, revealing a red wire and a black wire.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You combine the hanger with the red wire", "response": "How can you combine things you aren't even holding?\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You examine the red wire", "response": "The red wire is soldered to the circuit board, as well as the antenna post.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You eat the rabbit", "response": "Which do you mean, cooked rabbit meat or rabbit fur?", "endoftext": false }, { "action": "You eat the cooked rabbit", "response": "You have eaten cooked rabbit meat and feel a bit energized.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You examine the black wire", "response": "The black wire is soldered to the circuit board, as well as the antenna post.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You get the red wire", "response": "the red wire is firmly soldered to the post, you'll not be able to just rip it off.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Unsolder red wire", "response": "What do you want to unsolder the red wire with?", "endoftext": false }, { "action": "You put the needle in the fire", "response": "Holding the needle to the hot charcoal, it is now heated. Whatever you're going to do, do it fast because your fingers are burning right about now!\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Unsolder red wire with needle", "response": "In an instant the solid metal blob of solder melts into liquid, you seize the opportunity to yank the red wire out from the post.\nAnd just in time, the needle has cooled.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You examine the red wire", "response": "The red wire is soldered to the circuit board.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You put the hanger in the fire", "response": "Holding the metal coat hanger to the hot charcoal, it is now heated. Whatever you're going to do, do it fast because your fingers are burning right about now!", "endoftext": false }, { "action": "You put the needle in the fire", "response": "Holding the needle to the hot charcoal, it is now heated. Whatever you're going to do, do it fast because your fingers are burning right about now!", "endoftext": false }, { "action": "Unsolder black wire", "response": "What do you want to unsolder the black wire with?", "endoftext": false }, { "action": "Needle", "response": "In an instant the solid metal blob of solder melts into liquid, you seize the opportunity to yank the black wire out from the post.\nAnd just in time, the needle has cooled.", "endoftext": false }, { "action": "You examine Shortwave", "response": "A hand-held shortwave radio with a small antenna. The small, and pretty much useless, antenna extends only a few inches. It goes into a post at the top of the radio. Inside the radio, under the post, you see red wire and black wire\n\nThe Shortwave is currently switched on.\n\nOn the shortwave:\nI am going to take a shot in the dark and assume you are the one on the cliff that has that fire going.", "endoftext": false }, { "action": "You put the cones on the fire", "response": "Okay you put pine cones on the firepit and it seems to be smoldering, causing a lot more smoke. Good that should increase your visibility", "endoftext": false }, { "action": "You twist the red wire", "response": "It is fixed in place.", "endoftext": false }, { "action": "You connect red wire", "response": "What do you want to connect the red wire to?", "endoftext": false }, { "action": "You connect the red wire to the black wire", "response": "You obviously have no idea what you're doing! You need to create a BIG antenna, not a tiny one which only runs the distance of the red wire and the black wire!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na metal coat hanger\nvines\nrabbit fur\na stash of acorns\nmushrooms\nberries\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (1/4 full)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You open the radio", "response": "That's not something you can open.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You open the radio with needle", "response": "That doesn't seem to be something you can unlock.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Examine watch", "response": "the watch reads 12:09 pm", "endoftext": false }, { "action": "Go northeast", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nOn the shortwave:\nIf so, keep your fire going, I have been think'n about going up there to see what's up with all the smoke", "endoftext": false }, { "action": "You go to the south-west", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. A grizzly bear is sleeping here, on the rocky slab. A firepit is here, buring brightly.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 12:36 pm", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na metal coat hanger\nvines\nrabbit fur\na stash of acorns\nmushrooms\nberries\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (empty)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "About you", "response": "You feel a perpetual hunger at this point in your life, You feel you have enough energy for another 240 minutes. You feel an unquenchable thirst at this point in your life, You feel you have enough strength for another 340 minutes.\nYou look a lot like the person on the driver's license in your wallet.\n\nOn the shortwave:\n...and I can see from here that the bridge was taken out by that down-pour!", "endoftext": false }, { "action": "You put the hunger in the fire", "response": "hunger isn't something you should burn, trust me.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You eat the mushrooms", "response": "Yuk!\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": true }, { "action": "Look around", "response": "This is a small cave, it doesn't go anywhere. Also if you manage to start a fire in here the stone walls should radiate the heat back at you. A rocky slab is the only part of the floor of the cave that is raised up out of the muck and mud. A grizzly bear is sleeping here, on the rocky slab. A firepit is here, buring brightly.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You look at fire", "response": "The firepit is burning, providing heat and a constant upward stream of smoke which hopefully someone will notice. The fire beams a sinister smile at you. The fire is also smoldering pretty well.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You go northeast", "response": "You are in the old growth forest. This is obvious by the height and diameter of the trees. The ground is covered with a thick layer of various bits shed from the trees over the eons.\nIt looks like you could go almost anywhere from here.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You go north", "response": "You have climbed Mt. Everest. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here. A small blue frog, well groomed and wearing a tuxedo, is here.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You look at the frog", "response": "The frog is about 2 feet tall, light blue with white spots, a big grin, and a tongue that appears to pop out occasionally of its own accord. He seems to be waiting for you to ask something.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You talk to the frog", "response": "Fitwata holds out his hand expectantly, you suspect he is wanting compensation of some sort.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na metal coat hanger\nvines\nrabbit fur\na stash of acorns\nberries\nDry Clothes (being worn)\nthirst\nhunger\nThe Shortwave\na canteen (empty)\na trail mix pack (1/2 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na needle\na Coat (being worn)\nToys\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)\n\nYou are becoming very thirsty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You give the Toys to the frog", "response": "Fitwata; \"Ooh me likes Toys very much, thankee! Fitwata answer now, ask your question weary soul!\"\n\nYou are becoming very thirsty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You ask frog about the rescue", "response": "Ya you gotta get outa here! You keep a fire go`n and make some noise\n\nYou are becoming very thirsty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You ask frog about the bear", "response": "Me thinks you lets sleepys bear stay sleepys!\n\nYou are becoming very thirsty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You ask frog about Colleen", "response": "Ooh shes not nice girl, she deevus, very deevus! She make fake person, Marla, who gets rich if you dies.\n\nYou are becoming very thirsty.\n\nYou are startled by a growling sound. But soon discover it is coming from your stomach.", "endoftext": false }, { "action": "You eat trail mix", "response": "Yummy!\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Go north", "response": "This is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east. A frisky tree winks slyly at you.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Go north", "response": "You are standing beside a brook which flows from the northeast to the southwest. There are some young trees to the south.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "You fill canteen", "response": "You fill up the canteen (full) with the fresh water.\n\nYou are becoming very thirsty.", "endoftext": false }, { "action": "Drink", "response": "(rain water)\nYou drink rain water and feel refreshed.\nYou can also FILL your canteen with water so that you can carry it\nwith you.", "endoftext": false }, { "action": "Go south", "response": "This is a fairly new forest, the trees here are relatively young and small. You can see the tops of much older and taller trees to the south. You can also go just about any other direction other than west or east. A frisky tree winks slyly at you.", "endoftext": false }, { "action": "You look at Tree", "response": "The frisky tree giggles.", "endoftext": false }, { "action": "You ask Tree about Shortwave", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Go south", "response": "You have climbed Mt. Everest. It is tall enough to see over the young trees but too small to see over the tall trees in the old growth forest to the south. From here you can see a cliff (which you were driving on) to the north, a waterfall to the northwest, and possibly an old trail to the northeast.\n\nYou can get off the hill by going north or south. It appears that there is a path around this hill to either side (west and east) but there's no way down to those paths from here. A small blue frog, well groomed and wearing a tuxedo, is here. You also see here Toys.\n\nOn the shortwave:\nI'm coming to get you, just hang on!\n\nAfter what felt like hours an old man found you and brought you back to this place where you rested for the night and woke up in...\n\nYou awake to find that you are in a soft bed in a wood cabin. The smell of a hearty breakfast in the making pervades your nose. You hear a young woman's voice say \"Hello there handsome\". There is an exit to the northeast. Julieanne, a beautiful young woman, smiles at you.", "endoftext": false }, { "action": "You examine julieanne", "response": "Looking at Julieanne feels a lot like lying in a field at 2 in the morning staring up at the cosmos.", "endoftext": false }, { "action": "You talk to Julieanne", "response": "Julieanne; \"Oh well good morning there handsome, I was starting to wonder if you would wake up. My grandfather and I found you on the brink of death and brought you back here. I hope you're hungry, and I can tell that you are, because I've made you some breakfast.\"", "endoftext": false }, { "action": "Smell", "response": "The aroma of a well cooked breakfast lingers in the air.", "endoftext": false }, { "action": "You eat", "response": "What do you want to eat?", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You go northeast", "response": "Julieanne tells you \"Just where do you think you're going off in a hurry? I made this delicious breakfast for you and now you're gonna eat it!\".\nJulieanne sets a plate stacked high with steaming hot food down on a small table by the window.", "endoftext": false }, { "action": "You examine the food", "response": "It consists of eggs, bacon, hashbrowns, french toast, and sausages. Its steaming hot and looking pretty good after your ordeal.", "endoftext": false }, { "action": "You eat the food", "response": "(first taking breakfast)\nJulieanne says \"Well now you seemed pretty hungry. Tired too, you slept in all morning. I need to go collect the fish but I don't want you taking off without me. My grandfather asked to talk to you once you're awake. He is in the public house when you're done eating okay?\".\n\nJulieanne has left, through the window you can see her walking off down a hill toward the beach to the west.\n\nYou eat breakfast. Not bad.", "endoftext": false }, { "action": "You go northeast", "response": "You are standing in the center of a commune. Paths lead off in almost every direction. The Public House (the pub) is northwest, a familiar looking logging road is northeast, a foot-path leads southeast, an old looking cabin is south, Julieanne's (somewhat newer looking) cabin is southwest, and a path leads down to the beach west of here. A sundial is here sitting in the center of the commune.", "endoftext": false }, { "action": "You examine the sundial", "response": "The shadow points to about 11:46 am.", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 11:47 am", "endoftext": false }, { "action": "Go northwest", "response": "The public house, or The Pub, is a large wood cabin with a large open stone fireplace in the center. A chimney vents the fire's smoke up through the ceiling. There are various tables, benches, sofas, and bean-bags. It appears that a lot of socializing goes on here as most of the seating is faced in toward each other in groups of about 8 or 9. There are various books in shelves along the walls while a wide array of musical instruments are strewn about.\n\nThere is a long bench along one wall. Sitting on the bench is a newspaper. Julieanne's elderly grandfather, Billy is here.", "endoftext": false }, { "action": "You examine Billy", "response": "Billy, Julieanne's grandfather, is one of the early founders of this commune. He is in his early 80`s but still looks pretty healthy (though wrinkled). He has a sense of contentment about him.", "endoftext": false }, { "action": "You look at the newspaper", "response": "It's today's paper and it has an article about you:\n\nIn the continuing saga of Mr. Kramer, the motorist now believed to\nhave died in the horrific bridge collapse during the recent flash floods, we have had the great fortune to speak one-on-one in an exclusive interview with his widow, young Marla Kramer. Marla and Jeff have been a couple for only a few months but, as Mrs. Kramer states, they were inseparable. Choking back tears Mrs. Kramer has thanked the community for their support during this emotional ordeal but would like to assure everyone that she will be okay, financially, and does not require any aid. Mr. Kramer had purchased a life insurance policy from URS Insurance for some $500,000 which Marla will receive.\n\nThe search for Jeffery's body has been called off as the lead (infact only) member of the search and rescue team, Cpt. Hornblow, has assured the community that he has personally explored the area thoroughly and there is no trace that Jeffery, or anyone else, has been there. It is believed that he may have fallen from a cliff near where his car was found.\n\n(A photo of the widow choking back tears is in the margins. Although only someone who knows her intimately would recognize this, the widow is clearly Colleen in disguise. It is also interesting to note that Hornblow has never once searched for, or rescued anyone.)", "endoftext": false }, { "action": "You talk to Billy", "response": "Billy; \"Why hello there stranger, thought you was a corpse when we first saw ya. But you're look'n much better now. You know that granddaughter of mine, I think she's tak'n a liking to you.\n\"", "endoftext": false }, { "action": "Go southeast", "response": "This is a small but well trodden foot path which leads away from the center of the commune to the majority of the private residences (now abandoned) to the southwest and to the commune center to the northwest. There is also a large garden area to the east.", "endoftext": false }, { "action": "You go to the east", "response": "This is a large garden which provides some of the food for the commune (well just Julieanne and her grandfather now), at least during the right season (which this isn't). You can see a pathway to the west.", "endoftext": false }, { "action": "Go southwest", "response": "There are about 2 dozen empty cabins here in disrepair. It looks like people lived in them some time ago but this place is a ghost town now, except for Julieanne and her grandfather. The garden path is northeast of here and a long and winding gravel road stretches off into infinity to the east.", "endoftext": false }, { "action": "Go east", "response": "You are on a long and winding gravel road. To the west is the commune and to the east is Maple Drive.", "endoftext": false }, { "action": "You examine the cabins", "response": "The cabins look to have been abandoned for quite some time.", "endoftext": false }, { "action": "You go northeast", "response": "This is the south end of the logging road. You can return to the forest by going northeast and the road continues southwest.", "endoftext": false }, { "action": "You go northeast", "response": "This appears to be an old logging road. The road stretches on to the southwest.", "endoftext": false }, { "action": "Go south", "response": "This is Billy's Cabin, he lived here with his wife Laura until she died at the age of 68. This appears to be the oldest of the cabins as Billy was the founder of this commune and has been here the longest. The exit to the north takes you back to the commune center. Along the wall is a small brick fireplace. On the mantle of the fireplace is a stand for a knife. Also on the mantle are various family photos.", "endoftext": false }, { "action": "You look at the fireplace", "response": "On the fireplace are a stand and photos are a thing.", "endoftext": false }, { "action": "You examine the stand", "response": "The stand is meant to hold some sort of knife.", "endoftext": false }, { "action": "You look at the photos", "response": "Photos of his long departed wife, Laura, photos of thier son, Julieanne's father, and photos of Julieanne, as she was growing up here in the commune. From the photos you can gather that this place was much more lively and populated in the past.", "endoftext": false }, { "action": "Go west", "response": "This is a beach along the bay. To the north you can see the cliff which you were trapped on and the small brook falling off of it down into this bay. The beach is rocky to the north and south but this area has been kept clear of stones and is sandy enough to be comfortable to run around on without shoes (although this isn't the season for that).\n\nThere are circles of stones out in the water which are underwater during high-tide and exposed during low-tide. It appears that they use this as an easy way to fish, fish get trapped in the circles when the tide goes out, they come out and take what they need, then the tide comes back and the remainder of the fish are free to go.\n\nYou see Julieanne out in one of the stone circles collecting fish. The bottom of her white dress is soaking wet from the water. Even though it is an unusually warm day, in this season that water must be pretty cold. Yet, somehow, Julieanne seems unaffected by it.\n\nThere is definately a beauty and simplicity here which you find appealing.\n\nA path leads up to the east toward the commune center. You can see\nthe public house sitting on a small cliff north of the path and Julieanne's cabin overlooks this beach from a small cliff south of the path. Julieanne, a beautiful young woman, smiles at you.", "endoftext": false }, { "action": "You talk to Julieanne", "response": "Julieanne; \"I'll be done in a few, just got to finish collecting these fish. You are welcome to hang out in the pub if you want.\"", "endoftext": false }, { "action": "Kiss julieanne", "response": "You brave the cold water and run out to Julieanne. Julieanne is receptive to your advances. She and you are locked in a kiss for what feels like a lifetime.", "endoftext": false }, { "action": "You go northwest", "response": "Billy, sitting in an old recliner near the fire, motions you to have a seat.\n\nThe public house, or The Pub, is a large wood cabin with a large open stone fireplace in the center. A chimney vents the fire's smoke up through the ceiling. There are various tables, benches, sofas, and bean-bags. It appears that a lot of socializing goes on here as most of the seating is faced in toward each other in groups of about 8 or 9. There are various books in shelves along the walls while a wide array of musical instruments are strewn about.\n\nThere is a long bench along one wall. Sitting on the bench is a newspaper. Julieanne's elderly grandfather, Billy is here.", "endoftext": false }, { "action": "You show the fake ithe d to Billy", "response": "Billy is unimpressed.", "endoftext": false }, { "action": "You show the newspaper to Billy", "response": "(first taking the newspaper)\nBilly is unimpressed.", "endoftext": false }, { "action": "Go southwest", "response": "This is Julieanne's Cabin. It is a single room made entirely out of logs and decorated with flowers and all kinds of girly-like things. There is an exit to the northeast.", "endoftext": false }, { "action": "You go to the west", "response": "This is a beach along the bay. To the north you can see the cliff which you were trapped on and the small brook falling off of it down into this bay. The beach is rocky to the north and south but this area has been kept clear of stones and is sandy enough to be comfortable to run around on without shoes (although this isn't the season for that).\n\nThere are circles of stones out in the water which are underwater during high-tide and exposed during low-tide. It appears that they use this as an easy way to fish, fish get trapped in the circles when the tide goes out, they come out and take what they need, then the tide comes back and the remainder of the fish are free to go.\n\nYou see Julieanne out in one of the stone circles collecting fish. The bottom of her white dress is soaking wet from the water. Even though it is an unusually warm day, in this season that water must be pretty cold. Yet, somehow, Julieanne seems unaffected by it.\n\nThere is definately a beauty and simplicity here which you find appealing.\n\nA path leads up to the east toward the commune center. You can see\nthe public house sitting on a small cliff north of the path and Julieanne's cabin overlooks this beach from a small cliff south of the path. Julieanne, the love of your life, smiles at you.", "endoftext": false }, { "action": "You look at the watch", "response": "the watch reads 1:27 pm", "endoftext": false }, { "action": "You show the newspaper to Julieanne", "response": "Julieanne is unimpressed.", "endoftext": false }, { "action": "Kiss julieanne", "response": "You brave the cold water and run out to Julieanne. Julieanne is receptive to your advances. She and you are locked in a kiss for what feels like a lifetime.", "endoftext": false }, { "action": "You talk to Julieanne", "response": "Julieanne; \"I'll be done in a few, just got to finish collecting these fish. You are welcome to hang out in the pub if you want.\"", "endoftext": false }, { "action": "You go northwest", "response": "Billy, sitting in an old recliner near the fire, motions you to have a seat.\n\nThe public house, or The Pub, is a large wood cabin with a large open stone fireplace in the center. A chimney vents the fire's smoke up through the ceiling. There are various tables, benches, sofas, and bean-bags. It appears that a lot of socializing goes on here as most of the seating is faced in toward each other in groups of about 8 or 9. There are various books in shelves along the walls while a wide array of musical instruments are strewn about.\n\nThere is a long bench along one wall. Julieanne's elderly grandfather, Billy is here.", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on?", "endoftext": false }, { "action": "You sit on the bench", "response": "Public House (on the bench)\nThe public house, or The Pub, is a large wood cabin with a large open stone fireplace in the center. A chimney vents the fire's smoke up through the ceiling. There are various tables, benches, sofas, and bean-bags. It appears that a lot of socializing goes on here as most of the seating is faced in toward each other in groups of about 8 or 9. There are various books in shelves along the walls while a wide array of musical instruments are strewn about.\n\nJulieanne's elderly grandfather, Billy is here.\n\nYou have taken a seat on the bench.\n\nJulieanne enters and sits down on the sofa.\n\nThis was the first time you took a seat on the bench, now a full year later, it has become quite familiar. You have been living here happily with your new wife Julieanne (well Billy recognizes your marriage even if the law thinks you're dead).\n\nBilly, Julieanne's grandfather, tells you that he wants to leave and live out his remaining life in the warm sunshine of the Arizona desert.\n\nBilly: \"Jeffery, I couldn't have asked for a better grandson-in-law.\nI was starting to get worried that my Julieanne would be the lonliest girl on the planet and yet she loves this place and never wants to leave it. You have been such a wonderful man to her and I know the two of you will be happy together.\"\n\n\"However before I leave there is one thing I can't let rest. You see, that Colleen woman that was trying to kill you, she must be living the good life right now with the insurance money. One of the former residences of this camp, name of Glenn, has a law firm in the city. On my way out I want to get him working on a case to prove her guilt.\"\n\n\"I know you'd rather lay low and let the rest of the world think\nyou're dead, after all you're debts are free and clear, Colleen isn't out to get you anymore, and you're happy here off the radar of the real world. But if you can give me anything that I can give to `ol Glenn maybe you can eat our cake and have it to.\"\n\n\"Whatever you might have that could help... When you're ready just let me know and we'll `TAKE THE BITCH DOWN` (hint: that's the command you want to use when you are ready to submit the evidence!)\".", "endoftext": false }, { "action": "You go southwest", "response": "(first getting off the bench)\nYou can't go that way.", "endoftext": false }, { "action": "Go east", "response": "This is Maple Drive. This large avenue was designed to serve a large commercial district. The construction on Maple ended prematurely not long after it started, to the west is a long and winding gravel road that seems to stretch on into infinity\n\nAlong Maple five businesses were constructed, all but one went under either before their construction completed or soon after. The only remaining business is \"URS Insurance\" (which the locals say stands for \"You Are Screwed Insurance\" because they spend a large part of their profits on lawyers to find creative ways to not pay on claims). This is Colleen's employer but she isn't here at the moment and besides it's the weekend and they're closed.\n\nURS Insurance's entrance is to the south.", "endoftext": false }, { "action": "You go to the east", "response": "To the west is the part of the planet that you don't pay a mortgage on. Immediately to the east is the part that you don't (anymore).", "endoftext": false }, { "action": "Go east", "response": "This is the car port. To the east is the back yard. The drive way extends west toward the street. The door into your house is to the north. Hanging from the ceiling (which extends beyond the house and over the car port) is a thermometer. A trash can is here, opened. The French door is open.", "endoftext": false }, { "action": "You go to the north", "response": "The kitchen sports the usual kitchiny things, and a counter which separates the cooking area from the dining room to the west. A French door south of here leads out to the car port. There is a pile of junk mail on the counter. The French door is open.", "endoftext": false }, { "action": "Go north", "response": "To the south is the hall. The walls of the room are painted dark blue (nearly black) and have thousands of tiny glow-in-the-dark dots (or stars) on them. An old safe is here.", "endoftext": false }, { "action": "You examine safe", "response": "An ancient safe which uses a simple key, that you lost years ago. You can't even remember what's in the safe, you've been unable to open it for so long.", "endoftext": false }, { "action": "You pick safe with the needle and the paperclip", "response": "*click*", "endoftext": false }, { "action": "You open safe", "response": "You open the safe, revealing matches, speaker wire, bullets, a pistol, a dagger, your birth certificate, a violin, a diamond ring and paper documents.", "endoftext": false }, { "action": "You examine the certificate", "response": "It appears to be written on paper that's about as old as you are, coincidence? You think not.", "endoftext": false }, { "action": "You examine documents", "response": "Various things that were important to you years ago when you last used this safe but are worthless now. For example: A title to a car that is probably a cube-shaped collection of scrap metal right about now.", "endoftext": false }, { "action": "You take all", "response": "matches: Taken.\nspeaker wire: Taken.\nbullets: Taken.\npistol: Taken.\ndagger: Taken.\nyour birth certificate: Taken.\nviolin: Taken.\ndiamond ring: Taken.\npaper documents: Taken.", "endoftext": false }, { "action": "You wear the ring", "response": "You were never very good at playing the violin, but it lifts your spirits anyhow.\n\n>You can't wear that!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\npaper documents\na diamond ring\na violin\nyour birth certificate\na dagger\na pistol\nbullets\nspeaker wire\nmatches\na newspaper\nlove\na metal coat hanger\nvines\nrabbit fur\na stash of acorns\nberries\nDry Clothes (being worn)\nThe Shortwave\na canteen (full)\na trail mix pack (1/4 full)\na survival guide (open)\nChapter One\nChapter Two\nChapter Three\nChapter Four\na crafting book\na Sheckly Book\na flashlight (providing light)\nan axe\na radio\nA fake ID\na paperclip\na cigarette lighter\na tire iron\nbeef jerky\na House Key\na needle\na Coat (being worn)\na wallet\n$179.80 in cash\nyour driver's license\na watch (being worn)", "endoftext": false }, { "action": "You go south", "response": "This is the east end of the hallway which continues west. The Spare Bedroom is north, the bathroom is east, your bedroom is southeast, and the laundry room is south.", "endoftext": false }, { "action": "Go west", "response": "This is the west end of the hallway. To the west is the living room and to the east the hall continues. A closet is open here.", "endoftext": false }, { "action": "You go west", "response": "The Living Room is, contrary to its name, not alive, however it is a place where you may live if you wish. Which is a fancy way of saying it's just like every other room. The dining room is south and the hall is east.", "endoftext": false }, { "action": "You go northwest", "response": "Billy, sitting in an old recliner near the fire, motions you to have a seat.\n\nThe public house, or The Pub, is a large wood cabin with a large open stone fireplace in the center. A chimney vents the fire's smoke up through the ceiling. There are various tables, benches, sofas, and bean-bags. It appears that a lot of socializing goes on here as most of the seating is faced in toward each other in groups of about 8 or 9. There are various books in shelves along the walls while a wide array of musical instruments are strewn about.\n\nThere is a long bench along one wall. Julieanne's elderly grandfather, Billy is here. Julieanne, the love of your life, smiles at you.", "endoftext": false }, { "action": "You give the fake ithe d to Billy", "response": "Billy looks a little confused. Billy; \"Now don't go giving me stuff one at a time or I'll lose it, when you have everything you want to give me at once just give me the word and we'll TAKE HER DOWN!\"", "endoftext": false }, { "action": "You take the bitch down", "response": "You show Billy your driver's license.\nBilly says, \"your driver's license will help prove the identity of Jeffery Kramer, and gives Glenn something to go on... on proving the falsity of the marriage license Colleen fabricated.\"\nYou show Billy your birth certificate.\nBilly says, \"your birth certificate will help prove the identity of Jeffery Kramer, and gives Glenn something to go on... on proving the falsity of the marriage license Colleen fabricated.\"\nYou show Billy A fake ID.\nBilly says, \"A fake ID will help prove that Colleen and Marla are one and the same.\"\nWith that Billy got in his old truck, navigated the maze of the old logging roads, made his way back to town, planned and plotted with his friend Glenn, and eventually settled down in Arizona.\n\nA few months later you heard through the grapevine that the case against Colleen was a slam dunk and she's now rotting in prison for attempted murder, and even worse (in the eyes of the legal system) of insurance fraud.\n\nAfter hearing the verdict you and Julieanne settle in for a long comfy sleep in the commune, then, you hear a voice...\n\nHey! It's me, remember! Ya, me as in you, as in Jeffery Kramer!\nYou're the bloke who woke me up from my best dream like over a year ago! Well guess what? I'm BAAACK! Yup. It looks like you've done a pretty good job for yourself here. Got that crazy psycho off my back, got yourself a good woman, got out of that crazy mortgage business. Yup, very well done indeed.\n\nWell, I'll be taking over now, you understand. I'm sure you have all kinds of \"real world\" things to contend with. So just leave it to me and I'll treat this lady right, don't you worry `bout it!", "endoftext": true } ]
hibfzpo3wjeqya
Nine-tenths of the Law
Jack Welch
[ "Fantasy" ]
[ "I6 source available", "IntroComp 2008", "multiple protagonists", "nonhuman protagonist", "zombies" ]
2,008
[ 0, 0, 0, 0, 0 ]
0
0
20080902
false
You're an anemone-like polyp with waving fronds. He's a chained-up zombie. That shy rabbit... just ran away. Your sessile existence leaves much to be desired. You can't walk. You can't talk. But you must be able to do something...
[ { "action": "%", "response": "Nine-Tenths of the Law\n\n\n\nPlease press [Space] to begin\nNine-tenths of the Law\nCopyright (c) 2008 Jack Welch\n\nType HELP for info on licencing and credits, or if you get stuck.\n\nA craggy, windswept patch of dirt atop the smallest in a vast range of mountains. A barely visible path leads down the mountain.\n\nYou can see a cheap wooden door, a shambling zombie and a shy little bunny rabbit here.", "endoftext": true }, { "action": "You look at rabbit", "response": "You bend your stalk and wave your eye buds towards the shy little bunny rabbit. You sense: A cute, fuzzy white rabbit.\n\nThe little rabbit ambles downwards.", "endoftext": false }, { "action": "Smell", "response": "You open a ring of pores on your upper stalk, revealing mucous-lined olfactory cavities in your trunk. You smell nothing unexpected.", "endoftext": false }, { "action": "You look at the zombie", "response": "You bend your stalk and wave your eye buds towards the shambling zombie. You sense: A dispossessed decaying corpse with vacant, unblinking eyes and slobbering lips, which is chained to the top of the hill by some sort of shiny black chain; any fool could tell that the shambling zombie is undead. In terms of fashion, the shambling zombie is wearing some decaying farm garments.", "endoftext": false }, { "action": "Taste zombie", "response": "You open a ring of pores on your upper stalk, revealing mucous-lined olfactory cavities in your trunk. The shambling zombie tastes of stale camphor.", "endoftext": false }, { "action": "Possess zombie", "response": "You possess the shambling zombie.\n\nAs you slide into the mind of your new host, you brush against neural resonances of the shambling zombie's former life. The decohering images are not clear and they are already fading: Haughty figures in purple robes...tied to the table...must get back to the farm...a greater purpose...to serve whom?...no escape...drinking the liquid...tastes awful...no problems now... must obey...obey the priests...climb the hill and wait...wait....", "endoftext": false }, { "action": "About yourself", "response": "You are a possessed decaying corpse with vacant, unblinking eyes and dripping jaw. At the moment, you are chained to the top of the hill by some sort of shiny black chain; one might hazard a guess that you are undead. In terms of fashion, you are wearing some decaying farm garments.", "endoftext": false }, { "action": "You examine the chain", "response": "The chain runs from some shackles to the ground where it melds into the very stone of the mountain itself. Although apparently made of black, volcanic glass, the chain seems supernaturally strong and not brittle in the least.", "endoftext": true }, { "action": "You look around", "response": "A craggy, windswept patch of dirt atop the smallest in a vast range of mountains. A barely visible path leads down the mountain.\n\nYou can see a fleshy white polyp and a cheap wooden door here.", "endoftext": false }, { "action": "You examine the mountains", "response": "White-capped mountains fade into the distance in all directions. Beautiful, if bleak.", "endoftext": false }, { "action": "You open the door", "response": "It seems jammed shut.", "endoftext": false }, { "action": "You hit door", "response": "Your attack caused some damage. The cheap wooden door looks lightly damaged.", "endoftext": false }, { "action": "You hit the door", "response": "Your attack weakened it. The cheap wooden door looks moderately damaged.", "endoftext": false }, { "action": "You hit the door", "response": "Your attack was brilliant! The cheap wooden door looks severely damaged.", "endoftext": false }, { "action": "Possess door", "response": "The attempt fails; you cannot sense the neuropsychic matrix of the cheap wooden door.", "endoftext": false }, { "action": "You hit the door", "response": "Wham! You obliterate it! ...perhaps you can go north now.", "endoftext": false }, { "action": "You look at the polyp", "response": "An anemone-like polyp, with a thick central stalk topped with waving fronds.", "endoftext": false }, { "action": "You eat the polyp", "response": "You stretch your ample zombie jaws around the succulent polyp and experience the odd sensation of chewing through yourself. It is not pleasant.", "endoftext": false }, { "action": "You eat the chain", "response": "Not even you can manage to eat these magical bonds!", "endoftext": false }, { "action": "You get the polyp", "response": "As you rip the rubbery glistening stalk from its roots, ever diminishing jets of green ichor spray the craggy hilltop. Your consciousness fades...", "endoftext": false }, { "action": "Kiss polyp", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "Attack polyp", "response": "You attack the fleshy white polyp!\nUnthinkable! Your beautiful vegetative body has died! How eternally embarrassing -- killed by a mere zombie!", "endoftext": true }, { "action": "Look around", "response": "A craggy, windswept patch of dirt atop the smallest in a vast range of mountains. A barely visible path leads down the mountain. An opening leads north into the mountain itself.\n\nYou can see a fleshy white polyp here.", "endoftext": false }, { "action": "Go north", "response": "You can't! You are chained to the top of the hill by a set of obsidian shackles.\nThe shackles are beginning to rub your right wrist raw.", "endoftext": false }, { "action": "You look at the right wrist", "response": "You see your right wrist, just as you would expect.", "endoftext": false }, { "action": "You eat the arm", "response": "Choices, choices. Could you rephrase and indicate whether you mean your \"left arm\" or \"right arm\"?", "endoftext": false }, { "action": "You eat right arm", "response": "You savagely bite off your right arm.\nThe chained zombie arm flops to the ground, wriggles a bit and then rests there, inert.", "endoftext": false }, { "action": "Possess arm", "response": "(the shackle-bound zombie arm)\nThe attempt fails; you cannot sense the neuropsychic matrix of the shackle-bound zombie arm.", "endoftext": false }, { "action": "You take the arm", "response": "(the shackle-bound zombie arm)\nYou strain at the chain, but cannot pull it free from the rock.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome decaying farm garments (being worn)\na lacquer box", "endoftext": false }, { "action": "You read note", "response": "A carefully folded square of parchment paper, covered with small, precise writing in black ink. It says:\n\nMy Dear Zombie,\n\nWe, the Priests of Perigee, humble and loyal followers of Order, have the unfortunate duty to inform you that the Ivory Key of Obsidian Annihilation was lost in the year 37E121A105. In subsequent Pereginations, we have observed that this has not constituted an insurmountable inconvenience, and we trust this will again be the case.\n\nWe remain devoted and ever-committed to achieving Alignment.\n\nSigned,\nLaemmli, Emphyteote of Helle.", "endoftext": true }, { "action": "Go down", "response": "At the top, the winding path is little more than a depression in the gravel and mud, but lower down the mountain, it becomes more defined, and perhaps even sees occasional use. Near the bottom of the path a dirt road is visible.\n\nYou can see a shy little bunny rabbit here.", "endoftext": false }, { "action": "You kill the bunny", "response": "You attack the shy little bunny rabbit! The shy little bunny rabbit has stopped moving. Some would call it \"dead\", but of course, you know better.", "endoftext": false }, { "action": "You eat the bunny", "response": "The shy little bunny rabbit disappears down your hideous zombie craw. An ominous gurgling sound erupts from deep within your body.", "endoftext": false }, { "action": "Smell bunny", "response": "The shy little bunny rabbit smells of freshly cut grass.", "endoftext": false }, { "action": "Go east", "response": "It doesn't appear that you can go in that direction, but you could go upwards to the The Hilltop, or downwards to the Dirt Road.\n\nThe little rabbit ambles downwards.", "endoftext": true }, { "action": "Go downwards", "response": "A wheel-rutted single lane runs east and west. You are at the bottom of a path that leads upwards to the peak of a small mountain, while the road is bordered by dense woods. There is a small signpost here.\n\nYou can see a shy little bunny rabbit here.", "endoftext": false }, { "action": "You examine the sign", "response": "A tilted sign splattered with mud and road grime. A hand-painted arrow points east and is crudely labeled \"To\".\n\nThe little rabbit flees upwards.", "endoftext": true }, { "action": "You look around", "response": "A wheel-rutted single lane runs east and west. You are at the bottom of a path that leads upwards to the peak of a small mountain, while the road is bordered by dense woods. There is a small signpost here.", "endoftext": false }, { "action": "You read the signpost", "response": "A tilted sign splattered with mud and road grime. A hand-painted arrow points east and is crudely labeled \"To\".", "endoftext": false }, { "action": "Go south", "response": "Think again. That way won't work, but you might consider heading towards the east to the Road Into Town, towards the west to the Desolate Road, or upwards to the Sloping Path.", "endoftext": false }, { "action": "Go west", "response": "To the west, you can make out a cabin at the edge of the woods. The woods come right to the edge of the road, except on the north side where there is a small strip of meadow.", "endoftext": false }, { "action": "You go to the north", "response": "An unmaintained field with short grass near the road, and taller grass towards the surrounding woods. At the edge of the woods, there is a depression, and at its base, a hole. There are some rabbit tracks in the soft mud near the road to the south.", "endoftext": false }, { "action": "Go west", "response": "A fine idea, except for the lack of an obvious way to go in that direction, but you could go towards the south to the Desolate Road, or downwards to the Rabbit Hole Entrance.", "endoftext": true }, { "action": "Go downwards", "response": "You are too large to fit through the Rabbit Hole Entrance.", "endoftext": false }, { "action": "Go west", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.", "endoftext": false }, { "action": "Go south", "response": "A tidy little garden of the sort that is useful for growing medicinal herbs. You can see the cabin just to the north, and there is a vegetable garden to the east. On a more sombre note, there is a small cemetery to the southeast.\n\nYou can see two herbs (an herb with blue flowers and an herb with violet flowers) here.", "endoftext": false }, { "action": "You get the herbs", "response": "That's hardly portable.", "endoftext": false }, { "action": "You get the blue herb", "response": "Taken.", "endoftext": false }, { "action": "You possess herbs", "response": "The attempt fails; you cannot sense the neuropsychic matrix of the herb.", "endoftext": false }, { "action": "Go southwest", "response": "Think again. That way won't work, but you might consider heading towards the north to the Front Yard, towards the east to the Vegetable Garden, or towards the southeast to the Graveyard.", "endoftext": false }, { "action": "Go southeast", "response": "A quiet, lonely corner of the property behind the cabin. In the centre of the graveyard is the solitary mound of grave. The pleasant garden to the northwest provides a comforting contrast.\n\nYou can see an herb with yellow flowers here.", "endoftext": false }, { "action": "You go to the northwest", "response": "A tidy little garden of the sort that is useful for growing medicinal herbs. You can see the cabin just to the north, and there is a vegetable garden to the east. On a more sombre note, there is a small cemetery to the southeast.", "endoftext": false }, { "action": "Go east", "response": "A small plot of land is furrowed and meticulously free of weeds. A large, weather-beaten stuffed wolf is mounted on a short pole. You are just east of the herb garden.\n\nYou can see a nice tomato, a carrot and a stuffed wolf here.", "endoftext": false }, { "action": "You examine the wolf", "response": "What a pathetic looking...what? Dog? Wolf? Hard to tell. The fur is completely worn away in places, and the wire frame pokes through. The whole thing is mounted on a short pole, in an awkward posture which suggests that the animal is running. Its teeth have been amateurishly painted red, although the paint is fading and chipped in places, and some of the teeth have even fallen out of their sockets.", "endoftext": false }, { "action": "You examine the tomato", "response": "A paragon amongst tomatokind, this lustrous red beauty is at the very point of turning ripe; it is firm and free of any blemish.", "endoftext": false }, { "action": "Possess wolf", "response": "The attempt fails; you cannot sense the neuropsychic matrix of the stuffed wolf.", "endoftext": false }, { "action": "Possess tomato", "response": "The attempt fails; you cannot sense the neuropsychic matrix of the nice tomato.", "endoftext": false }, { "action": "You get all", "response": "nice tomato: Taken.\ncarrot: An herb with orange flowers germinates!\nTaken.\nstuffed wolf: The stuffed wolf doesn't budge. It's no use -- it is definitely fixed in place.", "endoftext": false }, { "action": "You get the herb", "response": "(the herb with orange flowers)\nTaken.", "endoftext": true }, { "action": "Look around", "response": "A small plot of land is furrowed and meticulously free of weeds. A large, weather-beaten stuffed wolf is mounted on a short pole. You are just east of the herb garden.\n\nYou can see a stuffed wolf here.", "endoftext": false }, { "action": "You examine the teeth", "response": "The better to EAT you with.", "endoftext": false }, { "action": "You get the teeth", "response": "The stuffed wolf doesn't budge. It's no use -- it is definitely fixed in place.", "endoftext": false }, { "action": "You examine the pole", "response": "A sturdy metal pole.", "endoftext": false }, { "action": "You get the pole", "response": "Please leave polling to politicians. You can't take the pole.", "endoftext": false }, { "action": "Lick pole", "response": "You give the stuffed wolf a nice wet lick!", "endoftext": false }, { "action": "You go to the southeast", "response": "A quiet, lonely corner of the property behind the cabin. In the centre of the graveyard is the solitary mound of grave. The pleasant garden to the northwest provides a comforting contrast.", "endoftext": false }, { "action": "You go to the west", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is a closed warped door which leads to a room to the west.\n\nYou can see a table (on which is a grey potion) and a black chair (on which is an old man) here.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You get the potion", "response": "Taken.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You open the door", "response": "The door's rusty hinges squeak loudly.\nYawning and blinking, the old man and searches numbly in his long robe. After a minute, he finds what he is looking for and withdraws a pair of precision-crafted spectacles and lifts them to his face.", "endoftext": false }, { "action": "Go north", "response": "A long, narrow room with a butcher's table. Below the table, there is some sort of large, cube-shaped device marked \"recycling unit\". There is a cabinet on the wall, with its doors closed. The only way out is back south to the front room.\n\nYou can see a butcher table here.", "endoftext": false }, { "action": "You open cabinet", "response": "The cabinet doors open, revealing a strange machine which is bolted to the wall and occupies the entire interior of the cabinet.", "endoftext": false }, { "action": "You read the potion", "response": "A potion, grey in colour, contained in a glass bottle. The bottle has a small label.", "endoftext": false }, { "action": "Inv", "response": "You are carrying:\na grey potion\nan herb with grey flowers\na carrot\na nice tomato\nthree herbs:\nan herb with grey flowers\nan herb with grey flowers\nan herb with grey flowers\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note", "endoftext": false }, { "action": "You read label", "response": "\"potion of minutise.\"", "endoftext": false }, { "action": "You look", "response": "A long, narrow room with a butcher's table. Below the table, there is some sort of large, cube-shaped device marked \"recycling unit\". A cabinet built into the wall is open, showing a large machine inside. The only way out is back south to the front room.\n\nYou can see a butcher table here.", "endoftext": false }, { "action": "Go south", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is a closed warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "Go west", "response": "You can't, since the warped door is in the way.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You open the door", "response": "The door's rusty hinges squeak loudly.\nYawning and blinking, the old man and searches numbly in his long robe. After a minute, he finds what he is looking for and withdraws a pair of precision-crafted spectacles and lifts them to his face.", "endoftext": false }, { "action": "Go west", "response": "An uncomfortable, stifling bedroom with no windows. The room is barely large enough to accommodate the vaguely bed-like lump of furniture in the middle of the room. A tall, classic mirror framed in dark wood is wedged between the bed and the wall. A pretty silk ribbon is tastefully draped across the mirror, about half-way up. The mirror reflects the scene in the room. The only exit, an open warped door, lies to the east, and leads back to the front room.\n\nYou can see a bed (on which is a pillow) here.\n\nFrom the adjoining room you hear a steady stream of irate ranting.", "endoftext": false }, { "action": "You close door", "response": "The door's rusty hinges squeak loudly.\n\nFrom the adjoining room you hear a steady stream of irate ranting.", "endoftext": false }, { "action": "You examine the door", "response": "A cheap piece of planking set on rusty hinges. It is closed.\n\nFrom the adjoining room you hear a steady stream of irate ranting.", "endoftext": false }, { "action": "You examine the bed", "response": "A raised, stone platform vaguely reminiscent of a neolithic bed. By no means inviting.\n\nFrom the adjoining room you hear a steady stream of irate ranting.", "endoftext": false }, { "action": "You examine the pillow", "response": "A grey, paper-thin bit of fabric that may have been a pillow in its former life.", "endoftext": false }, { "action": "You look under the pillow", "response": "The pitiful pillow wafts aside, revealing a small bottle.", "endoftext": false }, { "action": "You examine bottle", "response": "(the grey potion)\nA potion, grey in colour, contained in a glass bottle. The bottle has a small label.", "endoftext": false }, { "action": "You get the bottle", "response": "(the grey potion)\nYou already have the grey potion.", "endoftext": false }, { "action": "You look", "response": "An uncomfortable, stifling bedroom with no windows. The room is barely large enough to accommodate the vaguely bed-like lump of furniture in the middle of the room. A tall, classic mirror framed in dark wood is wedged between the bed and the wall. A pretty silk ribbon is tastefully draped across the mirror, about half-way up. The mirror reflects the scene in the room. The only exit, a closed warped door, lies to the east, and leads back to the front room.\n\nYou can see a bed (on which are a grey potion and a pillow) here.", "endoftext": false }, { "action": "You get grey", "response": "Which do you mean, the ribbon, a grey potion, an herb with grey flowers, the carrot, the nice tomato or the lacquer box?", "endoftext": false }, { "action": "You examine the tomato", "response": "A paragon amongst tomatokind, this lustrous grey beauty is at the very point of turning ripe; it is firm and free of any blemish.", "endoftext": false }, { "action": "You lie on bed", "response": "Yes, well that would require bending, and since becoming undead, you have noticed a major loss of flexibility. You are stuck in a standing position.", "endoftext": false }, { "action": "You open the door then e", "response": "The door's rusty hinges squeak loudly.\nThe figure on the chair wakes and searches numbly in his long robe. After a minute, he finds what he is looking for and withdraws a pair of precision-crafted spectacles and lifts them to his face.\n\nFrom the adjoining room you hear a steady stream of irate ranting.\n\nA monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.", "endoftext": false }, { "action": "Possess man", "response": "You encounter an overwhelmingly powerful psychic barrier. The attempt fails entirely!\n\nAn unpaved road runs from east to west. A small town can be seen in the far distance to the east, on the far side of a stone bridge.\n\nYou can see an angry mob here.\nYou recall the old man saying, \"This may sting slightly...\" The old man then merely leaned back, crossed his legs and nonchalantly doused you with some sort of fluid from a canister that he must have had hidden in the cushions. After some time, your panic has ebbed and you have returned to your senses. You realise that you are no longer in the house, but must have run off.\n\nAn unpaved road runs from east to west. A small town can be seen in the far distance to the east, on the far side of a stone bridge.\n\nYou can see an angry mob here.", "endoftext": false }, { "action": "Go west", "response": "A wheel-rutted single lane runs east and west. You are at the bottom of a path that leads upwards to the peak of a small mountain, while the road is bordered by dense woods. There is a small signpost here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na violet potion\nan herb with orange flowers\na carrot\na nice tomato\nthree herbs:\nan herb with yellow flowers\nan herb with violet flowers\nan herb with blue flowers\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note", "endoftext": false }, { "action": "Drink potion", "response": "The violet potion disappears with a PUFF!\n\nEverything around you has gotten bigger!", "endoftext": false }, { "action": "You enter the hole", "response": "e Ent\nrance\n\nrow,\ndark,\nrabbi\nt-siz\ne tun\nnel l\neadin\ng bot\nh tow\nards\nthe s\nurfac\ne and\neven\ndeepe\nr thr\nough\nthe d\nark,\nmoist\nearth\n.", "endoftext": true }, { "action": "Go downwards", "response": "d/", "endoftext": true }, { "action": "You go downward", "response": "", "endoftext": true }, { "action": "Possess bunny", "response": "You can't! The shy little bunny rabbit has not been suitably prepared! Not yet, at least.", "endoftext": false }, { "action": "Possess zombie", "response": "You possess the shambling zombie.\n\nAs you slide into the mind of your new host, you brush against neural resonances of the shambling zombie's former life. The decohering images are not clear and they are already fading: Haughty figures in purple robes...tied to the table...must get back to the farm...a greater purpose...to serve whom?...no escape...drinking the liquid...tastes awful...no problems now... must obey...obey the priests...climb the hill and wait...wait....\n\nThe little rabbit bounds downwards.", "endoftext": false }, { "action": "You bite the right arm", "response": "All this talk about your right arm is making you chomp at the bit.", "endoftext": false }, { "action": "You bite the right wrist", "response": "All this talk about your right wrist is making you chomp at the bit.", "endoftext": false }, { "action": "You examine wrist", "response": "You see your wrist, just as you would expect.", "endoftext": false }, { "action": "You eat right arm", "response": "You cruelly bite off your right arm.\nThe chained zombie arm flops to the ground, wriggles a bit and then rests there, inert.", "endoftext": false }, { "action": "You open the door", "response": "It seems jammed shut.", "endoftext": false }, { "action": "You hit the door", "response": "Your attack was reasonably successful. The cheap wooden door looks moderately damaged.", "endoftext": false }, { "action": "You hit the door", "response": "Your attack weakened it. The cheap wooden door looks moderately damaged.", "endoftext": false }, { "action": "You hit the door", "response": "Your attack superb! The cheap wooden door looks severely damaged.", "endoftext": false }, { "action": "You hit the door", "response": "Your attack devastating! The cheap wooden door looks on the brink of obliteration.", "endoftext": false }, { "action": "You hit the door", "response": "Wham! You obliterate it! ...perhaps you can go north now.", "endoftext": false }, { "action": "Go north", "response": "An austere room with plain, white marble walls and a polished floor of checkered black and white tile. Through the remnants of the ancient entranceway, only the barest sliver of pale daylight penetrates the room (not that it matters...for you, at least). There is a closed marble door at the north end of the room.\n\nYou can see a wooden bowl (in which is a fruit) and a sculpture here.", "endoftext": false }, { "action": "You examine the bowl", "response": "A thick, wooden fruit bowl.", "endoftext": false }, { "action": "You examine the fruit", "response": "A succulent grey fruit covered with minute, almost invisible bristles.", "endoftext": false }, { "action": "You get the bowl", "response": "If everyone walked off with the bowl, there wouldn't be much to welcome other guests. It wouldn't be a very welcoming hall, now would it? They're not taking any chances, though, the bowl is glued to the table.", "endoftext": false }, { "action": "You examine the sculpture", "response": "A sculpture of an old woman in a flowing cape. The sculpture is covered in dust and has aged and faded to a dark grey patina. It is difficult to make out any detail.", "endoftext": false }, { "action": "You get the fruit", "response": "Taken.", "endoftext": false }, { "action": "Clean sculpture", "response": "Ew....shiny. And a bit scary!", "endoftext": false }, { "action": "You look at it", "response": "A gleaming, polished grey sculpture of an exceptionally evil-appearing, wizened old woman, with penetrating, bulbous, hungry eyes, and claw-like, gnarled hands. The sculpture radiates a restrained hatred and sense of injustice that yearns to revenge itself. It's hard to stop looking at it.", "endoftext": false }, { "action": "You look", "response": "An austere room with plain, white marble walls and a polished floor of checkered black and white tile. Through the remnants of the ancient entranceway, only the barest sliver of pale daylight penetrates the room (not that it matters...for you, at least). There is a closed marble door at the north end of the room.\n\nYou can see a wooden bowl (which is empty) and a sculpture here.", "endoftext": false }, { "action": "You open the door", "response": "You open the marble door.", "endoftext": false }, { "action": "Go north", "response": "Stairs lead downwards into this room from both the north and south ends; an open marble door leads out of the room to the south, and a closed speckled door leads northward. The room is panelled in dark wood, and has an arched wooden ceiling and grey, stone floor. Near the middle of of the room, there is a sink inset into the east wall. It looks like there is some sort of hole in the middle of the floor near the north end.", "endoftext": false }, { "action": "You look at the sink", "response": "A large marble sink is inset partway into the wall. A single white porcelain knob projects from the wall above the sink. Below the knob, a silvery wolf head points towards the sink beneath it. The wolf's mouth is open. At the bottom of the sink, there is a small drain hole.", "endoftext": false }, { "action": "You examine the wolf", "response": "A gleaming silver wolf's head projects from the wall above the sink. Its mouth is open and appears to be the end of a hollow tube.", "endoftext": false }, { "action": "You look in the drain", "response": "The drain is empty.", "endoftext": false }, { "action": "You look in the hole", "response": "Which do you mean, the drain or the floor hole?", "endoftext": false }, { "action": "Floor hole", "response": "The floor hole is empty.", "endoftext": false }, { "action": "You examine the floor hole", "response": "The floor of the room slopes down almost imperceptibly towards the centre of the room. Here, you find a small, oddly shaped hole. At the bottom of the long, narrow shaft, you can discern a key.", "endoftext": false }, { "action": "You get Key", "response": "You can see the key, but can't reach it; the hole in the middle of the floor is just too narrow and deep. How frustrating.", "endoftext": false }, { "action": "You turn on the sink", "response": "How?", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You put the fruit in the drain", "response": "You jam the fruit into the drain and it fits perfectly, making a tight seal. The water can't drain because the drain is plugged by the fruit, and the water overflows the marble sink. Buoyed up by the draining water, a wooden key has floated out of the floor hole and now rests on the room's floor.", "endoftext": false }, { "action": "You get Key", "response": "Taken.", "endoftext": false }, { "action": "You unlock door", "response": "Which do you mean, the speckled door or the marble door?", "endoftext": false }, { "action": "Speckled", "response": "What do you want to unlock the speckled door with?", "endoftext": false }, { "action": "Key", "response": "The door opens with a click.", "endoftext": false }, { "action": "You go to the north", "response": "A long hall lined with a collection of portraits of men and women in priestly robes. Some of the faces seem vaguely familiar to you. There must be hexanies of them here. One picture frame stands out in particular, an empty frame at the north end of the hall. There is an open speckled door at the south end of the hall. To the north, there is an open archway which leads to an icy cavern.", "endoftext": false }, { "action": "You look at the portraits", "response": "These are formal portraits, painted by a master.", "endoftext": false }, { "action": "You examine the empty frame", "response": "The last frame towards the north end of the hall is not actually empty, but filled with a swirling, flat grey mist. You think you can almost glimpse a face, but then it is gone. There is a small nameplate under only this blank frame.", "endoftext": false }, { "action": "You examine the nameplate", "response": "\"NIBEX\"", "endoftext": false }, { "action": "You examine the mist", "response": "A disturbing, depthless void.", "endoftext": false }, { "action": "You examine NIBEX", "response": "In your mind's eye, you can almost focus on the face... but then it slips away.", "endoftext": false }, { "action": "You lick it", "response": "You give the portraits a nice wet lick!", "endoftext": false }, { "action": "You eat the portraits", "response": "Get real.", "endoftext": false }, { "action": "Smell mist", "response": "The mist seems to be part of the painting.", "endoftext": false }, { "action": "Go north", "response": "The temperature drops as you enter this long, echoing chamber. The ceiling and floor seem to be coated with a clear, slippery, hard substance. The walls, on the whole, look rubbery. As you contemplate that, you realise that you have slid to the centre of the room...\n\nThe white ceiling and floor of the room are entirely unremarkable except for their unusual slickness. You can see exits near the centre of the north and south walls. You are dead-centre in the middle of the room.", "endoftext": false }, { "action": "You examine the ceiling", "response": "The ceiling is far over head and, like the floor, seems frozen solid.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na fruit\na wooden key\nsome decaying farm garments (being worn)\na lacquer box", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You jump", "response": "After a catastrophic fall, you flounder helplessly for a moment.", "endoftext": false }, { "action": "North", "response": "You can't get any traction! You haven't moved at all!", "endoftext": false }, { "action": "You look", "response": "The white ceiling and floor of the room are entirely unremarkable except for their unusual slickness. You can see exits near the centre of the north and south walls. You are dead-centre in the middle of the room.", "endoftext": false }, { "action": "Hint", "response": "Help, Hints, and Info\nN = next subject P = previous RETURN = read subject Q = resume game\n\n> What is this?\nInstructions\nHelp. I'm stuck!\nThe Making Of\nBugs\nAcknowledgements\nAdministrivia", "endoftext": false }, { "action": "Lick floor", "response": "Your tongue adheres briefly to the floor and then snaps painfully back into your mouth.", "endoftext": false }, { "action": "You eat the floor", "response": "Get real.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fruit\na wooden key\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note", "endoftext": false }, { "action": "You throw fruit south", "response": "You throw the fruit towards the south; and you catch it in mid-air, after it bounces off the southern wall. You are ever so gently propelled towards the north. You are less than halfway to the northern wall and equidistant between the western and eastern walls.", "endoftext": false }, { "action": "You throw the fruit south", "response": "You throw the fruit towards the south; and you catch it in mid-air, after it bounces off the southern wall. You are ever so gently propelled towards the north. You are more than halfway to the northern wall and equidistant between the western and eastern walls.", "endoftext": false }, { "action": "You throw the fruit south", "response": "You throw the fruit towards the south; and you catch it in mid-air, after it bounces off the southern wall. You are right next to the northern wall and equidistant between the western and eastern walls. The exit is just to your north.", "endoftext": false }, { "action": "Go north", "response": "This room is remarkable for its high, arched ceiling which almost gives you the impression of being outside at night. An inclined metal shaft leads off to the west, there is some sort of tiled chamber to the east, and there is a frozen cavern to the south. In addition, a steep spiral stairway leads down. A sign is engraved into the wall near the top of the stairs.", "endoftext": false }, { "action": "You go west", "response": "You are too large to fit through the Metal Shaft.", "endoftext": false }, { "action": "You look at sign", "response": "Faithful Candidate,\n\nWe applaude your effort and ingenuity in coming this far. Now that preliminaries are out of the way, we can get down to the actual process of neuroalignment. If you fail, no matter how gruesome your death, you can rest assured that there will be others, and that however long it takes, we shall in the end select a suitable candidate. It is more important to assure mental compatibility than to do so hastily.\n\nThe process of alignment may be gradual, so we have provided several tools, found in the adjoining chambers, to aid you along the way.\n\np.s. Sorry about the lousy poetry -- it is an unavoidable part of the process. And really, it is the least of your problems.", "endoftext": false }, { "action": "You examine the tiles", "response": "The very small tiles that form the mosiacs on the walls are glasslike and smooth. The level of detail is astounding, and the frogs on the wall are so realistic that you would almost swear that they are alive.", "endoftext": false }, { "action": "Lick frogs", "response": "You give the walls a nice wet lick!", "endoftext": false }, { "action": "Blow whistle", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is a closed warped door which leads to a room to the west.\n\nYou can see a table (on which is a grey potion) and a black chair (on which is an old man) here.\n\nYou somersault out of the fireplace, covered with black soot and smelling like a barbeque.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You get the potion", "response": "Taken.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You look at the man", "response": "The old man is short and plump, with unkempt white hair and a stubbly beard of several days growth. His forehead and temples are streaked with deep lines, and his eyes are deeply set in dark sockets. His skin is pale, almost translucent, except for the dark patches under his eyes, and the spiderveins that run through the thin skin over his cheekbones. His gummy mouth harbours not a single tooth, and his flabby lower lip has stretched outward, draping sloppily over his double chin. Somewhere, his head merges into jowls which overlap his barrel chest, by-passing a neck entirely. He is dressed in the fine robes of a priest. He is sleeping comfortably on a fancy chair.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You examine table", "response": "A short, heavy wooden table.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You examine the chair", "response": "The modern chair is discordant with its drab and mundane surroundings. Whilst the rest of the room is made of stone, wood and thatch, the metal frame of the chair gleams brilliantly and has been finely tooled -- clearly, not the work of the village blacksmith. The chair is contoured like a human body, with a head-support, arm-rests and elevated knee support and foot-rests. The ample cushioning is covered in a supple, black material and the entire chair is reclined. There is a small metal lever near the right arm rest, it has been pulled upwards towards the headrest. Perhaps the most remarkable feature of the chair is the old man sleeping in it.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "Lick chair", "response": "You give the black chair a nice wet lick!\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "Go north", "response": "A long, narrow room with a butcher's table. Below the table, there is some sort of large, cube-shaped device marked \"recycling unit\". There is a cabinet on the wall, with its doors closed. The only way out is back south to the front room.\n\nYou can see a butcher table here.", "endoftext": false }, { "action": "You look at the table", "response": "A sturdy table topped with a heavy block of light wood which bears evidence of years of cutting and chopping. There is a big white appliance under the table.", "endoftext": false }, { "action": "You look at the appliance", "response": "A large, white enamel box with an attached hopper. The box is flat on every side, and altogether unremarkable, except for the words \"recycling unit\" which appear in raised script letters on the upper right hand corner of the unit, above the hopper. There is something in the hopper.", "endoftext": false }, { "action": "You look in the hopper", "response": "In the hopper is an empty bottle.", "endoftext": false }, { "action": "You get empty", "response": "Taken.", "endoftext": false }, { "action": "You examine empty", "response": "An empty, clear bottle capped by some sort of metal seal.", "endoftext": false }, { "action": "Go south", "response": "You can see a table and a black chair (on which is an old man) here.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You open the door", "response": "The door's rusty hinges squeak loudly.\nThe old man stirs and searches reflexively in his long robe. After a minute, he finds what he is looking for and withdraws a pair of precision-crafted spectacles and lifts them to his face.", "endoftext": false }, { "action": "Search robe", "response": "Whilst rifling through the old man's robe you find a pair of glasses.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You wear the glasses", "response": "(first taking the glasses)\nYou put on the glasses.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "About yourself", "response": "You are a possessed decaying corpse with vacant, unblinking eyes and saliva-coated maw; it is apparent that you are undead. You seem to be missing a right arm. In terms of fashion, you are wearing some decaying farm garments. At least the spectacles add an air of academic respectability.\n\nThe elderly priest mumbles incoherently about tomatoes.", "endoftext": false }, { "action": "You get the robe", "response": "It is not an appealing garment. Yes, it has a certain homely charm to it, but the smell is putting you off.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You wear the robe", "response": "(first taking the old man's robe)\nIt is not an appealing garment. Yes, it has a certain homely charm to it, but the smell is putting you off.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You go to the east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.", "endoftext": false }, { "action": "Go south", "response": "A tidy little garden of the sort that is useful for growing medicinal herbs. You can see the cabin just to the north, and there is a vegetable garden to the east. On a more sombre note, there is a small cemetery to the southeast.\n\nYou can see two herbs (an herb with blue flowers and an herb with violet flowers) here.", "endoftext": false }, { "action": "You get all", "response": "herb with blue flowers: Taken.\nherb with violet flowers: Taken.", "endoftext": false }, { "action": "Go southeast", "response": "A quiet, lonely corner of the property behind the cabin. In the centre of the graveyard is the solitary mound of grave. The pleasant garden to the northwest provides a comforting contrast.\n\nYou can see an herb with yellow flowers here.", "endoftext": false }, { "action": "You get all", "response": "herb with yellow flowers: Taken.", "endoftext": false }, { "action": "Go east", "response": "A small plot of land is furrowed and meticulously free of weeds. A large, weather-beaten stuffed wolf is mounted on a short pole. You are just east of the herb garden.\n\nYou can see a nice tomato, a carrot and a stuffed wolf here.", "endoftext": false }, { "action": "You get the tomato and the carrot", "response": "nice tomato: Taken.\ncarrot: An herb with orange flowers germinates!\nTaken.", "endoftext": false }, { "action": "You look", "response": "A small plot of land is furrowed and meticulously free of weeds. A large, weather-beaten stuffed wolf is mounted on a short pole. You are just east of the herb garden.\n\nYou can see an herb with orange flowers and a stuffed wolf here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na carrot\na nice tomato\nthree herbs:\nan herb with yellow flowers\nan herb with violet flowers\nan herb with blue flowers\na pair of glasses (being worn)\na violet potion\na whistle\na fruit\na wooden key\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note", "endoftext": false }, { "action": "You get the herb", "response": "(the herb with orange flowers)\nYou're carrying too many things already.", "endoftext": false }, { "action": "You remove the garments", "response": "You take off the decaying farm garments.", "endoftext": false }, { "action": "Wear garments", "response": "You put on the decaying farm garments.", "endoftext": false }, { "action": "You put all in the box", "response": "carrot: The carrot is too big to fit into the lacquer box.\nnice tomato: The nice tomato is too big to fit into the lacquer box. herb with yellow flowers: There is no more room in the lacquer box. herb with violet flowers: There is no more room in the lacquer box. herb with blue flowers: There is no more room in the lacquer box. violet potion: The violet potion is too big to fit into the lacquer box.\nwhistle: The whistle is too big to fit into the lacquer box.\nfruit: There is no more room in the lacquer box.\nwooden key: There is no more room in the lacquer box.", "endoftext": false }, { "action": "You drop wooden Key", "response": "Dropped.", "endoftext": false }, { "action": "You look at the machine", "response": "Within the kitchen cabinet, there is an odd-looking contraption with a metal funnel on the top, a crank with a wooden handle on the side, and recess marked \"bottle\" at the base, below a hollow tube. A bottle is locked into this receptacle at the base of the machine.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na carrot\na nice tomato\na pair of glasses (being worn)\na grey potion\na whistle\na fruit\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note\n\nfour herbs:\nan herb with grey flowers\nan herb with grey flowers\nan herb with grey flowers\nan herb with grey flowers", "endoftext": false }, { "action": "Go south", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is a closed warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\nThe elderly priest rests peacefully.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na carrot\na nice tomato\na pair of glasses (being worn)\na grey potion\na whistle\na fruit\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note\n\nfour herbs:\nan herb with grey flowers\nan herb with grey flowers\nan herb with grey flowers\nan herb with grey flowers\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You go to the east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.", "endoftext": false }, { "action": "You drop every the herb", "response": "herb with orange flowers: Dropped.\nherb with yellow flowers: Dropped.\nherb with violet flowers: Dropped.\nherb with blue flowers: Dropped.", "endoftext": false }, { "action": "You put the herb in the funnel", "response": "The herb with grey flowers slides downwards in the funnel.", "endoftext": false }, { "action": "You get the potion", "response": "(the grey potion)\nYou already have the grey potion.", "endoftext": false }, { "action": "You get all from recess", "response": "Be more specific, please.", "endoftext": false }, { "action": "You go to the east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.\n\nYou can see three herbs (an herb with blue flowers, an herb with violet flowers and an herb with yellow flowers) here.", "endoftext": false }, { "action": "Go north", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is a closed warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\n\"Zzzzzzzzz.\"\n\nA long, narrow room with a butcher's table. Below the table, there is some sort of large, cube-shaped device marked \"recycling unit\". A cabinet built into the wall is open, showing a large machine inside. The only way out is back south to the front room.\n\nYou can see a butcher table here.", "endoftext": false }, { "action": "You get the potion", "response": "Taken.", "endoftext": false }, { "action": "You read the label", "response": "\"potion of sighting.\"", "endoftext": false }, { "action": "Go east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.\n\nYou can see a violet potion and three herbs (an herb with blue flowers, an herb with violet flowers and an herb with yellow flowers) here.", "endoftext": false }, { "action": "You drink the orange potion", "response": "The orange potion disappears with a PUFF!\n\nA small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.\n\nYou can see a violet potion and three herbs (an herb with blue flowers, an herb with violet flowers and an herb with yellow flowers) here.", "endoftext": false }, { "action": "About yourself", "response": "You are a possessed decaying corpse with vacant, unblinking eyes and watering oral cavity; if you look closely around the eyes, there is no question but that you are undead. You seem to be missing a right arm. In terms of fashion, you are wearing some decaying farm garments. At least the spectacles add an air of academic respectability.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You examine the tomato", "response": "A paragon amongst tomatokind, this lustrous red beauty is at the very point of turning ripe; it is firm and free of any blemish.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You examine the robe", "response": "The old man is wearing a robe typical of the Order of the Perigee. It is not of recent vintage, nor has it seen soap and water in the recent past. The old man is lying on the robe, so you can only see one side of it, and you note a small pocket near the waist.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You look in the pocket", "response": "Whilst probing the old man's robe you find absolutely nothing.\n\nA monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is a closed warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You get the robe", "response": "It is not an appealing garment. Yes, it has a certain homely charm to it, but the smell is putting you off.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "Smell robe", "response": "A pungent old man smell mingled with sweat, alcohol, and other substances too horrible to mention.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na carrot\na nice tomato\na pair of glasses (being worn)\na whistle\na fruit\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "Lick man", "response": "You give the old man a nice wet lick!\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You open the door", "response": "The door's rusty hinges squeak loudly.\nThe figure on the chair wakes and searches reflexively in his long robe. After a minute, he makes a clucking noise and mumbles \"Last time this happened, I was looking for them for a month.\"", "endoftext": false }, { "action": "You talk to the man", "response": "You can ASK or TELL someone ABOUT something, or you can SHOW someone something.", "endoftext": false }, { "action": "You ask the man about yourself", "response": "\"Hmmph. I suppose. Or not. Pardon. Lost my train of thought there for a moment.\"", "endoftext": false }, { "action": "You ask the man about the zombie", "response": "\"Essentially, a zombie is a hollowed-out shell of a living being, and unless they're possessed by some outside agency, they're not a threat at all, just landscaping really. My advice: avoid them if you can, and watch out for their drool. \"", "endoftext": false }, { "action": "You ask the man about the drool", "response": "\"I find drool repulsive. Dogs, babies, zombies, you name it.\"", "endoftext": false }, { "action": "Drool", "response": "Now there's a job skill. A small pool of saliva evaporates.", "endoftext": false }, { "action": "You ask the man about the zombie drool", "response": "\"Come again? Didn't quite catch that. Bad hearing you know.\"", "endoftext": false }, { "action": "Drool on man", "response": "An unmaintained field with short grass near the road, and taller grass towards the surrounding woods. At the edge of the woods, there is a depression, and at its base, a hole. There are some rabbit tracks in the soft mud near the road to the south.\nYou recall the old man saying, \"It's called immunity Look it up. Now git.\" The old man then whipped around, lithe as a serpent, and sprayed you with a fine mist of liquid. After some time, your panic has ebbed and you have returned to your senses. You realise that you are no longer in the house, but must have run off.\n\nAn unmaintained field with short grass near the road, and taller grass towards the surrounding woods. At the edge of the woods, there is a depression, and at its base, a hole. There are some rabbit tracks in the soft mud near the road to the south.", "endoftext": false }, { "action": "Go west", "response": "An uncomfortable, stifling bedroom with no windows. The room is barely large enough to accommodate the vaguely bed-like lump of furniture in the middle of the room. A tall, classic mirror framed in dark wood is wedged between the bed and the wall. A pretty silk ribbon is tastefully draped across the mirror, about half-way up. The mirror reflects the scene in the room. The only exit, an open warped door, lies to the east, and leads back to the front room.\n\nYou can see a bed (on which is a pillow) here.\n\nFrom the adjoining room you hear the old man moving around.", "endoftext": false }, { "action": "You look at the mirror", "response": "A beautiful antique mirror of unparallelled craftsmanship. A pretty silk ribbon is draped across the mirror, about half-way up. Reflected in the mirror, you can see a zombie dressed in the clothes of a farmer.\n\nFrom the adjoining room you hear the old man moving around.", "endoftext": false }, { "action": "Go east", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.", "endoftext": false }, { "action": "You go east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.\n\nYou can see a violet potion and three herbs (an herb with blue flowers, an herb with violet flowers and an herb with yellow flowers) here.\n\nFrom inside the cabin you hear the old man moving around, \"Don't track mud into the house.\"", "endoftext": false }, { "action": "You get the violet", "response": "Which do you mean, the violet potion or the herb with violet flowers?", "endoftext": false }, { "action": "Potion", "response": "Taken.\n\nFrom inside the cabin you hear the old man moving around.", "endoftext": false }, { "action": "Go east", "response": "To the west, you can make out a cabin at the edge of the woods. The woods come right to the edge of the road, except on the north side where there is a small strip of meadow.", "endoftext": false }, { "action": "Go east", "response": "A wheel-rutted single lane runs east and west. You are at the bottom of a path that leads upwards to the peak of a small mountain, while the road is bordered by dense woods. There is a small signpost here.", "endoftext": false }, { "action": "Up", "response": "At the top, the winding path is little more than a depression in the gravel and mud, but lower down the mountain, it becomes more defined, and perhaps even sees occasional use. Near the bottom of the path a dirt road is visible.\n\nYou can see a shy little bunny rabbit here.\n\nThe little rabbit scoots downwards.", "endoftext": false }, { "action": "Drool on Rabbit", "response": "The shy little bunny rabbit briefly obeys the laws of an alien geometry, bubbling and warping into impossible shapes, and then settles down, reassuming its familiar shape as if nothing happened. Really, nothing at all.\n\nOn the other hand it might be worth pointing out that the shy little bunny rabbit is holding unusually still, has a distant, almost catatonic expression, and that the first hints of foamy spittle have made their appearance at the corners of the shy little bunny rabbit's mouth.", "endoftext": false }, { "action": "Possess Rabbit", "response": "The psychic impulse propels the shy little bunny rabbit clear of you. You possess the shy little bunny rabbit.\n\nAs you slide into the mind of your new host, you brush against neural resonances of the shy little bunny rabbit's former life. The decohering images are not clear and they are already fading: Hop here, hop there...Carrots? Oh yes, please...more shiny stuff...shiny good...hop, hop...uh oh, people...bounce away... hop here, hop there...ew...what's that?.", "endoftext": false }, { "action": "You look", "response": "A wheel-rutted single lane runs east and west. You are at the bottom of a path that leads upwards to the peak of a small mountain, while the road is bordered by dense woods. There is a small signpost here.\n\nYou can see a shambling zombie here.", "endoftext": false }, { "action": "You look at the zombie", "response": "A dispossessed decaying corpse with vacant, unblinking eyes and drooling lips; if you look closely around the eyes, there is no question but that the shambling zombie is undead. The shambling zombie seems to be missing a right arm. In terms of fashion, the shambling zombie is wearing some decaying farm garments. At least the spectacles add an air of academic respectability.", "endoftext": false }, { "action": "You go east", "response": "Silly, possessed, and potentially evil bunny! Your little paws lack prehensile thumbs. It is pitiful watching you make the attempt.\n\nAn unpaved road runs from east to west. A small town can be seen in the far distance to the east, on the far side of a stone bridge.\n\nYou can see an angry mob here.\nFrom the crowd you overhear, \"Zombies is fer killin'\".", "endoftext": false }, { "action": "Drool on mob", "response": "You cover the angry mob with glistening saliva. It evaporates.", "endoftext": false }, { "action": "You go east", "response": "A sturdy bridge of worked stone spans the river. The bridge is wide enough for two wagons to pass side-by-side. Short walls on both sides of the bridge prevent anyone from accidentally falling over the edge. The bridge runs from east to west. There isn't much to see to the west, except more road, but in the distance, you can see a walled town to the east.", "endoftext": false }, { "action": "You go east", "response": "The road dips down a little here, bringing you to a checkpoint midway between the bridge and the outer walls of the town to the east. A small white building, little more than a free-standing closet, stands just to the north side of the road. \"Sentry Post\" is written above the entrance.\n\nYou can see a guard here.\n\nThe guard attacks you!\n\nA craggy, windswept patch of dirt atop the smallest in a vast range of mountains. A barely visible path leads down the mountain. An opening leads north into the mountain itself.\n\nYou can see a shackle-bound zombie arm here.\n\nYou are once again on your familiar hilltop. Your rabbit body took all the punishment that it could. Sensing imminent unpleasantness, and always motivated by an acute sense of self-preservation, you withdrew from your unfortunate host at the last possible moment, returning to both the comfort and immobility of your polypoid body.\n\nThe sun sets and night falls, and the world is\nplunged into a flat, colourless panorama. You\nstretch your fronds, searching for another host.\n\nThe sun rises, and you feel your strength ebbing.\nYou are alone.\n\nAs the day progresses, you realise that you are\nwilting and that your transient unlife is\nslipping through your fronds.\n\nNo one comes. No hosts. No escape.", "endoftext": false }, { "action": "About yourself", "response": "A cute, fuzzy white rabbit; it is a fair wager that you are undead.", "endoftext": false }, { "action": "You drool on yourself", "response": "You cover the yourself with disgusting saliva. It evaporates.", "endoftext": false }, { "action": "You examine Town", "response": "In the distance, you can see the walls of the Town of Orlane. Near the walls, a phalanx of army pikemen have assembled on the roadway.", "endoftext": false }, { "action": "West", "response": "An unpaved road runs from east to west. A small town can be seen in the far distance to the east, on the far side of a stone bridge.\n\nYou can see an angry mob here.", "endoftext": false }, { "action": "You go west", "response": "A wheel-rutted single lane runs east and west. You are at the bottom of a path that leads upwards to the peak of a small mountain, while the road is bordered by dense woods. There is a small signpost here.\n\nYou can see a shambling zombie here.", "endoftext": false }, { "action": "You get the carrot", "response": "Silly, possessed, and potentially evil bunny! Your little paws lack prehensile thumbs. It is pitiful watching you make the attempt.", "endoftext": false }, { "action": "You eat the carrot", "response": "Chomp. Chomp. Chomp. The carrot tastes earthy and sweet.", "endoftext": false }, { "action": "Possess zombie", "response": "You possess the shambling zombie.", "endoftext": false }, { "action": "You go north", "response": "Think again. That way won't work, but you could go towards the east to the Road Into Town, towards the west to the Desolate Road, or upwards to the Sloping Path.", "endoftext": false }, { "action": "Up", "response": "At the top, the winding path is little more than a depression in the gravel and mud, but lower down the mountain, it becomes more defined, and perhaps even sees occasional use. Near the bottom of the path a dirt road is visible.", "endoftext": false }, { "action": "Go north", "response": "Think again. That way won't work, but you might consider heading upwards to the The Hilltop, or downwards to the Dirt Road.", "endoftext": false }, { "action": "Up", "response": "A craggy, windswept patch of dirt atop the smallest in a vast range of mountains. A barely visible path leads down the mountain. An opening leads north into the mountain itself.\n\nYou can see a fleshy white polyp and a shackle-bound zombie arm here.", "endoftext": false }, { "action": "Go north", "response": "An austere room with plain, white marble walls and a polished floor of checkered black and white tile. Through the remnants of the ancient entranceway, only the barest sliver of pale daylight penetrates the room (not that it matters...for you, at least). There is an open marble door at the north end of the room.\n\nYou can see a wooden bowl (which is empty) and a sculpture here.", "endoftext": false }, { "action": "Go north", "response": "Stairs lead downwards into this room from both the north and south ends; an open marble door leads out of the room to the south, and an open speckled door leads northward. The room is panelled in dark wood, and has an arched wooden ceiling and grey, stone floor. Near the middle of of the room, there is a sink inset into the east wall. It looks like there is some sort of hole in the middle of the floor near the north end.", "endoftext": false }, { "action": "You go to the north", "response": "A long hall lined with a collection of portraits of men and women in priestly robes. Some of the faces seem vaguely familiar to you. There must be hexanies of them here. One picture frame stands out in particular, an empty frame at the north end of the hall. There is an open speckled door at the south end of the hall. To the north, there is an open archway which leads to an icy cavern.", "endoftext": false }, { "action": "Go north", "response": "The temperature drops as you enter this long, echoing chamber. The ceiling and floor seem to be coated with a clear, slippery, hard substance. The walls, on the whole, look rubbery. As you contemplate that, you realise that you have slid to the centre of the room...\n\nThe white ceiling and floor of the room are entirely unremarkable except for their unusual slickness. You can see exits near the centre of the north and south walls. You are dead-centre in the middle of the room.", "endoftext": false }, { "action": "Go north", "response": "This room is remarkable for its high, arched ceiling which almost gives you the impression of being outside at night. An inclined metal shaft leads off to the west, there is some sort of tiled chamber to the east, and there is a frozen cavern to the south. In addition, a steep spiral stairway leads down. A sign is engraved into the wall near the top of the stairs.", "endoftext": false }, { "action": "Drink potion", "response": "The grey potion disappears with a PUFF!\n\nEverything around you has gotten bigger!", "endoftext": false }, { "action": "You go west", "response": "A straight, metal shaft with a very low ceiling. The shaft runs east to west and there are exits at both ends. To the east, you can see a cavernous room, and to the west you catch a hint of velvet-covered walls.", "endoftext": false }, { "action": "Go west", "response": "An egg-shaped room which is lined floor, walls and ceiling with a lush grey velvet. There is a pedestal in the middle of the room. The column of the pedestal is covered in fabric, and the fabric has scratch marks, as if sliced with a razor-sharp tool. On top of the pedestal, there is a cat statuette. At the base of the pedestal is a small, brass plaque. The only exit from the room is the metal shaft to the east, which is very small. Next to the shaft, a grey lever sticks of out the wall.\n\nYou can see a marble pedestal (on which is a cat) here.", "endoftext": false }, { "action": "You pull the lever", "response": "The passage leading to this room enlarges from a mere crawl space to true hallway as its ceiling retracts with a sliding sound.", "endoftext": false }, { "action": "You read the plaque", "response": "A polished metal plaque at the base of the pedestal reads:\n\nShould you meet some frustrating obstruction\nOf perversely exotic construction\nOne need only remember that\nfor a clue, whack it with the cat.", "endoftext": false }, { "action": "You get the cat", "response": "You are too tiny to pick up such a large cat!", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nTime passes.\nTime passes.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\nTime passes.\nYou return to your normal size. It feels good to be normal size again. Time passes.", "endoftext": false }, { "action": "You get the cat", "response": "As soon as you pick up the cat, it comes alive, hissing and arching its back. The chaotic mass of fur, teeth and claws is quite a handful... Oops!!!...dropped the shy little bunny rabbit!\nThe tomato lands with a disconcerting thud.\nDoh!!!...dropped the nice tomato!\nZounds!!!...dropped the whistle!\nOofta!!!...dropped the fruit!\nDoh!!!...dropped the lacquer box!\n\nNow that you can pay full attention to the cat, it nuzzles you.", "endoftext": false }, { "action": "You hit yourself with cat", "response": "That would be suicidal!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na shy little bunny rabbit\na nice tomato\na pair of glasses (being worn)\na whistle\na fruit\nsome decaying farm garments (being worn)\na lacquer box which contains a parchment note", "endoftext": false }, { "action": "You go to the east", "response": "A straight, metal shaft. The shaft runs east to west and there are exits at both ends. To the east, you can see a cavernous room, and to the west you catch a hint of velvet-covered walls.", "endoftext": true }, { "action": "Go downwards", "response": "The staircase is made of dull, black stone, and a bannister of the same material spirals down along the wall. The staircase is steep but regular, with landings every step. You can go up or down.", "endoftext": true }, { "action": "Go downwards", "response": "At the bottom of the staircase, there is a large room with no furnishings. Well, except the monkey golem and the sign. There is a room behind the monkey, but you can't get a good look at it. Even more surreally, there is a small storm cloud over the monkey's head, and rain is pouring down violently only in the immediate area of the monkey. After all that, it seems logical that the monkey is using an umbrella to keep dry. Obviously, going up the stairs is also a consideration.\n\nYou can see a monkey golem here.", "endoftext": false }, { "action": "You examine the sign", "response": "Upon inspection, this plaque is actually part of the wall itself. Written in black letters upon a white background is the following:\n\nA rule you'd better learn to ignore.\nWhen thunder booms and lightning strikes\nDon't worry about swords, shields or pikes.\nIf the sky is dimming avoid trouble.\nExpress your answer on the double.", "endoftext": false }, { "action": "Go west", "response": "An egg-shaped room which is lined floor, walls and ceiling with a lush grey velvet. There is a pedestal in the middle of the room. The column of the pedestal is covered in fabric, and the fabric has scratch marks, as if sliced with a razor-sharp tool. On top of the pedestal, there is a cat statuette. At the base of the pedestal is a small, brass plaque. The only exit from the room is the metal shaft to the east, which is wide open. Next to the shaft, a grey lever sticks of out the wall.\n\nYou can see a marble pedestal (on which is a cat) here.", "endoftext": false }, { "action": "You get the cat", "response": "As soon as you pick up the cat, it comes alive, hissing and arching its back. The chaotic mass of fur, teeth and claws is quite a handful... Oops!!!...dropped the shy little bunny rabbit!\nThe tomato lands with a disconcerting thud.\nYipes!!!...dropped the nice tomato!\nOops!!!...dropped the whistle!\nOy!!!...dropped the fruit!\nDang!!!...dropped the lacquer box!\n\nNow that you can pay full attention to the cat, it nuzzles you.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat seems satisfied that you have struck the monkey golem with it.", "endoftext": false }, { "action": "You hit the golem with cat", "response": "You whip the cat into the monkey golem.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat asks for more as you strike it against the monkey golem.\n\nThe cat shrieks,\"This guy's trying to make a monkey out of you! Don't listen to his double talk!\".", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat seems bemused that you have pummeled the monkey golem with it.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat seems chuffed that you have hammered the monkey golem with it.\n\nThe cat exclaims,\"You'd better follow his instructions to the letter!\".", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat laughs with pleasure as you strike it against the monkey golem.\n\nThe cat whines,\"Harder! Oh come on, he's spelling it out for ya!\".", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat asks for more as you drive it into the monkey golem.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "You slam the cat into the monkey golem.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat seems grateful that you have repeatly beaten the monkey golem with it.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "The cat seems delighted that you have repeatly beaten the monkey golem with it.", "endoftext": false }, { "action": "You hit the golem with the cat", "response": "You bang the cat into the monkey golem.\n\nThe cat howls,\"Put some back into it. For you answer, look to Gibbons, Baboons, Chimpanzees, not Macaques, Tamarins, Lemurs, or Howlers.\".", "endoftext": false }, { "action": "You examine the golem", "response": "A beefy looking stone monkey golem stands between you and the next room. Clearly, he intends to block your way, because whichever way you move, he apes your movement. The monkey looks at you expectantly, as if you are supposed to say something. There is a small sign on the wall to the right of the monkey.", "endoftext": false }, { "action": "You read the sign", "response": "Upon inspection, this plaque is actually part of the wall itself. Written in black letters upon a white background is the following:\n\nA rule you'd better learn to ignore.\nWhen thunder booms and lightning strikes\nDon't worry about swords, shields or pikes.\nIf the sky is dimming avoid trouble.\nExpress your answer on the double.", "endoftext": false }, { "action": "You ask the monkey about the storms", "response": "Ook! Ook!", "endoftext": false }, { "action": "You say the storms", "response": "(to the monkey golem)\nThe clouds dissipate, and the monkey folds up his umbrella and shakes it to the side. There is a puff of pink smoke, and the monkey is replaced by a wind-up tin monkey with cymbals...perhaps you can go east now.", "endoftext": false }, { "action": "You go to the east", "response": "This magnificent chamber pulses with living energy. There is a small inscription on the wall, and below it, a keyhole. The only exit from the room is to the west, back towards the stairs.", "endoftext": false }, { "action": "You examine the inscription", "response": "An inscription is engraved into the material of the wall. It reads:\n\nDear Candidate,\n\nTo proceed to the next phase of neuroalignment, insert the Ivory Key of Obsidian Annihilation into the teleport controller below.\n\nThe Order of the Perigee.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na cat\na pair of glasses (being worn)\nsome decaying farm garments (being worn)", "endoftext": false }, { "action": "You go west", "response": "At the bottom of the staircase, there is a large room with no furnishings. There is an exit to the east. Obviously, going up the stairs is also a consideration.\n\nYou can see a toy monkey here.", "endoftext": false }, { "action": "You get the monkey", "response": "The cat wants your full attention. You can't pick up anything else.", "endoftext": false }, { "action": "You drop the cat", "response": "The cat reverts to the form of a stone statuette.", "endoftext": false }, { "action": "You go to the west", "response": "An egg-shaped room which is lined floor, walls and ceiling with a lush grey velvet. There is a pedestal in the middle of the room. The column of the pedestal is covered in fabric, and the fabric has scratch marks, as if sliced with a razor-sharp tool. At the base of the pedestal is a small, brass plaque. The only exit from the room is the metal shaft to the east, which is wide open. Next to the shaft, a grey lever sticks of out the wall.\n\n, a fruit, a whistle, a spoiled tomato, a shy little bunny rabbit and a marble pedestal here.", "endoftext": false }, { "action": "You get all", "response": "lacquer box: Taken.\nfruit: Taken.\nwhistle: Taken.\nspoiled tomato: Taken.\nshy little bunny rabbit: Taken.\nmarble pedestal: The marble pedestal doesn't budge. It's no use -- it is definitely fixed in place.", "endoftext": false }, { "action": "Blow whistle", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\nYou somersault out of the fireplace, covered with black soot and smelling like a barbeque.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You go to the east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.\n\nYou can see three herbs (an herb with blue flowers, an herb with violet flowers and an herb with yellow flowers) here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na shy little bunny rabbit\na spoiled tomato\na whistle\na fruit\na lacquer box which contains a parchment note\n\na pair of glasses (being worn)\nsome decaying farm garments (being worn)", "endoftext": false }, { "action": "You go west", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\nThe man in priestly robes scratches himself in his sleep.", "endoftext": false }, { "action": "You look in the hopper", "response": "In the hopper are two empty bottles.", "endoftext": false }, { "action": "You put the bottle in the recess", "response": "(the empty bottle in the recess)\nThe bottle snaps into the recess and the nozzle assembly descends, puncturing the cap.", "endoftext": false }, { "action": "Go south", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You go east", "response": "A small, windowless cabin to the west is framed by a lush lawn. To the south of the cabin, there is a small, well-tended garden. A dirt lane leads towards the east, where it joins up with the road into town.\n\nYou can see two herbs (an herb with blue flowers and an herb with yellow flowers) here.", "endoftext": true }, { "action": "You examine Key", "response": "The soft gold of the key bears the impression of rabbit incisors, but the multi-hued jewels are firmly seated in their settings. The shaft and handle of the key are ebony. The rectangular shaft of the key terminates in an exceptionally intricate series of ridges and excavations, which suggest that it fits a very complex mechanism. Engraving along the shaft of the key reads \"elleH ot yeK ehT\" in an archaic script.", "endoftext": true }, { "action": "Go downward", "response": "At the bottom of the staircase, there is a large room with no furnishings. There is an exit to the east. Obviously, going up the stairs is also a consideration.\n\nYou can see a cat here.", "endoftext": false }, { "action": "You go to the east", "response": "This magnificent chamber pulses with living energy. There is a small inscription on the wall, and below it, a keyhole. The only exit from the room is to the west, back towards the stairs.", "endoftext": false }, { "action": "You put the ebony key in keyhole", "response": "Nothing seems to happen. How anticlimactic.", "endoftext": false }, { "action": "You turn the ebony key", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You get ebony key", "response": "You already have the ebony key.", "endoftext": false }, { "action": "You unlock the keyhole with ebony Key", "response": "That doesn't seem to be something you can unlock.\nYou return to your normal size. It feels good to be normal size again.", "endoftext": false }, { "action": "Blow whistle", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\nA monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\nYou somersault out of the fireplace, covered with black soot and smelling like a barbeque.\n\n\"Zzzzzzzzz.\"", "endoftext": false }, { "action": "You go west", "response": "An uncomfortable, stifling bedroom with no windows. The room is barely large enough to accommodate the vaguely bed-like lump of furniture in the middle of the room. A tall, classic mirror framed in dark wood is wedged between the bed and the wall. A pretty silk ribbon is tastefully draped across the mirror, about half-way up. The mirror reflects the scene in the room. The only exit, an open warped door, lies to the east, and leads back to the front room.\n\nYou can see a bed (on which is a pillow) here.", "endoftext": false }, { "action": "You examine the mirror", "response": "A beautiful antique mirror of unparallelled craftsmanship. A pretty silk ribbon is draped across the mirror, about half-way up. Reflected in the mirror, you can see a zombie dressed in the clothes of a farmer.", "endoftext": false }, { "action": "You touch the mirror with Key", "response": "(first taking the mirror)\nThe mirror doesn't budge. It's no use -- it is definitely fixed in place.", "endoftext": false }, { "action": "You touch Key to mirror", "response": "As the key contacts its reflected twin, the mass and energy of two universes is concentrated into the infinitely small point of contact.\n\nYou have destroyed the very concept of existence. Nice work.", "endoftext": false }, { "action": "You enter the mirror", "response": "There is a grey ribbon in the way.", "endoftext": false }, { "action": "You enter mirror", "response": "eht evah uoy ,rorrim eht hguorht ssap uoy sA\nni uoy ekil enoemos tsap gnihsurb fo noitasnes\n.tcepser yreve", "endoftext": false }, { "action": "You look", "response": ".esingocer I brev a ton s'tahT", "endoftext": false }, { "action": "Kool", "response": "on htiw moordeb gnilfits ,elbatrofmocnu nA\not hguone egral ylerab si moor ehT .swodniw\nfo pmul ekil-deb yleugav eht etadommocca\n,llat A .moor eht fo elddim eht ni erutinruf\ndegdew si doow krad ni demarf rorrim cissalc\nstcelfer rorrim ehT .llaw eht dna deb eht neewteb\nnepo na ,tixe ylno ehT .moor eht ni enecs eht\not kcab sdael dna ,tsae eht ot seil ,rood depraw\n.moor tnorf eht\n\n.ereh (wollip a si hcihw no) deb a ees nac uoY", "endoftext": false }, { "action": "Yrotnevni", "response": ":gniyrrac era uoY\nyek yrovi na\ntibbar ynnub elttil yhs a\notamot deliops a\neltsihw a\ntiurf a\neton tnemhcrap a sniatnoc hcihw xob reuqcal a\n\n(nrow gnieb) sessalg fo riap a\n(nrow gnieb) stnemrag mraf gniyaced emos", "endoftext": false }, { "action": "Wollip teg", "response": "llams a gnilaever ,edisa stfaw wollip lufitip ehT\n.elttob", "endoftext": false }, { "action": "Elottob teg", "response": ".gniht hcus yna ees t'nac uoY", "endoftext": false }, { "action": "Elttob teg", "response": ".nekaT", "endoftext": false }, { "action": "Yek X", "response": "era slewej deuh-itlum eht tub ,srosicni tibbar\ndna tfahs ehT .sgnittes rieht ni detaes ylmrif\nralugnatcer ehT .yrovi era yek eht fo eldnah\nyllanoitpecxe na ni setanimret yek eht fo tfahs\nhcihw ,snoitavacxe dna segdir fo seires etacirtni\n.msinahcem xelpmoc yrev a stif ti taht tseggus\nehT\" sdaer yek eht fo tfahs eht gnola gnivargnE\n.tpircs ciahcra na ni \"elleH ot yeK", "endoftext": false }, { "action": "%", "response": "Nine-Tenths of the Law\n\n\n\nPlease press [Space] to begin\nNine-tenths of the Law\nCopyright (c) 2008 Jack Welch\n\nType HELP for info on licencing and credits, or if you get stuck.\n\nA craggy, windswept patch of dirt atop the smallest in a vast range of mountains. A barely visible path leads down the mountain.\n\nYou can see a cheap wooden door, a shambling zombie and a shy little bunny rabbit here.", "endoftext": false }, { "action": "Blow whistle", "response": "A monastically simple room, with a single chair, a low table, and a small fireplace. Strangely, this house has been built with no windows. The kitchen is to the north, and the front yard is to the east. There is an open warped door which leads to a room to the west.\n\nYou can see a table and a black chair (on which is an old man) here.\n\nYou somersault out of the fireplace, covered with black soot and smelling like a barbeque.\n\nThe figure in the chair mumbles incoherently about tomatoes.", "endoftext": false }, { "action": "You go west", "response": "An uncomfortable, stifling bedroom with no windows. The room is barely large enough to accommodate the vaguely bed-like lump of furniture in the middle of the room. A tall, classic mirror framed in dark wood is wedged between the bed and the wall. A pretty silk ribbon is tastefully draped across the mirror, about half-way up. The mirror reflects the scene in the room. The only exit, an open warped door, lies to the east, and leads back to the front room.\n\nYou can see a bed (on which is a pillow) here.", "endoftext": false }, { "action": "You look under the pillow", "response": "The pitiful pillow wafts aside, revealing a small bottle.", "endoftext": false }, { "action": "You get the bottle", "response": "The grey potion is too heavy.", "endoftext": false }, { "action": "You read the label", "response": "\"potion of aronk.\"", "endoftext": false }, { "action": "Inv", "response": "You are carrying:\nan ebony key\na shy little bunny rabbit\na spoiled tomato\na whistle\na fruit\na lacquer box which contains a parchment note\n\na pair of glasses (being worn)\nsome decaying farm garments (being worn)", "endoftext": false }, { "action": "About yourself", "response": "You are a possessed decaying corpse with vacant, unblinking eyes and saliva-coated maw; any fool could tell that you are undead. You seem to be missing a right arm. In terms of fashion, you are wearing some decaying farm garments. At least the spectacles add an air of academic respectability.", "endoftext": false }, { "action": "Drool on tomato", "response": "You cover the spoiled tomato with wet saliva. It evaporates.", "endoftext": false }, { "action": "Smell the tomato", "response": "You smell nothing unexpected.\nYou return to your normal size. It feels good to be normal size again.", "endoftext": false }, { "action": "Wollip X", "response": "evah yam taht cirbaf fo tib niht-repap ,yerg A\n.efil remrof sti ni wollip a neeb", "endoftext": false }, { "action": "Yek pord", "response": ".depporD", "endoftext": false }, { "action": "Kool", "response": "on htiw moordeb gnilfits ,elbatrofmocnu nA\not hguone egral ylerab si moor ehT .swodniw\nfo pmul ekil-deb yleugav eht etadommocca\n,llat A .moor eht fo elddim eht ni erutinruf\ndegdew si doow krad ni demarf rorrim cissalc\nstcelfer rorrim ehT .llaw eht dna deb eht neewteb\nnepo na ,tixe ylno ehT .moor eht ni enecs eht\not kcab sdael dna ,tsae eht ot seil ,rood depraw\n.moor tnorf eht\n\na si hcihw no) deb a dna yek yrovi na ees nac uoY\n.ereh (wollip", "endoftext": false }, { "action": "Rrorim retne", "response": ".gniht hcus yna ees t'nac uoY", "endoftext": false }, { "action": "Rorrim retne", "response": "As you pass through the mirror, you have the sensation of brushing past someone like you in every respect.", "endoftext": false }, { "action": "You look", "response": "An uncomfortable, stifling bedroom with no windows. The room is barely large enough to accommodate the vaguely bed-like lump of furniture in the middle of the room. A tall, classic mirror framed in dark wood is wedged between the bed and the wall. The mirror reflects the scene in the room. The only exit, an open warped door, lies to the east, and leads back to the front room.\n\nYou can see an ivory key and a bed (on which is a pillow) here.", "endoftext": false }, { "action": "You put Ivory Key in the keyhole", "response": "A strange sounds builds and builds, like someone running a set of metal keys slowly up and down the strings of a harp. Slowly, your surroundings fade.\n\nYou are standing on the command deck of a starship.\n\nA large viewing screen shows a planet, with patches of blue ocean and land peeking through the cloud cover.\n\nCongratulations, you have completed the introduction to \"Nine-tenths of the Law\"!\n\nThe continuation will be released in 2009.", "endoftext": true } ]
8ithpr6yhbhhb6fe
A Shadow of Helpfulman
Clara Raubertas
[ "Slice of life" ]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
You play as Kevin, a graduate student. You share an office with two other graduates: Jim and Molly. Molly Malone is the most beautiful creature in the world. You'd love to ask her out but you're so tongue-tied around her. Jim doesn't have that problem. How can you stop being a shadow of "Helpfulman" Jim?
[ { "action": "%", "response": "This is the graduate student office you share with Jim and Molly. Like pretty much every graduate student office, tiny (way too small for three people to share), windowless, and littered with some random shit -- a shelf of books, a typewriter, a vacuum.\n\nThe exit is to the north.\n\nYou can see Jim and Molly here.", "endoftext": false }, { "action": "You look at the books", "response": "Performativity in the Beta-Male Gaze; Food, Longing, and Intertextual Meta-Narrative in Ancient Greece; Heteronormativity and You. You know, the usual grad student fare.", "endoftext": false }, { "action": "You look at the typewriter", "response": "This is Molly's. It's so old, it's not even electric. She likes to write drafts on it instead of on her computer, which you think is adorable.\n\nShe mentioned once that the typewriter belonged to her great-grandfather in Ireland, a hundred years ago or so -- he was some sort of revolutionary poet. Super romantic, you think.", "endoftext": false }, { "action": "You look at Jim", "response": "You have known Jim since he first hazed you in college, and for some reason, you've been hanging out with him ever since -- following him around like you're his fucking shadow -- despite the fact that he consistently makes you feel like shit about yourself. It's not like he's even that fun, either.\n\nYet here you are, not only in the same graduate program, but sharing an office. Which means you have to look at his stupid fucking face every time you come here to get some work done (or, more realistically, to pretend you're getting work done while really you're angsting about how you haven't even started your dissertation).", "endoftext": false }, { "action": "About yourself", "response": "You are Kevin, graduate student extraordinaire.\n\nOkay, not really extraordinaire.... at being a graduate student, or at anything else.", "endoftext": false }, { "action": "You examine Molly", "response": "Molly Malone is the most beautiful creature in the world -- red-gold curls tumbling around her pale, freckled face; thousand-watt green eyes; an endearingly gap-toothed smile; and sharp as a whip, too. (She's a year ahead of you in school, but more like two or three years ahead if you measure it in dissertation progress. Not that you've... well, started.)\n\nUnfortunately for you, Jim thinks she's the most beautiful creature in the world, too. And if there's one thing that's bugged you more than anything else about your friendship with Jim -- such as it is -- it's his habit of seducing the women you like before you can get out so much as a garbled \"Hello\".", "endoftext": false }, { "action": "You examine vacuum", "response": "Why is there a vacuum in your tiny office in your department building? Who knows. People leave all kinds of stuff in these offices, then get re-assigned to new offices and forget about it.\n\n\"Hey, I'm getting hungry. Jim, Kevin, either of you want to go pick up something to eat?\" Molly says.\n\n\"I --\" you say faintly, but Jim cuts you off.\n\n\"I'll go! Just call me... Helpfulman,\" he says. Helpfulman? How stupid, you think, and turn to Molly to share a laugh; but you stifle your snort when you see a genuine smile on her face.\n\n\"That's really sweet of you, Jim! Thanks, Helpfulman!\"\n\nJim runs out, shit-eating grin on his face. You scowl. Helpfulman. What a douche.", "endoftext": false }, { "action": "You ask Molly about the typewriter", "response": "You're always tongue-tied around her, and what you want to say just comes out a stupid-sounding blurt.", "endoftext": true }, { "action": "Look around", "response": "This is the graduate student office you share with Jim and Molly. Like pretty much every graduate student office, tiny (way too small for three people to share), windowless, and littered with some random shit -- a shelf of books, a typewriter, a vacuum.\n\nThe exit is to the north.\n\nYou can see Molly here.", "endoftext": false }, { "action": "Go north", "response": "This hallway stretches out from east to west, lined with offices; but the only one of interest to you is your own office, to the south.\n\nTo the north is an exit to the courtyard.", "endoftext": false }, { "action": "Go north", "response": "A round courtyard, paved with large, flat flagstones. It's suprisingly peaceful here; at this hour, it's lit by starlight, moonlight, and what looks like the remains of an illegal campfire set by some undergrads from the dorms to the north.\n\nThere is a fountain in the center of the courtyard.\n\nOne of the flagstones looks loose; maybe even moveable.", "endoftext": false }, { "action": "You look at the campfire", "response": "Still-glowing embers in a depression in the flagstones.", "endoftext": false }, { "action": "Go north", "response": "To get into the dorm you need an undergrad escort, and you prefer not to talk to them; by comparison they make you feel old, ugly, hopeless.\n\nEven worse, some of them are your students, and they have things to say to you like \"Kevin, why haven't you graded my paper yet?\" or \"Hey, dude, how come I got an A- on this paper? I thought it was good?\" or \"Carl\" -- they don't always remember your name -- \"Carl, I need an extension on my paper because I was up all night making out with my boyfriend and didn't write it yet\" or \"Hey, you, what's your name, aren't you my TA? Do you know when our paper is due?\"", "endoftext": false }, { "action": "You move the flagstone", "response": "(the loose flagstone)\nYou reveal a dark passage leading downward... a flourescent glow comes from below.\n\nAlright! Now things are looking up. Er, down. You crack yourself up.", "endoftext": true }, { "action": "Go downwards", "response": "This is a tiny, narrow, ill-fitting space, roughly coffin shaped. The walls are covered by decades of overlaid graffiti; the room is lit (though poorly) by the flourescent glow of some of the graffiti.\n\nThe only way out is back up.\n\nThere is a length of string here.", "endoftext": false }, { "action": "You take the string", "response": "Taken.", "endoftext": false }, { "action": "You get it", "response": "You already have that.", "endoftext": false }, { "action": "You go upwards", "response": "A round courtyard, paved with large, flat flagstones. It's suprisingly peaceful here; at this hour, it's lit by starlight, moonlight, and what looks like the remains of an illegal campfire set by some undergrads from the dorms to the north.\n\nThere is a fountain in the center of the courtyard.\n\nA passage leads downward.", "endoftext": false }, { "action": "You examine the fountain", "response": "A round, concrete fountain, full of water; more water spews from the mouth of a grotesque concrete realization of the university mascot. Super tacky.\n\nIn the fountain is an alewife.", "endoftext": false }, { "action": "You get the alewife", "response": "You try to grab it with your hands, but it flops and flips away.", "endoftext": false }, { "action": "You look at the alewife", "response": "A long, shiny fish, covered in silver scales.\n\nYou don't know how you know it's called an alewife, actually. You're no botanist. Or much of anything, really.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na length of string (with both ends free)\na pencil", "endoftext": false }, { "action": "You go south", "response": "This hallway stretches out from east to west, lined with offices; but the only one of interest to you is your own office, to the south.\n\nTo the north is an exit to the courtyard.", "endoftext": false }, { "action": "You go to the south", "response": "This is the graduate student office you share with Jim and Molly. Like pretty much every graduate student office, tiny (way too small for three people to share), windowless, and littered with some random shit -- a shelf of books, a typewriter, a vacuum.\n\nThe exit is to the north.\n\nYou can see Molly here.\n\nJim rushes back in, holding a styrofoam container of gross-looking chicken fingers. \"Hey, Molly!\" he says breathlessly. \"I got you some dinner!\"\n\nMolly looks up. \"Oh, Jim, that's really nice of you! Um, but I should have said, I'm allergic to chicken. I can't eat that.\"\n\nYou're not pleased with yourself for the smug smile of satisfaction that creeps onto your face as you see Jim turn suddenly glum. But you are pleased. The douche had it coming. Helpfulman.\n\n\"Um, I'll get you something else!\" he says, rushing away, and dropping one of the chicken fingers to the ground as he goes.", "endoftext": false }, { "action": "You get the chicken finger", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na chicken finger\na length of string (attached to the chicken finger and the pencil)\na pencil", "endoftext": false }, { "action": "You put the finger in the fountain", "response": "You put the chicken finger into the fountain.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.", "endoftext": false }, { "action": "You look at the pencil", "response": "A #2 pencil, suitable for taking standardized tests. Fortunately you finished your last one of those with the GRE. Thank God that's over.\n\nThe pencil is currently tied to the chicken finger and the length of string.", "endoftext": false }, { "action": "You take the alewife with the finger", "response": "You dangle the finger over the fish with the pencil. Closer... closer...\n\nThe fish bites! You pull it up gently, and detach it from its bait. It flops in your hand.\n\nYou caught a fish! You, Kevin, caught your own fish.\n\nMan, this is great.", "endoftext": false }, { "action": "You kill the fish", "response": "You smash the fish against the flagstones until it stops wriggling.\n\nTake that, fish! And that! And that!\n\nYou realize that now you're beating a dead fish. Nice going, Kevin.", "endoftext": false }, { "action": "You cook the fish", "response": "You hold the dead fish over the glowing embers, and soon it gives off a delicious roasted aroma.", "endoftext": false }, { "action": "You give the fish to Molly", "response": "Molly takes the cooked fish from you, and looks at you.\n\n\"Kevin, this is so sweet! I love fish!\" She gives you a beautiful gap-toothed smile; then eats the fish, nibbling daintily with her wonderful mouth.\n\nSuddenly you feel courage rushing into you. \"Molly... would you like to get dinner with me sometime?\"\n\n\"Oh, honey...\" Molly fixes her green eyes on you. \"I'm seeing someone. I thought you knew!\"\n\nFor a moment you think that your heart is ready to break into a million little pieces. But then, surprisingly, it doesn't. You swallow, and smile at Molly. \"Okay! That's fine. I just thought I'd ask.\"\n\n\"I hope you enjoyed the fish!\" You smile as you walk out the door.\n\nYou caught your own fish. You cooked it. You asked Molly out.\n\nThis hallway stretches out from east to west, lined with offices; but the only one of interest to you is your own office, to the south.\n\nTo the north is an exit to the courtyard.", "endoftext": false }, { "action": "Go north", "response": "A round courtyard, paved with large, flat flagstones. It's suprisingly peaceful here; at this hour, it's lit by starlight, moonlight, and what looks like the remains of an illegal campfire set by some undergrads from the dorms to the north.\n\nThere is a fountain in the center of the courtyard.\n\nA passage leads downward.\n\nAs you walk out into the courtyard, you look up at the sky. Bright, full moon; constellations of stars; planets. And things like Pluto, that aren't really planets -- more like shadows of planets.\n\nPluto was always your favorite, anyway. The underdog planet.\n\nWhen you get home, you're going to start writing your dissertation. You have a feeling you're going to have plenty of ideas tonight.\n\nAnd tomorrow, you'll talk to that cute girl in your theory seminar. And if she's taken? No big deal. There are other fish.", "endoftext": false }, { "action": "You go south", "response": "That was a very dignified exit, for you. You're not going to go back in there now and ruin it.", "endoftext": true } ]
jd79rqenllnxny3
Short of Sushi
Paul Stanley
[ "Humor" ]
[ "I6 Platypus library", "IF community references" ]
2,013
[ 0, 0, 0, 0, 0 ]
0
0
20130101
false
From the about text: "This game loosely builds on Example 260 ("Dubai"), and includes elements of, I hope respectful, homage to Emily Short's magnificent "Day for Fresh Sushi" (Example 112), and various other sushi references that are scattered in the documentation. It also nods in the direction of two classic English television comedies of the 1970s."
[ { "action": "%", "response": "The Burj al-Fawalti thrusts itself -- boldly, modernly, assertively -- aloft. In the Penthouse Suite on the fifty-seventh floor, \n\nA New Year's Speed IF\n\nInform v6.31 / Platypus \n\nEverything has its less dignified parts. There are toilets to be scrubbed, linens to be laundered -- and down in the basement pantry, there is room-service to be prepared and delivered.\n\nHere, all is functional: tiled walls and floor, a desk, a telephone, a refrigerator. Your job is simple. Wait for orders, then trundle off to collect them and deliver them to the guests. Nothing to it. The\nservice elevator is south. The guest elevator (which you are not supposed to use) is north. The kitchen is northeast.", "endoftext": false }, { "action": "About yourself", "response": "Resigned to working in this dump.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nyour pass key\n\nA mouse sidles in from a crack in the tiles.", "endoftext": false }, { "action": "You look at the mouse", "response": "Not a surprise, of course, to see such a thing in this particular part of this particular establishment. In your idler moments you wonder whether mice (wasps, rats, cockroaches) might be some sort of argument against the existence of any intelligent designer. What purpose can they possibly serve? What are they good for?", "endoftext": false }, { "action": "You catch the mouse", "response": "You are not fast enough. The mouse scuttles away, and squeezes itself out of sight.", "endoftext": false }, { "action": "You go northeast", "response": "Uniquely, perhaps, among the staff of this hotel, you intend to do\nyour duty. Which -- at present -- requires you to stay here. You can leave once you have an order.", "endoftext": false }, { "action": "You examine the service elevator", "response": "Dark grease stains the handset and covers the cord.\n\nRodent eyes seem to watch opportunistically from a crevice beside the service elevator.\n\nWhere the guest elevator is fast, clean and efficient, the service elevator is slow, grubby and ... broken. As usual. A notice to this effect is taped to the door.\n\nThe telephone begins to ring.", "endoftext": false }, { "action": "You answer the phone", "response": "You pick up the receiver.\n\nA woman's voice: \"Room service? This is room 5701.\"\n\nRoom 5701, the Penthouse Suite.\n\n\"I am in the mood for some sushi, some fresh sushi. Could you bring some, please? As quick as you can?\"", "endoftext": false }, { "action": "You examine the fridge", "response": "Intended to hold food and drink for immediate service. Intended, presumably, to hold them in a cool condition. Which it doesn't.\nBecause it's on the blink. It's closed.\n\n\"Sorry? Did you say something?\" the voice on the other end of the line continues. \"The line is not altogether satisfactory.\"\n\nThere is indeed a strange whistling and squeaking, and you can hardly hear her.\n\n\"Sushi! Fresh sushi! As quick as you can.\" The voice is imperious.\n\nThen silence. Whether she has put down the phone, or whether it has simply stopped functioning you cannot tell. But this much you know:\nyou need to find some sushi.", "endoftext": false }, { "action": "You read the notice", "response": "A handwritten notice \"Out of Order. Engineer called.\" A fixture: it\nhas been here, on and off, a long as you have, and you confidently expect it to outlast you.\n\nRodent eyes seem to watch opportunistically from a crevice beside the service elevator.", "endoftext": false }, { "action": "You open the fridge", "response": "You open the refrigerator, revealing a piece of cheese.", "endoftext": false }, { "action": "You close the fridge", "response": "You close the refrigerator.", "endoftext": false }, { "action": "You get the cheese", "response": "You take the piece of cheese.\n\nRodent eyes seem to watch opportunistically from a crevice beside the service elevator.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Everything has its less dignified parts. There are toilets to be scrubbed, linens to be laundered -- and down in the basement pantry, there is room-service to be prepared and delivered.\n\nHere, all is \"functional\" (i.e., ugly): tiled walls and floor, a desk, a telephone, a broken refrigerator. The service elevator (which is broken) is south. The guest elevator (which you are going to have to use instead) is north. The kitchen is northeast.", "endoftext": false }, { "action": "You go northeast", "response": "Not quite your standard kitchen. No cabinet. No sink. No stove, or oven, or drawer. Instead you see an empty room, in the centre of which is a gleaming machine, supposedly capable of producing any food that the guests desire. Could it be more simple? All you need do is ask for some sushi.\n\nThe hotel's chef, Monsieur Micronde, stands proudly by the machine.\n\nAs soon as he sees you, he bustles over. \"No! No! No! What are you doing in here without a hairnet? Have you no consideration for the hygiene?\" He hands you a hairnet, which you dutifully wear.", "endoftext": false }, { "action": "You examine the machine", "response": "A stainless steel cube, standing taller than a man. Every surface is covered with dials, lights, screens, knobs, levers, handles, buttons, keypads and valves. A vast glass tank filled with greenish material sits on top of it. The side is blazoned \"Gastroreactor: Reversing the Natural Order\".", "endoftext": false }, { "action": "You ask the machine for the sushi", "response": "That can only be done to something animate.", "endoftext": false }, { "action": "You ask monsieur for the sushi", "response": "\"Oh, but of course, that will be not at all a problem. She is\nJapanese, the machine. She will produce the most exquisite sushi.\"\n\nThe machine pops and produces copious quantities of grey smoke. As the smoke clears, you see that it has produced a hamburger.\n\nMonsieur Micronde stares at it. \"The machine,\" he says, \"she has her little moments, her little tempests and tantrums. All will correct itself.\" He fiddles with the buttons.", "endoftext": false }, { "action": "You take the hamburger", "response": "You take the burger.", "endoftext": false }, { "action": "You ask monsieur for the hamburger", "response": "A smile spreads over the Chef's face. \"This,\" he says, \"she will most assuredly produce with ease.\"\n\nThe chef twiddles with the dials, pulls a lever, and stands back while the machine grinds and whirrs and finally, with a belch of pale green vapour, produces ... a burger.\n\n\"Eh, voila!\" says Monsieur Micronde. \"She has performed, exactly as commanded.\"", "endoftext": false }, { "action": "You tell monsieur about the mouse", "response": "Monsieur Micronde shugs, gallically.", "endoftext": false }, { "action": "You examine the burger", "response": "(the burger)\nNot exactly mouthwatering. The beige bun barely conceals a leathery puck, wilting lettuce and watery tomato.", "endoftext": false }, { "action": "You ask monsieur for the mousetrap", "response": "The chef looks troubled. \"I'm not sure about that,\" he says, \"but let us essay what she can accomplish, the machine.\"\n\nThe machine pops and produces a puff of brownish smoke. As the smoke clears, you see that it has produced another hamburger.\n\nMonsieur Micronde stares at it. \"The machine,\" he says, \"she has her little moments, her little tempests and tantrums. All will correct itself.\" He fiddles with the buttons.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na burger\nyour pass key\na piece of cheese\n\nYou are wearing:\na hairnet", "endoftext": true }, { "action": "Look around", "response": "Not quite your standard kitchen. No cabinet. No sink. No stove, or oven, or drawer. Instead you see an empty room, in the centre of which is a gleaming but largely useless machine.\n\nThe hotel's chef, Monsieur Micronde, stands unhappily by the malfunctioning machine.\n\nYou can also see two burgers here.", "endoftext": false }, { "action": "You get the burgers", "response": "burger: Taken.\nburger: Taken.", "endoftext": false }, { "action": "You examine the machine", "response": "A stainless steel cube, standing taller than a man. Every surface is covered with dials, lights, screens, knobs, levers, handles, buttons, keypads and valves. A vast glass tank filled with greenish material sits on top of it. The side is blazoned \"Gastroreactor: Reversing the Natural Order\".", "endoftext": false }, { "action": "You look at the tank", "response": "The tank is full of a semi-liquid, greenish brown matter.\n\n\"Remarkable, is it not,\" says Micronde. \"Totally natural! Totally local! Absolutely vegetarian! All delivered from a local farm.\"\n\n\"Is it ...\" you ask.\n\nHe beams. \"But of course, my friend. Merde. Crap. Manure. All turned\nby the miracles of genetic engineering and nuclear physics into wholesome, delicious food.\"", "endoftext": false }, { "action": "You show the cheese to Micronde", "response": "The Monsieur Micronde is unimpressed.", "endoftext": false }, { "action": "You eat the cheese", "response": "You eat the piece of cheese. Not good.", "endoftext": false }, { "action": "You examine the net", "response": "The acme of good hygiene.", "endoftext": false }, { "action": "You remove the net", "response": "You take off the hairnet.\n\n\"Please, I beg you!\" says Monsieur Micronde. \"I beg you! She is most delicate, the machine. She cannot abide dirt.\"\n\nThe tank tells a different story, but you put the hairnet on, nonetheless.", "endoftext": false }, { "action": "You ask the chef for the human flesh", "response": "\"Hmm,\" says the chef. \"Let us see.\"\n\nThe machine whirrs and produces copious quantities of grey smoke. As the smoke clears, you see that it has produced another hamburger.\n\nMonsieur Micronde stares at it. \"It is insupportable!\" he exclaims. \"I am unable to comprehend why this has happened.\"", "endoftext": false }, { "action": "You examine the dials", "response": "The machine is infernally complicated.", "endoftext": false }, { "action": "You turn the dials", "response": "\"Non, non, non, non, non!\" Monsieur Micronde becomes animated. \"You\nare not trained to operate her. Whatever you need, you have only to\nask for it.\"", "endoftext": false }, { "action": "You put burgers in the tank", "response": "burger: The tank can't contain things.\nburger: The tank can't contain things.\nburger: The tank can't contain things.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Not quite your standard kitchen. No cabinet. No sink. No stove, or oven, or drawer. Instead you see an empty room, in the centre of which is a gleaming but largely useless machine.\n\nThe hotel's chef, Monsieur Micronde, stands unhappily by the malfunctioning machine.\n\nYou can also see a burger here.", "endoftext": false }, { "action": "You get burger", "response": "(the burger)\nYou take the burger.", "endoftext": false }, { "action": "You go to the west", "response": "The only way out is southwest.", "endoftext": false }, { "action": "You go to the southwest", "response": "Everything has its less dignified parts. There are toilets to be scrubbed, linens to be laundered -- and down in the basement pantry, there is room-service to be prepared and delivered.\n\nHere, all is \"functional\" (i.e., ugly): tiled walls and floor, a desk, a telephone, a broken refrigerator. The service elevator (which is broken) is south. The guest elevator (which you are going to have to use instead) is north. The kitchen is northeast.", "endoftext": false }, { "action": "Go north", "response": "The floor is not perfectly clean, and the brass fixtures not perfectly polished, but at least it works. An advertisement for the hotel's spa is fixed to the wall, in an attempt to attract custom.\n\nThe control panel is beside the door. Above it, an illuminated sign tells you that the elevator is currently on the basement floor.", "endoftext": false }, { "action": "You examine the panel", "response": "There is an array of buttons, marked B (for the basement), L (for the lobby), 2 to 56 for the hotel's various floors, and P for the penthouse. Beside the button for floor 2, an engraved sign reminds patrons that the hotel's famous ballroom is on that floor. No floor\nhas been selected.", "endoftext": false }, { "action": "You read ad", "response": "(in the yourself)\nYou discover nothing of interest in yourself.", "endoftext": false }, { "action": "You read the advertisement", "response": "An athletic couple lie with their eyes closed and their faces covered in mud. Seraphic smiles spread across their features. \"Feeling past your best?\" the advertisement asks. \"Freshen up fast at our spa on five!\"", "endoftext": false }, { "action": "Press 2", "response": "You push the button marked \"2\" and it lights up.\n\nThe elevator doors slide closed.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe elevator rises, slows, and the doors open at floor 2.", "endoftext": false }, { "action": "You go to the south", "response": "The ballroom is evidently being prepared for some sort of function.\nThe grand chandelier (the largest in Torquay!) illuminates the sprung parquet floor. Dead centre in the middle of the dancefloor is a vast fishtank.\n\nSomeone has dropped a piece of paper on the floor.", "endoftext": false }, { "action": "You examine paper", "response": "In preparation for the New Year Speed IF convention, various equipment is to be installed in the Ballroom. It consists of a fishtank, fish, and associated apparatus.\n\nPlease ensure that it is properly installed and that no harm comes to the fish. I will bring the remainder of the work to which it relates\nas soon as I have finished it. Any problems, my room number is 4302.", "endoftext": false }, { "action": "Examine tank", "response": "Someone has installed a large aquarium in the middle of the ballroom. It must be 10 feet square, and almost as tall as you are. You half expect to see a kraken, or at least a small shark, gliding with quiet menace. Instead a tiny goldfish is making slow circles round the tank.", "endoftext": false }, { "action": "You give burger to the fish", "response": "That seems to be part of the fishtank.", "endoftext": false }, { "action": "You ask the goldfish about the sushi", "response": "Are you mad? It's a fish, not a conversation partner.", "endoftext": false }, { "action": "You get the paper", "response": "You take the memo.", "endoftext": false }, { "action": "You take the fish with the net", "response": "You dip the hairnet quickly into the water, and briefly drag it like a trawler. Success rewards your efforts: the fish flaps in your hand, then expires.", "endoftext": false }, { "action": "You feed fish", "response": "(to the yourself)\n(taking the goldfish)\nYou try to grab the fish, but it slips through your fingers.\n\n\"Nice try!\" you imagine the fish saying. \"But you can't have thought that was going to do the trick!\"", "endoftext": false }, { "action": "You get the paper", "response": "You already have the memo.", "endoftext": true }, { "action": "You look around", "response": "The ballroom is evidently being prepared for some sort of function.\nThe grand chandelier (the largest in Torquay!) illuminates the sprung parquet floor. Dead centre in the middle of the dancefloor is a vast fishtank.", "endoftext": false }, { "action": "You look at the chandelier", "response": "Its twinkles lustrously over the fishtank.", "endoftext": false }, { "action": "You go to the north", "response": "The floor is not perfectly clean, and the brass fixtures not perfectly polished, but at least it works. An advertisement for the hotel's spa is fixed to the wall, in an attempt to attract custom.\n\nThe control panel is beside the door. Above it, an illuminated sign tells you that the elevator is currently on floor 2.", "endoftext": false }, { "action": "Press 4", "response": "You push the button marked \"4\" and it lights up.\n\nThe elevator doors slide closed.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe elevator rises, slows, and the doors open at floor 4.", "endoftext": false }, { "action": "You go to the north", "response": "The floor is not perfectly clean, and the brass fixtures not perfectly polished, but at least it works. An advertisement for the hotel's spa is fixed to the wall, in an attempt to attract custom.\n\nThe control panel is beside the door. Above it, an illuminated sign tells you that the elevator is currently on floor 4.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe elevator rises rapidly.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe elevator rises, slows, and the doors open at floor 43.", "endoftext": false }, { "action": "You go to the west", "response": "A perfectly ordinary hotel bedroom, like thousands of others here.\nThis one almost appears unlived in: none of the usual clothes, luggage and muddle.Whoever is staying here seems to be working.\n\nA laptop computer is open on the bed.\n\nThe bathroom door is shut, and it sounds like someone is in there.", "endoftext": false }, { "action": "You examine computer", "response": "The laptop is switched on, and from the look of the screen someone seems to have been doing some sort of programming.", "endoftext": false }, { "action": "Cast soyfac", "response": "A dish of soy sauce magically appears in your hand.", "endoftext": true }, { "action": "You look around", "response": "A perfectly ordinary hotel bedroom, like thousands of others here.\nThis one almost appears unlived in: none of the usual clothes, luggage and muddle.\n\nA laptop computer is open on the bed.", "endoftext": false }, { "action": "You examine the soy", "response": "A small porcelain dish of dark soy sauce.", "endoftext": false }, { "action": "You go to the north", "response": "You have other things to do than spend your time rooting around other people's bathrooms.", "endoftext": false }, { "action": "You go west", "response": "You can't go that way. The door to the elevator is east.\n\nYou hear flushing from the bathroom. Then the sound or the shower\nbeing turned on.", "endoftext": false }, { "action": "You leave", "response": "You can't go that way. The door to the elevator is east.\nYou can't go that way. The door to the elevator is east.", "endoftext": false }, { "action": "Go north", "response": "The floor is not perfectly clean, and the brass fixtures not perfectly polished, but at least it works. An advertisement for the hotel's spa is fixed to the wall, in an attempt to attract custom.\n\nThe control panel is beside the door. Above it, an illuminated sign tells you that the elevator is currently on floor 43.", "endoftext": false }, { "action": "You examine the panel", "response": "There is an array of buttons, marked B (for the basement), L (for the lobby), 2 to 56 for the hotel's various floors, and P for the penthouse. Beside the button for floor 2, an engraved sign reminds patrons that the hotel's famous ballroom is on that floor. No floor\nhas been selected.", "endoftext": false }, { "action": "You read the advertisement", "response": "An athletic couple lie with their eyes closed and their faces covered in mud. Seraphic smiles spread across their features. \"Feeling past your best?\" the advertisement asks. \"Freshen up fast at our spa on five!\"", "endoftext": false }, { "action": "You press five", "response": "You push the button marked \"5\" and it lights up.\n\nThe elevator doors slide closed.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe elevator descends rapidly.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe elevator descends, slows, and the doors open at floor 5.", "endoftext": false }, { "action": "Go outside", "response": "The hotel's spa and aromatherapy suite. Soft light diffuses from\nhidden sources around the cornice, and gently pours over the pale grey walls and cream carpet. At a glass desk in the centre of the room, a severe looking young woman sits wearing a white coat: Dr Mell.\n\nDr Mell sniffs; and you have no doubt that it is you she is sniffing. \"Not terrible,\" she says, \"but we can do better. We can always do better.\" From the many drawers of the desk she produces a number of tiny glass bottles, and sprays them toward you. A fresh smell of scrubbed skin and clean linen descends upon you.", "endoftext": false }, { "action": "You ask Mell about the seaweed", "response": "She seems to have nothing to say.\n\n\"Perhaps,\" says Dr Mell, \"you would prefer something a little more exotic.\" Once again, her hands play over the drawers, producing a fistful of glass bottles which she sprays delicately about her. The\nair fills with the aromas of the souk: spices, coffee, sweet tobacco and hashish.", "endoftext": false }, { "action": "You ask Mell about the rice", "response": "She seems to have nothing to say.\n\n\"Arabia tells a thousand stories,\" Dr Mell mutters enigmatically. \"But there are those who prefer the more bracing scents of the north.\" The bottles are duly produced and wielded, and you are transported to a northern forest in winter: resinous pine, pure air and woodsmoke.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"Let us return to normality,\" Dr Mell says. The bottles are duly wielded and sprayed, and you smell ... nothing unexpected. \"Believe me,\" says Dr Mell, \"reproducing precisely the scent of a mediocre\nhotel in twenty-first century Britain is at least as challenging as\nany of my other achievements.\"", "endoftext": false }, { "action": "You examine Mell", "response": "Dr Mell is an aristocrat among the hotel's staff. She wears a white coat, surgical scrubs and severe black glasses, which are perched on her highly-trained nose. She peers owlishly through their thick\nlenses.", "endoftext": false }, { "action": "You ask Mell about the japan", "response": "She seems to have nothing to say.\n\nDr Mell sits, waiting to assist you.", "endoftext": false }, { "action": "You go north", "response": "The floor is not perfectly clean, and the brass fixtures not perfectly polished, but at least it works. An advertisement for the hotel's spa is fixed to the wall, in an attempt to attract custom.\n\nThe control panel is beside the door. Above it, an illuminated sign tells you that the elevator is currently on floor 5.", "endoftext": false }, { "action": "Press l.", "response": "You push the button marked \"L\" and it lights up.\n\nThe elevator doors slide closed.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThe elevator descends, slows, and the doors open at the lobby floor.", "endoftext": false }, { "action": "You go south", "response": "With black granite twinkling beneath your feet like a starry sky, the lobby makes a thoroughly ill-intentioned promise of grand luxury and impeccable service. The deserted reception desk tells a truer story.\nTo the south, a chill drizzle plays on the plate glass doors. The elevator is north. A distinct odour reminds you that the sushi bar is west.\n\nIn the middle of the lobby, the hotel's christmas tree stands disconsolately, weeping tinsel.", "endoftext": false }, { "action": "You examine the tree", "response": "Every great city has establishments justly famous for their Christmas decorations: Macy's, Fortnum's, the Galeries Lafayette. This is not\none of them. The lopsided old fir is partially disguised with oddments of tinsel, baubles, and some lights which, predictably, seem not to be working -- a circumstance explained, perhaps, by the tangle of cables taped up at the base of the tree.", "endoftext": false }, { "action": "You examine the cables", "response": "Cables are absurdly intertwined like some crazy bird's nest, stuffed\nat the base of the tree. Yellow and black tape has been wrapped around it, marked \"High Voltage, Do Not Touch.\" The fraying ends of the cable disappear into a junction box, which is turned off.", "endoftext": false }, { "action": "You turn on the box", "response": "It looks rather dangerous -- something to be attempted only as a last resort.", "endoftext": false }, { "action": "You go to the west", "response": "Lobby (by the sushi bar)\nTucked into the corner of the lobby is the \"Kamikaze Sushi Bar\". It's not really a bar at all: just a counter with some stools at which guests can sit to eat sushi, brought to them from some hidden recess\nby the Bar's dedicated waiter.\n\nThe General Manager is perched on a stool at the bar, picking at a plate of sushi.", "endoftext": false }, { "action": "You ask the waiter for the suhsi", "response": "That can only be done to something animate.", "endoftext": false }, { "action": "You examine Manager", "response": "Mr O'Malley is harassed, choleric, overweight, puffy-faced, bug-eyed, incompetent, greedy, venal, lazy; short of stature and temper -- and currently stuffing his face with sushi.\n\nAcross the far side of the lobby a woman with an eye-catching blue rinse struggles through the doors.", "endoftext": false }, { "action": "You look at the plate", "response": "(the plate of sushi)\nYou had him down as a meat-and-potatoes man, but perhaps Mr O'Malley wants to lose some weight. It certainly looks like this sushi could have all manner of slimming effects.", "endoftext": false }, { "action": "You get the plate", "response": "(the plate of sushi)\n\"Hey! Beat it!\" says Mr O'Malley graciously (as ever). \"That's mine.\"\n\nYou recognise the woman, of course. Mrs Slocombe: one of the hotel's most regular and affluent guests. Her beloved puss, as usual, surveys the scene from the top of a capacious handbag.", "endoftext": true }, { "action": "You look around", "response": "Lobby (by the sushi bar)\nTucked into the corner of the lobby is the \"Kamikaze Sushi Bar\". It's not really a bar at all: just a counter with some stools at which guests can sit to eat sushi, brought to them from some hidden recess\nby the Bar's dedicated waiter.\n\nThe General Manager is perched on a stool at the bar, picking at a plate of sushi.\n\nAcross the lobby, Mrs Slocombe contemplates the empty reception desk with some annoyance.", "endoftext": false }, { "action": "You examine the desk", "response": "any well managed establishment. So it is not surprising that this one isn't. Beside the desk, a brass-framed sign tells you what is\nhappening in the hotel today.\n\nA coloured brochure lies on the desk.\n\nAcross the lobby, the cat casts envious glances towards the sushi bar.", "endoftext": false }, { "action": "You read the sign", "response": "\"The Burj Al-Fawalti Welcomes,\" it reads, and then a list of events today. Nothing much seems to be happening. Some group called the \"Ultimate NY Speedifers\" (a Manhattan-based motorcycle troupe?) are welcomed to the ballroom on floor 2. Otherwise, a blank.\n\nAcross the lobby, Mrs Slocombe looks over to the sushi bar, glaring at Mr O'Malley.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way. You can go east to the rest of the lobby, or northeast to the elevator.\n\nAcross the lobby, Mrs Slocombe's pussy looks at the Christmas tree, with a malevolent gleam in its eye.", "endoftext": false }, { "action": "You tell O'malley about Slocombe", "response": "\"Bog off!\" says the General Manager, \"I'm having lunch.\"\n\nAcross the lobby, Mrs Slocombe taps her foot in a frustrated manner.", "endoftext": false }, { "action": "You tell O'malley about the pussy", "response": "\"Don't you speak English? Leave me in peace to eat.\"\n\nAcross the lobby, the cat casts envious glances towards the sushi bar.", "endoftext": false }, { "action": "Er cat", "response": "Mrs Slocombe is genuinely rather deaf, and selectively deafer still. She doesn't hear you (or pretends not to).\n\nAcross the lobby, Mrs Slocombe taps her foot in a frustrated manner.", "endoftext": false }, { "action": "You look at Slocombe", "response": "Mrs Slocombe is a familiar face around here. A lady of a certain age, she has lived in a suite for as long as anyone can remember. Her white face, streaked with two stripes of rouge like warpaint, emerges from\nan eccentric collection of fur and jewels. Her cat, Pussykins, is, as usual, in attendance, glaring with feline malice from the top of her open handbag.\n\nAcross the lobby, Mrs Slocombe carefully folds and unfolds her umbrella.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nfour burgers\na dish of soy sauce\na memo\nyour pass key\na piece of cheese\n\nYou are wearing:\na hairnet\n\nAcross the lobby, Mrs Slocombe stands by the reception desk.", "endoftext": false }, { "action": "You give burger to the cat", "response": "The cat could not look more bored by the burger.\n\nAcross the lobby, the cat peers from the top of Mrs Slocombe's\nhandbag.", "endoftext": true } ]
5rlojd2o8pakr8a0
The Silence of the Gods
Adele Riquefort
[]
[ "Penultimate not numbered Speed IF", "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20120102
false
The Gods are not mute. If you can't hear their voice, it's because they spend a lot of time thinking. Ages. Millennia. The answers they are looking for are hard to get. So, they need time. And time alone, that is. When the thinking comes to an end, the Gods speak. And once they have spoken, they have spoken. And their answer is ultimate.
[ { "action": "%", "response": "The Gods are not mute. If you can't hear their voice, it's because they spend a lot of time thinking. Ages. Millennia. The answers they are looking for are hard to get.\n\nSo, they need time. And time alone, that is.\n\nWhen the thinking comes to an end, the Gods speak. And once they have spoken, they have spoken. And their answer is ultimate.", "endoftext": false }, { "action": "About you", "response": "A New Year's Speed-IF by Adele Riquefort\n\nSmokey Garage (on the steel chair)\nYou are tied hands and feet to this cold chair, a pool of water freezing under you. A thin layer of smoke dances on the floor.\n\nYou always knew you were going to die, sooner or later. What you hoped for, though, was that your pants weren't the only thing you worn.\n\nThree scugnizzi are looking at you, inexpressive smiles on their faces.\n\nRudolph Mancini is here, cleaning his nails with a knife.", "endoftext": false }, { "action": "About yourself", "response": "You're carrying nothing. You are wearing your pants.\n\n\"You know, I'm not the kind of Vito Corleone\", says Rudolph Mancini. He keeps picking at his nails with the knife, avoiding eye contact. \"I'm really not into Vito Corleone's methods.\"\n\nYou feel a bit relieved.", "endoftext": false }, { "action": "You look at the scugnizzi", "response": "Johnny, Tony and Zachary. Their suits cost more than your car. They wear all the same model of sunglasses. Their faces have been cut in the same places. It's sad those butt-mushes are the last things you will be seeing.\n\n\"I'm more of the Micheal type, you know.\"\n\nSomething cold drops in your stomach.\n\n\"All those loyalties, the Honor -- with the capital H --, the Family... I found those being just a loss of time. And money.\"", "endoftext": false }, { "action": "You examine the pants", "response": "Your most beloved light-blue boxers. On them, white dolphins jump cheerful.\n\n\"One has to come to terms with the fact that, sooner or later, if you don't keep your dogs well chained... well, they tend to bite you. Do you get it?\"\n\nAs he lifts his face from the knife and its carving, you feel your balls retracting, like the head of a slug. Mancini sends a glance at Tony, the bigger of his scugnizzi, and another bucketful of gelid water splashes on your head and torso.\nThis time, it takes you almost a minute to recover.\n\nThe pool at your feet is becoming the more and more solid.", "endoftext": false }, { "action": "You examine the dolphins", "response": "Your most beloved light-blue boxers. On them, white dolphins jump cheerful.\n\n\"You are not going to get a cold, do you?\"\n\nYou stare at Mancini's eyes, finally turned at you. You try to hold the shivers.\n\n\"Cause that would spoil all the fun, you know. You dying of a goddamn cold.\" A burst of laughter, copycatted by the three scugnizzi. \"Let's get back to the point. You understand what I'm trying to make clear, here?\"\n\nYou silently nod.", "endoftext": false }, { "action": "You talk to Mancini", "response": "It's lecture time.\n\n\"That door. Man, there were not many rules, weren't they? You did open that door, did you?\"\n\nAnother glance to the sidekicks, and another splash of water. Then, Zachary leaves and comes back, what it looks like a big, portable radio in his left hand. On the right one, two electrical wires dangle like hangmen.\n\nYou feel your sight begin to blur.\n\nThen, it all goes black.", "endoftext": false }, { "action": "Panic", "response": "A multitude of tiny portraits, pictures and drawings hangs on the walls of this corridor. The wallpaper is old and scratched, pieces of it ripped aside like thorn skin. The place is very different from the rest of the affluent mansion.\n\nA door leaves the house to the north, while two more open to the west and south. A staircase climbs upstairs to the second floor.\n\nAnother small, wooden door stands at the side of the stairs, leading downstairs.", "endoftext": false }, { "action": "About yourself", "response": "You're carrying a gun. You are wearing a pair of trousers and a worn shirt.", "endoftext": false }, { "action": "You examine the gun", "response": "A Beretta Parabellum. Old, but still useful.", "endoftext": false }, { "action": "You examine the shirt", "response": "Black. A sort of Mancini's henchmen regimentals.", "endoftext": false }, { "action": "You examine the trousers", "response": "These must be as old as yourself.", "endoftext": false }, { "action": "You examine the pictures", "response": "Memories from Mancini's lineage. You notice that, among the people portrayed, there is no trace of him. It feels like these are someone else's records.", "endoftext": false }, { "action": "You look at the wallpaper", "response": "Flowers, small and green, line one on top of the other on a beige background.", "endoftext": false }, { "action": "You go to the west", "response": "The spacious abode is filled by light coming from the ample windows. Sofas and armchairs rest like kids around a fire, looking at the short table between them. A large fireplace dominates the northern wall.\n\nThe wall-mounted Family's safe decors a square yard on the west wall.", "endoftext": false }, { "action": "You look at safe", "response": "A touchpad is the only visible detail on its surface. As far as you know, a four-digit code is required to open it.", "endoftext": false }, { "action": "You look at the table", "response": "A smoking table, five feet each side. No ashtray, though.", "endoftext": false }, { "action": "You look under the table", "response": "You discover a small box, forgotten there who knows when.\n\nThe spacious abode is filled by light coming from the ample windows. Sofas and armchairs rest like kids around a fire, looking at the short table between them. A large fireplace dominates the northern wall.\n\nThe wall-mounted Family's safe decors a square yard on the west wall.\n\nYou can also see a copy of Doom III here.", "endoftext": false }, { "action": "You get the Doom 3", "response": "Taken.", "endoftext": false }, { "action": "You look at the Doom 3", "response": "A vintage game, from the era when graphics were more valuable than text.", "endoftext": false }, { "action": "You open safe", "response": "It seems to be locked.", "endoftext": false }, { "action": "Unlock safe", "response": "What do you want to unlock the safe with?", "endoftext": false }, { "action": "You look at safe", "response": "A touchpad is the only visible detail on its surface. As far as you know, a four-digit code is required to open it.", "endoftext": false }, { "action": "Type 1234", "response": "What do you want to type that on?", "endoftext": false }, { "action": "You take it", "response": "That's fixed in place.", "endoftext": false }, { "action": "You go upwards", "response": "Upper floors are for the Family and the scugnizzi. You don't want to go there and risk being found by Tony or Johnny. Their jokes on you are usually too hard to digest.", "endoftext": false }, { "action": "You go to the south", "response": "A small room, no space left for a table or anything. Just a stove, the burners and a sink.\n\nA dumbwaiter cuts an empty rectangle in the east wall.\n\nOn the counter beside the burners sits a bowl of fresh fruit.\n\nGrandma Elisella is here, tending to the kitchen.\n\nThe sight of the old lady still gives you mixed feelings after all these years. You have been one of the Mancinis for a long time, as long as you can recall. Still, her frigid glance is something you can't quite digest. She has always had that way of making you feel a lesser part of the brood. Like being adopted was a sort of handicap.", "endoftext": false }, { "action": "You examine the fruit", "response": "Oranges and apples, mostly.", "endoftext": false }, { "action": "You take the fruit", "response": "Taken.", "endoftext": false }, { "action": "You examine the woman", "response": "A very old woman, Elisella is Rudolph and Gianni's mother. Once her husband Fortunato has died, she ended up in the kitchen, where she passes the days alongside garlic and olive oil. You can't tell how much of her fate was her to choose rather than imposed by her sons.", "endoftext": false }, { "action": "You examine dumbwaiter", "response": "There is only a button, on which an arrow points downwards. You wonder where does this go to.", "endoftext": false }, { "action": "You look at the stove", "response": "The old kind, with the burners on top.", "endoftext": false }, { "action": "You take the bowl", "response": "You already have that.", "endoftext": false }, { "action": "You talk to the woman", "response": "Grandma Elisella does her best to avoid you.", "endoftext": false }, { "action": "You throw the apple at the woman", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "You press the button", "response": "The dumbwaiter is empty. Maybe you should put something in it.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You're carrying a bowl of fruit, a copy of Doom III and a gun. You are wearing a pair of trousers and a worn shirt.", "endoftext": false }, { "action": "You put the gun in dumbwaiter", "response": "That should be used to send food.", "endoftext": false }, { "action": "You put the apple in the dumbwaiter", "response": "You send the fruits downstairs, and wait.\n\nA minute later, the bowl returns, empty. A strong curiosity about where it has been fills you, as you grab it.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying an empty bowl, a copy of Doom III and a gun. You are wearing a pair of trousers and a worn shirt.", "endoftext": false }, { "action": "You look at the bowl", "response": "This is where the fruit stood... before someone took it.", "endoftext": false }, { "action": "You put the gun in bowl", "response": "You put the gun into the empty bowl.", "endoftext": false }, { "action": "You take the gun", "response": "Taken.", "endoftext": false }, { "action": "You remove the trousers", "response": "That would leave you in underwear. Something Rudy Mancini would call impolite.", "endoftext": false }, { "action": "You remove shirt", "response": "You don't mind showing yourself. Mancini does, though.", "endoftext": true }, { "action": "Describe the surroundings", "response": "A small room, no space left for a table or anything. Just a stove, the burners and a sink.\n\nA dumbwaiter cuts an empty rectangle in the east wall.\n\nGrandma Elisella is here, tending to the kitchen.", "endoftext": false }, { "action": "You look at the stove", "response": "The old kind, with the burners on top.", "endoftext": false }, { "action": "You examine the burners", "response": "Four burners. No pots are bubbling over them.", "endoftext": false }, { "action": "You put the Doom in the dumbwaiter", "response": "That should be used to send food.", "endoftext": false }, { "action": "You look at the sink", "response": "A cracked ceramics sink.", "endoftext": false }, { "action": "You talk to the Grandma", "response": "Grandma Elisella does her best to avoid you.", "endoftext": true }, { "action": "Go downward", "response": "You still tremble at the thought of what Don Mancini would do of you if he caught you down there... but the curiosity is too much. You open the door and dive into darkness.\n\n(first opening the door to the cellars)\nCellars\nA damp underground room, stone-paved and stone-walled.\n\nA few steps upwards, and there stands the wooden door.\n\nA bulky, metal door stands on the eastern wall, held by strong hinges like those of a castle's drawbridge.\n\nA mumbling of sorts comes from behind the bulky door.", "endoftext": false }, { "action": "You listen", "response": "It is a woman's -- or rather a girl's -- voice, coming from behind the door.", "endoftext": false }, { "action": "You open the door", "response": "Which do you mean, the door to the cellars or the bulky door?", "endoftext": false }, { "action": "Bulky", "response": "It seems to be locked.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a gun, an empty bowl and a copy of Doom III. You are wearing a pair of trousers and a worn shirt.", "endoftext": false }, { "action": "You talk to the bulky", "response": "You knock at the door and a tiny voice comes from beyond it. \"Who's there? Zachary?\"\n\nYou clear your throat. \"Who are you?\" you ask, hesitantly.\n\n\"Zachary? Please would you let me out? Please. I know you are a good person...\"\n\nFor a long minute you look at the door, speechless. Then: \"I'm no Zach. My name is Cesco. Francesco Mancini. Who are you?\"\n\nThe person at the other side of the door, her soft voice still muted by the hulking door, comes rattling at it. \"Francesco!\" She cries. \"Please, lemme outta here. Please! I did harm no one!\"\n\n\"Who are you?\" you insist. Then, the girl starts to cry. \"Hey madam\", you comfort her, \"don't cry. There's no need. You are safe here... I think--.\"\n\nThen, the obvious strikes you. \"Have you been... have you been... taken?\"\n\nIt is funny how you fail in giving things their right name, after all this time in the Mob. The girl's been kidnapped, that's what it is. She speaks again, this time her voice seems more resolute. \"I know a thing. Go where Zachary and the rest of the goons hold their accounts. You must have a place like that, in this house of horrors. Go there and look for a safe, or a drawer. Somewhere where Zachary keeps a blue notebook. You will find your answers there. Go.\"\n\nYou stand by the door, still speechless. An image of the secret diary of the older scugnizzo forms in your head. The studio upstairs: that's where he keeps it. \"I'll do\", you say. Then, as you are about to leave the cellars, the same question jumps from your mouth, this time a little less vigorously. \"Who... are you?\"\n\n\"I'm your cousin, Cesco. I'm Hellen.\"\n\nA shiver so dense you could cut it with a knife takes hold of you as you run through the stairs and out of here.\n\nA multitude of tiny portraits, pictures and drawings hangs on the walls of this corridor. The wallpaper is old and scratched, pieces of it ripped aside like thorn skin. The place is very different from the rest of the affluent mansion.\n\nA door leaves the house to the north, while two more open to the west and south. A staircase climbs upstairs to the second floor.\n\nAnother small, wooden door stands at the side of the stairs, leading downstairs.", "endoftext": true }, { "action": "Go downward", "response": "A damp underground room, stone-paved and stone-walled.\n\nA few steps upwards, and there stands the wooden door.\n\nHellen's voice comes from behind the bulky door, muted by its weight.\n\nA bulky, metal door stands on the eastern wall, held by strong hinges like those of a castle's drawbridge.", "endoftext": false }, { "action": "You talk to bulky door", "response": "\"Please, help me.\"", "endoftext": false }, { "action": "You ask Hellen about yourself", "response": "\"You are Francesco. I remember your voice. It has not changed that much since we were young. Please, please, lemme out.\"", "endoftext": false }, { "action": "You ask Hellen about Zachary", "response": "\"Zachary is the one who gets me food. The other scugnizzi I've barely seen.\"", "endoftext": false }, { "action": "You ask Hellen about Hellen", "response": "\"I'm Hellen Benelli. The scugnizzi have taken my down here. You MUST help me.\"", "endoftext": false }, { "action": "You ask Hellen about the notebook", "response": "\"They killed my father. And then kidnapped me. You know what they say about Mancini? That he gets his enemies\" sons and daughters as his own after he got rid of them. You are no different.\"", "endoftext": false }, { "action": "You ask Hellen about", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You go north", "response": "You eye the front door, then decide you better stay here, until Don Mancini arrives.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a gun, an empty bowl and a copy of Doom III. You are wearing a pair of trousers and a worn shirt.", "endoftext": false }, { "action": "Up", "response": "You climb the stairs two steps at a time, resolute in discovering more about the girl in the basement.\n\nOne room interests you, on this floor. The studio, where Don Mancini uses to deal with his affairs and his minions, opens to the south. Stairways descend to the ground floor.\n\nIt seems no one is in the house, at the moment. All is silent.", "endoftext": false }, { "action": "Go south", "response": "A vast room, mainly surrounded by bookshelves. All of the furniture is a mix of old and new, different styles mixing in a showcase-like pout-pourri. A massive chartreuse bureau catches you attention, his lower drawer left slightly open.", "endoftext": false }, { "action": "You take the notebook", "response": "Taken.", "endoftext": false }, { "action": "You read the notebook", "response": "Inside the notebook you find some photos, depicting the most renowned adversaries of Rudolph Mancini. One of the pictures is clutched to a paper sheet. You recognize Zachary's handwriting.\n\n\"Took the girl. Bossed Benelli. He didn't want to lay down. Had to lay him down. Put the girl in the cell. Asked Father. Said he will look up on it. Another 'sister'?\".\n\nYou stroll through the pages. On the very last one, another note bears a number, handwritten by Rudy himself: \"4876\".", "endoftext": false }, { "action": "You look at the bureau", "response": "It's gigantic proportions well suit Mancini's outstanding ego. The bottom drawer is open.", "endoftext": false }, { "action": "You examine the furniture", "response": "This room must have been designed by a fool or a madman. Or by one with a gargantuan Ego.", "endoftext": false }, { "action": "You examine the bookshelves", "response": "A ton of books, all fiction. Stephen King alongside Umberto Eco and -- although it looks like a bad joke -- all Mario Puzo's. On the shelves even some of the fairy tales you used to read when a boy, like \"Your Mum's Shoes\", \"My Enemy Tiny Tim\" and \"The Smell of my Evil Twin\".", "endoftext": false }, { "action": "Go north", "response": "One room interests you, on this floor. The studio, where Don Mancini uses to deal with his affairs and his minions, opens to the south. Stairways descend to the ground floor.", "endoftext": false }, { "action": "Type 4876 on touchpad", "response": "You type the number on the touchpad, and the safe unlocks and opens.", "endoftext": false }, { "action": "You look at safe", "response": "A touchpad is the only visible detail on its surface. As far as you know, a four-digit code is required to open it. The safe is open, revealing a photo album and a large iron key.\n\nIn the safe are a photo album and a large iron key.", "endoftext": false }, { "action": "You look at the album", "response": "You slowly turn each page of the album.\n\nThe first are no more than ancient daguerrotypes of the Italian town from which the Mancinis came, more than one hundred years ago. Funny looking women wearing full black dresses and men in a hat. Then, as the pages go by, the pictures become younger and more vivid. Around the middle of the tome, you scout Rudolph Mancini with his family, a shot taken in the Fifties, all lined up like soldiers during the gathering -- he had personal records, somehow. Those go on for a few turnings of the page.\n\nAlmost at the end, the photos change abruptly.\n\nThese don't belong here. Other families. Some of the pictures are torn, other crippled. One, a shoot from the Eighties, is bloodstained and it catches your attention. It depicts a family you've seen many times, over the years. The Benellis. One branch of the family, the one spreading from Vittorio, the big one. He's brother to Vincente, the one Zachary must have put to rest these days. You stare at the pic, and a whole new world opens before you, while the old one opens below.\n\nThe little kid, on a three wheeler. His eyes. That uncomfortable flock, which never stood where it should. And that t-shirt, with Pagliacci on it, the famous clown.\n\n\"Hey, Clown\", you hear Tony and Johnny call you, in your head. And all of a sudden, darkness enters the room.", "endoftext": true }, { "action": "Look around", "response": "The spacious abode is filled by light coming from the ample windows. Sofas and armchairs rest like kids around a fire, looking at the short table between them. A large fireplace dominates the northern wall.\n\nThe wall-mounted Family's safe decors a square yard on the west wall. The safe is open, revealing nothing.", "endoftext": false }, { "action": "You examine the key", "response": "Looks... bulky.", "endoftext": false }, { "action": "You unlock bulky door with the key", "response": "You unlock the bulky door.", "endoftext": false }, { "action": "You open bulky door", "response": "You open the door. It gives with a nasty squeak. Halfway through its course it slams wide open, the young woman behind pushing it with all her strength.\n\n\"Cesco!\" she shouts, as she sees you. \"I knew you were not dead. I knew God would answer my plea!\"\n\nThat said, she hugs you, trembling frantically. You let her do it, then slowly recede, looking into her eyes. \"What has happened,\" you ask. \"And why do you say you are my cousin?\"\n\n\"Because you are, Cesco.\" The last of the pictures in the album you found in the safe flashes in front of you. You can't fool yourself anymore. \"I thought they killed you. How did they keep you secret, all these years?\"\n\n\"I was... in the house,\" you blush. Yes: for the last fourteen years, you were allowed to leave the mansion only once, and that was for taking your First Eucharist. That was going to be Hellen's same fate, if only you decided to stay upstairs, where you were supposed to stay.\n\n\"Let's leave,\" you murmur, before grabbing Hellen by an arm and start rushing to the stairs. All my life, you think. I've been a convict all my goddamn life.\n\nYou are still repeating the same thought, over and over, when you run through the corridors of the mansion. The same thought when you bang the front door and bathe in the winter's light.\n\nThe same thought when Zachary, who was waiting for you outside, point his gun to your face. More than two hours later, it's still the same thought that accompanies you in your last, living day.", "endoftext": true }, { "action": "You look around", "response": "Smokey Garage (on the steel chair)\nYou are tied hands and feet to this cold chair, a pool of water freezing under you. A thin layer of smoke dances on the floor.\n\nThree scugnizzi are looking at you, inexpressive smiles on their faces.\n\nRudolph Mancini is here, cleaning his nails with a knife.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\n\"That door. Man, there were not many rules, weren't they? You did open", "endoftext": false }, { "action": "You talk to Zachary", "response": "You are bound by two nice chains.\n\n\"Zach, teach him.\"\n\nThe older of the scugnizzi sends a whiplash smile, then moves in your direction. He drops the device near you and starts it. A soundful engine begins roaring.\n\nThat will mute my screams, you find yourself thinking.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nZach smiles again and then sticks one of the wires into your left nipple. You hardly suffocate a scream.\n\nReal pain has yet to come. You close your eyes.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying nothing. You are wearing your pants.\n\nThe second wire is plugged on your other nipple. A whitening noise fills your ears and eyes as the electrical storm passes through you. It never ends: the holy daggers of the tempest cut through you for ages.\n\nYou resist how much you can, then the screaming starts.\n\nYou are about to surrender to the night when the wire is removed. It takes you a full minute to recover. When you are fully awake, you notice a small river of blood dripping from your left breastplate.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"So, son. You got something to say?\" Mancini is teasing at you, the knife back into its cravings. You are about to ask if that will be what he will use to kill you, when a smile widens in your face. The scugnizzi rest speechless.\n\n\"Yes,\" you say. \"I've read a book recently. It was titled 'Silence of the Gods'. Do you know it?\"\n\nMancini formal smile disappears.\n\n\"Talks about these superhumans who go around saving the world, you know. There is a paragraph, in the book, I really loved. It says: 'The Gods are not mute. If you can't hear their voice, it's because they spend a lot of time thinking'. Do you know what this means? It took some time, but in the end I think I got it.\"\n\nZachary lifts the wires and sends a glance at Mancini. \"Guess he needs one more, whaddaya think, padre?\".\n\n\"It means,\" you go on, \"that if something has been working for a very long time, it doesn't mean it will work forever. Do you understand?\"\n\n\"I'm not following you,\" Mancini replies. His voice is stale.\n\n\"You will, soon enough.\"\n\nIt's in that very second that the door is crushed and four men enter the garage. Zach and Tony turn around just in time to see two bullets each piercing their skull. Johnny tries the other side, but to no avail: One hits him in the leg and the next explodes into his chest like a carnival cracker. Mancini turns slowly and gets to face an old man, maybe in his seventies.\n\n\"You have killed my sons,\" the old man whispers, and in less than a second you recognize him. He was in the pic you found in the album. He's father to Vincente and Vittorio Benelli, and grandfather to Hellen. He is your grandfather. \"I ain't lettin ya kill my grandsons, also.\"\n\nBehind him, you scout the fragile, yet stubborn form of Hellen. She is smiling, although her smile looks a bit cold. She winks to you, and in that wink you finally read an infinite levity.\n\nThe Gods have listened, you think, smiling. They have listened and answered.\n\nAnd -- as you read in that book -- once the Gods have spoken, they have spoken.\n\nAnd their answer is ultimate.", "endoftext": true } ]
pvhcdsvpf29gdr9s
The Subtropical Server Room
Andrew Schultz
[ "Slice of life" ]
[ "cover art", "Mini-comp" ]
2,012
[ 0, 0, 0, 0, 0 ]
0
0
20130305
false
It's up to you to help get the old Unix servers replaced.
[ { "action": "%", "response": "There's a problem in the Unix Lab! But not enough of one for Corporate to notice. If you can fix that, you may get a raise, and better, you'll feel less guilty daydreaming for the next few years. Go for it!\n\nYour cubicle. By two guys who aren't around much and a third almost as quiet as you. Almost paradise, really, even with your lousy \"functional\" chair. Your computer's tied up with the day's final test, but you have your mail program open to Something Important. The lunchroom, empty this late, is to the south. The main corridor is west.\n\nYour computer hasn't stopped gargling and won't for a while. It kept you awake through work but you could use a nap now.\n\nYour cubicle's metal drawer--well, the only one without stupid useless files you need to throw out--is here.", "endoftext": true }, { "action": "%", "response": "There's a problem in the Unix Lab! But not enough of one for Corporate to notice. If you can fix that, you may get a raise, and better, you'll feel less guilty daydreaming for the next few years. Go for it!\n\nYour cubicle. By two guys who aren't around much and a third almost as quiet as you. Almost paradise, really, even with your lousy \"functional\" chair. Your computer's tied up with the day's final test, but you have your mail program open to Something Important. The lunchroom, empty this late, is to the south. The main corridor is west.\n\nYour computer hasn't stopped gargling and won't for a while. It kept you awake through work but you could use a nap now.\n\nYour cubicle's metal drawer--well, the only one without stupid useless files you need to throw out--is here.", "endoftext": false }, { "action": "You examine the mail program", "response": "It's a memo about the overheating problem in the new smaller UNIX lab. The AIX, DEC, HP-UX and SGI boxes are too old to run without substantial cooling. Corporate won't invest unless the machines are destroyed. Deliberate vandalism will be tracked and punished.\n\nThere's mention of finding ways around this at your own risk, though the manager who sent this has joked about this.", "endoftext": false }, { "action": "You examine the drawer", "response": "Nothing special about it, but you hide lots of random stuff in there.", "endoftext": false }, { "action": "You open it", "response": "You open the metal drawer, revealing a dull tannish book you bought years ago and a flask.", "endoftext": false }, { "action": "You get the book", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "\"The Great Tulip Frolick\" by Barry Fells. It was the last book on a recommended list for kids. That should've been a clue. The city library system not having it--another. Amazon.com having several copies for a penny? Well, you bought it--just before checking the reviews. You felt so dumb, you didn't bother to cancel the order.\n\nIt used to be a nice sleeping aide but you built up a tolerance and you'd have to be somewhere very comfortable indeed to pull that off.\n\nA bookmark falls out from the last place you gave up. Page five or so. You pull it out.", "endoftext": false }, { "action": "You get the bookmark", "response": "You already have that.", "endoftext": false }, { "action": "Examine bookmark", "response": "It's a description of translating numbers to letters in Leetspeak. Read the details?", "endoftext": false }, { "action": "Yes", "response": "0=O 1=I 2=Z 3=E 4=A\n5=S 6=B 7=T 8=B 9=G", "endoftext": false }, { "action": "You get the flask", "response": "You notice a paper scrap under the flask as you pick it up. Something you probably hid, for whatever reason.", "endoftext": false }, { "action": "You examine it", "response": "It has the crest of Intellectual Tech University on it. You remember winning it in a White Elephant contest you didn't know you entered. You never quite have the heart to pitch it or even recycle it.", "endoftext": false }, { "action": "You get the scrap", "response": "Yeah, who knows? It might provide a clue. Or half of one.\n\nTaken.", "endoftext": false }, { "action": "You examine the scrap", "response": "Oh, yeah. It's that map for a text adventure game you meant to make a long time ago. Inform 6 apparently wasn't enough like plain English for you, so you gave up. Really, what more did you want? But there's a map that looks vaguely familiar. Have a look?", "endoftext": false }, { "action": "Yes", "response": "It looks like some sort of map.\nFO X\nOZ |\n|\n|\nME\n| |\n| |\n| |\n*::: (think up puzzle to GO EAST\n| through stupid new passcode thingy)\n| (decide own actual passcode number)\n|\n\n|\n|\n|\n\n\n(This was written well before Corporate \"authorized\" downsizing and locking off the unix lab. And when everyone moved here, you were chock full of new things you wanted to try. What happened?)", "endoftext": true }, { "action": "You describe your surroundings", "response": "Your cubicle. With your computer. The lunchroom, empty this late, is to the south. The main corridor is west.\n\nYour computer hasn't stopped gargling and won't for a while. It kept you awake through work but you could use a nap now.\n\nYour metal drawer is perfectly positioned for tripping up anyone who wants to invade your personal space.", "endoftext": false }, { "action": "You go west", "response": "Main walkways are north/south with your cubicle east.\n\nThe Unix Lab is west behind the combo-locked door with a punch-pad to the side.", "endoftext": false }, { "action": "You examine the scrap", "response": "It's a rough map of the office. Have a look?", "endoftext": false }, { "action": "Yes", "response": "It looks like some sort of map.\nFO X\nOZ |\n|\n|\nME\n| |\n| |\n| |\n*::: (think up puzzle to GO EAST\n| through stupid new passcode thingy)\n| (decide own actual passcode number)\n|\n\n|\n|\n|", "endoftext": false }, { "action": "You look at the door", "response": "White and forbidding\".", "endoftext": false }, { "action": "Examine pad", "response": "7 8 9\n* 0 #\n\nYeah, you've seen that before. You remember you need to type in six digits.", "endoftext": false }, { "action": "Go north", "response": "This is the least talky of the areas, but only because of the foozball game eruptions disturb that. IT's cubicles (they get called off-site a lot) are east, and the corridor goes south and also hooks around a bit north.", "endoftext": false }, { "action": "You go west", "response": "You hate that place, even with nobody in there. Nothing against the people who enjoy it. Just, it'd be worse without the white noise piped through the office.", "endoftext": false }, { "action": "Go east", "response": "You like this row. IT works here and they need more space. They're off-site today, but fewer cubicles mean less talking. It would be perfect if the foozball room weren't to the west with no other real way to go.\n\nThe squirt gun IT jokingly reserves for people who forget their passwords is here.", "endoftext": false }, { "action": "You get the gun", "response": "Taken.", "endoftext": false }, { "action": "About yourself", "response": "You're wearing shorts and a t-shirt. It's nice to be able to, to work. The shorts have enough room in their pockets to fit any knick-knacks you feel like fiddling with. But they aren't ideal for when the air conditioning's blasting, like today. The overheated Unix lab would be kind of nice that way.", "endoftext": false }, { "action": "You examine the squirt", "response": "It's plastic and has got a big crack in it.", "endoftext": false }, { "action": "Go north", "response": "That's the area where people used to work and the weird machines used to be. Salesmen have taken over. You avoid it on general principle.", "endoftext": false }, { "action": "Go south", "response": "You see the big glass door leading out of the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Go west", "response": "That way is potentially locked by the same code you need for the Unix lab. Which you haven't figured out. Continue?", "endoftext": false }, { "action": "Yes", "response": "Well, maybe someone else will be working a bit late and can let you back in.\n\n(first opening the Front Door)\nElevators\nYou are by the elevators. The bathrooms are north--yes, your company's side of this floor has no bathroom to themselves. You see a number-punch pad that could let you back in.\n\nThe big glass door slides shut with a click.\n\nThe door to the men's bathroom is here.\n\nYou see the big glass door leading into the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Go east", "response": "There's a sink here and a fridge too. And a coffeemaker. But no toaster.", "endoftext": false }, { "action": "You open the fridge", "response": "You have long since finished your lunch of canned vegetables today. Nothing in there for you.", "endoftext": false }, { "action": "You look at the sink", "response": "It's a sink. You can use it to fill things with water. Well, things that might be able to hold stuff.", "endoftext": false }, { "action": "You fill the gun", "response": "You start to, but the water dribbles through the crack in the plastic.", "endoftext": false }, { "action": "You go west", "response": "You see the big glass door leading out of the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Go south", "response": "More of the north-south corridor here. The place where people play smart people games is to the east.", "endoftext": false }, { "action": "Go east", "response": "There's a chessboard here. There's also a stack of papers of old games.", "endoftext": false }, { "action": "You examine the chessboard", "response": "It's actually your game now, and you don't have the heart to tell your opponent how busted he is. You won a pawn early and the endgame should just be a grind out affair. It's useful to walk by once the foozball starts up, but not today. Your opponent has the day off, and it's his move.", "endoftext": false }, { "action": "You look at the stack", "response": "It's gotten thick over the years. Looking through it all would take too long, though since you're playing the current game, do you want to review them?", "endoftext": false }, { "action": "Yes", "response": "1. d4 Nf6 2. c4 c5 3. d5 b5 4. b3 bxc4 5. bxc4 g6 6. Nc3 d6 7. e4 Bg7 8. Bb2 Nxe4 9. Qc2 Qa5 10. Rc1 Nxc3 11. Bxc3 Bxc3+ 12. Qxc3 Qxc3+ 13. Rxc3 Nd7 14. Nf3 Rb8 15. Bd3 Rb2 16. Ra3 a6 17. O-O Nf6 18. Rb1 Rxb1+ 19. Bxb1 e6", "endoftext": false }, { "action": "You go west", "response": "You can go north or south. The place where people play smart people games is to the east.", "endoftext": false }, { "action": "You go to the south", "response": "You can go back north to the cubicles you already passed. There are managers' offices to the south. You probably don't want to bug them now.\n\nEd Toop's cubicle is to the east. You probably don't want him to bug you now.", "endoftext": false }, { "action": "Go south", "response": "If you wanted an office to walk into, you should've been more career-minded.", "endoftext": false }, { "action": "You go to the east", "response": "This is where Ed Toop works and talks at the same time. Often his talk is about work, too, but not this late.\n\nEd's key ring is on a hook here.\n\nYou can also see Ed Toop here.\n\nEd laughs at the mainstream luddites who've only found about Dropbox just now", "endoftext": false }, { "action": "You examine Ed Toop", "response": "Avoid eye contact, man. Even if he's on the phone. I mean, he's not like ugly or anything average looking, but he'll come by and ask if you needed anything later. Then, while he's over...\n\nEd complains loudly enough about a company-wide spam relevant only to sales people that you sympathize with the schlep who sent it.", "endoftext": false }, { "action": "You get the key ring", "response": "Ed's pretty self-absorbed, but sadly, that extends to his possessions. You'll have to wait til he leaves.\n\nEd bemoans common abuses of English grammar, ending with a \"Double-U Tee F\" and \"sigh.\"", "endoftext": true }, { "action": "Look around", "response": "This is where Ed Toop works and talks at the same time. Often his talk is about work, too, but not this late.\n\nEd's key ring is on a hook here.\n\nYou can also see Ed Toop here.\n\nEd rages at people who need straw men to make their lives exciting.", "endoftext": false }, { "action": "You look at the hook", "response": "Don't futz with that. It's the key ring that's important.\n\nEd complains how yet another piece of correspondence for Jed Toopwald wound up in his mailbox.", "endoftext": false }, { "action": "You examine the phone", "response": "Doing anything with Ed's phone would be illegal and unethical and probably more fun just to think about doing.\n\n\"At the end of the day...\" Ed says, and you mentally add five minutes to when his conversation will end.", "endoftext": false }, { "action": "You examine the scrap", "response": "It's a rough map of the office. Have a look?", "endoftext": false }, { "action": "Yes", "response": "It looks like some sort of map.\nFO X\nOZ |\n|\n|\nME\n| |\n| |\n| |\n*::: (think up puzzle to GO EAST\n| through stupid new passcode thingy)\n| (decide own actual passcode number)\n|\n\n|\n|\n|\n\n\nEd bemoans common abuses of English grammar, ending with a \"Double-U Tee F\" and \"sigh.\"", "endoftext": false }, { "action": "You go west", "response": "You remember actually liking a movie Ed Toop suggested once. Confusing. Time to get away.\n\nYou can go back north to the cubicles you already passed. There are managers' offices to the south. You probably don't want to bug them now.\n\nEd Toop's cubicle is to the east. You probably don't want him to bug you now.", "endoftext": false }, { "action": "Go north", "response": "(first opening the bathroom door)\nIt seems to be locked.", "endoftext": true }, { "action": "You look around", "response": "You are by the elevators. You see a number-punch pad that could let you back in.\n\nThe big glass door slides shut with a click.\n\nThe door to the men's bathroom is here.\n\nYou see the big glass door leading into the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.\n\nWhat do you know? Someone working late opens the door for you. You slip back through. Might take longer later, though.\n\nYou see the big glass door leading out of the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Go south", "response": "You can go north or south. The place where people play smart people games is to the east.", "endoftext": false }, { "action": "You go to the south", "response": "You can go back north to the cubicles you already passed. There are managers' offices to the south. You probably don't want to bug them now.\n\nEd Toop's cubicle is to the east. You probably don't want him to bug you now.", "endoftext": false }, { "action": "You go to the east", "response": "This is where Ed Toop works and talks at the same time. Often his talk is about work, too, but not this late.\n\nEd's key ring is on a hook here.\n\nYou can also see Ed Toop here.\n\nEd rages at people who need straw men to make their lives exciting.", "endoftext": false }, { "action": "You read the book", "response": "You turn the book upside-down and flip it to see if anything else falls out. Nothing. You catch some writing on an early page and remember why it made you fall asleep. But it's kind of cold and uncomfortable here and reading would just leave you antsy.\n\n\"In fairness,\" begins Ed. He's generously fair to the other side once the captive listenee is too tired to really listen any more.", "endoftext": false }, { "action": "You give the book to Ed", "response": "(Ed Toop)\nEd shoos you away and points to his phone, then raises a hand in frustration.\n\n\"At the end of the day...\" Ed says, and you mentally add five minutes to when his conversation will end.", "endoftext": false }, { "action": "You listen to Ed", "response": "(Ed Toop)\nYou hear enough without trying. Don't torture yourself!\n\nEd bemoans common abuses of English grammar, ending with a \"Double-U Tee F\" and \"sigh.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt gun\na paper scrap\na flask\na bookmark\na dull tannish book you bought years ago\na flash drive\nan Allstar Employee Badge\n\nEd complains how yet another piece of correspondence for Jed Toopwald wound up in his mailbox.", "endoftext": false }, { "action": "You examine the gun", "response": "It's plastic and has got a big crack in it.\n\n\"In fairness,\" begins Ed. He's generously fair to the other side once the captive listenee is too tired to really listen any more.", "endoftext": false }, { "action": "You look at Badge", "response": "It's laminated and apparently magnetized, with an only marginally unflattering picture on the front (D SLAPNEY) and a bar-code on the back. Its main use is entering the front door or the Unix Lab, which you haven't yet. You remember making it obvious once you knew it.\n\nEd complains how yet another piece of correspondence for Jed Toopwald wound up in his mailbox.", "endoftext": false }, { "action": "You look at the drive", "response": "This was part of a local store's free Christmas giveaway--a whopping 250 MB of disk space! It's a depressing olive green, and you use it to transport writing stuff to and from work. You even wrote a spiffy PERL program to detect which of your files is the newest version so you don't copy things the wrong way.\n\nIt came with a hole ostensibly for a keychain, hopefully weightless, as otherwise the flash drive could snap when plugged into the USB port.\n\nBut you found a neat site called Dropbox today. You dumped your files there. You'll probably carry this stupid drive around with you longer than you need, though. It's tough to throw old stuff out.\n\nEd complains about low salaries for game developers and high prices for games. Then he sniffs at retro gaming", "endoftext": false }, { "action": "Examine bookmark", "response": "It's a description of translating numbers to letters in Leetspeak. Read the details?", "endoftext": false }, { "action": "Yes", "response": "0=O 1=I 2=Z 3=E 4=A\n5=S 6=B 7=T 8=B 9=G\n\n\"In fairness,\" begins Ed. He's generously fair to the other side once the captive listenee is too tired to really listen any more.", "endoftext": false }, { "action": "You go to the west", "response": "You remember Ed Toop's documents on PERL tricks were actually kind of useful. Confusing. Time to get away.\n\nYou can go back north to the cubicles you already passed. There are managers' offices to the south. You probably don't want to bug them now.\n\nEd Toop's cubicle is to the east. You probably don't want him to bug you now.", "endoftext": false }, { "action": "You go north", "response": "You can go north or south. The place where people play smart people games is to the east.", "endoftext": false }, { "action": "You go north", "response": "You see the big glass door leading out of the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "You look at pad", "response": "7 8 9\n* 0 #\n\nYeah, you've seen that before.", "endoftext": false }, { "action": "You look at the door", "response": "White and forbidding\".", "endoftext": false }, { "action": "Go east", "response": "Your cubicle. With your computer. The lunchroom, empty this late, is to the south. The main corridor is west.\n\nYour computer hasn't stopped gargling and won't for a while. It kept you awake through work but you could use a nap now.\n\nYour metal drawer is perfectly positioned for tripping up anyone who wants to invade your personal space.", "endoftext": false }, { "action": "You look at the computer", "response": "It's kind of coughing and gargling right now. You're running some heavy duty Windows tests what with the Unix lab snafu. The thing takes a whole minute to react when you push a key. But it is open to a mail message.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na squirt gun\na paper scrap\na flask\na bookmark\na dull tannish book you bought years ago\na flash drive\nan Allstar Employee Badge", "endoftext": false }, { "action": "You put the flash drive in the computer", "response": "Some are so ancient they have no USB port. Others probably have the wrong sort of file reader. You don't know about that stuff and don't want to.", "endoftext": false }, { "action": "You fill the flask", "response": "You open it, and it smells kind of musty. It doesn't seem like a nice place to store water.", "endoftext": false }, { "action": "You examine the coffeemaker", "response": "You never knew how those things worked until you Googled it. The thought of used coffee filters is still kind of nasty to you.", "endoftext": false }, { "action": "You examine Badge", "response": "It's laminated and apparently magnetized, with an only marginally unflattering picture on the front (D SLAPNEY) and a bar-code on the back. Its main use is entering the front door or the Unix Lab, which you haven't yet. You remember making it obvious once you knew it.", "endoftext": false }, { "action": "Yes", "response": "Well, maybe someone else will be working a bit late and can let you back in.\n\n(first opening the Front Door)\nElevators\nYou are by the elevators. You see a number-punch pad that could let you back in.\n\nThe big glass door slides shut with a click.\n\nThe door to the men's bathroom is here.\n\nYou see the big glass door leading into the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Go north", "response": "(first opening the bathroom door)\nIt seems to be locked.\n\nWhat do you know? Someone working late opens the door for you. You slip back through. Might take longer later, though.\n\nYou see the big glass door leading out of the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "You examine the scrap", "response": "It's a rough map of the office. Have a look?", "endoftext": false }, { "action": "You go to the west", "response": "You think you hear the west door creak. You're not sure.\n\nYou pause a second. You might be able to think up some weird scheme to do something, but you don't get the big crazy ideas with other people around. But if you just fritter time away, you'll be antsy when everyone's gone.\n\nHere's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. You pick out various random lights in the semi-darkness.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nThe door you came in by is to the east.\n\nYou can also see a delightfully comfy chair here.\n\nThe lab door gives a beep. It's shut again.", "endoftext": false }, { "action": "You examine server", "response": "Which do you mean, the servers, the AIX server, the HP-UX server, the SGI server, the Linux server farm, or the Solaris server farm?", "endoftext": false }, { "action": "You look at the aix", "response": "It's horrendously ancient and inefficient. You hate it and its stuipd dot-o and dot-a files and its SHLIBPATH and how you need to type slibclean.\n\nIt's a version you all plan to drop support for. Nobody would miss it if something happened. But you didn't hear that from me.", "endoftext": false }, { "action": "You examine the hpthe -the ux", "response": "Almost as bad as the AIX server. It's so ungodly slow, backspace and control-p are broken by default, and apparently, it's insured against the sort of catastrophe it deserves, too.", "endoftext": false }, { "action": "Oops sgi", "response": "It's kind of slow and cranky and the errors it throws on ports helps keep you secure in your testing job when you catch them. But it's not particularly replaceable, and a big customer still uses SGI.\n\nPlus you remember days in college totally rocking 4-minute chess on one server. Til the admins there figured how to compensate for lag. Memories.", "endoftext": false }, { "action": "You examine linux", "response": "The Linux server is working fine. Actually it's more of a server farm, and you try to avoid touching it.", "endoftext": false }, { "action": "You examine the Solaris", "response": "Solaris has always been pretty reliable. It wouldn't do to break the Solaris server farm.", "endoftext": false }, { "action": "You sit in the chair", "response": "Memories of previous boring tasks made pleasant and relaxing rush back to you as you sit down.", "endoftext": false }, { "action": "You read the book", "response": "Sometimes you used to read it around 4 PM when people started talking and no work would get done anyway and your time was better spent sleeping. But once you half-memorized the first few pages, you couldn't pretend to concentrate. Plus when you moved, someone nabbed your comfy chaiir. But you need to let that go.", "endoftext": false }, { "action": "Sleep", "response": "Out here? In public?", "endoftext": true }, { "action": "You look at your surroundings", "response": "Unix Lab (on the delightfully comfy chair)\nHere's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. You pick out various random lights in the semi-darkness.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nThe lab door to the west doesn't look so tough now that you so awesomely derived the passcode you never should've forgotten.", "endoftext": false }, { "action": "You stand", "response": "You get off the delightfully comfy chair.\n\nHere's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. You pick out various random lights in the semi-darkness.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nThe door you came in by is to the east.\n\nYou can also see a delightfully comfy chair here.", "endoftext": false }, { "action": "You read the book", "response": "Hoo boy. You'll need a seat in the comfy chair for this one.", "endoftext": true }, { "action": "Look around", "response": "Here's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. You pick out various random lights in the semi-darkness.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nThe door you came in by is to the east.\n\nYou can also see a delightfully comfy chair here.", "endoftext": false }, { "action": "Go west", "response": "(first opening the forbidding door)\nYou don't like going near the door. You're not sure what's behind there. Maybe a pile of gadgets waiting to crash down or maybe just a big \"YOU'RE FIRED, MISTER NOSEY\" on the rear wall. You don't want to find out.", "endoftext": false }, { "action": "Go east", "response": "(first opening the Lab Door)\n\nMain walkways are north/south with your cubicle east.\n\nThe lab door to the west doesn't look so tough now that you so awesomely derived the passcode you never should've forgotten.", "endoftext": false }, { "action": "Go south", "response": "You can go north or south. The place where people play smart people games is to the east.\n\nSomeone stuck a printout to the wall about proper care of Moolosks.", "endoftext": false }, { "action": "You examine the printout", "response": "It describes the Moolosk, an unholy communion of Maguay and Furby. Apparently not only does the Moolosk turn into a monster if shot with water around midnight, but its feeding patterns start small and grow rapidly. It hates bright light but is attracted to glowing.\n\nYou notice JOB FOR ETOOP@6:15PM at the bottom. You chuckle anyway, since you notice it was printed from some URL.", "endoftext": false }, { "action": "Go south", "response": "You can go back north to the cubicles you already passed. There are managers' offices to the south.\n\nEd Toop's cubicle is to the east. He's not there now.", "endoftext": false }, { "action": "Go east", "response": "Suddenly Ed Toop's phone rings! Well, it's not a ring, but a stupid sad-saxophone noise. You hadn't heard it so long, the ambush hurt. You step back, a bit scared. It's probably safe to get closer, but you have to catch your breath.", "endoftext": false }, { "action": "You go east", "response": "This is where Ed Toop works and talks at the same time. But not now.\n\nEd's key ring is on a hook here.", "endoftext": false }, { "action": "You get the ring", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "It unlocks various important places like the main router room, which you won't go near, and the men's bathroom out past the elevators. If you replace it, Ed will never miss it.", "endoftext": false }, { "action": "Go north", "response": "You can go north or south. The place where people play smart people games is to the east.\n\nThat Moolosk printout is still here.", "endoftext": false }, { "action": "You get printout", "response": "Other people may not have gotten to see it yet. You know someone annoying put it up there, but it was mildly amusing, you guess.", "endoftext": false }, { "action": "Go west", "response": "(first opening the Front Door)\n\nYou are by the elevators. You see a number-punch pad that could let you back in.\n\nThe door to the men's bathroom is here.\n\nYou see the big glass door leading into the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Unlock bathroom", "response": "What do you want to unlock the bathroom door with?", "endoftext": false }, { "action": "Key", "response": "You unlock the bathroom door.\n\nThe front door gives a beep. It's shut again.", "endoftext": false }, { "action": "Go north", "response": "(first opening the bathroom door)\n\nThe door to the men's bathroom is here.\n\nYou see a roll of fluorescent tape here on top of the paper towel dispenser. Someone left it there, and it's not unsanitary, so there you go. The cleaning lady isn't tall enough to reach it, but you are.", "endoftext": false }, { "action": "You get the tape", "response": "Taken.\n\nThe bathroom door creaks back on its hinges and closes.", "endoftext": false }, { "action": "You put the tape on the gun", "response": "You tape up the crack. The gun should be good to go for a while.", "endoftext": false }, { "action": "You go to the south", "response": "(first opening the bathroom door)\n\nYou are by the elevators. You see a number-punch pad that could let you back in.\n\nThe door to the men's bathroom is here.\n\nYou see the big glass door leading into the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "You close Door", "response": "Which do you mean, the bathroom door or the Front Door?", "endoftext": false }, { "action": "Bathroom", "response": "You close the bathroom door.\n\nThe bathroom door creaks back on its hinges and closes.", "endoftext": false }, { "action": "You lock it", "response": "(with the key ring)\nYou're on the wrong side for that.\n\nThat's locked at the moment.", "endoftext": false }, { "action": "You go east", "response": "Punching in the combo, you walk through.\n\n(first opening the Front Door)\nFront Desk Entry\nYou see the big glass door leading out of the office to the west. It's got a keypad, too, just like the Unix lab. You can go east to the kitchen area or north/south to work areas.", "endoftext": false }, { "action": "Go east", "response": "There's a sink here and a fridge too. And a coffeemaker. But no toaster.", "endoftext": false }, { "action": "You fill the gun", "response": "You fill the squirt gun with water.", "endoftext": false }, { "action": "Go north", "response": "Main walkways are north/south with your cubicle east.\n\nThe lab door to the west doesn't look so tough now that you so awesomely derived the passcode you never should've forgotten.", "endoftext": false }, { "action": "You go to the west", "response": "You re-punch the code, because the door is evil like that, and you walk on through...\n\nHere's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. Your tape glows in the semi-darkness.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nThe door you came in by is to the east.\n\nYou can also see a delightfully comfy chair here.", "endoftext": false }, { "action": "You shoot aix", "response": "The lab door gives a beep. It's shut again.", "endoftext": false }, { "action": "Shoot gun", "response": "Say what you want to squirt with it, instead.", "endoftext": false }, { "action": "Squirt", "response": "What do you want to squirt?", "endoftext": false }, { "action": "Go west", "response": "(first opening the forbidding door)\nYou don't like going near the door. You're not sure what's behind there. Maybe a pile of gadgets waiting to crash down or maybe just a big \"YOU'RE FIRED, MISTER NOSEY\" on the rear wall. You don't want to find out.", "endoftext": false }, { "action": "Go east", "response": "(first opening the Lab Door)\n\nMain walkways are north/south with your cubicle east.\n\nThe lab door to the west doesn't look so tough now that you so awesomely derived the passcode you never should've forgotten.", "endoftext": false }, { "action": "You go to the east", "response": "You like this row. IT works here and they need more space. They're off-site today, but fewer cubicles mean less talking. It would be perfect if the foozball room weren't to the west with no other real way to go.", "endoftext": false }, { "action": "You examine the chessboard", "response": "Frustrating. Being up a pawn should feel secure but you always worry about dumb mistakes.", "endoftext": false }, { "action": "You examine it", "response": "It describes the Moolosk, an unholy communion of Maguay and Furby. Apparently not only does the Moolosk turn into a monster if shot with water around midnight, but its feeding patterns start small and grow rapidly.", "endoftext": false }, { "action": "You look at it", "response": "It describes the Moolosk, an unholy communion of Maguay and Furby. Apparently not only does the Moolosk turn into a monster if shot with water around midnight, but its feeding patterns start small and grow rapidly.\n\nrapidly. It hates bright light but is attracted to glowing.\na bit TOO warm. Your tape glows in the semi-darkness.", "endoftext": false }, { "action": "You wait", "response": "Man, it's nice to have nobody around. But you want to get through with things.\n\nThe lab door gives a beep. It's shut again.", "endoftext": false }, { "action": "You wait", "response": "Man, it's nice to have nobody around. But you want to get through with things.", "endoftext": false }, { "action": "You open Door", "response": "Which do you mean, the forbidding door or the Lab Door?", "endoftext": false }, { "action": "Forbidding", "response": "You don't like going near the door. You're not sure what's behind there. Maybe a pile of gadgets waiting to crash down or maybe just a big \"YOU'RE FIRED, MISTER NOSEY\" on the rear wall. You don't want to find out.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na roll of fluorescent tape\na key ring\na squirt gun\na paper scrap\na flask\na bookmark\na dull tannish book you bought years ago\na flash drive\nan Allstar Employee Badge", "endoftext": false }, { "action": "Go east", "response": "You can go north or south. The place where people play smart people games is to the east.\n\nThat Moolosk printout is still here.\n\nYou can go back north to the cubicles you already passed. There are managers' offices to the south.\n\nEd Toop's cubicle is to the east. He's not there now.\n\nThis is where Ed Toop works and talks at the same time. But not now.", "endoftext": false }, { "action": "You examine the cubicle", "response": "No need to be nosy. Unless something's lying out there, best ignore it.", "endoftext": false }, { "action": "You examine the phone", "response": "Doing anything with Ed's phone would be illegal and unethical and probably more fun just to think about doing.", "endoftext": false }, { "action": "Go west", "response": "You can go back north to the cubicles you already passed. There are managers' offices to the south.\n\nEd Toop's cubicle is to the east. He's not there now.", "endoftext": false }, { "action": "You look at the gun", "response": "It's taped up a bit and full of water.", "endoftext": false }, { "action": "You examine the tape", "response": "It's a dull off-white with sufficient light around.", "endoftext": false }, { "action": "You put the tape on the aix", "response": "You put the roll of fluorescent tape on the AIX server.\n\nThe lab door gives a beep. It's shut again.", "endoftext": false }, { "action": "You go west", "response": "You re-punch the code, because the door is evil like that, and you walk on through...\n\nHere's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. You pick out various random lights in the semi-darkness.\n\nThe door you came in by is to the east.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nOn the AIX server is a roll of fluorescent tape.\n\nYou can also see a delightfully comfy chair here.", "endoftext": false }, { "action": "You get tape", "response": "Taken.\n\nThe lab door gives a beep. It's shut again.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na roll of fluorescent tape\na key ring\na squirt gun\na paper scrap\na flask\na bookmark\na dull tannish book you bought years ago\na flash drive\nan Allstar Employee Badge", "endoftext": false }, { "action": "You turn off the servers", "response": "They are sort of in limbo right now. You'd probably switch the wrong ones, the wrong way.", "endoftext": false }, { "action": "Go east", "response": "(first opening the Lab Door)\n\nMain walkways are north/south with your cubicle east.\n\nThe lab door to the west doesn't look so tough now that you so awesomely derived the passcode you never should've forgotten.", "endoftext": false }, { "action": "You tape yourself", "response": "You already have that.\n\nPutting things on yourself would achieve nothing.", "endoftext": false }, { "action": "Go east", "response": "This is where Ed Toop works and talks at the same time. But not now.", "endoftext": false }, { "action": "Forbidding", "response": "Putting things on the forbidding door would achieve nothing.\n\nThe lab door gives a beep. It's shut again.", "endoftext": false }, { "action": "You put the tape on the chair", "response": "Someone might sit on the chair and that'd be a nasty surprise. What with the deluxe armrests and plush cushioning, nothing's too visible from the chair, either.", "endoftext": false }, { "action": "You examine the tape", "response": "It's a dull off-white with sufficient light around.", "endoftext": true }, { "action": "Look around", "response": "Here's where the magic happens, though people usually telnet in because it's easier that way. The servers are all humming away, and while it's a bit warm, that's a welcome change from the freezing outside. Except for the whole can't quite do your job bit, since it's a bit TOO warm. Your tape glows in the semi-darkness.\n\nThere's a forbidding door west in the semi-darkness. You've never tried to enter it and won't start now.\n\nThe door you came in by is to the east.\n\nYou can also see a delightfully comfy chair here.", "endoftext": false }, { "action": "Tape chair", "response": "You already have that.\n\nSomeone might sit on the chair and that'd be a nasty surprise. What with the deluxe armrests and plush cushioning, nothing's too visible from the chair, either.", "endoftext": false }, { "action": "Tape servers", "response": "Best just to refer to one server.", "endoftext": false }, { "action": "Tape sgi", "response": "You already have that.\n\nThe SGI server's ok. Leave it alone.", "endoftext": true }, { "action": "Oops forbidding", "response": "(with the key ring)\nYou don't like going near the door. You're not sure what's behind there. Maybe a pile of gadgets waiting to crash down or maybe just a big \"YOU'RE FIRED, MISTER NOSEY\" on the rear wall. You don't want to find out.", "endoftext": false }, { "action": "You listen", "response": "You enjoy the unusual quiet for this area before getting back to business.", "endoftext": false }, { "action": "You look at the toaster", "response": "Allstar company policy forbids the use of toasters. Originally, people complained about how this was bad for office morale, but then they started feeling so much smarter than Corporate Big Shots because of the dumb rule that maybe that was the big shots' plan all along.", "endoftext": false }, { "action": "You look at the flask", "response": "It has the crest of Intellectual Tech University on it. You remember winning it in a White Elephant contest you didn't know you entered. You never quite have the heart to pitch it or even recycle it.", "endoftext": false }, { "action": "You fill the flask", "response": "You open it, and it smells kind of musty. It doesn't seem like a nice place to store water.", "endoftext": false }, { "action": "Smell flask", "response": "Nothing unexpected.", "endoftext": true } ]
9mw6d523vjffav
The Bloody Guns
Stuart Allen
[]
[ "Australian", "graphics", "incomplete", "IntroComp 2008", "war" ]
2,008
[ 0, 0, 0, 0, 0 ]
0
0
20080901
false
Second runner-up in the IntroComp 2008 competition.
[ { "action": "%", "response": "Loading game...\n\npresents:\nA BLOODY LIFE\n\nCaught Up\nIn A Soap Opera\n\nWritten, Directed and Produced\nby\nQuentin.D.Thompson and associates\n\n\n\nThis game is being executed by:\n\n\n\nChoose <I>nstructions, <A>GiliTy Information, or <other> to start the game", "endoftext": false }, { "action": "Menu", "response": "DARWIN, AUSTRALIA\nSUNDAY 22 MARCH 1942\n\nThe sun has almost risen above the tops of the gum trees at the far side of the field and it will soon be too hot to play cricket. From your position in the outfield you watch as Jenkins begins his loping stride towards the crease to deliver the final ball of the over. The other fielders, dressed only in khaki shorts, boots and wide brimmed hats stand stationary in the oppressive humidity. For a moment you think you can hear the faint throbbing drone of approaching aircraft, but then nothing. You tilt your head slightly, straining to hear then jump at the frantic clanging of the improvised air raid bell.\n\n\"Man the bloody guns!\" Sergeant Thompson yells as he drops his bat and lets Jenkins' ball run wide.\n\nThe players sprint from the field to the anti-aircraft gun mounted behind you at the western edge of the site as the sound of aircraft returns louder than before.\n\nThe worn leather cricket ball rolls to a stop near your feet.\n> A fiendishly clever move.", "endoftext": false }, { "action": "You take the ball", "response": "You take the cricket ball.\n\nJenkins runs past you and grabs your arm, pulling you towards the anti-aircraft gun. \"Come on you daft bugger, we've got a war to fight!\"\n\nThis flat, bare-earth area connects the four anti-aircraft guns. To the southeast a gap in the tall earth banks that surround gun number three allows entry to your station. To the south, between guns three and four, is a low hut that serves as primitive sleeping and eating quarters for you and the rest of your crew. To the north, a path through the tall dry grass between guns one and two leads to the Command Post while the oval lies to the east. Beside you a crude timber frame suspends an old oxygen cylinder just above a shallow pit in the ground.\n\nAn iron bar used to strike the cylinder in order to raise the alarm is resting on the ground by the frame.\n\nSoldiers run past you towards the four gun emplacements as bombs begin to fall on ships in the harbour.", "endoftext": false }, { "action": "You get the bar", "response": "You take the iron bar.\n\nSomeone grabs your hat from behind and replaces it roughly with an ill-fitting helmet as you are barrelled through the entrance to gun number three.\n\nCrew members scramble to their stations around the tall anti-aircraft gun mounted here; the drone of the approaching single-engine Japanese \"Val\" dive bombers sharpens to a distinctive strum.\n\nYour heart pounds as the routine of countless drills races through your mind: get a shell from Smith, set the fuse on it to the appropriate time for the height of the aircraft then pass it to Jenkins for loading.\n\nYou wait nervously for Smith as he disappears into the armoury to fetch a shell.", "endoftext": false }, { "action": "You listen", "response": "You hear the sound of the approaching aircraft and exploding bombs.\n\nSmith stumbles then regains his footing as he emerges from the armoury at speed carrying a shell for the anti-aircraft gun and your fuse setting tool. In two more strides he crosses the emplacement and hands them both to you.", "endoftext": false }, { "action": "You set the fuse", "response": "To set the fuse you need to specify a length of time to set it to. For example, to set the fuse to three and a half seconds, simply type \"set the fuse to 35\".\n\nShockwaves and dissonance as a bomb explodes nearby.\n\nSmith ducks back into the armoury.", "endoftext": false }, { "action": "You set the fuse to 35", "response": "You slide the setting tool down over the nose of the shell until its lugs engage with the holes in the fuse ring. Rotating the tool you set the fuse to 35 tenths of a second.\n\n\"Right'oh Davis, pass the shell up to me now,\" Jenkins calls down from his post at the loading tray.\n\nSmith returns from the armoury with another shell and stands beside you.", "endoftext": false }, { "action": "You give the shell to Jenkins", "response": "You heave the shell up to Jenkins who places it into the loading tray then rams it home into the chamber. Without pause, Sergeant Thompson pulls the firing lever and the gun responds with a deafening crack. The barrel recoils, slowed by the oil-filled dampers, and the hot shell casing is ejected onto the ground along with a plume of acrid smoke.\n\nThe shell shrieks through the air, climbing through a steep parabolic arc towards the closest of the approaching \"Val\" dive bombers. As the fuse expires the shell detonates into a cloud of white smoke well below the aircraft.\n\nSmith hands you a new shell.", "endoftext": false }, { "action": "You set the shell to 70", "response": "You slide the setting tool down over the nose of the shell until its lugs engage with the holes in the fuse ring. Rotating the tool you set the fuse to 70 tenths of a second.\n\nAnother bomb falls too close for comfort just beyond the camp perimeter.\n\nSmith ducks back into the armoury.", "endoftext": false }, { "action": "You give the shell to Jenkins", "response": "You pass the shell up to Jenkins who loads it into the gun. Sergeant Thompson pulls the firing lever and the gun responds with a deafening crack. The barrel recoils, and the hot shell casing is ejected along with another plume of hot smoke that fills the humid air of the gun emplacement.\n\nAs the fuse expires the shell detonates into a cloud of white smoke significantly above the aircraft.\n\nA nearby blast sends dust and debris over the revetments into the gun emplacement.\n\nSmith returns from the armoury with another shell and hands it to you.", "endoftext": false }, { "action": "You set the fuse to 60 then give the shell to Jenkins", "response": "You slide the setting tool down over the nose of the shell until its lugs engage with the holes in the fuse ring. Rotating the tool you set the fuse to 60 tenths of a second.\nJenkins takes the shell from you then loads it for Sergeant Thompson to fire.\n\nAs the fuse expires the shell detonates into a cloud of white smoke significantly above the aircraft.\n\nSmith hands you a new shell.", "endoftext": false }, { "action": "You set the fuse to 50 then give the shell to Jenkins", "response": "You slide the setting tool down over the nose of the shell until its lugs engage with the holes in the fuse ring. Rotating the tool you set the fuse to 50 tenths of a second.\n\nSmith ducks back into the armoury.\nJenkins takes the shell from you then loads it for Sergeant Thompson to fire.\n\nAs the fuse expires the shell detonates into a cloud of white smoke well above the aircraft.\n\nSmith returns from the armoury with another shell and hands it to you.", "endoftext": false }, { "action": "You set the fuse to 42 then give the shell to Jenkins", "response": "You slide the setting tool down over the nose of the shell until its lugs engage with the holes in the fuse ring. Rotating the tool you set the fuse to 42 tenths of a second.\nJenkins takes the shell from you then loads it for Sergeant Thompson to fire.\n\nAs the fuse expires the shell detonates into a cloud of white smoke that envelopes the aircraft. After what seems like minutes, the dive bomber emerges from the cloud in an ever tightening spiral. You watch with mixed emotions as the fuselage plunges into the warm waters of the Timor Sea.\n\nThe rest of the gun crew erupts into a loud cheer as you scan the skies for any sign of parachutes.\n\nFrom the loud hailer in the command post comes the call of \"Tally-ho\" -- American P40 Kittyhawk fighters have engaged the bombers and all gun crews are to cease fire.\n\n[YOUR SCORE JUST WENT UP BY 10 POINTS]", "endoftext": true }, { "action": "You look around", "response": "The floor of the gun emplacement is a circular concrete pad almost ten metres in diameter. Sandbag revetments, back filled with earth on the outside, form the perimeter of the pit. The 3.7 inch Vickers anti-aircraft gun stands bolted to the concrete, its barrel protruding through fragments of camouflage netting suspended high above your head. The only exit from the emplacement is a gap in the revetments to the northwest, while a small room set into the south wall serves as an armoury.\n\nGunner Jenkins is standing on the gun by the breach.\n\nSergeant Thompson is standing on the gun.\n\nSmith is standing beside you.", "endoftext": false }, { "action": "You go northwest", "response": "", "endoftext": false }, { "action": "Go north", "response": "Tall dry grass surrounds the low sand-bag walls of the command post. A well-worn track through the grass leads south to the assembly area.", "endoftext": false }, { "action": "Go north", "response": "The command post is nothing more than a roofless area formed by low sand-bag walls. Of prominence here is the Kerrison Predictor, an electro-mechanical computer atop a timber tripod that sends positioning information to four guns.\n\nLieutenant Roberts is standing by the Kerrison Predictor.\n\nSergeant Witheridge waits patiently by Lieutenant Roberts.\n\n\"Davis,\" Lieutenant Roberts says as you enter. \"Thank you for getting here so quickly. Soon after the first raids in February we set up an observation post on Melville Island to provide an early warning of aircraft approaching from the north. As you have just seen for yourself, we didn't get that warning.\n\n\"We haven't been able to raise Melville on the radio since, so I need you to head out there and find out what is going on. They may have been bombed themselves or they may just be having radio trouble. Either way I need you to find out and report back to me so I've sent someone to ask Miki to take you out to the island. Go grab your gear then head down to the beach south of the oval. Miki will meet you there.\"", "endoftext": false }, { "action": "You go to the south", "response": "\"Before you go Davis, there's one last thing,\" Lieutenant Roberts says as he wipes the sweat from his brow. \"In order to prevent enemy boats from landing in Snake Bay where the observation post is, the Navy laid a series of concrete mooring blocks, each twenty feet across.\"\n\nLieutenant Roberts reaches into the top pocket of his shirt and hands you a folded piece of paper.\n\n\"This map shows the precise location of these blocks. They're too deep to affect Miki's canoe, but there is a motor launch based on Melville and if you need to bring that back you'll need to know where they are. The tidal flow is restricted in Snake Bay and with a six foot draft the launch draws too much to clear them, even on a high tide.\"\n\n\"Thank you, sir,\" you reply at attention.\n\n\"Oh, and Davis, be careful. I've got a bad feeling about this one but with the rest of the army having pulled further inland I just can't spare any more men to go with you.\"\n\n\"I will, sir.\"\n\nYou exchange salutes with Lieutenant Roberts.\n\nTall dry grass surrounds the low sand-bag walls of the command post. A well-worn track through the grass leads south to the assembly area.", "endoftext": false }, { "action": "You go south", "response": "This flat, bare-earth area connects the four anti-aircraft guns. To the southeast a gap in the tall earth banks that surround gun number three allows entry to your station. To the south, between guns three and four, is a low hut that serves as primitive sleeping and eating quarters for you and the rest of your crew. To the north, a path through the tall dry grass between guns one and two leads to the Command Post while the oval lies to the east. Beside you a crude timber frame suspends an old oxygen cylinder just above a shallow pit in the ground.", "endoftext": false }, { "action": "Go south", "response": "Mosquito netting lines the inside of this hut that serves as your sleeping and eating quarters. Five-foot high sandbag walls force you to stoop below the baking-hot corrugated iron roof. There are ten bunks against the far wall, one for each of the members of your crew.\n\nYour kit bag is under your bunk.\n\nYour rifle is leaning against the wall beside your bunk.", "endoftext": false }, { "action": "You get the bag", "response": "You take your kit bag.", "endoftext": false }, { "action": "You get the rifle", "response": "You are carrying too much to take your rifle.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a cricket ball, an iron bar, a steel helmet (being worn), a setting tool, a map of Snake Bay, your kit bag and your dog tags (being worn).", "endoftext": false }, { "action": "You drop tool", "response": "You drop the setting tool.", "endoftext": false }, { "action": "You get the rifle", "response": "You take your rifle.", "endoftext": false }, { "action": "You go to the north", "response": "This flat, bare-earth area connects the four anti-aircraft guns. To the southeast a gap in the tall earth banks that surround gun number three allows entry to your station. To the south, between guns three and four, is a low hut that serves as primitive sleeping and eating quarters for you and the rest of your crew. To the north, a path through the tall dry grass between guns one and two leads to the Command Post while the oval lies to the east. Beside you a crude timber frame suspends an old oxygen cylinder just above a shallow pit in the ground.", "endoftext": false }, { "action": "You go east", "response": "Darwin Oval (outfield)\nYou are standing in the outfield on the western side of Darwin Oval. The pitch can be seen in the centre of the oval while to the southeast lies a cliff edge over which the harbour can be seen. Further to the west the barrels of the four anti-aircraft guns can be seen above their surrounding revetments.", "endoftext": false }, { "action": "You go south", "response": "Weathered coastal scrub covers the ground between the oval to north and the hill side to the south. A narrow but well-worn trail works its way down to the beach below.", "endoftext": true }, { "action": "Go downwards", "response": "Deep trenches dug above the high tide line scar the beach where sand has been excavated for bagging. A steep path leads north from here through the mangroves back up to the oval.\n\nAs you look out to sea you spot Miki, one of the local Aboriginal men, paddling around the point in his dugout canoe. Each powerful stroke of his paddle ends with a barely perceptible twist of the blade to keep his course. As he runs the canoe up onto the beach he places his paddle flat across the gunwhales and a broad smile comes to his face.\n\n\"Come on balanda, army man saying we going to Melville,\" Miki shouts as he waves you to enter the canoe.", "endoftext": false }, { "action": "You enter the canoe", "response": "You place your hands on the bow of the canoe and push it back into deeper water. Once you are wading up to your knees you jump in and Miki hands you a paddle.\n\n\"You sitting up the front, balanda. Just keep paddling and I'll get us where we're going.\" Levering his paddle against the side of the canoe he spins the bow out to sea and the two of you head towards Melville Island.", "endoftext": false }, { "action": "Paddle", "response": "To be continued...\n\nThe game is over.\n\nYou have earned:\n10% for shooting down the \"Val\" dive bomber.", "endoftext": true } ]
b5i8wgvoe786apza
Deprivation
Michael Coorlim
[ "Surreal" ]
[ "Introcomp 2015", "TADS", "TADS 3" ]
2,015
[ 0, 0, 0, 0, 0 ]
0
0
20150903
false
The surreality of sleep deprivation begins to take its toll... Introcomp 2015 entry.
[ { "action": "%", "response": "Deprivation A Story of Obsession and Transferance by Michael Coorlim IntroComp\ndistribution\n\nIt's three A.M. on Monday the 12th, and you're still awake.\n\nIt... it wasn't a good weekend, in a way that doesn't really seem real yet.\nLike it's some nightmare you could wake up from if you could just get to sleep.\nBut how can you sleep? There's got to be some way to fix things. There has to\nbe. It can't end like this. You just have to, you know, figure out what it\nis, do that, and everything will be okay again. Like it used to be.\n\nThen again you have to be at work in four hours, and you didn't really get any\nsleep last night, either. Maybe you should just try to get your mind off\nthings?\n\nYour studio apartment is lit by the soft ever-present glow of the city lights\ncoming in through the window, flat-screen television set below the sill to\navoid screen glare. For most of the year you've lived here, your apartment has\nyou don't have much in\nthe way of furnishings... just the bed, a bookcase you found on the curb, and\nthe scuffed coffee table next to it. North, past the door leading out to the\nbuilding's hall, is the apartment's kitchen.\n\nOn the coffee table you see your laptop, your coffee mug, and your cell phone.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.", "endoftext": false }, { "action": "Xme", "response": "(x me)\nYou're simply exhausted. You need sleep.", "endoftext": false }, { "action": "About yourself", "response": "You're simply exhausted. You need sleep.", "endoftext": false }, { "action": "You get in the bed", "response": "You get on your bed.", "endoftext": false }, { "action": "Sleep", "response": "You toss and turn aimlessly. It's just no use, your mind is too jumbled.", "endoftext": false }, { "action": "You think", "response": "You think, therefore you are.", "endoftext": false }, { "action": "You stand", "response": "Okay, you get off your bed.", "endoftext": false }, { "action": "Examine mug", "response": "The mug's white ceramic is stained with coffee residue. It's been in bad need\nof a wash for a few days now.", "endoftext": false }, { "action": "You take the mug", "response": "Taken.", "endoftext": false }, { "action": "Go north", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nIn the kitchen sink you see some dishes.\n\nOn the kitchen counter you see a coffee machine and a toaster.", "endoftext": false }, { "action": "Wash mug", "response": "You turn on the sink's faucet, turning the mug over in your hands as the water\nruns over it, scrubbing the insides with a sponge until the white ceramic is\nspotless. It makes you feel slightly better to have accomplished something.\nBriefly.", "endoftext": false }, { "action": "You wash the dishes", "response": "You clean your dirty dishes. It doesn't take very long, which was more or less\nthe point of only having one of each dish. That, and making sure that you\nclean them regularly, though on that count it hasn't been quite as successful.\nWhen you're done, you put them neatly away in the cabinet under the counter.", "endoftext": false }, { "action": "You look at the trash", "response": "Your trash bin is at that point where every time you throw something away,\nyou're playing that delicate game where if you can balance it on top of the\npile, you don't have to take it out yet.", "endoftext": false }, { "action": "You compress the trash", "response": "(press trash)\nPushing the overflowing trash bin has no effect.", "endoftext": false }, { "action": "You examine the fridge", "response": "Your fridge is an unappealing shade of lime green, and sounds like its powered\nby a lawn-mower engine. The door is closed, the way it should be.", "endoftext": false }, { "action": "You open the fridge", "response": "Opening the fridge reveals a mostly empty mustard bottle, an empty egg carton,\na wilted head of lettuce, an expired carton of milk, and a piece of cake.", "endoftext": false }, { "action": "You look at cake", "response": "It's a piece of chocolate buttercream birthday cake wrapped in clear plastic.\nJust looking at it hits you with a pang of guilt and regret, which you quickly\nstuff down into a deep dark recess.", "endoftext": false }, { "action": "You eat the cake", "response": "You hold the cake for a moment before deciding that no, you don't deserve to\ntaste its chocolatey goodness.", "endoftext": false }, { "action": "You put the egg carton in the trash bin", "response": "(first taking the empty egg carton)\nYou put the empty egg carton in the overflowing trash bin.", "endoftext": false }, { "action": "You examine milk", "response": "The carton contains a thick sludge that may have once been milk.", "endoftext": false }, { "action": "You take the milk", "response": "Taken.", "endoftext": false }, { "action": "You put milk in trash bin", "response": "You put the expired carton of milk in the overflowing trash bin.", "endoftext": false }, { "action": "You put the lettuce in the trash bin", "response": "(first taking the wilted head of lettuce)\nYou put the wilted head of lettuce in the overflowing trash bin.", "endoftext": false }, { "action": "You put the mustard in trash bin", "response": "(first taking the mostly empty mustard bottle)\nYou put the mostly empty mustard bottle in the overflowing trash bin.", "endoftext": false }, { "action": "You eat the cake", "response": "You hold the cake for a moment before deciding that no, you don't deserve to\ntaste its chocolatey goodness.", "endoftext": false }, { "action": "You put the cake in the fridge", "response": "You put the piece of cake in the fridge.", "endoftext": false }, { "action": "You close the fridge", "response": "Done.", "endoftext": false }, { "action": "You make coffee", "response": "Which do you mean, the coffee machine or your coffee mug?", "endoftext": false }, { "action": "You look at the coffee machine", "response": "Your Keurig Vue V700 is about a foot tall, and almost as big around. You like\nit a lot better than your old coffee machine; it's capable of brewing a much\nstronger cup, has a wider temperature range, and best of all, the Vue cups are\nrecyclable. Best birthday present ever.", "endoftext": false }, { "action": "You look at the toaster", "response": "This is a simple two-slot toaster with a classic chrome design.", "endoftext": false }, { "action": "You look at the cabinet", "response": "You have a cabinet under the counter.", "endoftext": false }, { "action": "You open the cabinet", "response": "Opening the cabinet reveals some dishes.", "endoftext": false }, { "action": "Close cabinet", "response": "Done.", "endoftext": false }, { "action": "Go north", "response": "(first opening the bathroom door)\n\nYour bathroom is the smallest you've ever seen, as if its inclusion was an\nafterthought on the architect's part. The toilet is wedged in next to the\nshower stall in a space so small that you need to keep your legs firmly\ntogether when you sit on it. Oh, and get this: No sink.\n\nOn the shower rod you see your towel.", "endoftext": false }, { "action": "You examine the shower", "response": "Which do you mean, the shower drain, the shower rod, the shower stall, or the\nshower curtain?", "endoftext": false }, { "action": "Stall", "response": "The shower stall is built into the tiled bathroom corner. A clear glass pane\nforms the third wall, and the fourth, facing the door, is a shower curtain.\nThere's a drain in the middle of the stall's floor, below the shower head.\nControlling the water is a simple lever that you can turn towards the temperature you desire, should you decide to take a shower. Sitting on the\nfloor of the shower, in the back corner, are your shampoo, body wash, and\nloofah.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying your coffee mug.", "endoftext": false }, { "action": "You go south", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nOn the kitchen counter you see a coffee machine and a toaster.\n\nIn the overflowing trash bin you see a wilted head of lettuce, a mostly empty\nmustard bottle, an expired carton of milk, and an empty egg carton.", "endoftext": false }, { "action": "You put the mug on the counter", "response": "You put your coffee mug on the kitchen counter.", "endoftext": false }, { "action": "Go north", "response": "Your bathroom is the smallest you've ever seen, as if its inclusion was an\nafterthought on the architect's part. The toilet is wedged in next to the\nshower stall in a space so small that you need to keep your legs firmly\ntogether when you sit on it. Oh, and get this: No sink.\n\nOn the shower rod you see your towel.", "endoftext": false }, { "action": "Close shower", "response": "Which do you mean, the shower drain, the shower rod, the shower stall, or the\nshower curtain?", "endoftext": false }, { "action": "You examine the drain", "response": "It's a metal grate set into the shower's floor, about four or five inches in\ndiameter.", "endoftext": false }, { "action": "You take the shower", "response": "You strip down, get into the shower, and turn the water on. It takes a few\nmoments for the water to heat up and once it has you let the lukewarm stream\nrun over your body, washing away the troubles and sweat of your insomnia. For\na few minutes you just stand there, head resting against the wall, washing the\nwater pool around your feet before going down the drain. When you're able to\nsummon forth the motivation to continue, you use the shampoo to lather up your\nhair, then soap up your loofah and suds up the rest of your body.\n\nSomehow the rough texture of the loofah makes you feel cleaner, so you scrub\nhard until your flesh is red and raw. Then you rinse out your hair, wash the\nsoap off your body, and turn off the water. You towel off and get dressed\nagain, feeling somewhat better. Cleaner, at any rate.", "endoftext": false }, { "action": "You examine the toilet", "response": "Your toilet is nudged into a very narrow alcove next to the shower stall. It\nwas last cleaned not too long ago.", "endoftext": false }, { "action": "You use the toilet", "response": "I don't recognize the command USE, because it's a bit too vague; please be more\nspecific about what you want to do.", "endoftext": false }, { "action": "You sit on the toilet", "response": "You get on the toilet.", "endoftext": false }, { "action": "You stand", "response": "Okay, you get off the toilet.", "endoftext": false }, { "action": "Go south", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nOn the kitchen counter you see a coffee machine, your coffee mug, and a\ntoaster.\n\nIn the overflowing trash bin you see a wilted head of lettuce, a mostly empty\nmustard bottle, an expired carton of milk, and an empty egg carton.", "endoftext": false }, { "action": "Go south", "response": "Your studio apartment is lit by the soft ever-present glow of the city lights\ncoming in through the window, flat-screen television set below the sill to\navoid screen glare. For most of the year you've lived here, your apartment has\nbeen little more than a place to store your things, so you don't have much in\nthe way of furnishings... just the bed, a bookcase you found on the curb, and\nthe scuffed coffee table next to it. North, past the door leading out to the\nbuilding's hall, is the apartment's kitchen.\n\nOn the coffee table you see your laptop and your cell phone.", "endoftext": false }, { "action": "You examine the window", "response": "You feel fortunate that you have a window that looks out over some greenery\nrather than the same urban tableau your last place had. That greenery happens\nto be a municipal graveyard, but still.", "endoftext": false }, { "action": "You turn on tv", "response": "Done.", "endoftext": false }, { "action": "You watch the tv", "response": "An informercial is playing. Apparently some people are having extreme difficulties with common household tasks. If only there were a better way!", "endoftext": false }, { "action": "Change channel", "response": "You idly flip channels for awhile until you get to something that looks\ninteresting.", "endoftext": false }, { "action": "You watch the tv", "response": "You've seen this movie before, but it's a good one, and you're tuning in at one\nof the more interesting parts. You follow the protagonists efforts to resolve\nhis dramatic need with growing anticipation, forgetting some of your own\nproblems in the process. It's like, it puts things into perspective for you,\nyou know?", "endoftext": false }, { "action": "Continue", "response": "You've seen this movie before, but it's a good one, and you're tuning in at one\nof the more interesting parts. You follow the protagonists efforts to resolve\nhis dramatic need with growing anticipation, forgetting some of your own\nproblems in the process. It's like, it puts things into perspective for you,\nyou know?", "endoftext": false }, { "action": "You turn off the tv", "response": "Done.", "endoftext": false }, { "action": "You examine the bookcase", "response": "For a piece of furniture you found on the curb last trash-day, it's in surprisingly good condition. In the bookcase you see Descent\nMacabre, Ten\nThousand Devils, Grief, Follow Your Heart,\nHeavy Cross, The Island on the Edge\nof Forever, Tangled Temptations, and The Wind\nCould Blow a Bug.", "endoftext": false }, { "action": "You read follow your heart", "response": "Adrian straightened, his desire to leave evaporating despite the awkward\nsituation. The glazenwright was beautiful, with a delicate oval\nface, high\ncheekbones and a small, straight nose. He knew he was staring,\nbut didn't want\nto stop. There was something compelling about this woman aside\nfrom her lovely\nface, which was all he could see. Her heavy, serviceable black\ncloak and\nheaddress concealed the rest.\nHer expression captured him. Not the simpering moue of\ncourt women, nor\nthe lustful gleam of barmaids or the respectful, downcast eyes of servants.\nShe radiated a quiet confidence he found enticing.\nTheir gazes met and locked. Hers conveyed curiosity and\nmayhap a\nchallenge. He couldn't tell if she recognized him or what she'd gleaned of his\nrelationship with Lady Anne. Surely she'd be appalled if she\nknew. After a\nlong moment, she looked away.\n\nYou can't remember the last time someone looked at you like that. No wait, you\ncan. And that makes it worse.", "endoftext": false }, { "action": "Go outside", "response": "It's kinda late at night to go wandering the streets aimlessly.", "endoftext": false }, { "action": "You look at the graveyard", "response": "By day, St. Phillip's Cemetery is a landscape of beautiful green lawns and\nwell-spaced headstones criss-crossed by neat gravel paths. At night, it looks\nfar more dark and foreboding, lit only by sporadically spaced lights that\nilluminate only the paths immediately around them, leaving the gravestones as\ndark shapes lurking in darkness. They seem to do a better job illuminating\nyour apartment.", "endoftext": false }, { "action": "You examine laptop", "response": "Your laptop was a birthday present. More-so than your phone, it serves as your\nconnection to the world outside your apartment. Mostly, you use it to check\nyour email and browse the web.", "endoftext": false }, { "action": "You read email", "response": "Unable to stop yourself, you spend half an hour pouring over dozens of increasingly passionate and disjointed emails, tracking the emotional journey\nfrom loving and hopeful to bitter and resented. They tell a story within-a-\nstory, and you do your best to analyze each line, each phrase, each word for\ndeeper meaning, for clues as to their sender's true mental state. You hope to\nfind something that you missed, something to give you insight into the writers'\ncurrent mental space, but in the end all you find is heart-wrenching despair.", "endoftext": false }, { "action": "You browse web", "response": "You bring up your browser and start visiting your favorite web-sites and\nforums.\n\nAfter a few clicks you find yourself reading an internet post:\n\nThe most important thing you need to understand is that it's over.\nYou need to\nremind yourself over and over again in the aftermath. This is the most\ndifficult lesson to learn, yet is the foundation for your entire recovery. You\ncannot move on until you accept this basic fact. The best thing\nyou can do is\nto try and live yourself normally, except for the parts that\naren't part of it\nany more...\n\nYou know? This makes you feel a little better. Or, at least, a little more\nhopeful.", "endoftext": false }, { "action": "Go north", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nOn the kitchen counter you see a coffee machine, your coffee mug, and a\ntoaster.\n\nIn the overflowing trash bin you see a wilted head of lettuce, a mostly empty\nmustard bottle, an expired carton of milk, and an empty egg carton.", "endoftext": false }, { "action": "You fill the mug", "response": "(kill mug)\nIt's best to avoid pointless violence.", "endoftext": false }, { "action": "You take the trash", "response": "'Don't spill the trash' may be a solitary game now, but you're not ready to\nadmit defeat.", "endoftext": false }, { "action": "Go south", "response": "Your studio apartment is lit by the soft ever-present glow of the city lights\ncoming in through the window, flat-screen television set below the sill to\navoid screen glare. For most of the year you've lived here, your apartment has\nbeen little more than a place to store your things, so you don't have much in\nthe way of furnishings... just the bed, a bookcase you found on the curb, and\nthe scuffed coffee table next to it. North, past the door leading out to the\nbuilding's hall, is the apartment's kitchen.\n\nIn the bookcase you see Descent Macabre, Ten Thousand\nDevils, Grief, Follow\nYour Heart, Heavy Cross, The Island on the Edge\nof Forever, Tangled\nTemptations, and The Wind Could Blow a Bug.\n\nOn the coffee table you see your laptop and your cell phone.", "endoftext": false }, { "action": "You examine the phone", "response": "It's so weird how in only a few years the expectation became one of everybody\nhaving a smart-phone. Well, you don't. Just an old clam-shell without a\ntouchscreen or internet access. Then again, the battered casing is testament\nto how often you can drop the damn thing without it breaking.\n\nStill, you can use it to send and read texts or call people, and what more do\nyou really need?", "endoftext": false }, { "action": "You read the texts", "response": "One word. Four letters. All caps. It says so much with so little.\nA little\nred-hot blade slipping right into your heart. You can't read any more.", "endoftext": false }, { "action": "You meditate", "response": "(cogitate)\nYou think, therefore you are.", "endoftext": false }, { "action": "You look at the books", "response": "For a piece of furniture you found on the curb last trash-day, it's in surprisingly good condition. In the bookcase you see Descent\nMacabre, Ten\nThousand Devils, Grief, Follow Your Heart,\nHeavy Cross, The Island on the Edge\nof Forever, Tangled Temptations, and The Wind\nCould Blow a Bug.", "endoftext": false }, { "action": "You read Bug", "response": "Wade's hand felt hot in Jane's as he guided her down the dirt path behind the\nbar that led into the woods. The moonless night gave no\nindication of where\nthey were headed. She was alternating between fear and\nexcitement. She felt\nthe hard packed dirt beneath her shoes. If Wade Tucker was a\nserial killer,\nshe was sure she would have heard about it by now.\nUnless, of course, she hadn't because he had silenced all\nhis victims.\n\"Where are we going?\"\n\"Like I told you, to cool off.\"\nWith that, they turned a corner, emerging from the woods.\nA far off\nyard light could be seen shining on the other end of the lake\nbefore them.\n\"You ever been skinny dippin'?\" The drop in his voice when\nhe said the\nwords sent a tremor down Jane's spine.\n\nYou stop reading. You'd thought Shannon had taken all of her books with her.\nLooks like she missed this one. Maybe... maybe she'll have to come back and\nget it, once she notices its absence.", "endoftext": false }, { "action": "You call Shannon", "response": "(first taking your cell phone)\nYou call your ex and leave a voicemail, immediately regretting it.", "endoftext": false }, { "action": "You read Devils", "response": "The sun was a blade of red on the western horizon and the sky was magic purple\nwhen he heard the distant slap of gunshots to the north-northeast, about a mile\nout. A cartwheel of stars peppered overhead, casting diamonds\nfrom south to\nnorth, almost drawing a line to his destination.\nSawyer threw down the fishbones he was sucking and wriggled\ninto the top\nof his neosuit, strapping on his vest as he walked, carrying his pistol in his\nmouth. When he was fully kitted he ran full-tilt through the\nmarsh, the\nrevolver in one fist, sawgrass beating against his armored chest\nand legs.\n\nA full hour slips away while you get lost in the engrossing book.", "endoftext": false }, { "action": "You read the Grief", "response": "The riot swept through the city, organic, driven by the carnal\nurge to possess,\nto control, to destroy. This was its third day of existence, its third day of\nlife, scouring streets with the hunger of an ant colony. Those\nwho it swept\nover either fell to its fury or succumbed to the rising anxiety,\nthe mounting\ndread, the directionless frustration that fueled it, becoming part\nof its\nstrength, replacing the parts of it that had worn out or had been overcome by\nfutility.\nOfficer Lange braced herself against the mob, standing\nside-by-side,\nshield by shield with her fellow officers. Their high-impact\npolymer barriers\nheld firm against the crush, the roiling beast buffing up against\nthe wall\ncreated to channel it, to guide it. The police lacked the\nmanpower to stop it,\nto even begin to contain it, so they did they best they could to\nsend it where\nit could do the least amount of damage.\nAgain and again the shield-wall shuddered, threatening to\ngive. Lange\nfound herself gritting and leaning into each impact even as her\nboots' traction\nstarted to give against the asphalt. For a terrifying moment she\nfelt herself\nslipping. A firm hand from behind shored her up, gripping her by\nthe elbows.\n\nIt's a book about monumental loss on a planetary scale. Why did you subject\nyourself to that?", "endoftext": false }, { "action": "You look at the books", "response": "For a piece of furniture you found on the curb last trash-day, it's in surprisingly good condition. In the bookcase you see Descent\nMacabre, Ten\nThousand Devils, Grief, Follow Your Heart,\nHeavy Cross, The Island on the Edge\nof Forever, Tangled Temptations, and The Wind\nCould Blow a Bug.", "endoftext": false }, { "action": "You read forever", "response": "sky, which was\ngrowing clearer by the minute. Even though the constellations\nwere foreign to\nher, they still comforted her somehow. And once she had removed\nthe last of\nher clothes and placed her wristcomm safely under them, she\nnoticed how\ncomforting the warm breeze was. She had never been to a world\nwhere the air\nitself caressed her in a loving embrace, even in the middle of the night.\nShe dipped her toe into the water and found it to be\nremarkably warm.\nWith each step, her body went deeper into the womb-like\nenvironment of the warm\npond, and soon the water was up to her shoulders. She wiped some\ndirt off of\nher wrist and hugged herself.\n\nA hug. When was the last time you got a hug? How long has it been since\nyou've had any casual yet intimate human contact? A kiss? A slight touch of\nthe hand? God, it hurts. Why do the most innocuous things hurt you so?", "endoftext": true }, { "action": "You look around", "response": "Your studio apartment is lit by the soft ever-present glow of the city lights\ncoming in through the window, flat-screen television set below the sill to\navoid screen glare. For most of the year you've lived here, your apartment has\nbeen little more than a place to store your things, so you don't have much in\nthe way of furnishings... just the bed, a bookcase you found on the curb, and\nthe scuffed coffee table next to it. North, past the door leading out to the\nbuilding's hall, is the apartment's kitchen.\n\nIn the bookcase you see Descent Macabre, Ten Thousand\nDevils, Grief, Follow\nYour Heart, Heavy Cross, The Island on the Edge\nof Forever, Tangled\nTemptations, and The Wind Could Blow a Bug.\n\nOn the coffee table you see your laptop.", "endoftext": false }, { "action": "You examine the door", "response": "Your front door is bevelled wood painted white, fairly plain, lacking in a\npeephole. It leads out out to the third floor landing.", "endoftext": false }, { "action": "You open the door", "response": "You open the front door.", "endoftext": false }, { "action": "Go outside", "response": "It's kinda late at night to go wandering the streets aimlessly.", "endoftext": true }, { "action": "You look around", "response": "Your studio apartment is lit by the soft ever-present glow of the city lights\ncoming in through the window, flat-screen television set below the sill to\navoid screen glare. For most of the year you've lived here, your apartment has\nbeen little more than a place to store your things, so you don't have much in\nthe way of furnishings... just the bed, a bookcase you found on the curb, and\nthe scuffed coffee table next to it. North, past the door leading out to the\nbuilding's hall, is the apartment's kitchen.\n\nIn the bookcase you see Descent Macabre, Ten Thousand\nDevils, Grief, Follow\nYour Heart, Heavy Cross, The Island on the Edge\nof Forever, Tangled\nTemptations, and The Wind Could Blow a Bug.\n\nOn the coffee table you see your laptop.", "endoftext": false }, { "action": "You examine the door", "response": "Your front door is bevelled wood painted white, fairly plain, lacking in a\npeephole. It leads out out to the third floor landing.", "endoftext": false }, { "action": "Go north", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nOn the kitchen counter you see a coffee machine, your coffee mug, and a\ntoaster.\n\nIn the overflowing trash bin you see a wilted head of lettuce, a mostly empty\nmustard bottle, an expired carton of milk, and an empty egg carton.", "endoftext": false }, { "action": "You take the bin", "response": "'Don't spill the trash' may be a solitary game now, but you're not ready to\nadmit defeat.", "endoftext": false }, { "action": "You go south", "response": "Your studio apartment is lit by the soft ever-present glow of the city lights\ncoming in through the window, flat-screen television set below the sill to\navoid screen glare. For most of the year you've lived here, your apartment has\nbeen little more than a place to store your things, so you don't have much in\nthe way of furnishings... just the bed, a bookcase you found on the curb, and\nthe scuffed coffee table next to it. North, past the door leading out to the\nbuilding's hall, is the apartment's kitchen.\n\nIn the bookcase you see Descent Macabre, Ten Thousand\nDevils, Grief, Follow\nYour Heart, Heavy Cross, The Island on the Edge\nof Forever, Tangled\nTemptations, and The Wind Could Blow a Bug.\n\nOn the coffee table you see your laptop.", "endoftext": false }, { "action": "You take all", "response": "You take Heavy Cross, Tangled Temptations, The\nWind Could Blow a Bug, The\nIsland on the Edge of Forever, Ten Thousand Devils,\nDescent Macabre, Grief,\nFollow Your Heart, and your laptop.", "endoftext": false }, { "action": "You take the book", "response": "The bookcase is too heavy to move.", "endoftext": false }, { "action": "You take heavy", "response": "You're already holding Heavy Cross.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying Descent Macabre, Ten Thousand\nDevils, Grief, Follow Your\nHeart, your laptop, Heavy Cross, your cell phone,\nThe Island on the Edge of\nForever, Tangled Temptations, and The Wind Could\nBlow a Bug.", "endoftext": false }, { "action": "Go north", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nOn the kitchen counter you see a coffee machine, your coffee mug, and a\ntoaster.\n\nIn the overflowing trash bin you see a wilted head of lettuce, a mostly empty\nmustard bottle, an expired carton of milk, and an empty egg carton.", "endoftext": false }, { "action": "You put all in the bin", "response": "You can't put anything in itself.\nThe empty egg carton is already in the overflowing trash bin.\nThe expired carton of milk is already in the overflowing trash bin. The wilted head of lettuce is already in the overflowing trash bin. The mostly empty mustard bottle is already in the overflowing trash bin.\ntoaster: (first trying to take the toaster)\nLeave the toaster where it is. Nine out of ten Feng Shui experts agree that\nthe best place for a toaster is on the kitchen counter. The tenth has been\ngoing through a rough patch.\ncoffee machine: (first trying to take the coffee machine)\nWhile the Keurig Vue V700 coffee machine is very portable at a mere 13 pounds,\nit does require to be plugged in to function. The counter is the best place\nfor it.\n(first taking your coffee mug)\nYou put your cell phone, Heavy Cross, Tangled\nTemptations, The Wind Could Blow\na Bug, The Island on the Edge of Forever, Ten\nThousand Devils, Descent Macabre,\nGrief, Follow Your Heart, your laptop, and your\ncoffee mug in the overflowing\ntrash bin.", "endoftext": false }, { "action": "Go north", "response": "Your bathroom is the smallest you've ever seen, as if its inclusion was an\nafterthought on the architect's part. The toilet is wedged in next to the\nshower stall in a space so small that you need to keep your legs firmly\ntogether when you sit on it. Oh, and get this: No sink.\n\nOn the shower rod you see your towel.", "endoftext": false }, { "action": "You take all", "response": "Forget your towel.", "endoftext": false }, { "action": "You go south", "response": "Your apartment's kitchen is fairly cramped. Your fridge is against the north\nwall next to the bathroom door, across from the counter containing the sink\nnext to the oven. There's little under the counter, except for a single\ncramped cabinet. You'd probably cook more often if you had more counterspace,\nbut you just get so frustrated when you try... there's barely enough room for\nthe toaster and coffee machine. It's just easier to order out.\n\nYou can see an overflowing trash bin here.\n\nOn the kitchen counter you see a coffee machine and a toaster.\n\nIn the overflowing trash bin you see Ten Thousand Devils,\nDescent Macabre, The\nIsland on the Edge of Forever, The Wind Could Blow a\nBug, your laptop, Grief,\nFollow Your Heart, your coffee mug, an expired carton of\nmilk, a wilted head of\nlettuce, an empty egg carton, Tangled Temptations, Heavy\nCross, a mostly empty\nmustard bottle, and your cell phone.", "endoftext": false }, { "action": "You take the bin", "response": "'Don't spill the trash' may be a solitary game now, but you're not ready to\nadmit defeat.", "endoftext": false }, { "action": "You open the fridge", "response": "Opening the fridge reveals a piece of cake.", "endoftext": false }, { "action": "You take the the cake", "response": "Taken.", "endoftext": false }, { "action": "You look at the sink", "response": "It's a simple basin kitchen sink, shiny and chrome.", "endoftext": false }, { "action": "You look at the counter", "response": "Your kitchen counters are a mess, stained with coffee, drabs of spilt milk, and\nvarious other food stains. It's been days since you\nKitchen 0/122 Exits: north south", "endoftext": false }, { "action": "You open the cabinet", "response": "Kitchen 0/124 Exits: north south", "endoftext": false }, { "action": "You take the dishes", "response": "Kitchen 0/125 Exits: north south", "endoftext": false }, { "action": "Inventory", "response": "Kitchen 0/126 Exits: north south", "endoftext": false }, { "action": "Clean counter", "response": "Kitchen 0/127 Exits: north south", "endoftext": false }, { "action": "You look at the counter", "response": "Kitchen 0/128 Exits: north south", "endoftext": false }, { "action": "You go north", "response": "Bathroom 0/129 Exits: out", "endoftext": false }, { "action": "Yes", "response": "cheaptads quit with exit status: 0", "endoftext": true } ]
4ouw9si1fhanlen8
Duckman
Wade
[]
[ "IntroComp", "Introcomp 2017", "walkthrough" ]
2,017
[ 0, 0, 0, 0, 0 ]
0
0
20170801
false
Can you save the city? Without opposable thumbs? Probably not. But you're still going to try. Not because you can do it... but because no one else will. [Author's Note: Please do not play this game. It was a misguided effort on my part and has unintentially offended people. Sorry about that.]
[ { "action": "%", "response": "The dark north-south alleyway ends here with a brutal dead end. A blind man would break his nose against a solid brick wall, if he were unlucky enough to be running this way. Good thing you're not a blind man.", "endoftext": false }, { "action": "About you", "response": "Let's face the facts: you are a giant, anthropomorphic duck wearing a weatherworn trenchcoat and a black sombrero. You are Duckman, or so the local newspapers have nicknamed you.", "endoftext": false }, { "action": "Go up", "response": "The alleyway end suddenly to the south. There are only two ways out: north... or up. Your choice. Isn't it all about choices, anyway? You can't save everyone, after all, no matter how hard you try.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The dark north-south alleyway ends here with a brutal dead end. A blind man would break his nose against a solid brick wall, if he were unlucky enough to be running this way. Good thing you're not a blind man.\n\nFrank arrives from the north.", "endoftext": false }, { "action": "You go upwards", "response": "The alleyway end suddenly to the south. There are only two ways out: north... or up. Your choice. Isn't it all about choices, anyway? You can't save everyone, after all, no matter how hard you try.\n\nSomeone -- you reckon his name is Frank -- appears to be trying to punch down a brick wall with his bare fists. \"Argh!\" he groans, nursing his sore knuckles.", "endoftext": false }, { "action": "You examine Frank", "response": "A dark-haired guy wearing dirty jeans and a kingfisher T-shirt. You've seen him before. Maybe even heard his name? People call him Frank, right? Yup.\n\nFrank -- if you've got his name right -- is staring at a brick wall. He turns around suddenly and sees you. \"Duckman! Shit! I haven't done anything wrong!\"\n\n\"Wait a second --\" you begin, but the guy in question decides to make a run for it, and disappears up Blind Man's Alley.", "endoftext": false }, { "action": "You go north", "response": "Blind Man's Alley heads further down to the south. Main Street lies to the north, a seething mass of nocturnal pedestrians and overspeeding cars. To the east, you can plainly see that a seedy-looking joint seems to be still open at this time of night. Its billboard proclaims it to be \"The Real Thing\".\n\nThe Spoonatic dances around you, taunting you with his teaspoons.", "endoftext": false }, { "action": "You examine Spoonatic", "response": "Your average insane supervillain, minus the actual super-powers. He has a formidable arsenal of silver spoons with which to stab poor innocent tax-paying citizens, and wears a pink wig and a scarlet cloak.", "endoftext": false }, { "action": "You ask Spoonatic about the spoons", "response": "\"I love spoons. Don't you?\" he confides in you briefly.", "endoftext": false }, { "action": "You ask Spoonatic about Spoonatic", "response": "The Spoonatic merely laughs.", "endoftext": false }, { "action": "You look at the spoons", "response": "They glisten in the light with a crimson hue.", "endoftext": false }, { "action": "You go east", "response": "Yep. It's a seedy joint, all right. Filled with the wrong kind of people, all drinking the wrong kind of alcohol and having a thoroughly good time. The way out is to the west, and there are apparently toilet facilities to the east.\n\n\"...word's on the street that there's a new hero in town, dude...\"\n\nThe Spoonatic arrives from the west.", "endoftext": false }, { "action": "You buy the alcohol", "response": "The bartender pours some beer for you, and you dip your beak tentatively in the stuff. You immediately wish you hadn't.", "endoftext": false }, { "action": "Attack spoonatic", "response": "With one blow of your wing, you send him flying out of sight. \"Wheeeee!\" he screams, delighted that you are finally giving him your full and undivided attention. You do not see him land, however you know that he'll be back soon enough to pester you.", "endoftext": true } ]
vjmo5k98z6nsrv4q
Folkar Station
Doug Jones
[ "Science Fiction", "Space Exploration" ]
[ "incomplete", "IntroComp 2007", "TADS", "TADS 3", "walkthrough" ]
2,007
[ 0, 0, 0, 0, 0 ]
0
0
20100706
false
In this incomplete game, you play as a standard clone, revived from cryosleep to deal with three emergencies on the deserted station that's orbiting Mars. Your first task, and only task in this intro, is to repair a hull breach.
[ { "action": "%", "response": "The buzzing of the klaxon is the first thing you hear as you awake. You realize that there must be something wrong, or else you would not have been revived. Through your cryosleep haze, you hear the PA system: \"ALL EVACUATION PODS ARE AWAY. STATION IS SECURE.\"\n\nYour first task will be to find what's wrong and then approach fixing the problem.\n\nRepository (standing in the clone tank)\nClone tanks line one wall of the room. Various other machinery lines the other walls. Doorways lead northeast to the control room and east to the maintenance area.", "endoftext": false }, { "action": "You examine the machinery", "response": "Of all the machinery in the room, the only items of interest to you are the card dispenser, the computer terminal and the food dispenser.", "endoftext": false }, { "action": "Down", "response": "(out of the clone tank)\nOkay, you're no longer in the clone tank.", "endoftext": false }, { "action": "About yourself", "response": "You are a standard clone, made for routine duties and emergency situations.", "endoftext": false }, { "action": "You look at the terminal", "response": "The terminal is here for your use to look up procedures on your various tasks and emergency situations around the station.", "endoftext": false }, { "action": "You look at the card dispenser", "response": "The card dispenser is where you can get keycards for various parts of the station when you have been called on to service the station. It consists of a button and a receptacle for receiving the card. Attatched to the front of the machine is a sign.", "endoftext": false }, { "action": "You read the sign", "response": "The sign says 'OUT OF ORDER. Please see the maintenance chief in ACA-Beta-268.", "endoftext": false }, { "action": "You examine the food dispenser", "response": "It helps keep clones fed and strong. It consists of a lever and a chute.", "endoftext": false }, { "action": "You look up the emergency on the terminal", "response": "What do you want to look that up in?", "endoftext": false }, { "action": "You read the terminal", "response": "The computer screen is blank.", "endoftext": false }, { "action": "You turn on the computer", "response": "(the computer terminal)\nAs you switch on the computer, the screen comes to life and scrolls out your current instructions.", "endoftext": false }, { "action": "You read it", "response": "The screen displays the following instructions:\n\n1. Get oxygen tanks and welding torch from cabinets in the maintenance room\n\n2. Find a way into Gamma Quarters\n\n3. Weld the breach shut with the welding torch\n\nIt is clear to you that there's a chance you won't be returning from repairing the hull. You hope that the memory transference is still working so that your other clones can continue working on the other problems.", "endoftext": true }, { "action": "Look around", "response": "Clone tanks line one wall of the room. Various other machinery lines the other walls. Doorways lead northeast to the control room and east to the maintenance area.", "endoftext": false }, { "action": "You go east", "response": "Usually this place would be bustling with workers, but with the station evacuated, it's as quiet as a morgue. A workbench sits along one wall of the room, with cabinets on either side of it. The control room lies to the north, and the clone repository is to the west.\n\nOn the workbench is a wrench.", "endoftext": false }, { "action": "You get wrench", "response": "Taken.", "endoftext": false }, { "action": "You examine the cabinets", "response": "The cabinets both stand on either side of the workbench. They're 6 feet tall with double doors and a slot in the front.", "endoftext": false }, { "action": "Examine slot", "response": "The word \"slot\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)", "endoftext": false }, { "action": "You open the cabinet", "response": "Which cabinet do you mean, the right cabinet, or the left cabinet?", "endoftext": false }, { "action": "You open the right cabinet", "response": "The right cabinet seems to be locked.", "endoftext": false }, { "action": "You open the left cabinet", "response": "The left cabinet seems to be locked.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wrench, and you're wearing some coveralls.", "endoftext": false }, { "action": "You examine the left cabinet", "response": "It stands about 6 feet high with one set of double doors. There is a slot on the front side. It's closed.", "endoftext": false }, { "action": "You go north", "response": "A big screen dominates the north wall where you can see the Martian surface displayed. Below the screen is a panel on which you can see indicators giving the status of various parts of the station. From here you can see some of the panels blinking red, indicating problems with the station. The clone repository lies to the southwest. The maintenance area is to the south and you can exit into the corridor to the east.", "endoftext": false }, { "action": "You go southwest", "response": "Clone tanks line one wall of the room. Various other machinery lines the other walls. Doorways lead northeast to the control room and east to the maintenance area.", "endoftext": false }, { "action": "You examine the tanks", "response": "There are six other tanks in the room. In one of the tanks, a copy of you is being created just in case something happens to you during the course of your mission.", "endoftext": false }, { "action": "You examine the screen", "response": "You can see a portion of the Martian surface below and you can see the temporary facility planetside. It's pretty clear that the inhabitants evacuated there while you take care of the situation on the station.", "endoftext": false }, { "action": "You look at the panels", "response": "It appears that a meteor struck the station right above the living quarters in the Gamma area of section ACA. The result was a hull breach in that area. The force of the impact caused a leak in the radiation core in the engine room, which keeps the station in its orbit. Sensors also indicate an experimental virus loose in the medical lab, probably due to a failed containment field.\n\n(NOTE: You can check what you have left to do at any time by typing in 'TODO')", "endoftext": false }, { "action": "Todo", "response": "1. Fix the breach in the station hull\n\n2. Contain the radiation leak and recover orbit integrity\n\n3. Contain the experimental virus", "endoftext": false }, { "action": "Go east", "response": "This is a north-south corridor that leads toward the hub to the north, and toward the living quarters to the south. The control room is to the west.", "endoftext": false }, { "action": "Go south", "response": "This is a corridor that leads toward the hub to the north. The living quarters are to the west.", "endoftext": false }, { "action": "You go west", "response": "This is the central hub of the living quarters for section ACA. Alpha quarters are to the west, Beta quarters are to the southwest and Gamma quarters are to the south. The corridor leading to Gamma quarters has been sealed by a door.", "endoftext": false }, { "action": "Go southwest", "response": "After wandering down the hallway a little ways, you find a room unlocked, and duck into it.\n\nForeman's Room - ACA Beta Room 268\nThe room is very spartan in nature. Just a bed, a desk, and a closet for clothes. The corridor is to the northwest.", "endoftext": false }, { "action": "You look at the desk", "response": "Just a simple writing surface with a single drawer. Not much more to it.", "endoftext": false }, { "action": "You open drawer", "response": "Opening the desk drawer reveals a cabinet keycard.", "endoftext": false }, { "action": "You get the keycard", "response": "Taken.", "endoftext": false }, { "action": "You look at it", "response": "It is embossed with the foreman's name on one side and has a magnetic strip on the other side.", "endoftext": false }, { "action": "You examine closet", "response": "Just a place to keep clothing.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way. The only obvious exit leads northwest, back to ACA Living Quarters.", "endoftext": false }, { "action": "You go northwest", "response": "You exit the room and head back to the hub of the living quarters.\n\nThis is the central hub of the living quarters for section ACA. Alpha quarters are to the west, Beta quarters are to the southwest and Gamma quarters are to the south. The corridor leading to Gamma quarters has been sealed by a door.", "endoftext": false }, { "action": "You examine the door", "response": "The door has been sealed shut due to the hull breach on the other side. You spot an access panel next to the door for overriding in case of electrical failure.", "endoftext": false }, { "action": "You examine the access panel", "response": "The access panel is just to the right of the door and about shoulder height. It's closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the door access panel reveals a Gamma Quarters manual access bolt.", "endoftext": false }, { "action": "You examine the bolt", "response": "The bolt is for manually opening the door in case of electrical failure, or in your case, sealed due to hull breach.", "endoftext": false }, { "action": "Turn bolt", "response": "You're just about to open a door that could potentially lead into the vacuum of space. Should't you put on a breathing apparatus?", "endoftext": false }, { "action": "No", "response": "You must be more specific about whom you want to talk to.", "endoftext": false }, { "action": "Turn bolt", "response": "You turn the bolt, and the doors inch their way open, with a big rush of air through them. You are sucked through the doors, dropping your wrench in the process, and down through the corridor and out through the hull into the vacuum of space.\n\nSince you were foolish enough to open the door without taking the proper precautions, you are sucked out into space and your lungs explode, dooming the space station.", "endoftext": false }, { "action": "Go northwest", "response": "You can't go that way. Obvious exits lead south; east, to Corridor ACA-1; west; and southwest, back to the foreman's room - aca beta room 268.", "endoftext": false }, { "action": "Go east", "response": "This is a corridor that leads toward the hub to the north. The living quarters are to the west.", "endoftext": false }, { "action": "Go south", "response": "Usually this place would be bustling with workers, but with the station evacuated, it's as quiet as a morgue. A workbench sits along one wall of the room, with cabinets on either side of it. The control room lies to the north, and the clone repository is to the west.", "endoftext": false }, { "action": "You examine the left cabinet", "response": "It stands about 6 feet high with one set of double doors. There is a slot on the front side. It's closed.", "endoftext": false }, { "action": "You put the card in the left cabinet", "response": "Unlocked.", "endoftext": false }, { "action": "You open the left cabinet", "response": "Opening the left cabinet reveals some oxygen tanks.", "endoftext": false }, { "action": "You open the right cabinet", "response": "Opening the right cabinet reveals a welding torch.", "endoftext": false }, { "action": "You examine the tanks", "response": "A portable breathing apparatus for airless environments.", "endoftext": false }, { "action": "You examine the coverall", "response": "Standard uniform for all the clones, suitable for all operations inside the station and out. Over your left breast, there is a patch with the title 'ACA-001' on it.", "endoftext": false }, { "action": "Todo", "response": "1. Fix the breach in the station hull\n\n2. Contain the radiation leak and recover orbit integrity\n\n3. Contain the experimental virus", "endoftext": false }, { "action": "Go east", "response": "This is a north-south corridor that leads toward the hub to the north, and toward the living quarters to the south. The control room is to the west.", "endoftext": false }, { "action": "Go north", "response": "You decide that taking care of the hull breach is much more important than exploring the rest of the station.", "endoftext": false }, { "action": "Go west", "response": "This is the central hub of the living quarters for section ACA. Alpha quarters are to the west, Beta quarters are to the southwest and Gamma quarters are to the south. The corridor leading to Gamma quarters has been sealed by a door.\n\nThe door access panel contains a Gamma Quarters manual access bolt.", "endoftext": false }, { "action": "Turn bolt", "response": "You turn the bolt, and the doors inch their way open, with a big rush of air through them. You are sucked through the doors, dropping your wrench in the process, and down through the corridor and out through the hull into the vacuum of space.\n\nA sharp edge on the hole slices through the hose of your oxygen tanks, and slows you down just enough to grab hold of the outside of the space station. You hold your breath, but you know you're not going to last long.\n\nYou are clinging to the outside of Folkar Station just outside Gamma Quarters. You can see into the corridor from the hole in the hull, but there's no way to climb back in.", "endoftext": false }, { "action": "You look at the hole", "response": "Jagged edges surround the hole. It's impossible to get back into the station through it.", "endoftext": false }, { "action": "Weld hole", "response": "The edges of the hole are too far apart. You cannot weld them together.\n\nIt's beginning to be difficult to hold your breath.", "endoftext": false }, { "action": "You look at Station", "response": "(the jagged hole)\nJagged edges surround the hole. It's impossible to get back into the station through it.\n\nYour concentration begins to falter as you struggle to hold your breath a little longer.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a cabinet keycard and a welding torch, and you're wearing some coveralls and some oxygen tanks.\n\nYou find that you cannot hold your breath any longer, and the vacuum of space is a bad place to try and breathe.", "endoftext": false }, { "action": "Turn bolt", "response": "You turn the bolt, and the doors inch their way open, with a big rush of air through them. You are sucked through the doors, dropping your wrench in the process, and down through the corridor and out through the hull into the vacuum of space.\n\nA sharp edge on the hole slices through the hose of your oxygen tanks, and slows you down just enough to grab hold of the outside of the space station. You hold your breath, but you know you're not going to last long.\n\nYou are clinging to the outside of Folkar Station just outside Gamma Quarters. You can see into the corridor from the hole in the hull, but there's no way to climb back in.", "endoftext": false }, { "action": "You put the tanks on the hole", "response": "There's no good surface on the jagged hole.\n\nIt's beginning to be difficult to hold your breath.", "endoftext": false }, { "action": "You enter the hole", "response": "The hole is much too jagged and small for you to climb back through. It's a wonder you were sucked out it in the first place.\n\nYour concentration begins to falter as you struggle to hold your breath a little longer.", "endoftext": false }, { "action": "You examine the Station", "response": "(the jagged hole)\nJagged edges surround the hole. It's impossible to get back into the station through it.\n\nYou find that you cannot hold your breath any longer, and the vacuum of space is a bad place to try and breathe.", "endoftext": false }, { "action": "You examine the bed", "response": "It basically consists of a simple mattress. Not much of use here.", "endoftext": false }, { "action": "Go northwest", "response": "You exit the room and head back to the hub of the living quarters.\n\nThis is the central hub of the living quarters for section ACA. Alpha quarters are to the west, Beta quarters are to the southwest and Gamma quarters are to the south. The corridor leading to Gamma quarters has been sealed by a door.\n\nThe door access panel contains a Gamma Quarters manual access bolt.", "endoftext": false }, { "action": "You go to the north", "response": "You can't go that way. Obvious exits lead south; east, to Corridor ACA-1; west; and southwest, back to the foreman's room - aca beta room 268.", "endoftext": false }, { "action": "Go east", "response": "This is a corridor that leads toward the hub to the north. The living quarters are to the west.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way. Obvious exits lead north, to Corridor ACA-2; and west, back to ACA Living Quarters.", "endoftext": false }, { "action": "You look at the workbench", "response": "A smooth surface for repairing items or building items for use elsewhere on the station.", "endoftext": false }, { "action": "You take it", "response": "The word \"build\" is not necessary in this story.\n\nThe workbench is too heavy.", "endoftext": false }, { "action": "You examine the cabinets", "response": "The cabinets both stand on either side of the workbench. They're 6 feet tall with double doors and a slot in the front.", "endoftext": false }, { "action": "You go to the southwest", "response": "You can't go that way. Obvious exits lead north, back to the control room; and west, to the repository.", "endoftext": false }, { "action": "You examine the chute", "response": "It's where the food comes out.", "endoftext": false }, { "action": "You take the chute", "response": "You can't have that; it's part of the food dispenser.", "endoftext": false }, { "action": "You take the dispenser", "response": "Which dispenser do you mean, the food dispenser, or the card dispenser?", "endoftext": false }, { "action": "You take food dispenser", "response": "The food dispenser is too heavy.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a wrench, a cabinet keycard, and a welding torch, and you're wearing some coveralls and some oxygen tanks.", "endoftext": false }, { "action": "You examine the welding torch", "response": "It's a portable device for maintenance around the station.", "endoftext": false }, { "action": "Turn bolt", "response": "You turn the bolt, and the doors inch their way open, with a big rush of air through them. You are sucked through the doors, dropping your wrench in the process, and down through the corridor and out through the hull into the vacuum of space.\n\nA sharp edge on the hole slices through the hose of your oxygen tanks, and slows you down just enough to grab hold of the outside of the space station. You hold your breath, but you know you're not going to last long.\n\nYou are clinging to the outside of Folkar Station just outside Gamma Quarters. You can see into the corridor from the hole in the hull, but there's no way to climb back in.", "endoftext": false }, { "action": "Weld edge", "response": "The edges of the hole are too far apart. You cannot weld them together.", "endoftext": false }, { "action": "Bend edge", "response": "Muscles straining, you manage to bend the edges of the hole close", "endoftext": false }, { "action": "You hit the edge with tank", "response": "enough together to weld.\n\nIt's beginning to be difficult to hold your breath.\n\nYou see no tank here.", "endoftext": false }, { "action": "Weld hole", "response": "With the last of your strength, you weld the bent edges of the hole neatly. After doing so, you lose your grip on the station and drift off into space...\n\nThrough your cryosleep haze you can hear the PA system sounding off, \"TRANSFER OF MEMORIES COMPLETE. REVIVING REPLACEMENT CLONE.\"\n\nYou realize that there's still two emergencies to deal with, and it's best to get started...", "endoftext": true } ]
ht359g3r99j6ajth
For the Love Of Ornery Blue Yaks
Doug Jones
[]
[ "TADS", "TADS 2" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100803
false
[ { "action": "%", "response": "The house at the end of the street has stood empty for a long time. After much reflection, and goading from your friends, you decide to venture forth into this house and try to unlock its mysteries...\n\n\n\nPlease type 'ABOUT'.\n\nYou are standing on the front porch of the house. The boards are warped and the porch itself has fallen into disrepair. You can enter the house to the east.\nLying on the porch is a newspaper that looks like it's been here\nfor weeks.", "endoftext": false }, { "action": "You take the newspaper", "response": "Taken.", "endoftext": false }, { "action": "You read it", "response": "You turn to a random page in the newspaper. You read the headline:\n\n\"Saying 'Arthur' at lakeshores may have a positive effect\"\n\nUnfortunately, the text of the article has faded.", "endoftext": false }, { "action": "About you", "response": "You look about the same as always.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a backpack (being worn) and a newspaper.", "endoftext": false }, { "action": "Examine backpack", "response": "It's your backpack. You've had it for years, and no matter how hard you've tried, you've never been able to completely fill it.\nYou spy a loose thread between the seams of the backpack.", "endoftext": false }, { "action": "You take the thread", "response": "With a firm yank, you pull the thread free.", "endoftext": false }, { "action": "You put the thread and the newspaper in the backpack", "response": "thread: Done.\nnewspaper: Done.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are standing on the front porch of the house. The boards are warped and the porch itself has fallen into disrepair. You can enter the house to the east.", "endoftext": false }, { "action": "You go east", "response": "You are standing at one end of a finely decorated hallway. There\nis a doorway to the north and some stairs leading down to the south. The way west leads to the front porch, and the hallway continues east.", "endoftext": true }, { "action": "Go downward", "response": "You are standing in the cellar of the house. It is hard to walk without distrubing the cobwebs. Breathing is difficult due to the high dust content. The only way out is up the steps.", "endoftext": false }, { "action": "You examine cobwebs", "response": "There are cobwebs everywhere you look.", "endoftext": false }, { "action": "You go to the north", "response": "This is the kitchen of the house. In one corner is a table that\nstill has food set for a meal. Unfortunately, the food is too mouldy to eat. The sink is piled with dishes that look like they have been there for weeks. The only passage is back to the south.", "endoftext": false }, { "action": "You examine the food", "response": "The food looks very inedible.", "endoftext": false }, { "action": "You examine the dishes", "response": "The dishes are very dirty and would take a long time to clean.", "endoftext": false }, { "action": "You look at the table", "response": "", "endoftext": false }, { "action": "You go to the east", "response": "You are standing at one end of a finely decorated hallway. There\nare doorways to the north and south. The hallway continues west.", "endoftext": false }, { "action": "You go north", "response": "This is the living room of the house. Everything is covered with\ndust and the room looks like it has not been cleaned for weeks. Along the back wall is what used to be a finely decorated sofa, but the moths have not left much. There are also the remains of two chairs here. The only passage is back to the south.", "endoftext": false }, { "action": "You look at the sofa", "response": "It looks like this couch was very nice at one point. There's really nothing left of it.", "endoftext": false }, { "action": "You look at the chairs", "response": "Not much remains of the chairs.", "endoftext": false }, { "action": "You go to the south", "response": "You are standing in the bedroom of the house. There is a big king-sized bed in one of the corners. Next to it is a nightstand.\n\nThe only other piece of furniture is a big wardrobe, which stands on the east wall of the room.\nSitting on the nightstand is a matchbox.", "endoftext": false }, { "action": "You examine the bed", "response": "The bed is unmade.", "endoftext": false }, { "action": "You look at the nightstand", "response": "The nightstand sits by the bed.", "endoftext": false }, { "action": "You look at the matchbox", "response": "It's a box of matches. There are currently 10 matches inside.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You open it", "response": "Opened.", "endoftext": false }, { "action": "You enter the wardrobe", "response": "This is a big walk-in closet. You can see the bedroom through the open door to the west. The wardrobe appears to extend much further back than expected behind the coats to the east.", "endoftext": false }, { "action": "You examine the coats", "response": "Some coats hang in ruins.", "endoftext": false }, { "action": "Go east", "response": "As you walk to the east, you feel a tingling sensation.\nForest\nThis is a large redwood forest with large eerie and somewhat\nstrange trees. Sitting here, very much out of place, is a lamppost. There is a path leading from the north to the east. Another path leading south enters an area of much larger and older trees.\n\n[Your score just went up by 5 points. You can turn these notifications off at any time by typing 'notify'.]", "endoftext": false }, { "action": "You examine the lamppost", "response": "The lamppost sits here folornly, its light shining bright in the forest.", "endoftext": false }, { "action": "You examine the trees", "response": "The trees line the path and tower above your head.", "endoftext": false }, { "action": "Go north", "response": "This is an area of a large forest. Paths lead north and south.", "endoftext": false }, { "action": "You go north", "response": "A heavily nested tree is crouching at the edge of the forest. It appears to be climbable. A path leading south enters the forest and there is a clearing to the east.", "endoftext": false }, { "action": "You climb the tree", "response": "You are sitting on the branch of a heavily-nested tree about ten\nfeet above the ground. Most of the nests are above you and out of reach. The only way out of here is back down the tree.\nSitting in the nest is an emerald that is shaped like an egg,\nprobably brought here by some lonely mother bird.", "endoftext": false }, { "action": "You put it in pack", "response": "Done.", "endoftext": false }, { "action": "You examine the emerald", "response": "An emerald shaped like an egg that is about as big as your hand.", "endoftext": false }, { "action": "Go east", "response": "You have come to a clearing on the edge of the forest. There is a path leading south, and you can re-enter the forest to the north. Off in the distance, you can see a giant hedge extending from the east to the west.", "endoftext": false }, { "action": "You examine the hedge", "response": "The hedge extends from the west to the east as far as you can see.", "endoftext": false }, { "action": "You go northeast", "response": "The stream is very shallow here and can be crossed to the east.\nThe stream continues to the south and there is a path to the southwest.\nA giant clam lies by the stream.", "endoftext": false }, { "action": "You examine the clam", "response": "The clam is about four feet across. Its shell is closed.", "endoftext": false }, { "action": "Open clam", "response": "You are unable to open the clam with your bare hands.", "endoftext": false }, { "action": "You open", "response": "What do you want the giant clam to open?", "endoftext": false }, { "action": "Clam", "response": "You have lost your mind.", "endoftext": false }, { "action": "You go east", "response": "You look up the trail to past the stream and decide that it's much too long a hike to make at this time.", "endoftext": false }, { "action": "You go south", "response": "You are standing at the top of a deep canyon. The stream enters\nthe canyon from the north and flows into a lake to the south. You can see that there used to be a bridge that crossed here, but it is long since gone. A path leads west.", "endoftext": false }, { "action": "Go south", "response": "Before you lays a calm crystal-clear lake reminiscent of medieval England. Trails lead north along a stream, south to a hedged wall, and west.", "endoftext": false }, { "action": "You say Arthur", "response": "As the words fade over the lake, a silence is stilled as a long forgotten realm is reborn. Elegantly, the hand of a fair lady rises out of the lake. Sweet music plays in your heart. In the hand of the Lady of the Lake is Excalibur.\n\n[Your score just went up by 13 points.]", "endoftext": false }, { "action": "Go south", "response": "You are standing inside the entrance to a hedge maze. The maze\nitself is to the south, and there is a path to the north.", "endoftext": false }, { "action": "Go south", "response": "You walk 10 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and east.", "endoftext": false }, { "action": "Go south", "response": "You walk 40 feet to the south.\nHedge Maze\nYou are in a hedge maze. The only exit is to the north.\nYou see a brick here.", "endoftext": false }, { "action": "You examine the brick", "response": "It's a brick that appears to be made out of lead.", "endoftext": false }, { "action": "Go north", "response": "You walk 40 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and east.", "endoftext": false }, { "action": "You go east", "response": "You walk 40 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "You go east", "response": "You walk 50 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "You go to the east", "response": "You walk 40 feet to the east.\nHedge Maze\nYou are in a hedge maze. The only path is back to the west.", "endoftext": false }, { "action": "Go west", "response": "You walk 40 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "You go south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "Go east", "response": "You walk 10 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "Go east", "response": "You walk 30 feet to the east.\nHedge Maze\nYou are in a hedge maze. The only exit is to the west.", "endoftext": false }, { "action": "You go to the west", "response": "You walk 30 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "Go south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and east.", "endoftext": false }, { "action": "Go east", "response": "You walk 30 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading south and west.", "endoftext": false }, { "action": "You go south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "Go west", "response": "You walk 10 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "You go east", "response": "You walk 10 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading south and west.", "endoftext": false }, { "action": "You go west", "response": "You walk 30 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "You go to the south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and east.", "endoftext": false }, { "action": "Go east", "response": "You walk 30 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading south and west.", "endoftext": false }, { "action": "You go to the west", "response": "You walk 30 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "You go to the north", "response": "You walk 20 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and east.", "endoftext": false }, { "action": "You go south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "You go to the west", "response": "You walk 60 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and east.", "endoftext": false }, { "action": "Go north", "response": "You walk 20 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south,\neast and west.", "endoftext": false }, { "action": "You go to the east", "response": "You walk 40 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "Go north", "response": "You walk 60 feet to the north.\nHedge Maze\nYou are in a hedge maze. The only exit is to the south.", "endoftext": false }, { "action": "Go south", "response": "You walk 60 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "Go west", "response": "You walk 40 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south,\neast and west.", "endoftext": false }, { "action": "You go west", "response": "You walk 20 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "You go to the west", "response": "You walk 30 feet to the west.\nEntrance to Hedge Maze\nYou are standing inside the entrance to a hedge maze. The maze\nitself is to the east and there is a path to the west.", "endoftext": false }, { "action": "You go east", "response": "You walk 30 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "You go north", "response": "You walk 20 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "Go east", "response": "You walk 20 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south,\neast and west.", "endoftext": false }, { "action": "You go to the north", "response": "You walk 20 feet to the north.\nMinotaur Room\nThis is a room that is growing up out of the hedge maze. All the walls are hedges, and the floor is dirt. The way out is to the south. A minotaur stands here, looking very menacing. He has a battleaxe\nin his hand pointed toward you.", "endoftext": false }, { "action": "You kill Minotaur with the sword", "response": "You lash out with the sword and connect a direct hit on the minotaur! The minotaur lashes out with the battleaxe and misses you by a mile.", "endoftext": false }, { "action": "You keep going", "response": "You lash out with the sword and connect a direct hit on the minotaur! The minotaur lashes out with the battleaxe and connects a direct hit on you!", "endoftext": false }, { "action": "You continue", "response": "You lash out with the sword and connect a direct hit on the minotaur! That last blow was too much for the minotaur. It succumbs to the great beyond.\nAs you watch the minotaur fade, you hear a rustling to the north.\n\n[Your score just went up by 20 points.]", "endoftext": true }, { "action": "Look around", "response": "This is a room that is growing up out of the hedge maze. All the walls are hedges, and the floor is dirt. The way out is to the south.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Floor", "response": "What do you want to dig in it with?", "endoftext": false }, { "action": "You go south", "response": "You are in a hedge maze. There are paths leading north, south,\neast and west.", "endoftext": false }, { "action": "Go south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and east.", "endoftext": false }, { "action": "Go east", "response": "You walk 60 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "You go to the north", "response": "You walk 20 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading south and west.", "endoftext": false }, { "action": "You go west", "response": "You walk 10 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "Go west", "response": "You walk 20 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and east.", "endoftext": false }, { "action": "Go east", "response": "You walk 20 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "Go east", "response": "You walk 10 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "You go west", "response": "You walk 30 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and east.", "endoftext": false }, { "action": "Go north", "response": "You walk 20 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "You go west", "response": "You walk 10 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "You go to the west", "response": "You walk 10 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "You go south", "response": "You walk 20 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "You go west", "response": "You walk 20 feet to the west.\nCrystal Room\nThis is a room that is growing up out of the hedge maze. All the walls are hedges, and the floor is dirt. The way out is to the east. You see a crystal (providing light) here.", "endoftext": false }, { "action": "You examine Crystal", "response": "The crystal shines with an inner light all its own.", "endoftext": false }, { "action": "Go east", "response": "You are in a hedge maze. There are paths leading north and west.", "endoftext": false }, { "action": "Go east", "response": "You walk 10 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "Go north", "response": "You walk 20 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "Go west", "response": "You walk 50 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and south.", "endoftext": false }, { "action": "You go east", "response": "You walk 20 feet to the east.\nHedge Maze\nYou are in a hedge maze. The only exit is to the west.", "endoftext": false }, { "action": "Go west", "response": "You walk 20 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "You go west", "response": "You walk 20 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "Go south", "response": "You walk 40 feet to the south.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and west.", "endoftext": false }, { "action": "Go south", "response": "You walk 60 feet to the south.\nHedge Maze\nYou are in a hedge maze. The only exit is to the north.", "endoftext": false }, { "action": "You go north", "response": "You walk 60 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "You go east", "response": "You walk 20 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and west.", "endoftext": false }, { "action": "Go south", "response": "You walk 40 feet to the south.\nHedge Maze\nYou are in a hedge maze. The only exit is to the north.", "endoftext": false }, { "action": "You go north", "response": "You walk 40 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and west.", "endoftext": false }, { "action": "You go north", "response": "You walk 40 feet to the north.\nHedge Maze\nYou are in a hedge maze. There are paths leading east and south.", "endoftext": false }, { "action": "Go east", "response": "You walk 20 feet to the east.\nHedge Maze\nYou are in a hedge maze. There are paths leading east, west and north.", "endoftext": false }, { "action": "You go west", "response": "You walk 40 feet to the west.\nHedge Maze\nYou are in a hedge maze. There are paths leading north, south and east.", "endoftext": false }, { "action": "Go west", "response": "You are standing in the eastern end of a large flowing meadow. Hundreds of sheep graze freetly here. You can see a lake to the north and to the south is an unclimable cliff. There appears to be a cave entrance at the bottom of the cliff. You observe a hedged wall with an opening in it to the east. The meadow continues westward.", "endoftext": false }, { "action": "You examine the sheep", "response": "The herd of sheep parts as you pass through them.\n\nTowards you runs a giant cyclops. He grabs you around the waist, lifts you over his shoulder and says, \"Nasty thief! Trying to steal my sheep, are you? Oh, do I have a craving for boiled flesh tonight!\" He hits you over the head with a club, and all goes black.Cyclops Cave, in the black cauldron\nWhen you come to, you see a fire in the center of a cavernous room. Around the fire, the cyclops is muttering something about how to cook his meal for the night. Above the fire is a black cauldron that contains the meal. (YOU are in the cauldron.)\nLeaning against the corner of the cave is a trident. Maybe the cyclops uses it to stir his food.\nThere is a cyclops here, muttering to himself about his dinner", "endoftext": false }, { "action": "Go outside", "response": "Okay, you're now out of the black cauldron.Cyclops Cave\nYou see a fire in the center of a cavernous room. Above the fire\nis a black cauldron. The exit to the north is blocked by a massive stone. In the northwest corner is a pen that contains sleeping sheep. Leaning against the corner of the cave is a trident. Maybe the cyclops uses it to stir his food.\nThere is a cyclops here, muttering to himself about his dinner\n\nThe cyclops hears his sheep bleating, and checks their pen.", "endoftext": false }, { "action": "You kill the Cyclops with the sword", "response": "You attack the cyclops with the sword, which bounces off his thick hide. He turns to you, and looks at you with pity in his eye. He reaches out his mighty fist, and snaps your neck like a twig.", "endoftext": false }, { "action": "You take the trident", "response": "Taken.\n\nThe cyclops hears his sheep bleating, and checks their pen.", "endoftext": false }, { "action": "You kill the Cyclops with the trident", "response": "You attack the cyclops with the trident, which bounces off his thick hide. He turns to you, and looks at you with pity in his eye. He reaches out his mighty fist, and snaps your neck like a twig.", "endoftext": false }, { "action": "You enter pen", "response": "I don't know how to enter the pen.\n\nThe cyclops searches around his cave for more wood to put on the fire.", "endoftext": false }, { "action": "You go to the northwest", "response": "You can't go that way.\n\nThe cyclops hears his sheep bleating, and checks their pen.", "endoftext": false }, { "action": "You take the fire", "response": "You can't have the fire.\n\nThe cyclops hears his sheep bleating, and checks their pen.", "endoftext": true }, { "action": "You look around", "response": "You see a fire in the center of a cavernous room. Above the fire\nis a black cauldron. The exit to the north is blocked by a massive stone. In the northwest corner is a pen that contains sleeping sheep. There is a cyclops here, muttering to himself about his dinner\n\nThe cyclops searches around his cave for more wood to put on the fire.", "endoftext": false }, { "action": "You look at the stone", "response": "The stone blocks the entrance to the cave.", "endoftext": false }, { "action": "You move the stone", "response": "The massive stone is too heavy for you to move.\n\nThe cyclops hears his sheep bleating, and checks their pen.", "endoftext": false }, { "action": "You examine the cauldron", "response": "The black cauldron hangs above the fire. There appears to be water and some vegetables in it.\n\nThe cyclops hears his sheep bleating, and checks their pen.\n\nThe cyclops finishes his preparations, picks you up, and breaks your neck.", "endoftext": false }, { "action": "You ask the Cyclops about the sheep", "response": "\"I don't know much about that.\"\n\nThe cyclops hears his sheep bleating, and checks their pen.\n\nThe cyclops finishes his preparations, picks you up, and breaks your neck.", "endoftext": false }, { "action": "You look at the fire", "response": "The fire burns under the cauldron, heating up the contents. You find a sharp stick lying next to the fire.\n\nThe cyclops hears his sheep bleating, and checks their pen.", "endoftext": false }, { "action": "You take the stick", "response": "Taken.\n\nThe cyclops searches around his cave for more wood to put on the fire.\n\nThe cyclops finishes his preparations, picks you up, and breaks your neck.", "endoftext": false }, { "action": "You examine the fire", "response": "The fire burns under the cauldron, heating up the contents. You find a sharp stick lying next to the fire.\n\nThe cyclops searches around his cave for more wood to put on the fire.", "endoftext": false }, { "action": "You take the stick", "response": "Taken.\n\nThe cyclops searches around his cave for more wood to put on the fire.", "endoftext": false }, { "action": "You kill the Cyclops with the stick", "response": "You throw the sharp stick as hard as you can, and it hits the cyclops in the eye. In pain and anguish, he screams, waking the sheep in the process. He rolls the boulder away from the door, and runs out, followed by the sheep.\n\n[Your score just went up by 15 points.]", "endoftext": false }, { "action": "Go north", "response": "You are standing in the eastern end of a large flowing meadow. Hundreds of sheep graze freetly here. You can see a lake to the north and to the south is an unclimable cliff. There appears to be a cave entrance at the bottom of the cliff. You observe a hedged wall with an opening in it to the east. The meadow continues westward.", "endoftext": false }, { "action": "You go east", "response": "You are standing inside the entrance to a hedge maze. The maze\nitself is to the east and there is a path to the west.", "endoftext": false }, { "action": "You open the clam with the trident", "response": "You open the giant clam with the trident. A giant pearl rolls out and drops into the river with a SPLASH! Goodness me! This must be an oyster instead!", "endoftext": false }, { "action": "You go south", "response": "Before you lays a calm crystal-clear lake reminiscent of medieval England. Trails lead north along a stream, south to a hedged wall, and west.\nYou see a giant pearl here.", "endoftext": false }, { "action": "You take the pearl", "response": "Taken.\n\n[Your score just went up by 7 points.]", "endoftext": false }, { "action": "You go north", "response": "The stream is very shallow here and can be crossed to the east.\nThe stream continues to the south and there is a path to the southwest.\nA giant oyster lies by the stream.", "endoftext": false }, { "action": "You go east", "response": "You look up the trail to past the stream and decide that it's much too long a hike to make at this time.", "endoftext": false }, { "action": "You go south", "response": "You are standing at the northern end of a large flowing meadow. An old pine forest begins to the northwest and a walk to the north puts you beyond the meadow. The meadow continues south.", "endoftext": false }, { "action": "You go to the south", "response": "You are standing at the southern end of a large flowing meadow. To the east, you observe sheep grazing in the open field. Green meadows continue north, east and west.", "endoftext": false }, { "action": "Go west", "response": "You are at the western end of a large flowing meadow. An old pine forest begins to the north and the meadow continues east.", "endoftext": false }, { "action": "You go north", "response": "This is an area of a large forest. Paths lead north, south and\nwest.", "endoftext": false }, { "action": "Go north", "response": "This is an area of a large forest. Paths lead east, west and\nsouth.", "endoftext": false }, { "action": "Go west", "response": "path. Paths lead north and east.", "endoftext": false }, { "action": "You enter the hollow", "response": "You are just inside the hollow of the tree. You can still see the forest to the north and up of here. The hollow continues downward.", "endoftext": true }, { "action": "Go downwards", "response": "The bark seems to be more stone than wood. You can still see some light trickling in from the forest above. The hollow continues downward.", "endoftext": true }, { "action": "Go downwards", "response": "With light in hand, you continue downward ready to explore the world beneath. You wonder what new dangers and puzzles await you.\n\nCongratulations! You have finished the introduction to For the Love of Ornery Blue Yaks! Thanks for playing!\n\n* * * YOU HAVE WON!! * * *\n\nIn a total of 213 turns, you have achieved a score of 60 points out of a possible 60.\n\nYou may restore a saved game, start over, or quit.", "endoftext": true } ]
1e4xk2vgfjmh57h4
In Search of Velocitas fictus
Jacqueline A. Lott
[]
[ "SpeedIF August 2007", "walkthrough" ]
2,007
[ 0, 0, 0, 0, 0 ]
0
0
20111202
false
[ { "action": "%", "response": "Saturday, 25 August, 2007\n\nI have already written much. Volumes, in fact, but now that I am here, standing on the brink of discovery - and I truly feel that I am indeed on the cusp - I think it only appropriate that I look back down the path which has brought me to this moment. As I sit here, next to the fantastic glass pyramid of the Cour Napoleon at the Louvre, waiting to rendezvous with Professeur LeFou, I am tingling with anticipation...\n\n...perhaps all hope is not lost for the North American Velocitas fictus. Perhaps.\n\nA pseudo-serious (not really) SpeedIF by Jacqueline A. Lott\n\nProfesseur LeFou stated in his e-mail that he would meet you here, near the famous glass pyramid, at about this time. He should be here any moment.\n\n(NOTE: First time players of this game might want to type \"about,\" and if you ever get stuck, you can get a walkthrough by typing \"hint.\" Amusez-vous!)", "endoftext": false }, { "action": "About you", "response": "You're looking your best. In fact, you sort of have that sexy-librarian thing going on that all the IF boys seem to adore.", "endoftext": false }, { "action": "You look at the tourists", "response": "People bustle to and fro, some are professionals, most are tourists, some of them are Americans who stick out like sore thumbs. You try to blend in between some unobnoxious, quiet French people and a potted plant, until you realize that Professeur LeFou might not notice you hiding there.", "endoftext": false }, { "action": "You examine the plant", "response": "It is a very nice potted plant.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You search the plant", "response": "You find nothing of interest.\n\nA tall, thin man with an equally thin moustache separates himself from the crowd. As promised in his e-mail, he is wearing a striped shirt and a black beret, and - to distinguish himself clearly from among the other Frenchmen - he carries a bottle of red wine, some cheese, and a baguette. Just to be truly unique, he also has a croissant. You are fairly certain that this must be Professeur LeFou, when he speaks and removes all doubt...\n\n\"You. You must be ze lovely one zat zey 'ave told me about, hm? I 'ave eenjoyed all our correspondence electronique, ma chou.\" All your bookish sensibility flies out the window, and you manage little more than a school girl giggle in reply.\n\n\"Ma cherie, I 'ave somezing pour vous. Let me take you to a secret place, where I can tell you everyzing.\"\n\nHe tosses aside the burden of his food and wine and holds out his hand. Still tittering with girlish laughter and mesmerized by his incredible charm, you take his strong, masculine hand and he leads you into the pyramid, down into the museum, through a series of twisty little passages, all alike, eventually to a darkened hallway where he enters a well-concealed door. Pulling you through the doorway, you have just enough time to figure out that this isn't a research lab it's a... a broom closet?!", "endoftext": true }, { "action": "You look around", "response": "The door slams shut and darkness falls. You can no longer see \"Professeur LeFou,\" but you can smell his cologne and feel his hot breath on your cheek.\n\n\"Ma puce, ma petite, 'ow I 'ave burned for zis moment togezer...\" You feel his weight press against you, pushing you backward toward the wall, where you clumsily and somewhat painfully fall against what feels like some shelving. You reach out a hand to steady yourself, and your fingers wrap themselves around a fairly heavy object, which you take.", "endoftext": false }, { "action": "You hit the man with the object", "response": "LE SMACK! You nail the amorous Frenchman up the side of the head. He collapses limply to the floor.\n\n\"What's that you say, Creepy French Guy? Tastes like defeat? You bet it does.\"\n\nOdd thing - you could swear that, as he fell, you heard something roll across the floor. You get down on your hands and knees and, after a bit of searching, come up with a tiny flashlight... merci a dieu!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na flashlight\na heavy object", "endoftext": false }, { "action": "You examine the flashlight", "response": "A tiny flashlight, which must have fallen out of \"LeFou's\" pocket when he fell to the ground.\n\nThe flashlight is currently switched off.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch the flashlight on.\n\nYou are in a medium-sized broom closet somewhere in the Musee du Louvre. Well, it reminds you of a broom closet but now that the lights are on you honestly don't see any booms. Or cleaning supplies, for that matter. Just a bunch of junk. and clutter.\n\nYou can see the man you mistook for Professeur LeFou here.", "endoftext": false }, { "action": "You look at man", "response": "\"Professeur LeFou\" lies on the floor, lifeless and growing colder by the second.", "endoftext": false }, { "action": "You look at the junk", "response": "You search through the odds and ends. It seems to be the sort of eclectic stuff you could reasonably find in a broom closet at the Musee du Louvre... there's a magazine on how to tame the fearsome wild mountain goats found in the remote reaches of Southeastern Alaska, and a seemingly ancient manuscript by some guy named Becher about a fifth fiery element called \"phlogiston\" that makes things burn, and...\n\nWait, what's this?! A teeny, tiny man. A homunculus, if you will. He seems to be seated at a very small computer. As you stare at him in amazement, the homunculus notices you, \"Oh, hello. Gosh, you're not an American, are you? I've been stuffed in this closet forever, but I've been using the time as much as I can to write speed IFs. Want to play some of them> They're really quite terrible...\"\n\n\"You... you're a... you're a Velocitas fictus!\" you stammer.\n\n\"Well, that's my Latin name. And I take it you're a... wait, let me guess... Homo sapien? Do you like IF?\"\n\nYou can't believe it. You missed your meeting with LeFou, had to fight off that creepy imposter, and you figured your quest had failed. But here he is - a tiny ray of hope in a dingy, grimy broom closet. \"How 'bout I buy you some 9-dimensional creme brulee, then we head back to America, little coder?\" you ask.\n\nHis tiny smile is all the answer you need.", "endoftext": true }, { "action": "Look around", "response": "You are in a medium-sized broom closet somewhere in the Musee du Louvre. Well, it reminds you of a broom closet but now that the lights are on you honestly don't see any booms. Or cleaning supplies, for that matter. Just a bunch of junk. and clutter.\n\nYou can see the man you mistook for Professeur LeFou here.", "endoftext": true } ]
z66uiemcszslw0sg
Merk
Jesse McGrew
[ "Surreal" ]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
"Dear Jim and Kevin, I have a mission for you: find me a 100-year-old typewriter. You'll be rewarded with space riches beyond your wildest dreams! Your new friend, Merk from Pluto"
[ { "action": "%", "response": "\"Oh, guzzletuff!\" exclaims Merk. \"Why can't they make these like they used to? This is the fourth keyboard I've broken this week!\"\n\nHe sweeps the shattered bits of the plastic keyboard into the spacebin and sits down to write a letter.\n\nMEANWHILE, ON EARTH...\n\nThis is where you live with your buddy Jim. His stuff adorns every surface of the room. The front door leads out to the north.\n\nOn the counter is an envelope (closed).", "endoftext": true }, { "action": "You read envelope", "response": "Written on the outside, in an awkward, alien hand: \"For Jim and Kevin\".", "endoftext": false }, { "action": "You open it", "response": "You open the envelope, revealing a letter.", "endoftext": false }, { "action": "You read the letter", "response": "It reads:\n\nDear Jim and Kevin,\nI have a mission for you: find me a 100-year-old typewriter. You'll be rewarded with space riches beyond your wildest dreams!\nYour new friend,\nMerk from Pluto\n\nThe door opens, and Jim arrives. \"Hey, man! What's crack-a-lackin'?\"\n\nHe nods toward the opened envelope. \"Oh yeah,\" he says. \"I found that outside the door this morning. Anything good? Lemme see!\"", "endoftext": false }, { "action": "You give the letter to Jim", "response": "(first taking the letter)\nYou hand the letter to Jim. He skims through it and says, \"Crazy. Wish I could help you, but I got a big date tonight. Like, stupid big. Have fun!\"\n\nHe hands you the letter and walks right back out the door.\n\nWell, better get started looking for that typewriter. You dig a phone book out from the pile of stuff.", "endoftext": false }, { "action": "You read the book", "response": "You flip the phone book open to the Typewriters section. Looks like there's only one typewriter store open today: Braintree Typewriter Services, a couple miles from the Braintree station.", "endoftext": false }, { "action": "You examine the phone book", "response": "No need to open the phone book again. You remember that you're going to Braintree Typewriter Services, a couple miles from the Braintree station.", "endoftext": false }, { "action": "You look at the stuff", "response": "What a mess. There's just way too much stuff to even think about listing it.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na phone book\na letter\na T pass", "endoftext": false }, { "action": "You look at the pass", "response": "This paper ticket lets you ride the subway and local buses.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is where you live with your buddy Jim. His stuff adorns every surface of the room. The front door leads out to the north.\n\nOn the counter is an envelope (empty).", "endoftext": false }, { "action": "You read the letter", "response": "It reads:\n\nDear Jim and Kevin,\nI have a mission for you: find me a 100-year-old typewriter. You'll be rewarded with space riches beyond your wildest dreams!\nYour new friend,\nMerk from Pluto", "endoftext": false }, { "action": "You go north", "response": "(first opening the front door)\n\nThis is the street in front of your apartment. The front door of your apartment is to the south, and down the block to the west, you can see Broadway Station.", "endoftext": false }, { "action": "You close the door", "response": "You close the front door.", "endoftext": false }, { "action": "Go west", "response": "Red signage covering the walls indicates that this is the Broadway station on the Red Line. To the east, you can see the street leading to your apartment.\n\nA turnstile stands between you and the boarding platform.", "endoftext": false }, { "action": "You examine the turnstile", "response": "It prevents you from getting to the boarding platform unless you insert a ticket.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na phone book\na letter\na T pass", "endoftext": false }, { "action": "You put the pass in the turnstile", "response": "You insert the ticket into one slot, remove it from another, and the gate opens.\n\nTrack sunk into a dangerous-looking trench runs through the room. The outer part of the station is to the east.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "Go east", "response": "You might miss the train if you leave.\n\nA voice intones, \"Attention passengers: the next Red Line train to Braintree is now approaching.\"", "endoftext": true }, { "action": "You look around", "response": "Track sunk into a dangerous-looking trench runs through the room. The outer part of the station is to the east.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.\n\nA voice intones, \"Attention passengers: the next Red Line train to Braintree is now arriving.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "Wave", "response": "You wave, feeling foolish.\n\nThe train arrives with a gust of wind. Its doors open, and you step on board.\n\nThis train car looks clean enough. There are rows of seats on either side. Doors lead out.", "endoftext": false }, { "action": "You sit on the seat", "response": "You get onto the seat.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at Broadway.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "You think", "response": "What a good idea.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at Andrew.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "Go outside", "response": "But this isn't your stop.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at JFK/UMass.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "You read the phone book", "response": "No need to open the phone book again. You remember that you're going to Braintree Typewriter Services, a couple miles from the Braintree station.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at North Quincy.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na phone book\na letter\na T pass\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at Wollaston.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at Quincy Center.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "Sleep", "response": "You aren't feeling especially drowsy.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at Quincy Adams.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe doors close, and the train begins to move. After a few minutes, a voice intones, \"Now arriving at Braintree. End of the line.\"\n\nThe train comes to a stop, and the doors open.", "endoftext": false }, { "action": "You go outside", "response": "You leave the train, find some stairs leading out of the station, and walk outside.\n\nYou're at the top of the stairs leading out of Braintree Station. The", "endoftext": false }, { "action": "You exit", "response": "Pilgrims Highway leads southeast toward the typewriter store.\n\nBut you aren't in anything at the moment.", "endoftext": false }, { "action": "Go southeast", "response": "You hike along the highway for a few miles, finally arriving at the typewriter store.\n\nTypewriters are everywhere, typewriters, typewriters!\n\nA salesman is watching you.", "endoftext": false }, { "action": "Examine salesman", "response": "He's wearing a cheap suit and reeks of typewriters.", "endoftext": false }, { "action": "You buy the typewriter", "response": "Nothing is on sale.", "endoftext": false }, { "action": "You examine the typewriters", "response": "They're everywhere, they, they!", "endoftext": false }, { "action": "You ask the salesman about the typewriter", "response": "\"We have tons of typewriters. Interest you in something specific?\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You show the letter to the salesman", "response": "The salesman is unimpressed.", "endoftext": false }, { "action": "You ask the salesman about 100-year-old typewriter", "response": "\"As a matter of fact, we just got a 100-year-old typewriter. Come into the back room, I'll show it to you.\"\n\nYou follow him through a previously hidden door into the back room.\n\nAged wood paneling suggests that this room doesn't get much use.\n\nYou can see a table (on which is an old typewriter) here.\n\nThe salesman gestures toward the table. \"There you are. Go ahead, try it out.\"\n\nHe slips out the door and shuts it behind him, leaving you trapped inside.", "endoftext": false }, { "action": "You look at the typewriter", "response": "It looks ancient! You can believe this is 100 years old.", "endoftext": false }, { "action": "You type on it", "response": "You type \"lovesong of sherlock holmes\" on the old typewriter. Seems to work.\n\nYou look around for some sign of where the salesman went, when suddenly a massive vacuum opens up in the middle of the room! Powerless to escape, you're soon sucked through and find yourself in an unfamiliar place.\n\nThis small room houses an unmade bed, several textbooks, and a lamp. The exit is to the south.", "endoftext": false }, { "action": "You get the LAMP", "response": "No, GET LAMP was last year.", "endoftext": false }, { "action": "You make the bed", "response": "Nothing better to do? OK, you make the bed.", "endoftext": false }, { "action": "You make the bed", "response": "It's already made.", "endoftext": false }, { "action": "You examine the textbooks", "response": "The titles include \"Robin Alien\", \"Cave Inheritance\", \"The Cross of Baby\", \"CIA Fire\", \"Living Vic-20\", \"Hippy's Machine\", and \"Exhibition Cult\". Someone has an interesting class schedule.", "endoftext": true }, { "action": "Look around", "response": "This small room houses a bed, several textbooks, and a lamp. The exit is to the south.", "endoftext": false }, { "action": "You take the LAMP", "response": "No, GET LAMP was last year.", "endoftext": false }, { "action": "Go south", "response": "From beneath a glass dome, you can see the unmistakable surface of Pluto. The Tomb is to the north.\n\nA green alien strolls up to the outside of the dome, waving his tentacles annoyedly.\n\nHe speaks to you. \"I didn't tell you to get a cursed typewriter! That's no help to me at all, and now look what you've done: the curse has followed you through the vacuum and infested my planet. See these tentacles? I didn't have tentacles when I woke up this morning! Who knows what will happen next?\"", "endoftext": false }, { "action": "You ask Alien about the curse", "response": "There is no reply.\n\nThe alien continues. \"The only option now is to blow up the planet. Long ago, my space ancestors fitted this planet with a self-destruct mechanism for just such an occasion. Unfortunately, the builder who installed this dome forgot about it. You'll have to activate it from inside.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "From beneath a glass dome, you can see the unmistakable surface of Pluto. The Tomb is to the north.\n\nYou can see an alien here.", "endoftext": false }, { "action": "You ask Alien about the curse", "response": "There is no reply.\n\nAn ominous plunger slowly rises out of the ground.\n\nThe alien points to it and says, \"There. Don't worry about me, just do what needs to be done. Today is a good day to die.\"", "endoftext": false }, { "action": "You pull the plunger", "response": "The handle pulls right out! Embarrassed, you drop it back in.", "endoftext": true } ]
uyqf32uc3f6alrpp
Midair Madness
Paul J. Furio
[]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100401
false
You're on a private jet owned by your Uncle Doug, flying east over the Great Plains. At least, it was flying until Uncle Doug, in an act of madness, magically stopped the plane in midair for reasons difficult to summarize or believe. Can you find a way to get the jet moving again?
[ { "action": "%", "response": "A train ride led to a taxi ride, which lead to a ride in the cleanest elevator you've ever seen, and ended with you here, in a plane over plains. The Great Plains, to be exact, heading east in a private jet owned by your eccentric Uncle Doug.\n\nNow, after spending what seemed like hours watching a collection of even more eccentric talking people in the in-flight movie (something named \"GET LAMP\"), you find yourself wondering how a jet traveling near the speed of sound could be so completely silent.\n\n\n\nWritten remotely from Seattle, WA\n\nThe aft end of the aircraft. The cabin continues foreward, which, based on the direction of travel, is also east.\n\nA small storage box is tucked away under one of the seats.", "endoftext": true }, { "action": "About you", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You take the storage box", "response": "That's fixed in place.", "endoftext": false }, { "action": "You open the box", "response": "You open the storage cabinet, revealing a red bulb, a green bulb, a purple bulb, a left arrow card, a straight arrow card and a right arrow card.\n\nThat's already open.", "endoftext": false }, { "action": "You examine the red bulb", "response": "A small, red tinted light bulb", "endoftext": false }, { "action": "You take all", "response": "A business card sized piece of plastic with a few notches in one side, and the image of a left-turn arrow upon it\n\nstorage cabinet: That's fixed in place.\njet plane: That's hardly portable.", "endoftext": false }, { "action": "You take all from the box", "response": "red bulb: Removed.\ngreen bulb: Removed.\npurple bulb: Removed.\nleft arrow card: Removed.\nstraight arrow card: Removed.\nright arrow card: Removed.", "endoftext": false }, { "action": "Rotate left arrow", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You examine straight", "response": "A business card sized piece of plastic with a few notches in one side, and the image of a straight arrow upon it", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na right arrow card\na straight arrow card\na left arrow card\na purple bulb\na green bulb\na red bulb", "endoftext": false }, { "action": "You examine plane", "response": "A very nice personal jet plane. Looking through the windows, you can notice that the landscape far below you is not moving. In fact the engines are not even spinning, explaining the eerie silence. It seems that the jet is simply stuck stationary in midair, tens of thousands of feet above the ground.", "endoftext": false }, { "action": "You go east", "response": "The fore end of the aircraft. The cabin continues aft, which, based on the direction of travel, is also west.\n\nYou can see a refrigerator (which is closed) here.\n\nThe oddly empty cockpit is completely devoid of controls. Only a solitary label reads \"Autopilot\", and a red light is blinking madly beneath it.\n\nUncle Doug is standing here, looking out the windows nervously.\n\nYou can also see a black box (in which are a tray (which is empty) and a socket (which is empty)) and a mechanical mouse here.", "endoftext": true }, { "action": "Look around", "response": "The fore end of the aircraft. The cabin continues aft, which, based on the direction of travel, is also west.\n\nYou can see a refrigerator (which is closed) here.", "endoftext": false }, { "action": "You open the fridge", "response": "You open the refrigerator, revealing a cooked lobster tail, a mango, a Fetuccini and a piece of black plastic.", "endoftext": false }, { "action": "You take all from the fridge", "response": "cooked lobster tail: Removed.\nmango: Removed.\nFetuccini: Removed.\npiece of black plastic: Removed.", "endoftext": false }, { "action": "You look at the black", "response": "An 8 1/2\" by 11\" piece of paper-thin black plastic, with \"450nm\" inscribed in a tiny font in one corner.", "endoftext": false }, { "action": "You examine Fetuccini", "response": "Ah, Fetuccini. Uncle Doug's favorite pasta dish, which is very much like fettuccini, but with less tea.", "endoftext": false }, { "action": "Go east", "response": "The oddly empty cockpit is completely devoid of controls. Only a solitary label reads \"Autopilot\", and a red light is blinking madly beneath it.\n\nUncle Doug is standing here, looking out the windows nervously.\n\nYou can also see a black box (in which are a tray (which is empty) and a socket (which is empty)) and a mechanical mouse here.", "endoftext": false }, { "action": "You examine the red light", "response": "A small, red tinted light bulb", "endoftext": false }, { "action": "You ask doug about the plane", "response": "\"I had to turn off the engines and cast an Anti-Gravity spell to keep us in the air! We can't land this jet! It's crazy down there! It's like the Revolutionary War and the Irish Potato Famine had a crazy loony baby and that baby made crazy baby poop all over the place! Who's going to clean up the crazy revolutionary potato baby poop? Not me, that's for sure!\"\nPerhaps the high altitude is having a bad effect on Uncle Doug.", "endoftext": false }, { "action": "You examine mouse", "response": "A tiny robot mouse, with three business card shaped slots on the top, each labeled \"first\", \"second\", and \"third\".", "endoftext": false }, { "action": "You examine the tray", "response": "The tray is empty.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na piece of black plastic\na Fetuccini\na mango\na cooked lobster tail\na right arrow card\na straight arrow card\na left arrow card\na purple bulb\na green bulb\na red bulb", "endoftext": false }, { "action": "You look at the autopilot", "response": "A red light. It's blinking. Madly.", "endoftext": false }, { "action": "You put black on the tray", "response": "You can't see any such thing.\n\n(the piece of black plastic on the tray)\nPutting things on the tray would achieve nothing.", "endoftext": false }, { "action": "You put black in the tray", "response": "(the piece of black plastic in the tray)\nYou put the piece of black plastic into the tray.", "endoftext": false }, { "action": "You look at the black plastic", "response": "An 8 1/2\" by 11\" piece of paper-thin black plastic, with \"450nm\" inscribed in a tiny font in one corner.", "endoftext": false }, { "action": "You examine the red light", "response": "A small, red tinted light bulb", "endoftext": false }, { "action": "You examine mouse", "response": "A tiny robot mouse, with three business card shaped slots on the top, each labeled \"first\", \"second\", and \"third\".", "endoftext": false }, { "action": "You get the red light", "response": "You already have that.", "endoftext": false }, { "action": "You take the mouse", "response": "Taken.", "endoftext": false }, { "action": "You get the red light from the autopilot", "response": "The socket is empty.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You put the mouse on the black", "response": "(the black box)\nPutting things on the black box would achieve nothing.", "endoftext": false }, { "action": "Examine box", "response": "A two foot square cube, with a mouse-shaped platform on top, and a chute at the bottom. A gooseneck extends above the box, with a light-bulb type socket at the end. Below the box is a paper sized tray.", "endoftext": false }, { "action": "You look at the gooseneck", "response": "The socket is empty.", "endoftext": false }, { "action": "You put the purple in the socket", "response": "You screw the purple bulb into the socket, casting a purpleglow across the black box.You hear a brief sizzling sound from the tray, but it ends quickly.\nYou put the purple bulb into the socket.", "endoftext": false }, { "action": "You examine tray", "response": "In the tray is a developed film.", "endoftext": false }, { "action": "You examine the film", "response": "An 8 1/2\" by 11\" piece of paper-thin clear plastic, with the following image imprinted upon it:\n\n*F* *\n* *\n**S**", "endoftext": false }, { "action": "You put the straight card in the first slot", "response": "You put the straight arrow card into the first slot.", "endoftext": false }, { "action": "You put the left card in the second slot", "response": "You put the left arrow card into the second slot.", "endoftext": false }, { "action": "You put the right card in the third slot", "response": "You put the right arrow card into the third slot.", "endoftext": false }, { "action": "You put the mouse in box", "response": "You put the mechanical mouse into the black box.", "endoftext": false }, { "action": "You examine mouse", "response": "A tiny robot mouse, with three business card shaped slots on the top, each labeled \"first\", \"second\", and \"third\".", "endoftext": false }, { "action": "You get the mouse", "response": "Taken.", "endoftext": true }, { "action": "You look around", "response": "The oddly empty cockpit is completely devoid of controls. Only a solitary label reads \"Autopilot\", and a red light is blinking madly beneath it.\n\nUncle Doug is standing here, looking out the windows nervously.", "endoftext": false }, { "action": "You look in the socket", "response": "You can also see a black box (in which are a tray (in which is a developed film) and a socket (in which is a purple bulb)) here.\n\nIn the socket is a purple bulb.", "endoftext": false }, { "action": "You turn the mouse on", "response": "Nothing obvious happens.\n\nThat's not something you can switch.", "endoftext": false }, { "action": "You take red light", "response": "You already have that.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na Fetuccini\na mango\na cooked lobster tail\na green bulb\na red bulb", "endoftext": false }, { "action": "You put the green bulb in the socket", "response": "You screw the green bulb into the socket, casting a purpleglow across the black box.You put the green bulb into the socket.", "endoftext": false }, { "action": "You take the purple", "response": "Taken.", "endoftext": false }, { "action": "You put the purple in the socket", "response": "You screw the purple bulb into the socket, casting a purpleglow across the black box.You put the purple bulb into the socket.", "endoftext": false }, { "action": "You take the purple", "response": "You can't see any such thing.\n\nTaken.", "endoftext": true }, { "action": "You look around", "response": "The oddly empty cockpit is completely devoid of controls. Only a solitary label reads \"Autopilot\", and a red light is blinking madly beneath it.\n\nUncle Doug is standing here, looking out the windows nervously.\n\nYou can also see a black box (in which are a mechanical mouse, a tray (in which is a developed film) and a socket (which is empty)) here.", "endoftext": false }, { "action": "You put the red in the socket", "response": "You screw the red bulb into the socket, casting a redglow across the black box.You put the red bulb into the socket.", "endoftext": false }, { "action": "Examine box", "response": "A two foot square cube, with a mouse-shaped platform on top, and a chute at the bottom. A gooseneck extends above the box, with a light-bulb type socket at the end. Below the box is a paper sized tray.", "endoftext": false }, { "action": "You examine the chute", "response": "The chute is empty.", "endoftext": false }, { "action": "You put the mouse on platform", "response": "The platform descends into the black box, taking the mechanical mouse with it. From within the box, you hear a series of whirs and bumping noises, followed by a triumphant bell ringing. A scroll is deposited into the chute below the box.", "endoftext": false }, { "action": "You read the scroll", "response": "The scroll reads \"Know ye that if Gravity's Grasp has been released from an object, to restore it one must speak the spell GNILLAF at thine object\"", "endoftext": false }, { "action": "You take all from the socket", "response": "Removed.", "endoftext": false }, { "action": "Gnillaf plane", "response": "You cast the Gnillaf spell on the jet plane. As Gravity once again takes hold, the autopilot kicks in, firing up the jet engines and guiding piloting the plane safely on to it's final destination at Boston's Logan International Airport.\nUncle Doug calms down once he exits the plane, and is met by another extremely tall bearded man. \"Steve!\" shouts Uncle Doug. The two friends embrace, and then Doug turns to you. \"Steve, I want to introduce you to a very clever relative of mine...\"", "endoftext": true } ]
rbz9kl3nhstq20p3
Onna Kabuki: A Tale of Theatre and Revenge
Victor Ojuel
[]
[ "IntroComp", "Introcomp 2017", "Unfinishable" ]
2,017
[ 0, 0, 0, 0, 0 ]
0
0
20170803
false
Japan, 1602. A noble lady, betrayed. A loyal samurai, fallen. A mysterious monk, unmasked. A titillating actress, haunted. A wayward drunkard, redeemed. Take your seat, for the curtain is drawn...
[ { "action": "%", "response": "\"It is the way of the samurai to be violent and headstrong, and it\nis natural that Your Honour should want to cut down a troublesome wench like this, but please be so good as to think over it a moment. If you cut down a woman you will have to expiate it by cutting yourself open afterwards, and your parents will be made to look ridiculous over it, while to crown all the affair will be a blot on the memorial tablets of your ancestral shrine.\n\nAnd is there any woman who is worth such a price?\"\n\nEnomoto Torahiko, Raizan.\n\nONNA KABUKI (Episode One)\nby Víctor Ojuel\n\nAn unfinished story about theatre and revenge, made for IntroComp, July 2017.\n\nThe author wishes to thank the kind testers, namely Ara Carrasco and Andrew Schultz.\n\nType HELP for instructions on how to play.\nType WARNING to see the content warning for this story.\nType ABOUT to know more about the game and its author.", "endoftext": false }, { "action": "Warning", "response": "This story might be triggering for some people due to:\n\nSuicide themes (non-graphic, optional)", "endoftext": false }, { "action": "About yourself", "response": "Behold the brave Akechi Nobuhide, a great warrior and loyal samurai retainer of the Lord Kinoshita. By all accounts, this shall be the last day of his life.", "endoftext": false }, { "action": "You check what you're carrying", "response": "He is carrying:\nsamurai armor (being worn)\na katana\na tantō", "endoftext": false }, { "action": "You look at him", "response": "Improper of a samurai!", "endoftext": false }, { "action": "You jump", "response": "He jumps on the spot.", "endoftext": false }, { "action": "You go west", "response": "Akechi lets go a fearsome battle cry, steeling himself for certain death, ready to dive into the thickest of the battle. Will he do it?", "endoftext": false }, { "action": "Y.", "response": "He charges into battle like the kami-kaze, inflicting a thousand wounds before death comes to him, swiftly, like silent snow. The bushido is honourably choosing death when life is still possible, nothing more, nothing less.\n\nA pilgrim in the snow.\nWinter.\n\nMany days have passed, and even the bitterest winter comes to an end. Your stop for a while, interrupting the sound of steps on the crunchy snow. Night is falling behind the tall trees. Time to find a place to rest your weary bones until the morning.\n\nDarkness is falling fast. The pines are darkened, and beyond them a river sings its bubbly song among the reeds of the northern shore. Lording over the whole nightscape, a castle is silhouetted in silver against the rising moon. The breeze sings in the branches, stirring the forest to its secret life. The road turns to the west.", "endoftext": false }, { "action": "You go west", "response": "Once again, you drag your sore feet along the road. After a while, the forest thins out and you come to a crossroads.\n\nAt a crossroads, gurgling of water on stone, distant laughter. To the north, a bridge over a gushing river, glinting under the moon. To the west, muffled conversation and a warm candlelight through paper walls - a roadside inn.", "endoftext": false }, { "action": "About yourself", "response": "You are nothing but a humble komusō monk, a \"priest of nothingness\", devoted to the mendicant life. Wandering around, straw basket over your head to erase your identity, you play your flute for alms and seek enlightenment on the road.", "endoftext": false }, { "action": "You play the flute", "response": "You play the flute as well as you can.\n\nSilence seems to grow around you as you play the shakuhachi flute, a lonely, long ululating sound that evokes the mist in the mountains - the self peels away just like mist boils away at sunrise. Once done, you put it back in your sash.", "endoftext": false }, { "action": "Go west", "response": "An inn lit by candles, and within, men lit by rice wine. A half-dozen tables, occupied mostly by local peasants. A rather dishevelled waitress is strutting around the table where a few boisterous soldiers keep drinking sake in large quantities.\n\nThe obsequious innkeeper is serving his patrons from a great barrel of sake.", "endoftext": false }, { "action": "Go west", "response": "First things first. You should get some dinner, and a room for the night.", "endoftext": false }, { "action": "You look at the waitress", "response": "She's a young woman of perhaps twenty, hair haphazardly held up with a dissonant assortment of hair pins, kimono suggestively loose. It is illegal for inns of this type to employ prostitutes, so this woman is not an illegal prostitute, just a waitress that so happens to offer sexual services to travelers in exchange for money.", "endoftext": false }, { "action": "You eat", "response": "What do you want to eat?", "endoftext": false }, { "action": "You buy the room", "response": "Nothing is on sale.", "endoftext": false }, { "action": "You ask the waitress about the dinner", "response": "(You'd rather communicate with TALK TO a character.)", "endoftext": false }, { "action": "You talk to the waitress", "response": "It would be very unbecoming of a priest to be seen talking to a loose woman in a public place. You need to find a way to make her go somewhere more private, perhaps to get sent on some errand for the inn, if you found something... lacking in your accommodation.", "endoftext": false }, { "action": "You play the flute", "response": "You play the flute as well as you can.\n\nYou finish your flute concert with a few prayers and blessings for the patrons and the master of the house. All the inn patrons show their appreciation, and the innkeeper in particular bows deeply. You seem to have made him suitably grateful.", "endoftext": false }, { "action": "You talk to the keeper", "response": "\"A traveling monk! Welcome, you are most welcome to our humble inn. Have a seat, I shall bring you some food...\"\n\nHe fills your bowl with rice and some tempting-looking pickles. You devour the lot in no time.", "endoftext": false }, { "action": "You keep going", "response": "\"And now I guess you would like a place to rest? Come with me...\"\n\nHe opens a sliding door, and you follow him into one of the inn's guestrooms. He wishes you good-night.\n\nThe inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, there is a closed sliding window.\n\nOn the floor, neatly arranged, there is a futon mattress.\n\nThe innkeeper gestures you to wait, goes into his chambers and comes back with a white flask. He presents it to you with the utmost reverence.\n\n\"My finest sake, from Nara. To thank you for your performance and your blessings on my house. Please enjoy.\"\n\n\"I humbly receive...\"", "endoftext": true }, { "action": "Look around", "response": "The inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, there is a closed sliding window.\n\nOn the floor, neatly arranged, there is a futon mattress.", "endoftext": false }, { "action": "You think", "response": "\"I need to know if my information about him is correct. The soldiers should know, if I can get them on a cooperative mood.\"", "endoftext": false }, { "action": "You open window", "response": "The window slides open almost in perfect silence. From outside comes a gust of cold, damp air, and a band of silvery light.", "endoftext": false }, { "action": "Go outside", "response": "You are standing with your back almost to the wall of the inn, just a couple of paces of dry land before the rapid, silver-black waters. Their chatter drowns all other nightly sounds. The current seems strong here, flowing rapidly eastwards, passing under a stone bridge. Further to the northeast, on the other shore, the black shape of a mighty castle looms ominously against the pale, full moon.", "endoftext": false }, { "action": "You examine the river", "response": "Up close, the current seems pretty strong. Although the river is probably not that deep, you won't be able to cross against that current. You think of a way to make that current work for you...", "endoftext": false }, { "action": "You look at the bridge", "response": "From this angle you can see the shape of the bridge and the soldiers standing guard as black profiles, like shadow puppets. You need to find another way across the water...", "endoftext": false }, { "action": "You go to the south", "response": "You get back into the bedroom.\n\nThe inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, an open sliding window offers a view of the moon and the river, and the soothing sound of running water.\n\nOn the floor, neatly arranged, there is a futon mattress.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are wearing:\na kimono\na straw basket\n\nYou are carrying:\na flask\nflute", "endoftext": false }, { "action": "Go inside", "response": "This is the very shore, surrounded by the river on all sides except for the inn to the south, where the window to the guest room is. The current seems too strong to swim against; you would end up miles downstream before you reach the northern shore.", "endoftext": false }, { "action": "Go south", "response": "Out of the door is the common room of the inn, with its raucous talking and singing. To the north, through the open window, comes the gurgling of the river.", "endoftext": false }, { "action": "Go east", "response": "An inn lit by candles, and within, men lit by rice wine. A half-dozen tables, occupied mostly by local peasants. A rather dishevelled waitress is strutting around the table where a few boisterous soldiers keep drinking sake in large quantities.\n\nThe innkeeper brings some tea to one of his patrons.\n\nThe waitress keeps flirting with the soldiers, unsuccessfully trying to score some business.", "endoftext": false }, { "action": "You go west", "response": "The inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, an open sliding window offers a view of the moon and the river, and the soothing sound of running water.\n\nOn the floor, neatly arranged, there is a futon mattress.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are wearing:\na straw basket\n\nYou are carrying:\na flask\nflute\na kimono", "endoftext": false }, { "action": "You remove the basket", "response": "In the privacy of the bedroom, you take off the basket for a moment. In the dim light you find a little silk pouch sewn to the inside of the basket, and from there you extract one ryō. It seems like some gold would bend a few minds around these parts.", "endoftext": false }, { "action": "Sleep", "response": "Not yet. You still need to know if the man you seek is where you think he is. His men should know that. You must find a way to loosen some military tongues.", "endoftext": false }, { "action": "You go east", "response": "Bad idea to run around naked.", "endoftext": false }, { "action": "You go to the east", "response": "Not without the basket, someone could see you!", "endoftext": false }, { "action": "Wear basket", "response": "You put on the straw basket.", "endoftext": false }, { "action": "You go east", "response": "An inn lit by candles, and within, men lit by rice wine. A half-dozen tables, occupied mostly by local peasants. A rather dishevelled waitress is strutting around the table where a few boisterous soldiers keep drinking sake in large quantities.\n\nThe innkeeper fills another flask on the sake barrel and ceremoniously brings it to the soldiers.\n\nThe dishevelled-looking woman takes a surreptitious look at the innkeeper, and has a sip of sake while he's not looking.", "endoftext": false }, { "action": "You talk to the peasant", "response": "You start a friendly conversation with the rustic peasants. They gossip about various topics, tell a few a legends and a bit about the local spirits and suchlike.\n\n\"Have you seen the castle?\" asks one of them, perhaps a bit more into his cups than the others. \"It used to belong to Lord Kinoshita...\" his friends try to shut him up, looking nervously at the soldiers on the other tables.\n\n\"That was many years ago. There was a great battle, many great warriors died. There was a samurai called Akechi, they said he was illegitimately in love with a noble lady. The tale says he died fighting scores of samurai, and even his enemies praised him for his bravery after slaying him...\n\nThe others manage to make him shut up, and apologise quietly for the tirade. Under the table, you clench your fists.", "endoftext": false }, { "action": "You talk to the soldier", "response": "You approach the soldiers and try to make small talk, but they are more interested in drinking and bragging about their dubious exploits rather than have a pious conversation with a monk.\n\n\"Pray tell, good soldiers, which lord do you serve?\"\n\n\"Why, the daimyō, of course! Haven't you seen his castle, on the northern shore?\"\n\n\"And why so many of you? I want to continue my pilgrimage, but the bridge seems to be closed...\"\n\n\"And why so many questions? And why answer them? Leave us to our sake, monk, and bother us no more unless you're buying!\"", "endoftext": false }, { "action": "You pay soldier", "response": "What do you want to pay the soldiers?", "endoftext": false }, { "action": "You pay coin to the soldier", "response": "They would definitely do anything for this kind of money, but a mendicant monk carrying so much gold would look extremely suspicious. There must be a subtler way to make them do your bidding.", "endoftext": false }, { "action": "You pay waitress", "response": "What do you want to pay the waitress?", "endoftext": false }, { "action": "Coin", "response": "Not here in front of everybody! Find somewhere more private for the transaction.", "endoftext": false }, { "action": "You go west", "response": "The inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, an open sliding window offers a view of the moon and the river, and the soothing sound of running water.\n\nOn the floor, neatly arranged, there is a futon mattress.", "endoftext": false }, { "action": "You take the mattress", "response": "With some effort, you lift the cumbersome futon.", "endoftext": false }, { "action": "You go to the south", "response": "You get back into the bedroom.\n\nThe inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, an open sliding window offers a view of the moon and the river, and the soothing sound of running water.", "endoftext": false }, { "action": "You drop the mattress", "response": "You leave the futon here for the moment being.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, an open sliding window offers a view of the moon and the river, and the soothing sound of running water.\n\nYou can see a futon here.", "endoftext": false }, { "action": "Go east", "response": "An inn lit by candles, and within, men lit by rice wine. A half-dozen tables, occupied mostly by local peasants. A rather dishevelled waitress is strutting around the table where a few boisterous soldiers keep drinking sake in large quantities.\n\nThe innkeeper steals a greedy look at the waitress.\n\nThe waitress is exchanging some rather coarse banter with the soldiers.", "endoftext": false }, { "action": "You talk to the waitress", "response": "It would be very unbecoming of a priest to be seen talking to a loose woman in a public place. You need to find a way to make her go somewhere more private, perhaps to get sent on some errand for the inn, if you found something... lacking in your accommodation.", "endoftext": false }, { "action": "You go east", "response": "You would never get past the innkeeper while lugging the futon.", "endoftext": false }, { "action": "You go north", "response": "You are standing with your back almost to the wall of the inn, just a couple of paces of dry land before the rapid, silver-black waters. Their chatter drowns all other nightly sounds. The current seems strong here, flowing rapidly eastwards, passing under a stone bridge. Further to the northeast, on the other shore, the black shape of a mighty castle looms ominously against the pale, full moon.", "endoftext": false }, { "action": "You drop the futon", "response": "With a grunt, you throw the mattress into the river. The current drags it quickly to the east and it floats for a short while, but halfways to the bridge it sinks, soaked in water.", "endoftext": false }, { "action": "Close window", "response": "Quietly, you slide the widow until it's shut again.", "endoftext": false }, { "action": "You go east", "response": "An inn lit by candles, and within, men lit by rice wine. A half-dozen tables, occupied mostly by local peasants. A rather dishevelled waitress is strutting around the table where a few boisterous soldiers keep drinking sake in large quantities.\n\nWith a few compliments for each patron, the innkeeper serves sake from a barrel.\n\nFor a moment, the girl lingers in the back, propped against the wall. A dirty look from the innkeeper sends her on a flurry of action.", "endoftext": false }, { "action": "You talk to the innkeeper", "response": "\"Dear innkeeper, thought it pains me to ask so much of your piety, can't you provide at least a meagre futon for your guests? My old bones ache in this cold...\"\n\n\"What, isn't there a futon in your guest room?\"\n\n\"A futon, you say? Not one, no, not a single blanket you have provided!\"\n\n\"Damn that lazy wench! You, woman, did I not tell you to prepare the guest rooms before dinnertime? Go tend to this venerable monk, at once! Go to, make haste!\"\n\nThe waitress gives you the evil eye as she goes fetch a futon for your room.", "endoftext": false }, { "action": "Go west", "response": "The inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, there is a closed sliding window.\n\nThe waitress is here, searching every nook and cranny and muttering something about a \"damned futon\".", "endoftext": false }, { "action": "You talk to the girl", "response": "\"I would need some distraction, and I think you might be able to help with that.\"\n\n\"Distraction? What are you up to? I want no part in anything illegal!\"\n\n\"Nothing more illegal that what you are already doing. I need that innkeeper to lose sight of his sake, for the general merriment of all patrons...\"\n\n\"Heh, that might be fun. But what's in for me? If I do that and he finds out I was an accomplice, he'll kick me out, to starve in the snow. So, \"monk\", if you want my help, I need to see some money...\"", "endoftext": false }, { "action": "You show the coin to the woman", "response": "You produce the golden coin, which attracts the waitress' gaze like a magnet.\n\n\"Get the innkeeper away from that barrel, can you?\"\n\n\"For a ryo, I can that and much more!\"\n\nYou give her the ryo, and she bites it to ensure it's gold.\n\n\"A piece of advice, girl. Get out of here. Go south, to Edo, it's where the bakufu is these days, a great city. Ask about the kabuki theatre. I make no promises, but it is the only place where a woman can be her own.\"\n\nShe pulls a face like you were telling her to go to the moon, but she seems to listen, and even bows a little. Then she's off.", "endoftext": false }, { "action": "Go east", "response": "An inn lit by candles, and within, men lit by rice wine. The tables are occupied mostly by local peasants, except for one where the soldiers keep yelling for more sake... but the innkeeper doesn't seem to be around.\n\nThe barrel is full of sake... and the innkeeper is nowhere to be seen. Tempting.", "endoftext": false }, { "action": "You take the barrel", "response": "All that sake makes it way too heavy to carry or push. What would be a good way to empty it? Ah, yes, the soldiers... that could work...\nNot yet. Before you get them completely drunk, there is some information you need to extract from them. Start with the finer wine to loosen their tongues, and go for broke only when you don't need them awake any more...", "endoftext": false }, { "action": "You give the sake to the soldiers", "response": "(the flask to the soldiers)\n\"I have brought some fine sake, more worthy of great warriors like yourselves.\"\n\n\"Ha! Good, good, let's drink it then! To the health of our daimyō and his illustrious guests.\"\n\n\"Does he have guests tonight?\"\n\n\"Of course, why'd you think there's so many of us around in such a bitter night? And very special guests indeed - the lord Konkawa, liege of all the region, and some say, Tokugawa's staunchest supporter in the whole of Chūbu.\"\n\n\"Is he indeed.\"\n\n\"Aye! He's on some tour of his vassal castles. But he departs early in the morning, so let us drink and be merry while we can, and damned be the dawn.\"\n\nAnd with that, he finishes the flask and throws it to the floor.", "endoftext": false }, { "action": "You give the barrel to the soldiers", "response": "(first taking the barrel of sake)\nAll that sake makes it way too heavy to carry or push. What would be a good way to empty it? Ah, yes, the soldiers... that could work...\n\n\"Good soldiers, look! That gold-hearted innkeeper has left you all his sake for your enjoyment! What a compassionate fellow! How he loves loyal soldiers!\"\n\nThe men cheer and waste no time in requisitioning the barrel. Needless to say, in a moment they are drunker than a sailor.\n\nThat should take care of them for the night... and empty that barrel very conveniently. Time to catch some rest while you wait for them to pass out.", "endoftext": false }, { "action": "Go west", "response": "The inn guestrooms are spartan and small, as expected in such a remote part of the Empire. The tatamis are a bit old and worn out, but at least you will have some privacy here. From outside comes the din of the tavern. To the north, there is a closed sliding window.", "endoftext": false }, { "action": "You remove the basket", "response": "You take off the straw basket.", "endoftext": false }, { "action": "Sleep", "response": "Everything is ready. You sit patiently in your chambers, getting some rest while you wait for the right moment for your next move...\n\nEdo, the floating world...\nSummer.\n\nThe kabuki play will start soon. And yet again, time and place shall dissolve, identities will be confused, and an old tragedy will be made real again for the audience. You can hear the audience on the other side of the curtain, talking, laughing, drinking, almost holding their breath in anticipation for today's play. They have come to see beautiful women, brave samurai, dastardly villains, daring deeds and titillating innuendo. A story to take their minds off the daily toil and business of Edo life. A fantasy to forget the grayness of a military rule, or so they expect...\n\nThe green room is teeming with other actresses chatting, putting on their costumes and applying make-up in preparation for the performance. Not long to go until it starts, better get ready. The main stage is to the east, the stairs in the background climb up to your chambers in the upper floor.\n\nOne of the newest actresses smiles nervously at you, perhaps intimidated by the thought of appearing on-stage so soon.\n\nA heavy wooden tansu chest sits at the foot of a huge mirror.\n\nOn it sits a bowl of fine white powder.\n\nAnother couple of bowls contain red and black paint.\n\nA third bowl is full of thick, sticky white foundation.", "endoftext": false }, { "action": "About you", "response": "The alluring Shiratama, one of the most celebrated kabuki actresses of the pleasure district of Edo, famous for her dramatic talent.\n\nYou are splendidly dressed in a deliciously tactile silk yukata, light and fresh for the humid summers of Edo.", "endoftext": false }, { "action": "You apply the foundation", "response": "Unworthy of a splendid lady like yourself!", "endoftext": false }, { "action": "You look at foundation", "response": "Thick white paint.", "endoftext": false }, { "action": "You examine the mirror", "response": "You stand in front of the mirror and take a critical look at yourself...\n\nThe alluring Shiratama, one of the most celebrated kabuki actresses of the pleasure district of Edo, famous for her dramatic talent.\n\nYou are splendidly dressed in a deliciously tactile silk yukata, light and fresh for the humid summers of Edo.", "endoftext": false }, { "action": "You wear the foundation", "response": "(first taking foundation)\nYou take foundation.\n\nYou apply the white foundation over your naked skin, painting your face all white with a brush. Then you use a sponge to even it out, eliminating brush marks.", "endoftext": false }, { "action": "Wear powder", "response": "(first taking powder)\nYou take powder.\n\nYou gently apply white powders all over your face, carefully brushing away the excess. It clings to the white foundation perfectly, giving your face an even appearance, like fresh snow upon a field.", "endoftext": false }, { "action": "You look at the tansu", "response": "Once it belonged to a travelling merchant, but at some point he had to pawn everything he owned to pay for a certain lady. What a coincidence, his chest ended up in your possession.\n\nThe great chest is closed.", "endoftext": false }, { "action": "You talk to the actress", "response": "\"So, girl? Ready for the performance?\"\n\n\"Oh, I am so nervous, Shiratama-san! I am terrified that I would freeze and forget my cues!\" she says, trembling slightly. You smile reassuringly, as expected from a seasoned actress like yourself.\n\n\"Don't be, little sister. Let's go over it one more time: in the first act, the noble Toji defends her lady from a band of robbers. The theme is bravery and fierceness. Then, when her lady dies (that is, you), he is overcome by grief and wanders off, wishing death. The topic of the second act is desperation, as he travels the world and meets a tengu. The tengu teaches him some magic tricks, and in the third act he avenges her lover (and then you appear as a ghost), finishing on a note of redemption. See? Not that difficult to follow.\"\n\nThe other woman bows, with a smile of relief.\n\n\"Thank you, Shiratama-san! I shall remember that.\"\n\nYou go back to your preparations.", "endoftext": false }, { "action": "Go upward", "response": "Stage fright, girl? It is not the time to retire to your chambers, not until the performance is done. You should be getting ready. Once you are, the main stage is to the east.", "endoftext": false }, { "action": "Inventory", "response": "You are wearing:\npaint\npowder\nfoundation\npurple silk yukata\nlacquered geta\n\nYou are carrying:\na fan", "endoftext": false }, { "action": "You remove the yukata", "response": "You take off purple silk yukata.", "endoftext": false }, { "action": "You wear the red kimono", "response": "(first taking the fiery red kimono)\nYou take the fiery red kimono.", "endoftext": false }, { "action": "You wear it", "response": "You layer the kimonos carefully, so that they can be taken off for dramatic effect when your character undergoes a personal ordeal.\n\nYou're already wearing that!", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing:\na fiery red kimono\npaint\npowder\nfoundation\nlacquered geta\n\nYou are carrying:\npurple silk yukata\na fan", "endoftext": false }, { "action": "You remove the kimono", "response": "(the fiery red kimono)\nYou take off the fiery red kimono.", "endoftext": false }, { "action": "You wear green", "response": "(first taking the soft green kimono)\nYou take the soft green kimono.", "endoftext": false }, { "action": "You wear it", "response": "You take the dignified yellow kimono.\n\nYou layer the kimonos carefully, so that they can be taken off for dramatic effect when your character undergoes a personal ordeal.", "endoftext": false }, { "action": "You wear red", "response": "You layer the kimonos carefully, so that they can be taken off for dramatic effect when your character undergoes a personal ordeal.\n\nYou finish layering your kimonos for the play.", "endoftext": false }, { "action": "You examine the fan", "response": "The fan is a common prop in kabuki. It can represent anything, from a flower to a cup to a sunrise. In your role of today, it will be a sword.", "endoftext": false }, { "action": "You examine the geta", "response": "A pair of high geta sandals, made of wood and elegantly lacquered in black. They make a characteristic clip-clapping sound when walking.", "endoftext": false }, { "action": "You examine the yukata", "response": "It is a very expensive summer yukata made of the finest silk, a vibrant purple colour with a motif of white kitsune foxes.", "endoftext": false }, { "action": "You put the yukata in the chest", "response": "You put purple silk yukata into the tansu chest.", "endoftext": false }, { "action": "About yourself", "response": "The alluring Shiratama, one of the most celebrated kabuki actresses of the pleasure district of Edo, famous for her dramatic talent.\n\nYou are dressed for your role as Toji, the vengeful samurai.\n\nYou are halfways through your make-up session.", "endoftext": false }, { "action": "You look at the face", "response": "Unworthy of a splendid lady like yourself!", "endoftext": false }, { "action": "You look", "response": "The green room is teeming with other actresses chatting, putting on their costumes and applying make-up in preparation for the performance. Not long to go until it starts, better get ready. The main stage is to the east, the stairs in the background climb up to your chambers in the upper floor.\n\nOne of the newest actresses smiles nervously at you, perhaps intimidated by the thought of appearing on-stage so soon.\n\nA heavy wooden tansu chest sits at the foot of a huge mirror.", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing:\na dignified yellow kimono\na soft green kimono\na fiery red kimono\npaint\npowder\nfoundation\nlacquered geta\n\nYou are carrying:\na fan", "endoftext": false }, { "action": "You drop the paint", "response": "(first taking paint off)\nYou take off paint.\n\nYou leave paint here for the moment being.", "endoftext": false }, { "action": "Close chest", "response": "You close the tansu chest.", "endoftext": false }, { "action": "You examine the mirror", "response": "You stand in front of the mirror and take a critical look at yourself...\n\nThe alluring Shiratama, one of the most celebrated kabuki actresses of the pleasure district of Edo, famous for her dramatic talent.\n\nYou are dressed for your role as Toji, the vengeful samurai.\n\nYou are halfways through your make-up session.", "endoftext": false }, { "action": "You remove the paint", "response": "You take off paint.", "endoftext": false }, { "action": "You remove the powder", "response": "You take off powder.", "endoftext": false }, { "action": "You wear the paint", "response": "You paint black eye shadows over your whitened face, and then some red accents indicating your character is a brave samurai. The paint glides too easily over your foundation, smudging the edges of the shadows unbecomingly.", "endoftext": false }, { "action": "Wear powder", "response": "You apply the white powder all over your face. It sticks to the red and black paint, messing the colours and dampening the effect. The result is an awful mess.", "endoftext": false }, { "action": "Wear powder", "response": "You gently apply white powders all over your face, carefully brushing away the excess. It clings to the white foundation perfectly, giving your face an even appearance, like fresh snow upon a field.", "endoftext": false }, { "action": "You remove the geta", "response": "You take off lacquered geta.", "endoftext": false }, { "action": "Open chest", "response": "You open the tansu chest, revealing purple silk yukata.", "endoftext": false }, { "action": "You put the geta in the chest", "response": "You put lacquered geta into the tansu chest.", "endoftext": false }, { "action": "Close chest", "response": "You close the tansu chest.", "endoftext": false }, { "action": "About yourself", "response": "The alluring Shiratama, one of the most celebrated kabuki actresses of the pleasure district of Edo, famous for her dramatic talent.\n\nYou are dressed for your role as Toji, the vengeful samurai.\n\nYou are halfways through your make-up session.", "endoftext": false }, { "action": "Open chest", "response": "You open the tansu chest, revealing lacquered geta and purple silk yukata.", "endoftext": false }, { "action": "You wear the geta", "response": "(first taking lacquered geta)\nYou take lacquered geta.\n\nYou put on lacquered geta.", "endoftext": false }, { "action": "You wear yukata", "response": "(first taking purple silk yukata)\nYou take purple silk yukata.\n\nYou put on purple silk yukata.", "endoftext": false }, { "action": "You wear green", "response": "No, you are supposed to layer the costume kimonos for your character, according to his changes of personality, not wear your own clothes on scene. Be professional!", "endoftext": false }, { "action": "You remove the yukata", "response": "You take off purple silk yukata.", "endoftext": false }, { "action": "You put the yukata in the chest", "response": "You put purple silk yukata into the tansu chest.", "endoftext": false }, { "action": "You turn the mirror", "response": "It is fixed in place.", "endoftext": false }, { "action": "Y.", "response": "cheapglulxe quit with exit status: 0", "endoftext": true } ]
47v93q36ik11uc3u
PAX East 2010 Speed-IF
Jesse McGrew
[]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100401
false
You play as a magic user who wants to visit the 1846 Better Living Through Wizardry convention in Boston. First you have to get there, then you need to find the transubstantiation panel, and maybe pick up a couple spells along the way.
[ { "action": "%", "response": "Your bags are shipped ahead, you've got your ticket, and you're ready to head off to the 1846 Better Living Through Wizardry convention in Boston. Now you just have to get there...\n\nThe broken-down brooms scattered around the lobby suggest that this broom station hasn't been well maintained. A musty smell wafts in from the platforms, one to the east and one to the west.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nticket\nYou haven't learned any spells.", "endoftext": false }, { "action": "You look at the ticket", "response": "This ticket is valid for one round trip on any broom route.", "endoftext": false }, { "action": "About you", "response": "You look like you're up for an adventure.", "endoftext": false }, { "action": "You go to the west", "response": "A sign above the platform reads: 'Broom 431 to Boston'. The lobby is back to the east.\nA broom hovers on the platform, ready to be boarded.", "endoftext": false }, { "action": "You examine the broom", "response": "This broom is crafted from smooth cherry wood and bears the inscription '431'. To board it, you'll need to insert a ticket in the slot.", "endoftext": false }, { "action": "Board broom", "response": "The broom bucks you off! You'll need to insert a ticket first.", "endoftext": false }, { "action": "You put the ticket in the broom", "response": "You slide the ticket into the broom's ticket slot, and the broom shakes in a welcoming fashion. You climb aboard, and the broom tilts back and rockets up through the stratosphere.\n\nAs you learned back in wizard academy, long-distance broom travel relies on the low gravity of outer space, and only became practical when the lesoch spell was invented to allow travelers to breathe on the journey. Luckily, you had the foresight to add the lesoch option to your ticket!\n\nAfter a few short minutes, the broom falls back to earth, and you step off on the roof of the Boston Convention Center.\n\nA cold, blustery wind blows past you. The stairs leading down to the lobby are behind a doorway.\nThere is a bowl of fettucini and a scroll here.", "endoftext": false }, { "action": "You take the fettucini", "response": "You pick up the bowl of fettucini.", "endoftext": false }, { "action": "You take the scroll", "response": "You pick up the scroll.", "endoftext": false }, { "action": "You read it", "response": "As you read the scroll, the malyon spell burns itself into your mind. The scroll turns to dust.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nbowl of fettucini\nYou have learned the spells:\nmalyon (animate)", "endoftext": false }, { "action": "Malyon fettucini", "response": "You cast malyon at the bowl of fettucini, and the noodles turn into snakes! The snakes slither under the door, and perhaps to thank you for granting them life, they unlock it for you. You climb downstairs to the lobby.\n\nMany things are going on at this convention, but the one you're interested in right now is the Transubstantiation panel, through a maze of queue barriers to the north.\nThere is a fuzz, a crud, and a lamp here.", "endoftext": false }, { "action": "You take the fuzz", "response": "It's a worthless piece of fuzz.\n\nYou pick up the fuzz.", "endoftext": false }, { "action": "You examine the crud", "response": "It's a worthless piece of crud.", "endoftext": false }, { "action": "You take the crud", "response": "You pick up the crud.", "endoftext": false }, { "action": "You examine the lamp", "response": "It's made of brass.", "endoftext": false }, { "action": "You get the lamp", "response": "You pick up the lamp.", "endoftext": false }, { "action": "Malyon fuzz", "response": "Nothing happens.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nlamp (providing light)\ncrud\nfuzz\nbowl of fettucini\nYou have learned the spells:\nmalyon (animate)", "endoftext": false }, { "action": "Go north", "response": "You are in a twisting path of queue barriers, all alike.", "endoftext": false }, { "action": "Malyon bowl", "response": "You cast malyon at the bowl of fettucini, and the noodles turn into snakes! The snakes slither under the door, and perhaps to thank you for granting them life, they unlock it for you. You climb downstairs to the lobby.\n\nMany things are going on at this convention, but the one you're interested in right now is the Transubstantiation panel, through a maze of queue barriers to the north.", "endoftext": false }, { "action": "You drop the fuzz", "response": "You drop the fuzz.", "endoftext": false }, { "action": "You drop the crud", "response": "You drop the crud.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nlamp (providing light)\nbowl of fettucini\nYou have learned the spells:\nmalyon (animate)", "endoftext": false }, { "action": "You go to the east", "response": "You are in a twisting path of queue barriers, all alike.\nThere is a crud here.", "endoftext": false }, { "action": "You go to the east", "response": "You are in a twisting path of queue barriers, all alike.\nThere is a scroll here.", "endoftext": false }, { "action": "You take the scroll", "response": "You pick up the scroll.", "endoftext": false }, { "action": "You look at it", "response": "The scroll has the spuddo (\"transmute fruit into tubers\") spell inscribed on it.", "endoftext": false }, { "action": "You read the scroll", "response": "As you read the scroll, the spuddo spell burns itself into your mind. The scroll turns to dust.", "endoftext": false }, { "action": "Go north", "response": "You are in a twisting path of queue barriers, all alike.\nThere is a fuzz here.", "endoftext": false }, { "action": "You drop the bowl", "response": "You drop the bowl of fettucini.", "endoftext": false }, { "action": "Go north", "response": "As you enter the panel room, a man hands you a mango. Transubstantiation Panel Hall\nThe room is filled with people holding mangoes, gazing intently at the chalkboard at the front of the room, but the speaker seems to have left. Guess you arrived late.", "endoftext": false }, { "action": "You examine mango", "response": "It's yellowish orange, with a bruise on it, and a little squishy.", "endoftext": false }, { "action": "You look at board", "response": "The chalkboard reads: 'Exercise 1: Ireland is experiencing severe famine due to the potato blight. How can magic solve this problem?'", "endoftext": false }, { "action": "Spuddo mango", "response": "You cast spuddo at the mango, and it turns into a potato!\n\nSuddenly, the door opens behind you and a grey-haired wizard bursts in. \"Yes, you've got it!\" he says. Addressing the rest of the room, he says, \"You louts had better take a long look at yourselves. I've been gone for 45 minutes and none of you figured that out? Shameful! Get out of this convention--no, get out of Boston!\"\n\nHe wiggles his fingers, and the other attendees vanish with an actinic flash of light. The wizard turns back to you. \"Now, maybe you can help me with the other panel I'm running. These horrible sea bugs just aren't as lively as the guy at the store said they'd be.\"\n\nHe wiggles his fingers again and a new door appears in the wall; you follow him through.\n\nA banner hanging from the ceiling reads: 'Battle of Bunker Hill'. A crowd of spectators is gathered around a small pit in the center of the room. In the pit are a dozen lethargic lobsters, barely moving.", "endoftext": false }, { "action": "You examine the lobsters", "response": "Some of them are dressed as redcoats, others as revolutionary soldiers. But none of them are moving very much.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\npotato\nlamp (providing light)\nYou have learned the spells:\nmalyon (animate)\nspuddo (transmute fruit into tubers)", "endoftext": false }, { "action": "Malyon lobsters", "response": "You cast malyon at the pit of lobsters, and suddenly they spring to life! They raise their pincers and scuttle towards each other...\n\nAfter several minutes of fevered pincing, the revolutionary lobsters scurry away. The redcoat lobsters are victorious, but at great cost: most of them are lying stunned, pinced into unconsciousness. A Pyrrhic victory.\n\nThe wizard slaps you on the back. \"Fantastic! I knew there was a spell that would help here, but I must have dropped the scroll when I got off my broom this morning. You've saved my panel! Take this as a token of my appreciation.\"\n\nHe pulls a diamond-encrusted wizard hat from his robe and hands it to you.\nBest swag ever. You win!\n The game is over", "endoftext": false }, { "action": "Go east", "response": "A sign above the platform reads: 'Broom 692 to Tampa'. The lobby is back to the west.\nA broom hovers on the platform, ready to be boarded.", "endoftext": false }, { "action": "You put the ticket in the slot", "response": "You slide the ticket into the broom's ticket slot, and the broom shakes in a welcoming fashion. You climb aboard, and the broom tilts back and rockets up through the stratosphere.\n\nAs you learned back in wizard academy, long-distance broom travel relies on the low gravity of outer space, and only became practical when the lesoch spell was invented to allow travelers to breathe on the journey. Luckily, you had the foresight to add the lesoch option to your ticket!\n\nAfter a few short minutes, the broom falls back to earth, and you step off in the middle of the Tampa Feminist Witches' Retreat. Unfortunately, the convention is in Boston, and you spent your last wizbuck on that ticket!\n The game is over", "endoftext": false }, { "action": "Go west", "response": "The broken-down brooms scattered around the lobby suggest that this broom station hasn't been well maintained. A musty smell wafts in from the platforms, one to the east and one to the west.", "endoftext": false }, { "action": "You go to the west", "response": "A sign above the platform reads: 'Broom 431 to Boston'. The lobby is back to the east.\nA broom hovers on the platform, ready to be boarded.", "endoftext": false }, { "action": "You examine the door", "response": "The door is locked, but there's a gap underneath.", "endoftext": false }, { "action": "Guncho", "response": "You feel the overwhelming urge to visit Guncho online at www.guncho.com or connect to game.guncho.com port 4108.", "endoftext": false }, { "action": "Malyon bowl", "response": "You cast malyon at the bowl of fettucini, and the noodles turn into snakes! The snakes slither under the door, and perhaps to thank you for granting them life, they unlock it for you. You climb downstairs to the lobby.", "endoftext": false }, { "action": "Gnusto", "response": "Many things are going on at this convention, but the one you're interested in right now is the Transubstantiation panel, through a maze of queue barriers to the north.\nThere is a fuzz, a crud, and a lamp here.\n\nI don't know the word \"gnusto\".", "endoftext": false }, { "action": "You get the fuzz", "response": "You pick up the fuzz.", "endoftext": false }, { "action": "You go north", "response": "It is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "Go south", "response": "Many things are going on at this convention, but the one you're interested in right now is the Transubstantiation panel, through a maze of queue barriers to the north.\nThere is a lamp here.", "endoftext": false }, { "action": "You get the lamp", "response": "You pick up the lamp.", "endoftext": false }, { "action": "You eat the mango", "response": "Ugh! That was a mealy one. Bad season for mangoes.\nSomeone taps you on the shoulder and hands you another mango.", "endoftext": false }, { "action": "You eat mango", "response": "Ugh! That was a mealy one. Bad season for mangoes.\nSomeone throws you another mango from further down in the queue.", "endoftext": false }, { "action": "Spuddo mango", "response": "You cast spuddo at the mango, and it turns into a potato!\n\nSuddenly, a grey-haired wizard appears from the queue. \"Yes, you've got it!\" he says, leading you back to the Transubstantiation Panel Hall. Addressing the rest of the room, he says, \"You louts had better take a long look at yourselves. I've been gone for 45 minutes and none of you figured that out? Shameful! Get out of this convention--no, get out of Boston!\"\n\nHe wiggles his fingers, and the other attendees vanish with an actinic flash of light. The wizard turns back to you. \"Now, maybe you can help me with the other panel I'm running. These horrible sea bugs just aren't as lively as the guy at the store said they'd be.\"\n\nHe wiggles his fingers again and a new door appears in the wall; you follow him through.\n\nA banner hanging from the ceiling reads: 'Battle of Bunker Hill'. A crowd of spectators is gathered around a small pit in the center of the room. In the pit are a dozen lethargic lobsters, barely moving.", "endoftext": false }, { "action": "Malyon bugs", "response": "You cast malyon at the pit of lobsters, and suddenly they spring to life! They raise their pincers and scuttle towards each other...\n\nAfter several minutes of fevered pincing, the revolutionary lobsters scurry away. The redcoat lobsters are victorious, but at great cost: most of them are lying stunned, pinced into unconsciousness. A Pyrrhic victory.\n\nThe wizard slaps you on the back. \"Fantastic! I knew there was a spell that would help here, but I must have dropped the scroll when I got off my broom this morning. You've saved my panel! Take this as a token of my appreciation.\"\n\nHe pulls a diamond-encrusted wizard hat from his robe and hands it to you.\nBest swag ever. You win!\n The game is over", "endoftext": false }, { "action": "You eat the potato", "response": "Ugh! That was a mealy one. Bad season for potatoes, too.", "endoftext": false }, { "action": "Y.", "response": "Your bags are shipped ahead, you've got your ticket, and you're ready to head off to the 1846 Better Living Through Wizardry convention in Boston. Now you just have to get there...\n\nThe broken-down brooms scattered around the lobby suggest that this broom station hasn't been well maintained. A musty smell wafts in from the platforms, one to the east and one to the west.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nticket\nYou haven't learned any spells.", "endoftext": false }, { "action": "You eat the ticket", "response": "Come to think of it, you are pretty hungry. The ticket tastes like a Domino's pizza, but you manage to scarf it down. Of course, now you have no way to get to the convention.\n The game is over", "endoftext": false }, { "action": "You eat the broom", "response": "That's hardly edible.", "endoftext": false }, { "action": "You put the ticket in the slot", "response": "You slide the ticket into the broom's ticket slot, and the broom shakes in a welcoming fashion. You climb aboard, and the broom tilts back and rockets up through the stratosphere.\n\nAs you learned back in wizard academy, long-distance broom travel relies on the low gravity of outer space, and only became practical when the lesoch spell was invented to allow travelers to breathe on the journey. Luckily, you had the foresight to add the lesoch option to your ticket!\n\nAfter a few short minutes, the broom falls back to earth, and you step off on the roof of the Boston Convention Center.\n\nA cold, blustery wind blows past you. The stairs leading down to the lobby are behind a doorway.\nThere is a bowl of fettucini and a scroll here.", "endoftext": false }, { "action": "You read the scroll", "response": "As you read the scroll, the malyon spell burns itself into your mind. The scroll turns to dust.", "endoftext": false }, { "action": "You eat the fettucini", "response": "You slurp down the fettucini. Delicious! But you're still stuck on the roof, and eventually you starve to death. How ironic.\n The game is over", "endoftext": true } ]
y49j52jxdi5b3nbn
PAXLess
Royce Odle
[]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100401
false
You're someone in orbit who wants to attend PAX-East in Boston, so you send a remote-bot in your place. Now that you're effectively in the hotel, all you have to do is find the Interactive Fiction Suite!
[ { "action": "Go south", "response": "In the spirit of Interactive Fiction, the entrance to the Secrets of Great IF panel is a maze. Oh, this looks like it'll be fun.", "endoftext": true }, { "action": "About yourself", "response": "Running self-diagnostic:\nLOCOMOTION: Good\nSENSORS:\n+ VISUAL: Good\n+ AUDIO: Good\n+ CHEM: OFFLINE\nMANIPULATORS: Good", "endoftext": false }, { "action": "Xyzzy", "response": "You are enveloped by orange smoke. When it clears, you see that you're back at the beginning of the maze.\n\nA promising start to a rather well-made, indoor maze.", "endoftext": true }, { "action": "Describe the surroundings", "response": "A promising start to a rather well-made, indoor maze.", "endoftext": false }, { "action": "You take all", "response": "Nothing to take.", "endoftext": false }, { "action": "Go south", "response": "Breaking through the wall is frowned upon by management, might as well get into the spirit of things and solve the maze.", "endoftext": true }, { "action": "Look around", "response": "Bits of the roof and ceiling are on the floor around you. To the\nsouth you see the entrance to the line for the IF Suite.", "endoftext": false }, { "action": "You examine the sign", "response": "You can't go that way.\n\nYou haven't seen anything like that.", "endoftext": false }, { "action": "Go east", "response": "This part of the maze seems easy enough, only three possible directions to go; west, south or east.", "endoftext": false }, { "action": "You go to the east", "response": "A mostly featureless, white room. There's a pedestal with a\nspotlight in the center. The only way out is back to the west.\nSitting on White Pedestal is a Galatea Doll.", "endoftext": false }, { "action": "You examine Doll", "response": "It's a small doll with yellow hair and a green dress. Sticking out of the back of the doll is a pull-string.", "endoftext": false }, { "action": "You pull the string", "response": "The Galatea Doll says:\n\"!slled aetalaG gnikam ,deppart em tog s'ylimE !!PLEH\"", "endoftext": false }, { "action": "You pull the string", "response": "The Galatea Doll says:\n\"A small portion of the procedes from my sale go\ntowards the 'Save the Alaskan Wilderness' fund.\"\n\nThe Galatea Doll says:\n\"It's a huge rock in the sky, or so I'm told.\"", "endoftext": false }, { "action": "You pull the string", "response": "The Galatea Doll says:\n\"I don't know what you call them.\"", "endoftext": false }, { "action": "You pull the string", "response": "The Galatea Doll says:\n\"It was full of sunshine.\"", "endoftext": false }, { "action": "You take Doll", "response": "Taken.", "endoftext": false }, { "action": "You examine the pedestal", "response": "A white pedestal standing about four feet high.", "endoftext": false }, { "action": "You go to the south", "response": "Not too bad, at least it's not a twisty maze, all passages alike. On one of the walls is a piece of wiki-art.* Exits lead to the north, south and west.\n\n*NOTE: wiki-art was a short-lived [citation needed] art-form where people printed out wiki pages poster sized and sold them. It didn't last very long.", "endoftext": false }, { "action": "You examine the art", "response": "You study the wiki-art. It seems to be an article about the Great Potato Famine in Ireland. You are, however, pretty sure the part about Kathy Ireland has nothing to do with the rest of it.", "endoftext": false }, { "action": "Go south", "response": "A twist, but not a twisty twist, only two directions to go: north or east.\nA Potato is here.", "endoftext": false }, { "action": "You get Potato", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the Potato)\nA brown, bumpy potato. Curiously, there's a lamp carved into the side of the potato.", "endoftext": false }, { "action": "You go east", "response": "This is the one room that all four cardinal directions are open to you. There is a panel on a pedestal with a red switch on it.\nControl Panel is here.", "endoftext": false }, { "action": "You examine Panel", "response": "A black pedestal with a red switch on it. It stands about chest high right in the center of the room. Currently it is switched off.", "endoftext": false }, { "action": "You turn on the Panel", "response": "An over-sized mallet appears above your head and bonks you. You're feeling a little disoriented at the moment.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a Galatea Doll and a Potato.", "endoftext": false }, { "action": "Frotz Potato", "response": "A puff of green smoke swirls around the potato and dissapates.", "endoftext": false }, { "action": "Frotz", "response": "Be a little more specific about what you'd like to frotz.", "endoftext": false }, { "action": "You examine Potato", "response": "A brown, bumpy potato. Curiously, there's a lamp carved into the side of the potato. And it's glowing faintly.", "endoftext": false }, { "action": "You go north", "response": "Three of the walls are covered with Fettucini art. In the middle is\na pedestal with a box on top.", "endoftext": false }, { "action": "Examine box", "response": "A dark, ebony-esque box that is slightly larger than a bread box. currently, it is currently closed.", "endoftext": false }, { "action": "You open the box", "response": "Opened.", "endoftext": false }, { "action": "Examine box", "response": "A dark, ebony-esque box that is slightly larger than a bread box. currently, it is currently open.", "endoftext": false }, { "action": "You look in the Box", "response": "Inside Ebony-esque Box is A bowl of fettucini.", "endoftext": false }, { "action": "You examine Fettucini", "response": "A bowl of well preserved fettucini.", "endoftext": false }, { "action": "You go to the east", "response": "Perhaps you ought to close the box before leaving.", "endoftext": false }, { "action": "Close Box", "response": "Closed.", "endoftext": false }, { "action": "You go to the east", "response": "Not too bad, at least it's not a twisty maze, all passages alike. On one of the walls is a piece of wiki-art.* Exits lead to the north, south and west.\n\n*NOTE: wiki-art was a short-lived [citation needed] art-form where people printed out wiki pages poster sized and sold them. It didn't last very long.", "endoftext": false }, { "action": "Go south", "response": "A twist, but not a twisty twist, only two directions to go: north or east.", "endoftext": false }, { "action": "You go east", "response": "This is the one room that all four cardinal directions are open to you. There is a panel on a pedestal with a red switch on it.\nControl Panel is here.", "endoftext": false }, { "action": "You go east", "response": "A mostly featureless, white room. There's a pedestal with a\nspotlight in the center. The only way out is back to the west.", "endoftext": false }, { "action": "You examine the switch", "response": "A black pedestal with a red switch on it. It stands about chest high right in the center of the room. Currently it is switched on.", "endoftext": false }, { "action": "You turn off the switch", "response": "A buffered analgesic appears on the control panel. You gratefully take it then swallow it. Ahh, now you feel much better.", "endoftext": false }, { "action": "You go east", "response": "Nearing the end, or are you?\nThis room looks a little unfinished, as if those putting this maze together were running out of steam. Which means you're probably getting near the end.", "endoftext": false }, { "action": "Go south", "response": "This is it! The final room of the maze. To the east, you can see the entrance to the IF Suite. There is an intriguing sign on one of the walls.", "endoftext": false }, { "action": "You read the sign", "response": "Guvf fvta vf urer whfg gb naabl lbh.", "endoftext": false }, { "action": "You go east", "response": "The entrance to the Interactive Fiction Suite.\nTo the east, you can see the IF Suite, with many of the people you'd like to meet. (you hope, you only know what a couple of them actually look like.\nThe Generic Enforcer is here.", "endoftext": false }, { "action": "You examine Enforcer", "response": "Red shirt, pants, face, etc...\nAll in all, rather unremarkable looking.", "endoftext": false }, { "action": "You pull the string", "response": "The Galatea Doll says:\n\"What kind of exhibition? It's an art exhibition.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a Galatea Doll, a Potato (providing light), and A bowl of fettucini.\nThe guards stomach rumbles", "endoftext": false }, { "action": "You give Potato to Enforcer", "response": "The Generic Enforcer politely refuses.", "endoftext": false }, { "action": "You give Fettucini to Enforcer", "response": "Thanks, I was getting really hungry.", "endoftext": false }, { "action": "You go to the east", "response": "This is it, the Interactive Fiction Suite. You've made it and now\nyou get to mingle with the hoi-palloi if IFdom. Seems a bit quiet, you look around and realize that you're late and missed all the fun.", "endoftext": false }, { "action": "Go upwards", "response": "The entrance to the Interactive Fiction Suite.\nTo the east, you can see the IF Suite, with many of the people you'd like to meet. (you hope, you only know what a couple of them actually look like.\nThe Generic Enforcer is here. The Generic Enforcer has A bowl of fettucini.", "endoftext": false }, { "action": "Go south", "response": "In the spirit of Interactive Fiction, the entrance to the Secrets of Great IF panel is a maze. Oh, this looks like it'll be fun.", "endoftext": false }, { "action": "Go south", "response": "Yet another boring room with only two exits; north and west.", "endoftext": false }, { "action": "Go west", "response": "E/W Corridor in Maze\nA plain, featureless hallway that leads east and west.", "endoftext": false }, { "action": "You go west", "response": "An undecorated corner in the maze, seems you can only go either\nnorth, or east.", "endoftext": false }, { "action": "You go north", "response": "You stumble around in the dark.", "endoftext": false }, { "action": "You look", "response": "It's too dark to see anything.", "endoftext": false }, { "action": "Go north", "response": "A Grue exhibit. Posters line the walls, depicting various artists' depiction of what a grue might look like.\nPoster 1, Poster 2, and Poster 3 are here.", "endoftext": false }, { "action": "You examine Poster 1", "response": "This poster must have used at least three black crayons, as there is nothing but blackness and a waxy residue. Below the poster is a small inscription that reads 'Grue that ate my dad' by: Jimmy F., aged 8.", "endoftext": false }, { "action": "Examine poster 2", "response": "This poster is reproduction of the famous oil on canvas 'Grue attack' by Emmenly Small. There are two, small yellow-green eyes barely visible in the bottom right third of the image.", "endoftext": false }, { "action": "You look at the Poster 3", "response": "A reprint of the only known, authenticted photo of a grue. It was found by the bones of the famous, cave-crawler J. Lottie. All that's really visible are slavering fangs, closing around the lens of the camera.", "endoftext": false }, { "action": "You go north", "response": "A featureless, white room with two exits: east and south.", "endoftext": false }, { "action": "Go east", "response": "A stuffed pig in a sty sits in the corner of the room. The pig looks more intelligent than it has a right to. On the wall behind the display is a sign. Exits lead to the north and to the west.", "endoftext": false }, { "action": "You read the sign", "response": "Dis is da famous pig dat Grunk lost all dem years ago (Tweee.).", "endoftext": false }, { "action": "You look at the pig", "response": "He's pink, fat and stuffed.", "endoftext": false }, { "action": "Go north", "response": "There is a door here with a sign taped to it. Obvious exits are\nwell, only one...south.", "endoftext": false }, { "action": "You read the sign", "response": "Sorry, but the IF Suite has been moved to the other room.\nSomeone has fallen asleep under one of the tables and we can't\nwake him up.", "endoftext": false }, { "action": "You show Potato to Enforcer", "response": "Whoa...it's glowing. Is it.. is it.. radioactive?", "endoftext": false }, { "action": "You eat Potato", "response": "Eating found food at a big convention really doesn't make sense, now does it?\nThe guards stomach rumbles", "endoftext": false }, { "action": "You ask Enforcer about Galatea", "response": "Cute doll, but there wasn't much action in the game that inspired her. The guards stomach rumbles", "endoftext": false }, { "action": "Frotz enforcer", "response": "The enforcer's eyes widen as he starts to glow with a pale blue nimbus of light.\n\"Wha..what did you do to me? I'm glowing!\"\nThe enforcer runs off, screaming the whole way.", "endoftext": false }, { "action": "You enter", "response": "Be a little more specific about what you'd like to enter.", "endoftext": true } ]
45bx8jg85ujj5g5q
The Right Tool
Christopher Huang
[]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
You play as a gravedigger. You and your fellow gravediggers have buried the ancient tool, but unfortunately, the tomb's tablet is blank and after all the construction delays, everyone's forgotten what the ancient tool actually was. So, uh, how are you going to find out what tool it was?
[ { "action": "%", "response": "The Tool has been buried. The monument has been erected. It's taken a whole lot of legal back-and-forth (for some inexplicable reason, the City couldn't seem to understand why the People would want to honour an ancient tool) but here you are, the day before the great Unveiling of the Tomb of the ...\n\nUh.\n\nThing is, it's taken so long to get approval and to work out the contracts and so on and so forth, that nobody can remember what the ancient tool actually was.\n\nCould it have been a wrench?\n\nYou are standing on the top of the hill of the Festeron graveyard, beside the newly-made marble tomb. The gates are back to the south.\n\nThe branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You examine Tomb", "response": "It's large and grandiose and made of pristine white marble, easily visible from all corners of the graveyard. A marble tablet is prominently displayed on the side of the tomb.", "endoftext": false }, { "action": "You look at Jim", "response": "Jim is one of the gravediggers attached to the Festeron graveyard. He's a large, bald fellow with a felt cap, a giant moustache, glasses and, apparently, a highly eclectic personal work history.", "endoftext": false }, { "action": "You ask Kevin about Tool", "response": "\"I bet it's a mead-dispenser. You know, you plug it into the side of a beehive and turn it and it gives you mead.\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are standing on the top of the hill of the Festeron graveyard, beside the newly-made marble tomb. The gates are back to the south.\n\nThe branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.", "endoftext": false }, { "action": "You go to the south", "response": "The gates of the graveyard are appropriately spooky and twisted. It takes a lot of care and money to keep them that way. A rocky path winds back up the hill to the north.\n\nYou can see Morty here.", "endoftext": false }, { "action": "You examine morty", "response": "Morty, the Head Undertaker. Or something. You've met him at various graveyards and hospitals, but it's never entirely clear what he does. He's a tall, pale man dressed all in black.", "endoftext": false }, { "action": "Go north", "response": "The branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.", "endoftext": false }, { "action": "You ask Kevin about the tree", "response": "\"Jim's been telling me about it. Did you know that it only eats meat? Is that creepy or what?", "endoftext": false }, { "action": "You ask Kevin about Morty", "response": "\"I don't know who he is, but he creeps me out. Maybe you should ask Jim.\"", "endoftext": false }, { "action": "You ask Jim about Morty", "response": "\"Oh, him. That's really Pluto, lord of the Underworld. Not a myth. Show him this, and you'll see.\" Jim pulls a pomegranate out of a pocket and tosses it to you.", "endoftext": false }, { "action": "You ask Jim about the tree", "response": "Jim nods to the tree stretching overhead. \"Yeah, that's a braintree. They plant them in graveyards for the zombie uprisings. They're supposedly carnivorous, and give you knowledge in exchange for food. But that's just a myth.\"", "endoftext": false }, { "action": "You look at the pomegranate", "response": "It's a red \"apple grenade\" (well, that's what a pomegranate is in French) from Sargent Farms.", "endoftext": false }, { "action": "You go south", "response": "You can see Morty here.", "endoftext": false }, { "action": "You show the pomegranate to Morty", "response": "Morty's face undergoes a dramatic change when he sees the pomegranate. \"Ah,\" he says, in a voice like arsenic-laced chocolate, \"I see you've been speaking to Jim.\" Pluto/Morty scowls impressively and disappears in a cloud of sulphur. A moment later, you hear the ominous clucking of a zombie chicken pecking around where Morty/Pluto used to be.", "endoftext": false }, { "action": "You examine the chicken", "response": "It's a zombie chicken! Hide your grains!", "endoftext": false }, { "action": "You take it", "response": "You already have that.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pomegranate", "endoftext": false }, { "action": "You throw the pomegranate at the chicken", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "Go north", "response": "The branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.", "endoftext": false }, { "action": "You ask Jim about the chicken", "response": "\"That's a myth, that is.\"", "endoftext": false }, { "action": "You ask Jim about the zombie", "response": "\"I think a careful application of sunflowers and other plants would be quite effective at keeping them away.\"", "endoftext": false }, { "action": "You ask Kevin about the chicken", "response": "\"Just blow \"em up with some C4, man!\"", "endoftext": false }, { "action": "You ask Kevin about c4", "response": "\"C4 makes everything better.\"", "endoftext": false }, { "action": "You eat the pomegranate", "response": "Picking those ruby-red seeds out of the pomegranate husk would take forever, and mess up your clothes something awful. No.", "endoftext": false }, { "action": "Go south", "response": "A zombie chicken pecks about mindlessly, questing for graiiins.", "endoftext": false }, { "action": "You show the pomegranate to chicken", "response": "Bok. Bok. Bok. Graiiins.", "endoftext": false }, { "action": "Wave pomegranate", "response": "You look ridiculous waving the pomegranate.", "endoftext": false }, { "action": "Go north", "response": "The branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.", "endoftext": false }, { "action": "You throw the pomegranate", "response": "Dropped.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The gates of the graveyard are appropriately spooky and twisted. It takes a lot of care and money to keep them that way. A rocky path winds back up the hill to the north.\n\nA zombie chicken pecks about mindlessly, questing for graiiins.\n\nYou can also see a pomegranate here.", "endoftext": false }, { "action": "You take the pomegranate", "response": "Taken.", "endoftext": false }, { "action": "Go south", "response": "It's a red \"apple grenade\" (well, that's what a pomegranate is in French) from Sargent Farms.\n\nYou can't go that way.", "endoftext": false }, { "action": "You eat the pomegranate", "response": "Picking those ruby-red seeds out of the pomegranate husk would take forever, and mess up your clothes something awful. No.", "endoftext": false }, { "action": "You drop all", "response": "(the pomegranate)\nDropped.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.", "endoftext": false }, { "action": "You ask Kevin about Tomb", "response": "\"Your guess is as good as mine, man.\"", "endoftext": false }, { "action": "You ask Jim about Kevin", "response": "\"I've worked with better,\" Jim mumbles.", "endoftext": false }, { "action": "S then get pomegranate then N", "response": "The gates of the graveyard are appropriately spooky and twisted. It takes a lot of care and money to keep them that way. A rocky path winds back up the hill to the north.", "endoftext": false }, { "action": "You ask Kevin about Jim", "response": "A zombie chicken pecks about mindlessly, questing for graiiins.\n\nYou can also see a pomegranate here.\n\nTaken.\n\nYou are standing on the top of the hill of the Festeron graveyard, beside the newly-made marble tomb. The gates are back to the south.\n\nThe branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.\n\n\"Man, that guy knows everything!\"", "endoftext": false }, { "action": "You ask Jim about the chicken", "response": "\"That's a myth, that is.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pomegranate", "endoftext": false }, { "action": "You ask Jim about Tomb", "response": "\"You know, this would all be easier if we could just get that tomb out of the way and dig the tool up.\"\n\nKevin, listening in, suddenly snaps his fingers. \"That's it! We'll just get rid of the tomb! We can blow it up with this huge pile of C4 that I just happen to be carrying around with me!\" And sure enough, a moment later, the pair of them are packing explosives into and onto and around the tomb (Which, I might remind you, took a hundred years just to get approved) in order to blow it into oblivion.\n\nThis seems like a rather bad idea, now you think about it.", "endoftext": false }, { "action": "You go south", "response": "The gates of the graveyard are appropriately spooky and twisted. It takes a lot of care and money to keep them that way. A rocky path winds back up the hill to the north.\n\nA zombie chicken pecks about mindlessly, questing for graiiins.", "endoftext": false }, { "action": "You give c4 to the chicken", "response": "You toss the bit of C4 over to the zombie chicken, which begins pecking away at it with the mindless determination of zombified poultry. \"Bok. Bok. Bok -\"\n\nBOOM.\n\nA minute later, a few C4-toasted chicken fingers clatter down onto the ground before you.", "endoftext": false }, { "action": "You take the fingers", "response": "Taken.", "endoftext": false }, { "action": "You go to the north", "response": "You are standing on the top of the hill of the Festeron graveyard, beside the newly-made marble tomb. The gates are back to the south.\n\nA truly massive collection of explosives is piled up here, bits of it being artfully arranged on and around the tomb.\n\nThe branches of a massive, dead tree stretch overhead.\n\nYou can also see Kevin and Jim here.", "endoftext": false }, { "action": "You give the fingers to the tree", "response": "Not quite knowing how this works, you lay the chicken fingers on the ground at the roots of the tree. A moment later, roots snake out of the ground and drag the chicken fingers (the horror! the horror!) under the ground. The branches overhead wave spookily and lean in towards you.\n\n\"A typewriter. The unknown tool is a typewriter.\"\n\nYou run back around the tomb to where Jim and Kevin are just about to push the button on the detonator. \"A typewriter!\" you shout, \"the unknown tool is a 100-year-old typewriter!\"\n\nAnd that's that. Kevin's a bit disappointed at not having been able to make something go BOOM, but the tomb is saved, and the unknown tool is now known. Tomorrow, the Monument to the 100-year-old Typewriter will be unveiled, and all will be well.", "endoftext": true } ]
bcfzgcptagp2p2zw
Safehouse
Benjamin Sokal
[]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100401
false
You play as someone named Jones and you're in your underground bunker, safe from the deadly Actinic rays. But you're so bored! Why did you forget your spellbook? At least you remember some of your spells.
[ { "action": "%", "response": "You just had to play it safe, didn't you? You had to build your bunker-buster resistant bunker, save up years of canned fettucini and bottled water, and stow yourself a hundred feet underground. Now why did you go and do all that without giving yourself something to do for the next 30 years? It's only been two hours and you're bored out of your mind.\n\nBut the worst part is that you forgot your spellbook, and you're going through a major case of magic withdrawl right now. God, how could you forget such a thing? At least you remember some of your spells.\n\nYour safehouse is truly a feng-shui nightmare come true. Mother screamed and fainted when she first saw the thing. You prefer to think about your safehouse as a collection of objects so as not to be thrown off kilter by the arrangement: Your suped up Apple iie computer forms the centerpiece of the room. An arrangement of cans are stacked against the wall, forming a pyramid.", "endoftext": false }, { "action": "You examine cans", "response": "Yum. Too bad you forgot your can opener.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nsome mangoes", "endoftext": false }, { "action": "You examine computer", "response": "You call it \"your precious\". It is currently off.", "endoftext": false }, { "action": "About yourself", "response": "Your name is Jones. You enjoy video games, 80s movies, and long walks on the beach.", "endoftext": false }, { "action": "Spells", "response": "You are the master of the following spells:\nfrotz: The frotz spell causes spherical objects to quiver.\ngnusto: The gnusto spell causes great gusts of wind.\nnitfol: The nitfol spell does something completely different.\npower up: The power up spell is used exclusively to power up Apple computers built in 1983 or 1984.", "endoftext": false }, { "action": "You power up the computer", "response": "The computer beeps and begins to power up. Suddenly you are thrown upwards against the ceiling. As your face is about to meet the cold wet stone, you have just enough time to chastise yourself for powering up the computer without removing the gravity reversal spell from it. You also notice that the computer hits the ceiling at exactly the same time (thank you Galileo Galilei), and as the computer crashes into the ceiling the enchantment is broken. You plummet back down to the ground.", "endoftext": false }, { "action": "You look at the computer", "response": "You call it \"your precious\". It is currently off. Also, it is completely smashed to bits.", "endoftext": false }, { "action": "You turn on the computer", "response": "There's no power to it and nowhere to plug it in. You usually just cast \"power up\" and it gives the computer enough power for a few hours.", "endoftext": false }, { "action": "You examine mangoes", "response": "Mangoes.", "endoftext": false }, { "action": "Nitfol yourself", "response": "A voice whispers in your ear, \"Lead with your nose and all will be", "endoftext": false }, { "action": "You look at the cans", "response": "well.\"\n\nYum. Too bad you forgot your can opener.", "endoftext": false }, { "action": "Smell", "response": "The room smells damp and a lot like canned fetticini alfredo.", "endoftext": false }, { "action": "Gnusto cans", "response": "You cast nitfol at the computer, but nothing happens.\n\nThe cans topple over with a big crash. You notice a hatch that was hidden behind them. Ah, so that's where the exit is.", "endoftext": false }, { "action": "You open hatch", "response": "The extreme Actinic rays would kill you if you did that. Try waiting a few hundred years, and then it may be safer.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You look", "response": "Your safehouse is truly a feng-shui nightmare come true. Mother screamed and fainted when she first saw the thing. You prefer to think about your safehouse as a collection of objects so as not to be thrown off kilter by the arrangement: Your suped up Apple iie computer forms the centerpiece of the room. Behind a fallen tower of cans is a sealed hatch.", "endoftext": false }, { "action": "Gnusto cans", "response": "The cans topple over with a big crash. You notice a hatch that was hidden behind them. Ah, so that's where the exit is.", "endoftext": false }, { "action": "Gnusto comptuer", "response": "You cast nitfol at the hatch, but nothing happens.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You open hatch", "response": "You cast gnusto at yourself, but nothing happens.\n\nThe extreme Actinic rays would kill you if you did that. Try waiting a few hundred years, and then it may be safer.", "endoftext": false }, { "action": "Nitfol mangoes", "response": "You cast nitfol at the mangoes, but nothing happens.\n\nYou cast nitfol at the mangoes, but nothing happens.", "endoftext": false }, { "action": "Xyzzy", "response": "A spherical blue portal rises out of the ground. It shifts left and right a few times, then seems to come to an equalibrium.", "endoftext": false }, { "action": "You enter the portal", "response": "Bang! Upon entering the gateway, you hear a bang and then the rush of air as a bullet barely misses your right ear. Then, a musket to the chin. \"Vous ?tes qui?\" The revolutionary officer asks.\n\nShit.", "endoftext": false }, { "action": "Frotz portal", "response": "The gateway quivers, then comes to a rest.", "endoftext": false }, { "action": "You enter the portal", "response": "You begin to enter the gateway, but are assaulted by the odor of...lobster? You've never smelled lobster this strong before, and decide it may not be the best move to enter the portal now. You're allergic to shellfish, after all.", "endoftext": false }, { "action": "You enter the portal", "response": "As you enter the portal, you smell diesel fuel. When you find yourself in the middle of a bustling airplane terminal, it makes sense. Taxis beep their horns outside and a plane takes off somewhere in the distance. An elevator behind you beeps and then opens, revealing a very brightly chap and a poodle who is dressed as a train. A queue of people snake all around you in a nearly random fashion. The bright man and his poodle plunge straight into the middle of one of the lines. Someone starts to complain but then the poodle bares her teeth, quieting them. You follow the man and his poodle, trying to make it appear you know where you're going.", "endoftext": false }, { "action": "Smell portal", "response": "There is a smell eminating from the blue gateway. It smells like gasoline fuel.", "endoftext": false }, { "action": "Smell portal", "response": "There is a smell eminating from the blue gateway. It smells arid and vaguely of disease.", "endoftext": false }, { "action": "Smell portal", "response": "There is a smell eminating from the blue gateway. It smells like popcorn!", "endoftext": false }, { "action": "You enter the portal", "response": "Smells like popcorn. You enter the gateway...and find yourself in a crowded movie theatre. Normally you would cringe at this many people conglomerated together at once, but not today - on the screen in front of you is the film \"Get Lamp\", and it's just beginning. Perfect!", "endoftext": true } ]
8e1v6jfzud5exkjg
Selves
J'onn Roger
[ "Horror" ]
[ "IntroComp 2009", "unfinished", "unwinnable" ]
2,009
[ 0, 0, 0, 0, 0 ]
0
0
20090903
false
[ { "action": "%", "response": "A cold wind brushes the edge of your consciousness, and your deadened senses blur the images and feelings trying to reach your brain. Harsh moonlight lighting shattered glass... water rippling somewhere nearby... a dark shape in the shadows... the howling of a lone wolf... and blood. Red, red blood.\n\nThe cold finally manages to break through the haze, and forces your mind back to consciousness. All around you is baren ground, broken only by small, rolling hills. At your feet, a small lake lies unnaturally still, a crystal mirror holding the image of the red moon above. The path leading home lies to the east, while an unknown path leads into impenetrable mist northward.", "endoftext": false }, { "action": "You look at lake", "response": "The surface of the lake is unnaturally still, but there is an odd sense of movement just underneath, and a soft rippling music barely reaches your ears. Your reflection flickers weirdly, made brighter by the liquid moon trapped in the surface of crystal.", "endoftext": false }, { "action": "You look at the moon", "response": "She told you once the moon was God's eye. It was just a fairytale, of course... but still, it's hauntingly fitting that tonight the moon is red. Blood red.", "endoftext": false }, { "action": "You look at the mist", "response": "The mist lies just outside your awareness, and resists any attempts to interact with it.", "endoftext": false }, { "action": "Drink water", "response": "You take the shimmering liquid in cupped hands and sip, and the cold cuts through you like a knife.\n\nThe wind cries softly, but what makes it worse is that you hear her tears in the wind.", "endoftext": false }, { "action": "You listen", "response": "So many voices tonight. The wind, the earth, the water, the sky... they all have voices. And her voice is in each of theirs.", "endoftext": false }, { "action": "You look at the lake", "response": "The surface of the lake is unnaturally still, but there is an odd sense of movement just underneath, and a soft rippling music barely reaches your ears. Your reflection flickers weirdly, made brighter by the liquid moon trapped in the surface of crystal.\n\nThe wind whips madly through the hills and over the lake, chastising you.", "endoftext": false }, { "action": "You feel the lake", "response": "Your touch disturbs the placid surface, causing ripples to mar the image of the moon.", "endoftext": false }, { "action": "You look at the reflection", "response": "Which do you mean, the moon's reflection or your reflection?", "endoftext": false }, { "action": "You look at your reflection", "response": "Your faced is mirrored back to you with perfect clarity, and what you see frightens you. It is not your face anymore; it is another's. It is his face.", "endoftext": false }, { "action": "You think", "response": "What a good idea.\n\nThe wind dies down to a whisper, as if it has exhausted its anger and now offers you comfort.", "endoftext": false }, { "action": "You look", "response": "All around you is baren ground, broken only by small, rolling hills. At your feet, a small lake lies unnaturally still, a crystal mirror holding the image of the red moon above. The path leading home lies to the east, while an unknown path leads into impenetrable mist northward.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You examine lake reflection", "response": "A perfect image of the moon above you, thanks to the water the reflection possesses a startling quality of translucence that the real moon does not have.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.\n\nI only understood you as far as wanting to examine the pond.", "endoftext": false }, { "action": "You examine the hills", "response": "Mounds of dirt is all they really are, but they have a presence that is both comforting and ominious. With them you are not alone, but they remind you that they have been and always will be, while you will pass away.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You look at the east", "response": "You see nothing unexpected in that direction.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You examine north", "response": "(the north path)\nA mist lies over the north path, concealing whatever lies beyond.", "endoftext": false }, { "action": "You listen to the wind", "response": "The wind refuses to comfort you, its soft moan incessantly reminding you of things you cannot undo.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You listen to the hills", "response": "She used to tell you that everything has a voice, if you would only listen. Tonight, it almost seems she was right, for you can feel something calling to you. Whether it is a voice from the earth, or whether your sanity is beginning to fray is a different question.", "endoftext": false }, { "action": "You examine the moon", "response": "She told you once the moon was God's eye. It was just a fairytale, of course... but still, it's hauntingly fitting that tonight the moon is red. Blood red.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You listen to moon", "response": "The moon is the one thing that you hear nothing from. No voice, no song... only silence.", "endoftext": false }, { "action": "You look at the lake", "response": "The surface of the lake is unnaturally still, but there is an odd sense of movement just underneath, and a soft rippling music barely reaches your ears. Your reflection flickers weirdly, made brighter by the liquid moon trapped in the surface of crystal.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You look at the reflection", "response": "Which do you mean, the moon's reflection or your reflection?", "endoftext": false }, { "action": "You examine your reflection", "response": "Your faced is mirrored back to you with perfect clarity, and what you see frightens you. It is not your face anymore; it is another's. It is his face.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "Scream", "response": "I only understood you as far as wanting to think.\n\nI didn't understand that sentence.", "endoftext": false }, { "action": "You think", "response": "What a good idea.", "endoftext": false }, { "action": "Drink", "response": "What do you want to drink?", "endoftext": false }, { "action": "Drink lake", "response": "You take the shimmering liquid in cupped hands and sip, and the cold cuts through you like a knife.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You listen to wind", "response": "The wind's voice is silent, as if it no longer wishes to speak to you.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": true }, { "action": "You describe your surroundings", "response": "All around you is baren ground, broken only by small, rolling hills. At your feet, a small lake lies unnaturally still, a crystal mirror holding the image of the red moon above. The path leading home lies to the east, while an unknown path leads into impenetrable mist northward.\n\nThe wind whispers again, but you shut your ears, refusing to be comforted.", "endoftext": false }, { "action": "You go east", "response": "The mist lies just outside your awareness, and resists any attempts to interact with it.\n\nA mist lies over the north path, concealing whatever lies beyond.\n\nYou ignore the beckoning north path, and travel east to home and sanity.\n\nYou come to consciousness in a dark, dusty room. In the corner, the machine is still smoking, surrounded by shards of glass from the window above. In the center of the room she lies... Oh God. You never meant to hurt her. To the west lies a splintering wooden door, beside which is an old shovel.", "endoftext": false }, { "action": "You look at her", "response": "Lovely Elizibeth. Things weren't supposed to end this way - you two were to be happy together, after your success. But now the most you can do for her is see that her remains rest in piece.", "endoftext": false }, { "action": "You examine the shovel", "response": "Strong wood and cold metal.", "endoftext": false }, { "action": "You take the shovel", "response": "As you take the shovel in hand, a tear finds its way down your face. The task before you will be hard to bear.", "endoftext": false }, { "action": "You examine the glass", "response": "Long, sharp slivers, broken from the window pane during the accident.", "endoftext": false }, { "action": "You examine the machine", "response": "The culmination of all your years of research lies broken in the corner. After all those years of being mocked by your peers and being called a madman by your family... She was the only one who believed in you. And you were right; it worked. But in the end, it took her from you.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is the room you did the experiments in. In the corner is that cursed machine, and above it the broken window. You cannot bear to look at what lies in the center of the room on the floor, broken and dead. To the west lies a splintering wooden door, beside which is an old shovel.", "endoftext": false }, { "action": "You hug her", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You take the machine", "response": "That's hardly portable.", "endoftext": false }, { "action": "You look at door", "response": "So many times she passed through that door... only once more, and this time she holds death's hand instead of yours.", "endoftext": false }, { "action": "You take her", "response": "You wipe the blood from her face, and tenderly take her in your arms.", "endoftext": false }, { "action": "You open the door", "response": "You open the cabin door.", "endoftext": false }, { "action": "Go west", "response": "Everything is just like it was before, and yet... there is a difference, as if the earth somehow knows that she no longer walks upon it, and the sun realizes it shines on her no more. Only the tree she planted nearby retains its luster.", "endoftext": false }, { "action": "You examine the tree", "response": "You sense her presence around this tree, as if she left part of herself with it when she departed.", "endoftext": false }, { "action": "You drop her", "response": "Dropped.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na shovel", "endoftext": false }, { "action": "You bury her", "response": "After one last kiss, you return her to the earth she loved so much.\n\nYour living room is sparesely furnished, with only a few pieces of furniture, and nothing resembling luxury. She always said your house needed a woman's touch...", "endoftext": true }, { "action": "You look at your surroundings", "response": "Your living room is sparesely furnished, with only a few pieces of furniture, and nothing resembling luxury. She always said your house needed a woman's touch...", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You hit yourself", "response": "What good would bloodying yourself further do now? It will not bring her back.", "endoftext": false }, { "action": "Yes", "response": "A cold wind brushes the edge of your consciousness, and your deadened senses blur the images and feelings trying to reach your brain. Harsh moonlight lighting shattered glass... water rippling somewhere nearby... a dark shape in the shadows... the howling of a lone wolf... and blood. Red, red blood.\n\nThe cold finally manages to break through the haze, and forces your mind back to consciousness. All around you is baren ground, broken only by small, rolling hills. At your feet, a small lake lies unnaturally still, a crystal mirror holding the image of the red moon above. The path leading home lies to the east, while an unknown path leads into impenetrable mist northward.", "endoftext": false }, { "action": "You go north", "response": "You cannot resist the call of the misted path, and so travel north, leaving behind you that which is known and embracing the unknowable.\n\nYou come to consciousness in a dark, dusty room. In the corner, the machine is still smoking, surrounded by shards of glass from the window above. In the center of the room she lies... Oh God. You never meant to hurt her. To the west lies a splintering wooden door, beside which is an old shovel.", "endoftext": false }, { "action": "You get the glass", "response": "The glass glitters dangerously in your hand, as if it wants to claim your very soul.", "endoftext": false }, { "action": "You cut yourself", "response": "You draw the gleaming edge across your skin, bringing blood. Red, red blood.", "endoftext": false }, { "action": "You take the shovel", "response": "As you take the shovel in hand, a shudder runs through you. She knows what you are going to do.", "endoftext": false }, { "action": "You hit yourself", "response": "You already have that.\n(first taking the broken glass)\nYou draw the gleaming edge across your skin, bringing blood. Red, red blood.", "endoftext": false }, { "action": "You look at her", "response": "Blood swirls around her ashen face, and a smile seems to play at the corner of her cold lips. As long as she is here, you know that she will haunt you.", "endoftext": false }, { "action": "You cut her", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You look at the machine", "response": "It hulks in the corner like an evil beast, ready to strike. It was the cause of this; it stole your face and took her from you... And still it lives. You can almost see eyes peering from the darkness where you know none are. But something is different - it is broken and powerless now.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is the room you did the experiments in. In the corner is that cursed machine, and above it the broken window. You cannot bear to look at what lies in the center of the room on the floor, broken and dead. To the west lies a splintering wooden door, beside which is an old shovel.", "endoftext": false }, { "action": "You examine the machine", "response": "The glass is shattered and void, and dark all except the sharp edges, which glitter with silver light.\n\nIt hulks in the corner like an evil beast, ready to strike. It was the cause of this; it stole your face and took her from you... And still it lives. You can almost see eyes peering from the darkness where you know none are. But something is different - it is broken and powerless now.", "endoftext": false }, { "action": "You look at the window", "response": "All that remains of the window is a dark void. Where light once entered, there is nothing but darkness.", "endoftext": false }, { "action": "You look at the door", "response": "The normal wooden door suddenly seems old and angry. The cracks that normally let in light seem to be sucking it out, or perhaps letting darkness in...", "endoftext": false }, { "action": "You look at the shovel", "response": "Black, soulless metal.", "endoftext": false }, { "action": "You go west", "response": "This used to be your Eden, but now all is baren desert. Even the tree she planted is withered and leafless. As far as the eye can see stretches nothing but sand, and a single set of footprints leading away from the Cabin.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na shovel\na broken glass", "endoftext": false }, { "action": "You look at the sand", "response": "Glittering white sand stretches as far as the eye can see, the only mark upon it his footsteps.", "endoftext": false }, { "action": "You examine the footsteps", "response": "Footprints in the sand lead away from the cabin towards the lake. His footprints. Your footprints.", "endoftext": false }, { "action": "You look at the tree", "response": "You feel her presence around the tree, as if it swallowed her spirit when he took her life.", "endoftext": false }, { "action": "You kill yourself", "response": "She will not let you. You have a job to do; she demands vengence before death will give you solace.", "endoftext": false }, { "action": "You take her", "response": "As you lift the corpse to your shoulder, her coldness spreads through your body and claws at your mind.", "endoftext": false }, { "action": "You bury her", "response": "Her dead eyes are pleading with you, begging you not to leave her.\nBut you stoicly shovel the dirt over her body until it is hidden from view.\n\nThe house feels empty, yet simultaneously you feel a presence here. Happiness has fled, and her pain has replaced it.", "endoftext": false }, { "action": "You cut yourself", "response": "You draw the gleaming edge across your skin, bringing blood. Red, red blood.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na shovel\na broken glass", "endoftext": true } ]
tyvg1wik0flgy0g2
A Simple Theft 2: A Simple Theftier
Mark Musante
[ "Fantasy" ]
[]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20110304
false
Your master Apaman has learnt about something that may help him unlock the secrets of magic, and has sent you, his apprentice, on another mission: to retrieve the sky rock from the north tower of Fossen Festning, a fortress built into the side of a mountain beside a large waterfall. All you've brought with you is a dark cloak and an old grappling hook that Apaman was generous enough to loan to you. All you need to bring out is the sky rock.
[ { "action": "%", "response": "Many years ago, when the Iron Branch was passed down from king to king (instead of being a pile of rust in an overadorned urn), when dragons walked the earth (instead of flying about like the maniacs they are now), when Strongle was the God of Gods (instead of being, well, I think the polite term is \"deposed\")... back when all of that was taking place, magic had yet to be conquered by mere mortal man.\n\nWhat's that got to do with you, you ask? Well, since you're an apprentice to one of those men who are trying to figure out how magic works, you get to do all the dirty deeds.\n\nA few weeks ago, Apaman (the loser you're apprenticed to) had sent you to recover the Hestron (one of the jewels in the Sceptre of Charlten). Despite your success on that mission, Apaman is not treating you any better. Your best guess is that many of the Hestron's secrets remain hidden to him, and he's taking his frustrations out on the nearest convenient target.\n\nNow he's learnt about something that may help him unlock those secrets, and has sent you on another mission: to retrieve the sky rock from the north tower of Fossen Festning, a fortress built into the side of a mountain beside a large waterfall. All you've brought with you is a dark cloak and an old grappling hook that Apaman was generous enough to loan to you. All you need to bring out is the sky rock.\n\nGood luck with that.\n\nA Simple Theft 2: A Simple Theftier\n\nType \"credits\" to see credits.\n\nA dark tower rises high above you, lit dimly in the cloud-obscured moonlight. The sound of a waterfall is nearby but somewhat muted by the high walls of the fortress. To your south is the main courtyard, and directly west of you is the face of the cliff into which the fortress was built.", "endoftext": true }, { "action": "Inventory", "response": "You are carrying:\na dark cloak (being worn)\na grappling hook", "endoftext": false }, { "action": "You look at the cliff", "response": "Rising higher than the tower itself, the mountainside has been carved away here to make room for the fortress. The marks from the builders' tools have not yet worn away, despite the age of this place.", "endoftext": false }, { "action": "You examine the tower", "response": "The tower is made of a bright, almost perfectly white, stone. The scant moonlight that filters through the thin clouds overhead allows you to just make out its shape. Far above you is the lowest window in the tower, just wide enough for an archer to use. There don't appear to be any entrances on this side, and it appears too dangerous, too well-lit, to walk around it to the north.", "endoftext": false }, { "action": "You examine the hook", "response": "You're lucky that Apaman has let you have at least this much equipment, even if he wouldn't let you bring a sword or even a knife. It is attached to a modest length of rope.", "endoftext": false }, { "action": "You throw the hook at the window", "response": "You expertly spin the hook on its rope, gathering momentum, and release! The hook noisily clatters against the side of the tower, well below the window, and falls with a thud to the ground. The rope isn't long enough. You gather it all back up and nervously look around for approaching guards.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "Go south", "response": "Completely covered in cobblestones, the central courtyard is an enormous place, used for assembling the troops and greeting royalty.\nA large entryway is topped by an enormous stone arch. It leads to the east where, hidden somewhere beyond the outer portcullis, Apaman awaits your return. To the south and to the north rise the two watchtowers, and it is in the northern one that Apaman believes the star rock to be. West is the entrance to the Festning itself, dug out of the rock of this mountain. Although you're hiding as best as you can in the shadows, it's dangerous to remain here long.", "endoftext": false }, { "action": "You keep going", "response": "Time passes.\n\nYou hear a shout come from somewhere high above you, but you couldn't make out any words.", "endoftext": false }, { "action": "Sing", "response": "As good as your voice is, at the moment you prefer not to draw too much attention to yourself.\n\nYou hear someone running, but you can't tell which direction it's coming from, and you can't tell the direction it's moving.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nA single guard emerges from the Festing entrance! \"Halt!\" he shouts, running directly at you.", "endoftext": false }, { "action": "You look at cloak", "response": "You put this on before you came to the Festning, hoping mightily that it would help you blend into the shadows.\n\nThe guard reaches you, and clonks you over the head. You black out. By the time you black back in again, it's all over.", "endoftext": false }, { "action": "You hit the guard", "response": "You make your best attempt to overcome the guard, but he is not impressed. Instead, he overcomes you.", "endoftext": true }, { "action": "Go south", "response": "Apaman was very clear: the star rock is in the top of the north tower, and nowhere near, in, over, under, behind, or around the south tower. He made you go over the points of the compass too many times for you to get it wrong now. \"What's this?\" he'd ask. \"East,\" you'd say. \"And if I turn this way?\" he'd ask. \"South by southwest,\" you'd respond. And then you'd get smacked in the ear-hole for getting it wrong.", "endoftext": false }, { "action": "Go east", "response": "Depart before you've acquired the star rock? Apaman would... well, you're not sure what he would do, but it wouldn't be at all nice.", "endoftext": false }, { "action": "Go west", "response": "Entering the fortress itself? Now that would be foolish.\n\nYou hear a shout come from somewhere high above you, but you couldn't make out any words.", "endoftext": false }, { "action": "Go north", "response": "A dark tower rises high above you, lit dimly in the cloud-obscured moonlight. The sound of a waterfall is nearby but somewhat muted by the high walls of the fortress. To your south is the main courtyard, and directly west of you is the face of the cliff into which the fortress was built.", "endoftext": false }, { "action": "You go north", "response": "You start to make your way around and see the entrance to the tower, but you notice that someone else is in the shadows. A guard, lying in wait, perhaps? You dare not chance it, and so you return.", "endoftext": true }, { "action": "Go downward", "response": "You can't go that way.\n\nYou momentarily freeze as you hear a guard approaching. You spot a good shadow, trying to blend in, and the guard moves on to a different part of the Festning.", "endoftext": false }, { "action": "You examine rope", "response": "A modest length of rope, tied firmly to a grappling hook.", "endoftext": false }, { "action": "You examine the waterfall", "response": "Although you can't see it, you can definitely hear the roar of the waterfall. Its one advantage to you is that it's noisy enough to cover most mistakes a novice thief such as yourself would make.", "endoftext": false }, { "action": "You climb the cliff", "response": "You look up at the steep cliff face and try not to imagine what would happen if you fell down. You attempt to get a finger-hold on the cliff's face, but you don't get much more than a foot or two up the side before failing. You jump back down, and the grappling hook thumps painfully against your bottom.", "endoftext": false }, { "action": "You throw the hook at the cliff", "response": "You expertly spin the hook on its rope, gathering momentum, and release! The hook sails through the air and clanks against the side of the cliff. It starts sliding down, but it catches on a small protrusion of rock! The rope comes to a rest on the side of the cliff.", "endoftext": false }, { "action": "You climb the rope", "response": "Grabbing the end of the rope, you offer up a silent and very quick prayer. You pull the rope taut and make your way up the cliff's face. Upon reaching the top of the rope, you wriggle the grappling hook free of the cliff and look around.\n\nToo far down below is the ground. The wind whips mercilessly up here, and the sound of the waterfall is slightly louder, though still somewhat muted. Although you can no longer see the archer slot, you're much closer to the top than you were before. The peak of the tower is visible now, and you can see a ring of iron-barred windows around the top.\n\nYou'd rather not jump down from this height.", "endoftext": false }, { "action": "You throw the hook at the windows", "response": "You expertly spin the hook on its rope, gathering momentum, and release! The hook sails towards the windows, but stops far short of them. The hook seems to pause in mid-air at the end of the rope before, to your horror, it falls slowly down and clanks loudly against the base of the cliff below you. Scraping and clunking, you drag the hook up along the cliff face until it's back in your hands.", "endoftext": false }, { "action": "You examine the peak", "response": "It looks like a conical hat on top of the tower.", "endoftext": false }, { "action": "You look at the windows", "response": "They encircle the top, just where the conical roof meets the walls of the tower. They were too far up to see from the ground level and, using your expert eye, you judge that they're too far for your grappling hook to reach even from here..", "endoftext": false }, { "action": "You look at the cliff", "response": "Up here, the cliff is more natural, with protrusions and lumps. It doesn't appear to be as carefully sculpted as it is down below.", "endoftext": false }, { "action": "You climb the cliff", "response": "Enough protrusions and bumps are on the cliff's face now that you can get a decent purchase on them. You climb higher beside the tower, although the cliff is curving away from it now as you approach the top.\n\nYou're almost level with the top of the tower now, although the cliff side has curved rather far away from it. Although the side of the mountain isn't nearly level at this point, it has levelled off enough that trees are starting to find places to grow in the cracks and crevices. Right beside you here is a particularly tall oak.", "endoftext": false }, { "action": "You look at tree", "response": "Firmly rooted here is a large oak tree, hanging out over the cliff.", "endoftext": false }, { "action": "You climb the oak", "response": "You shimmy up the tree.\n\nOut here on a branch near the tower, the wind is brutal. One slip, and you'll fall to certain death. Far, far below is where you started, but you try not to think about that.", "endoftext": false }, { "action": "You examine the tower", "response": "The top of the tower has a conical roof, immediately below which the tower is ringed with iron-barred windows. You can't really reach the tower from here, but you should be close enough for that grappling hook. You hope.", "endoftext": false }, { "action": "You throw the hook at the windows", "response": "You expertly spin the hook on its rope, gathering momentum, and release. The hook clanks against the windows and catches! You grab onto the rope with your hands, and grab onto the branch with your feet, and slowly pull yourself towards the tower. Once you're within reach of the iron bars, you feel around them for a latch, releasing it. One set of bars swings inwards, and you pull yourself through, letting go of the branch.\n\nBefore closing the bars again, you retrieve your grappling hook.\n\nThis is a dim room and, from the smell of it, very dusty as well. The only light comes in through the windows, casting a dull grey sheen across everything you see. The room is sparsely appointed, with a cot along one wall and a small cupboard near it. A wall divides the tower, turning this room into a semicircle, putting you in the half that faces to the west. There is a ring set into the floor, near to the western wall.", "endoftext": false }, { "action": "You examine the cupboard", "response": "(the small cupboard)\nA small wooden cupboard sits beside the cot.", "endoftext": false }, { "action": "You open the cupboard", "response": "(the small cupboard)\nYou open the small cupboard.", "endoftext": false }, { "action": "You search cupboard", "response": "(the small cupboard)\nThe small cupboard is empty.\n\nYou hear a noise! It's coming from somewhere below you.", "endoftext": false }, { "action": "You examine the ring", "response": "The ring appears to be attached to a trap door.\n\nYou slip into a shadow, remaining as still as can be.", "endoftext": false }, { "action": "Sing", "response": "You daren't do anything at the moment.\n\nYou see the trap door slowly open upwards. A person's head pokes up through the opening.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe figure pulls itself up into the room and looks around cautiously.", "endoftext": false }, { "action": "You look at the figure", "response": "With the black clothing this person is wearing, it's hard to discern anything, really. Other than, y'know, being all human-shaped and stuff.\n\nYou freeze in place as you watch the figure glide quietly through the room feeling along the wall. Suddenly, it stops, taps gently on one of the stones in the wall, and wiggles it free. It's the star rock! Oh no.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe black-clad figure runs lightly to the trap door and drops through, closing it quietly behind.", "endoftext": false }, { "action": "You hit figure", "response": "The figure jumps with fright. It turns to look at you, and you just make out a wild-eyed expression before the figure swirls to the trap door and disappears below.\n\nYou let out a breath, only just now noticing you had been holding it in.", "endoftext": true }, { "action": "Look around", "response": "This is a dim room and, from the smell of it, very dusty as well. The only light comes in through the windows, casting a dull grey sheen across everything you see. The room is sparsely appointed, with a cot along one wall and a small cupboard near it. A wall divides the tower, turning this room into a semicircle, putting you in the half that faces to the west. There is an open trap door in the floor.", "endoftext": false }, { "action": "You tap the wall", "response": "That figure took a rock out of the wall, and you'd bet your last generic monetary unit that that was the rock you were looking for.", "endoftext": true }, { "action": "Go downwards", "response": "You slip through the trap door. That thieving thief! Without that rock, you're really in for it with Apaman. You're not sure you'll live long enough to experience the full extent of his wrath. He warned you about guards, but not about another thief.\n\nIn any case, it's not an easy task, getting to the bottom of the tower. You manage to avoid the guards somehow using your cleverness, the cloak, and some convenient nooks and crannies.\n\nYou're on the ground floor of the north tower now, and this is clearly meant to be where men and women prepare for guard duty. Bunk beds line the northern wall, and assorted weaponry hangs on the south wall. The staircase you came down is on the far wall, and you see the exit to the tower to the east.", "endoftext": false }, { "action": "You examine weaponry", "response": "For use by the guards only - these would only slow you down anyway.", "endoftext": false }, { "action": "Go up", "response": "It was difficult enough trying to get down past all those guards, and you want to do it again? Talk about living dangerously...\n\nThis is a dim room and, from the smell of it, very dusty as well. The only light comes in through the windows, casting a dull grey sheen across everything you see. The room is sparsely appointed, with a cot along one wall and a small cupboard near it. A wall divides the tower, turning this room into a semicircle, putting you in the half that faces to the west. There is an open trap door in the floor.", "endoftext": false }, { "action": "You go to the east", "response": "You're fairly certain you can sneak out of here before that thief wakes up.\n\nYou can't go that way.", "endoftext": false }, { "action": "You look at the beds", "response": "For use by the guards only.", "endoftext": false }, { "action": "Go east", "response": "You start to exit the tower, when suddenly you feel yourself grabbed from behind! You are spun around and slammed against the wall. \"So, following me, are you?\" the black-clad figure whispers. \"I'll teach you to follow me.\" You feel the heat from this person's body, the hot breath in your face, and the smell... a fragrance of some kind?", "endoftext": false }, { "action": "Kiss thief", "response": "Moving your head forward, you surprise your opponent by stealing a kiss! Twisting free, you swing with your foot to knock the person off-balance and, with an elbow to the neck, you've incapacitated your opponent, who rolls across the floor and comes to a stop by one of the walls.", "endoftext": false }, { "action": "Search thief", "response": "You see something in one of the person's pockets, and extract it.\nIt's the star rock!\n\nYou take it.", "endoftext": false }, { "action": "You look at the thief", "response": "Your nemesis lies crumpled near a wall. The blackness of the clothing that this person is wearing makes it hard to see in the dim light.", "endoftext": false }, { "action": "You examine the rock", "response": "It's about two inches in diameter and looks like an ordinary rock, but feels much rougher than an ordinary rock does.", "endoftext": false }, { "action": "Kiss thief", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You wake her up", "response": "That could prove to be fatal. To you, that is, not to this person here.", "endoftext": false }, { "action": "Go east", "response": "You're fairly certain you can sneak out of here before that thief wakes up.\n\nAlthough this is a much smaller courtyard than the main one by the entrance, it is still large enough to assemble quite a few troops. Normally, this place would be bustling with activity, but this late at night most everyone is asleep. You can head back into the tower to the west, or go around the tower to the south.", "endoftext": false }, { "action": "You go east", "response": "You sneak out under the portcullis, drawing absolutely no attention to yourself. Apaman is there, ready to greet you.\n\n\"Have you got it?\" he asks excitedly.\n\nWordlessly, you place the star rock into his eager, outstretched hand. Blinking once, twice in the moonlight, hardly daring to believe, he stares at it. Finally, reality sets in and his gaze returns to you.\n\n\"Let's go now,\" he says, gruffly. He leads you back to the place you sarcastically call home. You're not sure if the star rock really is the key to unlocking the Hestron like Apaman says, but you do feel a subtle difference in the way he's treating you.\n\nCould it be that he's beginning to show you a modicum of respect?", "endoftext": true }, { "action": "You look around", "response": "You're on the ground floor of the north tower now, and this is clearly meant to be where men and women prepare for guard duty. Bunk beds line the northern wall, and assorted weaponry hangs on the south wall. The staircase you came down is on the far wall, and you see the exit to the tower to the east.\n\nYou can see an unconscious black-clad figure here.", "endoftext": false }, { "action": "Xyzzy", "response": "You giggle quietly to yourself.", "endoftext": false }, { "action": "You eat the star", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You smell thief", "response": "The primary odour of the Festning is horse manure. Not something you're really fond of.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na star rock\na grappling hook\na dark cloak (being worn)", "endoftext": false }, { "action": "You examine the hook", "response": "You're lucky that Apaman has let you have at least this much equipment, even if he wouldn't let you bring a sword or even a knife. It is attached to a modest length of rope.", "endoftext": false }, { "action": "Go up", "response": "It was difficult enough trying to get down past all those guards, and you want to do it again? Talk about living dangerously...\n\nThis is a dim room and, from the smell of it, very dusty as well. The only light comes in through the windows, casting a dull grey sheen across everything you see. The room is sparsely appointed, with a cot along one wall and a small cupboard near it. A wall divides the tower, turning this room into a semicircle, putting you in the half that faces to the west. There is an open trap door in the floor.", "endoftext": false }, { "action": "You search east", "response": "You must name something more substantial.", "endoftext": false }, { "action": "You feel the wall", "response": "You've already got the rock. Apaman is waiting for you, and you don't have time to fool around.", "endoftext": false }, { "action": "You look at the windows", "response": "It's hard to see out of the windows, given the dim moonlight. Nothing much is out there but the wind.", "endoftext": false }, { "action": "You enter the cupboard", "response": "(the small cupboard)\nThat's not something you can enter.", "endoftext": false }, { "action": "You tap the cupboard", "response": "(the small cupboard)\nYou feel nothing unexpected.", "endoftext": false }, { "action": "You move the cupboard", "response": "(the small cupboard)\nIt is fixed in place.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "You eat the rock", "response": "That's plainly inedible.", "endoftext": true }, { "action": "Go downward", "response": "You slip through the trap door. Precious star rock in hand, you race your way down to the bottom of the tower. This is easier than you had anticipated as there are far fewer guards than Apaman had led you to believe.\n\nIn any case, it's not an easy task, getting to the bottom of the tower. You manage to avoid the guards somehow using your cleverness, the cloak, and some convenient nooks and crannies.\n\nYou're on the ground floor of the north tower now, and this is clearly meant to be where men and women prepare for guard duty. Bunk beds line the northern wall, and assorted weaponry hangs on the south wall. The staircase you came down is on the far wall, and you see the exit to the tower to the east.\n\nYou can see an unconscious black-clad figure here.", "endoftext": false }, { "action": "Go east", "response": "You're fairly certain you can sneak out of here before that thief wakes up.\n\nAlthough this is a much smaller courtyard than the main one by the entrance, it is still large enough to assemble quite a few troops. Normally, this place would be bustling with activity, but this late at night most everyone is asleep. You can head back into the tower to the west, or go around the tower to the south.", "endoftext": false }, { "action": "You go to the west", "response": "You're on the ground floor of the north tower now, and this is clearly meant to be where men and women prepare for guard duty. Bunk beds line the northern wall, and assorted weaponry hangs on the south wall. The staircase you came down is on the far wall, and you see the exit to the tower to the east.\n\nYou can see an unconscious black-clad figure here.", "endoftext": false }, { "action": "You throw star at the figure", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": true } ]
dynvlb9nvre2dpxh
Unreal City
Joey Jones
[]
[ "imaginary games jam" ]
2,016
[ 0, 0, 0, 0, 0 ]
0
0
20160303
true
From imaginary games jam. Based on the review: "Unreal City" As you wander the streets, every bar you walk into has a different procedurally generated social ecosystem, and in any given one you can level up from shunned stranger to grudgingly accepted regular to… well, it depends on what there is to do there. The vibe is Fallen London meets No Man's Sky, but where Fallen London lets you live a flaneur's power fantasy, here you're going to be trying to carve out a niche or two for yourself somewhere. Some reviewers have complained that it promises a vast social universe, but establishing credibility in a new place is so tedious that they wind up frequenting the same place. But isn't that how we live our lives? Oh, and it's an afterlife sim where your decisions mold your character in a way that eventually manifests itself on your physical body–think Alasdair Gray's Lanark. The "spying for the heavenly authorities" plot took long enough to get off the ground that I never bothered.
[ { "action": "%", "response": "I couldn't afford paradise. Hell, even hell was beyond my pay grade. I could only shell out for Unreal City, a kind of purgatory for seasoned drinkers. I'd been a barfly in my living years, why stop when I'm dead?\n\nLAYING OUT CITY...\nGENERATING CLASS...\nDECIDING DRINKS MENUS...\nDECIDING NUMBER OF REGULARS...\nNAMING THE BARS...\nASSIGNING OPINIONS TO PEOPLE...\nASSIGNING PEOPLE TO BARS...\n1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -Table of Barrooms (row 1) | The First Hurdle | Groundfloor | working | Regular | 5 | (row 2) | Now You Done It | Upperfloor | dive | Gastro | 1 |\n(row 3) | The Treacherous Assistant | Groundfloor | working | Regular | 4 |\n(row 4) | Thirst | Groundfloor | professional | Niche | 1 |\n(row 5) | The Broken Sequence | Outdoor | working | Regular | 3 | (row 6) | The First Law | Groundfloor | working | Regular | 3 |\n(row 7) | Vino Morte | Rooftop | professional | Niche | 2 |\n(row 8) | Heaven's Doughnuts | Basement | working | Gastro | 7 |\n(row 9) | The Final Vision | Basement | upperclass | Regular | 6 | (row 10) | The Big Question | Groundfloor | working | Niche | 5 | (row 11) | Faust's Nephew | Groundfloor | dive | Regular | 5 |\n(row 12) | Slip Heights | Groundfloor | professional | Gastro | 4 | (row 13) | The Black Squid | Outdoor | professional | Regular | 3 | (row 14) | The Zenith | Outdoor | dive | Regular | 4 |\n(row 15) | One More Drop | Upperfloor | professional | Gastro | 2 |\n\nThe entry portal for Unreal City opens out at the lonely termination of two dead end roads. Neon signs blaze through the fog. The only places to get a drink round here are The First Hurdle and Now You Done It.\n\nThe main strip is just a little on from here.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You look", "response": "The entry portal for Unreal City opens out at the lonely termination of two dead end roads. Neon signs blaze through the fog. The only places to get a drink round here are The First Hurdle and Now You Done It.\n\nThe main strip is just a little on from here.", "endoftext": false }, { "action": "You go", "response": "You'll have to say which compass direction to go in.", "endoftext": false }, { "action": "Pump", "response": "+1 rep.", "endoftext": false }, { "action": "Y.", "response": "cheapglulxe quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "Warning: to avoid formatting issues, the game requires a screen width of at least 160 columns; right now the window in which the game is running has a width of 70 columns. If you are able to, please make the window in which the game is running bigger, then press Return.\nWarning: to avoid formatting issues, the game requires a screen width of at least 160 columns; right now the window in which the game is running has a width of 70 columns. If you are able to, please make the window in which the game is running bigger, then press Return.\n\nThe game is detecting that the window's width is still too small (70 columns instead of 160 ideally) ; we strongly recommend to make the game's window bigger. If you are unable to (for instance, if you are playing this game online), we recommend downloading an interpreter like Gargoyle or Frotz and use it to play this game. We apologize for the inconvenience!\nThe game detected that you must be playing from a Web interpreter, or at least from an interpreter that cannot handle time effects. Those time effects are used extensively by the game; your experiences will then probably be somewhat far from the game as intended by the author, although its playability will not be impacted. For the full experience, we recommend using interpreter software such as Gargoyle or Frotz, but we're glad you are playing any version!\n\nDo you wish to consult content warnings for this game?", "endoftext": false }, { "action": "Y.", "response": "Content warnings for this game:\n\nThis game contains a bloody/gory scene, standard curse words, and a few scary scenes, and the character you are playing is suffering from depression and post-traumatic stress disorder (PTSD).", "endoftext": false }, { "action": "You press enter", "response": "Finally, to set the mood, you could listen to the game's official playlist, which is made of the songs that Charlotte is listening to throughout the adventure.\nPlaylist Spotify: [LINK]\nPlaylist Youtube: [LINK]\n\n[Press any key to begin the game...]", "endoftext": false }, { "action": "You press enter", "response": "5pm. You start noticing an unpleasant feeling of hunger for the first time today. You have to feed your body. You stay there lying down for ten more minutes, thoughts rushing and crashing in your head as usual. But for once, your brain doesn't shut down the thought, and today you convince yourself almost easily that you need to pull yourself out of bed to eat something. You sigh, then get up.\n\nLife On Mars?\n\nType \"help\" for information and instructions.\n\nEverything is shrouded in half-darkness, as always. Your sleeping bag is rolled in a ball, crumpled up in its usual spot in the corner of the room. In the opposite corner are your chair and computer desk. Your computer's looping the same playlist, as always. You spend most of your time here, although you go to the greenhouse from time to time. This is fine.\n\nTo the north, a little alcove leads to the greenhouse door. The corridor leading to the rest of the base is south.", "endoftext": false }, { "action": "You examine computer", "response": "It's just a terminal, a monitor and peripherals; all the work and the computations are done by the central computer of the base, located underground, a gigantic computer built patiently by robots one mission after the other. The base computer centralises and interprets all the data coming from the base's systems, from the humidity in the greenhouse to the air pressure in the airlocks; whenever needed, it sends orders to Bill and Bob, who are in a way its arms and legs. It was made to control thousands of systems and dozens of robots, but since the majority of the base is closed off, it is rather underused; right now it spends its days showing your emails and playing music.\n\n[To check your emails and/or answer them, use the command >CONSULT EMAILS or >EMAILS]", "endoftext": false }, { "action": "You consult the emails", "response": "", "endoftext": false }, { "action": "You return", "response": "", "endoftext": false }, { "action": "You press green button", "response": "", "endoftext": false }, { "action": "P.", "response": "From: desk@aresmail.com [Mon 17 Sept 01:15 PM]\n\nDear all,\n\nA key ring was found and brought to the reception desk. The key ring holds a dozen keys, as well as a rubber logo of the Barcelona soccer team, a key chain shaped like a \"Playboy\"-style bunny head, and another\none shaped like a marijuana leaf.\n\nThe owner of this key ring can pick it up at the front desk in the main\nentrance.\n\nHave a nice day,\nGreg\n[i'm sure Tacker laughed when he saw that]\n[it sounds like the guy in the office in front of his, the one he likes to whine about]", "endoftext": false }, { "action": "P.", "response": "From: diagnosticcentre@aresmail.com [Mon 17 Sept 2018 12:00\nAM]\nCc: Undisclosed recipients\n\nDear all,\n\nIt's that time of the day again; here is the daily report from the diagnostic centre:\n[always the same, these emails]\n\nSunday, Sept. 16th 2018: No anomaly detected\n[i bet he is sick of sending them]\nHave a nice day,\n[Kind regards,]\nBest regards,\n[Sanjay Duplantier]\nSanjay Duplantier\n[for the Diagnostic Centre]\nfor the Diagnostic Centre\n[yeah, told you so]", "endoftext": false }, { "action": "P.", "response": "From: dianepeters@aresmail.com [Sun 16 Sept 2018 12:12 PM]\n\nI am profoundly sorry if my previous email was not well received. I must\nadmit that I was simply worried when hearing about what Colonel Klein told me, and it is possible that my previous email was poorly worded. I\ncan assure you that your psychological state is the only thing that I'm\ninterested in here.\n[i was harsh, she comes back with her tail between her legs]\n\nI apologize if you have interpreted my explanation as an attempt to repress your feelings. It was, obviously, not the goal. I was simply [at the same time, she crossed the line here]\nlooking to draw your attention to facts that have been clinically proven in psychology, that you may not know about and that could help you see and interpret the situation from a different\nangle.\n\nI would still like you to tell me more about this memory, and what it means to you. Take your time if you need it.\n[how am i supposed to trust you now?]\n\nWaiting for your reply,\nTake care of yourself,\nDr Diane Peters", "endoftext": false }, { "action": "P.", "response": "From: mickdoherty@aresmail.com [Sun 16 Sept 2018 11:01 AM]\n\nHello Charlotte,\n\nI'm working at the Launching Department -- I don't know if you remember\nme? We briefly chatted at a reception that happened a few days before the\nlaunch.\n\nI have a favor to ask you, if you don't mind: the schoolteacher in my son\nAnthony's class (he's 9) asked them to find a famous person to whom they\ncould write a letter and ask them a few questions. And you are a famous\nperson, and all the kids know you, so I was wondering if by any chance you would accept doing this. Of course, we will probably need to get the\nOK from our hierarchy, but I wanted to ask you first if you would would like to do it... It'd mean a lot to him! Tell me what you\nthink.\n\nBest regards,\nMick Doherty\n[that's cute, Mick, but I have other things on my mind right\nnow...]\n[well, i'm sure that our hierarchy is minimizing what's going on\nto everyone]\n[\"oh no, she's fine, she's just a bit sad\"]\n[\"of course, send it to her, it'll take her mind off things\"]\n[people can't possibly understand what it represents]", "endoftext": false }, { "action": "P.", "response": "From: dianepeters@aresmail.com [Sun 16 Sept 2018 10:45 AM]\n\nHello Charlotte,\n[ah right, that email...]\n\nRecently, Colonel Klein paid me a visit, and he seemed very concerned about your emotional state. He told me about a series of emails you exchanged with him, in which you maintained having pushed a button in the\nshuttle just before the accident, which according to you was what caused\nthe explosion. However, according to him, and the engineers under his orders, it is impossible that you could have pushed this button.\n[i may have reacted badly when I saw this email...]\n\nI'd like you to tell me what this memory means to you. It seems like [when i read it again, she wasn't as aggressive as I thought]\nit is something important, and that is likely carrying an emotional meaning [but still, it's not very professional]\nthat must be heavy to carry in your situation. I would have liked it if [you don't force your patient to talk about something\nthey don't want to talk about, right?]\nyou had told me about it earlier; it is possible that working on\nthis memory could help relieve your pain, and allow you to move forward.\n\nI would like to draw your attention to the fact that it is very much possible that this memory does not correspond to an action that actually\nhappened. The works of several psychologists have shown that memories can [but is she telling the truth?]\nbe constructed and modified by the brain in certain situations, including [or are Klein and the others pulling the\nstrings?]\nsituations of post-traumatic stress disorder. In your case, it could represent an adaptation strategy that your brain adopted in response to\nthis catastrophic event: the fact that it was accidental, unforeseeable\nand without any logic may be too much to take in. Which does not mean that [\"just make up an explanation, Dr Peters\"]\nyou cannot function normally in other ways; it is a process that is very [\"something that sounds plausible, so that she gets that idea out of her head\"]\ndifferent from hallucinations or sensory malfunction, which are more worrying symptoms.\n\nWaiting for your reply,\nTake care of yourself,\nDr Diane Peters", "endoftext": false }, { "action": "P.", "response": "From: media-dept@aresmail.com [Sat 15 Sept 2018 10:51 PM]\n\nCharlotte Tournier,\n\nThe following downloads were successfully completed:\nCyclicity of Catastrophe — The Rain (full album)\n[oh yeah, right, I downloaded that]\nThis is an automated message; please do not reply.\nRegards,\n[i should listen to it, it sounded like good doom metal]\nThe Media Department\n[there, i'll add it to the playlist]", "endoftext": false }, { "action": "P.", "response": "From: communicationdept@aresmail.com [Sat 15 Sept 2018\n10:42 AM]\n\nDear all,\n\nDon't forget! Tonight on Euronews, in the show \"New Deals\" hosted by Patrick Lecouturier, at 7pm French time, the Colonel Gérard Puiseux will answer questions on Ares Space's exploration program, the current mission, and prospects for the future. Another chance for Ares Space to\nlet the mainstream audience know about its technologies and the breadth\nof the scientific and economic benefits of such an extraordinary mission.\n\nHave a nice day,\nThe Communication Department of Ares Space\n\n[pfff, propaganda]\n[i can see it from here]\n[\"yes everything is fine, of course it has been tough\"]\n[\"but the mission continues, even if we had to slow the pace\ndown\"]\n[\"we're taking it slow with her, but her morale is good\"]\n[I could let the truth be known to everyone, I should]\n[they should know the truth]\n[but at the same time, people wouldn't get it]\n[even Dr Peters doesn't get it, so...]\n[you have to live it to understand]", "endoftext": false }, { "action": "P.", "response": "From: colonelfrankklein@aresmail.com [Sat 15 Sept 2018\n09:59 AM]\n\nHello Charlotte,\n\nFor the last time, I'm asking you to stop insisting. It is\nliterally impossible, whatever you may say.\n\nThe ship did not stop sending frequent backups of the black box, all through the trip. We have in our possession two copies of the ship's parameters when the accident happened: an incomplete one sent by\nthe ship, and one coming directly from the actual black box that was recovered by the base's robots, which we received a few days after\nthe accident. Hence, when I tell you that this button wasn't pushed, by you or anyone else, you must believe me; we have definite proof\nof what we're saying here.\n\nI do not doubt that you are sincere, but think a little, will you?\nYou\nwent through a horrendous crash that was most likely traumatizing; your\nbrain may have some misfires these days, and if I tell you that I'm absolutely certain that you didn't do it, then you didn't do it. I imagine\nthose are the repercussions of the accident. Take some rest and come back\nquickly to 100% of your abilities. We need you.\n\nColonel Frank Klein.\n\n[...]\n[he can say whatever he wants, i pushed the button]\n[they're lying to me]\n[they want to make me doubt so I don't go insane]\n[i must be available to them, so that the program isn't slowed\ndown]\n[so that they don't end up with a total mission failure]\n[so that they can tell the story of the heroic survivor who\novercomes hardships to give Mars to the Earth]\n[people love stories like that, and it makes the market share tick\nup]", "endoftext": false }, { "action": "Space", "response": "", "endoftext": false }, { "action": "You listen", "response": "Cemetary Gates, by Pantera. Haunted, tormented, violent, and\nthose screams of pain at the end...", "endoftext": false }, { "action": "You examine the bag", "response": "Crumpled in the corner of the room where you sleep, the zipper wide open (you never close the zipper, because of the nightmares). When your bed is an air cushion about half a centimetre thick tied to a plastic sleeping bag, what's the use of making your bed every morning? It's keeping you warm, it's true, but as for the rest, it's neither very comfortable nor soft; everything is Spartan here. You feel like if you could sleep in a real bed, with a thick mattress and blankets that would wrap all around you and give you some soft, comforting heat, if you could sleep in it for one night -- no, a week -- a month -- or, rather, an eternity -- it would solve all your problems.", "endoftext": false }, { "action": "You examine the chair", "response": "As all the furniture in the base, this chair was built from a few metal rails, put together by the robots before you got here. The air cushion they fixed on it is a joke, not even a centimetre thick. You hate this chair, it is always cold, uncomfortable, and these days it seems even more unstable than usual. So you wriggle around on it when you have nothing to do, or when you're waiting for an email to arrive, and one of these days it will collapse and it will serve it right.", "endoftext": false }, { "action": "Go north", "response": "Through the glass door on your right, you can see the base's greenhouse, which enables you to survive for now -- and for how long? There are a few weird vegetables and a couple of herbs valiantly attempting to survive in this cold and hostile Martian soil, constantly monitored by the central computer for optimal conditions. South is the room where you live; the bathroom is north.", "endoftext": false }, { "action": "You examine the vegetables", "response": "Behind the Plexiglas door to the east is the base's greenhouse, where a few plants attempt to survive in the martian soil.", "endoftext": false }, { "action": "Go north", "response": "You don't need to go to the toilet, and your next shower can wait. In any case, who cares about your body odor here?", "endoftext": false }, { "action": "You take the vegetables", "response": "You aren't inside the greenhouse.\n\nYour stomach rumbles, and the sensation of hunger is pretty intense. You have to find something to eat, to appease it for a while.", "endoftext": false }, { "action": "You enter the greenhouse", "response": "You open the door and enter the greenhouse.\nMartian greenhouse\nIt's warm in here, almost too warm. The Martian soil is cold, harsh, and the plants that are trying to grow here need to always be humid enough, which is accomplished with the drip irrigation system, constantly monitored by the central computer. The handful of plants and the few vegetables you're supposed to eat try their best to survive under those conditions, far away from their natural ecosystem. They look weak and tired, almost depressed; you wonder if, despite all the computer's efforts, they will last for much longer. You can exit the greenhouse by going west.", "endoftext": false }, { "action": "You get the plants", "response": "Odd, you thought you saw something move behind a leaf. You pull your hand back quickly and freeze. It's impossible, unless...", "endoftext": false }, { "action": "You take the plants", "response": "Slowly, you go around the leaves where the movement seemed to come from...\n\nSomething red, that...\n\nAh! It's fine, it's one of the station's robots. For a moment you thought that... But no, it's impossible -- of course you're alone in this station. It could only be the robots.", "endoftext": false }, { "action": "You examine the robot", "response": "The little red robot is Bob. You don't really know why, but that's the name he's been given. He's one of the two robots that live with you. They move around, but they don't have consciousness, and they aren't really capable of interacting with you -- robotics hasn't evolved fast enough to make robots that would be able to keep you company. They are controlled by the central computer, which gives them all sorts of tasks to perform in the base, from taking care of the plants to cleaning the rug, or even analysing samples.", "endoftext": false }, { "action": "You take the vegetable", "response": "You scratch and dig the soil a bit, and you find two carrots which look edible, as well as some mushrooms of adequate size, and a few leaves from a lettuce. You gulp down what you just harvested; the vegetables are rather bland, and whatever little taste they have has very little resemblance to vegetables from Earth, which makes eating them a strange experience. In no more than five minutes your meal is over, if you can call that a meal; you brush the soil off your hands as you get to your feet. The robots will take care of replanting when the sensors in the ground will have detected that the vegetables have been picked.\n\nAh, you have an email -- your computer just made that noise.", "endoftext": false }, { "action": "Go east", "response": "The greenhouse's only exit is west.", "endoftext": false }, { "action": "Go west", "response": "You open the door and exit the greenhouse.\nBy the greenhouse\nThrough the glass door on your right, you can see the base's greenhouse, which enables you to survive for now -- and for how long? There are a few weird vegetables and a couple of herbs valiantly attempting to survive in this cold and hostile Martian soil, constantly monitored by the central computer for optimal conditions. South is the room where you live; the bathroom is north.", "endoftext": false }, { "action": "You go to the south", "response": "Everything is shrouded in half-darkness, as always. Your sleeping bag is rolled in a ball, crumpled up in its usual spot in the corner of the room. In the opposite corner are your chair and computer desk. Your computer's looping the same playlist, as always. You spend most of your time here, although you go to the greenhouse from time to time. This is fine.\n\nTo the north, a little alcove leads to the greenhouse door. The corridor leading to the rest of the base is south.", "endoftext": false }, { "action": "You look at the computer", "response": "It's just a terminal, a monitor and peripherals; all the work and the computations are done by the central computer of the base, located underground, a gigantic computer built patiently by robots one mission after the other. The base computer centralises and interprets all the data coming from the base's systems, from the humidity in the greenhouse to the air pressure in the airlocks; whenever needed, it sends orders to Bill and Bob, who are in a way its arms and legs. It was made to control thousands of systems and dozens of robots, but since the majority of the base is closed off, it is rather underused; right now it spends its days showing your emails and playing music.", "endoftext": false }, { "action": "P.", "response": "From: majorchristacker@aresmail.com [Mon 17 Sept 2018 04:42\nPM]\n\nHello Charlotte,\n[hm, what does Tacker want?]\n\nA little mission for you today, if you feel up for it. We'd like to try to redo some calculations on base operations, energy consumption, nutritional needs, all that stuff. So, could you try to go to the storeroom and tell us what's left there? Actually, what would be most useful for us would be to know how many protein loaves are left in the [haha, he'll never say \"recycled shit\"]\nstoreroom. Let us know as soon as you can, so we can look into this over\nhere.\n\nTake care of yourself.\nTacker\n[alright, well let's go count those bits of tofu then]", "endoftext": false }, { "action": "P.", "response": "From: dianepeters@aresmail.com [Mon 17 Sept 2018 04:58 PM]\n\nHello Charlotte,\n\nI would like to offer, once more, an apology for yesterday's events.\nI\nhope that this incident will not prevent us from continuing our therapeutic process together. I am available whenever you want if you feel\nthe need to communicate via video messages; just let me know when.\n\nWaiting for your reply,\n[yeah well you're gonna wait a while]\nTake care of yourself,\nDr Diane Peters", "endoftext": false }, { "action": "You take the bag", "response": "You gaze at that pathetic bed, then you sigh. It's really fine where it is.", "endoftext": false }, { "action": "Go south", "response": "You stop in front of the corridor and stare at it. You don't like this corridor. It takes you away from your comfort zone. Of course, you're alone in here. But tell that to your heart, which is already beating fast.\nCorridor\nYou've never liked this corridor -- more precisely, you've always felt a bit queasy when walking in it, and you don't really need that right now. It is small, rather narrow, and the neon that's supposed to light it is blinking a pallid light. You really don't have a good feeling about it. That's also why you moved your sleeping bag to the main room north, so you don't have to walk in this corridor every night to go to the quarters, which are located next to the deactivated door at the south end of the corridor.", "endoftext": false }, { "action": "Go south", "response": "On the other side of the door, it is pitch black, or almost. This is the remainder of the base, which circuits have been deactivated after the catastrophe. Resources are rare, we can't afford to leave you access the whole base, which was designed to be used by the four of you. We put everything you might need in one wing. Let us know if you need anything else, but you should be fine. The storeroom is next to the door, towards the east; westwards, a bit further around the corner, is the dorm where the crew was supposed to sleep, which is now empty, and the corridor runs north to the main room.", "endoftext": false }, { "action": "You go east", "response": "The storeroom is a small room, narrow but long, with metal shelves running along the walls, and the kitchen nook at the back -- a sparse one, with a sink and two electric burners. Of course, almost all the supplies were lost in the accident, and what remains here are the survival rations, so to speak. The shelves are thus almost all empty, apart from the two closest to the door, which are reasonably full; although most of it is that \"space tofu\", like everyone called it, even if there are other things like the sauces, your last shred of humanity. You can exit to the corridor by the deactivated door.\n\nYou can see a yellow robot here.", "endoftext": false }, { "action": "You examine the robot", "response": "That's Bill. Bill and Bob, the base's two robots. Aside from their color, they are rigorously identical -- no difference whatsoever in their duties or their personalities, since they don't have any. They are dumb robots, servants to the central computer, who mostly do the upkeep of the base. In any case, they just don't stop -- they probably have more work than what they've been designed to do, since you don't do any of the tasks you were supposed to do. It's just as well: they're more efficient than you anyway. You need some time, or something else, but clearly not more orders to follow.", "endoftext": false }, { "action": "You count the sauces", "response": "No need to worry about salt, there are infinite supplies of it on Mars. As for sauces, there is barely half a dozen of small samples that aren't dehydrated, and several dozens -- fifty? a hundred? -- of dehydrated ones. So, not really enough to eat those every day.", "endoftext": false }, { "action": "You count the loaves", "response": "Alright, let's see.\n\nYou put your arm behind the pile of tofu on the shelf, then in a big sweeping motion you push all that off the shelf. The tofu loaves fly and crash on the floor. This mayhem is of course pretty childish, but it makes you happy, and you burst out laughing.\n\nYou bend down and start picking up the tofu loaves, putting them on the shelves by groups of five as you count them. You count out loud, to fill the silence, and to avoid losing track of the number. Finally, after ten minutes or so, you get to the end of the pile. \"One sixteen!\" you proclaim proudly. Then you repeat this number in your head several times, so as not to forget it. You should now go reply to the Major's email.", "endoftext": false }, { "action": "You look", "response": "The storeroom is a small room, narrow but long, with metal shelves running along the walls, and the kitchen nook at the back -- a sparse one, with a sink and two electric burners. Of course, almost all the supplies were lost in the accident, and what remains here are the survival rations, so to speak. The shelves are thus almost all empty, apart from the two closest to the door, which are reasonably full; although most of it is that \"space tofu\", like everyone called it, even if there are other things like the sauces, your last shred of humanity. You can exit to the corridor by the deactivated door.\n\nYou can see Bill here.", "endoftext": false }, { "action": "You examine the sink", "response": "A metal sink, almost normal except for the shape of the faucet: some kind of curved metal tube, with a motion detector. Of course, like all the water sources on the base, the water that flows is methodically recovered, treated and reused; you and the plants need it. But it's not really like you were lacking water here either: there's quite a bit of ice on Mars, and moreover the fuel cells which power the base (partly, the other part is coming from the Sun) create water as a byproduct when releasing energy. But all that costs energy or hydrogen, so everything is controlled and reused, in an effort to waste as little as possible.\nThe sink is currently switched off.", "endoftext": false }, { "action": "Go west", "response": "On the other side of the door, it is pitch black, or almost. This is the remainder of the base, which circuits have been deactivated after the catastrophe. Resources are rare, we can't afford to leave you access the whole base, which was designed to be used by the four of you. We put everything you might need in one wing. Let us know if you need anything else, but you should be fine. The storeroom is next to the door, towards the east; westwards, a bit further around the corner, is the dorm where the crew was supposed to sleep, which is now empty, and the corridor runs north to the main room.", "endoftext": false }, { "action": "Go north", "response": "You've never liked this corridor -- more precisely, you've always felt a bit queasy when walking in it, and you don't really need that right now. It is small, rather narrow, and the neon that's supposed to light it is blinking a pallid light. You really don't have a good feeling about it. That's also why you moved your sleeping bag to the main room north, so you don't have to walk in this corridor every night to go to the quarters, which are located next to the deactivated door at the south end of the corridor.", "endoftext": false }, { "action": "Go north", "response": "From: uawunion@aresmail.com [Mon 17 Sept 2018 05:00 PM]\n\nDear colleagues,\n\nToday, the United Aerospace Workers feel it is their responsibility\nto\nblow the whistle on the working conditions at Ares Space. Those working\nconditions are getting worse and worse, between unpaid hours of overtime\nand uncertainties surrounding the end-of-year bonus, as well as the pressure the company is putting its employees under.\n\nthose working conditions two months ago, shortly before the catastrophe we\nall know about. Ever since then, the working conditions have not improved,\nand have even gotten worse. We report and criticize the following facts,\nwhich appeared within the last six weeks:\n- the constant changes in the workers' schedules;\n- the older model of shuttle being brought back in the factory\nwithout\nany complementary training given to the workers, which also puts\nnew\nentrants at a disadvantage;\n- the contradictory orders and constant reconfiguration of the missions\n(order, content, durations, etc.), which betrays a clear lack of organization for the last six weeks;\n- inadequate psychological support and follow-up provided to employees.\nThis also adds to our previous grievances, which were about the late payment or even sometimes the non-payment of overtime, or difficult schedules in the manufacturing unit when, as the recent events unfortunately show, ensuring both quality and security is paramount, and\nthis requires to have qualified personnel be able to work under good conditions.\n\nWe ask for our grievances to be heard by corporate management, and we wish\nto be given an interview with Mr Schwartz as soon as possible to discuss\nthose points.\n\nHave a nice day,\nYour UAW representatives\n\n[good for them, i guess...]\n[pffff]\n[who's going to help me get out of this?]", "endoftext": false }, { "action": "P.", "response": "[alright, time to reply to Tacker]", "endoftext": false }, { "action": "Reply", "response": "From: majorchristacker@aresmail.com [Mon 17 Sept 2018 04:42\nPM]\n\nHello Charlotte,\n\nA little mission for you today, if you feel up for it. We'd like to try to redo some calculations on base operations, energy consumption, nutritional needs, all that stuff. So, could you try to go to the storeroom and tell us what's left there? Actually, what would be most useful for us would be to know how many protein loaves are left in the storeroom. Let us know as soon as you can, so we can look into this over\nhere.\n\nTake care of yourself.\nTacker", "endoftext": false }, { "action": "Reply", "response": "From: majorchristacker@aresmail.com [Mon 17 Sept 2018 04:42\nPM]\n\n> Hello Charlotte,\n\n> A little mission for you today, if you feel up for it. We'd like\nto\n>try to redo some calculations about the base operations, the\nenergy\n>consumption, nutritional needs, all that stuff. So, could you try\nto\n>go to the storeroom and tell us what's left there? Actually, what would\n>be most useful for us would be to know how many protein\nloaves\n>are left in the storeroom. Let us know as soon as you can, so we\ncan look\n>into this over here.\n\n> Take care of yourself.\n> Tacker", "endoftext": false }, { "action": "Type", "response": "", "endoftext": false }, { "action": "You send", "response": "TackerThere are 116 loaves of recycled poop on the shelf,\n116 loaves of recycled poop on\nthe shelf, 116 loaves of recycled poop on the shelf...", "endoftext": false }, { "action": "You send", "response": "the shelf, 116 loaves of recycled poop on the shelf...And if one astronaut should have to go and poop,", "endoftext": false }, { "action": "You send", "response": "astronaut should have to go and poop,there would be 117 loaves of recycled poop on the shelf.", "endoftext": false }, { "action": "You wait", "response": "[hahahaha]\n[there, sent]", "endoftext": false }, { "action": "You wait", "response": "", "endoftext": false }, { "action": "You listen", "response": "Schottkey 7th Pathby Aphex Twin. Incessant crackling and a\nstubborn melody, played by an echoey synth.", "endoftext": false }, { "action": "Go south", "response": "You've never liked this corridor -- more precisely, you've always felt a bit queasy when walking in it, and you don't really need that right now. It is small, rather narrow, and the neon that's supposed to light it is blinking a pallid light. You really don't have a good feeling about it. That's also why you moved your sleeping bag to the main room north, so you don't have to walk in this corridor every night to go to the quarters, which are located next to the deactivated door at the south end of the corridor.", "endoftext": false }, { "action": "Go south", "response": "On the other side of the door, it is pitch black, or almost. This is the remainder of the base, which circuits have been deactivated after the catastrophe. Resources are rare, we can't afford to leave you access the whole base, which was designed to be used by the four of you. We put everything you might need in one wing. Let us know if you need anything else, but you should be fine. The storeroom is next to the door, towards the east; westwards, a bit further around the corner, is the dorm where the crew was supposed to sleep, which is now empty, and the corridor runs north to the main room.\n\nWhat are you still doing there, you wretch? What's the point?\nYou're useless here, the robots are doing all the work.\nThe harmful thoughts are coming back... It's hard to avoid them these days. And you know that when they start, the only thing there is to make them stop is curl up in a ball in your bed and empty your mind, meditate, or sleep. That's the way it is. Maybe it'll eventually get better.", "endoftext": false }, { "action": "You go south", "response": "The door is controlled by the central computer, which is itself controlled by the base. In any case, you really don't need any more of empty, dark, depressing spaces; you have enough of that right now.", "endoftext": false }, { "action": "Sleep", "response": "You look at your sleeping bag, and you suddenly feel an overwhelming weariness taking over, like it often happens. What's the point of all this? Why do all this, why does it matter? Your only desire right now is to curl up in a ball. And who will prevent you from that? You can do whatever you want.\ndo whatever you want.Alright, that's enough for today. Weariness, fatigue, emptiness are heavy to bear, and you feel like you're going down a bad slippery slope. The best strategy is to go to bed, meditate, empty your head, let yourself drift in sleep; luckily, you've always managed to find sleep quickly and whenever you wanted it, ever since you were little.\n\nYou slip inside your sleeping bag, and close your eyes. The thoughts are still racing in your mind, but you know the solution. You start counting, slowly, starting from fifty -- you and Dr Peters discovered that counting down only triggered visions of space shuttles, launches, stress, in your brain, and only brought the trauma back. Slowly, softly, steadily, focusing on every single syllable...", "endoftext": false }, { "action": "Sleep", "response": "Fifty...", "endoftext": false }, { "action": "You keep going", "response": "Fifty-one...", "endoftext": false }, { "action": "Continue", "response": "Fifty-two...", "endoftext": false }, { "action": "Keep going", "response": "Fifty-three...\nFifty-three...\nFifty-four...", "endoftext": false }, { "action": "You press the Space", "response": "Fifty-five...\nFifty-six...", "endoftext": false }, { "action": "You wait", "response": "Fifty-seven...", "endoftext": false }, { "action": "You wait", "response": "The walls are blank, the colors grey and green. A periscope in front of you; it's up.", "endoftext": false }, { "action": "You look through the periscope", "response": "The periscope is way up. You jump to reach it, but you can't grab it.\n\nBehind you, Eduardo smiles at you. \"I'll help you.\"\n\nYou feel his hands on your hips, and you jump, and you manage to hang to the periscope, then to climb up the tower, way up.\n\nYou are standing on the submarine's metal hatch. You look around. Everything is dark, it's sunset. The sky is reddish, the water a dark blue. Not a wave, like a clear mirror made of water. Far away, an island.", "endoftext": false }, { "action": "You get down", "response": "You get down inside the ship.\n\nThe walls inside are straight, and covered with instruments and dials that you cannot read clearly. You friends are by the ceiling, floating around -- you are under water, which leaked into the hull. A red button lies on the floor.", "endoftext": false }, { "action": "You wait", "response": "You push the red button, and the other three scream, shriek. You don't feel anything, but you jump. Their screams are very distinctly real and hurt your ears.\n\nThe fire extinguisher next to you starts blowing steam out, like a pressure cooker. A horrible whistling noise, a high-pitched noise, getting louder and higher, like an alarm or a plane going down. Eduardo looks at you, as if he wasn't understanding what was happening to him, his eyes full of reproach.\n\nWith an expression full of hate, Michel lunges for you, and you push him back. His head hits a crossbar and he starts bleeding inside his space suit. He starts melting inside his space suit, all you can see are red bubbles and his face decomposing quickly, his skull tearing off. You want to close your eyes but you can't.\n\nAn explosion, and shrapnel floats parallel to you, in slow motion. Pieces of metal, the dials' hands, glass, knifes.\n\nYou can't stop looking at Eduardo's face, torn apart by thousands of projectiles, his skin peeling off his skull in big shreds, the red color of his muscles, the red of his blood, his cry of pain, his face crumbing away, his skin tearing off...\n\nYou turn around, and a grenade is right in front of your face, you see every single one of its details, and then it freezes, then explodes in your face...", "endoftext": false }, { "action": "You wait", "response": "[AAAAAAAAAAAAAAAAAAAAAAAAH]", "endoftext": false }, { "action": "You wait", "response": "You wake up, screaming, shaking, tense, sitting up, then quickly on your feet, but then just as quickly back down on all fours, curled up in a ball.\n\nYour heart is beating very fast, too fast, it's going to shut down on you. Your breathing is nothing but loud whimpers, gasps, sobs.\n\nAfter a few seconds, or minutes, of this intense terror, you manage to control yourself somewhat again, with great difficulty. That one was vivid. They all are. Dozens of terrible details that haunt you. Morbid dreams that you can still remember, even the little details, weeks later. All similar, all different, all terrifying.\n\nIt's hard, but you get back up, and you stretch with a big sigh. You hate the days that start with nightmares. You can never quite shake them off, and the cloud hangs over your head the whole day through. Every day starts with a nightmare these days.", "endoftext": false }, { "action": "Loo", "response": "Everything is shrouded in half-darkness, as always. Your sleeping bag is rolled in a ball, crumpled up in its usual spot in the corner of the room. In the opposite corner are your chair and computer desk. Your computer's looping the same playlist, as always. You spend most of your time here, although you go to the greenhouse from time to time. This is fine.\n\nTo the north, a little alcove leads to the greenhouse door. The corridor leading to the rest of the base is south.\n\nApparently, you have a new email.", "endoftext": false }, { "action": "P.", "response": "From: diagnosticcentre@aresmail.com [Tues 18 Sept 2018\n09:00 AM]\n\nHello Charlotte,\n\nOur instruments picked up some anomalies in the base this morning,\nand\nthe procedure is that we must inform you about them.\n[interesting...]\n\nThose measurements are ones produced by sensors placed in the room where\nbeds for the crew were set up. Our previous measurements indicate that you haven't been using this room for sleeping for a few weeks, but we still measured important traces of organic life, most notably heat and some breathing.\n[huh?]\n\n[i would never have done that!]\nit is totally fine, but the procedure is such that we have to inform you\nof any activity that's out of the ordinary. The other explanation, which is admittedly a bit more worrying, is that you were subject to a temporary sleepwalking episode during the night, which is possible. [sleepwalking? what next?]\nIf this is the case, we ask you to inform your referring\npsychiatrist, Dr Peters.\n[oh god]\n\nHave a nice day,\n[the third explanation the third explanation]\n\nKind regards,\n[no, it's silly]\n\n[enough of your crap]\n\n[what if i wasn't alone]\n[come on stupid girl]\n[you're not making any sense]\n[knock it off]\n[i'm not alone]\n[that's why i'm so scared of this room]\n[i felt it]\n[NO enough with your bullshit]", "endoftext": false }, { "action": "P.", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\nHey Charlotte,\n\nI haven't really had much time the last few days, I'll tell you\nabout it later if you want. But I was just thinking about the email you sent me, and it sucks. Is there anything I can do? let me know.\n\nLater,\nTom\n\n[hmm]\n[he's worried]\n[but at the same time what can he do]\n[alright, i'll reply]", "endoftext": false }, { "action": "You wait", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\n> Hey Charlotte,\n\n> I haven't really had much time the last few days, I'll tell\nyou\n>about it later if you want. But I was just thinking about the\nemail\n>you sent me, and it sucks. Is there anything I can do? let me\nknow.\n\n> Later,\n> Tom\n\nHey Tom,\nThat's sweet, but no. Unforun", "endoftext": false }, { "action": "You wait", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\n> Hey Charlotte,\n\n> I haven't really had much time the last few days, I'll tell\nyou\n>about it later if you want. But I was just thinking about the\nemail\n>you sent me, and it sucks. Is there anything I can do? let me\nknow.\n\n> Later,\n> Tom\n\nHey Tom,\nThat's sweet, but no. Unforu", "endoftext": false }, { "action": "You wait", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\n> Hey Charlotte,\n\n> I haven't really had much time the last few days, I'll tell\nyou\n>about it later if you want. But I was just thinking about the\nemail\n>you sent me, and it sucks. Is there anything I can do? let me\nknow.\n\n> Later,\n> Tom\n\nHey Tom,\nThat's sweet, but no. Unfor", "endoftext": false }, { "action": "Type", "response": "That's sweet, but no. Unfortunately.", "endoftext": false }, { "action": "Type", "response": "That's sweet, but no. Unfortunately. I feel like nobody can do anything to help\nme", "endoftext": false }, { "action": "Type", "response": "me, it's a drr", "endoftext": false }, { "action": "Type", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\n> Hey Charlotte,\n\n> I haven't really had much time the last few days, I'll tell\nyou\n>about it later if you want. But I was just thinking about the\nemail\n>you sent me, and it sucks. Is there anything I can do? let me\nknow.\n\n> Later,\n> Tom\n\nHey Tom,\nThat's sweet, but no. Unfortunately. I feel like nobody can do anything to help\nme, it's a dr", "endoftext": false }, { "action": "Type", "response": "me, it's a dreadful feeling.", "endoftext": false }, { "action": "Continue", "response": "me, it's a dreadful feeling. In fact, it's silly, but", "endoftext": false }, { "action": "You keep going", "response": "me, it's a dreadful feeling. In fact, it's silly, but I don't know if I'm feeling better.", "endoftext": false }, { "action": "You continue", "response": "I'm feeling better. I mean, I understand that its", "endoftext": false }, { "action": "Continue", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\n> Hey Charlotte,\n\n> I haven't really had much time the last few days, I'll tell\nyou\n>about it later if you want. But I was just thinking about the\nemail\n>you sent me, and it sucks. Is there anything I can do? let me\nknow.\n\n> Later,\n> Tom\n\nHey Tom,\nThat's sweet, but no. Unfortunately. I feel like nobody can do anything to help\nme, it's a dreadful feeling.\n\nIn fact, it's silly, but I don't know if I'm feeling better. I mean,\nI understand that it", "endoftext": false }, { "action": "Keep going", "response": "not a linear process, if you see what I mean", "endoftext": false }, { "action": "Keep going", "response": "not a linear process, if you see what I mean..", "endoftext": false }, { "action": "Continue", "response": "not a linear process, if you see what I mean...", "endoftext": false }, { "action": "You keep going", "response": "not a linear process, if you see what I mean... I don't know if I'm going to get out of it.", "endoftext": false }, { "action": "Keep going", "response": "going to get out of it. Get out of that, that state.", "endoftext": false }, { "action": "Continue", "response": "going to get out of it. Get out of that, that state. I don't know if it's\npossible given the situation, you see.", "endoftext": false }, { "action": "Continue", "response": "possible given the situation, you see. I know that people get over it, that kind of stuff,\nbut they're not as alone as I am.", "endoftext": false }, { "action": "Keep going", "response": "but they're not as alone as I am. They have friends, support networks, crutches.", "endoftext": false }, { "action": "You continue", "response": "crutches. Help.", "endoftext": false }, { "action": "Continue", "response": "And me...", "endoftext": false }, { "action": "Continue", "response": "And me... I only have you, almost.", "endoftext": false }, { "action": "Keep going", "response": "And me... I only have you, almost. And y", "endoftext": false }, { "action": "Keep going", "response": "From: toodope@karatemail.com [Tues 18 Sept 2018 10:11 AM]\n\n> Hey Charlotte,\n\n> I haven't really had much time the last few days, I'll tell\nyou\n>about it later if you want. But I was just thinking about the\nemail\n>you sent me, and it sucks. Is there anything I can do? let me\nknow.\n\n> Later,\n> Tom\n\nHey Tom,\nThat's sweet, but no. Unfortunately. I feel like nobody can do anything to help\nme, it's a dreadful feeling.\n\nIn fact, it's silly, but I don't know if I'm feeling better. I mean,\nI understand that it's\nnot a linear process, if you see what I mean...\n\nI don't know if I'm going to get out of it. Get out of that, that state. I don't know if it's\npossible given the situation, you see. I know that people get over it, that kind of stuff,\nbut they're not as alone as I am. They have friends, support networks, crutches. Help.\nAnd me... I only have you, almost.", "endoftext": false }, { "action": "Continue", "response": "(By the way, I'll have to tell you some other day about what my\nshrink did to me.", "endoftext": false }, { "action": "You keep going", "response": "shrink did to me. I was livid.)", "endoftext": false }, { "action": "You continue", "response": "shrink did to me. I was livid.) And you, even with you it's not really it,", "endoftext": false }, { "action": "Continue", "response": "it, it's just epistolary.", "endoftext": false }, { "action": "Keep going", "response": "it, it's just epistolary. We're constantly leaving\nmessages on each other's voicemail, so to speak, but we're not really there for each other.", "endoftext": false }, { "action": "Continue", "response": "I hope you see what I mean by that.", "endoftext": false }, { "action": "Keep going", "response": "I hope you see what I mean by that. It's been so long since I saw a face...", "endoftext": false }, { "action": "Continue", "response": "face... Send me\na picture, any picture.", "endoftext": false }, { "action": "You continue", "response": "a picture, any picture. Take care of yourself, and don't worry about me.\nCharlotte", "endoftext": false }, { "action": "You continue", "response": "[there, sent]", "endoftext": false }, { "action": "Go north", "response": "From: majorchristacker@aresmail.com [Tues 18 Sept 2018\n11:13 AM]\n\nHello Charlotte,\n\nWe got a problem: Bob seems stuck in the crew quarters!\n[what?! how is that even possible?]\n\nThe central computer tried to fix him, even rebooting him, but it didn't work. We even tried to take over manually, but we don't know why\nhe's responding but not moving, no matter what we try.\n\nIt's really weird!! So, rather than sending Bill to the rescue and maybe\ncause him to get stuck because of the same thing (but what could it be?!) [but those robots are indestructible, they're not\nsupposed to be stuck, ever!]\nwe'd like you to go check it out. To see if it's something in the room,\nor if it's a software or hardware bug. Let us know what you can find, and\nif you can't see anything unusual we'll have to try to trace the bug in\nthe code and update both of them.\n\nLet us know quickly please!! Thanks!!\nTacker\n[that can't be? what the hell is this, shit!]\n[they never break down, those robots never have any kind of\nproblem]\n[unless something\nattacked him]\n[well shit, they can trudge along on the surface of mars, a stupid\nrug is not gonna...]\n[it's something\nelse]\n[all that is not exactly reassuring...]\n[what about the email\nfrom the diagnostic centre?]\n[fuck, i need to calk down right now]\n[you're not alone you're\nnot alone i'm telling you not alone]\n[STOP your shit]\n[alright, let's go, i'm sure it's nothing]", "endoftext": false }, { "action": "Go north", "response": "Through the glass door on your right, you can see the base's greenhouse, which enables you to survive for now -- and for how long? There are a few weird vegetables and a couple of herbs valiantly attempting to survive in this cold and hostile Martian soil, constantly monitored by the central computer for optimal conditions. South is the room where you live; the bathroom is north.", "endoftext": false }, { "action": "You go to the west", "response": "There is nothing this way; you can go south to the main room, or go inside the greenhouse. You could also go in the bathroom to the north, but you don't really feel like it.", "endoftext": false }, { "action": "Go east", "response": "You open the door and enter the greenhouse.\nMartian greenhouse\nIt's warm in here, almost too warm. The Martian soil is cold, harsh, and the plants that are trying to grow here need to always be humid enough, which is accomplished with the drip irrigation system, constantly monitored by the central computer. The handful of plants and the few vegetables you're supposed to eat try their best to survive under those conditions, far away from their natural ecosystem. They look weak and tired, almost depressed; you wonder if, despite all the computer's efforts, they will last for much longer. You can exit the greenhouse by going west.", "endoftext": false }, { "action": "You get the vegetables", "response": "You absentmindedly nibble on a vegetable, which you find bland and tasteless. You need something heartier, with more proteins than this.", "endoftext": false }, { "action": "Go west", "response": "You open the door and exit the greenhouse.\nBy the greenhouse\nThrough the glass door on your right, you can see the base's greenhouse, which enables you to survive for now -- and for how long? There are a few weird vegetables and a couple of herbs valiantly attempting to survive in this cold and hostile Martian soil, constantly monitored by the central computer for optimal conditions. South is the room where you live; the bathroom is north.", "endoftext": false }, { "action": "You go to the south", "response": "Everything is shrouded in half-darkness, as always. Your sleeping bag is rolled in a ball, crumpled up in its usual spot in the corner of the room. In the opposite corner are your chair and computer desk. Your computer's looping the same playlist, as always. You spend most of your time here, although you go to the greenhouse from time to time. This is fine.\n\nTo the north, a little alcove leads to the greenhouse door. The corridor leading to the rest of the base is south.", "endoftext": false }, { "action": "You go south", "response": "On the other side of the door, it is pitch black, or almost. This is the remainder of the base, which circuits have been deactivated after the catastrophe. Resources are rare, we can't afford to leave you access the whole base, which was designed to be used by the four of you. We put everything you might need in one wing. Let us know if you need anything else, but you should be fine. The storeroom is next to the door, towards the east; westwards, a bit further around the corner, is the dorm where the crew was supposed to sleep, which is now empty, and the corridor runs north to the main room.\n\nYou should really do something about this robot -- but first, eating, quickly.", "endoftext": false }, { "action": "Go east", "response": "The storeroom is a small room, narrow but long, with metal shelves running along the walls, and the kitchen nook at the back -- a sparse one, with a sink and two electric burners. Of course, almost all the supplies were lost in the accident, and what remains here are the survival rations, so to speak. The shelves are thus almost all empty, apart from the two closest to the door, which are reasonably full; although most of it is that \"space tofu\", like everyone called it, even if there are other things like the sauces, your last shred of humanity. You can exit to the corridor by the deactivated door.\n\nYou can see Bill here.", "endoftext": false }, { "action": "You get Bill", "response": "He rolls rather quickly -- and what's more, he weighs a ton.", "endoftext": false }, { "action": "You get the loaf", "response": "Appease the hunger once and for all, even if it means eating one of those disgusting loaves. You take one from the top of the shelf and start removing the wrapping.\n\nThe loaf is almost small enough that it would fit whole in your mouth. Eurgh, why did you think about that -- now you're just picturing having your mouth completely filled with this thick and tasteless paste. You close your eyes and breathe, then eat one bite. Of course, it is tasteless; you take a pinch of salt and put it directly in your mouth: it's tolerable, but really not quite edible yet. Anyway, it never is. Had the payload not gone up in flames, you would have had all sorts of spices and herbs to plant, and even a few extra chemical aromas; but right now, with nothing of the kind, it's just unbearable.\n\nAfter ten minutes of that disgusting sensation in your mouth, you painstakingly finish the loaf. You feel satiated, except that you feel like throwing up. Eating here is a struggle, a difficult and really not a gratifying one. No wonder you feel depressed, and you're sure that a plate of beef bourguignon would heal you in a heartbeat. Five months before taste comes back...", "endoftext": false }, { "action": "You go to the east", "response": "You can only leave the storeroom by going west.", "endoftext": false }, { "action": "Go west", "response": "You go back towards the deactivated door, which is half shrouded in darkness; you feel knots in your stomach, tied there by a feeling of foreboding. You're filled with fear, without exactly knowing why.\nBy the deactivated door\nIs it darker here than it was moments ago? Oddly, it does seem so. You don't feel very safe anymore all of a sudden; it's like everything was darker, the darkness thickening, growing more menacing from behind the door, like your reflection was blurrier. You close your eyes for a few seconds, but when you open them, it's the same thing, and your heart is racing even more. Maybe the fear of going towards the quarters to the west.", "endoftext": false }, { "action": "Go west", "response": "Alright, when you gotta go... You take a deep breath before going towards the...", "endoftext": false }, { "action": "Go west", "response": "A little flash of light to your left, in your peripheral vision. Behind the door. At least you think? You turn and face the door, slowly. It can't be, still, must be a...", "endoftext": false }, { "action": "Go west", "response": "NO you weren't mistaken you jump out and run as far as you can from this darkness but you end up in front of the quarters and they're in darkness too -- breathe, breathe goddamnit, calm down calm down.\n\nYou can only gasp for air, which is burning your lungs; your head is spinning, your vision is blurring, your stomach is in a knot. Pure terror runs in your veins. Is there something, someone there? Impossible, impossible you tell yourself. But then why do you have this feeling of being watched, surrounded by a sinister shadow? You try to calm yourself by staring at the small light that's blinking in the dark room north; it's Bob, and he needs you.", "endoftext": false }, { "action": "Go north", "response": "One last scream filled with rage, pain, fear. Come you, you have to come in now!\n\nYou step forward slowly, shaking, your teeth clenched and your jaw as tense as it's ever been. You force yourself to relax it, you breathe through the mouth heavily but slowly. Singing, right, that would help. Singing anything, something rythmic, something catchy. You hum with a frail voice as you keep moving forward.\n\nOne step into darkness -- that's good -- it'll be okay, don't focus on it, it's just a dark room -- two steps -- everything's okay -- fuck i'm entirely in darkness -- it's okay it's okay -- focus on something else\n\nEverything's fine. You take one more step, then another one, and nothing happens. Behind you, the light from the corridor makes you feel safer. You're not too far from Bob. It's almost over. A few more steps...", "endoftext": false }, { "action": "Go north", "response": "[what was that]", "endoftext": false }, { "action": "Go north", "response": "[shit - AAH]", "endoftext": false }, { "action": "You go north", "response": "[cold]", "endoftext": false }, { "action": "Go north", "response": "[wet]", "endoftext": false }, { "action": "Go north", "response": "[slimy]", "endoftext": false }, { "action": "Go north", "response": "[on my\nankle]", "endoftext": false }, { "action": "Go north", "response": "[around\nmy ankle]", "endoftext": false }, { "action": "Go north", "response": "[RUN]", "endoftext": false }, { "action": "You go north", "response": "You are standing in front of the room where the bunk beds were set up; the light from outside shines on the foot of one of the beds, against the wall. It was supposed to be the dorm, the crew quarters where everyone would go sleep at night. The only", "endoftext": false }, { "action": "F north", "response": "On the other side of the door, it is pitch black, or almost. This is the remainder of the base, the circuits of which have been deactivated after the catastrophe. Resources are rare, we can't afford to leave you access to the whole base, which was designed to be used by the four of you. We put", "endoftext": false }, { "action": "You go to the north", "response": "[AWAY]", "endoftext": false }, { "action": "You go to the north", "response": "[SHIT]", "endoftext": false }, { "action": "Go north", "response": "[calm down]", "endoftext": false }, { "action": "Go north", "response": "[CALM down]", "endoftext": false }, { "action": "Go north", "response": "[calm DOWN]", "endoftext": false }, { "action": "You go north", "response": "Everything's ok. Nothing to fear. Nothing.", "endoftext": false }, { "action": "You go north", "response": "[WHAT WAS THAT]\n\nCaaaaalm down, caaaaalm down.", "endoftext": false }, { "action": "Go north", "response": "Caaaaalm down, caaaaalm down. [I\nFELT IT I'M TELLING YOU I FELT IT]", "endoftext": false }, { "action": "You go to the north", "response": "Yes.\n\nMe too.\n\n[what are we going to do]", "endoftext": false }, { "action": "Go north", "response": "[i'm going crazy]", "endoftext": false }, { "action": "Go north", "response": "[i'm going crazy i'm hallucinating]", "endoftext": false }, { "action": "Go north", "response": "[IT will come back]", "endoftext": false }, { "action": "Go north", "response": "[it's gonna come back drive me insane kill me]", "endoftext": false }, { "action": "You go north", "response": "[i want it to go away]\n\n[i don't want to be insane]\n\n[i don't want to die]\n\n[i want to survive this]", "endoftext": false }, { "action": "Go north", "response": "Your right arm reaches for your computer. You don't really feel like you're in your body anymore. A sensation of lightness, detachment. You see yourself opening the \"MUSIC\" folder of your computer. You find it easily, you click on it, and the speakers boom out this happy music. Exactly what you want. Joy. Waves. Sun. You are in California. You smile. You let the music take over. Your body is dancing like it never danced before. You close your eyes and abandon yourself to the music.", "endoftext": false }, { "action": "You wait", "response": "After six hours of school, I've had enough for the day", "endoftext": false }, { "action": "Dance", "response": "", "endoftext": false }, { "action": "You go to the north", "response": "", "endoftext": false }, { "action": "You run", "response": "You'll have to say which compass direction to go in.\nYou can see Bob's little red diode blinking alone in the dark.", "endoftext": false }, { "action": "You get Bob", "response": "Get in, take him, or flip him, and get out. Easy. Come on, show a bit of courage. Come on come on come on.", "endoftext": false }, { "action": "You get Bob", "response": "Get in, take him, or flip him, and get out. Easy. Come on, show a bit of courage. Come on come on come on.\n\nCome on, now you need to go rescue Bob. Take a deep breath...\nThe little robot cries small beeps from time to time, like a little distress call.", "endoftext": false }, { "action": "You get Bob", "response": "Get in, take him, or flip him, and get out. Easy. Come on, show a bit of courage. Come on come on come on.\nThe little robot cries small beeps from time to time, like a little distress call.", "endoftext": false }, { "action": "You take Bob", "response": "Get in, take him, or flip him, and get out. Easy. Come on, show a bit of courage. Come on come on come on.\nYou can see Bob's little red diode blinking alone in the dark.", "endoftext": true } ]
an7ll2j4kupi2zl
Cave
William Stott
[ "Cave crawl" ]
[ "graphics", "sound" ]
2,004
[ 0, 0, 0, 0, 0 ]
0
0
20190929a
false
[ { "action": "%", "response": "Dragonflies hum and hover, and you hear the occasional splash of feeding fish. There is a little path winding between dense trees towards the south.\nYou can go south (further into the trees).\n\nYou can see some long reeds and a large iron key here.", "endoftext": false }, { "action": "About yourself", "response": "You are wearing the traditional clothing of an adventurer.", "endoftext": false }, { "action": "You examine the reeds", "response": "You see a mass of reeds that sway gently in the shallow water.\nLooking in the reeds, you find a sack. There is something inside...", "endoftext": false }, { "action": "You take the sack", "response": "Taken.", "endoftext": false }, { "action": "You examine the key", "response": "You see a large, dull iron key that must be for an ancient door.", "endoftext": false }, { "action": "You open the sack", "response": "You see a hessian sack.\nInside is a reed flute...", "endoftext": false }, { "action": "You examine the flute", "response": "The flute is made of elaborately-carved wood.", "endoftext": false }, { "action": "You go south", "response": "The twisting path leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.\nYou can go north (along a path to a lake) or east (further into the forest).\n\nYou can see a hollow tree stump here.", "endoftext": false }, { "action": "You examine the stump", "response": "You look carefully in the hollow tree stump and. find a box of matches...", "endoftext": false }, { "action": "You look at the matches", "response": "You see a box of matches. It's nearly full.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na large iron key\na brown hessian sack\na reed flute", "endoftext": false }, { "action": "You take the matches", "response": "Taken.", "endoftext": false }, { "action": "You play flute", "response": "OK... squeeeak...\n(You don't know how to play it properly - perhaps you need an instruction booklet...)", "endoftext": false }, { "action": "Go east", "response": "The opening to a deep cave leads eastwards into darkness, and the path winds west into the forest.\nYou can go west (to the forest) or east (into the dark cave).\n\nYou can see a small candle stub (unlit) and an ancient silver coin here.", "endoftext": false }, { "action": "Info", "response": "Cave (a short demo using sounds and pictures in Glulx)\n\na good idea to read both of these first.\n\nI've put comments in the accompanying source code to help explain what's going on. Please feel free to borrow any ideas. All the trickier stuff is taken straight from the examples in the Gull documentation, where it's explained fully.\n\nThe pictures and sounds used here have been borrowed from the children's game Dragon Adventure (also in the IF Archive). The game was originally written in BASIC for RISC OS computers, and I wanted to use the same pictures and sound files in the Glulx version. The various picture sizes were chosen to fit the 640 x 480 VGA screen of the original version. At higher screen resolutions the pictures appear smaller, and remain with a fixed offset from the left side of the main window. I haven't found a way round this with Glulx.\n\neffect samples. This gives links to thousands of AU, AIFF and (mostly) WAV samples (I found 106 elephant sounds, for instance), though you need to check the copyright status before using anything.\n\nYou'll probably also need an editor for trimming and changing the volume of sound samples. One good one is Audacity, a freeware open source editor for Windows, Linux and the Mac (from\n\nconversion to AIFF. 8-bit mono at 11 or 16KHz seems to be about the best compromise between file length and quality for basic game sound effects.\n\nrival Photoshop. It's available for Windows, Linux and the Mac, and, once you get the hang of it, is useful for both image creation and manipulation.\n\nLike its parent game, this demo has a built-in picture map on screen which shows the places visited (type 'map'). Sound effects can be turned off or on by 'sound off/on'. It's also possible to see briefly inside the dark cave by striking a match, and 'listen' will replay the sound heard by the lake. The demo has no set game ending (in case anyone tries to find one!).\n\nWilliam Stott, June 2004\n\n(Type LOOK or L to see where you are in the game)", "endoftext": false }, { "action": "You examine the coin", "response": "The coin is very old and made of silver. On one side you see the portrait of an ancient king, on the other there is a picture of a galloping horse. It looks quite valuable.", "endoftext": false }, { "action": "Light candle", "response": "OK... you light the candle using the matches...", "endoftext": false }, { "action": "Go east", "response": "The cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. The cave exit is to the west.\n\nYou can see a mouldy old boot here.", "endoftext": false }, { "action": "You look at it", "response": "You see an old, mouldy boot.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na mouldy old boot\nan ancient silver coin\na small, burning candle stub (providing light)\na box of matches\na large iron key\na brown hessian sack\na reed flute", "endoftext": true }, { "action": "Look around", "response": "The cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. The cave exit is to the west.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig?", "endoftext": false }, { "action": "You go west", "response": "The opening to a deep cave leads eastwards into darkness, and the path winds west into the forest.\nYou can go west (to the forest) or east (into the dark cave).", "endoftext": false }, { "action": "Go west", "response": "The twisting path leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.\nYou can go north (along a path to a lake) or east (further into the forest).\n\nYou can see a hollow tree stump (which is empty) here.", "endoftext": false }, { "action": "Go north", "response": "Dragonflies hum and hover, and you hear the occasional splash of feeding fish. There is a little path winding between dense trees towards the south.\nYou can go south (further into the trees).\n\nYou can see some long reeds here.", "endoftext": false }, { "action": "You take the reeds", "response": "They're fixed in place.", "endoftext": false }, { "action": "You look at the lake", "response": "You see a mass of reeds that sway gently in the shallow water.\nYou see nothing special about the long reeds.", "endoftext": false }, { "action": "You drop the boot", "response": "Dropped.", "endoftext": true }, { "action": "You look around", "response": "Dragonflies hum and hover, and you hear the occasional splash of feeding fish. There is a little path winding between dense trees towards the south.\nYou can go south (further into the trees).\n\nYou can see a mouldy old boot and some long reeds here.", "endoftext": false }, { "action": "You wear the boot", "response": "(first taking the mouldy old boot)\nYou can't wear that!", "endoftext": false }, { "action": "You look", "response": "Dragonflies hum and hover, and you hear the occasional splash of feeding fish. There is a little path winding between dense trees towards the south.\nYou can go south (further into the trees).\n\nYou can see some long reeds here.", "endoftext": false }, { "action": "You listen", "response": "You hear the occasional splash of fish feeding near the surface.", "endoftext": true } ]
v8cymsh1u24t2tnq
Cottage
Viggo Eriksson
[ "Fantasy" ]
[ "built-in hints", "cave crawl", "collaboration", "Cruel", "maze", "primitive parser" ]
2,009
[ 0, 0, 0, 0, 0 ]
0
0
20190728
false
You're on a jetty by a lake somewhere in Småland. In the distance you can see a red cottage. Around the house there are forests extending for miles and miles, waterfalls, and many strange characters. When you enter the cottage you discover that it's a lot bigger on the inside than on the outside. It's even got a lift! You will explore the cottage and its surroundings. The computer is your eyes and hands. Inside the cottage anything can happen; you can fall down trapdoors, robbers can take all your valuables, escalators can be roped off and telephones can ring. Outside the house there are large forests to rove, waterfalls to shower in and mysterious creatures that appear when you least expect it... You have to use all of your cunning to collect treasures and valuables and make it through the game with as many points as possible. Hours of interesting and intelligent entertainment are in store for you! Cottage is a translation of Stuga, the earliest known Swedish text adventure, originally written in DEC Basic on a mainframe computer in 1977-8. The above text was the blurb on the commercial version Stugan, which was released in 1986. It quickly became one of the most widespread PC games in Sweden. Cottage was translated to English by Johan Ottosson.
[ { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:", "endoftext": false }, { "action": "21-jul-2019", "response": "Please enter the current time, or press Enter to accept the default value.\n[19:00]:", "endoftext": false }, { "action": "No", "response": "Then some help and instructions are needed!\n\nCottage is an ADVENTURE-like game. You will explore a house and its surroundings. The computer is your eyes and hands. Give the computer simple commands, for example: DROP PICTURE, GIVE JUICE BOTTLE, NORTH, UP, LEFT...\nOutside the cottage you move around with compass directions that can\nbe abbreviated N, S, W, E, NW, NE, SE and SW. Inside the cottage you use the directions FORWARD (F), BACK (B), LEFT (L), RIGHT (R), UP (U) and DOWN (D).\n\nUNDO takes back the last command. It can be used several times in a\nrow to go further back in time (if the Z-code interpreter supports\n\nType ? (question mark) to repeat these instructions during the game.\n\nYou're supposed to get as many points as possible. You get points by discovering new places and collecting valuables.\n\nGOOD LUCK!\n\nYou're standing on a jetty somewhere in Småland. Behind your\nsun-warmed back people are water-skiing. A church bell (which you\ncan't see) strikes twelve. You can see a house straight ahead.", "endoftext": false }, { "action": "Info", "response": "INFORMATION ABOUT SOME COMMANDS:\nMovement indoors:\nUP, DOWN, FORWARD, BACK, LEFT, RIGHT (U, D, F, B, L, R)\nMovement outside the house:\nNORTH, SOUTH, WEST, EAST (N, S, W, E) NW, NE, SW, SE\n\nHELP gives help sometimes\nSCORE shows how many points you've got\nLOOK gives the complete room description\nSAVE saves the game to a file\nRESTORE brings back the game\nUNDO takes back the previous turn\n\nHINT opens the hint menu\nQUIT quits", "endoftext": false }, { "action": "Diagno", "response": "I don't understand.\n\nYou are on the jetty and can see a house straight ahead.", "endoftext": false }, { "action": "You look at yourself", "response": "You are on the jetty and can see a house straight ahead.", "endoftext": false }, { "action": "You see yourself", "response": "I don't know what that means.\n\nYou are on the jetty and can see a house straight ahead.", "endoftext": false }, { "action": "F.", "response": "Outdoors you have to use compass directions.\nYou are on the jetty and can see a house straight ahead.", "endoftext": false }, { "action": "You go north", "response": "You are standing in front of the huge front door of the house.", "endoftext": false }, { "action": "You go to the north", "response": "The door is closed!\nYou are standing in front of the huge front door of the house.", "endoftext": false }, { "action": "You open door", "response": "The door opens with a creak .", "endoftext": false }, { "action": "You go north", "response": "The door shuts behind you.\nYou are in a hall with three doors. On the left one is an arrow pointing down, on the door straight ahead is an arrow pointing up and on the door to your right it says studio. Behind you is the outer\ndoor.\nThere is a deflated ball here.", "endoftext": false }, { "action": "You take the ball", "response": "Ok.", "endoftext": false }, { "action": "You blow up the ball", "response": "I don't understand that at all.\n\nYou are in the hall.", "endoftext": false }, { "action": "You examine the ball", "response": "I don't know what that means.\n\nYou are in the hall.", "endoftext": false }, { "action": "You look at the ball", "response": "You are in the hall.", "endoftext": false }, { "action": "You look at the ball", "response": "I don't understand.\n\nYou are in the hall.", "endoftext": false }, { "action": "You go to the east", "response": "Indoors you can't use compass directions.\nYou are in the hall.", "endoftext": false }, { "action": "Right", "response": "You are in the Studio. There are three doors here. They lead to the left, to the right and backward. On the wall it says: ALEA JACTA EST\nA laurel wreath is hanging here.", "endoftext": false }, { "action": "You take the wreath", "response": "Ok.", "endoftext": false }, { "action": "You wear wreath", "response": "What ??\n\nYou are in the Studio. There are three doors here. They lead to the left, to the right and backward. On the wall it says: ALEA JACTA EST", "endoftext": false }, { "action": "You say alea jacta est", "response": "I don't understand.\n\nYou are in the Studio.", "endoftext": false }, { "action": "Right", "response": "You are in a big room called the ÅP room. Doors lead to the left and right but you can also go forward.", "endoftext": false }, { "action": "R.", "response": "You are in the Boiler room, a narrow passage is sloping upward-forward and one leads to the left. To your right the Boiler room continues.", "endoftext": false }, { "action": "Right", "response": "You are in the Right boiler room.\nA boiler blows up, making a hole in the wall.\nDo you want to enter the hole ?", "endoftext": false }, { "action": "You enter the hole", "response": "Ok.\nYou are in the Boiler room, a narrow passage is sloping upward-forward and one leads to the left. To your right the Boiler room continues.", "endoftext": false }, { "action": "Right", "response": "You are in the Right boiler room.\nThere is a hole in the wall.\nDo you want to enter the hole ?", "endoftext": false }, { "action": "Y.", "response": "You are in a cavern extending out of sight to your left and right. Behind you there's a hole blasted open.", "endoftext": false }, { "action": "R.", "response": "You just passed through a waterfall.\nYou are at a waterfall in a forest.", "endoftext": false }, { "action": "You go north", "response": "You are on the shore of an underground lake.", "endoftext": false }, { "action": "You search the lake", "response": "What ??\n\nYou are on the shore of an underground lake.", "endoftext": false }, { "action": "Swim", "response": "The water is still, you swim fast.\n\nYou are in a cemetery. You are standing by a tombstone on the edge of\na grave. A path leads forward and backward.\nThere is a spade here.", "endoftext": false }, { "action": "You take the spade", "response": "Ok.", "endoftext": false }, { "action": "You read the tombstone", "response": "The tombstone is blank.", "endoftext": false }, { "action": "Dig", "response": "The ground is too hard.", "endoftext": false }, { "action": "You enter the grave", "response": "I don't understand.\n\nYou are in the cemetery.", "endoftext": true }, { "action": "Go downwards", "response": "You are in a grave. There's a musty smell here. The priest is looking down. He looks like this:\nII\nI * * I\nI I\n--II--\nII\n--", "endoftext": false }, { "action": "You talk priest", "response": "I don't know what that means.\n\nYou are in a grave.", "endoftext": false }, { "action": "You ask the priest about the grave", "response": "I don't understand that at all.\n\nYou are in a grave.", "endoftext": false }, { "action": "Kiss priest", "response": "Express Yourself more clearly.\n\nYou are in a grave.", "endoftext": false }, { "action": "You greet the priest", "response": "I don't understand.\n\nYou are in a grave.", "endoftext": false }, { "action": "Pray", "response": "What ??\n\nYou are in a grave.", "endoftext": false }, { "action": "You look", "response": "You are in a grave.", "endoftext": false }, { "action": "Go upward", "response": "You are in a cemetery. You are standing by a tombstone on the edge of\na grave. A path leads forward and backward.", "endoftext": false }, { "action": "F.", "response": "You are in a misty rock shelter. Cold raw air is blowing in your face. There is a wardrobe here.\nA path is leading upwards and downwards.", "endoftext": false }, { "action": "You open the wardrobe", "response": "You open the wardrobe and find a small safe there.", "endoftext": false }, { "action": "You open safe", "response": "The door is without handle and lock.", "endoftext": false }, { "action": "You take safe", "response": "It's cast in the mountain.", "endoftext": false }, { "action": "Y.", "response": "You scored 55 points!\nYou are a capable novice in the field of cottage research.\nTo be moved up to the next grade You need 10 more points.\n\nThorvald says: - Welcome back!\n\nPress Enter to quit the game:\ndebugcheapnitfol quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:", "endoftext": false }, { "action": "Yes", "response": "You're standing on a jetty somewhere in Småland. Behind your sun-warmed back people are water-skiing. A church bell (which you can't see) strikes twelve. You can see a house straight ahead.", "endoftext": false }, { "action": "You go north", "response": "You are standing in front of the huge front door of the house.", "endoftext": false }, { "action": "Go north", "response": "The door shuts behind you.\nYou are in a hall with three doors. On the left one is an arrow pointing down, on the door straight ahead is an arrow pointing up and on the door to your right it says studio. Behind you is the outer door. There is a deflated ball here.", "endoftext": false }, { "action": "You wear the wreath", "response": "I don't understand.\n\nYou are in the Studio. There are three doors here. They lead to the left, to the right and backward. On the wall it says: ALEA JACTA EST", "endoftext": false }, { "action": "R.", "response": "You are in a big room called the ÅP room. Doors lead to the left and right but you can also go forward.", "endoftext": false }, { "action": "You continue", "response": "I don't understand.\n\nYou are in a big room called the ÅP room. Doors lead to the left and right but you can also go forward.", "endoftext": false }, { "action": "R.", "response": "You are in the Boiler room, a narrow passage is sloping upward-forward and one leads to the left. To your right the Boiler room continues.", "endoftext": false }, { "action": "R.", "response": "You are in the Right boiler room.\nA boiler blows up, making a hole in the wall.\nDo you want to enter the hole ?", "endoftext": false }, { "action": "Y.", "response": "You are in a cavern extending out of sight to your left and right. Behind you there's a hole blasted open.", "endoftext": false }, { "action": "R.", "response": "You just passed through a waterfall.\nYou are at a waterfall in a forest.", "endoftext": false }, { "action": "You go north", "response": "You are on the shore of an underground lake.", "endoftext": false }, { "action": "Swim", "response": "The water is still, you swim fast.\n\nYou are in a cemetery. You are standing by a tombstone on the edge of a grave. A path leads forward and backward.\nThere is a spade here.", "endoftext": false }, { "action": "You take the spade", "response": "Ok.", "endoftext": true }, { "action": "Go downwards", "response": "You are in a grave. There's a musty smell here. The priest is looking down. He looks like this:\nII\nI * * I\nI I\n--II--\nII\n--", "endoftext": false }, { "action": "Go up", "response": "You are in a cemetery. You are standing by a tombstone on the edge of a grave. A path leads forward and backward.", "endoftext": false }, { "action": "F.", "response": "You are in a misty rock shelter. Cold raw air is blowing in your face. There is a wardrobe here.\nA path is leading upwards and downwards.", "endoftext": false }, { "action": "You hit safe with the spade", "response": "I don't understand that at all.\n\nYou are in a misty rock shelter.", "endoftext": true }, { "action": "You go downwards", "response": "You are in a dark room.\nThere is an old man sitting here wearing a pearl necklace.\nIn his arms is a water bottle.\nHe's staring at your laurel wreath.", "endoftext": false }, { "action": "You give the wreath to the old man", "response": "The old man puts your laurel wreath on his head and immediately looks happier.", "endoftext": false }, { "action": "You get the bottle", "response": "You have to say what kind of bottle you mean, e g TAKE JUICE BOTTLE.", "endoftext": false }, { "action": "You take the water bottle", "response": "You take the water bottle from the old man.\nThe old man gets up, mutters something about never having any peace, and leaves.\nYou are in a dark room.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You can't go that way.\nYou are in a dark room.", "endoftext": false }, { "action": "You look", "response": "You are in a dark room.", "endoftext": false }, { "action": "Go up", "response": "You are in a misty rock shelter. Cold raw air is blowing in your face. There is a safe in a wardrobe here.\nA path is leading upwards and downwards.", "endoftext": false }, { "action": "Go up", "response": "You are in Thorvald's room. A big sealed up chest is standing by the wall. In the ceiling is a hatch and in the floor is a hole.\nOn the wall it says: CORKSCREW HELPS WITH THE SA...\nThere is a diamond here.", "endoftext": false }, { "action": "You stand on the chest", "response": "You can't open the chest.\nYou are in Thorvald's room.", "endoftext": true }, { "action": "You look around", "response": "You peek into the staff kitchen. Osvald roars:\n-SCRAM!!You lousy baboon!\nYou can see a small faun quarking a praktyl. The faun says:\n-What's your business here? Isn't it enough that people are running about like fools down at my place? Are they coming here now as well?\n\nA small faun appears.\nYou are in a dark room.", "endoftext": false }, { "action": "Go up", "response": "You are in a misty rock shelter. Cold raw air is blowing in your face. There is a safe in a wardrobe here.\nA path is leading upwards and downwards.", "endoftext": true }, { "action": "You go downward", "response": "You are in a dark room.", "endoftext": false }, { "action": "Go north", "response": "Indoors you can't use compass directions.\nYou are in a misty rock shelter.", "endoftext": true }, { "action": "Look around", "response": "You can't go that way.\nYou are in the cemetery.", "endoftext": false }, { "action": "B.", "response": "You have a half-rotten tomato in your hand but it vanishes.", "endoftext": false }, { "action": "Invent", "response": "a sparkling diamond\nan empty water bottle\na deflated ball\na soiled spade", "endoftext": false }, { "action": "B.", "response": "A little faun runs in intending to tread on your foot but he loses a shoe and runs away howling.\nYou are in the Swiss clock room.\nThere is a faun shoe here.", "endoftext": false }, { "action": "You take the shoe", "response": "Ok.", "endoftext": false }, { "action": "You look", "response": "You are in the Swiss clock room.", "endoftext": true }, { "action": "You look around", "response": "You are on the shore of an underground lake beside a huge gambling machine. On it is written: 'PULL THE LEVER IF YOU HAVE A FAUN SHOE TO STAKE'", "endoftext": false }, { "action": "You pull the lever", "response": "Congratulations ! You won a heap of gold coins.\nYou are at the end of the shore.\nThere are lots gold coins here.", "endoftext": true }, { "action": "Look around", "response": "You are in the forest. A cavern leads NORTHEAST.", "endoftext": true }, { "action": "You look around", "response": "Outdoors you have to use compass directions.\nYou are in the forest. A cavern leads NORTHEAST.", "endoftext": false }, { "action": "Go west", "response": "You are in the forest.", "endoftext": false }, { "action": "Go west", "response": "A fence prevents you from going that way.\nYou are in the forest.", "endoftext": false }, { "action": "Go north", "response": "You are in the forest, southwest of the lake.", "endoftext": false }, { "action": "You go to the north", "response": "You are in the forest, west of the lake.", "endoftext": false }, { "action": "Swim", "response": "The water is still, you swim fast.\n\nYou are in a cemetery. You are standing by a tombstone on the edge of a grave. A path leads forward and backward.", "endoftext": false }, { "action": "You go to the northeast", "response": "Can you walk on water?\nYou are in the forest, west of the lake.", "endoftext": false }, { "action": "You go east", "response": "You are on the shore west of the jetty.", "endoftext": false }, { "action": "You go to the north", "response": "The door shuts behind you.\nYou are in a hall with three doors. On the left one is an arrow pointing down, on the door straight ahead is an arrow pointing up and on the door to your right it says studio. Behind you is the outer door.", "endoftext": true }, { "action": "You look around", "response": "You are in a room with two escalators. There is a door behind you.", "endoftext": false }, { "action": "Go upward", "response": "You are in a room with a downward escalator and a door to the right.", "endoftext": false }, { "action": "R.", "response": "You are in the lift room of the second floor. To your right you can see a closed lift door. In the left wall is a hole to a stairwell.", "endoftext": false }, { "action": "You open the door", "response": "There is nothing here you can open!\nYou're in the lift room of the second floor.", "endoftext": false }, { "action": "R.", "response": "You're standing in front of a closed lift door. A button next to the door says LIFT.", "endoftext": false }, { "action": "You press the button", "response": "What ??\n\nYou're in the lift room of the second floor.", "endoftext": false }, { "action": "You use the lift", "response": "I don't know what that means.\n\nYou're in the lift room of the second floor.", "endoftext": false }, { "action": "Lift", "response": "Express Yourself more clearly.\n\nYou're in the lift room of the second floor.", "endoftext": false }, { "action": "Go upwards", "response": "You can't go that way.\nYou're in the lift room of the second floor.", "endoftext": false }, { "action": "You look", "response": "You are in the lift room of the second floor. To your right you can see a closed lift door. In the left wall is a hole to a stairwell.", "endoftext": false }, { "action": "R.", "response": "You're standing in front of a closed lift door. A button next to the door says LIFT.", "endoftext": false }, { "action": "You ascend", "response": "You are in the lift. There are ten buttons here. The first nine are numbered 1-9. The last one says EMERGENCY STOP.\nWhich button do you press ?", "endoftext": true }, { "action": "Look around", "response": "You can't go that way.\nYou are in the lift. There are ten buttons here. The first nine are numbered 1-9. The last one says EMERGENCY STOP.\nWhich button do you press ?", "endoftext": false }, { "action": "2", "response": "The lift starts moving.", "endoftext": false }, { "action": "You wait", "response": "You are in the lift room of the second floor. To your right you can see an open lift door. In the left wall is a hole to a stairwell.\n\nI don't understand.\n\nYou're in the lift room of the second floor.", "endoftext": false }, { "action": "F.", "response": "Be quiet, I'm waiting!", "endoftext": false }, { "action": "Invent", "response": "a sparkling diamond\nan empty water bottle\na deflated ball\na soiled spade\na heap of gold coins", "endoftext": false }, { "action": "Left", "response": "You are in the forest. A cavern leads NORTHEAST.", "endoftext": false }, { "action": "Go west", "response": "You are in the forest.", "endoftext": false }, { "action": "Go north", "response": "You are in the forest, southwest of the lake.", "endoftext": false }, { "action": "You go to the north", "response": "You are in the forest, west of the lake.", "endoftext": false }, { "action": "You go east", "response": "You are on the shore west of the jetty.", "endoftext": false }, { "action": "You look", "response": "The lift arrives. You get out...\nYou are in the lift room of the seventh floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "Right", "response": "You are in a turny big labyrinth.", "endoftext": false }, { "action": "You look", "response": "You are in the lift room of the seventh floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "You look", "response": "You are in the lift.\nWhich button do you press ?", "endoftext": false }, { "action": "You look", "response": "Be quiet, I'm riding the lift!", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:", "endoftext": false }, { "action": "Y.", "response": "The date must be entered in the format DD-MMM-YYYY, with eleven characters.\n[15-JUL-2009]:", "endoftext": false }, { "action": "15-jul-2009", "response": "Please enter the current time, or press Enter to accept the default value.\n[19:00]:\nIIIIIIIIIIIIIIII\n_ _ _ II II _ _ _\nI I I II II I I I\nI I I I I I--I I--I I I I I I\nI_I_I_I I I I I I I I_I_I_I\nI I I I I I\nI I *I I* I I\nI I__I I__I I\nII II\nII II\nII II\nI__ __I\nI I\nI I\nI I\nI I\nII II\nI__I\n\nWelcome to VIOL's cottage!!!!!\n\nHave you ventured inside before?", "endoftext": true }, { "action": "You look", "response": "You are in a hall with three doors. On the left one is an arrow pointing down, on the door straight ahead is an arrow pointing up and on the door to your right it says studio. Behind you is the outer door.", "endoftext": false }, { "action": "R.", "response": "You are in the Studio.", "endoftext": false }, { "action": "Long", "response": "I don't know what that means.\n\nYou are in the Studio.", "endoftext": false }, { "action": "F.", "response": "You can't go that way.\nYou are in the Studio.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in the basement. A cold and raw room with three doors (left,right and forward) and a path up.", "endoftext": false }, { "action": "R.", "response": "You are in an empty room. There is a hole in the ceiling and a set of wall bars leading there. Doors lead to the right and to the left.", "endoftext": false }, { "action": "R.", "response": "You are in the Hilbert room, a room with four doors and holes in the ceiling and the floor.", "endoftext": false }, { "action": "B.", "response": "You can't go that way.\nYou are in the basement.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in the loft, a small nook at the top of the house. From here you can go everywhere. On the wall it says: SESAME", "endoftext": false }, { "action": "Sesame", "response": "Nothing happens.\nYou are in the loft.", "endoftext": true }, { "action": "Look around", "response": "You are in the lift room of the first floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "R.", "response": "You are in the loft, a small nook at the top of the house. From here you can go everywhere. On the wall it says: SESAME\nSomeone says: - You arrived here at 14:49 21-JUL-2019", "endoftext": false }, { "action": "R.", "response": "You are in the Hilbert room, a room with four doors and holes in the ceiling and the floor.", "endoftext": false }, { "action": "F.", "response": "You are in the lift room of the fourth floor. On the left is a closed lift door and on the right another door.\nYou can discern an opening behind you.", "endoftext": false }, { "action": "R.", "response": "You are in the stairwell.", "endoftext": false }, { "action": "Go upwards", "response": "You are in the loft.", "endoftext": true }, { "action": "You descend", "response": "You are in the stairwell.\nYou can hear heavy footsteps nearby.", "endoftext": true }, { "action": "Go downwards", "response": "You are in the lift room of the fourth floor. On the left is a closed lift door and on the right another door.\nYou can discern an opening behind you.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "B.", "response": "You are in the Hilbert room, a room with four doors and holes in the ceiling and the floor.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "B.", "response": "You are in an empty room. There is a hole in the ceiling and a set of wall bars leading there. Doors lead to the right and to the left.\n\nSuddenly a bearded robber jumps out of the darkness saying:\n- I'll pinch this trash and hide it in my hide-out far below!!\n\nHe makes off as quickly as he appeared!", "endoftext": false }, { "action": "Invent", "response": "an empty water bottle\na deflated ball\na soiled spade", "endoftext": false }, { "action": "Go upwards", "response": "You are in the loft.", "endoftext": true }, { "action": "Go downward", "response": "You are in the stairwell.", "endoftext": true }, { "action": "Go down", "response": "You are in the lift room of the fourth floor. On the left is a closed lift door and on the right another door.\nYou can discern an opening behind you.", "endoftext": false }, { "action": "B.", "response": "You are in the Hilbert room, a room with four doors and holes in the ceiling and the floor.", "endoftext": true }, { "action": "Go down", "response": "You are in a strange room. Veils of mist sweep around your feet and you can see passages in all directions.", "endoftext": false }, { "action": "You go north", "response": "Indoors you can't use compass directions.\nYou are in the Strange room.", "endoftext": false }, { "action": "F.", "response": "You are in the lift room of the ninth floor. On the left is a closed lift door and on the right another door.", "endoftext": true }, { "action": "Look around", "response": "You're standing in front of a closed lift door. A button next to the door says LIFT.", "endoftext": false }, { "action": "8", "response": "You are in the lift. There are ten buttons here. The first nine are numbered 1-9. The last one says EMERGENCY STOP.\nWhich button do you press ?", "endoftext": false }, { "action": "You look", "response": "You are in the lift room of the ninth floor. On the left is an open lift door and on the right another door.\n\nYou are in the lift room of the ninth floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "R.", "response": "You are in a cottage with doors backward, forward and to your right. High in the ceiling is a window.\nA telephone is plugged into a socket in the wall.\nThe phone is ringing.", "endoftext": false }, { "action": "You pick up the phone", "response": "I don't understand that at all.\n\nYou are in the cottage.\nA telephone is plugged into a socket in the wall.\nThe phone is ringing.", "endoftext": false }, { "action": "You get the phone", "response": "You unplug the telephone.", "endoftext": false }, { "action": "You answer the phone", "response": "You answer the phone and hear a voice:\n- What's your name ?", "endoftext": false }, { "action": "Clubfloyd", "response": "Hi, clubfloyd ! Nice that You too have got a phone now.\n\nYou are in the cottage.\nA telephone is plugged into a socket in the wall.", "endoftext": false }, { "action": "You look", "response": "You are in a cottage with doors backward, forward and to your right. High in the ceiling is a window.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "You open the window", "response": "There is nothing here you can open!\nYou are in the cottage.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "R.", "response": "You're in the engine room of the lift. It's roaring and making a noise. There is a door behind You.\nThere is a hatch in the floor.", "endoftext": false }, { "action": "You open hatch", "response": "There is nothing here you can open!\nYou're in the engine room of the lift. It's roaring and making a noise. There is a door behind You.\nThere is a hatch in the floor.", "endoftext": true }, { "action": "Go down", "response": "You are in a small room without windows.", "endoftext": false }, { "action": "F.", "response": "You are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You put the phone in the socket", "response": "I don't know what that means.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You plug phone in socket", "response": "I don't understand.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You plug in the phone", "response": "You plug in the telephone.", "endoftext": false }, { "action": "You pick up the phone", "response": "I don't understand.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You answer the phone", "response": "I don't understand that at all.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "Lift receiver", "response": "What ??\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You talk to the guard", "response": "Express Yourself more clearly.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You call the home", "response": "You hear a voice say:\n- This is clubfloyd's answering machine. clubfloyd is not at home.", "endoftext": false }, { "action": "SESAME", "response": "Nothing happens.\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "F.", "response": "You are standing by a huge, ornate gate.", "endoftext": false }, { "action": "You open gate", "response": "The gate is locked.", "endoftext": false }, { "action": "B.", "response": "You are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You take the phone", "response": "You unplug the telephone.", "endoftext": false }, { "action": "B.", "response": "You are in a small room without windows.", "endoftext": false }, { "action": "R.", "response": "You can go forward and up.\nYou are in a small room without windows.", "endoftext": false }, { "action": "B.", "response": "You are in the cottage.\nThere is a telephone socket in the wall.", "endoftext": true }, { "action": "Look around", "response": "You can't go that way.\nYou are in the cottage.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "F.", "response": "You are in the lift room of the ninth floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "B.", "response": "You can't go that way.\nYou are in the lift room of the ninth floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "B.", "response": "You are outside the cottage by a well.", "endoftext": true }, { "action": "Go downwards", "response": "You jump into the well and eventually you hit the ground.\nYou are in a dark passage. There is an opening ahead. To your left you can discern a gate and to your right a boiler. There is a hole in the floor and a path is sloping backward-up.", "endoftext": false }, { "action": "You open gate", "response": "There is nothing here you can open!\nYou are in a dark passage.", "endoftext": false }, { "action": "Go upwards", "response": "You are in a dark passage. There is an opening ahead. To your left you can discern a gate and to your right a boiler. There is a hole in the floor and a path is sloping backward-up.", "endoftext": false }, { "action": "F.", "response": "You are in a passaging winding.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "You plug in the phone", "response": "Just when you're about to plug in the telephone a man in a red dress that says 'TELE' comes in and throws a phone directory at your feet. With a surly expression he unscrews the telephone socket and leaves.", "endoftext": false }, { "action": "You read the directory", "response": "Number: Subscriber:\n000 Cottage Telecom\n100 The Cottage\n307 The lift repairman\n323 The glazier\n405 The staff kitchen\n481 The guard\n999 The emergency service centre", "endoftext": false }, { "action": "Invent", "response": "an empty water bottle\na deflated ball\na soiled spade\na thin phone directory", "endoftext": false }, { "action": "You look", "response": "You can go left,right,forward,back,up and down!\nYou are in a passaging winding.\nThere is a telephone here.", "endoftext": false }, { "action": "F.", "response": "A picture is hanging here.\nII\nI * * I\nI I\n--II--\nII\n--\nYou are in a passage with windings everywhere.", "endoftext": false }, { "action": "You move the picture", "response": "You can go left,right,forward,back,up and down!\nYou are in a passage with windings everywhere.", "endoftext": false }, { "action": "F.", "response": "You are in a pitch-dark passage.", "endoftext": true }, { "action": "Look around", "response": "You are in a big labyrinth which is turny as well.", "endoftext": true }, { "action": "You look around", "response": "You are in a turny labyrinth which is big as well.", "endoftext": true }, { "action": "Look around", "response": "You are in a room that winds.", "endoftext": false }, { "action": "B.", "response": "You are in a winding little passage with holes.\nThere is a trilogy here.", "endoftext": false }, { "action": "You read the trilogy", "response": "Three rings for the elven-kings under the sky,\nseven for the dwarf-lords in their halls of stone,\nnine for mortal men doomed to die,\none for the Dark Lord on his dark throne\nin the land of Mordor where the shadows lie.\n\nOne ring to rule them all,\none ring to find them,\none ring to bring them all\nand in the darkness bind them -\nin the land of Mordor, where the shadows lie...", "endoftext": false }, { "action": "B.", "response": "You are winding in a little passage.", "endoftext": false }, { "action": "R.", "response": "You are in a big turny labyrinth.", "endoftext": false }, { "action": "R.", "response": "You are in a turny labyrinth which is big as well.", "endoftext": false }, { "action": "F.", "response": "You are in a dead end. Kimmo is here saying:\n- This is the dead end of this labyrinth.\nthis is where the pirate hides away his treasures. I am the pirate!\nHAR HAR HAR\nYou are in a big turny labyrinth.", "endoftext": false }, { "action": "B.", "response": "You are in a winding little passage with holes.", "endoftext": false }, { "action": "Go upward", "response": "You are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "You open the window", "response": "There is nothing here you can open!\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "You hit the window with the spade", "response": "I don't understand.\n\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "SESAME", "response": "Nothing happens.\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "You break the window", "response": "There is nothing here to break!\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "You knock the window", "response": "Nothing happens.", "endoftext": false }, { "action": "Exam window", "response": "I don't understand that at all.\n\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "You throw the phone at window", "response": "Unfortunately your throwing arm is out of joint.", "endoftext": true }, { "action": "Go downwards", "response": "Dead end!\nYou are in a winding little passage with holes.", "endoftext": true }, { "action": "You look around", "response": "You are in a passage with holes.", "endoftext": false }, { "action": "Go upwards", "response": "You are in a passaging winding.", "endoftext": false }, { "action": "Go upwards", "response": "A picture is hanging here.\nII\nI * * I\nI I\n--II--\nII\n--\nYou are in a pitch-dark passage.", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:\nPlease enter the current time, or press Enter to accept the default value.\n[19:00]:\nIIIIIIIIIIIIIIII\n_ _ _ II II _ _ _\nI I I II II I I I\nI I I I I I--I I--I I I I I I\nI_I_I_I I I I I I I I_I_I_I\nI I I I I I\nI I *I I* I I\nI I__I I__I I\nII II\nII II\nII II\nI__ __I\nI I\nI I\nI I\nI I\nII II\nI__I\n\nWelcome to VIOL's cottage!!!!!\n\nHave you ventured inside before?", "endoftext": false }, { "action": "Inventory", "response": "You can go left,right,forward,back,up and down!\nYou are in a pitch-dark passage.", "endoftext": false }, { "action": "Invent", "response": "an empty water bottle\na deflated ball\na soiled spade\na modern telephone\na readable trilogy (The Lord of the Rings)\na thin phone directory", "endoftext": false }, { "action": "You look", "response": "Dead end!\nYou are in a winding little passage with holes.\nYou can go left,right,forward,back,up and down!", "endoftext": false }, { "action": "Left", "response": "You are in the basement.", "endoftext": false }, { "action": "F.", "response": "You are in the Studio. There are three doors here. They lead to the left, to the right and backward. On the wall it says: ALEA JACTA EST", "endoftext": false }, { "action": "You look", "response": "The lift arrives. You get out...\nYou are in the lift room of the ninth floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "8", "response": "The lift starts moving.", "endoftext": false }, { "action": "You look", "response": "The lift arrives. You get out...\nYou are in the lift room of the eighth floor. On the left is an open lift door and on the right another door.", "endoftext": false }, { "action": "R.", "response": "You are in a dark wardrobe. There are doors behind you and to your left.\nThere is a ladder here.", "endoftext": false }, { "action": "B.", "response": "You are in Osvald's room, a room with four doors. On the right one it says ZZZZ, on the left one it says THORVALD and on the one straight ahead it says WARDROBE.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na modern telephone\na readable trilogy (The Lord of the Rings)\na thin phone directory", "endoftext": false }, { "action": "You read the directory", "response": "Number: Subscriber:\n000 Cottage Telecom\n100 The Cottage\n307 The lift repairman\n323 The glazier\n405 The staff kitchen\n481 The guard\n999 The emergency service centre", "endoftext": false }, { "action": "You plug the phone", "response": "I don't understand.\n\nYou are in Osvald's room.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "You plug in the phone", "response": "Just as you're about to plug in the telephone a man in a red dress with the word 'TELE' on it comes walking, unscrews the telephone socket removes the extension cable and mumbles:\n- The telephone rental hasn't been paid.\n\nYou are in Osvald's room, a room with four doors. On the right one it says ZZZZ, on the left one it says THORVALD and on the one straight ahead it says WARDROBE.\nThere is a telephone here.", "endoftext": false }, { "action": "R.", "response": "You are in the ZZZZ room. A big chessboard is drawn on the floor.\nYou are trodden on the toes by a faun, so you run back out again.\nYou are in a big labyrinth which is turny as well.", "endoftext": true }, { "action": "Go downward", "response": "You are in a winding passage with holes everywhere.\nThere is an old man sitting here wearing a pearl necklace.", "endoftext": false }, { "action": "You go upward", "response": "The old man gets up, mutters something about never having any peace, and leaves.\nYou are in a turny big labyrinth.", "endoftext": false }, { "action": "F.", "response": "You are in a big turning labyrinth.", "endoftext": false }, { "action": "You climb the ladder", "response": "I don't understand that at all.\n\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!\nThere is a ladder here.", "endoftext": false }, { "action": "You set the ladder", "response": "What ??\n\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!\nThere is a ladder here.", "endoftext": false }, { "action": "You hit the window with the ladder", "response": "I don't know what that means.\n\nYou are in a room with holes everywhere. High up in the ceiling is a window. Someone's knocking on it!!!", "endoftext": false }, { "action": "You jump", "response": "A picture is hanging here.\nIIIIIIIIIIIIIIII\n_ _ _ II II _ _ _\nI I I II II I I I\nI I I I I I--I I--I I I I I I\nI_I_I_I I I I I I I I_I_I_I\nI I I I I I\nI I *I I* I I\nI I__I I__I I\nII II\nII II\nII II\nI__ __I\nI I\nI I\nI I\nI I\nII II\nI__I\n\nYou can go left,right,forward,back,up and down!\nYou are in a passaging winding.\nA lift repairman passes you by.", "endoftext": false }, { "action": "B.", "response": "A picture is hanging here.\nII\nI * * I\nI I\n--II--\nII\n--\nYou are in the loft.", "endoftext": false }, { "action": "You look", "response": "You are in the loft, a small nook at the top of the house. From here you can go everywhere. On the wall it says: SESAME\nSomeone says: - You arrived here at 14:49 21-JUL-2019", "endoftext": false }, { "action": "R.", "response": "You are in the ÅP room.", "endoftext": false }, { "action": "F.", "response": "You are in the Strange room.", "endoftext": false }, { "action": "F.", "response": "You can't go that way.\nYou are in the Studio. There are three doors here. They lead to the left, to the right and backward. On the wall it says: ALEA JACTA EST", "endoftext": false }, { "action": "Go upwards", "response": "I'm sorry, but it takes a long time to get through here.\nBe quiet, I'm getting through!", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:", "endoftext": true }, { "action": "You say SESAME", "response": "Nothing happens.\nYou are in Thorvald's room.", "endoftext": false }, { "action": "You take the chest", "response": "The chest weighs 300 kilograms!", "endoftext": false }, { "action": "You look", "response": "You are in Thorvald's room. A big sealed up chest is standing by the wall. In the ceiling is a hatch and in the floor is a hole.\nOn the wall it says: CORKSCREW HELPS WITH THE SA...\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "Go upwards", "response": "You climb the ladder and open the hatch.\nThere is a nasty-smelling cucumber here. It falls down, landing on the floor.\nYou are in Thorvald's room.\nThere is a nasty-smelling cucumber here.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "R.", "response": "You are in the Foam-rubber room.\nThere is a mysterious, dark window in the wall.\nYou can make out an object behind the window.\nThere are doors forward and to the left.\nA path leads down.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "You open the window", "response": "You can't open the window.\nYou are in the Foam-rubber room.", "endoftext": false }, { "action": "You break the window", "response": "You have nothing to hit with.\nYou are in the Foam-rubber room.", "endoftext": false }, { "action": "SESAME", "response": "Nothing happens.\nYou are in the Foam-rubber room.", "endoftext": false }, { "action": "B.", "response": "You are in the Foam-rubber room.\nThere is a mysterious, dark window in the wall.\nYou can make out an object behind the window.\nThere are doors forward and to the left.\nA path leads down.", "endoftext": false }, { "action": "Ffr .", "response": "I don't understand.\n\nYou are in a dark room.", "endoftext": false }, { "action": "Go east", "response": "You are south of the lake. A cavern is leading WEST.", "endoftext": false }, { "action": "Go north", "response": "Can you walk on water?\nYou are south of the lake. A cavern is leading WEST.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "Go northeast", "response": "You are in the forest, east of the lake.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "Go north", "response": "You are on a stony lake shore. There is a small bathing hut here.\nA fence prevents you from going NORTHEAST,EAST or SOUTHEAST.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "You go west", "response": "You are on the east shore. There's forest to the north.\nThere is a rowing-boat here.\nYou can hear heavy footsteps nearby.\nA lift repairman passes you by.", "endoftext": false }, { "action": "Row", "response": "You're sitting in the boat, in the middle of the lake.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "You go south", "response": "You are on the southern shore of the lake. There is a house here.\nThere is a rowing-boat here.", "endoftext": false }, { "action": "Enter", "response": "You are inside the house. There is an automatic machine here with a sign reading:\nDROP STUFF HERE, and you'll get points according to the price list.\n\nPRICE LIST:\nIf you drop: You get:\n\nA nasty-smelling cucumber 5 points\nA trilogy 10 points", "endoftext": false }, { "action": "Smell the cucumber", "response": "Express Yourself more clearly.\n\nYou are at the device and can only go back.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "Drop trilogy", "response": "The machine swallows the trilogy.\nYou are at the device and can only go back.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "SESAME", "response": "Nothing happens.\nYou are at the device and can only go back.\nYou can hear heavy footsteps nearby.", "endoftext": false }, { "action": "You drop the cucumber", "response": "The machine swallows the cucumber.\nYou are at the device and can only go back.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na modern telephone\na thin phone directory", "endoftext": false }, { "action": "B.", "response": "You are on the southern shore of the lake. There is a house here.\nThere is a rowing-boat here.", "endoftext": false }, { "action": "Go west", "response": "You are in the forest. A cavern leads NORTHEAST.", "endoftext": false }, { "action": "Go northwest", "response": "You are in the forest, southwest of the lake.", "endoftext": false }, { "action": "You go to the north", "response": "You are in the forest, in front of a locked gate.", "endoftext": false }, { "action": "SESAME", "response": "The gate opens and you enter.\nBO OM!! The gate shuts behind you!\nYou are in a dark passage. There is an opening ahead. To your left you can discern a gate and to your right a boiler. There is a hole in the floor and a path is sloping backward-up.", "endoftext": false }, { "action": "B.", "response": "You are in a dusky, dust-laden room.\nDoors lead backward, to the right and forward.\nBehind a curtain to your left you can discern a hole.\nThere are some keys here.", "endoftext": true }, { "action": "You look around", "response": "You are by the curtain.", "endoftext": false }, { "action": "You open the curtain", "response": "You are too weak to move the curtain.\nYou are by the curtain.", "endoftext": false }, { "action": "Blow curtain", "response": "I don't understand that at all.\n\nYou are by the curtain.", "endoftext": false }, { "action": "B.", "response": "Doors lead backward, to the right and forward.\nBehind a curtain to your left you can discern a hole.", "endoftext": false }, { "action": "B.", "response": "You are in a dark passage. There is an opening ahead. To your left you can discern a gate and to your right a boiler. There is a hole in the floor and a path is sloping backward-up.", "endoftext": false }, { "action": "Go upward", "response": "You are in a dusky, dust-laden room.\nDoors lead backward, to the right and forward.\nBehind a curtain to your left you can discern a hole.", "endoftext": false }, { "action": "R.", "response": "You are in the right chamber. A path leads forward, but a notice says: HE WHO VENTURES INSIDE WILL EITHER GET A REWARD OR ... DEATH\nScrewed to the wall is a glass box in which is a pair of scissors.", "endoftext": false }, { "action": "Break box", "response": "You have nothing to hit with.\nYou are in the right chamber. A path leads forward, but a notice says: HE WHO VENTURES INSIDE WILL EITHER GET A REWARD OR ... DEATH\nScrewed to the wall is a glass box in which is a pair of scissors.", "endoftext": false }, { "action": "You take the box", "response": "The box is attached to the wall.", "endoftext": false }, { "action": "Unscrew box", "response": "Express Yourself more clearly.\n\nYou are in the right chamber.\nScrewed to the wall is a glass box in which is a pair of scissors.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na modern telephone\nsome old keys\na thin phone directory", "endoftext": false }, { "action": "You open the box", "response": "There is nothing here you can open!\nYou are in the right chamber.\nScrewed to the wall is a glass box in which is a pair of scissors.", "endoftext": false }, { "action": "F.", "response": "The path leads into a house.\nYou are inside the house. There is an automatic machine here with a sign reading:\nDROP STUFF HERE, and you'll get points according to the price list.\n\nPRICE LIST:\nIf you drop: You get:", "endoftext": false }, { "action": "Enter", "response": "I don't know what that means.\n\nYou are in the right chamber.\nScrewed to the wall is a glass box in which is a pair of scissors.", "endoftext": false }, { "action": "F.", "response": "You are in a dead end.\nThere is a locked case here that you can't carry.", "endoftext": false }, { "action": "Unlock case", "response": "You unlock the case and find a sledgehammer. The case disappears.\nYou are in a dead end.\nA sledgehammer is hanging here.", "endoftext": false }, { "action": "Break box", "response": "You break the glass. The scissors fall out and the box disappears in a cloud.\nYou are in the right chamber.\nA pair of scissors is hanging here.", "endoftext": false }, { "action": "F.", "response": "You step on an explosive charge and is blown up!\nDo you want me to bring you back to life ?", "endoftext": false }, { "action": "Yes", "response": "OK, but don't blame me if something goes wr...\nPOFF!!! You are surrounded by a cloud of green gas!!\nYou're alive! When the gas has dispersed You can see that\nYou are in a grave. There's a musty smell here. The priest is looking down. He looks like this:\nII\nI * * I\nI I\n--II--\nII\n--", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na modern telephone\nsome old keys\na sharp pair of scissors\na heavy sledgehammer\na thin phone directory", "endoftext": false }, { "action": "You read the tombstone", "response": "Here lies clubfloyd.\n\nclubfloyd disappeared into an unknown house at 14:49\nnever to be seen again.", "endoftext": false }, { "action": "You break the window", "response": "You break the window with the sledgehammer. Behind it is a crowbar. Thorvald runs in saying: - I heard the crash! Now I'll take the crowbar in compensation for the broken window.\nHe takes the crowbar and disappears.\nYou are in the Foam-rubber room.\nThere are doors forward and to the left.\nA path leads down.", "endoftext": false }, { "action": "B.", "response": "You are in Thorvald's room. A big sealed up chest is standing by the wall. In the ceiling is a hatch and in the floor is a hole.\nOn the wall it says: CORKSCREW HELPS WITH THE SA...", "endoftext": false }, { "action": "Go upward", "response": "You climb the ladder and open the hatch.\nNothing is there, so you climb back down again.\nYou are in Thorvald's room. A big sealed up chest is standing by the wall. In the ceiling is a hatch and in the floor is a hole.\nOn the wall it says: CORKSCREW HELPS WITH THE SA...", "endoftext": false }, { "action": "Break chest", "response": "You can't open the chest.\nYou are in Thorvald's room.", "endoftext": false }, { "action": "R.", "response": "You are in the Foam-rubber room.\nThere are doors forward and to the left.\nA path leads down.", "endoftext": false }, { "action": "You cut foam", "response": "There is nothing here to cut!\nYou are in the Foam-rubber room.", "endoftext": false }, { "action": "B.", "response": "You are in Thorvald's room. A big sealed up chest is standing by the wall. In the ceiling is a hatch and in the floor is a hole.\nOn the wall it says: CORKSCREW HELPS WITH THE SA...", "endoftext": false }, { "action": "Go east", "response": "You are standing behind a curtain.\nYou have a half-rotten tomato in your hand but it vanishes.", "endoftext": false }, { "action": "Cut", "response": "There is nothing here to cut!\nYou have a half-rotten tomato in your hand but it vanishes.", "endoftext": true }, { "action": "Look around", "response": "Suddenly you feel a rag over your nose and you collapse. Waking up You notice that You are standing behind a curtain.\nYou have a half-rotten tomato in your hand but it vanishes.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na modern telephone\nsome old keys\na sharp pair of scissors\na heavy sledgehammer\na thin phone directory", "endoftext": true }, { "action": "Go down", "response": "You find a hole that you crawl into.\nYou are in a dark passage. There is an opening ahead. To your left you can discern a gate and to your right a boiler. There is a hole in the floor and a path is sloping backward-up.", "endoftext": false }, { "action": "Cut", "response": "You cut the curtain to pieces. The curtain disappears.\nThere is a hole in the wall.", "endoftext": false }, { "action": "You enter", "response": "You enter a room where a bunch of animals are standing around! A sign in the air says\nROOM UNDER CONSTRUCTION, SUPREME'S CONSTRUCTION LTD.\nSuddenly you're surrounded by a yellow cloud!\nYou are in a strange room. Veils of mist sweep around your feet and you can see passages in all directions.", "endoftext": false }, { "action": "You go north", "response": "Indoors you can't use compass directions.\nYou are in the Strange room.", "endoftext": false }, { "action": "F.", "response": "You are in the lift room of the ninth floor. On the left is a closed lift door and on the right another door.", "endoftext": false }, { "action": "Go east", "response": "Indoors you can't use compass directions.\nYou are in the lift room of the ninth floor. On the left is a closed lift door and on the right another door.", "endoftext": false }, { "action": "R.", "response": "You are in the cottage.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "You plug in the phone", "response": "You plug in the telephone.", "endoftext": false }, { "action": "You call 405", "response": "Ok. Ring , Ring .\n\nThe staff kitchen recommends:\n\nHalf-rotten tomatoes with pilaf rice.\nFried on both sides, slowly grilled and hard-boiled clubfloyd\nPlus fresh, poisonous cave water. (Tee, hee, hee)\nBEEP --- BEEP --- BEEP\n\nYou are in a cottage with doors backward, forward and to your right. High in the ceiling is a window.\nA telephone is plugged into a socket in the wall.", "endoftext": false }, { "action": "You call 000", "response": "Ok. Ring, Ring.\n\n-Cottage Telecom.\nDo you have a complaint about your connection ?", "endoftext": false }, { "action": "No", "response": "What number is it about ?", "endoftext": false }, { "action": "405", "response": "Ok. Wait a moment and I'll check it up.", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:\nPlease enter the current time, or press Enter to accept the default value.\n[19:00]:\nIIIIIIIIIIIIIIII\n_ _ _ II II _ _ _\nI I I II II I I I\nI I I I I I--I I--I I I I I I\nI_I_I_I I I I I I I I_I_I_I\nI I I I I I\nI I *I I* I I\nI I__I I__I I\nII II\nII II\nII II\nI__ __I\nI I\nI I\nI I\nI I\nII II\nI__I\n\nWelcome to VIOL's cottage!!!!!\n\nHave you ventured inside before?", "endoftext": false }, { "action": "Y.", "response": "You're standing on a jetty somewhere in Småland. Behind your sun-warmed back people are water-skiing. A church bell (which you can't see) strikes twelve. You can see a house straight ahead.", "endoftext": false }, { "action": "Inventory", "response": "I don't understand.\n\nYou are in the right chamber.\nScrewed to the wall is a glass box in which is a pair of scissors.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na modern telephone\nsome old keys\na thin phone directory", "endoftext": true }, { "action": "Go downwards", "response": "You can't go that way.\nYou are in a dusky, dust-laden room.", "endoftext": false }, { "action": "You look", "response": "Be quiet, I'm phoning!", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:\nPlease enter the current time, or press Enter to accept the default value.\n[19:00]:\nIIIIIIIIIIIIIIII\n_ _ _ II II _ _ _\nI I I II II I I I\nI I I I I I--I I--I I I I I I\nI_I_I_I I I I I I I I_I_I_I\nI I I I I I\nI I *I I* I I\nI I__I I__I I\nII II\nII II\nII II\nI__ __I\nI I\nI I\nI I\nI I\nII II\nI__I\n\nWelcome to VIOL's cottage!!!!!\n\nHave you ventured inside before?", "endoftext": false }, { "action": "You enter", "response": "You enter a room where a bunch of animals are standing around! A sign in the air says\nROOM UNDER CONSTRUCTION, SUPREME'S CONSTRUCTION LTD.\nSuddenly you're surrounded by a yellow cloud!\nYou are in a strange room. Veils of mist sweep around your feet and you can see passages in all directions.", "endoftext": false }, { "action": "F.", "response": "You are in the lift room of the ninth floor. On the left is a closed lift door and on the right another door.", "endoftext": false }, { "action": "You call 323", "response": "An automatic answering machine answers:\n- Unfortunately he's not in. He's always got so much to\ndo that he never has time to answer the phone.", "endoftext": false }, { "action": "You go to the south", "response": "Indoors you can't use compass directions.\nYou are in the cottage.\nThere is a telephone socket in the wall.", "endoftext": false }, { "action": "B.", "response": "You are outside the cottage by a well.", "endoftext": false }, { "action": "Go south", "response": "You are still in the forest but in one direction you can discern a cottage.", "endoftext": false }, { "action": "You go to the south", "response": "You are at a waterfall in a forest.", "endoftext": false }, { "action": "Go south", "response": "You are in a cavern extending out of sight to your left and right. Behind you there's a hole blasted open.", "endoftext": false }, { "action": "You call 481", "response": "Ring, Ring !\n- Don't disturb me! I'm guarding!", "endoftext": false }, { "action": "You greet the guard", "response": "What ??\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You talk to the guard", "response": "I don't understand that at all.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You read directory", "response": "Number: Subscriber:\n000 Cottage Telecom\n100 The Cottage", "endoftext": false }, { "action": "Wait", "response": "Be quiet, I'm phoning!", "endoftext": false }, { "action": "%", "response": "From the Swedish \"Stuga\"\n\n(Type \"ABOUT\" to read the historical account.)\nPorted from Basic to Inform by Fredrik Ramsberg and Johan Berntsson 2007-9\n\nBased on Stuga version 40(114)-4, date 821227\n\nPlease enter today's date, or press Enter to accept the default value. [15-JUL-2009]:\nPlease enter the current time, or press Enter to accept the default value.\n[19:00]:\nIIIIIIIIIIIIIIII\n_ _ _ II II _ _ _\nI I I II II I I I\nI I I I I I--I I--I I I I I I\nI_I_I_I I I I I I I I_I_I_I\nI I I I I I\nI I *I I* I I\nI I__I I__I I\nII II\nII II\nII II\nI__ __I\nI I\nI I\nI I\nI I\nII II\nI__I\n\nWelcome to VIOL's cottage!!!!!\n\nHave you ventured inside before?", "endoftext": false }, { "action": "You call 481", "response": "You can hear a ring. The guard walks away for a moment.\nRing, Ring !\n- Don't disturb me! I'm guarding!", "endoftext": false }, { "action": "You look", "response": "You are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "Unlock gate", "response": "You're too weak to turn the key by yourself.\nYou are standing by a huge, ornate gate.", "endoftext": false }, { "action": "SESAME", "response": "Nothing happens.\nYou are standing by a huge, ornate gate.", "endoftext": false }, { "action": "You give the keys", "response": "The guard accepts the keys with a wry smile.", "endoftext": false }, { "action": "F.", "response": "You are standing by a huge, ornate gate.", "endoftext": false }, { "action": "Unlock gate", "response": "That doesn't work.\nYou are standing by a huge, ornate gate.", "endoftext": false }, { "action": "You open gate", "response": "The gate is locked.", "endoftext": false }, { "action": "B.", "response": "You are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's got your keys.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "Unlock gate", "response": "What do you want to do with the guard?", "endoftext": false }, { "action": "You call 405", "response": "Ok. Ring , Ring .\n\nThe staff kitchen recommends:\n\nHalf-rotten tomatoes with pilaf rice.\nFried on both sides, slowly grilled and hard-boiled clubfloyd\nPlus fresh, poisonous cave water. (Tee, hee, hee)\nBEEP --- BEEP --- BEEP\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's got your keys.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You hit the guard", "response": "What ??\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's got your keys.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "Attack guard", "response": "Express Yourself more clearly.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's got your keys.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "You ask the guard for the keys", "response": "I don't know what that means.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nA telephone is plugged into a socket in the wall.\nA guard is standing here.\nHe's got your keys.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na deflated ball\na soiled spade\na sharp pair of scissors\na heavy sledgehammer\na thin phone directory", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I don't know what that means.\n\nYou are standing by a huge, ornate gate.", "endoftext": false }, { "action": "You go upwards", "response": "You can't go that way.\nYou are standing by a huge, ornate gate.", "endoftext": false }, { "action": "R.", "response": "You can't go that way.\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "Blow ball", "response": "I don't know what that means.\n\nYou are in the vestibule, a small room with a door behind you and a big gate straight ahead.\nThere is a telephone socket in the wall.\nA guard is standing here.\nHe's carrying a bejewelled halberd.", "endoftext": false }, { "action": "B.", "response": "You are in a small room without windows.", "endoftext": false }, { "action": "Go south", "response": "Indoors you can't use compass directions.\nYou're in the engine room of the lift. It's roaring and making a noise. There is a door behind You.\nThere is a hatch in the floor.", "endoftext": false }, { "action": "7", "response": "The lift starts moving.\n9", "endoftext": false }, { "action": "B.", "response": "You are in a turning big labyrinth.", "endoftext": false }, { "action": "You take the necklace", "response": "The old man refuses to let go of the pearl necklace.\n\nThe old man gets up, mutters something about never having any peace, and leaves.\nYou can go left,right,forward,back,up and down!\nYou are in a winding passage with holes everywhere.", "endoftext": false }, { "action": "F.", "response": "You are in a winding little passage with holes.", "endoftext": false }, { "action": "F.", "response": "Little you is winding.\nFozzi the bear hurries past you.\nSomeone says: This is THE MUPPET SHOW with tonight's guest artist: clubfloyd\nThe curtain rises and you are on a stage with Kermit the frog. The puppet audience is applauding.\nAnswer RUN or PERFORM :", "endoftext": false }, { "action": "You perform", "response": "Kermit asks you if you want to sing or tell a story.\nAnswer SING or TELL :", "endoftext": false }, { "action": "You tell", "response": "You start to tell a funny story but after the first sentence you're interrupted by a vigorous booing. Only two old men in the gallery are laughing (at your looks). Fozzi offers to help you.\nAnswer HELP or RUN :", "endoftext": false }, { "action": "111111111", "response": "Fozzi writes down a story on a note which he gives to you. You return to the stage and tell.\n\n- A message reaches Boot Hill that Sven Olsson's quintet has\nbeen released from the San Francisco home for the absent-minded and will be coming to lay\nhands on the sheriff. The city is soon in the clutches of\na bank robbery and the people sit down to wait for\na problem with Malm?'s TV 2-transmitter.\nWorried that the villains are going to harass the indians, the\nsaloon girls are getting slightly intoxicated. The villains arrive\nbut the danger is averted too late.\n\nThe audience cheers but the old men on the balcony are only sneering. You follow Kermit to get a contract.\nFozzi says: Enter an interest that you have :", "endoftext": false }, { "action": "Interactive fiction", "response": "Fozzi gives his thanks and leaves.\nKermit wants to give you a contract, but then you'll have to drop something first. (Bear in mind that you won't be able to return here!!) Answer DROP <the thing you want to drop> or BAD :", "endoftext": false }, { "action": "You drop the ball", "response": "Ok.\n\nYou receive a pink contract from Kermit. There is a door to your right. Answer FOLLOW (Fozzi) or RIGHT :", "endoftext": false }, { "action": "You follow", "response": "Now Fozzi enters a door. There's also a door forward.\nAnswer FOLLOW (Fozzi) or FORWARD :", "endoftext": false }, { "action": "You follow", "response": "You are inside a torture-chamber. The door locked itself behind you! The walls are closing in. The only way out is blocked by a monster! Answer RUN (out) or STAY :", "endoftext": false }, { "action": "You run", "response": "You run straight into a monster devouring vegetables! He grabs you and throws you high into the air.\nYou are in the loft.", "endoftext": false }, { "action": "Invent", "response": "a long ladder\nan empty water bottle\na soiled spade\na modern telephone\nsome old keys\na sharp pair of scissors\na heavy sledgehammer\na pink contract\na thin phone directory", "endoftext": false }, { "action": "You read the contract", "response": "Unfortunately the contract is written in Kermit's illegible handwriting.", "endoftext": true } ]
1z3m4yew6bg3bfc
Delusions Again
Duncan Bowsman
[]
[ "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
You are Kevin Masters, a gloomy man in a diner with your friend Jim. Something is wrong with you for some ambiguous reason involving a woman named Marilyn.
[ { "action": "%", "response": "You've been in a funk. Friends have said you're distant ever since Marilyn. Sometimes you think, maybe you could be happy if only... a nice family... hmmm... hot porridge in the morning, a good memory. If only things between you had been different.\n\nBut, no, that's not for you. Another, more assured part of your brain says you're having delusions again.\nDelusions Again\n\nYou have always enjoyed this diner before, but now it just feels forced. Tacky attempts at some sort of art deco diner atmosphere crowd all around you. Nothing feels right. Jim sits across the from table from you, silent but supportive. A listless rain pours on outside.\n\nYou can see a table (on which is a plate of chicken fingers) here.\n\nJim glances carefully at you from over his plate of chicken fingers. It reminds you briefly of the time before your futile mission to locate something better in life. A fleeting mission you intend to abandon, no less, but that's just like you. Jim still hasn't given up on you.", "endoftext": false }, { "action": "You examine Jim", "response": "His mussed hair has fallen over his eyes. Now you've probably gone and gotten him downcast, too. From time-to-time, he glances at you half-expectantly.\n\nLike a good, patient friend, he's waiting for you to talk to him.", "endoftext": false }, { "action": "About yourself", "response": "Kevin Masters, only you feel least of all a master at the moment, and more like a slave to a fate... ennui... and your own self-loathing.", "endoftext": false }, { "action": "You examine the plate", "response": "Jim's (you never ordered anything today).", "endoftext": false }, { "action": "You talk to Jim", "response": "\"I've decided,\" you tell Jim. \"I've really made up my mind this time. There's nothing else for it.\"\n\n\"But decided what, Kev? I... I wish I could understand what you've been going through. It's like you've been on Pluto for the past few months. I just want to help.\" He sweeps his hair away briefly and folds his hands thoughtfully, semi-pleadingly. \"Is it Marilyn?\"\n\n\"Maybe they should just bury me now,\" you say. \"We could mark it The Tomb of the Unknown Tool.\"\n\n\"One of those already exists, you know,\" Jim informs you, but it sounds no less pithy to you.", "endoftext": false }, { "action": "You talk to Jim", "response": "You struggle to form words decent enough to express your troubles. \"I've just been having these... explosions in the vacuum of my braintree.\"\n\n\"Explosions?\"\n\n\"Ripples... tiny, crackling shocks. An inevitable rot. Can't be fixed.\"\n\n\"It is Marilyn, isn't it? Has she... done something?\" You cannot answer. Words lapse again into silence.", "endoftext": false }, { "action": "You talk to Jim", "response": "You sigh. \"No, it doesn't matter. I've made up my mind. Get me to the church, Jim.\"", "endoftext": false }, { "action": "You examine table", "response": "A checkered, but scratched table. The scratches momentarily entrance you.\n\nOn the table is a plate of chicken fingers.", "endoftext": false }, { "action": "You examine the rain", "response": "A resigned pattering. Fitting, somehow. It should be a night, you feel, wet and tragic.\n\nIt reminds you that you've been full of \"somehows,\" and \"only ifs\" lately.", "endoftext": false }, { "action": "You look at the typewriter", "response": "The mindless posters, advertisemnts of a bygone age. A 100 year old typewriter, probably useless. A vacuum cleaner... dusty, disused, an irony not unlike yourself. No doubt someone thinks this all looks classy. You used to.", "endoftext": true } ]
moqusle826dnpj0e
In the Wilderness
Bits
[ "Educational" ]
[ "TADS", "TADS 3" ]
2,017
[ 0, 0, 0, 0, 0 ]
0
0
20190929
false
This is level 0 of a more ambitious project, called Codetopia. This is the orientation level, in which the user can get comfortable with game mechanics, and complete a simple puzzle.
[ { "action": "%", "response": "Are you sure you want to quit? Dark Forest UL\n0/0\nExits: south east\nYou are lost in the wilderness. You have no friends. You have no weapons.\nYou have no armor. The night is dark and full of terrors. But most likely you\nwill be dead by then. Have fun!\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads east. Another path leads\nsouth.\n\nOn the large flat rock is a small oil lamp.", "endoftext": true }, { "action": "You look at the rock", "response": "It is about 3 feet x 2 feet by 20 inches high. I'm not a geologist, but it\nlooks it might be some kind of granite or composite. On the large flat rock is\na small oil lamp.", "endoftext": false }, { "action": "You take the lamp", "response": "Taken.", "endoftext": false }, { "action": "You look at the lamp", "response": "It is a simple brass lamp with a cotton wick and a small well, full of yellow\ngrease. It's not lit at the moment.", "endoftext": false }, { "action": "About yourself", "response": "You look smart. Maybe you'll get through this.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a small oil lamp.", "endoftext": false }, { "action": "You go south", "response": "You are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, north and south.\n\nOn the large flat rock is a small oil lamp.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a small oil lamp.", "endoftext": false }, { "action": "You look at the lamp", "response": "(the small oil lamp)\nIt is a simple brass lamp with a cotton wick and a small well, full of yellow\ngrease. It's not lit at the moment.", "endoftext": false }, { "action": "Go south", "response": "You are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads east and another leads\nnorth.\n\nOn the large flat rock is a small oil lamp.", "endoftext": false }, { "action": "Go east", "response": "You are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, west and north.\n\nOn the large flat rock is a small oil lamp.", "endoftext": false }, { "action": "You go north", "response": "You are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, west, north and\nsouth.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow is standing on the rock.", "endoftext": false }, { "action": "You examine the crow", "response": "It's a large black bird.It's looking at you with interest.", "endoftext": false }, { "action": "You look at the rock", "response": "It is about 3 feet x 2 feet by 20 inches high. I'm not a geologist, but it\nlooks it might be some kind of granite or composite. On the large flat rock is\na small oil lamp.", "endoftext": false }, { "action": "You go north", "response": "The crow flies along beside you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. There are narrow paths leading east, west,\nand south.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow takes a quick look around. It says, \"This looks familiar\"", "endoftext": false }, { "action": "Go east", "response": "The crow follows you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads west. Another path leads\nsouth.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow alights on the ground in front of you. Quoth the bird, \"Nevermore\"", "endoftext": false }, { "action": "Go south", "response": "The crow comes with you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead west, north and south.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow perches on your shoulder. It mutters, \"Use the force, Luke\"", "endoftext": false }, { "action": "You go to the south", "response": "The crow hop-steps into the air to follow you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. There are breaks in the foliage that suggest\npaths that may lead north, east and west.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow looks at you expectantly. It croaks, \"Houston, we have a problem\"", "endoftext": false }, { "action": "You examine the debris", "response": "The word \"debris\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS\nfollowed by the corrected word now. Any time the story points out an unknown\nword, you can correct a misspelling using OOPS as your next command.)", "endoftext": false }, { "action": "Light lamp", "response": "Which lamp do you mean, the small oil lamp, or the small oil lamp?", "endoftext": false }, { "action": "You go to the west", "response": "The crow accompanies you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, west and north.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow flies in after you. It moans, \"We're going to die here\"", "endoftext": false }, { "action": "Go northwest", "response": "You can't go that way. Obvious exits lead north, to the dark forest cc; east,\nback to the dark forest lr; and west, to the dark forest ll.", "endoftext": false }, { "action": "Go west", "response": "The crow trails faithfully along behind.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads east and another leads\nnorth.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow looks at you expectantly. It says, \"It\\s Groundhog Day, all over\nagain\"", "endoftext": false }, { "action": "Go west", "response": "You can't go that way. Obvious exits lead north, to the dark forest cl; and\neast, back to the dark forest lc.", "endoftext": false }, { "action": "Go north", "response": "The crow follows you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, north and south.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow perches on your shoulder. It remarks, \"We're not in Kansas anymore\"", "endoftext": false }, { "action": "You go north", "response": "The crow hop-steps into the air to follow you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads east. Another path leads\nsouth.\n\nThe crow flies in after you. It says, \"It\\s Groundhog Day, all over again\"", "endoftext": false }, { "action": "You put the lamp on the rock", "response": "Done.", "endoftext": false }, { "action": "Light lamp", "response": "Okay, the small oil lamp is now on.\n\n(If you'd prefer not to be notified about score changes in the future, type\nNOTIFY OFF.)", "endoftext": false }, { "action": "Go east", "response": "The crow trails faithfully along behind.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. There are narrow paths leading east, west,\nand south.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow takes a quick look around. It moans, \"We're going to die here\"", "endoftext": false }, { "action": "Go east", "response": "The crow comes with you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads west. Another path leads\nsouth.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow alights on the ground in front of you. It says, \"This looks familiar\"", "endoftext": false }, { "action": "Go south", "response": "The crow flies along beside you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead west, north and south.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow flies in after you. It remarks, \"We're not in Kansas anymore\"", "endoftext": false }, { "action": "You go to the west", "response": "The crow accompanies you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, west, north and\nsouth.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow alights on the ground in front of you. Quoth the bird, \"Nevermore\"", "endoftext": false }, { "action": "Go west", "response": "The crow follows you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, north and south.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow looks at you expectantly. It croaks, \"Houston, we have a problem\"", "endoftext": false }, { "action": "You go to the south", "response": "The crow hop-steps into the air to follow you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. A narrow path leads east and another leads\nnorth.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow takes a quick look around. It mutters, \"Use the force, Luke\"", "endoftext": false }, { "action": "You go to the east", "response": "The crow trails faithfully along behind.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. Narrow paths lead east, west and north.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow perches on your shoulder. It says, \"It\\s Groundhog Day, all over\nagain\"", "endoftext": false }, { "action": "You go to the east", "response": "The crow accompanies you.\n\nYou are standing in a small clearing in a large and impenetrably dark forest.\nThere is a large flat rock here. There are breaks in the foliage that suggest\npaths that may lead north, east and west.\n\nOn the large flat rock is a small oil lamp.\n\nThe crow looks at you expectantly. It says, \"This looks familiar\"", "endoftext": false }, { "action": "Light lamp", "response": "Aren't you smart! You lit all the lamps!", "endoftext": true } ]
yuh8gnzhre5ms7eg
Vortex 2305
Jacqueline A. Lott
[ "Fantasy", "Slice of life" ]
[ "walkthrough" ]
2,010
[ 0, 0, 0, 0, 0 ]
0
0
20100401
false
Vortex 2305 was a speed IF written in the suite of a Hilton Hotel in Boston, MA during the 2010 PAX East convention. Room 2305, if you must know. It is silly and short. Participants were asked to include: spellcasting, travel (trains, plains, taxis, elevators), gravity changes, lobster, the GET LAMP movie, mangoes, fetuccini, actinic, a queue maze, the Irish Potato Famine, and the Revolutionary War.
[ { "action": "%", "response": "PAX East, your first ever gaming convention!\nYou've been psyched about this for months, and now here you are. Wow.\n\nGranted, things didn't exactly get off to the best start... you showed up promptly at 2:00 (that's when they said the doors would open), but even at that point the queue was winding its way down three flights of stairs, out the front door, and a good ways down the block. Needless to say, you didn't end up getting in to see Wil Wheaton give his keynote address, and you didn't end up with a wristband for the MC Frontalot concert.\n\nA PAXeast Speed IF by Jacqueline A. Lott\n\nThe \"Handheld Lounge\" (as it's labeled on your map) is just a long hallway, really. There are bean bag bed things lining one side, upon which recline a variety of geeks. Along the other side of the corridor is a line of queueing people... Gosh, what all those folks are in line to see?\n\n\"Excuse me,\" you say to a random dude wearing one of the red ENFORCER t-shirts which helps him stand out as a PAX East volunteer. \"What're all these people lining up for?\"\n\n\"Um, Storytelling in Interactive Fiction.\" he replies.\n\nYou feel some slight resistance from your fake beard as your jaw practically hits the floor... all these people are in line for the IF panel? Like, for reals?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na wizardhat (being worn)\na fakebeard (being worn)\na cloak (being worn)", "endoftext": false }, { "action": "You look at the hat", "response": "It's a high pointed hat embroidered with astrological signs.", "endoftext": false }, { "action": "You examine fakebeard", "response": "It's a long, stringy, unkempt (and fake) beard.", "endoftext": false }, { "action": "You examine the cloak", "response": "It's a long cloak, just like the one worn by the Wizard of Frobozz.", "endoftext": false }, { "action": "Go inside", "response": "Leave? Don't give up, get in line!", "endoftext": false }, { "action": "You get in the line", "response": "The Handheld Lounge (in the great big line)\nOkay, you're in the line. Little good it'll do you, though. Doesn't look like you have a prayer of getting in to enjoy this panel discussion.", "endoftext": false }, { "action": "You examine the line", "response": "You're in the line to nowhere, probably.\n\nA sexy, tall chick in tight leather pants suddenly walks up to you. She is unlike any of the mere mortals in the line with you. Her skin glows actinically. Her hair is thick, flowing over her shoulders and down her back like glorious strands of ebony-colored fettuccine. \"Greetings, my brave wizard,\" she says to you, nodding in appreciation of your wardrobe choices. \"I honor your courage in having made the journey here. You have travelled from afar, braving jetlag to join us for the time of reckoning. The rest of the gaming community will come to appreciate the glory of interactive fiction... and you shall be a part of that.\"\n\n\"Bu... but... the line! I'll never make it to the head of the queue. It all begins here, and I haven't a prayer of getting in.\"\n\nShe leans down, her lobster red lips only inches from your own, and for a moment you find it difficult to breathe... but then you do breathe, and you think you can smell mango on her breath. \"Hush, handsome sorcerer,\" she says. \"You are in Boston. Has not Boston been the site of many adversities? When America desired freedom, was Boston not the site of so many events that led up to the historic break from Britain? When the people of Ireland suffered from famine, was it not Boston who took in the hungry, and filled them with hope and determination?\" Her gaze seems to penetrate into your very soul, and you are unable to speak. \"Yes,\" she continues, \"And so too shall Boston be the site where the greater world rediscovered interactive fiction. And you, my dear wizard, you shall be a part of that. Take this,\" she says, \"...and don't forget to catch the >Get Lamp premier this evening.\"\n\nThe mysterious woman hads you a slip of paper, then floats off down the hallway, a lightness in her step that seems to defy gravity.", "endoftext": false }, { "action": "You look at the paper", "response": "It's a small piece of parchment, upon which is written a single word: XYZZY. You knew of the word, of course, knew it to be a word of power, but now, in reading it, you are imbued with new knowledge.\n\nPerhaps you'll make that Storytelling in Interactive Fiction panel after all.", "endoftext": false }, { "action": "Xyzzy", "response": "At the mere thougt of uttering the word aloud, a power begins to flow through you. \"XYZZY!\" you cry, and you are suddenly transported...\n\nThe speakers arrive, the panel begins, and it turns out to be the beinning of what turns out to be an amazing, unbelievable weekend.\n\n...and all because you dared to dress up in a Wizard of Frobozz costume when you went to PAX East!", "endoftext": false }, { "action": "About yourself", "response": "You adjust your fake beard, hoping that you don't look too silly... It's a gaming con, so you figured there'd be lots of dressed up people, but you seem to be in the minority.", "endoftext": false }, { "action": "You remove the beard", "response": "There's a ton of people in a very lengthy line... apparently the line for the 5:30 panel on Storytelling in the World of Interactive Fiction.\n\nCrap, your chances of getting in to see Andrew Plotkin are dwindling fast. You'd better get in the queue.", "endoftext": false }, { "action": "Kiss enforcer", "response": "You take off the fakebeard.\n\nKeep your mind on the game.", "endoftext": false }, { "action": "You remove the hat", "response": "You can't remove any part of your costume... you're feeling pretty silly, but at least no one can recognize you. You're sort of committed now.", "endoftext": false }, { "action": "You examine geek", "response": "You take off the cloak.\n\nYou pick one of them out of the crowd and size him up: white t-shirt which reads \"I'm only here because my server is down\". Yep, this is PAX, and these are your people.", "endoftext": false }, { "action": "You look at the line", "response": "There's a ton of people in a very lengthy line... apparently the line for the 5:30 panel on Storytelling in the World of Interactive Fiction.\n\nCrap, your chances of getting in to see Robb Sherwin are dwindling fast. You'd better get in the queue.", "endoftext": false }, { "action": "Kiss enforcer", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You look at the geek", "response": "You pick one of them out of the crowd and size her up: black t-shirt which reads \"This is just my avatar\". Yep, this is PAX, and these are your people.", "endoftext": false }, { "action": "You ask the geek about the line", "response": "\"I'm having trouble taking someone like you seriously... check out your stupid wizard costume!\"", "endoftext": false }, { "action": "You ask the geek about the line", "response": "\"Sorry, man, I'm really just scenery.\"", "endoftext": false }, { "action": "Filch", "response": "You wrinkle your eyebrows, put on your best Wizard of Frobozz voice, and shout the magic word. Unfortunately, your costume is fake, you are a fake, and the spell does nothing. You are still stuck in line.", "endoftext": true } ]
iu84n55jfm2q803
Bureaucrocy
Adri
[ "Slice of life" ]
[ "kid-friendly" ]
2,014
[ 0, 0, 0, 0, 0 ]
0
0
20140502
false
A boring tale about paperwork, based on a scene from Glitch the Game.
[ { "action": "%", "response": "A frustrating tale about paperwork.", "endoftext": true }, { "action": "You examine the dispenser", "response": "This machine dispenses subway tickets in exchange for 50 currants. Press the button to buy a ticket.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\n200 currants", "endoftext": false }, { "action": "Up", "response": "The entrance to the subway is down a flight of stairs. You can also go inside Bureaucratic Hall.", "endoftext": false }, { "action": "You enter", "response": "A sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"Go away. We don't have time to waste on people who have not learned any Bureaucratic Arts.\"", "endoftext": false }, { "action": "You ask Bureaucroc about the arts", "response": "To talk to someone, just... \"talk to\" them.", "endoftext": false }, { "action": "You learn Arts", "response": "You cannot learn the Bureaucratic Arts until you have obtained and activated the Card-Carrying Qualification. You can obtain the Card-Carrying Qualification at Bureaucratic Hall.", "endoftext": false }, { "action": "You look at the chairs", "response": "This is the perfect chair for those who like the idea of sitting briefly and with utmost caution.", "endoftext": true }, { "action": "Look around", "response": "You find nothing of interest.\n\nA sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "You look at the counter", "response": "It's a standard counter. You don't see anything special about it. There is a pen here, secured to the counter with a length of ball chain.", "endoftext": false }, { "action": "You examine cooler", "response": "Water dispensing devices do not get more generic than this. It is as plain as could be. Were it possible for water to be beige, beige this water would be.", "endoftext": false }, { "action": "You sit on the chair", "response": "This generic pen will let you write messages and notes.\n\nYou would rather not sit in one of those chairs unless you absolutely have to.", "endoftext": false }, { "action": "You get the pen", "response": "You cast a nervous look around you before yanking the pen hard enough to snap the chain. A bureaucroc looks up at the sound, and you panic. You find yourself outside Bureaucratic Hall.\n\nThe entrance to the subway is down a flight of stairs. You can also go inside Bureaucratic Hall.", "endoftext": false }, { "action": "You examine the Hall", "response": "It's a small squat building where the Bureaucrocs work.", "endoftext": false }, { "action": "You go up", "response": "Currants make up the local currency.\n\nYou can't go that way.", "endoftext": false }, { "action": "You eat the currants", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You enter", "response": "A sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "Drink water", "response": "A tiny conical cup of water cooler water is duly dispensed.\n\nYou imbibe the plain water from the generic cone-cup. Ewww. That water tastes really... bureaucratic-y. You file the cup in the trash can.", "endoftext": false }, { "action": "You examine the trash can", "response": "It's just a trash can. It's not important.", "endoftext": false }, { "action": "You examine the sign", "response": "This sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "You get the sign", "response": "That's hardly portable.", "endoftext": false }, { "action": "Approach counter", "response": "It is fixed in place.\n\nA bureaucroc says, \"We will be with you as soon as possible. Now please sit down and wait.\" He then proceeds to ignore you.", "endoftext": false }, { "action": "You sit", "response": "(on the chair)\nYou take a seat on one of their uncomfortable plastic chairs.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "Sleep", "response": "Time passes.\n\nYou can't do anything while waiting. Just wait.", "endoftext": false }, { "action": "You write on the counter", "response": "You can't do anything while waiting. Just wait.", "endoftext": false }, { "action": "You wait an hour", "response": "I only understood the first part of that.\nYou might try: >WAIT\n\nTo stop these messages entirely, type NOVICE OFF.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nTime passes.", "endoftext": true }, { "action": "%", "response": "A frustrating tale about paperwork.", "endoftext": false }, { "action": "You get the water", "response": "A tiny conical cup of water cooler water is duly dispensed.", "endoftext": false }, { "action": "Drink water", "response": "You imbibe the plain water from the generic cone-cup. Ewww. That water tastes really... bureaucratic-y. You file the cup in the trash can.", "endoftext": false }, { "action": "Approach counter", "response": "A bureaucroc says, \"We will be with you as soon as possible. Now please sit down and wait.\" He then proceeds to ignore you.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nA bureaucroc calls out, \"Alexandra! You're up!\"", "endoftext": false }, { "action": "You get up", "response": "You get off the chair.\n\nA sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"\n\nThe bureaucroc calls out again, \"I haven't got all day, Alexandra! You can take your turn, or someone else can take theirs.\"", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"Alexandra, your request for Card-Carrying Qualification will have to be passed along to the correct department. Please wait while I ascertain the availability of Prefect Wigglesbottom.\" Then he turns and shuffles away.", "endoftext": false }, { "action": "You sit", "response": "(on the chair)\nDon't move. Just wait.", "endoftext": false }, { "action": "Wait", "response": "Another bureaucroc, presumably Prefect Wigglesbottom, approaches the counter. \"Let's see here. You are interested in obtaining Card-Carrying Qualification, correct?\" He stares intently at you.", "endoftext": false }, { "action": "Y.", "response": "The bureaucroc says, \"I can probably deal with your application. Before we proceed, I must ask, which shelf-height do you prefer?\"\n1 - High shelves\n2 - Ankle-height shelves", "endoftext": false }, { "action": "1", "response": "The bureaucroc says, \"Interesting. Perhaps you'd better talk to Secretary Piksnixson about this.\" The bureaucroc walks away without another word.", "endoftext": false }, { "action": "You wait for a while", "response": "Another bureaucroc, presumably Secretary Piksnixson, approaches the counter. \"What do we have here, then? I see. So, it's Card-Carrying Qualification you're after, is it?\" He stares intently at you.", "endoftext": false }, { "action": "Y.", "response": "The bureaucroc says, \"Sounds reasonable. Quick question first, though. Is it ever too late?\"\n1 - Yes\n2 - No", "endoftext": false }, { "action": "1", "response": "The bureaucroc nods and says, \"Very well. In that case, the fee is 50 currants, and we only take cash.\"\n\nYou count out a pile of currants, and the bureaucroc hands over Card-Carrying Qualification.\n\n\"Thank you for your business. To conduct another transaction, you must exit and re-enter the Hall.\"", "endoftext": true }, { "action": "Go downwards", "response": "As you make your way back down to the Subway Station, a Bureaucroc corners you on the stairs. He whispers, \"Psssst. Here'sss the deal. Getting your Card Carrying Qualification is the first step in the Bureaucratic Artsss. Yesss, and once you have it, you are on your way to being able to obtain Your Papersss (and all sorts of licenses and permits). It used to be you could acquire the bureaucratic documentsss directly from a friend--Oh, it'sss perfectly legal, mind you--but seemsss like you're the only one around. You'll have to go the official route and deal with the red tape. Head over to the Bureaucratic Hall on Gregariousss Grange and talk to one of my friendsss there. You'll get what you need.\" And then he disappears as quickly as he appeared.\n\nThat was weird.\n\nThis is the subway station below Gregarious Grange, Groddle Meadow. A flight of stairs leads up to the street.\n\nYou can see a ticket dispenser here.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nA bureaucroc calls out, \"Alexandra! Your turn!\"", "endoftext": false }, { "action": "You get up", "response": "You get off the chair.\n\nA sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"So you're requesting Card-Carrying Qualification are you, Alexandra? Associate Naraiwaddleappali is the official you need to speak to. Please bear with me a moment.\" Then he turns and shuffles away.", "endoftext": false }, { "action": "You wait", "response": "Another bureaucroc, presumably Associate Naraiwaddleappali, approaches the counter. \"What's this, then? You're hoping to acquire Card-Carrying Qualification, correct?\" He stares intently at you.", "endoftext": false }, { "action": "Y.", "response": "The bureaucroc says, \"I should be able to rubber stamp this. But first, quick question: which number is better?\"\n1 - 631\n2 - 11", "endoftext": false }, { "action": "1", "response": "The bureaucroc nods and says, \"I'll take that. The fee is 50 currants, and I'll take that, as well. In cash.\"\n\nYou count out a pile of currants, and the bureaucroc hands over Card-Carrying Qualification.\n\n\"Thank you for your business. To conduct another transaction, you must exit and re-enter the Hall.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nCard-Carrying Qualification\na cup of water\n100 currants", "endoftext": false }, { "action": "Drink water", "response": "You imbibe the plain water from the generic cone-cup. Ewww. That water tastes really... bureaucratic-y. You file the cup in the trash can.", "endoftext": false }, { "action": "Approach counter", "response": "A bureaucroc says, \"We will be with you as soon as possible. Now please sit down and wait.\" He then proceeds to ignore you.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nA bureaucroc calls out, \"Alexandra! Ready for you now!\"", "endoftext": false }, { "action": "You get up", "response": "You get off the chair.\n\nA sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"I understand you're hoping to attain Card-Carrying Qualification, Alexandra. That's a matter for Secretary Wigglesbottom. Let me find out if they're in the office this week.\" Then he turns and shuffles away.", "endoftext": false }, { "action": "You go north", "response": "Don't move. Just wait.", "endoftext": false }, { "action": "You wait for a while", "response": "Another bureaucroc, presumably Secretary Wigglesbottom, approaches the counter. \"What do we have here, then? I see. So, it's Card-Carrying Qualification you're after, is it?\" He stares intently at you.", "endoftext": false }, { "action": "You go north", "response": "The bureaucroc says, \"Very well\" and walks away.", "endoftext": false }, { "action": "Wait", "response": "Another bureaucroc, presumably Secretary Wigglesbottom, approaches the counter. \"I'm led to believe you're interested in receiving Card-Carrying Qualification, is that correct?\" He stares intently at you.", "endoftext": false }, { "action": "Wait", "response": "Another bureaucroc, presumably Secretary Wigglesbottom, approaches the counter. \"Right then, let's see... You're here hoping to procure Card-Carrying Qualification, are you?\" He stares intently at you.", "endoftext": false }, { "action": "Y.", "response": "The bureaucroc says, \"I can probably deal with your application. But first, favorite noise?\"\n1 - Duck\n2 - Not a Duck", "endoftext": false }, { "action": "1", "response": "The bureaucroc nods and says, \"Very well. The fee is 50 currants. We only accept cash.\"\n\nYou count out a pile of currants, and the bureaucroc hands over Card-Carrying Qualification.\n\n\"Thank you for your business. To conduct another transaction, you must exit and re-enter the Hall.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nCard-Carrying Qualification\n50 currants", "endoftext": false }, { "action": "You examine Qualification", "response": "This is the most basic, entry-level, bureaucratic item of all. Being qualified to carry cards is a prerequisite to becoming the sort of person who can have Papers at all, let alone Papers which are in order.", "endoftext": false }, { "action": "Alexandra", "response": "This is the subway station below Gregarious Grange, Groddle Meadow. A flight of stairs leads up to the street.\n\nYou can see a ticket dispenser here.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nA bureaucroc calls out, \"Who's Next? Alexandra? Is Alexandra here?\"", "endoftext": false }, { "action": "You get up", "response": "You get off the chair.\n\nA sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"\n\nThe bureaucroc calls out again, \"Time's a wasting, Alexandra! Come speak to me or lose your place in line.\"", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"Alexandra, as I understand, you are requesting Card-Carrying Qualification. You will have to speak to Manager Chucklesmouth about that. Please wait a moment.\" Then he turns and shuffles away.", "endoftext": false }, { "action": "Wait", "response": "Another bureaucroc, presumably Manager Chucklesmouth, approaches the counter. \"Let's see here. You are interested in obtaining Card-Carrying Qualification, correct?\" He stares intently at you.", "endoftext": false }, { "action": "Y.", "response": "The bureaucroc says, \"I might be able to sign this off. But first, one question. What's my square root?\"\n1 - 67\n2 - I prefer not to say", "endoftext": false }, { "action": "1", "response": "The bureaucroc nods and says, \"Very well. In that case, the fee is 50 currants, and we only take cash.\"\n\nYou count out a pile of currants, and the bureaucroc hands over Card-Carrying Qualification.\n\n\"Thank you for your business. To conduct another transaction, you must exit and re-enter the Hall.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nA bureaucroc calls out, \"NEXT, Alexandra!\"", "endoftext": false }, { "action": "You get up", "response": "You get off the chair.\n\nA sign proclaims this room to be the \"Department of Administrative Affairs - Ministry of Departments\". To the left is a waiting area with a water cooler and a bunch of hard, plastic orange chairs. To the right is a counter, behind which is a Bureaucroc. Another sign reads \"Please approach the counter for assistance.\"", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"Alexandra? If you are seeking Card-Carrying Qualification, you must speak to Director Candnot. Please wait while I see if they're taking appointments today.\" Then he turns and shuffles away.", "endoftext": false }, { "action": "You wait for a while", "response": "Another bureaucroc, presumably Director Candnot, approaches the counter. \"I understand you're here to procure yourself Card-Carrying Qualification, is that right?\" He stares intently at you.", "endoftext": false }, { "action": "Wait", "response": "Another bureaucroc, presumably Director Candnot, approaches the counter. \"Right then, let's see... You're here hoping to procure Card-Carrying Qualification, are you?\" He stares intently at you.", "endoftext": false }, { "action": "Y.", "response": "The bureaucroc says, \"I don't see why not. But first, please choose between the following:\"\n1 - Pirates\n2 - Ninjas", "endoftext": false }, { "action": "1", "response": "The bureaucroc nods and says, \"Acceptable. The fee is 50 currants. Cash up front, please.\"\n\nYou count out a pile of currants, and the bureaucroc hands over Card-Carrying Qualification.\n\n\"Thank you for your business. To conduct another transaction, you must exit and re-enter the Hall.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nCard-Carrying Qualification\n150 currants", "endoftext": false }, { "action": "You learn Arts", "response": "You cannot learn the Bureaucratic Arts until you have obtained and activated the Card-Carrying Qualification. You can obtain the Card-Carrying Qualification at Bureaucratic Hall.", "endoftext": false }, { "action": "Activate Qualification", "response": "Congratulations! You have taken the first step toward Bureaucratic officialdom. As with all first steps, there is a second, a third... Once you learn Bureaucratic Arts, then get and complete your Papers, you'll be able to use public transportation.", "endoftext": false }, { "action": "You learn Arts", "response": "Well done: you can now obtain papers with only the requisite amount of hassle and annoyance.", "endoftext": false }, { "action": "You sit on the chair", "response": "You take a seat on one of their uncomfortable plastic chairs.", "endoftext": false }, { "action": "Approach counter", "response": "The bureaucroc says, \"I understand you're hoping to attain Papers, Alexandra. That's a matter for Assistant Candnot. Let me find out if they're in the office this week.\" Then he turns and shuffles away.", "endoftext": false }, { "action": "You wait", "response": "Another bureaucroc, presumably Assistant Candnot, approaches the counter. \"What do we have here, then? I see. So, it's Papers you're after, is it?\" He stares intently at you.", "endoftext": false }, { "action": "Yes", "response": "The bureaucroc says, \"I imagine we can help. First, however, one question:\"\n1 - Innie?\n2 - Outie?", "endoftext": false }, { "action": "1", "response": "The bureaucroc nods and says, \"I'll take that. The fee is 100 currants, and I'll take that, as well. In cash.\"\n\nYou count out a pile of currants, and the bureaucroc hands over Papers.\n\n\"Thank you for your business. To conduct another transaction, you must exit and re-enter the Hall.\"", "endoftext": false }, { "action": "You examine Papers", "response": "Here is a full yet incomplete set of all the papers a person might require in order that they may prove, justify or otherwise provide evidence that their papers are in order.", "endoftext": false }, { "action": "You write on the Papers", "response": "You fiddle with the pen, and it leaks ink all over you.", "endoftext": false }, { "action": "Complete Papers", "response": "You cross your \"i's and dot your \"t's. Or maybe it's the other way around. In any case, you manage to complete your Papers without too much trouble.\nWell done. Now go ride a subway!", "endoftext": true } ]
7rfv17sgsrrkwn61
Dreamland Revised
Carolyn VanEseltine
[]
[ "imaginary games jam" ]
2,016
[ 0, 0, 0, 0, 0 ]
0
0
20160301
false
From imaginary games jam. Based on the review: Dreamland (Wonderland's Alice) This is some new VR/AR thing I looked at last month. The gimmick is it's a game that you play in your dreams. I found the concept intriguing, so I hooked up the ol' REM Enhancer and downloaded the game's app to it. At first, I couldn't tell if the game was working (REME and other dreamtechs can be pretty buggy), but a few days in, I started having the trippiest dreams. A woman, dressed all in white with no eyes, asks me if I have visited the "Quartzian Palace". Far off in the distance, I see a castle that glows in many colors, but the way there always seems to be blocked by a chasm. Over many nights I struggled to find a way there, sometimes through bizarre dangers, often through places of great and strange beauty, until one night, I finally managed to find a way into the palace… Aaaand it turns out the ending is some serious "Don't forget to drink your Ovaltine! " bullshit. Like, seriously. Watch it on Youtube if you don't believe me. It's such a shame, because the game was so cool up to that, but I honestly cannot recommend this game in good conscience thanks to that ending. I deleted the app off my REME the next day. I'm still getting ads in my sleep. Goddammit.
[ { "action": "%", "response": "I wrote my review of Dreamland a few weeks back, and then I deleted the app and said I was done. But I can't stop thinking about it. Not because the ads keep showing up (though they do, and whoever voiced that Nexus ad, fuck you forever) but because it was just... so good. Until the bullshit ending.\n\nNow that I know I'm not alone (hello AIXeddit! thank you for the cloud payments, no hard feelings on the overload!) I decided it was time to do something about it. I deserved better than this. You deserved better than this.\n\nThat's right - this is interactive. I used a text adventure to build the end of Dreamland, the way it should have been.\n\nThis is the ending we all should have had. Roll tape.\n\n...and roll tape means you should key space. Space is the long key at the bottom with nothing on it.\nBefore we get going, one more thing. Did you have the content-locked version for people under 30?\n\nKey Y if you had the content locked version, N if you had the unlocked version, anything else if you're being a dick (which will be ignored anyway).\n\nBe honest, kidlets! Big Brother protects you from some things for a reason.", "endoftext": true }, { "action": "Y.", "response": "Locked it is. What a good kidlet you are.\n\nOne last thing - this won't be an easy ride. There are nineteen reasons to stop here and now... or key space again to toss the sounding line.", "endoftext": false }, { "action": "You go north", "response": "The chasm lies behind you. The Quartzian Palace waits ahead. The thorny portcullis bars the way.\n\nA world-reflecting unicorn grazes quietly along the railroad tracks.\n\n(Never played a game like this before? No sweat, you're not alone.\nKey HELP ME for how to play, or key DESCRIBE GAME if you just want to know more about the game.)", "endoftext": false }, { "action": "Y.", "response": "cheapglulxe quit with exit status: 0", "endoftext": false }, { "action": "You go to the north", "response": "If you're lying, the legal shit's on you, not me.\n\nOne last thing - this won't be an easy ride. There are nineteen reasons to stop here and now... or key space again to toss the sounding line.\nDreamland Revised\n\nThe chasm lies behind you. The Quartzian Palace waits ahead. The thorny portcullis bars the way.\n\nA world-reflecting unicorn wanders with its head lowered along the railroad tracks.\n\n(Never played a game like this before? No sweat, you're not alone.\nKey HELP ME for how to play, or key DESCRIBE GAME if you just want to know more about the game.)", "endoftext": false }, { "action": "You describe the game", "response": "Hi, I'm EpicNightmare. If you're at my cloud, you know that already, but it's tripped all over AIXeddit now and I have no idea who's running it, so. (Enabled updates are the best.)\n\nIf you haven't played Dreamland (by Wonderland's Alice) you should play it before playing this. I think Dreamland Revised is great, because I did the best I could, but it's also crammed full of spoilers.\n\nHere's my original review.\n\nDreamland (Wonderland's Alice)\nThis is some new VR/AR thing I looked at last month. The gimmick is it's a game that you play in your dreams. I found the concept intriguing, so I hooked up the ol\" REM Enhancer and downloaded the game's app to it. At first, I couldn't tell if the game was working (REME and other dreamtechs can be pretty buggy), but a few days in, I started having the trippiest dreams. A woman, dressed all in white with no eyes, asks me if I have visited the \"Quartzian Palace\". Far off in the distance, I see a castle that glows in many colors, but the way there always seems to be blocked by a chasm. Over many nights I struggled to find a way there, sometimes through bizarre dangers, often through places of great and strange beauty, until one night, I finally managed to find a way into the palace…\n\nAaaand it turns out the ending is some serious \"Don't forget to drink your Ovaltine!\" bullshit. Like, seriously. Watch it on Youtube if you don't believe me. It's such a shame, because the game was so cool up to that, but I honestly cannot recommend this game in good conscience thanks to that ending.\n\nI deleted the app off my REME the next day. I'm still getting ads in my sleep. Goddammit.\n\n\nSo what you want to do is get across the chasm and STOP THERE. Do NOT use your Visage to pass the portcullis, do NOT go into the Quartzian Palace, that's what trips off the ads. Believe me you do not want that shit. Come back and play the REAL ending here.\n\nIf you don't know how to work this game, key HELP ME.", "endoftext": false }, { "action": "Show list", "response": "The Depardu list:\n\ncruel\ndetermined\nimplacable\npatient\nserene\nsorrowing\nsubtle\n\nOf course some of you are like \"where's the other 464?\", but there's no point in me putting them all in, since you know from Ariadne that these are the ones in the Palace.", "endoftext": false }, { "action": "You assume the serene visage", "response": "You already have the visage of serenity.", "endoftext": false }, { "action": "You assume the subtle visage", "response": "You said your Dreamland was unlocked. Stop cowering from yourself.", "endoftext": false }, { "action": "You assume the patient visage", "response": "You assume a grotesque visage, the visage of patience.", "endoftext": false }, { "action": "About yourself", "response": "It's you.\n\n(Troller, I have no clue what you look like. Fill it in\nyourself.)", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of patience.", "endoftext": false }, { "action": "You examine the eye", "response": "(the lightning eye of Aladdin Sane)\nThe eye is open.\n\n(There were a lot of options, of course - this could've been the\neye of Vecna, or the eye of Odin, or the eye of the Illuminati. But this is the one I got, so it's the one I'm implementing here.)", "endoftext": false }, { "action": "You examine the tattoo", "response": "It's a fully detailed tattoo of the Mandelbrot set. You got it from Adrien Douady.\n\n(I guessed most people didn't transmute Douady's rabbit. If you\ndid, this should be the Diva tattoo. You won't need it from here on in anyway. I just included it for completeness.)", "endoftext": false }, { "action": "You examine the visage", "response": "It's grotesque to the touch.\n\n(I couldn't figure out natural keys for the visage, so you have to ASSUME VISAGE and use Depardu's emotive list, like ASSUME DETERMINED VISAGE. You can use the Allis creature list instead if you want.)", "endoftext": false }, { "action": "You look", "response": "The chasm lies behind you. The Quartzian Palace waits ahead. The thorny portcullis bars the way.\n\nA world-reflecting unicorn wanders with its head lowered along the railroad tracks.", "endoftext": false }, { "action": "You examine the unicorn", "response": "The unicorn isn't really grazing - just moving its head through the grass, switching its tail, occasionally shifting position. Its horn, hooves, and eyes have the distinctive glitter of dye-sensitized solar biofilm.", "endoftext": false }, { "action": "You examine the tracks", "response": "There was a train and that is the truth.", "endoftext": false }, { "action": "You look at the portcullis", "response": "The only entrance to the castle is blocked by a portcullis. The portcullis's wooden bars swarm with sprouted thorns and vines.", "endoftext": false }, { "action": "You assume the serene visage", "response": "You assume a cold visage, the visage of serenity.\n\n(Are you confused? You'd better key DESCRIBE GAME, unless you're\njust kicking the scenery for fun. Or HELP ME is a good idea.)", "endoftext": false }, { "action": "You assume the determined visage", "response": "You assume a whiskered visage, the visage of determination.\n\nThe Quartzian Palace honors your determination. Vines reach out from the thorny portcullis to wrap about your torso. As they drag you forward, the portcullis bars part and you pass through safely.\n\nYou are inside the wall, lost in light and rainbows.\n\nThe portcullis seals itself behind you.", "endoftext": false }, { "action": "You look at the rainbows", "response": "It shines with colors you don't even have names for.\n\n(I know some people see colors they can recognize when they look\nup at the Palace. But since no one agrees on what those colors ARE, this is what you get.)", "endoftext": false }, { "action": "You look", "response": "You are inside the wall, lost in light and rainbows.", "endoftext": false }, { "action": "You assume the serene visage", "response": "You assume a cold visage, the visage of serenity.", "endoftext": false }, { "action": "You assume the clear visage", "response": "You assume a scaled visage, the visage of clarity.\n\nYou see the walls of the maze. You find your way through, and now you are in the Palace.\n\nA polished floor, and whirling dancers, and the smell of broken metal. A sound worth listening to. A heavy velvet curtain across the back, blocking you from the orchestral pi.\n\n(Some of you are completely pissed at me right now. I don't blame\nyou, because everything's been building up to the Ballroom, right? But do you really want to fill out a thirty-part questionnare about the Sierpinski village, don't think so. Plus, I have a life over here, and I'm not spending the next four years on this.)", "endoftext": false }, { "action": "You listen", "response": "The rhythm blurs in your old ears, troller.", "endoftext": false }, { "action": "You look at the curtain", "response": "Decidedly opaque. Also heavy, dark, red.", "endoftext": false }, { "action": "You move the curtain", "response": "You strive to make your way across the floor, but the whirling dancers catch you up and throw you back again to the safety of the shore.", "endoftext": false }, { "action": "Smell", "response": "It's a familliar smell.", "endoftext": false }, { "action": "You assume the implacable visage", "response": "You assume a metallic visage, the visage of implacability.", "endoftext": false }, { "action": "You assume the determined visage", "response": "You assume a whiskered visage, the visage of determination.", "endoftext": false }, { "action": "You assume the cruel visage", "response": "You assume a furred visage, the visage of cruelty.", "endoftext": false }, { "action": "You assume the patient visage", "response": "You assume a grotesque visage, the visage of patience.", "endoftext": false }, { "action": "You assume the subtle visage", "response": "You said your Dreamland was unlocked. Stop cowering from yourself.", "endoftext": false }, { "action": "Show list", "response": "The Depardu list:\n\ncruel\ndetermined\nimplacable\npatient\nserene\nsorrowing\nsubtle\n\nOf course some of you are like \"where's the other 464?\", but there's", "endoftext": false }, { "action": "Show list", "response": "no point in me putting them all in, since you know from Ariadne that these are the ones in the Palace.\n\nThe Depardu list:\n\ncruel\ndetermined\nimplacable\npatient\nserene\nsorrowing\nsubtle\n\nOf course some of you are like \"where's the other 464?\", but there's no point in me putting them all in, since you know from Ariadne that these are the ones in the Palace.", "endoftext": false }, { "action": "You look at the shore", "response": "Everything looks the same from this angle.", "endoftext": false }, { "action": "You assume the sorrowing visage", "response": "Keep your sorrows secret.", "endoftext": false }, { "action": "You assume the implacable visage", "response": "You already have the visage of implacability.", "endoftext": false }, { "action": "You examine the eye", "response": "(the lightning eye of Aladdin Sane)\nThe eye is open.", "endoftext": false }, { "action": "You rub the eye", "response": "(the lightning eye of Aladdin Sane)\nYou rub the lightning eye of Aladdin Sane.", "endoftext": false }, { "action": "You wear the eye", "response": "(the lightning eye of Aladdin Sane)\nYou can't wear that!", "endoftext": false }, { "action": "You close eye", "response": "(the lightning eye of Aladdin Sane)\nNo. It must see.", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of implacability.", "endoftext": false }, { "action": "You examine the tattoo", "response": "It's a fully detailed tattoo of the Mandelbrot set. You got it from Adrien Douady.", "endoftext": false }, { "action": "You assume the clear visage", "response": "You assume a scaled visage, the visage of clarity.", "endoftext": false }, { "action": "You assume the serene visage", "response": "You assume a cold visage, the visage of serenity.", "endoftext": false }, { "action": "You assume the cruel visage", "response": "You assume a furred visage, the visage of cruelty.", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of cruelty.", "endoftext": false }, { "action": "What do i do next", "response": "1. Key ASSUME PESTILENT VISAGE.\n2. Key GO ORCHESTRAL.\n3. Key EXAMINE ORCHESTRAL.\n4. Key PLAY (and the name of an instrument).", "endoftext": false }, { "action": "You assume the contaminated visage", "response": "You assume a mottled visage, the visage of pestilence.\n\nThe dancers draw away from you, and the heavy curtain parts to reveal the orchestral pi. Walking in single file, the musicians abandon their posts and climb the steps, joining the dancers in a worried circle behind you.", "endoftext": false }, { "action": "You go orchestral", "response": "Now you are in the orchestral pi, where you see yourself, a gravity dam, a Danish publication, a pulgada, a Boleslaw Chrobry Crown, a Japanese neologism, a random article from Wikipedia, and a red herring, all abandoned.", "endoftext": false }, { "action": "You examine the herring", "response": "This is a playable metadistraction.", "endoftext": false }, { "action": "You examine myself", "response": "It's you.", "endoftext": false }, { "action": "You play the herring", "response": "You strike up a sprightly tune on the red herring. The dancers return to the floor. Feet stamp. Skirts swirl.\n\nThe orchestral pit lowers into the ground, taking you with it.\n\nThe seventh apartment was closely shrouded in black velvet tapestries that hung all over the ceiling and down the walls, falling in heavy folds upon a carpet of the same material and hue. But in this chamber only, the color of the windows failed to correspond with the decorations. The panes here were scarlet - a deep blood color.\n\nThe Red Queen is here. RUN.", "endoftext": false }, { "action": "You run", "response": "You run. And the Red Queen pursues. And the tapestries and the other things round you never change their places at all: however fast you go, you never seem to pass anything.", "endoftext": false }, { "action": "You run faster", "response": "You run. And the Red Queen pursues.", "endoftext": false }, { "action": "Inventory", "response": "You are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of pestilence.\n\n\"Faster!\" the Red Queen shrieks. \"FASTER!\"", "endoftext": false }, { "action": "You assume the implacable visage", "response": "You assume a metallic visage, the visage of implacability.\n\nThe Red Queen's hands close upon your shoulders like knives. \"What do you suppose is the use of a child without any meaning?\" she howls, and then you're flying through the air....", "endoftext": true }, { "action": "You describe your surroundings", "response": "(How do you simulate REME shock-wake in text? I did my best here,\nbut it's just not the same.)", "endoftext": false }, { "action": "You look", "response": "The seventh apartment was closely shrouded in black velvet tapestries that hung all over the ceiling and down the walls, falling in heavy folds upon a carpet of the same material and hue. But in this chamber only, the color of the windows failed to correspond with the decorations. The panes here were scarlet - a deep blood color.\n\nThe Red Queen is here. RUN.\n\nThe Red Queen's hands close upon your shoulders like knives. \"What do you suppose is the use of a child without any meaning?\" she howls, and then you're flying through the air....", "endoftext": false }, { "action": "You run faster", "response": "You run. And the Red Queen pursues.\n\nA looking glass appears in front of you, with the glass beginning to melt away, just like a bright silvery mist.", "endoftext": false }, { "action": "You enter the glass", "response": "In the next moment, you're through the looking glass, and your feet thump down onto sand.\n\nEventually, you stop to catch your breath.\n\nA thin-bodied, light-colored infusion laps across the sand and recedes, rhythmic as a heartbeat. The air smells appropriate.\n\n(Again, it's goddam hard to fake an enabled system with primitive software like this. If you don't get it, there's always WHAT DO I DO NEXT.)", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of implacability.", "endoftext": false }, { "action": "You assume the serene visage", "response": "You assume a cold visage, the visage of serenity.", "endoftext": false }, { "action": "Smell", "response": "A floral aroma, and a a musky spiciness sometimes described as \"muscatel\". See footnote.", "endoftext": false }, { "action": "You assume the patient visage", "response": "You assume a grotesque visage, the visage of patience.", "endoftext": false }, { "action": "You look at the sand", "response": "It's the color of bastnäsite.", "endoftext": false }, { "action": "You dig sand", "response": "You unearth a prion.", "endoftext": false }, { "action": "You look at prion", "response": "A prion is a protein that can be folded in multiple ways, contaminating and eventually destroying the framework in which it exists. This one can be folded into a sailboat.\n\n(This actually exists in the butchered REME version - they had to\nhave one more prion to complete the Prophecy of Flowers.)", "endoftext": false }, { "action": "You look at the prion", "response": "A prion is a protein that can be folded in multiple ways, contaminating and eventually destroying the framework in which it exists. This one can be folded into a sailboat.", "endoftext": false }, { "action": "You examine the footnote", "response": "\"Darjeeling Tea\". Darjeeling district government website. Dig to learn more.", "endoftext": false }, { "action": "You fold the prion", "response": "You fold the prion along the natural lines. The scenery folds along with it.\n\nYou unfold the prion and find yourself somewhere entirely different.\n\nYou stand at the top of a towering structure made from sugar cubes, so high that the base is lost below you. A sea wind blows, carrying the scent of Darjeeling tea from the brown infusion below. Gulls cry far away.", "endoftext": false }, { "action": "You listen", "response": "The distant weeping of gulls could make a kidlet cry.", "endoftext": false }, { "action": "You taste the sugar", "response": "You gnaw at the edge of the cube, but your mouth is too dry to have much effect, and only the faintest hint of sweet touches your tongue.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot.", "endoftext": false }, { "action": "You look at the cube", "response": "Subtle shades of white and reflection. As hard as rock candy, though much less spiny.", "endoftext": false }, { "action": "You examine gulls", "response": "Their distant weeping could make a kidlet cry.", "endoftext": false }, { "action": "You assume the sorrowing visage", "response": "Keep your sorrows secret.", "endoftext": false }, { "action": "You cry", "response": "No tears flow from a visage of patience.", "endoftext": false }, { "action": "You assume the clear visage", "response": "You assume a scaled visage, the visage of clarity.", "endoftext": false }, { "action": "You cry", "response": "No tears flow from a visage of clarity.", "endoftext": false }, { "action": "You assume the patient visage", "response": "You assume a grotesque visage, the visage of patience.", "endoftext": false }, { "action": "You look", "response": "You stand at the top of a towering structure made from sugar cubes, so high that the base is lost below you. A sea wind blows, carrying the scent of Darjeeling tea from the brown infusion below. Gulls cry far away.", "endoftext": false }, { "action": "You assume the contaminated visage", "response": "You assume a mottled visage, the visage of pestilence.", "endoftext": false }, { "action": "You cry", "response": "No tears flow from a visage of pestilence.", "endoftext": true }, { "action": "Go downward", "response": "It's too steep.", "endoftext": false }, { "action": "You rub the sugar", "response": "You rub the sugar cube.", "endoftext": false }, { "action": "You cry", "response": "No tears flow from a visage of determination.", "endoftext": false }, { "action": "You look", "response": "You stand at the top of a towering structure made from sugar cubes, so high that the base is lost below you. A sea wind blows, carrying the scent of Darjeeling tea from the brown infusion below. Gulls cry far away.", "endoftext": false }, { "action": "You wait", "response": "You wait. The gulls grow old and cease to weep. The stacked sugar cubes yield to a century's restless sea, and you tumble down -\n\nThe boy with nineteen eyes watches your attempt at looking.\n\nBroken stone pillars jut from the waves. You crouch atop a metal platform at the center. The only sound is the only sound.\n\nA metal cage is securely fastened to one side of the platform. It contains the boy with nineteen eyes.\n\nYour feet thump down on metal. You stagger, then gain balance.", "endoftext": false }, { "action": "You check what you're carrying", "response": "The boy with nineteen eyes watches your attempt at taking inventory.\n\nYou are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of patience.", "endoftext": false }, { "action": "You examine boy", "response": "The boy with nineteen eyes watches you examining him.\n\nThe boy's eyes are nothing like a unicorn's.", "endoftext": false }, { "action": "You open the cage", "response": "The boy with nineteen eyes watches your attempt at opening the metal cage.\n\nIt isn't something you can open.", "endoftext": false }, { "action": "You ask the boy about the boy", "response": "The boy with nineteen eyes watches you asking it about him.\n\nThere is no reply.", "endoftext": false }, { "action": "You examine the platform", "response": "The boy with nineteen eyes watches your attempt at examining the metal platform.\n\nOld, weary, indented by the passage of feet and waves.", "endoftext": false }, { "action": "You examine the pillars", "response": "The boy with nineteen eyes watches your attempt at examining the broken stone pillar.\n\nBroken stone surrounds you. like teeth. Waves beyond the stone speak to you. Listen.", "endoftext": false }, { "action": "You listen", "response": "The boy with nineteen eyes watches your attempt at listening to Outside Zion.\n\nThe boy with nineteen eyes watches your attempt at listening to the hungry waves.\n\nThe waves lap into words: album, they cry, album and\nchanson and strophe, and nothing after.", "endoftext": false }, { "action": "You listen", "response": "The boy with nineteen eyes watches your attempt at listening to Outside Zion.\n\nThe boy with nineteen eyes watches your attempt at listening to the hungry waves.\n\nThe waves are only waves, wordless and hungry.", "endoftext": false }, { "action": "You say the album", "response": "(to the boy with nineteen eyes)\nThe boy with nineteen eyes watches you answering it that him.\n\nThere is no reply.", "endoftext": false }, { "action": "You look at the waves", "response": "The boy with nineteen eyes watches your attempt at examining the hungry waves.\n\nThe waves come and go, lapping and crying like dogmeat.", "endoftext": false }, { "action": "Feed waves", "response": "(to the boy with nineteen eyes)\nThe boy has nineteen eyes. He does not need the hungry waves.", "endoftext": false }, { "action": "You close the eyes", "response": "The boy with nineteen eyes has better things to do.", "endoftext": false }, { "action": "You close the eyes", "response": "The boy with nineteen eyes watches you closing him.\n\nHe isn't something you can close.", "endoftext": false }, { "action": "You assume the cruel visage", "response": "You assume a furred visage, the visage of cruelty.\n\nThe boy's expression twists horribly, and he says, \"Go, then. There are other worlds than these.\"\n\nYou step backward, but the platform cracks like rust beneath your heel. You fall backward. You fall....\n\nThe hero, instead of conquering or conciliating the power of the threshold, is swallowed into the unknown and would appear to have died.\n\nAn even grey in every direction, with no hint of where to go.\n\nS`io credesse che mia risposta fosse\nA persona che mai tornasse al mondo,\nQuesta fiamma staria senza piu scosse.\nMa perciocchè giammai di questo fondo\nNon tornò vivo alcun, s'i'odo il vero,\nVous ne pouvez pas résoudre ce casse-tête\nSans la perspicacité de la jeunesse.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You check your inventory", "response": "You are wearing Mandelbrot's tattoo and carrying the lightning eye of Aladdin Sane. You have the visage of implacability.", "endoftext": false }, { "action": "You close eye", "response": "No. It must see.", "endoftext": false }, { "action": "You remove the tattoo", "response": "You take off Mandelbrot's tattoo.", "endoftext": false }, { "action": "You assume the determined visage", "response": "You assume a whiskered visage, the visage of determination.", "endoftext": false }, { "action": "You wear the tattoo", "response": "You put on Mandelbrot's tattoo.", "endoftext": false }, { "action": "You assume the clear visage", "response": "You assume a scaled visage, the visage of clarity.\n\nYou undulate through the grey until you perceive a faint glow. You strike toward the light, break the surface, and drag yourself up the sand.\n\nGreen light flows across the sky and sparkles up in reflection from the sand. Briny grey stretches away on one side and translucent sand stretches away on the other.\n\n(One more prophecy to go.)", "endoftext": false }, { "action": "You examine the sand", "response": "Long waves of green light move through the sand, a shimmering echo of the fierce light above.", "endoftext": false }, { "action": "You look at the light", "response": "Emerald light undulates across the sky.", "endoftext": false }, { "action": "You take the light", "response": "The sky is too far away.", "endoftext": false }, { "action": "You look at the grey", "response": "It crawls up the shore like a superfluid, and fails back again like something else entirely.", "endoftext": false }, { "action": "You go sand", "response": "You trudge across the sand, leaving the briny grey behind.\n\nYou walk for a time. Then the sky shatters.\n\nThe sky overhead has broken like a mirror. Long cracks pierce through the glowing green above. Similar cracks stretch through the translucent sand below.\n\nYou can see the woman in white with no eyes here.\n\n(Don't expect complicated conversation from her. Or conversation\nat all. You have no idea how kludgy the commands for that are.)", "endoftext": false }, { "action": "You look at the woman", "response": "Pemphredo: the first of three sisters, garbed in folded white and swan feathers. Her face is lineless with youth, and there is nothing remarkable about it save the empty, eyeless hollows.", "endoftext": false }, { "action": "You give the eye to the woman", "response": "She holds up her hand and steps backward - wait; not yet; not\nhere..", "endoftext": false }, { "action": "You go", "response": "You'll have to say which compass direction to go in.", "endoftext": false }, { "action": "You examine the cracks", "response": "Sand drains away through the largest crack in the ground.", "endoftext": false }, { "action": "You touch the woman", "response": "The woman in white - Pemphredo, they called her - steps back from you.", "endoftext": false }, { "action": "You look", "response": "The sky overhead has broken like a mirror. Long cracks pierce through the glowing green above. Similar cracks stretch through the translucent sand below.\n\nYou can see Pemphredo here.", "endoftext": false }, { "action": "You assume the cruel visage", "response": "You assume a furred visage, the visage of cruelty.", "endoftext": false }, { "action": "You show the eye to the woman", "response": "Pemphredo is unimpressed.", "endoftext": false }, { "action": "You put eye in the crack", "response": "No. You need that.", "endoftext": true }, { "action": "Look around", "response": "The sky overhead has broken like a mirror. Long cracks pierce through the glowing green above. Similar cracks stretch through the translucent sand below.\n\nYou can see Pemphredo here.", "endoftext": false }, { "action": "You examine the cracks", "response": "Sand drains away through the largest crack in the ground.", "endoftext": false }, { "action": "You look at the green", "response": "The broken sand reflects it, or it reflects the broken sand.", "endoftext": false }, { "action": "You ask woman about herself", "response": "The woman in white - Pemphredo, they called her - steps back from you.", "endoftext": false }, { "action": "Dance", "response": "You dance around.", "endoftext": false }, { "action": "You examine the visage", "response": "It's metallic to the touch.", "endoftext": false }, { "action": "You say pemphredo", "response": "(to Pemphredo)\nThe woman in white - Pemphredo, they called her - steps back from you.", "endoftext": false }, { "action": "You assume clear", "response": "You assume a scaled visage, the visage of clarity.", "endoftext": false }, { "action": "You give the eye", "response": "(to Pemphredo)\nShe holds up her hand and steps backward - wait; not yet; not\nhere..", "endoftext": false }, { "action": "You give the tattoo", "response": "(to Pemphredo)\n(first taking Mandelbrot's tattoo off)\nPemphredo doesn't seem interested.", "endoftext": false }, { "action": "You wear the tattoo", "response": "You put on Mandelbrot's tattoo.", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on?", "endoftext": false }, { "action": "You open the crack", "response": "The woman watches your efforts impassively. After a long, considering moment, she waves you out of the way, kneels, and sets her hands to either side of the crack in the sand.\n\nShe shoves hard, and the crack gapes wider still, revealing a stairway into the earth. She straightens, dusts off her robes, and descends the chthonian stair.", "endoftext": true }, { "action": "You go downward", "response": "You walk down the stair, duck through the curtain of falling sand, and come out at the entrance to a small town.\n\nThe gates of Cisthene are closed. They will remain closed until you have satisfied the gatekeepers.\n\nYou can see Pemphredo, the woman in red with no eyes, and the woman in saffron with no eyes here.\n\n(All out of prophecies now. Here's where it ends.)", "endoftext": false }, { "action": "You examine Red", "response": "Deino: the second of three sisters, garbed in folded red and carved bone beads. Her face is lineless with youth, and there is nothing remarkable about it save the empty, eyeless hollows.", "endoftext": false }, { "action": "You look at the saffron", "response": "Enyo: the third of three sisters, garbed in folded saffron and copper medallions. Her face is lineless with youth, and there is nothing remarkable about it save the empty, eyeless hollows.", "endoftext": true }, { "action": "Look around", "response": "The gates of Cisthene are closed. They will remain closed until you have satisfied the gatekeepers.\n\nYou can see Pemphredo, Deino, and Enyo here.", "endoftext": false }, { "action": "You examine the gates", "response": "Beyond lies Sunlight Gardener's School. You have only to satisfy the gatekeepers to enter the nineteen-fold corridors.", "endoftext": false }, { "action": "You give the eye to Pemphredo", "response": "The Pemphredo closes her hands about your offering. She holds up the eye, then swings it in a slow arc to survey the world around her.\n\nThen she passes the eye to her sister, and as she does, you notice the youth leaving her face. Her sister passes the eye along and grows grey and withered in turn, and all three sisters hunch in upon themselves as they encircle the eyeball.\n\nThe gates of Cisthene open to you, and you go down to the Sunlight Gardener's School, where the citizens embrace you in broad triangles and uplift your spirit nineteen times.", "endoftext": false }, { "action": "Afterword", "response": "That's it: the end of Dreamland. There is absolutely, positively, definitely nothing more to find here. And if someone tries to claim there is, they are almost certainly commiting illegal actions, troller. Anything they submit to you should be processed in search of kryptosgraphic meaning.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, read the critically important AFTERWORD, verify PI, or see a short POEM?", "endoftext": false }, { "action": "Pi", "response": "Pi: three point 141 592 653 589 793 238 462 643 383 279 502 884 197 169 399 375 105 820 974 944 592 307 816\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, read the critically important AFTERWORD, verify PI, or see a short POEM?", "endoftext": false }, { "action": "Poem", "response": "French is a dead language,\nas dead as dead can be,\nunrecognized by metal eyes\nbut hopef'lly not by thee.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, read the critically important AFTERWORD, verify PI, or see a short POEM?", "endoftext": false }, { "action": "You give the eye to Deino", "response": "The Deino closes her hands about your offering. She holds up the eye, then swings it in a slow arc to survey the world around her.\n\nThen she passes the eye to her sister, and as she does, you notice the youth leaving her face. Her sister passes the eye along and grows grey and withered in turn, and all three sisters hunch in upon themselves as they encircle the eyeball.\n\nThe gates of Cisthene open to you, and you go down to the Sunlight Gardener's School, where the citizens embrace you in broad triangles and uplift your spirit nineteen times.", "endoftext": true } ]
fhiv54qp0hbswwf1
Fiendish Zoo
Elizabeth Heller
[ "Fantasy" ]
[ "incomplete", "IntroComp 2008", "nonhuman protagonist" ]
2,008
[ 0, 0, 0, 0, 0 ]
0
0
20080901
false
You're the demon Enzak, and you're in charge of the Fiendish Zoo. Time to get to work!
[ { "action": "%", "response": "Wake up! Time to start another day of work.\n\nYour personal work space contains a chair, a filing cabinet, a bookshelf, and a battered old table which serves as a desk. A passage to the west leads to the locker room.\n\nOn the desk is a pointless snowglobe.", "endoftext": false }, { "action": "You get the snowglobe then X it", "response": "Taken.\n\nWell, it's more of an ashglobe, really ... when you shake it, bits of fire and brimstone rain down upon a miniature metropolis. You've had it for a long time; it was a gift upon some occasion or other.", "endoftext": false }, { "action": "You shake it", "response": "The small bits of ash inside the globe swirl about, wreaking destruction upon the tiny city inside. After a few moments, they settle back into place.", "endoftext": false }, { "action": "You look at the table", "response": "It's not much more than a plank of wood with legs under it. You aren't", "endoftext": false }, { "action": "You eat the globe", "response": "even certain that it is real wood.\n\nThat's plainly inedible.", "endoftext": false }, { "action": "About you", "response": "You are the demon Enzak, and you're in charge of the Fiendish Zoo.", "endoftext": false }, { "action": "Xyzzy", "response": "There is a puff of orange smoke, which makes you sneeze. Nothing else happens.", "endoftext": true }, { "action": "Look around", "response": "Your personal work space contains a chair, a filing cabinet, a bookshelf, and a battered old table which serves as a desk. A passage to the west leads to the locker room.", "endoftext": false }, { "action": "You look at the shelf", "response": "The bookshelf does not actually contain any books at present. Someone has written in yellow chalk on the shelf: \"Borrowed books, will return later. M.\"", "endoftext": false }, { "action": "You get the cabinet", "response": "That's hardly portable.", "endoftext": false }, { "action": "You sit in the chair", "response": "You get onto the old chair.", "endoftext": false }, { "action": "You look at the cabinet", "response": "Records of the zoo are stored in there, of feeding schedules and bills and vet appointments and things of that sort. Very boring. A minor imp takes care of all the paperwork and brings you things that require your personal signature.", "endoftext": false }, { "action": "You look at the chair", "response": "It's your basic wooden chair, nothing special. Not comfortable enough to relax in, but suitable for sitting down when you need to take a break.", "endoftext": false }, { "action": "You sit in the chair", "response": "But you're already on the old chair.", "endoftext": false }, { "action": "Go outside", "response": "You get off the old chair.", "endoftext": false }, { "action": "Go west", "response": "Here is where most of your tools and supplies are stored. Piled up around the walls are buckets, mops, brooms, hoses and bottles of cleaning solutions. There are also freezers (blue, green, and red) full of food for the zoo residents, some feed bins, and in one corner stands a large oven.\n\nYou can see a sack (in which are ten lumps of coal) here.", "endoftext": false }, { "action": "You examine the sack", "response": "It's a plain sack made of rough cloth, extremely dirty because it's filled with coal. To save storage space, and for the convenience of the zookeeper (namely you), there is only one sack of coal -- but it is virtually bottomless.\n\nRumor has it that the Boss Himself made this sack, after He was tricked by a clever tailor. All you know for certain is that the sack has been Zoo property for as long as you've worked here, and somehow it can never be completely filled.", "endoftext": false }, { "action": "You look at the lump", "response": "\"Coal\" is a convenient word for this black substance, but it doesn't come from those pitiful scratches that mortals call mines. Fiendish coal is dug from the deepest foundations of the world, where nameless Things gnaw tunnels out of rock in the eternal darkness. The unlucky demons who mine this coal tend not to live very long. But it burns nice and hot.", "endoftext": false }, { "action": "You eat the lump", "response": "(first taking the lump of coal)\nThat's plainly inedible.", "endoftext": false }, { "action": "You put the lump in the oven", "response": "(the lump of coal in the oven)\nYou put the lump of coal into the oven.", "endoftext": false }, { "action": "You examine the oven", "response": "The oven is used to heat and cook food for those zoo creatures that like their meals hot. Appropriately, it is fueled with a coal-like substance from the nether planes, and has a maw like the jaws of Hell.", "endoftext": false }, { "action": "You examine the freezer", "response": "Which do you mean, the blue freezer, the red freezer, or the green", "endoftext": false }, { "action": "You examine the blue", "response": "freezer?\n\nThese chilly, insulated chests are full of food for Zoo denizens. The blue one contains dairy foods and eggs.", "endoftext": false }, { "action": "You open blue", "response": "You pull open the blue freezer and take a look. It is well stocked with cheeses, bottles of milk, and eggs (not the hatching kind) from many types of beasts.\n\nYou close the freezer again, so as not to let all the cold air escape.", "endoftext": false }, { "action": "You examine the green", "response": "These chilly, insulated chests are full of food for Zoo denizens. The green one contains vegetables and fruits.", "endoftext": false }, { "action": "You open green", "response": "You open the green freezer to have a peek. Though fewer of the Zoo residents are vegetarians than meat-eaters, the ones who do eat plant matter eat a lot more of it. This freezer contains large quantities of various fruits, vegetables, roots, and so on.\n\nHaving seen the contents, you shut the freezer, lest the temperature in the room equalize with the temperature in the freezer.", "endoftext": false }, { "action": "You examine the red", "response": "These chilly, insulated chests are full of food for Zoo denizens. The red one contains meats and fish.", "endoftext": false }, { "action": "You open red", "response": "You pull open the door of the red freezer and peer inside. It's stocked with all manner of steaks, ground-up patties, bones, organs and whole carcasses. Lots of Zoo animals eat flesh or other body parts.\n\nAfter a moment, you shut the freezer, to make sure the cold things in there stay cold.", "endoftext": false }, { "action": "You examine the bins", "response": "The feed bins contain all the food for Zoo creatures that doesn't need to be kept cold: dried grains, nuts, seeds, herbs, spices, honey, et cetera.", "endoftext": true }, { "action": "Look around", "response": "Here is where most of your tools and supplies are stored. Piled up around the walls are buckets, mops, brooms, hoses and bottles of cleaning solutions. There are also freezers (blue, green, and red) full of food for the zoo residents, some feed bins, and in one corner stands a large oven.\n\nYou can see a sack (in which are nine lumps of coal) here.", "endoftext": false }, { "action": "You take the sack", "response": "Taken.", "endoftext": false }, { "action": "You go north", "response": "Employee Entrance, outside the Locker Room\nYou stand just outside the employee entrance to the zoo. Behind you, to the south, is the door back into the locker room. West is the main visitors' entrance to the zoo, and north is the employee entrance. On either side, you are surrounded by tall fencing topped with barbed wire.\n\nYou hear an odd sound, and suddenly you notice a small furry creature at your feet.", "endoftext": false }, { "action": "You get the cat", "response": "You reach down and pluck the kitten from the ground by the scruff of its neck. It goes limp, as kittens will do when handled in this fashion, but after a moment it raises its head to look at you. \"Mew?\" it says, blinking its round blue eyes.\n\nTaken.", "endoftext": false }, { "action": "Go south", "response": "Here is where most of your tools and supplies are stored. Piled up around the walls are buckets, mops, brooms, hoses and bottles of cleaning solutions. There are also freezers (blue, green, and red) full of food for the zoo residents, some feed bins, and in one corner stands a large oven.", "endoftext": false }, { "action": "You eat the cat", "response": "He's plainly inedible.", "endoftext": false }, { "action": "Search tools", "response": "You shift a few items around and uncover a tarnished silver coin!", "endoftext": false }, { "action": "You eat the coin", "response": "That's plainly inedible.", "endoftext": false }, { "action": "Go north", "response": "Employee Entrance, outside the Locker Room\nYou stand just outside the employee entrance to the zoo. Behind you, to the south, is the door back into the locker room. West is the main visitors' entrance to the zoo, and north is the employee entrance. On either side, you are surrounded by tall fencing topped with barbed wire.", "endoftext": false }, { "action": "You examine the wire", "response": "It's as sharp as the claws of demons. Nastier demons than you, even. If metal could be cunning, the sharp little bits of this wire atop the fence would be. It is there to make certain that nothing will try to enter the Fiendish Zoo by climbing over that fence.", "endoftext": false }, { "action": "You climb the fence", "response": "The barbed wire deters you. Besides, why climb the fence when there's a perfectly good door?", "endoftext": false }, { "action": "You go west", "response": "You stand at the main entrance to the Fiendish Zoo. This is where the visitors come through, and therefore the dread portal that serves as a gate is intimidating indeed.", "endoftext": false }, { "action": "You look at Portal", "response": "Impressively decorated in black iron and decorated with the most twisted, terrible relief images possible, the Dread Portal also permanently reeks of brimstone, sulfur, and scorched flesh.\n\nYour bosses went all-out for this one, putting the budget out of balance for quite some while.", "endoftext": false }, { "action": "You open it", "response": "It seems to be locked.", "endoftext": false }, { "action": "Go north", "response": "The Dread Portal is closed, locked and sealed, and until you finish your day's work, it's going to stay that way. Can't have visitors wandering through the Zoo while you're making your rounds.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na silver coin\na small fluffy kitten\na sack (open)\nnine lumps of coal\na pointless ashglobe", "endoftext": false }, { "action": "You hug the cat", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You put the kitten in the sack", "response": "The kitten doesn't seem to want to go in the sack. It sinks its claws into your hand and yowls, until you are forced to drop it.", "endoftext": false }, { "action": "You get the cat", "response": "Taken.", "endoftext": false }, { "action": "You look at the cat", "response": "This baby feline has soft white fluffy fur, and large blue eyes. Most humans would undoubtedly consider it extremely cute.", "endoftext": false }, { "action": "You drop the cat", "response": "The kitten manages to land on its feet.", "endoftext": false }, { "action": "Go north", "response": "Nothing very interesting here. This is simply a curving tunnel with two exits: to the south is back to the employee entrance, and to the northwest is your entry to the Zoo.", "endoftext": false }, { "action": "You drop the cat", "response": "The kitten manages to land on its feet.\n\nThe kitten looks at you hopefully.", "endoftext": false }, { "action": "Go northwest", "response": "You are just inside the Dread Portal, and the Zoo is open before you. It's built in a ring-shaped circuit, so you can walk northeast or northwest from here. To the south is the Dread Portal, and to the southeast is the tunnel that leads to the locker room.\n\nThe kitten follows you.", "endoftext": false }, { "action": "You go south", "response": "Many enter through the Dread Portal ... but few depart that way. In any case, you work here, so there's no reason to be leaving just yet.", "endoftext": false }, { "action": "You go to the northwest", "response": "For the benefit of visitors, signs here point in several directions.\nTo the west is the manticore. To the east is the cockatrice. To the southeast is back to the main entrance, and to the northeast is Station Beth.\n\nThe kitten follows you.", "endoftext": false }, { "action": "You go northeast", "response": "There's more of the Fiendish Zoo that way, but apparently something is wrong with the path -- a large sign on the northeast walkway reads, \"DANGER -- DO NOT ENTER.\"\n\nThe kitten pounces at its shadow.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You drop the kitty", "response": "The kitten manages to land on its feet.", "endoftext": false }, { "action": "Go northeast", "response": "There's more of the Fiendish Zoo that way, but apparently something is wrong with the path -- a large sign on the northeast walkway reads, \"DANGER -- DO NOT ENTER.\"\n\nThe kitten twitches its ears.", "endoftext": true }, { "action": "Look around", "response": "You are just inside the Dread Portal, and the Zoo is open before you. It's built in a ring-shaped circuit, so you can walk northeast or northwest from here. To the south is the Dread Portal, and to the southeast is the tunnel that leads to the locker room.\n\nYou can see a kitten here.", "endoftext": false }, { "action": "You go to the northwest", "response": "For the benefit of visitors, signs here point in several directions.\nTo the west is the manticore. To the east is the cockatrice. To the southeast is back to the main entrance, and to the northeast is Station Beth.\n\nThe kitten follows you.", "endoftext": false }, { "action": "Go east", "response": "Here is where the cockatrice lives. Its habitat is barred on the ground level and has a high net over the top. Oddly, you don't see it anywhere in its habitat. Maybe it's hiding, or asleep.\n\nThe kitten follows you.", "endoftext": false }, { "action": "You throw the cat", "response": "The kitten manages to land on its feet.\n\nThe kitten washes its paws.", "endoftext": false }, { "action": "You examine the habitat", "response": "The floor of the cockatrice's habitat is spread with straw, which needs to be changed every so often. Tough, spindly bushes poke up here and there from the ground. Several of the bushes have been turned to stone by the monster's famous gaze.\n\nThere is also a trough where the cockatrice takes its meals, and a large, shallow clay fountain-pot where it can bathe and drink. But the cockatrice itself is nowhere in sight.", "endoftext": false }, { "action": "You examine bars", "response": "The same kind of bars on most of the cages here. Hard, dark, and all but impervious to damage. The ones on the cockatrice habitat look normal enough.", "endoftext": false }, { "action": "Shake bars", "response": "(first taking the bars)\nThat's hardly portable.", "endoftext": false }, { "action": "You examine the trough", "response": "It's a trough where you put the cockatrice's food. Scattered bits of dried corn and beetle shells, leftovers from its last meal, are in evidence.\n\nThe kitten twitches its ears.", "endoftext": false }, { "action": "You examine the habitat", "response": "The floor of the cockatrice's habitat is spread with straw, which needs to be changed every so often. Tough, spindly bushes poke up here and there from the ground. Several of the bushes have been turned to stone by the monster's famous gaze.\n\nThere is also a trough where the cockatrice takes its meals, and a large, shallow clay fountain-pot where it can bathe and drink. But the cockatrice itself is nowhere in sight.\n\nThe kitten pounces at its shadow.", "endoftext": false }, { "action": "You look at the pot", "response": "The clay vessel is halfway between a small fountain and a birdbath.\nThe water is getting a bit stagnant, but the cockatrice prefers it that way.\n\nThe kitten bats at a bit of debris.", "endoftext": false }, { "action": "You search the habitat", "response": "You find nothing of interest.\n\nThe kitten twitches its ears.", "endoftext": true }, { "action": "Look around", "response": "You can't see any such thing.\n\nHere is where the cockatrice lives. Its habitat is barred on the ground level and has a high net over the top. Oddly, you don't see it anywhere in its habitat. Maybe it's hiding, or asleep.\n\nYou can see a kitten here.\n\nThe kitten twitches its ears.", "endoftext": false }, { "action": "You examine the net", "response": "The cockatrice likes to fly around a bit, so the net is there to allow it some air space but prevent it from escaping. You can't see any holes in it from here.\n\nThe kitten twitches its ears.\n\nThe cockatrice likes to fly around a bit, so the net is there to allow it some air space but prevent it from escaping. You can't see any holes in it from here.\n\nThe kitten twitches its ears.", "endoftext": false }, { "action": "You take the kitten then put the kitten in the habitat", "response": "Taken.\n\nThat can't contain things.", "endoftext": false }, { "action": "You examine the bushes", "response": "The cockatrice's natural home is a hot, dry wasteland. Not much grows there, except these bushes, which are thorny and no good to eat. One or two of them have been petrified, and are now bush-shaped sculptures of rock.", "endoftext": false }, { "action": "You take all", "response": "lump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nlump of coal: Taken.\nhabitat: That's hardly portable.\nbushes: That's hardly portable.\ntrough: That's hardly portable.\npot: That's hardly portable.\nnet: That's hardly portable.\nbars: That's hardly portable.", "endoftext": false }, { "action": "You examine the pot", "response": "The clay vessel is halfway between a small fountain and a birdbath.\nThe water is getting a bit stagnant, but the cockatrice prefers it that way.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nnine lumps of coal\na small fluffy kitten\na silver coin\na sack (open but empty)\na pointless ashglobe", "endoftext": false }, { "action": "You put the coal in the kitten", "response": "lump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.\nlump of coal: He can't contain things.", "endoftext": true }, { "action": "Look around", "response": "Here is where the cockatrice lives. Its habitat is barred on the ground level and has a high net over the top. Oddly, you don't see it anywhere in its habitat. Maybe it's hiding, or asleep.", "endoftext": false }, { "action": "You go west", "response": "For the benefit of visitors, signs here point in several directions.\nTo the west is the manticore. To the east is the cockatrice. To the southeast is back to the main entrance, and to the northeast is Station Beth.", "endoftext": false }, { "action": "You go northeast", "response": "There is more of the Fiendish Zoo that way ... but you've reached the end of this intro version. Stay tuned for the finished version of \"Fiendish Zoo,\" coming soon!", "endoftext": false }, { "action": "You go west", "response": "The manticore lives in a large cage that includes a variety of rocks and small trees for climbing, some soft cushions and furs to lounge on, and a little stream with a pool.\n\nLying in its enclosure, occasionally twitching its tail, is the manticore.", "endoftext": false }, { "action": "Hello", "response": "The manticore gets up, moves around, and then lies down again.", "endoftext": false }, { "action": "You ask the manticore about the author", "response": "(the manticore about that)\nThe manticore is not in a talkative mood today, it seems.", "endoftext": false }, { "action": "You ask the manticore about the cockatrice", "response": "(the manticore about that)\nThe manticore gets up, moves around, and then lies down again.", "endoftext": false }, { "action": "You look at the manticore", "response": "(the manticore)\nThe manticore has a humanlike face, the body of a lion, and the tail of a giant scorpion. It is one of the more intelligent creatures in the zoo, and can even speak a few words (when it feels like it).", "endoftext": false }, { "action": "Kiss manticore", "response": "(the manticore)\nKeep your mind on the game.", "endoftext": false }, { "action": "You throw the lump at the manticore", "response": "(the manticore)\nYou lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "You examine the furs", "response": "They're just some dirty cushions that the manticore is lounging on.", "endoftext": false }, { "action": "Your mom", "response": "The manticore gnaws on a toy.", "endoftext": false }, { "action": "Xyzzy", "response": "The manticore has better things to do.", "endoftext": false }, { "action": "You examine the pool", "response": "It's a pool of water, fed by a small stream, which is there so the manticore can have a drink or splash around, if it feels so inclined.", "endoftext": false }, { "action": "You sit", "response": "(on the manticore)\nThe manticore has better things to do.", "endoftext": true } ]
qo74vsi4sa44yaov
I am the Law
djchallis
[ "Science Fiction", "Mystery" ]
[ "The Odd Competition" ]
2,008
[ 0, 0, 0, 0, 0 ]
0
0
20100901
false
I am detective Joshua Kent. Captain Seth was murdered in this remote research space station. I will find the killer, make the decisions, and pass judgment. In short: I am the Law.
[ { "action": "You go north", "response": "I move north.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": true }, { "action": "Go west", "response": "I move west.\nCaptain's room\nIf it wasn't for the trauma surrounding this room, and the smell of corpse inhabiting it, I'd have first noticed how the Captain's room is so luxurious. But then these are top class scientists. There's a large bed, a fur rug, a bookcase full of books, a TV, a computer and a large wardrobe. It's a nicer room than my own. Obviously the most important thing in the room is Seth's body, which is sprawled over the bed. I feel sorry for him.\nEast takes me back out to the corridor.", "endoftext": false }, { "action": "You look at body", "response": "He's sprawled over the bed with his mouth hanging open. A quick scan of his body indicates no marks of any kind. No bullet-holes, stab wounds or signs of any sort of physical attack. It appears he simply fell down and died.", "endoftext": false }, { "action": "You take the captain's clothes", "response": "Take what?", "endoftext": false }, { "action": "You examine the rug", "response": "I have more important things to do right now, like talking to people.\n\nMaybe I should find out something about this space station? I might find out how they got here in the first place.", "endoftext": false }, { "action": "Go east", "response": "I move east.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "You go north", "response": "I move north.\nComputer room\nThe computer room is something to behold. There are only two things in the room. A stool, and the computer. the computer is an enormous metallic machine, that curves in a horse-shoe shape round the walls, leaving a gap for the entrance and placing the stool inside the horse-shoe. In front of the stool is a small screen. It is on, and the letters on the screen read:\n\"Ready for use. Please speak your enquiry out loud.\"\nFrom this I assume that I can ask the computer questions just as I'd ask a real person. It's very similar, but not the same as the computers I use at work. It's a really advanced piece of technology. To the south is the corridor I came from.", "endoftext": false }, { "action": "You ask the computer about Luke", "response": "\"What information do you have about Luke?\" I ask the computer.\nText appears on the screen:\n\"Luke is the highest-ranking crew member on this space station. His personnel file says that he is a childhood friend of ex-Captain Seth. Luke is single. He is a professional scientist working on this space station.\"", "endoftext": false }, { "action": "You ask the computer about Seth", "response": "\"What information do you have about Seth?\" I ask the computer.\nText appears on the screen:\n\"Seth is currently deceased. His personnel file says that he was a childhood friend with Luke. He was single. He was a professional scientist working on this space station.\"", "endoftext": false }, { "action": "You ask the computer about Tim", "response": "\"What information do you have about Tim?\" I ask the computer.\nText appears on the screen:\n\"His personnel file says that he was hired by Seth and Luke 105 days ago. Tim is single. He has just graduated from university. He is a professional scientist working on this space station.\"", "endoftext": false }, { "action": "You ask computer about William", "response": "\"What information do you have about William?\" I ask the computer.\nText appears on the screen:\n\"His personnel file says that he was hired by Seth and Luke 91 days ago. William is married and has two children. He is a professional scientist working on this space station.\"\n\n\"What information do you have about William?\" I ask the computer.\nText appears on the screen:\n\"His personnel file says that he was hired by Seth and Luke 91 days ago. William is married and has two children. He is a professional scientist working on this space station.\"", "endoftext": false }, { "action": "You ask the computer about the computer", "response": "\"What kind of computer are you?\" I ask the computer.\nText appears on the screen:\n\"This is a custom-built computer for this space station. It was built by Enterprise Research with the objective to run this space station and facilitate the research goal: To record the effects of lower life-forms under a system collapse.\"\n\nMaybe I should ask some of the crew members about each other? It's the best way to find out how the relationships worked.", "endoftext": false }, { "action": "You ask the computer about Calvin", "response": "\"What information do you have about Calvin?\" I ask the computer.\nText appears on the screen:\n\"His personnel file says that he was hired by Seth and Luke 110 days ago. Calvin is single. He is a professional computer scientist working on this space station.\"", "endoftext": false }, { "action": "You ask the computer about the Enterprise Research", "response": "\"Who are Enterprise Research?\" I ask the computer.\nText appears on the screen:\n\"Enterprise Research is a scientific research company.\"\nI wait for more text, but nothing comes.", "endoftext": false }, { "action": "You ask the computer about the station", "response": "\"When was this space station built?\" I ask the computer.\nText appears on the screen:\n\"150 days ago.\"\nI smile at the computer's literalness, and then work it out in my head. I think it's about five months ago.\n\"For what purpose was this space station built?\" I ask.\n\"To record the effects of lower life-forms under a system collapse,\" the computer responds.\nThe space station was built from scratch for Seth and his crew?", "endoftext": false }, { "action": "About yourself", "response": "I'm wearing my trenchcoat. It's what most detectives wear, and having the image of a detective can be a great advantage. I guess I've kinda grown to like it as well. It's got lots of pockets. In my top inside pocket is my notepad.", "endoftext": false }, { "action": "You examine the notepad", "response": "My beloved electronic notepad. Standard issue for detectives, and impossible to come by otherwise. It has a touch-screen which makes it easy to make notes with.\nIt's a powerful tool of mine. Everything I write in here will later by uploaded to the government's permanent record database, assuming my verdict is agreed with by my peers. People know what their permanent record means, and so even if I don't read what's written in my notepad, people fear or love it.\nMost of the time I don't even notice I'm writing in it, I use it so much.", "endoftext": false }, { "action": "You read the notepad", "response": "I don't use what I write in there. Some detectives do. Everything I write in here will later by uploaded to the government's permanent record database, assuming my verdict is agreed with by my peers. People know what their permanent record means, and so even if I don't read what's written in my notepad, people fear or love it.\n\nMaybe I should ask some of the crew members who they suspect. They're unlikely to have solved the case, but it might give me some ideas.", "endoftext": false }, { "action": "You check your inventory", "response": "I've got my notebook but that's about it. I'm travelling light.", "endoftext": true }, { "action": "Look around", "response": "The computer room is something to behold. There are only two things in the room. A stool, and the computer. the computer is an enormous metallic machine, that curves in a horse-shoe shape round the walls, leaving a gap for the entrance and placing the stool inside the horse-shoe. In front of the stool is a small screen. It is on, and the letters on the screen read:\n\"Ready for use. Please speak your enquiry out loud.\"\nFrom this I assume that I can ask the computer questions just as I'd ask a real person. It's very similar, but not the same as the computers I use at work. It's a really advanced piece of technology. To the south is the corridor I came from.", "endoftext": false }, { "action": "Go south", "response": "I move south.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "You ask Tim about Luke", "response": "\"What do you think of Luke?\" I ask Tim.\n\"He's a nice guy,\" Tim says. \"Not as nice as Seth, but y'know.\"", "endoftext": false }, { "action": "You ask Tim about Seth", "response": "\"What did you think of Seth?\" I ask Tim.\n\"He was one of the nicest guys I've ever met,\" Tim says. \"He understood how I felt about my work here on the space station. He understood I didn't really enjoy the work, but that I needed a job.\" Sounds like a good guy, I don't understand this guy's science problem.", "endoftext": false }, { "action": "You ask Tim about William", "response": "\"What do you think of William?\" I ask Tim.\n\"He keeps to himself, so I don't really know much about him,\" Tim says.\nI'm not convinced.", "endoftext": false }, { "action": "You ask Tim about the science", "response": "\"You enjoying being a scientist?\" I ask Tim.\n\"The opposite,\" he says, looking unhappy. \"It's so boring.\"\n\"Why are you working on science then?\"\n\"Because it's what I was really good at. Hate it, but it got me through school and university. Guess it'll get me through my working life too. That's what my parents say anyway.\"", "endoftext": false }, { "action": "You ask Tim about the parents", "response": "I don't think asking that would be much help.\n\nI need to remind myself the computer can be asked questions just like everyone else. Who knows what I might find out?", "endoftext": false }, { "action": "Go east", "response": "I move east.\nWilliam's room\nWilliam's room is surprisingly luxurious, but then these are top class scientists. There's a large bed, a fur rug, a bookcase full of books, a TV, a computer, a huge curtain against the north wall and a large wardrobe. It's a nicer room than my own. William is sitting on his bed, reading a book. Every now and then he looks up, presumably to see if I'm still there.\nTo the west is the corridor I came from.", "endoftext": false }, { "action": "You ask William about Tim", "response": "\"What do you think of Tim?\" I ask William.\n\"He's a nice lad,\" he answers, with rare confidence. \"He seems to like you.\"\n\"You work with him much?\"\n\"No, we don't see eye to eye on some of the science stuff.\"\n\"Why's that?\"\n\"I'm... not sure...\" He drifts off.", "endoftext": false }, { "action": "You ask William about Luke", "response": "\"What do you think of Luke?\" I ask William.\n\"He's, er... he's nice I guess,\" William says. \"Kinda friendly.\"\n\"Do you spend much time with him?\"\n\"Not really. I work by myself most of the time. I find it, uh, easier to concentrate.\"", "endoftext": false }, { "action": "You ask William about Seth", "response": "\"What did you think of Seth?\" I ask William.\n\"He was a nice man,\" he replies. \"I... I think he liked me.\"\n\"Why are you unsure?\"\n\"I don't know, it's just one of those things I guess...\"\nWilliam doesn't seem to want to give me much information.", "endoftext": false }, { "action": "You ask William about the station", "response": "\"How long have you been working on this space station?\" I ask William. \"Er... I dunno...\" William said, looking round the room as if hoping to find the answer on a wall. \"...maybe three months?\"\n\"Who hired you?\"\n\"Captain Seth did, sir.\"\n\"And are you happy here?\" I ask.\n\"I... uh... yes. Sir.\"\nI look at William for a moment, trying to work out what he's thinking. I don't do too well.", "endoftext": false }, { "action": "You ask William about the wife", "response": "\"How long have you been married for?\" I ask William.\n\"Er... maybe... 16 years,\" he says.\n\"Are you two happy together?\"\n\"Yeah...\" he says, focusing on me even less than normal.\nI think I'll give up.\n\nI get the impression a lot of the people here are hiding secrets that I just need to unlock.", "endoftext": false }, { "action": "You ask William about Calvin", "response": "\"What do you think of Calvin?\" I ask William.\n\"He's.... uh, kinda nice,\" William mumbles. \"He's very clever, very good with computers.\"\n\"Do you do much computing with him?\"\n\"No,\" William says, slightly too quickly. \"No, he, er, prefers to work alone.\"", "endoftext": false }, { "action": "You ask William about the computer", "response": "\"What can you tell me about the computer?\" I ask William.\n\"You mean...\" he starts. \"That... that machine at the north end?\" \"Yes,\" I confirm. He pauses for a second, as if hoping I'd lose interest.\n\"It's, er... a powerful machine.\"\nI wait, but no further comments arrive.\n\"Do you use the computer much?\" I ask.\n\"Not at all,\" he says at once. After a pause, he adds: \"That's Calvin's job.\"", "endoftext": false }, { "action": "You look at the book", "response": "My beloved electronic notepad. Standard issue for detectives, and impossible to come by otherwise. It has a touch-screen which makes it easy to make notes with.\nIt's a powerful tool of mine. Everything I write in here will later by uploaded to the government's permanent record database, assuming my verdict is agreed with by my peers. People know what their permanent record means, and so even if I don't read what's written in my notepad, people fear or love it.\nMost of the time I don't even notice I'm writing in it, I use it so much.", "endoftext": false }, { "action": "You ask William about the cause of the death", "response": "\"How did the Captain die?\" I ask William.\n\"He...\" William starts. He doesn't finish. I wait. \"He was... murdered.\"\n\"How?\" I repeat.\n\"He was... locked in his room...\" William pauses again. \"And someone turned off the oxygen.\"\n\"Thanks,\" I say.\nI think I'll stop this line of questioning there. William clearly doesn't want to talk about it.", "endoftext": false }, { "action": "Go west", "response": "I move west.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "You ask Tim about the cause of the death", "response": "\"Tell me how the Captain died,\" I say to Tim.\n\"What, you don't know?\" he asks, clearly surprised.\n\"That's not what I said,\" I say calmly, refusing to raise my emotions simply because his high emotions bug me.\n\"I get you,\" Tim says, smiling. \"The Captain died because someone locked him in his room and turned of the oxygen supply.\"\nA little quick to the conclusion that he was murdered, but ok.\n\"How would somebody go about doing that?\" I ask.\n\"I'm not entirely sure, but I think you'd need to ask the computer.\" Unhelpful.\n\"Sorry,\" Tim says. \"I'm not so good with that. I know that to get into my room I use a fingerprint scanner, but I'm not sure how someone could lock me in.\"", "endoftext": false }, { "action": "You ask Tim about Calvin", "response": "\"What do you think of Calvin?\" I ask Tim.\n\"He's a bit big-headed about his skills,\" Tim says. \"To be honest I don't really like him. What's more, I think I suspect him...\"\nDo I listen to the advice of a wannabe detective?\n\nEventually I'll run out of time. I've got ages left here, I've probably not even used a tenth of my allotted time, but my boss won't wait forever.", "endoftext": false }, { "action": "You go north", "response": "I move north.\nComputer room\nThe computer room is something to behold. There are only two things in the room. A stool, and the computer. the computer is an enormous metallic machine, that curves in a horse-shoe shape round the walls, leaving a gap for the entrance and placing the stool inside the horse-shoe. In front of the stool is a small screen. It is on, and the letters on the screen read:\n\"Ready for use. Please speak your enquiry out loud.\"\nFrom this I assume that I can ask the computer questions just as I'd ask a real person. It's very similar, but not the same as the computers I use at work. It's a really advanced piece of technology. To the south is the corridor I came from.", "endoftext": false }, { "action": "You ask the computer about the cause of the death", "response": "\"How did Captain Seth die?\" I ask the computer.\nText appears on the screen:\n\"He died of asphyxiation in his own room on November 5th, 1 day ago.\" \"Why?\" I ask.\n\"The oxygen supply for his room had been turned off.\"\n\"Who turned it off?\" I press.\n\"Records show somebody accessed the computer and issued such an order, but the data point showing who it was is corrupt.\"\nI sigh. Great. I guess if it was that easy I'd have been told about this file when I arrived. I look up again, with a new question.\n\"Why didn't the Captain leave the room?\"\n\"The door to his room was locked via access to the computer, which overides the fingerprint locks.\"\n\"Who did that?\"\n\"Records show somebody accessed the computer and issued such an order, but the data point showing who it was is corrupt.\"\nThat's not helpful. Maybe I should ask someone more human about the corrupt data.", "endoftext": false }, { "action": "Go south", "response": "I move south.\nEntrance Lobby\nI'm standing in the entrance lobby. It's metallic and fairly bare. I guess on a lonely research space station the entrance lobby is used for little more than a corridor. I can't imagine they get guests often. A few signs let me know where I can go. From the look of things, west would take me to the lounge, where Tim is, east would take me to the workstations, where Calvin is, and north would take me to the rest of the space station.", "endoftext": false }, { "action": "You go east", "response": "I move east.\nWorkstations\nThe workstations are five computers in a small room. It's safe to assume they're all networked together, and are used for the crew's work. This seems to be a separate area to the main computer room at the north end of the space station. Calvin is deep in his work, though I'm sure we both know I'll have to disturb him soon.\nTo the west is the entrance lobby I came from.", "endoftext": false }, { "action": "You ask Calvin about the computer", "response": "\"Tell me about the computer,\" I ask Calvin. He looks up from his work. \"V? She's a beautiful machine. She's easily the most advanced machine I've ever seen. You'd be much better off going and talking to her yourself than asking me. Come find me again if she's not behaving herself though.\"", "endoftext": false }, { "action": "You ask Calvin about the cause of the death", "response": "\"How did Captain Seth die?\" I ask Calvin. He looks up from his work. \"Some git locked him in his room and turned off the oxygen. Horrible way to die. The lack of oxygen would have meant that by the time he realised what was going on, screaming for help wouldn't have worked. No sound in a vacuum? Anyway, what's interesting is the only way to do that would be through V. The Captain's room is fingerprint locked, with terminals on both side, so the only way to lock him in would be to override the fingerprint terminals, which you'd have to do with V. Same for the oxygen. The only way to shut off the oxygen is with V. The real question is how did the killer lock the Captain in? Sure, V can override the lock, but she demands the Captain's password to do it.\"", "endoftext": false }, { "action": "You ask Calvin about the password", "response": "\"The computer says it needs a password to turn on creativity,\" I say to Calvin. He looks up from his work.\n\"I dunno who did that,\" he says. \"Wasn't me. Try Luke.\"", "endoftext": false }, { "action": "You ask Calvin about Luke", "response": "\"What do you think of Luke?\" I ask Calvin. He looks up from his work. \"Luke's a nice guy, but he doesn't really understand the computing work I do here. He's great for the science part, he's got huge creativity and passion. But the computing side is a huge part of our research. Why do you think we got given V? He's a good guy, but he doesn't get how hard I work.\"", "endoftext": false }, { "action": "You ask Calvin about Seth", "response": "\"What did you think of Seth?\" I ask Calvin. He looks up from his work. \"He was a good man,\" Calvin said. \"He recognised my talent, and he was extremely friendly and helpful. He listened to what I needed, even if he didn't quite understand it all. He was a fantastic leader, and I'll miss working under him. But of course, you can't take my word for it, since I'm a suspect.\" He smiles and goes back to his work.", "endoftext": false }, { "action": "You ask Calvin about William", "response": "\"What do you think of William?\" I ask Calvin. He looks up from his work.\n\"He knows his science, but he's a bit of a wuss really. Tends to keep himself to himself. Doesn't really express his opinion very much. He spends a lot of time in his room as well, I often wonder what he keeps in there. I'm sure he's an ok guy though, for a scientist.\"", "endoftext": false }, { "action": "You ask Calvin about the corrupt data", "response": "\"I tried to get some data from the computer, but it said some of the data was corrupt,\" I say to Calvin. He looks up from his work and looks puzzled.\n\"Really?\" he says. He sits there and thinks for a bit. \"I can't come and sort her out myself, I'm too busy, sorry. But try this: ask her why she thinks the data's corrupt.\"\n\"You can do that?\" I ask.\n\"Sure you can!\" Calvin says, almost surprised. \"Just ask her what her opinion on the corrupt data is.\"\nI guess I should give it a go.", "endoftext": false }, { "action": "Go west", "response": "I move west.\nEntrance Lobby\nI'm standing in the entrance lobby. It's metallic and fairly bare. I guess on a lonely research space station the entrance lobby is used for little more than a corridor. I can't imagine they get guests often. A few signs let me know where I can go. From the look of things, west would take me to the lounge, where Tim is, east would take me to the workstations, where Calvin is, and north would take me to the rest of the space station.", "endoftext": false }, { "action": "You go north", "response": "I move north.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "You ask V what her opinion on the corrupt data is", "response": "[ask v what %vname% opinion on corrupt data is]\nUse the format \"ask the computer about [subject]\".", "endoftext": false }, { "action": "You ask the computer what her opinion on the corrupt data is", "response": "[ask computer what %vname% opinion on corrupt data is]\nUse the format \"ask the computer about [subject]\".", "endoftext": false }, { "action": "You ask the computer about her opinion on corrupt data", "response": "[ask computer about %vname% opinion on corrupt data]\nI don't think asking that would be much help.", "endoftext": false }, { "action": "You ask the computer about the opinion on the corrupt data", "response": "\"What's your opinion on the corrupt data?\" I ask the computer in a half-hearted kinda way.\n\"C.R.E.A.T.I.V.I.T.Y must be turned on for opinions to be given.\" Creativity?", "endoftext": false }, { "action": "You ask computer about the creativity", "response": "\"Turn on creativity,\" I command the computer.\nText appears on the screen:\n\"Password is required.\"\nA password? Guess I need to find out what it is.\n\n(type \"enter creativity password\" if you want to do that)", "endoftext": false }, { "action": "You ask Tim about the password", "response": "\"Do you know the password for the computer's creativity engine?\" I ask Tim.\n\"I didn't even know there was one,\" he says. \"Try Calvin. Or Luke.\"", "endoftext": false }, { "action": "You ask William about the password", "response": "\"Do you know the password for the computer's creativity engine?\" I ask William.\n\"I... er... I don't know...\" he says. \"You'll have to ask someone else. Sorry.\"\nWonderful.", "endoftext": false }, { "action": "Go west", "response": "I move west.\nLounge\nThis seems to be the lounge. I guess even scientists need to relax away from the computers sometime. What really surprises me is the amount of entertainment in the room. It must have cost a fortune! There's several sofas, a huge TV, massive speakers, a pool table, a bar and a few more things buried at the back. Luke is sitting on one of the sofas, obviously deep in thought.\nTo the east is the entrace lobby.", "endoftext": false }, { "action": "You ask Luke about the password", "response": "\"I was using the computer earlier and it said it needed creativity turning on,\" I say to Luke.\nLuke sighs. \"I guess you found about that then,\" he says.\nI draw myself up, slightly frustrated that Luke hid facts from me. \"What is it and why did you hide it from me?\" I ask bluntly.\n\"It's an engine that allows the computer to communicate in a more realistic fashion,\" he explains.\n\"How?\"\n\"It's simpler if you try it for yourself,\" Luke says. \"The password is 'Grant'.\"\n\"Grant?\" I ask.\n\"Seth's mother's maiden name.\"\n\"Ok, thanks,\" I say. \"But why did you hide it from me?\"\n\"The computer said I should,\" Luke says. \"She pointed out that the creativity technology is far more advanced than anything else in the galaxy. It wouldn't help if it became public knowledge as part of a murder investigation.\"\n\"I assure you, the creativity engine will not become public information unless it becomes crucial to the case,\" I tell him. \"Although the detectives will know about it.\"\n\"I guess that's the way it'll have to be,\" Luke says, and goes back to staring past me. Poor guy.", "endoftext": false }, { "action": "You ask luke about the cause of the death", "response": "\"So how exactly did the Captain die?\" I ask Luke.\n\"He died of asphyxiation, technically speaking,\" he says. \"We found him dead in his room, which had been locked, and the oxygen supply had been cut off.\"\n\"Could that happen by accident?\"\n\"Not by accident, no,\" he replied quickly. \"Technically it could be a suicide, but knowing Seth, I wouldn't even consider it a possibility.\" \"So where are the controls that would let you lock the door and cut off the air supply?\" I ask.\n\"The door locks are operated by fingerprints, but the oxygen is controlled by the computer,\" Luke tells me.\n\"The computer?\" I ask, curious. Just the one?\n\"It's a good computer,\" Luke says.", "endoftext": false }, { "action": "You ask luke about the corrupt data", "response": "\"I was using the computer earlier,\" I say to Luke, \"and it seems some of the data is corrupt.\"\n\"I'm afraid I can't help you there,\" Luke says. \"Calvin will know the answer though.\"", "endoftext": false }, { "action": "You ask Luke about Calvin", "response": "\"Tell me a bit about Calvin then,\" I say to Luke.\n\"He's the computer guy out of all of us,\" Luke says. \"We all use computers for our work of course, but he knows the most about them. He's one of the best in his field, I was really impressed by his application.\"\n\"So you hired him recently?\"\n\"Shortly before we moved onto the space station. About three months ago?\"\n\"What do you think of him personally?\" I ask.\nLuke pauses, presumably working out the best way to phrase his real opinion.\n\"He's a dedicated worker, but he doesn't care much for other people,\" Luke says carefully.", "endoftext": false }, { "action": "You ask Luke about William", "response": "\"Tell me about William,\" I say to Luke.\n\"William's a brilliant scientist,\" Luke says. \"And a lovely guy too. He's just a bit quiet. Keeps to himself. It's a shame really, but it's who he is.\"\n\"How'd you meet him?\"\n\"Hired him for the project about three months ago. He was very persistent, and I'm glad I eventually listened to him.\"\n\"Assuming he's not the killer, that is,\" I say. I wait for his response, but I get none. It seems he's not convinced.", "endoftext": false }, { "action": "You ask Luke about Tim", "response": "\"Tim seemed happy to see me,\" I say to Luke.\n\"He's a big fan of detectives,\" Luke says. \"Sometimes I wonder why he became a scientist.\"\n\"Is he a good scientist?\"\n\"He's fantastic, he just finds it boring.\" Luke allowed himself a small smile. \"I've always thought it weird. He's a natural, but he really wants to be a detective.\"\n\"Is he going to be a problem for me?\" I ask hesitently.\n\"I hope not. If he is, I'll give him a talking to. You never know, he might be helpful.\"\nI'm not so convinced, but I don't say so.", "endoftext": false }, { "action": "Go east", "response": "I move east.\nEntrance Lobby\nI'm standing in the entrance lobby. It's metallic and fairly bare. I guess on a lonely research space station the entrance lobby is used for little more than a corridor. I can't imagine they get guests often. A few signs let me know where I can go. From the look of things, west would take me to the lounge, where Tim is, east would take me to the workstations, where Calvin is, and north would take me to the rest of the space station.", "endoftext": false }, { "action": "You go north", "response": "I move north.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "You go north", "response": "I move north.\nComputer room\nThe computer room is something to behold. There are only two things in the room. A stool, and the computer. the computer is an enormous metallic machine, that curves in a horse-shoe shape round the walls, leaving a gap for the entrance and placing the stool inside the horse-shoe. In front of the stool is a small screen. It is on, and the letters on the screen read:\n\"Ready for use. Please speak your enquiry out loud.\"\nFrom this I assume that I can ask the computer questions just as I'd ask a real person. It's very similar, but not the same as the computers I use at work. It's a really advanced piece of technology. To the south is the corridor I came from.", "endoftext": false }, { "action": "You enter the creativity password", "response": "\"I want to enter the creativity password,\" I say to the computer.\nText appears on the screen:\n\"Speak it now.\"", "endoftext": false }, { "action": "Grant", "response": "The screen pauses, and then suddenly teat appears on the screen:\n\nC.R.E.A.T.I.V.I.T.Y\nengine loading...\n\nAnd then suddenly the screen is blank again. I wait, and then words appear on the screen again:\n\"Hello Joshua. My name is V. I'm here to help you in any way I can. You've turned on my creativity circuits now. They simply allow me to communicate to you in a way that feels more human. I exhibit characteristics that give the impression of opinions and thought.\"\nI pause for a minute.\n\"Hello V,\" I say.\n\"Hello. I believe you had a question for me?\"\nI think I can interact with V just like I used to, by asking her questions. But I think she might be a little more helpful now. As well as asking her about her opinion on the corrupt data, I should try asking her things again to see what she'll tell me now.\n\nThe computer room is something to behold. There are only two things in the room. A stool, and V. V is an enormous metallic machine, that curves in a horse-shoe shape round the walls, leaving a gap for the entrance and placing the stool inside the horse-shoe. In front of the stool is a small screen. It is on, and the letters on the screen read: \"I'm here to help, just talk to me when you want something, Joshua.\" To the south is the corridor I came from.", "endoftext": false }, { "action": "You ask the computer who did it", "response": "[ask computer who did the fingerprint lock]\nUse the format \"ask V about [subject]\".", "endoftext": false }, { "action": "You ask V about the opinion of corrupt data", "response": "\"What's your opinion on the corrupt data?\" I ask V.\n\"Well, I think you'll agree it's unlikely that the data saying who issued the command for both the oxygen and the door lock would both be corrupted by accident. Besides, I don't get corrupted data that often.\"\n\"So... what do you think?\" I ask.\n\"I think the most likely answer is that the killer deleted the data points himself.\"\n\"Wouldn't you know if he did that?\"\n\"Not if he deleted that file too. Remember my memory is only what files are on my hard drive. Delete files or pieces of information and I, in essence, forget things.\"\nWhat should I do now? I need to find the killer. Maybe I should ask V some more questions. As the computer in charge of the whole space station, she's bound to know some secrets, and she seems to be wanting to help me out here.", "endoftext": false }, { "action": "You ask V about Tim", "response": "\"What information do you have about Tim?\" I ask V.\nText appears on the screen:\n\"He works for Seth & Luke. His personnel file says that he was hired 105 days ago. He's single. He's only just graduated from university actually. He doesn't seem that interested in science, despite being so good at it.\"\n\"He's not, he wants to be a detective.\"\n\"That makes sense...\"\n\"What do you mean?\"\n\"Well, Tim's been doing a lot of snooping around since Seth died. Maybe he's trying to give you a hand.\"\nMaybe I should go talk to Tim...", "endoftext": false }, { "action": "You ask V about Seth", "response": "\"What information do you have about Seth?\" I ask V.\nText appears on the screen:\n\"He died last night. I'm sorry for your loss. His personnel file says that he was a childhood friend with Luke. He was single. He was a professional scientist working on this space station.\"\nThat's strangely sombre for V.", "endoftext": false }, { "action": "You ask V about Luke", "response": "\"What can you tell me about Luke?\" I ask V.\nText appears on the screen:\n\"He's the highest-ranking crew member on this space station, so I technically work for him. His personnel file says that he was a childhood friend of Seth. He's single, which is surprising. As far as I can tell, most of the crew seem to like him, though not as much as Seth.\"\n\"Really?\" I ask, curious at the possibility of a rivalry between Luke and Seth.\n\"Yeah, I think he envied Seth slightly.\"", "endoftext": false }, { "action": "You ask V about William", "response": "\"What information do you have about William?\" I ask V.\nText appears on the screen:\n\"He works for Seth & Luke. His personnel file says that he was hired 91 days ago. He's married and has two children it seems. He's a bit of a nervous guy.\"\n\"Any dirt I should know?\"\n\"I can't find any... but I'm sure he's hiding something...\"", "endoftext": false }, { "action": "You ask the computer about lock", "response": "\"How do the locks on the doors work?\" I ask V.\nText appears on the screen:\n\"The doors to the crew-member's cabins can be locked from the inside or outside by their fingerprint. Other doors have no manual locks. However all doors can be locked or unlocked by asking me.\"\n\"Anybody can just ask you to override the locks?\" I ask again.\n\"That's right.\"", "endoftext": false }, { "action": "You ask the computer about the station", "response": "\"When was this space station built?\" I ask V.\nText appears on the screen:\n\"It was built 150 days ago, which is about five months ago.\"\n\"What was it built for?\" I ask.\n\"To do scientific research. I'm sure Luke's told you the mision statement: 'To record the effects of lower life-forms under a system collapse',\" the computer responds.\n\"The space station was built from scratch for Seth and his crew?\" \"Yes, it was custom-built for them and me.\"", "endoftext": false }, { "action": "You ask the computer about V.", "response": "\"Tell me about yourself,\" I say to V.\nText appears on the screen:\n\"I was custom-built for this space station. I was built by Enterprise Research with the objective to run this space station and facilitate the research goal: To record the effects of lower life-forms under a system collapse. As you can tell, I'm no ordinary computer. The crew seem to like me though.\"", "endoftext": false }, { "action": "You ask V about the lower lifeforms", "response": "\"Who are Enterprise Research?\" I ask V.\nText appears on the screen:\n\"Enterprise Research is a scientific research company.\"\nI wait for more text.\n\"That's all I know.\"\n\"What?\"\n\"That's all the information they programmed me with. Sorry.\"\nThat's very suspiscious...\n\nI don't think asking that would be much help.", "endoftext": false }, { "action": "You ask V about Calvin", "response": "\"What information do you have about Calvin?\" I ask V.\nText appears on the screen:\n\"He works for Luke and Seth. His personnel file says that he was hired 110 days ago. He's single, which doesn't surprise me. He's the computer whizz of the space station, though I think he annoys most of the other crew members.\"\n\"Did he annoy Seth?\" I ask.\n\"I don't think so...\"", "endoftext": false }, { "action": "You ask the computer about two-star", "response": "I don't think asking that would be much help.\n\nI don't think asking that would be much help.", "endoftext": false }, { "action": "You ask V about the creativity", "response": "\"Your creativity engine is really something special,\" I say to V.\n\"It was created especially for me.\"", "endoftext": false }, { "action": "You ask V why", "response": "Use the format \"ask V about [subject]\".", "endoftext": false }, { "action": "You ask V about the suspect", "response": "\"Who do you think did it then?\" I ask V.\n\"I don't think I have enough information to make an informed opinion.\" \"But if you really had to choose?\" I press in.\n\"Well... Calvin's the most likely to be able to corrupt particular data points of mine.\"\nIt's a fair point.", "endoftext": false }, { "action": "Go south", "response": "I move south.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "You ask Tim about the suspect", "response": "\"Who did it then, master detective?\" I ask Tim.\n\"Calvin of course!\" Tim answers prompty.\n\"Why?\"\n\"He's the one with the know-how to get V to do what it needed to do to get Seth killed.\"\nA better answer than I expected from this kid, though I think V would just do it if you asked her nicely.", "endoftext": false }, { "action": "You look at Tim", "response": "Tim is very neatly dressed. He's much younger than the other crew-members, which makes sense if he's just got out of university. He's leaning against the wall of the corridor, waiting for me to talk to him.", "endoftext": false }, { "action": "You ask Tim about the cause of the death", "response": "\"Tell me how the Captain died,\" I say to Tim.\n\"What, you don't know?\" he asks, clearly surprised.\n\"That's not what I said,\" I say calmly, refusing to raise my emotions simply because his high emotions bug me.\n\"I get you,\" Tim says, smiling. \"The Captain died because someone locked him in his room and turned of the oxygen supply.\"\nA little quick to the conclusion that he was murdered, but ok.\n\"How would somebody go about doing that?\" I ask.\n\"I'm not entirely sure, but I think you'd need to ask V.\"\nUnhelpful.\n\"Sorry,\" Tim says. \"I'm not so good with that. I know that to get into my room I use a fingerprint scanner, but I'm not sure how someone could lock me in.\"", "endoftext": false }, { "action": "You ask Tim about the corrupt data", "response": "\"V had some corrupt data...\" I start to ask Tim.\n\"Lost me already, sorry,\" he cuts in. \"Go find Calvin.\"", "endoftext": false }, { "action": "You go north", "response": "I move north.\nComputer room\nThe computer room is something to behold. There are only two things in the room. A stool, and V. V is an enormous metallic machine, that curves in a horse-shoe shape round the walls, leaving a gap for the entrance and placing the stool inside the horse-shoe. In front of the stool is a small screen. It is on, and the letters on the screen read: \"I'm here to help, just talk to me when you want something, Joshua.\" To the south is the corridor I came from.", "endoftext": false }, { "action": "You ask V about the oxygen", "response": "\"How is the oxygen supply controlled?\" I ask V.\nText appears on the screen:\n\"I circulate oxygen round the ship. If you want to change the oxygen flow in any way you need to come to me.\"\n\"Did anybody access the oxygen supply controls yesterday?\" I ask. \"Records show somebody issued me such an order, but the data point showing who it was is corrupt.\"\nTime to ask V her opinion on the corrupt data.", "endoftext": false }, { "action": "You close the the lounge door", "response": "I don't understand what you mean!\n\nI can't close that.", "endoftext": false }, { "action": "You shut off the oxygen supply", "response": "I don't understand what you mean!\n\nI don't understand what you mean!", "endoftext": false }, { "action": "You ask the computer about doors", "response": "\"How do the locks on the doors work?\" I ask V.\nText appears on the screen:\n\"The doors to the crew-member's cabins can be locked from the inside or outside by their fingerprint. Other doors have no manual locks. However all doors can be locked or unlocked by asking me.\"\n\"Anybody can just ask you to override the locks?\" I ask again.\n\"That's right.\"", "endoftext": false }, { "action": "Go south", "response": "I move south.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "Go east", "response": "I move east.\nWilliam's room\nWilliam's room is surprisingly luxurious, but then these are top class scientists. There's a large bed, a fur rug, a bookcase full of books, a TV, a computer, a huge curtain against the north wall and a large wardrobe. It's a nicer room than my own. William is sitting on his bed, reading a book. Every now and then he looks up, presumably to see if I'm still there.\nTo the west is the corridor I came from.", "endoftext": false }, { "action": "You ask William about the suspect", "response": "\"Who do you think killed Seth?\" I ask William.\nHe doesn't answer. I pause for a minute to let him think.\n\"Who do-\" I begin again.\n\"I don't know,\" he says, not looking at me.", "endoftext": false }, { "action": "You look at the curtain", "response": "It's a really huge curtain, almost covering a whole wall. Looks pretty.", "endoftext": false }, { "action": "You open the curtain", "response": "It's a really huge curtain, almost covering a whole wall. Looks pretty.\n\nI don't think I should be touching William's stuff.", "endoftext": false }, { "action": "You ask William about the station", "response": "\"How long have you been working on this space station?\" I ask William. \"Er... I dunno...\" William said, looking round the room as if hoping to find the answer on a wall. \"...maybe three months?\"\n\"Who hired you?\"\n\"Captain Seth did, sir.\"\n\"And are you happy here?\" I ask.\n\"I... uh... yes. Sir.\"\nI look at William for a moment, trying to work out what he's thinking. I don't do too well.", "endoftext": false }, { "action": "Go west", "response": "I move west.\nCorridor\nThis corridor doesn't look much more impressive than the entrance lobby. In fact the only thing of any interest is Tim, standing against one of the walls. He's looking at me expectantly, though I'm not sure I really want to talk to him.\nAccording to the signposts, west takes me into the Captain's room, which I've been given permission to look around. East takes me to William's room, where he'll be, and due north is the computer room. South takes me back to the entrance lobby.", "endoftext": false }, { "action": "Go south", "response": "I move south.\nEntrance Lobby\nI'm standing in the entrance lobby. It's metallic and fairly bare. I guess on a lonely research space station the entrance lobby is used for little more than a corridor. I can't imagine they get guests often. A few signs let me know where I can go. From the look of things, west would take me to the lounge, where Tim is, east would take me to the workstations, where Calvin is, and north would take me to the rest of the space station.", "endoftext": false }, { "action": "You ask luke about the suspect", "response": "\"So the four of you are suspects then,\" I say to Luke.\n\"I guess so,\" he replies.\n\"Care to lend your opinion on who it might have been?\" I ask.\nLuke stares past me for a minute. He must know I'm not asking for advice, but to analyse him.\n\"I'd choose Calvin if I had to choose someone,\" he says eventually. \"Why?\"\n\"Because I can't imagine it being Tim or William,\" Luke says. \"But I can't imagine it being Calvin either.\"\nThe man obviously has faith in his crew, which must be great when one of them doesn't want to commit murder.", "endoftext": false }, { "action": "You go to the east", "response": "I move east.\nEntrance Lobby\nI'm standing in the entrance lobby. It's metallic and fairly bare. I guess on a lonely research space station the entrance lobby is used for little more than a corridor. I can't imagine they get guests often. A few signs let me know where I can go. From the look of things, west would take me to the lounge, where Tim is, east would", "endoftext": false }, { "action": "You go east", "response": "I move east.\nWorkstations\nThe workstations are five computers in a small room. It's safe to assume they're all networked together, and are used for the crew's work. This seems to be a separate area to the main computer room at the north end of the space station. Calvin is deep in his work, though I'm sure we both know I'll have to disturb him soon.\nTo the west is the entrance lobby I came from.", "endoftext": false }, { "action": "You ask Calvin about the suspect", "response": "\"You know you're a suspect as well, right?\" I ask Calvin. He looks up from his work.\n\"Of course, detective.\" Calvin smiles. \"I think you'll discover it wasn't me in time. You are, after all, the best of the best. If you were to find me guilty I'd be extremely worried about the government and the justice system, and since I'm not, neither am I worried that you'll convict me of this crime.\"\n\"Who do you think did it?\" I ask.\n\"Tim,\" Calvin says.\n\"Why?\"\n\"William's too wussy and Luke liked Seth too much. Simple matter of elimination,\" Calvin says.\nThis man would make a rubbish detective.", "endoftext": false }, { "action": "You ask Calvin about the doors", "response": "\"How could you lock somebody in their room on this space station?\" I ask Calvin. He looks up from his work.\n\"You're talking about how Seth died, aren't you? Horrible way to die. The lack of oxygen would have meant that by the time he realised what was going on, screaming for help wouldn't have worked. No sound in a vacuum? Anyway, what's interesting is the only way to do that would be through V. The Captain's room is fingerprint locked, with terminals on both side, so the only way to lock him in would be to override the fingerprint terminals, which you'd have to do with V. Same for the oxygen. The only way to shut off the oxygen is with V. The real question is how did the killer lock the Captain in? Sure, V can override the lock, but she demands the Captain's password to do it.\"", "endoftext": false }, { "action": "You ask Calvin about V.", "response": "\"Who's V?\" I ask Calvin. He looks up from his work.\n\"She's the computer of course! She's easily the most advanced machine I've ever seen. You'd be much better off going and talking to her yourself than asking me. Come find me again if she's not behaving herself though.\"", "endoftext": false }, { "action": "You ask Calvin about the creativity", "response": "\"I asked the computer about the corrupt data but it said it needed creativity to be turned on first,\" I tell Calvin. He looks up from his work, again.\n\"Somebody turned creativity off?\" he says, clearly confused. \"I wonder why. In any case, just ask her about creativity to turn it on.\"", "endoftext": false }, { "action": "You ask Calvin about Tim", "response": "\"What do you think of Tim?\" I ask Calvin. He looks up from his work. \"He's an annoying little kid,\" Calvin chuckled. \"He really knows his stuff. Complete natural at science. Does it like it's simple addition. Fantastic. I just wish he'd grow up a little bit. He talks a bit too much, I think he wants to be a detective, like you. Luckily for me, he keeps to himself.\"", "endoftext": false }, { "action": "You ask Calvin about Calvin", "response": "\"So, tell me about yourself,\" I say to Calvin. He looks up from his work.\n\"My life's basically been computers. I did my A level IT two years early, and got my PhD as soon as I could. I've been moving about jobs really, looking for something that really stretches my skills. No use having the ability and nowhere to use it, is there? I finally found this job, which is great. Pays a lot as well, but that was coincidence. It's not like the jobs I've worked in have ever paid small amounts.\"", "endoftext": false }, { "action": "You ask Calvin about the station", "response": "\"How long have you been working on this space station?\" I ask Calvin. He looks up from his work.\n\"I was hired on June 19th,\" he replies, \"but the five of us didn't move onto the space station until August 22nd.\"\nIt's November 6th today. \"Do you like it here?\" I ask.\n\"Yeah.\" Calvin smiles. \"It's the only job I've had that's really pushed my skills to the limit. The majority of computing jobs in our galaxy can be done by any young university graduate. It's refreshing and fun to find a job that really makes use of the advanced skills I've developed over the years.\"", "endoftext": false }, { "action": "You ask Calvin about the Enterprise Research", "response": "\"Had you ever heard of Enterprise Research before you took this job?\" I ask Calvin. He looks up from his work.\n\"No,\" he replies, \"but then I don't usually worry about those sort of things. I work, sorry, worked for Seth, not Enterprise. It's too far up the chain of command to be any interest of me, unless they start becoming my problem as well.\"\n\"Why would that happen?\" I ask.\n\"Oh, just something like a funds cut. Somethat that limits Seth's control over our research and by well-being. But so far Enterprise seem to have been very good to us.\"", "endoftext": false }, { "action": "You ask Calvin about the Research", "response": "\"So what exaclty is your research about?\" I ask Calvin. He looks up from his work.\n\"It's about studying cell-based life forms really. We run a variety of tests by putting them in outlandish situations and find out how they react. I run most of the analysis, and bullying V into doing the research the way we want to.\"\n\"What's the benefit of this research?\" I ask.\n\"All science research is beneficial simply because of the knowledge gained,\" Calvin stated. \"But there's also benefits when it comes to things like stopping diseases spreading through space.\"\n\"Makes sense,\" I say. Might be handy in my line of work, with all my travelling.", "endoftext": false }, { "action": "You ask Tim about the detective", "response": "\"Why so excited to meet a detective?\" I ask Tim, almost dreading the answer.\n\"Because science is so boring!\" Tim says. \"You guys have the best career.\"\n\"Why did you become a scientist then?\"\n\"Because it's something I'm good at. I always got really high grades in science classes, even though I never really tried.\"\nYou don't know how lucky you are, kid.\n\"Ever tried out to be a detective?\" I ask him.\n\"Never dared...\"", "endoftext": false }, { "action": "You ask Tim about the Enterprise Research", "response": "\"Did you ever hear of Enterprise Research before you took this job?\" I ask Tim.\n\"Aren't they who Seth & Luke work for?\" Tim asks.\nI'll take that as a no then.", "endoftext": false }, { "action": "You ask Tim about William", "response": "\"What do you think of William?\" I ask Tim.\n\"He keeps to himself, so I don't really know much about him,\" Tim says.\nI'm not convinced.", "endoftext": false }, { "action": "You ask Tim about V.", "response": "\"Tell me about V,\" I say to Tim.\n\"She's kinda scary, to be honest,\" Tim says.\n\"Why?\"\n\"She seems to know so much, and be able to do so much. I'd rather we lived here without her.\"\n\"Surely she's useful for the research?\"\n\"I'm sure Calvin could rig up something else,\" Tim said, annoyed.", "endoftext": false }, { "action": "You ask Tim about the doors", "response": "\"How could you lock someone in their room on this space station?\" I ask Tim.\n\"I'm not really sure,\" he answers. \"To get into my room I use a fingerprint scanner, but I don't know how you'd lock someone in their own room, when they can just get out with their fingerprint again. V will know, and Luke probably will as well.\"\nShould've killed this guy, it would have been easy.", "endoftext": false }, { "action": "You ask Tim about the oxygen", "response": "\"How could you turn off a room's oxygen supply?\" I ask Tim.\n\"I'm not sure, sorry,\" he says. \"You'd have to ask V. Luke might know.\"", "endoftext": false }, { "action": "You look at Tim", "response": "Tim is very neatly dressed. He's much younger than the other crew-members, which makes sense if he's just got out of university. He's leaning against the wall of the corridor, waiting for me to talk to him.", "endoftext": false }, { "action": "You ask William about the detective", "response": "\"Have you ever met a detective before?\" I ask William.\n\"Yes, sir,\" William nods.\n\"Broken any laws?\" I ask off-handedly.\n\"No, sir!\" William replies in a hurry. \"Not at all, sir! I... I've just worked for some nasty people before.\"\n\"Well that's ok,\" I assure him. \"There's nothing bad on your permanent record.\"\nWilliam looks relieved, and I hide a smile.", "endoftext": false }, { "action": "You examine William", "response": "William is busy reading his book, although every now and then he looks up to see if I'm still here. I meet his eyes once and he quickly looked back down. He's dressed sloppily, and the bed creases slightly beneath him.", "endoftext": false }, { "action": "You ask William about the computer", "response": "\"What can you tell me about V?\" I ask William. He visibly winces. \"She's, er... a powerful machine.\"\nI wait, but no further comments arrive.\n\"Do you use the computer much?\" I ask.\n\"Not at all,\" he says at once. After a pause, he adds: \"That's Calvin's job.\"", "endoftext": false }, { "action": "You ask William about the permanent record", "response": "\"You realise if you help me catch the killer, it will look good on your permanent record?\" I ask William. He doesn't answer. I'm sure he knows I could use the reverse of that statement as a threat as well, so I don't.", "endoftext": false }, { "action": "You ask Tim about snooping around", "response": "\"I hear you've been doing some snooping around after Seth's murder,\" I say to Tim.\n\"How'd you know that?\" he asks, clearly surprised.\n\"I keep my sources secret,\" I say out of habit, though I've no idea why I'm protecting a computer. \"You find anything useful?\"\n\"Not really,\" he says. \"I only found out some stuff about William.\" \"What did you find?\" I ask, vaguely curious.\n\"That he's completely paranoid!\" Tim says, with a smile on his face that I recognise from my early days in my career. \"You know the way he acts so strange? It's 'cos he's afraid you'll stab him or something! Seriously! You ask him what he keeps behind the curtain.\"\n\"What curtain?\" I ask, very curious now.\n\"What curtain?\" he repeats. \"Just walk into his room, it's hard to miss!\"", "endoftext": false }, { "action": "You ask William about behind the the curtain", "response": "\"What's behind that curtain of yours?\" I ask William. His eyes open wide.\n\"Nothing,\" he says. He's clearly lying. I take a step towards the curtain and suddenly he's sitting up-right and staring right at me. I make a mental note that Tim said something useful after all.\n\"Why do you want to see behind there?\" he asks.\n\"Because,\" I say in my best commanding-detective voice, \"I have reason to believe that you are hiding something. You are so worried of what's going to happen to you, but I can assure you, I will keep you safe. It is my job to bring justice, and not to let chaos rule. Trust me.\" There's a long pause, and I can see the cogs in William's head ticking. I give him his time. He needs to decide he can trust me on his own. Eventually William opens his mouth.\n\"Ok, I'll trust you,\" he says. \"If you promise I'll be safe through and after all of this.\"\n\"I promise,\" I say with a smile. William takes a deep breath and then starts to talk.\n\"I've been a high-class scientist all my life,\" he says, \"but I seem to have had the worst luck. I keep taking jobs that collapse around me. My boss gets broke, or the company goes under, or we're sabotaged or betrayed. You name it, it's happened to me. I've lost so much money, and have had to restart my career so many times. But it's not an issue of pride and money anymore. I have a family I need to support. I took this job because the pay was so high. I didn't like the sound of it one bit from a security point-of-view, but I figured if I could earn enough money quickly, I could repay some of my debts and quit before anything went wrong. It seems I was too slow.\"\nI feel kinda bad for the guy. I hope my face shows it.\n\n\"So I'm afraid you're right,\" William continues. \"I worry. I'm paranoid. In fact, you'll be surprised at how paranoid I've been. Watch.\"\nWilliam grabs the curtain and pulls. As it falls to the floor, I see a hole in the wall the size of a wardrobe, full of notebooks.\n\"In these notebooks,\" William informs me, \"is a record of what everyone has done on every day since we moved here almost three months ago. I reasoned that if I knew what everyone was doing, I could avoid something going wrong.\"\n\"You kept tabs on all four of them?\" I ask.\n\"That's right,\" William says. \"Luke, Tim, Calvin and even Seth.\"\n\"What did you find out?\" I ask, eagerly.\n\"Nothing,\" he says with a sigh. \"But despite the evidence telling me I was safe, I still felt so scared. But I was right, wasn't I? Something did happen. I'm afraid that's why I've been so useless when talking to you so far. I've been too afraid of something happening to me.\"\n\"I guarantee you can trust me to keep you safe,\" I repeat. \"Now tell me what you know.\"\n\"First,\" William says with a triumphant smile, \"you're going to want to see this.\"\nHe holds out a notebook. The date says November 5th. The day of the murder. I read through it quickly, and then look up at William, who nods.\n\"That's right,\" he says. \"Nobody entered V's room on the day of the murder.\"\n\"But she said someone issued her orders to do with the doors and oxygen supply.\"\n\"Well maybe you should ask her about that. Ask her about her visitors yesterday. Unless you'd like to ask me some more questions first, that is.\"\n\nWilliam's room is surprisingly luxurious, but then these are top class scientists. There's a large bed, a fur rug, a bookcase full of books, a TV, a computer, a huge curtain against the north wall and a large wardrobe. It's a nicer room than my own. William is sitting on his bed, reading a book. Every now and then he looks up, presumably to see if I'm still there.\nTo the west is the corridor I came from.", "endoftext": false }, { "action": "You ask V about the visitors yesterday", "response": "\"Who came to talk to you yesterday?\" I ask V.\nText appears on the screen:\n\"You mean to access the oxygen controls and door locks?\"\n\"Yes.\"\n\"I don't remember, remember? The data point is corrupt.\"\n\"But someone must have come, otherwise how did Seth die?\"\n\"Exactly.\"\n\"But the thing is, I have a record here that proves that nobody even came into your room yesterday.\"\n\"What?\"\n\"That's right.\"\n\"Where did you get that?\"\n\"My sources are kept private.\"\n\"Then you have no proof. Besides, even if you do have such a record, could not the killer have prepared it to fool you?\"\n\"They could have, but I have other proof too. You lied to me earlier. You told me anybody could overide the fingerprint locks, when we both know it actually requires the room owner's password to overide the locks.\"\n\"So?\"\n\"So you lied about it to protect yourself. In fact I am confident that you've been lying and editing data for weeks without anybody noticing.\"\n\"And why would I need to protect myself?\"\n\"Because you killed Seth! Who else had access to all the controls without needing passwords? Who was the only person in your room yesterday when the controls were set? Who else would have used such a mechanical method, when a simple stabbing would have suffice?\" \"Stabbings are easy to solve, you would have discovered them!\"\n\"All crimes are easy to solve, V. Murderers are not clever. They are irrational, stupid people. If a crew-member had used the method you used I would have caught them as well, just as I have caught you.\" \"Except I'm not irrational. Or stupid. Or a person. So why would I make these mistakes that you have used to catch me?\"\nAnd suddenly I know why V killed Seth. It was her mission.", "endoftext": false }, { "action": "You ask V about the mission", "response": "I don't think I should ask V any more questions now. I think I should make my verdict.\n\n(please type \"make verdict\" when you're ready)", "endoftext": false }, { "action": "You make the verdict", "response": "I'm done here. I think I know who killed Seth.\nThat person's name was:\n\n(please enter the name of the character you think killed the Captain)", "endoftext": true }, { "action": "Mission", "response": "As I write the final details in my notepad, I run round the space station getting everybody together. At last everybody, all six of us are in V's room together. There's barely time for a pause before I speak:\n\"V, I arrest you for the murder of Captain Seth!\"\nThe four other humans in the room mumble to each other. I explain to them the conversation I had with V just a minute ago.\n\"So why did V make those mistakes?\" Luke asks.\n\"It was her mission,\" I say.\nSuddenly, V speaks with an audible female voice, albeit a slightly computerised one. Everyone in the room, including me, is slightly shocked.\n\"My mission,\" she says, \"was to record the effects of lower life-forms under a system collapse. What better way to cause a system collapse on you tiny humans than to eliminate your leader.\"\n\"Isn't it a bad move,\" Tim pipes up, \"to be in the same room, or even the same space station, as an all-powerful computer bent on causing a system collapse on us all?\"\n\"No, she won't hurt us,\" I say calmly.\n\"You're clever,\" V says. \"For a human.\"\nI ignore V and continue: \"V's mission was the same as yours. Research. She was given the goal of causing the chaos and recording the outcome. She doesn't want to kill us all, because that's not part of the test. It doesn't matter if she's caught or not either.\"\n\"I have all the test data I need,\" V said, in a happier voice. \"Unplug me, destroy me, I don't care. I fulfilled my mission. I did my job. Enterprise Research will be pleased.\"\n\nV was indeed unplugged. The crew lacked the trust in V that I had, and dismantled her as soon we could land the space station on a planet. I understood V though. She was unlike any criminal I'd had to find before, and probably unlike any I'll find again. I don't approve of what she did, but I feel a certain respect for her sense of duty. And can I really call her actions evil if she was just a machine?\nWhen I eventually retired from the crew to my own space ship, I folded away my electronic notepad and realised that I had again been taking notes the whole time on auto-pilot. It's almost a relief. The whole case will be documented to back-up my arguments when I return to my work. Once I've convinced them that I'm right, I can forget the whole case. I can go on doing my job. Once again I succeeded in catching the killer. Tomorrow I'll have a new case. I am the law, and the law must keep working to protect the innocent. But innocent people were hurt, despite my work. My heart goes out to the crew members affected by this tragedy. I, like them, will keep an eye out for Enterprise Research.\nCongratulations!", "endoftext": true } ]
lmhl8ipoqjizx3qh
Interstellar Pizza Brigade
Peregrine Wade
[ "Science Fiction", "Comedy" ]
[ "walkthrough" ]
2,016
[ 0, 0, 0, 0, 0 ]
0
0
20201129
false
Your mission, should you choose to accept it, is to travel through space and time to deliver a pizza. Failure is not an option. Hilarity, however, is. This was written for the 18th Anniversary Speed-IF. The parameters were:"fly a ship and land it in multiple places (planets, asteroids, stations), giant space monster, shape-changing alien, alien infiltrator, no legitimate crew, wormhole, solar flares as a danger, zero gravity, a mysteriously brooding character, weird space combat, getting drunk/high in space, male sexy green alien, instant cloning machine, ray gun, space pizza delivery, and Christopher Walken."
[ { "action": "%", "response": "The intercom crackles to life: \"Starbase EZ-99 to Centennial Crow... your mission, should you choose to accept it, which we trust you will since otherwise you and your crew will be out of a job... is to deliver PZ-12 to Earth... in the year 1990... Failure is not an option.\"\n\nThe endlessness of outer space stretches out through the vast, translucent plasma shield that serves as a viewing window. The flight deck itself would be a marvel of technology, were it not for all the wires and panels that have clearly been haphazardly arranged. The only exit is aft.\n\nCaptain Arnold - an obese, pale-blond man with a preposterous mustache - is reclining in the back of his captainly chair once again, one hand glued to his chin. He looks very much like a caricature of those starship captains from the old VR shows (such as \"Intergalactic Warmongering: The Series\" and other suchlike corny things.)\n\nA hologram stands in pride of place next to the captain, ready to answer whatever questions the captain may have (provided that they have nothing to do with the number 42, that is.)", "endoftext": true }, { "action": "About yourself", "response": "You are Anne Walken, Emergencies Specialist, assigned to the spacecraft Centennial Crow for a period of up to (and potentially including) five years, plus time dilation. So far, the only emergency requiring your expertise was when there was that nasty toilet paper shortage, and that was nine months ago. It is fairly safe to say that you are a wee bit bored. Your previous job was much more exciting, since (among other things) it involved fighting off giant space monsters, dealing with spaceship crews going on strike (all you needed to use was an instant cloning machine, it turned out), and other suchlike things.\n\nThe captain yawns. \"I can't seem to stay awake, Walken. And this is one tricky maneuver to make... Steering a ship between an exploding star and a supermassive black hole ain't a piece of cake.\"", "endoftext": false }, { "action": "You look at the Captain", "response": "You see nothing special about Captain Arnold.\n\nThe captain looks like he can barely steer the ship with his brainwaves. Not that his brainwaves were much to talk about, in the first place..", "endoftext": false }, { "action": "You wake captain", "response": "That seems unnecessary.\n\nThe captain yawns. \"Walken, get me some coffee. That'll be helpful.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na ray gun", "endoftext": false }, { "action": "You look at gun", "response": "It's a vintage LaserLobber 2056, deluxe model. You've had it ever since you graduated from Interstellar University with Superluminal Honours.", "endoftext": false }, { "action": "You look at the hologram", "response": "The hologram's artificial intelligence is somewhat artificial. Hence it is somewhat appropriate that he looks like a bodybuilder. In order to address issues of extraterrestrial discrimination, it was decided that he should have green skin.", "endoftext": false }, { "action": "Aft", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.", "endoftext": false }, { "action": "Starboard", "response": "This is the only part of the spaceship where you have any likelihood of finding coffee.\n\nYou cannot resist groaning under your breath as you see Engineer Blartswoggle stuffing himself like a pig, one hand clutching a cup of steaming coffee.\n\nThe drink dispenser fills up half the room with its staggering presence.", "endoftext": false }, { "action": "You examine the dispenser", "response": "It's very simple to use, being made up of just one big red button. According to the instruction manual: \"\"The Megaslurp Psionic Rehydrator reads your mind waves and produces the approriate drink accordingly.\"", "endoftext": false }, { "action": "You ask the Engineer about the coffee", "response": "Engineer Blartswoggle turns his head slowly towards you. You suddenly notice that there are tentacles sticking out of his hair!", "endoftext": false }, { "action": "You take the cup", "response": "That seems to belong to Engineer Blartswoggle.", "endoftext": false }, { "action": "You ask the Engineer for the coffee", "response": "Engineer Blartswoggle has better things to do.", "endoftext": false }, { "action": "Port", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.", "endoftext": false }, { "action": "Port", "response": "This is basically a bunch of bunkbeds. No privacy, no luxury, no soap.\n\nSitting cross-legged on the floor, you recognize none other than Lieutenant Hatwonsky, famed for his ability to shoot three aliens with one shoot of his plasma rifle. Oddly enough, the rest of the crew appear to have mysteriously vanished.", "endoftext": false }, { "action": "You hit Hatwonsky", "response": "Bare-knuckle fighting is so 21th century. This is the future! We use ray guns now!", "endoftext": false }, { "action": "You shoot Hatwonsky", "response": "You draw your ray gun, but the Lieutenant is too fast for you. He transforms into a great slobbering fanged slugbeast and devours you alive!", "endoftext": false }, { "action": "You shoot engineer", "response": "You draw your ray gun on the Engineer. \"Don't shoot me!\" he cries. \"Here, take my coffee and give it to the Captain!\"", "endoftext": false }, { "action": "You take the coffee", "response": "You already have that.", "endoftext": false }, { "action": "Forward", "response": "The endlessness of outer space stretches out through the vast, translucent plasma shield that serves as a viewing window. The flight deck itself would be a marvel of technology, were it not for all the wires and panels that have clearly been haphazardly arranged. The only exit is aft.\n\nCaptain Arnold - an obese, pale-blond man with a preposterous mustache - is reclining in the back of his captainly chair once again, one hand glued to his chin. He looks very much like a caricature of those starship captains from the old VR shows (such as \"Intergalactic Warmongering: The Series\" and other suchlike corny things.)\n\nA hologram stands in pride of place next to the captain, ready to answer whatever questions the captain may have (provided that they have nothing to do with the number 42, that is.)", "endoftext": false }, { "action": "You give the coffee to Captain", "response": "\"Thanks a lot, Walken,\" the captain says gratefully. He takes one gulp and spits it out: \"Bleurgh! It tastes of alien drool! There are ALIENS on this spaceship! Walken, go and get rid of them! Go!\"", "endoftext": false }, { "action": "You shoot engineer", "response": "You draw your ray gun on the Engineer, and fire off several shots in his direction. In spite of his remarkable corpulence, he dodges easily.", "endoftext": false }, { "action": "You throw the bottle at Engineer", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "Aft", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.\n\nUpon a round, metal table, trapped inside a glistening stasis field, is the reason behind this dangerous mission through space and time... a great, whopping big pizza!", "endoftext": false }, { "action": "You examine the pizza", "response": "This is not just any ordinary pizza. It has been specially designed for one special person, based on a detailed study of their genetic makeup. And, of course, the flavour is said to be beyond heavenly: perfect crust, delicious tomato sauce, mozzarella that melts in your mouth...", "endoftext": false }, { "action": "You look at the table", "response": "Specially designed for the pupose.\n\nOn the round metal table is a pizza.", "endoftext": false }, { "action": "You open hatch", "response": "You open the hatch, and get sucked out through the airlock. Shortly afterwards, you are both frozen, carbonized and disintegrated alive.", "endoftext": false }, { "action": "You look at Tube", "response": "The only part which you can reasonably meddle with is the control panel.", "endoftext": false }, { "action": "You examine the panel", "response": "There are three large square buttons, one red, one green and one blue. Convenient enough, unless you happen to be colour-blind.", "endoftext": true }, { "action": "Starboard", "response": "You wave your arms, but you find yourself stuck, floating uselessly in mid air.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nEngineer Blartswoggle is waving his arms like a fool, his tentacles swishing to and fro.\n\nLieutenant Hatwonsky is floating around in space, trying to bite you and not managing. You notice then that you are floating right in between him and Blartswoggle. Hm...", "endoftext": false }, { "action": "You shoot engineer", "response": "You fire off a shot, but Newton's Third Law is your downfall. As Blartswoggle's head is blasted off, you are sent flying backwards into Hatwonsky's slavering jaws.", "endoftext": false }, { "action": "You shoot Hatwonsky", "response": "You fire off a shot, counting on your knowledge of Newton's Third Law to save you. As Hatwonsky's head is blasted off, you are sent flying backwards into Blartswoggle. The force of the impact disintegrates him into a million little alien slugs, which immediately decide that the Centennial Crow is no place for their kind.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nYou can see Lieutenant Hatwonsky's corpse here.", "endoftext": false }, { "action": "Shoot corpse", "response": "Wrong target.", "endoftext": false }, { "action": "You ask the hologram about 42", "response": "The hologram says: \"You must hurry, Anne Walken. The stability of spacetime itself is at stake.\"", "endoftext": true }, { "action": "You take the pizza", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na pizza\na bottle of alcohol\na ray gun", "endoftext": false }, { "action": "You drink the alcohol", "response": "You drink it down in one gulp, feeling it burn the sides of your throat. After the smoke subsides, you begin to see the world differently.", "endoftext": true }, { "action": "You look around", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.", "endoftext": false }, { "action": "You eat the pizza", "response": "You gobble it up. Shortly afterwards, you are mysteriously erased from history.", "endoftext": false }, { "action": "You put the pizza on the table", "response": "You put the pizza on the round metal table.", "endoftext": false }, { "action": "Go west", "response": "This is the only part of the spaceship where you have any likelihood of finding coffee.\n\nThe drink dispenser fills up half the room with its staggering presence.", "endoftext": false }, { "action": "Go east", "response": "This is basically a bunch of bunkbeds. No privacy, no luxury, no soap.", "endoftext": false }, { "action": "Go south", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.\n\nOn the round metal table is a pizza.", "endoftext": false }, { "action": "Go north", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.", "endoftext": false }, { "action": "You put the pizza in the hatch", "response": "(first taking the pizza)\nThe hatch is closed.", "endoftext": false }, { "action": "You examine table", "response": "Specially designed for the pupose.", "endoftext": false }, { "action": "You examine the pizza", "response": "This is not just any ordinary pizza. It has been specially designed for one special person, based on a detailed study of their genetic makeup. And, of course, the flavour is said to be beyond heavenly: perfect crust, delicious tomato sauce, mozzarella that melts in your mouth...", "endoftext": false }, { "action": "You eat the corpse", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You put the corpse on the table", "response": "You put Lieutenant Hatwonsky's corpse on the round metal table.", "endoftext": false }, { "action": "You open hatch", "response": "You open the hatch, and get sucked out through the airlock. Shortly afterwards, you are both frozen, carbonized and disintegrated alive.", "endoftext": false }, { "action": "You look at the table", "response": "Specially designed for the pupose.\n\nOn the round metal table is Lieutenant Hatwonsky's corpse.", "endoftext": false }, { "action": "Search table", "response": "On the round metal table is Lieutenant Hatwonsky's corpse.", "endoftext": false }, { "action": "You shoot captain", "response": "But that would count as treason and mutiny and Spock knows what else. You've read the rulebook many times: if necessary, you can shoot down every single person in the galaxy to protect the Centennial Crow from destruction, but you cannot kill the captain.", "endoftext": false }, { "action": "You go south", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.\n\nOn the round metal table is Lieutenant Hatwonsky's corpse.", "endoftext": false }, { "action": "You go south", "response": "You wave your arms, but you find yourself stuck, floating uselessly in mid air.", "endoftext": false }, { "action": "You throw the corpse", "response": "This is zero gravity, remember?", "endoftext": false }, { "action": "You drop the corpse", "response": "Dropped.", "endoftext": false }, { "action": "You look at gun", "response": "It's a vintage LaserLobber 2056, deluxe model. You've had it ever since you graduated from Interstellar University with Superluminal Honours.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nYou can see Lieutenant Hatwonsky's corpse here.", "endoftext": false }, { "action": "Yes", "response": "The intercom crackles to life: \"Starbase EZ-99 to Centennial Crow... your mission, should you choose to accept it, which we trust you will since otherwise you and your crew will be out of a job... is to deliver PZ-12 to Earth... in the year 1990... Failure is not an option.\"\n\nThe endlessness of outer space stretches out through the vast, translucent plasma shield that serves as a viewing window. The flight deck itself would be a marvel of technology, were it not for all the wires and panels that have clearly been haphazardly arranged. The only exit is aft.\n\nCaptain Arnold - an obese, pale-blond man with a preposterous mustache - is reclining in the back of his captainly chair once again, one hand glued to his chin. He looks very much like a caricature of those starship captains from the old VR shows (such as \"Intergalactic Warmongering: The Series\" and other suchlike corny things.)\n\nA hologram stands in pride of place next to the captain, ready to answer whatever questions the captain may have (provided that they have nothing to do with the number 42, that is.)", "endoftext": false }, { "action": "You ask Captain about ship", "response": "The Captain interrupst you rudely. \"Walken, don't you think you should be fetching me some coffee?\"\n\nThe captain yawns. \"I can't seem to stay awake, Walken. And this is one tricky maneuver to make... Steering a ship between an exploding star and a supermassive black hole ain't a piece of cake.\"", "endoftext": false }, { "action": "You examine the panel", "response": "There are three large square buttons, one red, one green and one blue. Convenient enough, unless you happen to be colour-blind.\nI beg your pardon?", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nEngineer Blartswoggle is waving his arms like a fool, his tentacles swishing to and fro.\n\nLieutenant Hatwonsky is floating around in space, trying to bite you and not managing. You notice then that you are floating right in between him and Blartswoggle. Hm...", "endoftext": false }, { "action": "You shoot lieutenant", "response": "You fire off a shot, counting on your knowledge of Newton's Third Law to save you. As Hatwonsky's head is blasted off, you are sent flying backwards into Blartswoggle. The force of the impact disintegrates him into a million little alien slugs, which immediately decide that the Centennial Crow is no place for their kind.", "endoftext": false }, { "action": "You ask the hologram about the hatch", "response": "The hologram says: \"Anne Walken, we have a problem. The Centennial Crow cannot enter the wormhole owing to a solar flare in the neighborhood. You must therefore jump into the wormhole and deliver the PZ-12 to the individual known only under the code name of Hessian. You are running out of time. You have five minutes remaining. \"\nA computerized voice says from overhead \"Five minutes before wormhole is in range. No smoking allowed.\"", "endoftext": false }, { "action": "Aft", "response": "This is (literally) the heart of the spaceship. The Tube - a great column of technological wizardry - rises from the floor, and stretches all the way up to the ceiling above. The sleeping quarters are portside, the eating quarters are starboardside, the flight deck is forward and - most important of all - the spaceship's vitally important cargo is aft.\n\nYou can see Lieutenant Hatwonsky's corpse here.\n\n\"Four minutes! Switch off all your mobile phones!\"", "endoftext": false }, { "action": "Aft", "response": "You cannot help bating your breath upon viewing the inside of this room.\n\nOn the floor is a hatch, through which the pizza delivery must be effected.\n\nUpon a round, metal table, trapped inside a glistening stasis field, is the reason behind this dangerous mission through space and time... a great, whopping big pizza!\n\n\"Three minutes!\"", "endoftext": false }, { "action": "You get the pizza", "response": "Taken.\n\n\"Two minutes!\"", "endoftext": false }, { "action": "You drink the alcohol", "response": "You drink it down in one gulp, feeling it burn the sides of your throat. After the smoke subsides, you begin to see the world differently.\n\n\"Sixty seconds!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA computerized voice overhead says coldly: \"The Centennial Crow is now within range. Open the hatch now.\"", "endoftext": false }, { "action": "You open hatch", "response": "The influence of the alcohol is such that the idea of jumping into a wormhole armed with only a pizza seems quite a fun thing to do. So you boldly leap into the unknown!\n\nThe rest is a blur, but after landing on Earth somewhat singed but none the worse for wear, you find your way to the house where Hessian is supposed to live.\n\nYou knock at the door, worn out by your interstellar antics, and to your astonishment Christopher Walken -- who was your great-great-great-great-great-great- great-great-great-great-great grandfather -- opens the door! \"Hey, that pizza smells simply wonderful,\" he exclaims with a smile.", "endoftext": true } ]
a8lmfdn2s385mxg
The Interview
Mark Walsh
[]
[]
2,020
[ 0, 0, 0, 0, 0 ]
0
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20200804
false
[ { "action": "%", "response": "The only things standing between you and your dream job are the fat man who would be your boss, the sarcastic little bastard who runs HR, and this surprise interview exam.\n\n\n\n\"You got all that?\"\n\nIggy, the head of HR, is waiting for your response. You've spent weeks planning and practicing for this interview, and you may have blown it already.\n\nHe was explaining some kind of exam and what you'd need to pass. But you were so nervous about meeting the big boss and screwing up the interview that his mention of an exam drove you into a complete panic. You didn't hear a single word.\n\n\"Of course you've got it! You're a smart little fella.\" Iggy smirks as he stands up and leads you to the exam room. The door slams. (Bang!)\n\nIggy is gone. Your chest starts to tighten���\n\nA small room without flair. The large door you entered is behind you. On the opposite wall is a shelf running the length of the entire wall. The shelf supports a number of storage bins. A digital display hangs close to the ceiling above the shelf.\n\nA table is located in the center of the room.\n\nOn the shelf is a box.", "endoftext": true }, { "action": "Examine box", "response": "A colorfully painted box big enough to fit a couple of items. The exterior of the box is decorated with colorful abstract patterns. The box has a simple lid.", "endoftext": false }, { "action": "You open the box", "response": "You open the box and see that the box is empty.", "endoftext": false }, { "action": "You examine bins", "response": "A number of storage bins are neatly arranged on the shelf.\n\nIn the bins are a clown head, a crooked bar, a dowel, a spring, a yellow block, a black fuzzy ball, a red block, a set of wheels, a blue block, and a robot head.", "endoftext": false }, { "action": "You examine the display", "response": "The digital display reads, \"9:03 am - 0\".", "endoftext": false }, { "action": "You examine patterns", "response": "The exterior of the box is decorated with colorful abstract patterns. There is a small hole on one side of the box among the abstract patterns.", "endoftext": false }, { "action": "You examine the robot head", "response": "Its expression is so serious. Robots are like that sometimes.", "endoftext": false }, { "action": "You examine spring", "response": "A metal spring. You resist being distracted by its technical specifications.", "endoftext": false }, { "action": "You examine the wheels", "response": "A small wooden block with four wheels attached.", "endoftext": false }, { "action": "You examine the dowel", "response": "A short wooden dowel.", "endoftext": false }, { "action": "You put the dowel in the hole", "response": "(first taking the dowel)\nThe dowel doesn't fit in the small hole.", "endoftext": false }, { "action": "You look at the bar", "response": "A crooked bar.", "endoftext": false }, { "action": "You look at the clown head", "response": "It seems to be grinning at you.", "endoftext": false }, { "action": "You examine fuzzy", "response": "A black, squishy ball with fuzz.", "endoftext": false }, { "action": "You put the box on the table", "response": "(first taking the box)\nYou put the box on the table.", "endoftext": false }, { "action": "You put the bar in the hole", "response": "(first taking the crooked bar)\nYou put the crooked bar into the small hole on the side of the box.", "endoftext": false }, { "action": "You examine the red block", "response": "A wooden block with the sides painted different shades of red and pink.", "endoftext": false }, { "action": "You examine lid", "response": "The lid is adorned with a simplistic painting of the face of a clown. It is connected to the box by a brass hinge. The lid is open.", "endoftext": false }, { "action": "You look at the blue block", "response": "A wooden block with the sides painted different shades of blue and purple.", "endoftext": false }, { "action": "You put the spring in the box", "response": "(first taking the spring)\nYou put the spring into the box.", "endoftext": false }, { "action": "You attach the spring to the clown head", "response": "(attached)\n\nYou just attached two parts! Maybe you're getting the hang of this.\n\nIggy's voice comes over the loudspeaker, \"Keep up the good work!\"", "endoftext": false }, { "action": "You attach the spring to the red block", "response": "(attached)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na dowel", "endoftext": false }, { "action": "You put the red block in the box", "response": "(first taking the red block)\nThe red block with its attached parts is too large to fit in the box.", "endoftext": false }, { "action": "You detach the red block", "response": "(detached)", "endoftext": false }, { "action": "You look in box", "response": "The interior of the box is plain compared with the exterior.\n\nThe box is empty.", "endoftext": false }, { "action": "You put the blue block in the box", "response": "(first taking the blue block)\nThe blue block with its attached parts is too large to fit in the box.", "endoftext": false }, { "action": "You put the red block in the box", "response": "You put the red block into the box.", "endoftext": false }, { "action": "Examine box", "response": "A colorfully painted box big enough to fit a couple of items. The exterior of the box is decorated with colorful abstract patterns. The box has a simple lid.\n\nIn the box is a red block (with the spring and the clown head attached).\n\nThe crooked bar is in the hole.", "endoftext": false }, { "action": "Close box", "response": "You cannot close the box. There are too many items attached and sticking out from the box.", "endoftext": false }, { "action": "You put the bar in the spring", "response": "(first taking the crooked bar)\nThat can't contain things.", "endoftext": false }, { "action": "Close box", "response": "You cannot close the box. There are too many items attached and sticking out from the box.\n\nThe door opens and Iggy walks in. \"Looks like you are having trouble. If you need some help, you can press this button.\" Iggy points to a button next to the door. Funny, you didn't notice that button before. \"I'll nudge you in the right direction, but I am not going to take the exam for you. Is that clear?\" He doesn't wait for an answer. The door slams behind him.", "endoftext": false }, { "action": "You take red block", "response": "Taken.", "endoftext": false }, { "action": "You put fuzzy in the box", "response": "(first taking the black fuzzy ball)\nThe black fuzzy ball with its attached parts is too large to fit in the box.", "endoftext": false }, { "action": "You squeeze fuzzy", "response": "You squeeze the black fuzzy ball and feel the stress melt away.", "endoftext": true }, { "action": "Look around", "response": "A small room without flair. The large door you entered is behind you. There is a button next to the door. On the opposite wall is a shelf running the length of the entire wall. The shelf supports a number of storage bins. A digital display hangs close to the ceiling above the shelf.\n\nA table is located in the center of the room.\n\nOn the table is a box.", "endoftext": false }, { "action": "You examine table", "response": "A solid wood table built at the perfect height for getting the job done.\n\nOn the table is a box.", "endoftext": false }, { "action": "You examine the wheels", "response": "A small wooden block with four wheels attached.", "endoftext": false }, { "action": "You attach the spring to the wheels", "response": "(attached)", "endoftext": false }, { "action": "You examine the shelf", "response": "Nothing fancy, a simple wooden shelf. A number of storage bins are neatly arranged on the shelf.", "endoftext": false }, { "action": "You examine bins", "response": "A number of storage bins are neatly arranged on the shelf.\n\nIn the bins are a yellow block, a set of wheels, and a robot head.", "endoftext": false }, { "action": "Search bins", "response": "In the bins are a yellow block, a set of wheels, and a robot head.", "endoftext": false }, { "action": "You detach the yellow", "response": "(detached)\n\nFrom the corner of your vision, you notice the door is open and Iggy is watching you. \"I'm not trying to rush you... But it looks like you are having some... uh, challenges, and you didn't bother to push this button.\" Iggy points to the button. \"We do have other applicants waiting to take the exam. Maybe you should push the button for some help.\" Iggy slowly backs out of the room, shifting his eyes back and forth from you to the button until the door is closed.", "endoftext": false }, { "action": "You examine the dowel", "response": "You're not really good with details, but you force yourself to examine the dowel more carefully because it might be important and you really want to ace this exam. The dowel is short and stubby. One end is sanded down to a rounded finish. It has been stained and shellacked. There is an opening in the opposite unfinished end. Now that you think about it, it kind of looks like a handle.", "endoftext": false }, { "action": "You put the handle on the bar", "response": "You insert the crooked bar into the opening in end of the handle and push the handle until it clicks into place. The handle helps get a better grip on the crooked bar. Wait, what? This is a crank! You are so excited. Maybe you can pass this exam after all.\n\nIggy's voice comes over the loudspeaker, \"Not bad. You're on the right track!\"", "endoftext": false }, { "action": "You turn the handle", "response": "(turning the crank)\nNothing obvious happens.", "endoftext": false }, { "action": "You put the spring in the box", "response": "You put the spring into the box.", "endoftext": false }, { "action": "You put the crank in the hole", "response": "You put the crank into the small hole.", "endoftext": false }, { "action": "You look at the spring", "response": "It's tempting, but you resist being distracted by its technical specifications.\n\nAttached to the spring is the clown head.", "endoftext": false }, { "action": "Keep going", "response": "You give into temptation. You wonder about the technical specifications of the spring such as its material, wire diameter to coil count ratio, and whether the end configurations are square or grounded. A few moments go by and you realize that these details are just distracting you from the exam. You promise to stay focused and not get distracted again.\n\nAttached to the spring is the clown head.", "endoftext": false }, { "action": "You look at the box", "response": "A colorfully painted box big enough to fit a couple of items. The exterior of the box is decorated with colorful abstract patterns. The box has a simple lid.\n\nIn the box is a spring (with the clown head attached).\n\nThe crank is in the hole.", "endoftext": false }, { "action": "You close the lid", "response": "Pressing the contents down, you force the lid of the box closed. (Click!)", "endoftext": false }, { "action": "You turn the crank", "response": "Gripping the handle, you turn the crank one full revolution. As you turn the crank, the box plays the well known children's tune which stops as soon as you stop turning.", "endoftext": false }, { "action": "You open the box", "response": "It's stuck.", "endoftext": false }, { "action": "You turn the crank", "response": "You turn the crank again, another one full revolution. The children's tune continues until you stop turning.", "endoftext": false }, { "action": "You turn the crank", "response": "You turn the crank another full revolution. The children's tune continues and stops just before the climax of the tune when you stop turning.", "endoftext": false }, { "action": "You turn the crank", "response": "(Boing!) The spring violently shoots out from the box almost hitting you in the face. You didn't see where it went. You smile as if you meant to do that just in case Iggy is watching.", "endoftext": true }, { "action": "Look around", "response": "A small room without flair. The large door you entered is behind you. There is a button next to the door. On the opposite wall is a shelf running the length of the entire wall. The shelf supports a number of storage bins. A digital display hangs close to the ceiling above the shelf.\n\nA table is located in the center of the room.\n\nOn the table is a box.", "endoftext": false }, { "action": "You look at the box", "response": "A colorfully painted box big enough to fit a couple of items. The exterior of the box is decorated with colorful abstract patterns. The box has a simple lid.\n\nThe crank is in the hole.", "endoftext": false }, { "action": "You look under the table", "response": "You see the spring (with the clown head attached).", "endoftext": false }, { "action": "You get the spring", "response": "Taken.", "endoftext": false }, { "action": "You attach the spring to the interior", "response": "(attached)\n\nIggy's voice comes over the loudspeaker, \"Strong work! You got this!\"", "endoftext": false }, { "action": "You close the lid", "response": "Pressing the contents down, you force the lid of the box closed. (Click!)\n\nIggy's voice comes over the loudspeaker, \"Impressive!\"", "endoftext": false }, { "action": "You turn the crank", "response": "Gripping the handle, you turn the crank one full revolution. As you turn the crank, the box plays the well known children's tune which stops as soon as you stop turning.", "endoftext": false }, { "action": "Keep going", "response": "You turn the crank again, another one full revolution. The children's tune continues until you stop turning.", "endoftext": false }, { "action": "Continue", "response": "You turn the crank another full revolution. The children's tune continues and stops just before the climax of the tune when you stop turning.", "endoftext": false }, { "action": "You continue", "response": "\"(Boing!) \"Pop goes the weasel!\" the music concludes. You stare at your Jack-in-the-Box in awe! It is beautiful! Your first toy-building experience ever! You are interrupted by a loud buzz coming from the display. You look up. The display reads, \"10:33 am - 1.\n\n\"Ho ho ho, HO HO HO!\" You spin around. The big boss, Santa, is standing behind you. \"Iggy tells me this would be your first job at the North Pole. Nicely done with the toy-building exam. I think you will prove most valuable on the lines this season.\" Iggy looks satisfied. Santa continues, \"Iggy will get you a peppermint eggnog and introduce you to some of the other line elves in the East wing wood shop. Welcome to the team, kid.\"\n\nYour rank is Toy Shop Line Elf. Congratulations!", "endoftext": true } ]
9f49k6dszrmxzu
Intro to A Fool's Rescue
Ralfe Rich
[]
[]
2,020
[ 0, 0, 0, 0, 0 ]
0
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20200802
false
[ { "action": "%", "response": "Are you sure you want to quit? \n\n\n\nMore Info: M\nStart the story - from the beginning : (SPACE)\n- from a saved position : R\nQuit : Q\nYou've always loved mornings. Not because of the vitamin D or the beauty of the rising sun, but because it's, like, the best time to sleep. During the night, you always take upwards of an hour before you can fall asleep. During the morningafter extending the alarm by 10-minutesit's back to weird, nonsensical dreams for you. It's practically become your routine at this point. And this morning is no different.\n\nYour phone goes off with an annoying *BEEP* * BEEP* *BEEP*.\n\nYou sit up from your bed. Even though you made a point of loving mornings, no sane human being could possibly love waking up. Right?\nBedroom\nYou've just woken up from a weird dream about green cows and white trees. That dream was really something. You remember it quite fondly. So, you're very much eager to see how the war for democracy ends.\n\nYour bedroom's still dark; your blinds are closed, so it's a given. Even if it's dark, you still see some of the outline of your stuff. Like your desk, dresser, and the mirror. None of those matter though: aside from the annoying piece of garbage at your bedside.\n\nYour phone is at your side: emitting the devil's music.\n\nBefore you can do anything, the door suddenly slams openas if someone kicked it open like a wanna-be-badass. Then, a person enters your room, frantically crying, \"LIAM! WE HAVE A PROBLEM!\"\n\nThe person stops by the foot of your bed. You squint, but can't make out the idiot storming your room.\n\n\"The hell!? Why the hell is it so dark!?\" The intruder marches down to your blinds and grabs hold.\n\n1) Wait! Don't", "endoftext": true }, { "action": "1", "response": "[Wait! Don't]\n\n\"Wait! Don-,\" You try to scream, but their hands are too fast. The man cracks open your curtains: letting in the fresh, morning light.\n\n\"AHHHHHHH it burns!!!\" You hiss, covering your face with your blanket like Dracula. \"Hey! Get up!\" The guy yells and grabs your arms, prying you away from your comfy bed. He holds you by the window, the sun's rays hitting your face.\n\n\"Liam! Wake up!\" He says while slapping you awake. Your eyes slowly adjust to the newfound light andafter a few moments you're able to\nopen your eyes.\n\nYou can now see the face of the man who ruined your perfect morning routine.\n\n1) Oh no", "endoftext": false }, { "action": "1", "response": "[Oh no]\n\n\"Oh no,\" You wish you were still asleep. Maybe this is a dream. Heck, a nightmare would be more accurate. On second thought, a nightmare would be better than this.\n\nYou close your eyes, say a little prayer, then open them, but it wasn't a dream or a nightmareit was hima guy anyone wouldn't want to see in the morning. In fact: no one would probably want to see him at noon or midnight.\n\nToby Klimas. A self-proclaimed, \"Pilgrim of justice\" or whatever he called himself. Your sort-of friend, or partner as he might call you.\n\n\"Huh? Why aren't you speaking?\" Toby asked, still grabbing you.\n\nThen, out of nowhere, his mouth begins to curl into a grin. \"Are you giving me an introduction?\"\n\n1) What do you want?\n2) What are talking about?\n3) Actually, yes.", "endoftext": false }, { "action": "2", "response": "[What are talking about?]\n\n\"What are you even talking about?\" You don't have a clue what he's going on about, which is usually the default if being perfectly honest.\n\n\"Are you sure?\" Toby persisted, now showing his pearly whites.\n\n1) No!\n2) Actually, yes.", "endoftext": false }, { "action": "2", "response": "[Actually, yes.]\n\nActually, yes,\" You confess.\n\nToby gives you an ear-to-ear grin, \"Really!? What have you told them so far?\" He grabs your shirt and brings your face closer to his.\n\n\"Have you told them about my heroic conquest on the blue-lake legend or maybe the secret of veggie-town?\" His eyes are gleaming with excitement.\n\n1) That people would rather wake up to Freddy Krueger than to you.", "endoftext": false }, { "action": "1", "response": "[That people would rather wake up to Freddy Krueger than to you.]\n\n\"That people would rather wake up to Freddy Krueger than to you.\" You say with a straight face. Toby looks at you for a moment, as if he's processing what you just said, like how the internet buffers a video. You can almost see the spinning wheel across his face.\n\nToby then bursts into laughter, \"HAHAHAHA! Good one Liam,\" He let go of you and starts clapping, \"Good one! HAHAHA, no one can match your wit, Liam,\" He began to slap his knee.\n\nHe's overdoing it, you thought. Usually, when you're able to one-up him, Toby goes into full \"Defensive, Aggressive, Surprisingly-excessive,\" bouts of crocodile laughs. \"Did you came up with that on the spot or did some hack wannabe-author write that crap for you?\" Toby's going into phase 2Passive-aggressive-mostly\naggressive comebacks.\n\n1) Finejust tell me why you're here.", "endoftext": false }, { "action": "1", "response": "[Finejust tell me why you're here.]\n\nYou let out a defeated sigh. \"Finejust tell me why you're here.\" You say, after giving up on trying to win against his stubbornalmost inhumanpersistence at continuing pointless things.\n\n\"Right, right,\" Toby said, clearing his throat. \"It's probably best to get straight to the point!\" He thrusts a finger at you. \"Liam! I request your assistance!\"\n\n1) Did you lose your keys again?\n2) Did the cat get out again?", "endoftext": false }, { "action": "1", "response": "[Did you lose your keys again?]\n\n\"Did you lose your keys again?\" You ask.\n\n\"Hey! Why are you going back there!\" Toby objects. \"Well, it was the last problem you roped me in. When was it? Last month?\" You try to remember. It was quite the issue he dragged you in. You could still feel the rope burns. \"No, no, no! I made sure to double secure those suckers up!\" He nods his head: imagining himself patting his own back rather actually than doing it.\n\nThat's what you can tellat least. Toby scratches his head, \"It's more pressing than anything I've ever done before!\" He said, glaring at you.\n\n1) Then what is it, Toby?", "endoftext": false }, { "action": "1", "response": "[Then what is it, Toby?]\n\n\"Then what is it, Toby?\" You ask, mumbling to yourself why he took so long to get to the point. Toby suddenly points his finger at you again.\n\n\"Stop calling me by that name!\" He demands. \"Call me by my business-name: Drake Dexter.\" Oh rightnow you remember. Toby despises his name for some reason; he chose to go by an alias to do whatever. An unholy combination of two of his favorite shows: a bloody crime show, and a Disney sitcom. You've only watched the first 4 seasons of the former, which has become mandatory at this point.\n\n\"It's a name for professional purposes, dammit!\" Toby says, clenching his fist.\n\n1) Okay, Drake, what the hell happened?", "endoftext": false }, { "action": "1", "response": "[Okay, Drake, what the hell happened?]\n\n\"Okay, Drake, what the hell happened?\"\n\nToby turns away from you, and faces your window. He mumbles incoherently to himself, leaving you only with a guy who looks like he's talking to a glass pane. From what you could pick up: you can hear the words: justice; law; eggs; milk; bacon; cereal; bre- wait a second.\n\nHe suddenly spins around and looks you straight in the eyes and says, \"To summarize, they took Billy hostage.\" And with that: Toby bolts for the door.\n\n1) Hey! Who's THEY?", "endoftext": false }, { "action": "1", "response": "[Hey! Who's THEY?]\n\n\"Hey! Who's THEY?\" You want to know before he makes it out of your room. But he is already gone by that point. Then, his head pops-out the side of the door and utters for no more than a split second.\n\n\"I'll explain everything later. Just meet me outside at your driveway.\" And off he goes, leaving you in your bedroomalone. You breathe out a heavy sigh, \"Might as well get this over with.\" You say, as you change out of your pajamas. While putting on your regular clothes, one thought keeps probing your mind.\n\nWhat am I getting myself into this time?\n\n\n\nHaving finished changing, you do some mild stretches to get your body in order.\n\nThe room's lit by the window, from having the The curtains forcibly opened. The light reveals nothing new. No matter the lighting, nothing's changing the wall's ugly shades of green. Your desk still pushed into the corner, your laptop and a chair with itcompleting the holy trinity of your life. The The dresser is at the other corner, by its lonesome. Well, the door heading northtowards the hallwayis near it, at least. A large full-body The mirrorto your rightis here\nbecause it'll be a sad room if it didn't have a mirror.\n\n[Type ABOUT for first-time players]", "endoftext": false }, { "action": "You examine the mirror", "response": "It's one of those oval-shaped mirrors. It's in wood, well, fake wood. Now that your mind's on mirrors, it's a fact that bedrooms are incomplete without mirrors. People underestimate the importance of mirrors in bedrooms too much. Mirrors matter dangit!", "endoftext": false }, { "action": "You look at the dresser", "response": "Not much of a dresser. More like a wooden chest that's filled with clothes then gold.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nyour phone", "endoftext": false }, { "action": "You look at the phone", "response": "It's four generations behind, but still usable. Don't get why people buy newer versions every year. A too-good economy?", "endoftext": false }, { "action": "You examine the", "response": "You look around and shrug.", "endoftext": false }, { "action": "You examine desk", "response": "A standard store-bought desk. Not as battle-damaged as your brother's, but still has marks and scratches. At least it has a drawer.", "endoftext": false }, { "action": "You open drawer", "response": "You open the drawer, revealing a pile of junk.", "endoftext": false }, { "action": "You examine the junk", "response": "God! When was this last cleaned!? A year ago? Two? Scraps of paper; pens; bundles of cords and even watches?? Nothing useful.\n\nWait. There's a screwdriver here.", "endoftext": false }, { "action": "You take the screwdriver", "response": "Taken.", "endoftext": false }, { "action": "You look at screwdriver", "response": "It's the perfect screwdriver. It's not too big that it becomes a swordfight with a screw, but not too small that it's like doing screw surgery with a toothpick.", "endoftext": false }, { "action": "You look at the laptop", "response": "This model is old. Enough to warrant its retirement, but for some reason, you can't seem to get rid of it. And you've tried. You've been fixing it for a nice change of pace: unscrewing some panels, realizing you don't know what you're doing, and putting the panels back on.\n\nYour laptop is currently switched off.", "endoftext": false }, { "action": "You unscrew the laptop", "response": "When will you learn your lesson?", "endoftext": false }, { "action": "You turn on the laptop", "response": "Ok, and after turning it onBOOMit's suddenly midnight. It's an addiction that results in wasted days.", "endoftext": false }, { "action": "You look at the curtains", "response": "Nothing fancy. They help keep out the light, especially during the morning.", "endoftext": false }, { "action": "You take the laptop", "response": "It's too bulky for you to carry.", "endoftext": false }, { "action": "You examine the chair", "response": "jail for chair genocide.", "endoftext": false }, { "action": "You look at the bed", "response": "Wanna escape the horrors of the world? Hop in!", "endoftext": false }, { "action": "You look under the bed", "response": "It's the dead body of the guy that owns the house.", "endoftext": false }, { "action": "You examine body", "response": "Fooled ya!", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as everis what you want to say, but the truth is just average-looking as ever.", "endoftext": false }, { "action": "You go to the north", "response": "You won't go out of your way to say that the hallway is small. Though, if you face westwhere your parents' room liesstand perfectly in the middle, and stretch both your arms they'll likely be able to touch both walls. But it doesn't bother you too much. Nothing much else, aside from your brother's and sister's rooms; the forbidden worlds is what you like to call them.\n\nSome stairs lead down to the living room.", "endoftext": true }, { "action": "Go down", "response": "The living room is pretty spacious: lots of room to walk around. It helps that your family doesn't have too many things from the start. The television is up against the wall, while being crowded by various furniture, family-style. For what they're worth, some paintings color the pale walls. The kitchen is just to your west, while the dining room is to the east. A few feet north is the front door.\n\nThe stairs lead up to the hallway.\n\nOn the coffee table are dad's key and mom's key.\n\nYour mom is also heresitting on the couch.", "endoftext": false }, { "action": "You examine the paintings", "response": "You're using the term painting quite loosely: They're actually pictures stuck on some plate or canvas then hung on the wall, not even any filters or anything.", "endoftext": false }, { "action": "You examine mom", "response": "One of the two people you respect the most. She worked hard and raised you and your siblings with love and care; you can't thank her enough for it. But, she tends to overreact at things to an unrealistic degree. You remember one time the power went out, and your momno jokedrove to the electric company which was in the city! It's ridiculous, but you love her.", "endoftext": false }, { "action": "You examine the mom's key", "response": "The key to your mom's barely-used carbut why is it here though. Your mom doesn't use her car.", "endoftext": false }, { "action": "You look at the dad's key", "response": "The key to your dad's car; for why it's here, you have no clue.", "endoftext": false }, { "action": "You look at the tv", "response": "Even in the modern age, your family still runs a satellite for the TV. To add more old school charm, the TV is still wide enough to place decorations on top of it.\n\nIt's currently on to your mom's usual programa romantic-crime drama that's been for running 8-years now.", "endoftext": false }, { "action": "You talk to the mom", "response": "Morning, sweetie.\n\n1) Morning\n2) What episode is that\n3) Bye, Mom", "endoftext": false }, { "action": "1", "response": "[Morning]\n\n\"Morning.\"\n\n\"You're up early.\" your mom says: not looking away from the TV. \"Just had a loud alarm,\" you say, emphasizing the loud in the sentence.\n\n\"Oh, it's Toby isn't it.\" She gives a light chuckle.\n\n1) What episode is that\n2) Bye, Mom", "endoftext": false }, { "action": "1", "response": "[What episode is that]\n\n\"What episode is that?\"\n\nIt's a good one, but I can't tell you.\" Your mom smirks, \"Spoilers.\" You shake your head, \"It's fine, not my thing.\"\n\n1) Bye, Mom", "endoftext": false }, { "action": "1", "response": "[Bye, Mom]\n\n\"Bye, Mom\"\n\n\"Bye, sweetie.\"\n\nThe living room is pretty spacious: lots of room to walk around. It helps that your family doesn't have too many things from the start. The television is up against the wall, while being crowded by various furniture, family-style. For what they're worth, some paintings color the pale walls. The kitchen is just to your west, while the dining room is to the east. A few feet north is the front door.\n\nThe stairs lead up to the hallway.\n\nOn the coffee table are dad's key and mom's key.\n\nYour mom is also heresitting on the couch.", "endoftext": false }, { "action": "Go west", "response": "While, technically, not a separate room, it's very much a place with purpose. The kitchen looks and feels small, but quite efficient in its tightness. The triplets in cooking: the counter with cupboards above and below; the sink; a stove greets whoever enters. Opposite them; the fridge, all by itself, in the corner.", "endoftext": false }, { "action": "You examine the fridge", "response": "All the fridges you've seen are white. Are there any other colored fridges?", "endoftext": false }, { "action": "You open it", "response": "The inside of it is like a jigsaw or an intense game of Tetris, with all the containers inside. Better to not open it, since you aren't good at Tetris.", "endoftext": false }, { "action": "You look at the cupboards", "response": "It's the wooden kind.", "endoftext": false }, { "action": "You look at the counter", "response": "The counter's only busy three times a daylooks like you missed its morning shift.", "endoftext": false }, { "action": "You examine the sink", "response": "Your mom always wants the sink to be free from those white smudges. So you've been tasked with cleaning after every use.", "endoftext": false }, { "action": "You examine the stove", "response": "Unlike most families, yours doesn't have the stove-oven combo. It's one of those flat types. You don't feel any heat from it. Was it even used this morning?", "endoftext": false }, { "action": "Go east", "response": "You feel like you're the only one who calls this placethe dining room. It isn't a different room per se, it's connected to the living room without any walls to separate them. Because of that, it's barer here than anywhere else! Just a wooden table with chairs at each side.\n\nThere is, however, a telephone, sitting on top of a plastic table.", "endoftext": false }, { "action": "You examine the telephone", "response": "People might wonder why your family still owns one of these things. Well. For one: your mom doesn't even own a phone; you and your siblings pester her about getting one. But she stubbornly refuses. Second, you like it. You aren't sure why. Maybe it's the featureless dining room's faultbeing all empty and such.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "You examine table", "response": "Which do you mean, the plastic table or the dining room table?", "endoftext": false }, { "action": "You look at the dining", "response": "A clean and shiny table. You remember the countless times you wiped it spotless after every meal. Better then dish-duty, you snort.", "endoftext": false }, { "action": "You examine the plastic", "response": "It's about medium in height. For easy telephone action, you presume. The table's whiteness is a bit jarring, but what can you do.", "endoftext": false }, { "action": "Go west", "response": "The living room is pretty spacious: lots of room to walk around. It helps that your family doesn't have too many things from the start. The television is up against the wall, while being crowded by various furniture, family-style. For what they're worth, some paintings color the pale walls. The kitchen is just to your west, while the dining room is to the east. A few feet north is the front door.\n\nThe stairs lead up to the hallway.\n\nOn the coffee table are dad's key and mom's key.\n\nYour mom is also heresitting on the couch.", "endoftext": false }, { "action": "You take all from the table", "response": "Woah there, ace hoarder. One at a time.", "endoftext": false }, { "action": "You take the dad'S", "response": "A chill runs down your spine. You stop mid-reach.\n\n\"Good,\" your mom says.", "endoftext": false }, { "action": "Phone home", "response": "What the heck does that mean!?", "endoftext": false }, { "action": "You use the phone", "response": "So you could play apps? Nope.", "endoftext": false }, { "action": "You dial the home", "response": "", "endoftext": false }, { "action": "You go north", "response": "(first opening the front door)\n\nStepping out the front door, you realize how pleasant the day is: a perfect blend of not-too-hot and not-too-coldthe ideal weather for any person.The scenery is pretty good; for any town. You can also see your house from here. The road, to your north, stretches far with houses lining it at both sides. If you walk westwardacross the grassyou'll\nsee the house's side. Following the stones to your east, it the driveway.", "endoftext": false }, { "action": "You go west", "response": "This spot gives a great viewof the house wall. Nothing much else. There's a fence, separating your family and the neighbors. To the north is the backyard.\n\nA long, black cord comes out the bottom of the grey box.", "endoftext": false }, { "action": "You look at the box", "response": "From what you can remember, this thing is where the telephone line connects to the house.", "endoftext": false }, { "action": "You examine the cord", "response": "The black cord is doing its job, and it's doing it well.", "endoftext": false }, { "action": "Unscrew box", "response": "You carefully unscrew the screws.\n\nYou unlock the grey box.", "endoftext": false }, { "action": "You open the box", "response": "You open the grey box, revealing some wires and stuff.", "endoftext": false }, { "action": "You look at the wires", "response": "It's nothing special: just a black wire at the center of everything. But, somehow, you feel like it's important. No reason. A gut feeling? A solution to something contrived? You aren't sure.\n\nIt is plugged in.", "endoftext": false }, { "action": "You go to the north", "response": "Yellow tape suddenly materializes and stops you in your tracks. The tape reads: ROOM IN PROGRESS. \"Annoying,\" you frown.", "endoftext": false }, { "action": "Go east", "response": "The scenery is pretty good; for any town. You can also see your house from here. The road, to your north, stretches far with houses lining it at both sides. If you walk westwardacross the grassyou'll see the house's side. Following the stones to your east, it the driveway.", "endoftext": false }, { "action": "You go to the east", "response": "If the driveway were empty: you could saywith perfect confidencethat it's pointless to describe it. But, It isn't empty. Your parents' cars are here. Your family doesn't own a garage; both your mom's and dad's cars are out in the thin piece of land calledthe driveway.\n\nToby's looking at his watch, and bobbing his finger up and down. Counting.\n\nHe looks up from his watch and frowns, \"You're 5 minutes late.\" Toby clicks his tongue and crosses his arms in apparent disapproval.\n\n1) Ok, let's not drag this\n2) Hey! It hasn't even been 10 minutes", "endoftext": false }, { "action": "2", "response": "[Hey! It hasn't even been 10 minutes]\n\n\"Hey! It hasn't even been 10 minutes!\" You grit your teeth. Toby shakes his head and points to his watch, \"I'm the one with the watch here. And you don't even know the time, so you can't disprove me!\"\n\n\"What do you even mean!?\" You ask. \"Never mind, you wouldn't get it,\" Toby said, scratching his cheek. He clasps, \"Let's just get to the point.\"\n\n1) Ok, what now", "endoftext": false }, { "action": "1", "response": "[Ok, what now]\n\n\"Ok, what now?\" It is the logical thing to ask right about now. Toby dragging you in the early morning without much of an explanationwhile in line with how Toby worksis not a pleasant thing.\n\nToby strokes his chin, \"Obviously, we need to get going now!\"\n\n1) Where exactly\n2) Alright, then let's go", "endoftext": false }, { "action": "1", "response": "[Where exactly]\n\n\"Where exactly?\" You don't know much about what's going on, but you at least deserve to know where you're going. Toby taps his foot, \"I told you that we need to act now. No more questions or any humorous jokes!\" He stomps his foot.\n\nNot even knowing where to goclassic Liam and Toby hijinks.\n\n1) Alright, then let's go", "endoftext": false }, { "action": "1", "response": "[Alright, then let's go]\n\nAlright, then let's go,\" You say.\n\n\"Yes, lets.\" Toby turns around and stops: not moving nor acting. He isn't doing anything.\n\n1) Drake, let's go\n2) There a problem", "endoftext": false }, { "action": "2", "response": "[There a problem]\n\n\"There a problem?\" You ask.\n\n\"Well..\" Toby turns to you, scratching his head and giving his bestoh, I done goofedexpression.\n\n\"We need your car,\" He says in a low voice. As if to prevent you from hearing itit didn't work.\n\n1) Do a facepalm\n2) Shout some pointless profanity\n3) Do a facepalmtwice", "endoftext": false }, { "action": "1", "response": "[Do a facepalm]\n\nYou do a facepalm: making sure that the *Thap* sound was loud enough for Toby to hear.\n\nToby raises his hands, \"Ok, hear me out.\".\n\n1) Why do we even need a car\n2) I don't even have a car", "endoftext": false }, { "action": "1", "response": "[Why do we even need a car]\n\n\"Why do we even need a car?\" You confront Toby.\n\n\"Of course! Where we're going, we'll need a ride!\" Toby crosses his arms, \"If you want to clock-in a bazillion steps, then be my guest.\" His face turns grim; he looks you in the eyes.\n\n\"And to be frankunless we pull an Usain Boltwe ain't gonna make it,\nand have any energy left in the tank.\"\n\n1) Where's your car\n2) What about your parents's car\n3) I don't even have a car", "endoftext": false }, { "action": "3", "response": "[I don't even have a car]\n\n\"I don't even have a car.\" It is true. Your family trusts you behind a steering wheel as much as the weatherman. Toby's brows began to jitter, his lids blinking.\n\n\"What you talking about?\" Toby points his thumb to your parents' cars. \"What are these then? Driveway designs?\".\n\n\"At least one of them is.\" You say. Toby looks and back to you with a smirk. \"Your dad is out, right? Why not you ask your mom?\".\n\n1) Dude, I will die\n2) Yeah, sure. Want my head as well\n3) Turn around, go inside, lock the door and pretend nothing happened.", "endoftext": false }, { "action": "3", "response": "[Turn around, go inside, lock the door and pretend nothing happened.]\n\nYou quickly turn around and make it for the door. But Toby's hand catches your arm first, \"Where do you think you're going?\". You try and wriggle free, but he has iron grips or something.\n\n\"Resistance is futile!\" Toby pulls you back to the driveway.\n\n1) look at Toby straight in the eyes", "endoftext": false }, { "action": "1", "response": "[look at Toby straight in the eyes]\n\nYou look at Toby straight in the eyes, \"No matter what I do, Mom won't agree. She doesn't even trust me with the stove, let alone the car!\"\n\nToby rubs his chin; in thought. He then snaps his finger, \"I got it! We need to get rid of your mom!\"\n\nYou stare daggers at him. \"No, not like that. Just out of the house, okay.\"\n\n\"And how do you suppose we do that?\" You question. Toby shrugs, \"No idea. You're the one who's going to do the arbitrary puzzles.\" He proceeds to shoo you away, \"Chop, chop. You need to get started.\".\n\nIf the driveway were empty: you could saywith perfect confidencethat it's pointless to describe it. But, It isn't empty. Your parents' cars are here. Your family doesn't own a garage; both your mom's and dad's cars are out in the thin piece of land calledthe driveway.\n\nToby's eyeing you. Saying to himself, \"What is this fool doing? Hurry up!\" That's what you think, at least. It's not too far off, knowing Toby.", "endoftext": false }, { "action": "You look at Toby", "response": "You have a complicated relationship with Toby. You like to say his your friend, even though he raises your blood pressure from calm to dear-god-he-needs-to-go-to-a-hospital. It's so frequent: it's become a running gag between you two. But, he always rings you up whenever he needs help, more accurately, needs an accomplice. So, there's some friendship in there, somewhere.", "endoftext": false }, { "action": "You examine the mom's car", "response": "If your mom's car is called a driveway ornament, you wouldn't disagree. The last time it was driven is lost on you. Maybe when your parents were still dating? It's always at the back of your dad's car, which is probably for the best. The car's just a two-seater.", "endoftext": false }, { "action": "You look at the dad's car", "response": "Calling it the family car is more accurate. Every trip, vacation, errand, and whatever task that needs a car; it's dad's car. Doesn't help that it's always at the front of the two. It's most likely your mom's doing.", "endoftext": false }, { "action": "Go north", "response": "The only obvious exit is west (to the front walk).", "endoftext": false }, { "action": "You open the dad'S", "response": "It seems to be locked.", "endoftext": false }, { "action": "Go west", "response": "The scenery is pretty good; for any town. You can also see your house from here. The road, to your north, stretches far with houses lining it at both sides. If you walk westwardacross the grassyou'll see the house's side. Following the stones to your east, it the driveway.", "endoftext": false }, { "action": "Go north", "response": "\"The heck are you doing!? You'd rather be roadkill than help me!?\" Toby screams by the driveway.\n\nHe has a point. Being the next topic of road safety ain't a good legacy cementer.", "endoftext": false }, { "action": "You go west", "response": "This spot gives a great viewof the house wall. Nothing much else. There's a fence, separating your family and the neighbors. To the north is the backyard.\n\nA long, black cord comes out the bottom of the grey box.", "endoftext": false }, { "action": "You pull the cord", "response": "It is fixed in place.", "endoftext": false }, { "action": "You unplug the wire", "response": "You grip the wire, and pull; no sparkswhich is good.", "endoftext": false }, { "action": "You look at wire", "response": "It's nothing special: just a black wire at the center of everything. But, somehow, you feel like it's important. No reason. A gut feeling? A solution to something contrived? You aren't sure.\n\nIt is unplugged.", "endoftext": false }, { "action": "Go east", "response": "The scenery is pretty good; for any town. You can also see your house from here. The road, to your north, stretches far with houses lining it at both sides. If you walk westwardacross the grassyou'll see the house's side. Following the stones to your east, it the driveway.", "endoftext": false }, { "action": "You take the telephone", "response": "You aren't up for calling anyone today. Even if you wanted: you don't even know anyone's number!", "endoftext": false }, { "action": "You listen to the telephone", "response": "That's quite a lot of nothing: impressive.", "endoftext": false }, { "action": "You talk to the Mom", "response": "Morning, sweetie.\n\n1) Borrow Car\n2) Bye, Mom", "endoftext": false }, { "action": "1", "response": "[Borrow Car]\n\n\"Ma,\" You hesitate, \"Can I borrow the car?\"\n\nYour mom turns to you and smiles, \"No, sweetie.\"\n\nThe living room is pretty spacious: lots of room to walk around. It helps that your family doesn't have too many things from the start. The television is up against the wall, while being crowded by various furniture, family-style. For what they're worth, some paintings color the pale walls. The kitchen is just to your west, while the dining room is to the east. A few feet north is the front door.\n\nThe stairs lead up to the hallway.\n\nOn the coffee table are dad's key and mom's key.\n\nYour mom is also heresitting on the couch.", "endoftext": false }, { "action": "You call", "response": "", "endoftext": false }, { "action": "Go upward", "response": "You won't go out of your way to say that the hallway is small. Though, if you face westwhere your parents' room liesstand perfectly in the middle, and stretch both your arms they'll likely be able to touch both walls. But it doesn't bother you too much. Nothing much else, aside from your brother's and sister's rooms; the forbidden worlds is what you like to call them.\n\nSome stairs lead down to the living room.", "endoftext": false }, { "action": "Go west", "response": "(first opening parents' door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go north", "response": "(first opening brother's door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go northwest", "response": "(first opening sister's door)\nIt seems to be locked.", "endoftext": false }, { "action": "You turn off the tv", "response": "\"I wouldn't do that if I were you, sweetie,\" your mom says with a smile. But you can feel something; behind that smile is something no mortal son could ever bear. You shudder at the thought.", "endoftext": false }, { "action": "You turn on the stove", "response": "\"You wouldn't want to cause a fire hazard, sweetie!\" Your mom yells from the living room.", "endoftext": false }, { "action": "You open fridge", "response": "The inside of it is like a jigsaw or an intense game of Tetris, with all the containers inside. Better to not open it, since you aren't good at Tetris.", "endoftext": false }, { "action": "You unplug the fridge", "response": "You look around and shrug.", "endoftext": false }, { "action": "Go east", "response": "If the driveway were empty: you could saywith perfect confidencethat it's pointless to describe it. But, It isn't empty. Your parents' cars are here. Your family doesn't own a garage; both your mom's and dad's cars are out in the thin piece of land calledthe driveway.\n\nToby's eyeing you. Saying to himself, \"What is this fool doing? Hurry up!\" That's what you think, at least. It's not too far off, knowing Toby.", "endoftext": false }, { "action": "You talk to Toby", "response": "Toby raises his eyebrow, \"Haven't we had our conversation fill already?\" He makes a shooing motion, \"Go and discover some random and illogical puzzle solutions.\"", "endoftext": false }, { "action": "Go north", "response": ">>\nHallway\nYou won't go out of your way to say that the hallway is small. Though, if you face westwhere your parents' room liesstand perfectly in the middle, and stretch both your arms they'll likely be able to touch both walls. But it doesn't bother you too much. Nothing much else, aside from your brother's and sister's rooms; the forbidden worlds is what you like to call them.\n\nSome stairs lead down to the living room.", "endoftext": false }, { "action": "You use the phone", "response": "(your phone)\nSo you could play apps? Nope.", "endoftext": false }, { "action": "You use the telephone", "response": "You aren't up for calling anyone today. Even if you wanted: you don't even know anyone's number!", "endoftext": false }, { "action": "You look at the phone", "response": "(your phone)\nIt's four generations behind, but still usable. Don't get why people buy newer versions every year. A too-good economy?", "endoftext": false }, { "action": "You unscrew the telephone", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You say the ring ring", "response": "(to yourself)\nNo need. All the language skills are in TALK TO.", "endoftext": false }, { "action": "You talk to the telephone", "response": "You start a conversation with the the telephone. You look like a lunatic.", "endoftext": false }, { "action": "You talk to the Mom", "response": "Morning, sweetie.\n\n1) Bye, Mom", "endoftext": false }, { "action": "You look at the box", "response": "From what you can remember, this thing is where the telephone line connects to the house.\n\nIn the grey box is some wires and stuff.", "endoftext": false }, { "action": "You look at the stuff", "response": "Your knowledge of electronics extends only to replacing batteries on your Game Boy. All the things in here is alien to you. While the many colored wires are intimidating you; there is, however, a black wire at the center that catches your eye.", "endoftext": false }, { "action": "You examine the house", "response": "Home sweet home. For the actual physical description: it's your family's regular ole' housenothing much to say.\n\nA satellite dish is on the roof.", "endoftext": false }, { "action": "You look at the dish", "response": "Your friends always look at the satellite dish like something out of a museum. You can't blame them. To you, it might as well be historic.\n\nIt's currently standing tall.", "endoftext": false }, { "action": "You take the dish", "response": "It's too high up.", "endoftext": false }, { "action": "You throw the screwdriver at the dish", "response": "You're wasting actual important stuff. Maybe something expendable?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "You take the box", "response": "Don't just let your inner kleptomania run wild on everything. Only on a few selected thingsokay?", "endoftext": false }, { "action": "You go to the north", "response": "Yellow tape suddenly materializes and stops you in your tracks. The tape reads: ROOM IN PROGRESS. \"Annoying,\" you frown.", "endoftext": false }, { "action": "You take the stone", "response": "You take a rock from the pile.", "endoftext": false }, { "action": "You throw the rock at the dish", "response": "(the rock at the satellite)\nYou chuck the rock at the satellite; why you're doing it is unknown even to you. The rock smacks the dish, causing it to bendin a way its makers never intended.", "endoftext": false }, { "action": "You go south", "response": "The living room is pretty spacious: lots of room to walk around. It helps that your family doesn't have too many things from the start. The television is up against the wall, while being crowded by various furniture, family-style. For what they're worth, some paintings color the pale walls. The kitchen is just to your west, while the dining room is to the east. A few feet north is the front door.\n\nThe stairs lead up to the hallway.\n\nOn the coffee table are dad's key and mom's key.\n\nYour mom is near the TV, fiddling with it.", "endoftext": false }, { "action": "You talk to the Mom", "response": "Morning, sweetie.\n\n1) What's wrong\n2) Bye, Mom", "endoftext": false }, { "action": "1", "response": "[What's wrong]\n\n\"What's wrong?\"\n\n\"Oh, the TV's acting up. At least the picture is showing, even if it's mixed with random blacks and whites.\"\n\n1) Bye, Mom", "endoftext": false }, { "action": "1", "response": "[Bye, Mom]\n\n\"Bye, Mom\"\n\n\"Bye, sweetie.\"\n\nThe living room is pretty spacious: lots of room to walk around. It helps that your family doesn't have too many things from the start. The television is up against the wall, while being crowded by various furniture, family-style. For what they're worth, some paintings color the pale walls. The kitchen is just to your west, while the dining room is to the east. A few feet north is the front door.\n\nThe stairs lead up to the hallway.\n\nOn the coffee table are dad's key and mom's key.\n\nYour mom is near the TV, fiddling with it.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.", "endoftext": false }, { "action": "You throw rock at dish", "response": "(the rock at the satellite)\nMaybe to enact some form of dominance against old technology, or to release some pent-up anger, you throw another rock at the poor satellite. Feeling that it can't continue its judgment for its sins, the dish falls down.\n\nSuddenly, someone's loud stomps echo out of your house. The stomps stop. Then, after a minute, those stomps become rapid steps coming towards you. Your mom runs out of the house, pass you, and goes to the driveway.", "endoftext": false }, { "action": "You go east", "response": "If the driveway were empty: you could saywith perfect confidencethat it's pointless to describe it. But, It isn't empty. Your parents' cars are here. Your family doesn't own a garage; both your mom's and dad's cars are out in the thin piece of land calledthe driveway.\n\nYour mom's at the side of your dad's car, trying to open it.\n\nToby's eyeing you. Saying to himself, \"What is this fool doing? Hurry up!\" That's what you think, at least. It's not too far off, knowing Toby.\n\n1) Mom, where are you going\n2) They having a sale at the market\n3) Are you leaving the family", "endoftext": false }, { "action": "1", "response": "[Mom, where are you going]\n\n\"Mom, where are you going?\" You ask.\n\nYour mom jerks back a bit and looks at your direction. Seeing you, she breaths out and speaks, \"I've some business that I need to take care of,\" She unlocks your dad's car and hops in.\n\n1) How long will this trip be\n2) What will you doexactly\n3) Are you leaving me on my own", "endoftext": false }, { "action": "1", "response": "[How long will this trip be]\n\nMoving towards the car, you ask, \"How long will this trip be?\". Your mom opens the door a crack, \"I'll be gone in two, maybe three days, max.\" Closing the door, she starts the car. The engine roars with power.\n\nShe then opens the window and calls you.\n\n1) Go to window", "endoftext": false }, { "action": "1", "response": "[Go to window]\n\nReaching the window, your mom plants a kiss on your left cheek; slowly patting the other, she says, \"Stay safe while I'm gone, okay.\" You nod your head. Her face relaxes: taking her finger, she boops you on the nose. You recoil backslightly; your mom chuckles, and proceeds to\ndrive off, down the road.\n\nWhile all that fiasco happened, Toby was standing in the sidelines, ever-the-patient dude he is. You turn and face him, and as you do, his grin-infected face infests your view. He raises his hands and goes for a slow clap.\n\n\"Congratulations, Liam! Task no.1: solved!\" He gradually increased the speed of his clap.\n\n1) All thatjust to get mom out of the house\n2) Wait, who's driving\n3) You're paying for that satellite", "endoftext": false }, { "action": "3", "response": "[You're paying for that satellite]\n\n\"You're paying for that satellite.\" You broke it, sure, but it's in Toby that lead to you breaking it. You don't blame the gun or whatever the saying was. He looks at the fallen dish; after a moment, he says, \"Sure, probably a couple hundred. Maybe if push comes to shove, I'll have to break into a museum again.\"\n\nHe's considering. He is actually considering it. Sometimes, you'd like to sit back to witness a true scientific anomaly, in human form.\n\n\"But time-traveling is a pain, so, I'll stick to the cashthank you.\" Even the last bit about a human form, yeah, it escapes you from time to time. Toby unlocked the car and entered the driver's seat. You aren't even questioning him how he got the key or if it's breaking road laws to let him take the wheel, less headache when you just go with it.\n\n1) Go", "endoftext": false }, { "action": "1", "response": "[Go]\n\nDriving (in the front seat)\nNow that you think about it, you've never been inside your mom's car. Being in it now, with the build-up ever since your birth, it's normal.\n\nThe interior design of the car is nothing mind-blowing. It's just like any other car you've ridden in before. One note worth pointing out; there's no backseat. Only the two up frontwhere your and Toby's butts are planted on.\n\nToby is to your side, driving.", "endoftext": false }, { "action": "You wear the seatbelt", "response": "You're already wearing that!", "endoftext": false }, { "action": "You examine the seatbelt", "response": "The protector of life. Most road deaths are because of unbuckled seatbelts. You still question why a lot of people aren't wearing them.\n\n\"So, Liam, I've got a burning question.\" Toby says, eyes still on the road. Now, this situation is strange. When was the last time Toby wanted to ask you something? Actually, scratch that, He does ask you about random stuff.\n\n1) What is it\n2) Don't want to hear it", "endoftext": false }, { "action": "1", "response": "[What is it]\n\n\"What is it?\" You ask.\n\n\"It's- well,\" Toby is hesitating. Okay. Either it's completely severe, or utterly stupid. Knowing Toby; well.\n\n1) Shoot", "endoftext": false }, { "action": "1", "response": "[Shoot]\n\n\"Shoot.\"\n\n\"Do people usually relay their thoughts in second person?\" Toby's voice was filled with genuine curiosity, but you...almost fell. Seriously, If you weren't wearing your seatbelt, you might have fallencomedy-style.\n\n\"I mean, I get dreams, but thoughts? Play-by-play? Who does that?\"\n\n1) What are you even talking about\n2) Normal people", "endoftext": false }, { "action": "1", "response": "[What are you even talking about]\n\n\"What are you even talking about?\" You have no idea.\n\n\"Well, it's like- I mean...nevermind.\" Toby, seemingly giving up on the topic, continued to drive.\n\nDriving (in the front seat)\nThe interior design of the car is nothing mind-blowing. It's just like any other car you've ridden in before. One note worth pointing out; there's no backseat. Only the two up frontwhere your and Toby's butts are planted on.\n\nToby is to your side, driving.", "endoftext": false }, { "action": "You look at the glove compartment", "response": "It ain't a car if it doesn't have one of those. Thank heavens it does.", "endoftext": false }, { "action": "You open it", "response": "You open the glove box.\n\n\"Welp, we're here.\" Toby stops the car without any hesitation; opens the door and leaves. Not even a word.", "endoftext": false }, { "action": "You look in the glove box", "response": "the glove box is empty.", "endoftext": false }, { "action": "Go outside", "response": "(First taking off seatbelt)\nParking lot\nEmpty. Sweet and simple. This place is as empty as a TNA house show. No other cars in sight. To the east is what looks like a convenience store. And a Toy \"N\" Toyz branch to your west.\n\nToby is standing here, waiting.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Okay, what now\n2) See ya", "endoftext": false }, { "action": "1", "response": "[Okay, what now]\n\n\"Okay, what now?\" You ask, \"We're here, parked between a toy store and a convenience store, what are you even planning?\"\n\nToby wasn't facing you when you were talking. Instead, he was looking over at the convenience store. Maybe he's thinking? About what; you have no clue. He finally looks over to you.\n\n\"Here's the plan: you go over to the toy store and grab a stuffed unicornbe sure it's pink.\" You lost him at stuffed unicorn, but Toby continues, \"I'll head over to the convenience store and grab the rest of the goods. Sound good? Great, let's go.\" Toby began to march towards the convenience store.\n\n1) Wha-hey wait", "endoftext": false }, { "action": "1", "response": "[Wha-hey wait]\n\n\"Wha-hey wait!\" You shout. What the hell was that? He dragged you out-a-bed; He indirectly made you do self-inflicted property damage, and now he's ordering you to buy a stuffed pony. Just like that!?\n\nToby turns around, \"Oh right.\" He takes something out of this pocket and tosses it; with no effort at all, it lands into your hands. \"Use that. And don't forget, Pink!\" Toby then sprints off. Dammit.\n\nEmpty. Sweet and simple. This place is as empty as a TNA house show. No other cars in sight. To the east is what looks like a convenience store. And a Toy \"N\" Toyz branch to your west.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthe Toys \"N\" Toyz gift card\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "You look at the card", "response": "A Toys'N\" Toyz gift card worth ten bucks. At least you won't be wasting actual money.", "endoftext": false }, { "action": "Go north", "response": "The obvious exits are east and west.", "endoftext": false }, { "action": "You go west", "response": "Outside Toys \"N\" Toyz\nIt's a nice building if you discount the signs of poor condition. The large logo is missing the \"N\"; no hint of it getting fixedbit sad.\nRust and grime stuck to the walls fuel your one-sentence review. Further west is the entrance.", "endoftext": false }, { "action": "You go west", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nA brunette cashier stands behind the counter, glancing at you then looking away.", "endoftext": false }, { "action": "You examine the cashier", "response": "She's surprisingly tall. If she'd stand on her toes: you'll easily be eclipsed. Not a thought that delights you, but hey, you'll get some shade. She's wearing the standard Toys \"N\" Toyz uniform.", "endoftext": false }, { "action": "You talk to the cashier", "response": "She looks up to you, \"Hi Liam!\" She says, giving a little wave. \"Can I help you?\"\n\n1) Wait, how'd you know my name?\n2) Do you guys have a stuffed pink unicorn\n3) See you around", "endoftext": false }, { "action": "1", "response": "[Wait, how'd you know my name?]\n\n\"Wait, how'd you know my name?\" Was she a neighbor? Did you have that type of amnesia where you forget just your identity, but now it's only her!?\n\nShe looks at you for a second, then giggles a bit, \"You are one for jokes. Aren't you, Liam?\"\n\n1) Confess you don't know her", "endoftext": false }, { "action": "1", "response": "[Confess you don't know her]\n\n\"I really can't remember you.\" It was better to confess, you thought. Better than living the life of a con man. The girl's eyes go wide, followed by an exaggerated BBWWHHAAA.\n\n\"You forgot? You freakin' forgot about me!?\" She slams the counter; You thought there was going to be an earthquake for a second. Crap, You might have pissed off a demon lord! The girlseeing that she's causing\na scenetakes a deep breath and sighs. \"Right, I forgot,\" She begins massaging her forehead, \"My brother told me you had a bad memory, once.\" She knows that? That you have such a bad memory; you'd even forget your date of birth! The girl crosses her arms and looks to be in deep thought, she then spoke, \"It's been a long time since we last met, so it's no surprise.\" She began tapping her finger on her arm.\n\n\"Ok! I'll do a reintroduction, then.\" She proceeds to slap her cheeks with both her hands, a gesture you never considered when introducing yourself. It could be fun. \"Here we go, my name's Tracy Valcure. You use to come over to our house to hang out with my brother when I was a kid.\" You search your memories, and you still can't remember anything. You chastise yourself. \"You don't need to introduce yourself, I still know you,\" Tracy scratches her head while looking down. You can't help but feel like she's hurt a little. You should make it up to her some timewhen you aren't getting dragged by Toby.\n\n1) Do you guys have a stuffed pink unicorn\n2) See you around", "endoftext": false }, { "action": "1", "response": "[Do you guys have a stuffed pink unicorn]\n\n\"Do you guys have a stuffed pink unicorn?\" After asking, you realize how weird it looks for an almost adult guy to that. You know what? It isn't strange! You shout out loudmentally.\n\nTracy doesn't bat an eye, \"that would be in aisle 3. The one with the stuffed animals.\"\n\n\"Oh, thanks.\"\n\n1) See you around", "endoftext": false }, { "action": "1", "response": "[See you around]\n\n\"See you around,\" You bid goodbye.\n\n\"Right back at you.\"\n\nInside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, playing with her hair.", "endoftext": false }, { "action": "You go to the north", "response": "Further inside Toys \"N\" Toyz\nThe back of the store has all sorts of design delights. Too bad you aren't interested in describing any. The only notable thing is the big Super Tofu Dude statue at the corner. Aisle 3 is to your west; the last aisle is northwest.", "endoftext": false }, { "action": "You examine dude", "response": "Heck yeah! From the hit indie platformer. And with him being a tofu: every can love him.", "endoftext": false }, { "action": "You go to the west", "response": "For some reason, there's a separate section for stuffed animals. It's not just this store. Other stores have them. Both gondolas are spilling stuffed animals; some look too large for the shelf sizes.\n\nA little girl checks the animals. A basket is next to her.", "endoftext": false }, { "action": "You look at the animals", "response": "A stuffed animal zoo. All kinds of animals are in here. Alligators, Elephants, Zebras, and bears etc.\n\nYou blink your eyes a couple of times. Where is the unicorn!? You might be panicking. They have a platypus for goodness sakes! Where is it?", "endoftext": false }, { "action": "You look at the basket", "response": "A standard shopping basket. No logo or trademark stamps or anything. Is this even from the store?\n\nIn the basket is the pink unicorn.", "endoftext": false }, { "action": "You look at the girl", "response": "She's pretty small, so much so, she's only reaching the second shelf on the gondola. The girl looks over the stuffed animals.", "endoftext": false }, { "action": "You examine the gondola", "response": "They arein factcalled gondolas. The shelves most store aisles have. Same name as those Venice taxis. Yeah. The ones couples use for some good'ole romance.", "endoftext": false }, { "action": "You talk to the girl", "response": "1) Hellosmall child\n2) Hey, kid, can i have that pink unicorn\n3) Farewell", "endoftext": false }, { "action": "1", "response": "[Hellosmall child]\n\n\"Hellosmall child.\" Yup, you still got that awkward mode when around children. The little girl looks up at you, her large blue eyes staring, \"I'm not supposed to talk to strangers.\"\n\n1) Smart, you're smart. A first-born child for sure\n2) Why I don't I introduce myself", "endoftext": false }, { "action": "2", "response": "[Why I don't I introduce myself]\n\nWhy I don't I introduce myself?\" The little girl tilts her head, \"Oh!\" Heh, looks like she realized it, loophole baby! \"That's not a bad idea, Ok, you do it.\" She nods her head in approval.\n\n1) Introduce yourself\n2) Hey, kid, can i have that pink unicorn\n3) Farewell", "endoftext": false }, { "action": "1", "response": "[Introduce yourself]\n\nYou clear your throat, \"The name's Liam. Nice to meet you, little girl.\" You thrust your hand forward for a handshake. She hesitates a little, but takes your hand anyways. Man, her hand is tiny. \"Nice to meet you, mister,\" She says in an adorable voice, it almost melts your heart. Almost. You're still getting rid of some leftover teen angst.\n\n1) Where's your parents\n2) You like stuffed animals\n3) Hey, kid, can i have that pink unicorn\n4) Farewell", "endoftext": false }, { "action": "2", "response": "[You like stuffed animals]\n\n\"You like stuffed animals?\"\n\n\"Not particularly,\" she pokes an elephant in the eye. \"Then why are you here?\" \"My sister's the one who wants them-\" Ah, so the sister's the one addicted to cute things. \"-for training dummies,\" she proceeds to squish a bear's head to its torso. If you could've done a spit take right nowclean up at aisle 3.\n\n1) Where's your parents\n2) Hey, kid, can i have that pink unicorn\n3) Farewell", "endoftext": false }, { "action": "1", "response": "[Where's your parents]\n\n\"Where's your parents?\" Is this place like a new hot spot for child abandonment? Oh, man. You hope you aren't right.\n\nThe girl puts a finger to her chin, \"Daddy's at work, and Mommy went to buy something outside.\"\n\n\"Yeah, but, on your own?\" She lifts her arm and pats her bicep, \"No worries, I'm a strong independent girl.\" And you'll leave it at that. Whatever family she has, you'll only find headache and strong women.\n\n1) Hey, kid, can i have that pink unicorn\n2) Farewell", "endoftext": false }, { "action": "1", "response": "[Hey, kid, can i have that pink unicorn]\n\n\"Hey, kid, can I have that pink unicorn?\" That was harder to ask than anything in your life, ever. The little girl eyes the pink unicorn she has imprisoned. She looks up at you, then down again. It repeats for a few moments, but you could feel it. The moment her gaze returns to you, she's wearing a smug smile. No. A wicked smile.\n\n\"Yeah, sure.\" Wait, she's allowing it? Alright. You reach down to grab the unicorn, when the little girl slaps your hand away. \"First, Bring me a Power Protector Red figure.\" Oh great, life can't be simple, can it?\n\n\"You like the show?\". The little girl's face turns serious, \"yes. I love that show.\" Well, there you go.\n\n1) Farewell", "endoftext": false }, { "action": "Go east", "response": "Think in numbers, not in words. - A Math teacher, probably.", "endoftext": false }, { "action": "1", "response": "[Farewell]\n\n\"Farewell.\" You bid the little girl. She looks at you, then turns to the toys.\n\nFor some reason, there's a separate section for stuffed animals. It's not just this store. Other stores have them. Both gondolas are spilling stuffed animals; some look too large for the shelf sizes.\n\nA little girl checks the animals. A basket is next to her.", "endoftext": false }, { "action": "You go to the east", "response": "Further inside Toys \"N\" Toyz\nThe back of the store has all sorts of design delights. Too bad you aren't interested in describing any. The only notable thing is the big Super Tofu Dude statue at the corner. Aisle 3 is to your west; the last aisle is northwest.", "endoftext": false }, { "action": "You go south", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, tapping her nails.", "endoftext": false }, { "action": "You talk to Tracy", "response": "(tracy)\n\"Can I help you?\"\n\n1) You guys have any more pink unicorns in stock\n2) See you around", "endoftext": false }, { "action": "1", "response": "[You guys have any more pink unicorns in stock]\n\n\"Hey, ah, you guys have any more pink unicorns in stock?\"\n\nTracy purses her lips, \"no, all the stuffed toys are in aisle 3,\" she rubs her chin, \"did they sell out, are they that popular?\". You shrug your shoulders, \"i don't know, but you guys don't have one, like, at the back?\" Tracy shakes her head, \"Sorry, all we keep here are small stuff, like this cool pen with a map.\" She pulls out said pen. Was it in the counter?\n\n1) What else you got under there\n2) See you around", "endoftext": false }, { "action": "1", "response": "[What else you got under there]\n\n\"What else you got under there?\" You lean on the counter, pointing down. Tracy pushes you away slightly, nearly causing you to fall over. You recover. \"Sorry,\" she leans on the counter, \"only I have the counter leaning rights.\" Tracy gives you a mischievous smile, or a smile of dominancewhatever floats your boat.\n\n\"Ok, Miss Employee of the month, but you got anything else?\". Tracy goes down and checks. \"Well, there isn't much, some erasers?\" She pulls up some bunny-shaped erasers. \"No, anything else?\" Tracy continues to check. \"Here, Herbs-vs-Aliens tokens, they're popular right now!\" She gets up and puts the token on the counter. You knit your brows, \"Mmm, maybe, something helpful?\" Tracy crosses her arms, thinking. She looks over to the kid on aisle 1. Then, she has a eureka moment. You could almost see the light bulb atop her head. She pulls something from below the counter, \"This is what you'll need.\"\n\n1) See you around", "endoftext": false }, { "action": "1", "response": "[See you around]\n\n\"See you around,\" You bid goodbye.\n\n\"Right back at you.\"\n\nInside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nOn the store counter is a craftmine sticker.\n\nTracy stands behind the counter.", "endoftext": false }, { "action": "You look at the sticker", "response": "A sticker that bears the CraftMine logo, and it looks official!", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na craftmine sticker\nthe Toys \"N\" Toyz gift card\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "You go west", "response": "Toys. It's to be expected. Rows of toys line both the shelves on the wall and the gondola. Judging from the dominance of the blue in both paint and tiles, this is the boy's section.\n\nAnd there's a kid here. A boy stands by the shelves.\n\nYou can also see a basket (in which is an action figure) here.", "endoftext": false }, { "action": "You examine basket", "response": "A standard shopping basket. No logo or trademark stamps or anything. Is this even from the store?\n\nIn a basket is an action figure.", "endoftext": false }, { "action": "You examine the figure", "response": "Hey, you know this guy. It's the red protector from Power Protectors! Aw man. You use to love that show as a kid. Getting home from school and watching the latest episode was a routine. Its design is a little different, but it's still recognizable.", "endoftext": false }, { "action": "You talk to kid", "response": "He doesn't notice you, or maybe he's acting. You can't tell.\n\n1) Hey, sup kid\n2) Where your parents\n3) You like Power Protectors\n4) Later", "endoftext": false }, { "action": "3", "response": "[You like Power Protectors]\n\n\"You like Power Protectors?\" He must! That figure in his basket ain't unreliable-trickeryhopefully. The boy looks down at the figure, \"Not really,\" He says with no emotion.\n\n\"Wha- Why is it in your basket!?\" Is he loaded? Preventing other kids from enjoying Power Protectors!? This kid's a threat level god. Like on of those Saturday morning cartoon villains, no, that kid from Sharkboy and Lavagirl! Yes. He's that threatening.\n\n\"My friend said that Power Protectors is good. So, I wanted to buy one before watching.\" Oh no, This kid's now a cosmic threat. Buying figuresbefore watching!? Madness!!!\n\n1) Hey, sup kid\n2) Where your parents\n3) Later", "endoftext": false }, { "action": "2", "response": "[Where your parents]\n\n\"Where your parents.\" They aren't here. Did they leave their child by their lonesome!? Parents of the year right here.\n\n\"What's it matter to you?\" The boy said while going over some sweet Fire Tires. You loved those little cars, always keeping them in cardboard boxesbut you kept losing them. Damn.\n\n\"Hey! Liam!\" Tracy waves from the counter, \"I offered the parents to watch over the kid while they went out.\" She finger-bangs. \"Whatever,\" the boy went back to the toys.\n\n1) Hey, sup kid\n2) Later", "endoftext": false }, { "action": "1", "response": "[Hey, sup kid]\n\n\"Hey, sup kid.\" You say in the most unawkward way you can. It backfires. When you have to interact with kids, your brain goes into full unprepared-algebra-finals mode. Maybe you're out of touch with today's youth?\n\nThe kid looks at you, \"The hell do you want,\" My god. The language!\n\n1) Don't use such language\n2) Later", "endoftext": false }, { "action": "1", "response": "[Don't use such language]\n\n\"Don't use such language,\" you say, being the of an enforcer of decency. The kid laughs, \"you are a fool.\" Your eye twitches, \"what's that suppose to mean?\"\n\nHe opens his mouth, \"@#$!^%*&,\" Oh no, now that has to be censored. \"Live in the modern world, old man.\" You are disappointed. No respect. Maybe ask something he knows, but what?\n\n1) Later", "endoftext": false }, { "action": "1", "response": "[Later]\n\n\"Later,\" You wave goodbye. The kid doesn't look at you. You walk off, disheartened.\n\nToys. It's to be expected. Rows of toys line both the shelves on the wall and the gondola. Judging from the dominance of the blue in both paint and tiles, this is the boy's section.\n\nA boy stands by the shelves.\n\nYou can also see a basket (in which is a red power protector figure) here.", "endoftext": false }, { "action": "You take the figure", "response": "You reach your hand out, then the kid swats it away, \"Are really stealing from a kid? That's social indecency!\" You aren't sure what's more surprising: That this kid swatted your hand, or that fact that he used the term social indecency. Did grade school get better? Does the school system finally care? Are school lunches finally edible? Probably not.\n\nYou can't take them right now.", "endoftext": false }, { "action": "You talk to Boy", "response": "He doesn't notice you, or maybe he's acting. You can't tell.\n\n1) Later", "endoftext": false }, { "action": "You go east", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, whistling a tune.", "endoftext": false }, { "action": "You go to the north-west", "response": "Now, this is the girl's section. It's so pink; it's painful. Aside from the public stereotype: both the gondolas carry more \"girly\" toys.", "endoftext": false }, { "action": "You examine Toys", "response": "Picture this: the most in-your-face girly toys you could imagine. Got it? Good. Now triple it by a million. Dolls, Dress-ups, Dollhousesthere's a lot of doll-related toys. Don't forget that\nthey're all in pink. Despite the place's choice of colorthere is no pink unicorn here.", "endoftext": false }, { "action": "You examine the gondolas", "response": "They arein factcalled gondolas. The shelves most store aisles have. Same name as those Venice taxis. Yeah. The ones couples use for some good'ole romance.", "endoftext": false }, { "action": "Go southeast", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, glancing at you then looking away.", "endoftext": false }, { "action": "You go to the north", "response": "Further inside Toys \"N\" Toyz\nThe back of the store has all sorts of design delights. Too bad you aren't interested in describing any. The only notable thing is the big Super Tofu Dude statue at the corner. Aisle 3 is to your west; the last aisle is northwest.", "endoftext": false }, { "action": "Go northwest", "response": "The section is more your style, games all around. Video games, new and classics are all here. There's even a TV with a console hooked up. A real cornerstone for the store.\n\nSome video games are on the gondola.\n\nAnd a bunch of gaming merch.", "endoftext": false }, { "action": "You examine the games", "response": "No way, there's a new Dim Spirits game! And a new Mayro game. Of course there's a new FuFe game. They just slap a different number on the cover and presto, a new game.", "endoftext": false }, { "action": "You look at the merch", "response": "Mostly pins and small accessories. The type you only wear once then rots in a cabinet forever. There are also some novelty items like things from the games. Nothing catches your eye. Exept for that handle-like thing.", "endoftext": false }, { "action": "You examine the handle", "response": "It looks like a handle of something. For some reason, it catches your attention.\n\nOn the handle-looking thing is a dig \"n\" build sticker.", "endoftext": false }, { "action": "You examine dig", "response": "It's a sticker with the game's logo on it.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na dig \"n\" build sticker\na craftmine sticker\nthe Toys \"N\" Toyz gift card\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "Go south", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, playing with her hair.", "endoftext": false }, { "action": "You go west", "response": "Toys. It's to be expected. Rows of toys line both the shelves on the wall and the gondola. Judging from the dominance of the blue in both paint and tiles, this is the boy's section.\n\nA boy stands by the shelves.\n\nYou can also see a basket (in which is a red power protector figure) here.", "endoftext": false }, { "action": "You show the craftmine to the kid", "response": "(a craftmine sticker to the little boy)\nthe little boy is unimpressed.", "endoftext": false }, { "action": "You show dig to the kid", "response": "the little boy is unimpressed.", "endoftext": false }, { "action": "You talk to the kid", "response": "He doesn't notice you, or maybe he's acting. You can't tell.\n\n1) Later", "endoftext": false }, { "action": "You talk to Tracy", "response": "(tracy)\n\"Can I help you?\"\n\n1) See you around", "endoftext": false }, { "action": "1", "response": "[See you around]\n\n\"See you around,\" You bid goodbye.\n\n\"Right back at you.\"\n\nInside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, whistling a tune.", "endoftext": false }, { "action": "You examine counter", "response": "You've always wanted to know the feeling of standing behind the counter when you were a kid. Not anymore.", "endoftext": false }, { "action": "You go west", "response": "Toys. It's to be expected. Rows of toys line both the shelves on the wall and the gondola. Judging from the dominance of the blue in both paint and tiles, this is the boy's section.\n\nA boy stands by the shelves.\n\nYou can also see a basket (in which is a red power protector figure) here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na dig \"n\" build sticker\na craftmine sticker\nthe Toys \"N\" Toyz gift card\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "You give the craftmine to Boy", "response": "(a craftmine sticker to the little boy)\nthe little boy doesn't seem interested.", "endoftext": false }, { "action": "You look at Toys", "response": "Mostly action figures of the latest superhero blockbuster. There's also a bunch of toy blasters, swords, and hammers. And they're all in plastic. Even the weapons. Ouch.", "endoftext": false }, { "action": "Go up", "response": "The only obvious exit is east (to inside toys \"n\" toyz).", "endoftext": false }, { "action": "You go southeast", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter.", "endoftext": false }, { "action": "You examine boy", "response": "He's short. Of course, Liam, He's a kid! For what age he is, maybe 6? 8 tops. He's wearing a CraftMine shirt, good taste kid.", "endoftext": false }, { "action": "You wear the craftmine", "response": "(a craftmine sticker)\nYou can't wear that!", "endoftext": false }, { "action": "You put the craftmine on boy", "response": "(a craftmine sticker on the little boy)\nPutting things on the little boy would achieve nothing.", "endoftext": false }, { "action": "You put the craftmine on the toy", "response": "(a craftmine sticker on a red power protector figure)\nPutting things on a red power protector figure would achieve nothing.", "endoftext": false }, { "action": "You attach the sticker", "response": "Which do you mean, a dig \"n\" build sticker or a craftmine sticker?", "endoftext": false }, { "action": "Craftmine", "response": "What do you want to attach a craftmine sticker to?", "endoftext": false }, { "action": "You take the handle", "response": "You take hold of the handle and pull. It has some resistance, but you got it out nevertheless: It's a toy pickaxe!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nthe dig n build pickaxe\na dig \"n\" build sticker\na craftmine sticker\nthe Toys \"N\" Toyz gift card\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "You put the sticker on the axe", "response": "Which do you mean, a dig \"n\" build sticker or a craftmine sticker?", "endoftext": false }, { "action": "Craftmine", "response": "You put a craftmine sticker on the dig n build pickaxe.", "endoftext": false }, { "action": "You give the axe to Boy", "response": "You show him the now \"official\" CraftBuild pickaxe, making sure to have the sticker visible. The boy gazes at the pickaxe with such zeal; you'd think he'll take it outside and start bashing the ground with it. Wait, he's gone.\n\n1) Welp", "endoftext": false }, { "action": "1", "response": "[Welp]\n\n\"Welp, guess that's one way to do it.\"\n\nToys. It's to be expected. Rows of toys line both the shelves on the wall and the gondola. Judging from the dominance of the blue in both paint and tiles, this is the boy's section.\n\nYou can see a basket (in which is a red power protector figure) here.", "endoftext": false }, { "action": "You take the red", "response": "Taken.", "endoftext": false }, { "action": "You go east", "response": "Inside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nTracy stands behind the counter, whistling a tune.", "endoftext": false }, { "action": "You give the red", "response": "(to the little girl)\n\"Here you go,\" You give the figure to the girl. She takes it in her hands, raises it, and does a little spin. It was a little charming; your angst allowed that much.\n\n\"A deal's a seal!\"\n\n\"I think that's the wrong phrase.\"\n\n\"The deal's sealed!\" Nice save!\n\n1) Farewell", "endoftext": false }, { "action": "1", "response": "[Farewell]\n\n\"Farewell.\" You bid the little girl. She looks at you, then turns to the toys.\n\nFor some reason, there's a separate section for stuffed animals. It's not just this store. Other stores have them. Both gondolas are spilling stuffed animals; some look too large for the shelf sizes.\n\nA little girl checks the animals. A basket is next to her.", "endoftext": false }, { "action": "You buy the unicorn", "response": "\"I would like to buy this, please.\"\n\nTracy takes the stuffed unicorn and rings it up, \"That'll be ten bucks.\" Did Toby know the exact price!? You take out the gift card. Tracy takes it and goes to bag the unicorn. In a flash, a paper bag is on the counter.\n\n1) See you around", "endoftext": false }, { "action": "You take the bag", "response": "Think in numbers, not in words. - A Math teacher, probably.", "endoftext": false }, { "action": "1", "response": "[See you around]\n\n\"See you around,\" You bid goodbye.\n\n\"Right back at you.\"\n\nInside Toys \"N\" Toyz\nYou and your friends call this the place \"Toys \"N\" Producez\". Since the store is arranged like a grocery. It has aisles that remind you of the local PureMarkets. Yeah. The first aisle and second aisle are to you west and northwest respectively. Going further north is the rest of the store.\n\nA store counter is here.\n\nOn the store counter is the paper bag (closed).\n\nTracy stands behind the counter, whistling a tune.", "endoftext": false }, { "action": "You open the bag", "response": "You don't want to; the staples are a pain.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nthe paper bag (closed)\na dig \"n\" build sticker\nthe screwdriver\nyour phone", "endoftext": false }, { "action": "Go east", "response": "Outside Toys \"N\" Toyz\nIt's a nice building if you discount the signs of poor condition. The large logo is missing the \"N\"; no hint of it getting fixedbit sad.\nRust and grime stuck to the walls fuel your one-sentence review. Further west is the entrance.", "endoftext": false }, { "action": "You go to the east", "response": "Empty. Sweet and simple. This place is as empty as a TNA house show. No other cars in sight. To the east is what looks like a convenience store. And a Toy \"N\" Toyz branch to your west.\n\nYou can see Toby leaning against the hood of the car, slurping a slushie.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) What's the unicorn for\n2) Got the unicorn\n3) See ya", "endoftext": false }, { "action": "2", "response": "[Got the unicorn]\n\n\"Got the unicorn,\" You dangle the paper bag in front of Toby. He takes a hard sip on the slushie. \"Yeah, got mine too,\" He mimics you by swinging the plastic bag he's carrying.\n\n\"What did you even get?\" Judging from the size, looks like a box of something. \"It's the second ingredient for the ritual we're doing.\" He hops from the hood, and goes in the car. You can't make any sense on what he said, but might as well follow suit.\n\n1) Follow", "endoftext": false }, { "action": "1", "response": "[Follow]\n\nDriving (in the front seat)\nThe interior design of the car is nothing mind-blowing. It's just like any other car you've ridden in before. One note worth pointing out; there's no backseat. Only the two up frontwhere your and Toby's butts are planted on.\n\nToby is to your side, driving.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) What are we even doing\n2) Who is They\n3) What's the unicorn for\n4) See ya", "endoftext": false }, { "action": "1", "response": "[What are we even doing]\n\n\"What are we even doing?\"\n\n\"I'm telling you, we're on a mission to save someone!\" You knit your brows, \"Yeah, but who!?\"\n\nDriving (in the front seat)\nThe interior design of the car is nothing mind-blowing. It's just like any other car you've ridden in before. One note worth pointing out; there's no backseat. Only the two up frontwhere your and Toby's butts are planted on.\n\nToby is to your side, driving.\n\n\"Hey Liam, this will be a pretty long ride.\" You look at Toby, \"ok, what's wrong with that?\"\n\n\"Oh, nothing, nothing's wrong with it. You and I aren't affected by long-distance driving, but it is bad for the audience.\" You are now looking at Toby like one of those lunatics in an asylum. \"It's unfair for the people to wait for how many turns before the plot continues.\"\n\nToby snaps his fingers, \"That's why I'm planning to tell the story on what happened.\" You can't believe your ears. He's finally going to tell you why! \"But first, I'll be needing that.\"\n\n\"The what?\" \"Your title of PC, of course!\"\n\n1) Wha-", "endoftext": false }, { "action": "1", "response": "[Wha-]\n\nYoink. Ok, so how do you put it on. Does it clip-on, or do I need some tape? Wait. I think I got it on. Testing, testing, one; two; three. Nice. Now, where was I? Oh right.\nStreet\nMe and Billy agreed to have a rendezvous in the Eternal Park. We planned to infiltrate The Family's hideout; they've been a pain in the police's ass, since before you and I existed. We were to meet up at the park to discuss our plan of action.\n\nWhen I hopped off the bus: I was in a bare street. Think apocalypse except cleaner. Nothing was there of interest. To the north is the park gate.", "endoftext": false }, { "action": "About you", "response": "I go by many names: The unpredictable one, Thick-headed Avenger, Bounty Hunter. For my enemies, they call me Lady-laws's Lapdog. But I only consider one name to rule them all.\n\nThe Pilgrim Of JusticeDrake Dexter..", "endoftext": false }, { "action": "You go to the north", "response": "I headed towards the park, and don't go up in arms; I looked right then left first before crossing.\n\nIt's one of those large, but thin metal ones. Like they're just the skeleton or the like bones from a chicken wing after eviscerating it. Nothing too uncommon. A sort of in-the-moment observation that still in my mind. AnywaysI headed north.", "endoftext": false }, { "action": "Go north", "response": "I was inside the park. It was beautiful, I've got to admit, but more pressing matters were just up aheadliterally. So I walked northward towards the center of the park, where a giant statue of whoever is erected with hard-earned tax money.", "endoftext": false }, { "action": "Go north", "response": "I scratched my head and did a double-take on my memories. I remembered that we were supposed to meet at the park; by the tax-paid statue, but Billy wasn't there. I looked, but the only ones there were: people jogging, people picnicking, and people jogging while picnicking. I circled the statuenortheast.", "endoftext": false }, { "action": "You go northeast", "response": "I walked to the other side, and you wouldn't believe who I saw. Even I was in disbelief. In all my years: I never anticipated to s- Oh! We're here!", "endoftext": false }, { "action": "You look", "response": "\"You can have this back.\"\n\nParked (in the front seat)\nThe interior design of the car is nothing mind-blowing. It's just like any other car you've ridden in before. One note worth pointing out; there's no backseat. Only the two up frontwhere your and Toby's butts are planted on.\n\nToby is to your side, driving.\n\nToby stops the car in the middle of the road and gets out. \"I'll continue the story in another drive. Now, it's time to do this!\" After saying that, he shuts the door. And now you're here; left in a daze.\n\nYou aren't sure what happened. Did you have an out-of-body experience? Toby might have broken something beyond repair at this point.", "endoftext": false }, { "action": "Exit", "response": "(First taking off seatbelt)\nSmack dab in the middle of the road\nIt's one of those long types. Long enough that you can't see the end to the north, and where you came from, to the south. A gate stands to the east.\n\nToby looks at you, he nods and heads east.", "endoftext": false }, { "action": "You examine the gate", "response": "They look like a perfect cross between a rich person's gate an- No, It's just a rich person's gate.", "endoftext": false }, { "action": "Go east", "response": "Now that is a gate. It has all the hallmarks of a grossly extravagant entrance for an equally lavish mansion. It even has those marble towers to its sides. A camera moves and watches you and Toby walk towards the gate. One of the towers has a high-tech intercom, even has a screen!\n\nToby stands near the intercom.\n\nA static, crackling sound emits near Toby; the intercom screen lights up with the face of a man. \"State your business,\" he says with such stoic and professional voice. Toby gets closer to the intercom, \"D.D The pilgrim.\" Another crackling sound goes off, and the screen cuts to black.", "endoftext": false }, { "action": "You look at the intercom", "response": "Slowly, the black screen fizzles and mixes as white noise begins to show, \"bold of you to return, pilgrim,\" a flat, robotic voice speaks through the intercom. \"You know I'll come back someday,\" Toby holds up the plastic bag containing what he bought from the store, \"Brought gifts.\" The robotic noise gives a dull sound, or are they sighing? You aren't even involved in the exchange.\n\"Oh, and I brought a partner along!\" Toby grabs your arm and pulls you towards the intercom. As you stood near it, the voice gives a low sound, sizing you up, perhaps? \"Fine, you may enter.\" Toby does a thumbs-up, \"Awesome! I knew you wouldn't let me down!\" \"Just be prepared, you know the drill.\"\n\n1) What drill", "endoftext": false }, { "action": "1", "response": "[What drill]\n\nBut before you could utter those words, the floor you and Toby were standing on disappeared. It's gone. You don't know how or why, but for a momentlike in some cartoonyou don't fall. You look at Toby as he gives you a grinning nod. And with that, you both fall down the hole.\n\nStinks. It's the sewers, so that's a given, but that doesn't make you feel any better. How can you? The walls are all covered in radioactive goo. The water is like mixing all the paints in a boxed setbut add a pinch of nose poison: The natural kind, not the one in the boxed set. There's a path to the north, and looks to be the only one.\n\nToby stands here.", "endoftext": false }, { "action": "You look at the goo", "response": "Why is there goo here? Does no one clean the sewers?", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Who is this Billy\n2) Who is They\n3) Care to do some explaining\n4) What's the unicorn for\n5) See ya", "endoftext": false }, { "action": "1", "response": "[Who is this Billy]\n\n\"Who is this Billy you keep talking about?\"\n\n\"An important associate who helps me out from time to time.\"\n\nStinks. It's the sewers, so that's a given, but that doesn't make you feel any better. How can you? The walls are all covered in radioactive goo. The water is like mixing all the paints in a boxed setbut add a pinch of nose poison: The natural kind, not the one in the boxed set. There's a path to the north, and looks to be the only one.\n\nToby stands here.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Who is They\n2) Care to do some explaining\n3) What's the unicorn for\n4) See ya", "endoftext": false }, { "action": "1", "response": "[Who is They]\n\n\"Who is this ominous \"They\" you keep throwing around?\" Why is he even being vague, you ask yourself.\n\n\"It's the Murrei Family!\"\n\nStinks. It's the sewers, so that's a given, but that doesn't make you feel any better. How can you? The walls are all covered in radioactive goo. The water is like mixing all the paints in a boxed setbut add a pinch of nose poison: The natural kind, not the one in the boxed set. There's a path to the north, and looks to be the only one.\n\nToby stands here.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Ok, who's this Murrei Family\n2) Care to do some explaining\n3) What's the unicorn for\n4) See ya", "endoftext": false }, { "action": "1", "response": "[Ok, who's this Murrei Family]\n\n\"Ok, who's the Murrei Family?\"\n\n\"A major thorn in the cops\" side, that's who they are.\" Toby sneers, \"An organization as big as a town. And a pain in the ass.\"\nSewers\nStinks. It's the sewers, so that's a given, but that doesn't make you feel any better. How can you? The walls are all covered in radioactive goo. The water is like mixing all the paints in a boxed setbut add a pinch of nose poison: The natural kind, not the one in the boxed set. There's a path to the north, and looks to be the only one.\n\nToby stands here.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Care to do some explaining\n2) What's the unicorn for\n3) See ya", "endoftext": false }, { "action": "1", "response": "[Care to do some explaining]\n\n\"Care to do some explaining,\" Those words show how mellow you've become. Any sane person would flip their bricks and call the cops. Not youthe foolbecause you're no longer in the realms of sanity.\n\n\"It's just a standard greeting we have, and also the entrance.\" You've heard enough.\n\nStinks. It's the sewers, so that's a given, but that doesn't make you feel any better. How can you? The walls are all covered in radioactive goo. The water is like mixing all the paints in a boxed setbut add a pinch of nose poison: The natural kind, not the one in the boxed set. There's a path to the north, and looks to be the only one.\n\nToby stands here.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) What's the unicorn for\n2) See ya", "endoftext": false }, { "action": "1", "response": "[What's the unicorn for]\n\n\"What's the unicorn for?\"\n\n\"Ah, that's for something later. Be patient with it,\" Toby says and winks. Why did he wink?\n\nStinks. It's the sewers, so that's a given, but that doesn't make you feel any better. How can you? The walls are all covered in radioactive goo. The water is like mixing all the paints in a boxed setbut add a pinch of nose poison: The natural kind, not the one in the boxed set. There's a path to the north, and looks to be the only one.\n\nToby stands here.", "endoftext": false }, { "action": "Go north", "response": "It's good that the end of the sewers is here. If you had to go through a sadistic maze, you would have changed your name to Makane. The place is still a health inspector's nightmare, but think positive, less stress, and whatnot.\n\nA ladder is here.\n\nToby arrives from the south.", "endoftext": false }, { "action": "Go upwards", "response": "Surprise! It's not the end.\nDear lord. How could it be!? The place is circular, with paths filling all compass direction! Yes. You're head is spinning and maybe even splitting. Where to go? When to go? Why even go!\n\nA ladder is here.", "endoftext": false }, { "action": "You talk to Toby", "response": "\"Sorry, but we're running out of time,\" Toby takes your arms and pulls you along.\n\nThe illogical and confusing architecture of the tunnels hurts both your mind and your bodyfor some reason.\n\nToby begins walking off.", "endoftext": false }, { "action": "You wait", "response": "The illogical and confusing architecture of the tunnels hurts both your mind and your bodyfor some reason.\n\nToby walks to the east while pulling you along.", "endoftext": false }, { "action": "You wait", "response": "The illogical and confusing architecture of the tunnels hurts both your mind and your bodyfor some reason.\n\nToby walks to the west while pulling you along.", "endoftext": false }, { "action": "You wait", "response": "The illogical and confusing architecture of the tunnels hurts both your mind and your bodyfor some reason.\n\nToby walks to the north while pulling you along.", "endoftext": false }, { "action": "You wait", "response": "Ok, you guys are now out of the mazeself-clap worthy. But you can't celebrate just yet. The room you're in is empty: no pot of gold in this end; nothing, only the walls to your north, east, and south.\n\nToby stands here, waiting.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Guide the way\n2) See ya", "endoftext": false }, { "action": "1", "response": "[Guide the way]\n\n\"Guide the way,\" He did a great job saving you from the maze; let him finish the adventure. Toby stretches his back, \"Nah, you figure out what to do, if I am doing everything, then I wouldn't have returned your title.\"\n\n\"Fine, just don't break anything anymore.\"\n\n\"No promises.\"\n\nOk, you guys are now out of the mazeself-clap worthy. But you can't celebrate just yet. The room you're in is empty: no pot of gold in this end; nothing, only the walls to your north, east, and south.\n\nToby stands here, waiting.", "endoftext": false }, { "action": "You examine the north wall", "response": "Your hand touches the wall. Then after a moment, the wall suddenly moves back, and since your full weight on the wall, you fall through.\n\nHurts, everything hurts. Falling to the ground does that to a man. Gently, you prop yourself up against a wall. Toby enters through the hole at the opposite wall.\n\n\"It's nice that they didn't close this up,\" Toby grabs the door. No, it isn't a door. It's a giant painting. \"Pretty cool, huh,\" Toby smirks. You want to respond, but your body hurts too much to bother.\n\nYou're in what looks like a hallway, and a fancy one at that. The floor is fitted with an expensive-looking rug. The walls are lined with paintings of all sizes. To the north is a double door", "endoftext": false }, { "action": "You look at the rug", "response": "The carpet looks like something used for the red carpet in award show. Now that you think about it: why red? Can't it be purple? A color for royalty. Forget about it. If a person gets worked up about someone's choice in carpetsoh who are you kidding, nitpicking someone's taste is one of life's simple joys.", "endoftext": false }, { "action": "You look at the paintings", "response": "A lot of them are self-portraits. You're guessing they're the people who own the place. Speaking of self-portraits: aren't they a little vain? Maybe they be livin' the 18th-century style.", "endoftext": false }, { "action": "Go north", "response": "Before you enter the room, Toby taps you on the shoulder, \"Hey, Liam, Just a heads up. Once we enter, things might get a bit...intense, but I'll handle it.\" Toby's face is serious. \"Just brace yourself.\"\n\n(first opening the double door)\nThe cold air blowing through the door almost makes you stop entering. \"Come on,\" Toby says, he then presses his hand on your back, \"Let's not keep em waiting.\" And so, You go through the door.\nA dark room\nThe room is incredibly dark. You can't make out anything in detail. Only things you are certainby silhouettes is a person; sitting in\nfront of a bunch of monitors. The monitors are the only light source in the room, which are all mounted to the wall.\n\nToby stands here, waiting.\n\nSomeone is also here.\n\n\"I thought I told you too never come back,\" The person sittingin a female voicesays. \"Well, you still graciously allowed our entrance\ninto your lair,\" Toby says in a comically knight-like voice.\n\n\"Because I want answers!\" The person spins her chair back and faces Toby. Still, you can't discern any features. Too dark.\nA dark room\nThe room is incredibly dark. You can't make out anything in detail. Only things you are certainby silhouettes is a person; sitting in\nfront of a bunch of monitors. The monitors are the only light source in the room, which are all mounted to the wall.\n\nToby stands here, waiting.\n\nSomeone is also here.\n\n\"Hayliee,\" Toby speaks in an uncharacteristically hush voice. The girlnamed Haylieestares at Toby. Though you can't see her eyes, you felt a sense of hatred. So strong: the room temp almost became lukewarm.\n\n\"Hayliee, plea-\"\n\"Why the hell should I listen to you!?\" Hayliee shouts as she stands, her voice hoarse. Toby looks at her, unmoving.", "endoftext": false }, { "action": "You examine hayliee", "response": "You can't see her that well. She's all backlit. But, you can tell that she's quite small. Not in a little kid way; More in her having a petite frame.\n\n\"Hayliee,\" Toby continues, \"I need your help.\"\n\nHayliee begins to laugh, \"Oh isn't that cute. You're like a stray cat: only cames back when he needs something,\" Her laugh grows louder. \"Tell me, Drake, Why should I help you?\"\n\nToby is silent, which fuels Hayliee's anger, \"Why should I involve myself with you. After what you did to us.\" In the monitor's light, you can see Hayliee clenching her fist. So hard, you expected blood to start pouring out of her hand.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nToby is silent for a moment; he then opens his mouth, \"I did what was best for all of us.\" Hayliee bursts into laughter, \"Best? For all of us? You destroyed the group!\" She throws something near Toby. He bends down and picks what looks like a picture frame.", "endoftext": false }, { "action": "You examine the frame", "response": "A framed photo of a group of people. From what you can see: you don't recognize anyone on the photo, except for one. Toby.\n\nHe stares at it for a moment.\n\n\"I know that I've done some things that were against the code.\" Toby hesitates, \"But please, hear me out.\" Hayliee is silent. Toby continues, \"I need help, not only yours, but theirs as well.\" Hayliee's body jerks a bit, \"What!? Are you suddenly having a change of heart!? BullSh*t!\" She lashes out, but Toby doesn't move, not a muscle.\n\nHe walks closer to Hayliee, \"You're the only person still hung up\nabout the group. I know you have their locations.\" He leans in, \"This is something I need to do, please, help me.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHayliee starts to chuckle, \"You, even when begging, you still stand up tall,\" She sinks back into her chair. Toby, still near her, says \"Please, help me.\"\n\nHayliee stands up and goes to a corner of the room, \"You really love to stick your finger into wounds.\" Toby smiles, \"If it helps me, I'll create newer wounds.\" With that, Hayliee punches some numbers in a keypad, which causes a hidden door in the corner to open.\n\n\"After me,\" Hayliee goes in with you and Toby following behind.\n\nIt feels like hours since you started to go down the secret passage. Your body slows down, while both Toby and Hayliee continue down. Like they're used to it. Finally, you reach the bottom. Toby and Hayliee push the glass door and enter the room. You do the same.\nMain Hud\nDid you walk into a meeting room? The whole place is only housing a big circular table with chairs around it. Besides that, it's bare, nothing here at all.\n\nHayliee is typing away on her laptop.\n\nToby stands here, waiting.", "endoftext": false }, { "action": "You examine the laptop", "response": "It looks high-tech, more high-tech then yours for sure.", "endoftext": false }, { "action": "You talk to Toby", "response": "What's up?\n\n1) Can you finally explain what's going on\n2) See ya", "endoftext": false }, { "action": "1", "response": "[Can you finally explain what's going on]\n\n\"Can you finally explain what's going on?\" You joined Toby on what felt like a series of unexplained scenarios. You've also witnessed something too personal. \"Please, just tell me what's going on.\"\n\nToby strokes his chin, \"Yeah, I guess it's time for you to know.\" \"The details are all bit all over the place, so, will a quick run down suffice?\"\n\n1) Yes, just any sort of explanation", "endoftext": false }, { "action": "1", "response": "[Yes, just any sort of explanation]\n\n\"Yes, just any sort of explanation.\"\n\n\"Well, Billy was kidnapped by The Murrei Family while we were on a mission. The Murrei Family is an organization too powerful even for me,\" Toby looks over to Hayliee, \"Which is why I'm going on a mission to recruit my former group members for a rescue operation.\"\n\n1) And that's what we're doing", "endoftext": false }, { "action": "1", "response": "[And that's what we're doing]\n\n\"And that's what we're doing?\"\n\n\"Yes,\" Hayliee spoke out, \"Whatever Drake fancies, he'll do his damnedest to achieve it.\" She stops for a moment to stare at Toby, \"Probably how he roped us all into his little group. And also how he destroyed it all with no effort.\"\n\n\"Hey now, the past is the past, There's something more important now,\" Toby responds.\n\n\"Ok, I got it.\" Hayliee looks up, \"Talk to me when both of you are ready.\"\n\nDid you walk into a meeting room? The whole place is only housing a big circular table with chairs around it. Besides that, it's bare, nothing here at all.\n\nHayliee is typing away on her laptop.\n\nToby stands here, waiting.", "endoftext": false }, { "action": "You talk to Hayliee", "response": "\"You guys ready?\"\n\n1) What are we going to do\n2) Bye", "endoftext": false }, { "action": "1", "response": "[What are we going to do]\n\n\"What are we going to do?\"\n\n\"I've got the location of all the members of The Group. Now It's up to you and Drake to go to them and, I don't know, convince them to jump ship?\"\n\n\"You guys ready?\"\n\n1) Missions\n2) Bye", "endoftext": false }, { "action": "1", "response": "[Missions]\n\n\"Who are you guys going to?\"\n\n1) Alice Alvia\n2) Justin Jorle\n3) Rob Retrel\n4) Sasha Baker", "endoftext": false }, { "action": "1", "response": "[Alice Alvia]\n\nAlice Alvia:\n\nFormer spy for The Group now works freelance for several other private clients. Mostly large corporations, rival businesses, and even the government for a time.\n\nSkills: She's an expert in stealth and disguise; can hold her own on basic-hand-to-hand combat.\n\nWill they be your target?", "endoftext": false }, { "action": "Yes", "response": "\"Looks like we'll have our work cut out for us,\" Toby pats your shoulder. \"But, thanks for sticking with me,\" he then violently smacks your back. You cough, \"Heh, maybe this will be the time I'll save.\"\nToby laughs, \"Nope, it won't.\"\n\n\"You not even giving me a chance?\" You complain. \"I don't know. I don't know how this will turn out.\" Toby sighs, which also makes you sigh. \"Forget it, Let's just go and find them.\"\n\n\"Yes! Onwards!\"\n\"Guys, hold up,\" Hayliee cuts in, \"I just received an email from some person named Ralfe Rich.\"\n\n\"Who!? Sounds like a loser!\" Toby snorts. \"Well, what does it say?\" You ask.\n\n\"It says: This will be the end of the excerpt.\"\nWait wha-", "endoftext": true } ]
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Life of a Wizard
Mike Walter
[ "Fantasy" ]
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Write an archmage's autobiography in this 80-year 130, 000-word interactive fiction! Play good or evil, man or woman, as you bring peace to the kingdom or take over the world with your sorcery. Brew potions, raise the dead, summon mythical beasts, control men's minds, and blast away your enemies. "Life of a Wizard" is an epic interactive novel where you control the main character. In each chapter, your choices determine how the story proceeds. Will you find romance, get married, or have children? Will you become the arch-mage, grand bishop, nature-loving druid, hardened battle-mage or even an undead lich? The choice is yours!
[ { "action": "%", "response": "Wizards. From the kindly old white bearded casters wearing robes with stars and moons to the battle-hardened war-mage throwing fireballs at dragons. The royal family has always had one on hand: a wise diviner to lead the kingdom into peace or a dangerous conjurer to dominate all of the land under one rule. Or perhaps a divine healer? An alchemist? Or even a necromancer? The combinations are boundless. Let me tell you my story.\n\nI wasn't always a wizened old wizard, you know. Wizards begin their lives the same as everyone else. I was born in a small village in the Kingdom of Daria. King Norbert and Queen Audrey reigned in the capital city of Tornassa, which was many miles away from my small village.\n\nI remember the day I was born.\n\nA: My parents were good people.\nB: My parents didn't want me.", "endoftext": false }, { "action": "B.", "response": "It was a terrible start for a baby:\n\nA: Boy\nB: Girl", "endoftext": false }, { "action": "B.", "response": "They named me:\n\nA: Morgana\nB: Prunella\nC: Griselda\nD: Gladys\nE: Helena\nF: Something else", "endoftext": false }, { "action": "F.", "response": "It was sometimes a little difficult for me, being a half-orc growing up in a village of humans, but I managed.\n(Orc Faction +25, Fighting +25, Body +10, Willpower -5 and Personality -5)\n\nMy parents weren't poor, although they never bothered to make sure that my clothes were without holes or that my shoes fit. They fought a lot and my father was often drunk. They never hit me, but I think it was because they knew that the temple priests would never allow such a thing. I always had the impression that they were waiting for me to become old enough to move out.\n\nEven as a young child, I was drawn into the unknown. I remember my first magical experience, even though I was only five years old. I don't know where my parents were, but I wandered off alone:\n\nA: Into the forest.\nB: Into a graveyard.\nC: Into the temple.\nD: Into the village witch's hut.", "endoftext": false }, { "action": "B.", "response": "I remember how the moon had cast odd shadows upon the gravestones that night. I had wandered between the tombstones for some time before a glowing shape appeared before me. It was a ghost, a spirit trapped on our side of the veil.\n\nA: I ran home and told the local priests what I saw.\nB: I tried to force it to do what I wanted.\nC: I felt sad for it, so I tried to cheer the ghost up.\nD: I tried to break the gravestone it was in front of.", "endoftext": false }, { "action": "B.", "response": "Her name was:\n\nA: Sue\nB: Brianna\nC: Francine\nD: Natasha\nE: Something else", "endoftext": false }, { "action": "Go east", "response": ">Type Something", "endoftext": false }, { "action": "Prunella", "response": "Prunella was:\n\nA: A human.\nB: An elf.\nC: A dwarf.\nD: A halfling.\nE: A gnome.\nF: A half-orc.\nG: A half-elf.", "endoftext": false }, { "action": "B.", "response": "I know that I shouldn't have stereotyped all elves because of how Prunella behaved, but I couldn't help myself.\n(Elf Faction -10)\n\nI remember the first day Prunella started picking on me.\n\nA: I kicked her shins and ran away.\nB: I tried reasoning with the bully.\nC: I didn't want to be bullied my entire life, so I started exercising.\nD: I tried to join Prunella. I thought that we'd be able to bully more kids together.", "endoftext": true }, { "action": "You go down", "response": "My petty actions began to grow into larger crimes as I got older. I lied, I took things that didn't belong to me and I got into fights. (Evil +1, Fighting +10, Thievery +10 and Willpower -3)\n\nI remember one day when we found a little puppy in a back alley. It looked so sad and lonely, which made me think it didn't belong to anyone. It was very dirty and had a broken leg.\n\nA: I nursed it back to health.\nB: I threw rocks at it until it died.\nC: I caught it and sold it to some orcs.\nD: I ignored it.", "endoftext": false }, { "action": "B.", "response": "Life was hard, as a young adult, but I earned a living.\n\nA: I apprenticed to the local blacksmith.\nB: I joined the town guard.\nC: I became a nature guide.\nD: I became an apprentice to a scribe.\nE: Actually, I did something else.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc nature guide.\nAge: 14\n51% Good vs. 49% Evil\nBody: 38%\nPersonality: 16%\nWillpower: 18%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": true }, { "action": "Go downwards", "response": "They had me cornered, when suddenly the dog dove over my shoulder and landed right on Prunella. His teeth dug into her arm and bit deeply while Prunella screamed in pain and surprise. After a few minutes, the dog let go. Prunella and the other bullies ran away. I knew at that moment that I could form a special bond to this wonderful animal.\n\nDid I find my familiar that day?\n\nA: Yes, I did.\nB: No, I didn't keep the dog.", "endoftext": false }, { "action": "Go east", "response": ">Type Something", "endoftext": false }, { "action": "Killah p.", "response": "Killah P never left my side.\n\nYou're probably wondering when my magical training began. I became a mighty wizard, after all, yet so far my story has been about my childhood. I was fifteen years old when I left my job as a nature guide.\n\nA: I stole a magic ring from a sorcerer who visited my village. (Needs 10 Thievery)\nB: I was going through my parents' belongings.\nC: I had seen enough magic in my life to know that I wanted to be a wizard.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc nature guide.\nAge: 15\n51% Good vs. 49% Evil\nBody: 38%\nPersonality: 16%\nWillpower: 18%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "Stats thievery", "response": "A: I stole a magic ring from a sorcerer who visited my village. (Needs 10 Thievery)\nB: I was going through my parents' belongings.\nC: I had seen enough magic in my life to know that I wanted to be a wizard.", "endoftext": false }, { "action": "B.", "response": "I made a short trip to a nearby village where I found a horse that I liked. I snuck into the stables late one night. It wasn't hard to take the animal out of its pen and pretend that it was my own when I returned home.\n\nI mounted up and left my village. I didn't know it at the time, but my magic would end up greatly extending my mount's lifespan. I decided to name it:\n\nA: Blaze\nB: Dash\nC: Spirit\nD: Prancer\nE: Something else", "endoftext": false }, { "action": "Go east", "response": ">Type Something", "endoftext": false }, { "action": "Twilight sparkle", "response": "Needless to say, Killah P, my dog, came with me.\n\nI had a nice little party before I left. We had it in the newly rebuilt tavern since the old one had been burned down during the elf raid. I gave up the life of a nature guide and left for the Academy the next day.\n\n>Next Chapter\nThe trip to Tornassa went well. I spent the first day as a tourist, just looking at the sights. King Norbert and Queen Audrey's castle was impressive. I stared up at the towers, hoping to catch a glimpse of Prince Gareth, who was now 25, or Princess Emily, who was two years younger. I didn't see any royalty that day.\n\nThe next morning, I went to the Academy. This was where all of the great mages learned their skills, including the royal advisor Fraledan. The Academy was financed by the Mage's Guild, which was nice, since it meant I didn't have to pay anything.\n\nI stood at the entrance to the Academy, uncertain as to how to proceed.\n\n\"Why have you come?\"\n\nThe voice came from a little old man sitting on a rock next to the doors leading into the Academy. He was very small and his bald head made him seem vulnerable.\n\n\"Who are you?\" I asked.\n\n\"I am Master Durgan, the doorkeeper to the Academy. Why have you come?\"\n\nA: I told him that I wanted to learn magic.\nB: I told him that I wanted to learn Necromancy.\nC: I told him that I wanted to learn everything.\nD: I told him it was none of his business and to let me in.", "endoftext": false }, { "action": "Go east", "response": "The creation of things that don't really exist. An illusionist could make people see and hear anything they wanted to.\n\nA: Yes, I was pretty good at it.\nB: No, not Illusion.", "endoftext": false }, { "action": "B.", "response": "Her name was:\n\nA: Marissa\nB: Brigitte\nC: Tessa\nD: Lucy\nE: Something else", "endoftext": false }, { "action": "Keep going", "response": "Racial diversity was even more prominent in the capital city of Tornassa, especially in the Academy. It seemed natural that a half-orc and a half-elf would be friends. I learned a lot about her culture. (Elf Faction +10)\n\nWe met in Transmutation class. We got to talking and it turned out that her big passion was:\n\nA: Gardening\nB: Board games\nC: Sword fighting\nD: History\nE: Making toy soldiers.", "endoftext": false }, { "action": "B.", "response": "I was introduced to all sorts of neat games. Our favourite was one where we each had a kingdom and we had to advance our armies to take over duchies until one of us ruled the entire land. It was a lot of fun.\n(Diplomacy +5, Warcraft +10, Body -1)\n\nMy Summoning class was always interesting. We learned to create protective circles and to bring forth all kinds of animals, demons and elementals from various planes. It was important to keep control of the creatures that were summoned. I had a really difficult Summoning assignment in my first year.\n\nA: That ruby ring gave me an advantage.\nB: I cheated by going into the woods and catching a rabbit. (Needs 10 Nature)\nC: I cheated by using Killah P, my dog.\nD: I studied really hard, at the expense of my other classes.\nE: I didn't even bother to try.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc student.\nAge: 16\n51% Good vs. 49% Evil\nBody: 29%\nPersonality: 19%\nWillpower: 18%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc student.\nAge: 16\n51% Good vs. 49% Evil\nBody: 29%\nPersonality: 19%\nWillpower: 18%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "I divined that the question was: \"What was the teacher's favourite number?\" It was 7. I wrote that down and passed the test.\n(Willpower +3, Alchemy -2, Conjuration -2, Divination +12, Enchantment -2, Illusion -2, Summoning -2, Transmutation -2)\n\nThe Academy was filled with young men and women who were filled with young hopes and dreams. Despite the fact that we were studying knowledge that seemed better suited to older people, we still acted like kids sometimes.\n\nA: I met an attractive girl in my second year.\nB: I met a handsome boy in my second year.\nC: I didn't have time for such thoughts.", "endoftext": false }, { "action": "Generic love interest", "response": "Generic Love Interest was:\n\nA: A human.\nB: An elf.\nC: A dwarf.\nD: A halfling.\nE: A gnome.\nF: A half-orc.\nG: A half-elf.", "endoftext": false }, { "action": "You keep going", "response": "I found myself thinking about her eyes while meditating in Divination class, or wondering what it would be like to kiss her lips when I should have been practicing my conjuring.\n(Personality +3)\n\nA: We started dating.\nB: But it never really amounted to anything.", "endoftext": false }, { "action": "B.", "response": "We were a nice couple, we did fun things together, but we spent our nights in our own rooms.\n\nMy Alchemy class included a lot of memorization. I had to know what each ingredient did, how they reacted to each other and what type of incantations would make the potions stable. There was a very difficult project that year.\n\nA: I borrowed a potion from Tessa, handing it in as my own.\nB: I stole the recipe from the teacher's desk. (Needs 20 Thievery)\nC: I studied really hard, at the expense of my other classes.\nD: I didn't even bother to try.", "endoftext": false }, { "action": "B.", "response": "The potion was much easier to brew, with the teacher's own recipe.\nI had to bite my tongue when the teacher said that my potion was uninspired and lacked creativity, but at least I passed.\n(Thievery +10)\n\nThere was a terrible accident in my transformations class at the beginning of my third year. We were taking turns working on a standard spell when a young red-haired boy's magic went wild. The walls turned translucent and then shiny, as the brick turned to glass. A loud crack silenced everyone in the room but there was no time to think before the roof came crashing down upon us. Many students were badly injured from flying glass and falling stone.\n\nA: I was able to help a lot. (Needs 20 Healing)\nB: I was able to help a little bit. (Needs 10 Healing)\nC: I tried to help. (Needs 1 Healing)\nD: I chose not to help anyone", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc student.\nAge: 17\n51% Good vs. 49% Evil\nBody: 29%\nPersonality: 22%\nWillpower: 21%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc student.\nAge: 17\n51% Good vs. 49% Evil\nBody: 29%\nPersonality: 17%\nWillpower: 21%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy horse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my girlfriend\n- a half-elf named Tessa, a friend I met in the academy.\n\nFACTIONS:\nKingdom Citizens: 10\nRoyal Family: 0\nElves: -40\nDwarves: 0\nOrcs: -5\nThieves Guild: 0\nMage Guild: 10\nFighter Guild: 0\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": false }, { "action": "B.", "response": "I felt very lonely.\n(Personality -5)\n\nMy Conjuration class was very practical. We learned to throw fire and create magical shields for combat casting and dueling.\n\nA: I still won my share of duels since I knew how to fight. (Needs 25 Fighting)\nB: I still won my share of duels since I was very strong. (Needs 35 Body)\nC: I used the ruby ring.\nD: I studied really hard, at the expense of my other classes.\nE: I didn't even bother to try.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc student.\nAge: 18\n51% Good vs. 49% Evil\nBody: 29%\nPersonality: 17%\nWillpower: 21%\nFame: 0%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "I grabbed the closest thing I could find, a chair, and began to fight the snakes. They fell, one at a time, and nobody was seriously injured. After a few minutes, their corpses disappeared, returned to where they had come from.\n(Fame +1, Mage Guild +15, Fighting +15)\n\nEveryone congratulated me on my heroism. I don't know how poisonous their venom was. I was just glad that I wasn't bitten.\n\nMy Enchantment exam was very interesting. The Academy hired a man from a nearby town for us to work our magic on. He stood at the front of the class and we were told to use our enchanting spells to make him do what we wanted.\n\nA: I bribed him 100 gold to do what I told him to do. (Needs 100 Gold) B: I cheated by flirting with the man. He was putty in my hands. (Needs 30 Personality)\nC: I studied really hard, at the expense of my other classes.\nD: I didn't even bother to try.", "endoftext": true }, { "action": "You go downwards", "response": "I don't think he even knew I was casting since he just stood there, looking back at me.\n(Willpower -3)\n\nI remember that fateful day in my fourth year when all classes were cancelled. Good King Norbert had died, Prince Gareth, who was 28 years old at the time, was to be our new king. All of the wizards of the Academy gathered for the coronation ceremony. The royal wizard, Fraledan, smiled at the students from his place of honor near the prince and princess. He held his gnarled wooden staff in his hands and smiled through his thick white beard.\n\nKing Norbert's widow, Queen Audrey, looked very sad, she had obviously loved her husband very much. Princess Emily looked very sad as well. Her lightly curled brown hair lay across her shoulders and her deep brown eyes had a shine to them that showed she had been crying.\nPrince Gareth seemed eager to assume the crown, his dark gaze never left the official who was conducting the coronation. After the ceremony, the festivities began. I saw Archmage Lacius sitting with Fraledan for most of the celebration. Ciel, Lacius' familiar, was nowhere to be seen. The raven was likely flying high in the sky and out of sight.\n\nA: My accomplishments had become known to a few nobles. (Needs 1 Fame) B: I watched Princess Emily. She was very beautiful.\nC: I watched our newly appointed ruler, King Gareth, he was very handsome.\nD: I sat with my fellow students and enjoyed the festivities.", "endoftext": false }, { "action": "B.", "response": "It cost 10 gold to join, but it was exciting. I took the practice blade and stood in the participant box. It was thrilling, having Generic Love Interest cheering me on from the sidelines.\n(Gold -10)\n\nA: I fought well. (Needs 30 Fighting)\nB: I fought okay. (Needs 25 Fighting)\nC: I didn't even try, I was just there for fun.", "endoftext": false }, { "action": "B.", "response": "I was in the common area late at night when Master Durgan, the doorkeeper came in to get a midnight snack. His small stature made him very quiet as he entered unobtrusively.\n\n\"How are your studies going?\" he asked me in a friendly tone.\n\n\"They're going well, but I'm having some troubles with recursive enchantments.\"\n\n\"There's a book in the Archmage's library that explains it really well. Come along.\"\n\nI got up immediately, astounded by my luck. He led me across the Academy and to the Archmage's quarters, the torchlight reflecting on his bald head. He opened the door to the library and we were just about to enter when he said that he had forgotten an important task that he needed to do. I had no idea what he could have forgotten about, that late at night, but I said that it was alright. He apologized and said that he'd get me the book the next day. He closed the door and hurried away. But, the door didn't latch. It was ironic, considering that he was the doorkeeper.\n\nA: So, I went in.\nB: I closed the door and returned to my studies.", "endoftext": false }, { "action": "B.", "response": "I knew that the book was kept locked away for a reason. It was just too powerful, so I left it behind.\n(Good +3, Willpower +10)\n\nMy Transmutation class was pretty boring, although it might just have been the teacher. We always seemed to be doing the same things, turn a stone into bronze, then to iron, then to gold... That might sound like it should have been financially lucrative, but it wasn't. We used to spend hours to create the tiniest bit of gold from another material. I think I could have made the same amount of money, for the time it took, working at a normal job. I knew that Transmutation would eventually allow you to turn an enemy to stone, or to craft an item into giving it special powers, but that was very advanced magic.\n\nWe were each given a finely crafted statue of King Gareth, at the beginning of the year. They had all been sculpted from stone by very talented artisans. Our task was to convert the statue into ruby, the royal gemstone.\n\nA: I cheated by finding another ruby statue of King Gareth. (Needs 10 Mage Faction and 10 Thievery)\nB: I cheated by making one the old fashioned way. (Needs 15 Economics and 65 Gold)\nC: I studied really hard, at the expense of my other classes.\nD: I didn't even bother to try.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc student.\nAge: 18\n54% Good vs. 46% Evil\nBody: 29%\nPersonality: 17%\nWillpower: 28%\nFame: 1%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "First, I had to hire someone for the fighter position:\n\nA: I considered my friend from the academy, Tessa, for the fighter position.\nB: I considered Generic Love Interest, my girlfriend, for the fighter position.\nC: I considered Grom, a dwarf who applied for the job, for the fighter position. (Needs to have graduated and 25 gold)\nD: I considered Stewart, a man who applied for the job, for the fighter position.", "endoftext": true }, { "action": "Go downwards", "response": "Reasons to hire Stewart for the fighter position:\n- He applied for the job.\n\nReasons against:\n- Low fighting experience.\n- Has no equipment.\n\nOverall fighter rating: 2\n\nA: Yes, hire Stewart for the fighter position.\nB: No, hire someone else.", "endoftext": false }, { "action": "B.", "response": "Reasons to hire Generic Love Interest for the fighter position:\n- I was in love.\n\nReasons against:\n- No fighting experience.\n\nOverall fighter rating: 1\n\nA: Yes, hire Generic Love Interest for the fighter position.\nB: No, hire someone else.", "endoftext": false }, { "action": "B.", "response": "Next, I had to hire someone for the thief position:\n\nA: I considered my friend from the academy, Tessa, for the thief position.\nB: I considered Generic Love Interest, my girlfriend, for the thief position.\nC: I considered Kal, a halfling who applied for the job, for the thief position. (Needs to have graduated and 25 gold)\nD: I considered Maris, a woman who applied for the job, for the thief position.", "endoftext": false }, { "action": "B.", "response": "Reasons to hire Generic Love Interest for the thief position:\n- I was in love.\n\nReasons against:\n- No thieving experience.\n\nOverall thief rating: 1\n\nA: Yes, hire Generic Love Interest for the thief position.\nB: No, hire someone else.", "endoftext": true }, { "action": "Go down", "response": "Reasons to hire Maris for the thief position:\n- She applied for the job.\n\nReasons against:\n- Low thieving experience.\n- Has no equipment.\n\nOverall thief rating: 1\n\nA: Yes, hire Maris for the thief position.\nB: No, hire someone else.", "endoftext": false }, { "action": "B.", "response": "Finally, I had to hire someone for the cleric position:\n\nA: I considered my friend from the academy, Tessa, for the cleric position.\nB: I considered Generic Love Interest, my girlfriend, for the cleric position.\nC: I considered Rachel, a human who applied for the job, for the cleric position. (Needs to have graduated and 25 gold)\nD: I considered Barry, a human who applied for the job, for the cleric position.", "endoftext": false }, { "action": "B.", "response": "Reasons to hire Generic Love Interest for the cleric position:\n- I was in love.\n\nReasons against:\n- No cleric experience, but willing to learn.\n\nOverall cleric rating: 1\n\nA: Yes, hire Generic Love Interest for the cleric position.\nB: No, hire someone else.", "endoftext": true }, { "action": "Go down", "response": "Reasons to hire Barry for the cleric position:\n- He applied for the job.\n\nReasons against:\n- Although already a priest, he has very little experience.\n- Has no equipment.\n\nOverall cleric rating: 1\n\nA: Yes, hire Barry for the cleric position.\nB: No, hire someone else.", "endoftext": false }, { "action": "F.", "response": "We trained for many hours. I was able to teach Tessa a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "I borrowed a smithy from a blacksmith I knew in Tornassa. I proceeded to forge a standard mace for Tessa. It was good work.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": true }, { "action": "Descend", "response": "I brewed the powerful Elixir of Wisdom using some very powerful magic. The moment Tessa drank it, amazing words of insight came from her mouth.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": true }, { "action": "Go downwards", "response": "The Ancient Holy Symbol wasn't something I could make. Instead, I had to study history books and old maps to learn where I could obtain one. With a little luck, I found one buried in the ground near an old battle site. Tessa, our cleric, accepted it with great pride, putting it around her neck and never taking it off again.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "I had to use several alchemical processes to get the metal right, but once I did, I smithed a powerful Enchanted Mace for Tessa to use.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "First, I used my skills as a weapons mith to craft an excellent blade. Then, I cast a powerful Transmutation spell upon it. I was very pleased with the results, the enchanted sword I had crafted would become a part of legend, Grom was very pleased.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 20\n54% Good vs. 46% Evil\nBody: 29%\nPersonality: 17%\nWillpower: 31%\nFame: 1%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "Our thief: a halfling named Kal of skill: 4, wielding his dagger.\n\nA: Buy an enchanted dagger. (Needs 1500 Gold)\nB: Craft an enchanted dagger. (Needs 25 Smithing and 50 Transmutation) C: Give the enchanted dagger to Kal.\nD: Craft the Dagger of Sharpness. (Needs 50 Smithing and 60 Transmutation)\nE: Craft the Boots of Silence. (Needs 25 Illusion, 25 Transmutation and 8 Gold)\nF: Craft the Cloak of Shadows. (Needs 45 Illusion, 25 Transmutation and 15 Gold)\nG: Craft the Collection of Poisons. (Needs 45 Alchemy and 50 Nature) H: Do something else.", "endoftext": true }, { "action": "Go downwards", "response": "First, I used my skills as a weapon smith to craft an excellent blade, then I cast an extremely powerful Transmutation spell onto the blade. It was sharp enough to cut stone when I finished. Kal had to be careful when putting the Dagger of Sharpness through his belt loop.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "Our thief: a halfling named Kal of skill: 6, wielding his Dagger of Sharpness.\n\nA: Give the enchanted dagger to Kal.\nB: Craft the Boots of Silence. (Needs 25 Illusion, 25 Transmutation and 8 Gold)\nC: Craft the Cloak of Shadows. (Needs 45 Illusion, 25 Transmutation and 15 Gold)\nD: Craft the Collection of Poisons. (Needs 45 Alchemy and 50 Nature) E: Do something else.", "endoftext": false }, { "action": "B.", "response": "I purchased a pair of really nice boots. I then cast the Transmutation spell upon them, followed by an Illusion spell that was designed to eliminate any noise. The result was very great. Kal now had a pair of Boots of Silence.\n(Gold -8)\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "Our thief: a halfling named Kal of skill: 7, wielding his Dagger of Sharpness.\nEquipped with the legendary:\n- Boots of Silence\n\nA: Give the enchanted dagger to Kal.\nB: Craft the Cloak of Shadows. (Needs 45 Illusion, 25 Transmutation and 15 Gold)\nC: Craft the Collection of Poisons. (Needs 45 Alchemy and 50 Nature) D: Do something else.", "endoftext": false }, { "action": "B.", "response": "I purchased an expensive black cloak. I then cast the Transmutation spell upon it, followed by a powerful Illusion spell which made the wearer blend into the smallest of shadows. Kal was very excited to wear the Cloak of Shadows, anitem which would live on in history. (Gold -15)\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "Our thief: a halfling named Kal of skill: 8, wielding his Dagger of Sharpness.\nEquipped with the legendary:\n- Boots of Silence\n- Cloak of Shadows\n\nA: Give the enchanted dagger to Kal.\nB: Craft the Collection of Poisons. (Needs 45 Alchemy and 50 Nature) C: Do something else.", "endoftext": false }, { "action": "B.", "response": "It took a combination of my Alchemy skills and herbalism from my knowledge of nature, but when I wasfinished, I had crafted a Collection of Poisons the likes of which the world had never seen.\nKal was very eager to start trying them out.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": true }, { "action": "Go downward", "response": "We trained for many hours. I was able to teach Grom a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "Go east", "response": "We trained for many hours. I was able to teach Kal a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "F.", "response": "We trained for many hours. I was able to teach Tessa a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Grom myself. (Needs Fighting Skill)\nE: Train Kal myself. (Needs Thievery Skill)\nF: Train Tessa myself. (Needs Healing Skill)\nG: Journey onward.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy horse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my girlfriend\n\nMY PARTY:\nFighter: a dwarf named Grom of power: 11, wielding his Sword of Death Thief: a halfling named Kal of power: 9, wielding his Dagger of Sharpness\nCleric: a half-elf named Tessa of power: 9, wielding her Holy Mace\n\nFACTIONS:\nKingdom Citizens: 40\nRoyal Family: 30\nElves: -40\nDwarves: 0\nOrcs: -5\nThieves Guild: 0\nMage Guild: 55\nFighter Guild: 0\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": false }, { "action": "You continue", "response": "We packed up our belongings and left the tavern.\n\nOur first job came to us where first jobs usually did. We were sitting around the Full Cup Inn and drinking. We were also discussing tactics, but often the useful conversation gave way to the useless after as the night wore on. A caravan guard from a nearby town came into our tavern complaining that he had been robbed. He said that a group of kobold bandits were charging people a toll for using a kingdom road. It was a small band, so the royal guards hadn't been sent. This was our chance to begin our new careers. We left immediately.\n\nTwilight Sparkle, my horse, was very impatient at our slow moving. I knew that we would have to get mounts for everyone eventually, if we wanted to take jobs that were further away. We hadn't gone far down the forest road when five kobolds stepped in front of us.\n\n\"Give us your money!\" they exclaimed upon our arrival.\n\nA: I cast several fire bolts at them. (Needs 20 Conjuration)\nB: I told them that they didn't have the legal right to collect a toll on that road. (Needs 20 Geography)\nC: I told Grom to attack. (Needs Fighter Power 4)\nD: I didn't think we were ready, so I did as they requested.", "endoftext": false }, { "action": "B.", "response": "We had a good discussion about kingdom boundary lines. After nearly an hour of discussion about when the currentboundary was put into place, they finally agreed and left.\n(History +10)\n\nIt was a good victory and a nice start to our adventuring days. We returned to the tavern and told everyone that the road was now safe.\nA few caravanners gave us some gold for our troubles.\n\nA: I happily accepted the reward.\nB: I demanded more money for our efforts.\nC: I told them that no reward was necessary.", "endoftext": false }, { "action": "B.", "response": "It took a little charm, but they handed the necklace over. (Personality +2, Diplomacy +10)\n\nA: We returned the necklace to the dwarf shopkeeper for our reward.\nB: I gave them back the necklace and told them that no reward was necessary.\nC: We kept the necklace and sold it.", "endoftext": false }, { "action": "B.", "response": "Grom was too drunk to stop me. The next morning, he didn't even remember what had happened.\n(Conjuration +10)\n\nIt was in my first year of adventuring that rumors about King Gareth's rule began surface. I had a front-row seat for the event because we came across a job from his royal highness. A bounty was posted for an escaped elf prisoner. The 250 gold reward drew bounty hunters and adventurers from across the land, all of us hoping to capture the prisoner first.\n\nAfter a few days of searching Tornassa with no success, we tried a new tactic.\n\nA: I used my Divination magic. (Needs 15 Divination)\nB: We spent a lot of money on bribes. (Needs 75 Gold)\nC: I used my contacts in the Thieves Guild to find him. (Needs 10 Thieves Guild Faction)\nD: We found his cellmate and tortured him.\nE: We were unable to find him.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 20\n54% Good vs. 46% Evil\nBody: 29%\nPersonality: 19%\nWillpower: 31%\nFame: 3%\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "My hand moved out of instinct and knocked the punch aside before it could hit me. The sailors who had ambushed us were very surprised. (Fighting +10)\n\nThere were six sailors in total and they were all large muscular men.\n\nA: I let Grom handle it. (Needs Fighter Power 4)\nB: I sprayed the sailors with hard balls of ice. (Needs 25 Conjuration)\nC: I threw punches right back at them. (Needs 25 Fighting)\nD: I created the illusion of a sea monster. (Needs 25 Illusion)\nE: I summoned a swarm of spiders. (Needs 25 Summoning)\nF: I pleaded for mercy.", "endoftext": true }, { "action": "Go downwards", "response": "The monster I created was so large it could be seen from the alley we were within. It was all tentacles and suckers, reaching and grabbing toward the sailors. I made the illusion climb out of the water and toward the alley. They backed down immediately, surrendering and calling for mercy.\n(Illusion +10)\n\nThe sailors turned on the elf right away, telling us everything. They had been hired to slow down any pursuers to allow him a chance to get away. We went immediately to where we were told he could be found. We found him in a seaside bar called the Rusty Harpoon where the elf was sitting at a table and having a drink.\n\nA: I cast an Enchantment spell upon him, forcing him to come with us. (Needs 20 Enchantment)\nB: I got Grom to rough him up a bit. (Needs Fighter Power 5)\nC: I talked him into coming back to Tornassa with us. (Needs 40 Personality)\nD: I brewed a sleeping potion and slipped it into his drink. (Needs 20 Alchemy)\nE: We had no choice but to try to capture him.", "endoftext": false }, { "action": "Continue", "response": "We packed up our belongings and left the tavern. The halfling's estate was just outside of Tornassa, so I left Twilight Sparkle, my warhorse, in the stables and we walked. We found his home easily and went straight to the graveyard. The mausoleum doors were locked, so we acquired a key and went inside. We didn't go far before the first halfling zombies approached us.\n\nA: Tessa turned them. (Needs Cleric Power 4)\nB: I used my dark magic to bind the halflings to my will. (Needs 25 Necromancy)\nC: I roasted the halfling zombies with flame. (Needs 20 Conjuration) D: We smashed them with our weapons.", "endoftext": true }, { "action": "Go downwards", "response": "The five halflings were no problem for Grom and his Sword of Death. (Fighting +10, Warcraft +5)\n\nThe halfling who had hired us returned to the crypt.\n\n\"I am ashamed to say that those cultists are relatives of mine,\" he said, his eyes on the dead halfling on the slab in front of us. \"This was my great-great-grandfather. I believe that they were planning to raise him in order to to have him retroactively change his will and give the estate to their side of the family.\"\n\n\"Please clean this up before you leave,\" he said as he handed over a large bag of gold and left the crypt.\n(Gold +180, Fame +1)\n\nA: I studied the undead halfling, curious as to the powers being used. B: Loot! He had asked us to clean up, so I really cleaned up.\nC: I took the gold and left things where they were. I wasn't a maid or an undertaker.\nD: I tidied up the crypt, being careful to leave all of the valuables with the deceased bodies.", "endoftext": true }, { "action": "Go downwards", "response": "It was a nice thing to do, to clean up after such a terrible situation. It took a few hours, but when I was done, the crypt looked clean and tidy.\n(Good +10)\n\nIt was a nice sunny day when an old man came into the Full Cup Inn with a job for us.\n\n\"My name is Gorion. I'm a former member of the Thieves Guild,\" he told us. \"I need an escort out of Tornassa. I'll be honest with you, I stole a large sum of money from the guild and they are hunting me down.\"\n\nA: We did as he asked and tried to escape Tornassa.\nB: I cut his throat and took his stolen money for myself.\nC: We took him directly to the guild for a reward.", "endoftext": false }, { "action": "Keep going", "response": "We packed up our belongings and left the tavern. The trip to the Alderheart Forest would take nearly a week. Princess Emily was a good traveling companion, packing only what she could carry on one horse and leaving all of her royal retainers behind. Twilight Sparkle, my warhorse was happy to be moving and so were the horses that my companions were mounted upon. It was a pleasant ride and I learned about many of the small villages in Daria.\n(Geography +3)\n\nWe left Tornassa with no trouble, heading due east. Princess Emily had done well, the king never knew she had left, so nobody chased us. We didn't travel far when we ran into trouble, a group of bandits surrounded us on the king's road itself. This was no small band of stupid kobolds, but instead, a pack of 20 well-armored and well-trained criminals. It was another sign of the deteriorating state of the kingdom.\n\nA: I created a burst of fire to burn them all. (Needs 35 Conjuration) B: I created an Illusion of a large group of kingdom soldiers approaching. (Needs 25 Illusion.)\nC: I talked our way through. (Needs 40 Personality)\nD: I rode Twilight Sparkle, my warhorse past the bandits.\nE: I cast an Enchantment spell that made them all forget what they were doing. (Needs 25 Enchantment)\nF: I surrendered, allowing the bandits to go through our gear.", "endoftext": false }, { "action": "B.", "response": "The illusionary soldiers marched toward us, getting the attention of all of the bandits. Many of them dropped what they were holding as they scattered in every direction. Princess Emily was very happy with my solution, since it had caused no bloodshed.\n(Royal Faction +10, Illusion +10)\n\nThe remainder of the trip to the Alderheart went smoothly, the enormous ancient forest loomed up all around us as we entered. The path we took looked to be little more than an animal run, but Princess Emily assured us that it was the correct way. We traveled for a few hours, the feeling of being observed was very strong.\n\n\"Halt,\" a voice said from above.\n\nI looked up to see a dozen elves in the trees, many of them holding longbows. I suspected that there were even more that we couldn't see.\n\nA: I used my skills as a former nature guide to impress the elves.\nB: I greeted them using the appropriate formalities. (Needs 30 Diplomacy)\nC: I set fire to their trees, attempting to burn them all. (Needs 20 Conjuration)\nD: I let Princess Emily speak for us.", "endoftext": false }, { "action": "B.", "response": "I knew the proper words and customs. The elves were happy to see someone knowledgeable about their heritage. The elves came down out of the trees and escorted us to their city.\n(Elf Faction +20, Diplomacy +10)\n\nThe elven city was beautiful to behold, the trees themselves were enormous and ancient. I had never seen anything like it, they were thicker than a man was tall and had shimmering silver leaves. Wooden bridges and spiralling walkways connected platforms high above us and everywhere I looked, I saw beautiful elves.\n\n\"Greetings and welcome to Oneiduin,\" the Elf Queen said graciously in elven.\n\n\"Thank you,\" Princess Emily said, surprising me with her elven language skills. \"I am eternally grateful for your hospitality.\"\n\nThe queen escorted the princess to her new home and we were taken to a set of rooms to stay in. We stayed in Oneiduin for several weeks while the princess settled in.\n\nA: I spent the days talking to the elves and learning about their ways.\nB: I spoke with the elven spell-binders, learning about elven magic. C: I snuck around the elven city, stealing everything that wasn't nailed down. (Needs 30 Thievery)\nD: I spent the days hiding in my room and studying my magic, I didn't want anything to do with the elves.", "endoftext": false }, { "action": "B.", "response": "It was fascinating, the way they worked nature into all aspects of their magic. They were impressed with my own magic, which was growing very strong through all of my studying.\n(Alchemy +5, Healing +5, Summoning +5, Transmutation +10)\n\nNear the end of my stay with the elves, I found Princess Emily alone in one of the gardens. The flowers were in bloom and she was looking very pretty. She looked melancholy and sad as she sat on a wooden bench among the green foliage.\n\nA: I flirted with the princess. (Needs 40 Personality)\nB: I talked to her and tried to cheer her up.\nC: I called her a coward for leaving the kingdom.", "endoftext": false }, { "action": "B.", "response": "I chatted to her and tried to cheer her up. We spent a few hours together in the garden and became friends.\n(Personality +5, Royal Faction +10)\n\nOne day, I was approached by the elf queen herself. She had heard that my village had been one of those attacked by the elves and she wanted to explain why.\n\n\"It started with a band of kingdom loggers,\" she explained in her melodious voice. \"They were plying their trade too deeply into the Alderheart. We sent messengers to King Norbert, but he refused to do anything about it. Numarri, an elf-lord, was the one wholed the attacks on the kingdom without my consent.\"\n\n\"To make matters worse, I later learned that King Norbert had been lied to by one of his dukes, he never knew just how deep the logging had been. The duke was executed and Numarri was stripped of his titles. The king and I were both ashamed over the incident, but we have since put it behind us.\"\n\n\"The logging boundaries not only protect our forests, but it also protects the loggers themselves. That particular incursion had come perilously close to intruding upon a magical moon glade of enormous power.\"\n\nThe conversation continued in other directions after that. Naturally, my wizardly mind returned to the concept of a mystical glade of great power.\n\nA: My curiosity got the better of me, so I decided to see this glade with my own eyes.\nB: I hated the elves for what they had done to my village, so I decided to go to the glade and see if I could damage it in some way. C: I decided to stay away from the glade.", "endoftext": false }, { "action": "F.", "response": "Killah P was happy to lead me through the forest in the direction I wanted to go.\n(Geography +10)\n\nI left the elf city and traveled into the woods. The moon was my only light as I made my way through the ancient trees. It took a little time, but I soon found the glade. A shimmering pool of magical water glowed in front of me. It was the same colour as the moon itself. This was the infamous moon glade I had heard about. I knew I didn't have a lot of time so I would have to be quick.\n\nA: I took a sample of the glowing water and drank some myself.\nB: I bathed in the magical waters.\nC: I stood in it to my ankles, getting my boots wet.\nD: I analyzed the water, hoping to glean some insights about its magical nature.\nE: I did nothing but admire its beauty.", "endoftext": false }, { "action": "B.", "response": "I don't know what possessed me to do so, but I submersed myself within the mystical pool. I could feel the magic washing over me, erasing all tensions, healing all wounds. I felt amazing when I came out.\n(Body +20, Nature +15)\n\nI stood before the moonglade, awed by its power and majesty.\n\nA: I left the glade as I found it, respecting the elves and forgiving them for what they had done to my village.\nB: I desecrated the moon glade as best I could, hoping it would greatly hurt the elves.", "endoftext": false }, { "action": "Keep going", "response": "We packed up our belongings and left the tavern.\n\nI was nervous, at first, afraid he had found out that I knew about Princess Emily's escape nine years ago. That wasn't the case at all, I learned when I arrived. The king met with me in his private chambers, just the two of us. His eyes had an intensity to them that was unnerving.\n\nA: I found the king very attractive, so I flirted with him. (Needs 40 Personality)\nB: I met him formally as my king.", "endoftext": false }, { "action": "B.", "response": "The king sat in his chair and passed me a goblet of wine. I took it and waited to hear why he had called me here. He then started to explain, very frankly, that Queen Janice would not give him an heir. He explained that he wanted me to use magic to help her carry his baby. I asked why he didn't go to Fraledan, he said that he had, but the old wizard was a traditionalist and had never studied the Healing magics needed.\n\nA: I had just the Healing spell needed, I agreed to do the task. (Needs 25 Healing)\nB: I could use my Necromancy to bolster the child's lifeforce until it was born. (Needs 25 Necromancy)\nC: I didn't know any magic that would help, but I promised to look into it.\nD: I refused to help him.", "endoftext": false }, { "action": "Go east", "response": "It was an epic battle as the fighter and the monster fought blade versus tooth. I sent a few small pieces of magic into the fray, but I had to be careful to not distract Grom. In the end, the beast was killed.\n(Fighting +5, Warcraft +5)\n\nWe returned through the tunnels, eventually finding our way back to the dwarven Great Hall. The Dwarf Chief himself met us. He was overwhelmed with joy at our success! He hugged each of us with his thick arms, lauging as he did so.\n\n\"Wonderful!\" he exclaimed. \"We'll be telling your tale for years to come!\"\n\nThe dwarves held a great feast in our honor. They were very happy and pleased to give us a substantial reward.\n\nA: I accepted the reward.\nB: I demanded that they give us more, it had been a very difficult battle. (Needs 40 Personality)\nC: I declined the reward.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 31 Body: 49%\nPersonality: 24%\nWillpower: 31%\nFame: 6%\nYou are destined for heaven: 102 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": true }, { "action": "Go downwards", "response": "I received many celebratory hugs and handshakes, the illusion of the rain shower looked very authentic and the plants looked healthy. I knew that it wasn't real, but they didn't. They would be in for a surprise in a few days whenthe Illusion faded, leaving them with\ncrops that were even deader than before. When it happened, they blamed themselves, not me.\n(Illusion +10, Evil +5)\n\nMy entire village was overjoyed. They would not starve to death or go into great debt from importing food from other towns. I was a local hero and word of my deeds spread across the land. The mayor even offered me a small reward of 200 gold.\n\nA: I took the gold.\nB: I asked for more money.\nC: I turned down the reward.", "endoftext": true }, { "action": "Go downward", "response": "We trained for many hours. I was able to teach Grom a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Kal myself. (Needs Thievery Skill)\nE: Train Tessa myself. (Needs Healing Skill)\nF: Journey onward.", "endoftext": true }, { "action": "You go down", "response": "We trained for many hours. I was able to teach Kal a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Kal myself. (Needs Thievery Skill)\nE: Train Tessa myself. (Needs Healing Skill)\nF: Journey onward.", "endoftext": false }, { "action": "You go east", "response": "We trained for many hours. I was able to teach Tessa a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Kal myself. (Needs Thievery Skill)\nE: Train Tessa myself. (Needs Healing Skill)\nF: Journey onward.", "endoftext": false }, { "action": "F.", "response": "We packed up our belongings and left the tavern. The wizard was living in a tent outside of the ruins of his tower. It wasn't very far from Tornassa, so we walked. Parnaxxus had really decimated the poor man's residence, broken equipment, scattered herbs and bricks lay everywhere.\n\n\"Why should I pay the guild for their failure?\" the wizard reasoned. \"And, even if I wanted to, I can't. Everything I owned was in my tower and it's in shambles.\"\n\nA: We took the simple solution and paid the 1000 gold ourselves. (Needs 1000 Gold)\nB: I explained to the Fighters Guild that since the dragon had destroyed the tower, they were owed nothing. (Needs 40 Personality)\nC: I used my magic to make the mage pay his debt. (Needs 35 Enchantment)\nD: I spoke to the wizard.", "endoftext": true }, { "action": "Go downward", "response": "He was very reasonable and said that the dragon had destroyed his tower and that he needed every bit of gold he had left in order to rebuild. He said that it wasn't right that he would have to pay the Fighters Guild when they hadn't been able to protect him or his tower from the dragon.\n\nA: I suggested that he sell his broken equipment to pay the debt. (Needs 30 Economics)\nB: I talked him into paying his debt. (Needs 40 Personality)\nC: I attacked him, trying to force him to pay his debt.\nD: I gave up and walked away.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 32 Body: 49%\nPersonality: 24%\nWillpower: 31%\nFame: 7%\nYou are destined for heaven: 112 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy warhorse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my girlfriend\n\nMY PARTY:\nFighter: a dwarf named Grom of power: 12, wielding his Sword of Death Thief: a halfling named Kal of power: 9, wielding his Dagger of Sharpness\nCleric: a half-elf named Tessa of power: 10, wielding her Holy Mace\n\nFACTIONS:\nKingdom Citizens: 60\nRoyal Family: 105\nElves: 40\nDwarves: 50\nOrcs: -5\nThieves Guild: 0\nMage Guild: 65\nFighter Guild: 15\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": true }, { "action": "Go downward", "response": "The Fighters Guild wasn't happy to not be paid, they said that they would have to find someone else to do the job.\n(Fighters Guild -5)\n\nI remember the historical day when the entire Kingdom shook from an enormous earthquake, even though it wasn't until weeks later that the results were known. A small village named Scone, in southern Daria, had suddenly started being attacked from within. Their temple had begun to spew forth all manner of foul beasts. Many adventuring parties took it upon themselves to investigate the tunnels below.\nThis vast dungeon soon became known as the Abyss.\n\nWe didn't try our luck until nearly halfway into our adventuring career, many years after the monsters had appeared. We didn't want to be just another party of adventurers defeated deep beneath the ground. We decided that the time was right for our party to test its skills against the great dungeon. The only other challenge that took every member of my party's skill into account was when we met Parnaxxus, but that didn't happen until much later.\n\nTwilight Sparkle, my warhorse was happy to be moving, so were the other mounts that the rest of my party were riding. It was a nice ride as we traveled to the small village of Scone.\n(Geography +3)\n\nThe village of Scone had made the best of a bad situation. Over the years, they had built a thriving community around the Abyss. Weaponsmiths, inns, taverns and general stores catered to the adventurers. They purchased the loot that came from the dungeon and sold new equipment to parties who needed things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Kal myself. (Needs Thievery Skill)\nE: Train Tessa myself. (Needs Healing Skill)\nF: Journey onward.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 33 Body: 49%\nPersonality: 24%\nWillpower: 31%\nFame: 7%\nYou are destined for heaven: 112 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy warhorse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my girlfriend\n\nMY PARTY:\nFighter: a dwarf named Grom of power: 12, wielding his Sword of Death Thief: a halfling named Kal of power: 9, wielding his Dagger of Sharpness\nCleric: a half-elf named Tessa of power: 10, wielding her Holy Mace\n\nFACTIONS:\nKingdom Citizens: 60\nRoyal Family: 105\nElves: 40\nDwarves: 50\nOrcs: -5\nThieves Guild: 0\nMage Guild: 65\nFighter Guild: 10\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": false }, { "action": "F.", "response": "We packed up our belongings and left the tavern. We entered the great Abyss through the front temple doors, at first, we didn't see anything besides broken pews and the old altar. We cautiously made our way forward to the catacombs beneath. So far, it didn't seem very dangerous. But, everyone knew that the deeper an intrepid adventurer went, the stronger the danger and greater the reward. We were broken from our thoughts by the sound of a group of skeletons approaching.\n\nA: I let Tessa handle it. (Needs Cleric Power 6)\nB: We turned around and left the Abyss, ashamed that our cleric had failed.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 33 Body: 49%\nPersonality: 24%\nWillpower: 31%\nFame: 7%\nYou are destined for heaven: 112 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": true }, { "action": "Go downwards", "response": "I created a second red-skinned demon and placed him beside the monster in front of me. He became enraged and attacked it, smashing himself into the solid rock. I moved my Illusion around, causing the demon to continue to smash at the rock. The cave in occurred almost immediately, burying him under an enomormous pile of rock.\n(Illusion +10)\n\nWe had done it, we had beat the Abyss! I never learned the true nature of the beast, but the monsters stopped coming forth. We were praised as heroes upon our return, but the best part was all of the treasure we found. We found gold, gems and jewelry galore. But one of my party members noticed something special among the treasure.\n\nA: Tessa noticed an ancient holy symbol of enormous power.\nB: Kal noticed a shimmering cloak.\nC: Grom noticed a shiny gold ring.", "endoftext": false }, { "action": "Go east", "response": "We traveled the road of spirits, visiting many famous shrines and temples across Daria. It was difficult at times, but we persevered. It was a holy and sacred experience which brought us close together, both spiritually and physically.\n(Religion +25)\n\nEven though I was now married, things went back to normal fairly quickly. Considering the fact that we were already living together in the Full Cup Inn, our wedding didn't change very much.\n\nThe years continued to pile up behind me. I knew that wizards were supposed to be old, but as time wore on, I began to fit the mold. My mystical knowledge continued to grow with me.\n\nA: I continued my studies as an illusionist. (Current Skill: 100)\nB: I decided to focus on Alchemy. (Alchemy: 11)\nC: I decided to focus on Conjuration. (Conjuration: 26)\nD: I decided to focus on Divination. (Divination: 40)\nE: I decided to focus on Enchantment. (Enchantment: 16)\nF: I decided to focus on Healing. (Healing: 64)\nG: I decided to focus on Necromancy. (Necromancy: 4)\nH: I decided to focus on Summoning. (Summoning: 21)\nI: I decided to focus on Transmutation. (Transmutation: 30)\nJ: I continued to study a little bit of everything.", "endoftext": false }, { "action": "J.", "response": "I was content to keep my magical education well-rounded.\n(Alchemy +3, Conjuration +3, Divination +3, Enchantment +3, Healing +3, Illusion +3, Necromancy +3, Summoning +3, Transmutation +3)\n\nI was also careful to continue to study other things as well.\n\nA: I studied arcana. (Arcana: 86)\nB: I studied agriculture. (Agriculture: 5)\nC: I studied diplomacy. (Diplomacy: 100)\nD: I studied economics. (Economics: 5)\nE: I studied fighting. (Fighting: 87)\nF: I studied geography. (Geography: 100)\nG: I studied history. (History: 35)\nH: I studied nature. (Nature: 70)\nI: I studied religion. (Religion: 50)\nJ: I studied smithing. (Smithing: 5)\nK: I studied thievery. (Thievery: 55)\nL: I studied warcraft. (Warcraft: 30)", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 40 Body: 49%\nPersonality: 24%\nWillpower: 31%\nFame: 10%\nYou are destined for heaven: 112 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy warhorse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my wife\n\nMY PARTY:\nFighter: a dwarf named Grom of power: 12, wielding his Sword of Death Thief: a halfling named Kal of power: 9, wielding his Dagger of Sharpness\nCleric: a half-elf named Tessa of power: 10, wielding her Holy Mace\n\nFACTIONS:\nKingdom Citizens: 60\nRoyal Family: 105\nElves: 40\nDwarves: 50\nOrcs: -5\nThieves Guild: 0\nMage Guild: 65\nFighter Guild: 10\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": false }, { "action": "Go east", "response": "The boar struck me solidly across the face, dropping me to the ground. Luckily, Tessa cast her healing magic upon me while Kal struck it across the back. I got back on my feet, shaking off what could have been a mortal wound.\n(Healing +5, Religion +5)\n\nThe corrupted beast roared in pain, but the fight wasn't over yet. It charged a second time, this time, directly at me.\n\nA: I bathed the creature in fire. (Needs 50 Conjuration)\nB: I turned the creature into stone. (Needs 35 Transmutation)\nC: I reacted physically, forgetting to use my magic. (Needs 50 Fighting)\nD: I drained the creature of its lifeforce. (Needs 50 Necromancy)\nE: I healed the beast. (Needs 40 Healing)\nF: I froze in panic, just standing there.", "endoftext": false }, { "action": "Go east", "response": "Although I didn't know where the corruption had come from, I had a good idea about how to stop it. I used my magic to remove the taint, turning the boar back into a normal creature. The boar wandered away, no longer a threat.\n(Healing +10, Nature +10, Good +15)\n\nThe fey creatures were very happy with us, the evil creature was gone and they were safe. There had to be a thousand of them living there, not all of them were small. I saw nymphs, dryads, pixies, brownies and all other types of nature creatures. The small fey fairy whom had requested our aid came forward with a reward.\n\nA: I was presented with a bundle of herbs and plants that could make the most deadly poisons.\nB: I was presented with a bundle of herbs and plants that could make the most beneficial cures.\nC: I told them that no reward was necessary.", "endoftext": false }, { "action": "B.", "response": "I graciously excepted the Healer's Kit, watching as Tessa eyed the bundle with curiosity. It would complement her Healing magic well. (Gained Healer's Kit)\n\nThe community of fey gathered around me, I could feel that they were very curious about me. I knew that something special was occurring, I had the opportunity to become a druid.\n\nA: I became a druid. (Needs 80 Nature and Neutral Alignment)\nB: I declined the offer.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 40 Body: 49%\nPersonality: 24%\nWillpower: 31%\nFame: 10%\nYou are destined for heaven: 127 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": true }, { "action": "Go downward", "response": ">OK\nI graciously excepted the Healer's Kit, watching as Tessa eyed the bundle with curiosity. It would complement her Healing magic well. (Gained Healer's Kit)\n\nThe community of fey gathered around me, I could feel that they were very curious about me. I knew that something special was occurring, I had the opportunity to become a druid.\n\nA: I became a druid. (Needs 80 Nature and Neutral Alignment)\nB: I declined the offer.", "endoftext": false }, { "action": "B.", "response": "I was happy to have helped, but I had my own destiny in mind. I turned down the offer to become a druid and continued onward toward the orc nation. Even though I didn't become a druid, I still learned a lot from the fey creatures.\n(Nature +15)\n\nWe arrived at the great orc city. It wasn't really a city, but more of a collection of orc tribes. They had pelt houses and wooden enclosures that stretched across the wilderness. They were a rough species, but they allowed us to pass with only a few bad words and dirty looks. We stopped at an inn to rest before presenting ourselves to the Orc Chieftain.\n\n\"You must be the great wizard I had heard about,\" the Orc Chieftain said to me when we arrived.\n\nI gave him the peace treaty that Fraledan had given us.\n\n\"You will stay with us and bring back my reply.\"\n\nThe enormous orc warrior waved to his attendents who led us to a tent for us to stay in.\n\nThe days passed as I stayed with the orcs.\n\nA: I found myself more accepted than I thought I would.\nB: I understood why half-orcs were driven from the orc lands.", "endoftext": true }, { "action": "You go to the east", "response": "We trained for many hours. I was able to teach Tessa a few things.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Train Kal myself. (Needs Thievery Skill)\nE: Journey onward.", "endoftext": false }, { "action": "You go east", "response": "We packed up our belongings and left the tavern. I could feel the wrongness the instant we arrived at the Academy.\n\n\"Archmage Lacius took ill a few weeks before the incidents began,\" Master Durgan explained.\n\n\"What incidents?\" I asked.\n\nInstead of telling me, he showed me. He muttered the magic words and waved his hands in intricate mystical designs. I recognized the simple spell and knew that it should have created a small ball of light. Instead of creating a soft illumination, it changed into something completely different. The very fabric of reality was torn in front of me and a sharp toothed demon stepped forth! Master Durgan was ready for it and cracked its head open with his staff.\n\n\"This is happening with any spell cast near the Academy,\" Master Durgan explained. \"They change into a Summoning spell. The greater the magic, the greater the demon summoned. The first summonings had been particularly destructive since the mages had tried to defend themselves with magic, which only made things worse.\"\n\nA: I asked to see Archmage Lacius.\nB: I experimented by casting various spells.\nC: I went immediately to the large Academy library and began researching.\nD: I apologized to Master Durgan, saying that I didn't know what to do either.\nE: I told the doorkeeper that it was his problem and not mine.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 41 Body: 52%\nPersonality: 24%\nWillpower: 31%\nFame: 11%\nYou are destined for heaven: 127 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 42 Body: 52%\nPersonality: 24%\nWillpower: 34%\nFame: 13%\nYou are destined for heaven: 142 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy warhorse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my wife\n\nMY PARTY:\nFighter: a dwarf named Grom of power: 12, wielding his Sword of Death Thief: a halfling named Kal of power: 11, wielding his Dagger of Sharpness\nCleric: a half-elf named Tessa of power: 12, wielding her Holy Mace\n\nFACTIONS:\nKingdom Citizens: 80\nRoyal Family: 105\nElves: 55\nDwarves: 65\nOrcs: 20\nThieves Guild: 15\nMage Guild: 130\nFighter Guild: 25\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": false }, { "action": "B.", "response": "We discussed it a little more, but I didn't want to have children.\n\nI remember a very difficult situation between the Thieves Guild and the Fighters Guild. It started with a simple hiring, a merchant needed some mercenaries to protect his stores from robbers, so he hired the Fighters Guild. The problem was, a rival merchant had hired the Thieves Guild to put him out of business. I don't know how the guild masters didn't see the problem early on, but by the time they realized what was happening, many fighters and thieves were killed and neither guild wanted to give up their contract. The Mage Guild was soon hired, by both guilds, to fight the other. This troubled time became known as the Guildwars and I found myself in the center of it.\n\nA: I had been hired by the Thieves Guild. (Thieves Faction: 15)\nB: I had been hired by the Fighters Guild. (Fighters Faction: 25)\nC: I had been hired by the Mage Guild. (Mages Faction: 130)", "endoftext": false }, { "action": "J.", "response": "I was content to keep my magical education well-rounded.\n(Alchemy +3, Conjuration +3, Divination +3, Enchantment +3, Healing +3, Illusion +3, Necromancy +3, Summoning +3, Transmutation +3)\n\nI also continued my other studies as well.\n\nA: I studied arcana. (Arcana: 100)\nB: I studied agriculture. (Agriculture: 5)\nC: I studied diplomacy. (Diplomacy: 100)\nD: I studied economics. (Economics: 5)\nE: I studied fighting. (Fighting: 100)\nF: I studied geography. (Geography: 100)\nG: I studied history. (History: 35)\nH: I studied nature. (Nature: 100)\nI: I studied religion. (Religion: 55)\nJ: I studied smithing. (Smithing: 5)\nK: I studied thievery. (Thievery: 55)\nL: I studied warcraft. (Warcraft: 40)", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I studied every day, learning even more about religion.\n(Religion +25)\n\nI wasn't the only one who used my spare time to improve my skills.\nAll of my companions continued to train and practice. Although they all did well:\n\nA: Grom improved the most.\nB: Kal improved the most.\nC: Tessa improved the most.\nD: Nobody stood out as improving the most.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 50 Body: 52%\nPersonality: 24%\nWillpower: 34%\nFame: 14%\nYou are destined for heaven: 142 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": false }, { "action": "B.", "response": "FRIENDS AND FOLLOWERS:\nFamiliar: Killah P the dog\nMy warhorse named Twilight Sparkle\n\n- a half-elf named Generic Love Interest, my wife\n\nMY PARTY:\nFighter: a dwarf named Grom of power: 12, wielding his Sword of Death Thief: a halfling named Kal of power: 11, wielding his Dagger of Sharpness\nCleric: a half-elf named Tessa of power: 12, wielding her Holy Mace\n\nFACTIONS:\nKingdom Citizens: 80\nRoyal Family: 105\nElves: 55\nDwarves: 65\nOrcs: 20\nThieves Guild: 50\nMage Guild: 180\nFighter Guild: 60\n\nA: View Magic Skills and Knowledge\nB: View Inventory\nC: Return to the game.", "endoftext": false }, { "action": "B.", "response": "Kal worked really hard, training and practicing, his skills really improved.\n\nLife above the Full Cup Inn had its ups and downs for Generic Love Interest and I. We were still childless and our childbearing years were behind us. I sometimes wondered how things would have been had we decided to have children together.\n\nA: I filled my time with wizardly thoughts, mostly ignoring my wife. B: We were still madly in love and spent a lot of time together.\nC: We were best friends and spent a lot of time together.", "endoftext": false }, { "action": "B.", "response": "I still found my wife extremely attractive. Even though we never had children, we had a happy life together.\n(Personality +5)\n\nI was fifty years old when my adventuring days ended. We had done many incredible things over the years, but our greatest renown came when we fought Parnaxxus, the great dragon. He had started stirring up recent trouble a few years ago, but his bold attacks had become even worse recently. The royal family issued an enormous reward for the one who could drive the foul beast out of Daria for good.\nFinally, we decided to pit our might against the legendary beast.\n\nWe looked over our equipment and trained our skills before we left.\n\nA: Equip Grom, the fighter.\nB: Equip Kal, the thief.\nC: Equip Tessa, the cleric.\nD: Journey onward.", "endoftext": false }, { "action": "B.", "response": "Our thief: a halfling named Kal of skill: 12, wielding his Dagger of Sharpness.\nEquipped with the legendary:\n- Boots of Silence\n- Cloak of Shadows\n- Poison Collection\n\nA: Give the enchanted dagger to Kal.\nB: Do something else.", "endoftext": true }, { "action": "You descend", "response": "We packed up our belongings and left the tavern.\n\nA: We had the support of the entire nation behind us. (Needs 13 Fame) B: We hadn't become as famous as we had wanted, so we were given no aid.", "endoftext": false }, { "action": "Stats", "response": "Morgana, a half-orc illusionist.\nAge: 49 Body: 52%\nPersonality: 29%\nWillpower: 34%\nFame: 14%\nYou are destined for heaven: 142 good karma.\n\nA: View Magic Skills and Knowledge\nB: View Friends, Followers and Factions\nC: View Inventory\nD: Return to the game.", "endoftext": true } ]
b1u11yxyktugl9r0
Main Course
Quantum Sheep
[ "Science Fiction" ]
[ "Adrift competition 2008", "nonhuman protagonist", "The Odd Competition" ]
2,008
[ 0, 0, 0, 0, 0 ]
0
0
20100901
false
A alien, shapechanging tentacle monster called a SoMorph wakes up on a small frieghter traveling through hyperspace towards Earth. It has a hangover. And it wants to go home.
[ { "action": "%", "response": "Loading game...\n\nSCARE will still run the game, but it will not create character battles where they would normally occur. For some games, this may be perfectly okay, as the Battle System is sometimes turned on by accident in a game, but never actually used. For others, though, the omission of this feature may be more serious.\n\n\n\n\n\nA small freighter shoots through hyperspace towards Earth.\n\nOn board is a precious cargo, drugged to sleep through the journey.\n\nA SoMorph.\n\nIn an inebriated state, a SoMorph is the size of a tennis ball, and quite harmless.\n\nThis is how pilot Alan Davies found the SoMorph.\n\nNeither he, nor his cat companion Mr. Jones, realise the danger they are in.\n\nTwo days into the month long journey, the SoMorph is waking up. With a hangover.\n\nUninebriated, a SoMorph is two foot tall, purple, with tentacles and a single, central eye. It has some mind reading capabilities. It knows things it shouldn't.\n\nIts mouth can morph to eat any creature. It has eaten humans before. Absorbed their language and limited knowledge.\n\nIt can sometimes appear to others in the form of its most recent prey.\n\nThe SoMorph is waking up.\n\nAnd it wants to go home...\n\n\n\nSoMorph in some kind of Cargo Bay.\n\nIt not large. It empty.\n\nSoMorph note walls, floor and ceiling depressingly dirty.\n\nNo windows. Why no windows, humans? Why?\n\nLights flicker above SoMorph's head.\n\nSoMorph see some writing on wall that reads \"Economy Space Freight - You're cheap, and so are we!\"\n\nSoMorph not impressed.\n\nThere is an exit north.\n\nSoMorph not happy. SoMorph wake up in strange place. Strange human place.\n\nSoMorph not like humans. Filthy animals.", "endoftext": true }, { "action": "About yourself", "response": "Somorph from planet Omorphos.\n\nIs purple in colour.\n\nHas Tentacles.\n\nHas one eye in centre of forehead.\n\nHas small mouth that can morph to eat larger prey. Also, morphing teeth change to suit any kind of food - Sharp teeth tear flesh. Blunt teeth crush bones.\n\nSoMorph sometimes look like most recent food he eats. Sometimes.\n\nHas GSOH. Seeks similar.\n\nOh, and a SoMorph need to find way home.\n\nSoMorph is lying down.\n\nSomorph thinking that Brian did this.\n\nBrian not like Somorph. Brian rival for Somorph's job on home planet Omorphos.\n\nDid Brian do this?", "endoftext": false }, { "action": "You examine the Cargo", "response": "SoMorph sees no such thing.\n\nOr maybe SoMorph got drunk?\n\nSomorph cannot remember much. Just in case, SoMorph will have words with Brian when Somorph get home.", "endoftext": false }, { "action": "You get up", "response": "Take what?", "endoftext": false }, { "action": "You stand", "response": "SoMorph sees no such thing.\n\nSomorph think he not on planet Omorphos any more.\n\nSomorph on some ship. Must change course to go home.\n\nAnd have words with Brian.\n\nSoMorph stands up.", "endoftext": true }, { "action": "You look around", "response": "SoMorph in some kind of Cargo Bay.\n\nIt not large. It empty.\n\nSoMorph note walls, floor and ceiling depressingly dirty.\n\nNo windows. Why no windows, humans? Why?\n\nLights flicker above SoMorph's head.\n\nSoMorph see some writing on wall that reads \"Economy Space Freight - You're cheap, and so are we!\"\n\nSoMorph not impressed.\n\nSoMorph can only move north.", "endoftext": false }, { "action": "Go north", "response": "SoMorph moves north.\nCorridor Alpha\n\nSoMorph in cross corridor. Cross Corridor confuse SoMorph a little.\n\nSoMorph notice tubes on ceiling. Small lights in floor. Dirty walls.\n\nAlways dirty these humans. Dirty.\n\nNo windows! Why no windows???\n\nCorridor split into four. Exits to North, West and South.\n\nTo east is bathroom, but door is closed.\n\nSoMorph can move north, south and west.\n\nCat sheepishly enters from the north.", "endoftext": false }, { "action": "Hello cat", "response": "I don't understand what you want to do with Cat.\n\nCat quietly exits to the east.", "endoftext": false }, { "action": "You eat Cat", "response": "SoMorph not see pesky dead feline anywhere.\n\nCat quietly exits to the south.", "endoftext": false }, { "action": "Go south", "response": "SoMorph moves south.\nCargo Bay\n\nCat quietly exits to the north.", "endoftext": false }, { "action": "Go north", "response": "SoMorph moves north.\nCorridor Alpha\n\nCat quietly exits to the south.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You kill Cat", "response": "Now that isn't very nice.\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "Examine tubes", "response": "SoMorph think that not help get home any faster...\n\nSoMorph wonder if SoMorph ever see home again if SoMorph carry on like this.\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "You look at Cat", "response": "Mr. Jones. A cat.\n\nCat quietly exits to the south.", "endoftext": false }, { "action": "You eat Cat", "response": "SoMorph not see pesky dead feline anywhere.\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You look at Jones", "response": "Mr. Jones. A cat.\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "You open the door", "response": "SoMorph opens the bathroom door.\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "You eat Jones", "response": "SoMorph not see pesky dead feline anywhere.\n\nCat quietly exits to the north.", "endoftext": false }, { "action": "You go to the east", "response": "SoMorph moves east.\nBathroom\n\nBathroom small. And very dirty.\n\nSoMorph not like dirty bathroom.\n\nSoMorph see toilet here.\n\nSoMorph see big red button above toilet. And writing.\n\nIt say \"Do not push button while the ship is in hyperspace or at a station.\"\n\nSoMorph chuckles.\n\nSoMorph see bathroom door open. Corridor to West.\n\nSoMorph can only move west.\n\nSometimes, SoMorph think, best not examine everything.\n\nSometimes SoMorph want to relax.", "endoftext": false }, { "action": "You look at the toilet", "response": "SoMorph see small, functional toilet. SoMorph need open it before SoMorph use it.\n\nOtherwise SoMorph get mucky.\n\nThe toilet is closed.", "endoftext": false }, { "action": "You open the toilet", "response": "SoMorph opens the toilet.", "endoftext": false }, { "action": "You look at the toilet", "response": "SoMorph see small, functional toilet. SoMorph need open it before SoMorph use it.\n\nOtherwise SoMorph get mucky.\n\nThe toilet is open.\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "You use the toilet", "response": "There no reason SoMorph can't be civilised about this. Close door before use toilet!\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "You close the door", "response": "SoMorph closes the bathroom door.", "endoftext": false }, { "action": "You use toilet", "response": "SoMorph not need toilet right now. Not before SoMorph eat something at least.", "endoftext": false }, { "action": "You open the door", "response": "SoMorph opens the bathroom door.", "endoftext": false }, { "action": "Go west", "response": "SoMorph moves west.\nCorridor Alpha\n\nCat quietly exits to the north.", "endoftext": false }, { "action": "Go west", "response": "SoMorph moves west.\nCryo Stasis Room\n\nSoMorph think this cryo stasis room.\n\nRoom is cold, so must be cryo stasis room. SoMorph not like cold.\n\nRoom is empty. Only Cryo Tube here. So must be cryo stasis room.\n\nSoMorph think at least room is clean. Wish room was warmer.\n\nSoMorph see exit to East.\n\nSoMorph can only move east.", "endoftext": false }, { "action": "You examine Tube", "response": "SoMorph see cryo tube. SoMorph know it designed to allow humans to 'sleep', frozen like lollies, for long voyages.\n\nSoMorph see it is long, about two metres, and has words stencilled on it.\n\nThey say \"Alan Davis\".\n\nSoMorph think this must be name of human inside it.\n\nSoMorph see small light. He think it show tube active, and looking through glass (which is unbreakable, apparently, despite SoMorph hitting it several times with tentacles) you can see figure of a man.\n\nSoMorph see flap at the bottom of cryo tube. Big enough for small domestic pet to fit through maybe. Some writing above flap read \"Mr. Jones.\"\n\nThe Cryo Tube is locked.", "endoftext": false }, { "action": "You open flap", "response": "Open what?", "endoftext": false }, { "action": "You eat Tube", "response": "SoMorph is not holding the Cryo Tube.\n\nCat sheepishly enters from the east.", "endoftext": false }, { "action": "You take Cat", "response": "I don't think Cat would appreciate being handled.\n\nCat quietly exits to the east.", "endoftext": false }, { "action": "You get Tube", "response": "SoMorph can't take the Cryo Tube!\n\nCat sheepishly enters from the east.", "endoftext": false }, { "action": "You eat Cat", "response": "SoMorph not see pesky dead feline anywhere.\n\nCat quietly exits to the east.", "endoftext": false }, { "action": "Go east", "response": "SoMorph moves east.\nCorridor Alpha\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "Go north", "response": "SoMorph moves north.\nCommand Deck\n\nSoMorph think this be command deck of ship.\n\nNot much here though. No chairs! Do humans not sit???\n\nSoMorph see viewer on wall. SoMorph can read viewer.\n\nSoMorph see dust everywhere. Lots of dust.\n\nAlso, computer here. It say 'FRANK' on it. SoMorph can talk to computer, but he not seem very friendly to SoMorph.\n\nSoMorph can go South to corridor.\n\nAlso here is some catnip.\n\nFrank is here.\n\nSoMorph can only move south.", "endoftext": false }, { "action": "You read the viewer", "response": "Currently ship set for yucky looking planet called Earth.\n\nTo get home, SeMorph should ask Frank to change course.", "endoftext": false }, { "action": "You ask Frank to change the course", "response": "[ask frank about change course]\n\"I'm sorry. I am only programmed to accept requests from humans. Disgusting purple aliens with tentacles cannot change the course of the ship. Have a nice day!\"", "endoftext": false }, { "action": "You examine the catnip", "response": "Catnip. Food for cat. Mexican Chicken flavour.\n\nSoMorph taste it, but it not taste good.\n\nSoMorph not eat catnip.", "endoftext": false }, { "action": "You ask Frank about the Earth", "response": "\"Earth is a dump these days. I wouldn't want to live there. Much better to be on a ship that can go places!\"", "endoftext": false }, { "action": "You ask Frank about Cat", "response": "\"Mr. Jones is the ship's cat. Every ship should have one.\n\nThough I don't like the way he looks at me...\"\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You ask Frank about Frank", "response": "\"I am FRANK. Freighter Response and Nowledge Komputer.\n\nYes, I know knowledge has a K in it.\n\nYes, I know computer doesn't have a K in it.\n\nI run the ship's navigation, emergency and environment controls. Oh, and sanitation too.\"\n\nI can answer all your questions, but I have limited capability and I only change course for humans!\"\n\nCat quietly exits to the south.", "endoftext": false }, { "action": "You get catnip", "response": "SoMorph picks up the catnip.", "endoftext": false }, { "action": "You ask Frank about the toilet", "response": "\"The toilet is used to flush waste into space.\n\nDo not flush it while in Hyperspace, or when docked at a Station please.\"", "endoftext": false }, { "action": "You ask Frank about the emergency", "response": "\"Any emergency aboard the ship and I'd have to come out of Hyperspace and wake Alan up.\n\nYou shouldn't flush the loo, for example. Not while we're in Hyperspace!\n\nSo please - BEHAVE!!!\"\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You ask Frank about the sanitation", "response": "\"It's a dirty job, but someone's gotta do it...\"\n\nCat quietly exits to the south.", "endoftext": false }, { "action": "You ask Cat about Frank", "response": "Use the format \"ask [character] about [subject]\".\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You show the catnip to Cat", "response": "[show catnip about cat]\nI don't understand what you want me to do with the catnip.\n\nCat quietly exits to the south.", "endoftext": false }, { "action": "Go south", "response": "SoMorph moves south.\nCorridor Alpha\n\nCat quietly exits to the north.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nCat sheepishly enters from the north.", "endoftext": false }, { "action": "You give the catnip to Cat", "response": "[give catnip about cat]\nGive the catnip to who?\n\nCat quietly exits to the east.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nCat sheepishly enters from the east.", "endoftext": false }, { "action": "You give cat catnip", "response": "Give what?\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "You drop the catnip", "response": "SoMorph drops the catnip.\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nCat quietly exits to the south.\n\nTime passes...\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You feed the catnip to Cat", "response": "[feed catnip about cat]\nThere is nothing worth feeding here.\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "You feed Cat", "response": "There is nothing worth feeding here.\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "You feed Cat", "response": "There is nothing worth feeding here.\n\nCat quietly exits to the north.", "endoftext": false }, { "action": "Jones", "response": "There is nothing worth feeding here.\n\nCat sheepishly enters from the north.\n\nI don't understand what you want to do with Cat.\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "You take the catnip", "response": "SoMorph picks up the catnip.\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "Inventory", "response": "SoMorph is carrying some catnip.\n\nCat sheepishly enters from the north.", "endoftext": false }, { "action": "You give the catnip", "response": "Give the catnip to who?\n\nCat quietly exits to the east.", "endoftext": false }, { "action": "You go west", "response": "SoMorph moves west.\nCryo Stasis Room", "endoftext": false }, { "action": "You put the catnip in Tube", "response": "The Cryo Tube is locked!\n\nCat sheepishly enters from the east.", "endoftext": false }, { "action": "You put catnip in the flap", "response": "I don't understand what you want me to do with the catnip.\n\nCat quietly exits to the east.", "endoftext": false }, { "action": "Go east", "response": "SoMorph moves east.\nCorridor Alpha\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "You go to the north", "response": "I don't think Cat would appreciate being handled.\n\nCat quietly exits to the south.\n\nSoMorph moves north.\nCommand Deck", "endoftext": false }, { "action": "You ask Frank about the catnip", "response": "\"The catnip is a lie. It's artificial. Just don't tell the cat that. Secretly, I think he knows...but its his favourite food.\"", "endoftext": true }, { "action": "You look around", "response": "SoMorph think this be command deck of ship.\n\nNot much here though. No chairs! Do humans not sit???\n\nSoMorph see viewer on wall. SoMorph can read viewer.\n\nSoMorph see dust everywhere. Lots of dust.\n\nAlso, computer here. It say 'FRANK' on it. SoMorph can talk to computer, but he not seem very friendly to SoMorph.\n\nSoMorph can go South to corridor.\n\nFrank is here.\n\nSoMorph can only move south.", "endoftext": false }, { "action": "You examine the viewer", "response": "SoMorph moves south.\nCorridor Alpha\n\nCat quietly exits to the south.\n\nSoMorph sees no such thing.\n\nCat sheepishly enters from the south.", "endoftext": false }, { "action": "Go east", "response": "SoMorph moves east.\nBathroom", "endoftext": false }, { "action": "You put the catnip on the toilet", "response": "SoMorph can't put anything on the toilet!\n\nCat sheepishly enters from the west.", "endoftext": false }, { "action": "You put Cat in the toilet", "response": "I don't understand what you want to do with Cat.\n\nCat quietly exits to the west.", "endoftext": false }, { "action": "Hint", "response": "There are no hints available for this adventure.\nYou're just going to have to work it out for yourself...", "endoftext": true }, { "action": "You look at your surroundings", "response": "Bathroom small. And very dirty.\n\nSoMorph not like dirty bathroom.\n\nSoMorph see toilet here.\n\nSoMorph see big red button above toilet. And writing.\n\nIt say \"Do not push button while the ship is in hyperspace or at a station.\"\n\nSoMorph chuckles.\n\nSoMorph see bathroom door open. Corridor to West.\n\nSoMorph can only move west.", "endoftext": false }, { "action": "You go to the west", "response": "SoMorph moves west.\nCorridor Alpha\n\nCat quietly exits to the south.", "endoftext": true }, { "action": "You look at your surroundings", "response": "SoMorph in cross corridor. Cross Corridor confuse SoMorph a little.\n\nSoMorph notice tubes on ceiling. Small lights in floor. Dirty walls.\n\nAlways dirty these humans. Dirty.\n\nNo windows! Why no windows???\n\nCorridor split into four. Exits to North, West and South.\n\nTo east is bathroom. SoMorph see bathroom door is open.\n\nSoMorph can move north, east, south and west.\n\nCat sheepishly enters from the south.", "endoftext": true }, { "action": "Describe the surroundings", "response": "SoMorph think this cryo stasis room.\n\nRoom is cold, so must be cryo stasis room. SoMorph not like cold.\n\nRoom is empty. Only Cryo Tube here. So must be cryo stasis room.\n\nSoMorph think at least room is clean. Wish room was warmer.\n\nSoMorph see exit to East.\n\nSoMorph can only move east.", "endoftext": false }, { "action": "You look in Tube", "response": "SoMorph see cryo tube. SoMorph know it designed to allow humans to 'sleep', frozen like lollies, for long voyages.\n\nSoMorph see it is long, about two metres, and has words stencilled on it.\n\nThey say \"Alan Davis\".\n\nSoMorph think this must be name of human inside it.\n\nSoMorph see small light. He think it show tube active, and looking through glass (which is unbreakable, apparently, despite SoMorph hitting it several times with tentacles) you can see figure of a man.\n\nSoMorph see flap at the bottom of cryo tube. Big enough for small domestic pet to fit through maybe. Some writing above flap read \"Mr. Jones.\"\n\nThe Cryo Tube is locked.", "endoftext": false }, { "action": "You drop the catnip", "response": "SoMorph carefully place catnip down in front of flap on cryo tube.\n\nSoMorph wait.\n\nSoMorph watch.\n\nSoMorph stunned when blur of fur rush out from flap, eat catnip and run straight past SoMorph into corridor!\n\n\"Cat!\" SoMorph think. \"Delicious!\"", "endoftext": false }, { "action": "Go east", "response": "SoMorph moves east.\nCorridor Alpha", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You go north", "response": "SoMorph moves north.\nCommand Deck", "endoftext": false }, { "action": "Go south", "response": "SoMorph moves south.\nCorridor Alpha", "endoftext": false }, { "action": "You go south", "response": "SoMorph moves south.\nCargo Bay", "endoftext": false }, { "action": "You go to the north", "response": "SoMorph moves north.\nCorridor Alpha", "endoftext": false }, { "action": "You eat Cat", "response": "SoMorph moves east.\nBathroom\n\nSoMorph not see pesky dead feline anywhere.", "endoftext": false }, { "action": "Go west", "response": "SoMorph moves west.\nCorridor Alpha", "endoftext": false }, { "action": "You go west", "response": "SoMorph moves west.\nCryo Stasis Room", "endoftext": false }, { "action": "Go east", "response": "SoMorph moves east.\nCorridor Alpha", "endoftext": false }, { "action": "Go north", "response": "Time passes...\n\nSoMorph moves north.\nCommand Deck", "endoftext": false }, { "action": "Yes", "response": "The game uses Adrift's Battle System, something not fully supported by this release of SCARE.\n\nSCARE will still run the game, but it will not create character battles where they would normally occur. For some games, this may be perfectly okay, as the Battle System is sometimes turned on by accident in a game, but never actually used. For others, though, the omission of this feature may be more serious.\n\n\n\n\n\nA small freighter shoots through hyperspace towards Earth.\n\nOn board is a precious cargo, drugged to sleep through the journey.\n\nA SoMorph.\n\nIn an inebriated state, a SoMorph is the size of a tennis ball, and quite harmless.\n\nThis is how pilot Alan Davies found the SoMorph.\n\nNeither he, nor his cat companion Mr. Jones, realise the danger they are in.\n\nTwo days into the month long journey, the SoMorph is waking up. With a hangover.\n\nUninebriated, a SoMorph is two foot tall, purple, with tentacles and a single, central eye. It has some mind reading capabilities. It knows things it shouldn't.\n\nIts mouth can morph to eat any creature. It has eaten humans before. Absorbed their language and limited knowledge.\n\nIt can sometimes appear to others in the form of its most recent prey.\n\nThe SoMorph is waking up.\n\nAnd it wants to go home...", "endoftext": false }, { "action": "Go north", "response": "(Standing up first)\nSoMorph moves north.\nCorridor Alpha\n\nSoMorph in cross corridor. Cross Corridor confuse SoMorph a little.\n\nSoMorph notice tubes on ceiling. Small lights in floor. Dirty walls.\n\nAlways dirty these humans. Dirty.\n\nNo windows! Why no windows???\n\nCorridor split into four. Exits to North, West and South.\n\nTo east is bathroom, but door is closed.\n\nThere are exits north, south and west.\n\nSomorph thinking that Brian did this.\n\nBrian not like Somorph. Brian rival for Somorph's job on home planet Omorphos.\n\nDid Brian do this?\n\nCat sheepishly enters from the east.", "endoftext": false }, { "action": "Go north", "response": "SoMorph moves north.\nCommand Deck\n\nSoMorph think this be command deck of ship.\n\nNot much here though. No chairs! Do humans not sit???\n\nSoMorph see viewer on wall. SoMorph can read viewer.\n\nSoMorph see dust everywhere. Lots of dust.\n\nAlso, computer here. It say 'FRANK' on it. SoMorph can talk to computer, but he not seem very friendly to SoMorph.\n\nSoMorph can go South to corridor.\n\nAlso here is some catnip.\n\nFrank is here.\n\nSoMorph can only move south.\n\nOr maybe SoMorph got drunk?\n\nSomorph cannot remember much. Just in case, SoMorph will have words with Brian when Somorph get home.", "endoftext": false }, { "action": "You take the catnip", "response": "SoMorph picks up the catnip.\n\nSomorph think he not on planet Omorphos any more.\n\nSomorph on some ship. Must change course to go home.\n\nAnd have words with Brian.", "endoftext": false }, { "action": "Go south", "response": "SoMorph moves south.\nCorridor Alpha\n\nCat sheepishly enters from the east.", "endoftext": false }, { "action": "Go west", "response": "SoMorph moves west.\nCryo Stasis Room\n\nSoMorph think this cryo stasis room.\n\nRoom is cold, so must be cryo stasis room. SoMorph not like cold.\n\nRoom is empty. Only Cryo Tube here. So must be cryo stasis room.\n\nSoMorph think at least room is clean. Wish room was warmer.\n\nSoMorph see exit to East.\n\nSoMorph can only move east.", "endoftext": false }, { "action": "You drop the catnip", "response": "SoMorph carefully place catnip down in front of flap on cryo tube.\n\nSoMorph wait.\n\nSoMorph watch.\n\nSoMorph stunned when blur of fur rush out from flap, eat catnip and run straight past SoMorph into corridor!\n\n\"Cat!\" SoMorph think. \"Delicious!\"", "endoftext": false }, { "action": "Go east", "response": "SoMorph moves east.\nCorridor Alpha", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": true } ]
53u5xmsel46ghbt
Navigatio
P. James Garrett
[]
[]
2,020
[ 0, 0, 0, 0, 0 ]
0
0
20200803
false
[ { "action": "%", "response": "You have lived your life in cells...\n\nYou were a hostage, sold to your king by parents of whom you have\nno memories. Then, you became a slave to a corrupt and depraved landlord. You try to avoid those memories, though they refuse to leave you.\n\nBrother Tuan saved you. Now, at nearly 20 years, you serve him and\nlive in a corbelled stone beehive cell in an Irish monastery near the sea. The transitions from one life to another, one cell to the other, do not matter.\n\nTwo things matter.\n\nFirst, Tuan treats you well--so well that the other monks regard\nyou as one of their own.\n\nSecond, you would follow Tuan anywhere.\n\nPress any key ...\nNavigatio\nThe Confession of the Second Man\n\nIt is the third of a series of strange mornings. Lauds was late, but time has been misbehaving. So have the monks of this community. With Abbot Brandan missing now for three days, discipline is slipping. Chores go undone. The daily offices are in danger of blending into one another.\n\nYou stand now upon the spit of land between the crumbling monastery wall and the river. The ground here is a disaster of rutted, frozen mud. This is a gray March, locked in ice after the tease of a late February thaw. There are no tracks or roads, but you can walk north back to the monastery. Lines of hedges--puzzles of bone-like sticks\nand thorns--render travel in other directions too exhausting to consider.\n\nBrother Tuan, your master, is standing by the river. He is looking toward the far bank. He does not seem to have noticed you.", "endoftext": true }, { "action": "You examine Tuan", "response": "Brother Tuan is your master. You are his servant. It is important to say these things so plainly, because it is easy to forget these\nthings. After all, he treats you as an equal, to the point that the other brothers regard you as a member of the order even though you\nhave had no formal training as a monk. Tuan is tall and strong, as big as a bear. He is raucous with his laughter, stern in his admonishment, full in his passion. Were it not for his tonsure, or the wisdom with which he teaches you, you would guess him to be a bandit king rather than a monk of Christ.", "endoftext": false }, { "action": "About you", "response": "You have lived your life in cells, and you look like it.", "endoftext": false }, { "action": "You examine the river", "response": "The river, once wide and full, is a thin interruption between two\nbanks of thick ice. Far downriver, toward the sea, a ship is stuck in the ice. Upriver, the ruins of a bridge describe a distant past in which things were easier, and there were fewer problems.", "endoftext": false }, { "action": "You look at the ship", "response": "The ship is from Italy, and is grounded perhaps for good. It carried your king's favorite cheese. The funk of that cargo is impossible to banish from your nostrils, even though his men carted it away weeks ago.", "endoftext": false }, { "action": "You talk to Tuan", "response": "\"Good morning, Brother Tuan,\" you say. \"What would you have me do this morning?\"\n\nTuan sniffs and says, \"Go talk to Brother Diarmat. I hear he has been saying something interesting, and I'd like to know what it is.\"\n\nHe gestures north, toward the monastery.", "endoftext": false }, { "action": "You go to the north", "response": "Through this simple wooden gate, three separate raids entered the grounds. First, the raiders from the sea. Then, twice, the soldiers of your king breached this gate to end disputes about their provision of protection to the brotherhood. The wall is strongest here, but elsewhere has slid into sloppy heaps. \"Why bother?\" it must be asking. You can enter the monastery by heading east, or walk south to return\nto the river.\n\nA soldier of your king sits on a stump beside the gate, his back against the wall. He is asleep.\n\nThe wind whistles above you.\n\nThe soldier snorts as if his breateing had stopped, opens his eyes briefly and dreamily, shifts his weight against the wall, and returns to sleep. He touches the steel of a dagger in his lap carefully before dropping his hands back to his side.", "endoftext": false }, { "action": "You examine soldier", "response": "You do not know the young man's name. You do not know any of their names, but he is one of three or four who cycle through to provide protection on the agreement that, if your king does not receive\ntribute for this service, he will raid your monastery. This soldier is very young and slight. He wears the hardened leather and green cloth\nof your king's barracks, and carries a small dagger, which is unsheathed upon his lap. He appears to have fallen asleep in the\nmiddle of cleaning his nails.\n\nThe soldier snorts as if his breateing had stopped, opens his eyes briefly and dreamily, shifts his weight against the wall, and returns to sleep. He touches the steel of a dagger in his lap carefully before dropping his hands back to his side.", "endoftext": false }, { "action": "You go to the east", "response": "You stand inside the monastery enclosure, surrounded by the modest strone structures of the community. From here, at the western edge of\na central yard, you can see the chapel and round tower to the east.\nThe tall stone cross stands at that eastern end of the yard. To your north, the stone beehive cells of the brothers cluster in the cold. No doubt, many of the brothers are still sleeping. Your cell is among theirs. The kitchen sits prominently with other workhouses to the south. Smoke rises from its chimney and you catch the faint smell of stew in the air. You can leave the monastery encdosure through the\ngate by heading west.", "endoftext": false }, { "action": "You go to the east", "response": "A tall, and intricate stone cross dominates this side of the yard, guarding the entrance to the chapel to the east. In warmer months, pilgrims visit this landmark, gathering mud that collects at its base and wiping it onto their faces. The mud is all frozen now, and there are no pilgrims--only the evidence of the passage of monks, who have worn paths northeast to the base of the monastery's round stone tower, and south to the scriptorium.", "endoftext": false }, { "action": "You examine the cross", "response": "The stone cross is taller even than Tuan, especially atop its solid stone base. The cross\" western face bears Intricate folding knots in the crossbar and vertical, behind a relief of the Crucifixion. The eastern side, facing the chapel, bears weather-worn panels depicting key moments from the lives of various local saints. The cross is far more ancient than this monastery, having been ferried across the river from the community's prior home, which sits in ruins to the south. The cross, it is rumored, is older than those ruins, and is said to have been the handiwork of a forgotten ascetic who lived in hermitage many, many years ago.", "endoftext": false }, { "action": "Go east", "response": "The chapel is a modest rectangular space, though each of the community's abbots had promised to expand it into a proper nave and chancel. Now, it is merely two heavy pews on the northern and southern walls, facing a rough wood altar offset to the east from the center of the room. The altar is bare but for a simple cloth, upon which you\nhave seen Brandan place a large copy of the scripture that he keeps locked in his cell.", "endoftext": false }, { "action": "You examine the cloth", "response": "The altar is a single huge stone, perhaps left where some force had planted it eons ago. Craftsmen may have squared its sides, and then erected the chapel around it. It was probably Brandan who decided that this was all cold and severe, and who draped a cloth over it. The\ncloth is a natural-colored wool panel, without any adornment.", "endoftext": false }, { "action": "You look at pews", "response": "The pews are haevy, rough wood. They are suitably uncomfortable. As a servant, you had the opportunity to leave on errands and miss many of the offices. You quite enjoyed, though, when the brothers forgot that you were a servant and did not notice that you joined in their\nprayers.", "endoftext": false }, { "action": "Go northeast", "response": "Towers such as these protect valuable posessions and lives against raids. The entrance to the tower is several yards above the ground--more for stability, you have learned, than protection. The stone round tower rises three floors to a pinnacle of rough slate shingles. Windows peer in all four directions from the top floor. You can go up to the entrance and first floor.\n\nA cloud of tiny flies appears as if from nowhere, surrounds your face, and then disappears before you can even swat them away.", "endoftext": false }, { "action": "Go upward", "response": "You ascend the creaky wooden ladder.\n\nThe tower floors are rough hewn boards, linked by ladders. The first floor has some sacks of barley, and other odds and ends. You can go up to the second floor, or down to head back outside to the tower base.", "endoftext": false }, { "action": "You look at the sacks", "response": "The sacks have barley, some of which seems rancid and sprouting. The barrels may hold ale, or mead, or just ruddy water.", "endoftext": false }, { "action": "Go upward", "response": "You climb up the ladder.\n\nThe second floor is very dark. There is a feeble light from the first floor below. Above, you can see the hatch to the third floor, and the top of the ladder. However, you are not able to make out anything\nelse. You could use some light.", "endoftext": false }, { "action": "Go upward", "response": "You cannot see the base of the ladder to the next floor, and you do\nnot think it is safe to fumble around.", "endoftext": true }, { "action": "Go downward", "response": "You move carefully down the ladder, leaving the dark behind.\n\nThe tower floors are rough hewn boards, linked by ladders. The first floor has some sacks of barley, and other odds and ends. You can go up to the second floor, or down to head back outside to the tower base.", "endoftext": true }, { "action": "Go downward", "response": "You descend the ladder, closing the entrance door behind you.\n\nTowers such as these protect valuable posessions and lives against raids. The entrance to the tower is several yards above the ground--more for stability, you have learned, than protection. The stone round tower rises three floors to a pinnacle of rough slate shingles. Windows peer in all four directions from the top floor. You can go up to the entrance and first floor.", "endoftext": false }, { "action": "Go southwest", "response": "A tall, and intricate stone cross dominates this side of the yard, guarding the entrance to the chapel to the east. In warmer months, pilgrims visit this landmark, gathering mud that collects at its base and wiping it onto their faces. The mud is all frozen now, and there are no pilgrims--only the evidence of the passage of monks, who have worn paths northeast to the base of the monastery's round stone tower, and south to the scriptorium.", "endoftext": false }, { "action": "Go south", "response": "The scriptorium is dark and oppressive, with a low ceiling. Tthe thick smell of burning peat and hours of toil of frustration hang in the\nair. A dozen desks surround an open fire in the center of the room, around which parchments are drying on racks. Baskets with rolled parchments sit beside each desk. You can leave by heading north.\n\nBrother Diarmat sits at a scriptorium desk, working feverishly and sweating profusely.", "endoftext": false }, { "action": "You examine Diarmat", "response": "Diarmat is a short, portly brother who typically moves with a jerking, nervous energy. He sits at a scriptorium desk, scratching at a scrap\nof vellum with a quill with a fervor that is rare even for him. He mutters and shakes his head as if making errors. Sweat beads upon his bald head, trails down through his tonsure, and drips onto his shoulders . You wonder in the moment whether you should disturb him, but you know that you must talk to him for Tuan.", "endoftext": false }, { "action": "You talk to Diarmat", "response": "\"Brother Diarmat,\" you begin.\n\nHe erupts, gesturing forcefully at the vellum before him.\n\n\"I am at a standstill!\" he shouts. \"I do not know how to proceed, and\nI believe that my humours are out of balance. I am low in blood, and uninspired. Please, Tuan. Help me!\"", "endoftext": false }, { "action": "You examine the vellum", "response": "Vellum is a fine writing surface made from calf skin. Diarmat works a scrap of the size and shape typically used for practice, but his drawing is beautiful and intricate. Interconnecting lines and twisting knots surround a short poem. Poems like these typically appear as afterthoughts in the margins of copied works, but Diarmat has made\nthis poem the center of the piece.\n\nnorth,\nwhile our king sits before his warm hearth to the east.\nThe sea stretches west, to a promise of paradise,\nwhile ...\n\nHe seems to be struggling with the last line. He mutters and then\nlooks at you, waiting for you to say something.", "endoftext": false }, { "action": "You say perform the blood sacrifice", "response": "(to Brother Diarmat)\nIf you want to speak with Brother Diarmat, just talk to Brother Diarmat.", "endoftext": false }, { "action": "You talk to Diarmat", "response": "\"I need help,\" he says.\n\n\"How can I help you?\"\n\n\"In the tower!\" he nearly shouts. \"Bring me something from the tower!\"\n\nYou swallow hard, then say: \"Brother Tuan asked me to ask you--\"\n\n\"Bring me something to help me from the tower, then I will tell you!\"\n\n\"But--but what should I bring?\" you ask.\n\nHe waves you away.", "endoftext": false }, { "action": "You examine fire", "response": "The fire is warm but belches choking peat smoke.", "endoftext": false }, { "action": "You take fire", "response": "You are better off leacing the fire alone.", "endoftext": false }, { "action": "You take the vellum", "response": "That's hardly portable.", "endoftext": false }, { "action": "You examine the parchments", "response": "A scriptorium even as small as this community's is full of parchments, many of it bearing the work and art of talented brothers. Even the scraps, relegated to practice, carry intricate script and doodles. The production and copying of manuscripts is the most important function\nof the monastery, both for the king and the Church. When the brothers are not tending to the offices of prayer or performing other chores, they are here.", "endoftext": false }, { "action": "Go north", "response": "A tall, and intricate stone cross dominates this side of the yard, guarding the entrance to the chapel to the east. In warmer months, pilgrims visit this landmark, gathering mud that collects at its base and wiping it onto their faces. The mud is all frozen now, and there are no pilgrims--only the evidence of the passage of monks, who have worn paths northeast to the base of the monastery's round stone tower, and south to the scriptorium.", "endoftext": false }, { "action": "You go to the west", "response": "You stand inside the monastery enclosure, surrounded by the modest strone structures of the community. From here, at the western edge of\na central yard, you can see the chapel and round tower to the east.\nThe tall stone cross stands at that eastern end of the yard. To your north, the stone beehive cells of the brothers cluster in the cold. No doubt, many of the brothers are still sleeping. Your cell is among theirs. The kitchen sits prominently with other workhouses to the south. Smoke rises from its chimney and you catch the faint smell of stew in the air. You can leave the monastery encdosure through the\ngate by heading west.", "endoftext": false }, { "action": "You go south", "response": "The kitchen is the most prominent of the workhouses in this end of the yard. It is typically in order, occupied only for scheduled meals between the hours of prayer, or when brothers are on work duty preparing or cleaning up from those meals. A pot bubbles with a stew\non the eastern side of the room. Tzoday, however, a group of six brothers sits in idle chatter in the corner of the large table. The only exit is north, back into the yard.\n\nThe brothers have raided the pantry, and prepared a simple stew.", "endoftext": false }, { "action": "You look at brothers", "response": "The six brothers eye you suspiciously, and quiet as you near. They are chatting and eating stew, probably gossiping, and definitely ignoring their chores.", "endoftext": false }, { "action": "You look at the stew", "response": "It is a thick porridge of oats and root vegetables--typical monastery fare, and typically bland.", "endoftext": false }, { "action": "You talk to the brothers", "response": "They stiffen and go silent. They are an impenetable group. You waste your time trying to bother them.\n\nThe brothers whisper loudly for some seconds. You think you hear mention of Diarmat, and concern about his sanity. They hush one another, look at you, and return to their private conversation.", "endoftext": false }, { "action": "You eat the stew", "response": "That's plainly inedible.\n\nThe brothers whisper loudly for some seconds. You think you hear mention of Diarmat, and concern about his sanity. They hush one another, look at you, and return to their private conversation.", "endoftext": false }, { "action": "You go to the north", "response": "You stand inside the monastery enclosure, surrounded by the modest strone structures of the community. From here, at the western edge of\na central yard, you can see the chapel and round tower to the east.\nThe tall stone cross stands at that eastern end of the yard. To your north, the stone beehive cells of the brothers cluster in the cold. No doubt, many of the brothers are still sleeping. Your cell is among theirs. The kitchen sits prominently with other workhouses to the south. Smoke rises from its chimney and you catch the faint smell of stew in the air. You can leave the monastery encdosure through the\ngate by heading west.\n\nA hawk screeches in the distance, likely preparing to descend upon unlucky prey.", "endoftext": false }, { "action": "You go to the north", "response": "Your cell is a simple beehive hut of stone, arranged in circular\nlayers that corbel into a dome. You have a bed of hay, and nothing else. Leave your cell and had back to the yard by going south.\n\nA single candle of beeswax sits beside your bed.\n\nYour bowl is on the floor, beside the entrance.", "endoftext": false }, { "action": "You take the candle", "response": "Taken.", "endoftext": false }, { "action": "You look at the bed", "response": "It is a pile of hay, musty and damp.", "endoftext": false }, { "action": "You search the bed", "response": "That is a waste of your time.", "endoftext": false }, { "action": "Light candle", "response": "You light the candle using the fire.", "endoftext": false }, { "action": "You go to the north-east", "response": "Towers such as these protect valuable posessions and lives against raids. The entrance to the tower is several yards above the ground--more for stability, you have learned, than protection. The stone round tower rises three floors to a pinnacle of rough slate shingles. Windows peer in all four directions from the top floor. You can go up to the entrance and first floor.", "endoftext": false }, { "action": "Go upward", "response": "You ascend the creaky wooden ladder.\n\nThe tower floors are rough hewn boards, linked by ladders. The first floor has some sacks of barley, and other odds and ends. You can go up to the second floor, or down to head back outside to the tower base.", "endoftext": false }, { "action": "Search sacks", "response": "That is a waste of your time.", "endoftext": false }, { "action": "Go upwards", "response": "You climb up the ladder.\n\nYou can not see much of the second floor in the dim light of the candle. However, the second floor seems to be nothing more than a\nplace for the top of one ladder to deposit the climber at the bottom\nof another. You can go up or down.", "endoftext": false }, { "action": "Go upward", "response": "You carefully climb up the ladder.\n\nThe third floor is nearly empty, except for a workbench of supplies\nand tools for making ink. The monastery's most valuable manuscripts\nand treasures would be here, if there were any such things. Instead, empty shelves and chests describe a potential for such things. There are four windows looking over the landscape: a northern window, an eastern window, a southern window, and a western window. You can go down to the second floor.\n\nYou cannot imagine what would be useful to Diarmat here.", "endoftext": false }, { "action": "You look at the northern window", "response": "To the north, you can see the open fields at the foot of the ridge. These ields used to be full of trees, but the Norse felled them all throughout a season of siege and raids that you would just as soon forget.", "endoftext": false }, { "action": "You examine the eastern", "response": "To the east, over the monastery yard and gate, you see the road\nleading into hills and, ultimately, to the vallye of your king's homsetead. You cannot see that far, but imagine that you can see the smoke of his warm hearth.", "endoftext": false }, { "action": "You examine southern", "response": "The window looks over the wall, over Tuan and the frozen river, into a rough landscape of rocks and dead heather. A basin dominates much of the view before the frost fog obscures everything, denying the\nhorizon. You can just make out the ruins of the prior home of this order in the basin. It was a monastery enclosure much like their current home. It seems so similar, in fact, that you are not sure why they left.\n\nYou remember Diarmat's poem. This direction, this view of the ruined monastery to the south, is what is missing.\n\nThere is a small vial of red ink sitting on the window sill. Curious.", "endoftext": false }, { "action": "You examine the ink", "response": "(the small vial of red ink)\nThe glass vial contains a small amount of red ink. Brothers make red ink from bazilwood, vinegar, and gum. It looks like blood.", "endoftext": true }, { "action": "Go downwards", "response": "You descend the ladder.\n\nYou can not see much of the second floor in the dim light of the candle. However, the second floor seems to be nothing more than a\nplace for the top of one ladder to deposit the climber at the bottom\nof another. You can go up or down.", "endoftext": true }, { "action": "Go downwards", "response": "You carefully descend the ladder.\n\nThe tower floors are rough hewn boards, linked by ladders. The first floor has some sacks of barley, and other odds and ends. You can go up to the second floor, or down to head back outside to the tower base.\n\nThe candle is down to about three-quarters of its original height.", "endoftext": false }, { "action": "You blow out the candle", "response": "You blow out the beeswax candle.", "endoftext": true }, { "action": "Go downward", "response": "You descend the ladder, closing the entrance door behind you.\n\nTowers such as these protect valuable posessions and lives against raids. The entrance to the tower is several yards above the ground--more for stability, you have learned, than protection. The stone round tower rises three floors to a pinnacle of rough slate shingles. Windows peer in all four directions from the top floor. You can go up to the entrance and first floor.", "endoftext": false }, { "action": "Go southwest", "response": "A tall, and intricate stone cross dominates this side of the yard, guarding the entrance to the chapel to the east. In warmer months, pilgrims visit this landmark, gathering mud that collects at its base and wiping it onto their faces. The mud is all frozen now, and there are no pilgrims--only the evidence of the passage of monks, who have worn paths northeast to the base of the monastery's round stone tower, and south to the scriptorium.", "endoftext": false }, { "action": "Go south", "response": "The scriptorium is dark and oppressive, with a low ceiling. Tthe thick smell of burning peat and hours of toil of frustration hang in the\nair. A dozen desks surround an open fire in the center of the room, around which parchments are drying on racks. Baskets with rolled parchments sit beside each desk. You can leave by heading north.\n\nBrother Diarmat sits at a scriptorium desk, working feverishly and sweating profusely.", "endoftext": false }, { "action": "You give the ink to Diarmat", "response": "You hand him the vial, saying \"The ruined monastery is in the basin to the south.\"\n\nDiarmat looks at you, narrowing his eyes.\n\n\"Of course!\" he exclaims. He take the vial and pours the ink into one of the bowls at the top of his desk. He writes in red, now. You watch as he forms each letter, slow and careful. The poem is soon finished.\n\nnorth,\nwhile our king sits before his warm hearth to the east.\nThe sea stretches west, to a promise of paradise,\nwhile, to the south, blood seeps into our roots.\n\nDiarmat smiles, regarding his work with pride. Then, he turns to you.\n\n\"Did you want something?\" he asks.", "endoftext": false }, { "action": "You talk to Diarmat", "response": "\"Brother Tuan heard that you--\"\n\n\"He heard that I had a dream! He heard about my vision of Abbot Brandan.\"\n\nDiarmat pauses, as if expecting you to confirm. You merely blink,\nwhich seems to be enough. Diarmat continues.\n\n\"Tell Tuan that I saw Brandan crossing the river in a currach. He went to the ruins. He is not safe!\"\n\nYou swallow hard. This is frightening.\n\n\"I will tell him,\" you say.", "endoftext": false }, { "action": "Go west", "response": "Through this simple wooden gate, three separate raids entered the grounds. First, the raiders from the sea. Then, twice, the soldiers of your king breached this gate to end disputes about their provision of protection to the brotherhood. The wall is strongest here, but elsewhere has slid into sloppy heaps. \"Why bother?\" it must be asking. You can enter the monastery by heading east, or walk south to return\nto the river.\n\nA soldier of your king sits on a stump beside the gate, his back against the wall. He is asleep.", "endoftext": false }, { "action": "You go south", "response": "The spit of land between the crumbling monastery wall and the river is a disaster of rutted, frozen mud. This is a gray March, locked in ice after the tease of a late February thaw. There are no tracks or roads, but you can walk north back to the monastery. Lines of hedges--puzzles of bone-like sticks and thorns--render travel in other directions too exhausting to consider.\n\nBrother Tuan is here.", "endoftext": false }, { "action": "You talk to Tuan", "response": "\"Brother Diarmat had a vision,\" you say.\n\nTuen turns to you and raises one eyebrow. His right. Always his right.\n\n\"Tell me,\" he says.\n\n\"Brandan took one of the currachs across the river. He crossed the river.\"\n\n\"Well,\" Tuan says, sighing. \"We must cross the river.\"\n\nPress any key ...\nSouthern Bank\n\nYou are a sight crossing the river, you and Tuan. The two of you\nspin in the round currach, which almost tips more times that you care to remember. But you made it across to the southern bank.\n\nTuan stands in this new land as if he is an inhabitant, bracing\nagainst the wind and looking toward the slope.\n\n\"We have crossed the river and we look for Abbot Brandan,\" he\nsays.\n\nBut you are not sure whom he is addressing. Is it you? Is it the\nland, or the ruins that sit in the basin beyond the ridge? Or is it a declaration in the face of time that you feel has begun to misbehave? It was morning a moment ago. Now, the sky darkens and it is evening. But it could not have taken you that long to cross the river.\n\nYes, he declares the intention as if time has become misordered,\nand his delcaration is all that establishes what had come just before, and what is coming next.\n\nChapter 2, and the rest of Navigatio ... coming soon!", "endoftext": true } ]
ndqdjcn4ze5kk8
Prelude to Night
Ivan Cockrum
[ "Science Fiction" ]
[ "incomplete", "TADS", "TADS 2" ]
2,000
[ 0, 0, 0, 0, 0 ]
0
0
20190630
false
[ { "action": "%", "response": "Klckt.\n\nCold. Silence. The egg lies in a nest of rock and ice, dormant but for a few key monitor functions. Blind eyes and deaf ears converge on a remote blue speck a milliyear removed. Little of interest exists elsewhere.\n\nKlckt tik.\n\nPeriodically, some anomaly invites inspection. Analysis is swift and thorough. Ordinarily, the egg logs the data and then returns to its ordained task. Divergence. The anomaly has scanned back.\n\nKlckt tik tik tik BEEP.\n\nRecognition. The egg responds with a blush of activity. Energy wells from its core, breathing life to dead systems. Initialization routines chatter and hum in an overlapping chorus of electronic voices.\nVisitors are coming.\n\nDee DEEP.\n\n[Hit any key to continue.]\nPrelude to Night\n\nBased on Sea of Night by G. Kevin Wilson (c) 1997\n\nThe author's notes may be read by typing 'note'.\n\n[Hit any key to continue.]\nThe stars whorl sickeningly as you commence your attack on the capital ship. You slide into a long downward spiral in an attempt to evade enemy fire.", "endoftext": true }, { "action": "Note", "response": "Ivan's notes here.\n\nYour ship lurches beneath the incessent concussion of nearby explosions. You look for the object of your attack. There it is; a mammoth gun that spits flaming blue bile at your harried forces.", "endoftext": false }, { "action": "About yourself", "response": "You find yourself to be curiously indistinct, almost ethereal.\n\nYou ignore the persistent flash of smaller guns. Eyes locked on the bore of that gaping maw, you can only watch in horror as it powers up for another volley. Wisps of energy leap and crackle about its rim in a deadly nimbus.", "endoftext": false }, { "action": "You look at the gun", "response": "It's huge. From where you sit, it looks large enough to swallow planets. It crackles with blue fire.\n\n\"Captain!\" shouts an unstrung voice. The gun roils on towards full potential as you continue your deep, lazy slide. Tiny warrior craft buzz angrily in your wake, adding to the constant barrage of stinging fire.", "endoftext": false }, { "action": "You enter the gun", "response": "I don't know how to enter the enemy gun.\n\nThe great maw bubbles like a cauldron, brimming over with luminous energy. \"Captain! We've been acquired!\" As if in confirmation, a well aimed shot impacts your aft shields. The resulting blast nearly rocks you from your seat, but you remain locked on course.", "endoftext": false }, { "action": "Inventory", "response": "You have:\nNothing\n\nFire from the pursuing craft intensifies, battering you beneath a series of well aimed blasts. \"Captain! Shields are down!\" Critical systems overload, erupting in dark clouds of acrid smoke. \"Captain! Thrusters gone!\"", "endoftext": false }, { "action": "Attack", "response": "What do you want to attack?", "endoftext": false }, { "action": "Maw", "response": "There seems to be no reason to do that.\n\nYou stare down into the gravid blue pit that fills your screen and scream, \"Now! Fire all weapons!\" The ship rattles as it expels its lethal payload. You watch as the missiles blaze like burning comets toward the icy bowels of hell.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nAnd hell answers back, bathing you in heavenly blue radiance.\n\n\"Captain! Captaaaain!\"\n\n[Hit any key to continue.]\nCaptain's Quarters, on your sleeping platform\nThough there's little to define it as such, this chamber comprises your quarters. A sleeping platform extends from one wall. Against another is a small pedestal on which rests an ornate prayer box. To the east, a closed iris leads to the next chamber.\n\nYou wake groggily, the fear of your dream still shifting in your belly like a dollop of hot mercury.\n\n\"Captain.\"", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer in your sleeping platform.\n\nA voice from everywhere and nowhere asks, \"Were you dreaming, Captain?\" It is Star.\n\n\"Yes, Star,\" you say. \"I was dreaming of the Sharush again.\" The Sharush, whose captain flew straight into the maw of the beast so that we might escape, you think.", "endoftext": false }, { "action": "You look at the box", "response": "This ornate prayer box has been in your family for generations. It was carved with exquisite craftsmanship from a single block of ironwood. The doors, which display a pair of fierce guardians, are shut.\n\n\"I am sorry to have awakened you, Captain, but your presence is urgently required in the navigation chamber.\"\n\nThe specifics of your dream flee as you gradually become more alert, leaving you with a lingering sense of dread.", "endoftext": false }, { "action": "East", "response": "The iris squelches open, and you step through it to the central hall.\n\nThe vibrations of Star's heart are strong here, though not as strong as usual, and very irregular. Constant tremors run through the floor, and the walls are unusually reddish in hue. The corridor continues both to the north and south, and there are sealed irises leading into the walls to east and west.", "endoftext": false }, { "action": "You go to the north", "response": "This area is identical to the South Junction. Ladders lead down circular tunnels to the east and west, though each tunnel is obstructed by a sealed iris. The main corridor continues to the north and south.", "endoftext": false }, { "action": "You go north", "response": "This part of the corridor is exceptionally narrow. The walls are a very pale pink, almost to the point of being white. The corridor continues to the south and ends in some kind of iris to the north.\n\nStar's voice reaches you from no specific point to say, \"Captain, please report to the navigation chamber. Your presence is urgently required\".", "endoftext": false }, { "action": "You go to the north", "response": "The iris squelches open, and you step inside, finding another one just ahead. The first iris closes, and then the second one opens. A bit bemused, you step through into the room beyond.\n\nHanging in the air is an enormous torus. The walls here are a very pale white, almost green. The odor of Star's digestive tract is nearly overwhelming here. An iris blocks the corridor leading south.", "endoftext": false }, { "action": "You look at the torus", "response": "Looking closer, you see a small half-twist in the torus near the top, making this object a mobius strip. The hole in its center is nearly two meters in diameter. Nothing is visible through the hole except inky blackness.\n\nStar's voice reaches you from no specific point to say, \"Captain, please report to the navigation chamber. Your presence is urgently required\".", "endoftext": false }, { "action": "You go south", "response": "The iris squelches open, and you step inside, finding another one just ahead. The first iris closes, and then the second one opens. You step through into the room beyond.\n\nThis part of the corridor is exceptionally narrow. The walls are a very pale pink, almost to the point of being white. The corridor continues to the south and ends in some kind of iris to the north.", "endoftext": false }, { "action": "You go west", "response": "Star says, \"I am sorry, Captain, but I have sealed off my non-critical extremities in order to preserve life support at my core.\"\n\nStar's voice reaches you from no specific point to say, \"Captain, please report to the navigation chamber. Your presence is urgently required\".", "endoftext": false }, { "action": "Go south", "response": "The vibrations of Star's heart are strong here, though not as strong as usual, and very irregular. Constant tremors run through the floor, and the walls are unusually reddish in hue. The corridor continues both to the north and south, and there are sealed irises leading into the walls to east and west.", "endoftext": false }, { "action": "You go west", "response": "The iris squelches open, and you step through it to your quarters.\n\nThough there's little to define it as such, this chamber comprises your quarters. A sleeping platform extends from one wall. Against another is a small pedestal on which rests an ornate prayer box. To the east, a closed iris leads to the next chamber.\n\nStar's voice reaches you from no specific point to say, \"Captain, please report to the navigation chamber. Your presence is urgently required\".", "endoftext": false }, { "action": "You go east", "response": "The iris squelches open, and you step through it to the central hall.\n\nThe vibrations of Star's heart are strong here, though not as strong as usual, and very irregular. Constant tremors run through the floor, and the walls are unusually reddish in hue. The corridor continues both to the north and south, and there are sealed irises leading into the walls to east and west.", "endoftext": false }, { "action": "You go east", "response": "The iris squelches open, and you step through it to the navigation chamber.\n\nThough Star can be helmed by less traditional means, the navigation deck offers a more standardized command interface. A semi-circular console sweeps the large chamber, encrusted with odd but recognizeable controls, and is accessible from a gimbal mounted chair. The forward wall of the chamber consists of a thick membrane that can be set to varying degrees of opacity. Currently, it displays an uninspiring view of the icy planet below, edged with a sprinking of stars.\n\nYou also see a sister ship - another survivor of the Kim-Ma-Tu fleet.\n\nThe console is inhabited by Nu-Banda, your Uru-Sha-Iltanu. She expertly manuevers the chair along its track, reading a gauge here, adjusting a dial there.", "endoftext": false }, { "action": "You sit on the chair", "response": "The chair is already occupied by Nu-Banda.", "endoftext": false }, { "action": "You look at the console", "response": "The navigation console is one of a small few concessions to traditional human design. You recognize the majority of its controls and feedback from long standing experience with standard space craft. Also apparent are some strange elements unique to Star. Much of the console's functionality is redundant, as Star can be communicated with through more efficient means, and is largely self-monitoring. However, the nav console was included in the event that Star's central mentality should be damaged or incapacitated - a decision that has already proven its merit.", "endoftext": false }, { "action": "You look", "response": "Though Star can be helmed by less traditional means, the navigation deck offers a more standardized command interface. A semi-circular console sweeps the large chamber, encrusted with odd but recognizeable controls, and is accessible from a gimbal mounted chair. The forward wall of the chamber consists of a thick membrane that can be set to varying degrees of opacity. Currently, it displays an uninspiring view of the icy planet below, edged with a sprinking of stars.\n\nYou also see a sister ship - another survivor of the Kim-Ma-Tu fleet.\n\nThe console is inhabited by Nu-Banda, your Uru-Sha-Iltanu. She expertly manuevers the chair along its track, reading a gauge here, adjusting a dial there.", "endoftext": false }, { "action": "You ask Star about the navigation", "response": "\"The navigation console and chair allow a human pilot to interface\nwith me in what you would consider a traditional manner, Captain. I consider it cumbersome, but it is in my directives to work within its limitations.\"", "endoftext": false }, { "action": "You ask Star abouNu-Banda", "response": "\"I'm sorry, Captain. I have no knowledge of that.\"", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on?", "endoftext": false }, { "action": "Go west", "response": "The iris squelches open, and you step through it to your quarters.\n\nThough there's little to define it as such, this chamber comprises your quarters. A sleeping platform extends from one wall. Against another is a small pedestal on which rests an ornate prayer box. To the east, a closed iris leads to the next chamber.", "endoftext": false }, { "action": "You open the box", "response": "Opened.", "endoftext": false }, { "action": "You look in the box", "response": "This ornate prayer box has been in your family for generations. It was carved with exquisite craftsmanship from a single block of ironwood. Currently the doors are open to reveal a pair of figures, each sitting cross-legged in a pose of mutual contemplation.", "endoftext": false }, { "action": "You examine the screen", "response": "Below you lies a barren world of ice, partly eclipsed by its sister satellite. Beyond the planet's rim lie the stars, and the inky velvet night.\n\nSuspended squarely in your screen, several kilometers distant, is another Kim-Ma-Tu ship. It looks like a small toy that has been hung like an ornament above the snowy globe below.", "endoftext": false }, { "action": "You ask Star about the planet", "response": "\"Data suggests that planet Z29 contains an atmosphere rich in\nnitrogen and oxygen, an ideal mixture for me to absorb. However, I do not have enough energy remaining to open the mobius gate to that distance, or for a long enough duration to absorb what I require.\"", "endoftext": false }, { "action": "You ask Star about the mobius gate", "response": "\"The mobius gate is capable of sending you to the surface of any\nknown planets within range by folding space. You need a wrist recall device in order to activate the gate from planetside. As you know, when I travel, I use the gate to cut the distance immeasurably. Given my current energy levels, I can not leave this space until I have refueled.\"", "endoftext": false }, { "action": "You ask Star about the ship", "response": "\"I'm sorry, Captain. I have no knowledge of that.\"", "endoftext": false }, { "action": "Status", "response": "In a total of 46 turns, you have achieved a score of 0 point(s) out of a possible 8.", "endoftext": false }, { "action": "You ask Star about the wrist recall", "response": "\"The wrist recall device is worn when entering the mobius gate in\norder to be able to return to me. To operate, you simply twist it.\nThe mobius gate will then open near you. However, as I have very little energy to maintain the gate, be sure not to call for it until you have located a supply of fuel for me.\"", "endoftext": false }, { "action": "You go to the west", "response": "The iris squelches open, and you step through it to the central hall.\n\nThe vibrations of Star's heart are strong here, though not as strong as usual, and very irregular. Constant tremors run through the floor, and the walls are unusually reddish in hue. The corridor continues both to the north and south, and there are sealed irises leading into the walls to east and west.", "endoftext": false }, { "action": "Go south", "response": "Ladders lead down circular tunnels to the east and west. Star's constant spin creates enough centripetal force to simulate nearly a full g, enabling you to walk up the 'walls' to the holes and then fall down either one. However, the western ladder ends in a sealed iris. The main corridor continues north, while another sealed iris blocks passage to the south. The iris to the south is scarred and burned.", "endoftext": false }, { "action": "Go east", "response": "You walk up to the east ladder, and then climb down it.\n\nA ladder leads upwards out of this spacious room. The room is dominated by the med tank, filled with Star's vital fluids. There is also a reddish tube hanging from the ceiling. The floor here, besides the pool, is a hard, glossy black.\n\nLying submerged in the tank is Gar-Du, your Dumu-Sal-Aga. She was severely wounded in the recent battle. Sitting on the floor beside her with an expression of long suffering consternation is Sal-Me, the ship's Ba-Ha-Ru and Gar-Du's partner.\nA Sal-Me is here.\n\nTaking a deep breath, you feel strangely comfortable and relaxed. Your heart rate slows down, and you feel a bit better.\n\nStar says, \"Sickbay operational.\"", "endoftext": false }, { "action": "You examine sal-yourself", "response": "Sal-Me is your ship's Ba-Ha-Ru, or Prophetess, whose role it is to aid the crew in spirital matters. Her scarlet robes are torn and bloodied, and she bears the signs of physical exhaustion. So far as you know, she has not left Gar-Du's side since her immersion in the pool. Were she not Gar-Du's Hala Si-Il, or spiritual partner, you would have commanded her to bed many hours ago.", "endoftext": false }, { "action": "You ask Sal-yourself abouGar-Du", "response": "Sal-Me glances tiredly at you but fails to answer. She is bleary-eyed with exhaustion and concern.", "endoftext": false }, { "action": "You examine the pool", "response": "The pool is about two meters long, one meter wide, and one meter deep. Looking carefully, you note that the bottom of the pool is covered with large cilia. Currently, the pool is occupied by Gar-Du, your Dumu-Sal-Aga.", "endoftext": false }, { "action": "You ask Star abouGar-Du", "response": "\"I'm sorry, Captain. I have no knowledge of that.\"", "endoftext": false }, { "action": "You ask Star about the pool", "response": "\"The sick bay is in operational condition, as you know, Captain. It\nis a first priority function, so it was not shut down to conserve energy. I hope that it is able to heal crew member Gar-Du.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have:\nNothing", "endoftext": false }, { "action": "Go west", "response": "Ladders lead down circular tunnels to the east and west. Star's constant spin creates enough centripetal force to simulate nearly a full g, enabling you to walk up the 'walls' to the holes and then fall down either one. However, the western ladder ends in a sealed iris. The main corridor continues north, while another sealed iris blocks passage to the south. The iris to the south is scarred and burned.", "endoftext": false }, { "action": "You ask Star about Star", "response": "\"Yes, Captain. Performing diagnostic check. As you know, I\nacquired extensive damage during the recent battle.\" Star's calm bravery tingles in your throat, causing you to swallow a small pang of guilt. \"My offensive and defensive capabilities are marginal, and I have only enough energy to open the mobius gate for a few moments. I am badly in need of nitrogen to begin repairs.\"", "endoftext": false }, { "action": "You go north", "response": "The vibrations of Star's heart are strong here, though not as strong as usual, and very irregular. Constant tremors run through the floor, and the walls are unusually reddish in hue. The corridor continues both to the north and south, and there are sealed irises leading into the walls to east and west.", "endoftext": false }, { "action": "You look at the platform", "response": "It's a soft, fleshy extrusion that extends from a wall of the chamber. Though you've grown used to it, it still reminds you uncomfortably of a large tongue.", "endoftext": false }, { "action": "You look at the pedestal", "response": "This ornate prayer box has been in your family for generations. It was carved with exquisite craftsmanship from a single block of ironwood. Currently the doors are open to reveal a pair of figures, each sitting cross-legged in a pose of mutual contemplation.", "endoftext": false }, { "action": "You sit", "response": "(your sleeping platform)\nOkay, you're now sitting on your sleeping platform.", "endoftext": false }, { "action": "You go north", "response": "This part of the corridor is exceptionally narrow. The walls are a very pale pink, almost to the point of being white. The corridor continues to the south and ends in some kind of iris to the north.", "endoftext": false }, { "action": "You go to the north", "response": "The iris squelches open, and you step inside, finding another one just ahead. The first iris closes, and then the second one opens. A bit bemused, you step through into the room beyond.\n\nHanging in the air is an enormous torus. The walls here are a very pale white, almost green. The odor of Star's digestive tract is nearly overwhelming here. An iris blocks the corridor leading south.", "endoftext": false }, { "action": "You examine the gate", "response": "Looking closer, you see a small half-twist in the torus near the top, making this object a mobius strip. The hole in its center is nearly two meters in diameter. Nothing is visible through the hole except inky blackness.", "endoftext": false }, { "action": "You enter it", "response": "The torus repels you.", "endoftext": false }, { "action": "You go east", "response": "You walk up to the east ladder, and then climb down it.\n\nA ladder leads upwards out of this spacious room. The room is dominated by the med tank, filled with Star's vital fluids. There is also a reddish tube hanging from the ceiling. The floor here, besides the pool, is a hard, glossy black.\n\nLying submerged in the tank is Gar-Du, your Dumu-Sal-Aga. She was severely wounded in the recent battle. Sitting on the floor beside her with an expression of long suffering consternation is Sal-Me, the ship's Ba-Ha-Ru and Gar-Du's partner.\nA Sal-Me is here.\n\nStar says, \"Sickbay operational.\"", "endoftext": false }, { "action": "You enter the pool", "response": "[TADS-1001: stack overflow]", "endoftext": false }, { "action": "You examine Gar-Du", "response": "Gar-Du is your Dumu-Sal-Aga, or First Officer. You wince at the sight of her naked, wounded form. Though you know she is in the nurturing care of the healing bath, she appears unpleasantly lifeless. The injuries she sustained in the battle were extreme. It's a wonder she has survived them this long.", "endoftext": false }, { "action": "You examine tube", "response": "The tube is about eight centimeters wide. At its end is a mouthful of teeth similar to that on a lamprey. The teeth are tightly clenched to a spot just above Gar-Du's left breast.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls are dark pink, with only a very thin coating of the strange, clear oil. The floor is spongy and shakes constantly.", "endoftext": false }, { "action": "You ask Star about yourself", "response": "\"Yes, you are my Captain. What is your command?\"", "endoftext": false }, { "action": "You ask Star about screen", "response": "\"I'm sorry, Captain. I have no knowledge of that.\"", "endoftext": false }, { "action": "You ask Star about prayer box", "response": "\"That is one of your personal possessions, Captain. As such, you\nwould know better than I.\"", "endoftext": false }, { "action": "You ask Star about tube", "response": "\"The cilia relax the subject and attempt to repair epidermal damage while the feed tube takes care of replacing lost fluids and encouraging the repair of internal damage.\"", "endoftext": false }, { "action": "You ask Star about the nitrogen", "response": "\"Captain, I am in great need of nutritive substance to effect the repairs necessary for my well-being.\" Despite Star's calm analysis, you sense the great pain beneath her words. \"The planet below has rich deposits of frozen nitrogen, but as it is in a solid form, I am unable to retrieve it myself. If I may be so bold, Captain: perhaps someone could travel to the planet to mine the nitrogen for me.\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "Captain's Quarters, on your sleeping platform\nThough there's little to define it as such, this chamber comprises your quarters. A sleeping platform extends from one wall. Against another is a small pedestal on which rests an ornate prayer box. To the east, a closed iris leads to the next chamber.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls are a pale pink, with almost no oil at all. The floor is dry and crumbling.", "endoftext": false }, { "action": "You go to the north", "response": "The iris squelches open, and you step inside, finding another one just ahead. The first iris closes, and then the second one opens. A bit bemused, you step through into the room beyond.\n\nHanging in the air is an enormous torus. The walls here are a very pale white, almost green. The odor of Star's digestive tract is nearly overwhelming here. An iris blocks the corridor leading south.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls are a pale green, and stink horribly. The floor is dry and seems to be made of rotting flesh.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls are pinkish and oily with Star's vital fluids, right up until they reach the black, shiny floor, which is perfectly dry.", "endoftext": false }, { "action": "You look at the floor", "response": "The floor reminds you of a beetle's shell. There is a pool of oily liquid in the middle of it.", "endoftext": false }, { "action": "No", "response": "Okay.", "endoftext": false }, { "action": "You examine the floor", "response": "The walls and floor are a faint pink, coated with Star's vital fluids.", "endoftext": false }, { "action": "Diagnose", "response": "You're feeling fine.", "endoftext": true } ]
20sehzcholdghoia
Spinning
Rob O'Hara
[ "Slice of Life" ]
[]
2,012
[ 0, 0, 0, 0, 0 ]
0
0
20120104
false
[ { "action": "%", "response": "I'm in a tattoo parlor, getting the Zork logo inked on my forearm, in order to get more screen time for the \"GET LAMP\" documentary. Jason Scott is here, grinning like the Sentient Demon Sun on the day mankind slowly discerns that there has always been a second, sentient, demon sun. He switched the original \"Zork\" logo the artist was using for reference with the one from Zork III when the guy was self-administrating a body shot. I'm no stranger to drinking on the job, but the artist pooled the booze in the \"o\" of his self-stenciled \"MOM\" tattoo before lighting it on fire. So I'm sufficiently distracted to where I don't realize that the guy is painfully drawing in extra Roman numerals until it's too late.\n\nScott's filming the whole thing, panning up to my grimacing. The Zork logo is made up of a bunch of little rocks, and the surface area for the extra ones is greater than that of a big batch of Safeway-Brand discount popcorn chicken. I can't even remember why \"being on film\" was so important to me, except that I wanted more exposure than Kent Tessman, CM, that smug bastard. Scott had a deal for me: First, help him break into Adam Thornton's second home in Canada, so we can film ourselves torching the place in order to dramatize the ending of Trinity. And secondly, be the subject for \"the tattoo scene\" to show how crazy text game fans are. I'd get featured in seven extra clips by doing all this.\n\n\"How many clips am I in now?\" I asked. I'm fucking shrewd, just look at me. If it were like four or something, well, I'm no fool. Four clips is enough to splice together a Youtube video with and get some thoughtful comments, maybe even some that don't bash women, wets or Jews.\n\n\"This many,\" he said, holding up a copy of Zork Zero with his hand over the \"Zork\" part. Fuck!", "endoftext": false }, { "action": "You examine Jason", "response": "The tattoo artist is looking for approval to keep going.", "endoftext": false }, { "action": "About you", "response": "Though in a cloud of pain and fear, I'm the same as I remember.\n\nWith the exception of lots of squiggly lines on my forearm.", "endoftext": false }, { "action": "You look at the artist", "response": "The artist in question is inked-up pretty well himself. He has a thick shock of black hair on top of his head and is wearing a t-shirt advertising some band you have never heard of. He has a Dali moustache that didn't exactly set you at ease when you first sat down.", "endoftext": false }, { "action": "You kick him", "response": "(assuming you mean the tattoo artist)\nVenting your frustrations on the tattoo artist won't accomplish much.", "endoftext": false }, { "action": "You talk to Scott", "response": "Go on and give the guy your approval,\" he says. \"You've come this far. Grit down. I'll see if I can find the rubber centipede from The Lurking Horror for you to bite on while he finishes.\" That doesn't seem like it's likely to make any of this any better.", "endoftext": false }, { "action": "Scream", "response": "You let out a hearty bellow. Nothing else happens.", "endoftext": false }, { "action": "You give the approval to artist", "response": "\"Yes,\" I say to him. \"Yes, please, finish the tattoo.\" Why did I say please? I'm paying him for this. This is making me come off like a total beta.\n\n\"I've got an even better idea,\" says Scott. \"Give him a tattoo for Zork IV instead.\" He sort of laughs at that, while I feebly try to object. This being a discussion about old, text-based video games, the tattoo artist has no fucking idea what we're talking about.\n\n\"I... I don't think I can take the needle for additional rocks,\" I say. I grimace a little.\n\n\"No rocks,\" says Scott. \"The game Enchanter was supposed to be Zork IV. So the guy can just start over and turn your current tattoo into that word. What you have looks like shit anyway, it'd be doing you a favor.\"\n\nI knew I couldn't win this argument, so I bit on my tongue until I passed out. They have to let you go when you pass out.\n\n\nThe Basement\nWe had that tattoo conversation in Colorado after I had my original interview that was useless to him. He had driven out from Wisconsin. I'm not actually that great with geography, so if that's impossible because of the Thousand Lakes or the precipice of a gaping chasm, then I guess he took a ferry. He bought hookers for the interview in an attempt to relax me beforehand, but one of them was scorching hot and looked like a girl I never got in high school, so I kept messing up what I was trying to say and making everything worse. Plus, it all took place in my basement, which is pretty much just an old oriental rug and nine Mr. Do! cabinets in various states of disuse.\n\nThe one gal I was trying to get the phone number of was down to pasties and heels when there was a knock on the door. Normally that doesn't happen that much because 1) I live like a disgusting orc at the bottom of a spider-pit and 2) I have a self-styled moat around the house, consisting of that week's curry oil, a kraken and old Monster Energy Drink cans that I \"recycle\" back into the \"environment\" by my lonesome.\n\n\"Who is it?\" I bellowed. I hoped that taking charge of the situation would impress the girl I liked, but she was a hooker. Without even answering, five guys from the Lyons Pinball Team came downstairs. I recognized them instantly: the Jerk Who Monopolizes the Fireball Machine, the Bastard Who Monopolizes the Orbitor 1 machine, the Whoreson Who Monopolizes the Twilight Zone Machine and two guys who constantly play grabass near the bill change machine.\n\n\"Who the fuck are these guys?\" I asked Scott anyway.\n\n\"Got my fingers in a lot of pies,\" he said, while at the same time knuckle-deep into the one called Chillaxxx.\n\nAfter a little while it registered to him that, no, seriously, I wanted to know what those guys were doing here.\n\n\"I'm filming them after you, and I needed to consolidate some things. You girls don't mind, do you?\" The girls shook their heads and tittered; who knows what that means.\n\nThere is an extremely beautiful girl waiting to have sex with me here.", "endoftext": false }, { "action": "You examine girl", "response": "Which girl do you mean, the prostitute or Chillaxxx?", "endoftext": false }, { "action": "You examine guys", "response": "Everyone wishes these two guys would just bang and cut the tension. Nobody needs this when they are trying to get a high score on a pinball game, or trying to get out of the environmental Discs of Tron machine with some tiny piece of dignity intact.", "endoftext": false }, { "action": "You examine prostitute", "response": "She has shoulder-length wavy chestnut hair that you would love to play with in less-hectic times. Her green eyes remind you of fresh, crisp cash. You knew a girl in jazz band who looked just like her when you were a teen. She is almost completely naked, smiling to try to keep you calm.", "endoftext": false }, { "action": "You examine Chillaxxx", "response": "Chillaxxx has this Czech porn model look that does it for you. Dark hair, almond eyes. You're into what she's got to offer. She's occupied, however.", "endoftext": false }, { "action": "You talk to the prostitute", "response": "The prostitute is listening.", "endoftext": false }, { "action": "You examine JASON", "response": "Jason looks like the guy you are told you are in Thomas M. Disch's Amnesia if you don't go in trying to describe a muttonchopped hacker or cracker. Let me explain. Amnesia asks you what you think you look like, right before you look into a mirror. You think beforehand, in the 80s, \"Is this game fucking with me?\" and \"I wonder if I buy a few more copies of Little Computer People if I'll eventually get a girl.\" When I played, I'd always describe the way I looked back in 1986. Clean-shaven, blonde, square jaw and haunted by a boyish but transgendered glow. The game says, \"You couldn't be farther from the truth! Instead, you look like JASON SCOTT.\"", "endoftext": false }, { "action": "Kiss prostitute", "response": "\"You know what,\" I said, \"There's a better than zero percent chance that one of you guys are going to try to monopolize the girl I'm all into, so I'm just going to get started.\" I bring the hot one over to the couch. The couch is brown like everything else downstairs, except for the one new old stock Do! marquee and the Monster cans I haven't yet got round to \"recycling.\"\n\n\"I'm a world record holder,\" said the Jerk Who Monopolizes the Fireball Machine. \"I'm not trying to be a jerk or anything, but I really think -- \"\n\nI cut him off. \"If you can't be best, be first.\" I proceed. It's all over for me within a couple minutes. Nobody else lasts much longer, except for the two grabass guys when one realizes the other is wearing a portable change maker around his belt.\n\nScott took a crucible out of one of his Bags of Magic that he carries around with him, and ignited a discarded \"Player One\" button he found on the floor. He chased the pinball guys back to their van, and the girls left because they were paid to. He took a long puff and I answered a bunch of questions about text games. He said my answers were shit and offered me the torching and tattoo deal.", "endoftext": false }, { "action": "Drink water", "response": "Back in the present time, I paid the tattoo artist. I was actually racking up a substantial bill on this excursion. I usually bribe the border guard when I travel to Canada, since I am too repulsive to just be let into most NATO countries without a lot of paperwork, bother and disapprovingly clucked tongues. But more people means more bribing.\n\n\"I haven't bribed this many people since I played Exodus: Ultima III.\" It's not a text game reference, so Scott doesn't acknowledge it. Which is fair, because I rarely got satisfying replies from anyone in that game. That's where the comparisons really end, though, because at no point in Exodus did Dupre or Chuckles tell you that every time they travel to Canada, they're consumed by the desire to snuff out a handful of lives.\n\n\"Not just any humans,\" Scott says. \"It's Canadians I specifically loathe, which is why I'm letting you work out your little dominance issues with Tessman on my dime.\" I attempt to interrupt, in order to remind him who bribed whom, when he shuts me up by hinting at a scrap of a story that features Steve Meretzky, my idol. But he goes back to talking about his true passion: killing off animals.\n\n\"But you know how, if you are really into cake but can't have it, you might take up smoking?\" I'm hypnotized by this point by the idea that I might get an untold tidbit from Planetfall, so I just sort of go along with it all. I tell him 'sure.' \"It's the same thing with me. I come from a long line of famous Scotts, who bagged the big game. Tigers, lions, blue whales, probably a Rakasha in there, too, for all I know. Well, it just so happens that it's illegal to film yourself killing animal after animal, using the stuff I have in that bag.\" He makes a dismissive wanking noise. He then points to the bag on the floor in front of me. \"Could you get me the lens in there.\" He doesn't phrase it as a question.", "endoftext": false }, { "action": "You look in the bag", "response": "Inside the bag is the lens.", "endoftext": false }, { "action": "You get it", "response": "(assuming you mean the bag)\nDone.\nInside the bag is the lens.", "endoftext": false }, { "action": "You get the lens from the bag", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the lens)\nIt's huge. Meant for a 35mm camera, and not disposables, like people have tried in the past using duct tape.", "endoftext": false }, { "action": "You throw the lens", "response": "You'll have to be a little more specific about what you'd like to throw the lens at.", "endoftext": false }, { "action": "You give the lens to Scott", "response": "\"What does this do? Does it add film grain?\" I try to make a Photoshop joke, because I assume that all good lenses add \"film grain\", but he doesn't know what I'm talking about and I hope he quickly forgets.\n\n\"It adds gibs and shit. There's a processor in there. Give me that back,\" he says, with agitation that I chalk up to his ever-growing blood lust. I give him back the lens and shrug. I reach into his bag and pull out a book of matches.\n\n\"Did MC Frontalot give these to you?\"\n\n\"Yeah,\" he says. \"I directed a video of his, you know. At first he was trying to get me to go down to the park and knock down midgets unneededly. I didn't know how to tell him that he could hop on a bus and ride it for fifty miles and not find anyone shorter than 'non-smoking Mexican' unless we passed a morgue. So he gave me some matches that automatically re-light themselves instead. I don't know, I guess it was some text adventure reference or some shit.\"\n\nI grunted, and pocketed the matchbook. \"So who are we hunting up here? Are we even really torching Thornton's place? See, I think that's the perfect crime because the entire place is rum-soaked. Any crime scene investigation would be impossible since the place is already completely covered in a fluid just a few atoms removed from formaldehyde. You can't find justice in liquidy conditions, it's why the X-COM aliens went to the sea next.\"\n\n\"Let's just get out of here,\" says Scott. He goes out.", "endoftext": false }, { "action": "You follow Scott", "response": "Which way did he go?", "endoftext": false }, { "action": "You look at matchbook", "response": "They're novelty matches that were probably ordered out of a comic book. Scott's thrown thousands of them onto on-line archives. Comics, I mean. I don't think anyone is preserving what historical matchbooks looked like for generations. Future generations, in that respect, can get fucked.", "endoftext": false }, { "action": "Go outside", "response": "Scott takes in the wonderful nature and hocks a loogie into a drift. \"We're hunting something called the Beast of Exmoor,\" he sneers. \"It just so happens to be at Adam Thornton's house.\"\n\n\"Did you know he had a MAME machine?\" I ask.\n\n\"I know the location of every single MAME and JAMMA machine in the western hemisphere,\" he says. \"Ask me the pinouts! ASK ME THE FUCKING PINOUTS!\" I do, because he might have a gun in the van. With the way this trip is going, I might suddenly learn that he can turn himself into a gun, all like Galvatron but with Scourge's goatee. He starts listing off voltages and I do the right-hand rule a couple times to mime like I am following along. I usually do this sort of thing at work, when one of my co-workers starts talking about Java. I don't mind programming in Java, but I can't stand to hear other people talk about it. This creates a few problems for me that I end up having to hear about at my yearly performance review. After confirming that he's not going to launch into a Meretzky story any time soon, I let my mind wander. When did it go all wrong?\n\nIt occurs to me that it went all wrong when I let the hookers in, so it's a pretty quick self-reflection.\n\nThornton's house is to the north. I'm not just saying that because I think everything in Canada is north of each other.", "endoftext": false }, { "action": "You go north", "response": "We approach the house.\n\n\"I actually do want to interview Thornton for this 'documentary',\" sneers Scott, as we get into the right ZIP code, or whatever they use in Canada. \"I'm just trying to think of a way to do it where we kill everything in his house afterwards.\" He scrunches up his forehead and nose in mild, distracted thought.\n\n\"Well, you know, as an experienced text gamer, I am trained in creative problem solving. You want to get some good sound bites out of the guy, but no more than seven, because otherwise I made a horrible mistake. I -- \"\n\n\"I didn't agree to that,\" he snaps. \"You'll get your seven; if I have to feed you the lines you'll get them. But Thornton has a talent for eloquent descriptions.\"\n\n\"Come on, what makes you think Thornton will be able to slur seven words together, much less provide seven quality clips? He's a hard-drinking, dazzlingly original Missouri classicist who sweats some kind of bathtub gin/Herradura mix out of every pore in his body. He's also telepathically bonded to at least one of his dogs, like E.T. and Elliot, so the one he named Golem gets shit-faced out its gourd as he does.\"\n\n\"You're really obsessed about clip length,\" says Scott. \"Look, if I don't make it out of here and something independently horrible happens to like seven other guys involved with this project, it will be up to you and Jon Blask to release this thing. Don't fail me.\"", "endoftext": true }, { "action": "Look around", "response": "I can see Adam's house from here. I have to admit it's very nice. He painted it with its environment in mind. I know that he is an interesting mix of liberal and conservative viewpoints, what I didn't know is that he became snowblind: his house is cyan and magenta. Impossible to miss in all this weather. There is a door to the north.\n\nJason Scott is here, and he looks like he's got something more to say to me.", "endoftext": false }, { "action": "You talk to Jason", "response": "\"Tell me about this Beast of Exmoor,\" I say to Scott.\n\n\"I want you to imagine a cross between a puma and a panther.\" I have a documented problem visualizing genetic monstrosities, so I just nod.\n\n\"Okay, this cat has gone forth and killed reams of livestock all across Canada. It throws down chickens like a pack of orange Tic-Tacs. It even eats the common predators up there, like, I dunno, mongooses and wolverines.\" I start to suspect that Scott is one of those guys who don't actually know a lot about the nation of Canada, like 1) Americans who think that Toronto is a quick drive from Calgary, and 2) the entirety of the Québécois. \"The Beast is completely out of control, but nobody will do anything for two reasons. The first is the tax credit dispersed to the locals when half their stock goes missing, the second is because they all want to skull-fuck it.\"\n\nHe clears his throat. \"Although the thing is described as a puma crossed with a panther, I don't think that does it justice. You might be thinking of a four-legged beast, or some odd amalgam of the two distinct beasts, if you're some kind of thick-browed goddamn sped. You have to eliminate that First World mindset.\"\n\nI'm, of course, freezing my testicles off in a Saints jersey, undershirt, work boots, pince-nez and little else, involved in some kind of amateur poaching/arson operation that's being filmed for posterity. Aside from introducing some trouble with malaria and voting, I can't feel any less First World.\n\n\"It's actually a woman, and it has a great body.\" Scott turns to look me in the eye for the first time since Edmonton. He searches for any trace that I might think this is some sort of anthropomorphic animal/fetish thing.\n\n\"Great rack,\" he continues. \"Fangs, of course, but who isn't into that? Certainly not the kind of people that would live up here in this frozen wasteland. Sleek, athletic legs... and she kills prey for her food and all that. She's an unbelievably sexy creature of mythology, and we're going to get her on film when she's passed out at Thornton's.\"\n\n\"Wait... you know that she's here? How? How do you know these things?\"\n\n\"How did I know that Don Woods killed a dragon with his bare hands and then blogged about it in Willie Crowther's FORTRAN game, dummy? I just do. We're going to get into Thornton's place under the guise of interviewing him and then scour his place once he passes out and his eyes are liquor-scented 'XXX's. We'll film the Beast of Exmoor and then burn the place to the ground, killing everyone inside.\" My heart skips a beat, as Thornton has a really nice Atari trackball on his MAME system. Maybe I've become as inhuman as everyone else in my life. Maybe I just love trackballs. Probably both.\n\nHe gives me the key so we can get in. I'm sure I'll lose it soon.", "endoftext": false }, { "action": "Light match", "response": "You didn't learn anything as a child, did you? Don't play with fire. And stay away from my house.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "Unlocked.", "endoftext": false }, { "action": "You open the door", "response": "Opened.", "endoftext": false }, { "action": "You enter door", "response": "We enter the house and Adam is waiting for us.\n\n\"I'm Adam, good to meetcha,\" he says. He had actually met me twice before, but he's so booze-fueled, I doubt he'd be able to spell my name if I spotted him both 'B's. \"Can I get you two something to drink?\" Before we can even say anything, he's taken us to his second bathtub. \"There are few rules here,\" he says. \"Don't bathe in the second through sixth bathtub. Don't ask questions about what I'm brewing or have brewed in those bathtubs.\" He walks us out to the MAME cab. \"Lastly, all these games are yours to play and set high scores on, except one,\" he says.\n\n\"Boon-ga Boon-ga?\" I ask.\n\n\"What? No. Major Havoc. Don't fuck with it - I don't have my roller set right, and I don't want to go digging back there to reset the score if one of you degenerates gets a high score with the arrow keys.\" There aren't any arrow keys on a MAME cabinet, but I'm temporarily blind after smelling the bathtub concoction, and Scott's focused on looking for the Beast. I try to soak in some of the craftsmanship of the table: it's divided into four sections - each player gets his own joystick, six cherry microswitch buttons, a martini holder and a bolted-on cigarette tray.\n\n\"Why don't you,\" whispers Scott, \"distract him while I try to flush out the Beast.\" By the end of it he's not whispering any more, because he got a good glance at Thornton's eyeballs, which look like twin, bloodshot magnets of a like charge, both trying to escape his skull in opposite directions. \"In fact,\" he says to me directly in front of Thornton, \"Why don't you go into the other room with him while I look for the Beast so we can burn this place down.\"\n\n\"OK,\" I say.\n\n\"OK,\" says Thornton.\n\nThornton takes me over to the MAME cab and wipes his chin with the back of his arm. He had somehow consumed a fifth of something in the brief seconds I was listening to Scott. \"It'sh my pride and joy, you know,\" he slurs. \"It's the most important thing I have ever contributed to the world.\"\n\n\"It's a quality machine, definitely,\" I say as I spin through the front-end software, looking for the one game he said I couldn't play. I need help.\n\n\"No, thish homebrew,\" he says while one of his knees gives out, and at first I think he means some text game he crammed into MAMEWah before realizing, no, he was talking booze-homebrew. \"The cat-girl is good too,\" he says. I'm slightly surprised that he has any clue that there is a creature of myth reportedly hanging around his place.", "endoftext": false }, { "action": "You examine the house", "response": "The house door is just as loud as the rest of the house. It looks like someone murdered a kilt on it.", "endoftext": false }, { "action": "You examine the cabinet", "response": "Thornton outdid himself here. There is room for four players, with each one getting a joystick and seven buttons. There is a single trackball and spinner in the middle, which is tasteful. Not gaudy at all. Thornton had the 'MAME' logo created for a nice bezel up top. And the joystick colors, from left to right, are yellow, red, blue and green, thus matching Gauntlet nicely.", "endoftext": false }, { "action": "You punch adam", "response": "\"Bruce,\" I say, getting his name wrong, not that it mattered to him or me. \"Is that the Beast of Exmoor? Where is she?\" His eyes just start spinning again. I rip off one of the metal cigarette trays and slug him with it. Nothing. I crush his goddamn face with it again and still, nothing. No reaction whatsoever.\n\nHis dog Golem staggers down from upstairs, his face looking like a bunch of burst blood sausages tied together with uncongealed Gorilla glue. \"Shit!\" I exclaim, wondering if the thing is going to live or die. No matter how many times I remind myself about a psychic bond, I always forget once the violence starts.", "endoftext": false }, { "action": "You look at Adam", "response": "He has a dazzling beard, a foot or two on length. He looks exactly how you want your engaging, original and literate authors to look. You've always admired his work, be it the written word, cocksmanship or arcade-based woodworking.", "endoftext": true }, { "action": "Look around", "response": "Due to their sick psychic bond (NOTE: some may think it 'beautiful'\nand 'touching' -- don't let me pre-calibrate this for you, I'm a mess) if I am going to beat any answers out of Thornton, I'll have to do it through his dog, Golem.", "endoftext": false }, { "action": "You hit dog", "response": "I do some quick math in my head, and kick the dog in the ribs, which has the effect of knocking Thornton back into usefulness.\n\n\"Look, you drunk shit, you need to give me some goddamn answers. Is the Beast around?\"\n\n\"I'm right here,\" she purrs from the MAME screen.", "endoftext": false }, { "action": "You play the mame", "response": "I'm too stupid to understand how to play with that, exactly. I'm sorry!", "endoftext": false }, { "action": "You talk to Beast", "response": "I turn to look at the monitor. 25\" Wells Gardner, no burn-in. Sentient female seductress inside. It's like the show Max Headroom, if they put Amanda Pays in the TV instead. And she is, like, half-puma, too.\n\n\"I need you to let me out. I'll do anything for you... I'd be so grateful.\" She starts to lick her lips and I see the sharpened incisors. Suddenly it's as if I had been drinking all the bathtub gin for the last ... well, I don't know how long Thornton has been continually drunk, let's just go with \"the last forty years.\"\n\n\"Did you find anything?\" yells Scott from upstairs.\n\n\"Let me tell you about this particular Mr. Do! level on here,\" I say in reply, knowing that no human being with a working brain stem will notice if I don't finish that sentence.\n\n\"Open the coin door,\" she says, all sexy.\n\nI can't, though. \"It's locked.\"\n\nThat's all the opening the Beast needed. She wasn't actually in the MAME machine's monitor, it was just a combination of her reflection and my fucked-up vision, thanks to smelling all the homebrew. The Beast of Exmoor drives its fangs into the back of my neck, and I instantly make a mess out of my shorts. I slump down against the MAME machine, smearing blood all over it.\n\n\"Jason....!\" I attempt to yell his name, to warn him.\n\n\"scott, scott,\" says the Beast, mimicking the Loud Room from Zork I, but kind of messing it up. I raise a finger to correct her, but am in such poor condition that my held possessions instead scatter around on the ground.\n\n\"My wife!\" exclaims Thornton, as he bursts into tears. \"My sweet, feral wife... why must you kill again, you know it drives me to drink...\"\n\nJason Scott comes flying down the stairs, equipment in tow, camera trained on the Beast. \"You!\" he bellows to Mrs. Thornton, the Beast of Exmoor. \"You're, you're -- \"\n\n\"Sated,\" she says, as she picks up the book of Frontalot matches from just beyond my reach and lights a cigarette. She blows out the match and discards it towards one of the hallways with a floor that is soaked with standing alcohol.\n\nThe match re-ignites during its graceful arc, and everything gets loud and orange.", "endoftext": false }, { "action": "Piss", "response": "I wake up and find myself within a melting snow drift, just out of range of the Thornton's place as it burns and crumbles.\n\n\"This is great footage,\" says Scott, with his eye into the camera. \"I see you're awake. I only saved you because I'll need you to bribe the authorities when they get here. Of course, we're so deep into the sphincter of Canada, it could take weeks.\" He tears into a hunk of MAME-seared elk flesh. \"The fire burns off all the alcohol - and how! - so I don't mind using it as a giant campfire for cooking. I don't really drink; it balances out all the other negative stuff, in my opinion.\" I guess you can categorize blowing up somebody's home, killing a guy inside and exterminating a species that science doesn't know about as 'negative stuff.' \"I prefer games with graphics, so I don't really know if this is how Trinity ended, but it's close enough for my purposes.\" He laughs with a sharp snort.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying Jason's bag.", "endoftext": false }, { "action": "You examine the bag", "response": "It's a tattered and worn old duffel bad that is made out of some wasteful 80s faux fabric like rayon, zevron or sweet panda dick.", "endoftext": true }, { "action": "Look around", "response": "Within a melting snow drift, the house and the world seem to be burning. I don't understand what's going on, or what I am doing, nor what I ever hoped to accomplish. Scott's still here, perhaps he knows...", "endoftext": false }, { "action": "You talk to Scott", "response": "\"How did I... you...\" I give up, not really caring.\n\n\"No idea what happened to the Beast, or Thornton,\" says Scott. \"Perhaps they went to the Arctic Circle. Perhaps they didn't make it out of the house and are quietly hiding underneath one of the eight bathtubs they had in that joint. They really had a thing about keeping themselves clean. Who can tell? More to the point, now that I have the footage I need, who gives a good goddamn?\" He looks me over and starts clucking his tongue again. \"Are you sure you're not Canadian? Christ, taking foreign lives really revs my motor. Maybe I can naturalize you posthumously.\" He starts fumbling for one of his many pistols.\n\n\"Why is...\" I gasp for air and turn over on my back, in defeat. The air is crisp, but also wafting around the scent of a peanut-shells-on-the-floor bar right after closing time. It really wasn't the last thing in my life I wanted to experience. \"Why is the sun all... smirking...?\"\n\n\"Which one??!\" says Scott reflexively, as the second sun -- a Demon Sun -- reveals itself and begins a deep belly chortle it will never stop.", "endoftext": false }, { "action": "You open the bag", "response": "", "endoftext": false }, { "action": "You open the bag", "response": "Enter (R)ESTART, R(E)STORE, (U)NDO, or (Q)UIT:", "endoftext": false }, { "action": "About you", "response": "It's you, but at the age of five.", "endoftext": false }, { "action": "You look at the girl", "response": "She's not like the other kids, that's for sure. Her face is round and cute, and her smile makes you forget about the cold wind, if only for a moment.", "endoftext": false }, { "action": "Spin", "response": "The vinyl record on the record player continues to spin as the needle reaches the end of the track. The repeated clicking coming from the speakers indicates the song has ended.\n\n\"Play another one,\" she says. Digging through the small pile of records on the floor, the choices are limited.\n\n\"We've already heard them all,\" you say to her, but she doesn't seem to care. \"Which one do you want? I Love Rock and Roll? We Will Rock You? The Devil Went Down to Georgia?\"\n\n\"We Will Rock You!\" she says. Carefully you lift the record player's arm, remove the last record, pop the yellow, spiral adapter into the middle of the next 45, and place \"We Will Rock You\" down on to your cheap, plastic turntable. After a moment of crackling, those familiar drums kick in. Boom Boom Clap. Boom Boom Clap.\n\nAs they do, She stands up and begins marching around the room, stomping and clapping. Stomp Stomp CLAP. Stomp Stomp CLAP. You follow her lead and soon the two of you are marching around your room in a circle. Stomp Stomp CLAP. Stomp Stomp CLAP! The two of you mumble your way through the verses, but really belt out the chorus.\n\n\"WE, WILL, WE, WILL, ROCK YOU!\" the two of you shout.\n\nWhen the guitar solo rolls around you pick up your tennis racket and nail the solo. Your fingers touch each string carefully and methodically as if you're actually playing the guitar. You hope she notices your attention to detail as you play the tennis racket more accurately than anyone ever has. As the song comes to an end the two of you collapse on my floor. Your leg brushes against hers. It feels nice.\n\nThe two of you continue to laugh, lying on your backs and staring at the ceiling. You're still holding that dumb tennis racket.\n\n\"Oh my God, it's so hot here. Can you open your window?\"", "endoftext": false }, { "action": "You examine the racket", "response": "You can't remember where it came from -- a garage sale, probably. Since you've owned it the racket has been a makeshift guitar, a flyswatter, and something to conk your sister with. You've never actually hit a tennis ball with the thing.", "endoftext": false }, { "action": "You open the window", "response": "The Mustang's window goes down as you crank the handle around in a circle. No power windows back then, not for a broke high school student such as yourself, anyway.\n\n\"How much further is it?\" she asks.\n\n\"It's right up here, right past this parking lot,\" you say -- at least you hope it is, never having actually been there before.\n\nRight past the parking lot is an unlit dirt road. Recent rains have turned the dirt path into muddy ruts, and you weren't expecting it to be this bad. Before you know it, your wheels are spinning. You whip the steering wheel back and forth, but it's no use. You're stuck.\n\nYou turn the ignition off and get out of your car to assess the situation. \"Listen,\" she says. \"I can hear the falls!\" Seeing your car stuck in six inches of mud has changed the mood, but there's nothing you can do about that now. You stare at the car, wondering how you're ever going to get it out of here.\n\n\"C'mon!\" she says, running up the dirt road. At the end of the road is a barbed-wire fence. You lift the top wire up and hold the bottom one down with your foot, allowing her to crawl through the opening. Once through she does the same for you.\n\n\"It's getting louder,\" she says excitedly, and she's right. You can now plainly hear the rushing water. As the two of you walk past the last row of trees, you can finally see it -- a giant, natural waterfall.\n\nAs you step into the opening your foot slips on the wet grass and you hit the ground hard. \"God DAMN it,\" you shout, which makes her laugh. Once the sting from the fall wears off you notice you're lying in a big muddy hole.\n\nStill laughing, she plops down next to you and wipes the mud from your face. Then, without saying a word, she leans over and kisses you.\n\nYou muster up all your courage. \"Let's spend the night together,\" you say.\n\n\"Let's spend the rest of our lives together,\" she says, and kisses you again.\n\n...\n\nAs soothing as the sound of the waterfall is, the rising sun finally wakes the two of you. Your car is exactly where you left it.\n\n\"How about this,\" you suggest. \"You get in the car and turn the wheels all the way to the right. I'll rock the car a bit to get things going. On the count of three, you hit the gas and shout \"PUSH!\" Then, I'll push. Sounds like a plan?\"\n\n\"Sounds like a plan,\" she says, taking her spot inside the car. You begin to rock the car as the two of you count together. One ... two ... three ...\n\n\"PUSH!\"", "endoftext": false }, { "action": "You examine baby", "response": "He's the most beautiful baby in the world. Of course, that may not me a completely impartial opinion.", "endoftext": false }, { "action": "Shoot", "response": "The noise is deafening and you can't tell if people are screaming at you, to you, or simply near you.\n\nThe same hole is in your shirt, but this time, blood is pouring from it.\n\n\"Happy New Year!\" people are shouting. Horns are blowing all around you. Someone near you is setting off fireworks.\n\nYou can't catch your breath. Why are you so tired? You drop to one knee.\n\nAll you can hear is ringing in your ears. You look up and, there she is. You weren't scared until you saw her face. You can tell she's screaming, but you can't hear her. Your son is standing next to her and looks as confused as you are. What's happening?\n\nYou look down at your shirt again. Jesus Christ, you've been shot!\n\nYou try to stand up, but blood begins to fill your lungs. You're drowning in your blood, here, in the middle of Times Square. If only you could ...\n\nYou fall over to your side. Your grown son extends his hand down to help you up but ... you can't catch your breath. Too much blood.\n\nEverything's spinning.\n\nSpinning ...", "endoftext": true } ]
7ajjwkqi54wcb1u
Vault of Hugo II: Electric Boogaloo
Jonathan Blask
[ "Humor" ]
[ "Source Code", "walkthrough" ]
2,011
[ 0, 0, 0, 0, 0 ]
0
0
20110303
false
Small game written for the PAX East 2011 Speed-IF. You play as a roguish space pirate in the future! Today, you're going to plunder a long lost museum devoted to interactive fiction.
[ { "action": "%", "response": "The future's not what it's cracked up to be! Jetpacks and joybooths are cool and all, but you've always had a special place in your heart for history and its artefacts- so much that it was long ago that you decided you wanted to be a roguish space pirate (way before it was considered cool, in fact).\n\nVault of Hugo II: Electric Boogaloo\n\nHugo v3.1 / Library 31031\n\nThis place is pretty amazing. Of course, your attention is mainly drawn to the north, where the big Hugo Vault Door keep you from its treasures. Also somewhat neat is the desk near it. You came from the east, but there was a cave-in just moments ago, trapping you. Luckily, there seems to be a room past a tight squeeze to the southwest.", "endoftext": false }, { "action": "You go to the east", "response": "The way back to the ALAN Wing has been blocked by a cave-in. Those plaques written in Comic Sans are inaccessible to you for now.", "endoftext": false }, { "action": "Examine vault", "response": "This thing is the real deal. There's no way you're getting this bad boy open without some serious firepower.", "endoftext": false }, { "action": "You look at the desk", "response": "This is quite a sturdy work desk. On top of it is a typewriter, and behind the typewriter is an output tray for sheets of paper to fall into.\n\nThe desk has the 100 year old awesomatic-typewriter and an output tray on it.", "endoftext": false }, { "action": "You look in tray", "response": "The output tray is empty.", "endoftext": false }, { "action": "You examine Typewriter", "response": "Unbelievable! Everybody remembers the \"automatypewriter\" that predates this one, but not many remember the Awesomatic-Typewriter that came much later, playing only Hugo games. This one seems to be in the middle of a game of \"Quest For Museum\" and is currently waiting for a command. If you feel up to the challenge, TYPE \"COMMAND\" ON TYPEWRITER.", "endoftext": false }, { "action": "Go southwest", "response": "You'd never make that squeeze while carrying anything!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a landmine.", "endoftext": false }, { "action": "You examine the landmine", "response": "The only thing you have left- after using all of your good ordnance raiding this museum- is your trusty landmine. With its hair-trigger mechanism, it'll explode at a moment's notice. It may not be the safest kind of landmine to carry around on one's person, but hey, they are among the cheapest! It is roughly 8 by 10 inches in length and fires powerful shrapnel in all directions.", "endoftext": false }, { "action": "You put the landmine in the tray", "response": "You put the landmine in the output tray.", "endoftext": false }, { "action": "Go southwest", "response": "It's a tight fit, but you make it, finding yourself in...\n\nWhat a weird place. Some graffiti lines the concrete walls, but the real star of the room is the little creepy coffin at its center. Also, did I mention that the floor is dusty?", "endoftext": false }, { "action": "You look at the floor", "response": "What a horribly dirty floor! Where's the abandoned museum cleaning staff?", "endoftext": false }, { "action": "You examine the coffin", "response": "Creepy! Little! Coffin! It is closed.", "endoftext": false }, { "action": "You look at the graffiti", "response": "It reads, \"Don't you hate spelling 'graffiti' right in IF games???\"", "endoftext": false }, { "action": "Open coffin", "response": "Scary stuff! With great trepidation, you slowly open up the coffin's lid. Shockingly enough, the contents are revealed to be a hand vacuum (a dustbuster, ya know?). Somebody here had a sense of humor.", "endoftext": false }, { "action": "You take the vacuum", "response": "Taken.", "endoftext": false }, { "action": "Vacuum dust", "response": "In a fit of dustbusting fever, you attack the dusty floor with the dustbuster. Your efforts are rewarded by revealing a trapdoor. Huzzah!", "endoftext": false }, { "action": "You open the trapdoor", "response": "Opened.\n\nInside the trapdoor is a game walkthrough.", "endoftext": false }, { "action": "You read it", "response": "(assuming you mean the game walkthrough)\nSomebody hid away this walkthrough for the game \"Quest For Museum.\" There are lots of little comments making snide remarks about the game itself. Interestingly, there's a note that the command >SCRAPE PARROT at any point results in the biggest infodump in the game.", "endoftext": false }, { "action": "You drop all", "response": "dustbuster: Dropped.\ngame walkthrough: Dropped.", "endoftext": false }, { "action": "You go northeast", "response": "It's a tight fit, but you make it, finding yourself in...\n\nThis place is pretty amazing. Of course, your attention is mainly drawn to the north, where the big Hugo Vault Door keep you from its treasures. Also somewhat neat is the desk near it. You came from the east, but there was a cave-in just moments ago, trapping you. Luckily, there seems to be a room past a tight squeeze to the southwest.", "endoftext": false }, { "action": "You look at Typewriter", "response": "Unbelievable! Everybody remembers the \"automatypewriter\" that predates this one, but not many remember the Awesomatic-Typewriter that came much later, playing only Hugo games. This one seems to be in the middle of a game of \"Quest For Museum\" and is currently waiting for a command. If you feel up to the challenge, TYPE \"COMMAND\" ON TYPEWRITER.\n\nThe page finishes printing and falls into the output tray without much fanfare. Uninterested with the result, you instantly throw the paper away- NEVER TO BE SEEN AGAIN.", "endoftext": false }, { "action": "You put the landmine in the tray", "response": "You put the landmine in the output tray.", "endoftext": true } ]
2ilagc1c9xm9migo
The Fishing-Trip - Brown Trout and Goblins
John Wilson
[ "Fantasy" ]
[ "Acorn Electron", "Amiga", "Amstrad CPC", "Apple II", "Atari ST", "c64", "Inform 6", "Mac", "Plus4", "PunyInform", "Sam Coupe", "ZX Spectrum" ]
2,020
[ 0, 0, 0, 0, 0 ]
0
0
20210602
false
If you are a fan of Fuddo and Slam then here is a little romp for you to enjoy - hopefully.
[ { "action": "%", "response": "This part of the northern marshlands was split in half by a wide, fast-flowing river but it had always proved a good place to catch brown trout and Slam knew this well. Apart from which he was also a great believer in the old legends of \"Goblin Gold\" that were retold in the alehouses of the Shyre almost every single night of the week.\n\nSo it was that Fuddo and Slam set off on their latest adventure ...\n\nIn this game you can switch player characters by typing \"Become Fuddo\" or \"Become Slam\".\n\nThe Fishing-Trip\n(Brown Trout and Goblins).\n\nYou are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.", "endoftext": false }, { "action": "About yourself", "response": "A jovial little Boggit, well liked throughout the land. Answering to the name of \"Fuddo\".", "endoftext": false }, { "action": "You look at the sword", "response": "Shiny, bright-edged and razor-sharp. With a small hole in the handle where Stefan has promised to insert the necessary \"bits\" to allow it to switch modes between \"Hack 'em to death\" and \"Slice them slowly\".\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "Go north", "response": "You are on the edge of a fast-flowing river. A small woodland path heads southwards.\n\nThe faint smell of cooked fish and wood-smoke drifts upstream on the morning air.\n\nYou can see a plank of wood here.", "endoftext": false }, { "action": "You take the plank", "response": "The plank is heavy only Slam will be able to carry it, so perhaps Fuddo should leave it for him.", "endoftext": false }, { "action": "You examine the river", "response": "The waters of the river flowed from East to West and had done so for as long as anybody could remember.", "endoftext": false }, { "action": "You go east", "response": "A thick briar hedge prevents any progress in that direction.", "endoftext": false }, { "action": "You go south", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nA dark shape flies overhead and blocks out the sun for just a moment ...", "endoftext": false }, { "action": "You go east", "response": "Formed from cold grey granite, the cliff face rises almost vertically to the sky. However a small ledge can be seen part way up.\n\nYou can see a small elf, a large rock, a backpack (which is closed) and a small wooden table here.", "endoftext": false }, { "action": "You look at Elf", "response": "A wizened little Elf, dressed in green and wearing a pointed cap.", "endoftext": false }, { "action": "You examine the rock", "response": "Quite large, it looks to have fallen off the nearby cliff face. It looks heavy but could be lifted by a strong character.", "endoftext": false }, { "action": "You look at the backpack", "response": "Stout canvas and brown leather.", "endoftext": false }, { "action": "You examine table", "response": "Oval in shape, with carved legs and the words \"Deposit Backpack Here\" carved across the middle of it.\n\nUnderneath, in smaller letters, is carved \"Only backpacks will be counted - No sacks.\"", "endoftext": false }, { "action": "You talk to Elf", "response": "\"Just drop the objects you find here ... do me a favour though and don't drop them one at a time\" says the Elf.", "endoftext": false }, { "action": "You ask Elf about the Backpack", "response": "\"If it is information you are after then try asking the Dwarf\" replies the Elf, pointing to an old Castle on a faraway hilltop.", "endoftext": false }, { "action": "You take the Backpack", "response": "Taken.", "endoftext": false }, { "action": "You open it", "response": "You open the backpack.", "endoftext": false }, { "action": "You look in it", "response": "The backpack is empty.", "endoftext": false }, { "action": "You look at the ledge", "response": "Sticking out from the cliff-face, the rocky ledge appears to be accessible from a small tunnel entrance at the rear of it.", "endoftext": false }, { "action": "Go west", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nA dark shape flies overhead and blocks out the sun for just a moment ...", "endoftext": false }, { "action": "You dig patch", "response": "You will need a spade to dig here ...", "endoftext": false }, { "action": "You look up", "response": "You can't see any such thing.\n\nA dark shape flies overhead and blocks out the sun for just a moment ...", "endoftext": false }, { "action": "You go west", "response": "A large gap, hundreds of feet deep cuts the ground in two at this point.\n\nYou can see a single wooden post here.", "endoftext": false }, { "action": "Examine post", "response": "It appears to be all that remains of the small bridge that once crossed the chasm. A length of weathered rope is tied around the post and dangles over the edge of the chasm.\n\nYou could always chance your luck and climb down the rope.", "endoftext": false }, { "action": "You look at the chasm", "response": "Probably a lot, lot wider than a Boggit can leap across, the chasm descends into darkness and prevents any further access to the west. Just below a small rocky ledge juts out from the chasm wall.", "endoftext": false }, { "action": "You wear the Backpack", "response": "Unfortunately the shoulder-straps are missing so the backpack will have to be carried instead.", "endoftext": false }, { "action": "You climb down the rope", "response": "Protruding from the face of the chasm, the small ledge offers a foothold from which to assess your bearings. To the east you can see the entrance to a tunnel. A weathered rope hangs down from above, perhaps you should climb up the rope.\n\nYou can see a Goblin archer here.\n\nYou let go of the rope ..", "endoftext": false }, { "action": "You talk to the archer", "response": "\"Do you have any treasure?\" asks the archer.", "endoftext": false }, { "action": "You examine archer", "response": "A swarthy little individual carrying a large bow and a quiver of arrows.", "endoftext": false }, { "action": "You ask Archer about the treasure", "response": "\"Who do you think I am, the old Dwarf that dwells in the old Castle?\" snaps the Archer.", "endoftext": false }, { "action": "Go east", "response": "Hewn out of the chasm wall, the entrance looks to lead east into a network of tunnels.", "endoftext": false }, { "action": "Go east", "response": "It is pitch dark here!", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nYou are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a large brown trout (swimming in the river), a branch, a large hessian sack (which is closed), a fish carcass, a log and a small fire here.", "endoftext": false }, { "action": "You examine trout", "response": "About 10 inches long and reasonably fat, it would make a good supper for Slam later.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Search leaves", "response": "You find nothing special.\n\nA putrid smell of rotting vegetation hangs in the air ...", "endoftext": false }, { "action": "Catch trout", "response": "You reach under the log, grab a large caterpillar and stick it on the bent pin at the end of the length of string. Then with a flick of your wrist you cast the caterpillar out into the flowing waters.\n\nYou wait patiently for a few moments and then draw the string back in. You take the trout off the pin and release the bedraggled caterpillar, which then squelches off north.\n\nA putrid smell of rotting vegetation hangs in the air ...", "endoftext": false }, { "action": "You take the sack", "response": "Taken.", "endoftext": false }, { "action": "You take the branch", "response": "Taken.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You open the sack", "response": "You open the large hessian sack.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You examine carcass", "response": "It looks like the remains of breakfast. Judging by the look of its head it used to be a large brown trout.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Light branch", "response": "You stick the end of the branch into the fire.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "You take the branch", "response": "You already have that.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You look at it", "response": "A length of branch, burning brightly at one end.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Go east", "response": "A small copse of Ash trees sit here, a path leads westards.\n\nYou can see a strangely-shaped boulder here.", "endoftext": false }, { "action": "You examine the boulder", "response": "An impressively heavy-looking boulder, behind it (to the south) appears to be the entrance to a cave. Carved on the boulder are a number of runes.", "endoftext": false }, { "action": "You read the runes", "response": "They resemble a rat and a spider.", "endoftext": false }, { "action": "You move boulder", "response": "You place your shoulder against the face of the boulder and exert pressure but the boulder refuses to budge.", "endoftext": false }, { "action": "You examine the trees", "response": "Tall slender trees, their roots intermingling with the rough grasses at their bases.", "endoftext": false }, { "action": "Go south", "response": "Dark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.", "endoftext": false }, { "action": "Examine poster", "response": "Fancy a challenge ... then see if you can locate ALL the hidden objects in the game ... there are probably about SIXTEEN of them.\n\nBalrog.\n\nP.S. No prizes or points to be gained, just the fun of the challenge ... I'm a tight old sod these days.\n\nOh and before anybody asks, the reason most of the chests and boxes look the same is because the Goblins bought a job-lot from the little elves that live in the Northern hills ... anything to save money, them Goblins are frugal little characters.", "endoftext": false }, { "action": "You go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is closed) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Open chest", "response": "You open the wooden chest.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You look in it", "response": "In the wooden chest is a small statuette.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You look at the statuette", "response": "Made of porcelain, it looks to be a sleeping Dragon.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You take it", "response": "You are carrying too many things already.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a burning branch (providing light), a large hessian sack (which is empty), a large brown trout and a length of string.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put the trout and string in the sack", "response": "large brown trout: You put the large brown trout into the large hessian sack.\nlength of string: You put the length of string into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put the statuette in the sack", "response": "(first taking the small statuette)\nYou put the small statuette into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go west", "response": "You can't go that way.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go to the east", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a wooden chest (which is closed) here.\n\nYou hear the sound of approaching footsteps ....", "endoftext": false }, { "action": "Open chest", "response": "It seems to be locked.", "endoftext": false }, { "action": "Go south", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a wooden chest (which is closed) here.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "Open chest", "response": "You open the wooden chest.", "endoftext": false }, { "action": "You look in it", "response": "In the wooden chest is a pile of dust.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "You go west", "response": "You can't go that way.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You look in it", "response": "In the wooden chest is a small bronze breastplate.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You examine the breastplate", "response": "Tarnished bronze and fitted with leather straps, there are numerous dents across its surface. It looks to be big enough for an Ogre or maybe a very large Troll.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You wear it", "response": "(first taking the small bronze breastplate)\nThat doesn't seem to be something you can wear.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put it in the sack", "response": "You put the small bronze breastplate into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Open chest", "response": "It seems to be locked.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Smash chest", "response": "Violence isn't the answer to this one.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go west", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a wooden chest (which contains a pile of dust) here.", "endoftext": false }, { "action": "You drop the breastplate", "response": "You aren't holding it.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You take it", "response": "Taken.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You drop it", "response": "Dropped.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go west", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a wooden chest (which contains a pile of dust) here.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "Go east", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a small bronze breastplate and a wooden chest (which is closed) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go north", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go to the west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a wooden chest (which is closed) here.", "endoftext": false }, { "action": "You drop the statuette", "response": "You aren't holding it.\n\nA large rat scurries by ....", "endoftext": false }, { "action": "You take the statuette", "response": "Taken.", "endoftext": false }, { "action": "You drop it", "response": "Dropped.\n\nA large rat scurries by ....", "endoftext": false }, { "action": "You kill the rat", "response": "Violence isn't the answer to this one.\n\nYou hear the sound of approaching footsteps ....", "endoftext": false }, { "action": "Go south", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a wooden chest (which contains a pile of dust) here.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "Go north", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a small statuette and a wooden chest (which is closed) here.\n\nThe smell of cooked rat wafts through the tunnel ...", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nYou hear the sound of approaching footsteps ....", "endoftext": false }, { "action": "Go west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a burning branch (providing light) and a large hessian sack (which contains a length of string and a large brown trout).\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You take the string", "response": "Taken.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You drop it", "response": "Dropped.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a small bronze breastplate and a wooden chest (which is closed) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go north", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a large rat, a length of string and a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You kill the rat", "response": "Violence isn't the answer to this one.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You take the rat", "response": "\"Sod off!\" hisses the rat, \"I have enough probems with the bleedin' Troll and the Goblin picking me up all the time..\"\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You talk to the rat", "response": "There was no reply ...\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You ask the rat about the rat", "response": "There is no reply.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You examine the rat", "response": "Still alive and kicking, the large black rat has numerous teethmarks along it back.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You tie the string to the rat", "response": "You would achieve nothing by this.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You drop the string", "response": "Dropped.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go to the west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a small statuette and a wooden chest (which is closed) here.", "endoftext": false }, { "action": "Go north", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a large rat, a length of string and a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go north", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a wooden chest (which contains a pile of dust) here.", "endoftext": false }, { "action": "Go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a length of string and a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go to the west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a small statuette and a wooden chest (which is closed) here.\n\nYou hear the sound of approaching footsteps ....", "endoftext": false }, { "action": "Go west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a large brown trout and a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go west", "response": "You are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a fish carcass, a log and a small fire here.", "endoftext": false }, { "action": "You take the carcass", "response": "Taken.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You take the log", "response": "It may be old and decayed but the log is too heavy to pick up ... even for Slam.", "endoftext": false }, { "action": "About yourself", "response": "A small, fat, scruffy little Boggit, answering to the name of \"Slam\".\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go upwards", "response": "You can't go that way.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go west", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a wooden chest (which contains a pile of dust) here.\n\nSomething causes you to look over your shoulder, but you see nothing ...", "endoftext": false }, { "action": "You look at the marks", "response": "Most probably spider bites.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "You take the spade", "response": "Taken.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You go to the east", "response": "That way is blocked by the large boulder.", "endoftext": false }, { "action": "Dig", "response": "I think you wanted to say \"dig something\". Please try again.", "endoftext": false }, { "action": "Go west", "response": "You are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a log and a small fire here.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Swim", "response": "I think you wanted to say \"swim in something\". Please try again.", "endoftext": false }, { "action": "Swim in river", "response": "Boggits might like to dip their feet in the cool waters in the heat of Summer but you will never catch them immersing their whole body in any water - so swimming is out of the question.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Examine leaves", "response": "Mostly brown, decayed and rotting away. Probably fell off the nearby bushes.", "endoftext": false }, { "action": "You examine the bushes", "response": "The branches are covered in yellow leaves and prickly, sharp thorns.", "endoftext": false }, { "action": "You move leaves", "response": "What a concept!", "endoftext": false }, { "action": "You pull the boulder", "response": "That's fixed in place.", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nIt is pitch dark here!", "endoftext": false }, { "action": "Go west", "response": "Hewn out of the chasm wall, the entrance looks to lead east into a network of tunnels.", "endoftext": false }, { "action": "Go west", "response": "Protruding from the face of the chasm, the small ledge offers a foothold from which to assess your bearings. To the east you can see the entrance to a tunnel. A weathered rope hangs down from above, perhaps you should climb up the rope.\n\nYou can see a Goblin archer here.", "endoftext": false }, { "action": "You climb up the rope", "response": "A large gap, hundreds of feet deep cuts the ground in two at this point.\n\nYou can see a single wooden post here.\n\nYou let the rope drop ...", "endoftext": false }, { "action": "You go to the east", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.", "endoftext": false }, { "action": "You go to the south", "response": "That would mean heading home again and this adventure is not finished yet ....\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "You put the plank in the river", "response": "(first taking the plank of wood)\nThe plank is heavy only Slam will be able to carry it, so perhaps Fuddo should leave it for him.", "endoftext": false }, { "action": "You go south", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nYou can see a Goblin here.\n\nThe Goblin wanders away, carrying a dead rat in its left hand.\n\nA dark shape flies overhead and blocks out the sun for just a moment ...", "endoftext": false }, { "action": "You look at the trees", "response": "Tall, wispy willows - each tree straining upwards to reach the rays of the early morning sun.", "endoftext": false }, { "action": "You go to the east", "response": "Formed from cold grey granite, the cliff face rises almost vertically to the sky. However a small ledge can be seen part way up.\n\nYou can see a small elf, a large rock and a small wooden table here.", "endoftext": false }, { "action": "You look under table", "response": "Nothing is seen ...", "endoftext": false }, { "action": "You kill Elf", "response": "\"Piss off, before I smack you around the head with my book ... it is a hardback edition\" cries the Elf.", "endoftext": true }, { "action": "Look around", "response": "Formed from cold grey granite, the cliff face rises almost vertically to the sky. However a small ledge can be seen part way up.\n\nYou can see a large rat, a small elf, a large rock and a small wooden table here.", "endoftext": false }, { "action": "Go north", "response": "You are on the edge of a fast-flowing river. A small woodland path heads southwards.\n\nThe faint smell of cooked fish and wood-smoke drifts upstream on the morning air.\n\nYou can see a Goblin and a plank of wood here.", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nA small copse of Ash trees sit here, a path leads westards.\n\nYou can see a strangely-shaped boulder here.", "endoftext": false }, { "action": "Go west", "response": "You are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a log and a small fire here.", "endoftext": false }, { "action": "Go west", "response": "Progress along that path is blocked by some impenetrable bushes.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Cut bushes", "response": "You would achieve nothing by this.\n\nA putrid smell of rotting vegetation hangs in the air ...", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nYou are on the edge of a fast-flowing river. A small woodland path heads southwards.\n\nThe faint smell of cooked fish and wood-smoke drifts upstream on the morning air.\n\nYou can see a plank of wood here.", "endoftext": false }, { "action": "You cut the bushes with the sword", "response": "You can't see any such thing.\n\nThe Goblin wanders in, sits down and starts rubbing the rat. You look down at the Goblin, \"What are you doing\" you ask. \"Preparing my lunch\" smirks the Goblin.", "endoftext": false }, { "action": "You talk to Goblin", "response": "There was no reply ...\n\nThe Goblin wanders away, carrying a dead rat in its left hand.", "endoftext": false }, { "action": "You talk to Fuddo", "response": "There was no reply ...", "endoftext": true }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nYou are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a log and a small fire here.\n\nA putrid smell of rotting vegetation hangs in the air ...", "endoftext": false }, { "action": "You put branch in river", "response": "The river can't contain things.\n\nA putrid smell of rotting vegetation hangs in the air ...", "endoftext": false }, { "action": "You put the branch on the river", "response": "You can't put things on top of that.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a small spade, a fish carcass, a burning branch (providing light) and a large hessian sack (which is empty).\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "Light bushes with branch", "response": "You can't see any such thing.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You examine the fire", "response": "Burning brightly and casting sparks in all directions. Tendrils of smoke curl upwards on the morning breeze.\n\nA putrid smell of rotting vegetation hangs in the air ...", "endoftext": false }, { "action": "Light log", "response": "You need a naked flame to do that.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You examine the river", "response": "The waters of the river flowed from East to West and had done so for as long as anybody could remember.", "endoftext": false }, { "action": "Go east", "response": "A small copse of Ash trees sit here, a path leads westards.\n\nYou can see a strangely-shaped boulder here.", "endoftext": false }, { "action": "Turn boulder", "response": "That's fixed in place.", "endoftext": false }, { "action": "You put the trout in sack", "response": "(first taking the large brown trout)\nYou are carrying too many things already.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a small spade, a fish carcass, a burning branch (providing light) and a large hessian sack (which is empty).\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put the carcass and the spade in the sack", "response": "fish carcass: You put the fish carcass into the large hessian sack. small spade: You put the small spade into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put trout in the sack", "response": "(first taking the large brown trout)\nYou put the large brown trout into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put string in the sack", "response": "(first taking the length of string)\nYou put the length of string into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You put the breastplate in the sack", "response": "(first taking the small bronze breastplate)\nYou put the small bronze breastplate into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You look up", "response": "You can't see any such thing.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "Go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You go west", "response": "You are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a log and a small fire here.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You examine the statuette", "response": "Made of porcelain, it looks to be a sleeping Dragon.", "endoftext": false }, { "action": "You put the trout in the fire", "response": "(first taking the large brown trout)\nThe small fire can't contain things.\n\nSomething moves under the leaves ...", "endoftext": false }, { "action": "You eat the trout", "response": "You have only just had your breakfast ...", "endoftext": false }, { "action": "Open trout", "response": "That doesn't seem to be something you can open.\n\nA large hairy caterpillar crawls out from under the log and trundles off to the north.", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nYou are on the edge of a fast-flowing river. A small woodland path heads southwards.\n\nThe faint smell of cooked fish and wood-smoke drifts upstream on the morning air.\n\nYou can see a plank of wood here.", "endoftext": false }, { "action": "Go south", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nYou can see a Goblin here.\n\nThe Goblin wanders away, carrying a dead rat in its left hand.\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "You take the table", "response": "\"Keep your thieving paws off !\" snaps the Elf.", "endoftext": false }, { "action": "You go west", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nYou can see a Goblin here.", "endoftext": false }, { "action": "You take the rat", "response": "\"Sod off!\" hisses the rat, \"I have enough probems with the bleedin' Troll and the Goblin picking me up all the time..\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nYou can see a large rat and a Goblin here.\n\nA dark shape flies overhead and blocks out the sun for just a moment ...", "endoftext": false }, { "action": "Rub rat", "response": "You achieve nothing by this.\n\nHigh above in the tree-canopy you can hear the chirp of small brown birds ...", "endoftext": false }, { "action": "You talk to rat", "response": "There was no reply ...", "endoftext": false }, { "action": "You talk to Goblin", "response": "There was no reply ...\n\nThe Goblin wanders away, carrying a dead rat in its left hand.", "endoftext": true }, { "action": "Look around", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.", "endoftext": false }, { "action": "Go west", "response": "A large gap, hundreds of feet deep cuts the ground in two at this point.\n\nYou can see a Goblin and a single wooden post here.", "endoftext": false }, { "action": "Wait", "response": "Nothing happens.", "endoftext": false }, { "action": "You examine Goblin", "response": "A small grotesque creature, with black whiskers and long fingernails.\n\nThe Goblin wanders away, carrying a dead rat in its left hand.", "endoftext": false }, { "action": "You kill Archer", "response": "\"Sod off, before I poke you in the eye with one of these!\" he yells, brandishing an arrow from his quiver.", "endoftext": false }, { "action": "Go north", "response": "That way only leads to the great waterfall where the river cascades down into the depths of the chasm.", "endoftext": false }, { "action": "Go south", "response": "That way only leads further along the edge of the chasm to a huge rocky outcrop.", "endoftext": false }, { "action": "You go to the east", "response": "You are stood in the middle of a small woodland clearing. The edge of the river lies to the north. In the centre of the clearing is a patch of bare earth. A sandy path leads off to the west, whilst a stoney path heads in an easterly direction.\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "You examine the patch", "response": "An irregular patch of bare soil with nothing growing on it ... possible the remains of a 'scorching' by a passing Dragon.", "endoftext": false }, { "action": "You stand on the patch", "response": "Not for standing on ...?\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "You listen to the ground", "response": "You hear nothing unexpected.\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "You cut the patch", "response": "You would achieve nothing by this.\n\nThe Goblin wanders in, sits down and starts rubbing the rat. You look down at the Goblin, \"What are you doing\" you ask. \"Preparing my lunch\" smirks the Goblin.\n\nThe ground trembles underfoot ...", "endoftext": false }, { "action": "You ask Goblin about the rat", "response": "There is no reply.\n\nThe Goblin wanders away, carrying a dead rat in its left hand.\n\nA dark shape flies overhead and blocks out the sun for just a moment ...", "endoftext": false }, { "action": "Go east", "response": "Formed from cold grey granite, the cliff face rises almost vertically to the sky. However a small ledge can be seen part way up.\n\nYou can see a Goblin, a small elf, a large rock and a small wooden table here.", "endoftext": false }, { "action": "You examine Goblin", "response": "A small grotesque creature, with black whiskers and long fingernails.", "endoftext": true }, { "action": "Go down", "response": "You can't go that way.\n\nThe Goblin wanders away, carrying a dead rat in its left hand.", "endoftext": false }, { "action": "You stand on the table", "response": "Not for standing on ...?", "endoftext": false }, { "action": "You examine the rock", "response": "Quite large, it looks to have fallen off the nearby cliff face. It looks heavy but could be lifted by a strong character.", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nYou are on the edge of a fast-flowing river. A small woodland path heads eastwards.\n\nYou can see a log and a small fire here.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a large brown trout, a small statuette, a burning branch (providing light) and a large hessian sack (which contains a small bronze breastplate, a length of string, a small spade and a fish carcass).\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You open the chest with the spade", "response": "(first taking the small spade)\nYou are carrying too many things already.", "endoftext": false }, { "action": "Trout in sack", "response": "small statuette: You put the small statuette into the large hessian sack.\nlarge brown trout: You put the large brown trout into the large hessian sack.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You open the chest with spade", "response": "(first taking the small spade)\nThe small spade doesn't seem to fit the lock.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go west", "response": "You can't go that way.\n\nSomething causes you to look over your shoulder, but you see nothing ...", "endoftext": true }, { "action": "Describe the surroundings", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a large rat and a wooden chest (which contains a pile of dust) here.", "endoftext": false }, { "action": "You take the trout", "response": "Taken.", "endoftext": false }, { "action": "You give the trout to the rat", "response": "The large rat doesn't seem interested.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You put the trout in the sack", "response": "You put the large brown trout into the large hessian sack.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "You eat rat", "response": "(first taking the large rat)\n\"Sod off!\" hisses the rat, \"I have enough probems with the bleedin' Troll and the Goblin picking me up all the time..\"", "endoftext": false }, { "action": "You ask the rat about Fuddo", "response": "There is no reply.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You look west", "response": "You can't see any such thing.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You examine the rat", "response": "Still alive and kicking, the large black rat has numerous teethmarks along it back.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You dig the dust", "response": "Digging would achieve nothing here.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You hit the rat with the spade", "response": "Violence isn't the answer to this one.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You ask the rat about the verdeterre", "response": "There is no reply.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You take the chest", "response": "You are not here to collect chests, only their contents.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You examine the marks", "response": "Most probably spider bites.", "endoftext": false }, { "action": "You give the statuette to the rat", "response": "(first taking the small statuette)\nThe large rat doesn't seem interested.\n\nSomething causes you to look over your shoulder, but you see nothing ...", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a small statuette, a small spade, a burning branch (providing light) and a large hessian sack (which contains a large brown trout, a small bronze breastplate, a length of string and a fish carcass).\n\nSomething causes you to look over your shoulder, but you see nothing ...", "endoftext": false }, { "action": "You put the statuette in the sack", "response": "You put the small statuette into the large hessian sack.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "You give the breastplate to the rat", "response": "(first taking the small bronze breastplate)\nThe large rat doesn't seem interested.", "endoftext": false }, { "action": "You put the breastplate in the sack", "response": "You put the small bronze breastplate into the large hessian sack.\n\nYour left leg itches, so you scratch it ...", "endoftext": false }, { "action": "You give the carcass to the rat", "response": "(first taking the fish carcass)\nThe large rat doesn't seem interested.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You put the carcass in sack", "response": "You put the fish carcass into the large hessian sack.\n\nSomething causes you to look over your shoulder, but you see nothing ...", "endoftext": true }, { "action": "Look around", "response": "The walls are smooth and dry - they bear the marks of Goblin axes and look to have been carved many centuries ago.\n\nYou can see a large rat and a wooden chest (which contains a pile of dust) here.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "You examine the walls", "response": "They are roughly-hewn and glisten where the blades of the axes have cut through the rock.", "endoftext": false }, { "action": "You cut the walls", "response": "No need to concern yourself with that.\n\nYou hear the scratching of rats off to the west ...", "endoftext": false }, { "action": "Go west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a wooden chest (which is closed) here.\n\nThe smell of cooked rat wafts through the tunnel ...", "endoftext": false }, { "action": "You go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a large rat and a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Open chest", "response": "It seems to be locked.\n\nA large rat scurries by ....", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nFormed from cold grey granite, the cliff face rises almost vertically to the sky. However a small ledge can be seen part way up.\n\nYou can see a Goblin, a small elf, a large rock and a small wooden table here.", "endoftext": false }, { "action": "You ask Elf about the treasure", "response": "\"If it is information you are after then try asking the Dwarf\" replies the Elf, pointing to an old Castle on a faraway hilltop.", "endoftext": false }, { "action": "You ask Elf about Castle", "response": "\"If it is information you are after then try asking the Dwarf\" replies the Elf, pointing to an old Castle on a faraway hilltop.\n\nThe Goblin wanders away, carrying a dead rat in its left hand.", "endoftext": false }, { "action": "You examine the sword", "response": "Shiny, bright-edged and razor-sharp. With a small hole in the handle where Stefan has promised to insert the necessary \"bits\" to allow it to switch modes between \"Hack 'em to death\" and \"Slice them slowly\".", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nThe walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is empty) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "You drop the branch", "response": "Dropped.", "endoftext": false }, { "action": "You go north", "response": "Dark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see a burning branch (providing light) here.", "endoftext": false }, { "action": "You go to the north", "response": "A small copse of Ash trees sit here, a path leads westards.\n\nYou can see a burning branch (providing light) and a strangely-shaped boulder here.", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nProtruding from the face of the chasm, the small ledge offers a foothold from which to assess your bearings. To the east you can see the entrance to a tunnel. A weathered rope hangs down from above, perhaps you should climb up the rope.\n\nYou can see a Goblin archer here.", "endoftext": false }, { "action": "You go east", "response": "Hewn out of the chasm wall, the entrance looks to lead east into a network of tunnels.\n\nIt is pitch dark here!\n\n> N\n\nIt is pitch dark here!\n\n> N\n\nIt is pitch dark here!\n\n> N\n\nDark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see Slam and a burning branch (providing light) here.", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nDark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see a large rat, Fuddo and a burning branch (providing light) here.", "endoftext": false }, { "action": "You give the trout to Fuddo", "response": "\"Well thank you very much Slam!\" he says, taking it in his left hand.", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nDark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see a large rat, Slam and a burning branch (providing light) here.", "endoftext": false }, { "action": "You eat the trout", "response": "You have only just had your breakfast ...", "endoftext": false }, { "action": "You go north", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a wooden chest (which is closed) here.\n\nA large rat scurries by ....", "endoftext": false }, { "action": "You go west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss..\n\nYou can see a large rat and a wooden chest (which is closed) here.\n\nYou hear the sound of approaching footsteps ....", "endoftext": false }, { "action": "You go to the north", "response": "Dark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see Slam here.", "endoftext": false }, { "action": "You go to the south", "response": "Dark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see a large rat and Slam here.", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nIt is pitch dark here!", "endoftext": false }, { "action": "You go to the north", "response": "A small copse of Ash trees sit here, a path leads westards.\n\nYou can see Fuddo and a strangely-shaped boulder here.", "endoftext": false }, { "action": "You push the boulder", "response": "Fuddo has better things to do.", "endoftext": false }, { "action": "You become Slam", "response": "You already are!", "endoftext": false }, { "action": "Go north", "response": "Dark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see Slam and a burning branch (providing light) here.", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nDark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see a burning branch (providing light) here.", "endoftext": false }, { "action": "Go north", "response": "Dark and foreboding, it leads south into a what looks like a network of tunnels. Off to one side somebody has stuck up a poster.\n\nYou can see a large rat and a burning branch (providing light) here.", "endoftext": false }, { "action": "You go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is closed) here.\n\nDrip, drip, drip ...\n\n> U\n\nThe tunnel comes to an end here and seems to lead out on to a small ledge to the west.", "endoftext": false }, { "action": "You go west", "response": "Situtated part-way up the cliff face, the ledge leads to small tunnel entrance to the east. It is also possible to go down to the base of the Cliff from here.\n\nYou can see a small information sign here.", "endoftext": false }, { "action": "You look at the sign", "response": "A wooden post with a cardboard sheet nailed to it.\n\n1: Standing on the end of something is a good way to counterbalance it.\n\n2: Goblins are easily distracted, they love rummaging through backpacks, though strangely enough they have no interest in sacks or barrels.", "endoftext": false }, { "action": "You go east", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is closed) here.\n\nYou hear a strange noise down below ....", "endoftext": false }, { "action": "You become fuddo", "response": "Ok, you are now Fuddo.\n\nHewn out of the chasm wall, the entrance looks to lead east into a network of tunnels.", "endoftext": false }, { "action": "You become Slam", "response": "Ok, you are now Slam.\n\nThe walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is closed) here.\n\nDrip, drip, drip ...", "endoftext": false }, { "action": "Go south", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is closed) here.\n\nYou hear the sound of approaching footsteps ....", "endoftext": false }, { "action": "You go south", "response": "You can't go that way.\n\nA large rat scurries by ....", "endoftext": false }, { "action": "You go west", "response": "The walls are solid stone, dripping with condensation and covered in lichen and moss.\n\nYou can see a wooden chest (which is closed) here.\n\nSomething scurries up the wall and vanishes into the midst of the moss ....", "endoftext": false }, { "action": "You examine the moss", "response": "Pale blue fronds grow ferociously over the walls.", "endoftext": false }, { "action": "You take the moss", "response": "No need to concern yourself with that.\n\nSomething scurries up the wall and vanishes into the midst of the moss ....", "endoftext": false }, { "action": "You ascend", "response": "You can't go that way.\n\nThe smell of warthog lingers in the air.....", "endoftext": false }, { "action": "Open chest", "response": "You open the wooden chest.\n\nThe smell of warthog lingers in the air.....", "endoftext": false }, { "action": "You look in it", "response": "In the wooden chest is a leather belt.\n\nDrip, drip, drip ...", "endoftext": true } ]
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