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You go upward
Dark clouds above are dissipating, the remnants of a terrible storm. The ocean gusts are overwhelming with both their strength and their overabundance of emotion. The pilot house is to the north, and a set of stairs leads down.
Go inside
You descend... Pharynx A tunnel splitting, twisting darkly. Fleshy folds press inward, tight bundles of muscle and cartilage frozen in black ivy. The esophagus is blocked by the epiglottis. You can only descend through the larynx.
Go west
You'll have to open the elevator first.
You examine the mountain
You can't accurately judge the mountain's size with that monster draped over it. The proportions involved seem too fantastic.
Go southwest
The air is cool here, protected by deep walls of stone. Heavy beams overhead support the weight of the upper floors. A thick dust overlays everything. An open russet door leads northeast. The wine-cellar door -- sturdy wood in yellowish brass panels -- stands open to the west. A closed red door leads east. An open grey-blue door leads south. A heavy red door, wreathed in chains and locks, leads north into the vault, where the best wines were kept during your youth.
You open the door
Which one, the blue door or the kitchen door?
You look at moat
Around the castle wraps the moat. Its trench would trap whatever infidels tried to invade. You should have seen them in the past, backsliding with splashes, sinking under their armor's weight. Those days are done. Those wars are won. None who value living would assault the castle now.
You go south
You duck through the flap in the front door... Here the Provider divines food from the cupboard's magic containers, and prepares it on the ledge above you like only a Provider can. It seems that all roads lead to your food bowl: there's an alcove to the west, a small flap northward, a lumpy mountain to the east, and a pile of blankets southward. You can see a yellow feather here. Hearing the flap close behind you, the Provider rises from his newly lit fire, and angrily approaches. You wonder if you've finally driven him insane. As you turn to retreat, both you and your Provider are startled by what emerges through the flap. First, a creature's swollen head pushes through, then its matted, bloodied body. Its eyes burn with hatred as it drags a lame leg through the opening. Thorns and stingers are knotted in its fur, embedded and broken off in numerous sores. The Provider shoos the hideous creature toward the flap, but it only growls with increasing resolve. The Provider lunges for the creature, then pauses dreamily as if staring at something distant. He gasps, clutches his breast, and collapses on the floor. The creature sniffs your fallen Provider, then closes in on you.
Go east
The master bedroom is a picture-postcard of rustic New England charm. Faded sketches of rural landscapes adorn the walls; a beautifully carved dressing mirror stands in one corner; an old-fashioned accordion radiator gurgles quietly beneath the window. The most striking feature, an enormous, antique, four-poster bed, must be the largest piece of furniture in the house. Doorways lead west and south. Michael is curled up in bed, sound asleep.
You eat the log
That's plainly inedible.
Go northwest
The pantry is empty save for a layer of dust on the shelves. A door to the south leads down to the cellar, or you can return to the kitchen to the southeast. The cellar door stands open, revealing dark stairs leading down.
Go south
The police station is fished day and night by a stalwart dogfish who is ready to solve the troutiest of crimes, especially the really simple ones where the villains just confess. You can escape without much danger of pursuit to the north.
F.
You swipe at the rat, drawing blood. It charges at you and bites into your leg. Ouch! (You lose 5 hit points.)
2
["Those darn aeons are so full of calories!"] "No, it's a metaphor--ah--never mind." 1) "Gee, this is fun! Give me something else."
You go south
The East end of the Lobby opens to the foyer. You see the courtesy area to the North and a doorway to the South. The door to the South is locked
Yes
cheapglulxe quit with exit status: 0 The Prince sits awkwardly on the couch, holding his glass slipper and trying to keep it from crushing. Lucinda and Theodora have the ends of the same couch, and they are taking turns seeing who can bend lowest and show off the most cleavage; while the old lady, in her wing chair, carries on about nonsense. For instance: "Do tell me about your father's health," she says, leaning toward the Prince. "Is he still ailing? Has the Spanish doctor been able to do anything for him?" The Prince looks uncomfortable: this line of reason leads directly to the problem of heirs. "I believe so, madam," he replies, with a bit of constraint.
Swim
You and the professor once traveled in search of the Ukrainian Falcon, a golden bird encrusted from beak to claw with the rarest jewels. The professor learned that it had been left behind in the exclusion zone around the Chernobyl nuclear reactor. You journeyed up the Pripyat River, but you had to turn around when your boat was attacked by a school of giant, phosphorescent catfish. Since then, you've avoided recreational swimming.
You go south
You crawl back through the cow's ripped hide. Great Hall (south end) Your footsteps slide on bloody flags, and every corner's heaped with broken bones. Midway down the hall rests a great cow whose bulk traps her within the room, pinioned between the walls, unable to reverse and see what's happened to her southern side. She has been hacked, she has been half-butchered, her ribs sawn and her muscles rent to leave a cavern in her flank. Upward a hidden stair leads to the baron's fireplace; northward you could climb into the cow.
You put the modem in the chute
The modem drops into the laundry chute, but appears to get stuck maybe half-way down. You have a feeling you will never see it again.
Go southeast
This narrow aperture between two buildings is nearly blocked with piles of rotting cardboard boxes and overstuffed garbage cans. Ugly, half-crumbling brick walls to either side totter oppressively over you. The alley ends here at a tall, wooden fence. High up on the wall of the northern building there is a narrow, transom-style window. One of the garbage cans has been pushed up against the wall directly underneath it.
You look at the staircase
According to dad this is the old original staircase of the house, made of oak. The stairs are thick and they are so worn their corners are all round. The radio plays some Jazz in the living room.
You ask the mother about the shoes
Your mother seems preoccupied with her chores.
Down
You are standing in a small recess. This small space feels old and inhospitable. A bluish metal door leadseastwards into the cliffs. It's engraved with weird symbols. There is a trapdoor in the ceiling.
You throw Spear at Beast
A hit! A very palpable hit! Spear impales Beast deeply. Beast gives a low cry, looks at you with its mournful brown eyes, and keels over, dead.
You give the bracelet to Talbot
"Don't try an' trick me with that cheap trash!" Talbot says.
Go south
You are standing in front of Nikolai's Bar and Grill on 19th Street. A green awning shades the smudged window into Nikolai's dining room. The front entrance is north of you. The east/west sidewalk here is cracked and uneven, pocked by clumps of crabgrass. A storm gutter is built into the curb, littered with broken bottles. Across the street a neon sign flickers erratically. A few cars are parked nearby (including yours), but otherwise you see no evidence that anyone visits this neighborhood past daybreak. An aluminum placard is fixed to the front door.
You go to the west
You walk widdershins around the tree trunk, stopping when you encounter the next branch growing out from its bark. The fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins. This thick branch is dotted with dozens of coiled grey shells - most of them broken or shattered to some degree. Obvious exits: Up, Out, Sunwise, Widdershins
You go north
You peer around the curve from the shadow to consider your approach, but the guard in front of the mansion turns to look in your direction almost the instant you look out, and you're forced to withdraw to avoid detection.
Again
Joe breaks into a shockingly beautiful smile. "I don't know... I just feel so good for some reason, and just here while I'm talking to you, I can't get her out of my mind." (You could tell him about Paridy, or ask him about a job, Joe himself, or bring up something else.)
You look at the pigeon
Sherman is holding the pigeon.
You look at the hallway door
The hallway door to your north leads to the briefing room, which is where you're supposed to be going. It stands invitingly open.
Brain quart
(brain tres) Taken. (brain quart) Taken.
You examine the cavity
The interior of the box is so small that a person your size could barely fit into it - maybe - by curling up in a ball. A grown-up would never be able to. The dust and cobwebs are thick, but fortunately there don't seem to be any spiders.
You examine the uniform
The uniform belonging to a female Captain in the United States Armed Forces. A feeling of dread descends over you as you realise that, at some point today, you're probably going to have to wear it.
Go south
This clearing is bounded by a fallen log on the west side and a boulder on the other. The ground around the rock is littered with shards of glass; even with shoes on, you watch your steps carefully. The path along the stream runs east and west, but there's also a way north, through the vegetation that covers the hill. Sensing your approach, a sparrow chirps a warning and flies away.
Wait
Time passes. "But what choice have I? It has been made clear to me that keeping things quiet is precisely what is expected of me in my time in Bedlam."
You examine papers
Which do you mean, the scattered papers or the paperwork?
You enter the eating
You let your nose lead the way. The room has big cold box just like the eating room in your home. It's less loud in this room, but you can hear the man in the other room yelling, "Blah, blah, Myomita, blah, blah, blah, Earth, blah, blah, dog, blah, blah!". On the floor, there are two dishes. You can see a pink pillow, a food dish (in which is some canned food), and a water dish (in which is some crystal clear water) here. ENGINEERING MODULE -> ACTIVATE : TRUE
You go to the east
Library (Mike Spivey) This library features dark paneling, polished hardwood floors, and thousands of books. A mahogany desk sits against the one part of the walls not lined with books. Above the desk hangs an ominous-looking painting. An antique wingback chair provides a place for quiet study, while in the center of the room is a reading podium. The only exit is west, back to the hallway. A massive tome sits on the podium.
Go outside
You crawl out. You are high on the hill; it rolls downward and off to the west. Beyond the trees and brush, meadows fade in the last light. Behind you stands the last stony lump of hill. A narrow trail curves away to the northwest. A boulder is lying at the base of the hilltop, prised up out of the hole it was in. The boulder is resting on a spade blade. There's just enough room to squeeze into the cave behind it. The sky is dimming, and a mist is rolling in, under the clouds.
Go north
You've scrubbed the walls in this hallway a hundred times, and they are clean as a whistle. Chuck's office lies to the west. Looking closer, it seems like someone's gouged his door. You'll have to repaint it. The studio to the east is closed, and the On-Air light is glowing. Someone must be recording. The hallway extends to the north. You can also go south to return to the lobby. The radio is playing Harden Heart.
You ask the sheriff about the foul play
"Pay attention, boy, I'm talking to you." The sheriff continues, "We found tracks in the dust outside Lane's window at the boarding house. This was after his disappearance a'course."
You go north
(first opening the monitoring lab door) There was no handle on this side of the door so it could not be opened in the conventional manner. Having been through it a thousand times, I knew that the door would open automatically when I slid my ID badge through the mounted security scanner.
You look at the pile
This pile consists of a large number of unusual objects that seem to fade in and out of view. A solution in positive integers to x^n + y^n = z^n for n > 2 catches your eye for a moment before disappearing again.
You fill the bucket
You fill the bucket with water. You are getting tired.
You knock on the door
You tap on the door, and from within the bathroom Aunt Caroline says in an irritated tone, "Yes, dear? What is it?"
Go outside
A wide balcony, looking out over the sleeping city. Below you, a lawn slopes gently away into the gloom, a few silhouetted trees marking the edge of the modest grounds. Above, the clear sky is a deep black, dusted with glinting stars. To the south-east, lie the shattered remains of a window, opening into a murky conference room. To the south, the door to the upstairs corridor lies open. The siren wails.
Spin wheel
You give the wheel a spin. It lands on a space marked "Free Drink."
You get the pillows
That's hardly portable.
You search the flour
(the flour) You find nothing of interest.
You remember the wallpaper
... "So the man linked himself to a suit of armor. And then he left the suit of armor at home, and went off to war to fight in his bare skin, thinking that whatever happened to him, the links would protect him. But at home his wife was horrified to see the armor slashed in pieces before her eyes..." "Anabelle," interrupted the Count, standing at the doorway with a hand on his vest. "Do you really think this story is appropriate for the children?" The Countess shrugged, half-smiling as she always had when the Count overrode her authority. "I hardly think it is any more disturbing than the other things Marie reads," she said lightly. "The dining room is more frightening than this story." "I don't mean that, of course." The Count smiled over you and Marie -- you on the floor, Marie with her skirts spread around her on the chaise. "But our children should not be told silly superstitions about linking." He came into the room then, touching the Countess' shoulder with an affectionate gesture. "Marie," he said, "What is wrong with your mother's story?" "The man has confused reverse-links and ordinary ones," Marie replied. "And he would have to be very stupid to do that, because reverse-links are harder to make and you can always tell when you have done it." The Count nodded at her. "Very good." He kissed the Countess and went out again... ... Hmm. Something to eat would be good.
You go to the south
This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands against the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.
You put the beer in the cooler
You open the cooler and place the beer inside the it.
Go southeast
Cave (in the dark) You can’t see much in here, apart from the cave exit to the northwest, but the space feels confined.
Empty bucket
You empty the bucket into the swamp.
You give Rella to the zila
The marshal's remote deputies collect Rella and transfer your 50k credit reward. "Enjoy your blood money, scum," Rella hisses at you. "That'd carry a lot more weight," the marshal interjects, "if you weren't wanted for selling people to the amalgs." "Wait a second," the marshal adds. "You've been a real help to the Republic, captain, so I've authorised a visa chip for you." He shows you to the habitat's doctor. The implantation doesn't even hurt.
Look around
The hall ends with doorways to the South and the West and a ladder built into the East wall leads up through an access hatch into the ceiling. You see a small, delicate bottle, like the one Major Anthony Nelson found. There is a single dim bulb. (Providing light) The soggy hacksaw still drips water from the safety valve. There is a foot long hotdog There is a neatly printed insurance policy. A exquisite multi-faceted diamond catches your eye. There is a plain living room lamp. (Providing light) There is that famous old oaken bucket A pointed blue hat sits there A name brand SCUBA suit lies dripping You see a small scrap of parchment with a secret written on it. There is a wooden chest
Suggest
"Well, I think we all agree that someone tried to kill Rick. And it looks like they succeeded. You say you are a private investigator. I suggest you figure out what happened. Then we can hand the police a nice neat package." (Alright, that seems like the best option.)
You get the crowbar
You've already got your hands full.
About yourself
As good-looking as ever.
You examine the purse
While you're conversing, you can only pick conversation options. 1) "Remind me what you're trained in right now." 2) "Could you hand me your sash?" 3) "Can you give me some tips about plant care?" 4) "How do you feel about parades?" 5) "Can you write me a poem?" 6) "Can you listen to my troubles?" 7) "Can you paint a sign advertising seasonal flowers?" 8) "What's the weather forecast?" 9) "Is it true you fought off the Brain Guzzlers almost singlehanded?" 10) "I'm done talking now."
You stand
Okay, you're no longer in the sculptured chair. The image evaporates from your mind, leaving you slightly dizzy. You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest. A tiny flicker of light and sound dances frustratingly around your vision. You see a black cable (linking the black cube to the power cell), a power cell, and a Frisbee Helipta here.
Yes
That was a rhetorical question. The Big Bad Wolf prowls into the room from below.
Pillage
ABSORBENT SPACE-RAG: Seized. FLASHLIGHT: Seized.
You go east
Going east will just get you further away from your car and where you want to be.
You take the mallet and the rags
mallet: Taken. smelly rags: Taken.
1
You close your eyes, but the image does not fade. It lingers. 1) "I have to go."
Dance
Despite all his lessons, you never did get the knack of it.
Clean portrait
You achieve nothing by this. You notice that you need to turn your head to look to the left or the right. It seems that your eyeballs will not turn in their sockets, as though they have been sealed in place due to a lack of moisture.
You talk to Pad
You have in front of you the vibertron exam-pad. You must dictate a short thesis encapsulating your position on the nature of dreaming.
You take keys
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. Curb attempts to swallow your car keys, chokes, and brings them back up. He doesn't drop them, though.
Go down
With great effort, you manage to squeeze yourself into the hole. You're in a damp underground chamber. Long, dark tunnels wander away to the north and west. Faint light is streaming in from a narrow hole overhead. You can see a small stone, a silver whistle, an umbrella, a horseshoe, a bottle, an earthworm, a candle (providing light), a violet note and a leaflet here.
Go north
You pedal effortlessly. Capitol Square (on Lunar Lightning) On a hill in the center of downtown, the Capitol building is a smaller imitation of the federal Capitol building in Washington D.C. The street grid converges to a perfect square around it, and it acts as the 0,0 origin of the street numbering system. Notable streets and landmarks lie south, west, north, and northeast. Various rumors and legends are passed around the local countercultural community - it is claimed to be built on top of an ancient sacred spring. You remember being a teenager and carrying out the ritual of ingesting psychedelics and using your rights as a citizen to enter the building and lay flat in the center of the marble floor, staring upwards into the dome and watching the mural melt and transform.
You unlock the drawer with the clip
Tyrone won't understand those instructions. You need to rethink your strategy. (Reminder: If you just saw a "What do you want Tyrone to ?" message, please reenter your second command now.)
You ask about deathe
Christabell says, "Good question."
You open the top drawer
Opening the top drawer reveals some underwear.
Turn figure
You apply your weight to the stone figure, and find that it rotates easily on its base. The grinding noise of stone against stone is not loud, but it's echoed in a deep, prolonged thunder from back down the tunnel. Even after the figure itself has ceased moving, you feel a vibration beneath your feet, and a little dust seeps down from somewhere overhead.
Go south
Utility Room (on the personal float unit) Little more than a chilly concrete box. It continues some distance to the north. Something resembling the root system of Yggdrasil covers the south wall; from close up it appears to be a complex heating system with pipes and tubes.
You draw
You pull your six-shooter out of your holster. Roy draws his six-shooter, yanking it from its holster and raising it toward you...
You wait
What you see is a giant ham. Ivan's rubbing his temples, eyes pressed tightly shut.
You take the lantern
You already have that.
Go north
How do I escape the schoolchildren? > How do I get past the schoolchildren from the dining room? How do I get to the generator without getting eaten? How do I start the generator? How do I get back inside the diner after I start the generator?
You examine package
It's an oblong bundle of cloth, a bit larger than your palm. Your fingertips ache dully. And a nearby ventilator grille seems to be hissing directly into your ear.
Go north
You see high shelves with unfinished repair projects and a storage room South. A violin sits on the shelf waiting for its broken bridge to be repaired.
2
"Nice to meet you too, Miss..." "Crow. Just Crow." She leans back, and spreads her arms in an all-encompassing gesture. "This is my nest." 1) "I'm Marid." 2) "I'm here about Reden."
You read 6
(first taking Treatise Regarding Unsightly Toads) You open up Treatise Regarding Unsightly Toads. What makes a toad unsightly isn't its texture or croak, for that much we expect from a toad. No, what makes a toad truly dreadful is its resemblance to ourselves. Its stretched mouth and bulging eyes and face of warts would not be hideous if we did not have mouths and eyes and warts of our own.
You take the clean up
I already have that. The gambler and the card sharp study their cards intently. I don't know the details of the game, but based on its expression and bearing, the card sharp thinks it has the better hand.
You sit
You sit down on the sofa.
Kiss Rat
You run a hand across his soft back, and he arches it, cat-like, with half-closed eyes.
Inventory
You are carrying: a stove manual The Polite and Cheerful Girl's Guide To Elegant Dining Le Dernier Regret de Thérèse a poem book a pink purse (being worn and closed and locked)
Go west
To the north, across a sadly dried-up and decrepit yard, stands Mrs. Pepper's house. You can also go east or west along the sidewalk. The busy street is to the south. A telephone pole plastered with the scraps of old posters stands here.
You unlock the door with the key
You unlock the mahogany door.
You check what you're carrying
You have two granola bars, a log book, a red envelope, a syllabus, a note, a rusty iron key, and a silver slide rule. The burin flutters around your head.
Go north
This is the "In Processing" room, a place where (you assume) new employees are processed. A military-grade metal desk sits on one side of the room. The desk is covered with papers and various odds and ends. Multiple maps adorn the walls. Directly behind the desk hangs a large portrait. You can see a desk here.
You pick a the rose
The roses are equipped with really ferocious thorns.
You look at the dive chip
This is the fundamental chip for the StreamDive console. It allows control of the temporal displacement functions. Commands Provided: RECALL -- Discharge StreamDive capacitors for instant recall STATUS -- Display status of Dive system TIMESCAN -- Scan local timestream
You look in the sink
(the metal sink) The metal sink is empty.
You examine the rabbits
They look pretty much like the rabbits you've seen in shows on the Nature Channel - brown, with long ears and short tails. They look a lot less cuddly than the rabbits in picture-books, though - rather mangy and malnourished, in fact. They pause occasionally to eye you with caution, and then go back to hopping around.
You ask the woman for the long steel key
"Oh!" exclaims the woman softly. "I didn't even realize that was still in his pocket. I suppose it opens some door at the mill." She takes the key out of the overalls and looks at it for a long while. "Yes," she says, finally. "Take it. I don't need it... and perhaps it will help you find Jeffrey."
You look around
The auditorium is not yet open, and the seats are empty. If you succeed in your task, they will soon be filled with audience, admiring the theatre and dropping things. The stage is to the south, and the atrium is to the north. To the west is the lighting booth.