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You go | On the sixth day, one of your men calls down to the deck. "Sail to lee!"
"What sort of ship is it?" you call back, as you search with your spyglass.
After a minute, the sailor calls back, "She looks to be a Gaulish sloop-of-war, sir."
A sloop-of-war. . . That presents you with a difficult choice. A sloop carries no more than 20 guns, and often fewer. What's more, a sloop's guns will be of lighter weight than those of a frigate. If you had a full crew, you could easily capture her. But with only a prize crew at your disposal, the sloop would have a much greater rate of fire and substantially larger number of men.
How do you want to handle this?
A: Engage the enemy sloop directly.
B: Attempt to capture the enemy sloop through a clever ambush.
C: Avoid the enemy sloop--it's not worth risking the more valuable prize in a battle that would likely go badly. |
Inventory | You are carrying:
some greasy sheets of wax paper
a clunky old computer monitor
a latex glove
some Breaking Bad DVDs
a flashlight (providing light)
a filthy pillow
a Ziploc bag (open but empty)
a hooded robe
And you're all greased up. |
You enter the pod | You get into the pod.
LOGAN://"Want me to speed you somewhere, Ektor Mastiff?" |
You break ampoule | You break open the ampoule. The etherium is released into the room. You see everyone but Holmes pass out. |
You examine the heads | The ranks of stately busts receded into the gloom in all directions. Those on the headestals nearest me appeared to depict the March of Progress: I had fallen against the headestal of a stern King. To the left of the King's resting place, I saw a famous Prime Minister, stately and opulent, and beyond her a modern Head of State...and to the right, a scarred and tattooed Witch's head, and on the headestal beyond that primitive wise woman...a place even for an ape, some antediluvian chieftain.
The oddest thing, in a gallery of historical busts...all their eyes were closed. |
You search the ceiling | The ceiling looks like it is made from stone, just like the rest of the vault. There are some fine cracks along it. |
Go northwest | I guess the paths aren't a mirage...
This ancient castle now lies in ruins. (There do seem to be quite a few of them around here, eh?) All that remains of its once-proud ramparts are dust and rubble, and an occasional stone block. A path leads away from the ruin to the west. To the east: unchartable desert. Sitting on one of the stone blocks is a large green frog. Something about it catches your eye.
Tiffany enters just a few steps behind you. |
You check your inventory | You are carrying:
the Mario's hammer
the Oculus Room key
a foam rubber chainsaw
the Darkiss' dentures
You also have:
the power of "Resident Evil"
the strength of "Street Fighter 2" |
You put the attuner in the compartment | get the attuning set only to disrupt its fortune matrix in some
kitchen appliance. |
9 | "Is it true you fought off the Brain Guzzlers almost singlehanded?"
The Jenny of Tomorrow pauses a moment before replying, "Not quite singlehanded. But I was part of the team that pulled it off."
1) "Remind me what you're trained in right now."
2) "Can you give me some tips about plant care?"
3) "Can you write me a poem?"
4) "Can you listen to my troubles?"
5) "Can you paint a sign advertising seasonal flowers?"
6) "Do you know how to bake Snickerdoodles?"
7) "Do you remember how to unlock my purse?"
8) "What's the weather forecast?"
9) "Is it true you fought off the Brain Guzzlers almost
singlehanded?"
10) "I'm done talking now." |
Go west | Hall Intersection, Mt Airy Hospital
Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.
There's a large white butterfly flitting back and forth near the ceiling.
A building map is posted on the wall. |
You ask John about the locusts | "What? I happen to like honeyed locusts. Don't knock 'em till you've tried 'em." |
You take the sun | You lift this last sunshard and cradle it between your hands.
It is all that remains from the devoured sun. |
Go outside | I handed Colonel Martin back his revolver and walked out of the kitchen, closely followed by Captain Graham. We reached the front door together without a word; it turned out to be unlocked, so I opened the door and Captain Graham followed me through.
'At least it's stopped raining,' Graham remarked, as we stepped out into the drive, 'I understand you ran out of fuel? I've a spare petrol can in the back, maybe we can get your car going again.'
I glanced up at the sky, which was indeed beginning to clear, the storm having spent its fury. For a moment I lingered in the drive, trying to come to terms with everything that had just taken place; then I clambered aboard and caught my last sight of Wendle Manor as Captain Graham turned his car round. I didn't see Angela again until after the war - but that's another story.
storie |
Go inside | I looked in through the balcony doors and saw the old man lying on the floor, with a revolver in his hand. He had taken his own life.
I couldn't bring myself into returning inside the house. I had to stop this madness. |
Go downward | You fill your lungs to capacity and dive into the water.
Underwater, (drifting)
The gradually sloping ocean floor is only about ten feet below the surface here. The sandy bottom is layered with a suspension of mud and fine silt. Here and there, thin leaved plants claw through the mud like grasping fingers. Dominating the entire area is an enormous slab of barnacle encrusted rock.
The crab, which had resumed its perch on top of the rock, scuttles back into the fissure on your approach.
The crab pops out of the fissure, spots you, and scuttles back in. |
Go south | This is a shady and damp area in the park. Far overhead, the tree branches knot together like fingers, chopping up the sunlight. It feels a bit spooky.
You can leave this shady place by going north or south.
There's a big puddle of mud here.
Ayla is here.
Jack is here, watching to see what your next move might be.
Rose is here, leaning on a tree and counting aloud.
Rose says, "One hundred and four." |
Blue | You insert the blue keycard in the card slot.
Now the display says "Please place your hand or tentacle on the terminal so your identity can be confirmed with a DNA check". |
About yourself | As good-looking as ever. Eyes red, chin unshaved, cheek bruised. Your whole body aches like a bombsite. Oh yeah, the finest in the state.
You're wearing your trenchcoat, and your scuffed black shoes. |
You ask Bardolph about the shepherd | "The Shepherd?" says Bardolph. "A long fellow. And fat. I have not seen him these two days." |
You go north | The grassy hillside slopes gently down towards the small town below, which is surrounded by farmland and bordered by a river to the west. The centre of the town lies straight down the slope to the south. Just up the slope to the north is the edge of the forest, which can also be entered to the northwest.
Obvious exits: North, South, West, Northwest |
You examine the controls | You idly speculate about using it to hack yourself back into the real universe, but the thing's only built for one-way use. It would take an absurd amount of power to make it function again.
The Veil arrives from the outside. |
You show cheese to the cat | That wouldn't be of interest to the animal.
Skayawa the cat stares toward the northwest. |
You read it | Chocolate Recipe: vanilla bean, sugar, cocoa beans. |
Smell cissy | Your nose is overrun with both Dolce and Gabbana.
Cissy continues to prattle on about her oh so fascinating life. |
Go east | Frenesiés Lair
This is a tastefully decoreated lair. Bookshelves on the walls, lush red carpet, impressive murals on the walls, depicting the development of Dr. Frenesiés genetic experiments. Behind the desk, the room opens up towards a rocket silo. Paul is visible through an open bulkhead. He's tied to a zero-g chair.
Dr. Frenesie seems to be stunned from the recent, redecoration and waves a futuristic gun in your general direction.
"No, Alex!" screams Paul, "it's a trap..."
But you have already noted that Dr. Frenesie isn't as stunned as she seems, and with a quick flick of the wrist, you throw your sharp wit and hit her somewhere in the tentacled mass of her face. She sprays ink everyhwere and slumps onto the desk. You grin at Paul. "See, darling, absolutely no..."
"...door." The ground gives way, and you fall, screaming.
You are in a maze of twisty passages, all alike. Yes, seriously. |
You look at the beam | It's still kind of damp, but you could probably sit on it. You've sat on it before. |
You examine man | The enchanter looks about as old as you are young, with the profession's typical air of lofty mystique, but he seems to be having a bad day so far.
With a liquid 'thwap', the bubble bursts, tossing you back onto the islet.
You are standing on a tiny rock islet, barely more than a few feet across, in the middle of a vast ocean. No land is visible in any direction, and the water swirls threateningly about your feet.
You see a white cube here.
A man in enchanter's robes stands on the islet, drying himself off. |
Go north | This large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north. |
Unscrew grate | You loosen the screws with the screwdriver and rotate the grate away from the opening in the wall. |
You cut the doll | Cutting that up would achieve little. |
You go to the south-east | A little hexagonal room, from whose narrow window you can see the moat, the lawn, and the beginning of the forest outside. |
You wait | Time passes.
The hacker wanders morosely in from the south. |
You talk to Rondo | You say hello to Rondo Moresby.
(You could ask him about himself or the incidents.) |
You go north | The monkey scampers beside you.
The stone tunnel extends from north to south here. There are no side exits.
The monkey is still with you. |
You put the candle on the stove | Putting things on the stove while it's switched on would be dangerous. |
Go south | A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, west, northwest. |
Keycard | The dry metallic cake turns into a dry metallic keycard, which you take for yourself. Hooray, technology. |
You throw the hare | Dropped.
The alpha swings his head back and forth between you and the lamb. The others follow in unison. |
Awe9 | Restored.
Cockpit, buckled in the passenger's seat
The cockpit is cramped, to say the least. Both the passenger seat
and the pilot's chair have little leg room. Most of the space is occupied by an instrument panel which contains numerous dials, displays and indicators that are extremely foreign to you. The plane cabin is south.
Joe is here, slumped in his chair. |
You get all | elaborate flower centrepiece: Taken. |
You look at the sentinel | A dark metal statue, reminiscent of a prop from Fritz Lang's Metropolis. A stern, angular head sits atop a sexless body seven feet tall. Its arms are straight at its sides. |
Examine box | This is it, Owl! We've done it! Inside this box is the Telepathic God-Slug of Madagascar, which when combined with my metamorphic abilities will allow me to bring about a new world of peace and cooperation! Now all I need to do is to escape the ship.
You hear a loud bell and a mechanized voice over the line: Danger! Danger! Meltdown imminent! Evacuate immediately! Danger! |
Burn rope | That might be a bit too obvious.
Mother Singh aims a sharp blow with the metal rod at Pari's leg. Pari tries hard not to scream, only letting out a short "Oof." |
You go west | I'm in a little garden alongside the cottage. There's a vegetable plot in a sunny spot by the wall and on the other side of the garden a somewhat neglected ornamental pond. There's obviously been some attempt at landscaping but the effect is less Capability Brown and more incapable bruin. A ramshackle potting shed completes the image of horticultural incompetence. To the north, an overgrown pergola leads into a meadow. A gigantic beanstalk rises out of the vegetable plot and stops abruptly just above the level of the roof. |
You examine outfit | You're wearing a green tunic with a pair of tight brown breeches and soft leather boots. |
Yes | Thanks for playing. Keep Text Adventures Alive!
than an outdoor bath in a 104 degree pool.
Steam surrounds you in an ethereal massage.
Tufa deposits line the steep walls behind you
and brilliant green algae decorate the rock where
the spring trickles in.
A few bubbles and a small current
rise from the depths...
An Interactive Dip in a Hot Spring
Brent VanFossen, (C) 1997 - 2008
XYZZY Award winner for best Non-Player Character, 1997
[Press "s" to Skip the intro, "a" to read About the game,
or any other key to begin.] |
You go north | You discover that the door to the residential wing has locked behind you. You cannot return to the bedroom. |
Goals | You think you can develop your friendship with Xochi more.
You are looking forward to talking to Xochi again.
Turning Wheel cycles probably has something new worth checking out. Some more time at Lothlorien co-op sounds good to you. |
You wait | Time passes.
The lockpick's status dot fades to pure green, and flicks steady blue.
The metal door slides open. Beyond, several people are working at cluttered desks. One looks up absently, and then stares; and then a loud buzzer echoes down the hall. Moments later, three guards charge towards you, weapons drawn.
-- glaring light...
[Hit any key.]
Interrogation Chamber (imprisoned in the chair)
You blink away memory. The dim room comes again into focus, and the man behind the desk.
"That would be the logistics office. Five agents working at the time, very diligent men and women. None of whom recall their door popping open on them." He shakes his head. "Your electronic key is a lovely toy, but you don't have to play with it for my sake." He touches a control.
...glaring light --
[Hit any key.]
White Junction
You stand lightly in a bare tiled corridor, white tiles and cold white walls. The ceiling is acoustical panelling divided by illuminated strips of plastic. The hall runs north and east, with a branch curving away to the southeast. |
Go downwards | A wooden Wheel is mounted on the wall, near the Portcullis.
O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.
A stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your passage east.
In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to luxury a Tapestry which hangs near the upward-climbing Stair.
The Priest sits on his mat, eyes downturned in submission.
[Author's Note: So,] says the Priest, devoid of Emotion. [Author's Note: You have come.] |
Bugle | The ovular shape on the door rumbles then falls off. You see that extra bit is a horn--yes, you've definitely found a bugle. The door looks as impervious to force as ever, but maybe...? |
You throw the chest at the outlet | Futile. |
You ask Roberto about the job | (Roberto Velez about that)
Roberto sighs. "I have a good job," he says. "I am a custodian at the Reserve Bank, downtown. The work is not bad, and the pay is not terrible, but they are very strict about the uniform." |
Go west | You try the door but it refuses to open. It's locked and you can't see a lock or any obvious way of unlocking it. |
You eat the yellow Coin | It tastes rather like motor oil mixed with fermented milk, quite gross. I suppose everything should be tried once, but I wouldn't eat another on a bet. |
You take pie | It's like four hundred degrees inside that oven. You should find a hot mitt or something before you try to take anything out of it. |
Vacuum | You feel the air flow towards you.
A geyser of thick, deep air from below erupts. Your shell is stretched and pulled in different directions, and you are almost ripped from your shell. It subsides and you must pause for a moment until the pain becomes bearable. |
You talk to Twitch | Like most comprehensively broken people there is a touch of the rockstar about Twitch, and he wears it well. You are conscious of an uncomfortable intermingling of attraction and disdain, and that makes you rather shy of talking to him. |
You examine Depth Charge Deluxe | Wow, it's really big and heavy! It's more like a bowling ball wearing bread earmuffs than a hamburger. It smells delicious, though! |
Go west | You are in a small dark tunnel bending sharply from north to east. The walls are clammy to the touch. |
Go inside | The room is open and rectangular, with a high ceiling and almost
as many stations and terminals lining the walls as in the Data Center. At one end, the floor descends three steps into a depressed cockpit, where the wall arches out elliptically, containing three seats built into displays and terminals. The other end is mostly taken up by a large door, its two sides clamped together. On either side of the door are two small open archways; you don't even know which is the one you came through.
Above the depression, a wide arch spans from wall to wall.
Displayed prominently on the center of the arch is an emblem, at once familiar and different.
Veritas looks around slowly, her eyes wide. |
You knock on the door | GEORGE, OPEN DOOR
You call, "George, can you open the door?"
George hollers through the door, "No, leave me alone! I'm changing!"
The gym office door opens again, and George comes out wearing the ragged jeans under his oversized T-shirt.
You can't see any such thing. |
You check what you're carrying | You have a white cane, a pair of gloves, a pair of sunglasses (being worn), a hall pass, and a thin coat (being worn). |
You take the keys | You glance at Examiner Velox. "There's a keyring on Sal's body. Do you mind if I borrow it for a while?"
"Well --" His mustache wriggles. "You are not officially
permitted, Servator, but if you believe it will further your investigation... let us agree that my attention is divided, focused elsewhere. Just be sure to return it to the basilica when you are finished."
finished.""I will," you reply. "Thank you."
finished.""I will," you reply. "Thank you."You pocket the keyring.
(You think you've learned all you can from Sal's body. You should look for more clues elsewhere.) |
You fill the flask with the water | You dip the flask into the Miskaton, collecting a small quantity of river water.
The cold wind blows harder, tugging at your clothes. |
You go west | This room has been thoroughly and methodically searched. Boxes stand open, racks are emptied, vicious balls of plastic wrapping lie on the floor. There is a single locker in the corner.
Thick black smoke fills the area.
Kira lies here, covered by a blanket. |
Point at stud | Which do you mean, the calibration stud, the tool stud, the generator access stud, the information stud, the powerup stud, the project status stud, the sequence stud or the forcefield stud? |
You get on the bed | You get onto the bed. |
You lock the door | You leave the window, and walk over to the door.
(with the heavy iron key)
The key turns smoothly in the lock and you hear a faint but satisfying click as the lock engages.
You hear another set of footsteps coming down the staircase from the upper parts of the house, and somebody shouting about a burglar. |
You put the body in the cocoon | (the closed cocoons)
You're carrying things around with your teeth. The only way you can do that is to drag it there. |
You link the dancers to piano | (first unlinking the mechanical human dancers)
You succeed in unlinking the mechanical human dancers from the old letter.
You valiantly try to link the two objects, but they are just too dissimilar. |
You wait | Time passes.
Patriotic music begins to play and the house lights go out just as three more park guests make their way into the theater and sit down in the front row. You make yourself comfortable in your seat as the voice of James Earl Jones begins recounting the early days of the American Presidency......
The documentary has reached the post-World War II presidencies. You notice that the three men in the front row seem completely transfixed by what is happening on the screen. In the flickering light of the projector you can just make out the names "Nixon," "Ford" and "Carter" on the backs of their shirts. You continue watching the movie...
The movie ends with an appropriate fanfare as the screen retracts into the ceiling. The stage lights come up dramatically, illuminating the thirty-nine animatronic representations of the Presidents of the United States standing there. The three men in the front row go absolutely wild with whoops and hollers as each of the different "Presidents" on stage acknowledges its introduction by James Earl Jones with a wave and a nod of its head. There is much high-fiving and slapping on the back when Jones reads the names of the thirty-seventh, thirty-eighth and thirty-ninth Presidents....
The presentation comes to a triumphant conclusion with a stirring speech by "Abraham Lincoln." The house lights come up and the three men in the front row make their way back out the exit to the east, leaving you alone in the theater. You notice that the stage lights were left on for some reason. |
Go east | Hm. It's like some weird foamy turnstile.
anything. But exploring may turn up some clues.
You're outside the usual boundaries of the box. You can go back
through the walls to the southwest and south, or you can dither around
to the northwest. |
You examine the first hole | It's a small round hole; you cover it with your finger in order to change the flute's pitch. |
You look at what you're carrying with you | You are carrying your crossbow (loaded with a bolt), a thighband with four bolts (strapped to your leg), and a brightly-glowing lamplens (on your wrist). |
You wait for a while | Time passes.
On the monitor you can see Puppet deftly dispatching the dirt-covered pirate with a single swing of his cutmore. His larger undead comrade just bellows "Brains!" all the louder. |
You take the wrench | Taken. |
Script | Scene:
behind a polar bear, evening
to replace a weapon.
Stage directions:
inventory (i), examine (x), take, drop, talk to
future (f), past (p), clockwise (c),
counter-clockwise (cc)
wear, undress, wake up
infect (when wearing graveclothes) |
You look at the view | The northern end of the plain is a grey barren waste, almost featureless apart from an abandoned farmhouse. Further to the southwest lie the neat square fields of a still working farm, opposite a band of dark green woodland to the southeast. Beyond the woodland you can just make out parts of a stream and a tiny building that must be the mill. In the far distance Castle Hill rises up out of the
plain to dominate the southern part of the island. From this great height you can just make out the castle complex on top of the hill. |
You ask Imelda about the Tiger Sauce | "Have you ever had Tiger Sauce?" you ask.
Imelda looks puzzled. "You mean sauce made from tigers?"
"I think it's tiger milk, actually."
She turns her nose up. "No thanks."
"Oh, you'd be surprised." |
You examine the door | The sliding glass door looks out onto the back porch. Or it would, if it wasn't so dark outside. A small black poodle yips at you from behind the glass.
"Do you play fantasy football?" your husband asks Chuck.
"Do I??" asks Chuck back excitedly, "Only, like, every day!" |
Topics | You could ask him about Joe himself, or bring up something else. |
Go south | You are holding Tyrone's hand, so he follows you.
Heavy wooden benches separate long rows of battered green gym lockers. Everything smells like old socks in here. The coach's office is over to the east, and the gym is back to the north.
Tyrone is here, holding hands with you.
The gym office door is closed.
Samir is standing nearby with his hands stuffed in his pockets.
Jude is here, holding hands with Ashley and clinging to Mr. Bunny.
A old boombox sits quietly on one of the wooden benches.
You can also see a deodorant spray bottle and a broken ponytail holder here. |
You examine the drain | The metal drain is a small circle with a grate about ten centimeters in diameter. |
Go south | This is near the northern end of the carnival's main thoroughfare, running north and south. You can cut across to where the thoroughfare turns by heading northeast. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is a booth with a sign hanging above
it stating Baseball Toss.
You are on the carnival's main thoroughfare, running north to south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
a tent with a sign hanging above the entrance stating Fortune
Teller.
You see a balloon float off in the distance.
This is the carnival's main thoroughfare, running north and south.
The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
a small building with a sign on the door reading Manager's
Office.
You are on the carnival's main thoroughfare, running north and south. The western border is the road back to town and the eastern border is flanked with buildings, tents, and booths. To your immediate east is
a small, wooden building with a sign on the door reading East
Asian Imports. |
You read the plaque | O blessed one, be kindly in
heart and help those who
voyage in ships.
You remember reading somewhere that J. Daggett's great-grandfather made his fortune as a sea captain. You can certainly understand why he might find that particular Homeric Hymn meaningful. |
You go downward | The intestinal flora shriek and thrash along the walls, struggling to remain above the rising swamp. You must paddle and dive; there is no solid footing; you feel an undertow dragging you down into the sanguine depths.
The walls contract spasmodically. |
You go east | This wing of the cellar is even older than the rest, with walls of piled, unmortared stone. The entire room is filled with wine racks. They cover every wall except for one spot to the west, where an exit leads back to the main cellar.
All of the racks are dust-covered and empty except for one against the north wall, which contains some forty or fifty dark bottles.
You can also see a lantern (providing light) here. |
You listen | You hear the bustle of the crowds, the chatting, the laughing, of the fairgoers, the calls of the vendors, the rumble of trains on the elevated tracks, the whistle of the steamers on Lake Michigan.
The second man continues. "Louis, look at the horizontal line of the building -- see how close it is to the ground, almost as if it's part of the earth. I think it's rather wonderful." |
Xyzzy | I got nothing. Sorry. |
You look at the examiner | The Vigiles examiner appears to be the one in charge of the team. He looks surprisingly human, if you discount his quivering mustache. |
Wait | Time passes.
Below, the glinting beast whizzes out of view. |
Go east | There's nowhere to go. Past a small patch of desert that is no doubt reserved for future construction, the city ends at the East Berm. |
You examine the carvings | Which do you mean, the first pictogram, the second pictogram, the third pictogram or the fourth pictogram? |
You go to the west | Of all the directions Emma could have gone, west to the sea seems the most likely, relatively speaking. But there's little reason for her to simply leave you behind-- it's not as if a dragonfly can hire a ship. And in any case, you aren't about to go gallivanting off that way without a firm lead. |
You wait | Time passes.
The western politician speaks: "Our nations have both entered an unprecedented era of prosperity. Most of our people have never had it so good. As we move forward, let us not forget those of us around the world who are not so fortunate. We have an obligation to use our great wealth to help out other nations and to be good neighbors to our
fellow man. Forging ties of peace and comity with the other nations around the world will ensure a steady path forward for our two countries to thrive. Our preeminence on the world stage gives us an extraordinary chance to share our resources and our peace with the world and to lead by example."
The western politician glances down at his podium. "But, you may be wondering, how can we ensure that we're acting in our best interests?"
The eastern politician and the unaligned politician stand nearby, listening with practiced politeness. |
You move the platform | It is fixed in place. |
You pour the salt on slugs | You pour the salt onto the slugs, and they shrivel in droves. More rush in to replace them, but you keep pouring, and they keep desiccating. In the end, it takes all the salt you have, but you get rid of all the slugs, and no others arrive. |
You examine it | The computer is portable, and is able to scan and interpret the meaning of the colonists' symbolic writing. It has also been programmed to respond to search terms, to sift through data files and the personal logs of the ambassadors before you, assuming all the relevant disks are loaded. At the moment the slot for adding an extra data disk is empty, which looks ominous. |
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