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Kiss Serpent
|
Keep your mind on the game.
|
Is
|
A staff (with the goblin sidekick)
A fat fish
A knife (sharpened)
A bottle (open)
A healing gun
A manual
A severed finger (with a ring)
A severed head top
A nosehairscrew (in your nose)
You are wearing:
Mirrorshades
Boxer shorts.
|
You put aggressively on the reporter
|
I give the aggressively manner to the reporter, who now intends to aggressively open the way into the conference.
The reporter demands to be let into the conference, but the agent
moves to block the agent's path.
|
You give the stick to Zoe
|
Zoe eyes you coldly, no way she is taking anything from you.
Zoe starts to climb down onto the medium plastic block but then since you are on the lower blocks she looks down at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.
|
Examine book
|
The runes are unfamiliar to you, but you know what the book is: a record of all the contracts of all the souls enslaved to the king of this castle.
You caught him staring at you once. "Your clothing is wearing out. I'll look up a seamstress in the contract book for you."
You plucked the erring sleeve back into place. "You needn't," you said. "I don't mind."
"Yes, but I do," he snapped. "I was once a -- the polite term would be a connoisseur of ladies -- and it is not a taste that goes away. So for everyone's sanity it would be best if you went about fully clothed."
You avoided him for three days, after that incident. But your gowns were all replaced.
|
You examine the room
|
The room is about fifteen meters long, eight meters wide, and three meters tall, in the traditional Yi ratio 4:2:1, with the vertical compromised to only 2/3 its height before the somewhat flat floor intrudes.
Cheryl says, "This is our chance to make a difference, Tolan. But only if we do it according to my rules. You're going to see what sort of information you can get displayed. As soon as you bring some Yi text up, you stop. You don't touch anything until I say it's ok to continue. Got it?"
|
J.
|
Sixth of Aquaria, Auritum IV
There's nothing left to say. I've burned my bridges. I'm sorry.
Now it's time to do what I set out to do. Reden, Doctor Arturus, all of them -- I'm going to make sure they didn't die in vain.
Current objectives:
- Find the place from Reden's vision
Marid's notes:
- Reden's vision showed me a canal or sewer somewhere in the Channelworks, where he was drinking.
Via Terminalis, West Street
You drift through empty blood-vessel streets, a speck of white mingling with cobblestones ashen and black. In place of carriages and people, there are quarantine signs and body bags. The air rings with silence, and in it there is the foul creeping odor of something terrible afoot.
To the southeast, the Via Terminalis bridges the canal. A condemned block is visible to the north, and a footpath follows the canal to the south.
|
You put the scarf on man
|
"Well, thank you, little magpie. I am kind of cold."
Magpie? I'm a raven! A raven! Stupid humans with their not
knowing anything and their not speaking the language and their failing to look like proper bank robbers unless I do a bunch of stupid work...
|
You ask Ponyfriend about the beep
|
(Ponyfriend Chunky about that)
Ponyfriend avoids your eye.
|
You take the torch
|
(slipping the family album into the pocket of your trenchcoat to get a hand free)
Taken.
|
Patch
|
It looks... unnatural.
|
Pab
|
You set the wand to purple-gray-blue.
|
You play the guitar
|
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.
You play a few notes of "Chobits ending theme 2". Contrary to IF convention, you actually play quite well.
Eyes rolling nervously, Curb hunches over and humps thin air.
|
You examine the locker
|
It's a storage locker for your personal equipment.
|
You examine basket
|
The basket is oval-shaped. A handle spans the narrow part.
|
Go west
|
The moor is silent. Keep moving.
Looking east, you see the Standing Stones; looking west, you see the Aftermath.
They will see you. Go now.
|
You go to the north-west
|
One measly pool table comprises the billiards room. That and a
heavily locked door behind which Grady stashes his liquor. Southeast takes you back out into the saloon.
|
You take the tin
|
(putting the rug into the sack to make room)
Taken.
|
RET
|
There is a brief flash of light, and you find yourself in...
This austere space provides a quiet, distraction-free environment for examinations. Besides the sign on the wall and the slot below it, there is nothing in this room. Not even an exit.
Your spell list glows as your Arithmancy spells are restored.
|
You put the minus in the C
|
The standard-issue minus sign fits in with a magnetic snap.
|
You look at the tray
|
A simple metallic tray located at the bottom of the machine. From the looks of it, items dispensed from the machine ended up there. Several holes lined the bottom of the tray.
In the dispenser I could see a washer.
|
You turn off tap
|
The tap's already off.
|
You go to the east
|
This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.
A crow is perched on the windowsill, looking around the room.
|
You open the drawers
|
You open the drawers, revealing a handwritten book.
|
You look at the bear
|
Kappiataitok, king among polar bears in life, gathering dust here now in death. No hunt was ever greater than the hunt that felled His Majesty. It's said that thirty hunters lost their lives during the climb in crevices, and thirty more in snowstorms raging hard enough to freeze a beating heart, and thirty more when Kappiataitok emerged to find his glacial sanctum populous with infidels. They could not conquer him with spears; the ice ran red with blood from everyone; and thirty more were dead before the king rose with a roar and broke away across the floes. But he had been wounded in the ankle and could not escape, and after thirty more and thirty more had fallen to his claws, he fell beneath the aurora and never woke into this world again.
|
Examine kit
|
This is a small, transparent plastic pouch.
In the grooming kit are some tweezers, an emery board, and a toy mouse.
|
You dig the floor
|
(with the old shovel)
You have no reason to dig in that.
|
Yes
|
All right, here we go...
Taken.
This is the mansion's spacious ground-floor antechamber. The wallpaper is peeling and bits of plaster have fallen from the ceiling here and there. There is a stairway, stable enough to ascend. The big area to the west must have once been a separate room, but the demolition crew seems to have already taken out a wall. A living room is east. On the south side is the front door. A Dumpster has been dumped here.
A door to the north, leading out back, is open.
A pig sits here calmly. He is quiet and oddly attired.
You put the lovely loveseat into the Dumpster.
Whew!
[+5.]
|
You get the blue Keycard
|
You pick up the keycard. With this you will probably be able to get your body back, return to earth and kick some supercomputer ass. Alhtough, it's still chapter 2, so there might be some more puzzles left... But you're close! Very, very close.
|
You look at what you're carrying with you
|
Lornedei's magic is currently at 76.
Lornedei is carrying:
a large black beetle (Fluffing up its wings at the moment.)
a small gray plaque
a leather rucksack (being worn)
a handful of white berries
a piece of cheese
a loaf of horrid bread
|
You examine the elderly woman
|
I wonder who she is.
|
Go inside
|
You go inside the garden shed again.
The shed is in poor shape, but it's your own little shed. The walls have been plastered with pages from books and there are several boxes full of miscellaneous junk.
There in the corner is a bright red bottle of herbicide with a skull printed on it. Excellent.
|
Examine calendar
|
The year is 1990. Maybe that was the last time this room was used as an office.
|
Blow
|
You blow out the onion's tearjerking odor, but with all the hors d'oeuvres inside this banquet hall, even its aroma simply wanders and gets lost amongst others.
|
Go west
|
You walk into the fog.
Someplace Else in New York
|
Go east
|
Light streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.
Xochi is working here today.
|
You go west
|
You stand in a dismal swamp, with the chitter of unpleasant life in every direction. Footing is torturous here, slowed by the grey murk sucking at your sandaled tread.
There is a large, MOSSY STONE IDOL here. Even half-sunken in the mire, it stands a head taller than you, with crude, angry features.
|
Go down
|
You slide backwards and drop back into the lobby.
You're crouching on your hands and knees in a perfect stale-gingerbread recreation of the hotel's lobby. It should just be possible to crawl north or east, crawl OUT again, or go up the elevator shaft.
|
Go upward
|
You climb up and out of the hole.
This is an open field, with a few boulders and the like scattered about. In the center of the field, someone has constructed a white gazebo (currently floating above the ground), its shadow providing perhaps the only real shade in the area. A muddy streak slashes through the field north-south, where the water used to be. A wide white plank allows you to cross from one bank to the other. One of the boulders has vanished, and a hole gapes where it used to be. Sticking out of the ground is a stone pillar, a control panel and joystick built into its side.
You see a small fly, a grenade pin, an apple, and a thorny rake
here.
|
Go upwards
|
You've reached the roof over the wings. The hot sun makes you neck prickly. You see the top of an air shaft with a ladder leading down. There is a double-hung casement window in the wall to the West.
|
You look at it
|
The lower drawer is empty.
|
You drop the paper
|
(the tattered drawing)
Dropped.
|
You give the box to goat
|
The goat sniffs the small cardboard box and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Finally satiated, the goat wanders off into the mountains.
|
You examine the hetty r.
|
In the picture there's a thin older woman with a scarf around her head. "Hetty had time for the art even with three kids to feed. Just like Yo Momma who has three chins to feed."
|
Go down
|
At the bottom of a stairway you see a doorway West and some smudged graffiti on the wall: "GLASS CUTS DIAMOND" and "DYSLEXICS OF THE WORLD, UNTIE!".
Judy is purring softly in your arms
|
You check your inventory
|
You are carrying:
an oil lantern (providing light)
a green bottle (providing light)
a large black book
an old grimoire
a heavy stopper
a journal
an embroidered robe (being worn)
a handful of ashes
a broken limb
|
You go to the west
|
I didn't want to see. But I had to be sure. I stepped onto the balcony once again and... there were two corpses of Rose impaled at the iron gate. Two different dead bodies in different dead postures. I went back again.
|
You look at the imp
|
The smallest and most stupid demons come in innumerable shapes, most of them hideous; a few breeds, however, are rather attractive and are worn as ornaments by ladies of fashion. They don't breed true, however, which ensures that there's constant demand for wild specimens. Occultists love to grumble about being priced out of the market.
This specimen is of the type usually worn on a fine silver chain around the wrist and used by demimondaines to light their cigarettes; it resembles a butterfly-wing folded into abstract origami, with eyes. A faint, bluish flame coruscates across its wingtips.
|
You examine Sandie
|
Sandie is a short, round woman. To a first approximation, she's a sphere. To a second approximation, she's a sphere with hands. She's got a greasy apron on and she smells fantastic. I love her and her meaty ways. She only loves me when I have money.
|
Dream cliff
|
You close your eyes and imagine overlooking the cliff. When you open your eyes, you are somewhere else.
Trees (near the overlook cliff)
You stand on the edge of a vertical cliff looking down over more forest and eventually, in the near distance, a small town. A rocky path leads down to the southeast, winding down the cliff and its various outcroppings. Another path leads back into the woods to the southwest. The cliff cuts the land here from the northwest to the southeast. The sky, unobstructed by foliage here, is still a bleak gray.
|
You open the door
|
Opened.
|
You drink pale Mead
|
You drink the mead. You are not thirsty.
|
You examine the roof
|
Great stone arches support the vault, adorned with gargoyles depicting various breeds of anthropomorphised shellfish.
|
GET TONGS, HAMMER, CRUCIBLE, MOULD, GLOVES
|
You have now got the tongs.
Hammer taken.
Crucible taken.
Mould taken.
Asbestos gloves taken.
|
You talk to Carl
|
"Sorry, I don't have any proper dialogue," he says. "You'll have to wait for the full game for that."
|
You ask rich about curtain
|
"Yeah, the curtain's not working right now. One of the ropes snapped just before I was due to lift it. I'll need a replacement rope before I can do anything."
|
Go south
|
A modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a multifaith prayer room. You can head back outside to the south.
Your work computer is waiting for you here.
A list of common passwords has been flimsily stuck up on the wall nearby.
|
You continue
|
You fire your retros, falling into a slightly tighter orbit.
[POS: (-6, 0, -2) VEL: (-2, 0, 0)]
|
You go east
|
"Ah, ah!" says Pokerounce, snatching your ankles again. "Don't court my displeasure. You won't want it. However you got out, you're going back."
Here we are, returned to the dungeon, and there you sail, right back into the southern cell. Pokerounce dresses you once again in manacles. At least you're still alive, and that's something. Perhaps a more subtle approach would unseat our lovely warden.
Dungeon (south cell)
Only one little skeleton remains inside this cell. Even unshackled, the poor child makes a pitiable sight, although you're not much better in your cacao manacles.
Northward an open doorway leads out to the dungeon.
|
You examine Card
|
Though the card is splattered with food, you can see the name of the concoction is "Brew-hah-hah."
|
Status
|
You are dead. Your flesh seems to be in fairly good shape (no telltale signs of rotting are evident).
|
You untie the leash
|
You unclip the leash, leaving the dog free to roam. He seems disinclined to do so, however. He just sits there in front of the cellar doors, his tongue lolling out, staring at you.
The dog rolls over in the gravel.
|
You take the rabbit from the hat
|
As if you'd ever resort to such a tasteless trick. Cards are in right now; rabbits are out.
|
You open safe
|
There's no handle on the door; it opens when you get the combination right.
You can hear Michael in the next room, typing away.
|
You look at the glyph
|
It appears to be a glyph of recording. Although it has suffered partial bloodstain damage, it still appears to be functional. You could listen to it if you wanted.
|
You look in bag
|
There's assorted essentials and reading materials inside.
|
You ask Phelps about the nest
|
"You worried about them wasps, sweet pea? They won't bother you none."
Beauregard belches, and doesn't apologize.
|
You drop the sock
|
"Oh, that's right" says the acolyte, "just strew your worldy goods all over the landscape, why don't you? You have no respect for the sanctity of nature!
The acolyte attempts to clap with one hand, cupping the other hand over his ear the better to hear the sound it makes.
|
You go to the west
|
Looking around, you see that this is where props (items small enough to be carried around on stage - guns, books, pencils, etc.) are stored.
An oddly decorated magicians table sits in the corner
The guy is standing by your side
|
Go east
|
We could not with the metal barrier in the way.
We saw the departure of a terrified man-thing.
|
Go north
|
This seems to be a small rest area that continues to the East in the middle of the wings. The main stage is to the West. The wings extend North and South.
There is an old soft drink machine in the corner
|
You open the suitcase
|
David refuses your request.
|
You go to the guest bedroom
|
Bed, nightstand, wicker chair. Door to the corridor.
On the nightstand is a silver frame.
A tall teak wardrobe leans against one wall.
The wicker chair is over by the wardrobe.
You can also see a toiletry bag, a wide open pink suitcase and a wedding photo here.
|
You jump over the steps
|
You can't jump over that.
Honey stretches languidly.
|
You learn the guncho
|
You haven't written that spell into your book yet. Until you do, you can't memorize the spell.
|
Right leg
|
The numbness has settled deep in your bones. You pull the remaining limb from its home. Now it's here in the cannon, where it should go. You must save the people.
"Two hundred ties!"
|
You take all
|
golden dragon statuette: Taken.
portrait of J. Pierpont Flathead: Taken.
|
You look at the stub
|
The candle is lit and shining brightly.
|
You talk to the figure
|
I start to speak, and the figure focuses his attention on me, his face still in shadow. My blood runs cold at the thought that he's seen my face but I still haven't seen his, and I find my words choked off.
The policeman's face falls and his manner turns apologetic.
|
You ask Tyrone about the cellar
|
in the meadow, Tyrone starts poking around very busily in the innards of the van. "People see lots o' things," he says, not looking at you. "People ought to mind their own business."
"But this ghost," you tell him, not quite willing to give up, "it was like she was in pain."
Tyrone sighs heavily. "And what are you tellin' me about it for? You think old Tyrone can do anything about it? That ghost, she been around here for a long, long time. I see her once in a while, on a moonlit night, comin' up between the cabins. I don't know if she's in any pain, but I think she's sad. I think when she sees folks that are alive, it reminds her of what she lost.
"It's too bad you don't have nobody here that's your own age, honey. That ghost, she's about your age. If you can see her, and in broad daylight too, maybe you want to try to make friends with her. You could do worse."
"But how would I do that?" you ask. "How can anybody make friends with a ghost?"
"Same way as you'd make friends with anybody else, I expect. Find somethin' she cares about. I couldn't rightly tell you what that would be, but I guess there's bound to be somethin'. If she didn't care about nothin', why would she be hangin' around, you ask yourself that?"
Tyrone scratches his head. "I guess I don't know nothin' 'bout that."
|
Break arcade
|
I fear that destroying the coin-op will be no use. The zombies have already invaded the museum. Move on and kill them.
|
You show the flask to the man
|
(first taking the flask)
His eyes burning with greed, the old man snatches the flask from your hand, unscrews the cap and tips it up into his waiting mouth. Then, sputtering angrily as he realizes there is no whiskey in it, he hurls the flask across the lot and glares at you with something approaching real hatred.
|
You talk to Drogo about the bottom
|
"And the bottom?"
"Hmm." He pauses thoughtfully and stares at the deepening hole. "That is a good question." The scratching resumes.
|
You break it
|
That's unlikely to have much effect.
|
You get coppery
|
Taken.
You move the empty pans from the oven to the work table.
"A loaf of bread, please!" requests the moss robed citizen.
The Shireton Harbourmaster arrives from the north.
Heat blasts from the open oven into the bakery.
The Harbormaster scowls, "Me, I'll be takin' one of them bland, overly puffy fairy-cakes you sell in here and make a passable attempt t'pass off as real bread! Speakin' o' hardtack, 'at reminds me of a funny yarn for ya! It all happened back in the day... back when we were still huntin narwhals and Great Whites...
|
Wave passkey
|
Nothing happens.
|
You look at the rome through the lens
|
You squint at the image of Rome through the glass, and it unfolds before you:
There is the Tiber, winding, and every bridge that crosses it, and every peddler selling trinkets on those bridges. The birds that flew in augury, circling still on the hills. The beasts of burden, laden with food from the fields...
|
Inventory
|
You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, a tube of suntan lotion, and a pill bottle. You're wearing your clothes.
|
You ask Wally about the genie
|
"Please let me in. We humans need to stick together."
"Please, I'm at least one step above you on the evolutionary ladder."
|
Tie sheet to bed
|
You loop the sheet around your bed and tie it.
|
You eat the radish
|
Crunch, crunch, crunch! Everything's drowned out as you crunch crunching radishes. Their crunches resonate inside your head. Each bite's exceptionally crisp.
|
Turn sign
|
It is fixed in place.
|
Inventory
|
You are carrying:
seven unwritten vellum scrolls
a coffer (which is open but empty)
an old document
a colour chart
a length of light rope
a boomerang (providing light)
your formal credentials
a shard of pottery (providing light)
a small wickerwork hamper (which is open but empty)
four arrows
a drum (which is empty)
a bow
the "destruction order"
Experimental Spell Book #5
your Ambassador's trunk (which is open)
a hand telescope
The Guide For Travellers To The Lower Northlands and Surrounding
Provinces
some provisions - a joint of cured ham, a hunk of cheese and a clove
of garlic
a stub of a stock-keeper's note
a broad green leaf
a burnished lantern (providing light)
|
Go east
|
This room looks like it belongs in a modern home instead of some underground cavern complex. It is neatly square, about 20 feet wide by 25 feet long, and the walls are paneled with cedar wood. It looks unusual only due to its contents, and that the west wall is a wall of roaring flames. The room is of a comfortable temperature though.
An altar is on the northern wall, a desk lies against the eastern
wall, a table sits against the southern wall, and in the middle of the room sits a large crystal obelisk.
Sitting on the altar is a large black book. Sitting on the wooden table is a black rod. Sitting on the wooden desk is a tarot card and a small bowl.
A grey old man in dark blue robes is here. The Ice Wizard stops admiring his trophies and turns to face you as you enter. "This used to be the Fire Witch's trophy room," he mumbles. "Now she's a part of it."
The Ice Wizard mumbles something about foolish mortals under his breath, making some sort of gesture with his hands.
|
You ask Luisa about the boys
|
"Oh, those boys," Luisa says, shaking her head in disgust. "They're not nice at all. You don't want to go hang around with them."
|
Inventory
|
Carried:
a damaged book
a primitive copy of a key
a puzzle box (open)
a letter
a diary
a small module labeled 'Aetheric Amplifier'
a large iron key
File F6A142: Cleve Anderson
a flanged brass rod
a paper tape labeled F6A142
a small key labled 2D
|
Go upwards
|
You painstakingly climb out of the old well.
Beyond the south wall of the old slaughterhouse, there is nothing but a tangled thicket so dense as to be impenetrable in every direction except to the north, where you can slip back into the ruined slaughterhouse through a hole in the wall.
Rising from the midst of the underbrush is a squat circle of stone: the top of an ancient well.
A rotting circle of plywood leans against the side of the well.
|
You look at the sketches
|
They concentrate on weak points and the functioning of the digestive tract.
|
Go northeast
|
You remember from a visit once as a child, when your mother worked in the hall, that the ground floor is mainly the servants quarters and kitchen etc, and that the servants kept themselves strictly apart from their masters. And out of sight as much as possible, so wandering around this level should be fairly safe, but not likely to be very productive... but one never can tell...
And what's that door to the south? Ah, you obviously weren't allowed in there as a kid.
A corridor leading to the kitchen is to the east. An ornate staircase winds upwards, blocking off northward access from this point, and a fancy doorway is to the south. The whole place is very gloomy with oak-panelled walls and a few portraits of singularly unattractive ancestors of the present incumbents.
You may exit the building westwards.
You can see some portraits here.
|
Go west
|
The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.
|
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