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You talk to Dennis
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SCHOOL...
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You go through the window
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You roll, twist, force yourself into a run. Your knees are aching. The air is freezing, stinging your cheeks. Your boots dislodge old and broken tiles, sending them hurtling off the roof into the mist below.
A balcony lies to the east. Behind you is a clattering, a shrieking that is not human.
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Go south
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Square (on Ardavaan's vehicle)
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.
East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.
You can see many kids playing here.
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You get the sapphire
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The sapphire is not within reach.
The bell swings towards you, ringing unbearably loud. BONG! You and Holmes clap your hands to your ears in an attempt to protect them, dropping everything you are carrying in the process.
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You look at the rod
|
This brass rod is short and, for a rod, relatively thick. It has the number 69,105 written on it.
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Go west
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This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.
Part of your playpen is here, there is more of it to the northeast.
You can also see a smooth rock here.
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You pull the string
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A voice comes from within the doll's body, dim and gravelly: "Flee the trouble of the ravine! Here is a division between one type of world and another entirely!"
"What risk is this?" With a concerned look, the woman leans towards the doll as if to pay closer attention.
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You go to the north-east
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These gardens used to provide most of the food for the entire monastery. Now, none. A few black stalks poke through the snow, their appearance always perfectly predicted by the rows they were planted in. The wilderness is stronger here: twisted briars block all paths but the one southwest, back to the stables.
Drogo slashes wildly at the briars with a dull machete.
A low chorus of growls rises from the briars, singing with the swing of Drogo's blade.
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You examine the blur
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The cloud resolves itself into a disc. It is a distant spiral galaxy, the Andromeda galaxy, whirling through the void like a scythe. Andromeda is plunging irrevocably toward the Milky Way at hundreds of thousands of miles per hour.
Andromeda is coming. Soon, far too soon, its trillion stars will collide with the Milky Way. Both galaxies will be torn apart in the collision, and for a billion years or more chaos will reign. Some of the stars will be swallowed by the two massive black holes at the center of each galaxy; other stars will collide in titanic explosions of light and death; still others will be ejected into intergalactic space, doomed to wander alone until they burn out into blackness. The final shape of the resulting galaxy will be monstrous and unrecognizable.
It is cold comfort that the Earth will have been burned to a cinder by this time, destroyed by the doomed and greedy sun before another star could snatch its prize.
You hide your eyes from the light of that evil star. You don't want Andromeda to see you.
|
Look around
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Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here.
It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some pig wings, and the countesses, wielding some inflatable kielbasas and are wearing some white motley.
A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button).
The lever, knob, and button are still next to you. You can leave to the north.
|
You go to the south
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You go a few steps into the water. Its warmer than expected. Maybe you
would go for a swim. But in sight of this beach, so you will have it
easy to find your way back. So you choosed to stay at the beach
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You drop icon
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You haven't got that.
This environment is a mere sketch, but you didn't sketch it. It's grown entirely from your subconscious symbolism. This is what you've been striving for. Now you just need to draw out more archetypes.
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Lasso wellhead
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(with the rope)
I don't know how to lasso the well.
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You meld rock with the mirror
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You concentrate on the rock and the mirror and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
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You go to the north
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Pushing through the doors, you step tentatively into the dark room ahead. Without warning, the world spins and rushes past as you plummet downward. Clearing your head you look around in time to see a large packrat shuffling off mumbling something about people with nothing in their pockets to trade.
You find yourself at the bottom of an elevator shaft. You can see light coming through the gap between the doors to the West. Looking up you can barely see light filtering through another set of open doors two floors above.
The frayed elevator cable hangs just out of your reach.
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You go to the south
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As you walk away, Honey goes back to reading (if that's the right word) her magazine.
Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.
You're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.
An overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.
|
You go west
|
In a sudden whirr of metal sliding on metal, a clockwork lioness leaps from some unseen perch and blocks your way!
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Pet Bubbles
|
You pet Bubbles, whose tail wags mightily in response.
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You turn the dial to 2
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You turn the dial to 2.
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You get the pot
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You pick up the heavy pot.
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You get manual and the journal
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Project Tyche manual: Taken.
DUFON journal: Taken.
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Examine watch
|
It's the wind-up timepiece you received when you were commissioned as an officer in the Confederate Army. You may have lost everything else in that war, but at least you have this fine pocket watch. It currently reads eighteen minutes past seven in the evening -- less than thirteen hours until you and Muddy are hanged.
|
You examine the portcullis
|
The portcullis is itself exactly.
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You go downward
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A small spiral staircase leads up from here to the upper story. The main offices lie to the east.
|
You look at the cauldron
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The items in the cauldron blend into a foul-smelling sludge... not exactly what you intended.You frantically try to figure out how to get rid of the sludge in the cauldron and how to get your ingredients back, but you're rapidly running out of time...
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You examinethe i d card
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Violence isn't the answer to this one.
This card bears a photo of your not-so-tiny non-ninja roommate.
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You examine hinge
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The hinge is rusting but remains functional. You notice a piece of chalk sitting on it.
(Music consisting of a beat and sparse, cold notes bends up and down unpleasantly in the background.)
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You read secret
|
As your fingers touch the organ stop labelled "4", you hear a scraping sound behind you. Twisting around on the organ bench you see that a small panel has opened in the wall behind you and is already starting to re-close. Hastily you turn to vault over the bench but only succeed in falling in a heap, jamming your head between the wall and the almost-closed panel. This, however, stops its forward motion allowing you to pry it back enough to free your bruised scalp and crawl unceremoniously through before it once more hisses shut.
You READ the secret that you've been so carefully keeping under your hat. There is an almost imperceptible darkening of the small lens in the center of the wall, and with a soft whoosh, a panel swings open allowing you to pass.
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You get the stone
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Taken.
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You give the jacket
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(to the rat)
The rat tycoon scoffs. "Oh please, I already have twenty of these. In fact, I own the factory that makes them." He beams. "It's very efficient."
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Attack fraud
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(with the shining yellow sword)
You swing the shining yellow sword at the Serious Fraud. The sword's blade strikes the creature in a shower of yellow sparks!
The Serious Fraud takes a cautious step backwards.
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1
|
"Doctor Cavala?"
She shakes her head. "I... I should have asked for a guard. A warding glyph. Something. I should have... I almost lost you, Marid.
I... I let you down. I failed you."
I... I let you down. I failed you."You've never seen her like this before.
before."She's been like this since they brought you in," Doctor Justinian says quietly. "We'd best give her some time to herself."
1) "...Thank you, Doctor Justinian. For saving me."
2) "How long was I out?"
3) "I was attacked by a mutant woman with a sword..."
4) "What's wrong with the color of the light?"
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You get all
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bed: The bed is too heavy.
Matter Transmission Made Easy: Taken.
Octopode holo-gallery: Taken.
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Wait
|
Time passes.
For a moment, someone is visible, facing you across the desk.
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You give the skateboard to Alice
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Alice starts laughing as she takes the skateboard from your hands. "Got me again, huh? I guess this technically *is* transportation." She gathers up her more valuable possessions, including Carl, and theatrically wraps the pink towel around herself. "Carl!" she says, presenting the skateboard to him. "You know how to ride one of these?" Carl looks quizzically at the board, then puts it down and mounts it. He then lifts Alice onto his back (not without considerable effort). You open the door for the two as they glide out of the apartment.
"Be seeing ya," says Alice as they depart.
"Don't count on it," you say, closing the door.
"Projection, repression, rationalization, sublimation!" John recites desperately.
In the near silence, you hear a soft but obnoxious dripping noise coming from the direction of the kitchen.
|
You wear it
|
You put on the plastron.
David takes a floor reel and floor cord from the bag.
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You take all
|
your replacement Coronation Flail: Taken.
Impolitic Spare Crook: Taken.
Large Paternal Crook: Taken.
Large Paternal Flail: Taken.
kingly gifts: None of these things interests you anymore.
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Go northwest
|
You are on Tower Green, which is at the centre of the Tower of London. Entrances to various towers lie to the northeast, east, southeast, and south. A few ravens are strolling around the green, eyeing you with interest.
Your companion follows you.
|
You ask Jessenia about her amulet
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(the broken silver amulet (smelling faintly of mildew))
Jessenia wrinkles up her nose at your broken silver amulet (smelling faintly of mildew).
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You go north
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The way back across the mambling plains is long and filthy, the way forward is through an intersection in this cliff.
|
You examine the bed
|
The bed almost fills the room. On the bed you see a bedspread.
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You eat square
|
The yellow square doesn't appear appetizing.
The alien is repeatedly opening and closing its tiny mouth and patiently gesturing with its delicate arms. First it points to the yellow square, then it points to its own mouth, and repeats.
|
You look at the ladder
|
This is an a ladder leading to a square hole through which you can see a room with yellow walls.
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Go downward
|
A sudden vision flashes before your eyes:
Chanting voices. Ancient demons. Flashing flames.
Altar Room
This icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.
There is an ancient altar here.
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You take the borogove with the skimmer
|
The net on the skimmer is too small to fit around the wounded borogove, and if you caught on to any of its legs, they'd just pull off.
|
You examine Art
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You inspect one of the many artworks here and see a wild and muddy swirl of disorganized brushstrokes on a piece of wood.
Midnight strikes and a new day dawns.
(This is day number 61)
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You climb down
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You are standing on a ledge in front of a cave carved into the volcano wall. Light emanates from the cave to the south. The birch is resting on the ledge, leading up to the edge of the volcano.
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Light twigs
|
Using your tinderbox, you easily set the twigs and leaves ablaze.
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You examine the triangle
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A triangle, but made from sturdy clay. One of the creatures that began
to appear here and there after the shift, albeit to fill a role
London's had for centuries. This one looks bored.
|
You read inscription
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"Number is the origin of all things."
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You ask Soolin about the forest
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"It would take too long to explain, sir," she replies, "Let's talk about it later."
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You examine the meal
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The slimy admixture of entrails, small winged insects and the occasional fleshy ear, churns thickly within the pot...
|
You look under Bridge
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The current looks swift and murky.
|
You wait
|
You wait for a moment.
Static hisses from the television.
The video recorder emits a series of clicking noises, then starts to rewind.
The video recorder is making a whirring sound.
|
You turn on the orange switch
|
As you flip the switch, the LED suddenly lights up green.
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You climb the hill
|
You crawl up the hill—your dress snags on a cactus—your lantern
goes
out. You toss it behind you.
When you reach the hilltop, you hold very still to search the valley below.
A jaguar is running away, leaping like quicksilver over the rocks.
|
You go to the 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.
|
2
|
"I charge $25 a day plus expenses. But I don't suppose that would be a problem for a dame like you."
Irene says rather gravely, "No. That will be fine."
[1] Ask if she's gone to the police.
[2] Agree to take the case.
[3] Decline the case.
|
Smell rock
|
(the pile of rocks)
You smell nothing unexpected.
|
You check what you're carrying
|
You are carrying:
four pieces of silverware:
a table knife
a spoon
a fork
a silver-plated corkscrew
a bottle of Chateauneuf du Pape (which is closed)
a red glass jar (which is open)
some sea-salt (which leaves the red glass jar about half full)
a sack (which is open)
a green glass jar (which is closed)
two food items:
a goat cheese
a great deal of olive oil (which leaves some room in the green
glass jar)
a navy cloak
some documents
a blue glass jar (which is closed)
a celestial bauble (providing blue light)
a rug
an Andouillettes Recipe
a round metal tin (which is open but empty)
a butcher knife
a small portrait
a jeweled pin
a stone block
a dark wooden box (which is open)
an mirror inset inside the box (reflecting white light from the sunlight)
a pearl necklace
an old letter
a sword
a snuffbox (which is open)
a quantity of snuff
a white handkerchief
a swordstick
four books:
Guide to Assorted Wines
The World Is Hollow (which is open but empty)
The Lavori d'Aracne
On Vegetable Dyes
three metal dishes:
a plate
a chocolate leaf
a hinge-lidded teapot (which is open but empty)
a cup
nine food items:
a wedge of brie
a salers
some andouillettes
some apples
a bay leaf
a sprig of parsley
a sprig of mint
a clove of garlic
a single yellow onion
two keys:
a silver key (which opens the red door leading east)
an iron key (which opens the russet door leading east)
two bottles of wine:
a bottle of Sauvignon Blanc (which is closed)
a bottle of mead (which is closed)
a dashing hat (being worn)
|
You examine the lamp
|
It was a brass lamp with the name "Canloc" inscribed on its base.
|
You cut the sacs
|
You slash through the intestinal lining with the tooth.
|
You touch Lupor to golden
|
(Lupor the Wolfman to Golden Girl)
There is a flash of golden light, and Lupor the Wolfman is now made of living flesh again.
|
1
|
"I'll do my best to avoid damaging the bodies."
He nods. "Excellent. To business, then. If you'll follow me..."
He nods. "Excellent. To business, then. If you'll follow me..."You follow him to the slab, where he draws back the tarpaulin. You recognize Doctor Arturus, but there are three others: a man dressed in finery, a man built like a fighter, and a reedy young woman. All have black stains around their mouths and eyes.
black stains around their mouths and eyes."Here are the four victims of the disease," Examiner Velox says. "We've made some preliminary investigations into their identities. Looking for identification on the bodies, cross-referencing against our records, et
cetera..."
cetera...""What can you tell me?" you ask.
cetera...""What can you tell me?" you ask."The man on the left is Doctor Arturus -- I see you're already familiar with him. Very good. The one beside him, the well-dressed man, is Creditor Nacarat of the Furopolis Securities Exchange. He's rather well-known in certain circles of society -- has been implicated in some fraud allegations, but nothing concrete."
but nothing concrete.""What about the other two?"
but nothing concrete.""What about the other two?""Ah." Examiner Velox furrows his mustache. "They are more of an enigma. They carry no identification; they are not in our records. We believe they were unregistered criminals hiding in the Shanty Quarter. According to our contacts, they match the description of Sal and Piper, a villainous duo of some notoriety. They were underworld enforcers, and not particularly well liked."
particularly well liked."You consider the facts laid before you.
1) "The victims all died of the same disease?"
2) "Regarding Doctor Arturus..."
3) "Regarding Creditor Nacarat..."
4) "Regarding Sal and Piper..."
5) "I'll keep investigating."
|
You examine the passengers
|
They look scared, and with good reason. Reporters report news; they aren't part of it.
|
You go to the bell castings
|
You head west to the white gallery. Then west to the gallery of still life. Then west to the upper bulb. Then down to the lower bulb. Then east to the state rotunda. Then east to the parliamentary chambers. Then east to cloister walk. Then north to rose garden. Then down to rooted room. And finally south to bell castings.
A room of scrap and refuse: wooden structures and clay molds from which bells might be made, scrap metal, pieces of bells now broken.
|
Go west
|
Ignoring everything that you learned as a two year old, you impulsively turn W and walk right into the closed door.
There is an unpainted red brick wall to the West.
A thin ray of light creeps in under the stage door.
|
You play the trombone
|
I have never studied music, but the noise that emits from the instrument when I place it to my lips is not entirely unpleasant. Hubert, who is clutching his ears, seems to be of a different opinion.
|
Cc 5
|
You change the CC panel to 5.
|
U 8 1 6 | 15
C 3 5 0 | 8
D 0 0 0 | 0
+
11 6 6 13
|
You examine the window
|
It doesn't look as though it was ever particularly sturdy; positioned as it is over a steep drop into the sea, it probably never needed to be. The casement opens outwards; the panes are cracked but otherwise intact. The latch, a rather flimsy affair, is twisted half off the frame. The sill is quite high off the floor: it seems highly unlikely that anyone might have fallen through it by accident.
|
You go to the west
|
You pedal effortlessly.
Miffyland, the student ghetto (on Lunar Lightning)
This small residential neighborhood is a mix of old quasi-victorian houses subdivided into apartments, and more recent larger apartment buildings. Many university students move here after their time in the dorms, and on summer nights the porches are full of young people taking a break from their studies with the traditional libations of beer and weed. State Street is north, and John Nolen Drive is east. The bike trail continues southwest.
|
You wait
|
Time passes.
"Keep it steady, understand. We only need a hole big enough to fire through."
The table itself is burning hotly now.
|
You enter door
|
You pass through the portal into a dark tunnel, which sighs with melodic longing as you enter.
You are on your hands and knees in a claustrophobic tunnel. It leads down, as nearly as you can tell, but your equilibrium is distorted in here. The curving walls gleam with the semblance of wet rock, but the palms of your hands tell a different story. It feels like organic tissue, a thick layer of hide, with the elastic strength of muscle. Like sharkskin, it is silken and slick in one direction but resists any backwards movement with a roughened grain.
|
You enter the shed
|
Disused for quite a long time, evidently. There is dirt in the corners, and some evidence of inhabitation by rodents or perhaps even a larger animal, now and then. Some rust stains on the walls indicate where tools used to hang, but no longer do.
A rope ladder lies in a heap on the floor.
|
Go northwest
|
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.
Exits lead southwest, west, up.
|
You go downwards
|
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.
Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.
Behind the curved bar, a young woman with dreadlocks attends to patrons.
|
Examine bar
|
A dark and dour expanse of wood, pitted and scarred and stained with the rings from over a hundred years' worth of slopping beer mugs.
|
You examine the scrambler
|
This is a small sealed packet that you are to give to Bian if you find her. It will let her build the memory scramblers that are your true mission.
|
You put the play on sharp
|
I give the play intent to the card sharp, who now intends to play
poker for high stakes.
The gambler loses its nerve and folds.
The gambler watches its opponent take the pile of chips. Despite the gambler's glum expression, the loss was only a small fraction of its total money, and it shows no indication of slowing down.
|
You buy the sachet with the Fisa
|
"That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the sachet.
|
Go southeast
|
This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)
To the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.
A cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.
Honey Hartwell is reclining on the chaise longue, leafing through a magazine.
|
Sing
|
You fold. The music is faint and the song warms you, but you know you cannot truly Sing without being in your Cellarium at the proper place.
|
You go to the north
|
You climb the steps to the porch.
Mudroom (Matt Weiner)
The porch is a mudroom, a place for taking off coats and muddy shoes. The marble front wall seems like a sheer cliff face, the porch like a flimsy shelter built onto it. The front door leads inside to the north.
In one corner of the porch a strangely shaped hook is fastened to the wall. A black cloak hangs beside it.
In the other corner of the porch is a small wooden table.
A slightly muddy welcome mat lies in front of the door.
Against the front wall are a pair of blue cloth slippers and a single brown leather boot.
You can also see the mate of the first leather boot here.
|
You pick the metal drawer with the clip
|
You set about corrupting America's youth, or, at least, Samir.
You ask, "Samir, can you unlock the drawer if you use the paper clip?"
Samir takes a moment to straighten out the striped green paper clip. Samir bends over the metal drawer with the straightened striped green paper clip. In a moment, you hear a click, and Samir straightens up again.
|
You get tube
|
Taken.
The grumbling of machinery catches your attention.
|
You show the bracelet to the monkey
|
The monkey makes a tiny chittering sound that might be laughter.
|
You examine the drain
|
Dark and hollow.
In the drain hole are a great deal of water and a Tea Recipe.
|
Kiss canvas
|
Your lips go numb and you're seized by a sudden vision of something rumbling beneath the earth.
|
You take the bone
|
READY>Rover growls mildly, reminding you that it is his space probe. In any event, the data have already been downloaded, so the fate of the probe itself is no longer a mission priority.
ROVER paws at the cargo bay door.
SPACE PROBE -> SELECT : NIL
|
Go north
|
This hall is lit by arched windows in the west wall. The long mahogany dining table could seat at least twenty people, if the chairs were still here. A doorway leads east, and a wooden door to the south is open.
|
You check what you're carrying
|
You are carrying:
a screws
a romance novel
a brochure
a remote control
|
You tell him about Julia
|
“Well, a kind young lady called Julia Trelawney found me on the
shore,
took me back to her house and not only gave me a bowl of hot soup to revive me, but a gold coin so I could stay at the Red Dragon Inn for a while,” you tell him, “Hopefully that should last me until I find a boat off the island and rejoin my ship.”
“That was indeed kind of Miss Trelawney,” the Duke nods, “But
there
are no boats off this island, and one gold coin won’t keep you for long. However, I may be able to improve your prospects, lieutenant; you could enter my service – you sound like the sort of man I could use.” He pauses for a brief moment to gauge your reaction, then adds, “But first I’d need some concrete pledge of loyalty.”
(You could ask what he wants of you, or refuse.)
|
You ask Samir, to go south
|
You say, "Samir, I need you to go into the kitchen."
Samir jumps down from the pommel horse.
Samir goes south.
|
You perform the cpr on Annie
|
Feeling rather foolish you move your mouth to the lifeless woman's. mouth-to-mouth resuscitation...
you think as you press your lips to her cold flesh.
Then you feel the very breath from your body illuminate and exhale into her. From below there are roiling violins and hopeful trumpets as wind...now magic and golden...surrounds you both in a violent vortex or a full orchestral score that stands Annie up on her feet. And she is alive again, blinking curiously.
"YAAAAAAAY!" shout the orphans, seeing Annie conscious again.
"Miss Annie," you say, not knowing what else to ask, "are you...okay?"
"Yes, I'm fine!" she says, wobbling a bit stiffly. "And the children are here, so everything is perfect! Now if I can just make us a cup of tea-"
She doesn't get to make that cup of tea because she is interrupted by the thin screams of the orphans as black-gloved hands pull them away from the bars of the window and make off with them.
"Oh no!" Annie exclaims. "They've taken the orphans! Mister! You've got to help them!"
Outside the apartment you hear shoes on cement and the definite clatter of steel weaponry. Annie grabs your arm, "Don't go out there!"
"Don't worry," you say calmly reaching for your .38. "I can handle this." You glance out the window as your fingers close around air. Your gun is gone. Oh, nuts.
Annie races to the front room of the apartment and you hear her shriek. A thug in an indigo suit has grabbed both her wrists. You run out and grapple with the thug for two seconds before Annie brings him down with a solid smash to the head with a ceramic emu from her collection.
"That was my grandmother's you creep!" she hisses. You hear
more commotion outside.
A standard tiny two-room flat, much tidier on the inside than out.
The furnishings are spare, if neatly kept. There is minimal damage except to the window where the perp likely entered, and the carpet which is painted with darkening red bloodstains. The bedroom is west from here, and you can exit to the east.
You can see a carpet (on which are some bloodstains) and an alien ant farm here.
"Get out of my sight you exceedingly mean people!" Annie growls, grabbing a china saucer and hurling out the door at the thugs outside.
You hear grumbling and random bursts of machine-gun fire from the thugs on the rooftop.
|
You look at the bears
|
Almost a ceremonial bear procession, if bears had liturgies and rituals.
|
You listen
|
(to the guards)
One of the guards is talking quietly. The words, of course, are drowned out by the ever-present ventilation.
One of the guards says "Yes, with'."
|
You ask Chloe about the guard
|
"Yep, your best bet for getting the dirt on the guard is with the chef."
|
You go north
|
The monkey goes down onto all fours to keep up with you.
The stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.
An ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.
The monkey goes off to take a quick look around, but soon returns.
|
You go north
|
This is a small professional kitchen. Although the pots and pans and smaller appliances are all gone, the oven is still functional, as long as your uncle keeps paying the gas bill. Also here, not part of the original decor, is the Ark of Whatever.
The door to the restaurant's office leads west, the pantry is to the south, and the dining room is to the north.
The cable from the security camera runs through here and into a small hole above the office door.
Walter is here, unconscious.
|
Go north
|
The bathroom is cramped and not especially clean. The old-fashioned claw-footed bathtub is lined with brown encrustations, and the other fixtures are just as old and ill-cared-for. The sink is on a free-standing pedestal, with a mirror above it. The door is to the south.
A small hand mirror is perched on the edge of the basin.
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