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You get the key | Taken. |
You examine the systems | (the systems damage)
After a quick diagnostic, you confirm significant damage to your high FTL drive, general life support systems, external sensor grid, and logic circuits, plus lesser damage to the low FTL drive and communication web. Interesting. |
You look at the demonoscope | A small, crudely painted ikon of the Blessed Egdethbra of Wessex in the act of her martyrdom, a sordid little affair involving a backsliding Dane, a turnip field and an ironbound psalter. When waved at demon-infested things, the aforementioned proto-saint wiggles her toes and rolls her eyes wildly. (Demonoscopes are usually crafted with saints of better repute, preferably ones who actually existed, but these are usually overwhelmed by the demon-saturated environment of the Circles.) |
You open the door | The door is already open. |
Skin fox | You remove the bloodied cloth cap from the dead fox.
You begin the messy work of skinning the fox. First you turn the fox onto its back and make a long vertical incision...
Let us make a long story shorter. When you are done, you have a carcass of uncooked fox meat and a fox pelt. Incidently, you made a bundle with the fox's cap and the unedible bits and chucked it far off into the forest. You also cleaned off your knife and put it back on your hip. |
You open the small crate | The locked padlock prevents you from opening the crate. |
You take the cucumber | You grab another of the cucumbery vegetables.
Anton's mouth is moving and his eyes are glassy. Suddenly he throws his arms into the air and runs in a victory circle. |
You check your inventory | You are a Level 2 adventurer. You're equipped with a very sharp sword and studded leather armor. You're also wearing a fine tabard, a stylish cape, and a lucky sheath. You have found a wooden key and a rusty key.
You have an amulet of magic arrows.
You have 52 crowns.
Loot collected:
tiny ruby (3 crowns)
wooden statuette (3 crowns)
pouch of coins (5 crowns)
pouch of bronze coins (2 crowns)
bronze bracelet (2 crowns)
bronze bowl (2 crowns)
small pearl (4 crowns)
bronze bracelet (3 crowns)
tiny ruby (3 crowns)
Total value: 27 crowns |
You take the ball | (putting the remote control into the plastic supermarket bag to make room)
Taken. |
You examine the ice | Supreme scoops sprinkled with sprinkles and swirled with fudge, spotted with chocolate chips, topped with whipped cream and bright red cherries. |
You look at what you're carrying with you | You are carrying:
a lizard whistle (being worn) |
You examine rose quartz | The heart is made from shaped and polished translucent pink rose quartz. It fits nicely in the center of your palm and feels pleasantly smooth. |
You look out the window | (the window)
You find nothing of interest. |
F. | The hallway light provides the only light in this dark room. Your eyes adjust and your nose comes alive with the many different scents inside. The first smell smells like He does sometimes -- like growing things, like the outside. It's too strong for you and it causes your nose to wrinkle involuntarily. The next strongest smell is a fresh, clean smell that must be some kind of water. You know by the third smell that this is His place, because He has marked it. Mixed in with that territorial odor are lesser notes that smell like all sorts of yummy things. You're so glad he marked the area so you'd know where they are! It's odd, though. You look around but don't see a litterbox anywhere.
Instead, off to the right you see what looks like a very long water bowl. It has sides so you can jump up on it and take look inside. It smells like that water smell. Opposite it is a fat water bowl, where the territorial smell and the yummy smells come from. You could jump up on it, too. Right beside you are wooden boxes, and on top of them is a tall dark window.
You see your reflection peeking down at you from the window, green eyes glowing in the dark. |
You put the shield in the river | You put the heat shield in the lava -- it floats on the flowing lava, and seems easily able to withstand the heat. You hold onto it so it doesn't float away. |
You see the mist | The eldritch vapors stare back at you with translucent curiosity.
Giggling with mischievous Glee, the eldritch vapors clutch your legs and cover your eyes with their luminous hands. The ground falls away beneath your feet as the foggy fiends lift you high above the treetops, scatter your possessions and carry you screaming into the night.
You come to your senses empty-handed and aching all over.
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.
Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness. |
You look at the brick | A reddish-brown brick darkened by smoke, and pushed forward from its position among the others. |
You go northwest | You stand on the deck of the boat, just to port of the aft
stateroom. Its roof curves across the boat, and a ladder leads to the roof and then to the flying bridge. Beside the ladder, windows open into the stateroom. To starboard is the rail, standing sentinel between you and the cerulean water. The boat runs beneath your feet from the north to the southeast.
Carl, hands in pockets, is standing here, obviously on his way to somewhere else.
Bill arrives from the southeast.
Carl climbs up the ladder and is gone.
Ashleigh arrives from the southeast. |
Go down | You drop down from the shaft.
Your footsteps squelch in this stale, cramped space. The cobwebs here glitter with moisture and silk-wrapped things. Flies flit through your lamp-light, disturbed by your movements, gathering on moldy plates and slime-encrusted piping.
A pitch-black shaft gapes above you. The lights of the service lift glow to the west.
A rickety ladder and a kitchen stool provide access to the pitch-black shaft. |
Go east | Friendly vibrations can be detected from the southeast. |
You go north | What should I do?
What do I do at the Reserve Bank?
> How do I get into the Maintenance Closet?
How do I get to the Reserve Bank Atrium?
How do I get into vehicles?
1/14: Only authorized personnel can enter the maintenance closet.
2/14: You'll need to find someone who is allowed to enter the closet.
3/14: Oh, and you'll need to find a way to convince the door's palm lock that you are, in fact, them.
4/14: Remember the contact lens?
5/14: Do you really want me to get more explicit?
6/14: Oh, fine. If you've found your target, try talking to him about his job.
7/14: He needs to replace his jacket.
8/14: You'll need to get him a replacement.
Press SPACE to return to the menu or H to reveal another hint. |
You examine chef | A thin and almost rubbery-looking woman with bulging eyes.
She's standing in front of the ceviche menu. |
Inventory | You are wearing your trenchcoat, your clothes and your wedding ring; in addition, you have in your hands an animal's skull, a keyring, on which are four keys (an old-fashioned brass key, an old-fashioned iron key, a key to the house and a key to the cellar), a newspaper and a broom.
The pockets of your trenchcoat contain a letter opener, a strange metal flute, a puzzle box (which is closed), a flask (which is closed), a slip of paper, Michael's faculty card, a bundle of soggy pages, a silver locket, a family album, a flashlight, a book of matches with six matches left, a torn journal, a typewritten notice, a lantern, your umbrella and a towel. |
You take the doll | "You know," says Verdeterre, "that doll gives me an idea. Better take it along."
You stuff the wooden doll into the sack.
The rising water has reached your ankles. |
Vaxum elise | You speak the words, and Elise just changes. Her scowl turns to a smile. Her arms uncross. And all she can talk about is the games she loved, and why she loves them, and how hopeful she is about IF as a form. And she's only talking to you; it's like nobody else matters. And people wonder why you still do magic. |
Go north | You open the door to car 6.
Car 6, the last car
This is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.
You can see a train schedule, all of the passengers and a tool chest (which is empty) here.
The door to the car junction slides shut. |
You drop andouillettes | Which do you mean, the Andouillettes Recipe or the cooked andouillettes? |
You ask the people about hitler | You have to save this party before you can participate in the idle chat. |
Go west | You are now in the center of the EAST-West running rehearsal hall. There is a wooden hatch on the floor
The guy is standing by your side |
You look at the wolf | The wolf looks rather emaciated. Eating the berries should take care of that; now all you have to do is heal its wounds. Maybe those leaves will do the trick. |
Go west | You wander between plots: what catches your eye this time is vines growing tablet-like medicinal berries.
You stand at the eastern end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The Embassy is just west of here, at the far end of the pool.
If you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read. |
You go to the north | As you near the steps, you hear a thunk and the floor shifts under your weight. A trapdoor opens and you tumble down....
You are in a damp dungeon cell. Sunlight comes through a small square opening in the ceiling. There is nothing here except the pile of straw you landed on and the heavy wooden door in the south wall. |
You ask the man about Tower | He slows down once you've gotten his attention.
"It's a beautiful building, yeah. But I guess you get used to how beautiful it is after a while." |
Go upwards | Top of Stairs (Q. Pheevr)
You are at the top of a staircase, which leads down to Landing at the Bottom of Stairs (Mark Sample). An archway leads east.
On the north wall is a round white wall clock.
For some reason, there is a dilapidated kitchen sink standing against the west wall. |
Wait | Time passes.
The molten metal cools, the pyramid gilded, and the fires in the forest below are dwindling.
The serpent is entirely dissolved.
Where it once towered, poised to consume the world, something else now uncoils and flickers. |
You show the mouse to Beatrice | (first taking the toy mouse)
You grab the mouse. Horus perks up. "The enemy! Send me forth to destroy the foul creature!"
The toy mouse pays no heed to Beatrice.
[New topic for the parrot - Destroy] |
You dig the cave | You won't get far without something to dig with.
The fox chases around your feet for a moment. It seems to be watching something you hold. |
You look at Isole | The label on Isole Perdute claims this crisp white wine is intense, complex, balanced, and most of all, enjoyable. |
You go north | No common bailey, but a garden with walls trellis-wound. Its master hauls herself from bed to bed, throwing her tendrils out to drag her leafy head across the ground. That would be Jenny Lettucehead, the castle gardener extraordinaire. Here you're in her domain, patches plump with young cabbages.
Her vines caress two cabbages gurgling in the dirt.
Northward, below a balcony, a door opens into the balance gallery, and southward are the gateway and drawbridge. |
You examine Beast | The beast has found you.
A pale gaunt man in the shredded ruins of what must have once been the ship's uniform stands in front of you. Choose your next move carefully...it may be your last. You can't run! |
About yourself | You're wearing generic, comfortable and inoffensive clothes, which have enough pockets for a modest inventory.
You hear a MENSA-y yesman encourage someone to repeat himself. |
You get on the tuna | I don't know how to get on the bluefin tuna.
[ Your Stamina: 10 Bluefin Tuna: 38 ] |
Inventory | Intentions:
the take intent
the clean up intent
the explore intent
the block intent
the fold intent
the play intent
the wait intent
Other possessions:
a detector
an intercepted communiqu�� |
You examine the notepad | The notepad is a collection of dry cleaning tickets. You give your order, someone writes it down on the pad and then hands you the ticket. This high-tech system is supposed to limit the chances of you picking up someone else's laundry. |
You examine the sceptre | Formerly belonging to Queen Ingratitudina the First (so he said), only slightly bent where she used it to strike King Cophetua.
You reacquaint yourself with its appearance: Studded with measly turquoises and semi-precious stones. |
You look at the web | Not a pretty, symmetrical spiral web like you see in nature magazines; this is a tangled, ugly mass of dull gray threads spun in every direction, the work of some careless, inebriated arachnid on a weekend binger. Way back in the corner, almost buried beneath the disheveled strands, is an old-fashioned iron key. |
You open the safebox | Done -- it's open. |
You examine the branches | You are not sure from where these branches have come from. They are quite long and all squiggly and in a big mess. |
You lie on the altar | You get onto the stone altar.
You lie down, settling your body into the impression and your face into the cavity at the end. The milkweed leaf mask protects your face from the strands of orange slime that you belatedly notice fill the cavity. Is it even you doing this? It feels like the most natural action in the world.
As you press your face deeper into the cavity, your vision warps. The world seems to fold and buckle: what was convex becomes concave and what was concave becomes convex.
The altar wobbles and inverts, giving you the bizarre sensation of lying atop a smooth green hole that floats in midair. Deeper within the hole is a shelf of green stone with something resting (how?) on it. |
Go south | The center floor is a pandemonium of human activity. Machines flash a garish array of lights to beckon them closer, competing with barkers calling out the inscrutable results of their games. Crowds fed from
the main entrance to the south swarm over the floor, peeling off to join games or just to socialize in the cacophony. A less crowded area of the floor lies to the west, and a hallway leads east.
At the north end of the room, kept apart from the gaming tables, is an imposing door.
The guard continues to play the slots, intent on the false allure of riches.
Unnoticed by the crowd, a half-dozen humans in sleek black suits mix through the room and arrive at the door. Ignoring the guard, they unlock the door and quickly close it behind them. In my line of work, I've come to recognize the look a person, or even a human, has when he's carrying a weapon he intends to use. Even if I hadn't been able
to see them reaching inside their jackets, it's clear from their faces that they're preparing to handle the burglar with supererogatory viciousness. After a couple of heavy thumps from inside, the security team emerges with the would-be thief securely held in the center of their formation. They close and relock the door, then march the
burglar down the maze of machines, away from the densest groups of players.
As they begin to recede into the distance in the cavernous hall, I
hear the thud of something hitting the floor, some muttered curses,
and the sound of someone running frantically. It would seem that the thief escaped after all. |
Go south | When you leave the gallery, its floor rises again.
No common bailey, but a garden with walls trellis-wound. Its master hauls herself from bed to bed, throwing her tendrils out to drag her leafy head across the ground. That would be Jenny Lettucehead, the castle gardener extraordinaire. Here you're in her domain, patches plump with young cabbages.
More mewls from more nurseries draw Jenny across the courtyard.
Northward, below a balcony, a door opens into the balance gallery, and southward are the gateway and drawbridge. |
Leave | A small hallway, brightly lit by a row of Alien Tech(tm) powered neon lights. Dark wooden stairs lead upwards, and a doorframe opens east into the Living Room. A small door under the stairs lead into a storage closet. (Referred to by Paul only as "The Potter Room".)
You can see a chest of drawers (closed) here. |
Go west | You walk a short distance, but you start to feel uncomfortable, and hurry back.
You feel a strange sensation, some sort of vibration passing through your body.
The cutout laughs. |
You drop all | zorkmid: Dropped.
dusty key: Dropped.
dusty key: Dropped.
small lantern: Dropped.
backpack: Dropped.
elvish sword: Dropped. |
You get all from the shelf | tiny bottle of pills: Taken.
mauve cube: Taken.
Geiger counter: You've already got your hands full. |
You follow you | The caretaker says, "I will follow, master."
The caretaker staggers a little, but regains his balance. |
You jump to Phelim | Phelim is a wanted fugitive. You'll have to keep an eye out. |
You go to the east | Standing firmly in the middle of the bridge is Bill the Bowman.
Bill the Bowman looks impatient. "This ain't gettin the babby a frock and pinny," he grumbles. "Come on - see if you can knock me off the bridge." |
Wait | Something tugs on your line! Reel it in! |
Continue | You hear nothing unexpected.
The old-timers wax poetic about the time Jacob Nash and his wife caused a scandal with their indiscreet arrangement with the parson. |
You look at the linoleum | It sucks at your feet as you step on it. |
Close trapdoor | You close the trapdoor to the cellar. |
2 | "Hello," you say. "My name is Marid. Marid Orpheia."
The goblins look at each other and shrug.
The goblins look at each other and shrug."I'm Koriph," says the goblin on the right.
on the right."I'm Zoiro," says the goblin on the left.
1) "Um."
2) "I have some bad news." |
You read it | To remove tough stains:
1. Pour spot remover onto stain
2. Rinse garment, or wash as normal
3. Dry
4. Purchase more Zappo! products |
You ask the spider how you like yourself now | You can only do that to something animate. |
You examine pretzel | It's one of those big, soft pretzels the Golden Dragon is so famous for. They're really tasty, and they last practically forever. It would be a meal in itself. |
Inventory | You are carrying:
a yearbook pass
a spreadsheet |
You reply to apology | Dear Honored Former Ambassador Valenti,
Thank you very much for your valuable advice. It is, of course, somewhat unlikely that I will disobey orders merely on the basis of your uncertain instructions. If you had tried more persuasion and less condescension, I might be more inclined to listen.
Yours, etc... |
You go south | Everything is neat and tidy here.
You can see a CD here. |
You eat the bear | Turn the bear barrel's tap: kvass bubbles over your tongue, fizzing with carbonation from black bread fermented to sour sublimity. That tang's delight if delight's something someone could barrel. |
Chiaro boomerang | There is an almost blinding flash as the boomerang takes on a glow!
Not for a long moment is the light level tolerable. |
You take the parchment | You pick up the dark parchment. |
You hit Kunkel | The Kunkel somehow senses your impending attack. It rises and faces you.
"Please excuse the crudity of what I'm about to do, you text-based Neanderthal, but my ancestors were AGT monsters."
Its mouth opens to reveal teeth grotesquely out of proportion to the rest of its body, a fact you notice as those same teeth tear your flesh into tiny pieces. |
You examine Recipe | Which do you mean, the Chocolate Recipe or the Andouillettes Recipe? |
You sit | No need.
You hear footsteps from the cubicle farm. |
You go west | Just as you step into the room, the fire door closes behind you, plunging you into inky blackness. You can't even find an electrical outlet. Oh, bother. |
You put the ring in the case | (first taking it off)
The brass ring fits perfectly. |
Wait | Time passes.
The western politician speaks: "In preparing for the new challenges that await us in the future, we have to be quick. We can only win the future and forge a new, more secure peace between our nations if we proceed rapidly, using our agreements here to accelerate our efforts not towards arming ourselves for war, but for building trust and establishing peace. We have established a road map that will lead us into the next decades, but the highway of progress we're on has no speed limit. The engine of progress is strong. We will not allow ourselves to quiet that engine because of fear or suspicion."
The western politician glances down at his podium. "Let me now outline how we can de-escalate tensions between our two nations."
The eastern politician and the unaligned politician stand nearby, listening with practiced politeness. |
You examine the crest | During your engagement, you helped Peter track down a number of Cragne family crests for potential use in wedding livery: the Shattered Mast in Flames, the Moons" Eye upon the Tome, the Cup and Sword and Star--none that you've seen shared any resemblance to the crest embossed on this particular door in his ancestral home: a furred cloak girds a shield upon which the trunk of a severed tree impales a rampant lion, which is shown biting its raised leg. A banner beneath the shield reads "LIBERTÉ DE LA GORGE". |
You examine the paintings | A stack of old paintings. They can't have been touched for years - even inside the drawer, they've somehow managed to accumulate a thin layer of dust. Their subjects all seem to be women relaxing together in various settings - under parasols in a scenic park, by a fireplace in a cosy living room, lazing on a drifting canal boat.
Another new painting. This one is so messy it's difficult to be certain of the details, but it looks to be a figure of a blonde giantess attacking a human female with a knife. The giantess figure is apparently translucent: within her, another female is visible, her mouth frozen in a scream. |
You go south | Gaze down the hall and you'll gaze down a valley between smashed dishes. Above that valley rotates a boned chandelier, below that chandelier stretches a table the hall's length, and around that table is ranged the Amuse-Bouche Quartet: Earl Escargot, Dame Demitasse, Frypan Fredrick, and Mistress Caviar. Tonight their plates are heaped with devils on horseback, battered mozzarella, vol-au-vents, toast points, dolma, and boquerones en vinagre.
Southward, footmen stream from the kitchen; northward lies the eastern tapestry.
A footman carries choriqueso to the table. |
You go to the north | "Oi! Where do you think you're going?" The guard takes great delight in rugby-tackling you to the floor and dragging you back out onto the pebbled car park. "Authoria... Authiroz... authorthised... proper people only!". You've probably just made his day. |
Go north | This is a well-furnished living room. The walls are hung with various portraits. The exit is south.
Herman Yak sits in an armchair, holding a cup of hot water and looking miserable. |
You enter the platform | You step through the open flap and onto the platform.
The console readout blinks; it now says, "Accumulators charging: pulse in 3. Note: scan-web coverage not yet complete."
"It's under control, with'," someone says calmly. "The target is trapped in the lab. We're bringing up a cutter." |
Lesoch keyhole | That enchantment cannot be cast at anything.
The mosaic shifts again: "To the east is the Basic Spells Collection. " |
You describe your surroundings | The room is small, but serviceable. The walls are devoid of any posters or pictures - you keep meaning to put some up, but you never get around to it. It still looks lived-in, though, which is a polite way of saying it's a mess. The door of your closet doesn't quite open all the way because of the way the bed is positioned, but what can you do? There was nowhere else to put it.
The door to the living room and kitchen area is to the west. |
You put candle in the notch | You work the melted end of the candle into the notch.
The candle wax hardens. |
You ask Lama about yeti | "Tell me, oh Exalted Master, is there really such a thing as the abominable snowman?" you ask.
"It is possible," says the Lama, stroking his scanty beard, "that some of them may have survived the great ice age.". |
You enter the power boat | The power boat is too far away.
Lydia whispers, "Hurry, hurry! I thought I heard something!" |
You wait awhile | Time passes.
The Provider siezes you in his giant paws, and hurls you toward the Clearing...
A tree stump pokes through the otherwise unbroken blanket of soft, powdery snow. A slatted fence traverses the snow to the north, while the cottage entrance lies southward.
You can see a sizable piece of bark, a buzzing log, a pile of wood and a hole (which is empty) here.
You hear high-pitched laughter beyond the fence. |
You talk the hair | (Shanes hair)
You can't think of anything to say. |
You look at the radiator | The radiator runs on gas, not electricity, which is why it's even working at all. It's quiet and it keeps the room cozy, which is all you really need it to do, so everything seems to be in order there. |
You look at the debris | Solid, heavy rubble prevents your passage. |
1 | "Why did you kill Creditor Nacarat and the thugs?"
"Why?" Justinian looks almost surprised. "Marid, you've been all over the Channelworks District. You know the Greater Corindia Trading Company, don't you? They are criminals, Marid. They are parasites. They are the worst aspects of society congealed into a tumor."
They are the worst aspects of society congealed into a tumor.""They don't kill people with biological weapons."
don't kill people with biological weapons.""Marid, Doctor Arturus was in debt to them." Justinian's eyes flash. "You weren't there, Marid. You don't know what they did. What they were capable of. Scum like that doesn't deserve to... to even breathe the same air as us.
that doesn't deserve to... to even breathe the same air as us."When I needed test subjects for Noctis, I didn't have to think twice. Nacarat and his goons were the first ones to die because I knew the Channelworks District would be a better place without them."
1) "Why did you kill Doctor Arturus?"
2) "Why did you start the epidemic?"
3) "Why did Carnicer try to kill me and Doctor Cavala?"
4) "How much does Doctor Serpens know?"
5) <Change the subject.> "What will you do with me now?" |
You eat guard | It won't be easy, darling… he's gigantic… hurl yourself into the fight, there, grab his leg, take a deep bite! What's that, your teeth won't penetrate his rind? And now he's got you by the scruff? We all miscalculate our strength sometimes.
"Weakling," says the durkha guard, tossing you back. "Thou art no match." |
Go south | The interior of the closet is a dim and cramped little box. It smells powerfully of mold.
You see a laptop computer here. |
You look at the guard | He looks fairly neat and alert.
A couple of men hurry by, talking quickly. |
You examine the mechansim | FC: Cryolink already established to Waldo.
FC: Which mechan do you mean, the walkway or the broken mechanism? |
You go west | Most people prefer the wide, well-maintained main street to this dull,
empty road. Most of the storefronts are vacant, windows boarded up,
with the exception of one cozy-looking storefront. The lane connects
with some broad streets in the northeast. South is the entrance to the
city's archeological district. An antique shop is embedded in a wall
of shops to the east. |
Pet wolf | You can't touch the wolf. He is too far away! |