<h1> The Front Yard </h1> <<nobr>>
<<set UIBar.show();>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>>
<</nobr>><<type 40ms>>
You are at my parent's house. It is a drab ordinary khaki brown. The grass is green and luscious. There is a flower bed at the base of one of the two towering, creaking pine trees. There is another, smaller flower bed beneath one of the ground floor windows. There are no cars parked out front.
<strong>How do you enter?</strong> Or, do you do [[Something Else|Interact w/ Front Yard]]
~ Through the [[Front Door|Landing]], which is decorated appropriately for the nearest calendar holiday or birthday.
~ Through the [[Garage Car Door|Garage]]
~ Head around the [[Left Side of the House|Rear Left Landing]], towards the backyard.
~ Head around the [[Right Side of the House|Garden]], towards the backyard. <</type>><h1> Inner Landing </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>>
<</nobr>>
<<type 40ms>>
A split level California home, you are immediately pressed to either go up or down stairs. There is some room to kick off your shoes and hang up your coat and bag. The racks may be full of childrens' backpacks and coats, the shoe shelf might be filled with out-of-season footwear.
Where do you go?
[[Upstairs]] or [[Downstairs]]? Or, exit through the [[Front Door|Front Yard]]?
<</type>><h1> Garage </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
It's a garage. Nothing fancy. There are three doors. Only one of them will get you inside the house.
Do you pick the [[Man Door|Rear Left Landing]] on the north wall, the [[Car Garage Door|Front Yard]], or the shadowed [[Door|Basement]] down some steps?
<</type>><h1> Rear Landing </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
An exterior scene. Yonder north, the backyard, long, touching many neighbors' yards, filled with dogs. To the east, a fence, but maybe [[Something Else|Under Deck]]. To the west, a [[Gate|Front Yard]]. To the south, a [[Man Door|Garage]]. <</type>><h1> Garden </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
An exterior scene. Yonder north, the backyard, long, touching many neighbors' yards, filled with dogs. To the far west, a fence, but maybe [[Something Else|Rear Left Landing]]. To the near west, [[A Landing Near Steps|Under Deck]]. You are east, so further south is a [[Gate|Front Yard]]. Where do you go? Or, do you want to stop and [[smell the roses|Roses]]?
<</type>><<type 40ms>>
You are left with many options. To the west, a [[Hall|Upstairs Hall]], to the east, a [[Living Room|Upstairs Living Room]]. North, the [[Kitchen]]. Further North, you can see other rooms, but you can't quite reach them yet. Or, you can go down the stairs to the [[Landing]]. Where do you go? <</type>><<type 40ms>>
There are two options before you as you immediately step into a hall that serves as a landing. To the west, the [[Downstairs Living Room]], and maybe some other rooms? If you go that way, you'll notice an [[Under Stairs Alcove]]. To the east, the [[Downstairs Bathroom]], [[Office]], and [[Bird's Room]], and an old dartboard, closed and decorated with a man on a horse. Or you can go [[Up the Stairs|Landing]].<</type>>
<<type 40ms start 2s>>
<<if $haunt gte 2>>
A flash of movement catches your eye. You turn to see the man on the horse in the dartboard running in place. Quick! Select a room to duck into!
<</if>>
<</type>><h1> Basement </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
You're in this weird, middle ground. This room isn't really for anything, just space. You notice a Bar, a Dog Kennel, and a Dartboard. There is a door to the [[Master Bedroom]], the [[Laundry Room]], and a massive open walkway to the [[Downstairs Living Room]]. Or you can go into the [[Garage]] <</type>><h1> Under the Deck </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
You can hang out here with the wood piles and maybe the swimming pool. Or maybe you want to go east to the [[Garden]], [[Up The Steps|Deck]], or west to [[Something Else|Rear Left Landing]] <</type>><h1> Deck </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
An exterior deck, this place is an outdoor paradise for the residents. The sounds of nature, the crackling of the fire pit, the smell of the barbecue, and the cooling mists they have alongside twinkling garden lights.
<<if $haunt += 5>>
You walk across the deck, and a board creaks under your foot. For a moment, the world stops. Birds stop singing, winds stops whistling trough the pine needles. The sound of the neighbor's sprinkler ceases. There is silence. It is broken by the cracking of wood. You fall through the deck, but you do not crash into the ground below. [[Instead...|The Secret Alcove]]
<<else>>
To the west, a [[Sliding Door to the Interior|Formal Dining Room]]. To the east, down some [[Stairs|Under Deck]]
<</if>>
<</type>>
<h1> Upstairs Hall </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
The hall is quite short and boring. Family photos take up an entire wall, but you can't quite make out the faces.
You see also a Linen Closet, a Coat Closet, and some Cupboards.
<</type>>
You can go the [[Upstairs Landing|Upstairs]], which is west, or go east, where your paths fork to either the [[Upstairs Bathroom]], [[Deckles' Room]] or [[Tomato's Room]].<h1> Upstairs Living Room </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
This room is attempting to be posh, but alas, it is a room with some of the most traffic in the house. The coffee table is decorated with an luxurious runner, a peace lily plant centered. The couch cushions are lush and thick. Very cushiony. There are cute throw pillows and a soft blanket neatly folded over the arm. The fireplace turns on all by itself.
In addition to the long couch and loveseat, are two arm chairs which don't match the couch, though they match each other. They are in desperate need of a reupholster, but haven't been, due to sentimental reasons. These armchairs, 1920s in their design, flank the fireplace. One is tucked into a corner, a reading lamp perched above it. One of the two bookshelves in this room is near that chair. The shelf is home to pictures and gorgeous old books. One of these books is on a small lectern-like apparatus, resting open.
Do you sit in the [[Reading Chair]]?
<</type>>
To the north, the [[Informal Dining Room]]. To the east, the [[Upstairs Landing|Upstairs]] which most people would continue across to get to the Hall. Or pivot to get to the stairs or kitchen.
<h1>Kitchen</h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
The kitchen, where the family spends most of their time together. To the South, the [[Upstairs Landing|Upstairs]], which connects to the Hall and Landing and Living Room. To the west, the [[Informal Dining Room]]. You can see other rooms, but you can't quite reach them yet.
<</type>><h1> Informal Dining Room </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
This is where small family meals and homework and lego building occur. The leather corner couches are cracked and chipping. The matching chairs have been reupholstered. <</type>>
<<if $haunt >= 5>> <<type 40ms>>
You sit and continue building the lego set. It appears to be a scene from a popular franchise targeted towards young boys. You drop a lego. Looking down, you cannot immediately see the piece. You clamor off the seat, which has sort of enveloped you. You crawl under the table.
You find the piece, but the glow of red from the darkness catches your eye. Illuminated eyes flash back at you. Bloodied talons reach towards you, and pull you into the void of darkness. [[Next|Game Over]] <</type>>
<<else>>
To the North, is the [[Formal Dining Room]]. To the East, the [[Kitchen]]. To the South, the [[Upstairs Living Room]]. You can see other rooms, but you can't quite reach them.
<</if>><h1>Formal Dining Room</h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
The table is set with the silver cutlery, fine china, and golden decor. The table is large, and can easily fit 12 people. A buffet table is also decorated. The big couch-chair is inviting, yet you do not sit.<</type>>
<<if $haunt gte 4>> <<type 40ms>>
You sniff, and something rotten wafts into your nose. The table is set with rotting meat. It does not smell like animal. It is human in origin. You want to quickly exit.<</type>>
<</if>>
To the east, a [[Sliding Door to the Exterior|Deck]], to the south, the [[Informal Dining Room]]
<h1>Upstairs Bathroom</h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
It's a bathroom. It looks staged. The light greys are somehow warm. It's a full bath. Sink, toilet, and [[bathtub|Bathtub]] w/ shower.
<</type>>
You can exit back into the [[Hall|Upstairs Hall]].<h1> Deckles' Room </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>>
<</nobr>><<type 40ms>>
It's a child's room. Toys are scattered on the floor, homework a mess on the desk, covered in clothes. If they are dirty or clean, you cannot tell. Bookshelves and organizing cabinets are desheveled. The room is dark, save for the dim illumination of a large crescent-moon shaped night light hanging on the wall. Watch out for Legos.<</type>>
<<if $musicBox == 0>> <<type 40ms>>
Your presence is detected. On a corner floating shelf, a Billy Bass Singing Fish screams its ungodly warbly tune. The voicebox is so old, you can no longer make out the words. Any further movement will give the trout permission to continue its unholy song. <</type>>
<<type 40ms start 2s>> Suddenly, the words of this dying musical abomination are clear. "Help!" it cries. "I'm trapped in the basement!" The voice sounds young, but you're unclear of the exact age. A prepubescent boy, or a teen girl, you cannot tell. "There's <italic> something </italic> in the house!" <</type>>
<</if>>
<<if $haunt >= 5>><<type>>
There is a rattling against the window. A small, goblin like creature crawls through, phasing through the space. No, not a goblin. This thing was once a child. Stunned, you a frozen in place. The goblin-child-thing ravages you.
You Die.
If there was a another child in danger, or if it was a ruse of the goblin creature, is a secret held by the gods.
[[Game Over]] <</type>>
<<else>>
<<type 40ms start 3s>><strong>What do you do?</strong> [[Turn Off the Trout|Haunted Music Box]]
OR <</type>>
You can exit back into the [[Hall|Upstairs Hall]]
<</if>>
<h1>Tomato's Room </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
A gay teen girl's room. Messy, smelly (the cheezit's), difficult to navigate. Glaringly pink, mushroom paraphenalia, homework, Sewing Projects, and a Gamer Zone all scream at you.
On her vanity sits an open fabric bound book with a necklace resting on it. You touch the items to read the page. You understand the words, but not what they mean.
<</type>>
You exit out to the [[Upstairs Hall]].
<<set $haunt += 2>><h1>Downstairs Living Room</h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
The most loved living room. There is so much Sports Stuff you would be unable to count it. The TV lives here, so it's a great place for movie nights and gaming between the siblings. Oddly there are two [[urns|Urns]] placed on the mantle of the TV. You decide not to question it.
There is only two options: The Weird Liminal [[Basement Extended Space|Basement]] or back into the [[Hall|Downstairs]].
<</type>><h1> Under the Stairs </h1>
<<type 40ms>>
You do not find a young boy who has magic and a lightning scar. We keep him in a different, locked, and inaccessible alcove. No, in this one, we store boxes of holiday decorations. You can return to the [[Hall|Downstairs]].
<</type>><h1> Downstairs Bathroom </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
It's a bathroom. Currently under consctruction, but its functional. You can exit back into the [[Hall|Downstairs]] <</type>><h1> Office </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
An office, a man cave, a work out room, a gamer zone. Formally a guest room. You can exit back into the [[Hall|Downstairs]].
<</type>><h1> Bird's Room </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms start 1s>>I may have lied a bit when I said this is Bird's Room. It WAS Bird's Room. She moved away to college, or so I'm told. It has since been converted into the guest room, and a second office. If you look closely you can see remnants of Bird, such as the walls of floor-to-ceiling bookshelves, overflowing yet immaculating decorated.
You can't help but want to investigate.
There is a shelf with a couple of leatherbound journals, bookended by jars of dried plants, salts, crystals, and perhaps bones.
On a bookless widefaced shelf, a black figural statue is central. Somehow tacked to the backing of the shelf apparatus is a small tapestry depicting a death rite, flanked by frames of pinned butterflies.
Other than these shelves, the books seem pretty normal, or as normal as you assume a college aged lady would read.
You turn to leave, but the sunlight through the window catches in some large stones hanging in an open jewelry box. One stone is black as night, set in silver. It is a statement piece, yet dwarfed by the magnificance of a gold necklace with pomergranate seed-sized rubies, cascading down.
Do you further examine any of these objects, or do you leave them be?
[[Examine Objects]]
<</type>>
You can exit into the [[Hall|Downstairs]].<h1> Master Bedroom </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
You have the feeling you aren't supposed to be here. An even weirder feeling you aren't supposed to steal the jewelry, yet you do anyway.
Exit back into the Weird Liminal [[Basement]] Space.
<</type>>
<<set $haunt +=1>><h1> Laundry Room </h1> <<nobr>>
<<set $room_count += 1>>
<<if $room_count == 5>>
<<set $haunt +=1>>
<<set $room_count to 0>>
<</if>><</nobr>>
<<type 40ms>>
It's a Laundry Room, yet oddly gorgeous with it's interior design. Aesthetic shelves host all your laundry soap needs. There's also a full-size [[Fridge]]. You can exit back into the Weird Liminal [[Basement]] Space. Or you can investigate the large [[washing machine|Washing Machine]].
<</type>>
<<type 40ms start 1s>>There is not much in the front yard to do. You can [[Pick Flowers]] or [[Sit on the Bench Under the Tree]] or [[Investigate the Yard]]. <</type>>
If you've changed your mind, you can [[enter|Front Yard]]. <<type 40ms>><<set $flowers += 3>>How very rude! But alas, you now have some tulips, peppermint, and marigolds. Do you wish to [[enter|Front Yard]] the home now? Or do [[something else|Interact w/ Front Yard]] <</type>>
<<type 40ms>> The old wicker bench is uncomfortable and generally unused, but it is a peaceful place to rest. Birds chirp overhead, the sunlight filters through the pine boughs. <</type>>
<<type 40ms start 3s>> Wait... <</type>> <<type 40ms start 1s>> everything is becoming purple... <</type>> <<type 40ms start 1s>> what's happening!?<</type>>
<<type 40ms start 1s>>[[Find Out|Under the Bed]]<</type>>
<<type 40ms>>The yard is quite immaculate. <</type>>
<<if $nest_count == 0>>
<<type 40ms>>But, you do find a fallen robin's nest. The shells are generally whole but they are broken. You pocket it. <<set $nest_count = 1><</type>>
<<else>> <<type 40ms>> There is nothing out of the ordinary. <</type>>
<</if>>
Do you wish the [[enter|Front Yard]] or do [[something else|Interact w/ Front Yard]]?
<<type 40ms>> You open your eyes, it is dark. You are cramped. You come to your bearings and realize you are under a bed. As your eyes adjust, in the dim light, you notice a stuffed animal, a little piggy. You decide to pick it up. [[You crawl out from under this bed|Deckles' Room]]. <</type>>
<<set $stuffed_animal_count += 1>><<nobr>>
<<set UIBar.hide();>>
<</nobr>>
<h2> GAME OVER </h2>
<<type 40ms start 10s>>You didn't find it odd that nobody was home? How very rude of you to just walk into an empty home. I should have you arrested for trespassing, breaking & entering, and burglary! Oh wait... you're dead.
You've been collecting cursed objects, my friend. You were in the house for a while. Whatever entity controls the house definitely noticed you, and wanted you. You should be flattered!
You have two options.
1. Be resurrected and try again.
2. End here and join the entity's hellish crusade.
What will it be?
[[Try Again]]
[[Hellish Crusade]]
<</type>><<nobr>>
<<set $haunt += 1>>
<<set $musicBox == 1>>
<<type 40ms start 1s>>You attempt to turn off the Singing Fish, deafening in its volume. It doesn't turn off, but only repeats the same phrase before, with more urgency and tears. You shove the item into your backpack. Muffled though, you can still hear the pleads of the cursed soul.
<<if $haunt >= 5>>
There is a rattling against the window. A small, goblin like creature crawls through, phasing through the space. No, not a goblin. This thing was once a child. Stunned, you a frozen in place. The goblin-child-thing ravages you.
You Die.
If there was a another child in danger, or if it was a ruse of the goblin creature, is a secret held by the gods.
[[Game Over]]
<<else>>
[[Leave Room|Upstairs Hall]]
<</if>>
<</type>><<nobr>>
<<set $haunt to 0>>
<<set $room_count to 0>>
<<set $seconds to 0>>
<<set UIBar.hide();>>
/*Clear Inventory*/
<</nobr>><<type 40ms>>
The spirit of the house is inclined to allow your request. Let's see how long you will last this time.
[[Try Again|Front Yard]]
<</type>><<nobr>>
<<set $haunt to 0>>
<<set $room_count to 0>>
<<set $seconds to 0>>
<<set UIBar.hide();>>
/*Clear Inventory*/
<</nobr>><<type 40ms>>
Now you get to help haunt the house. Congratulations, you're a little evil now. Good luck.
(The game is over. You can close the tab, or [[start a new game|Front Yard]]).
<</type>><<if $haunt >= 5>>
<<type 40ms>>
A deep, unearthly moan deafens your ears. You turn to the tapestry, where black-singed claws reach out to grab you. You feel weak and cannot fight this. The creature pulls you through the tapestry.
[[Next|The Secret Alcove]]
<</type>>
<<else>>
<<type 40ms>>
It's rude to go through a lady's things, but maybe this will help you understand Bird. What object would you like to examine?
[[A Leatherbound Journal|Witch's Grimoire]]
[[Jar of Herbs]]
[[Jar of Salt]]
[[Black Statue]]
[[Small Tapestry]]
[[Pinned Butterflies]]
[[Black Gem Necklace]]
[[Red Gems Necklace]]
Changed your mind? [[Leave Room|Downstairs]]
<</type>>
<</if>><<nobr>>
<<if $grimoire == 0>>
<<type 40ms>>
The journal is thick and heavy. It takes you a moment to untie the knots fastening the book closed. You skim through a few pages. There are spells and rituals, herb and crystal compediums, astrological and planetary studies, pressed flowers, tarot readings, and some journal entries. While up to this point you have been incredibly nosy, you decide to not read Bird's witchy diary, but you pocket the hefty book anyway. <<set $haunt += -3>><</type>>
<<else>> <<type 40ms>>
You already have this item!!
<</type>>
<</if>>
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]
<<nobr>>
<<if $bgNecklace lt 12>>
<<type 40ms>>There are several jars of herbs, of several different things. All neatly labelled in looping script. These objects seem displaced out of time; they seem to old for any modern person.
You pocket a few of the jars. What could the harm be?
<</type>>
<<set $herbJar += 3>>
<<else>><<type 40ms>>
You have all of the jars. There are no more. <</type>>
<</if>><</nobr>>
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]<<nobr>>
<<if $saltJar == 0>> <<type 40ms>>
It's a jar of salt... it appears to be ordinary table salt, maybe sea salt. However, you do notice black flecks in the salt, overally greying the mixture. Is that ash?
You pocket it anyway. <<nobr>>
<<set $haunt += -1>>
<<set $salt_jar == 1>><</type>><</nobr>>
<<else>> <<type 40ms>>
There was only the one jar of greyed sea salt, and you have it.<</type>>
<</if>><</nobr>>
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]<<type 40ms start 1s>>
This animal-headed statue must absolutely represent the likeness of a god. Based on the tapestry behind the figure and the bone and bread offerings around, you think it may be a death god. <</type>>
<<type 40ms start 3s>>You feel compelled to touch the statue. You stroke the side of the figure. You shake your head, clearing the nonsense.
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]
<</type>>
<<set $haunt += 2>><<type 40ms>>
The tapestry depicts a scene of a mortal travelling through the otherworld, the afterlife, what have you, and meeting several gods. Well, being judged. You touch the tapestry, running a finger over the image. It is handpainted.
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]
<</type>><<type 40ms>>
Carefully, you removed the hung butterflies from their place. You can't tell if Bird pinned them herself. You wouldn't put it past her. Neatly and conveniently labelled, you are looking at a Sunset Moth and a Emperor Butterfly. You replace them.
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]
<</type>>
<<set $haunt += -1>><<nobr>>
<<if $bgNecklace == 0>>
<<type 40ms>>
You can see yoour own reflection in the this massive gem. You are no minerologist, but you figure it to be obsidian, or perhaps onyx. The silver settings are ornate and detailed in leafy filligree. You put the necklace on. The chain is much longer than you anticipated. This necklace is certainly a statement piece.<</type>>
<<set $haunt += -4>>
<<set $bgNecklace == 1>>
<<else>> <<type 40ms>>
You're already wearing this! <</type>>
<</if>> <</nobr>>
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]
<<nobr>>
<<if $rgNecklace == 0>>
<<type 40ms>>
The clear small teardrop shaped gems hanging from the modular necklace are so shiny, you almost think they are real pomegranate seeds. This alone makes you a little hungry. You put on the necklace.
<</type>>
<<set $haunt += 1>>
<<else>> <<type 40ms>>
You're already wearing this! <</type>>
<</if>> <</nobr>>
[[Examine More Objects|Examine Objects]] or [[Leave Room|Downstairs]]
<<nobr>>
<<set UIBar.hide();>>
<</nobr>><<type 40ms>>
You find you have been transported and trapped in a dark space. There is no escape. Not until someone makes the same mistake you did, and takes your place here. Only then can you be freed. In the meantime, you are cursed to live in this alcove, your spirit neither dead nor alive, caught in limbo for eternity.
[[Game Over]]
<</type>><<type 40ms>>
You open the fridge, and a dead body falls out. You scream. Something screams back, from somewhere in the house. You flail backwards, [[exiting the room|Basement]]
<</type>>
<<set $haunt += 4>><<type 40ms>>
This side-load machine is quite spacious indeed, you determine. However, it's oddly dark. You lean in close...<</type>> <<type 40ms start 2s>>Suddenly, you are pushed into the washing machine, and the door slams shut behind you. You hear the locking mechanism engage. You are trapped.
[[Next|The Secret Alcove]]
<</type>><<nobr>>
<<if $grimoire == 1>>
Witch's Grimoire
<</if>>
<<if $bgNecklace == 1>>
Black Gem Necklace
<</if>>
<<if $rgNecklace == 1>>
Red Gem Necklace
<</if>>
<<if $saltJar == 1>>
Salt Jar
<</if>>
<<if $herbJar gte 3>>
<<print $herbJar>> Herb Jars>>
<</if>>
<<if $musicBox == 1>>
Cursed Billy Bass Singing Fish
<</if>>
<<if $flowers gte 1>>
<<print $flowers>> Flowers
<</if>>
<<if $nest_count == 1>>
Bird's Nest
<</if>>
<</nobr>><<type 40ms>>
Why would you touch the urns? How dishonorable.
[[Back|Downstairs Living Room]]
<</type>>
<<set $haunt += 2>><<type 40ms>>
The garden itself is flourishing. Some beds are raised and some plants are directly in the ground. There is an ivy crawling up a guardian tree, but this ivy appears to be tended to, perhaps to aid the growth of mushrooms which are scattered throughout the area and yet also seem nourished.
In the three raised beds are flowers, herbs, and some other plants you can't quite make out their purpose. In the ground are fruit bushes and produce, though more flowers are also nestled in. You spot an apiary nearby as well.
<<if $haunt gte 3>>
You are quite hungry, so you decide to pick some fruit and dig up some vegetables. As you are digging, your fingers grasp something harder than a carrot buried in the dirt. Some light brushing reveals a large skeletal hand. You scream and stumble back, tripping over the ivy.
<</if>>
[[Go to Front Yard|Front Yard]] or [[Continue Into the Backyard|Under Deck]]
<</type>><h3><span id="stopwatch">$seconds</span></h3><<nobr>>
<<silently>>
<<repeat 1s>>
<<set $seconds += 1>>
<<replace "#stopwatch">>$seconds<</replace>>
<</repeat>>
<</silently>><</nobr>><<type 40ms>>
This chair is uncomfortable. You readjust and grab the book from the lectern. It's a ghost story. You are familiar with it. You flip through a few pages.
Once content, you decide to leave. To the north, the [[Informal Dining Room]]. To the east, the [[Upstairs Landing|Upstairs]] which most people would continue across to get to the Hall. Or pivot to get to the stairs or kitchen.
<</type>>
<<set $haunt += 1>><<set $haunt +=1>>
<<type 40ms>>
Whether you opened the curtain to take a shower or have a looksie, you find a dead body. You recognize Bird. It's like a scene from her favorite book, or a famous painting.
Appalled, you [[Exit|Upstairs Hall]]
<</type>><<nobr>>
<<set UIBar.hide();>>
<<set $seconds to 0>>
<<set $haunt to 0>>
<<set $room_count to 0>>
/*Items*/
<<set $grimoire == 0>>
<<set $rgNecklace == 0>>
<<set $bgNecklace == 0>>
<<set $saltJar == 0>>
<<set $nest_count == 0>>
<<set $flowers == 0>>
<<set $herbJar == 0>>
<<set $musicBox == 0>>
<</nobr>>
WARNING: This game has some graphic content that some players might find upsetting. Proceed at your own risk.
[[Start Anyway|Front Yard]]Secret Passage Room
Body inconsistency?
One necklace clause?<<nobr>>
/*Initializing The Big Three*/
<h3><span id="stopwatch">$seconds</span></h3>
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds += 1>>
<<replace "#stopwatch">>$seconds<</replace>>
<</repeat>>
<</silently>>
<h3>$room_count</h3>
<h3>$haunt</h3>
<<set $('#ui-bar-toggle').ariaDisabled(true)>>
/*<h4>[[Backpack]]</h4>*/
<</nobr>>