<<if $LabDown && $BloodActivatedEvent>>
<<unset $BloodActivatedEvent>>
<<set $LabDown to false>>
<<ctp "FriendBurn" nobr>>
<<set _ctp to CTP.getCTP("FriendBurn")>>
<p class="passage-text">You rub your eyes, since the darkness makes you drowsy. You almost missed your friend standing in the middle of the basement. He is holding a long stick and a candle. He asks you, @@.themspeech;why are you down here? I couldn’t find you for a moment!@@</p>
<<set _nextText to "Change the topic.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“You couldn’t find me?”@@ You say annoyed, and you continue, @@.youspeech;“how about, you’re the one who is gone to whole time, maybe you can explain that…?”@@</p>
<p class="passage-text">Your friend looks puzzled at you, and continues, @@.themspeech;“you shouldn’t be in the basement, just leave.”@@ He points at the door with the torch.</p>
<p class="passage-text">@@.youspeech;//This is insane. Even now he doesn’t even try to avoid my questions, no, he bluntly ignores them.//@@ Unsure what to do with the advice you got from the scientist, you decide to <<link "explore" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> the house.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FriendBurn">>
<</button>>
<</if>>
<</ctp>>
<<elseif $LabDown>>
<<set $LabDown to false>>
<p class="passage-text">You climb back up, into the rather tiny basement, the laboratory underneath it is a lot bigger. @@.youspeech;//Why did the scientist build a 'secret' laboratory?//@@, you can't seem to wrap your head around it, @@.youspeech;//could he be the reason this house is truly 'haunted'?//@@, you feel nauseous as you think about. You could go back <<link "down" 'Laboratory'>><<roomcount "Laboratory">><<set $Time += random(20, 40)>><</link>>, or you could try to get some more natural light by going back to the <<link "hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, @@.youspeech;//it's better than the artificial lights down here//@@</p>
<<else>>
<<if $Random lte 3>>
<<include "BasementFriend">>
<<elseif $Random gte 10>>
<<include "BasementSlam">>
<<else>>
<<set $Random to random(1, 10)>>
<<if $Random lte 3>>
<<include "BasementBreathing">>
<<else>>
<<include "BasementLight">>
<</if>>
<</if>>
<<if $Lightbulb && $LightbulbEvent>>
<<flash "While you looked at the lightbulb you felt different, as if you had a moment of pure clarity.">>
<</if>>
<<if $RandomCyrus lte 3 || $Chapter2active || $StatueEvent>>
<p class="passage-text">
One of the crates was tipped over, an epic
<div class="tooltip">@@.eventtext;dragon statue@@
<span class="tooltiptext">MYT1AIHcEMGdwBYFMBOSgA==</span>
</div>
lays next to it, sadly there is no way to open the other crates. <<if $Chap2Active>>You can take the <<include "BasementStatue">> with you.<</if>>
</p>
<</if>>
<</if>><<if $Statue>>
statue
<<else>>
<<link "statue" 'Basement'>>
<<flash "Collectible unlocked: The statue">>
<<set $StatueEvent to true>>
<<set $Statue = true>>
<<set $CountCollect2 += 1>>
<</link>>
<</if>><<if $CountBasementV is 1>>
<<timedsfx 0 "basementslam" 0.9>>
<<if $Fridge>>
<p class="passage-text">While the door slams behind you, a loud noise hurts your ears. You can barely hear yourself thinking, the pain is too much. Finally, after getting used to the darkness, you notice a shadow—or rather, the outline of something human-like. It remains motionless. It seems like the shadow is creeping closer and you are getting <<link "colder" 'dead17'>><<deadcount 17>><</link>> with each blink.</p>
<<else>>
<p class="passage-text">Your ears sting as the door slams shut behind you. The pain is too great, you can hardly hear yourself think. You gaze around once your eyes have adjusted to the darkness. You witnessed movement from one side of the basement to the other in a split second. It has to be a big thing. @@.youspeech;//Perhaps an animal was it?//@@ You reflect. You exit the basement because it is <<link "empty" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p> <<include "BasementLatch">>
<</if>>
<<elseif $CountBasementV is 2>>
<<if $Fridge>>
<p class="passage-text">Your head spins as you gradually open your eyes. @@.youspeech;//What did I consume the night before?//@@ You strain your eyes to see the shadowy figure next to you. Your brain feels like it's splitting in half, your body hurts, and you can feel the room swaying. Even though your mouth is dry, you're still attempting to identify the shadow in front of you.</p>
<p class="passage-text">Your body is pushing you to vomit in a matter of seconds, but despite your stomach's best efforts, you resist the need. When you look up, you notice that the outlining has vanished. You only see a double of your own shadow cast on the ground. @@.youspeech;//I should take a time to <<link "sit down" 'dead17'>><<deadcount 17>><</link>> because it's so cold.//@@</p>
<<else>>
<<timedsfx 0 "basementslam" 0.9>>
<p class="passage-text">While the door slams behind you, a loud noise hurts your ears. @@.youspeech;//Is this another moment which I can't escape?//@@ The ringing in your ears makes thinking difficult. You try to let your eyes get accustomed to the light, but you are too stressed to let them adjust properly. While your vision is still not perfect, you see something moving from one side of the basement to the other side.<<if $DogSeen>> You are almost certain that it was his dog!<<else>> It was something rather large and fast, @@.youspeech;//maybe it could have been his dog?//@@<</if>> You think the basement is <<link "empty" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, so you can leave. </p><<include "BasementLatch">>
<</if>>
<<elseif $CountBasementV gte 3>>
<<if $Fridge>>
<p class="passage-text">You squint to find something in this blurry space in the darkened basement. You answer, @@.youspeech;“Well, did you think you could scare me?”@@ When you suddenly feel a hand on your shoulder. @@.youspeech;“I have experienced worse!”@@ Your remark was more of an automatic reflex than a conscious one. @@.youspeech;//Why do I think I’ve endured worse? Sure, the nights out left me with a slight hangover the next day, but why do I feel as like I’ve gone to hell and back multiple times?//@@</p>
<p class="passage-text">Your entire body feels cold as you’re thinking. To greet your friend, you glance over your shoulder, but nobody was there. With each passing second, the cold gets worse. The amount of itching on my skin makes it feel as though a thousand needles are pricking it. Burning is overtaking the freezing. @@.youspeech;//I must remove them. My body hurts, it’s too hot in my clothes, and it’s just too uncomfortable.//@@ Finally, your brain comes up with a solution. To protect your body from the sudden <<link "cold shock" 'dead17'>><<deadcount 17>><</link>>, you take off your clothes.</p>
<<else>>
<<timedsfx 0 "basementslam" 0.9>>
<p class="passage-text">A powerful gust slams the door behind you shut. Your body freezes to the ground you are standing on, you widen your eyes in the hope to see something. Your eyes became accustomed to the lights and you breathe again. @@.youspeech;//Is it safe?//@@ After staring at the junk and waiting for something to move or at least show a sign of life, you conclude the basement is empty. You let your fingers run over some furniture stored in there, to your surprise they are not dusty at all. @@.youspeech;//Maybe it’s better if I just <<link "go upstairs" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> again.//@@ </p><<include "BasementLatch">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountBasementV is 1>>
<<ctp "FriendBasement" nobr>>
<<set _ctp to CTP.getCTP("FriendBasement")>>
<p class="passage-text">You rub your eyes since the darkness makes you drowsy, you almost missed your friend standing in the middle of the basement. He is holding a long stick and a candle. You ask him,@@.youspeech; why are you down here and why do you have a stick and a candle?@@</p>
<<set _nextText to "Rub your eyes again">>
<<ctpNext t8n>>
<p class="passage-text">Slowly he lifts his head up and whispers,@@.themspeech;“I think some of them escaped the fridge. I think it is better if you leave now!” You must refrain from making them warm, they only like the cold!”.@@</p>
<<set _nextText to "Stare at him">>
<<ctpNext t8n>>
<p class="passage-text">You feel he is not playing around, his face seems so serious! He is still staring at you with his eyes wide open; you think it is better if you just <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 2)>><</link>>. But you still question yourself why he is referring to something so vague and telling you to leave and keep ‘them’ cold.</p><<include "BasementLatch">>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FriendBasement">>
<</button>>
<</if>>
<</ctp>>
<<elseif $CountBasementV is 2>>
<<ctp "FriendBasementTwo" nobr>>
<<set _ctp to CTP.getCTP("FriendBasementTwo")>>
<p class="passage-text">Almost you slipped down the stairs, but you got your balance back just in time. Still recovering a little from the sudden ‘mini-heart attack’, you notice your friend standing in front of you. Before even asking questions you somehow remember this scene, he is holding a stick and a candle, he never told you why.</p>
<p class="passage-text">@@.youspeech;“Have I seen you with that candle before?”@@ Your friend looks around him while being terrified. You didn’t know that he could, but his eyes are wide open and he isn’t blinking, no smile on his face and short breathing. @@.themspeech;“Just leave, please!”@@</p>
<<set _nextText to "What?">>
<<ctpNext t8n>>
<p class="passage-text">You feel a little buzzed off; @@.youspeech;//he told me to enjoy myself or something, so I will.//@@ @@.youspeech;“Ok, listen up buddy, what’s going on with that stick and the candle?”@@</p>
<<set _nextText to "Tell me!">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Addi—”@@ he holds back, you give him some time to think about what he wants to say, but after a painful few seconds he just repeats himself, but this time his voice sounds as if he was genuinely scared of something. You understand that there is no point in arguing forever, so you just <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 2)>><</link>>. </p><<include "BasementLatch">>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FriendBasementTwo">>
<</button>>
<</if>>
<</ctp>>
<<elseif $CountBasementV gte 3>>
<<ctp "FriendBasementThree" nobr>>
<<set _ctp to CTP.getCTP("FriendBasementThree")>>
<p class="passage-text">Your friend is standing there, in the middle of the dimly lit basement, before you even knew he was down there, you somehow already knew that if he would be down there, he would carry a candle and a stick. You wave at him and simply ask him if the two of you could do something fun together. He gives you a death stare.</p>
<<set _nextText to "Wait for a minute">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Alright, you probably won’t tell me why you are down here, and you will certainly not tell me why you are holding a stick and a candle, right?”@@, your friend replies with a somewhat genuinely scared voice, @@.themspeech;“Addi— //sigh// can you please leave, you won’t understand it”@@</p>
<<set _nextText to "Storm off">>
<<ctpNext t8n>>
<p class="passage-text">Before he could even say sorry or anything after his rude reply, you <<link "storm off" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 2)>><</link>> to the hallway again. </p><<include "BasementLatch">>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FriendBasementThree">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountBasementV is 1>>
<<set $Breathing to true>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Breathing to false>>
<<replace "#breath">>
<p class="passage-text old-text">You hear some strange breathing. You quickly try to flip the light switch, but the bulb won't turn on. The door fell shut behind your back, so you have to get out of here without your vision. It's so cold here, you should've brought a jacket or thick shirt.</p>
<p class="passage-text">The breathing is gone and suddenly the lights turn on brightly. You see some scratch marks on the floor and walls; they are not small but really long and thin. Maybe he throws the dog in here as an inappropriate behavior punishment? Other than you, the basement is <<link "empty" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 5)>><</link>>. </p><<include "BasementLatch">>
<</replace>>
<</timed>>
<</silently>>
<div id="breath">
<<timedsfx 0 "breathing" 0.4>>
<<timedsfx 1 "basementswitch" 0.9>>
<p class="passage-text">You hear some strange breathing. You quickly try to flip the light switch, but the bulb won't turn on. The door fell shut behind your back, so you have to <<link "get out of here" 'dead18'>><<deadcount 17>><</link>> without your vision. It's so cold here, you should've brought a jacket or thick shirt.</p>
</div>
<<elseif $CountBasementV is 2>>
<<set $Breathing to true>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Breathing to false>>
<<replace "#breath2">>
<p class="passage-text old-text">You hear some strange breathing, and you try to look around you for the source. The sound, it feels like it is coming from everywhere, it’s insane. Before you can leave the room to escape this frightening noise, the door falls shut. You try to wave your hands around in the dark in search of the tiny steel pull-cord, but you can’t seem to find it. After you found the door again, you place your hand on the doorknob to slowly pull the door open.</p>
<p class="passage-text">Just before you were to pull the door open a cold draft hits the back of your head, the breathing is gone and you can hear that the lightbulb flickered on. With this dimly lit room, you can now finally look around again. You turn around to open the door, but you face a wall. There was no door and no knob. @@.youspeech;//What the hell, I feel disoriented; the door is on the other wall.//@@ You walk towards it and slowly <<link "open it" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 5)>><</link>>. Looking back over your shoulders, you notice some odd scratch marks. </p><<include "BasementLatch">>
<</replace>>
<</timed>>
<</silently>>
<div id="breath2">
<<timedsfx 0 "breathing" 0.4>>
<<timedsfx 5 "basementslam" 0.9>>
<p class="passage-text">You hear some strange breathing, and you try to look around you for the source. The sound, it feels like it is coming from everywhere, it’s insane. Before you can leave the room to escape this frightening noise, the door falls shut. You try to wave your hands around in the dark in search of the tiny steel pull-cord, but you can’t seem to find it. After you found the door again, you place your hand on the doorknob to slowly <<link "pull the door open" 'dead18'>><<deadcount 17>><</link>>.</p>
</div>
<<elseif $CountBasementV gte 3>>
<<set $Breathing to true>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Breathing to false>>
<<replace "#breath3">>
<p class="passage-text old-text">You trip down the basement and before you can even look at your knees, which are hurt; the door shuts behind you. Deafening silence hurts your ears at first, but what started as an inaudible sound is becoming louder every second. The sound is a slow paced breathing; the pitch is deep and vibrates through your entire body, as if it was a sound box. You should try to find the door in the dark and open it.</p>
<p class="passage-text">The breathing suddenly stops and the door creaks open, the hallway bulb dimly lights the room, just enough for you to see thin scratch marks on the floor. @@.youspeech;//I think that’s not ok, even if it could’ve been from his dog, those marks are engraved in cement.//@@ You quickly <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 5)>><</link>> to the hallway. </p><<include "BasementLatch">>
<</replace>>
<</timed>>
<</silently>>
<div id="breath3">
<<timedsfx 4 "breathing" 0.4>>
<<timedsfx 1 "basementslam" 0.9>>
<p class="passage-text">You trip down the basement and before you can even look at your knees, which are hurt; the door shuts behind you. Deafening silence hurts your ears at first, but what started as an inaudible sound is becoming louder every second. The sound is a slow paced breathing; the pitch is deep and vibrates through your entire body, as if it was a sound box. You should try to find the door in the dark and <<link "open it" 'dead18'>><<deadcount 17>><</link>>.</p>
</div>
<<else>>
<<include "BugFound">>
<</if>><<if $CountBasementV is 1>>
<<timedsfx 1 "basementswitch" 0.9>>
<p class="passage-text">The light won't turn on. This house has some electricity issues, nothing works the way it is supposed to work. At least you can see something because you left the door open. The dim light helps you look around, the hallway <<include "BasementLightbulb">> isn't bright enough to light up the entire basement but it suffices. You see some scratch marks on the floor and walls, they are not small but really long and thin. Maybe he throws the dog in here as a bad behavior punishment? Other than you, the basement is <<link "empty" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>. </p><<include "BasementLatch">>
<<elseif $CountBasementV is 2>>
<<timedsfx 1 "basementswitch" 0.9>>
<p class="passage-text">You flick the switch, but the <<include "BasementLightbulb">> won’t turn on. @@.youspeech;//My God, does nothing in this house work? My friend should seriously get his electricity checked out.//@@ Luckily the dim hallway light helps you see in the dark, you step aside so its vibrant yellowish glow engulfs the basement. You kneel and let your finger go over the floor. Not only is it cold, freezing cold, but there are also scratches engraved into the cement. @@.youspeech;//I am not sure what could have done this, but it must have given its last breaths to sink its claws so deep into the floor that the markings are still visible.//@@ Other than you, the basement is <<link "empty" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>. </p><<include "BasementLatch">>
<<elseif $CountBasementV gte 3>>
<<timedsfx 7 "basementswitch" 0.9>>
<p class="passage-text">You step down and you see thousands of tiny pairs of glowing balls in front of you; they are so small that you are not sure if they are moving or not. With a shaking hand you try to grab on to the pull-cord but it keeps sliding between your fingers, “Fuck, this is getting annoying, I need to have some light down here now!” Finally you flick the switch and the <<include "BasementLightbulb">> glows a weak yellowish color. In the time you were busy pulling the cord, you didn’t pay attention to the glowing balls on the floor. You step back and quickly scan the surrounding room. Whatever was glowing it must have been some condensation, the basement is quit cold. You hear some weird sound coming from the <<link "hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, maybe you should check it out.</p><<include "BasementLatch">>
<<else>>
<<include "BugFound">>
<</if>><<if $Bo4Seen>>
<p class="passage-text">Underneath the junk in the basement you suddenly notice a peculiar latch, should you <<link "enter it?" 'Laboratory'>><<roomcount "Laboratory">><<set $Time += random(20, 40)>><</link>></p>
<</if>><<if $Lightbulb>>
bulb<<else>>
<<if $Death gte 7>>
<span class="glowing">
<<link "bulb" 'Basement'>>
<<set $LightbulbEvent to true>>
<<flash "Curio unlocked: The lightbulb">>
<<flash "Subquest completed: The light of dawn">>
<<set $Lightbulb = true>>
<<set $CountCurios += 1>>
<</link>>
</span>
<<else>>
bulb<</if>>
<</if>><<set _tempCounter = $TimeCounter *-1 + $Time>>
<<if _tempCounter gte 120>>
<<set $RestedConservatory to false>>
<</if>>
<<if $Time lte 360>>
<<include "AfternoonConservatory">>
<<elseif $Time gte 361 && $Time lte 600>>
<<include "EveningConservatory">>
<<elseif $Time gte 601 && $Time lte 720>>
<<include "NightConservatory">>
<<elseif $Time gte 721>>
<<include "MorningConservatory">>
<</if>>
<<if $RestedConservatory && _tempCounter gte 1>>
<<flash "You have already rested here!">>
<</if>><<if $CountConservatoryV is 1>>
<p class="passage-text">The morning sun hits the glass in lead to create a pattern on the wall, while the wood gently creaks. This room is peacefull, as if <<include "RestConservatory">> Looking at the door behind you, you wonder if it's a good idea to <<link "return to the hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountConservatoryV is 2>>
<p class="passage-text">Your face is struck by rays of beautiful sunlight. The sun breaks through multiple glass in lead panels and creates vivid colors on whatever it touches next. @@.youspeech;//I wonder if there is someway to enter the garden; it seems to be filled with bushes and plants, and I’d wish to touch them.//@@ Your head glides aimlessly along the panorama view to search for that one door leading to the backyard. You almost forgot, it’s morning, which means you might <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> if your friend is true to his promise.</p>
<<elseif $CountConservatoryV is 3>>
<p class="passage-text">This night you have slept awfully. Your memory feels like a gigantic puzzle, but all pieces are squares without tabs or blanks. It feels like you have been here for years and maybe even longer than that, but in the reflecting conservatory windows you can see that your face is still young. @@.youspeech;//I can finally relax here, the garden gives my mind some inner peace.//@@ It feels like <<include "RestConservatory">> Knowing that the morning sun is glowing on your face, you know soon you can <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> this house at last.</p>
<<elseif $CountConservatoryV gte 4>>
<p class="passage-text">You feel paranoid. This night has been like hell, this house has been like hell, and your friend isn’t helping you out. You search for a door, a way out. @@.youspeech;//Why isn’t there a way into the garden?//@@ you question yourself as you frantically move pots and boxes around. The rules were clear, you may leave in the morning, but if you would’ve found a door in this glass box, you would’ve left right away. <<include "RestConservatory">>. @@.youspeech;“It's time to <<link "go" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.” You say softly.</p>
<<else>>
<<include "BugFound">>
<</if>><<if $CountConservatoryV is 1>>
<p class="passage-text">The afternoon sun creates a beautiful colored pattern on the ground, it shines through the multiple glass in lead panels. This conservatory gives you a feeling of calmness and relaxation. You close the door behind you, and you sit down for a moment. You sit down in the middle of the conservatory; the plants cover the background with their green glossy leaves.</p>
<p class="passage-text">@@.youspeech;//I wonder if they can tell about my uncertainty and worry. They must be able to feel something abnormal in me. I look around to see if I find a clue about this weird house; I see bottles and a knife. Maybe I can try to find out tomorrow, my fears are getting stronger and stronger by the minute.//@@ Rest is what you need before you <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> through the door again. <<include "RestConservatory">></p>
<<elseif $CountConservatoryV is 2>>
<p class="passage-text">The sound of the rain seems to fade. You cannot hear any traffic and you are surrounded by plants and windows. The sunlight shines through them, creating a rainbow of colors. You feel relaxed and above calm for the first time you are here. The wine bottles remind you of the happiness you always had when partying with your friends, you even made an abbreviation with them for when you want to drink with them. @@.youspeech;//I should find out what my friend is doing, or maybe gather some energy here first?//@@ <<include "RestConservatory">> @@.youspeech;//I could also <<link "return to the hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> again, but do I really want that?//@@</p>
<<elseif $CountConservatoryV is 3>>
<p class="passage-text">@@.youspeech;//This conservatory, this vibe, I have been here before.//@@ You look around you, and you recognize things, but they could as well be the objects you have at home, which make you confused. @@.youspeech;//I swear I have seen that knife before…//@@ you think. Weirdly enough, the knife lying around isn’t alarming you.</p>
<p class="passage-text">The wooden skeleton of the conservatory softly squeaks with every wind blow. It makes you drowsy. This room, its view, its everything, makes you feel at ease. <<include "RestConservatory">> Do you really want to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> the silence...?</p>
<<elseif $CountConservatoryV gte 4>>
<p class="passage-text">The afternoon sun creates a beautiful colored pattern on the ground, it shines through the multiple glass in lead panels. This conservatory gives you a feeling of calmness and relaxation. You close the door behind you, and you sit down for a moment.
<<if $ManSeen && $MomSeen>>
The man and woman you keep seeing around the house seem different, they are not always present, let alone leave their ‘room’. @@.youspeech;//I don't understand who they are and why they are here.//@@, it bothers you that you don't know the answers and your friend says he lives alone.
<<elseif $ManSeen>>
The strange man in the living room seems addicted to his ‘show’. @@.youspeech;//Whatever I do, he can't seem to give that television a moment of rest//@@, <<if $DogSeen>> @@.youspeech;//maybe he should start paying more attention to the poor dog//@@<<else>>@@.youspeech;//I think he should leave the house more often.//@@<</if>>
<<elseif $MomSeen>>
The mother inside the kitchen is always cooking, she doesn't seem to get rest, the poor woman also cries a lot. @@.youspeech;//Why is she always so sad? I just don't understand it, can't my friend help her?//@@
<<else>>
@@.youspeech;//This house is weird, it feels like it studies me, or at least, it feels like the gravity here gets higher the longer I stay here. I should be careful what I do this afternoon and night.//@@
<</if>>
<<include "RestConservatory">>
Looking at the door behind you, you wonder if it's a good idea to <<link "return to the hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>><<if $CountConservatoryV is 1>>
<p class="passage-text">The last rays of sun burst fiery over the horizon in a desperate call to illuminate the conservatory, but the glass in lead isn’t lightened up enough to create a pattern on the wall. It’s still beautiful, but… it’s just not the same. The feeling isn’t the same either, the appearing stars and colours aren’t as bright, the world seems bleaker, a lot bleaker than it did just a few hours ago. <<include "RestConservatory">> At least you found a moment of silence before you head back to the <<link "hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountConservatoryV is 2>>
<p class="passage-text">Two bottles are laying on top of a table, you look at them and wonder if it’s time for a drink yet. On normal days you wouldn’t have dared to take a sip, since your education is important to you, but you feel as if you need it. You grab one of the bottles and look at it, it says ‘Hock’ on the label.</p>
<p class="passage-text">@@.youspeech;//I hope it’s some good white wine. The label looks fancy, and I have seen nothing like this before.//@@ You smell the bottle and almost instantly gag. @@.youspeech;//Alright, no wine for me, I guess...//@@ This thing must have been cooking in the sun or something to smell this bad. <<include "RestConservatory">> You decide to <<link "ask your friend" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, if you find him, to give you some wine, <<if hasVisited('Basement')>>maybe the boxes in the basement have some wine?<<else>>and explain with '‘Hock’ is.<</if>></p>
<<elseif $CountConservatoryV is 3>>
<p class="passage-text">It's getting late, the evening has set in and you feel less energetic than you were before. A slither of light shines through the glass in lead panels and it hits the ceiling, creating a colored pattern that isn't as beautiful as when the afternoon sun would have hit it.
<<if $DogSeen>>
You hear scratching coming from the hallway; it sounds like the dog, but you are not sure. You close the door, @@.youspeech;//better safe than sorry!//@@, you think.
<<else>>
You close the door, because this house spooks you even more than the Halloween maze your college made last year. The sounds and the things that have happened are making you feel anxious about every move you make.
<</if>>
For a moment you feel alone, unwatched, and safe.
<<include "RestConservatory">>
Looking at the door behind you, you wonder if it's a good idea to <<link "return to the hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountConservatoryV gte 4>>
<p class="passage-text">
<<if $ManSeen && $MomSeen>>
<p class="passage-text">It’s getting late, and the conservatory isn’t as spectacular anymore. Only the last slither of light illuminates the room just enough for you to see a shiny knife.</p>
<p class="passage-text">@@.youspeech;//What’s it for? Where did it come from?//@@ You question yourself. You could safely assume it was used by his mother to open the wine bottles, or by the man to open the cardboard boxes. <<include "RestConservatory">></p>
<p class="passage-text">Just before you <<link "caw" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, you hear a faint caw. @@.youspeech;//Was that a crow?//@@</p>
<<elseif $KidSeen>>
<p class="passage-text">The peculiar child still has you baffled. She seems to be the only one who at least tries to communicate with you. It’s getting dark, as the shadow on the wall is growing fast. Looking at it, you notice the strange resemblances of a small house. @@.youspeech;//Could there be a shack in the garden?//@@</p>
<p class="passage-text"><<include "RestConservatory">> Your imagination is creating scenarios in which you leave the conservatory and find a shack, but you doubt something like that exists in the garden. Before you leave, you laugh. @@.youspeech;//The only door in this conservatory is the one to the hallway,//@@ which means there is no way of entering the garden whatsoever.</p>
<<elseif $MomSeen>>
<p class="passage-text">The last rays of sun burst fiery over the horizon in a desperate call to illuminate the conservatory, bathing it in an orange hue that would make even the smallest coniferous tree in the garden spectacular.</p>
<p class="passage-text">Dusk was coming.</p>
<p class="passage-text">During the night hours, you always hear pots and pans rattling in the kitchen. You know it’s the woman, whom you presume must be his mother, who is cooking breakfast. @@.youspeech;//I need to find him eventually, to ask him some burning questions about everything.//@@ <<include "RestConservatory">> Since your friend isn't here and you feel like it's time to investigate the kitchen more, you <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>></p>
<<else>>
<p class="passage-text">It’s getting dark, as the shadow on the wall is growing fast. @@.youspeech;//Is it me, or does the shadow look like a small house? The landscape is filled with shadows, but I feel like I’m still in the light.//@@</p>
<p class="passage-text">You turn around to look back. @@.youspeech;//What is that? What are those dark shapes?//@@ In the distance, at the edge of the trees, you see a shadow of another shack, as well as some bright lights. You question yourself how one enters the garden.</p>
<p class="passage-text"><<include "RestConservatory">> @@.youspeech;//“I should <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, even though I don’t want to. It’s just so peaceful here.”//@@ You whisper.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountConservatoryV is 1>>
<p class="passage-text">As you step into the conservatory you can't see anything, it's so dark outside and the conservatory has no light nor candles. It has been a long day,
<<if hasVisited('Man')>>
filled with strange things, such as the man you saw in the living room.
<<elseif hasVisited('Mom')>>
filled with strange things, such as the woman you just saw cooking in the kitchen, who might be or not be his mom.
<<else>>
that made you really tired.
<</if>>
<<include "RestConservatory">>
Looking at the door behind you, you wonder if it's a good idea to <<link "return to the hallway" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountConservatoryV is 2>>
<p class="passage-text">Your eyes feel tired and your body feels like a wreckage. The garden looks like one gigantic darkness, not even the moonlight seems to illuminate it enough for you to see anything. It has been a long day,
<<if hasVisited('Dog')>>
filled with weird things, such as the dog in the living room. @@.youspeech;//It looked so sweet, but I think it was a wise decision to give it some space.//@@
<<elseif hasVisited('PaintingFocus') || hasVisited('PaintingFocus2')>>
@@.youspeech;//above all the painting was the weirdest thing I have ever seen in my life. It looked so real!//@@
<<else>>
@@.youspeech;//I tried to enjoy myself, as my friend implied by leaving me alone for the entire day, but it feels like I have been here for decades.//@@
<</if>>
<<include "RestConservatory">> You look at the door behind you and nervously scratch your arm; you don’t want to go back but eventually <<link "you must" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountConservatoryV gte 3>>
<p class="passage-text">You sit down on the icy floor. All day it had been warming up, but without the light there is no heat. The conservatory is peaceful, if you would drop a single needle it would be audible from every spot you can sit at in the glass covered room. You peek in to the darkness which should be the garden somehow it rests your eyes a little. Your mind feels overloaded with everything that happened today. Including,
<<if hasVisited('Laboratory')>>
being in the laboratory filled with weird contraptions.
<<elseif hasVisited('Kid')>>
meeting Lily, she seems like a sweet girl, be honest to her at all cost.
<<else>>
wandering aimlessly through the never ending horrors in the house.
<</if>>
@@.youspeech;//I wish I could leave this house, but doing so at night might cause me meeting some questionable people at night, since the streets aren’t safe.//@@ <<include "RestConservatory">> You sigh deeply and mentally prepare for what could wait on the <<link "other side of the door" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>><<if $RestedConservatory>>
you feel rested.
<<else>>
You could <<link "rest" 'Conservatory'>><<set $RestedConservatory to true>><<set $TimeCounter to $Time>><<set $Insanity -= random(1, 4)>><</link>> for a moment, close your eyes and
<<if $Time lte 360>>
prepare for the night!
<<elseif $Time gte 361 && $Time lte 600>>
start the day off good!
<<elseif $Time gte 601 && $Time lte 720>>
get some energy back!
<<elseif $Time gte 721>>
leave this forsaken house.
<</if>>
<</if>><<if ndef $DogSeen>>
<<set $DogSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The dog">>
<</if>>
<<set _dogOptions to ["step back a bit", "pet him", "acknowledge his presence"]>>
<<set _dogaOptions to ["admire it", "stare back", "pet him"]>>
<<set _dogbOptions to ["pet him", "snarl at it", "give it some food"]>>
<<set _dogcOptions to ["pet the dog quickly", "you throw an imagery ball", "you step back"]>>
<<set _dog2Options to ["you tell him to get down from the table", "you tell him he is a good boy", "you awkwardly smile at him"]>>
<<set _dog2aOptions to ["you tell him to get down from the table", "you tell him you are going to go find his owner", "you wave at it and point to the door"]>>
<<set _dog2bOptions to ["that it should play dead", "that it should get down from the table", "that it should bark"]>>
<<set _dog2cOptions to ["you tell him to turn around", "you ask it nicely if you may see its fur", "you tell him to get down from the table"]>>
<<if $Dog is "nothing" && $Dog2 is "nothing">>
<<include "SeeDog">>
<<elseif $Dog is "pet him" || $Dog2 is "you tell him to get down from the table" || $Dog2 is "that it should get down from the table" || $Dog is "give it some food" || $Dog2 is "that it should get down from the table">>
<<include "EndDog">>
<<else>>
<<include "TalkDog">>
<</if>><<if $CountDogV is 1>>
<p class="passage-text">You walk backward, the dog whines while the distances between you and it increases, the whining is almost inaudible. The dog anxiously shakes a little and you can hear his stomach growl. @@.youspeech;“The room is indeed cold buddy, but rules are rules, I also want to pet you but I think I made the right choice.”@@ Your back bumps into the doorknob, the dog tilts its head, as if it’s curious what you will do next. When you turn around to open the door, you see in your peripheral vision the dog opening its mouth. When you opened the door wide enough to walk through it, you hear a loud thud and deep growling. You better <<link "leave" 'MainHallDown'>><<set $Dog to "nothing">><<set $Dog2 to "nothing">><<set $Insanity += random(5, 8)>><<set $Time += random(20, 30)>><</link>> while you can.</p>
<<elseif $CountDogV is 2>>
<p class="passage-text">@@.youspeech;“Well buddy, last time we met you crept up upon me while I was opening the door.”@@ @@.youspeech;“So this time I won’t pet you either, just stay on the table will you?”@@ The dog seems to understand what you just said, this time its head doesn’t tilt nor does he whine. It growls with a low pitch and steps down from his favourite spot. Your eyes widen and you can feel your heartbeat in your throat. @@.youspeech;“W-what do you want from me?”@@ It moves like a panther stalking its prey and flattens its ears. @@.youspeech;“Alright buddy, pleasant talk, you are more scary than most shady man crawling on the streets at night, so I will see <<link "myself out" 'MainHallDown'>><<set $Dog to "nothing">><<set $Dog2 to "nothing">><<set $Insanity += random(5, 8)>><<set $Time += random(20, 30)>><</link>>.”@@</p>
<<elseif $CountDogV gte 3>>
<<if $Death gte 12>>
<p class="passage-text">You have made your decisions and choose to <<print $Dog>> and <<print $Dog2>>. You know this is not enough for the dog, and you know you must get out of the living room fast. @@.youspeech;//I don’t know whether it means no harm or if it does, but I know for sure that it could kill an elephant.//@@ While this inner monologue played, you lost your focus on the dog, and you didn’t notice it stepping down from the table. Before you knew it, the dog was inches away from your face and was doing something you’ll never forget. In an instant, the dog stood on his hind legs, and looked you straight in your eyes. In a reflex you push it away, and you turn around to <<link "leave" 'MainHallDown'>><<set $Dog to "nothing">><<set $Dog2 to "nothing">><<set $Insanity += random(5, 8)>><<set $Time += random(20, 30)>><</link>>. A loud thud and lots of snarling and scratching is what you hear next, but you are safe and sound. @@.youspeech;“What the fuck happened, it stared in my eyes as if it was a human being, I need to watch out for that thing.”@@</p>
<<else>>
<p class="passage-text">You know the dog doesn’t want you to go, and you also know he isn’t the sweet little pup like your mother’s dog is. @@.youspeech;“I will see myself out, and you can continue doing your dog things or something, ok buddy?”@@ The ears of the dog flatten and his mouth opens, and he pulls his lips above his teeth. You hold your hands out in a defensive way while walking backward and saying, @@.youspeech;“good dog, I am sure we can cuddle another time! Good dog!”@@ The dog snarls with a low pitch and you can see saliva dripping on the floor. @@.youspeech;//This dog doesn’t want to cuddle, I need to <<link "leave" 'MainHallDown'>><<set $Dog to "nothing">><<set $Dog2 to "nothing">><<set $Insanity += random(5, 8)>><<set $Time += random(20, 30)>><</link>> now.//@@</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").addClass("dog")>>
<<if $CountDogV is 1>>
<p class="passage-text">The dog opens its mouth. Enormous teeth lined both jaws. You try to run to the kitchen as fast as you can. The dog gets hold of your leg you trip and try to crawl away with your last strength. Sharp teeth penetrate deeper into your flesh. You try to scream for your friend, but the pain muffles your voice. You feel so weak; you accept your <<link "fate" 'dead4'>><<deadcount 4>><</link>>. Your own blood is sizzling under its sharp teeth. Your leg is torn apart. Blood flows. Nothing is taking effect, nothing helps. Your friend is on the other side of the door. You can’t reach him. You are bleeding out. Your efforts are all in vain, your power of speech is gone, and so is your power to life.</p>
<<elseif $CountDogV is 2>>
<p class="passage-text">The dog gets down from the table and leaps towards you. If the dog weren’t so strong, you would’ve run for your life. Clawing and tearing away the muscles, tendon and skin. And then, you realize, the skin of your leg, turned into loose meat, bitten and chomped on, isn’t being eaten. Your body wasn’t made to withstand so much pain, you faint. The skin is hanging on mere threads on your calf. The dog still doesn’t stop biting your leg. It continues chewing the meat of your body. The dog only wants to hurt you, all of its suppressed anger is let loose on you. It spits out what’s left of your right leg. You’re <<link "dying" 'dead4'>><<deadcount 4>><</link>>.</p>
<<elseif $CountDogV gte 3>>
<<if $Death gte 12>>
<p class="passage-text">The dog is very strong, and all your strength is just not enough. @@.youspeech;“Help! come help me!”@@ The dog attacks you; there’s no way you can escape. The monster lifts your body and tosses it across the room like a bag of trash. It bites your belly and digs deeper and deeper into your stomach. You can hear your intestines tearing apart and entering the dog’s mouth.</p>
<p class="passage-text">The dog rips through your gut like a knife through butter. Blood gushes out everywhere, you gasp for air, trying to crawl out of the mess. @@.youspeech;“It hurts please, I can’t… stop! Please!”@@ You feel a thick saliva slithering from its mouth. You die as the dog devours you. Moments before you see nothing more than <<link "darkness" 'dead4'>><<deadcount 4>><</link>>, you catch a last sight of your friend petting the dog and you can faintly hear him say, @@.themspeech;“you did well, she will be back, wait for her on the table”.@@</p>
<<else>>
<p class="passage-text">You realize what you said to the dog isn’t something he likes, @@.youspeech;“shit, stay there buddy, I will go!”@@ The dog growls with a low voice, and he jumps at you, before you can react he bites you. Blood gushes from your body's new wounds. @@.themspeech;“He’s a vicious dog, he won’t let go,”@@ your friend softly says as he enters the living room. @@.youspeech;“Please help me, it hurts! Please!”@@ you scream at the top of your lungs, but your friend only replies with a crooked smile. You try to push the dog away, but you fail. @@.themspeech;“You are bleeding terrible”@@, you faintly hear while he pets the dog. He walks away while your world becomes <<link "darker" 'dead4'>><<deadcount 4>><</link>>.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").addClass("dog")>>
<<if $CountDogV is 1>>
<p class="passage-text">A dog is sitting on the table in front of the television. While you're not an expert on dog breeds, common sense tells you that this isn’t your usual mature dog. Its fur is short, and it has a pointed snout. @@.youspeech;//Maybe it is a doberman, since it has docked ears and a shortened tail?//@@ You feel sorry for the poor thing, docking is a horrific cosmetic procedure, you decide to <<cycle "$dog" autoselect>><<optionsfrom _dogOptions>><</cycle>>. @@.youspeech;//Poor thing is being neglected; I am sure!//@@ <<cycle "$dog2" autoselect>><<optionsfrom _dog2Options>><</cycle>>, and wait for it to show a sign of <<link "interest" 'Dog'>><<set $Dog to $dog>><<set $Dog2 to $dog2>><</link>>.</p>
<<elseif $CountDogV is 2>>
<p class="passage-text">You can see a dog staring at you when you walk into the living room. @@.youspeech;//I recognize that dog; it seems familiar? I cannot recall how I know him//@@, but you know the dog is not something to mess with. @@.youspeech;//Is this the dog that eats all the scattered meat from the kitchen floor?//@@ You walk closer to it and <<cycle "$dog" autoselect>><<optionsfrom _dogaOptions>><</cycle>>. Maybe you can also convince it to follow you, since you are uncertain who its owner is and if the dog ever gets some sunlight, <<cycle "$dog2" autoselect>><<optionsfrom _dog2aOptions>><</cycle>>. The dog simply stares at you, it looks rather ominous. Maybe if I <<link "wait" 'Dog'>><<set $Dog to $dog>><<set $Dog2 to $dog2>><</link>> for a second? @@.youspeech;//I have so many question about this poor thing being here alone, maybe I should ask my friend?//@@</p>
<<elseif $CountDogV gte 3>>
<<if $Death gte 12>>
<p class="passage-text">This dog is on the table again, @@.youspeech;//I am sure that he is as much part of the house as the television is!//@@ The dog makes a high-pitched whining noise and bends his neck down a little. @@.youspeech;“Oh no, buddy, nobody is going to pet you, or well, I suppose if I am fast I could?”@@ You <<cycle "$dog" autoselect>><<optionsfrom _dogaOptions>><</cycle>>. While doing so, you notice an odd cloying aroma, it’s the same aroma you smelled before in the living room. You look around the room, but the man is not nearby. @@.youspeech;//Maybe the dog’s fur smells like cigars?//@@ <<cycle "$dog2" autoselect>><<optionsfrom _dog2aOptions>><</cycle>> to inspect it, to see if there’s no ash stuck on his fur. @@.youspeech;//He is being neglected badly, so sad!//@@ You wait for a <<link "moment" 'Dog'>><<set $Dog to $dog>><<set $Dog2 to $dog2>><</link>>.</p>
<<else>>
<p class="passage-text">A dog is sitting on the table, you recognize it faintly; staring at you with its white eyes. This time, though, its stare seems to warn you to stay away. Something about its expression seems familiar. Almost haunting. @@.youspeech;“Who is your owner buddy?”@@ you ask the dog, but it doesn’t seem interested in what you just asked. Maybe if you <<cycle "$dog" autoselect>><<optionsfrom _dogbOptions>><</cycle>>, it would respond. You have the feeling that it knows commando’s since it’s waiting so well behaved on the table. Maybe you can say <<cycle "$dog2" autoselect>><<optionsfrom _dog2bOptions>><</cycle>> and see what he does. You wait for the dog to <<link "process" 'Dog'>><<set $Dog to $dog>><<set $Dog2 to $dog2>><</link>> what you just said.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if settings.sfxcontrol == 0>>
<<run setup.randomSfx.start()>>
<</if>>
<<if ndef $FirstNotif>>
<<set $FirstNotif = true>>
<</if>>
<<set $Time = Math.clamp($Time, 0, 120)>>
<<set _knockOptions to ["knock one time", "knock two times", "press the doorbell"]>>
<<if $Door === "knock two times">>
<<goto "KnockTwo">>
<<elseif $Door === "knock one time">>
<<goto "KnockOne">>
<<elseif $Door === "press the doorbell">>
<<goto "Doorbell">>
<<else>>
<<if $Death === 1>>
<p class="passage-text">You wonder, @@.youspeech;//haven’t I seen this door before?//@@ You strangely feel as though you had amnesia, since the wooden door looks familiar to you. Your mind hurts a little, but it might just be the haze from last night’s party. @@.youspeech;//I shouldn't have taken the extra shot.//@@ You should carefully <<cycle "$knock" autoselect>><<optionsfrom _knockOptions>><</cycle>> and step back to <<link "wait" 'Entrance'>><<set $Door to $knock>><</link>>.</p>
<<elseif $Death === 2>>
<p class="passage-text">@@.youspeech;“The door... the knocking... what is happening?”@@ You murmur to yourself while looking at the cracked wooden door. After giving it some thought, you realise you have been here before, but you can't quite place when. Maybe your friend has the answer you are looking for. Again, you should carefully <<cycle "$knock" autoselect>><<optionsfrom _knockOptions>><</cycle>> and <<link "wait" 'Entrance'>><<set $Door to $knock>><</link>>.</p>
<<elseif $Death === 3>>
<p class="passage-text">You've seen this door before, without a doubt. You keep waking up in front of the house from a nightmarish daydream. The streets behind you are empty and you’re not sure how you even ended up here. Overwhelmed by everything that has happened and is happening you decide to <<cycle "$knock" autoselect>><<optionsfrom _knockOptions>><</cycle>> and <<link "wait" 'Entrance'>><<set $Door to $knock>><</link>>.</p>
<<elseif $Death gte 4>>
<p class="passage-text">@@.youspeech;//This can't be, again?//@@, is the first thing that pops into your mind while you sigh sadly. You look behind you, but as usual, the street is empty. You need to find a way to stop this, to exit this 'loop', whether or not it’s a dream. For the umpteenth time, you <<cycle "$knock" autoselect>><<optionsfrom _knockOptions>><</cycle>> and <<link "wait" 'Entrance'>><<set $Door to $knock>><</link>> to see your friend opening the door again. @@.youspeech;//Why do I even call him a friend…?//@@ You question yourself.</p>
<<else>>
<p class="passage-text">You are in front of a wooden door that is splintered. You look back; the streets were empty. Your mother must have driven off in her car. She was hurrying. You move in closer and study the rules. You carefully <<cycle "$knock" autoselect>><<optionsfrom _knockOptions>><</cycle>> and silently <<link "wait" 'Entrance'>><<set $Door to $knock>><</link>>.</p>
<</if>>
<</if>><<if $Random lte 3>>
<<run $("html").addClass("ghost")>>
<<set $GhostOpen to true>>
<<if $DooSeen>>
<<if $GhostOpenCount === 0>>
<<silently>>
<<timed `random(12, 16) + "s"`>>
<<set $GhostOpen to false>>
<<run $("html").removeClass("ghost")>>
<<audio "closingdoor" play>>
<<replace "#knockknock" t8n>>
<<timedsfx 3 "nailswoodlong" 0.2>>
<p class="passage-text old-text">It’s not your friend who opened the door; it’s once more that thing. You take a small step back and slowly say, @@.youspeech;“you can close the door. I won’t be coming in.”@@</p>
<p class="passage-text old-text">The humanoid thing glides its nails over the wood and chuckles while it says, @@.themspeech;“don’t worry child, you can come in. There is nothing to worry about. He told me to collect you.”@@</p>
<p class="passage-text">It glides its fingernails over the frame more nervously the longer you wait, as if it doesn’t have the patience to wait. The scratching stops and you can see its white gazing eyes vanish into the hallway’s darkness. A distinctive locking sound lets the wood vibrate almost serenely. @@.youspeech;//It’s gone. Time to <<link "knock again" 'Entrance'>><<set $GhostOpenCount += 1>><<set $Insanity += random(1, 5)>><<set $Random to random(1, 10)>><</link>>,//@@ you think.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="knockknock">
<<timedsfx 6 "nailswood" 0.5>>
<p class="passage-text">It’s not your friend who opened the door; it’s once more that thing. You take a small step back and slowly say, @@.youspeech;“you can close the door. I won’t be coming in.”@@</p>
<p class="passage-text">The humanoid thing glides its nails over the wood and chuckles while it says, @@.themspeech;“don’t worry child, you can come in. There is nothing to worry about. He told me to collect you.”@@ You hesitate, do you <<link "go in">><<deadcount 1>><<goto "dead1">><</link>>?</p>
</div>
<<elseif $GhostOpenCount gte 1>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $GhostOpen to false>>
<<run $("html").removeClass("ghost")>>
<<audio "closingdoor" play>>
<<replace "#knockknock2">>
<<timedsfx 5 "nailswood" 0.5>>
<p class="passage-text old-text">The lurking thing opens the door again, and it immediately says, @@.themspeech;“sweetie, he told me to collect you. It’s better if you come with me…”@@ You feel confused and think, @@.youspeech;//maybe my friend really asked that thing to let me in.//@@</p>
<p class="passage-text">The humanoid creature disappears down the hallway just as you were about to enter. You can still hear its fingernails scratching against the walls. The noise gradually gets quieter as it gets farther into the house. The door slams shut, and it startled you. You take a slow, deep breath in and then <<link "knock" 'Entrance'>><<set $Insanity += random(1, 5)>><<set $Random to 5>><</link>> on the door once more.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="knockknock2">
<p class="passage-text">The lurking thing opens the door again, and it immediately says, @@.themspeech;“sweetie, he told me to collect you. It’s better if you come with me…”@@ You feel confused and think, @@.youspeech;//maybe my friend really asked that thing to let me in, maybe I should just <<link "Enter the house">><<deadcount 1>><<goto "dead1">><</link>>.//@@</p>
</div>
<</if>>
<<else>>
<<if ndef $DooSeen>>
<<set $DooSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: Man at the door">>
<</if>>
<<if $GhostOpenCount === 0>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $GhostOpen to false>>
<<run $("html").removeClass("ghost")>>
<<audio "closingdoor" play>>
<<replace "#knockknock" t8n>>
<p class="passage-text old-text">
The door opens and someone stands in the doorway. He looks different, your affinity descends into a feeling of strangeness and a sense of unease. He asks with a soft voice if you would like to come in.
</p>
<p class="passage-text">
Still looking at you while almost unnoticeably twitching its face, it closes the door. Its long withered fingers slowly slide into the door ajar. The door has been closed, <<link "knock again" 'Entrance'>><<set $GhostOpenCount += 1>><<set $Insanity += random(1, 5)>><<set $Random to random(1, 10)>><</link>>.
</p>
<</replace>>
<</timed>>
<</silently>>
<div id="knockknock">
<p class="passage-text">The door opens, and someone stands in the doorway. He looks different. Your affinity descends into a feeling of strangeness and a sense of unease. He asks with a soft voice if you would like to come in. <<link "Enter the house">><<deadcount 1>><<goto "dead1">><</link>>.
</p>
</div>
<<elseif $GhostOpenCount gte 1>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $GhostOpen to false>>
<<run $("html").removeClass("ghost")>>
<<audio "closingdoor" play>>
<<replace "#knockknock2">>
<<timedsfx 4 "woodlock" 0.5>>
<p class="passage-text old-text">
The same withered fingers you saw closing the door appear once more as the door opens. You stand there, unsure what to do. Every time the creature in the door frame breathes, the door squeaks. You are frightened as you look into its eyes. You want to run, but you're frozen.
</p>
<p class="passage-text old-text">
@@.themspeech;“Come in child, we are not strangers, it’s cold outside.”@@
</p>
<p class="passage-text">
@@.themspeech;“Sweetie, I'll close the door and we'll talk again soon.”@@ You can hear it locking the front door once again as its hands quickly disappear in the door ajar. @@.youspeech;//This thing, man, whatever, could be harmless, but I am not taking my chances, I should <<link "knock again" 'Entrance'>><<set $Insanity += random(1, 5)>><<set $Random to 5>><</link>> and only enter when I see my friend.//@@
</p>
<</replace>>
<</timed>>
<</silently>>
<div id="knockknock2">
<p class="passage-text">
<<timedsfx 5 "squeekdoorwood" 0.5>>
The same withered fingers you saw closing the door appear once more as the door opens. You stand there, unsure what to do. Every time the creature in the door frame breathes, the door squeaks. You are frightened as you look into its eyes. You want to run, but you're frozen.
</p>
<p class="passage-text">
@@.themspeech;“Come in child, we are not strangers, it’s cold outside.”@@ <<link "Enter the house">><<deadcount 1>><<goto "dead1">><</link>>.
</p>
</div>
<</if>>
<</if>>
<<else>>
<<run $("html").addClass("friend")>>
<<if $Death === 0>>
<p class="passage-text">The door opens, and your friend stands in the doorway, greeting you with a crooked smile. @@.themspeech;“Be sure to leave tomorrow between 11.00 and 13.30! I hope we will have a splendid time together!”@@ He says, while an icy wind from inside the house hits your face.</p>
<<elseif $Death === 1>>
<p class="passage-text">Your friend is standing there, grinning oddly as he welcomes you. You feel rather uncomfortable and ask him when you will leave again. @@.themspeech;“Be sure to leave tomorrow between 11.00 and 13.30!”@@ He continues, @@.themspeech;“why are you still outside? Get in. I hope you brought sweets?”@@ Hesitantly, you step in.</p>
<<elseif $Death === 2>>
<p class="passage-text">Your friend opens the door, but before he can say anything you say, @@.youspeech;“it feels like we have done this before, the whole welcoming rituals, the time that I leave and that I should get in.”@@</p>
<p class="passage-text">Your friend’s smile fades as he says, @@.themspeech;“no, we haven’t. Get in.”@@ Deep down inside you know it’s unavoidable, you might as well do as he says. </p>
<<elseif $Death gte 3>>
<p class="passage-text">You’ve had enough of this deception and this never-ending cycle. You want to tell him to give a complete explanation right away! Filled with anger, you start, @@.youspeech;“listen up, what—”@@</p>
<p class="passage-text">Before you can continue, he stops you mid-sentence, and he says, @@.themspeech;“enter quickly!”@@ You want to continue, even more furious than you were a minute ago, for being interrupted, but he ran off. You think, @@.youspeech;//first he invites me to this damned sleepover, then weird stuff happens, and now he avoids me.//@@</p>
<</if>>
<p class="passage-text">
<<link "Enter the house">>
<<set $Time += random(1, 40)>>
<<set $Random to random(1, 10)>>
<<if $Death === 0>>
<<goto "MainHallDownIntro">>
<<elseif $Death === 1>>
<<goto "MainHallDownIntro2">>
<<elseif $Death === 2>>
<<goto "MainHallDownIntro3">>
<<else>>
<<goto "MainHallDown">>
<</if>>
<</link>>
</p>
<</if>><<if $Death lt 2>>
<<first>>
<<timedsfx 4 "manlaughing" 0.2>>
<p class="passage-text">No one answers the door. You must have mistaken the way to announce yourself. While you re-think what to do, you hear some faint laughing coming from within the house, strangely the laughing sounds sad, or at least fake. You don’t know who is inside, but he does not sound like your friend. You remember he told you he lives alone. Maybe you should knock <<link "again" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>>.</p>
<<finally>>
<p class="passage-text">Again, you knock one time on the cracked door; you wonder if you use too much force the door would break. As sessile as the door was before you knocked, it still is. Maybe you should have listened better to what your friend wrote in the letter he gave you? While you step closer to the door to knock <<link "again" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>>, a shiver runs down your spine. The house gives off such an eerie vibe.</p>
<</first>>
<<elseif $Death lt 4>>
<<first>>
<<if $ManSeen>>
<<timedsfx 1 "manlaughing" 0.2>>
<p class="passage-text">As you knock on the door, you hear faint laughing coming from inside. @@.youspeech;//Would that be the man watching the television show?//@@ You question yourself. Whatever is laughing like that really makes you feel unease. @@.youspeech;//He told me he lived alone, and yet that’s not true.//@@ After waiting for a minute or two, you frown, for the door hasn’t opened yet. @@.youspeech;//Maybe I <<link "knocked" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> only ones?//@@</p>
<<else>>
<p class="passage-text">The rustling of the leaves and the fact you’re alone makes you feel anxious. You know strange stuff is going with this house and this visit, but you can’t quiet place it yet. The door doesn’t seem to open. Maybe you didn’t <<link "knock twice" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> on accident?</p>
<</if>>
<<finally>>
<p class="passage-text">@@.youspeech;//Ah, shoot, I think I only knocked ones,//@@ you say as you step back. You feel confused and anxious. Those feelings disrupt your ability of logical thinking. You faintly hear something inside, but before you can recognise what it is, it’s gone. @@.youspeech;//Maybe it’s all in my head. I mean, last night was intense?//@@ You <<link "knock" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> again.</p>
<</first>>
<<elseif $Death lt 6>>
<<first>>
<<timedsfx 4 "manlaughing" 0.2>>
<p class="passage-text">You doubt yourself after a short while: @@.youspeech;//didn’t I knock twice?//@@ As your hand approaches the door, you hear raucous laughter coming from inside just as you’re about to knock. It scared you. While the goosebumps slowly disappear, you look back. @@.youspeech;//I wish my mother didn’t leave in such a rush.//@@ You suddenly feel a burning sensation in your mind. @@.youspeech;//Did she actually drop me off? I just can’t remember how I got here?//@@ Pained and startled, you <<link "knock" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> again.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//I must do something incorrectly,//@@ you tell yourself. Considering that you are just standing there and the door won’t open. @@.youspeech;//It’s as if all the weird stuff took root in my mind, and I accepted it as normal. I must leave.//@@ When you turn around to face the street, nothing is there. @@.youspeech;//What brought me here?//@@</p>
<p class="passage-text">You hear a voice speaking a name behind you as you’re still trying to make sense of everything, @@.themspeech;“A-Addison.”@@ The door is still shut when you turn around. You reach out to <<link "knock" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> on the door despite feeling as though you can’t help it, it’s like you’re hard-wired to do so.</p>
<</first>>
<<elseif $Death gte 6>>
<<first>>
<p class="passage-text">You immediately tell yourself, @@.youspeech;“Come on, I know I have to knock again,”@@ after knocking on the door. You feel as though you are caught in an endless cycle. How did you get here? Why the fuck do you constantly knock? And why does it feel like your mind is hazy whenever you try to make sense of what is going on? @@.youspeech;//I have to <<link "knock" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> twice, so come on.//@@</p>
<<finally>>
<p class="passage-text">@@.youspeech;//I must do something incorrectly,//@@ you tell yourself. Considering that you are just standing there and the door won’t open. @@.youspeech;//It’s as if all the weird stuff took root in my mind, and I accepted it as normal. I must leave.//@@ When you turn around to face the street, nothing is there. @@.youspeech;//What brought me here?//@@</p>
<p class="passage-text">You hear a voice speaking a name behind you as you’re still trying to make sense of everything, @@.themspeech;“A-Addison.”@@ The door is still shut when you turn around. You reach out to <<link "knock" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> on the door despite feeling as though you can’t help it, it’s like you’re hard-wired to do so.</p>
<</first>>
<</if>><<if $Death === 0>>
<<first>>
<<set $CountDoorbell += 1>>
<<timedsfx 0 "driveby" 0.5>>
<p class="passage-text">As you are searching for the doorbell, you hear your mom’s car again. @@.youspeech;//Maybe the street has a dead end?//@@ When you turn around, the street is empty, which makes you confused. After stepping closer to the door, you find yourself a rusty old doorbell, which conveniently doesn’t ring. You guess you should’ve knocked on the <<link "door" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>>.</p>
<<finally>>
<p class="passage-text">You press your finger against the rusty button of the <<include "EntranceDoorbell">> again, but without luck, you hear no familiar “ding-dong” sound. @@.youspeech;//I hope that the rest of the house has electricity, otherwise it would be a luxurious camping trip without the scary forest part.//@@ You guess you should’ve knocked on the <<link "door" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>>.</p>
<</first>>
<<elseif $Death === 1 || $Death === 2>>
<<first>>
<<set $CountDoorbell += 1>>
<p class="passage-text">You press your finger against the rusty button of the doorbell, but without luck, you hear no familiar “ding-dong” sound. @@.youspeech;//I hope that the rest of the house has electricity, otherwise it would be a luxurious camping trip without the scary forest part.//@@ You guess you should’ve knocked on the <<link "door" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>>.</p>
<<finally>>
<<timedsfx 10 "driveby" 0.5>>
<p class="passage-text">You press the button of the <<include "EntranceDoorbell">>, and you feel the rust crunching on your skin. There is no sound or tune playing, even after you nervously press it a few more times. @@.youspeech;//I think that’s the reason it’s so rusty. It doesn’t work.//@@ You hear a car racing behind you. You look back, but it’s gone already. It sounded familiar. @@.youspeech;//Alright, time to focus. If ringing doesn’t work, maybe the <<link "old way" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> does?//@@</p>
<</first>>
<<elseif $Death gte 3>>
<<first>>
<<set $CountDoorbell += 1>>
<p class="passage-text">You feel drawn to the doorbell, as if it reminds you of something, something from the past. Thinking about the past makes you feel dizzy and confused. For some reason, you are having trouble remembering. @@.youspeech;//I am not sure why, maybe it was because of last night, but it’s all so foggy in my mind.//@@ You scowl as you approach the door <<link "again" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>>.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//Why do I keep pressing the doorbell?//@@ You question yourself as you feel the rust crunching between your index finger and thumb. You can’t seem to find a napkin in your skirt. @@.youspeech;//I hope the bathroom is close by so I can quickly rinse off this nasty stuff.//@@ It’s like you're drawn to the <<include "EntranceDoorbell">> as a moth to a lamp. @@.youspeech;//Okay, I need to focus, maybe <<link "knocking" 'Entrance'>><<set $Door to "nothing">><<set $Time += random(1, 10)>><</link>> helps?//@@</p>
<</first>>
<</if>>
<<if $Doorbell && $DoorbellEvent>>
<<flash "While you touched the doorbell you felt different, as if you had a moment of pure clarity.">>
<</if>><p class="passage-text">You step through the wooden frame and the floor squeaks, even when you gently place your feet down. The Victorian-era paintings and ornaments that define the hallway's design make it look antiquated.</p>
<p class="passage-text">@@.youspeech;“I adore how the place is decorated. It's Victorian, right?”@@ You make an effort to impress him since you don't want to be //just a random girl//.</p>
<p class="passage-text">@@.themspeech;“Perhaps, but I don’t remember. Before we can chit-chat about the house, I have some things to do.”@@ He seems to have never paid any attention to the hallway's intricacies, only using it as a means to an end to get from room to room.</p>
<p class="passage-text">@@.youspeech;//That was odd,//@@ you think, @@.youspeech;//he doesn't seem too amused that I am here.//@@ Before you realise it, he has gone up the stairs to the second floor. You decide to <<link "explore the house" 'MainHallDown'>><</link>>, what can go wrong?</p><p class="passage-text">As you step through the wooden door frame and peer into the hallway, a thought pops up @@.youspeech;//the styling looks familiar//@@. You have this strange impulse to impress your friend; you want to tell him that you love the furnishings from the Victorian era, but you hold back. Your friend gives you a blank stare as though anticipating something, or awaiting you to say something.</p>
<p class="passage-text">You took a brief pause that seemed to last much longer than it actually did. Your friend tells you to look around the house a little bit as he will be gone for now. @@.youspeech;//Why was my mind burning when I was thinking about this hallway and what just happened?//@@ While your friend is off doing his own thing, you decide to <<link "look around" 'MainHallDown'>><</link>> the house and see if there is anything you can do to pass the time.</p><p class="passage-text">You are shocked when you follow your friend and look around the hallway’s various furnishings. All of them are Victorian. @@.youspeech;//I was aware of it even before I entered, but how come I forgot about it?//@@ Your friend has abruptly stopped. He stands unsteadily, as if something were about to happen. He takes a breath as if he’d like to start a conversation, but he stays silent.</p>
<p class="passage-text">@@.youspeech;“Has the hallway been decorated to resemble a certain theme?”@@ You ask him quickly, to ease the awkwardness. Your friend makes a slight sideways head turn.</p>
<p class="passage-text">@@.themspeech;“Maybe, never thought about it; do you recognise it?”@@ He continues to walk as he says, @@.themspeech;“I had no idea that it was already midday. Make yourself comfortable. I’m going to be gone for a while.”@@</p>
<p class="passage-text">You already opened your mouth to answer his question, but he is gone before you can even respond. @@.youspeech;//This hallway resembles one that I’m certain I’ve seen before.//@@ You decide to <<link "look about" 'MainHallDown'>><</link>> the house to figure out what is going on.</p><<if $Doorbell>>
doorbell<<else>>
<<if $Death gte 2>>
<span class="glowing">
<<link "doorbell" 'Doorbell'>>
<<set $DoorbellEvent to true>>
<<flash "Curio unlocked: The doorbell">>
<<flash "Subquest completed: The tenacious doorbell">>
<<set $Doorbell = true>>
<<set $CountCurios += 1>>
<</link>>
</span>
<<else>>
doorbell<</if>>
<</if>><<if $Random gte 8 || $Fridge>>
<<if $Fridge>>
<p class="passage-text">This refrigerator is weird, whenever you get close to it, you feel nauseous again. A shiver runs through your spine, you should've listened to your friend. Maybe he knows why this is happening! You also shouldn't come <<link "near to the fridge" 'Kitchen'>><<set $Time += random(1, 5)>><</link>> again.</p>
<<else>>
<<set $Fridge to false>>
<<set _TimedSeconds to random(10, 30)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Fridge to true>>
<<replace "#fridge">>You feel another rush of cold air blowing into your face. A nauseating feeling goes through your body. You must quickly <<link "close the fridge!" 'Kitchen'>><<set $Insanity += random(5, 9)>><<set $Time += random(1, 5)>><</link>> Since you don't feel so well anymore, you throw your snack back in the fridge and leave it behind.<</replace>>
<</timed>>
<</silently>>
<p class="passage-text" id="fridge">As you open the refrigerator cold air rushes out, the lights are off and the temperature dial has been set to off, really odd. You reach with your hand into the fridge to grab a snack. Something is holding on to your hand, you feel a little resistance while pulling it back, you should <<link "close the fridge" 'Kitchen'>><<set $Time += random(1, 5)>><</link>>. Even while you are trying to close the fridge it's showing resistance.</p>
<</if>>
<<else>>
<<if $Death == 1 && $Death == 2>>
<p class="passage-text">As you open the refrigerator, cold air rushes out, @@.youspeech;//that's odd, I remember the feeling of that cold rush of air//@@, however the temperature dial has been set to off. You quickly grab a small snack and <<link "close the door" 'Kitchen'>><<set $Time += random(1, 5)>><</link>>. The snack is actually a chocolate bar, the packaging looks old, it says ‘Hershey's’ on the top side. @@.youspeech;//I have held this before, it felt like winning a lottery ticket//@@.</p>
<<elseif $Death gte 3>>
<p class="passage-text">As you open the refrigerator, cold air rushes out, @@.youspeech;//that feeling, I am sure I felt it before//@@, however the temperature dial has been set to off. You quickly grab a chocolate bar and <<link "close the door" 'Kitchen'>><<set $Time += random(1, 5)>><</link>>. The packaging of the bar looks old, it says ‘Hershey's’ on the top side. @@.youspeech;//I am sure this isn't the first time I have seen this bar, since it's old and rare there can't be many left//@@. You are tempted to maybe try the cake, but you decide to take the bar anyway.</p>
<<else>>
<p class="passage-text">As you open the refrigerator, cold air rushes out. @@.youspeech;//That’s odd, since the light turns on it must be powered, however the temperature dial has been set to off.//@@ You quickly grab a small snack and <<link "close the door" 'Kitchen'>><<set $Time += random(1, 5)>><</link>>. The snack is actually a chocolate bar, the packaging looks old, it says ‘Hershey's’ on the top side. You clench it, as if it was a winning lottery ticket.</p>
<</if>>
<</if>><<if $Stuff is "next to the dresser">>
<p class="passage-text">After you strapped on your seat belt you said to your mother @@.youspeech;“finally you are here!”@@, @@.youspeech;“I never want to sleep at my friends house again!”@@ She smiles at you with the same crooked smile your friend had when you first entered the house and whispers @@.themspeech;“don't forget to say goodbye to yourself!”@@ You immediately stiffen and turn your head to the house. In the window you see yourself with your friend, both are waving at you and <<link "smiling..." 'win1'>><<deadcount 0>><</link>></p>
<<else>>
<p class="passage-text">You finally sit in your mom's car, she hasn't spoken a word to you since she left you yesterday at the front door. Looking through the car window at the house, it seems almost as if peace has returned to it, as if you were the reason for all the madness. Sitting in the car near your mother makes you feel calm again. You are going home. You look at her since she hasn't spoken a word to you. She smiles and says @@.themspeech;“we are going to visit dad today”@@, as she turns on the engine, you <<link "collapse" 'win1'>><<deadcount 0>><</link>>.</p>
<</if>><<ctp "FakeWinFrontDoor" nobr>>
<<set _ctp to CTP.getCTP("FakeWinFrontDoor")>>
<p class="passage-text">You feel relieved, almost as if the fresh air breathes life into you. This sleepover was something you should never have done, you are a person who is easily persuaded to do things. Your friend never warned you, he never did. An invisible weight falls off your shoulder when you see your mom's car driving into the street, her beautiful sedan reflects the sun on your face. You inhale a deep breath and quickly exhale, you can say you feel euphoric.</p>
<<set _nextText to "Wait for your mom to stop nearby">>
<<ctpNext t8n>>
<p class="passage-text">Your friend stands in the door frame and whispers to you @@.themspeech;“The greatest trick the devil pulled was convincing the world there was only one of him.”@@ You freeze for a second and feel that cold sensation again, the sensation of something grabbing you and holding you tight with freezing hands.</p>
<<set _nextText to "Keep your composure">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“You think it might be a good idea if we will talk tomorrow, at school?”@@, you say to him with an anxious voice. @@.youspeech;“My mother did not drive to your house for fun.”@@</p>
<<set _nextText to "Insist on leaving">>
<<ctpNext t8n>>
<p class="passage-text">You are shaking on your legs as you walk to your moms car. Your friend calls one final thing @@.themspeech;“Just keep in mind things tend to go missing on the property!”@@ <<link "you leave to your mom's car" 'Car'>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FakeWinFrontDoor">>
<</button>>
<</if>>
<</ctp>><<if ndef $W01Seen>>
<<set $W01Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Main quest completed: The long night">>
<<flash "Death unlocked: The greatest trick">>
<</if>>
<<if $Stuff is "next to the dresser">>
<p class="passage-text">As you smile and wave back, your mom tells you to grab some water out of the bag for her. You look down and go through her bag, a lot of papers from her work easily recognized by the last name, Marlowe, are scattered in it. After you gave her the bottle of water you look out of the car window again and you notice that you are driving in the direction of your friends house again.</p>
<<else>>
<p class="passage-text">After you fainted you found out that you are still in your moms car, but she is gone. Besides the fact that you are alone, why are you in front of an empty hospital? No parked cars, no people outside and all lights are off.</p>
<</if>>
<<include "WakeUp">><<run jQuery("html").removeClass("mom")>>
<<if $AtticMonsterSeen>>
<<include "KitchenAttic">>
<<else>>
<<if $Slept>>
<<include "KitchenMorning">>
<<elseif $Slept is false>>
<<include "KitchenMorningAfter">>
<<else>>
<<if $Time >= 600 && $Time <= 720>>
<<roomcount "Mom">>
<<set $Random to random(1, 10)>>
<<goto "Mom">>
<<else>>
<<include "KitchenDay">>
<</if>>
<</if>>
<</if>><<set $AtticMonsterSeen to false>>
<<set _Random to random(1,4)>>
<<if _Random is 1>>
<p class="passage-text">You are trying to catch your breath and lean against the wooden door of the kitchen. You sack to the ground while pushing against the door; some tears roll down your cheeks. The thing inside the attic is frightening you. Now that you are feeling safe again, you can <<link "open your eyes" 'Kitchen'>><</link>> or you can see if you can climb the stairs <<link "again" 'MainHallDown'>><</link>>.</p>
<<elseif _Random is 2>>
<p class="passage-text">Your feet are burning, and your heart is racing. The adrenaline in your body skyrocketed, causing you to sprint so quickly. Whatever it was that you saw, it had to be a malformed creature. You slap your fist down on the kitchen table and gasp quickly. The rules stated it clearly: run to the <<link "kitchen" 'Kitchen'>><<roomcount "Kitchen">><</link>> and you are safe again, but the image of that thing will never leave your memories. <<if $Time lte 660>> I think it’s best if I visit the <<link "conservatory" 'Conservatory'>><<roomcount "Conservatory">><<set $Time += random(30, 60)>><</link>> for a moment<</if>> I am not sure if it’s smart to walk up the stairs <<link "again" 'MainHallDown'>><</link>>.</p>
<<elseif _Random is 3>>
<p class="passage-text">You slightly cut your waist as you dashed into the kitchen, and when you looked down, you noticed a knife on the worktop next to the door. It is horizontally positioned, with the blade sloping upward. It turned a little red, and you can see that tiny blood clots are developing on the tip. Where it allegedly cut you, you lift a part of your clothing, but there are no obvious wounds. You fall to the ground and lay there for a while, wondering what was in the attic and whether you should go back upstairs. As you wipe off some tears, you stand up and decided whether you stay here in the <<link "kitchen" 'Kitchen'>><<roomcount "Kitchen">><</link>> or go <<link "back" 'MainHallDown'>><</link>>.</p>
<<elseif _Random == 4>>
<p class="passage-text">You hold your hands in front of your mouth to muffle your breathing, for you are unsure if it might have heard you. @@.youspeech;//“What the hell was that? It looked like some abomination…//@@ You think as you can feel your heart rate slowing down. @@.youspeech;//I will stay in the <<link "kitchen" 'Kitchen'>><<roomcount "Kitchen">><</link>> for a while, I am not going up there any time soon.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<if $DogFood is "nothing">>
<<if $CountKitchenV is 1>>
T<p class="passage-text">he kitchen is empty, cold and dirty. @@.youspeech;//He should clean it again!//@@ However, this is not your task, so you should go <<link "back!" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>. You still want to leave as soon as possible, since this might be your only chance.</p>
<<elseif $CountKitchenV is 2>>
<p class="passage-text">Blood is still on the ground and you can see that the dog has licked some blood in an attempt to feed himself. @@.youspeech;//Poor thing, he must be really mistreated to see that as food. I must leave as soon as possible, I am not sure what would happen if I stay another night or even more. It feels like I have been here for quit some time now, and I don’t want to add more to it./?@@ You push open the kitchen door to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountKitchenV gte 3>>
<p class="passage-text">@@.youspeech;//It feels like I have been here for a decade, I should really leave, looking at the time this could be my only chance.//@@ You move around in the kitchen and notice that your feet stick to the ground; the floor is littered with blood and remains of whatever was used for cooking. @@.youspeech;//Ok, I should really <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> now.//@@</p>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<goto "MomMorning">>
<</if>><<if $CountKitchenV is 1>>
<p class="passage-text">Your friend must be gone to another room nearby, you just saw him eating his meat. Really strange that he sometimes disappears like that. The kitchen feels cold again. Maybe he also turns off the radiators inside the rooms when he leaves? You <<link "leave the kitchen" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountKitchenV is 2>>
<p class="passage-text">You expected your friend to be here, but for some odd reason he is missing. He has a tendency to go missing from time to time. Your hand glides over the cold steel of the radiator while water vapor leaves your mouth. Moments ago he was here. Now the kitchen has returned to a still life, @@.youspeech;//I think it’s best if I just <<link "leave" 'MainHallDown'>><<set $Time += random(1, 40)>><</link>>.//@@</p>
<<elseif $CountKitchenV gte 3>>
<p class="passage-text">As you already knew before entering the kitchen again, it’s empty and it’s cold. @@.youspeech;//Gosh, why do I have these strange memories of something that I am sure I have never seen before.//@@ You don’t step further than the mat on the ground; you knew the ground was littered with blood and remains of breakfast. You can’t see your friend anymore, @@.youspeech;//he is probably gone again, I should <<link "leave" 'MainHallDown'>><<set $Time += random(1, 40)>><</link>> the kitchen, it’s cold and dirty.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<if $CountKitchenV is 1>>
<<first>>
<p class="passage-text"><<if $DogSeen>>Pieces of meat lay scattered around the ground and kitchen counter. There should be a dog around somewhere, why didn't he ate the meat?<<else>> What a waste of food, you see pieces of meat scattered around the ground and kitchen counter.<</if>> A <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>> is catching dust in the corner. Not much to do here, maybe you should go <<link "back" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>. The kitchen is colder than the rest of the house; you notice. When you turn around to leave the kitchen, you hear a woman sobbing behind you, but a quick head turn and a glimpse over your shoulder shows you that the kitchen is still empty.</p>
<<finally>>
<p class="passage-text">Somehow the meat that once littered the ground is gone. You see some big paw prints next to half eaten bones. You know little about dogs, but you seem to be confident that the prints are enormous compared to your mother's dog. The <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>> has some new scratch marks on them. @@.youspeech;//Did the dog try to open it?//@@ Your headaches while you are trying to grasp what is happening in this house, the cold isn't helping you think, maybe you should <<link "leave the kitchen" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<</first>>
<<elseif $CountKitchenV is 2>>
<<first>>
<p class="passage-text">As you enter the kitchen, a smell creeps into your nostrils, it’s the aroma of decaying meat. @@.youspeech;//This smell is familiar, I have smelled it before.//@@ The kitchen top is littered with pieces of meat, some reddish brown liquid is dripping on the floor from the food. You hear a buzzing sounds coming from the <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>> in the corner; you have seen the machine before. @@.youspeech;//Most houses are equipped with one, but this one draws my attention.//@@ As you move closer to the cutting board, you notice hundreds of maggots crawling in and around the meat. You immediately gag, @@.youspeech;//this is insanely gross, I should get <<link "moving on" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.//@@</p>
<<finally>>
<p class="passage-text">Hoping that the smell is gone, you take a deep breath through your nose; you question why you did this, knowing that the aroma could still be there, but it’s inevitable. To your surprise, not only the smell disappeared but also the meat, and the blood like liquid. On the ground are some markings, they look like paw prints. You decide to walk closer to the <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>> and see a dog sitting on the ground. The dog is gnawing on something; you decide that it’s smart to <<link "leave it alone" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<</first>>
<<elseif $CountKitchenV gte 3>>
<<if $Death gte 6>>
<<first>>
<p class="passage-text">You enter the kitchen and a mouse rushes out, It’s one of those things you can’t put your finger on. It makes you wonder what the hell is going on. The kitchen looks empty at first glance, just the same meat on the cutting board soaking in reddish brown blood. You know that there are maggots eating the decaying meat, so you decide to stay close to the door and <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>>. In the corner you can see a few dead mice. They came up the cracks on the floor and must have died because of something. @@.youspeech;//It’s strange to think that this doesn’t creep me out. For some odd reason I feel fine, if not good, staring at their lifeless bodies.//@@ After taking a lengthy time observing the mice, you walk <<link "back" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> to the hallway.</p>
<<then>>
<p class="passage-text">As you open the kitchen door, the dog runs from behind you into the kitchen. You hear some loud thudding and scratching, but before you can glimpse into the kitchen, you see the dog standing frozen on the cutting board, staring at you. @@.youspeech;//I wonder if that scratching was it, trying to open the <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>>.//@@ @@.youspeech;“Hey buddy, I know I can’t command you, nor can I pet you, but can you please be a good boy?”@@ The dog looks down at his paws, and you can clearly see several mice, all death. The dog doesn’t seem to use them as food. @@.youspeech;//Did it kill the mice for fun?//@@ You decide it’s better to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> the dog playing with the mice and doing whatever it does on a daily basis.</p>
<<finally>>
<p class="passage-text">Still thinking about the dog standing on the cutting board, killing mice and eating decayed maggot-infested meat, you almost skipped your friend. He stands there next to the <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>>, chewing on something. @@.youspeech;“Hey there, so I am feeling really weird, my mind is playing tricks on me it feels like, what is happening?”@@ Before he replies, he lets his index finger glide over the kitchen counter, making it soak in blood, and he licks it. Your eyes widen and you step back. @@.themspeech;“It’s just red wine sauce, you seem scared?”@@. He laughs with a crooked smile and <<link "points to the door" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, @@.themspeech;“Maybe we can meet up later today? I want to eat alone.”@@</p>
<</first>>
<<else>>
<<first>>
<p class="passage-text">Something shoots away as you enter the kitchen, your heart beats rises, and your eyes widen. To your relief, it was a little mouse. @@.youspeech;“Awh buddy, you must have been in front of the door while I opened it, sorry to startle you!”@@ You inspect the mouse and notice holes in its back; you squint your eyes to look at the holes. @@.youspeech;//What the fuck, something gnawed on you or something? This is not ok! Let me grab you buddy!//@@ A deafening metallic noise came from the <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>>, as if something broke down inside. The only sound you can hear after that is that of the rat scurrying away and disappearing into the cracks in the floor. The cracks in the floor are covered in mold, feasting on the pieces of leftovers on the ground. You decide to <<link "leave the kitchen" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<finally>>
<p class="passage-text">A cold air rushes out of the kitchen as you enter it, it’s silent inside the kitchen. The decaying meat has disappeared, and the mold seems to be cut out, and there is no sign of the mouse. Your hand glides over the <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>>, specifically your nails, creating a high-pitched shriek on the metal surface. The kitchen is empty and your body feels cold, I should go <<link "somewhere else" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, it’s freezing here.</p>
<</first>>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if ndef $LabSeen>>
<<set $LabSeen = true>>
<<flash "Sidequest updated: Obscure experiments">>
<</if>>
<<set $LabDown to true>>
<<if def $BloodActivatedEvent>>
<p class="passage-text">@@.youspeech;//I should hurry back up and <<link "leave" 'Basement'>><<set $Time += random(20, 40)>><</link>> this weird room before I get noticed.//@@ You think while looking at the dusty room. It confuses you this house is in such a ruined state, deteriorated and neglected, but this secret laboratory is shiny and complex.</p>
<<elseif $CountLaboratoryV is 1>>
<p class="passage-text">You climb down into a place that looks taken right out of a history book. Even though this room is underneath the basement it still receives power, since there are lightbulb placed all around the room and they flicker, they seem to light the place just enough for you to look around. @@.youspeech;//I can't believe my eyes, it looks like an improvised laboratory//@@, suddenly your eyes are fixed to the one thing in the middle of the room, it's a rather large <<link "chalice" 'Altar'>><<set $Time += random(1, 10)>><</link>>, but made out of metal. Along the metal pillar it resides on, thick cables are spiraled, they seem to be connected to the edge of the chalice. While you step closer you can hear the cables making a humming sound, they are still being powered, but there is nothing happening to the chalice itself. A small <<link "notebook" 'Note1'>><<set $Time += random(1, 10)>><</link>> bonded in tattered leather lays on the ground next to the strange-looking apparatus. Maybe you should just go back <<link "up" 'Basement'>><<set $Time += random(20, 40)>><</link>> and leave this grim place!</p>
<<else>>
<p class="passage-text">The room is still as dusty as it was before, @@.youspeech;//the whole house has power problems, but the <<link "chalice" 'Altar'>><<set $Time += random(1, 10)>><</link>> in the middle of the room seems to be powered indefinatlly.//@@, you are not sure who the scientist was or what he tried to accomplish here, but you are certain you can maybe find some traces of at least what the altar was used for inside of the <<link "notebook" 'Note1'>><<set $Time += random(1, 10)>><</link>>. This place feels colder than anywhere in the house, @@.youspeech;//why is it so cold? could it be because of the fact that it's underground, or is there something else going on?//@@, you think. Maybe you should just go back <<link "up" 'Basement'>><<set $Time += random(20, 40)>><</link>> and leave this grim place!</p>
<</if>><<if $BloodActivated>>
<p class="passage-text">The humming of the cables sounds weaker than before. Whatever happened, you are uncertain if you can get the device to work again. For now you should <<link "walk away" 'Laboratory'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $Chap2>>
<<if $Blood>>
<<if ndef $AltSeen>>
<<set $AltSeen = true>>
<<flash "Sidequest completed: Obscure experiments">>
<</if>>
<p class="passage-text">You walk near the chalice, the vial of blood you collected starts to feel hotter and hotter in your skirt, almost as if it reacts to the cables' humming. You open the lid and pour it into the bowl, as described by the diary you wait. After an hour of waiting you decide to <<link "walk away" 'Laboratory'>><<set $Time += 60>><</link>>. @@.youspeech;//The humming of the cables sounds weak, maybe the mirror in the library draws too much power for the chalice to work?//@@</p>
<<else>>
<p class="passage-text">The humming of the cables sounds weaker than before, whatever happened you are uncertain if you can get the device to work again. Maybe if you have the right things you can, but it feels as if you have already broken it before you could even activate it. Maybe you should return when you found the answer to how this altar works. For now you should <<link "walk away" 'Laboratory'>><<set $Time += random(20, 40)>><</link>>.</p>
<</if>>
<<else>>
<<if ndef $Chap2Alt>>
<<set $Chap2Alt = true>>
<</if>>
<<if $Blood>>
<<if ndef $AltSeen>>
<<set $AltSeen = true>>
<<flash "Sidequest completed: Obscure experiments">>
<</if>>
<p class="passage-text">@@.youspeech;//I am sure that I can activate the alter now, I have the blood//@@, slowly you walk closer and closer to the altar, your skirt feels hotter and hotter while doing so. You feel with your hand inside your pocket, it's the vial, the vial is burning. @@.youspeech;The blood is boiling!?@@, you say out loud, as you unscrew the lid. Without thinking about it, you pour the boiling human blood <<link "in the chalice" 'MirrorLaboratoryC2'>><<roomcount "MirrorLaboratoryC2">><</link>>. However, you feel scared, things don't boil out of the sudden, maybe you should leave the altar <<link "behind" 'Laboratory'>><<set $Time += random(20, 40)>><</link>>?</p>
<<else>>
<p class="passage-text">The altar looks alien-like when you think about the fact that this house originates from the early Victorian era. You are sure that this room hasn't been opened in at least a hundred years. Whoever built the altar, or rather the 'device' must have been beyond the knowledge of their time period, driven by something beyond energy. If only there was a way to activate the device? For now you should <<link "walk away" 'Laboratory'>><<set $Time += random(20, 40)>><</link>>.</p>
<</if>>
<</if>><<if ndef $No1Seen>>
<<set $No1Seen = true>>
<<flash "Sidequest updated: Obscure experiments">>
<<flash "A secret page in the diary has been unlocked!">>
<</if>>
<p class="passage-text">You open the notebook that was left on the ground. <<link "You place it back" "Laboratory">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
Ever since you have left my side, there hasn’t been a single moment when I have not thought about you. I know we have issues, and I am apologizing to you for the umpteenth time about what has happened. I have now realized that I can’t think of a life without you. No matter how much I try but I can’t run away from your memories. Just as the earth awaits a rain after a long summer day, I wish for you in my life. My dear, would it be easy for you to forget about all the moments we have shared? Do you not remember our kisses? Please, please, please come back to me and I promise I’ll never make you cry again. I build something so we could be together again, a small sacrifice it requires so I can hold your hands again, just a small sacrifice. My dear, I will corrupt myself, so I can apologize to you.
</div>
</section><<run $("html").removeClass("dog")>>
<<run $("html").removeClass("man")>>
<<if $Random lte 15>>
<<set $Random to random(1, 10)>>
<<if $Random lte 3>>
<<roomcount "PeekMan">>
<<else>>
<<roomcount "ShowMan">>
<</if>>
<<roomcount "Man">>
<<goto "Man">>
<<elseif $Random gte 85>>
<<roomcount "Dog">>
<<goto "Dog">>
<<else>>
<<include "HubLivingRoom">>
<</if>><<if $CountLivingRoomV is 2 || $CountLivingRoomV is 3>>
<<if $Death gte 2>>
<<include "SubOneLivingRoom">>
<<else>>
<<include "OneLivingRoom">>
<</if>>
<<elseif $CountLivingRoomV gte 4>>
<<if $Death gte 5>>
<<include "SubTwoLivingRoom">>
<<else>>
<<include "TwoLivingRoom">>
<</if>>
<<else>>
<<include "ZeroLivingRoom">>
<</if>><<first>>
<p class="passage-text">Your nose is congested from the dust in the living room. The furniture appears to date back to the Victorian era; everything is completely covered in a thick layer of who knows what, and it appears to have decayed. It’s a chamber with an odd atmosphere—almost as if time had stopped here. A strange relic, a television with a massive cathode ray tube sticking out the back, contrasts the furniture.</p>
<p class="passage-text">After pressing some buttons you find out it won’t turn on. Looking around the back, you can see it’s plugged in. @@.youspeech;//Perhaps it’s broken?//@@ You sit on the couch and as you re-adjust your shirt; you notice that your skin is cold, but your body feels, as usual, like a small oven. You should explore the house a bit <<link "more" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.</p>
<<finally>>
<p class="passage-text">At first glance you discover nothing out of the ordinary, but something draws your attention, @@.youspeech;//there is a seat print on the cushion, but I haven’t seen my friend wandering around here?//@@ You counted on seeing something else this time, but the same particular television was gathering dust in the corner. An aroma you only recognise at posh festivities meets your nose. Its saccharine smoulder is a deceiving one.</p>
<p class="passage-text">@@.youspeech;//My boyfriend used to light up a <<include "LivingRoomMonte">> when he was tipsy//@@. For a second, you thought you heard static coming from the television, but it must have been your imagination. This still life nauseates you, the air freighted with the odour that reminds you of the blurry alcohol-enfeebled nights; only dim lights to keep the furniture away from more bleaching. @@.youspeech;//I think it is time to head to somewhere <<link "else" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, since I don’t think I can fix the television, I am already overjoyed if I can fix the router//@@.</p>
<</first>><<first>>
<p class="passage-text">The dusty living room causes you to cease everything you are doing just before you sneeze. You massage your watering eyes despite knowing full well that doing so will just make matters worse. You briefly blinked to get your vision back when an unexpected familiarity hit you. @@.youspeech;//It’s blurry, even more so than after an evening of impudent liver testing, but I recognise the furniture.//@@</p>
<p class="passage-text">This sensation was comparable to walking into a college pub after a night of partying and recognising familiar faces. Uncertain, you decide to sit down for a moment to soak everything in; you are sure this is the first time you have been here. You see an unusual antique. It’s a rather large television that has an equally large cathode ray tube poking out of the back. @@.youspeech;//I have seen the tv before? I think I should <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.//@@</p>
<<finally>>
<p class="passage-text">Upon entering the living room, your eyes need to re-adjust to the dim light. After you can see more than just the outlining of the furniture; the couch draws your attention. <<if $ManSeen>>@@.youspeech;//There appears to be a seat print on the cushion. Maybe it was the uncanny man?//@@ A familiar aroma hangs around the couch, its thick saccharine smoulder nauseates you. Your friend doesn’t smoke cigars, but someone else could have lightened one up.<<else>>@@.youspeech;//There is a seat print on the cushion, but I haven’t seen my friend wandering around here?//@@ An aroma you have smelled before hits your nose, it’s the saccharine smoulder of a cigar. @@.youspeech;//My boyfriends used to smoke at parties, though I feel a strange connection to this specific smell.//@@ You sit down on the couch.<</if>></p>
<p class="passage-text">The television is still gathering dust in the corner, @@.youspeech;//someone should clean it and wipe the dust off it, such a shame to let such an antique go to waste.//@@ Still uncertain whether you have seen this room before; you decide to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> to another part of the house.</p>
<</first>><<first>>
<p class="passage-text">Upon entering, the room shocks you because you somehow remember all the antique furniture of the room. @@.youspeech;//It’s like a dream, I stood at this same place before; I recognize the couch, the lamp and above all the television//@@ With hesitation you decide to inspect the television from up close, you look around its back. @@.youspeech;//The power cable hides itself behind the large cathode ray tube poking out of the back of the television, but I can clearly see it’s plugged in. The buttons won’t turn it on, I am sure; I know it’s broken.//@@</p>
<p class="passage-text">Your finger shakes while bringing it closer to the television. You push a few random buttons, but neither of them seems to provoke any reaction of the television. You stare at the television for, while still holding your arm stretched out. A static broke your daydream like state and you feel your heart beat rise. @@.youspeech;//I have been here before, I can’t recall when, but I need to find answers <<link "elsewhere" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.//@@</p>
<<finally>>
<p class="passage-text">It is feeling like a routine; you enter the room and your eyes need to re-adjust to the dim light produced by a lamp in the corner. <<if $ManSeen>>The familiar saccharine aroma of his cigars nauseates your body, you cannot avoid the thick fume. With every breath, you feel how it makes your lungs heavier. @@.youspeech;//I hate it when he smokes here, the uncanny man seems to do it quiet often, my God he pollutes the air in this room so much//@@ You startle yourself by your inner monologue, @@.youspeech;//how do I remember this man? It feels like I have seen him, but I can’t recall when or why?//@@<<else>> You take a deep breath and you feel how your lungs are being filled by a thick smoke. It has a saccharine aroma, but you know very well that this specific smell precedes a slow and painful death. @@.youspeech;//I warn my boyfriend all the time, his <<include "LivingRoomMonte">> addiction at posh parties will degrade his lungs.//@@ Inevitable it seems to keep yourself from breathing, you end up taking an even bigger inhale. @@.youspeech;//I have felt this feeling before, I am sure, but I can’t recall it; it’s on the tip of my tongue.//@@<</if>></p>
<p class="passage-text">Hopeless is the only thing you feel, @@.youspeech;//I am lost…//@@, this place feels more and more like a prison, maybe I should eat something or shower, I need to <<link "revitalize" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> and leave this room.</p>
<</first>><<first>>
<p class="passage-text">You open the wooden door and a hurl of frigid breeze blows in your face. The living room is dusty and makes you sneeze. After you regain a focused vision, you can clearly see the antique furnishing around you. @@.youspeech;//I have been here before, I recognize the large television.//@@ You inspect the television and squint your eyes.</p>
<p class="passage-text">@@.youspeech;//Such an unusual cathode ray tube television is something I don’t witness every day, I just remember them from my childhood.//@@ The television receives power since its plug connects to the wall, yet it doesn’t function. You sit down and nervously stroke through your hair. @@.youspeech;//This living room, I have felt the same atmosphere before, but I can’t recall when I have.//@@ Baffled by this odd feeling you decide to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>, maybe answers are elsewhere.</p>
<<finally>>
<p class="passage-text">Upon entering the living room again, your eyes need to re-adjust to the dim light. <<if $ManSeen>>@@.youspeech;//This saccharine aroma smells disgusting, I know damn well that it’s caused by his cigars. The uncanny man had lightened up another one of his tobacco’s//@@ You picture a man of age sitting on the couch sucking on a stick that precedes death.<<else>>A saccharine aroma tingles your nose, it’s the fume of a smouldering cigar. @@.youspeech;//I have smelled this aroma before, and it’s like the cigars my boyfriends used to light up to impress his friends; the good old <<include "LivingRoomMonte">>’s, but this smell seems tied to this room.//@@ You walk around, but you can’t discover the origin of the aroma. @@.youspeech;//I didn’t picture my friend as a tobacco user, but it’s the only sane explanation.//@@<</if>></p>
<p class="passage-text">While you sit down, you see yourself looking back at you. An antique piece of furniture is reflecting an distorted image of you. @@.youspeech;//I have seen this television before, I even remember touching some of its buttons, but it won’t work since it’s broken//@@ The clock is ticking and you are getting bored with this lifeless room, you <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> to another part of the house.</p>
<</first>><<first>>
<p class="passage-text">You open the door and the antique furniture stalls your thinking. @@.youspeech;//The same antiques I have seen before are still the sole consistency of this room. I should accept the fact that I have actually been here, I just can’t recall when//@@. <<if $ManSeen>>@@.youspeech;//I can’t smell the saccharine aroma of <<if $Bo3Seen>>Mr. Brownrigg<<else>>the uncanny man<</if>> his smouldering cigars, but he can’t be far, I am sure.//@@<<else>> You rub your eyes a little, maybe this will snap you out of this nightmare like feeling<</if>></p>
<p class="passage-text">You sit down on the couch, and you re-adjust your shirt. The tips of your fingers touch your waist and you feel how cold they have become. @@.youspeech;//My skin feels so numb, I am not sure if it’s the room that cools me down, or if it’s the fact that I have been here before.//@@ You chuckle a little and shake your head while pressing the buttons on the peculiar television. @@.youspeech;//What am I trying to do? The outcome won’t change, this decaying thing will never respond to me pressing random things.//@@ <<if $MomSeen>> In the distance you can hear a knife hitting a cutting board, @@.youspeech;//maybe the woman in the kitchen is cooking again?//@@<<else>> You hear footsteps receding towards another room, @@.youspeech;//maybe my friend can tell me what’s going on?//@@<</if>> You decide to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>. The dim light of the lone lamp guide you on your way to the door.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//I have done this for the umpteenth time now; I enter the room and my eyes need to re-adjust to the dim light.//@@ The furniture is gathering dust, but it never gets thicker than that it has been since the first time you entered the room. You run your finger over the top of the television, as if you were inspecting its sanitation; knowing that you have never encountered this room being dustless. @@.youspeech;//Maybe this grey layer is actually the ash that descends after being exhaled, it smells like the <<include "LivingRoomMonte">> cigars <<if $Bo3Seen>>Mr. Brownrigg<<else>>the uncanny man<</if>> smokes.//@@</p>
<p class="passage-text">You detest the cloying aroma of tobacco that wormed its way into the living room, but it’s unavoidable to pass over if you wish to be here. You sit down on the couch and glare at the still life, @@.youspeech;//I should accept the fact I have seen this countless times, but my mind feels like a mush when I try to remember when.//@@
<<if $DogSeen>>
You search around the room to see if the dog is near, but to your pity it isn’t. @@.youspeech;//
<<if $W01Seen>>
Normally he would be here or in the kitchen feeding on the scraps of meat.
<<else>>
I have not met the dog elsewhere than on the table, it was a waste of time to look for him; I knew if it wasn’t on the table it isn’t hiding here.
<</if>>//@@
<<else>>
While having a modest smile on your face, you notice that one corner of your mouth feels a little numb. The reflection of the television shows that a woman is looking back at you with a chilling smile, @@.youspeech;//My… my… smile is becoming crooked.//@@ You feel your smile disappear right away.
<</if>>
@@.youspeech;//I need to find an <<link "exit" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.//@@</p>
<</first>><<if $Monte>>
MonteCristo
<<else>>
<<link "MonteCristo" 'LivingRoom'>>
<<flash "Collectible unlocked: MonteCristo">>
<<flash "You found a smouldering cigar!">>
<<set $MonteEvent to true>>
<<set $Monte = true>>
<<set $CountCollect += 1>>
<</link>>
<</if>><<if ndef $ManSeen>>
<<set $ManSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The man">>
<</if>>
<<if $TelevisionText is "you love this show!" || $TelevisionText is "nothing">>
<<if $TelevisionText is "nothing">>
<<if $Random lte 3>>
<<include "PeekMan">>
<<else>>
<<include "ShowMan">>
<</if>>
<<else>>
<<include "TalkMan">>
<</if>>
<<else>>
<<include "EndMan">>
<</if>>
<<if $Television && $TelevisionEvent>>
<<flash "While you touched the television you felt different, as if you had a moment of pure clarity.">>
<</if>><<run $("html").addClass("man")>>
<<audio "static" loop volume 0.1 play>>
<<if $CountPeekManV is 1>>
<<silently>>
<<timed `10 + "s"`>>
<<replace "#television">>
<p class="passage-text old-text">You hear static noises coming from the television; the man is sitting on the couch; you close your eyes and squeeze them shut. You hear the man standing up from the couch, his footsteps are getting louder. He must stand right in front of you. His face gets closer and closer. He’s breathing fast, but not making a sound. He’s staring at you with his white glowing eyes. You’re so terrified that you feel paralyzed. The man breathes heavily. His breath on your cheek, your neck, you try to keep your eyes closed.</p>
<p class="passage-text">You feel vigorous again, as you breathe in and out, you hear him stepping away. While opening your eyes, you see him enjoying the show again. You tell him, @@.youspeech;“I love the show!”@@. He doesn’t respond to it, he stares at the static. Creeped out by him, you step back. You ask him, @@.youspeech;“What’s with the static?”@@. He doesn’t answer. As you feel a draft of cold air blow in your face, you decide it is time to <<link "leave him be" 'MainHallDown'>><<set $Time += random(5, 10)>><<set $Random to random(1, 10)>><<audio "static" stop>><</link>> and return later.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="television">
<p class="passage-text" >You hear static noises coming from the television; the man is sitting on the couch; you close your eyes and squeeze them shut. You hear the man standing up from the couch, his footsteps are getting louder. He must stand right in front of you, <<link "take a peak at him" 'dead3'>><<deadcount 3>><<audio "static" stop>><</link>>. His face gets closer and closer. He’s breathing fast, but not making a sound. He’s staring at you with his white glowing eyes. You’re so terrified that you feel paralyzed. The man breathes heavily. His breath on your cheek, your neck, you try to keep your eyes closed.</p>
</div>
<<elseif $CountPeekManV is 2>>
<<silently>>
<<timed `10 + "s"`>>
<<replace "#television2">>
<p class="passage-text old-text">You hear the familiar static noises coming from the television again; immediately you close your eyes and hope he stays seated. @@.youspeech;//Please don’t stand up, please!//@@, you hear his joints cracking while you think this. You should take a peek to see if he really stood up. Your insides are pulsing with fear, but it is more than that. It is frustration, horrification, and a few other emotions. You feel his breath on your face, open your eyes a little, just to see whether he is standing in front of you.</p>
<p class="passage-text">His footsteps are receding further down the living room. The leather couch that has been standing there for God knows how long still makes the squeaking ‘new furniture’ noise. Your eyes snapped open as he turned up the speaker to where the sound is becoming more distorting than static. @@.youspeech;//It hurts my ears! I need to <<link "leave this room" 'MainHallDown'>><<set $Time += random(5, 10)>><<set $Random to random(1, 10)>><<audio "static" stop>><</link>>!//@@ A scary thought flashes through your mind and you gasp for breath in an almost choked whisper, @@.youspeech;//Wait. What if he still comes for me? What if I just walked right out the door and he attacks me from behind?//@@</p>
<</replace>>
<</timed>>
<</silently>>
<div id="television2">
<p class="passage-text" >You hear the familiar static noises coming from the television again; immediately you close your eyes and hope he stays seated. @@.youspeech;//Please don’t stand up, please!//@@, you hear his joints cracking while you think this. You should <<link "take a peek" 'dead3'>><<deadcount 3>><<audio "static" stop>><</link>> to see if he really stood up. Your insides are pulsing with fear, but it is more than that. It is frustration, horrification, and a few other emotions. You feel his breath on your face, you could <<link "open your eyes" 'dead3'>><<deadcount 3>><<audio "static" stop>><</link>> a little, just to see whether he is standing in front of you.</p>
</div>
<<elseif $CountPeekManV gte 3>>
<<if $Death gte 12 >>
<<silently>>
<<timed `10 + "s"`>>
<<replace "#television4">>
<p class="passage-text old-text">You immediately recognize the static, its pitch and volume is deafening as always. @@.youspeech;“Please, no more, I don’t want any trouble, sir!”@@ You know the drill, close your eyes and wait, it’s inevitable. His footsteps are heavy and his pace is slow, but you can feel that every step brings him closer to you. After a few seconds that felt like minutes, the walking stops, @@.youspeech;//I should take a peek, and see if he is there or not//@@. You can smell the cloying aroma of a cigar, @@.youspeech;//he must stand in front of me, I should reach my arm out to check it//@@.</p>
<p class="passage-text">The strong sensation of being observed, a paranoia so strong you are afraid he will see through your eyes and kill you, blocks all other thought, but you waited long enough. His laugh returns. You open your eyes and to your relief he is watching the television again. @@.youspeech;//I am safe, he didn’t kill me//@@, you think while patting your body, he hasn’t touched you with a finger. The only things that linger on your skin and clothes are the cloying aroma of a cigar and a chill. You sigh and stretch out. Your mind feels as if it is split in two and you know that the feeling will pass and that you will be back to normal. You observe him for a while and not one time did he turn around to look at you. Instead, he is looking straight at the television. His presence can be felt everywhere in the house, but he is mostly sitting on the couch, his attention concentrated on the snow, and the room filled with a loud static. You <<link "leave him be" 'MainHallDown'>><<set $Time += random(5, 10)>><<set $Random to random(1, 10)>><<audio "static" stop>><</link>>.<</replace>></p>
<</timed>>
<</silently>>
<div id="television4">
<p class="passage-text" >You immediately recognize the static, its pitch and volume is deafening as always. @@.youspeech;“Please, no more, I don’t want any trouble, sir!”@@ You know the drill, close your eyes and wait, it’s inevitable. His footsteps are heavy and his pace is slow, but you can feel that every step brings him closer to you. After a few seconds that felt like minutes, the walking stops, @@.youspeech;//I should <<link "take a peek" 'dead3'>><<audio "static" stop>><</link>>, and see if he is there or not//@@. You can smell the cloying aroma of a cigar, @@.youspeech;//he must stand in front of me, I should reach my arm out to <<link "check it" 'dead3'>><<deadcount 3>><<deadcount 3>><<audio "static" stop>><</link>>//@@.</p>
</div>
<<else>>
<<silently>>
<<timed `10 + "s"`>>
<<replace "#television3">>
<div class="passage-text old-text">@@.youspeech;//Not this again!?//@@ You cover your ears, @@.youspeech;//he couldn’t hear me come in, I am sure//@@. Still covering your ears you try to listen to what the man does, but it’s not the sound of footsteps that invokes fear in you, it's the vibration the wooden floor echoes onto your skin that horrifies you. @@.youspeech;//I can feel his presence in front of me, maybe I can open my eyes for a second to check if he really left the couch; after all, he should watch the television show//@@. You squeeze your eyes shut as tight as possible.</p>
<div class="passage-text">When you open them, you realize he is still sitting there, staring at you. @@.youspeech;“What should I do?”@@ your voice quivers, and you can hear his breathing from behind the couch. @@.youspeech;//I can’t keep this up anymore. I’ll scream, I can’t take it anymore//@@. The familiar sound of a ticking clock begins to reverberate around the room. He just stares at you. You can feel his gaze burning into your head. @@.youspeech;“Do something”@@, you scream to yourself, @@.youspeech;//I have to//@@. Before you can even produce a single sound, you see he is watching the static again. @@.youspeech;//This is my chance to <<link "leave" 'MainHallDown'>><<set $Time += random(5, 10)>><<set $Random to random(1, 10)>><<audio "static" stop>><</link>>!//@@<</replace>></p>
<</timed>>
<</silently>>
<div id="television3">
<p class="passage-text" >@@.youspeech;//Not this again!?//@@ You cover your ears, @@.youspeech;//he couldn’t hear me come in, I am sure//@@. Still covering your ears you try to listen to what the man does, but it’s not the sound of footsteps that invokes fear in you, it's the vibration the wooden floor echoes onto your skin that horrifies you. @@.youspeech;//I can feel his presence in front of me, maybe I can <<link "open my eyes" 'dead3'>><<deadcount 3>><<audio "static" stop>><</link>> for a second to check if he really left the couch; after all, he should watch the television show//@@. You squeeze your eyes shut as tight as possible.</p>
</div>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").addClass("man")>>
<<audio "static" loop volume 0.1 play>>
<<set _watchOptions to ["you love this show!", "the television is not playing anything", "his laugh makes you dizzy"]>>
<<set _watchOptions2 to ["you want to sit next to him", "the television is playing a static", "you love this show!"]>>
<<set _watchOptions3 to ["if he smokes the cigars, he should stop", "you love this show!", "he needs to turn down the volume"]>>
<<set _watchOptions4 to ["he must stop watching the static", "you love this show!", "you hate cigars"]>>
<<if $CountShowManV is 1>>
<p class="passage-text">You hear loud static coming from the television, <<if $ManSeen>>the<<else>>a<</if>> man is amusing himself by watching it. If you try to look at him, you can’t really see him, but if you avert your glance a little you perceive him better. The man is so amused by the show that he is laughing louder than anyone you have ever heard. @@.youspeech;//Even during a college party people don’t laugh as loud as he does; even when they are as drunk as a skunk.//@@ His voice echoes through your head, it makes you feel dizzy. You tell the man that <<cycle "$TelevisionText" autoselect>><<optionsfrom _watchOptions>><</cycle>>. @@.youspeech;//I should <<link "wait" 'Man'>><<audio "static" stop>><<set $TelevisionText to $TelevisionText>><</link>> for his response.//@@</p>
<<elseif $CountShowManV is 2>>
<p class="passage-text">When you enter the room, you can hear loud static coming from the television, it deafens you and makes you feel dissipated. The man is sitting in his usual spot; the couch placed right in front of the television. @@.youspeech;//Why does he keep laughing all the time when he is watching the static?//@@ While you think this, his laughter pauses for a moment. You get quick shallow breaths, knowing what could happen next if his laughter stops for too long. Without hesitation you tell the man that <<cycle "$TelevisionText" autoselect>><<optionsfrom _watchOptions2>><</cycle>>. The room is still as silent as it was before, @@.youspeech;//Maybe I should give him <<link "some time" 'Man'>><<audio "static" stop>><<set $TelevisionText to $TelevisionText>><</link>> to process what I just said?//@@</p>
<<elseif $CountShowManV gte 3>>
<<if $Death gte 10 >>
<p class="passage-text">The static, it deafens you for a moment. @@.youspeech;//It is happening again, the show is playing.//@@ You can see a man laughing at the television, the static seems hilarious to him. @@.youspeech;//Alright, I have little time but I must respond, or he might get upset.//@@ The man turns around and watches you; he glides his eyes over your body, not the pervert kind of gliding but more to absorb who you are gliding. His laughing stopped, as if he was waiting for something. @@.youspeech;//Now is the moment!//@@ You feel a shiver running down your spine while you say that <<cycle "$TelevisionText" autoselect>><<optionsfrom _watchOptions4>><</cycle>>. That man is still waiting, he creates a painful moment in which every second feels like a minute. You stare into his white eyes, <<link "waiting" 'Man'>><<audio "static" stop>><<set $TelevisionText to $TelevisionText>><</link>> for a response.</p>
<<else>>
<p class="passage-text">After opening the door, the static from the television deafens you for a moment. You close your eyes to to give your mind some rest after the flashbang of sound. The fact the man is laughing loud doesn’t help you recover, neither does the fact that the static is still continuing. @@.youspeech;//This happens quiet often, but there is nothing I can do about it, or I might upset the man.//@@ For the first time his laughing halts abruptly. You spoke no words, nor did you think of anything he might dislike. To your relief he switched channels, you say to him that <<cycle "$TelevisionText" autoselect>><<optionsfrom _watchOptions3>><</cycle>>. You can hear the man grunting while continuously pressing the remote, @@.youspeech;//I want to <<link "leave" 'Man'>><<audio "static" stop>><<set $TelevisionText to $TelevisionText>><</link>> the static is hurting me more and more.//@@</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountManV is 1 || $CountManV is 2>>
<p class="passage-text">The man gives no response to what you just said, he simply continues watching the <<include "ManTelevision">> show. Somehow you feel sorry for him because he seems addicted to the static. @@.youspeech;//I don’t know what he is watching, but it amuses him.//@@ You felt different after saying “I love the show”, almost as if following the rules changes your mindset. You are not sure if this is positive or not. @@.youspeech;//It’s probably better if I just leave the man be, staying here might upset him.//@@ You can see that his hand is turning into a fist, you should <<link "leave him be" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 22)>><<set $TelevisionText to "nothing">><</link>>.</p>
<<elseif $CountManV is 3>>
<p class="passage-text">Silence returns to the room after you spoke. The quietness is deafening; it disorients your inner thought. Every time you meet the man, you feel like your brain is getting dazzled. @@.youspeech;//The static of the <<include "ManTelevision">> and the endless ticking of the clock, it’s driving me insane, I need to leave this room//@@, you think while rubbing your forehead. You snap out of the negative spiral of thoughts to realize that the man’s laughing is becoming slower and slower, @@.youspeech;//this is not good, I should go//@@. You walk to the door and you clench your jaw because the wooden flooring creaks, the man laughing stops for a second and you quickly <<link "leave him be" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 22)>><<set $TelevisionText to "nothing">><</link>> before he might try to get you.</p>
<<elseif $CountManV gte 4>>
<<if $Death gte 8>>
<p class="passage-text">@@.youspeech;//Every time I meet the man I feel numb, my skin becomes cold and my mind feels dazzled.//@@ You question whether it’s the cloying aroma of freshly lightened up cigars; that the man’s aura affects you. The closer you get to the man, the weaker you feel, it hurts your head when you try to figure out why this happens. @@.youspeech;//He keeps watching <<include "ManTelevision">> shows, but I can’t tell him it’s just a static, things seem to end badly when I upset him.//@@ While you feel a chill running down your spine, you decide it is time to <<link "leave him be" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 22)>><<set $TelevisionText to "nothing">><</link>> and return to the hallway. Staying here won’t help you, it might only make things worse.</p>
<<else>>
<p class="passage-text">@@.youspeech;//As long as I follow the rules, I can leave after seeing the man.//@@ Faintly you can smell a cloying aroma. @@.youspeech;//Is the man smoking cigars?//@@ You try to look over his shoulder, to see whether there is a smouldering cigar nearby. When you are as close as you dare to be, you can feel a chill running down your spine. His aura is cold and gloomy, the longer you stay near him to more you feel numb. @@.youspeech;//I can’t find any cigar, I am sure that there must be one somewhere; I recognize the smell.//@@ Before things take a wrong turn, you decide to <<link "leave him be" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity += random(1, 22)>><<set $TelevisionText to "nothing">><</link>>. As you leave, you can see the man continuing to watch the <<include "ManTelevision">>.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").addClass("man")>>
<<if $CountManV is 1 || $CountManV is 2>>
<p class="passage-text">The laughter of the man stops, and his breath quickens, you can see condensation leaving his mouth with every breath. While your knees shake uncontrollably, you try to step back. @@.youspeech;//Did I make him angry or something? I need to make a run for it!//@@ With every breath you feel that you’re getting closer to passing out, your eyes focused on the man who is now standing. The man crawls over the table and moves closer and closer to you, all while maintaining eye contact. When he is standing in front of you, his breathing becomes deeper and you can see a cloud forming. The vapor is so cold, you can’t stop shivering, resulting in a brew of fear and chills. @@.youspeech;//I feel so weak, I <<link "pass out">><<deadcount 2>><<goto "dead2">><</link>>.//@@</p>
<<elseif $CountManV is 3 || $CountManV is 4>>
<<if $Death gte 3>>
<p class="passage-text">@@.youspeech;//Oh no, I know I messed up, but please don’t be angry!//@@ Frozen to the ground, you stand there, waiting for what will happen next. @@.youspeech;//Don’t mind me, please just keep watching. It’ll be funny again soon, I promise//@@ Within seconds after your thought the room goes silent, no static; no laughing. You want to make a run for it, but your body feels paralyzed. @@.youspeech;//I am trapped, my body, I can’t move//@@, like a mouse on a sticky trap you know waiting is the only thing you can do. As the man finally stands in front of you and his eyes invoke terror within you, he breathes cold air into your face. You feel how your body goes numb, @@.youspeech;//I am going to <<link "pass… out…">><<deadcount 2>><<goto "dead2">><</link>>.//@@</p>
<<else>>
<p class="passage-text">@@.youspeech;//Oh no, I think I messed up.//@@ Frozen to the ground, you stand there, waiting for what will happen next. @@.youspeech;//Maybe he didn’t hear me?//@@ His laughter stopped shortly after you felt a moment of relief. His breath quickens. You try to move, but you can’t. Your heart sinks, you can’t help but feel like a mouse in a trap.; fight-or-flight wasn’t the only option. The man crawls over the table. You are his prey and you can’t do anything but wait. Clouds of cold vapor leave his mouth as he is standing in front of you, his eyes invoke fear; they glow white. The breath of him is so cold that you shiver, combined with the fear you feel weak. Weak enough to <<link "pass out">><<deadcount 2>><<goto "dead2">><</link>>.</p>
<</if>>
<<elseif $CountManV gte 5>>
<<if $Death gte 6>>
<p class="passage-text">@@.youspeech;//I said the wrong thing, please have mercy//@@ You try to hold your breath, to pretend that you are simply not there, but he noticed your presence. He turned his head to the side a little, one of his glowing white eyes fixates on you. @@.youspeech;“Please make it quick and painless”@@, you ask him with a despairing voice. You close your eyes and squeeze every muscle in your body. @@.youspeech;//Please make it quick. Why did I mess up? Why?//@@ You feel a cloud of cold breathing hitting your face; as waves do on a coast, with every breath you feel weaker and weaker. You can feel your body <<link "passing out">><<deadcount 2>><<goto "dead2">><</link>>. @@.youspeech;//I… I… can’t stand anymore.//@@</p>
<<else>>
<p class="passage-text">@@.youspeech;//I messed up, why did I say the wrong thing?//@@ Your heartbeat is rising and your legs shake. His laughter stops and you can see him standing up, his head turns and you can see his face. White eyes are staring at you, they seem mesmerizing, but you know that this is not a good sign. You try to walk backward, but your feet feel glued to the ground like a mouse in a sticky trap. @@.youspeech;“Please, I didn’t mean to offend you! I do love that show too!”@@ The man halts his movements for a few seconds, @@.youspeech;“you can go back to watching the show, don’t mind me!”@@, but before you can even move an inch the man hurls at you. He grips you while breathing cold vapor in your face, you feel so weak, weak enough to <<link "pass out">><<deadcount 2>><<goto "dead2">><</link>>.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $Television || $Death lt 3>>
television
<<else>>
<<if $Death gte 3>>
<span class="glowing">
<<link "television" 'Man'>>
<<set $TelevisionEvent to true>>
<<flash "Curio unlocked: The television">>
<<flash "Subquest completed: A show never to forget">>
<<set $Television = true>>
<<set $CountCurios += 1>>
<</link>>
</span>
<</if>>
<</if>><<if $Painting>>
<<run $("html").addClass("mirror")>>
<p class="passage-text">A cloudy mirror hangs on the wall next to the front door, it looks aged. For a second it drew your attention. You <<link "leave it be" 'MainHallDown'>><<run $("html").removeClass("mirror")>><</link>>.</p>
<<else>>
<<if $Random lte 50>>
<<include "MirrorFocus">>
<<elseif $Random gte 70>>
<<run $("html").addClass("mirror")>>
<p class="passage-text">A rotten mirror hangs next to the front door on the adjacent wall. Whoever made it must have designed it whilst feeling a great darkness inside them. It drew your attention, because you vaguely saw something moving in the mirror. You try to <<link "forget it" 'MainHallDown'>><<run $("html").removeClass("mirror")>><</link>>.</p>
<<else>>
<<run $("html").addClass("mirror")>>
<p class="passage-text">A cloudy mirror hangs on the wall next to the front door, it looks aged. For a second it drew your attention. You <<link "leave it be" 'MainHallDown'>><<run $("html").removeClass("mirror")>><</link>>.</p>
<</if>>
<</if>><<set $Mirror = false>>
<<run $("html").addClass("mirror")>>
<<if ndef $MirSeen>>
<<set $MirSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The mirror">>
<</if>>
<<if $CountMirrorV is 1>>
<<set _TimedSeconds to random(25, 40)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Mirror = true>>
<<replace "#mirror">>
You are watching yourself in the mirror. It suddenly is cleaning up, and the frame is almost brand new again. You hear voices whispering in your ear and you see copies of yourself in the mirror, vaguely you feel hands around your <<link "neck" 'dead10'>><<deadcount 10>><</link>>.
<</replace>>
<</timed>>
<</silently>>
<p class="passage-text" id="mirror">
At the wall next to the door there is an old cloudy mirror, you barely see yourself in it, it seems broken; the frame seems rotten and it looks displeasing. You go <<link "leave it be" 'MainHallDown'>><<run $("html").removeClass("mirror")>><<set $Insanity += random(5, 20)>><</link>>.
</p>
<<elseif $CountMirrorV is 2>>
<<set _TimedSeconds to random(20, 35)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Mirror = true>>
<<replace "#mirror2">>
While you are continuing to do your make-up a little more, you suddenly see the mirror clear up, as if someone was cleaning it from the other side. Soft whispering in your ear makes you dizzy and above all frightened, the voice keeps repeating a sentence, one that isn’t something you hear a lot, @@.themspeech;“join us sweetheart, join us”.@@ Your breathing becomes slower and more difficult, in the mirror you can see hands around your neck, <<link "holding you tight" 'dead10'>><<deadcount 10>><</link>>.
<</replace>>
<</timed>>
<</silently>>
<p class="passage-text" id="mirror2">
@@.youspeech;//I have seen this mirror before, I can try to do my make-up but I think it’s too cloudy for the fine details.//@@ Your hand glides over the frame, it feels soft. @@.youspeech;//Such a waste of a beautiful mirror, if only someone would’ve maintained it properly.//@@ While you put on some more lip gloss and puff up your hair, you see a faint outlining of a hand on the edge of the reflective surface. You place your hand on it and move it a little to the right. Maybe it was just a smudge? You <<link "leave" 'MainHallDown'>><<run $("html").removeClass("mirror")>><<set $Insanity += random(5, 20)>><</link>> the mirror behind.
</p>
<<elseif $CountMirrorV gte 3>>
<<set _TimedSeconds to random(15, 30)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Mirror = true>>
<<replace "#mirror3">>
As your eyes refocus, you notice the mirror becoming clear again. @@.youspeech;//Were it my eyes after all, that were a little dry or something?//@@ You step a little back and see how the mirror doesn’t truly reflect you anymore; it reflects a dark room. @@.youspeech;//What the fuck is this? The hallway isn’t that dim, and the lighting hasn’t changed?//@@ You can now clearly see that the mirror isn’t only reflecting this dimension anymore, it’s showing something else. While your mind is trying to comprehend what is happening, you feel hands around your neck. To your surprise, the feeling is also visually there; the hands appear in the mirror. They have long withered fingers with darkened nails. The holding is becoming <<link "strangling" 'dead10'>><<deadcount 10>><</link>>.
<</replace>>
<</timed>>
<</silently>>
<p class="passage-text" id="mirror3">
@@.youspeech;//I am unsure what the purpose of this mirror is, but I have seen it before.//@@ Your hand glides over the frame, it feels soft and every time you move a little further, you can hear vague whispering. Though the mirror is cloudy and poorly maintained, you like its esthetics and you feel drawn to it. While you adjust your clothes and make some silly faces to check your make-up, you can see your eyes glow, as you move closer to inspect this odd glow the whispering returns. You feel lightheaded. @@.youspeech;//Maybe my eyes became tired of the reflection? Since it feels like my eyes see the world blurry while it’s this mirror being cloudy, I should <<link "leave" 'MainHallDown'>><<run $("html").removeClass("mirror")>><<set $Insanity += random(5, 20)>><</link>> and give them some rest.//@@
</p>
<<else>>
<<include "BugFound">>
<</if>><<run jQuery("html").addClass("mom")>>
<<audio "chopping" loop play>>
<<set _stairOptions to ["you stare back", "you quickly look away", "you close your eyes"]>>
<<set _stairOptions2 to ["you turn around", "you hide your face behind your hands", "you stare back"]>>
<<set _stairOptions3 to ["you stare back", "you close your eyes", "you look at her"]>>
<<set _stairOptions4 to ["you close your eyes", "you stare back", "you kneel down and pray"]>>
<<set _knuckleOptions to ["This is madness", "Your knife is big", "You chop really fast", "You are bleeding, stop!"]>>
<<set _knuckleOptions2 to ["You are insane", "It smells delicious", "You seem like a good cook", "You are bleeding, stop!"]>>
<<set _knuckleOptions3 to ["Your knife is shiny", "You are mentally ill", "Your knife skills are amazing", "You are bleeding, stop!"]>>
<<if ndef $MomSeen>>
<<set $MomSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: Mom">>
<</if>>
<<if $Stairing is "you stare back" || $Stairing is "you look at her">>
<<deadcount 12>>
<<goto "dead12">>
<<elseif ($Stairing is "nothing") || (ndef $Stairing)>>
<<include "MomMeet">>
<<else>>
<<include "MomKnuckle">>
<</if>>
<<if $Knife && $KnifeEvent>>
<<flash "While you touched the knife you felt different, as if you had a moment of pure clarity.">>
<</if>>
<<if $Blood && $BloodEvent>>
<<flash "You collected some blood.">>
<</if>><<if $CountMomV is 1>>
<<first>>
<p class="passage-text">A woman who you have not yet seen before is chopping food in the kitchen. @@.youspeech;“It smells really sweet!”@@ A thick smoke of fresh cooked meat aroma blows in your face, it waters your mouth. The woman is staring at you, <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions>><</cycle>> and tell her that tomorrow's breakfast looks <<link "delicious" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>>.</p>
<<finally>>
<p class="passage-text">My friends mother is still chopping the food in the kitchen, she is maintaining eye contact with you while she cuts at a fast pace. It really looks like the woman is cutting without being carefull. She still is staring at you, maybe you should do something about it, and <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions>><</cycle>>. She is sobbing a little, but you don't feel like asking her why, you see that her chopping pace is <<link "increasing" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>> with every second you are waiting.</p>
<</first>>
<<elseif $CountMomV is 2>>
<<first>>
<p class="passage-text">@@.youspeech;//I… I… feel a bit dizzy, I know I have seen that woman before somewhere.//@@ A woman is preparing food on a cutting board. She notices you and slows her pace for a moment. Her eyes are empty and dark, like a void sucking in light. You feel a lump in the throat as you are unsure what to do next. On her cheeks you see something glistening. @@.youspeech;//Are those tears?//@@ She hasn’t taken her eyes off of you and keeps tormenting your mind with an endless stare. frightened, <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions2>><</cycle>> and slowly breath in and out. Before you can even ask her a question, you must first get your shit together <<link "again" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>>.</p>
<<finally>>
<p class="passage-text">You enter the kitchen again and a thick smoke fills your nostrils, it’s the smoke of searing meat. Your mouth waters and you get some sort of urge to eat the meat you see. As you reach with your hand to the blooded pieces soaking in gravy, a woman turns around. @@.youspeech;//I assume she is his mom; he didn’t tell me she was here to pay a visit?//@@ The mother is staring at you with eyes capable of tormenting your thoughts. As she doesn’t take her focus away, <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions2>><</cycle>>. You can hear her sobbing and cutting more things, you simply <<link "wait" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>>.</p>
<</first>>
<<elseif $CountMomV gte 3>>
<<if $Death gte 10>>
<<first>>
<p class="passage-text">You remember the woman standing in front of you in the kitchen; @@.youspeech;//she is always cooking in the evening, and I am sure she is his mother!//@@ Her knife cuts deep into the chunks of meat in front of her, crushing even the thick bones. Little white chunks splashing away from the bone remind you of something, but you can’t seem to recall what it is. Suddenly she stares at you, her eyes are voids filled with nothing and sucking in light. You remember she does this sometimes and <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions3>><</cycle>>. While you <<link "wait" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>> for some sort of reaction, you see several mouse tails hanging from the pot on the stove.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//I must be strong and accept the fact the mother will be here, you think to yourself as you walk in.//@@ She is chopping as usual, but with one hand she is eating something. She is gnawing on a mouse, soaked in blood, eating it like a child eating candy. Her cheeks are filled with tears and she sobs, faintly you hear her say @@.themspeech;“they took her from me.”@@ Before you can even process who she might refer to, she stares at you, her eyes feeding on your mind. Frightened, <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions3>><</cycle>> and hope she <<link "stops" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>> soon enough.</p>
<</first>>
<<else>>
<<first>>
<p class="passage-text">As you enter the kitchen, you see a woman who looks oddly familiar standing in front of a cutting board. @@.youspeech;//I have seen that woman before, be it in a dream or in real life.//@@ Her mouth opens and an awful smell leaves it, her teeth have rotted and her tongue looks fissured. The smell even overpowers that of the meat she is chopping. Scared, <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions3>><</cycle>>, and hope she doesn’t hurt you. For some reason, everything in this house is dangerous. You patiently <<link "wait" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>> for her to do or say something.</p>
<<finally>>
<p class="passage-text">Before you even open the door, you know that around this time the woman, or whom ever she may be is cooking tomorrow’s breakfast, you remember the smell of the meat. The woman is standing next to the cutting board, @@.youspeech;“Hey there, can I ask you something”@@, but all she does is stare intensely at you, her eyes mesmerizing, her chopping pace almost rhythmic. Your friend casually walks in and puts his hands inside the boiling pot, reaching for the freshly cooked meat. You freeze to the ground, unsure what is happening, and you feel sickened. Mom is still staring at you, <<cycle "$stairing" autoselect>><<optionsfrom _stairOptions3>><</cycle>>. You try to make it all go away and <<link "wait" 'Mom'>><<set $Random to random(1, 10)>><<set $Stairing to $stairing>><</link>> for it to pass.</p>
<</first>>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $Random gte 5 || $Knuckle is "This is madness" || $Knuckle is "You are bleeding, stop!" || $Knuckle is "You are insane" || $Knuckle is "You are mentally ill">>
<<if $Knuckle is "This is madness" || $Knuckle is "You are bleeding, stop!" || $Knuckle is "You are insane" || $Knuckle is "You are mentally ill">>
<<deadcount 12>>
<<goto "dead12">>
<<elseif $Knuckle is "Your knife is big" || $Knuckle is "You chop really fast" || $Knuckle is "It smells delicious" || $Knuckle is "You seem like a good cook" || $Knuckle is "Your knife is shiny" || $Knuckle is "Your knife skills are amazing">>
<p class="passage-text"><<include "MomBlood">> drips of the ceiling on you, it is boiling, it must have condensed on the ceiling while his mother was cooking. A <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>> is catching dust in the corner. Not much to do here, maybe you should go <<link "sleeping" 'MainHallDown'>><<audio "chopping" stop>><<set $Stairing to "nothing">><<set $Time += random(1, 40)>><</link>>, it is almost bedtime.</p>
<<else>>
<<if $CountMomV is 1>>
<p class="passage-text">His mother is very clumsy, while chopping the meat you clearly see that she also chops her hands. You see her fingers lay all over the cutting board, and she even reached to her knuckles. <<cycle "$knuckle" autoselect>><<optionsfrom _knuckleOptions>><</cycle>>. You tell <<link "her" 'Mom'>><<set $Insanity += random(10, 30)>><<set $Knuckle to $knuckle>><</link>>. You feel frozen, what are you watching? @@.youspeech;//Why isn't she screaming in pain!?//@@</p>
<<elseif $CountMomV is 2>>
<p class="passage-text">His mother started chopping her fingers out of nowhere. Sudden flashbacks hit your mind. @@.youspeech;//What the fuck, have I seen this in a movie or something?//@@ Her fingers role of the cutting board and mice instantly start chewing on it, the inside of her fingers looks rotted and her blood is like a black goo. <<cycle "$knuckle" autoselect>><<optionsfrom _knuckleOptions2>><</cycle>>. You tell <<link "her" 'Mom'>><<set $Insanity += random(10, 30)>><<set $Knuckle to $knuckle>><</link>>, you say to her, knowing damn well this is not good. @@.youspeech;//My God, that woman isn’t human. When they pierced my ears, I was already crying.//@@ Overwhelmed, you <<link "wait for her to respond" 'Mom'>><<set $Insanity += random(10, 30)>><<set $Knuckle to $knuckle>><</link>>.</p>
<<elseif $CountMomV gte 3>>
<p class="passage-text">She isn’t staring at you anymore and with a big swing of her chopping knife she cuts a finger off. Frozen, you watch her cut more fingers off until she is left with only her knuckles. Sickened by this view and her actions, you want to leave, but you can’t deny what just happened. <<cycle "$knuckle" autoselect>><<optionsfrom _knuckleOptions3>><</cycle>>, you anxiously tell her. With her stumps, she is somehow still able to continue cutting the meat and cook. Suddenly she grabs a dormant mouse from the kitchen top with her teeth and gnaws on it until you hear tiny bones shatter. She spits it into the pot of boiling water and you hear her faintly say “they made me do it, they told me, the made me do it”. She turns her face towards you and you <<link "wait for her to respond" 'Mom'>><<set $Insanity += random(10, 30)>><<set $Knuckle to $knuckle>><</link>> to what you said to her.</p>
<<else>>
<<include "BugFound">>
<</if>>
<</if>>
<<else>>
<p class="passage-text"><<include "MomBlood">> drips of the ceiling on you, it is boiling, it must have condensed on the ceiling while his mother was cooking. A <<link "refrigerator" 'Fridge'>><<roomcount "Fridge">><<set $Random to random(1, 10)>><</link>> is catching dust in the corner. Not much to do here, besides staring at the rather big cooking <<include "MomKnife">>, maybe you should go <<link "sleeping" 'MainHallDown'>><<audio "chopping" stop>><<set $Stairing to "nothing">><<set $Time += random(20, 40)>><</link>>, it is almost bedtime.</p>
<</if>><<run jQuery("html").addClass("mom")>>
<<set _leftoverOptions to ["yes", "no"]>>
<<set _dogfoodOptions to ["quickly place it in front of him", "actually throw it away", "let the dog eat it out of your hand"]>>
<<if $DogFood is "quickly place it in front of him">>
<p class="passage-text">The dog is staring at the food as if this was his second meal today; he doesn't really seem interested at all? Your friend says, @@.themspeech;“he already ate a snack I gave him, so this might be too much”, “normally if we give him a fresh uncooked piece of meat, he goes crazy for it.”@@ You think to yourself that this is not normal, and you should leave as soon as possible. You smile back at your friend and thank him for the delicious breakfast and that you will grab your stuff from <<link "his room" 'MainHallDown'>><<set $Time += random(1, 40)>><<set $DogFood to "nothing">><</link>>.</p>
<<elseif $DogFood is "actually throw it away">>
<<deadcount 19>>
<<goto "dead19">>
<<elseif $DogFood is "let the dog eat it out of your hand">>
<<deadcount 19>>
<<goto "dead20">>
<<elseif $DogFood is "clean">>
<<if $LeftOvers is "no">>
<<if ndef $Herbi && ndef $Carni>>
<<set $Carni = true>>
<<flash "Main quest completed: But it tastes so good?">>
<</if>>
<p class="passage-text">While you are finishing your bowl of yogurt and asking him what you will do next, he stares at you and tells you, you should first finish eating. Only the meat is left on your plate, which you didn't eat. You should give it to the dog! you <<cycle "$dogfood" autoselect>><<optionsfrom _dogfoodOptions>><</cycle>>. Your friend is watching every move, he tells you that you can go after you <<link "finish" 'MomMorning'>><<set $DogFood to $dogfood>><</link>> cleaning up.</p>
<<elseif $LeftOvers is "yes">>
<<if ndef $Herbi && ndef $Carni>>
<<set $Herbi = true>>
<<flash "Main quest completed: But it tastes so good?">>
<</if>>
<p class="passage-text">You eat the tender meat, you don't question where it comes from, but it tastes unlike cow, pig or chicken. You grab some more yogurt and watch him stare at you. The yogurt tastes a little sour, but doesn't smell bad. Your friend smiles at you and says, @@.themspeech;“I hope you enjoyed the night with me!”, “Also I hope nothing weird happened, sometimes things have a life of their own in this house.”@@ You nod your head in silence and tell him that <<link "you need to grab your stuff" 'MainHallDown'>><<set $Slept to false>><<set $Time += random(1, 40)>><</link>>.</p>
<<else>>
<p class="passage-text">You and your friend are sitting at the table, the kitchen looks clean. Your chair is made of dark oak wood and doesn't sit very comfortable, but who are you to judge right? He asks you if you would like to eat some meat, of course you say <<cycle "$leftovers" autoselect>><<optionsfrom _leftoverOptions>><</cycle>>. He get's you your food and says, <<link "enjoy your meal!" 'MomMorning'>><<set $Time += random(1, 10)>><<set $LeftOvers to $leftovers>><</link>></p>
<</if>>
<</if>><<if $Blood || !$No1Seen>>
Blood<<else>>
<<if $No1Seen>>
<span class="glowing">
<<link "Blood" 'Mom'>>
<<flash "Collectible unlocked: The blood">>
<<flash "Sidequest updated: Obscure experiments">>
<<set $BloodEvent to true>>
<<set $Blood = true>>
<<set $CountCollect += 1>>
<</link>>
</span>
<</if>>
<</if>><<if $Knife || $Death lt 5>>
knife<<else>>
<<if $Death gte 5>>
<span class="glowing">
<<link "knife" 'Mom'>>
<<set $KnifeEvent to true>>
<<flash "Curio unlocked: The knife">>
<<flash "Subquest completed: Cutting tears">>
<<set $Knife = true>>
<<set $CountCurios += 1>>
<</link>>
</span>
<</if>>
<</if>><<run $("html").removeClass("paintingdis")>>
<<run $("html").removeClass("painting2")>>
<<run $("html").removeClass("painting")>>
<<set _Random to random(1, 100)>>
<<if _Random lte 5>>
<<roomcount "SeenPaintingDown">>
<<goto "PaintingFocus">>
<<elseif _Random is 8>>
<<run $("html").addClass("painting")>>
<p class="passage-text">@@.eventtext;You can see an old painting hanging next to the kitchen door.@@</p>
<<elseif _Random > 47 && _Random < 51>>
<p class="passage-text">@@.eventtext;You thought this hallway had an old painting?@@</p>
<<elseif _Random > 60 && _Random < 70>>
<p class="passage-text">@@.eventtext;Wait, where is the painting? Did my friend move it?@@</p>
<<elseif _Random > 80 && _Random <83 >>
<<run $("html").addClass("paintingdis")>>
<p class="passage-text">@@.eventtext;You hear something scratching the wall; it is an old painting which hangs crookedly. It must have moved because of pressure differences. While you admire it, you feel nauseous.@@</p>
<<elseif _Random gte 91 && _Random lte 95>>
<<run $("html").addClass("painting2")>>
<p class="passage-text">@@.eventtext;Why is the painting upside down?@@</p>
<<else>>
<<run $("html").addClass("painting")>>
<p class="passage-text">@@.eventtext;You can see an old painting made by an unreadable name, sloppy handwriting for such a good painter.@@</p>
<</if>><<if ndef $PaiSeen>>
<<set $PaiSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The painting">>
<</if>>
<<set $Painting to true>>
<<run $("html").addClass("painting")>>
<<if $CountSeenPaintingDownV is 1>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Painting to false>>
<<replace "#painting">>
<p class="passage-text old-text">You see that an old painting is staring at you directly, whoever was drawn on the painting gives you a restless feeling. Your heart is beating faster and you feel it in your throat. You try to calm down, but you can’t help yourself. @@.youspeech;//I need to leave this place; I want to run away.//@@</p>
<p class="passage-text">@@.youspeech;//Did the painting blink at me?//@@ You finally calm down. @@.youspeech;//It was just a painting after all, right?//@@ This strange canvas makes you feel afraid and restless. There must be a good reason this feeling emerges, maybe it was a pure coincidence. You close your eyes for a second and let your heartbeat calm down. @@.youspeech;//Was I <<link "dreaming" 'MainHallDown'>><<set $Insanity += random(10, 30)>><</link>>?//@@</p>
<</replace>>
<</timed>>
<</silently>>
<div id="painting">
<p class="passage-text">
You see that an old painting is staring at you directly, whoever was drawn on the painting gives you a restless feeling. Your heart is beating faster and you feel it in your throat. You try to calm down, but you can’t help yourself. @@.youspeech;//I need to leave this place; I want to run <<link "away" 'dead5'>><<deadcount 5>><</link>>.//@@
</p>
</div>
<<elseif $CountSeenPaintingDownV is 2>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Painting to false>>
<<replace "#painting2">>
<p class="passage-text old-text">@@.youspeech;//This one painting is influencing my mind, I have seen it before. I should leave. But how? I am drawn to it. And my heart is beating faster as I move closer to the canvas.//@@ The man drawn in the painting is slowly turning into a beautiful woman, @@.youspeech;//what’s the harm in that?//@@ You decide to look for your friend and ask him about the painting. </p>
<p class="passage-text">@@.youspeech;//Did the painting blink at me again?//@@ You finally calm down. @@.youspeech;//It was just a painting after all, right?//@@ This strange canvas makes you feel afraid and restless. There must be a good reason this feeling emerges, maybe it was a pure coincidence. You close your eyes for a second and let your heartbeat calm down. @@.youspeech;//Was I <<link "dreaming" 'MainHallDown'>><<set $Insanity += random(10, 30)>><</link>>?//@@ While you rub your eyes, you can see an explosion of forms and colors, the more intensely you rub the more vibrant the colors become. Within a matter of seconds, the painting appears as if you never closed your eyes. @@.youspeech;//I need to <<link "leave" 'MainHallDown'>><<set $Insanity += random(10, 30)>><</link>> the painting behind!//@@</p>
<</replace>>
<</timed>>
<</silently>>
<div id="painting2">
<p class="passage-text">
@@.youspeech;//This one painting is influencing my mind, I have seen it before. I should <<link "leave" 'dead5'>><<deadcount 5>><</link>>. But how? I am drawn to it. And my heart is beating faster as I move closer to the canvas.//@@ The man drawn in the painting is slowly turning into a beautiful woman, @@.youspeech;//what’s the harm in that?//@@ You decide to <<link "look for your friend" 'dead5'>><<deadcount 5>><</link>> and ask him about the painting.
</p>
</div>
<<elseif $CountSeenPaintingDownV gte 3>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Painting to false>>
<<replace "#painting3">>
<p class="passage-text old-text">The deteriorated painting is staring at you, you know that in-animated objects don’t stare nor do they follow you, but this canvas is something that puzzles you. With every step you get closer to the painting, you hear your heartbeat in your mind louder. Your head moves forward as if the painting attracts you like a magnet, your body feels unsettling. @@.youspeech;//Maybe it is a wise idea to look for your friend and ask him for a cup of water?//@@</p>
<p class="passage-text">As you move your head closer and closer you are suddenly startled, the painting blinked at you? You try to blink again and again, to the point where your eyes have problems with re-adjusting to the dim light and focus, but the canvas isn’t showing any more signs of being alive. Your friend taps you on your shoulder and you shortly scream, @@.themspeech;“is everything alright? You look like you have seen a ghost?”@@ Your scream made him frown, and something is off about his voice while asking his question. You point at the painting and say @@.youspeech;“I don’t know if you are fucking around with me, or if there is some kind of electronic thingy hidden in the painting, but it moves and blinks”@@, you turn around, but to your pity your friend has <<link "left" 'MainHallDown'>><<set $Insanity += random(10, 30)>><</link>> the hallway, @@.youspeech;//has he even heard what I said?//@@</p>
<</replace>>
<</timed>>
<</silently>>
<div id="painting3">
<p class="passage-text">
The deteriorated painting is staring at you, you know that in-animated objects don’t stare nor do they follow you, but this canvas is something that puzzles you. With every step you get closer to the painting, you hear your heartbeat in your mind louder. Your head moves forward as if the painting attracts you like a magnet, your body feels unsettling. @@.youspeech;//Maybe it is a wise idea to <<link "look for your friend" 'dead5'>><<deadcount 5>><</link>> and ask him for a cup of water?//@@
</p>
</div>
<<else>>
<<include "BugFound">>
<</if>><<set _tempCounter = $TimeCounter2 *-1 + $Time>>
<<if _tempCounter gte 120>>
<<set $RestedRestroom to false>>
<</if>>
<<if $PlayerCarveNumber is $CountMirrorRestroomC2V>>
<<if $Time >= 600 && $Time <= 720>>
<<include "EveningRestroom">>
<<else>>
<<include "DayRestroom">>
<</if>>
<<else>>
<p class="passage-text">The door seems locked, maybe give it a <<link "sturdy push?">><<deadcount 39>><<goto "dead39">><</link>></p>
<</if>><<if $CountRestroomV is 1>>
<<first>>
<p class="passage-text">@@.youspeech;//Finally, I can calmly sit down for a moment. This house is beyond what I would call ‘normal’, I need to find my friend.//@@ While you enjoy the moment of pure solitude, you hear some thudding. The strange sound originates from the copper piping, or at least that’s what you think. @@.youspeech;//This noise is echoing here, it’s almost a rhythm, maybe something is banging on the pipings somewhere else?//@@ You don’t want to find it out, but you will have to <<include "RestRestroom">> You can’t life in a restroom forever. @@.youspeech;//I don’t want to go out, I feel a little safer here in the evening.//@@</p>
<<then>>
<p class="passage-text">@@.youspeech;//My God, the shots from last night must have given me some stomach problems, it hurts.//@@ You slowly rub over your belly and sigh. You look around the little few square meters and notice something on the door, it’s rather vague, but you squint your eyes. <<if $Insanity gte 40>>The number <<print $Death>> is<<else>>There is a number<</if>> scratched on the door? @@.youspeech;//Maybe it’s a factory machine code thingy?//@@ You wash your hands with a soap bar, which feels oddly soft. While sighing and opening the door, you only think of one thing, and that’s <<include "RestRestroom2">> this sleepover.</p>
<<finally>>
<p class="passage-text">While you run towards the toilet and clench your arms around the white porcelain, your stomach empties into the brown water. @@.youspeech;//I will never do Fireball Shots again, I don’t even like them, why am I so easily tricked into doing things?//@@ You hate puking let alone doing it in someone else’s their house, but you couldn’t help yourself. @@.youspeech;//I should ask my friend if he has some Cola for my little hangover.//@@ You wash your hands with some red looking soap; you smell it. What the fuck is this smell? Is the first thing that pops up in your mind, @@.youspeech;//I should <<include "RestRestroom">> and maybe wash my hands again in the kitchen.//@@</p>
<</first>>
<<elseif $CountRestroomV is 2>>
<<first>>
<p class="passage-text">@@.youspeech;//This restroom, I must have seen the porcelain before? Maybe somewhere else?//@@ You sit down and enjoy a moment of pure silence, no problems, just nothing. As you look around in the tiny space, you notice that there is no mirror. @@.youspeech;//Well, he said he lived alone, and he is a man, but I need to check my lips and eyebrows for a moment.//@@ As you re-adjust your cloths and puff up your hair, you turn to the door. @@.youspeech;//Why is there a marking with <<if $Insanity gte 40>>the number <<print $Death>> on it there?<<else>>a number on it?<</if>> Anyway, I have to <<include "RestRestroom">>, I can’t hide in restroom forever like I did on my first date.//@@</p>
<<finally>>
<p class="passage-text">You enter the restroom again, and before you even know it your face is hanging above toilet bowl, you have the strange impulse to puke, but there isn’t anything coming out of your mouth. @@.youspeech;//I didn’t expect this to happen, I already smelled the toilet in the hallway, but I didn’t expect it to be so bad upclose.//@@ You sit down and relax your neck’s muscles; you hold your head with your hands as you try to regain some inner peace. While you are staring at the ground you notice some stains, they are darkened red. @@.youspeech;//Huh, maybe the soap bar has fallen on the ground a few times?//@@ After being done with your needs, you <<include "RestRestroom">> to the hallway.</p>
<</first>>
<<elseif $CountRestroomV gte 3>>
<<first>>
<p class="passage-text">You open the door and expect a stench to blow into your nostrils, but there is no dreadful smell. @@.youspeech;//Huh, maybe he cleaned the toilet while I was wandering around?//@@ You sit down and let some inner peace clear your mind. This little room feels private and secure, compared to the rest of the house. @@.youspeech;//I don’t know why, but I have sat here before, I have seen that strange number <<if $Insanity gte 40>><<print $Death>><</if>> on the door. Slowly but with a lot of pressure you rub your forehead, @@.youspeech;//I can’t get my mind around it. I just need to wash my hands and <<include "RestRestroom">>, I will probably be back in no time, it’s sometimes so annoying to have the bladder of a woman.//@@</p>
<<then>>
<p class="passage-text">With a fast pace you hurl towards the toilet, your body suddenly feels ill. After minutes passed by, you sigh and cry a little, @@.youspeech;//this godforsaken house, I doubt whether it were last night shots that made me sick, or the fact that I have been here before, I know it.//@@ You grab the soap bar and clean your hands and you even rinse your lips since it makes you feel more clean. People always said to you you have mysophobia, but you know damn well it’s nothing more than keeping your skin healthy and beautiful. These brief moments of ‘letting go of your emotion’ really help you, it functions as a catharsis. You feel firm enough to <<include "RestRestroom">> this restroom again, unlike you were on your first date with your boyfriend. As you walk out of the restroom you let your tongue glide over your silky lips, @@.youspeech;//they taste like blood? Maybe I have bitten them on accident?//@@</p>
<<finally>>
<p class="passage-text">Finally, you are inside the little private room again; you close the toilet lit and sit on it. While you take deep breaths, you let some vivid thoughts run across your mind, since this is the only place you feel safe enough to think about them. @@.youspeech;//Have I been here before? <<if $ManSeen>>What’s up with this strange man<</if>><<if $DogSeen>> and his dog?<</if>> <<if $MomSeen>>Who is the woman<</if>><<if $KidSeen>> and is she connected to lily somehow<</if>>?//@@ The rules must have been given to you for a reason, but you can’t wrap your head around the things happening in this house. @@.youspeech;//I thought the rules were a joke, to frighten me or something, but I never expected to obey them if I wanted to survive this sleepover.//@@ You let your finger glide over the number <<if $Insanity gte 40>><<print $Death>><</if>> carved in the door. @@.youspeech;//I should <<include "RestRestroom">>, it’s getting late and my friend probably wants to sleep.//@@</p>
<</first>>
<<else>>
<<include "BugFound">>
<</if>>
<<if $RestedRestroom>>
<p class="passage-text">@@.eventtext;You can only regain sanity every 2 hours! (<<print _tempCounter>> minutes)@@</p>
<</if>><<if $CountRestroomV is 1>>
<<set $Peeing to false>>
<<set _TimedSeconds to random(25, 35)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Peeing to true>>
<<replace "#toilet">>
<p class="passage-text">The stench is overwhelming; you feel light in your head. Just close your eyes for a second, that should be alright, no one will notice. You <<link "fall over" 'dead13'>><<deadcount 13>><</link>>. In the corner of your eyes you glimpse someone, @@.youspeech;//is that him?//@@</p>
<</replace>>
<</timed>>
<</silently>>
<div id="toilet">
<p class="passage-text">
<<first>>
The toilet looks clean but the water inside the bowl looks brownish red, which makes you think that there must be a rusty pipe. @@.youspeech;//I am at least happy there is a toilet here.//@@ The smell in the restroom is awful; you are not sure why it is. You wash your hands with a dark red soap and <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.
<<then>>
The second time you enter the toilet the awful smell still hits your face, oddly enough it became a familiar smell to this little room. You wonder why there is no mirror inside the restroom, it could have been useful to check your make-up. The soap has liquefied a little after using it for the first time, to your surprise there are small little white chunks inside of it, you wash your hands and <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.
<<finally>>
<<if $FridgeVisisted>>The snacks you ate in the kitchen were spoiled, at least, that's what you think, since there is a reason you need to visit the restroom so often.<<else>>Your stomach hurts, maybe that's the reason you go to the toilet so often.<</if>> Quickly you wash your hands and <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>. When you place the soap back on its holder, it breaks and reveals the inside. The white chunks are long and thin with a hollow inside, almost as if they are bones.
<</first>>
</p>
</div>
<<elseif $CountRestroomV is 2>>
<<set $Peeing to false>>
<<set _TimedSeconds to random(20, 30)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Peeing to true>>
<<replace "#toilet2">>
<p class="passage-text">Before you even know it, your knees feel weak and you drop on the restroom floor. @@.youspeech;//Why are there so many weird red stains on the floor?//@@ Your mind feels mushy and you can’t concentrate your thoughts anymore, you see your friend standing in the door opening. @@.youspeech;“Hey… shoo… I am doing… lady stuff here!”@@ But he ignores your call and steps in. He is holding a teddy bear in his hands, @@.themspeech;“Mr. Bear is this the girl that has been naughty?”@@ What did you just hear? The world is going in slow motion and your eyelids feel heavy, your body feels <<link "limp" 'dead13'>><<deadcount 13>><</link>>.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="toilet2">
<p class="passage-text">
<<first>>
@@.youspeech;//This smell, it’s sickening, I should hurry!//@@ You look around the toilet to find a mirror, but there is none. @@.youspeech;//How should I do my make-up in here? Maybe I should ask my friend if he has a powder room, or if there is a room with a mirror.//@@ You wash your hands with a dark red soap bar, which peels after it hits the water. Your eyes fixate on the sink, since the peeling is turning into small little chunks, they are white. @@.youspeech;//Alright, this restroom is not the best one I have used, but the ones at my university are worse.//@@ You turn off the tap and <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> to the hallway.
<<finally>>
As you enter the room and pull down your panties, you can clearly hear something thudding. You try to ignore it and just do your business, but it echoes through your mind like when you get home from a club and you faintly hear the beat of the music while you lay down. The thudding is getting louder and louder, and you are getting more nervous with every minute passing by. @@.youspeech;//My God, I need to <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> this room, I will quickly rinse my hands!//@@ The soap breaks in your hand because you squeezed it too tight, @@.youspeech;//Fuck this hurts! Something pricked my hand.//@@ While you wash away the leftover soap, you see white long things inside of your hand palm. @@.youspeech;//I am not sure what they are, but they feel like bones?//@@ The thought that crossed your minds makes you sick, you <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> the restroom as fast as possible.
<</first>>
</p>
</div>
<<elseif $CountRestroomV gte 3>>
<<set $Peeing to false>>
<<set _TimedSeconds to random(15, 25)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Peeing to true>>
<<replace "#toilet3">>
<p class="passage-text">The stench became overwhelming, and you fall backward. You hit your head on the sink and your body feels limp. After a few minutes; the damage is done and you can’t move your body. Soon, you feel a tickle in your nether regions. You try to ignore it and wait for the feeling to pass, but it seems to get worse. A stronger feeling slowly creeps in, your mind tingles. You experience a sense of dread and you feel as if you are not in control of your body anymore. You open your eyes, and of course, that’s when your fear kicks in. Because you see the blood and urine covered floor, you try to scream, but there are no sounds leaving your throat. The door opens and your friend stands there, no smile, no greeting. <<if hasVisited('Dog')>>The dog licks some blood off the floor and whines, you are helpless and you don’t know what to do or to think. @@.themspeech;“I will have to take you with me and let our little friend clean this mess up.”@@<</if>> Your friend lifts your motionless body off the ground and you lose <<link "consciousness" 'dead13'>><<deadcount 13>><</link>>.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="toilet3">
<p class="passage-text">
<<first>>
@@.youspeech;//This smell, it’s sickening, I should hurry!//@@ You look around the toilet to find a mirror, but there is none. @@.youspeech;//How should I pretty myself up? Maybe I should ask my friend if he has a powder room.//@@ You wash your hands with a dark red soap bar, which peels after it hits the water. The soapy water puddles around the rim of the sink. Suddenly, a dark red stain spreads out from the sink in front of you. You turn around and try to run out the door, but the door feels locked. Someone is holding it shut from the outside since you have unlocked it. This is the horror that you always feared, getting stuck in a place you can't leave. Suddenly you breach through the door and you find out there was nothing on the other side of the door. You close the door and <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> the restroom behind you.
<<finally>>
As you enter the room and pull down your pantyhose, you can clearly hear something thudding. You try to ignore it and just do your business. @@.youspeech;//I have heard this thudding before, it’s the same sounds that I have heard elsewhere in the house.//@@ The thudding is getting louder and louder, and you are getting more anxious with every minute passing by. @@.youspeech;//My God, I need to leave this room, I will quickly rinse my hands!//@@ The soap breaks in your hand because you squeezed it too tight, @@.youspeech;//Fuck this hurts, something pricked my hand. While you wash away the leftover soap, you see white long things inside of your hand palm. @@.youspeech;//I have seen these before... in the kitchen?//@@ The thought that crossed your minds makes you sick, you <<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>> the restroom as fast as possible. As you open the door, you hear some faint laughing coming from the living room.
<</first>>
</p>
</div>
<<else>>
<<include "BugFound">>
<</if>><<if $RestedRestroom>>
<<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.
<<else>>
<<link "leave" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity -= random(5, 15)>><<set $RestedRestroom to true>><<set $TimeCounter2 to $Time>><</link>>.
<</if>><<if $RestedRestroom>>
<<link "leaving" 'MainHallDown'>><<set $Time += random(20, 40)>><</link>>.
<<else>>
<<link "leaving" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $Insanity -= random(5, 15)>><<set $RestedRestroom to true>><<set $TimeCounter2 to $Time>><</link>>.
<</if>><<if $CountAtticV is 1>>
<<include "AtticFirst">>
<<elseif $CountAtticV is 2>>
<<include "AtticSecond">>
<<elseif $CountAtticV gte 3>>
<<if $KeyAttic>>
<<include "AtticKey">>
<<else>>
<<include "AtticNoKey">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<first>>
<p class="passage-text">An attic door that seems to be well secured with iron hinges and a steel lock. It would be a dare to open that lock, since it looks impossible. @@.youspeech;//Maybe my friend wants to make sure that door stays closed for a reason.//@@ You should continue to move <<link "on" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>. <<include "BookCount5">></p>
<<then>>
<p class="passage-text">You are standing in front of the well-secured attic door, the lock still looks sturdy and new. @@.youspeech;//I shouldn’t be questioning anything about the door, but I really want to know what’s behind it.//@@ You place your ear against the wood and you hold your breath. Unfortunately, you heard nothing, not even the wind. You should continue to move <<link "on" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>. <<include "BookCount5">></p>
<<finally>>
<p class="passage-text">Once again you stare at the attic door, you can’t help your curiosity. You slowly walk closer to the door and place your ear against the wood again. This time you scratch the lock with your long fingernails and you produce a distinctive metal scraping sound. Whatever is inside, it didn’t like the sound you just made; it is moving through the attic fastly. You are startled, because you expected nothing to happen, you quickly <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>. <<include "BookCount5">></p>
<</first>><<first>>
<p class="passage-text">@@.youspeech;//I somehow remember seeing this lock before//@@, you think, as you glide your fingers over the iron hinges. The door to the attic is a simple wooden trapdoor, opening upwards, but the lock seems to be big and heavy, guarding the entry adequately.</p>
<p class="passage-text">You use the lock as a knocker and make the wood vibrate with every sturdy push. Something inside the attic didn’t like what you just did, you clearly hear something breathing on the other side. You <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> because you are uncertain what is behind the impassable hole in the ceiling. <<include "BookCount5">></p>
<<then>>
<p class="passage-text">Again you find yourself in front of the ladder towards the attic, no one seems to use it, since the ladder is covered with dust. You draw a small smiley face in the dust, after finishing your artistic masterpiece you grab the lock.</p>
<p class="passage-text">@@.youspeech;//I don’t think anyone without the key could open this; I have heard of lock pickers breaking into houses through the front door, but this lock, no way anyone picks that.//@@ As you let loose of the lock, it clangs against the wood, creating a noise echoing in the attic. Before you hear the weird breathing again, you <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>. <<include "BookCount5">></p>
<<then>>
<<ctp "FriendAttic" nobr>>
<<set _ctp to CTP.getCTP("FriendAttic")>>
<p class="passage-text">As you reach with your hand to once more feel the wood, your friend startles you by suddenly placing his hand on your shoulder. For a moment you felt a rush of warmth going through your body as if someone caught you doing something you weren’t supposed to do.</p>
<<set _nextText to "\“You scared me, why?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“You shouldn’t be near that trapdoor, there is a reason we keep it locked…”@@ Your friend says as he looks rather serious. @@.youspeech;“I am sorry, I mean, it’s secured pretty well, so I thought it was okay if I looked at it?”@@ You reply as you feel offended.</p>
<<set _nextText to "\“Wait, did you say \‘we\’\”?">>
<<ctpNext t8n>>
<p class="passage-text">A sound downstairs pauses the conversation, @@.themspeech;“Alright, I need to check out what happened downstairs, try not to go near the attic door again.”@@ Your friend says. Before you can tell him ‘wait,’ or something similar, he walks away. @@.youspeech;“That was rather odd, so many red flags in this house, I should probably <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> the attic door then.”@@ <<include "BookCount5">></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FriendAttic">>
<</button>>
<</if>>
<</ctp>>
<<finally>>
<p class="passage-text">The urge to touch the lock again is present, but your friend clearly stated to not go near the attic door at all. @@.youspeech;//It feels like a stupid piece of advice. What might happen?//@@ As if something inside the attic heard you, a loud thud on the door frightened you, @@.youspeech;“okay, time to <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> then!”@@ You say to yourself as you feel goosebumps rise on your arms. <<include "BookCount5">></p>
<</first>><<first>>
<<ctp "NoKeyAttic" nobr>>
<<set _ctp to CTP.getCTP("NoKeyAttic")>>
<p class="passage-text">@@.youspeech;//Wait a second,//@@ you think as you walk closer to the attic door, @@.youspeech;//I could try to open it to see what’s truly inside the attic outside the mirror.//@@ You feel suspension building and silence follows. You know that even if you die, you awaken either at the front door or in the library inside the mirror.</p>
<<set _nextText to "Open the lock">>
<<ctpNext t8n>>
<p class="passage-text">You try to search yourself for the key, but you can’t find it. Maybe you lost it? @@.youspeech;//Ahrg, I am so clumsy from time to time, I really should get myself a purse or something…//@@ disappointed you <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> the trapdoor behind. <<include "BookCount5">></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "NoKeyAttic">>
<</button>>
<</if>>
<</ctp>>
<<then>>
<p class="passage-text">You try to search for the key again, but you must have dropped it somewhere. Maybe you can re-find it? @@.youspeech;//Everything that can go bad, goes bad, my God, this house…//@@ You know you shouldn’t be near the trapdoor, but nothing is stopping you from doing that, and besides, you also entered a few forbidden rooms. Compared to those rooms, the attic trapdoor feels like children’s play. <<if $HideAndSeekGame>>@@.youspeech;“I still haven't found Lily... I don't think she is hiding outside of the mirror.”@@<</if>>You <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> the attic since you don't have the key. <<include "BookCount5">></p>
<<finally>>
<p class="passage-text">You try to search for the key again, but you must have dropped it somewhere. Maybe you can re-find it? @@.youspeech;//Everything that can go bad, goes bad, my God, this house…//@@ You know you shouldn’t be near the trapdoor, but nothing is stopping you from doing that, and besides, you also entered a few forbidden rooms. Compared to those rooms, the attic trapdoor feels like children’s play. <<if $HideAndSeekGame>>@@.youspeech;“I still haven't found Lily... I don't think she is hiding outside of the mirror.”@@<</if>> You <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> the attic since you don't have the key. <<include "BookCount5">></p>
<</first>><<first>>
<<ctp "AtticNoKeyFriend" nobr>>
<<set _ctp to CTP.getCTP("AtticNoKeyFriend")>>
<p class="passage-text">Something drew your attention to the attic door after you walked towards it and stood near it, mesmerized by the big lock your friend startled you. A chill runs down your spine, for not only his hand was icy cold, but you also didn’t expect him to creep up to you like that.</p>
<<set _nextText to "\“Couldn\’t you have said a simple \‘hello\’ or something?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I am busy with something important, but caught you in the corner of my eye, don’t go near the trapdoor please.”@@ Your friend says as he is already walking backward again. You feel a little neglected since you were left alone at the entrance and now your friend says something weird again and he is leaving.</p>
<<set _nextText to "\“Ehrm, how about we go do something fun?\”">>
<<ctpNext t8n>>
<p class="passage-text">But your friend walks off, ignoring or rather denying the existence of your question. @@.youspeech;//I don’t like this at all, but I am stuck here until next the morning.//@@ @@.youspeech;//<<if $Stuff is "on the dresser" || $Stuff is "next to the dresser">>I might take a shower<<else>>I might unpack my stuff<</if>> in the meantime.//@@ You <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> the trapdoor behind. <<include "BookCount5">></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "AtticNoKeyFriend">>
<</button>>
<</if>>
<</ctp>>
<<then>>
<p class="passage-text">Your friend told you to not venture near the trapdoor of the attic. @@.youspeech;“I am busy with something important,”@@ you say to yourself as you distort your voice to mock your friend. @@.youspeech;//If he really cared, he would have at least toured his house.//@@ As you are imitating what he said, and continue to mock him, you didn’t notice how close you got to the attic door.</p>
<p class="passage-text">Before you know it, you stand mere inches away from the well-secured trapdoor, as a form of silent protest and more mockery you bang your palm on the trapdoor while saying @@.youspeech;“Don’t go near the trapdoor please,”@@ you feel both sassy and happier, as you catharsis on the trapdoor.</p>
<p class="passage-text">Right after you stopped banging on the door and let the silence return, a loud thud echoes through the hallway. It came from within the attic. Your heartbeat is rising, and you want to <<link "leave" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> the trapdoor.<<include "BookCount5">></p>
<<finally>>
<p class="passage-text">You know very well the attic is always closed and secured by a rather big lock. The ladder underneath it became a little dusted, presumedly because no one has been inside the attic for quite some time. You question who drew a smiley on one of the steps; @@.youspeech;//it is not a crooked smiley face, but one of happiness.//@@</p>
<p class="passage-text">You feel unsettled and a little scared standing close to the door, knowing weird sounds originate from within the attic and knowing your friend doesn’t like it when you venture close to it. You peek over your shoulder but the hallway is empty. Maybe it is time to do <<link "something else" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>? <<include "BookCount5">></p>
<</first>><<if $CountBooks gte 5>>
You see a book laying under the ladder of the attic, it's a little dusty but you could <<link "open it" 'Book4'>><<set $Time += random(1, 10)>><</link>>
<</if>><<if ndef $Bo4Seen>>
<<set $Bo4Seen = true>>
<<flash "Sidequest started: Obscure experiments">>
<<flash "Sidequest completed: A twisted past">>
<</if>>
<p class="passage-text">You look at the book under the ladder. <<link "You place it back" "Attic">><<set $Time += random(1, 5)>><</link>> where you found it.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">I first met him a few weeks ago, a simple lad wearing black finery, he seemed to watch everyone passing by his humble abode. I got the feeling he was guarding it and trying to memorize the people who walked by, for some reason, I don't know. He greeted me with a decent "young man!" and a nod, not suspicious if you'd ask me, but something was off about him, maybe it was his accent.</p>
<p class="passage-text">We live in a petty town, filled with your daily gossip, tension, and whatnot. We made the regional news from time to time, but it was not the news to be proud of. Headings that made me feel 'ashamed' of when I tell someone my cities name. People know each other here in and out, we all know of our terrible town's history, one might say that today's bad news reflects upon our past. The day he arrived most townsmen were whispering crazy stories, these tales were more like the usual "who gets scared or curious first", but I eavesdropped on some of them.</p>
<p class="passage-text">I learned that this new lad I have seen, the one who greeted me, was actually an estate agent trying to find houses to buy and possibly flip. The tales about him were all partially true, such as the one that claimed he was secretly trafficking women and that he needed a hideout to keep his head down when things got tense. Nonetheless, another tale claimed he would be here to buy the whole town, to make a big profit to make him rich, capitalism is easily acquired when you flap money in the air and lie. Of these stories, I only believed the part where he needed to hide from something and that he would be a house flipper.</p>
<p class="passage-text">The abode I first saw him at he actually bought, it was an old one, which was being sold very cheaply. The lad didn't check the house I heard nor did he actually care for the state of the house. He simply bought it and claimed it to be his. I remembered we used to play near it, in the same streets, but none of our parents liked it. You see, they simplify it and turn it into a little cliché, but the house is haunted. That day when he greeted me I knew for sure that man didn't know he wasn't going to be able to flip the house, since no residence of our town would ever buy it. Folklore and myths sometimes get taken too seriously, especially in a small town far away from the big world.</p>
<p class="passage-text">To clarify a little about why the house was 'haunted', people went missing near it, which is a big cliché as I said, a scary house that makes anyone disappear. But to be honest, our rich but dramatic past already claimed the house to be 'strange'. When the town was founded around the victorian era, or before it, the initial founders build the 'core' of their to be wealthy town. These founders were claimed to be wealthy themselves and intelligent, these gentlemen studied at the University of Cambridge, one of them was a scientist. This particular scientist, whose name has not been recorded, build the very house the new lad bought the other day. The scientist was believed to perform 'obscure' experiments on humans, but no one could prove it, the only thing they could prove was the fact some of his guests never left his abode. Do you see where this is getting? The town aged badly, many people left and the one's wealthy town starting to become a simple village without anything special. Years passed and people thought they could forget about the missing persons, but they only realized that disappearance never stopped even until the last few years of the 19th century. They didn't have a police force yet, since the first one was founded in Glasgow, which wasn't nearby, and they didn't have fingerprints nor saliva swab tests, so scared people and an unknown force taking people, will develop the 'haunted' house title.</p>
<p class="passage-text">In the days or maybe even in the few weeks passing, I would see the man standing on the property, always smiling and greeting me. The townspeople eased the gossip and started to accept him as a new residence, but I never did. It was told he came alone to the town, with cash only and just a suitcase, however, I saw people staring from the windows at me from time to time. I told my parents and they haven't paid attention to it. They simply didn't care and told me to focus on more important things, studying and getting my life on the right path. I might have not told you something important, I take hallucinating drugs from time to time. Now anyone can claim my story to be just a few figments of the imagination, but I haven't taken any pill nor smoked anything other than my menthol cigarettes in the last months. So with this in mind, I decided to approach the gentleman, what is the harm in that, my parents knew I was going to the abode and my friends too if he would kidnap me or hurt me, at least he wouldn't get away with it.</p>
<p class="passage-text">While I am writing this I am inside the house, I am hiding, but not for the gentleman.</p>
<p class="passage-text">Today I decided it was time to visit him. After walking maybe half an hour, which was because I decided to first soothe my addiction to nicotine, I arrived at the humble abode. There he stood, almost as if he hadn't moved an inch. "young man!" and a simple nod was the first thing he said and did. I greeted him too and asked him "What is your name sir, I haven't heard anyone say it or rumor it", the man still standing frozen to his spot turned his head a little down since I was smaller than him. "Does it matter? Can you help me repair it?", I was silent for a few seconds and wanted to say something, my jaw moved down, but I decided to think first. He started to stare at me, with a tense focus. "If I am here to repair the house, I want to know who owns it, right?", the man didn't move his eyes while replying, "well young man, why don't you follow me inside to talk about my name and the electronics you need to repair", you might think, I took the offer and ended up being chased by the man, but something else happened. A car honked behind me and I turned around. The car must have driven fast because I could only see a girl sitting in the backseat, I didn't recognize her. After that, I decided to politely decline his offer but he was gone. </p>
<p class="passage-text">I am curious and maybe a little sassy, so I decided to enter through the broken fence, I quickly checked the number of cigs I had left to make sure I could keep my composure. The garden was overgrown and the house looked, well, victorian. Why do I know these things? My interest lies in architecture and engineering. The windows were stained and the door was cracked, my god, he wouldn't even be able to sell the property with the abode in this state to anyone. The door was slightly opened, and I shouldn't have done it, but I slipt in. The inside of the house was actually 'beautiful' and well maintained, but that could be just my taste. Suddenly I heard some footsteps coming from within one of the rooms, they seemed fast-paced, I was trespassing so I needed to get out of there as fast as possible. Before I could see the daylight again I wanted to exit through the front door, conveniently it was stuck. I needed to find another way out, so I quietly ran upstairs, there I found a little girl, asking where her mommy was. She claimed to be named Lily and she didn't speak much, but she told me I could exit through the attic since it was connected to a ladder outside. Don't ask me why I ignored the fact a little girl was inside the house of a man who was living alone, I would return for her later on, so I thought.</p>
<p class="passage-text">I entered the attic, it was a dim space, but before I could find the exit I saw the latch closing and I heard a lock being primed. I was stuck, in the attic. As of now, I decided to write this on a piece of spare wallpaper I found, and a pen I had left in my shirt's pocket. I tried to jump through the window, but I wake up here every time I do so. My cigs are all smoked, and I have bad withdrawal symptoms, no sleep, and no food. Am I going crazy? Was this the reason why people went missing? Simply because they get locked up in the house. Suddenly the latch opens after what felt like days but could have been hours, and there his face appears, the gentleman's face. He had a crooked smile and started whispering things I couldn't understand nor perfectly hear, I am trying to write this but he is getting closer...
</div>
</section><<run $("html").removeClass("curtain")>>
<<audio "drip" loop play>>
<<if $InShower>>
<<set $Curtain to true>>
<<if $Random gte 7>>
<<include "BathroomInShowerBad">>
<<else>>
<<include "BathroomInShowerGood">>
<</if>>
<<elseif $InShower is false>>
<<if $Random gte 7>>
<<include "BathroomOutShowerBad">>
<<else>>
<<include "BathroomOutShowerGood">>
<</if>>
<</if>><<if $CountBathroomV is 1>>
<<silently>>
<<timed `random(10, 18) + "s"`>>
<<set $Curtain to false>>
<<replace "#shower2">>
<p class="passage-text old-text">You hear that someone entered the bathroom, really odd. Your friend was not supposed to shower, he showers in the early morning hours. You feel really unsettled, your head is burning, and you are experiencing some kind of incomplete déjà vu feeling. You should step out of the shower!</p>
<p class="passage-text">The feeling of a déjà vu is leaving your body again. You become calm again. As you hear footsteps receding your head feels normal, whatever it was, it could have been the water damp. The shower is clean, but the ground is still a mess. You should get some fresh air again and <<link "exit" 'MainHallUp'>><<set $InShower to false>><<set $Time += random(1, 40)>><<audio "drip" stop>><</link>> the shower.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower2">
<p class="passage-text">You hear that someone entered the bathroom, really odd. Your friend was not supposed to shower, he showers in the early morning hours. You feel really unsettled, your head is burning, and you are experiencing some kind of incomplete déjà vu feeling. You should step <<link "out" 'dead16'>><<deadcount 16>><</link>> of the shower!</p>
</div>
<<elseif $CountBathroomV is 2>>
<<silently>>
<<timed `random(10, 18) + "s"`>>
<<set $Curtain to false>>
<<replace "#shower2">>
<p class="passage-text old-text">@@.youspeech;//Someone entered the shower. How rude! Since the water is clearly running.//@@ You want to peek around the corner of the curtain, to tell your friend to leave. What’s even weirder is the fact that besides a sudden headache, you also seem to hear the breathing of a small person. It certainly doesn’t resemble that of an adolescent man. You want to grab one towel, which is actually clean and step out of the shower. @@.youspeech;//Gosh, the entire time he seems to ignore me, and now he is standing in the bathroom…//@@</p>
<p class="passage-text">As the breathing disappears, you wonder if your friend also left. At least the headache is gone and you happily continue showering for a minute or two before the water suddenly cuts out. “Come on, I couldn’t even enjoy twenty minutes of nice showering,” You think as you feel rather frustrated. You grab the towel and look around the curtain, no one is there. As you want to <<link "leave" 'MainHallUp'>><<set $InShower to false>><<set $Time += random(1, 40)>><<audio "drip" stop>><</link>> after dressing, you notice the door has been locked from the inside, “I didn’t remember locking it..”</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower2">
<p class="passage-text">@@.youspeech;//Someone entered the shower. How rude! Since the water is clearly running.//@@ You want to <<link "peek" 'dead16'>><<deadcount 16>><</link>> around the corner of the curtain, to tell your friend to leave. What’s even weirder is the fact that besides a sudden headache, you also seem to hear the breathing of a small person. It certainly doesn’t resemble that of an adolescent man. You want to grab one towel, which is actually clean and <<link "step out" 'dead16'>><<deadcount 16>><</link>> of the shower. @@.youspeech;//Gosh, the entire time he seems to ignore me, and now he is standing in the bathroom…//@@</p>
</div>
<<elseif $CountBathroomV gte 3>>
<<if $Death gte 7>>
<<silently>>
<<timed `random(10, 18) + "s"`>>
<<set $Curtain to false>>
<<replace "#shower2">>
<p class="passage-text old-text">Someone entered the shower. @@.youspeech;//How rude!//@@ The water is running. You want to peek around the corner of the curtain, to tell them to leave… whoever them is. What’s even weirder is the fact that besides a sudden headache, you also seem to hear the breathing of a woman. It certainly doesn’t resemble that of an adolescent man, or child. You want to grab one towel, which is actually clean and step out of the shower. @@.youspeech;//Gosh, the entire time he seems to ignore me, and now he sneaked in…//@@</p>
<p class="passage-text">The door opens with a squeak and you hear footsteps receding. A cold air replaces the condensed one in the shower, making you shiver. At least the headache is gone and you continue showering for a minute or two before the water suddenly cuts out. @@.youspeech;“Come on, I couldn’t even enjoy thirty minutes of showering,”@@ You think as you feel rather frustrated. You grab the towel and look around the curtain, no one is there. As you want to <<link "leave" 'MainHallUp'>><<set $InShower to false>><<set $Time += random(1, 40)>><<audio "drip" stop>><</link>> after dressing, you notice the door has been locked from the inside, @@.youspeech;“I didn’t remember locking it...”@@ A loud thud on the outside startles you, and you hear someone running away while giggling. @@.youspeech;//Come on Lily, jump scaring me is no fun, you think.//@@</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower2">
<p class="passage-text">Someone entered the shower. @@.youspeech;//How rude!//@@ The water is running. You want to peek around the corner of the curtain, to tell them to leave… whoever them is. What’s even weirder is the fact that besides a sudden headache, you also seem to hear the breathing of a woman. It certainly doesn’t resemble that of an adolescent man, or child. You want to grab one towel, which is actually clean and <<link "step out" 'dead16'>><<deadcount 16>><</link>> of the shower. @@.youspeech;//Gosh, the entire time he seems to ignore me, and now he <<link "sneaked in" 'dead16'>><<deadcount 16>><</link>>…//@@</p>
</div>
<<else>>
<<silently>>
<<timed `random(10, 18) + "s"`>>
<<set $Curtain to false>>
<<replace "#shower2">>
<p class="passage-text old-text">You hear that someone entered the bathroom, really odd. Your friend was not supposed to shower, he showers in the early morning hours. You feel really unsettled, your head is burning, and you are experiencing some kind of incomplete déjà vu feeling. You should step out of the shower!</p>
<p class="passage-text">The feeling of a déjà vu is leaving your body again. You become calm again. As you hear footsteps receding your head feels normal, whatever it was, it could have been the water damp. The shower is clean, but the ground is still a mess. You should get some fresh air again and <<link "exit" 'MainHallUp'>><<set $InShower to false>><<set $Time += random(1, 40)>><<audio "drip" stop>><</link>> the shower.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower2">
<p class="passage-text" >You hear that someone entered the bathroom, really odd. Your friend was not supposed to shower, he showers in the early morning hours. You feel really unsettled, your head is burning, and you are experiencing some kind of incomplete déjà vu feeling. You should step <<link "out" 'dead16'>><<deadcount 16>><</link>> of the shower!</p>
</div>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountBathroomV is 1 || $CountBathroomV is 2>>
<p class="passage-text">Whilst showering, you think about all the strange things in this house.
<<if hasVisited("Man")>>
The livingroom would be the first one to pop in your mind, your friend told you he lives alone, and you later find out a man is actually also inside the house, yet your friend denies that there is?
<<if hasVisited("MyRoom")>>
Luckily the door of the bedroom is protected with a heavy bar, but still you get goosebumps while thinking about the man.
<<else>>
You get goosebumps when you think about the fact that he might sneak up on you while you sleep.
<</if>>
<</if>>
<<if hasVisited("Mom")>>
The kitchen was occupied by a woman which looks like a mother, but your friend clearly stated that he lives alone, really odd.
<<if hasVisited("Dog")>>
She had the look in her eyes as the dog had.
<</if>>
<</if>>
You suddenly snap out of your daydream like state, you have been showering for a lengthy time now, you should put on your dress again and <<link "leave" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Curtain to false>><<set $Time += random(1, 40)>><<set $Insanity -= random(1, 30)>><</link>> the shower.</p>
<<elseif $CountBathroomV gte 3>>
<<if $Death gte 7>>
<p class="passage-text">The warm water flows through your hair, onto your undressed body, @@.youspeech;//at least it’s warm,//@@ you think. Luckily the water coming from the showerhead is not brownish red, and it actually looks clean. @@.youspeech;//Why does my mind hurt whenever I think of the past, it’s like there is a void existing there…?//@@ With your hands you try to clean your hair, your friend didn’t have any shampoo nor shower gel, so you accept the fact that need to cleanse it with your hands.</p>
<p class="passage-text">A sudden clarity hits you, it makes you question something simple,
<<if $Random gte 4>>
@@.youspeech;//Why did you trust your friend?//@@ Something unsettling lurks inside this rather simple question, @@.youspeech;//Why? Why?//@@ You repeat several times before giving up. The only thing you remember is the fact you seem to end up at the entrance, no matter what you do.
<<else>>
@@.youspeech;//What have you done before going to the sleepover?//@@ The narrator of your inner monologue wasn’t able to answer this right away, but the warm water uncovered a memory, one of your boyfriend and you, vaguely going from house to house to view them.
<</if>>
The daydream abruptly stops after the water suddenly cuts out, @@.youspeech;//I think I should get dressed and <<link "leave the bathroom" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Curtain to false>><<set $Time += random(1, 40)>><<set $Insanity -= random(1, 30)>><</link>> before I lose track of time.//@@</p>
<<else>>
<p class="passage-text">Whilst showering you have thoughts of all vivid things you saw, the man and the dog in the living room, the painting, your friend. Your friend stated he lives alone, and he acts like it, but you are sure that’s not the case. You try to clasp everything inside of your memories, but it feels like you have amnesia. You don’t seem to be able to recall anything from before arriving at your friends’ house.</p>
<p class="passage-text">@@.youspeech;//Maybe I am just tired, I think getting some sleep in would be nice,//@@ you think after exiting the tub and turning off the water. @@.youspeech;//At least the shower is hot...//@@ You dress again and wonder if your friend might be in <<link "his bedroom" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Curtain to false>><<set $Time += random(1, 40)>><<set $Insanity -= random(1, 30)>><</link>>.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountBathroomV is 1>>
<<run $("html").addClass("curtain")>>
<<set _TimedSeconds to random(10, 18)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<replace "#shower">>
<p class="passage-text">The curtains are closed, and the water is running. @@.youspeech;My friend lived alone, right?@@ Maybe he preheated the shower for you which is really kind. You think the water has warmed up and you <<link "step in" 'dead15'>><<deadcount 15>><</link>> and wash yourself.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower">
<p class="passage-text">The curtains are closed, and the water is running. @@.youspeech;My friend lived alone, right?@@ Maybe he preheated the shower for you which is really kind. You should <<link "leave" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Time += random(20, 40)>><</link>> and return later, when the water is hot.</p>
</div>
<<elseif $CountBathroomV is 2>>
<<run $("html").addClass("curtain")>>
<<set _TimedSeconds to random(10, 18)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<replace "#shower">>
<p class="passage-text old-text">The curtains are closed, and the water is running. @@.youspeech;//My friend lived alone, right? Maybe he preheated the shower for me, which is really kind.//@@ But as you sit and wait for the shower to heat, something interesting happens. Your psyche gets blown to bits, little fragments of who you thought you were and who you thought your friend was… Splat!</p>
<p class="passage-text">All these questions confuse you and you are not sure if it is because of the infamous shower clarity moments or the fact the damp of the brownish red-stained floor sickens you. You want to <<link "step in" 'dead15'>><<deadcount 15>><</link>>, maybe the freshwater steers this moment of confusion into true positive clarity.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower">
<p class="passage-text">The curtains are closed, and the water is running. @@.youspeech;//My friend lived alone, right? Maybe he preheated the shower for me, which is really kind.//@@ But as you sit and wait for the shower to heat, something interesting happens. Your psyche gets blown to bits, little fragments of who you thought you were and who you thought your friend was… Splat!</p>
<p class="passage-text">All these questions confuse you and you are not sure if it is because of the infamous shower clarity moments or the fact the damp of the brownish red-stained floor sickens you. You want to <<link "leave" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Time += random(20, 40)>><</link>> to the restroom as a primal response to feeling nauseous.</p>
</div>
<<elseif $CountBathroomV gte 3>>
<<if $Death gte 7>>
<<run $("html").addClass("curtain")>>
<<set _TimedSeconds to random(10, 18)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<replace "#shower">>
<p class="passage-text">@@.youspeech;//I know that I have showered before and before, but again, I shall shower, because I can’t skip a day without shaving my armpits. In the stupid world we live in they deem this normal,//@@ you think as you want to undress. @@.youspeech;//It’s nice my friend preheated the shower, even though he is rather rude. At least he did this.//@@ Looking around for shampoo or at least shower gel, you can’t seem to find any. @@.youspeech;“Seriously, boys should learn to buy beauty products,”@@ you say annoyed to yourself as you continue undressing and accept the fact you will probably shower with only water, @@.youspeech;//at least it's hot,//@@ you think as you <<link "step in" 'dead15'>><<deadcount 15>><</link>>.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower">
<p class="passage-text">@@.youspeech;//I know that I have showered before and before, but again, I shall shower, because I can’t skip a day without shaving my armpits. In the stupid world we live in they deem this normal,//@@ you think as you want to undress. @@.youspeech;//It’s nice my friend preheated the shower, even though he is rather rude. At least he did this.//@@ Looking around for shampoo or at least shower gel, you can’t seem to find any. @@.youspeech;“Seriously, boys should learn to buy beauty products,”@@ you say annoyed to yourself as you stop undressing and <<link "leave" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Time += random(20, 40)>><</link>> the bathroom to find something to clean yourself with.</p>
</div>
<<else>>
<<run $("html").addClass("curtain")>>
<<set _TimedSeconds to random(10, 18)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<replace "#shower">>
<p class="passage-text">The curtains are closed, and the water is running. @@.youspeech;My friend lives alone, the things down stairs don't leave their rooms.@@ Maybe he decided to preheat the shower for you which is really kind. You should <<link "step in" 'dead15'>><<deadcount 15>><</link>>, while the water is still hot.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="shower">
<p class="passage-text">The curtains are closed and the water is running. @@.youspeech;My friend lives alone, the things down stairs don't leave their rooms.@@ Maybe he decided to preheat the shower for you which is really kind. You should <<link "leave" 'MainHallUp'>><<audio "drip" stop>><<set $InShower to false>><<set $Time += random(20, 40)>><</link>> and return later, when the water is hot.</p>
</div>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountBathroomV is 1>>
<p class="passage-text">You step on a wet floor; @@.youspeech;//it looks foul//@@. The smell is unpleasant, which is actually a compliment compared to what you should think right now. The water is brownish red, maybe because of a rusty pipe that is leaking from under the <<link "bathtub" 'Bathroom'>><<set $Random to random(1, 10)>><<set $InShower to true>><<set $ShowerVisisted to true>><</link>> or because the bathroom hasn't been cleaned in a while. You decide to <<link "shower" 'Bathroom'>><<set $Random to random(1, 10)>><<set $InShower to true>><<set $ShowerVisisted to true>><</link>> anyway, since you can't skip a day without shaving your armpits.</p>
<<elseif $CountBathroomV is 2>>
<p class="passage-text">As you step on the wet floor in the bathroom, you think, @@.youspeech;//this unpleasant smell I recognize, it’s like that of the restroom, but more intense.//@@ You look around you and you try to discover the source of the brownish-red water, but all you can guess is there may be a rusty pipe leaking somewhere. Oddly enough, there is no mirror in the bathroom, @@.youspeech;//well that will be interesting as to how I should do my make-up…//@@</p>
<p class="passage-text">You <<link "shower anyway" 'Bathroom'>><<set $Random to random(1, 10)>><<set $InShower to true>><<set $ShowerVisisted to true>><</link>>, since not only can’t you skip a day without shaving your armpits, you also feel strange, as if you already have stepped into the bathroom. You look around you, but it’s just a feeling, not one of déjà vu, but one of amnesia. @@.youspeech;//Alright, I hope the shower gives warm water. Since the electricity in this house seems bad, I question if they even have a functioning boiler.//@@</p>
<<elseif $CountBathroomV gte 3>>
<<if $Death gte 7>>
<p class="passage-text">Carefully you open the shower door, peeking around the corner, no sounds of dripping water nor any condensation. @@.youspeech;“Ah, I can shower in peace at last,”@@ you say as you step into the room. Something inside of you wants to cry and shout out loud while showering, because you are certain you have been here, and you are imprisoned in this nightmare.</p>
<p class="passage-text">You lean on the sink and watch a blank wall, @@.youspeech;“No mirror huh, how convenient…”@@ It’s something you wish you could do, cry and stare at your burning red eyes filled with tears, but even that isn’t possible here. Condensation fills up the bathroom as you wait for the water to become hot. You avoid the darkest brownish stains on the tiles of the floor since you are uncertain what they are as you <<link "step into the tub" 'Bathroom'>><<set $Random to random(1, 10)>><<set $InShower to true>><<set $ShowerVisisted to true>><</link>>.</p>
<<else>>
<p class="passage-text">@@.youspeech;//I think I have been here before, luckily no one is showering right now, but I do question who sometimes does,//@@ you think as you step into the bathroom. The smell makes you want to vomit but you hate throwing up, even when you would’ve drunk too much you just couldn’t. Your subconscious mind is struggling to understand why you know you have been here.</p>
<p class="passage-text">In the meantime, you undressed and turn the knob of the shower around, @@.youspeech;“At least he has hot water,”@@ you say to yourself as you prepare to <<link "step into the tub" 'Bathroom'>><<set $Random to random(1, 10)>><<set $InShower to true>><<set $ShowerVisisted to true>><</link>>.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $No2Seen && $Note2Talk>>
<<if $LieLily>>
<<run $("html").addClass("nokid")>>
<p class="passage-text">The room is empty, still no sight of the ever cheerful child. You give it yet another try to look around and see if she wasn’t just hiding. But sadly, after a while you give up. In the room's corner you can still see a pile of books, maybe you can <<link "read" 'Book'>><<set $CountBooks += 1>><<set $Random to random(1, 5)>><</link>> one of the books to clear your mind a little. The room looks pretty, and you feel calm and safe in here, as if this was a little safe room. I wonder if this was actually used as a safe room. You could stay here for a while to read some books, or you could <<link "leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $TruthLily>>
<p class="passage-text">Lily is playing with her toys as you step into the room, she seems rather lonely, maybe you could go <<link "talk to her" 'Child'>><</link>>? It's still odd that this room exists, it looks sort of happy compared to the rest of the house. You could also <<link "read" 'Book'>><<set $CountBooks += 1>><<set $Random to random(1, 5)>><</link>> one of the books that are piled up in the corner. The atmosphere of this room is different, less chaotic, less negative, you could stay her for a while or <<link "leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $No2Seen>>
<<if ndef $Note2Talk>>
<<flash "Quest updated: A note from hell">>
<<flash "Curio unlocked: Mr. Bear">>
<<set $Note2Talk = true>>
<<set $CountCurios2 += 1>>
<</if>>
<<if $TruthLily>>
<<ctp "LilyNoteMirror" nobr>>
<<set _ctp to CTP.getCTP("LilyNoteMirror")>>
<p class="passage-text">As you enter the room, the normal laughter and chit-chat Lily makes dampens. She looks at you as if she had seen a ghost. @@.youspeech;“Lily, last time you gave me a piece of paper which had a translation on it, do you remember it?”@@ The child stops playing, and she slaps herself on her arm, to the point it becomes red.</p>
<<set _nextText to "Tell her to stop!">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Lily! Stop! Don’t!”@@, you quickly constrain her and you can’t help but notice that her arm feels as cold as ice. She cries and falls helplessly in your arms, you stroke her hair to soothe her. After some time she stops the sobbing and she wipes her tears away. @@.themspeech;“I am sorry Miss, I just miss her so much.”@@ You see she is looking for words to express herself, @@.youspeech;//she is a child burdened with the trauma of something that must have been awful, you think.//@@ @@.themspeech;“I should’ve never helped you, Miss, it is better to keep everyone sleeping”.@@ her words make no sense to you, and you are speechless by what she just said.</p>
<<set _nextText to "Question her">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“I don’t think I understand it, what do you mean by ‘sleeping’?”.@@ She stands up and walks towards the plush toy. @@.youspeech;“Lily, please, answer me!”.@@ @@.themspeech;“Mr. Bear can help you with books, and notes.”@@ Lily hands you her only toy and you thank her. It doesn’t feel good to take such a thing from a child, but she insists. @@.themspeech;“Just bring my mommy back, Missy!”@@, before you can ask her to answer your last question, she shoos you <<link "away" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LilyNoteMirror">>
<</button>>
<</if>>
<</ctp>>
<<elseif $LieLily>>
<<ctp "LieLily" nobr>>
<<set _ctp to CTP.getCTP("LieLily")>>
<<run $("html").addClass("nokid")>>
<p class="passage-text">@@.youspeech;//Where is Lily? Normally she should be here, playing with Mr. Bear, but she isn’t here.//@@ You walk further into the children’s room while looking around, you are expecting to find the little girl. @@.youspeech;“Alright Lily this isn’t funny, I am having a horrific day and I don’t have time for silly games.”@@ You wonder if you will tell her about the shadow you found on the ground, but something inside of you stops you. @@.youspeech;//Lily is just an innocent butterfly who should be kept from harm, you think.//@@</p>
<<set _nextText to "Look around">>
<<ctpNext t8n>>
<p class="passage-text">After waiting for several minutes, you wonder why she hasn’t jump scared you or given up on her silly game. @@.youspeech;“Lily, where are you? I give up!”@@ But all you see is Mr. Bear lying on a pile of books. @@.youspeech;//Why would she leave without that thing? I have never seen her separated from it.//@@ You feel a strange itch on the back of your head; you know something is not right.</p>
<<set _nextText to "Take Mr. Bear">>
<<ctpNext t8n>>
<p class="passage-text">You take Mr. Bear with you, in case you stumble upon Lily. @@.youspeech;//I have never seen her leave this room, either she hid from me, or something is going on.//@@ After a final, rather irritated call for the child, you decide to <<link "leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LieLily">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $Time gte 480 && $Time lte 720>>
<<if $KidSeen>>
<p class="passage-text">Lily fell asleep against a pile of <<link "books" 'Book'>><<set $CountBooks += 1>><<set $Random to random(1, 5)>><</link>>. You feel sad after staring at her for a while, she doesn't want to leave the room to wait for her ‘Mommy’, even tho she has no bed or blanket. Whoever is the mother, she left the child alone and never returned for her. You softly say, @@.youspeech;“hey, are you awake?”@@, whilst shaking her a little, but after doing it multiple times you conclude she is fast asleep. You should slowly, whilst walking on your toes, <<link "leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<p class="passage-text">You enter a new room, a children's room. It's dim but a little sunray coming from the window gives enough light to let you see somewhat clearly. Suddenly you hear breathing and you focus your eyes immediately on the source of it. A small child is sleeping in the corner of the room, she has no blanket or bed. She fell asleep against a pile of <<link "books" 'Book'>><<set $CountBooks += 1>><<set $Random to random(1, 5)>><</link>>. You softly say, @@.youspeech;“hey, are you awake?”@@, whilst shaking her a little, but after doing it multiple times she doesn't respond. Maybe you should <<link "leave her be" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>?</p>
<</if>>
<<else>>
<p class="passage-text"><<if $KidSeen>>
Lily is playing with her toys as you step into the room, she seems rather lonely, maybe you could go <<link "talk to her" 'Child'>><</link>>? It's still odd that this room exists, it looks sort of happy compared to the rest of the house. You could also <<link "read" 'Book'>><<set $CountBooks += 1>><<set $Random to random(1, 5)>><</link>> one of the books that are piled up in the corner. The atmosphere of this room is different, less chaotic, less negative, you could stay her for a while or <<link "leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.
<<else>>
You step into a room, it looks sort of less creepy than the rest of the house. You slowly close the door behind you and you suddenly hear, @@.themspeech; “Mommy, is that you?”@@, you freeze to the ground for a second, someone is pulling your dress. @@.themspeech; “Mommy?”@@ You turn around and see a little girl standing in front of you, she looks as startled as you are. Maybe you could go <<link "talk to her" 'Child'>><</link>>? Or you could simply <<link "leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>, to maybe catch a breathe.
<</if>></p>
<</if>><<set _sentence to either("We are playing, I spy with my little eye.", "We are drawing more flowers.", "Mister Bear is telling me secrets.", "I am making Mister Bear some food.", "I am drawing mommy's knife.", "We are drawing the mirror.")>>
<<set _lilyOptions to ["You lie to her", "You tell her the truth"]>>
<<if hasVisited('Study') && $KidSeen>>
<<if $TruthLily>>
<<flash "Sidequest updated: The unknown language">>
<p class="passage-text">@@.themspeech;“You shouldn't, he doesn't like it!”@@, @@.youspeech;“Who is 'he' Lily?”@@ she bends her head a little, almost as if she was too sad or afraid to say it. @@.themspeech;“Mister Bear and me could help you, but you can't tell anyone?”@@ You nod and see how Lily gives you a <<link "book" 'Book3'>><</link>>, @@.themspeech;“You can't take it, but you are allowed to read it whenever you want to say 'hello' to me.”@@ You can look at the book <<link "later" 'ChildrensRoom'>><<set $Time += random(1, 10)>><</link>>.</p>
<<elseif $LieLily>>
<<flash "Sidequest updated: The unknown language">>
<p class="passage-text">@@.themspeech;Mister Bear and me are very angry with you, you can go!@@, @@.youspeech;But... but... Lily, please, I didn't know@@ Lily is looking away, she doesn't want to talk to you right now. Maybe one of the <<link "books" 'Book2'>><</link>> can help you, or it might be better to <<link "leave her" 'ChildrensRoom'>><<set $Time += random(1, 10)>><</link>>, because her tantrum won't help you.</p>
<<else>>
<p class="passage-text">Lily is watching you while you enter the room, normally the sweet girl wouldn't creep you out, be she just did. @@.themspeech;“Missy, I spoke to Mister Bear, and he told me that you have been naughty!”@@, you are a little startled since you don't know what she means. @@.youspeech;“I don't know what you mean Lily? Besides, you don't have to call me a 'missy'”@@, she squinches her eyes and says with an angry voice, @@.themspeech;“You have been in the forbidden room, you can't do that, he gets angry when you do that”@@. <<cycle "$lily" autoselect>><<optionsfrom _lilyOptions>><</cycle>>, and
<<link "say it" 'Child'>>
<<set $Lily to $lily>>
<<if $Lily is "You lie to her">>
<<set $LieLily = true>>
<<flash "Main quest completed: The innocent butterfly">>
<<elseif $Lily is "You tell her the truth">>
<<set $TruthLily = true>>
<<flash "Main quest completed: The innocent butterfly">>
<</if>>
<</link>></p>
<</if>>
<<else>>
<<if $KidSeen>>
<p class="passage-text">Lily is playing with her imaginary friend and her toys in the corner of the room, she is talking about all kinds of things, almost as if she is having adventures of her own. You kneel next to her and ask her, @@.youspeech;“Lily what are you doing”@@, she continues to talk to Mister Bear. @@.themspeech;“Mister Bear, can I let her know what we are doing?”@@ After a few nods and looking over her shoulder at you she agrees with Mister Bear. @@.themspeech;“<<print _sentence>>”@@ You watch her continue to play.
<<if $ChildVisited is false>>
<<if $Insanity gte 50>>
@@.themspeech;“You seem really not happy and sad”@@
<<elseif $Insanity gte 25>>
@@.themspeech;“You seem really sad”@@
<<elseif $Insanity gte 5>>
@@.themspeech;“You seem sad”@@
<<else>>
@@.themspeech;“Are you feeling alright?”@@
<</if>>
Says Lily to you, @@.themspeech;“Maybe I can help you?”@@ The child offers to <<link "help you" 'Child'>><<set $ChildVisited to true>><<set $Insanity -= random(20, 50)>><</link>>, or you could <<link "leave her" 'ChildrensRoom'>><<set $Time += random(1, 10)>><</link>> and let her continue to play with Mister Bear.
<<else>>
You <<link "leave her" 'ChildrensRoom'>><<set $Time += random(1, 10)>><</link>>.
<</if>></p>
<<else>>
<<if ndef $KidSeen>>
<<include "GhostCountNotifier">>
<<set $KidSeen = true>>
<<set $CountGhosts += 1>>
<<flash "Ghost unlocked: The kid">>
<<flash "Sidequest updated: The unknown language">>
<</if>>
<<if ndef $BeaSeen>>
<<set $BeaSeen = true>>
<<set $CountGhosts += 1>>
<<flash "Ghost unlocked: Mister Bear">>
<</if>>
<p class="passage-text">The little girl is still looking at you, she seems to look 'normal'. @@.themspeech;“You are not my mommy!”@@, you try to speak, but you can't seem to find the words that could explain who you are. @@.themspeech;“Have you seen my mommy? Mommy went to make food for dinner, I must wait here mommy said.”@@ The little girl is playing with your dress, she doesn't seem upset about the situation. @@.youspeech;“I don't know where your mother is, what is your name?”@@, the little girl smiles with an innocent expression at you and replies, @@.themspeech;“My name is Lily and this is Mister Bear”@@. Lily is pointing at the corner while she tells you the name of her friend, but the corner is empty.
<<if $Insanity gte 50>>
@@.themspeech;“You seem really not happy and sad”@@
<<elseif $Insanity gte 25>>
@@.themspeech;“You seem really sad”@@
<<elseif $Insanity gte 5>>
@@.themspeech;“You seem sad”@@
<<else>>
@@.themspeech;“Are you feeling alright?”@@
<</if>>
Says Lily to you, @@.themspeech;“Maybe I can help you?”@@ The child offers to <<link "help you" 'ChildrensRoom'>><<set $ChildVisited to true>><<set $Insanity -= random(20, 50)>><<set $Time += random(1, 10)>><</link>>, or you could <<link "leave her" 'ChildrensRoom'>><</link>> and let her continue to play with Mister Bear.</p>
<</if>>
<</if>><<if ndef $Bo2Seen>>
<<set $Bo2Seen = true>>
<<flash "Sidequest updated: The unknown language">>
<</if>>
/* book 2 lily lie*/
<p class="passage-text">You open a book which you haven't seen before. <<link "You place it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
Kvsb ks twfgh ghiapzsr idcb hvwg zwhhzs hfsogifs hfcjs ks hvciuvh ks vwh hvs xoqydch, wh kcizr cbzm hoys o tsk kssyg wt bch romg hc fsrsqcfohs hvs dzoqs. Acgh tifbwhifs wg wb ob slqszzsbh ghohs, righm, pih slqszzsbh. Hvs vcigs'g tcibrohwcb gssag uccr sbciuv hc zsh vsf ghobr tcf oh zsogh obchvsf twthm msofg. Wh qcizr igs gcas acfs kwbrckg obr gcas acfs zwuvh-qczcfsr dowbh, pih hvoh wg bch bsqoggofm. Crrzm sbciuv hvs dcksf rcsgb'h gssa hc ps qcbbsqhsr hc hvs aowb ufwr, pih gcas fsqswjs szsqhfwqwhm. Ks vwfsr o zcqoz qcbhfoqhcf, 'Awghsf. Pfckbfwuu', ks ozgc tcibr dchsbhwoz pimsfg, o kwrcksr achvsf kwhv vsf qvwzr. Ks ozgc tcibr o ghirm kwhv pzisdfwbhg ct gcas gcfh, ks ogysr o mcibu aob wt vs qcizr hoys o zccy oh wh.
Yours sincerely,
- hbdcgbiew
</div>
</section><<if ndef $Bo3Seen>>
<<set $Bo3Seen = true>>
<<flash "Sidequest updated: The unknown language">>
<</if>>
/* book 3 lily truth */
<p class="passage-text">The books that lily hands you looks old, you haven't seen it before. <<link "You give it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">When we first stumbled upon this little treasure trove we thought we hit the jackpot, it would only take a few weeks if not days to redecorate the place. Most furniture is in an excellent state, dusty, but excellent. The house's foundation seems good enough to let her stand for at least another fifty years. It could use some more windows and some more light-colored paint, but that is not necessary. Oddly enough the power doesn't seem to be connected to the main grid, but some receive electricity. We hired a local contractor, 'Mister. Brownrigg', we also found potential buyers, a widowed mother with her child. We also found a study with blueprints of some sort, we asked a young man if he could take a look at it.</p>
<p class="passage-text">Yours sincerely, - fjcf rch ow</p>
</div>
</section><<if $Random is 1>>
<<include "BookCountNotifier">>
<p class="passage-text">You open a random book, it's called 'This new old house'. <<link "You place it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">We bought an old house, my boyfriend and I. He's in charge of the "new" construction – converting the kitchen in to the master bedroom for instance, while I'm on wallpaper removal duty. The previous owner papered EVERY wall and CEILING! Removing it is brutal, but oddly satisfying. The best feeling is getting a long peel, similar to your skin when you're peeling from a sunburn. I don't know about you but I kinda make a game of peeling, on the hunt for the longest piece before it rips.Under a corner section of paper in every room is a person’s name and a date. Curiosity got the best of me one night when I Googled one of the names and discovered the person was actually a missing person, the missing date matching the date under the wallpaper! The next day, I made a list of all the names and dates. Sure enough each name was for a missing person with dates to match. We notified the police who naturally sent out the crime scene team. I overhead one tech say "yup, it's human." Human? What's human? "Ma'am, where is the material you removed from the walls already? This isn't wallpaper you were removing."</p>
<p class="passage-text">- BatoutofHell821</p>
</div>
</section>
<<elseif $Random is 2>>
<<include "BookCountNotifier">>
<p class="passage-text">You open a random book, it's called 'Seeing Red'. <<link "You place it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">Everyone loves the first day of school, right? New year, new classes, new friends. It's a day full of potential and hope, before all the dreary depressions of reality show up to ruin all the fun.I like the first day of school for a different reason, though. You see, I have a sort of power. When I look at people, I can...sense a sort of aura around them. A colored outline based on how long that person has to live. Most everyone I meet around my age is surrounded by a solid green hue, which means they have plenty of time left. A fair amount of them have a yellow-orangish tinge to their auras, which tends to mean a car crash or some other tragedy. Anything that takes people "before their time" as they say. The real fun is when the auras venture into the red end of the spectrum, though. Every now and again I'll see someone who's basically a walking stoplight. Those are the ones who get murdered or kill themselves. It's such a rush to see them and know their time is numbered. With that in mind, I always get to class very early so I can scout out my classmates' fates. The first kid who walked in was basically radiating red. I chuckled to myself. Too damn bad, bro. But as people kept walking in, they all had the same intense glow. I finally caught a glimpse of my rose-tinted reflection in the window, but I was too stunned to move. Our professor stepped in and locked the door, his aura a sickening shade of green.</p>
<p class="passage-text">- Zenryhao</p>
</div>
</section>
<<elseif $Random is 3>>
<<include "BookCountNotifier">>
<p class="passage-text">You open a random book, it's called 'They got the definition wrong'. <<link "You place it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">It has been said that the definition of insanity is "doing the same thing over and over and expecting different results". I understand the sentiment behind the saying, but it's wrong.I entered the building on a bet. I was strapped for cash and didn't buy into the old legends of the hotel to begin with, so fifty bucks was more than enough to get me do it. It was simple. Just reach the top floor, the 45th floor, shine my flashlight from a window.The hotel was old and broken, including the elevator, so that meant hiking up the stairs. So up the stairs I went. As I reached each platform, I noted the old brass plaques displaying the floor numbers. 15, 16, 17, 18. I felt a little tired as I crept higher, but so far, no ghosts, no cannibals, no demons. Piece of cake.I can't tell you how happy I was as I entered that last stretch of numbers. I joyfully counted them aloud at each platform. 40, 41, 42, 43, 44, 44. I stopped and looked back down the stairs. I must have miscounted, so I continued up. 44. One more flight. 44. And then down ten flights. 44. Fifteen flights. 44.And so it's been for as long as I can remember. So really, insanity isn't doing something repeatedly and expecting different results. It's knowing that the results will never ever change; that each door leads to the same staircase, to the same number. It’s realizing you no longer fall asleep. It's not knowing whether you've been running for days or weeks or years. It's when the sobbing slowly turns into laughter.</p>
<p class="passage-text">- Lloiu</p>
</div>
</section>
<<elseif $Random is 4>>
<<include "BookCountNotifier">>
<p class="passage-text">You open a random book, it's called 'There is no reason to be afraid'. <<link "You place it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">When my sister Betsy and I were kids, our family lived for awhile in a charming old farmhouse. We loved exploring its dusty corners and climbing the apple tree in the backyard. But our favorite thing was the ghost.We called her Mother, because she seemed so kind and nurturing. Some mornings Betsy and I would wake up, and on each of our nightstands, we'd find a cup that hadn't been there the night before. Mother had left them there, worried that we'd get thirsty during the night. She just wanted to take care of us.Among the house's original furnishings was an antique wooden chair, which we kept against the back wall of the living room. Whenever we were preoccupied, watching TV or playing a game, Mother would inch that chair forward, across the room, toward us. Sometimes she'd manage to move it all the way to the center of the room. We always felt sad putting it back against the wall. Mother just wanted to be near us.Years later, long after we'd moved out, I found an old newspaper article about the farmhouse's original occupant, a widow. She'd murdered her two children by giving them each a cup of poisoned milk before bed. Then she'd hanged herself.The article included a photo of the farmhouse's living room, with a woman's body hanging from a beam. Beneath her, knocked over, was that old wooden chair, placed exactly in the center of the room.</p>
<p class="passage-text">- Whoeverfightsmonsters</p>
</div>
</section>
<<elseif $Random is 5>>
<<include "BookCountNotifier">>
<p class="passage-text">You open a random book, it's called 'The puppy in the basement'. <<link "You place it back" "ChildrensRoom">><<set $Time += random(1, 10)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">“Mommy told me never to go in the basement, but I wanted to see what was making that noise. It kind of sounded like a puppy, and I wanted to see the puppy, so I opened the basement door and tiptoed down a bit. I didn’t see a puppy, and then Mommy yanked me out of the basement and yelled at me. Mommy had never yelled at me before, and it made me sad and I cried. Then Mommy told me never to go into the basement again, and she gave me a cookie. That made me feel better, so I didn’t ask her why the boy in the basement was making noises like a puppy, or why he had no hands or feet.”</p>
<p class="passage-text">- Unknown</p>
</div>
</section>
<</if>><<set $Chapter2active to false>>
<<if $Chap2Active>>
<<run $("html").addClass("mirrorwithfriend")>>
<p class="passage-text">Now knowing what is hidden underneath the blanket, you question yourself if these books in this library are nothing more than a collection of manuals with no precise starting or stopping point. All the topics of these books could explain that who ever build this device around the mirror, knows what they are doing. The books on this part of <<link "the mirror" 'Chapter2'>><<roomcount "MirrorLibraryC2">><</link>> are more vivid, and they are certainly less dusty. You wonder if someone could hear you scream from within the mirror. You could also go back to the <<link "hallway" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<p class="passage-text">You finally enter the room that you have been spying on through the keyhole from the beginning. The room is filled with shelves containing many books, most of these books have titles that show engineering and electronic topics, other books have something to do with physics and math. The books are old; they are not from the twenty-first century. You have been trying to not let your eyes wander around the room too quickly, but you should have. In the room's corner, there is something large, covered with a blanket. You feel freezing while looking directly at it. @@.youspeech;“I should take <<link "the blanket off " 'FriendMirror'>><</link>>and see why my friend keeps this room locked!, or maybe I should leave to the <<link "hallway" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>> before it is too late.”@@</p>
<</if>><<set _sentence to either("a strange looking mirror", "a flickering surface", "your friend in it", "a shadow", "a void")>>
<<if $Chap2Active>>
<<goto "Library">>
<<else>>
<<if $Lightbulb && $Dresser && $Television && $Knife && $Doorbell>>
<<include "LockedRoomAllItems">>
<<else>>
<<if $CountLockedRoomV is 1>>
<<include "LockedRoomFirst">>
<<elseif $CountLockedRoomV gte 2>>
<<if $Death gte 10>>
<<include "LockedRoomLast">>
<<else>>
<<include "LockedRoomSecond">>
<</if>>
<</if>>
<<if $Lightbulb || $Dresser || $Television || $Knife || $Doorbell>>
<<flash "You feel different, as if your mind is starting to picture things together again, instead of the fuzzy thinking you are currently experiencing.">>
<</if>>
<</if>>
<</if>><<first>>
<p class="passage-text">You say to yourself, @@.youspeech;“I shouldn't be near these doors!”@@, but as curious as you are, you walk to one of them and look through the keyhole. The house uses old door locks, the ones that are “see through”. You see little unfortunately, only a dark room with <<print _sentence>>. You should probably head <<link "back" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>, your friend told you not to peek at things that were off limits.</p>
<<finally>>
<<if $Random gte 10>>
<p class="passage-text">Your friend catches you while you are walking towards the forbidden door, @@.themspeech;“these doors are not to be opened, you also shouldn't come near them again”@@, he says with an almost scared voice. Whatever is inside the rooms behind the doors, your friend doesn't want you to find out. You respond to him @@.youspeech;“Alright, I am sorry, they just seem to draw my attention”@@. Your friend nods and you <<link "walk" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> to the middle of the hallway again. When you turn around, your friend is gone.</p>
<<else>>
<p class="passage-text">You walk up to the same door, expecting a different outcome since last time you checked the forbidden doors. You can clearly see that the door does sometimes open, since it sands down the wooden floor underneath it. You kneel on the lighter part of the wood, just so that you can glimpse through the keyhole again. Again you only see a dark room with <<print _sentence>>. You should probably head <<link "back" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>, your friend told you not to peek at things that were off limits.</p>
<</if>>
<</first>><<first>>
<p class="passage-text">You say to yourself, @@.youspeech;“I shouldn't be near these doors!”@@, but as curious as you are, you walk to one of them and look through the keyhole. The house uses old door locks, the ones that are “see through”. You see little unfortunately, only a dark room with <<print _sentence>>. You should probably head <<link "back" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>, your friend told you not to peek at things that were off limits.</p>
<<finally>>
<<if $Random gte 10>>
<p class="passage-text">Your friend catches you while you are walking towards the forbidden door, @@.themspeech;“these doors are not to be opened, you also shouldn't come near them again”@@, he says with an almost scared voice. Whatever is inside the rooms behind the doors, your friend doesn't want you to find out. You respond to him @@.youspeech;“Alright, I am sorry, they just seem to draw my attention”@@. Your friend nods and you <<link "walk" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> to the middle of the hallway again. When you turn around, your friend is gone.</p>
<<else>>
<p class="passage-text">You walk up to the same door, expecting a different outcome since last time you checked the forbidden doors. You can clearly see that the door does sometimes open, since it sands down the wooden floor underneath it. You kneel on the lighter part of the wood, just so that you can glimpse through the keyhole again. Again you only see a dark room with <<print _sentence>>. You should probably head <<link "back" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>, your friend told you not to peek at things that were off limits.</p>
<</if>>
<</first>><<first>>
<p class="passage-text">You say to yourself, @@.youspeech;“I shouldn't be near these doors!”@@, but as curious as you are, you walk to one of them and look through the keyhole. The house uses old door locks, the ones that are “see through”. You see little unfortunately, only a dark room with <<print _sentence>>. You should probably head <<link "back" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>, your friend told you not to peek at things that were off limits.</p>
<<finally>>
<<if $Random gte 10>>
<p class="passage-text">Your friend catches you while you are walking towards the forbidden door, @@.themspeech;“these doors are not to be opened, you also shouldn't come near them again”@@, he says with an almost scared voice. Whatever is inside the rooms behind the doors, your friend doesn't want you to find out. You respond to him @@.youspeech;“Alright, I am sorry, they just seem to draw my attention”@@. Your friend nods and you <<link "walk" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>> to the middle of the hallway again. When you turn around, your friend is gone.</p>
<<else>>
<p class="passage-text">You walk up to the same door, expecting a different outcome since last time you checked the forbidden doors. You can clearly see that the door does sometimes open, since it sands down the wooden floor underneath it. You kneel on the lighter part of the wood, just so that you can glimpse through the keyhole again. Again you only see a dark room with <<print _sentence>>. You should probably head <<link "back" 'MainHallUp'>><<set $Time += random(15, 30)>><</link>>, your friend told you not to peek at things that were off limits.</p>
<</if>>
<</first>><p class="passage-text">You see that one of the doors of the locked rooms is open. Your hands start shaking nervously, this house doesn't give anyone a freepass to skip bad things. You have been stuck here for sometime now, you might as well <<link "enter the room" 'Library'>><<roomcount "Library">><</link>>, since whatever happens will happen. You take a deep breath and try to calm you nerves @@.youspeech;“keep your shirt on!”@@, you think to yourself. Your fingernails are starting to get cold again, maybe you should actually <<link "turn back?" 'MainHallUp'>><<set $Time += random(1, 30)>><</link>>.</p><<if $Time <= 539>>
<p class="passage-text">The room of your friend is small, he placed an air mattress on the ground for you which barely fits in there. It looks like it has been used a lot over the years. You look around and turn your face to the door again and see that a large iron bar is placed vertically next to the door. Very strange to use that as a lock, but in your dorm room you have seen crazier things used as a lock. <<include "Dresser">> His bed has small red stains on it, there are so many that it looks like a pattern, however the bed seems clean? <<include "Bed">> you should explore the house <<link "more" 'MainHallUp'>><<set $Time += random(1, 40)>><</link>>.</p>
<<elseif $Time >= 540 && $Time <= 749>>
<p class="passage-text">With a soft voice your friends says, “you are finally here! We could already go to bed and sleep if you'd like that?”, “You must have had a busy day, my house is unique!”. You thank him for the offer and decide to <<link "sleep" 'Sleep'>><<set $Random to random(1, 10)>><<set $Time to 840>><</link>>. You hear footsteps coming from the <<link "hallway" 'MainHallUp'>><<set $Time += random(1, 40)>><</link>>, it seems like your friend doesn't notice it, he just keeps staring at the <<link "window" 'Window'>><<set $Random to random(1, 10)>><</link>>. <<include "SleepPreps">></p>
<<elseif $Time >= 750 && $Time <= 989>>
<p class="passage-text">you try to enter the room but it is closed! Your friend actually locked it. There is no keyhole, it's barred from the inside!? you feel a panic attack surfacing in your head, you try to breathe calmly but it is not possible. He stated really clearly that you should've been in bed before midnight. That strange cold feeling is returning, your fingertips are already becoming numb. You think you messed up terribly! you try to pound the door, but you are too weak. Your consciousness tells you to <<link "escape" 'MainHallUp'>><</link>></p>
<<elseif $Time >= 990>>
<p class="passage-text">
<<if $Stuff is "on the dresser">>
The room looks just the way it was when you left it this morning for breakfast. Your stuff is on the dresser, you should <<link "grab it" 'MainHallUp'>><<set $Time += random(1, 40)>><<set $Items to true>><</link>>.
<<elseif $Stuff is "next to the dresser">>
Your stuff is gone!? you forgot if you saw it this morning, maybe your friend already placed your stuff outside the door, that would be very kind! you should go <<link "down" 'MainHallUp'>><<set $Time += random(1, 40)>><<set $Items to true>><</link>> and thank him!
<<else>>
Your forgot to unpack your bag last night, you can't seem to find it anymore. Maybe your friend has already grabbed your bag? Weird that he didn't tell you that... You should go <<link "down" 'MainHallUp'>><<set $Time += random(1, 40)>><<set $Stuff to "next to the dresser">><<set $Items to true>><</link>> and leave.
<</if>></p>
<</if>><<run $("html").removeClass("man")>>
<<run $("html").removeClass("mandis")>>
<<if $Random lte 3>>
<<if ndef $WinSeen>>
<<set $WinSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The window man">>
<</if>>
<<set $CarWindow to false>>
<<run $("html").addClass("man")>>
<<set _TimedSeconds to random(15, 30)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<run $("html").removeClass("man")>>
<<run $("html").addClass("mandis")>>
<<set $CarWindow to true>>
<<replace "#window">>
<p class="passage-text old-text">Bright light enters the window, you look straight into it. Your eyes hurt for a few seconds and you see blotches. You close your eyes to give them a little rest to see clear again. After you opened your eyes again, you took a step back. A humanoid figure is standing next to the car, oddly enough it is the same car your mother drives? you focus on him and you see that he is smiling with a rather crooked smile. You should leave the window!</p>
<p class="passage-text">you accidentally blinked for a second, the thing smiling at you is gone, so is its car. The windows start to freeze from the edges. You start to feel cold again, your body starts shivering. You close your eyes and fall backwards. Your friend is running away and says “it is coming”. “There is <<link "nothing" 'dead22'>><<deadcount 22>><</link>> you can do”.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="window">
<p class="passage-text">Bright light enters the window, you look straight into it. Your eyes hurt for a few seconds and you see blotches. You close your eyes to give them a little rest to see clear again. After you opened your eyes again, you took a step back. A humanoid figure is standing next to the car, oddly enough it is the same car your mother drives? you focus on him and you see that he is smiling with a rather crooked smile. You should <<link "leave the window!" 'MyRoom'>><<set $Insanity += random(1, 10)>><</link>></p>
</div>
<<else>>
<<first>>
<p class="passage-text">@@.themspeech;“Sometimes you can see it”@@, @@.themspeech;“it will stare at you from a great distance”@@, your friends says. He slowly breathes on the window and waits for it to completely condensate at the spot he is breathing at. You see his fingers draw a smiley face with a crooked smile. He looks at you and gives you the same smile as the smiley has and says “it is so much fun to have a true sleepover, most leave before it is bedtime”. You stare confused through the window as well and only see a dimly lit backyard, many trees and an abandoned street. <<link "Leave the window" 'MyRoom'>><</link>>.</p>
<<finally>>
<p class="passage-text">@@.themspeech;“You should not be looking through the window again”@@, says your friend. @@.themspeech;“He doesn't like it when you catch a glimpse of him”@@, while drawing another smiley face on the window he repeats that sentences a few times. Untill you say, @@.youspeech;“Oke I get it, don't look through the window”@@, with an annoyed voice, but you feel scared. You should <<link "leave the window!" 'MyRoom'>><</link>></p>
<</first>>
<</if>><<if $BedroomMirror>>
<<if $ReflectionLost is 0>>
<p class="passage-text">@@.youspeech;//Wait I lost? This is freakish!//@@ you just played a game of rock paper scissors with your own reflection. <<if $ShowerVisisted>> Maybe you inhaled too much of that dirty water damp in the bathroom? <<else>> This must be a dream! <</if>> You think you should rinse your face with some <<link "cold water" 'dead25'>><<deadcount 25>><</link>>. Maybe you could also play another game and try to <<link "win" 'BedRoomMirror'>><</link>>.</p>
<<elseif $ReflectionLost is 1>>
<p class="passage-text">Did the mirror play the same thing as you? you think you could call it a draw than? You think that you should take a shower with cold water to <<link "wake up" 'dead25'>><<deadcount 25>><</link>>. Maybe you could also play another game and try to <<link "win" 'BedRoomMirror'>><</link>>.</p>
<<elseif $ReflectionLost is 2>>
<<if ndef $RockPaperWin is false>>
<<set $RockPaperWin = true>>
<<flash "Minigame completed: Rock, paper, death">>
<</if>>
<p class="passage-text">Did you just win a game of rock paper scissors against your own reflection? you are at a loss for words, this is the strangest daydream you ever had. While you are hitting your head to try and wake yourself up, you see your friend in the corner of your eye smiling. Usually his smile is humble and crooked, but now it seems he is enjoying this more than other things. You look at him and ask him @@.youspeech;“do you think we can eat breakfast?”@@. @@.themspeech;Still smiling he says “yes”, “follow me to the <<link "kitchen" 'Kitchen'>><<set $Time += 120>><<set $Slept to true>><</link>>”.@@</p>
<</if>>
<<else>>
<<if $Random lte 2>>
<<if ndef $Herbi && ndef $Carni>>
<<flash "Main quest started: But it tastes so good?">>
<</if>>
<p class="passage-text">Your friend is still sleeping while you wake up, you feel a little dizzy when you are trying to stand up. You rub your eyes and stretch your back a little while you are yawning. The dreams that you had last night were terrifying, the scratch noises didn't help either. Even though you are sure that you are fully awake, you can't figure out if the <<link "mirror" 'BedRoomMirror'>><<set $BedroomMirror to true>><</link>> that appeared next to the door is real or not. Your stomach growls
<<if $FridgeVisited>>
even though you grabbed a little snack last night you are hungry! you should go to the <<link "kitchen" 'dead25'>><<deadcount 25>><</link>> and eat something.
<<else>>
you are starving, you didn't get any snack last night! you should hurry to the <<link "kitchen" 'dead25'>><<deadcount 25>><</link>> to get something to eat.
<</if>> </p>
<<else>>
<<if ndef $Herbi && ndef $Carni>>
<<flash "Main quest started: But it tastes so good?">>
<</if>>
<p class="passage-text">Your friend is sitting on his bed, staring at his feet. You say @@.youspeech;“good morning”@@, his smile disappears and he says with a sad and lost voice @@.themspeech;“yes, good morning”.@@ He tells you that you should eat <<link "breakfast" 'Kitchen'>><<set $Time += 120>><<set $StairsUp to false>><<set $Slept to true>><</link>> with him. @@.youspeech;//Why did he look so sad?//@@, @@.youspeech;//at least he didn't make a move on me last night and I didn't have to blow him off//@@, you think.</p>
<</if>>
<</if>><<if ndef $Sleep>>
<<set $Sleep = true>>
<</if>>
<<if $Random lte 2>>
<<set $Nightmare to true>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Nightmare to false>>
<<replace "#nightmare">>The screaming stopped, finally, as you pull the covers from your head you see your friend do the same. He says to you @@.themspeech;“you can safely sleep again, he doesn't like screaming prey”.@@ Did he really say that or are you just dreaming? you should continue <<link "sleeping" 'Morning'>><<set $Random to random(1, 10)>><<set $Time += 180>><</link>>.<</replace>>
<</timed>>
<</silently>>
<p class="passage-text" id="nightmare">You hear loud screaming and wake with a start, you look at your wristwatch it has been only a few hours since you started to sleep. You quickly pull the covers over your head, you are honestly scared. Or Should you take a quick <<link "peek" 'dead24'>><<deadcount 24>><</link>> and continue sleeping afterwards?</p>
<<elseif $Random gte 9>>
<p class="passage-text">you wake up to a loud breaking noise, almost as if something was broken with blunt force. You sit up and see that your friend has gone, you also see that the door is left ajar, you should <<link "look for him" 'dead23'>><<deadcount 14>><</link>>. However, you are so tired, you could also turn around and <<link "continue sleeping" 'Morning'>><<set $Random to random(1, 10)>><<set $Time += 180>><</link>>.</p>
<<else>>
<p class="passage-text">You hear things crawling in the attic, whatever it is, it is moving nervously from one side to the other side of the attic. You try to sleep, but you keep hearing sounds that you are not used too. The party sounds and other loud dorm room sounds you are used to are normal, but this? Simply no. You turn around and see that your friend is sleeping just fine, as if the whole world is at peace, maybe the noises are normal and nothing to worry about. You should continue to <<link " sleep" 'Morning'>><<set $Random to random(1, 10)>><<set $Time += 180>><</link>>.</p>
<</if>>
<p class="passage-text">An old analog alarm clock on top of the
<<if $Dresser>>
dresser<<else>>
<<if $Death gte 6>>
<<link "dresser" 'Sleep'>>
<<set $Dresser = true>>
<<set $DresserEvent to true>>
<<flash "Curio unlocked: The dresser">>
<<flash "Subquest completed: Personal belongings">>
<<set $CountCurios += 1>>
<</link>>
<<else>>
dresser<</if>>
<</if>> reads: <<= setup.displayClock($Time)>>.</p>
<<if $Dresser && $DresserEvent>>
<<flash "While you touched the dresser you felt different, as if you had a moment of pure clarity.">>
<</if>><<if ndef $RockPaper is false>>
<<set $RockPaper = true>>
<<flash "Minigame started: Rock, paper, death">>
<</if>>
<<run forget('rpsgame')>>
<<set _rps to new RPS([ "rock", "paper", "scissors" ])>>
<<set _opponent to _rps.elements.random()>>
<<silently>>
<<= _opponent>>
<</silently>>
<p class="passage-text">The reflection in the mirror is you, but rather dark, almost as if all your darkness is reflected. You are sure, this mirror doesn't show a true reflecion, it's shows your dark side. It wants to play rock paper scissors against you. You choose <<cycle "$rpsgame" autoselect>><<optionsfrom _rps.elements>><</cycle>> and
<<link "show it">>
<<set _player to $rpsgame>>
<<set _result to _rps.compare(_player, _opponent)>>
<<if _result gt 0>>
<<set $ReflectionLost to 2>>
<<goto "Morning">>
<<elseif _result lt 0>>
<<set $ReflectionLost to 0>>
<<goto "Morning">>
<<else>>
<<set $ReflectionLost to 1>>
<<goto "Morning">>
<</if>>
<</link>>.</p><<set $Random to random(1, 10)>>
<<if $Random is 1>>
You accidentally let your water bottle roll under the bed. Oh, well who cares?
<<elseif $Random is 2>>
You accidentally let a pencil drop out of your bag under the bed.
<<elseif $Random is 3>>
You accidentally let a sock drop next to the bed, it somehow is gone?
<</if>><<set _stuffOptions to ["on the dresser", "next to the dresser"]>>
<<if $Stuff is "on the dresser" || $Stuff is "next to the dresser">>
you think your stuff will be safe here.
<<else>> you place your stuff <<cycle "$stuff" autoselect>><<optionsfrom _stuffOptions>><</cycle>> and <<link "unpack them" 'MyRoom'>><<set $Stuff to $stuff>><</link>>
.<</if>><<set _sleepprepOptions to ["check under the bed for dropped items.", "cover the mirror.", "grab your snacks you brought."]>>
<<if $SleepPrep is "cover the mirror." || $SleepPrep is "grab your snacks you brought.">>
<<elseif $SleepPrep is "check under the bed for dropped items.">>
<<deadcount 21>>
<<goto "dead21">>
<<else>>
you also <<cycle "$sleepprep" autoselect>><<optionsfrom _sleepprepOptions>><</cycle>> While you <<link "Stretch your back" 'MyRoom'>><<set $SleepPrep to $sleepprep>><</link>>.
<</if>><<set _Random to random(1, 100)>>
<<if _Random lte 5>>
<<goto "PaintingFocus2">>
<<elseif _Random > 33 && _Random < 36>>
<p class="passage-text">@@.eventtext;You see an old painting made by an unreadable name, sloppy hand writing for such a good painter. Why do they keep copies of the same painting everywhere?@@</p>
<<else>>
<p class="passage-text">@@.eventtext;You see an old painting hanging on the wall next to his bedroom.@@</p>
<</if>><<if ndef $PaiSeen>>
<<set $PaiSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The painting">>
<</if>>
<<set $Painting to true>>
<<run jQuery("html").addClass("painting")>>
<<silently>>
<<timed `random(8, 16) + "s"`>>
<<set $Painting to false>>
<<replace "#painting">>
<p class="passage-text old-text">you see that an old painting is staring at you directly, whoever was drawn on the painting gives you a restless feeling. Your heart is beating faster and you feel it in your throat. You try to calm down but you can't help yourself. You need to leave this place, you want to run down the stairs and leave.</p>
<p class="passage-text">Did the painting blink at you!? you finally calm down, it was just a painting after all right? you close your eyes for a second and the painting is <<link "gone" 'MainHallUp'>><<set $Insanity += random(10, 30)>><</link>>, were you actually dreaming?</p>
<</replace>>
<</timed>>
<</silently>>
<div id="painting">
<p class="passage-text">you see that an old painting is staring at you directly, whoever was drawn on the painting gives you a restless feeling. Your heart is beating faster and you feel it in your throat. You try to calm down but you can't help yourself. You need to leave this place, you want to run <<link "down the stairs" 'dead5'>><<deadcount 5>><</link>> and leave.</p>
</div><<if ndef $Riddle>>
<<set $Riddle = true>>
<<flash "Minigame started: Riddles in the dark">>
<</if>>
<<if $riddle is "nothing1">>
<p class="passage-text">The little girl asks you:</p>
<<if $Random is 1>>
<p class="passage-text">@@.themspeech;When you have me more, you can see only less. What Am I?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 2>>
<p class="passage-text">@@.themspeech;I don't have eyes, but once I did see. Once I had thoughts, but now I'm white and empty.@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 3>>
<p class="passage-text">@@.themspeech;I am alive without breath and cold as death. I am never thirsty but always drinking. What am I?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 4>>
<p class="passage-text">@@.themspeech;Each morning I appear to lie at your feet. All day I will follow no matter how fast you run, yet I nearly perish in the midday sun.@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 5>>
<p class="passage-text">@@.themspeech;What man cannot live inside a house?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 6>>
<p class="passage-text">@@.themspeech;Poor people have it. Rich people need it. If you eat it you die. What is it?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 7>>
<p class="passage-text">@@.themspeech;Some people believe in me and others don’t. At night I roam around and sometimes I float. If you hear a troubled noise coming from the ground, go run and hide from my creepy sound. What am I?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 8>>
<p class="passage-text">@@.themspeech;I’m tall when I’m young, I’m short when I’m old. What am I?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 9>>
<p class="passage-text">@@.themspeech;I have no life, but I can die. What am I?@@</p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<<elseif $Random is 10>>
<p class="passage-text">@@.themspeech;You walk into a creepy house by yourself. There is no electricity, plumbing or ventilation. Inside you notice 3 doors with numbers on them. Once you open the doors you will die a particular way.</p>
<p class="passage-text">Door 'One': You’ll be eaten by a lion who is hungry.</p>
<p class="passage-text">Door 'Two': You’ll be stabbed to death.</p>
<p class="passage-text">Door 'Three': There is an electric chair waiting for you.</p>
<p class="passage-text">Which door do you pick?@@</p></p>
<<textbox "$riddle" "Answer carefully and press enter!" "Riddle">>
<</if>>
<<elseif $riddle.toLowerCase().trim().includes("darkness") && $Random is 1>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("skull") && $Random is 2>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("fish") && $Random is 3>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("shadow") && $Random is 4>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("snowman") && $Random is 5>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("nothing") && $Random is 6>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("ghost") && $Random is 7>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("candle") && $Random is 8>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("battery") && $Random is 9>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<elseif $riddle.toLowerCase().trim().includes("three") && $Random is 10>>
<<set $WinRiddle3 += 1>>
<<goto "RiddleWon">>
<<else>>
<<goto "RiddleLost">>
<</if>><p class="passage-text">Sadly enough you lost and the girl smiles, @@.themspeech;“it's time to play the raft game!”@@</p>
<<include "WakeUp">><<if ndef $RiddleWin>>
<<set $RiddleWin = true>>
<<flash "Minigame completed: Riddles in the dark">>
<</if>>
<<if $WinRiddle3 gte 3>>
<<if ndef $RiddleWinS>>
<<set $RiddleWinS = true>>
<<flash "Minigame updated/completed: Riddles in the dark">>
<</if>>
@@.themspeech;“Fine!”@@ The girl looks away and seems to be irritated, you slowly back away and decide to
<<link "leave" 'MyRoom'>>
<<set $Death -= 1>>
<</link>>.
<<else>>
The girl looks at you as if you made her angry, she says @@.themspeech;“We play until you lose!”@@, since there is nothing else you can do you decide to play another <<link "game" 'Riddle'>><<set $Random to random(1, 10)>><<set $riddle to "nothing1">><</link>>
<</if>><<if ndef $Room3>>
<p class="passage-text">This room has newly opened since it has been closed shut since the beginning. It's a dusty room, much like the living room, it also has victorian era furniture. You can see a rather large vintage reading desk, with many small drawers. You walk closer to the desk to see blueprints, these blueprints seem to be connected to each other. They are numbered, with roman numerals. You didn't go to college to become an architect nor an engineer, but you certainly know that the biggest blueprint resembles a mirror and some sort of a device around it. The language is unknown to you, so you can't read it, maybe someone else can? <<link "Leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<<if $Bo2Seen>>
<<flash "Sidequest completed: The unknown language">>
<p class="passage-text">You walk to the reading desk again, you can't seem to grasp what it is all about, so many contraptions, so little information. You feel confused and anxious, @@.youspeech;“I shouldn't have lied to Lily, but whatever happens, I need to find out what it all means”@@ As much as you want it all to end, you need to find out why, why you keep waking up in front of the house, why your mind is blurry and why time seems frozen. <<link "Leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $Bo3Seen>>
<<if ndef $BluSeen>>
<<set $BluSeen = true>>
<<flash "Sidequest completed: The unknown language">>
<</if>>
<p class="passage-text">You immediately walk to the blueprints, @@.youspeech;“the young man must be my friend, during lectures I caught him drawing little mechanical looking things in his notebook.”@@ Underneath the blueprints you find some newer papers, they look much newer than the yellowed paper above it. You quickly notice the handwriting of your friend, he drew some sort of an electrical diagram. It's almost impossible to read, but he wrote down a few words; 'mirror', 'lever', 'shatter'. You are not sure what it means, but it's definitely something strange. <<link "Leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<p class="passage-text">It's a dusty room, much like the living room, it also has victorian era furniture. You can see a rather large vintage reading desk, with many small drawers. You walk closer to the desk to see blueprints, these blueprints seem to be connected to each other. They are numbered, with roman numerals. You didn't go to college to become an architect nor an engineer, but you certainly know that the biggest blueprint resembles a mirror and some sort of a device around it. The language is unknown to you, so you can't read it, maybe someone else can? <<link "Leave the room" 'MainHallUp'>><<set $Time += random(20, 40)>><</link>>.</p>
<</if>>
<</if>><<run $("html").removeClass("paintingdis")>>
<<run $("html").removeClass("painting")>>
<<run $("html").removeClass("painting2")>>
<<if $Time > 540 && $Time < 630>>
<<flash "You are starting to feel really sleepy!">>
<</if>>
<<if $Time > 631 && $Time < 719>>
<<flash "You should really go to bed!">>
<</if>>
<<if $Time > 720 && $Time < 990>>
<p class="passage-text">You feel cold hands gripping around your neck. You try to turn around and see what is strangling you, but
you feel to weak to actually perceive the thing that is closing your throat. Your legs give up and you <<link "fall to the ground" 'dead14'>><<deadcount 14>><</link>></p>
<<else>>
<p class="passage-text">You find yourself in the hallway on the ground level. You see the
<<link "kitchen">>
<<roomcount "Kitchen">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Kitchen">>
<</link>>
at the end of the hallway. Next to it there is a doorway to the
<<link "livingroom">>
<<roomcount "LivingRoom">>
<<set $Random to random(1, 100)>>
<<set $Time += random(20, 40)>>
<<goto "LivingRoom">>
<</link>>.
<<if $Death gte 1>>
<<if $Time < 660>>
The
<<link "conservatory door">>
<<roomcount "Conservatory">>
<<set $Time += random(10, 20)>>
<<set $Random to random(1, 100)>>
<<goto "Conservatory">>
<</link>>
opposite the front door is open.
<<else>>
The conservatory door opposite the front door is closed.
<</if>>
<</if>>
The door to the
<<link "basement">>
<<roomcount "Basement">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<set $RandomCyrus to random(1, 100)>>
<<goto "Basement">>
<</link>>
seems old and is relatively small for humans. A foul smell comes out of the
<<link "restroom">>
<<roomcount "Restroom">>
<<set $Time += random(20, 40)>>
<<goto "Restroom">>
<</link>>.
Your friend must have sewer problems. The
<<link "stairs">>
<<roomcount "Stairs">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Stairs">>
<</link>>
leading to the second floor are above the basement door; they are decorated with golden ornaments.</p>
<<if $Time > 1380 && $Time < 1470 && $Items>>
<p class="passage-text"><<link "You have your bag, you may leave through the front door!" 'FrontDoor'>><</link>></p>
<<elseif $Time > 1380 && $Time < 1470 && $Items is false>>
<p class="passage-text"><<link "You must grab your bag first to leave the house!" 'Stairs'>><<set $Time -= 60>><</link>></p>
<<else>>
<p class="passage-text">The front door is closed, you could smash the brittle door open, but your friend would be upset.</p>
<</if>>
<<include "Painting">>
<<set _Random to random(1, 100)>>
<<if _Random lte 5>>
<<if !$Painting>>
<<set $Random to random(1, 100)>>
<<roomcount "Mirror">>
<<goto "Mirror">>
<</if>>
<<else>>
<</if>>
<<if $Death lt 1 && $Insanity gte 20>>
<<flash "A door at the opposite side of the front door is glowing, but you can't enter it">>
<</if>>
<</if>><<run $("html").removeClass("monster")>>
<<set _runOptions to ["your friends room", "the kitchen", "the bathroom"]>>
<<if $Time > 1380 && $Time < 1470 && $Items is false && $StairsUp is false>>
<<include "StairsMorningStuff">>
<<else>>
<<if $StairsUp is false>>
<<if $Time gte 1020>>
<<include "StairsMorning">>
<<else>>
<<if $Random lte 2>>
<<include "StairsEndless">>
<<elseif $Random gte 10>>
<<include "StairsAtticMonster">>
<<else>>
<<include "StairsNormal">>
<</if>>
<</if>>
<<else>>
<<include "StairsGoDown">>
<</if>>
<</if>><p class="passage-text">@@.youspeech;//“I need to leave this place! Whatever happens next, I should play along and step through that front door as soon as possible!”//@@, is the only thing you are thinking of. Your heart beats faster than ever before, this house, your friend, the things that have happened, why did you get yourself into this mess. While you are quickly climbing the stairs your long hair falls in front of your eyes, you almost want to pull it out of frustration, but you have to focus on getting to the <<link "bedroom" 'MainHallUp'>><<set $StairsUp to true>><<set $Time += random(1, 20)>><</link>>.</p><<set $Stairs += 1>>
<<if $Stairs gte 3>>
<p class="passage-text">You feel so strange; you have walked the stairs for a long time now. You are sure the stairs were not this much of a walk. For a second you sit down to breathe, because your body feels tired. Your friend’s voice echoes through your head. He told you something about walking the stairs, but you have already forgotten it. You wake up again and you continue your journey, but there is no <<link "end" 'dead7'>><<deadcount 7>><</link>> to this damned stairway.</p>
<<else>>
<p class="passage-text">The sun shines on the flaked golden paint, it actually looks a little pretty in this deteriorated house. You quickly <<link "fly" 'MainHallUp'>><<set $Time += random(20, 40)>><<set $StairsUp to true>><</link>> through the stairs, but you feel a little heavy, this stairway differs from the one in your dorm building. Not different in function, but in an aura way. Almost as if it wants to keep you there. The paintings surrounding you are either empty or faded; it reminds you of a forgotten past, maybe not yours particularly, but the past of this house.</p>
<</if>><<if $CountStairsV is 1>>
<p class="passage-text">You slowly walk down and wonder why, for such a small house there are so many stair steps. You are unsure if it has to do with the angle they are build in, or just that this house is different in general. The paintings decorating the stairway seem vintage, people don't dress like that nowadays. You will feel better again if you reach the <<link "ground floor" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $StairsUp to false>><</link>>.</p>
<<elseif $CountStairsV is 2>>
<p class="passage-text">The second floor is something taken straight out of a creepy movie, there are many locked doors and it’s dark. Somehow the stairs seem to never end. The designer of the house must have had some fun building it. @@.youspeech;//Wait a minute, my friend told me he was going upstairs, but I never saw him?//@@ You look back at the entrance of the second floor; you contemplate to find him, but there is a reason you wanted to go <<link "down" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $StairsUp to false>><</link>>.</p>
<<elseif $CountStairsV gte 3>>
<p class="passage-text">@@.youspeech;//This stairwell is leading me down, I hope.//@@ The steps are unequal and there are many paintings scattered around the walls made in different styles; you think it is because the people building the stairs didn’t complete it within a short amount of time, just like what happened to the Sagrada Familia. You look at one painting and doubt its meaning; the painting is empty and looks aged. Your hand glides over the wrinkly canvas, your fingers are searching for the answer to where the color has gone, but only the artist’s name has survived. You wonder who Eli is, since you have seen her name pop up multiple times. As your finger gets to the edge of the frame, you leave it behind and you continue going <<link "down" 'MainHallDown'>><<set $Time += random(20, 40)>><<set $StairsUp to false>><</link>> the stairs.</p>
<<else>>
<<include "BugFound">> aagc
<</if>><<run $("html").addClass("monster")>>
<<if ndef $AttSeen>>
<<set $AttSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The attic monster">>
<</if>>
<p class="passage-text">You arrive on the second floor; the hallway seems different. A draft of air hit your face, it was cold and felt heavy. The kind of heavy that the smoke of a cigar represents compared to the smoke of a cigarette. When you see that the attic door is open, you are startled, and
<<link "run">>
<<set $Run to $run>>
<<if $Run is "the kitchen">>
<<set $Insanity += random(5, 10)>>
<<set $AtticMonsterSeen to true>>
<<set $Time += random(40, 60)>>
<<goto "Kitchen">>
<<else>>
<<deadcount 9>>
<<goto "dead9">>
<</if>>
<</link>>
as fast as you can to <<cycle "$run" autoselect>><<optionsfrom _runOptions>><</cycle>>. Whilst hoping that whatever you caught a glimpse of was just something you imagined.</p><<set _Random to random(1, 3)>>
<<if _Random is 1>>
<p class="passage-text">You are gasping for air! you have been running these stairs for a long time now, they won't end!? All you want is to go to the <<link "second floor" 'dead8'>><<deadcount 8>><</link>> but it's like a Penrose staircase which never ends. You feel tempted to quickly jump of the <<link "railing" 'MainHallDown'>><<set $Insanity += random(2, 10)>><<set $Time += random(1, 40)>><</link>>, you wonder if it won't be too high. You suddenly hear a failling sound, you look over the railing, but no one was there.</p>
<<elseif _Random is 2>>
<p class="passage-text">@@.youspeech;//This must stop, I just want to leave the stairwell.//@@ Your body is sweating and your mind is losing its focus, the one’s endless stamina is coming to a halt. @@.youspeech;//Am I a puppet being toyed with? It’s like someone is deliberately messing with me.//@@ Just as you’re looking down the stairs, something appears in your periphery. Something that doesn’t belong. It’s unexpected, your sight is blurry and your senses are firing in a haphazard manner. You feel as though you are suddenly reliving the past. Your mind is occupied with more thoughts than before. You can’t hold back the memories, they pour out with ease. Tears stream down your face as your mind seems to turn into a roller coaster. You only want to go <<link "upstairs" 'dead8'>><<deadcount 8>><</link>>. Tempted to make it a quick ending, you could also jump over the <<link "railing" 'MainHallDown'>><<set $Insanity += random(2, 10)>><<set $Time += random(1, 40)>><</link>> and see where you will end up.</p>
<<elseif _Random is 3>>
<p class="passage-text">Your legs feel sore and you want to sit down, but you can’t, you only wanted to go to the <<link "second floor" 'dead8'>><<deadcount 8>><</link>>. You look around you and notice the paintings; @@.youspeech;//I have seen the one with the beautiful woman before, but I can’t remember if it was here, or somewhere else.//@@ Your stomach growls, @@.youspeech;//I should have grabbed a snack in the kitchen, since this trip on the stairs is exhausting.//@@ But then again, maybe the tiredness is from being sucked into this world. @@.youspeech;//Maybe it’s that all-powerful energy I have been feeling before. This isn’t a dream, I have been here before.//@@ You look over the <<link "railing" 'MainHallDown'>><<set $Insanity += random(2, 10)>><<set $Time += random(1, 40)>><</link>> and you can barely see the floor. @@.youspeech;//Maybe if I <<link "jump" 'MainHallDown'>><<set $Insanity += random(2, 10)>><<set $Time += random(1, 40)>><</link>> I can get some peace again.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<if $CountStairsV is 1>>
<p class="passage-text">While you walk up the stairs, the steps are gently pushing down, the wood beneath it must have rotten a little. The golden paint starting flaking on some parts, revealing a red-colored timber underneath. Your friend never told you that his house is a ruin. You hear some weird sounds originating from the basement; you guess. @@.youspeech;//Maybe my friend is moving something?//@@ Instinctively you look down, but you are hit with a sudden disorientation, @@.youspeech;//I should party less and maybe drink some more water!//@@ You continue your journey to the <<link "second floor" 'MainHallUp'>><<set $StairsUp to true>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $CountStairsV is 2>>
<p class="passage-text">@@.youspeech;//I remember the feeling of the steps gently pushing down. The wood beneath the steps has rotten, this house is old.//@@ The golden paint starting flaking on some parts, while no direct sunlight is bleaching it. @@.youspeech;//Sadly, the house is a ruin, even worse than my dorm room. It’s better if I just keep moving and don’t mind it, wasting time is a bad idea. I should carefully obey the rules since I don’t want to mess things up.//@@ While you walk the squeaky steps, something keeps your mind occupied, as if there was a recently forgotten thought trying to claw its way up again. @@.youspeech;//Again, no time to think, I should arrive at the <<link "second floor" 'MainHallUp'>><<set $StairsUp to true>><<set $Time += random(20, 40)>><</link>> anytime.//@@</p>
<<elseif $CountStairsV gte 3>>
<<if $Death gte 5>>
<p class="passage-text">You never expected the house to be in such a ruined state. With every step you take, your body becomes heavier. You are uncertain if it’s a psychological or physical effect, but the house being deteriorated certainly doesn’t help. What you’re standing on is what was once a carpet. On it, the carpet maker had lovingly woven and painted little birds. As you walk further up the stairs, the smell of smoke reaches your nose. Some birds are torn and burnt and most of them have been removed. It’s the same smell that attacked your nose in the living room. For a second you thought you saw your friend standing on top of the stairwell, but it was nothing, you simply open the door to the <<link "hallway" 'MainHallUp'>><<set $StairsUp to true>><<set $Time += random(20, 40)>><</link>>.</p>
<<else>>
<p class="passage-text">While you walk up the stairs, the steps are gently pushing down, the wood beneath it must have rotten a little. Your friend never told you that his house was so ruined. You hear some weird sounds from somewhere, the sound of breathing. You reach the second floor of the staircase and find your friend standing in the door frame. @@.youspeech;“Dude, what is happening, I have the feeling we are not alone here?”@@ You try to come over as calm in this situation, but your heart is beating in your throat while you asked him the question. @@.themspeech;“Well, Add—”@@ He bites his tongue. @@.themspeech;“I must go now.”@@ He rushes down the stairs and you catch his shoulder, it’s as cold as ice. You quickly let go and look him straight into his eyes. @@.themspeech;“We are alone in this house, they are all fake”@@, he says. You are at a loss for words and decide to <<link "move on" 'MainHallUp'>><<set $StairsUp to true>><<set $Time += random(20, 40)>><</link>>. @@.youspeech;//If he is that busy, I better not disturb him.//@@</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").removeClass("painting")>>
<<set _sentence to either("slightly opened", "open", "closed")>>
<<if $Time > 720 && $Time < 990>>
<p class="passage-text">You feel cold hands gripping around your neck. You try to turn around and see what is strangling me, but you feel weak. Your legs give up and you <<link "fall to the ground" 'dead14'>><<deadcount 14>><</link>>.</p>
<<else>>
<<if $Time > 540 && $Time < 630>>
<<flash "You are starting to feel really sleepy!">>
<</if>>
<<if $Time > 631 && $Time < 719>>
<<flash "You should really go to bed!">>
<</if>>
<p class="passage-text">The hallway is narrow and long, red carpet with an outer lining of wood muffle your footsteps. You can see a brown
<<link "bathroom door">>
<<roomcount "Bathroom">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Bathroom">>
<</link>>
which is <<print _sentence>>.
<<if $Chap2Active>>
The <<link "library">>
<<roomcount "Library">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Library">>
<</link>>
door is off limits but nothing stops you from going inside.
<<else>>
More <<link "doors">>
<<roomcount "LockedRoom">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "LockedRoom">>
<</link>>
either look off limits for you or look like you should leave them alone.
<</if>>
<<if $Death isnot 2 && $MomSeen is false && $Insanity gte 40>>
Vaguely you see a door with a flower pattern on it.
<</if>>
<<if $Death gte 2 && $MomSeen>>
The
<<link "children's room door">>
<<roomcount "ChildrensRoom">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "ChildrensRoom">>
<</link>>
has a beautiful flower pattern drawn on the wood.
<</if>>
<<if $Death isnot 4 && $ManSeen is false && $Insanity gte 60>>
The door next to the bathroom is glowing strangely.
<</if>>
<<if $Death gte 4 && $ManSeen>>
The
<<link "study door">>
<<roomcount "Study">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Study">>
<</link>>
next to the brown door is open.
<<else>>
<</if>>
At the end next to the
<<link "attic door">>
<<roomcount "Attic">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Attic">>
<</link>>
a small dark brown door with carvings on it resides in a steel frame. That must be the door of
<<link "your friend his room.">>
<<roomcount "MyRoom">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "MyRoom">>
<</link>> you could also go
<<link "down stairs">>
<<roomcount "Stairs">>
<<set $Random to random(1, 10)>>
<<set $Time += random(20, 40)>>
<<goto "Stairs">>
<</link>>
again.</p>
<<include "Painting2">>
<<if $Lightbulb && $Dresser && $Television && $Knife && $Doorbell && $Chap2Active is false>>
<<flash "You see light coming from the locked door's frame!">>
<</if>>
<</if>>/* $CorruptionChecker1 Lily $CorruptionChecker2 Ikey $CorruptionChecker3 Mom $CorruptionChecker4 Man */
<<if $Random lte 1>>
<<set _helpDogOptions to ["help you", "won\'t help you"]>>
<p class="passage-text">As you step into the basement, you can clearly hear a dog whining. It only took seconds before you figured it was the dog that usually lives in the living room. @@.youspeech;//The dog is a foul, unpredictable thing. I wonder why it’s whining so badly?//@@ You think as you try to listen to where the sound comes from.</p>
<p class="passage-text">In the basement's corner, you see the dog. It has gotten itself stuck underneath a television. It’s the same television that is used by the man to watch his favorite show, @@.youspeech;//maybe this one is broken?//@@ you think as you approach the dog.</p>
<p class="passage-text">You can see the tail being stuck underneath the bulk of the television. The dog stares into your eyes with its soulless white orbs. @@.youspeech;“Alright buddy, I <<cycle "$helpdog" autoselect>><<optionsfrom _helpDogOptions>><</cycle>>,”@@ you say, because you know what the dog is capable of. You
<<liveblock>>
<<if $helpdog is "help you">>
<<link "lift the television">><<set $HelpDog to $helpdog>><<if $HelpDog is "help you">><<goto "MirrorBasementHelpDogC2">><<elseif $HelpDog is "won\'t help you">><<goto "MirrorBasementNoHelpDogC2">><<else>><<include "BugFound">><</if>><</link>>.
<<elseif $helpdog is "won\'t help you">>
<<link "leave him be">><<set $HelpDog to $helpdog>><<if $HelpDog is "help you">><<goto "MirrorBasementHelpDogC2">><<elseif $HelpDog is "won\'t help you">><<goto "MirrorBasementNoHelpDogC2">><<else>><<include "BugFound">><</if>><</link>>.
<<else>>
<<include "BugFound">>
<</if>>
<</liveblock>>
<<script>>
$(document).on("click", "#cycle-helpdog", function () {
$(document).trigger(":liveupdate");
});
<</script>></p>
<<elseif $Random gt 1 && $Random lte 3>>
<<set $DogKills to false>>
<<set _TimedSeconds to random(15, 25)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $DogKills to true>>
<<replace "#DogKillsYouTwo">>
<p class="passage-text">The step you were standing on breaks and you tumble helplessly down. The dog took notice of the fact you are defenseless and disoriented. You try to crawl away, as you see the dog already left the copy of you. @@.youspeech;//Where is it? I can’t see a thing, there isn’t enough light.//@@ You think.</p>
<p class="passage-text">You feel droplets falling on the back of your head; you don’t want to turn around because you can clearly smell the breath of death surrounding your body. Before you can scream or run, the dog has already punctured your neck with its teeth. As if you were a puppy, it drags you deeper into the basement while you feel <<link "faint" 'dead36'>><<deadcount 36>><</link>> because you lost a lot of blood.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="DogKillsYouTwo">
<<if $CountMirrorBasementC2V lt 3>>
<<first>>
<p class="passage-text">You step down into the basement, and you hear snarling and snapping. Quickly you realize the sounds accompany screaming, the screaming of a woman on the floor. The woman is being torn apart by the dog. Your face becomes white as your mind answers a few questions: who is the woman and what is happening?</p>
<p class="passage-text">It is you who is being ripped apart by the teeth of the dog. You recognize its size and its fur, it’s the dog that is always in the living room. @@.youspeech;“My God, I can’t watch this, I need to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>!”@@ you scream out loud while the head of the dog turns in your direction. Your screaming alerted the dog of your presence, @@.youspeech;//good job,//@@ you think.</p>
<<finally>>
<p class="passage-text">The same horrific sounds coming from the basement echo through your mind as you ascend deeper into it. Again, you see the dog tearing you apart. @@.youspeech;//It’s so odd to see it’s me who is being mauled by that thing,//@@ you think as you stare into the dimly lit concrete box. A part of you wants to stop the dog from murdering you, but you have a feeling that the copy of you is a mere mirage, and stopping the dog would most certainly upset it.</p>
<p class="passage-text">@@.youspeech;//I think I shouldn’t intervene with this scene, and <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> it be. I don’t believe the outcome chances if I step in,//@@ you think as the definition of insanity enters your mind. </p>
<</first>>
<<elseif $CountMirrorBasementC2V gte 3>>
<<first>>
<p class="passage-text">Slowly you step down into the basement, as you hear snarling and snapping. You have heard these sounds before; you are certain it’s the dog. It’s gnawing on flesh and bones, of something, or rather someone, on the floor. You squint at the thing on the floor and you immediately feel nauseous. Your hand moves to your stomach as you experience the feeling of belching. @@.youspeech;//This sickens me,//@@ you think.</p>
<p class="passage-text">It is you who is being ripped apart by the teeth of the dog. @@.youspeech;“My God, I can’t watch this, I need to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>!”@@ you scream out loud while the head of the dog turns in your direction. Your screaming alerted the dog of your presence, @@.youspeech;//good job,//@@ you think. </p>
<<finally>>
<p class="passage-text">The same horrific sounds coming from the basement echo through your mind as you ascend deeper into it. Again, you see the dog tearing you apart. @@.youspeech;//It’s so odd to see it’s me who is being mauled by that thing,//@@ you think as you stare into the dimly lit concrete box. A part of you wants to stop the dog from murdering you, but you have a feeling that the copy of you is a mere mirage, and stopping the dog would most certainly upset it.</p>
<p class="passage-text">@@.youspeech;//I think I shouldn’t intervene with this scene, and <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> it be. I don’t believe the outcome chances if I step in,//@@ you think as the definition of insanity enters your mind.</p>
<</first>>
<<else>>
<<include "BugFound">>
<</if>>
</div>
<<elseif $Random gt 3>>
<<if $CountMirrorBasementC2V is 1>>
<<first>>
<p class="passage-text">You have been in the basement before, but it doesn’t make it less scary. As if you were stepping into uncharted territory, you descend the small stairs. The basement seems empty, except for the usual junk. Instead of the lightbulb that normally casts shadows around the room, there are many of the candles found everywhere inside the mirror taking its place. @@.youspeech;//It’s weird how they never seem to burn out, maybe someone replaces them periodically?//@@ You question yourself.</p>
<p class="passage-text">The basement also seems to be heavily touched by the corruption native to this place. A glint of light in a dark corner behind a support beam catches your eye. You squint into the gloom. @@.youspeech;//Is that a mirror?//@@ you think. Unsure if you should <<link "approach it" 'MirrorBasementReflectionC2'>><<set $Insanity += random(1, 4)>><</link>>, you could also <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the basement behind. You are here for answers, not more problems.</p>
<<finally>>
<p class="passage-text">Again you step into the basement. Its familiarity still lingers in your mind. Slowly, you step down the small stairs, feeling them bend when you put your full weight on them. @@.youspeech;//I know I am not heavy, but these stairs feel like crumbling down within a second,//@@ you think. A few candles flicker and wave in the darkness, giving a gloomy vibe to the cold room.</p>
<p class="passage-text">The basement also seems to be heavily touched by the corruption native to this place. The glint of light in the dark corner behind the support beam catches your eye again. You squint into the veil of darkness. @@.youspeech;//Is that a mirror?//@@ You think. Unsure if you should <<link "approach it" 'MirrorBasementReflectionC2'>><<set $Insanity += random(1, 4)>><</link>>, you could also <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the basement behind.</p>
<</first>>
<<elseif $CountMirrorBasementC2V is 2>>
<<first>>
<p class="passage-text">The candles still flicker in the dark, dimly lighting the basement, to a point it feels comfortable and peaceful. However, deep inside your gut, you can sense the dreadful events that have happened here, both inside and outside the mirror. @@.youspeech;“I shouldn’t spend my time lurking in this basement too long. I don’t think this is the place to clear my mind.”@@ You say almost whispering as you wave your hand above one candle, making it dance as if you were its puppeteer.</p>
<p class="passage-text">@@.youspeech;//The mirror in the corner seems untouched by the white stuff covering the basement like foliage. It doesn’t feel like a coincidence,//@@ you think while you quickly pull your hand away, since the flame got too close. You could walk to <<link "the mirror" 'MirrorBasementReflectionC2'>><<set $Insanity += random(1, 4)>><</link>> again, because you feel drawn to it. However, the goosebumps on your skin suggest that <<link "leaving" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> might be the better option.</p>
<<finally>>
<p class="passage-text">A cold shiver runs down your spine again as you enter the basement. The gloom of the candles still manipulates your mind into thinking this room is peaceful. The things that have happened down here are beyond reasoning. You feel cold, and for that reason, you heat your hands above a candle. @@.youspeech;“This place, the candles, I feel so strange. I came here for answers, but my mind feels foggy and the answers I am getting are feeling like more questions,”@@ you whisper softly.</p>
<p class="passage-text">The flame underneath your hand bounces back and forth as you look around. <<link "The mirror" 'MirrorBasementReflectionC2'>><<set $Insanity += random(1, 4)>><</link>> in the corner seems to be untouched by the corruption, @@.youspeech;“how odd?”@@ You feel drawn to it as you think about it, but you also feel like <<link "running away" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, to a place where you can at least see more, since the darkness veils everything inside the basement. @@.youspeech;//Who knows what is staring back…//@@</p>
<</first>>
<<elseif $CountMirrorBasementC2V gte 3>>
<p class="passage-text">You step down the squeaking stairs, while the candles pave your way in the dark. An icy shiver runs down your spine. You know the dog must have been abused here and you vaguely remember how your life was ended more than once in this room. @@.youspeech;//If only there is a way to cull out the corruption that is touching everything here,//@@ you think.</p>
<p class="passage-text">Strangely enough, the mirror behind the support beam seems surrounded but not touched by the sticky threads. You smile, for you think of the fact how ironic it is. The corruption is inside a mirror, but it’s afraid to touch one. You could walk to the harmless <<link "mirror" 'MirrorBasementReflectionC2'>><<set $Insanity += random(1, 4)>><</link>> or you could <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the basement, in search of maybe other answers.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<include "MirrorBasementStatueQuest">>
<<include "MirrorMausoleumC2ShadowHunt">>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").removeClass("corruption1 corruption2 corruption3 corruption4")>>
<<if ndef $AddisonSeen>>
<<set $AddisonSeen = true>>
<<if $ThoSeen>>
<<flash "Ghost unlocked: Addison Marlowe (you)">>
<<else>>
<<flash "Ghost unlocked: (You)">>
<</if>>
<</if>>
<<if $Corruption is 0>>
<<if $Random lte 3>>
<p class="passage-text">@@.youspeech;//A mirror that functions?//@@ you are surprised by the fact you can finally inspect yourself. @@.youspeech;//I remember my face and body, but it feels more like a dream. However, I am now sure my dream was quite accurate.//@@ Your long black hair and your pale skin are reflected in your eyes. @@.youspeech;//I don’t want to be such a girl, one with an attitude paired with arrogance, but I look stunning, if not beautiful.//@@ Your hands glide over your body and you feel your soft skin. @@.youspeech;//Alright, I have enjoyed myself long enough, I should <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@</p>
<<elseif $Random gt 3 && $Random lte 6>>
<p class="passage-text">@@.youspeech;//I can see myself in this mirror?//@@ Perplexed by the reflection of yourself, you stand frozen in front of the glass. @@.youspeech;//I love my clothes, I knew I had a taste for fashion.//@@ You pull on the little strings and you feel how it tightens your dress. @@.youspeech;//My God, I look stunning…//@@ You never expected to find a ‘normal’ mirror in this place, let alone expect you are a beautiful young woman. You <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> after you have gazed enough at your own image.</p>
<<elseif $Random gte 7>>
<p class="passage-text">@@.youspeech;//This is me, and there is nothing I can change about it.//@@ You smile as this thought runs through your head. It’s a positive one since you are happy with your looks. @@.youspeech;//I vaguely remember how I looked before this sleepover, but I do have some slight bags under my eyes. Maybe because I haven’t slept in ages?//@@ You touch your face, you feel how smooth it is. @@.youspeech;//Time to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>. I can’t stand here forever, can I?//@@</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $Corruption gte 1>>
<<if $Corruption is 1>>
<<run $("html").addClass("corruption1")>>
<<if $CorruptionChecker1>>
<p class="passage-text">Remorsefully, you look into the mirror; you feel odd as if a piece of your soul got snapped off. @@.youspeech;//This is you, a young woman, who got a child killed…//@@ You think while the feeling of crying is building up. You can’t seem to shed a tear as if it was impossible for you to express your feelings physically. @@.youspeech;//I don’t feel that beautiful anymore,//@@ you continue, @@.youspeech;//I should <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror behind and stop staring at this child murderer.//@@</p>
<<elseif $CorruptionChecker2>>
<p class="passage-text">Remorsefully, you look into the mirror; you feel odd as if a piece of your soul got snapped off. @@.youspeech;//This is you, a young woman, who got a man killed…//@@ You think while the feeling of crying is building up. You can’t seem to shed a tear as if it was impossible for you to express your feelings physically. @@.youspeech;//I don’t feel that beautiful anymore,//@@ you continue, @@.youspeech;//I should <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror behind and stop staring at this cold-blooded killer.//@@</p>
<<elseif $CorruptionChecker3>>
<p class="passage-text">Remorsefully, you look into the mirror; you feel odd as if a piece of your soul got snapped off. @@.youspeech;//This is you, a young woman, who got a mother killed…//@@ You think while the feeling of crying is building up. You can’t seem to shed a tear as if it was impossible for you to express your feelings physically. @@.youspeech;//I don’t feel that beautiful anymore,//@@ you continue, @@.youspeech;//I should <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror behind and stop staring at this thing that took a child's mother.//@@</p>
<<elseif $CorruptionChecker4>>
<p class="passage-text">Remorsefully, you look into the mirror; you feel odd as if a piece of your soul got snapped off. @@.youspeech;//This is you, a young woman, who got a man killed…//@@ You think while the feeling of crying is building up. You can’t seem to shed a tear as if it was impossible for you to express your feelings physically. @@.youspeech;//I don’t feel that beautiful anymore,//@@ you continue, @@.youspeech;//I should <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror behind and stop staring at this murderer.//@@</p>
<</if>>
<<elseif $Corruption is 2>>
<<run $("html").addClass("corruption2")>>
<<if $CorruptionChecker1 && $CorruptionChecker2>>
<p class="passage-text">@@.youspeech;//I feel strange, because of me, both Lily and Ikey died,//@@ you think while you stare into your own reflection, you continue, @@.youspeech;//I look odd, as if the corruption started spreading on my once beautiful face.//@@ Your hands glide over the soft skin of your profile, but there is no smile. @@.youspeech;//Maybe it’s just the mirror, which is slowly deteriorating, like the basement is.//@@</p>
<p class="passage-text">@@.youspeech;//I murdered an innocent man and got a child killed.//@@ You don’t feel like crying. It feels empty and dark within your mind. @@.youspeech;//Stop staring into the mirror. There is nothing to see but a murderer,//@@ you whisper to yourself moments before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the thing behind.</p>
<<elseif $CorruptionChecker1 && $CorruptionChecker3>>
<p class="passage-text">@@.youspeech;//I feel strange, because of me, both Lily and her mother died,//@@ you think while you stare into your own reflection, you continue, @@.youspeech;//I look odd, as if the corruption started spreading on my once beautiful face.//@@ Your hands glide over the soft skin of your profile, but there is no smile. @@.youspeech;//Maybe it’s just the mirror, which is slowly deteriorating, like the basement is.//@@</p>
<p class="passage-text">@@.youspeech;//I murdered them both, atleast they are together where ever they are.//@@ You don’t feel like crying. It feels empty and dark within your mind. @@.youspeech;//Stop staring into the mirror. There is nothing to see but a cold-blooded killer,//@@ you whisper to yourself moments before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the thing behind.</p>
<<elseif $CorruptionChecker1 && $CorruptionChecker4>>
<p class="passage-text">@@.youspeech;//I feel strange, because of me, both Lily and the man died,//@@ you think while you stare into your own reflection, you continue, @@.youspeech;//I look odd, as if the corruption started spreading on my once beautiful face.//@@ Your hands glide over the soft skin of your profile, but there is no smile. @@.youspeech;//Maybe it’s just the mirror, which is slowly deteriorating, like the basement is.//@@</p>
<p class="passage-text">@@.youspeech;//I murdered more than one innocent human.//@@ You don’t feel like crying. It feels empty and dark within your mind. @@.youspeech;//Stop staring into the mirror. There is nothing to see but a killer,//@@ you whisper to yourself moments before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the thing behind.</p>
<<elseif $CorruptionChecker2 && $CorruptionChecker3>>
<p class="passage-text">@@.youspeech;//I feel strange, because of me, both the woman and Ikey died,//@@ you think while you stare into your own reflection, you continue, @@.youspeech;//I look odd, as if the corruption started spreading on my once beautiful face.//@@ Your hands glide over the soft skin of your profile, but there is no smile. @@.youspeech;//Maybe it’s just the mirror, which is slowly deteriorating, like the basement is.//@@</p>
<p class="passage-text">@@.youspeech;//I murdered an innocent man and got a mother killed.//@@ You don’t feel like crying. It feels empty and dark within your mind. @@.youspeech;//Stop staring into the mirror. There is nothing to see but a murderer and a woman who orphaned a child,//@@ you whisper to yourself moments before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the thing behind.</p>
<<elseif $CorruptionChecker2 && $CorruptionChecker4>>
<p class="passage-text">@@.youspeech;//I feel strange, because of me, both men died,//@@ you think while you stare into your own reflection, you continue, @@.youspeech;//I look odd, as if the corruption started spreading on my once beautiful face.//@@ Your hands glide over the soft skin of your profile, but there is no smile. @@.youspeech;//Maybe it’s just the mirror, which is slowly deteriorating, like the basement is.//@@</p>
<p class="passage-text">@@.youspeech;//I murdered more than one human being.//@@ You don’t feel like crying. It feels empty and dark within your mind. @@.youspeech;//Stop staring into the mirror. There is nothing to see but a murderer,//@@ you whisper to yourself moments before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the thing behind.</p>
<<elseif $CorruptionChecker3 && $CorruptionChecker4>>
<p class="passage-text">@@.youspeech;//I feel strange, because of me, both mom and the man died,//@@ you think while you stare into your own reflection, you continue, @@.youspeech;//I look odd, as if the corruption started spreading on my once beautiful face.//@@ Your hands glide over the soft skin of your profile, but there is no smile. @@.youspeech;//Maybe it’s just the mirror, which is slowly deteriorating, like the basement is.//@@</p>
<p class="passage-text">@@.youspeech;//I murdered a mother and I murdered a man.//@@ You don’t feel like crying. It feels empty and dark within your mind. @@.youspeech;//Stop staring into the mirror. There is nothing to see but a bad person,//@@ you whisper to yourself moments before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the thing behind.</p>
<</if>>
<<elseif $Corruption is 3>>
<<run $("html").addClass("corruption3")>>
<<if $CorruptionChecker1 && $CorruptionChecker2 && $CorruptionChecker3>>
<p class="passage-text">@@.youspeech;//What is happening to me…?//@@ you think while you touch your face. @@.youspeech;//I am cold, and my skin feels like porcelain.//@@ Your eyes glide over your own body, they fixate on the black veins and the corruption surrounding your aura. @@.youspeech;//I think death is changing me. It’s altering my body and mind.//@@ You step closer to the mirror and you try to look at the young woman, but you can’t seem to recognize her.</p>
<p class="passage-text">@@.youspeech;//Should I feel sad? Should I worry or cry? It feels good…//@@ You pause for a moment, scared of the thought that ran through your head just now. @@.youspeech;//It feels good to have killed.//@@ You are confused, unsure what is happening, you reflect on the situation.</p>
<p class="passage-text">@@.youspeech;“I killed a child and her mother,”@@ you say to your reflection, @@.youspeech;“and I killed the man who called himself Ikey, in the attic.”@@ The reflection is static. Unlike the other mirror in the library, this might be a normal one. You want to punish yourself, you want to plunge your fist into your own image, but again, it feels good they have died at your hands as if it cleared your thoughts. You feel conflicted; this state of mind is hurting you, you want to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror to hide from yourself.</p>
<<elseif $CorruptionChecker2 && $CorruptionChecker3 && $CorruptionChecker4>>
<p class="passage-text">@@.youspeech;//What is happening to me…?//@@ you think while you touch your face. @@.youspeech;//I am cold, and my skin feels like porcelain.//@@ Your eyes glide over your own body, they fixate on the black veins and the corruption surrounding your aura. @@.youspeech;//I think death is changing me. It’s altering my body and mind.//@@ You step closer to the mirror and you try to look at the young woman, but you can’t seem to recognize her.</p>
<p class="passage-text">@@.youspeech;//Should I feel sad? Should I worry or cry? It feels good…//@@ You pause for a moment, scared of the thought that ran through your head just now. @@.youspeech;//It feels good to have killed.//@@ You are confused, unsure what is happening, you reflect on the situation.</p>
<p class="passage-text">@@.youspeech;“I killed a mother,”@@ you say to your reflection, @@.youspeech;“and I killed the man in the study together with Ikey in the attic.”@@ The reflection is static. Unlike the other mirror in the library, this might be a normal one. You want to punish yourself, you want to plunge your fist into your own image, but again, it feels good they have died at your hands as if it cleared your thoughts. You feel conflicted; this state of mind is hurting you, you want to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror to hide from yourself.</p>
<<elseif $CorruptionChecker1 && $CorruptionChecker3 && $CorruptionChecker4>>
<p class="passage-text">@@.youspeech;//What is happening to me…?//@@ you think while you touch your face. @@.youspeech;//I am cold, and my skin feels like porcelain.//@@ Your eyes glide over your own body, they fixate on the black veins and the corruption surrounding your aura. @@.youspeech;//I think death is changing me. It’s altering my body and mind.//@@ You step closer to the mirror and you try to look at the young woman, but you can’t seem to recognize her.</p>
<p class="passage-text">@@.youspeech;//Should I feel sad? Should I worry or cry? It feels good…//@@ You pause for a moment, scared of the thought that ran through your head just now. @@.youspeech;//It feels good to have killed.//@@ You are confused, unsure what is happening, you reflect on the situation.</p>
<p class="passage-text">@@.youspeech;“I killed a mother and her child,”@@ you say to your reflection, @@.youspeech;“and I killed the man in the study, almost as if I killed a little family of three.”@@ The reflection is static. Unlike the other mirror in the library, this might be a normal one. You want to punish yourself, you want to plunge your fist into your own image, but again, it feels good they have died at your hands as if it cleared your thoughts. You feel conflicted; this state of mind is hurting you, you want to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror to hide from yourself.</p>
<<elseif $CorruptionChecker1 && $CorruptionChecker2 && $CorruptionChecker4>>
<p class="passage-text">@@.youspeech;//What is happening to me…?//@@ you think while you touch your face. @@.youspeech;//I am cold, and my skin feels like porcelain.//@@ Your eyes glide over your own body, they fixate on the black veins and the corruption surrounding your aura. @@.youspeech;//I think death is changing me. It’s altering my body and mind.//@@ You step closer to the mirror and you try to look at the young woman, but you can’t seem to recognize her.</p>
<p class="passage-text">@@.youspeech;//Should I feel sad? Should I worry or cry? It feels good…//@@ You pause for a moment, scared of the thought that ran through your head just now. @@.youspeech;//It feels good to have killed.//@@ You are confused, unsure what is happening, you reflect on the situation.</p>
<p class="passage-text">@@.youspeech;“I killed a child and destroyed a mother her soul,”@@ you say to your reflection, @@.youspeech;“and I killed the man in the study together with Ikey in the attic.”@@ The reflection is static. Unlike the other mirror in the library, this might be a normal one. You want to punish yourself, you want to plunge your fist into your own image, but again, it feels good they have died at your hands as if it cleared your thoughts. You feel conflicted; this state of mind is hurting you, you want to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the mirror to hide from yourself.</p>
<</if>>
<<elseif $Corruption is 4>>
<<run $("html").addClass("corruption4")>>
<<if ndef $hiddenQuest>>
<<set $hiddenQuest = true>>
<<flash "Hidden sidequest completed: Animus Perditus">>
<</if>>
<<if $CorruptionChecker1 && $CorruptionChecker2 && $CorruptionChecker3 && $CorruptionChecker4>>
<<ctp "CorruptionMirror" nobr>>
<<set _ctp to CTP.getCTP("CorruptionMirror")>>
<p class="passage-text">@@.youspeech;//My reflection…?//@@ You stop there, your mind freezes, and you just stare, your own eyes hold you hostage. @@.youspeech;//I feel corrupted, I feel dirty, I feel broken…//@@ The reflection seems distorted, your veins are black and the white threads spreading throughout the mirror seem to have infected you.</p>
<<set _nextText to "\“I killed them?\”">>
<<ctpNext t8n>>
<p class="passage-text">You don’t feel bad, nor do you feel ashamed of yourself. Deep down inside you, the last trace of light was stepped on. It was destroyed. @@.youspeech;//I want to kill again, I want to feel something again.//@@ You want to fill the void within you, but nothing could satisfy it, only the gruesome act of taking something’s life.</p>
<<set _nextText to "\“Who am I?\”">>
<<ctpNext t8n>>
<p class="passage-text">You know you are you, but the young, beautiful woman died. It gave rise to an empty shell whose mind became conflicted. Coldness is the only thing you can perceive. Everything else seems to have faded away. @@.youspeech;//What have I done? I want to take more, I need to take more.//@@</p>
<<set _nextText to "Give in.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Only if I take their lives they can be free,”@@ you whisper. The reflection smiles at you. Startled, you feel your own face, @@.youspeech;//did I smile at the thought of killing?//@@ Your head burns and your eyes are sore, you can’t stand the confrontation with yourself anymore, you need to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "CorruptionMirror">>
<</button>>
<</if>>
<</ctp>>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<ctp "DogHelp" nobr>>
<<set _ctp to CTP.getCTP("DogHelp")>>
<p class="passage-text">You approach the dog. Your hand shivers and you try to keep your focus. @@.youspeech;//If I know anything about this demon pretending to be a dog, I am sure of the fact it dislikes being touched,//@@ you think. @@.youspeech;“Buddy, I know you have some sort of tendency to kill humans, things, and whatnot, but please try to bear with me…”@@</p>
<<set _nextText to "Kneel next to the critter">>
<<ctpNext t8n>>
<p class="passage-text">The dog is drooling over the floor and it’s breathing fast. It’s clearly in stress and you don’t know how it will react if it is being released from the heavyweight on its body. However, deep down you feel something, you can’t explain the feeling, but every ghost in this otherworldly place seems only dangerous if a rule is broken. Outside of the rules, they seem peaceful.</p>
<<set _nextText to "Push the television">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//Peaceful and harmless shouldn’t be confused,//@@ you reason, @@.youspeech;//those who are peaceful could hurt others, but they choose to not hurt anyone.//@@ You look at the dog and push the television, well knowing that the dog could kill you any moment. Before the broken device even hits the floor, the dog stood up. It left the basement. Perplexed by the fact it truly didn’t kill you, you think, @@.youspeech;//deep inside the demon, there must be a dog left…//@@ Minutes later, you also <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the basement.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "DogHelp">>
<</button>>
<</if>>
<</ctp>><<set $NotHelpedTheDog to true>>
<<ctp "DogNoHelp" nobr>>
<<set _ctp to CTP.getCTP("DogNoHelp")>>
<p class="passage-text">The dog whines even more than when you first stepped into the basement moments ago. You can clearly see that it’s in much pain and you should’ve helped him. @@.youspeech;“I will not take the gamble. The chances of me ending up between those teeth are larger than the chances of you acting like a dog,”@@ you say to the weakened beast.</p>
<<set _nextText to "Leave the Basement">>
<<ctpNext t8n>>
<p class="passage-text">Just before you leave, you look back.
<<if $CorruptionChecker1>>
@@.youspeech;“Things have died before because of me, an innocent child did, so a dog shouldn’t be that bad…”@@
<<elseif $CorruptionChecker2>>
@@.youspeech;“I have killed the man in the attic. I think leaving the dog for death isn’t any worse…”@@
<<elseif $CorruptionChecker3>>
@@.youspeech;“Maybe I should take my chances and kill the dog, just like I did with mom. At least it wouldn’t be able to kill me anymore.”@@
<<elseif $CorruptionChecker4>>
@@.youspeech;“I killed the man without hesitation. Maybe I should end the suffering and kill the dog too?”@@
<<else>>
@@.youspeech;“Maybe I should've helped it?”@@
<</if>>
Either way, you decide to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> before it escapes by itself.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "DogNoHelp">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">As you walk into the hallway, you can see the dog standing right in front of you. @@.youspeech;“Hey, buddy… I see you got yourself unstuck…?”@@ You say as you slowly back up. With every step you take, the dog also takes a step. You became its prey because you left it for dead, and nothing will stop it from hunting you down.</p>
<p class="passage-text">The dog snarls and leaps towards you, penetrating your skin with the sharp fangs aligned in its mouth. Blood splashes all over your face as you feel your body being dragged <<link "into the basement" 'dead37'>><<deadcount 37>><</link>>.</p><<if $Statue && ndef $Statue2>>
<p class="passage-text">Between the junk on the ground, you suddenly notice a paper laying on top of a box. You could look at it?</p>
<</if>><<lb>>
<<if $Statue2>>
look at it
<<else>>
<<link "look at it">>
<<update>>
<<flash "Curio updated: The dragon statue">>
<<set $Statue2 = true>>
<</link>>
<</if>>
<</lb>><<if $CountMirrorConservatoryC2V is 1>>
<p class="passage-text">There is no beautiful light in the conservatory anymore, just a gloomy glow makes the room appear lit. You have been in the conservatory before, but it didn’t have a door to the outside world then. You question yourself whether it’s a trap or if it’s a genuine way of going into the garden. The place has been corrupted and everything looks decaying, except for a shiny <<include "KnifeCrow">> in the middle of a table. You hear a gently pattering rain sound, and you feel a sensation of ‘lightning running through your veins’, you can’t seem to think of a better explanation for this feeling, but it’s a feeling that something is off about the room. @@.youspeech;//This place used to feel safe and happy. Now I only have an urge to leave to the <<link "hallway" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@</p>
<<include "MirrorConservatoryC2Door">>
<<elseif $CountMirrorConservatoryC2V is 2>>
<p class="passage-text">The conservatory makes you feel jumpy, but it’s rather peaceful inside of it. Unlike its counterpart outside of the mirror, there is no beautiful light creating astonishing patterns on the ground or walls, just a gloomy candlelight keeping you company. The place has been corrupted and everything looks decaying, except for a shiny <<include "KnifeCrow">> in the middle of a table. Besides the unique <<include "KnifeCrow">> you also see something of what you assume to be a door, one towards the garden. You wish to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, for you feel slightly light-headed after staring in the darkness for too long.</p>
<<include "MirrorConservatoryC2Door">>
<<elseif $CountMirrorConservatoryC2V gte 3>>
<p class="passage-text">@@.youspeech;//I wish there was less darkness around me in this place. I wonder why there is…?//@@ You think as you gaze upon a rather thick black fog surrounding the conservatory. You feel little and weak while confliction is settling into your mind. Before it clasps you, you close your eyes for a moment. @@.youspeech;“Alright, I shouldn’t be peeking for too long into the outside world,”@@ you say to yourself. After you open your eyes, you focus on the one shiny object in the room, a shiny <<include "KnifeCrow">> in the middle of a table. It seems to be capable of reflecting the few light particles protruding from the darkness. You wish to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, for you feel slightly light-headed after staring in the darkness for too long.</p>
<<include "MirrorConservatoryC2Door">>
<</if>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>><p class="passage-text">@@.youspeech;//I am back inside?//@@ You think as you step into the conservatory. The weird feeling you had earlier while inside this room has completely vanished and you feel rather safe and sound, just like in the conservatory on the other side of the mirror. You look back and see how a dense black fog is creeping into the conservatory but is evaporating the moment it gets further inside than a few inches. You could <<link "run around the house" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> in search of something, unsure what, or you could <<link "leave to the outside" 'MirrorShedC2'>><<roomcount "MirrorShedC2">><<set $Insanity += random(1, 4)>><</link>> again, knowing there is a straightforward way in.</p>
<p class="passage-text">@@.youspeech;“This felt too easy, there should be more to it…”@@ You reason as entering or leaving through the door seems too good to be true.</p><<if $KnifeCrow>>
knife<<else>>
<<if $TalkCrow>>
<<link "knife" 'MirrorConservatoryC2'>>
<<set $CrowKnifeEvent to true>>
<<set $CountCurios2 += 1>>
<<set $KnifeCrow = true>>
<<flash "Quest updated: Murderous crow">>
<<flash "Curio unlocked: The shiny knife">>
<</link>>
<<else>>
knife<</if>>
<</if>><<if $ExitWindow>>
<p class="passage-text">The door of the conservatory is gently letting in some of the thick dark fog, you could venture through it to go to the <<link "Shed" 'MirrorShedC2'>><<roomcount "MirrorShedC2">><<set $Insanity += random(1, 4)>><</link>>?</p>
<</if>><<if $CountMirrorFridgeC2V is 1>>
<p class="passage-text">@@.youspeech;//I wonder what’s inside the fridge,”//@@ you think as you open it. You have opened it countless times before, always finding the same rotten food. As you open the fridge, you expected a cold rush of air to blow into your face. To your surprise there wasn’t any chilling condensation slamming against your cheeks, you questionably think, @@.youspeech;//the fridge seems to be unpowered?//@@</p>
<p class="passage-text">All that is left is some rotten food and a somehow perfectly preserved cake. Drawn to the white glazing you give it a quick touch, the cake wobbles in place, @@.youspeech;//huh? Weird… I have seen movies in which things as Twinkies seem to withstand everything. Maybe it wasn’t a lie after all?//@@ You <<link "close the fridge" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> since it gives you a weird feeling.</p>
<<elseif $CountMirrorFridgeC2V is 2>>
<p class="passage-text">You find yourself in front of the fridge again. @@.youspeech;//Last time I was here I saw a cake which wasn’t rotting. I wonder if it’s still there.//@@ Quickly you open the door and a warm nauseating smell leaves the inside. It’s the smell you get when you open a dumpster. It even makes you tear, for the stench is affecting your sight.</p>
<p class="passage-text">After wiping your eyes dry with your hands you immediately spot the white glazed cake again. @@.youspeech;//Maybe I should <<link "take a bite" "dead33">><<deadcount 33>><</link>>? Surely it can’t be that bad? Can it?//@@ Contemplating whether you should nibble on the lost brother of a Twinkie or <<link "leave the fridge" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, you hear mom cutting something behind you.</p>
<<elseif $CountMirrorFridgeC2V is 3>>
<p class="passage-text">Mom stands behind you and whispers into your ear, @@.themspeech;“dear, could you hand me the meat?”@@ You still feel frightened to look into her eyes but you turn around and say, @@.youspeech;“sure,”@@ while staring into two voids. With a crackling sound, the fridge opens, and the stench makes you silently gag. There is no meat in the fridge, you conclude, after searching through the rotten and decaying things.</p>
<p class="passage-text">You turn around and want to tell her you didn’t find the meat, she simply answers @@.themspeech;“I know, you already gave it to me, remember?”@@ Creeped out by what she says you want to <<link "leave the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>. Before you close the fridge you see the cake again, @@.youspeech;//Maybe <<link "a single bite" "dead33">><<deadcount 33>><</link>> couldn’t hurt? It seems so sweet and nice.//@@</p>
<<elseif $CountMirrorFridgeC2V gte 4>>
<p class="passage-text">As you open the fridge and the stench makes you almost vomit, you hear mom whispering into your ear, @@.themspeech;“I made that cake for her, we wanted to celebrate her birthday in peace together, no more pain.”@@ You stare at the beautiful white glazed cake, which looks tasty and above all, not inedible.</p>
<p class="passage-text">You reach with your hand into the fridge, @@.youspeech;//why would <<link "a simple bite" "dead33">><<deadcount 33>><</link>> hurt me?//@@ You think. Mom, her hands are dancing over your shoulders as you feel her breath on your neck. It smells just like the inside of the fridge. With a distorted voice she says @@.themspeech;“come on sweety, take a bite, it’s her birthday cake, wouldn’t you want to celebrate such a thing?”@@ You feel scared and want to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, but <<link "a simple bite" "dead33">><<deadcount 33>><</link>> couldn’t hurt. Mom even implies that it should be eaten as a celebration.</p>
<<else>>
<<include "BugFound">>
<</if>><<if ndef $MomSeenC2>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: Mom">>
<<include "GhostCountNotifier2">>
<<set $MomSeenC2 to true>>
<</if>>
<<if $MomDead>>
<<if $Random gte 8>>
<<set $MomKills to false>>
<<set _TimedSeconds to random(15, 25)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $MomKills to true>>
<<replace "#MomKillsYouTwo">>Suddenly you feel your back getting warm, blood spreads around you on the kitchen floor. You look up and see that mom is smiling, you are sure she wasn't when you entered the kitchen. You <<link "drop to your knees" 'dead35'>><<deadcount 35>><</link>> because your body feels heavy. <</replace>>
<</timed>>
<</silently>>
<p class="passage-text" id="MomKillsYouTwo">
<<first>>
You enter the kitchen and you see mom standing in front of the counter; you see yourself laying on the kitchen floor, while blood flows out of your body. @@.youspeech;//Why am I laying death on the floor…?//@@ You question yourself. Mom seems frozen in her place, you are certain you killed her. <<link "leave the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> for now.
<<finally>>
Again you enter the kitchen and you see mom standing in front of the counter; you see yourself laying on the kitchen floor, while blood flows out of your body. @@.youspeech;//I don't think I should stay here,//@@ you think to yourself. Mom seems frozen in her place, you are certain you killed her, @@.youspeech;//how is mom still standing...?//@@ <<link "leave the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> for now.
<</first>>
</p>
<<else>>
<p class="passage-text">You enter the kitchen and you see mom standing in front of the counter. Last time you killed her by boiling her alive with her own brew, she couldn’t be happy about that. @@.youspeech;//Something is off,//@@ you think. Mom doesn’t seem to move, nor does she seem to respond to your presence. @@.youspeech;//Is she frozen?//@@ You think.</p>
<p class="passage-text">You could quietly walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> while trying to not awken her if that's even possible. @@.youspeech;//I wonder why she is frozen like this?//@@ You think. Maybe <<link "leaving the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> is the best option. Right before you leave you contemplate whether to take a <<link "quick bite" 'dead34'>><<deadcount 34>><</link>> or not since the leftovers do look tasty.</p>
<<include "MirrorMausoleumC2ShadowHunt">>
<</if>>
<<elseif $MomAlive>>
<<set $MomKills to false>>
<<set _TimedSeconds to random(15, 25)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $MomKills to true>>
<<replace "#MomKillsYouTwo">>
<p class="passage-text">As you moved around the kitchen, you stepped on something. It felt like a cracker, but you look down and see the carcass of a mouse rotting away on the floor. Mom also hears the sound of bones breaking, and she is all too familiar with this sound. She turns around and her soulless eyes hold your gaze captive.</p>
<p class="passage-text">@@.themspeech;“You, you, I will give you a fate beyond pain and death,”@@ she screams as she grabs her knife. You try to run away, but you trip over something. As you crawl further, you can see a body lying next to you. You are shocked by the fact it’s a copy of you. Mom steps on your ankles and kneels on top of you. @@.themspeech;“Did you think you could <<link "outrun" 'dead35'>><<deadcount 35>><</link>> me?”@@</p><</replace>>
<</timed>>
<</silently>>
<div id="MomKillsYouTwo">
<<first>>
<p class="passage-text">You know you shouldn’t enter the kitchen anymore, since mom isn’t happy about the fact you got her child killed. For that reason, you silently step into the room, which is covered in the smell of cooked meat. Mom doesn’t notice you, but you feel too afraid to walk to the fridge.</p>
<p class="passage-text">On the kitchen counter, you see some pieces of meat lying around. They look insanely tasty. You could take a <<link "quick bite" 'dead34'>><<deadcount 34>><</link>>. @@.youspeech;//I doubt mom will hear me if a take some tender meat.//@@</p>
<p class="passage-text">You look at the poor woman whose child you have taken to the afterlife. @@.youspeech;//Afterlife in this place means something else than simply dying, but Lily is gone, and that means something.//@@ The best option might be to <<link "leave" 'MirrorMainHallDownC2'>><</link>>. You see something lying in the corner, uncertain what it is, you ignore it.</p>
<<finally>>
<p class="passage-text">Again, you want to enter the kitchen. You know you shouldn’t enter the kitchen anymore, since mom isn’t happy about the fact you got her child killed. For that reason, you silently step into the room, which is covered in the smell of cooked meat. Mom doesn’t notice you, but you feel too afraid to walk to the fridge.</p>
<p class="passage-text">On the kitchen counter, you see some pieces of meat lying around. They look insanely tasty. You could take a <<link "quick bite" 'dead34'>><<deadcount 34>><</link>>. @@.youspeech;//I doubt mom will hear me if a take some tender meat.//@@</p>
<p class="passage-text">You look at the poor woman whose child you have taken to the afterlife. @@.youspeech;//Afterlife in this place means something else than simply dying, but Lily is gone, and that means something.//@@ The best option might be to <<link "leave" 'MirrorMainHallDownC2'>><</link>>. You see something lying in the corner, uncertain what it is, you ignore it.</p>
<</first>>
</div>
<<elseif $LilyDead && $CountMirrorKitchenC2V is 1>>
<<if ndef $TalkMom>>
<<flash "Subquest started: Bad news">>
<<set $TalkMom = true>>
<</if>>
<<ctp "NotMetMomButKilledLily" nobr>>
<<set _ctp to CTP.getCTP("NotMetMomButKilledLily")>>
<p class="passage-text">Drawn to the kitchen for some reason, you enter it. Mom is standing there cooking and cutting meat, as always. You look at your wristwatch and notice how it’s an odd time for her to be cooking. Normally she wouldn’t cook around this hour. Suddenly the chopping sound stops and she turns around. @@.themspeech;“It’s his and your fault,”@@ she says with an icy chill in her voice.</p>
<<set _nextText to "\“What is…?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“The moment she died I felt it, I felt it, I felt it,”@@ she frantically screams. @@.themspeech;“Mothers have a connection beyond what you would expect with their child, and you ruthlessly let Lily die.”@@ Perplexed, you stand frozen to your ground, searching for an explanation or something to calm her down.</p>
<<set _nextText to "\“Please, I didn’t do it on purpose!\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Oh, you did, everything has a reason, and you shall die for it, I shall personally send you to hell itself,”@@ mom says. She grabs a knife and continues, @@.themspeech;“first he tricked us, into buying this house. He knew it was a place of corruption, a piece representing the opposite of paradise. Now you let her die.”@@ She creeps closer and her eyes make you feel dizzy.</p>
<<set _nextText to "\“Don’t you see it? We can’t die?\”">>
<<ctpNext t8n>>
<p class="passage-text">Mom stops for a moment and you see her reasoning about what you just said. @@.themspeech;“We know, we truly know.”@@ Her voice seems darker as if there were multiple beings speaking at the same time. @@.themspeech;“We can however make you suffer a fate beyond pain.”@@</p>
<p class="passage-text"><<link "Run" 'MirrorMomRun'>><</link>> or <<link "fight back" 'MirrorKillMom'>><</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "NotMetMomButKilledLily">>
<</button>>
<</if>>
<</ctp>>
<<elseif $LilyDead>>
<<if ndef $TalkMom>>
<<flash "Subquest started: Bad news">>
<<set $TalkMom = true>>
<</if>>
<<ctp "MetMomButKilledLily" nobr>>
<<set _ctp to CTP.getCTP("MetMomButKilledLily")>>
<p class="passage-text">Drawn to the kitchen for some reason, you enter it. Mom is standing there cooking and cutting meat, as always. You look at your wristwatch and notice how it’s an odd time for her to be cooking. Normally she wouldn’t cook around this hour. Suddenly the chopping sound stops and she turns around. @@.themspeech;“It’s his and your fault,”@@ she says with an icy chill in her voice.</p>
<<set _nextText to "\“What is…?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“The moment she died I felt it, I felt it, I felt it,”@@ she frantically screams. @@.themspeech;“Mothers have a connection beyond what you would expect with their child, and you ruthlessly let Lily die.”@@ Perplexed, you stand frozen to your ground, searching for an explanation or something to calm her down.</p>
<<set _nextText to "\“Please, I didn’t do it on purpose!\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Oh, you did, everything has a reason, and you shall die for it, I shall personally send you to hell itself,”@@ mom says. She grabs a knife and continues, @@.themspeech;“first he tricked us, into buying this house. He knew it was a place of corruption, a piece representing the opposite of paradise. Now you let her die.”@@ She creeps closer and her eyes make you feel dizzy.</p>
<<set _nextText to "\“Don’t you see it? We can’t die?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I know, we are in limbo, but I trusted you, and you betrayed me.”@@ Her voice becomes deeper and darker as if there were multiple beings speaking at the same time. @@.themspeech;“Do know that we can make you suffer something beyond pain, if only I had your body.”@@</p>
<<set _nextText to "\“My body?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Oh stupid, naïve thing, you know nothing, yet you got so far.”@@ Startled by what mom is saying, you feel the fight-or-flight response kick in.</p>
<p class="passage-text"><<link "Run" 'MirrorMomRun'>><</link>> or <<link "fight back" 'MirrorKillMom'>><</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MetMomButKilledLily">>
<</button>>
<</if>>
<</ctp>>
<<elseif $LilyAlive>>
<p class="passage-text">You enter the kitchen, and mom was already pre-staring at the door. Her eyes draw you closer. @@.themspeech;“Take some meat sweety, Lily is fond of it, so I think you must be too.”@@ She puts a plate on the counter. @@.youspeech;“Freshly made, like Lily always loved it,”@@ she says as she watches you closely.</p>
<p class="passage-text">You don’t feel hungry, but you have eaten little since you started the sleepover. @@.youspeech;//<<link "One bite" 'dead34'>><<deadcount 34>><</link>> shouldn’t hurt, should it? Mom made it fresh, and the fire is burning high, so it’s rather overcooked than undercooked.//@@</p>
<p class="passage-text">You could <<link "talk to mom" 'MirrorMomFourthTalkC2'>><<set $Insanity += random(1, 4)>><</link>>, and learn more about why she is here. Or you could walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> without disturbing her. @@.youspeech;//I wonder how she looked before we got stuck here, since I have a slight feeling that our fates don’t differ that much.//@@ You think. You also feel like going back to <<link "the hallway" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>. Mom gives you goosebumps, and not the positive ones.</p>
<<include "MirrorMausoleumC2ShadowHunt">>
<<elseif $CountMirrorKitchenC2V is 1>>
<<first>>
<p class="passage-text">The same smell of meat enters your nostrils as you enter the kitchen. You look at your wristwatch, but something is off about the time. @@.youspeech;//Usually around this time there shouldn’t be anyone in the kitchen, not even mom, yet there she stands next to the knife block. Maybe the watch needs a new battery?//@@</p>
<p class="passage-text">Two voids stare back at you. Her face seems beyond corrupted and she no longer is a shadow but rather a walking corpse. Instinctively you take two steps back, for her appearance scares you.</p>
<p class="passage-text">You could <<link "talk to mom" 'MirrorMomFirstTalkC2'>><<set $Insanity += random(1, 4)>><</link>>, because she seems to whistle a soothing tune. Or you could quietly walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> while trying to not disturb her. @@.youspeech;//I wonder how she looked before we got stuck here, since I have a slight feeling that our fates don’t differ that much.//@@ You think. Maybe <<link "leaving the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> is the best option.</p>
<<finally>>
<p class="passage-text">You hear the sound of cooking. You look at your wristwatch, but something is still off about the time. @@.youspeech;//Usually around this time there shouldn’t be anyone in the kitchen, not even mom, yet there she stands next to the knife block. Maybe the watch needs a new battery?//@@</p>
<p class="passage-text">Her face is a surreal version of a living corpse. You try to ignore it before you offend her.</p>
<p class="passage-text">You could <<link "talk to mom" 'MirrorMomFirstTalkC2'>><<set $Insanity += random(1, 4)>><</link>>, because she seems to whistle a soothing tune. Or you could quietly walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> while trying to not disturb her. @@.youspeech;//I wonder how she looked before we got stuck here, since I have a slight feeling that our fates don’t differ that much.//@@ You think. Maybe <<link "leaving the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> is the best option.</p>
<</first>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<elseif $CountMirrorKitchenC2V is 2>>
<<first>>
<p class="passage-text">Right before you enter the kitchen you can already hear someone walking around inside of it. As you expected you see mom standing next to the pots, which are sizzling, after you opened the door. Normally she wouldn’t react right away, but she says with a gentle voice, @@.themspeech;“sweety, if you’re hungry feel free to try some of the food I made, she always loved it, so I think you will enjoy it too!”@@</p>
<p class="passage-text">On the kitchen counter, you can see some freshly cooked meat. You feel obliged to take a <<link "quick bite" 'dead34'>><<deadcount 34>><</link>>, and maybe indeed enjoy something nice, as she said.</p>
<p class="passage-text">You could <<link "talk to mom" 'MirrorMomSecondTalkC2'>><<set $Insanity += random(1, 4)>><</link>>, because she seems to whistle a soothing tune. Or you could quietly walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> while trying to not disturb her. @@.youspeech;//I wonder how she looked before we got stuck here, since I have a slight feeling that our fates don’t differ that much.//@@ You think. Maybe <<link "leaving the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> is the best option.</p>
<<finally>>
<p class="passage-text">You enter the kitchen, and mom was already pre-staring at the door. Her eyes draw you closer. @@.themspeech;“Take some meat sweety, she is fond of it, so I think you must be too.”@@ As you hear her bones crunching on the joints, if she even has joints, she puts a plate on the counter. @@.themspeech;“Freshly made, like she always loved it,”@@ she says with a gentle pitch.</p>
<p class="passage-text">You don’t feel particularly hungry, but you have eaten little since you started the sleepover. @@.youspeech;//<<link "One bite" 'dead34'>><<deadcount 34>><</link>> shouldn’t hurt, should it? Mom made it fresh, and the fire is burning high, so it rather overcooked than undercooked.//@@</p>
<p class="passage-text">You could <<link "talk to mom" 'MirrorMomSecondTalkC2'>><<set $Insanity += random(1, 4)>><</link>>, because she seems to whistle a soothing tune. Or you could quietly walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> while trying to not disturb her. @@.youspeech;//I wonder how she looked before we got stuck here, since I have a slight feeling that our fates don’t differ that much.//@@ You think. Maybe <<link "leaving the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> is the best option.</p>
<</first>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<elseif $CountMirrorKitchenC2V gte 3>>
<<if $Random gte 8>>
<<set $MomKills to false>>
<<set _TimedSeconds to random(15, 25)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $MomKills to true>>
<<replace "#MomKillsYouOne">>
<p class="passage-text">As if you switched places with the shadow you are now looking at a girl standing in the doorway, the doorway of the kitchen. Confused, you stare into the voids deemed to be eyes and scream. @@.youspeech;“Please, I beg you,”@@ but mom twists the knife again and again until you feel cold.</p>
<p class="passage-text">Your legs and feet are soaked in warm blood, and your vision is becoming blurry. @@.themspeech;“You shouldn’t have stared at me,”@@ mom says. She continues, @@.themspeech;“you broke the rules and now you shall reap what you sowed.”@@ Give in, and <<link "enter the darkness" 'dead35'>><<deadcount 35>><</link>>.</p><</replace>>
<</timed>>
<</silently>>
<div id="MomKillsYouOne">
<<first>>
<p class="passage-text">As you enter the kitchen, you are met with a horrific sight. You see mom stabbing something, or rather someone. You focus on whom is getting stabbed and are drawn closer, closer to the adjacent side on your right. Frozen, you stand there, for you are shocked. Mom is killing a shadow, plunging a knife through the being who is screaming almost as if it was dying on the bottom of a well.</p>
<p class="passage-text">The shadow turns its face towards you and you recognize it, it’s your face, but distorted, foggy, and just like the other shadows.</p>
<p class="passage-text">@@.themspeech;“You shouldn’t have stared at me,”@@ mom says as she twists the knife. You must run, <<link "leave the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> for now.</p>
<<finally>>
<p class="passage-text">It’s happening again, you enter the kitchen you can clearly see a shadow getting killed. The shadow keeps screaming @@.youspeech;“please, I beg you,”@@ but mom doesn’t seem to care.</p>
<p class="passage-text">The shadow turns its face towards you and you recognize it, it’s your face, but distorted, foggy, and just like the other shadows.</p>
<p class="passage-text">@@.themspeech;“You shouldn’t have stared at me,”@@ mom says as she twists the knife. You must run, <<link "leave the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> for now.</p>
<</first>>
</div>
<<else>>
<p class="passage-text">You enter the kitchen, and mom was already pre-staring at the door. Her eyes draw you closer. @@.themspeech;“Take some meat sweety, she is fond of it, so I think you must be too.”@@ As you hear her bones crunching on the joints, if she even has joints, she puts a plate on the counter. @@.themspeech;“Freshly made, like she always loved it,”@@ she says with a gentle pitch.</p>
<p class="passage-text">You don’t feel particularly hungry, but you have eaten little since you started the sleepover. @@.youspeech;//<<link "One bite" 'dead34'>><<deadcount 34>><</link>> shouldn’t hurt, should it? Mom made it fresh, and the fire is burning high, so it's rather overcooked than undercooked.//@@</p>
<p class="passage-text">You could <<link "talk to mom" 'MirrorMomThirdTalkC2'>><<set $Insanity += random(1, 4)>><</link>>, because she seems to whistle a soothing tune. Or you could quietly walk to <<link "the fridge" 'MirrorFridgeC2'>><<roomcount "MirrorFridgeC2">><<set $Insanity += random(1, 4)>><</link>> while trying to not disturb her. @@.youspeech;//I wonder how she looked before we got stuck here, since I have a slight feeling that our fates don’t differ that much.//@@ You think. Maybe <<link "leaving the kitchen" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> is the best option.</p>
<<include "MirrorMausoleumC2ShadowHunt">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<first>>
<<ctp "MomFirstText" nobr>>
<<set _ctp to CTP.getCTP("MomFirstText")>>
<p class="passage-text">You approach mom and hear the pots around her sizzle and crackle. You are not sure what to ask her, because your whole body tells you to run, to leave the kitchen. @@.youspeech;//Hello? Do you know where we are?//@@ are the first words to pop in your mind, uncertain whether to ask her something you decide it must be done either way.</p>
<<set _nextText to "\“Hello…?\”">>
<<ctpNext t8n>>
<p class="passage-text">Her jaw unhinges with the sound of bones crunching on one and another. @@.themspeech;“How can I face her? How…?”@@ she says as the voids in her eyes suck in the surrounding light. @@.themspeech;“It’s his fault..”@@ She continues. Unconsciously you take another few steps backward, but mom noticed it. @@.themspeech;“Sweety I hope you are not leaving already?”@@</p>
<<set _nextText to "\“I… I… need to go to the study.\”">>
<<ctpNext t8n>>
<p class="passage-text">Her fist balls, and with her other hand, she grabs a knife. @@.themspeech;“Kill him… Kill him.”@@ Creeped out by mom, you storm <<link "out of the room" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomFirstText">>
<</button>>
<</if>>
<</ctp>>
<<finally>>
<<ctp "MomFirstSecondText" nobr>>
<<set _ctp to CTP.getCTP("MomFirstSecondText")>>
<p class="passage-text">You approach mom again. The last time you did this she got upset, and you barely made it out of the kitchen. Intrigued by the fact she can communicate with you, you decide to talk to her again.</p>
<<set _nextText to "\“Miss…?\”">>
<<ctpNext t8n>>
<p class="passage-text">Her jaw unhinges with the sound of bones crunching on one and another. @@.themspeech;“How can I face her? How…?”@@ she says as the voids in her eyes suck in the surrounding light. @@.themspeech;“It’s his fault..”@@ She continues. You think to yourself, @@.youspeech;//she has said this before, did she forget we talked already?//@@</p>
<<set _nextText to "\“You have already told me this…?\”">>
<<ctpNext t8n>>
<p class="passage-text">Silence is what follows, and she doesn’t seem to move an inch. You repeat yourself, and mom balls her fists. @@.themspeech;“It’s his fault,”@@ she screams as she walks closer to you. You don’t think it’s wise to stay in the kitchen any longer and <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> to the hallway.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomFirstSecondText">>
<</button>>
<</if>>
<</ctp>>
<</first>><<first>>
<<ctp "MomLilyTalk" nobr>>
<<set _ctp to CTP.getCTP("MomLilyTalk")>>
<p class="passage-text">You know that somewhere deep inside the woman must be a caring and loving mother, for she cooks and wants to keep @@.eventtext;‘her’@@ safe. You feel less scared of her presence while you have these thoughts and you feel brave enough to ask her something bold.</p>
<<set _nextText to "\“Who is she?\”">>
<<ctpNext t8n>>
<p class="passage-text">Mom stops rattling the pots, and she speaks with a sad voice, @@.themspeech;“she is my child, my baby, my everything.”@@ You wait for a minute, you don’t want to take over the conversation, maybe mom needs a moment to let her mind breathe. @@.youspeech;//I can’t imagine what she could think of right now.//@@ </p>
<<set _nextText to "You give her some more time">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“It’s his fault I never get to see her again. The poor thing will be horrified by my face.”@@ You are confused, @@.youspeech;//is mom aware of her state?//@@ You think. Before you have time to reflect on the situation, mom repeats, @@.themspeech;“kill him, kill him… kill him!”@@ You see her hand grab one knife from the block and you quickly <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>. </p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomLilyTalk">>
<</button>>
<</if>>
<</ctp>>
<<finally>>
<<ctp "MomLilyTalk2" nobr>>
<<set _ctp to CTP.getCTP("MomLilyTalk2")>>
<p class="passage-text">@@.youspeech;//Mom seems to be angry about//@@ @@.eventtext;‘him’@@ @@.youspeech;//, I need to be careful she doesn’t get triggered again…//@@ you think as you approach the walking corpse.</p>
<<set _nextText to "\“What is the name of your child?\”">>
<<ctpNext t8n>>
<p class="passage-text">You gently ask her, afraid she might burst into a rage again. @@.themspeech;“Lily,”@@ she says as she sighs. @@.themspeech;“Lily my baby girl, my sweet love, the only thing in the world that keeps me alive.”@@ You are startled. The hints have been obvious, but to get an answer to a burning question is something beyond what you expected. @@.youspeech;“I know Lily…”@@ you say with a shiver in your voice since you know mom doesn’t like her current being.</p>
<<set _nextText to "Watch her as her fist balls">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“It’s his fault I never get to see her again. The poor thing will be horrified by my face.”@@ Before you have time to reflect on the situation, mom repeats, @@.themspeech;“kill him, kill him… kill him!”@@ You see her hand grab one knife from the block and you quickly <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomLilyTalk2">>
<</button>>
<</if>>
<</ctp>>
<</first>><<ctp "MomThirdTalk" nobr>>
<<set _ctp to CTP.getCTP("MomThirdTalk")>>
<p class="passage-text">Her jaw unhinges with the sound of bones crunching on one and another. @@.themspeech;“You have returned, sweety?”@@ she says as the voids in her eyes suck in the surrounding light. @@.themspeech;“<<link "Take some meat" 'dead34'>><<deadcount 34>><</link>>,”@@ she continues. You think to yourself, @@.youspeech;//I don’t think I should eat the meat, I am uncertain if it’s safe.//@@</p>
<<set _nextText to "\“No, thank you.\”">>
<<ctpNext t8n>>
<p class="passage-text">Mom seems to pause for a moment and continues chopping some more meat. Gently letting it splash into the boiling water. Even though it wasn’t thrown in, a few droplets still fall on her arm. There is no reaction, and she continues as if nothing ever happened.</p>
<<set _nextText to "Leave">>
<<ctpNext t8n>>
<p class="passage-text">Right before you want to step out of the kitchen she turns around and says with a crooked smile, @@.themspeech;“it was his fault, he tricked us.”@@ You know mom has a temperament and before she will throw a tantrum you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomThirdTalk">>
<</button>>
<</if>>
<</ctp>><<if $Corruption gte 2>>
<<ctp "MomFourthTalk" nobr>>
<<set _ctp to CTP.getCTP("MomFourthTalk")>>
<p class="passage-text">@@.themspeech;“I can sense it on you, child,”@@ mom says with a smiling face. @@.themspeech;“I know how it feels like. They did it to me too,”@@ she continues as she chops some meat. @@.youspeech;“What do you mean?”@@ You ask her, but she doesn’t seem willing to respond.</p>
<<set _nextText to "Ask her again.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Sweety, it doesn’t matter, if I were you, I would take a good look at myself.”@@ Before mom continues, she drops some meat in the boiling water. The water splashes and some droplets touch fall on her skin, but she doesn’t seem hurt, nor does she seem to respond to it. @@.themspeech;“I bought this house for her, for Lily, so she and I could finally live a life without bad things.”@@</p>
<<set _nextText to "\“What happened?\”">>
<<ctpNext t8n>>
<p class="passage-text">You ask her the question with the utmost gentle intonation because deep down inside, you already know the answer. Mom grabs the knife and squeezes it tight. @@.themspeech;“He tricked us, Mr. Brownrigg did, he tricked us into buying this house, he told us it was safe.”@@</p>
<<set _nextText to "Move closer to the door.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I trusted him. He told us the stories about this place weren’t real, and the house wasn’t haunted as the townsman claimed.”@@ Mom almost screams. @@.themspeech;“Child, you can feel it too, can’t you? Maybe I should let you feel something else too…?”@@ Mom seems to move towards you with the knife. You know she isn’t afraid to hurt anything, but before she can hurt you, you leave to the <<link "hallway" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, closing the door behind you.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomFourthTalk">>
<</button>>
<</if>>
<</ctp>>
<<elseif $Corruption lt 2>>
<<ctp "MomFourthTalk2" nobr>>
<<set _ctp to CTP.getCTP("MomFourthTalk2")>>
<p class="passage-text">@@.themspeech;“So innocent, child,”@@ mom says with a smiling face. @@.themspeech;“I remember how it feels like. To be a butterfly,”@@ she continues as she chops some meat. @@.youspeech;“What do you mean?”@@ You ask her, but she doesn’t seem willing to respond.</p>
<<set _nextText to "Ask her again.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Sweety, it doesn’t matter, never give in.”@@ Before mom continues, she drops some meat in the boiling water. The water splashes and some droplets touch fall on her skin, but she doesn’t seem hurt, nor does she seem to respond to it. @@.themspeech;“I bought this house for her, for Lily, so she and I could finally live a life without bad things.”@@</p>
<<set _nextText to "\“What happened?\”">>
<<ctpNext t8n>>
<p class="passage-text">You ask her the question with the utmost gentle intonation because deep down inside, you already know the answer. Mom grabs the knife and squeezes it tight. @@.themspeech;“He tricked us, Mr. Brownrigg did, he tricked us into buying this house, he told us it was safe.”@@</p>
<<set _nextText to "Move closer to the door.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I trusted him. He told us the stories about this place weren’t real, and the house wasn’t haunted as the townsman claimed.”@@ Mom almost screams. @@.themspeech;“Child, you can feel it too, can’t you? Maybe I should let you feel something else too…?”@@ Mom seems to move towards you with the knife. You know she isn’t afraid to hurt anything, but before she can hurt you, you leave to the <<link "hallway" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, closing the door behind you.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomFourthTalk2">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<include "BugFound">>
<</if>><<flash "Subquest completed: Bad news">>
<<ctp "MomKillKitchen" nobr>>
<<set _ctp to CTP.getCTP("MomKillKitchen")>>
<p class="passage-text">Mom runs towards you with the knife drawn at the height of your heart. You run around the counter as if it was a cat-and-mouse game. @@.youspeech;“Please, stop, I didn’t want her to die,”@@ you scream at the top of your lungs. Mom doesn’t seem eased by the explanation, and she tries to climb over the kitchen island in the middle of the room.</p>
<<set _nextText to "Search for something to defend yourself with.">>
<<ctpNext t8n>>
<p class="passage-text">In the blink of an eye, you spot one of her boiling pots. You grab the pot and feel how to handle burns into your flesh. Your hand aches, but you can’t let go. Mom is close enough to kill you. Right before she wants to jump at you, you throw the boiling pot at her. It’s heavy but a few meters is easily done since the adrenaline strengthens you.</p>
<<set _nextText to "Watch her burn.">>
<<ctpNext t8n>>
<p class="passage-text">You know it wouldn’t be enough to truly kill her, since this place doesn’t allow a true death. Mom screams as if the burning water actually hurt her. You look at her arms flailing around in a futile attempt to defend herself from the water, slowly eating away her skin. You notice the water is dark red, but it isn’t mom her blood, since she seems made of porcelain underneath her skin. @@.youspeech;//This wasn’t water, like the other pots. This must have been something else,//@@ you think.</p>
<<set _nextText to "Wait until she stops moving.">>
<<ctpNext t8n>>
<<if ndef $CorruptionChecker3>>
<<flash "Subquest completed: Bad news">>
<<set $CorruptionChecker3 = true>>
<<set $Corruption += 1>>
<<set $MomDead = true>>
<</if>>
<p class="passage-text">Mom collapsed on the ground. Her knees have moved up and her arms have moved around them. She has taken the fetus position and you can clearly see her struggle with the pain. With her last energy you hear her say, @@.themspeech;“Naïve child, you don’t know what you have done.”@@ Her fingers twitch right before they become stiff. @@.youspeech;“I am sorry, I didn’t want to do this,”@@ you say as you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MomKillKitchen">>
<</button>>
<</if>>
<</ctp>><<flash "Subquest completed: Bad news">>
<p class="passage-text">Your heart is beating faster than you have ever felt, even faster than when you ran from the attic monster to the kitchen. @@.youspeech;“I shouldn’t go back to the kitchen again, ever,”@@ you whisper to yourself.</p>
<p class="passage-text">After a few minutes of slow breathing, you decided it’s time to <<link "move on" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><<set $MomAlive = true>><</link>> again.</p><<if ndef $BloodActivated>>
<<if ndef $BloodActivated>>
<<set $BloodActivated = true>>
<<set $BloodActivatedEvent = true>>
<</if>>
<<ctp "GhostInteractionLab" nobr>>
<<set _ctp to CTP.getCTP("GhostInteractionLab")>>
<p class="passage-text">You pouring the blood in the chalice is the last thing you remember. You can’t remember the time, nor why it felt like you were being pulled apart and re-assembled. The room you’re in looks different, and it takes some time for you to wake up.</p>
<<set _nextText to "Rub your eyes.">>
<<ctpNext t8n>>
<p class="passage-text">You flutter your hands for they feel sticky and you think while doing so, @@.youspeech;//what the hell is this white stuff?//@@ Weirdly enough, it doesn’t come of your hands, and you find out it just floats in mid-air.</p>
<<set _nextText to "Look around you.">>
<<ctpNext t8n>>
<p class="passage-text">A voice in the back softly speaks, @@.themspeech;“I see you haven’t been to the other side?”@@ Startled, you stand up and you see a middle-aged, balding man standing in front of you. He continues, @@.themspeech;“I suppose I started another cycle. I really am late, or you're just early. I am not sure.”@@</p>
<<set _nextText to "Calm yourself.">>
<<ctpNext t8n>>
<p class="passage-text">He continues as he walks to a few panels, @@.themspeech;“the readings are delayed, which is not useful at all, so you’re going to have to fill in the blanks, I must stop myself this cycle, it’s the best shot so far.”@@ He turns around looking at you, expecting some immediate answer.</p>
<<link "What?" "MirrorLaboratoryC2Talk">><</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "GhostInteractionLab">>
<</button>>
<</if>>
<</ctp>>
<<elseif $CountMirrorLaboratoryC2V gte 1>>
<p class="passage-text">The scientist is pressing buttons and reading gauges. You could ask him for more things, such as </p>
<p class="passage-text"><<link "\“Who are you?\”" "MirrorLaboratoryC2Palmer">><</link>></p>
<p class="passage-text"><<link "\“Why does it need energy?\“" "MirrorLaboratoryC2WhyEnergy">><</link>></p>
<p class="passage-text"><<link "\“How do I actually end it?\”" "MirrorLaboratoryC2Solution">><</link>></p>
<p class="passage-text"><<link "\“Who I am?\”" "MirrorLaboratoryC2Marlowe">><</link>></p>
<p class="passage-text">Or you could simply <<link "leave" "Laboratory">><</link>>, for the shadow might search for you.</p>
<</if>><<ctp "MarloweReveal" nobr>>
<<set _ctp to CTP.getCTP("MarloweReveal")>>
<p class="passage-text">@@.themspeech;“Yes, good questions, but to be honest, during my research, I haven’t paid close attention to which poor souls stumbled into this house…”@@</p>
<p class="passage-text">@@.themspeech;“I know there was a young man here, some time ago, that asked how to save his girlfriend.”@@ The scientist looks you up and down. @@.themspeech;“You’re the girlfriend.”@@</p>
<<set _nextText to "Girlfriend?">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Ah, you’re right, fiancee, I nearly forgot that.”@@</p>
<p class="passage-text">@@.themspeech;“I told him to find your remains and hide them so the shadow can’t puppeteer you anymore. He told me your last name and went away.”@@</p>
<p class="passage-text">@@.themspeech;“I haven’t seen him since then, but he did perfectly describe you.”@@</p>
<p class="passage-text">You have even more questions after hearing all of this, but the scientist urges you to <<link "leave" "MirrorLaboratoryC2">><</link>>. He also claims to know nothing besides what he already shared.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MarloweReveal">>
<</button>>
<</if>>
<</ctp>><<ctp "EndSolution" nobr>>
<<set _ctp to CTP.getCTP("EndSolution")>>
<p class="passage-text">@@.themspeech;“That’s an excellent and intelligent question, young lady.”@@ The scientist walks around and grabs some papers. He shows you a few and points at certain places to make it easier for you to follow the red thread.</p>
<p class="passage-text">@@.themspeech;“You see, the mirror upstairs was re-built by the shadow, and is the reason this whole ‘shit show’ started. All you have to do is throw yourself into it.”@@</p>
<<set _nextText to "Myself?">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“I don’t follow you. How will that end it all…?”@@</p>
<p class="passage-text">The scientist continues, @@.themspeech;“you’re rather naïve for thinking you're still alive… I am, of course, talking about your remains.”@@</p>
<<set _nextText to "My what?">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Yes, sweetheart, it’s not that difficult, is it? Throw them into the mirror and this might end it all, for my darkness can no longer control you, and the stability of the construction is lost, thus imploding in on itself.”@@</p>
<p class="passage-text">Fancy words you think, but you’re still not convinced, but you nod so you can <<link "leave" "MirrorLaboratoryC2">><</link>> the laboratory before the shadow finds out you’re gone.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "EndSolution">>
<</button>>
<</if>>
<</ctp>><<ctp "WilliamPalmer" nobr>>
<<set _ctp to CTP.getCTP("WilliamPalmer")>>
<p class="passage-text">@@.youspeech;“So, it’s all cool that we’ve met, and you seem to know me, but who are you?”@@ You ask the scientist.</p>
<<set _nextText to "Watch him think.">>
<<ctpNext t8n>>
<<if ndef $WilSeen>>
<<set $WilSeen to true>>
<<flash "Secret ghost unlocked: William Palmer">>
<</if>>
<p class="passage-text">@@.themspeech;“My name is Dr William Palmer. I came originally from Staffordshire. Because of some events, I am no longer welcome there.”@@ He looks sad when he continues, @@.themspeech;“I’d rather not wish to talk about that past.”@@</p>
<p class="passage-text">You nod and <<link "leave William" "MirrorLaboratoryC2">><</link>> be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "WilliamPalmer">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">@@.youspeech;“Why does this copy of you need all of that energy?”@@ You ask him.</p>
<p class="passage-text">He looks weary and states, @@.themspeech;“to bring back our love we need to reflect into the past, so we can pull her out and pretend she didn’t die…”@@ He looks down and continues, @@.themspeech;“by no means is this a time machine, we just use human energy to reconstruct her from our memories, she will never be whole, but we can teach her…”@@</p>
<p class="passage-text">Disgusted by this thought, you say, @@.youspeech;“but why so much energy? Why not keep it something you deal with… since everyone is involved now?”@@</p>
<p class="passage-text">@@.themspeech;“Well, I found out the energy of one person isn’t enough, since it corrupts you… I tried to stop, but my shadow didn’t.”@@</p>
<p class="passage-text">@@.themspeech;“This place you’re standing in is a reconstruct of my memories I am hiding in. As you can see, it’s not perfect anymore. It’s missing a few things, and it contains these wicked threads of white floating things.”@@</p>
<p class="passage-text">@@.themspeech;“My shadow killed anyone who got inside the house, and extracts their energy through reconstructing them. It sounds vague, but it’s better than the scientific terminology…”@@</p>
<p class="passage-text">Confused, you nod and decide to <<link "leave" "MirrorLaboratoryC2">><</link>>.</p><<ctp "LabCycleTalk" nobr>>
<<set _ctp to CTP.getCTP("LabCycleTalk")>>
<p class="passage-text">You’re confused and not sure what to say, but you start @@.youspeech;“what?—”@@ and continue, @@.youspeech;“—what’s happening?”@@ The man started pressing buttons and reading gauges on the machines. He looks you up and down.</p>
<<set _nextText to "Watch him brood.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“The fact you’re here means things have changed already—”@@ He stops and pulls a lever after which a whining noise hurts your ears. He smiles and nods, acknowledging the fact it’s not a pleasant sound. @@.themspeech;“—So the cycle finally crumbled under my calculations,”@@ he continues.</p>
<p class="passage-text">Annoyed by the fact the man is constantly pressing buttons, and talking about vague things, you ask, @@.youspeech;“Hello, yes I am here, I have no clue what ‘here’ means, can you please stop doing whatever it is you’re doing, and help me understand what the hell is happening firstly?”@@</p>
<<set _nextText to "Make air quotes.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I am deeply sorry, Miss Marlowe. It’s just intriguing everything is working. Which is terms mean, there might be a way to finalise things and end them for once and for all.”@@ He stops pressing buttons and squints his eyes as he continues, @@.themspeech;“It’s the first time you got here actually, which is fortunate, but also dangerous.”@@</p>
<p class="passage-text">With a deep sigh and some random hand gestures, he says, @@.themspeech;“I am not sure where to begin the story, but I’d rather keep it punctual for the time being. Let me grab a book. I keep a timeline in it that clears that brain fog a bit.”@@</p>
<<link "Watch him grab the book." "MirrorLaboratoryC2TalkBook">><</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LabCycleTalk">>
<</button>>
<</if>>
<</ctp>><<ctp "HistoryTalk" nobr>>
<<set _ctp to CTP.getCTP("HistoryTalk")>>
<p class="passage-text">@@.themspeech;“What I am about to tell you might upset, confuse or anger you, but please, bear with me.”@@ You put on a fake smile and answer, @@.youspeech;“I am sure calling me Miss Marlowe already did that.”@@</p>
<<set _nextText to "The man opens the book.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“So, some time ago I did a few not tactical things, that had some consequences. I was desperate, for I caused the death of my beloved wife. This desperation caused me to look for a way to bring her back. I am a chemist and I thought mixing chemistry with physics would give me what I wanted.”@@ Watch him grab a napkin to wipe away a tear. Baffled by the brutal honesty of this man, you stay silent.</p>
<p class="passage-text">@@.themspeech;“The details don’t matter, but I found a way to bring her back. After we die, our energy, our cerebral power, isn’t lost, no it floats a drift in space.”@@</p>
<<set _nextText to "Interrupt him.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Listen, those are not the answers to my questions. I don’t believe in that stuff.”@@ The scientist laughs at you.</p>
<p class="passage-text">@@.themspeech;“You have seen it with your own eyes, the ghosts, the appearances, the unexplainable. How can you deny it?”@@ You want to contradict him, but you’re at a loss for words, for you are not sure what you’ve seen and what’s been happening. </p>
<<set _nextText to "Nod.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“So I built these contraptions. They capture energy through reflective surfaces, such as mirrors, or infected blood.”@@</p>
<p class="passage-text">You think to yourself, @@.youspeech;“where did I get myself involved with? Besides the lunatics upstairs, there is a mad scientist…”@@</p>
<<link "Infected blood?" "MirrorLaboratoryC2TalkEnergy">><</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "HistoryTalk">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">@@.themspeech;“Young lady, please, just listen for a moment.”@@ The scientist is rather annoying and keeps on rambling about stuff you don’t comprehend. You want to ask if there is a way to leave this house.</p>
<p class="passage-text">@@.themspeech;“I shouldn’t have prototyped it on myself, for it went horribly wrong.”@@ the scientist takes a deep breathe, @@.themspeech;“I split myself, or well, my energy in two, but before I could power the machines down, it was too late.”@@</p>
<p class="passage-text">You don’t have any more patience. You could either just <<link "leave" "MirrorLaboratoryC2Leave">><</link>> this man be and ask how to leave at least this weird place, or you could push yourself to listen a <<link "bit more" "MirrorLaboratoryC2TalkEnergyContinue">><</link>>.</p><<ctp "EnergyTalk" nobr>>
<<set _ctp to CTP.getCTP("EnergyTalk")>>
<p class="passage-text">The scientist continues, @@.themspeech;“my darkness was pulled out of my body, like separating yin and yang. The darkness, or well, my shadow, was alive and where I was scared to push through, he continued.”@@ Suddenly an alarm blares, and the scientist looks anxious.</p>
<p class="passage-text">@@.themspeech;“We have little longer. My shadow just returned to the normal world.”@@ He grabs his book and looks around it with its finger. @@.themspeech;“Yes, here it is.”@@</p>
<<set _nextText to "Stay silent.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I figured that my shadow would be capable of anything, since it had no breaks anymore, for it contained all the worst of me.”@@ The scientist tries to silence the alarm again while continuing, @@.themspeech;“he energised the house, thus trapping anyone who ever wanders in it, so he can harvest their energy to bring back our love.”@@</p>
<<set _nextText to "Slowly walk back.">>
<<ctpNext t8n>>
<p class="passage-text">He notices you are getting scared for obvious reasons, and says, @@.themspeech;“please I need you to end it. Either we will go into a new cycle or we will end it.”@@</p>
<p class="passage-text">@@.themspeech;“I will stop here. If you got questions, I will answer them, but leave as soon as possible, for the shadow will soon look for you.”@@</p>
<p class="passage-text">@@.themspeech;“Just don’t let them notices <<link "we have met" "MirrorLaboratoryC2">><</link>>…”@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "EnergyTalk">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">@@.youspeech;“Just stop. I am really not interested in all of this. Just tell me how to leave this place.”@@</p>
<p class="passage-text">Saddened, the scientist says, @@.themspeech;“somewhere your remains are stored, and that energy, my shadow, is using it too puppeteer all of you…”@@ He broods before he says, @@.themspeech;“I think throwing it into the mirror would do the trick, for it will be ruptured.”@@</p>
<p class="passage-text">@@.themspeech;“Get to the forbidden room and pull the lever. Also, don’t let any of them notice <<link "we have met" "Laboratory">><</link>>…”@@</p><<run $("html").removeClass("locklivingroom staticlivingroom")>>
<<if $KeyLivingRoom && ndef $LivingRoomVisits>>
<<set $LivingRoomVisits = true>>
<<if $ManDead>>
<p class="passage-text">You unlock the door and walk into the empty room. Mr. Brownrigg’s smoke still fills the air with a saccharine smell, even while he is dead. You look at the Victorian-era furniture; it has been corrupted by the white stuff. After a while, you decide to sit down next to a few candles.</p>
<p class="passage-text">The candles are the only things inside the mirror which seem to create some light. You doubt if there is any electricity left. You look at the television and realize it has been unplugged. @@.youspeech;//What did the man watch all this time…?//@@ You think, @@.youspeech;//I doubt I will ever get an answer now he isn’t alive anymore.//@@ To remember him, you stand up again and walk to the cathode television.</p>
<p class="passage-text">You plug the power cord into the socket; it gives a bright spark. To your pity, the television doesn’t seem to work. You simply <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the room, for nothing of interest can be found here.</p>
<<timed `random(30, 300) + "s"`>>
<<run $("html").addClass("staticlivingroom")>>
<p class="passage-text">Suddenly, the <<link "television" 'MirrorLivingRoomTVC2'>><</link>> turns on with a clicking sound. The lamp next to it also seems to flicker. @@.youspeech;//Did it need to warm up?//@@ You question yourself.</p>
<</timed>>
<<elseif $ManAlive>>
<p class="passage-text">You unlock the door and walk into the empty room. Mr. Brownrigg’s smoke has filled the air with a saccharine smell, the smell of death. You look at the Victorian-era furniture; it has been corrupted by the white stuff. After a while, you decide to sit down next to a few candles.</p>
<p class="passage-text">The candles are the only things inside the mirror which seem to create some light. You doubt if there is any electricity left. You look at the television and realize it has been unplugged. @@.youspeech;//He never told me what he watched…?//@@ You think, @@.youspeech;//I doubt I will ever get an answer with his severe amnesia.//@@ You stand up again and walk to the cathode television. @@.youspeech;//There must be a way to find out what he watched all this time.//@@</p>
<p class="passage-text">You plug the power cord into the socket; it gives a bright spark. To your pity, the television doesn’t seem to work. You simply <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the room, for nothing of interest can be found here.</p>
<<timed `random(30, 300) + "s"`>>
<<run $("html").addClass("staticlivingroom")>>
<p class="passage-text">Suddenly, the <<link "television" 'MirrorLivingRoomTVC2'>><</link>> turns on with a clicking sound. The lamp next to it also seems to flicker. @@.youspeech;//Did it need to warm up?//@@ You question yourself.</p>
<</timed>>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $LivingRoomVisits && $KeyLivingRoom>>
<<if $ManDead>>
<p class="passage-text">You enter the living room again. @@.youspeech;//He asked for it, but it still feels strange to end a life, something inside me actually liked it, but I feel conflicted.//@@ Thoughts flash by and you feel restless. You contradict yourself with every new sentence woven in your head. @@.youspeech;//Am I wrong for helping him…?//@@ You think as you sit down. A reflection of you stares back at you. It’s the reflection created by the television screen.</p>
<p class="passage-text">You walk closer by to inspect the large old thing, @@.youspeech;//I look odd, as if something was wrong with me,//@@ you think as you look at the screen, you continue, @@.youspeech;//maybe it’s just a distorted reflection because the glass bends?//@@ You push some buttons, but nothing happens, other than a strange static which plays, but you aren’t sure if it’s just in your mind or not. You simply <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the room, for nothing of interest can be found here.</p>
<<timed `random(30, 300) + "s"`>>
<<run $("html").addClass("staticlivingroom")>>
<p class="passage-text">Suddenly, the <<link "television" 'MirrorLivingRoomTVC2'>><</link>> turns on with a clicking sound. The lamp next to it also seems to flicker. @@.youspeech;//Did it need to warm up?//@@ You question yourself.</p>
<</timed>>
/* finish */
<<elseif $ManAlive>>
<p class="passage-text">The candles are the only things inside the mirror which seem to create some light. You doubt if there is any electricity left since the television isn't powered either. @@.youspeech;//He never told me what he watched…?//@@ You think, @@.youspeech;//I doubt I will ever get an answer with his severe amnesia.//@@ You stand up again and walk to the cathode television. @@.youspeech;//There must be a way to find out what he watched all this time.//@@</p>
<p class="passage-text">Even the television smells of his cigars. @@.youspeech;“I wish he could’ve given me answers, answers to anything. At least he gave me a key to the living room, but I doubt anything of importance can be <<link "found here" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>…”@@</p>
<<timed `random(30, 300) + "s"`>>
<<run $("html").addClass("staticlivingroom")>>
<p class="passage-text">Suddenly, the <<link "television" 'MirrorLivingRoomTVC2'>><</link>> turns on with a clicking sound. The lamp next to it also seems to flicker. @@.youspeech;//Did it need to warm up?//@@ You question yourself.</p>
<</timed>>
<<else>>
<<include "BugFound">>
<</if>>
/* future visits */
<<elseif ndef $KeyLivingRoom>>
<<run $("html").addClass("locklivingroom")>>
<<if $CountMirrorLivingRoomC2V is 1>>
<<if $CountMirrorLivingRoomC2V is 1 && ndef $LivingSeenC2>>
<<flash "Sidequest started: An empty room">>
<<set $LivingSeenC2 to true>>
<</if>>
<<first>>
<p class="passage-text">@@.youspeech;“Every room seems locked,”@@ you say, frustrated. <<if $CountMirrorAtticC2V gte 2 || $CountMirrorChildC2V gte 2>>@@.youspeech;“Including the attic, and the children’s room.”@@<</if>> Nothing stops you from peaking into the living room, you bent over a little and push your eye socket against the rusted lock. @@.youspeech;//The living room has also been touched by the corruption. Luckily some candles light the room enough so I can see that it’s empty.//@@ You think it’s time to <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the door behind. @@.youspeech;//Maybe I can find a key somewhere?//@@</p>
<<finally>>
<p class="passage-text">Again, you walk up to the living room door, which is locked. @@.youspeech;//There should be a key somewhere,//@@ you reason. You peer through the wooden door’s lock and gaze into the room. The room is still dimly lit by the everlasting candles. @@.youspeech;//It’s empty, no trace of the dog, nor of the man,//@@ as you continue contemplating about the room you hear the television playing a strange sound, @@.youspeech;//the corruption also seems to have spread into this room, even though the door is locked.//@@</p>
<p class="passage-text">Unsure why the room is locked and where the ghosts are, you can smell a hint of cigar smoke through the keyhole. @@.youspeech;At least I recognize the saccharine smell…//@@ You think right before you decide to walk to <<link "another room" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>, in a search of answers.</p>
<</first>>
<<elseif $CountMirrorLivingRoomC2V is 2>>
<<first>>
<p class="passage-text">You notice the door is still locked. Through the keyhole, you can easily spot the candles lighting the room. You kneel to look better, but there isn’t anything of interest that you can spot. @@.youspeech;//I need to find the key…//@@ you think right before you <<link "leave" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> the room.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//I think it’s futile to keep checking the door without a key, but maybe something changed?//@@ To your disappointment, the room is still locked, and the key is still not in your possession. @@.youspeech;//Silly me, I expected a different outcome, but the thing is, nothing changed. I question whether I will ever be able to find my way into this room,//@@ your thoughts are abruptly stopped when the television in the room plays something you haven’t heard before. You are curious and determined to enter this room, but for now, you try to find your luck <<link "elsewhere" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<</first>>
<<elseif $CountMirrorLivingRoomC2V gte 3>>
<<first>>
<p class="passage-text">You walk to the living room door, which is still locked. @@.youspeech;//There must be a key somewhere, I should really look for it.//@@</p>
<p class="passage-text">You peer through the wooden door’s lock into the room beyond. It is dimly lit by the everlasting candles, but there is no trace of the dog or the man. You hear the television playing a strange sound, almost as if a game show was playing. It seems like the corruption has somehow spread into the room, even though the door is locked.</p>
<p class="passage-text">You smell a hint of cigar smoke through the keyhole and recognize the saccharine smell. You decide to walk to <<link "another room" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>> in search of answers.</p>
<<finally>>
<p class="passage-text">Again, you tried to enter the room, but a lock is a lock, and you aren’t strong enough to force your way through. Desperately, you sit against the door. @@.youspeech;//Where is the stupid key?//@@ you think. You reason about the room, whether the man or the dog has the answer to the location of the key. You feel lonely and exhausted. So many questions are burning in your mind, too many.</p>
<p class="passage-text">@@.youspeech;//If only I could find a way out of here, if it’s even possible,//@@ you continue, @@.youspeech;//alright, no time to lose, pull yourself together and <<link "move on" 'MirrorMainHallDownC2'>><<set $Insanity += random(1, 4)>><</link>>!//@@</p>
<</first>>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<set $Choice to []>>
<<if $CorruptionChecker1>>
<<set $Choice.push('One')>>
<</if>>
<<if $CorruptionChecker2>>
<<set $Choice.push('Two')>>
<</if>>
<<if $CorruptionChecker3>>
<<set $Choice.push('Three')>>
<</if>>
<<if $CorruptionChecker4>>
<<set $Choice.push('Four')>>
<</if>>
<<set $Picked to either($Choice)>>
<<ctp "TVSHOW" nobr>>
<<set _ctp to CTP.getCTP("TVSHOW")>>
<p class="passage-text">Welcome Ladies and Gentlemen, good evening. I am your host for this night, and you can call me Ms. Cotton. Tonight we have a unique program in which you, the watcher, could solve a mystery. In tonight’s show, we present to you, “Murder Mystery”. The grand prize would be a one-way trip to one of your favorite destinations, according to our poll, namely your home! Without further ado, let’s explain the rules:</p>
<p class="passage-text">Up first we have a simple one, the watcher may not leave our tv-show during the game.</p>
<p class="passage-text">Secondly, you don’t have seas of time, but rather 10 minutes at most.</p>
<p class="passage-text">Lastly, the watcher is only allowed to pick the murderer one’s.</p>
<p class="passage-text">Alright, if we understand all, please get yourself nice and comfy for this exciting game, brought to you by Mr. Palmer.</p>
<<set _nextText to "Keep watching">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//Well, this is an odd show, but I don’t think I have a way out, right? The first rule says I must stay…//@@ You think as you sit down in front of the television to watch the so-called “Murder Mystery,” game show.</p>
<p class="passage-text">Wait for the presenter to
<<link "start the game">>
<<if $Picked is "One">>
<<if ndef $TvShow>>
<<set $TvShow = true>>
<<flash "Minigame started: The murder mystery show">>
<</if>>
<<if ndef $TvShow1>>
<<set $TvShow1 = true>>
<<set $TvShowCount += 1>>
<</if>>
<<goto "MirrorLivingRoomShow1C2">>
<<elseif $Picked is "Two">>
<<if ndef $TvShow>>
<<set $TvShow = true>>
<<flash "Minigame started: The murder mystery show">>
<</if>>
<<if ndef $TvShow2>>
<<set $TvShow2 = true>>
<<set $TvShowCount += 1>>
<</if>>
<<goto "MirrorLivingRoomShow2C2">>
<<elseif $Picked is "Three">>
<<if ndef $TvShow>>
<<set $TvShow = true>>
<<flash "Minigame started: The murder mystery show">>
<</if>>
<<if ndef $TvShow3>>
<<set $TvShow3 = true>>
<<set $TvShowCount += 1>>
<</if>>
<<goto "MirrorLivingRoomShow3C2">>
<<elseif $Picked is "Four">>
<<if ndef $TvShow>>
<<set $TvShow = true>>
<<flash "Minigame started: The murder mystery show">>
<</if>>
<<if ndef $TvShow3>>
<<set $TvShow3 = true>>
<<set $TvShowCount += 1>>
<</if>>
<<goto "MirrorLivingRoomShow4C2">>
<<else>>
<<goto "MirrorLivingRoomNoShowC2">>
<</if>>
<</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "TVSHOW">>
<</button>>
<</if>>
<</ctp>><<set $TVShowPlaying to true>>
<<set _TimedSeconds to 600>>
<<include "EasyModeTimed">>
<<timed `_TimedSeconds + "s"`>>
<<deadcount 38>>
<<goto "dead38">>
<</timed>>
<p class="passage-text">Lightning flashed through the castle window before the sky returned to darkness and rain.</p>
<p class="passage-text">I trudged down the hallway, my candle flickering in invisible drafts from the stormy chill outside. Suddenly the candle shone a light on a face!</p>
<p class="passage-text">"Evening, squire," said Bertram, the caretaker.</p>
<p class="passage-text">"You startled me," I said, though I was glad he was there. I'd started to investigate the mystery of the scarecrow mask, and there were a lot of questions.</p>
<p class="passage-text">It was a small Scottish castle, miles away from the nearest town. Behind a large wooden door in the front, I discovered the whole first floor was a single, enormous room. Dark stone staircases led on either side to an open second floor, which was filled with shiny armor from the Middle Ages. It felt like the ghostly bodies of knights, preserved for centuries and now left on display. Above that was a dark top floor, which Bertram had converted into rooms for guests. But unfortunately, he'd only attracted three paying customers.</p>
<p class="passage-text">"And now I've lost me prime exhibit," he wailed.</p>
<p class="passage-text">Two of his guests emerged from their room - Mr. and Mrs. Winfrey. The elderly couple had heard our voices and were wondering if Bertram was serving dinner. Mr. Winfrey was a large man who looked like he'd enjoyed many dinners. But Mrs. Winfrey just seemed unhappy to be so far from home, especially in a castle where it rained all day, complete with its own spooky mystery.</p>
<p class="passage-text">"I'll tell you how it began," Bertram said, as we gathered around a long wooden table downstairs. Bertram's son Chester had prepared a traditional dinner in the cook's quarters outside. As we munched on roasted chicken and potatoes, Bertram described a fierce battle that never was.</p>
<p class="passage-text">"The sheriff was searching for a dangerous outlaw," he said. "He'd watched the roads, and searched the fields, and determined that he must be hiding here, in this very castle. He sent for the king's soldiers, who responded with 100 men, each armed with swords and spears. That dangerous outlaw would not escape their justice.” Lightning flashed outside.</p>
<p class="passage-text">"They searched the first floor - but he was not here. They searched every suit of armor - but he was not there. And then they searched the rooms on the third floor. But there was no trace of him. From dawn, they searched, and through the dusk, they searched, but the outlaw was never found.”</p>
<p class="passage-text">Mrs. Winfrey seemed confused, and she'd obviously never heard the legend before. "Where was he?" she asked.</p>
<p class="passage-text">"He was right here the whole time," Bertram warned. "He watched them come, and he watched them go. At any time, he could've reached out and touched them.”</p>
<p class="passage-text">"He stood out in the field, in front of them, in plain sight. But he'd dressed as a scarecrow. All through the day, he stood, arms stretched out on either side, like an innocent straw man propped up to frighten away birds.”</p>
<p class="passage-text">We all laughed, and Bertram most of all. "It's what made this castle famous!" he chuckled, "And I've loved that story since I was a boy.”</p>
<p class="passage-text">"When I came here I vowed I'd preserve what became known as 'the Castle of the Scarecrow,' along with its heritage," he said seriously. "Amid all the armor upstairs, there's just one piece that the tourists will come to see - the mask of that outlaw scarecrow.</p>
<p class="passage-text">"But now it's gone!" Silence filled the room, as we heard the rain beat against the door.</p>
<p class="passage-text">"That's outrageous," said Mr. Winfrey. "We've traveled over 3,000 miles just to see that mask! My re-telling of that legend could make me a best-selling author.”</p>
<p class="passage-text">Mrs. Winfrey added proudly that her husband was writing an exciting book about the history of famous outlaws, then sighed that she was just along for the trip. I wondered if she was miserable enough to sabotage the castle's prime exhibit.</p>
<p class="passage-text">Bertram explained the crime. The scarecrow's mask stood on a pole at the center of the armor exhibit upstairs - as though surrounded by the armor of knights that it had fooled. Twenty minutes ago, shortly before opening the exhibit, Bertram entered the floor, only to see that pole standing conspicuously bare and empty.</p>
<p class="passage-text">"Maybe the scarecrow's ghost took it," said a sharp voice from the stairway.</p>
<p class="passage-text">A well-dressed man descended, the third guest at the rainy castle. "I'm proud of my family tree," said Charles Kincaid, defiantly. "And of all the generations that went before, there was only one who achieved infamy in the pages of history. He was a sheriff - yes, that sheriff. And he lived the remainder of his life in disgrace for failing to catch that notorious outlaw. Everywhere he went, people whispered about his tremendous failure - outwitted by a silly mask and some straw.”</p>
<p class="passage-text">There was more rain, and more lightning, as Charles entered the dining room. Anticipating my thoughts, he announced, "No, I didn't steal the mask, but I wish I had. And I'll tell you one thing more. I hope you aren't able to find it, any more than my sheriff ancestor found your hidden outlaw.”</p>
<p class="passage-text">Chester laughed at Bertram's obvious dismay as he carried in a pecan pie that he'd prepared in the cook's quarters, and I began the search for clues.</p>
<p class="passage-text">It was eerie to stand surrounded by empty suits of ancient armor, but it soon paid off. Bertram and I discovered a trail of footprints that led to the stairs.</p>
<p class="passage-text">Your thief came from outside, I told Bertram, who seemed surprised. "But it's a cold, rainy, and windy night. Who would want to leave a cozy castle for an evening like this? I can't be sure, but I didn't notice any of my guests having wet hair.”</p>
<p class="passage-text">Each guest agreed to let us search their room. Bertram searched through all of the bags that Mr. Winfrey had brought, along with his room, but there was no sign of the scarecrow's mask. And while Charles Kincaid had two fine suits hanging in his closet, a search of his room, his suits, and his pockets all failed to turn up the scarecrow's mask.</p>
<p class="passage-text">"Perhaps the king's soldiers have been fooled again," he sneered.</p>
<p class="passage-text">If the thief hadn't traveled upstairs, perhaps he'd headed downstairs? There were no clues on the east staircase, but on the west staircase, my candle illuminated a strange, white scrap, which was wet and slimy.</p>
<p class="passage-text">I tilted my candle to the floor, and discovered. . . a potato peel.</p>
<p class="passage-text">As though having a second dinner, everyone gathered around the table downstairs. I announced I'd determined who'd stolen the scarecrow's mask.</p>
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<p class="passage-text">Families can be strange. Grandpa hated the sunshine, and waited eagerly for dusk. “It's too hot,” he complained bitterly.</p>
<p class="passage-text">And then he told them about the treasure.</p>
<p class="passage-text">“When I was 5 years old, my grandfather told me a secret,” he said, “and then insisted I make him a promise. ‘If you live past 80 years old, you can tell it to your grandchildren,’ he'd said.” Grandpa fanned himself with a magazine. “This secret has traveled 150 years. It's the story of Dead Man's Island.”</p>
<p class="passage-text">Poison was rumored, or perhaps natural causes. No one knew exactly how that famous dead man came to be dead, or even who he the dead man was exactly. “It was a tiny, 120-foot island,” Grandpa said, “and with everyone knowing he'd been buried there, it was the only name they could think of!” Grandpa studied everyone carefully, like he was hoping they could unravel the mystery.</p>
<p class="passage-text">“What became California belonged to Spain then,” he told his two grandchildren, “and later to Mexico, though not until 1821.” Grandpa glared at the sun. “Lonely souls came here on ships and traded barrels of food for cowhides from the local Mexican ranchers, which they sold for huge profits when they returned to the East Coast. Enormous herds of cattle roamed the flat lands. It wasn't until later that the city became Los Angeles.”</p>
<p class="passage-text">But 150 years ago, a trading ship's sailor shared a secret with Grandpa's grandfather. The captain of the S.S. Charleston had buried a valuable treasure exactly 17 miles due north from the center of Dead Man's Island ― and then 17 paces east.</p>
<p class="passage-text">“That night they had to set sail around South America and back to Boston; but it was a stormy night, and their ship was lost at sea. When my grandfather heard the news, he realized he was the only person alive who knew where their treasure was buried.”</p>
<p class="passage-text">“Are you making this up?” Bobby challenged. “Why didn't you look for the treasure yourself?”</p>
<p class="passage-text">“Because the island disappeared. I though my grandfather might've made it up, and he never gave me a good explanation. But he did tell me the island had disappeared in 1928. And he swore the treasure was nearby, less than 300 miles.”</p>
<p class="passage-text">“Maybe it's in Los Angeles,” volunteered Ann, Bobby's sister.</p>
<p class="passage-text">“Could be,” Grandpa replied confidently. “Up until about 80 years ago, there were maybe 900,000 people here. Nowhere near the 12 million people that are here today. Then irrigation came, and highways, and big airplane manufacturers. It'd be funny if underneath it all was a forgotten sea captain's buried treasure.”</p>
<p class="passage-text">Ann wanted to find the treasure, but only to please Grandpa. Bobby was thinking of everything he could buy with a stake in a 150-year-old treasure. Soon they were asking the local librarian for her newest atlas of maps, and then studying California's coast. There were several islands near San Francisco's coast, and even one that they called Treasure Island. But San Francisco was 400 miles north, and Grandpa's grandfather had insisted that Dead Man's Island was within 300 miles.</p>
<p class="passage-text">25 miles south of San Pedro, California, they found Santa Catalina Island ― but it was over 20 miles long (and 22 miles from the coast)! They wondered if Lisa, the librarian, had given them a defective atlas.</p>
<p class="passage-text">Lisa was a young college student, and she seemed eager to help them find any island within 300 miles; especially since Ann told her that if they could find Dead Man's Island, there was treasure just 17 miles north of it ― and then 17 paces east!</p>
<p class="passage-text">“I've spent five years at college studying the history of California,” Lisa announced, seeming anxious to prove how knowledgeable and helpful she could be. She pulled down several books about Sacramento. But, still, they never found Dead Man's Island.</p>
<p class="passage-text">When they returned to Grandpa's house, a mysterious stranger was talking to him. Grandpa did most of the talking, and the stranger looked like he'd rather keep quiet. “This is my friend Mike, and he gives boat tours to tourists,” Grandpa explained. “He's been sailing our coast for the last 15 years. So I asked him if he'd ever heard of Dead Man's Island.”</p>
<p class="passage-text">Mike stared back, silently.</p>
<p class="passage-text">“And he said yes!” Grandpa said. “He has a newspaper article that proves it.” They looked hopefully at Mike, who stood still and unsmiling, before walking toward his jeep.</p>
<p class="passage-text">Mike returned silently with a book about the history of Los Angeles. He opened the book in front of everyone, turning to a page about the community of San Pedro. Silently, he pointed to a picture on page 128, which displayed a lonely fence traveling down a steep hill; and in the background was the ocean. No more than 120 feet long, close to the shore, was a rocky island.</p>
<p class="passage-text">“Dead Man's Island, 1873,” read the picture's caption.</p>
<p class="passage-text">Even though it was an hour's away, Ann insisted they go there right away.</p>
<p class="passage-text">“It's gone,” Mike muttered. They dredged the harbor in 1928. They wanted to make it easier for ships to enter the port, and they dug away the entire island!”</p>
<p class="passage-text">They consulted a map and identified the right location, which was just 17 miles north. “Now let's get going,” shouted Grandpa, “before this afternoon gets any hotter!”</p>
<p class="passage-text">They bought four shovels, and Grandpa drove them north, following the driving instructions he'd printed out from the internet. Soon they'd found the location: a big field in back of an abandoned factory. Its high windows were dark, and it was apparent that no one worked there any more. They hoped no one would see them digging.</p>
<p class="passage-text">“I'll go scope out the geography,” Mike said quickly, “while the three of you park the car.” He hopped out before anyone said anything, and Grandpa looked for a hidden parking spot. Bobby stared after Mike, wondering if he was going to steal their treasure. As soon as the car stopped, they ran to the field.</p>
<p class="passage-text">It was nothing but a giant patch of dirt, at least an acre-wide, and they saw Mike bending over a deep hole towards the center. “Someone's been digging!” Mike shouted.</p>
<p class="passage-text">Grandpa arrived last, carrying the four shovels, and became furious when he came upon the emptiness of the hole. “Did they beat us to the treasure?” Ann asked. Grandpa studied the hole intently. But then he began laughing and dancing.</p>
<p class="passage-text">“This hole isn't deep enough!” he said. “My grandfather said the treasure was buried six feet down, and this hole is only four feet deep. The treasure's still down there, waiting for us!” Everyone stared thoughtfully for a moment before they grabbed shovels and started digging.</p>
<p class="passage-text">The kids dug with an unearthed adrenaline for the rest of the afternoon. Grandpa’s arthritis made it nearly impossible for him to break the surface of the hardened dirt, but his excitement matched the others, and maybe even exceeded it. He continued to cheer and chant until Bobby struck something.</p>
<p class="passage-text">It was a pouch with the faded letters, “S.S. Charleston,” branded into the leather. Below the pouch were several layers of something brittle and crumbly, like buried rubber. Grandpa, Mike, and Ann found more in every direction ― for several feet. But there was nothing else but dirt.</p>
<p class="passage-text">Had someone gotten here before them and stolen the treasure? As the sun set on the four treasure hunters, Bobby suddenly announced that, not only did he know where the treasure was, he knew who'd been lying.</p>
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<p class="passage-text">In this mystery, tension climbs. All the clues are hid in rhymes!</p>
<p class="passage-text">It's a holiday delight, telling of a spooky night.</p>
<p class="passage-text">In that night, down darkened streets two children go beg for treats.</p>
<p class="passage-text">"Halloween? We ignore dangers and take candy gifts from strangers!"</p>
<p class="passage-text">Mark and his friend Ann did good, visiting their neighborhood.</p>
<p class="passage-text">Candies soon would fill their sacks. They should carry home their snacks.</p>
<p class="passage-text">Skies were dark, with moonlit clouds, but they'd left the begging crowds.</p>
<p class="passage-text">for one last house, though they didn't know it's one spot where they shouldn't go.</p>
<p class="passage-text">It's a dark house, there, alone Winds make its old windows groan.</p>
<p class="passage-text">Grass had fled its dirty lawn. All its trees and plants were gone.</p>
<p class="passage-text">Silence took their place, and gloom. It's deserted -- like a tomb.</p>
<p class="passage-text">"This is scary," Mark told Ann. "Last time I came here, I ran.</p>
<p class="passage-text">"I heard noises, like a ghost." "I'm not scared," Ann liked to boast.</p>
<p class="passage-text">No one was around that night, and Mark's heart was filled with fright.</p>
<p class="passage-text">Ann dared him to pay a visit. "Hear those noises? Mark, what is it?"</p>
<p class="passage-text">They tiptoed up to the doorstep. Mark didn't want to take one more step.</p>
<p class="passage-text">Strange noises came from inside. but wind made the door swing wide.</p>
<p class="passage-text">Darkness loomed, but Ann could spy a dirty flashlight waiting nearby.</p>
<p class="passage-text">With its beam they saw dark hallways. Would Ann take the challenge? Always.</p>
<p class="passage-text">She grabbed Mark and whispered slow. "Let's see where these dark halls go."</p>
<p class="passage-text">With each step the floor would creak Its old wood began to reek.</p>
<p class="passage-text">Dust and strange smells, all around. Mark tried not to make a sound.</p>
<p class="passage-text">Ann's flashlight then beamed the room searching for those sounds of gloom.</p>
<p class="passage-text">In her flashlight, she would trust. All it lit were piles of dust.</p>
<p class="passage-text">Giant dust balls, inches wide, filled the house's dark inside.</p>
<p class="passage-text">It had gathered over chairs, in the corners, on the stairs.</p>
<p class="passage-text">Ann was curious, not afraid. How was it those sounds were made?</p>
<p class="passage-text">In the dark she paused to stare at one footprint on the stair.</p>
<p class="passage-text">Grey balls bounced against their shoes. "Let's go up and look for clues."</p>
<p class="passage-text">"Or we could go home," Mark said. "That noise could be someone dead!</p>
<p class="passage-text">Are we safe here?" Ann said no. "Even so, I've got to know."</p>
<p class="passage-text">Mark would run, but in that night Ann still held the only light.</p>
<p class="passage-text">From the downstairs dust that reeks to the old staircase that creaks,</p>
<p class="passage-text">Ann would move, then stop to stare at the pattern on the stair.</p>
<p class="passage-text">On each step, a shape she knew: Darker outlines of a shoe</p>
<p class="passage-text">In the dust, the stairway mounting, Up the steps, Mark started counting.</p>
<p class="passage-text">It's a trick he used when scared. Counting made him feel prepared.</p>
<p class="passage-text">"One, two, three, four -- I see twelve tracks On the staircase." Ann said "Relax."</p>
<p class="passage-text">Soon her light had scanned the path. She didn't need to fuss with math.</p>
<p class="passage-text">Up the stairs she'd quickly run, telling Mark this would be fun.</p>
<p class="passage-text">Leaving him to mull her dares, Ann had vanished up the stairs</p>
<p class="passage-text">And without the flashlight's spark Mark stood in the silent dark.</p>
<p class="passage-text">Questions seemed to cluster 'round. What had made that creepy sound?</p>
<p class="passage-text">Mark said "Well, this house is old." But besides that -- it was cold.</p>
<p class="passage-text">Dust brushed up against his feet. Maybe he should eat a treat.</p>
<p class="passage-text">Then, like horrors when you're dreaming, Mark heard Ann's voice. It was screaming.</p>
<p class="passage-text">Screaming from upstairs, not stopping. With terror, Mark's sweat was dropping.</p>
<p class="passage-text">Should he see if Ann was dead, Or just count her screams instead?</p>
<p class="passage-text">Three, four, five, six, screams were shrieking in that house whose floors were reeking.</p>
<p class="passage-text">Eight screams, nine screams, they kept coming. Ten and more -- the noise was numbing.</p>
<p class="passage-text">What was in that room she'd lightened? What could make Ann's voice so frightened?</p>
<p class="passage-text">Panicking now to his core, Mark couldn't find the entry door.</p>
<p class="passage-text">Stumbling through dark surrounding There was just one clue -- that sounding.</p>
<p class="passage-text">Ann yelled her eleventh scream and just like an awful dream</p>
<p class="passage-text">Listening to her screaming voice, Mark knew he had just one choice,</p>
<p class="passage-text">One way not to be alone: run to where Ann's flashlight shone.</p>
<p class="passage-text">Without thinking, up he ran towards the fourteen screams of Ann.</p>
<p class="passage-text">On that second floor that rotted, Mark discovered what she'd spotted.</p>
<p class="passage-text">What was at the stairway's top? What he saw would make Mark stop,</p>
<p class="passage-text">Stare amazed, and wonder, too. Gaze was all that he could do.</p>
<p class="passage-text">In the silent evening black, Two white eyes were staring back.</p>
<p class="passage-text">Hovering with its eyebrows spread, they could see, a floating head!!!</p>
<p class="passage-text">Just one head, but in the dark, its eyes moved from Ann to Mark.</p>
<p class="passage-text">Quite alive, its shining face stared at them with ghostly grace.</p>
<p class="passage-text">Silently it stared, unfrightened. More dust on the floor was brightened</p>
<p class="passage-text">by the glowing face, and by it, Mark noticed Ann became quiet.</p>
<p class="passage-text">He looked at her, and fear grew. Ann had witnessed something new.</p>
<p class="passage-text">In the dark, but coming near them two more eyes would come to peer them!</p>
<p class="passage-text">Down the hallway, bringing dread floated up a second head!</p>
<p class="passage-text">It's a woman, face still ghostly wearing ancient makeup, mostly.</p>
<p class="passage-text">Bizarre rouge on glowing skin, Tiny lines on eyebrows thin.</p>
<p class="passage-text">Scraggly hair was dangling down, from her forehead, dirty brown.</p>
<p class="passage-text">With its white eyes, Ann felt sure, It was looking back at her.</p>
<p class="passage-text">Suddenly the silence broke. That white floating head? It spoke.</p>
<p class="passage-text">"Who?" it asked Ann. "Who are you? Can you hear me? You are new!"</p>
<p class="passage-text">"Yes," the other face replied. "What has made you stray inside?"</p>
<p class="passage-text">In the dark and silent house, Ann was quiet as a mouse.</p>
<p class="passage-text">"Speak!" the face said, angry now. "What has brought us here -- and how?"</p>
<p class="passage-text">Mark knew in that haunted night, silence would be impolite.</p>
<p class="passage-text">So he told the ghosts, "It's late. Halloween, 2008.</p>
<p class="passage-text">In this house, we found your head floating here. We think you're dead.</p>
<p class="passage-text">Maybe there's one day between life and death, on Halloween.</p>
<p class="passage-text">When you feel that night begin, Ghosts can roam the earth again."</p>
<p class="passage-text">Ann now asked them for a clue. "We're just children. Who are you?"</p>
<p class="passage-text">And the glowing man's face moaned. Of an ancient pain he groaned.</p>
<p class="passage-text">"I was once a famous chief of an Indian tribe. A thief</p>
<p class="passage-text">stole into our camp one night and he killed me in a fight."</p>
<p class="passage-text">Soon his eyelids closed with fears. White and bloodshot eyes shed tears</p>
<p class="passage-text">Then the female head moaned low, "That's a century ago!</p>
<p class="passage-text">I was wealthy, filled with kicks back in 1846.</p>
<p class="passage-text">Till a sickness in the night turned my head into this fright."</p>
<p class="passage-text">When they pondered how they'd died, both the floating heads soon cried.</p>
<p class="passage-text">Through his sobs, the Indian chief shared the reason for his grief.</p>
<p class="passage-text">"We shared meadows without guilt before houses here were built."</p>
<p class="passage-text">And the wealthy woman thought of the joys her life had brought.</p>
<p class="passage-text">"I strolled gaily down the street. You know what I miss? My feet!"</p>
<p class="passage-text">Both heads then looked towards the ground, But no feet there could be found.</p>
<p class="passage-text">"I once wore the poshest clothes, led to dances by my beaus.</p>
<p class="passage-text">We became such dainty trippers, night and day wore high-heeled slippers.”</p>
<p class="passage-text">But now she sighed. "Guess it's true -- I finally died."</p>
<p class="passage-text">Then the chief remembered fun when he'd used his legs to run.</p>
<p class="passage-text">"All my life, the sweetest treat? Feeling grass on my feet.</p>
<p class="passage-text">Always barefoot, always running, Tracking game with all my cunning."</p>
<p class="passage-text">Then the chief was startled loudly by a voice that rang out proudly.</p>
<p class="passage-text">Mark and Ann stared for the flicker, Two more ghost heads soon would bicker.</p>
<p class="passage-text">"This is wrong," the new head cried. "Tell us when it was we died.</p>
<p class="passage-text">"1890? '92? "I'm a ghost. Should I say 'boo?'"</p>
<p class="passage-text">They arrived, two more undead, dressed like they were newly wed.</p>
<p class="passage-text">For the female head was pale. on her face she wore a veil.</p>
<p class="passage-text">On the man's head, hair was shiny slicked in place. His eyes were tiny.</p>
<p class="passage-text">His bride also missed a treat where she'd dressed in fabrics sweet.</p>
<p class="passage-text">As a child, and as wife -- ballet slippers, all her life.</p>
<p class="passage-text">Now she stared, sad and defeated. "This is wrong," her ghost repeated.</p>
<p class="passage-text">With an angry voice her groom followed from a darkened room.</p>
<p class="passage-text">"We don't know you," he announced. Towards the other heads he bounced,</p>
<p class="passage-text">As the hallway all around filled with angry clomping sounds.</p>
<p class="passage-text">Now the four heads -- two still sobbing In the hallway floated, bobbing.</p>
<p class="passage-text">Mark and Ann stared helplessly til the bride shared her sad plea.</p>
<p class="passage-text">"There's one issue -- we agree here. What has summoned us to be here?"</p>
<p class="passage-text">All the other heads soon nodded. From their rests they'd now been prodded.</p>
<p class="passage-text">And the wealthy woman railed at the way her fate had failed.</p>
<p class="passage-text">"Let us rest in peace," she'd say. "Even on this holiday."</p>
<p class="passage-text">"We belong in our own world," she complained. Her eyebrow curled.</p>
<p class="passage-text">"It must be some earthly pest disturbing our well-earned rest!"</p>
<p class="passage-text">"Find the crook," the Indian moaned. "Who defiles us?" Ann now groaned.</p>
<p class="passage-text">All the heads that had just spoken Now glared straight at her, awoken</p>
<p class="passage-text">from their peaceful ghostly slumbers. Mark, in fright, returned to numbers.</p>
<p class="passage-text">After all this elocution, Would the ghosts seek retribution?</p>
<p class="passage-text">Was it dark revenge that waited? Or could ghosts still be placated?</p>
<p class="passage-text">Suddenly, a hope Mark knew. He remembered one small clue.</p>
<p class="passage-text">"Yes, you were aroused tonight. But it wasn't Ann's small light.</p>
<p class="passage-text">Someone's played a trick on you, doused their face with ghostly goo</p>
<p class="passage-text">Glowing white, but not a spirit. They just wanted to get near it,</p>
<p class="passage-text">So to watch when you awoke, spying on you ghostly folk.</p>
<p class="passage-text">Not us children," Mark would boast. "Someone here is not a ghost!"</p>
<<set _tvShow3Options to ["Bride,", "Groom,", "Indian Chief,", "Wealthy woman,"]>>,
<p class="passage-text"><<cycle "$tvshow3" autoselect>><<optionsfrom _tvShow3Options>><</cycle>>
<<liveblock>>
<<if $tvshow3 is "Bride,">>
<<link "who told the sad plea">>
<<deadcount 38>>
<<goto "dead38">>
<</link>>.
<<elseif $tvshow3 is "Groom,">>
<<link "with the angry voice">>
<<set $TVShowPlaying to false>>
<<if ndef $WonTvShow3>>
<<set $WonTvShow3 = true>>
<<include "MirrorLivingRoomShowCheckerC2">>
<</if>>
<<goto "MirrorLivingRoomShowWonC2">>
<</link>>.
<<elseif $tvshow3 is "Indian Chief,">>
<<link "the famous one">>
<<deadcount 38>>
<<goto "dead38">>
<</link>>.
<<elseif $tvshow3 is "Wealthy woman,">>
<<link "she who wants to rest in peace">>
<<deadcount 38>>
<<goto "dead38">>
<</link>>.
<<else>>
<<include "BugFound">>
<</if>>
<</liveblock>>.</p>
<<script>>
$(document).on("click", "#cycle-tvshow3", function () {
$(document).trigger(":liveupdate");
});
<</script>><<set $TVShowPlaying to true>>
<<set _TimedSeconds to 600>>
<<include "EasyModeTimed">>
<<timed `_TimedSeconds + "s"`>>
<<deadcount 38>>
<<goto "dead38">>
<</timed>>
<p class="passage-text">"I remember the white hats," said Grandpa. "And I remember the men who wore them."</p>
<p class="passage-text">It had stayed with him all these decades, along with a story even he didn't believe, a miracle which couldn't have happened.</p>
<p class="passage-text">But it did.</p>
<p class="passage-text">"First came Ernie..." Grandpa remembered, with a smile in his voice. "He'd come from Montana and even grew up on a ranch. Here he was, just 18 years old, and he'd never even been away from home. And for some reason that morning, the sun wasn't shining."</p>
<p class="passage-text">Grandpa was 83 years old, but he still remembered that day, and Ernie's fear, for one simple reason. "I was 18 years old too, and I hadn't been away from home either."</p>
<p class="passage-text">The enormous Navy cruiser stood before him, standing on a foggy dock in San Francisco, when he'd met Ernie and discovered they'd be shipping out together into the Pacific Ocean. "Ernie had freckles and red hair," Grandpa said. "We both acted brave, and we didn't talk about it. But maybe we didn't have to. I knew he was just as scared as me."</p>
<p class="passage-text">Grandpa worked on a farm in Iowa, and remembered growing up in the 1930s. "All through high school history class, they'd talked about "the Great War" after 1917. And now we were at it again. There were songs, movies, and even radio speeches by the President of the United States. Everyone felt united, around this thing we had to do.</p>
<p class="passage-text">"And that's why Ernie and I were standing on the dock."</p>
<p class="passage-text">Every detail of that day burned itself into Grandpa's memory. "There was a wise guy from New York - a real fast talker named Doug. Doug claimed he wasn't scared at all, that he'd only signed up for a steady paycheck. Soon he was even teasing Ernie about being a hick from Montana.</p>
<p class="passage-text">"Ernie didn't know what to say, until suddenly he announced, 'Well, I have a wife waiting for me back home.' Doug sensed Ernie was making the whole thing up, of course, so he demanded 'What's your wife's name?'"</p>
<p class="passage-text">"Betty!" Ernie said, quickly. We both laughed, almost admiring the way Ernie stuck to his story. Ernie sensed we were his friends, and he started to let his guard down.</p>
<p class="passage-text">"I suppose you're married to Betty Grable, the movie star," Doug said, good-naturedly.</p>
<p class="passage-text">"Ernie laughed and said 'How'd you know!' and we all laughed with him. The truth is, we were glad to have something to talk about that wasn't as scary as the battles to come.</p>
<p class="passage-text">"Then when we got to our room, there were two bunks on each wall, and across from ours was a man named Chet. As soon as we got there, Doug spotted the picture Chet had put on the wall. And it was a picture of Betty Grable.</p>
<p class="passage-text">"'Hey Ernie!' Doug shouted, 'Chet's got a picture of your wife over his bed!'"</p>
<p class="passage-text">"'It's the price I have to pay,' Ernie answered casually, 'for being married to a movie star.'</p>
<p class="passage-text">"Well, Chet joined in the teasing, saying he couldn't believe this red-headed kid from Montana was really married to a famous movie star. Chet was from California, so he'd met some movie stars, 'and they generally don't socialize with ranch hands from Montana!' More sailors heard our conversation, and soon it seemed like the whole cruiser knew about the red-headed 18-year-old who'd said he was married to Betty Grable."</p>
<p class="passage-text">"As the Navy cruiser cast off, Captain Stark called us to the deck. We sailed under the Golden Gate Bridge towards the naval base at Hawaii. From there we'd be headed towards the Pacific Islands, and would be playing our part in the battles to come. As the sailors stood at attention, Captain Stark explained the rules of the ship and the schedules we would keep.</p>
<p class="passage-text">"And he ended his talk on a very strange note. 'Men, I understand we have with us a celebrity. I understand this red-headed Apprentice here says he's married to Betty Grable. Is that right, sailor?'</p>
<p class="passage-text">"Ernie's face turned bright red, and the entire deck laughed as Captain Stark said 'Dismissed!'"</p>
<p class="passage-text">Grandpa's eyes grew strange as he talked about the things he'd experienced, and the people he'd shared it with. "But the whole country came together, and we knew they were behind us."</p>
<p class="passage-text">But the day Grandpa couldn't forget was the day they'd all met again at Ernie's funeral. "It had been nearly 15 years since any of us had seen him after the war ended, and we'd all returned to our lives. But Ernie's family in Montana announced a memorial service for his friends from the Navy after he'd died unexpectedly in his sleep one night. We all flew there to be together one more time. It was Memorial Day, 1959."</p>
<p class="passage-text">Grandpa's eyes became excited. "It was good to see everyone again - my old bunk-mate Chet, and Doug from New York who looked just as slick as ever. We even called Captain Stark that morning, and with just two hours notice he flew up from his home in Colorado. Well, we all listened to the minister talk for nearly an hour, and Chet slipped out to help the minister's wife set up a guest book that people could sign. And then suddenly Doug nudged me in the ribs.</p>
<p class="passage-text">"I didn't know why he was being so disrespectful, but he said 'You've got to look over there.' Well, I looked, and I couldn't believe it. Everyone there was serious and respectful, and so was she, wearing a sad black veil and a black dress. But there was no mistaking that face.</p>
<p class="passage-text">"It was Betty Grable."</p>
<p class="passage-text">I told Grandpa I didn't believe it. "Betty Grable was married to a trumpeter!" I said. "From 1943 until 1965. They had three children together!"</p>
<p class="passage-text">"Don't you think I know it," Grandpa said. "I looked it up in Life magazine!"</p>
<p class="passage-text">"Are you sure it was her?"</p>
<p class="passage-text">"Chet even showed us where she'd signed her name in the guest book! For the next 45 years I wondered - all of us did. But I did some research at the library and found out she really had been in the state that weekend."</p>
<p class="passage-text">"Did you talk to her?" I asked.</p>
<p class="passage-text">"When the minister finished speaking, we headed over to Betty. She knew what we wanted to ask, of course, but she just smiled a sweet smile, nodded graciously, and then ran for the door. We chased after her, but she jumped into a limousine that was waiting. Doug stood there for a second like he'd seen a ghost.</p>
<p class="passage-text">"Doug was so flabbergasted, he began grilling Ernie's mother, sister, uncle, and the rest of his family -- about whether Ernie had secretly married the movie star. Captain Stark eventually told him to stop acting like a jackass, and a genuinely embarrassed Doug apologized, saying he'd really underestimated Ernie after all.</p>
<p class="passage-text">"Maybe it's the miracle of friendship," Grandpa said finally. "When you've been through so much together, even your jokes can somehow become real."</p>
<p class="passage-text">"I hate to spoil a good story," I said, "but there's one man who set up Betty Grable's appearance at the service - and I know who it was."</p>
<<set _tvShow4Options to ["Captain Stark,", "Chet,", "Doug,", "Ernie,"]>>,
<p class="passage-text"><<cycle "$tvshow4" autoselect>><<optionsfrom _tvShow4Options>><</cycle>>
<<liveblock>>
<<if $tvshow4 is "Captain Stark,">>
<<link "the one who sails">>
<<deadcount 38>>
<<goto "dead38">>
<</link>>.
<<elseif $tvshow4 is "Chet,">>
<<link "the old bunk-mate">>
<<set $TVShowPlaying to false>>
<<if ndef $WonTvShow4>>
<<set $WonTvShow4 = true>>
<<include "MirrorLivingRoomShowCheckerC2">>
<</if>>
<<goto "MirrorLivingRoomShowWonC2">>
<</link>>.
<<elseif $tvshow4 is "Doug,">>
<<link "from New York">>
<<deadcount 38>>
<<goto "dead38">>
<</link>>.
<<elseif $tvshow4 is "Ernie,">>
<<link "who grew up on a ranch">>
<<deadcount 38>>
<<goto "dead38">>
<</link>>.
<<else>>
<<include "BugFound">>
<</if>>
<</liveblock>>.</p>
<<script>>
$(document).on("click", "#cycle-tvshow4", function () {
$(document).trigger(":liveupdate");
});
<</script>><<if lastVisited("MirrorLivingRoomShow1C2") is 1>>
<p class="passage-text">"I bet the thief is Mrs. Winfrey," teased Charles Kincaid.</p>
<p class="passage-text">"How could that be?" I answered. "When Bertram told the story of the scarecrow, she didn't even know the story about where the outlaw had hid!</p>
<p class="passage-text">"But we've also eliminated suspects by searching your rooms," I continued. "We were able to deduce that none of the guests have the mask.</p>
<p class="passage-text">"And for that matter, the thief came from outside.” Eyes darted suspiciously around the room.</p>
<p class="passage-text">"And finally, the thief appears to have some familiarity with. . .”</p>
<p class="passage-text">"Potatoes," finished Bertram. The room was silent as his face lit up with understanding.</p>
<p class="passage-text">"Potatoes," echoed Chester. "I hope you enjoyed them," he told the guests sheepishly.</p>
<p class="passage-text">"It must be cold and unpleasant, living in the cook's quarters in back of the castle," I said. "I can't blame you for wanting to sabotage the tourist trade. But your shoes got wet just walking to the castle - and your left a trail of footprints that led from the scarecrow's pole.”</p>
<p class="passage-text">"If I'd known you were so unhappy, I could've hired a local cook," said Bertram gently. "My only regret is you felt that you had to lie to me.</p>
<p class="passage-text">"Yours was the one room we didn't search," Bertram continued, now with understanding. "I wondered why you laughed at dinner when Charles said that we'd never find the mask.”</p>
<p class="passage-text">"Perhaps the castle's new 'sheriff' was outwitted by his outlaw son," Charles teased.</p>
<p class="passage-text">Bertram stood for a moment, and then roared with laughter. And we all joined in.</p>
<<elseif lastVisited("MirrorLivingRoomShow2C2") is 1>>
<p class="passage-text">“Did Mike double-cross us, and dig the holes himself? Ann asked suspiciously.</p>
<p class="passage-text">“Even if he could dig that quickly, Grandpa had all the shovels while we were parking the car!” Bobby replied.</p>
<p class="passage-text">“You thought Grandpa made the whole thing up,” Ann pointed out.</p>
<p class="passage-text">“I wondered at first,” Bobby admitted reluctantly, “because Grandpa hates the heat. But he couldn't have dug the holes because of his arthritis.”</p>
<p class="passage-text">“Maybe his own grandfather made the whole story up!” Mike said with concern.</p>
<p class="passage-text">“There's a leather pouch from the S.S. Charleston,” Grandpa replied. “So it sounds like my grandfather was telling the truth.”</p>
<p class="passage-text">“But one person wasn't telling the truth. Our librarian!”</p>
<p class="passage-text">“She kept trying to give us books about cities like San Francisco,” Ann said, “which is 400 miles away ― and even landlocked Sacramento! As someone who has studied California, she must've known she was misleading us! She got here before us, and started looking for the treasure!”</p>
<p class="passage-text">“But the joke's on her, because there is no treasure,” Bobby announced. “The sailor that Grandpa's grandfather spoke to was working on a trading ship,” he pointed out. “They carried nothing of value except barrels of food, which they traded for...”</p>
<p class="passage-text">“Leather hides!” said Grandpa, looking down at the brittle layers of cowhide beneath him. “It was the most valuable thing that his ship carried, and at that time, it might've been worth the equivalent of maybe $40,000 today.”</p>
<p class="passage-text">“But it spent the last 150 years decomposing into nothing,” Mike said sadly.</p>
<p class="passage-text">Ann was disappointed, but Bobby knew exactly what to say: “After all this time, you really did find where the treasure was buried, Grandpa!”</p>
<p class="passage-text">“And besides,” Grandpa replied, “we have something worth more than any treasure.
Each other! And now you have a story you can tell your grandchildren. You don't even have to wait 80 years!”</p>
<p class="passage-text">“Right!” Bobby agreed. “Now let's get out of this heat!”</p>
<<elseif lastVisited("MirrorLivingRoomShow3C2") is 1>>
<p class="passage-text">"While you slumbered, free from cares
somebody crept up your stairs.</p>
<p class="passage-text">That imposter should beware.
We have seen your footprints there!</p>
<p class="passage-text">If a wealthy woman tread
up those stairs with feet undead,</p>
<p class="passage-text">She wouldn't leave a shoeprint neat.
She wore slippers on her feet!"</p>
<p class="passage-text">That bride wouldn't leave those clues
She wore only ballet shoes!</p>
<p class="passage-text">And it's not the Indian tall.
He didn't wear shoes at all!"</p>
<p class="passage-text">Now five faces in that room
turned to face the sneaky groom.</p>
<p class="passage-text">Each ghost sadly shook their head.
"You're a decoy ghost instead?"</p>
<p class="passage-text">"Yes, it's true," the 'groom' announced.
"I was curious, and I pounced</p>
<p class="passage-text">on Halloween, my only hope
to witness ghosts. I've been a dope."</p>
<p class="passage-text">But that instant, mystery solved,
each ghost's head quickly dissolved.</p>
<p class="passage-text">In the silence, there was just
emptiness and dark and dust.</p>
<p class="passage-text">In the dark hall, not a groan.
Three mortals stood all alone.</p>
<p class="passage-text">One last time, loud creaks began --
down the stairs ran Mark and Ann.</p>
<p class="passage-text">With no glance or word between,
they returned to Halloween.</p>
<p class="passage-text">No more hallways would they roam.
Mark and Ann ran straight for home.</p>
<<elseif lastVisited("MirrorLivingRoomShow4C2") is 1>>
<p class="passage-text">"Maybe Captain Stark set it up."</p>
<p class="passage-text">"It sounds like he'd enjoy a good joke," I said. "But you only gave him two hours notice about the service. That would hardly be enough time to set it up!"</p>
<p class="passage-text">"I always wondered if Doug was somehow behind it," Grandpa said.</p>
<p class="passage-text">"I don't know," I replied. "Doug was genuinely sorry that he pestered Ernie's entire family with questions. If he'd set up the whole prank in the first place, he wouldn't take it that seriously!"</p>
<p class="passage-text">"Do you suppose Ernie himself planned the prank" Grandpa asked, almost hopefully.</p>
<p class="passage-text">"He wouldn't have had time," I pointed out. "You said he died unexpectedly in his sleep."</p>
<p class="passage-text">"But then who?" Grandpa asked.</p>
<p class="passage-text">"Well, I don't know whether she'd be signing her name 'Betty Grable' in a guest book even after she was married," I said. "But it sounds like you servicemen scared her into her limousine before she'd even had a chance!"</p>
<p class="passage-text">"And Chet didn't even set the book out until after the service had started," Grandpa remembered. "He's the only one who could've signed Betty's name for her."</p>
<p class="passage-text">"And he was the one who'd lived in Hollywood, and said he'd known movie stars."</p>
<p class="passage-text">"But why would Betty Grable go along with one sailor's prank?"</p>
<p class="passage-text">"Everyone went through the war together," I said, "and I can see her being deeply touched by the story of the humble 18-year-old ranch hand who left home to serve his country. Maybe this was her way of showing she was just as grateful as everyone else."</p>
<p class="passage-text">"To the men who wore the white hats."</p>
<<else>>
<<include "BugFound">>
<</if>>
@@.youspeech;//<<link "Did I win?" 'MirrorLivingRoomShowEndC2'>><</link>>//@@<p class="passage-text">The television turns off with a loud static noise and a bright flash. @@.youspeech;//Did the cathode burn through…?//@@ you think. You try to turn the television back on, but the buttons don’t seem to do anything but make clicking sounds. @@.youspeech;//The presenter promised me I would win a trip back to home… I was tricked yet again,//@@ you think as you go back to the <<link "hallway" 'MirrorMainHallDownC2'>><</link>>.</p><<if $WonTvShow1 && $WonTvShow2 && $WonTvShow3 && $WonTvShow4>>
<<flash "Hidden minigame completed: All the murder mystery shows">>
<<else>>
<<flash "Minigame completed: The murder mystery show">>
<</if>><p class="passage-text">The television turns off with a loud static noise and a bright flash. @@.youspeech;//Did the cathode burn through…?//@@ you think. You try to turn the television back on, but the buttons don’t seem to do anything but make clicking sounds. @@.youspeech;//The presenter promised me I would win a trip back to home… I was tricked yet again,//@@ you think as you go back to the <<link "hallway" 'MirrorMainHallDownC2'>><</link>>.</p>
<p class="passage-text">As you walk away, you hear a voice whispering, @@.themspeech;“take one, just do it, you want it.”@@</p><<run $("html").removeClass("mirror1 mirror2 mirror3 mirror4")>>
<<if $Corruption is 0>>
<p class="passage-text">@@.youspeech;“My God, does this place ever stop doing weird stuff, even the mirror haunts this hallway inside the mirror,”@@ you pause for a second, looking at the rotten frame, and you continue, @@.youspeech;“I hate this mirror-ception idea… it makes me confused and irritated.”@@ You <<link "leave" 'MirrorMainHallDownC2'>><</link>> the mirror as soon as possible because you know bad stuff happened when you looked into it for an extended amount of time.</p>
<<elseif $Corruption is 1>>
<<run $("html").addClass("mirror1")>>
<<if $Insanity gte 95>>
<p class="passage-text">Irritated by the mirror, you think, @@.youspeech;//can’t I just punch the mirror?//@@ This isn’t you, but this anger needs to get a catharsis. You walk up to the mirror and give it a right one. To your surprise, the mirror doesn’t shatter. @@.youspeech;//What…?//@@ Your hand went into the mirror and you quickly pulled it back. @@.youspeech;//Alright, I didn’t think this through. I am happy my hand isn’t bleeding, but I will not use another mirror as a <<link "door" 'MirrorMainHallDownC2'>><</link>>…//@@</p>
<<else>>
<p class="passage-text">@@.youspeech;//The stupid thing is even here,//@@ you think. The rotten mirror is occupying a lot of the hallway space. @@.youspeech;//I can’t even walk normally through the hallway, first the white corruption, now the mirror.//@@ Clearly irritated, you try to <<link "ignore" 'MirrorMainHallDownC2'>><</link>> the mirror, but something is off about it, it seems to reflect less light.</p>
<</if>>
<<elseif $Corruption is 2>>
<<run $("html").addClass("mirror2")>>
<<if $Insanity gte 75>>
<p class="passage-text">Irritated by the mirror, you think, @@.youspeech;//can’t I just punch the mirror?//@@ This isn’t you, but this anger needs to get a catharsis. You walk up to the mirror and give it a right one. To your surprise, the mirror doesn’t shatter. @@.youspeech;//What…?//@@ Your underarm went into the mirror and you quickly pulled it back. @@.youspeech;//Alright, I didn’t think this through. I am happy my hand isn’t bleeding, but I will not use another mirror as a <<link "door" 'MirrorMainHallDownC2'>><</link>>…//@@</p>
<<else>>
<p class="passage-text">@@.youspeech;//Does this place ever stop being haunted?//@@ You think. You feel a strange urge to throw a tantrum, but you know it won’t help you. @@.youspeech;//The mirror seems to be less reflective. Is it rotting away faster somehow…?//@@ You ignore the mirror and <<link "move on" 'MirrorMainHallDownC2'>><</link>>.</p>
<</if>>
<<elseif $Corruption is 3>>
<<run $("html").addClass("mirror3")>>
<<if $Insanity gte 50>>
<p class="passage-text">Irritated by the mirror, you think, @@.youspeech;//can’t I just punch the mirror?//@@ This isn’t you, but this anger needs to get a catharsis. You walk up to the mirror and give it a right one. To your surprise, the mirror doesn’t shatter. @@.youspeech;//What…?//@@ Your arm went into the mirror and you quickly pulled it back. @@.youspeech;//Alright, I didn’t think this through. I am happy my hand isn’t bleeding, but I will not use another mirror as a <<link "door" 'MirrorMainHallDownC2'>><</link>>…//@@</p>
<<else>>
<p class="passage-text">The mirror is blocking the hallway for the most part. @@.youspeech;//I hate this place, it makes me angry.//@@ Clearly annoyed by the mirror you try to <<link "walk away" 'MirrorMainHallDownC2'>><</link>>.</p>
<</if>>
<<elseif $Corruption is 4>>
<<run $("html").addClass("mirror4")>>
<p class="passage-text">@@.youspeech;//The mirror, it’s open?//@@ You question what you are seeing. The frame seems to move around as waves do. @@.youspeech;//Is this a passage to something else?//@@ You have a bad feeling about this, and you aren’t sure what you can expect. For the last time, you went into a mirror, you found yourself unconscious on a floor. You don’t feel fear, nor anything really, you want to go into the <<link "mirror" 'MirrorMirrorInsideC2'>><</link>>, but you know there are more <<link "important" 'MirrorMainHallDownC2'>><</link>> matters.</p>
<</if>><p class="passage-text">You stepped into the mirror. You expected something beyond your imagination, but it’s just an empty void. You have a strange feeling you have been here before, many times actually. The light of the hallway enters the inside like sunrays penetrate clothing. You think it’s time to <<link "move on" 'MirrorMainHallDownC2'>><</link>>.</p><<if ndef $OuiSeen>>
<<set _murder = [
/* kills, who did they kill, location, year of kills, name of killer, were they caught*/
["400", "baby", "bristol", "1869", "amelia dyer", "yes"],
["1", "woman", "richmond", "1879", "kate webster", "yes"],
["dozens","woman", "london", "1884", "thames torso murders", "no"],
["1", "boy", "wiltshire", "1860", "constance kent", "yes"],
["1", "girl", "alton", "1867", "frederick baker", "yes"],
["5", "woman", "london", "1888", "jack the ripper", "no"],
]>>
<<set $PickedMurderer = _murder[random(0,5)]>>
<</if>>
<<if ndef $OuiSeen>>
<<set $OuiSeen to true>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: The ouija board">>
<<include "GhostCountNotifier2">>
<</if>>
<div class="ouija-game">
<img src="ui/board.jpg" class="board">
<img src="ui/plan.png" class="planchette">
</div>
<<set $Goodbye = false>>
<<set _questions = ["Where is the shadow?", "Where is Lily?", "Who is the shadow in the attic?", "Goodbye!", "How many kills?", "Who did they kill?", "The locations of the killings?", "The year of the killings", "Was the killer caught?"]>>
<p class="passage-text center">What's your question?</p>
<p class="passage-text center">
<<listbox "_ouija" autoselect>>
<<optionsfrom _questions>>
<</listbox>>
</p>
/* TODO: more questions */
<p id="ouija-button" class="passage-text center">
<<button "Ask the ouija board">>
<<if $OuijaTotalQuestions == 0>>
<<flash "Minigame started: Victorian killers">>
<</if>>
<<set $OuijaTotalQuestions += 1>>
<<set $Insanity += random(1,5)>>
<<switch _ouija>>
<<case "Where is the shadow?">>
<<run setup.movePlanchette(State.variables.ShadowHuntRoom);>>
<<set $Goodbye = false>>
<<case "Where is Lily?">>
<<run setup.movePlanchette(State.variables.HideAndSeekRoom);>>
<<set $Goodbye = false>>
<<case "Who is the shadow in the attic?">>
<<run setup.movePlanchette("Ikey Solomon");>>
<<set $Goodbye = false>>
<<case "Goodbye!">>
<<run setup.movePlanchette("goodbye")>>
<<set $Goodbye = true>>
<<case "How many kills?">>
<<run setup.movePlanchette(State.variables.PickedMurderer[0])>>
<<set $Goodbye = false>>
<<case "Who did they kill?">>
<<run setup.movePlanchette(State.variables.PickedMurderer[1])>>
<<set $Goodbye = false>>
<<case "The locations of the killings?">>
<<run setup.movePlanchette(State.variables.PickedMurderer[2])>>
<<set $Goodbye = false>>
<<case "The year of the killings">>
<<run setup.movePlanchette(State.variables.PickedMurderer[3])>>
<<set $Goodbye = false>>
<<case "Was the killer caught?">>
<<run setup.movePlanchette(State.variables.PickedMurderer[5])>>
<<set $Goodbye = false>>
<</switch>>
<</button>>
</p>
<hr>
<p class="passage-text center">Who is the killer?</p>
<p class="passage-text center">
<<textbox "_killer" "Type your answer here">>
</p>
<p id="ouija-button" class="passage-text center">
<<button "Submit the answer">>
<<if _killer.toLowerCase() == $PickedMurderer[4]>>
<<if ndef $OujiaWon>>
<<set $OujiaWon = true>>
<<set $Goodbye = true>>
<<flash "Minigame completed: Victorian killers">>
<<run setup.movePlanchette("yes")>>
<</if>>
<<else>>
<<run setup.movePlanchette(undefined)>>
<<set $Insanity += random(5,15)>>
<</if>>
<</button>>
</p>
<p class="passage-text center">
<<link "Leave the board">>
<<if $Goodbye || ndef $Goodbye>>
<<goto "MirrorMirrorC2">>
<<else>>
<<deadcount 42>>
<<goto "dead42">>
<</if>>
<</link>>
</p>
<<done>>
<<script>>
setup.movePlanchette = function movePlanchette(words) {
if (words !== undefined) {words = words.toLowerCase();}
const array = words === undefined ? ['', 'undefined'] : ['yes', 'no', 'goodbye'].includes(words) ? [words] : words.split('');
const ones = ['zero', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine'];
const planchette = document.querySelector('.planchette');
const arrayLength = array.length;
let arrayCounter = 0;
const button = document.querySelector('#ouija-button button');
planchette.addEventListener('transitionstart', () => button.setAttribute('disabled', 'disabled'));
planchette.addEventListener('transitionend', () => {
arrayCounter++;
if (arrayCounter == (arrayLength - 1)) {
button.removeAttribute('disabled');
}
});
for (let i = 0; i < array.length; i++) {
planchetteTask(i);
}
function planchetteTask(i) {
setTimeout(function() {
try {
if (array[i] in ones) array[i] = ones[array[i]];
if (array[i] == "undefined") {
planchette.classList.remove('repeat');
planchette.classList = `planchette shake`;
setTimeout(function() {
planchette.classList.remove('shake');
}, 2000);
} else if (planchette.classList.contains(array[i])) {
planchette.classList.remove('shake');
planchette.classList = `planchette ${array[i]} repeat`;
} else {
planchette.classList.remove('shake');
planchette.classList.remove('repeat');
planchette.classList = `planchette ${array[i]}`;
}
if (array[i] == "goodbye") {
setTimeout(() => {planchette.classList = `planchette goodbye end`;}, 1000);
setTimeout(() => {planchette.classList = `planchette`;}, 2500);
}
}
catch {}
}, 1500 * i); return true;
}
}
<</script>>
<</done>><<if $CountMirrorRestroomC2V is 1>>
<<first>>
<p class="passage-text">The toilet on this side of the mirror is in an even worse state than the other toilet. You notice the brownish-red water isn’t the worst part, but rather the white threads spreading all over the toilet. You try to clear some of them away, but you can’t really touch them. @@.youspeech;//It’s like they aren’t just slightly opaque, it’s like they don’t exist in the physical world at all.//@@</p>
<p class="passage-text">You have the strange urge to carve a number into the door. You push your nails into the wood and carve the number: <<numberbox "$Carve" 0>>, into it. Your cuticle bleeds. @@.youspeech;//I should probably
<<link "move on" 'MirrorMainHallDownC2'>>
<<set $PlayerCarveNumber = $Carve>>
<</link>>.//@@ You think as you suck on your index finger to clean the blood.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//The single candle lights the room just enough so I can see the dirty toilet seat. There is no way I am going to use that,//@@ you think to yourself as you let your eyes accustom to the room, you continue, @@.youspeech;//the toilet outside of the mirror is dirty already, but this white stuff, it makes me almost puke.//@@ You laugh for a second, for the fact it’s convenient if you puke, the toilet could catch it.</p>
<p class="passage-text">You have the strange urge to carve a number into the door. You push your nails into the wood and carve the number: <<numberbox "$Carve" 0>>, into it. Your cuticle bleeds. @@.youspeech;//I should probably
<<link "move on" 'MirrorMainHallDownC2'>>
<<set $PlayerCarveNumber = $Carve>>
<</link>>.//@@ You think as you suck on your index finger to clean the blood.</p>
<</first>>
<<elseif $CountMirrorRestroomC2V is 2>>
<<first>>
<p class="passage-text">@@.youspeech;//I don’t know why, but my belly hurts. I shall enter the sacred square meters again,//@@ you think as you walk into the restroom. You know, it’s a dirty room. The brownish-red toilet water smells and the white threads make it feel like a jungle. Except, a jungle is hot and moist, but this house is nothing but cold and dry.</p>
<p class="passage-text">Again you have the strange urge to carve a number into the door. @@.youspeech;//Why do I want to do this?//@@ You think as you push your nails into the wood and carve the number: <<numberbox "$Carve" 0>>, into it. Your cuticle bleeds. @@.youspeech;//I should probably
<<link "move on" 'MirrorMainHallDownC2'>>
<<set $PlayerCarveNumber = $Carve>>
<</link>>.//@@ You think as you suck on your index finger to clean the blood.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//My God, I am not sure why, but I must visit the restroom often. My bowels seem to be a little stressed, maybe because of all the strange things happening here, or the white threads poison me.//@@ You look at the jungle in front of you, @@.youspeech;//if that doesn’t sicken me, I am sure it does something else to me.//@@</p>
<p class="passage-text">Again you have the strange urge to carve a number into the door. @@.youspeech;//Why do I want to do this?//@@ You think as you push your nails into the wood and carve the number: <<numberbox "$Carve" 0>>, into it. Your cuticle bleeds. @@.youspeech;//I should probably
<<link "move on" 'MirrorMainHallDownC2'>>
<<set $PlayerCarveNumber = $Carve>>
<</link>>.//@@ You think as you suck on your thumb to clean the blood.</p>
<</first>>
<<elseif $CountMirrorRestroomC2V gte 3>>
<<first>>
<p class="passage-text">Again, you step into the small room, which is dimly lit by just one candle. @@.youspeech;//I hope I can clear my mind a little because I can’t comprehend what the hell is going on during this sleepover.//@@ This thought snapped something inside of you. @@.youspeech;//I am having a sleepover… I already forgot… what the…?//@@ You rub your forehead as if it was a wishing lamp, waiting to spawn a genie. But just as suddenly the thought popped up, it left.</p>
<p class="passage-text">Again you have the strange urge to carve a number into the door. @@.youspeech;//Why do I want to do this?//@@ You think as you push your nails into the wood and carve the number: <<numberbox "$Carve" 0>>, into it. Your cuticle bleeds. @@.youspeech;//I should probably
<<link "move on" 'MirrorMainHallDownC2'>>
<<set $PlayerCarveNumber = $Carve>>
<</link>>.//@@ You think as you suck on your pink to clean the blood.</p>
<<finally>>
<p class="passage-text">This place… these threads… the candles…, you are unsure what’s going on, or why things are happening, but this mirror world corrupts your process of thought. It eats at your memories and makes you less happy, if being happy is still a thing. You breathe in deeply and feel how your vision blurs for a tiny moment. “I shouldn’t be spending too much time inside the mirror.”</p>
<p class="passage-text">Again you have the strange urge to carve a number into the door. @@.youspeech;//Why do I want to do this?//@@ You think as you push your nails into the wood and carve the number: <<numberbox "$Carve" 0>>, into it. Your cuticle bleeds. @@.youspeech;//I should probably
<<link "move on" 'MirrorMainHallDownC2'>>
<<set $PlayerCarveNumber = $Carve>>
<</link>>.//@@ You think as you suck on your fingers to clean the blood.</p>
<</first>>
<<else>>
<<include "BugFound">>
<</if>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>><<if ndef $EndingInit>>
<<set $EndingInit = true>>
<<flash "Quest updated: The endless cycle">>
<</if>>
<<if $BloodActivated>>
<<ctp "ShadowReturnUrn" nobr>>
<<set _ctp to CTP.getCTP("ShadowReturnUrn")>>
<p class="passage-text">The location of your urn is there, in the gap in the wall. You genuinely wonder whether this isn’t another dead end and if your efforts haven’t been in vain. The shadow appears on the other side of the chamber of the mausoleum.</p>
<<set _nextText to "Shout at it.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“It’s too late. You can’t stop me. I will place my urn where it belongs and stop all of it,”@@ you shout. The shadow creeps closer and stops because you threaten to put the urn in the vacant slot. </p>
<p class="passage-text">@@.themspeech;“Oh sweet Addison, you have no clue, do you? Please, go ahead, return it, place it back. I have been waiting for this moment,”@@ the shadow calmly speaks. Its presence gives you goosebumps, and the air turned cold, but the fire within your body burns brightly. It continues, @@.themspeech;“what are you waiting for? End it.”@@</p>
<<set _nextText to "You doubt.">>
<<ctpNext t8n>>
<p class="passage-text">For a moment it seemed all clear, return the urn and end this nightmare. However, it’s too easy since the shadow wants you to put it in. You also do not know why returning the urn would actually end it…</p>
<<set _nextText to "Place the urn inside.">>
<<ctpNext t8n>>
<p class="passage-text">You slowly move the urn to the dreary-looking tomb of Addison Marlowe. Every inch you get closer, the weaker you feel, as if you're sucked empty of everything that makes you, you. This sudden doubt and this weird feeling of emptiness make you wonder if this is the right thing to do. You can push through and <<link "return yourself" "MirrorEndC2UrnPlacedIn">><</link>><<if $Corruption lte 2>>, or you could run to Thomas and <<link "destroy" "MirrorEndC2UrnNot">><</link>> the urn.<<else>>.<</if>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShadowReturnUrn">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<ctp "ShadowReturnUrn" nobr>>
<<set _ctp to CTP.getCTP("ShadowReturnUrn")>>
<p class="passage-text">The location of your urn is there, in the gap in the wall. You genuinely wonder whether this isn’t another dead end and if your efforts haven’t been in vain. The shadow appears on the other side of the chamber of the mausoleum.</p>
<<set _nextText to "Shout at it.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“It’s too late. You can’t stop me. I will place my urn where it belongs and stop all of it,”@@ you shout. The shadow creeps closer and stops because you threaten to put the urn in the vacant slot. </p>
<p class="passage-text">@@.themspeech;“Oh sweet Addison, you have no clue, do you? Please, go ahead, return it, place it back. I have been waiting for this moment,”@@ the shadow speaks calmly. Its presence gives you goosebumps, and the air turned cold, but the fire within your body burns brightly. It continues, @@.themspeech;“what are you waiting for? End it.”@@</p>
<<set _nextText to "You doubt.">>
<<ctpNext t8n>>
<p class="passage-text">For a moment it seemed all clear, return the urn and end this nightmare. However, it’s too easy since the shadow wants you to put it in. You also do not know why returning the urn would actually end it…</p>
<<set _nextText to "Place the urn inside.">>
<<ctpNext t8n>>
<p class="passage-text">You slowly move the urn to the dreary-looking tomb of Addison Marlowe. Every inch you get closer, the weaker you feel, as if you're sucked empty of everything that makes you, you. This sudden doubt and this weird feeling of emptiness make you wonder if this is the right thing to do. You can push through and <<link "return yourself" "MirrorEndC2UrnPlacedIn">><</link>><<if $Corruption lte 2>>, or you could run to Thomas and see if you <<link "missed anything" "MirrorEndC2UrnNot">><</link>>.<<else>>.<</if>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShadowReturnUrn">>
<</button>>
<</if>>
<</ctp>>
<</if>><<ctp "UrnPlaceIn" nobr>>
<<set _ctp to CTP.getCTP("UrnPlaceIn")>>
<p class="passage-text">The shadow taunts you, @@.themspeech;“I knew you were too weak to defeat me. It’s just the way you are, and we have known each other for a long time.”@@</p>
<<if $Corruption lte 1>>
<p class="passage-text">Your gorge rises, but you are confused. @@.youspeech;//It wants me to put the urn in — why? Maybe <span id="shouldnnot"><<link "I shouldn\’t?" "MirrorEndC2UrnNot">><</link>></span>.//@@ Then again, it might just end it all</p>
<<else>>
<p class="passage-text">Angered by this insult, you put the urn where it belongs and mockingly laugh while saying, @@.youspeech;“I won, it ends here.”@@</p>
<</if>>
<<set _nextText to "Put it in.">>
<<ctpNext t8n>>
<<replace "#shouldnnot">>I shouldn’t?<</replace>>
<p class="passage-text">You are not sure what you expected to happen, but you expected something. @@.youspeech;//Why isn’t the shadow disappearing? Why am I not waking up?//@@</p>
<p class="passage-text">The shadow creeps closer till it is standing only an arm’s length away. You hold your nerve. You've done it. It's over. But the shadow says, @@.themspeech;“thank you Addison, you have done it yet again.”@@</p>
<<set _nextText to "Again?">>
<<ctpNext t8n>>
<p class="passage-text">Your heart jumps in your chest, filling you with sudden fear. @@.youspeech;//Did the shadow just thank me?//@@</p>
<p class="passage-text">The shadow continues, @@.themspeech;“let's see if it will work this time, or if I need to initiate a completely new cycle.”@@</p>
<p class="passage-text">You are scared you made a mistake. You try to grab your urn again, and say, @@.youspeech;“you can’t have—”@@ but the shadow touches you and you freeze with your arm extended.</p>
<<link "Try to move.">>
<<goto "MirrorEndC2BadEnding">>
<</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "UrnPlaceIn">>
<</button>>
<</if>>
<</ctp>><<include "MirrorEndCorruptionLibrary">>
<<ctp "ShadowPlanRevealed" nobr>>
<<set _ctp to CTP.getCTP("ShadowPlanRevealed")>>
<<if hasVisited("MirrorEndC2UrnNot")>>
<p class="passage-text">Even though you accepted the fact that this sleepover is endless, your human nature makes you resist and you look into the Shadow its white eyes and say, @@.youspeech;“you can’t have it, it’s mine.”@@ The shadow touches you and you feel how your body becomes stiff and immoveable.</p>
<</if>>
<p class="passage-text">@@.youspeech;“_tempNick, I can most certainly have the urn for myself. I made them. I own them.”@@ The shadow laughs. @@.themspeech;“You never have a clue do you, not even now, when all things almost failed.”@@</p>
<<set _nextText to "Try to speak.">>
<<ctpNext t8n>>
<p class="passage-text">You mumble, but it’s not words. All you can manage are grunts. The shadow smiles at you and rambles on about what has happened. @@.themspeech;“This whole place we are in is simply a construct of my machines.”@@</p>
<<set _nextText to "A construct?">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//A construct? What does it mean?//@@</p>
<p class="passage-text">It seems the shadow can't resist explaining. @@.themspeech;“I need you and all of them to power my contraptions. It's as simple as that. They need electricity, but that’s not enough. They need vast amounts of human cerebral energy.”@@ It's horrible smile grows bigger, @@.themspeech;“What better way to power my devices than orchestrate a theatrical play every time, one filled with pain, hope and love?”@@</p>
<p class="passage-text">It scoffs, @@.themspeech;“did you really think they had a choice? Oh Addison, you fall for it every time, but you’re the one cog, the one key ingredient that allows me to be the perfect puppeteer.”@@</p>
<p class="passage-text"><<link "Watch the shadow continue." "MirrorEndC2BadEndingContinue">><</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShadowPlanRevealed">>
<</button>>
<</if>>
<</ctp>><<include "MirrorEndCorruptionLibrary">>
<<ctp "ShadowJudge" nobr>>
<<set _ctp to CTP.getCTP("ShadowJudge")>>
<p class="passage-text">You try to scream, run, cry, anything that normally wakes you up from a nightmare, but it’s not enough. The shadow notices your resistance and laughs. @@.themspeech;“You’re such a hypocrite. You know that, right?”@@</p>
<<set _nextText to "Try to scream at it.">>
<<ctpNext t8n>>
<<if $Corruption == 0>>
<p class="passage-text">@@.themspeech;“In all the past iterations you have murdered them, I was scared for a second, that all of you finally broke the cycle, but it’s impossible, as I predicted.”@@</p>
<<else>>
<<for _i to 0; _i lt _killArray.length; _i++>>
<p class="passage-text">@@.themspeech;_killArray[i]@@</p>
<</for>>
<</if>>
<<set _nextText to "What?">>
<<ctpNext t8n>>
<p class="passage-text">The shadow walks towards the stairs and says, @@.themspeech;“I have to say, it took you long enough this time, $Death deaths in this iteration. But it doesn’t matter, I'm sure that this time I can finally do it.”@@ It turns its back to you, but cannot resist a parting shot, @@.themspeech;“Don’t worry Addison. _tempNick. you won’t remember a thing and we will all start from the <<link "beginning" "PostCredits">><</link>>.”@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShadowJudge">>
<</button>>
<</if>>
<</ctp>><<ctp "UrnNotReturned" nobr>>
<<set _ctp to CTP.getCTP("UrnNotReturned")>>
<p class="passage-text">You hold back and the shadow shouts, @@.themspeech;“Stop! You must do it!”@@ You've never heard such desperation from the thing before, and you make a run for it. The shadow hurls itself at you and you fall to the ground. It grabs your arm and forcefully extends it, urn and all.</p>
<p class="passage-text">@@.themspeech;“You will place it in, right here and now!”@@ The shadow pulls you up and, like a waltz, moves back you to the empty slot. Its voice hisses with anger bottled up for decades: @@.themspeech;“This has happened before. If you won't do it, I'll make you, so that this cycle can end and I can continue!”@@</p>
<<set _nextText to "Continue?">>
<<ctpNext t8n>>
<p class="passage-text">Using all your strength, you break from the grip of the shadow, but you know that it’s much stronger than you are. It will force you to put the urn in the niche if you stay here. Therefore, you taunt the shadow to make it kill you so you can return <<link "to Thomas and the mirror" "MirrorEndC2Thomas">><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "UrnNotReturned">>
<</button>>
<</if>>
<</ctp>><<include "MirrorEndCorruptionLibrary">>
<<ctp "ShadowEndSpeak" nobr>>
<<set _ctp to CTP.getCTP("ShadowEndSpeak")>>
<p class="passage-text">The last seconds were mere flashes, for you angered the shadow enough to snap your neck. You knew you would stand next to Thomas again, pulled from the edge of heaven or hell, or whatever the void may be. You have become afraid of what Thomas is turning into, but you know his own self is still in there, locked behind this corruption poisoning the mirror world.</p>
<p class="passage-text">His dark grey eyes open and he says, @@.himspeech;“Addison, please you shouldn’t—”@@ but his soft voice turns into a sudden screaming.</p>
<<set _nextText to "Shake him.">>
<<ctpNext t8n>>
<p class="passage-text">In vain, you try to ease the pain as you feel the air chill and hear a voice speaking loudly, @@.themspeech;“foolish child, running towards one of my puppets only helps me more. You never have a clue what’s truly happening, do you?”@@</p>
<<set _nextText to "Step back.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Leave Thomas alone, just leave everyone alone,”@@ you say as tears roll down your cheek. You know that the shadow is unavoidable.</p>
<<if $Corruption == 0>>
<p class="passage-text">@@.themspeech;“You don’t understand it, do you? I need all of this, so my contraptions can properly be powered. Besides electricity, they need cerebral power, and what better form of this than pure and raw emotion exists? Nothing!”@@</p>
<<else>>
<p class="passage-text">The shadow laughs and says, @@.themspeech;“it’s all a beautiful play, orchestrated by myself.”@@ It raises its hands and clenches them, making Thomas scream in agony, for his body is bending and twitching in anatomically impossible ways. @@.themspeech;“My contraptions need electricity and vast amounts of cerebral energy, and what better way to generate this energy than by having all of you experience the most pure forms of all emotions?”@@</p>
<p class="passage-text">@@.themspeech;_tempNick, you are the star in this play.@@</p>
<p class="passage-text">The shadow mocks you. @@.themspeech;<<= _killArray[0]>>@@</p>
<</if>>
<p class="passage-text"><<link "Defy it." "MirrorEndC2ThomasEnds">><</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShadowEndSpeak">>
<</button>>
<</if>>
<</ctp>><<ctp "DestroyTheUrn" nobr>>
<<set _ctp to CTP.getCTP("DestroyTheUrn")>>
<p class="passage-text">You want to say something, but before the words leave your mouth Thomas screams, @@.himspeech;“destroy it, do it, throw it—”@@</p>
<<set _nextText to "Destroy the urn?">>
<<ctpNext t8n>>
<<if $IkeAlive>>
<p class="passage-text">The shadow silences Thomas by pinching its fingers together and, like an invisible zipper, it closes Thomas’s mouth and opens the door to the hallway. Like a puppeteer, it drags Ikey into the room all while not touching the actual body itself. It drops Ikey next to Thomas and whispers, @@.themspeech;“Ikey, the shadow tries to escape.”@@</p>
<p class="passage-text">Ikey suffocates Thomas, and you want to throw the urn at him to <<link "stop Ikey" "MirrorEndC2StopIkey">><</link>>. You could also <<link "throw the urn" "MirrorEndC2ThrowUrn">><</link>> into the mirror,
<<if $CountDead28V gte 1>>
because you know that taking items through the mirror not only kills you but also destroys that item.
<<elseif $Note2Translated>>
because you know you can't take things outside of the mirror.
<<else>>
so it’s gone, and the shadow can’t get it anymore.
<</if>>
</p>
<<else>>
<p class="passage-text">The shadow silences Thomas by pinching its fingers together and, like an invisible zipper, it closes Thomas’s mouth, but with the last of his strength he gasps one last thing, @@.himspeech;“—into the mirror!”@@ Infuriated, the shadow hurls itself at you again, but you <<link "throw the urn" "MirrorEndC2ThrowUrn">><</link>> right into the place where it all started.</p>
<</if>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "DestroyTheUrn">>
<</button>>
<</if>>
<</ctp>>/* throw urn, Thomas doesn't die, but the urn is now in the hands of the shadow again */
<<include "MirrorEndCorruptionLibrary">>
<<ctp "MirrorBadEnding" nobr>>
<<set _ctp to CTP.getCTP("MirrorBadEnding")>>
<p class="passage-text">You hurl the urn at Ikey, and it hits him in the head. Ikey, collapses, letting Thomas go. The shadow laughs and doesn’t sound desperate any more as he says, @@.himspeech;“this iteration failed. You have to place the urn in yourself. That’s the ultimate plot twist, that moment when you understand there is no end and the despair you will feel afterwards.”@@ You run to Thomas and hold him.</p>
<<set _nextText to "Watch the shadow grab the urn.">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“You’re not the brightest one, are you?”@@ The shadow mocks. You can see it picks the urn up from the ground. @@.themspeech;“I sowed this seed long ago, and I shall reap it, and only I.”@@</p>
<<set _nextText to "Hug Thomas.">>
<<ctpNext t8n>>
<p class="passage-text">The shadow continues, @@.themspeech;“don’t worry Addison. _tempNick. you won’t remember a thing and we will all start from the beginning.”@@ The shadow <<link "disappears" "PostCredits">><</link>> with the urn.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MirrorBadEnding">>
<</button>>
<</if>>
<</ctp>>/* Shadow dies good ending */
/* TODO: make it more interesting */
<<ctp "MirrorShadowDead" nobr>>
<<set _ctp to CTP.getCTP("MirrorShadowDead")>>
<<if $BloodActivated>>
<p class="passage-text">You smile at the shadow and say; I know this will end it, your other version told me. The shadow screams, @@.themspeech;“I need to get her back, please…”@@ You throw it in and feel the shadow’s world shatter in front of it.</p>
<</if>>
<p class="passage-text">The corruption visible near the library’s door turns into ashes, and so does the shadow. The cycle has been broken. You do not know why it was it was possible, why the shadow even allowed this, if it could orchestrate it all, but you’re happy it has finally come to an end.</p>
<<if $IkeAlive>>
<p class="passage-text">You kneel next to the lifeless body of Thomas. Ikey successfully suffocated him in this short time. Thomas was too weak already, you figured. You don’t feel sad, for none of you were alive, anyway. You were all just puppets in this madness.</p>
<<else>>
<p class="passage-text">You kneel next to Thomas and grab his hands. Thomas speaks softly, @@.himspeech;“I am sorry, my love, for everything that—”@@</p>
<p class="passage-text">But you put a finger on his mouth and say, @@.youspeech;“it has ended, we were all being played…”@@</p>
<</if>>
<<set _nextText to "Hold him tight.">>
<<ctpNext t8n>>
<p class="passage-text">You hold Thomas, while the mirror shatters, and the world around disintegrates like sand on an endless beach blowing away in the wind of a dream.</p>
<p class="passage-text">This time, the dream doesn’t burst, and you know all of you will finally find the sleep you so desperately wished for, an infinite sleep, one where you and your fiance can dance in peace. One where Lily and Mom can face each other again. One where Mr Brownrigg isn’t insane anymore. One where Ikey can live a life again. One where all of you can <<link "dream" "MirrorEndC2ThrowUrnEnding">><</link>>…</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MirrorShadowDead">>
<</button>>
<</if>>
<</ctp>><<ctp "HappyEnd" nobr>>
<<set _ctp to CTP.getCTP("HappyEnd")>>
<p class="passage-text">@@.himspeech;“There you are!”@@ Thomas says while holding his hand out. You’re confused. One moment you were standing in the foul darkness, in that of the mirror, and now you’re standing in a ballroom.</p>
<p class="passage-text">A string quartet is playing some silvery music. You look around you. The room is filled with people you don’t recognise.</p>
<<set _nextText to "\“Addison?\”">>
<<ctpNext t8n>>
<p class="passage-text">You turn back to Thomas, and he is still holding out his hand. Instinctively, you grab it. He pulls you in close and smiles. @@.himspeech;“You briefly drifted off, but I’m delighted you’re back.”@@</p>
<p class="passage-text">The two of you flow back and forth in the room like mesmerising waves. The surrounding people are laughing, partaking in the dance, and enjoying themselves.</p>
<<set _nextText to "\“Thomas?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Yes, my dear?”@@</p>
<p class="passage-text">@@.youspeech;“Why are we here?”@@</p>
<p class="passage-text">Thomas gestures toward your body. You gasp as you gaze down. You let Thomas go and you run your fingers through the dress. The satin feels light and reflects the beautiful illumination of the room, making you the star in the middle.</p>
<<set _nextText to "\“It\’s a wedding dress?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Yes, silly, what did you expect? It’s our wedding?”@@</p>
<p class="passage-text">You scowl and question, @@.youspeech;“But what about the ghosts, the mirror, and the shadows?”@@</p>
<p class="passage-text">Thomas smiles and answers, @@.himspeech;“don’t worry, they are <<link "dreaming" "PostCredits">><</link>> too!”@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "HappyEnd">>
<</button>>
<</if>>
<</ctp>><<set _killArray = []>>
<<if $Corruption == 0>>
<<set _tempNick = "My innocent child">>
<<elseif $Corruption == 1>>
<<set _tempNick = "Oh Addison">>
<<elseif $Corruption == 2>>
<<set _tempNick = "Oh naïve thing">>
<<elseif $Corruption == 3>>
<<set _tempNick = "Oh cold hearted one">>
<<elseif $Corruption == 4>>
<<set _tempNick = "Oh murderess">>
<</if>>
<<if $CorruptionChecker1>>
<<set _killArray.push("\“Lily, who I tied up, as the most terrific and delicious bait ever, died all because you were too stupid to not close the door.\”")>>
<</if>>
<<if $CorruptionChecker2>>
<<set _killArray.push("\“Poor Ikey Solomon, that poor gentleman, snuck in a long time ago, and you simply took his breath away, just like mine when you played your part so perfectly.\”")>>
<</if>>
<<if $CorruptionChecker3>>
<<set _killArray.push("\“You killed that poor poor mother, who only wanted her child back. Murdress.\”")>>
<</if>>
<<if $CorruptionChecker4>>
<<set _killArray.push("\“Mr Brownrigg, who tried to defy me by reverse engineering my contraptions, was simply put to sleep by a fountain pen. It was quite enjoyable to watch.\”")>>
<</if>>
<<set _killArray.shuffle()>><div class="title-screen-block">
<p class="passage-text">''//Sleepover rules// created by'': <<externalLink "Sjoerd Hekking" "https://www.writtenhorror.com">></p>
<<timed 5s t8n>><p class="passage-text">''//Artist//'': <<externalLink "Support the artist!" "https://ko-fi.com/addictivities">>|<<externalLink "Instagram" "https://www.instagram.com/eli.psia/">></p><</timed>>
<<timed 9s t8n>><p class="passage-text">''Rules by'': <<externalLink "Raccoon_Cheeze" "https://www.reddit.com/user/Raccoon_Cheeze">></p><</timed>>
<<timed 13s t8n>><p class="passage-text">''With the help of'': Akjosch, TheMadExile, Gwen, Bogdan, Kira, Nippolino,
Chapel, TRBRY, Goctionni, Maliface and AlyxMS</p><</timed>>
<<timed 17s t8n>><p class="passage-text">Thanks to all my Patreon followers!</p><</timed>>
<<timed 21s t8n>><p class="passage-text">A big hug to all Discord server members.</p><</timed>>
<<timed 25s t8n>><p class="passage-text">''Special thanks to'': Somnium (Vincent Valensky), Cyrus Firheir 🐉 and Hituro.</p><</timed>>
<<timed 29s t8n>><p class="passage-text">I want to thank you from the bottom of my heart for finishing the game. I feel honoured you played it to the end. Feel free to explore in the house and the mirror world again, or simply reset the game and experience it from a different angle by making other choices throughout. Again, thank you.</p><</timed>>
<<timed 35s t8n>><p class="passage-text">This game has taken a lot of coffee to write, so feel free to check out my <<externalLink "KoFi page" "https://ko-fi.com/sjoerdhekking">> to gift me a cup. Side note: this money won’t be used for coffee, but rather for more art in Sleepover Rules, or other games, so don’t worry, I am not that addicted to coffee. I just want to make sleepover rules more beautiful.</p><</timed>>
<<timed 41s t8n>><p class="passage-text"><<link "The end" 'Start'>><<run Save.autosave.delete()>><</link>></p><</timed>>
</div><<if $Urn>>
<<include "MirrorMausoleumC2PreEnd">>
<<elseif $CountMirrorMausoleumC2V is 1>>
<<include "MirrorMausoleumC2First">>
<<elseif $CountMirrorMausoleumC2V gte 2>>
<<include "MirrorMausoleumC2Second">>
<<else>>
<<include "BugFound">>
<</if>><p class="passage-text">You can feel the darkness following you from behind, like a shark on the hunt for blood. Your steps resonate in the vast halls of this crypt-like structure. I need to end it for once and for all. I need to <<link "save them" "MirrorEndC2">><</link>> and myself.</p>
<p class="passage-text">You are torn internally as you approach the room where your name is read, unsure if the time has come yet. You question whether you should not hide in one of the larger openings as you suspiciously scan your surroundings. This will enable you to trick the shadow and <<link "return" "MirrorShedC2">><<set $Insanity += random(1,10)>><</link>> to the shed.</p>/* TODO: How to mausoleum is empty, first finally */
<p class="passage-text">The mausoleum is deserted and filled with candles that seem to never stop burning. You look around for more clues, or information, but there is nothing here.</p>
<p class="passage-text">A lot of the openings are empty, but some contain stone urns. Of those urns, the most are huge, but some are small, easily held in one hand. Besides the names you have read before, there is nothing new you can find. You decide to <<link "go back" "MirrorShedC2">><<set $Insanity += random(1,10)>><</link>>.</p><<if ndef $FriSeen>>
<<set $FriSeen to true>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: ???">>
<<include "GhostCountNotifier2">>
<<elseif $FriSeen>>
<</if>>
<<if $LilyDead>>
<<ctp "MausoleumShadowTalk" nobr>>
<<set _ctp to CTP.getCTP("MausoleumShadowTalk")>>
<p class="passage-text">There it stands, watching you. The shadow. Invoking fear into you with its presence. You must break the cycle to end it. You think, @@.youspeech;//I must be brave, I must save Thomas, myself and leave…//@@ You speak out loud, @@.youspeech;“you can’t kill me, you know I come back!”@@ The feeling or heroism flows through your mind, standing up against the very thing that killed Lily. But the shadow keeps watching, without words.</p>
<<set _nextText to "Where is my urn?">>
<<ctpNext t8n>>
<p class="passage-text">The shadow speaks, @@.themspeech;“you are in limbo, for you can not die, but how does an eternity of torture sound like?”@@ its eyes glow white as it mentioned inflicting pain, and it continues, @@.themspeech;“Your little boyfriend escaped me, he even stole your urn.”@@</p>
<<set _nextText to "It all connects.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//The shadow who tortured Thomas… He was too weak to remember it all… But he hid my urn. He saved me…//@@ The shadow steps closer, @@.themspeech;“come here, I told you that your time would come, and that’s now!”@@</p>
<<set _nextText to "Run to Thomas!">>
<<ctpNext t8n>>
<p class="passage-text">You run up the stone stairs as you hear the shadow shout, @@.themspeech;“you can’t run forever, I will find you.”@@</p>
<p class="passage-text">
<<link "Run faster." 'MirrorFriendC2'>>
<<set $ShadowHunt = true>>
<<set $ShadowHuntRoom to either("childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown", "balcony", "basement", "kitchen", "shed")>>
<</link>>
</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MausoleumShadowTalk">>
<</button>>
<</if>>
<</ctp>>
<<elseif $Corruption gte 1>>
<<ctp "MausoleumShadowTalk1" nobr>>
<<set _ctp to CTP.getCTP("MausoleumShadowTalk1")>>
<p class="passage-text">There it stands, watching you. The shadow. Invoking fear into you with its presence. You must break the cycle to end it. You think, @@.youspeech;//I must be brave, I must save Thomas, Lily, myself and leave…//@@ You speak out loud, @@.youspeech;“you can’t kill me, you know I come back!”@@ The feeling or heroism flows through your mind, it almost feels like killing. But the shadow keeps watching, without words.</p>
<<set _nextText to "Where is my urn?">>
<<ctpNext t8n>>
<p class="passage-text">The shadow speaks, @@.themspeech;“you are in limbo, for you can not die, but how does an eternity of torture sound like?”@@ its eyes glow white as it mentioned inflicting pain, and it continues, @@.themspeech;“Your little boyfriend escaped me, he even stole your urn.”@@ The shadow takes a deep sniff and says, @@.themspeech;“you reek of vileness, and you think I am the villain of this story?”@@</p>
<<set _nextText to "It all connects.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//The shadow who tortured Thomas… He was too weak to remember it all… But he hid my urn. He saved me…//@@ The shadow steps closer, @@.themspeech;“come here, I told you that your time would come, and that’s now!”@@</p>
<<set _nextText to "Run to Thomas!">>
<<ctpNext t8n>>
<p class="passage-text">You run up the stone stairs as you hear the shadow shout, @@.themspeech;“you can’t run forever, I will find you.”@@</p>
<p class="passage-text">
<<link "Run faster." 'MirrorFriendC2'>>
<<set $ShadowHunt = true>>
<<set $ShadowHuntRoom to either("childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown", "balcony", "basement", "kitchen", "shed")>>
<</link>>
</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MausoleumShadowTalk1">>
<</button>>
<</if>>
<</ctp>>
<<elseif $Corruption is 0>>
<<ctp "MausoleumShadowTalk1" nobr>>
<<set _ctp to CTP.getCTP("MausoleumShadowTalk1")>>
<p class="passage-text">There it stands, watching you. The shadow. Invoking fear into you with its presence. You must break the cycle to end it. You think, @@.youspeech;//I must be brave, I must save Thomas, Lily, myself and leave…//@@ You speak out loud, @@.youspeech;“you can’t kill me, you know I come back!”@@ The feeling or heroism flows through your mind.. But the shadow keeps watching, without words.</p>
<<set _nextText to "Where is my urn?">>
<<ctpNext t8n>>
<p class="passage-text">The shadow speaks, @@.themspeech;“you are in limbo, for you can not die, but how does an eternity of torture sound like?”@@ its eyes glow white as it mentioned inflicting pain, and it continues, @@.themspeech;“Your little boyfriend escaped me, he even stole your urn.”@@ The shadow takes a deep sniff and says, @@.themspeech;“even an innocent one will kill”@@</p>
<<set _nextText to "It all connects.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//The shadow who tortured Thomas… He was too weak to remember it all… But he hid my urn. He saved me…//@@ The shadow steps closer, @@.themspeech;“come here, I told you that your time would come, and that’s now!”@@</p>
<<set _nextText to "Run to Thomas!">>
<<ctpNext t8n>>
<p class="passage-text">You run up the stone stairs as you hear the shadow shout, @@.themspeech;“you can’t run forever, I will find you.”@@</p>
<p class="passage-text">
<<link "Run faster." 'MirrorFriendC2'>>
<<set $ShadowHunt = true>>
<<set $ShadowHuntRoom to either("childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown", "balcony", "basement", "kitchen", "shed")>>
<</link>>
</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MausoleumShadowTalk1">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<include "BugFound">>
<</if>><<ctp "FirstEnterMausoleum" nobr>>
<<set _ctp to CTP.getCTP("FirstEnterMausoleum")>>
<p class="passage-text">Your footsteps echo as you descend into a large chamber. One filled with many rows and columns of openings. Candles placed in metal brackets are your only light source. The many connected rooms form a crypt-like structure within this underground mausoleum. The crypt is made from smooth stone and doesn’t contain any decorations besides the candles.</p>
<<set _nextText to "Walk closer to the openings.">>
<<ctpNext t8n>>
<p class="passage-text">The light can barely make the in-stone carved words visible, but you can distinguish names from the plates. With your fingers, you glide over the soft stone and peek into the openings. Big urns are frozen in time withering in the stone frames. Perplexed by the underground tomb, you look at the plates again. Especially the dates.</p>
<<set _nextText to "Find the most recent ones.">>
<<ctpNext t8n>>
<p class="passage-text">After searching for a while, you find both empty openings and more recently placed urns. There are again too many questions to ask, even after thinking that you have seen it all in this place. One of the most recent ones read @@.eventtext;“Ikey Solomon,”@@ you feel dizzy and whisper, @@.youspeech;“that’s the shadow in the attic…”@@</p>
<<set _nextText to "Look at even more recent ones.">>
<<ctpNext t8n>>
<p class="passage-text">You frantically search through all nameplates, the ones you can read at least, for most have heavily deteriorated already. The names are all there, the man’s, lily’s, moms. Your hand shivers as it glides over the name Thomas. @@.youspeech;“My God, even Thomas’ name…”@@ you gasp.</p>
<<set _nextText to "Continue searching.">>
<<ctpNext t8n>>
<p class="passage-text">One opening is empty but has a carved nameplate. You freeze. You feel your eyes water. Your body feels limb.</p>
<<set _nextText to "Read the carved name.">>
<<ctpNext t8n>>
<p class="passage-text">You stutter as you say the name, <<timed 3s>>@@.youspeech;“A-A-Addison M-Marlowe.”@@<</timed>> <<timed 6s>><<run setup.scrollElementToBottom(1400);>>You can’t comprehend why your name is there, but you're done with being in the blind. @@.youspeech;//I have been dead all along. There is no other solution, to why I can die an indefinite amount, to why there are ghosts here, to why the place is corrupted.//@@<</timed>></p>
<<timed 6s>><p class="passage-text"><<link "Suddenly you feel being watched..." 'MirrorMausoleumC2ShadowAngry'>><</link>></p><</timed>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FirstEnterMausoleum">>
<</button>>
<</if>>
<</ctp>>/* LINK FOR THE SHADOW TOO INIATE FIRST ATTACK & DURING DEATH SCENE
<<link "looking for her" 'MirrorMainHallUpC2'>>
<<set $ShadowHunt = true>>
<<set $ShadowHuntRoom to either("childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown", "balcony", "basement", "kitchen", "shed")>>
<</link>>. */
/* finished: "restroom", "childrensRoom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown", "balcony", "basement", "kitchen" "shed",*/
<<if def $ShadowHuntRoom>>
<<set $CurrentPassage2 to passage()>>
<<set _currentPassageCheck2 to "Mirror" + $ShadowHuntRoom.toUpperFirst() + "C2">>
<<set _currentPassageDialogue2 to "ShadowHunt" + $ShadowHuntRoom.toUpperFirst() + "Dialogue">>
<<if $ShadowHunt>>
<<if $CurrentPassage2 is _currentPassageCheck2>>
<p class="passage-text"><<include `_currentPassageDialogue2`>></p>
<<else>>
<<if $RandomHuntChance lte 30>>
<<include "ShadowHuntReset">>
<</if>>
<</if>>
<</if>>
<</if>><<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntShedDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
The air chills. Is the shadow nearby?
<</if>><<if $LilyDead>>
<<run $("html").addClass("corpse")>>
<</if>>
<<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#shedhunt">>Inside the shed, there is little to no true hiding space, except for a few tool racks. You duck behind one and wait. You hear the shadow entering the shed and walking to the mausoleum door. Softly you hear it whisper, @@.themspeech;“soon we will be reunited, my love, soon!”@@ After the door to the mausoleum closes, you <<link "come out" "MirrorShedC2">><<include "ShadowHuntReset">><</link>>.<</replace>>
<<else>>
<<replace "#shedhunt">>Except for some tool racks and a table, there is nowhere to hide when you glance around. Before you realise it, the shed door opens and frigid air rushes inside. The shadow approaches you and tries to grip your neck, saying, @@.themspeech;“my, my, what a <<link "surprise" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>, I wasn’t even looking for you.”@@<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="shedhunt">The air chills, and in the corner of your eye you see something move. You need to <span id="replace11"><<button "hide">><<set _gotAway to true>><<replace "#replace11">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntKitchenDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
in between the sizzling and cracking of the pots, you hear heavy footsteps coming towards the kitchen. Is the shadow nearby?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#kitchenhunt">>You open one of the cupboard doors and climb in, hoping mom doesn’t mind it. Mom whistles a creepy tune as you hear heavy footsteps getting closer every second. @@.themspeech;“Where is she?”@@ You expected the shadow to say this, but it’s the other way around. Mom seems to become angry at the shadow. Heavy footsteps recede down the hallway, faster than usual. @@.youspeech;//Is the shadow afraid of mom?//@@ you question yourself as you <<link "open" "MirrorKitchenC2">><<include "ShadowHuntReset">><</link>> the door of the cupboard.<</replace>>
<<else>>
<<replace "#kitchenhunt">>You open one of the cupboard doors and climb in, hoping mom doesn’t mind it. Mom whistles a creepy tune as you hear heavy footsteps getting closer every second. White voids of eyes look into yours when the door opens. The shadow grips your neck and asks, @@.themspeech;“Did you honestly believe I wouldn’t <<link "see you" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>?”@@<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="kitchenhunt">The air chills, and in the corner of your eye you see something move. You need to <span id="replace10"><<button "hide">><<set _gotAway to true>><<replace "#replace10">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntBasementDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
Loud thudding in the hallway echoes on the concrete around you. Is the shadow nearby?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#basementhunt">>There are lots of places to hide in the basement, so you duck behind some stale crates. Because the concrete is firm and smooth, the heavy footfall reverberates throughout the basement. You try your best to inhale softly and quietly as you are enveloped in the icy air of this disgusting location. Minutes later, the shadow <<link "leaves" "MirrorBasementC2">><<include "ShadowHuntReset">><</link>> again and you come out safe and sound.<</replace>>
<<else>>
<<replace "#basementhunt">>You hurriedly cover behind a dusty box, but while doing so, you must have pushed something, as a box now lies on the ground. In the distance you hear a voice say, @@.themspeech;“soon you will be in another type of concrete again, as you should’ve been if it was not for your boyfriend.”@@ You try to remain optimistic, but it’s too late; chilly hands pull you out from behind a box and tighten their hold on your <<link "neck" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>.<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="basementhunt">The air chills, and in the corner of your eye you see something move. You need to <span id="replace9"><<button "hide">><<set _gotAway to true>><<replace "#replace9">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntBalconyDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
The crow went silent and you hear heavy footsteps. Is the shadow nearby?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#balconyhunt">>On a balcony, there isn’t much room for hiding, but you hastily move to the side and squat. The crow is watching you, but something in the hallway has caught its eye. You know it’s the shadow. The crow flies towards the shadow and you can hear them squabble while the shadow says, @@.themspeech;“who gave you a knife?”@@ The crow returns and starts observing you again. You think the shadow is <<link "gone" "MirrorBalconyC2">><<include "ShadowHuntReset">><</link>>?<</replace>>
<<else>>
<<replace "#balconyhunt">>You make an unsuccessful attempt to hide on the balcony. You’re trapped, because it’s a deadend. The thought of jumping over the railing seems tempting, but the second you turn towards the void, cold hands grab you around your neck. The crow is cawing madly and you can hear the shadow saying, @@.themspeech;“Jumping is no fun. Let me <<link "help" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>> you.”@@<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="balconyhunt">The air chills, and in the corner of your eye you see something move. You need to <span id="replace8"><<button "hide">><<set _gotAway to true>><<replace "#replace8">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntMainHallDownDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
A loud noise came from one of the adjacent rooms. Was that the shadow?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#mainhalldownhunt">>You enter one of the nearby rooms and cross your fingers. You wait for the loud footsteps to stop while keeping your ear close to the door. After some while, the downstairs hallway is once again silent. You choose to take a breather here in <<link "this room" `either("MirrorRestroomC2", "MirrorBasementC2", "MirrorConservatoryC2", "MirrorLivingRoomC2", "MirrorKitchenC2")`>><<include "ShadowHuntReset">><</link>> first.<</replace>>
<<else>>
<<replace "#mainhalldownhunt">>So many rooms to pick from. You thought it would be a good idea to cross the hallway and enter a room, but you weren’t quick enough. The shadow suddenly stands in front of you and holds out its right arm, aiming for your neck while saying, @@.themspeech;“really? <<link "running" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>?”@@<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="mainhalldownhunt">The air chills, and in the corner of your eye you see something move. You need to <span id="replace7"><<button "hide">><<set _gotAway to true>><<replace "#replace7">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntMainHallUpDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
A loud noise came from one of the adjacent rooms. Was that the shadow?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#mainhalluphunt">>You enter one of the nearby rooms and cross your fingers. You wait for the loud footsteps to stop while keeping your ear close to the door. After some while, the upstairs hallway is once again silent. You choose to take a breather here in <<link "this room" `either("MirrorBalconyC2", "MirrorMyRoomC2", "MirrorAtticC2", "MirrorStudyC2", "MirrorChildrensRoomC2", "MirrorLibraryC2", "MirrorBathroomC2")`>><<include "ShadowHuntReset">><</link>> first.<</replace>>
<<else>>
<<replace "#mainhalluphunt">>So many rooms to pick from. You thought it would be a good idea to cross the hallway and enter a room, but you weren’t quick enough. The shadow suddenly stands in front of you and holds out its right arm, aiming for your neck while saying, @@.themspeech;“really? <<link "running" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>?”@@<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="mainhalluphunt">The air chills, and in the corner of your eye you see something move. You need to <span id="replace6"><<button "hide">><<set _gotAway to true>><<replace "#replace6">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntConservatoryDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
You thought you saw something moving outside the conservatory. Was that the shadow?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#conservatoryhunt">>As fast as you can, you run towards the boxes. You’re certainly not a tall woman, therefore you step into one box and close it. The conservatory’s glass creak and snaps as ice accumulates on them. You are terrified by the sound since it shows that the shadow must be nearby. You’re not sure how long you’ve been in the box, but you can finally feel the chilly air warming up. Time to <<link "climb out" "MirrorConservatoryC2">><<include "ShadowHuntReset">><</link>>.<</replace>>
<<else>>
<<replace "#conservatoryhunt">>You hesitate and lack decisiveness. Ice crystals form on the glass panes, engulfing you in a frozen tomb. The sounds are mystical but terrifying, for there is no escaping this time. “You can escape me hundreds of times, but time is the one thing you can’t escape,” the shadow says as he <<link "grabs you" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>.<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="conservatoryhunt">Long withered fingers push the conservatory door ajar. The air chills, and in the corner of your eye you see the fingers gliding along the wood. You need to <span id="replace5"><<button "hide">><<set _gotAway to true>><<replace "#replace5">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntMyRoomDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
Heavy footsteps echo through the hallway, is that the shadow?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#myroomhunt">>
<<if $IkeCig>>
The cliche of hiding under the bed is true, but it’s your only choice if you want to escape the shadow. Fortunately, you know the girl is not hiding under the bed. As a result, you duck underneath it and wait for the shadow to leave. You <<link "get out" "MirrorMyRoomC2">><<include "ShadowHuntReset">><</link>> after the door shuts again a little while later.
<<else>>
You run towards the window to hide behind the bed. You’re unsure if the girl is under the bed, and you rather don’t want to find out now. Dying is not the end, but it’s certainly annoying, you think. To make sure he can’t see you, you make yourself as tiny as possible. The chilly air dissipates after a while, signalling that it is safe to venture <<link "outside" "MirrorMyRoomC2">><<include "ShadowHuntReset">><</link>> once more.
<</if>>
<</replace>>
<<else>>
<<replace "#myroomhunt">>You try to spot a place to hide, but it’s too late as you feel an ice frigid breath oozing in your neck. @@.themspeech;“Did you really think you could hide or outrun me?”@@ The shadow grabs you and mutters, @@.themspeech;“it’s like an <<link "endless" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>> dance, the running, the hiding, don’t you enjoy those?”@@<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="myroomhunt">Long withered fingers push the bedroom door ajar. The air chills, and in the corner of your eye you see the fingers gliding along the wood. You need to <span id="replace4"><<button "hide">><<set _gotAway to true>><<replace "#replace4">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntBathroomDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
Ice crystals form on the walls, is the shadow close?
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#bathroomhunt">>The curtain of the shower lays inside the tub. You quickly slide underneath it, hoping it is enough. Water drips on the screen, and with every drop, you feel more anxious. The shadow entered the room and breathes in deep, almost as if it was sucking in all the air. Seconds later, you hear footsteps <<link "recede" 'MirrorBathroomC2'>><<include "ShadowHuntReset">><</link>>.<</replace>>
<<else>>
<<replace "#bathroomhunt">>The shadow steps through the ajar door and creeps closer while saying, @@.themspeech;“running is not the answer!”@@ Its eyes glow white and it continues, @@.themspeech;“you are next.”@@ You try to search for a way out, but this bathroom has no windows, and only one door, the door which is blocked by <<link "the shadow" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>.<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="bathroomhunt">Long withered fingers push the bathroom door ajar. The air chills, and in the corner of your eye you see the fingers gliding along the wood. You need to <span id="replace3"><<button "hide">><<set _gotAway to true>><<replace "#replace3">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntChildrensRoomDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
You heard a sound. Was that the shadow?
<</if>><<if $LilyDead>>
<<run jQuery("html").addClass("nolily")>>
<<else>>
<<run jQuery("html").addClass("lily")>>
<</if>>
<<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#childhunt">>
<<if $LilyDead>>
@@.youspeech;//Where do I need to hide!?//@@ You walk to the pile of books as fast as you can. The bulb from the hallway lights the entire room, announcing the door has been opened completely. You hear the shadow breathing, raspy and deep. You close your eyes and <<link "wait" 'MirrorChildrensRoomC2'>><<include "ShadowHuntReset">><</link>> until the shadow has left.
<<else>>
Lily grabs the edge of the dress and pulls you towards the pile of books. She places a finger on her mouth, showing that you should be silent. She hugs you, for she is shivering in fear, fear of the shadow who just stepped into the room. You hold her tightly and you hope the shadow didn’t hear <<link "you" 'MirrorChildrensRoomC2'>><<include "ShadowHuntReset">><</link>>.
<</if>>
<</replace>>
<<else>>
<<replace "#childhunt">>
<<if $LilyDead>>
The shadow opens the door and steps in. With a raspy voice it says, @@.themspeech;“here we are again, and like I told you, your time would come.”@@ Its eyes glow white as it continues, @@.themspeech;“the time has come.”@@ Its withered fingers glide over <<link "your neck" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>.
<<else>>
The shadow opens the door and steps in. With a raspy voice it says, @@.themspeech;“you think you can run away?”@@ Its eyes glow white as it continues, @@.themspeech;“endless torture is something inevitable.”@@ Its withered fingers glide over <<link "your neck" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>> as Lily watches with tears in her eyes from behind the pile of books.
<</if>>
<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="childhunt">Long withered fingers push the children’s room door ajar. The air chills, and in the corner of your eye you see the fingers gliding along the wood. You need to <span id="replace2"><<button "hide">><<set _gotAway to true>><<replace "#replace2">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds */<<if $RandomHuntChance lte 55>>
<<goto "ShadowHuntRestroomDialogueBad">>
<<else>>
<<include "ShadowHuntReset">>
You hear the shadow walking in the hallway; you question if it didn’t hear you enter the restroom.
<</if>><<set _TimedSeconds to random(10, 15)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<if _gotAway>>
<<replace "#toilethunt">>@@.youspeech;//Where do I need to hide!?//@@ You’re trying to figure out how you can hide inside the restroom since there isn’t anything to actually hide behind. The shadow pushes the door further. Suddenly you see it, the perfect spot behind the door. As quiet as you can, you step behind it and <<link "wait" 'MirrorRestroomC2'>><<include "ShadowHuntReset">><</link>> until the shadow is gone.<</replace>>
<<else>>
<<replace "#toilethunt">>The shadow pushes the door open. Revealing the never-ending shroud of darkness surrounding the ghost. With a deep voice, it says, @@.themspeech;“endless torture, if only I could do it again and again, oh wait…?”@@ It creeps closer and continues, @@.themspeech;“you can’t really hide in such a room, can you?”@@ Its withered fingers grab <<link "hold of you" 'dead41'>><<include "ShadowHuntReset">><<deadcount 41>><</link>>.<</replace>>
<</if>>
<</timed>>
<</silently>>
<p class="passage-text" id="toilethunt">Long withered fingers push the restroom door ajar. The air chills, and in the corner of your eye you see the fingers gliding along the wood. You need to <span id="replace1"><<button "hide">><<set _gotAway to true>><<replace "#replace1">>hide<</replace>><</button>></span>, for you hear the door creak open.</p>
/* Timed event, shadow kills you after 5-10 seconds *//* <<include "ShadowHuntReset">> */
/* makes sure the player doesn't get stuck inside a never ending shadow hunt loop */
<<set _currentPassageHolder to passage().replace('ShadowHunt','').replace('DialogueBad','').replace('Dialogue','')>>
<<set _currentPassageHolder = _currentPassageHolder[0].toLowerCase() + _currentPassageHolder.slice(1);>>
<<set $RoomSelectArray to ["childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown", "balcony", "basement", "kitchen", "shed"]>>
<<set $RoomSelectArray.delete(_currentPassageHolder)>>
<<set $ShadowHuntRoom to $RoomSelectArray.random()>><<run $("html").removeClass("corpse")>>
<<if $Urn>>
<<include "MirrorShedC2Urn">>
<<elseif ndef $EnterMau>>
<<if $ShedTalkThomas>>
<<include "MirrorShedC2ThomasTalked">>
<<elseif $ShedTalkThomas2>>
<<include "MirrorShedC2ThomasTalked2">>
<<else>>
<<include "MirrorShedC2FirstVisit">>
<</if>>
<<elseif $EnterMau>>
<<if ndef $MauTalkThomas>>
<<include "MirrorShedC2SecondVisit">>
<<else>>
<<include "MirrorShedC2Truth">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<<include "MirrorMausoleumC2ShadowHunt">><<if $LilyDead>>
<<run $("html").addClass("corpse")>>
<<first>>
<p class="passage-text">@@.youspeech;//I am doing this for him,”//@@ you think as you open the door of the shed. If this errand gets you killed, you know you will come back until it has been done. Dying isn’t fun, it hurts, the pain and being stuck in limbo, but it’s not permanent.</p>
<p class="passage-text">You step into a room lit by a single light bulb that hangs above a table, illuminating a scene of horror, a person, vivisected, bisected, so thoroughly gutted and excavated that the body hardly seems to be human any more. You pant, gasping: @@.youspeech;“This ... I ...”@@ The cogs in your mind freeze solid.</p>
<p class="passage-text">@@.youspeech;//This isn't surgery, this is some sort of brutal anatomy lesson. A rejection of human ethics.//@@ The room makes you nauseous. It is the work of the devil. A chill runs up your spine, and goosebumps tingle on your arms. You make yourself breathe slowly, finding your calm and strength.</p>
<p class="passage-text">@@.youspeech;“I can’t help the dead. I need to go <<link "back" 'MirrorConservatoryC2'>><</link>>. This place isn’t safe.”@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<<finally>>
<p class="passage-text">The single bulb still illuminates the scene of horror. @@.youspeech;//To dehumanize a body like that is sickening.//@@ Blood still drips on the ground, and the smell is awful. It lingers in your nose and nauseates you. You walk around the body, trying to understand why it had to be excavated like this.</p>
<p class="passage-text">@@.youspeech;//Imagine knowing that this was someone’s mother or father and killing them anyway. To take someone who was loved, cared for, and tear them apart, brutally and savagely.//@@ In that moment, you try to comprehend why anyone could do such a horrible thing to a human being. The pure unadulterated hate that filled this scene makes your mind reel. It is something that cannot be forgotten, even if it is buried underground forever.</p>
<p class="passage-text">@@.youspeech;“I can’t help the dead. I need to go <<link "back" 'MirrorConservatoryC2'>><</link>>. This place isn’t safe.”@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<</first>>
<<elseif ndef $LilyDead>>
<<first>>
<p class="passage-text">@@.youspeech;//I am doing this for him,”//@@ you think as you open the door of the shed. If this errand gets you killed, you know you will come back until it has been done. Dying isn’t fun, it hurts, the pain and being stuck in limbo, but it’s not permanent.</p>
<p class="passage-text">You step into a room lit by a single light bulb that hangs above a table, illuminating bloodstains and a scalpel like tool. The walls are decorated with more odd tools, stained by the same red color. The room smells, and it lingers in your nose. It’s a warm copper like scent even though the room itself is cold. It hurts your nostrils and makes you nauseous.</p>
<p class="passage-text">@@.youspeech;//I am not sure what has happened here, but this room has been used for something else than storing garden equipment or similar things.//@@ You feel at unease, as if you were standing in front of a gateway to hell, but you can’t put your finger on it. The energy radiating through this room is screaming despair, pain, and above all, fear. You want to leave.</p>
<p class="passage-text">“I need to go <<link "back" 'MirrorConservatoryC2'>><</link>> before I am the one who gets examined on the table.”</p>
<<include "MirrorShedC2SmallDoorWay">>
<<finally>>
<p class="passage-text">The single bulb still illuminates the bloodstains and a scalpel like tool. The stench lingers around this room, penetrating deeply into your nostrils. @@.youspeech;//A smell this bad can’t be normal. Whatever happened on that table resulted in something which makes breathing difficult.//@@ You grasp for air, but the ventilation is non-existent and with every breath you become dizzier.</p>
<p class="passage-text">@@.youspeech;//Can’t handle it anymore. Need to go.//@@ A strong urge comes over you to escape and leave the shed. The only thought that keeps you from doing it is that you haven’t explored everything yet.</p>
<p class="passage-text">You argue through an inner monologue. @@.youspeech;//I should go <<link "back" 'MirrorConservatoryC2'>><</link>>.//@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<</first>>
<<else>>
<<include "BugFound">>
<</if>><<if $LilyDead>>
<<run $("html").addClass("corpse")>>
<p class="passage-text">The single bulb still illuminates the scene of horror. @@.youspeech;//To dehumanize a body like that is sickening.//@@ Blood still drips on the ground, and the smell is awful. It lingers in your nose and nauseates you. You walk around the body, trying to understand why it had to be excavated like this. @@.youspeech;//Thomas told me this place is used to torture people. He doesn’t know why, nor do I.//@@</p>
<p class="passage-text">@@.youspeech;//Imagine knowing that this was someone’s mother or father and killing them anyway. To take someone who was loved, cared for, and tear them apart, brutally and savagely.//@@ In that moment, you try to comprehend why anyone could do such a horrible thing to a human being. The pure unadulterated hate that filled this scene makes your mind reel. It is something that cannot be forgotten, even if it is buried underground forever.</p>
<p class="passage-text">@@.youspeech;“I can’t help the dead. I need to go <<link "back" 'MirrorConservatoryC2'>><</link>>. This place isn’t safe.”@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<<elseif ndef $LilyDead>>
<p class="passage-text">The single bulb still illuminates the bloodstains and a scalpel like tool. The stench lingers around this room, penetrating deeply into your nostrils. @@.youspeech;//A smell this bad can’t be normal. Whatever happened on that table resulted in something which makes breathing difficult.//@@ You grasp for air, but the ventilation is non-existent and with every breath you become dizzier. @@.youspeech;//Thomas told me this place is used to torture people. He doesn’t know why, nor do I.//@@</p>
<p class="passage-text">@@.youspeech;//Can’t handle it anymore. Need to go.//@@ A strong urge comes over you to escape and leave the shed. The only thought that keeps you from doing it is that you haven’t explored everything yet.</p>
<p class="passage-text">You argue through an inner monologue. @@.youspeech;//I should go <<link "back" 'MirrorConservatoryC2'>><</link>>.//@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<<else>>
<<include "BugFound">>
<</if>><p class="passage-text">The single bulb still illuminates the scene. The stench lingers around this room, penetrating deeply into your nostrils. @@.youspeech;//A smell this bad can’t be normal.//@@ You grasp for air, but the ventilation is non-existent and with every breath, you become dizzier.</p>
<p class="passage-text">You now know there is a small doorway leading to the <<link "mausoleum" 'MirrorMausoleumC2'>><<roomcount "MirrorMausoleumC2">><</link>>. @@.youspeech;//I still can’t believe there is a huge cemetery underneath the shed.//@@</p>
<p class="passage-text">You feel like going <<link "back" 'MirrorConservatoryC2'>><</link>> is the safest option.</p><p class="passage-text">The single bulb still illuminates the scene. The stench lingers around this room, penetrating deeply into your nostrils. @@.youspeech;//A smell this bad can’t be normal.//@@ You grasp for air, but the ventilation is non-existent and with every breath, you become dizzier. @@.youspeech;//I need to find the urn as soon as possible!//@@</p>
<p class="passage-text">You now know there is a small doorway leading to the <<link "mausoleum" 'MirrorMausoleumC2'>><<roomcount "MirrorMausoleumC2">><</link>>. @@.youspeech;//I still can’t believe there is a huge cemetery underneath the shed.//@@</p>
<p class="passage-text">You feel like going <<link "back" 'MirrorConservatoryC2'>><</link>> is the safest option.</p><p class="passage-text">You rush through the shed to venture into the mausoleum. Not knowing what’s next, not knowing what will happen, not knowing the truth. In the back of the shed, you can still see the humble entrance of the mausoleum.</p>
<p class="passage-text">The hairs on your body slowly rise as you hear heavy footsteps coming from the garden. There’s a growing anxiousness as the haunting shadow stands in the entrance of the shed.</p>
<p class="passage-text">You are so close to end it all; you ignore its presence and <<link "run down" 'MirrorMausoleumC2'>><<roomcount "MirrorMausoleumC2">><</link>>.</p><<if $LilyDead>>
<<run $("html").addClass("corpse")>>
<<first>>
<p class="passage-text">The shed door isn't locked. You step into a room lit by a single light bulb that hangs above a table, illuminating a scene of horror, a person, vivisected, bisected, so thoroughly gutted and excavated that the body hardly seems to be human any more. You pant, gasping: @@.youspeech;“This ... I ...”@@ The cogs in your mind freeze solid.</p>
<p class="passage-text">@@.youspeech;//This isn't surgery, this is some sort of brutal anatomy lesson. A rejection of human ethics.//@@ The room makes you nauseous. It is the work of the devil. A chill runs up your spine, and goosebumps tingle on your arms. You make yourself breathe slowly, finding your calm and strength.</p>
<p class="passage-text">@@.youspeech;“I can’t help the dead. I need to go <<link "back to Thomas" 'MirrorConservatoryC2'>><</link>>. This place isn’t safe.”@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<<finally>>
<p class="passage-text">The single bulb still illuminates the scene of horror. @@.youspeech;//To dehumanize a body like that is sickening.//@@ Blood still drips on the ground, and the smell is awful. It lingers in your nose and nauseates you. You walk around the body, trying to understand why it had to be excavated like this.</p>
<p class="passage-text">@@.youspeech;//Imagine knowing that this was someone’s mother or father and killing them anyway. To take someone who was loved, cared for, and tear them apart, brutally and savagely.//@@ In that moment, you try to comprehend why anyone could do such a horrible thing to a human being. The pure unadulterated hate that filled this scene makes your mind reel. It is something that cannot be forgotten, even if it is buried underground forever.</p>
<p class="passage-text">@@.youspeech;“I can’t help the dead. I need to go <<link "back to Thomas" 'MirrorConservatoryC2'>><</link>>. This place isn’t safe.”@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<</first>>
<<elseif ndef $LilyDead>>
<<first>>
<p class="passage-text">The shed door isn’t locked. You step into a room lit by a single light bulb that hangs above a table, illuminating bloodstains and a scalpel like tool. The walls are decorated with more odd tools, stained by the same red color. The room smells, and it lingers in your nose. It’s a warm copper like scent even though the room itself is cold. It hurts your nostrils and makes you nauseous.</p>
<p class="passage-text">@@.youspeech;//I am not sure what has happened here, but this room has been used for something else than storing garden equipment or similar things.//@@ You feel at unease, as if you were standing in front of a gateway to hell, but you can’t put your finger on it. The energy radiating through this room is screaming despair, pain, and above all, fear. You want to leave.</p>
<p class="passage-text">“I need to go <<link "back to Thomas" 'MirrorConservatoryC2'>><</link>> before I am the one who gets examined on the table.”</p>
<<include "MirrorShedC2SmallDoorWay">>
<<finally>>
<p class="passage-text">The single bulb still illuminates the bloodstains and a scalpel like tool. The stench lingers around this room, penetrating deeply into your nostrils. @@.youspeech;//A smell this bad can’t be normal. Whatever happened on that table resulted in something which makes breathing difficult.//@@ You grasp for air, but the ventilation is non-existent and with every breath you become dizzier.</p>
<p class="passage-text">@@.youspeech;//Can’t handle it anymore. Need to go.//@@ A strong urge comes over you to escape and leave the shed. The only thought that keeps you from doing it is that you haven’t explored everything yet.</p>
<p class="passage-text">You argue through an inner monologue. @@.youspeech;//I should report <<link "back to Thomas" 'MirrorConservatoryC2'>><</link>>. Maybe he has advice, or I should keep on searching the shed. I must find answers.//@@</p>
<<include "MirrorShedC2SmallDoorWay">>
<</first>>
<<else>>
<<include "BugFound">>
<</if>><<roomcount "MirrorMausoleumC2">>
<<if ndef $EnterMau>>
<<set $EnterMau = true>>
<<flash "Quest updated: The endless cycle">>
<</if>><<if $Insanity gte 75>>
<p class="passage-text">At the back of the room, you notice a <<link "small doorway" 'MirrorMausoleumC2'>><<include "MirrorShedC2InsanityTexts">><</link>>, leading down. @@.youspeech;“Dying is not the end, at least not for me. Whoever did this must be nearby, and they can hurt me however they want, even kill me, but I will come back and I can’t be stopped.”@@</p>
<</if>><<if ndef $KeyAttic>>
<<run $("html").addClass("locked")>>
<<if $CountMirrorAtticC2V is 1>>
<<include "MirrorAtticNoKeyOneC2">>
<<elseif $CountMirrorAtticC2V gte 2>>
<<include "MirrorAtticNoKeyTwoC2">>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $KeyAttic>>
<<if ndef $FirstAttic && ndef $SecondAttic>>
<<include "MirrorAtticUnlockC2">>
<<elseif $FirstAttic && $SecondAttic>>
<<if $TalkAtticThomas && $TalkAtticLily>>
<<include "MirrorAtticThomasLilyTrueC2">>
<<elseif $TalkAtticLily>>
<<include "MirrorAtticOnlyLilyC2">>
<<elseif $TalkAtticThomas>>
<<include "MirrorAtticOnlyThomasC2">>
<<else>>
<<include "MirrorAtticNoTalkC2">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<<if $ExitWindow>>
<p class="passage-text">You could also leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> again.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").addClass("openlock")>>
<<ctp "AtticFirstText" nobr>>
<<set _ctp to CTP.getCTP("AtticFirstText")>>
<p class="passage-text">As you climb onto the ladder and hear the wood squeak, you rest your hand against the trapdoor. You push it upwards and feel the hinges resist, rusted into their position over a long period. You feel the adrenaline flowing through your body, making your skin feel like fire, @@.youspeech;//I need to push harder. I need to open it. Whatever is driving me, I want out.//@@</p>
<<set _nextText to "Use both hands">>
<<ctpNext t8n>>
<<run $("html").removeClass("openlock")>>
<<run $("html").addClass("opendoor")>>
<p class="passage-text">As you place both of your hands on the trapdoor and push with all your strength, you also try to keep your balance. The ladder isn’t one made of iron, so it’s rather feeble. The hinges break, and the door shoots up like a mousetrap, closing and killing its victim. With a thunderous bang, it collides onto the floor of the attic. A cloud of dust flies above you, shimmering like a million stars in the rays of what you think is sunlight. You feel hopeful, for you may have finally found the exit.</p>
<p class="passage-text">The wood is still vibrating and you faintly hear the echo reverberate in the attic, to your surprise that’s all you hear, nothing else. The ladder underneath you is squeaking more, and it feels like you have not only pushed your own body to its limits but also the ladder’s integrity.</p>
<<set _nextText to "Quickly step up the ladder">>
<<ctpNext t8n>>
<p class="passage-text">Sunlight blinds you for a moment, and you feel the touch of warmth radiating on your cheeks, it feels nice and makes you almost drowsy. If this is the end, whether good or bad, you have at least enjoyed the sun again.</p>
<p class="passage-text"><<link "Focus your eyes">>
<<run $("html").removeClass("opendoor")>>
<<goto "MirrorAtticC2Second">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "AtticFirstText">>
<</button>>
<</if>>
<</ctp>><<if ndef $SecondAttic>>
<<set $SecondAttic = true>>
<<flash "Quest updated: The endless cycle">>
<<flash "Sidequest started: Crazed mind">>
<</if>>
<p class="passage-text">Straight away you notice another shadow laying on the ground, sunlight reflect on its pale face. You hesitate to step closer, but it’s in the middle of the attic, there is no way to avoid it. Just like the way Thomas was laying down in an almost coma-like state, this shadow is too. It looks even weaker, and it doesn’t even seem to move, but you can clearly see condensation leaving his nostrils. Whoever that shadow is or was, it seems to have been here for a long time. @@.youspeech;//I could try to ‘interact’ with <<if ndef $IkeSeen>><<link "the shadow" 'MirrorAtticShadowC2'>><</link>><<else>><<link "Ikey" 'MirrorAtticShadowC2'>><</link>> again<</if>>?//@@</p>
<p class="passage-text">@@.youspeech;//The light comes from a window which is open, just like the girl told Thomas, at least she didn’t lie to him, the window is truly here,//@@ you think. The attic was something beyond terrifying in your mind’s eye, but seeing this, it’s quiet, almost peaceful. @@.youspeech;“Why was I so afraid of this place, it’s just some old junk, a shadow and maybe our exit from this mental asylum,@@
<<if ndef $LilyDead>>
@@.youspeech;I just need to find a way to get both Thomas and Lily up here”@@
<<else>>
@@.youspeech;I need to get Thomas up, into the attic, but I am not sure how to do it since he weighs more than I can carry.”@@
<</if>>
You say to yourself mumbling. You want to inspect <<link "the window" 'MirrorAtticWindowC2'>><</link>>, but you also feel like <<link "leaving the attic" 'MirrorMainHallUpC2'>><<set $LeftSecondAttic = true>><<set $Insanity += random(1, 4)>><</link>> and asking Thomas what to do.</p><<ctp "KillIkey" nobr>>
<<set _ctp to CTP.getCTP("KillIkey")>>
<p class="passage-text">You push his hands off your feet and feel your mind leaving your body as if you are watching a movie play in front of you. The coping mechanism completely kicks in and you feel outside of the current reality as if this wasn’t you anymore. The moment you pushed its hand off your feet, you were preparing to kill ‘Ikey’. You feel your body glow as if a sudden fever raised your temperature beyond what a human body is capable of, but it’s the only thing you feel, everything else fades. You frantically search for something to kill Ikey with, but you traded the knife with the crow.</p>
<<set _nextText to "Get closer to Ikey">>
<<ctpNext t8n>>
<p class="passage-text">As you get closer, you notice how Ikey’s breathing is weak, and you don’t know how, but your mind fabricates the ultimate way to kill him effortlessly. No tears roll down your eyes, no frantic breathing, no second thoughts. @@.youspeech;“For you, Thomas, I trust you…”@@ You say softly, as you place your left hand over Ikey’s mouth.</p>
<<set _nextText to "Use your right hand">>
<<ctpNext t8n>>
<<set $IkeDead = true>>
<<flash "Sidequest completed: Crazed mind">>
<<if $TalkAtticThomas>>
<<flash "Subquest completed: Anima Fragmentum">>
<</if>>
<<if ndef $CorruptionChecker2>>
<<set $CorruptionChecker2 = true>>
<<set $Corruption += 1>>
<</if>>
<p class="passage-text">With your right hand, you pinch Ikey’s nostrils, to the point you no longer see condensation leave through them. Your grip is tight and there is a stare in your eyes, of terror and fascination, for you hold the powers of death in your hands. After a minute the shadow shakes violently, trying to push you away. In its futile attempts to defend itself, it opens its eyes. They look into yours, but Ikey sees that there is no light in them anymore. The shadow stops resisting and you feel how in his last seconds of its condemned existence its heartbeat stops, his muscles relax, and its breathing vanishes.</p>
<p class="passage-text">You killed Ikey, cold-blooded, no second thoughts. Your hands shake as you feel your emotions return and your mind entering your body again. @@.themspeech;“I… I…”@@ You stumble, but there are no words to describe what you have done. You <<include "MirrorAtticShadowLeaveC2">> the freshly killed body be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "KillIkey">>
<</button>>
<</if>>
<</ctp>><<set $IkeAlive = true>>
<<flash "Sidequest updated: Crazed mind">>
<<if $TalkAtticThomas>>
<<flash "Subquest completed: Anima Fragmentum">>
<</if>>
<<ctp "IkeAlive" nobr>>
<<set _ctp to CTP.getCTP("IkeAlive")>>
<p class="passage-text">@@.youspeech;“What did you say?”@@ As if you put a command into a soldier, it answers right away and keeps repeating it, @@.themspeech;“Ikey, Ikey, Ikey…”@@ You believe it might be its first name or last name, but at least you got him to ‘talk’. @@.youspeech;“Hey there buddy,”@@ you say trying to strike a simple conversation, and you continue, @@.youspeech;“are you alright?”@@ He still is repeating his name and in between mouthing something, you are not good at those things and never pick up mouthing commands from your friends. @@.youspeech;“Listen, buddy, I don’t know what you are saying, can you speak it out? Otherwise, I can’t help you!”@@ You say insistingly.</p>
<<set _nextText to "Move closer and listen more carefully">>
<<ctpNext t8n>>
<p class="passage-text">It’s barely audible, but he is repeating, @@.themspeech;“one puff,”@@ in-between endlessly repeating the word ‘Ikey’. You give up after a while since he has said nothing else. You don’t want to kill it like some pig in an abattoir. @@.youspeech;//It is a breathing being, whether or not it’s human.//@@ Uncertain what Thomas might think you defy him by letting ‘Ikey’ live. You <<include "MirrorAtticShadowLeaveC2">> Ikey be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "IkeAlive">>
<</button>>
<</if>>
<</ctp>><<link "leave">>
<<if $LeftSecondAttic>>
<<goto "MirrorAtticC2">>
<<else>>
<<goto "MirrorAtticC2Second">>
<</if>>
<</link>><<if $ExitWindow>>
<p class="passage-text">You remember the ladder breaking and you falling from a great height; you wonder how you didn’t die in that moment. The outside world from above looks rather peaceful and you wish you could leave this place, at least not through the window, since you are certain you could fall through the conservatory’s roof and die of glass shards puncturing your skin as if it was a little needle cushion. You <<link "leave" 'MirrorAtticC2'>><<set $Insanity += random(1, 4)>><</link>> the window.</p>
<<else>>
<<if $CountDead32V gte 1>>
<<if $IkeDead || $IkeAlive>>
<p class="passage-text">Mentally you feel weakened and sick, you need to leave this house as soon as possible. You can’t ignore the fact you are turning into something you aren’t, something rather sinister or dark. The shivers of light on your skin do help you feel human again, but it isn’t enough. I know the <<include "MirrorAtticWindowLeave2C2">> is the way out. The shadow shouldn’t kill me anymore, you say. In that same moment, you have second thoughts. Maybe I should <<include "MirrorAtticWindowLeaveC2">> the window?</p>
<<elseif ndef $IkeAlive && ndef $IkeDead>>
<p class="passage-text">You passed by the shadow, still seeming to sleep on the ground. You walk on your toes since you are afraid because the last time you did woke the shadow, apparently that made it go crazy. @@.youspeech;//Alright, I should be extra careful//@@, you think, as you keep the shadow in the corner of your eyes. @@.youspeech;//That shadow is really dangerous.//@@ You peek through the window and still see the shed, dimly lit by what you assume to be candles. @@.youspeech;//I should really step onto the <<link "ladder" 'dead32'>><<deadcount 32>><</link>> and get out of here, to get Thomas and Lily the they need help. Or I shouldn’t, since I am afraid the shadow will try to kill me again. Maybe I should just <<include "MirrorAtticWindowLeaveC2">> and re-think or talk to Thomas?//@@</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif ndef $CountDead32V>>
<<if $IkeDead || $IkeAlive>>
<p class="passage-text">You stare out of the window after you walked up to it. @@.youspeech;//Huh, that’s funny, a shed in the garden with some dim candlelight.//@@ Unsure as to why the shed is lit and who is in there, you feel curiosity growing inside of you. You peek further down and see the top of the conservatory, the plants growing on the outside of the glass have hidden the shed from plain sight. Your eyes catch something even more interesting. @@.youspeech;//Oh my, a <<include "MirrorAtticWindowLeave2C2">> attached to the window sill on the outside of the house leads down on a beam on the conservatory to the garden, I might make it down there if I am careful? Or I could <<include "MirrorAtticWindowLeaveC2">> the window?//@@</p>
<<elseif ndef $IkeAlive && ndef $IkeDead>>
<p class="passage-text">You stare out of the window after you walked up to it. @@.youspeech;//Huh, that’s funny, a shed in the garden with some dim candlelight.//@@ Unsure as to why the shed is lit and who is in there, you feel curiosity growing inside of you. You peek further down and see the top of the conservatory, the plants growing on the outside of the glass have hidden the shed from plain sight. Your eyes catch something even more interesting. @@.youspeech;//Oh my, a <<link "ladder" 'dead32'>><<deadcount 32>><</link>> attached to the window sill on the outside of the house leads down on a beam on the conservatory to the garden, I might make it down there if I am careful? Or I could <<include "MirrorAtticWindowLeaveC2">> the window?//@@</p>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<</if>><<link "leave">>
<<if $LeftSecondAttic>>
<<goto "MirrorAtticC2">>
<<else>>
<<goto "MirrorAtticC2Second">>
<</if>>
<</link>><<link "ladder">>
<<set $StairsUp = true>>
<<if $IkeDead>>
<<set $ExitWindow = true>>
<<goto "MirrorAtticWindowEscapeIkeDead">>
<<elseif $IkeAlive>>
<<set $ExitWindow = true>>
<<goto "MirrorAtticWindowEscapeIkeAlive">>
<<else>>
<<include "BugFound">>
<</if>>
<</link>><<flash "Quest updated: The endless cycle">>
<<ctp "OutsideAfterFall" nobr>>
<<set _ctp to CTP.getCTP("OutsideAfterFall")>>
<p class="passage-text">The shadow who seemed to be on the edge of dying suddenly jumps up and hurls at you with his meager fists. You evade his punch and scream, @@.youspeech;“Ikey don’t, what are you doing?”@@ But there is no light in his eyes and he returns to hurt you again. Before you know it, you trip backward through the window and you hear pieces of glass shattering like sad fireworks. In the moment of falling through the window, you catch the ladder also falling down and breaking. @@.youspeech;//This is how I die? Falling through a window… come on… I can do better.//@@ You think right before hitting the ground.</p>
<<set _nextText to "Open your eyes and let the sun touch your face again">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Huh?”@@ You look around you and can barely distinguish the shed and the conservatory through the pitch-black fog. You knew that this fog would be harsh to navigate in, but it almost feels like it got denser the moment you stepped into it. @@.youspeech;//My head hurts, no worse than after a good evening of partying, but damn, what happened?//@@</p>
<p class="passage-text">You look up, but the fog is too thick, and the only thing you can see is the conservatory inches away from you. @@.youspeech;//If things couldn’t get any worse, now I am what seems to be stuck, outside.//@@ You think as you sigh.</p>
<<set _nextText to "Inspect the conservatory">>
<<ctpNext t8n>>
<p class="passage-text">You walk closer to the conservatory, knowing it has always been a safe place, one of no bad things. @@.youspeech;//That’s odd, there seems to be a key inside a hole in the outside…?//@@ You think as you are astonished by the fact there is a door to the backyard after all. You twist the key, but it seems rusted in place. Afraid of breaking it you decide to apply more force to the key since you have nothing to lose. With a metallic noise, you hear the conservatory door pop open.</p>
<<set _nextText to "Reflect on the situation">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Alright, so I can go back inside and find out why in God’s name Ikey tried to hurt me. Or I could venture in the darkness towards the shed?”@@ You say to yourself as you peek into the fog and faintly see something of what you assume to be a candle lighting up the shed from the inside. <<include "MirrorAtticGoToConOrShe">></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "OutsideAfterFall">>
<</button>>
<</if>>
<</ctp>><<flash "Quest updated: The endless cycle">>
<<ctp "OutsideAfterFall" nobr>>
<<set _ctp to CTP.getCTP("OutsideAfterFall")>>
<p class="passage-text">You feel like winning. Finally, you get to step out of the house and leave. Carefully you step on the first step of the ladder and all feels well. The ladder seems sturdy; you thought… One step breaks and you ascend down faster than you could down shots at a party. You see the ladder breaking apart in the corner of your eyes, as you brace to fall down into darkness, a darkness that feels emptier than a void.</p>
<<set _nextText to "Open your eyes and let the sun touch your face again">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Huh?”@@ You look around you and can barely distinguish the shed and the conservatory through the pitch-black fog. You knew that this fog would be harsh to navigate in, but it almost feels like it got denser the moment you stepped into it. @@.youspeech;//My head hurts, no worse than after a good evening of partying, but damn, what happened?//@@</p>
<p class="passage-text">You look up, but the fog is too thick, and the only thing you can see is the conservatory inches away from you. @@.youspeech;//If things couldn’t get any worse, now I am what seems to be stuck, outside.//@@ You think as you sigh.</p>
<<set _nextText to "Inspect the conservatory">>
<<ctpNext t8n>>
<p class="passage-text">You walk closer to the conservatory, knowing it has always been a safe place, one of no bad things. @@.youspeech;//That’s odd, there seems to be a key inside a hole in the outside…?//@@ You think as you are astonished by the fact there is a door to the backyard after all. You twist the key, but it seems rusted in place. Afraid of breaking it you decide to apply more force to the key since you have nothing to lose. With a metallic noise, you hear the conservatory door pop open.</p>
<<set _nextText to "Reflect on the situation">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Alright, so I can go back inside, or I could venture in the darkness towards the shed?”@@ You say to yourself as you peek into the fog and faintly see something of what you assume to be a candle lighting up the shed from the inside. <<include "MirrorAtticGoToConOrShe">></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "OutsideAfterFall">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">Oddly enough, the shadow hasn’t moved an inch, you can clearly see a pattern of dust has formed around the being. You question how it ended up here and who it is. Small clouds of condensation still leave its nostrils. You think it’s because the window was left open. The icy wind also cools your body down a bit. Luckily you have been getting used to the cold in the house, so it’s no stranger to you. You want to <<if ndef $IkeSeen>><<link "talk to the shadow" 'MirrorAtticShadowC2'>><</link>>, if it’s even approachable or ‘alive’.<<else>><<link "talk to Ikey" 'MirrorAtticShadowC2'>><</link>>, but you are uncertain if it's of any use to you.<</if>></p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p><<if $IkeAlive>>
<p class="passage-text">Even though Thomas insisted you kill Ikey, or rather demanded it, you didn’t. @@.youspeech;//Why is Thomas scared of Ikey, and why did he say Ikey tried to kill him, not that Ikey will ever be able to give me answers, but I might try <<link "asking Ikey" 'MirrorAtticShadowC2'>><</link>> again?//@@ Ikey seems to be weaker than Thomas when you first found him, and you question why that is. You pity Ikey, since he seems kind, or rather he was kind, but now he is just another broken thing in this forsaken house.</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<elseif $IkeDead>>
<p class="passage-text">You don’t want to look at it, Thomas ordered you to kill Ikey, and you blindly followed his commands making you a cold-blooded killer, but you are not a murderer, at least that’s what you thought. Scared you try to avoid the <<link "lifeless body of Ikey" 'MirrorAtticShadowC2'>><</link>>, knowing he was defenseless when you suffocated him. You feel like a monster, something you didn’t want to become, but the cycle is corrupting you. @@.youspeech;//I should have peace with it. Thomas was afraid of it, and it might have killed Thomas after I would have found help, I trust my fiance.//@@ You hold back the tears and feel the lump in your throat.</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<elseif ndef $IkeDead && ndef $IkeAlive>>
<p class="passage-text">The shadow still hasn’t moved an inch, it seems weak. @@.youspeech;//Why would Thomas want me to kill it? Surely there must be a good reason, but it seems so fragile and lifeless, maybe what happened to Thomas happened also happened to the shadow?//@@ You think as stare into the one's scary attic, but now dull attic. @@.youspeech;//I should give the being on the ground at least a chance of explaining itself, if I can get it to wake up.//@@ You want to <<link "awaken the shadow" 'MirrorAtticShadowC2'>><</link>> from its slumber while being careful not to hurt it, nor that it hurts you.</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<if $IkeAlive>>
<p class="passage-text">@@.youspeech;//Why was Lily so afraid of Ikey, sure he doesn’t seem to say anything sensible nor does he seem sane anymore, but he doesn’t pose a danger? Maybe he startled her, and she got scared?//@@ You think as you look at Ikey Solomon laying on the ground, almost lifeless. You are not sure what to do with him, maybe you could <<link "talk to him" 'MirrorAtticShadowC2'>><</link>> again?</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<elseif ndef $IkeAlive>>
<p class="passage-text">@@.youspeech;//Lily told me that the shadow is dangerous, but maybe the mind of a little girl exaggerates it.//@@ Although Lily explicitly told you that the thing in the attic is something you should be careful around, and it was the reason she didn’t want to tell you about the keys, you walk closer to it. @@.youspeech;//At least I could try to <<link "wiggle the shadow" 'MirrorAtticShadowC2'>><</link>> awake. It doesn’t even seem strong enough to stand up, let alone overpower me.//@@</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<if $IkeDead>>
<p class="passage-text">You don’t want to look at it, Lily warned you and Thomas ordered you to kill Ikey, but you are not a murderer, at least that’s what you thought. Scared you try to avoid the <<link "lifeless body of Ikey" 'MirrorAtticShadowC2'>><</link>>, knowing he was defenseless. You feel like a monster, something you didn’t want to become, but the cycle is corrupting you. @@.youspeech;//I should have peace with it. Both Lily and Thomas were afraid of it, and knew it was a danger to anyone.//@@ You hold back the tears and feel the lump in your throat.</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<elseif $IkeAlive>>
<p class="passage-text">Even though Thomas insisted you kill Ikey, or rather demanded it, you didn’t. Neither did you listen to Lily, for being careful is not the thing you did. Ikey seems to be weaker than Thomas when you first found him, and you question why that is. You could <<link "talk to Ikey" 'MirrorAtticShadowC2'>><</link>> again. Not that he seems to say anything sensible, but maybe there is something of value hidden inside that broken mind.</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<elseif ndef $IkeAlive && ndef $IkeDead>>
<p class="passage-text">The shadow still hasn’t moved an inch, it seems weak. @@.youspeech;//Why would Thomas want me to kill it? And why is Lily afraid of it? Surely there must be a good reason, but it seems so fragile and lifeless, maybe what happened to Thomas happened also happened to the shadow?//@@ You think as stare into the one's scary attic, but now dull attic. @@.youspeech;//I should give the being on the ground at least a chance of explaining itself if I can get it to wake up.//@@ You want to <<link "awaken the shadow" 'MirrorAtticShadowC2'>><</link>> from its slumber while being careful not to hurt it, nor that it hurts you since Lily and Thomas both warned you.</p>
<p class="passage-text">The window is still open, and the light seems to warm your skin up, but it’s all a mirage woven by your own mind, since the tiny hairs on your arm got a white coating of what seems like ice crystals. @@.youspeech;//It doesn’t necessarily feel cold in here, but my God, either I close that <<link "window" 'MirrorAtticWindowC2'>><</link>> or enter through it.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<run $("html").addClass("locked")>>
<<ctp "AtticFirstTime" nobr>>
<<set _ctp to CTP.getCTP("AtticFirstTime")>>
<p class="passage-text">Scared, you push the key into the lock. Your friend warned you many times about the attic. It was one of the ‘off-limits’ things, but there you are, hoping to unlock more memories stuck behind forbidden doors. Fear doesn’t play a big role any more, for as you know, death is nothing more or less than waking up.</p>
<<set _nextText to "Turn the key">>
<<ctpNext t8n>>
<<if ndef $FirstAttic>>
<<set $FirstAttic = true>>
<<run $("html").removeClass("locked")>>
<<run $("html").addClass("openlock")>>
<<flash "Quest updated: The endless cycle">>
<</if>>
<p class="passage-text">A distinctive sound echoes through your mind, that of the shackle being released from the latch. You bend the lock itself to the side and slowly pull the key out, feeling each driver tick against the rusted metal of the key. @@.youspeech;//It feels weird to call myself Addison, but Addison get yourself together, just open it.//@@</p>
<p class="passage-text">You put the key away again and look at the dangling chains. Gravity pulls them to the ground and before you know it, they lay on the floor, probably forced to catch dust forever. It would only take one sturdy push while standing on the ladder to enter the attic.</p>
<p class="passage-text"><<link "Conquer your fear and enter the attic">>
<<run $("html").removeClass("openlock")>>
<<run $("html").removeClass("locked")>>
<<goto "MirrorAtticC2First">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "AtticFirstTime">>
<</button>>
<</if>>
<</ctp>><<first>>
<p class="passage-text">A dim light shines through the cracks of the trapdoor. @@.youspeech;//I haven’t seen this glare before. Somewhere in the attic, daylight enters through.//@@ The corruption hasn’t spread on the attic door, neither do you see traces of it entering through the cracks.</p>
<p class="passage-text">@@.youspeech;//Gosh, I wonder what would be behind that trapdoor.//@@</p>
<p class="passage-text">The light gives you a feeling of hope, cliché; you know it, but somehow the attic in the mirror feels safe. No loud thudding, nor breathing. You even question if the light breeze you felt originated from within the attic or if you have daydreamed it. If it’s not the latter option, it means that the attic might have a window. For now, you <<link "continue" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> your journey in this strange world.</p>
<<finally>>
<p class="passage-text">You walk up to the attic door again and try to look through one of the bigger cracks. @@.youspeech;//The door seems to have deteriorated more on this side of the mirror, but I can’t seem to see through the small opening.//@@ Your eye dried out a little since an icy breeze has been blowing in it from the moment you placed it near the crack.</p>
<p class="passage-text">As you rub your eyes and your vision is temporarily distorted by phosphenes, you thought you saw a shadow moving on the other side of the hallway. After you regain your full vision, you no longer see this shade, questioning its existence. You decide to <<link "continue" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> your journey.</p>
<</first>><<first>>
<p class="passage-text">You wonder if you could not just break the lock. @@.youspeech;//In the ‘normal’ world it looks a lot more sturdy and less rusted.//@@ You let your fingers glide over it and remember looking through the cracks of the trapdoor, you want to remember all of it, all the past memories. But as much as the lock keeps anyone from entering the attic, it also symbolizes your mind, locked from within.</p>
<p class="passage-text">@@.youspeech;//I question whether that lock is to keep something inside the attic, or something outside of the attic.//@@ You feel a breeze gently blowing in your face. @@.youspeech;//I am sure there is an opening to the outside world up there. If only I had a key.//@@ You <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the trapdoor, maybe a key can be found elsewhere?</p>
<<then>>
<p class="passage-text">As you rub your eyes and your vision is temporarily distorted by phosphenes, you thought you saw a shadow moving on the other side of the hallway. After you regain your full vision, you no longer see this shade, questioning its existence. Startled for a moment, you almost forgot you were near the door to the attic.</p>
<p class="passage-text">@@.youspeech;//My friend told me many times not to walk near it, nor touch it, but he doesn’t seem to care about my presence, and I am sure he isn’t here, so I might as well gaze upon it.//@@ You think as you wonder what’s actually inside the attic, the one in the normal world seems to be inhabited by something, but you haven’t heard breathing or weird noises coming from this attic.</p>
<p class="passage-text">You realize you must have been staring a lengthy amount of time at the attic door, even though your wristwatch doesn’t seem to display the correct time, @@.youspeech;//no way that is the real time//@@, you think. You decide to <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<finally>>
<p class="passage-text">@@.youspeech;//I honestly need to open that damned door, I can’t run from my fears forever, and besides, isn’t this all just a never-ending nightmare?//@@ You turn the lock around and faintly notice the letters ‘W. P.’ carved into the metal, it’s barely visible since the lock has corroded.</p>
<p class="passage-text">@@.youspeech;//I don’t think anyone keeps a spare key under the ladder//@@, you think as you look underneath the lowest step. @@.youspeech;//I might find it <<link "somewhere else" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@</p>
<</first>>You go to the <<link "conservatory" 'MirrorConservatoryC2Unlocked'>><<set $Insanity += random(1, 4)>><</link>> or the <<link "Shed" 'MirrorShedC2'>><<set $Insanity += random(1, 4)>><<roomcount "MirrorShedC2">><</link>>.<<include "CrowMover">>
<<if ndef $CroSeen>>
<<set $CroSeen to true>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: The crow">>
<<include "GhostCountNotifier2">>
<</if>>
<<if $KeyChildrensRoom>>
<<if $Random lte 2>>
<<include "CrowNeedle">>
<<elseif $Random gte 9>>
<<include "CrowFood">>
<<else>>
<<include "CrowNormal">>
<</if>>
<<elseif $KnifeCrow && $CountMirrorBalconyC2V is 1>>
<<ctp "CrowNotSeenButKnife" nobr>>
<<set _ctp to CTP.getCTP("CrowNotSeenButKnife")>>
<p class="passage-text">You have barely stepped onto the balcony and a crow jump scared you. With its tiny black eyes it’s looking at you, observing your moves. Suddenly the crow seems to flick its head even more than before, its eyes fixed on the knife you are holding in your pocket. You hesitate, then approach the bird carefully. You don't trust the bird, but it has a key. With your hand you grab the knife and wave it in front of it, hypnotized by the shiny object the crow follows it. As if it was a baby bird, the crow begs for the knife, you can clearly see it wants the knife, it needs the knife. @@.youspeech;“Alright bird, let’s make a deal, your items for my knife.”@@</p>
<<set _nextText to "Hold the knife up">>
<<ctpNext t8n>>
<p class="passage-text">The crow saccades his view on its key and its odd purse, almost as if it was thinking, considering if the trade would be fair. Moments later, it slowly seems to let go of the keys. @@.youspeech;“That’s it buddy, you get the shiny knife, and I get the keys.”@@ You hand the bird the handle of the knife, and it greedily takes the sharp blade out of your possession. @@.youspeech;“Fuck! You stupid bird”@@ you scream out loud as blood flows in the palm of your hand. Your sudden movements and anger scared the crow, it dropped both the key and the purse on the balcony.</p>
<<set _nextText to "Grab them">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//At least I got the key; I already hate the bird//@@, are the thoughts running through your head while trying to stop the bleeding. You take a piece of your clothing and rip it off, carefully you bind it around your hand. @@.youspeech;//I knew it was obsessed with the knife from the moment it saw the thing glimmer, but how could I have known the crow to be such a greedy bastard.//@@ You feel vexed and hurt, but at least you leave with a new key to the
<<link "hallway" 'MirrorMainHallUpC2'>>
<<if ndef $KeyChildrensRoom>>
<<set $KeyChildEvent to true>>
<<set $KeyChildrensRoom = true>>
<<set $CountCurios2 += 1>>
<<flash "Quest completed: Murderous crow">>
<<flash "Curio unlocked: The key">>
<</if>>
<<set $Insanity += random(1, 4)>>
<</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "CrowNotSeenButKnife">>
<</button>>
<</if>>
<</ctp>>
<<elseif $KnifeCrow>>
<<ctp "CrowOne" nobr>>
<<set _ctp to CTP.getCTP("CrowOne")>>
<p class="passage-text">You have barely stepped onto the balcony and it already has made the raspy shrieks again, jump scaring you. With its tiny black eyes it’s looking at you, observing your moves. Suddenly the crow seems to flick its head even more than before, its eyes fixed on the knife you are holding in your pocket. You hesitate, then approach the bird carefully. You don’t want to get hurt again, but you want that key. With your hand you grab the knife and wave it in front of it, hypnotized by the shiny object the crow follows it. As if it was a baby bird, the crow begs for the knife, you can clearly see it wants the knife, it needs the knife. @@.youspeech;“Alright silly bird, let’s make a deal, your items for my knife.”@@</p>
<<set _nextText to "Hold the knife up">>
<<ctpNext t8n>>
<p class="passage-text">The crow saccades his view on its key and its odd purse, almost as if it was thinking, considering if the trade would be fair. Moments later, it slowly seems to let go of the keys. @@.youspeech;“That’s it buddy, you get the shiny knife, and I get the keys.”@@ You hand the bird the handle of the knife, and it greedily takes the sharp blade out of your possession. @@.youspeech;“Fuck! You stupid bird”@@ you scream out loud as blood flows in the palm of your hand. Your sudden movements and anger scared the crow, it dropped both the key and the purse on the balcony.</p>
<<set _nextText to "Grab them">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//At least I got the key, I wish I could kill that bird//@@, are the thoughts running through your head while trying to stop the bleeding. You take a piece of your clothing and rip it off, carefully you bind it around your hand. @@.youspeech;//I knew it was obsessed with the knife from the moment it saw the thing glimmer, but how could I have known the crow to be such a greedy bastard.//@@ You feel vexed and hurt, but at least you leave with a new key to the
<<link "hallway" 'MirrorMainHallUpC2'>>
<<if ndef $KeyChildrensRoom>>
<<set $KeyChildEvent to true>>
<<set $KeyChildrensRoom = true>>
<<set $CountCurios2 += 1>>
<<flash "Quest completed: Murderous crow">>
<<flash "Curio unlocked: The key">>
<</if>>
<<set $Insanity += random(1, 4)>>
<</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "CrowOne">>
<</button>>
<</if>>
<</ctp>>
<<elseif $TalkFriend>>
<<if ndef $TalkCrow>>
<<set $TalkCrow = true>>
<<flash "Subquest started: Murderous crow">>
<</if>>
<<if $CountMirrorBalconyC2V is 1>>
<<first>>
<p class="passage-text">You haven’t seen this place before, it’s a balcony viewing darkness. @@.youspeech;//I don’t think this spot exists in the ‘normal’ world. Maybe it was demolished or something?//@@ Suddenly a loud raspy call disturbs your moment of mesmerization, it’s that of a crow, its feathers are glimmering and it looks beautiful. The crow abruptly flicks its head, wary of your presence, as it saccades his beady eyes in your direction. Crows have got this reputation of being clever, intelligent animals. In the popular imagination, they are often associated with death and mystery. It’s holding something in its claws. You try to steal it from the crow, since it’s a silly bird after all. But by doing so, you made it try to peck you. @@.youspeech;//If I remember it correctly, crows love shiny objects. Maybe I can trade something for that key?//@@ You are uncertain about why you feel an affinity for that key, nor are you certain why a crow with a key lives on the balcony. You decide to return to the crow with something shiny, you leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> again.</p>
<<finally>>
<p class="passage-text">The crow startles you. As you entered the balcony, it gave off a raspy, raucous shriek. Still sitting there on the railing nervously looking at you with its beady eyes. It puffed up its feathers and started preening them, revealing another item in its claws. Besides holding the key tightly in its possession, it also seems to hold a little purse. @@.youspeech;//Crows seem to love shiny things. Maybe there is something interesting in that purse as well?//@@ Again, you futilely try to steal both objects from the bird, but before you can even touch one of them, the crow pecks you. Blood oozes from your skin, quickly you place your finger in your mouth and you suck on the wound. All while mumbling, @@.youspeech;“Stupid bird, you don’t even have a use for a key nor a purse”.@@ Irritated, you leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<</first>>
<<elseif $CountMirrorBalconyC2V gte 2>>
<<first>>
<p class="passage-text">You enter the balcony, and you are met with a familiar face. It’s the crow, patiently sitting on the railing. Soon it catches your presence, and it acts rather paranoid, as if it was hiding something. You walk closer to it until the crow moves backward. The crow isn’t making the loud shrieks it was making before, it’s simply fixated on you. Suddenly it caws softly, as if it was trying to be friendly. In your peripheral you faintly catch the shiny key, @@.youspeech;//I want that key, maybe I can take it from him?//@@ Again, you walk a little closer and you reach out with your hand; the crow is staring motionless at the hand only inches away from it. With a swift movement you try to take the key, but the bird pecks you badly and shrieks with much anger at you. @@.youspeech;“You are one annoying bird and you know that, you are lucky it isn’t bleeding”,@@ @@.youspeech;//I should’ve fooled it by trading an useless item for its key, maybe I can find a shiny object <<link "somewhere else" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>?//@@</p>
<<finally>>
<p class="passage-text">While opening the door you are immediately jump scared by the crow, always sitting on the balcony. It doesn’t make beautiful songs or calls, it only shrieks. @@.youspeech;“Stupid bird, I will get that key from you, one way or another.”@@ You pet your hand, since the peck still hurts, provoked you look at the bird who is abruptly flicking its head because it is on its qui vive. You ball your fists and lunge. The crow didn’t flinch, nor did it fly away. @@.youspeech;“I hate you, just give me the key!”@@ for a solid few minutes you try to scare the crow, but it isn’t working, you become even more annoyed and sassy. You get a little too close to the beak of the flying rat and it pecks you, blood oozes from your finger. @@.youspeech;“Fuck, that hurt!”@@ the bird is cawing almost as if it was laughing, while becoming infuriated you decide to leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>, there is no point in doing something futile.</p>
<</first>>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<<if $Random gte 3 && $Random lte 8>>
<<include "MirrorMausoleumC2ShadowHunt">>
<</if>><<set $Needle to false>>
<<if $CountMirrorBalconyC2V is 1>>
<<set _TimedSeconds to 30>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Needle to true>>
<<replace "#crowneedle1">>
<p class="passage-text">Before you know it, the bird does jump and with a powerful push of its wings it launches itself at you. You try to evade the black projectile and by doing so you trip. You fall backward on the flooring of the balcony and hit your head, you can’t see clearly anymore, only a black shadow swiftly moving over your head.</p>
<p class="passage-text">It is trying to hurt you. With your arms you flail around, but the bird lands on your chest. Before you can grasp for air, you find out what the object in its claw was. It was a knitting needle that the crow pushed into your temple. Your sight becomes blurry and your thoughts <<link "deafen">><<deadcount 29>><<goto "dead29">><</link>>.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="crowneedle1">
<p class="passage-text" >You step up on the balcony, a draft of air hits your face. In the corner of your eye you can see the draft of air caused the crow to spread its wings, as if it was drifting in the sky.</p>
<p class="passage-text">As usual, the crow stares at you with its beady eyes, but this time it also begins approaching you, all while having its majestic wings spread out.</p>
<p class="passage-text">The presence of the crow annoys you, normally you like animals, but this soul is one of misery and death. You try to shoo it away, but you only cause it to shriek at you. @@.youspeech;“Just like I hate you, you hate me to don’t you?”@@ Is what you respond to the raspy call of the bird. It looks like you upset the bird more than you originally thought, since it stopped spreading its wings.</p>
<p class="passage-text">Faintly you notice a thin and long object glistening in its claw. @@.youspeech;//I don’t think I want to find out what that thing is, I’d better <<link "leave now" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@ As this thought crosses your mind, you can see the bird preparing to jump up.</p>
</div>
<<elseif $CountMirrorBalconyC2V is 2>>
<<set _TimedSeconds to 30>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Needle to true>>
<<replace "#crowneedle2">>
<p class="passage-text">One loud shriek it cries out, and right after that, it jumps towards your head. It tries to bite you; it tries to peck you, it even tries to land on your head and pick at the hairs of your skull. The crow is too large for you to shake off, so you do nothing but stand there and helplessly protect your body.</p>
<p class="passage-text">You feel his claws slicing deep into your arms and hands; the pain is becoming too much and you panic. As you try to make your way to the door and leave the balcony, you slip. The crow takes advantage of the fact you are not only helpless but also defenceless now.</p>
<p class="passage-text">The long and thin object in its claw resembles something familiar; it has been revealed after all. @@.youspeech;“No, wait, please”@@, you scream while you see the bird is trying to push a knitting needle into your eye. Focussed on the tip, only inches away from your eye, you didn’t notice your friend standing in front of you. With the help of your friend, the crow overpowered you. You never expected that you would feel this excruciating amount of pain in your life, the pain that the <<link "needle">><<deadcount 29>><<goto "dead29">><</link>> in your eye is causing.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="crowneedle2">
<p class="passage-text">@@.youspeech;//I remember something about a crow being here//@@, and to your surprise that bird is actually watching you from the railing of the balcony. Your intuition tells you that the crow isn’t a friendly one, and that it isn’t just observing you, but it is calculating your moves.</p>
<p class="passage-text">To comfort yourself and to lighten the thoughts a little you greet the bird, @@.youspeech;“hey there buddy, aren’t you a pretty bird.”@@ A deafening shriek is its answer, and it nervously flicks its head. @@.youspeech;“Alright, I see, well, you don’t mind that I am here, do you?”@@ Another grotesque call taunts you, you feel anger building up inside of you. @@.youspeech;“Listen up brainless bird, I don’t have time for this, I just want to get out of this house, can you please give me some peace and shut up?”@@</p>
<p class="passage-text">The crow puffs up its feathers, and it seems like you upset it badly. It’s moving its head up and down, almost as if it was doing a little battle dance. The bird picks something long and thin up from the railing. Unsure what it is, you decide to <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> just in case.</p>
</div>
<<elseif $CountMirrorBalconyC2V gte 3>>
<<set _TimedSeconds to 30>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $Needle to true>>
<<replace "#crowneedle3">>
<p class="passage-text">In its beady eyes you notice something that you haven’t seen before, it’s a sight of sheer determination. One last horrific shriek the bird makes moments before it launches itself at you. With its beak it pecks you, you flail your arms around your head in a futile effort to scare it off.</p>
<p class="passage-text">It got hold of your skin and with some swift flicks it peels off pieces of your skin like a little vegetable scraper. You scream because of both the pain and the terror. Without thinking, you run towards to door, but you slip and fall backward.</p>
<p class="passage-text">You feel something penetrating your head, at the base of your skull. Your body relaxes and your senses except sight are gone. The last thing you see before closing your eyes <<link "for good">><<deadcount 29>><<goto "dead29">><</link>> is the sight of the crow drinking the blood from the skinned parts of your body.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="crowneedle3">
<p class="passage-text" >You open the door and step on to the balcony. There it sits, a crow. Somehow you remember the bird, the memory exists, but it feels like it has been tucked away. You try to force yourself to think about it, as you stare at its black feathers. The crow made a raspy shriek that jump scared you. It was enough to give you a glimpse of a strange feeling, the feeling that accompanies the memory at the tip of your tongue you have.</p>
<p class="passage-text">With your hand you glide over your wrist and arm, the skin is smooth and silken white, there are no wounds or scratches. Somehow the bird’s shriek made your arm feel like it was being hurt. @@.youspeech;“Don’t do that again buddy, just keep quiet, I have no time for this nonsense.”@@ As if the bird magically understands you, it immediately shrieks again and again to the point you are boiling with anger on the inside.</p>
<p class="passage-text">@@.youspeech;“Shut up imbecile, I told you I want some peace!”@@ The crow puffs up his feathers and opens its beak, as if it wanted to intimidate you. @@.youspeech;“Now what? You think you are big, huh?”@@ Almost as if the crow pulled it out of thin air, it suddenly has a knitting needle in its claw. @@.youspeech;“Alright buddy, you do you, I do me, and I am <<link "leaving now" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.”@@ You upset the bird.</p>
</div>
<<else>>
<<include "BugFound">>
<</if>><<set _crowOptions to ["take a small piece and eat it", "look at it from a safe distance", "push one off the railing"]>>
<<set _crow2Options to ["not take a piece", "steal some pieces", "quickly eat a piece", "blow them off the railing"]>>
<<set _crow3Options to ["steal some pieces", "take a small wedge and eat it", "push them off the railing", "admire the pile"]>>
<<if $Apple is "nothing">>
<<if $CountMirrorBalconyC2V is 1>>
<p class="passage-text">The loud thudding of something on the railing immediately draws your attention. The crow is trying to pick apart an apple. @@.youspeech;“Silly bird, that apple will fall down soon enough.”@@ The crow seems to ignore your comment, and it keeps continuing pecking at the piece of fruit. In a matter of seconds a piece finally breaks off and the bird places it on the side, as if it was stock piling them.</p>
<p class="passage-text">You feel tempted to steal one piece the crow has collected; you are a little hungry and you do like fruit. When the crow isn’t looking, you decide to <<cycle "$apple" autoselect>><<optionsfrom _crowOptions>><</cycle>>. Afterwards you
<<link "leave">>
<<set $Insanity += random(1, 4)>>
<<set $Apple to $apple>>
<<if $Apple is "look at it from a safe distance">>
<<set $Apple to "nothing">>
<<goto "MirrorMainHallUpC2">>
<<else>>
<<goto "MirrorBalconyC2">>
<</if>>
<</link>>
to the hallway, you have better things to do then stare at a crow feasting on an apple.</p>
<<elseif $CountMirrorBalconyC2V is 2>>
<p class="passage-text">As always when you enter the balcony, the crow will be there. This time it seems to be toying with an apple. You step closer to it and you can smell the fresh juices leaking from the wedges. The crow has conveniently placed them next to it, as if it was stockpiling them.</p>
<p class="passage-text">The crow seems rather busy minding its task to dissect the apple for some reason. @@.youspeech;//The stupid bird isn’t looking, maybe I can try to take one of the wedges, it smells amazing.//@@ You decide to <<cycle "$apple" autoselect>><<optionsfrom _crow2Options>><</cycle>>. The crow seems to obsess with its apple. You <<link "leave">>
<<set $Insanity += random(1, 4)>>
<<set $Apple to $apple>>
<<if $Apple is "not take a piece">>
<<set $Apple to "nothing">>
<<goto "MirrorMainHallUpC2">>
<<elseif $Apple is "steal some pieces">>
<<set $Apple to "nothing">>
<<set $AppleSteal to true>>
<<goto "MirrorMainHallUpC2">>
<<else>>
<<goto "MirrorBalconyC2">>
<</if>>
<</link>>
to the hallway while it hasn’t noticed you.</p>
<<elseif $CountMirrorBalconyC2V gte 3>>
<p class="passage-text">You enter the balcony and quietly close the door behind you. @@.youspeech;//This time I don’t want to cause any drama with that stupid crow.//@@ On the edge of the railing you can see the bird taking an apple apart, but it’s not eating the pieces, it’s stockpiling them behind itself.</p>
<p class="passage-text">The crow continues to snatch bits from the apple, whistling softly and turning it around between its beak, tasting its flavour. You feel like it is almost hypnotizing you. While it’s not paying attention to its stockpile, you decide to <<cycle "$apple" autoselect>><<optionsfrom _crow3Options>><</cycle>> and afterward <<link "leave">>
<<set $Insanity += random(1, 4)>>
<<set $Apple to $apple>>
<<if $Apple is "admire the pile">>
<<set $Apple to "nothing">>
<<goto "MirrorMainHallUpC2">>
<<elseif $Apple is "steal some pieces">>
<<set $Apple to "nothing">>
<<set $AppleSteal to true>>
<<goto "MirrorMainHallUpC2">>
<<else>>
<<goto "MirrorBalconyC2">>
<</if>>
<</link>>
it be.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<if $CountMirrorBalconyC2V is 1>>
<<if $Apple is "take a small piece and eat it">>
<p class="passage-text">You eat the piece of apple and swallow it before the crow notices it. Crows are intelligent beings, capable of holding grudges, so it’s better if the bird didn’t find it out. You lick with your tongue over your lips and the roof of your mouth; it tastes funny. The flavour is acidic and reminds you of iron with a whiff of almond. @@.youspeech;//That’s weird, I have never tasted such an apple.//@@</p>
<p class="passage-text">The crow turns around and almost completely freezes, as if it is shocked by what it is seeing.</p>
<p class="passage-text">Your breathing quickens, but it is almost as if there is no air filling your lungs. @@.youspeech;//I can’t inhale, I need to. What is happening?//@@ The hunger for air is growing and you are feeling more and more tired. You slowly become <<link "unconscious" "dead30">><<deadcount 30>>><</link>>.</p>
<<elseif $Apple is "push one of the railing">>
<p class="passage-text">@@.youspeech;//This time, you will feel how I feel, consider it a payback for the horrific shrieking//@@, you think, as you push the pieces of apple off the railing. The crow stops pecking, it looks back and sees you destroying its work. @@.youspeech;“Well, hey there buddy, this is awkward!”@@ The crow hurls at you and scratches your forehead and eyes.</p>
<p class="passage-text">Blinded and in a sudden panic, you try to escape from the bird and you run towards the door. The crow has a grip on your hair and makes you lose your balance; you trip. You fall against the railing, which isn’t strong enough to break your fall, and you burst through it. Falling down in a <<link "dark void" "dead31">><<deadcount 31>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $CountMirrorBalconyC2V is 2>>
<<if $Apple is "quickly eat a piece">>
<p class="passage-text">You devoured the piece of apple while the crow hasn’t noticed you yet. Your mouth tastes strange, with your tongue, you feel a burning sensation while letting it glide over your lips. @@.youspeech;//Why does the apple taste like a battery with a pinch of almonds?//@@</p>
<p class="passage-text">Seconds later, this sensation of burning spreads throughout your throat and stomach. You grab onto the railing as you are having a difficult time standing. The crow felt the vibration from your clumsy grab. It looks in silence at you, patiently waiting for what is about to happen.</p>
<p class="passage-text">Your breathing quickens, but there is little to no air actually entering your lungs, and you panic. @@.youspeech;//No, no, no, this can’t be.//@ You feel light-headed and drop to the floor of the balcony, slowly you drift off to a <<link "slumber" "dead30">><<deadcount 30>>><</link>> as the crow is observing you.</p>
<<elseif $Apple is "blow them off the railing">>
<p class="passage-text">@@.youspeech;//Stupid bird, I will pay you back for those horrific shrieks you make!//@@ With a powerful blow you push the apple wedges, the crow has collected, off the railing and you can see them fall down.</p>
<p class="passage-text">The sound of inhaling and exhaling alerted the crow. With its beady eyes, it’s staring at the now empty spot. Crows don’t have faces like humans do, and reading them is more difficult, but you feel hate and anger being radiated off the bird.</p>
<p class="passage-text">The crow hurls forward with a wingbeat, aiming for your face. Out of panic you try to run towards the door and escape the violent bird. You slip, because you weren’t looking at where you placed your feet. You fall against the railing, which isn’t strong enough to break your fall, and you burst <<link "through it" "dead31">><<deadcount 31>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $CountMirrorBalconyC2V gte 3>>
<<if $Apple is "take a small wedge and eat it">>
<p class="passage-text">You quietly take a wedge and eat it while the crow hasn’t noticed you. @@.youspeech;//Why does it taste so weird?//@@ You immediately think. You suckle on the wedge and you try to describe its taste, which is unique. @@.youspeech;//It’s like a battery, acidic and not pleasant, somehow it also tastes a little like almonds.//@@ You spit the rest of the wedge out.</p>
<p class="passage-text">The crow heard this and turned around, focussed on the half eaten wedge you just rudely spit on the ground. @@.youspeech;“Alright buddy, you weren’t meant to see that, I will see myself out.”@@ You step backward, but you sack through your knees. @@.youspeech;//What is happening, I feel so dizzy?//@@</p>
<p class="passage-text">You try to breathe, but there is no air filling your lungs, only a <<link "void" "dead30">><<deadcount 30>>><</link>>.</p>
<<elseif $Apple is "push them off the railing">>
<p class="passage-text">@@.youspeech;Stupid bird, I will pay you back for those horrific shrieks you make.@@ Swiftly you push the apple wedges off the railing. You feel your mindset changing; you are becoming darker.</p>
<p class="passage-text">You didn’t notice that the crow was about to place a new piece on the pile that it had just torn off. Scared, you stare into its beady eyes, which it saccades. Crows are intelligent birds, and in a matter of seconds it understands the situation and puffs up its feathers. You have ruined the pile and wasted his food.</p>
<p class="passage-text">Your first reaction, seeing the crow prepare itself to attack you, is the run to the door. With its claws, the crow pulls on your hair while you are making a run for it. It imbalanced your body and you trip backward against the railing. It wasn’t strong enough to break your fall, and you push right through it. Falling into a <<link "void" "dead31">><<deadcount 31>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<</if>><<if $CountMirrorBalconyC2V is 1>>
<<first>>
<p class="passage-text">You enter the balcony, and you are met with a familiar face. It’s the crow, patiently sitting on the railing. Soon it catches your presence, and it acts rather paranoid, as if it was hiding something. You walk closer to it until the crow moves backward. The crow isn’t making the loud shrieks it was making before, it’s simply fixated on you. Suddenly it caws softly, as if it was trying to be friendly. @@.youspeech;“You are one mischievous bird and you know that, you are lucky you can fly”,@@ @@.youspeech;//I have a weird feeling in my stomach I want to go to <<link "somewhere else" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@</p>
<<finally>>
<p class="passage-text">While opening the door you are immediately jump scared by the crow, always sitting on the balcony. It doesn’t make beautiful songs or calls, it only shrieks. The thing is like a pandora’s box, you never know what is going to happen, but most of the time it isn’t pleasant. This time its beady eyes touches something inside of you, almost as if you find it a cute bird. You have a sudden urge to pet it and you reach out with your hand. The bird pecks you. @@.youspeech;“Fuck, that hurt!”@@ the bird is cawing almost as if it was laughing, while becoming infuriated you decide to leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>. @@.youspeech;“I hate you!” @@</p>
<</first>>
<<elseif $CountMirrorBalconyC2V is 2>>
<<first>>
<p class="passage-text">Open you entering the balcony you catch the crow pruning its feather, almost as if it was ashamed of it, it stops. The balcony has an ugly view, a nothingness, and the only thing of interest would be the crow.</p>
<p class="passage-text">You look down over the railing to the ground, expecting to see an entrance or something similar, but there is nothing. You wave your hands through the fog, hanging in front of the railing, @@.youspeech;//I wonder where I am?//@@ As you admire the void, the bird slowly creeps closer and abruptly shrieks in your ear. After a loud scream you say, @@.youspeech;“If I could catch you, you would be death!”@@</p>
<p class="passage-text">The bird tries to peck you, quickly you evade his beak and you shoo the crow away. @@.youspeech;“Stupid bird!”@@. Annoyed, you <<link "leave the balcony" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<finally>>
<p class="passage-text">While opening the door you are immediately jump scared by the crow, always sitting on the balcony. It doesn’t make beautiful songs or calls, it only shrieks. The thing is like a pandora’s box, you never know what is going to happen, but most of the time it isn’t pleasant.</p>
<p class="passage-text">@@.youspeech;//The last time it scared me, that will not happen again!//@@ The bird seems to look at a <<include "BalconyWallet">> on the balcony; it isn’t shiny or anything, it’s simply there. @@.youspeech;//Well, if it isn’t possessed by the crow, maybe it is mine to keep?//@@ You leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> while you aren’t annoyed by the bird yet.</p>
<</first>>
<<elseif $CountMirrorBalconyC2V gte 3>>
<<first>>
<p class="passage-text">A loud and abrupt shriek jump scares you, @@.youspeech;“alright buddy, we both know that this is your favorite spot, I won’t be here for long!”@@ The crow flicks its head and saccades its eyes. It seems to observe you, whether or not you like it. @@.youspeech;//… maybe I should just lock you in a cage//@@, you think. The crow is anything but friendly, it shuns the light. A pitiful and lonely soul that lost its tree or home and now wanders the world, forgotten and mistreated.</p>
<p class="passage-text">@@.youspeech;//Why does it scare me so much?//@@ For a moment you forget the unsettling shadows of the house’s rooms and the real danger that lurks within them. You try to find some inner peace, but you fail to do so, tired and desolated you enter the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> again.</p>
<<finally>>
<p class="passage-text">While opening the door you are immediately jump scared by the crow, always sitting on the balcony. It doesn’t make beautiful songs or calls, it only shrieks. The thing is like a pandora’s box, you never know what is going to happen, but most of the time it isn’t pleasant.</p>
<p class="passage-text">You wonder if it has ever been to the other world or even inside the house. You catch it looking at a <<include "BalconyWallet">> on the balcony; it isn’t shiny, nor does the crow seem too interested in it. @@.youspeech;“Alright, this time no shrieking or pecking, you stay there and I simply finish my business here.”@@ @@.youspeech;//Sadistic little critter it is, I wonder why?//@@ You think. After contemplating whether to go back, you decide to enter the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> again.</p>
<</first>>
<<else>>
<<include "BugFound">>
<</if>><<if $Wallet>>
wallet
<<else>>
<<link "wallet" 'MirrorBalconyC2'>>
<<flash "Collectible unlocked: The wallet">>
<<set $WalletEvent to true>>
<<set $Wallet = true>>
<<set $CountCollect2 += 1>>
<</link>>
<</if>><<set $CrowRandom to random(1, 10)>>
<<if $CrowRandom lte 3>>
<<run jQuery("html").removeClass("crow3")>>
<<run jQuery("html").addClass("crow2")>>
<<elseif $CrowRandom gte 8>>
<<run jQuery("html").removeClass("crow2")>>
<<run jQuery("html").addClass("crow3")>>
<<else>>
<<run jQuery("html").removeClass("crow2")>>
<<run jQuery("html").removeClass("crow3")>>
<</if>><<if $Random gte 4>>
/* TODO: make more first finallies */
<<if $CountMirrorBathroomC2V is 1>>
<p class="passage-text">@@.youspeech;//Even here the bathroom is dirty, it’s even worse than outside of the mirror.//@@ You look the tub and the showerhead up and down, and you think, @@.youspeech;//no way I ever use that to clean myself.//@@ The room also contains much of the corruption found everywhere inside the mirror. @@.youspeech;//There must be a reason this stuff is spreading throughout this place.//@@</p>
<p class="passage-text">You look around you to find a mirror, but as you expected, there isn’t one. @@.youspeech;//My friend could really use things as mirrors, lamps, windows and basic cleaning supplies.//@@ You want to <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the room, but just as you are about to grab the door, you hear faint giggling coming from behind it. Your heart is pounding, and you pull the door inward. To your relief, there isn’t anyone behind it.</p>
<<elseif $CountMirrorBathroomC2V is 2>>
<p class="passage-text">You enter the shower and walk to the tub. @@.youspeech;//I am curious if there is water here…//@@ With a smooth flick of the wrist, you turn the nob around, but as you expected, nothing pours down. You sigh, @@.youspeech;//I wasn’t planning on cleaning myself, but I can’t help being curious. This place is just forsaken.//@@</p>
<p class="passage-text">You look around you to find a mirror, but as you expected, there isn’t one. @@.youspeech;//My friend could really use things like mirrors, lamps, windows, and basic cleaning supplies.//@@ You want to check on your make-up, but there isn’t anything that could help you with checking on your looks. You sniffle, @@.youspeech;//why do I even care about it… It’s not like it’s going to help me <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> this place…//@@</p>
<<elseif $CountMirrorBathroomC2V gte 3>>
<p class="passage-text">You look around you as you enter the bathroom; you know it’s not a safe place, but you need to check something. The thing you are looking for is simple, a way out. @@.youspeech;//There isn’t a window here, just a silly candle. I hate the candles, they are far from romantic.//@@ There isn’t anything left in this room for you to discover, but sadness and more questions.</p>
<p class="passage-text">@@.youspeech;//I wish I could get answers for one’s, proper answers…//@@ Deep down inside, you know things in life don’t come easy. You need to work for them, but you aren’t sure what this place expects from you. Irritated, you <<link "walk back" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $Random lte 3>>
<<set $ShowerSelfKills to false>>
<<set _TimedSeconds to random(25, 45)>>
<<include "EasyModeTimed">>
<<silently>>
<<timed `_TimedSeconds + "s"`>>
<<set $ShowerSelfKills to true>>
<<replace "#ShowerSelfKillsYou">>
<p class="passage-text">You are shifting too fast between the different points of view, and you are becoming beyond dizzy. It’s like your minds are melting together, except the memories are the same but from a different time. You see yourself flashing by, being killed by several ghosts, mauled by the dog, and whatnot. The pain is agonizing. You try to fight yourself out of this loop, but how can one fight their own physical demons. You feel how the synchronization between the three of you has been completed. Blood flows from your eyes and ears to the <<link "ground">><<deadcount 40>><<goto "dead40">><</link>>.</p>
<</replace>>
<</timed>>
<</silently>>
<div id="ShowerSelfKillsYou">
<<if $CountMirrorBathroomC2V lt 3>>
<p class="passage-text">You enter the bathroom and hear the door slam shut behind you. In front of you, you can see two women. The two women seem to be in agonizing pain, for the suffering is easily seen on their faces. Suddenly, you feel a painful sting in your head, and you focus on the woman. @@.youspeech;“Wait, you look exactly like me…”@@ you say, and you continue, @@.youspeech;“I can’t stand the burning feeling, make it stop.”@@</p>
<p class="passage-text">Helplessly, you stroll from one side of the bathroom to the other side. @@.youspeech;“I m-m-ust leave.”@@ You say as you rotate the <<link "doorknob" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<elseif $CountMirrorBathroomC2V gte 3>>
<p class="passage-text">There they are again, the copies of you. @@.youspeech;//I n-need to l-l-leave…//@@ You think, but the pain has already started. The burning sensation of seeing the world from three points of view is making you beyond dizzy. You aren’t sure where you are in the room, nor if you are viewing the world from your own eyes. The doppelgangers are in just as much pain as you are, but they seem frozen. They aren’t talking or screaming, they are petrified by the agonizing pain.</p>
<p class="passage-text">Helplessly, you stroll from one side of the bathroom to the other side. @@.youspeech;“I m-m-ust leave.”@@ You say as you rotate the <<link "doorknob" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<else>>
<<include "BugFound">>
<</if>>
</div>
<<else>>
<<include "BugFound">>
<</if>>
<<if $Random gte 4>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>>
<</if>><<run $("html").removeClass("nolily")>>
<<run $("html").removeClass("corruptlock")>>
<<run $("html").removeClass("lily")>>
<<run $("html").removeClass("shadow")>>
<<if $ItemFriend && $LilyDead>>
<<run $("html").addClass("nolily")>>
<<if $SitBear>>
<p class="passage-text">The bear is still where you left it, and there is Lily dancing around and playing with imaginary things. @@.youspeech;//I screwed up; I know it.//@@ You think as stare at the bear. You close the door and look at the carvings Lily made; @@.youspeech;//she had such an imagination for a little girl.//@@ The drawings are that of what you assume is Mister Bear, a woman, and a house. Before you get sad again, you <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the children’s room whilst hoping you might see Lily once more.</p>
<<else>>
<<first>>
<p class="passage-text">The room is even colder than normal, there is no playful whispering or laughing, nor a little girl dancing around anymore. The blood on the chair has dried and darkened, leaving Lily’s ‘shadow’ behind. You wish things had gone differently, but the past isn’t re-writeable, it’s the inevitable movement of time ever going forward and never backward. @@.youspeech;“I am sorry, Lily.”@@ You whisper as you hold her favorite toy, Mister Bear. It was her only friend besides maybe you, and you decide it’s best to sit the bear on the chair. A tear rolls down your cheek, and you decide to <<link "move on" 'MirrorMainHallUpC2'>><<set $SitBear = true>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<finally>>
<p class="passage-text">You had left the door ajar, so a little light could ever shine in, whether it was just a faint light or a bright one. Hoping Lily would spontaneously emerge from behind the pile of books, you wait for a few minutes. @@.youspeech;//She isn’t coming back//@@; you think as you turn around. @@.youspeech;“If she returns, Mister bear, tell her I am sorry.”@@ You say as you <<link "leave" 'MirrorMainHallUpC2'>><<set $SitBear = true>><<set $Insanity += random(1, 4)>><</link>> to the hallway and leave the door slightly opened.</p>
<</first>>
<</if>>
<<elseif $ItemFriend>>
<<if $HideAndSeekWin && $HideAndSeekGame is false>>
<<set _sentence to either("In the meantime, Lily started carving things on the walls using her fingers, revealing how she made the drawings on the door.", "In the meantime, Lily started drawing things in the air. If you could watch the world through her eyes, you could probably see amazing works of art.", "Lily is looking at the pile of books in the meantime. You are not sure if she can read, but she is a smart girl, maybe she can.", "Lily started talking to herself in the meantime. She is rambling about a pretty lady who saved her from a great evil.")>>
<p class="passage-text">Twice you knock on the door and wait for Lily to open it. The little child takes your finger and brings you inside her cozy room. She sits down and starts playing with her unique toys again. Normal children play with dolls, Lily plays with imaginary things in the air. You feel bad watching her play like this; you feel a little forced to do it, but you can ask her to play another game of <<link "hide and seek" 'MirrorLilyPlayC2'>><</link>>? <<print _sentence>>. Or you could <<link "leave her be" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<elseif $HideAndSeekGame>>
<p class="passage-text">You return to the children’s room, you are still playing hide and seek with Lily, or as she likes to call it, @@.eventtext;‘peek-a-boo’@@. You could’ve corrected her and explain to her the difference between the two games, but you didn’t want to extinguish the sparkles in her eyes. @@.youspeech;“Oh, Lily, are you here?”@@ You say as you walk around the room. You don’t know if Lily may change hiding positions, or if she may sneak out when she sees you. @@.youspeech;//I should’ve talked about the rooms that she deemed safe and probably asked for all rules.//@@ Nonetheless, it all happened in a split second. One minute you were talking about the game and the next she disappeared. You give the room one last look and decide to <<link "search elsewhere" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<else>>
<<first>>
<p class="passage-text">You knock on the door, instinctively you knock twice. The room sounds silent, and for a moment you fear Lily has left the door ajar. Before the fear strikes you with terror, you hear something walking inside, the sound a child makes when they run away for hide-and-seek. @@.youspeech;“Lily it’s me!”@@ You hear the lock click after a while, and she opens the door carefully, one’s she notices it’s you she brightens up. You can either <<link "talk to the child" 'MirrorLilyPlayC2'>><</link>> or stop disturbing her and <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<finally>>
<p class="passage-text">You knock twice on the door again. After a few moments you hear the lock clicking and the door opening, the little girl is gazing upon you. She returns to her little pile of books and other trinkets while rambling things about princesses and getting saved. Lily is quite the talker and you watch her play for a while, suddenly she turns to you as if she wants to ask you something, you could <<link "talk to her" 'MirrorLilyPlayC2'>><</link>>. Or you decide it’s time to <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> her and let her continue playing with the imaginary things.</p>
<</first>>
<</if>>
<<elseif $LilyDead>>
<<run $("html").addClass("nolily")>>
<<ctp "LilyGone" nobr>>
<<set _ctp to CTP.getCTP("LilyGone")>>
<<flash "Quest completed: Seeds of tears">>
<p class="passage-text">The door was left open and inside you find an empty chair, @@.youpseech;“Lily, No, I don’t understand it.”@@ You cry as you make your way into the room. Without the adrenaline you would’ve been too scared to go back, let alone enter the room, but something inside of you has changed.</p>
<<set _nextText to "Look around">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//The shadow is gone, and so is Lily, there must be something, something to help me rescue Lily.//@@ You think as you frantically look around the children’s room. The books are still piled up, and the chair is just a dull one. You think about what a child could’ve done, if it even thought about it, to leave a breadcrumb trail. You sit down on the chair, watching out not to stain yourself with the blood on it and the flooring beneath, desperately sobbing. After trying to remember and hate yourself for what you apparently have caused, you look up to the door. The door has closed itself a little and you notice some drawings on it.</p>
<<set _nextText to "Inspect them">>
<<ctpNext t8n>>
<<set $ItemFriend = true>>
<<flash "Quest updated: The endless cycle">>
<p class="passage-text">Most of the drawings are carved into the door itself. As you glide your finger over it, you feel the tiny grooves. @@.youspeech;//Poor child, she must’ve either made these drawings with the spine of a book or worse, with her nails.//@@ You sigh and feel rather depressed; the child somehow means something to you which you can’t explain. One drawing looks more like a sketch of a person and was made with a pencil. @@.youspeech;//Maybe the shadow in the library knows more about it, since I can take a paper, but not a door with me?//@@ You leave to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LilyGone">>
<</button>>
<</if>>
<</ctp>>
<<elseif $KeyChildrensRoom>>
<<if $TruthLily>>
<<set _hostageOptions to ["you quickly close the door", "you untie Lily first"]>>
<<ctp "SaveLily" nobr>>
<<run $("html").addClass("corruptlock")>>
<<set _ctp to CTP.getCTP("SaveLily")>>
<p class="passage-text">Your hand is shivering as you push the key into the lock, almost comical. @@.youspeech;//I hope I am not too late, Lily sounded like being in danger.//@@ The wooden door is corrupted by the same disease that has spread inside the mirror, and it has made the door deteriorate even more. As you open the door with a sturdy push, you hear the rusty bolt scratch the metal strike plate, making your skin crawl. @@.youspeech;//It’s the same sound as scratching a chalkboard with fingernails, I hate it!//@@</p>
<<set _nextText to "Try to open the door">>
<<ctpNext t8n>>
<<run $("html").removeClass("corruptlock")>>
<<run $("html").addClass("lily")>>
<p class="passage-text">The door squeaks open, and your eyes need to accustom to the newfound darkness in front of them. @@.youspeech;“Lily, are you inside?”@@ The muffled screaming, talking, or crying you have been hearing before, doesn’t sound soft anymore, but loud. You close your eyes to accustom to a more dim room faster while the cries for help get louder.</p>
<<set _nextText to "Open the door completely">>
<<ctpNext t8n>>
<p class="passage-text">The door is now fully opened, allowing the light of the hallway to engulf it in its protection. You open the lids of your eyes to see a horrific scene. Frozen, unable to speak, and shocked you absorb the picture into your mind, it’s that of Lily being tied up on a chair. Tears roll down her cheeks as she is trying to speak while fighting with her entire body to escape. The child seems exhausted and wretched.</p>
<<set _nextText to "Help Lily">>
<<ctpNext t8n>>
<<if ndef $KidUpdateSeen>>
<<set $KidUpdateSeen = true>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: Lily">>
<<include "GhostCountNotifier2">>
<</if>>
<p class="passage-text">You rush to the stool and begin untying her. She is mumbling and with her eyes she is pointing to the door while nervously trying to draw your attention to it. You pull the piece of cloth out of her mouth and she rambles and panics. @@.youspeech;“Lily, you have to calm down, what are you trying to tell me?”@@ You say to the little girl and she stops for just a moment to catch her breath, @@.themspeech;“Addison, close to the door, it will come back!”@@ A shiver runs down your spine and <<cycle "$hostage" autoselect>><<optionsfrom _hostageOptions>><</cycle>>, while your adrenaline is keeping you from
<<link "Fainting">>
<<set $Hostage to $hostage>>
<<if $Hostage is "you quickly close the door">>
<<run $("html").removeClass("lily")>>
<<goto "MirrorLilyShadowGoodC2">>
<<elseif $Hostage is "you untie Lily first">>
<<run $("html").removeClass("lily")>>
<<goto "MirrorLilyShadowBad2C2">>
<<else>>
<<include "BugFound">>
<</if>>
<</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "SaveLily">>
<</button>>
<</if>>
<</ctp>>
<<elseif $LieLily>>
<<if ndef $ShaSeen>>
<<set $ShaSeen to true>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<</if>>
<<ctp "OpenDoorMirrorLily" nobr>>
<<set _ctp to CTP.getCTP("OpenDoorMirrorLily")>>
<<run $("html").addClass("corruptlock")>>
<p class="passage-text">Your hand is shivering as you push the key into the lock, almost comical. @@.youspeech;//I hope I am not too late, Lily sounded like being in danger.//@@ The wooden door is corrupted by the same disease that has spread inside the mirror, and it has made the door deteriorate even more. As you open the door with a sturdy push, you hear the rusty bolt scratch the metal strike plate, making your skin crawl. @@.youspeech;//It’s the same sound as scratching a chalkboard with fingernails, I hate it!//@@</p>
<<set _nextText to "Try to open the door">>
<<ctpNext t8n>>
<<run $("html").removeClass("corruptlock")>>
<<run $("html").addClass("lily")>>
<p class="passage-text">The door squeaks open, and your eyes need to accustom to the newfound darkness in front of them. @@.youspeech;“Lily, are you inside?”@@ The muffled screaming, talking, or crying you have been hearing before, doesn’t sound soft anymore, but loud. You close your eyes to accustom to a more dim room faster while the cries for help get louder.</p>
<<set _nextText to "Open the door completely">>
<<ctpNext t8n>>
<p class="passage-text">The door is now fully opened, allowing the light of the hallway to engulf it in its protection. You open the lids of your eyes to see a horrific scene. Frozen, unable to speak, and shocked you absorb the picture into your mind, it’s that of Lily being tied up on a chair. Tears roll down her cheeks as she is trying to speak while fighting with her entire body to escape. The child seems exhausted and wretched.</p>
<<set _nextText to "Walk towards Lily">>
<<ctpNext t8n>>
<<if ndef $ShadowSecondMention>>
<<set $ShadowSecondMention to true>>
<<if ndef $ShadowFirstMention>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<</if>>
<<flash "Ghost unlocked: The shadow">>
<</if>>
<p class="passage-text">A shadow appears behind her, soaking up all light near it, creating a cloak of emptiness around it. One of its hands appears on the shoulder of Lily, she is trying to wiggle it off, but its grips firms and hurts Lily as she screams in pain. @@.youspeech;“No! Don’t hurt her please, she is just a child!”@@ Its eyes, glowing white, clasp your sight, making every nerve in your body alert its master to run, to leave, to abandon. But you know you are stuck in this house and this evil can’t be <<link "avoided anymore" 'MirrorLilyShadowBadC2'>><<run $("html").removeClass("lily")>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "OpenDoorMirrorLily">>
<</button>>
<</if>>
<</ctp>>
<<elseif ndef $LieLily && ndef $TruthLily>>
<<set $TruthLily = true>>
<<goto "MirrorChildrensRoomC2">>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<run $("html").addClass("corruptlock")>>
<<if $CountMirrorChildrensRoomC2V is 1>>
<<first>>
<p class="passage-text">@@.youspeech;//Why is the children’s room door locked?//@@ You try to twist the doorknob, but either it’s stuck like an unopen able jar or it’s locked. You kneel and look through the keyhole, but there isn’t anything you can see on the other side. With one last wiggle you try to open to force yourself in, but the door seems like a wall, you <<link "leave the door" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> behind. @@.youspeech;//This should be Lily’s room. Why doesn’t she let me in?//@@</p>
<<then>>
<p class="passage-text">Again you try to open the door with the beautiful flower pattern on it, but its bolt keeps it locked. You knock on the door and softly say, @@.youspeech;“Lily, have you locked the door from the inside?”@@ For a moment you wait, holding your breath and keeping your ears focussed on sounds, if any, coming from within the room. A muffled scream is all you can hear and your heart pounds. @@.youspeech;“What is going on, Lily, talk to me!”@@ @@.youspeech;//I need to find a way in, I should try to find a key <<link "somewhere" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@</p>
<<finally>>
<p class="passage-text">@@.youspeech;“Lily, just wait there, I will come!”@@ Another muffled scream strikes terror in your mind, something is happening to the little girl and it unsettles you. @@.youspeech;“Please, if you can hear me, open the door!”@@ In vain you hear another muffled, distorted cry for help, and this time you hear something inside walking around slowly. @@.youspeech;//I need to find <<link "a way in" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>!//@@</p>
<</first>>
<<elseif $CountMirrorChildrensRoomC2V gte 2>>
<<first>>
<p class="passage-text">Still not having found a key, you twist the doorknob until it hurts the bones in your wrist. @@.youspeech;“Lily help me! Where is the key?”@@ This time there was no sound of muffled crying coming from within the room, only the odd sound of someone walking. You Lean with your forehead against the door, trying to think, trying to concentrate. A sudden loud bang in the room gives you the chills and you step backward. @@.youspeech;“I need to get in, this doesn’t feel right”, quickly you <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the door behind.@@</p>
<<finally>>
<p class="passage-text">The door is still locked, and you still don’t have a key. Yet you try to pry the door open, in vain of course. @@.youspeech;“Why do they make it seem so easy, shouldn’t older doors be the quickest to lock pick?”@@ You don’t posses the skills to perform acts of burglary, but if you knew how to, you would’ve left through the front door and never looked back. @@.youspeech;“I need to find a way into this room, maybe <<link "another room" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> has the answers I am looking for?”@@</p>
<</first>>
<<else>>
<<include "BugFound">>
<</if>>
<</if>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>><<if $SecondAttic && ndef $ExitWindow>>
<<if $TalkAtticLily>>
<<ctp "LilyAtticDialogue2" nobr>>
<<set _ctp to CTP.getCTP("LilyAtticDialogue2")>>
<p class="passage-text">Lily still seems upset with you, she tries to avoid looking into your eyes directly. @@.youspeech;“Lily, how about we play a game? And I will be ‘it’, alright?”@@ She clearly ignored your request, and she even talked to herself in a monologue form. You can <<link "leave her" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>?</p>
<<set _nextText to "Or ask her what\’s wrong again?">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“I told you, Miss, I am not happy, that key wasn’t yours to have and you shouldn’t be playing on the attic!”@@ You feel even more confused. You ask her, @@.youspeech;“why shouldn’t I, and why are they nothing more than shadows in your eyes?”@@ Lily frowned after the second part of your question.</p>
<<set _nextText to "\“Please!\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“No Miss, he will be really upset by it! You can’t leave through the window, I heard the bad shadow wandering around.”@@ Again, puzzled by what the child is saying, you accept the fact you will probably never get a real answer out of her. You <<link "leave her be" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LilyAtticDialogue2">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<ctp "LilyAtticDialogue" nobr>>
<<set _ctp to CTP.getCTP("LilyAtticDialogue")>>
<<if $IkeSeen>>
<<flash "Ghost updated: Ikey">>
<</if>>
<p class="passage-text">@@.youspeech;“Lily, would you like to play a game of peek-a-boo?”@@ Lily doesn’t seem too interested in it, she looks rather sad. @@.youspeech;“What’s wrong?”@@ You ask her while patting her on the head. She looks with pleading eyes at you and says, @@.themspeech;“Well, Addison, you were naughty again…”@@ You didn’t expect this, @@.youspeech;“what do you mean Lily?”@@ You reply. @@.themspeech;“Well, Addison, you went up the attic to Mister Solomon, I heard the chains fall…”@@</p>
<<set _nextText to "\“Is that something naughty then?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Well, Addison,”@@ she mockingly says as she continues, @@.themspeech;“I didn’t give you the key, did I?”@@ You are puzzled. @@.youspeech;//Was she the girl Thomas met?//@@ @@.youspeech;“I got the key from Thomas,”@@ you reply, as you are annoyed by the bratty attitude Lily suddenly has. @@.themspeech;“Not that Sir’s key to give to you, neither should you call him like that!”@@</p>
<<set _nextText to "\“Wait, what?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“They are all shadows, Miss, don’t confuse yourself.”@@ Lily seems to take a deep breath for the next thing she is about to say. @@.themspeech;“Also Miss, watch out for the shadow in the attic, there is a reason we didn’t want to give you that key…”@@</p>
<<set _nextText to "\“But it\’s the exit I must, to save us, including you?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Well, miss, no one said I need to be saved, I am waiting for my mother first.”@@ Lily is clearly upset about the things you have done and she shoos you away as she puts her finger into her ears, deafening herself to your questions.</p>
<p class="passage-text">@@.youspeech;“Alright, I suppose I will <<link "leave you alone" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> then?”@@ You say, knowing she won’t even hear you.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LilyAtticDialogue">>
<</button>>
<</if>>
<</ctp>>
<</if>>
<<if ndef $TalkAtticLily>>
<<set $TalkAtticLily = true>>
<</if>>
<<else>>
<<if $HideAndSeekQuest>>
<p class="passage-text">@@.youspeech;“Lily, would you like to play a game of peek-a-boo?”@@ you ask her, and immediately the child’s eyes radiate with joy. @@.themspeech;“Yes Miss, please!”@@ she responds faster than you expected. @@.youspeech;“Alright, can I hide this time and you look for me?”@@ before you can even say anything else, Lily runs off and shouts @@.themspeech;“Start counting down Miss, I hide and you seek!”@@ After twenty seconds have passed, you begin
<<link "looking for her" 'MirrorMainHallUpC2'>>
<<set $HideAndSeekGame = true>>
<<set $HideAndSeekRoom to either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
<<set $Insanity += random(1, 4)>>
<<flash "Minigame started: Peek-a-boo">>
<</link>>.</p>
<<elseif ndef $HideAndSeekQuest>>
<<ctp "LilyPost" nobr>>
<<set _ctp to CTP.getCTP("LilyPost")>>
<p class="passage-text">You ask Lily some questions about yourself and the shadow, but you see her smile disappear, and she is looking at the ground. She doesn’t want to answer them and starts scratching her arms as if she had a sudden itch. @@.youspeech;“Alright, sorry Lily, let me ask something else.”@@ You say to her while lifting her chin up with your finger, you look into the eyes of a pure-hearted child, so naïve, so guileless. @@.youspeech;“What do you and Mr. Bear normally do?”@@ Her smile returns and she immediately looks happier, @@.themspeech;“Well Miss, we play peekaboo a lot, but Mister Bear always finds me.”@@ You see her eyes fill with joy. @@.themspeech;“Maybe he and you can play it with me?”@@</p>
<<set _nextText to "Ask more about the game">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Have you never played it before?”@@ she asks while raising one of her eyebrows. She clearly does it on purpose, to stress the fact she disproves you don’t know the rules of the game. @@.themspeech;“Well, it’s rather easy, I hide and you seek!”@@ she says while pointing to the door.</p>
<<set _nextText to "Ask her where she will hide">>
<<ctpNext t8n>>
<p class="passage-text">@@.themspeech;“Silly Miss, that’s peekaboo, I hide and don’t tell you where,”@@ you look at her worriedly while she tells you this. @@.youspeech;“But Lily, isn’t it a little dangerous to play outside of your room?”@@ The child smiles and as naïve as they are, she says, @@.themspeech;“Mister Bear told me where I can hide without the bad shadow finding me, and you have Mister Bear so you are safe too.”@@ You look at the bear and question how it would actually keep you safe.</p>
<<set _nextText to "Start the game">>
<<ctpNext t8n>>
<<flash "Minigame started: Peek-a-boo">>
<p class="passage-text">@@.youspeech;//I can’t let her down, now that she is so filled with joy.//@@ @@.youspeech;“On my count: 20… 19… 18… 17… 2… 1…”@@ You open your eyes and the child is indeed gone.
<<link "Try to find her" 'MirrorMainHallUpC2'>>
<<set $HideAndSeekGame = true>>
<<set $HideAndSeekQuest = true>>
<<set $HideAndSeekRoom to either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
<<set $Insanity += random(1, 4)>>
<</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LilyPost">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<include "BugFound">>
<</if>>
<</if>><<if ndef $ShaSeen>>
<<set $ShaSeen to true>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<</if>>
<<ctp "LilyDoorOpen" nobr>>
<<set _ctp to CTP.getCTP("LilyDoorOpen")>>
<p class="passage-text">Goosebumps arise on your arms as you think about it. The door had been left wide open. You stand up and rush to the door, and you glimpse a shadow moving down the hallway. With a sturdy push, you close the door and lock it from the inside with the key, leaving the key in the lock. You hear something outside the room trying to push its key in, but after a few minutes of attempting in vain, it gives up. You hear heavy footsteps receding down the stairs.</p>
<<set _nextText to "Untie Lily">>
<<ctpNext t8n>>
<p class="passage-text">You walk to the child and see how she was tightly tied up. Her wrist and ankles red, almost bleeding. After you free Lily from the last rope, the one around her middle, she jumps into your arms. @@.youspeech;“It’s good Lily, you are safe, nothing can enter the room anymore.”@@ You soothingly say while holding her head against your breast. She is crying and with her little hands, she grips your body as if you were her blanket of protection. @@.themspeech;“Addison, thank you, I thought the bad shadow would hurt me more, but you came, you saved me,”@@ Lily says while pushing her face deeper into your embrace.</p>
<<set _nextText to "Addison?">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Lily, who is Addison?”@@ you ask the child while she is calming down. @@.themspeech;“That’s you silly!”@@ Is her reply. Confused, you hold her and wait for her to become completely serene again. You stare at the door and question yourself what the moving shadow in the hallway is. @@.youspeech;“Lily, w-who am I and how do you know my name?”@@ you stutter, as you don’t know it yourself. @@.themspeech;“Miss, I know your name is Addison, but please don’t be angry, but I forgot the rest.”@@</p>
<<set _nextText to "Do you recognize me?">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“I am not angry, Lily. I just want to know how you recognized me.”@@ The child looks up and says, @@.themspeech;“I honestly don’t know it, I am sorry, I am so scared of the bad shadow.”@@ You can’t ask more of a child that barely knows what is happening, but you have to ask a few more questions, @@.youspeech;“Lily, who is the ‘bad shadow’?”@@ With a shivering voice, she says, @@.themspeech;“He is mean, he is bad. He would hurt me more. Every time I am happy, he comes to hurt me.”@@</p>
<<set _nextText to "Hug her tightly">>
<<ctpNext t8n>>
<<flash "Quest updated: The endless cycle">>
<p class="passage-text">@@.themspeech;“Miss, you came through the room with many books, right?”@@ She asks while you feel her becoming warm again. @@.youspeech;“Well, yes, have you been there?”@@ You have so many burning questions, but again, burdening a child with your problems isn’t something you want to do. @@.youspeech;“Mister Bear told me, he also saw a man laying on the ground, he wanted something, it was this drawing.”@@ Lily hands you a sketch of a man. You sit the child on the ground and you question yourself if this is what the shadow on the library floor was looking for. @@.youspeech;“Go Addison, help the man.”@@ You hand the child the key and teach her how she can lock herself in.</p>
<p class="passage-text"><<link "You leave">>
<<set $ItemFriend = true>>
<<goto "MirrorMainHallUpC2">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "LilyDoorOpen">>
<</button>>
<</if>>
<</ctp>><<ctp "ShadowTalk" nobr>>
<<set _ctp to CTP.getCTP("ShadowTalk")>>
<p class="passage-text">@@.themspeech;“You speak of her as a child, an innocent one, a pure soul, yet even they have darkness buried under layers of love.”@@ The shadow says with a whispering voice. Its hands glide over her hair, stroking it, almost as if it was caring for her. @@.themspeech;“When they first exist in this bubble of space and time, they know nothing you and I know, but this one, she knows pain.”@@ As the shadow speaks about pain, its eyes glow even whiter than before, and with the tip of its finger it catches a tear off her cheek and tastes it. @@.themspeech;“Ah, yes, innocence you say, I call it disguised vileness.”@@</p>
<<set _nextText to "Talk to the shadow">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“I b-b-beg you, don’t hurt her, please!”@@ confused and unsettled you try to talk to the shadow, but it doesn’t seem concerned nor impressed by your presence. @@.youspeech;“What are you?”@@ you ask, while it pulls away the hair around Lily her neck. Your emotions are blurring your memories and capability of logical thinking. Tears roll down your own cheeks.</p>
<<set _nextText to "Ask the shadow what it is, again">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Speak to me!”@@ you scream. The shadow lets its withered and long fingernails dance on Lily her neck while still staring into your eyes. @@.themspeech;“You know who I am, you have known it since the beginning.”@@ Droplets of blood are forming as it pushes its nails deeper into Lily her skin. @@.themspeech;“I have waited for this moment, you allowed me to, and now I shall reap what you sowed.”@@ You are frozen with terror and your legs won’t move, you try to fight it, but your body isn’t listening to you anymore.</p>
<p class="passage-text"><<link "Watch in dread">>
<<if $Carni>>
<<goto "MirrorLilyShadowBadCarni">>
<<elseif $Herbi>>
<<goto "MirrorLilyShadowBadHerbi">>
<<elseif ndef $Carni && ndef $Herbi>>
<<goto "MirrorLilyShadowBadHerbi">>
<<else>>
<<include "BugFound">>
<</if>>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShadowTalk">>
<</button>>
<</if>>
<</ctp>><<ctp "FightYourFear" nobr>>
<<set _ctp to CTP.getCTP("FightYourFear")>>
<p class="passage-text">@@.youspeech;“She has done nothing wrong, stop!”@@ you scream even louder. The shadow makes a short abrupt exhalation followed by a crooked smile, @@.themspeech;“Oh dear, you will watch, and watch, but there is nothing you can do.”@@ Still frozen to the floor you do as it says, ‘watch,’ in silence. @@.themspeech;“As much as I liked our little talk, your time has not come yet.”@@ One nail went deeper into Lily her throat.</p>
<<set _nextText to "Fight your fear">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“No!”@@ You shout and you fight everything inside of you to overcome your nature, that of the fight-or-flight. Before you can even move your leg, the shadow holds out his hand and a flash of darkness impairs your sight for a second, the same flash makes you fall backward in slow motion, slow enough to see everything happening in front of you.</p>
<<set _nextText to "Observe while being paralyzed">>
<<ctpNext t8n>>
<p class="passage-text">The shadow flicks its wrist, slitting Lily through her throat, the blood gracefully gushes out and Lily’s screaming is becoming weaker and her body twitches. You can’t speak, nor move, and you are simply floating through the air, slowly watching the death of Lily. As Lily her eyes close and her fire dies out, the white eyes become blood red and the shadow speaks, @@.themspeech;"Your time has not come yet."@@</p>
<p class="passage-text"><<link "Faint">>
<<set $LilyDead = true>>
<<flash "Ghost updated: Lily">>
<<set $SendToLib to true>>
<<if ndef $CorruptionChecker1>>
<<set $Corruption += 1>>
<<set $CorruptionChecker1 = true>>
<</if>>
<<goto "MirrorLibraryC2">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FightYourFear">>
<</button>>
<</if>>
<</ctp>><<ctp "FightFearTwo" nobr>>
<<set _ctp to CTP.getCTP("FightFearTwo")>>
<p class="passage-text">@@.youspeech;“She has done nothing wrong, stop!”@@ you scream even louder. The shadow makes a short abrupt exhalation followed by a crooked smile, @@.themspeech;“Oh dear, you will watch, and watch, but there is nothing you can do.”@@ Still frozen to the floor you do as it says, ‘watch,’ in silence. @@.themspeech;“As much as I liked our little talk, your time has not come yet.”@@ One nail went deeper into Lily her throat.</p>
<<set _nextText to "Fight your fear">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“No!”@@ You shout and you fight everything inside of you to overcome your nature, that of the fight-or-flight. Before you can even move your leg, the shadow holds out his hand and a flash of darkness impairs your sight for a second, the same flash makes you fall backward in slow motion, slow enough to see everything happening in front of you.</p>
<<set _nextText to "Observe while being paralyzed">>
<<ctpNext t8n>>
<<if settings.gore == 1>>
<p class="passage-text">The shadow flicks its wrist, slicing Lily across her throat, Lily tries to scream but her voice sounds faint and her body twitches. You can’t speak, nor move, and you are simply floating through the air, slowly watching the death of Lily. As her body becomes more lifeless with every second passing, you see how it unhinges its jaw. Like a snake made of the void, it opens its mouth and bites into the wound. @@.themspeech;“The joy, the happiness, it’s toothsome.”@@ The shadow says.</p>
<p class="passage-text"><<link "Faint">>
<<set $LilyDead = true>>
<<flash "Ghost updated: Lily">>
<<set $SendToLib to true>>
<<if ndef $CorruptionChecker1>>
<<set $Corruption += 1>>
<<set $CorruptionChecker1 = true>>
<</if>>
<<goto "MirrorLibraryC2">>
<</link>></p>
<<else>>
<p class="passage-text">The shadow flicks its wrist, slitting Lily through her throat, the blood gracefully gushes out and Lily’s screaming is becoming weaker and her body twitches. You can’t speak, nor move, and you are simply floating through the air, slowly watching the death of Lily. As her body becomes more lifeless with every second passing, you see how it unhinges its jaw. Like a snake made of the void, it opens its mouth and bites into the fresh wound. @@.themspeech;“The joy, the happiness, it’s toothsome.”@@ The shadow says while blood drips off its mouth.</p>
<p class="passage-text"><<link "Faint">>
<<set $LilyDead = true>>
<<flash "Ghost updated: Lily">>
<<set $SendToLib to true>>
<<if ndef $CorruptionChecker1>>
<<set $Corruption += 1>>
<<set $CorruptionChecker1 = true>>
<</if>>
<<goto "MirrorLibraryC2">>
<</link>></p>
<</if>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FightFearTwo">>
<</button>>
<</if>>
<</ctp>><<if ndef $ShaSeen>>
<<set $ShaSeen to true>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<</if>>
<<ctp "UntieLilyBad" nobr>>
<<set _ctp to CTP.getCTP("UntieLilyBad")>>
<p class="passage-text">@@.youspeech;“No, first I untie you, what happened and who did this to you?”@@ The child’s eyes open wide and her skin pales. Her mouth drops and her breathing shortens as you see fear arise. The flooring behind you squeaks, and a shadow casts over both you and Lily. In a moment of silence, a calm for the storm, you grab Lily by her hand and say, @@.youspeech;“everything will be fine.”@@</p>
<<set _nextText to "Turn around">>
<<ctpNext t8n>>
<<if ndef $ShadowSecondMention>>
<<set $ShadowSecondMention to true>>
<<if ndef $ShadowFirstMention>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<</if>>
<<flash "Ghost unlocked: The shadow">>
<</if>>
<p class="passage-text">A darkness stands in front of you, covering the door gap. Its eyes white, clasping onto your sight. It steps forward and invokes pure terror into your mind. Frozen, you hold Lily and watch the shadow creep closer. It latches onto your shoulder and you feel the hand pulling you away from the child. Its grip is cold, freezing, and painful one might add. With a mighty throw, it tosses you around the room like a sack of flesh and bones.</p>
<<set _nextText to "Stand up">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Fuck, that hurts”@@ you say as you rub your head and shoulder, like frostbite, the shadow left a burn on your skin while it grabbed you. You stand up from the ground, disoriented you absorb your new place, it’s like you switched place, for as you are standing in the frame and the shadow next to Lily. @@.youspeech;“Please, don’t hurt her, she is just an innocent child!”@@</p>
<p class="passage-text"><<link "You say" 'MirrorLilyShadowBadC2'>><</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "UntieLilyBad">>
<</button>>
<</if>>
<</ctp>>/* "library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown" */
/*
START
<<set $HideAndSeekGame = true>>
<<set $HideAndSeekRoom to either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
*/
<<if def $HideAndSeekRoom>>
<<set $CurrentPassage to passage()>>
<<set _currentPassageCheck = "Mirror" + $HideAndSeekRoom.toUpperFirst() + "C2">>
<<set _currentPassageDialogue = "HideAndSeek" + $HideAndSeekRoom.toUpperFirst() + "Dialogue">>
<<if $HideAndSeekGame>>
<<if $CurrentPassage is _currentPassageCheck>>
<p class="passage-text"><<include `_currentPassageDialogue`>></p>
<</if>>
<</if>>
<</if>><<if $RandomSeekChance lte 65>>
<span id="toilet1">
As you entered the restroom, you accidentally you let your hands glide over the weird white-ish stuff covering the door. @@.youspeech;//It doesn’t feel sticky, it only feels cold, whenever I touch it, I feel filled with sadness.//@@ Because you were focused on the door, you notice a little shadow cast on the restroom wall next to the edge of the door. The doors open inward in the house so someone could hide behind it, check
<<button "behind the door">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#toilet1">>
You close the door and cramp yourself to the other wall since the restroom is small. You hear a girl giggling from behind and as you expected, Lily hid behind the restroom door. @@.youspeech;“Well then, I win?”@@ you say while feeling triumphantly. @@.themspeech;“Well then Miss”@@, she says while mimicking your voice, @@.themspeech;“you might have won our game, but I am not sure about the other one.”@@ Before you could ask her what she means, Lily runs off to her room again.
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="toilet2">
As you entered the restroom, you accidentally you let your hands glide over the weird white-ish stuff covering the door. @@.youspeech;//It doesn’t feel sticky, it only feels cold, whenever I touch it, I feel filled with sadness.//@@ Because you were focused on the door, you notice a little shadow cast on the restroom wall next to the edge of the door. The doors open inward in the house so someone could hide behind it, check
<<button "behind the door">>
<<replace "#toilet2">>
You close the door and cramp yourself to the other wall since the restroom is small. With a quick pull you close the door and smile, since you expected Lily to be there. To your pity, there is no little girl hiding behind the door.
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<if $RandomSeekChance lte 65>>
<span id="libgame1">
You also noticed that some books had been moved, and some of those moved books have been pushed further out. @@.youspeech;//That’s odd//@@, you think. You remember, being for the first time in the library learned you that most books were dusty, but now little blankets of the dust lay on the ground.
<<button "Check behind the books">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#libgame1">>
You pull away some books and hear some giggling, Lily lies on her side in a fetal position to hide in the room from you. After the girl came out of the shelf and you helped her place the books back, she says with a rather disappointed voice, @@.themspeech;“You win this time, Miss…”@@ Before you can even say that games are not about winning them, but about enjoying them she had already stormed off.
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="libgame2">
You also noticed that some books had been moved, and some of those moved books have been pushed further out. @@.youspeech;//That’s odd//@@, you think. You remember, being for the first time in the library learned you that most books were dusty, but now little blankets of the dust lay on the ground.
<<button "Check behind the books">>
<<replace "#libgame2">>
You pull away some books and you look behind them, but there is no Lily. Carefully you place the old books back and look at some of them. @@.youspeech;//What would a book about ‘free energy’ be doing in this house?//@@
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<if $RandomSeekChance lte 65>>
<span id="childgame1">
Suddenly you hear some faint giggling coming from behind the pile of books. Your heart beats faster and you feel excitement bubble within you. You sneak towards the pile and you make sure that the wooden flooring doesn’t give away the fact you are approaching the books. Again a faint giggle echoes through the room, uncertain if it might be Lily or not.
<<button "Do you check behind the pile of books">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#childgame1">>
You hover over the pile and to your surprise you can see the crown of Lily her hair. @@.youspeech;//Has she noticed me?//@@ You think. As this thought goes through your mind, she startles you by shouting, @@.themspeech;“BOO!”@@ @@.youspeech;“You got me there Lily!”@@ You say while still feeling jumpy, the little girl smiles and replies, @@.themspeech;“it’s not fair that you have won!”@@
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="childgame2">
Suddenly you hear some faint giggling coming from behind the pile of books. Your heart beats faster and you feel excitement bubble within you. You sneak towards the pile and you make sure that the wooden flooring doesn’t give away the fact you are approaching the books. Again a faint giggle echoes through the room, uncertain if it might be Lily or not.
<<button "Do you check behind the pile of books">>
<<replace "#childgame2">>
You hover over the pile and to your surprise there is no Lily. @@.youspeech;//Have I imagined the giggling?//@@ One more time you hover over it, just to be sure, but again, no Lily. @@.youspeech;//That’s odd, I could have sworn that I heard her giggling behind the books…//@@
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<if $RandomSeekChance lte 65>>
<span id="bathgame1">
You also hear something behind the door, you are uncertain what it is. As a child you would always check behind the curtain, just to be sure there were no ghosts behind it. That strange urge to confirm that the bathroom was indeed free of ghosts bubbles up inside of you. You knock on the door itself and immediately hear a faint chuckle coming from behind the door.
<<button "Do you close it">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#bathgame1">>
You close the door and you are met with the smile of the innocent girl, Lily says, @@.themspeech;“That’s not fair, you can’t make me chuckle and claim you have won.”@@ You smile and reply, @@.youspeech;“Well, I have not claimed that I have won, but I found you, didn’t I?”@@ Lily looks puzzled and she is thinking about her answer, @@.youspeech;“Next time I will hide and then you can win!”@@ Lily her face gets red and she says with a bratty voice, @@.themspeech;“Next time you will never find me!”@@ Lily storms off.
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="bathgame2">
You also hear something behind the door, you are uncertain what it is. As a child you would always check behind the curtain, just to be sure there were no ghosts behind it. That strange urge to confirm that the bathroom was indeed free of ghosts bubbles up inside of you. You knock on the door itself and immediately hear a faint chuckle coming from behind the door.
<<button "Do you close it">>
<<replace "#bathgame2">>
You close the door and for a moment your own imagination tricked you into thinking Lily stood behind. @@.youspeech;//I could have sworn that I saw her. Maybe I should drink more water?//@@ You open the door and you glimpse a little girl running in the hallway. @@.youspeech;//Was that Lily?//@@
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<if $RandomSeekChance lte 65>>
<span id="mygame1">
You notice something behind the bed, it’s the top of someone’s head. @@.youspeech;//Could that be Lily?//@@ You are tempted to look under the bed to peek, but you know what happens if you do, so you can’t peek at it in secret. You feel like jump scaring Lily, if it’s her, but you remind yourself about the fact she is a sweet innocent child. After contemplating what to do, you can still see the top of the head.
<<button "Do you peek behind the bed">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#mygame1">>
@@.youspeech;//Of course, it’s Lily.//@@ She didn’t focus on the fact someone could see her hair tower above the stained bedsheets. @@.youspeech;“I found you, what next, I hide?”@@ Lily looks upset and you ask her why she is. @@.themspeech;“It’s no fun if you win Miss, you are better than I!”@@ She says as she frowns. @@.youspeech;“I am certainly not better Lily, I just had some luck.”@@ but your reply was in vain since Lily walks away with her fingers in her ears and singing @@.themspeech;“La, la, la, la, la!”@@
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="mygame2">
You notice something behind the bed, it’s the top of someone’s head. @@.youspeech;//Could that be Lily?//@@ You are tempted to look under the bed to peek, but you know what happens if you do, so you can’t peek at it in secret. You feel like jump scaring Lily, if it’s her, but you remind yourself about the fact she is a sweet innocent child. After contemplating what to do, you can still see the top of the head.
<<button "Do you peek behind the bed">>
<<replace "#mygame2">>
A loud thud coming from the hallway draws your attention and you look at the door while holding your breath. After a while, you think it’s safe to walk and breathe again. You turn back to the bed, but the puff of hair disappeared. Peeking over the mattrass reveals an empty flooring, no Lily. @@.youspeech;//She must have hidden again in the room while I focused on the door.//@@ @@.youspeech;“Lily, that’s cheating!”@@ but no one responded.
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily’s giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<if $RandomSeekChance lte 65>>
<span id="congame">
Something made the plant move, you question if that something isn’t someone. You squint your eyes, but it’s too dim to see what’s behind it. As you walk closer to the pot containing a miniature shrub, its leaves rustle again, but you didn’t feel a gust of air. You are certain, @@.youspeech;“Lily, is that you?”@@, but no answer was given back.
<<button "Do check behind the leaves">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#congame">>
Completely covered in leaves and sand, the little girl looks with sad eyes at you. @@.themspeech;“I thought I could hide behind the planty and you would never find me.”@@ She says with an ashamed voice. @@.youspeech;“Lily, get cleaned up, you are covered in dirt!”@@ Lily looks at you with a long face and storm off as she shouts, @@.themspeech;“You didn’t win, you cheated!”@@
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="congame1">
Something made the plant move, you question if that something isn’t someone. You squint your eyes, but it’s too dim to see what’s behind it. As you walk closer to the pot containing a miniature shrub, its leaves rustle again, but you didn’t feel a gust of air. You are certain, @@.youspeech;“Lily, is that you?”@@, but no answer was given back.
<<button "Do check behind the leaves">>
<<replace "#congame1">>
You push the leaves aside, but to your pity, it was a silly little mouse. @@.youspeech;//I wonder why it’s bleeding?//@@ You think as you try to grab the mouse. @@.youspeech;“Common buddy, I just want to help you.”@@ But the mouse had vanished in the dimly lit conservatory. @@.youspeech;//I wonder what could’ve had hurt it that bad?//@@ You accept the fact Lily wasn’t behind the shrub.
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily’s giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<set _roomGame to either("bathroom door", "bedroom door", "balcony door", "study door")>>
<<if $RandomSeekChance lte 65>>
<span id="upgame">
You saw the <<print _roomGame>> opening and getting closed again. The door opens again and you faintly see two eyes staring at you from the door ajar. Scared, you stare back, but suddenly realize that the eyes are on your belly height. @@.youspeech;//Could that be Lily?//@@ The door is still left ajar, but the eyes are gone. You want to move closer, @@.youspeech;//but what if it’s not Lily, and it’s something else?//@@
<<button "Do you call out Lily by her name">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#upgame">>
@@.youspeech;“Lily, is that you?”@@ You whisper, but nothing responded, so you try it again but louder. @@.youspeech;“Lily, I found you!”@@ The door opens and the little girl walks out. @@.themspeech;“No, that’s no fair Miss, you can’t randomly say my name and trick me,”@@ she says while frowning. @@.youspeech;“But Lily, you were the one who walked out of the door, you could’ve stayed hidden in the room?”@@ The girl looks angry now, knowing that your logic is true. She storms off and says, @@.themspeech;“Not fair!”@@
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="upgame2">
You saw the <<print _roomGame>> opening and getting closed again. The door opens again and you faintly see two eyes staring at you from the door ajar. Scared, you stare back, but suddenly realize that the eyes are on your belly height. @@.youspeech;//Could that be Lily?//@@ The door is still left ajar, but the eyes are gone. You want to move closer, @@.youspeech;//but what if it’s not Lily, and it’s something else?//@@
<<button "Do you call out Lily by her name">>
<<replace "#upgame2">>
You shout, @@.youspeech;“Lily, come out of the shadows.”@@ But after a while of not hearing or seeing a response, the door squeaks open a little more. Two white eyes look back and you say, @@.youspeech;“Lily, is that you.”@@ As your voice shivers. The door closes, and no Lily stepped forward. @@.youspeech;//Was that Lily or something else?//@@
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily’s giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<set _roomGame2 to either("living room door", "kitchen door", "basement door", "conservatory door")>>
<<if $RandomSeekChance lte 65>>
<span id="downgame">
You saw the <<print _roomGame2>> opening and getting closed again. The door opens again and you faintly see two eyes staring at you from the door ajar. Scared, you stare back, but suddenly realize that the eyes are on your belly height. @@.youspeech;//Could that be Lily?//@@ The door is still left ajar, but the eyes are gone. You want to move closer, @@.youspeech;//but what if it’s not Lily, and it’s something else?//@@
<<button "Do you call out Lily by her name">>
<<set $HideAndSeekwinCount += 1>>
<<set $HideAndSeekGame = false>>
<<flash "Minigame completed: Peek-a-boo">>
<<if ndef $HideAndSeekWin>>
<<set $HideAndSeekWin = true>>
<</if>>
<<replace "#downgame">>
@@.youspeech;“Lily, is that you?”@@ You whisper, but nothing responded, so you try it again but louder. @@.youspeech;“Lily, I found you!”@@ The door opens and the little girl walks out. @@.themspeech;“No, that’s no fair Miss, you can’t randomly say my name and trick me,”@@ she says while frowning. @@.youspeech;“But Lily, you were the one who walked out of the door, you could’ve stayed hidden in the room?”@@ The girl looks angry now, knowing that your logic is true. She storms off and says, @@.themspeech;“Not fair!”@@
<</replace>>
<</button>>?
</span>
<<elseif $RandomSeekChance gte 66 && $RandomSeekChance lte 90>>
<span id="downgame1">
You saw the <<print _roomGame2>> opening and getting closed again. The door opens again and you faintly see two eyes staring at you from the door ajar. Scared, you stare back, but suddenly realize that the eyes are on your belly height. @@.youspeech;//Could that be Lily?//@@ The door is still left ajar, but the eyes are gone. You want to move closer, @@.youspeech;//but what if it’s not Lily, and it’s something else?//@@
<<button "Do you call out Lily by her name">>
<<replace "#downgame1">>
You shout, @@.youspeech;“Lily, come out of the shadows.”@@ But after a while of not hearing or seeing a response, the door squeaks open a little more. Two white eyes look back and you say, @@.youspeech;“Lily, is that you.”@@ As your voice shivers. The door closes, and no Lily stepped forward. @@.youspeech;//Was that Lily or something else?//@@
<</replace>>
<</button>>?
</span>
<<else>>
<<set $HideAndSeekRoom = either("library", "childrensRoom", "restroom", "bathroom", "myRoom", "conservatory", "mainHallUp", "mainHallDown")>>
Did you hear Lily’s giggling? @@.youspeech;//I must be close to finding her!//@@
<</if>><<if $Urn>>
<<include "MirrorFriendUrnYes">>
<<elseif $MauTalkThomas>>
<<include "MirrorFriendGrabTheUrn">>
<<elseif $EnterMau>>
<<include "MirrorFriendMauEntered">>
<<elseif ndef $TalkFriend>>
<<include "MirrorFriendFirstTalkC2">>
<<elseif ndef $ItemFriend>>
<<include "MirrorFriendNoItemC2">>
<<else>>
<<if $ItemFriend && ndef $ThoSeen>>
<<include "MirrorFriendAddisonRevealedC2">>
<<else>>
<<include "MirrorFriendSpokenToThomasC2">>
<</if>>
<</if>>
<<if ndef $FriSeen>>
<<set $FriSeen to true>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: ???">>
<<include "GhostCountNotifier2">>
<</if>>
<<if ndef $TalkFriend>>
<<flash "Quest updated: The endless cycle">>
<<set $TalkFriend = true>>
<</if>><<if ndef $ExitWindow && $SecondAttic>>
<<if $TalkAtticThomas>>
<<if ndef $IkeSeen && $TalkAtticLily>>
<<include "MirrorFriendTalkedLilyC2">>
<<elseif ndef $IkeSeen>>
<<include "MirrorFriendTalkedNoneC2">>
<<else>>
<<include "MirrorFriendSeenNoneC2">>
<</if>>
<<else>>
<<if $IkeSeen>>
<<include "MirrorFriendAtticSeenC2">>
<<else>>
<<include "MirrorFriendAtticSeenNotIkeyC2">>
<</if>>
<</if>>
<<if ndef $TalkAtticThomas>>
<<set $TalkAtticThomas = true>>
<</if>>
<<elseif $ExitWindow && $CountMirrorShedC2V lt 1>>
<<include "MirrorFriendNotShedC2">>
<<set $ShedTalkThomas = true>>
<<elseif $ExitWindow && $CountMirrorShedC2V gte 1>>
<<include "MirrorFriendYesShedC2">>
<<set $ShedTalkThomas2 = true>>
<<elseif $CountMirrorFriendC2V is 1 || $CountMirrorFriendC2V is 2 || $CountMirrorFriendC2V is 3>>
<<include "MirrorFriendNormalTalkC2">>
<<elseif $CountMirrorFriendC2V gte 4>>
<<include "MirrorFriendNormalTalk2C2">>
<</if>><<ctp "ThomasAngryUrn" nobr>>
<<set _ctp to CTP.getCTP("ThomasAngryUrn")>>
<p class="passage-text">@@.himspeech;“You stupid girl. The shadow is hunting you, and you think talking to me helps?”@@ Thomas shouts at you.</p>
<<set _nextText to "Explain yourself.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“But—”@@ You begin.</p>
<<set _nextText to "he stops you.">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“NO BUT,”@@ he almost screams and he continues, @@.himspeech;“put that urn where it belongs!”@@ Tears roll down your cheeks, for you fear what Thomas has become. You don’t even feel the need to inform him anymore, you just want everything to be over.</p>
<p class="passage-text">Right before you <<link "leave" 'MirrorMainHallUpC2'>><</link>>, you look back and think, @@.youspeech;//why would he hide the urn, and go through so much trouble to have me return it again!?//@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ThomasAngryUrn">>
<</button>>
<</if>>
<</ctp>><<ctp "FriendUrgesUrn" nobr>>
<<set _ctp to CTP.getCTP("FriendUrgesUrn")>>
<p class="passage-text">Thomas is sound asleep, so you gently rouse him by saying, @@.youspeech;“I can’t find the urn anywhere… could you help me?”@@</p>
<<set _nextText to "You try to smile.">>
<<ctpNext t8n>>
<p class="passage-text">With rage in his eyes he says, @@.himspeech;“do you really think I can remember where I put it? Why do you think the shadow hasn’t found it even though he tortured me in its shed?”@@ You try to answer his question but he continues, @@.himspeech;“don’t bother, it’s rhetorical, do your job and find that damned thing.”@@</p>
<<set _nextText to "Let him go.">>
<<ctpNext t8n>>
<p class="passage-text">Even though you are hurt and alone, you know in your heart that he is still your fiancé and the man you once loved. Embittered, you decide to <<link "leave him" 'MirrorMainHallUpC2'>><</link>> to look for the urn and hide from the shadow.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "FriendUrgesUrn">>
<</button>>
<</if>>
<</ctp>><<ctp "ThomasAngryShadow" nobr>>
<<set _ctp to CTP.getCTP("ThomasAngryShadow")>>
<p class="passage-text">You storm into the library, hoping you have outrun the shadow because you never looked back. You don’t feel scared; it’s just that you want everything to end, and maybe it finally will. You don’t have a plan, you only have hope, hope that you will survive, that you will save Thomas, that this nightmare of a sleepover is done.</p>
<<set _nextText to "Thomas!?">>
<<ctpNext t8n>>
<p class="passage-text">Surprised to find you suddenly standing in front of him, panting, he says, @@.himspeech;“Did you explore the shed?”@@ It bothers you he doesn’t seem to notice you’re out of breath, sweating, and gasping for air. You explain what happened: the shadow and the crypt underneath the shed. You are taken aback when he screams, @@.himspeech;“I told you to watch out for the shadow, and you fucked it up again!”@@</p>
<<set _nextText to "Thomas…?">>
<<ctpNext t8n>>
<p class="passage-text">You feel estranged from Thomas. This is the droplet that makes the bucket overflow. He keeps shouting: @@.himspeech;“No! We don’t have enough time! You weren’t careful!”@@</p>
<p class="passage-text">You ignore his screaming and ask him, @@.youspeech;“Where is my urn? Is it safe?”@@</p>
<p class="passage-text">He hesitates: @@.himspeech;“How do you know?”@@ You don’t feel like there is time to tell him, but you repeat your question.</p>
<<set _nextText to "Where is it?">>
<<ctpNext t8n>>
<p class="passage-text">He explodes like hot oil from a pan. @@.himspeech;“I didn't even remember who you were before, then how would I know where the urn is? All because of you, because I wanted to save you, because I took that damned thing.”@@ @@.youspeech;//What does he mean?//@@ Thomas sighs, and speaks more calmly, but you think you detect a sneer when he says, @@.himspeech;“if you find that thing, return it to the opening in the wall.”@@</p>
<<set _nextText to "But why?">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Stop questioning me! I’m your fiancé. You vowed to be faithful, and honest. To respect and trust me. To //help// me. Go and find it now!”@@ Pressured by this evil thing, you embark on a journey, one to end it all.</p>
<<link "Find the urn." 'MirrorMainHallUpC2'>>
<<if ndef $MauTalkThomas>>
<<set $MauTalkThomas = true>>
<<flash "Quest updated: The endless cycle">>
<</if>>
<</link>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ThomasAngryShadow">>
<</button>>
<</if>>
<</ctp>><<ctp "ShedSeenTalkThomas" nobr>>
<<set _ctp to CTP.getCTP("ShedSeenTalkThomas")>>
<p class="passage-text">You kneel and watch how Thomas seems to be asleep. Carefully you wake him. @@.youspeech;“Thomas…? Thomas…?”@@ His eyes open and he blinks several times before he realizes it’s you. @@.himspeech;“Why have you come?”@@ he asks monotone and coldly.</p>
<p class="passage-text">You question if this was the right decision, to tell him you found the shed and the horrors within.</p>
<<set _nextText to "I have been inside the shed.">>
<<ctpNext t8n>>
<p class="passage-text">Thomas pushes himself upwards, making him sit straight. @@.himspeech;“You have been inside the shed?”@@ he repeats. You continue, @@.youspeech;“well yes, and I found a table with something gruesome.”@@ He laughs and says, @@.himspeech;“I am now sure that the shadow uses the shed as a torture chamber...”@@</p>
<<set _nextText to "But why\?">>
<<ctpNext t8n>>
<p class="passage-text">He frowns at you as if he questions why you haven’t pieced it together. He says, @@.himspeech;“the shadow clearly needs something, whether that is a physical or emotional thing. It yearns for something which it gets through torture.”@@ He grabs your face and continues, @@.himspeech;“there must be something inside the shed. <<link "Find it" 'Chapter2'>><</link>>.”@@ The sudden manhandling startled you, @@.youspeech;//what is happening to Thomas? He seems to become more violent every time I meet him.//@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShedSeenTalkThomas">>
<</button>>
<</if>>
<</ctp>><<ctp "ShedNotSeenTalk" nobr>>
<<set _ctp to CTP.getCTP("ShedNotSeenTalk")>>
<p class="passage-text">You kneel and watch how Thomas seems to be asleep. Carefully you wake him. @@.youspeech;“Thomas…? Thomas…?”@@ His eyes open and he blinks several times before he realizes it’s you. @@.himspeech;“Why have you come?”@@ he asks monotone and coldly.</p>
<p class="passage-text">You question if this was the right decision if you shouldn’t have explored the shed without seeing him.</p>
<<set _nextText to "I found a shed.">>
<<ctpNext t8n>>
<p class="passage-text">Thomas pushes himself upwards, making him sit straight. @@.himspeech;“You found the shed?”@@ he repeats. You continue, @@.youspeech;“well yes, I have not yet been inside, for I am afraid of what could be inside.”@@ He coughs and urges you to explore it.</p>
<<set _nextText to "Will I be safe?">>
<<ctpNext t8n>>
<p class="passage-text">He looks at you with a frown, almost as if he wanted to imply that the question shouldn’t have been asked. With the same emotionless voice, he says, @@.himspeech;“Addison, do you even care for me?”@@ You are unsure what to answer, but before a single word leaves your mouth, he snaps at you, @@.youspeech;“Go inside, <<link "leave me now" 'Chapter2'>><</link>>, little time is left!”@@ You think, @@.youspeech;little time is left since when is this about time…?//@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ShedNotSeenTalk">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">You sit next to Thomas and you feel afraid to hold his hand; it feels weird to you, since Thomas doesn’t feel like the haven you expected him to be. Nonetheless, you ask him about the little girl he saw. @@.himspeech;“She was young, she carried a small teddy bear around.”@@ You raise your brows and immediately ask him if the girl was named ‘Lily’, but he explains to you that the girl never told her name.</p>
<p class="passage-text">@@.himspeech;“She warned me of a shadow, one I should avoid at all costs and I should make sure it never found me.”@@ He sniffles as he tells you this, @@.himspeech;“Addison, what happened to the little girl, do you know it?”@@ His eyes are closing and his breathing is slowing. You give him a kiss on the forehead, @@.youspeech;“that’s a story for another time.”@@ You <<link "leave Thomas" 'Chapter2'>><</link>> to rest.</p><<ctp "AddisonBack" nobr nobr>>
<<set _ctp to CTP.getCTP("AddisonBack")>>
<p class="passage-text">You kneel next to Thomas, his eyes stare into yours, his smile appears, and he says, @@.himspeech;“Addison, there you are again!”@@ You feel flattered, but you are not sure if this is because he is your fiance, or because you feel like that in general when someone is happy to see you. @@.youspeech;“Yes Thomas, I am here, can I ask you something?”@@, you reply. He looks tired and says, @@.himspeech;“sure.”@@</p>
<p class="passage-text">@@.youspeech;“What happened to you that caused you to be stuck in the library, and to not be able to walk anymore?”@@ You notice how this direct question not only scared him but also emotionally pained him. @@.himspeech;“I vaguely remember anything, but I remember a shed and being hurt. It wanted something, it needed it.”@@ You can clearly notice the pain in his voice and you don’t want to push him any further, but you ask one more question.</p>
<<set _nextText to "Who hurt you?">>
<<ctpNext t8n>>
<<if ndef $ShadowFirstMention>>
<<set $ShadowFirstMention to true>>
<<if ndef $ShadowSecondMention>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<</if>>
<<flash "Ghost unlocked: The shadow">>
<</if>>
<p class="passage-text">@@.himspeech;“The shadow Addison, it will hurt anyone. It tortured me beyond what a human body should be capable of withstanding.”@@ His face seems despaired and you hug him, his body is cold, ice-like. You whisper in his ear, @@.youspeech;“I will get us out of here!”@@ You <<link "leave" 'Chapter2'>><</link>> Thomas be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "AddisonBack">>
<</button>>
<</if>>
<</ctp>><<set $ThomasSentence to either("@@.himspeech;\“We were looking to buy our first house in a small village which advertised itself as a city. You joked about it.\”@@ You try to remember this, but it\’s not even on the tip of your tongue. Thomas continues, @@.himspeech;\“the people told us about many vacant houses nearby, and that\’s where my memory stops.\”@@", "@@.himspeech;\“We ran in a forest, holding hands, laughing. It was a sunny day, but the rain did fall from the trees, dripping on our skins.\”@@ Thomas sighs with relief and continues, @@.himspeech;\“We found a small field of flowers, we lay down in it and you fell asleep in my arms,\”@@ a tear rolls down Thomas\’s cheek.", "@@.himspeech;\“We were waltzing to our favorite music, endlessly spinning around, but we held eye contact and it made the spinning feel like floating above clouds.\”@@ You have felt like this, the dancing. Thomas continues. @@.himspeech;\“Can you still imagine us, your beautiful hair flowing through the wind as we moved during a never-ending dance?\”@@")>>
<p class="passage-text">You give Thomas your hand and sit down next to him, @@.himspeech;“Addison, you are here again,”@@ he says while faintly smiling. @@.youspeech;“Where ever here may be…”@@ You lightly, mockingly say to Thomas. @@.youspeech;“Thomas, do you remember things from before all of this?”@@ You ask him. After some silent minutes, Thomas looks up and smiles at you @@.himspeech;“yes, I remember something.”@@</p>
<p class="passage-text"><<print $ThomasSentence>></p>
<p class="passage-text">You don’t remember this, but seeing the one’s mysterious shadow, now radiating with joy, makes you happy. Almost as if Thomas became a little more alive. @@.youspeech;“Goodbye Thomas, I will be back soon, maybe after I entered the attic,”@@ you say after you kiss his forehead. @@.himspeech;“Be careful Addison, I love you!”@@ You <<link "leave" 'Chapter2'>><</link>> Thomas be.</p><<ctp "MirrorFriendTruth" nobr>>
<<set _ctp to CTP.getCTP("MirrorFriendTruth")>>
<p class="passage-text">@@.himspeech;“I already expected this,”@@ he said as he looked weary. You try to hold in and not let your emotions get the better of you. You know the shadow is weak and using it as your catharsis wouldn’t be fair. @@.youspeech;“Please, I am done with waiting, I am done with not knowing, who am I, where am I, what is happening?”@@</p>
<<set _nextText to "Wait for it to answer as you calm down">>
<<ctpNext t8n>>
<p class="passage-text">The shadow answers with uncertainty in its voice, @@.himspeech;“I don’t know where we are, nor do I know what’s happening.”@@ Your body is feeling disconnected from itself, everything you have done was the build-up to this moment in time, if time still exists. It looks at you with a faint smile and says, @@.himspeech;“You are Addison, my beautiful girlfriend, or rather, my beautiful fiance.”@@ Frozen, you stand there, silently letting the words flow into your mind. There is no inner monologue, no voice, just silence, and an emptiness.</p>
<<set _nextText to "I don’t remember it?">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“I feared this would’ve happened, you see, I have lost my own memories too until you showed me the drawing.”@@ You patiently wait for him to finish. @@.himspeech;“That drawing is me, and you are the one who drew it when we first met in college.”@@</p>
<p class="passage-text">@@.himspeech;“You told me, you made it during the introduction lecture, little did you know, you would later be paired to me during an assignment.”@@ He smiles at you and grabs your hand. @@.himspeech;“I introduced myself, and the drawing fell out of your book, embarrassed you tried to hide it, but I picked it up first.”@@ His eyes are twinkling and you feel his warmth pulsing from his hand to yours.</p>
<<set _nextText to "What is your name?">>
<<ctpNext t8n>>
<<if ndef $ThoSeen>>
<<set $ThoSeen to true>>
<<flash "Ghost updated: Thomas">>
<</if>>
<p class="passage-text">@@.himspeech;“Oh sweet Addison, I didn’t know your insomnia would be this bad.”@@ His expression returns to one of weary again. @@.himspeech;“My name is Thomas.”@@ You feel a void inside your mind, you remember having memories about Thomas, but you don’t seem to recall anything he is saying. @@.himspeech;“I wish we would have never come here and we would dance again, you and me.”@@ Your mind is burning and remember something now. @@.youspeech;“Dancing!”@@ You say to him happily. @@.youspeech;“I remember us dancing, I remember calling you my boyfriend.”@@ Thomas smiles once more, and sighs. @@.himspeech;“Yes, you love it when we go round and round as we hold each other tightly.”@@ Dwelling on the memory and forgetting the horror you are in, you snap back to reality.</p>
<<set _nextText to "\“Now what?\”">>
<<ctpNext t8n>>
<<if ndef $KeyAttic>>
<<set $KeyAttic to true>>
<<set $CountCurios2 += 1>>
<<flash "Curio unlocked: The attic key">>
<<flash "Quest updated: The endless cycle">>
<</if>>
<p class="passage-text">As reality kicks back in, you know all too well you are stuck, having this endless sleepover. @@.youspeech;“Thomas, what happened to us?”@@ He is searching for the words to explain it, he seems stuck in his thoughts. @@.youspeech;“Let me ask another thing, how do I get us out of here?”@@ Thomas is still dwelling on the thought of how you got stuck here. You shake him. @@.youspeech;“Is there an exit?”@@ He sighs, @@.himspeech;“a little girl told me about an attic, she even gave me a key, but I never made it there.”@@ You look questioning at him, and he continues, @@.himspeech;“apparently there would be an exit there, via a ladder, but I am too weak, so take my key and be careful.”@@</p>
<p class="passage-text"><<link "Give Thomas some rest">>
<<goto "MirrorFriendC2">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MirrorFriendTruth">>
<</button>>
<</if>>
<</ctp>><<ctp "MirrorFriend" nobr>>
<<set _ctp to CTP.getCTP("MirrorFriend")>>
<p class="passage-text">As you pull up the lifeless body and help the being sit, it sighs. Its body is slightly transparent, and it feels cold, the same cold that you have been feeling everywhere in the house. Before you can even ask a question, the figure grabs your hand and says, @@.himspeech;“thank you, I couldn’t have done it myself”.@@ @@.himspeech;“They took it from me”,@@ it coughs and you can see it drowsing off to its slumber again.</p>
<<set _nextText to "Keep it from falling away">>
<<ctpNext t8n>>
<p class="passage-text">You vigorously shake its body, to the point you are afraid that you might hurt it. @@.youspeech;“I don’t understand it, please, I have so many questions”.@@ The dark grey eyes open again, and you can see that the figure has become weaker than before, shaking intenser and breathing slower. @@.himspeech;“I… I… recognize you, please find it for me, they took it”.@@ Moments later it closes its eyes again, and you are left with a lifeless humanoid being, on the edge of dying.</p>
<<set _nextText to "Question everything">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//This whole sleepover, I should’ve never come here.//@@ You sit down next to it and cry. The harsh coughing woke you from your mental breakdown and you look at the figure, it’s still there and you are still here, whatever here is. @@.youspeech;//If I want to find more answers and escape this hell, maybe helping this shadow brings me closer to the end. I should <<link "go search" 'Chapter2'>><<set $Insanity += random(1, 4)>><</link>> for the thing ‘they’ took from it. It can’t get worse, can it?//@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MirrorFriend">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">You stare at the humanoid shadow on the ground, the last conversation between the two of you made it weaker, and you question whether it’s smart to awaken it again. As you walk closer, you can feel some sort of coldness radiating off of it. You look closely upon its body and notice how it’s a little more transparent than last time you saw it. It must get weaker somehow. You think it’s a smart idea to leave it be since you have already drained a lot of energy out of it.</p>
<p class="passage-text">@@.youspeech;//Somehow I recognized his eyes. But I can’t picture it inside my mind, as if it’s tucked away.//@@ You <<link "leave it" 'Chapter2'>><<set $Insanity += random(1, 4)>><</link>> slumbering.</p><<ctp "AddisonRevealed" nobr>>
<<set _ctp to CTP.getCTP("AddisonRevealed")>>
<p class="passage-text">Scared to check whether it is still alive or has not passed away, you wait before touching it, contemplating if the shadow would actually be the answer to everything or not. Filled with doubt, uncertainty, and dread you say, @@.youspeech;“I think I have found what they took from you.”@@ But the shadow doesn’t respond, neither does it seem to breathe. Your eyes widen and you fear you are too late. The shadow might have entered eternal sleep. Short abrupt inhalation relieves you of your negative thoughts, as the shadow is in fact still alive, but less than when you first met it.</p>
<<set _nextText to "Shake it carefully">>
<<ctpNext t8n>>
<p class="passage-text">The dark grey eyes were revealed as its lids open again, and it looks at you, you question whether it is actually focusing on you or just staring in the distance. @@.himspeech;“I have seen you, before.”@@ It says while each consecutive word was spoken slower and softer. You can see how it’s about to doze back into its sleep. @@.youspeech;“I have something,”@@ you say as you try to show the sketch to it.</p>
<<set _nextText to "Hold it in front of its face">>
<<ctpNext t8n>>
<p class="passage-text">You hold the piece of paper in front of its face and wave it around, but it doesn’t seem interested in it. @@.youspeech;//Was it longing for something else?//@@ You think as you place the sketch on its lap and sit down next to the shadow. You have cried a lot since the start of the sleepover, but again, tears roll down as you feel beyond lost. Suddenly a hand on your cheek startles you. You flinch and feel repelled, but somehow you recognize the touch, it's that of something warm, something happy.</p>
<<set _nextText to "Look up">>
<<ctpNext t8n>>
<p class="passage-text">It was the hand of the shadow, who seems to hold the sketch in its other hand. Its eyes stare into yours and it slowly exhales and says, @@.himspeech;“Addison, I know you could do it.”@@ <<if ndef $LilyDead>> The same name that Lily used, you have been reciting it over and over in your mind, but never did you understand its meaning, and Lily wasn’t able to help you either. <<else>> You have heard that name before and you question why the shadow calls you that, you are even certain that your friend almost called you that.<</if>> @@.youspeech;“Addison, you say? I am Addison?”@@ the brows of the shadow go down and it looks worried. You have so many questions, and so little were ever answered, you are feeling rage build up inside of you, you want to take it out on the shadow.</p>
<p class="passage-text"><<link "Addison?">>
<<goto "MirrorFriendTruthC2">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "AddisonRevealed">>
<</button>>
<</if>>
<</ctp>><<if $ThoSeen>>
<p class="passage-text">You gave Thomas some rest, you still question whether or not he is your boyfriend, or fiance as he called it, but at least he didn’t harm you. The memories you have of him and anything else in this house seem vague, flashes or tatters floating in your mind. @@.youspeech;//I want to ask him some more question, but I am not sure if it’s the right moment.//@@ You sigh and feel sorry for whatever happened to Thomas. You want to ask him, “<<link "Why he can’t walk anymore" 'MirrorFriendWalkC2'>><</link>>,” or “<<link "Who the little girl is he saw" 'MirrorFriendLilyC2'>><</link>>”, and lastly “<<link "If he could tell more about you, him, and your past." 'MirrorFriendPastC2'>><</link>>” @@.youspeech;//It might be better to leave him be, so he can regain some energy and maybe help me later on.//@@ You <<link "leave him" 'Chapter2'>><</link>>.</p>
<<else>>
<p class="passage-text">You still question whether or not he is your boyfriend, or fiance as he called it, but at least he didn’t harm you. The memories you have of him and anything else in this house seem vague, flashes or tatters floating in your mind. @@.youspeech;//I want to ask him some more question, but I am not sure if it’s the right moment.//@@ You sigh and feel sorry for whatever happened to Thomas. You want to ask him, “<<link "Why he can’t walk anymore" 'MirrorFriendWalkC2'>><</link>>,” or “<<link "Who the little girl is he saw" 'MirrorFriendLilyC2'>><</link>>”, and lastly “<<link "If he could tell more about you, him, and your past." 'MirrorFriendPastC2'>><</link>>” @@.youspeech;//It might be better to leave him be, so he can regain some energy and maybe help me later on.//@@ You <<link "leave him" 'Chapter2'>><</link>>.</p>
<</if>><<if $ThoSeen>>
<p class="passage-text">You gave Thomas some rest, for he is still weak. You question if he is telling the truth or not, since you know nothing is what it seems in this house. He looks weak and, above all, weary. The memories you have of him and anything else in this house seem vague, flashes or tatters floating in your mind. @@.youspeech;//I want to ask him some more question, but I am not sure if it’s the right moment.//@@ You sigh and feel sorry for whatever happened to Thomas. You want to ask him, “<<link "Why he can’t walk anymore" 'MirrorFriendWalkC2'>><</link>>,” or “<<link "Who the little girl is he saw" 'MirrorFriendLilyC2'>><</link>>”, and lastly “<<link "If he could tell more about you, him, and your past." 'MirrorFriendPastC2'>><</link>>” @@.youspeech;//It might be better to leave him be, so he can regain some energy and maybe help me later on.//@@ You <<link "leave him" 'Chapter2'>><</link>>.</p>
<<else>>
<p class="passage-text">You question if he told the truth or not, since you know nothing is what it seems in this house. He looks weak and, above all, weary. The memories you have of him and anything else in this house seem vague, flashes or tatters floating in your mind. @@.youspeech;//I want to ask him some more question, but I am not sure if it’s the right moment.//@@ You sigh and feel sorry for whatever happened to Thomas. You want to ask him, “<<link "Why he can’t walk anymore" 'MirrorFriendWalkC2'>><</link>>,” or “<<link "Who the little girl is he saw" 'MirrorFriendLilyC2'>><</link>>”, and lastly “<<link "If he could tell more about you, him, and your past." 'MirrorFriendPastC2'>><</link>>” @@.youspeech;//It might be better to leave him be, so he can regain some energy and maybe help me later on.//@@ You <<link "leave him" 'Chapter2'>><</link>>.</p>
<</if>><<ctp "TalkThomas" nobr>>
<<set _ctp to CTP.getCTP("TalkThomas")>>
<p class="passage-text">@@.youspeech;“Thomas, I don’t want to…”@@ you immediately say. Thomas looks up and says, @@.himspeech;“come sit next to me, Addison.”@@ You hesitate and Thomas notices this, @@.himspeech;“NOW!”@@ He demands. Startled by this sudden shouting, you sit down, but you keep a distance between the two of you @@.himspeech;“Addison, tell me, do you prefer me alive or dead?”@@ Before Thomas shouts again, you respond with a quick and submissive, @@.youspeech;“yes!”@@ Thomas frowns, @@.himspeech;“Then you kill the shadow, and get me help.”@@</p>
<<set _nextText to "\“Why do I need to kill it?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Addison, you are getting on my nerves, I already told you why.”@@ You want to ask it again, as you don’t believe this was the sole reason. @@.youspeech;“Lily also said that the shadow is bad, why?”@@ You felt really clever for a moment, this way you could ask it again without having Thomas snap at you.</p>
<<set _nextText to "\“What did it do to Lily?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Who is Lily?”@@ Thomas says as he coughs. @@.youspeech;“Lily is the girl who gave you the key to the attic?”@@ Thomas balls his fists again, @@.himspeech;“kill the shadow, do it, and stop whining about it, for fuck’ sake.”@@ The strong girl you are, you felt belittled by Thomas and you felt scared of him, @@.youspeech;//I couldn’t have been in love with this man, could I?//@@ Silently you <<link "leave" 'Chapter2'>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "TalkThomas">>
<</button>>
<</if>>
<</ctp>><<ctp "ThomasTalkSecondNoIkeyNoLily" nobr>>
<<set _ctp to CTP.getCTP("ThomasTalkSecondNoIkeyNoLily")>>
<p class="passage-text">@@.youspeech;“Thomas, I don’t understand it, I can’t,”@@ you say. You still feel sickened by the thought of taking someone’s life, or rather something’s life, since it’s after all a shadow. You don’t sit next to Thomas nor do you know what kind of attitude you should have, if he is your fiance, you don’t want to create a crack in your relationship. The feeling of conflict rises inside of you and you are questioning who you were before all of this and if you are a killer or not. @@.youspeech;//I have a weird feeling, I remember things from college, but it doesn’t feel like I have actually been there.//@@ Thomas started talking as you were having this inner monologue. @@.youspeech;//But killing, I certainly don’t remember that being on my list of hobbies.//@@</p>
<<set _nextText to "\“What did you say?\”">>
<<ctpNext t8n>>
<p class="passage-text">He sighs and seems to be annoyed by the fact he needs to repeat himself. @@.himspeech;“What is more important to you, a man in the attic you don’t know? Or me, your fiance?”@@ His eyes peek into your soul and you are not sure what to answer. @@.himspeech;“Addison, for the last time, what is more important?”@@ He pressures you into answers and it works, @@.youspeech;“you are, but…”@@ Before you can finish your sentence he interrupts and says, @@.himspeech;“no but, no nothing, you go kill the shadow and leave through the window.”@@ Perplexed, you watch him, as Thomas turned into something angry, something <<link "evil" 'Chapter2'>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ThomasTalkSecondNoIkeyNoLily">>
<</button>>
<</if>>
<</ctp>><<ctp "ThomasTalkSecondYesIkey" nobr>>
<<set _ctp to CTP.getCTP("ThomasTalkSecondYesIkey")>>
<p class="passage-text">@@.youspeech;“Thomas, I am scared, why can’t you come with me?”@@ you say as you sit down next to him. He sighs and looks you in the eyes, his beautiful grey gateways to the soul make you feel happy, knowing the sigh was not a happy one. @@.himspeech;“Sweet Addison, I simply can’t, not yet, not now.”@@ He inhales and continues, @@.himspeech;“just find us help, you don’t need to be scared, I promise.”@@</p>
<<set _nextText to "“Have you been in the attic?”">>
<<ctpNext t8n>>
<p class="passage-text">Thomas looks away, trying to avoid an inevitable question, but he answers anyway. @@.himspeech;“Yes, but the shadow tried to kill me, and I fell down and crawled to the library.”@@ Your jaw drops and you place your hand on his arm. @@.himspeech;“I don’t need pity, just be careful around that shadow, for I wasn’t able to even peek into the world before it got me.”@@ He pushes your hand away and says, @@.himspeech;“now <<link "leave me" 'Chapter2'>><</link>> and be careful.”@@</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ThomasTalkSecondYesIkey">>
<</button>>
<</if>>
<</ctp>><<ctp "ThomasTalkFirstYesIkey" nobr>>
<<set _ctp to CTP.getCTP("ThomasTalkFirstYesIkey")>>
<p class="passage-text">@@.youspeech;“Thomas, I have significant news,”@@ you say happily as you walk up to him. @@.youspeech;“The key worked, and I entered the attic!”@@ Thomas seems to listen, but he is brooding on a thought. @@.youspeech;“Isn’t that great? We could leave!”@@ You feel thrilled about your discovery and you tell him with great enthusiasm. Still brooding and frowning while staring away from you, he seems to be less joyful than you hoped he would be.</p>
<<set _nextText to "\“What\’s wrong?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“I… I…”@@ Thomas stumbles on his words as he is trying to express himself. @@.himspeech;“I can’t leave Addison, I wish I could,”@@ he says as you see the devastation in his face. @@.youspeech;“If you are afraid I can’t carry you, there is another shadow in the attic. If we could help it, it might help us both?”@@ You say hopefully, as you cling onto the memory of the rays of light you felt on your skin.</p>
<<set _nextText to "\“Don\’t worry, we will leave soon.\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Addison, you don’t understand it, the shadow in the attic is bad, it will kill me.”@@ But before Thomas can continue talking, you shush him. @@.youspeech;“That shadow is also someone, and ‘Ikey’, might be able to help us, I am sure he is in no state to overpower me, let alone kill you.”@@ You don’t know why you defended Ikey, but neither do you know if Thomas is really your fiance.</p>
<<set _nextText to "\“Now what?\”">>
<<ctpNext t8n>>
<p class="passage-text">Thomas clearly seems irritated by your interruption, but he answers nonetheless, @@.himspeech;“you exit through the window, and return with help.”@@ You give a simple nod, but there is no feeling to hug him or comfort him. The icy aura Thomas radiates still throws you off. You <<link "leave him" 'Chapter2'>><</link>> for now.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ThomasTalkFirstYesIkey">>
<</button>>
<</if>>
<</ctp>><<ctp "ThomasTalkFirstNoIkey" nobr>>
<<set _ctp to CTP.getCTP("ThomasTalkFirstNoIkey")>>
<p class="passage-text">@@.youspeech;“Thomas, I have significant news,”@@ you say happily as you walk up to him. @@.youspeech;“The key worked, and I entered the attic!”@@ Thomas seems to listen, but he is brooding on a thought. @@.youspeech;“Isn’t that great? We could leave!”@@ You feel thrilled about your discovery and you tell him with great enthusiasm. Still brooding and frowning while staring away from you, he seems to be less joyful than you hoped he would be.</p>
<<set _nextText to "\“What\’s wrong?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“I… I…”@@ Thomas stumbles on his words as he is trying to express himself. @@.himspeech;“Is the shadow still there?”@@ He asks, his voice is vibrating, almost as if he feared asking you the simple question. @@.youspeech;“Well, there is a shadow in the attic, just like you, if that’s what you mean?”@@ Thomas balls his fists and you can see condensation leaving his skin.</p>
<<set _nextText to "\“Are you alright, Thomas?\”">>
<<ctpNext t8n>>
<p class="passage-text">@@.himspeech;“Kill the shadow, do it, before it kills me…”@@</p>
<<set _nextText to "\“You want me to do what now?\”">>
<<ctpNext t8n>>
<<flash "Subquest started: Anima Fragmentum">>
<p class="passage-text">@@.himspeech;“I can’t explain it, but I remember that the shadow is bad and wanted to kill me!”@@ He replies. You feel estranged from him even more than before, first, he mentions he is your fiance, now he wants you to commit murder. @@.youspeech;“Euhm, I have to think about this…”@@ You say while creating more distance between the two of you. @@.youspeech;//What the hell, he wants me to kill someone? I can’t deal with this now, I feel sickened.//@@</p>
<p class="passage-text"><<link "Leave Thomas">>
<<set $KillIke = true>>
<<set $Insanity += random(1, 4)>>
<<goto "Chapter2">>
<</link>></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ThomasTalkFirstNoIkey">>
<</button>>
<</if>>
<</ctp>><<if $IkeSeen>>
<<if $KillIke>>
<<if $IkeCig && $IkeAlive>>
<<include "MirrorAtticShadowCigC2">>
<<elseif $IkeDead>>
<<include "MirrorAtticShadowIkeDeadC2">>
<<elseif $IkeAlive>>
<<include "MirrorAtticShadowIkeAliveC2">>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif $IkeAlive>>
<<if $IkeCig>>
<<include "MirrorAtticShadowCigC2">>
<<elseif ndef $IkeCig>>
<<include "MirrorAtticShadowIkeAliveNoKillC2">>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif ndef $IkeSeen>>
<<if $KillIke>>
<<include "MirrorAtticShadowKillOrNotC2">>
<<elseif ndef $KillIke>>
<<include "MirrorAtticShadowFirstTalkC2">>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<ctp "IkeCigTalk" nobr>>
<<set _ctp to CTP.getCTP("IkeCigTalk")>>
<p class="passage-text">You sit next to Ikey and you look at him; the shadow is weak, weaker than Thomas. You sigh, for you know there isn’t any sensible thing leaving the shadow’s mouth; it keeps repeating the same things over and over. @@.youspeech;“Ikey, I know you probably don’t care, or have any interest in me, but I found something.”@@ You wave the pack of menthol cigarettes in front of him, and like a child mesmerized by candy, Ikey follows the pack attentively. He looks at you and opens his mouth, @@.themspeech;“please, I need one puff.”@@</p>
<<set _nextText to "Hand him a cigarette.">>
<<ctpNext t8n>>
<<if ndef $IkeCigCom>>
<<set $IkeCigCom = true>>
<<flash "Sidequest completed: Crazed mind">>
<</if>>
<<if $Corruption lte 2>>
<p class="passage-text">@@.themspeech;“Addison, Thomas told so much about you, as he said, you are so innocent.”@@ You are startled by the sudden clarity in his voice. His body is still too weak to sit, but the cigarette has found a way to his mouth. @@.themspeech;“Don’t kill, Addison, don’t kill,”@@ he says before his face hits the floor again. You try to understand what he means, but you are certain now, killing Ikey would’ve been a bad thing. You <<include "MirrorAtticWindowLeaveC2">> Ikey be.</p>
<<elseif $Corruption gte 3>>
<p class="passage-text">@@.themspeech;“Addison, Thomas told so much about you, but you aren’t innocent, you are a murderer.”@@ You are startled by the sudden clarity in his voice. He puts the cigarette in his mouth and continues, @@.themspeech;“You can’t help it, it’s this place, it’s the shadow who plays tricks on your mind, he twists reality.”@@ You are speechless and Ikey says, @@.themspeech;“You feel it, don’t you? You want to do it, don’t you…?”@@ Unsure of what he implies, you want to leave him behind. He grabs your arm, @@.themspeech;“thank you.”@@ Ikey used all of his strength and his head falls to the floor again. He is still alive. You <<include "MirrorAtticWindowLeaveC2">> Ikey be.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "IkeCigTalk">>
<</button>>
<</if>>
<</ctp>><<ctp "IkeyAliveSecondTalk" nobr>>
<<set _ctp to CTP.getCTP("IkeyAliveSecondTalk")>>
<p class="passage-text">You sit next to Ikey, knowing it will not hurt you. Thinking of a way to communicate with him, you try to ask simple yes or no questions first. @@.youspeech;“Is your first name Ikey?”@@ You say and the weakened man answers, @@.themspeech;“Ikey.”@@ Before you even try to invest more energy into him, you pause for a moment and observe him, you feel good that you didn't kill Ikey.</p>
<p class="passage-text">@@.youspeech;//Alright, if he is Ikey and he is harmless, I might try to search him, if he even has something to be searched.//@@ His body is like a thick smoke, it’s physically there and it’s dense enough to be solid, but it’s transparent enough to see through him. @@.youspeech;//None of the shadows have clothes…//@@ You remark as you feel a little embarrassed.</p>
<<set _nextText to "Search around Ikey">>
<<ctpNext t8n>>
<p class="passage-text">Next to the pile of books you find a hard cigarette pack, it’s empty, and it reads @@.eventtext;“State Express 666.”@@ You don’t recall many cigarette brands since you hated it when Thomas would smoke his Monte’s but you are certain it should read “555”. @@.youspeech;//Well, that’s weird, maybe it was production mistake or maybe Ikey carved the numbers himself to look like 6’s, either way, I assume it to be Ikey’s.//@@ You place the pack back and Ikey suddenly asks, @@.themspeech;“Please one more?”@@ You question what he wants more off, but if it’s the cigarettes, you don’t have any. You <<include "MirrorAtticWindowLeaveC2">> Ikey be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "IkeyAliveSecondTalk">>
<</button>>
<</if>>
<</ctp>><<ctp "IkeyAliveSecondTalk" nobr>>
<<set _ctp to CTP.getCTP("IkeyAliveSecondTalk")>>
<p class="passage-text">You sit next to Ikey, knowing it will not hurt you. Thinking of a way to communicate with him, you try to ask simple yes or no questions first. @@.youspeech;“Is your first name Ikey?”@@ You say and the weakened man answers, @@.youspeech;“Ikey.”@@ Before you even try to invest more energy into him, you pause for a moment and observe him.</p>
<p class="passage-text">@@.youspeech;//Alright, if he is Ikey and he is harmless, I might try to search him, if he even has something to be searched.//@@ His body is like a thick smoke, it’s physically there and it’s dense enough to be solid, but it’s transparent enough to see through him. @@.youspeech;//None of the shadows have clothes…//@@ You remark as you feel a little embarrassed.</p>
<<set _nextText to "Search around Ikey">>
<<ctpNext t8n>>
<p class="passage-text">Next to the pile of books you find a hard cigarette pack, it’s empty, and it reads @@.eventtext;“State Express 666.”@@ You don’t recall many cigarette brands since you hated it when Thomas would smoke his Monte’s but you are certain it should read “555”. @@.youspeech;//Well, that’s weird, maybe it was production mistake or maybe Ikey carved the numbers himself to look 6’s, either case, I assume it to be Ikey’s.//@@ You place the pack back and Ikey suddenly asks, @@.themspeech;“Please one more?”@@ You question what he wants more off, but if it’s the cigarettes, you don’t have any. You <<include "MirrorAtticWindowLeaveC2">> Ikey be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "IkeyAliveSecondTalk">>
<</button>>
<</if>>
<</ctp>><<ctp "KillIkeyOrNot" nobr>>
<<set _ctp to CTP.getCTP("KillIkeyOrNot")>>
<p class="passage-text">You walk as close as you can to the shadow on the ground; it is hard to avoid it. You not only see condensation leaving his nostrils, but you also hear him inhale through his mouth. There is no snoring, just a slow-paced breathing cycle. Unsure why the being lies on the ground in the attic, and if it’s the beast you feared outside of the mirror, you want to awaken it. @@.youspeech;//Come on Addison, this shadow looks even weaker than Thomas and in the worst case, you run down and lock the attic!//@@ You try to encourage yourself to be brave, to be bold.</p>
<<set _nextText to "Should I kill it or not?">>
<<ctpNext t8n>>
<<if ndef $IkeSeen>>
<<set $IkeSeen to true>>
<<set $CountGhosts2 += 1>>
<<include "GhostCountNotifier2">>
<<flash "Ghost unlocked: Ikey">>
<</if>>
<p class="passage-text">You reason if you should kill it or not, taking something’s life isn’t something you want to do. @@.youspeech;//Thomas was rather direct and clear. Kill the shadow since it’s dangerous, he basically said.//@@ You don’t want to kill it; you don’t even know it, nor do you know if you can trust Thomas.</p>
<p class="passage-text">@@.youspeech;“Alright Addison, get your shit together, it’s for him, I don’t want to upset him more,”@@ you kneel next to the shadow and the extinguished cigar from the living room falls on the ground, @@.youspeech;//I don’t know why I kept it, but let's put it back.//@@ As you put the cigar stump away the shadow grabs your feet, and starts talking gibberish, but in between the words of a lost mind it repeats, @@.themspeech;“Ikey, Ikey, Ikey…”@@ You feel conflicted, you want to <<link "kill it" 'MirrorAtticShadowKillIkeyC2'>><</link>> in name of Thomas, but you also feel like <<link "talking to it" 'MirrorAtticShadowTalkIkeyC2'>><</link>>, to see if it’s really a killer who tried to kill your fiance.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "KillIkeyOrNot">>
<</button>>
<</if>>
<</ctp>><<set $IkeAlive = true>>
<<ctp "IkeyKillFalseFirstTalk" nobr>>
<<set _ctp to CTP.getCTP("IkeyKillFalseFirstTalk")>>
<p class="passage-text">You walk as close as you can to the shadow on the ground; it is hard to avoid it. You not only see condensation leaving his nostrils, but you also hear him inhale through his mouth. There is no snoring, just a slow-paced breathing cycle. Unsure why the being lies on the ground in the attic, and if it’s the beast you feared outside of the mirror, you want to awaken it. @@.youspeech;//Come on Addison, this shadow looks even weaker than Thomas and in the worst case, you run down and lock the attic!//@@ You try to encourage yourself to be brave, to be bold.</p>
<<set _nextText to "Touch the shadow">>
<<ctpNext t8n>>
<p class="passage-text">Just like with Thomas, you shake it carefully and after a while more violently; the shadow doesn’t seem to respond. You feel even less worried about the shadow being the attic monster, and you decide to sit next to him. As you lean on the pile of books to plop down gracefully, you accidentally drop something. It’s the extinguished cigar from the living room. You quickly grab the cigar and put it back where it came from. @@.youspeech;//I don’t know why I keep it with me,//@@ you think as you dust your hands off. You didn’t pay attention to the shadow, and you certainly didn’t notice it moved his arm. Suddenly it grabs your lower leg.</p>
<<set _nextText to "Scream">>
<<ctpNext t8n>>
<p class="passage-text">You let out a brief scream and immediately look at your legs since the icy hand of the shadow drew your attention. Frozen and silently you watch as the face of the shadow turns your way, it’s the face of an adolescent male. You still feel threatened, but as you remarked before, this shadow is in a worse state than Thomas was when you found him. You pull your leg back and with a lifeless motion the arm drops on the wood. The shadow whines, but it’s different from a plain pitched noise. He actually seems to talk gibberish, words out of context, pulled from a broken body.</p>
<<set _nextText to "\“Who are you?\”">>
<<ctpNext t8n>>
<<if ndef $IkeSeen>>
<<set $IkeSeen to true>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: Ikey">>
<<include "GhostCountNotifier2">>
<</if>>
<p class="passage-text">As if you put a command into a soldier, it answers right away and keeps repeating it, @@.themspeech;“Ikey, Ikey, Ikey…”@@ You believe it might be its first name or last name, but at least you got him to ‘talk’. @@.youspeech;“Hey there buddy,”@@ you say trying to strike a simple conversation, and you continue, @@.youspeech;“are you alright?”@@ He still is repeating his name and in between mouthing something, you are not good at those things and never pick up mouthing commands from your friends. @@.youspeech;“Listen, buddy, I don’t know what you are saying, can you speak it out? Otherwise, I can’t help you!”@@ You say insistingly.</p>
<<set _nextText to "Move closer and listen more carefully">>
<<ctpNext t8n>>
<p class="passage-text">It’s barely audible, but he is repeating, @@.themspeech;“one puff,”@@ in-between endlessly repeating the word ‘Ikey’. You give up after a while since he has said nothing else. You <<include "MirrorAtticWindowLeaveC2">> Ikey be.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "IkeyKillFalseFirstTalk">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">You kneel to the lifeless body of Ikey, murdered by you. @@.youspeech;“Why did I do it,”@@ you cry as you see he is truly dead and it wasn’t just another dream. @@.youspeech;“I shouldn’t have, I…”@@ The sobbing becomes worse and you feel your inner fire extinguish more with every decision you make. @@.youspeech;“I should look into the mirror and see what has become of me.”@@ Your voice vibrates as you say this, for you know you will see a monstrous woman in the mirror, a woman who died on the inside and maybe even on the outside. You <<include "MirrorAtticWindowLeaveC2">> the dead body of Ikey behind.</p><<if !$StairsUp>>
<<set $StairsUp = true>>
<</if>>
<<if $SendToLib>>
<<ctp "WakeUpAfterGhostLily" nobr>>
<<set _ctp to CTP.getCTP("WakeUpAfterGhostLily")>>
<<flash "Subquest started: Seeds of tears">>
<p class="passage-text">@@.youspeech;“No! Stop! No!”@@, you cry out loud. It feels like you have been injected with a shot of pure adrenaline, your heart is pumping the blood with so much force that you can feel your skin expand and contract. You feel the cold flooring underneath you and you realise you are, in fact, laying down.</p>
<<set _nextText to "Look around you">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;//Where am I?//@@ You ask yourself while trying to decipher what happened. Your shoulder still hurts and you lift the neckline of your clothing, a nasty burn has been edged into your skin. Trying to piece it all together, you conclude you are in the library again, inside the mirror. @@.youspeech;//Lily, my God, I need to return!//@@ Still shaking from what you have seen and the tremendous amount of adrenaline in your body, you decide to <<link "go" 'MirrorMainHallUpC2'>><<set $SendToLib to false>><<set $Insanity += random(1, 4)>><</link>> to the children’s room.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "WakeUpAfterGhostLily">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<p class="passage-text">The room has big shelves containing even more books, most of the titles have metamathematics symbols on them, and others are barely readable anymore. You squint at the books; dust covers some of them from being distinguished. <<if ndef $No2SeenItemDestroy>>One of the smaller and thin books looks rather clean and vivid in colors. You could <<if $No2SeenItem>>take it<<else>><<link "take it" 'MirrorLibraryC2'>><<set $No2SeenItem to true>><</link>><</if>> or you could <<if $No2SeenItem>>look at it<<else>><<link "look at it" 'MirrorNote2C2'>><<set $Insanity += random(1, 2)>><</link>><</if>>.<</if>> You look at the door to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>, some strange root like structure appears at its base, it has eaten some parts of the sill. Or you could go back to the <<link "mirror and the shadow" 'Chapter2'>><<set $Insanity += random(1, 4)>><</link>> on the floor.</p>
<</if>>
<<include "MirrorLilyPlayGameC2">><<if ndef $No2Seen>>
<<flash "Sidequest started: A note from hell">>
<<set $No2Seen = true>>
<</if>>
<<if $Note2Talk && settings.difficulty lt 2>>
<<if ndef $Note2Translated>>
<<flash "Quest completed: A note from hell">>
<<set $Note2Translated = true>>
<</if>>
<p class="passage-text">@@.youspeech;//It seems like there are more rules? I think they only apply to this place?//@@ <<link "You place it back" "MirrorLibraryC2">><<set $Insanity += random(1, 2)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">• Always scratch a number on the toilet door.</p>
<p class="passage-text">• Never stay in the mirror longer than needed.</p>
<p class="passage-text">• Don’t take things outside of the mirror.</p>
<p class="passage-text">• Never trust them.</p>
<p class="passage-text">• Upsetting them causes bad omens.</p>
<p class="passage-text">• Eating or drinking anything here isn’t advised.</p>
<p class="passage-text">• Help them.</p>
<p class="passage-text">• If you see yourself die, leave as soon as possible.</p>
</div>
</section>
<<else>>
<p class="passage-text">You look at the note, but nothing seems to make sense. <<link "You place it back" "MirrorLibraryC2">><<set $Insanity += random(1, 2)>><</link>>.</p>
<section class="paper">
<div class="papertext">
<p class="passage-text">• Qbmqoi ishqjsx q dkcruh ed jxu jeybuj teeh</p>
<p class="passage-text">• Duluh ijqo yd jxu cyhheh bedwuh jxqd duutut</p>
<p class="passage-text">• Ted’j jqau jxydwi ydje jxu ekjiytu mehbt</p>
<p class="passage-text">• Duluh jhkij jxuc</p>
<p class="passage-text">• Kfiujjydw jxuc sqkiui rqt ecudi</p>
<p class="passage-text">• Uqjydw eh thydaydw qdojxydw yid’j qtlyiut</p>
<p class="passage-text">• Xubf jxuc</p>
<p class="passage-text">• Yv oek iuu oekhiubv tyu, buqlu qi ieed qi feiiyrbu</p>
</div>
</section>
<</if>><<if $Urn && ndef $UrnSelf>>
<<set $UrnSelf = true>>
<p class="passage-text">To your astonishment, when you open the drawer, there isn’t a tiny diary inside. No, there is a hand-sized urn within. You grab the cold object and wonder if this is really you.</p>
<p class="passage-text">You add, with a slither of optimism in your voice, @@.youspeech;“I need to either get back to Thomas or hasten towards the mausoleum and finally be free again.”@@ Now that the urn has been located, you feel unbeatable. You proceed into the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<elseif $CountMirrorMausoleumC2V gte 1 && ndef $Urn>>
<p class="passage-text">This room has been touched my the corruption, and became more hideous than it was before. You are still looking for the urn, or, well, your urn. You question if Thomas didn’t hide it inside the bedroom somewhere. Under the bed wouldn’t be a smart hiding place, you think. You are nervous, for the shadow is still looking for you, and you are unsure of what to do to outrun it.</p>
<p class="passage-text">@@.youspeech;//Maybe I should look inside the <<include "MirrorMyRoomC2Urn">>. I wonder if there is a diary kept in it, like the one I have.//@@ You could also return to the <<link "hallway" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>, hoping the shadow hasn’t seen you yet.</p>
<<elseif $CountMirrorMyRoomC2V is 1>>
<<first>>
<p class="passage-text">@@.youspeech;//Maybe he is here,//@@ you think as you enter the room of your friend. To your pity, it’s an empty room, heavily touched by the strange stuff found all throughout the inside of the mirror. @@.youspeech;//Gosh, I was really hoping I could talk to him, and maybe have a chat about what is going on.//@@ You look at the dresser, but the analog clock isn’t there, @@.youspeech;//Well, I don’t think I need to wait for bedtime, because I doubt it will ever become bedtime.//@@</p>
<p class="passage-text">Normally you would’ve been scared, but this place is doing something to your mind. It’s like you are losing memories and as if you keep forgetting basic things. @@.youspeech;//I remember how a hangover feels like, but it’s nothing compared to this strange amnesia.//@@ I should find answers <<link "somewhere" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<then>>
<p class="passage-text">You storm into the room, thinking you heard your friend. @@.youspeech;“Are you here?”@@ You shout into the gloomy bedroom. To your pity, again, it’s empty. No one answers your call for help, nor do you see your friend. @@.youspeech;//I hope my mind isn’t playing tricks on me…//@@ You reason as you sit down on the bed. The mattress has been swallowed by the white threads, and the bed you are sitting on also has been covered mostly by corruption.</p>
<p class="passage-text">@@.youspeech;//I don’t know what it is, but I don’t like the thought of touching it…//@@ You feel a shiver running down your spine as this thought crosses your mind. You place your hands above one candle, but it doesn’t seem to warm you up. @@.youspeech;//Even the fire is cold, how odd…//@@ You sigh and look around you, you feel empty, just like the room. Giggling in the hallway wakes you from your moment of sadness. @@.youspeech;//I should <<link "check it out" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>>.//@@</p>
<<finally>>
<p class="passage-text">Again you walk into the room, @@.youspeech;//my God, what’s the definition of insanity again…?//@@ You feel tired and restless. You haven’t slept for some time. Even if you wanted to sleep, the bed and the mattress next to it don’t look inviting. @@.youspeech;//This is by far the worst place I have been in,//@@ you say to yourself. Your friend doesn’t seem concerned about your well-being, nor does he seem to know that the mirror is a two-way portal to hell itself.</p>
<p class="passage-text">@@.youspeech;//I should find a place where I can rest for a moment…//@@ You question yourself if the basement might be <<link "safe" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> or not.</p>
<</first>>
<<elseif $CountMirrorMyRoomC2V gte 2>>
<<first>>
<p class="passage-text">You walk into the room heavily touched by corruption, the white threads spread all over the room, the bed, and the mattress. @@.youspeech;//It’s even worse than the other rooms,//@@ you think. You aren’t sure why it’s worse, but you have a feeling there is something off about this room, something which will be revealed later on.</p>
<p class="passage-text">You sit down on the spot of the bed, which hasn’t been touched, sighing deeply. @@.youspeech;//I need to find a way out, but I am losing my mind more and more…//@@ You continue, @@.youspeech;//I want to… I want to…//@@ You stop, for this thought scares you. @@.youspeech;//I should <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> this room as soon as possible.//@@</p>
<<finally>>
<p class="passage-text">Again you walk into the room, @@.youspeech;//my God, what’s the definition of insanity again…?//@@ You feel tired and restless. You haven’t slept for some time. Even if you wanted to sleep, the bed and the mattress next to it don’t look inviting. @@.youspeech;//This is by far the worst place I have been in,//@@ you say to yourself. Your friend doesn’t seem concerned about your well-being, nor does he seem to know that the mirror is a two-way portal to hell itself.</p>
<p class="passage-text">@@.youspeech;//I should find a place where I can rest for a moment…//@@ You question yourself if the basement might be <<link "safe" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> or not.</p>
<</first>>
<<else>>
<<include "BugFound">>
<</if>>
<<if $IkeAlive && ndef $IkeCig>>
<p class="passage-text">Before you leave, you stretch your legs. You have been walking for some time now. @@.youspeech;//That’s weird, I smell menthol.//@@ You follow your nose and find yourself in front of the bed. @@.youspeech;//Something underneath the bed reeks of menthol.//@@ You kneel and to your surprise, there isn’t a girl, just a pack of
<<link "cigarettes" 'MirrorMainHallUpC2'>>
<<set $CountCurios2 += 1>>
<<set $IkeCig = true>>
<<flash "Sidequest Updated: Crazed mind">>
<<flash "Curio unlocked: Menthol cigarettes">>
<<set $Insanity += random(1, 4)>>
<</link>>.</p>
<</if>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>><<link "dresser" 'MirrorMyRoomC2'>>
<<set $CountCurios2 += 1>>
<<set $Urn = true>>
<<flash "Main quest Updated: The endless cycle">>
<<flash "Curio unlocked: Your urn">>
<<set $Insanity += random(1, 4)>>
<</link>><p class="passage-text">@@.eventtext;There is no painting to be seen.@@</p><p class="passage-text">@@.eventtext;There is no painting to be seen.@@</p><<if $CountMirrorStudyC2V is 1>>
<<first>>
<p class="passage-text">Unsure what to find in the study, you enter it anyway, hoping to get more answers instead of questions. A faint saccharine smell enters your nose, and you recognize it immediately. @@.youspeech;//It’s the cigar smoke.//@@</p>
<p class="passage-text">After your eyes are accustomed to the different light levels, you see a man sitting behind the desk. He seems nervous, and he is reciting whatever he is reading out loud, almost as if he was studying something. It feels strange to you, the fact he doesn’t notice you because of his focus and the fact you never saw him before. The study also seems to have more blueprints and curiosities than before.</p>
<p class="passage-text">You could <<link "talk" 'MirrorStudyManC2'>><</link>> to the man, and dare to disturb him from his study, or you could simply <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the room without being noticed.</p>
<<finally>>
<<if hasVisited('MirrorStudyManC2')>>
<<if $ManDead>>
<p class="passage-text">Mr. Brownrigg’s body seems frozen, immobile and, above all, lifeless. You wanted to get more answers to questions you haven’t been able to get answered, but it appears he won’t answer them anytime soon. You didn’t want to end his life, but he himself was too weak, and you wanted to help him, nothing more.</p>
<p class="passage-text">@@.youspeech;//I hope he is without pain,//@@ you think. You can’t stand staring at a presumable dead body, even though it somehow fascinates you. @@.youspeech;//This feels weird. I am drawn to his corpse. It feels like I have changed.//@@ You move <<link "away" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> before you get a mental breakdown.</p>
<<elseif $ManAlive>>
<p class="passage-text">Mr. Brownrigg is studying the mirror, still trying to understand how it functions. You doubt he will ever find an answer. Nonetheless, he seems to try his best to find the solution to what he is trying to accomplish.</p>
<p class="passage-text">You could <<link "talk" 'MirrorStudyManC2'>><</link>> to the man, and dare to disturb him from his study, or you could simply <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the room without being noticed.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<elseif not hasVisited('MirrorStudyManC2')>>
<p class="passage-text">You have already entered the room littered with strange drawings, blueprints, and curiosities before, but you haven’t talked to the man yet. Somehow the room smells like cigar smoke, but you are uncertain if it’s the man who has smoked something. @@.youspeech;//If he is the smoker, he must be the ghost in the living room,//@@ you believe.</p>
<p class="passage-text">On the left wall next to the desk you can see a drawing of the same mirror which brought you here, including the lever you pulled. @@.youspeech;//Is he the creator of the mirrors?//@@ you think. The man is still reciting strange words out loud, things of which you have no knowledge.</p>
<p class="passage-text">You could <<link "talk" 'MirrorStudyManC2'>><</link>> to the man, and dare to disturb him from his study, or you could simply <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the room without being noticed.</p>
<<else>>
<<include "BugFound">>
<</if>>
<</first>>
<<elseif $CountMirrorStudyC2V gte 2>>
<<if $ManDead>>
<p class="passage-text">Mr. Brownrigg’s body seems frozen, immobile and, above all, lifeless. You wanted to get more answers to questions you haven’t been able to get answered, but it appears he won’t answer them anytime soon. You didn’t want to end his life, but he himself was too weak, and you wanted to help him, nothing more.</p>
<p class="passage-text">@@.youspeech;//I hope he is without pain,//@@ you think. You can’t stand staring at a presumable dead body, even though it somehow fascinates you. @@.youspeech;//This feels weird. I am drawn to his corpse. It feels like I have changed.//@@ You move <<link "away" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> before you get a mental breakdown.</p>
<<elseif $ManAlive>>
<p class="passage-text">Mr. Brownrigg is studying the mirror, still trying to understand how it functions. You doubt he will ever find an answer. Nonetheless, he seems to try his best to find the solution to what he is trying to accomplish.</p>
<p class="passage-text">You could <<link "talk" 'MirrorStudyManC2'>><</link>> to the man, and dare to disturb him from his study, or you could simply <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the room without being noticed.</p>
<<elseif not hasVisited('MirrorStudyManC2')>>
<p class="passage-text">You have already entered the room littered with strange drawings, blueprints, and curiosities before, but you haven’t talked to the man yet. Somehow the room smells like cigar smoke, but you are uncertain if it’s the man who has smoked something. @@.youspeech;//If he is the smoker, he must be the ghost in the living room,//@@ you believe.</p>
<p class="passage-text">On the left wall next to the desk you can see a drawing of the same mirror which brought you here, including the lever you pulled. @@.youspeech;//Is he the creator of the mirrors?//@@ you think. The man is still reciting strange words out loud, things of which you have no knowledge.</p>
<p class="passage-text">You could <<link "talk" 'MirrorStudyManC2'>><</link>> to the man, and dare to disturb him from his study, or you could simply <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> the room without being noticed.</p>
<<else>>
<<include "BugFound">>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $ManAlive && ndef $ManDead && ndef $ManSeenStudyC2>>
<<set $CountGhosts2 += 1>>
<<flash "Ghost unlocked: Mr. Brownrigg">>
<<include "GhostCountNotifier2">>
<<set $ManSeenStudyC2 to true>>
<</if>>
<<if $ManAlive>>
<<ctp "ManTalkAliveIkey" nobr>>
<<set _ctp to CTP.getCTP("ManTalkAliveIkey")>>
<p class="passage-text">You tap on Mr. Brownrigg’s shoulder and he turns around. This time he recognizes you and says, @@.themspeech;“thanks for not killing me, I didn’t want to die.”@@ You frown and you nod. @@.youspeech;“Can I ask you something?”@@ Mr. Brownrigg looks you up and down and he says, @@.themspeech;“I don’t have any answers. I am clueless. I tried to figure it out by myself.”@@ You ask him, @@.youspeech;“what did you try to figure out, the mirror?”@@ since he seems more at ease and less nervous.</p>
<<set _nextText to "Observe him.">>
<<ctpNext t8n>>
<p class="passage-text">He faintly smiles and explains to you he has been studying the blueprints and schematics found in the study for some time. However, he hasn’t found an answer to who made it or how the mirror functions. @@.themspeech;“All I wanted to do was to watch the show I love on the television, and before I knew it I lost track of time.”@@ He sighs and puts his hands in his hair. @@.themspeech;“You are the first thing I remember since I watched the show.”@@</p>
<<set _nextText to "Sigh.">>
<<ctpNext t8n>>
<p class="passage-text">You are confused, as to the fact he seems to suffer from amnesia, as well. @@.youspeech;“Do you remember anything else…?”@@ you say almost desperately. @@.themspeech;“I remember I wanted to sell this property to two people, and I remember watching the show the night before they would visit the house for a tour,”@@ he scratches his head and after a few minutes he continues, @@.themspeech;“I vaguely remember someone intruding the house and fleeing upstairs, I somehow hear the word ‘murderer’ in my head if I try to think about it.”@@ Mr. Brownrigg seems exhausted. You <<link "leave" 'MirrorMainHallUpC2'>><<set $Insanity += random(1, 4)>><</link>> him before he goes into a delusional state again.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ManTalkAliveIkey">>
<</button>>
<</if>>
<</ctp>>
<<elseif ndef $ManAlive && ndef $ManDead>>
<<ctp "MrBrownriggFirstTalk" nobr>>
<<set _ctp to CTP.getCTP("MrBrownriggFirstTalk")>>
<p class="passage-text">@@.themspeech;“One could revert the power from the chalice to the mirror and potentially give it more energy, but this could also cause enough static energy to kill anyone trying to pull the lever,”@@ the man says. You are still afraid of what would happen if you talk to the man, but you ask him, @@.youspeech;“Sir, are you the one who smokes the MonteCristo cigars?”@@ The reciting doesn’t seem to stop, as he continues, @@.themspeech;“But I would need to make sure the lever can be pulled.”@@</p>
<<set _nextText to "Tap his shoulder.">>
<<ctpNext t8n>>
<p class="passage-text">The man wakes from a trance-like state and looks at you with his tiny pupils. @@.themspeech;“I must find a way to revert the power. I could revert it from the chalice, but the lever would become charged with static electricity and one could die when pulling it,”@@ he nervously says. Unsure what he is talking about, you ask him another question. @@.youspeech;“Who are you, sir?”@@ But to your pity, he doesn’t seem interested in answering any question, for he chatters, @@.themspeech;“the power must be reverted.”@@ You feel you are wasting time.</p>
<<set _nextText to "Slap him in the face.">>
<<ctpNext t8n>>
<p class="passage-text">You have heard about people being obsessed with studying something; they become focused enough to forget the world around them. A thought pops into your mind, the thought of you studying, but it feels like ages ago. You aren’t even sure if you have ever been to college. You were distracted for a moment, but the man pulled you back into reality as he says, @@.themspeech;“the mirror must be activated with the extra power.”@@ @@.youspeech;//Alright, again, I wouldn’t normally do this, but he seems beyond focused. Maybe a slap in the face would work, just like cold water…//@@ With a flat hand, you give him a slap on his right cheek.</p>
<<set _nextText to "Watch his reaction.">>
<<ctpNext t8n>>
<p class="passage-text">The man stops his absurd chatter and looks confused, even more than you are. @@.themspeech;“Where am I,”@@ he asks. You aren’t sure yourself, but you know the room you are both occupying is the study. @@.youspeech;“Well Sir, we are in the study, but who are you, and do you smoke cigars?”@@ The man looks around him, almost as he has never been in this room before. @@.themspeech;“I don’t remember going here,”@@ he says in a hopeless voice. @@.themspeech;“I am Mr. Brownrigg, and yes, I occasionally smoke some cigars when I am watching my favorite show. Why?”@@ <<link "Answer his question" 'MirrorStudyManTalkC2'>><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "MrBrownriggFirstTalk">>
<</button>>
<</if>>
<</ctp>>
<<else>>
<<include "BugFound">>
<</if>><<set _manKillOptions to ["\“He asked for it, he wants to be killed,\”", "\“I shouldn't kill him,\”"]>>
<<ctp "ManKillHim" nobr>>
<<set _ctp to CTP.getCTP("ManKillHim")>>
<p class="passage-text">You are now certain this is the man, Mr. Brownrigg, who occupies the living room as a ghost and who watches the static on the television. @@.youspeech;“Well, Mr. Brownrigg, I need questions answered. Maybe you can help me?”@@ you say, and you continue, @@.youspeech;“you were talking about a mirror, and power and things I don’t understand. Do you know what the hell is going on…?”@@ Mr. Brownrigg looks nervously around him, and says with a shivering voice, @@.themspeech;“Mirror? Mirror? No! Please no! I need to get out of this place! He will come to me again, I am sure.”@@</p>
<<set _nextText to "Try to calm him down.">>
<<ctpNext t8n>>
<p class="passage-text">@@.youspeech;“Who is he? Because you and I are the only ones in this room,”@@ you repeat yourself a few times, trying to pat him on the shoulder, trying to keep him from going into a breakdown. @@.themspeech;“Please, kill me, the shadow will come, he will hurt me, please, I ask you, kill me.”@@ These are the only things leaving the delusional man’s mouth. You take a step back, but he grabs your hand and pulls you in. @@.themspeech;“Here, do it, I can’t,”@@ he says as he hands you a fountain pen. Something inside you wants to do it, it wants to kill him.</p>
<p class="passage-text">@@.youspeech;//<<cycle "$manKill" autoselect>><<optionsfrom _manKillOptions>><</cycle>>//@@
<<liveblock>>
<<if $manKill is "\“He asked for it, he wants to be killed,\”">>
<<link "you push the pen into his neck.">><<set $ManKill to $manKill>><<if $ManKill is "\“He asked for it, he wants to be killed,\”">><<goto "MirrorStudyManKillC2">><<elseif $ManKill is "\“I shouldn't kill him,\”">><<goto "MirrorStudyManNoKillC2">><<else>><<include "BugFound">><</if>><</link>>.
<<elseif $manKill is "\“I shouldn't kill him,\”">>
<<link "you leave him be.">><<set $ManKill to $manKill>><<if $ManKill is "\“He asked for it, he wants to be killed,\”">><<goto "MirrorStudyManKillC2">><<elseif $ManKill is "\“I shouldn't kill him,\”">><<goto "MirrorStudyManNoKillC2">><<else>><<include "BugFound">><</if>><</link>>.
<<else>>
<<include "BugFound">>
<</if>>
<</liveblock>></p>
<<script>>
$(document).on("click", "#cycle-mankill", function () {
$(document).trigger(":liveupdate");
});
<</script>>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "ManKillHim">>
<</button>>
<</if>>
<</ctp>><p class="passage-text">You hold the fountain pen as a knife and stare him into his eyes. They don’t seem as dead as you expected them to be. He says, @@.themspeech;“When I think of what I already lived through, it seems to me I was shedding my bodies along the Paths.”@@ Unsure what he means, you proceed and push the pen into his neck, @@.themspeech;“kill me to let me be reborn,”@@ is the last thing leaving his mouth.</p>
<p class="passage-text">Your hand shivers, as if you had a caffeine overdose, and you feel strange. If you could describe the feeling, it would be a feeling of losing a piece of your soul, because it gave way to a void. You drop the pen and look at the lifeless body of Mr. Brownrigg. @@.youspeech;“I helped him, I did nothing more,”@@ you say to justify the inhumane act you just performed. You notice a key in his breast pocket, and you take it. Scared of what you are becoming, you
<<link "leave" 'MirrorMainHallUpC2'>>
<<if ndef $CorruptionChecker4>>
<<set $Corruption += 1>>
<<set $CorruptionChecker4 = true>>
<<set $ManDead = true>>
<<set $KeyLivingRoom = true>>
<<set $CountCurios2 += 1>>
<<flash "Sidequest completed: An empty room">>
<<flash "Curio unlocked: The livingroom key">>
<</if>>
<</link>> the study.</p><p class="passage-text">You don’t kill Mr. Brownrigg, and you throw his pen on the ground. He asks again, @@.themspeech;“please, I beg you, I need to die, otherwise he can hurt me again.”@@ You ignore his request and you want to leave, to make sure he gets to rest. Right before you turn around, he grabs your hand yet again.</p>
<p class="passage-text">This time he hands you a key, and he says, @@.themspeech;“kill me with this key, please, I want to die, I need to die.”@@ You step back and you watch him for a moment. His eyes are filled with tears and he is begging you to end his life. You can’t kill him, you don’t want to. You
<<link "leave" 'MirrorMainHallUpC2'>>
<<set $ManAlive = true>>
<<set $KeyLivingRoom = true>>
<<set $CountCurios2 += 1>>
<<flash "Sidequest completed: An empty room">>
<<flash "Curio unlocked: The livingroom key">>
<</link>> with the key to the hallway. There are a few doors locked. Maybe you could try it out on some?</p><<if ndef $Chap2Active>>
<<set $Chap2Active = true>>
<<flash "Main quest started: The endless cycle">>
<</if>>
<<set $Chapter2active to true>>
<<if $TalkFriend>>
<p class="passage-text">The <<link "shadowy figure" 'MirrorFriendC2'>><<roomcount "MirrorFriendC2">><<set $Insanity += random(1, 4)>><</link>> is still sitting against the wall you helped it rest at, its breathing is slow. You look at the
<<link "mirror">>
<<if $No2SeenItem>>
<<deadcount 28>>
<<goto "dead28">>
<<set $No2SeenItemDestroy = true>>
<<elseif $AppleSteal>>
<<deadcount 28>>
<<goto "dead28">>
<<else>>
<<roomcount "Library">>
<<goto "Library">>
<</if>>
<</link>> and see the mesmerizing waves bounce back and forth. You don’t understand one bit about the odd, rather cursed object, but you know it moves you from the ‘normal’ world to this place. Another option you could explore would be to <<link "inspect" 'MirrorLibraryC2'>><<set $Insanity += random(1, 4)>><</link>> the library you are standing in. @@.youspeech;//I don’t know a lot about these sci-fi things, but I am sure that this library is some sort of copy of the one on the other side of the reflection. There must be an explanation for all this terrifying stuff.//@@</p>
<<else>>
<<ctp "GhostInteraction" nobr>>
<<set _ctp to CTP.getCTP("GhostInteraction")>>
<p class="passage-text">Your touch of the mirror was the last thing you remembered, before finding yourself on the floor of the library. You can’t remember the time, nor why it felt like you were being pulled apart and re-assembled. Looking on the ground right in front of you, you can see the shadowy figure, just mere inches away. It's breathing, slow and heavy, as if it was in a state of slumber. You reach out with your hands and finally touch it.</p>
<<set _nextText to "Gently poke it">>
<<ctpNext t8n>>
<p class="passage-text">Your touch awoke the humanoid figure.</p>
<<set _nextText to "Softly whisper">>
<<ctpNext t8n>>
<p class="passage-text">You can only make out a pair of dark grey eyes, staring lifelessly at you. It seems to be dying, although you can’t really feel any actual pain from this thing that you’re touching. You can now notice that his body is shaking, as if it’s having a hard time keeping his life force inside of him. @@.youspeech;//Its soul is still in there somewhere//@@, you think, as you take your hand off of it. The figure coughs and tries to grab your arm, his eyes staring deep into yours. @@.youspeech;//I have seen these eyes before?//@@ <<link "help it sit up straight" 'MirrorFriendC2'>><<set $Insanity += random(1, 4)>><<roomcount "MirrorFriendC2">><</link>>, or you can leave through <<link "the mirror" 'Library'>><<roomcount "Library">><</link>>.</p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "GhostInteraction">>
<</button>>
<</if>>
<</ctp>>
<</if>><<set _deviceOptions to ["Push the buttons", "Flick the switches", "Pull the lever"]>>
<<if $Chap2Alt && $AltSeen && $BloodActivated>>
<<if ndef $Chap2>>
<<set $Chap2 = true>>
<</if>>
<p class="passage-text">As you slowly pull off the blanket, much like people do with new cars, your fingertips are getting icy cold. The blanket is heavy and big enough that it takes you multiple tries to remove it completely, every failed attempt leaves you with the burning sensation of when you run warm water over cold body parts. When you finally removed it you can't believe what you are seeing, as you might have expected a mirror with all kinds of crazy things build around its frame, imbued with strange forms of electricity. The blood vial in your pocket gets pulled out, reacting aggressively to the mirror. Before you know it, it burst into a thousand pieces on the reflective surface, the blood starts to spread out around the mirror. <<link "I should touch the mirror again...">><<if ndef $IntermezzoCheck>><<set $IntermezzoCheck = true>><<goto "Intermezzo">><<else>><<goto "Chapter2">><</if>><</link>> @@.youspeech;//I am shaking, never have I seen a mirror take something out of someone's pocket, this might be in the top three scary things inside this house//@@</p>
<<elseif $Chap2Alt>>
<p class="passage-text">As you slowly pull off the blanket, much like people do with new cars, your fingertips are getting icy cold. The blanket is heavy and big enough that it takes you multiple tries to remove it completely, every failed attempt leaves you with the burning sensation of when you run warm water over cold body parts. When you finally removed it you can't believe what you are seeing, as you might have expected a mirror with all kinds of crazy things build around its frame, imbued with strange forms of electricity. The blood vial starts to aggressively vibrate in the pocket of your skirt, @@.youspeech;//for a second I thought I took a toy to the sleepover, but luckily it's just a vial of blood vibrating//@@, you think while you smile awkwardly, you know this is not normal, but you accept it anyway. The mirror seems broken or at least powered off. You can't seem to find a way to power it on, even when you pull a random lever. After you pulled the lever nothing happens, but the vial of blood stops vibrating for a second. Maybe you should put the blanket over the mirror again and <<link "leave" 'Library'>><<set $Time += random(20, 40)>><</link>>.</p>
<<elseif $BluSeen>>
<<if ndef $Chap2>>
<<set $Chap2 = true>>
<</if>>
<p class="passage-text">As you slowly pull off the blanket, much like people do with new cars, your fingertips are getting icy cold. The blanket is heavy enough that you take multiple tries to remove it completely. Every failed attempt leaves you with the burning sensation of when you run warm water over cold body parts. When you finally remove it, you can’t believe what you are seeing.</p>
<p class="passage-text">A mirror with all kinds of crazy things build around its frame, imbued with strange forms of electricity. The mirror itself is what makes you not believe it is true what you are seeing. Inside of the mirror, a shadowy figure lies on its side, in a foetus position. You place your hand against the mirror. Its surface is cold and rock-solid, but shattered.</p>
<p class="passage-text">@@.youspeech;“Hello, are you alright?”@@ Is the first thing you ask. You aren’t scared of the fact that the figure is only seeable in the reflection, nor that everything tries to kill you in this house. This feels different.</p>
<p class="passage-text">It does not respond to you, but you can see that whatever it is, it moved its hands towards you, almost as if it is fighting its last breath to become eternal. You remember the handwritten notes from your friend on the blueprints, this mirror is what you saw on the prints. You slowly pull its @@.eventtext;lever@@ on the side, you hear something powering up, but the sound, it's something you haven't heard in your life before.</p>
<p class="passage-text">After the sound has stopped you can see the reflective surface of the mirror moving, you rub your eyes, but once you open them, you can still see the surface moving. The movement is peaceful as if waves slowly bounce back and forth, the machine itself produces a deep 'humm' with every pulse it generates. <<link "I should touch the mirror...">><<if ndef $IntermezzoCheck>><<set $IntermezzoCheck = true>><<goto "Intermezzo">><<else>><<goto "Chapter2">><</if>><</link>></p>
<<else>>
<<if ndef $Chap2>>
<<set $Chap2 = true>>
<</if>>
<p class="passage-text">As you slowly pull off the blanket, much like people do with new cars, your fingertips are getting icy cold. The blanket is heavy enough that you take multiple tries to remove it completely. Every failed attempt leaves you with the burning sensation of when you run warm water over cold body parts. When you finally remove it, you can’t believe what you are seeing.</p>
<p class="passage-text">A mirror with all kinds of crazy things build around its frame, imbued with strange forms of electricity. The mirror itself is what makes you not believe it is true what you are seeing. Inside of the mirror, a shadowy figure lies on its side, in a foetus position. You place your hand against the mirror. Its surface is cold and rock-solid, but shattered.</p>
<p class="passage-text">@@.youspeech;“Hello, are you alright?”@@ Is the first thing you ask. You aren’t scared of the fact that the figure is only seeable in the reflection, nor that everything tries to kill you in this house. This feels different.</p>
<p class="passage-text">It does not respond to you, but you can see that whatever it is, it moved its hands towards you, almost as if it is fighting its last breath to become eternal. You can see many buttons, a lever and some switches on the device. What will you do? You <<cycle "$device" autoselect>><<optionsfrom _deviceOptions>><</cycle>>, and
<<link "step back">>
<<set $Device to $device>>
<<if $Device is "Pull the lever">>
<<if ndef $IntermezzoCheck>>
<<set $IntermezzoCheck = true>>
<<goto "Intermezzo">>
<<else>>
<<goto "Chapter2">>
<</if>>
<<else>>
<<deadcount 26>>
<<goto "dead26">>
<</if>>
<</link>>.</p>
<</if>><p class="passage-text">Dear player, you are about to enter the next and last chapter. This page is a little “break”, to remind you to drink some water, eat something or go to the toilet! This page will be a onetime thing. Don’t worry, nothing of importance is found here. Just a reminder that the human body requires rest and energy!</p>
<p class="passage-text">If you liked the game thus far, and you would like to support it or connect to people like-minded, there are several links listed below. I want to sincerely thank you for ‘finishing’ chapter one.</p>
<p class="passage-text">To keep up-to-date please join the <<externalLink "Discord" "https://discord.gg/VhbDppDBPD">></p>
<p class="passage-text">To support the game and help us grow <<externalLink "Patreon" "https://www.patreon.com/sleepoverrules">></p>
<p class="passage-text">The last thing to do is simply press this button: <<link "continue playing" 'Chapter2'>><</link>></p>!<<run $("html").removeClass("painting")>>
<<if $FirstAttic>>
<<run $("html").addClass("notrapdoor")>>
<</if>>
<p class="passage-text">The hallway is narrow and long, red carpet with an outer lining of wood muffle your footsteps. You can see a brown
<<link "bathroom door">>
<<roomcount "MirrorBathroomC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<RandomHuntChance>>
<<RandomSeekChance>>
<<goto "MirrorBathroomC2">>
<</link>>
which is closed. The
<<link "library">>
<<roomcount "MirrorLibraryC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<RandomHuntChance>>
<<RandomSeekChance>>
<<goto "MirrorLibraryC2">>
<</link>>
door is off limits but nothing stops you from going inside. The
<<link "children's room door">>
<<roomcount "MirrorChildrensRoomC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<RandomHuntChance>>
<<RandomSeekChance>>
<<goto "MirrorChildrensRoomC2">>
<</link>>
has a beautiful flower pattern drawn on the wood. The
<<link "study door">>
<<roomcount "MirrorStudyC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<goto "MirrorStudyC2">>
<</link>>
next to the brown door is open. At the end next to the
<<link "attic door">>
<<roomcount "MirrorAtticC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<goto "MirrorAtticC2">>
<</link>>
a small dark brown door with carvings on it resides in a steel frame. That must be the door of
<<link "your friend his room">>
<<roomcount "MirrorMyRoomC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<RandomHuntChance>>
<<RandomSeekChance>>
<<goto "MirrorMyRoomC2">>
<</link>>.
Light shimmers through the
<<if $CountMirrorBalconyC2V gte 1>>balcony<</if>>
<<link "door">>
<<roomcount "MirrorBalconyC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<goto "MirrorBalconyC2">>
<</link>>
that is off limits. You could also go
<<link "down stairs">>
<<roomcount "MirrorStairsC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<goto "MirrorStairsC2">>
<</link>>
again.</p>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>>
<<include "MirrorPainting2C2">><<if $StairsUp is false>>
<<if $Random lte 2>>
<<include "MirrorStairsC2Endless">>
<<else>>
<<include "MirrorStairsC2Normal">>
<</if>>
<<else>>
<<include "MirrorStairsC2GoDown">>
<</if>>
/* TODO: make it fit for chapter 2 */<<set _Random to random(1, 3)>>
<<if _Random is 1>>
<p class="passage-text">you are gasping for air! you have been running these stairs for a long time now, they won't end!? All you want is to go to the <<link "second floor" 'dead8'>><<deadcount 8>><</link>> but it's like a Penrose staircase which never ends. You feel tempted to quickly jump of the <<link "railing" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(2, 10)>><</link>>, you wonder if it won't be too high. You suddenly hear a failling sound, you look over the railing, but no one was there.</p>
<<elseif _Random is 2>>
<p class="passage-text">@@.youspeech;//This must stop, I just want to leave the stairwell.//@@ Your body is sweating and your mind is losing its focus, the one’s endless stamina is coming to a halt. @@.youspeech;//Am I a puppet being toyed with? It’s like someone is deliberately messing with me.//@@ Just as you’re looking down the stairs, something appears in your periphery. Something that doesn’t belong. It’s unexpected, your sight is blurry and your senses are firing in a haphazard manner.</p>
<p class="passage-text">You feel as though you are suddenly reliving the past. Your mind is occupied with more thoughts than before. You can’t hold back the memories, they pour out with ease. Tears stream down your face as your mind seems to turn into a roller coaster. You only want to go <<link "upstairs" 'dead8'>><<deadcount 8>><</link>>. Tempted to make it a quick ending, you could also jump over the <<link "railing" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(2, 10)>><</link>> and see where you will end up.</p>
<<elseif _Random is 3>>
<p class="passage-text">Your legs feel sore and you want to sit down, but you can’t, you only wanted to go to the <<link "second floor" 'dead8'>><<deadcount 8>><</link>>. You look around you and notice the paintings; @@.youspeech;//I have seen the one with the beautiful woman before, but I can’t remember if it was here, or somewhere else.//@@ Your stomach growls, @@.youspeech;//I should have grabbed a snack in the kitchen, since this trip on the stairs is exhausting.//@@ But then again, maybe the tiredness is from being sucked into this world. @@.youspeech;//Maybe it’s that all-powerful energy I have been feeling before. This isn’t a dream, I have been here before.//@@ You look over the <<link "railing" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(2, 10)>><</link>> and you can barely see the floor. @@.youspeech;//Maybe if I <<link "jump" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(2, 10)>><</link>> I can get some peace again.//@@</p>
<<else>>
<<include "BugFound">>
<</if>><<if $CountMirrorStairsC2V is 1>>
<p class="passage-text">While you walk up the stairs, the steps are gently pushing down, the wood beneath it has rotten a little. The golden paint starting flaking on some parts, revealing a red-colored timber underneath. You hear some weird sounds originating from the basement; you guess. @@.youspeech;//Maybe it's the dog?//@@ Instinctively you look down, but you are hit with a sudden disorientation, @@.youspeech;//I should party less and maybe drink some more water!//@@ You continue your journey to the <<link "second floor" 'MirrorMainHallUpC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(1, 4)>><<set $StairsUp to true>><</link>>.</p>
<<elseif $CountMirrorStairsC2V is 2>>
<p class="passage-text">@@.youspeech;//I remember the feeling of the steps gently pushing down. The wood beneath the steps has rotten, this house is old.//@@ The golden paint starting flaking on some parts, while no direct sunlight is bleaching it. @@.youspeech;//Sadly, the house is a ruin, even worse than my dorm room. It’s better if I just keep moving and don’t mind it, wasting time is a bad idea.//@@ While you walk the squeaky steps, something keeps your mind occupied, as if there was a recently forgotten thought trying to claw its way up again. @@.youspeech;//Again, no time to think, I should arrive at the <<link "second floor" 'MirrorMainHallUpC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $StairsUp to true>><<set $Insanity += random(1, 4)>><</link>> anytime.//@@</p>
<<elseif $CountMirrorStairsC2V gte 3>>
<<if $Death gte 5>>
<p class="passage-text">You never expected the house to be in such a ruined state. With every step you take, your body becomes heavier. You are uncertain if it’s a psychological or physical effect, but the house being deteriorated certainly doesn’t help. What you’re standing on is what was once a carpet. On it, the carpet maker had lovingly woven and painted little birds. As you walk further up the stairs, the smell of smoke reaches your nose. Some birds are torn and burnt and most of them have been removed. It’s the same smell that attacked your nose in the living room.</p>
<p class="passage-text">For a second you thought you saw your friend standing on top of the stairwell, but it was nothing, you simply open the door to the <<link "hallway" 'MirrorMainHallUpC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $StairsUp to true>><<set $Insanity += random(1, 4)>><</link>>.</p>
<<else>>
<p class="passage-text">While you walk up the stairs, the steps are gently pushing down, the wood beneath it must have rotten a little. Your friend never told you that his house was so ruined. You hear some weird sounds from somewhere, the sound of breathing. You are at a loss for words and decide to <<link "move on" 'MirrorMainHallUpC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $StairsUp to true>><<set $Insanity += random(1, 4)>><</link>>.</p>
<</if>>
<<else>>
<<include "BugFound">>
<</if>><<if $CountMirrorStairsC2V is 1>>
<p class="passage-text">You slowly walk down and wonder why, for such a small house there are so many stair steps. You are unsure if it has to do with the angle they are build in, or just that this house is different in general. The paintings decorating the stairway seem vintage, people don't dress like that nowadays. You will feel better again if you reach the <<link "ground floor" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(1, 4)>><<set $StairsUp to false>><</link>>.</p>
<<elseif $CountMirrorStairsC2V is 2>>
<p class="passage-text">The second floor is something taken straight out of a creepy movie, there are many doors and it’s dark. Somehow the stairs seem to never end. The designer of the house must have had some fun building it. @@.youspeech;//Could my friend be here too?//@@ You look back at the entrance of the second floor; you contemplate to find him, but there is a reason you wanted to go <<link "down" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(1, 4)>><<set $StairsUp to false>><</link>>.</p>
<<elseif $CountMirrorStairsC2V gte 3>>
<p class="passage-text">@@.youspeech;//This stairwell is leading me down, I hope.//@@ The steps are unequal and there are many paintings scattered around the walls made in different styles; you think it is because the people building the stairs didn’t complete it within a short amount of time, just like what happened to the Sagrada Familia.</p>
<p class="passage-text">You look at one painting and doubt its meaning; the painting is empty and looks aged. Your hand glides over the wrinkly canvas, your fingers are searching for the answer to where the color has gone, but only the artist’s name has survived. You wonder who Eli is, since you have seen her name pop up multiple times. As your finger gets to the edge of the frame, you leave it behind and you continue going <<link "down" 'MirrorMainHallDownC2'>><<RandomHuntChance>><<RandomSeekChance>><<set $Insanity += random(1, 4)>><<set $StairsUp to false>><</link>> the stairs.</p>
<<else>>
<<include "BugFound">>
<</if>><<set $StairsUp to false>>
<<if $NotHelpedTheDog && $Insanity gte 75>>
<<goto "MirrorBasementDragDogC2">>
<</if>>
<p class="passage-text">You find yourself in the hallway on the ground level. You see the
<<link "kitchen">>
<<roomcount "MirrorKitchenC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 10)>>
<<goto "MirrorKitchenC2">>
<</link>>
at the end of the hallway. Next to it there is a doorway to the
<<link "livingroom">>
<<roomcount "MirrorLivingRoomC2">>
<<set $Insanity += random(1, 4)>>
<<set $Random to random(1, 100)>>
<<goto "MirrorLivingRoomC2">>
<</link>>.
The
<<link "conservatory door">>
<<roomcount "MirrorConservatoryC2">>
<<set $Random to random(1, 10)>>
<<set $Insanity += random(1, 4)>>
<<RandomHuntChance>>
<<RandomSeekChance>>
<<goto "MirrorConservatoryC2">>
<</link>>
opposite the front door is open. The door to the
<<link "basement">>
<<roomcount "MirrorBasementC2">>
<<set $Random to random(1, 10)>>
<<set $Insanity += random(1, 4)>>
<<goto "MirrorBasementC2">>
<</link>>
seems old and is relativaly small for humans. A foul smell comes out of the
<<link "restroom">>
<<roomcount "MirrorRestroomC2">>
<<set $Insanity += random(1, 4)>>
<<RandomHuntChance>>
<<RandomSeekChance>>
<<goto "MirrorRestroomC2">>
<</link>>
your friend must have sewer problems. The
<<link "stairs">>
<<roomcount "MirrorStairsC2">>
<<set $Random to random(1, 10)>>
<<set $Insanity += random(1, 4)>>
<<goto "MirrorStairsC2">>
<</link>>
leading to the second floor are above the basement door, they are decorated with golden ornaments. There is no front door. Maybe it is covered up with wallpaper?</p>
<<include "MirrorPaintingC2">>
<<set _Random to random(1, 100)>>
<<if _Random lte 5>>
<<if $Painting>>
<<else>>
<<set $Random to random(1, 100)>>
<<roomcount "MirrorMirrorC2">>
<<goto "MirrorMirrorC2">>
<</if>>
<<else>>
<</if>>
<<include "MirrorMausoleumC2ShadowHunt">>
<<if $ShadowHuntRoom is not $HideAndSeekRoom>>
<<include "MirrorLilyPlayGameC2">>
<</if>><<if ndef $D01Seen>>
<<set $D01Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: A warm welcome">>
<</if>>
<p class="passage-text">@@.themspeech;“Please come in, you are more than welcome”@@, the man said. He hugged me and told me about how nobody visits him. He walked into the house and asked you to follow him, of course, you followed him blindly. You asked him where your friend is, the man stopped walking for a second. Frozen he stood there in the middle of the hallway. @@.themspeech;“My head hurts so much, I must have mistaken you for someone else young girl”@@, @@.themspeech;“I live alone in this little place of mine”@@. You slowly started walking backward, but the wooden floor squeaked a little more with every step you took. The man turned around and asked you with the same soft voice he had when he opened the door, @@.themspeech;“are you leaving already?”@@. Silently you watched him and you did not respond, you felt the doorknob in your right hand. You turned around and opened the door, but there was nothing there, only a fog.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 1.</p>
<<include "WakeUp">><<if ndef $D02Seen>>
<<set $D02Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: I love this show!">>
<</if>>
<p class="passage-text">He says with a slow pace and deep voice @@.themspeech;“you will understand, you will”@@. He blows air into your face while, with your last strength, you try to get away from him. You feel so tired, his breath makes your body feel numb. @@.themspeech;“You made me sad, you insulted him, I was watching him”@@, he tells you and with every word that comes out of his mouth you feel weaker. Finally, his last words let you fall asleep, but it's not the kind of sleep that you have at night. The static noises become greater with each second passing, suddenly you don't hear anything else and it feels like as if your body has been crushed.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 2.</p>
<<include "WakeUp">><<if $D03Seen is false>>
<<set $D03Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Don't peek">>
<</if>>
<p class="passage-text">You open your eyes and you see a rather big man standing in front of you, his clothing is old and he looks frustrated. He startled you by shouting out of nowhere @@.themspeech;“this place must be destroyed”@@, @@.themspeech;“I must tear it down”@@. He started laughing maniacally and began to kick the table. With great force the table flies to the wall and penetrates it. His body is steaming, and he is building up more anger and frustration the longer you look, yet the room feels so cold. Suddenly a shadowy figure appears behind the TV. The man starts laughing and grabs you by your arm and says @@.themspeech;“take it, it's yours”@@. The shadow looks at the hole, he seems to be upset about the man destroying the place. While turning his face towards us, the wall starts to repair. You blink and the shadow is gone, the man says @@.themspeech;“destroy everything”@@, but you feel a heavy object hitting you from behind.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 2a.</p>
<<include "WakeUp">><<if ndef $D04Seen>>
<<set $D04Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Petting zoo">>
<</if>>
<p class="passage-text">While you die, you see a glimpse of the unknown, a glimpse of both the past and the future. This one is more like a feeling, since the dog isn't a human. The emotions are not as complex nor fast, they are basic and primitive. You feel the cold and the sorrow the dog experienced. This house was his home, which was ruthlessly taken from him. He guards the one thing he desires the most, his home. You feel that he had so much hunger before he died, he must have waited an eternity and still has not found the peace he needed to move on.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 3.</p>
<<include "WakeUp">><<if ndef $D05Seen>>
<<set $D05Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Don't blink">>
<</if>>
<p class="passage-text">you tried to run, but you feel frozen to the flooring you are standing on. You hear a woman's voice singing a sad song. @@.themspeech;“Mary, Mary, quite contrary. How does your garden grow? With silver bells and cockleshells. And pretty maids all in a row. And pretty maids all in a row”@@. You feel soft hands patting you gently on your neck, you relax for a moment and you close your eyes. You see yourself in a memory dancing with your boyfriend, you had all the joy in the world that instance. Soothed, you open your eyes and the painting is empty, the beautiful woman painted on the canvas was no longer there. The soft patting is becoming rougher and whoever was patting you decided to start using both hands. You try to breathe, but you simply can't. It doesn't hurt, you only feel your body going round and round as if you were dancing with him again, your beautiful boyfriend.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 4.</p>
<<include "WakeUp">><<include "dead5">><<if ndef $D07Seen>>
<<set $D07Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Radix malorum est cupiditas">>
<</if>>
<<if ndef $StaSeen>>
<<set $StaSeen = true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The falling woman">>
<</if>>
<p class="passage-text">@@.themspeech;“You should've only grabbed your bag”@@, whispers a soft girl voice in your ear. She is crying and going through her hair frustratingly. The morning light shines upon her beautiful white dress which was embroidered. She says @@.themspeech;“you can walk and walk, cry and cry, but no end will be found by thy”@@. You start to panic, will this endless cycle ever stop!? you run up the stairs and after a few seconds, you find yourself in front of the same girl again. You sit next to her and you start crying. She comforts you and whispers in your ear, @@.themspeech;“I can help you, just following me”@@. You look up and see that she is holding out her hand, you grab it without a doubt. She pulls you over the railing, and toghether you start to fall, an eternal fall.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Morning rules, rule 4.</p>
<<include "WakeUp">><<if $D08Seen is false>>
<<set $D08Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Eternal fall">>
<</if>>
<<if ndef $StaSeen>>
<<set $StaSeen = true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The falling woman">>
<</if>>
<p class="passage-text">@@.themspeech;“You should've jumped”@@ whispers a soft girls voice in your ear. The girl looks beautiful, her skin is smooth, her white dress is stainless and embroidered. She is holding her hands over her ears, which makes you believe some noise is hurting her, but it's rather quiet. @@.themspeech;“You should've jumped”@@ she repeats, without looking at me. You feel cold and without you noticing it you offer her your hand, you couldn't pull it away. She looks up and you see her face, her pupils are dilated and almost span her entire iris. She grabs your hand and smiles, @@.themspeech;“he is watching us”@@, @@.themspeech;“we must jump”@@. The girl pulls you over the railing and drags you into an eternal fall, while she holds your hand.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 6.</p>
<<include "WakeUp">><<if ndef $D09Seen>>
<<set $D09Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: The monster in the attic">>
<</if>>
<p class="passage-text">You try to run away from whatever might be living in the attic, you try to go to the <<= $Run>>. You trip over the carpet and fall face down. Trying to stand up you realize that you are stuck, a nail is stuck inside your forehead. This was it, your body starts to relax and you feel cold. The warm blood spreads over the floor as you start to feel colder and colder. You can barely see anything, but a shadow of a small rodent is the last thing you perceive with your eyes. @@.youspeech;//There was no monster//@@ and you laugh about it.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 7.</p>
<<include "WakeUp">><<if ndef $D10Seen>>
<<set $D10Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Reflection of a soul">>
<</if>>
<p class="passage-text">The voices talk clearly now, @@.themspeech;“you will die, you will become one of us”@@, as you stare longer into the mirror, the reflection starts to move without you moving. The copies are becoming shadows, unlike you they are talking. @@.themspeech;“Join us”@@ and @@.themspeech;“you want to be here”@@ are just a few things they are saying. You can't stand it anymore, the offer feels so tempting! you could merge with the beautiful golden framed mirror. The hands around your neck are pulling you with great force against the glass of the mirror, both pulling and pushing. Without you realizing it you are bashing your head against it and bleeding, the mirror seems to withstand the bashing. You no longer need the hands, because you want to go in, and you start to feel less and less. You open your eyes and you see your body on the ground, you hear persons crying behind you, crying of agony.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 9.</p>
<<include "WakeUp">><<include "dead10">><<if ndef $D12Seen>>
<<set $D12Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: The cursed dinner">>
<</if>>
<p class="passage-text">Mom started to shake violently, she wailed that they tricked her. She holds the knife in front of her chest, just where the heart resides. @@.themspeech;“She should've died, they told it to me, but she never had”@@, tears are running down her cheeks. @@.themspeech;“I saw her die, countless times, but they were all visions, this house makes me sick”@@, you felt her pain, it was radiating throughout the entire kitchen. Slowly she starts to press the knife deeper into her chest, it doesn't seem to hurt her, as if she had done this countless times before. You tried to stop her, but you were too late. Suddenly you felt a warm tingling sensation under your shirt. You are starting to see a stain appear on the left of your chest, it darkens and enlarges with each heartbeat. You look up to see her standing in front of you, she says @@.themspeech;“sorry child, at least you won't be alone”@@.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Afternoon rules, rule 2a and 2b.</p>
<<include "WakeUp">><<if ndef $D13Seen>>
<<set $D13Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: A smell to die for">>
<</if>>
<p class="passage-text">You wake up in a room, it's the basement. You are tied to the wall, and you are unclothed except for your underwear. The door slowly opens and a faint light shines upon your face. Your friend is standing there and crying, he speaks with a sad voice @@.themspeech;“You should've followed the rules, I can only give you a merciful ending”@@. You try to stand up, but you are too weak. He grabs an ax from the corner and looks at you with the same crooked smile he had when you first stepped onto the front entrance. @@.themspeech;“This won't hurt as much as if I would let you die on your own”@@, @@.themspeech;“don't make it harder than it is”@@. @@.youspeech;//This was not a little joke, he is about to murder me//@@, you try to crawl away. You push your fingers deep into the wall and you try to scratch it, this was the only thing you could think of.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Afternoon rules, rule 2.</p>
<<include "WakeUp">><<if ndef $D14Seen>>
<<set $D14Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Nightly trespasser">>
<</if>>
<p class="passage-text">You can't breathe anymore. The hands drag you away.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Afternoon rules, rule 1.</p>
<<include "WakeUp">><<if ndef $D15Seen>>
<<set $D15Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Doppelganger and I">>
<</if>>
<p class="passage-text">You open the curtains and you see yourself. Your head starts to hurt and you feel dizzy, nauseous, and light-headed at the same time. You are quickly switching between your own sight and the sight of your doppelganger, it's hurting your head. You feel so hot, @@.youspeech;“what is happening!?”@@, asks the copy in the shower. You simply look startled at her and try to step back. This is not good, you shouldn't have seen this. It is almost as if you hear a train racing by and the noise gets louder and louder, you close your eyes to concentrate and to calm yourself. You feel the copy of you is doing the same thing. Your eyes seem glued together, you can't open them anymore. Your body is becoming weightless and you start to float.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Afternoon rules, rule 4.</p>
<<include "WakeUp">><<if ndef $D16Seen>>
<<set $D16Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: I and doppelganger">>
<</if>>
<p class="passage-text">Suddenly someone opens your curtains. That someone stares at you as if she had seen a ghost. You focus your eyes and you see a copy of yourself, standing there in the bathroom. She is clearly having a lot of pain, as do you. You ask her @@.youspeech;“what is happening!?”@@, but she doesn't respond. You constantly have the feeling you are no longer alone in your body as if she is watching through your eyes. The déjà vu feeling is growing, as is the pain in your head. You try to close your eyes to calm down and concentrate on whatever is happening, but it's too much. You open them and you no longer see a bathroom, no shower, no copy, just a void, without light.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Afternoon rules, rule 4a.</p>
<<include "WakeUp">><<if ndef $D17Seen>>
<<set $D17Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Find them!">>
<</if>>
<p class="passage-text">You, you, see something, just the outlining of it. It slowly speaks something @@.themspeech;“Find them, bring them, help them”@@. You feel weak, you close your eyes.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, General rules, rule 8.</p>
<<include "WakeUp">><<include "dead17">><<if ndef $D19Seen>>
<<set $D19Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Eat your 'vegetables'">>
<</if>>
<p class="passage-text">The dog bites you, his jaws extend like that of a snake, while you die, you see a glimpse of the unknown, a glimpse of both the past and the future. This one is more like a feeling, since the dog isn't a human. The emotions are not as complex nor fast, they are basic and primitive. You feel the cold and the sorrow the dog experienced. This house was his home, which was ruthlessly taken from him. He guards the one thing he desires the most, his home. You feel that he had so much hunger before he died, he must have waited an eternity and still has not found the peace he needed to move on.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Morning rules, rule 3.</p>
<<include "WakeUp">><<include "dead19">><<if ndef $D21Seen>>
<<set $D21Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Keep your soul young">>
<</if>>
<<if ndef $GirSeen>>
<<set $GirSeen to true>>
<<set $CountGhosts += 1>>
<<include "GhostCountNotifier">>
<<flash "Ghost unlocked: The girl under the bed">>
<</if>>
<p class="passage-text">A little girl is sitting cross-legged under the bed, she is playing with her hair. She notices you and her eyes are almost starting to glow. With a girly voice she says @@.themspeech;“dear miss, would you want to play with me?”@@. You answer her question with a faint smile and a nod. @@.themspeech;“We can play my <<link "riddle game" 'Riddle'>><<set $Random to random(1, 10)>><<set $WinRiddle3 to 0>><</link>>”@@, @@.themspeech;“or we will be playing raft under the bed, it's really simple, lay on your back, and we will float through the rivers of Neverland”@@, the girl says with a very happy intonation. You do as she says and lay flat on your back. Suddenly she jumps on top of you and her eyes glow bright yellow. She starts shouting @@.themspeech;“you will leave me too! You mustn't!”@@, with every word she speaks more black goo starts coming out of her mouth. Your body feels paralyzed and the black goo starts filling your mouth, you try to spit it out, but it's too much.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died becauce you looked under the bed!</p>
<<include "WakeUp">><<if ndef $D22Seen>>
<<set $D22Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Staring contest to the death">>
<</if>>
<p class="passage-text">After God knows how long, you wake up, your head hurts from the fall. Your friend left the room since you can't see him or hear him. You look through the window and there he stands again. The longer you look the more details you perceive, it looks like a man, a homeless man trying to seek shelter. Your mom’s car is gone, it might have just been a mirage since you were sleepy. The man falls face down on the ground and behind it stands a shadow, you turn around and run, screaming the name of your friend. You open the door and before you know it, you are running towards it. For a second you stop and look behind you, no door, no house, nothing. You feel something behind you.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Night rules, rule 3.</p>
<<include "WakeUp">><<include "dead14">><<if ndef $D24Seen>>
<<set $D24Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: One of them">>
<</if>>
<p class="passage-text">You slowly pull the covers from your head and you look around. The same small room, the same bed, and your friend still hiding under his covers. The screaming is starting to get worse and more painful. Even though the screaming is deafening, you also hear voices, whispering things. Whether they whisper of lies or truth is hard to distinguish. The voices seem in pain, strangely enough, as if they were trapped here by some sort of gravity. You leave the bed and walk to the hallway, your friend told you he lived alone, but clearly, he lied. Not only do you see people walking around you also see that the door which is locked is open. You look at your hands, they are becoming more transparent with every second.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Night rules, rule 1.</p>
<<include "WakeUp">><<if ndef $D25Seen>>
<<set $D25Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Death, death and death">>
<</if>>
<p class="passage-text">The mirror starts cracking and a blackened hand pushes out, cracks as veins almost as if the hand was porcelain grab helplessly in the air. Within a few seconds, a small child stands in front of you. He makes a distorted scream and shows his rotten teeth as if he was a little wolf trying to show his dominance. You are frozen to where you stand and wait for what the child will do next. @@.themspeech;“You will join us, you can't walk away from our game,”@@ says the child, almost in choir it sounds because you hear more than one voice. You try to run as fast as you can to the bathroom, but the child appears in front of you in the hallway, with a sturdy push from him you lose your balance and fall backward, through an oval door. The child smiles at you and says @@.themspeech;“I told you, no one walks away from a game with us”.@@
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because of, Morning rules, rule 1.</p>
<<include "WakeUp">><<if ndef $D26Seen>>
<<set $D26Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: The mirror">>
<</if>>
<p class="passage-text">The machine powers on, its starting to create arcs of energy. One of the arcs hit you, there is no pain, there is nothing. Just before you feel your life pushing out of you, you see something. It's an image of your friend, and the mirror.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died.
</p>
<<include "WakeUp">><<if ndef $D27Seen>>
<<set $D27Seen = true>>
<<set $CountSpecificDeaths += 1>>
<<flash "Death unlocked: Insanity is the truth">>
<</if>>
<p class="passage-text">The insanity makes you feel dizzy, you can see a clear image of a figure staring at you from a distance. The figure is actually your friend, smiling at you with a crooked smile. You can see that he seems different, you can sense that something is wrong with him. @@.themspeech;“You shouldn't be able to see me if I don't want you too, but you somehow found a way to bypass it”@@, he walks up to you and before you can even run away, he paralyzes you with a single touch. He lifts you off the ground and starts to strangle you, @@.youspeech;“ple... ase... sto... p!”@@, you try to scream. @@.themspeech;“I will be seeing you again.”@@
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died because your insanity was too high.
</p>
<<include "WakeUp">><<if ndef $D28Seen>>
<<set $D28Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Corrupted greed">>
<</if>>
<p class="passage-text">You try to pass through the mirror, but your body freezes in between both worlds. @@.youspeech;//What that fuck is this, I can’t move.//@@ With every subtle movement you make you feel more and more stuck, as if you were drifting in quicksand. Before you know it, you are devoured in the mirror's surface, and the light shining upon it slowly diminishes. @@.youspeech;//No, help! I can’t see anything!//@@ You are afraid and you are stuck; you did not know what to do or where to turn, and you didn’t want to give up. Your body is becoming nothing more than a reflection, but there is nothing to reflect, you become an eternal void of thoughts and memories.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you tried to steal items.<</if>>
</p>
<<include "WakeUp">><<if ndef $D29Seen>>
<<set $D29Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Knitting the brain">>
<</if>>
<p class="passage-text">The warm blood spreads over the flooring of the balcony as minutes are passing by. Your body feels paralyzed, and the pain isn’t as excruciating anymore.</p>
<p class="passage-text">You try to look at what is happening, since you still can perceive sound, and in the peripheral of your sight you glimpse the crow. It’s feasting on your flesh, shredding pieces off of it. You have no recourse to save yourself, other than asking to be freed from this hell.</p>
<p class="passage-text">As if your friend heard you, he softly whispers, @@.themspeech;“it doesn’t enjoy being taunted or offended, so don’t”.@@ His hand covers your eyes and you try to speak and ask him what is happening. The last thing you feel is something pushing on your chest, as if that something went in.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you upset them.<</if>>
</p>
<<include "WakeUp">><<if ndef $D30Seen>>
<<set $D30Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Forbidden fruit">>
<</if>>
<p class="passage-text">You feel how your body is having a seizure, and you can’t do anything against it. The sole engine of your body, which spreads the warm liquid of life around pumps slower and slower. You feel how your body is fighting the burning and the shaking in an effort to stop the seizure. And even though your heart isn’t beating anymore, you feel how the fibrillating rhythm of the blood in your body keeps beating nonetheless, hoping to save what’s left of your life. You allow yourself to feel the pain and you let the lights go out.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you ate something in the mirror.<</if>>
</p>
<<include "WakeUp">><<if ndef $D31Seen>>
<<set $D31Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Taking candy from a baby">>
<</if>>
<p class="passage-text">You feel the wind blowing around your falling body. The crow is circling above you, like a vulture waiting for its prey to die. The bird becomes a faint blot in your sight as you dive deeper into the void. You are almost at the light at the end of the tunnel… but then it is gone. The darkness returns and the sound of branches and leaves make a death-like rustling sound around you. The light was an illusion. Your muscles burn and your breath becomes ragged and sobs choke you as you are tossed about in the void, endlessly. There is nothing here. Just darkness.
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you upset them.<</if>>
</p>
<<include "WakeUp">><<if ndef $D32Seen>>
<<set $D32Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Don't leave">>
<</if>>
<p class="passage-text">You feel a cold pair of hands around your neck. Quickly smothering you, as if you were a little cigarette. You smell a saccharine smell, unlike that of the cigars. This one smells less heavy and obnoxious. Somewhat it even hints at the aroma of menthol. You try to turn around and stop your attacker, but you are feeling weaker and weaker. In the reflection you can see a dark shadow. Was it the shadow on the ground who is taking you to the afterlife?
</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you upset them.<</if>>
</p>
<<include "WakeUp">><<if ndef $D33Seen>>
<<set $D33Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Celebrating the afterlife">>
<</if>>
<p class="passage-text">Mom whispers in your ears, @@.themspeech;“it will be alright sweety, it will be all over soon.”@@ Your body is getting lighter, and your mind drifts. A feeling in your stomach you have never felt before rises and before you know it, your mouth is producing more saliva than it should. @@.youspeech;“What is happening?”@@ You ask her with a weary voice. She replies with a crooked smile, @@.themspeech;“the voices gave me the perfect recipe, to celebrate her birthday.”@@ Mom strokes your hair as you feel like choking and vomiting at the same time.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you ate something in the mirror.<</if>>
</p>
<<include "WakeUp">><<if ndef $D34Seen>>
<<set $D34Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: She loved it">>
<</if>>
<p class="passage-text">Mom whispers in your ears, @@.themspeech;“it will be alright sweety, it will be all over soon.”@@ Your body is getting lighter, and your mind drifts. A feeling in your stomach you have never felt before rises and before you know it, your mouth is producing more saliva than it should. @@.youspeech;“What is happening?”@@ You ask her with a weary voice. She replies with a crooked smile, @@.themspeech;“Don’t you enjoy it? Like she would’ve?”@@ Mom strokes your hair as you feel like choking and vomiting at the same time.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you ate something in the mirror.<</if>>
</p>
<<include "WakeUp">><<if ndef $D35Seen>>
<<set $D35Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Twisting knives">>
<</if>>
<p class="passage-text">Mom pushes her knife deep into you, and she slowly twists it. There is no pain, no screaming, just suffering a faith she kept promising you. She says with a soft voice, @@.themspeech;“Oh sweet thing, don’t you like it when we do things together?”@@ Your mind is drifting away, and you know you will wake up inside a dream any moment now.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you saw yourself die.<</if>>
</p>
<<include "WakeUp">><<if ndef $D36Seen>>
<<set $D36Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Pile of bodies">>
<</if>>
<p class="passage-text">Your eyes open one last time, and you are witnessing the dog gnawing on your flesh. You turn away and see a pile of bodies. Some are more decayed than others, some still have skin and hair. @@.youspeech;//Those bodies, it’s me, they are all me. Did I make the same mistakes before and before…?//@@ The dog sucks on you. Sometimes dogs do this because they were separated too early from their mother. You question if there is an end to all of this.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you saw yourself die.<</if>>
</p>
<<include "WakeUp">><<if ndef $D37Seen>>
<<set $D37Seen = true>>
<<flash "Death unlocked: Betrayal">>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<</if>>
<p class="passage-text">You wake up next to the mirror. The dog is looking at you, laying on the floor like a sphinx protecting his treasures. @@.youspeech;“Buddy, what happened?”@@ you ask the dog, but a simple stroke over your own body reveals a bleeding wound. The dog makes a deep growl-like sound, but it’s something you haven’t heard of before. It’s demonic. You try to exit this nightmare, but you know it will all be over soon. @@.youspeech;“You can’t kill me, buddy, I wish you could…”@@</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you didn't help them.<</if>>
</p>
<<include "WakeUp">><<if ndef $D38Seen>>
<<set $D38Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: I love this show">>
<</if>>
<p class="passage-text">The television returns to the same static you have seen before, the static the man in the living room is always watching. You aren’t sure how long you have been staring into the static, but it became an addiction. @@.youspeech;//I… I… I love this show.//@@ Slowly, the static is spreading outside of the frame, like a virus it’s spreading in your field of view. After an unknown time, it spread everywhere, to the point you aren’t sure if you are still in the house.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you upset them.<</if>>
</p>
<<include "WakeUp">><<if ndef $D39Seen>>
<<set $D39Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Carved with blood">>
<</if>>
<p class="passage-text">@@.themspeech;“You were given simple rules, Addi—”@@ your friend stops. He looks you up and down and faintly smiles, a crooked smile. @@.themspeech;“You didn’t listen, you should’ve,”@@ he continues. You aren’t sure what he is implying, but you turn around to run away. Your friend grabs you in the neck. With a sturdy twist, he breaks the one thing that allows air to fill your lungs. You fall to the ground, gasping for air, confused, trying to understand why he needed to kill you. @@.youspeech;“It will all be over… Maybe soon…”@@</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you didn't carve a number on the door.<</if>>
</p>
<<include "WakeUp">><<if ndef $D40Seen>>
<<set $D40Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Trippleganger">>
<</if>>
<p class="passage-text">You witness the world from three points of view. Your brain can’t seem to keep up with this godly sight. The déjà vu feeling is growing, as is the pain in your head. You try to close your eyes to calm down and concentrate on whatever is happening, but it’s too much. You open them and you no longer see a bathroom, no shower, no copy, just a void, without light.</p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you saw yourself die.<</if>>
</p>
<<include "WakeUp">><<if ndef $D41Seen>>
<<set $D41Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Endless torture">>
<</if>>
<p class="passage-text">In a voice that sounds rather natural, the shadow asks, @@.themspeech;“don’t you understand it? Everything is destined to be like this…”@@</p>
<<if $Urn>><p class="passage-text">Before the shadow ends your life, you try your best to make sure it doesn’t notice the fact you found the urn. </p><</if>>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because the shadow caught you.<</if>>
</p>
<<include "WakeUp">><<if ndef $D42Seen>>
<<set $D42Seen = true>>
<<set $CountSpecificDeaths2 += 1>>
<<include "DeadCountNotifier">>
<<flash "Death unlocked: Old school phones">>
<</if>>
<p class="passage-text">The ouija board bursts into flames and breaks in dozens of small pieces. You thought you were alone, but in the complete darkness, two hands appear around your neck. They are cold. Before you can move, they clench your neck with immense force. It takes only a few minutes before you hear a distinct crack, that of your neck breaking. </p>
<p class="passage-text">You survived until <<= setup.displayClock($Time)>> and you died <<if !$Note2Translated>>because of unknown reasons.<<else>>because you didn't say goodbye.<</if>>
</p>
<<include "WakeUp">><p class="passage-text">
@@.eventtext;It felt like a dream,@@
<<if hasVisited("dead1")>>
<<set $Random = random(1, 10)>>
@@.youspeech;//the man standing there, he invited me in, he was so kind to me.//@@ Almost as if you knew him, he felt like a family member to you or someone who you have forgotten a long time ago, @@.youspeech;//And all I did was try to leave! my head hurts so much.//@@
<<elseif hasVisited("dead2")>>
@@.youspeech;//all I remember is something about a random television with static, and there was a man, I didn't know him.//@@ You feel cold and instinctively you try to pull on imaginary sheets, but it doesn't warm you up. @@.youspeech;//I am shivering, his breath, so cold.//@@
<<elseif hasVisited("dead3")>>
@@.youspeech;//the shadow, the man, who were they? I don't know what happened!//@@ your head hurts and you are trying to picture it all together, as has happened, the shadow and the man. @@.youspeech;//My head, the pain, it hurts so much, even more than after a night of partying//@@.
<<elseif hasVisited("dead4")>>
@@.youspeech;//it's stare was haunting, the white eyes followed every move I made.//@@ You let your hand glide over your legs, they are both perfectly fine. Slowly you touch the place where it sank its teeth in, it hurts, almost as if it was just a strong draft of air pushing on your leg.
<<elseif hasVisited("dead5") || hasVisited("dead6")>>
@@.youspeech;//I love you, you mean the world to me.//@@ You are going round and round, dancing in the closed position. You open your eyes, to hopefully see him and his beautiful face, but all you see an empty nothingness. @@.youspeech;//but, he was there, I held him, we were dancing!?//@@.
<<elseif hasVisited("dead7") || hasVisited("dead8")>>
endlessly falling with only your thoughts and memories to keep you company. @@.youspeech;//The girl, she wore a white dress, did I follow her? Where am I?//@@ Your body no longer perceives the feeling of gravity nor of speed, you simply float in a place that was not meant for humans.
<<elseif hasVisited("dead9")>>
@@.youspeech;//I feel so cold, but this ground is like a jacuzzi, warm and smooth liqued//@@. Moments later you open your eyes again, the puddle you layed in consisted of blood, it was warm freshly drained blood. You look around you but there is only a darkness, darker than souls of murders.
<<elseif hasVisited("dead10") || hasVisited("dead11")>>
the crying of agony was just for a few seconds, but the quietness that came in return was more painful. A legion of humanoid beings is standing in what looks like a boxed room. @@.youspeech;“Hello? who are you?”@@ Naively you try to communicate with them, but how can they talk back without a mouth?
<<elseif hasVisited("dead12")>>
a warm hug kept you company while you slowly felt the life force leave your body, only to stand in a kitchen watching a child hug her mother. @@.youspeech;“Am I still in the kitchen?” you ask the mother and child, but they don't seem to respond to you.
<<elseif hasVisited("dead13")>>
the blow never hit you, the cold steel never penetrated your soft skin, but you did feel a moment of something more than fear, terror. @@.youspeech;//My clothes are back, and I am not dead?//@@ you try to look around you but you are blinded, whether it was being blinded by the truth or by the hands of something else you didn't know.
<<elseif hasVisited("dead14") || hasVisited("dead23")>>
@@.youspeech;“Let me go! Keep your hands off of me! Stop!”@@ You scream while panicking, with all your strength you try to fight back, but it's not enough. When you are just about to give up and accept your faith the dragging stops. You never left the hallway.
<<elseif hasVisited("dead15")>>
You feel that every piece of your body is being torn apart, the pain is unbearable, but it's nothing compared to your mind which feels like melting. In the blink of an eye, you are standing in a room, the floor is wet and sticky @@.youspeech;Is this the end?@@
<<elseif hasVisited("dead16")>>
@@.youspeech;//Where am I, and why am I standing in a thin layer of water?//@@ You stand still, observing and trying to pieces everything together, while you stare at your feet you see small waves in the water hitting your ankles, like an ocean always hitting the rocks of a coast. In the distance, you hear faint running.
<<elseif hasVisited("dead17") || hasVisited("dead18")>>
@@.youspeech;//Where am I, this is not the basement! Why am I staring at a big mirror? Where is my reflection...?//@@ You place your hands on the surface of the mirror, and your hands start to feel colder than when you would while making snowballs and throwing them at your boyfriend, they are starting to stick to the mirror.
<<elseif hasVisited("dead19") || hasVisited("dead20")>>
You protect your eyes from bright light, shining right in your face, slowly you start to spread your fingers to see what's behind the wall of your fingers. @@.youspeech;//The dog, he is playing with a ball, I can't see who threw it, but wait, didn't the dog just try to kill me?//@@ The question that just popped up in your mind froze the dog to the ground and froze the ball midair.
<<elseif hasVisited("dead21")>>
@@.youspeech;//The goo, what is happening!?//@@ you are feeling really itchy and you try to jump back up but you're bound to the ground like a magnet is too a fridge, or rather, like a fly is in a spiderweb. @@.youspeech;“I can't move, someone help me!”@@ but no soul answers to your distress scream.
<<elseif hasVisited("dead22")>>
Like an endless mirror you see how thousands of copies of the house start to form, they all start to slowly bend and in every copy, you see that you are not standing alone, behind you stands the shadow. @@.youspeech;“Please, I won't cause any trouble, I promise it! Just leave me”@@, @@.themspeech;“Ch-Ch-Child, y-y-ou already have, your presence here is what w-w-woke us@@.
<<elseif hasVisited("dead24")>>
@@.themspeech;“Hello miss, I have not seen you around before?”@@ a small girl pulls on your dress, @@.themspeech;“What is your name?”@@ You pause and look around you, the people are transparent like you are, the little girl is still pulling at your dress.
<<elseif hasVisited("dead25")>>
@@.themspeech;“You lost again miss, do you want to play another game?”@@ Before you can even answer its question you mindlessly make the motion again and you say @@.youspeech;“Rock, paper, scissors.”@@ The child speaks again, @@.themspeech;“Well you lost again, how about another round?”@@
<<elseif hasVisited("dead26")>>
@@.youspeech;“Why are you here?”@@ you ask frustrated, your boyfriend looks surprised, out of everything he expected you to say, he didn't expect that. @@.youspeech;“I told you I was just going alone.”@@
<<elseif hasVisited("dead27")>>
You see a man strangling a woman from a distance, you run towards the opposite direction, you can't stop him nor can you witness it.
<</if>>
The longer you stay in the dream, the more fragile it becomes, bursting into a big mess of thoughts, feelings, and reality, all mixed together to make it seem you have actually witnessed it.
</p>
<p class="passage-text">
<<if $Death is 1>>
@@.youspeech;//I... I... what happened? My eyes are closed and I can't open them//@@, you can't seem to move a single limb, not even move your tongue in your mouth. You try with all the power and energy you have to at least breathe, but it's almost like your lungs don't want fresh air to fill themselves and perform the one task they must do, keep you alive. Again you try to move your eyelids, but they are heavier than your body, it feels like you are floating, floating through an endless nightmare. @@.youspeech;“Dear God, help me, I feel so hot, my body can't move”@@ are the last things you think before you finally start to feel something again, it's faint, but it's better than nothing. It starts with the tip of your fingers, a slow but steady pulse is all you feel, @@.youspeech;“I am not dead, I feel my heart beating!”@@, you try to say this out loud, but there is no sound coming from your mouth. Slowly the sense of balance is returning, the illusion of standing is starting to feel more and more like a reality. You are hit with the feeling of falling and getting a bucket of ice-cold water being thrown in your face.
<<elseif $Death is 2>>
@@.youspeech;//I have felt this before, but I can't place my finger on it//@@, you can't seem to move a single limb, nothing. You try to fight it, but it's impossible, it's like trying to push a wall so it would fall, except this wall is invisible. Slowly life starts to return to your body and you are starting to feel the numbness turning into a tingling sensation of sense and joy. You snap out of this state.
<<elseif $Death is 3>>
@@.youspeech;//This feeling, it's the same, I have not only felt this before, but I have also been here before, this place is no stranger to me.//@@ You try to silently wait in the cold darkness, wait for the moment your body starts to warm up again and feel something more than nothing. It's not yet an end, but neither it is a beginning you know. @@.youspeech;//I can't remember what happened in the last few seconds before my body went cold, but whatever it was, I must stop doing this//@@ Your fingers start to unfreeze like when your long hair melts after stepping inside succeeding having walked in the winter moments after you have showered.
<<elseif $Death gte 4>>
@@.youspeech;//Just wait, it will all be gone in just a moment.//@@ You try to think of everything that happened, but this feeling never gets familiar, the knowledge of it does get like seeing an old friend who you choose to leave out of your life, it's there but you don't want it to be there. You start to feel your body becoming whole again as if you drink your first cup of coffee in the early morning while watching the eternal cycle of the celestial bodies.
<</if>>
</p>
<p class="passage-text menu-button">
<<link "Open your eyes">>
<<run setup.customRestart("Entrance")>>
<</link>> and feel the sun touch your face again!
</p><p class="passage-text">
@@.eventtext;It felt like a dream,@@
<<if hasVisited("dead27")>>
You see a man strangling a woman from a distance, you run towards the opposite direction, you can't stop him nor can you witness it.
<<elseif hasVisited("dead28")>>
Your hands glide over a smooth surface, it feels nice, soft and safe. There is no sound disturbing you, nor anything that invokes fear. You open your eyes to see a room, which has two sides as a mirror and two sides being an impassable void. Even though there is no light source, the mirrors still reflect you, you wave at yourself. Before you know it, the gesture reflected in the mirror becomes slower and slower until it freezes.
<<elseif hasVisited("dead29")>>
You glide over your head, but it feels completely fine. @@.youspeech;//Why does it feel so pleasantly warm, I am not wearing a hat, am I? And what happened to the crow, I faintly remember seeing a bird.//@@
<<elseif hasVisited("dead30")>>
@@.youspeech;//I… I… I still taste the foul flavor of a battery, but there is nothing in my mouth. I didn’t know this was possible, but the brain is really smart. It just knows how to fill the gaps. The smell is gone; the tingle is gone. What did I eat?//@@
<<elseif hasVisited("dead31")>>
The wind rushing around your body has come to a halt, and you stopped falling. @@.youspeech;//What did I do to be here again? In limbo? I shouldn’t have angered it, but somehow that thing fills me with hatred.//@@
<<elseif hasVisited("dead32")>>
@@.youspeech;//Why did the shadow try to smother me? I did nothing wrong, did I? All I remember is trying to leave through the window, and smelling the weird menthol cigarette smell.//@@
<<elseif hasVisited("dead33")>>
You see the cake in front of you, untouched inside the fridge. Slowly you rub your eyes, and you notice that they are wet, wet with something sticky, as if the dog had licked them clean. @@.youspeech;“I don’t remember petting him, and why do I see a cake?”@@
<<elseif hasVisited("dead34")>>
you place down a plate filled with food, including the meat you just ate. @@.youspeech;“What did she feed her?”@@
<<elseif hasVisited("dead35")>>
the twisting starts to feel more faint, and turns into a massage like feeling, @@.youspeech;//do I like being hurt?//@@
<<elseif hasVisited("dead36")>>
the dog is still sucking on you, but it feels soothening, you don't feel alone anymore. @@.youspeech;//It does be a caring dog.//@@
<<elseif hasVisited("dead37")>>
@@.youspeech;//This way my own fault, I betrayed the dog, I shall reap what I sowed.//@@
<<elseif hasVisited("dead38")>>
the show keeps playing in front of you, it's a marvelous show, @@.youspeech; but why did I end up here...//@@
<<elseif hasVisited("dead39")>>
friend kills you because you didn't carve number
<<elseif hasVisited("dead40")>>
@@.youspeech;//I knew I shouldn't have watched it, but it was so mesmerizing...//@@
<<elseif hasVisited("dead41")>>
@@.youspeech;//what did it mean with 'destined to be'?//@@
<<elseif hasVisited("dead42")>>
communicating with something on the other side. You are not sure why you made it angry, but you think you did.
<</if>>
The longer you stay in the dream, the more fragile it becomes, bursting into a big mess of thoughts, feelings, and reality, all mixed together to make it seem you have actually witnessed it.</p>
<p class="passage-text">
<<if $DeathCount2 is 1>>
The feeling of being stuck in limbo is the one thing that sticks like a parasite to your memories. @@.youspeech;//Just wait, before I know it I will be back, but I am not sure if I want to.//@@ All forces of nature are returning to imprison you, you feel gravity pulling you down and the sun slowly heating you, all while feeling every cell in your body becoming reality again. Just before you completely surrender to a state of mind where you don’t exist, you feel an icy wave hit you like a wall of water coming down on you from the top.
<<elseif $DeathCount2 is 2>>
You feel incarcerated in this fast and empty void. You have been told stories, stories about many faiths and how they view hell, death, and beyond. Never did you expect there was no fire, no infinite torture nor anything from the tales you have listened to. @@.youspeech;//I am here, alone, in an endless darkness. Within minutes, I can open my eyes again. I am not sure what pulls me back from this place, but whatever ‘it’ is, it won’t let me find peace.//@@ Moments later you feel your lungs slowly filling up with cold air again, and you feel your skin heating.
<<elseif $DeathCount2 gte 3>>
@@.youspeech;//As I continued falling through an endless void, one made from eternity, I felt at peace.//@@ Where hope dies, void arises, every time you get closer to losing that slither of light, you sank into this world of twilight, a twilight without a soft warm glow, a twilight of nothingness. This is no place of redemption, you know, this is a mere station in between worlds, but you aren’t allowed to move further. Your peace was ruthlessly taken from you as you felt the force of life pumping through your veins again, the warmth of your blood spreading throughout your body, just like sun rays can do.
<</if>>
</p>
<p class="passage-text menu-button">
<<link "Open your eyes">>
<<run setup.customRestart("Entrance")>>
<</link>>
and feel the sun touch your face again!
</p>
<p class="passage-text menu-button">Or
<<link "Ascend deeper into your mind">>
<<run setup.customRestart("Chapter2")>>
<</link>>
and feel the corruption!
</p><<audio ":bg-music" pause>>
<<if $Death lte 1>>
<p class="passage-text">@@.eventtext;You found a diary whilst feeling your life force leave your body! Check it via the //Diary// button!@@</p>
<</if>>
<<if ndef $Room1>>
<<if $Death gte 1>>
<<set $Room1 = true>>
<<flash "A new room has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Room2>>
<<if $Death gte 2 && $MomSeen>>
<<set $Room2 = true>>
<<flash "A new room has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Room3>>
<<if $Death gte 4 && $ManSeen>>
<<set $Room3 = true>>
<<flash "A new room has been unlocked!">>
<<flash "Sidequest started: The unknown language">>
<</if>>
<</if>>
<<if ndef $Room4>>
<<if $Lightbulb && $Dresser && $Television && $Knife && $Doorbell>>
<<set $Room4 = true>>
<<flash "A secret room has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Room5>>
<<if $Chap2Active>>
<<set $Room5 = true>>
<<flash "A new room has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest4>>
<<if $Chap2Alt>>
<<set $Quest4 = true>>
<<flash "A new quest has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest6>>
<<if $CountGhosts is 1>>
<<set $Quest6 = true>>
<<flash "A new sidequest has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest7>>
<<if $CountCurios is 1>>
<<set $Quest7 = true>>
<<flash "A new subquest has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest8>>
<<if $CountCollect is 1>>
<<set $Quest8 = true>>
<<flash "A new sidequest has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest9>>
<<if $MomSeen>>
<<set $Quest9 = true>>
<<flash "A new main quest has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest10>>
<<if $KidSeen && $Death gte 4 && $ManSeen>>
<<set $Quest10 = true>>
<<flash "A new main quest has been unlocked!">>
<</if>>
<</if>>
<<if ndef $Quest11>>
<<if $Chap2Active>>
<<set $Quest11 = true>>
<<flash "A new chapter 2 main quest has been unlocked!">>
<</if>>
<</if>>
<<if $DeathCount2 is 1>>
<<flash "Sidequest started: An infested soul">>
<</if>>
<<if $Death is 7>>
<<flash "Subquest started: The light of dawn">>
<<flash "Sidequest completed: Awakening to death">>
<<elseif $Death is 6>>
<<flash "Subquest started: Personal belongings">>
<<elseif $Death is 5>>
<<flash "Subquest started: Cutting tears">>
<<elseif $Death is 4>>
<<flash "Sidequest updated: Awakening to death">>
<<elseif $Death is 3>>
<<flash "Subquest started: A show never to forget">>
<<elseif $Death is 2>>
<<flash "Subquest started: The tenacious doorbell">>
<<flash "Sidequest updated: Awakening to death">>
<<elseif $Death is 1>>
<<flash "Sidequest started: Awakening to death">>
<</if>>
<p class="passage-text menu-button">
<<if $Chapter2active>>
<<link "Wake up" 'OpenEyesMirrorC2'>>
<<audio "death" stop>>
<</link>>
<<else>>
<<link "Wake up" 'OpenEyes'>>
<<audio "death" stop>>
<</link>>
<</if>>
</p>
<p class="passage-text menu-button center">(For help, or if you're stuck: <<externalLink "Discord" "https://discord.gg/VhbDppDBPD">>)</p><<ctp "IntroText" nobr>>
<<set _ctp to CTP.getCTP("IntroText")>>
<<set $Random to random(1, 10)>>
<p class="passage-text">Hey there! I’m so glad you will stay tomorrow night with me! Few people do, but I am looking forward to it. You are welcome around midday. I live a little out of town; I hope that isn’t a problem? He says with an anxious voice.</p>
<p class="passage-text">Also, I will hand you this paper. It’s very important to read it carefully. The rules written on the paper are there to ensure we will have a good time.</p>
<p class="passage-text">@@.eventtext;Your friend gives you four short lists.@@</p>
<p class="passage-text">If you cannot follow these rules, there could be a problem. I hope we will have fun! Also, an important thing to mention, I live alone, so if you see anyone but me around, they aren’t friends. You think to yourself, @@.youspeech;//what!?//@@</p>
<<set _nextText to "Admit this is weird">>
<<ctpNext t8n>>
<p class="passage-text">You nod your head. @@.youspeech;//Well, that’s a weird start, but he seems like a normal guy, I should cut him some slack. I heard he is really kind, but he is a lone wolf.//@@ You ask if you may bring candy and other sweets.</p>
<<set _nextText to "Try so smile genuinely">>
<<ctpNext t8n>>
<p class="passage-text">Of course you are! I am so thrilled you will stay. If there is anything else you’d like to know, just let me know!</p>
<p class="passage-text">@@.eventtext;You look at the notes he gave you, you can either forget them or briefly go through them.@@</p>
<p class="passage-text">[[General Rules|GeneralRules]] <span class="float-right"><<link "Skip" 'Entrance'>><</link>></span></p>
<<ctpTail>>
<<if _ctp.log.index lt _ctp.stack.length - 1>>
<<button `_nextText`>>
<<run _ctp.advance()?.then(function () {
if ((settings.scroll == 0)) setup.scrollElementToBottom(1400);
})>>
<<ctpAdvance "IntroText">>
<</button>>
<</if>>
<</ctp>>GENERAL RULES
<ol>
<li>
Before entering the house, knock 2 times. If someone else answers the door besides me, stand there and say nothing, just wait!
</li>
<li>
Sometimes you might see a man sitting on the couch in the living room laughing at the tv. It will not be on. You must say, “I love this show!”
<ol>
<li>
If he stops laughing and stares at you, close your eyes. Do not open them.
</li>
</ol>
</li>
<li>
If the dog sits at the table, do not tell him to get down. Do not pet the dog.
</li>
<li>
There is a painting in the main hall. If the painting is in front of you, you must not move until the painting blinks.
</li>
<li>
If you try to come back up the stairs and they never seem to end, you are stuck.
</li>
<li>
If you reach the top of the stairs and the attic door is open, run to the kitchen.
</li>
<li>
If you check the basement, make sure no one is down there. If I am, it’s good.
</li>
<li>
Do not look in the mirror in the hallway.
</li>
</ol>
[[Afternoon rules|AfternoonRules]]<span class="float-right"><<link "Skip" 'Entrance'>><</link>></span>NIGHT RULES (23.59 – 05.00)
<ol>
<li>
If you hear screaming at night, put the covers over your head. Do not come out until the screaming stops.
</li>
<li>
If you wake up and I am not there, do not look for me. You are asleep.
</li>
<li>
If you see car lights outside of the windows, do not look outside.
</li>
</ol>
[[Morning rules|MorningRules]]<span class="float-right"><<link "Skip" 'Entrance'>><</link>></span>AFTERNOON RULES (12:00 – 23.59)
<ol>
<li>
Bed time is between 21.00 and 23.59. If you aren’t in the room by midnight, I cannot open the door.
</li>
<li>
If you are hungry or need to use the restroom, you may only do that at the hours of 21.00 - 23.59.
<ol>
<li>
My mother will chop food in the kitchen. She will stare at you, but do not make eye contact with her.
</li>
</ol>
</li>
<li>
Refrain from using the refrigerator.
</li>
<li>
When you enter the bathroom, the curtain must be open. If it’s not, exit and re-enter.
<ol>
<li>
If you hear someone in the bathroom while you are showering, don’t leave the shower.
</li>
</ol>
</li>
</ol>
[[Night rules|NightRules]]<span class="float-right"><<link "Skip" 'Entrance'>><</link>></span>MORNING RULES (05.00 - 11.59)
<ol>
<li>
If you wake up before me, play Rock Paper Scissors with your reflection. Only leave the room when I am awake.
</li>
<li>
How do you feel about cannibalism? If you don’t like it, don’t eat the meat. Leftovers are for the dog.
</li>
<li>
You must only go upstairs to grab your items to leave.
</li>
</ol>
<<link "Front door" 'Entrance'>>
<<set $Random to random(1, 10)>>
<</link>><p class="passage-text"><<button "Generate bug report">><<script>>Save.export("BugReport")<</script>><</button>>, please upload this file to the discord server.</p>
<p class="passage-text">You can either wait untill SjoerdHekking solves the bug and press F5</p>
<p class="passage-text">Or you can press this and overwrite the save (it doesn't delete //all// progress, merely this "round"): <<link "Restart" 'Start'>><</link>></p><<textbox "$Report" "Insert string" "BugReportResult">><<set $ReportUncompressed to JSON.parse(LZString.decompressFromBase64($Report))>>
<<run console.log($ReportUncompressed)>>
Press F12 for funs, after, go back to <<link "Start" 'Start'>><<unset $ReportUncompressed>><<unset $Report>><</link>><<include "CharacterSetLibrary">>
<div id="GhostAcc" class="rta-container rta-horizontal rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="one"><p class="chapterselector">Chapter 1</p></div>
<div class="rta-header" data-rta-id="two"><<if $Chap2 || $Chap2Alt>><p class="chapterselector">Chapter 2</p><<else>><p class="chapterselector">???</p><</if>></div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="one">
<div id="chapter1a" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterOneAdults"><p class="questselector">Adults</p></div>
<div class="rta-header" data-rta-id="ChapterOneBeasts"><p class="questselector">Beasts</p></div>
<div class="rta-header" data-rta-id="ChapterOneObjects"><p class="questselector">Objects</p></div>
<div class="rta-header" data-rta-id="ChapterOneChildren"><p class="questselector">Children</p></div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="ChapterOneAdults">
/* mom */
<<include "CharacterMomChapter1">>
/* mom end */
/* man */
<<include "CharacterManChapter1">>
/* man end */
/* window man */
<<include "CharacterWindowChapter1">>
/* window man end */
/* falling woman */
<<include "CharacterFallingGirlChapter1">>
/* falling woman end */
/* Door man */
<<include "CharacterDoorChapter1">>
/* door man end */
/* William palmer */
<<if $WilSeen>>
<<include "CharacterWilliamChapter1">>
<</if>>
/* End william palmer */
</div>
<div class="rta-content" data-rta-id="ChapterOneBeasts">
/* dog */
<<include "CharacterDogChapter1">>
/* dog end */
/* attic */
<<include "CharacterAtticChapter1">>
/* attic end */
</div>
<div class="rta-content" data-rta-id="ChapterOneObjects">
/* painting */
<<include "CharacterPaintingChapter1">>
/* painting end */
/* mirror */
<<include "CharacterMirrorChapter1">>
/* mirror end */
/* bear */
<<include "CharacterBearChapter1">>
/* bear end */
</div>
<div class="rta-content" data-rta-id="ChapterOneChildren">
/* lily */
<<include "CharacterLilyChapter1">>
/* lily end */
/* girl under bed */
<<include "CharacterGirlBedChapter1">>
/* girl under bed end */
</div>
</div>
</div>
</div>
<div class="rta-content" data-rta-id="two">
<div id="chapter2a" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterTwoAdults">@@.questselector;Adults@@</div>
<div class="rta-header" data-rta-id="ChapterTwoBeasts">@@.questselector;Beasts@@</div>
<div class="rta-header" data-rta-id="ChapterTwoObjects">@@.questselector;Objects@@</div>
<div class="rta-header" data-rta-id="ChapterTwoChildren">@@.questselector;Children@@</div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="ChapterTwoAdults">
<<if $Chap2Active>>
/* Addison Marlowe */
<<include "CharacterAddisonChapter2">>
/* Addison Marlowe end */
/* Friend */
<<include "CharacterFriendChapter2">>
/* friend end */
/* The shadow */
<<include "CharacterShadowChapter2">>
/* the shadow end */
/* Ikey */
<<include "CharacterIkeyChapter2">>
/* Ikey end */
/* Mom */
<<include "CharacterMomChapter2">>
/* Mom end */
/* Man */
<<include "CharacterManChapter2">>
/* Man end */
<<else>>
<div class="character-block" @data-image-source='"icons/questionmark.png"' @data-image-title='"???"'>@@.eventtext;???@@</div>
<</if>>
</div>
<div class="rta-content" data-rta-id="ChapterTwoBeasts">
<<if $Chap2Active>>
/* crow */
<<include "CharacterCrowChapter2">>
/* crow end */
<<else>>
<div class="character-block" @data-image-source='"icons/questionmark.png"' @data-image-title='"???"'>@@.eventtext;???@@</div>
<</if>>
</div>
<div class="rta-content" data-rta-id="ChapterTwoObjects">
<<if $Chap2Active>>
<<include "CharacterOuijaChapter2">>
<<else>>
<div class="character-block" @data-image-source='"icons/questionmark.png"' @data-image-title='"???"'>@@.eventtext;???@@</div>
<</if>>
</div>
<div class="rta-content" data-rta-id="ChapterTwoChildren">
<<if $Chap2Active>>
/* lily */
<<include "CharacterLilyChapter2">>
/* lily end */
<<else>>
<div class="character-block" @data-image-source='"icons/questionmark.png"' @data-image-title='"???"'>@@.eventtext;???@@</div>
<</if>>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="menu-button center">
<<link "Back" $return>>
<</link>>
</div>
<<done>>
<<script>>
$("#GhostAcc").rta({ direction: "horizontal" });
$("#chapter1a").rta({ direction: "vertical" });
$("#chapter2a").rta({ direction: "vertical" });
if (State.variables.Chapter2active) {
$('.rta-content[data-rta-id="two"]').addClass("rta-active");
$('.rta-content[data-rta-id="one"]').removeClass("rta-active");
$('.rta-header[data-rta-id="two"]').addClass("rta-active");
$('.rta-header[data-rta-id="one"]').removeClass("rta-active");
} else {
$('.rta-content[data-rta-id="one"]').addClass("rta-active");
$('.rta-content[data-rta-id="two"]').removeClass("rta-active");
$('.rta-header[data-rta-id="one"]').addClass("rta-active");
$('.rta-header[data-rta-id="two"]').removeClass("rta-active");
};
if (!setup.mobileCheck()) {
let $active;
function portraitInit() {
$active = $("#GhostAcc.rta-tabs > .rta-content-group > .rta-content.rta-active > .rta-container.rta-tabs > .rta-content-group");
}
portraitInit();
function portraitUpdate() {
portraitInit();
let $portrait = $("#portrait-container");
let midOfContainer = $active.offset().top + $active.innerHeight() / 2;
let inView = 0;
let $blocks = $active.children(".rta-content.rta-active").children(".character-block");
$blocks.each(function (i) {
let topOfObject = $(this).offset().top;
if (topOfObject < midOfContainer) inView = Math.max(inView, i);
});
$portrait.find(".character-image img").attr("src", $blocks.eq(inView).data("image-source") || "");
$portrait.find(".character-title .eventtext").html($blocks.eq(inView).data("image-title") || "");
}
portraitUpdate();
$active.on("scroll", portraitUpdate);
$("#GhostAcc").on(":rta-active-changed", () => {
$active.off();
portraitUpdate();
$active.on("scroll", portraitUpdate);
});
}
<</script>>
<</done>><div class="character-block" @data-image-source='_ouiImage || "icons/questionmark.png"' @data-image-title='_ouiTitle || "???"'>
<div class="character-title">
<<if $OuiSeen>>
@@.eventtext;The Ouija board@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $OuiSeen>>
If you ask a question, the board appears to move erratically, almost as if someone on the other side is manipulating the planchette like a puppet. It appears to have answers for practically everything, but you are unsure of how reliable the information it seems to hold is. <<if $OuijaTotalQuestions gte 2>>I have asked it a few questions now, and it’s weird how the planchette is moving while I am holding it.<</if>> <<if $OuijaTotalQuestions gte 8>>It’s like it’s a portal to the afterlife, it knows too much.<</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_lily2Image || "icons/questionmark.png"' @data-image-title='_lily2Title || "???"'>
<div class="character-title">
<<if $LilyDead>>
@@.eventtext;Deceased: Lily@@
<<elseif $ItemFriend>>
@@.eventtext;Lily@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $LilyDead>>
It was my fault. I shouldn’t have left the door ajar. Lily is dead, and Mom is angry with me. I am entering a negative spiral, and there is nothing I can do to break free from it. She was such a happy girl, an innocent butterfly, yet the shadow spoke of her like she was also corrupted. I think it’s this place, this world within a world that eats on our minds. Corrupting even an innocent child.
<<elseif $ItemFriend>>
Lily has been traumatized by the shadow. Not only did he tie her up, but he must also have tortured her for some time before I finally retrieved the key of the children’s room from the demonic crow. Even after all the bad stuff that has happened to her, she still tries to help me, and she wants to play games with me. The silly little girl mistakes hide and seek with peek-a-boo.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_croImage || "icons/questionmark.png"' @data-image-title='_croTitle || "???"'>
<div class="character-title">
<<if $CroSeen>>
@@.eventtext;The crow@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $CroSeen>>
I honestly wish I had some sort of airgun, or something like a bow. I really want to kill that stupid bird. I don’t know why, but I have the feeling it’s smart and uses its wits to either hurt more and annoy me. It seems that the bird also collects pieces or objects of shiny materials. I should be careful around it, since I don’t want a bird to cause me to die. I don’t think the bird can, but still…
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_man2Image || "icons/questionmark.png"' @data-image-title='_man2Title || "???"'>
<div class="character-title">
<<if $ManDead>>
@@.eventtext;Deceased: Mr. Brownrigg@@
<<elseif $CountMirrorStudyC2V gte 1>>
@@.eventtext;Mr. Brownrigg@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $ManDead>>
Mr. Brownrigg seemed like he had been studying the mirror for some time. Sadly, he never found an answer to the workings of the haunted thing. He asked me to end his life, and I did it. It felt good, but I was conflicted whether it felt good, because I helped him, or because I killed him. I also found the key to the living room on his frozen, lifeless body. I am sure he was the one who smoked cigars and watched the television show. Because he isn’t alive anymore, my questions will never be answered.
<<elseif $CountMirrorStudyC2V gte 1>>
Mr. Brownrigg seems like he has been studying the mirror for some time. Sadly, he never found an answer to the workings of the haunted thing. He asked me to end his life, but I didn’t. I would never. He also gave me the key to the living room. I am sure he is the one who smokes cigars and watches television shows. I don’t think he will ever give me more answers, since he is obsessed with the damn thing.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_mom2Image || "icons/questionmark.png"' @data-image-title='_mom2Title || "???"'>
<div class="character-title">
<<if $MomDead>>
@@.eventtext;Deceased: Mom@@
<<elseif $CountMirrorKitchenC2V gte 1>>
@@.eventtext;Mom@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $MomDead>>
Mom wasn’t a faceless shadow anymore, but rather a walking corpse. She was self-conscious and feared to face Lily. She blamed someone for her situation. Her eyes were like voids, sucking in all surrounding light. I pitied her, for she might never have seen Lily again. I feel conflicted about killing her, it seemed the good thing to do. However, throwing the boiling water on her, I am scared of what I am becoming.
<<elseif $CountMirrorKitchenC2V gte 1>>
Mom isn’t a faceless shadow anymore, but rather a walking corpse. She is self-conscious, and fears to face Lily. She blames someone for her situation. I am unsure if mom is friendly or if she is just peaceful. Her eyes are like voids, sucking in all surrounding light. I pity her, for she might never see Lily again. It’s unusual for Mom to be in the kitchen all the time, but things are different in the mirror world I assume.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_ikeImage || "icons/questionmark.png"' @data-image-title='_ikeTitle || "???"'>
<div class="character-title">
<<if $IkeSeen>>
@@.eventtext;Ikey <<if $TalkAtticLily>>Solomon<</if>>@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $IkeSeen>>
The shadow on the ground seems to refer to itself as Ikey, and he seems in desperate need of something. I am not sure if this is the infamous attic monster, since I never got a “good” glance at it, but it could be. Ikey also seems rather weak, weaker than Thomas was when I first found him. Maybe I can help it? <<if $TalkAtticLily>>Lily seems to know his full name, Ikey Solomon. I don’t think she knows more than I do, but everyone in the place seems scared of him and refers to him as dangerous.<</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_shaImage || "icons/questionmark.png"' @data-image-title='_shaTitle || "???"'>
<div class="character-title">
<<if $ShadowFirstMention || $ShadowSecondMention>>
@@.eventtext;The shadow@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $ShadowSecondMention>>
It’s real, the shadow, and it’s beyond frightening. It’s like a nightmare that walked out of a television from a horror movie. I need to watch out for it…
<<elseif $ShadowFirstMention>>
Who did Thomas refer to? With them? I should be careful around this place, since I am sure it could be even more dangerous than outside of the mirror! Also, he spoke in plural. Are there over one? Whatever happens, I should try to find out what they took from him. The shadow seems to be rather dangerous. If I ever encounter it again, I need to kill it, or worse…
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_friImage || "icons/questionmark.png"' @data-image-title='_friTitle || "???"'>
<div class="character-title">
<<if $ThoSeen>>
@@.eventtext;Thomas@@
<<elseif $ItemFriend>>
@@.eventtext;My friend@@
<<elseif $FriSeen>>
@@.eventtext;???@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $ThoSeen>>
Thomas seems to be my boyfriend, or rather, my fiance… I am not sure how to feel about this. We shared a moment, one of a memory of pure joy and happiness, but it feels as if this memory was tampered with. I hope I can trust him, but I think there is no other option. He seems to care and love towards me. Either way, we are both stuck here, and I can’t deny another humans existence and move on like he is dead to me.
<<elseif $ItemFriend>>
My friend on the ground seems weak and drained of life. I am unsure who it is or was and why it’s stuck in the library. It kept asking me to return something for him, something that he possessed but was robbed off. Should I trust him who is on the ground? Or should I ignore him? I think I found a sketch of my friend in the children’s room. It could actually be of anyone, but still. I hope it helps him return his memory.
<<elseif $FriSeen>>
The being on the ground seems weak, and drained of life. I am unsure who it is or was and why it’s stuck in the library. It kept asking me to return something for it, something that he possessed but was robbed off. Should I trust this shadow on the ground? Or should I ignore it?
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_addisonImage || "icons/questionmark.png"' @data-image-title='_addisonTitle || "???"'>
<div class="character-title">
<<if $AddisonSeen>>
<<if $ThoSeen>>
@@.eventtext;Addison Marlowe@@
<<else>>
@@.eventtext;You@@
<</if>>
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $AddisonSeen>>
<<if $Corruption is 0>>
I looked at myself. I didn’t recognize <<if $ThoSeen>>the ‘Addison’<<else>>the woman<</if>> the shadows keep calling me, but it’s me. I look like a young woman. My clothes are beautiful and my hair looks well attended to. I feel hopeful that everything that is happening will end in a good manner. My face looks perfect, and it seems like the place isn’t affecting me too much.
<<elseif $Corruption is 1>>
I looked at myself. I didn’t recognize <<if $ThoSeen>>the ‘Addison’<<else>>the woman<</if>> the shadows keep calling me, but it’s me. I look like a young woman. My clothes are beautiful and my hair looks well attended to. I feel hopeful that everything that is happening will end soon. My face looks odd, and it seems like the place is affecting me a little. Am I staying in the mirror for too long?
<<elseif $Corruption is 2>>
I looked at myself. I didn’t recognize the <<if $ThoSeen>>the ‘Addison’<<else>>the woman<</if>> the shadows keep calling me, but it’s me. I look like a young woman. My clothes are beautiful and my hair looks well attended to. I hope that everything that is happening will end soon. My face looks really odd, and it seems like the place is affecting me, the white threads were all around me, and my veins... Am I staying in the mirror for too long?
<<elseif $Corruption is 3>>
I looked at myself. I didn’t recognize the <<if $ThoSeen>>the ‘Addison’<<else>>the woman<</if>> the shadows keep calling me, but it’s me. I look like a young woman. My clothes are tainted and my hair looks messy. I don’t think there ever will be an end to this. My face looks corrupted, and it seems like the place is affecting me heavily, the white threads were all around me, and my veins are black... Am I staying in the mirror for too long?
<<elseif $Corruption is 4>>
I looked at myself. I didn’t recognize the <<if $ThoSeen>>the ‘Addison’<<else>>the woman<</if>> the shadows keep calling me, but this isn’t me. I look like a young woman. My clothes are tainted. I don’t think there ever will be an end to this. I have lost all hope. My face looks corrupted, and it seems like the place is affecting me heavily. The white threads were all around me, and my veins were black... Am I staying in the mirror for too long? I feel confused and conflicted. Is this hell?
<</if>>
<<else>>
@@.eventtext;You have not unlocked this special ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_girImage || "icons/questionmark.png"' @data-image-title='_girTitle || "???"'>
<div class="character-title">
<<if $GirSeen>>
@@.eventtext;Girl under the bed@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $GirSeen>>
I think that the girl permanently lives under my friend's bed, which is of course questionable in terms of abuse, but nobody forced her to reside there I think. Her eyes almost glitter in the dark, as if she stole them from a cat. She also loves to play games, especially games involving riddles! She is not the talkative type, I don't even know her name, but maybe one day I will!
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_kidImage || "icons/questionmark.png"' @data-image-title='_kidTitle || "???"'>
<div class="character-title">
<<if $LilyDead>>
@@.eventtext;Deceased: Lily@@
<<elseif $KidSeen>>
@@.eventtext;Lily@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $LilyDead>>
Lily is gone in the normal world. What have I done? Not only did the child die at my hands, or rather at the stupidity of my actions, she also died while she had hope, the hope I would've rescued her.
<<elseif $KidSeen>>
‘Lily’ seems to never leave her little children's room, I don't think she knows that she never leaves the room. Most of the time she is playing with Mister Bear, she can't read yet, but she opens the books from time to time. I think she is a kind girl, since she offers to help me when I feel scared. <<if $MomSeen>> Her mother is cooking the dinner she is waiting for in the kitchen, at least I think it is her mother.<<else>>She is always waiting for her mother to return.<</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_beaImage || "icons/questionmark.png"' @data-image-title='_beaTitle || "???"'>
<div class="character-title">
<<if $BeaSeen>>
@@.eventtext;Mister Bear@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $BeaSeen>>
Mister Bear seems to be the only true friend Lily has in the house, she has grown really fond of it, to the point where she actually talks to Mister Bear as if he was a real human being. For some reason I have the feeling that the doll might more than just her toy, I vaguely see him in different rooms, but when I either focus or look back, it's gone.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_mirImage || "icons/questionmark.png"' @data-image-title='_mirTitle || "???"'>
<div class="character-title">
<<if $MirSeen>>
@@.eventtext;The mirror@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $MirSeen>>
<<if $D10Seen>>
The mirror is actually pretty and its frame looks like solid gold, for some reason I didn't notice these details before, but nonetheless, I think I shouldn't be getting close to the mirror that often, the copies inside it seem to be very eager for me to join them. At least it wasn't the alcohol usage/
<<else>>
The mirror seems to be old and poorly maintained, it smells, looks rotten, and above all displeasing! When I looked in the mirror to re-work my make-up I thought I saw a few copies of myself, but when I blinked they were gone. I should stop partying so often since the alcohol might cause these vivid hallucinations?
<</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_paiImage || "icons/questionmark.png"' @data-image-title='_paiTitle || "???"'>
<div class="character-title">
<<if $PaiSeen>>
@@.eventtext;The painting@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $PaiSeen>>
Whenever I look at this piece of art, my mind gets numb. The painting mesmerises me. The longer I look, the more beautiful the painting gets. At first glance, it seems like a man, but slowly turns into a beautiful woman. The painter’s name is unreadable, but it looks like the first part spells @@.eventtext;//Eli//@@. I don’t know who this beautiful woman is, but she seems elegant and decent.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_attImage || "icons/questionmark.png"' @data-image-title='_attTitle || "???"'>
<div class="character-title">
<<if $AttSeen>>
@@.eventtext;The attic monster@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $AttSeen>>
What amazes me the most is the fact I have never seen the real monster, but like a good girl, I will blindly follow the rules. At night I sometimes hear sounds originating from within the attic, so there might be something up there, but I don't feel like exploring it. Besides the fact that this house escalates from 'sounds', to 'monster', really fast, I also don't have something to pick the lock with.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_dogImage || "icons/questionmark.png"' @data-image-title='_dogTitle || "???"'>
<div class="character-title">
<<if $DogSeen>>
@@.eventtext;The Dog@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $DogSeen>>
I think ‘The Dog’ is protecting itself or something, since it gets very aggresive when I command him things or touch him. Sometimes I can hear his whining upstairs, but I am not sure if it is actually the dog, or other strange things in this house. The dog is also a bottomless pit when it comes to food, especially meat. <<if $MomSeen>> The food Mom makes is his favorite, I think he likes the taste of humans.<<else>><</if>> I can see the dog is in some sort of a pain.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_dooImage || "icons/questionmark.png"' @data-image-title='_dooTitle || "???"'>
<div class="character-title">
<<if $DooSeen>>
@@.eventtext;The man at the door@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $DooSeen>>
He must be waiting for someone, or something, since he opens the door sometimes. He doesn't seem to do it in the name of my friend, but rather as if he was the sole tenant of the house. He seems to be very kind, but somehow I can't seem to find him inside the house, maybe he is a cleaner or someone who cares for <<if $DogSeen>>the dog<<else>>the plants<</if>>. <<if $D01Seen>>The man also seemed to recognize me and pretend I was someone who I am not, maybe he suffers from amnesia?<</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_staImage || "icons/questionmark.png"' @data-image-title='_staTitle || "???"'>
<div class="character-title">
<<if $StaSeen>>
@@.eventtext;The falling woman@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $StaSeen>>
The falling woman looks so beautiful, she looks like the girl that would be the most popular in our university's community. But I can't help but notice the fact she is always crying, and why is she locked inside her endless fall? If I would have been a believer I would almost be convinced that this is her 'pit of hell', trapped inside her beautiful skin but rotten underneath, forever bound to who she was when she was sent to the afterlife.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_winImage || "icons/questionmark.png"' @data-image-title='_winTitle || "???"'>
<div class="character-title">
<<if $WinSeen>>
@@.eventtext;The window man@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $WinSeen>>
I think the man that I sometimes see standing on the street, who is alone, at night, could be a homeless person. Somethings tells me that this might not be the case, since the same man drives a car just like the one my mother owns, coincidences don't exist. I need to be careful and follow the rules, not just the ones my friend gave me, but also the ones that apply to people in general; don't stare at people who you don't know.
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_manImage || "icons/questionmark.png"' @data-image-title='_manTitle || "???"'>
<div class="character-title">
<<if $ManSeen>>
<<if $Bo3Seen>>
@@.eventtext;Mr. Brownrigg@@
<<else>>
@@.eventtext;Man@@
<</if>>
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $ManSeen>>
I can find <<if $Bo3Seen>>Mr. Brownrigg<<else>>‘The Man’<</if>> in the livingroom, where he likes to watch his favorite television show. The show is purely a static screen, but he seems to enjoy it more than anything. Whenever I am close to the living room I feel really cold, and I feel a chaotic energy boiling inside of me. I don't understand why he never leaves the room. <<if $DogSeen>> He seems to like the dog, since he is not afraid of it.<<else>><</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_momImage || "icons/questionmark.png"' @data-image-title='_momTitle || "???"'>
<div class="character-title">
<<if $MomSeen>>
@@.eventtext;Mom@@
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<p class="passage-text">
<<if $MomSeen>>
I can find ‘Mom’ in the kitchen during the evening hours. She will stare at me while she is cooking. Sometimes I can hear her cry, but most of the time she is either preparing meat or chopping 'things'.
<<if $KidSeen>>
Mom thought that lily had died because one of the voices told her so. While cooking she used her kitchen knife to end her life. She stays in the kitchen to finish the food for lily.
<<else>>
I don't know why Mom is always in the kitchen and why she is always carrying her kitchen knife with her, however, I am sure that she was caring and loving once.
<</if>>
<<else>>
@@.eventtext;You have not unlocked this ghost yet!@@
<</if>>
</p>
</div><div class="character-block" @data-image-source='_wilImage || "icons/questionmark.png"' @data-image-title='_wilTitle || "???"'>
<div class="character-title">
@@.eventtext;William Palmer@@
</div>
<p class="passage-text">
William seems to be the scientist who caused this place to be corrupted, or well, his shadow did. Whatever that means. He keeps talking about stuff I don’t understand. The questions I had only created more questions after his answers. I am puzzled by the whole sleepover and he didn’t make it better.
</p>
</div><<if $CountMirrorKitchenC2V gte 1>>
<<set _mom2Image to "icons/mom2.jpg"; _mom2Title to "Mom">>
<</if>>
<<if $CountMirrorStudyC2V gte 1>>
<<set _man2Image to "icons/man2.jpg"; _man2Title to "Mr. Brownrigg">>
<</if>>
<<if $MomSeen>>
<<set _momImage to "icons/mom.jpg"; _momTitle to "Mom">>
<</if>>
<<if $ManSeen>>
<<set _manImage to "icons/man.jpg"; _manTitle to "The man">>
<</if>>
<<if $KidSeen>>
<<set _kidImage to "icons/lily.jpg"; _kidTitle to "Lily">>
<</if>>
<<if $DogSeen>>
<<set _dogImage to "icons/dog.jpg"; _dogTitle to "The dog">>
<</if>>
<<if $PaiSeen>>
<<set _paiImage to "icons/pai.jpg"; _paiTitle to "The painting">>
<</if>>
<<if $WinSeen>>
<<set _winImage to "icons/win.jpg"; _winTitle to "The window man">>
<</if>>
<<if $GirSeen>>
<<set _girImage to "icons/patreon.jpg"; _girTitle to "Girl under the bed">>
<</if>>
<<if $StaSeen>>
<<set _staImage to "icons/patreon.jpg"; _staTitle to "The falling woman">>
<</if>>
<<if $WilSeen>>
<<set _wilImage to "icons/patreon.jpg"; _wilTitle to "William Palmer">>
<</if>>
<<if $DooSeen>>
<<set _dooImage to "icons/doo.jpg"; _dooTitle to "The man at the door">>
<</if>>
<<if $MirSeen>>
<<set _mirImage to "icons/mir.jpg"; _mirTitle to "The mirror">>
<</if>>
<<if $AttSeen>>
<<set _attImage to "icons/patreon.jpg"; _attTitle to "The attic monster">>
<</if>>
<<if $BeaSeen>>
<<set _beaImage to "icons/bea.jpg"; _beaTitle to "Mister Bear">>
<</if>>
<<if $ItemFriend>>
<<set _friImage to "icons/fri.jpg"; _friTitle to "My friend">>
<<elseif $FriSeen>>
<<set _friImage to "icons/fri.jpg"; _friTitle to "???">>
<</if>>
<<if $CroSeen>>
<<set _croImage to "icons/cro.jpg"; _croTitle to "The crow">>
<</if>>
<<if $ShaSeen>>
<<if $EnterMau>>
<<set _shaImage to "icons/sha.jpg">>
<</if>>
<<set _shaTitle to "The shadow">>
<</if>>
<<if $OuiSeen>>
<<set _ouiImage to "icons/patreon.jpg"; _ouiTitle to "The Ouija board">>
<</if>>
<<if $IkeSeen>>
<<if $TalkAtticLily || $EnterMau>>
<<set _ikeImage to "icons/ike.jpg"; _ikeTitle to "Ikey Solomon">>
<<else>>
<<set _ikeImage to "icons/ike.jpg"; _ikeTitle to "Ikey">>
<</if>>
<</if>>
<<if $LilyDead || $ItemFriend>>
<<set _lily2Image to "icons/lily2.jpg"; _lily2Title to "Lily">>
<</if>>
<<if $AddisonSeen>>
<<if $Corruption is 0>>
<<set _addisonImage to "icons/addison.jpg"; _addisonTitle to "Addison Marlowe">>
<<elseif $Corruption is 1>>
<<set _addisonImage to "icons/addison1.jpg"; _addisonTitle to "Addison Marlowe">>
<<elseif $Corruption is 2>>
<<set _addisonImage to "icons/addison2.jpg"; _addisonTitle to "Addison Marlowe">>
<<elseif $Corruption is 3>>
<<set _addisonImage to "icons/addison3.jpg"; _addisonTitle to "Addison Marlowe">>
<<elseif $Corruption is 4>>
<<set _addisonImage to "icons/addison4.jpg"; _addisonTitle to "Addison Marlowe">>
<</if>>
<<if $ThoSeen is false>>
<<set _addisonTitle to "You">>
<</if>>
<</if>><<if hashStr($Cheats) == -945125529>>
<div id="CheatsAcc" class="rta-container rta-horizontal rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="one">@@.chapterselector;Chapter 1@@</div>
<div class="rta-header" data-rta-id="two">@@.chapterselector;Chapter 2@@</div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="one">
<div id="chapter1c" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterOneVariables">@@.questselector;Variables@@</div>
<div class="rta-header" data-rta-id="ChapterOneQuest">@@.questselector;Quest Items@@</div>
<div class="rta-header" data-rta-id="ChapterOneCollect">@@.questselector;Collectibles@@</div>
<div class="rta-header" data-rta-id="ChapterOneDeaths">@@.questselector;Deaths@@</div>
<div class="rta-header" data-rta-id="ChapterOneGhosts">@@.questselector;Ghosts@@</div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="ChapterOneVariables">
<div class="task-block">
<div class="task-title">
<<button "Insanity + 5">>
<<set $Insanity += 5>>
<<update>>
<</button>>
|
<<button "Insanity - 5">>
<<set $Insanity -= 5>>
<<update>>
<</button>>
</div>
Current insanity: <<live $Insanity>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Time + 60">>
<<set $Time += 60>>
<<update>>
<</button>>
|
<<button "Time - 60">>
<<set $Time -= 60>>
<<update>>
<</button>>
</div>
Current time: <<live setup.displayClock($Time)>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead + 1">>
<<set $Death += 1>>
<<update>>
<</button>>
|
<<button "Dead - 1">>
<<set $Death -= 1>>
<<update>>
<</button>>
</div>
Number of deaths: <<live $Death>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterOneQuest">
<div class="task-block">
<div class="task-title">
<<button "Doorbell true">>
<<set $Doorbell = true>>
<<update>>
<</button>>
|
<<button "Doorbell false">>
<<unset $Doorbell>>
<<update>>
<</button>>
</div>
Doorbell is: <<live $Doorbell>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dresser true">>
<<set $Dresser = true>>
<<update>>
<</button>>
|
<<button "Dresser false">>
<<unset $Dresser>>
<<update>>
<</button>>
</div>
Dresser is: <<live $Dresser>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Knife true">>
<<set $Knife = true>>
<<update>>
<</button>>
|
<<button "Knife false">>
<<unset $Knife>>
<<update>>
<</button>>
</div>
Knife is: <<live $Knife>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Television true">>
<<set $Television = true>>
<<update>>
<</button>>
|
<<button "Television false">>
<<unset $Television>>
<<update>>
<</button>>
</div>
Television is: <<live $Television>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Lightbulb true">>
<<set $Lightbulb = true>>
<<update>>
<</button>>
|
<<button "Lightbulb false">>
<<unset $Lightbulb>>
<<update>>
<</button>>
</div>
Lightbulb is: <<live $Lightbulb>>
</div>
<div class="task-block">
<div class="task-title">
<<button "C2 true">>
<<set $Chap2 = true>>
<<update>>
<</button>>
|
<<button "C2 false">>
<<unset $Chap2>>
<<update>>
<</button>>
</div>
Chapter 2 is: <<live $Chap2>>
</div>
<div class="task-block">
<div class="task-title">
<<button "C2 alt true">>
<<set $Chap2Alt = true>>
<<update>>
<</button>>
|
<<button "C2 alt false">>
<<unset $Chap2Alt>>
<<update>>
<</button>>
</div>
Chapter 2 alternative is: <<live $Chap2Alt>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterOneCollect">
<div class="task-block">
<div class="task-title">
<<button "Cigar true">>
<<set $Monte = true>>
<<update>>
<</button>>
|
<<button "Cigar false">>
<<unset $Monte>>
<<update>>
<</button>>
</div>
Cigar is: <<live $Monte>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Blood true">>
<<set $Blood = true>>
<<update>>
<</button>>
|
<<button "Blood false">>
<<unset $Blood>>
<<update>>
<</button>>
</div>
Blood is: <<live $Blood>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterOneDeaths">
<div class="task-block">
<div class="task-title">
<<button "Dead 01 true">>
<<set $D01Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 01 false">>
<<unset $D01Seen>>
<<update>>
<</button>>
</div>
Dead 01 is: <<live $D01Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 02 true">>
<<set $D02Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 02 false">>
<<unset $D02Seen>>
<<update>>
<</button>>
</div>
Dead 02 is: <<live $D02Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 03 true">>
<<set $D03Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 03 false">>
<<unset $D03Seen>>
<<update>>
<</button>>
</div>
Dead 03 is: <<live $D03Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 04 true">>
<<set $D04Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 04 false">>
<<set $D04Seen>>
<<update>>
<</button>>
</div>
Dead 04 is: <<live $D04Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 05 true">>
<<set $D05Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 05 false">>
<<unset $D05Seen>>
<<update>>
<</button>>
</div>
Dead 05 is: <<live $D05Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 07 true">>
<<set $D07Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 07 false">>
<<unset $D07Seen>>
<<update>>
<</button>>
</div>
Dead 07 is: <<live $D07Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 08 true">>
<<set $D08Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 08 false">>
<<unset $D08Seen>>
<<update>>
<</button>>
</div>
Dead 08 is: <<live $D08Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 09 true">>
<<set $D09Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 09 false">>
<<unset $D09Seen>>
<<update>>
<</button>>
</div>
Dead 09 is: <<live $D09Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 10 true">>
<<set $D10Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 10 false">>
<<unset $D10Seen>>
<<update>>
<</button>>
</div>
Dead 10 is: <<live $D10Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 12 true">>
<<set $D12Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 12 false">>
<<unset $D12Seen>>
<<update>>
<</button>>
</div>
Dead 12 is: <<live $D12Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 13 true">>
<<set $D13Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 13 false">>
<<unset $D13Seen>>
<<update>>
<</button>>
</div>
Dead 13 is: <<live $D13Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 14 true">>
<<set $D14Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 14 false">>
<<unset $D14Seen>>
<<update>>
<</button>>
</div>
Dead 14 is: <<live $D14Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 15 true">>
<<set $D15Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 15 false">>
<<unset $D15Seen>>
<<update>>
<</button>>
</div>
Dead 15 is: <<live $D15Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 16 true">>
<<set $D16Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 16 false">>
<<unset $D16Seen>>
<<update>>
<</button>>
</div>
Dead 16 is: <<live $D16Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 17 true">>
<<set $D17Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 17 false">>
<<unset $D17Seen>>
<<update>>
<</button>>
</div>
Dead 17 is: <<live $D17Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 19 true">>
<<set $D19Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 19 false">>
<<unset $D19Seen>>
<<update>>
<</button>>
</div>
Dead 19 is: <<live $D19Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 21 true">>
<<set $D21Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 21 false">>
<<unset $D21Seen>>
<<update>>
<</button>>
</div>
Dead 21 is: <<live $D21Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 22 true">>
<<set $D22Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 22 false">>
<<unset $D22Seen>>
<<update>>
<</button>>
</div>
Dead 22 is: <<live $D01Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 24 true">>
<<set $D24Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 24 false">>
<<unset $D24Seen>>
<<update>>
<</button>>
</div>
Dead 24 is: <<live $D24Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 25 true">>
<<set $D25Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 25 false">>
<<unset $D25Seen>>
<<update>>
<</button>>
</div>
Dead 25 is: <<live $D25Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 26 true">>
<<set $D26Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 26 false">>
<<unset $D26Seen>>
<<update>>
<</button>>
</div>
Dead 26 is: <<live $D26Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 27 true">>
<<set $D27Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 27 false">>
<<unset $D27Seen>>
<<update>>
<</button>>
</div>
Dead 27 is: <<live $D27Seen>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterOneGhosts">
<<liveblock>>
<div class="task-block">
<div class="task-title">
<<button "Mom true">>
<<set $MomSeen = true>>
<<update>>
<</button>>
|
<<button "Mom false">>
<<unset $MomSeen>>
<<update>>
<</button>>
</div>
Mom seen is: <<live $MomSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Man true">>
<<set $ManSeen = true>>
<<update>>
<</button>>
|
<<button "Man false">>
<<unset $ManSeen>>
<<update>>
<</button>>
</div>
Man seen is: <<live $ManSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Lily true">>
<<set $KidSeen = true>>
<<update>>
<</button>>
|
<<button "Lily false">>
<<unset $KidSeen>>
<<update>>
<</button>>
</div>
Lily seen is: <<live $KidSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dog true">>
<<set $DogSeen = true>>
<<update>>
<</button>>
|
<<button "Dog false">>
<<unset $DogSeen>>
<<update>>
<</button>>
</div>
Dog seen is: <<live $DogSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Painting true">>
<<set $PaiSeen = true>>
<<update>>
<</button>>
|
<<button "Painting false">>
<<unset $PaiSeen>>
<<update>>
<</button>>
</div>
Painting seen is: <<live $PaiSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Window man true">>
<<set $WinSeen = true>>
<<update>>
<</button>>
|
<<button "Window man false">>
<<unset $WinSeen>>
<<update>>
<</button>>
</div>
Window man seen is: <<live $WinSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Girl under the bed true">>
<<set $GirSeen = true>>
<<update>>
<</button>>
|
<<button "Girl under the bed false">>
<<unset $GirSeen>>
<<update>>
<</button>>
</div>
Girl under the bed seen is: <<live $GirSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "falling woman true">>
<<set $StaSeen = true>>
<<update>>
<</button>>
|
<<button "falling woman false">>
<<unset $StaSeen>>
<<update>>
<</button>>
</div>
falling woman seen is: <<live $StaSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Man in the door true">>
<<set $DooSeen = true>>
<<update>>
<</button>>
|
<<button "Man in the door false">>
<<unset $DooSeen>>
<<update>>
<</button>>
</div>
Man in the door seen is: <<live $DooSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Attic monster true">>
<<set $AttSeen = true>>
<<update>>
<</button>>
|
<<button "Attic monster false">>
<<unset $AttSeen>>
<<update>>
<</button>>
</div>
Attic monster seen is: <<live $AttSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Mirror true">>
<<set $MirSeen = true>>
<<update>>
<</button>>
|
<<button "Mirror false">>
<<unset $MirSeen>>
<<update>>
<</button>>
</div>
Mirror seen is: <<live $MirSeen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Mr. Bear true">>
<<set $BeaSeen = true>>
<<update>>
<</button>>
|
<<button "Mr. Bear false">>
<<unset $BeaSeen>>
<<update>>
<</button>>
</div>
Mr. Bear seen is: <<live $BeaSeen>>
</div>
<</liveblock>>
</div>
</div>
</div>
</div>
<div class="rta-content" data-rta-id="two">
<div id="chapter2c" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterTwoVariables">@@.questselector;Variables@@</div>
<div class="rta-header" data-rta-id="ChapterTwoQuest">@@.questselector;Quest items@@</div>
<div class="rta-header" data-rta-id="ChapterTwoCollect">@@.questselector;Collectibles@@</div>
<div class="rta-header" data-rta-id="ChapterTwoDeaths">@@.questselector;Deaths@@</div>
<div class="rta-header" data-rta-id="ChapterTwoGhosts">@@.questselector;Ghosts@@</div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="ChapterTwoVariables">
-
</div>
<div class="rta-content rta-active" data-rta-id="ChapterTwoQuest">
-
</div>
<div class="rta-content" data-rta-id="ChapterTwoCollect">
-
</div>
<div class="rta-content" data-rta-id="ChapterTwoDeaths">
<div class="task-block">
<div class="task-title">
<<button "Dead 27 true">>
<<set $D27Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 27 false">>
<<unset $D27Seen>>
<<update>>
<</button>>
</div>
Dead 27 is: <<live $D27Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 28 true">>
<<set $D28Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 28 false">>
<<unset $D28Seen>>
<<update>>
<</button>>
</div>
Dead 28 is: <<live $D28Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 29 true">>
<<set $D29Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 29 false">>
<<unset $D29Seen>>
<<update>>
<</button>>
</div>
Dead 29 is: <<live $D29Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 30 true">>
<<set $D30Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 30 false">>
<<unset $D30Seen>>
<<update>>
<</button>>
</div>
Dead 30 is: <<live $D30Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 31 true">>
<<set $D31Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 31 false">>
<<unset $D31Seen>>
<<update>>
<</button>>
</div>
Dead 31 is: <<live $D31Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 32 true">>
<<set $D32Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 32 false">>
<<unset $D32Seen>>
<<update>>
<</button>>
</div>
Dead 32 is: <<live $D32Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 33 true">>
<<set $D33Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 33 false">>
<<unset $D33Seen>>
<<update>>
<</button>>
</div>
Dead 33 is: <<live $D33Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 34 true">>
<<set $D34Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 34 false">>
<<unset $D34Seen>>
<<update>>
<</button>>
</div>
Dead 34 is: <<live $D34Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 35 true">>
<<set $D35Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 35 false">>
<<unset $D35Seen>>
<<update>>
<</button>>
</div>
Dead 35 is: <<live $D35Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 36 true">>
<<set $D36Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 36 false">>
<<unset $D36Seen>>
<<update>>
<</button>>
</div>
Dead 36 is: <<live $D36Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 37 true">>
<<set $D37Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 37 false">>
<<unset $D37Seen>>
<<update>>
<</button>>
</div>
Dead 37 is: <<live $D37Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 38 true">>
<<set $D38Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 38 false">>
<<unset $D38Seen>>
<<update>>
<</button>>
</div>
Dead 38 is: <<live $D38Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 39 true">>
<<set $D39Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 39 false">>
<<unset $D39Seen>>
<<update>>
<</button>>
</div>
Dead 39 is: <<live $D39Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 40 true">>
<<set $D40Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 40 false">>
<<unset $D40Seen>>
<<update>>
<</button>>
</div>
Dead 40 is: <<live $D40Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 41 true">>
<<set $D41Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 41 false">>
<<unset $D41Seen>>
<<update>>
<</button>>
</div>
Dead 41 is: <<live $D41Seen>>
</div>
<div class="task-block">
<div class="task-title">
<<button "Dead 42 true">>
<<set $D42Seen = true>>
<<update>>
<</button>>
|
<<button "Dead 42 false">>
<<unset $D42Seen>>
<<update>>
<</button>>
</div>
Dead 42 is: <<live $D42Seen>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterTwoGhosts">
-
</div>
</div>
</div>
</div>
</div>
<div class="menu-button center">
<<return "Back">>
</div>
<<done>>
<<script>>
$("#CheatsAcc").rta({ direction: "horizontal" });
$("#chapter1c").rta({ direction: "vertical" });
$("#chapter2c").rta({ direction: "vertical" });
if (State.variables.Chapter2active) {
$('.rta-content[data-rta-id="two"]').addClass("rta-active");
$('.rta-content[data-rta-id="one"]').removeClass("rta-active");
$('.rta-header[data-rta-id="two"]').addClass("rta-active");
$('.rta-header[data-rta-id="one"]').removeClass("rta-active");
} else {
$('.rta-content[data-rta-id="one"]').addClass("rta-active");
$('.rta-content[data-rta-id="two"]').removeClass("rta-active");
$('.rta-header[data-rta-id="one"]').addClass("rta-active");
$('.rta-header[data-rta-id="two"]').removeClass("rta-active");
};
<</script>>
<</done>>
<<else>>
<p class="passage-text">Wrong code!</p>
<div class="menu-button center">
<<return "Back">>
</div>
<</if>><<textbox "$Cheats" $Cheats>> -> <<button "Submit">><<update>><</button>>
<p class="passage-text">In order to use the cheats, you will need a code, by becoming a <<externalLink "Patreon" "https://www.patreon.com/sleepoverrules">> member. Otherwise, no cheats for you!</p>
<<lb>>
<<if hashStr($Cheats) == -945125529>>
<<flash "Code correct! You can safely close this menu and open the cheat menu.">>
<<elseif hashStr($Cheats) != -945125529 && $Cheats != "secret">>
<<flash "Wrong code! Please try again or safely close this menu.">>
<</if>>
<</lb>><<if $CountGhosts is 1>>
<<flash "Sidequest started: Figments of the imagination">>
<<elseif $CountGhosts gte 2 && $CountGhosts lte 11>>
<<flash "Sidequest updated: Figments of the imagination">>
<<elseif $CountGhosts is 12>>
<<flash "Sidequest completed: Figments of the imagination">>
<</if>><<if $CountGhosts2 is 1>>
<<flash "Sidequest started: Figments of the imagination">>
<<elseif $CountGhosts2 gte 2 && $CountGhosts2 lte 7>>
<<flash "Sidequest updated: Figments of the imagination">>
<<elseif $CountGhosts2 is 8>>
<<flash "Sidequest completed: Figments of the imagination">>
<</if>><<if $CountBooks is 1>>
<<flash "Sidequest started: A twisted past">>
<<elseif $CountBooks lte 5 && $CountBooks gte 2>>
<<flash "Sidequest updated: A twisted past">>
<</if>><<if $CountSpecificDeaths2 is 15 && ndef $CountSpecificDeaths2Block>>
<<set $CountSpecificDeaths2Block = true>>
<<flash "Sidequest completed: An infested soul">>
<</if>><div id="CuriosAcc" class="rta-container rta-horizontal rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="one">@@.chapterselector;Chapter 1@@</div>
<div class="rta-header" data-rta-id="two"><<if $Chap2 || $Chap2Alt>>@@.chapterselector;Chapter 2@@<<else>>@@.chapterselector;???@@<</if>></div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="one">
<div id="chapter1b" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterOneQuest">@@.questselector;Quest Items@@</div>
<div class="rta-header" data-rta-id="ChapterOneCollect">@@.questselector;Collectibles@@</div>
<div class="rta-header" data-rta-id="ChapterOneDeaths">@@.questselector;Deaths@@</div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="ChapterOneQuest">
<div class="curios-block">
<<if $Doorbell>>
<div class="curios-title">
@@.eventtext;The doorbell@@
</div>
You found the doorbell and touched it. Because of this simple yet distinctive touch you remembered something small, it was not the first time you touched the doorbell, you have touched it <<print $CountDoorbell>> times. You have been at this house before.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
<div class="curios-block">
<<if $Dresser>>
<div class="curios-title">
@@.eventtext;The dresser@@
</div>
You opened the dresser and saw its content. Many small diaries, all looking the same and exactly like the one you found whilst dying. Whoever has written it, he or she must have been there many times. There was no time to open them, but you are certain, whatever was written inside of them, it wasn't done by a sane person.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
<div class="curios-block">
<<if $Knife>>
<div class="curios-title">
@@.eventtext;The knife@@
</div>
You held the knife and felt its cold steel. Within seconds after placing it back into the cutter holder, you saw something, a child and a mother. They have spent many evenings in this house and the mother cooked with all the love she had. Suddenly the vision stops and you see the mother laying on the ground, with the knife inside of her.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
<div class="curios-block">
<<if $Lightbulb>>
<div class="curios-title">
@@.eventtext;The lightbulb@@
</div>
You saw the lightbulb and felt its glow. The house is murky, but the few bulbs that are left give you enough light to guide you through its chambers. This particular bulb is different, when you looked into it, you saw a man, who was laying on his side and crying out loud without a sound coming from his mouth.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
<div class="curios-block">
<<if $Television>>
<div class="curios-title">
@@.eventtext;The television@@
</div>
You touched the television and felt a spark. The same spark blurred your vision for a second and exchanged it for someone else's. The vision you have is of a person, inspecting the house, the person sits down in front of a show. The show was about a woman failing horribly to escape a prison, the person seems to find it amusing. You snap out of the almost astral like projection.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterOneCollect">
<div class="curios-block">
<<if $Blood>>
<div class="curios-title">
@@.eventtext;The human blood@@
</div>
It feels strange to you, the fact you collected human blood. While you look at it you don't seem to care who's it is, but it smells oddly 'good'. The longer you have stayed in this house the more corrupted you start to feel, and the more you start to lose the connection to reality. @@.youspeech;//Why does mom seem to cook human meat anyway?//@@
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this collectible yet!
<</if>>
</div>
<div class="curios-block">
<<if $Monte>>
<div class="curios-title">
@@.eventtext;MonteCristo cigar@@
</div>
Found in the living room you question who’s the owner of the smouldering cigar. You hold the tip of the MonteCristo near a candle, while being fascinated by the flame dancing on the wax, you can already see the thick fumes leaving the cigar. It’s cloying aroma sickens you, the only thing that succeeds this smell is death. Within a split second you snap out of the trance, noticing that the room you are in has become foggy because of the enormous amount of smoke. For how long were you mesmerized by the cigar? <<if $CountStudyV gte 1>>You found out that the same cloying aroma hangs in the study, @@.youspeech;//whoever is the smoker, they also occupy the study.//@@<</if>>
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this collectible yet!
<</if>>
</div>
</div>
<div class="rta-content" data-rta-id="ChapterOneDeaths">
<<if $Death === 0>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No death unlocked!@@
</div>
<p class="passage-text">Unlocking them is inevitable, just give it some time!</p>
</div>
<</if>>
<<if $D01Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;A warm welcome@@
</div>
You collected death 01: <<print $CountDead1V>> <<if $CountDead1V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 1 at the entrance.
</div>
<</if>>
<<if $D02Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;I love this show!@@
</div>
You collected death 02: <<print $CountDead2V>> <<if $CountDead2V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 2 at the living room.
</div>
<</if>>
<<if $D03Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Don't peek@@
</div>
You collected death 03: <<print $CountDead3V>> <<if $CountDead3V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 2.1 at the living room.
</div>
<</if>>
<<if $D04Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Petting zoo@@
</div>
You collected death 04: <<print $CountDead4V>> <<if $CountDead4V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 3 at the living room.
</div>
<</if>>
<<if $D05Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Don't blink@@
</div>
You collected death 05: <<print $CountDead5V>> <<if $CountDead5V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 4 at the hallway
</div>
<</if>>
<<if $D07Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Radix malorum est cupiditas@@
</div>
You collected death 06: <<print $CountDead7V>> <<if $CountDead7V gte 2>>times<<else>>time<</if>>! You broke Morning Rules, rule 4 at the stairs.
</div>
<</if>>
<<if $D08Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Eternal fall@@
</div>
You collected death 07: <<print $CountDead8V>> <<if $CountDead8V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 6 at the stairs.
</div>
<</if>>
<<if $D09Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;The monster in the attic@@
</div>
You collected death 08: <<print $CountDead9V>> <<if $CountDead9V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 7 at the stairs.
</div>
<</if>>
<<if $D10Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Reflection of a soul@@
</div>
You collected death 09: <<print $CountDead10V>> <<if $CountDead10V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 9 at the hallway.
</div>
<</if>>
<<if $D12Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;The cursed dinner@@
</div>
You collected death 10: <<print $CountDead12V>> <<if $CountDead12V gte 2>>times<<else>>time<</if>>! You broke Afternoon Rules, rule 2.1 or 2.2 at the kitchen.
</div>
<</if>>
<<if $D13Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;A smell to die for@@
</div>
You collected death 11: <<print $CountDead13V>> <<if $CountDead13V gte 2>>times<<else>>time<</if>>! You broke Afternoon Rules, rule 2 at the restroom.
</div>
<</if>>
<<if $D14Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Nightly trespasser@@
</div>
You collected death 12: <<print $CountDead14V>> <<if $CountDead14V gte 2>>times<<else>>time<</if>>! You broke Afternoon Rules, rule 1 at the hallway.
</div>
<</if>>
<<if $D15Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Doppelganger and I@@
</div>
You collected death 13: <<print $CountDead15V>> <<if $CountDead15V gte 2>>times<<else>>time<</if>>! You broke Afternoon Rules, rule 4 at the bathroom.
</div>
<</if>>
<<if $D16Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;I and doppelganger@@
</div>
You collected death 14: <<print $CountDead16V>> <<if $CountDead16V gte 2>>times<<else>>time<</if>>! You broke Afternoon Rules, rule 4.1 at the bathroom
</div>
<</if>>
<<if $D17Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Find them!@@
</div>
You collected death 15: <<print $CountDead17V>> <<if $CountDead17V gte 2>>times<<else>>time<</if>>! You broke General Rules, rule 8 at the basement.
</div>
<</if>>
<<if $D19Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Eat your 'vegetables'@@
</div>
You collected death 16: <<print $CountDead19V>> <<if $CountDead19V gte 2>>times<<else>>time<</if>>! You broke Morning Rules, rule 3 at the kitchen.
</div>
<</if>>
<<if $D21Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Keep your soul young@@
</div>
You collected death 17: <<print $CountDead21V>> <<if $CountDead21V gte 2>>times<<else>>time<</if>>! You checked under the bed in the bedroom.
</div>
<</if>>
<<if $D22Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Staring contest to the death@@
</div>
You collected death 18: <<print $CountDead22V>> <<if $CountDead22V gte 2>>times<<else>>time<</if>>! You broke Night Rules, rule 3 at the window.
</div>
<</if>>
<<if $D24Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;One of them@@
</div>
You collected death 19: <<print $CountDead24V>> <<if $CountDead24V gte 2>>times<<else>>time<</if>>! You broke Night Rules, rule 1 at the bedroom.
</div>
<</if>>
<<if $D25Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Death, death and death@@
</div>
You collected death 20: <<print $CountDead25V>> <<if $CountDead25V gte 2>>times<<else>>time<</if>>! You broke Morning Rules, rule 1 at the bedroom.
</div>
<</if>>
<<if $D26Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;The mirror@@
</div>
You collected death 21: <<print $CountDead26V>> <<if $CountDead26V gte 2>>times<<else>>time<</if>>! You powered the machine wrongly.
</div>
<</if>>
<<if $D27Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Insanity is the truth@@
</div>
You collected death 22: <<print $CountDead27V>> <<if $CountDead27V gte 2>>times<<else>>time<</if>>! You turned insane.
</div>
<</if>>
<<if $W01Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;The greatest trick@@
</div>
You collected death 23.
</div>
<</if>>
</div>
</div>
</div>
</div>
<div class="rta-content" data-rta-id="two">
<div id="chapter2b" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterTwoQuest">@@.questselector;Quest Items@@</div>
<div class="rta-header" data-rta-id="ChapterTwoCollect">@@.questselector;Collectibles@@</div>
<div class="rta-header" data-rta-id="ChapterTwoDeaths">@@.questselector;Deaths@@</div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="ChapterTwoQuest">
<<if $Chap2Active>>
/* Mister bear */
<div class="curios-block">
<<if $Note2Talk>>
<div class="curios-title">
@@.eventtext;Mr. Bear@@
</div>
You feel both relieved and creeped out by the fact the bear doesn’t talk back to you. Lily must have given it for a reason to you. Maybe in your hands it’s a mere toy, made for giving children a sense of responsibility or friendship. As for Lily, from her point of view, it might as well be her only friend she has, whether it’s an imaginary one or a real one.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* mister bear end */
/* crow knife */
<div class="curios-block">
<<if $KnifeCrow>>
<div class="curios-title">
@@.eventtext;The shiny knife@@
</div>
This knife could be an answer to many things, taking one’s life, taking your own life, or maybe another purpose. It seems to be rather shiny and oddly enough it was found in a room which was decaying. You glide your finger over its blade and hear the metal sing. @@.youspeech;“That’s interesting, almost as if someone bought it recently?”@@ You say to yourself.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* crow knife end */
/* child key */
<div class="curios-block">
<<if $KeyChildrensRoom>>
<div class="curios-title">
@@.eventtext;The children's room key@@
</div>
The crow was fond of this key and its shiny look. Somehow it hasn’t rusted. Maybe it’s made of some alloy? You also question if this could be used to open a certain door.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* child key end */
/* attic key */
<div class="curios-block">
<<if $KeyAttic>>
<div class="curios-title">
@@.eventtext;The attic key@@
</div>
A simple key to open a large lock, you reason whether it’s safe to use it, and why Thomas had it in his possession all along, but it doesn’t matter.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* attic key end */
/* living room key */
<div class="curios-block">
<<if $KeyLivingRoom>>
<div class="curios-title">
@@.eventtext;The livingroom key@@
</div>
A simple key to open a small lock, you reason whether it’s safe to use it, and why Mr. Brownrigg had it in his possession all along, but it doesn’t matter.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* living room key end */
/* cig */
<div class="curios-block">
<<if $IkeCig>>
<div class="curios-title">
@@.eventtext;Menthol cigarettes@@
</div>
The smell of death is something unique, especially if it smells like menthol. No wonder Ikey is addicted to them.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* cig end */
/* urn */
<div class="curios-block">
<<if $Urn>>
<div class="curios-title">
@@.eventtext;Your urn@@
</div>
You have been safely covered in this urn after being reduced to ashes. How long ago was it, you ponder.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this curio yet!
<</if>>
</div>
/* urn end */
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<div class="rta-content" data-rta-id="ChapterTwoCollect">
<<if $Chap2Active>>
/* wallet */
<div class="curios-block">
<<if $Wallet>>
<div class="curios-title">
@@.eventtext;The wallet@@
</div>
A little shiny purse, its contents are meager and consist of a simple tree fiddy in coins. Weirdly enough it also contains a small picture of what seems to be a log sticking out of some sort of lake. You wonder if the crow ever could open it and take the also shiny coins.
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this collectible yet!
<</if>>
</div>
/* wallet end */
/* statue */
<div class="curios-block">
<<if $Statue2>>
<div class="curios-title">
@@.eventtext;The whole dragon statue@@
</div>
You expected some wise or mystical text, but it turns out the paper reads ‘rawr’ in different languages.
<<elseif $Statue>>
<div class="curios-title">
@@.eventtext;The dragon statue@@
</div>
You took the dragon statue with you. Some paper was glued to the bottom. Sadly, only half the paper is still present underneath it and you can’t make anything reasonable out of half sentences. Maybe the other half is somewhere else?
<<else>>
<div class="curios-title">
@@.eventtext;???@@
</div>
You have not found this collectible yet!
<</if>>
</div>
/* statue end */
<<else>>
@@.eventtext;???@@
<</if>>
</div>
<div class="rta-content" data-rta-id="ChapterTwoDeaths">
<<if $Chap2Active>>
<<if $DeathCount2 gte 1>>
<<if $D27Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Insanity is the truth@@
</div>
You collected death 22: <<print $CountDead27V>> <<if $CountDead27V gte 2>>times<<else>>time<</if>>! You turned insane.
</div>
<</if>>
<<if $D28Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Corrupted greed@@
</div>
You collected death 23: <<print $CountDead28V>> <<if $CountDead28V gte 2>>times<<else>>time<</if>>! You tried to steal.
</div>
<</if>>
<<if $D29Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Knitting the brain@@
</div>
You collected death 24: <<print $CountDead29V>> <<if $CountDead29V gte 2>>times<<else>>time<</if>>! You upset them.
</div>
<</if>>
<<if $D30Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Forbidden fruit@@
</div>
You collected death 25: <<print $CountDead30V>> <<if $CountDead30V gte 2>>times<<else>>time<</if>>! You ate something in the mirror.
</div>
<</if>>
<<if $D31Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Taking candy from a baby@@
</div>
You collected death 26: <<print $CountDead31V>> <<if $CountDead31V gte 2>>times<<else>>time<</if>>! You upset them.
</div>
<</if>>
<<if $D32Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Don't leave@@
</div>
You collected death 27: <<print $CountDead32V>> <<if $CountDead32V gte 2>>times<<else>>time<</if>>! You upset them.
</div>
<</if>>
<<if $D33Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Celebrating the afterlife@@
</div>
You collected death 28: <<print $CountDead33V>> <<if $CountDead33V gte 2>>times<<else>>time<</if>>! You ate something in the mirror.
</div>
<</if>>
<<if $D34Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;She loved it@@
</div>
You collected death 29: <<print $CountDead34V>> <<if $CountDead34V gte 2>>times<<else>>time<</if>>! You ate something in the mirror.
</div>
<</if>>
<<if $D35Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Twisting knives@@
</div>
You collected death 30: <<print $CountDead35V>> <<if $CountDead35V gte 2>>times<<else>>time<</if>>! because you saw yourself die.
</div>
<</if>>
<<if $D36Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Pile of bodies@@
</div>
You collected death 31: <<print $CountDead36V>> <<if $CountDead36V gte 2>>times<<else>>time<</if>>! because you saw yourself die.
</div>
<</if>>
<<if $D37Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Betrayal@@
</div>
You collected death 32: <<print $CountDead37V>> <<if $CountDead37V gte 2>>times<<else>>time<</if>>! because you didn't help them.
</div>
<</if>>
<<if $D38Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;I love this show@@
</div>
You collected death 33: <<print $CountDead38V>> <<if $CountDead38V gte 2>>times<<else>>time<</if>>! because you didn't help them.
</div>
<</if>>
<<if $D39Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Carved with blood@@
</div>
You collected death 34: <<print $CountDead39V>> <<if $CountDead39V gte 2>>times<<else>>time<</if>>! because you didn't carve a number in the door.
</div>
<</if>>
<<if $D40Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Trippleganger@@
</div>
You collected death 35: <<print $CountDead40V>> <<if $CountDead40V gte 2>>times<<else>>time<</if>>! because you saw yourself die.
</div>
<</if>>
<<if $D41Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Endless torture@@
</div>
You collected death 36: <<print $CountDead41V>> <<if $CountDead41V gte 2>>times<<else>>time<</if>>! the shadow caught you.
</div>
<</if>>
<<if $D42Seen>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;Old school phones@@
</div>
You collected death 37: <<print $CountDead42V>> <<if $CountDead42V gte 2>>times<<else>>time<</if>>! you didn't say goodbye.
</div>
<</if>>
<<else>>
<div class="curios-block">
<div class="curios-title">
@@.eventtext;No chapter 2 dead unlocked!@@
</div>
Unlocking them is inevitable.
</div>
<</if>>
<<else>>
@@.eventtext;???@@
<</if>>
</div>
</div>
</div>
</div>
</div>
<div class="menu-button center">
<<link "Back" $return>>
<</link>>
</div>
<<done>>
<<script>>
$("#CuriosAcc").rta({ direction: "horizontal" });
$("#chapter1b").rta({ direction: "vertical" });
$("#chapter2b").rta({ direction: "vertical" });
if (State.variables.Chapter2active) {
$('.rta-content[data-rta-id="two"]').addClass("rta-active");
$('.rta-content[data-rta-id="one"]').removeClass("rta-active");
$('.rta-header[data-rta-id="two"]').addClass("rta-active");
$('.rta-header[data-rta-id="one"]').removeClass("rta-active");
} else {
$('.rta-content[data-rta-id="one"]').addClass("rta-active");
$('.rta-content[data-rta-id="two"]').removeClass("rta-active");
$('.rta-header[data-rta-id="one"]').addClass("rta-active");
$('.rta-header[data-rta-id="two"]').removeClass("rta-active");
};
<</script>>
<</done>><<if ndef $BookHelp>>
<<set $BookHelp = true>>
<<flash "Click and drag, or use the arrow keys!">>
<</if>>
<div id="yourbook">
<div id="text1" class="center">
<h1>The Diary of</h1><h2>Addison Marlowe</h2>
<<if $Insanity gte 50>><h3>I must find the objects,</h3><h3>it's the only way...</h3><</if>>
</div>
<div id="text2">
<section class="paper">
<div class="papertext">
<p class="passage-text">Dear diary, he invited me over last week, the joy was so great! I was standing in front of his house and couldn't help but notices that someone was looking at me from a window upstairs. Quickly I pressed the...</p>
</div>
</section>
<<done>>
<<if $Death gte 2>>
<<replace "#text2">>
<section class="paper">
<div class="papertext">
<p class="passage-text">Dear diary, he invited me over last week, the joy was so great! I was standing in front of his house and couldn't help but notices that someone was looking at me from a window upstairs. Quickly I pressed the <b>doorbell</b>, but nothing happened. A strange-looking man let me in, he was rambling about odd experiences in the house. He kept patting his head as if he was in pain?</p>
</div>
</section>
<</replace>>
<</if>>
<</done>>
</div>
<div id="text3">
<section class="paper">
<div class="papertext">
<p class="passage-text">I heard laughing coming from the living room, the man who letme in was gone, so I took a quickpeek in the living room. Anotherman was enjoying watching the...</p>
</div>
</section>
<<done>>
<<if $Death gte 3>>
<<replace "#text3">>
<section class="paper">
<div class="papertext">
<p class="passage-text">I heard laughing coming from the living room, the man who letme in was gone, so I took a quickpeek in the living room. Anotherman was enjoying watching the <b>television</b>, it was showing a staticscreen. I could see tears running down his cheek, he also had some blood on his hair. Oddly enough the television seemed to have a blood stain too.</p>
</div>
</section>
<</replace>>
<</if>>
<</done>>
</div>
<div id="text4">
<section class="paper">
<div class="papertext">
<p class="passage-text">I slowly backed-up, since I was startled by everything. He told me he was living alone. I walked into the kitchen, seeing a woman chopping meat with a...</p>
</div>
</section>
<<done>>
<<if $Death gte 5>>
<<replace "#text4">>
<section class="paper">
<div class="papertext">
<p class="passage-text">I slowly backed-up, since I was startled by everything. He told me he was living alone. I walked into the kitchen, seeing a woman chopping meat with a <b>knife</b>. She was preparing a dinner, while smiling with a crooked smile. I asked her if she was the mother of him, but she claimed she only had a daughter. I remember the rush of adrenaline I got to search for him, I was so scared</p>
</div>
</section>
<</replace>>
<</if>>
<</done>>
</div>
<div id="text5">
<section class="paper">
<div class="papertext">
<p class="passage-text">I finally found him in his room. Was he the one watching fromthe window upstairs? It didn’t comfort me that he was still staring outside, but I settled in any way. I put my...</p>
</div>
</section>
<<done>>
<<if $Death gte 6>>
<<replace "#text5">>
<section class="paper">
<div class="papertext">
<p class="passage-text">I finally found him in his room. Was he the one watching from the window upstairs? It didn’t comfort me that he was still staring outside, but I settled in any way. I put my stuff on the ground and asked him if he had dinner for me since it was getting late. He advised me to put my bags on the <b>dresser</b> first. He completely ignored my question about the other people in his house and reacted nonchalantly about the dinner.</p>
</div>
</section>
<</replace>>
<</if>>
<</done>>
</div>
<div id="text6">
<section class="paper">
<div class="papertext">
<p class="passage-text">We walked down the stairs, the house was quiet, it almost seemed abandoned. The fire underneath the pots was still on when we entered the kitchen. He asked me if I could go down into the basementto grab some...</p>
</div>
</section>
<<done>>
<<if $Death gte 7>>
<<replace "#text6">>
<section class="paper">
<div class="papertext">
<p class="passage-text">We walked down the stairs, the house was quiet, it almost seemed abandoned. The fire underneath the pots was still on when we entered the kitchen. He asked me if I could go down into the basementto grab some spices. The charming lady I am, I did what he asked. In the basement I could hear breathing behind me, the <b>lightbulb</b> didn’t work, I was alone with the breathing in the dark. Moments later I woke up on the ground and…</p>
</div>
</section>
<</replace>>
<</if>>
<</done>>
</div>
<<if $No1Seen>>
<div>
<section class="paper">
<div class="papertext">
<p class="passage-text">I saw a small latch had opened. Slowly I climbed down to see my friend pouring something inside a metal looking bowl, then I felt it, there had been a needle inside my arm. He drained my<b>blood</b>. When he was done pouring he noticed me and said, @@.themspeech;it's time again@@, after a few second the blood started to boil, but nothing happened. He sat down and said @@.themspeech;maybe the next one@@</p>
</div>
</section>
</div>
<</if>>
<div class="center">
<span id="text7">Run while you can...</span>
</div>
</div>
<div class="menu-button center">
<<link "Back" $return>>
<</link>>
</div>
<<done>>
<<script>>
/*
clamp(1rem, 0.2500rem + 0.9375vw, 2.5rem)
clamp(min, val, max)
Math.clamp($stat, 0, 200) → Clamps $stat to the bounds 0–200 and returns the new value
//getter
var width = $(".selector").booklet( "option", "width" );
//setter
$(".selector").booklet( "option", "width", 500 );
*/
const min = 16;
const max = 40;
let view, val, result, heightTot, widthTot;
function initializeBook() {
view = ($(window).width()) / 100;
val = 4 + (0.9375 * view);
result = Math.clamp(val, min, max);
heightTot = 25 * result;
widthTot = 37.5 * result;
};
function updateBook() {
initializeBook();
$("#yourbook").booklet("option", "width", widthTot);
$("#yourbook").booklet("option", "height", heightTot);
};
window.addEventListener('resize', updateBook);
initializeBook();
$('#yourbook').booklet({
closed: true,
autoCenter: true,
overlays: true,
covers: true,
keyboard: true,
height: heightTot,
width: widthTot
});
<</script>>
<</done>><<if settings.difficulty == 0 || settings.difficulty == 1>>
<<set _TimedSecondsEasy = (_TimedSeconds - 5)>>
<<timed `_TimedSecondsEasy + "s"`>>
<<addclass ".passage-text" "glowing">>
<<audio "heartbeatfast" play>>
<</timed>>
<</if>>/* List of rooms:
Hallway X
Livingroom x
Kitchen X
Toilet x
Basement X
Laboratorium x
Conservatory X
///
study X
attic X
childrensroom X
library X
myroom X
bathroom X
lockedroom X
///
painting X
mirror X
//////
Hallway x
Livingroom x
Kitchen x
Toilet x
Basement x
Laboratorium x
Conservatory x
///
attic - X
balcony - X
bathroom - X
study x
childrensroom x
library x
myroom x
bathroom x
///
shed - find it
mausoleum - find it
List of rooms end */
/* C2 */
<<if tags().includes("mirrorbalconyc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-1" volume 0.3 loop play>>
<<elseif tags().includes("intermezzo")>>
<<audio ":bg-music" pause>>
<<elseif tags().includes("mirrorshedc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-17" volume 0.3 loop play>>
<<elseif tags().includes("mirrormausoleumc2") || tags().includes("mirrormausoleumghostc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-18" volume 0.3 loop play>>
<<elseif tags().includes("mirrorbathroomc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-4" volume 0.3 loop play>>
<<elseif tags().includes("mirrormainhallwaydownc2") || tags().includes("mirrormainhallwayupc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-6" volume 0.3 loop play>>
<<elseif tags().includes("mirroratticc2") || tags().includes("mirroratticinsidec2")>>
<<audio ":bg-music" pause>>
<<audio "bg-13" volume 0.3 loop play>>
/* C1 */
<<elseif tags().includes("main-menu")>>
<<audio ":bg-music" pause>>
<<audio "bg-20" volume 0.3 loop play>>
<<elseif tags().includes("entrance")>>
<<audio ":bg-music" pause>>
<<audio "bg-19" volume 0.3 loop play>>
<<elseif tags().includes("livingroom") || tags().includes("mirrorlivingroomc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-14" volume 0.3 loop play>>
<<elseif tags().includes("mainhallwaydown") || tags().includes("mainhallwayup")>>
<<audio ":bg-music" pause>>
<<audio "bg-11" volume 0.3 loop play>>
<<elseif tags().includes("basement") || tags().includes("mirrorbasementc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-2" volume 0.3 loop play>>
<<elseif tags().includes("bathroom") || tags().includes("mirrorbathroomc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-3" volume 0.3 loop play>>
<<elseif tags().includes("childrensroom") || tags().includes("mirrorchildrensroomc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-5" volume 0.3 loop play>>
<<elseif tags().includes("kitchen") || tags().includes("mirrorkitchenc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-7" volume 0.3 loop play>>
<<elseif tags().includes("lockedroom") || tags().includes("mirrorlib") || tags().includes("library") || tags().includes("mirrorlibraryc2") || tags().includes("mirrorlib2")>>
<<audio ":bg-music" pause>>
<<audio "bg-8" volume 0.3 loop play>>
<<elseif tags().includes("myroom") || tags().includes("mirrormyroomc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-9" volume 0.3 loop play>>
<<elseif tags().includes("study") || tags().includes("mirrorstudyc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-10" volume 0.3 loop play>>
<<elseif tags().includes("conservatory") || tags().includes("mirrorconservatoryc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-12" volume 0.3 loop play>>
<<elseif tags().includes("laboratorium") || tags().includes("mirrorlaboratoryc2")>>
<<audio ":bg-music" pause>>
<<audio "bg-15" volume 0.3 loop play>>
<<elseif tags().includes("frontdoor") || tags().includes("car")>>
<<audio ":bg-music" pause>>
<<audio "bg-16" volume 0.3 loop play>>
<<elseif tags().includes("no-music")>>
<<audio ":bg-music" pause>>
<</if>><<set _time = setup.displayClock()>>
<div class="indicator">
<div class="segment-holder">
<div class="dial" style="--rot:0">
<div class="thumb"></div>
</div>
<div id="dial-textbox">
<p class="passage-text">Compass</p>
</div>
<div class="segment" style="--rot:0">
<div id="c1" @data-dial="'Time: '+_time" @data-tooltip="'The current time is: '+_time" class="circle"></div>
</div>
<div class="segment" style="--rot:40">
<div id="c2" @data-dial="'Insanity: '+$Insanity" @data-tooltip="'Your current insanity is: '+$Insanity +'.'" class="circle"></div>
</div>
<div class="segment" style="--rot:80">
<div id="c3" data-dial="Quests" data-tooltip="Find all quests here." class="circle"></div>
</div>
<div class="segment" style="--rot:120">
<div id="c4" data-dial="Cheats" data-tooltip="Cheats are enabled for Patreon members." class="circle"></div>
</div>
<div class="segment" style="--rot:160">
<div id="c5" data-dial="Main menu" data-tooltip="Return to the main menu (autosave)." class="circle"></div>
</div>
<div class="segment" style="--rot:200">
<div id="c6" data-dial="Diary" data-tooltip="Read back in the diary." class="circle"></div>
</div>
<div class="segment" style="--rot:240">
<div id="c7" data-dial="Rules" data-tooltip="View all rules again." class="circle"></div>
</div>
<div class="segment" style="--rot:280">
<div id="c8" data-dial="Curios" data-tooltip="View all collected curiosities." class="circle"></div>
</div>
<div class="segment" style="--rot:320">
<div id="c9" data-dial="Ghosts" data-tooltip="Read about the different ghosts you found." class="circle"></div>
</div>
</div>
</div>
<<done>>
<<script>>
$("#c3").click(function() {
setup.randomSfx.stop();
Engine.play("Quests");
});
$("#c4").click(function() {
if (State.variables.Cheats == "secret" || !(hashStr(State.variables.Cheats) == -945125529)) {
Dialog.setup("Cheat code");
Dialog.wiki(Story.get("CheatsCode").processText());
Dialog.open();
} else {
setup.randomSfx.stop();
Engine.play("Cheats");
}
});
$("#c5").click(function() {
if (State.variables.GhostOpen) {
$.wiki('<<deadcount 1>>');
Engine.play("dead1");
} else if (State.variables.Painting) {
$.wiki('<<deadcount 5>>');
Engine.play("dead6");
} else if (State.variables.Mirror) {
$.wiki('<<deadcount 10>>');
Engine.play("dead11");
} else if (State.variables.Peeing) {
$.wiki('<<deadcount 13>>');
Engine.play("dead13");
} else if (State.variables.Curtain) {
$.wiki('<<deadcount 16>>');
Engine.play("dead16");
} else if (State.variables.Breathing) {
$.wiki('<<deadcount 17>>');
Engine.play("dead18");
} else if (State.variables.CarWindow) {
$.wiki('<<deadcount 22>>');
Engine.play("dead22");
} else if (State.variables.Nightmare) {
$.wiki('<<deadcount 24>>');
Engine.play("dead24");
} else if (State.variables.Needle) {
$.wiki('<<deadcount 29>>');
Engine.play("dead29");
} else if (State.variables.DogKills) {
$.wiki('<<deadcount 36>>');
Engine.play("dead36");
} else if (State.variables.MomKills) {
$.wiki('<<deadcount 35>>');
Engine.play("dead35");
} else if (State.variables.NotHelpedTheDog && State.variables.Insanity >= 75 && State.passage == "MirrorBasementDragDogC2") {
$.wiki('<<deadcount 36>>');
Engine.play("dead37");
} else if (State.variables.TVShowPlaying) {
$.wiki('<<deadcount 38>>');
Engine.play("dead38");
} else if (State.variables.ShowerSelfKills) {
$.wiki('<<deadcount 40>>');
Engine.play("dead40");
} else {
$.wiki("<<masteraudio stop>>");
setup.randomSfx.stop();
Engine.play("Start");
}
});
$("#c6").click(function() {
if (State.variables.Death === 0) {
new window.FlashMessage('Function not unlocked!', 'default',{
progress: true,
interactive: true,
timeout: 20000,
});
} else {
setup.randomSfx.stop();
Engine.play("Diary");
}
});
$("#c7").click(function() {
Dialog.setup("Rules");
Dialog.wiki(Story.get("Rules").processText());
Dialog.open();
});
$("#c8").click(function() {
setup.randomSfx.stop();
Engine.play("Curios");
});
$("#c9").click(function() {
setup.randomSfx.stop();
Engine.play("Characters");
});
$(".segment").removeClass("segment-hover");
$(".circle").removeClass("circle-hover");
const circles = document.querySelectorAll('.circle');
const dial = document.querySelector('.dial');
let lastRot = 0;
let diff;
let targ;
circles.forEach(circle => {
circle.addEventListener("mouseenter", (event) => {
let rot = parseInt(getComputedStyle(event.target).getPropertyValue('--rot'));
let drot = parseInt(dial.style.getPropertyValue('--rot'));
let r1 = Math.abs(rot - lastRot);
let r = Math.min(r1,360 - r1);
let sign = (rot - lastRot) > 0 ? 1 : -1;
if (r1 >= 180) {
diff = -1 * sign * r;
} else {
diff = 1 * sign * r;
}
targ = drot + diff;
dial.style.setProperty('--rot', targ);
lastRot = rot;
})
});
$(".circle").hover( function() {
var dialText = $(this).data("dial");
$("#dial-textbox .passage-text").text(dialText);
$(".circle").removeClass("circle-hover");
$(this).addClass("circle-hover");
$(".segment").removeClass("segment-hover");
$(this).parent('.segment').addClass('segment-hover');
});
$("#view-background").hover(function() {
let back = $(this).data("tooltip");
$("#dial-textbox .passage-text").text(back);
});
<</script>>
<</done>><div class="icon-box">
<p class="passage-text"><img src="icons/time.png"></p>
<p class="icon-text"><<live _time>></p>
</div>
<div class="icon-box">
<p class="passage-text"><img src="icons/insanity.png"></p>
<p class="icon-text">$Insanity</p>
</div>
<div class="icon-box">
<p class="passage-text">[img[icons/quest.png][Quests]]</p>
<p class="icon-text">Quests</p>
</div>
<div class="icon-box">
<p class="passage-text">
<<link [img[icons/cheats.png]]>>
<<if $Cheats == 'secret' || !(hashStr($Cheats) == -945125529)>>
<<script>>
Dialog.setup("Cheat code");
Dialog.wiki(Story.get("CheatsCode").processText());
Dialog.open();
<</script>>
<<else>>
<<run setup.randomSfx.stop();>>
<<goto "Cheats">>
<</if>>
<</link>>
</p>
<p class="icon-text">Cheats</p>
</div>
<div class="icon-box">
<p class="passage-text">
<<link [img[icons/menu.png]]>>
<<if $GhostOpen is true>>
<<deadcount 1>>
<<goto "dead1">>
<<elseif $Painting is true>>
<<deadcount 5>>
<<goto "dead6">>
<<elseif $Mirror is true>>
<<deadcount 10>>
<<goto "dead11">>
<<elseif $Peeing is true>>
<<deadcount 13>>
<<goto "dead13">>
<<elseif $Curtain is true>>
<<deadcount 16>>
<<goto "dead16">>
<<elseif $Breathing is true>>
<<deadcount 17>>
<<goto "dead18">>
<<elseif $CarWindow is true>>
<<deadcount 22>>
<<goto "dead22">>
<<elseif $Nightmare is true>>
<<deadcount 24>>
<<goto "dead24">>
<<elseif $Needle is true>>
<<deadcount 29>>
<<goto "dead29">>
<<elseif $DogKills is true>>
<<deadcount 36>>
<<goto "dead36">>
<<elseif $MomKills is true>>
<<deadcount 35>>
<<goto "dead35">>
<<elseif $NotHelpedTheDog is true && $Insanity gte 75 && passage() is "MirrorBasementDragDogC2">>
<<deadcount 36>>
<<goto "dead37">>
<<elseif $TVShowPlaying is true>>
<<deadcount 38>>
<<goto "dead38">>
<<elseif $ShowerSelfKills is true>>
<<deadcount 40>>
<<goto "dead40">>
<<else>>
<<masteraudio stop>>
<<run setup.randomSfx.stop(true)>>
<<goto "Start">>
<</if>>
<</link>>
</p>
<p class="icon-text">Menu</p>
</div>
<div class="icon-box">
<p class="passage-text">
<<link [img[icons/diary.png]]>>
<<if $Death === 0>>
<<flash "Function not unlocked!">>
<<else>>
<<run setup.randomSfx.stop();>>
<<goto "Diary">>
<</if>>
<</link>>
</p>
<p class="icon-text">Diary</p>
</div>
<div class="icon-box">
<p class="passage-text">
<<link [img[icons/rules.png]]>>
<<script>>
Dialog.setup("Rules", "nobr");
Dialog.wiki(Story.get("Rules").processText());
Dialog.open();
<</script>>
<</link>>
</p>
<p class="icon-text">Rules</p>
</div>
<div class="icon-box">
<p class="passage-text">[img[icons/curios.png][Curios]]</p>
<p class="icon-text">Curios</p>
</div>
<div class="icon-box">
<p class="passage-text">[img[icons/ghosts.png][Characters]]</p>
<p class="icon-text">Ghosts</p>
</div><<liveblock>>
<<if $BGButton>>
<<link [img[icons/umbrella-open.png]]>>
<<set $BGButton to false>>
<<update>>
<<toggleclass "#main-container-content" "hide">>
<</link>>
<<else>>
<<link [img[icons/umbrella-closed.png]]>>
<<set $BGButton to true>>
<<update>>
<<toggleclass "#main-container-content" "hide">>
<</link>>
<</if>>
<</liveblock>><<lb>>
<</lb>><div id="mobile-options-grid">
<div class="m-img-1">
[img[icons/quest.png]]
</div>
<div class="m-text-1">
<<link "Quests" "Quests">>
<<run Dialog.close();>>
<</link>>
</div>
<div class="m-img-2">
[img[icons/cheats.png]]
</div>
<div class="m-text-2">
<<link "Cheats">>
<<if $Cheats == 'secret' || !(hashStr($Cheats) == -945125529)>>
<<script>>
Dialog.setup("Cheat code");
Dialog.wiki(Story.get("CheatsCode").processText());
Dialog.open();
<</script>>
<<else>>
<<run setup.randomSfx.stop();>>
<<goto "Cheats">>
<</if>>
<</link>>
</div>
<div class="m-img-3">
[img[icons/menu.png]]
</div>
<div class="m-text-3">
<<link "Menu">>
<<if $GhostOpen is true>>
<<deadcount 1>>
<<goto "dead1">>
<<elseif $Painting is true>>
<<deadcount 5>>
<<goto "dead6">>
<<elseif $Mirror is true>>
<<deadcount 10>>
<<goto "dead11">>
<<elseif $Peeing is true>>
<<deadcount 13>>
<<goto "dead13">>
<<elseif $Curtain is true>>
<<deadcount 16>>
<<goto "dead16">>
<<elseif $Breathing is true>>
<<deadcount 17>>
<<goto "dead18">>
<<elseif $CarWindow is true>>
<<deadcount 22>>
<<goto "dead22">>
<<elseif $Nightmare is true>>
<<deadcount 24>>
<<goto "dead24">>
<<elseif $Needle is true>>
<<deadcount 29>>
<<goto "dead29">>
<<elseif $DogKills is true>>
<<deadcount 36>>
<<goto "dead36">>
<<elseif $MomKills is true>>
<<deadcount 35>>
<<goto "dead35">>
<<elseif $NotHelpedTheDog is true && $Insanity gte 75 && passage() is "MirrorBasementDragDogC2">>
<<deadcount 36>>
<<goto "dead37">>
<<elseif $TVShowPlaying is true>>
<<deadcount 38>>
<<goto "dead38">>
<<elseif $ShowerSelfKills is true>>
<<deadcount 40>>
<<goto "dead40">>
<<else>>
<<masteraudio stop>>
<<run setup.randomSfx.stop(true)>>
<<goto "Start">>
<</if>>
<<run Dialog.close();>>
<</link>>
</div>
<div class="m-img-4">
[img[icons/diary.png]]
</div>
<div class="m-text-4">
<<link "Diary">>
<<if $Death === 0>>
<<flash "Function not unlocked!">>
<<else>>
<<run setup.randomSfx.stop();>>
<<goto "Diary">>
<</if>>
<<run Dialog.close();>>
<</link>>
</div>
<div class="m-img-5">
[img[icons/rules.png]]
</div>
<div class="m-text-5">
<<link "Rules">>
<<script>>
Dialog.setup("Rules", "nobr");
Dialog.wiki(Story.get("Rules").processText());
Dialog.open();
<</script>>
<</link>>
</div>
<div class="m-img-6">
[img[icons/curios.png]]
</div>
<div class="m-text-6">
<<link "Curios" "Curios">>
<<run Dialog.close();>>
<</link>>
</div>
<div class="m-img-7">
[img[icons/ghosts.png]]
</div>
<div class="m-text-7">
<<link "Ghosts" "Characters">>
<<run Dialog.close();>>
<</link>>
</div>
</div><img src="icons/time.png" class="img-1">
<p class="mobile-icon-text text-1"><<live _time>></p>
<div class="box-1">
<<link "Menu">>
<<script>>
Dialog.setup("Mobile Menu", "nobr");
Dialog.wiki(Story.get("MobileOptions").processText());
Dialog.open();
<</script>>
<</link>>
</div>
<img src="icons/insanity.png" class="img2">
<p class="mobile-icon-text text-2">$Insanity</p><div id="mobile-check">
<p class="passage-text">
You are playing on a mobile browser, do you want to switch to the mobile layout?
</p>
<<link "Yes">>
<<script>>
settings.layout = 6;
Setting.save();
setup.layoutShift();
Dialog.close();
<</script>>
<</link>>
|
<<link "No">>
<<run Dialog.close()>>
<</link>>
<p class="passage-text">
You can change this later on from the settings menu!
</p>
</div><<if tags().includes('portrait')>>
<div id="portrait-container">
<div class="character-title">
<p class="passage-text">@@.eventtext;Portrait@@</p>
</div>
<span class="character-image image">
<img src="icons/questionmark.png">
</span>
</div>
<</if>><<include "QuestsSetLibrary">>
<div id="QuestAcc" class="rta-container rta-horizontal rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="one">@@.chapterselector;Chapter 1@@</div>
<div class="rta-header" data-rta-id="two"><<if $Chap2 || $Chap2Alt>>@@.chapterselector;Chapter 2@@<<else>>@@.chapterselector;???@@<</if>></div>
</div>
<div class="rta-content-group">
<div class="rta-content rta-active" data-rta-id="one">
<div id="chapter1" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterOneMain">@@.questselector;Main quests@@</div>
<div class="rta-header" data-rta-id="ChapterOneSub">@@.questselector;Sub quests@@</div>
<div class="rta-header" data-rta-id="ChapterOneSide">@@.questselector;Side quests@@</div>
<div class="rta-header" data-rta-id="ChapterOneMini">@@.questselector;Mini games@@</div>
</div>
<div class="rta-content-group">
/* Main quests chapter 1 */
<div class="rta-content rta-active" data-rta-id="ChapterOneMain">
/* Reflections of the past */
<<include "Quests1Chapter1">>
/* End reflections of the past */
/* Read the diary */
<<include "Quests2Chapter1">>
/* End read the diary */
/* The long night */
<<include "Quests3Chapter1">>
/* End the long night */
/* But it tastes so good */
<<include "Quests4Chapter1">>
/* End but it tastes so good */
/* The innocent butterfly */
<<include "Quests5Chapter1">>
/* End the innocent butterfly */
</div>
/* End main quests chapter 1 */
/* Subquests chapter 1 */
<div class="rta-content" data-rta-id="ChapterOneSub">
<<if $Death lt 2>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No sub quest unlocked!@@
</div>
<p class="passage-text">Unlocking them is inevitable, just give it some time!</p>
</div>
<</if>>
/* The tenacious Doorbell */
<<include "Quests6Chapter1">>
/* End the tenacious doorbell */
/* A show never to forget */
<<include "Quests7Chapter1">>
/* End a show never to forget */
/* Cutting tears */
<<include "Quests8Chapter1">>
/* End cutting tears */
/* Personal belongings */
<<include "Quests9Chapter1">>
/* End personal belongings */
/* The light of dawn */
<<include "Quests10Chapter1">>
/* End the light of dawn */
</div>
/* End subquests chapter 1 */
/* Sidequests chapter 1 */
<div class="rta-content" data-rta-id="ChapterOneSide">
<<if $Death === 0 && $CountGhosts === 0 && $CountSpecificDeaths === 0 && $CountCollect === 0>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No side quest quest unlocked!@@
</div>
<p class="passage-text">Unlocking them is inevitable, just give it some time!</p>
</div>
<</if>>
/* Belongings of the perished */
<<include "Quests11Chapter1">>
/* End belongings of the perished */
/* A corrupted soul */
<<include "Quests12Chapter1">>
/* End a corrupted soul */
/* Figments of the imagination */
<<include "Quests13Chapter1">>
/* End figments of the imagination */
/* The unknown language */
<<include "Quests14Chapter1">>
/* End the unkown language */
/* Awakening to death */
<<include "Quests15Chapter1">>
/* End awakening to death */
/* A twisted past */
<<include "Quests16Chapter1">>
/* End a twisted past */
/* Obscure experiments */
<<include "Quests17Chapter1">>
</div>
/* End obscure experiments */
/* Minigames chapter 1 */
<div class="rta-content" data-rta-id="ChapterOneMini">
<<if !$RockPaper && !$Riddle>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No minigame quest unlocked!@@
</div>
<p class="passage-text">Search for the minigames in places you least expect them!</p>
</div>
<</if>>
/* Rock, paper, death */
<<include "Quests18Chapter1">>
/* End rock, paper, death */
/* Riddles in the dark */
<<include "Quests19Chapter1">>
/* End riddles in the dark */
</div>
/* End minigames chapter 1 */
</div>
/* end content group */
</div>
/* end chapter 1 quests */
</div>
/* end chapter 1 */
<div class="rta-content" data-rta-id="two">
<div id="chapter2" class="rta-container rta-vertical rta-tabs">
<div class="rta-header-group">
<div class="rta-header rta-active" data-rta-id="ChapterTwoMain">@@.questselector;Main quests@@</div>
<div class="rta-header" data-rta-id="ChapterTwoSub">@@.questselector;Sub quests@@</div>
<div class="rta-header" data-rta-id="ChapterTwoSide">@@.questselector;Side quests@@</div>
<div class="rta-header" data-rta-id="ChapterTwoMini">@@.questselector;Mini games@@</div>
</div>
<div class="rta-content-group">
/* mainquests chapter 2 */
<div class="rta-content rta-active" data-rta-id="ChapterTwoMain">
<<if !$Chap2Active>>
<div class="task-block">
<div class="task-title">
@@.eventtext;???@@
</div>
<p class="passage-text">???</p>
</div>
<<else>>
/* The endless cycle */
<<include "Quests1Chapter2">>
/* End the endless cycle */
<</if>>
</div>
/* end mainquests chapter 2 */
/* subquests chapter 2 */
<div class="rta-content" data-rta-id="ChapterTwoSub">
<<if !$Chap2Active>>
<div class="task-block">
<div class="task-title">
@@.eventtext;???@@
</div>
<p class="passage-text">???</p>
</div>
<<else>>
<<if (ndef $TalkCrow) && (ndef $LilyDead) && (ndef $KillIke) && (ndef $TalkMom) && ($CountCurios2 == 0)>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No sub quest unlocked!@@
</div>
<p class="passage-text">Unlocking them is inevitable, just give it some time!</p>
</div>
<<elseif $CountCurios2 == 1 && $KeyLivingRoom>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No sub quest unlocked!@@
</div>
<p class="passage-text">Unlocking them is inevitable, just give it some time!</p>
</div>
<</if>>
/* crow murder quest */
<<include "Quests2Chapter2">>
/* crow murder quest end */
/* Go back to Lily her room */
<<include "Quests3Chapter2">>
/* Go back to lily her room end */
/* Anima Fragmentum */
<<include "Quests4Chapter2">>
/* End anima fragmentum */
/* Bad news */
<<include "Quests5Chapter2">>
/* end bad news */
/* means to an end */
<<include "Quests6Chapter2">>
/* End means to an end */
<</if>>
</div>
/* End subquests chapter 2 */
/* Sidequests chapter 2 */
<div class="rta-content" data-rta-id="ChapterTwoSide">
<<if !$Chap2Active>>
<div class="task-block">
<div class="task-title">
@@.eventtext;???@@
</div>
<p class="passage-text">???</p>
</div>
<<else>>
/* Belongings of the perished */
<<include "Quests7Chapter2">>
/* End belongings of the perished */
/* Figments of the imagination */
<<include "Quests8Chapter2">>
/* End figments of the imagination */
/* An infested soul */
<<include "Quests9Chapter2">>
/* End an infested soul */
/* A note from hell */
<<include "Quests10Chapter2">>
/* End a note from hell */
/* Crazed mind */
<<include "Quests11Chapter2">>
/* End crazed mind */
/* Animus perditus */
<<include "Quests12Chapter2">>
/* End animus perditus */
/* An empty room */
<<include "Quests13Chapter2">>
/* End an empty room */
<</if>>
</div>
/* End sidequests chapter 2 */
/* Minigames chapter 2 */
<div class="rta-content" data-rta-id="ChapterTwoMini">
<<if !$Chap2Active>>
<div class="task-block">
<div class="task-title">
@@.eventtext;???@@
</div>
<p class="passage-text">???</p>
</div>
<<else>>
<<if ndef $TvShow && (ndef $HideAndSeekQuest && ndef $LilyDead) && ndef $OuiSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;No minigame quest unlocked!@@
</div>
<p class="passage-text">Search for the minigames in places you least expect them!</p>
</div>
<</if>>
/* Hide and seek quest */
<<include "Quests14Chapter2">>
/* Hide and seek quest end */
/* Murder mystery quest */
<<include "Quests15Chapter2">>
/* Murder mystery quest end*/
/* ouija quest */
<<include "Quests16Chapter2">>
/* ouija quest end*/
<</if>>
</div>
/* End minigames chapter 2 */
</div>
/* End content group */
</div>
/* End quests chapter 2 */
</div>
/* End chapter 2 */
</div>
</div>
<div class="menu-button center">
<<link "Back" $return>>
<</link>>
</div>
<<done>>
<<script>>
$("#QuestAcc").rta({ direction: "horizontal" });
$("#chapter1").rta({ direction: "vertical" });
$("#chapter2").rta({ direction: "vertical" });
if (State.variables.Chapter2active) {
$('.rta-content[data-rta-id="two"]').addClass("rta-active");
$('.rta-content[data-rta-id="one"]').removeClass("rta-active");
$('.rta-header[data-rta-id="two"]').addClass("rta-active");
$('.rta-header[data-rta-id="one"]').removeClass("rta-active");
} else {
$('.rta-content[data-rta-id="one"]').addClass("rta-active");
$('.rta-content[data-rta-id="two"]').removeClass("rta-active");
$('.rta-header[data-rta-id="one"]').addClass("rta-active");
$('.rta-header[data-rta-id="two"]').removeClass("rta-active");
};
<</script>>
<</done>><<if $Lightbulb || $Dresser || $Television || $Knife || $Doorbell>>
<<if $Chap2Alt && $AltSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Reflections of the past@@
</div>
<p class="passage-text">You found a way to power the blood chalice, and finished chapter 1!</p>
</div>
<<elseif !$Chap2>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Reflections of the past@@
</div>
<p class="passage-text">Somehow you feel different, as if you want to say something that is on the tip of your tongue, but you can't. Maybe you should find the secret room.</p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Reflections of the past@@
</div>
<p class="passage-text">The mirror has been powered ones more, you finished chapter 1!</p>
</div>
<</if>>
<</if>><<if $Death gte 1 && (!$Lightbulb || !$Dresser || !$Television || !$Knife || !$Doorbell)>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Read the diary ($CountCurios/5)@@
</div>
<p class="passage-text">You should start to read the diary you found, maybe it contains important information.</p>
<p class="passage-text">
<<if $CountCurios is 1>>
You found one curio!
<<elseif $CountCurios is 2>>
You found two curios!
<<elseif $CountCurios is 3>>
You found three curios!
<<elseif $CountCurios is 4>>
You found four curios!
<</if>>
</p>
</div>
<<elseif $Lightbulb && $Dresser && $Television && $Knife && $Doorbell>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Read the diary (5/5)@@
</div>
<p class="passage-text">The diary did not lie, all the objects were hidden within the house.</p>
</div>
<</if>><<if $W01Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: The long night@@
</div>
<p class="passage-text">Sleep was the best thing that could happen in that house, but it was all a lie!</p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The long night@@
</div>
<p class="passage-text">It's called a sleepover for a reason, sleep the night.</p>
</div>
<</if>><<if $MomSeen || $Slept>>
<<if $Herbi>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: But it tastes so good?@@
</div>
<p class="passage-text">The blood soaked meat was delicious, you want more. </p>
</div>
<<elseif $Carni>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: But it tastes so good?@@
</div>
<p class="passage-text">You denied mom her food, was this a good decision? All Good Things To Those Who Wait!</p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;But it tastes so good?@@
</div>
<p class="passage-text">The woman in the kitchen is always cooking meat, maybe you can taste it?</p>
</div>
<</if>>
<</if>><<if $LieLily>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: The innocent butterfly@@
</div>
<p class="passage-text">You lied to Lily, but at what cost?</p>
</div>
<<elseif $TruthLily>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: The innocent butterfly@@
</div>
<p class="passage-text">You told Lily the truth, but at what cost?</p>
</div>
<<elseif $KidSeen && ($Death gte 4) && $ManSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The innocent butterfly@@
</div>
<p class="passage-text">Lily seems like an sweet kid, maybe she can help you?</p>
</div>
<</if>><<if $Death gte 2 && !$Doorbell>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The tenacious doorbell@@
</div>
<p class="passage-text">Find out what's wrong with the doorbell. <<if $CountDoorbell gte 1>>Maybe you need to be more persistent?<</if>></p>
</div>
<<elseif $Death gte 2 && $Doorbell>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: The tenacious doorbell@@
</div>
<p class="passage-text">While touching the doorbell you felt a moment of pure clarity. Maybe there are other objects which give you your memories back? </p>
</div>
<</if>><<if $Death gte 3 && !$Television>>
<div class="task-block">
<div class="task-title">
@@.eventtext;A show never to forget@@
</div>
<<if $ManSeen>>
<p class="passage-text">Find out what's the reason why <<if $Bo3Seen>>Mr. Brownrigg<<else>>‘The Man’<</if>> loves the show on the television so much.</p>
<<else>>
<p class="passage-text">Find a working television.</p>
<</if>>
</div>
<<elseif $Death gte 3 && $Television>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: A show never to forget@@
</div>
<p class="passage-text">You stared into the static of the television, somehow it gave you some clarity rather than obscurity. Maybe there are other objects which give you your memories back? </p>
</div>
<</if>><<if $Death gte 5 && !$Knife>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Cutting tears@@
</div>
<<if $MomSeen>>
<p class="passage-text">Mom seems to chop the meat with a big knife, find out why she always uses the same knife.</p>
<<else>>
<p class="passage-text">Find out where you can find a knife for chopping meat.
<<if $CountKitchenV gte 10>>
There is a certain time when someone uses the knife.
<</if>></p>
<</if>>
</div>
<<elseif $Death gte 5 && $Knife>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Cutting tears@@
</div>
<p class="passage-text">You held the knife for a few seconds, but is was enough to give your mind some clarity about everything. Maybe there are other objects which give you your memories back? </p>
</div>
<</if>><<if $Death gte 6 && !$Dresser>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Personal belongings@@
</div>
<<if $Sleep>>
<p class="passage-text">Everytime you look at the analog clock, you wonder what's so important about the dresser underneath it.</p>
<<else>>
<p class="passage-text">Find out where you can find a dresser.</p>
<</if>>
</div>
<<elseif $Death gte 6 && $Dresser>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Personal belongings@@
</div>
<p class="passage-text">You opened the dresser and you saw multiple copies of the diary inside of it, you suddenly felt a clarity hit you. Maybe there are other objects which give you your memories back? </p>
</div>
<</if>><<if $Death gte 7 && !$Lightbulb>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The light of dawn@@
</div>
<p class="passage-text">Find out what's wrong with the lightbulb in the basement.</p>
</div>
<<elseif $Death gte 7 && $Lightbulb>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: The light of dawn@@
</div>
<p class="passage-text">Your face was hit by the dim light of the lightbulb, it sparked clarity in you. Maybe there are other objects which give you your memories back? </p>
</div>
<</if>><<if $CountCollect gte 1 && $CountCollect lt 2>>
<div class="task-block">
<div class="task-title">
@@.eventtext;belongings of the perished ($CountCollect/2)@@
</div>
<<if $CountCollect is 1>>
<p class="passage-text">Left within the house to be discovered, find them all. You found one collectible.</p>
<<else>>
<p class="passage-text">Left within the house to be discovered. You found $CountCollect collectibles.</p>
<</if>>
</div>
<<elseif $CountCollect gte 2>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: belongings of the perished ($CountCollect/2)@@
</div>
<p class="passage-text">These belongings seem to have been preserved throughout a long time, but you found them for safekeeping.</p>
</div>
<</if>><<if $CountSpecificDeaths gte 1 && $CountSpecificDeaths lte 21>>
<div class="task-block">
<div class="task-title">
@@.eventtext;A corrupted soul ($CountSpecificDeaths/23)@@
</div>
<<if $CountSpecificDeaths is 1>>
<p class="passage-text">Find all ways to die. You found one death.</p>
<<else>>
<p class="passage-text">Find all ways to die. You found $CountSpecificDeaths deaths.</p>
<</if>>
</div>
<<elseif $CountSpecificDeaths gte 22>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: A corrupted soul ($CountSpecificDeaths/23)@@
</div>
<p class="passage-text">Your soul has been beyond corrupted, even your friend feels it.</p>
</div>
<</if>><<if $CountGhosts gte 1 && $CountGhosts lte 11>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Figments of the imagination ($CountGhosts/12)@@
</div>
<p class="passage-text">Find all the ghosts.
<<if $CountGhosts is 1>>
You found one ghost!
<<elseif $CountGhosts is 2>>
You found two ghosts!
<<elseif $CountGhosts is 3>>
You found three ghosts!
<<elseif $CountGhosts is 4>>
You found four ghosts!
<<elseif $CountGhosts is 5>>
You found five ghosts!
<<elseif $CountGhosts is 6>>
You found six ghosts!
<<elseif $CountGhosts is 7>>
You found seven ghosts!
<<elseif $CountGhosts is 8>>
You found eight ghosts!
<<elseif $CountGhosts is 9>>
You found nine ghosts!
<<elseif $CountGhosts is 10>>
You found ten ghosts!
<<elseif $CountGhosts is 11>>
You found eleven ghosts!
<<elseif $CountGhosts is 12>>
You found twelve ghosts!
<</if>></p>
</div>
<<elseif $GhostCount gte 12>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Figments of the imagination (12/12)@@
</div>
<p class="passage-text">You question yourself if all the ghosts are nothing more then a construct of the mind.</p>
</div>
<</if>><<if $BluSeen || (!$BluSeen && $Bo2Seen)>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: The unknown language (4/4)@@
</div>
<<if $TruthLily>>
<p class="passage-text">The device around the mirror seems to be operated via a lever.</p>
<<elseif $LieLily>>
<p class="passage-text">You can't seem to find out what the blueprints were used for.</p>
<</if>>
</div>
<<elseif $KidSeen && $Death gte 4 && $ManSeen && ($Bo2Seen || $Bo3Seen)>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The unknown language (3/4)@@
</div>
<p class="passage-text">You should return to the study to find out more about the blueprints.</p>
</div>
<<elseif $KidSeen && $Death gte 4 && $ManSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The unknown language (2/4)@@
</div>
<p class="passage-text">Your memory is foggy, you will need to look at the blueprints and quickly return to lily to see what she knows.</p>
</div>
<<elseif $Death gte 4 && $ManSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The unknown language (1/4)@@
</div>
<p class="passage-text">Find out how to read the blueprints inside the study.</p>
</div>
<</if>><<if $Death gte 7>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Awakening to death (4/4)@@
</div>
<p class="passage-text">You are certain, death is the key to everything. Death is the way to end the nightmare.</p>
</div>
<<elseif $Death gte 4 && $Death lte 6>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Awakening to death (3/4)@@
</div>
<p class="passage-text">Your sanity is leaving you, death is nothing more than the end and beginning of an endless loop.</p>
</div>
<<elseif $Death gte 2 && $Death lte 3>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Awakening to death (2/4)@@
</div>
<p class="passage-text">You are growing more certain that you have died and that this was not just a nightmare.</p>
</div>
<<elseif $Death == 1>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Awakening to death (1/4)@@
</div>
<p class="passage-text">Did you just die? Or was it all a dream?</p>
</div>
<</if>><<if $Bo4Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: A twisted past (6/6)@@
</div>
<p class="passage-text">Whatever happened to the young man, he mentioned interesting things. Maybe the experimenting part is true, maybe there are traces left.</p>
</div>
<<elseif $CountBooks gte 1 && $CountBooks lt 5>>
<div class="task-block">
<div class="task-title">
@@.eventtext;A twisted past ($CountBooks/6)@@
</div>
<p class="passage-text">Read all the books.
<<if $CountBooks is 1>>
You found one book!
<<elseif $CountBooks is 2>>
You found two books!
<<elseif $CountBooks is 3>>
You found three books!
<<elseif $CountBooks is 4>>
You found four books!
<<elseif $CountBooks gte 5>>
You found five books!
<</if>></p>
</div>
<<elseif $CountBooks gte 5>>
<div class="task-block">
<div class="task-title">
@@.eventtext;A twisted past (5/6)@@
</div>
<p class="passage-text">The past of this place is strange and obscure. There should be more information!</p>
</div>
<</if>><<if $Chap2 && $AltSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Obscure experiments (?/?)@@
</div>
<p class="passage-text">For some reason the altar doesn't seem to work anymore, maybe the mirror draws to much power?</p>
</div>
<<elseif $AltSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Obscure experiments (5/5)@@
</div>
<p class="passage-text">The gruesome experiments of the scientist were performed to apologize to his wife, was the price worth it?</p>
</div>
<<elseif $LabSeen && $Bo4Seen && $Blood && $No1Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Obscure experiments (4/5)@@
</div>
<p class="passage-text">You feel bad for stealing the human blood, but oddly enough you don't seem to care anymore for the fact it's human. Return to the laboratory.</p>
</div>
<<elseif $LabSeen && $Bo4Seen && $No1Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Obscure experiments (3/5)@@
</div>
<p class="passage-text">Find out where to find blood, to be more precise, human blood.</p>
</div>
<<elseif $LabSeen && $Bo4Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Obscure experiments (2/5)@@
</div>
<p class="passage-text">You found the laboratory, hidden deep underneath the basement. Try to find out what the altar is used for.</p>
</div>
<<elseif $Bo4Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Obscure experiments (1/5)@@
</div>
<p class="passage-text">Find the laboratory.</p>
</div>
<</if>><<if $RockPaper>>
<<if $RockPaperWin>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Rock, paper, death@@
</div>
<p class="passage-text">It's scary to think that you won against your own reflection.</p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Rock, paper, death@@
</div>
<p class="passage-text">Win a game against the bedroom mirror.</p>
</div>
<</if>>
<</if>><<if $Riddle>>
<<if $RiddleWinS>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Riddles in the dark@@
</div>
<p class="passage-text">You won? Did you cheat? No soul has left her games alive.</p>
</div>
<<elseif $RiddleWin>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Riddles in the dark@@
</div>
<p class="passage-text">She would have never let you go without losing, but at least you did win.</p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Riddles in the dark@@
</div>
<p class="passage-text">Win a game against the child under the bed.</p>
</div>
<</if>>
<</if>><<if $EndingInit>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (10 of ?)@@
</div>
<p class="passage-text">The cycle is finishing, you can feel it, there is no going back.</p>
</div>
<<elseif $Urn>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (9 of ?)@@
</div>
<p class="passage-text">You got your urn. It still feels weird to hold yourself, but it’s not the worst that has happened since you entered through the front door of this purgatory masquerading as a sleepover. Knowing that the shadow is pursuing you, will you head back to the mausoleum, or will you first speak with Thomas?</p>
</div>
<<elseif $MauTalkThomas>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (8 of ?)@@
</div>
<p class="passage-text">Find your urn. <<if $DeathCount2 gte 10>>What was the whole reason you came to this house?<</if>><<if $ShadowHunt>>Watchout while searching for the urn. The shadow will be after you.<</if>></p>
</div>
<<elseif $EnterMau>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (7 of ?)@@
</div>
<p class="passage-text">Search for the truth inside the Mausoleum.</p>
</div>
<<elseif $ExitWindow>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (6 of ?)@@
</div>
<p class="passage-text"><<if $CountMirrorShedC2V lte 4>>Explore the shed.<<else>>Are you insane enough to explore the shed?<</if>> <<if !$ShedTalkThomas>>Or maybe ask your fiance what he knows?<<else>>Thomas also wants you to do this.<</if>></p>
</div>
<<elseif $SecondAttic>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (5 of ?)@@
</div>
<p class="passage-text">You see sunlight entering through a window, maybe you can leave through it? Maybe Thomas knows more?</p>
</div>
<<elseif $ThoSeen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (4 of ?)@@
</div>
<p class="passage-text">Thomas gave you a key, the key to open the attic. <<if $FirstAttic>>The lock has been removed by you, enter it.</p><</if>>
</div>
<<elseif $Chap2Active && $TalkFriend && $ItemFriend>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (3 of ?)@@
</div>
<p class="passage-text">You have a rather odd sketch, maybe the shadow in the library knows more?</p>
</div>
<<elseif $Chap2Active && $TalkFriend>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (2 of ?)@@
</div>
<p class="passage-text">After having talked to the figure on the ground you are only left with more questions. Find the thing it's longing for.
<<if $DeathCount2 gte 3>>Have you checked the new door in the hallway upstairs?<</if>></p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The endless cycle (1 of ?)@@
</div>
<p class="passage-text">Talk to figure on the ground, and find out why it's there.</p>
</div>
<</if>><<if $KeyChildrensRoom>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Murderous crow (3 of 3)@@
</div>
<p class="passage-text">While trading the knife for the key, with the crow, it hurt you. The crow seems to enjoy doing that.</p>
</div>
<<elseif $KnifeCrow>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Murderous crow (2 of 3)@@
</div>
<p class="passage-text">You got a shiny knife, maybe the crow is interested in it?</p>
</div>
<<elseif $TalkCrow>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Murderous crow (1 of 3)@@
</div>
<p class="passage-text">Find a shiny object that can be used to try to trade with the crow.</p>
</div>
<</if>><<if $ItemFriend && $LilyDead>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Seeds of tears (2 of 2)@@
</div>
<p class="passage-text">Your mind hurts thinking about Lily being gone.</p>
</div>
<<elseif $LilyDead>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Seeds of tears (1 of 2)@@
</div>
<p class="passage-text">Go back to Lily her room to learn what happened.</p>
</div>
<</if>><<if $IkeDead && $TalkAtticThomas>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Anima Fragmentum (2 of 2)@@
</div>
<p class="passage-text">You killed Ikey, trusting Thomas blindly, oddly enough you didn't feel a thing while you suffocated him.</p>
</div>
<<elseif $IkeAlive && $TalkAtticThomas>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Anima Fragmentum (2 of 2)@@
</div>
<p class="passage-text">You didn't want to kill Ikey, he doesn't seem harmfull, just a little bit different, that's all.</p>
</div>
<<elseif $KillIke && $TalkAtticThomas>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Anima Fragmentum (1 of 2)@@
</div>
<p class="passage-text">Thomas told you to kill the shadow, are you willing to trust him blindly?</p>
</div>
<</if>><<if $MomDead>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Bad news (2 of 2)@@
</div>
<p class="passage-text">You killed mom, by throwing the boiling water on her. You didn't feel a thing as her body burned.</p>
</div>
<<elseif $MomAlive>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Bad news (2 of 2)@@
</div>
<p class="passage-text">You didn't kill mom, knowing you can never safely enter the kitchen again. </p>
</div>
<<elseif $TalkMom>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Bad news (1 of 2)@@
</div>
<p class="passage-text">Do you kill a helpless mother?</p>
</div>
<</if>><<if $Counturiost2 gte 1 && $CountCurios2 lt 6>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Means to an end ($CountCurios2/7)@@
</div>
<p class="passage-text">Some things are better left untouched. You found $CountCurios2 curios.</p>
</div>
<<elseif $CountCurios2 gte 7>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Means to an end ($CountCurios2/7)@@
</div>
<p class="passage-text">These items help you journey through the mirror.</p>
</div>
<</if>><<if $CountCollect2 gte 1 && $CountCollect2 lt 2>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Belongings of the perished ($CountCollect2/2)@@
</div>
<p class="passage-text">Left within the mirror to be discovered. You found $CountCollect2 collectibles.</p>
</div>
<<elseif $CountCollect2 gte 2>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: belongings of the perished ($CountCollect2/2)@@
</div>
<p class="passage-text">These belongings seem to have been preserved throughout a long time, but you found them for safekeeping.</p>
</div>
<</if>><<if $CountGhosts2 gte 1 && $CountGhosts2 lte 7>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Figments of the imagination ($CountGhosts2/8)@@
</div>
<p class="passage-text">Find all the ghosts.
<<if $CountGhosts2 is 1>>
You found one ghost!
<<elseif $CountGhosts2 is 2>>
You found two ghosts!
<<elseif $CountGhosts2 is 3>>
You found three ghosts!
<<elseif $CountGhosts2 is 4>>
You found four ghosts!
<<elseif $CountGhosts2 is 5>>
You found five ghosts!
<<elseif $CountGhosts2 is 6>>
You found six ghosts!
<<elseif $CountGhosts2 gte 7>>
You found seven ghosts!
<</if>></p>
</div>
<<elseif $CountGhosts2 gte 8>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Figments of the imagination (8/8)@@
</div>
<p class="passage-text">You question yourself if all the ghosts are nothing more then a construct of the mind.</p>
</div>
<</if>><<if $CountSpecificDeaths2 gte 1 && $CountSpecificDeaths2 lt 15>>
<div class="task-block">
<div class="task-title">
@@.eventtext;An infested soul ($CountSpecificDeaths2/15)@@
</div>
<<if $CountSpecificDeaths2 is 1>>
<p class="passage-text">Find all ways to die. You found one death.</p>
<<else>>
<p class="passage-text">Find all ways to die. You found $CountSpecificDeaths2 deaths.</p>
<</if>>
</div>
<<elseif $CountSpecificDeaths2 gte 15>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: An infested soul ($CountSpecificDeaths2/15)@@
</div>
<p class="passage-text">Your soul has been beyond infested, you no longer are yourself.</p>
</div>
<</if>><<if $Note2Translated>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: A note from hell (3 of 3)@@
</div>
<p class="passage-text">You thought there weren't anymore rules, what else is hidden in this new world? </p>
</div>
<<elseif $Note2Talk>>
<div class="task-block">
<div class="task-title">
@@.eventtext;A note from hell (2 of 3)@@
</div>
<<if $LieLily>>
<p class="passage-text">Lily was no where to be found, you took Mr. Bear. Return to the note.</p>
<<else>>
<p class="passage-text">Lily decided to give Mr. Bear to you, it might be able to help you with the note.</p>
<</if>>
</div>
<<elseif $No2Seen>>
<div class="task-block">
<div class="task-title">
@@.eventtext;A note from hell (1 of 3)@@
</div>
<p class="passage-text">It seems like you have seen this language before. Find a way to translate this note.</p>
</div>
<</if>><<if $IkeDead>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Crazed mind (4/4)@@
</div>
<p class="passage-text">You will never find out who the shadow is, but if it was a dangerous shadow, it was righteous to kill it. </p>
</div>
<<elseif $IkeCigCom>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Crazed mind (4/4)@@
</div>
<p class="passage-text">Ikey gave you a strange forbode. What could it mean?</p>
</div>
<<elseif $IkeCig>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Crazed mind (3 of 4)@@
</div>
<p class="passage-text">Is this what Ikey was referring to?</p>
</div>
<<elseif $IkeAlive>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Crazed mind (2 of 4)@@
</div>
<p class="passage-text">Ikey seems to crave for a puff, find out what it's referring too. </p>
</div>
<<elseif $SecondAttic>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Crazed mind (1 of 4)@@
</div>
<p class="passage-text">Talk to the shadow and find out what or who it is. </p>
</div>
<</if>><<if $hiddenQuest>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Animus Perditus@@
</div>
<p class="passage-text">Your soul has been torn to pieces and you seem to enjoy killing. There is nothing else you feel but the craving for ending one's life.</p>
</div>
<</if>><<if $ManAlive>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: An empty room@@
</div>
<p class="passage-text">Mr. Brownrigg handed you the key.</p>
</div>
<<elseif $KeyLivingRoom>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: An empty room@@
</div>
<p class="passage-text">You found the key after you killed Mr. Brownrigg.</p>
</div>
<<elseif $CountMirrorLivingRoomC2V gte 1>>
<div class="task-block">
<div class="task-title">
@@.eventtext;An empty room@@
</div>
<p class="passage-text">Try to find the key to open the door.</p>
</div>
<</if>><<if $LilyDead>>
<div class="task-block">
<div class="task-title">
@@.eventtext;FAILED: Peek-a-boo@@
</div>
<p class="passage-text">Minigame became unavailable due to Lily being deceased.</p>
</div>
<<elseif $HideAndSeekQuest>>
<<if $HideAndSeekWin>>
<div class="task-block">
<div class="task-title">
@@.eventtext;COMPLETED: Peek-a-boo@@
</div>
<p class="passage-text">You found Lily, she didn't like it since she lost. Times you have won: <<print $HideAndSeekwinCount>></p>
</div>
<<else>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Peek-a-boo@@
</div>
<p class="passage-text">You know the game is called 'hide-and-seek', but you didn't want to upset Lily. Try to find her!</p>
</div>
<</if>>
<</if>>/* make trues for all games if won */
<<if $TvShowCount gte 4 && $show1 && $show2 && $show3 && $show4>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Completed: All the murder mystery shows@@
</div>
<p class="passage-text">You are a true detective, congratulations.</p>
</div>
<<elseif $WonTvShow>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Completed: The murder mystery show@@
</div>
<p class="passage-text">What an exhausting game, but you won.</p>
</div>
<<elseif $TvShow>>
<div class="task-block">
<div class="task-title">
@@.eventtext;The murder mystery show@@
</div>
<p class="passage-text">Do you have the guts and wits to find out who the murder is? Or do you get murdered?</p>
</div>
<</if>><<if $OujiaWon>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Completed: Victorian killers@@
</div>
<p class="passage-text">You found out who the Ouija board referred to, namely: $PickedMurderer[4].</p>
</div>
<<elseif $OuijaTotalQuestions gte 1>>
<div class="task-block">
<div class="task-title">
@@.eventtext;Victorian killers@@
</div>
<p class="passage-text">Who is the killer the Oujia board is referring to?</p>
</div>
<</if>>/* Fix this */<<if ndef $BookHelp>>
<<set $BookHelp = true>>
<<flash "Click and drag, or use the arrow keys!">>
<</if>>
<div id="yourrules">
<div id="text1" class="center">
<h1>Bundle of rules</h1>
</div>
<<if settings.difficulty gte 1>>
<p class="black normal-space">You try to reach for the note with the rules on it in your backpocket. It must have fallen out. Sometimes you are clumsy, but this feels weird.</p>
<p class="black normal-space">You are sure you kept them in your pocket safely. That means you can't read them again.</p>
<<elseif $Chapter2active>>
<<if $Note2Translated>>
<div id="text2">
<section class="paper">
<div class="papertext">
<p class="passage-text normal-space">Always scratch a number on the toilet door.</p>
<p class="passage-text normal-space">Never stay in the mirror longer than needed.</p>
<p class="passage-text normal-space">Don’t take things outside of the mirror.</p>
<p class="passage-text normal-space">Never trust them.</p>
<p class="passage-text normal-space">Upsetting them causes bad omens.</p>
<p class="passage-text normal-space">Eating or drinking anything here isn’t advised.</p>
<p class="passage-text normal-space">Help them.</p>
<p class="passage-text normal-space">If you see yourself die, leave as soon as possible.</p>
</div>
</section>
</div>
<<else>>
<div id="text2">
<section class="paper">
<div class="papertext">
<p class="passage-text normal-space">Qbmqoi ishqjsx q dkcruh ed jxu jeybuj teeh</p>
<p class="passage-text normal-space">Duluh ijqo yd jxu cyhheh bedwuh jxqd duutut</p>
<p class="passage-text normal-space">Ted’j jqau jxydwi ydje jxu ekjiytu mehbt</p>
<p class="passage-text normal-space">Duluh jhkij jxuc</p>
<p class="passage-text normal-space">Kfiujjydw jxuc sqkiui rqt ecudi</p>
<p class="passage-text normal-space">Uqjydw eh thydaydw qdojxydw yid’j qtlyiut</p>
<p class="passage-text normal-space">Xubf jxuc</p>
<p class="passage-text normal-space">Yv oek iuu oekhiubv tyu, buqlu qi ieed qi feiiyrbu</p>
</div>
</section>
</div>
<</if>>
<<else>>
<div id="text2">
<section class="paper">
<div class="papertext">
<p class="passage-text normal-space">
Before entering the house, knock 2 times. If someone else answers the door besides me, stand there and don’t say anything, just wait!
</p>
<p class="passage-text normal-space">
Sometimes you might see a man sitting on the couch in the living room laughing at the tv. It will not be on. You must say, “I love this show!” If he stops laughing and stares at you, close your eyes. Do not open them.
</p>
<p class="passage-text normal-space">
If the dog sits at the table, do not tell him to get down. Do not pet the dog.
</p>
<p class="passage-text normal-space">
There is a painting in the main hall. If the painting is in front of you, you must not move until the painting blinks.
</p>
<p class="passage-text normal-space">
If you make it to my room, put your stuff on my dresser.
</p>
<p class="passage-text normal-space">
If you try to come back up the stairs and they never seem to end, you are stuck.
</p>
<p class="passage-text normal-space">
If you reach the top of the stairs and the attic door is open, run to the kitchen.
</p>
<p class="passage-text normal-space">
If you check the basement make sure no one is down there. If I am, it’s good.
</p>
<p class="passage-text normal-space">
Do not look in the mirror in the hallway.
</p>
</div>
</section>
</div>
<div id="text3">
<section class="paper">
<div class="papertext">
<p class="passage-text normal-space">
Bed time is between 21.00 and 23.59 if you aren’t in the room by midnight, I cannot open the door.
</p>
<p class="passage-text normal-space">
If you are hungry or need to use the restroom, you may only do that at the hours of 22.00 - 23.59. My mother will be chopping food in the kitchen. She will stare at you, but do not make eye contact with her. She is very clumsy, and she doesn’t pay attention well. She will cut off parts of her fingers until she reaches the knuckle on the hand. Do not act as if anything is wrong.
</p>
<p class="passage-text normal-space">
If the light in the fridge doesn’t come on when you open it, immediately close it.
</p>
<p class="passage-text normal-space">
When you enter the bathroom the curtain must be open. If it’s not, exit and re-enter. If you hear someone in the bathroom, while you are showering, don’t leave the shower.
</p>
</div>
</section>
</div>
<div id="text4">
<section class="paper">
<div class="papertext">
<p class="passage-text normal-space">
If you hear screaming at night, put the covers over your head. Do not come out until the screaming stops.
</p>
<p class="passage-text normal-space">
If you wake up and I am not there, do not look for me. You are asleep.
</p>
<p class="passage-text normal-space">
If you see car lights outside of the windows, do not look outside.
</p>
</div>
</section>
</div>
<div id="text5">
<section class="paper">
<div class="papertext">
<p class="passage-text normal-space">
If you wake up before me, play Rock Paper Scissors with your reflection. If you lose, go back to sleep. If you win, you may stay awake. Only leave the room when I am awake.
</p>
<p class="passage-text normal-space">
How do you feel about cannibalism? If you don’t like it, don’t eat the meat.
</p>
<p class="passage-text normal-space">
Any left overs must be put in front of the dog at the table.
</p>
<p class="passage-text normal-space">
You must only go back upstairs to grab your items to leave. If you go back up there a second time, you won’t come back down.
</p>
<p class="passage-text normal-space">
Should you make it to your car, if the house has disappeared, drive away as fast as you can. If it’s still there and you see yourself waving goodbye from the window, you must wave back and look away from the house.
</p>
</div>
</section>
</div>
<</if>>
<div class="center">
<span id="text6">Let's have fun...</span>
</div>
</div>
<<done>>
<<script>>
const min = 16;
const max = 40;
let view;
let val;
let result;
let heightTot;
let widthTot;
function initializeBook() {
view = ($(window).width()) / 100;
val = 4 + (0.9375 * view);
result = Math.clamp(val, min, max);
heightTot = 25 * result;
widthTot = 37.5 * result;
};
function updateBook() {
initializeBook();
$("#yourrules").booklet("option", "width", widthTot);
$("#yourrules").booklet("option", "height", heightTot);
};
window.addEventListener('resize', updateBook);
initializeBook();
$('#yourrules').booklet({
closed: true,
autoCenter: true,
overlays: true,
covers: true,
keyboard: true,
height: heightTot,
width: widthTot
});
<</script>>
<</done>><div class="options-generic">
<div class="options-title">
<h1>Settings</h1>
</div>
<hr class="double-hr">
<div class="options-selected">
<div class="options-selected-title">
<p class="passage-text under-title">Layout - Color blindless - Fonts - Auto-scrolling - Fullscreen</p>
</div>
<div class="options-selected-text">
<p class="passage-text"><<link "Display" 'StoryTextSettings'>><</link>></p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-title">
<p class="passage-text under-title">Difficulty - Gore - Audio - Notifications</p>
</div>
<div class="options-selected-text">
<p class="passage-text"><<link "Story and audio" 'GameplaySettings'>><</link>></p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-title">
<p class="passage-text under-title">Import/export save - Reset progress</p>
</div>
<div class="options-selected-text">
<p class="passage-text"><<link "Save file" 'SaveSettings'>><</link>></p>
</div>
</div>
<hr>
<<if (State.metadata.size >= 1) && (ndef $ScaryUpgrader)>>
<div class="options-selected">
<div class="options-selected-title">
<p class="passage-text under-title">Upgrade game 1.x -> 2.x</p>
</div>
<div class="options-selected-text">
<p class="passage-text">
<<link "Upgrade">>
<<set $ScaryUpgrader = true>>
<<include "BigScaryUpgrader">>
<<flash "Upgraded!">>
<<goto "Settings">>
<</link>>
</p>
</div>
</div>
<hr>
<</if>>
<div class="options-accept">
<p class="passage-text"><<link "Back" 'Start'>><</link>></p>
</div>
</div><div class="options-generic">
<div class="options-title">
<h1>Save settings</h1>
</div>
<hr class="double-hr">
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Import/export save:</p>
<p class="passage-text">
<<link "Import">>
<<script>>
Save.autosave.delete();
jQuery(document.createElement('input'))
.prop('type', 'file')
.on('change', Save.import)
.trigger('click');
<</script>>
<</link>>
or
<<link "Export">>
<<set _allowSave to true>>
<<run Save.export("Sleepover-rules-")>>
<<unset _allowSave>>
<</link>>
</p>
</div>
</div>
<hr>
<<if def $return>>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Reset current round:</p>
<p class="passage-text">
<<linkreplace "Reset round" t8n>>
<<link "Are you sure?">>
<<run Save.autosave.delete();>>
<<run $.wiki(Story.get("InitialRoundValues").processText());>>
<<run State.expired.length = 0;>>
<<unset $return>>
<<flash "Current sleepover removed!">>
<<goto "SaveSettings">>
<</link>>
<</linkreplace>>
</p>
</div>
</div>
<hr>
<</if>>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Reset progress:</p>
<p class="passage-text">
<<linkreplace "Reset progress" t8n>>
<<link "Are you sure?">>
<<run Save.autosave.delete()>>
<<run Engine.restart()>>
<</link>>
<</linkreplace>>
</p>
</div>
</div>
<hr>
<div class="options-accept">
<p class="passage-text"><<link "Accept" 'Settings'>><</link>></p>
</div>
</div><div class="options-generic">
<div class="options-title">
<h1>Story and audio settings</h1>
</div>
<hr class="double-hr">
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Difficulty:</p>
<p class="passage-text">
<div class="toggle-radio" data-style="squared" data-color="red">
<input type="radio" name="mode" id="settings-difficulty-easy">
<label for="settings-difficulty-easy">Easy</label>
<input type="radio" name="mode" id="settings-difficulty-normal">
<label for="settings-difficulty-normal">Normal</label>
<input type="radio" name="mode" id="settings-difficulty-hard">
<label for="settings-difficulty-hard">Hard</label>
</div>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Gore and violence:</p>
<p class="passage-text">
<label for="settings-gore" class="toggle-switchy" data-style="rounded" data-color="red">
<input type="checkbox" id="settings-gore">
<span class="toggle">
<span class="switch"></span>
</span>
</label>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Scary sound effects:</p>
<p class="passage-text">
<label for="settings-sfx" class="toggle-switchy" data-style="rounded" data-color="red">
<input type="checkbox" id="settings-sfx">
<span class="toggle">
<span class="switch"></span>
</span>
</label>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Music volume:</p>
<p class="passage-text"><<volume>></p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">In game notifications:</p>
<p class="passage-text">
<label for="settings-notif" class="toggle-switchy" data-style="rounded" data-color="red">
<input type="checkbox" id="settings-notif">
<span class="toggle">
<span class="switch"></span>
</span>
</label>
</p>
</div>
</div>
<hr>
<div class="options-accept">
<p class="passage-text"><<link "Accept" 'Settings'>><</link>></p>
</div>
</div>
<<done>>
<<script>>
if (settings.difficulty == 0) {
$( "#settings-difficulty-easy" ).prop( "checked", true );
} else if (settings.difficulty == 1) {
$( "#settings-difficulty-normal" ).prop( "checked", true );
} else if (settings.difficulty == 2) {
$( "#settings-difficulty-hard" ).prop( "checked", true );
}
if (settings.sfxcontrol == 0) {
$("#settings-sfx").prop("checked", true);
} else {
$("#settings-sfx").prop("checked", false);
}
if (settings.gore == 0) {
$("#settings-gore").prop("checked", true);
} else {
$("#settings-gore").prop("checked", false);
}
if (settings.notif == 0) {
$("#settings-notif").prop("checked", true);
} else {
$("#settings-notif").prop("checked", false);
}
$("#settings-difficulty-easy").on( "click", function() {
if ($('#settings-difficulty-easy').prop('checked')) {
settings.difficulty = 0;
Setting.save();
}
});
$("#settings-difficulty-normal").on( "click", function() {
if ($('#settings-difficulty-normal').prop('checked')) {
settings.difficulty = 1;
Setting.save();
}
});
$("#settings-difficulty-hard").on( "click", function() {
if ($('#settings-difficulty-hard').prop('checked')) {
settings.difficulty = 2;
Setting.save();
}
});
$("#settings-sfx").on("click", function() {
if ($('#settings-sfx').prop('checked')) {
settings.sfxcontrol = 0;
Setting.save();
} else {
settings.sfxcontrol = 1;
Setting.save();
}
});
$("#settings-gore").on("click", function() {
if ($('#settings-gore').prop('checked')) {
settings.gore = 0;
Setting.save();
} else {
settings.gore = 1;
Setting.save();
}
});
$("#settings-notif").on("click", function() {
if ($('#settings-notif').prop('checked')) {
settings.notif = 0;
Setting.save();
} else {
settings.notif = 1;
Setting.save();
}
});
<</script>>
<</done>><div class="options-generic">
<div class="options-title">
<h1>Display settings</h1>
</div>
<hr class="double-hr">
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Menu layout:</p>
<p class="passage-text">
<div class="toggle-radio" data-style="squared" data-color="red">
<input type="radio" name="mode" id="settings-layout-default">
<label for="settings-layout-default">Default</label>
<input type="radio" name="mode" id="settings-layout-minimal-default">
<label for="settings-layout-minimal-default">Minimal default</label>
<input type="radio" name="mode" id="settings-layout-minimal-top">
<label for="settings-layout-minimal-top">Minimal top</label>
</div>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Reverse layout:</p>
<p class="passage-text">
<div class="toggle-radio" data-style="squared" data-color="red">
<input type="radio" name="mode" id="settings-layout-reverse">
<label for="settings-layout-reverse">Default</label>
<input type="radio" name="mode" id="settings-layout-minimal-reverse">
<label for="settings-layout-minimal-reverse">Minimal default</label>
<input type="radio" name="mode" id="settings-layout-minimal-bottom">
<label for="settings-layout-minimal-bottom">Minimal top</label>
</div>
</p>
</div>
</div>
<<if setup.mobileCheck()>>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Mobile layout:</p>
<p class="passage-text">
<div class="toggle-radio" data-style="squared" data-color="red">
<input type="radio" name="mode" id="settings-layout-mobile">
<label for="settings-layout-mobile">Default</label>
</div>
</p>
</div>
</div>
<</if>>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<<lb>>
<<if settings.colorblind == 0>>
<p class="bold-text green">Color blindness:</p>
<<else>>
<p class="bold-text cyan">Color blindness:</p>
<</if>>
<</lb>>
<p class="passage-text">
<label for="settings-blind" class="toggle-switchy" data-style="rounded" data-color="red">
<input type="checkbox" id="settings-blind">
<span class="toggle">
<span class="switch"></span>
</span>
</label>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<<lb>>
<<if settings.font == 1>>
<p class="passage-text bold-text">Fonts (handwriting):</p>
<<else>>
<p class="passage-text bold-text fancy-font">Fonts (handwriting):</p>
<</if>>
<</lb>>
<p class="passage-text">
<label for="settings-font" class="toggle-switchy" data-style="rounded" data-color="red">
<input type="checkbox" id="settings-font">
<span class="toggle">
<span class="switch"></span>
</span>
</label>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Auto-scrolling:</p>
<p class="passage-text">
<label for="settings-scrolling" class="toggle-switchy" data-style="rounded" data-color="red">
<input type="checkbox" id="settings-scrolling">
<span class="toggle">
<span class="switch"></span>
</span>
</label>
</p>
</div>
</div>
<hr>
<div class="options-selected">
<div class="options-selected-text">
<p class="passage-text bold-text">Fullscreen:</p>
<p class="passage-text">
<<link "Toggle">>
<<run Fullscreen.toggle()>>
<</link>>
</p>
</div>
</div>
<hr>
<div class="options-accept">
<p class="passage-text"><<link "Accept" 'Settings'>><</link>></p>
</div>
</div>
<<done>>
<<script>>
if (settings.scroll == 0) {
$("#settings-scrolling").prop("checked", true);
} else {
$("#settings-scrolling").prop("checked", false);
}
$("#settings-scrolling").on("click", function() {
if ($('#settings-scrolling').prop('checked')) {
settings.scroll = 0;
Setting.save();
} else {
settings.scroll = 1;
Setting.save();
}
});
if (settings.font == 0) {
$("#settings-font").prop("checked", true);
} else {
$("#settings-font").prop("checked", false);
}
$("#settings-font").on("click", function() {
if ($('#settings-font').prop('checked')) {
settings.font = 0;
Setting.save();
$(document).trigger(":liveupdate");
} else {
settings.font = 1;
Setting.save();
$(document).trigger(":liveupdate");
}
});
if (settings.colorblind == 1) {
$("#settings-blind").prop("checked", true);
} else {
$("#settings-blind").prop("checked", false);
}
$("#settings-blind").on("click", function() {
if ($('#settings-blind').prop('checked')) {
settings.colorblind = 1;
Setting.save();
$(document).trigger(":liveupdate");
} else {
settings.colorblind = 0;
Setting.save();
$(document).trigger(":liveupdate");
}
});
if (settings.layout == 0) {
$( "#settings-layout-default" ).prop( "checked", true );
} else if (settings.layout == 1) {
$( "#settings-layout-reverse" ).prop( "checked", true );
} else if (settings.layout == 2) {
$( "#settings-layout-minimal-default" ).prop( "checked", true );
} else if (settings.layout == 3) {
$( "#settings-layout-minimal-reverse" ).prop( "checked", true );
} else if (settings.layout == 4) {
$( "#settings-layout-minimal-top" ).prop( "checked", true );
} else if (settings.layout == 5) {
$( "#settings-layout-minimal-bottom" ).prop( "checked", true );
} else if (settings.layout == 6) {
$( "#settings-layout-mobile" ).prop( "checked", true );
}
$("#settings-layout-default").on( "click", function() {
if ($('#settings-layout-default').prop('checked')) {
settings.layout = 0;
Setting.save();
setup.layoutShift()
}
});
$("#settings-layout-reverse").on( "click", function() {
if ($('#settings-layout-reverse').prop('checked')) {
settings.layout = 1;
Setting.save();
setup.layoutShift()
}
});
$("#settings-layout-minimal-default").on( "click", function() {
if ($('#settings-layout-minimal-default').prop('checked')) {
settings.layout = 2;
Setting.save();
setup.layoutShift()
}
});
$("#settings-layout-minimal-reverse").on( "click", function() {
if ($('#settings-layout-minimal-reverse').prop('checked')) {
settings.layout = 3;
Setting.save();
setup.layoutShift()
}
});
$("#settings-layout-minimal-top").on( "click", function() {
if ($('#settings-layout-minimal-top').prop('checked')) {
settings.layout = 4;
Setting.save();
setup.layoutShift()
}
});
$("#settings-layout-minimal-bottom").on( "click", function() {
if ($('#settings-layout-minimal-bottom').prop('checked')) {
settings.layout = 5;
Setting.save();
setup.layoutShift()
}
});
$("#settings-layout-mobile").on( "click", function() {
if ($('#settings-layout-mobile').prop('checked')) {
settings.layout = 6;
Setting.save();
setup.layoutShift()
}
});
<</script>>
<</done>><<set _temp = 0>>
<<set _tempCycle = ["haunted", "ominous", "sinister", "uncanny", "apparition", "enchanted", "ghost", "ghostly", "ghoulish", "goblin", "haunted house", "haunting", "hobgoblin", "levitation", "medium", "occult", "orbs", "paranormal", "phantasm", "phantom", "poltergeist", "possessed", "possession", "seance", "specter", "spirit", "unearthly", "wraith", "bloodcurdling", "bloodsucker", "bloody", "bones", "carved", "chainsaw", "decapitated", "demon", "evil", "exorcism", "fangs", "gory", "grim", "gruesome", "knife", "lurking", "macabre", "mummified", "pitchfork", "reanimated", "ritualistic", "satanic", "spine-chilling", "spine-tingling", "spree killer", "bat", "cadaver", "casket", "cemetery", "cobweb", "coffin", "corpse", "crematorium", "crypt", "cursed", "decomposing", "eerie", "epitaph", "full moon", "gravestone", "graveyard", "howling", "magic", "mausoleum", "morbid", "owl", "shadow", "skull", "spider", "tomb", "black cat", "black dress", "broomstick", "cackle", "cape", "cauldron", "conical hat", "crone", "eye of newt", "hag", "hex", "hocus pocus", "incantation", "magic", "magic potion", "necromancy", "pointy shoes", "sorcery", "spell", "superstition", "toad", "wand", "warlock", "Wiccan", "witchcraft", "boogeyman", "grim reaper", "living dead", "monsters", "mummy", "shadowy figure", "skeleton", "troll", "undead", "vampire", "werewolf", "wizard", "zombie", "afraid", "begging", "creeped out", "crying", "fearful", "frightened", "frozen with fear", "heart-pounding", "horrified", "horror-stricken", "palpitations", "panicked", "panicky", "petrified", "scared", "screaming", "shaking", "spooked", "terrified", "terror", "terrorized", "trembling", "unnerved", "weeping"]>>
<<set _tempCycle.shuffle()>>
<div class="title-screen-block">
<h1>How to play?</h1>
<p class="passage-text">- Red boxed sentences/words are pressable <<button "Click me">><<set _temp++>><<update>><</button>>. (<<l _temp>> Clicks)</p>
<p class="passage-text">- Green boxed sentences/words can be cycled <<cycle "_t" autoselect>><<optionsfrom _tempCycle>><</cycle>> (Simon says: <<l _t>>)</p>
<p class="passage-text">- Headphones are recommended (No jumpscares)</p>
<p class="passage-text">- This is a horror game (Viewer discretion advised)</p>
<p class="passage-text">- <<button "Fullscreen">><<run Fullscreen.toggle()>><</button>> is recommended</p>
<p class="passage-text">- The game automatically saves</p>
<p class="passage-text">- Please export your saves reguraly (browsers are a fickle thing)</p>
<h2 class="menu-button">
<<link "Play Sleepover Rules" "Start">>
<<set $SecretRandom = random(1, 100)>>
<<if ndef $FirstNotif>>
<<flash "I am a notification. Click me to remove me, or wait 20 seconds. You can also turn me off in the settings menu.">>
<</if>>
<</link>>
</h2>
</div>
<<done>>
<<script>>
$(document).on("click", "#cycle--t", function () {
$(document).trigger(":liveupdate");
});
<</script>>
<</done>>
<<lb>>
<<if _temp == 10>>
<<flash "Haven't you tested it enough...?">>
<</if>>
<<if _t == "weeping">>
<<flash "Maybe start playing the actual game...?">>
<</if>>
<</lb>><<run $("html").removeClass("house1 house2 house3 house4")>>
<<if $SecretRandom gte 95>>
<<run $("html").addClass("house1")>>
<<elseif $SecretRandom lt 95 && $SecretRandom gt 91>>
<<run $("html").addClass("house2")>>
<<elseif $SecretRandom lt 90 && $SecretRandom gt 87>>
<<run $("html").addClass("house3")>>
<<elseif $SecretRandom lt 86 && $SecretRandom gt 84>>
<<run $("html").addClass("house4")>>
<</if>>
<div class="title-screen-block">
<img src="ui/title.png">
<p class="passage-text"><<include "MenuChapter1">></p>
<p class="passage-text"><<include "MenuChapter2">></p>
<p class="passage-text"><<include "MenuContinue">></p>
<p class="passage-text">[[Settings]]</p>
<p class="passage-text">[[Credits]]</p>
</div><<if def $return>>
/* If there is already a save found */
<<if !$Chap2>>
/* if chapter 2 is false and difficulty is easy/normal */
<<linkreplace "Accept a new sleepover invite" t8n>>
This resets your current sleepover.
<<link "Confirm">>
<<if settings.difficulty == 2>>
<<audio "cardoorslam" volume 0.5 play>>
<<set $Random to random(1, 10)>>
<<run setup.customRestart("Entrance")>>
<<else>>
<<audio "cardoorslam" volume 0.5 play>>
<<run setup.customRestart("Intro")>>
<</if>>
<</link>>
<</linkreplace>>
<<else>>
/* if chapter 2 is true and difficulty is easy/normal */
<<linkreplace "Start from chapter 1" t8n>>
This resets your current sleepover.
<<link "Confirm">>
<<if settings.difficulty == 2>>
<<audio "cardoorslam" volume 0.5 play>>
<<set $Random to random(1, 10)>>
<<run setup.customRestart("Entrance")>>
<<else>>
<<audio "cardoorslam" volume 0.5 play>>
<<run setup.customRestart("Intro")>>
<</if>>
<</link>>
<</linkreplace>>
<</if>>
<<else>>
/* if difficulty is easy/normal start the game at the intro */
<<link "New sleepover">>
<<if settings.difficulty == 2>>
<<set $Random to random(1, 10)>>
<<audio "cardoorslam" volume 0.5 play>>
<<goto "Entrance">>
<<else>>
<<audio "cardoorslam" volume 0.5 play>>
<<goto "Intro">>
<</if>>
<</link>>
<</if>><<if $Chap2>>
/* if save is found */
<<if def $return>>
/* if save found and reset needed */
<<linkreplace "Start from chapter 2" t8n>>
This resets your current sleepover.
<<link "Confirm" 'Chapter2'>>
<<set $Random to random(1, 10)>>
<<set $StairsUp to true>>
<<run setup.randomSfx.start()>>
<<run setup.customRestart("Chapter2")>>
<</link>>
<</linkreplace>>
<<else>>
/* if no save is found */
<<link "Continue to chapter 2" 'Chapter2'>>
<<set $Random to random(1, 10)>>
<<run setup.randomSfx.start()>>
<<set $StairsUp to true>>
<</link>>
<</if>>
<</if>><<if def $return>>
/* Save has been found and you want to load the save */
<<link "Continue the last sleepover!">>
<<audio "cardoorslam" volume 0.5 play>>
<<run setup.randomSfx.start()>>
<<goto $return>>
<</link>>
<<else>>
@@.disabled-link;Continue the sleepover!@@
<</if>><div class="title-screen-block">
<h1>Credits</h1>
<p class="passage-text">''//Sleepover rules// created by'': <<externalLink "Sjoerd Hekking" "https://www.writtenhorror.com">></p>
<p class="passage-text">''//Artist//'': <<externalLink "Support the artist!" "https://ko-fi.com/addictivities">>|<<externalLink "Instagram" "https://www.instagram.com/eli.psia/">></p>
<p class="passage-text">''Rules by'': <<externalLink "Raccoon_Cheeze" "https://www.reddit.com/user/Raccoon_Cheeze">></p>
<p class="passage-text">''With the help of'': Akjosch, TheMadExile, Gwen, Bogdan, Kira, Nippolino,
Chapel, TRBRY, Goctionni, Maliface and AlyxMS</p>
<p class="passage-text">Thanks to all my Patreon followers!</p>
<p class="passage-text">A big hug to all Discord server members</p>
<p class="passage-text">''Special thanks to'': Somnium (Vincent Valensky), Cyrus Firheir 🐉 and Hituro.</p>
<p class="passage-text">''Change log'': Visible on Discord</p>
<p class="passage-text">''Discord'': <<externalLink "Press me" "https://discord.gg/VhbDppDBPD">></p>
<p class="passage-text"><<link "Back" 'Start'>><</link>></p>
</div><<set $CountBooks to recall('countbooks')>>
<<set $CountAtticV to recall('VisitAtt')>>
<<set $KeyAttic to recall('KeyAttic')>>
<<set $HideAndSeekGame to recall('HideAndSeekGame')>>
<<set $Bo4Seen to recall('Bo4Seen')>>
<<set $Death = recall('deathcount')>>
<<set $CountCurios to recall('countcurios')>>
<<set $DogSeen to recall('DogSeen')>>
<<set $Lightbulb to recall('lightbulb')>>
<<set $CountBasementV to recall('VisitBas')>>
<<set $CountCollect2 to recall('countcollect2')>>
<<set $Chap2Active to recall('Chap2Active')>>
<<set $ManSeen to recall('ManSeen')>>
<<set $MomSeen to recall('MomSeen')>>
<<set $CountBathroomV to recall('VisitBat')>>
<<set $KidSeen to recall('KidSeen')>>
<<set $TruthLily to recall('TruthLily')>>
<<set $LieLily to recall('LieLily')>>
<<set $CountChildrensRoomV to recall('VisitChi')>>
<<set $No2Seen to recall('No2Seen')>>
<<set $Note2Talk to recall('No2Talk')>>
<<set $CountCurios2 to recall('countcurios2')>>
<<set $CountGhosts to recall('countghosts')>>
<<set $BeaSeen to recall('BeaSeen')>>
<<set $Bo2Seen to recall('Bo2Seen')>>
<<set $Bo3Seen to recall('Bo3Seen')>>
<<set $CountConservatoryV to recall('VisitCon')>>
<<set $CountDogV to recall('VisitDog')>>
<<set $DooSeen to recall('DooSeen')>>
<<set $Doorbell to recall('doorbell')>>
<<set $CountDoorbell to recall('countdoorbell')>>
<<set $W01Seen to recall('W01Seen')>>
<<set $CountFridgeV to recall('VisitFri')>>
<<set $CountKitchenV to recall('VisitKit')>>
<<set $LabSeen to recall('LabSeen')>>
<<set $CountLaboratoryV to recall('VisitLab')>>
<<set $Chap2 to recall('Chap2')>>
<<set $Chap2Alt to recall('Chap2Alt')>>
<<set $Blood to recall('blood')>>
<<set $AltSeen to recall('AltSeen')>>
<<set $No1Seen to recall('No1Seen')>>
<<set $CountLibraryV to recall('VisitLib')>>
<<set $Monte to recall('monte')>>
<<set $CountCollect to recall('countcollect')>>
<<set $CountLivingRoomV to recall('VisitLiv')>>
<<set $CountManV to recall('VisitMan')>>
<<set $Dresser to recall('dresser')>>
<<set $Television to recall('television')>>
<<set $Knife to recall('knife')>>
<<set $CountLockedRoomV to recall('VisitLoc')>>
<<set $CountPeekManV to recall('VisitPeekMan')>>
<<set $CountShowManV to recall('VisitShowMan')>>
<<set $CountMirrorV to recall('VisitMirror')>>
<<set $MirSeen to recall('MirSeen')>>
<<set $CountMomV to recall('VisitMom')>>
<<set $Carni to recall('carnivore')>>
<<set $Herbi to recall('herbivore')>>
<<set $CountMyRoomV to recall('VisitMyR')>>
<<set $WinSeen to recall('WinSeen')>>
<<set $RockPaperWin to recall('rockpaperwin')>>
<<set $Sleep to recall('sleep')>>
<<set $RockPaper to recall('rockpaper')>>
<<set $PaiSeen to recall('PaiSeen')>>
<<set $CountSeenPaintingDownV to recall('VisitSeenPaintingDown')>>
<<set $CountRestroomV to recall('VisitRes')>>
<<set $CarveNumber to recall('CarveNumber')>>
<<set $PlayerCarveNumber to recall('PlayerCarveNumber')>>
<<set $Room3 to recall('Room3')>>
<<set $BluSeen to recall('BluSeen')>>
<<set $CountStudyV to recall('VisitStu')>>
<<set $SecondAttic to recall('SecondAttic')>>
<<set $LilyDead to recall('LilyDead')>>
<<set $IkeSeen to recall('IkeSeen')>>
<<set $TalkAtticThomas to recall('TalkAtticThomas')>>
<<set $CorruptionChecker to recall('CorruptionChecker2')>>
<<set $Corruption to recall('Corruption')>>
<<set $ExitWindow to recall('ExitWindow')>>
<<set $LeftSecondAttic to recall('LeftSecondAttic')>>
<<set $CountDead32V to recall('VisitDead32')>>
<<set $IkeDead to recall('IkeDead')>>
<<set $IkeAlive to recall('IkeAlive')>>
<<set $CountMirrorAtticC2V to recall('VisitMirAttC2')>>
<<set $FirstAttic to recall('FirstAttic')>>
<<set $D32Seen to recall('D32Seen')>>
<<set $TalkAtticLily to recall('TalkAtticLily')>>
<<set $CountMirrorBalconyC2V to recall('VisitMirBalC2')>>
<<set $TalkFriend to recall('TalkFriend')>>
<<set $TalkCrow to recall('TalkCrow')>>
<<set $KnifeCrow to recall('KnifeCrow')>>
<<set $KeyChildrensRoom to recall('KeyChild')>>
<<set $CroSeen to recall('CroSeen')>>
<<set $CountGhosts2 to recall('countghosts2')>>
<<set $Wallet to recall('wallet')>>
<<set $CountMirrorBasementC2V to recall('VisitMirBasC2')>>
<<set $CorruptionChecker1 to recall('CorruptionChecker1')>> /* Lily */
<<set $CorruptionChecker2 to recall('CorruptionChecker2')>> /* Ikey */
<<set $CorruptionChecker3 to recall('CorruptionChecker3')>> /* Mom */
<<set $CorruptionChecker4 to recall('CorruptionChecker4')>> /* Man */
<<set $AddisonSeen to recall('SeenAddison')>>
<<set $ThoSeen to recall('ThoSeen')>>
<<set $hiddenQuest to recall('HiddenQuest')>>
<<set $CountMirrorBathroomC2V to recall('VisitMirBatC2')>>
<<set $CountMirrorLibraryC2V to recall('VisitMirLibC2')>>
<<set $IntermezzoCheck to recall('intermezzo')>>
<<set $CountMirrorChildrensRoomC2V to recall('VisitMirChiC2')>>
<<set $ItemFriend to recall('ItemFriend')>>
<<set $HideAndSeekWin to recall('HideAndSeekWin')>>
<<set $SitBear to recall('SitBear')>>
<<set $ShaSeen to recall('ShaSeen')>>
<<set $HideAndSeekQuest to recall('HideAndSeekQuest')>>
<<set $CorruptionChecker to recall('CorruptionChecker1')>>
<<set $HideAndSeekRoom to recall('HideAndSeekRoom', 'restroom')>>
<<set $HideAndSeekWinCount to recall('HideAndSeekWinCount')>>
<<set $CountMirrorConservatoryC2V to recall('VisitMirConC2')>>
<<set $CountMirrorFridgeC2V to recall('VisitMirFriC2')>>
<<set $CountMirrorFriendC2V to recall('VisitMirFrieC2')>>
<<set $FriSeen to recall('FriSeen')>>
<<set $EnterMau to recall('EnterMau')>>
<<set $MauTalkThomas to recall('MauTalkThomas')>>
<<set $CountMirrorShedC2V to recall('VisitMirSheC2')>>
<<set $CountMirrorMausoleumC2V to recall('VisitMirMauC2')>>
<<set $IkeCigCom to recall('IkeCigCom')>>
<<set $KillIke to recall('KillIke')>>
<<set $IkeCig to recall('IkeCig')>>
<<set $CountMirrorKitchenC2V to recall('VisitMirKitC2')>>
<<set $MomAlive to recall('MomAlive')>>
<<set $MomDead to recall('MomDead')>>
<<set $TalkMom to recall('TalkMom')>>
<<set $CorruptionChecker to recall('CorruptionChecker3')>>
<<set $Note2Translated to recall('No2Tran')>>
<<set $CountMirrorLivingRoomC2V to recall('VisitMirLivC2')>>
<<set $CountMirrorChildC2V to recall('VisitMirChiC2')>>
<<set $ManDead to recall('ManDead')>>
<<set $ManAlive to recall('ManAlive')>>
<<set $KeyLivingRoom to recall('KeyLivingRoom')>>
<<set $LivingRoomVisits to recall('VisitedWithKey')>>
<<set $TvShow to recall('TvShow')>>
<<set $WonTvShow to recall('WonTvShow')>>
<<set $TvShow1 to recall('TvShow1')>>
<<set $TvShow2 to recall('TvShow2')>>
<<set $TvShow3 to recall('TvShow3')>>
<<set $TvShow4 to recall('TvShow4')>>
<<set $TvShowCount to recall('TvShowCount')>>
<<set $WonTvShow1 to recall('WonTvShow1')>>
<<set $WonTvShow2 to recall('WonTvShow2')>>
<<set $WonTvShow3 to recall('WonTvShow3')>>
<<set $WonTvShow4 to recall('WonTvShow4')>>
<<set $show1 to recall('WonTvShow1')>>
<<set $show2 to recall('WonTvShow2')>>
<<set $show3 to recall('WonTvShow3')>>
<<set $show4 to recall('WonTvShow4')>>
<<set $ShadowHuntRoom to recall('ShadowHuntRoom', 'restroom')>>
<<set $ShadowHunt to recall('ShadowHunt')>>
<<set $CountMirrorMyRoomC2V to recall('VisitMirMyRC2')>>
<<set $CountMirrorStairsC2V to recall('VisitMirStaC2')>>
<<set $CountMirrorRestroomC2V to recall('VisitMirResC2')>>
<<set $ShedTalkThomas to recall('ShedTalkThomas')>>
<<set $ShedTalkThomas2 to recall('ShedTalkThomas2')>>
<<set $CountMirrorStudyC2V to recall('VisitMirStuC2')>>
<<set $CorruptionChecker to recall('CorruptionChecker4')>>
<<set $CountMirrorStudyC2V to recall('VisitMirStuC2')>>
<<set $CountMirrorKitchenC2V to recall('VisitMirKitC2')>>
<<set $GirSeen to recall('GirSeen')>>
<<set $StaSeen to recall('StaSeen')>>
<<set $AttSeen to recall('AttSeen')>>
<<set $D10Seen to recall('D10Seen')>>
<<set $D21Seen to recall('D21Seen')>>
<<set $D01Seen to recall('D01Seen')>>
<<set $CountStairsV to recall('VisitSta')>>
<<set $CountMirrorLaboratoryC2V to recall('VisitMirLabC2')>>
<<set $CountMirrorSeenPaintingDownC2V to recall('VisitMirSeenPaintingDownC2')>>
<<set $CountMirrorMirrorC2V to recall('VisitMirMirrorC2')>>
<<set $CountMirrorMomC2V to recall('VisitMirMomC2')>>
<<set $CountMirrorManC2V to recall('VisitMirManC2')>>
<<set $CountMirrorDogC2V to recall('VisitMirDogC2')>>
<<set $CountDead1V to recall('VisitDead1')>>
<<set $CountDead2V to recall('VisitDead2')>>
<<set $CountDead3V to recall('VisitDead3')>>
<<set $CountDead4V to recall('VisitDead4')>>
<<set $CountDead5V to recall('VisitDead5')>>
<<set $CountDead7V to recall('VisitDead7')>>
<<set $CountDead8V to recall('VisitDead8')>>
<<set $CountDead9V to recall('VisitDead9')>>
<<set $CountDead10V to recall('VisitDead10')>>
<<set $CountDead12V to recall('VisitDead12')>>
<<set $CountDead13V to recall('VisitDead13')>>
<<set $CountDead14V to recall('VisitDead14')>>
<<set $CountDead15V to recall('VisitDead15')>>
<<set $CountDead16V to recall('VisitDead16')>>
<<set $CountDead17V to recall('VisitDead17')>>
<<set $CountDead19V to recall('VisitDead19')>>
<<set $CountDead20V to recall('VisitDead20')>>
<<set $CountDead21V to recall('VisitDead21')>>
<<set $CountDead22V to recall('VisitDead22')>>
<<set $CountDead24V to recall('VisitDead24')>>
<<set $CountDead25V to recall('VisitDead25')>>
<<set $CountDead26V to recall('VisitDead26')>>
<<set $CountDead27V to recall('VisitDead27')>>
<<set $CountDead28V to recall('VisitDead28')>>
<<set $CountDead29V to recall('VisitDead29')>>
<<set $CountDead30V to recall('VisitDead30')>>
<<set $CountDead31V to recall('VisitDead31')>>
<<set $CountDead33V to recall('VisitDead33')>>
<<set $CountDead34V to recall('VisitDead34')>>
<<set $CountDead35V to recall('VisitDead35')>>
<<set $CountDead36V to recall('VisitDead36')>>
<<set $CountDead37V to recall('VisitDead37')>>
<<set $CountDead38V to recall('VisitDead38')>>
<<set $CountDead39V to recall('VisitDead39')>>
<<set $CountDead40V to recall('VisitDead40')>>
<<set $CountDead41V to recall('VisitDead41')>>
<<set $DeathCount2 to recall('deathcount2')>>
<<set $CountSpecificDeaths to recall('countspecificdeaths')>>
<<set $CountSpecificDeaths2 to recall('countspecificdeaths2')>>
<<set $D02Seen to recall('D02Seen')>>
<<set $D03Seen to recall('D03Seen')>>
<<set $D04Seen to recall('D04Seen')>>
<<set $D05Seen to recall('D05Seen')>>
<<set $D07Seen to recall('D07Seen')>>
<<set $D08Seen to recall('D08Seen')>>
<<set $D09Seen to recall('D09Seen')>>
<<set $D12Seen to recall('D12Seen')>>
<<set $D13Seen to recall('D13Seen')>>
<<set $D14Seen to recall('D14Seen')>>
<<set $D15Seen to recall('D15Seen')>>
<<set $D16Seen to recall('D16Seen')>>
<<set $D17Seen to recall('D17Seen')>>
<<set $D19Seen to recall('D19Seen')>>
<<set $D22Seen to recall('D22Seen')>>
<<set $D24Seen to recall('D24Seen')>>
<<set $D25Seen to recall('D25Seen')>>
<<set $D26Seen to recall('D26Seen')>>
<<set $D27Seen to recall('D27Seen')>>
<<set $D28Seen to recall('D28Seen')>>
<<set $D29Seen to recall('D29Seen')>>
<<set $D30Seen to recall('D30Seen')>>
<<set $D31Seen to recall('D31Seen')>>
<<set $D33Seen to recall('D33Seen')>>
<<set $D34Seen to recall('D34Seen')>>
<<set $D35Seen to recall('D35Seen')>>
<<set $D36Seen to recall('D36Seen')>>
<<set $D37Seen to recall('D37Seen')>>
<<set $D38Seen to recall('D38Seen')>>
<<set $D39Seen to recall('D39Seen')>>
<<set $D40Seen to recall('D40Seen')>>
<<set $D41Seen to recall('D41Seen')>>
<<set $Statue to recall('statue')>>
<<set $Riddle to recall('riddle')>>
<<set $RiddleWin to recall('riddlewin')>>
<<set $RiddleWinS to recall('riddlewinsecret')>>
<<set $DeathCount2 to recall('deathcount2') + 1>>
<<set $Room1 to recall('Room1')>>
<<set $Room2 to recall('Room2')>>
<<set $Room4 to recall('Room4')>>
<<set $Room5 to recall('Room5')>>
<<set $Quest1 to recall('Quest1')>>
<<set $Quest2 to recall('Quest2')>>
<<set $Quest3 to recall('Quest3')>>
<<set $Quest4 to recall('Quest4')>>
<<set $Quest5 to recall('Quest5')>>
<<set $Quest6 to recall('Quest6')>>
<<set $Quest7 to recall('Quest7')>>
<<set $Quest8 to recall('Quest8')>>
<<set $Quest9 to recall('Quest9')>>
<<set $Quest10 to recall('Quest10')>>
<<set $Quest11 to recall('Quest11')>>
<<set $Quest12 to recall('Quest12')>>
<<set $ChaMom to recall('ChaMom')>>
<<set $ChaMan to recall('ChaMan')>>
<<set $ChaPai to recall('ChaPai')>>
<<set $ChaDog to recall('ChaDog')>>
<<set $ChaKid to recall('ChaKid')>>
<<set $ChaWin to recall('ChaWin')>>
<<set $ChaGir to recall('ChaGir')>>
<<set $ChaSta to recall('ChaSta')>>
<<set $ChaDoo to recall('ChaDoo')>>
<<set $ChaMir to recall('ChaMir')>>
<<set $ChaAtt to recall('ChaAtt')>>
<<set $ChaBea to recall('ChaBea')>>
<<set $Death2 to recall('deathcount2')>>
<<set $UpdateBugFix to recall('updatebugfix')>>
<<set $Att to recall('VisitAtt')>>
<<set $Bat to recall('VisitBat')>>
<<set $Bas to recall('VisitBas')>>
<<set $Chi to recall('VisitChi')>>
<<set $Con to recall('VisitCon')>>
<<set $Liv to recall('VisitLiv')>>
<<set $MyR to recall('VisitMyR')>>
<<set $Res to recall('VisitRes')>>
<<set $Stu to recall('VisitStu')>>
<<set $Loc to recall('VisitLoc')>>
<<set $Kit to recall('VisitKit')>>
<<set $Sta to recall('VisitSta')>>
<<set $Lab to recall('VisitLab')>>
<<set $Lib to recall('VisitLib')>>
<<set $Fri to recall('VisitFri')>>
<<set $MirAttC2 to recall('VisitMirAttC2')>>
<<set $MirBatC2 to recall('VisitMirBatC2')>>
<<set $MirBasC2 to recall('VisitMirBasC2')>>
<<set $MirChiC2 to recall('VisitMirChiC2')>>
<<set $MirConC2 to recall('VisitMirConC2')>>
<<set $MirLivC2 to recall('VisitMirLivC2')>>
<<set $MirMyRC2 to recall('VisitMirMyRC2')>>
<<set $MirResC2 to recall('VisitMirResC2')>>
<<set $MirStuC2 to recall('VisitMirStuC2')>>
<<set $MirKitC2 to recall('VisitMirKitC2')>>
<<set $MirStaC2 to recall('VisitMirStaC2')>>
<<set $MirLabC2 to recall('VisitMirLabC2')>>
<<set $MirLibC2 to recall('VisitMirLibC2')>>
<<set $MirFriC2 to recall('VisitMirFriC2')>>
<<set $MirBalC2 to recall('VisitMirBalC2')>>
<<set $MirSheC2 to recall('VisitMirSheC2')>>
<<set $MirMauC2 to recall('VisitMirMauC2')>>
<<set $CountMirMomC2V to recall('VisitMirMomC2')>>
<<set $CountMirManC2V to recall('VisitMirManC2')>>
<<set $CountMirDogC2V to recall('VisitMirDogC2')>>
<<set $CountMirrorFrieC2V to recall('VisitMirFrieC2')>>
<<set $CountMirMirrorC2V to recall('VisitMirMirrorC2')>>
<<set $CountMirSeenPaintingDownC2V to recall('VisitMirSeenPaintingDownC2')>>
<<set $CountMirFrieC2V to recall('VisitMirFrieC2')>>
<<set $Bo4Seen to recall('Bo4')>><div id="bg-layer"></div>
<div id="main-container-content">
<div id="passages"></div>
<div id="options" data-passage="Options"></div>
<div id="minimal-options" data-passage="MinimalOptions"></div>
<div id="portrait-images" data-passage="Portrait Passage"></div>
<div id="mobile-options" data-passage="MobileOptionsCall"></div>
</div>
<div id="view-background" data-passage="ViewBackground" data-tooltip="Background"></div><<if settings.sfxcontrol == 1>>
<<run setup.randomSfx.stop(true)>>
<</if>>
<<if settings.colorblind == 0>>
<<script>>
$("html").removeClass("colorblind");
$("#passages").removeClass("colorblind");
<</script>>
<<elseif settings.colorblind == 1>>
<<script>>
$("html").addClass("colorblind");
$("#passages").addClass("colorblind");
<</script>>
<</if>>
<<if settings.font == 0>>
<<script>>
$("html").removeClass("font");
$("#passages").removeClass("font");
<</script>>
<<elseif settings.font == 1>>
<<script>>
$("html").addClass("font");
$("#passages").addClass("font");
<</script>>
<</if>>
<<if settings.gore == 1>>
<<run $("html").addClass("nogore")>>
<<else>>
<<run $("html").removeClass("nogore")>>
<</if>>
<<include "AmbientMusicController">>
<<done>>
<<timed 500ms>>
<<if !tags().includes("no-save")>>
<<set $BGCopy to setup.toRelativePath($("#bg-layer").css("background-image"))>>
<</if>>
<<if $BGCopy>>
<<bg $BGCopy>>
<</if>>
<</timed>>
<<insane $Insanity>>
<</done>>
<<if $Insanity lt 0>>
<<set $Insanity to 0>>
<<elseif $Insanity gte 100>>
<<if !tags().includes("no-kill-insanity") && passage() != "dead27">>
<<set $Insanity = 0>>
<<deadcount 27>>
<<goto "dead27">>
<</if>>
<</if>>
<<if $Time gte 1441>>
<<set $Time -= 1440>>
<<unset $Slept>>
<</if>><<include "InitialRoundValues">>
<<include "InitialImageLoading">>
/* Preload all images */
<<run setup.preload(_tempImageArray)>>
/* End preload all images */
/* These values are only loaded 1x */
<<set $Death = 0>>
<<set $CountDoorbell = 0>>
<<set $CountBooks = 0>>
<<set $CountCurios = 0>>
<<set $CountCurios2 = 0>>
<<set $CountGhosts = 0>>
<<set $CountGhosts2 = 0>>
<<set $CountSpecificDeaths = 0>>
<<set $CountSpecificDeaths2 = 0>>
<<set $DeathCount2 = 0>>
<<set $Corruption = 0>>
<<set $HideAndSeekWinCount = 0>>
<<set $TvShowCount = 0>>
<<set $OuijaTotalQuestions = 0>>
<<set $CountCollect = 0>>
<<set $CountCollect2 = 0>>
<<set $Cheats to "secret">>
/* Audio caching */
/* Menu audio's */
<<cacheaudio "cardoorslam" "audio/sfx/menu/cardoorslam.mp3">>
/* End menu audio's */
/* Basement audio's */
<<cacheaudio "basementslam" "audio/sfx/basement/door-slam-basement.mp3">>
<<cacheaudio "breathing" "audio/sfx/basement/breathing.mp3">>
<<cacheaudio "basementswitch" "audio/sfx/basement/basement-switch.mp3">>
/* End basement audio's */
/* Entrance audio's */
<<cacheaudio "closingdoor" "audio/sfx/entrance/closingdoor.ogg">>
<<cacheaudio "manlaughing" "audio/sfx/entrance/malelaughter.mp3">>
<<cacheaudio "nailswood" "audio/sfx/entrance/nailswood.mp3">>
<<cacheaudio "nailswoodlong" "audio/sfx/entrance/nailswoodlong.mp3">>
<<cacheaudio "squeekdoorwood" "audio/sfx/entrance/squeekdoorwood.mp3">>
<<cacheaudio "woodlock" "audio/sfx/entrance/woodlock.mp3">>
<<cacheaudio "driveby" "audio/sfx/entrance/driveby.mp3">>
/* End entrance audio's */
<<cacheaudio "drip" "audio/drip.mp3">>
<<cacheaudio "chopping" "audio/chopping.mp3">>
<<cacheaudio "static" "audio/static.mp3">>
/* Widget audio's */
<<cacheaudio "heartbeatfast" "audio/sfx/widgets/heartbeatfast.mp3">>
/* End widget audio's */
/* Random - sfx */
<<cacheaudio "whisper" "audio/random-sfx/whisper.mp3">>
<<cacheaudio "heartbeat" "audio/random-sfx/heartbeat.mp3">>
<<cacheaudio "whoosh" "audio/random-sfx/whoosh.mp3">>
<<cacheaudio "switch" "audio/random-sfx/switch.mp3">>
<<cacheaudio "piano" "audio/random-sfx/piano.mp3">>
<<cacheaudio "pencil" "audio/random-sfx/pencil.mp3">>
<<cacheaudio "footsteps" "audio/random-sfx/footsteps.mp3">>
<<cacheaudio "knocking" "audio/random-sfx/knocking.mp3">>
<<cacheaudio "whisper2" "audio/random-sfx/whisper2.mp3">>
<<cacheaudio "specimen" "audio/random-sfx/specimen.mp3">>
<<cacheaudio "impact" "audio/random-sfx/impact.mp3">>
<<cacheaudio "lfe" "audio/random-sfx/lfe.mp3">>
<<cacheaudio "deepdark" "audio/random-sfx/deepdark.mp3">>
<<cacheaudio "vanish" "audio/random-sfx/vanish.mp3">>
<<cacheaudio "whoosh2" "audio/random-sfx/whoosh2.mp3">>
<<cacheaudio "bump" "audio/random-sfx/bump.mp3">>
<<cacheaudio "metal" "audio/random-sfx/metal.mp3">>
<<cacheaudio "nail" "audio/random-sfx/nail.mp3">>
<<cacheaudio "eerie" "audio/random-sfx/eerie.mp3">>
<<cacheaudio "ghostly" "audio/random-sfx/ghostly.mp3">>
<<cacheaudio "low" "audio/random-sfx/low.mp3">>
/* End random - sfx */
/* Death scene */
<<cacheaudio "death" "audio/background/death.mp3">>
/* End death scene */
/* new caching */
<<cacheaudio "bg-1" "audio/background/balcony.mp3">>
<<cacheaudio "bg-2" "audio/background/basement.mp3">>
<<cacheaudio "bg-3" "audio/background/bathroom.mp3">>
<<cacheaudio "bg-4" "audio/background/bathroom2.mp3">>
<<cacheaudio "bg-5" "audio/background/childrenroom.mp3">>
<<cacheaudio "bg-6" "audio/background/hallway2.mp3">>
<<cacheaudio "bg-7" "audio/background/kitchen.mp3">>
<<cacheaudio "bg-8" "audio/background/lockedroom.mp3">>
<<cacheaudio "bg-9" "audio/background/myroom.mp3">>
<<cacheaudio "bg-10" "audio/background/study.mp3">>
<<cacheaudio "bg-11" "audio/background/hallway.mp3">>
<<cacheaudio "bg-12" "audio/background/conservatory.mp3">>
<<cacheaudio "bg-13" "audio/background/attic.mp3">>
<<cacheaudio "bg-14" "audio/background/livingroom.mp3">>
<<cacheaudio "bg-15" "audio/background/laboratorium.mp3">>
<<cacheaudio "bg-16" "audio/background/wind.mp3">>
<<cacheaudio "bg-17" "audio/background/shed.mp3">>
<<cacheaudio "bg-18" "audio/background/mausoleum.mp3">>
<<cacheaudio "bg-19" "audio/background/wind.mp3">>
<<cacheaudio "bg-20" "audio/background/night.mp3">>
<<createaudiogroup ":bg-music">>
<<track "bg-1">>
<<track "bg-2">>
<<track "bg-3">>
<<track "bg-4">>
<<track "bg-5">>
<<track "bg-6">>
<<track "bg-7">>
<<track "bg-8">>
<<track "bg-9">>
<<track "bg-10">>
<<track "bg-11">>
<<track "bg-12">>
<<track "bg-13">>
<<track "bg-14">>
<<track "bg-15">>
<<track "bg-16">>
<<track "bg-17">>
<<track "bg-18">>
<<track "bg-19">>
<<track "bg-20">>
<</createaudiogroup>><<set $HasVisited = []>>
<<unset $Door>>
<<unset $Slept>>
<<unset $AtticMonsterSeen>>
<<unset $DogFood>>
<<unset $Fridge>>
<<unset $Painting>>
<<unset $ReflectionLost>>
<<unset $NotHelpedTheDog>>
<<unset $Picked>>
<<unset $TVShowPlaying>>
<<unset $SleepPrep>>
<<unset $sleepprep>>
<<unset $tvshow1>>
<<unset $tvshow2>>
<<unset $tvshow3>>
<<unset $tvshow4>>
<<unset $knock>>
<<unset $Run>>
<<unset $run>>
<<unset $stuff>>
<<unset $Stuff>>
<<unset $Items>>
<<unset $ShowerSelfKills>>
<<unset $TVShowPlaying>>
<<unset $MomKills>>
<<unset $DogKills>>
<<unset $Needle>>
<<unset $Nightmare>>
<<unset $CarWindow>>
<<unset $Breathing>>
<<unset $Curtain>>
<<unset $Peeing>>
<<unset $Mirror>>
<<unset $Painting>>
<<unset $GhostOpen>>
<<unset $BedroomMirror>>
<<unset $leftovers>>
<<unset $Leftovers>>
<<unset $Stairing>>
<<unset $stairing>>
<<unset $dog>>
<<unset $dog2>>
<<unset $dogfood>>
<<unset $Knuckle>>
<<unset $knuckle>>
<<set $Time = 0>>
<<set $Stairs = 0>>
<<set $Insanity = 0>>
<<set $GhostOpenCount = 0>>
<<set $TelevisionText to "nothing">>
<<set $Dog to "nothing">>
<<set $Dog2 to "nothing">>
<<set $MainHallDown to "nothing">>
<<set $riddle to "nothing1">>
<<set $DogFood to "clean">>
<<set $Apple to "nothing">>
<<set $LivingRoomVisited to false>>
<<set $StairsUp to false>>
<<set $InShower to false>>
<<set $RestedConservatory to false>>
<<set $ChildVisited to false>>
<<set $CarveNumber to false>>
<<set $MomSeenKitchenC2 to false>>
<<set $BGButton to true>>
<<set $DoorbellEvent to false>>
<<set $TelevisionEvent to false>>
<<set $KnifeEvent to false>>
<<set $DresserEvent to false>>
<<set $LightbulbEvent to false>>
<<set $BloodEvent to false>><<set _tempImageArray = ["images/addisonmarloweC2.jpg", "images/addisonmarloweC21.jpg", "images/addisonmarloweC22.jpg", "images/addisonmarloweC23.jpg", "images/addisonmarloweC24.jpg", "images/altar.jpg", "images/altarnogore.jpg", "images/arrow-next.png", "images/arrow-prev.png", "images/attic.jpg", "images/atticinside.jpg", "images/atticnodoor.jpg", "images/atticnolock.jpg", "images/basement.jpg", "images/bathroom.jpg", "images/bathroomcurtain.jpg", "images/car.jpg", "images/childrensroom.jpg", "images/childrensroomnokid.jpg", "images/closedhand.cur", "images/conservatory.jpg", "images/entrance.jpg", "images/entrancefriend.jpg", "images/entranceghost.jpg", "images/entranceghostdis.jpg", "images/fridge.jpg", "images/frontdoor.jpg", "images/house.jpg", "images/house1.jpg", "images/house2.jpg", "images/house3.jpg", "images/house4.jpg", "images/kitchen.jpg", "images/laboratory.jpg", "images/library.jpg", "images/livingroomalone.jpg", "images/livingroomdog.jpg", "images/livingroomman.jpg", "images/lockedroom.jpg", "images/mainhallwaydown.jpg", "images/mainhallwaydownmirror.jpg", "images/mainhallwaydownpainting.jpg", "images/mainhallwaydownpainting2.jpg", "images/mainhallwaydownpaintingdis.jpg", "images/mainhallwayup.jpg", "images/mainhallwayupmonster.jpg", "images/mainhallwayuppainting.jpg", "images/mirroratticshadowC2.jpg", "images/mirroratticwindowC2.jpg", "images/mirrorbalcony2C2.jpg", "images/mirrorbalcony3C2.jpg", "images/mirrorbalconyC2.jpg", "images/mirrorbasementC2.jpg", "images/mirrorbathroomC2.jpg", "images/mirrorchildrensroomC2.jpg", "images/mirrorchildrensroomlockC2.jpg", "images/mirrorchildrensroomnolilyC2.jpg", "images/mirrorconservatoryC2.jpg", "images/mirrorfridgeC2.jpg", "images/mirrorkitchenC2.jpg", "images/mirrorlaboratoryC2.jpg", "images/mirrorlib.jpg", "images/mirrorlibC2.jpg", "images/mirrorlibraryC2.jpg", "images/mirrorlilyC2.jpg", "images/mirrorlilyshadowC2.jpg", "images/mirrorlivingroomC2.jpg", "images/mirrorlivingroomC21.jpg", "images/mirrorlivingroomC2Static.jpg", "images/mirrorlivingroomTVC2.jpg", "images/mirrormainhallwaydownC2.jpg", "images/mirrormainhallwaydownmirror1C2.jpg", "images/mirrormainhallwaydownmirror2C2.jpg", "images/mirrormainhallwaydownmirror3C2.jpg", "images/mirrormainhallwaydownmirror4C2.jpg", "images/mirrormainhallwaydownmirrorC2.jpg", "images/mirrormainhallwayupC2.jpg", "images/mirrormainhallwayupNoTrapdoorC2.jpg", "images/mirrormausoleumC2.jpg", "images/mirrormausoleumghostC2.jpg", "images/mirrormyroomC2.jpg", "images/mirrorshedcorpseC2.jpg", "images/mirrorshednormalC2.jpg", "images/mirrorstudyC2.jpg", "images/mirrortoiletC2.jpg", "images/mom.jpg", "images/myroom.jpg", "images/openhand.cur", "images/school.jpg", "images/shadow-top-back.png", "images/shadow-top-forward.png", "images/shadow.png", "images/stairs.jpg", "images/study.jpg", "images/toilet.jpg", "images/window.jpg", "images/windowman.jpg", "images/windowmandis.jpg"]>><<widget RandomHuntChance>>
<<set $RandomHuntChance to Math.clamp((random(1, 100)-(Math.trunc($Insanity/5))), 0, 100)>>
<</widget>>
<<widget RandomSeekChance>>
<<set $RandomSeekChance to random(1, 100)>>
<</widget>><<widget deadcount>>
<<if ndef State.getVar(`$CountDead${_args[0]}V`)>>
<<set State.setVar(`$CountDead${_args[0]}V`, 1)>>
<<else>>
<<set State.setVar(`$CountDead${_args[0]}V`, State.getVar(`$CountDead${_args[0]}V`) + 1)>>
<</if>>
<<run setup.randomSfx.stop(true)>>
<<masteraudio stop>>
<<audio "death" loop volume 0.25 fadeoverto 10 0.7>>
<<set $Death += 1>>
<<if $Chapter2active>>
<<set $DeathCount2 += 1>>
<</if>>
<</widget>>
<<widget roomcount>>
<<if !$HasVisited.includes(_args[0])>>
<<set $HasVisited.push(_args[0])>>
<<set State.setVar(`$Count${_args[0]}V`, (State.getVar(`$Count${_args[0]}V`) ?? 0) + 1)>>
<</if>>
<</widget>><<widget timedsfx>>
<<if settings.sfxcontrol == 0>>
<<timed `_args[0]+"s"`>>
<<audio `_args[1]` volume `_args[2]` play>>
<</timed>>
<</if>>
<</widget>><<widget externalLink>>
/% $args[0] should be link text %/
/% $args[1] should be link URL %/
<<print "<a href='" + _args[1] + "' target='_blank'>" + _args[0] + "</a>">>
<</widget>><<widget flash>>
<<if settings.notif == 0>>
<<run new window.FlashMessage(_args[0], 'default',{
progress: true,
interactive: true,
timeout: 20000,
});>>
<</if>>
<</widget>>