<<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, @@.y