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<<audio "theme" loop play>>s ᴘ ᴏ ᴏ ᴋ ʏ ʜ ᴏ ᴜ s ᴇ
[[credits and notes|credits]]''NOTES'':
there are no jump scares or graphic images in this game, but there are some unexpected sounds, and if you will find that too distressing i recommend muting the game
as with most of my other games, you are rewarded for visiting and revisiting (and revisiting, and revisiting, and revisiting) items and locations
sᴘᴏᴏᴋʏ ʜᴏᴜsᴇ, and its sequel, return to sᴘᴏᴏᴋʏ ʜᴏᴜsᴇ are part room-escape game, part psychological horror game-- but at their heart they are stories about sadness, about love and loss, about the ever-shifting landscape of our hearts and minds.
it is with great pleasure and pride that i present to you sᴘᴏᴏᴋʏ ʜᴏᴜsᴇ (spookier edition)
made using <a href="http://twinery.org/">Twine</a>
story: winona danger
sound effects: <a href="http://freeSFX.co.uk">freeSFX.co.uk</a>
music: Ofelia's Dream by <a href="www.bensound.com">BenSound.com</a>
hallway background: Dan Wade
[[start game|begin]]<<audio ":all" stop>>Congratulations!
You are alive!
[[???]]Relax! It's a good thing!
Only-- you are in a strange bedroom. You don't know how you got there, but the bed you're in is pretty cozy.
[[stay in bed]]You get out of bed and get ready to do some <b>exploring</b>.
On a chair is your clothes from yesterday folded up neatly and put in a pile.
Pretty considerate of whoever put them there. Now you don't have to go adventuring in your pajamas!
Who put them there, though? Was it you?
Probably before you explore the room you should explore //your mind//.
[[nah, let's explore the room|main]]
[[remember some stuff]]You hang out in bed for a while, but it gets boring pretty quickly.
You should probably explore the house.
[[take a nap]]Instead of getting out of bed and exploring the totally cool and mysterious house, you decide to take a nap.
You literally just woke up and that's kind of a boring choice, but you're the boss.
The nap is okay but nothing to write home about (unless your family is waiting desperately for news of any and all naps?).
You should probably explore.
[[stay in bed]]You look around the bedroom.
There's a [[bed]], a [[desk]], and a [[dresser]], all made of the same [[ugly wood|weird greying wood]]. There are three doors-- one each to your [[left|closet]] and [[right|bathroom]] and another one in [[front|exit]] of you.
[[inventory]]<<set $alive = "true"; $you = "true">>You sit down on the bed and try to remember everything you can about yesterday.
It was a pretty normal day, actually-- or what you can remember of it seemed pretty normal at least.
You can't remember after about 5PM last night.
Maybe there will be some clues in the house.
[[explore|main]]You inspect the bed, but there's not a lot to go off, clues wise. A fairly standard four-poster bed, apart from the oddity of the wood.
[[check under the bed]]
[[back|main]]The top of the desk is absolutely covered with [[papers]] and [[books]].
There is a single [[drawer]].
[[back|main]]There are three [[drawers]] with very nice drawer pulls, starkly contrasting with the ugly wood.
On top of the dresser there are some [[pictures]]<<if $coins eq "no">>, [[spare change]],<<endif>> and a [[lamp]].
[[back|main]]You examine the wood. It's badly weathered, and clearly old, and a weird choice for indoor decor. Unless you want your house to look like an exhumed shipwreck, I guess.
[[back|main]]You open the door on your left.
It's a closet, nothing too fancy, and it's almost entirely empty.
There's a bar at the top where clothes would normally hang but all that's on there now is a single bent clothes hanger, and the floor is bare apart from the general detritus of day-to-day living.
It looks like someone left in a hurry, but a long time ago. There's cobwebs.
[[back|main]]You walk over and open the door on your right.
The room is that specific off-white color people use for bathrooms. Which is fitting, since this is clearly a bathroom.
There's a [[shower]], a [[toilet]], a [[sink]], a [[trash can]] and some [[cabinets]]. On the floor, there's a [[rug]].
[[back|main]]You go to open the door in front of you, but the knob doesn't turn. Door's locked, kid.
<<if $key eq "yes">>[[try the key]]
<<endif>><<if $paperclip eq "yes">>[[try the paperclip]]<<endif>>
[[back|main]]<<if $key eq "yes">>a key
<<endif>><<if $vergil eq "yes">>a Latin copy of the Aeneid
<<endif>><<if $ticket eq "yes">>a discarded train ticket
<<endif>><<if $gun eq "yes">>a gun
<<endif>><<if $drugs eq "yes">>a stranger's medications
<<endif>><<if $paperclip eq "yes">>a paperclip
<<endif>><<if $coins eq "yes">>some old coins
<<endif>><<if $kit eq "yes">>a first aid kit
<<endif>><<if $crosswords eq "yes">>partially used crossword books
<<endif>><<if $vhs eq "1">>a vhs tape
<<endif>><<if $vhs gte "2">>some vhs tapes
<<endif>><<if $topper eq "yes">>a tree-topper
<<endif>><<if $shoes eq "yes">>a commemorative ornament
<<endif>><<if $journal eq "yes">>weathered journal
<<endif>><<endif>>You open the drawers one by one.
All three of them are mostly empty, and what few clothes there are, are simple and outdated. It almost looks like someone packed in a hurry.
You think the top drawer might have a false bottom.
[[check out the top drawer|false bottom]]
[[back|dresser]]The pictures on the dresser are candid shots of people, and some of them look familiar.
You have to push down a brief, foolish fear that some of these people are you.
You want to take these, but it feels wrong to.
[[back|dresser]]There's probably about two dollars here in American coinage, and then a few other foreign coins you don't recognize. Some of them look really old, like really <i>really</i> old.
<<linkreplace "go on take the money and run">><<set $coins = "yes">>You don't feel great about this.
You take just the old coins, so you can look at them later. You'll definitely give them back, so this is just borrowing.
You take the rest of the coins, too, and that's just stealing, which is wrong.
[[back|dresser]]<</linkreplace>>It's a lamp.
You pick it up to see if there's anything interesting about it, but no dice.
There's a picture underneath it, and you definitely recognize the person in it, and you set the lamp back down just a touch too hard.
<<if $key eq "no">>
There's a clink as the base of the lamp hits the dresser, and you look at the bottom of the lamp and find a key taped to the underside.
You <<linkreplace "take the key">>took the key<<set $key to "yes">><</linkreplace>>, <i>obviously</i>. Worst case, free key, right?
[[back|dresser]]You pull out the drawer and empty it out on the floor and tap on the inside of the drawer.
It sounds hollow, like there's extra space, and besides it clearly should be at least three inches deeper than it is.
[[smash it up]]From the looks of the papers on the desk, someone was spending a lot of time working on something extremely complicated and important to them. Most of the pages are handwritten (is there even a computer in this room?), while others are photocopies from books or journals. There is a small, neat stack of [[newspaper clippings]].
The excited sprawl of the writer's handwriting makes it difficult to piece together what they're writing on, but some of the photocopies deal with hauntings, both real and hoax. You shiver.
<<if $paperclip eq "no">>You shift the papers aside, neatening them into a sort-of stack, and a paperclip falls off the table onto your foot. You [[pick it up]].<<endif>>
[[back|desk]]The first three books you see are //Gray's Anatomy//, //An Introduction to Birdwatching//, and //Advanced Cryptography//.
What kind of project is this person working on, anyway?
[[back|desk]]You go to open the drawer but find that it is quite stuck, potentially locked.
<<if $paperclip eq "yes">>You pull out the paperclip that fell off the desk earlier, and work it into a makeshift lockpick. The lock opens easily after that, surprisingly easily. You [[open]] the drawer.<<else>>You know how to pick a lock like this with even just a paperclip-- if only you had one.<<endif>>
[[back|desk]]The newspaper clippings all deal with mysterious or weird deaths and date back sixty years and cover five states. The most recent one is dated yesterday.
You don't want to look at them for very long.
[[back|papers]]<<set $paperclip = "yes">>You never know when a paperclip will come in handy.
[[back|desk]]You throw the drawer hard against the floor and the false bottom splinters and breaks.
You are a terrible houseguest.
You look at the drawer <<if $gun eq "no">>and see that what it was hiding was a gun.<<else>>but it's empty.<<endif>>
<<if $gun eq "no">>
<<linkreplace "take the gun">><<set $gun to "yes">>You take the gun.<</linkreplace>><</if>>
[[back|dresser]]You open the desk drawer. Good thinking!
Inside, you find more papers-- these ones are typed up, but on a typewriter, and in a language you don't recognize.
<<if $vergil eq "no">>Underneath the papers, there's an untranslated copy of Vergil's <i>Aeneid</i>. It looks well used.
<<linkreplace "take the book">><<set $vergil to "yes">>You take the book.<</linkreplace>><<endif>>
[[back|desk]]You lift up the bedskirt and check under the bed.
There's a textbook on basic calculus and a lot of dust bunnies. You should be fine leaving it there.
[[back|main]]<<set $key = "no">>You put the key you found under the lamp in the lock and it fits (you pretend that you aren't incredibly surprised).
You turn the knob and head out into the [[hallway|hallwayy]].<<set $paperclip = "no">>You've got some optimism, there, thinking you can pick this lock with a paperclip. You break it.
Maybe try something else.
[[back|exit]]You check out the shower, mostly to make sure there's nothing lurking behind the closed curtain-- horror movie situations 101.
You walk up to it slowly and yank back the curtain boldly, bravely-- heroically, even-- ready to face whatever horrors await y--
HOLY HELL that spider's huge. But dead, so you're willing to call this area cleared.
[[back|bathroom]]On top of the toilet is a stack of [[magazines]]. The rest of the toilet is not that interesting.
[[back|bathroom]]It's a sink. There's evidence that someone lives here-- a toothbrush by the faucet, a [[medicine cabinet|medications]], a pair of tweezers-- but nothing really useful.
[[back|bathroom]]The trash can is small and plastic and nearly empty.
All you see inside is tissues<<if $ticket eq "no">> and what looks like a ticket stub<<endif>>.
<<if $ticket eq "no">>
<<linkreplace "take the ticket stub">><<set $ticket = "yes">>You're really grateful that the trash can is mostly empty because you reach in and grab that ticket stub right out of there.<</linkreplace>><<endif>>
[[back|bathroom]]You open the cabinets that stand across from the toilet.
<<if $kit eq "no">>Inside there are towels and washcloths, spare toilet paper, and a first aid kit.<<else>>Inside, there are towels and washcloths and some spare toilet paper.<<endif>>
<<if $kit eq "no">>
<<linkreplace "take the first aid kit">><<set $kit to "yes">>Stealing is wrong, but adventuring is dangerous biz, so you take the first aid kit.<</linkreplace>><<endif>>
[[back|bathroom]]There's a hideous, hot pink fake fur rug in the middle of the bathroom.
[[kick the rug]]
[[back|bathroom]]The magazines on the toilet are four half-done crossword books and three new ones.
Not very interesting as far as you can tell.
<<linkreplace "take them anyway">><<set $crosswords to "yes">>Alright, if you insist.<</linkreplace>>
[[back|bathroom]]You look in the medicine cabinet, you total snoop!
In the cabinet you find the usual boring stuff<<if $drugs eq "no">>, but more interestingly, a few mostly-full bottles of medications<<endif>>.
<<if $drugs eq "no">>
<<linkreplace "take the meds">><<set $drugs to "yes">>You take the bottles, because you're a terrible person.<</linkreplace>><<endif>>
[[back|bathroom]]You kick that monstrosity and you feel great about it.
It makes a strange rustling noise.
You pick up the rug and underneath it is what looks like a page of math study notes that's been misplaced.
You can't make heads or tails of it.
[[back|bathroom]]You step out into the hallway. It's bare, except for one [[painting]] on the wall.
<<if visited() gte 5>>There is a [[door|hall left]] at the very end of the hall to your left.<<else>>There is a [[door|hall right]] at the very end of the hall to your right.
<<if visited() gte 6>>There is a staircase in front of you. You swear it wasn't there before, but here it is now. You [[walk down the staircase|foyer]].<<endif>><<if visited() lte 1>>The painting on the wall is American Gothic. It's not too terribly interesting, you think, but you don't trust it to stay that way.<<elseif visited() is 2>>The painting on the wall is American Gothic, but //wrong//. The pitchfork is a dinner fork, the couple is smiling broadly, the farmhouse looks more like the house on Haunted Hill. You're a little unnerved by it.<<elseif visited() is 3>>The painting on the wall is nothing like American Gothic. Think, Munch's //The Scream//, with a down-home touch. The bridge is cornfields, the robe is overalls, the scream-- the scream is the same.<<elseif visited() gte 4>>The painting on the wall is a Thomas Kincade, soft and comforting and all too kitsch for this environment.<<endif>>
[[back|hallwayy]]You walk down the hallway and open the door.
Behind it, you see a staircase going up. You suspect it leads to the attic.
[[walk up staircase|attic]]You walk down the hallway and open the door.
[[continue|hallwayy]]<<set $foyer = $foyer + 1>><<if $foyer lte "1">>This house is really starting to get on your nerves.
<<endif>>To either side of the foyer, there is a hallway. Above you is a giant [[chandelier]]. Directly in front of you, there is a door that looks like it leads outside.
[[try the door]]
[[take the left hallway|left hallway]]
[[take the right hallway|right hallway]]
[[look behind you]]The attic is, as all attics are, dusty and old-feeling-- but it fits more in this house than it might in your own, a newly-built modular, as this house is both dusty and old. Probably. You haven't seen all that much of it.
In the center of the attic is a [[chest]], because of course there is.
To either side of you is what looks like [[family memorabilia|family]], sentimental and invaluable-- but, you assume, narratively insignificant.
[[inventory]]This is the biggest fucking chandelier you've ever seen. Not much more to be said than that.
[[back|foyer]]<<if $MASTERKEY eq "yes">>You put the ornate key in the lock and turn. The knob gives, and you [[open the door|outside]].<<else>>You try to turn the knob but the door is very much locked.<<endif>>
[[back|foyer]]You walk down the hallway that's to your left. It goes on for a while, with no doors to either side of you. The lighting is dim enough that you can only barely make out a door at the end of the hallway.
You've been walking for what feels like a very long time.
[[keep going|left hallway 2]]<<set $you = "unknown">>You walk down the hallway to your right.
There is [[one door]] at the very end of it. It's open.Behind you, right above the staircase, there is a large oil portrait of a family. You don't know how you missed it before.
You don't recognize anyone in it, and that shouldn't surprise you as much as it does.
There's also a [[staircase door]] to the right side of the staircase.
[[back|foyer]]<<if visited() lte 1>>Inside the chest, you think you see... nothing. What an anticlimax that was.<<endif>><<if $journal is "no">><<if visited() gte 2>>You would have sworn the chest was empty the first time you saw it, but inside of it now, there is a worn leather [[journal]].<<endif>><<elseif $journal eq "yes">>Your mind may have been playing tricks on you the first time, but this time you're certain the chest is empty.<<endif>>
[[back|attic]]To your left you see what you assume to be the remnants of [[Christmases past]], and to your right there is a weathered cardboard [[box]] full of VHS tapes.
[[back|attic]]<<set $journal = "yes">>You pick up the journal. You'll look at this later, when you have a moment.
[[back|attic]]In a plastic storage box, you see clearly handmade ornaments, reminding you of elementary-school craft projects: peanut butter pine cones, clay hands, decorated glass baubles-- the works.
You think there are a few other ornaments as well.
[[look for other ornaments|few other ornaments]]
[[back|attic]]<<set $vhs = $vhs + 1>><<set $newhouse to "yes">>Inside the box, there are several VHS tapes that appear to be home movies. They're labelled with things like "xmas '95" and "jeanne birthday '89".
<<if $vhs lte "1">>One of the tapes is labelled "new house", which stands out to you for some reason. <<endif>><<if $vhs lte "3">>You pick a tape from the box. Curiosity, cats, etc.<<endif>><<if $vhs gte "4">>You thought there were more tapes in the box, but when you go to look, you see that it's empty.<<endif>>
[[back|family]]The other ornaments aren't much more interesting than the handmade ones.
<<choice [[take the tree-topper]]>>
<<choice [[take the shoes]]>>
[[back|attic]]<<set $topper = "yes"; $ornament = "yes">>This is a nine-winged angel to serve as a tree topper. You had never wondered why terrifying body horror wasn't a bigger part of Christmas celebrations-- and now you never have to!
[[back|attic]]<<set $shoes = "yes"; $ornament = "yes">>This ornament is a pair of baby booties. A small gold oval reads "Baby's First Christmas, 1992"
[[back|attic]]You keep walking.
After what feels like at least five minutes (!), you notice a door to your right.
[[keep walking|left hallway 3]]
[[open the door]]You have been walking for a very long time.
Finally (finally!) you reach the door.
It is larger than you thought it would be, and very ornate. There is something written on it in an alphabet you don't recognize.
[[open the door|ornate]]<<if $alive eq "false">>You open the door and walk through. You're in the [[wrong room]].
<<endif>><<if $alive eq "true">>The knob turns but the door won't open.
[[back|left hallway 2]]
[[remember]]<<endif>><<if $alive eq "unknown">>[[where am i]]<<endif>>You open the door and walk inside.
It almost felt like someone on the other side opened the door at the same time you did.
[[The door shuts behind you|???2]].You wake up.
[[I wasn't sleeping|main2]].<<set $main2 = $main2 + 1>><<if $main2 lte 1>>You're in an unfamiliar room. Or, not so unfamiliar.<<endif>>
There is a [[desk|desk2]]<<if $you eq "true">>, a [[bed|bed2]],<<endif>> and a [[dresser|dresser2]].
You think you have some [[time]].
There are three doors-- one each to your [[left|left door 2]] and [[right|right door 2]], and another in [[front|exit2]] of you.<<audio ":all" stop>><<set $you = "true">>There's <<if $MASTERKEY eq "no">>a [[bed|bed3]],<<endif>> a [[desk|desk3]]<<if visited("new house") eq 0>> and a [[dresser|dresser3]]<<endif>>.
<<if visited("new house") eq 1>>
In front of you there is a door.
[[open door and walk through|foyer]]<<endif>>[[who am i]]<<set $alive to "unknown">>
[[back|left hallway 2]]<<set $MASTERKEY = "yes">>You go over to the bed, which is just a bare mattress.
<<set $bed = $bed + 1>><<if $bed lte "1">>
In the center of the mattress is an ornate key. You take it.<<endif>>
[[back|wrong room]]There are three books on top of the desk-- //Gray's Birdwatching//, //An Introduction to Cryptography//, and //Advanced Anatomy//.
[[back|wrong room]]On top of the dresser is a small combo television/VHS player.
<<if $vhs gte 1>><<if $newhouse is "yes">>
You turn the TV on and put the tape labelled [[new house]] in the player.<<endif>><<if visited("new house") eq 1>><<audio "static" loop play>>There is static playing on the television.<<endif>>
[[back|wrong room]]There's a [[mirror]] in front of you.You look in the mirror.
You aren't the yous from the pictures. You aren't the yous from the video. You aren't the yous from anywhere.
<<set $alive = "false">>[[open the door]]<<set $staircase to it + 1>><<if $staircase lte 1>>The knob turns but the door won't open. It feels like there's something (or someone) blocking it.<<elseif $staircase is 2>>The knob turns and you can move it a little, but it still feels like there's something blocking it.<<elseif $staircase gte 3>>It's a bit of work but you manage to get the door open. It opens onto a [[staircase]].<</if>>
<<if $staircase lte 2>>Maybe try later.<</if>>
[[back|foyer]]You're in a study.
There's a large [[bookcase]] on one side of the room, and a [[desk|studydesk]] on the other. Beyond that, the room is quite bare.You idly examine the bookcase.
You pick up a book and open it.
It's hollowed out and filled with deer teeth.
You quickly put it back and leave the study, closing the door quietly behind you.
[[back|foyer]]You walk out.
You have no idea where you are and you have so many more questions than you have ever had answers.
You're out of the house, but know you'll have to go back.
<<set $vhs = $vhs - 1>>You are led on a video tour of the house.
The picture is staticky with age, and the audio crackles.
You recognize the people as they appear onscreen, but you don't recognize the narrator's voice.
After about five minutes, the video glitches and snows out. You think you can hear voices talking, but you can't make out what they say.
You leave the tape playing.
[[back|wrong room]]The desk is covered in papers.
It looks like most of them are in code.
<<if $code eq "yes">>
You pull out the copy of the //Aeneid//. You spend a few minutes trying to decipher the papers.
You don't have time for this right now.
There are three books on the desk: //Gray's Cryptography//, //Advanced Birdwatching//, and //Introduction to Anatomy//.
[[investigate the desk]]
[[open desk drawer]]
[[back|main2]]<<set $you = "false">>You sit down on the bed and try to remember.
You can't remember anything from before about 5PM yesterday.
Or, wait, was it yesterday?
[[back|main2]]You open the drawers of the dresser.
Each of the three drawers is filled to the brim with notes and papers and photocopies.
You look through a few-- fringe science articles, newspaper clippings, blueprints. A facts sheet about goldfinches with "WRONG" scrawled across the top in red. You recognize the handwriting from somewhere.
In the bottom drawer is a Polaroid of a smiling woman holding a baby. The smile is genuine and happy, it's obvious.
[[back|main2]]There are a few things you've been putting off.
<<if $vergil eq "yes">>[[examine the aeneid|aeneid]]
<<endif>><<if $journal eq "yes">>[[read the journal|journal2]]
<<endif>><<if $ticket eq "yes">>[[look at the train ticket|ticket]]
<<endif>><<if $coins eq "yes">>[[examine coins|coins]]
<<endif>><<if $drugs eq "yes">>[[look at medications|drugs2]]
<<endif>><<if $gun eq "yes">>[[check gun|gun]]
<<endif>><<if $crosswords eq "yes">>[[look at crossword books|crosswords]]
<<endif>><<if $kit eq "yes">>[[open first aid kit|kit2]]
[[back|main2]]You open the door to your right.
It leads into an old-fashioned bathroom, with a floor-length mirror you can almost see yourself in.
You don't want to see yourself in it.
You're scared of what you might see.
[[back|main2]]You open the door in front of you.
[[walk through|congratuzalgo]]<<set $yesterday = "true">>Oh.
It feels so much further away than that.
[[back|main2]]<<set $yesterday = "false">>Wasn't it? Huh.
You've been here longer than you thought.
[[back|main2]]<<set $code = "yes">>You open the Aeneid and flip through it.
Some words are underlined or circled, and a few pages are dog-eared.
You think it might be a key to a code.
[[back|time]]You feel a little bad about reading someone's journal.
It's dated 1949 and the pages are yellowing. You recognize the handwriting. You think it might be yours, irrationally.
You skim through it but don't see anything immediately interesting.
[[back|time]]This is a train ticket stub between two towns you don't recognize the names of. You don't know why you thought this would be important.
[[back|time]]The coins are very old.
They remind you of the toll for the ferryman.
[[back|time]]You look at the prescription bottles you have stolen like a common thief.
There is a bottle of penicillin, a bottle of amphetamine salts, and a bottle of oxycodone tablets.
You're allergic to penicillin.
[[back|time]]You look at the gun.
It's an MK IV series 80 ACP .45, which doesn't really matter, but you like knowing.
You check to see if it's loaded-- it isn't. Oh well.
[[back|time]]Flipping through the puzzle books, you remember learning that sometimes people would use filled crosswords to secretly send messages to each other.
You scan a few of the puzzles but don't pick up on anything. You don't want to waste the time it would take to go through all three of the used books.
[[back|time]]You open the first aid kit.
Inside there is just the basics.
By "basics", you mean: 1 box of bandages, 1 tube of ointment, 2 rolls of gauze, 1 roll of tape, 3 blister packs of over-the-counter pain medication, and-- oh, not just the basics. Someone has added a sewing kit and a pack of dental floss.
[[back|time]]<<audio "static2" play>><</audio>>
<<timed 1s>><<audio "backwardsmusic" play>><</audio>><</timed>>
<span id = "zalgo">C̴͔̻͙͇̱̝͕̹̥͓͊ͪ̆̍̓͠͡õ̏ͣ̋ͥ̉ͯ̌̾́ͥ̿̓ͩ̌́ͤ̚͏̸̶͚̻͓̞͙̬̼̘̼̪͔͇nͨ̓̊ͮ̀͌͆̈́ͧͣ̄ͩ̾͌ͥ͐̉͘҉͏̱̟̱̺̲͔̰͎̮͔̲͕͟g͍̻͇̙̞͈̗͈̏ͫ̿͊ͧ̆ͣ͆̂͗ͯͤͮ̀̌̉̊ͤ̚̕͜͟ ̨̨̛͓͔̹̩͔͓͙̰ͤͥͦ̉͒̑ͧ̋ͤ͂̌ͧ̓̚r̷̢̻̤̼͕͓̠͓͉͖̝̳͖͍ͬͨ̋͑̀͊͑̍͟a͇͎̜͈͓̱͓͓͚̖̲͒ͦͪ̒͒͌ͨͮͦ̋ͦ̋ͩ̑̋̀̀́̚̕͢ṯ̸̰̲͇̮̩̟̟̟̺̘̗̠͎̘̼ͤͩ̀͛ͨ́͜͞ͅu̶̲̠̣͈̙̣͎̯̬̟̥ͥͨͧͬ͌̆̅̾͊͊̍̏̉͌͑͠͞ ͯͮͬ̇ͩ̾̑̃̈́̈̓̍̃̑̂͏͏̸̷̦͈̼͇̟͚̗̘̥͙͙ͅl̴̳̗̣̬̻̯̻̀̓̎͗̾ͮ̾ͦ͌̾ͧ̒ͯ͛͊͝ä̧̡́ͭͣ̏̽̉̃ͥ͘҉͙͔̰̟̼̘̳̭t̸͓̯̺͖̐̒͑ͣ̓ͧͤͣͧ͌̍̊͞ͅͅi̶ͧͫ̋̄̆̈ͮ̉̓ͪ́҉͏̞͚͖͎̜̥͍̪̤͍̗̙͓̫̳̦͔̺͘ ̷͖͎͓͛͌ͨ̂̑ͣ̿͌ͯ̉̈́ͫͮ͜͡o̵͎͙̜̮̘̱̹̤̠̺͈̘͍͖͒͆̉̿ͮ͆ͮ͋ͧ̎̆̌̉ͭ́ͤ̚͜ṋ̵͕̝͉͇͇̗̮̟̥͚̞̥̣͙̺͖͉ͧ̽̄͒ͪͪͯ͌̊ͬ̎̄̚͟͠ͅs̴̶͗̿̂͗̉̌̅̎ͣ̍ͣͫ̔̚͝҉̯̠̩̺̪͙͖͔̜͉ͅ!̢̪̗̟͔̤͍̘̳̹̠͈̭̫ͤ̆͒͐̈̇̑͝|</span>
R E L A X<<set $alive = "unknown">>
[[what's happening]]<<audio ":all" stop>><<audio "static2" play>>There's nowhere to go back to.
[[stop|congratuzalgo2]][[stop]]<<set $you = "false">><<if $yesterday eq "false">>It's been a long time.<<endif>><<if $yesterday eq "true">>It's been longer than you think.<<endif>>
[[go back to the way things were]]You were wrong.
[[open the door]]You open the door to your left.
It's a closet, full of old clothes, both men's and women's.
You wonder what happened to their owners, but not for too long.
[[back|main2]]<<set $key to "no"; $paperclip to "no"; $gun to "no"; $kit to "no"; $drugs to "no"; $ticket to "no"; $coins to "no"; $vergil to "no";$journal to "no"; $MASTERKEY to "no"; $topper to "no"; $shoes to "no">>
<<set $alive to "true"; $you to "true">>
<<cacheaudio "static" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/tcp_d4_27_the_crackle_irdial.mp3">>
<<cacheaudio "static2" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/short_static_whistle_rip.mp3">>
<<cacheaudio "theme" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/bensound-ofeliasdream.mp3">>
<<cacheaudio "doorcreak" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/door_hinge_creak_version_8.mp3">>
<<cacheaudio "doorshut" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/small_tile_scrape_along_hard_surface_quickly.mp3">>
<<cacheaudio "scraping" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/metal_object_scrape_movement.mp3">>
<<cacheaudio "backwardsmusic" "http://winonadanger.neocities.org/games/media/spooky_house_revisited/sounds/tcp_d4_28_the_backwards_music_station_irdial.mp3">><<if $flashlight is "no">>On the desk is a small flashlight. You click it off and on a few times, and it seems to work perfectly. You take it with you, because the last thing you want is to be somewhere dark in this spooky house.<<set $flashlight to "yes">>
<<else>>There is a single book on the desk: //If on a winter's night a traveller//.
[[back|one door]]<<if $flashlight is "no">>This staircase is really dark and you're worried you might trip or find a missing step and fall down the stairs and die. A reasonable worry. If only you had a flashlight.
[[back->foyer]]<<elseif $flashlight is "yes">>This staircase is really dark and you're worried you might trip or find a missing step and fall down the stairs and die. A reasonable worry.
Then you remember the flashlight you found in the study and breathe a sigh of relief as you click it on.
[[descend the stair]]<<endif>><<timed 1s>><<audio "doorcreak" play>><</timed>><<timed 3s>><<audio "doorshut" play>><</timed>>You descend the stair, taking the time to wonder if you dare to eat a peach, and are in a long, dark hallway. The flashlight beam is weak in comparison with this darkness.
You hear the door creak shut behind you and slam.
You resist the urge to [[look behind you->behind]].
Instead, you [[continue]] down the hallway, because there's not really many more options at this point.You know that you [[can't|back]].You look behind you because you love to regret things.
There's<<timed 1s>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>>.<<next>> Nothing.<<next>>
But the kind of nothing you get when you're expecting //something//.<<next>> <<next>>A very conspicuous kind of nothing.<<next>>
Oh well. No use in dwelling on nothing.
[[continue]]<</timed>><<timed 5s>><<audio "scraping" play>><</timed>>You continue down the hallway, pretty much as quickly as you safely can.
There are no doors to either side, and your flashlight can't quite illuminate the end of the hallway.
You briefly wonder if there even //is// an end to the hallway, but quickly tamp that down.
You hear a scraping noise and [[walk even faster]], if such a thing is possible.
Your flashlight starts to flicker.You are walking as quickly as you can without running, because running would mean you're scared, which you most certainly are not thank you very much.
Up ahead there is a [[door]].The door opens up to...
Another staircase, this time one that goes up. Or, well, you guess all staircases go both directions, but right now this one is going up.
[[ascend]]You go up the stairs to the door at their end and [[find yourself]]......back in the foyer?
It looks like you came out the exact same door you went in. Weird.
[[continue->foyer]]1 beating human heart
1 human brain
2 human eyes
2 human lungs
1 human mouth, with which to scream
infinite human doubt, to know you shouldn't
[[back]]<<if hasVisited("investigate the desk")>>The desk drawer is already open, just a little.
You look inside.
There's a lot of papers, of course, but peeking out from beneath them is a [[music box]].
<<else>>You try to open the desk drawer but it won't budge. Maybe there's a paperclip on the desk.
[[investigate the desk]]<<endif>>You investigate the desk further, moving aside papers. <<if hasVisited("open the desk drawer")>>Perhaps you will find a paperclip so you can open that damned drawer.<<endif>>
In moving the papers, you move a framed photograph, yellowing and old, of a man and a woman, smiling and bright. It's harder to move than it should be, and you hear a click.
[[back->desk2]]<<audio "theme" play>>You pick up the music box and open it.
The melody isn't the cheery tune you expected, and instead it is melancholy, haunting.
It makes you a little uneasy.