<<timed 2s t8n>> Rain pours down on you as you are walking in the woods at night.<<next 2s t8n>> It's a horrible idea to walk alone, but here you are anyway.<<next 3s t8n>> You see an old slightly overgrown house in the distance. It looks a bit rundown, but a small light flickers inside, distinguishing it from the rest of the dark forest.<<next 4s t8n>>
You decide to take [[shelter|main hallway]] there, as you have nothing on you except your backpack containing only a empty water bottle.<</timed>>
<<pickup $backpack "water bottle" 1>> <<timed 1s t8n>> You enter the house through the front door. The hallway you are in has dim lights that flicker on and off sporadically.
<<next 3s t8n>> The hardwood floors below your feet have a thin layer of moss along the seams and small plants growing through deep cut clawmarks.
<<next 3s t8n>> A combination of old vines and spiderwebs drape across the ceiling and top edges of the walls. The vines are thick enough that the ceiling can't be seen, yet you think you can almost see something take slow controlled breaths behind their tangled mess.
<<next 4s t8n>>
[[Look at clawmarks]]
[[Look at vines]]
[[Continue forward|Main Hall entrance]]<</timed>>You decide to turn around and leave.
You open the door to the outside, stepping out into the open forest again. You are once again plummeting by harsh cold rain. You hear loud thunder in the distance. Best to stay inside until the storm passes so you don't freeze or get struck by lightning. You [[go back inside|Main Hall entrance]].<<timed 4s t8n>> You crane your neck back, looking up at the vines on the ceiling. The vines are a twisted mess, like a solid structure or pathway above you. They seem to cover the entire ceiling of the house. The vines shift every so often, like something is moving slowly above them. Through a gap in the vines you only see darkness, pure black abyss.
<<next 3s t8n>>
[[Continue|Main Hall entrance]] <</timed>><<timed 4s t8n>> You kneel down and look at the clawmarks on the floor. They go deep into the wood, splintering even the innermost layer. Unlike the natural cracks between the wood planks, the inside of the clawmarks are clean and bare with no trace of moss or other small plantlife. They must be fresh.
<<next 3s t8n>>
[[Continue|Main Hall entrance]] <</timed>> <<timed 2s t8n>>
In the dim hallway entrance of [[clawmarks|Look at clawmarks]], small plants and [[vines|Look at vines]], ahead of you the main hallway continues, but to your right is another smaller hallway.
<<next 3s t8n>>
<<if visited() gte 2>>You can continue down the [[main hallway|more hallway]], turn to the [[hallway on your right|right hall]].
<<else>>
You can continue down the [[main hallway|more hallway]], turn to the [[hallway on your right|right hall]] or [[turn around and leave]]. <</if>> <</timed>>
<<if visited("pull harder") is 1>><<timed 1s t8n>>
Walking makes the floorboards creaks beneath your shoes. At the end of the hall there are openings to other parts of the house and the large pile of bones directly to your right. <<next 3s t8n>>Just past the hall closet is a [[children’s playroom]]. Straight ahead of you is the entrance to the [[kitchen]]. To your left is the door to a [[laundry room|laundry door]], then the [[stairs]] leading down just past the laundry room, and finally at the end of the hall to the left is the [[Master bedroom|mb door]].
<<next 3s t8n>>
You can continue to any of these areas, or go back to the [[main hallway entrance|Main Hall entrance]].
<</timed>>
<<else>> <<timed 1s t8n>>
Walking makes the floorboards creaks beneath your shoes. At the end of the hall there are openings to other parts of the house including a [[hall closet]] directly to your right. Just past the hall closet is a [[children’s playroom]]. Straight ahead of you is the entrance to the [[kitchen]]. To your left is the door to a [[laundry door]], then the [[stairs]] leading down just past the laundry room, and finally at the end of the hall to the left is the [[Master bedroom|mb door]].
<<next 3s t8n>>
You can continue to any of these areas, or go back to the [[main hallway entrance|Main Hall entrance]].
<</timed>> <</if>>
<<if visited("right hall") is 1>><<timed 1s t8n>>
The right hallway is simaler to the main hallway in that it still has the vines and cobwebs all across the ceiling, though it seems to have even more clawmarks on the walls leaving bits of wallpaper torn and dangeling off. <<next 3s t8n>>
This hallway is smaller than the main one, only leading to a small [[bathroom]] straight ahead of you, and a [[bedroom door]] to your right.
<<next 1s t8n>>
You can continue to any of these areas, or go back to the [[main hallway entrance|Main Hall entrance]]. <</timed>>
<<else>><<timed 1s t8n>>
You find yourself back in the right hall. You can continue to the [[bathroom]], [[bedroom door]], or go back to the [[main hallway entrance|Main Hall entrance]]. <</timed>>
<</if>> <<timed 1s t8n>>
The closet is closed tightly shut, but you can hear small squeaks from inside.
<<next 2s t8n>>
You decide to <<cycle "$closetdoor" autoselect>>
<<option "open the closet">>
<<option "leave the closet closed">>
<</cycle>>
<<next 4s t8n>>
[[do action|closetdoor]]
<</timed>><<if visited("children's playroom") is 1>><<timed 1s t8n>>
This was once a dining room, though clearly turned into a kids play room. There is no dining table, instead a toy train table sat in it's place.<<next 3s t8n>>Toys once made for children, dollhouses, horse stables, and cars now house small rodents and birds. Sticks, twigs, and animal fur tufts poke out from most of the exposed small cubbyholes in various objects, some moving ever so slightly with each breath, some cold and still. <<next 4s t8n>> On the train table there is a drawing, and a small music box playing a quiet song on repeat.
<<next 3s t8n>>
[[look at drawing]]
[[Look at music box]]
[[Leave room|more hallway]]
<</timed>>
<<else>><<timed 1s t8n>>
You stand in the playroom, looking around at the train table and the item's it contains.
<<next 3s t8n>>
[[look at drawing]]
[[Look at music box]]
[[Leave room|more hallway]]
<</timed>>
<</if>> <<if visited("kitchen") is 1>><<timed 1s t8n>>
The kitchen is a open layout. Cabnets, an oven, microwave, and a fridge line one wall and a countertop island acts as a seperating wall from the dining area. <<next 3s t8n>>Although it is one room, really it is seperated into two halves. Both probably have something or other that could be useful to you.<<next 3s t8n>>
[[explore kitchen]]
[[explore dining area]]
[[go back to hallway|more hallway]]
<</timed>>
<<else>><<timed 1s t8n>>
Finding yourself back in the kitchen, it's just you, the oven, countertop island in the kitchen, and the dining area with seating and and other items on top of cabnets.
<<next 3s t8n>>
[[explore kitchen]]
[[explore dining area]]
[[go back to hallway|more hallway]]
<</timed>> <</if>> <<timed 1s t8n>> Approching the laundry room door, you see a heavy metal lock on the door. <<next 2s t8n>>The door is closed and a sticky note is still stuck to it reading:
"Remember to do your laundry after your homework -Love Mom"
<<next 3s t8n>>You try to open the laundry room door.<</timed>>
<<if $backpack.has('laundry room key')>><<timed 8s t8n>>
You unlock the door with your key and step into the [[laundry room]]
<</timed>>
<<else>><<timed 8s t8n>>
The door is locked. You need to find something to open the door if you want to enter this room.<<next 2s t8n>>
go back to [[hall|more hallway]] <</timed>>
<</if>>
<<timed 1s t8n>>
What once was a full set of stairs is now broken and chipped wood except for the first three stairs leading down into the basement. The last step is covered in deep claw-like gouges, splintering the wood into sharp points. <<next 3s t8n>> The basement below is like a void of darkness, sludge, and quiet. If you were to fall in, it's not known how long you would fall if you ever reach the bottom.
<<next 4s t8n>>You don't go any closer.
<<next 2s t8n>>
Go back to [[main hallway|more hallway]]
<</timed>>
<<if $backpack.hasAny('master key' , 'lockpick')>><<timed 1s t8n>>
You unlock the door with your key and step into the [[master bedroom]]
<</timed>>
<<else>><<timed 1s t8n>>
You try to open the door, but the doorknob doesnt turn. Locked. You need to find something to open the door if you want to enter this room.
go back to [[hall|more hallway]] <</timed>>
<</if>>
<<if $closetdoor is "open the closet">><<timed 1s t8n>>
The sliding doors to the hall closet struggle to open at first. you hear a ratteling sound inside, like many hard objects clinking together.<<next 2s t8n>>
[[pull harder]]
[[give up|leave closet]]
<</timed>>
<<elseif $closetdoor is "leave the closet closed">><<timed 1s t8n>>
You leave the closet as it is, deciding maybe it's best to not know whats inside...<<next 2s t8n>>
[[continue on|more hallway]]
<</timed>>
<</if>> <<timed 4s t8n>>
The doors break free from whatever was holding them, sliding open quickly as a large pile of something hard and brittle slides out onto the floor by your feet. <<next 3s t8n>>
Small mice and rats scurry out into the hallway avoiding being crushed by the sliding pile. You look down at the pile of bones. Skulls and other bones all picked perfectly clean, no longer stuffed tight into every inch of the closet.
<<next 3s t8n>>
You look down at the pile at your feet. You don’t want to try to shove it all back into the closet, so you [[leave it as is.|more hallway]]
<</timed>> <<timed 4s t8n>> You leave the closet as it is, deciding maybe it's best to not know whats inside, or maybe you just dont want to admit how physically weak you are.<<next 2s t8n>> Either way you [[continue on|more hallway]]<</timed>> <<timed 1s t8n>>
You pick up the drawing gently. The edges of the white paper have gone yellow with time. The crayon marks are still as clear as ever, showing a drawing of a young child standing next to her mother in a childlike style. The bottom corner of the page has dark scribbles and a stain of something red that had long dried into the paper.<<next 4s t8n>>
You decide to <<cycle "$drawing" autoselect>>
<<option "take the drawing">>
<<option "leave the drawing">>
<</cycle>>
<<next 2s t8n>>
[[do action|drawing]] <</timed>> <<timed 1s t8n>>
You pick up the small wooden music box. It stops playing music at your touch, now going quiet. The music box has a (whatever the metal turny things are in old music boxes) and a small wind up metal crank on the back.<<next 4s t8n>>
You decide to <<cycle "$musictake" autoselect>>
<<option "take the music box">>
<<option "leave the music box">>
<</cycle>>
<<next 2s t8n>>
[[do action|musicbox1]] <</timed>> <<if $drawing is "take the drawing">><<timed 1s t8n>>
You fold up the drawing neatly, placing it into your backpack.
<<pickup $backpack "drawing"1>>
[[Continue|children’s playroom]] <</timed>>
<<else>><<timed 1s t8n>>
You set the drawing back on the train table where you found it. Why would a kid's drawing have any signifigance?
[[Continue|children’s playroom]] <</timed>>
<</if>>
<<if $musictake is "take the music box">><<timed 1s t8n>>
You close the lid to the music box, gently placing it into your backpack.
<<pickup $backpack "music box" 1>>
[[Continue|children’s playroom]] <</timed>>
<<elseif $musictake is "leave the music box">><<timed 1s t8n>>
You set the music box back on the train table. It's exactly how you found it, only now it no longer plays the soft tune it did monents ago.
[[Continue|children’s playroom]] <</timed>>
<</if>>
<<newinv $backpack>>
<<set $backpack to Inventory.create()>>you find a key! This key is old, rusty, and smells vaugly of laundry detergent. This must be the $laundrykey<<if visited("bathroom") is 1>>
<<timed 1s t8n>>
Stepping into the bathroom, you cant help but notice the moss... <<next 2s t8n>> or is it mold covered walls? Whatever it was you tried to keep a good distance between it and yourself. <<next 3s t8n>>
The bathroom looked almost fairly typical, one sink, a countertop with cabnets underneath, a toilet that had strange roots growing out of it, and a bathtub shower with a large gash in it's side. Somehow it still held water.
<<next 2s t8n>>
[[examine bathtub]]
[[open cabnets]]
[[examine roots]]
Return to [[right hall]]
<</timed>>
<<else>> <<timed 1s t8n>>
You stand in the bathroom, trying to keep a good distance between yourself and whatever covered the walls. All there is in here is a toilet with roots, a bathtub, and some cabnets under the sink.
<<next 2s t8n>>
[[examine bathtub]]
[[open cabnets]]
[[examine roots]]
Return to [[right hall]]
<</timed>><</if>> <<timed 1s t8n>> You see the bedroom door. It holds a hanging painted sign that reads "Willow" in pink and purple letters.
<<next 3s t8n>>
You enter the [[bedroom]].
<</timed>><<timed 1s t8n>> The bed has a blue and purple blanket covering the sheets. There are a few reed stains on the blanket, but other than that it seems to be mostly normal. <<next 3s t8n>> Two pillows lean against the headboard, and stuffed animals fill nearly every other open spot on the bed. <<next 3s t8n>> Out of the many stuffed animals, one stands out from the rest; A blue stuffed dog. <<next 5s t8n>>
It's one button eye looks at you sweetly, as if it knew how much it had been loved. The blue dog's fur is more scratchy than it is soft from years of play and love. It's right ear had clearly fallen off at some point and been hand sewn back on with thread a different color than the rest. <<next 3s t8n>>Something about the old stuffed dog felt comforting, safe, even if you had never seen it before untill now.
<<next 3s t8n>>
You decide to <<cycle "$bluedog" autoselect>>
<<option "take the blue dog">>
<<option "leave the blue dog on the bed">>
<</cycle>>
<<next 2s t8n>>
[[do action|bluedog]] <</timed>><<timed 1s t8n>> Posted up on the walls was a array of drawings. Many of them colorful unicorns, pegasus, dragons, horses, and even blue platipus in little brown hats. Under the wall of drawings was a small chest of drawers.<<next 3s t8n>> One of the drawers was clearly stuffed as much as it could be, with ends of the papers coming out from all edges of the drawer.<<next 3s t8n>> Something in you wants to see these drawings too, wondering why these wern't on the walls with the others.
<<next 3s t8n>>
You decide to <<cycle "$drawer" autoselect>>
<<option "open the drawer">>
<<option "leave the drawer closed">>
<</cycle>>
[[do action|draweropen?]] <</timed>><<timed 1s t8n>> The bookshelf stands tall in the room, holding many book series including the entirety of Wings Of Fire, Guardian Herd, Percy Jackson, The Wild Robot, Shadow Weaver, and many Warriors books.<<next 3s t8n>> There were a few stand alone books too. Wildwood, Coraline, The BFG, Black Beauty, Anne of Green Gabels, and one more that stood out to you.
<<next 3s t8n>> This last book, it's cover was completely ripped off, and the spine of the book was so cracked the title was unreadable.
<<next 3s t8n>>
You decide to <<cycle "$book" autoselect>>
<<option "pick up the book">>
<<option "leave the book on its shelf">>
<</cycle>>
<<next 2s t8n>>
[[do action|book]] <</timed>> <<if visited("bedroom") is 1>><<timed 1s t8n>> Inside the room, you notice the pink painted walls, a small bed filled with blankets and plushies, drawings up on the walls, and horse toys along with the entire Wings of Fire book series sat on a tall bookshelf next to the closet. <<next 3s t8n>> It is a child's room, cute and playful, but the longer you look at it the more you notice it seems... <<next 3s t8n>>off.
<<next 2s t8n>>
[[examine bed]]
[[examine drawings]]
[[examine bookshelf]]
Return to [[right hall]]
<</timed>>
<<else>><<timed 1s t8n>>
You stand inside the pink walled bedroom. Before you sits a bed with stuffed animals, a large bookshelf, and drawings pinned up on the wall. The longer you look at it the more you notice it seems... <<next 3s t8n>>off.
<<next 2s t8n>>
[[examine bed]]
[[examine drawings]]
[[examine bookshelf]]
Return to [[right hall]]
<</timed>>
<</if>><<timed 12s t8n>>
<table border="1">
<tbody>
<tr>
</tr>
</tbody>
</table>
Backpack:
<<inv $backpack use drop>>
<</timed>><<if $bluedog is "take the blue dog">><<timed 1s t8n>>
You pick up the blue dog, smiling at it for a moment, then placing it inside your backpack.
<<pickup $backpack "blue dog"1>>
[[Continue|bedroom]] <</timed>>
<<else>><<timed 1s t8n>>
You leave the blue dog sitting on the bed with the rest of it's stuffed animal friends.
[[Continue|bedroom]] <</timed>>
<</if>><<if $drawer is "open the drawer">><<timed 1s t8n>>
You pull at the handle of the drawer, opening it. The papers inside are slightly crumpled, but that doesn't stand out to you nearly as much as the color. <<next 3s t8n>>
These drawings were almost entirely black, red, and a couple had small hints of orange. Sorting through the drawings one by one you start to realize they are all drawings of the same thing<<next 3s t8n>>
A monster.
[[Continue|monster drawing]] <</timed>>
<<else>><<timed 1s t8n>>
You leave the drawer closed, not sure if you could fit all the papers back inside if you were to open it.
[[Continue|bedroom]] <</timed>>
<</if>><<timed 5s t8n>> This monster, it was made with solid black crayon other than it's red eyes, but you could still make out the shape. It had long teeth, big paws and claws on each toe, four legs and the eyes of a preditor.<<next 3s t8n>> It almost looked like a panther, but one made of pure shadows and evil. Some of them even had bones and skulls lying next to it dripping with dark red.<<next 3s t8n>>
You stare at one monster drawing for a few moments longer. ...did a kid really draw this?
<<next 3s t8n>>
You <<cycle "$monsterdrawing" autoselect>>
<<option "take the monster drawing">>
<<option "put the monster drawing back into the drawer with the rest">>
<</cycle>>
<<next 1s t8n>>
[[do action|monster drawing action]] <</timed>><<if $monsterdrawing is "take the monster drawing">><<timed 1s t8n>>
You fold up the drawing placing it into your backpack, even if it does make you feel uneasy.
<<pickup $backpack "Monster drawing"1>>
[[Continue|bedroom]] <</timed>>
<<else>><<timed 1s t8n>>
You set the drawing back on the pile with the others, then carefully put all of them back into the drawer.
[[Continue|bedroom]] <</timed>>
<</if>><<if $book is "pick up the book">><<timed 1s t8n>>
You pick up the book, but before you could even start to look at it something slips out from between the pages, landing at your feet.
<<next 2s t8n>>
[[Pick up the fallen object|fallen object]] <</timed>>
<<else>><<timed 1s t8n>>
You leave the book on the shelf.
[[Continue|bedroom]] <</timed>>
<</if>><<timed 1s t8n>> At your feet, you pick up the small silver thing that fell out of the book. You realize that the long silvery object is a necklace.<<next 3s t8n>>
You turn the necklace in your hands, finding that the pendant is actually a small key. <<next 3s t8n>>
You decide to <<cycle "$necklace" autoselect>>
<<option "take the necklace">>
<<option "tuck the necklace back into the book">>
<</cycle>>
<<next 2s t8n>>
[[do action|necklace]] <</timed>>Finish story
Make inventory work for music box
kitchen has option to take kitchen knife, eat a bagel, and get laundry room key
laundry room key opens laundry room - inside has master bedroom key
master bedroom is where the monster is!
option to attack the monster, or comfort/support the monster
have a outcome for both, and you leave the house in the morning as the monster is "defeated".
end screen with credits, Ava Mantooth, 2026, replay?<<if $necklace is "take the necklace">><<timed 1s t8n>>
You take the necklace, opening the clasp and putting it around your neck. The key lands right at your collarbones comfortably. You place the book back on the shelf.
<<pickup $backpack "Key necklace"1>>
[[Continue|bedroom]] <</timed>>
<<else>><<timed 1s t8n>>
You tuck the necklace and key back into the book, close it, and place it back on the shelf.
[[Continue|bedroom]] <</timed>>
<</if>> <<if visited("laundry room") is 1>><<timed 1s t8n>>
The laundry room smells like a combination of moths, old sheets, and heavy chemical cleaning supplies. <<next 3s t8n>>Clearly whoever was last here never finished their load of laundry considering there was clothes still sitting in both the washer and dryer. A bottle of fabric softener had fallen over on the flat top of the dryer, and the light blue liquid ran down the front of the machine covering it in a sticky stong smelling mess.<<next 4s t8n>>
To your left on the floor is a pile of clothes that had been neatly folded into a basket. a couple rats slept peacefully on the folded linen, looking comfortable and almost happy actually... unlike the small rat-sized skeleton in the corner.
<<next 3s t8n>>
[[examine rats]]
[[examine washer]]
[[examine dryer]]
[[go back to hall|more hallway]]
<</timed>>
<<else>><<timed 1s t8n>>
You stand in the laundry room that smells like moths, old sheets, and chemicals.
Clothes sit inside both the washer and dryer, though the dryer is covered in sticky fabric softener. To your left rats sleep peacefully on a laundry basket.
<<next 3s t8n>>
[[examine rats]]
[[examine washer]]
[[examine dryer]]
[[go back to hall|more hallway]]
<</timed>><</if>>
<<timed 1s t8n>>
You glance over at the roots coming out of the toilet, but that is about all you do. You don't dare touch it, let alone get any closer, just in case there was any chance they could pull you in and trap you like they did the toilet.
You continue looking around the [[bathroom]]
<</timed>>