<<forget $key1,$key2,$key3,$key4,$key5,$key6,$key7,$key8,$key9,$key10>>\
[[Head over to the intro to get started|P1Name]].
This page will house your achievements. Alternatively, you can [[Click here to clear your achievements|forgetach]] if you want to start fresh like you've never played before.
\
\
Achievements (out of 10):
<<print $ach1>>
<<print $ach2>>
<<print $ach3>>
<<print $ach4>>
<<print $ach5>>
<<print $ach6>>
<<print $ach7>>
<<print $ach8>>
<<print $ach9>>
<<print $ach10>>
The bartender looks at you, then your ID, then at your friends.
A couple of regulars walk by.
"So, <<textbox "$Name" "ENTER NAME HERE." "P1Gender">>, first time here, I see. Happy Birthday, head on in." "Thanks! I know I look young. I guess I've got one of those faces. I'm a lucky [[guy|P1Guy]]/[[girl|P1Girl]]." <<set $ach1 to "I'm in, bro!">>\
<<remember $ach1>>\
<<set alert("You've unlocked an achievement: Im in, bro!")>>\
<<set $Karma to 1>>\
<<set $Lover to "Liz">>\
Your friends go to dance and encourage you to join. Instead, you head straight to the bar. A good looking woman with long black hair sits next to you. [[You glance over at her.|P1Bar]]<<set $ach2 to "I'm in!">>\
<<remember $ach2>>\
<<set alert("You've unlocked an achievement: Im in!")>>\
<<set $Karma to 1>>\
<<set $Lover to "Jake">>\
Your friends go to dance and encourage you to join. Instead, you head straight to the bar. A good looking man with short, black hair sits next to you. [[You glance over at him.|P1Bar]]<<if visited("P1Guy")>>\
<<set $Drink to "whiskey">>\
Your friends are already hitting on women on the dance floor. It's not really your scene, but they wanted to take you out for your 21st birthday.
"What'll it be, guy?" The bartender asks.
"Whiskey on the rocks," you say confidently.
"What brand?"
Your confidence falters. "Dealer's choice."
The bartender grunts and begins pouring a whiskey.
"Good choice," the woman next to you says, "they water down the vodka. I'm Liz."
[["Nice to meet you, Liz. I really don't know what I'm doing. First legal drink."|P1Interest]]
[["I'm not much of a vodka guy," you say before turning your attention back to your friends.|P1NoInterest]]
<<elseif visited("P1Girl")>>\
<<set $Drink to "Cosmo">>\
Your friends are already hitting on men on the dance floor. It's not really your scene, but they wanted to take you out for your 21st birthday.
"What'll it be, miss?" The bartender asks.
"Cosmo," you say confidently.
The bartender grunts.
"Good choice," the man next to you says, "they water down the whiskey. I'm Jake."
[["Nice to meet you, Jake. I really don't know what I'm doing. First legal drink."|P1Interest]]
[["I'm not much of a whiskey gal," you say before turning your attention back to your friends.|P1NoInterest]]
<</if>>\
"Haha, is that so?"
"Yeah," you say.
"Do you want to dance with me?" $Lover asks.
[["No, I'd rather stay here and drink a bit."|P1StayatBar]]
[["Sure, if you like awkward, stiff moves...then I'm in."|P1Dance]] The bartender drops off your $Drink. You slide him your debit card and give him the universal nod that says "start the tab" before taking a sip of your drink. You try not to cringe and hope you managed to look like a bar veteran as you watch your friends dirty dance their way into phone numbers.
<<if visited("P1Guy")>>\
An hour passes and no one really talks to you. You're three drinks in when your friend, Ryan, walks over.
"You okay, bro?" Ryan asks.
"Yeah, just not my thing."
"So much tail in here tonight, go meet you a lady! That chick with the black hair was basically begging for your attention."
You look over at Liz, and she is indeed staring you down. You look back over at Ryan.
[["Yeah, I think I'm heading home, man. Thanks for the night, though! Catch you tomorrow?"|P1Leaves]]
[["Yeah, you're right. I need a beautiful woman to show you all up."|P1Stays]]
<<elseif visited("P1Girl")>>\
An hour passes and no one really talks to you. You're three drinks in when your friend, Michelle, walks over.
"You okay, girl?" Michelle asks.
"Yeah, just not my thing."
"Oh c'mon, these guys are practically begging to buy you drinks! That guy with the black hair was basically drooling over you."
You look over at Jake, and he is indeed staring you down. You look back over at Michelle.
[["Yeah, I think I'm heading home. Thanks for the night, though! Catch you tomorrow?"|P1Leaves]]
[["Yeah, you're right. He's cute, too."|P1Stays]]
<</if>>\<<set $Karma -=1>>\
"Yeah, catch you tomorrow. Drive safe!"
"I will," you say.
You decide to leave. You hitched a ride with your friends, so you hail a cab.
<<if visited("P1Guy")>>\
You notice Liz leaving the bar the same time as you, she waves half-heartedly. You wave back as you duck into the cab and tell the driver the cross street.
<<elseif visited("P1Girl")>>\
You notice Jake leaving the bar the same time as you, he waves half-heartedly. You wave back as you duck into the cab and tell the driver the cross street.
<</if>>\
[[You tell the cab driver your address and head home.|P1Ending1]]
<<set $Karma +=1>>\
<<if visited("P1NoInterest")>>\
You walk over to $Lover and smile. "We need drinks," you say.
"You came back," $Lover says.
"My friends over there talked me into it. Said you might be into me," you say as you wave casually to your friends.
"Well, you are attractive. I'd like to get to know you."\
\
<</if>>\
The bartender sets drinks down in front of you and $Lover. You casually sip your $Drink.
"You know me so well," you say.
"Just your choice drink," $Lover says.
Time passes, and before you know it your friends are approaching you to leave. The bartender already called out last call.
$Lover says, "You know, you can just come hang out with me if you'd like. I'll drive you home whenever you'd like."
[["Yeah, the night is young. We only turn twenty-one once, why not?"|P1Ending3]]
[["I'd better head home. It's been real fun, though. Another time, for sure."|P1Ending2]]The cab driver weaves in and out of traffic, not saying a word. The trip should only have been ten minutes, tops, but you realize the meter is racking up charges.
"Hey, are we taking the scenic route or something?" you ask.
"Calm down, I'll get you there."
The driver glances back in the rearview and nearly misses a woman standing in the street. Instead of hitting the woman, the driver hits a car stopped in the middle of the street. [[The last thing you think before blacking out is how you should have worn a seat belt.|P2Bedroom]]
<<if $br>>\
You take a look around the room.
<<else>>\
<<script>>setup.startCountdown(15 * 60, 'killplayer');<</script>>\
<<set $br to ".">>\
<<set $ach5 to "Groggy">>\
<<remember $ach5>>\
<<set alert("You've unlocked an achievement: Groggy")>>\
A groan escapes you as you stir. There's a throbbing pain in your head. You look over to your left, and see the bloodied body of $Lover in the bed.
Your vision clears and you see you're in a room you don't recognize. Events from the night before start to come crashing back. You take a look around.
<</if>>\
You decide to:
[[Go for the bedroom door.|P2Hallway]]
There's a dresser with a drawer slightly open. [[Open the drawer and investigate.|P2BedroomDresser]]
You look over to $Lover and know they couldn't have been dead long. [[Investigate the corpse.|P2BedroomCorpse]]
There's a window. It's screwed shut, but you can [[look out of it.|P2BedroomWindow]]
There seems to be something [[on the nightstand.|P1BedroomNightstand]]
[[Check your backpack.|Backpack]]
<<set $Karma +=1>>\
<<if visited("P1Guy")>>\
<<set $ach4 to "Well, I'm not the DD.">>\
<<set alert("You've unlocked an achievement: Well, I'm not the DD.")>>\
<<remember $ach4>>\
"That's fine," Liz says. "I'm not much of a dancer. I can do the Macarena, and that's about it."
You laugh and nod.
"Let me buy you a drink," you say.
"Sure," Liz says. She smiles and reaches her hand out to touch yours.
[[You call over the bartender and order drinks.|P1Stays]]
<<elseif visited("P1Girl")>>\
<<set $ach3 to "Getting white-girl wasted!">>\
<<set alert("You've unlocked an achievement: Getting white-girl wasted!")>>\
<<remember $ach3>>\
"That's fine," Jake says. "I'm not much of a dancer. I can do the Macarena, and that's about it."
You laugh and nod.
"Let me buy you a drink," Jake says.
"Sure," you say. Jake smiles and reaches his hand out to touch yours.
[[You hold his hand as Jake calls the bartender over to order drinks|P1Stays]]
<</if>>\
<<set $Karma +=1>>\
<<if visited("P1Guy")>>\
You get up and grab Liz's hand, playfully pulling her to the dance floor. Within minutes it becomes obvious you're no dancer, but she plays along. Even though a club beat pulses out of the speakers the two of you manage to get a small group of people to take center floor and do the Macarena with you.
After a couple of songs and lots of laughs, you [[head back to the bar.|P1Stays]]
<<elseif visited("P1Girl")>>\
You get up and grab Jake's hand, playfully pulling him to the dance floor. Within minutes it becomes obvious you're no dancer, but he plays along. Even though a club beat pulses out of the speakers the two of you manage to get a small group of people to take center floor and do the Macarena with you.
After a couple of songs and lots of laughs, you [[head back to the bar.|P1Stays]]
<</if>>\<<set $Karma +=1>>\
You and your friends head out, but not before you leave your number with $Lover. $Lover smiles at you, and you part ways with promises to stay in contact.
Your friends drop you off in front of your apartment. They wave as you head through the door. You wave back and smile, thinking of the frozen pizza and tv binge you're going to enjoy.
You throw your keys on the counter, but something is off. You cautiously make it to your bedroom, checking the bathroom and closets on your way.
"C'mon $Name, don't be such a scaredy-cat."
"You should be scared," a familiar voice says from behind you.
You can't place the voice. You whir around to see who it is, but someone throws a hood over your head. At least two people hold you in place as a rag is placed over your face, covering your nose and mouth. You try not to breathe it in, but your body forces you to try to get oxygen.
[[You start to black out, right as someone's fist comes down on your jaw.|P2Bedroom]] <<forget $ach1,$ach2,$ach3,$ach4,$ach5,$ach6,$ach7,$ach8,$ach9,$ach10>>\
So you've asked, and so it shall be. Achievement list is cleared.
[[Click here to see for yourself.|Start]]
<<set $Karma -=1>>\
"Well, just so you know I turned twenty-one last March," $Lover says.
"I guess you like them younger," you say.
"Just you."
Your friends smile and leave, waving as they leave the bar. Not much longer after you find yourself in the back of a cab with $Lover heading to their place.
Smiling, $Lover fumbles with the keys as you playfully attempt to steal them. For the first time since you moved out of your parents' house you feel like you're enjoying life. The two of you stumble into the apartment holding hands, $Lover [[nudging the door closed behind you.|P2Bedroom]]
A narrow hallway shoots off in two directions. On one end there are stairs on either side of the hallway, one set going up and one set going down. The walls are bare, painted blood red with black trim.
[[Go through the only door at the end of the hallway.|P2Bathroom]]
[[Go back into the bedroom.|P2Bedroom]]
<<if visited("P2Attic2")>>\
[[Go up the stairs.|P2Attic2]]
<<else>>\
[[Go up the stairs.|P2Attic1]]
<</if>>\
[[Go down the stairs.|P3StairwellDoor]]<<if $key1>>\
The unfolded shirt rests clumped in the corner of the drawer.
[[You turn around.|P2Bedroom]]
<<else>>\
The drawer has nothing in it but a single shirt. You pick up the shirt, and an envelope falls out of it.
Upon further inspection you see that there is a key in the envelope.
<<set $key1 to "Attic Key">>\
[[You take the old skeleton key.|P2Bedroom]]
<</if>><<if $covered>>\
The body rests peacefully under the sheet.
[[You turn around.|P2Bedroom]]
<<else>>\
<<if $key3>>\
<<set $key2 to "Car Keys">>\
<<set $covered to ".">>\
<<forget $key3>>\
<<set $ach6 to "Rest in Peace">>\
<<remember $ach6>>\
<<set alert("You've unlocked an achievement: Rest in Peace")>>\
You cover the corpse of $Lover with the sheet from the linen closet. You see $Lover's keys, lucky rabbit foot an all, stuffed near the pillow.
[[You grab the car keys.|P2Bedroom]]
<<else>>\
You glance a the corpse. It's too grotesque to look at. The blood is pooled around the neck, but it appears as if $Lover was suffocated prior to their throat being cut.
[[You look away.|P2Bedroom]]
<</if>>\
<</if>>\The property is vast. The window overlooks the backyard. Woods surround the field in the back of the home. There doesn't appear to be any nearby properties or streets. A dilapidated greenhouse is the only building in the back.
The window is screwed shut and has bars fastened to the frame. Initials are carved into the frame. A little locket with the same initials engraved in it hangs from on of the screws. Just like the window, the locket doesn't open.
<<set $key4 to "Mysterious Locket">>
[[You turn back toward the room.|P2Bedroom]]
<<if $ach7>>\
<<else>>\
<<set alert("You've unlocked an achievement: On the clock")>>\
<<set $ach7 to "On the clock">>\
<<remember $ach7>>\
<</if>>\
The nightstand is basic, with no drawers. There is a typed note resting on top of it.
"Hello $Name,
Welcome to my home. It's unfortunate that $Lover had to go, but considering their affair, I had no choice. You can escape this house, everything you need is within these walls. If you get out, you get to live. If you fail to get out, then I win. You don't want me to win. You have 15 minutes to get out."
Kindest regards,
Your host"
[[You look around the room, again.|P2Bedroom]]
(This is your backpack. Any key items you've picked up will show here.)
Contents:
\
<<print $key1>>
<<print $key2>>
<<print $key3>>
<<print $key4>>
<<print $key5>>
<<print $key6>>
<<print $key7>>
<<print $key8>>
<<print $key9>>
<<print $key10>>
[[Back to game.|previous()]]A normal bathroom. It's clean. There is no shower curtain, no bathmats. A small linen cabinet is tucked into the corner. The walls were blue, a huge contrast to the red throughout the rest of the home.
[[Head back to the hall.|P2Hallway]]
[[Check out the sink.|P2Sink]]
[[Look in the mirror.|P2Mirror]]
[[Check the shower.|P2Shower]]
[[Open the linen cabinet.|P2LinenCabinet]]
[[Check your backpack.|Backpack]]
<<if $first>>\
Dust dances in the light that pierces through the darkness.
The room gives you the creeps, you [[head to the hallway.|P2Hallway]]
You investigate the [[stack of board games.|P2BoardGames]]
You check out the cache of [[garden supplies.|P2GardenSupplies]]
The [[window offers a good view.|P2AtticWindow]]
An old bookcase is wedged in the corner. You [[check it out.|P2Bookcase]]
[[Check the backpack.|Backpack]]
<<forget $first>>\
<<else>>\
You walk back to the attic, wondering if you missed something.
Deciding you didn't, you [[head to the hallway.|P2Hallway]]
You investigate the [[stack of board games.|P2BoardGames]]
You check out the cache of [[garden supplies.|P2GardenSupplies]]
The [[window offers a good view.|P2AtticWindow]]
An old bookcase is wedged in the corner. You [[check it out.|P2Bookcase]]
[[Check the backpack.|Backpack]]
<</if>>\At the bottom of the landing there is a heavy, steel door that is out of place in the home.
<<if $switch>>\
The door is not locked, though.
[[You head on to the living room.|P3LivingRoom]]
<<else>>\
The door is locked. The mechanical locks appear to be controlled from somewhere else.
[[Go back up the stairs.|P2Hallway]]
<</if>>
A stack of old Milton-Bradley board games collects dust. You sift through the contents, but nothing seems out of the ordinary.
[[You keep investigating the attic.|P2Attic2]]Old gloves, a shovel, and small garden tools are in a pile on the floor. Nothing seems terribly interesting, however you make note of their location.
[[Continue investigating the attic.|P2Attic2]]There are bars on the window. You realize that this window can open, but there's no climbing out of it with the bars. You crack the window, and enjoy the fresh air.
[[Time to keep moving forward.|P2Attic2]]
You investigate the bookshelf. There's an obvious switch behind the books on the shelf at eye level.
<<if $switch2>>\
[[You flip the switch.|P2Switch2]]
[[Leave the switch alone.|P2Attic2]]
<<else>>\
[[You flip the switch.|P2Switch]]
[[Leave the switch alone.|P2Attic2]]
<</if>>\You go up the narrow stairwell toward the next floor.
<<set $first to ".">>\
<<if $key1>>\
You jiggle the doorknob. Locked, of course. You try using the $key1 from the dresser. [[The door creaks open.|P2Attic2]]
<<else>>\
You try the knob, but the door is locked.
You head back [[to the hallway.|P2Hallway]]
<</if>><<if $switch>>
An audible click echoes from the hallway.
"Sounds like something locked," [[you say to yourself.|P2Attic2]]
<<forget $switch>>\
<<else>>\
<<set $switch to ".">>\
An audible click echoes from the hallway.
"Sounds like something unlocked," [[you say to yourself.|P2Attic2]]
<</if>><<if $first2>>\
An audible click echoes from somewhere downstairs.
"Sounds like something locked...maybe from downstairs?" [[you say to yourself.|P2Attic2]]
<<forget $first2>>\
<<else>>\
<<set $first2 to ".">>\
An audible click echoes from somewhere downstairs.
"Sounds like something unlocked...but not the attic door this time," [[you say to yourself.|P2Attic2]]
<</if>>The spacious living room lacks any furnishings, save for a painting on the wall.
The windows and front door are boarded shut.
[[Check the front door.|P3FrontDoor]]
[[Go back upstairs.|P2Hallway]]
[[Go to the kitchen.|P3Kitchen]]
[[Head to the dining room.|P3DiningRoom]]
[[Investigate the painting.|P3Painting]]
[[Check your backpack.|Backpack]]The sink has a small puddle of red water. Looks like whoever killed $Lover rinsed off in here.
[[Investigate the bathroom.|P2Bathroom]]
You glance in the mirror. You're paler than normal. Something inside you flinches at your image.
[[You turn away from the mirror.|P2Bathroom]]Just an ordinary shower.
[[Investigate the bathroom further.|P2Bathroom]]<<if $covered>>\
There's nothing of interest in here. Just towels and sheets folded neatly.
[[Turn around.|P2Bathroom]]
<<else>>\
<<if $key3>>\
There's nothing of interest in here. Just towels and sheets folded neatly.
[[Turn around.|P2Bathroom]]
<<else>>\
<<set $key3 to "Cotton Sheet">>
The linens look like a perfect way to cover up the body. You don't think you can go into that room again and look at $Lover.
[[Grab a cotton sheet.|P2Bathroom]]
<</if>>
<</if>>
The front door is impassable. You try pulling at the boards, but they are drilled shut.
[[You turn around.|P3LivingRoom]]The kitchen is bereft of any major appliances. Oddly enough, there is a dishwasher.
The cabinets are painted black with red trim, but they hang low and threaten to fall right off the walls.
There's a mysterious door, could lead out...could lead to a pantry. A door with a window leads to a small, fenced-in breezeway that leads to the greenhouse.
[[Investigate cabinets, drawers, and dishwasher.|P3KitchenInvestigate]]
[[Head to the dining room.|P3DiningRoom]]
[[Try the mysterious door.|P3Garage]]
[[Go through the breezeway door that leads to the garden house.|P3GreenHouse]]
[[Head back into the living room.|P3LivingRoom]]
[[Backpack]]
The dining area is bare. A small, round table sits in the middle. A hallway shoots off deeper into the home, but a barbwire barricade blocks off that section of the home.
[[Head back into the kitchen.|P3Kitchen]]
[[Investigate barricade.|P3Diningblockade]]
[[Backpack]] <<if $switch2>>\
The painting is straightened, and doesn't move.
[[You look around the living room.|P3LivingRoom]]
<<else>>\
The painting is of dogs growling at a cat. The cat looks lazily at the dogs, safely tucked up in a tree. The painting is slightly askew.
You try to straighten it, but it's hard to move. You use a little more force and slide the painting a bit. Something behind the wall whirs and clicks.
You take a step back. In moments the sounds stop.
<<set $switch2 to ".">>\
[[You look around the living room.|P3LivingRoom]]
<</if>>\You frantically pull open drawers and cabinets, looking for anything that could help. You hope to find a knife--whoever killed $Lover is bound to be near.
Nothing. Zilch. Nada. Not a single thing in the cabinets or drawers.
You pull open the out-of-place dishwasher. Even the racks are gone. There is no power to the appliance. All for show.
[[The rest of the kitchen is empty.|P3Kitchen]]<<if $first2>>\
The door handle is hard to turn, but it opens. Inside is a car. The only other door in the room is the garage door, which appears to be controlled by a remote opener.
[[Check the car.|P3Car]]
[[Investigate the garage door.|P3GarageDoor]]
[[Head back into the kitchen.|P3Kitchen]]
[[Backpack]]
<<else>>\
The door handle wont turn. It appears to have one of those mechanical locks.
[[You turn around.|P3Kitchen]]
<</if>>\Dying plants line the tables. Gardening gloves rest near the edge of the closest tables. There isn't another exit.
[[Pick up the gloves.|P3GreenhouseNote]]
[[Go back to the kitchen.|P3Kitchen]]
[[Backpack]]
The car is locked. Breaking a window won't help, as you still would be trapped.
<<if $key2>>\
You remember the keys you got when you covered $Lover.
The car door pops open and you hurry in. You don't want to start the car until you're sure that you can get out. You could ram through the garage door, but you don't know how safe that would be.
You open the glove box, and a remote for the garage is sitting there.
[[You press the button on the remote.|P4Escape]]
<<else>>\
You know the car is important, but without keys it'll do you no good.
[["There has to be another way," you say.|P3Garage]]
<</if>>\
You decide to check the garage door anyway, for a manual override.
It appears that there was one at some point, but the handle has been cut off. The latches on the side of the door are secured in place and won't budge.
[[You turn toward the car.|P3Garage]]<<script>>setup.stopCountdown();<</script>>\
<<set $ach9 to "Off the clock.">>\
<<remember $ach9>>\
<<set alert("You've unlocked an achievement: Off the clock.")>>\
The garage door lurches open. You throw the key into the ignition and crank the car. It starts without protest.
You laugh as you put the car into gear and gun it out of the driveway.
[[You've escaped.|Start]]There doesn't appear to be a way past the blockade without really hurting yourself.
[[You turn away from it.|P3DiningRoom]]<<if $key4>>\
<<if visited("P3Greenhouse2")>>\
You pick up the gloves, noticing the gloves are initialed with one set of the initials on the locket. There appears to be a handwritten note underneath.
"Right the wrongs of the growling dogs, and a good book will set you free."
[[You throw the gloves back over the note.|P3GreenHouse]]
<<else>>\
You pick up the gloves, noticing the gloves are initialed with one set of the initials on the locket. There appears to be a handwritten note underneath.
"Right the wrongs of the growling dogs, and a good book will set you free."
[[You throw the gloves back over the note.|P3GreenHouse2]]
<</if>>\
<<else>>\
You pick up the gloves. There appears to be a handwritten note underneath.
"Right the wrongs of the growling dogs, and a good book will set you free."
[[You throw the gloves back over the note.|P3GreenHouse]]
<</if>><<set $ach8 to "There's a locket in my pocket!">>\
<<remember $ach8>>\
<<set alert("You've unlocked an achievement: There's a locket in my pocket!")>>\
You head toward the back of the greenhouse, investigating the locket. After fumbling with it a bit, it pops open. The initials "L.S." and "P.S." are on either side of the outside of the locket. On the inside there's a picture of a man. Opposite to him is a woman, but her features are hard to make out behind the black marker scribbled on her face.
[[You close the locket, putting it back in your backpack for safekeeping.|P3GreenHouse]]<<goto "P4YouDied">><<set $ach10 to "Clock cleaned.">>\
<<remember $ach10>>\
<<set alert("You've unlocked an achievement: Clock cleaned.")>>\
A strong hand grips your shoulder.
"Hello," a voice says. "Looks like you ran out of time."
The man grips you, and you're unable to move. You struggle, but he puts in you a choke.
Before you know it, the world fades to black.
[[Game Over.|Start]]