One day, Jeannine went out on a trip through the woods, accompanied by her dog, Sandy, and two friends, Sara and Matthew. During the drive, however, they become lost. Shortly after finding a wrecked car with nobody inside, they resume their travel, until Sara notices something—they had just passed a stone path that none but her noticed. Utterly lost, without a clue where they may be headed, and now pelted by a sudden rain storn, the three decide to take shelter at whatever house lies at the trail's end.Said house is a mansion. A friggin' huge mansion.Inside, Jeannine wanders, examining the bizarre decor. When she returns to the entrance, where she had left her friends and dog, they've disappeared. In an effort to find them, she searches through the house yet again, until finding the mistress of the mansion. She says that Sara and Matthew have already met her, and that she agreed to let them stay the night. Jeannine hurries upstairs to talk about their temporary refuge, but her friends soon begin arguing over just who wanted to stay in their room: Sara claims it was Matthew, but Matthew's certain it was Sara. They disregard it without much fuss, and prepare themselves for bed.Though Jeannine does the same, her sleep is brief. She will soon wish she'd never come to the mansion at all.Available for download at RPGMaker.net.To prospective players: having been made with RPG Maker 2,000, it can only be played on Windows computers.
Bittersweet Ending: Jeannine successfully banishes Daryxll back to the afterlife and grants Alania the peace of death she desperately sought, and she, Matthew and Sara survive and escape the manor, but Jeannine had to kill Luke in order to keep Daryxll from returning. Oh, and Sandy and Lyman are both dead.
Freeze-Frame Bonus: Remember that evil-looking Instant Rune in Luke's room, which you see in the prologue? While walking through the same room, but in its decrepit state, pay very close attention to the bedframe when you head toward the door.
Kleptomaniac Hero: Jeannine, as far as firearms stored underneath her bed and the sword in Matthew and Sara's room are concerned. Matthew would fit this, if he was actually more heroic.
Lost Forever: Every time the chapter changes, make sure you check as many paintings, book cases and sinks as you can. New chapters not only bring new instances of the aforementioned, but also get rid of the old ones.
Mood Dissonance: When Jeannine is presented with a rock wall to examine, try choosing the answer of “Whoop-dee-shit.” Monster eyes flash, then Sara spins, falls over, and accidentally chucks her gun away. What's more, you can just keep telling the wall the same phrase over and over, until you actually pull the rocks out. Remember: this all happens after the Click Hello/Dramatic Gun Cock event.
Motive Rant: In the final act, you have to find several recordings made by Daryxll and Alania that are essentially this.
Nice Job Breaking It, Hero: Reschen gives several blatant hints that the red chest should not be opened until the kids are outside the manor. Guess what happens. Though to be fair, Daryxll's illusions did make it seem like they were in the clear.
Took a Shortcut: Jeannine, it seems. When exploring the decayed celler, the mildly-possessed Sara goes ahead of you after the rockslide; however, the next time she appears, it's at the entrance of the room you're already mostly through. Then the Click Hello/Dramatic Gun Cock happens.
Warm-Up Boss: Arguably the Dream Thing. Its most powerful attack is fairly weak, if you've been actively looking for books, paintings and sinks.