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,,,,<div class='click'>Click anywhere to progress.</div>
<<audio "phone" volume 0.4 play goto "Conversation">>
<<cont>>
<<goto "Conversation">>
<</cont>><<cacheaudio "phone" "https://www.dropbox.com/s/p4gvnbbcwyhrqgz/cell%20phone%20ring%20SoundEffectsFactory.wav?dl=1">>
<<cacheaudio "music" "https://www.dropbox.com/s/svdi26s0k1dzk35/Reawakening.mp3?dl=1">>
<<cacheaudio "case" "https://www.dropbox.com/s/2xakizlmd0z8kkh/hi%20i%27m%20Case%20-%20Daze%20-Instrumental-.mp3?dl=1">>
<<set $doorLocked to true>>
<<ui stow>>
13 Laurel Road contains subject matter that may cause distress for some people, including transphobia, abuse, murder, and self harm. It also includes harsh language and descriptions of blood. Please proceed with discretion.
This game is best played in fullscreen with audio on. You can <<link 'click here'>><<fullscreen>><</link>> to open the window in fullscreen.
[[Enjoy.|Quote]]@@#house;
You stare at the ceiling for a while. You had to know this would happen eventually, yet it still fills you with the most indescribable feeling. But you're not one to complain. If it has to be done, it's probably better that it be you. You must be the least affected, after all.
@@
<<cont>>\
<<replace '#house'>>\
<<fadein 500ms>>\
After quickly changing into a pair of jeans and a flannel shirt, you head into the kitchen. Your appetite's been spoiled by the knot in your stomach, but you grab an apple anyway. You'll be the first person to go back there for months. It's been practically abandoned since it happened back in July.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#house'>>\
<<fadein 500ms>>\
It's probably best if you get this over with as soon as possible. You don't want to keep thinking about it. You grab your jacket and boots from the closet and head out.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Outside'>>\
<</cont>>
<</cont>>
<</cont>>@@#conversation;
You blearily grab your phone off your bedside table. It's your sister, Kiara. <span class=kiara>"Noah? Did I wake you up?"</span>
@@
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
"Uh, yeah. It's fine though, I should be awake by now." You prop yourself up on one elbow, still halfway under the covers. "What's up?"
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
<span class=kiara>"Sorry. I know this is kind of a big ask but I was wondering if you could pick up some stuff from the house on Laurel. Quinn asked me to do it but I can't."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
You blink. "Why can't you do it?"
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
<span class='kiara'>"I don't have a pickup truck. Also, we have an open casket later today at work and I need to drive all the way down to Gunnison, so yeah."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
"I don't want to sound like a pussy or anything, but I don't know if I want to go back there right now."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
<span class='kiara'>"Listen... I know. I don't want to either. But we're just going to have to get over it eventually. Hell, how are we supposed to sell that place if it keeps accumulating spiderwebs? It's already bad enought that it's stigmatized..."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
"Fine. As long as it's not gonna to take too long."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#conversation'>>\
<<fadein 500ms>>\
<span class='kiara'>"Just some boxes in the attic. I'll text you what to look for. I promise it's only going to be a few minutes."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Get Ready'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<audio "phone" stop>>
<<audio "music" loop volume 1.5 play>>@@#outside;
The sunlight reflected in the snow is enough to nearly blind you. Your truck is covered in it.
@@
<<cont>>\
<<replace '#outside'>>\
<<fadein 500ms>>\
You grab a brush from your front porch and get to work clearing the snow.\
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#outside'>>\
<<fadein 500ms>>\
The world is quiet today. While everything is covered in ice and snow, it must have stopped falling a while ago. A gentle breeze rustles the trees and kicks up little flurries across your yard. The unplowed dirt road is buried under a layer of pristine powder.\
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Driving'>>\
<</cont>>
<</cont>>
<</cont>>@@#drive;
You get in the drivers seat. It's barely heated up, and the steering wheel is ice cold. You set off on the short drive to Laurel Road.
@@
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
This is where you feel most at home. These back roads on the outskirts of town. As far away from the nearest neighbor as you can be in these parts, but not so far that you can't go into town on a whim.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
Still, you can't help but feel uneasy. There's a reason you haven't gone back there. Maybe you're scared. Maybe you just don't want to relive what happened. It's been hard on everyone. Maybe less hard on you, but hard.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
You don't believe in ghosts, but you do believe that a place can be haunted- haunted by memories, by the feelings that were felt there. It's a visceral discomfort you feel whenever you pass by, a lump in your throat when you see something that reminds you. But it's worse than ghosts. Because those feelings are tangible- they can hurt you.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#drive'>>\
<<timed 500ms>>\
<<fadein 700ms>>\
You turn onto Laurel Road.
<</fadein>>
<</timed>>
<</replace>>
<<cont>>\
<<goto 'The House'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>@@#house;
As you pull up to the old house, it seems to loom over you. It wasn't intimidating when you were a kid, and given its proximity to other houses it really still shouldn't be- unlike yours, it's only a couple dozen feet from the next door neighbors.
@@
<<cont>>\
<<replace '#house'>>\
<<fadein 500ms>>\
You get out of the truck and stare up at the structure. It's two storeys, but modest- wider than it is tall, with stained white siding and a red roof hidden under pounds of snow. Last you remember it wasn't in the best shape, so this winter must have done some damage.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#house'>>\
<<fadein 500ms>>\
You walk over to the other side of the truck and pop open the glove compartment. You root around in the old napkins and manuals for a while, trying to find the key.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#house'>>\
<<fadein 500ms>>\
It's not here. Fuck. Now how are you supposed to get in?
[[Try the garage|Garage]]
[[Look for the spare|Spare key]]
[[Check for unlocked windows|Window]]
[[Go around back|Back door]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>You approach the garage on the right side of the house. It should lead into the kitchen. The door has seen better days, but it's locked tight and still too solid to force open. Round the side, there's an ancient-looking side door. You're sure you could break the lock pretty easily.
[[Break in|Enter Garage]]
[[Check the windows first|Window]]
<<if $checkedback isnot true>>\
[[Go around back|Back door]]\
<</if>>
<<if $checkedkey isnot true>>\
[[Go back to the front|Spare key]]\
<</if>>You recall that they used to keep a spare key under the doormat. Luckily, the roofed porch is free of snow. Unluckily, the spare is nowhere to be found. It must be the one you or Kiara got. Dammit.
[[Try the garage|Garage]]
[[Check for unlocked windows|Window]]
<<if $checkedback isnot true>>\
[[Go around back|Back door]]\
<</if>>
<<set $checkedkey to true>>Going around the left side of the house, you spot a window near the back that looks promising. Through the frost you can see into the darkened living room.
[[Try to open it|Open window]]
[[Check the garage|Garage]]
<<if $checkedback isnot true>>\
[[Go around back|Back door]]\
<</if>>
<<if $checkedkey isnot true>>\
[[Go back to the front|Spare key]]\
<</if>>You trudge through the snow to the back of the house. A line of yellow plastic tape is hanging of one side of the frame, the words "CRIME SCENE - DO NOT CROSS" They really should have removed all of this months ago.
[[Open the door|Door locked]]
[[Check the windows first|Window]]
<<if $checkedkey isnot true>>\
[[Go back to the front|Spare key]]\
<</if>>It's easier than you expected to break the lock. That door is going to need to be replaced anyway... if anybody asks, it was like that when you got here.
<<cont>>\
<<goto 'Garage Inside'>>\
<</cont>>\It's locked. You push a few times and find it unyielding. You're going to have to find another way in.
[[Try the garage|Garage]]
[[Check the windows|Window]]
<<if $checkedkey isnot true>>\
[[Go back to the front|Spare key]]\
<</if>>
<<set $checkedback to true>>You struggle to get a grip due to the ice, but you're able to get the window open. It's just big enough to get in. You boost yourself up and crawl through, enduring an unceremonious fall onto the carpet.
<<cont>>
<<goto 'Living Room'>>
<</cont>>
<<set $usedWindow to true>>The room is lit partially by sunlight streaming in through the windows on the garage door. Dust swirls through the air on the wind from the door behind you. On the right wall is a cluttered work table. There are various tools lined up on the wall to the left, a lawnmower, and a few boxes lying around. Next to them is a door, slightly ajar, which leads into the kitchen.
<<if $hasBoxcutter isnot true>>\
[[Inspect the table|Work Table]]
<</if>>\
[[Enter the kitchen|Kitchen]]<<first>>You take a deep breath and prepare yourself. This is what you've been dreading. <</first>>You step inside of the main bedroom. Almost everything is how it was before. The bedsheets have been stripped, leaving the mattress bare. The center is covered by a large dark stain. Apart from that, nothing has been moved- two dust-covered nightstands sit on either side of the bed, an old armchair sits opposite a dresser where a TV once sat. The closet's sliding doors are closed.
[[Inspect the bed|Mattress]]
<<if $ending is true and $hasLadder isnot true>>\
[[Open the closet|Just open it]]
<<elseif $ending isnot true>>\
[[Open the closet|Closet]]
<<elseif $hasLadder is true>>\
[[Open the closet|Ascend]]
<</if>>\
[[Leave|Second Floor]]<<if $usedWindow is true>>\
<<first>>\
You brush snow off yourself as you stand up. \
<</first>>\
<</if>>\
The living room is lit by \
<<if $usedWindow is true>>\
the open window. \
<<else>>\
a window on the left wall. \
<</if>>\
An empty TV stand sits in front of a dust-covered red couch and coffee table. Everything is just slightly askew. There is a small alcove to the right with doors to the bathroom and dining room as well as an archway into the main hall.
<<if $childhood isnot true>>\
[[Inspect the TV stand|TV]]
<</if>>\
[[Enter the bathroom|Bathroom]]
[[Enter the dining room|Dining Room]]
[[Enter the main hallway|Main Hall]]@@#table;
You wander over to the work table. It's wide, handmade, with simple squared off legs and tabletop- it looks like birch wood. It's covered in various metal tools and gardening equipment, clearly more of a storage area than anything. On one side is a built-in circular saw, its rusty edge a sign of its lack of maintenance. Your uncle Glenn stopped woodworking a while ago, when you were a teenager.
@@
<<cont>>\
<<replace '#table'>>\
<<fadein 500ms>>\
You remember being here when you were twelve. Glenn was teaching you how to use some of his woodworking tools- little did anyone know, that was going to be your job someday. Maybe you owe that to him. In those days, he treated you like a son. You didn't take that for granted.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#table'>>\
<<fadein 500ms>>\
He was using this saw- you aren't sure what he was doing, but you remember the remarks he had made about your mom. "That Angie, she ain't cut out to raise a man. I told her, if that father of yours ain't gonna be in the picture, she had to find a new one for you. She never listens, that girl."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#table'>>\
<<fadein 500ms>>\
You don't remember what you said after that.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Garage Inside'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>You step into the kitchen. The stillness in here feels unnatural. A thick layer of dust coats every surface, illuminated by morning light streaming through the large windows. One of them is slightly loose, allowing the freezing winter air to stream through. The fridge and stove are both disconnected but still here, pulled out of their places. One archway leads into the main hall and another leads into the dining room, while a sturdy white door leads to the garage.
<<if $seenStove isnot true>>\
[[Look through the drawers|Drawers]]
<</if>>\
<<if $ending is true and $hasLadder isnot true>>\
[[Look for the ladder|Ladder]]
<</if>>\
[[Enter the garage|Garage Inside]]
[[Enter the dining room|Dining Room]]
[[Enter the main hallway|Main Hall]] The door creaks open. It's dark inside- the light from the window only illuminates the sink and mirror, although you can make out the shape of a toilet in the darkness. Every few seconds you can hear dripping water echo around the room from the leaky sink. The air is musty.
[[Look in the mirror|Mirror]]
[[Leave|Living Room]]The dining room seems much more alive than the rest of the house. A bright red tablecloth covers the table in the center of the room, its colour muted slightly by a layer of dust. There is a cardboard box sitting on a chair that's been pulled out from the table. From here, one archway leads to the kitchen and another leads to the living room.
<<if $hasBox isnot true>>\
[[Inspect the box|Box]]
<</if>>\
[[Enter the kitchen|Kitchen]]
[[Enter the living room|Living Room]]<<first>>\
As you enter the main hall, you hear the creaking of wood overhead and a shower of plaster dust rains down on you. You round the corner and cast your eyes up to the second floor. There's no indication that anyone, or anything, is upstairs. There is an archway leading to the kitchen on the right and another leading to the living room on the far wall.
<<finally>>\
The hallway is quite cramped, with a carpeted staircase taking up most of its width. A window in the front door casts a thin sliver of light across the stairs. There is an archway leading to the kitchen on the right and another leading to the living room on the far wall.
<</first>>\
<<if $doorLocked is true>>\
[[Unlock the front door|Unlock]]
<<else>>\
[[Leave the house|Leave]]
<</if>>\
[[Enter the living room|Living Room]]
[[Enter the kitchen|Kitchen]]
[[Go upstairs|Second Floor]]As you step inside this room, you have a sinking feeling in your gut. It's as if the atmosphere suddenly becomes denser- subtle, but unmistakable. The room itself is nearly empty. Quinn's old twin bed is still there, but their desk is gone. A bookshelf to your left contains a few old books covered in dust, and a cardboard box is positioned precariously on top. A wooden nightstand sits next to the bed frame.
[[Inspect the box|Box2]]
[[Leave|Second Floor]] <<first>>\
As you approach the door to the bathroom, you feel a growing apprehension and a chill through your body. The white-painted wood is splintered and caved in at the bottom and three bullet holes have ripped through it at shoulder height. You put your hand on the doorknob and find yourself unable to turn it. It appears to be locked from the inside. It's a simple privacy lock, so you could pry it open with a thin metal object.
<<if $hasKnife is true>>\
[[Try the knife|Unlocked]]
<</if>>\
[[Try to force it|Force]]
[[Leave|Second Floor]]
<<then>>\
The door to the bathroom is splintered and broken, but still locked and unable to be opened.
<<if $hasKnife is true>>\
[[Try the knife|Unlocked]]
<</if>>\
[[Try to force it|Force]]
[[Leave|Second Floor]]
<</first>>\@@#games;
The TV is long gone- Kiara ended up taking it for her room. But the TV stand, an orangey wood cabinet, is still here. Running a finger over the dusty surface, you can't help but smile. Memories of all the times you visited here with Kiara when you were younger run through your mind.
@@
<<cont>>\
<<replace '#games'>>\
<<fadein 500ms>>\
The three of you would sit on the ground in front of the TV eating popcorn and playing Crash Team Racing. Kiara always won, of course. Quinn was too young to play well, and you've always sucked at video games.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#games'>>\
<<fadein 500ms>>\
Aunt Joyce started work late, so she was always home when you visited. She would often be baking in the other room- cookies, usually, or cupcakes. You sometimes wonder what she did with it all. Quinn and Glenn definitely couldn't eat all of that.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#games'>>\
<<fadein 500ms>>\
You remember one time when she called the three of you into the kitchen to grab cookies. They were still warm after cooling for a few minutes, and they crumbled if you didn't hold them delicately enough. They had a distinct taste- she swore by lard.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#games'>>\
<<fadein 500ms>>\
When the other two went back to the living room with a plate of cookies, she pulled you aside. She crouched in front of you to be at eye level. In that teacher-like stern but caring tone of voice she told you, "Noah, Quinn told me about something that happened at school the other day. Would you mind talking to me about that?"
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#games'>>\
<<fadein 500ms>>\
Recalling that conversation puts a sour taste in your mouth. You don't want to think about it.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Living Room'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>> You approach the front door to unlock it. As you step towards it you feel your boot land on something small and hard, sliding out from under you. You're barely able to catch yourself against the wall before you fall backwards. As you recover you see what you almost tripped on- lying on the ground in front of the door is the spare key. Uneasy, you look back to the second floor.
[[Unlock the door|Main Hall][$doorLocked to false]]@@#joyce;
You weren't very close with your aunt. Growing up you spent plenty of time at this house- when she wasn't reading on the couch and keeping an eye on the kids, she was in the kitchen baking. She used to bring cookies and cupcakes in for the kids at church every Sunday. She was a waitress at the Last Stop Bar and Grill. The last time you saw her, she was bussing tables while you were eating dinner with your buddies. She didn't see you, so you didn't bother to wave.
@@
<<cont>>\
<<replace '#joyce'>>\
<<fadein 500ms>>\
You can't remember much more about her. You don't remember what she liked doing. You don't remember how she talked. You barely remember how old she was when she died.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#joyce'>>\
<<fadein 500ms>>\
You didn't care much about family before. Since you became a teenager, they hadn't been a big part of your life. Family was the people you had idle conversations with at Christmas, people whose only connection to you was grandparents you'd never met.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#joyce'>>\
<<fadein 500ms>>\
Looking back on it, you regret not caring. You'll never get the chance to now.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Bathroom'>>
<</cont>>
<</cont>>
<</cont>>
<</cont>> <<if $ending isnot true>>\
<<first>>\
<<if $flashlightOn is true>>You cautiously step up onto the second floor, casting your flashlight around. All you catch in its beam is dust.<</if>> If there was somebody (or something) here, they're not here now. There are three doors in this hall, all ajar. You've been here enough times to know which is which- the main bedroom, the bathroom, and your cousin Quinn's room. You recall that the attic door is in the main bedroom.
<<finally>>\
There are three doors in this hall, all ajar. You've been here enough times to know which is which- the main bedroom, the bathroom, and your cousin Quinn's room. You recall that the attic door is in the main bedroom.
<</first>>\
[[Go downstairs|Main Hall]]
<<if $doorUnlocked isnot true>>\
[[Enter the bathroom|Bathroom Door]]
<<else>>\
[[Enter the bathroom|Bathroom2]]
<</if>>\
[[Enter the main bedroom|Main Bedroom]]
[[Enter Quinn's bedroom|Quinns Bedroom]]
<<else>>\
There are three doors in this hall, all ajar. You've been here enough times to know which is which- the main bedroom, the bathroom, and your cousin Quinn's room.
[[Go downstairs|Main Hall]]
<<if $doorUnlocked isnot true>>\
[[Enter the bathroom|Bathroom Door]]
<<else>>\
[[Enter the bathroom|Bathroom2]]
<</if>>\
[[Enter the main bedroom|Main Bedroom]]
[[Enter Quinn's bedroom|Quinns Bedroom]]
<</if>>@@#miniatures;
You grab the box by the sides and pull it down from the bookshelf. Placing it on the dusty mattress, you pull open the flaps to get a look at its contents.
@@
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
Inside is a variety of small figures mounted on plastic bases- tiny men and women styled in 1920s fashions and monsters with deformed bodies and tentacles. Some are painted in muted tones, some bare grey plastic, and a few seem to be half-finished.\
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
You remember, they used to play that weird horror game. What was it called? It's been a few years, you can't remember anymore.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
One time, maybe two years back, Kiara asked you to play with the two of them and one of Quinn's friends. She assured you it was a super easy game to learn. It wasn't. You kept forgetting which die to use, and the rules confused the hell out of you.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
Quinn was the "Keeper." When you finished making your character and described him to the group, they pushed some models across the table. "I think these have the vibe you're going for," they announced with a proud smile. You don't quite remember, but you think the one you picked was this detective in a tan overcoat with an old-fashioned pistol.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
You were surprised by their talent at storytelling. It was so vivid. When they described the crime scene that the group was investigating, you could almost taste the blood strewn around the room. You swore you could smell the must of the ancient library and hear the incomprehensible roars of the monster you were fighting. There was just something special about the way they spoke. Kiara teased you for weeks about how genuinely scared you got.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
It was fun. You haven't seen Quinn smile like that in over a year. You also haven't seen Quinn in months. Maybe when they finally decide to leave, or at least invite you over a bit more, the three of you could play again.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
You get it, though. You don't //get it//, but you know it must be hard on them. Losing their mom and all, and in such a traumatic way. It's been hard on everyone.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#miniatures'>>\
<<fadein 500ms>>\
Dammit. You promised yourself you wouldn't think about this stuff.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Quinns Bedroom'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $games to true>><<fadein 3s>>
<<fadeout 3s 10s>>
<div class='quote'>"The past is never dead. It is not even past."</div>\
<div class='name'>William Faulkner</div>\
<</fadeout>>
<</fadein>>
<<timed 16s>><<goto 'Ringing'>><</timed>>You know what some of the cabinets here held- cups, dishes, pots and pans, many of which you helped "salvage" for Quinn's basement apartment. However, there's a row of three smaller drawers that you don't recall emptying out with your mom and sister.
[[First drawer]]
[[Second drawer]]
[[Third drawer]]
[[Leave|Kitchen]]<<first>>\
@@#force;
You brace yourself against the door and put your whole weight into a few shoves. You can hear the wood of the frame cracking, but it holds strong.
@@
<<cont>>\
<<replace '#force'>>\
<<fadein 500ms>>\
Taking a deep breath, you step back into the hallway. It seems like you need to take a different approach.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Bathroom Door'>>\
<</cont>>
<</cont>>
<<then>>\
You approach the door again, intent on forcing it open. Bracing yourself for impact, you launch your shoulder at the door and feel it finally splinter and buckle. The door flies open, and you stumble into the bathroom.
<<cont>>\
<<set $doorUnlocked to true>>\
<<goto 'Bathroom2'>>\
<</cont>>
<</first>>You pull the knife from your coat pocket and approach the locked doorknob. Inserting the end of the blade into the thin indent in the knob, you apply a bit of torque to the right and feel the mechanism unlock. A turn of the door handle allows the door to swing open.
<<cont>>\
<<goto 'Bathroom2'>>\
<</cont>>You pull open the first drawer on the left, next to the fridge. A variety of miscellaneous kitchen utensils are arranged in neat lines- pie cutters and large knives, a few pairs of tongs, multiple wooden spoons, a few spatulas, a set of measuring spoons. This must have been where your aunt Joyce kept all her baking stuff.
[[Close it|Drawers]] You pull open the second drawer. It's separated into long thin sections to hold forks, knives, spoons, and other miscellaneous utensils. Your mother must have looted this drawer after you left, because it's mostly empty, with \
<<if $hasKnife isnot true>>\
just a few spoons, a fork, and a butter knife left over. You remember using butter knives to "pick" locks when you were a kid and realize it might be handy to have with you- your mom definitely locked some of the doors on your way out.
[[Grab the knife|Second drawer][$hasKnife to true]]
<<else>>\
just a few spoons and a fork left over.
<</if>>\
[[Close it|Drawers]]@@#cookbook;
You pull open the third drawer, the closest to the stove. It is by far the heaviest and you realize why as it slides open- it's filled to the brim with papers, books, and random items. A small tin filled with pennies, nickels, and far out of date coupons sits near the front left, with some cut out cooking instructions from cardboard boxes nestled between it and the wooden side. You brush aside a few receipts and bandaid packages to reveal an old binder stuffed with unevenly arranged paper. A low-quality graphic of a cake is on the front, with "SAVE ROOM FOR DESSERT" written down the front in black comic sans. This was your aunt Joyce's cookbook.
@@
<<cont>>\
<<replace '#cookbook'>>\
<<fadein 500ms>>\
You flip it open. It's stuffed with old worn recipes printed from various food blogs and websites. Each page has notes scrawled on it in her distinctive handwriting- measurements crossed out and revised, a note about which ingredients not to substitute, a shopping list for Quinn's 13th birthday. It's like looking into the past through a tiny lens.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#cookbook'>>\
<<fadein 500ms>>\
You really miss her triple chocolate cookies. You miss a lot of stuff.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Drawers'>>
<</cont>>
<</cont>>
<</cont>><<first>>The bathroom door swings open and you step inside.<<then>>You step past the broken door and into the bathroom.<</first>> As you enter, you feel a sudden chill over your body- a rush of cold air from the world outside, accompanied by a flurry of snowflakes. The source becomes immediately apparent- the glass of the small window adjacent to the door is shattered around three bullet holes. The floor is coated in a thin layer of snow.
<<first>>\
<<cont>>\
<<goto 'Bullets'>>\
<</cont>>\
<<finally>>\
[[Leave|Second Floor]]
<</first>>You approach the closet. For some reason, you're wary of what it might contain. Your mind goes to that one video you vaguely remember, the one where a woman climbs out of a family's attic. What if somebody had taken up residence in the old house and is hiding just beyond this door?
[[Call out]]
[[Just open it]]@@#leave;
It was a bad idea to come here in the first place- you shouldn't have said yes in the first place.
@@
<<cont>>\
<<replace '#leave'>>\
<<fadein 500ms>>\
You turn the knob and are met with a gush of strong wind as the door is blown open. You're blinded by the bright morning light outside and the snowflakes rushing past your face. In this dusty old building you had almost forgotten how beautiful the day was.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#leave'>>\
<<fadein 500ms>>\
Glancing back, you wonder if you should really leave or just grow a pair and get this done.
[[Leave|Leave2]]
[[On second thought...|Stay]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>@@#leaving;
Fuck it. You don't know why you agreed to this. This brings up too much that you didn't want to think about. You struggle with the wind until you can get the front door shut and lock it with the spare on the way out. Good riddance.
@@
<<cont>>\
<<replace '#leaving'>>\
<<fadein 500ms>>\
As you trudge through the snow to your car, you pull your phone out of your pocket. To your surprise, it's still quite early- it must have only been about ten minutes.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#leaving'>>\
<<fadein 500ms>>\
You open the door of your truck and glance one last time at the house. It sits amidst the snow, unmoving, as inscrutable as ever. You wonder how long it will be until you get up the nerve to come back here.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#leaving'>>\
<<fadein 1s>>\
You didn't even notice you were crying until now.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Landing Page'>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>You're being overly dramatic. Why did you even consider leaving? Still uneasy, you step back inside and shut the door behind you.
<<cont>>\
<<goto 'Main Hall'>>\
<</cont>>You clear your throat and call out, not quite loud enough to be heard upstairs, "Hello? Is anybody here?" As you sit in silence, waiting for response, you feel increasingly silly. Of course there's nobody here. The doors were all locked, the windows were all closed.
<<cont>>\
<<goto 'Just open it'>>\
<</cont>>You grab the sliding door and pull it over, revealing the dusty contents of the closet. It's unremarkable. There are dozens of old shirts hanging up under a shelf containing various knick knacks. An old sketchbook sits off to the right, coated with dust and worn from constant handling. In the ceiling, there is a hatch big enough to climb through.
<<if $hasSketchbook isnot true>>\
[[Inspect the sketchbook|Sketchbook]]
<</if>>\
[[Inspect the hatch|Hatch]]@@#sketchbook;
You grab the sketchbook off the shelf and pull it down. You already know whose this is. Quinn's been drawing since they were a kid, although they were always shy about it- you've only seen a few of their pieces. On the front, the words "Finished 11/10/2019" are scrawled in black marker in their distinctive poor handwriting. It's a dollar store generic, nothing particularly good quality.
@@
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
You quickly recognize that most of the artwork in here is practice. There are sketches of hands from different angles, pages filled with small figures taking various poses, and multiple pages filled with drawings of detailed eyes.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
With a start, you realize what you're holding. You remember buying it, a few years back. It was 2AM, and you were in the dollar store with Kiara. The bright fluorescent lights nearly gave you a headache as you stood in the aisle full of craft supplies- she was in an oversized black turtleneck with her hair tied up into a messy bun. She looked as exhausted as you felt.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
She finally grabbed one off the shelf along with a pack of pencils and you feebly offered to pay for it. It was the least you could do. She was more affected by this than you were. You rarely let yourself be affected by things.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
You were the one who drove to the hospital. She didn't have a car back then, so it was the least you could do. You were in a better state to drive anyway. The ride there was mostly silent apart from the tinny, staticky sound of country music on the radio. Kiara just stared out the passenger's side window, not saying a word.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
The two of you had sat on plastic chairs in front of a foldable table for a few minutes, waiting. The walls were painted with a brightly coloured mural of a cartoony sky and grass. You got the idea they were trying to give off, but it felt inappropriate.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
Almost as inappropriate as you being there. You weren't their friend. You were family, but barely. You're sure they didn't want you there. You didn't open your mouth because you knew you'd fuck up like you always did.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
Quinn's hair was shorter back then and their skin was still mottled with acne. They were wearing a powder blue hospital gown with baggy matching pants underneath. Their arms were wrapped in fresh bandages and there were deep bags under their eyes. Kiara handed them a bright red Starbucks cup with a reindeer head on the side, and they had finished it in one gulp.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
They kept complaining about how they weren't allowed to leave until they saw a psychiatrist. They gave the two of you a weak smile and muttered, "Dad's gonna kill me when he sees the bill."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#sketchbook'>>\
<<fadein 500ms>>\
You aren't quite sure if you should take the sketchbook with you. They might want it, but they also might have left it behind for a reason.
<<link 'Take it'>>\
<<goto 'Just open it'>>\
<<set $hasSketchbook to true>>\
<</link>>
<<link 'Leave it'>>\
<<goto 'Just open it'>>\
<<set $hasSketchbook to false>>\
<</link>>
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>You groan in annoyance as you look a bit closer at the entrance to the attic. It isn't a proper attic door with a ladder built in, just a piece of wood blocking off a hole in the ceiling. You're going to have to find a way to boost up there, perhaps with a step ladder.
<<cont>>\
<<goto 'Main Bedroom'>>
<</cont>>
<<set $ending to true>>@@#mattress;
You approach the bed, your heart filled with apprehension.
@@
<<cont>>\
<<replace '#mattress'>>\
<<fadein 500ms>>\
The mattress is stained dark with blood. There is a tear in the center of the stain where the bullet entered.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#mattress'>>\
<<fadein 500ms>>\
It happened around 9:30 on a Saturday. She and Quinn had both been asleep. The report said he had tried to muffle the gunshot with a pillow, but it didn't work as well as he expected. It sickens you to think of what would have happened if it had. Honestly, it sickens you to think of what really happened too.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#mattress'>>\
<<fadein 500ms>>\
Nobody wanted to come here to clean up. Nobody wanted to bring the bloody mattress out to the landfill. Nobody wanted to replace the bathroom door. Nobody wanted to sort through the old photos.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#mattress'>>\
<<fadein 500ms>>\
You're the first person to come here for five months and you wish you could have put it off even longer. Maybe you could have just put it off for the rest of your life. Put it off until the wood starts rotting and raccoons make it their home, put it off until the roof caves in and the neighbors start filing complaints.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#mattress'>>\
<<fadein 500ms>>\
This has been hard on everyone. Including you.
<</fadein>>
<</replace>>
<<cont>>
<<goto 'Main Bedroom'>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>@@#bullets;
Your uncle always loved guns. It was one of those things you wish you'd considered a red flag, but around here every middle aged man sees himself as a marksman. Glenn was a little bit more into it than most, though. He owned a veritable arsenal- mostly handguns. He definitely didn't hunt.
@@
<<cont>>\
<<replace '#bullets'>>\
<<fadein 500ms>>\
You remember, when you were around 17, he offered to teach you to shoot. You aren't really interested in that kind of thing, but you figured you might as well try at least once.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#bullets'>>\
<<fadein 500ms>>\
He brought you out to the gun club down in Gunnison. There was an outdoor range there, not much more than a wooden shack facing into a vast field downhill. That was the first and last time you shot a rifle.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#bullets'>>\
<<fadein 500ms>>\
The whole time, all Glenn wanted to talk about was his kid. Quinn was 13 at the time, and they weren't exactly living up to his expectations. He said some pretty terrible things. You... didn't exactly argue.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#bullets'>>\
<<fadein 500ms>>\
You don't want to think about this, but you can't stop remembering. There's a sour taste in your mouth. It was 2013 and you were a teenage boy, it's just the kind of thing people said back then. Hell, gay marriage wasn't even legal then. It was just normal.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#bullets'>>\
<<fadein 500ms>>\
You're trying, for fuck's sake. You're trying. Just cause you fuck up sometimes doesn't mean you're a bad person. We can't all be perfect little angels like Kiara and never mess up and say things you don't mean. It's just a lot. You're fucking trying.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Bathroom2'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $bullets to true>>@@#ascend;
You approach the hatch and set up the stepladder underneath it. It's not tall enough to reach the ceiling by far, but is tall enough to let you boost yourself up and climb back down easily.
@@
<<cont>>\
<<replace '#ascend'>>\
<<fadein 500ms>>\
You place your hands on the underside of the hatch, trying to lift it. It's heavier than you expected but you're able to dislodge it from its place and shift it over to one side. As you poke your head up through the hole, all you can see is darkness.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#ascend'>>\
<<fadein 500ms>>\
Bracing your arm against one side of the wood frame and a hand against the other, you boost yourself up and climb to your feet. You can't quite stand all the way up in this attic, but it's not so cramped as to be uncomfortable.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#ascend'>>\
<<fadein 500ms>>\
Fumbling with your phone for a moment, you flick on your flashlight and cast the beam around the attic space.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Attic'>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>You open the cabinet next to the fridge, a tall one meant to hold brooms and stepladders. Sure enough, you find a folding ladder with three steps- a bit awkward to carry around, but should be easy enough to bring upstairs.
[[Grab it|Kitchen][$hasLadder to true]]You glance in the mirror just for a moment. You look like shit. You've been letting your beard grow out and it's not the best look for you, but you haven't had the energy to shave it. You have deep circles under your eyes. It seems like everybody looks exhausted lately.
<<cont>>
<<goto 'Bathroom'>>
<</cont>>@@#box;
You glance at your phone. The text Kiara sent you described all of the boxes she needed you to grab, but it didn't mention anything in the dining room, nor any with "1906" written on the side.
@@
<<cont>>\
<<replace '#box'>>\
<<fadein 500ms>>\
The box is worn, shaped less like a shipping box and more like a place to store file folders. A "lid" sits askew on top, as if whoever put it here couldn't be bothered to properly close it.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#box'>>\
<<fadein 500ms>>\
You place the box's top on the table and examine the contents. A few ancient-looking leather photo albums are lined up along the side, while the majority is taken up by a pile of neatly folded clothing- an off-white lacy blouse sitting on top of a few black wool pieces you can't quite identify. A bit of gold trim gleams in the light coming in through the window.
<</fadein>>
<</replace>>
<<cont>>
<<replace '#box'>>\
<<fadein 500ms>>\
Laid delicately on top of the clothing is a black velvet container, similar to a ring box but a bit flatter and more oblong.
<<link 'Open the box'>>
<<replace '#box'>>\
<<fadein 500ms>>\
You take the small box into your hands. It's much lighter than you would expect. The lid resists your attempt to open it at first, its hinge somewhat rusted from sitting here for so many years, but you manage to slowly pull it open.
<</fadein>>\
<</replace>>\
<<cont>>\
<<replace '#box'>>\
<<fadein 500ms>>\
The pillow inside lies empty, the outline of a large, ornate cross just barely visible on the velvet's surface. You close the lid and place it back in the box.
<</fadein>>\
<</replace>>\
<<cont>>\
<<goto 'Family History'>>\
<</cont>>\
<</cont>>\
<</link>>
<<link 'Leave it alone'>>\
<<goto 'Family History'>>\
<</link>>
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>@@#history;
You place the lid back onto the box, properly this time, and take a moment to stare at it. Its presence here, now that you think about it, is a bit odd. Your mother is always looking for vintage shit like this for her antique store, even stuff she doesn't want to sell. She must have seen it back when the three of you came here to clear it out.
@@
<<cont>>\
<<replace '#history'>>\
<<fadein 500ms>>\
That was back in late July, just over a week after it happened. You remember how the sun's rays beat down on you outside in the yard. As you leaned back against the door of your truck you couldn't stop licking your lips, trying to keep them from getting chapped and failing.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#history'>>\
<<fadein 500ms>>\
The three of you chatted as they brought out boxes and TVs and bags of clothes, you made casual conversation as you loaded it all into the back of your truck. But you didn't talk about what happened, not for a second.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#history'>>\
<<fadein 500ms>>\
You still don't feel like you should be talking about it. It feels like it's an off-limits fragment of history, a couple of moments that could simply fade out of reality if you ignored them long enough.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#history'>>\
<<fadein 500ms>>\
You... what were you thinking about? The box. You were thinking about the box. You wonder if your mom would appreciate you bringing it over for her.
<<link 'Take it with you'>>\
<<set $hasBox to true>>\
<<goto 'Dining Room'>>\
<</link>>
<<link 'Leave it'>>\
<<set $hasBox to false>>\
<<goto 'Dining Room'>>\
<</link>>
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>> The attic is oppressively dark, only illuminated by your flashlight's beam. Luckily, the floor is finished and you're able to walk on it without worrying about falling through. It was used for storage, so it's better kept than most, but is still infested with spiderwebs and a thick layer of dust. Around you, several piles of boxes and garbage bags are lying on the ground next to chunky TVs and old toasters. <<if $checkedText isnot true>>You don't quite remember what you're looking for.<<else>>You notice the red and blue box sitting precariously on top of a stack of storage bins.<</if>>
<<if $checkedText is true>>\
[[Inspect the box|Baby]]
<<else>>\
[[Check Kiara's text|Text]]
<</if>>@@#text;
You navigate to the messages app on your phone and tap "Sis" to re-read Kiara's text. It lists three things Quinn wanted you to grab- a small red box with a blue lid, a box labeled "Home Movies," and a box labeled with... a name Quinn doesn't use anymore.
@@
<<cont>>\
<<replace '#text'>>\
<<fadein 500ms>>\
As you're looking, the phone buzzes and another text pops up under it.
<span class='kiara'>"Noah, it really means a lot to me that you agreed to go out there. I know it's been a long time by now, but I still haven't been able to wrap my head around what happened. I just couldn't bring myself to go back. Thank you."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#text'>>\
<<fadein 500ms>>\
You feel strange, almost annoyed. Or jealous, maybe. You didn't want to do this either. Why does she get to just avoid shit and you don't?
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#text'>>\
<<fadein 500ms>>\
You text back "No problem, I don't mind."
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Attic'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $checkedText to true>> You step around a few items on the ground to get closer to a stack of boxes on your left. Pulling the small container down, you see that it's not quite the same as the other storage boxes here- it's a bit more solid, decorated with Looney Tunes characters. You smile to yourself. Your mother had one of these for you and Kiara too, holding your baby blankets and trinkets from your childhood.
<<linkreplace "Look inside">>You're not sure what you would get from looking through their baby stuff.
<<link "Do it anyway">>
<<goto 'Baby Box'>>\
<</link>>\
<</linkreplace>>
[[Pick it up|Home Movies]]@@#movies;
You put the box down next to the attic's entrance and turn back to the attic to keep searching. Sweeping over the piles of boxes with your phone flashlight, you can't quite identify the ones you're looking for until the word "HOME" in black marker catches your eye. Hiding partially behind a large plastic tub of christmas decorations is a big cardboard box.
@@
<<cont>>\
<<replace '#movies'>>\
<<fadein 500ms>>\
You squeeze around the large container and find yourself looking into an open box of tape- black ribbons piled up around snapped plastic cases, many cut into smaller chunks.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#movies'>>\
<<fadein 500ms>>\
You know immediately what happened. Glenn was always destructive when he got mad.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#movies'>>\
<<fadein 500ms>>\
Your heart sinks. This must be years worth of memories of their mom, lying broken in a dusty old box. Surely some of them are salvageable, but a lot of the tape seems damaged beyond repair. And surely it would be heartbreaking to see this.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#movies'>>\
<<fadein 500ms>>\
Now you have to figure out what to do with it.
[[Grab it anyway|Name][$hasMovies to true]]
[[Leave it|Name][$hasMovies to false]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>> You pull off the lid of the box and look inside. It's exactly what you would expect. A few old toys, a blue blanket, and some other miscellaneous memorabilia. There's a photograph of Joyce, when she was quite a bit younger, holding a newborn baby in a hospital bed. A lot of it has Quinn's birth name, and for some reason just looking at it makes you a bit uncomfortable.
[[Replace the lid and take it with you|Home Movies]]<<if $hasMovies is true>>After dropping the box off near the attic entrance, you duck back around to check the other ones obscured by that container. <<else>>You shine your flashlight at the other boxes obscured by that container. <</if>>\
You spot exactly what you were looking for. Written on the side of a sealed cardboard box is Quinn's old name. Just looking at it makes you viscerally uncomfortable, like seeing a text you regret sending. You try not to think about it but the memories are running through your mind and you can't quite force them to stop.
<<cont>>
<<goto 'Memories'>>
<</cont>>@@#memory;
On July 6th Quinn texted you. They told you their new name and said they wanted to be called they. Kiara already knew. They weren't going to tell their parents, but they wanted you guys to know. You didn't respond.
@@
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
On July 8th they visited Kiara's house while you were over. You were uncomfortable in a way you couldn't quite verbalize. She called them "they" and used their name. You didn't. You said some things you don't like to think about.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
Kiara pulled you aside. She told you that you were being a dick. You got defensive. It spiralled into an argument. Quinn left while the two of you were shouting at each other. They looked like they were crying.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
On July 9th you had a pain in your chest. You couldn't sleep. You kept thinking about what you had said and it kept feeling wrong. You stayed up late reading articles about it and it only made you feel more like an asshole.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
On July 10th you started writing a text at 10am. You kept writing it and rewriting it throughout the day, never sure what the right words to say were. You couldn't get up the guts to send it, but you changed Quinn's name in your phone.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
On July 11th you got a text from your mom. She told you that your aunt and cousin were in the hospital. She told you there had been a shooting and your aunt might not make it.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You had never had a panic attack before that day.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You've never been good at coping with stressful situations. It's something that surprises people. You're tall, stoic, a paragon of a strong young man.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You rarely share your feelings. But when they're strong enough to break your barriers it's impossible to force them back down. When your last girlfriend broke up with you, you cried for hours and punched hole in the drywall in your bedroom.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
When you think about it, you draw parallels that make you sick. You don't like to think about things like that.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
When you were eleven you played manhunt with the boys at school. Quinn wanted to play even though they were younger than all your friends. It annoyed the hell out of you.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
The kid who was it found you, so you were tagging along with a few other boys. The group spotted Quinn. They tripped when they tried to run and got badly scraped up on the pavement.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
They started crying, and you remember that the other boys found this hilarious. They called Quinn a lot of words. You didn't know what they meant, but you knew they were bad. So bad even adults weren't supposed to say them. They curled up in a ball and covered their ears.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You didn't say anything. You just stood there.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You're a handyman by trade. Just like your uncle. You make a decent living off fixing up the dying houses in this dying town, and lord knows they all need it.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
In a lot of ways, you've followed in his footsteps. It wasn't intentional but your life is more like his than you really realized it was. You've stayed up late a lot of days thinking about it.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
Are people born cruel, or is their reserve worn down by time? Do they really just snap, or does the dam start leaking years before it breaks?
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
Would any of those boys kill their families given the right conditions? Would you?
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You don't like to think about it. You don't like to think about any of this.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
This has been hard on you too, dammit. You can't just keep pretending it hasn't.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
You sit back against the wall, discarding your phone face down on the floorboards. Its flashlight illuminates the dust floating by in the air and casts a soft artificial glow around the nearly pitch black room.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<fadein 500ms>>\
For the first time in a while, you allow yourself to cry.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#memory'>>\
<<audio "music" fadeout>>\
<<audio "case" volume 0.9 play loop>>\
<<goto 'Cheeky lil cheat passage'>>\
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>@@#drive;
It took a little while to get all of the boxes down from the attic, but you eventually managed to put everything in the back of the truck. Your mind was blank- you were too tired to think about things. You just wanted to get everything over with.
@@
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
After a dead-silent drive into town, you find yourself sitting in the driveway of your mother's home. It's a stately two-story Victorian house in pale blue, its snow-covered roofs making it read like a picture out of a Christmas card.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
You finally get up the guts to push the truck's door open and step out into the world. The snow outside crunches under your boots as you go around and fetch the stack of boxes from the truck bed.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
Going around the side, you approach the door to the basement apartment. Quinn's been staying here since it happened, yet you've still barely seen them. Have you been avoiding them? Maybe.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#drive'>>\
<<fadein 500ms>>\
You knock on the door with your free hand and await the answer.
<</fadein>>
<</replace>>
<<cont>>\
<<timed 1s>>\
<<goto 'Delivery'>>\
<</timed>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>@@#quinn;
The door swings open and a familiar face looks back at you. It's been a while since you've seen them, and they look different- their hair is longer and pulled back into a half-bun, their eyes slightly less sunken. They don't match your gaze, but that's typical. They never look people in the eyes.
@@
<<cont>>\
<<replace '#quinn'>>\
<<fadein 500ms>>\
They smile weakly and mutter, <span class='quinn'>"Hey, man. Thanks for the help today."</span> After a moment of awkward silence they seem to shiver a bit before perking up. <span class='quinn'>"Oh shit, it's really cold out. You can come in if you want."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#quinn'>>\
<<fadein 500ms>>\
You consider the offer for a moment, but ultimately shake your head- not least because you've been down there before and its atmosphere is downright oppressive. "This coat's warm. I've got to head back out soon anyway."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#quinn'>>\
<<fadein 500ms>>\
<span class='quinn'>"Fair enough."</span> They step briefly out of the shelter of the doorway, reaching out to grab the boxes in your hands.
<</fadein>>
<</replace>>
<<cont>>
<<goto 'Box Menu'>>
<</cont>>
<</cont>>
<</cont>>
<</cont>><<if $hasMovies is true and $hasBox is true>>\
Quinn seems to take a beat, sizing up the boxes before they get them from you. Giving you a curious frown, they ask, <span class='quinn'>"What's with the extra box?"</span>
<<cont>>\
<<goto 'Extra Box'>>\
<</cont>>
<<elseif $hasMovies isnot true and $hasBox isnot true>>\
Quinn seems to take a beat, realizing that something is off about the boxes. There are only two. Giving you a curious frown, they ask, <span class='quinn'>"What happened to the other box?"</span>
<<cont>>\
<<goto 'Break Bad News'>>\
<</cont>>
<<elseif $hasMovies isnot true and $hasBox is true>>\
As they grab one of the containers from you and step back, they furrow their brow. <span class='quinn'>"I think you might have grabbed the wrong one. What's that box?"</span>
<<cont>>\
<<goto 'Old Stuff'>>\
<</cont>>
<<elseif $hasMovies is true and $hasBox isnot true>>\
They grab the stack, awkwardly holding it off to the side. They aren't the strongest, and it's clear that they're struggling a bit to hold it all- the box of their stuff is pretty heavy.
<<cont>>\
<<goto 'Continue'>>\
<</cont>>
<</if>>@@#extra;
You shift the stack to the other side of your body, the edges of the bottom one digging into your fingers in an unpleasant way. "It's got some old family stuff in it, I thought my mom might want it."
@@
<<cont>>\
<<replace '#extra'>>\
<<fadein 500ms>>\
<span class='quinn'>"Oh, cool. I kind of assumed she would have already grabbed all that stuff. I mean... I guess nobody wants to go there."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#extra'>>\
<<fadein 500ms>>\
Both of you are quiet for a moment. They take the boxes off your hands and seem to struggle with their weight a bit before putting them down just inside the doorway. You stand there and consider what you should say, or if you should just be done with this and go home.
<<if $hasSketchbook is true>>\
[[Give them the sketchbook|Return Sketchbook]]
<</if>>\
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
[[Tell them about the tapes|Tapes]]
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>@@#news;
You grit your teeth. Giving people bad news isn't exactly your favourite thing to do. "When I got there, the tapes were all kind of smashed. It was... well, it was pretty bad. I don't think you'd be able to fix them."
@@
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
Quinn averts their eyes, seeming dejected. <span class=quinn>"You're sure? I mean, I didn't see them... maybe some of them could still be fixed?"</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
"Yeah," you mutter, "it didn't seem like there was much you could do. I'm sorry about that, it really sucks."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
The two of you stand there in uncomfortable silence for a moment. They take a deep breath and then straighten up their posture, stepping forward to grab the boxes out of your hands. <span class='quinn'>"Well, thanks for getting these."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
Quinn goes to put the deficient stack down just inside the doorway, and you realize you should probably either change the subject or head out. They don't seem to be in the best mood right now.
<<if $hasSketchbook is true>>\
[[Give them the sketchbook|Return Sketchbook]]
<</if>>\
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $shownTapes to true>>@@#replace;
"It's got some old family stuff in it, I thought my mom might want it."
<span class='quinn'>"Oh, cool. I kind of assumed she would have already grabbed all that stuff. What about the other one, though?"</span>
@@
<<cont>>\
<<replace '#replace'>>\
<<fadein 500ms>>\
You grit your teeth. Giving people bad news isn't exactly your favourite thing to do. "When I got there, the tapes were all kind of smashed. It was... well, it was pretty bad. I don't think you'd be able to fix them."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
Quinn averts their eyes, seeming dejected. <span class=quinn>"You're sure? I mean, I didn't see them... maybe some of them could still be fixed?"</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
"Yeah," you mutter, "it didn't seem like there was much you could do. I'm sorry about that, it really sucks."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
The two of you stand there in uncomfortable silence for a moment. They take a deep breath and drop the box they were holding just inside the doorway before grabbing the other two from you. <span class='quinn'>"Well, thanks for getting these."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#news'>>\
<<fadein 500ms>>\
Quinn goes to put the last two inside, and you realize you should probably either change the subject or head out. They don't seem to be in the best mood right now.
<<if $hasSketchbook is true>>\
[[Give them the sketchbook|Return Sketchbook]]
<</if>>\
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $shownTapes to true>>"Do you need any help with that?" you ask. They shake their head and take a step back, leaning down to drop the stack just inside the doorway. Popping back up, they mutter, <span class='quinn'>"Nah, I had it... damn those books are heavier than they seem."</span>
Now that you've basically completed your quest, you stand in the cold for a moment, wondering what you should do- stay and chat for a moment, or just head out.
<<if $hasSketchbook is true>>\
[[Give them the sketchbook|Return Sketchbook]]
<</if>>\
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
<<if $shownTapes isnot true>>\
[[Tell them about the tapes|Tapes]]
<</if>>\
[[Just leave|Goodbye]]
<<set $continue to true>>@@#book;
"Oh shit, I almost forgot. While I was there I found one of your old sketchbooks and I figured you might want it back. I have it in the truck..."
@@
<<cont>>\
<<replace '#book'>>\
<<fadein 500ms>>\
Quinn holds out a hand, cutting you off mid-sentence. <span class='quinn'>"It's... fine. Don't worry about it. I don't think I want to look back on that stuff."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#book'>>\
<<fadein 500ms>>\
You stand there in silence for a moment, not sure what to say. Eventually you mutter, "Sorry, I didn't realize." You hope that's fine. You're not very good at this whole emotions thing.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#book'>>\
<<fadein 500ms>>\
Now that things have become a bit awkward, you feel like you should probably either bring up something else or just leave.
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
<<if $shownTapes isnot true>>\
[[Tell them about the tapes|Tapes]]
<</if>>\
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<<set $hasSketchbook to false>>@@#apology;
You take a deep breath and stare at your boots, already regretting the words you're about to say. It's not that you don't want to apologize, it's just that even acknowledging it makes it feel way too real. Like if you don't acknowledge it you can just pretend that you didn't fuck up.
@@
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
"Hey, Quinn? I know this is probably a weird time, and it's way too late to say this, but I'm sorry about what I said before." You look up and see their brow furrowed and their mouth in a slight frown.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
<span class='quinn'>"When exactly was this,"</span> they ask, <span class='quinn'>"and what exactly did you say? I'm blanking."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
You run your hands through your hair, just as uncomfortable as you thought you would be. This is probably the worst case scenario, right? "See, shit, it's such a late apology you don't even know what I'm talking about. I mean that one time, before it happened, at Kiara's house? I said some awful, ignorant shit to you and I feel terrible about it."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
Quinn chuckles a bit, seemingly in disbelief. <span class='quinn'>"Lord almighty, Noah. You're telling me that now?"</span> For the first time you can tell they're looking at your face, though not quite matching your gaze. <span class='quinn'>"Sure I would have appreciated that a lot six months ago."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
You feel your cheeks go hot. This is absolutely the worst case scenario. "Shit, I know. I would have apologized at the time but obviously you were going through a lot and-"
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
<span class='quinn'>"Noah."</span> You stop. <span class='quinn'>"I don't hate you."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
<span class='quinn'>"With all due respect, you said some awful shit. And you've done some pretty bad shit too."</span> They lean up against the side of the doorway, putting one of their hands into the pocket of their jeans. <span class='quinn'>"Look. I don't have the energy to hold grudges right now. Kiara's told me how well you've been doing with my pronouns, and I'm more than willing to move past that if you're really putting the effort in."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
"I'm trying to learn about this stuff," you mutter. "It doesn't really come easy to me but... I don't want to live the rest of my life being some spiteful, hate filled asshole. I know what that can do to people."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
<span class='quinn'>"I hope you mean that."</span> They take a long breath in and out. <span class='quinn'>"I reserve the right to take this back, for the record. But it's fine. We're good."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
"Thanks, man," you exhale before immediately interjecting, "Ah shit, is 'man' not okay? 'Man' is probably not okay, right?"
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
They shake their head and laugh. <span class='quinn'>"Nah, 'man' is fine, man. Just, y'know, ask ahead of time next time."</span>
<</fadein 500ms>>\
<</replace>>\
<<cont>>\
<<replace '#apology'>>\
<<fadein 500ms>>\
You take a deep, clear breath. You wonder if you should stay here and keep chatting, or just leave this conversation on a high note.
<<if $hasSketchbook is true>>\
[[Give them the sketchbook|Return Sketchbook]]
<</if>>\
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $shownTapes isnot true>>\
[[Tell them about the tapes|Tapes]]
<</if>>\
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $apology to true>>@@#cthulhu;
You shift a bit on your feet and decide to lighten up the conversation a bit. "Hey, by the way, I was thinking about that game we played that one time," you say. "A couple years back, with that girl... was it Harper? No, wait, Harlow. The one we played with her."
@@
<<cont>>\
<<replace '#cthulhu'>>\
<<fadein 500ms>>\
They smile a bit and lean a shoulder against the doorframe. <span class='quinn'>"You mean Call of Cthulhu?"</span> A smile on Quinn's face is kind of jarring- you haven't seen that in a long while.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#cthulhu'>>\
<<fadein 500ms>>\
"Yeah, that one. It was fun. We should really play it again sometime."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#cthulhu'>>\
<<fadein 500ms>>\
<span class='quinn'>"Really?"</span> They chuckle a bit and they flick their eyes towards you before glancing back at the ground. <span class='quinn'>"I didn't think you liked that. I mean, Kiara kind of twisted your arm into playing it."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#cthulhu'>>\
<<fadein 500ms>>\
"Well I'm sure I didn't appreciate it at the time, but in retrospect I'm happy she did."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#cthulhu'>>\
<<fadein 500ms>>\
Quinn's smile fades for a moment as they stare at the snow-coated brick at their feet. <span class='quinn'>"God, it's been months since I've played any kind of tabletop game."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#cthulhu'>>\
<<fadein 500ms>>\
"Then it's about time, right?" The two of you share a smile, something you haven't done in quite a while.
<<if $hasSketchbook is true>>\
[[Give them the sketchbook|Return Sketchbook]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
<<if $shownTapes isnot true>>\
[[Tell them about the tapes|Tapes]]
<</if>>\
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $games to false>>
<<set $plan to true>>@@#goodbye;
You shove your hands into your jacket pockets, the temperature finally starting to get to you. It's about time you get into your nice heated truck and head home.
@@
<<cont>>\
<<replace '#goodbye'>>\
<<fadein 500ms>>\
"Well, I guess I ought to be going," you announce. "It was nice seeing you, Quinn."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#goodbye'>>\
<<fadein 500ms>>\
<<if $apology is true and $plans is true>>\
They smile warmly. <span class='quinn'>"You too. Thank you for doing this for me. It means a lot."</span> After a brief pause, they interject, <span class='quinn'>"Don't forget to text me about that game!"</span>
<<elseif $apology is true and $plans isnot true>>\
They smile warmly. <span class='quinn'>"You too. Thank you for doing this for me. It means a lot."</span>
<<elseif $apology isnot true>>\
<span class='quinn'>"Likewise,"</span> they respond, reaching for the doorknob. <span class='quinn'>"Guess I'll see you around."</span>
<</if>>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#goodbye'>>\
<<fadein 500ms>>\
You wave as they shut the door, retreating back into their basement apartment. You turn away, breathing in the dry winter air. For a moment you consider dropping in to see your mother, but decide against it- it's only around noon, but it's already been a long day. And you have a lot to think about.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Ending'>>\
<</cont>>
<</cont>>
<</cont>>
<</cont>>@@#tapes;
<<if $continue is true>>\
You take a deep breath, getting ready to break it to them. This isn't something you're looking forward to. "I have some bad news," you mutter.
<<else>>\
You clear your throat and shift your position again, and Quinn quickly moves to grab the boxes from you. They're clearly a bit heavy for them and they set the stack down just inside the doorway. "I have some bad news," you mutter.
<</if>>
@@
<<cont>>\
<<replace '#tapes'>>\
<<fadein 500ms>>\
They give you a quizzical head tilt, and take a deep breath as you prepare to tell them the bad news. "The home movies are kind of... well, they were like that when I got there."
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#tapes'>>\
<<fadein 500ms>>\
With an uneasy expression, they shuffle the boxes around and open the top flaps to reveal the contents. <span class='quinn'>"Damn. I don't even know..."</span> They trail off, their eyes fixed on the heap of mangled plastic at their feet.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#tapes'>>\
<<fadein 500ms>>\
"I'm sure some of it can be fixed! I mean, you might need to get some new cases but most of the tape should be fine if you just-"
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#tapes'>>\
<<fadein 500ms>>\
Quinn interrupts you. <span class='quinn'>"It's fine. I'll figure it out."</span> They crane their head around to look at you, almost looking you in the eye. <span class='quinn'>"Thank you for still bringing it."</span>
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#tapes'>>\
<<fadein 500ms>>\
"No worries." At this point, you really don't want to keep talking about this.
<<if $games is true>>\
[[Mention that game they used to play|Call of Cthulhu]]
<</if>>\
<<if $bullets is true>>\
[[Apologize for messing up|Apology]]
<</if>>\
[[Just leave|Goodbye]]
<</fadein>>
<</replace>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<</cont>>
<<set $shownTapes to true>>@@#end;
It started snowing while you were chatting- you barely noticed. Looking up, you see a cloudy sky as grey as ever, with the occasional delicate flake floating by. In the near distance, the snow capped peaks of the mountains seem to stretch off into infinity.
@@
<<cont>>\
<<replace '#end'>>\
<<fadein 500ms>>\
You trudge through the snow to your truck and climb into the driver's seat. As you turn it on the radio bursts to life, a tinny country tune filling your ears. You think you might just go for a drive today. Take your mind off everything. You've done a lot of thinking today, and you might be doing a lot more soon.
<</fadein>>
<</replace>>
<<cont>>\
<<replace '#end'>>\
<<fadein 500ms>>\
For now, though, you're just going to take it easy. This has been hard on you. And you've been hard on yourself. It's about time you let yourself hurt, or else you're never going to figure out how to heal.
<</fadein>>
<</replace>>
<<cont>>\
<<goto 'Cheaty Transition Passage'>>\
<</cont>>
<</cont>>
<</cont>>@@.typed;
Hey. If you're reading this, it means you finished my game. Thanks for doing that.
I've always struggled to get my ideas out there. The things I want to make don't fit a genre, they couldn't work as a book, and coding doesn't come easy to me.
You've given me an opportunity to make something I'm proud of, and I'm really grateful for that. I hope you stick around.
There's nothing else here. You can exit this tab. Or click the back button if you want to go back to the game's itch.io page, that would be cool too.
@@
<<timed 7s>>\
<<goto 'Final Words'>>\
<</timed>><<timed 12s>>\
<<goto 'Reunion'>>
<</timed>>