Chapter III · The Masquerade
0/4 bells
Codert
Coins 0
Mr. Grin
Move the mouse to look · Left click: spell · Right click: Mutton
WASD move · Left click cast · Right click Mutton · E use · F lamp · Tab notes
Teal's Haunted Manor
Waking the house…
Teal's Haunted Manor
An inter-dimensional ghost story · Chapter III
The Masquerade
The bells are ringing under the floorboards.
A house between worlds. A bunny with a blue coat. And one very unusual partner.
Best escape: —
Chapters
Before you step inside
- WASDMove
- MouseLook around · drag if mouse lock is unavailable
- ShiftSprint (drains stamina)
- ECollect, talk, hide, or leave hiding
- FToggle lantern
- 1–4QSelect a ring · Q also casts
- Left clickCast the selected spell
- Right clickRMutton pounces and bites · 20 damage, 8-pace range, 5-second cooldown
- CChange Mutton's form (free)
- TabOpen cast & field notes
- EscPause / resume
Explore four connected floors. Find four bells in the Library, Dining Room, Guest Bedroom and Attic Observatory. Bring them to the ground-floor Grand Hall's music box, then escape through the foyer's front door. The family loft above the old attic has extra supplies and Teal's notes. Mr. Grin and his echoes haunt every storey. Left click casts your selected spell; right click sends Mutton to pounce, bite and briefly stun an enemy.
On touchscreens: use the left thumbstick to move and drag the right side to look. Push fully forward to sprint. Tap Use to interact, Cast for magic, and Pounce & bite to send Mutton at an enemy you're facing.
Four floors, connected by real stairs—no loading screens. From the foyer, take the left staircase to the bedrooms. Take the right staircase on that landing to the old attic, then the left staircase to the family loft. Gold markings on the map and signs beside each staircase show the way. Walk back down the same stairs. Wardrobes on every upper floor can hide you.
BackMake yourself at home
Paused
The house holds its breath
Lost in the halls
The manor keeps you
Chapter complete
Dawn over the masquerade
Codert's field notes
Familiar faces, unfamiliar halls
You are Codert. Mutton—your tulpa, pet and partner—is a shapeshifting, elastic slime ferret. Teal owns this inter-dimensional manor. The cast is modeled from your character references.
The cast · Find them in the manor
Supplies · E to collect
Left click casts your selected ring; 1–4 chooses a ring. Fire deals 20 damage (20 AR), Ice deals 12 (15 AR) and Lightning deals 30 (30 AR). All three stun enemies within ten paces. Mend costs 25 AR and restores 5 HP. Right click or R sends Mutton to pounce and bite for 20 damage within eight paces, stunning for about three seconds. Mutton needs five seconds between attacks and uses no Arcana. C changes Mutton's form. Supplies and enemy health reset each run.
Enemies have 60 HP. At zero health they spin into a shrinking spiral and vanish into the astrals—not death, just a trip to the other side. They stay away for the rest of this run. A new run brings them back.
Four floors to call home
- Ground floorKitchen, parlor, dining room, library and the Grand Hall's music box.
- First floor · BedroomsGuest rooms, Teal's bedroom, nursery, bathroom and reading nook.
- Second floor · Old atticStorage trunks, old rafters and the moonlit Observatory.
- Third floor · Family loftMusic room, family lounge, art studio and winter garden. Extra supplies await.
Four floors, connected by real stairs—no loading screens. From the foyer, take the left staircase to the bedrooms. Take the right staircase on that landing to the old attic, then the left staircase to the family loft. Gold markings on the map and signs beside each staircase show the way. Walk back down the same stairs. Wardrobes on every upper floor can hide you.
Two bells are downstairs, one is in the Guest Bedroom, and one is in the Attic Observatory. Return all four to the ground-floor Grand Hall's music box.
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