Teal's Haunted Manor: Moonlit Bells
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T Teal's Haunted Manor Moonlit Bells Sound on

Teaser coins 0

Teal
Plum
Screechy
You

A gentle haunted adventure

The Moonlit Bells

Climb all ten floors of the manor with Teal, a shapeshifting lady cat, Screechy, her talking bat, and Plum, a small mouse with very large plans. Gather the bell shards, vaporize drifting spirits with the wand, and calm a guardian at every bright door.

What should Teal call you?
How brave are you?
Gentle night Soft spirits, forgiving duels Nightmare A red ghost hunts you on every floor
Begin the night Continue journey Dev log

Ten floors, soft spirits and forgiving duels. Teal and Screechy remember your name.

Pause Map Talk Vending Gothra Sound on
Floor1 / 10
Courage
Coins0
Bell shards0 / 3
Wand
Barrier17s
ModeNightmare
Teal clones0
PartyShaken

Next stepFind the three bell shards.

Staff unpowered

Floor 1 · The Waking Hall

The manor holds its breath.

↺ ↑ ↻ ← ↓ →
Cast wand Vaporize a nearby spirit Click to look with the mouse
Time pauses softly here.

A gentle consequence

Transfurred!

Adjust my new ears

Guardian duel

The Bellkeeper awaits

A little courage, a warm heart, and two small friends who refuse to stay out of it.

You
Teal
Screechy
Plum
A mystery wizard
Spirit left34 / 34

The Bellkeeper raises a silver hand.

Teal26 / 26
Bell charges 3 · Coins 0 Prayer: none

Choose an action

Lantern strikeSteady damage Harmony bellSpends a shard charge PrayGather light for a stronger hit Herbal teaCosts 4 coins Screechy's dive Plum's mend Stand firmHalve the next hit

The hallway vending machine

A little something to steady your hands

Teal's courage hearts are safe — these treats only top up your duel HP, and the extra stays with you for the rest of the climb.

Coins in your pocket 0

Duel HP buffs 0 / 10

Warm cocoa tin +4 duel HP 4 coins Moonlit spirit tonic +10 duel HP 9 coins Super Baba plushie Mends 2 HP every battle round 9000 coins

Back to the duel

The manor can rest

A quiet victory

The bells sing softly now. Teal's warm light has made friends of the night.

Play again

Patch notes from the manor

The keeper's log

×

Every change we made to the manor, newest first — plus a few notes we are not ready to explain yet.

  1. v2.2Lanterns

    Codert brings his own light

    The wanderer has a face at last: tall white ears, round blue glasses, a red scarf and a navy coat, with his wand in hand for every duel. The manor has gone properly dark to meet him — sconces now burn along the walls and give real light, and the blue flame at the wand's tip carries a small glow of its own.

    Note: the sconces only light the walls you are near. The ones behind you were never installed.

  2. v2.1Companions

    The monsters come out of the walls

    Every spirit, screaming head, spider and even Plum is a real model now, turning slowly in the lantern light. The guardians have gathered enough shape to stand in their own arena too, where Screechy dives at them and Plum mends the party between turns.

    Note: the guardians were always standing there. We simply stopped drawing over them.

  3. v2.0Rebuilt

    The manor grows a third dimension

    Every hall, floorboard and beam is now a real three-dimensional room you walk through, lit only by the lantern you carry. The wallpaper still peels in the same corners, and the spirits still wear their old painted faces.

    Note: the west corridor is four inches longer than the house it sits inside.

  4. v1.9Cover

    Ghosts loose on the cover

    Screechy flutters onto the title art beside Teal and Plum, your own face waits with them, and three drifting spirits now wander the cover. Tap one and it leaves a coin in your pocket for the climb ahead.

    Note: the cover ghosts are the only ones that give anything back. They were not always.

  5. v1.8Title page

    A cat, a bat, a mouse and a much clearer sign

    Teal is properly introduced as the shapeshifting cat she is, Plum finally gets a face on the cover, and this log opens so you can read the whole climb's history in one place.

    Note: the portrait keeps changing when we look away. Teal blames the paint.

  6. v1.7Nightmare

    The Crimson Watcher wakes

    Nightmare mode is chosen on the title screen and remembered with your journey. On every floor a red ghost now hunts the party: the wand only pins it, the barrier flings it away for ten seconds, and its touch costs a courage heart.

    Note: it never blinks. It counted the floors before we built them.

  7. v1.6Relic

    The barrier orb hums

    A pearl of moonlight hides on every floor. Carry it and a shell of light lasts seventeen seconds, vaporizing any spirit, screaming head or spider that dares to touch you.

    Note: it hums a tune nobody wrote. Seventeen seconds is exactly one verse.

  8. v1.5Super boss

    Gothra, the ninja pirate

    From the fifth floor up, a very optional and very rude boss waits behind a button of his own. Beat him and he drops a purse far too heavy for one pirate.

    Note: he left four hundred and twenty coins and no receipt.

  9. v1.4Hallway

    The vending machine arrives

    Warm cocoa, moonlit tonic and a plushie that mends you every round. Coins found on the floor can now be turned into a slightly easier night.

    Note: the machine stocks one plushie that was never manufactured.

  10. v1.3Companion

    Plum the mouse joins

    Free a small mouse from a very large spider and she will talk to you for the rest of the climb, with opinions about every floor.

    Note: Plum knows the way to floor eleven. There is no floor eleven.

  11. v1.2Guardians

    A wizard behind every bright door

    Eight evil wizards now take turns guarding the bright doors. Lantern strikes, harmony bells, prayer and herbal tea are all the courage you get.

    Note: eight wizards. Nine names written in the ledger.

  12. v1.1First night

    The manor opens its doors

    Ten moonlit floors, three bell shards each, a wand that vaporizes drifting spirits, and Teal and Screechy keeping you company in the dark.

    Note: the tenth bell has never rung. Someone is still counting.

Back to the manor