Teal's Manor: Rue's Escape
Loading...
0 / 30 0 / 10

Ⅱ

The west wing · ten haunted levels

Teal's Manor

The Mimic Wing

Ten different floor plans. Some very long walks. Even the loose change is haunted.

Ruewhite bear · gray sweater · red scarf

Find 30 coins and 10 strange wands, then escape. Every floor has its own layout, ghosts, and coin total; longer floors hide more coins. Some coins have faces and hop away, but still count! Hold the lamp toward coins or ghosts to slurp them in. Each wand calms its floor. Four minutes without a new wand wakes the dark mass; only all ten wands can vaporize it.

W A S Dmove
Mouse / draglook around
Shiftsprint
Estairs / objects / exit
Hold Space / clickslurp ghosts / coins
QDrink potion · Q

Hard-hitting ghosts, eerie sounds, shapeshifts, and a relentless shadow if you linger. Captures still get silly. No flashing effects. Pause whenever you need a breather.

Manor sounds Intense hauntings
↗

Unlocking the west wing…

It knows your name. It has opinions about your scarf.

The house is listening

A moment to breathe

Nothing can follow you here.

Inside the lamp 0

Every floor has a different plan and 2–5 coins. Some wings merge into huge rooms; others have separate chambers or winding passages. Stairs and the lift stay at the front landing. Hold the lamp toward ghosts, hauntings, or coins within eight paces. Haunted coins grow faces and hop away; catch them on foot or slurp them. They count normally, and each floor's wand calms them. The wand waits in a far room. Red bottles restore two segments. If Rue faints, every find stays safe.

Something worse than a ghost

The dark mass

Four minutes without a new wand wakes an invincible shadow, with a warning 45 seconds beforehand. Before it manifests, each new wand resets the delay. Once awake, it follows Rue between floors—even cleared ones. The lamp cannot hurt it. All ten wands automatically release their stored magic and vaporize it for good.

Ghosts and the Mimic take two health segments per hit. The shadow takes three. Potions restore two. Pausing freezes its timer; fainting keeps your finds safe, but doesn't defeat it. A hit gives Rue eight seconds to get away.

One last glint

Missing coins

Floors hold different numbers of coins, including haunted ones. Your old finds are safe, even where a coin has moved to a new floor. Show route adds warm dots through the current floor plan. The lamp can collect any coin you can see within eight paces.

Hide route

Every coin is safely in Rue's satchel.

No more ten flights of stairs

The brass house lift

Beside the right-hand stairs, at the front of every floor. All ten wands release its safety latch. Ride straight to level 1, or revisit any level for missing coins.

Manor sounds Intense hauntings

The manor's gramophones

The midnight records

Two original tunes for this manor: a crooked little jazz waltz and an abandoned ballroom's lullaby. They play in the entrance drawing room and level 8 music salon. No song file needed.

On the turntable

Use your own song Remove
Music volume

E / Use beside a gramophone stops or starts the music. It fades as you walk away and stops while paused. These are new compositions, not the Chapter 3 recording. Optional uploads are saved for future visits.

Progress saves automatically.

Resume↗ Restart from the beginning

Dawn beyond the door

Last laugh: Rue.

Return to the manor↗
0Q Hold

Drag right side to look