<<set $film to 8>>
<<set $cluesTotal to 0>>
<<set $selfTotal to 0>>
<<set $inv to []>> /* descriptions of each photo taken. */
<<preload
"img/ghost.png",
"img/cel.png",
>>
<<character "ghost" "img/ghost.png">>
<<character "cel" "Celeste" "img/cel.png">>
<<character "markus" "img/markus.png">>
<<character "jonathan" "???" "img/ghost.png">><div class="mono">
<span class="big">写真 - Replicate Reality</span>
<br>
<span class="small">(interact-if ranked text-based story jam 2022 edition)</span>
</div>
<p>
[[Start|HtP]]<br>
<<link "Continue">><<run UI.saves()>><</link>><br>
<<if recall('One') and recall('Two') and recall('Three') and recall('Four')>>
<span class="gold">[[End]]</span><br>
<</if>>
[[Credits]]
</p>
<p>
<div class="endings">
<<if recall('One')>><<button "1">><<notify 4s>>COLLECTED<</notify>><</button>>
<<else>><<button " ">><<notify 4s>>Trail signs<</notify>><</button>>
<</if>>
<<if recall('Two')>><<button "2">><<notify 4s>>COLLECTED<</notify>><</button>>
<<else>><<button " ">><<notify 4s>>Look at yourself<</notify>><</button>>
<</if>>
<<if recall('Three')>><<button "3">><<notify 4s>>COLLECTED<</notify>><</button>>
<<else>><<button " ">><<notify 4s>>1+2=3<</notify>><</button>>
<</if>>
<<if recall('Four')>><<button "4">><<notify 4s>>COLLECTED<</notify>><</button>>
<<else>><<button " ">><<notify 4s>>When all else fails<</notify>><</button>>
<</if>>
</div>
</p><div id="header">
<div id="items">
<span id="film">
Film: <<live $film>>
</span>
<<button "Photos">>
<<dialog "Photos">>
<ul>
<<for _i to 0; _i lt $inv.length; _i++>>
<li><<print setup.photos[$inv[_i]].name>></li>
<</for>>
</ul>
<</dialog>>
<</button>>
</div>
<div id="nav">
<span id="backward"><<button "">><<run Engine.backward()>><</button>></span>
<span id="forward"><<button "">><<run Engine.forward()>><</button>></span>
</div>
<div id="options">
<span id="saves">
<<button "">>
<<run UI.saves()>>
<</button>>
</span>
<span id="restart">
<<button "">>
<<run UI.restart()>>
<</button>>
</span>
</div>
</div><h2>HOW TO PLAY</h2>
<p>Links with a ">" will advance the story. Links with a "+" display descriptions or new text, and will toggle on click to show or hide their contents.</p>
<p>Explicit descriptions of blood and violence are hidden behind toggle links. Reading these descriptions is not necessary to progress the story. Please note that even though most explicit descriptions are censored in this way, there is still repeated mention and discussion about blood and violence within the story.</p>
<p>Click the arrow button at the top right of the screen to stow/unstow the header bar. The left and right arrows in the header bar will allow you to go backward or forward through the story's history.</p>
<h2>WARNINGS</h2>
<p>This game contains strong language, and the following potentially sensitive topics:</p>
<ul>
<li>Amnesia and identity loss</li>
<li>Death and murder</li>
<li>Ghosts and hauntings</li>
<li>Physical violence</li>
</ul>
[[> Continue.|Intro]]<p>Story writing, coding, and drawn art assets by ghostchibi.</p>
<p>Created with SugarCube v2.36.</p>
<p>Dialog API, Preload, Speech Box, Message, and Notify custom macros by <a href="https://twinelab.net/custom-macros-for-sugarcube-2/#/">Chapel</a>.</p>
<p>Live Update custom macro by <a href="https://github.com/cyrusfirheir/cycy-wrote-custom-macros/tree/master/live-update">Cyrus Firheir</a>.</p>
<p>Itch.io cover image original photo by <a href="https://www.pexels.com/@dariuskrs?utm_content=attributionCopyText&utm_medium=referral&utm_source=pexels">Darius Krause</a> from <a href="https://www.pexels.com/photo/brown-concrete-building-interior-2253934/?utm_content=attributionCopyText&utm_medium=referral&utm_source=pexels">Pexels</a>
<p>Written for the <a href="https://itch.io/jam/interact-if-ranked-2022">interact-if text-based story jam 2022 (ranked)</a>.</p>
<p>Thank you for playing (and replaying)!</p>
<p>[[> Back to start.|Start]]</p><<markus>>I want you to know something. You're a fucking nightmare to kill. I wish you would learn how to lie down and die like everyone else.<</markus>>
<<jonathan>>And what would be the point of that? Making your life easier?<</jonathan>>
<<markus>>You'd be a lot more <em>bearable</em> if you weren't a goddamn—<</markus>>
<<jonathan>>Yeah, too bad, you got the cockroach-ass bastard on your ass instead.<</jonathan>>
<<markus>>Thankfully, I won't for long.<</markus>>
<<jonathan>>Go ahead, shit-for-brains. Bet you'll fucking miss.<</jonathan>>
<<markus>>Do you really think you'll survive this? You're gonna be dead. There's no coming back from this.<</markus>>
<<jonathan>>Oh, I know. You'll kill me and that'll be the end of it, as far as you're concerned. Sure.<</jonathan>>
<<markus>>I know you think you can play mind games with me, but there's no point. I'm still gonna kill you.<</markus>>
<<jonathan>>And I'm gonna haunt you until I throw you into hell myself.<</jonathan>>
<<markus>>Cute that you think that ghosts are real. Whatever. Have fun being dead.<</markus>>
<<jonathan>>Hope you enjoy living the rest of your life with a curse on your—<</jonathan>>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<<markus>>I wish he hadn't bled all over the goddamn place. Fucking asshole.<</markus>>
<p>[[>>|Author Note]]</p><p>Thank you for playing through all four endings!</p>
<p>There isn't a "true" or "good" ending in this story. Each possibility comes with different outcomes, and each outcome has different consequences. What follows after each is up to you to decide, or let remain a cliffhanger. As the author, I have my own idea of which ending I like the most, but don't mind that; decide for yourself which is the ending for you.</p>
<p>One thing I had hoped to include more of but didn't have time or a good place to include was the Japanese superstition surrounding photographs that this story heavily pulls from, hence the title of the story. Unfortunately, the title and a few mentions from Celeste are all that are included regarding the cultural background of the story. Hopefully I will be able to expand this story in the future and include more direct connections to this, since both characters in this story are Japanese and their ideas surrounding ghosts and death are related to this.</p>
<p>Regardless, I hope you enjoyed this story.</p>
<p>- ghostchibi</p>
<p>[[> Back to start.|Start]]</p><p>There's a camera sitting on the chair. It's the only recognizably unbroken object you've found in this whole place so far. You pick it up and turn it around in your hands, inspecting it.</p>
<p>It's a camera, alright. The slot in the front and the supremely blocky shape indicates to you that this is probably an old instant camera. Either that, or someone really liked the vintage look enough to scoop out the guts on an instant camera and transplant digital camera insides into it. There's no screen on it, and no buttons other than the shutter release button and a latch for the film loader. The film indicator shows that there are eight sheets of film left inside. You peer through the viewfinder, and see nothing but a much dustier view of the world. You hold it up for Celeste to see.</p>
<<cel>>No, that's... new. Does it even work?<</cel>>
<<ghost>>Not sure!<</ghost>>
<p>Celeste doesn't seem very impressed by your response.</p>
<<ghost>>Only one way to tell, right?<</ghost>>
<p>You turn the camera to Celeste, holding it up and centering him in the shot.</p>
<<cel>>Uh, maybe not me as the subject?<</cel>>
<<ghost>>What?<</ghost>>
<<cel>>Especially not here.<</cel>>
<<ghost>>...What?<</ghost>>
<<cel>>Would <em>you</em> want your picture taken in a place like this? You're asking for either your soul to get stolen or for something to haunt you.<</cel>>
<p>
[[> Ask him to elaborate.|Camera Talk]]
</p><<ghost>>......What?<</ghost>>
<<cel>>You know, ghosts in photographs, taking photos of people takes their soul? ...I guess you're not superstitious.<</cel>>
<<ghost>>You're a med student, how are <em>you</em> superstitious?<</ghost>>
<<cel>>You clearly haven't known any med students. They're the most superstitious people ever. "Don't touch that pile of instant ramen in the break room, that's an offering to the god of not dropping organs on the f—"<</cel>>
<<ghost>>Right, sure, okay. I'm not taking any photos of you.<</ghost>>
<<cel>>Well, not in here, at least. You can take as many photos of me as you want, as long as we're far away from here.<</cel>>
<<ghost>>I thought that superstition applied all the time.<</ghost>>
<<cel>>I don't think it's that big of a deal unless you do it somewhere with a lot of the wrong kind of energy. This isn't really good place for people to be.<</cel>>
<<ghost>>And yet here you are!<</ghost>>
<<cel>>Yeah, because I'm trying to help people.<</cel>>
<<ghost>>I don't think they're <em>people</em> anymore if they're stuck here.<</ghost>>
<<cel>>They were people when they were alive, and they're still people when they're dead. Their bodies might be corpses now, but their spirits are still human. They deserve rest, too.<</cel>>
<<ghost>>...<br>Right.<</ghost>>
<p>You turn the camera around with both hands to point at yourself, staring into the lens. After a moment of contemplation, you purposefully push the shutter release and accidentally get a face full of blinding flash-bulb light as you realize that this camera doesn't have a way to turn off the flash.</p>
<p>
<<link "> Wait out the consequences of your actions." "Photo Check">>
<<set $film-->>
<<set $self++>>
<<run $inv.push("wakeSelf")>>
<</link>>
</p><p>Once your vision stops blacking out, you notice the newly-snapped photo has been released. The film slowly reveals itself.</p>
<<ghost>>Uh.<</ghost>>
<p>It's... a photo of you, technically. It does not, however, look anything like how you were standing when you took the photo.</p>
<p>You have your forearm held up in front of your face, palm outward. There's something on the side of your face, trailing from under your hair to the bottom of your jaw. You seem to be bracing yourself against something. Between the gap of your fingers, you can see one of your eyes. Even with the small margin, you can see that your eye is widened, in... fear? Shock?</p>
<<ghost>>I... didn't do that just now.<</ghost>>
<p>Celeste stands next to you to look, and looks as about as alarmed as he should be at a photograph that looks very little like the actual subject.</p>
<<cel>>Ghost, give me that camera.<</cel>>
<p>You do as you're told without any delay. He turns it over in his hands, seemingly inspecting it.</p>
<<cel>>...It's just a normal camera. I think.<</cel>>
<<ghost>>That's <em>not</em> a normal camera.<</ghost>>
<<cel>>No, it is. A camera can only record. There's nothing all that special about cameras, really. I think...<</cel>>
<p>Celeste looks up at the ceiling, and all around the room.</p>
<<cel>>I think something happened to you here, in this room. I think that's why this photo looks so...<</cel>>
<p>He looks down at the photo again.</p>
<<cel>>Scary, I guess.<</cel>>
<<ghost>>Yeah? You don't say?<</ghost>>
<<cel>>I think someone attacked you in here. You don't remember it, but this room does, in a way. The <em>energy</em> in this room remains from you being harmed here.<</cel>>
<<ghost>>It's telling me that I was attacked in here?<</ghost>>
<<cel>>I think "telling" implies intent. It's only as "telling" as blood on a floor "tells" you that someone was hurt.<</cel>>
<<ghost>>Do you think... taking photos of the rooms would say more, then?<</ghost>>
<<cel>>I think it's worth a shot. You don't have a lot of film left, though.<</cel>>
<p>
<<link "> Take a photo of the room.">>
<<set $film-->>
<<set $clues++>>
<<run $inv.push("wakeRoom")>>
<<goto "Photo Take">>
<</link>>
</p><p>You bring the viewfinder back up to your eye, centering the shot to cover as much of the room as possible. The flash goes off as you push the button, and wait to see what the film reveals.</p>
<<message "+ It's a gruesome sight.">>
A pool of blood spreads on the floor. It's hard to tell whether the blood is a true pool or a more of a smear due to the lack of depth the photo offers, making it difficult to judge how much blood is actually present. Upon closer inspection, you notice dots of blood leading out of the room toward the doorway. A dark form seems to cover up part of the photo on one side of the room, as if the film was damaged somehow. The figure is roughly human-sized, but has no features or even any identifiable parts. It's just a blob in the photo, standing opposite of where you woke up.
<</message>>
<<ghost>>Oh boy.<</ghost>>
<<cel>>I... that could be a lot of blood.<</cel>>
<<ghost>>Is it from me? I'm not injured.<</ghost>>
<<cel>>It could be from someone else. Or whatever that smudge in the photo is.<</cel>>
<<ghost>>I don't know what to make of this, to be honest. <</ghost>>
<<cel>>This is me grasping at straws, but maybe I was wrong about the photo of you. The energy of the room reflecting what happened will show what happened in the room, but the photos of you reflect your reaction to the room's energy.<</cel>>
<p>Celeste looks baffled by his own explanation. He looks at you with an expression very clearly showing that he is indeed grasping at straws.</p>
<<cel>>I'm not sure. I think they both tell different parts of the same story. But there's not a lot of film left, and...<</cel>>
<p>He looks around the room helplessly, as if he can manifest more out of thin air.</p>
<<cel>>Maybe there's more around here. If there's a usable camera lying around, we might find film.<</cel>>
<<ghost>>Maybe. This place is confusing, though. I hope we can find our way around without getting lost.<</ghost>>
<<cel>>Much less find our way out.<</cel>>
<<ghost>>Guess we should stay close?<</ghost>>
<p>You pocket the two strange photographs, hang the camera around your neck by the strap attached to it, then hold your hand out to Celeste.</p>
<<cel>>Are you going to keep searching through here?<</cel>>
<<ghost>>Yeah. Might as well, as long as I have film.<</ghost>>
<p>He nods and takes your hand.</p>
<<cel>>Lead the way. I'll follow.<</cel>>
<p>
[[> Step into the hall.|Hall 1 from Wake]]
</p><p>You poke your head into the new room on your way down the hallway, and find that it's got several towers of stackable chairs inside. One of them tumbled over at some point, scattering plastic chairs all over the place.</p>
<p>Ignoring the furniture mess, you reach the end of the hallway. This one has an intact door, and when you try to open it, the handle refuses to move. Seems like this one is locked, too. You wonder if there was any reason for this. Or maybe this room has something important inside, and the door was reinforced to prevent it from being as easily broken down as the others.
<p>You're in the midst of pondering the intricacies of door construction when the double doors at the end of the hallway start to rattle.</p>
<p>
[[> Hide.|Cel Meet]]
</p><p>Someone's here, and you're not going to risk it. You manage to get into the chair stack room, although without a door there's not much way to avoid detection. You almost wish you could have hidden in the locked room. You hear a door close and make a loud clicking noise as it re-latches.</p>
<p>You put your back to the wall and peek around the edge. Someone stands in the middle of the hallway, a backpack slung over one shoulder. They're looking at something down the hall and don't notice you at first, but their head turns and the two of you make eye contact. Whoops. At least it's another human being, and not someone who looks angry to see you here.</p>
<<say "???" "img/cel.png">>Exploring?<</say>>
<<say "You" "img/ghost.png">>Uh, kind of the opposite.<</say>>
<<say "???" "img/cel.png">>Lost?<</say>>
<<say "You" "img/ghost.png">>I'm... not sure where I am?<</say>>
<p>The stranger watches you with concern, and beckons you out from your hiding spot.</p>
<<say "???" "img/cel.png">>Are you hurt? I'm a med student, I can help.<</say>>
<p>You step toward the person, not quite sure if you can trust them but certain that you would be much worse off alone.</p>
<<say "You" "img/ghost.png">>I'm not in any pain. Can't say I'm really hurt.<</say>>
<<say "???" "img/cel.png">>Can I check, just to be sure?<</say>>
<<say "You" "img/ghost.png">>...Sure, can't hurt I guess.<</say>>
<p>You wait while the stranger checks your face and head for injuries. It's... an awkward silence, for sure. You appreciate the concern and help, but...</p>
<<say "You" "img/ghost.png">>So, uh... what's your name?<</say>>
<<cel>>Celeste. What's yours?<</cel>>
<<say "You" "img/ghost.png">>I'm—<</say>>
<p>You realize that you don't know. Your sudden silence seems to tip off Celeste.</p>
<<cel>>Are you okay?<</cel>>
<<say "You" "img/ghost.png">>I... don't know my name.<</say>>
<<cel>>Did you hit your head?<</cel>>
<<say "You" "img/ghost.png">>I wouldn't know, to be honest. Maybe?<</say>>
<<cel>>Are you dizzy? Any headaches? Any balance issues?<</cel>>
<<say "You" "img/ghost.png">>Nothing at all since I woke up.<</say>>
<<cel>>I guess we won't really be able to tell until you get to a clinic. You don't happen to know how to get out of here, I'm guessing?<</cel>>
<<say "You" "img/ghost.png">>Absolutely no idea.<</say>>
<<cel>>Yeah, I thought so.<</cel>>
<p>Celeste takes a step back from you and looks around. He looks back to you, that same expression of concern still on his face.</p>
<p>
[[> Ask him where you are.|Cel Place]]
</p><<say "You" "img/ghost.png">>So where exactly are we?<</say>>
<<cel>>An abandoned building. I tried to do a little research, but I couldn't find much other than it being used as storage and attached offices. It's odd that so much is bare concrete wall, but I guess all of these rooms were meant for storage.<</cel>>
<<say "You" "img/ghost.png">>Someone's fond of urbex, I see.<</say>>
<<cel>>Exploration in general, for specific places.<</cel>>
<<say "You" "img/ghost.png">>Specific?<</say>>
<<cel>>Places that people say are haunted.<</cel>>
<<say "You" "img/ghost.png">>Oh, so you're a <em>paranormal investigator</em>.<</say>>
<p>Celeste looks a little annoyed.</p>
<<cel>>No. That would entail being obnoxious and bothering someone that already doesn't want to be bothered.<</cel>>
<<say "You" "img/ghost.png">>An exorcist?<</say>>
<<cel>>Too religious. I mean, I guess that's a little hypocritical to say, but not that either. Maybe it's the closest to what I do, though. I just... I like helping the dead rest, the same way I like helping the living live.<</cel>>
<<say "You" "img/ghost.png">>Huh. Noble goals, I guess.<</say>>
<<cel>>Thanks, ...<</cel>>
<p>Celeste pauses again, as if he was trying to call you something and couldn't find the right word.</p>
<<cel>>Maybe we should come up with a name for you. It's hard to talk to someone who doesn't have something I can call them.<</cel>>
<<say "You" "img/ghost.png">>Good point.<</say>>
<p>You think for a bit, and it's much harder to come up with a name on the spot than you'd hoped.</p>
<<say "You" "img/ghost.png">>Okay, so, uh... you're ghost-hunting—<</say>>
<<cel>>I don't hunt ghosts.<</cel>>
<<say "You" "img/ghost.png">>Ghost... searching. And you found me instead, so... just call me Ghost.<</say>>
<<cel>>...You're sure?<</cel>>
<<ghost>>Yeah, I'm sure.<</ghost>>
<p>Celeste looks bewildered, but he probably isn't going to argue with you regarding your own chosen name.</p>
<<cel>>That works for me. Come on, I think I know which way to get out of this building.<</cel>>
<p>Celeste turns and looks over his shoulder to make sure you're following.</p>
<p>
[[> Follow him.|Cel Follow]]
</p><p>He puts his hands on the handle to open the double-doors. Unsurprisingly to you, they don't budge.</p>
<<cel>>What?<</cel>>
<<ghost>>I... think these doors don't open from this side.<</ghost>>
<<cel>>...Alright, not a problem. We'll find another way out.<</cel>>
<p>Celeste turns around and moves further back in the direction you originally came from. You follow him, uncertain that there's any actual exits from this side. The two of you walk in literal circles a few times before looking at each other and silently confirming with one another what you both fear.</p>
<<cel>>Right.<</cel>>
<<ghost>>Cool. Did this place have security?<</ghost>>
<<cel>>No.<</cel>>
<<ghost>>Extra cool. So just standing here and shouting for help won't do anything.<</ghost>>
<<cel>>Nope. Okay, let's just... sit down and figure this place out? I don't suppose it being haunted is really helping us leave.<</cel>>
<p>You have no idea how someone else's soul being trapped in the building would prevent the two of you from leaving, but you don't question it. Celeste beckons you into a room, and you follow him in.</p>
<<ghost>>Wait, I woke up in here.<</ghost>>
<p>You realize now that this room is actually cleaner than the rest of the building. Despite the trash, the middle of the room is cleared rather than having garbage strewn haphazardly about. There's also something here you hadn't noticed the first time you looked; a broken folding chair with something on top of it.</p>
<<cel>>You woke up in here? I passed by this room from the outside, I think. I had to do a loop to get to a usable entrance, and I didn't really like walking by here.<</cel>>
<<ghost>>Why?<</ghost>>
<<cel>>Something about it felt weird.<</cel>>
<<ghost>>Did you happen to see this when you walked by earlier?<</ghost>>
<<cel>>See what?<</cel>>
<p>
[[> Approach the chair.|Camera Found]]
</p><<if $selfTotal gte 4>>
<p>You look at the photographs you've taken of yourself. Each stares back at you with fear, uncertainty, pain. Expressions that you have no memory of ever having worn are so darkly evident on each. What had caused you to be in such a state? Was whoever did this still in the building somewhere?</p>
<</if>>
<p>You reexamine the photos you took of the various rooms, noting the blood present on the floor. Flipping to another room photograph, you notice that it too shows a trail of blood going past the doorway, out in the hall. And another, and... the first one, the room with the most blood visible in it. It has dribbles leading out of the room, out to the hallway.</p>
<p>There's a trail. There's a definite, identifiable trail.</p>
<<ghost>>Celeste, look at these for me.<</ghost>>
<p>You hand Celeste the room photographs. He looks over them, clearly not seeing what caught your eye.</p>
<<cel>>What am I looking for?<</cel>>
<<ghost>>What's the most alarming part of these photos?<</ghost>>
<<cel>>It looks like someone's been through all of these rooms, but... I guess it's mainly the blood.<</cel>>
<<ghost>>Notice anything about where the blood is?<</ghost>>
<<cel>>Yeah, it's in the... hall... way...<</cel>>
<p>His head comes up slowly, as it dawns on him what you're suggesting. There's no visible blood on the floor now, but the photos very clearly show a pattern.</p>
<<ghost>>It's a path. Let's follow it.<</ghost>>
<p>Celeste nods to you, albeit with a bit of hesitation. You take the photos back from him, fanning them in your hands so you can get a good look at all four. You walk back to the room you woke up in, where the blood trail starts.</p>
[[> Follow the photographed trail|Clues Followed]]<p>You make your way down the hallways, glancing back and forth from the photos of the rooms. Eventually, you find yourself in front of the sturdy, locked door you couldn't open earlier.</p>
<<ghost>>No wonder this door was locked.<</ghost>>
<p>You jiggle the handle and it won't budge. As expected.</p>
<<cel>>You don't think there's a key around here, do y—<</cel>>
<p>You lift your foot up and slam it against the door as hard as possible. The corroded metal latch keeping the door in place buckles under the force, sending the whole thing flying open to crash against the adjacent wall. Celeste, who clearly wasn't expecting you to do that, flinches badly at the sudden movement, but he gathers his wits quickly enough.</p>
<p>There are no windows in this room. There is a stack of chairs, and a metal desk.</p>
<p>Celeste grabs for your arm, although it isn't to pull you back. It seems like more of a reflexive movement.</p>
<<message "+ There is someone lying in the corner.">>
<p>The person is not a person. The person is a corpse. There is a corpse lying in the corner of the room. It has your clothes, and your face. It has your skin, except gray and pallid. Its eyes are closed. It has damage to its head.</p>
<</message>>
<<cel>>Oh my god.<</cel>>
<p>You take a step toward the body, with your face. You take another step toward your corpse. Celeste starts to pull on your arm.</p>
<<cel>>Ghost, don't.<</cel>>
<<ghost>>Is that me?<</ghost>>
<<cel>>Ghost—<</cel>>
<<ghost>>Celeste, is that me?<</ghost>>
<<cel>>I don't know. I don't know.<</cel>>
<p>You reach back with your free hand, grabbing onto Celeste just as he has latched onto you. Your eyes don't leave the body's face. It's your face. You've seen your face and you know what you look like. That's you.</p>
<p>That's you. You're dead.</p>
<p>
[[> Demand some answers.|Clues Demand]]
</p><<ghost>>...You knew I was here.<</ghost>>
<<cel>>I didn't know it was you. I didn't do this to you. Ghost, I'm so sorry.<</cel>>
<<ghost>>Then why did you come here?<</ghost>>
<p>You turn on Celeste, hand still firm only his arm.</p>
<<cel>>I came here because I know how to talk to spirits. I heard someone screaming. I've heard someone screaming in this building for <em>days</em>. I knew that someone needed help here, and that's why I came.<</cel>>
<<ghost>>How can I trust that?<</ghost>>
<<cel>>If I had killed you, wouldn't I have tried to do it again? Wouldn't I have come back prepared to do that?<</cel>>
<<ghost>>What's in your bag?<</ghost>>
<<cel>>Food, batteries, a flashlight, water, salt, a particle mask, a pocket knife, and a raincoat. I can show you.<</cel>>
<p>You let him go and he immediately unzips his bag. He's truthful about the contents; it's all there, including a knife that would only really be useful for cutting rope or opening boxes, not... anything much more violent. Your heart is in your throat but you accept that there's nothing insidious going on with Celeste. It's fine. He's fine. He's not here to hurt you.</p>
<p>That already happened to you. It's too late, anyway.</p>
<<ghost>>I can't be in here.<</ghost>>
<p>You shove past Celeste and get out of the horrid room. You can hear him follow you in a rush, running to keep up. You find yourself back in the same room you woke up in, with Celeste standing in the doorway.</p>
<p><<if $selfTotal gte 4>>
[[> Demand some more answers.|Ghost Revenge Reaction]]
<<else>>
[[> Demand some more answers.|Ghost Mourn Reaction]]
<</if>></p><p>You take Celeste's hands, and he hauls you to your feet.</p>
<<cel>>Where do you want to go?<</cel>>
<<ghost>>Somewhere with sunlight.<</ghost>>
<p>Getting there takes a while. The building's confusing halls don't lend themselves very easily to navigation. Eventually, you're too fed up with trying to find a proper door that you tug on Celeste's arm and point out a broken window that the two of you could climb out of. Celeste steps through first then helps you out, both of you finally standing on grass and dirt. It's overcast with gray skies, but at least there's light.</p>
<p>You finally get a good look of the building. It's... boring as fuck. Mostly solid concrete, some sort of Brutalist structure. It's not even that large, just confusingly built and poorly thought out. There's a big chain link fence around the structure. You can't read the signs posted facing outward, but they're likely warning people away.</p>
<<cel>>It'll be a bit of a walk.<</cel>>
<p>Once you've hopped the fence, it's actually not that long of a walk until you get to Celeste's car. There's no dials on his center console, just a touchscreen for the radio that makes you ever so slightly angry for some weird reason. He doesn't turn it on when the car starts up.</p>
<<ghost>>Can we get food?<</ghost>>
<<cel>>Sure. Where to?<</cel>>
<<ghost>>Anywhere that I can sit down. I'm assuming I can eat.<</ghost>>
<<cel>>I guess we'll find out.<</cel>>
<<ghost>>Y'know what, maybe it's better if we don't go somewhere with people. <</ghost>>
<<cel>>Do you want to go to the shrine?<</cel>>
<<ghost>>And get smited? Fuck no.<</ghost>>
<<cel>>No, I mean... to help you settle. The shrine isn't going to smite you. Remember what I said about helping people, dead <em>and</em> alive?<</cel>>
<<ghost>>...I think I'll pass, for now. Can you just... drive around for a while?<</ghost>>
<p>Celeste obliges you, and while you meant to use the stalled time to think, you can't really think of anything to do now. You just don't want to be in that building anymore. Anywhere else is fine, as long as it isn't there.</p>
<p>
<<linkreplace "> Figure it out.">>
<p>Later. You'll figure it out later.</p>
<p><<button "Restart">>
<<run UI.restart()>>
<</button>></p>
<</linkreplace>>
</p>
<<run memorize('One', true)>><p>Celeste takes the lead, and you follow. The building's confusing halls don't lend themselves very easily to navigation. Eventually, you're too fed up with trying to find a proper door that you tug on Celeste's arm and point out a broken window that the two of you could climb out of. Celeste steps through first then helps you out, both of you finally standing on grass and dirt. It's overcast with gray skies, but at least there's light.</p>
<p>You finally get a good look of the building. It's... boring as fuck. Mostly solid concrete, some sort of Brutalist structure. It's not even that large, just confusingly built and poorly thought out. There's a big chain link fence around the structure. You can't read the signs posted facing outward, but they're likely warning people away.</p>
<<cel>>This isn't the way I came in. We'll need to circle around to get to my car.<</cel>>
<p>You follow Celeste around for a bit as he looks for his car, and after jumping the chain-link fence the two of you find it. There's no dials on his center console, just a touchscreen for the radio that makes you ever so slightly angry for some weird reason. He doesn't turn it on when the car starts up.</p>
<<cel>>Where do you want to go?<</cel>>
<<ghost>>I want to sleep.<</ghost>>
<<cel>>...Alright, go ahead. I'll just drive around for a bit, I guess.<</cel>>
<<ghost>>Sure.<</ghost>>
<p>You tilt the chair back after a bit of difficulty with the handle, and settle in to sleep. It's nice of Celeste to just... give you a ride despite knowing nothing about you. Not that you have a destination in mind right now. Even nicer then that he's burning gasoline for no reason for you.</p>
<p>Your feet hurt. It's like you've been walking around for days, and not even sitting down is giving your feet any relief. Maybe you'll finally get some rest in a complete stranger's car.</p>
<<cel>>I'll take you anywhere you want. Just let me know. Hospital, hotel, someone's house...<</cel>>
<<ghost>>Anywhere, as long as I can rest.<</ghost>>
<p>Celeste doesn't respond for a bit, as if he's thinking.</p>
<<cel>>Okay.<</cel>>
<p>
<<linkreplace "> Sleep.">>
<p>You need to rest. You need to rest...</p>
<p><<button "Restart">>
<<run UI.restart()>>
<</button>></p>
<</linkreplace>>
</p>
<<run memorize('Two', true)>><p>You brush off Celeste's hand when he sees you attempting to stand up. You get up on your own, anger and disgust rising in your chest.</p>
<<ghost>>Someone hurt me. I was <em>hiding</em> from them. It's... I can't just leave it alone, not after seeing myself in those photos. I deserve... Justice. Revenge. <em>Something.</em><</ghost>>
<<cel>>Ghost, are you really going to try and confront someone who <em>killed</em> you before?<</cel>>
<<ghost>>Well, I won't be happy until I do. All I need to do is wait, anyway, and I have all the time in the world.<</ghost>>
<p>Celeste looks at you with something resembling fear. Not of you, of course. It still almost stings to see him watch you like that, as if he'd hoped for something better to come of this.</p>
<<ghost>>I don't think it's a good idea if you hang around here. Someone capable of killing one person is more than capable of killing another.<</ghost>>
<<cel>>That's not...<</cel>>
<<ghost>>Yeah, it is. I'm already dead, you're not. So I better not see you snooping around here again. Or calling the police, for that matter.<</ghost>>
<<cel>>Ghost, you can't be serious—<</cel>>
<<ghost>>I'm dead serious. Don't come back, and don't send anyone. That's the best thing you can do for me, now, if you want me to find peace.<</ghost>>
<p>You unhook the camera strap from around your neck and hold it out to Celeste.</p>
<<ghost>>I don't need this anymore. <</ghost>>
<<cel>>You're going to be here alone, without anyone or anything.<</cel>>
<<ghost>>The camera's not really going to help me.<</ghost>>
<<cel>>Still, at least it's something.<</cel>>
<<ghost>>It'll be more heavy weight for me to carry around. Take it, c'mon.<</ghost>>
<<cel>>No, I can't. I'll feel better if you keep it. I know it won't do anything, but I think you should keep it.<</cel>>
<<ghost>>For what?<</ghost>>
<<cel>>To make me feel better.<</cel>>
<p>The man certainly knows how to get to you. You sigh in annoyance at the sentence, but you have to admit that it works. You were only giving him the camera to make him feel better, anyway. No use in forcing it on him if he doesn't want to take it.</p>
<<ghost>>Fine, I'll keep it.<</ghost>>
<<cel>>Thank you.<</cel>>
<<ghost>>But you need to leave. If I keep the camera, you can't come back. Deal?<</ghost>>
<<cel>>...<</cel>>
<<ghost>>Celeste.<</ghost>>
<<cel>>...Fine. Deal. I won't come back.<</cel>>
<<ghost>>Good. This is fine, okay? I'll be fine. I'll figure out who did this to me, and I'll be happy once I do.<</ghost>>
<<cel>>Are you sure?<</cel>>
<<ghost>>It's the only thing I would want to do anymore. You can't take me with you or something silly like that. You gotta go.<</ghost>>
<<cel>>I know. I wasn't exactly planning on it.<</cel>>
<<ghost>>Then quit stalling, and go home. Leave before whoever came here before comes back. For your own sake.<</ghost>>
<p>Celeste drags his feet getting a move on, but eventually he turns to leave. You watch him stop at the doorway, leading back into the hallway.</p>
<<cel>>Goodbye, Ghost.<</cel>>
<p>Then he steps over the threshold, and out of your sight.</p>
<p>
<<linkreplace "> Wait.">>
<p>Whoever did this will come back for what remains of you.</p>
<p><<button "Restart">>
<<run UI.restart()>>
<</button>></p>
<</linkreplace>>
</p>
<<run memorize('Three', true)>><<ghost>>Might as well. I'll figure my way out of here when I'm done. You need to go, though.<</ghost>>
<p>You don't need to worry about leaving until you've figured out what happened to you. It's probably going to take a while.</p>
<<ghost>>I don't really have anything but my gratitude, but you can take this with you. It's not really useful for me anymore, anyway.<</ghost>>
<p>You unhook the camera strap from around your neck and hold it out to Celeste.</p>
<<cel>>You're going to be here alone, without anyone or anything.<</cel>>
<<ghost>>The camera's not really going to help me.<</ghost>>
<<cel>>Still, at least it's something.<</cel>>
<<ghost>>It'll be more heavy weight for me to carry around. Take it, c'mon.<</ghost>>
<p>Celeste smiles at you sadly, but puts his hands out to accept your gift. He holds the strap in one hand and the camera in the other, as if protecting something fragile.</p>
<<ghost>>Watch your step on the way out.<</ghost>>
<p>Celeste hesitates for a bit, but eventually he turns to leave. You watch him stop at the doorway, leading back into the hallway.</p>
<<cel>>Bye, Ghost.<</cel>>
<p>Then he steps over the threshold, and out of your sight.</p>
<p>
<<linkreplace "> Keep searching.">>
<p>There must be something somewhere.</p>
<p><<button "Restart">>
<<run UI.restart()>>
<</button>></p>
<</linkreplace>>
</p>
<<run memorize('Four', true)>><<ghost>>How long did you intend on keeping this a secret?<</ghost>>
<<cel>>Ghost, I didn't know someone had <em>murdered</em> you.<</cel>>
<<ghost>>But you knew I was dead. How long did you plan to keep that a secret?<</ghost>>
<<cel>>Until you found out on your own.<</cel>>
<<ghost>>Celeste—<</ghost>>
<<cel>>Spirits need to find out on their own that they're dead. The reason why so many of them end up unsettled are because they don't know and people try to force that knowledge onto them! You wouldn't have believed me if I told you, would you?<</cel>>
<<ghost>>You kept holding onto this as a <em>secret</em> like I'd attack you if you told me.<</ghost>>
<<cel>>No I wasn't, and you wouldn't believe me if I did! It would only make you more adamant about staying! Ghost, do you really think if I had told you "you're dead" when we ran into each other, you would have believed me?<</cel>>
<<ghost>>Was there not any other point that you could have said this?<</ghost>>
<<cel>>Like when?<</cel>>
<<ghost>>I don't know, after the camera spat out that weird photo of me?<</ghost>>
<<cel>>You mean <em>right after we ran into each other?</em><</cel>>
<p>You put both of your hands over your eyes and let out a very strong huff. You pace in circles; the concrete is hard on your soles. Your feet hurt from walking all this time.</p>
<<ghost>>Celeste, how can I be dead? I can feel the ground under my feet. I can carry this camera around and take photos with it. I'm <em>solid</em> like any other living human. I'm not a ghost.<</ghost>>
<<cel>>I don't know. I don't know how you exist at all.<</cel>>
<p>Celeste watches you with worry, and you would snap at him not to pity you if it weren't for the fact that you know this isn't pity he's feeling for you. You sit down on the floor and put your head in your hands, the camera landing heavily on your lap. After a while, you hear Celeste sit down next to you and his hand is placed on your back.</p>
<<ghost>>What am I, Celeste? If I'm dead, then what am I right now? Some sort of zombie?<</ghost>>
<<cel>>No.<</cel>>
<<ghost>>Undead?<</ghost>>
<<cel>>I don't think that's true, either.<</cel>>
<<ghost>>I'm not a ghost, I'm not undead. What could I possibly be?<</ghost>>
<p>You sniff to keep from dripping anything gross onto the camera.</p>
<<cel>>I think you're a spirit who couldn't rest, and found a foothold strong enough to claw your way back. I think you're something completely new.<</cel>>
<<ghost>>I'm a weirdo even in the supernatural.<</ghost>>
<<cel>>You're hurting, is what you are. Be nice to yourself.<</cel>>
<p>You lift your head and look at Celeste. He isn't afraid of you, nor is he showing any sign of nervousness; he's still here, rubbing your back while you sit and cry in the middle of a dirty, abandoned building with your own dead body a few rooms down.</p>
<<ghost>>I don't want to be here anymore. This place fucking sucks. I died here, and this place brought me back. I'm not spending another second in this shithole.<</ghost>>
<p>Celeste doesn't really react to your outburst. He does, however, stand up, and reach down to you with both hands.</p>
<<cel>>Let's leave this awful place.<</cel>>
<p>
[[> Follow Celeste|End Mourn]]
</p><<ghost>>How long did you intend on keeping this a secret?<</ghost>>
<<cel>>Ghost, I didn't know someone had <em>murdered</em> you.<</cel>>
<<ghost>>But you knew I was dead. How long did you plan to keep that a secret?<</ghost>>
<<cel>>Until you found out on your own.<</cel>>
<<ghost>>Celeste—<</ghost>>
<<cel>>Spirits need to find out on their own that they're dead. The reason why so many of them end up unsettled are because they don't know and people try to force that knowledge onto them! You wouldn't have believed me if I told you, would you?<</cel>>
<<ghost>>You kept holding onto this as a <em>secret</em> like I'd attack you if you told me.<</ghost>>
<<cel>>No I wasn't, and you wouldn't believe me if I did! It would only make you more adamant about staying! Ghost, do you really think if I had told you "you're dead" when we ran into each other, you would have believed me?<</cel>>
<<ghost>>Was there not any other point that you could have said this?<</ghost>>
<<cel>>Like when, Ghost?<</cel>>
<<ghost>>I don't know, after the camera spat out that weird photo of me?<</ghost>>
<<cel>>You mean <em>right after we ran into each other?</em><</cel>>
<p>You put both of your hands over your eyes and let out a very strong huff. You pace in circles; the concrete is hard on your soles. Your feet hurt from walking all this time.</p>
<<ghost>>Celeste, how can I be dead? I can feel the ground under my feet. I can carry this camera around and take photos with it. I'm <em>solid</em> like any other living human. I'm not a ghost.<</ghost>>
<<cel>>I don't know. I don't know how you exist at all.<</cel>>
<p>Celeste watches you with worry, and you would snap at him not to pity you if it weren't for the fact that you know this isn't pity he's feeling for you. You sit down on the floor and put your head in your hands, the camera landing heavily on your lap. After a while, you hear Celeste sit down next to you and his hand is placed on your back.</p>
<<ghost>>What am I, Celeste? If I'm dead, then what am I right now? Some sort of zombie?<</ghost>>
<<cel>>No.<</cel>>
<<ghost>>Undead?<</ghost>>
<<cel>>I don't think that's true, either.<</cel>>
<<ghost>>I'm not a ghost, I'm not undead. What could I possibly be?<</ghost>>
<p>You sniff to keep from dripping anything gross onto the camera.</p>
<<cel>>I think you're a spirit who couldn't rest, and found a foothold strong enough to claw your way back. I think you're something completely new.<</cel>>
<<ghost>>I'm a weirdo even in the supernatural.<</ghost>>
<<cel>>You're hurting, is what you are. Be nice to yourself.<</cel>>
<p>You lift your head and look at Celeste. He isn't afraid of you, nor is he showing any sign of nervousness; he's still here, rubbing your back while you sit and cry in the middle of a dirty, abandoned building with your own dead body a few rooms down and photos of yourself in anguish burning a hole in your pocket.</p>
<<ghost>>Someone did this to me.<</ghost>>
<<cel>>Yeah. I think so.<</cel>>
<<ghost>>If they left me here, it means they might come back.<</ghost>>
<<cel>>What?<</cel>>
<<ghost>>They might come back to finish getting rid of me. It hasn't been that long since I died. Nobody knows I died yet, and I think whoever did this will want to keep it that way.<</ghost>>
<<cel>>Ghost, what are you—<</cel>>
<<ghost>>I'm going to wait for the asshole who killed me.<</ghost>>
<<cel>>How will you know who it is? How do you know it's not someone who wandered in like me?<</cel>>
<p>Celeste looks dismayed at your plan, but you don't particularly care.</p>
<<ghost>>If someone just trips over my corpse, that's obviously not the culprit. If someone comes in and starts looking for my corpse, then something's up.<</ghost>>
<<cel>>I don't think trying to confront them alone is a good idea.<</cel>>
<<ghost>>What's the worst that could happen? I drop another body?<</ghost>>
<p>The thought clearly disturbs Celeste.</p>
<<cel>>Ghost, I don't know if this is a good idea.<</cel>>
<p>
[[> Ignore Celeste.|End Anger]]
</p><<ghost>>Celeste?<</ghost>>
<<cel>>Yeah?<</cel>>
<<ghost>>I don't think I want to keep going.<</ghost>>
<<cel>>What's wrong?<</cel>>
<p>You look at the photographs you've taken of yourself. Each stares back at you with fear, uncertainty, pain. Expressions that you have no memory of ever having worn are so darkly evident on each. What had caused you to be in such a state? Was whoever did this still in the building somewhere?</p>
<p>You look to Celeste, thinking about him as well.</p>
<<ghost>>Something happened to me.<</ghost>>
<<cel>>Yeah.<</cel>>
<<ghost>>How do we know it won't happen again?<</ghost>>
<<cel>>What?<</cel>>
<<ghost>>I don't know what happened to me. You clearly don't either. I just... I don't like how all my photos keep coming out looking...<</ghost>>
<<cel>>Afraid?<</cel>>
<<ghost>>Hurt. And I guess that makes me afraid, right now. What if whoever did this to me is still around? What about your safety? Is someone gonna hurt you too, now that you're here?<</ghost>>
<p>You pocket the photos, too unsettled to look at them any further.</p>
<<ghost>>I think we should just... leave. I don't want to find out what happened to me anymore. It's not like I can do anything to prevent something that already happened.<</ghost>>
<<cel>>Are you sure?<</cel>>
<p>Celeste looks incredulous, and for a moment you think he's going to try to convince you otherwise. But that's all he says, waiting for your response.</p>
<<ghost>>I'm sure. Maybe "afraid" is the wrong word to use. I think it's more that... I'm tired.<</ghost>>
<p>And you are. Your feet hurt from walking on concrete all day. Your throat is scratchy from all the dust you two keep kicking up as you move from room to room. You're starting to get cold from the wind blowing through the open windows. You think you might have a cut or two on your arms from brushing up against broken concrete.</p>
<<ghost>>We've been at this for a while. I don't want to keep looking.<</ghost>>
<<cel>>If you don't want to, then there's no point in continuing. I think we should stop.<</cel>>
<<ghost>>I really, really want to sit down on an actual chair. Or lie down.<</ghost>>
<<cel>>Agreed. Let's look for a way out.<</cel>>
<p>
[[> Follow Celeste.|End Tired]]
</p><<ghost>>Hey, Celeste?<</ghost>>
<<cel>>Yeah?<</cel>>
<<ghost>>...I don't think we're getting anywhere.<</ghost>>
<p>Looking over the photos doesn't help answer any of your questions, and certainly doesn't provide you with any helpful clues.</p>
<<ghost>>There must be some sort of answer here, but I don't think we're going to find it. At least not now.<</ghost>>
<<cel>>Do you want to stop looking?<</cel>>
<<ghost>>No, I just... I think I need to keep looking. Maybe I need to do that alone.<</ghost>>
<<cel>>What?<</cel>>
<p>You turn the camera over in your hands, popping open the film tray to pull out the empty canister.</p>
<<ghost>>I don't think I'm going to find any answers in the photos. I could keep taking photos forever and never know what happened. Maybe I just need to look with my own eyes.<</ghost>>
<<cel>>Maybe, but there really isn't anything here that we've found.<</cel>>
<<ghost>>Maybe we just missed it. Maybe <em>I</em> need to find it.<</ghost>>
<<cel>>Ghost?<</cel>>
<<ghost>>I really appreciate your help so far, but... I think I need to do this myself.<</ghost>>
<<cel>>Are you sure?<</cel>>
<<ghost>>Yeah, I'm sure. I wouldn't want to drag you into my trouble, especially if it involves someone capable of hurting others.<</ghost>>
<<cel>>...<</cel>>
<p>Celeste clearly doesn't want to stop helping. He seems like the kind of person who has difficulty having his assistance refused. Still, it's not as if he can do anything to help when he knows even less than you do.</p>
<<ghost>>Don't worry, I'll figure it out. Thanks for helping a stranger out.<</ghost>>
<<cel>>Yeah... you're welcome. I hope you find what you're looking for, Ghost.<</cel>>
<<ghost>>Me too. You should leave before it gets late and hard to get out of here.<</ghost>>
<<cel>>You're going to stay?<</cel>>
<p>
[[> Tell Celeste to leave.|End Search]]
</p><p>This hall has a long row of windows on the right-hand side. There's a door to the room you woke up in on the right-hand side.</p>
<p>
[[> Enter the room.|Wake]]<br>
[[> Go straight.|Hall 2 from 1]]<br>
[[> Turn back.|Hall 4 from 1]]
</p><p>This hall has a long row of windows on the left-hand side. There's an door to the room you woke up in on the left-hand side.</p>
<p>
[[> Enter the room.|Wake]]<br>
[[> Go straight.|Hall 2 from 1]]<br>
[[> Turn back.|Hall 2 from 1]]
</p><p>This hall has a long row of windows, open to your left and right. Behind you is the door to the room you woke up in.</p>
<p>
[[> Go left.|Hall 4 from 1]]<br>
[[> Go right.|Hall 2 from 1]]<br>
[[> Re-enter the room.|Wake]]
</p><p>A short hallway, with a doorway<<if hasVisited("Corner")>> to the the room filled with broken wooden planks<</if>> on the right-hand side. The light from the window behind you helps you avoid stepping on any trash.</p>
<p>
[[> Enter the room.|Corner]]<br>
[[> Go straight.|Hall 3 from 2]]<br>
[[> Turn back.|Hall 1 from 2]]
</p><p>A short hallway with a doorway<<if hasVisited("Corner")>> to the the room filled with broken wooden planks<</if>> on the left-hand side. The light from the window at the end of the hall you helps you avoid stepping on any trash.</p>
<p>
[[> Enter the room.|Corner]]<br>
[[> Go straight.|Hall 1 from 2]]<br>
[[> Turn back.|Hall 3 from 2]]
</p><p>A short hallway opens up to the left and right, with the doorway to the room filled with broken wooden planks behind you. The light from the window at the end of the hall on the left helps you avoid stepping on any trash.</p>
<p>
[[> Go right.|Hall 3 from 2]]<br>
[[> Go left.|Hall 1 from 2]]<br>
[[> Re-enter the room.|Corner]]
</p><p>The light in this hallway is sparse, but it's not unnavigable. It's kind of intimidating to see such a long stretch of darkness. There's an intersection branching off to the right closer to where you stand, and the end of the hallway turns left.</p>
<p>
[[> Turn right.|Hall 5 from 3]]<br>
[[> Go straight.|Hall 4 from 3]]<br>
[[> Turn back.|Hall 2 from 3]]
</p><p>The light in this hallway is sparse, but it's not unnavigable. It's kind of intimidating to see such a long stretch of darkness. There's an intersection branching off to the left partway down the hall, and the end of the hallway turns right.</p>
<p>
[[> Turn left.|Hall 5 from 3]]<br>
[[> Go straight.|Hall 2 from 3]]<br>
[[> Turn back.|Hall 4 from 3]]
</p><p>The light in this hallway is sparse, but it's not unnavigable. It's kind of intimidating to see such a stretch of darkness in both directions. The hallway in both directions end in a turn, the one on your left turning right and the one on your right turning left.</p>
<p>
[[> Go right.|Hall 4 from 3]]<br>
[[> Go left.|Hall 2 from 3]]<br>
[[> Turn back.|Hall 5 from 3]]
</p><p>This hall is short, with an entrance to <<if hasVisited("Long")>>the long room full of shelves<<else>>a room<</if>> on the right-hand side. There's a large window opposite from the doorway.</p>
<p>
[[> Enter the room.|Long]]<br>
[[> Walk down the hall.|Hall 3 from 4]]<br>
[[> Turn back.|Hall 1 from 4]]
</p><p>This hall is short, with an entrance to <<if hasVisited("Long")>>the long room full of shelves<<else>>a room<</if>> on the left-hand side. There's a large window opposite from the doorway.</p>
<p>
[[> Enter the room.|Long]]<br>
[[> Walk down the hall.|Hall 1 from 4]]<br>
[[> Turn back.|Hall 3 from 4]]
</p><p>This hall is short, with the entrance to the long room full of shelves behind you and a window on the opposite wall. You can go left or right.</p>
<p>
[[> Go right.|Hall 3 from 4]]<br>
[[> Go left.|Hall 1 from 4]]<br>
[[> Re-enter the room.|Long]]
</p><p>The locked double doors are straight ahead down the hallway. Stupid locked doors. There's an open, empty doorway to your right, and another hallway branching off of this one right before you reach the locked doors.</p>
<p>
[[> Go straight.|Hall 6 from 5]]<br>
[[> Enter the room.|Island]]<br>
[[> Turn back.|Hall 3 from 5]]
</p><p>The locked double doors are directly behind you. There's an open, empty doorway<<if hasVisited("Island")>> to the filing cabinet room<</if>> on your left, and an intersection ahead with a hall that splits in opposing directions.</p>
<p>
[[> Go straight.|Hall 3 from 5]]<br>
[[> Enter the room.|Island]]<br>
[[> Check the double doors.|Double Doors]]<br>
[[> Turn back.|Hall 6 from 5]]
</p><p>The locked double doors are to your right, down the hallway. In front of the doors, another hallway branches off from this one. Behind you is an open, empty doorway<<if hasVisited("Island")>> to the filing cabinet room<</if>>. There's an intersection to your left with a hall that splits in opposing directions.</p>
<p>
[[> Go right.|Hall 6 from 5]]<br>
[[> Go left.|Hall 3 from 5]]<br>
[[> Re-enter the room.|Island]]
</p><p>The hallway in front of you is well-lit by the windows flanking the right-hand wall. There's an open doorway<<if hasVisited("Bottom")>> to the room full of chairs<</if>> on the left-hand side of this hall, halfway down. Next to you are the locked double doors, and at the end of the hall is the locked single door. Too bad they won't open.
<p>
[[> Enter the room.|Bottom]]<br>
[[> Check the double doors.|Double Doors]]<br>
[[> Turn back.|Hall 5 from 6]]
</p><p>The hallway is well-lit by the windows flanking the opposite wall as you stand in the doorway leading to the chair room. At the end of the hall to the right, you can see the locked double doors. To your left is the other locked single door. Too bad they won't open.
<p>
[[> Go right.|Hall 5 from 6]]<br>
[[> Re-enter the room.|Bottom]]
</p><p>You open your eyes.</p>
<p><<linkreplace "> Look at yourself as best as you can." t8n>>
You look down your body, lifting your arms up from the floor. You don't see anything alarming or odd. Just a shirt and jeans, two arms, two legs, and an intact torso. You sit up and look over your shoulder, which doesn't really give you much of a view.
<<set _yourself to true>>
<<update>>
<</linkreplace>></p>
<p><<linkreplace "> Look around." t8n>>
This is a very empty place. Four walls, a floor, and a ceiling all made of gray concrete. One wall has a big window with light pouring in. The frame is cracking badly and there's no more glass in it. It's very windy outside, evidently. The floor is covered in trash and debris, all pushed toward the walls of the room. The center of the room is cleared, as if the space was purposefully opened up.
<<set _around to true>>
<<update>>
<</linkreplace>></p>
<p><<liveblock>>
<<if _yourself and _around>>
<<timed 1s t8n>>
[[> Stand up and see what's going on.|Stand]]
<</timed>>
<</if>>
<</liveblock>></p><p>There's not much to see, really. A gust blows through the open window and you raise your hand to block dust flying about. As you lower your arm, you notice something odd on your sleeve. Taking a closer look, you notice that there's a little smear of something brown. Gross.</p>
<p>Looking for anything useful in the room, you notice a large piece of glass that has yet to be smashed into shards. You manage to find a well-lit spot to stand in so that you can use the glass to check your reflection. It's not perfect, but you get a good look at your face: bright green eyes, dark hair that gets in your face easily, a raised scar running up through your right cheek from your jaw. Other than this little makeshift "mirror," the only other helpful thing is an exit to the room. It's just an old door that looks just as dilapidated as the rest of the room. There's really no way but forward, so you walk toward it and open the door.</p>
<p>Well, you're not sure what you expected. The place looks... terrible. Wherever you are, it's clearly been abandoned. The walls are the same bare concrete, with some sections having crumbled so badly that the inside rebar is exposed. There's broken glass, dead leaves, concrete and wood rubble, but a surprising lack of graffiti. You would expect somewhere like this to have been trashed by people very quickly.</p>
<p>You turn around, and notice square windows lining the hallway wall in an odd manner. You'd think that a hallway might have bigger windows with a better view, but these are small and too high up for you to see out of. They're relatively effective at allowing in light, though. There must be some reason for the strange architectural choices.</p>
<p>You can go left or right. Both ways look exactly the same, a long hall ending in a turn toward the same direction. Both will lead in the same cardinal direction of the building.</p>
<p>
[[> Go left.|Left1]]<br>
[[> Go right.|Right1]]
</p><p>The hall way is almost identical to the last one, although this one has a single big window on the left-hand wall. There's a doorway missing its door directly across from the big window. Poking your head inside, you notice that the room is quite long. There isn't much else to say other than that. The walls are lined in perpendicular with tall shelves, but the center of the room is open (barring all the trash littering the floor). Not much to see here.</p>
<p>There's another turn up ahead, headed right.</p>
<p>
[[> Keep going.|Left2]]
</p><p>Another long hallway, this one reaching probably the same length as the first one you stepped out into. It's quite dark due to a lack of light or windows, but you can see a junction about halfway down, splitting off to the left, and then another turn at the end of the hallway headed right. If you go all the way down, you'll probably end up headed exactly where you started. No reason to go down there then.</p>
<p>
[[> Take the hallway headed left.|Intro Final]]
</p><p>The hall way is pretty similar to the last hallway, but with a lack of windows.. There's a door frame missing its door on your right-hand side ahead of you. Poking your head inside, you notice that the room is quite wide, and has one small, sad window to illuminate it. It's actually a bit hard to see what's inside, but you figure it's nothing but broken two-by-fours.</p>
<p>There's another turn up ahead, this one heading left.</p>
<p>
[[> Keep going.|Right2]]
</p><p>Another long hallway, this one reaching probably the same length as the first one you stepped out into. It's quite dark due to a lack of light or windows, but you can see a junction about halfway down, splitting off to the right, and then another turn at the end of the hallway headed left. If you go all the way down, you'll probably end up headed exactly where you started. No reason to go down there then.</p>
<p>
[[> Take the hallway headed right.|Intro Final]]
</p><p>This hallway goes... quite a distance, actually. There's a set of intact double doors, and then past that is even more hallway. There's another room with an entrance situated on the right-hand wall before you reach the double doors, with three large windows from floor to ceiling at the back wall. Very bright in this room, even if it's overcast outside. Taking a peek through the windows on the double doors, you can see the hallway opens up wider, but there's no windows in that part of the building and it's hard to see through the metal lattice embedded in the glass. Strangely, the glass hasn't been broken unlike most of the windows in the building.</p>
<p>You try the double doors, but they seem to be locked. There's a branching hallway that splits off right before the doors, heading to the left.</p>
<p>
[[> Keep going.|Cel Doors]]
</p><<set $film to "0">>
<p>You've taken your last photograph; there's no more film available in the camera.</p>
<<ghost>>Well, that's that.<</ghost>>
<<cel>>No more film?<</cel>>
<<ghost>>Nothing left. I wish we had more.<</ghost>>
<<cel>>Is there anything useful in the photos?<</cel>>
<<ghost>>I think so.<</ghost>>
<p>[[> Search them for something significant.|Choose]]</p><<set _clues0 to 0>>
<<set _clues1 to 0>>
<<set _clues2 to 0>>
<<set _clues3 to 0>>
<<set _clues4 to 0>>
<<set _clues5 to 0>>
<<set _self0 to 0>>
<<set _self1 to 0>>
<<set _self2 to 0>>
<<set _self3 to 0>>
<<set _self4 to 0>>
<p>The photos are all you have; you'll need to make do with them. You pull up the eight photographs to look over and pick out those most signficant to you.</p>
<div id="checks">
<p>
<<checkbox "_self0" 0 1>>
<<link `setup.photos.wakeSelf.name`>>
<<dialog "">>
<<print setup.photos.wakeSelf.desc>>
<</dialog>>
<</link>>
</p>
<p>
<<checkbox "_clues0" 0 1>>
<<link `setup.photos.wakeRoom.name`>>
<<dialog "">>
<<print setup.photos.wakeRoom.desc>>
<</dialog>>
<</link>>
</p>
<<if $inv.includes("cornerSelf")>>
<p>
<<checkbox "_self1" 0 1>>
<<link `setup.photos.cornerSelf.name`>>
<<dialog "">>
<<print setup.photos.cornerSelf.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("cornerRoom")>>
<p>
<<checkbox "_clues1" 0 1>>
<<link `setup.photos.cornerRoom.name`>>
<<dialog "">>
<<print setup.photos.cornerRoom.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("longSelf")>>
<p>
<<checkbox "_self2" 0 1>>
<<link `setup.photos.longSelf.name`>>
<<dialog "">>
<<print setup.photos.longSelf.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("longRoom")>>
<p>
<<checkbox "_clues2" 0 0>>
<<link `setup.photos.longRoom.name`>>
<<dialog "">>
<<print setup.photos.longRoom.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("islandSelf")>>
<p>
<<checkbox "_self3" 0 1>>
<<link `setup.photos.islandSelf.name`>>
<<dialog "">>
<<print setup.photos.islandSelf.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("islandRoom")>>
<p>
<<checkbox "_clues3" 0 1>>
<<link `setup.photos.islandRoom.name`>>
<<dialog "">>
<<print setup.photos.islandRoom.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("bottomSelf")>>
<p>
<<checkbox "_self4" 0 1>>
<<link `setup.photos.bottomSelf.name`>>
<<dialog "">>
<<print setup.photos.bottomSelf.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("bottomRoom")>>
<p>
<<checkbox "_clues4" 0 1>>
<<link `setup.photos.bottomRoom.name`>>
<<dialog "">>
<<print setup.photos.bottomRoom.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
<<if $inv.includes("doubledoors")>>
<p>
<<checkbox "_clues5" 0 0>>
<<link `setup.photos.doubledoors.name`>>
<<dialog "">>
<<print setup.photos.doubledoors.desc>>
<</dialog>>
<</link>>
</p>
<</if>>
</div>
<p>
<<link "> These photos..." "Focus">>
<<set $cluesTotal to _clues0 + _clues1 + _clues2 + _clues3 + _clues4 + _clues5>>
<<set $selfTotal to _self0 + _self1 + _self2 + _self3 + _self4>>
<</link>>
</p><<if $cluesTotal is 4>>
<<include "Clues Found">>
<<elseif $selfTotal gte 4>>
<<include "Ghost Unsure Reaction">>
<<else>>
<<include "Ghost Search Reaction">>
<</if>><p>A room with trash, broken windows, and an unusable chair. Nothing has changed about it since you woke up.</p>
<<if visited() is 1>>
<<ghost>>You said you walked by this room outside?<</ghost>>
<<cel>>I think. I remember a part of the building that stuck out just a bit, kind of the same way that this room does.<</cel>>
<<ghost>>You looked through the windows?<</ghost>>
<<cel>>I only glanced. I'm not sure why I was so uncomfortable with this room earlier.<</cel>>
<<ghost>>Maybe you sensed me inside.<</ghost>>
<<cel>>Maybe, but... I don't know. It feels weird that your presence would make me so uncomfortable. Like I said, I come to places like this looking for people in need of help.<</cel>>
<<ghost>>Maybe I give off bad vibes.<</ghost>>
<<cel>>If anything here was giving off bad vibes, I don't think it was you.<</cel>>
<<ghost>>Maybe the camera? Which I've... taken a photo of myself with.<</ghost>>
<<cel>>It's not that either... I don't know.<</cel>>
<</if>>
<p>There's not much left here for you to check or photograph. It's better to go somewhere else.</p>
<p>
[[> Leave the room.|Hall 1 from Wake]]
</p><p>This is a small room, even smaller than the room you woke up in. There's a little window on the outer wall giving just enough light to show that there's really nothing to worry about in this room. Splinters, maybe, from all the scattered wood planks.</p>
<<if visited() is 1>>
<<ghost>>What was the point of this room?<</ghost>>
<<cel>>Storage?<</cel>>
<<ghost>>What idiot would put a window in a room meant to store items out of view?<</ghost>>
<p>Celeste shrugs at you with an expression as if to remind you that he was not the architect of this shitty building.</p>
<<cel>>Maybe this was an office. A really... dreary, ugly office.<</cel>>
<</if>>
<<if hasVisited("Corner Photo Self", "Corner Photo Room")>>
<p>There's not much left here for you to check or photograph. It's better to go somewhere else.</p>
<</if>>
<p>
<<if not hasVisited("Corner Photo Self")>>
<<link "> Photograph yourself." "Corner Photo Self">>
<<run $inv.push("cornerSelf")>>
<</link>><br>
<</if>>
<<if not hasVisited("Corner Photo Room")>>
<<link "> Photograph the room." "Corner Photo Room">>
<<run $inv.push("cornerRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 2 from Corner]]
</p><<set $self++>>
<<set $film-->>
<<update>>
<p>You turn the camera around, and snap a photo of yourself. You make sure to keep your eyes closed to avoid blinding yourself.</p>
<<message "+ The resulting photo is a startling sight.">>
You have both hands wrapped around a broken two-by-four, held up like a bat. You're glaring at the camera, although it seems more like intimidation than genuine anger. There's blood on your forehead from a cut, and you look like you're trying to back out of the room with the way you're leaning back.
<</message>>
<p>Another unsettling photo. Not that you were expecting anything else.</p>
<<ghost>>Was I trying to hurt someone?<</ghost>>
<<cel>>This seems more like you're trying to defend yourself.<</cel>>
<<ghost>>How do you figure out intentions from a still photo?<</ghost>>
<<cel>>Well, if the photo is showing how this room made you feel, I feel like you'd be standing in a much more violent pose. You look like you're trying to get away from someone in this.<</cel>>
<<ghost>>I guess. I'd rather not think I got what was coming for me, anyway.<</ghost>>
<p>
<<if not hasVisited("Corner Photo Room")>>
<<link "> Photograph the room." "Corner Photo Room">>
<<run $inv.push("cornerRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 2 from Corner]]
</p><<set $clues++>>
<<set $film-->>
<<update>>
<p>You stand in the corner of the room to get as much of the room in the shot as possible, and snap a photo.</p>
<<message "+ The resulting photo is a startling sight.">>
A dark, humanoid shadow is rummaging through the wood pushed against the wall next to the doorway. It seems to already be holding a few planks in its arm, with the photo being taken with its back toward you. You can see dots of blood trailing past the empty doorway out in the hallway. There's also bloody footprints within the room leading from doorway to the wood pile, likely left by the shadow.
<</message>>
<<cel>>Why would anyone need wood in here?<</cel>>
<<ghost>>Looking for a weapon?<</ghost>>
<<cel>>Maybe, but why that much? It's almost like whoever this is was looking for firewood, or building supplies.<</cel>>
<<ghost>>Something done out of desperation?<</ghost>>
<<cel>>Probably. Or trying to avoid detection? Going out to buy supplies directly could be suspicious, depending on what you do.<</cel>>
<<ghost>>Okay, but why wood? It's not like buying a tarp, a saw, and a shovel all at once.<</ghost>>
<<cel>>So maybe it <em>was</em> necessity and desperation at that moment.<</cel>>
<<ghost>>What would make some desperate enough for wood that they'd grab it from an abandoned building?<</ghost>>
<p>
<<if not hasVisited("Corner Photo Self")>>
<<link "> Photograph yourself." "Corner Photo Self">>
<<run $inv.push("cornerSelf")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 2 from Corner]]
</p><p>This room is quite long. Or maybe deep? You're not sure what the correct way to describe it is. You're pretty certain that it reaches all the way down to the hallway on the other side of this wing. There's shelves pushed perpendicular to the walls with boxes still stacked on them. Maybe this room held paper documents?</p>
<<if visited() is 1>>
<<ghost>>Huh. A lot of unused space in here.<</ghost>>
<<cel>>I think there might have been a workstation here before.<</cel>>
<<ghost>>So you'd be working right in the middle, surrounded by shelves? Sounds weird and creepy.<</ghost>>
<<cel>>What?<</cel>>
<<ghost>>I like having things like desks pushed up against the wall. Feels kind of odd to have your back toward nothing.<</ghost>>
<<cel>>I guess? I don't really see a problem.<</cel>>
<<ghost>>Just kind of feels weird not to do it that way.<</ghost>>
<<cel>>That feels a little bit paranoid.<</cel>>
<<ghost>>Says the guy who feels "weird vibes" walking past rooms from outside the building.<</ghost>>
<</if>>
<<if hasVisited("Long Photo Self", "Long Photo Room")>>
<p>There's not much left here for you to check or photograph. It's better to go somewhere else.</p>
<</if>>
<p>
<<if not hasVisited("Long Photo Self")>>
<<link "> Photograph yourself." "Long Photo Self">>
<<run $inv.push("longSelf")>>
<</link>><br>
<</if>>
<<if not hasVisited("Long Photo Room")>>
<<link "> Photograph the room." "Long Photo Room">>
<<run $inv.push("longRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 4 from Long]]
</p><<set $self++>>
<<set $film-->>
<<update>>
<p>You turn the camera around, and snap a photo of yourself. You make sure to keep your eyes closed to avoid blinding yourself.</p>
<p>You seem to be crouched behind a shelf, hiding out of sight. You have one hand on a support pole of the shelf, as if preparing to pull yourself up at a moment's notice.</p>
<<ghost>>I'm... hiding from someone?<</ghost>>
<<cel>>Something was chasing you?<</cel>>
<<ghost>>Probably a person. If it was an animal, I'd probably have climbed the shelves to avoid being reached. Animals give up once they realize they have to put too much effort into chasing.<</ghost>>
<<cel>>Are these shelves sturdy enough to carry your weight too, though?<</cel>>
<<ghost>>They need to be sturdy enough to be full of paper, so I'd say probably yes.<</ghost>>
<<cel>>But then, who were you hiding from? And where did they go?<</cel>>
<<ghost>>Great question. Probably that shadow-thing.<</ghost>>
<<cel>>Someone who wanted to hurt you, I guess...<</cel>>
<p>
<<if not hasVisited("Long Photo Room")>>
<<link "> Photograph the room." "Long Photo Room">>
<<run $inv.push("longRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 4 from Long]]
</p><<set $film-->>
<<update>>
<p>You stand in the corner of the room to get as much of the room in the shot as possible, and snap a photo.</p>
<p>There's a dark humanoid shadow standing in the middle of the room. That's really all there is to the photo, a single indistinct figure among the shelves.</p>
<<cel>>
<<if hasVisited("Long Photo Self")>>
Is that who you were hiding from?
<<else>>
What is that? What's going on?
<</if>>
<</cel>>
<<ghost>>No idea. Ominous as fuck, though.<</ghost>>
<<cel>>Is it looking for something?<</cel>>
<<ghost>>I hope not. But I guess there's no reason to be in here, unless you're expecting something to be here.<</ghost>>
<<cel>>...I hope it's not still here.<</cel>>
<<ghost>>I don't suppose there's anything we can do about it, if it is.<</ghost>>
<p>
<<if not hasVisited("Long Photo Self")>>
<<link "> Photograph yourself." "Long Photo Self">>
<<run $inv.push("longSelf")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 4 from Long]]
</p><p>There's three big windows stretching from the floor to the ceiling, letting in plenty of light from outside. You can get a good look of the grounds from here, although there isn't much of a view: just unkept grounds with patches of dirt and overgrown weeds choking out the grass. The room itself has several boxes neatly stacked up on top of each other, and some banged-up metal filing cabinets that look like they've taken a beating, or four.</p>
<<if visited() is 1>>
<<cel>>It almost looks like this room was cleaned up recently. You can see rust stains on the floor that are probably from the filing cabinets.<</cel>>
<<ghost>>So, someone's been here recently?<</ghost>>
<<cel>>Well, at some point it was moved.<</cel>>
<<ghost>>I'm sure there's been trespassers other than us.<</ghost>>
<<cel>>Undoubtedly. Although, I wonder why there isn't as much graffiti on this part of the building, then?<</cel>>
<<ghost>>Maybe everyone else gets scared off by the bad energy you keep talking about.<</ghost>>
<p>Celeste doesn't look very happy with your teasing, so you stop talking.</p>
<</if>>
<<if hasVisited("Island Photo Self", "Island Photo Room")>>
<p>There's not much left here for you to check or photograph. It's better to go somewhere else.</p>
<</if>>
<p>
<<if not hasVisited("Island Photo Self")>>
<<link "> Photograph yourself." "Island Photo Self">>
<<run $inv.push("islandSelf")>>
<</link>><br>
<</if>>
<<if not hasVisited("Island Photo Room")>>
<<link "> Photograph the room." "Island Photo Room">>
<<run $inv.push("islandRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 5 from Island]]
</p><<set $self++>>
<<set $film-->>
<<update>>
<p>You turn the camera around, and snap a photo of yourself. You make sure to keep your eyes closed to avoid blinding yourself.</p>
<p>You have both hands on a filing cabinet, and it looks like you're steadying yourself. You aren't looking at the camera, but you look like you're recovering from a blow or something else disorienting.</p>
<<cel>>Are you sure you didn't get hit in the head?<</cel>>
<<ghost>>Well, if I don't hurt, I really can't say anything.<</ghost>>
<<cel>>You look really disoriented in this.<</cel>>
<<ghost>>Want to give me an eye tracking test?<</ghost>>
<p>Celeste crosses his arms.</p>
<<ghost>>Sorry, sorry. I'll stop being an asshole. But there's no point in worrying if I'm not actually, y'know. Hurt.<</ghost>>
<<cel>>Injuries can show symptoms much later, especially head injuries.<</cel>>
<<ghost>>I promise I'll go to a clinic with you later, how about that?<</ghost>>
<<cel>>Sure.<</cel>>
<p>
<<if not hasVisited("Island Photo Room")>>
<<link "> Photograph the room." "Island Photo Room">>
<<run $inv.push("islandRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 5 from Island]]
</p><<set $clues++>>
<<set $film-->>
<<update>>
<p>You stand in the corner of the room to get as much of the room in the shot as possible, and snap a photo.</p>
<<message "+ The resulting photo is a startling sight.">>
Several filing cabinets have been knocked over, creating a series of roadblocks preventing easy access to the doorway. One or two of the cabinets show blood smears on them, and one has a partial bloody hand print on the corner. The wall of the hallway outside shows a few blood smears as well, as if someone dragged something along the wall. The contents of a drawer or two are scattered about the floor, old paper adding to the chaotic mess of the room.
<</message>>
<<cel>>Oh. I guess that explains the odd rust stains.<</cel>>
<<ghost>>So someone <em>did</em> fix this room up recently?<</ghost>>
<<cel>>After making a huge mess of the place in the first place.<</cel>>
<<ghost>>But why bother? It doesn't look like someone was looking for something in here. It's just sort of... knocked over to create a mess.<</ghost>>
<<cel>>Maybe that was the point, make it hard to get through the room.<</cel>>
<<ghost>>And the blood too... Those corners are sharp.<</ghost>>
<<cel>>I'm sure hitting one of those hard enough could break skin.<</cel>>
<<ghost>>No weapon necessary, just apply metal filing cabinet corner. Eurgh.<</ghost>>
<p>
<<if not hasVisited("Island Photo Self")>>
<<link "> Photograph yourself." "Island Photo Self">>
<<run $inv.push("islandSelf")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 5 from Island]]
</p><p>The room you hid from Celeste in earlier. It's full of nothing but stacked chairs. Literally, just stacks upon stacks of chairs, some of the toppled, some of them only halfway-tall, but still. Just... chairs.
</p>
<<if visited() is 1>>
<<ghost>>Y'know, I actually don't like the way this room looks.<</ghost>>
<<cel>>This room seems normal to me, actually.<</cel>>
<<ghost>>All of these chairs doesn't feel weird to you?<</ghost>>
<<cel>>Not... really?<</cel>>
<<ghost>>This is <em>normal</em> to you?<</ghost>>
<<cel>>Not <em>normal</em>, but nothing here particularly sticks out as weird.<</cel>>
<<ghost>>I don't know about you, but a room full of chairs is weird.<</ghost>>
<<cel>>The furniture that didn't get hauled off has to be stored somewhere.<</cel>>
<<ghost>>Why bother putting them in one place like this?<</ghost>>
<<cel>>Maybe this room was meant to store chairs from the start, like this.<</cel>>
<<ghost>>Or maybe you're just weird.<</ghost>>
<</if>>
<<if hasVisited("Bottom Photo Self", "Bottom Photo Room")>>
<p>There's not much left here for you to check or photograph. It's better to go somewhere else.</p>
<</if>>
<p>
<<if not hasVisited("Bottom Photo Self")>>
<<link "> Photograph yourself." "Bottom Photo Self">>
<<run $inv.push("bottomSelf")>>
<</link>><br>
<</if>>
<<if not hasVisited("Bottom Photo Room")>>
<<link "> Photograph the room." "Bottom Photo Room">>
<<run $inv.push("bottomRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 6 from Bottom]]
</p><<set $self++>>
<<set $film-->>
<<update>>
<p>You turn the camera around, and snap a photo of yourself. You make sure to keep your eyes closed to avoid blinding yourself.</p>
<<message "+ The resulting photo is a startling sight.">>
You're standing on a chair, holding another plastic chair in front of you like a shield with the legs sticking out. It would look like a goofy attempt at jousting or something, if you didn't look quite startled. There's blood on the legs of the chair, despite the lack of any sharp edges on the chair itself.
<</message>>
<<ghost>>What the fuck.<</ghost>>
<<cel>>Oh, that's. Alarming.<</cel>>
<<ghost>>This one definitely looks like I was trying to fend someone or something off.<</ghost>>
<<cel>>A weapon grabbed out of necessity. Something caught you off guard in here.<</cel>>
<<ghost>>And now I know why this room made me feel weird. Not really a photo that says anything though.<</ghost>>
<<cel>>There aren't any chairs in here with blood on the legs, are there?<</cel>>
<<ghost>>Not at first glance, no. I'm not looking at every single chair in this room to check.<</ghost>>
<<cel>>So what happened to that chair, then?<</cel>>
<p>
<<if not hasVisited("Bottom Photo Room")>>
<<link "> Photograph the room." "Bottom Photo Room">>
<<run $inv.push("bottomRoom")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 6 from Bottom]]
</p><<set $clues++>>
<<set $film-->>
<<update>>
<p>You stand in the corner of the room to get as much of the room in the shot as possible, and snap a photo.</p>
<p>The room looks almost completely the same as it does right now. Just chairs, stacked up. The biggest difference is a set of red footprints leading into the room from the doorway and back out, along with one broken chair in the middle of the room with a camera placed on it.</p>
<<ghost>>I'm really glad I'm taking these photos so I can be even more confused.<</ghost>>
<<cel>>That's the same chair as the one in the room you woke up in, isn't it? And the same camera?<</cel>>
<<ghost>>Yeah, I think it's this camera. What the fuck was it doing in here? And why was it moved?<</ghost>>
<<cel>>Why move the chair with it too? Not to mention those weird prints. I don't like that they're red.<</cel>>
<<ghost>>Me neither. I'm gonna go ahead and assume that's blood, honestly.<</ghost>>
<<cel>>Someone bled enough to cause a puddle.<</cel>>
<<ghost>>Yeah.<</ghost>>
<<cel>>Someone's seriously hurt.<</cel>>
<<ghost>>...Yeah. <</ghost>>
<p>Celeste looks at you with concern, again.</p>
<<ghost>>Let's just assume it's whoever moved the camera, and not me.<</ghost>>
<p>
<<if not hasVisited("Bottom Photo Self")>>
<<link "> Photograph yourself." "Bottom Photo Self">>
<<run $inv.push("bottomSelf")>>
<</link>><br>
<</if>>
[[> Leave the room.|Hall 6 from Bottom]]
</p><p>At the junction of the hallways stand two locked doors, preventing you from leaving. You can see through the door's windows, but there's not a lot visible in the darkness beyond. There's a metal lattice reinforcing the glass from the inside.</p>
<<if visited() is 1>>
<<ghost>>Reinforced glass. Feels ominous.<</ghost>>
<<cel>>It's a fire safety precaution.<</cel>>
<<ghost>>What?<</ghost>>
<<cel>>Glass can shatter in high heat, but with the metal wires in place, the glass will crack without falling out of the frame. It keeps fire from spreading.<</cel>>
<<ghost>>I still think it looks ominous. Like jail bars, or something.<</ghost>>
<<cel>>I guess it doesn't help that these doors are keeping us stuck in here.<</cel>>
<</if>>
<p>
<<if not hasVisited("Double Doors Photo")>>
<<link "> Photograph through the windows." "Double Doors Photo">>
<<run $inv.push("doubledoors")>>
<</link>><br>
<</if>>
[[> Turn around.|Hall 5 from 6 ]]<br>
[[> Turn left.|Hall 6 from 5]]
</p><<set $film-->>
<<update>>
<p>You press the camera up against the window glass, and snap a photo.</p>
<p>The flash unfortunately doesn't help much. The darkness beyond is too oppressive for you to get a good shot of what lies beyond. You can make out the floor tiles, and nothing else. Staring into the void of the photo makes you a bit uneasy. There's a partial reflection in the glass visible in the photo. You wonder if the angle you took the photo from is the reason why it shows nothing but the bare concrete wall behind you.</p>
<<ghost>>That was... unhelpful.<</ghost>>
<<cel>>Not every photo can be a perfect shot.<</cel>>
<p>
[[> Turn around.|Hall 5 from 6 ]]<br>
[[> Turn left.|Hall 6 from 5]]
</p>