Hello user
Before we start...I want to ask:
<<linkreplace "What is your name?" t8n>>Type then use ENTER: <<textbox '$player["name"]' "???" "Hello" autofocus>><</linkreplace>><<type 20ms>>
Hi <<print $player["name"]>>
I'm glad that you're here
You know...coding this whole thing isn't easy, my ambition was a bit too big to do it in the way I originally intended this to be...but then I settled by just having fun with it as it grew and received some helpful advice and feedback!
I really hope you like this.
Tho, be warned that:
''This game will contain gruesome and dark scenes as you go (namely the death screens)
I recommend that you play it if you're about 18 or older:
Of course, there will be text describing the various transformation endings, since it is a fetish/kink...also a warning to take in mind''
I think that's about it.
Oh! Also remember to ''Save'' often, and please don't use the Back and Forward buttons on the sidebar, I'm not making myself responsible if you break anything important.
[[Continue|Begin]]
<</type>>----
<<type 20ms start 1s>>
A paceful night, all illuminated by the shine of the moonlight, an individual is walking by the street alone.
They don't stop often, other than to look behind if there's anyone else following them.
Everything is quiet, except for the sounds of crickets and the distant cars back at the town.
After a long walk, the stranger stops right in front of a mansion in the middle of the woods.
Going through the big and broken metal fence, steping right by the dense forest made out of the overgrown vegetation, the individual once again stops at the only entrance and opens the door.
<</type>>
----
<<type 40ms start 2s>>[[Next->The Calamity]]<</type>>Ver. 0.1
Name: <<print $player["name"]>>
Location: $room
[[Main Menu|Menu]]''The Multi Mansion'' ----
<<type 20ms start 1s>>
They enter the mansion...engullfed by the growing darkness inside it...
There has been rumors about what happened inside that place before it was abandoned.
Many theorize that the previous owners have been tragically murdered because of a possible affair between the wife and the groom days after the weeding.
Both jelous, killed each other, forever bound to the walls of the giant house...
But that's one possibility of many right?
Besides...no-one would really know since, somehow, the mansion would one day vanish into nothingness.
<</type>>
----
<<type 40ms start 2s>>[[Next->Reveal]]<</type>>This should remaind untouched, if you somehow see this BEGONE
<<set $room to "???">>
<<set $player = {
"name": "???"
}>>
<<set $basementKey to false>>
<<set $exitRope to false>>
<<set $sin to "">>
<<set $sinCombination to "" >>
----
<<set $boringEnd to false>>
<<set $SIN_FULLEND to false>>
----
<<set $endA to false>> - <<set $endB to false>> - <<set $endC to false>> - <<set $endD to false>> - <<set $endE to false>> - <<set $endF to false>> - <<set $endG to false>>
----
<<set $endA_B to false>>
<<set $endA_C to false>>
<<set $endA_D to false>>
<<set $endA_E to false>>
<<set $endA_F to false>>
<<set $endA_G to false>>
<<set $endB_C to false>>
<<set $endB_D to false>>
<<set $endB_E to false>>
<<set $endB_F to false>>
<<set $endB_G to false>>
<<set $endC_D to false>>
<<set $endC_E to false>>
<<set $endC_F to false>>
<<set $endC_G to false>>
<<set $endD_E to false>>
<<set $endD_F to false>>
<<set $endD_G to false>>
<<set $endE_F to false>>
<<set $endE_G to false>>
<<set $endF_G to false>>
--------
<<type 20ms>>
Years later...
Your friends and you were having a walk by the park, discussing about new artpieces coming out this week and the possible new plans for the moment vacation starts.
1???-<<print $player["name"]>>!!
One of them says:
1???-Have you heard the rumors? I've heard some freaky mansion just appeared like a magic act at the end of the Finis Street!
You...
<</type>>
----
<<type 40ms start 2s>>
[[Ask more about it->Ask_1]]
[[Floor it, go NOW->Entrance]]
<</type>>----
<<type 20ms>>
1???-I heard that place is haunted by ghosts all day and night, an whoever goes in there...never comes back~!
The second friend interrupts:
2???-Yeah, yeah, dude. You're just saying that because you want to start a new gossip. I've known you for a long time, it's clear you're trying to get all the attention to yourself.
1???-I'm not! Look, we will all go and have a good time yeah? Who knows? Maybe we could renovate the mansion and make it our hideout!
<</type>>
----
<<type 40ms start 2s>>
[[Ask EVEN more about it->Ask_2]]
[["Alright then...let's see"->Entrance]]
<</type>>----
<<type 20ms>>
You go first before all your friends, the both of them can barely follow you, after all, they weren't as fit as you are, plus you had an advantage in distance.
As you go to the end of the street, you feel like the whole forest around you is whispering and judging you for coming this far, but is too late to stop you now.
You find the imposing and collapsing mansion a few hours later:
It was enormous
<</type>>
<<type 20ms start 1s>>
A fence made out of corroded steel all around the perimeter, a dense and green forest-like garden serving as a protection, and of course...the mansion looming above all of that, trying to keep your eyes glued to its impotent structure.
<</type>>
<<type 15ms start 1s>>
Nothing is stopping you, even the fence is fully opened to anyone daring to step in with no issues...and you do just that.
<</type>>
<<type 10ms start 1s>>
Your steps feel heavy the closer you get to the mansion.
The way is somehow intact but enclosed all around by heavy vegetation of vines and rose bushes.
<</type>>
<<type 20ms start 1s>>
...You open the door...
<</type>>
----
<<type 40ms start 2s>>
[[A blinding light flashes...->Main Hall]]
<</type>>----
<<type 20ms>>
1???-You know, now that I think about it, I think I've seen some other teens go to that place together as well, I managed to follow them up to the metal fence talking about a bet, but they all just disappeared in there.
2???-Wait, you went there before us? How have you never got caught by them or even the police on the way there?? Ever since that mansion just manifested in here the whole force has been guarding that place!
1???-You'd be surprised by how scared those guys were dude! They first tried to investigate what was in there, but the whole team of like 5 cops just never came back out to report what happened!
2???-And what about cameras? Police tape? Surely the must've done something to prevent everyone from going inside.
1???-Nope, all electronics fail, like there is some electromagnetic force around that prevents anyone from calling for help, police tape is useless anyways, the plants and really all the other rebells around the streets just break it a few hours later.
<</type>>
----
<<type 40ms start 2s>>
[["Ok, I heard enough, let's do it"->Entrance]]
<</type>><<button "Return to the game">><<script>>Engine.backward();<</script>><</button>>
<<button "Endings">>
<<goto "Ends List">>
<</button>><<set $room to "Main Hall">>
!Main Hall
----
//The hall is expansive but barren, shrouded in a dull, oppressive silence. Dust lingers in the air, catching faint rays of light that filter through broken windows high above. The walls, stripped of any adornment, seem to stretch endlessly, as if the space itself resists being fully understood. A faint draft whispers from unseen cracks, carrying the scent of decay and something... unplaceable.
The only notable features are a grand staircase winding upwards and two doorways flanking either side of the room, their frames warped as though reluctant to let you through.//
----
//There is also a padlocked door just beneath the stairs, leading to the basement...if you had the key, you could go in...but you need to get up to the attic to get it.
The basement has a rope you can use in order to escape through the attic's window, so it would be an in and out.//
----
<<if $basementKey>>
[[Open the basement door|Basement]]
<<else>>
The basement door is locked. You’ll need to find the key first.
<</if>>
[[Door to the left|Study]]
[[Door to the right|Dinner]]
[[Go upstairs|2ndFloor]]
----
<<linkreplace "Why does this place feel so... empty?" t8n>>
Why does this place feel so... empty?
Narrator:
Oh, I don’t know. Maybe because it’s been abandoned for decades? Everything here is practically a relic of bad decisions and poor maintenance.
<</linkreplace>>
----
<<linkreplace "How do you know the way out of here?" t8n>>
How do you know the way out of here?
Narrator:
Common sense says doors are for leaving, walls are for staying. Do you want a printed guide while we're at it?
Although, given that the door behind is now blocked, then your only choice is to go for the rope and then up to the attic to escape.
<<linkreplace "Wait what, is it actually blocked now? But I just got in here!" t8n>>
Wait what, is it actually blocked now? But I just got in here!
Narrator:
Sadly, it is
You actually don't recall it, but the moment you stepped through you blacked out and broke the handles...and somehow is now nailed.
//You see that, in fact, both golden handles and silver screws are on the floor, the door has some of your nail scratches and no way to pull them out to exit, there are some big metal nails and screws at the stepping of the doors...very incovenient so to say really.//
<</linkreplace>>
<</linkreplace>>
----
<<linkreplace "What happens if I just... stay here?" t8n>>
What happens if I just... stay here?
Narrator:
Oh, sure. Stay here. Make friends with the cobwebs. They’re thriving more than you will be if you keep standing around. You would just die of starvation very quickly if that's what you wanted to hear.
<</linkreplace>>::Notes::
The seven sins will determine the player's endings, if they die at any point instead of transforming, then they will adquire one more sin, the maximum will be 2
A-Pride
The excessive belief in one's own abilities or superiority. Often leads to arrogance and a disregard for others' worth.
B-Envy
The feeling of discontent or covetousness over another person's traits, status, or achievements.
C-Wrath
Intense anger and rage, often leading to violence or destructive behavior.
D-Lust
An intense desire or craving, usually related to sexual desire, but can extend to other passions or material needs.
E-Gluttony
Overindulgence in food or drink, or the excessive desire for any physical pleasure.
F-Greed
A desire for material wealth or gain, often at the expense of others' well-being.
G-Sloth
A reluctance to work or exert oneself, often manifesting as laziness or avoidance.
----
Refer to excel doc for the endings
----
<<switch $sin>>
<<case "pride">>
-
<<case "envy">>
-
<<case "wrath">>
-
<<case "lust">>
-
<<case "gluttony">>
-
<<case "greed">>
-
<<case "sloth">>
-
<<default>>
- If you see this I did an oopsie :v
<</switch>>
Hi
@@.pride; Pride: Hello there@@
@@.envy; Envy: Hello there@@
@@.wrath; Wrath: Hello there@@
@@.lust; Lust: Hello there@@
@@.gluttony; Guttony: Hello there@@
@@.greed; Greed: Hello there@@
@@.sloth; Sloth: hello...@@
@@.blurry; Blurry test: Hello there@@
@@.devtxt; Dev test: Hello there@@
@@.updwn; Text test?@@<<set $room to "Basement">>
!Basement
----
//The air grows colder as you descend the creaking wooden stairs, each step groaning underfoot as though reluctant to bear your weight. The dim glow of a single bare bulb flickers weakly overhead, casting shifting shadows that dance on the damp stone walls. A faint, acrid smell of mildew and charred wood lingers in the air.
Good thing that the lightbulb above still works, with a flick of the switch by the exit, the whole room reveals itself to you:
The basement is a sprawling space, cluttered with forgotten relics of the past: rusted tools, shattered crates, and heaps of rotted fabric lie scattered haphazardly. The walls are streaked with soot in places, suggesting some long-extinguished blaze.
In one corner of the room sits a battered workbench, its surface littered with warped screws, dried paint, and a layer of dust so thick it seems untouched for decades. Among the debris, an object catches your eye—a ''tarnished lighter'' resting precariously on the edge. Its once-polished surface now bears the scars of time, that and some faint burn marks around the corners.
//
<<if $exitRope != true>>
A heavy rope coil lies half-hidden beneath a mound of decayed tarps near the center of the room.
[[Take the Rope|Basement][$exitRope to true]]
<<else>>
//Well...the "un-dusted" remains of the rope were here, you can go back up now.//
<</if>>
<<linkreplace "Go near the workbench" t8n>>
//The smell of burnt wood and ashes is way more pronounced than ever, but you press on.
The lighter looks like it has been used a lot, smelling of alcohol or similar.//
Narrator:
Are actually taking that? I mean, I guess it could serve some way or another, but is not going to be of much use, maybe light up some small places really.
[[Inspect the lighter->Wrathful]]
<</linkreplace>>
[[Go upstairs|Main Hall]]
----
<<linkreplace "What in the hell happened down here?" t8n>>
What in the hell happened down here?
Narrator:
At this point: anything.
Look, I don't have a history book on what happened at every inch of this place.
<</linkreplace>>
----
<<linkreplace "This seem way too easy...it can't be like that can it?" t8n>>
This seem way too easy...it can't be like that can it?
Narrator:
How easier do you want it? Is literally an in-and-out: just take the rope, go back to the attic and use the rope to exit through the window. I have no idea why are you so skeptical about this.
<</linkreplace>><<set $room to "Study Room">>
!Study Room
//The study exudes an eerie sense of abandonment, yet it feels like someone has only just left. Towering bookshelves loom on either side, their warped wood bowing under the weight of countless dusty tomes. The air carries the sharp tang of decayed paper, and the flickering light from a single wall sconce casts long, restless shadows.
A large mahogany desk sits in the center of the room, its surface cluttered with forgotten relics—a cracked inkpot, a quill with its feather bent at an awkward angle, and loose sheets of yellowed paper filled with unintelligible scribbles. Amidst the chaos lies an ''ornate purse'', small and gilded, its shimmering embroidery contrasting sharply with the disheveled surroundings. It seems to pulse faintly, drawing your attention like a beacon.
The chair behind the desk is pushed slightly out, as though its occupant left in a hurry. On closer inspection, faint scratches mar the floor beneath it, forming uneven streaks leading towards the bookshelves. The room feels heavy, suffocating, as if holding its breath in anticipation.//
----
<<linkreplace "Investigate the purse" t8n>>//The purse is oddly heavy as you try to lift it, so you try to just open it right on the desk, its clasp clicking open with ease. Inside, there’s nothing but an overwhelming sense of want, a pull that seems to dig deeper than mere curiosity...you look closer...seems like there is something shinning down there.//
Narrator:
I wouldn’t touch that if I were you. It feels...wrong. Like it’s looking back at you somehow. Besides, that little bag is not going to help you much, you only need a key and then not use it from then on because a rope doesn't fit inside a small purse
[[Inspect the purse further->Greedy]]
<</linkreplace>>
[[Back to the Main Hall->Main Hall]]
----
<<set $room to "Dinning Room">>
!Dinner
----
//The dining room feels frozen in time, though the passage of years has clearly taken its toll. A long, battered table dominates the center of the room, its once-polished surface marred by scratches and faded stains. The chairs surrounding it are mismatched in their decay—some stand straight but faded, while others are broken or missing pieces altogether.
The windows once full of color are broken and blocked by several wooden planks and police tape...what happened exactly?
Above, a tarnished chandelier hangs crookedly, its glass ornaments dusty and dull. A few are cracked or missing entirely, leaving gaps in its once-grand design. The walls, painted a deep green, now flake and peel, exposing the raw wood beneath.
Scattered across the table are remnants of a feast long forgotten: tarnished cutlery, chipped plates, and a collection of toppled goblets, some still holding the faint stain of dried wine. At the far end of the table, a single platter sits undisturbed, its glass cover dulled and streaked with a thick layer of dust. A crumpled note lies beside it.
A door looms all the way at the back of the biggest chair, it has a sign over it reading kitchen.//
----
[[Check the note beside the plate->Note]]
[[Check the plate->Gluttonous]]
[[Back to the Main Hall->Main Hall]]
[[Go to the Kitchen door ->Kitchen]]
----//You inspect the purse further. It seems like there is a golden coin all the way at the bottom of the bag.
But you inspect further down.....
It's a mountain of them, a whole bag of riches that could give you millions if you took it with you.//
Narrator:
Which you won't.
Look, I know it looks tempting, but coins are not going to help you in this situation.
Leave that bag on the table and go away, you still have a mission: get out.
----
[[Maybe you're right->Study]]
[[Take the Coin Purse|Death][$sin to "greed"]]<<set $basementKey to false>>
<<set $exitRope to false>>
<<switch $sin>>
<<case "pride">>
//You lift up the mirror with your hand.
It feels very lightweight...very beautiful.
You gaze at yourself for a minute...nothing really out of the ordinary really: your face is normal, as well as your whole rest of your body...doing a full body scan of yourself was a bit of a waste, but otherwise not the worst thing ever.
Until you realize that the floor starts to crumble under you!
You don't have enough reaction time, standing far from the exit was a bad idea.
You fall back down to the study...books pile against and over you combined with the hundreds of piercing and sharp fragments of broken glass from above...
The weight is too much, your body is in so much pain and you can't move...
You loose a lot of blood...until you close your eyes...regretting your decision...
And you die...//
<<case "envy">>
//You pick up the little blank piece of paper...
You expected something interesting to come out of it, maybe make something happen like raise an alarm or activate a trap where the pillar sinks in and a trapdoor makes you fall into nothingness...but is actually nothing.
You even look at the card front and back...nothing.
Was it all just for naught? Was this all a big waste of time?
You were thinking to yourself, distraught by your only thoughts when you suddenly get jumped by a silhouette right behind you, you can't recognize who are they, but don't get the time to react on time:
The stranger pulls out a paintbrush and a bucket full of white paint, and splashes some paint all over your face and clothes!
You reacted as everyone would've done: try to make a comeback.
But you can't move anymore, you look around inmobilized and pinned with your sight on the ceilling.
You feel a draft of air that pushes you to a crack on the floor where the...kitchen would be.
But you won't get to see it fully as you land inside a pot of full of cold water.
Whoever that person was, they made sure you wouldn't get out by trapping you inside a card...and as you look down you can also see your "body" wither down into crumbs of wet paper
You close your eyes...
And you die...//
<<case "wrath">>
//You pick up the lighter.
Is surprisingly lightweight, it seems like it may have very little fluid inside-
But as you are about to pocket it, the lightbulb above you suddenly kicks the bucket and explodes leaving you in total darkness.
You feel your on grip on the small lighter in your hand, flick the cover open and start to spin the gear like you've done thousands of times before.
*click*
Maybe it may take you some trial and error.
*click*
You see some sparce sparks coming out...
*CLICK*
But you have very little time to avoid the incoming doom:
The moment you manage to turn it on, the whole room bursts into flames, you practically create a "in-room inferno" due to a simple flame and the strong odour of gas you didn't take in consideration.
You quickly run out of oxygen, cough without stopping.
The door is just up there, even if it gets destroyed it doesn't matter, you won't last too long now.
You take one last breath, full of smoke and carbon.
Close your eyes...
And you die...//
<<case "lust">>
//You put the heart locket around your neck...it feels cold as soon as it touches your chest, but quickly warms up to a comfortable degree.
You slowly turn the crank of the heart all the way until it can't be spun...
As soon as you release your finger off the mechanism you hear a soothing and calm tune, resonating within the pendant and your own heart...
You start to feel at ease, maybe a little dizzy as well...
@@.blurry; Legs and arms become like jelly@@
@@.blurry; body feeling hot@@
@@.blurry; numbness...d-dumbness...hard to think...@@
@@.blurry; my~ heart~ is sho hoht~...@@
I-
* Pop *
And you die...//
<<case "gluttony">>
//
And you die...//
<<case "greed">>
//You tug the sides of the bag, and manage to lift it with all your strenght.
You made a horrible mistake in doing so...
You hear a click in the distance, the door gets completely blocked off with heavy rusty iron bars.
You realized that it was too late, the bag had a small string attached to it...aa subtle but effective trap.
The sides of the study start to get closer and closer to you, all the bookshelves drawing near, claustrophobia was the least expected fate you would've wanted, you can feel the books and the wood tightening your limbs, then your whole body, squishing it like a balloon about to burst in a red mess...you try to squirm and try to get up to the ceiling of the roof...but now you can't regret your choice, and you were not fast enough to get there.
You close your eyes.
And you die...
//
<<case "sloth">>
// The moment your fingers brush the glass, an unnatural warmth spreads through your body. It’s soothing. Comfortable, even.
The hourglass turns on its own, and the sand begins to drift upward. A gentle pull tugs at your limbs. Tired. You feel… tired.
''10''
Your muscles loosen, shoulders slumping as you sink into the nearest chair. Soft. Safe. It feels like home.
''9''
The weight in your chest fades. The tension in your fingers unwinds. Your body is so heavy… but that’s alright. It’s nice to rest.
''8''
A warm haze settles in your mind, like a lullaby humming in your bones. You couldn’t move even if you wanted to. But… why would you?
''7''
Your fingertips, once solid, feel light as air. You blink lazily at them, watching as the edges begin to fray—softening into dust.
''6''
It doesn’t hurt. There’s no fear, no panic. Just the quiet embrace of rest. The hourglass pulses in your hands, a gentle heartbeat.
''5''
The chair beneath you creaks, but you can barely hear it. The world around you dims, narrowing to the golden sand slipping backward inside the glass.
''4''
Your arms are light. Your legs are light. Your thoughts drift like clouds, effortless and free.
''3''
Your breath is slow. So slow. The final grains of sand are almost at the top.
''2''
You close your eyes. Just for a moment. Just… to rest.
''1''
...you feel...
''0''
The hourglass stops...
...you are no longer here...
And you die... //
<<default>>
This is not likely to appear, if it does then I made an oopsie...sorry :v
<</switch>>
----
[[Try again?|Second Hall]]<<set $room to "Main Hall">>
!Main Hall...?
----
<<switch $sin>>
<<case "pride">>
//You stand at the entrance of the mansion. The doors are grand, towering over you with an air of quiet authority. Even in decay, the intricate gold carvings glint under the dim chandelier light, defiant against the passage of time.
The walls, though dusty, are lined with grand portraits and regal tapestries. Some are tattered at the edges, others faded, but none are forgotten. The air is thick with the scent of old books and polished wood, as if time itself refused to strip this place of its dignity.
The furniture is heavy, ornate—each piece a statement of importance, positioned just so to demand attention. A lone, high-backed chair sits at the far end of the room, perfectly centered, facing nothing in particular. It looks almost expectant. And yet, no matter how commanding this place feels, your only way out is still upstairs. You try to seek other exists, but the doors have been bolted and even sealed out with sealing foam.//
<<case "envy">>
//You stand at the entrance of the mansion. It’s... pristine. Too pristine. Unlike the decay you might expect, the doors gleam as if freshly polished, their surface unblemished by time. The air is still, unnaturally so, and the silence presses in around you like a weight.
The walls are lined with paintings, portraits of people you don’t recognize, but something is... off. The faces are blurred, as if someone smeared the canvas with a careless hand. The chandelier above glows softly, its light too steady, too perfect.
Furniture is placed deliberately, positioned in a way that seems artificial—like a set piece rather than a lived-in space. A single, flawless mirror stands in the center of the room, reflecting everything except... yourself. The illusion is broken only by the sight of a single, worn-out playing card resting on the floor. But no matter how pristine this place seems, your only way out is still upstairs.//
<<case "wrath">>
//You stand at the entrance of the mansion. Or rather, what remains of it. The doors are splintered, cracked straight through the middle, as if they were forced open with sheer, brute strength. Blackened scorch marks lick up the wooden frame, and the scent of burnt wood and something metallic lingers in the air.
The walls are riddled with cracks, chunks of plaster missing, as though the house itself has endured some unseen war. The chandelier, now crooked, swings violently from a single remaining chain, creaking with each unsteady movement.
Furniture is shattered beyond repair, shards of broken tables and chairs littering the floor. Some walls have deep gashes, claw-like marks cutting through them. The doors deeper inside remain intact—barely...but behind them only debris remain. And yet, even in this destruction, your only way out is still upstairs.//
<<case "lust">>
//You stand at the entrance of the mansion. The doors are smooth, polished to a near-reflective sheen. A faint warmth lingers on the surface, unnatural to the touch. The air inside is heavy, thick with a floral perfume that lingers at the edge of familiarity, coaxing you forward.
The walls are draped in deep crimson fabric, rich and elegant, but aged. The chandelier above glows softly, casting flickering golden light that dances like candle flames. It feels inviting, like stepping into the embrace of something warm and comforting.
The furniture is luxurious, yet worn—the velvet cushions bear the weight of countless visitors before you. A glass of something dark and sweet rests on a nearby table, untouched yet freshly poured. Despite the inviting atmosphere, the only way forward is deeper inside... but your only way out is still upstairs. All the other doors are blocked by big heavy wardrobes and tables you can't move alone.//
<<case "gluttony">>
//You stand at the entrance of the mansion. The doors are warped, their wood swollen and darkened, as if they’ve absorbed years of moisture. The air carries a sickly-sweet scent, thick and cloying, clinging to the back of your throat like syrup. The floorboards groan under your weight, unnaturally soft, as if the very foundation has been worn down by something unseen.
The walls are stained, dark patches seeping through the once-grand wallpaper. Empty plates, some cracked and others stacked carelessly, line the tables. Some still hold half-eaten meals, long since spoiled, yet the scent is... inviting. The chandelier above flickers, the wax from melted candles dripping like congealed fat.
Furniture is overturned, chairs broken beneath unseen pressure, yet more platters and goblets remain intact, filled with something thick and unidentifiable. Two doors, heavy and wooden, are slightly ajar, leading further into the mansion, but are fully blocked. Your only way out is still upstairs.//
<<case "greed">>
//You stand at the entrance of the mansion. The grand doors are heavy, made of dark wood, their intricate carvings worn with age. The floor beneath your feet is polished and smooth, the chandelier above casting a soft, dim light across the room. The air is stale, as if this place has been abandoned for a long time.
The walls are lined with faded tapestries and carvings, and the faint scent of dust lingers in the air. A large mirror, framed in gold, hangs on one side of the room. The chandelier sways gently overhead, its light casting long shadows across the space.
Furniture is scattered across the room. Large tables hold vases—some are cracked, others filled with… coins? There’s an odd quantity of them, but that’s nothing too strange. It’s just a mansion, after all.
Doors line the walls, their gold-engraved handles gleaming softly under the light. And blocked by thousands of coins...your only way out is upstairs.//
<<case "sloth">>
//You stand at the entrance of the mansion. The doors are ajar, hanging unevenly on their rusted hinges, swaying slightly with the faintest breeze. Pushing them open requires little effort, as if the wood itself has lost the will to resist.
Inside, the air is thick with dust and the scent of damp rot. The walls, once decorated with grand tapestries, now bear only the tattered remains of fabric clinging desperately to the peeling wallpaper. Mold creeps along the corners of the ceiling, dark stains spreading like a slow, inevitable disease.
The floorboards sag under your weight, brittle and weakened by time. Some have completely given in, leaving gaping holes that reveal the dark, silent depths below. The chandelier above is barely holding on, its once-bright light reduced to a feeble flicker, as if struggling to stay awake.
The doors leading deeper into the mansion are inaccessible—one has collapsed inward, buried beneath a heap of fallen debris, while the other is sealed shut by years of warped wood and neglect. The only clear path left is the staircase ahead, leading upward...
Because your only way out is still upstairs.//
<<default>>
THIS SHOULDN'T BE HERE AAAAAAAHHHHHHHHHH
<</switch>>
----
[[Go upstaris ->Second2nd]]
----
<<linkreplace "This feels familiar...have I been here before with you?" t8n>>
This feels familiar...have I been here before with you?
Narrator:
I don't think so. This is my first time with you here.
Maybe you hit your head too hard? You passed out after all.
<<switch $sin>>
<<case "pride">>
@@.pride; Pride:
Hah! Typical. Of course, you'd forget something so important. Honestly, it’s almost insulting to be stuck with someone so... forgetful.@@
Narrator:
Excuse me?! That’s not—No! This is just their first time here, that’s all! We just started!
@@.pride; Pride:
Oh, we? My, my, you do love pretending you're in control. Adorable, really. But I remember, and I know they do, too... Deep down.@@
<<case "envy">>
@@.envy; Envy:
Oh, you get the special treatment, huh? Must be nice to be the favorite...@@
Narrator:
What—No! That’s not—
@@.envy; Envy:
Sure, sure, I get it. You have your little connection, your secrets. Must be so convenient, having someone who tells you what to do, what to think. Meanwhile, I get left behind. Ignored. Forgotten. Typical.@@
Narrator:
That’s not what’s happening! They’re just trying to leave!
@@.envy; Envy:
Oh, of course. Just another excuse, another reason why I don’t get to have what they have. But it’s fine. I’ll wait. I always do.@@
<<case "wrath">>
@@.wrath; Wrath:
OH, WHO CARES?!? DOES IT EVEN MATTER?!?@@
Narrator:
What the—?! Where did you—?!
@@.wrath; Wrath:
I HATE THIS. I HATE BEING HERE. I HATE EVERYTHING ABOUT THIS!!!@@
Narrator:
Look, I don’t think this is necessary—
@@.wrath; Wrath:
"NOT NECESSARY"?!? NOT NECESSARY?!?! YOU THINK I WANT TO BE HERE?!? YOU THINK I LIKE THIS?!? NO. I WANT OUT. I WANT OUT NOW.@@
Narrator:
That’s what we’re trying to do—
@@.wrath; Wrath:
THEN MOVE IT!!!! STOP TALKING AND START RUNNING!!!!@@
<<case "lust">>
@@.lust; Lust:
Oh, but you’ve been here, darling. I know you. You can feel it, can’t you? The pull of this place. It’s magnetic, isn’t it?@@
Narrator:
Wait—no, no, you’re not supposed to—
@@.lust; Lust:
Shhh... It’s alright. Let me show you how good it could feel to stay. You wouldn’t need to escape, would you? Not when everything you desire is right here, waiting for you...@@
Narrator:
That’s... that’s not—no, escape is the goal!
@@.lust; Lust:
Escape? Darling, you’re already here. You can have everything you want. Look around... the world outside? It can wait. But here? You belong here. You and I, together... doesn’t that sound perfect?@@
Narrator:
This isn't right—
@@.lust; Lust:
I can make it right. All it takes is a moment... one little choice. Stay. Give in. Let go. There’s no need to fight anymore...@@
Narrator:
Sigh...Just walk already...
<<case "gluttony">>
@@.gluttony; Gluttony:
Oh, don’t worry, darling. This place has a way of making everyone feel right at home. Just look at all this... deliciousness everywhere. Surely, you’re a little hungry, aren’t you?@@
Narrator:
No—not hungry. We need to focus. We need to get out—
@@.gluttony; Gluttony:
Out? Why leave when there’s so much here? Come on, taste it. Just a little nibble... You deserve to indulge. One bite won’t hurt, will it?@@
Narrator:
This is—no! This isn’t the way! We need to—
@@.gluttony; Gluttony:
Need? Why fight it, sweet thing? Everything is so rich, so full. Go on, take a little more... you’re bound to be satisfied once you do. You’ll feel better. Trust me.@@
Narrator:
I-I’m trying to keep you focused—
@@.gluttony; Gluttony:
Focused? Darling, why focus on anything else when this is what you really want? Just keep going. Eat, drink, enjoy, take more... you know you can’t stop now. A little bit of indulgence never hurt anyone, right?@@
<<case "greed">>
@@.greed; Greed:
Maybe you should rest it up a bit, don't worry about going far, after all gold is really maleable and soft. I would know. Maybe while you're at it you could take some for that bag around your waist.@@
Narrator:
What the- No-no-no! This isn't a heist! They want to get out!
@@.greed; Greed:
Well yes, but how can you expect to get out with no reward?! OUTRAGEOUS!!@@
<<case "sloth">>
@@.sloth; Sloth:
uhhh... ya sure about that? …feelz like we been thru this... like... a lot... too many times t' count... ughh jus' thinkin bout it makes me tired...@@
Narrator:
What—no, stop that! That’s nonsense.
They just need to focus on escaping.
@@.sloth; Sloth:
ehhh... escape? thass so much effort... why run when ya can jus’... lay down... close yer eyes... 's comfy...@@
<<default>>
This shpuldn't show up, if it does I made an oopsie lol :v
<</switch>>
<</linkreplace>>
<<set $room to "Second Floor">>
!Second Floor Hall
----
//As you reach the second floor, the hallway stretches before you, lined with aged wooden paneling. Dust motes dance in the faint light filtering through a stained-glass window at the far end. The air feels heavier here, tinged with the scent of old paper and faded perfume.
The corridor hosts five distinct ways.
To your left:
First door on the left: The door is ornately carved, with intricate designs of vines and roses curling around the frame. The faint scent of cosmetics and faded perfume wafts through the cracks, and some light rays trying to catch your attention.
Second door on the left: This plain wooden door shows little sign of wear. A faint draft escapes from underneath, carrying with it the subtle smell of lavender and mothballs.
To your right:
First door on the right: The frame is slightly scuffed, and the brass plaque mounted above it reads "Gallery." Inside, you glimpse a dim glow, possibly from the reflections of glass or gilded frames.
Second door on the right: The handle looks smooth, polished from use, though the rest of the door seems unremarkable. A muffled creak, like old furniture shifting, comes faintly from within.
Straight ahead:
The staircase to the attic: A narrow staircase leads upward into darkness. The trapdoor at the top is slightly ajar, revealing a sliver of the space above.//
----
[[Explore the first room on the left|Vanity]]
[[Explore the second room on the left|Bedroom]]
[[Explore the first room on the right|Gallery]]
[[Explore the second room on the right|Lounge]]
[[Go further up|Attic]]
[[Go back down|Main Hall]]
----<<set $room to "Vanity Room">>
!Vanity Room
//As soon as you open the door, you immediately get recoiled back a bit by the intense and sickening odour of perfume from within the room.
Aromas of flowers and fruits mixing together with some signs of...blood painting some of the walls.
Did some kind of accident or a fight ensue in this place? The walls of the vanity room where decorated and filled with all sorts of shinning and spectacular objects: Mirrors now shattered and scattered on the floor, a candelabra now emitting a faint burnt smell of the dead lightbulbs.
Just in front of you however, lies an untouched and clean ''handheld mirror'', looks like its made out of silver, no other decorations are around it, but other than that just that glimmering mirror is all that's left in this room.//
----
<<linkreplace "Investigate the silver mirror" t8n>>//The mirror seems brand new oddly enough...maybe someone else brought it in here and left it behind?//
Narrator:
Which I would certainly do if I were to be in your shoes, a mirror isn't going to help you get out, and is only extra baggage that will hinder you
[[Pick up the mirror->Prideful]]
<</linkreplace>>
[[Back to the Main Hall->2ndFloor]]
----<<set $room to "Master Bedroom">>
!Master Bedroom
//Your expectations of a typical bedroom are met—at least in structure—but the atmosphere is far from comforting. The space is desolate, suffocated by an unsettling darkness that clings to every corner.
Faint rays of moonlight pierce through the gaps in the boarded-up windows, casting long, thin slivers of silver across the floor. Beyond that, visibility is nearly nonexistent.
Thankfully, the power still works. With the flick of a switch, a warm glow floods the room, dispelling the shadows and revealing the master bedroom in its entirety.
Despite its abandonment, the space remains eerily pristine—save for a few dusty corners veiled in delicate spiderwebs.
At the center, a grand bed dominates the room, its white blankets and pillows arranged with an inviting, almost too-perfect precision. A tempting place for rest... but something tells you that lingering here would be unwise.
Beside the bed, a small table stands, and atop it, nestled on a pristine white pillow, rests a delicate red heart locket, gleaming softly under the light.//
----
<<linkreplace "Investigate heart locket" t8n>>
//You get close to the pendant.
It looks like it's been hand-made, you've never seen a heart locket with this level of smoothness...no name or engravings to indicate who did it belong to//
Narrator:
I guess you feel fancy for some jewerly? I guess it is kind of interesting, but otherwise very lackluster to check in closer really. I don't think it's really worth trying to take it for youself
[[Pick up the locket->Lustful]]
<</linkreplace>>
[[Back to the Main Hall->2ndFloor]]
----<<set $room to "Art Gallery">>
!Art Gallery
//The acrid scent of paint and alcohol is the first thing that assaults your senses as you step into the gallery.
Despite its outward appearance, the room feels unnervingly vast, the space stretching in a way that defies logic—yet it does little to mask its state of disrepair.
Sculptures lie in ruin, shattered and crumbling into heaps of dust, their former grandeur reduced to mere remnants making the room seem more dusty and broken, as there seem to be several cracks and holes under you, luckily not big enough to make you fall.
The paintings far from better; most are mutilated beyond recognition—slashed with sharp implements, drowned beneath erratic smears of mismatched colors, or simply discarded onto the floor, trampled underfoot like meaningless debris.
Amidst the chaos, one thing stands out: a lone white pedestal at the center of the room, holding a ''small object'' bathed in the dim, flickering light.//
----
<<linkreplace "Investigate the pillar" t8n>>
//You get closer to see a small rectangle over it...is a useless piece of paper//
...
Narrator:
Yep...just a little piece of paper...I have no idea what else were you expecting from something as miserable as this whole mansion.
Just get out of here, there isn't anything to be really check inside a destroyed art gallery.
[[Inspect the blank card->Envious]]
<</linkreplace>>
[[Back to the Main Hall->2ndFloor]]
----<<set $room to "Lounge">>
!Lounge
---
//The lounge is steeped in an unsettling stillness, as if time itself has slowed within its walls. Dust carpets the air, drifting lazily in the dim light filtering through the heavy curtains that remain partially drawn, casting elongated shadows across the room. The once-elegant furniture—velvet sofas and ornate armchairs—sits in quiet disrepair, their cushions sunken and fabric worn thin by years of neglect.
A tarnished coffee table at the center holds an overturned hourglass, its sand frozen in place, as if hesitating to continue its descent. The fireplace, a grand relic of past warmth, now stands cold and lifeless, its mantel lined with faded trinkets and an aged clock whose hands remain unmoving.
Bookshelves, filled with forgotten volumes, lean precariously under their own weight, some books spilling onto the floor where they remain undisturbed, their covers coated in dust. A grandfather clock looms in the corner, its pendulum frozen mid-swing—a silent witness to the passage of everything except time.
A sense of lethargy lingers in the air, heavy and inescapable, settling over the room like an invisible shroud. In the far corner, an armchair beckons with an eerie invitation, its fabric untouched by dust yet carrying the impression of countless hours spent in idle repose. Near it, an empty teacup sits on a side table, long cooled and forgotten, the faintest ring of dried liquid clinging to the porcelain edge.
//
----
<<linkreplace "Investigate the pillar" t8n>>
//You get closer to see a small rectangle over it...it's a useless piece of paper//
...
Narrator:
Yep...just a little piece of paper...I have no idea what else were you expecting from something as miserable as this whole mansion.
Just get out of here, there isn't anything to be really check inside a destroyed art gallery.
[[Inspect the blank card->Slothful]]
<</linkreplace>>
[[Back to the Main Hall->2ndFloor]]
----<<set $room to "Attic">>
!Attic
----
//As with everything inside the rest of this run-down place, the attic isn't in its the best shape as you would've imagined...or at least not as much.
Cobwebs on every corner of the room, surrounding the several boxes and plastic sheets.
You try to read and check the items in here, but none seem very noteworthy:
Toys, newspapers, comics, broken and leftover devices and batteries.
There's a CPU, some couches and a table all covered in plastic sheets with notes warning not to touch them.
//
----
<<if $basementKey != true>>
//Just beneath the window lies a small copper key, with a bit of rust...but otherwise still functional. It has a small tag reading "Copy -1F", clearly a hint that you now have the chance to go to the basement.//
[[Take the Key|Attic][$basementKey to true]]
<<else>>
//There is a very slight silhouette on the floor, created by the negative space of the dust layer where the key used to be, you took it so...there isn't much in here to do now.//
<</if>>
<<if $exitRope != true>>
The window is the only way out, but you need a rope or ladder to climb down
<<else>>
Well now you can get out...your freedom awaits:
[[Exit the Mansion ->BoringEnd][$boringEnd to true]]
<</if>>
----
[[Go back down|2ndFloor]]
//You lift up the dusty glass cover...your eyes are mesmerized at the sight of the beautiful delicacy before you:
The platter is filled to the top with various cupcakes and donuts.
All topped with sweet cream and rainbow sprinkles.
They don't even seem...
//
Wait- no no NO
Narrator:
Don't you dare eat those pastries! Even if they were under a glass case you don't know how fresh they are! I won't, and I can't, make myself responsible if you get food poisoning. Just had to make note of that.
----
[[Yeah, not hungry right now anyways->Dinner]]
[[Shut it, I won't waste these cupcakes->Death][$sin to "gluttony"]]//The note is slightly worn off, the ink has smeared down a bit, but you can read it by the dim light of the moon:
''DO...NOT... ___ .....
UN____.....YOU WANT
TO TASTE ___ ..... ______''
//
----
[[Go back->Dinner]]<<button "Return to the Menu">><<script>>Engine.backward();<</script>><</button>>
----
<<if $boringEnd>>
Boring Ending: Escape
Memo: None...you got out with no issues...that's all
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
Do as you're told//<</linkreplace>><</if>>
----
<<if $endA>>
Pride Ending: Unicorns are real
Memo: Pride's mirror at the Vanity room
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
Look at yourself and ask "Is this the right thing to do?"//<</linkreplace>><</if>>
----
<<if $endB>>
Envy Ending: [Not Found]
Memo: Envy's card at the Gallery
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
[Error] = Refer to (assets.missing_texture->card.txt) for more info - [File Not Found]//<</linkreplace>><</if>>
----
<<if $endC>>
Wrath Ending: The new alpha
Memo: Wrath's lighter at the basement
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
Just as you're about to seek your escape, find something else to set the mansion ablaze//<</linkreplace>><</if>>
----
<<if $endD>>
Lust Ending: Impish Desire
Memo: Lust's locket at the bedroom
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
What you find is never yours, specially something that was meant to be a gift of love//<</linkreplace>><</if>>
----
<<if $endE>>
Gluttony Ending: Stomachache
Memo: Gluttony's cupcakes at the dinner
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
Dare to disobey the rules, no one will notice you took one or two//<</linkreplace>><</if>>
----
<<if $endF>>
Greed Ending: Avian Burglar
Memo: Greed's purse at the Study
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
You had to take that with you? He told you it was useless to carry it, it had no value//<</linkreplace>><</if>>
----
<<if $endG>>
Sloth Ending: One with nature
Memo: Sloth's hourglass at the lounge
<<else>>
- Blocked -
<<linkreplace Click for a Hint t8n>>
//Hint:
The clock tics down...or rather up//<</linkreplace>><</if>>
//You pick and lift up the locket with your hand.
Very lightweight, very polished and with a nice bright red color like a rose.
Your eyes fixate on the small crank on the side of it, it doubles as a small music box you can only hear if-
//
Waitwaitwait
Narrator:
Hold on! Wait up!
Look, <<print $player["name"]>>, I know you're taking a liking for this trinket, but you can't get distracted by every little thing you see around this abandoned and decaying mansion.
Just put that down, you're literally just stealing at this point.
----
[[FINE...[Put down the heart locket]->Bedroom]]
[[I don't think a single person will miss it~->Death][$sin to "lust"]]NOT FINISHED YET, I'M RUNNING OUT OF IDEAS HELP
Anyways.....Will you take the hourglass or not?
[[No->Lounge]]
[[Yes|Death][$sin to "slothful"]]//You get closer to the handheld mirror, it seems very clean and new now that you got closer to it.
Maybe you were wrong about the materials, it looks more like the mirror is made out of some chrome material? Is far more shinny from up close.
And you can see your reflection fantly...maybe if you were to get closer...
//
I uhh-
Narrator:
Hold on there pal, just don't waste your time with that mirror, you don't even need it.
I know that it looks very nice and all. but remember you're here to escape, just leave it where it is.
----
[[Ok then, I'll leave it->Vanity]]
[[Nah, a quick look won't hurt->Death][$sin to "pride"]]//You try to inspect every corner of the stand
There is nothing of note that really catches your interest:
Just a normal concrete structure, engraved and polished to perfection which is just boredom to you at this point
//
I uhh- What else to say...
I think...nothing else is really coming to me.
Narrator:
I'll be honest, I didn't expect this to be even possible or conceivable at all. This was a huge waste of like...a good 6 to 7 minutes, give or take.
Let's just go or something- @@.blurry; yaaawn~@@
Hell, I even got slightly drowsy by this.
----
[[Agreed->Gallery]]
[[B-But, there must be something else! [Pick the card]->Death][$sin to "envy"]]//You get closer to the lighter
Not much of note, beisdes some burn marks and...scratches?
It feels very weird in your fingertips
//
Narrator:
On second thought, maybe taking this isn't the best idea.
You already have a rope down here, that's all you need.
----
[[[Leave the lighter]->Basement]]
[[[Take the lighter]->Death][$sin to "wrath"]]----
//As luck would have it, when you try to reach for and spin the doorknob, it gets stuck midway through.
You try to use the small peephole on the door, but is far too damaged and grimmy to show anything inside.
At most you could sight a sort of key or similar lined object over the cutting board...and a big black rectangle right in front of the door.
You try to punch, kick and hit the door in various ways, but whoever was in there made sure the room was inaccessible by all means.
You try to punch once more, but your only reward for your recklessness is a whiff of repugnant and disgusting fumes coming from the inside.
You quickly cover your nostrils with your hands and move back.//
----
[[Get back to the table please ->Dinner]]<<set $room to "Second Floor">>
!Second Floor Hall
----
<<switch $sin>>
<<case "pride">>
//-//
<<case "envy">>
//-//
<<case "wrath">>
-
<<case "lust">>
-
<<case "gluttony">>
-
<<case "greed">>
-
<<case "sloth">>
-
<<default>>
- I really hope this doesn't fail as bad...oh yeah if you see this I did an oopsie :v<</switch>>
.....
Hello? Can you hear me?
Wait a second...
...
@@.devtxt; That's better
Hey, it's me, Marte, the creator of this thing
Just wanted to let you know this is going to be (for now) the end point of this little adventure
Don't worry, in the future I'll keep this project going, it was just a lot of typing and I didn't want to keep you waiting for so long without at least having a showcase of how would this be more or less@@
----
[[Go back down|Second Hall]]
[[Go up->SecondFinale]]
----You were able to get out of the mansion...
You just went down to the front garden, squeze out and ran back home.
I guess that makes it! You don't have to play this again! You got what you probably wanted...
...
...
...
right?
Wait
WAITWAITWAIT
Don't restart! I'm beggin you!
[[Restart->WHAT]]
NO
THIS IS YOUR LAST CHANCE
DON'T PRESS THAT BUTTON PLEASE!!!
<<set $basementKey to false>>
<<set $exitRope to false>>
[[Restart ->Main Hall]]<<set $room to "Attic">>
!Attic...?
----
@@.devtxt; In any case...
Right now you'll experience one of the many ending planned for the MultiMansion
For now you only have 8 of them...the full thing will allow you to get up to 30, and I'm not even halfway done with this ;w;
Let me peer you reall quick...
So you have <<print $sin>> with you?
Ok then, try to get out and see what happens
You probably won't hear about me later (unless you plan to redo this whole thing over in some way to get everything)
I hope you have a good day :)@@
<<switch $sin>>
<<case "pride">>
@@.pride; Pride:
Preposterous! How come you plan to release this before even finishing it!? How can I know that I'll still be as incredible and majestic by then!!??!?@@
@@.devtxt; Oh, you shut up
I'll do the rest with TIME, alright?@@
<<case "envy">>
@@.envy; Envy:
Typical, I bet you are just doing this as a feat of procrastination.@@
@@.devtxt; ...
A bit yeah. But look, doing this all by myself is tiresome and hard, at the very least I'll get help with the rest if more people try you know?
@@.envy; Envy: And how do you expect me to have to trust of a bunch of strangers to finish what you started? Do you know who am I??@@
@@.devtxt; I do, I literally created you. Just be calm or something, Is not the end of the world
<<case "wrath">>
@@.wrath; Wrath:
UNFINISHED???!!! THIS IS AN ABSOLUTE DISGRACE!!!
YOU FINISH WHAT YOU STARTED OR I WILL RAIN BLOOD AND FIRE OVER-@@
@@.devtxt; !HECKING SHUT UP AND LISTEN TO ME YOU JOKE OF A JOCK@@
@@.devtxt; I will finish this up later, for now I just want to showcase the current stuff in here. Alright?@@
@@.wrath; Wrath:
...
Whatever...@@
<<case "lust">>
@@.lust; Lust:
Awwww~ But I wanted to spend more time with <<print $player["name"]>>!
Can't we have at least more passages or something so I can know them better?@@
@@.detxt; Ehhh...maybe not so much, but I guess this serves as a good tease for you to them, how's that sound?@@
@@.lust; Lust:
Mmmm~.....I like that proposal~@@
<<case "gluttony">>
@@.gluttony; Gluttony:
Oh darling! I thought we could've had at least some more to enjoy and explore together!
Let them stay a bit more!@@
@@.devtxt; No can do. At most I'll allow them to maybe go back and forth through the other passages. I'm really sorry that I can't do more now. But this is so you can make up for the rest of the adventure later!@@
@@.gluttony; Gluttony:
Ehhh...Guess is better than nothin'
See you then darling!@@
<<case "greed">>
@@.greed; Greed:
IS OVER?? But there has to be more than this! You didn't even leave a description for the second floor or the attic!@@
@@.devtxt; There WILL be more, just need to have time on my side and a lot of help
Just you wait@@
@@.greed; Greed:
*Shivering and sweating a lot*@@
<<case "sloth">>
@@.sloth;..i didnt wan to go on@@
@@.devtxt; I can tell, you didn't even bother to have your name before the dialogue@@
@@.sloth;not u@@
@@.devtxt;Mine is self explanatory already. I don't have to type a "Marte" or "Developer" every time@@
@@.sloth;u sure@@
@@.devtxt;Yeah...I hope at least@@
<<default>>
- I really hope this doesn't fail as bad...oh yeah if you see this I did an oopsie :v
<</switch>>
----
[[Go back down->Second2nd]]
[[Escape->loopFin]]<<switch $sin>>
<<case "pride">>
As you climb down the rope, you get an uneasy feeling that something is amiss.
Maybe is just the fact that you haven't eaten or seen the sun in a while...or maybe just that everthing seems much more lively around you
As your feet touch the ground you notice how bright everything around you is.
Did you actually spend a whole night in that mansion? But then why is everything like this?
You start too feel very hungry, your stomach churns for something after a long night.
You brough no food with you the whole time, but as you look down you have a realization: you have a few apples that have fallen off an oddly colorful tree.
You eat one...feeling replenished and refreshed.
You eat two....your feet feel tight in your shoes, so you take them off.
Another grass blade...grass blade? Yes, you eat a few chunks of grass, very good and healthy for you right?
You don't even notice that you are standing in all fours, your hands and feet becoming hooves and your spine getting bigger and leaner.
You neigh in bliss and unawareness, not even realizing that you can't form proper words anymore.
You see how everything just glows even more and your long flowing hair swishes around with your soft tail.
Lastly, one would not be fitting in this paradise without a touch of magic: a radiant horn grows out of your forehead, as your muzzle stretches outwards letting you neigh with all your might.
I hope you enjoy your time little unicorn...you earned it~
!Ending: Unicorns are real
----
[[Again?->Main Hall][$endA to true]]
<<case "envy">>
You start to go down...and down.....and down..........
Was this mansion THIS big before?
Right when you thought to see something weird all the way down there, you feel someone tugging the rope back up at the attic window.
They showcase a knife at the moonlight and
!!SNAP
You fall down down all the way, your only salvation being a giant tube full of...liquid?
You try to get out of it, splashing the substance all over the floor, but the more you go on...the more you seem to be forgetting something?
Why were you running? Why are you here? Wgy are you telling yourself more questions?
@@.blurry; Feeling deezy...so very sleepy...I want to...-
Is...who am I?@@
@@.updwn;abeautifuldreamawaitstheeinthislittleworldwhereyoucanenjoyandfeelyourselfforalleternity@@
You see yourself...you are now made out of a weird rubber material...but who did this to you? Were you always like this? Who are you?
Who are you?
Who...am I?
!Ending: [Not Found]
----
[[Again?->Main Hall][$endB to true]]
<<case "wrath">>
You start to go down the rope.
You feel a relief to finally get out of the mansion and out to the world you know.
How odd...is still nighttime? Maybe your escape didn't take you as long as expected...but man you feel hungry
How long is this rope? You feel like you've been descending forever now
You are growing impatient...ravenous...ANGRY
With a quick motion, you decide to rush it up and let go the rope, you fall onto the grass with your feet and hands down.
Your stomach growls...you growl...you need to eat something. ANYTHING.
The moon shines above you like a celestial spectator, you feel the glow all over your body...
You can't take this anymore! The nails of your feet and hands grow forming paws and sharp claws...tearing the fabric of the clothing.
You even finish off the rest of your own wardrobe with them, you don't need those anymore. A true wolf doesn't need undergarments.
The fur and your muzzle grows, the tail growing and bursting through the lasting pieces of clothing past the humanity you had left.
It's now time to hunt...
!Ending: The new alpha
----
[[Again?->Main Hall][$endC to true]]
<<case "lust">>
As you go down the rope to the grass of the garden, your feet touch the grass...
You're free now
You try to get to the gate, but something feels wrong within you.
You feel a bit too hot, like a fever is setting over you, did you catch a disease in there? Can't be good on the long run.
You still try to get closer to the gate...but the more you go on, the more you feel like you're about to explode.
Your whole body feels like it wants to burst in flames, what is even going on?
You are just a few steps away from the iron gates, but they feel even more imposing than ever...
You fall to the ground, make a ball and start shivering in place.
Two big big bulges try to make their way out of your shirt...it turns out to be a pair of demonic wings!
In pure instinct you start to go back into the entrance of the mansion, the heat in which you're suffering is cooling down to a more comfortable level, you don't even mind the fact that you are a monster, a demon.
You start to play with your little devilish tail and jump around the perimeter of the mansion.
Maybe this is now going to be your new place, and with some hope, more visitors can make you company~.
!Ending: Impish Desire
----
[[Again?->Main Hall][$endD to true]]
<<case "gluttony">>
You go down the rope, and land over the grass of the garden.
You feel like a huge weight has been lifted off your shoulders.
And maybe in literal weight loss...you haven't eaten in quite some time actually.
You look around the garden for something...most of the foods are very unhealthy actually: cupcakes, cake pieces, pizza, cookies...
You still take some of them.
You make your way to the metal fence...carrying a lot of junk with you to eat.
With each step, you take a bite, eventually you are able to take huge chunks of food with a single bite...what are you doing? Are you idly just eating up everything?
You don't even mind the fact that you aren't able to walk anymore, you became so big and...fat that you aren't moving anymore, just sitting and eating away your goal.
Even as your hands and feet become hooves, your spring.like tail shows up and your snout grows forward...you still eat more and more.
You can't even talk anymore, just snort and oink.
Maybe this isn't the worst place you could be...you have a lot of food all for yourself...nobody will mind~.
!Ending: Stomachache
----
[[Again?->Main Hall][$endE to true]]
<<case "greed">>
You go down the rope...
Huh...why are you so weighted down? Oh...you've been taking more coins that necessary didn't you?
You start to loose your balance as your hands slip away due to your sweat.
Your bag is too heavy, you need to toss it now!
But you refuse, you came so far to just let all these riches go away?!
You tighten your grip and still go down.
You refuse to let yourself get distracted even when pain is crawling down your back.
Your pants tighten as a big bulge grows under it, as well as your shirt with two big ones trying to burst out.
You only hear your own clothes finally giving up and exploding to a feathery tail and big dark wings.
Once your feet touch the ground you don't even have shoes or socks, Just two big avian claws.
You feel liberated, total bliss to be out and with some good cash to enjoy all for yourself!
You caw in awe of victory to the moon above. Now...who else has some golden to get?
!Ending: Avian Burglar
----
[[Again?->Main Hall][$endF to true]]
<<case "sloth">>
You make your way down the rope.
You feel a newfound sense of liberation overwhelm your whole body once you step down onto the grass of the garden.
Although...maybe you should have a bit of a pause after so much adventure inside that place...
Just a few hours at least, seems like the sun is still a good...like 9 hours away?
You didn't even bother to check or get a good place to rest, you just lie down on the grass, cold and slightly wet.
You then proceed to sleep...
So quiet...
So nice...
Do you feel it?...
That's right.
You should just stay here a while.
Let yourself loose
Make some @@.blurry;roots.
Enjoy the water...
Enjoy the sun...
No need to think...
Just be yourself...
Just be a nice and green...@@
Tree
!Ending: One with nature
----
[[Again?->Main Hall][$endG to true]]
<<default>>
- If you see this I did an oopsie :v
<</switch>>