You woke in the foyer of Hollow Manor, and the front door locked itself behind you.
Somewhere in this rotting house, a thin figure in a funeral suit has stopped sitting still. Ten rooms stand between you and the way out — a library where a portrait hides more than paint, a dining hall set for guests who never came, a child's room that sings to itself, and a ritual chamber the house clearly does not want you to find.
Find the five sigils. They are hidden behind portraits, under beds, in locked drawers — and the notes the manor's last residents left behind will tell you where to dig, if you dare read them. The flashlight drinks batteries, and the dark drinks everything else.
The Keeper hunts by sight and sound. Every sigil you take sharpens it. Break its line of sight, sprint until your lungs burn, and hide in a wardrobe — but never, ever while it is watching you climb in. When you carry four sigils, the iron door in the west passage opens. The fifth sigil waits beyond it, on the altar, where the stones remember blood.
Take all five, break the seal on the front door, and run. Play with headphones in a dark room.
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