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Halfstreet — Content Bible

For: the mystery text adventure shipped at /mystery. Style anchor: Le Fanu's Carmilla, Shirley Jackson's The Haunting of Hill House, M.R. James's ghost stories. Second person, present tense, sparse, never explains. Length target: 1822 rooms, ~3060 minute first playthrough.

Voice rules

  1. Second person, present tense, throughout.
  2. Sentences are short; the silences between them do most of the work.
  3. The narrator never explains the supernatural — it observes.
  4. The narrator never addresses the player as a player ("you, the visitor"). Only as the character ("you").
  5. No metafiction, no winks, no "you are clearly in a video game" jokes.
  6. No proper-noun villains. The things in Halfstreet are nameless.

Rooms

Format: id · title · one-sentence first-visit prose · exits · items · encounter · safe?

id title first-visit summary exits items encounter safe
outside-gate [ The Gate ] The road behind you is gone; the gate is unlocked. n: foyer letter, matches yes
foyer [ Foyer ] A foyer of cold paper and colder air, with a hallway running impossibly far. s: outside-gate, n: hallway yes
hallway [ Hallway ] A hallway that runs longer than the house should be wide. s: foyer, e: study, w: parlor, n: stair-up lamp
parlor [ Parlor ] A parlor of stopped clocks and empty chairs, set as if for company. e: hallway brass-key parlor-figure
study [ Study ] A study where the books have been left open at pages they were not written for. w: hallway folded-letter-2
stair-up [ Upper Stair ] A stair that turns once and arrives at the wrong landing. s: hallway, u: bedroom
bedroom [ Bedroom ] A bedroom kept ready for a sleeper who is not you. d: stair-up, e: nursery mirror
nursery [ Nursery ] A nursery whose toys have been arranged tonight. w: bedroom iron-key nursery-presence
kitchen [ Kitchen ] A kitchen with a pot still warm on the stove and no one to have warmed it. (added via locked door from hallway: n requires brass-key) bread-knife
back-door [ Back Door ] A door in the kitchen, opening onto the grounds. s: kitchen, e: garden yes
garden [ Garden ] A garden gone to seed in the dark. w: back-door, n: well, e: chapel
well [ The Well ] An old well, dry, with rope going down further than the well is deep. s: garden, d: well-shaft rope
well-shaft [ Well Shaft ] The shaft, descending past the water-line into the dry. u: well, n: tunnel
tunnel [ Tunnel ] A stone tunnel that knows you are here. s: well-shaft, e: chamber hound
chamber [ Antechamber ] An antechamber whose door is locked with a lock that takes the iron key. w: tunnel, e: vault (locked, requires iron-key)
vault [ Vault ] A vault, plain, holding what was buried at Halfstreet. w: chamber the-thing-itself revenant
chapel [ Chapel ] A chapel, deconsecrated, on the edge of the grounds. w: garden silver-vial chapel-watcher yes
attic [ Attic ] An attic reached by a staircase that wasn't there before. d: bedroom (appears after a flag is set) childhood-photograph
cistern [ Cistern ] A cistern beneath the house, found through a grate in the kitchen. u: kitchen
endings-room (synthetic) The endings narration room, never directly entered.

(Total authored rooms: 19, plus the synthetic endings node.)

Items

id names purpose state
letter letter, folded letter Opening exposition; the call to come.
matches matches, safety matches Light the lamp.
lamp lamp, oil lamp, torch Illuminates dark rooms. lit: false
brass-key brass key, key Unlocks the kitchen door.
iron-key iron key, key Unlocks the vault.
mirror mirror, tarnished mirror The revenant's resolution.
silver-vial silver vial, vial The chapel-watcher's resolution.
bread-knife knife, bread knife A weapon for the hound.
rope rope Required to descend the well shaft.
folded-letter-2 second letter, page Bible-context: the burial register page. Reveals the truth needed for the true ending.
the-thing-itself (unnamed in prose) The McGuffin in the vault. State changes based on chosen ending. disturbed: false
childhood-photograph photograph, photo Triggers the bad-ending choice.

Encounters

id room initial phase resolution path failure path
parlor-figure parlor seated wait (twice) → examine figure → resolved (the figure was a coat). Wrong verbs cost resolve. retreat to foyer
nursery-presence nursery listening waitextinguish lamp → resolved (it does not show itself in the dark). Wrong: light costs resolve. retreat to bedroom
hound tunnel tracking attack hound with knife → wounded → attack → resolved. Pure HP-style fight. retreat to well-shaft
chapel-watcher chapel observing pour silver-vial on watcher → resolved. Wrong: any aggressive verb fails the encounter (chapel-watcher is harmless if undisturbed). exit chapel forced
revenant vault wary examine revenanthold mirror to revenant → resolved. Other verbs cost resolve. retreat to chamber

Story flags

  • letterRead — set after reading the opening letter; gates first hint
  • revenantLaid — set on revenant resolution; required for true ending
  • houndPassed — set on hound resolution; required to reach vault
  • watcherSpared — set on chapel-watcher resolution; alternate path to a hint
  • photographSeen — set on examining the attic photograph; unlocks bad ending
  • theThingDisturbed — set if the player attacks the thing in the vault; forces wrong ending
  • theThingRecognised — set if the player has read the burial register and laid the revenant before reaching the vault; forces true ending

Endings

True ending (when theThingRecognised and not theThingDisturbed)

You stand in the vault. What is buried at Halfstreet is buried because it was loved, and grieved, and finally let go. You set the lamp down beside it. You speak its name aloud — the name from the page in the study — and the name is enough. You go up. The door opens onto a road that is, suddenly, on every map.

Wrong ending (when theThingDisturbed)

You stand in the vault. The thing under the cloth shifts. It was not waiting to be freed. You climb back, fast, but the house has rearranged its rooms. The door you came in by is now north, then west, then nowhere. You walk a corridor that is longer than the house, and longer, and you do not stop.

Bad ending (when photographSeen and the player chooses take photograph after reading it)

You take the photograph from the attic. The child in it is you. The date is older than you are. Behind you, on the stairs, someone has come up to meet you. You will not go down again.

Opening scene (full prose, used verbatim)

[ The Gate ]

You have arrived at the address you were given. There is no sign,
no number on the gate — only an iron star, twisted and bent, set
into the rust like a wound. The road behind you is gone.

A wind rises from somewhere under the house. The gate, you find,
is not locked.

You are carrying: a folded letter, a box of safety matches.

>

Closing notes for the room-prose authoring

  • Each room gets three description blocks: firstVisit (180280 chars), revisit (4080 chars), examined (300450 chars).
  • Per-object descriptions: short (under 30 chars), long (200400 chars).
  • Encounter narration: each transition gets one sentence, max two; default-wrong-verb narration for each encounter is one sentence.
  • Style sample: see the opening scene above.
  • Style anti-patterns to avoid: words like spooky, creepy, eerie. Adjectives that announce mood. Exclamation marks. The word suddenly.