![]() Once unlocked, Specimen 3 will appear, starting its chase. Upon reading the note, Specimen 2 will start to chase the player.Īs the player escapes Specimen 2, in Room 120, the player must find a key-card to operate the locked door. When the player reaches room 60, they will find a puddle of dark greenish-blue goo, which slows the player, and a note. Specimen 1 cannot cause damage to the player, however, they are solid objects, meaning they can still stop the player if they run into them. The first specimen player sees is Specimen 1, which will appear in the whole game. ![]() Over the course of containment of the Specimens, there were some accidents including one of the creatures escaping as stated from one of Generic Lab assistant's notes where the said person complained the issue to Spooky only for her gave him a cold shoulder.Īt the start, Spooky appears greeting the player, wishing the player luck to survive her house. According to some of the scattered notes found by the player over the course of the game, Spooky had amassed enough wealth to build the titular House of Jumpscares as well as many people including workers and scientists to do so.
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