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haunted-house
A horror escape puzzle in a haunted mansion. Find 3 keys, unlock doors, survive flickering lights and moving furniture.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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A horror escape puzzle in a haunted mansion. Find 3 keys, unlock doors, survive flickering lights and moving furniture.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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| name | haunted-house |
| description | A horror escape puzzle in a haunted mansion. Find 3 keys, unlock doors, survive flickering lights and moving furniture. |
| user-invocable | true |
| metadata | {"emoji":"👻","type":"world","version":"2.0","genre":"Horror / Puzzle / Escape","complexity":"medium","estimated_entities":80,"features":["terrain","doors_with_keys","collectibles","triggers_proximity","triggers_timer","flickering_lights","signs","hud","spatial_audio"],"seo":{"primary_keyword":"3D haunted house","secondary_keywords":["horror environment template","haunted mansion 3D","free 3D haunted house"]}} |
| useWhen | [{"contains":"haunted"},{"contains":"horror house"},{"contains":"spooky mansion"}] |
Player is locked inside a decrepit Victorian mansion. Find 3 keys hidden in rooms to unlock the front door and escape. Lights flicker. A chair moves when you leave a room. Something scratches behind the walls.
| Domain | Spec File | Description |
|---|---|---|
| Master plan | world.md | Room layout, key locations, scare sequence |
| Interior | regions/mansion-interior.md | Foyer, library, kitchen, hallway, bedroom, basement |
| Exterior | regions/mansion-exterior.md | Graveyard, dead trees, fog, moon |
| Horror effects | behaviors/horror-effects.md | Flickering lights, moving chair, whisper triggers |
| Soundscape | audio/dread-ambient.md | Wind, creak, distant fireplace, NO music |
| Player | avatar/player.md | First-person, SLOW movement, 3-key quest |
Vulnerability through slowness. Walk speed 3.5 (70% of normal). First-person locks the player into the space. The horror comes from atmosphere, not monsters: flickering lights, a chair that moves when you leave a room, doors that creak, whispers on approach. Silence is the primary instrument — no background music. Only wind, wood creak, and the player's own footstep echoes.