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The House is a level in the game IMSCARED. It is the second-to-last location of the original 2012 game, and the second-to-last location of Chapter 1 in the Steam release. It is known for its large amount of keys and doors. This level follows the fake ending in the Begin level (and sometimes the Not to See level) and precedes White Face's room.

Appearance[]

The house is what its name implies - a house. It has 9 rooms (10 if you count the hallway blocked off by a wall of flesh), some of which are inaccessible, along with two balconies. The inner walls are mostly white, the floor consists of light brown tiles, similar to the ones seen in Begin. The ceiling is dark grey. The doors and drawers are all made out of wood.

The balconies have metal railings, and light grey tiles. The outside of the house seems to be made out of rough concrete. There are also many windows, and some allow the player to see into rooms which are inaccessible. White Face can often be seen out of reach, staring at the player outside. This can only be seen when the fog turns black, as White Face's sprite is completely white.

Walkthrough[]

Find a door next to a drawer. The door doesn't have a number, which means it is accessible without a key. Behind the door is a key which allows access to door number 1. Go through door number 1, and you will find a small room with a table, lockers, and two white beds. Behind the lockers lies another key, however you are unable to reach it.

The next step will vary depending on the version of the game you are playing. If you are playing the original 2012 version, you will find pincers under a table. If you are playing on the Steam release, open the drawer next to the door where you acquired the first key. You will find some tongs. With this item, go back to door number 1, and grab the key behind the lockers. This will get you key number 8. Use it to open door number 8. Once you enter the room, you will hear footsteps behind you, and a door opening. This will open a new room in the house (specifically, door number 4). From this room, you are able to access one of the two balconies. Go to the very end of the balcony, and you will find key number 7. Use this key to open door number 7.

Instead of a regular room, upon opening the door, you will be teleported to White Face's Room. White Face tells the player that they can look at you and asks if you're scared. He will move slowly towards you, until you get teleported back into the house. You will now be in room 7, which is an empty room full of blood. From this room, you are able to access the second balcony. Go to the end of the balcony, and go through the glass doors. Pick up key number 2 from the ground, and use it to open door number 2. Behind this door is a small fleshy room, with key number 6. Once you pick up the key, the whole map will turn fleshy. Open door number 6. Door number 6 leads back into the Begin room. Use the pulsating heart to open the exit door.

Trivia[]

  • After the house turns fleshy, White Face can no longer be seen through windows or the balcony.
  • In the Workshop Edition demo, looking through the window into the dead-end room (or what will become the pathway to White Face's room) will show HER standing in the room, facing the door.

Gallery[]

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