3 SCARY GAMES #73 - Summary

Summary

The text is a transcription of a video where the host introduces three horror games. The first game is called "Whitehaven," where the protagonist, Rachel, is a resident of an orphanage. She is worried about her friend Claire who disappeared from the orphanage. Rachel manages to get the room keys and decides to escape from the orphanage. The game introduces the concept of the orphanage as a non-profit institution for abandoned children, where they can develop and grow in an academic and social environment.

The second game is called "Walking Home Alone," where the protagonist is walking home alone in the rain. The game introduces the concept of a house in the middle of the woods and the protagonist's struggle to reach home.

The third game is called "Lights Off," where the protagonist is coming home from work and turns off all the lights before going to bed. The game introduces the concept of a coming home from work simulator.

The host concludes the introduction by mentioning that these games are part of a series called "Whitetail Instant," which includes four games. The host also mentions that the games are short and are more of a proof of concept than anything else. The host ends the introduction by mentioning that the games are expected to be released soon.

Facts

1. The narrator introduces "three scary games" and prepares to deliver a jumpscare.
2. The first game is set in an orphanage named Whitehaven.
3. The protagonist's friend, Claire, has disappeared from the orphanage.
4. The protagonist, Rachel, is worried about Claire and has obtained keys from a closet.
5. The protagonist plans to escape the orphanage that night.
6. The protagonist encounters Mr. Cotton, who is left behind to ensure their safety.
7. The protagonist expresses concerns about the orphanage's dark atmosphere.
8. The protagonist finds a flashlight but struggles to use it or run.
9. The protagonist considers going into the basement but decides against it.
10. The protagonist expresses frustration about the impossibility of escaping the orphanage.
11. The protagonist is a resident of the orphanage.
12. Whitehaven Orphanage is a non-profit institution for abandoned children.
13. The orphanage provides a range of services, including primary and secondary education, tutorials, personalized support, gym, play areas, library, nursing, and periodic medical checkups.
14. The protagonist is planning to escape the orphanage using a propane tank found in the basement.
15. The protagonist finds a ladder in a storage room and considers using it for escape.
16. The protagonist is considering entering a locked area to find something useful.
17. The protagonist expresses concern about a coming storm.
18. The protagonist is planning to follow a lit path home.
19. The protagonist expresses confusion about their current situation and their home.
20. The protagonist enters a code to unlock a door.
21. The protagonist is confronted with a jump scare, simulating their death.
22. The protagonist is transported back home from work.
23. The protagonist switches off all the lights and goes to bed.
24. The protagonist wakes up and is horrified by strange noises in the darkness.
25. The protagonist enters another game called "Lights Off", where they must switch off all the lights and go to bed.
26. The protagonist expresses relief at being asleep, stating that nothing can harm them in this state.
27. The protagonist is transported back home from work again.
28. The protagonist is confronted with another jump scare, simulating their death.
29. The protagonist is transported to a different location, where they encounter a deer and a dog.
30. The protagonist is confronted with a fourth game, where they must save Jonathan from a group performing a ritual.
31. The protagonist uses shotgun shells to fight off enemies and protect Jonathan.
32. The protagonist is confronted with a fifth game, where they must navigate through a forest while being chased by an unseen entity.
33. The protagonist is transported to another location, where they encounter a camp and a possessed Jonathan.
34. The protagonist uses all their ammunition to fight off enemies and protect Jonathan.
35. The protagonist expresses frustration at running out of ammunition.
36. The protagonist is transported back home from work for the third time.
37. The protagonist expresses surprise at finding a shotgun and beans in their home.
38. The protagonist is confronted with a jump scare, simulating their death.
39. The protagonist is transported to a different location, where they encounter a deer and a dog again.
40. The protagonist is confronted with a final game, where they must fight off enemies and protect Jonathan.
41. The protagonist uses all their ammunition to fight off enemies and protect Jonathan.
42. The protagonist is transported back home from work for the final time.
43. The protagonist expresses relief at being safe at home and plans to play more of these "scary games".
44. The narrator promises another jumpscare before the end of the document.