Eerie Music House

The **Eerie Music House** is in Ocean City. It can be found by wandering after dealing with Oliver Gluck at the Fridge Factory. The music in this house is called ". . . Do you hear that?" If you for some reason want to torture yourself by listening to it again.

### Ground Floor

Check the bookshelf to learn Intermediate Jazz Theory (as a Jazz Agent).

Some furniture is arranged in a circle - Zimmer hints that the furniture is arranged in a circle for a reason when you talk to him on the second floor. The 12 furniture items are arranged clockwise as follows:

* large plate rack
* small side table
* trophy display
* cabinet of German sheet music
* small chair pointing left
* cabinet of backup plates
* small chair pointing forwards
* tea service
* small chair pointing backwards
* dusty, disused chess set
* music theory bookshelf
* small daystand
* small chair pointing right

### Second Floor

Talk to the cellist to learn about the darkness beneath the house. The map location is now labeled Zimmer's House instead of Eerie Music House. Ask to check the rift to get a Zimmer basement key. You can also use 5 Mysticality, 5 Moxie or Terribly Cursed Fedora to make him stop without asking for the key, causing the house to transform and becoming haunted and unstable. The Basement door will unlock itself if this is the case. However you will not have the key once the curse is lifted.

### Basement

Check the old shelf to find a fuse, and a fishing spot after checking the others shelves to find a gob of tar.

### Haunted House

After checking the goo in the basement, return to the second floor and tell Zimmer that it's just goo by passing a 2 Mysticality or 2 Moxie check, not a horrible rift, so he can stop playing the cello. As fate would have it, playing the cello was the only thing that preventing the haunting. The house is transformed into a haunted version. You cannot access the the main map until you deal with the curse.

* Fishing spot in the black sludge teapot to find eldritch mist. Search the pot to find bubbling black sludge.

In the basement, find a shadow rift which leads to a dream sequence with a shambling shadow-beast, with a crystal in its chest. You need 14 Muscle to pry out the crystal, but the Muscle requirement is reduced by one for each spike of nega-energy you touch (there are 13 of them). You can reduce the Muscle requirement down to 1.

When prying out the crystal, the creature fights back and eventually evaporates. You can:

* Take the crystal with you which gives you a rift crystal.
* Destroying the crystal kicks you out of the rift and puts you back in Zimmers attic where you can tell him the situation has been taken care of.

When you leave the area, you are again offered the option to smash the crystal or take the crystal.

Talking to Zimmer after closing the rift gives you Zimmer's Cello and **10 XP**.

Taking the crystal with you as you leave will cause the house to be sucked into the shadow realm as soon as you exit the house. The map location will now be relabeled No House. Having the crystal with you to the Big Moist allows you to encounter Alphonse and get him as a companion.

(there are other endings here)