Magic Dollhouse

Magic Doll House is the second level that the player can access, although in game, it is treated as the third by the characters and suggested by the in-game items. The player enters the south side of the level via a door which is closed off by a gate shortly after entering. Throughout this level, there are a variety of characters that the human can interact with, the first of which will be a maid, who the player has the option to talk with. When the player talks to the maid, they may say hello, ask about the level, or ask how to complete the level. Unlike the previous level, this one is much less linear and will require much backtracking to complete.

# Level Overview

## Daytime Section

To complete the level, the player must go through the red door, which is blocked by magical chains which require the "Gold Key" to open. To acquire the gold key, the player must travel to the theatre on the north side. Here the key will be guarded by a magical barrier, and the player must correctly enter a color-shape code, which changes between playthroughs. The four color-shape clues are scattered around the facility. Two are located in the south side, one in the café and one in the lounge. Two clues are also located in the north side, one in the garage behind a randomly chosen object (a box or one of the dolls) and another is located in ⬜⬜⬜. If the player selects an incorrect color-shape key, in the theatre, a large white hand will appear for a moment before attempting to slam down onto the player, acting as a trap. This can easily be avoided by walking to the left or right, however. Additionally, when the player enters an incorrect key, all key options will disappear, and the player will have to exit and re-enter the theatre to reset this. Upon completing the color-shape puzzle, the barrier guarding the key will disappear and the player is free to grab the key. Leaving the room will not re-activate the barrier, so the player is also free to leave the room and explore the facility more if they so choose. Once the player decides to grab the key, a cutscene will initiate in which the screen will go dark and banging sounds can be heard. After the cutscene, the player will be in the nighttime section of the level.

## Nighttime Section

In stark contrast to the innocent daytime section of the level, the nighttime section can be described as creepy and almost nightmarish. Upon entering the nighttime section, routes between certain sections of the level will be blocked off by piles on nonfunctional dolls, however new routes are opened via small doors within certain rooms. Additionally, ⬜⬜⬜ no longer has the giant torn up doll and is now filled with a gas that will progressively raise the player's EP (there is no consequence for reaching full EP via this room's passive effect). When exiting the theatre, it is recommended that the player exit to the left side, as there are enemies present on the right side of the hall that are less likely to notice the player if they exit here, allowing them to save, acquire clothing, etc. If the player re-enters the theatre, two dolls will fall on opposite sides of the room. Stepping on these will activate more giant hand traps. To advance, the player must find a blue gear to open a small door on the top right side of ⬜⬜⬜. The blue gear can be found by traveling back to the south side of the level and into the lounge, where it will be located inside a chest on the bed. While traveling through the east hall the first time, the player will be chased by the boss of the level. If the player is captured here, they will be transported to ⬜⬜⬜, where they must break free of the mist and exit. The player will have to travel back through the east hall to make it back to ⬜⬜⬜ to use the blue gear, but now the boss will not chase them, and instead it will be populated by doll enemies. Once used, the door in ⬜⬜⬜ will take the player to the garage, where they will appear on the right side of the room, near the door. In here, there are new smaller doll enemies that will attempt to latch onto the player. The player must now find the yellow gear by traveling through the west hall and finding the gear in a chest near the right side. In the west hall are hands that will reach through the walls, attempting to trap the player. These can be avoided or mashed out of. After collecting the gear, the player will be chased back to the north hall by the boss, once again. Once they make it back to the garage, the player can go through the small door on the left side of the room to be taken back to the café. Here the player will enter on the left side of the room, and find the other tester that was here during the daytime eating jelly has been turned into a doll. He can be used similar to the fellow tester found in Obsidian Hall, by throwing him at the doll, where there is a trap. The trap will catch the other tester, allowing the player to pass safely. On the right side of the room, there is another small door which takes the player back to a small door located in the lounge, which was initially shut. Upon exiting the café, the player can make their way to the golden key door from the beginning of the level and use it to reach the boss room.

# Boss

The golden key door leads the player to the familiar pre-boss save room. The only difference is that the blond demon which usually appears is replaced with a similar-looking doll placed on top of a sign that reads "Boss yo." Once the player enters the boss room, they will walk a little ways before triggering the boss cutscene, in which the boss will appear out of the door the player came from, and a chase sequence will commence. The player's progress through the fight is represented by a bar at the top of the screen. during the chase sequence, there are three hazards which the player must avoid. The first is a red orb that the boss will occasionally shoot towards the player. It is slow moving, but explodes when touching the ground or player, which increases EP. The second hazard is a purple orb that the boss will shoot. This orb has two firing modes; it will either be fired in an arc up to five times, or as as ground-based projectile, which the boss will only fire during the second phase of the fight. This orb has two properties. If it hits the player it will either remove their clothes or put them into an immobile state which they must mash out of. If it hits any of the dolls located within the fight, it will activate them, and they will begin to run towards the direction the player was, at the moment of its activation. These dolls behave slightly differently than the dolls found throughout the rest of the level. If they catch the player without clothes, they will initiate an inescapable scene, allowing the boss to catch them. The third hazard is the boss itself. If a doll on the ground touches the black underpart of its sprite, it will activate as if it were hit by the purple orb. Should the boss catch up to the player, it will capture the player, initiating a game over cutscene in which the player is teleported to a stage and controlled by a jester via strings. It is worth mentioning that the player is able to pick up and throw the dolls on the floor. This can be used to throw dolls over the boss so that they can't be activated when the boss passes them. This is most viable during the first half of the fight, when there aren't too many hazards to keep track of, though. Upon completion of the boss level, the player will be brought back to the Waiting Room. The demon with green hair will congratulate the player on completing the level and mention that some of the dolls found in the level are purchasable in the souvenir shop.

# Secrets

Like with Obsidian Hall, there are secrets hidden within this level. The first secret the player can find is the second "History Explorer's Note". This can be found by entering the lounge during the daytime sequence and crawling under the bed. Under here, the player will find "History Explorer's Note 2". There exists a bug in version 0.3.3α, where the player can only collect this by crawling under the bed, exiting into the maid trap, crawling back under the bed, and re-equipping their clothes. Only after this can the player collect the note. The second secret is the green gear slot located within ⬜⬜⬜. This can be found hidden behind some boxes during the nighttime section of the level. To activate this, the player must go through the blue gear door and enter the west hall, where the yellow gear is located. Normally after getting the yellow gear, the boss will spawn and chase the player to the other side of the room, from where they entered. However, if the player uses the hand traps while they have clothes on, they can use their invulnerability frames to damage boost through the boss, avoiding being captured. Now the boss will not respawn until the player enters the west hall from the north side again. This can allow the player to enter the south area of the level via the west hall. Once the player enters the south hall, there will be a chest to the player's left containing the green gearwheel. Once the player makes their way back to ⬜⬜⬜ and inserts the gear into the slot, the alert "There's a box falling noise somewhere" will appear. if the player returns to the theatre, they will find a box and a chest, which were initially suspended by cranes in the background to now be interactable. The box is just a regular box, and the chest contains "Paradise Key III".