Hitchhike
A conversation between two friends quickly takes a dark turn as they venture out into the dark, winding backroads in rural Alabama.
UNDERPULSE
OPENING: Absolute darkness. Faint, indistinguishable whispers surround the PLAYER. A low, beating heart builds slowly in volume as the game comes into focus.
<pulsing heart>
<VOICES surround the PLAYER.>
FADE IN.
TITLE: UNDERPULSE
FADE OUT.
FADE IN:
<a thunderstorm rumbles outside>
<faint rain beats against the house>
EXT. DARK HOUSE - NIGHT
The PLAYER stands on the porch of a humble Victorian cottage. A faint candle flickers on either side of the door. Rain falls gently.
<faint rain beats against the house>
AT 12 O'CLOCK: THE FRONT DOOR
A wooden cottage aged gently by the weather. Thin cracks stretch across the door, and the gold knob is tarnished.
//INTERACTIVITY: The PLAYER can attempt to open the door. It remains locked.//
ABOVE: AWNING
A thin refuge from the rain. Drips of water seep through at random.
BELOW: PORCH FLOORING
<wood creaking>
<bristles scratch against boots>
The wooden planks groan beneath the PLAYER’S feet. A worn, coir doormat lies crooked against the door. The edges are turned slightly, and a floral pattern in the center has faded.
//INTERACTIVITY: The PLAYER can look under the doormat.//
IF THE PLAYER LOOKS UNDER THE DOORMAT:
They find a small, metal chisel, which is automatically added to their inventory. They can attempt to crack open the door OR the window.
IF THE PLAYER ATTEMPTS TO OPEN THE DOOR:
The door does not budge.
<wood creaking>
IF THE PLAYER ATTEMPTS TO OPEN THE WINDOW:
It cracks open after some effort.
//INTERACTIVITY: The PLAYER can choose to enter or continue looking around.//
<wood creaking>
RETURN TO SCENE:
AT 3 O'CLOCK: A ROCKING CHAIR
A creaking rocking chair sways in the wind of the storm. Distant trees and bushes sway.
//INTERACTIVITY: The PLAYER can sit in the chair and look at the yard.//
AT 6 O'CLOCK: A DARK YARD
A slightly overgrown yard that spills over into the road. Tall grass and trees sway in the wind of the storm. A couple of houses stand on the opposite side of the road. Moonlight drenches the space.
AT 9 O'CLOCK: A WINDOW
A dark window with curtains drawn. The white wooden frame has cracks running alongside it.
//INTERACTIVITY: The PLAYER can attempt to open the window with their hands. It does not budge.//
//INTERACTIVITY: If the PLAYER has the chisel, the window cracks open.//
IF THE PLAYER OPENS THE WINDOW: BEGIN BRANCH 1
The PLAYER slowly crawls inside the dark house.
<wood creaking>
FADE TO BLACK.
FADE IN:
INT. DARK HOUSE - LIVING ROOM - NIGHT
A humble parlor, well-kept but sporadically disorganized. An eclectic assortment of personal tchotchkes litter the space.
//INTERACTIVITY: PLAYER can inspect trinkets and picture frames.//
AT 12 O'CLOCK: STAIRCASE & THE BACKDOOR
A carpeted staircase lies to the left of the room. Pressed against the left of the staircase and against the wall, a vanity scattered with bird trinkets. A shotgun stands upright beside it. To the right, a hallway leading to the back door. Window panels are built into the door, and the cloth blinds are drawn open.
//INTERACTIVITY: PLAYER can go up the stairs.//
IF THE PLAYER GOES UP THE STAIRS: SEE BOTTOM OF PAGE 5.
RETURN TO SCENE:
//INTERACTIVITY: PLAYER can inspect the vanity and the bird trinkets inside the drawers or on top of the surface.//
IF THE PLAYER PICKS UP A VULTURE TRINKET:
The PLAYER’S vision begins to slowly pulse. The pale, blue eyes of the bird swell in brightness, gradually overtaking the PLAYER’S vision.
<heavy breathing>
<barely audible heartbeat>
IF THE PLAYER SETS THE VULTURE TRINKET BACK DOWN:
The PLAYER’S vision slowly returns to normal.
<metal thud>
IF THE PLAYER CONTINUES HOLDING THE VULTURE TRINKET: BEGIN BRANCH 1A.
The PLAYER’S vision is consumed, and they panic. If they try to move around after losing their vision, they run into objects. The owner of the home, THE VULTURE, wakes up.
<footsteps thudding down stairs>
<loud shattering>
<groaning>
<pulsing heartbeat grows in volume>
THE VULTURE (V.O.):
Hey! What are you doing in here?!
<clattering>
<gun cocks>
<loud bang>
TEXT: End
END BRANCH 1A.
RETURN TO SCENE:
//INTERACTIVITY: PLAYER can walk over to the back door and open it.//
IF THE PLAYER OPENS THE BACKDOOR:
They can walk around the house and return to where they started.
RETURN TO SCENE.
ABOVE: CEILING
Wooden beams stretch across the ceiling. A chandelier dimly lights the space, flickering at random.
BELOW: HARDWOOD FLOORING
A red Victorian rug stretches from the front door to the stairs. Around it are creaking hardwood floors. The planks shift slightly, and the corners are chipped.
AT 3 O'CLOCK: OPEN ENTRANCE INTO THE DINING ROOM
An ornate dining table rests around the corner. A gold candelabra sits in the center of the space, and gorgeous china rests in front of each of the five chairs. A box of matches and two small, gold vases of flowers sit on both sides of the candelabra.
//INTERACTIVITY: PLAYER can enter the dining room and inspect the dishes.//
//INTERACTIVITY: PLAYER can keep any of the items on their person.//
AT 6 O’CLOCK: FRONT DOOR
The front door is closed, and the window is slightly agape.
//INTERACTIVITY: PLAYER can close the window.//
IF THE PLAYER LEAVES THE WINDOW OPEN TOO LONG: BEGIN BRANCH 1B.
A loud crack of thunder rattles the house. The owner of the home, THE VULTURE, wakes up.
<footsteps thudding down stairs>
THE VULTURE (V.O.):
Hey! What are you doing in here?!
<clattering>
<pulsing heartbeat grows in volume>
<gun cocks>
<loud bang>
TEXT: End
END BRANCH 1B.
RETURN TO SCENE:
AT 9 O’CLOCK: FIREPLACE
A large, decorative fireplace crackles gently. Around it, a stone mantle with photographs scattered across it. In front, a cushioned, red couch and a wooden end table.
//INTERACTIVITY: PLAYER can inspect the couch, mantle, and endtable and learn details about The Vulture.//
IF THE PLAYER GOES UP THE STAIRS: BEGIN BRANCH 2
A muffled creak of carpeted wood groans beneath the PLAYER’S feet. The light from the parlor slowly dissipates, and darkness overcomes the space.
<wood creaking>
<low heartbeat>
<faint snoring>
IF THE PLAYER KEPT THE CANDELABRA AND MATCHES FROM THE DINING TABLE:
They light it. They can only see what they shine the light on directly.
IF THE PLAYER DID NOT KEEP THE CANDELABRA AND MATCHES FROM THE DINING TABLE:
They must return downstairs and retrieve it.
IF THE PLAYER TRAVELS UP AND DOWN THE STAIRS TOO MUCH: BEGIN BRANCH 2A
The continuous sound awakens The Vulture.
<door slamming>
<heavy footsteps>
<loud pulsing heartbeat>
THE VULTURE:
Hey! Where did you come from?! Get out of here!
He swings outside his bedroom.
IF THE PLAYER DOESN’T GO DOWNSTAIRS QUICK ENOUGH: BEGIN BRANCH 2B
The Vulture shoves them down the staircase.
<heavy footsteps>
<loud clattering>
<bones cracking
TEXT: End.
END BRANCH 2B
IF THE PLAYER MAKES IT DOWN THE STAIRS: BEGIN BRANCH 2C
The Vulture follows them down the staircase. PLAYER can choose the exit they want.
IF THE PLAYER CHOOSES THE FRONT DOOR: BEGIN BRANCH 2D
//INTERACTIVITY: PLAYER can rattle the door. It does not budge.//
The door is still locked from before. The Vulture catches up with them.
<loud pulsing heartbeat>
<door knob rattling>
<loud clattering>
<gun cocks>
THE VULTURE (V.O.):
Get out!
<loud bang>
TEXT: End
END BRANCH 2D.
IF THE PLAYER CHOOSES THE WINDOW: BEGIN BRANCH 2E
The PLAYER must drop the candelabra to use their hands to shove through the window. They make it halfway through the window, but The Vulture grabs their feet and drags them back into the house. He picks up the candelabra and slams it on the face of the PLAYER.
//INTERACTIVITY: PLAYER can attempt to grab the candelabra. They cannot reach it.//
<loud pulsing heartbeat>
<loud clattering>
<thudding>
<hard punch>
<bones crack>
TEXT: End
END BRANCH 2E.
IF THE PLAYER CHOOSES THE BACKDOOR: BEGIN BRANCH 2F
The PLAYER rushes through the house, tripping slightly on the rug.
//INTERACTIVITY: PLAYER can grab anything to defend themselves.//
IF THE PLAYER ATTEMPTS TO GRAB A WEAPON: BEGIN BRANCH 2G
They slow down, and The Vulture tackles them. He wraps the rug around the PLAYER’S face and suffocates them.
<loud pulsing heartbeat>
<loud clattering>
<thudding>
<fabric rustling>
<groaning>
TEXT: End
END BRANCH 2G.
RETURN TO SCENE:
IF THE PLAYER DOES NOT ATTEMPT TO GRAB A WEAPON: BEGIN BRANCH 2H
The Vulture grabs his gun. The PLAYER makes it outside, but they are shot from behind.
<gun cocking>
<bang>
TEXT: End
END BRANCH 2H.
RETURN TO SCENE:
END BRANCH 2C.
END BRANCH 2B.
END BRANCH 2A.
RETURN TO SCENE:
IF THE PLAYER RETURNS QUIETLY UP THE STAIRS WITH THE CANDELABRA: BEGIN BRANCH 2I.
They can inspect the space.
IF, AT ANY MOMENT, THE PLAYER MAKES A SOUND:
The Vulture wakes up, but remains in bed.
THE VULTURE
Is someone there?
The PLAYER must remain still and silent until THE VULTURE lies back down.
IF, AT ANY MOMENT, THE PLAYER MOVES WHILE THE VULTURE IS AWAKE: BEGIN BRANCH 2J
The Vulture rips back the covers and tackles the PLAYER.
THE VULTURE:
Hey! Get out of here!
The Vulture pulls the sheets off the bed and suffocates the PLAYER.
TEXT: End
END BRANCH 2J
RETURN TO SCENE:
INT. DARK HOUSE - UPSTAIRS - NIGHT
The PLAYER shines their candelabra around the small hallway.
AT 12 O'CLOCK: THE BEDCHAMBER
A shut wooden door at the end of the hall.
<gentle snoring grows louder as PLAYER nears it.>
<pulsing heartbeat grows louder as PLAYER nears it.>
//INTERACTIVITY: The PLAYER can open the bedchamber door.//
IF PLAYER ENTERS THE BEDCHAMBER: GO TO BRANCH 3 ON PAGE 10.
ABOVE: CEILING
Wooden beams stretch across the ceiling. Drips of water seep through the wood and splat on the floor.
<water dripping>
BELOW: WOODEN FLOORING
Clean flooring that creaks beneath the PLAYER’S feet. Pieces of the planks are chipped and are placed unevenly.
<wood creaking>
AT 3 O'CLOCK: BATHROOM
A simple bathroom. A vanity sink, a shower, and a toilet. A small rug rests in front of the sink.
//INTERACTIVITY: PLAYER can enter the bathroom and inspect the vanity.//
//INTERACTIVITY: PLAYER can keep any of the items on their person.//
AT 6 O’CLOCK: THE STAIRCASE
The only way out.
//INTERACTIVITY: PLAYER can choose to go back downstairs.//
AT 9 O’CLOCK: A STUDY ROOM
A plain desk scattered with papers and random drawers pulled out. Moonlight shines on the desk through a window, and lightning flashes across the room.
//INTERACTIVITY: PLAYER can inspect the desk and learn details about The Vulture.//
IF PLAYER ENTERS THE BEDCHAMBER: BEGIN BRANCH 3
INT. DARK HOUSE - BEDCHAMBER - NIGHT
Absolute darkness, with only a slit of moonlight breaking through the drawn curtains.
<snoring grows louder>
<heart beats louder>
AT 12 O'CLOCK: THE BED
A sleeping man wrapped in thick blankets. He faces away from the window, and his face is partially covered by his sheets. To the left of the headrest is a small bedside table.
//INTERACTIVITY: The PLAYER can approach The Vulture.//
IF PLAYER APPROACHES THE VULTURE: SEE BRANCH 3A ON BOTTOM OF PAGE 11.
//INTERACTIVITY: The PLAYER can inspect the bedside table.//
IF PLAYER INSPECTS THE BEDSIDE TABLE:
A small collection of books rests on top of and inside the table. A sharpened letter opener is also inside.
//INTERACTIVITY: The PLAYER can take the letter opener.//
ABOVE: DARK CEILING
The light of the candelabra is not bright enough to bring the ceiling into focus.
BELOW: WORN WOODEN FLOORING
The planks on the bedroom shift slightly. The corners are chipped.
<wooden creaking>
AT 3 O'CLOCK: CLOSET
A closed closet door.
//INTERACTIVITY: The PLAYER can open the closet door and inspect clothing.//
AT 6 O'CLOCK: BEDCHAMBER DOOR
The door is left agape.
//INTERACTIVITY: The PLAYER can exit the bedroom and continue looking around the house.//
AT 9 O'CLOCK: WINDOW
The curtains are drawn. Only a sliver of moonlight breaks through, resting on The Vulture’s left eye.
IF PLAYER APPROACHES THE VULTURE: BEGIN BRANCH 3A
The glow of the candelabra shines on The Vulture’s face. The PLAYER’S vision slowly begins to warp, pulsing in tandem with the beating heart that has gradually grown in volume.
<loud pulsing heartbeat>
//INTERACTIVITY: The PLAYER can lift The Vulture’s left eyelid.//
IF PLAYER STAYS WITH THE VULTURE AND LIFTS HIS EYE: BEGIN BRANCH 3B
The pale, blue eye of The Vulture is revealed. The PLAYER’S vision continues to warp and pulse. If the PLAYER attempts to move, they clash into something, waking The Vulture up.
THE VULTURE:
Ahh! Hey! What are you doing!
//INTERACTIVITY: The PLAYER can swing at The Vulture.//
IF PLAYER CHOOSES TO SWING AT THE VULTURE: BEGIN BRANCH 3C
The Vulture is caught off guard and falls backward into the headrest.
//INTERACTIVITY: The PLAYER can attack The Vulture.//
IF PLAYER ATTACKS THE VULTURE: BEGIN BRANCH 3D
The PLAYER can take the sheets and shove them on top of The Vulture until he stops moving.
<loud pulsing heartbeat>
<groaning>
<fabric rustling>
The PLAYER’S vision does not go back to normal, nor does the pulsing heart stop beating; in fact, it grows louder. The PLAYER’S entire field of vision is consumed in bright light. The only thing they can see is the Vulture and the letter opener, either in the drawer or in their hand.
//INTERACTIVITY: The PLAYER can choose to stab themselves or The Vulture.//
IF PLAYER STABS THEMSELVES: BEGIN BRANCH 3E
<thudding body>
<pulsing heart beat slowly fades>
<groaning>
TEXT: End
END BRANCH 3E.
RETURN TO SCENE:
IF PLAYER STABS THE VULTURE: BEGIN BRANCH 3F
The PLAYER stabs The Vulture until their vision returns to normal, and the beating heart lowers in volume. The mutilated body of The Vulture lies lifelessly in the bed, blood soaking the sheets.
<beating>
<squelching>
//INTERACTIVITY: PLAYER can move the body.//
//INTERACTIVITY: PLAYER can rip up floorboards.//
IF PLAYER CHOOSES TO HIDE THE BODY: BEGIN BRANCH 3G
The PLAYER can pull the chisel from their inventory and peel back the floorboards. The inside is too shallow. They can choose to drag the body downstairs.
<thudding>
<splitting wood>
IF PLAYER DRAGS THE BODY DOWNSTAIRS: BEGIN BRANCH 3H
INT. DARK HOUSE - LIVING ROOM - NIGHT
The PLAYER can pull the chisel from their inventory and peel back the floorboards. The inside is deep enough. The PLAYER can shove the body and all evidence inside.
<thudding>
<splitting wood>
END BRANCH 3H.
END BRANCH 3G.
END BRANCH 3F.
END BRANCH 3D.
END BRANCH 3C.
END BRANCH 3B.
END BRANCH 3A.
END BRANCH 3.
END BRANCH 2.
END BRANCH 1.
RETURN TO SCENE:
<heavy breathing>
<low, pulsing heartbeat>
TEXT: End.
FADE TO BLACK.
THE END.