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Scare the Guest Out of the House

How Scary Are You is a spooky point-and-click game where you control the scares instead of trying to escape from them. A guest spends the night inside a creepy old house. Your job is to frighten that person enough to make them leave before morning. The faster you scare the guest away, the better your result.

The house contains several rooms filled with objects that can create scary events. The attic has old beds, barrels, broken furniture, cobwebs, strange pictures, and other creepy items. Other parts of the building provide their own traps.

Buttons at the bottom of the screen let you activate available scares. Clicking the right object at the right moment can make the guest more frightened.

Watch the Fear Meter

A heart-shaped meter shows how frightened the guest has become. Each successful scare pushes the fear level higher. The goal is to fill that fear without wasting your best tricks.

Using the same scare again and again does not work well. The guest can become used to a repeated trick. Activating too many scares within a short time can also make them less effective. How Scary Are You rewards players who change their approach and wait for a useful moment before triggering another event.

This means random clicking is not the best plan. Watch where the guest moves and check which traps are available in that room.

New Scares Arrive During the Night

The game begins at 10:00 PM and continues through the night. New traps become available as each hour passes. This gives you more ways to frighten the guest as the night grows darker.

Waiting for new tricks can help when the current scares stop having much effect. You can also move your attention between different objects instead of repeatedly using one frightening event.

The guest must leave before 6:00 AM. Reaching morning without scaring the person away means you have missed your chance.

How Scary Are You turns a haunted-house idea into a simple strategy game. Watch the guest, activate different traps, keep an eye on the fear meter, and use the changing scares to send the nervous visitor running out of the house before sunrise.