Ruby's house

Ruby's house is the main location of Mr. Hopp's Playhouse.

Mr. Hopp's Playhouse
The majority of the game takes place inside Ruby's house, beginning with her bedroom. She is gifted with Mr. Hopp from her grandmother, Esther. However, Ruby is scared of him and asks to have Mr. Hopp removed from her room. Her father tells her the night light will be left on, but it begins to flicker, and soon Mr. Hopp disappears.

Ruby heads to her parents' room. However, she forgot to pack up her toys like her father said, and as such the house is strewn with teddy bears, toy trains, dolls, etc. Stepping on the toys will create noise and attract "unwanted attention". Avoiding the toys, Ruby enters the room, but her parents are nowhere to be found.

Ruby heads back to her room, but while doing so she witnesses Mr. Hopp as a humanoid, demonic creature, and hides from him behind walls or objects. Mr. Hopp now has free rein of her house. Ruby realizes she needs to escape, but as she reaches the front door to leave (after an excruciating crawl through the open living room, where she is most likely to be attacked) she hears her mother's cries. Ruby begins to search for her mother but never finds her. Instead, she locates the keys to the house's basement to find the tape recorder.

Ruby scours the house for the tapes whilst avoiding Mr. Hopp - her parents' empty bedroom, up the far end of the upstairs left hallway, near the front door, in the kitchen, inside the attic, and in her parents' bedroom again. Upon entering she is met with a spider-monster version of Mr. Hopp and must quickly exit to avoid being attacked. She may re-enter afterwards. Inside the parents' closet, Ruby finds the safe but does not know the code. Going down to the calendar in the kitchen reveals the code, 1-8-0-4, and inside the safe is a slingshot.

Ruby then faces Mr. Hopp with the slingshot and must strike him a total of six times. Success makes Mr. Hopp seemingly disintegrate. Ruby sees an apparition of her deceased grandmother, but it is only an illusion from Mr. Hopp who turns into his giant form, where he demands for her to play with him.

Firestarter Ending
If only one tape has been collected, Ruby has the option to collect matches and lighter fluid from the kitchen. Using these, she is able to set the house on fire and escape, smoking out Mr. Hopp and watching both him and the house burn.

Mr. Hopp's Playhouse 2
Esther is apparently somehow brought to the house after she escapes Isabelle's grasp. Esther explores the house and must collect three keys while also evading Mr. Hopp who wanders the place. After Esther collects the keys, she enters the kitchen of the house and finds a calendar, discovering that the date reads April 18th, 2019 which leaves her stunned. After leaving the kitchen, Esther will chase Isabelle all over the house before confronting her in another room and ultimately leaving the house.

Layout
The house has two floors and possesses:


 * Two bedrooms
 * A living room
 * Four hallways
 * A kitchen
 * A bathroom
 * A basement
 * An attic

Trivia

 * In older versions of the game, Ruby's parent's bed was covered in blood.