
Hawkins Truth Serum: Interrogate the Secrets of Hawkins National Laboratory
A single dose. One interrogation. The fate of Hawkins hangs in the balance. Step into the lab, ask the right questions, and uncover the conspiracy behind the Upside Down.
The fluorescent lights of Hawkins National Laboratory flicker with a rhythm that feels deliberate, almost taunting. You sit behind the steel table, the clipboard sweating in your hands, and watch the subject across from you. She's young — too young to carry the weight of what she knows — but the number tattooed on her wrist tells you everything. Eleven. A designation. A product. A weapon. And now, with a single dose of truth serum cutting through the neural blocks they installed, she might finally speak.
This is your interrogation. Your questions. Your chance to tear open the mystery that has festered beneath Hawkins, Indiana, for decades.
Hawkins appears on every map as a quiet dot in the Midwest, a place where children ride bikes until dusk and the biggest scandal is a missing cat. But the residents know better. They feel it in the static that bleeds through their television sets, in the rumbling beneath the earth when the power plant hums too loud, in the way their children wake screaming about shadows with no owners. The town breathes with a secret, and that secret has a name: Hawkins National Laboratory.
The lab was built with good intentions and funded with dirty money. A joint venture between the Department of Energy and something darker — a project that reached into the void and found something staring back. The gate. The Upside Down. The demodogs, the mind flayer, the endless fungal rot that spreads like a disease beneath the foundations of the town. Every experiment, every cover-up, every erased file — it all leads back to this room. To this chair. To this needle.
You have one dose. One window. The serum takes effect in six minutes and fades in twelve. You have to choose your questions wisely.
What do you ask? Do you press her about the gate — how they opened it, what they found on the other side, why they kept it open? Do you probe the experiments — the sensory deprivation tanks, the remote viewing trials, the children who never came home? Do you dig into the Russian connection — the coded transmissions, the hidden base beneath the Starcourt Mall, the scientist who spoke with an accent he tried to bury? Or do you ask about the creature — the shadow that moves against the light, the hive mind that connects everything rotting in the tunnels beneath the town?
Every question opens a door. Every answer closes another. The branching paths of this interrogation will determine not just what you learn, but whether you survive the knowledge.
Enter the Interrogation Room
• Face a live subject whose every twitch, hesitation, and slip of the tongue carries meaning • Choose from a branching web of questions — each path reveals different pieces of the conspiracy • Decode the subject's responses: truth, evasion, trauma, or planted misinformation • Race against the clock as the serum degrades and the window of honesty shrinks • Experience multiple endings based on what you uncover and what you miss
The Suspects of Hawkins Lab
Not every interrogation targets the same subject. Your investigation may place you across from:
The Test Subject — branded with a number, raised inside concrete walls, her mind reshaped by drugs and isolation. She knows the lab from the inside. She also knows what followed her out.
The Lab Technician — a mid-level scientist who calibrated the machines and signed the nondisclosure forms. He tells himself he didn't know what the experiments were for. He's lying.
The Agent — a government handler with clean fingernails and a dirty conscience. He delivered the children. He filed the reports. He knows where the bodies are buried, literally and bureaucratically.
The Outsider — someone from Hawkins proper, pulled into the conspiracy by accident or stubborn curiosity. A journalist, a sheriff, a mother whose son disappeared into the walls. They know less but care more.
Each subject carries a different piece of the puzzle. You can interrogate them in any order, but the serum is limited. Choose who to press. Choose who to let walk.
Scenes from the Investigation
The interrogation room is only the beginning. Your investigation spans the full geography of fear in Hawkins:
The Lab Corridors — long hallways lined with locked doors, each one hiding something the government didn't want seen. The flickering lights. The wet sound of something breathing through the vents.
The Byers House — a modest home with Christmas lights strung across the living room, each bulb a letter in a desperate alphabet. The walls are thin. The darkness beyond them is not.
The Starcourt Mall — bright, loud, and built on top of a Russian command center. The food court smells like grease and secrets. The basement smells like iron.
The Creel House — abandoned, cursed, the epicenter of something that predates the lab. The walls here remember. So does the thing that lives in the attic.
The Forest Edge — where the gate first opened, where the air tastes like ash and burned wiring. The trees grow wrong here, twisted toward something underground.
Every location holds clues. Every clue shapes your next question. The investigation is not linear — it is a web, and you are the spider.
Who Should Step Into Hawkins Lab?
This interactive interrogation is built for:
Fans of Stranger Things who want to go deeper into the mythology — the conspiracies hinted at in the show, the experiments only glimpsed in flashbacks, the fates of characters who vanished between seasons.
Players who love psychological tension over action — no weapons, no chase sequences, just you, a subject, and the weight of what you might uncover.
Writers and storytellers exploring branching narrative design — each interrogation path models character psychology, unreliable narration, and the ethics of extracting truth through chemical force.
Anyone who has ever watched a thriller and screamed at the screen, "Ask about the lab! Ask about the girl! Don't let him change the subject!" — this is your chance to sit in the chair and ask the questions yourself.
Created on Neta Studio
Hawkins Truth Serum is an interactive interrogation experience built on Neta Studio, a platform that transforms storytelling into living, branching worlds. Every question, every answer, every silence — scripted with care, waiting for your choices.
Fork this world to customize it, expand the interrogation, add new suspects, or build your own interactive story from scratch. Neta Studio supports 10 languages, requires no coding, and lives entirely in your browser. Your stories, your rules, your audience.
Visit neta.art and start creating for free. The truth is waiting. The clock is ticking. The needle is ready.
Are you?
