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Localization.English.txt
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Localization.English.txt
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.,English
quest.name,Chapeldown Manor
quest.description,"On top of the hill stands an old manor with a chapel connecting to it. It once served as an inn but has been abandoned since the mysterious disappearance of the owner and all his resident guests. There are rumors of ghosts haunting this manor and recent stories of students disappearing while playing a dare to stay the night at Chapeldown Manor. \n\nThis scenario requires investigators to uncover the truth about the disappearances and prevent this from ever happening again before time runs out.\n\n<i><b>Note:</b></i> this scenario randomly selects a story line out of 5 possible story lines and is played in a randomly selected mansion (2 possible layouts).\n\n<i>A scenario for Mansions of Madness 2nd Edition.\nThis scenario uses tiles from the expansion ""Streets of Arkham""</i>"
quest.authors,Anton Timmermans\nWilliam van den Broek
UIIntroductionContinueText1.button1,{qst:CONTINUE}
UIIntroductionContinueText2.uitext,{qst:CONTINUE}
UIIntroductionText2.uitext,I checked the newspaper archive this morning to get some background information about Chapeldown Manor. One article described an accident that happened on a stormy night almost 10 years ago. Three men and two women where killed in the manor when lightning struck the chapel's tower. The manor has been abandoned since that time.\n\nThe article also had pictures of the deceased people. A black bearded man called Howard Bechman was the owner of the manor. His older brother, Richard Bechman, was a resident guest since he retired from the army. The last of the three deceased men was Eugene Clemens, a pastor that ran a sundayschool in the chapel.\nThe two ladies that died were Othera Gilman, a wealthy lady and resident guest, and Edna Huges, the maid.\n\nWhen you drive up the driveway you notice another car parked infront of the old manor. That car belonged to Elli. She must be still inside and in need of help, I better hurry...\n
CONTINUE,Continue
CANCEL,Cancel
ATTACK,Attack
EXPLORE,{action} Explore
SEARCH,{action} Search
OPEN,{action} Open
PICKUP,{action} Pick-up
NEVERMIND,"<i>""Nevermind""</i>"
TokenTEST.text,Selection test {MAD25} number of players {var:#heroes}\nManor: {var:Manor}; Story: {var:Story}\nLights: {var:LightsOn}; Debug: {var:DebugOn}\nRound: {var:#round}\n
TokenTEST.button1, Manor Selection
TokenTEST.button2,Story Selection
TokenTEST.button3,Place Lobby
TokenTEST.button4,ToggleLights
TokenTEST.button5,Toggle Debug Info
TokenTEST.button6,GetMap
EventTESTLightsOn.button1,{qst:CONTINUE}
EventTESTLightsOff.button1,{qst:CONTINUE}
EventTESTManorSelection.button1,Assign
EventTESTManorSelection.text,Select 1 for Manor A\nSelect 2 for Manor B
EventTESTStorySelection.button1,Assign
EventTESTStorySelection.text,Select 1-5 for story version
EventBLobbyPlaceTile.text,A sinister creaking noise from the door announces your arrival in the mansion. The silver-grey light of the full moon that seeps in through the small windows make the dust-covered lobby look even more eerie. Place tile {c:TileBLobby} as indicated
EventALobbyPlaceTile.button1,{qst:CONTINUE}
EventLobbyPlaceTile.button1,{qst:CONTINUE}
EventBLobbyPlaceTile.button1,{qst:CONTINUE}
EventALobbyPlaceTokenWall1.text,Place a Wall Token as indicated
EventQStartRound.button1,{qst:CONTINUE}
EventTESTAnnounceEndRound.text,End of Round{var:#round}
TokenBExploreHallOther.text,"The copper plaque on this door reads ""2""."
TokenBExploreHallOther.button1,{qst:OPEN}
TokenBExploreLeisureLibrary.text,The painting of a book on the door suggest that this door will lead to the library.
TokenBExploreLeisureLibrary.button1,{qst:OPEN}
TokenBExploreLobbyHall.text,This door leads further into the mansion.
TokenBExploreLobbyHall.button1,{qst:OPEN}
TokenBExploreLobbyLeisure.text,You barely recognize the picture on this door of a mug spilling beer.
TokenBExploreLobbyLeisure.button1,{qst:OPEN}
TokenBExploreHallBedroom.button1,{qst:OPEN}
TokenBExploreLobbyChapel.text,This heavy oak door has a holy cross nailed to it.
TokenBExploreLobbyChapel.button1,{qst:OPEN}
TokenBExploreBedroomOffice.button1,{qst:OPEN}
TokenBExploreLoungeOffice.button1,{qst:OPEN}
TokenBExploreHallLeisure.text,"The plaque on this door reads ""Speakeasy""."
TokenBExploreLobbyLounge2.button1,{qst:OPEN}
EventBloungePlaceConnections.text,"An ornate copper plaque on this door reads ""Office"". Place an Explore Token as indicated."
EventBLobbyPlaceInvestigators.text,Place the investigators at the entrance of the {c:TileBLobby} as indicated.
TokenBExploreHallLeisure.button1,{qst:OPEN}
TokenAExploreLobbyLounge.text,When you examine the picture on this door closely, you recognize an ashtray and a smoking cigarette.
TokenAExploreLobbyOffice.button1,{qst:OPEN}
TokenAExploreLobbyOffice.text,"This door has a plaque with the text ""Office"" carved into it."
TokenAExploreLobbyLounge.button1,{qst:OPEN}
TokenAExploreLobbyHall.text,This door leads further into the mansion.
TokenAExploreLobbyHall.button1,{qst:OPEN}
TokenAExploreLoungeLibrary.text,This door barely hangs in its hinges.
TokenAExploreLoungeLibrary.button1,{qst:CONTINUE}
TokenASightHallOther.text,A cold draft runs through this hall. An investigator next to this sight token may reveal the next tile.
TokenASightHallOther.button1,{qst:CONTINUE}
TokenAExploreBathroom.button1,{qst:OPEN}
TokenAExploreLibraryOther.text,This door has a painting of books on it.
TokenAExploreBathroom.text,"Two letters are written on this door decorated with elaborate curls. You identify one letter as a ""W"". The other looks more like a ""G"" however it is probably a ""C""."
TokenAExploreLibraryOther.button1,{qst:OPEN}
TokenAExploreLibraryChapel.button1,{qst:OPEN}
TokenAExploreHallLeisure.text,The painting on this door resembles billiards balls placed in a triangle.
TokenAExploreHallBedroom.text,"The paint on this door is peeling off but you can still read the text ""bedroom"" on this door."
TokenAExploreHallBedroom.button1,{qst:OPEN}
TokenAExploreLibraryChapel.text,This heavy oak door has a holy cross nailed to it.
TokenAExploreHallLeisure.button1,{qst:OPEN}
TokenAExploreLobbyLeisure.text,"The copper plaque on this door has become dull and weathered. You can decipher the letters ""Bil...rds"" engraved into it."
TokenAExploreLobbyLeisure.button1,{qst:OPEN}
EventAOfficePlaceTile.text,The office is covered in thick layers of dust and cobwebs. Place the {c:TileAOffice} tile as indicated and remove the explore token leading to it.
EventAOfficePlaceTile.button1,{qst:CONTINUE}
EventAOfficePlaceWall.button1,{qst:CONTINUE}
EventQDarknessAllPlaced.button1,{qst:CONTINUE}
EventQMoveOneSpace.button1,{qst:CONTINUE}
EventQMoveOneSpace.text,You may move one space in the revealed area.
EventALobbyPlaceTile.text,A sinister creaking noise from the door announces your arrival in the mansion. The silver-gray light of the full moon that seeps in through the small windows make the dust-covered lobby look even more eerie. Place the {c:TileALobby} as indicated.
EventALobbyPlaceTokenWall1.button1,{qst:CONTINUE}
EventALobbyPlaceWall2.text,Place another Wall Token as indicated
EventALobbyPlaceWall2.button1,{qst:CONTINUE}
EventALobbyPlaceExploreOffice.text,"The dull copper plaque on this door reads ""Office"". Place an Explore Token as indicated."
EventALobbyPlaceExploreLeisure.button1,{qst:CONTINUE}
EventALobbyPlaceExploreLeisure.text,"The copper plaque on the door at the other side of the lobby is barely readable: ""Bil...rds"". Place an Explore Token as indicated."
EventALobbyPlaceExploreHall.button1,{qst:CONTINUE}
EventALobbyPlaceExploreLounge.text,The paint on this door is peeling off. It is hard to recognize the picture marking this door from this distance. Place an Explore Token as indicated.
EventALobbyPlaceExploreHall.text,This unmarked door leads further into the mansion. Place an Explore Token as indicated
EventALobbyPlaceExploreLounge.button1,{qst:CONTINUE}
EventALobbyPlaceInvestigators.text,Place the investigators at the entrance of the {c:TileALobby} as indicated.
EventALobbyPlaceInvestigators.button1,{qst:CONTINUE}
EventQInvestigatorsStartClues3.text,Each investigator starts with 3 Clues {clue}.
EventQInvestigatorsStartClues1.text,Each investigator starts with 1 Clue {clue}.
EventQInvestigatorsStartClues1.button1,{qst:CONTINUE}
EventQInvestigatorsStartClues2.text,Each investigator starts with 2 Clues {clue}.
EventQInvestigatorsStartClues2.button1,{qst:CONTINUE}
EventQInvestigatorsStartClues3.button1,{qst:CONTINUE}
EventLobbyEndPlaceTile.button1,{qst:CONTINUE}
EventQDarknessALobby.button1,{qst:CONTINUE}
TokenALobbySearchFusebox.button1,{qst:CONTINUE}
EventALobbyPlaceSearchFuseBox.text,In the wall you notice a panel. Place a Search Token as indicated.
EventQDarknessRemove.text,Remove all darkness tokens.
PuzzleFuseBox.button1,Repair
EventQDarknessRemove.button1,{qst:CONTINUE}
EventAOfficePlaceItems.button1,{qst:CONTINUE}
EventQDarknessAOffice.button1,{qst:CONTINUE}
EventQDarknessALeisure.button1,{qst:CONTINUE}
EventAOfficePlaceWall.text,Place a Wall Token as indicated.
EventQDarknessAllPlaced.text,Place Darkness Tokens in each revealed space.
EventQDarknessAHall.button1,{qst:CONTINUE}
EventQFuseBoxPass.button1,{qst:CONTINUE}
EventQFuseBoxPass.text,Fixing the wires in the fuse-box restores the electricity in the house. The old wiring makes a complaining buzzing noise. You are in luck, the rodents and the leaking roof have not touched the wiring, no shortcuts and no fire. Some of the lights are even working.
EventALeisurePlaceTile.text,The cobwebs on this door break when you enter the room. Thick black spiders hurry away to find cracks in the wooden panels to hide in. The dimly lit room must have been the leisure room of the inn. Place the {c:TileALeisure} tile as indicated and remove all tokens leading to it.
EventALeisurePlaceTile.button1,{qst:CONTINUE}
EventALeisurePlaceDoor.text,Place a Door Token as indicated.
EventALeisurePlaceDoor.button1,{qst:CONTINUE}
EventALeisurePlaceConnections.button1,{qst:CONTINUE}
EventAHallPlaceExploreLeisure.text,This door must lead to a billiards room judging from the painting on the door of billiards balls placed in a triangle. Place an Explore Token as indicated.
TokenPatronLobby.button1,{qst:CONTINUE}
TokenPatronOffice.button1,{qst:CONTINUE}
TokenColonelOffice.button1,{qst:CONTINUE}
TokenMaidALounge.button1,{qst:CONTINUE}
EventDialogueColonel.text,Colonel Richard Bechman says something
EventDialogueColonel.button1,{qst:CONTINUE}
TokenPastorAChapel.button1,{qst:CONTINUE}
EventDialoguePastor.text,Pastor Eugene Clements Says something
EventDialoguePastor.button1,{qst:CONTINUE}
TokenLadyABedroom.button1,{qst:CONTINUE}
EventDialogueLady.text,Lady Othera Gilman says something
EventDialogueLady.button1,{qst:CONTINUE}
TokenFriendALobby.button1,{qst:CONTINUE}
EventDialogueFriend.text,Friend Elli Horowitz says something
EventDialogueFriend.button1,{qst:CONTINUE}
EventQFrontDoorKeysNotFound.text,The heavy door is locked, and using lockpicks on this old rusty lock is not feasible. With the proper key you can unlock the door and escape this haunted place.
TokenALobbyExploreEntrance.button1,{qst:CONTINUE}
EventQRound2.button1,{qst:CONTINUE}
EventQCloseALobbyDoor.text,With a loud bang, the door slams shut behind you. Place an Explore Token as indicated.
EventQCloseLobbyDoor.button1,{qst:CONTINUE}
EventQEndPlaceGhostsRound2.text,Elli was right, this mansion IS haunted! And I ... let her go into this mansion alone. What was I thinking? If ghosts are stuck to this place they want nothing else then the living to suffer the same fate. Oh Elli, what have you done? \nFear overtakes you for a moment when you realize what might have happened to her. In a flash of clarity you realize that, to end this madness and free yourself, you have to find out why the ghosts are haunting this place and how to release them from their torture.
EventALeisurePlaceItems.button1,{qst:CONTINUE}
EventAHallPlaceTile.button1,{qst:CONTINUE}
EventAHallPlaceWallTokens.text,Place two Wall Tokens as indicated.
EventAHallPlaceWallTokens.button1,{qst:CONTINUE}
EventAHallPlaceTile.text,The hall smells of mold and an odd musky odor. A chilly draft brushes your cheeks when you open the door and a trail of dust is following behind. Was that a whisper or was it just the wind? You have a compelling urge to turn around, the atmosphere is really uncomfortable. Place the {c:TileAHall} tile as indicated and remove all connecting tokens leading to it.
EventAHallPlaceConnections.button1,{qst:CONTINUE}
EventABedroomPlaceTile.text,The moth eaten drapes dance around when you open the door, encouraged by the wind that blows through the broken glass of the small window. The sheets on the bed are pushed aside as to invite someone to go to sleep. Place the {c:TileABedroom} tile as indicated.
EventABedroomPlaceTile.button1,{qst:CONTINUE}
EventABedroomPlaceItems.button1,{qst:CONTINUE}
EventALoungePlaceTile.text,This room is damp and has a pungent smell of tobacco. After all these years, the carpet and furniture still carry the familiar odor of the cigars enjoyed in this room. Place the {c:TileALounge} tile as indicated and remove all tokens connecting to it.
EventALoungePlaceTile.button1,{qst:CONTINUE}
EventALoungePlaceWall.text,Place a Wall Token as indicated.
EventALoungePlaceWall.button1,{qst:CONTINUE}
EventALoungePlaceDoor.text,Place a Door Token as indicated.
EventALoungePlaceDoor.button1,{qst:CONTINUE}
EventALoungePlaceItems.button1,{qst:CONTINUE}
EventAOfficePlaceGhostsEnd.button1,{qst:CONTINUE}
EventAHallPlaceItems.button1,{qst:CONTINUE}
EventALeisurePlaceConnections.text,This door leads to the hall. Place an Explore Token as indicated.
EventALoungePlaceConnections.text,"The text ""Library"" is painted in white curly letters on this door. Place an Explore Token as indicated."
EventALoungePlaceConnections.button1,{qst:CONTINUE}
EventQDarknessALounge.button1,{qst:CONTINUE}
EventQDarknessABedroom.button1,{qst:CONTINUE}
EventQDarknessALibrary.button1,{qst:CONTINUE}
EventQDarknessAChapel.button1,{qst:CONTINUE}
EventQDarknessAOther.button1,{qst:CONTINUE}
EventAHallPlaceExploreLeisure.button1,{qst:CONTINUE}
EventAHallPlaceExploreBedroom.text,"This door has the text ""Bedroom 1"" painted on it in white curly letters. Place an Explore Token as indicated"
EventAHallPlaceExploreBedroom.button1,{qst:CONTINUE}
EventAHallPlaceSightOther.text,It is too dark to see further down the hall. Place a Sight Token as indicated.
EventAHallPlaceSightOther.button1,{qst:CONTINUE}
EventALibraryPlaceTile.text,The walls in this room are completely covered with book filled shelves. The musky odor of old paper is mixed with the smell of mold. Some startled mice run away when you open the door. Place the {c:TileALibrary} tile as indicated.
EventALibraryPlaceTile.button1,{qst:CONTINUE}
EventALibraryPlaceConnections.button1,{qst:CONTINUE}
EventALibraryPlaceItems.button1,{qst:CONTINUE}
EventAOtherPlaceItems.button1,{qst:CONTINUE}
EventALibraryPlaceExploreLounge.text,This door has a drawing of a smoking cigar and an ashtray painted on it. Place an Explore Token as indicated.
EventALibraryPlaceExploreLounge.button1,{qst:CONTINUE}
EventALibraryPlaceExploreOther.text,This door has no specific markings on it. Place an Explore Token as indicated.
EventALibraryPlaceExploreOther.button1,{qst:CONTINUE}
EventALibraryPlaceExploreChapel.text,A heavy wooden cross is nailed to this door. it probably leads to the chapel. Place an Explore Token as indicated
EventALibraryPlaceExploreChapel.button1,{qst:CONTINUE}
EventAOtherPlaceTile.text,The wooden floor in this part of the hall creaks when you step on one of the loose floor boards. The sound seems to startle some rats under the floor. Place the {c:TileAOther} tile as indicated and remove connecting tokens to it.
EventAOtherPlaceTile.button1,{qst:CONTINUE}
EventAOtherPlaceWall.text,Place a Wall Token as indicated
EventAOtherPlaceWall.button1,{qst:CONTINUE}
EventAOtherPlaceExploreBathroom.text,"Two letters are written on this door decorated with elaborate curls. You identigy one letter as a ""W"". The other looks more like a ""G"" however it is probably a ""C"". Place an explore token as indicated."
EventAOtherPlaceExploreBathroom.button1,{qst:CONTINUE}
EventAOtherPlaceExploreLibrary.text,The books painted on this door are likely a hint that this door leads to the library. Place an Explore Token as indicated.
EventAOtherPlaceExploreLibrary.button1,{qst:CONTINUE}
EventAOtherPlaceSightHall.text,It is difficult to see the rest of the hall. Place a Sight Token as indicated.
EventAOtherPlaceSightHall.button1,{qst:CONTINUE}
EventAChapelPlaceTile.text,You still recognize some religious paintings and statues in this room, but time has not been kind to them. It also looks as if this old chapel's last function was that of a class room. Place the {c:TileAChapel} tile as indicated and remove the Explore Token connecting to it.
EventAChapelPlaceTile.button1,{qst:CONTINUE}
EventAChapelPlaceWall.text,Place a Wall Token as indicated.
EventAChapelPlaceWall.button1,{qst:CONTINUE}
EventAChapelPlaceItems.button1,{qst:CONTINUE}
EventAOtherPlaceConnections.button1,{qst:CONTINUE}
TokenALobbySearchFusebox.text,The wires in the fuse-box all mixed up. The lights should be working properly when the wires are in the correct order. Use your {observation} skill to place the wires back into their place.
EventALobbyPlaceSearchFuseBox.button1,{qst:CONTINUE}
EventBLobbyPlaceWall.text,Place a wall token as indicated.
EventBLobbyPlaceWall.button1,{qst:CONTINUE}
EventBLobbyPlaceExploreChapel.text,A heavy wooden cross marks this door. Place an explore token as indicated.
EventBLobbyPlaceExploreChapel.button1,{qst:CONTINUE}
EventBLobbyPlaceExploreLeisure.text,The paint on this door is peeling off but you still recognize the picture of a beer filled mug painted on the door. Place an Explore Token as indicated.
EventBLobbyPlaceExploreLeisure.button1,{qst:CONTINUE}
EventBLobbyPlaceExploreHall.button1,{qst:CONTINUE}
EventBLobbyPlaceExploreLounge.text,These two doors hase a small painting on them of a smoking cigarette and an ashtray. Place two Explore Tokens as indicated.
EventBLobbyPlaceExploreHall.text,The cobwebs around this door are broken. It must have been used recently. Place an Explore Token as indicated.
EventBLobbyPlaceExploreLounge.button1,{qst:CONTINUE}
TokenBExploreLobbyLounge2.text,The sign on this door is unreadable.
EventBLobbyPlaceInvestigators.button1,{qst:CONTINUE}
EventBLobbyPlaceSearchFuseBox.button1,{qst:CONTINUE}
TokenBSearchFuseBox.text,The wires in the fuse-box all mixed up. The lights should be working properly when the wires are in the correct order. Use your {observation} skill to place the wires back into their place.
EventBLobbyPlaceSearchFuseBox.text,In the wall you notice a panel. Place a Search Token as indicated.
TokenBSearchFuseBox.button1,{qst:CONTINUE}
TokenALobbySearchFusebox.button2,Cancel
TokenBSearchFuseBox.button2,Cancel
EventQDarknessPlace.button1,{qst:CONTINUE}
EventBChapelPlaceTile.text,The religious paintings on the walls and statues are a distant memory of a chapel. Judging from the desks and chairs this room has been used as classroom. Place the {c:TileBChapel} tile as indicated.
EventBChapelPlaceTile.button1,{qst:CONTINUE}
EventBChapelPlaceWall1.text,A heavy oak cabinet is placed against this wall. Place a Wall Token as indicated
EventBChapelPlaceWall1.button1,{qst:CONTINUE}
EventBChapelPlaceWall2.text,Another heavy oak cabinet is placed against this wall. Place a Wall Token as indicated.
EventBChapelPlaceWall2.button1,{qst:CONTINUE}
EventQRound2.text,"How can this be, that old clock in the lobby is broken but this sound... the chimes are deafening. Ten chimes, 10 o'clock ...<i>""the ghost hour""</i> according to Elli."
EventQGhostRemove.button1,{qst:CONTINUE}
EventQEndPlaceGhostsRound2.button1,{qst:CONTINUE}
EventBLoungePlaceTile.text,This room is damp and has a pungent smell of tobacco. After all these years, the carpet and furniture still carry the familiar odor of the cigars enjoyed in this room. Place the {c:TileALounge} tile as indicated and remove all tokens connecting to it.
EventBLoungePlaceTile.button1,{qst:CONTINUE}
TokenBExploreLobbyLounge1.button1,{qst:OPEN}
EventBloungePlaceConnections.button1,{qst:CONTINUE}
EventBLoungePlaceItems.button1,{qst:CONTINUE}
EventBOfficePlaceTile.text,The office is covered in thick layers of dust and cobwebs. Place the {c:TileAOffice} tile as indicated and remove the explore tokens leading to it.
EventBOfficePlaceTile.button1,{qst:CONTINUE}
EventBOfficePlaceConnections.button1,{qst:CONTINUE}
EventBOfficePlaceItems.button1,{qst:CONTINUE}
EventBOfficePlaceExploreLounge.text,This door will lead to the lounge. Place an Explore Token as indicated.
EventBOfficePlaceExploreLounge.button1,{qst:CONTINUE}
EventBOfficePlaceExploreBedroom.text,"A small copper plaque on this door reads ""Private"". Place an Explore Token as indicated."
EventBOfficePlaceExploreBedroom.button1,{qst:CONTINUE}
EventBHallPlaceTile.text,The hall smells of mold and an odd musky odor. A chilly draft brushes your cheeks when you open the door and a trail of dust is following behind. Was that a whisper that or was that just the wind? You have a compelling urge to turn around, the atmosphere is really uncomfortable. Place the {c:TileBHall} tile as indicated and remove all connecting tokens leading to it.
EventBHallPlaceTile.button1,{qst:CONTINUE}
EventBHallPlaceWall.text,Place a Wall token as indicated.
EventBHallPlaceWall.button1,{qst:CONTINUE}
EventBHallPlaceConnections.button1,{qst:CONTINUE}
EventBHallPlaceItems.button1,{qst:CONTINUE}
EventBHallPlaceExploreLeisure.text,"The copper plaque on this has the text ""Speakeasy"" engraved on it with ornate letters. Place an Explore Token as indicated."
EventBHallPlaceExploreLeisure.button1,{qst:CONTINUE}
EventBHallPlaceExploreOther.text,"A small copper plaque on this door reads the number ""2"". Place an Explore Token as indicated."
EventBHallPlaceExploreOther.button1,{qst:CONTINUE}
TokenBExploreHallBedroom.text,"The small copper plaque on this door has the number ""1"" engraved in it."
EventBHallPlaceExploreBedroom.text,"The door at the end of he hall is worn down and marked with a small copper plaque ""1"". Place an Explore Token as indicated."
EventBHallPlaceExploreBedroom.button1,{qst:CONTINUE}
EventBBedroomPlaceTile.text,The moth eaten drapes dance around when you open the door, encouraged by the wind that blows through the broken glass of the small window. The sheets on the bed are pushed aside as to invite someone to go to sleep. Place the {c:TileBBedroom} tile as indicated.
EventBBedroomPlaceTile.button1,{qst:CONTINUE}
EventBBedroomPlaceItems.button1,{qst:CONTINUE}
EventBBedroomPlaceConnections.button1,{qst:CONTINUE}
EventBBedroomPlaceExploreHall.text,This worn down door leads to the hall. Place an Explore Token as indicated.
EventBBedroomPlaceExploreHall.button1,{qst:CONTINUE}
EventBBedroomPlaceExploreOffice.text,"This door is marked ""Private"""
EventBBedroomPlaceExploreOffice.button1,{qst:CONTINUE}
EventBLeisurePlaceTile.text,The cobwebs on this door break when you enter the room. Thick black spiders hurry away to find cracks in the wooden panels to hide in. The dimly lit room must have been the leisure room of the inn. Place the {c:TileBLeisure} tile as indicated and remove all tokens leading to it.
EventBLeisurePlaceTile.button1,{qst:CONTINUE}
EventBLeisurePlaceItems.button1,{qst:CONTINUE}
EventBLeisurePlaceConnections.button1,{qst:CONTINUE}
EventBLeisurePlaceExploreLibrary.text,Thios door has a paining of books on it.\nPlace and Explore Token as indicated.
EventBLeisurePlaceExploreLibrary.button1,{qst:CONTINUE}
EventBLeisurePlaceExploreHall.text,This door will lead to the hall. Place an Explore Token as indicated.
EventBLeisurePlaceExploreHall.button1,{qst:CONTINUE}
EventBOtherPlaceTile.text,The smell of rot penetrates your nose when you enter this bedroom. Fungi have eaten most of the damp wood and moth ate whatever was left of the the drapes. Place the {c:TileBOther} tile as indicated.
EventBOtherPlaceTile.button1,{qst:CONTINUE}
EventBLibraryPlaceTile.text,The walls in this room are completely covered with book filled shelves. The musky odor of old paper is mixed with the smell of mold. Some startled mice run away when you open the door. Place the {c:TileBLibrary} tile as indicated.
EventBOtherPlaceItems.button1,{qst:CONTINUE}
EventBLibraryPlaceTile.button1,{qst:CONTINUE}
EventBLibraryPlaceWall.text,An old painting decorates the far end of this room. Place a Wall Token as indicated.
EventBLibraryPlaceWall.button1,{qst:CONTINUE}
EventBLibraryPlaceItems.button1,{qst:CONTINUE}
EventBChapelPlaceItems.button1,{qst:CONTINUE}
TokenBExploreLoungeOffice.text,"The copper plaque on this door is engraved with the text ""Office"". "
EventQCloseALobbyDoor.button1,{qst:CONTINUE}
EventQCloseBLobbyDoor.text,With a loud bang, the door slams shut behind you. Place an Explore Token as indicated.
EventQCloseBLobbyDoor.button1,{qst:CONTINUE}
EventQEndPlaceTile.button1,{qst:CONTINUE}
EventGhostPlacePatron.button1,{qst:CONTINUE}
EventGhostPlaceColonel.button1,{qst:CONTINUE}
EventGhostPlaceLady.button1,{qst:CONTINUE}
EventGhostPlaceMaid.button1,{qst:CONTINUE}
EventGhostPlacePastor.button1,{qst:CONTINUE}
EventGhostPlaceMaidOfficeA.button1,{qst:CONTINUE}
EventGhostPlaceMaidOfficeB.button1,{qst:CONTINUE}
EventGhostPlaceMaidOfficeA.text,The ghost of a woman in a maids costume is sweeping the floor of the {c:TileAOffice} and lighting some candles. This must be the maid Edna Hughes. Place the White Person Token as indicated.
EventGhostPlaceMaidOfficeB.text,The ghost of a woman in a maids costume is sweeping the floor of the {c:TileBOffice} and lighting some candles. This must be the maid Edna Hughes. Place the White Person Token as indicated.
EventGhostPlacePastorOfficeA.button1,{qst:CONTINUE}
EventGhostPlacePastorOfficeB.button1,{qst:CONTINUE}
EventGhostPlacePastorOfficeA.text,A solemn looking ghost in bland costume appears in the {c:TileAOffice}. This must be the pastor Eugene Clemens. Place the Yellow Person Token as indicated.
EventGhostPlacePastorOfficeB.text,A solemn looking ghost in bland costume appears in the {c:TileBOffice}. This must be the pastor Eugene Clemens. Place the Yellow Person Token as indicated.
EventGhostPlacePatronOfficeA.button1,{qst:CONTINUE}
EventGhostPlacePatronOfficeB.button1,{qst:CONTINUE}
EventGhostPlacePatronOfficeA.text,You see the translucent form of a man with a black beard appear behind the desk in the {c:TileAOffice}. The ghost of the patron is busy flipping through the pages of a book. Place the Black Person Token as indicated.
EventGhostPlacePatronOfficeB.text,You see the translucent form of a man with a black beard appear behind the desk in the {c:TileBOffice}. The ghost of the patron is busy flipping through the pages of a book. Place the Black Person Token as indicated.
EventGhostPlaceColonelOfficeA.button1,{qst:CONTINUE}
EventGhostPlaceColonelOfficeB.button1,{qst:CONTINUE}
EventGhostPlaceColonelOfficeA.text,The ghost of a bald, earnest looking man in an army costume appears in the {c:TileAOffice}. This must be the patron's older brother Colonel Richard Bechman. Place the Blue Person Token as indicated.
EventGhostPlaceColonelOfficeB.text,The ghost of a bald, earnest looking man in an army costume appears in the {c:TileBOffice}. This must be the patron's older brother Colonel Richard Bechman. Place the Blue Person Token as indicated.
EventGhostPlaceLadyOfficeA.button1,{qst:CONTINUE}
EventGhostPlaceLadyOfficeB.button1,{qst:CONTINUE}
EventGhostPlaceLadyOfficeA.text,The ghost of Othera Gillman appears. Even in this ghostly state you recognize the heavy make-up on her face, an attempt to conceal her real age. This is Lady Othera Gilman, a resident guest of the mansion. Place the Person Token as indicated.
EventGhostPlaceLadyOfficeB.text,The ghost of Othera Gillman appears. Even in this ghostly state you recognize the heavy make-up on her face, an attempt to conceal her real age. This is Lady Othera Gilman, a resident guest of the mansion. Place the Person Token as indicated.
EventGhostPlacePatronLobbyA.button1,{qst:CONTINUE}
EventGhostPlacePatronLobbyB.button1,{qst:CONTINUE}
EventGhostPlacePatronLobbyA.text,The air shimmers as the ghost of a dark bearded man appears. Nervously pacing up and down the {c:TileALobby} while looking in the direction of the clock every now and then. Place the Black Person Token as indicated.
EventGhostPlacePatronLobbyB.text,The air shimmers as the ghost of a dark bearded man appears. Nervously pacing up and down the {c:TileBLobby} while looking in the direction of the clock every now and then. Place the Black Person Token as indicated.
EventGhostPlaceMaidLobbyA.text,The transparent image of a woman in a maids costume appears in the {c:TileALobby}. She is cleaning the frame of a painting and lighting some candles. Place the White Person Token as indicated
EventGhostPlaceMaidLobbyB.text,The transparent image of a woman in a maids costume appears in the {c:TileBLobby}. She is cleaning the frame of a painting and lighting some candles. Place the White Person Token as indicated
EventGhostPlaceMaidLobbyA.button1,{qst:CONTINUE}
EventGhostPlaceMaidLobbyB.button1,{qst:CONTINUE}
EventGhostPlaceColonelLobbyA.text,The ghost of a man in an army costume stares at a painting in the {c:TileALobby} while smoking a pipe. Colonel Richard Bechman is looking at it as if he sees it for the first time. Place the Blue Person Token as indicated
EventGhostPlaceColonelLobbyB.text,The ghost of a man in an army costume stares at a painting in the {c:TileBLobby} while smoking a pipe. Colonel Richard Bechman is looking at it as if he sees it for the first time Place the Blue Person Token as indicated
EventGhostPlaceColonelLobbyA.button1,{qst:CONTINUE}
EventGhostPlaceColonelLobbyB.button1,{qst:CONTINUE}
EventGhostPlaceLadyLobbyA.text,The ghost of Othera Gilman enters the {c:TileALobby} from a door on the right holding a cigarette, glances quickly at the clock and disappears through the door on the far end. This ghostly image repeats itself as if stuck in an endless time-loop. Place the Red Person Token as indicated
EventGhostPlaceLadyLobbyB.text,The ghost of Othera Gilman enters the {c:TileBLobby} from a door on the right holding a cigarette, glances quickly at the clock and disappears through the door on the far end. This ghostly image repeats itself as if stuck in an endless time-loop. Place the Red Person Token as indicated
EventGhostPlaceLadyLobbyA.button1,{qst:CONTINUE}
EventGhostPlaceLadyLobbyB.button1,{qst:CONTINUE}
EventGhostColonelRemove.text,The colonel chuckles as if he just heard something funny. With a smirk on his face he makes a dismissive gesture and lights his pipe. His ghostly form swirls to mix with the smoke from his pipe and then dissolves. Remove the Blue Person Token.
EventGhostPastorRemove.text,A sound seems to startle the ghost of the pastor. With a quick move of his hand he makes the sign of a cross in the air, mumbles a prayer and disappears. Remove the Yellow Person Token.
EventGhostMaidRemove.text,The ghost of the maid looks around nervously and hurries out of sight into nothingness. Remove the White Person Token.
EventGhostPatronRemove.text,The ghost of the patron looks behind him as if he hears a noise and then dissolves. Remove the Black Person token.
EventGhostMaidRemove.button1,{qst:CONTINUE}
EventQEndRound.button1,{qst:CONTINUE}
EventGhostPastorRemove.button1,{qst:CONTINUE}
EventGhostColonelRemove.button1,{qst:CONTINUE}
EventGhostLadyRemove.text,Something scares Othera Gilman. She covers her face with both hands, cowers into the corner while slowly fading from view. Remove the Red Person Token.
EventGhostLadyRemove.button1,{qst:CONTINUE}
EventGhostPlacePatronLoungeA.button1,{qst:CONTINUE}
EventGhostPlacePatronLoungeB.button1,{qst:CONTINUE}
EventGhostPlacePatronLoungeA.text,The ghost of the patron lights his cigarette and nods as if he agrees to something. He continues to listen while staring at the cabinet. Place the Black Person Token in the {c:TileALounge} as indicated.
EventGhostPlaceMaidLoungeA.button1,{qst:CONTINUE}
EventGhostPlaceMaidLoungeB.button1,{qst:CONTINUE}
EventGhostPlaceMaidLoungeA.text,A ghost dressed in a maid's costume appears in the {c:TileALounge}. She seems to be stuck in a time-loop repeatedly lighting a candle, picking up a stack of newspapers, folding them neatly and placing them on the cabinet. Place the White Person Token as indicated.
EventGhostPlaceMaidLoungeB.text,A ghost dressed in a maid's costume appears in the {c:TileBLounge}. She seems to be stuck in a time-loop repeatedly lighting a candle, picking up a stack of newspapers, folding them neatly and placing them on the cabinet. Place the White Person Token as indicated.
EventGhostPlacePastorLoungeA.button1,{qst:CONTINUE}
EventGhostPlacePastorLoungeB.button1,{qst:CONTINUE}
EventGhostPlacePastorLoungeA.text,The air in the {c:TileALounge} grows cold when the ghost of a man in a suit and clerical collar appears. He fumbles with his lighter while trying to nervously light his cigarette. Place the Yellow Person Token as indicated.
EventGhostPlacePastorLoungeB.text,The air in the {c:TileBLounge} grows cold when the ghost of a man in a suit and clerical collar appears. He fumbles with his lighter while trying to nervously light his cigarette. Place the Yellow Person Token as indicated.
EventGhostPlaceColonelLoungeA.button1,{qst:CONTINUE}
EventGhostPlaceColonelLoungeB.button1,{qst:CONTINUE}
EventGhostPlaceColonelLoungeA.text,A transparent image of an old man in a military uniform appears in the {c:TileALounge}. Comfortably siting in the chair and smoking his pipe. Place the Blue Person Token as indicated.
EventGhostPlaceColonelLoungeB.text,A transparent image of an old man in a military uniform appears in the {c:TileBLounge}. Comfortably siting in the chair and smoking his pipe. Place the Blue Person Token as indicated.
EventGhostPlaceLadyLoungeA.button1,{qst:CONTINUE}
EventGhostPlaceLadyLoungeB.button1,{qst:CONTINUE}
EventGhostPlaceLadyLoungeA.text,The image of a fancy dressed woman appears in the {c:TileALounge}. Even in this pale ghostly state you recognize that Othera Gilman wears too much make up to hide her true age. She must be nervous about something judging from her finger restlessly tapping the teacup she is holding and the uneasy drafts she takes from her cigarette. Place the Red Person Token as indicated.
EventGhostPlaceLadyLoungeB.text,The image of a fancy dressed woman appears in the {c:TileBLounge}. Even in this pale ghostly state you recognize that Othera Gilman wears too much make up to hide her true age. She must be nervous about something judging from her finger restlessly tapping the teacup she is holding and the uneasy drafts she takes from her cigarette. Place the Red Person Token as indicated.
EventGhostPlacePatronLoungeB.text,The ghost of the patron lights his cigarette and nods as if he agrees to something. He continues to listen while staring at the cabinet. Place the Black Person Token in the {c:TileBLounge} as indicated.
EventGhostPlacePatronLeisureA.button1,{qst:CONTINUE}
EventGhostPlacePatronLeisureB.button1,{qst:CONTINUE}
EventGhostPlacePatronLeisureA.text,The patron's ghost appears in the {c:TileALeisure}. Poring a drink and laughing as if someone just told a joke. Place the Black Person Token as indicated.
EventGhostPlacePatronLeisureB.text,The patron's ghost appears in the {c:TileBLeisure}. Poring a drink and laughing as if someone just told a joke. Place the Black Person Token as indicated.
EventGhostPlaceMaidLeisureA.button1,{qst:CONTINUE}
EventGhostPlaceMaidLeisureB.button1,{qst:CONTINUE}
EventGhostPlaceMaidLeisureA.text,The ghost of the maid walks around in the {c:TileALeisure}. Lighting some candles, picking up empty glasses and wiping the surfaces clean. No matter how often the maid's ghost wipes the surface, the thick layer of dust remains. Place the White Person Token as indicated.
EventGhostPlaceMaidLeisureB.text,The ghost of the maid walks around in the {c:TileALeisure}. Lighting some candles, picking up empty glasses and wiping the surfaces clean. No matter how often the maid's ghost wipes the surface, the thick layer of dust remains. Place the White Person Token as indicated.
EventGhostPlaceColonelLeisureA.button1,{qst:CONTINUE}
EventGhostPlaceColonelLeisureB.button1,{qst:CONTINUE}
EventGhostPlaceColonelLeisureA.text,The ghost of the old military man sits in the corner of {c:TileALeisure}. Nipping what appears to be whiskey or some other liquor. Place the Blue Person Token as indicated.
EventGhostPlaceColonelLeisureB.text,The ghost of the old military man sits in the corner of {c:TileBLeisure}. Nipping what appears to be whiskey or some other liquor. Place the Blue Person Token as indicated.
EventQPlaceGhostsEnd.button1,{qst:CONTINUE}
EventGhostPlacePatronChapelA.button1,{qst:CONTINUE}
EventGhostPlacePatronChapelB.button1,{qst:CONTINUE}
EventGhostPlacePatronChapelA.text,The ghostly form of the patron just stands there, standing still like a statue, arms crossed in front of his chest. With his hollow eyes he is staring to ... you? You get nervous from his stern look. Place the Black Person Token as indicated.
EventGhostPlacePatronChapelB.text,The ghostly form of the patron just stands there, standing still like a statue, arms crossed in front of his chest. With his hollow eyes he is staring to ... you? You get nervous from his stern look. Place the Black Person Token as indicated.
EventGhostPlaceMaidChapelA.button1,{qst:CONTINUE}
EventGhostPlaceMaidChapelB.button1,{qst:CONTINUE}
EventGhostPlaceMaidChapelB.text,The maid's ghost floats around, lighting candles that once where there. Place the White Person Token as indicated.
TokenMaidBChapel.button1,{qst:CONTINUE}
EventGhostPlaceMaidChapelA.text,The maid's ghost floats around, lighting candles that once where there. Place the White Person Token as indicated.
EventGhostPlacePastorChapelA.button1,{qst:CONTINUE}
EventGhostPlacePastorChapelB.button1,{qst:CONTINUE}
EventGhostPlacePastorChapelA.text,The pastor's ghostly form appears leaning over a lectern. One hand firmly holding the lectern and his other hand pointing in your direction. His face looks angry and he appears to be shouting something. Whatever this man was preaching or teaching, he was very serious about it. Place the Yellow Person Token as indicated.
EventGhostPlacePastorChapelB.text,The pastor's ghostly form appears leaning over a lectern. One hand firmly holding the lectern and his other hand pointing in your direction. His face looks angry and he appears to be shouting something. Whatever this man was preaching or teaching, he was very serious about it. Place the Yellow Person Token as indicated.
EventGhostPlaceColonelChapelA.button1,{qst:CONTINUE}
EventGhostPlaceColonelChapelB.button1,{qst:CONTINUE}
EventGhostPlaceColonelChapelA.text,The ghost of a bald man in a military uniform sits in a chair listening and smoking his pipe. Colonel Richard Bechman sometimes raises his hand as if to interrupt someone but then lowers it again, shaking his head disapprovingly. Place the Blue Person Token as indicated.
EventGhostPlaceColonelChapelB.text,The ghost of a bald man in a military uniform sits in a chair listening. He sometimes raises his hand as if to interrupt someone but then lowers it again, shaking his head disapprovingly. Place the Blue Person Token as indicated.
EventGhostPlaceLadyChapelA.button1,{qst:CONTINUE}
EventGhostPlaceLadyChapelB.button1,{qst:CONTINUE}
EventGhostPlaceLadyChapelA.text,The ghost of Othera Gillman falls on her knees holding her hands up as if to plead to someone... or something. Between her finger she holds a smoking cigarette. Judging from the mascara running down her face she must have been crying recently. Place the Red Person Token as indicated.
EventGhostPlaceLadyChapelB.text,The ghost of Othera Gillman falls on her knees holding her hands up as if to plead to someone... or something. Between her finger she holds a smoking cigarette. Judging from the mascara running down her face she must have been crying recently. Place the Red Person Token as indicated.
EventGhostPlacePatronLibraryA.button1,{qst:CONTINUE}
EventGhostPlacePatronLibraryB.button1,{qst:CONTINUE}
EventGhostPlacePatronLibraryA.text,The patron's ghost nervously walks up and down the {c:TileALibrary} looking at the door as if he is expecting someone. Place the Black Person Token as indicated.
EventGhostPlacePatronLibraryB.text,The patron's ghost nervously walks up and down the {c:TileBLibrary} looking at the door as if he is expecting someone. Place the Black Person Token as indicated.
EventGhostPlacePastorLibraryA.button1,{qst:CONTINUE}
EventGhostPlacePastorLibraryB.button1,{qst:CONTINUE}
EventGhostPlacePastorLibraryA.text,The pastor's ghost is flipping frantically through pages of a big book. His attention is caught by something on one page in particular and he mimics some words silently as he moves his finger across the page. Place the Yellow Person Token as indicated.
EventGhostPlacePastorLibraryB.text,The pastor's ghost is flipping frantically through pages of a big book. His attention is caught by something on one page in particular and he mimics some words silently as he moves his finger across the page. Place the Yellow Person Token as indicated.
EventGhostPlaceColonelLibraryA.button1,{qst:CONTINUE}
EventGhostPlaceColonelLibraryB.button1,{qst:CONTINUE}
EventGhostPlaceColonelLibraryA.text,The old colonel's ghost appears in the {c:TileALibrary}. Richard Bechman holds in one hand a leather-bound book with weird symbols on the cover, and in his other hand his pipe. Place the Blue Person Token as indicated.
EventGhostPlaceColonelLibraryB.text,The old colonel's ghost appears in the {c:TileBLibrary}. Richard Bechman holds in one hand a leather-bound book with weird symbols on the cover, and in his other hand his pipe. Place the Blue Person Token as indicated.
EventGhostPlaceLadyLibraryA.button1,{qst:CONTINUE}
EventGhostPlaceLadyLibraryB.button1,{qst:CONTINUE}
EventGhostPlaceLadyLibraryA.text,The ghost of Othera Gilman wearing too much make-up to hide her true age runs her finger along the back of the books while smoking a cigarette. Suddenly she stops, pulls a paper that seemed stuck between two heavy leather-bound books and quickly places it in her snake-leather purse as she nervously looks over her shoulder. Place the Red Person Token as indicated.
EventGhostPlaceLadyLibraryB.text,The ghost of Othera Gilman wearing too much make-up to hide her true age runs her finger along the back of the books while smoking a cigarette. Suddenly she stops, pulls a paper that seemed stuck between two heavy leather-bound books and quickly places it in her snake-leather purse as she nervously looks over her shoulder. Place the Red Person Token as indicated.
EventGhostPlaceMaidHallA.button1,{qst:CONTINUE}
EventGhostPlaceMaidHallB.button1,{qst:CONTINUE}
EventGhostPlaceMaidHallA.text,The maid's ghost is lighting some candles in the {c:TileAHall}. Suddenly she stops and picks up something from the floor, examines it and puts it away in her apron. Place the White Person Token as indicated.
EventGhostPlaceMaidHallB.text,The maid's ghost is lighting some candles sweeping the floor in the {c:TileBHall}. Suddenly she stops and picks up something from the floor, examines it and puts it away in her apron. Place the White Person Token as indicated.
EventGhostPlacePastorHallA.button1,{qst:CONTINUE}
EventGhostPlacePastorHallB.button1,{qst:CONTINUE}
EventGhostPlacePastorHallA.text,The ghost of the pastor seems intrigued by the painting hanging on the wall in the {c:TileAHall}. He rubbs his chin when he examines the painting more closely. Place the Yellow Person Token as indicated.
EventGhostPlacePastorHallB.text,The ghost of the pastor seems intrigued by the painting hanging on the wall in the {c:TileAHall}. He rubbs his chin when he examines the painting more closely. Place the Yellow Person Token as indicated.
EventGhostPlaceColonelHallA.button1,{qst:CONTINUE}
EventGhostPlaceColonelHallB.button1,{qst:CONTINUE}
EventGhostPlaceColonelHallA.text,The ghost of the old colonel Richard Bechman seems to have fallen asleep sitting on a chair in the {c:TileAHall}. The pipe in his right hand still seems to be lit. Suddenly he wakes up and looks over his shoulder concerned. Place the Blue Person Token as indicated.
EventGhostPlaceColonelHallB.text,The ghost of the old colonel Richard Bechman seems to have fallen asleep sitting on a chair in the {c:TileBHall}. The pipe in his right hand still seems to be lit. Suddenly he wakes up and looks over his shoulder concerned. Place the Blue Person Token as indicated.
EventGhostPlaceLadyHallA.button1,{qst:CONTINUE}
EventGhostPlaceLadyHallB.button1,{qst:CONTINUE}
EventGhostPlaceLadyHallA.text,The ghostly appearance of a woman wearing a red dress and smoking a cigarette stands with her ear pressed to the door in the {c:TileAHall}. She holds her hand in front of her mouth as if she just heard something disturbing. Place the Red Person Token as indicated.
EventGhostPlaceLadyHallB.text,The ghostly appearance of a woman wearing a red dress and smoking a cigarette stands with her ear pressed to the door in the {c:TileBHall}. She holds her hand in front of her mouth as if she just heard something disturbing. Place the Red Person Token as indicated.
EventGhostPlacePatronBedroomA.button1,{qst:CONTINUE}
EventGhostPlacePatronBedroomB.button1,{qst:CONTINUE}
EventGhostPlacePatronBedroomA.text,The patron's ghost is hopping awkwardly on one leg trying to put on his pants in a hurry in the {c:TileABedroom}. He casts a nervous glance at the door. Place the Black Person Token as indicated.
EventGhostPlacePatronBedroomB.text,The patron's ghost is hopping awkwardly on one leg trying to put on his pants in a hurry in the {c:TileBBedroom}. He casts a nervous glance at the door. Place the Black Person Token as indicated.
EventGhostPlaceMaidBedroomA.button1,{qst:CONTINUE}
EventGhostPlaceMaidBedroomB.button1,{qst:CONTINUE}
EventGhostPlaceMaidBedroomA.text,The maid's ghost lights a candle and makes up the bed in the {c:TileABedroom} cursing silently as she discovers something between the sheets. Quickly she picks it up and puts it in her apron. Place the White Person Token as indicated.
EventGhostPlaceMaidBedroomB.text,The maid's ghost lights a candle and makes up the bed in the {c:TileBBedroom} cursing silently as she discovers something between the sheets. Quickly she picks it up and puts it in her apron. Place the White Person Token as indicated.
EventGhostPlaceLadyBedroomA.button1,{qst:CONTINUE}
EventGhostPlaceLadyBedroomB.button1,{qst:CONTINUE}
EventGhostPlaceLadyBedroomA.text,The ghost of Othera Gilman makes the finishing touch on her make-up looking in a small hand-held mirror while sitting on the bed in the {c:TileABedroom}. Apparently satisfied with the result, she places her make-up and mirror in her snake-leather purse and lights up a cigarette. Place the Red Person Token as indicated.
EventGhostPlaceLadyBedroomB.text,The ghost of Othera Gilman makes the finishing touch on her make-up looking in a small hand-held mirror while sitting on the bed in the {c:TileBBedroom}. Apparently satisfied with the result, she places her make-up and mirror in her snake-leather purse and lights up a cigarette. Place the Red Person Token as indicated.
EventQRound6.text,<i>11 Chimes,</i> Eleven o'clock ... already! That cannot be right! It feels like time has a mind of its own in this place. I'd better hurry before this gets out of control. If the ghost stories are right, at midnight their and my fate will be sealed.
EventQRound6.button1,{qst:CONTINUE}
EventQRound62.text,Each chime seems to sound louder then the one before. And with each chime you realize that time is running out. With a shock you realize that your hands and feet feel numb and become transparent. A wave of panic overwhelms you. Each investigator receives 2 Horror ({will} negates).
EventQRound62.button1,{qst:CONTINUE}
EventQRound63.button1,{qst:CONTINUE}
EventQRound63.text,The feeling in your hands and feet returns and they appear normal. You regain your wits and realize that this mansion is playing tricks on your mind.
UIIntroductionText1.uitext,"<i>""The rumors about Chapeldown Manor MUST be true""</i> the female voice had said on the telephone. The voice belonged to Elli Horrowitz, a friend of mine. Convinced of the existense of the occult since the last investigation we did together. \n\nShe had been researching ghost stories and scanning newspapers, searching for more proof. <i>""I will go to Chapeldown Manor just before 22:00. According to my research it is the time that the ghost will appear. Are you coming too? It will be like old times, you and me together hunting ghosts"".</i> She sounded so exited, but this was not the first time we had chased a wild goose. I should have said yes.\n\n This was 3 days ago and the last time I heard from her. Is she angry with me or did she vanish like all the stories suggest that surround this manor? She is not answering her phone and hasn't been seen at her apartment lately. I'd better check out the manor. What if she was right?\n"
EventQStartUI2Continue.button1,{qst:CONTINUE}
UIIntroductionContinueText1.uitext,{qst:CONTINUE}
UIIntroductionContinueText2.button1,{qst:CONTINUE}
UIIntroductionContinueBackground1.button1,{qst:CONTINUE}
UIIntroductionContinueBackground2.button1,{qst:CONTINUE}
ITEMRITUALCIRLE,Rune carvings in the wooden floorpanels from the outline of a ritual circle. Small, but visible if you know what to look for. Place an Interact Token as indicated.
EventAOfficePlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventAOfficePlaceRitualCircle.button1,{qst:CONTINUE}
EventBOfficePlaceRitualCircle.button1,{qst:CONTINUE}
EventBOfficePlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventAChapelPlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventAChapelPlaceRitualCircle.button1,{qst:CONTINUE}
EventBChapelPlaceRitualCircle.button1,{qst:CONTINUE}
EventBChapelPlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventABedroomPlaceRitualCircle.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleABedroom.text,A small room with a single bed. This must be the {c:TileABedroom}. Place an Interact Token as indicated.
EventBBedroomPlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventABedroomPlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventALoungePlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventALoungePlaceRitualCircle.button1,{qst:CONTINUE}
EventBLoungePlaceRitualCircle.button1,{qst:CONTINUE}
EventBLoungePlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventALeisurePlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
EventALeisurePlaceRitualCircle.button1,{qst:CONTINUE}
EventBLeisurePlaceRitualCircle.button1,{qst:CONTINUE}
EventBLeisurePlaceRitualCircle.text,{qst:ITEMRITUALCIRLE}
GHOSTPATRONASKKEYS,{action} Catch Keys
GHOSTPATRONASKWHAT,"{action} <i>""What happened here?""</i>"
GHOSTPATRONASKWHERE,"{action} <i>""Where were you when you died?""</i>"
EventGhostPatronDialogueAll.button1,{qst:GHOSTPATRONASKKEYS}
EventGhostPatronDialogueAll.button2,{qst:GHOSTPATRONASKWHAT}
EventGhostPatronDialogueAll.button3,{qst:GHOSTPATRONASKWHERE}
EventGhostPatronDialogueAll.button4,{qst:NEVERMIND}
EventGhostPatronDialogueKeyWhat.button1,{qst:GHOSTPATRONASKKEYS}
EventGhostPatronDialogueKeyWhat.button2,{qst:GHOSTPATRONASKWHAT}
EventGhostPatronDialogueKeyWhat.button3,{qst:NEVERMIND}
EventGhostPatronDialogueKeyWhere.button1,{qst:GHOSTPATRONASKKEYS}
EventGhostPatronDialogueKeyWhere.button2,{qst:GHOSTPATRONASKWHERE}
EventGhostPatronDialogueKeyWhere.button3,{qst:NEVERMIND}
EventGhostPatronDialogueWhatWhere.button1,{qst:GHOSTPATRONASKWHAT}
EventGhostPatronDialogueWhatWhere.button2,{qst:GHOSTPATRONASKWHERE}
EventGhostPatronDialogueWhatWhere.button3,{qst:NEVERMIND}
EventGhostPatronDialogueKey.button1,{qst:GHOSTPATRONASKKEYS}
EventGhostPatronDialogueKey.button2,{qst:NEVERMIND}
EventGhostPatronDialogueWhat.button1,{qst:GHOSTPATRONASKWHAT}
EventGhostPatronDialogueWhat.button2,{qst:NEVERMIND}
EventGhostPatronDialogueWhere.button1,{qst:GHOSTPATRONASKWHERE}
EventGhostPatronDialogueWhere.button2,{qst:NEVERMIND}
EventGhostPatronDialogueNone.button1,{qst:NEVERMIND}
EventGhostPatronDialogueAll.text,Howard Bechman's ghost looks at you with hollow eyes. It looks as if a set of keys falls from his belt to the ground but before they touch the floor, they reappear at his belt. This image repeats as if the falling keys are caught in a time loop.
EventGhostPatronDialogueKeysWhere.text,Howard Bechman's ghost has not moved at all and his falling keys are still caught in an endless time-loop.
EventGhostPatronDialogueKeysWhat.text,Howard Bechman's ghost has not moved at all and his falling keys are still caught in an endless time-loop.
EventGhostPatronDialogueWhatWhere.text,Howard Bechman's ghost has not moved at all, his unblinking eyes still locked on you, which makes you very nervous.
EventGhostPatronDialogueKey.text,Howard Bechman's ghost continues to stare at you and his falling keys are still caught in an endless time-loop.
EventGhostPatronDialogueWhat.text,That stern look of Howard Bechman's ghost is really unnerving. Was he like this in life as well?
EventGhostPatronDialogueWhere.text,That stern look of Howard Bechman's ghost is really unnerving. Was he like this in life as well?
EventGhostPatronDialogueNone.text,Howard Bechman's ghost continues to look in your direction but seems to focus on something behind you. No matter what you do to get his attention, he ignores you.
EventGhostPatronAskWhere.text,...
EventGhostPatronAskWhere.button1,{qst:CONTINUE}
EventGhostPatronAskWhat.text,...
EventGhostPatronAskWhat.button1,{qst:CONTINUE}
EventGhostPatronAskKey.text,You may attempt to catch the keys using your {observation}.
EventGhostPatronAskKey.button1,{qst:CONTINUE}
EventGhostPatronAskKeySucces.text,The ghostly keys fall straight through your hand leaving your hand empty. At least the endless loop of the falling keys has stopped, they no longer reappear on Howard's belt. The moment your hand touched the keys, an image of a room flashed in your mind.
EventGhostPatronAskKeySucces.button1,{qst:CONTINUE}
EventGhostPatronAskKeyFail.text,You attempt to catch the keys. You had the distinct feeling you would catch the keys but instead you just missed them. And again, they reappear at Howard Bechman's belt.
EventGhostPatronAskKeyFail.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeys.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeysLibraryA.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeysLibraryA.text,Books, books and more books. He must have lost his keys in the {c:TileALibrary}. Place Search Token as indicated.
EventGhostPatronPlaceOldKeysLibraryB.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeysLibraryB.text,Books, books and more books. He must have lost his keys in the {c:TileALibrary}. Place Search Token as indicated.
EventGhostPatronPlaceOldKeysOtherA.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeysOtherA.text,You recognise white floor tiles and a toilet. He must have lost his keys in the {c:TileAOther}. Place Search Token as indicated.
EventGhostPatronPlaceOldKeysOtherB.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeysOtherB.text,You recognise the room with two beds. He must have lost his keys in the {c:TileBOther}. Place Search Token as indicated.
EventGhostPatronPlaceOldKeysUnknown.button1,{qst:CONTINUE}
EventGhostPatronPlaceOldKeysUnknown.text,The images in your mind are too vague and dark to recognize any of the rooms that you discovered. The keys must be in one of the rooms you have not explored yet. With a shock you realize that if you can't find them, you will never be able to leave the manor. The walls seem to close in on you and you start to panic. Receive 2 facedown Horror ({will} negates).
GHOSTMAIDASKKNIFE,"{action} <i>""Why are you carrying that knife?""</i>"
GHOSTMAIDASKPAPER,"{action} <i>""May I see those papers?""</i>"
GHOSTMAIDASKWHERE,"{action} <i>""Where were you when you died?""</i>"
EventGhostMaidDialogueAll.button1,{qst:GHOSTMAIDASKKNIFE}
EventGhostMaidDialogueAll.button2,{qst:GHOSTMAIDASKPAPER}
EventGhostMaidDialogueAll.button3,{qst:GHOSTMAIDASKWHERE}
EventGhostMaidDialogueAll.button4,{qst:NEVERMIND}
EventGhostMaidDialogueKnifePaper.button1,{qst:GHOSTMAIDASKKNIFE}
EventGhostMaidDialogueKnifePaper.button2,{qst:GHOSTMAIDASKPAPER}
EventGhostMaidDialogueKnifePaper.button3,{qst:NEVERMIND}
EventGhostMaidDialogueKnifeWhere.button1,{qst:GHOSTMAIDASKKNIFE}
EventGhostMaidDialogueKnifeWhere.button2,{qst:GHOSTMAIDASKWHERE}
EventGhostMaidDialogueKnifeWhere.button3,{qst:NEVERMIND}
EventGhostMaidDialoguePaperWhere.button1,{qst:GHOSTMAIDASKPAPER}
EventGhostMaidDialoguePaperWhere.button2,{qst:GHOSTMAIDASKWHERE}
EventGhostMaidDialoguePaperWhere.button3,{qst:NEVERMIND}
EventGhostMaidDialogueKnife.button1,{qst:GHOSTMAIDASKKNIFE}
EventGhostMaidDialogueKnife.button2,{qst:NEVERMIND}
EventGhostMaidDialoguePaper.button1,{qst:GHOSTMAIDASKPAPER}
EventGhostMaidDialoguePaper.button2,{qst:NEVERMIND}
EventGhostMaidDialogueWhere.button1,{qst:GHOSTMAIDASKWHERE}
EventGhostMaidDialogueWhere.button2,{qst:NEVERMIND}
EventGhostMaidDialogueNone.button1,{qst:NEVERMIND}
EventGhostMaidDialogueAll.text,The ghost of Edna Huges stops her activity and turns to face you. Her emotionless expression startles you. This closeby you notice she is carring a woodcutters knife and a piece of paper with some writing is sticking out of her apron.
EventGhostMaidDialogueKnifeWhere.text,The ghost of Edna Huges stares at you with an emotionless expression. She switches the woodcutters knife to her other hand.
EventGhostMaidDialogueKnifePaper.text,The ghost of Edna Huges stares at you with an emotionless expression. She switches the woodcutters knife to her other hand. The piece of paper with some writing is still sticking out of her apron.
EventGhostMaidDialoguePaperWhere.text,The ghost of Edna seems a bit more relaxed now and her face is back to an emotionless expression. The small piece of paper with some writing on it is still sticking out of her apron.
EventGhostMaidDialogueKnife.text,The emotionless expression on the face of Edna Huges's ghost is starting to make you nervous. She switches the woodcutters knife to her other hand.
EventGhostMaidDialoguePaper.text,The emotionless expression on the face of Edna Huges's ghost is starting to make you nervous. The piece of paper with some writing is still sticking out of her apron.
EventGhostMaidDialogueWhere.text,The emotionless expression on the face of Edna Huges's ghost is starting to make you nervous.
EventGhostMaidDialogueNone.text,The ghost of Edna Huges ignores you.
EventGhostMaidAskWhere.button1,{qst:CONTINUE}
EventGhostMaidAskPaper.text,Edna Hughes's ghost looks nervously to her apron and then to you. She shrugs and picks the paper from the Apron and hands it to you. You instictively reach out to take what ever she is holding but at that moment you realize she but a reflection of who she was... and so is the paper. You are surprized to find a pice of paper in you hand. You receive the {c:QItemOldMap}. An investigator holding the {c:QItemOldMap} may inspect it using the inventory.
EventGhostMaidAskPaper.button1,{qst:CONTINUE}
EventGhostMaidAskKnife.text,The emotionless expression on the face of Edna Huges changes to an angry expression. With a quick move she grabs the ghostly knife from her apron and throws it in your direction. In an instant you realize that the ghostly knife changed to a real knife and you try to dodge it. You receive 1 facedown Damage ({agility} negates).
EventGhostMaidAskKnife.button1,{qst:CONTINUE}
EventGhostMaidAskKnife2.text,The knife falls to the ground. Place the {c:QItemKnife} one space away from the ghost of Edna Huges on the floor in the same room.
EventGhostMaidAskKnife2.button1,{qst:CONTINUE}
EventGhostMaidRitualCircle.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircles.button1,{qst:CONTINUE}
EventGhostMaidRitualCircle.text,This sudden outburst also gave you images of Edna Huges sitting on her knees, carving runes into the floorpanels of some rooms. Small but clearly recognisable when you know what to look for. Then in, sudden flashes, you see visions of rooms appear in your mind.
EventGhostMaidPlaceRitualCircleAOffice.text,In a flash you recognise the {c:TileAOffice}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleAOffice.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleBOffice.text,In a flash you recognise the {c:TileBOffice}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleBOffice.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleALounge.text,Through the grey mist of smoke you recognise the {c:TileALounge}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleALounge.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleBLounge.text,Through the grey mist of smoke you recognise the {c:TileALounge}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleBLounge.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleAChapel.text,The religious paintings on the walls tell you that this is the {c:TileAChapel}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleAChapel.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleBChapel.text,The religious paintings on the walls tell you that this is the {c:TileBChapel}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleBChapel.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleABedroom.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleBBedroom.text,A small room with a single bed. This must be the {c:TileBBedroom}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleBBedroom.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleALeisure.text,Empty bottles and drity glasses. This is {c:TileALeisure}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleALeisure.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleBLeisure.text,Empty bottles and drity glasses. This is {c:TileBLeisure}. Place an Interact Token as indicated.
EventGhostMaidPlaceRitualCircleBLeisure.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd0.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd0.text,Edna has been very busy. You saw images of five rooms. You don't recognise any of them but at least you know how to recognize the ritual circles once you find the rooms. You gain 1 Clue {clue}.
EventGhostMaidPlaceRitualCircleEnd1.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd1.text,Edna has been very busy. You didn't recongize four other rooms from the images, but at least you know how to recognize the ritual circles once you find the rooms. You gain 1 Clue {clue}.
EventGhostMaidPlaceRitualCircleEnd2.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd2.text,Edna has been very busy. You didn't recongize three other rooms from the images, but at least you know how to recognize the ritual circles once you find the rooms. You gain 1 Clue {clue}.
EventGhostMaidPlaceRitualCircleEnd3.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd3.text,Edna has been very busy. You didn't recongize two other rooms from the images, but at least you know how to recognize the ritual circles once you find the rooms. You gain 1 Clue {clue}.
EventGhostMaidPlaceRitualCircleEnd4.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd4.text,Edna has been very busy. You didn't recongize the last room from the images, but at least you know how to recognize the ritual circles once you find the room. You gain 1 Clue {clue}.
EventGhostMaidPlaceRitualCircleEnd5.button1,{qst:CONTINUE}
EventGhostMaidPlaceRitualCircleEnd5.text,Edna has been very busy. Five rooms with ritual circles carved in the floorpanels. You gain 1 Clue {clue}.
EventBBedroomPlaceRitualCircle.button1,{qst:CONTINUE}
EventABathroomPlaceItems.button1,{qst:CONTINUE}
EventBathroomPlaceItemSearchOldKeys.button1,{qst:CONTINUE}
EventALibraryPlaceItemSearchOldKeys.text,You immedeately recognise the {c:QItemOldKeys} from Howard Bechman. Place a Search Token on the indicated location.
EventQItemInspectOldKeys.text,The {c:QItemOldKeys} must fit on any door of this mansion, including the front door. An inspector carrying this item may unlock the fron door.
EventQItemInspectOldKeys.button1,{qst:CONTINUE}
EventALibraryPlaceItemSearchOldKeys.button1,{qst:CONTINUE}
EventQFrontDoorOpen.button1,{qst:CONTINUE}
EventBOtherPlaceItemOldKeys.text,You immedeately recognise the {c:QItemOldKeys} from Howard Bechman. Place a Search Token on the indicated location.
EventBOtherPlaceItemOldKeys.button1,{qst:CONTINUE}
EventBLibraryPlaceItemOldKeys.button1,{qst:CONTINUE}
EventBLibraryPlaceItemOldKeys.text,You immedeately recognise the {c:QItemOldKeys} from Howard Bechman. Place a Search Token on the indicated location.
EventBLeisurePlaceItemWhiskey.text,On the bar you see several broken bottles except for one, which is undamaged and closed. The content of that bottle must still be drinkable, and that stuff only gets better with age. Place the {c:QItemWhiskey} Common Item on the indicated location.
EventBLeisurePlaceItemWhiskey.button1,{qst:CONTINUE}
EventALeisurePlaceItemWhiskey.text,On the bar you see several broken bottles except for one, which is undamaged and closed. The content of that bottle must still be drinkable, and that stuff only gets better with age. Place the {c:QItemWhiskey} Common Item on the indicated location.
EventALeisurePlaceItemWhiskey.button1,{qst:CONTINUE}
TokenBLibrarySearchOldKeys.button1,{qst:PICKUP}
TokenBLibrarySearchOldKeys.text,Half hidden under the lowest bookshelf you see a big keyring with old rusty keys.
EventQFrontDoorKeysFoundPlotOK.button1,{action} Use key
EventQItemPickupKeys.text,"You pickup the {c:QItemOldKeys}.When you inspect the keys closer you noticed that their purpose is engraved into them. You see <i>""Office""</i>, <i>""Bedroom 1""</i> ... and all other rooms, including <i>""Front door""</i>. You gain the {c:QItemOldKeys} Unique Item and 1 Clue {clue}"
EventQItemPickupKeys.button1,{qst:CONTINUE}
TokenALibrarySearchOldKeys.text,Half hidden under the lowest bookshelf you see a big keyring with old rusty keys.
TokenALibrarySearchOldKeys.button1,{qst:PICKUP}
TokenBOtherSearchOldKeys.button1,{qst:PICKUP}
TokenAOtherSearchOldKeys.text,Half hidden under the floormat you see big keyring with old rusty keys.
TokenAOtherSearchOldKeys.button1,{qst:PICKUP}
EventQFrontDoorKeysFoundPlotOK.text,An investigator holding the {c:QItemOldKeys} may open this door and escape the manor. This will end the game.
EventQFrontDoorKeysNotFound.button1,{qst:CONTINUE}
TokenBOtherSearchOldKeys.text,Half hidden under the floormat you see big keyring with old rusty keys.
EventQFrontDoorKeysFoundPlotNOK.text,"An investigator holding the {c:QItemOldKeys} may open this door and escape the manor wihtout solving the ""ghost problem"". This will end the game."
EventQFrontDoorKeysFoundPlotNOK.button1,{action} Use key
EventQFrontDoorKeysFoundPlotNOK.button2,{qst:CANCEL}
EventQFrontDoorKeysFoundPlotOK.button2,{qst:CANCEL}
EventBathroomPlaceItemSearchOldKeys.text,You immedeately recognise the {c:QItemOldKeys} from Howard Bechman. Place a Search Token on the indicated location.
TokenBLobbyExploreEntrance.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesABedroom.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in {c:TileABedroom}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesABedroom.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesBBedroom.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in {c:TileBBedroom}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesBHall.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesAHall.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in {c:TileAHall}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesAHall.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesBHall.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in {c:TileBHall}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesBBedroom.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesAOffice.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in {c:TileAOffice}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesAOffice.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesBOffice.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in {c:TileBOffice}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesBOffice.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesAOfficeGuilty.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesBOfficeGuilty.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesAOfficeGuilty.text,In a flash an image comes to mind of Edna Hughes setting up new black candles in {c:TileAOffice}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostMaidPlaceCandlesUnknown.text,In a flash an image comes to mind of Edna Hughes setting up new white candles in a room that you don't recognize. It must be in a room that you did not explore yet. Since she died while replacing the candles, she had not lit them and they must still be usable.
EventGhostMaidPlaceCandlesUnknown.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesUnknown4.text,In a flash an image comes to mind of Edna Hughes setting up new black candles in a room that you don't recognize. It must be in a room that you did not explore yet. Since she died while replacing the candles, she had not lit them and they must still be usable.
EventGhostMaidPlaceCandlesUnknown4.button1,{qst:CONTINUE}
TokenBExploreBedroomOffice.text,"This door is marked <i>""Private""</i>."
EventTESTDebugInfoOn.text,Switching round announcement ON\nCurrent round: {var:#round}
EventTESTDebugInfoOn.button1,{qst:CONTINUE}
EventTESTRoundDebugInfoOff.text,Switching round debug info OFF\nCurrent round: {var:#round}
EventTESTRoundDebugInfoOff.button1,{qst:CONTINUE}
EventTESTAnnounceEndRound.button1,{qst:CONTINUE}
EventTESTAnnounceStartRound.text,Start of Round{var:#round}
EventTESTAnnounceStartRound.button1,{qst:CONTINUE}
EventQStartRoundProcessEvents.button1,Button1
EventBLoungePlaceExploreOffice.text,"This door has a copper plaque with the text <i>""Office""</i> engraved in curly letters. Place an Explore Token as indicated."
EventBLoungePlaceExploreOffice.button1,{qst:CONTINUE}
EventBLoungePlaceConnections.button1,{qst:CONTINUE}
EventALobbyPlaceExploreOffice.button1,{qst:CONTINUE}
EventGhostPatronDialogue.button1,{qst:CONTINUE}
EventGhostMaidDialogue.button1,{qst:CONTINUE}
EventGhostMaidPlaceCandlesBOfficeGuilty.text,In a flash an image comes to mind of Edna Hughes setting up new black candles in {c:TileBOffice}. Since she died while replacing the candles, she had not lit them and they must still be usable. Place the {c:QItemCandles} Common Item on the indicated location.
EventGhostPatronRemove.button1,{qst:CONTINUE}
EventQGhostPlaceAll.button1,{qst:CONTINUE}
EventLobbyEndPlaceTile.text,A distant thunder announces a storm, and dark clouds are closing in. By the sound of it, it is going to be a big thunderstorm. Just like the one three nights ago. That was the night that you last heard from Elli. The heavy clouds cover up the moon and the little moonlight you had when you entered the mansion is now completely gone... Perfect... No wonder that mansions like this end up in ghost stories.
EventQItemOldMap.button1,Button1
EventQItemOldMapUnsolved.text,The paper your received does not make much sense. It looks like some map but you cannot make out of what to make of it or how to interpret it. You may attempt to study this map (Use your {lore} skill to solve the puzzle).
EventQItemOldMapUnsolved.button1,{action} Study Old Map
EventQItemOldMapShowA.button1,{qst:CONTINUE}
EventQItemOldMapSolved.button1,{qst:CONTINUE}
EventQItemOldMapUnsolved.button2,{qst:CANCEL}
PuzzleQItemOldMapA.button2,{qst:CANCEL}
PuzzleQItemOldMapB.button1,Guess
PuzzleQItemOldMapA.button1,Guess
PuzzleQItemOldMapB.button2,{qst:CANCEL}
OLDMAPSOLVEDTEXT,Your studies have proven useful. This drawing looks like the map of this mansion with stamped rune circle prints in the rooms. Some (but not all) of the rune circles are marked with tickbox. This must mean that Edna got killed before she could finish this job.
EventQItemOldMapSolveA.text,{qst:OLDMAPSOLVEDTEXT} You gain 1 Clue {clue}.
EventQItemOldMapSolveB.text,{qst:OLDMAPSOLVEDTEXT} You gain 1 Clue {clue}.
EventQItemOldMapSolveB.button1,{qst:CONTINUE}
EventQItemOldMapSolveA.button1,{qst:CONTINUE}
EventQItemOldMapShowA.text,{qst:OLDMAPSOLVEDTEXT}
EventQItemOldMapShowB.text,{qst:OLDMAPSOLVEDTEXT}
EventQItemOldMapShowB.button1,{qst:CONTINUE}
EventQItemOldMapInspect.button1,Button1