.,English
quest.name,Horror Haunts Vanderbilt Mansion (v1.2)
quest.description,|||Summary: This is the last part of the "Horror Haunts" series. The finale takes place in 3 acts. \n1st act: The investigators have their pick on, how to get to the mansion: violent or secretive (60 to 90 min).\n2nd act: The investigators get to solve the mystery why Vanderbilt Mansion is dangerous and prepare for the ritual  (5h - 6h).\n3rd act: The investigators get their shot on closing the rift they opened. (~2h)\n\n--------------------------------------\n\nScenario Features:\n- Uses 3 tokens from Coversion Kit\n- Three difficulty levels\n- Hint System\n- Extended sound effects and score\n- Custom Monsters and Mythos \n- Eastereggs for base game characters\n\nAs the scenario is fairly long. Consider unsing the  'save' option and taking photographs of your game-board.\n\nKown Issues (any help in fixing them is welcome):\n- Likely spelling and grammar \n\n--------------------------------------\n\nRecent Changes:\n1.0 Initial release\n1.1 and 1.2: Minor Bugfixes, Content Update.|||
quest.authors,"Dr.ake\nAdditional score: Typos (CC BY 3.0)\nBach's fuge 2: connum (CC BY NC 3.0)"
quest.synopsys,Last part of Horror Haunts series. Solve a murder mystery and close the rift. 3 difficulty levels.
EventTriggerStartScenario.button1,Continue
SpawnDeepOneMedium.button1,Continue
SpawnDeepOneEasy.button1,Continue
SpawnDeepOneHard.button1,Continue
CustomMonsterNepheracet.info,-
CustomMonsterNepheracet.monstername,Nepheracet
EventNepheracetAttack3.button1,Attack
EventNepheracetAttack3.button2,No investigator in range
EventNepheracetAttack3a.text,"The clouds above you darken. The smell of ozone fills the air. Nepheracet calls down lightning from the sky. The bolt strikes you like death from above. \n\nReceive {var:DifficultyLevel} damage ({agility} negates)"
EventNepheracetAttack3.text,Nepheracet attacks the Investigator within a range of 3, who is furthest from him.
EventNepheracetAttack3a.button1,Continue
EventNepheracetAttack3b.text,"Nepheracet stares at you. His eyes are like the oceans: deep and seemingly endless. You get lost in his gaze. The feeling of swimming in the ocean overwhelms you. It quickly turns into a sensation of drowning. You gasp for air and fight against the sensation.\n\nReceive {var:DifficultyLevel} damage ({strength} negates)."
EventNepheracetAttack3b.button1,Continue
EventNepheracetAttack2.text,This attack affects the field with the most investigators within a range of 2.
EventNepheracetAttack2.button1,Resolve Attack
EventNepheracetAttack2.button2,No investigators in range
EventNepheracetAttack2a.text,"The attack affects every investigator on the field.\n\nThe horror from the other world takes a deep breath. He inhales raindrops and air. When he exhales it is turned into sticky ink, black as the deepest oceans. The substance covers your eyes and puts are curtain of darkness over your sight. Nightmares ensnare you. You dream of death and decay. Your death. You feel sick and cough blood.\n\nReceive {var:DifficultyLevel} damage ({observation} negates)."
EventNepheracetAttack2a.button1,Continue
EventNepheracetAttack2b.text,"The attack affects every investigator on the field.\n\nNepheracet jumps into the air and lands on the field with the most investigators, burying you below his tentacles hammering you to the ground. A never-ending stream of blows beats you into submission. \n\nEach affected investigator receives {var:DifficultyLevel} damage ({observation} negates).\n\nAfter the demon has beaten you up he jumps back to where he came from.\n"
EventNepheracetAttack2b.button1,Continue
EventNepheracetAttack1.text,This attack affects each investigator within a range of 1 around Nepheracet.
EventNepheracetAttack1.button1,Resolve Attack
EventNepheracetAttack1.button2,No Investigators in Range
EventNepheracetAttack1a.text,"The attack affects every investigator within a range of up to 1.\n\nThunder claps as Nepheracet stomps the ground. The shock-wave catches you off guard and slams you to the floor. Laying there, staring up towards death incarnate you suddenly feel unable to move. Panic rises within you. Panic, which is well deserved for he is pounding his tentacles against your chest.\n\nEach affected investigator receives {var:DifficultyLevel} damage ({agility} negates)."
EventNepheracetAttack1a.button1,Continue
EventNepheracetAttack1b.text,"The attack affects every investigator within a range of up to 1.\n\nThe horror performs a devastating round-house tentacle attack spinning around 360° throwing his tentacles in the air, hitting each of you every time a tentacle passes by. \n\nEach affected investigator receives {var:DifficultyLevel} damage ({strength} negates)."
EventNepheracetAttack1b.button1,Continue
UIEndButtonContinue1.button1,Button1
EventEscapeVictory.button1,Continue
UIDefeatText.uitext,|||DEFEAT\n\n"Oh No!", is the last thought that crosses your semi-sane mind, when you realize that the horrors that you have unleashed have bested you. For this moment all your fears, all your pain and all your sorrows wash to the surface, engulf you, bury you. \n\n"Oh yeah" is your first thought after you rise again. Now, you play for the winning team, now you play for Nepheracet. Looking back at your past life now, you realize how stupid you have been, how ignorant to the truth. All that time you spent fighting against the monsters was just delaying the inevitable. In retrospective, opening the rift, was the best thing you ever did. Finally, a new order can be established on Earth. Finally, the realm of terror can begin. \n\nSoon this horror will haunt more than Main Street Market. And you will be at his side. Witnessing, the new beginning. The beginning of \n\nTHE END\n|||
EventEscapeDefeat.button1,Continue
EventIntroductionInitialize.button1,Continue
UIIntroductionText2.uitext,"HORROR HAUNTS VANDERBILT MANSION\n\nWhat you know:\nYou have painfully discovered multiple times that surfaces of water are the gateway to the Other Side and horrors have repeatedly emerged from such surfaces to haunt you.\n\nThe Unholy Book holds many secrets of the Other Side and you have discovered many useful spells in it. However, that knowledge often came at the price of sanity.\n\nYou know that Nepheracet is unconquerable in a direct confrontation.\n\nYou know that Professor James Vanderbilt, son of deceased Prof. Charles Vanderbilt is a rather peculiar person, who does not hold you in very high regards.\n\n------------------------------------\n\nAfter you have steered the Merinda through a horrific thunderstorm you dock the ship at the pier of Vanderbilt Island in the middle of an end of the world type rain, thunder clapping in the distance and lightning illuminating the scenery in eerie light. Thus, the final chapter begins..."
UIIntroductionButtonContinue.uitext,Continue
UIIntroductionButtonContinue.button1,Button1
EventIntroductionSelectDifficulty.text,Please select your difficulty level:
EventIntroductionSelectDifficulty.button1,EASY - I am new to this ({success}{success}{success})
EventIntroductionSelectDifficulty.button2,MEDIUM - I know what I am doing ({success}{success}{success}{success})
EventIntroductionSelectDifficulty.button3,HARD - Bring it on! ({success}{success}{success}{success}{success})
EventDifficultyEasy.text,Easy difficulty chosen.
EventDifficultyEasy.button1,Continue
EventDifficultyMedium.text,Medium difficulty chosen. Have Fun!
EventDifficultyMedium.button1,Continue
EventDifficultyHard.text,HARD difficulty chosen. Good Luck!
EventDifficultyHard.button1,Continue
EventIntroductionPlaceTiles.text,"The Merinda is docked at the peer of Vanderbilt Island.\n\nPlace the following tiles as indicated:\n{c:TileMerinda}\n{c:TilePier1}\n{c:TileBigPier}\n {c:TileRootCellar}\nand on top of {c:TileRootCellar} place the {c:TileBoatShack} as indicated. You need to place the {c:TileBoatShack} in such a way, that the south wall of {c:TileRootCellar} is still visible.\nPlease note that you also need to place wall and door markers in the {c:TileRootCellar}. "
EventUnholyBookOpen.button1,{action} Investigate
EventUnholyBookOpen.button2,How to close the portal?
EventUnholyBookOpen.text,You have already unlocked the ancient metal lock protecting the book. The pages are there for you to translate and read.
EventUnholyBookReadTest.text,You select a chapter and try to get smarter by what's written there. The language is very hard to understand ({lore}) without the translation help of Professor Vanderbilt's Diary you would not stand a chance.
EventUnholyBookReadTest.button1,Continue
EventUnholyBookReadSuccess.text,"The pages reveal a new spell to you. If you already have the spell given to you by the app, you can randomly draw a new spell from the ones you do not yet have.\n\nThe new power comes with a price receive {var:DifficultyLevel} horrors ({will} negates).\nReveal 1 horror."
EventUnholyBookReadSuccess.button1,Continue
EventUnholyBookReadFail.text,After reading in it for a while you come to the conclusion that it is just gibberish. 
EventUnholyBookReadFail.button1,Continue
quest.authors_short,Dr.ake
UIEndVictory2PartialText.uitext,"VICTORY\n\nYou walk into the pond of crystal clear water on the Other Side, once you feel it is deep enough you dive in and emerge on your side. After a momentary confusion due to the reversal of gravity you realize where you are: You just resurfaced in Silver Lake, the pond next to your grandfather's cabin, where it all began. The cabin has burned down, but the shacks are still in their original condition. \n\nWith their master trapped on the Other Side you can hear and see how remnants of Nepheracet's minions flee in the woods or whatever else dark paces they can find to hide in. This will certainly causes for future business - hunting them all down. \n\nFor now however, you are lucky that you escaped with your life and that you could seal the rift that you opened by mistake - at least for now. With the Anchor still on the Other Side Nepheracet, the original author of the Unholy Book will have no trouble opening it up as he sees fit. \nThe Unholy Book remains in your possession. For all you know it cannot be destroyed, so you will need to find a way to keep it safe and guard it with your life.\n\nThe more time passes and the more you think about it another questions gnaws its way in your consciousness: How did the Anchor get to the other side?\n\nToday however you are happy and proud. Investigating this question has to wait for another time."
UILastWordsText.uitext,"THANKS FOR PLAYING\n\nDeveloping a scenario especially one as long as this one is one heck of an effort. I hope it paid off and you enjoyed it.\n\nI am always looking for feedback to improve the scenario further\n - Positive feedback of what's good and should not be changed.\n- Bug reports.\n- Improvement ideas.\n\nI am especially interested, how you did with the knock riddle and the '8 to 15' riddle.\n\nYou can leave me your contact information, if you want to help improving the scenario or do a translation. Currently there is no translator team to translate to German.\n\nHOPE YOU PLAY AGAIN"
EventPortal2YesFail.text,You cannot leave with the anchor. There are currently {var:PlayersOnOtherSide} players on the Other Side. You have to be the last one to leave otherwise you would trap a fellow investigator in, what can only be described as: Hell.
UIEndButtonContinue2.button1,Button1
UIEndLastWordsButton.button1,Button1
UIStatisticText.uitext,|||STATISTICS\nRounds played: {var:#round}\n2nd Act start round: {var:Scene2StartRound}\n3rd Act start round: {var:Scene3StartRound}\nHints used: {var:HintsUsed}\nSuper Successes rolled: {var:TestBonusClueCount}\nUnholy Book uses: {var:UnholyBookUseCounter}\n\nTRIVIA\nThe words you uttered during the ritual all mean "Devil" in different languages.\nThe Piano song played was Bach's Fuge no 2.\nThe sheet music image had no meaning.\nPhobos and Deimos are the moons of Mars and greek mythological characters. Their names mean fear and panic.\nThe real Vanderbilt Mansion is in Hyde Park in Duchess county in New York, USA.\n|||
TokenCatStartPath.text,"Daimos, the cat hides behind a barrel at the other end of the peer. He seems to be waiting at the start of a stony path leading towards the mansion. \n\nDo you want to follow Daimos?\n\n(all investigators need to be in the space of the cat to follow the cat)"
TokenCatStartPath.button1,Follow Daimos the Cat
TokenCatStartPath.button2,{clue} Hint
EventPierJumpMaster.button1,Button1
EventDogBeachDoor.text,"Phoebe, the dog stands next to the door, and stoically stares at the doorknob. Do you want to follow Phoebe and open the door?\n\nNote: Once you reach Act 3 you will receive a debug code which allows you to jump to Act 3 directly. This could be helpful if you want to play only Act 3 again after some future updates."
TokenDogBeachDoor.button1,Button1
EventDogMoves4.text,"You open the door just a little bit. Phoebe immediately rushes past you into the shack. Remove dog marker.\n\nAs you open the door wider you can spot a pile of rubbish made of wood and metal pieces. Place Search marker as indicated.\n\nMeanwhile Phoebe has taken position next to the following door and stares, once again at the doorknob. Place dog marker as indicated.\n\nDisappointed by your choice to follow the dog, Daimos the cat decides to leave and start looking for more suitable personnel elsewhere. It turns out he left just in time to avoid being struck by lightning. The explosion caused by the lightning strike destroys the stony path.\n\nRemove the cat marker."
EventDogShackDoor.text,Just as with the previous door, Phoebe sits stoically next to the door and stares and the doorknob, then stares at you for a while and then again at the doorknob.
TokenDogShackDoor.button1,Button1
EventPierJump1.button1,Continue
TokenRootCellarExplosives.button1,{action} Investigate ({observation})
EventTunnel2ExitCompleteDetonated.text,You are happy to escape with you lives, after the tunnel blew up in your face. The noise of the explosion is still ringing in your ears, your clothing are covered in dust and you can barely see. Yet you manage to climb up the stairs.
EventRootCellarExplosivesPlace.text,"A solid metal box, formally painted yellow, has the following letters imprinted on it:\n\nE - X - P - L - O - S - I - V - E - S\n\nThe box looks old and shabby. For everybodies safety the box is securely locked with a combination lock.\n\n You wonder what the condition of the content is like."
PuzzleRootCellarExplosivesMedium.button1,Guess
PuzzleRootCellarExplosivesHard.button1,Guess
EventRootCellarExplosivesOpen.text,"You open the lid of the crate as carefully as you can. Inside you find a stack of almost perfectly looking explosives.\n\nReceive Common Item: Dynamite."
PuzzleRootCellarExplosivesEasy.button1,Guess
EventRootCellarExplosivesOpen.button1,Continue
TokenRootCellarWritting.text,"There is an old picture on the wall. It is covered in dust and dirt. \n\nYou could clean it up to make it readable."
TokenRootCellarWritting.button1,{action} Investigate
EventPierJump1.text,"You jump into the water, instantly you dive below the surface onto the Other Side. Suddenly you know longer now where up and down is. In the distance you can see creatures approaching. Everything looks calm and tranquil. Like Earth in the Nuclear Winter. \nFortunatelly buoyancy forces you back to the surface.\n\nReceive 1 horror."
EventRootCellarInvestigatePicture.text,|||You clean the image with your sleeve. Below the dirt a text comes into sight. Someone deemed it necessary to write down the following: \n\n"To whom it may concern: The answer marks the entrance to the secret passage into the mansion.\n\nWhat are the next two letters in this combination? \n\nOTTFFSS"\n\nReplace and place the tokens as indicated in the app.|||
EventRootCellarInvestigatePicture.button1,Continue
TokenRootCellarWritting2.text,"To whom it may concern: The answer marks the entrance to the secret passage into the mansion.\n\nWhat are the next two letters in this combination? \n\nOTTFFSS "
TokenRootCellarWritting2.button1,Continue
TokenDogCellar.text,Phoebe sits on the floor and observes what you do, waiting anxiously for some progress.
TokenDogCellar.button1,Continue
TokenRootCellarPickAxe.text,There is a pile of rubbish made of wood and metal pieces.
TokenRootCellarPickAxe.button1,{action} Investigate ({agility})
EventRootCellarPickaxeSuccess.button1,Continue
EventRootCellarPickaxeCrit.text,"You cut yourself on one of the metal pieces.\n\nReceive 1 damage."
TokenRootCellarJJ.text,"Someone has scribbled the letters\n\nJJ\n\non the wall."
TokenRootCellarJJ.button1,{action} Investigate
EventRootCellarNoPickaxe.text,"You will need a Pickaxe if you are serious about looking for a hidden passage here. \n\nYour {action} is refunded."
EventRootCellarNoPickaxe.button1,Continue
TokenRootCellarTA.button1,{action} Investigate
TokenRootCellarTA.text,"Someone has made a stone inlay into the clay floor reading: \n\nTA"
TokenRootCellarEN.text,"Above the shelf a chalk writing reads:\n\nEN"
TokenRootCellarEN.button1,{action} Investigate
TokenRootCellarWorkbench.text,|||At this workbench you can put the metal part of the pickaxe and the 2x4 together to form a new pickaxe. \n\nYou need to have the "Missing Link" unique item representing the metal part of the pickaxe and the Common Item 2x4 in your possession in order to attempt the repair.|||
TokenRootCellarWorkbench.button1,{action} Repair
EventRootCellarForgePickaxe.text,"You hammer the pickaxe metal part and the 2x4 together and forge a new pickaxe out of the pieces.\n\nReturn Unique Item: Missing Link\nReturn Common Item: 2x4\nReceive Common Item: Pickaxe"
EventRootCellarForgePickaxe.button1,Continue
EventIntroductionPlaceTiles.button1,Continue
UIIntroductionPlaceNepheracetText.uitext,"Nepheracet, your arch-enemy, your nemesis from the Other Side, the Lord of Water, the Scourge of Earth, Harbinger of Doom, horror of the living and your most personal nightmare stands upon the pier, blocking the path to the mansion and doing what he does best: Spreading fear, horror and panic. \n\nHe seems to be the center of the thunderstorm, which engulfs the island. Waves of water fall incessantly from the sky, trenching everyone who walks outside within minutes.\n\nWith eyes, black as the night and deep as an abyss he is observing your arrival. From what you can tell it looks like he is conjuring up something big. Something, like a Tsunami, which approaches mercilessly from the South."
EventIntroductionPlaceNepheracet.button1,Continue
SpawnNepheracet.button1,Button1
EventNepheracetMaster.button1,Button1
EventIntroductionCatandDog.button1,Continue
EventIntroductionDogMove1.text,As you dock at the pier Phoebe jumps into the water...
EventIntroductionDogMove1.button1,Continue
EventIntroductionDogMove2.text,...and swims towards the shore...
EventIntroductionDogMove2.button1,Continue
EventIntroductionDogMove3.text,...once at the beach Phoebe shakes the excess water off, walks towards the shack door and starts staring at the doorknob.
EventIntroductionDogMove3.button1,Continue
EventRootCellarDoor.text,You do as the dog politely asked you to. The dog quickly wiggles past you, and sits down in the middle of the cellar, waiting for something to happen, yet you have no idea yet, what that might be. 
EventRootCellarDoor.button1,Continue
EventRootCellarWrittingPlace.button1,Continue
TokenRootCellarExplosives.text,"A solid metal box, formally painted yellow, has the following letters imprinted on it:\n\nE - X - P - L - O - S - I - V - E - S\n\nThe box looks old and shabby. For every bodies safety the box is securely locked with a combination lock.\n\n You wonder what the condition of the content is like."
EventRootCellarWrittingPlace.text,"This seems to be a painting covered in dust and dirt. \nWhy would somebody hang a painting in a root cellar? "
EventRootCellarExplosivesPlace.button1,Continue
EventCommonMoveOn.text,You may move to the next field.
EventCommonMoveOn.button1,Continue
EventIntroductionCatMoves1.text,With the dog gone, Daimos - the cat, runs fearless towards Nepheracet...
EventIntroductionCatMoves1.button1,Continue
EventIntroductionCatMoves2.text,... Daimos jumps past the Lord of Water and safely lands on his feet behind the horror from the Other Side...
EventIntroductionCatMoves2.button1,Continue
EventIntroductionCatMoves3.text,Finally, Daimos, hides behind a barrel at the other end of the pier. He seems to be waiting at the start of a stony path leading towards the mansion. 
EventIntroductionCatMoves3.button1,Continue
EventIntroductionHypridPlace.text,"While the cat hides behind the barrel a Deep One Hybrid comes down the stony path. Judging from the clothing it could be the care-taker of the island. Likely Daimos and Phoebe have been his pets. Now he plays for the Other Side and his former companions have become strangers.\n\nPlace a Deep One Hybrid as indicated."
EventIntroductionHypridPlace.button1,Continue
EventIntroductionVanderbiltPlace.text,|||Place a token representing Prof. Dr. James Vanderbilt inside the Merinda. Professor James Vanderbilt sits in a wheelchair and cannot move by himself. \n\nMoving the professor and yourself by 1 field requires 1 {action}. Basically moving the Professor along slows you down. \n\nThe Professor looks at you with his signature look of utter disgust and condescension: "Looks like we got company. Now, get me to the mansion and don't grow roots why you are at it!"\n\nMISSION OBJECTIVE\nBring Professor Vanderbilt to the Mansion.|||
EventIntroductionVanderbiltPlace.button1,Continue
EventIntroductionInvestigatorsPlace.text,"Place your investigators on the Merinda in the following sequence:\n1) Cabin\n2) Heck\n3) Front\n4) Cabin\n5) Heck\n6) Front\n7) Cabin\n8) Heck"
EventIntroductionInvestigatorsPlace.button1,Continue
TokenMerindaJump.text,|||Following Phoebes example you could jump into the water and swim ashore. \n\nIf you jump place your investigator in the blank space between the Merinda and the beach. It will cost you one more {action} to move your investigator from the water to the beach. \n\nFor 1 action you and the professor can move 1 field.\nFor 1 {action} you can also throw the professor into the water. For {var:ProfMoveActions} {action} you can move together with the professor from the water to the beach.\n\nNobody can move from the water to the pier.\n\nIMPORTANT: Each investigator has to select the "Jump" action before moving into the water.|||
TokenMerindaJump.button1,{action} Jump
EventDogMoves4.button1,Continue
TokenPier1Jump.button1,{action} Jump
TokenPier1RabbitFoot.button1,{action} Investigate
TokenPier1Jump.text,|||Following Phoebes example you could jump into the water and swim ashore. \n\nIf you jump place your investigator in the blank space between the Merinda and the beach. It will cost you one more {action} to move your investigator from the water to the beach. \n\nFor 1 action you and the professor can move 1 field.\nFor 1 {action} you can also throw the professor into the water. For {var:ProfMoveActions} {action} you can move together with the professor from the water to the beach.\n\nNobody can move from the water to the pier.\n\nIMPORTANT: Each investigator has to select the "Jump" action before moving into the water.|||
EventPierRubbish.text,"Upon closer inspection it turns out to be a pile of meat and gore. Leftovers from Nepheracet's last dinner. Among the intestines you find the lucky charm of the former caretaker: A Rabbit's Foot.\n\nReceive Common Item: Lucky Rabbit's Foot."
EventPierRubbish.button1,Continue
EventIntroductionJumpPlace.text,|||Following Phoebes example you could jump into the water and swim ashore. \n\nIf you jump place your investigator in the blank space between the Merinda and the beach. It will cost you one more {action} to move your investigator from the water to the beach. \n\nFor 1 {action} you can also throw the Professor into the water. For {var:ProfMoveActions} {action} you can move together with the Professor from the water to the beach.\n\nNobody can move from the water to the pier.\nWhen calculating range for Nepheracet, the entire water area counts as one field, i. e. Nepheracet can hit you when in the water.\n\nIMPORTANT: Each investigator has to select the "Jump" action before moving into the water.\n\nPlace two markers as indicated.|||
EventIntroductionJumpPlace.button1,Continue
EventIntroductionRabbitFootPlace.button1,Continue
EventIntroductionRabbitFootPlace.text,Nepheracet has slaughtered and partly eaten the wife of the caretaker. Among the remaining gore, you can make out something, that looks valuable. 
EventPierJump2.text,"Despite your newly discovered fear of water you jump into the dark harbor waters. Gravity instantly pulls you under - into the dark. Water and darkness weigh heavily on your skin, you are unable to breath and it is scaring you. Unable to see, you let your imagination run wild - or is it not just imagination. The deeper you dive in the blurrier the line between reality and imagination becomes. Finally the lines vanishes, and for a brief second you realize a truth, that you tried to ignore: Your worst nightmares are all real. It is all real. The horrors from the Other Side have crossed over into what you consider reality and know your reality has become a nightmare. \n\nWith this thought in mind you resurface. In utter panic you gasp for air. The thought that you will never know if you resurfaced on your or the Other Side, drives you insane.\n\nReceive 1 horror."
EventPierJump2.button1,Continue
EventPierJump3.text,"After you touch the surface of the water, it does not feel like diving in but rather like emerging from water. Suddenly down is up and up is down as you emerge on the Other Side, where the sky glows red like blood and the water is black like tar. \nHunting Horrors dressed like investigators patrol the ocean. As they spot you, they approach and rapidly spit acid in your direction. In utter panic you take a dive and re-emerge on your side, where Nepheracet towers above you on the pier and smiles in satisfaction.\n\nReceive 1 horror."
EventPierJump3.button1,Continue
EventPierJumpReset.button1,Continue
EventRootCellarENTest.text,"With the Pickaxe you can try to tear down the wall and see if the secret passage lies behind.\n\nMake a {strength} test."
EventRootCellarENTest.button1,Continue
EventRootCellerPickaxeFail.text,You make some progress but it is not good enough. You need to try harder.
EventRootCellerPickaxeFail.button1,Continue
EventRootCellarENSuccess.text,"You break through the wooden wall and uncover the hidden passage behind.\n\nPlace tile {c:TileTunnel1} as indicated.\nPlace all additional Wall Markers as indicated.\nPlace Search Markers as indicated.\nMove the Dog Marker as indicated.\nPlace a barricade next to the tunnel entrance."
EventRootCellarENSuccess.button1,Continue
TokenTunnel1ExplosivesEast.text,"The tunnel is an old, not very professional construction. In this area the material used to support the ceiling looks especially weak and a well placed explosive could collapse the tunnel.\n\nNotes: \nOnly the investigator carrying the Common Item Dynamite may place the explosives.\nThe dynamite has a short fuse, so you will have only a short time to run for cover."
TokenTunnel1ExplosivesEast.button1,{action} Place explosives
TokenTunnel1ExplosivesWest.text,"In this area of the tunnel the bedrock looks fairly loose and crumbly.  A well placed explosive will collapse the tunnel.\n\nNotes: \nOnly the investigator carrying the Common Item Dynamite may place the explosives.\nThe dynamite has a short fuse, so you will have only a short time to run for cover."
TokenTunnel1ExplosivesWest.button1,{action} Place explosives
TokenTunnel2Explosives.text,"Somebody has left a keg of gunpowder sitting in the tunnel. This is most certainly asking for disaster.\n\n If you place your explosives here, it will certainly tear the tunnel apart.\n\nNotes: \nOnly the investigator carrying the Common Item Dynamite may place the explosives.\nThe dynamite has a short fuse, so you will have only a short time to run for cover."
TokenTunnel2Explosives.button1,{action} Place explosives
TokenTunnel2Exit.text,|||The tunnel ends at a brick wall with a hole inside. Behind the brick wall you can see a small stairwell going up. On top of the stairs you can see a hole in a wooden wall, covered but what looks like the rear of a cupboard.\n\nIf you select "Climb stairs" your investigator will start to climb the stairs and is temporarily removed from the game-board.\n\nEach investigator needs to climb the stairs for the game to progress.\n\nNote: The Professor counts as removed from the tunnel after an investigator exits the tunnel while the Professor is on the last field.|||
TokenTunnel2Exit.button1,{action} Climb stairs
EventTunnel2ExitIncomplete.button1,Continue
EventDogTunnel.text,As if Phoebe knew, that you have a hard time seeing in the dark she waits for you.
EventTunnel2ExitIncomplete.text,You start to climb the stairs. Remove your investigator from the game-board.
TokenDogTunnel.button1,Move on
EventTunnel2Place.text,"Phoebe continues to run forward, as you approach, and vanishes through a hole in the brick wall at the end of the tunnel. \n\nPlace tile {c:TileTunnel2} as indicated.\nPlace wall markers left and right as indicated to cover the doors.\nPlace Explore Marker as indicated at the end of the tunnel.\nRemove the Dog Marker."
EventTunnel2Place.button1,Continue
EventTunnel2ExplosivesPlace.text,Looks like somebody has forgotten a keg of gunpowder.
EventTunnel2ExplosivesPlace.button1,Continue
EventTunnelExplosives1Place.button1,Continue
EventTunnelExplosives2Place.text,You find a nice spot to place the explosives and light the fuse with your last match. The fuse burns way faster than expected.
EventTunnelExplosives2Place.button1,Continue
EventTunnelExplosives3Place.text,You choose to go for the big BOOOM and placed the dynamite in the middle of the gunpowder. Carefully you light the fuse, which burns much faster than expected. You better get away, while there is still time.
EventTunnelExplosives1Place.text,You find a nice spot to place the explosives and light the fuse with your last match. The fuse burns way faster than expected.
EventTunnelExplosives3Place.button1,Continue
EventTunnel2ExitCompleteExplosive.button1,Continue
EventDerringer.button2,Done
EventTunnel2ExitCompleteExplosive.text,"All of you manage to get on the stairs. You make quite some way up the stairs by the time the dynamite explodes. \n\nEach investigator suffers {var:ExplosivePlacement} damage  ({agility} negates)."
EventScene2EntryPlace.text,"Place tile {c:TileEntry}.\n\nDim daylight creeps through cracks and crevices of the doors leading to the hallways, but otherwise it is dark. \n\nPlace Darkness Markers on each field of {c:TileEntry}."
EventTunnel2ExitCompleteNoExplosive.text,Chased by monsters, you rush up the stairs.
EventTunnel2ExitCompleteNoExplosive.button1,Continue
EventTriggerDetonation.text,"The explosive was a little bit short fused and explodes before you can clear the tunnel. \n\nEach in investigator in the same field as the explosive receives 5 damage ({strength} negates).\nInvestigators in the tunnel, receive one less damage for each field away from the explosive.\nEach investigator in the stairwell receives {var:ExplosivePlacement} damage.\n\nThe tunnel collapses at the field where the explosion took place.\n\nEach investigator south of the field where the explosion took place is cut off. If you have any cut off investigators you have lost the game.\n\nHave any investigators being cut off?"
EventTriggerDetonation.button1,Yes (Defeat)
EventRootCellarTATest.text,"With the Pickaxe you can try to tear down the wall and see if the secret passage lies behind.\n\nMake a {strength} test."
EventRootCellarTATest.button1,Continue
EventRootCellarTASuccess.text,"You dig up an old skeleton, which has been buried here since quite some time. Hearing Nepheracet's voice the skeleton rises from the dead and stands up next to you. Eager to celebrate the day with human sacrifices.\n\nPlace a Cultist on the field, where you dug him up."
EventRootCellarTASuccess.button1,Continue
EventRootCellarJJTest.text,"With the Pickaxe you can try to tear down the wall and see if the secret passage lies behind.\n\nMake a {strength} test."
EventRootCellarJJTest.button1,Continue
EventRootCellarJJSuccess.text,"Through some misguided judgment you hammer a hole in the outside wall. \n\nRemove Wall Token.\nRemove Search Marker.\n\nNow that you have made a new opening in the wall, monsters can use it to enter the cellar."
EventRootCellarJJSuccess.button1,Continue
EventTriggerTsunami1.text,"The tsunami wave arrives much quicker than expected. The massive wave sinks the Merinda like it never existed. \n\nRemove tile {c:TileMerinda}.\nEverybody still on the boat is now placed in the water.\nEvery investigator placed in the water that way receives 1 horror and 1 damage."
EventTriggerTsunami1.button1,Continue
EventTriggerNepheracetMove1.button1,Continue
EventTsunami2.text,"The Tsunami approaches the shore with nearly full force. Plank by plank the force of nature tears apart the pier.\n\nRemove tile {c:TilePier1}.\nAny investigator on the pier receives 1 horror and 1 damage and is placed in the water. You can move from the water to the beach with one action.\n\nEvery investigator in the water (but not those previously on the pier) receive 1 damage."
EventTriggerNepheracetMove1.text,"Nepheracet, the horror from the deep, your personal nightmare moves one field closer to the shore.\n\nNEW OBJECTIVE\n\nDo not allow Nepheracet to be on the same field as the Professor at the end of his turn. "
EventTsunami2.button1,Continue
EventTunnel2ExitCompleteDetonated.button1,Continue
EventTriggerDetonation.button2,No (Continue)
EventEndDefeat1DetonationCutOff.button1,Continue
UIEndDefeat5Scene1Down.button1,Continue
EventNepheracetMove.button1,Yes
EventNepheracetMove.button2,No
EventIntroductionGiveClues2.button1,Continue
TokenRootCellarWritting2.button2,{clue}{clue} Hint
EventRootCellarRiddleHint.text,"The team together has to pay two {clue}. Here is the hint:\n\nCount your fingers, make sure to count in English. If this does not help, writte down the words, one below another."
EventRootCellarRiddleHint.button1,Continue
TokenPath2MansionDoor.button1,{action} Break the door down ({strength})
TokenPath2MansionDoor.button2,{action} Pick the Lock
TokenPath2MansionDoor.button3,Open with Key
TokenPath2MansionDoor2.text,|||The door in unlocked. You may enter at any time.\n\nIf you select "Enter" your investigator is temporarily removed from the game-board.\n\nEach investigator needs to enter for the game to progress. When an investigator enters while the professor is on the field in front of the door, then the professor token can be removed and is safe from Nepheracet.|||
EventPath2MansionDoorStrength.text,Pumped with adrenaline from slaying all the horrors and being chased by Nepheracet you feel invulnerable and slam yourself against the door, being in good spirits that it will give way as well.
EventPath2MansionDoorStrength.button1,Continue
EventPath2MansionDoorStrengthFail.text,|||The Professor comments your failure:\n"I appreciate your enthusiasm, but if you keep trying like this all you achieve is hurting yourself!"\n\nReceive 1 damage.|||
EventPath2MansionDoorStrengthFail.button1,Continue
EventPath2MansionDoorStrengthSuccess.text,"Like the steel stud that you are, you hammer the door down and break the lock open.\n\nYou may know enter the mansion by investigating the door  second time."
EventPath2MansionDoorStrengthSuccess.button1,Continue
TokenPath2MansionDoor2.button1,{action} Enter
EventPath2MansionDoorKey.text,"Hiding the key below a trash can certainly was not the most brilliant of hiding places. However, you never looked a gift-horse in the mouth and unlock the door.\n\nYou may know enter the mansion by investigating the door  second time."
EventPath2MansionEnter.text,"You enter Vanderbilt Mansion. \n\nTemporarily remove your investigator from the game-board."
EventPath2MansionEnter.button1,Continue
TokenCatMansionDoor.text,Daimos, the cat, sits on top of the boundary wall of the stony path and waits for you to open the door. 
TokenCatMansionDoor.button1,Continue
TokenPath2Rubbish.text,Two trash cans. One of them has been thrown to the ground and some of the rubbish has spilled out. Maybe there is still something useful to you.
TokenPath2Rubbish.button1,{action} Investigate ({will})
EventPath2RubbishSearch.text,"Its gross, its disgusting, its trash. Yet you decided to search through it. \n\nMake a {will} test."
EventPath2RubbishSearch.button1,Continue
EventPath2RubbishSearchCritFail.text,"You are shocked by the condition of the trash. There large amount of mold, some gluey, sticky stuff and this stench this disgusting stench. It is horrifying, really horrifying. \n\nYou receive 1 horror."
EventPath2RubbishSearchCritFail.button1,Continue
EventPath2RubbishFail.text,Search through the rubbish is disgusting. Yet you have seen worse, like the gore at the pier for example. What you do not see is something valuable within the trash.
EventPath2RubbishFail.button1,Continue
EventPath2RubbishSuccess.text,"Like the professional investigator that you are, you look at the situation from above, get a lay of the land. Then you move the standing trashcan aside and find a key below. \n\nReceive Unique Item: Brass Key."
EventPath2RubbishSuccess.button1,Continue
TokenPath2MansionDoor.text,Finally, you have reached the entrance to Vanderbilt Mansion. The door is beautifully crafted, dark-brown, hardwood portal. 
EventPath2MansionDoorKey.button1,Continue
EventPath2MansionEnterComplete.text,"After the last of you has entered the mansion, Daimos jumps from the wall and slowly prances inside, making sure the attention is on him, while the raging demon from the Other Side tries to follow behind.\n\nYou slam the door shut before he can reach you."
EventPath2MansionEnterComplete.button1,Continue
TokenPath1CaretakerDoor.text,"A brass sign on the door reads: \n\nCARETAKER\n\nYou wonder if the door is unlocked."
TokenPath1CaretakerDoor.button1,{action} Investigate
EventPath1CaretakerDoor.text,|||Turns out the door is locked. \n\n"This is not the mansion door", comments the Professor, as usual, in the most condescending manner, "I though you are capable of reading? No?! OK, then let me remind you of what you need to do: Take me to the mansion!"|||
EventPath1CaretakerDoor.button1,Continue
TokenPath1Cat.text,Daimos hides behind another barrel, waiting for things to come. Or waiting for you. You are not sure.
TokenPath1Cat.button1,Follow the cat
TokenPath1Barrels.text,Someone has placed a couple of barrels at the side of the path. You would love to investigate what is inside. 
TokenPath1Barrels.button1,{action} Investigate ({agility})
EventPath1BarrelSearch.text,"The barrels contain a bunch of thrown away books. \n\nMake a {agility} test to search them."
EventPath1BarrelSearch.button1,Continue
EventPath1BarrelCritFail.text,"It is full of sharp objects. While searching through them you are not careful enough and cut your hand. \n\nReceive 1 damage."
EventPath1BarrelCritFail.button1,Continue
EventPath1BarrelFail.text,Its just a bunch of useless metal. You are certain of that. Almost at least.
EventPath1BarrelFail.button1,Continue
EventPath1BarrelSuccess.text,"Eureka! You found an interesting item that might come in handy in the future.\n\nReceive Common Item: Pickaxe"
EventPath1BarrelSuccess.button1,Continue
EventPath1FollowCat.text,"As you get closer Daimos runs away and hides behind a barrel at the end of an Ally, which has an old rundown building on the left and a stone wall on the right.\n\nPlace tile {c:TilePath1} as indicated.\nMove Daimos the cat to the end of the ally as shown.\nPlace a wall marker to cover the door on the right.\nPlace a Search Marker on the building door on the left.\nPlace a Search Marker over the barrels on the right.\n\nDisappointed that you chose to follow the cat, Phoebe the dog runs away into the wild. \n\nRemove Dog Marker."
EventPath1FollowCat.button1,Continue
EventPath1PlaceMonster.button1,Continue
EventPath1PlaceMonster.text,"While you have been contemplating about your live a Deep One comes down the path, eager to end it.\n\nPlace Deep One as highlighted at the end of the alley.\n\nAs you look into the long alley towards the mansion towering at its end, the horror blocking your path and your nemesis chasing behind you, you realize the hopelessness of your situation and adrenaline rushes through your veins.  \n\nEach investigator receives two {clue}.\nEach investigator becomes concentrated. If the investigator was already concentrated, the investigator receives two {clue} instead."
EventPath2FollowCat.text,"Daimos runs down the alley even further. Startled by the Hunting Horror in front of the Mansion he evades to the side and climbs up the boundary wall, where he hides next to the door, observing whats going on below.\n\nMove the Cat Marker as Indicated.\n\nThe Hunting Horror in front of the Mansion Door has thrown over one of the trash cans. Another one remains standing. \n\nPlace a Search Marker over the Trash cans."
EventPath2FollowCat.button1,Continue
EventPath2MansionDoorPlace.text,Finally, the door to Vanderbilt Mansion is in sight. The door is beautifully crafted, dark-brown, hardwood portal. 
EventPath2MansionDoorPlace.button1,Continue
EventPath2PlaceMonster.text,"A Hunting Horror slither, through the end of the alley, trapped between you and the door to the mansion. Or is it you, who are trapped between him and Nepheracet?\n\nPlace Hunting Horror as highlighted."
EventPath2PlaceMonster.button1,Continue
PuzzleMansionDoorEasy.button1,Guess
EventPath2MansionDoorPicked.text,"The lock is no match to your superior skill and you pick it with ease. \n\nYou may know enter the mansion by investigating the door  second time."
EventPath2MansionDoorPicked.button1,Continue
PuzzleMansionDoorMedium.button1,Guess
PuzzleMansionDoorHard.button1,Guess
EventScene3VanderbiltSupport.text,"While using his banishing abilities to keep the horrors from the Other Side of his back Prof. Vanderbilt still finds the time to cast a powerful spell.\n\nOne investigator of your choosing on Our Side heals 1 horror.\nOne investigator of your choosing on Our Side heals 1 damage."
EventVanderbiltSupportHeal.text,|||First of all," starts the Professor in his signature tone, "let me congratulate you for leading us in this trap."\nHet let's it sink in for a moment before he continues.\n"And now, you mindless worms, tell me, who will help us out of this trap?|||
EventVanderbiltSupportHeal.button1,You, almighty Professor!
EventVanderbiltSupportHeal.button2,Shut up, and let us do our job!
EventVanderbiltSupportHealHeal.text,|||The Professor nods in agreement: "Of course it is me. Now let me ease your pain!"\n\nThe investigator with the least amount of health left is healed 2 damage.|||
EventVanderbiltSupportHealHeal.button1,Thank you, Professor!
EventVanderbiltSupportHealHeal.button2,That's all you got?
EventVanderbiltSupportHealHeal.button3,Say nothing.
EventVanderbiltSupportSanity.text,|||Oh my," says the Professor, "what have you done?" \nHe gives you a brief moment to think about it. There have been so many things, and he is so easy to disappoint.\n"We are in a cul-de-sac, walls on each side and the Horror of Horrors is chasing behind us. How do you plan to get through this?|||
EventVanderbiltSupportSanity.button1,With you help, almighty Professor!
EventVanderbiltSupportSanity.button2,By believing in ourselves!
EventVanderbiltSupportSanity2.text,|||"Of course! Now you remember your manners. You must be getting closer to insanity..." notices the Professor, without surprise, "...let me drag you back to sanity!"\n\nThe investigator with the least amount of sanity left is healed 2 horrors.|||
EventVanderbiltSupportSanity2.button1,Thank you, Professor!
EventVanderbiltSupportSanity2.button2,Why did you pull me back?
EventVanderbiltSupportSanity2.button3,Say nothing.
TokenPath2Sedatives.text,A bunch of bottles has been thrown carelessly in the alley. Maybe one of them is still of use.
TokenPath2Sedatives.button1,{action} Investigate
EventPath2Sedatives.text,"You search through the bottles and quickly realize that only one of them still has some content left. It is labeled: Sedatives.\n\nReceive Common Item: Sedatives."
EventPath2Sedatives.button1,Continue
EventCatDogHint.text,"The path of the cat should better be called path of the cattle because it leads to slaughter. It is a combat heavy path to the mansion, which will keep the investigator in direct line of sight to Nepheracet, who is a butcher. The path of the cat is a very challenging battle, but it is doable if you make smart decisions and time your actions well. Of course you also need a little bit of luck.\n\nThe path of the dog leads you quickly out of the line of sight of Nepheracet and you would be wise to keep it that way. If you follow the dog, you will see low to no amount of combat (depending on your choices) and will be faced with riddles and puzzles instead. "
EventCatDogHint.button1,Continue
TokenCatEntry.text,Daimos lays upon the armchair like he rules the place.
TokenCatEntry.button1,{action} Send to bedroom
TokenCatEntry.button2,{action} Send to ballroom
TokenCatEntry.button3,{action} Send to living-room
TokenCatEntry.button4,{action} Send to fountain
EventSendBed1Cat.text,Annoyed by you command Daimos slowly raises up, and walks away even slower, expressing his unhappiness with your interruption.
EventSendBed1Cat.button1,Continue
EventSendBallroomCat.text,Annoyed by you command Daimos slowly raises up, and walks away even slower, expressing his unhappiness with your interruption.
EventSendBallroomCat.button1,Continue
EventSendLivingCat.text,Annoyed by you command Daimos slowly raises up, and walks away even slower, expressing his unhappiness with your interruption.
EventSendLivingCat.button1,Continue
EventSendFountainCat.text,Annoyed by you command Daimos slowly raises up, and walks away even slower, expressing his unhappiness with your interruption.
EventSendFountainCat.button1,Continue
TokenDogEntry.text,Phoebe rests comfortably, always keeping an eye on the situation.
TokenDogEntry.button1,{action} Send to bedroom
TokenDogEntry.button2,{action} Send to ballroom
TokenDogEntry.button3,{action} Send to living-room
TokenDogEntry.button4,{action} Send to fountain
EventSendBed1Dog.text,As you approach Phoebe sits up and awaits your command and tilts her head as she listens carefully. Eager to comply she runs off into the desired direction.
EventSendBed1Dog.button1,Continue
EventSendBallroomDog.text,As you approach Phoebe sits up and awaits your command and tilts her head as she listens carefully. Eager to comply she runs off into the desired direction.
EventSendBallroomDog.button1,Continue
EventSendLivingDog.text,As you approach Phoebe sits up and awaits your command and tilts her head as she listens carefully. Eager to comply she runs off into the desired direction.
EventSendLivingDog.button1,Continue
EventSendFountainDog.text,As you approach Phoebe sits up and awaits your command and tilts her head as she listens carefully. Eager to comply she runs off into the desired direction.
EventSendFountainDog.button1,Continue
TokenDogBallroom.text,Phoebe observes you eagerly ever since you entered, curious of what you will do next.
TokenDogBallroom.button1,{action} Send to Entry
TokenDogLiving.text,Phoebe sleeps below the living-room window, knowing that you got the situation under control.
TokenDogLiving.button1,{action} Send to Entry
TokenDogBed1.text,Phoebe rests comfortably on the sofa waiting for things to happen.
TokenDogBed1.button1,{action} Send to Entry
TokenCatBed1.text,Daimos rests upon the sofa like a king in his castle.
TokenCatBed1.button1,{action} Send to Entry
TokenCatLiving.text,Daimos dwells on his living-room armchair, eyeballing you like he wants something, which you did not yet provide.
TokenCatLiving.button1,{action} Send to Entry
TokenCatBallroom.text,Daimos has been watching you ever since you come in. Obviously, what you are doing is suspicious to the cat.
TokenCatBallroom.button1,{action} Sent to Entry
TokenDogBallroom.button2,{action} Send to Bedroom
TokenDogBallroom.button3,{action} Send to Living-room
TokenDogBallroom.button4,{action} Send to Fountain
EventSendEntryDog.text,As you approach Phoebe sits up and awaits your command and tilts her head as she listens carefully. Eager to comply she runs off into the desired direction.
EventSendEntryDog.button1,Continue
TokenCatBallroom.button2,{action} Sent to Living-room
TokenCatBallroom.button3,{action} Sent to Bedroom
TokenCatBallroom.button4,{action} Sent to Fountain
EventSendEntryCat.text,Annoyed by you command Daimos slowly raises up, and walks away even slower, expressing his unhappiness with your interruption.
EventSendEntryCat.button1,Continue
TokenDogLiving.button2,{action} Send to Ballroom
TokenDogLiving.button3,{action} Send to Bedroom
TokenDogLiving.button4,{action} Send to Fountain
TokenCatLiving.button2,{action} Send to Ballroom
TokenCatLiving.button3,{action} Send to Bedroom
TokenCatLiving.button4,{action} Send to Fountain
TokenDogBed1.button2,{action} Send to Ballroom
TokenDogBed1.button3,{action} Send to Living-room
TokenDogBed1.button4,{action} Send to Fountain
TokenCatBed1.button2,{action} Send to Ballroom
TokenCatBed1.button3,{action} Send to Living-room
TokenCatBed1.button4,{action} Send to Fountain
TokenDogFountain.text,Phoebe walks around the fountain, enjoying the fresh air and taking in the scents of everything.
TokenDogFountain.button1,{action} Send to Entry
TokenDogFountain.button2,{action} Send to Ballroom
TokenDogFountain.button3,{action} Send to Bedroom
TokenDogFountain.button4,{action} Send to Living-room
TokenCatFountain.text,"Daimos, is one unhappy cat. It is windy, it is cold and it is raining. He is crawled up in a corner of the place trying to avoid, cold, wind and rain as good as possible.\nYou are certain, that he is cursing you quietly. "
TokenCatFountain.button1,{action} Send to Entry
TokenCatFountain.button2,{action} Send to Ballroom
TokenCatFountain.button3,{action} Send to Bedroom
TokenCatFountain.button4,{action} Send to Living-room
TokenEntryVanderbilt.button1,Button1
EventVanderbiltTalkMaster.button1,Button1
EventVanderbiltTalkEntryToStudy.button1,{action}{action} Bring to Study
EventVanderbiltTalkEntryToStudy.button2,We got some other questions...
EventVanderbiltMoveToStudy.text,|||You roll the Professor across the ballroom into the study. After your arrival he instantly starts to complain:\n"The Unholy Book! Give it to me. Or how did you think I will figure out how to seal YOUR rift?"|||
EventVanderbiltMoveToStudy.button1,Continue
EventVanderbiltTalkStudyWantBook.text,|||My beloved little helpers", says the Professor trenching his words in sarcasm, "if you want me to make any progress solving your problems, you have to give me the book!|||
EventVanderbiltTalkStudyWantBook.button1,{action} Give him the Unholy Book
EventVanderbiltTalkStudyCold.text,It's mighty cold in here! I could concentrate on your research much better if you would turn the fireplace on.
EventVandberbiltTalkGiveBook.text,"You give Professor Dr. James Vanderbilt the Unholy Book.\n\nReturn Unique Item: Old Journal.\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. "
EventVandberbiltTalkGiveBook.button1,Continue
EventVanderbiltTalkStudyResCompl.button1,{action} {action} Move to Fountain
EventVanderbiltTalkStudyResCompl.button2,{action} Take Unholy Book
EventVanderbiltTalkOutsideMaster.button2,{action} Take Unholy Book back
EventVanderbiltTalkOutsideMaster.button3,About the things for the ritual...
EventVanderbiltTalkOutsideMaster.button4,About that corps...
EventVanderbiltTalkOutsideMaster.text,|||All right my dears", says the professor without meaning to be polite, but rather being sarcastic, "as soon as you have prepared all we need, we can get this ritual started!|||
EventVanderbiltTalkOutsideMaster.button5,Nevermind
EventVanderbiltTalkRitualNeeds.text,"Just to remind you. This was what we need:\n- Water in the Fountain\n- Black Ritual Candles\n- A human corpse\n- '8 to 15'\n\nDo you have any questions about this?"
EventVanderbiltTalkRitualNeeds.button1,|||{action} or {clue} "Where would we find black candles?"|||
EventVanderbiltTalkRitualNeeds.button2,|||{action} or {clue} "How do we turn on the water?"|||
EventVanderbiltTalkRitualNeeds.button3,|||{action} or {clue} "Where would we find a corps?"|||
EventVanderbiltTalkRitualNeeds.button4,|||{action} or {clue} "Where would we find a lead pipe?"|||
EventVanderbiltTalkFindCandles.text,|||"My father used to keep a set of black candles in his desk in the bedroom.|||
EventVanderbiltTalkFindCandles.button1,Continue
TokenBed1Candles.text,This is the desk of deceased Professor Dr. Charles Vanderbilt, the father of your current most condescending companion in the wheelchair. You should give it a more detailed look.
TokenBed1Candles.button1,{action} Investigate
EventBed1GotCandles.text,"You search through the desk. Carefully hidden within you find a box of Black Ritual Candles.\n\nReceive Common Item: Candles\n\nIf you use the candles and have to discard the card, please also tell the game through interaction with the inventory.\nIt could be a good idea to place an Interact Marker on top of the card to remind you of the interact option."
EventBed1GotCandles.button1,Continue
EventCandlesUse.text,If you use the candles for a ritual let the game know.
EventCandlesUse.button1,Candles Used.
EventCandlesUse.button2,Ok, will do.
EventCandlesRemoved.text,Thank you. Candles are now removed from you inventory, and you can return the card.
EventCandlesRemoved.button1,Continue
EventVanderbiltTalkTurnOnWater.text,Oh my dears! Where do I start?! Obviously, you have to turn on the valve in the basement, after you fixed it with the lead pipe.
EventVanderbiltTalkTurnOnWater.button1,Got it thanks!
EventVanderbiltTalkTurnOnWater.button2,|||{action} or {clue} "Where do I find the lead pipe?"|||
EventVanderbiltTalkLeadPipe.text,Well, let's see if we can logically deduct that information together. What do you need the pipe for?
EventVanderbiltTalkLeadPipe.button1,Water
EventVanderbiltTalkLeadPipe.button2,Natural Gas
EventVanderbiltTalkLeadPipe.button3,Oil
EventVanderbiltTalkNo.text,No, that's not it. Let's start over!
EventVanderbiltTalkNo.button1,Continue
EventVanderbiltTalkLeadPipe2.text,Good, excellent! Who would have imagined! Now, where do you find water?
EventVanderbiltTalkLeadPipe2.button1,Fountain
EventVanderbiltTalkLeadPipe2.button2,Bathroom
EventVanderbiltTalkLeadPipe2.button3,Ballroom
EventVanderbiltTalkLeadPipe3.text,Amazing. Water in the bathroom. Who would have thought! Where in the bathroom would you say would be the largest container for water?
EventVanderbiltTalkLeadPipe3.button1,Sink
EventVanderbiltTalkLeadPipe3.button2,Toilet
EventVanderbiltTalkLeadPipe3.button3,Tub
EventVanderbiltTalkLeadPipe4.text,In the bath-tub! All right, great job! Looks like you are not that mentally impaired as I have always thought. So why don't you be a dear, and search that bath-tub for a lead pipe and leave me alone?!
EventVanderbiltTalkLeadPipe4.button1,Thank, you Professor, your lecture was a blessing!
EventVanderbiltTalkLeadPipe4.button2,Say nothing.
EventVanderbiltTalkLeadPipe4.button3,Your arrogance, disgusts me.
EventVanderbiltTalkAggroDown.text,The Professor nods, and almost smiles.
EventVanderbiltTalkAggroDown.button1,Continue
EventVanderbiltTalkAggroUp.text,The Professor gives you his signature look of utter disgust and condescension.
EventVanderbiltTalkAggroUp.button1,Continue
EventVanderbiltTalkRitualNeeds.button5,About that corpse...
EventVanderbiltTalkCorpse.button1,Of course you are!
EventVanderbiltTalkCorpse.button2,There must be another way!
TokenBathLeadpipe.text,Since the bath-tub is standing openly in the bathroom you can see how the piping is done. Given enough force you could potentially pry one of the lead pipes loose.
EventVanderbiltTalkCorpseRight.text,Of course I am. Just let me know when you are ready and I will make sure you have a painful death.
EventVanderbiltTalkCorpseRight.button1,You mean painless?
EventVanderbiltTalkCorpseRight.button2,Ok
EventVanderbiltTalkCorpseRight.button3,On second thought: No!
EventVanderbiltTalkCorpseOtherWay.text,Of course there is. When my father tried to resurrect my mother, he must have used her corpse in the ritual. I am sure he has hidden her remains somewhere within the mansion, I just have no idea where. Would be easy if you could ask her.
EventVanderbiltTalkCorpseOtherWay.button1,Continue
EventVanderbiltTalkCorpse.text,"Well let's see: A corpse is just a dead human. Since we have {var:#heroes} of you it would be easy to produce a corpse. One of you just needs to man up for YOUR faults and pay the ultimate price for opening the portal. That should not be to much to ask, considering the fate of the world is at stake, and we are all dead anyhow, if we do not seal the portal. \nAm I right?!"
TokenBathLeadpipe.button1,{action} Investigate ({strength})
EventBathLeadPipe.text,The pipes are made to last and well connected with the tub. Make a {strength} test to see if you can remove one.
EventBathLeadPipe.button1,Continue
EventBathLeadPipeCrit.text,"You try real hard to get the pipe loose. As you run low on strength you slip, fall and hit your head.\n\nReceive 1 damage."
EventBathLeadPipeCrit.button1,Continue
EventCommonTestFail.text,Your efforts are not good enough. Maybe you will succeed next time.
EventCommonTestFail.button1,Continue
EventBathLeadPipeSucess.text,You succeed in prying one of the pipes loose. This will come in handy one way or the other.
EventBathLeadPipeSucess.button1,Continue
TokenBasementValve.text,This looks like the main water valve for the building. Luckily it is closed, because a piece of the piping right after the valve is missing.
TokenBasementValve.button1,{action} Open valve
TokenBasementValve.button2,{action} Repair pipe (needs Lead Pipe & Wrench)
EventBasementValveOpenNotRepaired.text,"You turn on the valve. Water spills out in a hefty stream, soaks your clothing and forms a puddle on the floor. \nQuickly you try to remedy your mistake and turn the water off again. "
EventBasementValveOpenNotRepaired.button1,Continue
EventBasementValveSpawn.text,"You knew it is a bad idea as soon as you saw the puddle on the floor. Each puddle of water is a gateway to the Other Side. Hearing Nepheracet's voice from outside, a Horror from the Other Side answers is call and climbs out of the puddle.\n\nPlace a Deep One as indicated."
EventBasementValveSpawn.button1,Continue
EventBasementValveOpenRepaired.text,Slowly, you turn on the water to see how the repaired pipe holds up. Reinforced by success you open it further until full water pressure is restored.
EventBasementValveOpenRepaired.button1,Continue
EventBasementValveRepair.text,You got the Lead Pipe, you got the Wrench and you hope you got the skills. Make a {agility} test to replace the missing pipe.
EventBasementValveRepair.button1,Continue
EventBasementValvePipeRepairCrit.text,"You pull and you push, you huff and you puff, then you slip and you fall and tell your colleagues 'it doesn't hurt at all'.\n\nReceive 1 damage."
EventBasementValvePipeRepairCrit.button1,Continue
EventBasementValveRepairSuccess.text,"You definitely got the skill. After some trial and error you have successfully replaced he missing piece of pipe. The plumbing is now good to go again.\n\nRemove Common Item: Lead Pipe"
EventBasementValveRepairSuccess.button1,Continue
EventCommonSuperSuccess.text,"Good Job!\n\nYou did so marvelous on this test that you learn something for the next time you are facing a similar challenge.\n\nReceive 1 {clue}."
EventCommonSuperSuccess.button1,Continue
TokenRoom2Trunk.button1,{action} Investigate
EventRoom2Trunk.text,"The trunk contains the butler's clothing and tools. \n\nOut of the tools the wrench does look most useful.\n\nReceive Common Item: Wrench\n\nYou can search the trunk again to look at the butler's clothing."
TokenRoom2Trunk.text,This is the butler's trunk.
EventRoom2Trunk.button1,Continue
EventScene2EntryPlace.button1,Continue
EventFountainRitualGiveBookBack.text,|||"Here", says Professor Vanderbilt, "you better carry this for now."\n\nProfessor Vanderbilt hands you the Unholy Book. \n\nReceive Unique Item Old Journal.|||
EventEntryPlaceInvestigators.text,"Place the investigators as highlighted.\n\nPlace a Picture Marker above the Door to the North East.\nPlace Explore Markers on the Doors as shown.\nPlace Sight Marker as shown."
EventEntryPlaceInvestigators.button1,Continue
EventEntryPlaceSecretDoor.text,Place the open secret door marker at the highlighted location. This is where you just stepped through to enter the mansion.
EventEntryPlaceSecretDoor.button1,Continue
EventEntryPlaceShelf.text,Place the inconspicuous shelf marker at the highlighted location.
EventEntryPlaceShelf.button1,Continue
EventEntryPlaceVanderbilt.text,|||"Ah, at last, at home!", says the Professor, while combing his wet hair back.\n"Don't dilly-dolly, let's get moving and take me to the study.", commands the Professor.\n\nMISSION OBJECTIVE\nMove the professor to the study.\n\nNote: Moving Vanderbilt around is a little different in this scene. You have two options:\n1) The default approach: Click on the icon, spend the actions and then move with the icon to the target location.\n2) The legacy approach: You move the Professor as you go spending one action for each field you move together with the Professor. Once you are in the target location you click on the icon, which remained in the starting location, you do not pay the actions and just let the app know that the Professor has reached the target location.|||
EventEntryPlaceVanderbilt.button1,Continue
EventEntryPlaceCat.text,"Meanwhile, Daimos the cat has taken residence on top of an expensive looking armchair. \n\nADDITIONAL MISSION OBJECTIVE\nDaimos the cat, must survive.\n\nIf one of you turns turns insane (no mental health left) you may report this to Daimos - maybe he can help you."
EventEntryPlaceCat.button1,Continue
EventEntryPlaceDog.text,"Meanwhile, Phoebe the dog has noticed that you will not go anywhere, anytime soon and decided to lay down, curiously observing what your next moves will be.\n\nADDITIONAL MISSION OBJECTIVE\nPhoebe, the dog, must survive.\n\nIf one of you turns turns insane (no mental health left) you may report this to Phoebe - maybe she can help you."
EventEntryPlaceDog.button1,Continue
EventEntryPlaceSearchMarkers.text,"Someone installed a bunch of deadbolts on the mansion door. These may come in handy. \n\nPlace a Search Marker on the Mansion Door as indicated.\n\n----------------\n\nThe Picture hangs at a crooked angle. Something is odd here. \n\nPlace a Search Marker over the image as indicated.\n\n---------------\n\nA small desk is placed next to the armchair. \n\nPlace an Interact Marker on the desk as shown."
EventEntryPlaceSearchMarkers.button1,Continue
TokenEntryPicture.text,The Picture hangs at an odd angle. Maybe something is behind it.
TokenEntryPicture.button1,{action} Investigate ({lore})
EventEntryClues.text,"You have reached the mansion, there is less wind in here, it is dry, it is somewhat warm, and until now all the monsters are somewhere else.\n\nThis is reason enough to rejoice and gain new hope.\n\nEach investigator heals all horrors, with the exception of the investigator with the most horror, who heals all but one horror.\nEach investigator heals all damage, with the exception of the investigator with the most damage, who heals all but one damage.\nEach investigator, who has healed no horror receives 1 {clue}.\nEach investigator, who has healed no damage receives 1 {clue}.\nThe investigators receive 2 {clue} to distribute as you see fit."
EventEntryClues.button1,Continue
TokenEntryMansionDoor.text,The mansion door is equipped with 3 deadbolts. You may lock them.
TokenEntryMansionDoor.button1,{action} Lock Door
EventEntryDoorLock.text,You quickly secure all the deadbolts. This should keep Nepheracet and his gang outside. Or so you hope.
EventEntryDoorLock.button1,Continue
EventEntryPicture.text,"Somebody has made a hole in he wall and covered it up with the picture. Inside the hole you can see that electric wiring has been torn apart. \n\nFrom the looks of it that could be the reason why the lights are out and cannot be turned on again."
EventEntryPicture.button1,Fix it
EventEntryPicture.button2,Nevermind.
PuzzleWiring.button1,Guess
EventEntryPictureSolved.text,"You fix the wiring and, as expected, as a result power is restored and the lights turn on again. \n\nRemove all darkness markers from all hallways.\nYou do not need to place darkness markers in hallways in the future.\n\nThe manipulation of the wiring, clearly was no mistake. Somebody deliberately made a hole at exactly this spot in the wall. The picture likely hung on the wall long before the hole was made. Given proper tools and knowledge of the wiring everybody could have made the hole and messed with the wiring.\n\nYou receive 1 {clue}."
EventEntryPictureSolved.button1,Continue
TokenTowerDoor.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBELLTOWER\nSTAFF ONLY\n\nYou will need Old Keys to open this door."
TokenTowerDoor.button1,{action} Investigate (Old Keys)
EventTowerPlace.text,"You open the door. It leads into the bell tower of the mansion. \n\nPlace tile {c:TileTower} as shown.\n\nThe barrels on the stairs look somewhat suspicious.\nThe bell itself could be worth while investigating.\nUp on the tower there are slits in the wall for the sound of the bell to get out. Maybe you can see from there, what is going on outside.\n\nPlace three Search Markers as shown."
EventTowerPlace.button1,Continue
TokenTowerGunstash.text,The barrel contains a number of umbrellas. You wonder why a single family needs so many umbrellas.
TokenTowerGunstash.button1,{action} Investigate
EventTowerGunstash.text,"Among the umbrellas, at the bottom of the barrel you find a .45 Automatic. The chrome lawyer has grips made of ivory. \n\nYou receive Common Item: .45 Automatic\n\nYou may inspect the weapon further by interacting with it through your inventory.\nIt could be a good idea to place an Interact Marker on top of the card to remind you of the interact option."
EventTowerGunstash.button1,Continue
TokenTowerBell.text,"The bell looks old, but in good shape, at least as far as a layman can tell. \nSo far you have rung the bell {var:BellRings} times."
TokenTowerBell.button1,{action} Investigate
TokenTowerBell.button2,{action} Ring the bell
EventTowerBell.text,"Someone has written strange markings on the inside of the bell. It looks like the bell may have been part of some ritual.\n\nReceive 1 {clue}."
EventTowerBell.button1,Continue
EventTowerBellRing1.button1,Continue
EventTowerBellRing2.text,"You ring the bell a second time. This time you thought you were prepared for the noise, but you it turns out you were not. \n\nBecome restrained.\nReceive 1 damage."
TokenTowerObserve.text,You can try to spy outside by looking through the slits in the wall.
TokenTowerObserve.button1,{action} Look Outside
EventTowerObserveFieldOn.text,"You can see Nepheracet and his gang of horrors circling around the mansion. Some fly, others walk, but all keep a safe distance from the mansion. Nepheracet stands in front of the mansion door and tries to hammer his tentacles against the door. Yet, every time he tries, he is zapped by a force-field, which shimmers blueish whenever Nepheracet strikes the field.\n\nYou receive 1 {clue}."
EventTowerObserveFieldOn.button1,Continue
TokenBallroomDoor.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBALLROOM"
TokenBallroomDoor.button1,{action} Investigate
EventBallroomPlace.text,"You open the door to the Ballroom. Despite decades of neglect the room still has an aura of grandeur. As with the other rooms, a thick layer of dust has settled, and spiders roam the corners. \n\nIt is almost impossible to look through the dirt stained windows or make out anything outside.\n\nPlace an additional Door Marker on the north wall.\nPlace an additional Door Marker on the east wall.\nPlace Explore Markers on the Doors as Indicated.\n\nPlace a Search Marker in the highlighted position."
EventBallroomPlace.button1,Continue
EventBallroomPianoPlace.text,The grand piano is the central element off the ballroom. It is covered with a thick layer of dust and invites you to play some tunes.
EventBallroomPianoPlace.button1,Continue
TokenBallroomSearch.text,Through the thick layer of dust and dirt it is fairly hard to notice clues or objects of interest. 
TokenBallroomSearch.button1,{action} Investigate ({observation})
EventBallroomSearch.text,Make an {observation} test to see if you spot anything of interest.
EventBallroomSearch.button1,Continue
EventBallroomSearchCrit.text,"Searching for clues you get to close to one of the corners. As you stand up, you get your head inside a bunch of spiderwebs. Spiders are everywhere.\n\nReceive 1 horror."
EventBallroomSearchCrit.button1,Continue
EventBallroomSearch2Window.text,"The windows have been damaged and should be investigated closer.\n\nPlace a Search Marker as shown."
EventBallroomSearch1.text,A piece of paper rests behind the piano covered by dust and protected by spiderwebs, warrants closer inspection.
TokenBallroomPiano.button5,{action} (Agatha Crane only) Play favorite song
EventBallroomSearch1.button1,Continue
EventBallroomSearch3Blood.text,"The floor below the dust looks darker in this area.\n\nPlace a Search Marker as shown."
EventBallroomSearch3Blood.button1,Continue
EventBallroomSearch3Glass.text,"The dust has pilled up on a lot of small irregularities on the floor.\n\nPlace a Search Marker as shown."
EventBallroomSearch3Glass.button1,Continue
EventBallroomSearch4Bullets.button1,Continue
EventBallroomSearch2Window.button1,Continue
EventBallroomMusic.text,You clear away the spiderwebs and wipe away the dust. Underneath you uncover a piece of sheet music. This likely was the last song played on the Piano.
TokenBallroomMusic.button1,{action} Investigate
EventBallroomMusic.button1,Continue
TokenBallroomMusic.text,A thick layer of dust covers what looks like a piece of paper.
TokenBallroomWindowHoles.text,Somewhere behind the spiderwebs, dusts and dirt there seem to be some cracks in the window.
TokenBallroomWindowHoles.button1,{action} Investigate
EventBallroomWindow.text,"Upon closer inspection you realize that there are two bullet holes in the window. It is hard to judge the caliber from the size of the holes.\n\nReceive 1 {clue}."
EventBallroomWindow.button1,Continue
TokenBallroomBlood.text,For reasons you have not quite fathomed yet, a part of the dust looks darker.
TokenBallroomBlood.button1,{action} Investigate
EventBallroomBlood.text,"The reason why the dust is darker here, is because there are bloodstains below. As you wipe away the dust a massive bloodstain becomes visible. Someone clearly has lost a lot of blood here.\n\nReceive 1 {clue}."
EventBallroomBlood.button1,Continue
EventFountainPlace.text,"The mansion is constructed around an inner square. \nPlace tile {c:TileFountain} as indicated.\n\nAs soon as you have discovered other tiles adjecent to the fountain, you can freely move from the fountain to those tiles and vice versa."
EventFountainPlace.button1,Continue
TokenBallroomBrokenGlasses.text,The dust is covering up something rocky.
TokenBallroomBrokenGlasses.button1,{action} Investigate ({agility})
EventBallroomBrokenGlass.text,Underneath the dust you find pieces of glass. They might have belonged to a couple of glasses. You think you can puzzle them back together to figure out, what kind of glasses they were.
EventBallroomBrokenGlass.button1,Continue
EventBallroomGlassesSolved.text,"A whiskey glass, a red wine glass and a white wine glass have been broken. \n\nYour receive 1 {clue}."
PuzzleGlassesEasy.button1,Guess
EventBallroomGlassesSolved.button1,Continue
PuzzleGlassesMedium.button1,Guess
TokenBallroomBullet.text,There is a suspicious looking irregularity at the wall.
PuzzleGlassesHard.button1,Guess
TokenBallroomBullet.button1,{action} Investigate ({agility})
EventBallroomBullet.text,The irregularity is a hole. A bullet hole to be more precise. You can even see remnants of the bullet inside. With some luck you may be able to retrieve the fragments. Make an {agility} test.
EventBallroomBullet.button1,Continue
EventBallroomBulletCrit.text,"While trying to get the fragments out you cut yourself. It hurts like hell. \n\nReceive 1 damage."
EventBallroomBulletCrit.button1,Continue
EventBallroomBulletSuccess.text,"You manage to retrieve the bullet. Unfortunately, the projectile has been fragmented upon impact with the wall. Maybe you can piece the parts together and figure out the caliber.\n\nReceive Unique Item: Circumstantial Evidence\n\nYou can interact with the fragments through your inventory, if you want to piece them together.\nIt could be a good idea to place an Interact Marker on top of the card to remind you of the interact option."
EventBallroomBulletSuccess.button1,Continue
TokenBallroomBullet2.text,Given the location of the impact and the location of the bullet holes in the window you should be able to discern the location of the shooter.
TokenBallroomBullet2.button1,{action} Investigate ({observation})
EventBallroomBullet2.text,You align your eyes with the impact holes and each of the window holes to determine possible shooter locations. Make an {observation} test.
EventBallroomBullet2.button1,Continue
EventBallroomBullet2Crit.text,"You squeeze your eyes trying to align them with the window holes. Suddenly you can see someone stepping out of the shadows, charging towards the window. Your heart skips a few beats.\n\nReceive 1 horror.\n\nFinally, you realize it was just an eyelash of yours."
EventBallroomBullet2Crit.button1,Continue
EventBallroomBullet2Success.text,"One impact hole. Two holes to look through gives you two possible shooter locations. \n\nPlace Search Markers in each of the possible shooter locations as shown.\n\nYou bet, if you would stand in the shooters location, you could determine if the shooter was tall or small."
EventBallroomBullet2Success.button1,Continue
TokenFountainShooter1.text,This is the first potential shooter location.
TokenFountainShooter1.button1,{action} Investigate
EventFountainShooter1.text,"Judging from this location the shooter was a smaller than average person, who likely would have hit the victim in the head.\n\nReceive 1 {clue}."
EventFountainShooter1.button1,Continue
TokenFountainShooter2.text,This is the second potential shooter location.
TokenFountainShooter2.button1,Continue
EventFountainShooter2.text,"Judging from this location the shooter was a larger than average person, who likely would have hit the victim in the chest.\n\nReceive 1 {clue}."
EventFountainShooter2.button1,Continue
TokenRoom2Trunk2.text,You can search the trunk again to look at the butler's clothing.
TokenRoom2Trunk2.button1,{action} Investigate
EventRoom2Trunk2.text,"From the clothing you can tell that the butler has been of above average size, likely 180 cm or taller.\n\nYou receive 1 {clue}."
EventRoom2Trunk2.button1,Continue
TokenRoom2OldKeys.text,The nightstand of the butler. In your experience people tend to keep the most interesting things here.
TokenRoom2OldKeys.button1,{action} Investigate ({strength} or {will})
EventRoom2OldKeys.text,The nightstand is locked, and you have no interest in searching for a key. Also the drawer looks particularly weak and crumbly. You bet if you put your mind to it, you could just rip the drawer right out. Make a {strength} or {will} test - your choice. You get two bonus die if you have a suitable tool (teams call, on what is suitable).
EventRoom2OldKeys.button1,Continue
EventRoom2Crit.text,"You tighten your grip firmly around the drawers knob, you stem your feet against the nightstand and then you pull, and PULL. \nYour head gets all red, you start to sweat your heart starts to race, you lean back as far as you can, look towards the ceiling, pull even harder, but the drawer does not move. \n\nThe dots on the ceiling however start to move. They start to form a pattern, you can clearly make out the ugly face of Nepheracet, mouthing the words: I am coming for you.\n\nReceive 1 horror."
EventRoom2Crit.button1,Continue
EventRoom2OldKeysSuccess.text,"Tugged to a sheet of paper you find a key-chain with two keys.\n\nReceive Unique Item: Old Keys\nReceive Unique Item: Silver Key\n\nYou receive 1 {clue}."
EventRoom2OldKeysSuccess.button1,Continue
UIRoom2NoteToButtler.uitext,|||\n\n\n\n\n<align="justified"><i>Lucio,\nI need you to be on the vanguard for my wife's birthday today. We are expecting quite a diverse assortment of guests and not all may come with good intentions. I rely on you to frisk any visitor, for weapons of all sorts. When I say "any visitor" I do mean that! Do not give me any excuses or you can consider yourself fired!\nPay special attention to Ricky Malone. Better frisk him twice. \nI want you to stash any and all weapons in the tower room. For that purpose I leave you the key to the room. You can also bring accessories and coats of our valued guests there.\nNo mistakes!\n\nCharles Vanderbilt|||
UIBlankPaper.button1,Continue
EventOldKeysDouble.text,You have now found you second old key. The second key is just like the first one. Since there is only one Old Keys card in the game, you need to use your pen and paper, which you prepared to create a new one to represent this duplicate key.
EventOldKeysDouble.button1,Continue
TokenRoom2Derringer.text,This is one well made bed.
TokenRoom2Derringer.button1,{action} Investigate
EventRoom2Derringer.text,"The bed has been made military style. It is clear that, whoever made it, has served his country. \n\nWhile searching the bed you notice a little bump. As you keep looking you find a Derringer hastily tucked away under the linen.\n\nReceive Common Item: .18 Derringer\n\nYou can also interact with the weapon through your inventory for closer inspection.\nIt could be a good idea to place an Interact Marker on top of the card to remind you of the interact option."
EventRoom2Derringer.button1,Continue
EventDerringer.text,|||This is the Derringer taken from Butler Lucio's room. It was hastily tucked away underneath the linen. An engraving reads: "HV"|||
EventDerringer.button1,{action} Investigate
EventDerringer2.text,"The weapon has been fired a couple of times, that much is certain. You cannot tell if it has been fired at the night of the murder. However, if it was fired, it has been reloaded, because both bullets are in the chambers.\n\nThe Derringer is a short ranged weapon. It would require a good marksman to use it on longer ranges.\n\nReceive 1 {clue}."
EventDerringer2.button1,Continue
TokenBallroomPiano.text,The grand piano still looks majestic despite being covered with dust. Nothing less is to be expected from an instrument crafted by Steinway & Sons.
TokenBallroomPiano.button1,{action} Play from 1st sheet music
TokenBallroomPiano.button2,{action} Play from 2nd sheet music
TokenBallroomPiano.button3,{action} Play from 3rd sheet music
TokenBallroomPiano.button4,{action} Play from 4th sheet music
EventBallroomPianoSongA.text,You sit down and start to play on this marvelous instrument. It still sounds amazing.
EventBallroomPianoSongA.button1,Continue
EventBallroomPianoVisionA1.button1,Continue
EventBallroomPianoVisionA2.text,You dance with your husband, you feel joy to be so close together, you feel happy because of the many guests, who came. You feel loved and appreciated.
EventBallroomPianoVisionA1.text,As you play this song, you can feel an icy hand touching your shoulder. A vision from the past is fed to you and overwhelms you. 
EventBallroomPianoVisionA2.button1,Continue
EventBallroomPianoVisionA3.text,You dance across the ballroom, making turns and twists...
EventBallroomPianoVisionA3.button1,Continue
EventBallroomPianoVisionA4.text,"...until:\n\nBANG\n\na bullet hits you. A wave of annihilation pain rushes through your body, followed by a surprisingly warm feeling of happiness. \n\nBANG\n\nYou sink to the ground. Your husbands face is the last thing you see before..."
EventBallroomPianoVisionA4.button1,Continue
EventBallroomPianoVisionA5.text,...all goes black. And you die in the arms of your husband.
EventBallroomPianoVisionA5.button1,Continue
EventBallroomPianoSongB.text,You sit down and start to play on this marvelous instrument. It still sounds amazing.
EventBallroomPianoSongB.button1,Continue
EventBallroomPianoVisionAPlaceWindow.text,"The vision gave you new ideas. \n\nThe windows have been damaged and should be investigated closer.\n\nPlace a Search Marker as shown."
EventBallroomPianoVisionAPlaceWindow.button1,Continue
EventBallroomPianoVisionAPlaceStain.text,"The floor below the dust looks darker in this area.\n\nPlace a Search Marker as highlighted."
EventBallroomPianoVisionAPlaceStain.button1,Continue
EventVanderbiltTalkEntryWantToStudy.button1,{action} Where is the study?
EventVanderbiltTalkEntryWantToStudy.button2,Nevermind
EventVanderbiltTalkEntryToStudy.text,|||"Take me to the study, so I can start figuring out how to seal the rift, that you opened" asserts the Professor, pointing blame where blame is due.\n\nYou need two {action} to bring the Professor to the study. Whoever spends these actions will move with the Professor.\n\nNote: Moving Vanderbilt around is a little different in this scene. You have two options:\n\n1) The default approach: Click on the icon, spend two actions and then move with the icon to the target location. This option will become available as soon as you have discovered the study.\n\n2) The legacy approach: You move the Professor as you go spending one action for each field you move together with the Professor. If you explore a door and decide to move into the room thereafter, you may take the professor with you. Once you are in the target location you click on the icon, which remained in the starting location, you do not pay the two actions and just let the app know that the Professor has reached the target location.|||
EventVanderbiltTalkWhereStudy.text,I though you never ask: The study is to the east across the ballroom and there the door to the right. Make haste!
EventVanderbiltTalkWhereStudy.button1,Many thanks Professor!
EventVanderbiltTalkWhereStudy.button2,Say Nothing.
EventVanderbiltTalkWhereStudy.button3,Watch your tongue!
TokenEntrySight.text,"The hall continues this way.\n\nNote: It is recommended, that you explore the sight markers only if you have a firm intention to move in that direction - you never know, what lurks in the dark..."
TokenEntrySight.button1,Move on
EventHallPlace.text,"This is the hallway of the mansion. \n\nPlace tile {c:TileHall}\nPlace Door Marker to create an additional exit to the fountain.\nPlace an Interact Marker on the door to the left.\nRemove the Sight Marker to the Entry.\nPlace a Sight Marker as indicated.\n\nThere is a mirror on the wall to the left. Place an Interact Marker as shown."
EventHallPlace.button1,Continue
EventHallLightsFlicker.text,The lights start to flicker and turn on and off in a stroboscopic fashion.
EventHallLightsFlicker.button1,Continue
EventHallCheckLights.text,Maybe something is wrong with your wiring fix. Maybe you should check it again.
EventHallCheckLights.button1,Continue
TokenEntryCheckWiring.text,After the lighting has been spotty at times it could make sense to double-check your work. After all your are an investigator and not an electrician.
TokenEntryCheckWiring.button1,{action} Investigate
EventEntryCheckWiring.text,"As far as you can tell your work is spotless. Clearly your wiring is not the source of the flickering lights.\n\nYou receive 1 {clue}."
EventEntryCheckWiring.button1,Continue
EventHallFootsteps.text,"As you step onto the hallway you can hear and see how footsteps appear ahead of you in the dust. \nYou cannot see anybody causing these footsteps.\n\nThe footsteps appear in the middle of the hallway and vanish into the dark of the hallway, where the lights are off."
EventHallFootsteps.button1,Continue
TokenHallSight.text,"The footsteps in the dust lead this way.\n\nNote: It is recommended, that you explore the sight markers only if you have a firm intention to move in that direction - you never know, what lurks in the dark..."
TokenHallSight.button1,Follow the footsteps
EventBathPlace.text,"This is the corner-hallway with adjacent bathroom. Place tile {c:TileBath} as shown.\n\nPlace Interact Markers on the doors as shown.\nPlace a Search Marker representing an old Grandfather Clock in the corner of the hallway.\nPlace a Sight Marker as shown."
EventBathPlace.button1,Continue
EventBathFootsteps.text,"As you move further into the hallway, you can see and hear the footsteps again. The footsteps in the dust move around the corner. \n\nLights flicker and turn on and off like a stroboscope.\n\nThe footsteps vanish in the dark of the next hallway.\n\nAltough it is the middle of the morning, the old grandfather clock strikes midnight.\n\nA cold chill touches you.\n\nReceive 1 horror."
EventBathFootsteps.button1,Continue
TokenBathSight.text,"The footsteps in the dust continue in this direction.\n\nNote: It is recommended, that you explore the sight markers only if you have a firm intention to move in that direction - you never know, what lurks in the dark..."
TokenBathSight.button1,Follow the footsteps
EventHallendPlace.button1,Continue
EventHallendFootsteps.text,The footsteps in the dust move forward towards the door at the end of the hallway. Again, you can only see the footprints and hear the steps, but you cannot see whoever causes them. 
EventHallendPlace.text,"The lights flicker as you approach. \n\nPlace tile {c:TileHallEnd}.\nPlace a Door Marker as indicated to the north and south.\nPlace Interact Markers as shown.\n\nPlace a Search Marker on the modern painting on the south wall."
EventHallendFootsteps.button1,Continue
EventHallendFootsteps2.button1,Continue
TokenLivingRest.text,"The sofa looks really inviting. Just a short nap and you will be as good as new. \n\nA nap will heal 1 horror or 1 damage."
EventHallendFootsteps2.text,"At the end of the hallway is a desk with a stack of papers on it. As the footsteps approach a mystique wind swirls up the papers and distributes them on the floor. \n\nPlace Search Markers as shown."
TokenLivingRest.button1,{action} Take a nap
EventLivingNapping.text,You nap for a short while. You heal 1 horror OR 1 damage. Your choice.
EventLivingNapping.button1,Continue
EventHallDarknessPlace.text,Place a Darkness Marker on each field of the hall.
EventHallDarknessPlace.button1,Continue
EventBathGrandfatherClockMaster.text,"The clock currently shows the following time:\n{var:ClockHours} hours and {var:ClockMins} minutes."
EventMythosScene2StartScript.button1,Continue
EventMythosScene2Round1.button1,Continue
EventMythosScene2Round1.text,"There is something scary about the mansion, something depressing, something like a grave. An eerie silence fills this place, not even the thunderstorm from outside is audible. Even on a graveyard, things are not that silent. \n\nThe more surprised you are as knocks suddenly cut through the silence like a butcher through meat. The noise comes from everywhere around you, and yet sounds distant like a fist knocking on a buried coffin.\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene2Round1.button2,Hint or Replay
EventMythosScene2HintOrReplayMaster.button2,{clue} Hint
EventMythosScene2Round1Hint.text,"One investigator has to pay one {clue}.\n\nThere are two types of knocks. Shorter quieter ones and longer louder ones. Do not try to crank your speakers up or discern a third type of knock. There are only two types.\n\nYou will get more opportunities to listen to the knocks.\n\nYour {clue} is refunded if you have already read this hint before."
EventMythosScene2Round2.text,"The more you unveil of the mansion, the more depressing it becomes. The once beautiful place has now been taken over by spiders, moths and other things which have more legs than you. Despite certain tendencies towards arachnophobia, which have been reinforced by past experience, you do not worry about the insects. \n\nIt is this strange feeling that you are not alone, that worries you. That someone - someone is watching you. Someone is haunting you. Maybe even from his grave, where he hammers against the coffin in a desperate attempt to get out!\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene2Round2.button1,Continue
EventMythosScene2Round2.button2,Replay/Hint
EventMythosScene2HintOrReplayMaster.button1,Continue
EventMythosScene2Round2Hint.text,"One investigator has to pay 1 {clue}.\n\nNotice how the duration of the knocking has grown longer? \nDid you ask yourself why that may be? \nDid you notice differences in the length of the pauses? \nTry to listen for that next time you hear the knocks.\n\nYour {clue} is refunded if you have already read this hint before."
EventMythosScene2Round2Hint.button1,Back
EventMythosScene2Round3EndHall.text,"The knocking continues. If it is trying to drive you insane it is doing a good job. But now you have found a clue to what all this means. You cling to this straw of sanity like a castaway to a piece of driftwood.\n\nEach investigator receives 1 horror ({lore} negates)."
EventMythosScene2Round3EndHall.button1,Continue
EventMythosScene2Round3EndHall.button2,{clue} Hint
EventMythosScene2Round3EndHallHint.text,"One investigator has to pay 1 {clue}.\n\nYou have now found the Morse code cheat sheet. Don't take this as a coincidence. You now have everything you need to understand the knocking. Your pen and paper will come very handy at this time, to write the code down.\n\nDo not worry if you did not catch all the knocks so far. You will get enough opportunities to figure it out.\n\nYour {clue} is refunded if you have already read this hint before."
EventMythosScene2Round3EndHallHint.button1,Continue
EventMythosScene2Round3EndHallHint.button2,{clue} Previous Hints
EventMythosScene2Round2Randoms.button1,Button1
EventMythosScene2Round2Random1.text,"The incessant knocking vibrates through every part of your body. The frequency resonates with your deepest fears. You can see yourself buried in a cold and wet grave, surrounded by darkness. In an effort to get out you hammer you fists against the coffin wall. \n\nThe investigator with the highest {observation} receives 1 damage ({strength} negates)."
EventMythosScene2Round2Random1.button1,Continue
EventMythosScene2Round2Random2.text,"The knocks chew away from your sanity like a dog chews meat from a bone. Luckily you remember your strong side: Running. You are sure you can outrun this annoying noise.\n\nThe investigator with the highest {agility} receives 1 horror ({influence} negates). If you receive 1 horror as the result, you move your investigators 2 fields towards the mansion door."
EventMythosScene2Round2Random2.button1,Continue
EventMythosScene2Round2Random3.text,"Finally you realize that the knocks are just in your head. The others are just playing along, pretending to hear them as well, so that you do not feel crazy. Which means that they think you are crazy! But you clearly are not! And you will show them! \n\nAll you need to do is to cut the knocks out of your head. Your trusted blade will come in handy doing that.\n\nThe investigator with bladed weapon dealing the most damage receives 1 damage ({strength} negates) for trying to cut open his head."
EventMythosScene2Round2Random3.button1,Continue
EventMythosScene2Round2Reset.button1,Button1
EventMythosScene2GotMorse1.button1,Continue
EventMythosScene2GotMorse1.text,"The knocks gain an obnoxious quality. You feel pressured and hurried, like an old man at the end of his life, who has left important things undone. \n\nThe thought of your life ending soon, drives you closer to insanity.\n\nThe oldest investigator (players call, use oldest player instead if you cannot agree) receives 2 horror ({agility} negates)."
EventMythosScene2GotMorse2.button1,Continue
EventMythosScene2GotMorse2.text,"The feeling that you need follow the knocks bidding intensifies. The sense of doom being upon you if you do not comply overwhelms you. \n\nYou start to hit your head against the wall in the rhythm of the knocks.\n\nEach investigator receives 2 damage ({strength} negates)."
EventMythosScene2GotMorse3.text,"Something cold breathes in your ear causing a cold chill rushing down you spine into your legs and feet making your hair stand on end. \nIt feels like your live is seeping away from you like sand through your hands. If you do not hurry, you will not be able to hold on to it.\n\nThe investigator closest to the basement receives 3 horror ({will} negates). If multiple investigators are in the basement, all of them are affected."
EventMythosScene2GotMorse3.button1,Continue
EventMythosScene2GotMorse5.button1,Continue
EventMythosScene2GotMorseSequence.button1,Button1
Event2MythosScene2GotMorse4.text,"You can feel anger brewing. You can feel the patience of the knocker growing thin. You have to get your act together if you want to get out of here alive. You have to answer the call.\n\nThe mansion suddenly feels a lot colder, and you cannot shake the feeling that this is just a prelude of worse things to come. \n\nEach investigator suffers 3 horror ({will} negates)."
EventMythosScene2GotMorseRandom.button1,Button1
EventMythosScene2GotMorseRandomReset.button1,Button1
EventMythosScene2GotMorseRandom1.text,"The three bells on the bell in the tower call out to you:\nRing me\nRing me\nRing me\n\nThis event affects the investigator furthest from the bell in the tower.\n\nAn icy spear stabs you in the back. Your blood spills over the floor. Receive 3 damage {strength} negates. Move the investigator 2 fields closer to the bell, if the investigator suffers 1 or more damage."
EventMythosScene2GotMorseRandom1.button1,Continue
EventMythosScene2GotMorseRandom2.text,"The three bells on the bell in the tower call out to you:\nRing me!\nRing me!\nRing me!\n\nThis event affects the investigator furthest from the bell in the tower.\n\nA cold presence conveys to you a myriad of ways how you could die. Each more painful than the other.\n\n Receive 3 horror {will} negates. Move the investigator 2 fields closer to the bell, if the investigator suffers 1 or more horror."
EventMythosScene2GotMorseRandom2.button1,Continue
EventTowerBellRing1.text,You ring the bell. The noise is breathtaking. You become dazed.
EventTowerBellRing2.button1,Continue
EventTowerBellRing3.text,"Afraid of what might happen you ring the bell another time. The noise is just getting louder and louder and continues to hurt.\n\nBecome stunned.\nReceive {var:BellRings} damage ({will} negates)."
EventTowerBellRing3.button1,Continue
TokenHallEndMorseCode.text,A mysterious force has swirled all the loose papers in the air. A picture frame has fallen from the wall and now rests upon the table.
TokenHallEndMorseCode.button1,{action} Investigate
EventHallEndMorseCode.text,|||The picture frame is titled:\nTHE INTERNATIONAL MORSE CODE\n\nThe footnotes read:\n1) The length of a dot is one unit\n2) A dash is three units\n3) The space between parts of the same letter is one unit\n4) The space between letters is three units\n5) The space between words is seven units\n\nThis token will remain as an action token, so that you can read up on the Morse Code whenever you want.\n\nClick "Continue" to close this window. \nClick on the Morse Code to remove it from screen.|||
EventHallEndMorseCode.button1,Continue
EventMorseCode2.text,|||The picture frame is titled:\nTHE INTERNATIONAL MORSE CODE\n\nThe footnotes read:\n1) The length of a dot is one unit\n2) A dash is three units\n3) The space between parts of the same letter is one unit\n4) The space between letters is three units\n5) The space between words is seven units\n\nClick "Continue" to close this window. \nClick on the Morse Code to remove it from screen.|||
TokenMorseCode2.button1,Continue
EventMorseCode2.button1,Continue
TokenHallEndNewspaper.text,"An old newspaper has been blown to the ground by the mysterious force. It landed on the back so that you can read the headline:\n\nMURDER MYSTERY AT VANDERBILT MANSION"
TokenHallEndNewspaper.button1,{action} Investigate
EventPortalSearch2a.text,"The sigil you have found reminds you of a medallion, which your father used to wear all the time. As you take out the only picture of your dad, which you have left, you realize that all of your fathers look fairly similar. They could even be the same man at a different age. Each of the pictures show your father with the sigil around his neck, displaying the unique symbol of a nine-pointed star enframing an open eye.\n\nThis spawns some very important questions: \nHow did your fathers medallion get here?\nIs it possible that you are all siblings?"
EventHallEndNewspaper.button1,Continue
TokenBed1Music.button1,{action} Open with Silver Key
EventBed1Music.text,"Inside you find a piece of sheet music.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use sheet music, when needed and there is no need to trade sheet music or carry it from one place to the other. \nAlternatively you may make a new sheet music item with your pen and paper and treat it like any other item."
EventBed1Music.button1,Continue
TokenRoom1Nightstand.text,The nightstand looks like it has been passed on from generation to generation and finally made it to the maid's room. You wonder who had it before her.
TokenBathGrandfatherClock.text,The hands of the old grandfather clock show midnight. 
TokenBathGrandfatherClock.button1,{action} Investigate
EventBathGrandfatherClock.text,"Despite the clock striking Midnight just a few moments ago, the pendulum is now at rest.\n\nThe clock seems to be in good working condition. Just the time is off and it is not wound up. \n\nReceive 1 {clue}.\n\nYou may interact with the clock further if you want to set the time."
EventBathGrandfatherClock.button1,Continue
TokenBathGrandfatherClock2.button1,Button1
EventBathGrandfatherClock2.text,The clock shows now accurate time.
EventBathGrandfatherClock2.button1,Continue
TokenBasementDoor.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBASEMENT"
TokenBasementDoor.button1,{action} Investigate
EventBasementDoor.text,"As advertised, the door leads to the basement. The lights start to flicker as you enter.\n\nPlace tile {c:TileBasement}\nPlace Wall Markers as shown to cover the unnecessary doors.\nRemove the Explore Marker from the door."
EventBasementDoor.button1,Continue
EventBasementFootsteps.text,"After you open the door you can once more see an invisible force causing footprints in the dust as you hear someone walking down the stairs. \nThe sound of the footsteps and wind end as the steps arrive the ritual circle at the foot of the stairs."
EventBasementFootsteps.button1,Continue
EventBasementPlaceSearchmarkers.text,"Place a Search Marker as shown representing the ritual circle.\n\nPlace a Search Marker over the piles of coal.\n\nPlace a Search Maker at the shelf.\n\nPlace a Search Marker over the pipes to the left.\n\nPlace an Interact Marker on the north wall representing a pinup calender.\n\nPlace a Search Marker on the wall to the South. Here something man-sized is hanging on the wall covered with a blanket.\n\nPlace a Search Marker over the boxes in the South-East corner, looks like something was spilled there."
EventBasementPlaceSearchmarkers.button1,Continue
TokenHallEndImage.button1,Button1
EventHallEndImgHorz.button2,{action} Rotate Image
EventHallEndImgHorz.text,A modern art painting hangs on the wall.
EventHallEndImgVert.text,You have rotated the image by 90°.
EventHallEndImgHorz.button1,Continue
EventHallEndImgVert.button1,Continue
EventHallEndImgVert.button2,{action} Rotate Image
EventHallEndImgRotateToHorz.text,You have rotated the image.
EventHallEndImgRotateToHorz.button1,Continue
EventDartsMaster.text,"A nice game of darts hangs on the wall. \nAccording to the scoreboard the current high-score is {var:DartsHigh}.\n\nNote: This is a single throw high score. This game in a game will not support a full game of darts. If you want to play a full game, use your pen and paper to keep score."
TokenDarts.button1,Continue
EventDartsMaster.button1,Throw a dart
EventDartsMaster.button2,{action} Manipulate High-score
EventDartsMaster.button3,{action} Take off and put face down on the floor
EventDartsThrowTest.button1,Continue
EventDartsThrowTest0.text,You miss the game-board and score 0 points.
EventDartsThrowTest.text,"Make an {agility} test to see how well you can play darts.\n\nMort hits will score more points. If you want to score low on intention, you are allowed to hold back successes."
EventDartsThrowTest0.button1,Continue
EventDartsThrowTest1.text,"At least you did hit the game-board. \nYou scored {var:DartsVar1} points."
EventDartsThrowTest1.button1,Continue
EventDartsUpdateHigh.button1,Button1
EventDartsThrowTest2.text,"That was a decent throw. \nYour score is {var:DartsVar2}.\nThe current High-score is: {var:DartsHigh}."
EventDartsThrowTest2.button1,Continue
EventDartsThrowTest3.text,"A very good effort.\nYour score {var:DartsVar3} points.\nThe current High-score is: {var:DartsHigh}"
EventDartsThrowTest3.button1,Continue
EventDartsThrowTest4.text,"A magnificent throw.\nYou score {var:DartsVar4} points.\nThe current High-score is {var:DartsHigh}."
EventDartsThrowTest4.button1,Continue
EventDartsThrowTest5.text,"Bull's Eye!\nYou score 100 points.\nThe current high-score was {var:DartsHigh}."
EventDartsThrowTest5.button1,Continue
EventDartsManipulateHigh.text,"The high-score is justs a couple numbers on a blackboard. It can be easily manipulated.\n\nIn order to manipulate the High-score you will be asked to enter two numbers. The final high-score is calculated by:\nFirstNumber * 10 + SecondNumber.\n\nThat means if you want to enter 30 you select 3 and 0 or 2 and 10. If you want to enter 100 you select 10 and 0 or 9 and 10. If you want to enter 7 you select 0 and 7.\n\nEnter now your First Number:"
EventDartsManipulateHigh.button1,Continue
EventDartsManipulateHigh2.text,Enter now your Second Number:
EventDartsManipulateHigh2.button1,Continue
EventDartsManipulateHigh3.text,"Congratulations, you have altered the High-score to {var:DartsHigh}. \nIs this what you wanted?"
EventDartsManipulateHigh3.button1,Yes
EventDartsManipulateHigh3.button2,No and start over.
EventBallroomDartsPlace.text,A nice game of darts hangs on the wall on the south side of the ballroom and invites you to throw some darts.
EventBallroomDartsPlace.button1,Continue
EventHallEndImgRotateToVert.text,You have rotated the picture.
EventHallEndImgRotateToVert.button1,Continue
EventTriggerMythosMaster.button1,Button1
EventBathGrandfatherClockMaster.button1,{action} Adjust Hours
EventBathGrandfatherClockMaster.button2,{action} Adjusts Minutes
EventBathGrandfatherClockMaster.button3,{clue} Hint
EventBathGrandfatherClockHours.text,"The clock's hour hand currently stands in position {var:ClockHours}.\n\nYou can increment or decrement the time. \n\nWhat do you want to do?"
EventBathGrandfatherClockHours.button1,Increment Hours
EventBathGrandfatherClockHours.button2,Decrement Hours
EventBathGrandfatherClockHours.button3,Nothing
EventBathGrandfatherClockHoursIncrement.text,"By how many hours do you want to increment the current hour count of {var:ClockHours}?\n\nNote:  The app does not support you to enter numbers in excess of 10, so you may need to do this multiple times."
EventBathGrandfatherClockHoursIncrement.button1,Continue
EventBathGrandfatherClockHoursIncrementResult.text,"You have adjusted the hour count to {var:ClockHours}.\nAre you satisfied or do you want to continue adjusting the clock?"
EventBathGrandfatherClockHoursIncrementResult.button1,Done
EventBathGrandfatherClockHoursIncrementResult.button2,Continue adjusting
EventBathGrandfatherClockHoursDecrement.text,"By how many hours do you want to decrement the current hour count of {var:ClockHours}?\n\nNote: The app does not support you to enter numbers in excess of 10, so you may need to do this multiple times."
EventBathGrandfatherClockHoursDecrement.button1,Continue
EventBathGrandfatherClockHoursDecrementResult.text,"You have adjusted the hour count to {var:ClockHours}.\nAre you satisfied or do you want to continue adjusting the clock?"
EventBathGrandfatherClockHoursDecrementResult.button1,Done
EventBathGrandfatherClockHoursDecrementResult.button2,Continue adjusting
EventBathGrandfatherClockMins.text,"The clock's minutes hand currently stands in position {var:ClockMins}.\n\nYou can increment or decrement the time. \n\nWhat do you want to do?"
EventBathGrandfatherClockMins.button1,Increment Minutes
EventBathGrandfatherClockMins.button2,Decrement Minutes
EventBathGrandfatherClockMins.button3,Nothing
EventBathGrandfatherClockMinsIncrement.text,"By how many minutes do you want to increment the current minute count of {var:ClockMins}?\n\nNote: The app will not make any sanity checks, this is up to you. The app does not support you to enter numbers in excess of 10, so you may need to do this multiple times."
EventBathGrandfatherClockMinsIncrement.button1,Continue
EventBathGrandfatherClockMinsIncrementResult.text,"You have adjusted the minute count to {var:ClockMins}.\nAre you satisfied or do you want to continue adjusting the clock?"
EventBathGrandfatherClockMinsIncrementResult.button1,Done
EventBathGrandfatherClockMinsIncrementResult.button2,Continue adjusting
EventBathGrandfatherClockMinsMinusCheck.button1,Continue
EventBathGrandfatherClockHoursCheck.button1,Continue
EventBathGrandfatherClockMinsMinusCheck.text,"You have adjusted to an invalid number. That is not allowed. Your current minutes count is: {var:ClockMins}\nValid Numbers are 0 through 60.\n\nContinue adjusting until you have reached a valid number."
EventBathGrandfatherClockMinsDecrement.text,"By how many minutes do you want to decrement the current minute count of {var:ClockMins}?\n\nNote: The app does not support you to enter numbers in excess of 10, so you may need to do this multiple times."
EventBathGrandfatherClockHoursCheck.text,"You have adjusted to an invalid number. That is not allowed. Your current hours count is: {var:ClockHours}\nValid Numbers are 1 through 12.\n\nContinue adjusting until you have reached a valid number."
EventBathGrandfatherClockMinsDecrement.button1,Continue
EventBathGrandfatherClockMinsDecrementResult.text,"You have adjusted the minute count to {var:ClockMins}.\nAre you satisfied or do you want to continue adjusting the clock?"
EventBathGrandfatherClockMinsDecrementResult.button1,Done
EventBathGrandfatherClockMinsDecrementResult.button2,Continue adjustment
TokenStudySearchShelf.text,This is the bookshelf in the study. 
TokenStudySearchShelf.button1,Investigate
EventStudyShelfSearch.text,The Harvard Classic selection catches your eye. 
EventStudyShelfSearch.button1,{action} Remove a Book
EventStudyShelfSearch.button2,{action} Remove all but one
EventStudyShelfRemoveOne.text,"Which book do you want to remove?\n\nEnter the number of the book you want to remove."
EventStudyShelfRemoveOne.button1,Continue
EventStudyShelfRemoveAllBut.button1,Continue
EventStudyShelfRemoveAllButResult.button1,Continue
EventStudyShelfRemoveAllBut.text,Which one of the books do you want to leave on the shelf?
EventStudyShelfRemoveOneResult.button1,Button1
TokenLivingroomSoftstone.button1,{action} Remove letters
TokenLivingroomSoftstone.button2,{action} Carve letter
TokenLivingroomSoftstone.button3,{action} Carve number
EventLivingStonePlace.text,Spending more time in the Living-room you notice a stone-carving.
EventFountainSoftstoneEraze.text,You remove the letters MC.
EventFountainSoftstoneEraze.button1,Continue
EventFountainSoftstoneLetters.text,You carve your initials into the stone.
EventFountainSoftstoneLetters.button1,Continue
EventLivingSoftstoneNumber.button1,Continue
EventFireStudyShitCoffee.text,You grind the animal droppings to a horrifically smelling brown powder, fill it in the espresso maker and put it on the little potholder in the fireplace. In a little while the coffee should be ready.
EventLivingStonePlace.button1,Continue
EventFountainRitualCandlesPlaceMaster.button1,{action} Place candles
EventBasementPinup.text,There is a pinup calender on the wall. Currently month {var:Pos3} is up.
TokenBasementPinup.button1,Continue
EventBasementPinup.button1,{action} Change Month
EventBasementPinup.button2,Nevermind
EventBasementPinupChange.text,Which month do you want to put up?
EventBasementPinupChange.button1,January to June
EventBasementPinupChange.button2,July to December
EventBasementPinupChange1to6.text,Which month do you want to put up?
EventBasementPinupChange1to6.button1,January
EventBasementPinupChange7to12.text,Which month do you want to put up?
EventBasementPinupChange7to12.button1,July
EventBasementPinupChange.button3,Nevermind
EventBasementPinupChange1to6.button2,February
EventBasementPinupChange1to6.button3,March
EventBasementPinupChange1to6.button4,April
EventBasementPinupChange1to6.button5,May
EventBasementPinupChange1to6.button6,June
EventBasementPinupChangeToJan.text,January it is.
EventBasementPinupChangeToJan.button1,Continue
EventBasementPinupChangeToFeb.text,February it is.
EventBasementPinupChangeToFeb.button1,Continue
EventBasementPinupChangeToMar.text,March it is.
EventBasementPinupChangeToMar.button1,Continue
EventBasementPinupChangeToApr.text,April it is.
EventBasementPinupChangeToApr.button1,Continue
EventBasementPinupChangeToMay.text,May it is.
EventBasementPinupChangeToMay.button1,Continue
EventBasementPinupChangeToJun.text,June it is.
EventBasementPinupChangeToJun.button1,Continue
EventBasementPinupChange7to12.button2,August
EventBasementPinupChange7to12.button3,September
EventBasementPinupChange7to12.button4,October
EventBasementPinupChange7to12.button5,November
EventBasementPinupChange7to12.button6,December
EventBasementPinupChangeToJul.text,July it is.
EventBasementPinupChangeToJul.button1,Continue
EventBasementPinupChangeToAug.text,August it is.
EventBasementPinupChangeToAug.button1,Continue
EventBasementPinupChangeToSep.text,September it is.
EventBasementPinupChangeToSep.button1,Continue
EventBasementPinupChangeToOct.text,October it is.
EventBasementPinupChangeToOct.button1,Continue
EventBasementPinupChangeToNov.text,November it is.
EventBasementPinupChangeToDec.text,December it is.
EventBasementPinupChangeToDec.button1,Continue
TokenBasementCoal.text,This is a stash of charcoal.
TokenBasementCoal.button1,{action} Take some
EventBasementCoalTaken.text,"You now got some charcoal.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use charcoal, when needed and there is no need to trade charcoal or carry it from one place to the other. \nAlternatively you may make a new charcoal item with your pen and paper and treat it like any other item."
EventBasementCoalTaken.button1,Continue
TokenBasementCans.text,There is a stash of cans in the shelf.
TokenBasementCans.button1,Investigate
EventBasementCans.text,|||There are three types of cans in the shelf. All of them are part of a survival quality emergency stash and have 5 more years left to their "Best before" date.\n\nThere is one can of each.|||
EventBasementCans.button1,{action} Take dog-food
EventBasementCans.button2,{action} Take cat-food
EventBasementCans.button3,{action} Take corned beef
EventBasementCansDogfood.text,"You take the last can of dog-food.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use dog-food, when needed and there is no need to trade dog-food or carry it from one place to the other. \nAlternatively you may make a new dog-food item with your pen and paper and treat it like any other item."
EventBasementCansDogfood.button1,Continue
EventBasementCansCatfood.text,"You take the last can of cat-food.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use cat-food, when needed and there is no need to trade cat-food or carry it from one place to the other. \nAlternatively you may make a new cat-food item with your pen and paper and treat it like any other item."
EventBasementCansCatfood.button1,Continue
EventBasementCansBeef.text,"You take the last can of corned beef.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use corned beef, when needed and there is no need to trade corned beef or carry it from one place to the other. \nAlternatively you may make a new corned beef item with your pen and paper and treat it like any other item."
EventBasementCansBeef.button1,Continue
TokenBasementRitualCircle.button1,Button1
EventBasementRitualCircle.text,This is the ritual circle where the footsteps end. 
EventBasementRitualCircle.button1,{action} Investigate ({lore})
EventBasementRitualCircle.button2,Nevermind
EventBasementRitualCircle2.text,"The circle has been drawn a very long time ago, carved into the clay floor and the carvings filled with black ash. Dust has settled above it all and it is hard to discern any details. Maybe you can still learn something from the layout.\n\nMake a {lore} test."
EventBasementRitualCircle2.button1,Continue
EventBasementRitualCircleCrit.text,"The circle reminds you of a circle that you have seen some other time at some other place. At that time and place, what happened next was very, very bad and changed you life forever.\n\nReceive 1 horror."
EventBasementRitualCircleCrit.button1,Continue
EventBasementRitualCircleSuccess.text,"As an investigator you have seen your share of the occult. This sort of hand-on experience is hard to gain from books. Removing some of the dust you can uncover some runes accompanying the circle. From the layout of the circle and the runes used, your best professional estimate is, that the circle is one part of a ritual to raise the dead.\n\nYou receive 1 {clue}.\n\nInevitably you look around, check the dark corners of the basement and look for a skeleton to jump out. \n\nReceive 1 horror ({will} negates)."
EventBasementRitualCircleSuccess.button1,Continue
EventBasementCircleSuccess2.text,The runes around the circle remind you of the runes drawn within the bell in the tower. Likely, circle and bell are part of the same ritual.
EventBasementCircleSuccess2.button1,Continue
EventTowerBellandCircle.text,The runes within the bell remind you of the runes drawn around the circle in the basement. Likely, circle and bell are part of the same ritual.
EventTowerBellandCircle.button1,Continue
TokenLivingBowl.text,There are two bowls on the floor likely to feed the pets. One for water, one for food.
TokenLivingBowl.button1,{action} Feed the dog
TokenLivingBowl.button2,{action} Feed the cat
EventLivingBowlDog.text,If you have some food you could feed it to the dog.
EventLivingBowlDog.button1,Feed dog-food
EventLivingBowlDog.button2,Feed cat-food
EventLivingBowlDog.button3,Feed corned beef
EventLivingBowlDogDogfood.text,"You feed dog-food to Phoebe, the dog. Phoebe quickly eats it all up, polishes the bowl very well, so it looks like new. \nThen, she turns to you, licks your face and lets you pet her belly. \n\nYou heal 1 horror due to the joy, that only a dog can bring."
EventLivingBowlDogDogfood.button1,Continue
EventLivingBowlDogBeef.text,"You feed the expensive corned beef to Phoebe, the dog. Phoebe quickly eats it all up, polishes the bowl very well, so it looks like new. Polishes the bowl a second and third time just to be sure it is cleansed of the last essence of food, which only a dog can taste or smell. \nThen, she turns to you, licks your face and lets you pet her belly. \n\nYou heal 2 horror due to the joy, that only a dog can bring."
EventLivingBowlDogBeef.button1,Continue
EventLivingBowlDogCatfood.text,"You feed cat-food to Phoebe, the dog. Phoebe smells the feed for a short time and then decides to dig in. \nPhoebe quickly eats it all up, polishes the bowl very well, so it looks like new. Polishes the bowl a second and third time just to be sure it is cleansed of the last essence of food, which only a dog can taste or smell. \nThen, she turns to you, licks your face and lets you pet her belly. \n\nYou heal 1 horror due to the joy, that only a dog can bring."
EventLivingBowlDogCatfood.button1,Continue
EventLivingBowlCat.text,If you have some food you could feed it to the cat.
EventLivingBowlCat.button1,Feed cat-food
EventLivingBowlCat.button2,Feed dog-food
EventLivingBowlCat.button3,Feed corned beef
EventLivingBowlCatCatfood.text,|||Daimos, the cat, slowly approaches the bowl. Sniffs the food and looks at you like he wants to say: "This is kinda old."\nAfter giving it some consideration he finally digs in and eats it up, leaving just crumbs inside. \n\nBeing done with eating he lays down before you and allows you to pet him. \n\nYou heal 1 horror for the joy only a cat can bring.|||
EventLivingBowlCatCatfood.button1,Continue
EventLivingBowlCatDogfood.text,|||Daimos, the cat looks at the food, sniffs it than steps back from the bowl and gives you a look, which could be borrowed from Professor Vanderbilt himself: "What are you trying to pull here? Do I look like a dog to you?"|||
EventLivingBowlCatDogfood.button1,Continue
EventLivingBowlCatCornedBeef.text,"Daimos smells the good stuff already from his armchair. After you are done preparing the food he prances over like a king, enjoys every bite of it and licks the bowl clean. \nThanking you for your service Daimos walks over and lets you pet is belly, while he purrs for you.\n\nHeal 2 horror due to the joy, that only a cat can bring."
EventLivingBowlCatCornedBeef.button1,Continue
TokenEntryCards.text,It is a desk with a drawer.
TokenEntryCards.button1,Investigate
EventEntryCards.text,Inside the drawer is a pack of poker cards. The cards are not in a box or so, but placed nicely in the drawer, face up. 
EventEntryCards.button1,Continue
EventEntryCardsNoPick.text,Ace of Spades is currently up.
EventEntryCardsNoPick.button1,{action} Place another card on top
EventEntryCardsNoPick.button2,Leave it be
EventEntryCardsSelect.text,|||At first click on "Continue", then click on the card you wish to put on top.|||
EventEntryCardsSelect.button1,Continue
UICardsSet.button1,Button1
EventEntryCardsWrongClick.text,You put the chosen card face-up on top of the deck.
EventEntryCardsWrongClick.button1,Continue
UIEntryDeskRightArea.uitext, 
UIEntryDeskRightArea.button1,Button1
EventEntryCardsRightClick.text,You put the chosen card face-up on top of the deck.
EventEntryCardsRightClick.button1,Continue
EventEntryCardsPicked.button1,{action} Pick a new one
EventEntryCardsPicked.button2,Nevermind
EventEntryCardsPicked.text,The card you chose before is currently up.
TokenBed1Marvels.button1,Investigate
TokenBed1Marvels.text,There is a bowl of marvels on the table.
EventBed1Marvels.button1,{action} Remove White Marvels
EventBed1Marvels.text,"The bowl contains {var:Black} black and {var:White} white marvels.\nYou can adjust the marvels."
EventBed1Marvels.button2,{action} Remove Black Marvels
EventBed1MarvelsWhiteRemove.text,"You have {var:White} white and {var:Black} black marvels in the bowl.\nHow many white marvels do you want to remove?"
EventBed1MarvelsWhiteRemove.button1,Continue
EventBed1MarvelsUpdate.text,You now have {var:White} white and {var:Black} black marvels in the bowl.
EventBed1MarvelsUpdate.button1,Continue
EventBed1MarvelsCheck.text,"You cannot have less then zero marvels in the bowl.\nYou do not have more than 3 marvels of each color.\nWith you current selection you have {var:White} white marvels and {var:Black} black marvels slated for the bowl. That does not work.\n\nAdjust you marvels until you have between 0 and 3 of each."
EventBed1MarvelsCheck.button1,Continue
EventBed1MarvelsBlackRemove.text,"You have {var:White} white and {var:Black} black marvels in the bowl.\nHow many marvels do you want to remove?"
EventBed1MarvelsBlackRemove.button1,Continue
EventBed1Marvels.button3,{action} Add White Marvels
EventBed1Marvels.button4,{action} Add Black Marvels
EventBed1MarvelsWhiteAdd.text,"You have {var:White} white and {var:Black} black marvels in the bowl.\nHow many white marvels do you want to add?"
EventBed1MarvelsWhiteAdd.button1,Continue
EventBed1MarvelsBlackAdd.text,"You have {var:White} white and {var:Black} black marvels in the bowl.\nHow many white marvels do you want to add?"
EventBed1MarvelsBlackAdd.button1,Continue
TokenStudyDoor.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE"
TokenStudyDoor.button1,{action} Investigate
TokenLivingDoor.button1,{action} Investigate
EventStudyPlace.text,"At last, you reach the study. Maybe, this will interrupt the nagging and complaining of the Professor for a little while. \n\nPlace tile {c:TileStudy} as shown.\nPlace Wall Marker with picture to cover door to the south. The image represents a man-sized mirror. Place an Interact Marker as shown.\nPlace Wall with Shelf Marker on the wall to the east as shown."
TokenLivingDoor.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE"
EventStudyPlace.button1,Continue
EventStudyPlaceSearch.text,"There is a bible on the desk, which seems to be an odd book to keep in a study.\n-------\nThe shelf on the north wall contains multiple file binders. Maybe some of the files are of relevance to you.\n-------\nThe bookshelf to the East reminds you of what you expect in a study: shelfs full of books.\n-------\nPlace Search and Interact Markers as shown.\n"
EventStudyPlaceSearch.button1,Continue
TokenStudyBible.button1,{action} Investigate ({will})
EventStudyBible1Hit.button1,Continue
TokenStudyBible.text,This is a 19th century print of the bible. It looks barely used.
EventStudyBible.button1,Continue
EventStudyBible.text,You pick up the bible. Make a {will} test.
EventStudyBible1Hit.text,You pick up the bible and instantly notice, that it is much lighter than expected. After opening the book and browsing through the pages you notice that a revolver sized secret compartment has been cut out of the book. There is no trace of the revolver.
EventStudyBibleCrit.text,"You pick up the bible and read the first couple of pages. This reminds you of the sinful life that you have been living and that it has been a while since your last confession. \n\nFeeling threatened by all the things that will happen to a sinner like you in the afterlife you become filled with fear and panic and receive 1 horror."
EventStudyBibleCrit.button1,Continue
EventStudyBibleSuccess.text,"You find it odd, that someone would place a book, which hides a gun out in the open like this. You continue to search the desk and find a key-print on the desk facing side of the lamps foot. Just like somebody would usually hide a key here. A fitting key is placed in the keyhole of the desk's drawer. You open the drawer and discover an empty place, just large enough to fit the bible with the gun-compartment.\nSomeone, who knows the house very well must have removed the bible in a hurry, taken the gun with no time left to put the book back."
EventStudyBibleSuccess.button1,Continue
TokenStudyFiles.button1,{action} Investigate
EventStudyFiles.text,"There are are lot of binders, which contain personal data on a lot of people. Looks like somebody had a hobby to keep track of everybody he knew. If you know a name to look up you can find more information here.\n\nNote: As you learn more names, more people will become available to be looked up."
TokenStudyFiles.text,This shelf contains a lot of file binders, alphabetically sequenced.
EventStudyFiles.button1,Charles Vanderbilt
EventStudyFiles.button2,James Vanderbilt
EventStudyFilesCharles.text,"This is a brief summary of the information on Charles Vanderbilt:\n\nName: Charles Vanderbilt\nTitle: Prof. Dr.\nDate of Birth: 20. November\n\nObviously he did not keep very much information about himself. "
EventStudyFilesCharles.button1,Continue
EventStudyFilesJames.text,"This is a brief summary of the information on James Vanderbilt:\n\nName: James Vanderbilt\nTitle: Dr.\nDate of Birth: 17. July\nCharacter: Obnoxious underachiever, lazy, lacks dedication, typical mamma's boy, would never harm her.\n\nObviously he was not very fond of his son. "
EventStudyFilesJames.button1,Continue
EventStudyFiles.button3,Heather Vanderbilt
EventStudyFilesHeather.text,"This is a brief summary of the information on Heather Vanderbilt:\n\nName: Heather Vanderbilt\nMaidenname: Roseblossom\nDate of Birth: 1. May\nCharacter: Love of my life, joy of my days, trustworthy, naive, prude, uptight."
EventStudyFilesHeather.button1,Continue
EventStudyFiles.button4,Madelaine Fournaise
EventStudyFiles.button5,Lucio Fogo
EventStudyFiles.button6,Ricky Malone
EventStudyFilesMadlaine.text,"This is a brief summary of the information on Madelaine Fournaise:\n\nName: Madelaine Fournaise\nMaidenname: Fournaise\nDate of Birth: 15. August\nCharacter: Reliable, joy of my nights, trustworthy, kinky, outgoing, adventurous.\nBackground: Born in Quebec, Canadian citizen, has been a maid since she graduated high-school and is eager to make something of herself."
EventStudyFilesMadlaine.button1,Continue
EventStudyFilesLucio.text,"This is a brief summary of the information on Lucio Fogo:\n\nName: Lucio Fogo\nDate of Birth: 14. April\nHonors: Purple Heart\nCharacter: Aloof, secretive, somewhat reliable, tidy, exact.\nBackground: Served his country as a sharpshooter until he was wounded in the war. As a result of his injury he is not the fastest runner anymore. Started a career as gardener and butler due to lack of other skills. "
EventStudyFilesLucio.button1,Continue
EventStudyFilesRicky.text,"This is a brief summary of the information on Ricky Malone:\n\nName: Richard Jefferson Malone\nDate of Birth: 31. December\nCharacter: Dangerous, two-faced, aggressive, stupid\nBackground: Member of the Malone Family. Likely has ties to organized crimes, but is willing to found expeditions without all the paperwork banks ask for nowadays. \nExpedition to southern India was a great success for both of us.\nDoes not understand, why expedition to Egypt did not yield any results. Reluctant to found follow on expedition. Keeps bothering me about the need to pay my dues. Need to find a way to get him off my back."
EventStudyFilesRicky.button1,Continue
EventStudyFiles.button7,Done
TokenRoom1Cuboard.button1,{action} Investigate
EventRoom1Cuboard.text,"The dresser is well organized. Top to bottom you find in the dresser:\n- Head-wear and cosmetics\n- maid's dresses with the name Madelaine embroidered\n- tops, bras and pullovers\n- pants, skirts and panties\n- socks\nand shoes below the dresser.\n\nThe collection of expensive lingerie is quite surprising considering her salary as a maid. Judging from the size of her clothing Madelaine is smaller than average.\n\nYou receive 1 {clue}."
EventRoom1Cuboard.button1,Continue
TokenRoom1Bed.button1,{action} Investigate
TokenRoom1Cuboard.text,This is the dresser in the maids room. You are intrigued.
EventRoom1Bed.text,"Turns out that there is a reason why the bed is in sloppy condition. Somebody hid a .38 revolver in a hurry. \n\nReceive Common Item: .38 Revolver.\nYou may interact with the weapon through your inventory if you want to learn more about it.\nIt could be a good idea to place an Interact Marker on top of the card to remind you of the interact option."
TokenRoom1Bed.text,The maids queen sized bed. It looks like making a bed is not among her primary skills.
EventRoom1Bed.button1,Continue
Event38Revolver1.text,|||This is the .38 Revolver, which you found in the maids room. It has the Initials "CV" engraved in the grip.|||
Event38Revolver1.button1,{action} Investigate
Event38Revolver2.text,The revolver has been fired before. It is not possible to tell how often or if it was fired in the night of the murder. There are 6 rounds in the cylinder. 5 of them are used, only one of them is live. 
Event38Revolver2.button1,Continue
Event38Revolver3.text,"Shape and outline of the gun fit perfectly into the secret compartment of the bible found in the study. There is no doubt in your mind that this weapon was taken from there.\n\nReceive 1 {clue}."
Event38Revolver3.button1,Continue
Event45Automatic.text,|||This is the weapon you found in the barrel in the tower room. The chrome lawyer has grips made of ivory. The grip on the right has initials engraved: \n\n"RM"|||
Event45Automatic.button1,{action} Investigate
Event45Automatic1.text,"The grip on the left has 5 notches, a custom among hunters to mark their kills with this weapon. The weapon has been fired often, and is well maintained. Some parts have been replaced and look new compared to the rest of the gun. \nThere are two rounds missing from the magazine.\n\nYou receive 1 {clue}."
Event45Automatic1.button1,Continue
TokenBasementOddWall.text,"Something seems odd about the wall here. \n\nNote: This marker can be interacted with from both adjacent tiles."
TokenBasementOddWall.button1,{action} Investigate ({observation})
EventBasementOddWall.text,Make an {observation} test to see if there is anything really out of the ordinary here.
EventBasementOddWall.button1,Continue
EventBasementOddWallCrit.text,"The picture on the wall is certainly strange. Why would someone draw something like this? It makes you dizzy and you head spin. \n\nBecome dazed."
EventBasementOddWallCrit.button1,Continue
EventBasementOddWallSuccess.text,"Being not new to the job, you can spot a secret passage when you stand in front of it. The wall here is clearly fake and can be slid away. \nBehind the secret door is a ladder hidden in the wall connecting the basement and the living-room. \n\nRemove the markers, which cover the doors on the tiles. "
EventBasementOddWallSuccess.button1,Continue
EventBasementPlaceSecretDoor.text,"Something is odd about the wall here.\n\nPlace Search Marker as highlighted."
EventBasementPlaceSecretDoor.button1,Continue
TokenLivingCoffee.text,There is an espresso cooker on the table.
TokenLivingCoffee.button1,{action} Investigate
EventLivingCoffee.text,"You take the espresso cooker from the desk, search the desk for the proper coffee and find it inside.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use the coffeemaker, when needed and there is no need to trade it or carry it from one place to the other. \nAlternatively you may make a new coffeemaker item with your pen and paper and treat it like any other item."
EventLivingCoffee.button1,Continue
TokenLivingMusic.text,A small living-room table with a single drawer stands next to the love-seat.
TokenLivingMusic.button1,{action} Investigate
EventLivingMusic.text,"You find a piece of sheet music inside the drawer.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use sheet music, when needed and there is no need to trade sheet music or carry it from one place to the other. \nAlternatively you may make a new sheet music item with your pen and paper and treat it like any other item."
EventLivingMusic.button1,Continue
TokenLivingWhiskey.text,This is the bar of the living-room. Professor Vanderbilt has told you about a hidden compartment. Let's see what's inside.
TokenLivingWhiskey.button1,{action} Investigate
EventLivingWhiskey.text,"The hidden compartment with the Whiskey is exactly where the Professor told you it would be.\n\nReceive Common Item: Whiskey."
EventLivingWhiskey.button1,Continue
TokenLivingBar.text,This is the bar in the living-room. There should be drinks somewhere.
TokenLivingBar.button1,{action} Investigate
EventLivingBar.text,"The bar has been picked fairly clean. No drinks left. All you find is one empty bottle of Whiskey. \n\nNote: You may treat this as an omnipresent item. This means every investigator can use empty bottle, when needed and there is no need to trade it or carry it from one place to the other. \nAlternatively you may make a new empty bottle item with your pen and paper and treat it like any other item."
EventLivingBar.button1,Continue
TokenBathSink.text,The bathroom sink used to be a beautiful piece of art. Now it just looks old and used.
TokenBathSink.button1,Investigate
EventBathSinkOff.text,Water pressure is down to almost zero. Only little amounts of brownish liquid run out. Looks almost like Whiskey.
EventBathSinkOff.button1,Continue
EventBathSinkOff.button2,{action} Fill bottle with brownish water
EventBathSinkFillBottle.text,You fill the empty whiskey-bottle with the brownish liquid. Looks almost like the original.
EventBathSinkFillBottle.button1,Continue
EventBathSinkOn.text,You turn the water on. It runs like it is supposed to be. Initially a little dirty, later clean as spring-water.
EventBathSinkOn.button1,Continue
TokenBathroomBandages.text,The bathroom cabinet has seen better days.
TokenBathroomBandages.button1,{action} Investigate
EventBathBandages.text,You search the cabinet and find a set of bandages.
EventBathBandages.button1,Continue
TokenBed1MirrorManual.text,The nightstand in the parents room has a drawer and a compartment with a door.
TokenBed1MirrorManual.button1,{action} Investigate
EventBed1MirrorManual.text,|||Inside the drawer you find a little notebook. The notebook describes a finding from one of his travels:\n"I acquired four mirrors during my recent expeditions. It turns out the mirrors are interconnected and form a portal from one to another. If the mirror is blue, it is ready. Each mirror has a symbol on the top, like a headstone. This is the symbol of the individual mirror. You activate the mirror by touching this symbol. \nTo teleport from one active mirror to another active mirror  you have to select the target location by touching the symbol representing the target mirror in one of the four corners of the mirror. \nI only got 4 of the mirrors in my possession and do not have any idea where the 5th one is."|||
EventBed1MirrorManual.button1,Continue
EventHallMirror1Passive.button2,Nevermind
TokenHallMirror.button1,button
EventHallMirror1Passive.text,A man-sized mirror hangs on the wall, with a very nice wooden frame.
UIMirrorHeadstone.button1,Button1
EventMirror1Activate.text,Something changed...
EventMirror1Activate.button1,Continue
EventMirror1Interact.text,|||First click "Continue", then click on the part of the mirror you want to interact with.|||
EventMirror1Interact.button1,Continue
EventHallMirror1Passive.button1,{action} Interact
EventStudyMirror4Passive.button2,Nevermind
TokenStudyMirror.button1,Continue
EventRoom1Mirror2Passive.text,A man-sized mirror hangs on the wall, with a very nice wooden frame.
EventRoom1Mirror2Passive.button2,Nevermind
EventRoom1Mirror2Active.text,You have previously activated this man-sized mirror and as a result the glass turned blueish.
TokenBed1Door.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE - DO NOT ENTER"
EventMirror2Interact.text,|||First click "Continue", then click on the part of the mirror you want to interact with.|||
EventMirror2Interact.button1,Continue
EventMirror2Activate.text,Something Changes...
EventMirror2Activate.button1,Continue
TokenBasementMirror3.text,Something man-sized is hanging on the wall, covered with a sheet of linen.
TokenBasementMirror3.button1,{action} Investigate
EventBasementMirror3.text,"You discover a nice, man-sized mirror.\n\nReplace the Search Marker with an Interact Marker."
EventBasementMirror3.button1,Continue
TokenBasementMirror3i.button1,Button1
EventBasementMirror3ipassive.button1,{action} Interact
EventBasementMirror3ipassive.button2,Nevermind
EventMirror3Interact.text,|||First click "Continue", then click on the part of the mirror you want to interact with.|||
EventMirror3Interact.button1,Continue
EventMirror3Activate.text,Something changed...
EventMirror3Activate.button1,Continue
EventStudyMirror4Passive.text,A man-sized mirror hangs on the wall, with a very nice wooden frame.
EventHallMirror1Active.text,You have previously activated this man-sized mirror and as a result the glass turned blueish.
EventMirror4Interact.text,|||First click "Continue", then click on the part of the mirror you want to interact with.|||
EventMirror4Interact.button1,Continue
EventMirror4Activate.text,Something changed...
EventMirror4Activate.button1,Continue
EventMirrorTeleport.button1,Continue
UIMirrorBottomLeft.button1,Button1
UIMirrorTopRight.button1,Button1
EventMirrorTeleportTopRight.text,"You step into the mirror and instantly step out of the counterpart in the basement.\n\nMove your character onto the highlighted field in the basement."
EventMirrorTeleportTopRight.button1,Continue
UIMirrorTopLeft.button1,Button1
EventMirrorTeleportToRoom1.text,"You step into the mirror and instantly step out of the counterpart in the maid's room.\n\nMove your character onto the highlighted field in the maid's room."
EventMirrorTeleportToRoom1.button1,Continue
TokenRoom1Door.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nMAID'S ROOM"
TokenRoom1Door.button1,{action} Investigate
TokenRoom2Door.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBUTLER'S ROOM"
TokenRoom2Door.button1,{action} Investigate
EventRoom1Master.button1,Button1
EventRoom12PlaceTile.text,"Place tile {c:TileRooms} below tile {c:TileHallEnd} to achieve the result as shown.\n\nPlace a Wall Marker to cover the door to the East."
EventRoom12PlaceTile.button1,Continue
EventRoom1Place.text,"The maid's room is not as tidy as you assumed. Of course all of the rooms have seen better days, but in this case the best day was not when the maid lived here. \n\nFor example you can tell that the dresser to the left is used for clothing, because half of it is hanging out of the drawers.\nPlace Search Marker over the dresser as shown.\n\nThe bed as well is not as tidy as you would expect from somebody, who does that for a living.\nPlace Search Marker on the bed as shown.\n\nThe nightstand looks like it has been handed down for generations. You wonder who owned it before.\n\nThe huge man-sized mirror, looks like the one in the hall and seems completely out of context with the rest of the furniture. Place an Interact Marker as shown."
EventRoom1Place.button1,Continue
EventRoomsRemoveHall.button1,Button1
EventRoomsPlaceRooms.button1,Button1
TokenRoom1Mirror2.button1,Continue
TokenBed1Door.button1,{action} Investigate
EventBed1Place.text,"This looks like the bedroom of Mr. and Mrs. Vanderbilt. Aside of the dust, the spiderwebs and the moths everything looks really nice. You can tell that the furniture and clothing was once of high quality. \n\nPlace tile {c:TileBed1} as shown.\nRemove Explore Marker from door.\n\nThe desk on the north wall looks like it was used by Prof. Charles Vanderbilt at least on some occasions. \n\nThe beautiful baroque table has an little drawer, which invites for further investigation.\n\nA dresser for clothing in the middle of the room has held helpful secrets more than once.\n\nThe nightstand next to the bed also looks very suspicious.\n\nPlace Search and Interact Markers as shown."
EventBed1Place.button1,Continue
UIMirrorBottomRight.button1,Button1
EventMirrorTeleportToStudy.text,"You step into the mirror and instantly step out of the counterpart in the study.\n\nMove your character onto the highlighted field in the study."
EventMirrorTeleportToStudy.button1,Continue
EventLivingDoor.text,"Place tile {c:TileLiving} as shown.\nRemove Explore Marker from the door.\n\nThere is a bar in the corner of the living room. \n\nThere are two side tables, which may hold interesting secrets.\n\nA pet's water and food bowl are on the floor.\n\nPlace Search and Interact Markers as shown."
EventLivingDoor.button1,Continue
TokenBed2Door.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE\n\nBelow the brass plaque another sign has been mounted, which says in sloppy handwriting:\n\nNEW DIMENSION - ENTER AT OWN RISK"
TokenBed2Door.button1,{action} Investigate - at own risk
TokenBed1HornInBox.text,This is a solid wooden crate. Opening it up will be some effort.
TokenBed1HornInBox.button1,{action} Investigate
EventBed1HornInBoxMaster.text,Having a crowbar would come in real handy now. Since you got none you have to pry the lid of using your fingers. Make a {strength} test.
EventBed1HornInBoxMaster.button1,Continue
EventBed1BoxCrit.text,"You give it your worst shot. Any other description would just be sugar coating it. \n\nReceive 1 damage for ramming your finger into a rusty nail."
EventBed1BoxCrit.button1,Continue
EventBed1BoxSuccess.text,"For a skilled craftsman like yourself, opening up the crate is no problem at all. Inside you find a carefully packed puzzle box.\n\nReceive Unique Item: Puzzle Box.\n\nYou may interact with the Puzzle Box through your inventory.\nIt could be a good idea to place an Interact Marker on top of the card to remind you of the interact option."
EventBed1BoxSuccess.button1,Continue
EventBed2Door.text,|||You enter the "New Dimension" at your own risk. Being prepared for much worse you are actually disappointed that nothing happens. \n\nWhat you see is the bedroom of an adolescent boy which was preserved by his family decades after he became a man. Looking beyond the dust and the spiderwebs, you can see small pieces of post-adolescent items, which have been added later.  \n\nThe dresser in the center could give you clues if this room was used by a grown-up or only by a boy.\n\nFurther hints could be expected from the nightstand by the bed.\n\nThe desk across the door clearly has been used by an adult, as you can see by the writing utensils.\n\nPlace tile {c:TileBed2} as shown.\nPlace a Wall Marker to the south to cover the door.\nPlace 3 Search Markers as shown.|||
EventBed2Door.button1,Continue
TokenBed2Music.text,|||This is the dresser of the room. Judging from the outside everything looks tidy and well maintained. The owner of the dresser seems to be a little paranoid and has placed a complex combination lock on one of the drawers. Without finding the code elsewhere you have a hard time breaking that code.\n\nNote: The app doesn't handle 8 digit codes really well. You need to know the answer, After you entered the solution you click the top "Guess" button, followed by the bottom "Guess" button.|||
TokenBed2Music.button1,{action} Investigate
EventBed2Music.text,"As you suspected, the drawers are filled with mens clothing, which have quite the similarity with the clothing style practiced by Prof. Dr. James Vanderbilt, your annoying travel-mate.\nJudging from the size of the clothing Prof. Dr. James Vanderbilt is of above average size.\n\nSearching through the drawers some more you find a piece of sheet music.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use sheet music, when needed and there is no need to trade sheet music or carry it from one place to the other. \nAlternatively you may make a new sheet music item with your pen and paper and treat it like any other item."
EventBed2Music.button1,Continue
TokenBed2OldKey.text,The nightstand of the boy's room. 
TokenBed2OldKey.button1,{action} Investigate
EventBed2OldKeys.text,The nightstand continues to look unspectacular even after somewhat closer inspection. However, you cannot shake the feeling that it is worth a closer look. Make an {observation} test.
EventBed2OldKeys.button1,Continue
EventBed2KeysCrit.text,"You get lost in you paranoia continuously looking over your shoulder expecting an unknown assailant to attack you from behind. \n\nThe fact that nobody attacked you yet, does not mean that they are not lurking in the shadows. Receive 1 horror."
EventBed2KeysCrit.button1,Continue
EventBed2KeysSuccess.text,"You almost got distracted by all the non-interesting items in the drawer. However, being an investigator since a long time you are able to look beyond that distraction and focus on the hidden compartment below. \n\nYou open the compartment and find an old key inside.\n\nReceive Unique Item: Old Keys."
EventBed2KeysSuccess.button1,Continue
TokenBed2Journal.text,This is an adolescents boy desk, however the stationery looks way to sophisticated for such a young person.
TokenBed2Journal.button1,{action} Investigate
EventBed2Journal.text,After you have seen it in the vision, you have no trouble finding the diary tucked to the back of the drawer. Inside the diary you find a slew of entries like this:
EventBed2Journal.button1,Continue
EventScene3ClearBoard.button1,Button1
TokenBathroomDoor.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBATHROOM"
TokenBathroomDoor.button1,{action} Investigate
EventBathDoor.text,You enter the bathroom. Make a {lore} test:
EventBathDoor.button1,Continue
EventBathDoor0.text,There is a sink in the bathroom. It is a dirty and stained sink.
EventBathDoor0.button1,Continue
EventBathDoor1.text,The bathroom cupboard could contain something useful.
EventBathDoor1.button1,Continue
EventBathDoor2.text,Maybe you can recover something from the tub.
EventBathDoor2.button1,Continue
EventRoom2Master.button1,Button1
EventRoom2Place.text,"The butler's room is an example for spartan living.\n\nThere is a well made bed, a nightstand and a trunk.\n\nPlace three Search Markers as shown."
EventRoom2Place.button1,Continue
EventStudyMirror4Passive.button1,{action} Interact
EventHallMirror1Active.button1,Interact
EventHallMirror1Active.button2,Nevermind
EventMirrorInteractFail.text,You do things to the mirror, but without a plan of what to do, you do not really get anywhere.
EventMirrorInteractFail.button1,Continue
EventRoom1Mirror2Passive.button1,{action} Interact
EventRoom1Mirror2Active.button1,Interact
EventRoom1Mirror2Active.button2,Nevermind
EventRoom1Vision.text,|||As you enter the door you literally freeze in the frame, as something utterly cold touches you by your shoulder. Unable to move you freeze in place for an unknown period. While frozen, you have, what must be a vision of the past:\n\n The mirror glows bluish in the back. On the bed, or more precisely on somebody laying in the bed, sits the maid Madelaine. Being hardly dressed, she seems to be enjoying herself. The man below her is nobody less than Charles Vanderbilt.\n\nA ghostly voice whispers in your ear: "The rich have their chance in the bedroom of the poor."|||
EventRoom1Vision.button1,Continue
EventMirrorTeleport.text,|||Where do you want to go?\nFirst click "Continue", then follow the manual.\n\nNote: If the mirror works like a secret passage connecting each field with an activated mirror. Sometimes the animation fails for unknown reasons. If this happens you can still move your investigator to the desired field. |||
EventMirrorTeleport2Entry.text,"You step into the mirror and instantly step out of the counterpart in the entry.\n\nMove your character onto the highlighted field in the entry."
EventMirrorTeleport2Entry.button1,Continue
EventBasementMirror3ipassive.text,A man-sized mirror hangs on the wall, with a very nice wooden frame.
EventCommonDoorBlocked.text,"Although, the door is not locked, you cannot open it. There is an invisible force holding it shut.\n\nThe {action} you just spent trying to open the door is refunded.\n\nNote: The door can be opened as soon as you have removed whatever power holds the door shut."
EventCommonDoorBlocked.button1,Continue
EventGhostMoveOn.text,"The vision of the past reminds you of better days. \nThe investigator with the most damage suffered heals one damage.\nThe investigator with most horror suffered heals one horror.\n\nYou may move onto the next field."
EventGhostPlacementMaster.button1,Continue
EventGhostMoveOn.button1,Continue
EventGhostPlacement1.text,|||After the vision fades, the cold chill is removed from you like a magnet removes metal-dust from a table. Just like the metal-dust accumulates at the tip of the magnet, the cold energy giving you the chills manifests into a new form: A humanoid ghostly shape of a woman. \nHer voice is like the whisper of the wind:\n\n"Help me!"|||
EventGhostPlacement1.button1,Continue
EventGhostPlacement1Dark.text,|||Suddenly, the ghost flickers. The presence you felt before is gone in the blink of any eye, yet the shape previously filled by the ghost remains, but is now filled with something utterly dark and evil. Someone you know all too well: Your personal nemesis, the Horror from the Other side.\n\nNow the ghost speaks with a voice born from thunder:\n"I command over the Other Side! I may not even have to break your walls down to destroy you! Surrender your lives or I will take them!"|||
EventGhostPlacement1Dark.button1,Not today!
EventGhostPlacement1Dark.button2,Surrender (Ends Game)
EventEndDefeat3Surrender.button1,Continue
UIEndDefeat3SurrenderText.button1,Continue
EventGhostSpawn.text,|||"Now I will take what is mine: Your lives and your souls."\n\nPlace a Ghost on the field of the investigator, who just opened the door.|||
EventGhostSpawn.button1,Continue
CustomMonsterDarkGhost.info,-
EventDarkGhostMaster.button1,Button1
CustomMonsterDarkGhost.monstername,Possessed Ghost
EventDarkGhostMoveMaster.button1,Button1
EventDarkGhostMove1.text,|||"It is a pity that I cannot crush you with my own tentacles! I'd love to taste your blood on my skin!"\n\nThe ghost possessed by Nepheracet is moved to the field with the investigator having the lowest {strength}.|||
EventDarkGhostMove1.button1,Continue
EventDarkGhostAttackMaster.button1,Button1
EventDarkGhostAttack1.text,"This event affects the investigator on the same field as the Possessed Ghost, who has the lowest {will}.\n\nThe Possessed Ghost swings a chain with a morning-star at the end. Filled with fury, he beats down on you. Receive {var:DifficultyLevel} damage ({agility} negates)."
EventDarkGhostAttack1.button1,Continue
EventDarkGhostMove2.text,|||"Why did you turn down my gracious offer? Why do you want to die? The result is inevitable and always the same: You will serve me for all eternity!"\n\nMove the Possessed Ghost to the field with the investigator having the lowest {will}.|||
EventDarkGhostMove2.button1,Continue
EventDarkGhostMove3.text,|||"Come, come to slaughter my lambs!"\n\nMove the investigator, who is closest to the ghost, but not on the same field as the ghost, two fields towards the ghost.|||
EventDarkGhostMove3.button1,Continue
EventDarkGhostMove4.text,|||"After I am done with you I will decorate the walls with your intestines and color the floor with your blood!"\n\nMove the Possessed Ghost to the field with the investigator, who has the least amount of health left.|||
EventDarkGhostMove4.button1,Continue
EventDarkGhostMove5.text,|||"Hell is just a leisure cruise compared to the torment I have planned for you!"\n\nMove the Possessed Ghost to the field with the investigator, who has the least amount of sanity left.|||
EventDarkGhostMove5.button1,Continue
EventDarkGhostAttack2Str.button1,Continue
EventLivingBowlDog.button4,Nevermind.
EventDarkGhostAttack4Str.button1,Continue
EventDarkGhostAttack3Str.text,"This event affects all investigators within a range of 1 of the Possessed Ghost.\n\nThe Possessed Ghost starts screaming in a painfully loud and high voice. It shakes you to the bone. You suffer {var:DifficultyLevel} damage ({strength} negates)."
EventDarkGhostAttack3Str.button1,Continue
EventDarkGhostAttack2Str.text,"This event affects the investigator on the same field as the Possessed Ghost, who has suffered the most damage.\n\nThe Possessed Ghost tries to impale you with a long icy spear. Receive {var:DifficultyLevel} damage ({strength} negates)."
EventDarkGhostAttack5Agi.button1,Continue
EventDarkGhostAttack4Str.text,"This event affects all investigators on the same field as the Possessed Ghost.\n\nThe Possessed Ghost explodes in an attempt to rip your flesh from the bones. You suffer {var:DifficultyLevel} damage ({strength} negates)."
EventDarkGhostHorrorMaster.button1,Button1
EventDarkGhostHorror1.text,"The Possessed Ghost tries to hypnotize you with his flaming eyes. Make a {will}:{var:DifficultyLevel} check. \n\nSuccess: You notice that this is just a distraction from his attempt to rip out your heart.\nFailure: You become stunned, and receive 1 horror."
EventDarkGhostHorror1.button1,Continue
EventDarkGhostHorror2.text,"This event affects the investigator on the same field as the Possessed Ghost, who has the weapon dealing the most damage.\n\nThe Possessed Ghost tries to impose his will onto yours. Make a {will}:{var:DifficultyLevel} check. \n\nSuccess: You repulse the evil spirit.\nFailure: You have to use your next two actions to attack the investigator next to you with the weapon dealing the most damage."
EventDarkGhostHorror2.button1,Continue
EventDarkGhostHorror3.text,|||"It is time to see your future", says the Ghost possessed by Nepheracet, piercing into your soul with his fiery eyes. The gaze unleashes your deepest fears. Receive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror3.button1,Continue
EventDarkGhostHorror4.text,|||The Possessed Ghost takes the shape of your grandfather. The one in which cabin all of this started: \n"When you were snooping around in my cabin, did you dig up what I buried in that little shack?"\n\nOf course you did not, but the thought of your grandfather having a dark side to himself pushes you closer to insanity.\n\nReceive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror4.button1,Continue
EventDarkGhostHorror5.text,"You stare into the eyes of the ghost and through them deep into the soul of the horror. You see things, unspeakable things. Make a {will}:{var:DifficultyLevel} test.\n\nSuccess: You understand that it is just an illusion and move on.\nFailure: You receive 1 horror and become dazed."
EventDarkGhostHorror5.button1,Continue
EventDarkGhostHorror6.text,|||"What is it that you fear the most?", asks the evil ghost, just to answer the question himself: "ME!"\nYou realize it is true.\n\nReceive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror6.button1,Continue
EventDarkGhostHorror7.text,|||"What do you think is worse: Dieing or living"\nYou always felt the answer to be straight forward. Now, after all you have been through you reconsider the answer.\n\nReceive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror7.button1,Continue
EventDarkGhostHorror8.text,|||The dark ghost peels his face off and your face lies below. You did expect many things but not that.\n"I am you", says the ghost, "in a few weeks time."\nThis thought frightens you to the core.\n\nReceive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror8.button1,Continue
EventDarkGhostHorror9.text,|||"Want to join me now?" asks the ghost possessed by Nepheracet. "Just let go of your sanity, do not cling to it like a child to a toy. Eventually you will outgrow it, just like the child does. And I will be there, every step of the way. Like a parent, a cruel, unforgiving, merciless parent..."\n\nYou know the type he is talking about. Receive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror9.button1,Continue
EventDarkGhostHorror10.text,|||"Even when you die, your torment is not over."\nYou are afraid he is right.\n\nReceive {var:DifficultyLevel} horror ({will} negates).|||
EventDarkGhostHorror10.button1,Continue
EventTriggerGhostDefeated.button1,Button1
EventDarkGhostDefeat1.text,|||You deal the deadly blow to the Possessed Ghost. For a brief moment the original ghost is restored, before it as well vanishes. \n"Thank you", the ghost says, "for cleansing me - curse you for bringing this evil here!"|||
EventDarkGhostDefeat1.button1,Continue
TokenPier1RabbitFoot.text,Nepheracet has slaughtered and partly eaten the wife of the caretaker. Among the remaining gore, you can make out something, that looks valuable. 
EventRootCellarPickaxe.text,Make an {agility} test to search.
EventRootCellarPickaxe.button1,Continue
EventRootCellarPickaxeSuccess.text,|||Among the old metal and wood pieces you make out one useful item: The metal part of a pickaxe. All you need now is a workbench, where you can put the 2x4 and the metal piece together.\n\nPlace new search marker as indicated. \n\nYou receive one Unique Item "Missing Link", to represent the metal part of the pickaxe.|||
EventRootCellarPickaxeCrit.button1,Continue
UIMorseCode.button1,Button1
EventBasementCans.button4,{action} (Carson Sinclair only) Take all
EventRoom2Vision.text,|||As you enter the door you literally freeze in the frame, as something utterly cold touches you by your shoulder. Unable to move you freeze in place for an unknown period. While frozen, you have, what must be a vision of the past:\n\nThe butler sits on his well made bed. His shirt is unbuttoned and you can see that he is in excellent physical shape. He reads a letter to himself:\nDear mother, I hope these lines find you well. So far nobody here suspects that I am your and Charles son. After getting to know the current Mrs. Vanderbilt a little better I cannot imagine any reason, why he would chose a prude, cold and distant woman over you. \nBut mother, do not worry! I have devised a plan, which will lead to the end of this ill advised marriage. They will soon be parted. What a nice present this will be!\nThe best thing about my plan is, that if all goes well, not only will she be removed from the picture but her evil off-spring as well. After all someone has to take the blame for all of this. \n\nI am looking forward to meet you and to finally have the family we deserve."|||
EventRoom2Vision.button1,Continue
EventGhostPlacement2.text,|||Just like last time, as soon as the vision fades, you can feel the cold drawn from your body and are able to move again. The cold energy giving you the chills manifests into a new form: A humanoid ghostly shape of a woman. \nHer voice is like the whisper of the wind:\n\n"Why have you brought this evil here?"\n\nHer voice is causing you even more chills and goosebumps.|||
EventGhostPlacement2.button1,Continue
EventGhostPlacement2Dark.text,|||Just like the first time, the ghost starts to flicker and the presence you felt before is gone in the blink of any eye, yet the shape previously filled by the ghost remains, but is now filled with Nepheracet, who somehow found a way to possess the ghost, who asked for your help and not this sort of punishment. \n\n"You have chosen, not to surrender. I suppose you believe that means death.", he pauses and laughs at you, "oh you fools! For you, death will be just the beginning of your servitude, which knows no end, no release and no relieve - only torment."|||
EventGhostPlacement2Dark.button1,Continue
EventBed2Vision.text,|||As you enter the door you literally freeze in the frame, as something utterly cold touches you by your shoulder. Unable to move you freeze in place for an unknown period. While frozen, you have, what must be a vision of the past:\n\n A little boy in his school uniform sits on the desk across the door. Standing behind him is an older man, well dressed, holding a cane, dictating:\n"I shall respect my father."\nThe boy, in panic, hastily writes something. Instantly the cane comes down, hammering on the desk just short of hitting the boys hand.\n"How do we write!?!" demands the man to know.\n"Orderly and correctly", replies the boy and starts over.\nThe man, watching like a hawk continues to dictate:\n"I shall not disturb my father."\nThe boy continues to write and was not far when he got caned. He screams out in agony but manages to hold on to the pen.\n"What letter is at the end of disturb?" asks the man with the stick.\nThe boy corrects his mistake and finishes the sentence, while the father relentlessly continues to dictate:\n"I shall not enter my father's study."\nAgain the cane comes down on the boy. This time forcing him to tears. Whimpering and crying the boy holds on to the pen, not daring to look at the man.\n"How many fathers do you have?!" asks the man.\n"One", cries the boy, while making a tiny correction.\n"Now," says the man not without anger, "write this a thousand times and remember it a thousand years!"|||
EventBed2Vision.button1,Continue
EventBed2Vision2.text,|||The vision fades away and is replaced by a new one. Instead of the young boy sitting on the desk, it is now a man in his early twenties. He takes out a book from underneath his jacket with the French title: "L'instruction de vaudou"\n\n"Now father, it's payback time", says the young man to himself and starts to read in the book. \n\nWhile he reads, you hear a male voice shouting from down the hall: "James, you useless, worm infested, waste of my time, have you been in my study again!?"\n\nThe the young man mumbles a curse in the direction of his father and slams the door shut.\n\nThis is when the vision ends.\n\nA ghostly voice whispers in your ear: "How much abuse can a soul take?"|||
EventBed2Vision2.button1,Continue
EventGhostPlacement3.text,"Just like last time, as soon as the vision fades, you can feel the cold drawn from your body and are able to move again. The cold energy giving you the chills manifests into a new form, which you have seen and fought two times before: A humanoid ghostly shape of a woman. \nHer voice is like the whisper of the wind:\n\n„I was so content haunting an empty place.“\n\nHer voice is causing you even more chills and goosebumps."
EventGhostPlacement3.button1,Continue
EventGhostPlacement3Dark.text,|||Just like the previous times, the ghost starts to flicker and the presence you felt before is gone in the blink of any eye, yet the shape previously filled by the ghost remains, but is now filled with Nepheracet, who has gained control of the friendly seeming ghost one more time. \n\n"While you dilly-dally trying to solve a murder, that no living being wants solved, my armies pour from the rift like a stream to the ocean."|||
EventGhostPlacement3Dark.button1,Continue
UIEndDefeat1DetonationText.uitext,"DEFEAT\n\nYou have blown up the tunnel too early and your team got separated. While the first part of the team lives to continue the second part was cut off by the collapse of the tunnel and is lost forever. If they were lucky, they got buried by the rocks and had a quick and merciful death. If they were unlucky they got killed and converted by Nepheracet. Anyway, you cannot continue the game.\n\nTHE END\n\nNote: The fuse has a semi-random timer, which also depends on your difficulty level. To avoid this defeat you need to time the placement of the explosives better. You can use Menu -> Undo to undo your last action leading to this result or you can start the game fresh and try to light explosives at a later time when all have cleared the path."
EventNepheracetMoveSafetyQuestion.text,"Are you sure?\nAre Nepheracet and the Professor on the same field?"
EventTriggerNepheracetMoveMaster.button1,Button1
EventVanderbiltEntryTalkGoDo.button1,Continue
EventNepheracetMove.text,"Nepheracet, the priest from the Other Side, Scorch of Earth and Harbinger of Doom, moves one field closer towards the Professor. \nIf all valid paths towards the Professor are blocked, Nepheracet will spent his next attack fighting the barricade.\n\nDid this move bring Nepheracet onto the same field as the Professor?"
EventIntroductionGiveClues3.text,Each investigator starts the game with 3 {clue}.
EventIntroductionGiveClues2.text,Each investigator starts the game with 4 {clue}.
EventIntroductionGiveClues3.button1,Continue
EventIntroductionGiveClues45.text,Each investigator starts the game with 2 {clue}.
EventIntroductionGiveClues45.button1,Continue
EventIntroductionGiveClues6plus.text,Each investigator starts the game with 1 {clue}.
EventIntroductionGiveClues6plus.button1,Continue
EventStudyMirror4Active.text,You have previously activated this man-sized mirror and as a result the glass turned blueish.
EventStudyMirror4Active.button1,Interact
EventStudyMirror4Active.button2,Nevermind
EventBasementMirror3iActive.button1,Interact
EventBasementMirror3iActive.text,You have previously activated this man-sized mirror and as a result the glass turned blueish.
EventBasementMirror3iActive.button2,Nevermind
TokenTunnel2Explosives.button2,{action} Improvise Fuse ({lore})
EventTunnel2IgniteGunpowder.text,You improvise a fuse, by making a line of gunpowder. No idea how much time that will buy. Not you try to ignite the gunpowder by clamping objects together. Make an {lore} test.
EventTunnel2IgniteGunpowder.button1,Continue
EventTunnel2IgniteCrit.text,"Your improvised fuse was rather poorly constructed and it blows up in your face.\n\nReceive 1 damage."
EventTunnel2IgniteCrit.button1,Continue
EventTunnel2IgniteSuccess.text,You successfully ignite your fuse. Will be only a very, very little while until the keg explodes. Better run!
EventTunnel2IgniteSuccess.button1,Continue
TokenTunnel2Explosives.button3,Throw a match
EventTunnel2GunpowderMatch.text,Throwing a match into a keg of gunpowder seems a terrific idea if you like a quick death. Are you sure you want to continue?
EventTunnel2GunpowderMatch.button1,Yes
EventTunnel2GunpowderMatch.button2,No
EventTunnel2GunpowderExplodes.text,|||The investigator who threw the match gets to finish his turn. Then he receives 2 damage and click "Continue".|||
EventTunnel2GunpowderExplodes.button1,Continue
EventBathVision.text,|||As you enter the door you literally freeze in the frame, as something utterly cold touches you by your shoulder. Unable to move you freeze in place for an unknown period. While frozen, you have, what must be a vision of the past:\n\nYou can see a guy dressed like a gangster sitting on the toilet, pants down, reading the newspaper. Below the open jacket you can see that no gun is in the holster. The side of the paper currently facing you shows an article about the Vanderbilts with a picture including Charles Vanderbilt and his son to the left, and a woman, likely his wife to the right. \n"Damn those Steelers, lost again!" curses the man and turns the newspaper around.\n"Charles Vanderbilt", he says with disgust, "tonight you will pay. Either you give me my money or..."\nLike the professional gangster he is, he does not finish the threat. Instead he rips the newspaper apart, taking care that Charles Vanderbilt ends up on one piece and the woman on the other one. \nThen he uses both pieces as toilet paper.|||
EventBathVision.button1,Continue
EventGhostPlacement4.text,"Just like the previous times, as soon as the vision fades, you can feel the cold drawn from your body and are able to move again. The cold energy giving you the chills manifests into a new form, which you have seen and fought three times before: A humanoid ghostly shape of a woman. \nHer voice is like the whisper of the wind:\n\n„You need to help me or he will devour me!“\n\nHer voice is causing you even more chills and goosebumps."
EventGhostPlacement4.button1,Continue
EventGhostPlacement4Dark.text,|||Just like the previous times, the ghost starts to flicker and the presence you felt before is gone in the blink of any eye, yet the shape previously filled by the ghost remains, but is now filled with Nepheracet, who has gained control of the friendly seeming ghost one more time. \n\n"Nothing you can achieve here will change the fate of the world, because all you will achieve here is to chose the way you will die."|||
EventGhostPlacement4Dark.button1,Continue
EventTriggerRandomMonsterSpawn.button1,Button1
EventRandomMonsterSpawn.text,Somehow one of Nepheracet's minions has made it through the secret passage. 
EventRandomMonsterSpawn.button1,Continue
EventBed1Vision.text,|||As you enter the door you literally freeze in the frame, as something utterly cold touches you by your shoulder. Unable to move you freeze in place for an unknown period. While frozen, you have, what must be a vision of the past:\n\nThis time the vision looks out from the bedroom onto the hallway. You can see how Professor Charles Vanderbilt and the Maid have a chat in the hallway. Charles seems just as distant as you have experienced his son to be. Soon the discussion becomes heated, you are still not able to hear what is being said, but you can clearly see from both their faces that the discussion is loaded with anger. \nFinally the maid storms away and you can hear her cussing: "Get rid of her, before I will!" |||
EventBed1Vision.button1,Continue
EventGhostPlacement5.text,"Just like the previous times, as soon as the vision fades, you can feel the cold drawn from your body and are able to move again. The cold energy giving you the chills manifests into a new form, which you have seen and fought four times before: A humanoid ghostly shape of a woman. \nHer voice is like the whisper of the wind:\n\n„Find out, who killed me, how and why!“\n\nHer voice is causing you even more chills and goosebumps."
EventGhostPlacement5.button1,Continue
EventGhostPlacement5Dark.text,|||Just like the previous times, the ghost starts to flicker and the presence you felt before is gone in the blink of any eye, yet the shape previously filled by the ghost remains, but is now filled with Nepheracet, who has gained control of the friendly seeming ghost one more time. \n\n"I can sense her power getting weaker. Soon she will fade and I will be coming for you. Soon your life will be over and your torment will begin!"|||
EventGhostPlacement5Dark.button1,Continue
EventDarkGhostDefeat2.text,|||You deal the deadly blow to the Possessed Ghost. For a brief moment the original ghost is restored, before it as well vanishes. The ghost has time to whisper one more sentence before it is gone with the wind.\n\n"You only cause suffering!“|||
EventDarkGhostDefeat2.button1,Continue
EventDarkGhostDefeat3.text,"You deal the deadly blow to the Possessed Ghost. For a brief moment the original ghost is restored, before it as well vanishes. The ghost has time to whisper one more sentence before it is gone with the wind.\n\n„Now I am the hunted in my own place.“\n"
EventDarkGhostDefeat3.button1,Continue
EventDarkGhostDefeat4.text,"You deal the deadly blow to the Possessed Ghost. For a brief moment the original ghost is restored, before it as well vanishes. The ghost has time to whisper one more sentence before it is gone with the wind.\n\n„Solve the mystery of my murder so I can rest.“"
EventDarkGhostDefeat4.button1,Continue
EventDarkGhostDefeat5.text,"You deal the deadly blow to the Possessed Ghost. For a brief moment the original ghost is restored, before it as well vanishes. The ghost has time to whisper one more sentence before it is gone with the wind.\n\n„Hurry, I cannot hold him back much longer!“\n"
EventDarkGhostDefeat5.button1,Continue
EventBallroomPianoVisionB1.text,As you play this song, you can feel an icy hand touching your shoulder. A vision from the past is fed to you and overwhelms you. 
EventBallroomPianoVisionB1.button1,Continue
EventBallroomPianoVisionB2.text,"You live through the murder one more time. \n\nBANG\n\nThe first bullet hits you from behind. You fall towards the ground, you see the surprise, pain and shock in you husbands face. \n\nBANG\n\nThe second shot is fired. The bullet does not hit you, but rather passes over you, and you hear it impacting in the distance.\nYou hit the ground and all life starts to drain from your body..."
EventBallroomPianoVisionB2.button1,Continue
EventBallroomPianoVisionB3.text,... and all goes black and you die in the arms of your husband.
EventBallroomPianoVisionB3.button1,Continue
EventBallroomPianoVisionB4PlaceBullets.text,"The vision gives you a new idea where to look. If you follow the trajectory from the bullet holes in the windows to the blood stain and continue the path to the South wall, you should find a bullet there.\n\nAdd Search Marker as shown."
EventBallroomPianoVisionB4PlaceBullets.button1,Continue
EventBallroomPianoSongC.text,You sit down and start to play on this marvelous instrument. It still sounds amazing.
EventBallroomPianoSongC.button1,Continue
EventBallroomPianoSongD.text,You sit down and start to play on this marvelous instrument. It still sounds amazing.
EventBallroomPianoSongD.button1,Continue
EventBallroomPianoSongC1.text,As you play this song, you can feel an icy hand touching your shoulder. A vision from the past is fed to you and overwhelms you. 
EventBallroomPianoSongC1.button1,Continue
EventBallroomPianoSongD1.button1,Continue
EventBallroomPianoSongD2.text,"For a brief moment between life and death you hover over your dead body. You can see blood dripping from the gunshot wound in your back, while you husband holds you in his arms and cries. \n\nYou feel nothing.\n\nAfter a short while a light appears in the distance, grows brighter and gets closer. It feels warm and joyful. You walk towards it until you are finally engulfed by happiness."
EventBallroomPianoSongD1.text,As you play this song, you can feel an icy hand touching your shoulder. A vision from the past is fed to you and overwhelms you. 
EventBallroomPianoSongD2.button1,Continue
EventBallroomPianoSongC2.text,"You live through the murder one more time. \n\nBANG\n\nThe first bullet hits you from behind. You fall towards the ground, behind your surprised husband you see another man.\n\nBANG\n\nThe second shot is fired and while you feel the bullet passing by you realiize that the man is Lucio the butler. He drops a tablet with three glasses and takes cover on the ground.\n\nYou hit the ground and all life starts to drain from your body..."
EventBallroomPianoSongC2.button1,Continue
EventBallroomPianoSongC3.text,...until all goes black.
EventBallroomPianoSongC3.button1,Continue
EventBallroomPianoSongC3PlaceGlas.text,The vision gave you a new idea. If everything took place as in the vision, the broken glasses should be right about here.
EventBallroomPianoSongC3PlaceGlas.button1,Continue
EventTriggerGhostWantsResults.text,"The ghost appears next to the investigator with the most pieces of sheet music. If there is no such investigator the ghost appears on the field with the most investigators. If there is no such field, the ghost appears next to the investigator with the highest lore.\n\nHave you solved the mystery of my murder yet?"
EventTriggerGhostWantsResults.button1,Yes
EventTriggerGhostWantsResults.button2,No
EventGhostResultsNo.text,No?! You need to hurry up, my powers are dwindling. Help me before all is too late!
EventGhostResultsNo.button1,Continue
EventGhostResultsGoesDark.text,|||The ghost starts to flicker and the presence you felt before is gone in the blink of any eye, yet the shape previously filled by the ghost remains, but is now filled with Nepheracet, who has gained control of the friendly seeming ghost one more time. \n\n"Your executioner is here!"\n\nPlace a ghost on the field where the ghost appeared.|||
EventGhostResultsGoesDark.button1,Continue
EventGhostResultSetWager.button1,Continue
EventGhostResultWagerWrong.text,You have to wager between 0 {clue} and {var:WagerMax} {clue}.
EventGhostResultSetWager.text,"Ok. At this point you, as a team, have to wager some {clue} on your solution. \nIf you are right, your will be returned twice your wager. \nIf you are wrong your wager is lost.\n\nThis time you are allowed to wager up to \n{var:WagerMax} {clue}, which has to be paid by the team as a whole or an individual investigator."
EventGhostResultWagerWrong.button1,Continue
EventGhostResultWagerCorrect.text,The team as a whole has to pay {var:MurderWager} {clue}.
EventGhostResultWagerCorrect.button1,Continue
EventGhostResultWeapon.text,|||Very well, my friends. I hope that with the right answers, my soul will find rest and can move towards the light again.", says the ghost filled with hope.\n\n"So tell me, what weapon was used to shoot me?|||
EventGhostResultWeapon.button1,.18 Derringer
EventGhostResultWeapon.button2,.38 Revolver
EventGhostResultWeapon.button3,.45 Automatic
EventGhostResultSetDerringer.button1,Button1
EventGhostResultSetRevolver.button1,Button1
EventGhostResultSetAutomatic.button1,Button1
EventGhostResultMurderer.text,And who would have used this weapon to shoot me?
EventGhostResultMurderer.button1,James, your son
EventGhostResultMurderer.button2,Lucio, the butler
EventGhostResultMurderer.button3,Madelaine, the maid
EventGhostResultMurderer.button4,Ricky, the gangster
EventGhostResultJames.text,|||"Why would my beloved son kill me?"\n\nPlease enter the number of your selection.\n\n1) "He was jealous of you, because his father hated him and loved you."\n2) "He wanted to kill his father and happened to shoot you."\n3) "He wanted to kill you and your husband, to inherit early."\n4) He believed you were not his mother and hated you for lying to him.|||
EventGhostResultJames.button1,Continue
EventGhostResultRight.text,|||I think it is true. I somehow always new, deep down in my heart, but it did not add up to me. Now it does. Tell him I understand and I forgive him."\n\nShe briefly pauses and stares to the ceiling. \n\n"Can you see this? Do you see the light? Finally, I can go in peace. I have just one more favor to ask of you...|||
EventGhostResultRight.button1,Continue
EventGhostResultWrongChancesLeft.button1,Continue
EventGhostRestultWrongNoChances.text,|||You will never be able to solve the mystery of my murder", says the ghost loosing all hope, "be cursed for your intrusion, be cursed for all your suffering! May your last moments be full of pain, hardship and suffering, for mine will be!|||
EventGhostResultRightBody.text,"...Please give my body a proper burial. My husband hid it in a hurry under the planks of the hallway, after his unholy ritual to bring me back to life failed. He meant well, but only caused me so much pain and suffering.\nThank you so much for helping me. God bless you all!\nI have to go now, the light is here."
EventGhostResultRightBody.button1,Continue
EventGhostsResultRightBye.text,"Slowly but surely the ghostly shape disintegrates into the pure light and vanishes into thin air.\n\nReceive {var:DoubleWager} {clue} to distribute among all investigators as you see fit."
EventGhostsResultRightBye.button1,Continue
EventTowerObserveFieldOff.text,It seems that with the ghost gone, the force field protecting the mansion has disappeared. Nepheracet will break through the door shortly.
EventTowerObserveFieldOff.button1,Continue
EventGhostResultSetWager.button2,More Details
EventGhostResultsWagerDetails.text,"You can wager up to one {clue} per investigator participating in the game. \nIt is allowed that one investigator pays the full wager. \nYou have to wager at least on clue.\nEach time you wager, the maximum you can wager is your previous wager minus 1. For example: If you wager 3 the first time you are allowed to wager only 2 the next time, even if you are 4 players.\n\nYes, that means if you are less sure on the result you should wager more to get a second chance.\n\nIf you do not have enough {clue} you can use the Ritual Dagger to create more."
EventGhostResultsWagerDetails.button1,Back
EventGhostResultLucio.text,|||"Why would my trusted butler kill me?"\n\nPlease enter the number of your selection.\n\n1) He was hired by Ricky Malone, who wanted to see you dead as payment for money owned by your husband.\n2) He was secretly in love with you and wanted to kill your husband so that your love had a chance, but he missed.\n3) This was all part of a larger plot. Madelaine and Lucio were the ones in love and they wanted to be rich. So Madelaine ensnared Charles, but know he would not marry her while you were alive. So Lucio had to kill you, so Madelaine could merry Charles. James was planned to be framed for the murder, and Charles should have been killed after the marriage. Once Madelaine inherited everything she would marry Lucio.\n4) He is your husbands bastard son and wanted to kill you to make room for his mother to marry his father.|||
EventGhostResultLucio.button1,Continue
EventGhostResultMaid.text,|||"Why would my loyal maid kill me?"\n\nPlease enter the number of your selection.\n\n1) Madelaine loved your husband. In order to marry him, you needed to die.\n2) This was all part of a larger plot. Madelaine and Lucio were the ones in love and they wanted to be rich. So Madelaine ensnared Charles, but knew he would not marry her while you were alive. So she had to kill you, so Madelaine could merry Charles. James was planned to be framed for the murder, and Charles should have been killed after the marriage. Once Madelaine inherited everything she would marry Lucio.\n3) Charles did not want to leave you to be with her. That made Madelaine very angry with Charles and she decided to kill him. Being a poor shooter, she missed and killed you instead.\n4) Madelaine could not bear how Charles treated his son James, so she decided to shoot Charles. However, she missed and killed you instead.|||
EventGhostResultMaid.button1,Continue
EventGhostResultRicky.text,|||"Why would my husbands business partner kill me?"\n\nPlease enter the number of your selection.\n\n1) Ricky has lost a sister a while ago. He wanted to bring her back from the dead and new your husband could do it, but would not do the ritual unless he thought it was you. So he killed you, switched the bodies, so your husband would resurrect his sister.\n2) Ricky wanted to kill your husband, in order to marry you afterwards, so he could get his money. You would have died during an accident after the marriage was official.\n3) Your husband owed Ricky money and could not pay it back. In order to keep face Ricky had to establish an example and take something else from your husband: you.\n4) Ricky grew tired of your husband not paying his bills. He decided to shoot him so he could serve as a warning to others.|||
EventGhostResultRicky.button1,Continue
EventBulletInspect.text,These are the bullet fragments, which you removed from the south wall of the ballroom. You can try to puzzle them together.
EventBulletInspect.button1,Continue
EventBulletSolved45.text,You successfully piece the bullet fragments back together. Now the caliber becomes evident. It was fired from a .45 Automatic.
PuzzleBulletEasy.button1,Guess
EventBulletSolved45.button1,Continue
EventBulletMaster.button1,Button1
EventRitualDagger.text,"This is the ritual dagger, which was given to you by Prof. Dr. James Vanderbilt, son of deceased Prof. Dr. Charles Vanderbilt. You received the item on board of the Merinda for outstanding efforts in apple polishing.\n\nYou can cut yourself with the dagger to remind yourself of being sane (converts horror to damage).\nYou can also meditate on the dagger to let go of your sanity to gain a new perspective (receive 1 horror, receive 1 clue).\nYou can use the magic of the dagger to sacrifice {clue} to heal damage or horror.\nYou can use the dagger to sacrifice a Grotesque Stone to heal 2 horror or damage.\n\nThe dagger can be used by any investigator on the same field as the investigator carrying the Ritual Dagger.\nSome first uses of the Dagger each round cost no {action}."
PuzzleBulletMedium.button1,Guess
PuzzleBulletHard.button1,Guess
EventRitualDagger.button1,{action} Cut yourself
EventRitualDagger.button2,{action} Meditate
EventRitualDaggerCut.text,"You cut into your own flesh. The pain reminds you that you are still human and have a life left to fight for.\n\nHeal 1 horror.\nReceive 1 damage."
EventRitualDaggerCut.button1,Continue
EventRitualDaggerMeditate.text,"You look at the dagger from multiple angles. Turns out it looks different from every direction. Slight differences, but important. With the angles the reflection changes and you can see how they try to spell out a message. It drives you nuts, that you are unable to understand it.\n\nReceive 1 horror.\nReceive 1 {clue}."
EventRitualDaggerMeditate.button1,Continue
TokenHallCorpse.text,Based on what Heathers ghost told you her mortal remains are buried here. 
TokenHallCorpse.button1,{action} Investigate
EventHallCorpse.text,"You remove the rug. Below the rug you can instantly see that a bunch of floor-planks are loose. Removing them is no big deal. \nBelow the planks you find the naked earth. The ground has been dug up before. That much is obvious from the loose ground and the shovel right next to it.\n\nReceive Common Item: Shovel."
EventHallCorpse.button1,Continue
TokenHallGrave.text,"This is the grave of Heather Vanderbilt, dug in here by her husband. She has asked you to give her a proper burial.\n\nYou will require the shovel to dig her up."
TokenHallGrave.button1,{action} Dig up (needs shovel)
TokenHallGrave.button2,{action} Bless grave (Pater Matteo only)
EventHallGraveBless.text,|||You take the time to bless the grave side turning it into holy ground and therefore making sure she is buried in a proper place. Then you pick up some of the dirt and say a prayer:\n"...Ashes to ashes, dust to dust. Rest in peace, Heather."\n\nYou receive 1 {clue}.|||
EventHallGraveBless.button1,Continue
EventHallGraveDigUp.text,"Obviously, underneath a floorboard in a hallway is no proper burial place. Dear Heather rightfully complained about such a treatment. You will take her remains for safekeeping and bring her to a priest in the city, where she can be properly buried with a decent ceremony. \n\nYou use the old shovel to dig her up and carefully wrap her remains inside the carpet, like it is tradition. With the last cut, the shovel breaks, yet you successfully dig up her remains.\n\nReceive Unique Item: Forensic Evidence to represent her remains.\nRemove Common Item: Shovel"
EventHallGraveDigUp.button1,Continue
TokenBasementDroppings.button1,{action} Investigate
EventVanderbiltMoveToFountain.text,Move the token representing Prof. Vanderbilt from the study to the fountain as shown. Move the investigator who spent the action along with him.
EventVanderbiltMoveToFountain.button1,Continue
TokenFountainVanderbilt.button1,Button1
EventVanderbiltTalkEntryWantToStudy.text,|||"YOU need to take me to the study. So that I can start solving YOUR problems."\n\nNote: Moving Vanderbilt around is a little different in this scene. You have two options:\n1) The default approach: Click on the icon, spend two actions and then move with the icon to the target location. This option will become available as soon as you have discovered the study.\n2) The legacy approach: You move the Professor as you go spending one action for each field you move together with the Professor. If you explore a door and decide to move into the room thereafter, you may take the professor with you. Once you are in the target location you click on the icon, which remained in the starting location, you do not pay the two actions and just let the app know that the Professor has reached the target location.\n\nNote: The option to send the professor to the study will become available, once you have revealed the study. It will cost you 2 {action} to send him there.|||
EventVanderbiltTalkStudyCold.button1,{action} May I help with the research?
EventVanderbiltTalkPlaceFireplace.button1,Continue
EventVandebiltResHelp.text,|||"Yes, you may. I doubt you can, but you may..."\n\nMake a {lore} test.|||
EventVanderbiltTalkPlaceFireplace.text,It's mighty cold in here! I could concentrate on your research much better if you would turn the fireplace on.
EventVandebiltResHelp.button1,Continue
EventResHelpResult.text,You make a small contribution to Prof. Vanderbilt's attempt to find out how the rift is closed.
EventResHelpResult.button1,Continue
EventVanderbiltTalkStudyCold.button2,We got some questions...
EventVanderbiltTalkMother.text,|||In addition to spending one {action} you have to spent one {clue}.\n\n"Well, my mother was shot and killed by an unknown assailant during her birthday celebration."|||
EventVanderbiltTalkMother.button1,Continue
EventVanderbiltTalkStudyCold.button3,Nevermind
EventVanderbiltTalkDANGER.text,"Well, after my mother, Heather, died decades ago my father, Charles, decided he could resurrect her. The ritual however, did not go as planned, and while he managed to call her spirit from the afterlife he was unable to return her spirit to her body. \nSoon after the failed ritual my father abandoned this mansion and moved to the city. He forbid anybody to go, the building decayed and rumor about a ghost haunting Vanderbilt Mansion spread like wildfire. \nI never cared to investigate if the rumors are true. Likely, that her spirit has moved on in the meantime."
EventVanderbiltTalkDANGER.button1,Continue
EventVanderbiltTalkStudyCoffee.text,Now, that you have mastered the art of fire making, I believe it is time to climb the evolutionary chain and make me some coffee! Coffee and coffee-maker should be in the living-room.
EventVanderbiltTalkEntryToStudy.button3,Nevermind
EventVanderbiltTalkOtherQuestions.button3,{action} Let's talk about your mother murder...
TokenStudyFireplace.text,This is the fireplace in the study. From the looks of it, there is no reason why you should not be able to turn it on. All you need would be some charcoal.
TokenStudyFireplace.button1,{action} Light fire
EventStudyFireplace.text,|||After a few tries you light up the fire. It instantly becomes warm and cozy in the study. The Professor seems pleased as well:\n"That's more like it. That's how an old man can solve problems created by youngsters."\nHe still can't let it go to point out what you did in the cabin in the woods.\n\n"Now, that you have mastered the art of fire making, I believe it is time to climb the evolutionary chain and make me some coffee! Coffee and coffee-maker should be in the living-room."\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. \n\nNote: You can interact with the fire to cook the coffee.|||
EventStudyFireplace.button1,Continue
EventVanderbiltTalkOtherQuestions.text,|||"Ok, lets hear it..."\n\nNote: More questions may become available as you progress through the scenario. Check back here from time to time.|||
EventVanderbiltTalkOtherQuestions.button1,{action} and {clue} What happened to you mother?
EventVanderbiltTalkOtherQuestions.button2,|||{action} Why is the island marked "DANGER" on the map?|||
EventVanderbiltTalkStudyCoffee.button1,|||{action} "Can I help with the research?"|||
EventPuzzleBoxMaster.button1,Button1
EventPuzzleBoxLocked.text,|||The puzzle box is about 50 cm by 50 cm by 15 cm (20" by 20" by 6"). A magic lock protects the content from being accessed. The tough part seems to be to influence the pieces to move.|||
EventPuzzleBoxLocked.button1,{action} Solve Puzzle
EventPuzzleBoxSolved.text,"Inside the puzzle-box is an antique horagai. A conch shell fitted with a bronze mouthpiece to function as a trumpet. \n\nYou can interact with the horagai further to figure out what it does."
PuzzlePuzzleBoxEasy.button1,Guess
EventPuzzleBoxSolved.button1,{action} Investigate
EventPuzzleBoxSolved.button2,Nevermind
PuzzlePuzzleBoxMedium.button1,Guess
PuzzlePuzzleBoxHard.button1,Guess
EventPuzzleBoxTest.text,Make a {lore} test to figure out what the horagai does.
EventPuzzleBoxTest.button1,Continue
EventPuzzleBoxCrit.text,"You blow the horagai in an attempt to figure out, what happens. You expect quite the resistance, so you give it your best shot and blow with all you got. The result is a horrifically loud, high pitched noise, which literally tears a temporary rip in the fabric of reality.\nClearly, blowing it that loud was a horrific idea, maybe you should try blowing it softer next time - if you will have a next time...\n\n...before the rift you justed ripped open closes again a Hunting Horror manages to snake through. \n\nPlace a Hunting Horror on the same field as you."
EventPuzzleBoxCrit.button1,Continue
EventPuzzleBoxSuccess.text,"Having seen your share of the occult, and studied the language in the unholy book a little bit, you can actually make sense of some of the writing on the horagai. The purpose of the conch shell trumpet seems to be to command creatures from the Other Side to move towards the horagai. Something about the magic weaved into the horagai makes this call irresistible to all horrors. \n\nHenceforth the Puzzle-box doubles as the horagai. The Investigator carrying the Puzzle-box/Horagai can use 1 {action} per turn to move any monster on the game-board, independent of line-of-sight rules, 1 field towards the Horagai."
EventPuzzleBoxSuccess.button1,Continue
EventPuzzleBoxHoragai.text,"The Puzzle-box contains a horagai, which is a conch shell with a bronze mouthpiece to function as a trumpet. \n\nThe Investigator carrying the Puzzle-box/Horagai can use 1 {action} per turn to move any monster on the game-board, independent of line-of-sight rules, 1 field towards the Horagai, as long as movement rules for that monster allow the movement."
EventPuzzleBoxHoragai.button1,{clue} Hint
TokenStudyVanderbilt.button1,Button1
EventBasementDroppings.text,"You gather some of the stuff from the ground and put it into a tiny bag for closer inspection. What looked like coffee beans at first turned out to be some animal droppings, likely rat feces.\n\nSince you went through the hassle of gathering it, you keep it well sealed.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use rat feces, when needed and there is no need to trade rat feces or carry it from one place to the other. \nAlternatively you may make a new rat feces item with your pen and paper and treat it like any other item."
TokenBasementDroppings.text,Looks like somebody has spilled coffee beans over here.
EventBasementDroppings.button1,Continue
TokenStudyFire.text,The fire is warm and makes you feel protected. The fireplace is prepared to warm a small pot.
TokenStudyFire.button1,{action} Make coffee from beans
TokenStudyFire.button2,{action} Make coffee from droppings
EventVanderbiltTalkStudyCoffee.button2,I got some other questions...
EventStudyFireRealCoffee.text,You grind the coffee-beans to a deliciously smelling brown powder, fill it in the espresso maker and put it on the little potholder in the fireplace. In a little while the coffee should be ready.
EventStudyFireRealCoffee.button1,Continue
EventTriggerStartRoundCoffeeAlert.button1,Continue
TokenStudyCoffeeCooks.text,The coffee is cooking on the fireplace. There is nothing you can do to rush it.
TokenStudyCoffeeCooks.button1,Continue
EventTriggerStartRoundCoffeeAlert.text,"The shrill, high pitched, screaming of the espresso cooker alerts you of the fact that the coffee is done. The only good thing of this noise is, that it is drowning out the complaints of the professor about it.\n\nNote: There will be no second reminder, that the coffee is done."
TokenStudyCoffeeDone.text,The coffee is done. Time to serve.
TokenStudyCoffeeDone.button1,{action} Serve coffee
EventStudyServeCoffee.text,|||You take the deliciously smelling bean coffee from the potholder and pour the professor a cup. He can already smell the good stuff and is full of complements:\n"You are quite skilled with the coffee maker. Given a couple more years of practice, you could consider a career as a secretary. That could be something you could aspire to become."\nHe takes a zip of the hot beverage: "That will keep my research going."\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventStudyServeCoffee.button1,Continue
EventStudyServeNextNeed.text,|||"Keep supporting me with what I need and I will be able to finish this research much quicker.", assures the professor.\n\n"Despite the fire and the coffee I think I could still use a blanket. You may find those in the bedrooms."\n\nPlace Search Markers on the Beds in both western bedrooms as shown.|||
EventStudyServeNextNeed.button1,Continue
EventStudyServeShit.text,|||You take the somewhat suspiciously smelling coffee made from animal droppings from the potholder and pour the professor a cup. He can already smell what you have cooked up and sounds reassured:\n"From the smell of this you are as good in making coffee as you are in everything else. And there I was hoping, that for once I found a task closer to your level. Guess I need to keep looking for simpler activities."\nYou hesitate in giving him the cup, skeptic if he would drink that at all.\n"What now?!", the professor asks, "if you want to convince me that you are not fit as a waiter, don't waste my time any longer I am already convinced. And now hand over the cup, I need something to drink!"\nWithout any bad conscience you hand over the cup.\nHe takes a zip of the hot beverage: "Tastes worse than it smells, but exactly as I expected of you. Yet it will have to do to keep my research going."\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventStudyServeShit.button1,Continue
EventVanderbiltTalkStudyBlanket.text,|||Keep supporting me with what I need and I will be able to finish this research much quicker.", assures the professor.\n\n"Despite the fire and the coffee I think I could still use a blanket. You may find those in the bedrooms.|||
EventVanderbiltTalkStudyBlanket.button1,{action} Give nice blanket
EventVanderbiltTalkStudyBlanket.button2,{action} Give rotten blanket
TokenBed1Blanket.text,The blanket seems to be in a good shape. 
TokenBed1Blanket.button1,{action} Take blanket
TokenBed2Blanket.text,This blanket is in very bad shape, it has some holes, likely from moths, it is stained and generally in a very disgusting condition.
TokenBed2Blanket.button1,{action} Take rotten blanket
EventBed2Blanket.text,|||You take the rotten blanket of the bed, fold it and put it to your belongings.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use the blanket, when needed and there is no need to trade the blanket or carry it from one place to the other. \nAlternatively you may make a new "Rotten blanket" item with your pen and paper and treat it like any other item.|||
EventBed2Blanket.button1,Continue
EventBed1Blanket.text,|||You remove the old but nice blanket from the bed, fold it and put it to your belongings.\n\nNote: You may treat this as an omnipresent item. This means every investigator can use the blanket, when needed and there is no need to trade the blanket or carry it from one place to the other. \nAlternatively you may make a new "Good blanket" item with your pen and paper and treat it like any other item.|||
EventBed1Blanket.button1,Continue
EventVanderbiltTalkStudyBlanket.button3,|||{action} "Can we help you?"|||
EventVanderbiltTalkStudyBlanketNice.text,|||You hand Professor Vanderbilt the nice blanket from his parents bedroom.\n"Well done my minions", says the professor with the enthusiasm of a death-row inmate, "this is a very nice blanket, I remember that my father used to bring it back from one of his travels, this will keep me warm and assure progress with the research."\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyBlanketNice.button1,Continue
EventVanderbiltTalkWhisky.text,|||Remove any remaining Search Markers from the beds.\n\nAfter Professor Vanderbilt is tucked in below his blanket he looks back into the Unholy Book continuing his studies. He takes another zip from the coffee without looking up. \n"You know what would make this coffee better?"\nYou do have a couple ideas, but prefer to keep them to yourself.\n"Let's make this coffee Irish", the Professor continues. "There should be a bottle of whiskey hidden in the bar. Go and get it!"|||
EventVanderbiltTalkWhisky.button1,Continue
EventVanderbiltTalkStudyBlanketRotten.text,|||You hand Professor Vanderbilt the rotten blanket from his parents bedroom.\n"What is this?" asks the Professor, "Was there no blanket in better condition in the whole mansion?"\nYou shrug your shoulders.\n"Well I guess it is better then nothing. At least this will keep me warm and assure progress with the research."\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyBlanketRotten.button1,Continue
EventVanderbiltTalkStudyWhiskey.text,|||You know what would make this coffee better?"\nYou do have a couple ideas, but prefer to keep them to yourself.\n"Let's make this coffee Irish", the Professor continues. "There should be a bottle of whiskey hidden in the bar. Go and get it!|||
EventVanderbiltTalkStudyWhiskey.button1,{action} Add real whiskey
EventVanderbiltTalkStudyWhiskey.button2,{action} Add fake whiskey
EventVanderbiltTalkStudyWhiskey.button3,|||{action} "Can we help you?"|||
EventVanderbiltTalkStudyWhiskeyReal.text,|||You open the bottle an pour him a bit into the glass. Then you try to put the bottle away, but the professor calls your move:\n"Hey! What are you trying to pull here? Leave the bottle and go on with the things you do."\n\nReturn Common Item: Whiskey.\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyWhiskeyReal.button1,Continue
EventVanderbiltTalkStudyWhiskeyFood.text,|||You know what?" asks the professor. Figuring it is a rhetorical question, you do not answer. And you are right, because the professor continues without expressing any interest in your opinion: "I cannot have an Irish coffee on an empty stomach. Why don't you get me some food! There should be corned beef in the basement.|||
EventVanderbiltTalkStudyWhiskeyFood.button1,Continue
EventVanderbiltTalkStudyWhiskeyFake.text,|||You open the bottle an pour him a bit into the glass. The professor nods in agreement and let's you pour a little more. As he signals you to stop, you do so.\nHe takes a sip. Looks up at you and says: "Does not quite taste like the Irish coffee I am used to. I wonder what you could have possibly screwed up carrying that bottle over. Anyhow, this has to do in a pinch. Now, let me get back to work to finish that research for you."\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyWhiskeyFake.button1,Continue
EventVanderbiltTalkStudyFood.text,|||You know what?" asks the professor. Figuring it is a rhetorical question, you do not answer. And you are right, because the professor continues without expressing any interest in your opinion: "I cannot have an Irish coffee on an empty stomach. Why don't you get me some food! There should be corned beef in the basement.|||
EventVanderbiltTalkStudyFood.button1,{action} Give corned beef
EventVanderbiltTalkStudyFood.button2,{action} Give cat food
EventVanderbiltTalkStudyFood.button3,{action} Give dog food
EventVanderbiltTalkStudyFood.button4,|||{action} "Can we help you?"|||
EventVanderbiltTalkStudyFoodCat.button1,Continue
EventVanderbiltTalkStudyFoodDog.text,|||After you have removed the label from the can, outside Professor Vanderbilt's view, you put the can on the desk and open it up. He wrinkles his nose: "That's a strange smell for corned beef"\n"This is how corned beef is supposed to smell", you reassure the professor.\n"That's a strong statement from somebody unable to tie his shoelaces...", the professor replies.\nFor a moment you think about protesting, but then you look down and see that your shoelaces are in deed open. \n"Quod erat demonstrandum.", comments the professor in his legendary condescending tone. \nWhile you are busy tying your shoelaces he reaches for can and food: "It certainly looks weired for corned beef. Well, a man has got to eat and I am starving." He takes the fork and digs in. "Not quite as bad as it smells. With a full stomach the research will continue much better!"\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyFoodGood.text,|||With the "Corned Beef" label still on the can, you put it on the desk and open it up. \n"Ah, that does smell promising!" says the professor.\n"Just the best for you, sir" your reply.\nYou put the fork in the can and hand it to him: "Enjoy, sir."\n"Well, a man has got to eat and I am starving." He takes the fork and digs in. "Not quite as good as it smells, but still all right. With a full stomach the research will continue much better!"\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyFoodGood.button1,Continue
EventVanderbiltTalkStudyFine.text,I am fine, thanks for asking! Now make yourself useful or go away!
EventVanderbiltTalkStudyFine.button1,|||{action} "Can we help you?"|||
EventVanderbiltTalkStudyFine.button2,I got some other question...
EventVanderbiltTalkStudyFine.button3,Nevermind
EventVanderbiltTalkStudyFood.button5,I got some other questions...
EventVanderbiltTalkStudyFood.button6,{action} (Carson Sinclair only) Whip up a meal
EventVanderbiltTalkStudyWhiskey.button4,I got some other questions...
EventVanderbiltTalkStudyWhiskey.button5,Nevermind
EventVanderbiltTalkStudyBlanket.button4,I got some other questions...
EventVanderbiltTalkStudyBlanket.button5,Nevermind
EventVanderbiltTalkStudyCoffee.button3,Nevermind
EventVanderbiltTalkStudyWantBook.button2,Nevermind
EventDogBeachDoor.button1,{action} Follow Phoebe/Open the Door
EventDogBeachDoor.button2,{clue} Hint
EventDogBeachDoor.button3,Nevermind
EventDogShackDoor.button1,{action} Investigate
EventDogShackDoor.button2,Cancel
EventDogTunnel.button1,Move on
EventDogTunnel.button2,Cancel
UIPhoebeSitting.button1,Button1
TokenDogEntry.button5,Report Insanity
TokenDogBallroom.button5,Report Insanity
TokenDogLiving.button5,Report Insanity
TokenDogBed1.button5,Report Insanity
TokenDogFountain.button5,Report Insanity
EventVanderbiltTalkStudyResCompl.text,It continues to elude me, how you are still alive. Since you are, you may as well take me outside, so I can start the ritual. And yes, that means that I have finished the studies and you can have the book back.
EventVanderbiltTalkBookBack.text,|||"We are ready to have the book back.", you say.\n"All right, but remember, wherever you go: Keep it save. This cannot fall into the wrong hands."\n\nReceive Unique Item: Old Journal.\n\nYou may interact with the Unholy Book through the inventory.|||
EventVanderbiltTalkBookBack.button1,Continue
EventAACommonClearScreen.button1,Button1
SpawnVanderbiltMedium.button1,Button1
EventVanderbiltTalkFountainRitualIntro1.button1,Yes.
EventVanderbiltTalkFountainRitualIntro1.button2,Sir, yes, Sir!
EventVanderbiltTalkFountainRitualIntro1.button3,Say nothing.
EventVanderbiltTalkFountainRitualIntro2.text,|||"Ok. Second thing, we need will also serve as a good training exercise for you. After all you still owe me evidence that you are  capable of logical thinking. So let's see if you can figure this out. The language of the Other Side is often quite bloomy and descriptive instead of straight forward. So tell me what this is:\n\nMy life can be measured in hours. \nI serve by being devoured. \nThin, I am quick. Fat, I am slow. \nWind is my foe.\n\nWhat is the right answer?"\n\nNote: First click "Continue" then, select the symbol.|||
EventVanderbiltTalkFountainRitualIntro1.text,"All right, the ritual is rather complex, so I will try to dumb it down for you as humanly possible.\n\nIf you have at least one cell still alive between your ears, you should have noticed, that surfaces of water serve as the gateway between our side and the Other Side. So first thing, I need is that you fill this fountain, with water. Can you do that?"
EventVanderbiltTalkFountainRitualIntro2.button1,Continue
EventIntroductionItemSelect.text,You get to select another starting item from the selection below.
EventIntroductionItemSelect.button1,Lucky Cigarette Case
EventIntroductionItemSelect.button2,Arcane Manuscript
EventIntroductionItemSelect.button3,Meat cleaver
EventIntroductionItemSelect.button4,Shriveling
EventIntroductionSelectCigaretteCase.button1,Continue
EventIntroductionSelectCleaver.text,Receive Common Item: Meat Cleaver
EventIntroductionSelectManuscript.text,Receive Common Item: Arcane Manuscript.
EventIntroductionSelectManuscript.button1,Continue
EventIntroductionSelectCigaretteCase.text,Receive Common Item: Lucky Cigarette Case.
EventIntroductionSelectCleaver.button1,Continue
EventIntroductionSelectShriveling.button1,Continue
EventIntroductionSelectShriveling.text,Receive Spell: Shriveling.
UICandle.button1,Button1
EventVanderbiltTalkFountainRitualIntro3.text,|||"You choice was wise. And it just took you {var:CandleGuesses} try(s) to figure it out. Black candles is what we need. See to it that you get some!"\n\nYou receive {var:CandleClues} {clue} to distribute as evenly as possible among the investigators. \n\nIf the number is negative, the team has to pay the shown number with {clue} and/or receive horror. E. g. if it shows -2 you can pay 2 {clue}, receive 1 horror and pay 1 {clue} or receive 2 horrors. You can distribute payment among the team as you see fit.|||
EventVanderbiltTalkFountainRitualIntro3.button1,Continue
UISymbols.button1,Button1
EventVanderbiltTalkFountainRitualIntro3Fail.text,No, thats not it. Try to using the thing between your ears for thinking once in a while!
EventVanderbiltTalkFountainRitualIntro3Fail.button1,Continue
EventVanderbiltTalkFountainRitualIntro4.text,|||"Aside of black candles and water in the fountain," continues the professor, "we do need a human corpse."\n\nHe pauses for a moment to let this sink in. \n\n"The good thing is", he starts to add, "that we have {var:#heroes} viable candidates. I am sure one of you will be heroic enough to take one for the team."\n\nDeep down, you increment his number by one more option...|||
EventVanderbiltTalkFountainRitualIntro4.button1,Continue
EventVanderbiltTalkFountainRitualIntro5.text,"On top of water in the fountain, black candles and a human corpse we need, as I mentioned earlier:\n\n'Honor each figure once,\nmake lines of three,\neight to 15, you need.'\n\nI hope you figured out the meaning of this by now. It seems to be related to the suffering the ritual will cause. Not sure what this means, guess you will figure that part out if you can't get 'eight to 15'."
EventVanderbiltTalkFountainRitualIntro5.button1,Continue
EventVanderbiltTalkRitualNeeds.button6,No Further Questions.
EventVanderbiltTalkFountainAboutCorpse.text,|||"Well what about it?! Unless you miraculously find a human corpse somewhere in this house, you will be forced to make one. And since I am the only one, who can perform this ritual, it has to be one of you..."\n\nNote: If you select to sacrifice a teammate, the game will be over for this player. The investigator will be removed from the game and cannot return. This does not affect the victory conditions. All players, including the heroic one, can still win this unless you got a card that says otherwise.|||
EventVanderbiltTalkFountainAboutCorpse.button1,Sacrifice Teammate
EventVanderbiltTalkFountainAboutCorpse.button2,{action} Attack Vanderbilt
EventVanderbiltTalkFountainAboutCorpse.button3,Nevermind
EventVanderbiltTalkFountainSacrifice.text,"A brave move. You sacrifice one of your own to end what you have started. \n\nSelect the investigator to be sacrificed. This investigator needs to be on the same field as Prof. Vanderbilt or another player with a weapon.\n\nIs this the case?"
EventVanderbiltTalkFountainSacrifice.button1,Yes
EventVanderbiltTalkFountainSacrifice.button2,No
EventVanderbiltTalkFountainSacrificeNo.text,Once the criteria are met. Talk to the Professor again about sacrificing a teammate.
EventVanderbiltTalkFountainSacrificeNo.button1,Continue
EventVanderbiltTalkFountainSacrificeYes.text,"Go through all the steps associated with the death of an investigator.\n\nReceive Unique Item: Forensic Evidence \nas a symbol for the remains of your teammate."
EventVanderbiltTalkFountainSacrificeYes.button1,Continue
EventVanderbiltTalkFountainAttack.text,|||You step towards the professor, weapon drawn. \n"All right old fart", you finally stand up to him, "your abuse, your condescension and your life, it all ends now!"\n"You fools!", says the professor not quite maintaining his signature look of utter disgust and condescension, "You have no idea how to perform this ritual, you have no idea, what awaits you on the Other Side, you have no idea of the horrors you have to face to actually complete it! Are you sure this is the way you want it!?!"|||
EventVanderbiltTalkFountainAttack.button1,Yes, Professor time to make yourself useful!
EventVanderbiltTalkFountainAttack.button2,No, just kidding...
EventVanderbiltTalkFountainAttackWithdrawn.text,Yeah, that is what I thought! Now get to work and get me those ingredients!
EventVanderbiltTalkFountainAttackWithdrawn.button1,Continue
EventVanderbiltTalkFountainAttackAttack.text,|||As you thrust forward, the professor dodges to the side and falls of his wheelchair. Thinking that finishing up a cripple will be an easy task you are rather surprised, when he stands up and faces you:\n"Looks like I am going to have {var:#heroes} bodies to chose from in a minute!"\n\nReplace the token representing Prof. Vanderbilt with a Priest of Dagon figurine.|||
EventVanderbiltTalkFountainAttackAttack.button1,Continue
CustomMonsterVanderbilt.info,-
EventTriggerVanderbiltDefeated.text,"After lot's of hacking, slashing, and sorcery you finally manage to bring Prof. Dr. James Vanderbilt to his knees. One last time you have to stand the smug look on this face, he wanted to say some last words, but you already grew tired of him and cut off his head, just after shooting him in the back.\n\nRemove the Priest of Dagon figurine.\nReceive the Unique Item Forensic Evidence representing his corpse. If this is the second corps you have, use your pen and paper to create a duplicate item, representing Vanderbilt's corpse.\nPlace an interact marker at the fountain. This is where you can do the ritual by yourself."
CustomMonsterVanderbilt.monstername,Prof. Dr. James Vanderbilt
EventTriggerVanderbiltDefeated.button1,Continue
TokenFountainRitual.button1,Button1
EventFountainRitual.button1,Button1
EventFountainRitualSelfStep1.text,Understanding and performing the ritual is a complex task. At first you have to understand how the ritual is supposed to be performed. Make a {lore} test to understand what the professor wrote in his notes.
EventFountainRitualSelfStep1.button1,Continue
EventFountainRitualSelfStep1Crit.text,"This seems hopeless. You cannot make any sense out of it. The world will come to an end.\n\nReceive 1 horror."
EventFountainRitualSelfStep1Crit.button1,Continue
EventEndDefeat2NepheracetCatchesProfessor.button1,Continue
EventNepheracetMoveSafetyQuestion.button1,Yes (ends game)
EventNepheracetMoveSafetyQuestion.button2,No
EventFountainRitualSelfStep1Success.text,"Fortunately for you the professor was quite the author. His notes are very comprehensive.\nUnfortunatelly he really has no clue what '8 to 15' means. Figuring this out will be up to you.\n\nYou can proceed with interacting with the ritual marker again."
EventFountainRitualSelfStep1Success.button1,Continue
EventFountainRitualSelfStep2.text,You can continue with the ritual as soon as you have turned on the water, got a corpse and the candles.
EventFountainRitualSelfStep2.button1,Continue
EventFountainRitualSelfStep3.text,You may now drown the corpse in the water.
EventFountainRitualSelfStep3.button1,{action} Drown corpse
EventFountainRitualSelfStep3Drowned.text,Carefully you put Vanderbilt's corpse in the fountain and make sure he is completely covered with water.
EventFountainRitualSelfStep3Drowned.button1,Continue
EventFountainRitualCandlesPlaceMaster.button2,{clue} Hint
EventFountainRitualCandlesPlaceMaster.button3,Not yet.
UIIntroductionCatandDogText.uitext,"Since it is raining cats and dogs, it is only fitting that a cat and a dog have sought refuge at the end of the pier. The dog has taken shelter next to a barrel hiding from Nepheracet's sight. \n\nThe cat chose the unknown consequences of the wrath of Nepheracet over the well known downsides of being next to a dog and sits on top of the barrel. Neither pleased with the weather, nor the company.\n\nOn the cat's collar you can make out the name Daimos, while the dog's collar has a Phoebe name-tag."
UIStartingItemHeading.uitext,"Select 1 additional starting item\n"
UIStartingItemFooter.uitext,"You can interact with the Unholy Book (Old Journal)\nand\nthe Ritual Dagger\nthrough your inventory to use their special abilities.\n"
UIStartingItemsShriveling.button1,Button1
UIStartingItemsShriveling.uitext,"\n\n\n\n\n\n\n\nShriveling"
UIStartingItemsCleaver.uitext,"\n\n\n\n\n\n\n\nMeat Cleaver"
UIStartingItemsCleaver.button1,Button1
UIStartingItemsCigaretts.uitext,"\n\n\n\n\n\n\n\nLucky Cigarette Case"
UIStartingItemsCigaretts.button1,Button1
UIStartingItemManuscript.uitext,"\n\n\n\n\n\n\n\nArcane Manuscript"
UIStartingItemManuscript.button1,Button1
EventFountainRitualSelfStep4Place.button1,Continue
EventFountainRitualCandlesLightMaster.button1,{action} Increase candle count
EventFountainRitualSelfStep4Place.text,"You may now place the candles. \nHow many candles do like to place?"
EventFountainRitualSelfStep4Candle1.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle1.button1,Continue
EventFountainRitualSelfStep4Candle2.button1,Continue
EventFountainRitualSelfStep4Candle3.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle3.button1,Continue
EventFountainRitualSelfStep4Candle4.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle4.button1,Continue
EventFountainRitualSelfStep4Candle5.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle5.button1,Continue
EventFountainRitualSelfStep4Candle6.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle6.button1,Continue
EventFountainRitualSelfStep4Candle7.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle7.button1,Continue
EventFountainRitualSelfStep4Candle8.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualSelfStep4Candle8.button1,Continue
EventFountainRitualSelfStep4Candle9.text,"You place a candle here. This is also the last candle you had. Now you have placed all possible candles.\n\nPlace an Interact Marker as shown.\nRemove Common Item: Candles"
EventFountainRitualSelfStep4Candle9.button1,Continue
EventFountainRitualCandlesLightMaster.button2,{action} Decrease candle count
EventFountainRitualSelfStep4Candle2.text,"You place a candle here.\n\nPlace an Interact Marker as shown."
EventFountainRitualCandlesLightMaster.text,"You have placed {var:Pos5} out of a maximum of 9 candles, which were in the box. {var:CandlesLit} of those {var:CandlePlacementCount} candles are lit. \nTo light a candle you need to interact with the candle directly. \n\nOnce you are satisfied with the ritual setup you can start to utter the ritual formula. For the ritual to be completed {var:RitualParticipants} investigators need to be present on tile {c:TileFountain}."
TokenFountainCandle1.button1,Light Candle
EventFountainCandleBlowOut.text,A ghostly wind appears and blows out your candle.
TokenFountainCandle1.text,You may light the candle.
EventFountainCandleBlowOut.button1,Continue
EventFountainCandle1Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle1Light.button1,Continue
TokenFountainCandle6.text,You may light the candle.
TokenFountainCandle6.button1,Light Candle
TokenFountainCandle3.text,You may light the candle.
TokenFountainCandle3.button1,Light Candle
TokenFountainCandle8.text,You may light the candle.
TokenFountainCandle8.button1,Light Candle
TokenFountainCandle5.text,You may light the candle.
TokenFountainCandle5.button1,Light Candle
TokenFountainCandle2.text,You may light the candle.
TokenFountainCandle2.button1,Light Candle
TokenFountainCandle7.text,You may light the candle.
TokenFountainCandle7.button1,Light Candle
TokenFountainCandle4.text,You may light the candle.
TokenFountainCandle4.button1,Light Candle
TokenFountainCandle9.text,You may light the candle.
TokenFountainCandle9.button1,Light Candle
EventFountainCandle6Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle6Light.button1,Continue
EventFountainCandle9Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle9Light.button1,Continue
EventFountainCandle8Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle8Light.button1,Continue
EventFountainCandle7Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle7Light.button1,Continue
EventFountainCandle5Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle5Light.button1,Continue
EventFountainCandle4Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle4Light.button1,Continue
EventFountainCandle3Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle3Light.button1,Continue
EventFountainCandle2Light.text,"You light the candle.\n\nRemove the Interact Marker and replace it with a Fire Marker. This Fire Marker does provide the benefit of a light-source, but does not spread out of control."
EventFountainCandle2Light.button1,Continue
EventFountainRitualCandlesLightMaster.button3,We need help with the '8 to 15' thing...
EventFountainRitualCandleCountHint.text,"One investigator has to pay 1 {clue}.\n\nThe number of candles to be placed is directly related to the question what '8 to 15' means. Once you have figured that out, the number of candles to be placed should be straight forward.\n\nIf you already new that, your {clue} is refunded."
EventFountainRitualCandleCountHint.button1,{clue} Hint on '8 to 15'
EventFountainRitualCandleCountHint.button2,Got it
EventFoutainRitual8to15Hint1.text,"One investigator has to pay 1 {clue}.\n\nIf you run low on clues you can use the Ritual Dagger to create more {clue}.\n\n'8 to 15' is a number riddle and not a play on words. \nIt is not about adding 8 to 15.\nUse of minus is not allowed.\nYou do not need any fancy math, like multiplication, division or worse to solve it.\nIt has nothing to do with time.\nYou will need to interact with 9 places to solve it.\n0 is not a vaild number.\nEach number can be used only once.\n\n\nAfter you have revealed the entire game-board, take a look around the board. Are there any markers left that seem to serve no purpose? Whare are they located? \n\nIf you give the riddle enough thought you will figure it out eventually. You can also continue with the ritual without understanding what '8 to 15' means, but the following part of the game may become unbearably tough.\n\nYou can also continue to ask for hints, which cost you a lot of {clue}. After the last hint you will know how the riddle works, but still have to solve it by yourself.\n\nIf you have read this hint before your {clue} is refunded."
EventFoutainRitual8to15Hint1.button1,{clue} Next hint
EventFoutainRitual8to15Hint1.button2,Got it
EventFoutainRitual8to15Hint2.text,"One investigator has to pay 1 {clue}.\n\nIf you change the hint to '8 times to 15' does that help you out more?\n\nYou should have found 8 Interact Markers, which seem to serve no direct purpose. Now take a birds eye view of the game-board. You see how the fountain dominates in the center. Now lets define the size of the fountain tile as 1 square. With how many squares can you cover the hole game-board? Draw those squares.\n\nNow map out the location of the markers relative to those squares.\nDo you notice anything?\n\nIf you have read this hint before your {clue} is refunded."
EventFoutainRitual8to15Hint2.button1,{clue} Next hint
EventFoutainRitual8to15Hint2.button2,Got it
EventFoutainRitual8to15Hint3.button1,{clue} Next hint
EventFoutainRitual8to15Hint3.button2,Got it
EventFoutainRitual8to15Hint3.text,"One investigator has to pay 1 {clue}.\n\nIf you still can't make any sense out of it let's double check if you got the right 8 markers identified: \ngrandfather clock, picture in hall, pinup calender, \nmarvels in bowl, initials on wall, \ncarddeck in drawer, dart board, bookshelf.\nLook how these places are arranged in the text above. Can you see any pattern? What is missing to make this pattern perfect? \n\nGiven you have drawn your squares correctly you should have no more than one marker per square.\n\nI suppose you can figure out the missing piece and know what it is. Given the missing piece let's recall the '8 to 15' requirement for the ritual. Is there anything you can do to the 8 items and the missing piece 8 times and somehow achieve the 'to 15' part of the riddle?\n\nIf you have read this hint before your {clue} is refunded."
EventFoutainRitual8to15Hint4.text,"One investigator has to pay 1 {clue}.\n\nFirst let's double-check that you identified the missing piece: the number of candles.\nAdd the location of the candles in your sketch of the squares.\n\nNow you have 9 squares, with an interact marker inside. What do all of those markers have in common? What can they represent?\n\nIs there anything you can do to the 9 squares 8 times and somehow achieve the 'to 15' part of the riddle?\n\nIf you have read this hint before your {clue} is refunded."
EventFoutainRitual8to15Hint4.button1,{clue} Next hint
EventFoutainRitual8to15Hint4.button2,Got it
EventFoutainRitual8to15Hint5.text,"One investigator has to pay 1 {clue}.\n\nI supposed that you figured out that the common denominator of the 8 Interact Markers and the number of candles is that they can be used to represent a number.\n\nThat means that you have 9 squares and you have 9 opportunities to select a number. Now, let's just number the squares 1 through 9 and you end up with something like:\n1 2 3\n4 5 6\n7 8 9\nWhat could you possible do here 8 times and always get to the number 15?\n\nIf you have read this hint before your {clue} is refunded."
EventFoutainRitual8to15Hint5.button1,{clue} Next hint
EventFoutainRitual8to15Hint5.button2,Got it
EventFoutainRitual8to15Hint6.text,"One investigator has to pay 1 {clue}.\n\nFrom the first hint, you should know that summation is the only allowed mathematical operation to be performed. Hence, you have to sum the numbers up, and you have to do that 8 times. Let's stick with the example:\n\n1 + 2 + 3 =  6\n4 + 5 + 6 = 15\n7 + 8 + 9 = 24\n\nThese are 3 ways to sum up the square. Can you figure out the remaining 5 ways to get 8 sum's to 15?\n\nIf you have read this hint before your {clue} is refunded."
EventFoutainRitual8to15Hint6.button1,{clue} Next hint
EventFoutainRitual8to15Hint6.button2,Got it
EventFoutainRitual8to15Hint7.text,"All investigators together have to pay 2 {clue}.\nJust like in a Sodoku the grandfather clock, picture, pin-up calender, marvels, candles, softstone, poker deck, darts and books are layed out in a 3x3 square. Each of the nine places needs to be set to display a number between 1 and 9. Each Number can be used exactly once. You need to find a way to place those numbers so that you get 8 sums to 15 like in this example: \n1 + 2 + 3 =  6\n+    +    +        \n4 + 5 + 6 = 15\n+    +    +        \n7 + 8 + 9 = 24\n=    =    =         \n18  15  18          \nFinally you can also sum up the two diagonals:\n1 + 5 + 9 = 15\n7 + 5 + 3 = 15\nAs you can see from this trivial example already already 4 of the 8 sums add to 15. All you need to do now, is to figure out what the nine numbers need to be so that all 8 sums add to 15. Once you have figured that out you have to adjust the numbers displayed by the 8 interact markers and the number of candles to match your result. \nCandle placement options will not become available until the professor has finished his study."
EventFoutainRitual8to15Hint7.button1,Continue
EventFountainRitualCandlesLightMaster.button4,Utter formula (all investigators present)
EventVanderbiltTalkOutsideMaster.button1,What do you need for the Ritual?
EventFountainRitualSelfStep5Increase.text,You can place up to 9 candles. You have currently placed {var:CandlePlacementCount} candles. What number candles to you want to increase to:
EventFountainRitualSelfStep5Increase.button1,Continue
EventFountainRitualSelfStep5IncreaseFail.button1,Continue
EventFountainRitualSelfStep5Decrease.text,What shall the new candle count be?
EventFountainRitualSelfStep5IncreaseFail.text,You need to change the number to a number between your current candle count {var:CandlePlacementCount} and the available candles, which is 9. Your selected candle count was {var:Pos5}.
EventFountainRitualSelfStep5Decrease.button1,Continue
EventFountainCandle9Remove.text,"Remove Makers representing highlighted candle.\n\nSince you now have some candles in your possession again, you receive the Common Item: Candles."
EventFountainCandle9Remove.button1,Continue
EventFountainCandleRemoveComplete.text,All excess candles should be removed. Please enter below the number of remaining lit candles. You can recognize lit candles by the Fire Marker which represents them.
EventFountainCandleRemoveComplete.button1,Continue
EventFountainRemoveCandlesLitCheck.text,You currently have more lit candles ({var:CandlesLit}) then placed candles ({var:CandlePlacementCount}). This cannot be. Please adjust number of lit candles.
EventFountainRemoveCandlesLitCheck.button1,Continue
EventFountainCandle8Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle8Remove.button1,Continue
EventFountainCandle7Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle7Remove.button1,Continue
EventFountainCandle6Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle6Remove.button1,Continue
EventFountainCandle5Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle5Remove.button1,Continue
EventFountainCandle4Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle4Remove.button1,Continue
EventFountainCandle3Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle3Remove.button1,Continue
EventFountainCandle2Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle2Remove.button1,Continue
EventFountainCandle1Remove.text,Remove Makers representing highlighted candle.
EventFountainCandle1Remove.button1,Continue
EventFountainRitualCandlesPlaceMaster.text,"The ritual is now at it's next step. You are ready to place the candles. \n\nNotes: \nYou want to be sure on the numbers of candles you place. Although you may change the count later, changing it will be associated with additional actions.\nThe investigator with the candles needs to place on the fountain tile."
EventFountainRitualUtter1.text,How many investigators are at the {c:TileFountain}?
EventFountainRitualUtter1.button1,Continue
EventFountainRitualUtterPlayerFail.text,You need to have exactly {var:RitualParticipants}. Try again once you have the needed number of investigators.
EventFountainRitualUtterPlayerFail.button1,Continue
EventFountainRitualUtterSelf.button1,Continue
EventFountainRitualUtterComplete.text,"After the last participant has uttered his phrase, you can all feel a wave of magic flowing through you. \nAt first it feels like the warm feeling you have when you are in love. The candles glow brighter and the water in the fountain is calm. \nAs the warmth intensifies it starts to feel like a fever, the flame of the candles start to resemble a flame-thrower directed towards the sky. \nThe fever quickly turns into a sensation, that's best described as 'burning from within'. The heat is unbearable, you sweat like you have never sweat before, the candles are consumed in a bright flash of light and the water evaporates."
EventFountainRitualUtterVanderbilt.text,|||"Look at this!", says the professor checking his watch and showing you nothing, "we can finally get started with the ritual."\nHe hands out a piece of paper to each of you, with a sentence of strange words written on them.\n"Now that we have all gathered here, each one of you will have to utter one part of the text."\n\nEach participant has to utter one phrase of the ritual formula and make a test.\nThis does include Prof. Vanderbilt for a total of {var:RitualParticipants} participants in the ritual. \n\nIMPORTANT: You have to leave exactly one of the upcoming task completion to Prof. Dr. James Vanderbilt. You get to select which one. For the one you choose you shall enter 4 successes as the test result of the Professor.|||
EventFountainRitualUtterComplete.button1,Continue
EventFountainRitualUtterCompleteDrain.button2,No (ends game)
EventFountainRitualUtterCompleteDrain.text,"You have selected the wrong value for {var:UtterHelpVar1} of 9 places. \n\nEach investigator has to resist {var:RitualDrain} drain from the ritual. The drain is as follows for each investigator:\nIf {var:RitualDrain} is more than your {will} then receive {var:RitualDrain} damage ({strength} or {will} negates - your call).\nIf {var:RitualDrain} is less or equal to your {will} then receive {var:RitualDrain} horror ({will} negates)\n\nAre all investigators still able to continue the game?"
UIEndDefeat3SurrenderText.text,"DEFEAT and VICTORY\n\nare just a matter of perspective. Since you have recognized that Nepheracet plays for the winning team, you have decided to join him. After all mankind has had their shot on living on Earth and has utterly screwed up - fighting and quarreling amongst each other since the beginning of time. The horrors from the Other Side however, do not show such a behavior. Although the hierarchy seems rather strict they are at least showing excellent teamwork, dedication and strength. Who would not want to play for a team like this?\nNow that you let go of your sanity and your way of life you can finally join forces with Nepheracet and rule the world!\n\nTHE END\n\nNote: You can easily avoid this end by clicking the other button. You may use Menu->Undo to remedy this situation and continue playing."
EventScene3Start.button1,Continue
EventEndDefeat4RitualDrainFail.button1,Continue
UIScene3StartContinueText.uitext,Continue
EventFountainRitualUtterRandomMaster.button1,Button1
EventFountainRitualUtterStrength.text,"These are the steps you have to take:\n1) Select a ritual participant\n\n2) Speak the following phrase for all players to hear:\n\nDJALL VRAG KURAT PAHOLAINEN\n\n3) All other players decide if this was a proper uttering of the phrase. If yes: Receive 1 bonus die on the next test.\n\n4) Make a {strength} test."
EventFountainRitualUtterStrength.button1,Continue
EventFountainRitualUtterTestCleanup.button1,Button1
EventFountainRitualUtterAgility.text,"These are the steps you have to take:\n1) Select a ritual participant\n\n2) Speak the following phrase for all players to hear:\n\nHUDIC MÓGUI AGMA IBLIS\n\n3) All other players decide if this was a proper uttering of the phrase. If yes: Receive 1 bonus die on the next test.\n\n4) Make an {agility} test."
EventFountainRitualUtterAgility.button1,Continue
EventFountainRitualUtterObservation.text,"These are the steps you have to take:\n1) Select a ritual participant\n\n2) Speak the following phrase for all players to hear:\n\nIIBLIS SEYTAN DUIWEL MDIEREKEZI\n\n3) All other players decide if this was a proper uttering of the phrase. If yes: Receive 1 bonus die on the next test.\n\n4) Make an {observation} test."
EventFountainRitualUtterObservation.button1,Continue
EventFountainRitualUtterLore.text,"These are the steps you have to take:\n1) Select a ritual participant\n\n2) Speak the following phrase for all players to hear:\n\nEKWENSU DHIYABHOROSI IBLIISKU\n\n3) All other players decide if this was a proper uttering of the phrase. If yes: Receive 1 bonus die on the next test.\n\n4) Make a {lore} test."
EventFountainRitualUtterLore.button1,Continue
EventFountainRitualUtterInfluence.text,"These are the steps you have to take:\n1) Select a ritual participant\n\n2) Speak the following phrase for all players to hear:\n\nSHETANI UMTYHOLI BÌLÍSÌ YAWA\n\n3) All other players decide if this was a proper uttering of the phrase. If yes: Receive 1 bonus die on the next test.\n\n4) Make an {influence} test."
EventFountainRitualUtterInfluence.button1,Continue
EventFountainRitualUtterWill.text,"These are the steps you have to take:\n1) Select a ritual participant\n\n2) Speak the following phrase for all players to hear:\n\nDAIMONIO REWERA TIAPOLO BEELZEBUB\n\n3) All other players decide if this was a proper uttering of the phrase. If yes: Receive 1 bonus die on the next test.\n\n4) Make a {will} test."
EventFountainRitualUtterWill.button1,Continue
EventFountainRitualUtterRandomReset.button1,Button1
EventFountainRitualUtterMaster.button1,Continue
EventFountainRitualUtterSelf.text,You have gathered around the ritual circle and setup everything to your content. Now each participant has to utter one phrase of the ritual formula and make a test. 
EventFountainRitualUtterVanderbilt.button1,Continue
EventBathGrandfatherClockDone.button1,Button1
EventHallEndImgageCorrect.button1,Button1
SpawnVanderbiltEasy.button1,Button1
EventFountainCandlesRight.button1,Button1
EventLivingSoftstoneNumber.text,"Which number do you want to carve?\n\nYou have previously carved the number shown below. Treat 0 as no number carved. If you want to remove a previously carved number just set the value to 0."
EventDartsPos8Right.button1,Button1
EventStudyShelfRemoveAllButResult.text,"You remove all except book nr. {var:ShelfBook}.\n\n<i> Note: When you click on this icon again you will still see all 10 books, since the picture is not updated in accordance with your selection.</i>"
EventStudyShelfPos9Right.button1,Button1
TokenBed12Door.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE - DO NOT ENTER"
TokenLivingroomSoftstone.text,Someone has carved a heart encircling the letters MC into a hardly visible part of the limestone pillar.
SpawnVanderbiltHard.button1,Button1
EventVanderbiltTalkFountainCandles.text,|||As you approach the Professor, he takes out his pocket-watch - slowly and deliberately. He checks it carefully, than looks up at you and gives you his signature look. "I have seen worlds collapse faster than you gathering, three things. At least we can be happy, that you did not grow any roots." \n\nHe pauses for a moment before he continues:\n\n"So go ahead and place those candles! The ritual description says, that '8 to 15' is key to understand how many candles you need to place. I guess in a pinch any number of candles would be ok, but could become painful in the end. It's your call. I am used to pain, after all I can tolerate your presence!"|||
EventVanderbiltTalkFountainCandles.button1,Continue
EventVanderbiltTalkCandlesLight.text,|||The professor is still timing you with his pocket-watch: "That was really excellent speed placing all those candles in just about the same time it takes to carry a child to term. Please, don't waste any more time celebrating your success, because now you have to light those candles."\nHe looks at you with a question-mark in his face: "Why are you still standing there? Go, Go light those candles!"|||
EventVanderbiltTalkCandlesLight.button1,Continue
EventTriggerGrotesqueStones.button1,Continue
EventTriggerGrotesqueStones.text,|||How are you doing?", you can hear the professor yell through the house, "why don't you come here, I got something to show you!|||
EventVanderbiltTalkGrotesqueStones.text,The professor has yelled out for you and claims he has something interesting to show. 
EventVanderbiltTalkGrotesqueStones.button1,Talk to Professor
EventVanderbiltTalkGrotesqueStones2.button1,Continue
EventGrotesqueStoneRules.text,"GROTESQUE STONES SPECIAL RULES\n\nThe stones will grant their bearer +1 movement speed as a passive effect and can be consumed to gain an additional action, which can be used like any other action.\n\nPassive Effect Details: Each investigator, who carries at least one grotesque stone has their movement rate increased. That means any investigator can now move 3 fields with one action and Rita Young can move 4 fields with one action.\nActive Effect Details: Each investigator, who carries at least one grotesque stone can consume one of the stones to gain 1 additional {action}. This action can be spent like any other action. The consumed grotesque stone is then returned to the discard pile."
EventVanderbiltTalkGrotesqueStones2.text,|||"Wow, when I yelled out for you, I did start to count and actually ran out of numbers before you arrived!"\nHe pauses for a while to get something from beneath his coat. In his hand he now holds 5 grotesque stones.\n"These things could come in handy for your. I collected them once during a field trip. I will leave them here for you to pick up."\nThe professor puts them on the desk.\nPlace 5 Unique Items Grotesque Stones on the same field as the professor. You can interact with the Grotesque Stones through the inventory to read the associated special rules.\nThe stones will grant their bearer +1 movement speed as a passive effect and can be consumed to gain an additional action, which can be used like any other action.|||
EventGrotesqueStoneRules.button1,Continue
EventNepheracetMovePlayer12.button1,Button1
TokenRoom2Force.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBUTTLER'S ROOM\n\nAlthough the door is unlocked, and invisible force is currently holding the door shut."
EventStudyShelfSearch.button3,Nevermind
UIMirror1.button1,Button1
EventMirrorMissClick.text,This is not doing anything.
EventMirrorMissClick.button1,Continue
UIMirror2.button1,Button1
UIMirror3.button1,Button1
UIMirror4.button1,Button1
UIMirrorPassive.button1,Button1
EventDarkGhostAttack5Agi.text,"This event affects all investigators on a straight line within a range of 3 of the Possessed Ghost, starting with the investigator on the same field.\n\nThe Possessed Ghost throws a spear on a chain in the direction of the line with the most investigators. Make an {agility}:{var:DifficultyLevel} test.\n\nSuccess: You dodge the spear and remain in a slightly uncomfortable position. Become dazed.\nFailure: Receive {var:DifficultyLevel} damage reduced by the number of hits on your {agility} test. As the Ghost drags the chain back you end up on the same field as the Possessed Ghost. Become stunned."
EventLivingBowlCat.button4,Nevermind
UIGhostRight.button1,Button1
EventVanderbiltTalkStudyResCompl.button3,Nevermind
EventGhostResultWrongChancesLeft.text,|||I did not expect this. And I find this very hard to believe. Let's hope you are right and my soul can rest in peace."\n\nThe ghost makes a pause, waiting for the light.\n\n"The light is not coming. You must have been wrong. Please continue your investigation...PLEASE!|||
EventGhostRestultWrongNoChances.button1,Continue
EventDarkGhostFinalPlacement.text,|||The disappointed and disillusioned ghost flickers one last time, but this time Heather seems not to fight it. Nepheracet finally consumes her completely. Stronger than ever. \n\n"...and now your suffering begins.", is all that Nepheracet has to say to his triumph.\n\nPlace a ghost figurine on the field with the most investigators, alternatively to the investigator with the most sheet-music, alternative to the investigator with the most horror.|||
EventDarkGhostFinalPlacement.button1,Continue
EventVanderbiltSupportReset.button1,Button1
EventMythosScene1.button1,Button1
EventMythosScene1Round1.text,"As you look towards the ocean you can see the the tsunami conjured by Nepheracet approaching relentlessly towards your position. \n\nNo immediate effect."
EventMythosScene1Round1.button1,Continue
EventMythosScene1Round2.text,"Hitting the shore and sinking the Merinda has somewhat broken the Tsunami's strength, however Nepheracet continues to fuel it with power. Your feeling of urgency turns into panic.\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene1Round2.button1,Continue
EventMythosScene1Round3.text,"Nepheracet bathes in the spray of the remnants of the tsunami wave after he has stopped conjuring it. The saltwater on his skin seems to give him new strength, new power and new focus. A focus that he turns to you. \n\nThis event affects the investigator closest to Nepheracet. \nThe Scorch of Earth stares at you with his big, black hollow eyes, you can taste saltwater in your mouth as you slowly start to turn to a salt statue. Make a {will}:2 test.\nSuccess: You shake the feeling and can move on.\nFailure: Become stunned."
EventMythosScene1Round3.button1,Continue
EventMyhosScene1Round4.text,|||The hunt is on. Something about the professor has attracted the demon from the deep. Certainly, it is not helping that Professor Vanderbilt is continuously provoking the monster:\n"Come over here little squid! I might be a cripple, but I am still gonna enjoy 'calamari fritti' for dinner!"\n\nYou are afraid that Nepheracet may understand and have you all for lunch instead. \n\nEach investigator receives 1 horror ({will} negates).|||
EventMyhosScene1Round4.button1,Continue
EventMythosScene1CatRandoms.button1,Button1
EventMythosScene1Cat1.text,"Following the cat has led you up a stony path towards the mansion. Also seeing the mansion in the distance gives you hope, the fact that you may be slaughtered by Nepheracet before you get there drives you nuts.\n\nEach investigator receives 1 horror ({will} negates). "
EventMythosScene1Cat1.button1,Continue
EventMythosScene1Cat2.button1,Continue
EventMythosScene1Cat3.text,"The cat must be working with Nepheracet. That is the only sane explanation, your increasingly insane mind can come up with. \n\nThe investigator with the least sanity left spends one action chasing the cat. Become stunned."
EventMythosScene1Cat2.text,"The path of the cat has trapped you between a wall of rocks to the right, a real wall to the left, the mansion upfront and Nepheracet following behind you. In panic you try to climb one of the walls and escape you seemingly inevitable doom. You fail and fall down.\n\nThis event affects the investigator with the least horror. Receive 2 horror ({will} negates)."
EventMythosScene1Cat3.button1,Continue
EventMythosScene1DogRandoms.button1,Button1
EventMythosScene1Dog1.text,"The dog looked so nice, yet she has let you to an underground trap. You have nowhere to go and the walls are collapsing in. \n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene1Dog1.button1,Continue
EventMythosScene1Dog2.text,|||You have devised a smart plan: You will hide in darkness from the lord of darkness. Yes, yes, that does sound right!\n\nThis affects the investigator with the lowest sanity left on an "indoor" field: Place a darkness marker on each field of your room.|||
EventMythosScene1Dog2.button1,Continue
EventMythosScene1Dog3.text,"It is dark down here, it is wet down here, it is cold down here. Just like a grave. And the dog is in such a good mood that it makes you wonder: Maybe she is working with Nepheracet and enjoying your misery. \n\nThe thought that you have been deceived and let to your end continues to drive you insane. The investigator with highest {observation} receives 2 horror ({will} negates)."
EventMythosScene1Dog3.button1,Continue
EventMythosScene1Randoms.button1,Button1
EventMythosScene1Random1.text,"What's life? Just an intermediate time-frame between nothing and nothing. Right now, this intermediate time-frame weights pretty heavy on your shoulders. Maybe you should take Nepheracet up on his offer and join him.\n\nThis affects the investigator closest to Nepheracet but not yet on the same field. Move that investigator 2 fields closer to Nepheracet ({will} negates)."
EventMythosScene1Random1.button1,Continue
EventMythosScene1Random2.text,"What is death? Is it nothing or is it the solution? The end to your suffering? What would you give for a little peace and quiet. As you think about it the answer becomes increasingly clear: Your life.\n\nThis affects the investigator with the lowest {will}. Receive 2 damage ({strength} negates)."
EventMythosScene1Random2.button1,Continue
EventMythosScene1Random3.text,"Being hunted by a giant monster with tentacles and wings was always the stuff of your nightmares. Now it became real, and it is worse then you dreamed.\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene1Random3.button1,Continue
EventMythosScene1Random4.text,|||"Come on little fishy, come on!", yells the professor. "I am over here! Show me what you got!"\nYou have tried to shut him up but he is obviously a swearing under stress. You are just hopping he does not make things any worse.\n\nEach investigator receives 1 horror ({will} negates).|||
EventMythosScene1Random4.button1,Continue
EventMythosScene1Random5.text,"Suddenly all turns black and it feels like being engulfed by squid ink. The darkness heightens your senses you can hear Nepheracet running towards you and swallowing you whole.\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene1Random5.button1,Continue
EventMythosScene2StartBackupRandoms.button1,Button1
EventMythosScene2StartBackupRandom1.button1,Continue
EventMythosScene2StartBackupRandom2.text,"You justed noticed that the people in the pictures are watching you. You could have sworn that they just blinked and their eyeballs just moved. Something is haunting this place. And it is after your!\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene2StartBackupRandom1.text,"Something is moving in the walls. You can hear them aching under the pressure of whatever moves inside. Whatever it is, it is following you. It is hunting you. It is haunting you.\n\nEach investigator receives 1 horror ({will} negates)."
EventMythosScene2StartBackupRandom2.button1,Continue
EventMythosScene2StartBackupRandom3.text,"This event affects the investigator with the lowest {strength}.\n\nIt suddenly gets very cold in your room. You can see your breath and feel the chill, even the windows become clouded. And so does your judgment. You make a fire against the cold.\n\nPlace a fire marker in your location."
EventMythosScene2StartBackupRandom3.button1,Continue
EventMythosScene2StartBackupRandom4.text,|||You see a writing on the wall. Sloppy written with red paint:\n\n"You are next!"\n\nAs you step closer you can see that the paint is blood. There is also blood on your hand. As sanity returns, you realize that you cut yourself and wrote this as a message to yourself.\n\nThe investigator, who has suffered the most damage receives 1 damage and 1 horror ({will} negates). |||
EventMythosScene2StartBackupRandom4.button1,Continue
UIScene2Text2.uitext,"HORROR HAUNTS VANDERBILT MANSION\n\n2ND ACT\n\nYou arrive in the entry of the Mansion. The black and white tiled floor is covered with a thick layer of dust and your footprints are the first ones in a very long time. \nThe furniture reminds you of the wealthy inhabitants that lived here a long time ago. Despite its age everything is still in good working order. Spiders have worked hard to add some Halloween style decoration. The arachnids rush to the shadows, despite the fact that they outnumber you.\n\nYou cannot help but wonder: What else lurks in the shadows? Who else is watching you? What have these walls witnessed that you do not know? Will you discover it in time? Or will it haunt you in the afterlife?"
EventTriggerVanderbiltResearch.button1,Button1
EventVanderbiltResCompleteAlert.text,|||"Eureka!", yells the professor, "it is done. You better come and talk to me. Now!"\n\nHe sounds serious.|||
EventVanderbiltResCompleteAlert.button1,Continue
EventHallPowerOff.text,"With the power off, you can barely see anything.\n\nPlace a Darkness Marker on each field of the hall.\n\nAs you enter the hallway the lights start to flicker in a stroboscopic fashion."
EventHallPowerOff.button1,Continue
EventBathPowerOn.text,The lights start to flicker as you enter the hallway. Maybe you need to check your wiring fix again.
EventBathPowerOn.button1,Continue
EventBathPowerOff.text,"The hallway at the corner is especially dark. \n\nPlace a Darkness Marker as shown.\n\nYet the lights start to flicker as you arrive."
EventBathPowerOff.button1,Continue
EventBasementPinupChangeToNov.button1,Continue
EventLivingSoftstoneRecalc.button1,Button1
EventFireStudyShitCoffee.button1,Continue
EventVanderbiltTalkGrotesqueStones.button2,Nevermind
EventVanderbiltTalkStudyFoodCat.text,|||After you have removed the label from the can, outside Professor Vanderbilt's view, you put the can on the desk and open it up. He wrinkles his nose: "That's a strange smell for corned beef"\n"This is how corned beef is supposed to smell", you reassure the professor.\n"That's a strong statement from somebody unable to tie his shoelaces...", the professor replies.\nFor a moment you think about protesting, but then you look down and see that your shoelaces are in deed open. \n"Quod erat demonstrandum.", comments the professor in his legendary condescending tone. \nWhile you are busy tying your shoelaces he reaches for can and food: "It certainly looks weired for corned beef. Well, a man has got to eat and I am starving." He takes the fork and digs in. "Not quite as bad as it smells. With a full stomach the research will continue much better!"\n\nThe Professor rewards your behavior by casting a powerful healing spell. The team gets to heal any combination of damage and horror which sums to {var:Scene2Heal}. You may distribute this healing amongst investigators as you see fit. |||
EventVanderbiltTalkStudyFoodDog.button1,Continue
EventFountainRitualSelfStep3.button2,Nevermind
EventFountainRitualCandlesLightMaster.button5,Investigate the '8 to 15' riddle.
EventMythosFieldDownMaster.button1,Button1
EventMythosFieldDownTower.text,Is an investigator currently in the tower?
EventMythosFieldDownTower.button1,Yes
EventMythosFieldDownTower.button2,No
EventTowerMythosPlace.text,"The stairwell in the tower, is narrow as it is, clearly not good for your claustrophobia, which seem to take a turn for the worse. You can see how the walls are getting closer, you can see how they press the air out. Out of the room, out of your lungs. Even the window bursts under the air pressure. You run towards the window, look outside to take a deep breath. In this moment a wet, scaly hand grabs your neck and pulls himself in.\n\nPlace yourself and a Deep One Hybrid at the highlighted location.\nMake an {observation}:{var:MythosNephLow} check.\nPass: You drag the monster in, nothing else happens.\nFail: The monster gains a firm hold on you. Become restrained."
EventTowerMythosPlace.button1,Continue
EventMythosFieldDownTowerHorror.text,"You hear footsteps on the roof. You hear claws crawling the walls. You can hear glass breaking in the tower. Something  must have gotten in. \n\nEach investigator receives {var:MythosNephLow} horror (7-{observation} negates, i. e. higher observation will lead to more horror received - ignorance is bliss).\n\nAdd Explore Marker on door as shown."
EventMythosFieldDownTowerHorror.button1,Continue
EventMythosFieldDownBed1.text,Is an investigator currently in Prof. Dr. Charles Vanderbilt's bedroom?
EventMythosFieldDownBed1.button1,Yes
EventMythosFieldDownBed1.button2,No
EventMythosFieldDownBed2.text,Is an investigator currently in Prof. Dr. James Vanderbilt's bedroom?
EventMythosFieldDownBed2.button1,Yes
EventMythosFieldDownBed2.button2,No
EventMythosFieldDownBath.text,Is an investigator currently in bathroom?
EventMythosFieldDownBath.button1,Yes
EventMythosFieldDownBath.button2,No
EventBathMythosPlace.text,"You see the tub slowly filling with blood coming from the drain. It is thick and dark. Unable to move you observe how the tub eventually runs full. Out of the water a blood spirit rises, vaguely having humanoid form but made entirely out of blood.\n\nPlace a ghost figurine in the bathroom representing the Blood Spirit. \n\nThe gaze of the blood-spirit is mesmerizing. \nMake a {will}:{var:MythosNephLow} test.\nPass: You stand you ground, nothing happens.\nFail: You become dazed. "
EventBathMythosPlace.button1,Continue
CustomMonsterBloodSpirit.info,-
EventMythosFieldDownBathHorror.text,"You can hear a gurgling noise from the direction of the bathroom. Thoughts of water flooding the bathroom come to your mind. Thoughts of drowning. \n\nThe investigator closest to the bathroom suffers {var:MythosNephHigh} horror ({will}+1 negates)."
CustomMonsterBloodSpirit.monstername,Blood Spirit
EventMythosFieldDownBathHorror.button1,Continue
EventMythosFieldDownRoom1.text,Is an investigator currently in the maid's room?
EventMythosFieldDownRoom1.button1,Yes
EventMythosFieldDownRoom2.text,Is an investigator currently in the butlers room?
EventMythosFieldDownRoom1.button2,No
EventMythosFieldDownRoom2.button1,Yes
EventMythosFieldDownRoom2.button2,No
EventMythosFieldDownRoom1Horror.text,"You hear noises coming from the maid's bedroom. It's exactly those kind of noises you associate with the vision you had while entering that room for the first time. \nAs you listen closer you notice, that there is a violent component. That the screaming is not of joy but of pain. Afraid that the maid is being raped you think of running towards the room. But then: sanity kicks in - at least for a brief moment. The maid is long gone. So this noise must be from someone trying to lure you in, trying to do unspeakable things to you. \n\nAs you imagine what this might be each investigator receives {var:MythosNephLow} horror ({will} negates)."
EventMythosFieldDownRoom1Horror.button1,Continue
EventRoom1MythosPlace.text,"You can hear the maid scream in pain - but you cannot see her. You hear her crying for help - but you do not understand how. \n\nAs you take a look around you are caught by surprise when tentacles suddenly grab for you through the cracks in the floor.\n\nMake an {agility}:{MythosNephLow} test.\nPass: You step away, nothing happens.\nFail: The tentacles grasp you become restrained (inside the room).\n\nPlace a Hunting Horror inside the room."
EventRoom1MythosPlace.button1,Continue
EventMythosFieldDownBed1Horror.text,"The investigator closest to Prof. Dr. Charles Vanderbilt's bedroom can see a bright light creeping through the cracks of the door. The light burns the wallpaper on the wall across the door. \nAfter it vanishes you can read the words:\n\nDEATH\nTO\nALL\n\nburned into the wallpaper in scary letters.\n\nYou fear that this is not just your mind playing tricks on you but that something utterly evil and powerful has taken residence inside the Professors Bedroom.\n\nThe investigator next to the bedroom receives {var:MythosNephHigh} horror ({will} negates)."
EventMythosFieldDownBed1Horror.button1,Continue
EventMythosFieldDownBed1CatDogFail.text,"BONUS OBJECTIVE FAILED\n\nYou have failed to protect you animal friend from the horrors of the Other Side. You can hear you companion fighting for his life, but in the end there is no prevailing - only silence.\n\nRemove the animal marker from the bedroom."
EventMythosFieldDownBed1CatDogFail.button1,Continue
EventBed1MythosPlace.text,|||Suddenly a bright light fills the room. It incinerates everything which burns easily. \n\nPlace a Fire Marker on each field of the room.\n\nAs the light fades the ghost of Charles Vanderbilt has returned and manifests in the room.\n\nPlace a ghost figurine on the highlighted field.\n\n"You see", he says, "Nepheracet can bring me back from the dead as often as it pleases him, for if you are from the Other Side you can never truly die here! And now let me repay you for my death!"\n|||
EventBed1MythosPlace.button1,Continue
CustomMonsterVanderbiltGhost.info,-
EventMythosFieldDownBed2Horror.text,"You can hear a nice melody playing from the room of the young professor, who now has gotten pretty old himself. You can hear the violin quite clearly. It is a a magnificent melody. Unnoticed by your conscious mind, you start playing a virtual violin, start moving the bow up and down to the tunes of the song. Before you know it you are trenched in blood. Your blood, because what you moved up and down was the blade of the Ritual Dagger and what you used as the violin was your arm.\n\nThe investigator with the Ritual Dagger receives {var:MythosNephHigh} damage ({strength} negates)."
CustomMonsterVanderbiltGhost.monstername,Ghost of Prof. Charles Vanderbilt
EventMythosFieldDownBed2Horror.button1,Continue
EventBed2MythosPlace.text,"The sound of a violin being played suddenly fills the room. It resonates with the walls and they start to vibrate, just as you. The melody itself is marvelous and you are quite mesmerized by its sweet sound. \nWalls and your body start to vibrate faster and faster and with greater intensity. Eventually the wall gives way, breaks apart and opens for a horror from the Other Side to enter.\n\nPlace a Deep One as indicated.\n\nThe vibrations also do not go unnoticed for you body. Make a {strength}:{var:MythosNephLow} test.\nFail with 1 hit: Become dazed.\nFail with no hit: Become dazed and stunned.\nPass: Nothing happens.\nPass with more hits than needed: Become concentrated."
EventBed2MythosPlace.button1,Continue
EventMythosFieldDownBasement.text,Is an investigator currently in the basement?
EventMythosFieldDownBasement.button1,Yes
EventMythosFieldDownBasement.button2,No
EventMythosFieldDownLivingroom.text,Is an investigator currently in the living-room?
EventMythosFieldDownLivingroom.button1,Yes
EventMythosFieldDownStudy.text,Is an investigator currently in the study?
EventMythosFieldDownStudy.button1,Yes
EventMythosFieldDownStudy.button2,No
EventMythosFieldDownBallroom.text,"The windows of the ballroom shatter and the henchman of Nepheracet crawl through the windows.\n\nPlace a Deep One the highlighted field.\n\nAfter the creature has entered the room it lets out a horrible shriek, which shatters your bones. \n\nEach investigator suffers {var:MythosNephLow} horror ({will} negates)."
EventMythosFieldDownBallroom.button1,Continue
EventMythosFieldDownEntry.text,"Nepheract starts to knock on the door. You wonder how much longer it will hold down his onslought. For a brief moment you start to think about the things, which will happen once the door breakes. It makes you uncomfortable - very uncomfortable.\n\nThe investigator closest to the entry makes a {will}:{var:MythosNephLow} test.\nFail: Flip two horrors face up.\nSuccess: Nothing happens."
EventMythosFieldDownEntry.button1,Continue
EventMythosFieldDownRoom2Horror.text,"You hear voices coming from the butlers room. You do not understand what they say, but you feel that they are plotting - plotting against you. The thought of dark forces conspiring against you seeps into your mind and scares you to the bones.\n\nEach investigator receives {var:MythosNephLow} horror ({will} negates).\n\nPlace Explore Marker as shown."
EventMythosFieldDownRoom2Horror.button1,Continue
EventRoom2MythosPlace.text,"The roof has started to leak and water dripped in. With time it formed a small puddle on the ground. That puddle now functions as a tiny gateway to the other side and a Deep One Hybrid manages to crawl through. Once inside the monster gives you a taste of its foul breath.\n\nMake an {agility}:{var:MythosNephLow} test.\nFail: The disgusting stench makes you puke. Become stunned.\nSuccess: You dodge his breath. Nothing happens.\nSuccess+1: You hit the monster in the face and deflect its breath that way. Deal 1 damage to the Hybrid.\n\nPlace a Deep One Hybrid inside the room.\n\nRemove Explore Marker."
EventRoom2MythosPlace.button1,Continue
EventMythosFieldDownBasementHorror.text,"Experience tells you that the basement is usually the place, where the skeletons are buried. The fact that this basement also has a clay floor would make it suitable for hiding bodies.\n\nThe ground shakes like it spilled something out. The secret tunnel connecting Living-room and Basement collapses. \n\nPlace Wall Marker as shown.\n\nTaking this under consideration it is just the more concerning that you are hearing clicking sounds from there, just as you would expect from a skeleton walking...\n\nEach investigator receives {var:MythosNephLow} horror ({will} negates).\n\nPlace Explore Marker as shown."
EventMythosFieldDownBasementHorror.button1,Continue
EventBasementMythosPlace.text,"A towns-person from your uncles home town, driven crazy by Nepheracet slides down the old coal-slide and lands in the cellar. She is trenched in water and likely swam all the way to the island. \n\nPlace a Cultist on the highlighted field.\n\nRemove Explore Marker."
EventBasementMythosPlace.button1,Continue
EventMythosFieldDownLivingroom.button2,No
EventMythosFieldDownLivingroomHorror.button1,Continue
EventLivingMythosPlace.text,"Glass shatters, as Nepheracet throws what's left of the caretakers body through the living-room window. Blood, gore and intestines spill over the antique living-room carpet and knock the table over. Slowly, but surely it all assembles to a new form a mutilated human shape, made primarily out of blood: a Blood Spirit.\n\nPlace a ghost figurine, representing the Blood Spirit on the highlighted field.\n\nThe gaze of the blood-spirit is mesmerizing. \nMake a {will}:{var:MythosNephLow} test.\nPass: You stand you ground, nothing happens.\nFail: You become dazed. "
EventMythosFieldDownLivingroomHorror.text,"The ground shakes and the secret tunnel connecting living-room and basement collapses. \n\nPlace Wall Marker as shown.\n\nThe noise almost covered up the sound of glass shattering. Something is going on in the living-room and you may sooner or later find out what it is...\n\nEach investigator receives {var:MythosNephLow} horror ({will} negates).\n\nPlace Explore Marker as shown."
EventLivingMythosPlace.button1,Continue
EventStudyMythosPlace.text,"The horror from the Other Side must have figured out how to use the mirror because a Hunting Horror is stepping through the one in the study right now.\n\nPlace a Hunting Horror on the highlighted field."
EventStudyMythosPlace.button1,Continue
EventMythosFieldDownStudyHorror.text,"Something is going on in the study. Horrors in the study are concerning you especially for some reason. As you think about it you cannot shake the feeling that the mirror in the study somehow is the master mirror. \nYou imagine unspeakable things, which the horrors could do with those mirrors.\n\nEach investigator closest to a mirror receives {var:MythosNephHigh} horror ({will} negates)."
EventMythosFieldDownStudyHorror.button1,Continue
EventCatDogWarning.text,"WARNING\n\nNepheracets henchmen have found ways to enter the mansion. If they encounter your animal friend alone in a room without an investigator guarding them, they may have no chance of survival.\n\nYou should either guard your animal friend or send to a safe place."
EventCatDogWarning.button1,Continue
EventMythosFieldDownLivingCatDogFail.button1,Continue
EventMythosFieldDownLivingCatDogFail.text,"BONUS OBJECTIVE FAILED\n\nYou have failed to protect you animal friend from the horrors of the Other Side. You can hear you companion fighting for his life, but in the end there is no prevailing - only silence.\n\nRemove the animal marker from the living-room."
EventTowerObserve.text,"Nothing new to see right now. \nCome back later.\nYour {action} is refunded."
EventTowerObserve.button1,Continue
SpawnCitizenMedium.button1,Continue
SpawnCitizenEasy.button1,Continue
SpawnCitizenHard.button1,Continue
SpawnCitizenMedium.text,Time to die!
SpawnCitizenEasy.text,Time to die!
SpawnCitizenHard.text,Time to die!
EventFixDrainTooLow.button1,Button1
TokenBed12Door.button1,Continue
EventScene3Place.text,"Remove all tiles and tokens except {c:TileFountain}.\n\nDO NOT MOVE THE INVESTIGATORS\nThis means investigators remain on the same field, which they stood on at the end of 2nd Act.\n\nPlace the following tiles as shown:\nTop left: {c:TileRuinTopLeft}\nTop right: {c:TileRuinTopRight}\nRight: {c:TileRuinRight}\nBottom Right: {c:TileLowRight}\nBottom Left: {c:TileLowLeft}\nLeft: {c:TileRuinLeft}\non top of {c:TileRuinLeft} place {c:TileBed12} as shown.\n\nIgnore doors and walls which lead to nowhere.\n"
EventScene3Place.button1,Continue
EventScene3BoxPlace.text,Place a Search Marker in this corner as shown.
EventScene3BoxPlace.button1,Continue
EventScene3DoorPlace.text,Place the Explore Maker on top  of the door to the bedroom as shown.
EventScene3DoorPlace.button1,Continue
EventTriggerVanderbiltGhostDefeated.button1,Continue
EventScene3VanderbiltGhostPlace.text,Place a ghost figurine, representing the ghost of Professor Dr. Charles Vanderbilt in the bedroom as highlighted.
EventScene3VanderbiltGhostPlace.button1,Continue
EventScene3PortalPlace.text,"Place an Explore Marker in the center of the fountain. This represents the portal to the other side. You may walk through the portal if you dare.\n\nTreat the fountain as a separate field as indicated by the red circle. You can move onto the fountain field from any of the other fields on {c:TileFountain2}. This extra field results in a total of five field on {c:TileFountain2}."
EventScene3PortalPlace.button1,Continue
SpawnVanderbiltGhostEasy.button1,Button1
SpawnVanderbiltGhostMedium.button1,Button1
SpawnVanderbiltGhostHard.button1,Button1
EventScene3Pos1Monster.text,"Over the remnants of what was once the bathroom climbs a horror from the other side. He pauses, standing on a pile of rubbish which buried the grandfather clock, which still shows the time you selected {var:ClockHours} hours and {var:ClockMins} minutes.\nThe monster holds his nose up into the air getting used to your smell before it leaps down.\n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos1Monster.button1,Continue
EventScene3Pos2Monster.button1,Continue
EventScene3Pos3Monster.text,"Over the rubble, which used to be the basement wall, climbs a friend of Nepheracet to join the party. The fellow with the disgusting stench must have quite some time in the basement as the creature is still chewing on the pages of the pinup calender. He spits month {var:Pos3}, which you selected out and tries to smile, longing for your flesh.\n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos2Monster.text,"Out of the debris, which used to be the hallway, crawls another one of Nepheracet's minions. The creature tears throw the picture frame, which you left in its horizontal position. Once the creature reaches its upright vertical position, it fletches it's teeth and seems ready to kill.\n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos3Monster.button1,Continue
EventScene3Pos4Monster.text,"Surprisingly enough the bedroom of Prof. Charles Vanderbilt withstood the detonation following the ritual. A monster from the Other Side jumps from whats left from the roof, slides down a pile of rubble and spits {var:Black} black marvels and {var:White} marvels in your direction. \n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos4Monster.button1,Continue
EventScene3Pos5Monster.text,"The portal you have opened seems to work both ways. A horror from the Other Side emerges from the fountain looks at the {var:CandleCount} candle-remnants, shakes his head, looks at you and nods with satisfaction.\n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos5Monster.button1,Continue
EventScene3Pos6Monster.text,"The monster fights its way through the collapsed living-room. After it emerges from the pile of stones it spits out a piece of stone, which it gnawed on for a while. The numbers on it add up to {var:Pos6}.\nThe creature realizes that the stone may also of use to bash your heads in and picks the stone up. \n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos6Monster.button1,Continue
EventScene3Pos7Monster.text,"The horror from the Other Side buries himself through the rubbish. Once it surfaces its head sticks through former entry table. The card you selected is pinned on one of the creatures tooth. Once the creature realizes this, it eats the card up and turns to a more delicious meal: you.\n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos7Monster.button1,Continue
EventScene3Pos8Monster.text,"Something moves under the collapsed ceiling of the ballroom. At first all you can see is a claw, a head and body follows. The left arm follows, it holds the high-score of the dartboard. The creature uses it as a throwing device, aiming for you. The number on the board reads: {var:DartsHigh}.\n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos8Monster.button1,Continue
EventScene3Pos9Monster.text,"A horror from the Other Side emerges from the pile of debris that replaced the study. The books you left in the shelf somehow stuck to its body. The creature dusts itself up and starts moving towards you. \n\nPlace the shown Monster in the highlighted location.\n\nNote: Click on Spoiler to see the right answer."
EventScene3Pos9Monster.button1,Continue
EventScene3NepheracetSpawn.text,|||Nepheracet the Destroyer from the Deep, the Horror from the Other Side, your personal nightmare, your nemesis lands on the ashes of what was once Vanderbilt Mansion. Standing erect, his wings unfolded and his tentacles in the air he conjures more thunder and eats a lightning bolt.\n\nHis voice hammers in your head unlike anything before:\n"So you fools you have opened another portal! If you would not have rejected my most gracious offer to join me, I could be convinced that you have joined me already. Or has your sanity already slipped your mind? \nCan you see things clearly now!\nWhatever it is, death will be just the beginning of your torment, and your death is near!"\n\nPlace Star Spawn figurine representing Nepheracet as shown.|||
EventScene3NepheracetSpawn.button1,Continue
EventScene3RandomMonsterSpawn.button1,Button1
SpawnHuntingHorrorEasy.button1,Button1
SpawnHuntingHorrorMedium.button1,Button1
SpawnHuntingHorrorHard.button1,Button1
SpawnHybridEasy.button1,Button1
SpawnHybridMedium.button1,Button1
SpawnHybridHard.button1,Button1
SpawnBloodEasy.button1,Button1
SpawnBloodMedium.button1,Button1
SpawnBloodHard.button1,Button1
EventScene3VanderbiltMaster.button1,Button1
EventVanderbiltScene3Good1.text,|||"Unbelievable!", says the professor convincingly surprised, "we completed the ritual - despite your participation."\nHe looks at you and smiles, despite being trenched by the heavy rain.\n"Now!", you can hear him scream over thunder clapping, "let's finish what you have started, let's seal what you have opened!"\nHe makes a pause for dramatic effect and to catch a breath. Lightning strikes nearby and illuminates his face in a pale light as he finishes his statement.\n"Let's end this!" |||
EventVanderbiltScene3Good2.button1,Continue
EventVanderbiltScene3Good2.text,|||Thunder roars before the professor continues:\n"First, we need to get him to the other side. My father used to keep a magic horn somewhere in his bedroom. With this we can lure Nepheracet to the other side. \nOnce he is through this portal will collapse. But this is not the end. We need to close the other portal you have opened. For that you need to walk through, from the other to our side. But..."\nas you might have guessed: there is always a 'but'. \n"...this alone will not be enough. There must be some sort of anchor on the other side. An object from our side, which anchors the portal. You have to find it and take it with you through the portal."\n"That's it?" you ask.\n"That's it", he replies, "and don't leave anything else there!"\n\nNote: There is no need to move Vanderbilt around in this scene. The old man can take care of himself.|||
EventVanderbiltScene3Bad.text,|||"Oh you fools!", says the professor, "did you really think that I would let your misbehavior go unpunished? You are just soon-to-be-dead examples of what is wrong with mankind. The horror does not wait on the Other Side, the horror is living alongside creatures like you, willing to abuse an old man. It's time for a change in inhabitants of this world, maybe the creatures from the Other Side will treat their elders with more respect!"\n\nThe professor stands up, and signals Nepheracet who is soaring above you to land and come down. He speaks to the Horror from the Other Side in his strange language before he turns to you one last time:\n"Your time is up. I am sure Nepheracet will appreciate your slow death!"\n\nPlace a Priest of Dagon figurine on the highlighted field as shown, and remove the Marker representing Prof. Vanderbilt.|||
EventVanderbiltScene3Good1.button1,Continue
EventVanderbiltScene3Bad.button1,Continue
EventVanderbiltScene3Killed.text,"With Professor Dr. Vanderbilt killed by you earlier you have nobody to tell you how to actually close the portal, which you just opened and the other one you opened at the cabin in the woods.\n\nMaybe, studying the Unholy Book will give you a clue what to do."
EventVanderbiltScene3Killed.button1,Continue
EventUnholyBookScene3.text,The book may contain information on how to close the portals. Make a {lore} test.
EventUnholyBookScene3.button1,Continue
EventUnholyBookScene3Success.text,"Fortunately for you Professor Vanderbilt left some notes inside:\n\n1) You need to get Nepheracet to the Other Side.\n2) Soon after the portal at Vanderbilt Mansion will collapse.\n3) To close the cabin portal you need to find the anchor on the Other Side. The anchor seems to be an object from our side.\n4) Take the anchor through the cabin portal.\n5) Cabin portal will collapse soon after."
EventUnholyBookScene3Success.button1,Continue
EventUnholyBookOpen.button3,Nevermind
TokenFountain2Portal.button1,Button1
EventFountain2Portal.text,|||The centerpiece of the fountain has been destroyed in the aftermath of the ritual. The fountain is now a circular pond. The water has turned black and there is only darkness to be seen.\n\n<i>Note: It is essential for the app that you always use the "Enter Portal" option to move from one side to the other. Currently the game is aware that you have {var:PlayersOnOtherSide} investigators on the Other Side. If this is not correct please use the "Enter Portal" option as appropriate to correct the issue.</i>|||
EventFountain2Portal.button1,{action} Enter portal
EventFountain2Portal.button2,Enter Portal
EventFountain2Portal.button3,{action} Force Nepheracet through portal
EventFountain2PortalRules.text,|||Nepheracet can be forced through the portal, if you use the Horagai from the Other Side to force a move towards you and he is placed in the fountain.\n\n<i>Note: The option to "Force Nepheracet through Portal" will become available at the portal as soon as you have met all preconditions:\n1) Nepheracet is on the ground\n2) You have a player on the Other Side\n3) You have the mystic horn (Horagai)|||
EventFountain2PortalRules.button1,Continue
EventFountain2Portal.button4,Nepheracet Movement Rules
EventFountain2Neph1.text,Is Nepheracet currently located on the fountain (inside red circle)?
EventFountain2Neph1.button1,Yes
EventFountain2Neph1.button2,No
EventFountain2NephRefund.text,Your {action} is refunded.
EventFountain2NephRefund.button1,Continue
EventFountain2Neph2.text,Is the investigator carrying the Horagai currently on the Other Side?
EventFountain2Neph2.button1,Yes
EventFountain2Neph2.button2,No
EventFountain2Neph3.text,Good, you meet all preconditions to force Nepheracet through. You can now blow the Horagai.
EventFountain2Neph3.button1,Blow Horagai
EventFountain2Neph3.button2,Nevermind
EventFountain2Neph4.text,"Move Nepheracet to the Other Side and place him at the portal exit in the highlighted location. \n\nPlace all other investigators, who remaind on Our side on the same field.\n\nPlace Sight Marker as shown.\nRemove Explore Marker representing the portal."
EventFountain2Neph4.button1,Continue
TokenPortal1Search1.button1,Button1
EventPortalSearchMaster.text,These bushes look suspicious. They could have overgrown something and you would not notice unless you investigate them closer.
EventPortalSearchMaster.button1,{action} Investigate
EventPortalSearch1.text,"You beat around the bushes to see if anything happens and you are not being disappointed. The bush attacks you with his thorns - or have you been not careful enough? Result is the same.\n\nReceive {var:DifficultyLevel} damage ({agility} negates)."
EventPortalSearch1.button1,Continue
EventPortalSearchRemoveMaster.button1,Button1
EventPortal1Search1Remove.text,Remove Search marker.
EventPortal1Search1Remove.button1,Continue
EventPortal1Search2Remove.text,Remove Search Marker.
EventPortal1Search2Remove.button1,Continue
EventPortal1Search3Remove.text,Remove Search Marker.
EventPortal1Search3Remove.button1,Continue
EventPortal2Search1Remove.text,Remove Search Marker.
EventPortal2Search1Remove.button1,Continue
EventPortal2Search2Remove.text,Remove Search Marker.
EventPortal2Search2Remove.button1,Continue
TokenPortal1Search2.button1,Button1
TokenPortal1Search3.button1,Button1
TokenPortal2Search1.button1,Button1
TokenPortal2Search2.button1,Button1
EventPortalSearch2.text,"Almost overgrown by the small bush, hidden from plain sight, you spot a tiny object. This must be it. An item, which is clearly from your world. This must be the anchor.\n\nReceive Unique Item: Cult Sigil."
EventPortalSearch2.button1,Continue
EventPortalSearch3.text,"Looks like the horrors from the Other Side are just as sloppy as humans. A piece of paper has been thrown away without regards to environmental pollution. After you have cleaned up the trash your realize that the piece of paper contains a helpful spell.\n\nReceive Spell: Flesh Ward."
EventPortalSearch3.button1,Continue
EventPortalSearch4.text,You search through the bushes and find: Nothing.
EventPortalSearch4.button1,Continue
EventPortalSearch5.text,"The bush is dense and full of thorns. The vines reach for you and try to pull you in further.\n\nReceive {var:DifficultyLevel} horror ({will} negates)."
EventPortalSearch5.button1,Continue
TokenPortal2.text,"Through the surface of the water you can see Earth's sky. This is the portal back to your side. \n\nMISSION OBJECTIVE\nEnter Portal with Anchor\nDo not leave any other item behind"
TokenPortal2.button1,Enter Portal
EventPortal2.text,Do you carry the Unique Item Cult Sigil representing the anchor?
EventPortal2.button1,{action} Yes
EventPortal2.button2,{action} No, go without anchor
EventPortal2ShouldNot.text,Remove your investigator from the game board. For you the games has ended. Victory will depend on the other players now.
EventPortal2ShouldNot.button1,Continue
EventEndVictory2Partial.button1,Continue
EventPortal2.button3,No, stay and help
TokenPortal1Sight.text,The Other Side is filled with heavy darkness. There seems to be a path through it in this direction.
TokenPortal1Sight.button1,Explore
EventPortal2Place.text,"The path leads to to pond enframed by dead grass and surrounded by impenetrable darkness.\n\nPlace tile {c:TilePortal2} as shown.\nRemove Sight Marker.\nPlace Search Markers as shown.\nPlace Fire Markers representing the unbearable humidity and heat as shown.\nYou can interact with the tokens to see the special rules."
EventPortal2Place.button1,Continue
EventPortal2PlacePortal.text,"Through the surface of the pond you can see Earth's sky and the upper edge of your grandfather's cabin.\nThis must be the portal. This is your way out.\n\nVICTORY CONDITION UPDATE\nCarry the anchor through the portal."
EventPortal2PlacePortal.button1,Continue
EventFountain2PortalEnter.text,You step into the fountain, dive in and...
EventFountain2PortalEnter.button1,Continue
EventFountain2PortalEnter2.text,|||...emerge on the Other Side in a narrow but shallow well.\n\nThe darkness you have seen is the starless sky of the Other Side.\n\n The darkness of the Other Side is like fog and surrounds the path on all sides. It seems impenetrable.\n\nPlace tile {c:TilePortal1} as shown.\nPlace Explore Marker.\nPlace Sight Marker.\nPlace a Wall Marker to cover the door.\n\nMove your investigator to the highlighted field.\n\nThe air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nPlace Fire Markers on each field representing this special humidity. Do not apply the standard rules for fire but instead the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2).\n\nIMPORTANT: Always use the "Enter Portal" action on the Explore Marker to transfer between sides.|||
EventFountain2PortalEnter2.button1,Continue
EventPortal2DeepOnePlace.text,"A deep one emerges from the darkness, jumps into the pond and walks out on your side. Another one emerges from the darkness and wants to follow the first one, but notices you and decides to deal with the intruders first.\n\nPlace a Deep One in the highlighted location.\n\nThe creature seems to be the first one of many."
EventPortal2DeepOnePlace.button1,Continue
CustomMonsterDeepOneOfTheOtherSide.info,-
EventTriggerPortalDeepOneKilled.button1,Continue
CustomMonsterDeepOneOfTheOtherSide.monstername,Deep One of the Other Side
EventTriggerSpawnDeepOne.text,"A new Deep One emerges from the darkness.\n\nPlace Deep One in the highlighted location."
EventTriggerPortalDeepOneKilled.text,You strike down the Deep One from the Other Side. Unfortunately, you are at the source of those creatures. The next one is bound to be close.
EventTriggerSpawnDeepOne.button1,Continue
EventScene3Pos1Monster.button2,Spoiler
EventScene3Pos1Spoiler.text,"The correct time would have been any combination of hours and minutes which can be summed to:\n8"
EventScene3Pos1Spoiler.button1,Back
EventScene3Pos2Monster.button2,Spoiler
EventScene3Pos2Spoiler.text,In the vertical position, the painting shows the number 1. This would have been the right answer.
EventScene3Pos2Spoiler.button1,Back
EventScene3Pos3Monster.button2,Spoiler
EventScene3Pos3Spoiler.text,The right answer would have been June. The 6th month of the year. 
EventScene3Pos3Spoiler.button1,Back
EventScene3Pos4Monster.button2,Spoiler
EventScene3Pos4Spoiler.text,The right number would have been any combination of black and white marvels which adds to 3. You numbers added to {var:Pos4}.
EventScene3Pos4Spoiler.button1,Back
EventScene3Pos5Monster.button2,Spoiler
EventScene3Pos5Spoiler.text,The number of candles is the centerpiece of the '8 to 15' riddle. The riddle only works if you select 5 for the middle.
EventScene3Pos5Spoiler.button1,Back
EventScene3Pos6Monster.button2,Spoiler
EventScene3Pos6Spoiler.text,"This one was sort of tough. The original letters MC are roman numbers for 1100. You need to remove them to inscribe the correct number:\n7"
EventScene3Pos6Spoiler.button1,Back
EventScene3Pos7Monster.button2,Spoiler
EventScene3Pos7Spoiler.text,Any card with a value of 4 would have been correct.
EventScene3Pos7Spoiler.button1,Back
EventScene3Pos8Monster.button2,Spoiler
EventScene3Pos8Spoiler.text,"The right answer would have been:\n9"
EventScene3Pos8Spoiler.button1,Back
EventScene3Pos9Monster.button2,Spoiler
EventScene3Pos9Spoiler.text,"The first trick here was to leave books in. Only visible numbers count. The number you should have left in is:\n2"
EventScene3Pos9Spoiler.button1,Back
UIIntroductionText1.uitext,|||HORROR HAUNTS VANDERBILT MANSION\n\nWhat happened so far:\nAll you wanted was  a vacation in your uncle's Cabin in the Woods, which formerly belonged to your grandfather. You discovered that Dr. Charles Vanderbilt, Professor of the occult and proponent of the many-worlds-theory has spent his last days in the cabin. Back-tracing his activities you found the Unholy Book, opened a rift to the other side and unleashed a high priest of the horrors, Nepheracet.\n\nYou barely escaped with your lives and fled to town, where you uncle runs a liquor store at Main Street Market. Nepheracet and his goons followed you there. Luckily Charles Vanderbilt's son James, followed in his father's footstep and became a Professor of the occult as well. He agreed to help you to ban Nepheracet from this world and to seal the rift you opened.\n\nWith the horrors banging on the townhouses door you had no choice but to escape with the Professor using an old liquor smuggle route. This way you ended up on the Merinda in the middle of the ocean. Didn't take long to figure out that this was not your most brilliant idea and you had a hard time crossing to Vanderbilt Island. For reasons you do not yet understand the fisherman have marked this place as "DANGER!!!" on their map...|||
UIIntroductionButtonPlacementText1.button1,Button1
UIIntroductionButtonPlacementText2.uitext,Continue
EventPortal1Return.button1,Continue
EventFountain2PortalEnter20.button1,Continue
UIIntroductionButtonPlacementCont.button1,Button1
UICatsAndDogsOnPier.button1,Button1
UIIntroductionButtonPlacementText1.uitext,Continue
UIIntroductionButtonPlacementText2.button1,Button1
UIScene2ButtonContinue2.button1,Button1
UIScene2ButtonContinue1.uitext,Continue
EventEntrySetSpawnLevel.button1,Button1
UIScene2ButtonContinue2.uitext,Continue
UIScene2ButtonContinue1.button1,Button1
UIScene2Text1.uitext,"CONGRATULATIONS!\n\nYou have completed the approach to the mansion. \n\nRemove all tiles and tokens from the game-board.\n\nThis is a good opportunity to safe the game.\n\nBefore you setup the game-board for the next scene each player should get a sheet of paper and a pen. You are investigators after all...\n\n\n\n\n\n\n\n\n\n"
Event45Automatic.button2,Done
Event38Revolver1.button2,Done
EventFixDrainTooHigh.button1,Button1
EventBed1Marvels.button5,{clue} Hint
EventBed12MythosPlace.text,|||Suddenly a bright light fills the room. It incinerates everything which burns easily. \n\nPlace a Fire Marker on each field of the room.\n\nAs the light fades the ghost of Charles Vanderbilt has returned and manifests in the room.\n\nPlace a ghost figurine on the highlighted field.\n\n"You see", he says, "Nepheracet can bring me back from the dead as often as it pleases him, for if you are from the Other Side you can never truly die here! And now let me repay you for my death!"|||
EventBed12MythosPlace.button1,Continue
EventRitualDagger.button3,Cut yourself
EventPuzzleBoxLocked.button2,Nevermind
TokenPortal1.text,|||The portal looks stable as far as you can tell. You may go back where you came from.\n\n<i>Note: It is essential for the app that you always use the "Enter Portal" option to move from one side to the other. Currently the game is aware that you have {var:PlayersOnOtherSide} investigators on the Other Side. If this is not correct please use the "Enter Portal" option as appropriate to correct the issue.</i>|||
TokenPortal1.button1,{action} Enter portal
EventPortal1Return.text,Move your investigator to the fountain.
EventFountain2Portal.button6,Nevermind
EventPortalSearchMaster.button2,Nevermind
EventEventPortalRemoveFail.text,Automatic Removal Failed. Please remove the Search Marker from the game-board and do not use it again.
EventEventPortalRemoveFail.button1,Continue
UIEndButtonContinue1.uitext,Continue
Event0.button1,Continue
UIScene3StartText.uitext,"3RD AND FINAL ACT\n\nLike a retracting ocean-wave tearing on your feet, the drain from the ritual pulls you towards the center of the fountain, forcing you to your knees. But you hold tight to the web of mystic energy, which you have woven. The ritual stabilizes and the wave washes back over you like an explosion. Protected by the mystic forces you held on to, the wave passes you unharmed.\nBut everything else suffers the consequences of the released energy. The plaster from the fountain square is ripped from the ground like dust by the wind, the walls of the mansion are obliterated and collapse. Even the rain stops for a while as the blast wave pushes the raindrops further out. \n\nSlowly you stand up and look to where the fountain once was. It has been replaced by a portal to the Other Side. Looks like it leads to a meadow of sorts.\n\nAs you look around you can see the destruction you have caused, you can see Nepheracet soaring above the mansion like an eagle in the sky sending down thunder and lightning. His minions slowly start to climb the destroyed castle walls. \n\nSomehow standing in the midst of all this destruction rejuvenates you for you know, that this is the final part of your epic battle against the forces of evil. \n\nEach investigator gets to pick one of the following:\n- Receive 2 {clue}\n- Heal 2 damage or 2 horror\n- Heal 1 damage and 1 horror\n- Become focused\n\nNote: The debug code to jump to here is 13152111."
UIScene3StartContinueText.button1,Button1
EventFountainRitualUtterCompleteDrain.button1,Yes
UIEndButtonContinue2.uitext,Continue
UICatAliveText.uitext,"BONUS OBJECTIVE COMPLETED\n\nCongratulations! Not only have you manged to save the world from the forces of evil, you have also protected Daimos the cat through out the mayhem that happened at Vanderbilt Mansion. \n\nWith Daimos' former owners killed and converted by Nepheracet the poor kitty has no place else to go, and seems to have grown a liking to you. Being charmed by the cat you decide to take him in and give him a new home.\n\nTHE END"
EventEndCatOk.button1,Continue
UIDogAlive.uitext,"BONUS OBJECTIVE COMPLETED\n\nCongratulations! Not only have you manged to save the world from the forces of evil, you have also protected Phoebe the dog throughout the mayhem that happened at Vanderbilt Mansion. \n\nWith Phoebe's former owners killed and converted by Nepheracet the poor puppy has no place else to go, and seems to have grown a liking to you. Being charmed by the dog you decide to take her in and give her a new home.\n\nSoon after Phoebe follows you everywhere and never leaves your side.\n\nTHE END"
UICatDead.uitext,"BONUS OBJECTIVE FAILED\n\nDespite your efforts, you have failed to protect Daimos the cat from Nepheracet's forces. After he has shown you how to get past the horror from the Other Side and let you to the mansion you have failed to give him save shelter. Now the poor kitty is buried somewhere below the remnants of the mansion. His body will likely never be recovered.\n\nYou hope that his soul has passed on and does not linger around like Heather Vanderbilt to haunt this or any other place. \nYour failure to protect him will certainly haunt you and you will never forget the service that he has done to you.\n\nTHE END"
UIDogDead.uitext,"BONUS OBJECTIVE FAILED\n\nDespite your efforts, you have failed to protect Phoebe the dog from Nepheracet's forces. After she has shown you how to get safely to the mansion you have failed to give her save shelter. Now the poor puppy is buried somewhere below the remnants of the mansion. Her body will likely never be recovered.\n\nYou hope that her soul has passed on and does not linger around like Heather Vanderbilt to haunt this or any other place. \nYour failure to protect her will certainly haunt you and you will never forget the service that she has done to you.\n\nTHE END"
EventFountainRitualCatDogCheck.text,"Are you sure, that you are ready to start the ritual?\nIs there anything you might want to do before you start?"
EventFountainRitualCatDogCheck.button1,Ready, lets do it!
EventFountainRitualCatDogCheck.button2,Wait, lets abort.
EventFountainRitualCatDogCheck.button3,{clue} Hint
EventFountainRitualCatDogHint.text,"One investigator has to pay one {clue}.\n\nYou bonus objective to protect your animal friend is currently in jeopardy. Try to keep them on the same field as you."
EventFountainRitualCatDogHint.button1,Back
EventScene3CatDogFail.text,"BONUS OBJECTIVE FAILED\n\nSince the explosion following in the wake of the ritual has turned the building to a pile of rubble it buried you animal friend. Although you want to cling to some last straw of hope, that your animal friend somehow survived, you do have to face the fact that chances of that happening are fairly small."
EventScene3CatDogFail.button1,Continue
TokenScene3CatDogEntry.text,"This is the last place you have seen your animal friend. Maybe you can rescue your friend if you dig through the debris of the entry.\nThe pieces of debris look heavy and time is of the essence. You likely have only one shot at this. A tool like the pickaxe could come in handy."
TokenScene3CatDogEntry.button1,{action} Investigate ({strength})
EventScene3CatDogInvestigate.text,"Without hesitation you get to it. \nIf you have the pickaxe you receive 2 bonus dice.\nIf you have another suitable tool (teams call) you receive 1 bonus die.\n\nMake a {strength} test."
EventScene3CatDogInvestigate.button1,Continue
EventScene3CatDogFail0.button1,Continue
EventScene3CatDogSuccess.text,"BONUS OBJECTIVE COMPLETED\n\nWith haste and speed you sort through the rubble carefully removing one piece of debris after the other. At last you find you friend buried in a tiny cave. Happy to see you, your animal friend climbs out of the hole, licks your face and walks away like nothing ever happened.\n\nHaving seen enough drama for a day your animal friend walks away from the ruins of the mansion and hides in the nearby woods until you have time to play."
EventScene3CatDogFail0.text,"You fail, complete and utterly to rescue your animal friend. You must have dug in the wrong place or something else, but you find nothing. And the forces of evil need your attention...\n\nRemove Search Marker."
EventScene3CatDogSuccess.button1,Continue
TokenScene3CatDogBallroom.text,"This is the last place you have seen your animal friend. Maybe you can rescue your friend if you dig through the debris of the entry.\nThe pieces of debris look heavy and time is of the essence. You likely have only one shot at this. A tool like the pickaxe could come in handy."
TokenScene3CatDogBallroom.button1,{action} Investigate ({strength})
TokenScene3CatDogLiving.text,"This is the last place you have seen your animal friend. Maybe you can rescue your friend if you dig through the debris of the entry.\nThe pieces of debris look heavy and time is of the essence. You likely have only one shot at this. A tool like the pickaxe could come in handy."
TokenScene3CatDogLiving.button1,{action} Investigate ({strength})
EventScene3CatDogEntryPlace.text,"The last time you saw your animal friend was in the entry. This is where you should dig.\n\nPlace Search Marker as shown."
EventScene3CatDogEntryPlace.button1,Continue
EventScene3CatDogBallPlace.text,"The last time you saw your animal friend was in the ballroom. This is where you should dig.\n\nPlace Search Marker as shown."
EventScene3CatDogBallPlace.button1,Continue
EventScene3CatDogLivingPlace.text,"The last time you saw your animal friend was in the living-room. This is where you should dig.\n\nPlace Search Marker as shown."
EventScene3CatDogLivingPlace.button1,Continue
EventScene3CatDogInBed1.button1,Button1
EventScene3CatPlaceBed1.text,"Daimos the cat slept through the explosion and the end of the mansion on sofa in the bedroom.\n\nPlace Cat Marker as shown."
EventScene3CatPlaceBed1.button1,Continue
EventScene3DogPlaceBed1.text,"Phoebe the dog has been awaken from the explosion. Eager to know what's going on she walked to the bedroom door to be closer to where the action is.\n\nPlace Dog Marker as shown."
EventScene3DogPlaceBed1.button1,Continue
EventScene3CatPlace.text,"Protected by the ritual circle, Daimos the cat has survived the explosion following the ritual unharmed. He is now investigating the pool a little bit closer looking for fish to catch. \nHe remains surprisingly ignorant towards the giant flying squid hovering above him.\n\nPlace Cat Marker as shown."
EventScene3CatPlace.button1,Continue
EventScene3DogPlace.text,"Protected by the ritual circle, Phoebe the dog has survived the explosion following the ritual unharmed. She is now sitting next to the pool waiting for your next fun game to start.\n\nPlace Dog Marker as shown."
EventScene3DogPlace.button1,Continue
TokenScene3DogFountain.button1,Button1
EventScene3DogToSafety.text,"Phoebe sits there and looks up to you waiting for your next command. Eager to play and participate in whatever else fun game you have in mind.\n\nYou guess, you can tell Phoebe to hide at a safer place, where she cannot be harmed by Nepheracet."
EventScene3DogToSafety.button1,{action} Send Phoebe to safety
EventScene3DogToSafety.button2,Report Insanity
EventScene3DogSave.text,"BONUS OBJECTIVE COMPLETED\n\nYou tell Phoebe to run off and hide in the woods pointing with your arm and fingers into the general direction, which you deem safe. To your surprise the dog understands and runs away into the forest beyond the destroyed mansion."
EventScene3DogSave.button1,Continue
TokenScence3DogBed1.button1,Button1
TokenScene3CatBed1.button1,Button1
EventScene3CatToSafety.text,"Daimos does his own thing and feels kinda disturbed by your presence. \nYou guess you could scare him away to a place, where he is less likely to harmed by Nepheracet."
EventScene3CatToSafety.button1,{action} Sent Daimos to safety
EventScene3CatToSafety.button2,Report Insanity
EventScene3CatSafe.text,"BONUS OBJECTIVE COMPLETE\n\nYou somehow convince Daimos the cat to move along, primarily by making it rather uncomfortable to stay. Reluctantly the cat walks away and finds refuge and shelter in the forest, where he will be safe from the mayhem that will continue within what used to be Vanderbilt Mansion."
EventScene3CatSafe.button1,Continue
UIEndDefeat2CoughtText.uitext,"DEFEAT\n\nFor some reason you do not fathom Nepheracet seems to be after the professor. Maybe he knows something you do not, but the horror from the Other Side has desperately tried to prevent the Professor from reaching the mansion - and succeeded.\n\nAfter he reaches the field with the professor Nepheracet entangles him in his tentacles and takes flight. You do your best to stop it but there is nothing you can do against the overwhelming force, that is your winged nightmare. \n\nNepheracets tentacles grow through the professor, killing him slowly and converting him to one of Nepheracet's minions. With the professor gone, all hope to seal the rift has faded and Nepheracet has reached is ultimate triumph.\n\nTHE END\n\nNote: To avoid this defeat it is enough to keep 1 field between Nepheracet and the professor at all times. This should be comparably easy since Nepheracet does not move very fast."
UIEndDefeat4Drain.uitext,"DEFEAT\n\nThe drain from the ritual has driven at least one of you insane or killed. Without enough people left to try the ritual a 2nd time, and severely weakened by the drain, you have no other choice but to continue the fight till your last breath. Before it is all over you envy your friends, who had a quick death.\n\nNepheracet makes true on his promise to make your death long and painful. After you are finally death, he converts your mutilated body and soul to something utterly evil, so your true torment can begin...\n\nTHE END\n\nNote: To keep the ritual drain to an acceptable amount you have to get the '8 to 15' riddle right or roll well on the ritual test. Drain will be ok, if you have an average performance in both or an excellent performance in either. Also remember you can use the sofa in the living-room to recover and the ritual dagger to get additional {clue}."
UIEndDefeat6Scene2Down.uitext,"DEFEAT\n\nWhaterver or whoever haunts Vanderbilt Mansion drove you to the edge of your powers and beyond. With one of your friends lost to insanity or death, your chances of survival have diminished and soon one by one you all follow in your friends footsteps.\n\nTHE END\n\nNote: Loosing in Act 2 is a very unfortunate event. Hopefully you saved your game at the beginning of Act 2 so you can restart from there. Try using the sofa in the living-room to regenerate and keep those investigators closest to elimination out of harms way.\nTry not to break up the team too much and keep at least half of the investigators within fighting range of each other.\nTry to solve and understand the knock-riddle early."
EventTriggerEndDefeat5InvestigatorDown.button1,Button1
UIEndDefeat5Scene1Down.uitext,"DEFEAT\n\nNepheracet hunts you down on your approach to the mansion. He and his minions were to much for you and you finally have to pay the ultimate price: Your life, your soul and eternal servitude to your nemesis from the Other Side.\n\nTHE END\n\nNote: The approach to the mansion is meant to be a tough encounter so do not feel bad about not making it. Sometimes luck is just not on your side. Some hints for your next attempt:\n1) Try to stay clear of Nepheracet. He is a combat monster and the horror he spreads is heavy.\n2) Prefer the way of the dog over the way of the cat. The way of the dog sees less monsters but needs more smarts.\n3) Try different characters or bonus starting item.\n4) Try using a different route to the shore.\n5) If all else fails try using a lower difficulty level.\n6) You can do this!"
UIEndDefeat7Scene3Down.uitext,"DEFEAT\n\nThe forces of evil overcome you and slowly grind you to your inevitable fate of eternal servitude and torment. Nepheracet himself leads the charge to end your pitiful attempt to reverse what you have started. \nIn the end you come to understand that the fate of Earth is sealed along with yours. Unfortunately for the rest of mankind there are now two portals through which horrors from the Other Side can arrive.\n\nTHE END\n\nNote: The difficulty of Act 3 vastly depends on your performance on the '8 to 15' riddle. If you did poorly on that one in Act 2 you will drown in monsters in Act 3. In the ideal case you will have only two monsters to deal with in Act 3 and it should become more or less a walk in the park."
EventEndDefeatMaster.button1,Button1
EventTriggerElimination.button1,Button1
UIEndStatisticsButton.uitext,Continue
EventPortal2YesFail.button1,Continue
TokenPortal1Fire1.text,"The air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nThis fire marker represents this special humidity. Do not apply the standard rules for fire with the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2)."
TokenPortal1Fire1.button1,Continue
TokenPortal1Fire2.button1,Continue
TokenPortal2Fire1.text,"The air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nThis fire marker represents this special humidity. Do not apply the standard rules for fire with the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2)."
TokenPortal1Fire2.text,"The air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nThis fire marker represents this special humidity. Do not apply the standard rules for fire with the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2)."
TokenPortal2Fire1.button1,Continue
TokenPortal2Fire2.text,"The air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nThis fire marker represents this special humidity. Do not apply the standard rules for fire with the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2)."
TokenPortal2Fire2.button1,Continue
TokenPortal2Fire3.text,"The air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nThis fire marker represents this special humidity. Do not apply the standard rules for fire with the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2)."
TokenPortal2Fire3.button1,Continue
TokenPortal2Fire4.text,"The air on the Other Side is more humid than anything you have ever experienced on Earth. It is literally breathtaking. The air is so humid it feels like walking through Jello. You instantly start sweating like a pig and are soaked within seconds. \n\nThis fire marker represents this special humidity. Do not apply the standard rules for fire with the following: Monsters are not affected, it cannot spread, nor be extinguished. It reduces you movement speed by one (i. e. any investigator can only move 1 field per action, Rita can move 2)."
TokenPortal2Fire4.button1,Continue
TokenScene3CatFountain.button1,Button1
EventScene3DealWithStones.text,"Each investigator still carrying a Grotesque Stone makes a test using 4 dice for each Grotesque Stone still in his possession (e. g. if you have 2 stones, you roll 2 times 4 dice, and evaluate separately):\n\nFor each hit you receive one of the following (players decision):\n- Receive 1 {clue}\n- Heal 1 horror\n- Heal 1 damage\n\nAfterwards, return all Grotesque Stones."
EventScene3DealWithStones.button1,Continue
EventMythosScene3Master.button1,Button1
EventMythosScene3OurSideMaster.button1,Button1
EventMythosScene3OurSide1.text,"This Mythos Event affects the field with the most players on Our Side.\n\nLightning strikes turning the plaster into lava and melting parts of it to your feet. \n\nPlace a Fire Marker on the field.\n\nEach investigator on the field receives {var:S3MythosHi} damage ({agility} negates). Investigators, who suffer at least 1 damage become restraint."
EventMythosScene3OurSide1.button1,Continue
EventMythosScene3OurSide2.text,"This Mythos Event affects the field on Our Side with the investigator who has suffered the most horror.\n\nThe rain suddenly turns into squid ink. The ink quickly forms a cloud of black fog and you cannot see much anymore. Inhaling the fog you instantly start to see a mighty spirit hiding behind the fog. It must be Nepheracet's big, bad brother. \n\nPlace a Darkness Marker on the field.\n\nEach investigator on the field receives {var:S3MythosHi} horror ({observation} negates)."
EventMythosScene3OurSide2.button1,Continue
EventMythosScene3OurSide3.text,"This Mythos Event affects the field with the player having the least sanity left on Our Side.\n\nYou see the ground opening up blow you. The rift extends directly to the Other Side. You can see all the horrors on the Other Side eager to come here. They are running towards the rift you have opened. On a second look you realize that they are just as much running towards the rift as they are running away from something - something huge! \n\nEach investigator on the field receives {var:S3MythosHi} horror ({will} negates). Investigators, have to move 1 field away from the affected field for each horror received. Investigators have to move in the direction of Nepheracet."
EventMythosScene3OurSide3.button1,Continue
EventMythosScene3OurSide4.text,"This Mythos Event affects all investigators on the portal field or any adjacent field (i. e. any field on tile {c:TileFountain2}). \n\nFor a moment the portal expands and collapses, engulfing everything and everyone in its vicinity. The contact with the expanded portal wraps and twists your mind.\nWith you mind twisted and distorted you gain inside to the Other Sides past. It was a once peaceful world, full of oceans, swamps and rainforests until The Unspeakable arrived. And everything changed.\n\nEach investigator on the affected fields receives {var:S3MythosHi} horror ({influence} negates). Affected investigators flip {var:S3MythosLo} horrors face up."
EventMythosScene3OurSide4.button1,Continue
EventMythosScene3OurSide5.text,"This Mythos Event affects every field on Our Side.\n\nAn earthquake shakes the ground. You can clearly feel that this is the first step towards the end of the world. If the portal is to remain open any longer something utterly evil and deceitful will unearth from below. Something so evil that Nepheracet will look like a saint next to it. Something unspeakably evil - The Unspeakable.\n\nEach investigator on Our Side becomes dazed.\n\nEach investigator on Our Side receives {var:S3MythosHi} horror ({will}-1 negates). Then flip {var:S3MythosHi} horrors face up."
EventMythosScene3OurSide5.button1,Continue
EventMythosScene3OtherSide1.text,"The Other Side is like hot, damp swamp - just hotter, damper and swampier than anything you have experienced on Earth. \nThe thought of having to move in this environment is totally demoralizing, and you are overcome by the feeling to just rest here and wait for salvation - i. e. death.\n\nEach investigator on the Other Side suffers {var:S3MythosHi} horror ({will} negates). If you suffer one or more horror you become restrained."
EventMythosScene3OtherSideMaster.button1,Button1
EventMythosScene3OtherSide1.button1,Continue
EventMythosScene3OtherSide2.button1,Continue
EventMythosScene3OtherSide3.text,"This Mythos affects the investigator on the Other Side with the highest {lore}.\n\nHaving all this trouble to breath and being busy with sweating like a pig, you did not have any time to worry about the darkness surrounding you. Now, that you have trenched your cloths and made arrangements not getting any air, you have some time to panic about the real troublesome questions, like: Why are you surrounded by darkness? And does it expand?\n\nYou have quite some ideas and none of them is pleasing. Receive {var:S3MythosHi} horror ({will}+1 negates). Place a Darkness Marker on each field of your tile. Note: This darkness is not countered by the Fire Markers already present, since those represent the damp heat and not fire."
EventMythosScene2Round1Hint.button1,Back
EventMythosScene2Replay1Knocks.text,This is the first set of knocks you have heart.
EventMythosScene2Replay1Knocks.button1,Continue
EventMythosScene2Round1Hint.button2,{clue} Next Hint
EventMythosScene2Round2Hint.button2,Continue
EventMythosScene2HintOrReplayMaster.text,|||You can access hints from here or replay the knocks as parts or as a hole.\n\nNote: As more information becomes available more hints will become available. Click on "Hint" again if you thrust for new hints, but you may as well safe your {clue} as you will figure it out eventually.|||
EventMythosScene2HintOrReplayMaster.button3,Replay Part 1
EventMythosScene2HintOrReplayMaster.button4,Replay Part 2
EventMythosScene2HintOrReplayMaster.button5,Replay Part 3
EventMythosScene2HintOrReplayMaster.button6,Replay All
EventMythosScene2Replay1.text,Replaying first part of the knocks.
EventMythosScene2Replay1.button1,Continue
EventMythosScene2Replay1.button2,Back
EventMythosScene2Replay2.button1,Continue
EventMythosScene2Replay2.button2,Back
EventMythosScene2Replay3.text,Replaying part 3 of the knocks.
EventMythosScene2Replay2.text,Replaying 2nd part of the knocks.
EventMythosScene2Replay3.button1,Continue
EventMythosScene2Replay3.button2,Back
EventMythosScene2ReplayAll.text,Replaying full series of knocks.
EventMythosScene2ReplayAll.button1,Continue
EventMythosScene2ReplayAll.button2,Back
EventMythosScene2Replay1.button3,Play Again
EventMythosScene2Replay2.button3,Play again
EventMythosScene2Replay3.button3,Play again
EventMythosScene2ReplayAll.button3,Play again
EventMythosScene2GotMorse1.button2,Replay/Hint
EventMythosScene2GotMorse2.button2,Replay/Hint
EventMythosScene2GotMorse3.button2,Replay/Hint
EventMythosScene2Round2Random1.button2,Replay/Hint
EventMythosScene2Round2Random2.button2,Replay/Hint
EventMythosScene2Round2Random3.button2,Replay/Hint
TokenTowerDoor.button2,{clue} Hint
EventTowerDoorHint.text,|||Pay one {clue}.\n\nThis is the door to the bell tower. You can open it as soon as you have the Old Keys. Since the door says "STAFF ONLY" it could be wise to search for the key in the staff's rooms.|||
EventTowerDoorHint.button1,Continue
EventBasementDoorsClear.text,"With the basement door open you hear, how the other doors in the hall are now no longer pressed firmly against the frame. Likely that the invisible force has let go of the doors. You should be able to open them now.\n\nReplace Interact Markers with Explore Markers as shown."
EventBasementDoorsClear.button1,Continue
EventTowerBellRemove.text,Remove the Search Marker from the tower bell.
EventTowerBellRemove.button1,Continue
EventMirrorTeleportFail.text,In order to teleport, start and target mirror need to be activated.
EventMirrorTeleportFail.button1,Continue
TokenBed1Music.text,The masterfully crafted baroque table has a small drawer. You need a Silver Key to open it.
PuzzleBed2DrawerCombination.button1,Guess
TokenRoom1Nightstand.button1,{action} Investigate
EventRoom1Nightstand.text,"Someone has pinned a piece of paper to the lower side of the drawer. The following number is written on it:\n\n1 5 1 2 1 8 1 2\n\nThe handwriting looks like a boy's sloppy style of writing."
EventRoom1Nightstand.button1,Continue
EventMythosScene2GotMorse5.text,"The knocking abruptly ends. At first you are relieved. Then a cold, but invisible, fist punches through the investigator furthest away from the bell tower and rips out the heart. The respective investigator receives 3 damage ({strength} negates). \n\nThe heart on the ground start moving towards the bell tower, drawing a line of blood in the process. The door to the bell-tower is blasted open, the trail of blood leads up the stairs, and finally 3 symbols depicting a ringing bell are written on the bell itself. "
Event2MythosScene2GotMorse4.button1,Continue
EventMythosScene2GotMorse0.text,"A cold chill touches you and forces a vision onto you:\nYou sit in the red armchair and study the morse code. Eagerly you listen to the knocks, and make proper notes on a sheet of paper. You write down words, which you cannot make out. Finally you stand up and make things happen. The cold presence is pleased and you know, you live on happily ever after.\n\nEach investigator receives 1 {clue}."
EventMythosScene2GotMorse0.button1,Continue
EventMythosScene2GotMorse01.text,"A cold presence touches you and serves you another vision of the future. Again you sit in the red chair at the end of the hallway, again you have the sheet with the Morse code in your hands. But this time, you do not listen to the knocks, and you do not make notes. You do stand up however, and walk away from the chair into the basement. With every step you walk down the stairs your mind and body decay further. At the end of the stairs you collapse to the ground and decay within seconds.\n\nEach investigator receives 2 horror and 2 damage ({will} or {lore} negates - players decision)."
EventMythosScene2GotMorse01.button1,Continue
EventMythosScene2GotMorse02.text,"This mythos event affects the investigator closest to the highlighted location.\n\nA cold hand grabs you by your scalp hair and hammers you against the nearest wall. \n\nReceive 2 damage ({strength} negates).\n\nYour nose starts to bleed and soak an invisible hand in your blood. "
EventMythosScene2GotMorse02.button1,Continue
EventMythosScene2GotMorse02b.button1,Continue
EventMythosScene2GotMorse02c.text,|||The bood covered hand continues to float through the hallway and moves towards the highlighted door, on which it draws another symbol justs like the first one.\n\nSelect the investigator with the closest distance to either the butler's room or the "New Dimension" room, which have the key symbol written on it.\nPlace this investigator on the field which you used to measure the distance to.\n\nBeing moved by a ghostly force is a scary feeling. The affected investigator suffers 2 horror ({will} negates).\n\nSelect "example" below if you need a more detailed explanation of how this is meant.|||
EventMythosScene2GotMorse02b.text,The now blood-covered hand moves towards the door of the butler's room and starts to draw the symbol of a key on the door.
EventMythosScene2GotMorse02c.button1,Continue
EventMythosScene2GotMorse02c.button2,Example
EventMythosScene2GotMorse02cExample.button1,Continue
EventMythosScene2GotMorse02cExample.text,|||Select the investigator with the closest distance to either the butler's room or the "New Dimension" room, which have the key symbol written on it.\nPlace this investigator on the field which you used to measure the distance to.\n\nExample: If the closest investigator to the door of the butler's room is 2 fields away from the butler's room, and the closest investigator to the door to the "New Dimension" room is 1 field away from the "New Dimension" room but 3 fields away from the butler's room, then the investigator 1 field away from the "New Dimension" room is the selected investigator and is moved onto the field in front of the "New Dimension" door.|||
UIIntroductionCatandDogText.button1,Button1
EventIntroductionInitialize.text,|||HINT SYSTEM\n\nThroughout this scenario you will on occasion have the ability to pay a {clue} to receive a hint. This is usually indicated by buttons labled "{clue} Hint". Sometimes you have to pay more then 1 {clue} to get the hint. This will be indicated by multiple {clue} symbols. \n\nThe hint will always point you to a fact, which you could figure out on your own as well. However, if you are feeling stuck, and overwhelmed by the options and do not know what to do spending the {clue} may be helpful. Even if you read the same hint multiple times you do not need to pay for it multiple times. Often the hints are stacked, i. e. for one {clue} you will get an initial hint, for another {clue} you will get a more detailed hint and so forth. \nSometimes further stacks of a hint are not revealed to you until you have uncovered more information to enable further hints.\nYou can always use the Ritual Dagger to create more {clue}.\n\nPlease let me know in the comments at the end of the game if you have been missing hint options.|||
EventStudyFireCoffeeTimerInfo.text,Cooking the coffee will take some time. Once it is done you will certainly able to hear the whistle of the coffee maker.
EventStudyFireCoffeeTimerInfo.button1,Continue
TokenBed2Music.button2,{clue} Hint
EventBed2MusicHint1.text,"Pay 1 {clue}\n\nThe code to open the drawer is hidden inside an old piece of furniture, which has been moved from room to room.\n\nIf you already read this hint before your {clue} is refunded."
EventBed2MusicHint1.button1,Got it
EventBed2MusicHint1.button2,{clue} Next Hint
EventBed2MusicHint2.button1,Continue
EventBed2MusicHint2.text,"Pay 1 {clue}.\n\nYou find the code in the nightstand in the maid's room.\n\nIf you already read this hint before your {clue} is refunded."
EventTriggerGhostWantsResults.button3,{clue} Hint
EventGhostResultHint1.button1,{clue} Hint
EventGhostResultHint1.button2,Back
EventGhostResultHint1.text,|||One investigator has to pay 1 {clue}.\n\nGood news first. No matter what answer you give, you may have another shot at giving the right answer again. Even if you utterly fail the scenario can still be completed - although that may be much harder then with the right answer.\n\nThe fact that you are asked that question means, that you have all major puzzle pieces and you are able to solve the murder.\n\nYou need to answer questions in regards to murder weapon, motive and murderer.\n\nThe next hint will tell you what to look out for. If you need more time to talk to Professor Vanderbilt or investigate some more evidence, you can select "No". You will then be asked at a short, but random time later.\n\nIf you read this hint before, your {clue} is refunded.|||
EventGhostResultHint2.text,"One investigator has to pay 1 {clue}.\n\nThe first answer you need to give is in regards to the murder weapon. From the piano visions you should know that only one bullet hit the victim. Have you found and interacted with the other bullet? This tells you the murder weapon.\n\nThe second answer is in regards to the murder. From the bullet impact and the holes in the window you should have found to potential shooter locations. Those locations told you that she was either shot by a tall person in the back or by a small person in the head. Which tall persons had access to the murder weapon? Does anyone of those appear in the piano visions? Can the person in the vision be the shooter?\n\nLast question will be in regards to the motive. If you recall the door visions, you should have a very good idea about the motive.\n\nIf you are not sure, bet high on the wager, to gain another chance.\n\nIf you read this hint before, your {clue} is refunded."
EventGhostResultHint2.button1,Back
EventMythosScene3OtherSide2.text,"The air is so damp, it doesn't even justify the name anymore. It is clearly at the border to a liquid. With each breath you inhale so much water, that you cannot avoid the sensation of drowning. In panic you grasp for air and inhale even more of this cursed moist stuff.\n\nThe investigator on the Other Side with the highest {strength} suffers {var:S3MythosHi} horror ({will} negates)."
EventMythosScene3OtherSide3.button1,Continue
EventMythosScene3OtherSide4.text,"This Mythos Event affects all investigators on the Other Side.\n\nFighting your way through air, which is thick enough to be cut with a knife is a tiering and cumbersome effort. It drains you like nothing has drained you before. You do not know how much longer you can keep up this pace. Everything you have with you feels like a burden, even your skin and flesh weights heavy on your bones.\n\nEach investigator on the Other Side makes a {will} Test.\nNo hit: Receive 1 damage, drop all your items.\n1 hit: Receive 1 damage, drop {var:S3MythosHi} random items\n2 hits: 1 damage, drop 1 random item\n3 or more hits: Return any number of items from your investigator to the discard pile. These items fall to the ground and are absorbed by the swamp. For the items lost that way you may purchase:\n1 {clue} at the cost of one lost item\n1 horror healed at the costs of two lost items\nNote: Omnipresent items do not count. Any self-made item does count."
EventMythosScene3OtherSide4.button1,Continue
EventMythosScene3OtherSide5P2.text,"This Mythos Event affects each investigator on tile {c:TilePortal2}.\n\nWhat a sight! Horror after horror emerges from the darkness and jumps into the pool. Some are fast, some are faster but all of them seem to be in a hurry to get there. Or are they running away from something, that scares even the horrors?\nThe fact that they are scared, scares you too. You feel like you need to get away from here as well.\n\nEach investigator suffers {var:S3MythosHi} horror ({will} negates). For each horror received move one field closer to the portal connecting to Vanderbilt Mansion."
EventMythosScene3OtherSide5P2.button1,Continue
EventMythosScene3OtherSide6P2.text,"This event affects the investigator on the other side with the highest {observation}.\n\nYour fear that the monsters might be running away from something worse turns to certainty. You have been dealing with those horrors for a good junk of your life and this is clearly not their normal behavior. \n\nFor a brief moment you entertain the thought, what this horror of horrors might be like. You quickly regret it: Receive {var:S3MythosHi} horror ({will} negates)."
EventMythosScene3OtherSide6P2.button1,Continue
EventMythosScene3OtherSide7P2.text,"This Mythos Event affects all investigators on the Other Side.\n\nBig things cast their shadows ahead. Even bigger things shake the ground before their arrival. Considering the size of the tremors something really big is on its way. Usually every fiber of your body would be in panic right now, but this is the Other Side and you are more busy with breathing and keeping your footing.\n\nEach investigator on the Other Side makes a {agility} test:\n0 hits: You are scared, fall to the ground and loose orientation, become restraint, stunned and receive 1 horror.\n1 hit: You are scared and fall to the ground. Become restraint and receive 1 horror.\n2 hits: You are just scared. Receive 1 horror.\n3 hits: You keep your footing, nothing happens.\n4+ hits: For each hit above 3 you receive 1 {clue}. "
EventMythosScene3OtherSide7P2.button1,Continue
EventMythosScene3OtherSide8P2.text,"This Mythos Event affects each investigator on the Other Side.\n\nHow often have you read the line 'if there were a color, which is darker than black, I would wear it'? Well, today you see the first one wearing that unspeakable color. You can clearly see the darker than black shape contrasting against the pitch black sky of the other side. The Unspeakable seems to have mountain sized proportions and is slowly appearing at the horizon.\n\nJust standing there in awe each investigator on the Other Side becomes stunned."
EventMythosScene3OtherSide8P2.button1,Continue
EventMythosScene3OtherSide9P2.text,"This Mythos Event affects the investigators on the Other Side, closest to the highlighted field. If multiple investigators have equal distance they are all affected.\n\nThe massive shape of The Unspeakable is slowly crossing the horizon. By now you have a good idea of its size, and it is clearly the size of a wandering mountain. Horrors flee from The Unspeakable like animals from a forest-fire. \nFor a brief moment you end up in The Unspeakable's center of attention. \n\nUnspeakable thoughts bombard your mind. Make a {will} test:\n0 hits: Drop all your items, receive 2 horror, receive 2 damage, and flip all horror and damage face up.\n1 hit: Drop half your items, receive 2 horror or 2 damage, flip all horror and damage face up.\n2 hits: Drop 2 random items, receive 1 horror and 1 damage, flip 3 horrors and 3 damage face up.\n3 hits: Drop 1 random item, receive 1 horror or 1 damage, flip 2 horrors and 2 damage face up.\n4 hits: Nothing happens.\n5+ hits: Receive 1 {clue}\n\n"
EventMythosScene3OtherSide9P2.button1,Continue
EventMythosScene3GenericMaster.button1,Button1
EventMythosScene3Generic7Heal.text,"This Mythos Event affects the investigator, who is closest to elimination. \n\nThere is a phenomenon about which you have only read about in books so far, a phenomenon which you considered just another fisherman's story. Those stories were about ordinary people suddenly tapping into some inner superpower and doing unspeakable things in the light of utter despair, like the mother who lifts up a car to free her child trapped below or the fireman, who jumped a superhuman distance to escape certain death. \nNow, it is your moment of despair and somewhere deep inside you, you find your hidden strength and unlock your superpower. \n\nMake a {will}, {lore} or {observation} test. For each success you can buy one of the following:\nHeal 1 horror\nHeal 1 damage\nReceive 1 {clue}\nAnyway you become focused. If you are already focused, your receive 2 {clue}."
EventMythosScene3Generic7Heal.button1,Continue
EventMythosScene3Generic1.text,"This Mythos Event affects the investigator with the highest {strength}.\n\nYou look down your battle hardened body, look at the scars that you have suffered and start to reminisce about all the problems, which you have solved through violence in the past. \nAnd now, violence has caught up with you. There is no way you can solve this problem with violence as it will spawn even more violence. Finally you come to the conclusion that you have to atone for the violence you have caused in the past and bring your life to a violent end.\n\nReceive {var:S3MythosHi} damage ({lore} negates). Flip {var:DifficultyLevel} damage face up.\nIf you received at least 1 damage you become stunned."
EventMythosScene3Generic1.button1,Continue
EventMythosScene3Generic2.text,"This Mythos Event affects the investigator with the highest {agility}.\n\nYou realize that the rain turns to acid. There is only one way to get out of this situation, it is to rely on your strong side: speed and balance. You try to dance around the acid raindrops, while in reality you are justs making more steps towards insanity.\n\nReceive {var:S3MythosHi} horror ({observation} negates). Flip {var:DifficultyLevel} horror face up.\nIf you received at least 1 horror you fall to the ground and become dazed."
EventMythosScene3Generic2.button1,Continue
EventMythosScene3Generic3.text,"This Mythos Event affects the investigator with the highest {observation}.\n\nYou see things that nobody else can see. Sometimes these things are not even there. But this time it is there, although nobody else can see him. One of the arch-angels has stepped down from heaven to safe you. All you need to do is to kill yourself and your soul will be free.\n\nReceive {var:S3MythosHi} damage ({lore} negates). Flip {var:DifficultyLevel} damage face up.\nIf you received at least 1 damage you drop a random weapon."
EventMythosScene3Generic3.button1,Continue
EventMythosScene3Generic4.text,"This Mythos Event affects the investigator with the highest {lore}.\n\nYou think about your past. So many things you have seen. So many things, which have been less horrific. Of go through all the investigations you have done. This reminds you of all the past horrors you have faced and overcome.\n\nReceive {var:S3MythosHi} horror ({influence} negates). Flip {var:DifficultyLevel} horror face up.\nIf you received at least 1 horror you lose 1 {clue}."
EventMythosScene3Generic4.button1,Continue
EventMythosScene3Generic5.text,"This Mythos Event affects the investigator with the highest {influence}.\n\nYou have been quite the influencer in your time. Always making people do what they would not have done without your influence. Sometimes to their advantage, but usually to your advantage. It seems like karma coming around to get you, considering that Nepheracet cannot be influenced in any way. But maybe you can pull one last trick on him. If you pretend that you are dead, he would potentially let go of you. But it has to be realistic...\n\nReceive {var:S3MythosHi} damage ({strength} negates). Flip {var:DifficultyLevel} damage face up.\nIf you received at least 1 damage you become restrained as you try to play dead."
EventMythosScene3Generic5.button1,Continue
EventMythosScene3Generic6.text,"This Mythos Event affects the investigator with the highest {will}.\n\nAll our life you have been rooted deeply in firm believes. Things fall down, the sky is blue and water is the source of life. As of late, all of these believes have been tested and dis-proven. \nAs those firm believes do no longer anchor you to reality you need somebody else to hold on to, you need someone to hug. In panic you run towards your nearest team-mate.\n\nReceive {var:S3MythosHi} horror ({agility} negates). For each horror received you move one field towards your nearest team-mate.\nIf you received at least 1 horror and reached the field of a team-mate that team-mate suffers 1 damage from your intense hug."
EventMythosScene3Generic6.button1,Continue
EventNepheracetMoveScene3OtherSideMaster.button1,Continue
EventNepheracetMoveScene3OtherSide1.button1,Continue
UIPortalCollapseButtonContinue.uitext,Continue
EventNepheracetReturnToEarth.text,"Nepheracet steps through the portal and reappears in the fountain. \n\nMove Nepheracet to the highlighted field."
EventNepheracetReturnToEarth.button1,Continue
EventNepheracetMoveScene3EarthNoHoragai.button1,Continue
EventNepheracetMoveScene3EarthHoragai.text,"Move Nepheracet in such a way that he moves 1 field away from the investigator with the Horagai and 1 field away from the fountain. \nIf that is not possible he takes flight and lands on the outdoor field in the {var:NephRandPos} o'clock position surounding the fountain tile.\n\nNote: The field to the top right on tile {c:TileRuinTopRight} constitutes the 2 o'clock position."
EventNepheracetMoveScene3EarthNoHoragai.text,Move Nepheracet 1 field to be as close to as many investigators as possible. 
EventNepheracetMoveScene3EarthHoragai.button1,Continue
EventNepheracetAttack4S3.text,This attack affects each investigator within a range of 2 around Nepheracet.
EventNepheracetAttack4S3.button1,Resolve Attack
EventNepheracetAttack4S3.button2,No investigators in range
EventNepheracetAttack4S3a.text,"Nepheracet lashes out with his tentacles and grabs you. With irresistible force he pulls you towards him. \n\nEach affected investigator moves 1 step towards Nepheracet.\n\nThe tentacles choke you in the process. Receive {var:DifficultyLevel} damage ({strength} negates)."
EventNepheracetAttack4S3a.button1,Continue
EventNepheracetAttack4S3b.text,"Nepheracet lashes out his tentacles and tries to grab a hold of you. Nepheracet trys to grab you, lift you up in the air, shake you well and put you down on his field. \n\nMake an {agility} test. For each hit you can avoid one of the following:\nMove your investigator on the same field as Nepheracet\nloose one random item \nreceive 1 damage\nbecome restraint"
EventNepheracetAttack4S3b.button1,Continue
EventNepheracetAttack5S3.text,This attack affects every investigator within a range of 2 around Nepheracet.
EventNepheracetAttack5S3.button1,Resolve attack
EventNepheracetAttack5S3.button2,No investigator in range
EventNepheracetAttack5S3a.text,"Nepheracet jumps into the air, dives down again and slams his tentacles onto the ground, the ground makes waves like water when hit by a stone. \n\nMove each investigator within a range of 2 one field further away from Nepheracet. Every investigator, who would have been forced into a building or the end of the map suffers 3 damage ({strength} negates). Every other affected investigator suffers 2 damage ({strength} negates). If you suffer at least 2 damage you become restraint."
EventNepheracetAttack5S3a.button1,Continue
EventNepheracetAttack5S3b.button1,Continue
EventNepheracetAttack5S3b.text,"This attack affects the investigator within a range of 2, who has suffered the least amount of damage.\n\nNepheracet buries into the ground like a mole and resurfaces at the investigators location. Make {agility}:3 test.\nFailure: Nepheracet pulls you under and moves you to his field. Move you investigator to Nepheracet and receive 2 damage.\nSuccess: You avoid being grabbed by the tentacles and stay where you are."
EventVanderbiltEntryTalkGoDo.text,|||"Go do, what you are supposed to do, and check in with me, once you have something interesting to tell!"\n\nVanderbilt Movement Options:\n1) The default approach: Click on the icon, spend two actions and then move with the icon to the target location. This option will become available as soon as you have discovered the study.\n\n2) The legacy approach: You move the Professor as you go spending one action for each field you move together with the Professor. If you explore a door and decide to move into the room thereafter, you may take the professor with you. Once you are in the target location you click on the icon, which remained in the starting location, you do not pay the two actions and just let the app know that the Professor has reached the target location.|||
TokenRoom2Force.button1,Continue
TokenBed1Force.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE - DO NOT ENTER\n\nAlthough the door is unlocked, and invisible force is currently holding the door shut."
TokenBed1Force.button1,Continue
TokenBed2Force.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nPRIVATE\n\nBelow the brass plaque another sign has been mounted, which says in sloppy handwriting:\n\nNEW DIMENSION - ENTER AT OWN RISK\n\nAlthough the door is unlocked, and invisible force is currently holding the door shut."
TokenBed2Force.button1,Continue
TokenBathForce.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nBATHROOM\n\nAlthough the door is unlocked, and invisible force is currently holding the door shut."
TokenBathForce.button1,Continue
TokenRoom1Force.text,"A nice wooden door, meticulously crafted like all the other ones. A brass plaque reads:\n\nMAID'S ROOM\n\nAlthough the door is unlocked, and invisible force is currently holding the door shut."
TokenRoom1Force.button1,Continue
EventFountainRitualCandleLitCheck.text,"You have not lit all of your candles. For the ritual to start you need to light them all. Currently you have {var:CandlesLit} of {var:CandlePlacementCount} candles lit.\n\nNote: If this information is not how you see things. Try to remove all candles and start from scratch to get the app aligned to your game-board."
EventFountainRitualCandleLitCheck.button1,Continue
UIBed2Diary.uitext,|||\n\n\n\n<align="justified"><i>Dear Diary,\ntoday I got tenure. That's one day I have been waiting for almost all my life. I came to the island to tell the old man - he did not even bother to look up. I don't understand, why I am longing for his approval so much. He is a self-centered, self-righteous, self-obsessed, condescending old man, who has never given me anything except the feeling of being a failure, a fraud and second class in anything I will ever attempt.\n\nNow, I am an esteemed Professor myself, my reputation surpasses his in many ways, he should be proud of me, but he did not even care enough to look up from his book. \n\nHow can I yearn for his approval so much and still hate him so much? I wish he was dead.|||
EventEndVictory1Full.button1,Continue
CustomMonsterDarkGhost2.info,-
EventGhostResultVanishes.text,The ghost vanishes into thin air.
CustomMonsterDarkGhost2.monstername,Possessed Ghost
EventGhostResultVanishes.button1,Continue
EventMythosFieldDownBasementMirror.button1,Button1
EventBed1Marvels.button6,Nevermind
EventBed1MarvelsHint.text,"Pay 1 {clue}.\n\nIn regards to the ritual, only the total number of marvels in the bowl is of interest there is no difference between black and white marvels. They are all equally valuble.\n\nIf you did already know this, your {clue} is refunded."
EventBed1MarvelsHint.button1,Continue
EventBathGrandfatherClockMaster.button4,Nevermind
EventBathGrandfatherClockHint.text,"Pay 1 {clue}.\n\nIn regards to the ritual it does not matter if you use hours or minutes or a combination thereof to set the correct number. If is easier to adjust just the hours. However, you are fine as long as the sum of hours and minutes ends up at the number you desire. E. g. 2 hours and 10 minutes equals 12, just like 12 hours and 0 minutes does. 12 hours and 59 minutes adds to 71.\n\nIf you already knew this, your {clue} is refunded."
EventBathGrandfatherClockHint.button1,Continue
EventEventFountainRiddleHintMasterVanderbi.button2,|||{action} "Tell us about the Others Side's philosophy."|||
EventEventFountainRiddleHintMasterVanderbi.button3,|||{action} "Thoughts on 'honor each figure...'?"|||
EventEventFountainRiddleHintNumbers.text,"From what's ridden in the Unholy Book it appears that the Other Side knows figures from 1 to 9 and uses combinations of letters and figures to create numbers. It seems like combinations like 1M or AC are a number, but it is hard to tell which. \nThe Other Side does not seem to have any concept of negative numbers or zero. The smallest number they recognize is the number 1."
EventEventFountainRiddleHintNumbers.button1,Continue
EventStudyShelfSearch.button4,{clue} Hint
EventStudyShelfHint.text,"Pay 1 {clue}.\n\nFor the ritual only one book can remain in the bookshelf. The number of that book is the number you will have for the ritual.\n\nIf you already knew this, your {clue} is refunded."
EventStudyShelfHint.button1,Continue
TokenLivingroomSoftstone.button4,{clue} Hint
EventBathSinkOn.button2,{action} (Father Matteo only) Bless water
EventLivingroomSoftstoneHint.text,"Pay 1 {clue}.\n\nFor the Other Side letters like M and C represent numbers as well. You need to erase them to get the number right.\n\nIf you already knew this, your {clue} is refunded."
EventLivingroomSoftstoneHint.button1,Continue
EventEventFountainRiddleHintMasterVanderbi.button4,|||{action} "Thoughts on 'lines of three'?"|||
EventEventFountainRiddleHintPhilosophy.text,Judging from the Unholy Book, the inhabitants of the Other Side follow a very strong 'what you see is what you get' philosophy. Things which are not visible mean nothing to them. 
EventEventFountainRiddleHintPhilosophy.button1,Continue
EventDartsMaster.button4,Nevermind
EventDartsTakeDown.button1,Continue
EventEventFountainRiddleHintMasterVanderbi.button5,|||{action} "Thoughts on 'eight to 15'?"|||
EventDartsTakeDown.text,You take the dart board down, and place it on the floor face down. Now only the black rear of the board can be seen. The black-board with the highscore is still visible.
EventEventFountainRiddleHintFigure.text,"You know from the book, that 1, 2, 3, 4, 5, 6, 7, 8 and 9 are the only figures known to the Other Side. 'Honor each figure once' can only mean that you shall somehow honor each of those figures exactly once. \nAs much as the word 'honor' is concerned you know from the Unholy Book that they follow a what-you-see-is-what-you-get philosophy so displaying the figure would be honoring it."
EventEventFountainRiddleHintFigure.button1,Continue
EventEventFountainRiddleHintMasterVanderbi.button6,2 x {clue} Show me what I need to do!
EventEventFountainRiddleHintLines.text,"'Make lines of three' has to be seen in conjunction with the first sentence 'honor each figure once'. Since there are 9 figures, an easy way to make lines of three would be:\n1 2 3 \n4 5 6\n7 8 9\nObviously one might as well form the lines like this:\n1 4 7\n2 5 8\n3 6 9\nOr any other combination of 3 figures, as long as each figure is used only once."
EventEventFountainRiddleHintLines.button1,Continue
EventEventFountainRiddleHintMasterVanderbi.button7,{var:#heroes} x {clue} Show me the solution!
EventEventFountainRiddleHintEight.text,The full text says 'eight to 15 you need'. The fact that eight is written as word and not a number suggests just like in the line before it does not mean that you have to do something in particular to the figure 8, but rather do or have something eight times. Just as the previous sentence referred to lines of three figures, this sentence refers to eight lines. What you need is eight lines, of three figures each. Somehow all of those lines, individually, need to add up to 15.
EventEventFountainRiddleHintEight.button1,Continue
EventEventFountainRiddleHintMasterVanderbi.button8,Nevermind
EventEventFountainRiddleHintMasterVanderbi.text,|||"Of course you do. But so do I. That's why I tasked you to figure it out.", says the Professor being dumbstruck for once in his life. "I do not know how much of assistance I can be to solve:\n\n'Honor each figure once,\nmake lines of three,\neight to 15, you need.'"\n\nNote: The "Show me what I need to do!" hint will not activate unless you have cleared all the ones above.\nThe "Show me the solution!" hint will not activate until you have seen what to do. Both of them also require that all rooms are revaled.|||
EventEventFountainRiddleHintSolution.text,|||The investigators as a team have to pay 1 {clue} for each investigator. One investigator may pay multiple {clue}.\n\nGrandfather Clock: Set hours and minutes such, that the numbers add up to 8. E. g. 8 hours, 0 minutes.\nPicture: Rotate to show the number 1.\nPin-up Calender: Set to June, the 6th Month, so that 8 + 1 6 = 15.\nCandles: Place and light 5 candles. 5 needs to be in the middle, otherwise it will never work.\nDarts: Take off board and set number to 9, so that 1 + 5 + 9 = 15.\nBowl of marvels: Leave three marvels in the bowl, no matter what combination of colors, e. g. 3 black marvels.\nSoftstone: Erase the letters "MC". Inscribe number 7, so that 3 + 5 + 7 = 15.\nDeck of cards: Put any card with the number 4 on it to the top, e. g. 4 of hearts. \nBookshelf: Remove all but one book. Leave only Book number 2 inside. \nFinally it looks like this:\n8 + 1 + 6 = 15\n+    +    +        \n3 + 5 + 7 = 15\n+    +    +        \n4 + 9 + 2 = 15\n=    =    =        \n15   15   15        \nFinally the diagonals 8+5+2=15 and 4+5+6=15 giving 8 lines of 3 summing to 15, and honoring each figure once.|||
EventEventFountainRiddleHintSolution.button1,Continue
EventFountainRitualCandlesLightMaster.button6,We got some other questions...
EventEventFountainRiddleHintMasterSelf.text,|||If you are having troubles making sense out of the riddle:\n\nHonor each figure once,\nmake lines of three,\neight to 15, you need.\n\nYou can study the Unholy Book for further guidance.\n\nNote: The "Show me what I need to do!" hint will not activate unless you have cleared all the ones above.\nThe "Show me the solution!" hint will not activate until you have seen what to do.|||
EventEventFountainRiddleHintMasterVanderbi.button1,|||{action} "Tell us about the Other Side's numbering system."|||
EventEventFountainRiddleHintMasterSelf.button1,{action} Study Other Side Numbers ({lore} or {observation})
EventEventFountainRiddleHintMasterSelf.button2,{action} Study Other Side philosophy ({will} or {influence}) 
EventEventFountainRiddleHintMasterSelf.button3,{action} Search for 'Honor each figure' ({will} or {lore}) 
EventEventFountainRiddleHintMasterSelf.button4,{action} Search for 'Lines of three' ({lore} or {agility})
EventEventFountainRiddleHintMasterSelf.button5,{action} Search for 'eight to 15' ({will} or {observation})
EventEventFountainRiddleHintSelf1Test.text,"You can search the book for clues, hints and revelations about the Other Sides numbering system and math.\n\nMake a {lore} or {observation} test:"
EventEventFountainRiddleHintSelf1Test.button1,Continue
EventEventFountainRiddleHintSelf2Test.text,"You can search the Unholy Book for clues, hints and revelations about the philosophy of the Other Side.\n\nMake a {will} or {influence} test:"
EventEventFountainRiddleHintSelf2Test.button1,Continue
EventEventFountainRiddleHintSelf3Test.text,"You can search the Unholy Book for clues, hints and revelations about the meaning of 'Honor each figure once'.\n\nMake a {will} or {lore} test:"
EventEventFountainRiddleHintSelf3Test.button1,Continue
EventEventFountainRiddleHintSelf4Test.text,"You can search the Unholy Book for clues, hints and revelations about the meaning of 'make lines of three'.\n\nMake a {lore} or {agility} test:"
EventEventFountainRiddleHintSelf4Test.button1,Continue
EventEventFountainRiddleHintSelf5Test.text,"You can search the Unholy Book for clues, hints and revelations about the meaning of 'eight to 15, you need'\n\nMake a {will} or {observation} test:"
EventEventFountainRiddleHintSelf5Test.button1,Continue
EventEventFountainRiddleHintMasterSelf.button6,2 x {clue} Show me what I need to do!
EventEventFountainRiddleHintMasterSelf.button7,{var:#heroes} x {clue} Show me the solution!
EventEventFountainRiddleHintMasterSelf.button8,Nevermind
EventFountainRitualCandlesLightMaster.button7,Nevermind
EventVanderbiltTalkOtherQuestions.button4,{action} (Wendy Adams only) What can you tell me about this pendant?
EventVanderbiltTalkMurderMaster.button1,Who do you think killed her?
EventVanderbiltTalkMurderWho.button1,Continue
EventVanderbiltTalkMurderMaster.text,|||"What's there to talk about?", asks the Professor without trying to hide the fact that you continue to annoy him.\n\nNote: Chose wisely, you only get to blame one person for the murder.|||
EventVanderbiltTalkMurderWho.button2,Back
EventVanderbiltTalkMurderLucio.text,|||Well, I suppose he did have access to weapons and the military training to use them.", says the professor being  surprised by you revelation, "but I do not understand why he should do it? I think you are on the wrong track here!"\n \n"Anyhow, this is all water under the bridge now. Let's stop this wild-goose-chase! We got more urgent matters to attend to. Let's get back to work!|||
EventVanderbiltTalkMurderMaster.button2,Ricky Malone killed her!
EventVanderbiltTalkMurderMaster.button3,Madelaine, the maid killed her!
EventVanderbiltTalkMurderMaster.button4,Lucio, the butler killed her!
EventVanderbiltTalkMurderMaster.button5,You killed her!
EventVanderbiltTalkMurderMaster.button6,Nevermind
EventVanderbiltTalkMurderRicky.text,|||That's what I have been trying to tell the police for years but they do not want to listen.", says the professor with no surprise. "Thank's for finding this out, but I do not think it matters much now. Go back to work, we got more urgent business!|||
EventVanderbiltTalkMurderRicky.button1,Continue
EventVanderbiltTalkMurderMadlaine.text,|||I always suspected that my father kept her as more than a maid. I suppose she has gotten jealous. Good thing she is gone.", says the professor being a little bit surprised by you revelation.\n"Anyhow, this is all water under the bridge now. We got more urgent matters to attend to. Let's get back to work!|||
EventVanderbiltTalkMurderMadlaine.button1,Continue
EventVanderbiltTalkMurderWho.text,|||"Well, as you should have figured out by now, she was shot by an unknown assailant.", says the professor unable to hide his disappointment about the time wasted saying this sentence. Yet he adds another one: "I always suspected that Ricky Malone shot her to get back at my father for not paying what he owed.|||
EventVanderbiltTalkMurderLucio.button1,Continue
EventVanderbiltTalkMurderYou1.button1,Show him the evidence
EventVanderbiltTalkMurderYou1.button2,Sorry professor, we crossed the line.
EventVanderbiltTalkMurderYou2.text,"You show Professor Vanderbilt the evidence you collected throughout the mansion. You put the murder weapon on the table, show him the bullet fragments, elaborate your estimates regarding the shooter size and explain him his motive. \n\nBased on all the evidence you have collected your pool for this test is {var:VanderbiltMurderPool} dice. Roll the dice and enter the result below:"
EventVanderbiltTalkMurderYou1.text,|||"Oh, you fools!", says the professor. You actually have troubles telling if he is happy to be proven right one more time or angry due to the accusation. \n"This is the most preposterous thing you have ever said", he continues, "and you have said a lot of really ridiculous nonsense! What in the nine hells makes you think that?|||
EventVanderbiltTalkMurderYou2.button1,Continue
EventVanderbiltTalkMurderFailAggro.button1,Continue
EventVanderbiltTalkMurderFailAggro.text,|||The professor looks at the evidence and laughs: "This is all you got? Preposterous that you come with this to me!"\nYou can see how the professor clenches his fist and his head becomes red with anger. "I believe a lesson is in order. Look in my eyes and tell me your accusation one more time!"\n\nYou are afraid to tell him again. Every investigator in the same room as Professor Vanderbilt suffers 3 horror ({will} negates).|||
EventVanderbiltTalkMurderFailFriendly.text,|||"I can see how you came to this conclusion, that doesn't make it right. You better keep working on the real problems. Let's get going!", says the Professor and looks back into his book.|||
EventVanderbiltTalkMurderFailFriendly.button1,Continue
EventVanderbiltTalkMurderSuccAggro.text,|||Calmly, the professor looks over the evidence, then leans back and asks you: "What do you want to do about it?"|||
EventVanderbiltTalkMurderSuccAggro.button1,|||"Just confess and ease your mind!" ({strength})|||
EventVanderbiltTalkMurderSuccAggro.button2,|||"Wouldn't you want your mothers forgiveness? ({influence})|||
EventVanderbiltTalkMurderSuccAggro.button3,Nothing. Thank you professor.
EventVanderbiltTalkMurderSuccAggroA.text,|||"I will do no such thing!" assures the professor.\n\nMake a {strength} test to intimidate him so he may reconsider his opinion.|||
EventVanderbiltTalkMurderSuccAggroA.button1,Continue
EventVanderbiltTalkMurderSuccAggroASucc.text,|||"All right, if it means that much to you: I shot at my father, unfortunately he made a twist at the last second and I hit my mother - the only person, who ever meant everything to me."\nHe sinks his face in his hands and starts to cry: "Mother, I am so sorry, I didn't mean to shoot you, I didn't mean to hurt you, I didn't mean to kill you."\n\nWhile the notoriously grumpy old man cries about his past mistake, the ghost appears. |||
EventVanderbiltTalkMurderSuccAggroASucc.button1,Continue
EventVanderbiltTalkMurderSuccAggroASucc2.text,|||You shot me?!", says the ghost of Heather Vanderbilt.\n"Yes", stutters her son.\n"Why would you do this?", she asks.\n"I didn't mean to hurt you, I meant to kill him. He deserved to die!"\n"I know what you mean", she says, "he never treated you well. But no matter what he did, violence is never an option."\n"I know that now", he replies, "can you forgive me"\nThe ghost of Heather Vanderbilt tries to hug her son. However, having no body left her ghost passes through him with no resistance.\n"Yes, I forgive you my son", she says.\n"Thank you", he whispers.\n\n"I believe I can see the light now", she says, "it is time for me to go."|||
EventVanderbiltTalkMurderSuccAggroASucc2.button1,Continue
EventVanderbiltTalkMurderSuccFriendly.button1,Button1
EventVanderbiltTalkMurderSuccAggroAFail.text,|||As I said", reassures the professor, "this conversation is over. Go back and do what you are supposed to do.|||
EventVanderbiltTalkMurderSuccAggroAFail.button1,Continue
EventVanderbiltTalkMurderSuccAggroB.text,|||"This matters little now. We should let the past be the past and focus on the present.", says the professor.\n\nMake a {influence} test to convince him so he may reconsider his opinion.|||
EventVanderbiltTalkMurderSuccAggroB.button1,Continue
EventBallroomSearch4Bullets.text,"There is an irregularity on the wall. It's hard to spot behind the spiderwebs, but something is odd here.\n\nPlace a Search Marker as shown."
TokenBallroomPiano.button6,Debug Info
EventCommonDebugInfo.text,"Mythos Minor = {var:$mythosMinor}\nMythos Major = {var:$mythosMajor}\nMythos Deadly = {var:$mythosDeadly}"
EventCommonDebugInfo.button1,Continue
TokenLivingRest.button2,{clue} Hint
EventLivingNappingHint.text,"One investigator has to pay 1 {clue}.\n\nCurrently there are no negative side effects associated with napping. If you are in favor of having side effects to napping, please let me know in the comments. \nThere is not even an indirect, side effect right now, since Mythos Levels will change based on your progress not on the time you have played. Take as many naps as you need, but always click on the respective interact button and maybe you will receive a special effect.\n\nIf your have read this hint before, your {action} is refunded."
EventLivingNappingHint.button1,Continue
EventLivingNappingBonus.text,"You nap for a short while. You heal 1 horror OR 1 damage. Your choice.\n\nThis nap was really relaxing. You also become focused."
EventLivingNappingBonus.button1,Continue
TokenLivingroomSoftstone2.text,"You have erased the letters MC from within the carved heart. \nYou have carved the number {var:Pos6}.\n\nNote: 0 means, that no number has been carved."
TokenLivingroomSoftstone2.button1,{action} Carve Number
TokenLivingroomSoftstone2.button2,{clue} Hint
EventStudyShelfRemoveOneResult.text,"You remove book no. {var:ShelfBook}.\n\n<i> Note: When you click on this icon again you will still see all 10 books, since the picture is not updated in accordance with your selection.</i>"
EventBathSinkOnBlessWater.text,"Father Matteo speaks a prayer and blesses the bottle of fresh water, turning it into holy water.\n\nReceive Common Item: Holy Water."
EventBathSinkOnBlessWater.button1,Continue
EventMirrorWendySpecial.text,"The runes on the mirror remind Wendy Adams of the symbols her mother used to draw before the men in white clothing took her away to the sanatorium. \n\nWendy Adams receives 1 {clue}."
EventMirrorWendySpecial.button1,Continue
EventVanderbiltTalkOtherQuestions.button5,We need help with the '8 to 15' thing...
EventVanderbiltTalkWendy.text,|||You show the professor the pendant, with the eye enframed by a star, which she once received from her mother as a little girl and ask: "Do you know what this is about?"\n\nThe professor slowly looks up and takes a closer look at the pendant. "Well that is certainly no ordinary symbol and clearly not one that you see every day. The combination of the Eye of Horus and an Enneagram is quite rare. The nine pointed star is often considered a symbol of perfection but may also symbolize the nine hells.\nHorus on the other side is a is one of the most significant ancient Egyptian deities who served many functions, most notably god of kingship and the sky. He is also known as the protector of children. Maybe that is the reason why your mother gave it to you."\n\nWendy Adams receives 1 {clue}.|||
EventVanderbiltTalkWendy.button1,Continue
EventVanderbiltTalkStudyFood.button7,Nevermind
EventVanderbiltTalkSinclarFood.text,|||As a professional in the service industry Carson Sinclair knows how to make something out of nothing, and nothing is literally what you have. Yet you manage to whip something up, which is pleasing to the eye and taste buds as well.\n\nThe professor is very pleased with the result: "This does look delicious, this does smell delicious and taste delicious. You really no your stuff. Let me know when you are looking for new employment. It is hard to find good staff!"|||
EventVanderbiltTalkSinclarFood.button1,Continue
EventBasementCans.button5,Nevermind
EventBasementCansSinclair.text,"You take the last can of dog-food, cat-food and corned beef.\n\nNote: You may treat these as omnipresent items. This means every investigator can use these items, when needed and there is no need to trade or carry them from one place to the other. \nAlternatively you may make three new items with your pen and paper and treat them like any other item."
EventBasementCansSinclair.button1,Continue
EventHallGraveYorick.text,"William Yorick has a closer look on the broken shovel. Being in the burial business himself he knows the problem of broken shovels all too well and knows how to fix it.\n\nWilliam Yorick receives Common Item: Shovel."
EventHallGraveYorick.button1,Continue
TokenMerindaJump.button2,{action} (Preston Fairmont only) Throw Professor and Jump
EventPierJumpFairmont.text,"Like most boys from rich families Preston Fairmont worked as a lifeguard in his youth. Jumping together with the Professor is no problem for him.\n\nGiven that the professor was placed on the same field like Preston Fairmont you can move both, Preston Fairmont and Professor Vanderbilt, into the water."
EventPierJumpFairmont.button1,Continue
EventIntroductionRabbitFootYorick.button1,Continue
EventStudyPlaceFairmont.text,"Being around studies most of his life Preston Fairmont knows his way around this place of the house especially well. There are certain go to areas, where a study hides his secrets. Preston Fairmont is fairly convinced that the binders in the shelf will contain valuable information to solve this case and that the bible on the desk is clearly misplaced and will reveal secrets beyond believe.\n\nPreston Fairmont receives 1 {clue}."
EventIntroductionRabbitFootYorick.text,"Most people believe, that dead men are bad tippers. The opposite is true. Since generations the dead have been very gracious with their tips also most of them place them in the weirdest places.\nBeing knowledgeable about the tipping habits of the deceased, William Yorick is able to spot a tip from a mile away. He can easily make out the Lucky Rabbit's Foot left behind by Nepheracet's latest victim.\n\nWilliam Yorick receives 1 {clue}."
EventStudyPlaceFairmont.button1,Continue
TokenStudySearchShelf.button2,{action} (Minh only) Search Shelf
EventStudySearchShelfMinh.text,"Having a knack for books all her life she quickly discovers a book, which could be helpful for your current endeavor.\n\nReceive Common Item:  Medical Textbook"
EventStudySearchShelfMinh.button1,Continue
TokenBallroomPiano.button7,Nevermind
EventBallroomPianoAgatha.text,"Agatha Crane plays her favorite song on the piano. The soothing melody calms her mind. \n\nAgatha Crane becomes focused. If she was already focused, receive 1 {clue} instead."
EventBallroomPianoAgatha.button1,Continue
UIEndLastWordsButton.uitext,To be continued....
EventEndStatistics.button1,Continue
UIEndStatisticsButton.button1,Button1
EventTriggerDefeatedCultist.text,With overwhelming force, you eliminate all life from the poor citizen, who has fallen to the delusions fed by Nepheracet.
EventTriggerDefeatedCultist.button1,Continue
EventTriggerDefeatedHuntingHorror.text,You wrestle with the slithering creature until you finally drain all of its otherworldly life from it.
EventTriggerDefeatedHuntingHorror.button1,Continue
EventTriggerDefeatedHybrid.text,With a flurry of gunshots you take down the abomination, which is neither at home on this side nor the Other Side.
EventTriggerDefeatedHybrid.button1,Continue
EventMonsterDroppingsMaster.button1,Button1
EventMonsterDroppingsWhiskey.text,"After you have slain the creature you notice a bottle of Whiskey sticking out of the corpse.\n\nReceive Common Item: Whiskey.\n\n<i>Note: If Whiskey is already in play you have three options:\n1) Transfer the Whiskey item from one player to another.\n2) Do not receive another Whiskey item.\n3) Make a new Whiskey item with your pen and paper and treat it like the original item. </i>"
EventMonsterDroppingsWhiskey.button1,Continue
EventMonsterDroppingsSedatives.text,"After you have slain the creature you notice a set of sedatives hidden below the corpse.\n\nReceive Common Item: Sedatives.\n\n<i>Note: If Sedatives are already in play you have three options:\n1) Transfer the item from one player to another.\n2) Do not receive another item.\n3) Make a new Sedatives item with your pen and paper and treat it like the original item. </i>"
EventMonsterDroppingsSedatives.button1,Continue
EventMonsterDroppingsBandages.text,"After you have slain the creature you notice something useful about the body.\n\nReceive Common Item: Bandages.\n\n<i>Note: If Bandages are already in play you have three options:\n1) Transfer the Bandages item from one player to another.\n2) Do not receive another Bandages item.\n3) Make a new Bandages item with your pen and paper and treat it like the original item. </i>"
EventMonsterDroppingsBandages.button1,Continue
UINewspaperBlank.button1,Button1
UINewspaper_Text.uitext,|||<b>MURDER MYSTERY AT VANDERBILT MANSION\n\n<align="justified">On an awful autumn night Mrs. Heather Vanderbilt, wife to Prof. Dr. Charles Vanderbilt was supposedly shot to death by an unknown assailant. The source for this information remains anonymous. After police arrived at the mansion, nobody of the present answered any questions, no claim of a murder was made and no investigation took place.\nOther sources claim, that Prof. Dr. Vanderbilt was indebted to a local gangster and got behind on his payment.\nFurther sources claim that the professor of the occult sacrificed his wife as part of an evil ritual. \nSpeculation is fed further by the fact that maid and butler  have been moved to the Vanderbilt Townhouse.\nSo far the only thing that we know for certain is that Heather Vanderbilt has not been seen since her birthday party two weeks ago. </b>|||
UINewspaper_Text.button1,Button1
EventPortalSearch2a.button1,Continue
EventPortalSearch2Wendy.text,Wendy Adams realizes, that the medallion you have found looks very similar to the symbol which your mother gave to you and which you have been wearing all your life.
EventPortalSearch2Wendy.button1,Continue
EventNepheracetSuprise1.text,|||Once you have picked up the medallion and started to ponder about the big questions, Nepheracet turns to you, his voice hammering in your heads: "Do you begin to comprehend?"\nUnsure, what he means, you keep pondering, while Nepheracet walks towards the investigator who found the sigil. \nWith each step he shrinks, with each step his tentacles grow shorter, with each step he becomes more human. When he arrives next to you, he looks almost exactly like your father in the picture. You cannot believe what you see.\nFor a moment you just stand there and stare at him, slowly your mind starts to comprehend and your mouth has no choice left but to ask:\n"Are you my father?"\n"Why else would I come for you? Why else would I offer you a place at my side to rule this world? Why else do you think you have the ability to command those mystic forces? Why else do you think you are still alive?"|||
EventNepheracetSuprise1.button1,Continue
EventNepheracetSuprise2.text,|||You admit to yourself that his rational is conclusive. \n"Ever since you opened the rift", he continues, "I could feel your presence. I could not resist the temptation to find out what you have become. I had to test your resolve, I had to assess your abilities and give you a chance to prove your worth." \nHe pauses for a moment to let this new information sink in like a stone in the ocean. \n"You are my offspring. \nYou are some of the finest hybrids I have ever created. \nYou are a monster, just as the ones you claim to fight, while in fact all you do is to run away from the truth!"|||
EventNepheracetSuprise2.button1,You are lying!
EventNepheracetSuprise2.button2,How can this be?
EventNepheracetSuprise2.button3,What now - father?
EventNepheracetSupriseLying.button1,How can this be?
EventNepheracetSupriseLying.button2,What now - father?
EventNepheracetSupriseHow.text,|||"Who do you think wrote this Unholy Book of yours?", asks the demon from the Other Side, whos blood runs through your veins. "It was me, a very long time ago. I brought it to Earth because I thought it would be fun to twist the minds of those true believers, who called themselves Christians, worshiping a false god. I had to give them a chance to meet a true god. Give them a chance to understand what hell is."\nYour other side, your dark side, understands the entertainment value of this. \nWith your mind slowly recovering from this unexpected revelation you ask for clarification: "So you know how to open a portal and can travel between worlds as you please?"\n"Now, you understand." acknowledges your father. \n"Why come here in disguise and seduce our mothers?"\nNepheracet smiles, the evil smile, the one that caters to the deepest darkness in you. "I can assure you", he replies, "no seduction of any kind took place. As every other hybrid, you have been conceived in fear, panic and utter horror. I take what I want, when I want it."\nThe implications of this words, disgust you beyond measure.|||
EventNepheracetSupriseLying.text,"He steps even closer, piercing you with his gaze, looking deep into your soul. You try to look away, but you can't. It's something about him - something familiar, like a part of your body that has been missing all your life and now has returned to you. \n\nYou look deep into your soul and realize it's true. Somewhere deep inside of you dwells an unspeakable evil. You have fought against it all your life, you have struggled with it every day, but until this moment you did not understand. Now you do. This is what you got from your father: The Horror of Horrors, your Nemesis from the Other Side, your most personal nightmare, who has actually been the reason for all your nightmares.\n\nYou are his offspring, but this does not mean you have to follow in his footsteps."
EventNepheracetSupriseHow.button1,What now - father?
EventNepheracetSupriseNow.text,|||Now, you have one last chance to take your rightful place by my side and rule over Earth like the demigods you are. Unleash the darkness in you, let go of your fears, your panics and your horrors and shower the world in it."\nHe offers you his hand. \n"Take my hand and rule by my side!"|||
EventNepheracetSupriseNow.button1,Take his hand (Ends game)
EventNepheracetSupriseNow.button2,Never!
EventNepheracetSupriseDefeat.button1,Button1
UIEndDefeat8JoinNepheracetText.uitext,|||CONGRATULATIONS\n\nYou have discovered your true place in the multiverse and take your father's hand. As soon as you grab it, he reverts to his original shape. As you get to know him better, you start to recognize that he is actually smiling. \n\n"Now, my dears our rule will begin, and it will be horrific."\n\nThe darkness in you smiles and laughs.\n\nTHE END|||
EventEndDefeat8.button1,Continue
EventNepheracetSupriseNever.text,|||"Never! You are a monster, and whatever part of you might reside inside of us is long dead. We will never side with you!"\n"Then", says Nepheracet while he reverts to his original shape, "your fate is sealed. You will join me if you want or not, but it will be you who spent the rest of eternity in pain, fear and suffering!"\n\nMove Nepheracet to the field with the investigator with the Cult Sigil.|||
EventNepheracetSupriseNever.button1,Continue
UIPortalCollapseButtonContinue.button1,Button1
UIPortalCollapseText.uitext,"PORTAL CLOSED\n\nNepheracet, the horror from the Other Side cannot resist the mystic power of the Horagai and has to step closer - through the portal. \nAs soon as the mighty monster emerges on the Other Side the portal starts to destabilize and shrink. \n\nAny investigator still on Our Side uses the opportunity and jumps through the portal before it closes.\n\nThe portal closes and vanishes into a pillar of smoke. The success gives you new hope and instills bravery to a whole new level. Each investigator receives 6 bravery points to purchase the following features as you see fit:\n1 bravery point heals 1 horror or heals 1 damage\n1 bravery point grants 1 {clue}\n2 bravery points grant <i>focused</i>\n\nNepheracet seems not amused, and looks determined to make you suffer for this drawback."
EventRootCellarRiddleHint.button2,{clue} {clue} Hint
EventTriggerScene3ToggleNepheracet.button1,Button1
EventScene3NephTakesFlight1.button1,Continue
EventScene3NephLands.text,|||Nepheracet, your most personal nightmare, falls from the sky like a shooting star, and slams into the ground, shaking the earth. As the dust settles you can see his ugly face one more time. His voice hammering in your head like a thousand explosions, you hear him say: "You should have joined me, when you had the chance. Now you will learn, what suffering is all about!"\n\nPlace a Star Spawn figurine representing Nepheracet on the highlighted field.|||
EventScene3NephTakesFlight1.text,"Nepheracet, high-priest of all that is evil, warden of the unholy, flaps his wings and takes flight.\nWith his tentacles only a foot above ground he glides towards the outside field with the mosts investigators. Each investigator on that field makes an {observation} test:\n\nNo hit: Nepheracet grabs you with a tentacle, takes you up in the air and drops you to the ground. Receive {var:DifficultyLevel} damage ({strength} negates). Move your investigator two fields towards the highlighted field.\n1 hit: Same as above, with one less damage. Move only 1 field.\n2 hits: You duck and nothing happens as he soars over you.\n\nRemove the Star Spawn figurine from the game-board."
EventScene3NephLands.button1,Continue
EventScene3NephAirAttack.text,"Nepheracet soars through the rain, circling above you. Every once in a while, he throws a lightning bolt to the ground. This time he strikes field {var:NephAirTarget}. \n\nEveryone on this field, monster or investigator, suffers 3 damage ({strength} negates for investigators).\n\n<i> Note: Count fields row by row left to right starting with highlighted field as #1. Do not count indoor fields."
UIScene3NumberGrid.uitext,"\n1"
EventScene3NephAirAttack.button1,Continue
TokenFountain2Healing.text,With the plaster melted away you can see a metal box sticking out from the ground.
TokenFountain2Healing.button1,{action} Investigate
EventFountain2Healing.text,Somebody has buried a metal can some time before the plaster has been put there. You remove it with ease. Do you want to pop the lid open?
EventFountain2Healing.button1,Pop the lid
EventFountain2Healing.button2,Bury it deep
EventFountain2HealingPop.text,"The world continues to spin, even after you pop the lid. No horror was hidden inside. Just a bunch of papers. \n\nReceive Common Item: Medical Textbook "
EventFountain2HealingPop.button1,Continue
EventFountain2HealingBurry.text,"You do no open the box and bury it deep - as deep as you can. Given your fear of what's inside you bury it fairly deep.\n\nReceive 1 horror."
EventFountain2HealingBurry.button1,Continue
EventScene3HealingPlace.text,The melted away plaster has revealed a metal object buried underneath.
EventScene3HealingPlace.button1,Continue
EventTriggerScene1VanderbiltSupport.button1,Button1
EventTriggerScene3VanderbiltSupport.button1,Continue
EventTriggerScene3MonsterPlaceMaster.button1,Button1
TokenFountain2Vanderbilt.text,|||"I am fine", says the professor while he uses his cane to inscribe a protective circle into the dirt, "but thanks for asking. Now go and do what you need to do!"\n\nMISSION OBJECTIVE\n1) Recover the magic horn from the bedroom\n2) Use the horn to force Nepheracet through the portal\n3) Find the Anchor on the Other Side\n4) Leave the Other Side with the Anchor\n5) Do not leave any new Anchor behind|||
TokenFountain2Vanderbilt.button1,Continue
EventPuzzleBoxHoragai.button2,Nevermind
EventHoragaiHint.text,"One investigator has to pay 1 {clue}.\n\nNepheracet moves 1 field into a direction of his choosing. Since a single investigator can only blow the Horagai once it will take some team work to move Nepheracet more then one field per turn. Doing this is straight forward. Place multiple investigators on the same field. Investigator 1 blows the horn, and passes it on with his second action. Now Investigator two blows the horn and passes it on. With this method you can move Nepheracet up to {var:#heroes} fields each turn.\n\nIf you read this hint before, your {clue} is refunded."
EventHoragaiHint.button1,Continue
EventPortalNoAnchorSafetyQuestion.button2,Just get us out of here. No time to search!
EventPortalNoAnchorSafetyQuestion.text,You are the last investigator on the Other Side. So far anybody who left did not indicate to carry the Anchor. Are you sure you want to leave?
EventPortalNoAnchorSafetyQuestion.button1,Yes, we got the Anchor it was a mistake.
UIEndVictory1Text.uitext,"VICTORY\n\nYou walk into the pond of crystal clear water on the Other Side, once you feel it is deep enough you dive in and emerge on your side. After a momentary confusion due to the reversal of gravity you realize where you are: You just resurfaced in Silver Lake, the pond next to your grandfather's cabin, where it all began. The cabin has burned down, but the shacks are still in their original condition. \n\nWith their master trapped on the Other Side you can hear and see how remnants of Nepheracet's minions flee in the woods or whatever else dark paces they can find to hide in. This will certainly causes for future business - hunting them all down. \n\nFor now however, you are lucky that you escaped with your life and that you could seal the rift that you opened by mistake. With the cabin burned down, everything inside has been destroyed as well and you are sure that nobody will make the same mistake in the future. \nThe Unholy Book however remains. For all you know it cannot be destroyed, so you will need to find a way to keep it safe, even if you have to guard it with your life.\n\nThe more time passes and the more you think about it another questions gnaws its way in your consciousness: Is it possible that Nepheracet is your father, and what does that mean for your future?\n\nToday however you are happy and proud. Investigating this question has to wait for another time."
UIEndVictory2PartialText.button1,Continue
TokenLivingRest.button3,Debug: Jump to Scene 3
EventFountain2Portal.button5,{action} or 2x{clue} Force Nepheracet through portal
EventFountain2PortalEnter20.text,You walk through the portal and exit on the Other Side.
TokenPortal1.button2,Enter portal
EventFountain2NephTakesFlight.text,"With all of you gone, Nepheracet swings himself up in the air and takes flight again.\n\nRemove Star Spawn figurine from the game-board."
EventFountain2NephTakesFlight.button1,Continue
EventPortal1NephLands2Players.text,"Soon after your arrival Nepheracet dives down like a hawk, who just spotted his prey. He soars over your head and then lands in the {var:Neph2Land} o'clock position.\n\nPlace Star Spawn figurine on the described field.\n\n<i>Note: The highlighted field of {c:TileRuinTopRight} represents the 2 o'clock position. </i>"
EventPortal1NephLands2Players.button1,Continue
EventPortal1NephLandsMorePlayers5.text,"Soon after your arrival Nepheracet dives down like a hawk, who just spotted his prey. He soars over your head and then lands in the highlighted location.\n\nPlace Star Spawn figurine on the highlighted field."
EventPortal1NephLandsMorePlayers11.text,"Soon after your arrival Nepheracet dives down like a hawk, who just spotted his prey. He soars over your head and then lands in the highlighted location.\n\nPlace Star Spawn figurine on the highlighted field."
EventPortal1NephLandsMorePlayers5.button1,Continue
EventPortal1NephLandsMorePlayers11.button1,Continue
EventPortal1NephLandsMorePlayers8.text,"Soon after your arrival Nepheracet dives down like a hawk, who just spotted his prey. He soars over your head and then lands in the highlighted location.\n\nPlace Star Spawn figurine on the highlighted field."
EventPortal1NephLandsMorePlayers8.button1,Continue
EventScene3NephHitsCat.text,"BONUS OBJECTIVE FAILED\n\nThe lightning thrown by Nepheracet strikes Daimos the cat. The unearthly current rips Daimos apart gruesomely. In the blink of an eye your cat friend is gone and only the smell of burned flesh and fur remains.\n\nThe loss tears apart your heart. Every investigator on Our Side receives {var:DifficultyLevel} horrors. Flip {var:DifficultyLevel} horrors face up."
EventScene3NephHitsCat.button1,Continue
EventScene3NephHitsDog.button1,Continue
EventReminderSave.text,"REMINDER\n\nWhen did you save your game the last time?"
EventScene3NephHitsDog.text,"BONUS OBJECTIVE FAILED\n\nThe lightning thrown by Nepheracet strikes Phoebe the dog. The unearthly current rips Phoebe apart gruesomely. In the blink of an eye your dog friend is gone and only the smell of burned flesh and fur remains.\n\nThe loss tears apart your heart. Every investigator receives {var:DifficultyLevel} horror. Flip {var:DifficultyLevel} horror face up."
EventReminderItemInteraction.text,"REMINDER\n\nYou have items in your inventory awaiting your first interaction:"
EventReminderSave.button1,Continue
EventScene3VanderbiltSupport.button1,Continue
EventMythosScene3Generic16.text,"This Mythos event affects the investigator with the Unholy Book (Unique Item: Old Journal).\n\nThe book starts to weight heavier on you than it should. It is dragging you down. Finally you let go of it and it falls to the ground. A mystic force opens it up and a ghostly wind blows through the pages. Until it suddenly stops. The scriptures on the open page burn a message inside your mind, which you are yet unable to understand, but it drives you closer to insanity.\n\nReceive {var:S3MythosHi} horrors ({will} negates). Drop the Unholy Book. Flip 1 horror face up.\n"
EventMythosScene3Generic16.button1,Continue
EventMythosScene3Generic8.text,"This Mythos event affects the investigator with the Tommy Gun.\n\nYou look down at the big gun in your hands. You reminisce how much fun it is to shoot it, how good it is to feel the vibrations in your hand, when you spray the world with bullets. So much fun!\nWhen your thoughts return to reality you notice that you just shot at your friends.\n\nYou receive {var:S3MythosHi} horror ({will} negates). Every other investigator in your line of sight receives {var:S3MythosHi} damage ({agility} negates).\n"
EventMythosScene3Generic8.button1,Continue
EventMythosScene3Generic9.text,"This Mythos event affects the investigator who came to the Other Side most recently.\n\nLooking around the eternal darkness of the Other Side, cooking in hellish hot humidity, you wonder if you made a mistake coming here. Clearly, no sane person would voluntarily go to the Other Side and literally walk through hell. \nThe more you think about it, the more your thoughts go crazy and bring you closer to your most personal hell.\n\nReceive {var:S3MythosHi} horror ({will}-1 negates).\n"
EventMythosScene3Generic9.button1,Continue
EventMythosScene3Generic10.text,"This Mythos event affects the investigator with the player who slept the longest today.\n\nYou had a really bad nightmare today and where really glad you woke up. You dreamed that you opened a portal to the Other Side and unleashed the demons of hell onto mankind and they have been haunting you ever since.\n\nYou receive {var:S3MythosHi} horror ({will}-1 negates) for realizing that this was not a dream.\n"
EventMythosScene3Generic10.button1,Continue
EventMythosScene3Generic11.text,"This Mythos event affects the investigator with the .45 Automatic.\n\nYou look at your reflection in the chrome lawyer. You do not look too well. It has been a while since you have been face to face with sanity. Lately you have been flirting much more with her tempting twin – insanity. But is this where you want to end up? \nYou weight the gun in your hand. What has been good enough for Heather Vanderbilt is certainly good enough for you. Calmly, you take the gun to your head and pull the trigger. \n\nYou receive {var:S3MythosHi} damage ({strength}-1 negates).\n"
EventMythosScene3Generic11.button1,Continue
EventMythosScene3Generic12.text,"This Mythos event affects the investigator with the most damage received.\n\nIf you have lived long enough you realize that hell is other people. You have lived long enough now. Make an {influence}:{var:S3MythosHi} test. \nSuccess: nothing happens.\nFailure: Search the horror pile for the card which says “Paranoia” and take it as face-up horror. Then shuffle the pile.\n"
EventMythosScene3Generic12.button1,Continue
EventMythosScene3Generic13.text,"This Mythos event affects the investigator(s) with the shortest distance to either portal.\n\nAn unknown voice is speaking to you: “How about us? Join me, and there will be a happy ever after!”\nYou do not know, from where the voice comes or who is speaking, but the voice sounds trustworthy.\n\nEach affected investigator moves 1 field towards the respective portal and suffers {var:S3MythosHi} horror ({will} negates).\n"
EventMythosScene3Generic13.button1,Continue
EventMythosScene3Generic14.text,"This Mythos event affects the investigator with the least horror suffered. \n\nYou have an epiphany: The others are just holding you back, they are weighting you down and will soon drift into insanity. You have to stop this. \n\nYou suffer {var:S3MythosHi} horror ({will} negates) trying to attempt to kill one of your teammates. The investigator within range of your weapons suffers 1 damage ({strength}-1 negates) for each horror you receive.\n"
EventMythosScene3Generic14.button1,Continue
EventMythosScene3Generic15.text,"This Mythos event affects the investigator who is closest to most other investigators.\n\nYou realize that looks can kill. Those morons are staring at you with the same blood-thirsty grin like the monsters from the Other Side. You have to get away from them as fast as possible before they kill you.\n\nMake an {agility} test. For each success you can move 1 field. At the end of your move you receive 1 horror for each investigator or monster within a range of {var:S3MythosHi}.\n"
EventMythosScene3Generic15.button1,Continue
EventMythosScene3Generic21.text,"This Mythos event affects all investigators.\n\nYou realize that an army of tiny demons is marching through your veins. They all look like little Nepheracets. They start at your heart and march to your brain. In the process they corrupt your body and soul.\n\nReceive {var:S3MythosLo} horror and {var:S3MythosLo} damage ({strength}+1 or {will}+1 negates).\n"
EventMythosScene3Generic21.button1,Continue
EventMythosScene3Generic20.text,"This Mythos event affects all investigators.\n\nYou take the time to remove some of the monster slime, gore and Nepheracet’s ink from your weapons and clothing. You notice that some of it might have already gotten into your bloodstream from the wounds you have suffered. \nAn unnatural fear of being corrupted from within overwhelms you. What if this othersidely liquids are the bearers of disease and will corrupt you from the inside? You try to cut and burn the poison as good as you can.\n\nReceive {var:S3MythosLo} horror and {var:S3MythosLo} damage ({strength} or {will} negates).\n"
EventMythosScene3Generic20.button1,Continue
EventMythosScene3Generic19.text,"This Mythos event affects all investigators.\n\nIt’s graduation night. All graduates and their family have come. Since you never had a father only your mom is there in the audience. You feel proud and happy of your achievement. Yet you feel something sinister lingering in the air. Driven by paranoia you scan the audience for signs of trouble. And there he is: Standing amidst the other visitors is Nepheracet. Waiting to get you…\n\nReceive {var:S3MythosHi} horror ({will} negates).\n"
EventMythosScene3Generic19.button1,Continue
EventMythosScene3Generic18.text,"This Mythos event affects all investigators on Our Side.\n\nYou see your reflection in the puddles of water which were formed by the never-ending rain. As the raindrops disturb the surface your face starts to resemble that of Nepheracet. He looks at you with open tentacles and tries to grab you.\n\nReceive {var:S3MythosHi} horror ({will} negates).\n"
EventMythosScene3Generic18.button1,Continue
EventMythosScene3Generic17.text,"This Mythos event affects the investigator on Our Side who has lastly killed a monster.\n\nYou like digging holes. It’s a good way to keep things hidden. Convinced of this good idea you start to bury your valuables in the ground. \n\nMake a {will} test. For each hit you can avoid one of the following:\n- Drop a random item\n- Become stunned\n- Receive 1 horror\n- Receive 1 damage\n"
EventMythosScene3Generic17.button1,Continue
EventMythosScene3Generic22.button1,Continue
EventMythosScene3Generic22.text,"This Mythos event affects the investigator on Our Side who has lastly killed a monster.\n\nYou have an epiphany: If you had the glorious idea to bury your valuables, somebody else might have had the same idea before. \nHoping you find something useful, you start digging - but all you find is a human skull: Your skull. While you hold it in your hands you can see how it is eaten by worms.\n\nReceive {var:S3MythosHi} horror ({will} negates).\nBecome stunned."
EventRootCellarRiddleHint2.text,"The Letters stand for\nOne\nTwo\nThree\nFour\nFive\nSix\nSeven\n\nLogically the sequence continues with\nEight\nNine\n\nHence the next two letters are EN."
EventRootCellarRiddleHint2.button1,Continue
EventVanderbiltTalk8to15.text,|||Air breathers", says the Professor, "glad to see you could spare same time out of your busy day to listen, what I have to say!|||
EventVanderbiltTalk8to15.button1,Listen to the Professor
EventVanderbiltTalk8to15.button2,Nevermind
EventTriggerVanderbilt8to15.text,|||Air breathers!" yells the Professor through the mansion, his voice echoing through the hallways. Spiders flee in fear into the cracks and crevices where they crawled out of.\n"I have something to tell you!", continues the Professor, "make yourself useful and come over here!|||
EventTriggerVanderbilt8to15.button1,Continue
EventVanderbiltTalk8to15Explained.text,|||"Glad that you decided to listen", says the Professor using his patented condescending tone, "while working on the ritual I discovered that there is a translation task, which I cannot bother myself with. I leave it therefore up to you to discover the meaning of:\n\n'Honor each figure once,\nmake lines of three,\neight to 15, you need.'\n\nI am not sure yet, how crucial this is for the ritual, but it certainly has some meaning to the ritual. You better not screw this up."\n\nNote: Additional talking options, i. e. questions, have been activated when talking to the Professor.|||
EventVanderbiltTalk8to15Explained.button1,Continue
EventVanderbiltTalkOtherQuestions.button6,About that corpse...
EventVanderbiltTalkOtherQuestions.button7,Nevermind
EventVanderbiltGhostDefeatedSonDead.text,Finally, you have killed the last of the Vanderbilts - or at least so you hope.
EventTriggerScene3VanderbiltKilled.button1,Continue
EventVanderbiltDefeated.text,"You focus your fire on the crazy Professor and make him pay for his attrocities against you. With your last hit, you do not only pierce his heart but also break a magic gem which he wore around his neck. As the gem breaks its healing power is relased in a warm wave of comfort. It is up to you to make the most of it. Each investigator gets to make a {lore}, {influence} or {will} test (players choice). \nThe investigator(s) who suffered the most horror receive(s) +3 dice on this test.\nThe investigator(s) who suffered the most damage receive(s) +3 dice on the test (this may be the same one for a total of 6 dice).\nThe investigator(s) who sufferend second to most horror receive(s) +2 dice.\nThe investigator(s) who sufferend second to most damage receive(s) +2 dice.\nThe investigator(s) who sufferend thrid to most horror receive(s) +1 die.\nThe investigator(s) who sufferend third to most damage receive(s) +1 die.\n\nFor each success:\n- Receive 1 {clue}\n- Heal 1 horror\n- Heal 1 damage"
EventVanderbiltDefeated.button1,Continue
EventVanderbiltGhostDefeatedSonDead.button1,Continue
EventVanderbiltGhostDefeatedSonAlive.text,You kill the ghost of deceased Professor Charles Vanderbilt and hope that this will teach his son some manners.
EventVanderbiltGhostDefeatedSonAlive.button1,Continue
EventNepheracetMoveScene3OtherSide1.text,"Nepheracet moves 1 field towards the nearest investigator.\nIf the nearest investigator is on the same field as him, but there is another investigator within a range of one, he will move to the other investigator."
EventNepheracetMoveScene3OtherSide2.text,Nepheracet takes flight and lands on the field with the investigator who is furthest from him.
EventNepheracetMoveScene3OtherSide2.button1,Continue
EventNepheracetMoveScene3OtherSide3.text,"Nepheracet moves two fields plowing through any investigator on those fields. He moves towards the investigator who is furthest from him or towards the portal, if none of this is possible, he moves two fields by the players choice. \nEach investigator on a field where Nepheracet plows through is pushed aside and becomes dazed."
EventNepheracetMoveScene3OtherSide3.button1,Continue
EventNepheracetMoveScene3OtherSide4.text,Nepheracet takes flight and lands on the highlighted field.
EventNepheracetMoveScene3OtherSide4.button1,Continue
EventNepheracetMoveScene3OtherSide5.text,Nepheracet walks into the wall of darkness and vanishes from your sight, until he reappears on the highlighted field.
EventNepheracetMoveScene3OtherSide5.button1,Continue
EventNepheracetMoveScene3OtherSide6.text,Nepheracet jumps into the pond and resurfaces on the highlighted field.
EventNepheracetMoveScene3OtherSide6.button1,Continue
EventIntroductionWillCheck.text,How many investigators have a {will} of 3 or less?
EventIntroductionWillCheck.button1,Continue
EventMythosScene3HealMaster.button1,Button1
EventIntroductionCrossPlace.text,"You can spot a silvery item on the beach, partially covered by sand. You wonder what it is.\n\nAdd Search Marker as shown."
EventIntroductionSetLowWill.button1,Continue
EventIntroductionCrossPlace.button1,Continue
TokenBeachCross.text,You can spot a silvery item on the beach, partially covered by sand. You wonder what it is.
TokenBeachCross.button1,{action} Investigate
EventBeachCross.text,"You dig into the sand and uncover a metal cross.\n\nReceive Common Item: Holy Cross."
EventBeachCross.button1,Continue
EventTriggerReminders.button1,Continue
EventReminderItemInteraction.button1,.18 Derringer
EventReminderItemInteraction.button2,.38 Revolver
EventReminderItemInteraction.button3,.45 Automatic
EventReminderItemInteraction.button4,Bullet fragments from the wall
EventReminderItemInteraction.button5,Puzzle Box
EventReminderItemInteraction.button6,Ritual Dagger
EventReminderItemInteraction.button7,Unholy Book
EventReminderItemInteraction.button8,Continue
EventRitualDagger.button4,Meditate
EventRitualDagger.button5,{clue} {clue} Heal
EventRitualDaggerHeal.text,"You pay 2 {clue}.\n\nUsing the insights you have gained from investigating the secrets of the Other Side you find a way to unlock the mystic healing power of the dagger.\n\nHeal 1 face down horror or 1 face down damage or turn 1 horror or 1 damage face down."
EventRitualDaggerHeal.button1,Continue
EventRitualDagger.button6,{action} Sacrifice Grotesque Stone
EventRitualDagger.button7,Nevermind
EventRitualDaggerSacrificeStone.text,"Remove 1 Grotesque Stone from your hand.\n\nYou use the dagger to break the stone open. Trapped in a hollow chamber inside is some greenish sparkling air. Breathing it in heals you. Chose one of the following effects:\n- Heal 2 horror\n- Heal 2 damage\n- Heal 1 horror and 1 damage"
EventRitualDaggerSacrificeStone.button1,Continue
EventFountainFormularSaveReminder.text,|||REMINDER\n\nIt is an excellent Idea to save your game at this point. \nDo this and then click on "Utter Formular" again.|||
EventStudyBibleRita.button1,Continue
EventFountainFormularSaveReminder.button1,Continue
EventStudyBibleRita.text,"Since Rita has gown up in the bible belt she can cite almost the whole book by heart. The cut-out in the form of the weapon does not diminish her ability to use the book.\n\nGive Common Item King James Bible to Rita Young. It can only be used by her."
EventMythosScene3Heal1Dmg.text,"This Mythos Event affects the investigator with the least amount of health left.\n\nUpon closer inspection one of your wounds does not look so grave. \n\nHeal 1 damage."
EventMythosScene3Heal1Dmg.button1,Continue
EventMythosScene3Heal2.text,"This Mythos Event affects the investigator with the least amount of sanity left.\n\nWhenever you faltered, your grandfather used to tell you 'get a grip'. Now you remember his words, and increase you grip on reality.\n\nHeal {var:HealLevel} horror."
EventMythosScene3Heal2.button1,Continue
EventMythosScene3Heal3.text,"This Mythos Event affects the investigator with the least amount of sanity left.\n\nSomeone once told you: 'don't worry, be happy'. So that is what you do.\n\nHeal {var:HealLevel} horror."
EventMythosScene3Heal3.button1,Continue
EventMythosScene3Heal4.text,"This Mythos Event affects the investigator with the least amount of sanity left.\n\nWhen things get tough, the tough get going. You consider yourself tough, so you try to get you act together.\n\nHeal {var:HealLevel} horror."
EventMythosScene3Heal4.button1,Continue
EventMythosScene3Heal5.text,"This Mythos Event affects the investigator with the least amount of sanity left.\n\nAlways look on the bright side of life. The sooner you get this rift closed, the sooner you can all go home and relax.\n\nHeal {var:HealLevel} horror."
EventMythosScene3Heal5.button1,Continue
EventMythosScene3Heal2Wil.button1,Button1
EventMythosScene3AllonOtherSideMaster.button1,Button1
EventMythosScene3AllonOtherSide1.text,"You flee from the horror causesd by Nepheracet to the Other Side in an attempt to regroup and refocus, yet you leave everything and everyone on Earth unprotected and unguarded. Who but not you can safe mankind from the eternal damnation that Nepheracet will bring?\n\nThe thought, that you are the chosen ones to safe mankind gives you strength, new hope and allows you to tab into your last reserves.\n\nEach investigator heals half of all horror and half of all damage. Round in your favor."
EventMythosScene3AllonOtherSide1.button1,Continue
EventMythosScene3AllonOtherSide2.text,"Again you regroup on the Other Side, leaving Nepheracet alone with everybody and everyone you love on Earth.\n\nSomehow you no longer feel like a stranger in this world. Something in you feels at home. This part in you suddenly overflows with magic. Each investigator gets to tap into this mystic energy: Make a {lore}+1 test. \n\nEach success heals 1 damage and 1 horror."
EventMythosScene3AllonOtherSide2.button1,Continue
EventMythosScene3AllonOtherSide3.text,"You gather on the Other Side, which somehow feels further away from Nepheracet. Fortunatly for you you have kept some ignorance towards the other horrors, which might dwell in the realm of horror.\n\nThis kind of ignorance puts you in a bubble. In this case its a real bubble made of an unkown translucent substance. While time for you passes normal, it seems to stand still on the outside. \n\nEach investigator gets to perform 6 {action} this turn, before the bubble breaks and the effect ends. The bubble will instantly break if one investigator moves, and all investigators loose any bonus actions which they have not yet spent."
EventMythosScene3AllonOtherSide3.button1,Continue
EventMythosScene3AllonOtherSide4.text,"Affraid to return to the reach of Nepheracet, you stay on the Other Side surounded by Darkness. You have no idea what dangers lurk in the dark and if they are able to escape, but you are sure they are out there to get you.\n\nYou want to be prepared when that happens and start to be on the vanguard. The investigator who has suffered the most horror and the investigator who has suffered the most damage become concentrated."
EventMythosScene3AllonOtherSide4.button1,Continue
EventMythosScene3AllonOtherSide5.text,"You linger on in the realm of the enemy, while you enemy fights to enslave every living being into eternal torment on your world. \n\nIf you do not act now, your friends might be lost forever. No further effect."
EventMythosScene3AllonOtherSide5.button1,Continue
EventMythosScene3AllonOtherSide6Vanderbilt.text,"Without your help, Professor Vanderbilt is unable to fight of Nepheracet anymore. With nobody there to witness the Professors final stand, his fate is left to your imagination. \n\nIf you ever return to your side, the Professor is gone.\n\nRemove the token representing Professor Vanderbilt."
EventMythosScene3AllonOtherSide6Vanderbilt.button1,Continue
EventMythosScene3AllonOtherSide7CatDog.text,"You have left your animal friend alone with your nemesis. Turns out the enemy of all living beings has no problems killing innocent pets.\n\nRemove the marker representing your animal friend."
EventMythosScene3AllonOtherSide7CatDog.button1,Continue
EventMythosScene3AllonOtherSide8GoToGeneric.button1,Button1
EventMythosScene3Heal3Wil.button1,Button1
EventMythosScene3HealRita.text,"Rita Young has been the victim of much hate, racism and discrimination in her time. In comparison some of the things that the horrors have done do no longer look so dire.\n\nRita Young heals 1 horror."
EventMythosScene3HealRita.button1,Continue
TokenDogEntry.button6,Nevermind (Clears Screen)
EventReportInsanity.text,"This field allows you to inform the game about the number of players with severe mental health issues.\n\nHow many players are currently insane?"
EventReportInsanity.button1,Continue
EventReportInsanityTest.text,"You cannot have more insane investigators, than investigators participating in the game. \n\nCount of insane investigators has been reset to {var:InsanityCount}.\n\nPlease re-consider your input and try again."
EventReportInsanityTest.button1,Continue
EventReportInsanityGiveClues.text,"Now that you have all arrived in the world of insanity you can finally see things clearer and communicate much more efficient.\n\nEach investigator receives 4 {clue}."
EventReportInsanityGiveClues.button1,Continue
TokenCatEntry.button5,Report Insanity
TokenDogBed1.button6,Nevermind (clears screen)
TokenCatBed1.button5,Report Insanity
TokenCatFountain.button5,Report Insanity
TokenDogFountain.button6,Nevermind (clears screen)
TokenDogBallroom.button6,Nevermind (clears screen)
TokenCatBallroom.button5,Report Insanity
TokenDogLiving.button6,Nevermind (clears screen)
TokenCatLiving.button5,Report Insanity
EventScene3DogToSafety.button3,Nevermind
EventScene3CatToSafety.button3,Nevermind
EventScene3MonsterDroppings.text,"You recover a Grotesque Stone from the gore of the slain monster.\n\nThe investigator closest to the defeated monster receives Unique Item: Grotesque Stone"
EventDefeatedMonsterBloodSpirit.button1,Button1
EventScene3MonsterDroppings.button1,Continue
EventDefeatedMonsterDeepOne.button1,Button1
EventGhostResultInsanityBonus.button1,Button1
EventDogBeachDoor.button4,Debug: Jump to Scence 3
PuzzleDebugPuzzle.button1,Guess
UIPhoebeAtDoor.button1,Button1
EventDebugInfo.text,The debug brings you to Act 3. You will face a situation where you have failed misearbly in the ritual. If this is not the situation you want to handle you can quick-kill spawns associated with the failed ritual as you desire.
EventDebugInfo.button1,Continue
EventRootCellarExplosives2Players.button1,Button1
EventIntroductionClarification.button1,Continue
EventScene2RemoveAll.button1,Continue
EventIntroductionClarification.text,"Rule Clarifications\n\n1) Damage and Horror received is face down unless noted otherwise.\n2) If you spent an action to enter a room through a door (or any other icon) you may move to the next field as part of that action.\n3) If you run out of search/interact markers to place you may use sight markers (for search) and explore markers (for interact), in any case the app will show you what is what.\n4) If you run out of fire markers, fire will not spread further.\n\n"
EventFountainRitualGiveBookBack.button1,Continue
EventVanderbiltTalkAboutMurder1.button1,So you murdered your mother...
EventVanderbiltTalkAboutMurder1.button2,How exactly did your mother die?
EventVanderbiltTalkAboutMurder1.button3,Do not approach him about this.
EventVanderbiltTalkAboutMurder2.text,|||"You finally figured it out." states the Professor looking not as supprised as you expected.\nYou nod. \n"Well", he continues, "then you also know that it was my fathers fault. If he would have known how to dance, he would not have taken a swing at this time and the bullets would have killed him as they were supposed to."\n\nYou notice how the Professor has constructed a subjective reality where he is not guilty of murder.|||
EventVanderbiltTalkAboutMurder1.text,"The Professor sits stoic - as usual - in his wheelchair and excels in showing you the cold shoulder. Somehow the fact that he is a murderer does not suprise you very much. \n\nYou approach the Professor.\n\nNote: If you select the last option, you will not be able to start this conversation again."
EventVanderbiltTalkAboutMurder2.button1,Shatter his reality ({influence} or {lore})
EventVanderbiltTalkAboutMurder2.button2,Let it be
EventVanderbiltTalkMurder2LetBe.text,You can see how the responsibility for the death of his  mother is deeply bothering him since many decades. Considering that he had to suffer the abuse of his father in addition to the loss of his mother, you deem him punished enough, and let it be.
EventVanderbiltTalkMurder2LetBe.button1,Continue
EventVanderbiltTalkAboutMurder2.button3,Deliver his mothers message
EventVanderbiltTalkAboutMurder2Message.text,|||"We understand why you wanted to kill your father", you say, "and so does your mother".\n\nFor the first time since you know him, he actually looks to you genuinely interessted in what you have to say: "You spoke to my dead mother? What did she say?"\n\n"She told us, that she understands why you did it and that she forgives you."\n\nProfessor Vanderbilt looks incredibly reliefed due to the rock, that you have lifted from his soul. \n"Thank you very much", he says, "for telling me this. It means the world to me!"\n\nYou feel the relief of the Professor spreading towards you. Every investigator heals one horror.|||
EventVanderbiltTalkAboutMurder2Message.button1,Continue
EventVandberbiltTalkAboutMurder2ShatterSuccess.text,|||"Unless you confront the reality, your soul will never start to heal", you explain to the Professor.\n"And what reality would that be!?" he asks without any interest in the answer. \n"You have constructed this fake reality, where you have no responsibility for your mothers death, while in reality, it was you who pulled the trigger, it was you who took aim, and it was you who shot your mother."\n\nThe Professor carefully considers your words. It seems like they have hit his weak spot.\n"You are right", he replies, "I am a bad man, I killed my mother and I lied to myself for decades. It is time that I accept who I am: a monster, an evil doer one of the horrors of this world."\n\nYou are suddenly affraid that you have just awoken something evil, affraid that you have just created a new supervillain. Every investigator receives 1 horror.\nBeing in the presence of such a supervillain heightens your senses. Each investigator becomes focussed. If you have been focussed before receive 2 {clue}.|||
EventVandberbiltTalkAboutMurder2ShatterSuccess.button1,Continue
EventVandberbiltTalkAboutMurder2ShatterFail.text,|||"Unless you confront the reality, your soul will never start to heal", you explain to the Professor.\n"And what reality would that be!?" he asks without any interest in the answer. \n"You have constructed this fake reality, where you have no responsibility for your mothers death, while in reality, it was you who pulled the trigger, it was you who took aim, and it was you who shot your mother."\n\nThe Professor listen to what you have to say and smiles: "No, that is crazy-talk. My fother made me shoot at him and then manoeverd my mother in the path of the bullets. This was his way of getting a divorce just so he could be with the maid."\n\nThe explanation of the Professor actually makes sense and opens a new angle onto the investigation, which you had not considered. Each investigator receives 1 {clue}.|||
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EventVanderbiltTalkAboutMurder2Test.text,Make a {lore} or {influence} test.
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