"KEY","English"
"SETUP_REVEAL_STREET","The hotel you found is a ratty hole-in-the-wall on the back streets near the shore of the town. Place the Street 2  tile as indicated."
"SETUP_SIGHT_HILL","Outside the hotel, the street stretches up the hill toward the center of town. Place a Sight token as indicated."
"SETUP_SIGHT_STREET","The street continues to the east, past a storefront. Place a Sight token as indicated."
"SETUP_SIGHT_ALLEY","To the west, the street narrows into an alley that stretches along the side of the hotel. Place a Sight token as indicated."
"SETUP_REVEAL_INTERIOR","Dim light fills the tiny hotel's interior hall. The hotel has only two rooms for rent. Place the Interior Hall  tile, a Door, and a Wall as indicated."
"SETUP_REVEAL_DOORS","Three other doors lead out of the hall. One door leads to a side alley, and the other two are marked ""#1"" and ""#2"". You check your room key; you will be staying in room #1. Place Explore tokens as indicated."
"SETUP_REVEAL_ENTRANCE","You cram into your room and find it furnished by a lone bed with threadbare sheets and a bookshelf that holds two yellowing tomes. Letting the situation sink in, you pace nervously around the confines of the small room. Place your Investigator figures as indicated."
"SETUP_REVEAL_WINDOW","Moonlight spills in through a dingy window looking out toward the docks. Place a Search token as indicated."
"SETUP_REVEAL_RESEARCH","You glance over what little research you have managed to gather on the Marsh family thus far. The investigator holding the Old Journal can review the gathered evidence by interacting with it in the app."
"SETUP_REVEAL_DOOR_INTERIOR","Everyone in the room jumps as you hear the sound of the door handle jiggling. Someone outside is trying to open the locked door. Place an Explore token as indicated."
"SETUP_REVEAL_DOOR_BATHROOM","Your eyes dart around the room, stopping at the only other door which leads to the back hall and bathroom of the hotel. Place an Explore token as indicated."
"BEDROOM_2_WINDOW_SEARCH","A dingy window looks out over the docks."
"BEDROOM_2_WINDOW_RESOLVE","You struggle to see through the dense fog, but you believe you see a small fishing boat out in the bay. As long as the captain of that boat is not in league with the locals, that could be your ticket out of this town! You will need to find a way to contact the boat. Gain 1 Clue. Then discard this Search token."
"JOURNAL_SEARCH","You have tracked all of the evidence you have managed to gather on the Marsh family. You can compile the evidence you have found to see how close you are to proving your suspicions. If you find enough evidence, you might even be able to solve the mystery here and now."
"JOURNAL_QUEUE_COMPILE","Compile evidence."
"JOURNAL_COMPILE","You review the evidence you have gathered thus far. Input the number of [i]Evidence[/i] Unique Items you have found, including the Old Journal."
"JOURNAL_FAR","You still have a long way to go if you plan to accuse the Marsh family of some malfeasance. You need multiple more pieces of evidence."
"JOURNAL_CLOSE","You are convinced that the Marsh family is guilty of some monstrous crime, but you cannot quite prove it. You only need one or two more pieces of evidence."
"JOURNAL_COMPLETE","You have enough evidence to convict the Marsh family! Now you just need to escape the town before the mob stops you."
"JOURNAL_SECRET_ENDING","With all the evidence compiled, the horrible truth begins to come clear. The Marsh family are not only guilty of inhuman crimes, they are not human at all."
"DOOR_STREET_2_INTERIOR","This is the front door of the hotel."
"DOOR_ALLEY_CORNER_2_INTERIOR","A side door leads into the hotel hall."
"DOOR_BEDROOM_2_INTERIOR_CHOICE","You put your ear to the door. You can hear the raspy breathing of someone on the other side trying to open the lock."
"DOOR_BEDROOM_2_INTERIOR_QUEUE_TALK"," ""Who is there?"""
"DOOR_BEDROOM_2_INTERIOR_QUEUE_OPEN"," Throw open the door."
"DOOR_BEDROOM_2_INTERIOR_QUEUE_JAM"," Barricade the door."
"DOOR_BEDROOM_2_INTERIOR_TALK","The rattling stops, and there is a long pause, then a gurgling voice responds, ""Outsider, surrender to us!"""
"DOOR_BEDROOM_2_INTERIOR_QUEUE_OPEN_02","Throw open the door."
"DOOR_BEDROOM_2_INTERIOR_QUEUE_JAM_02","Barricade the door."
"DOOR_BEDROOM_2_INTERIOR_OPEN_TEST","You put your shoulder into the door and send it flying open ()."
"DOOR_BEDROOM_2_INTERIOR_OPEN_PASS","The door flies open, slamming into the person on the other side, and he reels back. As the figure recovers, you see from his sallow skin and large, unblinking eyes that he is one of the locals. Discard this Explore token and spawn a Deep One Hybrid as indicated."
"DOOR_BEDROOM_2_INTERIOR_OPEN_PASS_02","The local clutches his face, and you notice blood streaming from his nose and forehead. The Deep One Hybrid suffers Damage equal to your test result."
"DOOR_BEDROOM_2_INTERIOR_OPEN_FAIL","You slam into the door with only enough force to break the lock and hurt your shoulder. Suffer 1 facedown Damage. The person on the other side opens the door, and you see from his sallow skin and large, unblinking eyes that he is one of the locals. Discard this Explore token and spawn a Deep One Hybrid as indicated."
"HYBRID_MOVES_INTO_ROOM","The Deep One Hybrid moves 1 space into the Small Bedroom 1 ."
"DOOR_BEDROOM_2_INTERIOR_OPEN_MOVE","You may move 1 space into the Interior Hall ."
"DOOR_BEDROOM_2_INTERIOR_BARRICADE_01","Looking around the room, your eyes fall on the small bookshelf. You pick it up and slam it against the door. Discard this Explore token and place a Barricade against the door as indicated."
"DOOR_BEDROOM_2_INTERIOR_BARRICADE_02","The rattling stops, and you hear a gurgling voice from the other side of the door, ""You will never escape. Give up now!"" A moment later, the local begins banging at the door, attempting to break through. Spawn a Deep One Hybrid as indicated. Then the Deep One Hybrid attempts to move 1 space into the Small Bedroom 1 ."
"DEEP_ONE_DEATH","Your attacker collapses onto the floor. As he falls, something clatters from his stubby, webbed fingers. Place the Cult Sigil Unique Item in the Deep One Hybrid's space."
"DOOR_ADJACENT_ROOM","The door to the hotel room adjacent to yours is marked, ""#2."" The door is probably locked."
"EXPLORE_ADJACENT_ROOM","The door to the hotel room adjacent to yours is marked, ""#2."" You can explore only if you have the Brass Key Unique Item."
"EXPLORE_ADJACENT_ROOM_BRIEFCASE","You open the door to room #2. The room has been lived in recently. A briefcase sits on the bed. Discard this Explore token and place a Search token as indicated."
"BRIEFCASE_SEARCH","A briefcase sits on the bed of the otherwise abandoned room."
"BRIEFCASE_START","You try to open the briefcase, but a combination lock keeps it shut. Tap to attempt the puzzle using ."
"BRIEFCASE_CONTINUE","The combination remains scrambled. You can attempt the puzzle using  as an action."
"BRIEFCASE_SOLVED","The briefcase pops open. Inside are the case files of a federal agent who was investigating the Marsh family, as well as his firearm. Gain the .45 Automatic Common Item, the Photographic Evidence Unique Item, and 1 Clue. Then discard this Search token."
"STREET_2_TOWN_SEARCH","The road stretches up the hill into the center of town. An investigator in the Street 2  may reveal the adjacent area."
"STREET_2_TOWN_RESOLVE","Looking up the hill, you can see the shapes of dozens of different figures shambling through the streets toward you. As you watch, you get the uneasy feeling that they are all coming for you! Suffer 1 facedown Horror. Heading into town will not be safe. You will have to find a different way out of town. Gain 2 Clues. Then discard this Sight token."
"DOOR_BEDROOM_2_BATHROOM_HALL","The second door to your room leads to the hotel's back hall and shared bathroom."
"DOOR_STOREFRONT_BATHROOM_HALL","This is the back door of the store."
"DOOR_BATHROOM_TO_HALL","The only door in the bathroom must lead to the hotel's back hall."
"EXPLORE_BATHROOM_HALL_TILE","Behind your hotel room, a cramped hallway leads to the hotel's public bathroom. Place the Bathroom  tile as indicated and discard all Explore tokens leading to it."
"EXPLORE_BATHROOM_HALL_TILE_ALT","A cramped hallway is tucked between the bathroom and your hotel room. Discard all Explore tokens leading to Hall Corner 3 ."
"EXPLORE_BATHROOM_HALL_DRAWER","An endtable sits in the corner of the hall. Place a Search token as indicated."
"EXPLORE_BATHROOM_HALL_DOOR_BATHROOM","A worn door leads into the shared hotel bathroom. Place an Explore token as indicated."
"EXPLORE_BATHROOM_HALL_DOOR_STOREFRONT","Opposite the bathroom is a heavy door marked ""Henderson's."" Place an Explore token as indicated."
"BATHROOM_HALL_DRAWER_SEARCH","An endtable sits in the corner of the hallway."
"BATHROOM_HALL_DRAWER_TEST","You dig through the contents of the drawers, looking for anything out of place ()."
"BATHROOM_HALL_DRAWER_PASS","You find an old piece of paper at the top of one drawer. The strange script on it seems very out of place indeed. Gain the {0} Spell. Then discard this Search token."
"BATHROOM_HALL_DRAWER_FAIL","You find nothing but a bunch of boring papers."
"DOOR_BATHROOM","A worn door leads to the hotel's only bathroom."
"DOOR_BATHROOM_OPEN","You open the door to reveal a dingy bathroom. Discard this Explore token."
"DOOR_BATHROOM_OPEN_ALT","You climb through the wall into a dingy bathroom. Place the Bathroom  tile and a Secret Passage as indicated and move your Investigator figure to that space."
"DOOR_BATHROOM_OPEN_BLT","You climb through the wall into a dingy bathroom. Discard the Explore token leading to the Bathroom  and place a Secret Passage as indicated and move your Investigator figure to that space."
"EXPLORE_BATHROOM_NEWSPAPER","As you look around the filthy bathroom, you spot a ratty newspaper sitting on the tank of the toilet. Place a Search token as indicated."
"DOOR_BATHROOM_PASSAGE","A panel in the opposite wall looks like it opens to the other side. Place an Explore token as indicated."
"DOOR_BATHROOM_PASSAGE_ALT","A panel in the opposite wall looks like it opens to the other side. Place a Secret Passage as indicated."
"DOOR_BATHROOM_LEADS","You suspect the passage leads to the shack on the beach. Discard the Explore token leading to the Moldy Shack  and place a Secret Passage as indicated."
"DOOR_BATHROOM_LEADS_ALT","You suspect the passage leads to the shack on the beach. Discard the Explore token in the Moldy Shack  and place a Secret Passage as indicated."
"BATHROOM_NEWSPAPER_SEARCH","A copy of the Innsmouth Tribune sits on the toilet's tank. It is over ten years old."
"BATHROOM_NEWSPAPER_TEST","You skim through the paper ()."
"BATHROOM_NEWSPAPER_PASS","Buried on page eight, you find an article about the Marsh family and their sudden inexplicable wealth. Gain the Circumstantial Evidence Unique Item and 1 Clue. Then discard this Search token."
"BATHROOM_NEWSPAPER_FAIL","You find no articles of interest."
"BATHROOM_PASSAGE_EXPLORE","A panel in the wall looks like it can slide open."
"BATHROOM_PASSAGE_PLACE","You push and slide the panel to the side. Discard this Explore token and place a Secret Passage as indicated."
"BATHROOM_PASSAGE_MOVE","You climb through the wall into an old, weather-beaten shack. Place a Secret Passage as indicated. Then move your Investigator figure to that space."
"BATHROOM_PASSAGE_MOVE_ALT","You climb through the wall into an old, weather-beaten shack. Discard the Explore token leading to the Moldy Shack . Then place a Secret Passage as indicated and move your Investigator figure to that space."
"SIGHT_STREET_2_FACADE","The street continues to the east, past a storefront. An investigator in the Street 2  may reveal the adjacent area."
"SIGHT_EAST_ALLEY_FRONT_STREET","The end of the alley opens onto the street in front of the hotel. An investigator in the Alley Corner 1  may reveal the adjacent area."
"DOOR_STOREFRONT_FACADE","This glass door leads out into the street."
"EXPLORE_FACADE_TILE","Next to the hotel sits a small store with a sign that reads ""Henderson's Oddities."" Place the Storefront  tile as indicated and discard any Sight tokens leading to the Front Street ."
"EXPLORE_FACADE_STOREFRONT_DOOR","The store is dark inside, but you think you might see movement through the window in the door. Place an Explore token as indicated."
"EXPLORE_FACADE_ALLEY_SIGHT","Outside the store, an alley leading off the street wraps around the building. Place a Sight token as indicated."
"DOOR_BATHROOM_HALL_STOREFRONT","This heavy, wooden door is marked ""Henderson's."""
"DOOR_FACADE_STOREFRONT","A glass door leads into a cluttered store. You think you see a figure moving around inside."
"EXPLORE_STOREFRONT","You try the door, but the store is closed, and the door is locked. After a moment you hear a voice from the other side say, ""Password?"""
"EXPLORE_STOREFRONT_ALT","You try the door, but the store is closed, and the door is locked. After a moment you hear a voice from the other side say, ""Password?"" You can check the Cult Sigil Unique Item for a password if you have it."
"EXPLORE_STOREBACK","You can hear the soft hum of a radio from the other side of the door. Perhaps you can use it to contact the fishing boat. You try the door, but the store is closed, and the door is locked. After a moment you hear a voice from the other side say, ""Password?"""
"EXPLORE_STOREBACK_ALT","You can hear the soft hum of a radio from the other side of the door. Perhaps you can use it to contact the fishing boat. You try the door, but the store is closed, and the door is locked. After a moment you hear a voice from the other side say, ""Password?"" You can check the Cult Sigil Unique Item for a password if you have it."
"EXPLORE_STOREFRONT_QUEUE_SIGIL"," Check the cult sigil."
"EXPLORE_STOREFRONT_QUEUE_FORCE"," Force your way in."
"EXPLORE_STOREFRONT_SIGIL","You turn the sigil over in your hand and find a word engraved on the back: ""Dagon."" You mutter the word through the door, and a moment later you hear the click of a deadbolt. Gain 1 Clue."
"EXPLORE_STOREFRONT_FORCE","You take a step back and kick the door as hard as you can (–1)."
"EXPLORE_STOREFRONT_FORCE_PASS","The door frame around the lock splinters, and the door flies open. The figure on the other side stumbles backward from the blow."
"EXPLORE_STOREFRONT_FORCE_FAIL","Your kick bounces off the door, and you fall to the ground. Suffer 1 facedown Damage. A moment later, you hear the click of a deadbolt, and the door opens."
"EXPLORE_STOREFRONT_TILE","The back area of the store is cluttered with boxes and crates. Place the Storefront  tile as indicated and discard all Explore and Sight tokens leading to it."
"EXPLORE_STOREFRONT_NO_TILE","Henderson's Oddities is even more cluttered than it looked from the street. Discard all Explore tokens leading to the Storefront ."
"EXPLORE_STOREFRONT_NO_TILE_ALT","The back area of the store is cluttered with boxes and crates. Discard all Explore tokens leading to the Storefront ."
"EXPLORE_STOREFRONT_CULTIST_ENEMY","The figure who opened the door holds a long dagger. Spawn a Cultist as indicated."
"EXPLORE_STOREFRONT_CULTIST_ENEMY_HURT","The figure is sprawled on the floor, still reeling from your assault. Spawn a Cultist as indicated."
"EXPLORE_STOREFRONT_CULTIST_ENEMY_DAMAGE","As the figure stands, you see blood drip to the floor from beneath the cloak. The {0} suffers Damage equal to your test result."
"EXPLORE_STOREFRONT_CULTIST_FRIEND","The figure who opened the door stands near by and says, ""Welcome."" Place a Person token as indicated."
"EXPLORE_STOREFRONT_RADIO","An old radio sits behind the front counter, quietly hissing static. Place an Interact token as indicated."
"EXPLORE_STOREFRONT_PUZZLEBOX","Among the oddities, a box on display on the front counter catches your interest. Place a Search token as indicated."
"EXPLORE_STOREFRONT_FIRE_EXTINGUISHER","You notice a fire extinguisher mounted on the wall behind the counter. Place the Fire Extinguisher Common Item as indicated."
"EXPLORE_STOREFRONT_RELIC","In a prominent glass case in the corner, a bizarre statue is on display. Place a Search token as indicated."
"EXPLORE_STOREFRONT_BARRICADE","A small but heavy shelf stands near the door. You could use it to fortify the store should the need arise. Place a Barricade as indicated."
"EXPLORE_STOREFRONT_DOOR","You notice a wooden door that you suspect leads to the back hall shared by the hotel. Place an Explore token as indicated."
"STOREFRONT_RADIO_SEARCH_FIRST","The radio crackles with static, then you hear a voice. ""This is the captain of the [i]Lively[/i]. I am currently moored in the bay by Innsmouth. Is anyone there?"""
"STOREFRONT_RADIO_SEARCH_REPEAT","Again, you hear the voice of the captain over the radio. ""I repeat: this is the captain of the [i]Lively[/i]. I am currently moored in the bay. Is anyone there?"""
"STOREFRONT_RADIO_QUEUE_PICKUP"," ""Can you pick us up?"""
"STOREFRONT_RADIO_QUEUE_WHERE"," ""Where are you from?"""
"STOREFRONT_RADIO_WHERE","""I am not a local, if that is what you are asking. I normally operate out of Gloucester."" This news fills you with confidence. Become Focused. This might be your best chance to escape Innsmouth."
"STOREFRONT_RADIO_OPT_PICKUP","""Can you pick us up?"""
"STOREFRONT_RADIO_PICKUP_BADGE","The captain seems hesitant to take on unknown passengers in the middle of the night until you mention Agent Craven. ""Craven is still alive? I was beginning to worry."""
"STOREFRONT_RADIO_PICKUP_BADGE2","""I will come pick you up, but I cannot see through this fog. Light a lantern on the dock where you want me to pick you up. Ring the fog bell when you are ready for me to come."""
"STOREFRONT_RADIO_PICKUP_TEST","""Craven, is that you?"" The captain must have been expecting someone else. You tell him your situation. ""Not sure if I want to take on unknown passengers in the middle of the night. How do I know I can trust you ()?"""
"STOREFRONT_RADIO_PICKUP_PASS","""I am supposed to pick up Agent Craven. I will come pick you up, but you need to find Craven and bring him with you."" After a short pause, he continues speaking. ""I cannot see through this fog. Light a lantern on the dock where you want me to pick you up. Ring the fog bell when you are ready for me to come."""
"STOREFRONT_RADIO_PICKUP_FAIL","""Sorry, I try not to make a habit of taking on random passengers from Innsmouth."""
"STOREFRONT_RADIO_SEARCH_FAILED","The radio is quiet, but you hope the captain is still listening."
"STOREFRONT_RADIO_OPT_NEED"," ""You are our only hope!"""
"STOREFRONT_RADIO_SEARCH_PASSED","The radio is silent, but you should be able to contact the captain if needed."
"STOREFRONT_RADIO_QUEUE_NEED","""What did you need again?"""
"STOREFRONT_RADIO_REMINDER","After a moment you hear the captain's voice, ""After lighting the lantern on the dock, ring the fog bell. I will come to pick you up."""
"STOREFRONT_PUZZLEBOX_SEARCH","A wooden box with sliding panels on its surface sits on the counter."
"STOREFRONT_PUZZLEBOX_RESOLVE","You take the box with you. Perhaps if you can solve the puzzle the box will open. Gain the Puzzle Box Unique Item. Then discard this Search token. The investigator holding the Puzzle Box can attempt to open it by interacting with it in the app."
"STOREFRONT_RELIC_SEARCH","A bizarre statue is on display inside a glass case."
"STOREFRONT_RELIC_QUEUE_PICK"," Pick the lock."
"STOREFRONT_RELIC_QUEUE_SMASH"," Smash the glass."
"STOREFRONT_RELIC_PICK_TEST","The case uses a simple lock. You pull out a pin and attempt to get it open ()."
"STOREFRONT_RELIC_PICK_PASS","You unlock the case, and the glass panel swings open quietly. You take the statue from the case. A tag hangs from the back of it that reads ""For sale by the Marsh family. Please contact for price."" Gain the Grotesque Stone Unique Item and 1 Clue. Then discard this Search token."
"STOREFRONT_RELIC_PICK_FAIL","You struggle with the lock to no avail."
"STOREFRONT_RELIC_SMASH","You smash your elbow through glass. The sharp edges slice open your arm. Suffer 1 facedown Damage. You take the statue from the case. A tag hangs from the back of it that reads ""For sale by the Marsh family. Please contact for price."" Gain the Grotesque Stone Unique Item and 1 Clue. Then discard this Search token."
"STOREFRONT_RELIC_SMASH_GLADYS","At the sound of smashed glass, the store owner yells in anger. ""What do you think you are doing!? You are not from the Order! Get out!"" Discard the Person token and spawn a Cultist as indicated."
"STORE_OWNER_GREETING","""It is not often that we receive visitors from the Order. How can I help you?"""
"STORE_OWNER_OPT1"," ""The Order?"""
"STORE_OWNER_OPT2"," Ask about the Marsh family."
"STORE_OWNER_OPT3"," Attack her."
"STORE_OWNER_CANCEL","""Just browsing."""
"STORE_OWNER_MSG1","""Yes, the Esoteric Order of Dagon."" Gain 1 Clue. She watches you closely as she speaks, ""You are a member of the Order, yes?"""
"STORE_OWNER_OPT4","""Of course!"""
"STORE_OWNER_OPT5","Attack her."
"STORE_OWNER_MSG2","She eyes you suspiciously, and you attempt to mimic the unsettling mannerisms of the locals (+1)."
"STORE_OWNER_PASS","Your ruse seems to have satisfied her suspicions. ""What brings a fellow member to my store in the middle of the night?"""
"STORE_OWNER_OPT6","Ask about the Marsh family."
"STORE_OWNER_MSG3","""The Order in Innsmouth was founded by Obed Marsh, but you would know that if you were a true member."" Gain 1 Clue."
"STORE_OWNER_ATK1","Realizing you are not a member of the Order, the woman draws a long dagger. Discard this Person token and spawn a Cultist as indicated."
"STORE_OWNER_ATK2","You may attack the Cultist without spending an additional action."
"STORE_OWNER_DEATH","As the store owner crumbles to the ground, the dagger falls from her hand with a clatter. Place the Ritual Dagger Common Item in the Cultist's space."
"PUZZLEBOX_SEARCH","The box's surface is covered in a series of intricate, wooden panels."
"PUZZLEBOX_QUEUE_OPEN"," Open."
"PUZZLEBOX_ATTEMPT","You begin sliding the panels around in an attempt to open the box. Tap to attempt the puzzle using ."
"PUZZLEBOX_REATTEMPT","The box remains closed, despite your efforts. Tap to attempt the puzzle using ."
"PUZZLEBOX_SUCCEED","With a quiet click, the last panel slides into place, and the wooden lid of the box pops open. The box is lined with velvet and holds an old keyring and some oddly colored gold coins. Gain the Old Keys and Forensic Evidence Unique Items and 1 Clue."
"PUZZLEBOX_OPENED","You find nothing else inside the puzzle box."
"SIGHT_STREET_2_ALLEY_CORNER_2","An alley off the street curves around the building. An investigator in the Street 2  may reveal the adjacent area."
"SIGHT_PIER_ALLEY_2","An alley next to the building leads to the street. An investigator in the Pier  may reveal the adjacent area."
"DOOR_INTERIOR_ALLEY_CORNER_2","The hotel's side door leads to an alley right off the street."
"DOOR_LIBRARY_ALLEY_2","One of the storage room's doors leads out into a side alley."
"EXPLORE_WEST_ALLEY_TILES","You peer down a dark alley to the west of the building. Place the Alley Corner 2  and Alley 2  tiles as indicated and discard all Explore and Sight tokens leading to the area."
"EXPLORE_WEST_ALLEY_OSCAR","You see a drunk old man slumped against a crate. Place a Person token as indicated."
"EXPLORE_WEST_ALLEY_SIDE_DOOR","One door leads to the building in the adjacent block. Place an Explore token as indicated."
"EXPLORE_WEST_ALLEY_LIBRARY_DOOR","Another door leads to a room behind the hotel. Place an Explore token as indicated."
"EXPLORE_WEST_ALLEY_PIER_SIGHT","The other side of the alley opens into a pier. Place a Sight token as indicated."
"WEST_ALLEY_OSCAR_ASLEEP_KEY","The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt."
"WEST_ALLEY_OSCAR_ASLEEP_NOKEY","The old man is passed out drunk against a trash can. You already took his key."
"WEST_ALLEY_OSCAR_ANGRY_KEY","The old man glares at you drunkenly as you approach. ""Whadya want?"""
"WEST_ALLEY_OSCAR_ANGRY_NOKEY","The old man glares at you drunkenly as you approach. ""Whadya do with my key?"""
"WEST_ALLEY_OSCAR_HAPPY_KEY","The old man smiles at you drunkenly as you approach. ""What can I do for you?"""
"WEST_ALLEY_OSCAR_HAPPY_NOKEY","The old man smiles at you drunkenly as you approach. ""I hope the key is helping!"""
"WEST_ALLEY_OSCAR_QUEUE_HELLO"," ""Hello?"""
"WEST_ALLEY_OSCAR_QUEUE_SLAP"," Slap him."
"WEST_ALLEY_OSCAR_QUEUE_STEAL"," Steal the key."
"WEST_ALLEY_OSCAR_HELLO","He wakes up with a start at the sound of your voice. ""Huh!? Whas going on?"""
"WEST_ALLEY_OSCAR_SLAP","You strike the man across the face, and he wakes up with a shocked look on his face. ""Whatha hell was that for!?"""
"WEST_ALLEY_OSCAR_STEAL_TEST","You attempt to slip the key off of the ring without waking him ()."
"WEST_ALLEY_OSCAR_STEAL_PASS","You carefully slide the key off the ring. Gain the Silver Key Unique Item."
"WEST_ALLEY_OSCAR_STEAL_FAIL","As you try to remove the key, you slip, and the ringing of metal wakes the old man. ""Whatha hell are you doing!?"" He shoves you back. Suffer 1 Damage."
"WEST_ALLEY_OSCAR_QUEUE_KEY"," ""May I have that key?"""
"WEST_ALLEY_OSCAR_QUEUE_KEY_FREE","""May I have that key?"""
"WEST_ALLEY_OSCAR_QUEUE_ILLEGAL"," ""Alcohol is illegal, you know."""
"WEST_ALLEY_OSCAR_QUEUE_ILLEGAL_FREE","""Alcohol is illegal, you know."""
"WEST_ALLEY_OSCAR_ILLEGAL","""That dun matter out here! Only thing matters is what the Order thinks."" Gain 1 Clue."
"WEST_ALLEY_OSCAR_KEY_TEST","You try to convince the old man to let you borrow his key for a few minutes ()."
"WEST_ALLEY_OSCAR_KEY_PASS","""Sure, you seem trus... trusta... nice."" The man gives you a drunken smile and hands you the key. Gain the Silver Key Unique Item."
"WEST_ALLEY_OSCAR_KEY_FAIL","""Nuh-uh. This here's my key! You can't have it!"""
"SIDE_ROOM_EXPLORE","The weather-warped door leads to a dark and apparently disused building."
"SIDE_ROOM_MSG0","You try the door handle but find it locked. You bang on the door, but you cannot hear a response over the din of the nearby mob."
"SIDE_ROOM_MSG1","You try the door handle but find it locked, but you think you hear something move on the other side. You put your ear to the door and hear someone breathing heavily inside."
"SIDE_ROOM_OPT1","""Who is in there?"""
"SIDE_ROOM_OPT2","Leave it alone."
"SIDE_ROOM_MSG2","After a short silence, you hear a voice. ""Go away! I do not want any trouble!"""
"SIDE_ROOM_OPT3","""Can you help us?"""
"SIDE_ROOM_OPT4","""Are you Agent Craven?"""
"SIDE_ROOM_TEST","You attempt to convince the man on the other side of the door to help you ()."
"SIDE_ROOM_FAIL","""Go away! There is no help for you here."""
"SIDE_ROOM_MSG3","After another moment of silence, the door opens a crack, and a man with sunken, fearful eyes stares out at you. ""You are not from Innsmouth."" The man's eyes light up with sudden hope. ""Listen closely."" Discard this Explore token and place a Person token as indicated. This is Agent Craven."
"SIDE_ROOM_MSG4","""My name is Craven. I am an agent with the FBI. My partner and I were sent to Innsmouth, but he was taken by the locals."" He pauses, a look of despair in his eyes. ""I called for an extraction, but with the locals so riled up, I do not know how to contact the boat. My gun is in my hotel room, but my partner had the key when he went missing."""
"SIDE_ROOM_MSG4_ALT","""My name is Craven. I am an agent with the FBI. My partner and I were sent to Innsmouth, but he was taken by the locals."" The agent's hope seems to fade as you tell him his partner has been killed. ""I called for an extraction, but with the locals so riled up, I do not know how to contact the boat. My gun is in my hotel room, but my partner had the key when he went missing."""
"SIDE_ROOM_MSG5","""The townsfolk are looking for me. If you find a way to contact the boat, give the captain my badge number."" The man pushes a crumpled piece of paper into your hand. ""Come back here when you have contacted him."""
"SIDE_ROOM_MSG6","You tell him that you have already contacted the boat, and he seems surprised. ""Then we should not waste any more time."" He slinks out of the storage room and slips through the door on the other side of the alley. Remove Agent Craven from the board."
"SIDE_ROOM_MSG6_ALT","You tell him that you have already contacted the boat, and he seems surprised. ""Then we should not waste any more time."" He slinks out of the storage room and slips through the door on the other side of the alley. Move Agent Craven as indicated."
"AGENT_TALK","Agent Craven is hiding in the storage room on the other side of the door. You should contact the boat before talking to him again."
"AGENT_TALK_ALT","Agent Craven is hiding in the storage room on the other side of the door. It would be too dangerous to reveal the agent's hiding spot while the mob is so close. You should wait until the locals have moved farther away."
"AGENT_OPT1"," Knock."
"AGENT_MSG1","You knock quietly and whisper through the door that you have contacted the boat. The door cracks open, and Craven peers out, looking up and down the alleyway. ""Be careful while moving toward the docks."" He slinks out of the storage room and slips through the door on the other side of the alley. Remove Agent Craven from the board."
"AGENT_MSG1_ALT","You knock quietly and whisper through the door that you have contacted the boat. The door cracks open, and Craven peers out, looking up and down the alleyway. ""Be careful while moving toward the docks."" He slinks out of the storage room and slips through the door on the other side of the alley. Move Agent Craven as indicated."
"AGENT_MSG2","You notice the agent did not close the door to the storage room. You wonder if anything inside could be of use. Place a Search token as indicated."
"STORAGE_SEARCH","The door to the storage room has been left ajar. Perhaps you will find something interesting inside."
"STORAGE_RESOLVE","You open the door and begin to dig through the various objects that have been abandoned in the dusty storage room. Much of the refuse is unusable, but something catches your interest. Gain the {0} Common Item. Then discard this Search token."
"EXPLORE_LIBRARY","The door leads into a small room behind the hotel. The room is without windows or lights, and you strain your eyes to see inside. You can explore only if you have a [i]Light Source[/i]."
"EXPLORE_LIBRARY_TILE","You hold your light high to illuminate the room. Shelves of books that have collected years of dust line the walls. Place the Library  tile as indicated and discard any Explore tokens leading to it. Then place Darkness in each space of the Library ."
"EXPLORE_LIBRARY_AGENT","The agent is holding what appears to be a record of immigration. Place Agent Craven as indicated."
"EXPLORE_LIBRARY_RESEARCH","Your eyes scan across shelf after shelf of books. Many of them appear to be about the history of Innsmouth and the surrounding area. Perhaps you could uncover information on the Marsh family. Place a Search token as indicated."
"EXPLORE_LIBRARY_DOOR","The room's other door leads back outside. Place an Explore token as indicated."
"LIBRARY_RESEARCH_SEARCH","The pages of these books seem stiff and they smell of salt, as if they have all been soaked in seawater at some point in the past. You find a number of books concerning lineages of important Innsmouth families."
"LIBRARY_RESEARCH_PUZZLE","In the pages of a book on the Marsh family, you find a torn up piece of paper. You attempt to piece it back together. Tap to attempt the puzzle using ."
"LIBRARY_RESEARCH_REATTEMPT","You still have not reassembled the torn paper."
"LIBRARY_RESEARCH_PASS","Pieced together, the paper reveals that several members of the Marsh family have one or the other parent listed only as ""from the sea."" Gain the Missing Link Unique Item and 1 Clue. Then discard this Search token."
"AGENT_MSG3","Agent Craven is fervently looking over what appears to be a record of immigration. ""This must be storage for the city's historical records. I cannot return to the bureau empty-handed. There must be something in these records to help my case."""
"AGENT_MSG4","""Help me look for something about the Marsh family."""
"AGENT_MSG4_ALT","""Help me look for something about the Marsh family."" An investigator with the Missing Link Unique Item can show the agent the family history."
"AGENT_OPT2"," Show."
"AGENT_OPT0","Leave him alone."
"AGENT_MSG5","""Yes! This is exactly the lead I needed. We should get out of this city as soon as possible. I will stay here and collect whatever other evidence I can until the boat arrives."" Gain 2 Clues."
"AGENT_IDLE","Craven is digging through the shelves, frantically taking notes or tearing pages from books."
"AGENT_OPT3","""The boat is here."""
"AGENT_OPT4"," ""The boat is here."""
"AGENT_MSG6","Craven tucks his notepad into his coat pocket. ""We should leave immediately."" He opens the back door of the building onto the beach."
"AGENT_MSG7","The agent dashes across the sand and onto the dock. He quickly leaps onto the waiting boat. Move Agent Craven as indicated."
"AGENT_HURRY","""Hurry! We do not have much time!"""
"AGENT_TEST","The agent makes a run for the boat, but the rioting locals are blocking his path. He attempts to evade their grasp and slip past. Roll 2 dice. If you roll one or more , press ""Pass."" Otherwise, press ""Fail."""
"AGENT_FAIL","Craven dives to the ground, rolling to avoid a wave of locals. He sprints for the boat, but the mob is too large. Numerous wet hands grab his limbs and pull him into the mass. As Craven disappears from sight, you hear screams of pain ring out over the bay. Each investigator suffers 2 Horror. Then discard Agent Craven."
"SIGHT_ALLEY_2_PIER","The alley opens into a pier. An investigator in the Alley 2  may reveal the adjacent area."
"SIGHT_RENTAL_DOCK_BEACH","The dock ends in a short stretch of sandy beach. An investigator in the Rental Dock  or Dock 2  may reveal the adjacent area."
"DOOR_LIBRARY_BEACH","Some sand lies at the foot of this door; it must lead back outside to the beach."
"EXPLORE_PIER_TILES","Waves lap against the shore as you look out behind the building. Place the Pier  tile as indicated and discard all Explore and Sight tokens leading to it."
"EXPLORE_PIER_CRATES","A number of crates and barrels are grouped together. Place a Search token as indicated."
"EXPLORE_PIER_BODY","A water-logged boat rots low in the water off the pier. Place a Search token as indicated."
"EXPLORE_PIER_SNACK_SHACK","A snack stand sits on the pier. It has been hastily closed up. Place a Search token as indicated."
"EXPLORE_PIER_ELECTRICAL_BOX","A rusting electrical box clings to the side of the building. Place a Search token as indicated."
"EXPLORE_PIER_WINDOW","Looking out over the beach, you can see the window of the hotel bathroom has been left open. Place an Interact token as indicated."
"EXPLORE_PIER_DOOR_BEACH_SHACK","On the beach, a shack sits just above the strandline. Place an Explore token as indicated."
"EXPLORE_PIER_SIGHT_WEST_ALLEY","On the far side of the building, you see an alley similar to the one you came through. Place a Sight token as indicated."
"EXPLORE_PIER_SIGHT_BEACH","The pier ends in a sandy beach. Place a Sight token as indicated."
"EXPLORE_PIER_SIGHT_BOAT_RENTAL","On the far side of the beach you see a dock holding a boat rental building. Place a Sight token as indicated."
"EXPLORE_PIER_DOOR_LIBRARY","A door off of the beach leads to a room behind the hotel. Place an Explore token as indicated."
"PIER_CRATES_SEARCH","A number of crates and barrels are grouped together."
"PIER_CRATES_TEST","You dig through the abandoned materials for anything of use ()."
"PIER_CRATES_PASS","Amongst rope and other boating equipment, you find something that could help you escape. Gain the {0} Common Item. Then discard this Search token."
"PIER_CRATES_FAIL","You find frayed rope and molding fishing net but nothing you would want to take with you."
"PIER_BODY_SEARCH","A rotting, water-logged boat sits low in the water."
"PIER_BODY_TEST","Perhaps you could use this boat to escape. You push back the tarp and look over the boat ()."
"PIER_BODY_FAIL","The boat is not seaworthy in the slightest."
"PIER_BODY_ITEM","You find something submerged in the water that fills the bottom of the boat. Gain the {0} Common Item. Then discard this Search token."
"PIER_BODY_RESOLVE","You pull up a tarp that covers the bottom of the boat to discover a dead body! Suffer 2 Horror ( negates). You gently look through the dead man's interior coat pockets and discover an FBI badge. This is the body of Agent Brinley. His gun is missing from the holster, but you find a key in his pocket labeled ""#2."" Gain the Brass Key Unique Item and 1 Clue. Then discard this Search token."
"SNACK_SHACK_NO_KEY","You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to unlock it."
"SNACK_SHACK_MSG1","You notice a locked cabinet under the counter. The padlock is old but sturdy. You can unlock the cabinet only if you have the Old Keys Unique Item."
"SNACK_SHACK_OPT1"," Unlock."
"SNACK_SHACK_MSG2","The padlock pops open with a loud click. Behind the thick cabinet doors you find something that will help you fend off the mob. Gain the Tommy Gun Common Item. Then discard this Search token."
"REVEAL_BEACH","The waves rustle as they break upon the beach. An investigator in the Pier  may reveal the adjacent area."
"REVEAL_BEACH_PIER","The dark shape of a pier looms above the beach. An investigator in the Beach  may reveal the adjacent area."
"REVEAL_BEACH_TILE","The beach extends across the entire back of the hotel between the two piers, its sandy monotony disrupted only by a forlorn shack. Place the Beach  tile as indicated and discard any Explore or Sight tokens leading to it."
"REVEAL_BEACH_BOAT","An old rowboat sits on the beach. Place a Search token as indicated."
"REVEAL_PASSAGE","{0} Place a Secret Passage as indicated. Then move your investigator figure to that space."
"REPLACE_PASSAGE","{0} Discard the Explore token in the {1} and place a Secret Passage as indicated."
"REVEAL_BEACH_SIGHT_PIER","A pier rises at the edge of the beach. Place a Sight token as indicated."
"OLD_BOAT_SEARCH","An old rowboat sits on the beach. It will not be enough to escape in, but it might get you to the fishing boat in the bay."
"OLD_BOAT_TEST","You brush sand and dirt from the boat to check its condition ()."
"OLD_BOAT_PASS","You remove an old fishing net from the bottom of the boat and discover a gaping hole in the boat's hull. You would be surprised if it floats at all, but you do find something else of use. Gain the {0} Common Item. Then discard this Search token."
"OLD_BOAT_FAIL","You look over the boat and find nothing wrong with it. You quickly push it into the water, only to find out the hull has been breached. The boat promptly sinks beneath the waves. Discard this Search token."
"OLD_BOAT_BODY","You look over the boat and find nothing wrong with it. You quickly push it into the water, only to find out the hull has been breached. As the boat sinks, a dead body floats to the water's surface! Suffer 2 Horror ( negates). You gently look through the dead man's interior coat pockets and discover an FBI badge. This is the body of Agent Brinley. His gun is missing from the holster, but you find a key in his pocket labeled ""#2."" Gain the Brass Key Unique Item and 1 Clue. Then discard this Search token."
"EXPLORE_BEACH_SHACK","The beach shack leans against the back of the hotel. The door is weathered by the ocean spray."
"EXPLORE_BEACH_SHACK_PASSAGE","You squint into the darkness of the shack. Expecting to see a cluttered interior, you are surprised when the inside of the shack is nearly empty. A single panel in the wall seems to lead into the building behind the shack. Discard this Explore token and place an Explore token as indicated."
"EXPLORE_BEACH_SHACK_PASSAGE_ALT","You squint into the darkness of the shack. Expecting to see a cluttered interior, you are surprised when the inside of the shack is nearly empty. A single panel in the wall seems to lead into the building behind the shack. Discard this Explore token and the Explore token in the Bathroom . Then place Secret Passages as indicated."
"SHACK_PASSAGE","A single panel in the wall seems to lead into the building behind the shack."
"SHACK_PASSAGE_PLACE","You pull the panel toward you and slide it to one side. Discard this Explore token and place a Secret Passage as indicated."
"SHACK_PASSAGE_DOOR","The only door in the bathroom must lead to the hotel's back hall. Place an Explore token as indicated."
"SIGHT_ALLEY_1_RENTAL_DOCKS","The alley opens to a dock cluttered with small boats. An investigator in the Alley 1  may reveal the adjacent area."
"SIGHT_BEACH_RENTAL_DOCKS","At the end of the beach, there is a small step up to a wooden dock. An investigator in the Beach  may reveal the adjacent area."
"EXPLORE_RENTAL_DOCKS_TILES","The back of the building overlooks the sea. On the eastern side of the building, a long dock stretches out into the bay. Place the Rental Dock  and Dock 2  tiles as indicated and discard all Explore and Sight tokens leading to the area."
"EXPLORE_RENTAL_DOCKS_BOATS","A number of rowboats are stacked on the dock. Place a Search token as indicated."
"EXPLORE_RENTAL_DOCKS_DOOR_BOAT_RENTAL","A small boat rental stands on the dock, but it looks to be closed for the night. Place an Explore token as indicated."
"EXPLORE_RENTAL_DOCKS_LIGHT","At the end of the dock, an unlit lantern hangs from one of the supports. Place a Search token as indicated."
"EXPLORE_RENTAL_DOCKS_SIGHT_BEACH","At the other side of the rental dock, the dock ends in a beach that stretches along the back of the building. Place a Sight token as indicated."
"EXPLORE_RENTAL_DOCKS_SIGHT_EAST_ALLEY","On the other side of the rental dock, an alley curves around the building and out of sight. Place a Sight token as indicated."
"RENTAL_BOATS_SEARCH","A number of rowboats are stacked on the dock. You might be able to use one of them to reach the fishing boat in the bay."
"RENTAL_BOATS_MSG1","You attempt to push one of the boats into the water but discover it is chained to the dock. You glance over the rest of the boats and find them tethered as well. You will need to find a way to bring the fishing boat to you. Before turning your attention elsewhere, you decide to search the boats for anything of use ()."
"RENTAL_BOATS_MSG2","You notice something in one of the boats that could help your investigation. Gain the {0} Common Item. Then discard this Search token."
"RENTAL_BOATS_MSG3","You continue your inspection of the rental boats ()."
"RENTAL_BOATS_FAIL","You discover a ratty fishing net and a rotting oar, but nothing that you think could help your investigation."
"DOCK_LIGHT_SEARCH","A large, unlit lantern hangs from a creaking support. You can light the lantern only if you have a [i]Light Source[/i]."
"DOCK_LIGHT_QUEUE_LIGHT"," Light the lantern."
"DOCK_LIGHT_RESOLVE","You light the lantern. It burns brightly, its light piercing through the fog. Out in the bay, you see a light flash twice. If you can signal the boat, you could escape. Become Focused. Then discard this Search token."
"DOOR_RENTAL_DOCK_BOAT_RENTAL","The front door to the boat rental building was once painted a happy blue but is now cracking and peeling to reveal grey wood beneath."
"EXPLORE_BOAT_RENTAL_LOGBOOK","Someone has left the light on inside the boat rental. You spot the rental logbook open on the table in the middle of the room. Place a Search token as indicated and discard this Explore token."
"BOAT_RENTAL_LOGBOOK_SEARCH","The logbook is full of neat, handwritten notes concerning who rented which boat when."
"BOAT_RENTAL_LOGBOOK_TEST","You search through the logbook looking for anything on the Marsh family ()."
"BOAT_RENTAL_LOGBOOK_PASS","As you page back through the book, you find entries every single week showing a member of the Marsh family taking a boat out to Devil's Reef. Each entry has an annotation detailing strange and exotic treasures brought back on the return journey. Gain the Incriminating Evidence Unique Item and 1 Clue. Then discard this Search token."
"BOAT_RENTAL_LOGBOOK_FAIL","Your eyes glaze over as you read through line after line of tedious bookkeeping."
"SIGHT_FACADE_ALLEY_CORNER_1","An alley off the street curves around the building. An investigator in the Front Street  may reveal the adjacent area."
"SIGHT_RENTAL_DOCK_ALLEY_1","An alley next to the building leads to the street. An investigator in the Rental Dock  may reveal the adjacent area."
"EXPLORE_EAST_ALLEY_TILES","You peer down a dark alley to the east of the building. Place the Alley Corner 1  and Alley 1  tiles as indicated and discard all Explore and Sight tokens leading to the area."
"EXPLORE_EAST_ALLEY_CRATES","You notice a stack of several crates. Place a Search token as indicated."
"EXPLORE_EAST_ALLEY_SIDE_DOOR","A figure peers into the alley from a door leading to the adjacent block. Place a Person token as indicated."
"EXPLORE_EAST_ALLEY_BELLTOWER_DOOR","Another door leads to a tower that stretches high above the rest of the nearby buildings. Place an Explore token as indicated."
"EXPLORE_EAST_ALLEY_RENTAL_SIGHT","The other side of the alley opens onto a dock. Place a Sight token as indicated."
"EXPLORE_EAST_ALLEY_STORE_SIGHT","The other end of the alley opens onto the street in front of the hotel. Place a Sight token as indicated."
"EAST_ALLEY_CRATES_SEARCH","Several crates are stacked in the corner of the alley."
"EAST_ALLEY_CRATES_TEST","You rummage through the crates, looking for anything that could be of use ()."
"EAST_ALLEY_CRATES_PASS","You overturn a large crate and uncover something that could be of use. Gain the {0} Common Item. Then discard this Search token."
"EAST_ALLEY_CRATES_FAIL","You find empty oil cans and broken glass bottles but nothing of interest."
"EAST_ALLEY_DOORWAY_SEARCH","A young boy peers into the alley from a side door. He seems to be curious what all of the commotion is about."
"EAST_ALLEY_DOORWAY_QUEUE"," Approach."
"EAST_ALLEY_DOORWAY_IGNORE","Ignore him."
"EAST_ALLEY_DOORWAY_TEST","You ask the boy for help ()."
"EAST_ALLEY_DOORWAY_PASS","The boy tells you that you will find ""Something good"" in the snack shack, but you will need the key from Henderson's to get it. Gain 1 Clue. The boy shuts the door and turns off the lights. Discard this Person."
"EAST_ALLEY_DOORWAY_FAIL","The boy shakes his head and slams the door. Discard this Person."
"EXPLORE_BELLTOWER_NO_KEY","The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock."
"EXPLORE_BELLTOWER_KEY","The door leads to a tower that stretches high above the rest of the nearby buildings. You can explore only if you have the Silver Key Unique Item."
"EXPLORE_BELLTOWER_TILE","Rickety, wooden steps lead up into the tower. Discard this Explore token and place the Bell Tower  tile as indicated."
"EXPLORE_BELLTOWER_ITEM","On the shelf beside the stairs, you spot something interesting sitting in a pile of old objects. Place the {0} Common Item as indicated."
"EXPLORE_BELLTOWER_BELL","At the top of the tower, an old fog bell hangs from a sturdy beam. Place an Interact token as indicated."
"BELLTOWER_BELL_SEARCH","A large fog bell hangs at the top of the tower."
"BELLTOWER_BELL_QUEUE_RING"," Ring."
"BELLTOWER_BELL_NO_SIGNAL","The sound of the bell rings out over the bay, but the fishing boat out in the fog does not respond. You will need to find another way to contact the boat."
"BELLTOWER_BELL_NO_LIGHT","The sound of the bell rings out over the bay, but the fishing boat out in the fog does not respond. Without lighting a lantern on the dock, the boat's captain will not know where to go."
"BELLTOWER_BELL_BOAT","The sound of the bell rings out over the bay. After a few moments, you see the light of the fishing boat coming in toward the dock. You will need to get to the dock as soon as possible. Discard this Interact token."
"STORY_BOAT_TILE","Guided by the lantern, the boat slides in gracefully alongside the dock. Place the House Boat  tile as indicated."
"STORY_BOAT_CAPTAIN","You see the captain in the cabin steering the boat. He begins looking around for you. You had better hurry or he might leave without you. Place a Person token as indicated."
"STORY_BOAT_CRASH","The boat comes into sight, but unable to see through the fog, the captain has misjudged the distance to the dock. The hull slams hard into the pier, and the boat's engine sputters and dies. Place the House Boat  tile as indicated."
"STORY_BOAT_CAPTAIN_UPSET","You see the captain in the cabin. He pulls off his cap and strikes the wheel before looking over the damage to the boat. You had better hurry to help him. Place a Person token as indicated."
"STORY_BOAT_STUCK","The boat appears to still be seaworthy. The captain restarts the engine and attempts to pull away from the dock, but the boat does not budge. The boat will need to be freed from the dock by hand. Place an Interact token as indicated."
"CAPTAIN_GREETING","""Innsmouth is not safe after dark. We need to leave. Is everyone here? I do not want to stay docked longer than I need to."""
"CAPTAIN_OPT1","""Get us out of here!"""
"CAPTAIN_OPT2","""Wait, someone is missing."""
"CAPTAIN_WAIT","""We cannot wait much longer. If your friends are not here soon, we are leaving without them."""
"CAPTAIN_CANNOT","""Where is Agent Craven? We cannot leave without him."""
"CAPTAIN_ESCAPE","The captain throws the throttle down, and the engine roars as the boat pulls away from the dock. You glance over the evidence you have gathered, hoping it will be enough to condemn the Marsh family. Each investigator not in the House Boat  or Cabin  is eliminated. The investigation is complete."
"CAPTAIN_ANGRY","""We need to get the boat free!"" The captain pulls back on the throttle. The engine roars, but the boat does not move."
"WRECKAGE_MSG1","The boat's bow has become lodged in the wreckage of the dock."
"WRECKAGE_OPT1"," Free the boat."
"WRECKAGE_MSG2","You clear some of the wreckage before putting your weight against the bow of the boat and attempting to push it free ()."
"WRECKAGE_FAIL","The boat will not budge. You will need to clear away more of the destroyed dock."
"WRECKAGE_PASS","With a tremendous push, you free the boat from the dock. The captain pulls away from the wreckage before calling out to you, ""Let's get out of here!"" Discard this Interact token."
"OBJECTIVE_START","The Innsmouth locals have grown aggressive. You must find a way to escape Innsmouth."
"OBJECTIVE_BOAT","The Innsmouth locals have grown aggressive. If you could contact the fishing boat in the bay, you might be able to make your escape."
"OBJECTIVE_RADIO","Use the radio in Henderson's Oddities to contact the fishing boat out in the bay."
"OBJECTIVE_SIGNAL","The captain of the [i]Lively[/i] has agreed to pick you up. You need to light the lantern on the dock, ring the fog bell in the tower, and bring Agent Craven to the boat."
"OBJECTIVE_FIX_BOAT","The boat has become stuck in the wreckage of the dock. You will need to free it before you can escape."
"OBJECTIVE_LEAVE","Get all investigators and Agent Craven on the boat and leave Innsmouth."
"STORY_HYBRID_ATTACK","The lock of the hotel door pops open with an audible click, and the door swings open. On the other side of the door stands a figure with sallow skin and large, unblinking eyes. Discard the Explore token between the Interior Hall  and Small Bedroom 1 . Then spawn a Deep One Hybrid as indicated."
"STORY_SPAWN_MOB_01","You hear the sound of approaching voices. Outside the hotel, a small mob of shambling locals is beginning to gather. They shout words of some indecipherable language at the hotel. Something tells you they are here for you. Spawn a Riot as indicated. This is the Innsmouth Mob. It does not activate this round."
"STORY_SPAWN_MOB_01_ALT","You hear the sound of approaching voices. Outside the hotel, a small mob of shambling locals is beginning to gather. They shout words of some indecipherable language at the hotel. Something tells you they are here for you. Discard the Sight token to the south of the Street 2  and spawn a Riot as indicated. This is the Innsmouth Mob. It does not activate this round."
"STORY_SPAWN_MOB_02","More people from the town continue to join the ever-growing mob. Fighting so many people will prove difficult. You had better evade them."
"STORY_SMASH_THE_LIGHTS","The rioting townsfolk beat the walls of the buildings with boards and bottles. The sound of shattering glass pierces the fog and reverberates through the walls of the hotel. Darkness overtakes the alleyway as the lights are smashed. Place Darkness in each space in the {0}. Then each investigator suffers 1 facedown Horror."
"STORY_SONG_OF_THE_SEA","A few members of the mob begin singing a horrid, croaking melody, and in response, the sea begins to sing along. The inhuman notes echo through the alleys and streets, insinuating themselves into the minds of all who hear it. Each investigator suffers 2 facedown Horror."
"STORY_SPAWN_DEEP_ONE","As the sounds of the song carry into the fog, a horrible, fish-like creature steps out of the wake and onto the beach. Spawn a {0} as indicated."
"STORY_FIRE_IN_THE_TOWER","One of the locals glances up at the tall bell tower. Then he opens the door and tosses his lantern inside. The glass shatters against the wall, splashing burning oil on the wooden stairs. Place Fire as indicated. Then each investigator in the Bell Tower  suffers 2 Horror."
"STORY_FIRE_IN_THE_ALLEY","One of the locals glances up at the tall bell tower. He tries the door but finds it locked. Unable to get inside, he smashes his lantern against the door, covering it in burning oil. Place Fire as indicated."
"STORY_FINALE_00a","Having circled the building, the mob smashes the windows of the hotel and throws a torch inside in an attempt to smoke you out. Place the Torch Common Item as indicated."
"STORY_FINALE_00b","The fire from the torch spreads quickly, and soon the hotel is ablaze. Place Fire as indicated."
"STORY_FINALE_01","Someone in the mob seems to realize your plans to use a boat to escape. The crowd begins heading to the docks to stop you once and for all. A number of the locals break away from the mass to circle the building in the opposite direction. Spawn a Riot as indicated."
"STORY_FINALE_01_ALT","Someone in the mob seems to realize your plans to use a boat to escape. The crowd begins heading to the docks to stop you once and for all. One of the locals breaks away from the mass to circle the building in the opposite direction. Spawn {0} as indicated."
"STORY_FINALE_02A","As with one voice, the mob cries out in a language you do not understand. In response, a repulsive creature emerges from the water. Spawn a Deep One as indicated."
"STORY_FINALE_02B","The revolting fish creatures continue to pour out of the water. Spawn another Deep One as indicated."
"STORY_FINALE_03","The mob begins closing in on the main dock. Soon they will be upon it, and it will be too late to escape. One of the townsfolk who seems to be leading the mob steps out to hunt you himself. Spawn {0} in the Innsmouth Mob's space."
"STORY_FINALE_05","The mob reaches the docks and begins smashing and burning the rental boats. If you do not escape soon, it will be too late."
"STORY_FINALE_05_FIRE","{0} Place Fire as indicated."
"STORY_FINALE_09","The mob begins tearing apart the dock. In moments it will be too late to escape. Each investigator suffers 1 Horror, then flips 2 Horror faceup."
"STORY_GAME_OVER","The mob has completely surrounded and mostly destroyed the dock. That was your last hope of escape. The investigation is not complete."
"UNIQUE_MONSTER_INNSMOUTH_MOB","Innsmouth Mob"
"RIOT_EXPLORE","The area is filled with the stooped, sallow-skinned locals that have been hunting you. Place the Innsmouth Mob as indicated."
"UNIQUE_MONSTER_INNSMOUTH_MOB_DEATH_01","Driven into full retreat by your boldness, the mob pulls back up the hill into Innsmouth. The croaking and muttering of the crowd drifts through the night air toward you as they gather reinforcements, no doubt plotting a renewed assault. Your efforts have bought you time, but nothing more than that."
"UNIQUE_MONSTER_INNSMOUTH_MOB_DEATH_02","With the streets by the docks clear, you move quickly to find a way to escape the town. The radio in the storefront allows you to contact a fishing boat offshore, called the [i]Lively[/i], and soon you have lit the lantern on the dock and rung the fog bell to guide the boat in. As the boat approaches, a nervous-looking federal agent emerges from hiding, grateful for the chance to escape."
"UNIQUE_MONSTER_INNSMOUTH_MOB_DEATH_03","You pile aboard the [i]Lively[/i], and none too soon. Perhaps aware that you are escaping, the Innsmouth denizens redouble their efforts to catch you, croaking and howling as they surge down the hill like a crashing wave. The [i]Lively[/i] pulls away from the dock only moments before the mob descends on it, burning and smashing the other boats and tearing the dock to pieces. The investigation is complete."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_BASE","The Innsmouth Mob moves 2 spaces toward the {0}. {1} Each investigator who shared a space with the Innsmouth Mob during this movement suffers 1 facedown Damage, becomes Stunned, and moves to the Innsmouth Mob's space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_REMOVE","The mob of angry locals moves out of sight. Remove the Innsmouth Mob from the board."
"UNIQUE_MONSTER_INNSMOUTH_MOB_PLACE","The horde of shambling locals emerges into view. Place the Innsmouth Mob as indicated."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_FLAVOR_01","The mob of angry locals drags with them anyone that gets in their way."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_FLAVOR_02","Anyone in their path is swept along with the tide of bodies."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_FLAVOR_03","The local's wet, unblinking eyes are ever watchful for the intruders."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_FLAVOR_04","The writhing mass of citizens tramples anything and anyone in their way."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_FLAVOR_05","The horde brings with them anyone foolish enough to be swept up in the clamor."
"UNIQUE_MONSTER_INNSMOUTH_MOB_MOVE_FLAVOR_06","They drag with them anyone they can get their sticky hands on."
"UNIQUE_MONSTER_INNSMOUTH_MOB_ATTACK_00a","Several members of the Innsmouth Mob grow impatient. In their fervor, they send out one of their number to hunt you down. Spawn a {0} in the Innsmouth Mob's space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_ATTACK_00b","Shouting and croaking, you hear some members of the Innsmouth Mob break away from the main body. Spawn a {0} in the Innsmouth Mob's space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_ATTACK_00c","The Innsmouth Mob quiets for a moment, putting their misshapen heads together. Then, one of their number splits off at a jog, and the mob resumes its rambunctious patrol. Spawn a {0} in the Innsmouth Mob's space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_ATTACK_00d","As the Innsmouth Mob continues its rampage, one of their number slows to a stop, looking curiously about for signs of your presence. Spawn a {0} in the Innsmouth Mob's space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_ATTACK_00e","The Innsmouth Mob grows still, dropping their heads in respectful silence and making way for a solitary figure emerging from their midst. Spawn a {0} in the Innsmouth Mob's space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_SPACE","The {0} attacks each investigator in its space."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_RANGE","The {0} attacks each investigator within range."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_02","The {0} attacks the investigator in its space who has suffered the least Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_05","The {0} attacks the investigator within range with the lowest ."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_08","The {0} attacks the investigator in its space who has suffered the least Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_09","The {0} attacks the investigator within range with the highest ."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_10","The {0} attacks the investigator in its space with the lowest ."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_15","The {0} attacks the investigator in its space with the highest Health."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_16","The {0} attacks the investigator in its space with the lowest ."
"UNIQUE_MONSTER_INNSMOUTH_MOB_TARGET_19","The {0} attacks the investigator within range with the highest ."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_01","The mob grabs at you as you try to escape (; 2). If you pass, you slip free from their grasp. If you fail, you are brutalized by the mob; suffer 3 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_02","The mob surrounds you, weapons at the ready! Suffer 2 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_03","The mob throws several stray objects in your direction. Suffer 2 Damage (–1 negates). Then flip 1 Damage faceup."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_04","Two members of the mob attempt to hold you down while another tries to kick you (; 2). If you pass, you trip one of the men and escape. If you fail, the mob beats you badly; suffer 3 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_05","The mob attempts to lift you into the air and carry you off (; 3)! If you pass, you knee one of them in the face and slip free with only minor injuries; suffer 1 facedown Damage. If you fail, you find yourself hoisted into the air and tossed aside; suffer 2 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_06","The mob surrounds you and attempts to pin you down (; 2). If you pass, you punch one of their number in the nose and pull yourself free. If you fail, you struggle to protect yourself under a hail of punches and kicks; suffer 3 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_07","The mob pelts you with rotten fruit, paving stones, and what you desperately hope is mud. Suffer 2 Damage (-1 negates)."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_08","You attempt to sneak through the crowd (; 3). If you pass, you move unnoticed and slip past. If you fail, you are discovered and attacked; suffer 2 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_09","Moving quickly, you attempt to evade the crowd by using the terrain to your advantage (; 3). If you pass, you escape their notice but sprain something as you hit the ground running; suffer 1 facedown Damage. If you fail, you fall directly into the mob; suffer 2 Damage."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_10","You sprint through the heart of the tumult, spinning and whirling like a footballer. Suffer 3 facedown Damage (–1 negates). If you suffer 2 or more Damage, a stray fist catches you directly on the temple and your vision swims; flip 2 Damage faceup."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_11","As you back away from the mob, several of the rioters draw firearms and level them at you. Suffer 2 Damage (–1 negates)."
"UNIQUE_MONSTER_INNSMOUTH_MOB_EVADE_12","Rough hands grab you and drag you into the air, where you are carried along by the many hands of the crowd (; 3). If you pass, you manage to steer yourself to the edge of the mob and land on your feet. If you fail, you are carried into the heart of the mob, where lunacy and violence reign; suffer 2 Damage."
"EXPLORE_CHAPEL_NO_KEY","The door leads to a chapel whose steeple stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock."
"EXPLORE_CHAPEL_KEY","The door leads to a chapel whose steeple stretches high above the rest of the nearby buildings. You can explore only if you have the Silver Key Unique Item."
"EXPLORE_CHAPEL_TILE","Cool marble and musty velvet hangings adorn the small chapel. Discard this Explore token and place the Chapel  tile and Walls as indicated."
"EXPLORE_CHAPEL_ITEM","You spot something interesting discarded between the pews. Place the {0} Common Item as indicated."
"EXPLORE_CHAPEL_BELL","Toward the rear of the chapel, you can see up into the steeple where an old iron bell hangs from a sturdy beam. Place an Interact token as indicated."
"EXPLORE_CURIOSITY","The door leads into a small windowless building off of the docks. There are no lights, and you strain your eyes to see inside. You can explore only if you have a [i]Light Source[/i]"
"EXPLORE_CURIOSITY_TILE","You hold your light high to illuminate the room. Shelves of books and strange objects line the walls. Place the Library Archives  tile and a Wall as indicated and discard any Explore tokens leading to it. Then place Darkness in each space of the Library Archives ."
"DOOR_LIBRARY_DOCK","Some mildew is climbing the foot of this door; it must lead back outside to the docks."
"DOOR_ADJACENT_ROOM_B","The ornate picture frame hung next to your room is affixed to the wall with some sort of strange, brass latch. The latch has a small keyhole on it."
"EXPLORE_ADJACENT_ROOM_B","The ornate picture frame hung next to your room is affixed to the wall with some sort of brass latch. You can search only if you have the Brass Key Unique Item."
"EXPLORE_ADJACENT_ROOM_BRIEFCASE_B","The picture frame swings forward to reveal a small hollow area in the wall. A small briefcase has been stashed here. Discard this Search token and place an Interact token as indicated."
"BRIEFCASE_SEARCH_B","A briefcase sits inside a hidden alcove in the wall."
"SETUP_REVEAL_HOTEL","Dim light fills the tiny hotel's entry hall. The hotel has only one room for rent. Place the Entry Hall  tile, the Bedroom  tile, a Door, and Walls as indicated."
"SETUP_REVEAL_DOORS_B","One door leads out of the hall into a side alley. The other door leads to the only room for rent. Place an Explore token as indicated."
"SETUP_PICTURE","The only other aspect of note in the hotel is a hideous oil painting displayed in an ornate brass frame. Place a Search token as indicated."
"SETUP_REVEAL_ENTRANCE_B","You cram into your room and find it furnished with two narrow beds and a bookshelf that holds two yellowing tomes. Letting the situation sink in, you pace nervously around the confines of the room. Place your investigator figures as indicated."
"DOOR_BEDROOM_2_INTERIOR_OPEN_MOVE_B","You may move 1 space into the Entry Hall ."
"HYBRID_MOVES_INTO_ROOM_B","The Deep One Hybrid moves 1 space into the Bedroom ."
"DOOR_BEDROOM_2_INTERIOR_BARRICADE_02_B","The rattling stops, and you hear a gurgling voice from the other side of the door, ""You will never escape. Give up now!"" A moment later, the local begins banging at the door, attempting to break through. Spawn a Deep One Hybrid as indicated. Then the Deep One Hybrid attempts to move 1 space into the Bedroom ."
"EXPLORE_FACADE_TILE_B","The street continues away from the hotel, leading past a small store with a sign that reads ""Henderson's Oddities."" Place the Street 1  tile as indicated and discard any Explore and Sight tokens leading to it."
"EXPLORE_MAGIC_TILE","The back area of the store is cluttered with boxes and crates. Place the Magic Shop  tile, a Door, and a Wall as indicated and discard all Explore tokens leading to it."
"EXPLORE_MAGIC_TILE_ALT","Henderson's Oddities is even more cluttered than it looked from the street. Place the Magic Shop  tile, a Door, and a Wall as indicated and discard all Explore tokens leading to it."
"DOOR_STOREFRONT_FACADE_B","The glass door of the shop leads out into the street. Place an Explore token as indicated."
"EXPLORE_MAGIC_RADIO","An old radio sits on a chair in the back office, quietly hissing static. Place an Interact token as indicated."
"EXPLORE_MAGIC_PUZZLEBOX","Among the oddities, a box on display catches your interest. Place a Search token as indicated."
"EXPLORE_MAGIC_FIRE_EXTINGUISHER","You notice a fire extinguisher mounted on the wall beside a picture frame. Place the Fire Extinguisher Common Item as indicated."
"EXPLORE_WEST_ALLEY_CHAPEL_DOOR","Another door leads to a small chapel whose steeple looms over the surrounding buildings. Place an Explore token as indicated."
"SIDE_ROOM_MSG4_B","""My name is Craven. I am an agent with the FBI. My partner and I were sent to Innsmouth, but he was taken by the locals."" He pauses, a look of despair in his eyes. ""I called for an extraction, but with the locals so riled up, I do not know how to contact the boat. My gun is locked in the hotel, but my partner had the key when he went missing."""
"SIDE_ROOM_MSG4_ALT_B","""My name is Craven. I am an agent with the FBI. My partner and I were sent to Innsmouth, but he was taken by the locals."" The agent's hope seems to fade as you tell him his partner has been killed. ""I called for an extraction, but with the locals so riled up, I do not know how to contact the boat. My gun is locked in the hotel safe, but my partner had the key when he went missing."""
"AGENT_MSG7_B","The agent dashes across the wet wooden planks of the dock. Hey quickly leaps onto the waiting boat. Move Agent Craven as indicated."
"AGENT_MSG6_B","Craven tucks his notepad into his coat pocket. ""We should leave immediately."" He ducks out of the door and heads for the dock."
"SIGHT_FACADE_ALLEY_CORNER_1_B","An alley off the street curves around the building. An investigator in the Street 1  may reveal the adjacent area."
"EXPLORE_EAST_ALLEY_TILES_B","You peer down a dark alley to the east of the building. Place the Street Corner  tile, Alley 1  tile, and a Door as indicated and discard all Explore and Sight tokens leading to them."
"EXPLORE_EAST_ALLEY_LIBRARY_DOOR","Two other doors lead into a small building off of the dock. Place Explore tokens as indicated."
"SIGHT_EAST_ALLEY_FRONT_STREET_B","The end of the alley opens onto the street in front of the hotel. An investigator in the Street Corner  may reveal the adjacent area."
"STORY_HYBRID_ATTACK_B","The lock of the hotel door pops open with an audible click, and the door swings open. On the other side of the door stands a figure with sallow skin and large, unblinking eyes. Discard the Explore token between the Entry Hall  and Bedroom . Then spawn a Deep One Hybrid as indicated."
"STORY_FIRE_IN_THE_CHAPEL","One of the locals glances up at the chapel with its towering steeple. Then he opens the door and tosses his lantern inside. The glass shatters against the wall, splashing burning oil on the wooden stairs. Place Fire as indicated. Then each investigator in the Chapel  suffers 2 Horror."
"STORY_FIRE_IN_THE_ALLEY_B","One of the locals glances up at the chapel with its towering steeple. He tries the door but finds it locked. Unable to get inside, he smashes his lantern against the door, covering it in burning oil. Place Fire as indicated."
"PIER_BODY_RESOLVE_B","You pull up a tarp that covers the bottom of the boat to discover a dead body! Suffer 2 Horror ( negates). You gently look through the dead man's interior coat pockets and discover an FBI badge. This is the body of Agent Brinley. His gun is missing from the holster, but you find a fancy brass key in his pocket. Gain the Brass Key Unique Item and 1 Clue. Then discard this Search token."
"OLD_BOAT_BODY_B","You look over the boat and find nothing wrong with it. You quickly push it into the water, only to find out the hull has been breached. As the boat sinks, a dead body floats to the water's surface! Suffer 2 Horror ( negates). You gently look through the dead man's interior coat pockets and discover an FBI badge. This is the body of Agent Brinley. His gun is missing from the holster, but you find a fancy brass key in his pocket. Gain the Brass Key Unique Item and 1 Clue. Then discard this Search token."
"EXPLORE_ALLEY_HALL_TILE","Behind your hotel room, a cramped alley stuffed with refuse is sheltered by walls on all sides. Place the {0} tile and a Wall as indicated and discard all Explore tokens leading to it."
"EXPLORE_ALLEY_DRAWER","A pile of trash in the corner draws your eye. Place a Search token as indicated."
"EXPLORE_ALLEY_NEWSPAPER","One brick wall has been pasted over with yellowed papers. Place a Search token as indicated."
"EXPLORE_ALLEY_DOOR_STOREFRONT","A heavy door marked ""Henderson's"" leads out of the alley. Place an Explore token as indicated."
"EXPLORE_ALLEY_PASSAGE","The far wall of the alley has a strange pattern of bricks. It looks as if they could be removed. Place an Explore token as indicated."
"ALLEY_NEWSPAPER_SEARCH","A copy of the Innsmouth Tribune is pasted to the bricks. It is over ten years old."
"ALLEY_HALL_DRAWER_SEARCH","A pile of trash in the corner draws your eye."
"ALLEY_HALL_DRAWER_TEST","You dig through the trash, looking for anything out of place ()."
"ALLEY_HALL_DRAWER_PASS","You find an old scrap of paper that looks too valuable to be in the trash. The script on it seems very out of place indeed. Gain the {0} Spell. Then discard this Search token."
"EXPLORE_BEACH_SHACK_B","The beach shack leans against a crumbling brick wall. The door is weathered by the ocean spray."
"EXPLORE_BEACH_SHACK_PASSAGE_ALLEY","You squint into the darkness of the shack. Expecting to see a cluttered interior, you are surprised when the inside of the shack is nearly empty. A single panel in the wall seems to lead into the alley behind the hotel. Discard this Explore token and the Explore token in the Alley . Then place Secret Passages as indicated."
"DOOR_BEDROOM_2_ALLEY_HALL","The second door to your room leads into a back alley."
"SETUP_REVEAL_DOOR_ALLEY","Your eyes dart around the room, stopping at the only other door which leads to a back alley squeezed behind the hotel. Place an Explore token as indicated."
"SHACK_PASSAGE_REVEAL","A single panel in the wall seems to lead into the alley behind the hotel. Place a Secret Passage as indicated."
