﻿"KEY","English"
"OBJECTIVE_STARTING","A man was brutally murdered at the Carmichael Hotel. Gather clues, interview witnesses, and find suspects in the case."
"OBJECTIVE_SETUP","You set out to gather clues, interview witnesses, and find suspects in the murder case."
"OBJECTIVE_MAP1_MONSTER","Stop the monster before it can kill again!"
"OBJECTIVE_MAP2","You have gone Downtown to follow up on some leads. Continue the investigation to narrow down the suspects."
"OBJECTIVE_AVERT_WAR","A gang war is about to break out. You must convince Old Sadie Sheldon that you know who killed his people."
"OBJECTIVE_GANG_WAR","A gang war has broken out! You must defeat one of the gangs, or else call the police, all while protecting innocent bystanders."
"OBJECTIVE_MONSTER_FINALE","You must find a way to stop the monster! There must be an antidote to the elixir that created it."
"OBJECTIVE_ANTIDOTE","You have stopped the monster's rampage, but only temporarily. You must find an antidote to return Beatrice to her human form!"
"OBJECTIVE_ANTIDOTE_ALT","You have stopped the monster's rampage, but only temporarily. You must find an antidote to return Alice to her human form!"
"OBJECTIVE_MONSTER","You have the antidote, but you cannot administer it while the monster is rampaging. You need to stop it!"
"ACTION"," {0}"
"EMPTY","​"
"EXPLORE","Explore"
"EXPLORE_MUST_MOVE","Move 1 space into the explored area."
"EXPLORE_STREET","This door leads back outside to the street."
"PERSON_IGNORE_HIM","Ignore him."
"PERSON_IGNORE_HER","Ignore her."
"PERSON_NEVER_MIND","""Never mind."""
"PLACE_BARRICADE","{0} Place a Barricade as indicated."
"PLACE_EXPLORE_TOKEN","{0} Place an Explore token as indicated."
"PLACE_EXPLORE_TOKEN_VAR"," Place an Explore token as indicated."
"PLACE_INTERACT_TOKEN","{0} Place an Interact token as indicated."
"PLACE_PERSON_TOKEN","{0} Place a Person token as indicated."
"PLACE_SEARCH_TOKEN","{0} Place a Search token as indicated."
"PLACE_SIGHT_TOKEN","{0} Place a Sight token as indicated."
"PUZZLE_LOCK_PICK"," Attempt to pick the lock."
"PUZZLE_LOCK_PICK_INSTR","You attempt to pick the lock with a bobby pin. Tap to attempt the puzzle using ."
"PUZZLE_LOCK_PICK_CONT","Continue working to pick the lock using  as an action."
"REVEAL_TILE_NO_WALL","{0} Discard this {1} token and place the {2} tile as indicated."
"REVEAL_TILE_WALL","{0} Discard this {1} token and place the {2} tile and a Wall as indicated."
"REVEAL_TILE_WALLS","{0} Discard this {1} token and place the {2} tile and Walls as indicated."
"REVEAL_TILES_NO_WALL","{0} Discard this {1} token and place the {2} and {3} tiles as indicated."
"REVEAL_TILES_WALL","{0} Discard this {1} token and place the {2} and {3} tiles and a Wall as indicated."
"REVEAL_TILES_WALLS","{0} Discard this {1} token and place the {2} and {3} tiles and Walls as indicated."
"REVEAL_TILES_DOOR","{0} Discard this {1} token and place the {2} and {3} tiles and Door as indicated."
"SIGHT","Sight"
"SIGHT_CORNER","The street turns a corner out of sight."
"SIGHT_DETAILS","{0} An investigator in {1} may reveal the adjacent area."
"SIGHT_DETAILS_MULTI","{0} An investigator in {1} or {2} may reveal the adjacent area."
"SHOP_BARRICADE","Some shelves near the doors could be used as a barricade in case of emergency."
"WITNESS_ALICE_HAIR","dark"
"WITNESS_BEA_HAIR","blonde"
"LEDGER","You ""borrowed"" this ledger from the curio shop. It might give you some idea of who purchased the vial that you found in the street."
"LEDGER_READ_OPTION"," Read the ledger."
"LEDGER_READ","You also notice one line with a name inked out. This customer made a purchase of elixirs five days ago, with a delivery date of three days ago. You think you might be able to figure out what the blacked-out name is ()."
"LEDGER_READ_PASS","You flip to the next page and can barely make out the indent of the pen from writing on the previous page. Underneath where the blacked-out name was written, you read a name: Alice Luxley. Gain 1 Clue."
"LEDGER_READ_FAIL","You try rubbing away the ink to see if you can see the name below, but have no success."
"LEDGER_READ_SPELLBOUND","As you leaf through the ledger, you find a large order of elixirs delivered a week ago. The customer's name is Jean Watson and the delivery address is listed only as ""Spellbound."""
"LEDGER_DONE","You have learned all you can from this ledger."
"OLD_JOURNAL","You found this old journal in the victim's suitcase. It may tell you something about who the victim was and why he was killed."
"OLD_JOURNAL_MORE","{0} An investigator with the {1} Unique Item can read more entries."
"OLD_JOURNAL_MORE_PUZZLE","{0} An investigator with the {1} Unique Item can read more or attempt the puzzle using  as an action."
"OLD_JOURNAL_READ"," Read the journal."
"OLD_JOURNAL_CODE"," Attempt."
"OLD_JOURNAL_READ_1","As you flip through the pages of the book, a card falls out and to the ground. When you pick it up to inspect it, you see it is a business card for the ""Rough and Tumbler,"" a speakeasy located just down the street. Scribbled on the back is a series of letters that appear to be completely random. You suspect it might be some kind of code that, if cracked, will provide you with a password. You attempt to decipher it. Tap to attempt the puzzle using ."
"OLD_JOURNAL_READ_2","The book is filled with dates and quantities of deliveries, but deliveries of what, you are not sure. Flipping to the last page, you find a date and location: tonight at the old warehouse just down the street from the hotel where the victim was killed. Gain 1 Clue."
"OLD_JOURNAL_READ_2_ALT","The book is filled with dates and quantities of deliveries, but deliveries of what, you are not sure. Flipping to the last page, you find a date and location: last night at the old warehouse just down the street from the hotel where the victim was killed. Gain 1 Clue."
"OLD_JOURNAL_DONE","You have learned all you can from this journal."
"OLD_JOURNAL_CODE_CRACKED","You have cracked the code and discovered the password: ""the duck tree."" Now to put it to use."
"OLD_JOURNAL_CODE_CRACKED_MORE","{0} There is also more that can be learned from the journal. An investigator with the {1} Unique Item can spend an action to read more."
"PHOTOS","You received these crime scene photos from the Arkham Gazette press worker, Ben Marlow."
"PHOTOS_EXAM"," Examine the photos."
"PHOTOS_INSPECT","The photos show that the victim appears to have been mauled to death, as if by an animal. One particular photo stands out to you. It shows a bloody footprint on the floor outside of a pool of the victim's blood. The footprint appears to have been made by a person moving through the pool of blood toward the window, and its shape appears to be that of a woman's heeled boot. Gain 1 Clue."
"PHOTOS_DONE","You have gleaned all you can from these photos."
"RED-GLOVED_MAN_TARGET","This mythos event affects the investigator without an Insane Condition who has the most Improvements."
"RED-GLOVED_MAN_DEAL","Your mind becomes a jumble of images of unimaginable horror, of things you did not know existed... of things that [i]should not[/i] exist. The images flash by so quickly that they overwhelm your senses and leave your mind a tangled mess. When it is over, you feel somehow different, not quite in control of yourself. You suddenly feel compelled by motivations that are not your own. You look down at your hands and for some reason hate the sight of them. It is then that your eyes focus past your hands on something on the ground in front of you: a pair of red gloves. Become Insane."
"SPEAKEASY_OPENS","Darkness descends on Arkham as night falls. Your investigation has taken several hours and twilight has passed into night. You notice a number of dolled-up flappers and dapper fellas disappearing down the alley at the end of the street."
"GANGSTER_MOVE","Move the gangster as indicated."
"GANGSTER_REMOVE","Remove the gangster from the board."
"GANGSTER_UNSEEN","As night wears on, the streets grow deserted and quiet. The sound of footsteps on the cobblestones is barely audible over the soft whoosh of the night's gentle breeze."
"GANGSTER_DISPATCH","A man wearing a pistol in a shoulder holster leans in over Old Sadie's shoulder and whispers something in the mob boss' ear. A look of surprise and anger passes over the old gangster's face."
"GANGSTER_DISPATCH_2","Sadie has some heated words for the goon, who nods and hurriedly heads for the door."
"GANGSTER_DISPATCHED","A man stands next to a coatrack, putting on a long coat. He appears to be preparing to leave. You notice he is carrying a handgun in a shoulder holster."
"GANGSTER_MOVE_1","The gangster leaves the speakeasy, walks hurriedly down the alley and turns the corner onto the street. {0}"
"GANGSTER_MOVE_2","The gangster continues at his brisk pace down the street and turns another corner past the chapel. {0}"
"GANGSTER_MOVE_3","The gangster walks up to the door to the warehouse, unlocks it, and goes inside, leaving the door slightly ajar. {0}"
"GANGSTER_PLACE_2","A shady-looking man in a trench coat appears from around the corner of the hotel and hurriedly walks down the street. Place a Person token as indicated. This is the gangster."
"GANGSTER_PLACE_3","A shady-looking man in a trench coat walks briskly around the corner of the chapel. He appears to be in a hurry. Place a Person token as indicated. This is the gangster."
"GANGSTER_REPLACE","The gangster you saw leave the speakeasy earlier is hurriedly walking down the street. Place the gangster as indicated."
"GANGSTER_REPLACE_2","You catch sight of the gangster you saw earlier as he is turning the corner at the chapel. Place the gangster as indicated."
"CURIO_CLOSES_TARGET","This mythos event affects the investigator in the {0} with the highest ."
"CURIO_CLOSES_TEST","You are browsing through the curio shop when you notice through the shop window a man in a hat and trench coat walk by ()."
"CURIO_CLOSES_GENERAL","""Oh, my, look at the time,"" Beatrice Haverford says, drawing your attention back inside the shop. ""I am afraid it is closing time. Thank you for coming and I hope you will come back again soon."" As she speaks, she is herding everyone in the shop toward the doors.{0} Move each investigator in the Curiosity Shop  to the {1}. Then discard the Curiosity Shop  and all cards and tokens on it."
"CURIO_CLOSES_PASS"," You notice that Beatrice seems rather anxious all of a sudden, and she keeps glancing out the shop window at the street as she moves everyone toward the door."
"CURIO_CLOSES_NO_TARGET","Beatrice Haverford flips the ""OPEN"" sign on the curio shop front door to the ""CLOSED"" side, locks the door, and turns out the lights in the shop. Then discard the Curiosity Shop  and all cards and tokens on it."
"CURIO_CLOSES_UNEXPLORED","A woman with long, blonde hair and a large hat inside the curio shop flips the ""OPEN"" sign on the front door to the ""CLOSED"" side, locks the door, and turns out the lights in the shop."
"CURIO_CLOSES_UNEXPLORED_1","{0} Discard this Explore token."
"CURIO_CLOSES_UNREVEALED","Stores in the area are beginning to close for the night. You decide you had better accelerate your investigation before all of the potential witnesses go home."
"KILLER_STRIKES_UNSEEN","The sound of shouting and gunfire comes from inside of the warehouse. After a few moments, it stops and an eerie silence falls over the area. Each investigator suffers 2 Horror."
"KILLER_WAREHOUSE_UNREVEALED","The sound of gunfire rings out in the night air, echoing through the deserted streets. After a half-dozen shots, the sounds stop and are replaced by an eerie silence. Each investigator suffers 2 Horror."
"KILLER_DEFEATED_1","The creature shrieks in pain from your attack. Unable to withstand any more injury, it spreads its wings and leaps into the night sky. You can only watch as it flies away. You have fought it off for now, but you suspect it will be back."
"KILLER_DEFEATED_2","The sound of a police siren in the distance catches your attention. If the police find you with the bodies of the two gangsters, you will have a lot of explaining to do, and you doubt the police will be willing to listen to what you have to say. You decide you had better make haste back home before they arrive. You have only until the end of this Investigator Phase to finish what you are doing before you must head home to avoid the police."
"KILLER_DEFEATED_2_LATE","The sound of a police siren in the distance catches your attention. You are not sure what happened inside the warehouse, but if the police find you hanging around, they will probably have questions for you. You doubt the police will be willing to listen to what you have to say. You decide you had better make haste back home before they arrive. You have only until the end of this Investigator Phase to finish what you are doing before you must head home to avoid the police."
"KILLER_UNSEEN","The sound of a police siren in the distance catches your attention. You would rather not have to answer questions about your investigation, so you decide you had better make haste back home before they arrive. You have only until the end of the next Investigator Phase to finish what you are doing before you must head home to avoid the police."
"SPAWN_DAISY","You hear a scratching sound like claws on wood coming from somewhere nearby. Suddenly a dark shape emerges from the shadows and strikes! Spawn a {0} as indicated."
"DAISY_DEAD","The horrible creature falls to the ground and remains motionless. As you watch, the creature's corpse changes, its features transforming before your eyes. You are struck with shock as you slowly begin to recognize the being's new shape: the body of a dog, a large border collie to be exact. That is when you notice the collar around its neck, stretched and fraying from the transformation. Engraved on a silver tag attached to the collar is the word 'Daisy' and an address. Gain the {0} Unique Item."
"ALICE_PLACE_MET","Place Detective Alice Luxley as indicated."
"ALICE_PLACE_MEET","She wears the six-pointed star of a detective on her chest and a felt mushroom hat on her head. Her long, jet black hair is pulled back in a ponytail. Place a Person token as indicated. This is Detective Alice Luxley."
"ALICE_REMOVE","Remove Detective Alice Luxley from the board."
"ALICE_LEAVES","Detective Luxley turns and walks away, her dark black ponytail swinging behind her as she disappears from sight around a corner. {0}"
"ALICE_HOTEL_ROOM_MYTHOS","This mythos event affects all investigators in Small Bedroom 1 ."
"ALICE_HOTEL_ROOM","You are investigating the victim's room when you are startled to hear someone exclaim loudly, ""What is going on here?"" You look up to see a woman in a long, brown jacket and what appear to be men's boots. {0}"
"ALICE_HOTEL_ROOM_2","""This is a crime scene,"" the detective says. ""You need to leave here immediately."" You begin to object, but she will have none of it as she herds you out of the room. Move one space away from Small Bedroom 1 ."
"ALICE_HOTEL_ROOM_MET","You are investigating the victim's room when you are startled to hear someone exclaim loudly, ""What is going on here?"" You look up to see Detective Luxley standing in the door. ""This is a crime scene. You need to leave here immediately."" You begin to object, but she will have none of it as she herds you out of the room. Move one space away from Small Bedroom 1 . {0}"
"ALICE_HOTEL_ROOM_3","The Detective closes the door to the hotel room and locks it.  ""And if I find you poking around here again, I will have to arrest you."""
"ALICE_HOTEL_MEET","A woman in a long, brown jacket and what appear to be men's boots walks down the hotel hallway and comes to a stop outside of room 202. {0}"
"ALICE_HOTEL_MET","Detective Luxley walks down the hotel hallway and comes to a stop outside of room 202. {0}"
"ALICE_HOTEL_DOOR","She eyes the open door to room 202 suspiciously before peeking her head inside the room. Finding no one there, she closes and locks the door once more."
"ALICE_CURIO_MYTHOS","This mythos event affects the investigator in the {0} with the highest ."
"ALICE_CURIO_MEET","A bell on the curio shop's door tinkles as a woman in a long, brown jacket and what appear to be men's boots enters the shop. {0} {1}"
"ALICE_CURIO_MEET_PRESENT","The detective approaches Beatrice Haverford, and the shop owner addresses her."
"ALICE_CURIO_MET","A bell on the curio shop's door tinkles as Detective Luxley enters the shop. {0} {1}"
"ALICE_CURIO_MET_PRESENT","She fixes her eyes on you, but before she can say anything, Beatrice Haverford speaks."
"ALICE_BEATRICE","""Miss Luxley, I thought I told you that you are not welcome in my shop anymore,"" Beatrice says icily. Detective Luxley looks pained by her words. The two women make quite a contrast in appearance. Beatrice is dressed in a gleaming silk dress while the Detective wears a drab brown uniform. Beatrice's long, wavy, blonde hair flows freely around her shoulders and back while Luxley's straight, black hair is pulled back in a tight ponytail.\n\n""I am here on official business, Beatrice,"" Luxley responds, clearly fighting to keep her emotions in check.\n\n""I will not speak to you,"" Beatrice retorts. ""If the police department wishes to speak to me, they had better send someone else."""
"ALICE_BEATRICE_INTERVENE_A","Intervene on behalf of Detective Luxley."
"ALICE_BEATRICE_INTERVENE_B","Intervene on behalf of Beatrice Haverford."
"ALICE_BEATRICE_NEUTRAL","Remain silent."
"ALICE_BEATRICE_INTERVENTION_A","You calmly suggest to Beatrice that if she cooperates, then the detective will be on her way more quickly. Beatrice bristles at your taking the detective's side, but relents. As the two women have a private and heated discussion, you are left to wander about the store. You may move 1 space."
"ALICE_BEATRICE_INTERVENTION_B","You tell the detective you think it would be best if she were to leave. The detective glares at you, but leaves without another word. Move Detective Alice Luxley as indicated."
"ALICE_BEATRICE_INTERVENTION_B2","""Thank you for your support,"" Beatrice says to you once Luxley has left. ""Please accept this token of my appreciation."" She picks up a small vial off of a shelf and hands it to you. Gain 1 Elixir."
"ALICE_BEATRICE_SILENCE","The two women exchange a few more heated words before Detective Luxley finally gives up and leaves the shop. Move Detective Alice Luxley as indicated."
"ALICE_DINER_MEET","The diner door opens and in walks a woman in a long, brown jacket and what appear to be men's boots. {0}"
"ALICE_DINER_MET","The diner door opens and in walks Detective Luxley. {0}"
"ALICE_PRESS_MEET","The door to the press room opens and in walks a woman in a long, brown jacket and what appear to be men's boots. {0}"
"ALICE_PRESS_MET","The door to the press room opens and in walks Detective Luxley. {0}"
"ALICE_MARKET_MEET","A woman in a long, brown jacket and what appear to be men's boots rounds the corner and approaches Mira's stall. {0}"
"ALICE_MARKET_MET","Detective Luxley rounds the corner and approaches Mira's stall. {0}"
"ALICE_CHAPEL_MEET","The door to the chapel opens and in walks a woman in a long, brown jacket and what appear to be men's boots. {0}"
"ALICE_CHAPEL_MET","The door to the chapel opens and in walks Detective Luxley. {0}"
"ALICE_CHAPEL_2","""Alice, it is good to see you,"" Father Paul says.\n\n""Thank you, Father, but I am here on official business,"" the detective says. ""May I speak to you for a moment?"""
"ALICE_DEAD_TO_ME","The detective refuses to talk to you."
"ALICE_GREETING_ANNOYED","""What do you want?"" the detective asks with annoyance."
"ALICE_GREETING_NEUTRAL","""What is it?"" the detective asks brusquely."
"ALICE_GREETING_FRIENDLY","""What can I do for you?"" the detective asks amiably."
"ALICE_INFLUENCE","Influence her opinion of you."
"ALICE_BACK","Back to previous options."
"ALICE_APOLOGIZE_HOTEL"," ""Sorry for intruding on the crime scene. I am just trying to get to the bottom of this murder."""
"ALICE_APOLOGIZE_ANNOYED","""Just leave that to the professionals. If I find you poking around again, I will bring you in."""
"ALICE_APOLOGIZE_FRIENDLY","""I appreciate your concern, but I have this under control. Please let me do my job. Your interference will just make that harder."""
"ALICE_CONDOLENCES"," ""I was sorry to hear recently of your loss. May I offer my condolences?"""
"ALICE_CONDOLENCES_ANNOYED","""I do not need your sympathy."""
"ALICE_CONDOLENCES_NEUTRAL","""Yes, thank you. I appreciate that."""
"ALICE_CONDOLENCES_FRIENDLY","""Yes, thank you. Lulu was very important to me. It has been very hard to be without her."""
"ALICE_INVESTIGATION"," ""What can you tell me about last night's murder?"""
"ALICE_INVESTIGATION_ANNOYED","""I am not telling you anything. Now get out of here."""
"ALICE_INVESTIGATION_NEUTRAL","""I am afraid I cannot share any details about the investigation with you."""
"ALICE_INVESTIGATION_FRIENDLY","""It appears to have been a gang-related killing. The deceased has ties to the Sheldon gang. He was an out-of-town hooch runner from Boston looking to enter a new market."" Gain 1 Clue."
"ALICE_JOURNAL"," ""I found this old journal in the murder victim's room. What do you make of it?"""
"ALICE_JOURNAL_ANNOYED","""That is evidence! I ought to lock you up for removing evidence from a crime scene. Give it to me!"" The detective takes the journal from you. Discard the Old Journal Unique Item."
"ALICE_JOURNAL_NEUTRAL","""I am going to have to ask you to turn that evidence over to me."" You give the journal to the detective. Discard the Old Journal Unique Item."
"ALICE_JOURNAL_FRIENDLY","""This seems to be a record of the deceased's activities as a bootlegger,"" Luxley says, flipping through the book. She reaches the final page and looks it over. ""Look here. This date and location could be details about a meeting. Looks like it is happening tonight at the warehouse just down the street... or it was supposed to, until this man was murdered."" Gain 1 Clue."
"ALICE_INGRATIATE"," Ingratiate yourself with her."
"ALICE_INGRATIATE_TEST","You attempt to get on the detective's good side ()."
"ALICE_INGRATIATE_PASS_1","You strike up a conversation with the detective to try to get on her good side. She seems more affable by the time you finish."
"ALICE_INGRATIATE_PASS_2","You make a joke to the detective to try to lighten her mood. You do not manage to get a laugh out of her, but you detect a hint of a smile on her lips and she seems more willing to talk to you."
"ALICE_INGRATIATE_FAIL","You attempt to flatter the detective, but come off as insincere. She seems more annoyed with you now than she was before."
"ALICE_INSULT"," Insult her."
"ALICE_INSULT_RESPONSE","You have some choice words for the detective and succeed in infuriating her.\n\n""If I did not have more important things to do, I would arrest you for interfering in a criminal investigation!"" Luxley says, then turns and storms off. {0}"
"ALICE_BOOTS"," ""I like your boots."""
"ALICE_BOOTS_INNOCENT","""Thanks,"" the detective says. ""They are standard issue for male detectives. The department wanted me to wear women's boots with heels, but I found that was not conducive to chasing down bad guys, so I requested men's boots."""
"ALICE_BOOTS_GUILTY","""Thanks, but they are not mine,"" the detective says. ""They are borrowed from a fellow officer. I got mine dirty investigating a disturbance at the Vanderbilt estate yesterday and have not had a chance to clean them."""
"ALICE_BOOTS_AMBIGUOUS","""Thanks, but they are not mine,"" the detective says. ""They are borrowed from a fellow officer. My boots...,"" she pauses, blushing with embarrassment, ""my boots were stolen. Right out of my locker at the station."" Her tone becomes icy. ""Some of the other detectives at the precinct enjoy making work difficult for me."""
"ALICE_FINALE_GREETING","""I will try to keep Beatrice occupied,"" the detective says, firing a round from her revolver at the enormous creature. ""Try and find if there is an antidote to whatever it is she drank!"""
"ALICE_FINALE_ANTIDOTE","""Beatrice is down, but not out. We have to find a way to revert her to her human form, for her sake and for ours!"""
"SHOWDOWN_1_STREETS","Commotion from the nearby street draws your attention."
"SHOWDOWN_1_GOONS","Two men in shirtsleeves approach the newsie, who greets them cordially. ""Can I interest you gents in a paper?"" the boy asks. Without a word, the men each grab one of the boy's arms.\n\n""Hey, what's the big idea?"" the newsie says as he struggles to get free. ""Let me go!"""
"SHOWDOWN_1_SADIE","The two men holding the boy begin to drag him in the direction of a dozen men who have rounded the street corner near the book shop. At the head of the pack is {0}"
"SHOWDOWN_1_SADIE_MET","a familiar figure. Place Old Sadie Sheldon as indicated."
"SHOWDOWN_1_SADIE_UNMET","an old man in shirtsleeves and suspenders. Place a Person token as indicated. This is Old Sadie Sheldon."
"SHOWDOWN_1_NEWSIE","Suddenly realizing what is happening, the boy cries out, ""Miss O'Bannion! The Sheldons are coming! The Sheldons are coming!"" Struggling against his captors, the newsie reaches into his pocket and pulls out a switchblade, but one of the men holding his arm rips it away from him and tosses it aside. Move the newsie as indicated."
"SHOWDOWN_1_BOUNCER","The bouncer outside of the Wolfe's Den peeks around the alley corner to see what is going on. Seeing the two men hauling the newsie away, he rushes into the lounge to warn his boss. Discard the bouncer."
"SHOWDOWN_1_BYSTANDERS","Just as the people in the park watching all of this with confusion begin to realize the danger they are in, one of Sheldon's men pulls out a shotgun and fires a blast into the sky. \n\n""Nobody move!"" the man with the shotgun shouts. ""Stay where you are and no one gets hurt!"""
"SHOWDOWN_1_OBJECTIVE","This situation is threatening to turn into an all-out gang war. You must convince Old Sadie Sheldon that you know who killed his people before it is too late!"
"SHOWDOWN_2_NAOMI","""That warning was Little Joey,"" Naomi O'Bannion says. ""He must be in trouble. Everyone, grab your choppers! This is our turf, and we will show the Sheldon gang what we do with trespassers!"" The dozen or so people in the room begin pulling weapons out of their hiding places and start filing out the door."
"SHOWDOWN_2_NAOMI_MOVE","{0} Move Naomi O'Bannion as indicated."
"SHOWDOWN_2_NAOMI_REMOVE","{0} Remove Naomi O'Bannion from the board."
"SHOWDOWN_2_SADIE","The dozen or so men accompanying Sadie Sheldon pull shotguns and machine guns from their hiding places beneath their coats."
"SHOWDOWN_2_WARNING","You have a feeling things are going to get very ugly unless you can convince Old Sadie to release the boy."
"SHOWDOWN_3_STREETS","The members of the Sheldon gang all have their attention focused on the end of the street."
"SHOWDOWN_3_SADIE_UNCONVINCED","Old Sadie Sheldon and a dozen of his gang members stand in the middle of the street, spoiling for a fight. The gangsters carry an assortment of shotguns, machine guns, and other firearms.\n\n""O'Bannion!"" the old gangster shouts. The streets have grown eerily quiet, with even the air becoming still as if it understands the gravity of the situation. The silence is only broken by the sound of the occasional sob from a frightened bystander hugging the ground in fear... until Sheldon shouts again. ""Show yourself! Or are you too cowardly for a face-to-face fight?!"""
"SHOWDOWN_3_SADIE_UNCONVINCED_2","Tense moments pass before Naomi O'Bannion strides around the alley corner onto the street, accompanied by a dozen people toting machine guns. {0}"
"SHOWDOWN_3_PLACE_NAOMI","Place a Person token as indicated. This is Naomi O'Bannion, a lieutenant in the O'Bannion gang."
"SHOWDOWN_3_MOVE_NAOMI","Move Naomi O'Bannion as indicated."
"SHOWDOWN_3_NAOMI_UNCONVINCED","""I am here, Sheldon!"" Naomi shouts back. ""Let the boy go and I will give you a real opponent!"" You realize your time is short. You must diffuse this situation before it explodes!"
"SHOWDOWN_4_BOTH_UNCONVINCED","""Release the boy or suffer the consequences, old man!"" Naomi shouts at Old Sadie.\n\n""You have already killed three of my people, O'Bannion,"" Sheldon yells back. ""For that, [i]you[/i] must suffer consequences!"" Old Sadie pulls out a handgun and points it at the newsie's head."
"SHOWDOWN_CONCLUSION","The two Sheldon men holding the newsie's arms release him and he pulls away from them with a jerk, then walks calmly away from the Sheldon gang. Discard the newsie."
"SHOWDOWN_CONCLUSION_2","""Noooo!"" cries a voice from across the park. The voice is that of Beatrice Haverford, the proprietor of the curiosity shop.{0}"
"SHOWDOWN_CONCLUSION_2_MET"," Place Beatrice Haverford as indicated."
"SHOWDOWN_CONCLUSION_2_UNMET"," Place a Person token as indicated. This is Beatrice Haverford."
"SHOWDOWN_CONCLUSION_3","""You are supposed to kill each other!"" Beatrice shouts. ""And you would have, if it was not for those meddling investigators. Now [i]I[/i] will have to kill all of you myself for what you did to my sister!"""
"SHOWDOWN_CONCLUSION_4","Just then, a car comes screeching to a stop behind the Sheldon gangsters. The car's door opens and out steps Detective Luxley. Place Detective Alice Luxley as indicated. ""Beatrice!"" the detective shouts. ""You do not have to do this! Lulu would not have wanted this!"""
"SHOWDOWN_CONCLUSION_5","""Do not speak to me of my sister!"" Beatrice shouts back. She pulls from her handbag a large glass flask filled with an unnaturally-colored liquid. She quickly drinks down the liquid and tosses the container aside. The flask shatters into pieces on the rocks on the bank of the pond."
"SHOWDOWN_CONCLUSION_6","Before everyone's eyes, Beatrice begins to transform, her body growing and twisting into a monstrous form. Discard Beatrice Haverford. Spawn a {0} as indicated."
"SHOWDOWN_CONCLUSION_7","""Holy hell!"" Old Sadie exclaims. ""Let's get outta here!"" Sadie and his gang quickly flee the scene. Discard Old Sadie Sheldon."
"SHOWDOWN_CONCLUSION_8","""For once, I agree with Sheldon!"" Naomi O'Bannion yells to her people, who retreat through the alley. Discard Naomi O'Bannion."
"SHOWDOWN_CONCLUSION_8B","Hearing the commotion from inside the Wolfe's Den, Naomi O'Bannion and her people rush outside to see the giant creature looming over the nearby buildings. They quickly turn around and take off through the alley. Discard Naomi O'Bannion."
"SHOWDOWN_CONCLUSION_9","With the gangsters gone and a giant monster looming, the bystanders run screaming away from the park. Discard all Person tokens in the {0} and {1}."
"SHOWDOWN_CONCLUSION_10","As the monster continues to grow larger and more horrifying, it seems less and less likely you will be able to kill it through brute force alone. There must be an antidote to the elixir that created it."
"SHOWDOWN_CONCLUSION_2_ALT","Out of the corner of your eye, you see a familiar figure approaching through the park. Place Detective Alice Luxley as indicated."
"SHOWDOWN_CONCLUSION_3_ALT","""I wish you had not interfered,"" the detective says. ""These gangs have been a cancer on this town for too long. They must be excised."" It is then that you notice the large glass flask filled with an unnaturally-colored liquid she holds in her hand. She quickly drinks down the liquid and tosses the container aside. The flask shatters into pieces on the rocks on the bank of the pond."
"SHOWDOWN_CONCLUSION_6_ALT","Before everyone's eyes, Luxley begins to transform, her body growing and twisting into a monstrous form. Discard Detective Alice Luxley. Spawn a {0} as indicated."
"SHOWDOWN_NAOMI_GREETING_CONVINCED","""Get Sheldon to release the boy or I will have no choice but to kill the old coot!"" Naomi says. She has tied her long, dark brown hair back in preparation for a fight."
"SHOWDOWN_SADIE_GREETING","""Make it quick. I have a score to settle."""
"SHOWDOWN_SADIE_CONVINCE"," ""I know who killed your people."""
"SHOWDOWN_SADIE_CONVINCE_RESP","""And who would that be?"""
"ACCUSE_NAOMI","""Naomi O'Bannion."""
"CONFIRM_NAOMI","Are you sure you want to accuse Naomi O'Bannion?"
"SHOWDOWN_SADIE_NAOMI_WRONG","""Tell me something I do not know,"" Old Sadie replies with annoyance. ""Why do you think I am here?"" He turns away from you and speaks to his men. ""Alright, boys, time to take those O'Bannions down!"""
"ACCUSE_LUXLEY","""Alice Luxley."""
"CONFIRM_ALICE","Are you sure you want to accuse Alice Luxley?"
"SHOWDOWN_SADIE_LUXLEY_WRONG","""The detective?"" Old Sadie says in disbelief. ""That is not possible. I had a tail on her last night. She was nowhere near the warehouse when my men were killed there. I think you are trying to throw me off the trail. You are in league with the O'Bannions!""  It seems there is more going on than meets the eye, and you wonder what clues you might have overlooked that would have helped you to realize that the detective could not be the guilty party."
"ACCUSE_BEA","""Beatrice Haverford."""
"CONFIRM_BEA","Are you sure you want to accuse Beatrice Haverford?"
"SHOWDOWN_SADIE_BEA_WRONG","""The shopkeeper?"" Old Sadie says in disbelief. ""That is not possible. She was at the Rough and Tumbler two nights ago when the first murder happened. She could not have done it. I think you are trying to throw me off the trail. You are in league with the O'Bannions!""  You wonder to yourself how you could have misinterpreted the clues to reach the wrong conclusion about Beatrice."
"SHOWDOWN_SADIE_CANCEL","""Let me get back to you on that."""
"SHOWDOWN_SADIE_CANCELED","""Hurry up,"" Old Sadie says with annoyance. ""I do not have all day."""
"SHOWDOWN_SADIE_TEST","You present all of the evidence you have collected in your investigation in order to convince Old Sadie that he is being manipulated into going to war with the O'Bannions (). Add one success for each [i]Evidence[/i] in the investigators' possession."
"SHOWDOWN_SADIE_CONVINCED","Old Sadie listens to what you have to say and considers your evidence. You watch as he struggles to overcome his suspicions of the O'Bannion gang.\n\n""Very well,"" he says at last, then turns to his men who are holding the boy. ""Release him."""
"SHOWDOWN_SADIE_UNCONVINCED","Old Sadie listens impatiently as you try to convince him that the O'Bannion gang was not behind the murders of his men, but you are not able to change his mind. You will need to try again to convince him."
"SHOWDOWN_SADIE_CONVINCE_CONT"," Continue presenting your case."
"SHOWDOWN_NEWSIE","The newsie struggles against the two men holding his arms, but he is hopelessly outmatched."
"SHOWDOWN_EVACUATE"," Get this person to safety."
"SHOWDOWN_EVACUATED","With some encouragement, you convince this person to run to safety. Discard this Person token."
"SHOWDOWN_OLD_MAN","The old man has taken cover behind the gazebo."
"SHOWDOWN_GIRL","The girl sits hugging her legs and crying."
"SHOWDOWN_ANNA","Anna has taken cover under her flimsy little table."
"SHOWDOWN_READER","This woman lays on the ground, hands covering her head."
"SHOWDOWN_OLD_WOMAN","The old woman is hiding behind the bench she had been sitting on."
"SHOWDOWN_DUCK_LADY","This woman lays on the sloping bank of the pond, trying to keep a low profile."
"SHOOTOUT_MOVE_NAOMI","As Sheldon is speaking, Naomi O'Bannion strides around the alley corner onto the street, accompanied by a dozen people toting machine guns. {0}"
"SHOOTOUT_BEGINS","The air is filled with the deafening cacophony of gunfire as both sides unleash hell, drowning out the terrified screams of the bystanders cowering in the park. Several gangsters fall to the opening salvo, but there are still two dozen well-armed combatants unloading on each other."
"SHOOTOUT_OBANNION_GANG","Discard Naomi O'Bannion. Spawn a Riot as indicated. This is the {0}."
"SHOOTOUT_SHELDON_GANG","Discard Old Sadie Sheldon and the newsie. Spawn a Riot as indicated. This is the {0}."
"SHOOTOUT_PHONE_BOOTH","With the shooting started, your options are limited. To end the shootout, you must vanquish one of the gangs or call the police and wait for their arrival. A nearby phone booth could be used to call the police. Place an Interact token as indicated. An investigator can interact with the phone booth to call the police."
"SHOOTOUT_BYSTANDERS","In the meantime, innocent lives are at risk. An investigator can interact with a Person token to get the bystander to safety and discard the token."
"SHOOTOUT_POLICE_WARNING","As the violence escalates, your window of opportunity to call the police quickly narrows. If you do not make the call now, there will be no one left alive by the time the police arrive."
"SHOOTOUT_END_WARNING","The violence continues to escalate as more innocent bystanders are caught in the crossfire. If you cannot stop one of the gangs immediately, this gang war will consume all of Arkham!"
"SHOOTOUT_WIN_POLICE","The police arrive on the scene. The investigation is complete."
"SHOOTOUT_WIN_OBANNION_DEFEATED","The last few survivors of the O'Bannion gang see that the fight is lost, and retreat from the scene. The investigation is complete."
"SHOOTOUT_WIN_SHELDON_DEFEATED","The last few survivors of the Sheldon gang see that the fight is lost, and retreat from the scene. The investigation is complete."
"SHOOTOUT_LOSS","The gang fight has spiraled out of control. It is now too late to stop the violence. The investigation is not complete."
"SHOOTOUT_BYSTANDER_KILLED","{0} Each investigator suffers {1} Horror. Then, discard this Person token."
"SHOOTOUT_OLD_MAN_KILLED","A gangster takes cover near the gazebo. Enemy gangsters surround him from both sides and open fire. The old man huddling nearby is caught in the crossfire and killed."
"SHOOTOUT_OLD_MAN_RESCUED","A gangster takes cover near the gazebo. Enemy gangsters surround him from both sides and open fire. Fortunately you had already rescued the old man who had been huddled there."
"SHOOTOUT_GIRL_KILLED","The gazebo suffers extensive damage from gunfire and collapses, burying the girl who had been hiding inside it."
"SHOOTOUT_GIRL_RESCUED","The gazebo suffers extensive damage from gunfire and collapses. Fortunately you had rescued the girl who had been hiding there."
"SHOOTOUT_ANNA_KILLED","A gangster grabs Anna and uses her as a human shield. An opposing gang member does not hesitate to gun both of them down."
"SHOOTOUT_ANNA_RESCUED","A gangster gets gunned down near the gazebo and falls onto Anna's abandoned table, flattening it."
"SHOOTOUT_READER_KILLED","A gangster grabs the woman by the gazebo and uses her as a human shield. An opposing gang member does not hesitate to gun both of them down."
"SHOOTOUT_READER_RESCUED","A gangster gets gunned down near the gazebo and falls right where the woman you had evacuated not long before had been taking cover."
"SHOOTOUT_OLD_WOMAN_KILLED","The park bench behind which the old woman is hiding is sprayed with bullets. The thin wood is insufficient to protect the old woman."
"SHOOTOUT_OLD_WOMAN_RESCUED","The park bench behind which the old woman had been hiding is sprayed with bullets. Luckily, you had already moved her away from that poor protection."
"SHOOTOUT_DUCK_LADY_KILLED","Someone throws a grenade that lands near the woman by the pond. The grenade explodes, sending shrapnel in all directions. Each investigator and monster in the Park Pond  and Street 1  suffers 3 damage ( negates)."
"SHOOTOUT_DUCK_LADY_RESCUED","Someone throws a grenade that lands near where the woman had been feeding ducks by the pond. The grenade explodes, sending shrapnel in all directions. Each investigator and monster in the Park Pond  and Street 1  suffers 3 damage ( negates)."
"SHOOTOUT_DAMAGE_1","In the barrage of gunfire, a member of the {0} is winged in the arm by a bullet. The {0} suffers 1 damage."
"SHOOTOUT_DAMAGE_2","A member of the {0} goes down in a hail of gunfire. The {0} suffers 2 damage."
"SHOOTOUT_DAMAGE_3","One member of the {0} tries pulling a wounded comrade to safety, but an opposing gang member guns them both down. The {0} suffers 3 damage."
"SHOOTOUT_DAMAGE_4","A spray of machine gun fire mows down two members of the {0}. The {0} suffers 4 damage."
"MONSTER_FINALE_LUXLEY_SHOOTS_1","Detective Luxley opens fire on the massive creature, but her shots bounce harmlessly off its tough carapace."
"MONSTER_FINALE_LUXLEY_SHOOTS_2","In an attempt to distract the monstrosity, Detective Luxley levels her Colt Police Positive Special revolver at the creature's head and squeezes off several rounds. Some of them hit home as the monster rears back and lets out a bellow."
"MONSTER_FINALE_LUXLEY_SHOOTS_3","Luxley squeezes off several shots at the monster to chase it away from a nearby building, the last one resulting in a soft click. Luxley flips open the cylinder, letting the empty shells slip out and fall to the ground, then quickly reloads."
"MONSTER_FINALE_LUXLEY_SHOOTS_4","Detective Luxley goes to one knee and takes careful aim at what appears to be one of the monster's eyes. A flash from the muzzle of her revolver is quickly followed by a roar of pain from the monster. The victory is short-lived, however, and the creature's eye rapidly regenerates."
"MONSTER_FINALE_LUXLEY_SHOOTS_5","Detective Luxley is preparing to fire at the creature when its tail suddenly swipes toward her and sends her flying several feet before she hits the ground. With a grimace, she gets back to her feet."
"MONSTER_FINALE_SPAWN_AQUATIC","The leftover liquid in the shattered flask runs down the bank of the pond and into the water. A fish in the pond ingests the liquid and transforms. An abomination of nature crawls out of the pond and seeks the taste of flesh! Spawn a {0} as indicated."
"MONSTER_FINALE_SPAWN_FLYING","A bird lands on the rocks where the flask had shattered. The bird ingests some of the leftover liquid and transforms. It grows into a frightening figure that jumps into the sky with a terrible screech! Spawn a {0} as indicated."
"MONSTER_FINALE_INCOMPLETE","The monster has grown too large for you to bring it down. The investigation is not complete."
"UNIQUE_MONSTER_SHELDON_GANG","Sheldon Gang"
"UNIQUE_MONSTER_OBANNION_GANG","O'Bannion Gang"
"SPAWN_HIRED_GUN","A gangster from the {0} decides you are a threat and comes after you! Spawn a {1} in the {0}'s space."
"UNIQUE_MONSTER_STREET_GANG_MOVE_01","The {0} moves 2 spaces toward the other gang. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_01","The gang charges the opposition, and you just happen to be in the path of its rampage (; 2). If you pass, you manage to keep them from carrying you off. If you fail, the gang picks you up and roughly carries you away; suffer 3 facedown Damage, then move to the monster's space."
"UNIQUE_MONSTER_STREET_GANG_MOVE_02","The {0} moves up to 2 spaces to be in an outdoor space with as many investigators as possible. Then it attacks the investigator in its space who has suffered the least Damage."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_02","Someone in the gang points at you and shouts ""This is all your fault!"" (; 2). If you pass, you manage to convince the gangster that the other gang is the bigger threat. If you fail, the angry gangster knocks you to the ground and pins you with his hands around your neck; suffer 3 Damage and become Restrained."
"UNIQUE_MONSTER_STREET_GANG_MOVE_03","The {0} moves 2 spaces toward the nearest Person within range. Then it attacks each investigator in its space."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_03","The gang rushes to find cover, and they do not care who is already there (; 2). If you pass, you fight them off and keep your safe spot; suffer 1 facedown Damage. If you fail, they toss you aside, causing you to drop something you were carrying; suffer 2 facedown Damage and drop 1 random Item."
"UNIQUE_MONSTER_STREET_GANG_MOVE_04","The {0} moves 2 spaces toward the {1}. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_04","The gang rushes toward the gazebo for cover, barreling right through you. You struggle to avoid being trampled. Suffer 3 facedown Damage (–1 negates)."
"UNIQUE_MONSTER_STREET_GANG_MOVE_05","The {0} moves 2 spaces away from the other gang. Then it attacks the investigator in range nearest to the other gang."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_05","Yelling at his compadres to get clear, one of the gangsters pulls out a bottle with an oil-damp rag stuck into its mouth. The gangster lights it with a torch and throws it at the enemy gang, but it sails off target toward you (; 2)! If you pass, you manage to catch the bottle before it lands, but the flames burn your hands; suffer 1 facedown Damage. If you fail, the bottle bursts at your feet and the smell of burning kerosene spreads around you; place Fire in your space, then you and each other investigator in your space suffer 2 facedown Damage."
"UNIQUE_MONSTER_STREET_GANG_MOVE_06","The {0} moves up to 2 spaces to be in an outdoor space with as many investigators as possible. Then it attacks each investigator in its space."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_06","The gang rushes in your direction, looking for human shields (; 2)! If you pass, fight them off; suffer 1 facedown Damage. If you fail, a gangster grabs you with an arm around your neck and uses you for cover; suffer 2 Damage and become Restrained."
"UNIQUE_MONSTER_STREET_GANG_MOVE_07","The {0} moves 2 spaces toward the other gang. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_07","The gang bears down on the opposing gang, guns blazing. Caught in the middle, you dive for cover. Suffer 3 facedown Damage (–1 negates)."
"UNIQUE_MONSTER_STREET_GANG_MOVE_08","The {0} moves 2 spaces away from the other gang. Then it attacks the investigator in its space who has suffered the least Damage."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_08","The gang falls back from the withering gunfire laid down by the opposing gang. You get caught in the throng and shoved back and forth by the retreating gangsters. Suffer 3 Damage (–1 negates)."
"UNIQUE_MONSTER_STREET_GANG_MOVE_09","The {0} moves 2 spaces toward the {1}. Then it attacks the investigator within range with the highest ."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_09","A gangster turns his tommy gun in your direction (; 3). If you pass, you realize the threat and warn your companions before the man opens fire. If you fail, a barrage of gunfire comes in your direction; you and each other investigator in your space suffer 2 Damage."
"UNIQUE_MONSTER_STREET_GANG_MOVE_10","The {0} moves 2 spaces toward the nearest investigator in range. Then it attacks the investigator in its space with the lowest ."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_10","A member of the gang demands you join in the attack on the other gang (; 2). If you pass, you join them for a moment before slipping away; you and the monster move 1 space toward the other gang. If you fail, the gangster turns on you and smacks you in the head with the butt of his rifle, dropping you to the ground; suffer 2 Damage and become Stunned."
"UNIQUE_MONSTER_STREET_GANG_MOVE_11","The {0} moves up to 2 spaces to be in an outdoor space with as many investigators as possible. Then it attacks each investigator in its space."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_11","The gang maneuvers toward you, drawing the enemy gang's fire in your direction. Suffer 3 facedown Damage ( negates)."
"UNIQUE_MONSTER_STREET_GANG_MOVE_12","The {0} moves 2 spaces toward the {1}. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_12","The gang charges toward the bandstand, threatening to trample anyone in their way (; 2). If you pass, you manage to duck out of the way. If you fail, you get knocked down, hitting your head on the ground; suffer 1 Damage and become Dazed."
"UNIQUE_MONSTER_STREET_GANG_MOVE_13","The {0} moves 2 spaces away from the other gang. Then it attacks each investigator within range."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_13","The gang falls back, sending out a hail of gunfire in all directions. Suffer 2 facedown Damage."
"UNIQUE_MONSTER_STREET_GANG_MOVE_14","The {0} moves 2 spaces toward the other gang. Then it attacks each investigator within range."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_14","The majority of the gangsters charge at the opposing gang, with the rest of them laying down cover fire in all directions. Suffer 1 facedown Damage."
"UNIQUE_MONSTER_STREET_GANG_MOVE_15","The {0} moves 2 spaces toward the nearest investigator in range. Then it attacks the investigator in its space with the highest health."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_15","Three men mistake you for a member of the enemy gang, so they send a barrage of gunfire in your direction. There is no taking cover from their crossfire. Suffer 2 Damage."
"UNIQUE_MONSTER_STREET_GANG_MOVE_16","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space with the lowest ."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_16","Several gangsters grab you and try to ""encourage"" you to fight on their side (; 2). If you pass, you are able to throw them off with only minimal harm; suffer 1 facedown Damage. If you fail, they throw you to the ground and viciously kick you; suffer 2 Damage and become Dazed."
"UNIQUE_MONSTER_STREET_GANG_MOVE_17","The {0} moves 2 spaces away from the other gang. Then it attacks each investigator within range."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_17","The gang goes into retreat, several members laying down fire to cover the movement (; 2). If you pass, you hit the ground and avoid the wild fire. If you fail, a bullet grazes your leg, sending you sprawling to the ground; suffer 1 facedown Damage and become Stunned."
"UNIQUE_MONSTER_STREET_GANG_MOVE_18","The {0} begins shooting out street lights around them to make it harder for the enemy to see them. The {0} moves 2 spaces away from the other gang. Place Darkness in each space it occupied during this movement. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_18","The street lights exploding from gunfire send bits of glass and metal shrapnel flying in all directions. Suffer 2 facedown Damage ( negates)."
"UNIQUE_MONSTER_STREET_GANG_MOVE_19","The {0} moves 2 spaces away from the other gang. Then it attacks the investigator in range nearest to the other gang."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_19","A large bottle of flaming kerosene flies from the gang in a high arc (; 2). If you pass, you dodge the projectile and it smashes to the ground; place Fire in your space. If you fail, the heavy bottle takes you off your feet, spilling its flaming contents; suffer 3 facedown Damage and place Fire in your space."
"UNIQUE_MONSTER_STREET_GANG_MOVE_20","The {0} moves 2 spaces toward the {1}. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_20","Some members of the gang have found or fashioned a crude, heavy net (; 2). If you pass, you manage to evade the crowd's depredations. If you fail, the riot hurls the net over your head and pins you to the ground; suffer 1 facedown Damage and become Restrained."
"UNIQUE_MONSTER_STREET_GANG_MOVE_21","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks each investigator within range."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_21","The gang has started shooting at anything and everything that moves. You cannot escape the veritable flood of projectiles. Suffer 2 facedown Damage."
"UNIQUE_MONSTER_STREET_GANG_MOVE_22","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks each investigator within range."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_22","The gang members fire indiscriminately in all directions. You try desperately to avoid the hail of deadly objects. Suffer 3 Damage (+1 negates). If you suffer 2 or more Damage, you are forced to apply a tourniquet to your bleeding appendage; become Stunned."
"UNIQUE_MONSTER_STREET_GANG_MOVE_23","The {0} moves 2 spaces toward the other gang. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_23","The gang makes a mad charge at the enemy gang and you are caught in the middle. Suffer 4 facedown Damage ( negates)."
"UNIQUE_MONSTER_STREET_GANG_MOVE_24","The {0} moves 2 spaces toward the other gang. Then it attacks each investigator that shared a space with it during this movement."
"UNIQUE_MONSTER_STREET_GANG_ATTACK_24","The gang bears down on the enemy gang, unleashing a fury of gunfire as you look desperately for cover. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_BEATRICE_HAVERFORD","Beatrice Haverford"
"MONSTER_BEATRICE_ATTACK","{0} attacks each investigator in her space or an adjacent space."
"MONSTER_BEATRICE_ATTACK_RANGE_1","{0} attacks the investigator within range who has suffered the least Damage."
"MONSTER_BEATRICE_ATTACK_RANGE_ALL","{0} attacks each investigator within range."
"MONSTER_BEATRICE_ALICE_MOVE_1","Detective Luxley dashes over to the gazebo. Move Detective Alice Luxley as indicated. There she pauses to rip off a shot at the monster.\n\n""Hey, Beatrice!"" she taunts. ""Here I am! Come and get me!"""
"MONSTER_BEATRICE_MOVE_1","The monster roars with what seems to be anger and stomps off toward the detective, plowing through the gazebo and leaving it a pile of rubble. {0} moves 3 spaces toward Detective Alice Luxley."
"MONSTER_BEATRICE_MOVE_1b","Luxley dives to the ground to avoid the flying debris from the collision. Move Detective Alice Luxley as indicated."
"MONSTER_BEATRICE_ALICE_MOVE_2","With her previous cover now splintered into a thousand pieces of kindling, Detective Luxley runs for cover. Move Detective Alice Luxley as indicated."
"MONSTER_BEATRICE_MOVE_2","The monster pursues the detective as she runs for cover. It moves into the street and begins tearing at the building with its claw-like appendages. {0} moves up to 3 spaces to be adjacent to Detective Alice Luxley."
"MONSTER_BEATRICE_ALICE_DEATH","With her previous cover now splintered into a thousand pieces of kindling, Detective Luxley turns to run for cover. Before she can take more than two steps, a spike bursts from her chest as the monster impales her on its tail. Discard Detective Alice Luxley."
"MONSTER_BEATRICE_MOVE_2_DEAD_ALICE","The monster tosses the limp form of Detective Luxley aside, then turns its attention to the investigators. {0} moves to the outdoor space adjacent to as many investigators as possible."
"MONSTER_BEATRICE_BUILDING","The monster continues to pummel the building, striking it with its spiked tail and even smashing its armored head against it. Chunks of bricks and wood fly off the building and it shudders under the assault. The building appears on the verge of collapsing and killing everyone inside."
"MONSTER_BEATRICE_BUILDING_DEAD_ALICE","Consumed by blind rage, the monstrous creature loses interest in the pesky investigators and turns its attention to bigger targets. It begins smashing its massive tail and even its armored head against nearby buildings, sending chunks of bricks and wood flying through the air. If not stopped immediately, its rampage will cause massive damage to the city and cost countless lives!"
"MONSTER_BEATRICE_STUNNED","The monster staggers on its many legs a moment before finally collapsing, its massive weight sending up a cloud of dust. It does not appear to be dead, however. As you watch, its wounds seem to begin healing. You decide the only way it can be stopped is to return it to its human form. There must be an antidote to the elixir that transformed it!"
"MONSTER_BEATRICE_STUNNED_MYTHOS","The creature's wounds continue to heal before your eyes. You must find an antidote before it is too late!"
"MONSTER_BEATRICE_DEFEATED","The monster staggers on its many legs a moment before finally collapsing, its massive weight sending up a cloud of dust. You rush over to its hulking form to administer the antidote. You pour the concoction on one of the creature's open wounds, hoping against hope that you got the formula right...."
"MONSTER_BEATRICE_RESPAWN_WARNING","The creature's body begins to stir on the ground, its wounds quickly closing. You fear you do not have much time!"
"MONSTER_BEATRICE_RESPAWN","The monster rises once more to its feet and lets out a loud bellow that rattles buildings and shakes you to your core. Each investigator suffers 3 Horror (–1 negates). Then spawn a {0} as indicated."
"UNIQUE_MONSTER_ALICE_LUXLEY","Alice Luxley"
"MONSTER_ALICE_RESPAWN","The monster rises once more to its feet and lets out a loud bellow that rattles buildings and shakes you to your core. Each investigator suffers 3 Horror (–1 negates). The monster charges at you, even more determined to take revenge! Spawn a {0} in the outdoor space with the most investigators."
"MONSTER_ALICE_MOVE","The monster pursues you with a burning rage. {0} moves to be in an outdoor space with the most investigators. The massive pounding of the monster's multitude of legs shakes the ground violently. The nearby buildings crack and crumble from the tremors, dropping debris on those cowering inside of them. Each investigator in an indoor space suffers {1} Damage."
"MONSTER_ALICE_BUILDING","Consumed by blind rage, the monstrous creature loses interest in the pesky investigators and turns its attention to bigger targets. {0} moves up to 3 spaces to be adjacent to the nearest indoor space. It begins smashing its massive tail and even its armored head against nearby buildings, sending chunks of bricks and wood flying through the air. If not stopped immediately, its rampage will cause massive damage to the city and cost countless lives!"
"SETUP_MSG1","The murder took place in a room at the Carmichael Hotel. The four-story hotel is located in the heart of the Easttown district. It is early evening when your taxicab drops you at the front entrance to the hotel, where a revolving door leads into the hotel lobby. Place the {0} tile and Walls as indicated."
"SETUP_STARTING_SPACE","You enter the lobby through the revolving door. The lobby was once nicely decorated, but a lack of maintenance and care shows in the grimy floor and dirty wallpaper. Place your investigator figures as indicated."
"SETUP_HOTELIER","A man in a rumpled tuxedo with mussed hair and an unkempt mustache stands at a desk in front of you. Place a Person token as indicated.  This is the hotel manager."
"SETUP_SIDE_DOOR","The door to your right has a sign that says ""EXIT"" above it."
"HOTEL_BARRICADE","A luggage trolley could be used to block a door should the need arise."
"LOST_AND_FOUND","A box sits on a table with a sign reading ""Lost & Found."""
"LOST_AND_FOUND_SEARCH","The box is filled with items left behind by previous guests.  Inside it you find a useful trinket. Gain the {0} Common Item. Then discard this Search token."
"EXPLORE_UPSTAIRS","Up the stairs is a door leading to some of the hotel's rooms."
"EXPLORE_FRONT_DOOR","The main door to the lobby leads back to the street."
"PLACE_STREET","A cobblestone street stretches off in both directions. Place the {0} and {1} tiles and a Door as indicated, and discard all Explore and Sight tokens leading to them."
"PLACE_STREET_ALT","A cobblestone street stretches off in both directions. Discard this Explore token and place the {0} and {1} tiles and a Door as indicated."
"PLACE_STREET_END","A cobblestone street stretches off in the distance. Place the {0} and {1} tiles and a Door as indicated, and discard all Explore and Sight tokens leading to them."
"EXPLORE_SIDE_DOOR","This door has a sign that says ""EXIT"" above it."
"LOBBY_PLACE_ALLEY","The door opens onto a dark alleyway. Place the {0} tile as indicated and discard all Explore and Sight tokens leading to it."
"LOBBY_PLACE_ALLEY_ALT","The door opens onto a dark alleyway. Discard this Explore token and place the {0} tile as indicated."
"HOTELIER_GREETING","""Good day,"" the hotel manager greets you with a smile that you can tell is forced. ""How may I be of assistance?"""
"HOTELIER_DIRECT"," ""We are here to investigate last night's murder."""
"HOTELIER_INDIRECT"," ""We saw the police around here this morning. What happened?"""
"HOTELIER_DIRECT_RESPONSE","""I see.  Are you with the police department?"""
"HOTELIER_DIRECT_YES","""Yes."""
"HOTELIER_DIRECT_NO","""No."""
"HOTELIER_POLICE","You attempt to convince the hotel manager that you are with the police. ()"
"HOTELIER_NOT_POLICE","""I am afraid I cannot help you,"" the hotel manager replies.  ""Information related to the... incident last night is restricted to law enforcement officials."""
"HOTELIER_CONVINCED","""Of course, officers! Here is the key to the victim's room, number 202."" Gain the Brass Key Unique Item. ""If there is anything I can do to assist in your investigation, please let me know."""
"HOTELIER_CONVINCED_NO_KEY","""Of course, officers! The victim was in room number 202. If there is anything I can do to assist in your investigation, please let me know."""
"HOTELIER_UNCONVINCED","The hotel manager looks at you unconvinced."
"HOTELIER_INDIRECT_RESPONSE","""Oh, yes, a terrible tragedy,"" the hotel manager answered.  ""One of our guests... passed last night. But rest assured, everything is in order and we are still open for business."""
"HOTELIER_MURDER_POLICE","""The night clerk said he noticed nothing strange last evening,"" the hotel manager begins. ""There were no late arrivals and no disturbances to speak of. This morning a guest reported seeing a red liquid pooling outside of the door to the victim's room, so I went and knocked on the room's door. When I got no response, I went inside and found the victim, or at least what was left of him. What I saw in there was a horror that will haunt my nightmares for how long I know not. I could not speak of it for fear of losing my breakfast a second time. I contacted your precinct immediately, and your fellow officers removed the remains a few hours ago."" Gain 1 Clue."
"HOTELIER_MURDER_OTHER","""We found the gentleman deceased in his room this morning. I am afraid that is all I am at liberty to say."""
"HOTELIER_VICTIM_POLICE","""I do not know much about the victim personally, but allow me to check our records,"" the hotel manager replies, opening a large dossier at the check-in desk. ""Here we are. Room 202. The guest's name was... hmm, all it says here is ""John Doe."" Mr. Doe checked in yesterday for a two night stay. He paid in cash. I am afraid that is all I can tell you as I never met the man personally, and when I saw his remains... I will just say that there was very little left by which to identify the gentleman."" Gain 1 Clue."
"HOTELIER_VICTIM_OTHER","""I do not know much about the deceased personally, but allow me to check our records,"" the hotel manager replies, opening a large dossier at the check-in desk. ""Here we are. Room 202. The guest's name was... hmm, all it says here is ""John Doe."" Mr. Doe checked in yesterday for a two night stay. He paid in cash. I am afraid that is all I can tell you as I never met the man personally."" Gain 1 Clue."
"HOTELIER_GREETING_POLICE","""Hello again, officers,"" the hotel manager greets you. ""I hope your investigation is proceeding well."""
"HOTELIER_GREETING_UPSET","""What do you want?"" the hotel manager asks with annoyance."
"HOTELIER_GREETING_OTHER","""What can I do for you?"""
"HOTELIER_MURDER"," ""What can you tell me about the murder?"""
"HOTELIER_DEATH"," ""What can you tell me about the death?"""
"HOTELIER_VICTIM"," ""What can you tell me about the deceased?"""
"HOTELIER_DOUBLE_DOWN"," Try again to convince the hotel manager you are with the police."
"HOTELIER_COME_CLEAN"," Apologize for lying and tell the hotel manager your real reason for investigating."
"HOTELIER_FORGIVE","""I see,"" the hotel manager replies after you explain the reason for your investigation. ""I can tell you what I know, but I am afraid I cannot allow you into the victim's room."""
"HOTELIER_DONE","""I am afraid I have told you all that I can."""
"PLACE_HOTEL_UPSTAIRS","A hallway stretches out before you, with two numbered doors on one side."
"EXPLORE_ROOM_201","This door is numbered 201. It has a brass doorknob and keyhole. You think you can hear someone moving around inside the room."
"EXPLORE_ROOM_202_NO_KEY","This door is numbered 202. It has a brass doorknob and keyhole. The wood flooring just outside the room is stained red."
"EXPLORE_ROOM_202_KEY","This door is numbered 202. It has a brass doorknob and keyhole. The wood flooring just outside the room is stained red. The investigator with the Brass Key Unique Item can unlock the door."
"EXPLORE_ROOM_202_UNLOCK"," Unlock the door."
"EXPLORE_ROOM_202_UNLOCKED","The door unlocks with a click. Glancing around to see if anyone is watching, you turn the knob and open the door. Discard this Explore token."
"ROOM_201_ENTER","You find the door to the room unlocked. It swings open, revealing a small hotel room with a bed and a few sparse furnishings. Discard this Explore token."
"MAID_PLACE","A maid is turning down the room. ""The room is not ready yet,"" she tells you curtly. ""Come back later."""
"MAID_CART","The maid's housekeeping cart sits to one side of the room. You notice a brass master key hanging from the handle of the cart. You might be able to snatch it while the maid is not looking."
"MAID_CART_STEAL_KEY"," Attempt to steal key."
"MAID_CART_STEAL_ATTEMPT","You attempt to swipe the master key from the maid's cart while she is not looking ()."
"MAID_CART_STEAL_SUCCESS","You manage to pocket the master key while the maid's back was turned. Gain the {0} Unique Item. Then discard this Search token."
"MAID_CART_STEAL_FAIL","You reach for the key, but the maid begins to turn, so you quickly draw back your hand."
"MAID_CART_DISCARD","Having received the room key already from the hotel manager, you no longer have any use for the maid's master key. Discard this Search token."
"MAID_GREETING","""Can I help you?"""
"MAID_MURDER"," ""What can you tell me about the man who died last night?"""
"MAID_KEY"," ""I was hoping I could borrow your master key."""
"MAID_MURDER_RESPONSE","""I did not see anything,"" she says. She is clearly upset and you feel like she is holding out on you. After a bit of prodding, she continues. ""I did talk to the man who died yesterday. He asked me to go to his room for a belt of liquor. He told me he was a bootlegger and that he could get me all the booze I wanted. I told him I did not want to break the law. He insisted and tried to grab me, so I slapped him. Please do not tell my boss. I could lose my job."" Gain 1 Clue."
"MAID_MURDER_RESPONSE_ALT","""I did not see anything,"" she says fearfully. ""I do know he was in league with some unsavory characters. I overheard him bragging about how he was going to make a lot of money working with the Sheldon gang. Doing what, I cannot say."" Gain 1 Clue."
"MAID_KEY_RESPONSE","The maid seems hesitant to give you her master key, so you try to convince her of why she should give it to you ()."
"MAID_KEY_SUCCESS","""Alright, if it will help in your investigation,"" she says. She walks over to her cart, picks up the key, and hands it to you. Gain the {0} Unique Item. ""Please get it back to me as soon as possible."""
"MAID_KEY_CART","Having received the key from the maid, there is nothing left of interest on her cart. Discard this Search token."
"MAID_KEY_FAIL","The maid is unconvinced and declines to give you the key."
"MAID_LEAVES","The maid finishes making up the room and leaves the room with her cart in tow. Discard the maid and the maid's cart Search token."
"MAID_LEAVES_NO_CART","The maid finishes making up the room, and heads off to the next one with her cart in tow. Discard the maid."
"ROOM_202_NO_ENTRY","You decide you should not try to get into the room with the detective standing right by the door."
"ROOM_202_ENTER","The floor of the room is stained with blood, but otherwise everything else seems oddly in place. However the murder went down, it seems the victim put up little struggle."
"ROOM_202_WINDOW","A window on the far wall looks down on the street outside."
"SUITCASE","A suitcase lies open on a wood table against the far wall. Its contents might tell you something useful about the victim."
"COAT","The victim's coat rests on the bed. He must have taken it off before he was attacked."
"COAT_SEARCH","You decide to search the victim's coat pockets for anything that might tell you more about who he was and why he was killed ()."
"COAT_SEARCH_PASS","Lifting the coat, you notice it feels heavier than expected. You locate the source of the extra weight in the right side pocket and reach in, pulling out a small firearm. Gain the {0} Common Item."
"COAT_SEARCH_BONUS","Not satisfied with your initial finding, you check the rest of the coat's pockets. You find a small pocket hidden on the inside left breast of the coat. Inside you find a gold pocket watch. Gain the {0} Common Item. Then discard this Search token."
"COAT_SEARCH_FAIL","Lifting the coat, you notice it feels heavier than expected. You locate the source of the extra weight in the right side pocket and reach in, pulling out a small firearm. Gain the {0} Common Item."
"COAT_SEARCH_LICENSE","In the same pocket as the gun, you find the victim's driver's license. It identifies him as Marlon Deets, a resident of Boston, Massachusetts. It lists him as 6 feet 2 inches and 220 pounds: a big man. It would take a very strong assailant to kill such a man without a struggle. Or perhaps he was taken by surprise."
"COAT_SEARCH_LICENSE_FAIL","{0} Discard this Search token."
"SUITCASE_SEARCH","You dig through the victim's suitcase, looking for any clues about who this person was and why they were killed. Amongst the clothes, you find a journal with a worn leather cover, bound with string. Gain the {0} Unique Item and 1 Clue. Then discard this Search token. The investigator holding the {0} can read its entries by interacting with it in the app."
"WINDOW_SIGHT","{0} An investigator in Small Bedroom 1  may reveal the adjacent area."
"WINDOW_CLAWS","You notice several deep gashes on the window sill, as if from a pair of sharp claws digging into the wood. You think birds are the creatures most likely to have been able to reach this second floor window sill, but these were not made by bird talons. They are much larger."
"WINDOW_STREET","A cobblestone street stretches off in both directions below. Place the {0} and {1} tiles and a Door as indicated, and discard all Explore and Sight tokens leading to them."
"EXPLORE_SPEAKEASY_FRONT","A nondescript door leads into the building across the alley from the hotel. You can see on the door the outline of a small slot at eye level, allowing someone inside to look out."
"EXPLORE_SPEAKEASY_KNOCK"," Knock on the door."
"SIGHT_STREET_CORNER_1","The alley opens onto a street corner."
"MUGGER_SPEAKEASY","{0} Place an Explore token as indicated. A man in dirty clothes and suspenders is loudly banging on the door. ""I told you we ain't open yet!"" a voice hollers from inside."
"SPAWN_MUGGER_SPEAKEASY"," The man outside gives up his banging, pulls out a cigarette and lights it up. He spots you through a puff of smoke. ""Lookee what we have here,"" the man says, the cigarette bouncing on his lips. He saunters in your direction. "
"SPAWN_MUGGER_1","At the end of the alley, you see a man in dirty clothes and suspenders leaning against the wall, a foot propped up against the red bricks. He spots you through a puff of smoke from his cigarette. ""Lookee what we have here,"" the man says, the cigarette bouncing on his lips. He saunters in your direction. "
"SPAWN_MUGGER_2","""You look like you're lookin' fer a good time. I bet a finely-dressed individual like yourself can afford a good time. Or at least can afford to not have a very bad time."" He reaches in a pocket, pulls out a pistol and brandishes it at you menacingly. ""Hand over your valuables."" Spawn a Hired Gun as indicated."
"SPEAKEASY_CLOSED","{0} You have not seen anyone approach the door since the man was banging on it earlier. Perhaps you should check back later."
"SPEAKEASY_DOORMAN","The slat in the door slides open and a pair of eyes peer out at you through the open slot. ""Password,"" a gruff voice demands. {0}"
"DOORMAN_PASSWORD","You provide the password from the business card you found in the victim's journal: ""the duck tree."" The doorman slides the slat shut without a word. You wonder for a moment if you had gotten the password wrong until you hear the sounds of the door unlocking and slowly beginning to open."
"DOORMAN_TALK","You do not know the password, so your only hope is to try to convince the doorman to let you inside ()."
"DOORMAN_CONVINCED","""Eh, alright, I will let you in this once,"" the doorman replies. The slat slides shut and the door unlocks."
"DOORMAN_NOT_CONVINCED","""No password, no entry,"" the doorman answers gruffly, then quickly slides the slat shut."
"PLACE_SPEAKEASY","The door swings open, revealing a packed speakeasy. Numerous people are crowded into the small room, laughing and drinking bootleg liquor. The sounds of jazz music from a phonograph push out the mechanical noise coming from the building next door, and the smell of cigarette smoke fills the air."
"PLACE_OLD_SADIE","At the back of the speakeasy is a booth surrounded by burly men. Between the bodyguards, you just catch sight of an older man seated in the booth. Place a Person token as indicated. This is Old Sadie Sheldon, leader of the Sheldon gang."
"SEARCH_DRINKERS","An older woman you recognize as Sadie Sheldon, Old Sadie's daughter and heiress apparent, stands near the bar chatting with a young flapper in a beaded dress. Perhaps they are discussing something relevant to your investigation."
"DRINKERS_ACTION"," Try to eavesdrop."
"DRINKERS_EAVESDROP","You stroll casually up to the bar and make like you are ordering a drink as you attempt to listen in on the women's conversation ()."
"DRINKERS_CONVO_1","""I am tired of this coffin varnish,"" the flapper says. ""When are we going to get some quality stuff?"""
"DRINKERS_CONVO_2","""Pops says it should be soon,"" Sadie answers. ""He was supposed to meet with a supplier from Boston last night, but that nosy female detective was spotted staking out the guy's hotel. Freddy is going to meet with the guy tonight, and we should get some real liquor in here as early as next week."""
"DRINKERS_CONVO_3","""Hot dawg!"" the flapper replies. ""Cannot happen soon enough!"" Sadie glances your direction and notices you are listening in. ""Hey!"" she says to you, taking an aggressive posture. ""Private conversation! Beat it!"" You decide starting a fight with the gang leader in a place packed with her underlings might not be the best idea, so you retreat into the crowd. Gain 1 Clue. Then discard this Person token."
"DRINKERS_EAVESDROP_FAIL","You spend a few minutes trying to listen in, but cannot make out what they are saying over the din of the music and other noise."
"SADIE_INTRO","Old Sadie is surrounded by several large, angry-looking men. It will be difficult to get a word with him."
"SADIE_INTRO_INF"," Try to talk your way past the goons."
"SADIE_INTRO_STR"," Try to intimidate the goons."
"SADIE_INFLUENCE","You approach the goons and try to convince them that you have urgent business with Sadie ()."
"SADIE_STRENGTH","You stride confidently toward Sadie, ignoring his goons. As they move to step in your way, you attempt to intimidate them with your size ()."
"SADIE_INTRO_PASS","The goons step aside and you make your way to Sadie, who has been watching the whole display. ""Alright, you got my attention,"" Sadie says. ""What do you want?"""
"SADIE_INTRO_FAIL","Old Sadie and his henchmen break into boisterous laughter at your attempt to speak to the gangster."
"SADIE_FLIRTY","""Why, hello again,"" Sadie says flirtatiously. ""What can Ol' Sadie do for you?"""
"SADIE_NEUTRAL","""What do you want now?"" Sadie asks with annoyance."
"SADIE_WHAT","""What do you know about last night's murder?"""
"SADIE_WHAT_ACTION"," ""What do you know about last night's murder?"""
"SADIE_KNEW","""I think you may have known the man who was murdered at the Carmichael Hotel last night."""
"SADIE_KNEW_ACTION"," ""I think you may have known the man who was murdered at the Carmichael Hotel last night."""
"SADIE_FLIRT","""Mr. Sheldon, I have heard a great deal about you, but no one mentioned how attractive you are."""
"SADIE_FLIRT_ACTION"," ""Mr. Sheldon, I have heard a great deal about you, but no one mentioned how attractive you are."""
"SADIE_DRINK"," ""How about you buy me a drink?"""
"SADIE_WHAT_ANSWER","""Only that the street was swarming with coppers,"" Sadie replies. ""Maybe if you tell me what you know, I can tell you more."""
"SADIE_INFO_SHARE","Share what you know."
"SADIE_INFO_REFUSE","Refuse to say more."
"SADIE_INFO_REFUSED","""Very well, keep your secrets,"" Sadie replies with disinterest."""
"SADIE_KNEW_ANSWER","As you tell Sadie what you know, his demeanor changes from one of curiosity to one of surprise and anger. ""Yeah, I knew the fella,"" Sadie says when you finish. ""We were working toward a business arrangement. Somebody must have gotten wind of that and put an end to it. This has the stink of the O'Bannion gang all over it. Thank you for bringing this to my attention."" Gain 1 Clue."
"SADIE_KNEW_ANSWER_LATE","As you tell Sadie what you know, he remains stoic. ""Yeah, I knew the fella,"" Sadie says when you finish. ""We were working toward a business arrangement. Somebody must have gotten wind of that and put an end to it. This has the stink of the O'Bannion gang all over it. Thank you for bringing this to my attention."" Gain 1 Clue."
"SADIE_KNEW_NOTHING","""That is all you have?"" Sadie replies disdainfully. ""Come back when you have some information I can use."""
"SADIE_FLIRT_RESPONSE","""Ah, so you are looking for a sugar daddy, huh?"" Sadie says, looking you over. ""What do you have to offer?"" ()"
"SADIE_FLIRT_PASS","""You make a tempting offer,"" Sadie says with a wink, ""but tonight is a busy night. Come back another night and we can have some fun."""
"SADIE_FLIRT_FAIL","Sadie laughs derisively in your face. ""You best lay off the rotgut. It has gone to your brain if you think I would be impressed by the likes of you. Now beat it before I have my boys show you the door!"""
"SADIE_DRINK_ACCEPTED","""Anything for you,"" Sadie says with a wink, then shouts to the bartender, ""Hey, Mac! Bring us a round!"" The bartender hurries over with a tray of shot glasses filled with bathtub hooch. The liquor burns your throat, but soothes your nerves. Discard one facedown Horror. Your legs, however, suddenly feel like jelly and you lose your balance. Suffer 1 facedown Damage ( negates)."
"SADIE_INFORMED","As you finish speaking with Sadie, one of his goons leans in over the mob boss's shoulder and whispers something in his ear. A look of surprise and anger passes over the old gangster's face, and you can hear him say, ""Go tell Freddy!"" The goon nods and hurriedly heads for the door."
"SADIE_DISPATCH","As you finish speaking with Sadie, he waves one of his goons over and whispers a few quiet words into the man's ear. The goon nods, and hurriedly heads for the door."
"SADIE_ANGRY","""I thought I told you to go chase yourself!"" Sadie says dismissively. A couple of burly men step menacingly closer."
"SADIE_DONE","""I have grown tired of you,"" Sadie says with exhaustion. ""Go pester someone else."""
"GANGSTER_PLACE","{0} Place a Person token as indicated. This is the gangster."
"GANGSTER_RESPONSE_1","""Go away or I will sock you one."""
"GANGSTER_RESPONSE_2","""Leave me alone."""
"GANGSTER_RESPONSE_3","""Scram!"""
"GANGSTER_RESPONSE_4","""Go chase yourself!"""
"GANGSTER_TALKING","The gangster is talking to another shady character."
"EXPLORE_PRINTING_PRESS","A modest sign for the ""Arkham Gazette,"" Arkham's second largest newspaper, adorns the wall above a door. The loud sound of heavy machinery carries through the wall."
"ALLEY_PLACE_CORNER","The alley intersects with the street at a street corner. Place the {0} tile as indicated and discard all Explore and Sight tokens leading to it."
"ALLEY_PLACE_CORNER_ALT","The alley intersects with the street at a street corner. Discard this Sight token and place the {0} tile as indicated."
"SIGHT_ALLEY_CORNER","Off the street is an unlit alley running alongside the hotel."
"CORNER_PLACE_ALLEY","Light from a nearby streetlamp reaches only a few feet into the alley, making it difficult to see. Place the {0} tile as indicated and discard all Explore and Sight tokens leading to it."
"PLACE_PRINTING_PRESS","The printing press is a deafening cacophony of machine noises. The cramped room is dominated by a massive machine; a hodgepodge of gears and rollers, spinning hundreds of feet of paper through a confusing maze of twists and turns at dizzying speeds. The smell of ink assaults your nostrils with such power that you can almost taste it."
"PLACE_BEN","A figure is bent over a table in a corner of the press room, back turned to you. He does not seem to notice your entrance. Place a Person token as indicated. This is Ben Marlow, the press worker."
"BEN_START","Ben Marlow is bent over a table in a corner of the press room, back turned to you. He does not seem to notice your entrance."
"SEARCH_NEWSPAPERS","A number of back issues of the newspaper litter the press room floor."
"NEWSPAPERS","After rifling through the old newspapers, one particular headline jogs a memory. The banner headline from two weeks ago reads ""Gang shootout leaves several dead."" The large picture accompanying the headline shows a black-haired woman dressed in a fancy evening gown and large hat kneeling next to a body covered in a sheet, a look of anguish on her face. The caption identifies the woman as Detective Alice Luxley."
"NEWSPAPERS_2","Skimming the first few paragraphs, you note that the shootout was between members of the Sheldon and O'Bannion gangs. Several gang members were killed, along with one innocent bystander, Lulu Haverford. The article mentions that Detective Luxley had also been caught in the crossfire, but survived unharmed. Gain 1 Clue. Then discard this Search token."
"BEN_INTERACT"," Try to talk to Ben."
"BEN_APPROACH","You try yelling a greeting over the noise of the printing press, but Ben does not react at all. You walk closer and try shouting again, and again get no reaction. Finally, you reach out to tap Ben on the shoulder. With your finger only inches away, Ben suddenly turns and looks at you. He is a young man in his late teens or early twenties. He makes what looks like a quick wave at you."
"BEN_WHAT","""What do you know about last night's murder?"""
"BEN_WHAT_ACTION"," ""What do you know about last night's murder?"""
"BEN_ALLEY","""What is down that nearby alley?"""
"BEN_ALLEY_ACTION"," ""What is down that nearby alley?"""
"BEN_CANT_HEAR","Ben shakes his head and points to his ear. You try asking again more loudly. Ben shakes his head again, points to himself, and then taps an index finger to his jaw near his ear and again near his chin."
"BEN_LOUDER","Try speaking again, louder and more slowly."
"BEN_WRITE","Find something to write your question on."
"BEN_ANNOYED","You try speaking again, this time shouting over the din of the press while drawing out each syllable. Ben rolls his eyes, picks up a pad of paper from the table, and writes something down. He hands the pad to you and it reads, ""I AM DEAF."" He hands you the pen as well and you write down your question."
"BEN_WRITTEN","You look around for something to write on and find a pen and pad of paper on the table. You pick up both and jot down your question, then hand it to Ben. Ben smiles appreciatively at you before reading what you wrote."
"BEN_GREETING","Ben holds the pad of paper and pen out for you to write on."
"BEN_WITNESS","Communicating through messages written on the pad of paper, Ben tells you that he was just leaving the diner down the street last night when he saw a dark figure jump out of the second story window of the hotel room where the victim was killed. Ben could not make out much about the figure beyond its long, {0} hair, but he wrote that it appeared ""not quite human."" It disappeared around the corner through the flea market. Gain the {1} Unique Item."
"BEN_WITNESS_PHOTOS","Additionally, {0}"
"BEN_NOT_WITNESS","Communicating through messages written on the pad of paper, {0}"
"BEN_PHOTOS","Ben tells you that one of the Gazette's reporters had taken photographs of the crime scene and police activity this morning. He hands you a small stack of photos. Gain the Photographic Evidence Unique Item. The investigator holding the Photographic Evidence Unique Item can inspect the evidence by interacting with it in the app."
"BEN_ALLEY_REPLY","Communicating through messages written on the pad of paper, Ben tells you that the alley leads to a speakeasy called the ""Rough and Tumbler"" that is run by the notorious Sheldon gang, Arkham's largest supplier of bootleg hooch."
"BEN_DONE","Ben is hunched over a table, busily setting type for the morning edition. He appears to not want to be disturbed."
"BEN_SCARED","Ben has taken cover under his desk, too afraid to come out while the monster is at large."
"BEN_THANKS","Ben comes out from under his desk. He touches a hand to his chin and moves it in your direction, a look of gratitude on his face."
"EXPLORE_DINER","A diner on the corner has a large paned-glass window looking out onto the street. An irregularly-shaped pink neon sign on the roof reads ""Velma's"" in a cursive script."
"EXPLORE_DINER_WINDOW","A diner on the corner has a large paned-glass window looking out onto the street. Pale pink light from the large neon sign on the roof lights up the hotel room through the window. The sign reads ""Velma's"" in a cursive script. From here, you can see through the window to several people seated in the front booths enjoying a meal."
"EXPLORE_DINER_DOOR","The circular window on this door looks in on a diner."
"STREET_PLACE_CORNER","The street turns a corner just past the hotel. Place the {0} tile as indicated and discard all Explore and Sight tokens leading to it."
"STREET_PLACE_CORNER_ALT","The street turns a corner just past the hotel. Discard this Sight token and place the {0} tile as indicated."
"PLACE_DINER","The diner is a typical greasy spoon with a long counter and several booths with leather seats. There are only a few customers this evening. Place the {0} tile and a Wall as indicated and discard all Explore tokens leading to it."
"PLACE_DINER_ALT","The diner is a typical greasy spoon with a long counter and several booths with leather seats. There are only a few customers this evening. Discard this Explore token and place the {0} tile and a Wall as indicated."
"PLACE_WAITRESS","A waitress in a grease-stained apron is busy clearing a table near the door. Place a Person token as indicated. This is Katie, the waitress."
"RED_GLOVED_MAN","In the back booth, a man in a suit and a fedora sits alone facing the front door. His face seems to be perpetually in shadow, regardless of the angle from which you view it. His hands, folded on the table in front of him, are clad in gloves as red as blood."
"RGM_JOIN"," Sit down across from him."
"RGM_OFFER","You sit down in the booth across from the red-gloved man. Silently, he takes a piece of paper out of his breast pocket and slides it across the table to you. You pick up the paper and look it over. It appears to be a kind of contract, offering to make you ""everything you could hope to become."" In return, you promise to provide your services ""at the time of reckoning."" The man holds a pen out to you."
"RGM_ACCEPT","Accept the offer."
"RGM_DECLINE","Decline the offer."
"RGM_ACCEPTED","You sign your name to the bottom of the paper and slide it back to the red-gloved man. As he folds up the paper and returns it to his pocket, you begin to feel... different. Your mind becomes clearer, your eyesight sharper, your muscles stronger and your reflexes more nimble. Improve each of your skills."
"RGM_DEPART","His business concluded, the red-gloved man stands from the booth and walks out the back door of the diner. Discard this Person token."
"RGM_DECLINED","You think better of signing the contract and push it back toward the man. He silently picks it up and returns it to his breast pocket. You get up from the booth and leave the man to wait for another opportunity."
"SEARCH_KITCHEN_ITEM","You might find something of use in the kitchen."
"KITCHEN_ITEM","You watch the cook haul a large garbage bag out back before slipping into the kitchen to poke around ()."
"KITCHEN_ITEM_PASS","A couple of items catch your eye. You see a meat cleaver laying on a wood chopping block and a thermos sitting next to a large coffee urn. You hear the sound of the back door creaking open again and have only time to grab one."
"KITCHEN_ITEM_CLEAVER","Take meat cleaver."
"KITCHEN_ITEM_THERMOS","Take thermos."
"KITCHEN_ITEM_CLEAVER_TAKE","You casually grab the cleaver and slip out of the kitchen as the cook reenters. Gain the {0} Common Item and move 1 space away from this Search token. Then, discard this Search token."
"KITCHEN_ITEM_THERMOS_TAKE","You casually grab the thermos and slip out of the kitchen as the cook reenters. Gain the {0} Common Item and move 1 space away from this Search token. Then, discard this Search token."
"KITCHEN_ITEM_FAIL","You are creeping around the kitchen looking for something useful when you accidentally hit the handle of a skillet sitting on the stove and send it clattering to the floor, spilling someone's dinner everywhere. Hearing the commotion, the cook rushes back inside and finds you there. ""Get outta my kitchen!"" the burly man yells angrily. Move 2 spaces away from this Search token. Then, discard this Search token."
"DINER_PLACE_CORNER","The door opens onto a street that turns a corner toward the hotel. Place the {0} tile as indicated and discard all Explore and Sight tokens leading to it."
"WAITRESS_GREETING_INIT","""Sit wherever you like,"" Katie says. She appears tired, but still musters a smile for you and the warmth of her tone makes you feel welcome."
"WAITRESS_GREETING","""What can I get you, hon?"""
"WAITRESS_ASK_SPECIAL"," ""What is today's special?"""
"WAITRESS_HAVE_TIME"," ""Can I have a few minutes of your time?"""
"WAITRESS_VELMA"," ""Where is Velma?"""
"WAITRESS_VELMA_RESP","""She got sick of working nights and decided she could afford not to do it anymore,"" Katie replies. ""So she hired me to work the night shift. Can I get you anything?"""
"WAITRESS_ASK_SPECIAL_FREE","""What is today's special?"""
"WAITRESS_HAVE_TIME_FREE","""Can I have a few minutes of your time?"""
"WAITRESS_SPECIAL","""Hot turkey sandwich with potatoes and gravy,"" Katie answers. ""Soup is a special Egyptian barley."""
"WAITRESS_CHICKEN","""I will have the turkey sandwich."""
"WAITRESS_SOUP","""I will have a bowl of the soup."""
"WAITRESS_COFFEE","""Just coffee would be great. Can I ask you a few questions?"""
"WAITRESS_FOOD","""Coming right up,"" Katie replies as she carries a load of dishes back to the kitchen. You take a seat in a booth by the window looking onto the street. You can clearly see the front entrance of the hotel and the windows of all of the rooms on the front of the building. A few minutes later, Katie delivers your order. The cooking is surprisingly good and warms your insides. Discard 1 facedown Damage or 1 facedown Horror. Then become Focused."
"WAITRESS_LAST_NIGHT","""Traffic is pretty light tonight, so I can spare a minute,"" Katie answers. ""What can I do for you?"" You inquire as to what she knows about the murder last night."
"WAITRESS_LAST_NIGHT_2","""I heard about that this morning,"" she says. ""Terrible thing. I did not see anything myself. From what one police officer told me, it happened about the time we closed up for the night at 11. We did have a few customers late that evening who might have seen something. One of them spent much of the evening in a booth by the window, but she left about an hour before we closed."" Gain 1 Clue."
"WAITRESS_ASK_DINER"," ""Tell me more about the person who was here a long time."""
"WAITRESS_ASK_CUSTOMERS"," ""Can you give me some names of the customers you had last night?"""
"WAITRESS_WITNESSES","""Ben Marlow was in late last night,"" Katie answers. ""He is a regular who comes in during his night shift working at the Gazette's printing press down the street. Father Paul from the chapel down the street was also here for a late night piece of pie. And a woman with a foreign accent was here late as well. I do not know her name, but I think she has a stall at the flea market."""
"WAITRESS_LUXLEY","""Her name is Alice,"" Katie replies, ""Alice Luxley. She spent much of the evening in here last night, in that booth right by the window. She must have had a dozen sodas while she sat there, just staring out the window. I know Alice a bit since she lives down the hall from me at the Humphrey Court Apartments downtown, and she comes around here on occasion, but last night she seemed distracted and preoccupied with something."""
"WAITRESS_LUXLEY_2","""I asked if she was waiting to meet someone, but she said no,"" Katie continues. ""She said it politely, but it was obvious she did not want to be bothered, so I did not inquire further. She finally left about an hour before we closed at 11.{0}"" Gain 1 Clue."
"WAITRESS_LUXLEY_CAR"," When she left, I saw her get into a police car that had pulled up out front of the restaurant."
"WAITRESS_LUXLEY_ADDR"," ""Would you give me Alice Luxley's address?"""
"WAITRESS_LUXLEY_ADDR_TEST","""What do you need it for?"" Katie asks with suspicion. You need to come up with a good reason for her to give it to you ()."
"WAITRESS_LUXLEY_ADDR_PASS","""Certainly, anything I can do to help,"" Katie responds, then jots down the address on her order pad, tears off the page and hands it to you. Gain 1 Clue."
"WAITRESS_LUXLEY_ADDR_HESITANT","""Very well,"" Katie says hesitantly. She jots down the address on her order pad, tears off the page and hands it to you. Gain 1 Clue."
"WAITRESS_LUXLEY_FAIL","""I do not know if I should share it with you,"" Katie replies, unconvinced."
"WAITRESS_DONE","""Sorry, hon, but I do not have any more time to chat."""
"EXPLORE_CHAPEL","This door to a small chapel has a large wooden cross hung above it."
"EXPLORE_CURIO","A sign hangs above the door to a curio shop. On the sign is the image of a skeletal cat's head, its jaws parted as if to hiss at you."
"EXPLORE_CURIO_CLOSED","{0} The shop is dark and a sign on the door says ""CLOSED."""
"SIGHT_CORNERS","The street bends out of sight in both directions. Place Sight tokens as indicated."
"PLACE_CHAPEL","This building houses a quaint chapel with a few rows of pews and a modest altar. The space is lit only by candlelight from sconces placed at regular intervals along the walls."
"PLACE_CHAPEL_2_DOORS","{0} Place the {1} tile and a Wall as indicated and discard all Explore tokens leading to it."
"PLACE_FATHER_PAUL","A kindly-looking man in his fifties is busy arranging items on the altar. He wears a troubled, weary expression. Place a Person token as indicated. This is Father Paul, the parish priest."
"PLACE_CHAPEL_ITEM","An emergency light source rests in an alcove near the front door. Place the {0} Common Item as indicated."
"PLACE_CHAPEL_BARRICADE","A pew could be moved to block a door, should the need arise."
"FATHER_PAUL_GREETING","""What can I do for you, child?"" Father Paul asks."
"FATHER_PAUL_WHAT"," ""What do you know about last night's murder?"""
"FATHER_PAUL_HOW"," ""You seem troubled, Father."""
"FATHER_PAUL_CONFESS"," ""Bless me, Father, for I have sinned."""
"FATHER_PAUL_WITNESS","""I was just leaving the diner next door last night after a late-night piece of pie when I saw a dark figure jump out of a second-story window at the hotel. The figure had long, {0} hair. I thought it might be a person, but something about it was not quite human and sent a chill down my spine. I froze as I prayed that it would not see me, but it turned and disappeared around the corner into the flea market."" Gain the {1} Unique Item."
"FATHER_PAUL_NOT_WITNESS","""I noticed there were a lot of police milling around outside the hotel this morning and one of them told me someone had died, but I had not heard that it was a murder."" He solemnly touches a hand to his forehead, and then to each shoulder."
"FATHER_PAUL_OBSERVE","""I have been praying for an end to the violence that seems to be becoming all too common in our town,"" he says. You ask him what he means. ""Did you hear about that shootout between members of the Sheldon and O'Bannion gangs a couple of weeks back? Several people were killed, including one of my parishioners, Lulu Haverford, who was in the wrong place at the wrong time. We held Lulu's funeral here at the chapel last Sunday."""
"FATHER_PAUL_OBSERVE_2","""There was an unfortunate altercation at the funeral,"" the priest continues. ""Lulu's sister Beatrice got upset when a close friend of Lulu's, Alice Luxley, arrived to pay her respects. Beatrice blames Alice for Lulu's death and shouted at Alice to leave, which she reluctantly did. I tried to reach out to Alice to offer her comfort, but she refused."" Gain 1 Clue."
"FATHER_PAUL_FORGIVE","You confess some things that have been weighing on your mind to the priest, and he shares with you some words of kindness and forgiveness. After your conversation, you feel a bit better. Discard 1 Horror and become Righteous."
"FATHER_PAUL_DONE","""God speed with your investigation, child."""
"FATHER_PAUL_SCARED","Father Paul has taken cover behind the pulpit, too afraid to come out while the monster is at large."
"FATHER_PAUL_THANKS","""Thank you for saving me!"" Father Paul says, standing up from behind the pulpit. ""What in God's name was that thing?"""
"PLACE_CURIO_SHOP","The shop is filled with trinkets, baubles and do-dads of all sorts, many of which you cannot readily identify. A shelf on one wall is lined with small glass vials filled with liquids in a rainbow of colors."
"SEARCH_MEMORIAL","Sitting on a shelf on one wall is a framed photograph of a young woman. The frame is draped with black cloth, and arranged around the bottom of the picture are candles and flowers."
"MEMORIAL","As you inspect the photo of the woman more closely, Beatrice comes alongside. ""That is my sister, Lulu,"" the shopkeeper says. The resemblance between the two women is noticeable, particularly as both have long, blonde hair. You offer condolences and ask what happened. ""She was savagely murdered two weeks ago. She was just coming home from the theater with her friend Alice when some villainous mobsters started shooting at each other, and my sister was caught in the middle. Alice should have protected Lulu, should have recognized those villains when they approached. I will never forgive Alice Luxley for living while my sister died."" Gain 1 Clue. Then discard this Search token."
"MEMORIAL_KNOW_STORY","As you inspect the photo of the woman more closely, Beatrice comes alongside. ""That is my sister, Lulu,"" the shopkeeper says. The resemblance between the two women is noticeable, particularly as both have long, blonde hair. You offer condolences. ""Thank you. Those gangsters have so far evaded the law, but I am confident they will get what is coming to them for what they did to my sister."" Gain 1 Clue. Then discard this Search token."
"MEMORIAL_KNOW_STORY_ALT","As you inspect the photo of the woman more closely, Beatrice comes alongside. ""That is my sister, Lulu,"" the shopkeeper says. The resemblance between the two women is noticeable, particularly as both have long, blonde hair. You offer condolences. ""Thank you. I miss her every day. I wish the police would do something about those vicious gangs."" Gain 1 Clue. Then discard this Search token."
"PLACE_BEATRICE","As you enter, you are approached by a somber woman dressed in black, her heeled boots clicking on the hardwood floor of the shop. She wears a large-brimmed cartwheel hat over long, blonde hair. She welcomes you to her store and says to let her know if you need help finding anything. Place a Person token as indicated. This is Beatrice Haverford, the shop's proprietor."
"PLACE_WEAPON","There is an assortment of blades of various sizes and purposes in a case on one wall of the shop. Place the {0} Common Item as indicated."
"LEDGER_PLACE","You find the shop's ledger sitting near the cash register. You can try to snatch it while Beatrice is not looking."
"LEDGER_STEAL_OPTION"," ""Borrow"" ledger."
"LEDGER_STEAL","You linger near the register where the ledger sits and wait for the opportunity to grab it ()."
"LEDGER_STEAL_PASS","As Beatrice is distracted with helping another customer, you grab the ledger book and tuck it inside of your jacket. Gain the {0} Unique Item and 1 Clue. Then discard this Interact token. The investigator holding the {0} Unique Item can look for suspects by interacting with it in the app."
"LEDGER_STEAL_FAIL","You reach for the ledger with one eye on the shop proprietor, but have to quickly draw your hand back as she glances in your direction."
"BEATRICE_GREETING","""With what can I help you?"" Beatrice asks."
"BEATRICE_GREETING_VIAL","""With what can I help you?"" Beatrice asks.\n\nOnly the investigator with the {0} Unique Item can ask about the empty vial."
"BEATRICE_ELIXIR_ASK"," ""I am interested in purchasing an elixir."""
"BEATRICE_ELIXIR_ANSWER","""I have just the thing,"" Beatrice replies, then moves over to a shelf and picks up a small vial with an oddly-colored liquid. She hands it to you. ""I think you will find that this will help you be the best you can be."" Gain 1 Elixir."
"BEATRICE_WHAT_ASK"," ""What do you know about last night's murder?"""
"BEATRICE_WHAT_ANSWER","""Terribly gruesome,"" Beatrice replies, tucking a strand of her blonde hair under her hat. ""What an awful way to die. I am very afraid of the chaos that is gripping this town. The police seem utterly incapable of dealing with this gang violence."""
"BEATRICE_WHY_ASK","""What makes you think this was gang violence?"""
"BEATRICE_WHY_ANSWER","""I... I do not know,"" Beatrice answers. ""I suppose I just assumed that it was because of all the gang violence we have seen recently."""
"BEATRICE_GANG_ASK","""What gang violence are you talking about?"""
"BEATRICE_GANG_ANSWER","""Two weeks ago my sister Lulu was viciously gunned down. She was out with her friend Alice when they got caught in the middle of a gang fight and Lulu was shot. Alice should have protected Lulu, she should have recognized those villains when they approached. I will never forgive Alice Luxley for living while my sister died."" Gain 1 Clue."
"BEATRICE_GANG_ANSWER_ALT","""The murder of my sister Lulu, of course,"" she says. ""Those gangsters have so far evaded the law, but I am confident they will get what is coming to them for what they did to my sister."" Gain 1 Clue."
"BEATRICE_GANG_ANSWER_ALT2","""The murder of my sister Lulu, of course,"" she says. ""It seems the Sheldons and O'Bannions get more brazen in their violence with each passing day."" Gain 1 Clue."
"BEATRICE_GRUESOME_ASK","""What makes you think the murder was gruesome?"""
"BEATRICE_GRUESOME_ANSWER","""I saw the police carry the body out this morning,"" Beatrice answers. ""And besides, when is the murder of a human being not gruesome?"""
"BEATRICE_VIAL_ASK"," ""What can you tell me about this empty vial?"""
"BEATRICE_VIAL_ANSWER","""This is a vial from one of the elixirs I sell,"" Beatrice says. ""I am not sure what kind of elixir it would have contained."" You ask if she knows who might have bought it. ""I am afraid I do not give out information about my customers,"" she says."
"BEATRICE_PLACE_LEDGER","You might be able to figure out who bought the vial in the shop's ledger, which is laying on the counter by the register."
"BEATRICE_BUSY","""I apologize, but I have to attend to another customer right now. I will be with you in a moment. Take a look around and I will be happy to answer any questions you might have about anything you find."""
"BEATRICE_DONE","""I will be closing the shop in a few minutes. Please make any final purchases you wish to make."""
"PLACE_STREET_CORNER_2","The street turns a corner and dead ends at a warehouse. Place the {0} tile as indicated and discard all Explore and Sight tokens leading to it."
"PLACE_STREET_CORNER_2_ALT","The street turns a corner and dead ends at a warehouse. Discard this Sight token and place the {0} tile as indicated."
"EXPLORE_WAREHOUSE","A door leads into a warehouse."
"EXPLORE_WAREHOUSE_LOCKED","{0} The door is closed and locked with a sturdy padlock. It does not seem feasible to pick this lock."
"EXPLORE_WAREHOUSE_UNLOCKED","{0} The door is slightly ajar."
"EXPLORE_WAREHOUSE_PEEK"," Peek through the opening."
"SIGHT_FLEA_MARKET","A cobblestone square is filled with market stalls."
"SEARCH_EMPTY_VIAL","An odd glow coming from a small spot on the cobblestone street catches your eye."
"EMPTY_VIAL","You find a small glass vial. The glow comes from a bit of luminescent liquid inside. The vial has the image of a cat's skull on the outside, which you recognize from the sign outside the curio shop. Gain the {0} Unique Item and 1 Clue. Then discard this Search token."
"PLACE_FLEA_MARKET","The flea market is mostly deserted at this hour."
"PLACE_MARKET_ITEM","Something lying on the ground by one stall catches your interest. Place the {0} Common Item as indicated."
"PLACE_MIRA","A middle-aged woman is in the process of closing up her shop for the night. Place a Person token as indicated. This is Mira Radovic, a stall owner."
"PLACE_GOON","A burly man in shirtsleeves stands in front of Mira's stall. He holds a crowbar in one hand.\n\n""Sure is a nice stall you got here,"" you overhear the man say. ""Would be a shame if something were to happen to it.""\n\n""Please, mister!"" Mira pleads. ""I cannot afford to paying you more! I cannot be feeding my family already!"""
"GOON_INTERVENE","Intervene."
"GOON_STAY_OUT","Stay out of it."
"GOON_INTERVENED","You step forward and tell the man to leave the stall owner alone. Move 2 spaces toward Mira Radovic. ""This don't concern you,"" the man says, brandishing his crowbar at you. ""Now scram!"" When you stand your ground, the man shrugs his shoulders and turns away from you."
"GOON_INTERVENED_2","You think he is leaving when he suddenly whips around and swings the crowbar at you. Suffer 2 Damage ( negates). Spawn a {0} as indicated."
"GOON_STAYED_OUT","You stand and watch as the confrontation unfolds. ""We told you to have the money today,"" the man says. ""Do you have it?"" Mira shakes her head. ""Then you leave me no choice."""
"GOON_STAYED_OUT_2","The man sweeps his crowbar across the table where Mira's motley assortment of goods are displayed, sending them all clattering to the stone pavement, breaking many of them. He then uses the crowbar to pull the table over and gives it a swift kick, breaking the flimsy wood in two. ""You owe me double next week,"" the man says. He then turns and walks in your direction, casually saluting you with the crowbar as he passes, a pleased smile on his lips."
"MIRA_GREETING","""How can Mira be serving you?"" the stall owner asks in a Slavic accent."
"MIRA_GREETING_ATTACKED","The stall owner is busy collecting what is left of her goods after the gangster's attack, trying to salvage what she can.\n\n""How can Mira be serving you?"" she asks in a Slavic accent with tears in her eyes."
"MIRA_ASK_ITEM"," ""Do you have anything useful for sale?"""
"MIRA_ASK_SPELL"," ""Could you teach me a spell?"""
"MIRA_WHAT"," ""What do you know about last night's murder?"""
"MIRA_GIVE_ITEM","""Perhaps this is interesting you,"" Mira says, holding out an object to you. Gain the {0} Common Item."
"MIRA_GIVE_SPELL","""I can teaches you to unlock the powers of your mind,"" Mira says. You accept her offer and she begins to chant in a language you do not understand. As she continues, you feel the sensation in your mind, like a fog being lifted from a long-forgotten memory. Slowly you begin to understand Mira's words, not because she has changed languages, but because you now understand the language. Gain the {0} Spell."
"MIRA_WITNESS","""I was leaving the diner down the street last nights when I was seeing something large fall from a hotel window and then running away through the markets. I could not see it well, but it seemed like beast more than person, with long, {0} hairs."" Gain the {1} Unique Item."
"MIRA_NOT_WITNESS","""I do not know of it, but I am not being surprised. I am not feeling safe here any longers. My family came to America to find better life, and for times we did. But the Sheldon gang is now making that impossible. The police need to stop these villains!"""
"MIRA_DONE","""I am sorry, I must be going home."""
"MIRA_SCARED","Mira has taken cover in her stall, too afraid to come out while danger is near."
"MIRA_THANKS","""Thanks to you for getting rid of that beast!"" Mira says, coming out from behind her stall where she had been hiding. ""Is there anything in Arkham that is not wishing to harm me?"""
"MIRA_THANKS_GOON","""Thanks to you for saving me!"" Mira says, standing up from behind her stall where she had taken cover. ""I do not know what I would have done without your help. These Sheldons are stealing my money for some time. Perhaps next time they think twice."" Become Righteous."
"WAREHOUSE_PEEK_1","The warehouse is dark except for light from a lantern at the far end of the room. In the dim light of the lantern, you can see the warehouse is filled with wooden crates and pallets. Many crates bear stamps from exotic, faraway locales. Discard this Explore token and place the {0} tile as indicated."
"WAREHOUSE_PEEK_2_SEEN","You see the gangster who had been hurrying through the streets standing at the back of the warehouse, talking to another person who is holding a lantern that is the only source of light. Place the gangster as indicated."
"WAREHOUSE_PEEK_2_UNSEEN","You see two people conversing at the back of the warehouse, one wearing a trench coat, the other holding a lantern that is the only source of light. Place a Person token as indicated. This is the gangster."
"WAREHOUSE_PEEK_3","You try to listen in on the gangsters' conversation, but can't hear what they are saying from where you are. You could try to get closer to overhear them."
"WAREHOUSE_SNEAK","Try to get closer."
"WAREHOUSE_BURST","Burst through the door."
"WAREHOUSE_STAY","Stay where you are."
"WAREHOUSE_STAYED","You decide it is better to stay safely outside and watch. The gangsters continue their conversation for a few minutes before you notice a dark shadow rising up behind them. Spawn a {0} as indicated."
"WAREHOUSE_SNEAK_TEST","You carefully open the door and attempt to slip inside ()."
"WAREHOUSE_SNEAK_PASS","You sneak through the door unnoticed and take cover behind some crates, within earshot of the two men. Move 1 space toward the {0}."
"WAREHOUSE_SNEAK_PASS_2","""That is a damn shame,"" the man with the lantern says. ""Who done it?""\n\n""Boss ain't sure,"" says the man in the coat. ""He suspects the O'Bannions heard we was bringing in a new supplier and bumped him off. In any case, the meet is off.""\n\n""Well, I guess we better... did you hear that?"" Your blood runs cold as you fear they may have heard you."
"WAREHOUSE_SNEAK_PASS_3","The men both look in the other direction, toward the rear door of the warehouse. The door suddenly bursts open and a hideous creature appears in the dim glow of the lantern held by the gangsters. Place a Hunting Horror as indicated."
"WAREHOUSE_SNEAK_FAIL","You push the door open and slip inside, but as you are trying to slowly close the door, its hinges let out a loud squeak. Move 1 space toward the {0}."
"WAREHOUSE_SNEAK_FAIL_2","""What was that?"" one of the gangsters says loud enough for you to hear. The other holds out the lantern in your direction.\n\n""Someone is here! Get them!"""
"WAREHOUSE_BURSTED","You kick in the door and rush inside. The gangsters turn in your direction and hold the lantern up to better see you. Move 1 space toward the {0}."
"WAREHOUSE_BURSTED_2","""Who's there?"" the man with the lantern asks. ""Nobody I know,"" the man in the coat growls. ""Waste 'em!"""
"WAREHOUSE_HORROR","You have only a split second to react to the sudden arrival of the terrifying creature."
"WAREHOUSE_HORROR_SEEN","You see the gangsters reach for their guns. As the gangsters prepare to fire on you, you see a dark shadow rise up behind them. Spawn a Hunting Horror as indicated."
"WAREHOUSE_WARN","Warn the gangsters."
"WAREHOUSE_HIDDEN_ACT","Remain hidden."
"WAREHOUSE_HIDE_ACT","Try to hide."
"WAREHOUSE_RUN_ACT","Run for it."
"WAREHOUSE_WARNED_UNSEEN","You shout a warning to the gangsters. The monstrous creature is momentarily distracted by you, but so are the gangsters. The gangsters reach for their weapons as the creature wraps its long tail around one of them, pinning his arms at his sides. The other gangster pulls out his pistol and fires a few errant shots at the creature before it knocks him to the ground out of your sight."
"WAREHOUSE_WARNED_SEEN","You shout a warning to the gangsters that there is something behind them. ""Nice try!"" one of them shouts sarcastically in response before they open fire on you. They each only get off a couple of rounds before the creature wraps its long tail around one of them, pinning his arms at his sides. The other gangster turns toward the monster and fires a few errant shots at it before it knocks him to the ground out of your sight."
"WAREHOUSE_WARNED_CONT","{0} The gangster lets out a scream before the creature bites down on him, muting the scream in a gurgling of blood. The man's gun clatters to the floor. Place the {1} Common Item in the gangster's space."
"WAREHOUSE_WARNED_2","The creature lifts the other gangster off the ground with its tail, then drive's the man head-first into the warehouse wall before letting him fall limply to the ground. Discard the gangster."
"WAREHOUSE_WARNED_3","As the creature turns its head to look at you with its hideous red eyes, it picks up the lantern dropped by the gangster in its tail and flings it at you. You duck as the lantern smashes against the wall near you, pelting you with shrapnel and snuffing out the only light in the warehouse. Place Darkness in each space of the {0}. Then suffer {1} Damage ( negates)."
"WAREHOUSE_WARNED_4","The grisly deaths of the two gangsters shake your nerves, but give you time to prepare yourself to fight. Suffer {0} Horror ( negates), then become Focused."
"WAREHOUSE_HIDDEN","You remain hidden behind the crates, petrified from fear."
"WAREHOUSE_HIDE","You dive for cover behind some wooden crates."
"WAREHOUSE_RUN","You bolt for the warehouse door. Move 1 space away from the Warehouse ."
"WAREHOUSE_STAY_SILENT","You watch in horror as the dark shape descends on the gangsters."
"WAREHOUSE_KILLED","{0} Before either gangster can pull out their weapon, the monstrosity is on them. One of them is struck by an appendage and sent flying across the warehouse as the beast sets upon the other. The lantern falls to the floor and the massive jaws of the creature descend on the gangster just as the light goes out. Place Darkness in each space of the {1}."
"WAREHOUSE_KILLED_2","A scream from the gangster is suddenly cut short by a loud crunch. Place the {0} Common Item in the gangster's space. Then discard the gangster."
"WAREHOUSE_LATE_REVEALED","When you look through the opening in the door again, the inside of the warehouse is pitch black. There is no lantern light, and no sign of the two gangsters from before. Discard this Explore token and the gangster. Then place Darkness in each space of the {0}."
"WAREHOUSE_LATE","The inside of the warehouse is pitch black. You can make out little besides indistinct dark shapes inside. Discard this Explore token and place the {0} tile. Then place Darkness in each space of the {0}."
"WAREHOUSE_LATE_SEEN","You are sure you saw the gangster come in here, but you do not see any sign of him now."
"WAREHOUSE_LATE_UNSEEN","You cannot tell if there is anyone inside as the ajar door seems to indicate."
"WAREHOUSE_LATE_INSIDE","Go inside."
"WAREHOUSE_LATE_OUTSIDE","Stay outside."
"WAREHOUSE_LATE_INSIDE_1","You carefully and quietly slip in the door, letting your eyes adjust to the deep darkness inside. Move 1 space toward the {0}. You begin to move carefully around the warehouse, looking for any sign that someone is inside."
"WAREHOUSE_LATE_INSIDE_2","You pause when you put your foot down on something that feels not quite right. You kneel down and touch the floor, the feel of something sticky and viscous on your fingers. You hold your fingers up to your nose and detect the scent of blood."
"WAREHOUSE_LATE_INSIDE_3","You jolt upright and begin to move back toward the door when you hear a terrifying cry from above you that freezes the blood in your veins. Place a Hunting Horror as indicated."
"WAREHOUSE_LATE_OUTSIDE_1","You decide that going into a dark warehouse at night is not the best idea, so you quietly close the door. You look around the street corner, deciding on your next move, when you think you hear a flapping from above, like someone shaking out a large sheet. You look up toward the roof of the warehouse and see a black outline against the starlit sky."
"WAREHOUSE_LATE_OUTSIDE_2","As you squint trying to make out what the shape is, it begins to grow in size. You recognize too late the shape of large, black wings as a horrifying creature dives down at you! Place a Hunting Horror as indicated. Then suffer 3 Damage ( negates)."
"CLEAR_BOARD","You flee the scene before the police arrive. Clear the board."
"CLEAR_BOARD_KILLER_PRESENT","The monster pauses to look in the direction of the sound of the approaching police sirens, then jumps into the air and flies off into the black night. You decide you had better do the same, and flee the scene. Clear the board."
"NEXT_DAY","The next day, you decide to question some members of the O'Bannion gang about their possible involvement in the murders in Easttown. You talk to your contacts and learn that members of the O'Bannion gang like to hang out at the Wolfe's Den, a swanky club in Downtown Arkham."
"NEXT_DAY_2","You decide to wait until evening to rest up from your late night and increase your chances of finding someone at the lounge. Each investigator may flip 1 Damage facedown or discard 1 facedown Damage."
"NEXT_DAY_ADDRESS_1_KNOWN","Also located Downtown is the address {0}."
"NEXT_DAY_ADDRESS_2_KNOWN","Also located Downtown is the address {0} and {1}."
"NEXT_DAY_ADDRESS_3_KNOWN","Also located Downtown is the address {0}, {1}, and {2}."
"NEXT_DAY_COLLAR","on the dog collar you collected yesterday"
"NEXT_DAY_DELIVERY","found in the curio shop ledger"
"NEXT_DAY_WAITRESS","that the waitress wrote down for you"
"PLACE_BANDSTAND","You arrive downtown at the bandstand in Independence Square at dusk. You can just make out the shape of Founder's Rock to the east. To the south is a small pond populated by a collection of ducks. Place the {0} and {1} tiles as indicated."
"PLACE_FIGURES","Your group meets up near the bandstand. Place your investigator figures as indicated."
"PLACE_OLD_MAN","An older gentleman is out for a stroll, whistling a tune as he walks. When he hits a high note, you think you can hear the sound of a wolf howling in the distance."
"PLACE_GIRL","A young girl plays on the bandstand."
"PLACE_READER","A middle-aged woman lays on a blanket in the grass, reading a book."
"PLACE_ANNA","{0} Place a Person token as indicated. This is Anna Kaslow."
"PLACE_OLD_WOMAN","An older woman sits on the bench by the pond."
"PLACE_DUCK_LADY","A younger woman is feeding ducks by the pond."
"PLACE_STREETS","The park is bordered on two sides by streets. Place Sight tokens as indicated."
"GOATS_HEAD_ASK"," ""Can you tell me where I could find the Wolfe's Den?"""
"GOATS_HEAD_RESPONSE_1","""The Wolfe's Den?"" the person repeats in a hushed, fearful tone. ""It is down the alley at the end of the street, but you will not speak of it again and certainly not go there if you know what is good for you."" Gain 1 Clue."
"GOATS_HEAD_RESPONSE_2","""Never heard of it,"" the person replies abruptly. You get the impression this person knows something, but is unwilling to share. Gain 1 Clue."
"GOATS_HEAD_RESPONSE_3","""Never heard of it,"" the person replies nervously. Clearly this person knows something, but is too afraid to share. Gain 1 Clue."
"GOATS_HEAD_RESPONSE_4","""It is around the corner in the alley,"" the person answers. ""I would stay away from there if I was you."" Gain 1 Clue."
"GOATS_HEAD_RESPONSE_5","""Why would you want to go there?"" the person responds. ""On second thought, I do not want to know."" Clearly this lounge is a place that people have learned to avoid. Gain 1 Clue."
"PERSON_GREETING_1","{0}\n\n""Lovely evening, isn't it?"""
"PERSON_GREETING_2","{0}\n\n""How are you?"""
"PERSON_GREETING_3","{0}\n\n""Good evening!"""
"PERSON_GREETING_4","{0}\n\n""Good day."""
"PERSON_GREETING_5","{0}\n\n""Fine day to be outside."""
"PERSON_GREETING_6","{0}\n\n""Howdy!"""
"PERSON_GREETING_7","{0}\n\n""Greetings, friend!"""
"GIRL_GREETING_1","{0}\n\n""Hi! My name is Mary! What's yours?"""
"GIRL_GREETING_2","{0}\n\n""Tag! You are it!"""
"GIRL_GREETING_3","{0}\n\n""I am this many!"" the girl says, holding up her hand."
"GIRL_GREETING_4","{0}\n\n""I am not supposed to talk to strangers."""
"GIRL_GREETING_5","{0}\n\n""You are tall."""
"GIRL_GREETING_6","{0}\n\n""Do you have any candy?"""
"GIRL_GREETING_7","{0}\n\n""My cat's breath smells like cat food."""
"SIGHT_STREETS","A street runs along this edge of Independence Square."
"REVEAL_STREETS","A busy street runs the length of the park. Place the {0} and {1} tiles as indicated and discard all Explore and Sight tokens leading to them."
"REVEAL_STREETS_ALT","A busy street runs the length of the park. Discard this Sight token and place the {0} and {1} tiles as indicated."
"REVEAL_CORNERS","A busy street runs the length of the park. Place the {0} and {1} tiles and Walls as indicated and discard all Explore and Sight tokens leading to them."
"REVEAL_CORNERS_ALT","A busy street runs the length of the park. Discard this Sight token and place the {0} and {1} tiles and Walls as indicated."
"OLD_MAN_GREETING","An older gentleman is out for a stroll, whistling a tune as he walks. When you approach, he stops whistling."
"OLD_MAN_ASK"," ""Can I join you on your stroll?"""
"OLD_MAN_REPLY","""Of course!"" the man replies. You join the man for a bit of exercise, but end up stepping in a pile of dog droppings.\n\n""That would probably be Daisy's doing,"" the man says. ""She and her owner Alice live just across the street there. That reminds me, I saw some woman I did not recognize leave Alice's building yesterday with Daisy, which I found strange. Alice is very protective of that dog. I have never seen anyone else walk her without Alice around."" Gain 1 Clue."
"OLD_MAN_REPLY_ALT","""Of course!"" the man replies. You join the man for a bit of exercise, but end up stepping in a pile of dog droppings.\n\n""That would probably be Daisy's doing,"" the man says. ""She and her owner Alice live just across the street there. Quiet woman, Alice. I would wager it is because of her background as a detective; she is always observing people, letting them do the talking."" Gain 1 Clue."
"OLD_MAN_WOLFE_DEN","""That is a dangerous question to be asking strangers,"" the man replies, his tone more concerned than threatening. ""The O'Bannions do not like strangers. But if you must go there, the alley at the end of the street is how to get there. Just tell the bouncer Dean sent you. If he asks if you have been to the north side, mention {0}."""
"OLD_MAN_DONE","The man whistles a tune as he strolls around the park."
"PASSWORD_1","Schofield's flower shop"
"PASSWORD_2","Holy Name Cathedral"
"PASSWORD_3","Little Hell"
"ANNA_DESCRIPTION","A dark-haired woman sits at a small folding table reading a book that is glowing with a soft greenish-yellow light. In the light from a park lamp, you can read a hand-written sign on the front of the table: ""Fortunes Told 10¢."""
"ANNA_ASK"," ""I would like you to tell my fortune."""
"ANNA_WOLFE_DEN","Anna looks up at the night sky. ""Danger waits in the den of the wolf,"" she says cryptically. ""To enter, you must speak to one who howls at the full moon."" Gain 1 Clue."
"ANNA_REPLY","""Certainly,"" Anna says, closing her book. She takes out a deck of tarot cards. ""I sense that you are occupied with an important task. I believe I can help you."" She lays out 8 cards on the table in front of you. ""Arrange these cards however you please."" You feel a strange compulsion to place the cards in a particular order. Tap to attempt the puzzle using ."
"ANNA_CLUE_BEA","""Ah, yes,"" Anna says. ""You are seeking someone. The cards tell me about this person. I see loss, hate, revenge... and deception. Your clues may be misleading you. Not all is as it seems."" Despite the vagueness of Anna's words, you feel that the hand of fate is guiding you toward the answers you seek. Gain 1 Clue and become Righteous."
"ANNA_CLUE_LUXLEY","""Ah, yes,"" Anna says. ""You are seeking someone. The cards tell me about this person. I see grief, pain, a desire for justice.... Now this is interesting. The Star card indicates death or incapacity, but I do not think the person you seek is dead. Perhaps there is some other meaning for this."" Despite the vagueness of Anna's words, you feel that the hand of fate is guiding you toward the answers you seek. Gain 1 Clue and become Righteous."
"TAROT_READING_CONT","Continue working to arrange the cards to your satisfaction using  as an action."
"ANNA_DONE","""My part in these events is done. There is no more I can tell you."""
"READER_ASK"," ""What are you reading?"""
"READER_REPLY","She tells you she is reading Wells's [i]The Outline of History[/i], and you have a delightful discussion of the ideas therein. You come away feeling a renewed sense of faith in humanity. Become Righteous."
"READER_DONE","The woman is deeply engrossed in her book and pays you no mind."
"GIRL_ASK"," ""What are you playing?"""
"GIRL_REPLY","""The ground is lava! If you touch it, you will die! Do you want to play too?"""
"GIRL_ACCEPT","""Abs-i-tive-ly pos-i-lute-ly!"""
"GIRL_DECLINE","""No, thank you. Do you know where the Wolfe's Den is?"""
"GIRL_PLAY","You join in the girl's game, remembering what it is like to be young and innocent. Discard up to 2 facedown Horror."
"GIRL_PLAY_HORROR","With a smile, you step up onto the railing around the gazebo. When you turn back to look, the gazebo floor is gone, replaced by a deep pit with glowing red magma. The heat from the liquid rock blasts you like a furnace. Suffer 2 facedown Horror ( negates)."
"GIRL_PLAY_HORROR_2","You turn away and shut your eyes tight, whispering to yourself that it is just an illusion. When you open your eyes again, the pit is gone and the gazebo floor restored. As you cautiously step down from the railing, you hear the little girl laughing. ""You are funny!"" she says. ""I like playing with you!"""
"GIRL_GOATS_HEAD","""Is it on the way to Little Red Riding Hood's house?"""
"GIRL_DONE_1","""My name is Phoebe! What is yours?"""
"GIRL_DONE_2","""Tag! You are it!"""
"GIRL_DONE_3","""I am this many!"" She holds up her hand."
"GIRL_DONE_4","""I am not supposed to talk to strangers."
"GIRL_DONE_5","""You are tall."""
"GIRL_DONE_6","""Do you have any candy?"""
"GIRL_DONE_7","""My cat's breath smells like cat food."""
"OLD_WOMAN_ASK"," ""How are you this evening?"""
"OLD_WOMAN_REPLY","""I am lovely, thank you for asking! Would you care to sit for a spell?"" You sit and talk with the matronly woman for a bit, and she even offers you a butterscotch candy. The woman mentions that she knows Alice Luxley, and you casually pump the older woman for information about the detective."
"OLD_WOMAN_REPLY_2","""Terribly tragic what happened to her friend,"" the woman says. ""Gunned down in the street, in front of Alice's eyes. And right here in Arkham, too! I have begun to wonder if this town is safe anymore."" Gain 1 Clue."
"OLD_WOMAN_DONE","""Sorry, deary, but I am out of candies."""
"DUCK_LADY_ASK"," ""Would you mind if I joined you?"""
"DUCK_LADY_REPLY","""No, not at all,"" the woman says. She tears off a piece of bread and gives it to you to feed the ducks. You spend a few minutes tossing bits of bread to the gathering ducks. The young woman seems deep in thought, so you remain silent as well, thinking over the case. When you run out of bread, you thank the young woman and return to your task, now more confident in its conclusion. Gain 1 Clue and become Focused."
"DUCK_LADY_DONE","The woman has a dozen ducks gathered at her feet, quacking impatiently for her to feed them."
"EXPLORE_MAGIC_SHOP","A sign above a door reads ""Spellbound."""
"EXPLORE_GENERAL_STORE","A door leads into a shop with the creative name of ""General Store."" A sign in the front window reads ""Out of Business,"" yet you notice the newsie opening the store's door for the occasional passerby."
"EXPLORE_GENERAL_STORE_FINALE","A door leads into a shop with the creative name of ""General Store."" A sign in the front window reads ""Out of Business."""
"PLACE_NEWSIE","A boy of about ten stands on the street corner selling newspapers. You can hear his calls with last night's main headline: ""Extry! Extry! Read all about it! Another two men murdered last night! Police suspect gang activity!"" Place a Person token as indicated. This is the newsie."
"SIGHT_INTERSECTION","The street turns a corner and continues around the park."
"NEWSIE_GREETING","""Hey you! Wanna paper? It is only a nickel."""
"NEWSIE_GOOD_GREETING","""What'll it be, big cheese?"""
"NEWSIE_BAD_GREETING","""Whadya want?"""
"NEWSIE_GOATS_HEAD_GOOD","""Yer new to the club, ain't ya, big cheese?"" the newsie observes. ""Just go inside the General Store and head to the back room. You'll find a secret door there. Make sure you close it behind yourself, in case the coppers come sniffin' 'round."""
"NEWSIE_GOATS_HEAD_BAD","The boy's eyes narrow and he looks you over. ""Never heard of it,"" he says at last. ""Now buy a paper or clear out!"""
"NEWSIE_BUY_ASK"," ""I will take one of those papers."""
"NEWSIE_BUY_1","""Bully!"" the newsie says enthusiastically, handing you a paper. You thumb through the paper to see what it has to say about your case, and find a story speculating that the initial murder was perpetrated by the O'Bannion gang."
"NEWSIE_BUY_2","As you are reading, a man in a suit approaches the newsie and says, ""I am here to see a man about a dog.""\n\n""Of course, Mr. J,"" the newsie replies before unlocking the door to the General Store. The man in the suit goes inside and the newsie closes and locks the door behind him. Gain 1 Clue."
"NEWSIE_PASSWORD"," ""I am here to see a man about a dog."""
"NEWSIE_CHALLENGE","The boy looks you over suspiciously. ""You ever been to the north side?"" he asks."
"NEWSIE_ANSWER_1","""I have been to the Curiositie Shoppe."""
"NEWSIE_ANSWER_2","""I have been to Schofield's flower shop."""
"NEWSIE_ANSWER_3","""I have been to Holy Name Cathedral."""
"NEWSIE_ANSWER_4","""I have been to Little Hell."""
"NEWSIE_CORRECT","""You got it, big cheese,"" the newsie says as he fishes in his pocket for a key. ""I didn' recognize ya, so I's just doin' my job is all. Gotta make sure no one univited gets in. Ah, here 'tis."" He pulls out the key and unlocks the door to the General Store for you."
"NEWSIE_INCORRECT","""I'm afraid I can't help you,"" the newsie answers. ""Now you gonna buy a paper or not?"""
"NEWSIE_TAKE_KEY"," Take the newsie's key."
"NEWSIE_KEY","You attempt to overpower the newsie and take away his key ()."
"NEWSIE_KEY_PASS","You approach the boy casually as if you plan to buy a paper, then you grab him before he can react. As he struggles in your grasp, you dig the key out of his pocket and then shove him to the ground. You unlock the General Store's door and duck inside, closing and locking the door behind you."
"NEWSIE_KEY_FAIL","You try to grab the boy, but he surprises you with a punch to the gut and escapes as you double over. Suffer 2 facedown Damage ( negates). You stand back up and move in again to grab him, but he pulls out a switchblade knife and points it at you.\n\n""Touch me again and I'll cut you,"" the newsie threatens. You consider pressing the attack, but you notice that the scuffle has drawn attention from onlookers, so you raise your hands in surrender and back away."
"NEWSIE_BACKUP","As you look around the darkened shop, you hear muffled cries for help from the newsie outside. Suddenly a dark form appears in the shop's back room. ""You do not belong here,"" a deep voice rumbles from the shadows. Spawn a Hired Gun as indicated."
"NEWSIE_ANGRY","With an angry glare, the newsie points at you and then runs his finger across his throat."
"NEWSIE_GOOD_DONE_1","""You should read Little Orphan Annie today. She is a hoot!"""
"NEWSIE_GOOD_DONE_2","""Another loss for the Sox yesterday. They're jinxed!"""
"NEWSIE_GOOD_DONE_3","""Another dinger for the Babe yesterday. Curse that Harry Frazee!"""
"PLACE_MAGIC_SHOP","The book shop is filled with rare books and hard-to-find tomes on magic, alchemy, witchcraft, and the supernatural."
"PLACE_MAGICIAN","The shop is attended by a middle-aged woman with spectacles. She greets you cheerily when you enter. Place a Person token as indicated. This is Jean Watson, the book shop owner."
"PLACE_MAGICIAN_FINALE","The shop is attended by a middle-aged woman with spectacles. ""Quickly! Come inside to safety!"" she says, ushering you inside. She closes and locks the door behind you. Place a Person token as indicated. This is Jean, the book shop owner."
"MAGICIAN_GREETING","""How can I help you?"""
"MAGICIAN_GREETING_VIAL","""How can I help you?""\n\nOnly the investigator with the {0} Unique Item can ask about the empty vial."
"MAGICIAN_GOATS_HEAD","""The Wolfe's Den?"" Jean repeats with surprise. ""Yes, it is down the alley at the end of the street. I would recommend against going there. The O'Bannions do not greet strangers kindly, and they are not to be trifled with."""
"MAGICIAN_SPELL_ASK"," ""Can you teach me a spell?"""
"MAGICIAN_SPELL","""It would be my pleasure!"" Jean teaches you a new spell. Gain the {0} Spell."
"MAGICIAN_ELIXIR_ASK"," ""I would like to purchase an elixir."""
"MAGICIAN_ELIXIR","""Certainly!"" Jean shows you to a case of elixir bottles of all types. Gain 1 Elixir."
"MAGICIAN_VIAL_ASK"," ""What can you tell me about this empty vial?"""
"MAGICIAN_VIAL","""Ah, an elixir vial. The logo is that of Beatrice Haverford's shop in Easttown, though I also sell these elixirs here in my shop, if you are interested."" You ask Jean if she could identify the elixir that was contained in the vial and she says she will try. You hand the vial to Jean, who pulls out the rubber stopper and runs it under her nose briefly before quickly recoiling. ""Oof, that is overpowering! This was a very strong brew. I am not sure exactly what it is, but my copy of [i]Alchemy Through the Ages[/i] might have an answer. Just a moment."" She returns the stopper to the vial and hands it back to you before disappearing behind the curtain at the back of the shop."
"MAGICIAN_VIAL_2","Jean is gone several minutes before returning. ""My apologies, but it appears that my book has gone missing. Either I have inadvertently cast a disappearing spell on it, or someone has taken it. I am afraid I cannot tell you with certainty what kind of elixir was in that vial, but I can tell you it was very strong and probably evil in its purpose."" Gain 1 Clue."
"MAGICIAN_ELIXIR_ORDER","You mention to Jean that Beatrice Haverford told you that she delivered a bunch of elixirs to Spellbound recently.\n\n""I get all of my elixirs from Beatrice,"" Jean tells you. ""She makes them herself, and I sell some in my store. She gets another outlet for her products, and I make a bit off the markup. It is a mutually beneficial arrangement."""
"MAGICIAN_DONE","""Thank you! Come again!"""
"MAGICIAN_GANG_FINALE","""All those poor people out there could be killed! Someone should do something to stop this!"""
"MAGICIAN_MONSTER_FINALE","""I would help you, but someone has stolen my book, [i]Alchemy Through the Ages[/i]! If you can find it, we can use it to create an elixir to return Beatrice back to her natural form."" An investigator with the {0} may interact with this person."
"MAGICIAN_HAVE_TOME"," ""I have [i]Alchemy Through the Ages[/i]."""
"MAGICIAN_ANTIDOTE","""Thank goodness! Here, I have ingredients to make an antidote, but we must hurry! There is no time to waste!"" Place an Interact token as indicated. An investigator with the {0} may interact to create an antidote."
"MAGICIAN_HELP","""I will provide what assistance I can,"" Jean says. Gain 2 Clues."
"MAGICIAN_HELPING","""We must hurry and finish this antidote before that monster destroys all of Arkham!"""
"MAGICIAN_ANTIDOTE_MADE","""You will have to bring that monster down before you can administer the antidote!"""
"INTERACT_ANTIDOTE","A table in the back of the shop is filled with an assortment of glass beakers and vials of varying shapes and sizes, filled with liquids of many different colors."
"PLACE_GENERAL_STORE","The shop's shelves are mostly bare and there is dust and cobwebs on almost everything. Place the {0} tile as indicated and discard all Explore tokens leading to it."
"PLACE_GENERAL_STORE_ALT","The shop's shelves are mostly bare and there is dust and cobwebs on almost everything. Discard this Explore token and place the {0} tile and a Wall as indicated."
"PLACE_GENERAL_STORE_REAR","The door opens into the back room of the general store next door. The back room has a handful of boxes laying around, some of them empty, some of them half-packed. Place the {0} tile as indicated and discard all Explore tokens leading to it."
"PLACE_GENERAL_STORE_REAR_ALT","The door opens into the back room of the general store next door. The back room has a handful of boxes laying around, some of them empty, some of them half-packed. Discard this Explore token and place the {0} tile as indicated."
"GENERAL_STORE_ENTER"," Try to go in the door."
"GENERAL_STORE_SURVEIL"," Surveil the store."
"GENERAL_STORE_TEST","As you surreptitiously watch the door to the General Store, you notice a man in a suit approach the young newsie who is selling papers near the store's door ()."
"GENERAL_STORE_PASS","You edge closer to the man and the boy to overhear their conversation. ""I am here to see a man about a dog,"" the man in the suit says.\n\n""Sure thing, Mr. S,"" the newsie replies before unlocking the door to the General Store. The man in the suit goes inside and the newsie closes and locks the door behind him."
"GENERAL_STORE_FAIL","As you watch, the man and the boy exchange a few words you cannot make out, and then the newsie unlocks the door to the General Store. The man in the suit goes inside and the newsie closes and locks the door behind him."
"GENERAL_STORE_NEWSIE","As you approach the door, you feel the newsie's eyes watching you. When you try the handle to the door and find it locked, the newsie calls out to you, ""Hey, what do you think yer doin'?"""
"GENERAL_STORE_SHOP","""I was just seeing if the store is open."""
"GENERAL_STORE_NONE","""That is none of your concern."""
"GENERAL_STORE_PASSWORD","""I am here to see a man about a dog."""
"GENERAL_STORE_SHOP_REPLY","""Can't you read?"" the newsie asks. ""Sign says 'out of business.' Now scram!"""
"GENERAL_STORE_NONE_REPLY","""I'm making it my concern,"" the boy replies. ""Now, I suggest you buy a paper or leave."""
"GENERAL_STORE_NEWSIE_ANGRY","You dare not approach the General Store door with the armed and angry newsie standing out front."
"GENERAL_STORE_ITEM","Rows of mostly-bare shelves line the walls of the store. An object of interest catches your eye as potentially useful as a weapon. Place the {0} Common Item as indicated."
"GENERAL_STORE_LIGHT_SOURCE","An item sitting on a shelf could be useful as a light source. Place the {0} Common Item as indicated."
"SEARCH_VIOLIN","In the back room of the store, a violin case laying underneath a table of half-packed boxes seems oddly out of place."
"VIOLIN","You pick up the violin case and lay it on the table to open it up. You flip up the latches and lift the lid, only to find... a violin. Disappointed, you close the lid and latch it once more."
"VIOLIN_2","As you go to put the case back, you notice something else stowed away under the table: a sleek, black machine gun. Gain the {0} Common Item. Then discard this Search token."
"SEARCH_SECRET_PASSAGE","The back room has a handful of boxes laying around, some of them empty, some of them half-packed."
"SECRET_PASSAGE","As you poke through the boxes for anything interesting, you notice that one section of wall is not actually a wall, but a sliding panel. You slide it aside to reveal a door behind it. Discard this Search token and the indicated Wall."
"PLACE_LOUNGE_TEXT","The Wolfe's Den is a swanky lounge with plush leather furniture. Ornate rugs lay on the polished hardwood floor. A fire crackles in a fireplace in one corner of the lounge."
"PLACE_LOUNGE_EXPLORE","{0} Discard this Explore token and place the {1} tile as indicated."
"PLACE_LOUNGE_PASSAGE","{0} Place the {1} tile as indicated."
"PLACE_LOUNGE_PASSAGE_EXPLORE","{0} Place the {1} tile as indicated and discard all Explore tokens leading to it."
"DISCARD_BOUNCER","The bouncer has decided you are okay to enter the lounge. Discard the bouncer."
"PLACE_NAOMI","A luxurious but dangerous-looking woman lounges in one of the plush leather chairs{0}. She wears a black headband with a red rose tucked into it over her long, dark brown hair. She is talking with several other well-dressed individuals. Place a Person token as indicated. This is Naomi O'Bannion, a lieutenant in the O'Bannion gang."
"PLACE_NAOMI_BOOTS",", her heeled boots resting on a footstool"
"EXPLORE_GENERAL_STORE_REAR","There is a sliding door along one wall that appears to lead to the building next door."
"REVEAL_SECRET_PASSAGE","{0} Discard the Search token and Wall as indicated."
"LOUNGE_BARRICADE","A wooden sideboard could be moved to block the door in case of emergency."
"SEARCH_PORTRAIT","A black-and-white portrait of a man in profile wearing a military uniform hangs on the wall."
"PORTRAIT","An inscription at the bottom of the portrait identifies its subject as Theobald Wolfe Tone. A plaque below the portrait reads: ""'If the men of property will not support us, they must fall. Our strength shall come from that great and respectable class, the men of no property.'"" You gain some insight into the O'Bannions' philosophy. Gain 1 Clue. Then discard this Search token."
"NAOMI_GREETING","""Who are you and how did you get in here?"""
"NAOMI_GREETING_2","""Now what do you want?"""
"NAOMI_MURDER_ASK"," ""What do you know about the murder two nights ago?"""
"NAOMI_WAREHOUSE_ASK"," ""Do you know anything about a warehouse in Easttown?"""
"NAOMI_LUXLEY_ASK"," ""What do you know about Detective Luxley?"""
"NAOMI_FLIRT"," ""Miss O'Bannion, I have heard a great deal about you, but no one mentioned how attractive you are."""
"NAOMI_MURDER","""Only what I read in the newspaper yesterday,"" she replies, tossing her dark brown hair over her shoulder. ""You do not suspect I had something to do with it, do you?"""
"NAOMI_WAREHOUSE","""What warehouse? I do not know of what you speak,"" she says with boredom, twirling her dark brown hair around her finger. ""Why should I care about some warehouse?"""
"NAOMI_LUXLEY","""The Detective and I have crossed paths from time to time. She is regrettably dedicated to her job and has proved a thorn in my side more often than I would like."" Gain 1 Clue."
"NAOMI_FLIRT_TEST","""Looks like we have ourselves a masher here, boys,"" Naomi says to her companions, who laugh derisively. She tosses her dark brown hair over her shoulder and leans back in her chair. ""Go ahead, show me what you got."" ()"
"NAOMI_FLIRT_PASS","""You are a smooth talker, I will give you that,"" Naomi replies, ""but let me make one thing clear. You may look at a doll like me and assume I am a dumb Dora, but I have news for you. I was raised in the family business, and I would not be where I am today if I did not know my onions. So if you bring that piffle again, I will not have these boys take you for a ride; I will put a shiv in you myself. Got it?"""
"NAOMI_FLIRT_FAIL","Naomi smiles politely, then nods to one of her goons standing near you. You barely have time to turn your head when a fist flies at your face. Suffer 3 damage ( negates)."
"NAOMI_FLIRT_FAIL_2","""Vinnie, take out the trash,"" Naomi says casually. The man who hit you grabs you by the collar and hauls you out of the lounge. Move 2 spaces away from Naomi O'Bannion. Then spawn a Hired Gun in your space."
"NAOMI_WAREHOUSE_TELL","Tell her what you saw at the warehouse."
"NAOMI_WAREHOUSE_DECLINE","Change the subject."
"NAOMI_WAREHOUSE_EXPLAIN","""A monster attacked you?"" Naomi says incredulously. ""It sounds to me like you had too much of the coffin varnish, got blind drunk, and killed some people. I have half a mind to report you to the police myself."""
"NAOMI_WAREHOUSE_DECLINED","""Fine, keep your secrets,"" Naomi says casually."
"NAOMI_SOFT_ACCUSE","""[i]Did[/i] you have something to do with it?"""
"NAOMI_SOFT_ACCUSE_REPLY","""Of course not!"" she answers crossly. ""Why would I? I did not even know the victim.{0}"" You decide Naomi is either telling the truth, or is a convincing liar."
"NAOMI_SOFT_ACCUSE_REPLY_ALT","""And what if I did?"" she responds evasively. ""Would you arrest me? I do not think you have the authority."""
"NAOMI_POLICE","""The police believe it was a gang hit. What do you think?"""
"NAOMI_POLICE_REPLY","""I cannot speak for the Sheldon gang,"" Naomi replies, ""but I know that my people were not involved.{0}"""
"NAOMI_SADIE","""Sadie Sheldon thinks you were behind it."""
"NAOMI_SADIE_REPLY","""Sadie Sheldon would blame the rain on us if it ruined his picnic,"" Naomi replies dryly. ""We had no reason to kill that man. I have no idea who he even was.{0}"""
"NAOMI_LUXLEY_ALIBI"," If you doubt my word, just ask Detective Alice Luxley. She spent much of the night of the murder questioning me on... let us just say an unrelated subject."
"NAOMI_GREETING_3","""I grow weary of your questions,"" Naomi says. ""If you have something to say to me, say it."""
"NAOMI_ACCUSE"," ""I think you are trying to destroy the Sheldon gang."""
"NAOMI_CONFIRM"," ""I believe someone intends to frame your gang for murder."""
"NAOMI_ACCUSE_REPLY","""The Sheldon gang is no threat to our business,"" Naomi scoffs dismissively. ""If I wanted to destroy the Sheldon gang, I would not do so from the shadows like a coward. I grow tired of your presence. Leave now while you can still walk."""
"NAOMI_CONFIRM_TEST","""Now who would want to do that?"" Naomi asks. Her skepticism is tinged with concern."
"NAOMI_CONVINCED","As you lay out your case, Naomi's expression grows more and more troubled. ""Thank you for bringing this to my attention,"" she says when you are finished. ""I will take care of the situation. I suggest you stay out of the way."""
"NAOMI_UNCONVINCED","As you lay out your case, Naomi's expression remains skeptical. ""It sounds to me,"" Naomi says once you have finished, ""that you need to lay off the rotgut. Monsters are trying to frame my gang? How dumb do you think I am? I have had enough of you. I suggest you leave before I have you removed."""
"NAOMI_DONE_GOOD","""I told you I would take care of it."""
"NAOMI_DONE_BAD","""Did I not tell you to leave?"""
"PLACE_ALLEY_TEXT","The alleyway twists and turns away from the street. It is littered with trash and smells of rotting food."
"PLACE_ALLEY_SINGLE","{0} Discard this {1} token and place the {2} tile as indicated."
"PLACE_ALLEY_BOTH","{0} Place the {1} tile as indicated and discard all Explore and Sight tokens leading to it."
"PLACE_DOORS","A pair of nondescript doors lead into two of the buildings abutting the alley. Place Explore tokens as indicated."
"PLACE_NAOMI_UNMET","A luxurious but dangerous-looking woman is accompanied by a dozen armed men as she comes rounding the corner. She wears a black headband with a red rose tucked into it over her long, dark brown hair. Place a Person token as indicated. This is Naomi O'Bannion, a lieutenant in the O'Bannion gang."
"PLACE_NAOMI_MET","Naomi O'Bannion is accompanied by a dozen armed men as she comes rounding the corner. Place Naomi O'Bannion as indicated."
"SIGHT_CORNERS_ALLEY","The alley exits onto a street running around the perimeter of the park."
"EXPLORE_ALLEY_LOUNGE","This door appears to lead outside."
"EXPLORE_ENTRY_HALL_SIDE","A nondescript door leads into one of the buildings abutting the alley."
"EXPLORE_LOUNGE","A nondescript door leads into one of the buildings abutting the alley."
"EXPLORE_LOUNGE_BOUNCER","{0} You will have to get past the bouncer to reach the door."
"EXPLORE_LOUNGE_LOCK","{0} You will have to pick the lock to get inside, and it looks like a tough one."
"EXPLORE_LOUNGE_PICK_SUCCEED","The door unlocks with a click. You push it open and peek through to the other side."
"PLACE_BOUNCER","A large, unusually well dressed goon stands guard in front of one of the doors. Place a Person token as indicated. This is the bouncer."
"BOUNCER_GREETING","""What are you lookin' at?"""
"BOUNCER_DEAN"," ""Dean sent me."""
"BOUNCER_PUNCH"," Sucker punch him."
"BOUNCER_CHALLENGE","The bouncer's eyes narrow as he studies your face. ""You ever been to the north side?"" he asks."
"BOUNCER_CHALLENGE_PASS","Without saying a word, the bouncer turns and unlocks the door for you. Discard the bouncer."
"BOUNCER_CHALLENGE_FAIL","""I think you best go back the way you came,"" the bouncer says, taking an intimidating step toward you."
"BOUNCER_PUNCH_TEST","You casually move closer to the bouncer, trying to act friendly, and then quickly throw a punch ()."
"BOUNCER_PUNCH_PASS","You connect with the bouncer squarely in the jaw, sending him crumpling to the dirty ground. You quickly search his pockets for the door key. Along with the key, you find that the bouncer was packing heat. Gain the {0} Common Item. Then discard the bouncer."
"BOUNCER_PUNCH_FAIL","You take a swing at the bouncer, but he sees it coming and dodges your swing, countering with one of his own. Suffer 3 facedown Damage ( negates). Spawn a Hired Gun as indicated. Then discard the bouncer."
"PLACE_ENTRY_HALL","A long hallway stretches out before you. It has numbered doors at intervals down each side. Place the {0} tile and a Wall as indicated and discard all Explore tokens leading to it."
"PLACE_ENTRY_HALL_ALT","A long hallway stretches out before you. It has numbered doors at intervals down each side. Discard this Explore token and place the {0} tile and a Wall as indicated."
"PLACE_APT_DOOR","This door is numbered {0}. Place an Explore token as indicated."
"EXPLORE_APT_DOOR","This door is numbered {0}."
"SEARCH_MAILBOXES","A set of mailboxes is mounted to this wall. The mailboxes are labeled with names of residents of the building, though they do not have apartment numbers on them."
"MAILBOXES","You scan the names on the mailboxes for any that stand out to you and you come upon one: ""LUXLEY, A."" Gain 1 Clue. Then discard this Search token."
"DOOR_KNOCK"," Try knocking."
"WRONG_DOOR_PICKED","The door unlocks with a click. You push it open and peek through to the other side. You find yourself looking around a modest apartment. You begin to step inside when you hear a loud shrieking start from in the room. You quickly locate the source, an elderly woman in a nightgown who is cowering behind a chair and screaming, ""Help! Thief!"" You quickly slam the door shut. Discard this Explore token."
"WRONG_DOOR_GREETING","You give the door a rap and wait a few moments for someone to answer. You are beginning to think no one is home when you hear the sound of the door unlocking. It swings open a few inches and the face of an elderly woman looks out at you. ""Yes?"" she asks."
"WRONG_DOOR_FINALE","You give the door a rap and wait several moments for someone to answer, but no one does. If there is anyone inside, they appear not to want to be disturbed."
"WRONG_DOOR_SUBSCRIBE","""Can I interest you in a subscription to the Arkham Gazette?"""
"WRONG_DOOR_SUBSCRIBE_RESP","""I am not interested,"" the woman says curtly, then quickly closes the door. Discard this Explore token."
"WRONG_DOOR_NEIGHBOR","""I was hoping you could tell me who lives in the apartment across the hall."""
"WRONG_DOOR_NEIGHBOR_TEST","The woman is hesitant to tell you the name of her neighbor and will need some convincing ()."
"WRONG_DOOR_NEIGHBOR_SUCCESS","""Yes, of course,"" the woman answers. ""Her name is Alice. Alice Luxley. Lovely woman. Makes me feel quite safe having a police officer living nearby."""
"WRONG_DOOR_NEIGHBOR_FAIL","""I think you should leave before I call the police,"" the woman says curtly, closing the door in your face. Discard this Explore token."
"WRONG_DOOR_LUXLEY","""I am looking for Alice Luxley. Do you know if she is home?"""
"WRONG_DOOR_LUXLEY_RESP","""I do not believe so,"" the woman answers. ""She works unusual hours, being a detective. Makes me feel quite safe having a police officer living nearby. She usually checks on me when she gets home, and I have not seen her since this morning."""
"WRONG_DOOR_DAISY","""I am looking for the owner of a dog named Daisy."""
"WRONG_DOOR_DAISY_RESP","""Oh, so you found her!"" the woman says excitedly. ""Alice will be so relieved! That is Daisy's owner, Alice Luxley. She lives right across the hall. Daisy went missing yesterday and Alice has been worried sick."""
"WRONG_DOOR_DAISY_RESP_ALT","""Oh, no!"" the woman says worriedly. ""Daisy is Alice's dog... that is, Alice Luxley, my neighbor across the hall. Did something happen?"""
"WRONG_DOOR_DAISY_DEAD","""I am afraid I have some bad news about the dog."""
"WRONG_DOOR_DAISY_DEAD_RESP","You tell the woman that the dog was hit by a car. ""Heavens to Betsy!"" she exclaims, putting a hand to her mouth. ""The poor dear! If you would like, I will break the news to Alice."" You tell her that you will speak to Alice yourself, and ask if Alice is home.\n\n""No, I do not think so,"" she answers. ""Alice works very odd hours, being a detective and all. She should be back in the morning, though."""
"WRONG_DOOR_DAISY_ALIVE","""I found the dog's collar and thought I would return it."""
"WRONG_DOOR_DAISY_ALIVE_RESP","""Oh, no!"" the woman says with disappointment. ""I had assumed you had found Daisy. I do hope she is okay. Without her collar, it seems that much less likely that she will be returned safely. Alice is not home just now, but she should be home in the morning. You can return the collar then. I am sure she will have many questions for you."""
"WRONG_DOOR_DAISY_ALIVE_RESP_ALT","""How strange!"" the woman says. ""I cannot imagine how Daisy would have gotten out of her collar. I saw Alice take her out for a walk last night. I guess I never did see them come back home. In any case, Alice is not home just now, but she should be home in the morning. You can return the collar then."""
"WRONG_DOOR_LUXLEY_DETAILS","""Tell me about your neighbor, Alice."""
"WRONG_DOOR_LUXLEY_DETAILS_RESP","""Alice is a lovely woman,"" the elderly woman says. ""She always checks on me to make sure I am doing okay. Makes me feel quite safe having a police officer living nearby. And her dog Daisy is such a sweetie."""
"WRONG_DOOR_UNUSUAL","You ask if the woman has noticed anything strange about Alice Luxley's behavior recently.\n\n{0}Then just this morning I saw a woman carry a large crate of clanking bottles into Alice's apartment. If I did not know her better, I would worry that Alice had taken to drinking to ease her pain, but that seems too unlike Alice to be the case."""
"WRONG_DOOR_UNUSUAL_2","You ask if she recognized the woman who brought the crate. ""I did not,"" she answers, ""though she was wearing a large hat that kept me from getting a good look at her face. I could see that she had long, blonde hair. This woman had a key to the apartment, so I assumed she must have come at Alice's request."" You thank the woman for her time and she closes the door. Gain {0}. Then discard this Explore token."
"WRONG_DOOR_UNUSUAL_GEN","""She has been grieving for her friend who recently passed,"" the woman replies. ""And yesterday her dog Daisy went missing. "
"WRONG_DOOR_UNUSUAL_DAISY","""On top of Daisy going missing, Alice has been grieving for her friend who recently passed,"" the woman replies. """
"WRONG_DOOR_UNUSUAL_ALT","You ask if the woman has noticed anything strange about Alice Luxley's behavior recently.\n\n""She has been grieving for her friend who recently passed,"" the woman replies. ""And yesterday I saw Alice carrying a large crate of clanking bottles into her apartment. If I did not know her better, I would worry that Alice had taken to drinking to ease her pain, but that seems too unlike Alice to be the case."" You thank the woman for her time and she closes the door. Gain {0}. Then discard this Explore token."
"WRONG_DOOR_MISSING_LINK","the Missing Link Unique Item"
"WRONG_DOOR_CLUE","1 Clue"
"EXPLORE_BEDROOM_2_1_KNOWN","This door is numbered {2}, which is the apartment number {0}.{1}"
"EXPLORE_BEDROOM_2_2_KNOWN","This door is numbered {3}, which is the apartment number {0} and {1}.{2}"
"EXPLORE_BEDROOM_2_3_KNOWN","This door is numbered {4}, which is the apartment number {0}, {1}, and {2}.{3}"
"EXPLORE_BEDROOM_2_COLLAR","on the dog collar you collected yesterday"
"EXPLORE_BEDROOM_2_DELIVERY","found in the curio shop ledger"
"EXPLORE_BEDROOM_2_WAITRESS","that the waitress wrote down for you"
"EXPLORE_BEDROOM_2_KNOCK","You decide the polite thing to do would be to knock, so you give the door a few raps. After several long moments of silence, you decide no one is home."
"EXPLORE_BEDROOM_2_KNOCK_ALT","{0} You test the knob and find the door is locked."
"EXPLORE_BEDROOM_2_ENTER","Try going inside."
"EXPLORE_BEDROOM_2_PICK","Pick the lock."
"EXPLORE_ALLEY_ENTRY","The door to your left is labeled ""EXIT."""
"EXPLORE_STREETS_ENTRY","The door to your right is the front entrance to the apartment building."
"PLACE_BEDROOM_2","You try the knob and are surprised to find it unlocked. You slowly open the door a crack and look inside. Seeing no one in the apartment, you open the door all the way to get a better look around."
"PLACE_BEDROOM_2_ALT","You try the knob and are surprised to find it unlocked. It seems unlikely to you that Detective Luxley would have been so careless as to leave her door unlocked. You slowly open the door a crack and look inside. Seeing no one in the apartment, you open the door all the way to get a better look around."
"PLACE_BEDROOM_2_LOCKED","After a bit of tinkering, the door unlocks with a click. You slowly open the door a crack and look inside. Seeing no one in the apartment, you open the door all the way to get a better look around."
"PLACE_BEDROOM_2_CONT","The apartment is nicely furnished with worn but well-maintained furniture. The place is quite tidy and lovingly decorated. The bed is made and most of the apartment is neatly organized."
"SEARCH_DISHES","On the floor near the door you find two wide, metal dishes."
"SEARCH_DESK","A desk nearby has a large volume of some kind laying open on it. On the floor next to the table is a face-down picture frame surrounded by bits of broken glass."
"SEARCH_UNDER_BED","A search of the apartment would not be complete without a look under the bed."
"BLOODY_BOOTS","You flip up the bed sheet out of the way and take a peek under the bed. There you find a pair of women's heeled boots, covered in blood. Gain the {0} Unique Item. Then discard this Search token."
"INTERACT_VIALS","Near the bed is a small table, its surface filled with glass bottles and vials. The disorganization of this table stands out to you from the rest of the apartment."
"INTERACT_VIALS_ALT","Near the bed is a small table, its surface filled with glass bottles and vials. Despite being crowded, the table appears to be well organized."
"DISHES","One of the dishes is empty and the other has a bit of water inside. The empty dish is engraved with the word ""Daisy."" Near the dishes lays an old sock that appears to have been chewed on. Gain 1 Clue. Then discard this Search token."
"DESK","The large tome on the desk is [i]Alchemy Through the Ages[/i]. The tome lays open to a page titled ""Milk of Shub-Niggurath,"" an elixir whose purpose is described as ""bringing out the monster within."" Gain the {0} Unique Item."
"DESK_CONT","You pick up the broken picture frame on the floor. The frame is empty, but lying below it on the floor is a photo of two women. One of the women you recognize as Detective Luxley, though she is wearing a formal dress and she is wearing her black hair down. With her is a blonde woman who looks vaguely familiar. Detective Luxley and the other woman appear to be posing together as if for a family portrait.{0} On the back is written: ""Alice and Lulu, one year."" Gain 1 Clue. Then discard this Search token."
"DESK_TORN"," The photo has been torn in half down the middle so that the two women are on separate halves."
"VIALS","Glass containers of various sizes and shapes fill a small table near the foot of the bed. Some of the containers are empty except for small amounts of residue in the bottom, while others have various measures of unnaturally-colored liquids. Several of the smaller bottles bear the logo you recognize from the front of the curio shop."
"VIALS_UNOPENED","{0} Some of these bottles appear to be unopened."
"VIALS_ANTIDOTE","{0}\n\nAn investigator with the {1} Unique Item may interact with this token to try creating the antidote."
"VIALS_ATTEMPT"," Attempt to make antidote."
"VIALS_ANTIDOTE_START","You turn to the page for the ""Milk of Shub-Niggurath"" in [i]Alchemy Through the Ages[/i] and find instructions on how to create an antidote to the elixir that turned {0} into an abomination. Tap to attempt the puzzle using ."
"VIALS_ANTIDOTE_CONT","Continue attempting to create an antidote using  as an action."
"VIALS_ANTIDOTE_PASS","You carefully measure and mix several elixirs together, creating a bubbling, frothing mixture. The color seems to fit the description in the book, but there is only one way to find out for sure if you got it right."
"VIALS_ANTIDOTE_NOT_DEFEATED","{0} Before you can administer the antidote, however, you will have to stop the monster's rampage. {1}"
"VIALS_ANTIDOTE_DISCARD_1","Discard this Interact token."
"VIALS_ANTIDOTE_DISCARD_ALL","Discard all Interact tokens from the board."
"VIALS_ANTIDOTE_WIN","{0} You rush the beaker of liquid outside to the massive body of the creature, still laying on the ground. You pour the concoction on one of the creature's open wounds, hoping against hope that you got the formula right.... The investigation is complete."
"VIALS_TAKE"," Take an elixir."
"VIALS_TAKEN","You look for an unopened elixir vial and take it. Gain 1 Elixir."
"VIALS_NONE_LEFT","{0}\n\nNone of the remaining elixir bottles are unopened, and there is no way to know what the others would do to you if consumed, so you decide to leave them alone."
"EXPLORE_ENTRY_HALL","A door leads into a multi-story building. Lettered on the door are the words ""Humphrey Court Apartments."""
"EXPLORE_ENTRY_HALL_1_KNOWN","A door leads into a multi-story building. Lettered on the door are the words ""Humphrey Court Apartments."" Above the door is a street number matching the address {0}.{1}"
"EXPLORE_ENTRY_HALL_2_KNOWN","A door leads into a multi-story building. Lettered on the door are the words ""Humphrey Court Apartments."" Above the door is a street number matching the address {0} and {1}.{2}"
"EXPLORE_ENTRY_HALL_3_KNOWN","A door leads into a multi-story building. Lettered on the door are the words ""Humphrey Court Apartments."" Above the door is a street number matching the address {0}, {1}, and {2}.{3}"
"SIGHT_ALLEY","A grimy alleyway winds its way away from the park-side streets."
"SIGHT_YARD","An empty, unkempt lot sits fallow, awaiting development."
"INTERACT_PHONE_BOOTH","A phone booth on the corner could be used to call the police."
"INTERACT_PHONE_BOOTH_CALL"," Call police."
"INTERACT_PHONE_BOOTH_CALLED","You ask the operator for the police and she patches you through. You explain the situation to the officer on duty. The officer tells you help is on the way and to get to safety. Discard this Interact token."
"PLACE_YARD","This abandoned lot is overgrown with grass and weeds. An assortment of tin cans and sticks indicate that children may use the lot as a playground."
"SEARCH_YARD","A wood crate with the words ""Arkham Construction Co"" stenciled on the side sits in the yard. Also stenciled on the side: ""DANGER."""
"YARD_ITEM","You pry open the top of the crate to find it filled with construction tools. One of them stands out as potentially useful. Gain the {0} Common Item. Then discard this Search token."
