﻿"KEY","English"
"S03_LOBBY","lobby"
"S03_FOYER","foyer"
"S03_LOUNGE","lounge"
"S03_GALLERY","gallery"
"S03_SETUP_REVEAL_LOBBY","Grace beckons you into the lobby of the estate. The dim electric lights flicker, casting ominous shadows across the room. Place the {0} tile and Walls as indicated."
"S03_SETUP_REVEAL_FOYER","Grace beckons you into the foyer of the estate. The dim electric lights flicker, casting ominous shadows across the room. Place the {0} tile, a Door, and a Wall as indicated."
"S03_SETUP_REVEAL_ENTRANCE","As you step through the door, a strange, wailing sound fills the room, and you hear a dull thudding and scraping echoing from the walls. You look nervously at each other. Place your investigator figures as indicated."
"S03_SETUP_REVEAL_GRACE","Grace turns to you, her eyes wide and flashing in the dim light. ""I know you have dealt with this sort of thing before. There has to be something you can do to help my family! You have access to anything on my property if it can help save us. I'll be right here if you need me."" Place a Person token as indicated. This is Grace Bechman."
"S03_SETUP_REVEAL_PHOTOGRAPHS","At the top of the stairs to the right, a table holds photographs of Grace's family. Place a Search token as indicated."
"S03_SETUP_REVEAL_PHOTOGRAPHS_ALT","At the top of the stairs on the left, a table holds photographs of Grace's family. Place a Search token as indicated."
"S03_SETUP_REVEAL_ENDTABLE","Another small table sits in the corner at the top of the stairs to the left. Place a Search token as indicated."
"S03_SETUP_REVEAL_ENDTABLE_ALT","Another small table sits against the wall to your left. Place a Search token as indicated."
"S03_SETUP_REVEAL_BALLROOM_DOOR","To your right, the sound of a piano drifts from a doorway. Place an Explore token as indicated."
"S03_SETUP_REVEAL_BALLROOM_DOOR_1B","To your left, the sound of a piano drifts from a doorway. Place an Explore token as indicated."
"S03_SETUP_REVEAL_BARRICADE","You notice a heavy shelf that you could use to barricade the door should the need arise. Place a Barricade as indicated."
"S03_SETUP_REVEAL_DOORS","Three other doors lead into the mansion. Place Explore tokens as indicated."
"S03_SETUP_REVEAL_DOORS_1B","Two other doors lead further into the mansion. Place Explore tokens as indicated."
"S03_LOBBY_PHOTOS_SEARCH","Several recently-framed photographs sit on display in the {0}."
"S03_LOBBY_PHOTOS_RESOLVE","You pick up a picture of the entire Bechman family on vacation. They are posed on the beach of a tropical island. Mildred, their daughter, is covered in sand and is proudly holding a piece of carven rock she dug up on the beach. Gain 1 Clue. Then discard this Search token."
"S03_LOBBY_ENDTABLE_SEARCH","An end table sits at the top of the stairs."
"S03_LOBBY_ENDTABLE_TEST","The drawer is locked, but you think you could jimmy it open ()."
"S03_LOBBY_ENDTABLE_FAIL","You struggle with the drawer to no avail. It remains stuck."
"S03_LOBBY_ENDTABLE_PASS","Using a pin to pick the lock, you pop open the drawer. You spot something near the back of the otherwise-empty drawer. Gain the {0} Common Item. Then discard this Search token."
"EXPLORE_LOWER_HALL","This door leads to the mansion's west wing."
"EXPLORE_LOWER_HALL_TILE","Beyond the door is a hallway that winds through the mansion's ground floor. Place the {0} and {1} tiles, a Door, and Walls as indicated."
"EXPLORE_LOWER_HALL_BARRICADE"," A heavy cabinet stands against the wall. Place a Barricade as indicated."
"S03_DOOR_LOBBY_DINING_ROOM","You can hear the clinking of silverware and muffled whispers."
"S03_EXPLORE_DINING_ROOM_TILE","The mansion's dining room is a long room featuring a solid oak table lined with chairs. A swinging door leads into a kitchen. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_DINING_ROOM_TILE_1B","The mansion's dining room is a long room featuring a solid oak table lined with chairs. A swinging door leads into a kitchen. Place the {0} tile and a Wall as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_DINING_ROOM_COMMON_ITEM","A cabinet against the wall holds something that catches your interest. Place the {0} Common Item as indicated."
"S03_EXPLORE_DINING_ROOM_CHEFS","From the kitchen you hear the clinking of cooking utensils and look to see two men hurriedly shoving things from the kitchen into a bag. Place a Person token as indicated."
"S03_EXPLORE_DINING_ROOM_CHEFS_ALT","You hear the clinking of cooking utensils from the kitchen. Place a Person token as indicated."
"S03_EXPLORE_DINING_ROOM_DOOR_INTERIOR","On the other side of the kitchen, a single door leads deeper into the property. Place an Explore token as indicated."
"S03_EXPLORE_DINING_ROOM_DOOR_INTERIOR_1B","On the other side of the oak table, a single door leads deeper into the property. Place an Explore token as indicated."
"S03_KITCHEN_CHEFS_INTRO","Two men wearing smudged aprons argue in quiet whispers as they shove cooking utensils into a worn canvas bag."
"S03_KITCHEN_CHEFS_WHO_QUEUE"," ""Who are you?"""
"S03_KITCHEN_CHEFS_WHAT_QUEUE"," ""What are you doing?"""
"S03_KITCHEN_CHEFS_IGNORE_QUEUE","Ignore them."
"S03_KITCHEN_CHEFS_WHO","The two men look up, noticing you for the first time. The first man speaks up. ""We work here! Who the hell are you!?"" The second man corrects his companion. ""We do not work here anymore! There is something horrible in this house, and we are packing up our things and getting out of here before it gets us, even if we have to go on foot."""
"S03_KITCHEN_CHEFS_LUCK_QUEUE","""Good luck, friends."""
"S03_KITCHEN_CHEFS_IT_QUEUE","""What is it?"""
"S03_KITCHEN_CHEFS_COWARDS_QUEUE","""Cowards!"""
"S03_KITCHEN_CHEFS_WHAT","The two men look up, noticing you for the first time. The first man speaks up. ""What does it look like? We are packing up our things and leaving before that thing gets us!"" The second man nods in agreement. ""It was in the same room as us. It looked right at us but then went after the Bechmans instead. We might not get that lucky again."""
"S03_KITCHEN_CHEFS_IGNORED_YOU_QUEUE","""Why do you think it ignored you?"""
"S03_KITCHEN_CHEFS_LUCK","They give you a wry smile. ""Thanks, I think we are going to need it."" You can discard 1 Common Item to give it to them."
"S03_KITCHEN_CHEFS_HELP_QUEUE","Give them an item."
"S03_KITCHEN_CHEFS_STAY_QUEUE","""You could stay and help us."""
"S03_KITCHEN_CHEFS_HELP","You hand your item over to the men, and they look at you with surprise. ""Thank you, friend. I wish there was something we could give you in return."" They give each other a quick glance, then one of them reaches into his pocket and produces a key. ""This will get you into the servants' quarters behind the kitchen. I think you might find something interesting in there."" Gain 1 Clue and the Brass Key Unique Item."
"S03_KITCHEN_CHEFS_STAY","""You are on your own. We have seen enough of this place."" The two men give each other a quick glance, and then one of them pulls a large carving knife out of his bag. ""Here, it looks like you could use a little protection."" Gain the Meat Cleaver Common Item."
"S03_KITCHEN_CHEFS_IT","One of them leans close to you with wide eyes. ""The devil."" The other gives a hollow laugh. ""I am not sure about that, but it is definitely not human. Ask old man Richard. He seemed to have some crazy theories about it. Last I saw, he was heading to the {0} on the upper floor."" Gain 1 Clue. You can discard 1 Common Item to give it to them."
"S03_KITCHEN_CHEFS_IT_2","The first man tugs on the other's sleeve. ""Come on, we should have already left. Let's get out of here."""
"S03_KITCHEN_CHEFS_IGNORED_YOU","""What do we look like, monster psychologists? So far it has only gone after the Bechmans and the girl's nanny, and we are getting out of here before that changes. If you want to know more, talk to old Richard. He has some crackpot theory about what is going on. Last I saw, he was heading to the {0} on the upper floor."" Gain 2 Clues."
"S03_KITCHEN_CHEFS_COWARDS","The men's faces flash with anger, and the younger one lunges at you, swinging a curled fist. You try to talk him down ()."
"S03_KITCHEN_CHEFS_COWARDS_FAIL","He ignores your words, and his fist connects hard and sends you sprawling across the kitchen floor. Suffer 2 Damage."
"S03_KITCHEN_CHEFS_COWARDS_FAIL_2","With a scoff, the men throw their bags over their shoulders. ""We will see how confident you are after you come face-to-face with it."" With a final glance over the kitchen, they hurry out the door, leaving some of their things behind. Gain the Meat Cleaver Common Item. Then discard this Person token."
"S03_KITCHEN_CHEFS_COWARDS_PASS","The younger one ignores your words, but his friend grabs him by the shoulder and stops him from attacking you. ""We will see how confident you are after you come face-to-face with it."" With a final glance over the kitchen, the two men hurry out the door, leaving some of their things behind. Gain the Meat Cleaver Common Item. Then discard this Person token."
"S03_KITCHEN_CHEFS_LEAVING","The men finish packing and throw the bags over their shoulders. ""Good luck. You are going to need it."" With a final glance over the kitchen, they hurry out the door. Discard this Person."
"S03_DOOR_KITCHEN_INTERIOR_HALL","A door at the back of the kitchen leads deeper into the ground floor."
"S03_DOOR_DINING_INTERIOR_HALL","A door at the rear of the dining room leads deeper into the ground floor."
"S03_DOOR_INTERIOR_HALL_KITCHEN","This door must lead into the back of the kitchen."
"S03_DOOR_INTERIOR_HALL_DINING","This door must lead into the mansion's dining room."
"S03_EXPLORE_INTERIOR_HALL_TILE","The door leads to a tight hallway tucked behind the kitchen. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_INTERIOR_HALL_TILE_1B","The door leads to a tight hallway tucked behind the dining room. Place the {0} tile and a Door as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_INTERIOR_HALL_ROOM_DOORS","Along one side of the hallway, two doors lead to bedrooms for the serving staff. Place Explore tokens as indicated."
"S03_EXPLORE_INTERIOR_HALL_BASEMENT_DOOR","At the end of the hall, you see a door marked ""Cellar."" Place an Explore token as indicated."
"S03_EXPLORE_INTERIOR_HALL_KITCHEN_DOOR","At the end of the hall, another door continues to the front of the mansion. Place an Explore token as indicated."
"S03_EXPLORE_INTERIOR_HALL_BARRICADE","A heavy desk stands against the wall by the door. Place a Barricade as indicated."
"S03_DOOR_SMALL_BED_1","The door leads to a small bedroom for the serving staff."
"S03_EXPLORE_SMALL_BED_1_RIFLE","The door swings into a small, sparsely decorated room. On the wall, you spot a rifle mounted for show. Perhaps it still works? Place a Search token as indicated."
"S03_EXPLORE_SMALL_BED_1_RIFLE_ALT","On the wall, you spot a rifle mounted for show. Perhaps it still works? Place a Search token as indicated."
"MOUNTED_RIFLE_SEARCH","A show rifle is mounted on the wall."
"MOUNTED_RIFLE_TEST","The rifle is fastened to the wall. It might still work. You attempt to pull the rifle down ()."
"MOUNTED_RIFLE_FAIL","You struggle with the rifle, but the mount is too sturdy."
"MOUNTED_RIFLE_PASS","With a powerful pull, the rifle comes loose from the wall. Gain the Carbine Rifle Common Item. Then discard this Search token."
"S03_DOOR_SMALL_BED_2","A chalkboard hangs in the center of the door. Written in a child's hand are the words ""Nanny Edna's Room."" The brass door handle will not turn; the door is locked."
"S03_DOOR_SMALL_BED_2_KEY","A chalkboard hangs in the center of the door. Written in a child's hand are the words ""Nanny Edna's Room."" The brass door handle will not turn; the door is locked. You can unlock the door only if you have the Brass Key Unique Item."
"S03_DOOR_SMALL_BED_2_KEY_QUEUE"," Unlock the door."
"S03_DOOR_SMALL_BED_2_PICK_QUEUE"," Pick the lock."
"S03_DOOR_SMALL_BED_2_PICK","The lock is complex, but you think you might be able to get it open. Tap to attempt the puzzle using ."
"S03_DOOR_SMALL_BED_2_REPICK","The lock still needs more work to open. Tap to attempt the puzzle using ."
"S03_EXPLORE_SMALL_BED_2_TILE","You hear the solid click of a deadbolt, and the door creaks open to reveal a cozy room filled with pictures of Mildred and the other Bechmans. This room must belong to Edna, Mildred's nanny. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_SMALL_BED_2_STATUE","You hear the solid click of a deadbolt, and the door creaks open to reveal a cozy room filled with pictures of Mildred and the other Bechmans. This room must belong to Edna, Mildred's nanny. You notice that the surface of the dresser has been cleared off and a hammer sits on it among flecks of broken stone. Discard this Explore token and place a Search token as indicated."
"S03_EXPLORE_SMALL_BED_2_STATUE_ALT","You notice that the surface of the dresser has been cleared off and a hammer sits on it among flecks of broken stone. Place a Search token as indicated."
"S03_SMALL_BED_2_STATUE_SEARCH","A hammer sits surrounded by chips of broken, green stone."
"S03_SMALL_BED_2_STATUE_GREEN_STONE","You reach out to examine one of the flecks of green stone. As your finger touches it, you are sent reeling back as visions of a massive creature deep under the ocean flood your mind. Suffer 2 facedown Horror ( negates)."
"S03_SMALL_BED_2_STATUE_GREEN_STONE_2","Avoiding the bit of stone that caused your vision, you search the drawers for any other hints of what happened here. In the top drawer, you find a spool of jeweler's chain and fasteners that can be used to create jewelry from stones or crystals. Gain 2 Clues and become Focused. Then discard this Search token."
"S03_DOOR_INTERIOR_BASEMENT","A brass plate is set into the wooden door: ""Cellar."""
"S03_DOOR_BASEMENT_INTERIOR","This door leads up to the mansion's ground floor."
"S03_EXPLORE_BASEMENT_TILE","Cool air meets you as you peer into the dim basement of the mansion. Boxes and old furniture are stacked around a massive furnace. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_BASEMENT_TILE_ALT","Cool air meets you as you peer into the dim basement of the mansion. Boxes and old furniture are stacked around a massive furnace. Place the {0} tile and a Wall as indicated and discard any Explore tokens leading to it."
"EXPLORE_BASEMENT_STAIRS_ALT","The door must lead up to the mansion's ground floor."
"EXPLORE_BASEMENT_STAIRS_TILE","You open the door and peer down the stairs into the dark. Place the {0} tile and a Wall as indicated."
"EXPLORE_BASEMENT_STAIRS_NOTILE","A flight of wooden stairs lead up to another door."
"EXPLORE_BASEMENT_STAIRS_DOOR_BASEMENT","A door stands at the bottom of the stairs. Place an Explore token as indicated."
"EXPLORE_BASEMENT_STAIRS_DOOR_HALL","Warm light from the ground floor filters through the gaps around the door. Place an Explore token as indicated."
"EXPLORE_BASEMENT_LANDING","A door stands at the bottom of the stairs."
"S03_EXPLORE_BASEMENT_LANDING_TILE","Cool air meets you as you peer into the dim basement of the mansion. Boxes and old furniture are stacked against the walls. Discard this Explore token."
"S03_EXPLORE_BASEMENT_LANDING_TILE_ALT","Cool air meets you as you peer into the dim basement of the mansion. Boxes and old furniture are stacked against the walls. Place the {0} tile and a Wall as indicated."
"S03_EXPLORE_BASEMENT_LANDING_TILE_BLT","Cool air meets you as you peer into the dim basement of the mansion. Boxes and old furniture are stacked against the walls. Discard the Explore token leading to the {0}."
"S03_EXPLORE_BASEMENT_EDNA_ALIVE","Out of place in the dingy basement, a woman in a black and white dress is digging through the boxes looking for something. Place a Person token as indicated. This is Edna, the nanny."
"S03_EXPLORE_BASEMENT_EDNA_DEAD_NECKLACE","You recoil in horror at the sight of a mangled corpse of an elderly woman slumped over the boxes in the corner. You spot a necklace holding a small, green piece of stone clutched in her hand. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_BASEMENT_EDNA_DEAD","You recoil in horror at the sight of a mangled corpse of an elderly woman slumped over the boxes in the corner. It must be Edna, the nanny. Suffer 1 facedown Horror."
"S03_EXPLORE_BASEMENT_RICHARD_ALIVE","Standing at the top of the wooden stairs, Richard struggles to read a book he brought with him. Place Richard as indicated."
"S03_EXPLORE_BASEMENT_RICHARD_DEAD_NECKLACE","Richard's body sits crumpled at the bottom of the basement stairs. Around his neck you spot a necklace holding a broken piece of green stone. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_BASEMENT_RICHARD_DEAD","Richard's body sits crumpled at the bottom of the basement stairs. Suffer 1 facedown Horror."
"S03_EXPLORE_BASEMENT_FURNACE","A giant, metal furnace looms over the basement. Hitting the hollow metal with something could attract the creature here. Place an Interact token as indicated."
"S03_EXPLORE_BASEMENT_FURNACE_ALT","Metal furnace pipes loom overhead. Hitting the hollow metal with something could attract the creature here. Place an Interact token as indicated."
"S03_EXPLORE_BASEMENT_MANUSCRIPT","A box sits open with several items inside. Place the Arcane Manuscript Common Item as indicated."
"S03_EXPLORE_BASEMENT_DUMBWAITER","A small, square door of a dumbwaiter is set into the wall in the corner. Place an Interact token as indicated."
"S03_EXPLORE_BASEMENT_DUMBWAITER_ARRIVAL","You climb out of the small, square door of the dumbwaiter. Place an Interact token as indicated. Then move your investigator figure to that space."
"S03_EXPLORE_BASEMENT_DOOR","Up a ramshackle flight of wooden stairs, a door leads to the main floor of the estate. Place an Explore token as indicated."
"EXPLORE_BASEMENT_DOOR_ALT","The wooden door on the other side of the room must lead back up to the mansion's ground floor. Place an Explore token as indicated."
"S03_BASEMENT_FURNACE_SEARCH","A giant, metal furnace looms over the basement. Hitting the hollow metal with something could attract the creature here."
"S03_BASEMENT_FURNACE_RESOLVE_FINALE","You pick up a board from the floor and bring it down on the metal furnace. An echoing clang rings in your ears. However, the creature is singularly focused on hunting down the investigators and ignores the noise."
"S03_BASEMENT_FURNACE_RESOLVE_TIRED","You pick up a board from the floor and bring it down on the metal furnace. An echoing clang rings in your ears, but you hear no response from the creature. It seems to have caught on to you using the sound of the furnace to lure it."
"S03_BASEMENT_FURNACE_RESOLVE","You pick up a board from the floor and bring it down on the metal furnace. An echoing clang rings in your ears. As the sound fades away, you hear an otherworldly howl from elsewhere in the mansion and the approaching cacophony of something massive moving through the mansion."
"S03_BASEMENT_DUMBWAITER_SEARCH","The square door of a dumbwaiter is set into the wall. You think you might be able to squeeze inside."
"S03_BASEMENT_DUMBWAITER_QUEUE"," Ride."
"S03_BASEMENT_DUMBWAITER_RESOLVE","You squeeze into the small space and begin pulling on the rope dangling next to you. The dumbwaiter rises as you pull. Eventually, you emerge into a room high in the mansion."
"S03_BASEMENT_DUMBWAITER_RESOLVE_EXPLORED","You squeeze into the dumbwaiter and pull yourself up to the attic. Move your investigator figure to the space that contains the other dumbwaiter Interact token."
"S03_DOOR_LOBBY_BALLROOM","The sound of a piano drifts through the doorway."
"S03_EXPLORE_BALLROOM_TILE","Through the doorway, a brightly-lit ballroom takes up a large portion of the front of the house. The light from a large chandelier glints off the parquet floor. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_BALLROOM_TILE_1B","Through the doorway, a brightly-lit ballroom takes up a large portion of the front of the house. The light from a large chandelier glints off the parquet floor. Discard this Explore token and place the {0} tile and a Door as indicated."
"S03_EXPLORE_BALLROOM_TILE_ALT","A brightly-lit ballroom takes up a large portion of the front of the house. The light from a large chandelier glints off the parquet floor. Place the {0} tile as indicated and discard all Explore tokens leading to it."
"S03_EXPLORE_BALLROOM_TILE_ALT_1B","A brightly-lit ballroom takes up a large portion of the front of the house. The light from a large chandelier glints off the parquet floor. Place the {0} tile and a Door as indicated and discard all Explore tokens leading to it."
"S03_EXPLORE_BALLROOM_MILDRED_ALIVE","A small girl sits on the bench of a grand piano, playing a somber melody from a piece of sheet music. She looks up at you. ""Hello. My name is Mildred, who are you?"" Place a Person token as indicated. This is Mildred, Grace's daughter."
"S03_EXPLORE_BALLROOM_MILDRED_DEAD","The ghostly figure of a small girl sits on the bench of a grand piano, playing a somber melody from a piece of sheet music. She looks up at you, but her eyes are hollow sockets, and blood drips down the front of her white dress. Then she stands from the piano bench and runs across the ballroom to where a second ghostly figure is standing. The two of them fade away while holding hands. Suffer 1 facedown Horror."
"S03_EXPLORE_BALLROOM_MILDRED_NECKLACE","You notice the spirit has left a green stone necklace on the piano bench. Place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_BALLROOM_GRACE_ALIVE","Grace stands in a pool of light with her arms crossed across her chest. Place Grace as indicated."
"S03_EXPLORE_BALLROOM_GRACE_DEAD_NECKLACE","The wooden floor of the ballroom has been smashed by some massive force. Lying in the rubble, Grace's broken form is motionless, clutching a necklace in her cold hand. The pendant of the necklace holds a piece of carven stone. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_BALLROOM_GRACE_DEAD","The wooden floor of the ballroom has been smashed by some massive force. Lying in the rubble, Grace's broken form is crushed and motionless. Suffer 1 facedown Horror."
"S03_EXPLORE_BALLROOM_RICHARD_ALIVE","Richard leans against the wall of the ballroom, reading a book he has brought with him. Place Richard as indicated."
"S03_EXPLORE_BALLROOM_RICHARD_DEAD_NECKLACE","You notice a large, dark red stain against the wall and find Richard at the base of the wall, dead in a pool of his own blood. The green glint of a piece of broken stone hanging around his neck catches your interest. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_BALLROOM_RICHARD_DEAD","You notice a large, dark red stain against the wall and find Richard at the base of the wall, dead in a pool of his own blood. Suffer 1 facedown Horror."
"S03_EXPLORE_BALLROOM_PIANO","The grand piano sitting on the ballroom dance floor could likely be used to attract the monster here. Place an Interact token as indicated."
"S03_EXPLORE_BALLROOM_TABLE","Under the massive windows, a large table is set with a red tablecloth and a gorgeous arrangement of flowers. Place a Search token as indicated."
"S03_EXPLORE_BALLROOM_DOOR","Across the ballroom, a door leads to another room. Place an Explore token as indicated."
"EXPLORE_BALLROOM_PASSAGE","You notice a seam in the wall behind the scarlet curtains. Place an Explore token as indicated."
"EXPLORE_BALLROOM_FROM_PASSAGE","You emerge from the passage behind a scarlet curtain. Place a Secret Passage as indicated. Then move your investigator figure to that space."
"S03_BALLROOM_PIANO_SEARCH","A grand piano sits on the ballroom dance floor. Banging on the keys might attract the creature."
"S03_BALLROOM_PIANO_RESOLVE_FINALE","You slam your palm on the keys, and the dissonant chord echoes around the large room. However, the creature is singularly focused on hunting down the investigators and ignores the noise."
"S03_BALLROOM_PIANO_RESOLVE_TIRED","You slam your palm on the keys, and the dissonant chord echoes around the large room, but you hear no response from the creature. It seems to have caught on to you using the sound of the piano to lure it."
"S03_BALLROOM_PIANO_RESOLVE","You slam your palm on the keys, and the dissonant chord echoes around the large room. As the sound fades away, you hear an otherworldly howl from elsewhere in the mansion and the approaching cacophony of something massive moving through the mansion."
"S03_BALLROOM_TABLE_SEARCH","This circular table has been lavishly decorated with a tablecloth and flower arrangement."
"S03_BALLROOM_TABLE_TEST","The table seems perfectly normal, but something compels you to take a closer look ()."
"S03_BALLROOM_TABLE_FAIL","As you lean forward to look inside the vase, a bit of pollen causes you to sneeze. Perhaps it would be best to avoid the flowers."
"S03_BALLROOM_TABLE_SUCCEED","You spot a glint of metal among the flowers and reach into the arrangement. Your hand wraps around the handle of a pistol hidden in the flowers. Gain the .45 Automatic Common Item. Then discard this Search token."
"BALLROOM_PASSAGE_EXPLORE","A seam in the wall seems to indicate a hidden passage behind the curtain."
"BALLROOM_PASSAGE_FOLLOW","You slide open the wall panel to reveal a secret passage. You slip behind the curtain and climb a ladder that stretches up through the wall. Discard this Explore token and place a Secret Passage as indicated."
"S03_DOOR_BALLROOM_LIBRARY","A brass plate with the word ""Library"" is fastened to the center of this door."
"S03_DOOR_LIBRARY_BALLROOM","The sound of a piano drifts through the doorway."
"S03_EXPLORE_LIBRARY_TILE","As your eyes adjust to the dim light of the small room, you see the walls are lined with shelves of books. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_LIBRARY_TILE_ALT","As your eyes adjust to the dim light of the small room, you see the walls are lined with shelves of books. Place the {0} tile as indicated and discard all Explore tokens leading to it."
"S03_EXPLORE_LIBRARY_TILE_02A","As your eyes adjust to the dim light of the small room, you see the walls are lined with shelves of books. Discard the Explore token leading to the {0}."
"S03_EXPLORE_LIBRARY_TILE_02ALT","As your eyes adjust to the dim light of the small room, you see the walls are lined with shelves of books. Place the {0} tile as indicated."
"S03_EXPLORE_LIBRARY_TILE_1B","As your eyes adjust to the dim light of the small room, you see the walls are lined with shelves of books. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_LIBRARY_BOOKS","It appears that someone was reading in the far corner of the room recently and has left a couple of books open on the floor. Place a Search token as indicated."
"S03_EXPLORE_LIBRARY_ITEM","Several books sit on the writing desk beside an item that might be of use. Place the {0} Common Item as indicated."
"S03_EXPLORE_LIBRARY_PASSAGE","The corner of the rug has been pulled back, revealing a trapdoor in the floor. Place an Explore token as indicated."
"S03_EXPLORE_LIBRARY_PASSAGE_ARRIVAL","The passage you emerged from ends in a trapdoor in the wooden floor. You slide the door back into place as you emerge. Place a Secret Passage as indicated. Then move your investigator figure to that space."
"S03_EXPLORE_LIBRARY_DOOR","The sound of a piano drifts from the only door in the room. Place an Explore token as indicated."
"EXPLORE_LIBRARY_DOOR_ALT","Warm light shines into the library from the adjacent room. Place an Explore token as indicated."
"S03_LIBRARY_RESEARCH_SEARCH","A book sits open on the floor."
"S03_LIBRARY_RESEARCH_TEST","You pick up the book and attempt to translate the foreign script on the page that was left open ()."
"S03_LIBRARY_RESEARCH_FAIL","You make very little progress with the strange language."
"S03_LIBRARY_RESEARCH_PASS","After careful work, the script begins to make sense. The open pages contain a fable in which a priest plagued by demons turns to dark magic in an attempt to imprison the demons in a stone. In the margins around the fable someone has scrawled eldritch words you recognize as ritual magic. Gain the Wrack Spell. Then discard this Search token."
"S03_LIBRARY_PASSAGE_SEARCH","The corner of the rug has been pulled back, revealing a trapdoor in the floor."
"S03_LIBRARY_PASSAGE_FOLLOW","You open the trapdoor to discover a dark passage that winds under the floor. You lower yourself into the passage, follow it a short distance, and climb a ladder leading to another room of the mansion. Discard this Explore token and place a Secret Passage as indicated."
"S03_LIBRARY_PASSAGE_FOLLOW_LOUNGE_EXPLORED","You emerge from the passage in the lounge on the upper level. Discard the Explore token in the Lounge  and place a Secret Passage as indicated. Then move your investigator figure to that space."
"S03_LIBRARY_PASSAGE_FOLLOW_BALLROOM_EXPLORED","At the end of the passage, a sliding panel opens to reveal crimson curtains. You emerge into the ballroom. Discard the Explore token in the {0} and place a Secret Passage as indicated. Then move your investigator figure to that space."
"S03_DOOR_LOBBY_BILLIARDS","This wooden door is adorned with a polished plaque marked, ""Billiards."""
"S03_EXPLORE_BILLIARDS_TILE","The door leads into an interior room featuring a pool table and a small bar. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_BILLIARDS_CABINET","Behind the bar, a display case holds a collection of artifacts behind glass windows. Place a Search token as indicated."
"S03_EXPLORE_BILLIARDS_ITEM","On the other side of the room, you spot something in the corner beside the couch. Place the {0} Common Item as indicated."
"S03_BILLIARDS_DISPLAY_SEARCH","Behind glass windows, this cabinet holds a large collection of ancient pots, statues, jewelry, and other artifacts."
"AdS03_BILLIARDS_DISPLAY_TEST","The artifacts must share some common link. You examine them for glyphs or other markings ()."
"S03_BILLIARDS_DISPLAY_FAIL","You closely examine several of the more interesting pieces but find no common tie. Perhaps some of the other artifacts hold the answer?"
"S03_BILLIARDS_DISPLAY_PASS","Examining a smaller fragment tucked far to one side of the cabinet, you see a symbol you recognize, and comprehension dawns. These artifacts all come from religions centered on islands in the South Pacific. They were made to worship beings the islanders believed dwelled in cities deep beneath the ocean. Gain 2 Clues."
"S03_BILLIARDS_DISPLAY_PASS_2","You wonder why the Bechmans would have such a collection when your eyes fall on an engraved plaque in the center of the cabinet: ""The collection of Howard Bechman"" Discard this Search token."
"S03_DOOR_LOBBY_HALLWAY","The door is not marked, but you believe it leads to the mansion's upper level."
"EXPLORE_STAIRS_TILE","A large staircase leads from the lobby to the hall on the upper level. Discard this Explore token and place the {0} tile as indicated."
"EXPLORE_STAIRS_HALL","The hall continues to the right at the top of the stairs. Place a Sight token as indicated."
"EXPLORE_UPPER_HALL_TILE","You find a long hallway that stretches through the upper level of the mansion. Place the {0} and {1} tiles and a Door as indicated."
"SIGHT_HALL_SIGHT","The hall continues to the right at the top of the stairs. An investigator in the {0} may reveal the adjacent area."
"SIGHT_HALL_TILE","At the top of the stairs, a long hallway stretches east through the upper level of the mansion. Discard this Sight token and place the {0} and {1} tiles and a Wall as indicated."
"S03_EXPLORE_HALLWAY_TILE","You find a long hallway that stretches through the upper level of the mansion. A large staircase leads from the lobby to the second-floor hall. Place the {0}, {1}, and {2} tiles and a Wall as indicated and discard all Explore tokens leading to this room."
"S03_EXPLORE_HALLWAY_TILE_1B","You find a short hallway that stretches through the upper level of the mansion, connected to the lobby by a large staircase. Place the {0} and {1} tiles and Doors as indicated and discard all Explore tokens leading to them."
"S03_EXPLORE_HALLWAY_DESK","At the top of the stairs, a locked secretary desk sits against the wall. Place a Search token as indicated."
"S03_EXPLORE_HALLWAY_DESK_ALT","A locked secretary desk stands against the wall. Place a Search token as indicated."
"S03_EXPLORE_HALLWAY_TABLE","A wretched groaning noise echoes down the length of the hallway. A dark shadow that seems to be just a trick of the light moves along the walls, but as it flies out of sight down the hallway, you hear the crash of a table hitting the floor. Then the shadow fades, leaving the hallway quiet and still. Place a Search token as indicated."
"S03_EXPLORE_HALLWAY_DOORS","Several doors to other rooms of the house line the hall. Discard all Explore and Sight tokens leading to the hall. Then place Explore tokens as indicated."
"S03_EXPLORE_HALLWAY_DOORS_ALT","Several doors to other rooms of the house line the hall. Discard all Explore tokens leading to the hall. Then place Explore tokens as indicated."
"S03_EXPLORE_HALLWAY_BARRICADE","The surrounding furniture could be used to barricade a door. Place a Barricade as indicated."
"S03_HALLWAY_DESK_SEARCH","The lid on this secretary desk seems to be stuck shut."
"S03_HALLWAY_DESK_QUEUE"," Force it open."
"S03_HALLWAY_DESK_TEST","You grab the lid and attempt to pull it open (); roll 2 additional dice if you have the Crowbar Common Item."
"S03_HALLWAY_DESK_FAIL","The lid jiggles and squeaks but is still stuck in place."
"S03_HALLWAY_DESK_PASS","With a loud crack, the lid comes open. Inside, the desk holds several piles of carefully organized documents. Sitting on top of everything else, you find a piece of weathered paper covered in a strange script. Gain the {0} Spell. Then discard this Search token."
"S03_HALLWAY_TABLE_SEARCH","The table has been knocked over, spilling paper across the floor."
"S03_HALLWAY_TABLE_RESOLVE","You pick the table up and put it back into place. As you put your hand on the wood, you recoil as you touch a cold slime that smells of rotten fish. Whatever that shadow was, it was not just a figment of your imagination. Gain 1 Clue then discard this Search token."
"S03_DOOR_HALLWAY_OFFICE","On the wall beside the door is a plate engraved with ""The Office of Howard Bechman."""
"S03_DOOR_OFFICE_HALLWAY","The door leads to the upper level's main hall."
"EXPLORE_OFFICE_ALT","Warm light shines into the library from the adjacent room."
"S03_EXPLORE_OFFICE_TILE","A single oak desk dominates the small office. A lamp on the desk casts long shadows across a large cabinet and bookcase against one wall. Place the {0} tile as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_OFFICE_TILE_ALT","A single oak desk dominates the small office. A lamp on the desk casts long shadows across a large cabinet and bookcase against one wall. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_OFFICE_TILE_BLT","A single oak desk dominates the small office. A lamp on the desk casts long shadows across a large cabinet and bookcase against one wall. Discard all Explore tokens leading to the {0}."
"S03_EXPLORE_OFFICE_CABINET","The cabinet against the wall catches your interest. A collection of adventuring gear sits behind locked glass doors. Place a Search token as indicated."
"EXPLORE_OFFICE_DOOR_LIBRARY","On the other side of the small office is another door marked, ""Library."" Place an Explore token as indicated."
"S03_EXPLORE_OFFICE_DOOR_HALLWAY","On the other side of the small office, a door leads out into a hallway. Place an Explore token as indicated."
"S03_EXPLORE_OFFICE_DOOR_HALLWAY_B","On the other side of the small office, twin doors lead out into a hallway. Place Explore tokens as indicated."
"S03_EXPLORE_OFFICE_DOOR_LOUNGE","To your left, a door leads out into a lounge. Place an Explore token as indicated."
"S03_OFFICE_DISPLAY_SEARCH","A collection of gear from Howard Bechman's travels sits behind the locked glass doors of this bookcase."
"S03_OFFICE_DISPLAY_ATTEMPT","The doors are securely locked, but you think you might be able to pick the mechanism. Tap to attempt the puzzle using ."
"S03_OFFICE_DISPLAY_REATTEMPT","The doors of the cabinet are still locked shut. You can attempt the puzzle using  as an action."
"S03_OFFICE_DISPLAY_DYNAMITE","You open the lock, and the door swings open with a quiet squeak. As you dig through Howard's equipment, you quickly see why he kept this cabinet locked. Gain the Dynamite Common Item. Then discard this Search token."
"S03_OFFICE_DISPLAY_SHOTGUN","You open the lock, and the door swings open with a quiet squeak. As you dig through Howard's equipment, you quickly see why he kept this cabinet locked. Gain the Shotgun Common Item. Then discard this Search token."
"S03_DOOR_HALLWAY_LOUNGE","You can see the rough shape of a large room through this door's frosted glass window. Place an Explore token as indicated."
"EXPLORE_GALLERY","This wooden door is adorned with a polished plaque marked, ""Gallery."""
"S03_DOOR_LOUNGE_HALLWAY","This door leads to the upper level's main hall."
"S03_DOOR_OFFICE_LOUNGE","You can see the rough shape of a large room through this door's frosted glass window."
"S03_DOOR_LOUNGE_OFFICE","The door leads to a small room off the side of the lounge."
"S03_EXPLORE_LOUNGE_TILE","You peer into a sizable room that dominates most of the second floor. The room is full of comfortable-looking, leather furniture and lamps for reading. Place the {0} tile as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_LOUNGE_RICHARD_ALIVE","An elderly man sitting amidst piles of books jumps at the sight of you. ""Heavens, you startled me!"" He idly tucks a green necklace back into his shirt as he regains his composure. Place a Person token as indicated. This is Richard, Grace's father-in-law."
"S03_EXPLORE_LOUNGE_RICHARD_DEAD_NECKLACE","One of the couches has been torn to shreds and is drenched in thick blood. The corpse of an old man sits crumpled amidst the tatters of the couch. The green glint of a piece of broken stone hanging around his neck catches your interest. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_LOUNGE_RICHARD_DEAD","One of the couches has been torn to shreds and is drenched in thick blood. The corpse of an old man sits crumpled amidst the tatters of the couch. Suffer 1 facedown Horror."
"S03_EXPLORE_LOUNGE_MILDRED_ALIVE","You spot Mildred playing on some of the couches. Place Mildred as indicated."
"S03_EXPLORE_LOUNGE_MILDRED_DEAD_NECKLACE","Mildred is nowhere to be found. All that is left of her is a necklace holding a piece of a broken stone carving, sitting on one of the couches near the back of the room. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_LOUNGE_MILDRED_DEAD","You look all over the room, but Mildred is nowhere to be found. Suffer 1 facedown Horror."
"S03_EXPLORE_LOUNGE_HOWARD_ALIVE","Howard paces back and forth in the room. Place Howard as indicated."
"S03_EXPLORE_LOUNGE_HOWARD_DEAD_NECKLACE","Near the back of the room you spot a motionless form lying under the windows. It looks like the creature got to Howard. Clutched in his hand you see the necklace he had been wearing. It holds a piece of broken, green stone. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_LOUNGE_HOWARD_DEAD","Near the back of the room you spot a motionless form lying under the windows. It looks like the creature got to Howard. Suffer 1 facedown Horror."
"S03_EXPLORE_LOUNGE_BELL","On an endtable in the corner, you spot a bell normally used to summon servants. You could likely use it to attract the monster here. Place an Interact token as indicated."
"EXPLORE_GALLERY_CLOSET","Across the room is a small, unmarked door that you suspect leads to a closet. Place an Explore token as indicated."
"S03_EXPLORE_LOUNGE_PASSAGE","Under the windows across the room, you see a seam in the wooden floor‚ perhaps an access panel in the floor? Place an Explore token as indicated."
"S03_EXPLORE_LOUNGE_PASSAGE_ARRIVAL","You pull yourself up into the room, careful to close the trapdoor behind you. Place a Secret Passage as indicated. Then move your investigator figure to that space."
"S03_EXPLORE_LOUNGE_DOOR_HALLWAY","A door across the room leads to the remainder of the upper level of the mansion. Place an Explore token as indicated."
"S03_EXPLORE_LOUNGE_DOOR_OFFICE","In the corner of the lounge, a small door leads into a side room. Place an Explore token as indicated."
"S03_LOUNGE_BELL_SEARCH","A bell for calling servants sits on the endtable. Ringing it might attract the creature."
"S03_LOUNGE_BELL_RESOLVE","You vigorously ring the bell. As the sound fades away, you hear an otherworldly howl from elsewhere in the mansion and the approaching cacophony of something massive moving through the mansion."
"S03_LOUNGE_BELL_RESOLVE_TIRED","You vigorously ring the bell, but you hear no response from the creature. It seems to have caught on to you using the sound of the bell to lure it."
"S03_LOUNGE_BELL_RESOLVE_FINALE","You vigorously ring the bell. However, the creature is singularly focused on hunting down the investigators and ignores the noise."
"S03_LOUNGE_PASSAGE_SEARCH","Examining the panel in the floor, you see it is a trapdoor."
"S03_LOUNGE_PASSAGE_FOLLOW","When you open the trapdoor, you discover a ladder that disappears into the darkness below. You lower yourself into the passage, following it under the floor. Discard this Explore token and place a Secret Passage as indicated."
"S03_LOUNGE_PASSAGE_FOLLOW_LIBRARY_EXPLORED","You emerge from the passage in the library. Discard the Explore token in the {0} and place a Secret Passage as indicated. Then move your investigator figure to that space."
"EXPLORE_CLOSET","You suspect the unmarked door leads to nothing more than a closet."
"EXPLORE_CLOSET_ITEM","You open the door to reveal a small coat room. Several coats and jumpers hang in the closet, and multiple pairs of shoes line a small shelf. Just as you are about to close the door, something catches your interest. Discard this Explore token. Then place the {0} Common Item as indicated."
"S03_DOOR_HALLWAY_ATTIC","You suspect this unmarked door leads to the attic."
"S03_DOOR_ATTIC_HALLWAY","This door leads to the mansion's upper level."
"EXPLORE_ATTIC_STAIRS","Dim light shines under the door. You suspect it leads down to the mansion's upper level."
"EXPLORE_ATTIC_STAIRS_TILE","Behind the door, you find a set of rickety steps that stretch upward toward the attic. Place the {0} tile as indicated."
"EXPLORE_ATTIC_STAIRS_NOTILE","Behind the door, you find a set of rickety steps that lead downward out of the attic."
"EXPLORE_ATTIC_STAIRS_DOOR","At the top of the stairs stands a small, weathered door. Place an Explore token as indicated."
"EXPLORE_ATTIC_STAIRS_BARRICADE","The stairway is being used to store several large crates. You could use them to create a blockade should the need arise. Place a Barricade as indicated."
"EXPLORE_ATTIC","A small, weathered door stands at the top of the stairs."
"S03_EXPLORE_ATTIC_TILE","You breathe in stale, dusty air as you strain your eyes to see in the darkness of the attic. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_ATTIC_TILE_1B","You breathe in stale, dusty air as you strain your eyes to see in the darkness of the attic. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_ATTIC_TILE_ALT","You breathe in stale, dusty air as you strain your eyes to see in the darkness of the attic. Place the {0} tile as indicated."
"S03_EXPLORE_ATTIC_TILE_ALT_1B","You breathe in stale, dusty air as you strain your eyes to see in the darkness of the attic. Place the {0} tile and a Wall as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_ATTIC_TILE_BLT","You breathe in stale, dusty air as you strain your eyes to see in the darkness of the attic. Discard this Explore token."
"S03_EXPLORE_ATTIC_TILE_CLT","You breathe in stale, dusty air as you strain your eyes to see in the darkness of the attic."
"S03_EXPLORE_ATTIC_DARKNESS","You struggle to see in the darkness of the attic. The cloudy night provides little moonlight through the small window in the wall. Place Darkness in each space in the {0}."
"S03_EXPLORE_ATTIC_DARKNESS_ALT","You struggle to see in the darkness of the attic. The cloudy night provides little moonlight through the small window in the wall. Place Darkness in each space in the {0} and {1}."
"S03_EXPLORE_ATTIC_HOWARD_ALIVE","You see the shape of a man sitting on a solitary bed in the middle of the room, barely visible in the darkness of the attic. Place a Person token as indicated. This is Howard, Grace's husband."
"S03_EXPLORE_ATTIC_HOWARD_DEAD_NECKLACE","A solitary bed sits in the center of the attic. The bloody corpse of a man who has been torn to shreds lies sprawled on the bed. Clutched in his hand you see a necklace holding a piece of broken, green stone. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_ATTIC_HOWARD_DEAD","A solitary bed sits in the center of the attic. The bloody corpse of a man who has been torn to shreds lies sprawled on the bed. Suffer 1 facedown Horror."
"S03_EXPLORE_ATTIC_EDNA_ALIVE","Edna stands nervously in the narrow staircase leading up into the attic. Place Edna as indicated."
"S03_EXPLORE_ATTIC_EDNA_DEAD_NECKLACE","You recoil in horror at the sight of a mangled corpse of an elderly woman slumped on the narrow stairs leading into the attic. You spot a necklace holding a piece of broken, green stone clutched in her hand. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_ATTIC_EDNA_DEAD","You recoil in horror at the sight of a mangled corpse of an elderly woman slumped on the narrow stairs leading into the attic. Suffer 1 facedown Horror."
"S03_EXPLORE_ATTIC_GRACE_ALIVE","Grace stands in the back of the attic, leaning against a stack of boxes with her arms crossed across her chest. Place Grace as indicated."
"S03_EXPLORE_ATTIC_GRACE_DEAD_NECKLACE","The wooden floor of the attic has been smashed by some massive force. Lying in the rubble, Grace's broken form is motionless, clutching a necklace in her cold hand. The pendant of the necklace holds a piece of carven stone. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_ATTIC_GRACE_DEAD","The wooden floor of the attic has been smashed by some massive force. Lying in the rubble, Grace's broken form is motionless. Suffer 1 facedown Horror."
"S03_EXPLORE_ATTIC_FURNITURE","Several pieces of old furniture sit against the wall. You notice a large gong behind a desk. Place an Interact token as indicated."
"S03_EXPLORE_ATTIC_BOXES","Tucked into the back of the attic, several boxes of junk sit in the corner. You could probably find something useful in there. Place a Search token as indicated."
"S03_EXPLORE_ATTIC_DOOR","Down a small flight of stairs, a door leads to the mansion's upper level. Place an Explore token as indicated."
"EXPLORE_ATTIC_DOOR_ALT","Dim light shines under a door which you suspect leads down to the mansion's upper level. Place an Explore token as indicated."
"S03_EXPLORE_ATTIC_BARRICADE","A pile of furniture at the bottom of the stairs could be used to fortify the attic. Place a Barricade as indicated."
"S03_EXPLORE_ATTIC_DUMBWAITER","The small, square door of a dumbwaiter is set into the wall. Place an Interact token as indicated."
"S03_EXPLORE_ATTIC_DUMBWAITER_ARRIVAL","You climb out of the small, square dumbwaiter door. Place an Interact token as indicated. Then move your investigator figure to that space."
"S03_ATTIC_BOXES_SEARCH","Tucked into the back of the attic, several boxes of junk sit in the corner. You could probably find something useful inside."
"S03_ATTIC_BOXES_TEST","You open several boxes, but the low light in the attic makes it almost impossible to see (); if you have a [i]Light Source[/i], convert all  to ."
"S03_ATTIC_BOXES_FAIL","You struggle with the boxes in the dark but find nothing of interest."
"S03_ATTIC_BOXES_PASS","After opening several boxes, you discover something that you might be able to use. Gain the {0} Common Item. Then discard this Search token."
"S03_ATTIC_FURNITURE_SEARCH","Amongst the furniture in the attic, you notice a large gong. Striking it could create enough noise to attract the creature."
"S03_ATTIC_FURNITURE_RESOLVE_FINALE","You take up the mallet and strike the gong. The sound reverberates through the walls of the mansion. However, the creature is singularly focused on hunting down the investigators and ignores the noise."
"S03_ATTIC_FURNITURE_RESOLVE_TIRED","You take up the mallet and strike the gong. The sound reverberates through the walls of the mansion, but you hear no response from the creature. It seems to have caught on to you using the sound in the attic to lure it."
"S03_ATTIC_FURNITURE_RESOLVE","You take up the mallet and strike the gong. The sound reverberates through the walls of the mansion. As the sound fades away, you hear an otherworldly howl from elsewhere in the mansion and the approaching cacophony of something massive moving through the mansion."
"S03_ATTIC_DUMBWAITER_SEARCH","A square door leads to a dumbwaiter in the wall. You think you might be able to squeeze inside."
"S03_ATTIC_DUMBWAITER_RESOLVE","You squeeze into the small space and begin pulling on the rope dangling next to you. The dumbwaiter lowers as you pull. Eventually, you emerge into a cool room under the mansion."
"S03_ATTIC_DUMBWAITER_RESOLVE_EXPLORED","You squeeze into the dumbwaiter and lower yourself down to the basement. Move your investigator figure to the space that contains the other dumbwaiter Interact token."
"S03_DOOR_HALLWAY_BEDROOM","The door at the end of the hall is adorned with a wooden teddy bear plaque. This must be Mildred's room."
"S03_EXPLORE_BEDROOM_TILE","The door opens into a small bedroom. Teddy bears and other toys litter the floor. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_BEDROOM_TILE_ALT","The door opens into a small bedroom. Teddy bears and other toys litter the floor. Discard this Explore token and place the {0} tile, a Door, and a Wall as indicated."
"S03_EXPLORE_BEDROOM_TILE_1B","The door opens into a small bedroom. Teddy bears and other toys litter the floor. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_BEDROOM_ITEM","On the floor by the wall, you see something out of place in a little girl's bedroom. Place the {0} Common Item as indicated."
"S03_EXPLORE_BEDROOM_GHOST","You look around the room for Mildred's friend and laugh at yourself. What are you even doing, searching for a little girl's imaginary friend? Suddenly, the room becomes icy cold, and you hear the sound of distant wailing. The ghostly figure of a young girl crawls out from beneath the bed. Spawn a Ghost as indicated and suffer 2 Horror ( negates). This is Mabel, Mildred's ""imaginary"" friend."
"UNIQUE_MONSTER_MABEL_DEATH","The ghost lets out an unearthly shriek that slowly dissolves into the sound of sobbing. A necklace holding a green stone falls to the ground and the ethereal girl looks up at you with sad eyes and then runs off toward Mildred, passing through solid barriers as if nothing were there. Place a Grotesque Stone Unique Item in the ghost's space. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"UNIQUE_MONSTER_MABEL_DEATH_MILDRED","The ghost lets out an unearthly shriek that slowly dissolves into the sound of sobbing, and the spirit cradles her face in her hands. The ghostly form of Mildred Bechman appears to console her friend. After a few moments, Mabel's tears stop, and the two girls look up at you and smile. Holding hands, they run off to play, passing through solid walls as if nothing were there."
"UNIQUE_MONSTER_MABEL_DEATH_NECKLACE","After the girls are out of sight, you notice a necklace holding a green stone on the floor where they had been standing. Place a Grotesque Stone Unique Item in the ghost's space. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_NPC_QUEUE_LEAVE","Leave her alone."
"S03_NPC_QUEUE_LEAVE_HIM","Leave him alone."
"S03_NPC_QUEUE_NEVERMIND","""Never mind."""
"S03_NPC_QUEUE_DIFFERENT_ROOM_SAFER","""Go to another room."""
"S03_NPC_QUEUE_DIFFERENT_ROOM_HELP","""I need you to move."""
"S03_NPC_WHERE","""Where should I go?"""
"S03_NPC_LOBBY"," ""Go to the lobby."""
"S03_NPC_FOYER"," ""Go to the foyer."""
"S03_NPC_BALLROOM"," ""Go to the ballroom."""
"S03_NPC_LOUNGE"," ""Go to the lounge."""
"S03_NPC_GALLERY"," ""Go to the gallery."""
"S03_NPC_ATTIC"," ""Go to the attic."""
"S03_NPC_BASEMENT"," ""Go to the basement."""
"S03_GRACE_FIRST_MEETING","Grace nervously fiddles with her green necklace as she greets you. ""I am so sorry that calling you out here got you stuck in this mess with us. We have to get out of this together."""
"S03_GRACE_QUEUE_GOING_ON"," ""What is going on?"""
"S03_GRACE_QUEUE_FAMILY"," ""Where is your family?"""
"S03_GRACE_MEETING","Grace looks at you expectantly. ""Things are getting worse by the minute! Have you found anything yet?"""
"S03_GRACE_QUEUE_MANUSCRIPT","""I found your manuscript."""
"S03_GRACE_EMPOWERED","Grace smiles at you, holding the manuscript you gave her. ""With this I have a chance at fending off the monster. Thank you."""
"S03_GRACE_GOING_ON","Grace looks close to tears but keeps a calm demeanor. ""It started as a couple of weird occurrences here and there after we got back from vacation, but over days it got worse. The serving staff and my family say they have seen a monster! Most of the serving staff have quit, and members of my family have been attacked!"" Gain 1 Clue."
"S03_GRACE_FAMILY","""Mildred, my daughter, is practicing her piano in the ballroom to your right. My husband Howard and his father are both upstairs."" She points to the northeast door of the {0}. ""However, I am most worried about Edna, my daughter's nanny. I sent her to the basement to find something for me, and she has not returned."""
"S03_GRACE_FAMILY_1B","""Mildred, my daughter, is practicing her piano in the ballroom to your left. My husband Howard and his father are both upstairs."" She points to the northeast door of the {0}. ""However, I am most worried about Edna, my daughter's nanny. I sent her to the basement to find something for me, and she has not returned."""
"S03_GRACE_FAMILY_2","""The basement is through the kitchen on your left. I sent Edna looking for an old manuscript of mine. If you find it, please bring it to me. It could be invaluable in dealing with the creature."""
"S03_GRACE_FAMILY_2_1B","""The basement is through the dining room on your right. I sent Edna looking for an old manuscript of mine. If you find it, please bring it to me. It could be invaluable in dealing with the creature."""
"S03_GRACE_QUEUE_HELP"," ""How can I help?"""
"S03_GRACE_HELP","""An old manuscript of mine should be in the basement. Could you find it and bring it to me? It could be invaluable in dealing with the creature."""
"S03_GRACE_QUEUE_EYE_OUT","""I will keep my eye out for it."""
"S03_GRACE_FINISH_QUEST","Grace's eyes light when she hears your words. ""With that manuscript I might have a chance of fending off the monster when it attacks."" You can discard the Arcane Manuscript Common Item to give the manuscript to Grace as an action."
"S03_GRACE_DISCARD_MANUSCRIPT"," Discard manuscript."
"S03_GRACE_MANUSCRIPT","""Thank you. I am in your debt. Take this with you."" She hands you a necklace holding a small piece of broken, green stone. Gain 1 Clue and a Grotesque Stone Unique Item. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_GRACE_MOVE_LOBBY","Grace hurries back to the entryway of the mansion. Move Grace as indicated."
"S03_GRACE_MOVE_BALLROOM","Grace quickly makes her way to the ballroom. Move Grace as indicated."
"S03_GRACE_REMOVE_BALLROOM","Grace quickly makes her way to the ballroom, disappearing from sight. Remove Grace from the board."
"S03_GRACE_MOVE_ATTIC","The stairs creak as Grace climbs up the mansion stairs to the attic. Move Grace as indicated."
"S03_GRACE_REMOVE_ATTIC","The stairs creak as Grace climbs up the mansion stairs to the attic and disappears from sight. Remove Grace from the board."
"S03_MILDRED_FIRST_MEETING","The girl sits, slowly playing from her sheet music. She looks like she has been crying. As you approach, she looks away shyly."
"S03_MILDRED_QUEUE_MATTER"," ""What is the matter?"""
"S03_MILDRED_MEETING","Mildred has fresh tears on her face as you approach."
"S03_MILDRED_MEETING_QUEST","Mildred manages a weak smile as you approach. ""Have you gotten my necklace back from Mabel yet?"""
"AS03_MILDRED_EMPOWERED","Mildred is talking to thin air as you walk up. ""I forgive you Mabel! You can make up for it by keeping me safe from the monster!"" She turns to you. ""Thank you for making Mabel nice again. You can keep the necklace."""
"S03_MILDRED_MATTER_TEST","She continues looking away from you. ""Nothing is the matter."" You try to cheer her up enough to tell you what is wrong ()."
"S03_MILDRED_MATTER_FAIL","She looks at you for a brief moment but then quickly goes back to sulking."
"S03_MILDRED_MATTER_PASS","Mildred wipes the tears from her eyes and begins spilling out a story with little room for breaths. ""Nanny Edna made me a pretty necklace, and then I had her make one for Mommy and Daddy and grandpa and herself, and then Mabel wanted one, and then Mommy said Mabel cannot have one because she is imaginary, and then Mabel got really mad, and then Mabel took my necklace away!"" Gain 1 Clue."
"S03_MILDRED_MATTER_PASS_2","She stops to catch her breath, and then looks up at you with a hopeful look in her eyes. ""Could you go make Mabel give my necklace back? She is hiding in my bedroom at the end of the upstairs hall."""
"S03_MILDRED_SPAWN_GHOST","As Mildred speaks, elsewhere in the mansion the air in her bedroom becomes icy cold, and you hear the sound of distant wailing. The ghostly figure of a young girl appears. Spawn a Ghost as indicated. This is Mabel, Mildred's ""imaginary"" friend."
"S03_MILDRED_MOVE_LOBBY","Mildred scampers off to the {0}. Move Mildred as indicated."
"S03_MILDRED_MOVE_BALLROOM","Mildred runs back to her piano in the ballroom. Move Mildred as indicated."
"S03_MILDRED_MOVE_LOUNGE","Mildred climbs up the stairs to the second floor. Move Mildred as indicated."
"S03_MILDRED_REMOVE_LOBBY","Mildred climbs up the stairs to the second floor and disappears from sight. Remove Mildred from the board."
"S03_HOWARD_FIRST_MEETING","The man sits with his face in his hands, a green necklace dangling from his neck. ""It is all my fault! It is all my fault! If only I could find my gun, I could still protect my family!"" He looks up as you approach. ""Oh, how long have you been there?"""
"S03_HOWARD_QUEUE_FAULT"," ""Why is it your fault?"""
"S03_HOWARD_QUEUE_SAID_FAULT"," ""You said it was your fault?"""
"S03_HOWARD_QUEUE_FIREARM","""Take this gun."""
"S03_HOWARD_FIRST_MEETING_GRACE_DEAD","The man sits with his face in his hands, a green necklace dangling from his neck. ""Oh, Grace, you are gone, and it is all my fault! It is all my fault! If only I could find my gun, I could avenge you!"" He looks up as you approach. ""Oh, how long have you been there?"""
"S03_HOWARD_MEETING","Howard looks scared, jumping at every little noise. ""That thing is still out there. I wish I could find my gun."""
"S03_HOWARD_MEETING_GRACE_DEAD","Howard looks beaten. ""That thing took Grace from me. If I could find my gun, I would kill it."""
"S03_HOWARD_EMPOWERED","Howard seems like a different man with a gun in his hands. ""Let that creature come. I will shoot it right between the eyes!"""
"S03_HOWARD_FAULT","""I collect artifacts in our travels as a hobby. For years my father has been going on and on about how I am going to bring back some ancient evil with me. I told him he was crazy, but I guess he was right. I only brought back one small statue from our recent trip to Ponape, and it was damaged so I gave it to Edna, but it must be that!"" Gain 1 Clue."
"S03_HOWARD_FIREARM","The scared look dissolves from his face, replaced with a brash confidence. You can discard 1 [i]Firearm[/i] Common Item to give it to Howard as an action."
"S03_HOWARD_FIREARM_GIVE"," Discard a firearm."
"S03_HOWARD_FIREARM_RESOLVE","""Thank you! With this I can keep my family safe. If it really is my fault as my father says, you will need this."" He hands you a necklace holding a small piece of stone that glints green. Gain 1 Clue and a Grotesque Stone Unique Item. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_HOWARD_MOVE_LOBBY","Howard rushes down the stairs to the {0}. Move Howard as indicated."
"S03_HOWARD_MOVE_LOUNGE","Howard rushes to the room on the upper level. Move Howard as indicated."
"S03_HOWARD_REMOVE_LOUNGE","Howard rushes to the room on the upper level. Remove Howard from the board."
"S03_HOWARD_MOVE_ATTIC","You hear the creak of the attic door as Howard returns. Move Howard as indicated."
"S03_RICHARD_FIRST_MEETING","The old man looks at you with curiosity. ""I do not know you, but if you are breaking into this house, you have chosen a terrible day to do it. The name is Richard, and I really hope my daughter-in-law called you in. If she did, I could use your help with these books. I have already discovered a lot, but I am still missing the key to stopping this beast."""
"S03_RICHARD_QUEUE_RESEARCH"," ""What have you found?"""
"S03_RICHARD_QUEUE_HELP"," Help him."
"S03_RICHARD_FIRST_MEETING_GRACE_DEAD","The old man looks at you with curiosity. ""I do not know you, but if you are breaking into this house, you have chosen a terrible day to do it. The name is Richard, and I really hope my unfortunate daughter-in-law called you in. If she did, I could use your help with these books. If we can find an answer to this, maybe her death will have not been in vain."""
"S03_RICHARD_MEETING","Richard looks up from a book as you approach. ""Hi again. If you have time, I could still use some help deciphering these books. I can feel I am close to an answer!"""
"S03_RICHARD_MEETING_INFO_DONE","Richard looks up from a book as you approach. ""Hi again. If you have time, I could still use some help deciphering these books. I can feel I am close to an answer!"""
"S03_RICHARD_EMPOWERED","Richard has a confident look in his eye. ""With the knowledge you found, I think I can do something about that creature if it shows its face."""
"S03_RICHARD_RESEARCH","""Demons, from another world! Do not look at me like I am crazy! Many ancient civilizations understood these truths better than we could hope to. My son likes to play at archaeology, and collects objects from these civilizations like they are harmless relics. But I am certain that one of his little toys is responsible for this creature."" Gain 2 Clues."
"S03_RICHARD_HELP_ATTEMPT","Richard hands you a book. ""I believe this text holds key information to unravel this riddle, but I have been unable to decipher it. Perhaps you will have more luck?"" Tap to attempt the puzzle using ."
"S03_RICHARD_HELP_REATTEMPT","Richard picks the book back up. ""The script is still a mystery. Care for another crack at it?"" You can attempt the puzzle using  as an action."
"S03_RICHARD_HELP_SUCCEED","Decoding the arcane script, you transcribe the passages Richard pointed out. ""Contained within the confines of its carven prison, it shall slumber until such a time as the universe is ready for its return. ... the priest made the elder sign and placed the pieces together to rebind the sleeper."" Gain 2 Clues."
"S03_RICHARD_HELP_SUCCEED_2","Richard's eyes widen with the horror of realization. ""I have been so blind! Poor little Mildred did not know what she was doing. Here, take this. It will be important."" Richard takes off a necklace holding a green stone and hands it to you. ""Do not worry about me. With this knowledge I might have some tricks up my sleeve to stave off that beast."" Gain a Grotesque Stone Unique Item. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_RICHARD_MOVE_LOUNGE","Richard closes his book and slowly makes his way back up to the second floor. Move Richard as indicated."
"S03_RICHARD_MOVE_BALLROOM","Richard gathers up his research materials and makes his way to the front of the house. Move Richard as indicated."
"S03_RICHARD_REMOVE_BALLROOM","Richard gathers up his research materials and makes his way to the front of the house, disappearing from sight. Remove Richard from the board."
"S03_RICHARD_MOVE_BASEMENT","Richard makes his way back through the servants' quarters to the basement. Move Richard as indicated."
"S03_RICHARD_REMOVE_BASEMENT","Richard makes his way back through the servants' quarters to the basement and disappears from sight. Remove Richard from the board."
"S03_EDNA_FIRST_MEETING","The woman looks up as you approach, clutching a green stone hanging around her neck. ""Oh hello, are you friends of Grace? I am Edna, the nanny. I am afraid I have not been able to find Grace's manuscript yet."""
"S03_EDNA_QUEUE_STONE"," ""May I see that stone?"""
"S03_EDNA_MEETING","Edna sits with a hopeless look in her eyes, clutching a green stone hanging around her neck."
"S03_EDNA_MEETING_INFO_DONE","Edna sits with a hopeless look in her eyes. ""There is nothing we can do, is there?"""
"S03_EDNA_STONE_TEST","She holds up the necklace, a piece of broken, green stone hangs on the end. ""This? I do not think I know you well enough to entrust you with my jewelry ()."""
"S03_EDNA_STONE_TEST_2","She grips the necklace tightly. She does not want to part with the trinket, but you try to convince her anyway ()."
"S03_EDNA_STONE_FAIL","""No, this is too precious to me to entrust to a stranger, even a friend of Grace."""
"S03_EDNA_STONE_PASS","Edna unclasps the chain and hands you the necklace. ""You seem like a good sort of folk. Also, now that I think of it, I think I have enough supplies in my room to make another. You can keep that one. I made several of them from a stone Mildred found on a recent trip."" Gain a Grotesque Stone Unique Item. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EDNA_MOVE_LOBBY","Edna makes her way to the front of the mansion, glancing about like a worried mouse. Move Edna as indicated."
"S03_EDNA_MOVE_BASEMENT","Sweat beading down her brow, Edna hurries back to the basement. Move Edna as indicated."
"S03_EDNA_MOVE_ATTIC","The mansion stairs creak as Edna climbs up to the attic. Move Edna as indicated."
"S03_EDNA_REMOVE_ATTIC","The mansion stairs creak as Edna climbs up to the attic and disappears from sight. Remove Edna from the board."
"S03_STATUE_QUEUE_EXAMINE","Examine."
"S03_STATUE_SEARCH","A small piece of green stone you removed from a necklace. The stone appears to have come from a small statue of some kind. With enough similar pieces, you might be able to reassemble the statue. An investigator holding {0} or more Grotesque Stone Unique Items has enough of the statue to attempt to reassemble it."
"S03_STATUE_QUEUE_REASSEMBLE"," Reassemble."
"S03_STATUE_ATTEMPT","You attempt to fit the pieces back together in the correct order. Tap to attempt the puzzle using ."
"S03_STATUE_REATTEMPT","Several of the pieces of the statue are still out of place. You can attempt the puzzle using  as an action."
"S03_STATUE_SUCCEED","You fit the pieces together to form a small idol in the shape of a grotesque, winged beast. Discard all but 1 of the Grotesque Stone Unique Items. As the final piece fits together, you feel a surge of energy from the stones and hear the horrible screech of the creature. Gain the Conclusive Evidence Unique Item."
"S03_STATUE_SUCCEEDB","The energy reaches out, tearing the beast from its supernatural hiding space. The inky black shadows coalesce into a horrifying figure of wings and tentacles. Spawn a Star Spawn as indicated. This is the creature."
"S03_STATUE_SUCCEED_2","The creature struggles against the energy emanating from the idol that seems to be trying to physically pull it closer. Perhaps if the creature were weakened, it would be overcome by the force. The creature unleashes a howl of pure fury. Enraged by the mortals who would attempt to return it to its prison, it turns its eyes on the investigators."
"S03_STATUE_SUCCEED_FINALE","You fit the pieces together to form a small idol in the shape of a grotesque, winged beast. As the final piece fits together, you feel a surge of energy from the stones and hear the horrible screech of the creature. The beast struggles against the energy emanating from the idol that seems to be trying to physically pull it closer. The idol's energy has weakened the creature. The creature suffers 5 Damage."
"S03_STATUE_NULL"," The fully formed statue pulses with arcane energy."
"S03_MONSTER_ATTACK_LOBBY","The shadows in the {1} come alive. Writhing tentacles of darkness burst from every corner and come together to form a beast that looms over the entire room. Each Investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"S03_MONSTER_ATTACK_BALLROOM","The walls shake in the ballroom, and the chandelier flickers out for a moment. When the light comes back, a horrifying monstrosity looms over the entire room, having appeared from nowhere. Each Investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"S03_MONSTER_ATTACK_LOUNGE","Wisps of shadow begin pouring out from under the rug in the {1}. They swirl together into a massive cloud and from the cloud bursts an unspeakable creature. Each Investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"S03_MONSTER_ATTACK_BASEMENT","The faint light in the basement dims and goes out. In the blackness a massive form that was not there a moment before stirs to life. Each Investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"AS03_MONSTER_ATTACK_ATTIC","The attic is filled with the sound of some enormity moving across the roof. There is a momentary silence, and then a monstrosity of flesh and tentacles bursts through the window! Each Investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"S03_MONSTER_ATTACK_QUEUE_FIGHT","Fight the Creature."
"S03_MONSTER_ATTACK_QUEUE_NO_FIGHT","No investigators in the room."
"S03_MONSTER_ATTACK_ENCOUNTER_01_TEST","The shadows around the creature come alive, lashing out at you with black tendrils ()."
"S03_MONSTER_ATTACK_ENCOUNTER_01_FAIL","You are too slow, and the black tendril strikes you. Its edges are razor sharp and cut deep gashes in your flesh. Suffer 3 Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_01_PASS","You sidestep the tendrils and knock them away."
"S03_MONSTER_ATTACK_ENCOUNTER_01_PASS_DAMAGED","A tendril bites into your flesh, but you ignore the pain and use the opportunity to pin it to the floor. Suffer 1 facedown Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_02_TEST","You rush at the creature, dodging its flailing tentacles ()."
"S03_MONSTER_ATTACK_ENCOUNTER_02_FAIL","You slip as you rush forward, and a tentacle smashes you to the floor. Suffer 3 Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_02_PASS","You dodge the monster's appendages and land a blow to its fleshy form. It recoils from your attack."
"S03_MONSTER_ATTACK_ENCOUNTER_02_PASS_DAMAGED","One of the tentacles slams into you, but you manage to land a blow to the creature's fleshy form. It recoils from your attack. Suffer 1 facedown Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_03_TEST","The creature leaps at you, pinning you to the floor. You attempt to push its bulk off of you ()."
"S03_MONSTER_ATTACK_ENCOUNTER_03_FAIL","You struggle against the weight of the beast, but your muscles give out, and you are crushed. Suffer 3 Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_03_PASS","With a burst of strength, you hurl the creature off of you. It slams into the wall with a howl."
"S03_MONSTER_ATTACK_ENCOUNTER_03_PASS_DAMAGED","Pain burns through you as the creature's weight crushes you, but with a burst of strength you hurl it off. It slams into the wall with a howl. Suffer 1 facedown Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_04_TEST","The beast rushes at you, and you meet it head-on. You push against the massive, writhing form of the creature, attempting to drive it back ()."
"S03_MONSTER_ATTACK_ENCOUNTER_04_FAIL","The weight of the creature overwhelms you, and you are hurled backward. Suffer 3 Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_04_PASS","You throw the creature back. With a crash, it hits the ground."
"S03_MONSTER_ATTACK_ENCOUNTER_04_PASS_DAMAGED","Both you and the creature are thrown back. You slam into a wall while the creature hits the ground. Suffer 1 facedown Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_05_TEST","Unnatural shadows surround the creature. You try to predict where it will attack you from ()."
"S03_MONSTER_ATTACK_ENCOUNTER_05_FAIL","You are too late to spot the creature bursting from the shadows at you in a blur. Suffer 3 Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_05_PASS","You spot the creature's form moving in the darkness. You meet its attack with a shattering blow."
"S03_MONSTER_ATTACK_ENCOUNTER_05_PASS_DAMAGED","You spot the creature's form moving in the darkness. You meet its attack head-on, injuring yourself but throwing the creature back. Suffer 1 facedown Damage."
"S03_MONSTER_ATTACK_ENCOUNTER_06_TEST","The monster looms over you, standing perfectly still. You begin to hear a chorus of whispers in a bizarre tongue ()."
"S03_MONSTER_ATTACK_ENCOUNTER_06_FAIL","The whispers grow louder and louder, the foreign words twisting your mind. Suffer 3 Horror."
"S03_MONSTER_ATTACK_ENCOUNTER_06_PASS","Recognizing some of the words from your studies, you yell a response to the whispers in their tongue. The creature howls in reply to your words and shrinks away from you."
"S03_MONSTER_ATTACK_ENCOUNTER_06_PASS_DAMAGED","The words drive you mad, but you recognize some from your studies. You yell a response to the whispers in their tongue. The creature howls in reply to your words and shrinks away from you. Suffer 1 facedown Horror."
"S03_MONSTER_ATTACK_BALLROOM_UNEXPLORED","You hear screams and a loud crash from the ballroom, then silence. You were too late to save someone. Each investigator suffers 1 facedown Horror."
"S03_MONSTER_ATTACK_LOUNGE_UNEXPLORED","You hear stomping and yells of terror from the {0} on the upper level, then silence. You were too late to save someone. Each investigator suffers 1 facedown Horror."
"S03_MONSTER_ATTACK_ATTIC_UNEXPLORED","You hear the sound of cracking wood and desperate screams from the attic of the mansion, then silence. You were too late to save someone. Each investigator suffers 1 facedown Horror."
"S03_MONSTER_ATTACK_BASEMENT_UNEXPLORED","Beneath you in the basement of the mansion you hear loud crashing and then a feeble scream, then silence. You were too late to save someone. Each investigator suffers 1 facedown Horror."
"S03_MONSTER_ATTACK_GRACE_KILLED_NECKLACE","A tentacle sends Grace flying off of her feet, and her head hits the ground with a sickening crunch. A necklace holding a broken, green stone flies off of her neck and bounces across the floor. Each investigator suffers 1 facedown Horror. Then discard Grace and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_MONSTER_ATTACK_GRACE_TEST","Grace lifts the arcane manuscript and begins uttering words of protection. Roll two dice. If you roll one or more , press ""Pass."" Otherwise, press ""Fail."""
"S03_MONSTER_ATTACK_GRACE_PASS","As Grace finishes the incantation, blinding light leaps from her fingers, causing the beast to shrink back into the shadows and disappear for the time being."
"S03_MONSTER_ATTACK_GRACE_FAIL","A shadowy, black tentacle catches Grace before she can finish the incantation. Grace is thrown across the room, and her head hits the ground with a sickening crunch. Each investigator suffers 1 facedown Horror. Then discard Grace."
"S03_MONSTER_ATTACK_MILDRED_KILLED","Mildred screams in horror as the creature charges around the room. The girl disappears amidst the chaos, leaving behind no evidence that she was ever there. Each investigator suffers 1 facedown Horror. Then discard Mildred."
"S03_MONSTER_ATTACK_MILDRED_KILLED_NECKLACE","Mildred screams in horror as the creature charges around the room. The girl disappears amidst the chaos, and the only evidence that is left of her is her green stone necklace, sitting on the floor. Each investigator suffers 1 facedown Horror. Then discard Mildred and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_MONSTER_ATTACK_MILDRED_TEST","Mildred screams at the sight of the creature, ""Mabel, help me!"" The ghostly figure of a young girl rises from the floor between Mildred and the creature. Roll two dice. If you roll one or more , press ""Pass."" Otherwise, press ""Fail."""
"S03_MONSTER_ATTACK_MILDRED_PASS","The ghostly figure holds its ground, gazing at the creature with unyielding courage. The creature hesitates and then retreats to the shadows to form a new plan of attack."
"S03_MONSTER_ATTACK_MILDRED_FAIL","The creature advances, passing through Mabel and engulfing Mildred in inky black shadows. The ghostly figure begins to weep and fades from view. Each investigator suffers 1 facedown Horror. Then discard Mildred."
"S03_MONSTER_ATTACK_EDNA_KILLED_NECKLACE","Edna cowers in fear of the advancing horror. Shadows creep up and surround the woman. As she disappears from sight with a muffled scream, a necklace holding a broken, green stone is thrown into the light and clatters to the ground. Each investigator suffers 1 facedown Horror. Then discard Edna and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_MONSTER_ATTACK_EDNA_KILLED","Edna cowers in fear of the advancing horror. Shadows creep up and surround the woman. The last you hear of her is a muffled scream as she disappears from sight. Each investigator suffers 1 facedown Horror. Then discard Edna."
"S03_MONSTER_ATTACK_HOWARD_KILLED_NECKLACE","Howard flees from the beast, knocking over furniture in a desperate attempt to escape. The creature closes the distance between them in a mere moment and crushes Howard under its massive bulk. As the creature moves on, you see the green stone Howard had been wearing clutched in his hand. Each investigator suffers 1 facedown Horror. Then discard Howard and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_MONSTER_ATTACK_HOWARD_TEST","Howard raises his gun and takes aim at the creature. The sound of a single gunshot rings through the mansion's large rooms. Roll two dice. If you roll one or more , press ""Pass."" Otherwise, press ""Fail."""
"S03_MONSTER_ATTACK_HOWARD_PASS","The creature lets loose a terrifying shriek as Howard's shot leaves a gaping hole in its flesh. The creature writhes and shrinks away into the shadows."
"S03_MONSTER_ATTACK_HOWARD_FAIL","The bullet goes wide, and before Howard can take aim for a second shot, the creature closes the distance between them and crushes Howard beneath its massive bulk. Each investigator suffers 1 facedown Horror. Then discard Howard."
"S03_MONSTER_ATTACK_RICHARD_KILLED_NECKLACE","Richard freezes upon seeing the monster before him. With a shaking hand the old man crosses himself and closes his eyes. The creature descends on him, and in an instant it is over. The green stone from the necklace he had been wearing drops to the floor. Each investigator suffers 1 facedown Horror. Then discard Richard and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_MONSTER_ATTACK_RICHARD_TEST","Sweat beads off of Richard's brow as the creature fills the room with shadow. He brandishes a stone talisman in the creature's direction. Roll two dice. If you roll one or more , press ""Pass."" Otherwise, press ""Fail."""
"S03_MONSTER_ATTACK_RICHARD_PASS","As the horror closes in on Richard, the eye-in-star design of the talisman begins to glow. The creature recoils from the symbol and dissolves back into the shadows."
"S03_MONSTER_ATTACK_RICHARD_FAIL","A black tendril snaps like a whip, knocking the talisman from Richard's hands. Richard opens his mouth to scream, but before the sound leaves his throat, the monster descends upon him. Each investigator suffers 1 facedown Horror. Then discard Richard."
"S03_MONSTER_ATTACK_EMPTY_ROOM","The monster stalks around the empty room, unleashes an angry howl that shakes the walls of the mansion and then melds back into the shadows to continue stalking its prey. Each investigator suffers 1 facedown Horror."
"S03_MONSTER_ATTACK_FINALE_REAPPEAR","The creature unleashes a howl, returned to its physical form for the time being. Place the Creature as indicated."
"S03_MONSTER_ATTACK_ENDING","The creature dissolves back into the shadows from whence it came, and the room falls into silence."
"ALL_BECHMANS_DEAD","The creature was too much to handle. One by one, it devoured them until not a single member of the Bechman family was left to this world. The investigation is not complete."
"S03_MONSTER_SPAWN_LOBBY","An otherworldly wail emanates from the walls of the mansion, and in response to its master's call, a horrifying creature bursts through the front door. Spawn a {0} as indicated."
"S03_MONSTER_SPAWN_BALLROOM","An otherworldly wail emanates from the walls of the mansion, and in response to its master's call, a horrifying creature crashes through one of the ballroom windows. Spawn a {0} as indicated."
"S03_MONSTER_SPAWN_LOUNGE","An otherworldly wail emanates from the walls of the mansion, and in response to its master's call, a horrifying creature crawls from a hidden passage in the lounge. Spawn a {0} as indicated."
"S03_MONSTER_SPAWN_LOUNGE_ALT","An otherworldly wail emanates from the walls of the mansion, and in response to its master's call, a horrifying creature bursts from the closet in the gallery. Spawn a {0} as indicated."
"S03_MONSTER_SPAWN_ATTIC","An otherworldly wail emanates from the walls of the mansion, and in response to its master's call, a horrifying creature smashes through the small window in the attic. Spawn a {0} as indicated."
"S03_MONSTER_SPAWN_BASEMENT","An otherworldly wail emanates from the walls of the mansion, and in response to its master's call, a horrifying creature crawls up through loose earth in the basement floor. Spawn a {0} as indicated."
"S03_GRACE_FLEE_LOBBY","Grace flees from the creature, moving back to the {0}. Move Grace as indicated."
"S03_GRACE_FLEE_BALLROOM","Grace flees from the creature, running to the ballroom. Move Grace as indicated."
"S03_GRACE_FLEE_BALLROOM_REMOVE","Grace flees from the creature, running to the ballroom, and disappearing from sight. Remove Grace from the board."
"S03_GRACE_FLEE_ATTIC","Grace flees from the creature, running up the stairs to the attic. Move Grace as indicated."
"S03_GRACE_FLEE_ATTIC_REMOVE","Grace flees from the creature, running up the stairs to the attic and disappearing from sight. Remove Grace from the board."
"S03_HOWARD_FLEE_LOBBY","Howard yelps at the sight of the creature and rushes down the stairs to the {0}. Move Howard as indicated."
"S03_HOWARD_FLEE_LOUNGE","Howard yelps at the sight of the creature and rushes to a room on the upper level. Move Howard as indicated."
"S03_HOWARD_FLEE_LOUNGE_REMOVE","Howard yelps at the sight of the creature and rushes to a room on the upper level. Remove Howard from the board."
"S03_HOWARD_FLEE_ATTIC","Howard yelps at the sight of the creature and returns to the attic. Move Howard as indicated."
"S03_MILDRED_FLEE_LOBBY","Mildred lets out a small shriek and runs to the {0}. Move Mildred as indicated."
"S03_MILDRED_FLEE_BALLROOM","Mildred lets out a small shriek and runs back to her piano in the ballroom. Move Mildred as indicated."
"S03_MILDRED_FLEE_LOUNGE","Mildred lets out a small shriek and runs up the mansion stairs. Move Mildred as indicated."
"S03_MILDRED_FLEE_LOUNGE_REMOVE","Mildred lets out a small shriek and runs up the mansion stairs and out of sight. Remove Mildred from the board."
"S03_RICHARD_FLEE_LOUNGE","Richard jumps and runs back up the stairs as fast as his legs will take him. Move Richard as indicated."
"S03_RICHARD_FLEE_BALLROOM","Richard jumps and runs to the ballroom as fast as his legs will take him. Move Richard as indicated."
"S03_RICHARD_FLEE_BALLROOM_REMOVE","Richard jumps and runs to the ballroom as fast as his legs will take him, disappearing from sight. Remove Richard from the board."
"S03_RICHARD_FLEE_BASEMENT","Richard jumps and runs for the basement as fast as his legs will take him. Move Richard as indicated."
"S03_RICHARD_FLEE_BASEMENT_REMOVE","Richard jumps and runs for the basement as fast as his legs will take him, disappearing from sight. Remove Richard from the board."
"S03_EDNA_FLEE_LOBBY","With a faint whimper, Edna runs from the creature, making her way to the {0}. Move Edna as indicated."
"S03_EDNA_FLEE_BASEMENT","With a faint whimper, Edna runs from the creature, making her way back to the basement. Move Edna as indicated."
"S03_EDNA_FLEE_ATTIC","With a faint whimper, Edna runs from the creature, making her way upstairs to the attic. Move Edna as indicated."
"S03_EDNA_FLEE_ATTIC_REMOVE","With a faint whimper, Edna runs from the creature, making her way upstairs to the attic and disappearing from sight. Remove Edna from the board."
"S03_MONSTER_WARNING_LOBBY","The walls of the {0} shudder, shaking the chandelier that hangs over the staircase. You hear a low growl echoing through the room. The people in the {0} might be in danger. No immediate effect."
"S03_MONSTER_WARNING_BALLROOM","The lights in the ballroom flicker. A wet, slithering sound emanates from the walls. The people in the ballroom might be in danger. No immediate effect."
"S03_MONSTER_WARNING_BALLROOM_UNEXPLORED","You hear the sound of something large moving through the walls toward the ballroom. The people in the ballroom might be in danger. No immediate effect."
"S03_MONSTER_WARNING_LOUNGE","A horrible scraping noise echoes through the {0}. Floorboards bulge and creek underneath the rugs as if something were in the floor attempting to get out. The people in the {0} might be in danger. No immediate effect."
"S03_MONSTER_WARNING_LOUNGE_UNEXPLORED","You hear the sound of something large moving through the walls toward the {0} on the upper level of the mansion. The people in the {0} might be in danger. No immediate effect."
"S03_MONSTER_WARNING_ATTIC","An otherworldly howl rattles the lone attic window. The rafters creak and groan from the weight of something on the roof. The people in the attic might be in danger. No immediate effect."
"S03_MONSTER_WARNING_ATTIC_UNEXPLORED","You hear the sound of something large moving up through the walls toward the attic at the top of the estate. The people in the attic might be in danger. No immediate effect."
"S03_MONSTER_WARNING_BASEMENT","The air in the basement becomes chill. A shape begins flitting from shadow to shadow in the dim room. The people in the basement might be in danger. No immediate effect."
"S03_MONSTER_WARNING_BASEMENT_UNEXPLORED","You hear the sound of something large moving down through the walls toward the basement underneath the building. The people in the basement might be in danger. No immediate effect."
"S03_SOUND_NODES_REVEAL","This creature seems to be hunting the Bechmans. You have to keep them alive long enough to find a way to draw out the beast."
"S03_SOUND_NODES_REVEAL_2","The creature seems to be responding to the sounds being made around the mansion. You could probably attract it to specific rooms by making loud noises there."
"S03_SOUND_NODES_PIANO","In the ballroom, a grand piano sitting on the dance floor could likely be used to attract the monster there. Place an Interact token as indicated."
"S03_SOUND_NODES_BELL","On an endtable in the corner of the {0}, a bell normally used to summon servants could likely be used to attract the monster there. Place an Interact token as indicated."
"S03_SOUND_NODES_FURNITURE","A large gong stands amongst the furniture in the attic. Striking it could create enough noise to attract the creature. Place an Interact token as indicated."
"S03_SOUND_NODES_FURNACE","A giant, metal furnace looms over the basement. Hitting the hollow metal with something could attract the creature there. Place an Interact token as indicated."
"S03_FINALE_FORCE_MONSTER_SPAWN","A roar of pure rage shakes the mansion. Fed up with being kept from its prey, the creature emerges from hiding to kill those foolish enough to attempt to stop it. The inky black shadows coalesce into a horrifying form of wings and tentacles. Spawn a Star Spawn as indicated. This is the Creature."
"S03_FINALE_MONSTER_DEATH","The creature lurches under the attacks, unleashing a piercing howl. It falters, and the energies from the idol take hold. In a swirling vortex of light and sound, the creature is pulled into the pieced-together statue, imprisoned back in the confines of the jade stone. The investigation is complete."
"S03_FINALE_MYTHOS_MOVE_TO_LOBBY","The creature momentarily breaks itself free of the idol's grasp and dissolves back into the shadows. It reappears in the {0}. Move the Creature as indicated."
"S03_FINALE_MYTHOS_MOVE_TO_BALLROOM","The creature momentarily breaks itself free of the idol's grasp and dissolves back into the shadows. It reappears in the ballroom. Move the Creature as indicated."
"S03_FINALE_MYTHOS_MOVE_TO_LOUNGE","The creature momentarily breaks itself free of the idol's grasp and dissolves back into the shadows. It reappears on the upper level of the mansion. Move the Creature as indicated."
"S03_FINALE_MYTHOS_MOVE_TO_ATTIC","The creature momentarily breaks itself free of the idol's grasp and dissolves back into the shadows. It reappears high in the mansion. Move the Creature as indicated."
"S03_FINALE_MYTHOS_MOVE_TO_BASEMENT","The creature momentarily breaks itself free of the idol's grasp and dissolves back into the shadows. It reappears deep inside the mansion. Move the Creature as indicated."
"S03_FINALE_MYTHOS_DARKNESS","Inky black shadows spread from the creature, cloaking the room in an impenetrable darkness. Place Darkness in each space within range of the Creature."
"S03_FINALE_MYTHOS_FIRE","The creature rears up, its tentacles stretching out and tearing electric light fixtures from the walls. Electricity arcs across the room, lighting the house on fire. Place Fire in each space adjacent to the Creature."
"S03_FINALE_MYTHOS_HEAL","The creature's flesh stitches together before your very eyes. The Creature recovers 8 Damage."
"S03_FINALE_MYTHOS_MONSTER_ATTACK","The creature tears itself free of the energies binding it to reality and slips back into the shadows. The shapeless shadows begin moving quickly to another room of the house, hunting the Bechmans."
"STORY_GRACE_DEVOURED","A tentacle sends Grace flying off of her feet, and her head hits the ground with a sickening crunch. Each investigator suffers 1 facedown Horror. Then discard Grace."
"STORY_MILDRED_DEVOURED","Mildred screams in horror and flees at the sight of the creature and disappears amidst the chaos. Each investigator suffers 1 facedown Horror. Then discard Mildred."
"STORY_EDNA_DEVOURED","Edna cowers in fear of the advancing horror. Shadows creep up and surround the woman. The last you hear of her is a muffled scream as she disappears from sight. Each investigator suffers 1 facedown Horror. Then discard Edna."
"STORY_HOWARD_DEVOURED","Howard flees from the beast, knocking over furniture in a desperate attempt to escape. The creature closes the distance between them in a mere moment and crushes Howard under its massive bulk. Each investigator suffers 1 facedown Horror. Then discard Howard."
"STORY_RICHARD_DEVOURED","Richard freezes upon seeing the monster before him. With a shaking hand, the old man crosses himself and closes his eyes. The creature descends on him and in an instant it is over. Each investigator suffers 1 facedown Horror. Then discard Richard."
"S03_OBJECTIVE_STARTING","Grace Bechman has called you out to her country estate to save her family from a strange creature."
"S03_OBJECTIVE_MIDGAME","You must explore the Bechman estate in search of a way to stop the creature."
"S03_OBJECTIVE_STATUE","You must find enough pieces of the strange statue to reassemble it."
"S03_OBJECTIVE_FINALE","The investigation is complete when the creature has been defeated and trapped back in the statue."
"UNIQUE_MONSTER_MABEL","Mabel"
"UNIQUE_MONSTER_MABEL_MOVE_01","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the highest ."
"UNIQUE_MONSTER_MABEL_ATTACK_01","Mabel's ephemeral hands seem to pass through everything but grow solid as stone around your neck (; 2). If you pass, you manage to break free from her grip by sheer force of will. If you fail, Mabel's grip slowly tightens around your neck; suffer 1 Damage and become Restrained."
"UNIQUE_MONSTER_MABEL_MOVE_02","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest Sanity."
"UNIQUE_MONSTER_MABEL_ATTACK_02","Mabel vanishes from sight but you can still feel her presence. Suddenly, you hear a whispering in your ear (; 1). If you pass, you manage to shake off the unnerving feeling. If you fail, the words work their way into your subconscious, filling you with untold dread; suffer 2 Horror."
"UNIQUE_MONSTER_MABEL_MOVE_03","Mabel moves 1 space toward the nearest investigator. Then she attacks each investigator within range."
"UNIQUE_MONSTER_MABEL_ATTACK_03","Mabel holds her head and begins shuddering. Her physical form warps in pain as she begins to scream. The terrible sound could shatter glass, and you feel something inside you begin to crack. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_MOVE_04","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator within range with the most Items."
"UNIQUE_MONSTER_MABEL_ATTACK_04","Mabel raises a single beckoning hand toward you. You hear a little girl's voice: ""I want this."" Suddenly, your possessions begin to shake and struggle free from your grasp, pulled inexorably toward the malign spirit (; 2). If you pass, you catch your Items before they are taken. If you fail, you fumble with your things; drop 2 random Items."
"UNIQUE_MONSTER_MABEL_MOVE_05","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest ."
"UNIQUE_MONSTER_MABEL_ATTACK_05","Mabel reaches out to caress your face (; 2). If you pass, you leap backward, narrowly avoiding her touch. If you fail, you feel a bone-deep chill hit your body, pain spiking through you, followed by a horrible numbness; suffer 1 Damage and become Dazed."
"UNIQUE_MONSTER_MABEL_MOVE_06","Mabel sinks into the ground, disappearing from sight. After a few moments, she reappears. Mabel moves to {0}'s space. Then she attacks that investigator."
"UNIQUE_MONSTER_MABEL_MOVE_06_ALT","Mabel sinks into the ground, disappearing from sight. After a few moments, she reappears. Mabel moves to {0}'s space. Then she attacks that investigator."
"UNIQUE_MONSTER_MABEL_ATTACK_06","With a single-minded determination Mabel calls out, over and over: ""Play with me (; 2)!"" If you pass, you play along, and she seems to grow fainter as she giggles with delight; Mabel suffers 1 Damage. If you fail, she drives her hand into your heart and you try to scream but find your voice has left you; suffer 1 Damage and 1 Horror and become Stunned."
"UNIQUE_MONSTER_MABEL_MOVE_07","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space who has suffered the most Horror."
"UNIQUE_MONSTER_MABEL_ATTACK_07","Mabel drives a spectral hand into your body, and you feel a hollowness grow inside you as the spirit feeds upon your fear and grows more solid (; 2). If you pass, you steel yourself and Mabel is repelled. If you fail, flip 1 Horror faceup and Mabel recovers 2 Damage."
"UNIQUE_MONSTER_MABEL_MOVE_08","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space who has suffered the least Horror."
"UNIQUE_MONSTER_MABEL_ATTACK_08","Mabel's eyes widen at the sight of you, and in the span of a single heartbeat she is upon you (; 2). If you pass, you hold your ground and Mabel passes through you harmlessly. If you fail, you flinch backward and feel your fears amplified tenfold as she glides through your body; suffer 1 Horror, then flip 1 Horror faceup."
"UNIQUE_MONSTER_MABEL_MOVE_09","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space who has suffered the most Horror."
"UNIQUE_MONSTER_MABEL_ATTACK_09","Mabel begins walking slowly toward you, and you feel a sudden, roiling nausea, and the urge to flee becomes overwhelming (; 2). If you pass, you fight back your fear and stand your ground. If you fail, suffer 1 Horror and move 1 space away from Mabel."
"UNIQUE_MONSTER_MABEL_MOVE_10","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the highest Health."
"UNIQUE_MONSTER_MABEL_ATTACK_10","Mabel's eyes meet yours, and you see pure, undiluted hatred. She makes a vicious motion with a hand, and an invisible force slams into you. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_MOVE_11","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the highest Sanity."
"UNIQUE_MONSTER_MABEL_ATTACK_11","You suddenly lose sight of Mabel. As you frantically look around, you realize that the color begins to bleed from your vision (; 2). If you pass, you manage to shake off the sensation before she blinds you. If you fail, you become lost and blind for what feels like hours before finding yourself back where you began, nothing but a cold sweat and distant screams remaining; suffer 1 Horror and become Dazed."
"UNIQUE_MONSTER_MABEL_MOVE_12","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the highest Health."
"UNIQUE_MONSTER_MABEL_ATTACK_12","Mabel dives at you from the ceiling, her fingers extending to an impossible length. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_MOVE_13","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator within range who has suffered the least Damage."
"UNIQUE_MONSTER_MABEL_ATTACK_13","The objects near Mabel begin to hover off the ground before flying through the air toward you. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_MOVE_14","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest ."
"UNIQUE_MONSTER_MABEL_ATTACK_14","Mabel appears before you, an innocent little girl. She reaches forward, a warm smile on her face (; 2). If you pass, you catch her hand before she touches you and throw her to the ground; Mabel suffers 1 Damage. If you fail, her frail fingers turn to cold claws upon your cheek and tear the flesh from your face; suffer 2 facedown Damage."
"UNIQUE_MONSTER_MABEL_MOVE_15","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest ."
"UNIQUE_MONSTER_MABEL_ATTACK_15","Mabel stares deep into your eyes, drawing closer. She reaches out and latches her fingers around your head (; 2). If you pass, you get a glimpse into the ghost's sad past; discard 1 Horror. If you fail, Mabel channels her power through you; suffer 1 Damage and each other investigator within range suffers 1 Horror."
"UNIQUE_MONSTER_MABEL_MOVE_16","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest ."
"UNIQUE_MONSTER_MABEL_ATTACK_16","Mabel closes in quickly with a shriek, ""Mildred is my friend, not yours!"" She wraps ethereal arms around you with a grip like iron (; 2). If you pass, you throw her off. If you fail, her arms wrap tighter as you struggle; suffer 1 Damage and become Restrained."
"UNIQUE_MONSTER_MABEL_MOVE_17","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the most Damage."
"UNIQUE_MONSTER_MABEL_ATTACK_17","Mabel's jaw stretches as she hurtles toward you, ready to swallow you whole. Pale tongues reach up from her throat (; 2). If you pass, you mutter an ancient word that causes her mouth to snap shut. If you fail, the many tongues drag you into the foul darkness and you struggle to free yourself; suffer 1 Damage and become Restrained."
"UNIQUE_MONSTER_MABEL_MOVE_18","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the highest ."
"UNIQUE_MONSTER_MABEL_ATTACK_18","Mabel throws herself upon you, ripping at your chest with chilling claws. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_MOVE_19","Mabel moves up to 1 space, to be within range as many investigators as possible. Then she attacks each investigator within range."
"UNIQUE_MONSTER_MABEL_ATTACK_19","Mabel slips her fingers into a split in reality, peeling it apart. An invisible force rips at your flesh, pulling you in (; 2). If you pass, you cling to your surroundings to resist being pulled through the rift. If you fail, move 1 space toward Mabel. Then, if you are in Mabel's space, suffer 1 facedown Damage."
"UNIQUE_MONSTER_MABEL_MOVE_20","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator within range who has suffered the most Horror."
"UNIQUE_MONSTER_MABEL_ATTACK_20","Mabel discloses a piece of forgotten truth in exchange for your darkest secret (; 2). If you pass, you accept the truth but offer nothing in return; gain 1 Clue. If you fail, she draws your secrets from the depths of your mind; flip 2 Horror faceup."
"UNIQUE_MONSTER_MABEL_MOVE_21","Mabel vanishes from sight momentarily. Mabel moves to the space that contains the most investigators. Then she attacks the investigator in that space with the lowest ."
"UNIQUE_MONSTER_MABEL_ATTACK_21","Mabel mumbles a guttural chant, her eyes rolling back into her head (; 2). If you pass, Mabel's mind breaks against your will; Mabel suffers 1 Damage. If you fail, your will becomes nothing but a passenger within your own body as Mabel lashes out in fury; become Stunned, then each other investigator in your space suffers 1 Damage."
"UNIQUE_MONSTER_MABEL_MOVE_22","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest ."
"UNIQUE_MONSTER_MABEL_ATTACK_22","Mabel's teeth chatter as she approaches. You feel your blood run cold. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_MOVE_23","Mabel moves 1 space toward the nearest investigator. Then she attacks the investigator in her space with the lowest Sanity."
"UNIQUE_MONSTER_MABEL_ATTACK_23","Mabel approaches with her hands covering her face, giggling uncontrollably (; 2). If you pass, you pin her hands against her face until she backs away. If you fail, you move to pin her hands shut, but she flings them open just in time, revealing her disfigured face; suffer 2 Horror."
"UNIQUE_MONSTER_MABEL_MOVE_00","Mabel calls out, but there is no one to hear her. She vanishes and reappears elsewhere. Mabel moves to the nearest space within range of an investigator."
"UNIQUE_MONSTER_MABEL_EVADE_01","Hands emerge from the floor, and Mabel latches onto your ankles (; 1). If you pass, you pull free and the hands disappear. If you fail, the hands begin to pull you down into the ground; forfeit your action."
"UNIQUE_MONSTER_MABEL_EVADE_02","You turn to run, and suddenly, Mabel is directly in front of you. She reaches out to caress your face (; 1). If you pass, you slap her hand away and continue moving. If you fail, you are drawn into Mabel's mournful eyes and forget what you were doing; forfeit your action."
"UNIQUE_MONSTER_MABEL_EVADE_03","You take a step away from Mabel, and she matches your pace. In a moment, you hear a beautiful wafting song play in the distance, and the spirit holds a hand out for a dance (; 1). If you pass, you politely extricate yourself from the situation. If you fail, you find yourself dancing with her before you even realize it; forfeit your action."
"UNIQUE_MONSTER_MABEL_EVADE_04","You try to turn away from Mabel, but you find yourself frozen in place (; 1). If you pass, you force your body to move and ignore the strange, numb sensation; become Dazed. If you fail, you feel your limbs controlled like a puppet on strings; flip 1 Horror faceup and forfeit your action."
"UNIQUE_MONSTER_MABEL_EVADE_05","Mabel vanishes from sight, and you wake up in your bed at home. What a terrible dream (; 1)! If you pass, you realize that you are under some enchantment and force yourself awake. If you fail, you find yourself lost in the dream for a time, finally coming awake in a cold sweat after what feels like years; suffer 1 Horror and forfeit your action."
"UNIQUE_MONSTER_MABEL_EVADE_06","Mabel claws at you madly as you try to leave. Your body is wracked with psychosomatic pain as she touches you. Suffer 2 Damage ( negates)."
"UNIQUE_MONSTER_MABEL_EVADE_07","Mabel slips down and seems to prod at one of your old injuries. Flip 2 Damage faceup."
"UNIQUE_MONSTER_MABEL_EVADE_08","Mabel cries out after you in a terrible fury. When she stops, the world seems to fall into a terrible silence (; 1). If you pass, you ignore her and continue on. If you fail, you are paralyzed with fear; forfeit your action."
"UNIQUE_MONSTER_MABEL_EVADE_09","You turn your back to Mabel but feel her bleak presence tingling your spine (; 1). If you pass, you continue on your way, heedless of the pressure. If you fail, you turn around and are suddenly blinded by a flash and taste salt; suffer 1 facedown Damage."
"UNIQUE_MONSTER_MABEL_EVADE_10","Mabel holds out a single spectral hand and demands a tribute from you. Drop 1 random Item unless you forfeit your action."
"UNIQUE_MONSTER_MABEL_HORROR_01","Mabel holds a small music box in her hand, twisting the key to the fullest extent. She lifts the lid, and a haunting tune begins to play, each note the cry of a newborn child. Suffer 3 Horror ( negates)."
"UNIQUE_MONSTER_MABEL_HORROR_02","Mabel weeps into her hands, her tears falling through to the ground below. ""So alone, they left me all alone,"" she cries. Suffer 1 Horror, then flip 2 Horror faceup."
"UNIQUE_MONSTER_MABEL_HORROR_03","Mabel freezes, her eyes darting about as if listening. ""It is here! You have drawn it to us!"" she hisses then vanishes from sight only moments before the shadows come alive. Horrid, whip-like tendrils of inky darkness grasp at the air where she had been floating only seconds before. Suffer 3 Horror ( negates)."
"UNIQUE_MONSTER_MABEL_HORROR_04","Mabel hangs in the air, sobbing and twisting as phantom water fills up the room. ""Not again!"" she screams (; 2). If you pass, you convince her that the cycle is over and she begins to fade. If you fail, the water rises above your head and for a moment you feel yourself drowning; suffer 2 Horror."
"UNIQUE_MONSTER_MABEL_HORROR_05","Mabel glides into the open, and you see for the first time that her legs are nearly fleshless. She begins to scream, kicking at invisible assailants, and you feel a small nip on the sole of your foot (; 2). If you pass, you leap off of the ground and manage to keep yourself from being bitten again. If you fail, your legs are engulfed in gnashing pain; suffer 1 facedown Damage and 1 Horror."
"UNIQUE_MONSTER_MABEL_HORROR_06","Mabel cries out in terror, ""The walls, the walls are closing!"" Looking around, you realize that the room has indeed grown smaller. Suffer 3 Horror ( negates)."
"UNIQUE_MONSTER_MABEL_HORROR_07","Mabel drifts in the air, holding a candle. With a smile, she drops the lit candle to the floor (; 2). If you pass, you remind yourself that none of this is real. If you fail, the fire becomes real; place Fire in your space and suffer 1 facedown Damage and 1 Horror."
"UNIQUE_MONSTER_MABEL_HORROR_08","Mabel's face twists in a roil of emotions, flashing from joy, to rage, to pain, to despair. Eventually these screaming, laughing, and crying faces begin to erupt from other parts of her spectral form. Suffer 3 Horror ( negates)."
"UNIQUE_MONSTER_MABEL_HORROR_09","Mabel looks upon you, and her eyes seem to soften. She smiles, and water begins to pour from her mouth, tinged with inky blackness like blood. Suffer 3 Horror (+1 negates)."
"UNIQUE_MONSTER_THE_CREATURE","The Creature"
"UNIQUE_MONSTER_THE_CREATURE_MOVE_00","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_01","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the most Items."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_02","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_03","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space who has suffered the least Damage."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_04","{0} moves to the investigator within range with the highest . Then it attacks that investigator."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_05","{0} moves up to 1 space; {0} can move through impassable borders and walls, to be adjacent to as many investigators as possible. Then it attacks each investigator in its space or an adjacent space; this adjacency can be counted through walls."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_06","{0} moves up to 1 space; {0} can move through impassable borders and walls, to be within range of as many investigators as possible. Then it attacks each investigator within 3 spaces; this distance can be counted through walls."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_07","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_08","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the lowest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_09","{0} moves up to 1 space; {0} can move through impassable borders and walls, to be adjacent to as many investigators as possible. Then it attacks each investigator in its space or an adjacent space; this adjacency can be counted through walls."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_10","{0} moves up to 1 space; {0} can move through impassable borders and walls, to be within range of as many investigators as possible. Then it attacks each investigator within range."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_11","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_12","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_13","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the lowest Sanity."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_14","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_15","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space who has suffered the least Damage."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_16","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_17","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_18","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the lowest ."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_19","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_20","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_21","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_22","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_23","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_MOVE_24","{0} moves 1 space toward the nearest investigator or Person; {0} can move through impassable borders and walls. Then it attacks the investigator in its space or an adjacent space with the highest Health."
"UNIQUE_MONSTER_THE_CREATURE_NPC","The horrifying monstrosity looms over the entire room, and without an investigator there for protection, the Bechmans stand no chance of survival. The Creature attacks a Person in its space or an adjacent space."
"UNIQUE_MONSTER_THE_CREATURE_QUEUE_GRACE","The monster attacks Grace Bechman."
"UNIQUE_MONSTER_THE_CREATURE_QUEUE_MILDRED","The monster attacks Mildred Bechman."
"UNIQUE_MONSTER_THE_CREATURE_QUEUE_RICHARD","The monster attacks Richard Bechman."
"UNIQUE_MONSTER_THE_CREATURE_QUEUE_HOWARD","The monster attacks Howard Bechman."
"UNIQUE_MONSTER_THE_CREATURE_QUEUE_EDNA","The monster attacks Edna Hughes."
"UNIQUE_MONSTER_THE_CREATURE_QUEUE_NO_NPC","No Person in the space or adjacent."
"S03_SETUP_LAMPSHADE","Grace turns to you, her eyes wide and flashing in the dim light. ""I know you have dealt with this sort of thing before. There has to be something you can do to help my family! We have collected many unusual items on our travels and you have access to anything on my property if it can help save us. I'll be right here if you need me."" Place a Person token as indicated. This is Grace Bechman."
"S03_SETUP_REVEAL_PHOTOGRAPHS_4","Photographs of Grace's family are arrayed along one wall. Place a Search token as indicated."
"S03_SETUP_REVEAL_ENDTABLE_4","One table stands below the impressive dinosaur display. Place a Search token as indicated."
"S03_SETUP_REVEAL_EXHIBIT","Grace beckons you into the cavernous estate entrance hall, dominated by an enormous dinosaur artifact. The dim electric lights flicker, casting ominous shadows across the room. Place the {0} tile and Walls as indicated."
"S03_DOOR_BALLROOM_OFFICE","A brass plate with the word ""Office"" is fastened to the center of this door."
"S03_EXPLORE_HALLWAY_STAIRS","You find a long hallway that stretches through the upper level of the mansion, with a taxidermied bear on display. A staircase leads from the entrance to the second-floor hall. Place the {0} and {1} tiles, a Wall, and a Door as indicated and discard all Explore tokens leading to them."
"S03_DOOR_HALLWAY_ARCHIVE","On the wall beside the door is a plate engraved with ""The Archive of Howard Bechman."""
"S03_EXPLORE_ARCHIVE_TILE","Cluttered shelves in the archives seem to have been ransacked recently. A lamp on the desk casts long shadows across a large cabinet and bookcase against one wall. Place the {0} tile as indicated and discard all Explore tokens leading to it."
"S03_EXPLORE_ARCHIVE_TILE_ALT","Cluttered shelves in the archives seem to have been ransacked recently. A lamp on the desk casts long shadows across a large cabinet and bookcase against one wall. Discard this Explore token and place the {0} tile as indicated."
"S03_DOOR_LIBRARY_OFFICE","The door leads to a small archive off the side of the library."
"S03_DOOR_OFFICE_LIBRARY","The door leads to a large library on the upper floor."
"S03_EXPLORE_LOUNGE_LIBRARY","You peer into a sizable library that dominates most of the second floor. The room is full of bookshelves and leather-padded chairs. Place the {0} tile as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_LOUNGE_LIBRARY_ALT","You peer into a sizable library that dominates most of the second floor. The room is full of bookshelves and leather-padded chairs. Discard this Explore token and place the {0} tile as indicated."
"S03_LIBRARY_PASSAGE_FOLLOW_LIBRARY_EXPLORED","You emerge from the passage in the library on the upper level. Discard the Explore token in the Library  and place a Secret Passage as indicated. Then move your investigator figure to that space."
"S03_LOUNGE_PASSAGE_FOLLOW_OFFICE_EXPLORED","You emerge from the passage in the office. Discard the Explore token in the {0} and place a Secret Passage as indicated. Then move your investigator to that space."
"S03_EXPLORE_LIBRARY_TILE_04A","A single oak desk dominates the small office. A lamp on the desk provides barely enough light to see the walls are lined with bookshelves. Discard this Explore token and place the {0} tile and a Door as indicated."
"S03_EXPLORE_LIBRARY_TILE_04A_ALT","A single oak desk dominates the small office. A lamp on the desk provides barely enough light to see the walls are lined with bookshelves. Place the {0} tile and a Door as indicated and discard any Explore tokens leading to it."
"S03_ENTRANCE_ENDTABLE_SEARCH","A table with one long drawer is stationed under the dinosaur artifact."
"S03_MONSTER_ATTACK_ENTRANCE","The shadows in the {1} come alive. Writhing tentacles of darkness burst out of the gaps in the dinosaur artifact, animating its enormous bulk to loom over the entire room. Each investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"S03_LIBRARY","library"
"S03_ENTRANCE","entrance"
"S03_NPC_LIBRARY"," ""Go to the library."""
"S03_NPC_ENTRANCE"," ""Go to the entrance."""
"S03_EXPLORE_EXHIBIT_TILE","Cool air meets you as you peer into the dim basement of the estate. Boxes and old furniture are piled in disarray, and an antique calliope sits in the corner. Discard this Explore token and place the {0} tile and a Wall as indicated."
"S03_EXPLORE_EXHIBIT_TILE_ALT","Cool air meets you as you peer into the dim basement of the estate. Boxes and old furniture are piled in disarray, and an antique calliope sits in the corner. Place the {0} tile and a Wall as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_EXHIBIT_FURNACE","An antique calliope is tucked into one corner of the basement. If it is still in working order, playing it could attract the creature here. Place an Interact token as indicated."
"S03_EXHIBIT_FURNACE_SEARCH","An antique calliope is tucked into one corner of the basement. If it is still in working order, playing it could attract the creature here."
"S03_EXPLORE_EXHIBIT_DOOR","A door in the corner leads back up to the main floor of the estate. Place an Explore token as indicated."
"S03_MONSTER_ATTACK_LIBRARY","Wisps of shadow begin pouring through the cracks of the floorboards in the {1}. They swirl together into a massive cloud, and from the cloud bursts an unspeakable creature. Each investigator in the {0} suffers 2 Horror ( negates). An investigator in the {0} must fight the Creature."
"S03_EXPLORE_INTERIOR_HALL_DOOR","To your left, a door leads out of the stairs into a bedroom for the serving staff. Place an Explore token as indicated."
"S03_EXPLORE_INTERIOR_HALL_TILE_4A","The door leads to a narrow stair tucked behind the kitchen. Place the {0} tile and a Door as indicated and discard any Explore tokens leading to it."
"S03_EXPLORE_INTERIOR_HALL_BASEMENT_DOOR_4A","At the bottom of the stairs, you see a door marked ""Basement Storage."" Place an Explore token as indicated."
"S03_DOOR_INTERIOR_BASEMENT_4A","A brass plate is set into the wooden door: ""Basement Storage."""
"S03_EXPLORE_INTERIOR_HALL_KITCHEN_DOOR_4A","At the top of the stairs, another door continues to the front of the mansion. Place an Explore token as indicated."
"S03_EXPLORE_SMALL_BEDROOM_TILE","You hear the solid click of a deadbolt, and the door creaks open to reveal a cozy room filled with pictures of Mildred and the other Bechmans. It looks as if the staff board here together. Discard this Explore token and place the {0} tile as indicated."
"S03_EXPLORE_SMALL_BEDROOM_STATUE","You notice that the closest dresser is shut with a large padlock. Place a Search token as indicated."
"S03_EXPLORE_SMALL_BEDROOM_RIFLE","On the wall, you spot a rifle mounted for show. Perhaps it still works? Place a Search token as indicated."
"S03_GRACE_FAMILY_4A","""Mildred, my daughter, is practicing her piano in the ballroom to your right. My husband Howard and his father are both upstairs."" She points to the north door of the {0}. ""However, I am most worried about Edna, my daughter's nanny. I sent her to the basement to find something for me, and she has not returned."""
"S03_MONSTER_WARNING_ENTRANCE","The walls of the {0} shudder, rattling the bones of the dinosaur artifact. You hear a low growl echoing through the room. The people in the {0} might be in danger. No immediate effect."
"S03_UPSTAIRS_PASSAGE_SEARCH","Examining the bookcase, you see it is concealing a door in the wall."
"S03_UPSTAIRS_PASSAGE_FOLLOW","When you slide the bookcase out of the way, you discover a ladder that disappears into the darkness below. You lower yourself into the passage, following it under the floor. Discard this Explore token and place a Secret Passage as indicated."
"S03_EXPLORE_UPSTAIRS_PASSAGE","One bookshelf is slightly askew, standing forward from the shelves around it. Place an Explore token as indicated."
"S03_EXPLORE_UPSTAIRS_PASSAGE_ARRIVAL","You pull yourself up into the room, careful to slide the bookcase back into place behind you. Place a Secret Passage as indicated. Then move your investigator to that space."
"S03_EXHIBIT_FURNACE_RESOLVE_FINALE","You crank the handle of the calliope, and after a moment the antique mechanisms wheeze to life with a moaning music. However, the creature is singularly focused on hunting down the investigators and ignores the noise."
"S03_EXHIBIT_FURNACE_RESOLVE_TIRED","You crank the handle of the calliope, and after a moment the antique mechanisms wheeze to life with a moaning music. However, you hear no response from the creature. It seems to have caught on to you using the sound of the calliope to lure it."
"S03_EXHIBIT_FURNACE_RESOLVE","You crank the handle of the calliope, and after a moment the antique mechanisms wheeze to life with a moaning music. As the sound fades away, you hear an otherworldly howl from elsewhere in the mansions and the approaching cacophony of something massive moving through the mansion."
"S03_SMASHED_STONE_PUZZLE_SEARCH","The dresser is locked with a heavy padlock."
"S03_SMASHED_STONE_PUZZLE","Examining the padlock on the dresser, it seems to be of a strange design with weighted metal bars acting as tumblers inside. Tap to attempt the puzzle using ."
"S03_SMASHED_STONE_PUZZLE_CONT","The weighted tumblers within the padlock still need a deft hand to crack them. You can attempt the puzzle using  as an action."
"S03_SMASHED_STONE_PUZZLE_PASS","The padlock clicks as it unlocks, and you are able to open the dresser drawer. Inside you see a hammer and several fragments of green stone."
"S03_EXPLORE_DINING_ROOM_CHEFS_4A","From the kitchen you hear the clinking of cooking utensils and look to see two women hurriedly shoving things from the kitchen into a bag. Place a Person token as indicated."
"S03_KITCHEN_CHEFS_INTRO_4A","Two women wearing smudged aprons argue in quiet whispers as they shove cooking utensils into a worn canvas bag."
"S03_KITCHEN_CHEFS_WHO_4A","The two women look up, noticing you for the first time. The first woman speaks up. ""We work here! Who the hell are you?"" The second woman corrects her companion. ""We do not work here anymore! There is something horrible in this house, and we are packing up our things and getting out of here before it gets us, even if we have to go on foot."""
"S03_KITCHEN_CHEFS_WHAT_4A","The two women look up, noticing you for the first time. The first woman speaks up. ""What does it look like? We are packing up our things and leaving before that thing gets us!"" The second woman nods in agreement. ""It was in the same room as us. It looked right at us but then went after the Bechmans instead. We might not get that lucky again."""
"S03_KITCHEN_CHEFS_STAY_4A","""You are on your own. We have seen enough of this place."" The two women give each other a quick glance, and then one of them pulls a large carving knife out of her bag. ""Here, it looks like you could use a little protection."" Gain the Meat Cleaver Common Item."
"S03_KITCHEN_CHEFS_HELP_4A","You hand your item over to the women, and they look at you with surprise. ""Thank you, friend. I wish there was something we could give you in return."" They give each other a quick glance, then one of them reaches into her pocket and produces a key. ""This will get you into the servants' quarters behind the kitchen. I think you might find something interesting in there."" Gain 1 Clue and the Brass Key Unique Item."
"S03_KITCHEN_CHEFS_LEAVING_4A","The women finish packing and throw the bags over their shoulders. ""Good luck. You are going to need it."" With a final glance over the kitchen, they hurry out the door. Discard this Person."
"S03_KITCHEN_CHEFS_COWARDS_4A","The women's faces flash with anger, and the younger one lunges at you, swinging a curled fist. You try to talk her down ()."
"S03_KITCHEN_CHEFS_COWARDS_PASS_4A","The younger one ignores your words, but her friend grabs her by the shoulder and stops her from attacking you. ""We will see how confident you are after you come face-to-face with it."" With a final glance over the kitchen, the two women hurry out the door, leaving some of their things behind. Gain the Meat Cleaver Common Item. Then discard this Person token."
"S03_KITCHEN_CHEFS_COWARDS_FAIL_4A","She ignores your words, and her fist connects hard and sends you sprawling across the kitchen floor. Suffer 2 Damage."
"S03_KITCHEN_CHEFS_COWARDS_FAIL_2_4A","With a scoff, the women throw their bags over their shoulders. ""We will see how confident you are after you come face-to-face with it."" With a final glance over the kitchen, they hurry out the door, leaving some of their things behind. Gain the Meat Cleaver Common Item. Then discard this Person token."
"S03_EXPLORE_OFFICE_BOOKS","It appears that someone was reading at the imposing desk recently and has left a couple of books open on its marble surface. Place a Search token as indicated."
"S03_EXPLORE_OFFICE_ITEM","Several books sit stacked in the corner beside an item that might be of use. Place the {0} Common Item as indicated."
"S03_OFFICE_RESEARCH_SEARCH","A book sits open on the desk."
"S03_EXPLORE_LIBRARY_RICHARD_DEAD_NECKLACE","One of the library chairs has been smashed to splinters and is drenched in thick blood. The corpse of an old man sits crumpled amidst the wreckage. The green glint of a piece of broken stone hanging around his neck catches your interest. Suffer 1 facedown Horror and place a Grotesque Stone Unique Item as indicated. An investigator holding a Grotesque Stone Unique Item can inspect it by interacting with it in the app."
"S03_EXPLORE_LIBRARY_RICHARD_DEAD","One of the library chairs has been smashed to splinters and is drenched in thick blood. The corpse of an old man sits crumpled amidst the tatters of the couch. Suffer 1 facedown Horror."
"S03_EXPLORE_LIBRARY_MILDRED_ALIVE","You spot Mildred playing on some of the library chairs. Place Mildred as indicated."
