*** IMPORTANT RULES UPDATE, PLEASE RED CAREFULLY *** Alright, before I post the next update, just wanted to let you know of a new feature in the game that will make things more interesting.
Hidden in the house are a variety of ancient books.
However, these books are not just comprised of regular novels or reference material. These books can contain either Blessings or Curses. Blessings will help you greatly on your way; Curses will damage your advancement in the game.
If you enter a room with a hidden book, you will receive a notification and you can choose to open the book or not. Now, you can easily dismiss the book and keep on your way but you may miss a Blessing that will help you on your way out. On the other hand, you could receive a Curse that will harm you. The decision lies with you.
Activation of Blessings/Curses will depend on its type and their lasting effects vary. Once a Blessing/Curse has been activated, they will not be able to activate themselves again until all the Blessings and Curses from all the books in the mansion have been used. Once all Blessings/Curses have been used, the books will randomly change locations and will be active again for the remaining players. All blessings and curses can only be used once. NOTE: Samara can't use the books, only regular players have access to the books.
Right now, there are 12 hidden books with 12 different Blessings/Curses throughout the mansion. The following is a list of the current Blessings and Curses that lie within the pages of the Ancient Books.
Blessings- Deapparitius Blessing - This blessing will make the player invisible to Samara.
If you happen to enter a room that Samara is already occupying, she will not be able to see you, and thus will not harm you. This blessing becomes active at the moment of reading the book and will last until the player reaches the next room.
- Alohomora Blessing - This blessing will open ONE locked door without the use of a Skeleton Key.
This blessing will become active at the moment of accessing a locked room. The player does not have control over the blessing. If you encounter a locked room, the blessing will become active and open the door for you.
- Shattered Zombie Blessing - This blessing will make a Zombie crumble to pieces.
This blessing will become active when the player access a room with a Zombie in it. At that moment, the Zombie will crumble and the player will be able to access the next set of rooms at the next turn.
- Transportation Blessing - This blessing will automatically transport the player to the next set of rooms and the room of his choice.
This blessing will become active at the moment of reading it. The player will reappear in his chosen room pertaining to the immediate set of rooms.
- Duality Blessing - This blessing will make the player able to move twice in a single turn.
This blessing will become active at the moment of reading it. The player will be able to make his/her move and then move again. If Samara, a skeleton key, a zombie or a book are in the next room that will be occupied by the player, they will become null since the player is already skipping that room.
- The Lazarus Blessing - This blessing will make the player resurrect from the grave if killed by Samara.
The most powerful of blessings. This blessing will become active if a player gets killed by Samara. After dying, the player will be resurrected and will be able to start the game again, beginning in The Main Hall.
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Curses- Anti-Clue Curse - This curse rejects any clue given to a player.
If the player is caught by Samara and given a Trivia Question, the player won't be able to gain help from a clue and will have to answer the question without them. This curse becomes active at the next immediate encounter with Samara.
- Inmovilis Curse - This curse will freeze the player in his/her current room.
This curse will become active at the moment of reading it. The player will be frozen in his current room and won't be able to move until the next turn, thus becoming a potential target for Samara.
- Evil Incantation Curse - This curse will invoke Samara to the room the player is in.
This curse will become active at the moment of reading it. The curse will move Samara to the same room you're in and you will be automatically forced to answer a question if you want to live.
- The Henrietta Curse - This curse will transform you into Henrietta for two entire turns.
This curse will become active at the moment of reading it. The curse will automatically transform the player into Henrietta, an evil ghoul that will help Samara destroy all the other players. Samara is able to control Henrietta so she will designate where she will go and what player to target. Henrietta is also capable of killing the other players, so she will also ask trivia questions.
- The Regression Curse - This curse will transport the player back to The Main Hall.
This curse will become active at the moment of reading it. The player will be automatically transported to The Main Hall where he/she will have to start all over again.
- The Dread Curse - This curse will cause the player to lose all intelligence for two entire turns
The most powerful of curses. This curse will become active when encountering Samara. If a player is cursed with Dread, he/she will not be able to answer questions. If the player encounters Samara during the course of two turns, she will automatically kill you, no questions asked. However, if the player was already blessed with The Lazarus Blessing, he/she will be able to start the game again. This powerful curse will null all other blessings (if applicable) except for
The Lazarus Blessing and
The Deapparitius Blessing.