Transcript of Broken Home

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This transcript involves dialogue with Maria, Ingram, Lenian, Senecianus, Ormod, and the player.

Starting Out[edit | edit source]

  • Maria: Please, you have to help me!
  • Player: What's wrong?
  • Maria: The house... There's a ghost! It's killing everyone. Please, you have to help!
  • (Quest Overview interface opens.)
    • Not Right Now
      • (Dialogue ends.)
    • Accept Quest
      • (Continues below.)
  • Maria: Ingram is the owner of the mansion. He's still in there. It seems like he found something while exploring the levels below the basement.
  • Player: What was it?
  • Maria: I don't know, but there seems to be some kind of...energy surrounding the house. I wasn't able to take any items in or out to help the others! Please save them and vanquish the ghost, adventurer.
  • Player: Okay, I'll see if I can find them.
  • Maria: The entrance to the mansion is just up those steps. Be careful.

Talking to Maria again[edit | edit source]

  • Maria: Please let me know when the house is safe!

Entering the mansion[edit | edit source]

With items[edit | edit source]

  • A strange energy protects this house. You will be unable to enter if you are carrying or wearing any items.

Without items[edit | edit source]

  • The house looks dark, spooky and dangerous. Are you sure you want to enter it?
  • Select an option
    • Enter.
      • Screen fades out/in. The player is inside the mansion. A ghostly waif is shown. She walks through the south-western door.
      • [While in the mansion your world map will be replaced by a map of the house which is crucial for navigation and finding locked doors.

        In addition, all the doors feature a peek option. If you think something dangerous is behind a door you should peek first to check what's lurking on the other side.]
    • Leave.
      • (Dialogue ends.)

After having entered a save point[edit | edit source]

  • You've been restored to your last save point with the percentage of health you saved on.
  • Screen fades out/in. The player appears in their last save point.

Exiting the mansion[edit | edit source]

  • If you leave the mansion you will lose any unsaved progress.
  • Leave the mansion?
    • Yes.
      • Screen fades out/in. The player is outside the mansion.
    • No.
      • (Dialogue ends.)

Entering a safe room[edit | edit source]

  • You entered a save point! Your progress has been saved.
  • You feel safe in this room.
  • [Unlike a regular quest, your progress will only be saved when you enter certain save rooms. If you die, log out or leave, you will be returned to your last save point when you re-enter the mansion.]

Grandfather clock[edit | edit source]

Checking the grandfather clock[edit | edit source]

Before using the clock hands on the grandfather clock[edit | edit source]

  • The hands are missing from the clock face.

After using the clock hands on the grandfather clock[edit | edit source]

  • The hands slowly tick round the clock face.

Using the clock hands on the grandfather clock[edit | edit source]

  • You slot the hands into the clock face.
  • Player has clock hands removed from them. Player receives eye gem.
  • The clock opens to reveal an eye gem!

Searching a chest[edit | edit source]

Before claiming the mystery meat[edit | edit source]

After claiming the mystery meat[edit | edit source]

  • There is nothing else of interest here.

Opening doors[edit | edit source]

Chains door[edit | edit source]

Without the chains key[edit | edit source]

  • It's locked. There's a picture of a chains engraved on the handle.

With the chains key[edit | edit source]

  • Player has chains key removed from them.
  • You opened the door with the chains key!

Cleaver door[edit | edit source]

Without the cleaver key[edit | edit source]

  • It's locked. There's a picture of a cleaver engraved on the handle.

With the cleaver key[edit | edit source]

  • Player has cleaver key removed from them.
  • You opened the door with the cleaver key!

Dagger door[edit | edit source]

Without the dagger key[edit | edit source]

  • It's locked. There's a picture of a dagger engraved on the handle. Before you turn away a voice comes from behind the door.
  • (First time:)
    • Ingram: Who is it? Who's there?
    • Player: My name is Player, I'm here to help.
    • Ingram: No! Monster! Get away!
    • Player: I'm not a monster. I'm trying to deal with the ghost.
    • Ingram: You cannot! You cannot! I tried. Do not repeat my mistake!
    • Player: What do you mean?
    • Ingram: I went down into the dark. I disturbed something. Something ancient. Something horrible! It followed me up to the house. A horror from lost aeons! Do not tread there, lest you stir up another monstrosity.
    • (Continues below.)
  • Ingram: Do not go down into the basement!

With the dagger key[edit | edit source]

  • Player has skull key removed from them.
  • You opened the door with the dagger key!

Doll door[edit | edit source]

Without the doll key[edit | edit source]

  • It's locked. There's a picture of a doll engraved on the handle.

With the doll key[edit | edit source]

  • Player has doll key removed from them.
  • You opened the door with the doll key!

Skull door[edit | edit source]

Without the skull key[edit | edit source]

  • It's locked. There's a picture of a skull engraved on the handle.

With the skull key[edit | edit source]

  • Player has skull key removed from them.
  • You opened the door with the skull key!

Raven door[edit | edit source]

Without the raven key[edit | edit source]

  • It's locked. There's a picture of a raven engraved on the handle.

With the raven key[edit | edit source]

  • Player has raven key removed from them.
  • You opened the door with the raven key!

Noose door[edit | edit source]

Without the noose key[edit | edit source]

  • It's locked. There's a picture of a noose engraved on the handle.

With the noose key[edit | edit source]

  • Player has noose key removed from them.
  • You opened the door with the noose key!

Scythe door[edit | edit source]

Without the scythe key[edit | edit source]

  • It's locked. There's a picture of a scythe engraved on the handle.

With the scythe key[edit | edit source]

  • Player has scythe key removed from them.
  • You opened the door with the scythe key!

Snake door[edit | edit source]

Without the snake key[edit | edit source]

  • It's locked. There's a picture of a snake carved into the wooden panel.

With the snake key[edit | edit source]

  • Player has snake key removed from them.
  • You opened the door with the snake key!

Spider door[edit | edit source]

Without the spider key[edit | edit source]

  • It's locked. There's a picture of a spider engraved on the handle.

With the spider key[edit | edit source]

  • Player has spider key removed from them.
  • You opened the door with the spider key!

Statue door[edit | edit source]

Without the statue key[edit | edit source]

  • It's locked. There's a picture of a statue engraved on the handle.

With the statue key[edit | edit source]

  • Player has statue key removed from them.
  • You opened the door with the statue key!

Tusks door[edit | edit source]

Without the tusks key[edit | edit source]

  • It's locked. There's a picture of a tusks engraved on the handle.

With the tusks key[edit | edit source]

  • Player has tusks key removed from them.
  • You opened the door with the tusks key!

Large door[edit | edit source]

  • The door is jammed shut.

Bolted door[edit | edit source]

If bolted from the other side[edit | edit source]

Standard[edit | edit source]
  • The door is bolted from the other side.
Other[edit | edit source]
  • Someone has bolted the door from the other side...

If bolted from the same side[edit | edit source]

  • You unbolted the door!

Locked basement door[edit | edit source]

  • The door is splattered in blood and appears to be jammed shut.

Ectoplasm door[edit | edit source]

Before using the alkaline concoction on it[edit | edit source]

  • The door is coated in dried ectoplasm which has sealed it shut.

After using the alkaline concoction on it[edit | edit source]

  • You hear someone bolt the door behind you.
  • Player: Who's there?
  • ...

Screaming basement door[edit | edit source]

  • There's loud, continuous screaming coming from behind the door.
  • Do you want to enter?
    • Yes.
      • The player enters the room.
    • No.
      • (Dialogue ends.)

Zaros symbols door[edit | edit source]

  • This door has a combination lock. You unlock the door by entering the symbols you saw through the peep hole.

Searching the desk[edit | edit source]

  • Rummaging around in the top drawer of the desk you find some notes...
  • (Continues below.)
The following text is transcluded from Transcript:Note from Ingram.

This must be how Ormod's staff felt, all those years ago, as he hunted them from room to room and slew them one by one.

Now he repeats that macabre dance once more and my staff and I are his unwilling partners.

There is no way out. All the doors and windows are sealed, made lethal by his fury.

There is a second ghost. A little boy. I believe this to be Ormod's son whom he lost to some tragedy. Perhaps the son holds the key to the father, but I cannot communicate with him.

I have one hope. There is a sealed door in the basement. Perhaps it leads to an escape, or perhaps there is something down there which can put the old ghost to rest.

Sorting the pile of books[edit | edit source]

  • Seven books appear to be strewn on the floor in front of you. Perhaps they should go back on the shelf.
  • (Opens the Pile of books interface.)
  • (On success:)
    • The pile of books seem to stay in place. As you put them back, you notice something falling.
    • Player receives two eye gems.
    • You quickly catch two eye gems before they hit the ground.

Statue Puzzle[edit | edit source]

  • [If you find yourself trapped or unable to complete the puzzle due to the way you have pushed the statues, you can simply right click one to reset the room.]

Pushing a statue to a blocked location[edit | edit source]

  • The location you're trying to move the statue to is blocked.

Taking from the table[edit | edit source]

  • Player receives eye gem.
  • You found an eye gem!

Searching Ingram's research notes[edit | edit source]

  • Player receives spider key.
  • You found the spider key in among the notes!
  • Player receives scroll fragment (1).
  • You found a fragment of Ormod's spell!

Searching the dead servant[edit | edit source]

Before finding the eye gem[edit | edit source]

  • The servant is clutching something in his hands, but rigor mortis has already begun to set in.
  • Do you want to pry the object free?
    • Yes.
      • Player receives eye gem.
      • You found an eye gem!
    • No.
      • (Dialogue ends.)

After finding the eye gem[edit | edit source]

  • There is nothing more of interest here.

Drawing back the curtain[edit | edit source]

  • You can hear shuffling on the other side of the curtain but can't be sure what it is...
  • Are you sure you want to draw the curtain back?
    • Yes.
      • The player draws back the curtain.
    • No.
      • You decide you're better off not knowing what the noise is.

Searching the faceless servant[edit | edit source]

  • Player: Hello?
  • She doesn't seem to be aware of you.
  • (Before finding the statue key:)
    • Search the faceless servant?
      • Yes.
        • Player receives statue key.
        • You found the statue key!
      • No.
        • (Dialogue ends.)

Taking the eye gem[edit | edit source]

  • Player receives eye gem.
  • You found an eye gem!

Attempting to open a locked door in the eye gem statue rooms[edit | edit source]

  • The door appears to be locked by some sort of mechanism.

Investigating the statue[edit | edit source]

Before placing the two eye gems[edit | edit source]

Without eye gems[edit | edit source]

  • This statue has two empty eye sockets.

With eye gems[edit | edit source]

  • Player has eye gem removed from them.
  • You place the eye gem into one of the sockets.
  • (If the second eye gem has been placed:)
    • You hear the sound of a latch unlocking on a nearby door.

After placing the two eye gems[edit | edit source]

  • This statue already has both eye gems.

Taking the scythe key[edit | edit source]

  • Player receives scythe key.
  • You found the scythe key!

Investigating the shrine[edit | edit source]

Before receiving the items[edit | edit source]

After receiving the items[edit | edit source]

  • There is nothing more of interest here.

Upon exiting the shrine room[edit | edit source]

  • You hear a scream from the door to the main hall to the west.

Attempting to open the door opposite to the shrine room[edit | edit source]

  • You should investigate where the scream came from.

Attempting to open the door to the main hall[edit | edit source]

Before peeking through the door[edit | edit source]

  • The door appears to be blocked. Perhaps you should check the keyhole.

After peeking through the door[edit | edit source]

  • The door will not open. It does not feel locked, more like someth is wedged against the other side.

Searching Ormod's scribblings[edit | edit source]

  • Player receives spider key.
  • You found the spider key in among the notes!
  • Player receives scroll fragment (2).
  • You found a fragment of Ormod's spell!

Ghostly waif[edit | edit source]

  • The little girl stares at you, her face dispassionate.
  • Player: Hello?
  • Her face is clean, but she is dressed in rags.
  • Player: Can you hear me?
  • (Before the player tilts their head twice:)
    • The girl tilts her head to her right, studying you intently.
    • Select an option
      • Tilt your head to your left to match her.
        • (Continues below.)
      • Leave.
        • She smiles at you as you leave.
    • She tilts her head slowly back the other way, expressionless.
    • Select an option
      • Tilt your head to your right to match her.
        • She stares at you for a moment longer, then her face breaks out into a big, beaming smile.
        • Player: Hello?
        • She just smiles.
      • Leave.
        • She smiles at you as you leave.
  • (After the player tilts their head twice:)
    • (One of the following lines occur:)
      • A ghostly beetle emerges from her clothing and tumbles to the floor.
      • A look of panic passes over her face for an instant.
      • She bites her lip while staring at the floor.
      • She hums softly to herself for a moment.
      • She just smiles.
      • She makes a soft choking noise in the back of her throat before falling silent again.
      • She searches her rags for something. Satisfied she continues to stare at you.
      • She stares intently at your left ear.
      • The girl rocks back and forth on her heels.
      • The girl's mouth splits into a wide smile that does not reach her eyes.
    • She smiles at you as you leave.

Searching the butler[edit | edit source]

Before finding the cleaver key[edit | edit source]

  • Player receives cleaver key.
  • You found the cleaver key!

After finding the cleaver key[edit | edit source]

  • There is nothing more of interest here.

Looking at the wine barrel[edit | edit source]

  • The label is rather worn with a blood or wine stain. You can make out: 'Ch..ea. ....... 07 5th Age'.
  • Player: Ahh '07, an excellent vintage. Not quite as good as '06 or '10 though.

Searching the chest of drawers[edit | edit source]

Pig[edit | edit source]

Searching the pig[edit | edit source]

Before getting the large pipette of pig bile[edit | edit source]

  • There's a slash in the pig's belly, exposing its innards. The smell is repulsive.
  • Peering inside, you can see a pool of festering bile.

After getting the large pipette of pig bile[edit | edit source]

  • There is nothing more of interest here.

Using the large pipette on the pig[edit | edit source]

  • There's a slash in the pig's belly, exposing its innards. The smell is repulsive.
  • Peering inside, you can see a pool of festering bile.
  • Squeezing and releasing the rubber filler extracts a disgusting, green liquid.
  • Player has large pipette removed from them. Player receives large pipette of pig bile.
  • You received the Large pipette of pig bile!

Searching the furnace[edit | edit source]

Before finding the human ashes[edit | edit source]

  • The area in front of the furnace is littered with tiny scraps of rags and blood.
  • Inside you can still make out fragments of cracked and charred bones among the coals.
  • Despite knowing where it came from, you feel compelled to scoop up some ashes. They could come in handy.
  • Player receives human ashes.
  • You found the human ashes!

After finding the human ashes[edit | edit source]

  • There is nothing more of interest here.

Cauldron[edit | edit source]

Using the cauldron[edit | edit source]

Before using the large pipette of pig bile on the cauldron[edit | edit source]

  • The cauldron is still hot. Perhaps it could be used for mixing ingredients.

After using the large pipette of pig bile on the cauldron[edit | edit source]

  • The ingredients bubble and churn.

After using the human ashes on the cauldron[edit | edit source]

  • The alkaline concoction needs to be extracted.

Using the large pipette of pig bile on the cauldron[edit | edit source]

Using the human ashes on the cauldron[edit | edit source]

  • Player has human ashes removed from them.
  • You add the human ashes to the cauldron.
  • The ingredients bubble and churn as they heat into an alkaline concoction.

Using the large pipette on the cauldron[edit | edit source]

Using the alkaline concoction on the ectoplasm door[edit | edit source]

  • Player has alkaline concoction removed from them.
  • You dissolved the ectoplasm with the alkaline concoction!

Investigating the frozen servant[edit | edit source]

  • As you approach, the servant's screaming seems to get so loud it's almost deafening.
  • Peering at her frozen face you see a look of pure terror, and a key resting in her gaping mouth.
  • Select an option
    • Take the key?
      • Slowly, you reach into the servants mouth. Although she remains frozen, the wailing suddenly intensifies.
      • The key appears to be stuck on something. Her teeth seem to tighten around your hand. You need to move.
      • Select an option
        • Pull the key free?
          • Player receives doll key.
          • You rip the key from the servants mouth and the screaming immediately stops.
          • You found the doll key!
        • Run.
          • You hastily pull your hand from the servant's open mouth.
    • Back away.
      • You cautiously move away from the servant.

Climbing up the ladder[edit | edit source]

Before finding the snake key[edit | edit source]

  • The door at the top of the ladder is locked. You will need a key to open it.

After finding the snake key[edit | edit source]

  • You can see a purple glow from around the edges of the door.
  • Continue up the ladder?
    • Yes
      • Player has snake key removed from them.
      • You opened the door with the Snake key!
    • No
      • (Dialogue ends.)

Taking from the key hooks[edit | edit source]

Before finding the snake key[edit | edit source]

  • Player receives snake key.
  • You found the snake key!

After finding the snake key[edit | edit source]

  • There is nothing more of interest here.

Playing the grand piano[edit | edit source]

Before adding the grand piano key to it[edit | edit source]

  • Player has grand piano key removed from them.
  • You add the missing note and play it. The piano itself still doesn't make any sound, but you hear a clunk nearby.

After adding the grand piano key to it[edit | edit source]

  • There is nothing more of interest here.

Searching the scorched skeleton[edit | edit source]

  • You squeeze your fingers through a gap in the rib cage...
  • Player receives eye gem.

Taking the tusks key[edit | edit source]

  • Player receives tusks key.
  • You found the tusks key!

Searching the thief[edit | edit source]

Before finding the eye gem[edit | edit source]

  • The scratches on the walls suggest the thief was locked in here against his will.
  • Searching his body reveals the item he was trying to steal.
  • Player receives eye gem.
  • You found an eye gem!

After finding the eye gem[edit | edit source]

  • There is nothing more of interest here.

Taking from the shrine of the son[edit | edit source]

Before finding the mother's hairbrush[edit | edit source]

  • The shrine seems to be in memory of Lenian Gulvas, constructed by his father Ormod.
  • Sitting atop it is a hairbrush, coated in dust. It hasn't been moved for many years.
  • Player receives mother's hairbrush.
  • You found the mother's hairbrush!

After finding the mother's hairbrush[edit | edit source]

  • There is nothing more of interest here.

Lenian[edit | edit source]

  • Emaciated spirit: I can't find it. It's lost...
  • Player: Hello?
  • Emaciated spirit: I want her hairbrush back. I miss her.
  • You try to touch him. Your hand passes through him. The ghost doesn't seem to be aware that you are there.
  • (With the mother's hairbrush:)
    • Player has mother's hairbrush removed from them.
    • You give Lenian the hairbrush.
    • Lenian: Thank you, [sir/madam]. I must apologise for my behaviour. I do not know what came over me.
    • Player: Who are you?
    • Lenian: My name is Lenian. My father, Ormod, built this great mansion long ago.
    • Player: I think it's his ghost who's haunting the mansion! He's killing people.
    • Lenian: Oh! Poor father. He was a troubled man... He blames himself for my death, I think. His guilt has trapped him here. Turned him into a monster.
    • Player: What can we do about it?
    • Lenian: If it is what he seeks, perhaps my forgiveness could give him some reprieve.
    • Player: It's worth a try.
    • Lenian turns away from the player and starts shaking.
    • Lenian: Wait, it's her! Keep her away from me!
    • The ghostly waif appears and eats Lenian. Screen fades out/in. The player appears at the bottom of the stairs, which are now broken.
    • Player receives noose key.
    • You found the noose key among the broken stairs!

Climbing down the cupboard[edit | edit source]

  • The ladder takes you down through a pillar in the gallery to the basement.

Peephole[edit | edit source]

Peeking through the peephole[edit | edit source]

  • You memorise the set of symbols on the wall, perhaps they will be useful.

Attempting to enter the room through the peephole[edit | edit source]

  • You can't fit through a peephole!

Using mountaineering gear[edit | edit source]

  • Ingram must have left this mountaineering gear. The hanging rope stretches into the darkness of the pit.
  • Climb down the rope?
    • Yes.
      • Screen fades out/in. The player appears at the bottom of the hole.
    • No.
      • (Dialogue ends.)

Reading the mouldering tome[edit | edit source]

  • The majority of the book's pages are brittle with age to the point of disintegration. However you soon discover that it appears to be some sort of visitor's log.
  • (Opens the ancient sign-in log.)

Searching the reception desk[edit | edit source]

Before receiving the items[edit | edit source]

After receiving the items[edit | edit source]

  • There is nothing more of interest here.

Taking the dagger key[edit | edit source]

  • Player receives dagger key.
  • You found the dagger key!

Searching Ingram's rantings[edit | edit source]

Investigating Ingram[edit | edit source]

  • Whatever killed Ingram left him with an expression of utter, soul-destroying terror etched into his face.

Combining Nabor's notes on insanity[edit | edit source]

Without all scroll fragments[edit | edit source]

  • There seem to be some parts missing.

With all scroll fragments[edit | edit source]

The Monster[edit | edit source]

  • Monster: ...
  • Player: It didn't work...?
  • Monster: I'm sorry... what are you talking about?
  • Player: I cast a spell to break your curse, but you're still a monster.
  • Monster: I don't understand. What are you saying, human?
  • Player: You were a little girl, and then you turned into a monster.
  • Monster: A little girl... Rowena. You mean Rowena?
  • Player: I don't know her name.
  • Monster: Rowena... Is she safe?
  • Player: No. The little girl is you. Like I said.
  • Monster: I had the strangest dream... I dreamed I was Rowena. I just wanted to play. But people kept running away, and when I caught up to them, they vanished.
  • Player: That's because you are the little girl.
  • Monster: I am not Rowena.
  • Player: Then who are you? What are you?
  • Monster: My name is Senecianus Aloysius Pamphilius.
  • Senecianus: I am a citizen of Senntisten.
  • Player: But why do you look like that?
  • Senecianus: Like what? Oh, like this? Because I am what you humans call a demon.
  • Player: And who was Rowena?
  • Senecianus: She was... By the Twelve! I killed her! I ate her! Rowena... I am sorry.
  • Player: So - what? - you consumed her and took her form?
  • Senecianus: The guilt must have driven me mad. I lost myself. I remember...a cell? Priests and doctors? An asylum? Time and my madness have blurred events. There was a home for the broken-minded that I recall hearing of before the fog of confusion.
  • Player: Then the spell I cast must have cured your madness.
  • Senecianus: If that is so, then I thank you.
  • Player: Since you're no longer trying to devour me, I have a more pressing issue.
  • Senecianus: And what would that be?
  • Player: This mansion is haunted by the ghost of Ormod Gulvas. I was going to put him to rest, but you ate the ghost of his dead son, preventing him from finding forgiveness.
  • Senecianus: I dreamed of that. Lenian. Rowena wanted to play with him. I believe I can help you.
  • Player: How?
  • Senecianus: I can think of two ways. I can simply consume him, as I did with Lenian. Or I could take Lenian's form, and grant his father the forgiveness he seeks. Which would you prefer?
  • Select an option
    • Tell Senecianus to consume Ormod's ghost.
      • (Continues below.)
    • Tell Senecianus to grant Ormod forgiveness.
      • (Continues below.)
  • Senecianus: Very well.
  • Senecianus: I am beginning to recall the layout of this building. Meet me in the main hall.
  • Player: But the main hall is dangerous. There's an energy field.
  • Senecianus: I will be able to protect you.

Talking to Senecianus again[edit | edit source]

Consuming Ormod's ghost[edit | edit source]

  • "Lenian": Father.
  • Ormod: Lenian...? Is that you?
  • "Lenian": Father, come closer.
  • Senecianus consumes Ormod.
  • "Lenian": Fiery. *burp*
  • (Continues below.)

Granting Ormod forgiveness[edit | edit source]

  • "Lenian": Father.
  • Ormod: Lenian...? Is that you?
  • "Lenian": Father, come closer. It's going to be okay.
  • Ormod: Lenian I... I'm sorry. I never meant to hurt you.
  • "Lenian": I know, father. We don't have to stay here any longer.. Let's go.
  • Ormod leaves.
  • "Lenian": There. Put to rest.
  • (Continues below.)

Finishing[edit | edit source]

  • Player: Well, that finishes what I came here to do. I need to report back that the ghost has gone. What are you going to do now?
  • "Lenian": I need to get my bearings. We'll meet again soon, Player.

Reporting back[edit | edit source]

  • Maria: Is it safe now? Did you find the ghost?
  • Player: I found him and put him to rest. It was the ghost of Ormod Gulvas, who originally built this mansion. There was also a demon who had taken the form of a little girl. He's perfectly friendly now I've broken his curse.
  • Maria: Oh, thank you. I think I might stay out here, then. Did you find anyone else in the house?
  • Player: There didn't seem to be any survivors, I'm sorry.
  • Maria: I feared as much. Ghosts, demons... How could this have happened to us? Well, I suppose I should thank you. Hopefully now they can rest in peace. You survived the mansion where no one else did. Such bravery deserves recognition.
  • Congratulations! You have completed: 'Broken Home' - Complete this Novice quest.
  • Player receives Small XP lamp (Broken Home) and asylum doctor's ring.
  • You can now replay Broken Home and also accept challenges to unlock more rewards. Speak to Maria for more details.

Post-quest dialogue[edit | edit source]

Maria[edit | edit source]

  • Choose an option:
    • I'd like to claim a reward.
      • Maria: Let's see if I've got anything for you...
      • (If the player doesn't have unclaimed rewards from a quest replay:)
        • You've not completed the replay of the quest yet.
        • Don't forget, if you complete the Broken Home challenges there are additional rewards!
      • (If the player has unclaimed rewards from a quest replay:)
        • (If the player has completed the second challenge for the first time, with the first challenge completed:)
          • Maria: Thank you for putting the ghost to rest! Here: this...entity has been floating around, asking for you.
          • Congratulations on completing the second challenge! Don't forget, there are more challenges for even better rewards.
          • Rowena the ghost has joined you! She can be found on the Pets tab of your Character interface.
          • (Continues below.)
        • (If the player has completed the third challenge for the first time, with the first and second challenges completed:)
          • Maria: Thank you for putting the ghost to rest! Here take this ring as a reward.
          • Player receives asylum's surgeon ring.
          • Congratulations on completing the time trial challenge! Maria gives you an asylum surgeon's ring. This ring will occasionally prevent you losing adrenaline when using threshold abilities!
          • (Continues below.)
        • Maria: Thank you for putting the ghost to rest! Here take this huge lamp as a reward for having done at least one of the challenges.
        • Player receives Huge XP lamp (Broken Home).
        • Don't forget, if you complete further Broken Home challenges there are additional rewards!
        • Maria gives you a huge XP lamp!
      • (If the player has already claimed the rewards from a quest replay:)
        • You've already claimed your reward for playing the quest this week.
        • Don't forget, if you complete the Broken Home challenges there are additional rewards!
    • Replaying and challenges.
      • Select an option
        • Learn about replaying.
          • Broken Home is replayable, if you're brave enough. You will need to re-enter the house via the front door and put Ormod's ghost to rest again.
          • You can do this as many times as you like, and you can reset your current progress at any time by speaking to Maria (you won't lose your original completion though).
          • Once a week you'll get a large lamp for completion, but there are also three challenges that offer higher level rewards.
          • You can learn more about these by selecting 'learn about challenges' and 'view challenges' from the menu.
          • (Shows the previous options.)
        • Learn about challenges.
          • Replaying Broken Home will allow you to complete challenges for additional rewards. These can be done during any repeat play through of the quest.
          • All you need to do is re-enter the house via the front door and complete the quest whilst fulfilling the requirements for a particular challenge.
          • There is one catch though: you must have completed the first challenge to be able to complete the second, and you must have completed the second challenge to be able to complete the third.
          • This will not prevent you doing them all in the same run though, for those of you who are particularly skilled in the field of haunted mansions.
          • Completion of all three challenges will also upgrade your weekly large lamp reward to a huge lamp.
          • (Shows the previous options.)
        • View challenges.
          • Choose an option:
            • Complete the quest without dying. [(Complete)]
              • Challenge: Replay Broken Home and complete the quest without dying.

                Rewards: 1 huge lamp and access to the next challenge.
              • (Shows the previous options.)
            • Complete the quest without dying and use one or less mystery meat. [(Locked)/(Complete)]
              • Challenge: Replay Broken Home and complete the quest without dying and use one or less mystery meat.

                Rewards: Rowena the ghost (pet) and access to the final challenge.
              • (Shows the previous options.)
            • Complete the quest within 37 minutes. [(Locked)/(Complete)]
              • Challenge: Replay Broken Home and complete the quest within 37 minutes (time trial).

                Rewards: The asylum surgeon ring. This ring will occasionally prevent you losing adrenaline when using threshold abilities, and can reduce the energy used when you use special attacks.
              • (Shows the previous options.)
            • Back...
              • (Shows the previous-to-previous options.)
        • Back...
          • (Shows the previous-to-previous options.)
    • Reset my replay progress.
      • Are you sure you want to reset your current progress?
        • Yes
          • Your progress has been reset. You can re-enter the mansion now.
          • Your progress has been reset. You can re-enter the mansion now.
        • No
          • (Dialogue ends.)
    • (If the player has previously received an asylum's surgeon ring:)
      • Can I get another ring?
        • Are you sure you want to buy the ring?
          • Yes (pay 500,000 gold)
            • Player has 500,000 coins removed from them. Player receives asylum's surgeon ring.
            • You pay Maria 500,000 and she gives you an Asylum Surgeon Ring.
          • No thanks
            • (Shows the initial options.)
    • Never mind.
      • (Dialogue ends.)