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Tales of Evil and Boogeyman Expansion ENG
Tales of Evil and Boogeyman Expansion ENG
The Maze
2 New endings
- Expansion -
The Maze
Tales of Evil In this adventure, you won’t be able to explore as a group. The
Pizza & Investigation gang will have to split up, taking turns
The Maze wandering into random rooms that they will visit and explore.
Once there is nothing left to do in that area, play will go to the
We found ourselves in front of the strange house that Old next player and so on, clockwise. Surely you’ve played Tales of
Jack from the Recovery Shop told us about. He claimed that Evil, so you know that it’s all very simple! But will you be able
the 4 Keys of Destiny were hidden there, and that nobody who to find the 4 Keys of Destiny and get out of the house before
had gone in would ever go back. It sounded like nonsense to it’s too late?
us, so we decided to prove that we could enter that house,
retrieve the 4 Keys of Destiny, and get back home. We didn’t Exploring the House
ask Old Jack what the keys were for, and I promised myself to The player who holds the Walkie-Talkie must start their turn by
ask once we got back. But this was going to be our strangest rolling 2 dice and referring to the numbers on them. They must
investigation ever. Something about that house just wasn’t… then choose one of those numbers to indicate a tile. The other
right, and it seemed that every time you went through a door, number will indicate which zone on that tile they must place
it went to a different place. It didn’t take long for the group their investigator in.
to get split up and lost in the ever-shifting maze of rooms.
Like the labyrinth of legend, it was going to take more than a Follow this simple pattern to figure out which tile the die roll
ball of string to get out of The Maze… corresponds to:
- Place the Events board on the table. Place the x token on 1 = Tile 7
number 2 and the c token on number 2 of their respective 2 = Tile 8
paths and the z token in the position indicated on the board. 3 = Tile 9
- Take Special cards 1 - 2 - 3 - 4 - 5 - 6 - 7 and equip each 4 = Tile 10
investigator with their own weapon. Set the others aside. Take 5 = Tile 11
Special cards 22 - 23 - 24 - 25 - 26 - 27 and equip each 6 = Tile 12
investigator with one of those cards. Set the others aside.
- Position tiles 7, 8, 9, 10, 11, and 12 as shown in the photo.
7 8 9
10 11 12
If the second number points to a zone that does not exist on that
- Place the investigators outside the game tiles. tile, that investigator is lost forever and can never play Tales of
- The Walkie-Talkie b will go to the player who has their next Evil again! Ehmmm… rest assured that I am kidding! Just place
birthday before the others, then read on. that investigator off to the side and draw an Event card instead.
The first player will have to roll 2 dice and refer to the numbers
on them. One of the numbers of their choice will indicate a tile, For example: The Brave who plays Peter rolls 2 dice and gets a 6
while the other will indicate which zone on the selected tile they and a 4. He could choose tile 12 or tile 10. Based on that choice,
will have to place their investigator in. If the number rolled is not the other number will determine which zone Peter moves to:
present on that tile, the investigator will lose the game forever either zone 6 of tile 10 or zone 4 of tile 12. If he rolled 6 and 6,
and will never be able to play Tales of Evil again... ehmmm… he would have to choose tile 12, but since there is no zone 6 on
rest assured I’m kidding! Just place that investigator beside the tile 12, he would have to remove Peter from the board and draw
tile and draw an Event card, after which the next player in turn an Event card.
order will begin to play by rolling the dice, and so on. However,
each player’s turn always ends with the end of the relevant After placing your investigator, find the paragraph below that
paragraph in which they find themselves. matches the tile and zone you are in (by referring to the bold
references—e.g., Tile 7 – Zone 1) and follow the instructions
Special Rules for The Maze as normal, including making any choices the paragraph asks
Compared to the traditional adventures of Tales of Evil, this you to make. When there is nothing left to do (at the end of
one is managed differently! You will no longer be able to simply the paragraph, for example), your turn ends and you pass the
choose your route through the house. Instead, the fickle hand of Walkie-Talkie to the next player, who starts their turn by rolling
fate will determine the course of your adventure… the dice.
3
Revisiting Rooms me. The bucket and rope were two steps away from me, and
If you find your investigator in a room that has already been I also noticed a lot of coins scattered everywhere. The scene
explored, you may decide to carry out the tests or ignore them. reminded me of the Goonies at the bottom of the wishing well.
To help you remember which zones have been explored, I 1 - Coins might be useful for buying equipment at Old Jack’s
recommend that you place a token in each area that you visit. shop. Go to 49.
2 - I inspected the place, ignoring the coins. Go to 89.
Mind Over Matter
This special rule is valid only for this adventure: When it is your
turn, you may spend a n token to choose which zone to place
6 - TILE 7 - ZONE 6
Such a logo had to hide something interesting. I was sure about
your investigator in without rolling the dice. This is especially that!
useful after you have explored most of the zones. Fusion: If you have the HeroQuest board game, take the knight’s
tomb and place it on the tomb represented on this tile, then go
Finding the Keys of Destiny to 59; otherwise go to 96.
7 - TILE 8 - ZONE 1
You will have to find all 4 Keys of Destiny (5678) and get out
of the labyrinth to prove your worth to Old Jack. If you can find
all 4 keys go to 106.
In this room there were some mannequins wearing hats. At first,
Objective: You will have to find the 4 Keys of Destiny (5678) I didn’t give them much notice, but when they started moving
and exit the labyrinth to prove your worth to Old Jack. If you can and coming towards me, I started to worry!
find all 4 keys you win the game. If you can find all 4 keys, go Fusion: You have to wear a hat. If you wear one, go to 50; if not,
go to 87.
8 - TILE 8 - ZONE 2
immediately to Epilogue (106) to see what happens!
All choices and fights (even if in a group) will only involve the
investigators who are in that particular room at the time the As soon as I set foot inside, something happened...
event or choice to be made occurs. You are just my friends… - v
Muahahah! I went away sure I hadn’t done anything useful.
9 - TILE 8 - ZONE 3
1 - TILE 7 - ZONE 1 When I entered the room, my attention was immediately drawn
to a large trunk.
I found myself in a strange corridor, with letters marked on the
stones. The place seemed like a trap to me, but I had to continue - If you have Special card 37, go to 51; otherwise, go to 70.
somehow.
- The investigator will have to choose which stones to stand on 10 - TILE 8 - ZONE 4
as they make their way down the corridor. It was an empty room, so without wasting any time I turned to
1 - I positioned myself on stone D. Turn to 45. leave, when... v.
2 - TILE 7 - ZONE 2 Then door P suddenly popped open, so I headed for 13.
11 - TILE 8 - ZONE 5
It was a desolate place, with strange luminescent mushrooms
growing in the dirt. I was looking around when my attention was I had a feeling that maybe there might be something interesting
caught by a pickaxe. It was very heavy, but perhaps it would be here somewhere.
useful for bringing to light what the debris had covered. 1 - I checked the medicine cabinet. Go to 52.
1 - I picked up one of the glowing mushrooms. Go to 46. 2 - I checked a desk drawer. Go to 71.
2 - I started removing debris with the pickaxe. Go to 56. 3 - I checked the operating table. Turn to 83.
3 - TILE 7 - ZONE 3 4 - I checked a piece of furniture by the wall. Go to 88.
12 - TILE 8 - ZONE 6
The room was filled with sticky sewage that kept gushing from
some ravine. It was a small place, illuminated by the light of a boiler. I didn’t
1 - I tasted the slurry. Go to 47. think there could be anything useful, so I got ready to leave
2 - I lay down on a cot to rest a little. Go to 67. when...
3 - I took the opportunity to pee. Go to 86. Roll a die to see what happened:
4 - TILE 7 - ZONE 4 - 3 Draw 1 Trauma card.
- 4 Draw 2 Search card.
- 2 Draw 1 Event card.
The place was full of barrels, and some of them had labels stuck
to them. I decided to investigate. - 1 Advance the Panic token c one space.
1 - I opened the lid of a barrel where it was written: Badly aged I was about to leave when a door creaked open... I went through
wine. Go to 48. door R, into 15.
2 - I opened the lid of a barrel where it was written: Wine aged
well. Go to 58. 13 - TILE 8 - ZONE 7
3 - I opened the lid of a barrel where it was written: Living wine. As I entered, an inhuman heat hit me.
Go to 68. - If zone 6 of tile 8 has not yet been explored, you lose 1 q and
5 - TILE 7 - ZONE 5 1 w.
- y.
There seemed to be nothing useful here so I prepared to leave,
The place was damp and sticky, and as I looked around I noticed
it was illuminated by some luminescent mushrooms and the when... v.
light of the moon filtering through the opening of a well above
4
14 - TILE 8 - ZONE 8
It was an anonymous room, and I was looking around when... - If there is no o token in zone 4 or zone 6 of tile 9, go to 82.
v.
- y.
There was really nothing more to do so I left.
23 - TILE 9 - ZONE 8
It was a strange and messy place, and my attention was drawn
15 - TILE 8 - ZONE 9 to an object that seemed out of context. It was a small toy
spaceship with a strange red symbol...
But where was I? It looked like the workshop of a nightmare Fusion: The Brave can examine the tile and try to remember if
craftsman. The thing that worried me most was the mannequins they have already seen that spaceship somewhere. They might
lying in the coffins. have seen her in a movie for example or who knows...
1 - I investigated. Go to 54. - When you think you have the right answer or even if you don’t
2 - I went away. Go to 64. have the answer, go to 74.
18 - TILE 9 - ZONE 3
lamp,” it said before retreating into the hole.
I was confused and bewildered and decided to leave that place
before the spider came back and thought about tasting me.
25 - TILE 10 - ZONE 2
There was an unbearable stench of rotting clothes, and I knew
immediately that I would not find anything useful in that place. I
got ready to leave, when... v.
19 - TILE 9 - ZONE 4
There were toys and stuffed animals everywhere. I was about to
look around when I saw a hairy hand retract under a bed and at
the same time my attention was caught by a glint under a nearby
The room was sparse, but what caught my attention was a kind cradle.
of hole in the floor with a ladder that seemed to descend directly - I searched under the bed, where I had seen the hand. Go to 62.
into the depths of the earth. - I searched under the cradle. Go to 84.
26 - TILE 10 - ZONE 3
1 - It took courage, but I went down into the hole. Go to 60.
2 - I immediately left that place. Go to 73.
21 - TILE 9 - ZONE 6
that seemed to be everywhere.
1 - I checked under the bed. Go to 63.
2 - I checked the closet. Go to 92.
28 - TILE 10 - ZONE 5
It was the room in front of the pool and my temptation was
immediately attracted to some lockers arranged along the wall.
Each of the lockers bore a tag.
1 - “I will reveal the way.” Go to 57. It was a small room, but there was everything a kid could dream
2 - “I will open the way for you.” Go to 72. of.
3 - “I will show you the way.” Go to 91. 1 - I inspected a toy that was there on the
22 - TILE 9 - ZONE 7
ground. Go to 42.
2 - I examined the computer. Go to 79.
3 - I checked the bed. Go to 93.
I found myself on the edge of a swimming pool filled with 4 - I looked the TV. Go to 102.
29 - TILE 10 - ZONE 6
brackish water and who knows what else...
- If there is a o token in zone 6 of tile 9, go to 61.
- If there is a o token in zone 4 of tile 9, go to 78.
- If the o token is present in both zone 4 and zone 6 of tile 9, Toilets were always creepy places. I don’t know why, but there
go to 99. was always an air of decay that enveloped you. These were
5
sensations, but they often turned into real nightmares. Still, - Place a k token between zone 6 and zone 7 of tile 11.
I looked everywhere, but there didn’t seem to be anything - Place your investigator in zone 7 of tile 11.
interesting, when... v. I cleaned up the debris and tried to understand what had caused
32 - TILE 11 - ZONE 2
- 2 Draw 2 Event cards.
- 1 Take Special card 37.
It was a fairly nondescript room, and I was about to wade into
the mess, when... v.
39 - TILE 12 - ZONE 2
- y. There was a big hole in the floor, and for all I knew, it could
There was nothing else of interest, so I left. have gone deep into the earth. Obviously, I had no intention
33 - TILE 11 - ZONE 3
of approaching it, so I just searched around without ever
approaching the edge. But when the floor started shaking, I
realized that an unknown force wanted me to end up in that
The carpet in that corridor looked familiar, and hole!
the memories came alive in my mind... Fusion: Find a rope and place it on the table. Otherwise, the
- Take a g 3+ (w) test. investigator must take a f 4+ (w) test.
When I recovered from the vision, I hurried to Once the floor beneath my feet stopped shaking, my gaze fell on
get out of that place. something that had rolled close to me.
- Take Special card 39.
41 - Tile 12 - ZONE 4
- Go to 80.
35 - TILE 11 - ZONE 5
could not resist the temptation to put it into
operation.
- Go to 103.
The room was crammed with objects and looked like it had
just been turned upside down by a tornado, but I might find
42 - Oh my God!
something useful.
Roll a die, and based on the result find out what happened. You
can only roll the die twice and apply the effects, after which you
will have to leave this room. I couldn’t believe my eyes. It was my favorite
- 3 Draw 1 Trauma card. toy! Memories began to surface and... Gain 1
- 4 Draw 2 Search cards. w.
- 2 Draw 1 Event card. 1 - I inspected the computer. Go to 79.
- 1 Take Special card 11. 2 - I checked the bed. Go to 93.
36 - TILE 11 - ZONE 6
3 - I looked the TV. Go to 102.
4 - I left. Your turn ends.
I found myself in a small room full of toys and immediately
started searching for something interesting, but there didn’t
43 - Check here!
seem to be anything useful and I felt very frustrated. I lowered myself under the bed, expecting the worst, and instead
- Take a h 3+ (w) test, then go to 81. found something...
37 - TILE 11 - ZONE 7
- y.
1 - I looked under the bed in the corner of the room. Go to 98.
2 - I went away. Your turn ends.
It was really hard, but I made it!
6
44 - The Ravens! If you want to do another search, go back to 11 and choose
again; otherwise, your turn ends.
I had managed to escape from that abomination but, where was
I? 53 - Oh how nice!
- Place your investigator in zone 8 of tile 10. It might come in handy.
I was standing on a balcony and creepy crows began to scrutinize - Take Special card 9.
me with more and more interest... If you want to do another search, go back to 11 and choose
Fusion: If you or one of your friends at the table ate something again; otherwise your turn ends.
while you were playing, the crows will attack you and you will
have to take a h 4+ (q) test to try to avoid them and run away;
otherwise, the crows will ignore you and you may draw a Search
54 - A Shocking Discovery!
As I approached one of the coffins, the mannequin came to life
card y. and tried to grab me!
45 - It’s the right one! - Make a g 3+ (w) test before the dummy’s animating power
wears off.
The stone I was standing on dipped slightly and I heard a clang. I was taking a last look around, when I noticed an opening in
The first piece of the puzzle was complete! the wall.
1 - I moved to stone A. Go to 55. - Place a k token between zone 9 and zone 8 of tile 8.
2 - I moved to stone O. Go to 65. As you cross the passage, go to 14.
48 - What a stink! and attack until the mushroom is destroyed or you lose a Status.
- If you have defeated the mushroom, turn to 66.
- If you passed out, turn to 76.
And it had aged really badly! A nauseating stench violated me
deeply and I had to force myself not to faint!
- The investigator must draw a Trauma card. 57 - Interesting!
I still had that stink in my nostrils when I left that place. In the locker was a note that read: “The key of 5 is at the bottom
70 - Nothing to do
if it took me a while to find what I was looking for.
- Advance the c token one space.
- Take Special card 32.
62 - But what?
I tried in every way to open the trunk, but I couldn’t. Without the
key, I would never be able to find out what it contained.
- Place a o token in zone 3 of tile 8.
I lowered myself to the bed and when I reached out, something I was about to leave when... v.
71 - The drawer!
grabbed me!
- Take a g 3+ (w) test and a d 3+ (q) test.
I pulled hard and found the severed hand of a creature attached
to mine! I screamed at the top of my lungs before realizing it As soon as I opened it, I should have expected any kind of
was just a rubber hand. But there was something inside... abomination to come out, and...
- Take Special card 30. Roll a die:
63 - Surprise!
1 - 4 = Draw an Event card v.
5 - 6 = Draw a Search card y.
If you want to do another search, go back to 11 and choose
What I saw, I believe will remain etched in my mind forever... again; otherwise, your turn ends.
64 - Better to go away
was water running out and it disturbed me.
- Take a g 3+ (w) test.
- Place a o token in zone 6 of tile 9.
I didn’t trust those mannequins lying in those coffins, and so I I looked around a little more and then headed for the pool.
kept away, but I managed to recover something anyway. Go to 22.
73 - Coward!
- y.
I was taking a last look around when I noticed an opening in the
wall.
- Place a k token between zone 9 and zone 8 of tile 8. I was about to leave that place when an inhuman grunt came
As you cross the passage, go to 14. from the depths of the hole. I was terrified!
65 - Damn!
- Draw a Trauma card before leaving the room.
That stone was the wrong one, and I knew it as soon as I stepped
74 - ???
on it because it started shaking and then turned over, making Were you able to remember where you last
me fall. saw the toy spaceship?
- You lose 1 q and 1 w. - Scan this QR code to find out the answer.
I moved to stone A. Go to 55. If the answer you had in mind is correct, then
66 - Take That!
you gain 1 q and 1 w; otherwise, you lose 1
n. After that, your turn ends.
As it approached me, breathing out its spores, I placed the
pickaxe right in the center of its head and watched it collapse
and rot. It had been a tough fight, but luckily I had survived.
75 - Pain!
Spikes came out of the stone and by golly it hurt!
- Draw Special card 8 before leaving this room. - The investigator loses 1 q and 1 w.
67 - But what? I moved to stone N. Go to 85.
77 - Good!
- The investigator must take a h 3+ (w) test before the vision
fades.
When I came out of the waking nightmare, I decided to leave
that place right away. It tasted so good, that I started drinking and then drinking and
68 - Is this a joke?
then I continued drinking until my head started spinning so hard
that I fell and threw the barrel behind me. I found myself, soaking
wet, sitting in a lake of wine, and something that was probably
And it really was alive, because a being made of wine jumped at the bottom of the smashed barrel caught my attention.
out and tried to drown me! - 2 y.
- Before leaving the room, the investigator must take a I staggered away.
78 - At least this...
f 3 + (w) test to run away and a d (q) test to avoid falling
and hurting themselves.
8
The water was deep but I had that diving mask I found in that Aberration: Dummies a 3 q 3.
hole. The dummies attack first, after which you will have to defend
- Take a f 3+ (w) test and a d 3+ (q) test. and attack until the dummies are destroyed or you lose a Status.
Thanks to the mask, I was able to search easily, even if it took If you defeated the dummies, draw a Search y card before
me a while to find what I was looking for. leaving the room.
- Advance the c token one space.
- Take Special card 32. 88 - The Sweet Surprise
79 - How wonderful! When I opened the cabinet doors, I immediately noticed her.
- Take Special card 28.
I loved that game! - If you have Special card 37, you can open the box and go to
- Draw a Search card y. 53; otherwise, read on:
1 - I inspected a toy that was there on the If you want to do another search, go back to 11 and choose
ground. Go to 42. again; otherwise, your turn ends.
2 - I checked the bed. Go to 93.
3 - I looked the TV. Go to 102.
4 - I left. Your turn ends.
89 - Let’s look around
I started looking around and actually found some interesting
80 - Enough Music! things before I left that place.
- 2 y.
I finally managed to turn off the radio. - You can leave this room and end your turn, or you can also
- If you listened to the whole song, you gain 1 q and 1 w; collect the coins. In this case. go to 49.
otherwise, you lose 1 e.
I was exhausted, and there didn’t seem to be anything interesting
in that place besides the radio, so I decided to leave.
90 - Surprise?
This paragraph has no connection and if you are reading it, it
81 - What is happening? is only by chance or because you have started reading all the
paragraphs of this adventure. I am Antonio Ferrara, the author
I was about to leave when a noise caught my attention and I of this story, and since you are here I hope you are having fun
realized that someone was banging something on the other side and I want to reward you. You earn 1 q and 1 w. Hello to you
of the wall. and good luck!
- If you have Special card 38, go to 94; otherwise, go to 100.
87 - Let’s fight!
I started rummaging around, and at the bottom of a desk drawer
I found what I was looking for!
- Take Special card 29.
The mannequins attacked me without any mercy! I had what I needed and decided to leave.
9
95 - Exactly! 104 - I could do it...
Finally, I moved to stone “E” and something unexpected I had to understand what was in that trunk, but it wasn’t going
happened: One of the stones moved to reveal a small niche, and to be easy to open it.
inside I found something... - If you want to open the chest, you will have to take a d 4+
- Take Special card 33. (q) test. Alternatively, you can leave it alone and walk away.
96 - Nothing, in fact - If you make the check to open the chest go to 101; otherwise,
your turn ends.
No fantastic adventures experienced in the world of magic.
- Draw a v card before leaving the room. 105 – Don’t try...
97 - No, thanks! Why are you reading this paragraph? Why is it the last one?
Well, cheating will cost you: You immediately lose 1 q and 1
w.
I was about to leave when a hand came out of the barrel and
grabbed me!
- The investigator must take a d 2+ (e) test to avoid being 106 - Epilogue
pulled into the barrel! When I found the last key, I communicated it to my friends via
I somehow managed to free myself and hurried out of that place. the Walkie-Talkie. We had done it, and we could finally prove
98 - But it can’t be! our worth to Old Jack. We got on our bikes and headed for the
Recovery Shop.
“Hey, we have the keys!” I yelled as I walked into the shop.
I lowered myself under the bed, expecting the worst, and instead
realized I had been optimistic. “Damn! But how did you do it?”
A gnome, or something like that, jumped on my face and bit my Ray cleared his throat with a fake cough, “Everyday stuff for
nose! Pizza & Investigation.”
- Take a f 4+ (q) test to escape. Go to 44. “A cake-walk,” Daphne lied. “
99 - I Can Do It!
“I’m hungry!” Tommy said.
Leila was silent while Mike got straight to the point: “Hey, so
what? What do you need these keys for? “
The water in the pool was shallow, and on top of that I had a “Give them to me, you brats!” growled Old Jack.
diving mask, so I immediately found what I was looking for, I backed away as he reached over the counter to grab me,
although I had to be careful not to slip to the muddy bottom. “They’re mine! Only mine!”
- Take a f 3+ (q) test. We began to fidget nervously. Old Jack no longer seemed to be
- You may move the c token one space in either direction you himself... “Give me the keys!” he ordered in a voice that seemed
like. to come from beyond the grave!
- Take Special card 32.
102 - I can’t believe it! ! Where had the Keys of Destiny gone? And above all, where were
my friends? I realized that the story would not end there. Indeed,
now I would have to find out who had taken the keys and what
I loved that movie!
I didn’t notice how much time had passed had happened to my friends.
while I was mesmerized by the screen. I returned to the Recovery Shop that night, accompanied by a
- Advance the c token one space. cold moon that peeked down from above like the eye of a dead
1 - I inspected a toy that was there on the man. I made sure I was alone before I went around to the back,
ground. Go to 42. and with the help of a screwdriver I was able to force the door.
2 - I looked the computer. Go to 79. Inside, it was pitch dark and you couldn’t see anything, so I
3 - I checked the bed. Go to 93. decided to turn on my flashlight and what I found in front of my
4 - I left. Your turn ends. eyes I will never forget! It was a kind of miniature model of a
11
The Doll’s House
12
Tales of Evil
with two fingers. She waved him, holding him by the collar of
his shirt, dangling him over our heads.
“Leave me alone, you old witch!” he yelled as he squirmed.
The Doll’s House In her other hand, she had a clear glass jar. She set it down in
the center of the room and dropped Old Jack into it, after which
Objective: Return to Normal she closed the jar with a metal lid.
Old Jack rushed to the edge of the jar and started pounding on
- Place the Events board with the x token on number 1 and it with his fists, shouting deaf sentences muffled by the glass.
the c token on number 1 of their respective paths and the z We rushed to his aid, but our weapons seemed unable to make
token on the indicated position on the board. a dent in the giant jar.
- Take the Special cards 15-16-17-18-19-20-21 and equip each “You have one hour, after which the air in the jar will run out and
investigator with their own weapon and put the others aside. your friend will die,” said the Puppeteer, closing the roof of the
Now take the Special cards 22-23-24-25-26-27 and equip dollhouse over our heads. “So hurry up if you want to save his
each investigator with one of these cards. At the end of this life, too,” she sneered.
operation, the other cards are put aside. We were shocked. Old Jack kept squirming like a big trapped
- Position tile 1. insect. Meanwhile, Ray was revived but looked somewhat
- Place the investigators in zone 1. The Walkie-Talkie b will go battered.
to the player whose birthday is the next to come. - Use a device, for example a clock, to count down 60 minutes.
If the 60 minutes pass and you still haven’t managed to reach
1
your goal, your adventure will be considered a failure.
Go to 47.
We found ourselves in the large hall of what looked like a doll’s
house. Getting out of the labyrinth and finding the four Keys of
2 - It was better not to look!
Destiny hadn’t been easy at all, but the situation we ended up in - v
was even more absurd and grotesque. We were trapped and had 1 - When door N opens, go to 12.
no idea how we could get out of it. 2 - When door I opens, go to 55.
3 - When door M opens, go to .
3 - Help!
We were looking around when the floor under our feet started
shaking and some of us fell over. I was able to see with my own
eyes the ceiling of the hall rise, and when I saw the Puppeteer’s
huge face I almost wet myself. We all fell into some sort of pool and floated in that putrid
“Good morning little ones!” she thundered with a grin painted water.
on her face. “Guys,” Mike said as he came out of the water, “somewhere
We were dumbfounded, and our ability to rationalize was razed there should be a mechanism to let the water flow out.”
to the ground by that vision. “And what’s the use?” Ray asked.
“Good,” she continued. “I could kill you here quickly and with “Once I saw one of these dollhouses in operation, and the guy
little effort, but what fun would that be?” she said, showing us a at the store was showing just how to empty the pool.”
puppet that was our size. “Okay, let’s do it,” said Leila, “at the bottom there might be
We knew that animated being, for we had already faced it several one of the keys we’re looking for.”
times during our adventures, and we believed that she wanted “Yes,” Daphne said, “knowing that wicked hag, it’s likely she
to unleash it against us. left it at the bottom of the pool.”
Instead, she began to tighten her grip tighter and tighter and - Each investigator must make a h 2+ (w) test.
squeeze it so tight that we heard a creak of wood and a mournful When all seemed lost, something caught our attention: It was a
crackle from the puppet, which shattered in her hand. The plastic lever that protruded from the wall.
unfortunate thing tried to squirm and somehow free itself, but - Each investigator must make a d 3+ (q) test.
it was crumpled up like a miserable sheet of paper. The wicked We hung on the lever with all our strength, and I think some
Puppeteer continued to handle and crumple it until she opened of us even got hurt, but the “clack” of the mechanism when it
her hand, and suddenly we were rained on by the shreds of what started working rewarded us.
remained of the now-lifeless puppet. The pool water drained away in seconds and it was Mike who
“Have you seen how easy it is?” she said, visibly amused. “I jumped into the empty pool and came back to us, victorious!
told you I could squash you like bugs, but that wouldn’t be fun.” - Take Special card 32
“What do you want?” I yelled at her. “Hurray!” we shouted in unison.
“I hid the four Keys of Destiny in this beautiful miniature house. - If you have recovered all the keys (7 5 6 8) go to 41;
If you find them, the spell will vanish and you will return to your otherwise, go to 19.
real size. If not, you will end up like the puppet. Funny, isn’t it?”
“You are crazy!” yelled Ray.
She reached out, loaded her index finger into the crook of her
4 - The spider!
Some of us tripped, and the big hairy spider crawled out of a
thumb as if she were about to throw a ball, and snapped her hole in the floor.
finger. Ray was hit by the nail, which catapulted him to the back - Spider: a 2 q 5
wall of the room. The spider scores 2 3. Each investigator must defend and then
“You’re still alive?” she said, amused. attack. This continues until the creature is defeated or one of the
Trembling and worried about the fate of our friend, we investigators is stunned.
approached his lifeless form. He had passed out, but luckily he If one of the investigators loses a Status, go to 6. If the spider
was still breathing. is defeated, go to 11.
“Warning: It’s a time challenge... muahahaha... and to make it
more fun, here’s an incentive.”
Suddenly we saw her gigantic hand reach out, holding Old Jack
5 - That damned corridor!
We were in that place again, and this time we couldn’t stay
13
12 - The basement!
there. So we decided to go through it quickly.
- Upon opening door I, go to 55.
6 - But what? As we entered, the roof above our heads lifted up and the
Puppeteer’s demonic face appeared.
The giant hand of the Puppeteer swooped over our heads and “Hello little ones, how are you?” she said while lighting a match.
we barely had time to burrow into the corners of the room We knew immediately what was going to happen and tried to
before the ferocious and insatiable creature crushed the spider. spread out in the cramped space before she dropped the red-hot
“So useless,” said the Puppeteer, walking away. match on top of it our heads!
A shapeless pulp was all that remained of the spider and we - Each investigator must make a f 3+ (q) test or get burned.
were horrified, but still alive. We hurried to make a decision “Now let’s see if you can survive,” she said as she replaced the
because we didn’t want to end up like the spider: roof. The gigantic match was consumed in the center of the
1 - When door A opens, go to 56. room, but when it went out it got even worse for us, as it gave
2 - Upon opening door I, go to 8. off a blanket of dense and unbreathable smoke!
7 - Help! - Each investigator must make a h 3+ (w) test or suffocate.
We catapulted ourselves out of there through door G: go to 23.
As we were preparing to open the door...
The investigator with the Walkie-Talkie b must roll a d 3+ (q)
test.
13 - Why are you reading here?
In short, you really have a habit of reading unrelated paragraphs
__________ almost got smashed! too, right? No paragraph leads to this one, but since you’re here
“Bad choice,” said the Puppeteer, closing the door. now and reading, I want to take you to a nice place if you want.
We had to carry on! - If you want to follow this paragraph entry, go to 48.
8 - The kitchen
- Each investigator must roll 1 die, and whoever gets the lowest
number is wounded by the Puppeteer’s claws and loses 1 q.
We felt like we would never get out of there.
At first glance, everything seemed fake, and in reality it was. We 1 - When door A opens, go to 56.
were trying to figure out what to do when the ceiling rose up 2 - When door I opens, go to number 8.
above our heads and we saw the Puppeteer’s face. 3 - When door L opens, go to 31.
15 - But, what?!?!
“What are you doing? Don’t you know it’s tea time?”
The shadow of a giant cup loomed over us, and when we
realized what she was going to do we tried to scatter as quickly - Draw an Event card v, then return to 46.
16 - We hope it helps
as possible.
Hot tea flooded us like a lava waterfall, while the Puppeteer
laughed.
- Each Investigator must make a g 3+ (q) test or get burned. - Draw a Search card, then return to 46.
“Muahahah!” the Puppeteer’s laugh froze our blood. Some of us
had suffered very painful burns. 17 - The underground room
“See you later, my little ones,” she said as she repositioned the There was a pervasive smell of plastic and mold in that place, as
ceiling above our heads. if that room had never been opened.
We had to hurry! We had to look for something somehow, but it was pitch black
- H = 6 and absolutely nothing could be seen.
If you have the Key of Diamonds (6), you can open door H; - l
otherwise, you can only make the following choices: As we were probing our surroundings, the roof of the room was
1 - When door M opens, go to 22. lifted up and we noticed with horror the Puppeteer’s gigantic
2 - When door G opens, go to 49. face, looking down upon us.
9 - Are you joking? “I thought you needed some glimmer of light in here,” she said,
tilting her candle towards us. We tried in every way to disappear
into the corners of the room, but a cascade of incandescent wax
- Draw a Trauma card, then return to 46.
10 - In a corner…
began to fall on us.
- Each investigator must carry out a f 3+ test. Whoever
passes the test is safe, whoever fails the test must carry out a
If you are reading this paragraph, it means that you have peeked g 3+ (q) test in order not to get burnt by the hot wax.
into history. No other paragraphs are related to this one, but “Oh how careless...” she said. “I didn’t do it on purpose,” she
since you’ve searched so hard, you can randomly draw an claimed, blowing out the candle before disappearing.
Equipment card. Now go back to where you left off, but if you “Let’s look for something useful right away,” Mike said, “before
forgot it, the game is lost... Muahahaha…
11 - Take that!
she comes back!”
- Each investigator must carry out a h 3+ test. Whoever
succeeds can draw 1 Search card.
__________ hit the spider so hard that it fell into the hole it had In the corner of the room, a glitter caught my attention...
come out of. Now it would think twice before attacking us again! - Take Special card 33.
We rushed to make a decision and get out of that room: - If you have recovered all the keys (7 5 6 8), go to 41;
1 - When door A opens, go to 56. otherwise, when door N opens, go to 54.
2 - Upon opening door I, go to 8.
14
18 - But what’s really going on?
hurt, but the “clack” of the mechanism when it started working
rewarded us.
When I put my hand in the toilet, something filthy grabbed me! The water drained in seconds and Mike was the first to leap into
- The investigator must make a d 3+ (q) test before they can the now-empty pool and come back to us, victorious!
break free! - Take Special card 32.
- Using the match markers m, select an investigator who will “Hurray!” we shouted in unison.
make one of the following choices: - If you have recovered all the keys (7 5 6 8), go to 41;
otherwise, go to 19.
24 - The dining room
1 - I slipped my hands into the filthy sewage of the sink; Go to 29
2 - I inspected the creepy shower compartment; Go to 60.
20 - Ahhh!
on the walls were all arranged as if in a film set that had been
abandoned for years, soaked in dust and stuck in a temporal
repetition that was always the same. We tried very carefully to
I put my hands in something, and I was stuck! understand what they were made of, but they seemed to us to
- The investigator must roll a g 2+ (q) test. Then return to 63. be of a very strange material somewhere between plastic and
21 - TV papier-mâché. We were about to figure out what to do when...v
- y
- Position tile 2 and line up doors A – B and H – C. 1 - When door A opens, go to 56.
In the dim light of the room, a plastic TV was broadcasting 2 - When door I opens, go to 8.
something. But how was that possible? 3 - When door L opens, go to 31.
- Each investigator must make a h 3+ (w) test.
1 - Our attention was drawn to the creaking of a door: When
door D opens, go to 36.
25 - The suspense!
We rushed into the room, convinced that we would end up
2 - We made our way to the door from which an inviting scent running straight into the clutches of the Puppeteer, but instead
emanated: Upon opening door L, go to 34. we all fell to the floor, tripping over some junk.
22 - The warehouse - Each investigator must make a f 2+ (q) test to avoid hurting
themselves by stumbling.
It was a damp and narrow place. We were about to look for There were quite a few things in that place.
something useful when... v - Each investigator may draw 1 Search card.
- y - Draw Special card 31.
If you have Special card 37, you can open door N and go to 17; There was even a map on which a place was indicated as a point
otherwise make a choice or try to break down the door. of interest.
1 - When door F opens, go to 44. - Place a o token in zone 3 of tile 1.
2 - Upon opening door E, go to 7. “I don’t trust it at all,” Tommy said. “It’s definitely a trap.”
3 - If you try to break through door N, choose one of the “Could be,” I replied. “But do we have a choice?”
investigators using the m counters. The investigator drawn “In my opinion, this indication could be true. In short, can it not
must attempt a d 2+ (q) test, then turn to 17. be so low?” Ray said.
23 - Get out of here! We all looked at him, dumbfounded.
- E = i
- F = i
By the time we left the room, some of us had been engulfed
in flames. We catapulted ourselves into a swimming pool in We were about to go back when one of the walls of the room
desperation. collapsed and the giant hand of the Puppeteer appeared inside
- Place the investigators in zone 7 of tile 9. and tried to grab us!
We remained afloat in that putrid water, which seemed like a - Each investigator must make a f 3+ (q) test to escape the
godsend to us given that a few minutes before we had risked deadly claws.
being roasted. - Each investigator must also make a g 3+ (e) test to counter
“Guys,” Mike said as he came out of the water, “somewhere their terror before the Puppeteer leaves.
there should be a mechanism for the water to drain.” - Place a k token between zone 8 and zone 7 of tile 9.
“And what’s the use?” Ray said. - We carefully ducked through the new passage; go to 3.
“Once I saw one of these dollhouses in operation and the guy at
the store was showing just how to empty the pool.” 26 - The closet
“Okay, let’s do it,” said Leila, “at the bottom there might be one It was a room full of junk, and we decided to look for something
of the keys we’re looking for.” useful, but it was dark and we had to grope around.
“Yes,” Daphne agreed. “Knowing that psychopath, chances are - l
she left it at the bottom of this pool.” If you have Special card 39, go to 65; otherwise, read on.
- Each investigator must make a h 2+ (w) test. In that narrow place, we could see absolutely nothing. Then
When all seemed lost. something caught our attention: It was a suddenly, something in the shadows attacked us!
plastic lever that protruded from the wall. - Each investigator must make a g 3+ (w) test.
- Each investigator must make a d 3+ (q) test. We could not understand what was attacking us with such force.
We literally hung on the lever and I think some of us even got Little beings made of shadows started biting us everywhere!
15
- Each investigator must make a h 3+ (q) test.
We were enveloped in a huge commotion. Then, a faint light
came on in a corner, and we were finally able to look at each
32 - Let’s move!
“Come on guys!” Daphne said.
other. We were stunned: We couldn’t understand what had - We rushed to door I; go to 55.
happened to us—If we had really been ensnared by those filthy
creatures made of nothing or if it had been pure suggestion.
I passed out for a few minutes, and when I recovered, I had
33 - Still in the hallway…
A sinister creak announced the opening of door L. We looked at
something in my hands. each other warily. We were intimidated, but also curious...
- Take Special card 37. - When door L opens, go to 35.
35 - Here it is!
sure of your fragility,” she said, closing the door.
We were terrified!
- When door N opens, go to 38.
36 - The Chasm
“Guys there’s a hole in the wall,” Ray said.
“Let me see,” said Leila. “Actually there is, and...”
Leila stuck a finger in the opening and moved what felt like a
painting to her touch. “Guys, back here is the corridor from We reached the edge of the doorway, and one more step would
before.” have made us fall into the void, off the table which the entire
“Let’s push it down!” Ray proposed. dollhouse was probably placed on.
- Each investigator must help bring down the wall by making a “Guys, we can’t go through here,” I announced, but the house
d 2+ (q) test. started shaking and the roof of the room was lifted up.
- Place a k token between zone 4 of tile 9 and zone 1 of tile 5. “Hello little ones! Come on, a leap into the void won’t hurt you
We crossed through the new passage; go to 5. so much,” said the Puppeteer before starting to blow on all of
29 - Help!
us to push us into the abyss outside the door! We were hit by a
fetid blizzard that would leave us no escape.
- Each investigator must make a d 3+ (q) test.
- The slimy liquid came to life, attacking the Investigator. When the Puppeteer stopped blowing, she closed the roof of the
- The Investigator must make a f 3+ (w) test before they can room and we could feel the heavy footsteps of her walking away
break free! from us. We had resisted with all our strength, and in doing so,
- Using the Match tokens m, select an investigator who will no one had ended up in the abyss. However, some of us were
make one of the following choices. more unlucky and sustained some injuries. Once again, we had
1 - I searched deeply in the toilet bowl; Go to 18. tested how far the cruelty of that being could go, but we were
2 - I inspected the creepy shower compartment; Go to 60.
31 - TV
own game, she would destroy us like rats in a cage.
We continued to the door at the end of the room: Upon opening
door A, go to 39.
In the dim light of the room, a TV was broadcasting something.
But how was it possible?
- Each investigator must make a h 3+ (w) test.
38 - The tiny room
We could barely fit in that place so we decided to continue on.
Our attention was drawn to the creaking of a door: When door The door in front of us creaked.
D opens, go to 36. 1 - “Let’s check it out,” said Daphne. When door P opens, go
16
to 25.
2 - “No, not this time,” said Leila. Upon opening door M, go to 62. 46 - Let’s see what we can find…
39 - The Left Corridor - Each investigator rolls a die, and based on the result will see
what they can find in the room:
- Position tile 5 and fit the doors A – F and H – G together. - 1 – go to 15.
I didn’t like that place at all, and we were about to decide what - 2 – go to 9.
to do when... v - 3 – go to 16.
- y - 4 – go to 61.
- E = i After all Investigators have rolled, continue through door A; go
- A = i to 45.
- B = i
1 - When we open door N, go to 12.
2 - When we open door I, go to 55.
47 - Minutes Count
We absolutely didn’t know what to do or where to go, so we
3 - When we open door M, go to 26. looked around, dejected and bewildered.
40 - There’s something here… Seeing a dollhouse from the inside when you are the “doll” had
changed our perspective on things. The objects that surrounded
- Draw a Search card, then return to 63. us were covered with a thick layer of dust, which contributed
44 - Nooo! 50 - But…
As soon as we opened the door, the Puppeteer’s claws began As soon as we opened the door, we were faced with a gigantic
to cleave the air! mouth that tried to suck us into its infernal vortex!
- The Investigator with the Walkie-Talkie b must roll a f 3+ - Each investigator must make a d 3+ (e) test.
(q) test. Thankfully, none of us ended up in her terrible jaws. However,
__________ almost got disemboweled! the enormous eye of the Puppeteer appeared at the door:
“You can’t go through here,” said the Puppeteer, closing the “What a pity, I really wanted to have a snack with one of you...
door. Eheheh...”
We had to carry on. Mike ran to the door and closed it. “Guys, obviously, I think we
1 - Upon opening door E, go to 7. should find an alternative route.”
2 - If you try to break through door N, choose one of the 1 - Upon opening door O, go to 28.
investigators using the m tokens. The investigator drawn 2 - Picking door H, go to 30.
must make a d 2+ (q) test. Then go to 17.
51 - The end?
45 - Back to the dining room “Well, who knows if they will survive... Muahahahaha!”
exclaimed the Puppeteer, closing the roof of the room.
We had to explore the parts of the house we hadn’t been to yet,
so we decided to continue on to the west wing. __________ was broken, and we all rushed to their aid.
- Upon opening door I, go to 8. - c + 1.
17
We agreed that we should hurry: The Puppeteer could have they will have to draw lots using the match m tokens. The one
wiped us out like gnats in the blink of an eye! who got caught (or the one drawing the shortest match) will
We continued to a door at the other end of the room: Upon come out really badly from the Puppeteer’s grasp and lose 3 q.
opening door A, go to 39. After that, go to 51.
52 - Here is your gift! - If no one fails the test, go to 37.
57 - Interesting…
- Take Special card 39, then go to 43.
58 - What the???
As soon as we entered, a chill ran down our spines: There had
been a veritable slaughter of dolls and puppets here. It almost We were deciding what to do next when the Puppeteer’s gigantic
seemed like a mischievous little girl had fun dismembering them face popped up over our heads. We were immediately held in a
on purpose. Suddenly, the ceiling of the room lifted up and we ravenous grip! That despicable being grabbed us all in one hand
saw the gigantic face of the Puppeteer emerge above our heads. and held us wrapped up like we were candy... When she opened
“Good,” she said rubbing her hands together. “You’ve come to her hand, we were catapulted to the floor of the hall.
just the right place!” - Place the investigators in zone 1 of tile 1.
We stood dumbfounded, immobilized by terror as she continued: - Each investigator must make a d 3+ (q) test.
“Now let’s play a game! I’ll close my eyes and put my hand in We were confused and in pain, but still alive.
the room and if I manage to catch one of you, I’ll kill them, what “I thought you could use a hand,” laughed the Puppeteer before
do you think? Funny right?” she finished as her giant hand fell leaving.
upon us. Old Jack was still there, crouched in a corner of the jar, weakened
- Each investigator must make a g 3+ (w) test to survive the by lack of oxygen. We had to hurry! We couldn’t let him die like
terror. this. We had to explore all the rooms in the house and find the
- Each investigator must also make a f 3+ test in order not other keys.
to get caught. If there are several investigators who fail this 1 - “Guys, let’s have a look around, maybe we can find something
check, they will have to draw lots using the m match tokens. useful!” proposed Leila. Go to 46.
- The one who got caught (or the one drawing the shortest 2 - We decided to continue through door A; Go to 45.
match) will come out really badly from the Puppeteer’s grasp
and lose 3 q; after that, go to 51.
- If no one fails the test, go to 37.
59 - The laundry
54 - No way
- If you haven’t done it yet: position tile 9 and line up doors
H – C and A – B.
We found ourselves in the umpteenth false scenario of that
The Puppeteer was squeezing us like lemons, and I was house. We looked around warily when... v
convinced that sooner or later she would get tired of her new From behind a door came a strange noise, like a cat scratching
toys and she would destroy us. We decided to continue towards at a wooden surface.
the north wing since we now had the key to continue! 1 - “Let’s find out what it is,” proposed Ray. So we opened door
- Upon opening door H, go to 59. D; go to 27.
55 - The dilapidated bathroom! 2 - “I think it would be better not to elaborate,” said Mike. We
took door N instead; go to 38.
It was a filthy place full of sewage everywhere, but then we knew
we’d have to look everywhere to find the keys.
- Using the match tokens m, select an investigator who will
60 - Oh, what a bummer!
I slipped my fingers into a tuft of hair sticking out of the hole in
make one of the following choices. the shower drain...
1 - I slipped my hands into the filthy sewage of the sink; Go to 29. - The investigator must roll a h 3+ (w) test.
2 - I searched deeply in the toilet bowl; Go to 18. I was about to faint from horror when my fingers felt something
3 - I inspected the creepy shower compartment; Go to 60. solid...
56 - Trapped! - Take Special card 29.
That was it! One of the Keys of Destiny!
- If you have recovered all the keys (7 5 6 8), go to 41;
As soon as we entered, we were invaded by a chilling vision of
death: there had been a veritable slaughter of dolls and puppets otherwise, continue reading.
here. It almost seemed like a mischievous little girl had fun We had what we needed here, so we decided to leave through
dismembering them on purpose. Suddenly, the ceiling of the door I; go to 33.
room rose above our heads again, and the gigantic face of the
Puppeteer loomed above us.
- I = i
61 - Look what I found!
- Draw an Search card, then return to 46.
“Fine, fine,” she said rubbing her hands together. “You’ve come
to just the right place!”
We stood dumbfounded, immobilized by terror as she continued:
62 - Ahhh!
The Puppeteer’s gigantic finger slid through the door and started
“Now let’s play a game! I’ll close my eyes and put my hand in moving from side to side, trying to grab some of us!
the room and if I manage to catch one of you I’ll kill them. What - Each investigator must make a g 3+ (e) test.
do you think? Funny right?” as her gigantic hand fell upon us. “Boys!” yelled Leila, pointing to a door, “Hurry, this way!”
- Each investigator must make a g 3+ (w) test to survive the - When door P opens, go to 25.
63 - The basement
terror.
- Each investigator must also make a d 3+ test to not get
caught. If there are several investigators who fail this check,
It was a cramped space with a strange ceiling. I was sure we
18
were near the central hall of the house, but at first glance, that
place seemed to have no way out.
“Let’s look for something useful,” proposed Leila.
- Each investigator rolls a die, and based on the result finds
something in the room.
- 1 – go to 40.
- 2 – go to 66.
- 3 – go to 20.
- 4 – go to 57.
After all investigators have made their rolls, go to 58.
64 - Optimal!
Since you have been very good at following my advice, now turn
to 52 for an extraordinary reward. Don’t be afraid, this is not a
trap…
65 - Finally, a light!
With the flashlight, we managed to illuminate our environment
and found something useful.
- Each investigator may draw 1 Search card.
- Take Special card 37.
We decided to get out of there, heading through door M; go to 32.
66 - But…
- Draw a Trauma card, then return to 63.
19
38 blind date
Written by: Antonio Ferrara
You love
me?
And how
much do you
love me?
Fight! Do you
think of me?
And
Take how much
do you think
this! about me?
ah ah
ah!
Each child
what?! rolls a die:
1 - 4 = Lose
1 Candy.
5 - 6 = take
What 1 Candy.
have you
done?!
aaaaah!
Muaha
h!
ha
ops!
Each child
clack
rolls a
die and
whoever
rolls the
lowest
number
1 - 2 = Lose 1 Status.
loses 1
3 - 6 = You are safe!
Status.
20
gasp c
clan
POW
bam
sbam sdonk sbam
1 - 3 = Lose 1 Status.
4 - 6 =- You are safe!
bam
Go back
to hell! Maybe I died
and ended up
in hell…
s ba m
end...?
21
39 Short Circuit
Written by: Antonio Ferrara
1 - 3 = Lose 1 Candy.
4 - 6 = Take 1 Candy.
1 - 3 = jennifer
scratch you!
Lose 1 Status.
4 - 6 = You
manage not to
get caught.
a s
h
spl
gulp
Stop
bug!
1 - 3 = Lose 1 Status.
4 - 6 = Don’t be
intimidated.
22
The Boogeyman is coming!
Take
this!
1 - 3 = Lose 1
Status. Try again,
then continue…
4 - 6 = Drop the
lamp. Take 1 Candy.
Boogeyman is
electrocuted, but
before disappearing
he strikes a deep
sense of terror in
you. Each child must
roll 1 Die.
gasp…
sob…
1 - 4 = Lose
1 Status.
5 - 6 = You
are safe.
end...?
23
Credits:
A story of
Antonio Ferrara
Art by
Davide Corsi
Elisa di Virgilio
Layout by
Sara Staffelli
Translation by
William Niebling
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