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haunts

Same text as in-game help haunts.

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haunts -- Cadence house-haunt contracts

A homeowning townsfolk can get an unsettled spirit. They seek the local hunt giver covering that town (Missouri in Lawrence, Bobby in Lebanon); that giver's board posts a tip for Hunter / Slayer / Occultist. If nobody local can handle it, the giver texts opted-in hunters (Missouri texts Dean and Sam). Ephemeral across restart (v1).

How you play
  Type help haunts more for the full writeup.

New players (Family Business / Phone Tree)
  Typing help haunts finishes the opener haunt step right where you are.
  You do not need to road-trip to Bobby just to read this page. Optional
  missions take haunt: Hunter board in the Sioux Falls den (enter sioux falls), or Garth's Lebanon Pawn corkboard. Lost outside town? taxi lebanon (or enter sioux falls for Bobby).
  In a car? leave first. Bare taxi lists hubs.

  missions take haunt    -- claim at the posting board (H/S/O only; also: takehaunt)
  missions join haunt    -- back up an in-progress haunt (at the board)
  bounty                 -- read live haunt/bleed status (see 'help bounty')
  seek board [name]      -- walk/drive to that board (bare = last tip; e.g. seek board bobby / garth); does not claim
  missions abandon haunt -- drop your claim (also: abandonhaunt)
  track haunt            -- soft path lead to the haunted home; if the house is in another town, names the cab/drive hub (taxi lawrence / drive lebanon) instead of going cold on the wrong street grid
  investigate            -- name the spirit on site
  salt                   -- trap a haunt threshold (after identify; consumes one salt packet). salt here is the lasting room salt line instead (help traps).

  circle                 -- Occultist trap (after identify)
  exorcise / exile / slay -- clear after trap (Path-flavored)

Flow: tip or board -> claim -> track haunt -> (taxi/drive if cross-town)
-> investigate -> trap -> clear. Wrong order fails with a clear message.
Pay is light dollars on
clear; sometimes a salvage crumb (cold ash / salt / iron scrap) hits the floor, and you may recover usable wear gear scaled to your Tier
(weaker hunters find lighter kit). One active town haunt at a time.

Hunter / Slayer / Occultist Echoes and idle bodies run the same craft verbs players type (investigate, salt, then exorcise / exile / attack) via Cadence -- they path to the house, then clear instead of swinging unidentified spirits that reform. Cadence salt needs salt packets in the gear bag. Fighters restock that kit when needs are met (idle between hunts); if they arrive empty they leave for Ash Garage crumbs / buys instead of standing on the threshold refusing forever. Prep keeps a spare packet for the next house.

The Men of Letters bunker is evil-warded -- idle there without being jumped by city hostiles if you can pass the threshold.