<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://marrowproductions.com/WoF/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MasterOfPuppets</id>
		<title>Well of Fears - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://marrowproductions.com/WoF/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MasterOfPuppets"/>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Special:Contributions/MasterOfPuppets"/>
		<updated>2026-04-10T03:13:17Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.3</generator>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=413</id>
		<title>Elizabeth Bathory</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=413"/>
				<updated>2012-04-07T04:04:55Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actresses */ removed es&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
The daughter of George and Anna Bathory, Elizabeth Bathory has the reputation of being one of the first reported vampires. At age 15 she married 25 year old Count Ferencz Nadasdy. After marriage the two of them moved to the infamous Castle Csejthe. The Count was always leaving home to do battle against the Turks, which left Elizabeth alone at home and very bored. To keep herself occupied she began to visit her aunt, Countess Klara Bathory. It was at this time that she began her intrest into the occult. A known witch and maid, Dorothea Szentes [aka Dorka], began to teach her varius forms of black magic and witchcraft. Assisted by her nurse, manservant, and another maid, the group began to torture the female servents of Castle Csejithe in an underground chamber. In the year 1600 Count Ferencz died. It was about this time that the Countess began to bathe in the blood of the tortured young women based on the idea that the blood might hold the secrets of eternal youth. The women where tortured, stabed, and hung from the celings so that Bathory could shower in the blood that flowed from their bodies. Eventualy Bathory began to notice that she wasn't getting quite the results she'd wanted. She decided to go after Noble blood, assuming that better blood would have better results. Unfortunitly for her, word spread of the missing nobles. On the 30th of December, 1610, her own cousin, Count Cuyorgy Thurzo, and a band of soldiers raided the castle. They found about 50 dead bodies, and several tortured women in the dungeon below. One woman was even found, still alive, with her body pierced open. In 1611, a register was found in Bathory's living quarters with the names of over 600 victims. Her three female accomplices where sentenced to have their fingers torn from thier bodies and later to be burned alive. Her fourth accompice, was beheaded, drained of his blood, and burned with the three women. Elizabeth Bathory, however, was walled up inside her room until her eventual death at age 54. At the time of her death she was still considered to be one of the most beautiful women in all of Europe.&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
She's the black widow of The Other Side, imprisoned for all eternity in her torture chambers in the towering Castle Cathice for her murderous crimes - an iron maiden - condemened to love and perish forever.&lt;br /&gt;
&lt;br /&gt;
But legends, like Vampires, never die.&lt;br /&gt;
&lt;br /&gt;
Casting a black shadow over her Province, Bathory is the most powerful of 'The Harbingers' with all the allure of a Venus fly trap.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
At the beginning of the 17th century, in the towering Slovakian Castle of Cathtice, lived a countess of unequalled vanity. Driven by her desire to remain the most beautiful woman in the land, Elizabeth Bathory would feed upon the innocent young townsfolk she lured into her chambers. Parlor games such as 'The Iron Maiden' were a castle specialty, as this black widow liked to poke more than just fun at her guests - and she turned out to be a body piercing master! In a small town, however, news of strange behavior travels faster than the plague and it wasn't long before Elizabeth was captured, tried and banished to The Other Side - which would be enough to make anybody see red. Here the only thing she kills is time while praying for her time on earth to come again.&lt;br /&gt;
&lt;br /&gt;
Eat your heart out, Elizabeth.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Gray &lt;br /&gt;
*Atmosfear 'The Harbingers': Red &lt;br /&gt;
*Atmosfear DVD Series: Red&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Vampire bat &lt;br /&gt;
*Atmosfear DVD Series: Vampire bat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, any key collected is given to the Vampire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In some releases of the games her named is spelled Elisabeth with an S replacing the Z.&lt;br /&gt;
&lt;br /&gt;
Remember, when the Countess asks you, &amp;quot;Indulge me!&amp;quot; you must respond, &amp;quot;Forever my Lady!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The_Vampire | Nightmare/Atmosfear IV 'Vampire']]&lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=412</id>
		<title>Anne de Chantraine</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=412"/>
				<updated>2012-04-07T04:04:40Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actresses */ removed es&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
Ugly has a new name - Anne de Chantraine. And she's just learnt how to make something. It's 'something' called trouble and de Chantraine stirs it up and dishes it out from her mutant 'Punkin' at the crossroads of the Provinces. This fire-starter has got plenty of good reason to scorch the earth with a temper as hot as her brew. &lt;br /&gt;
&lt;br /&gt;
Tried and convicted of sorcery, tortured and then burned alive at the stake as a teenager, de Chantraine was innocent. Now she's on a witch hunt of her own. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;hell hath no fury like a woman scorned&amp;quot;, you should see one scorched! &lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine was one of the first women burnt on the stake during the Great Witch Hunts of Europe. At 17 years of age in a village in Belgium, this unusually pretty young thing was tried, proclaimed a witch, and promptly roasted. &lt;br /&gt;
&lt;br /&gt;
With a temper now as hot as the flames that took her from rare to well done, this flying firestarter sought revenge by cooking up a storm and lighting fires across the countryside. &lt;br /&gt;
&lt;br /&gt;
But playing with fire can be dangerous and, in a careless moment, Anne was caught leaving yet another smouldering disaster site. This flying pyromaniac now ponders her career choice from her solitary confinement, surrounded by the orange flames she dreads the most. &lt;br /&gt;
&lt;br /&gt;
Anyone got a light? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Blue &lt;br /&gt;
*Atmosfear 'The Harbingers': Orange &lt;br /&gt;
*Atmosfear DVD Series: Orange&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Cauldron &lt;br /&gt;
*Atmosfear DVD Series: Pumpkin&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will be turned into a toad and only be able to move one step each turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The_Witch | Nightmare/Atmosfear III 'Witch']]&lt;br /&gt;
&lt;br /&gt;
Nightmare/Atmosfear III 'Witch' Promo &lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=411</id>
		<title>Elizabeth Bathory</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=411"/>
				<updated>2012-04-07T04:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actress */ aded es&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actresses ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
The daughter of George and Anna Bathory, Elizabeth Bathory has the reputation of being one of the first reported vampires. At age 15 she married 25 year old Count Ferencz Nadasdy. After marriage the two of them moved to the infamous Castle Csejthe. The Count was always leaving home to do battle against the Turks, which left Elizabeth alone at home and very bored. To keep herself occupied she began to visit her aunt, Countess Klara Bathory. It was at this time that she began her intrest into the occult. A known witch and maid, Dorothea Szentes [aka Dorka], began to teach her varius forms of black magic and witchcraft. Assisted by her nurse, manservant, and another maid, the group began to torture the female servents of Castle Csejithe in an underground chamber. In the year 1600 Count Ferencz died. It was about this time that the Countess began to bathe in the blood of the tortured young women based on the idea that the blood might hold the secrets of eternal youth. The women where tortured, stabed, and hung from the celings so that Bathory could shower in the blood that flowed from their bodies. Eventualy Bathory began to notice that she wasn't getting quite the results she'd wanted. She decided to go after Noble blood, assuming that better blood would have better results. Unfortunitly for her, word spread of the missing nobles. On the 30th of December, 1610, her own cousin, Count Cuyorgy Thurzo, and a band of soldiers raided the castle. They found about 50 dead bodies, and several tortured women in the dungeon below. One woman was even found, still alive, with her body pierced open. In 1611, a register was found in Bathory's living quarters with the names of over 600 victims. Her three female accomplices where sentenced to have their fingers torn from thier bodies and later to be burned alive. Her fourth accompice, was beheaded, drained of his blood, and burned with the three women. Elizabeth Bathory, however, was walled up inside her room until her eventual death at age 54. At the time of her death she was still considered to be one of the most beautiful women in all of Europe.&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
She's the black widow of The Other Side, imprisoned for all eternity in her torture chambers in the towering Castle Cathice for her murderous crimes - an iron maiden - condemened to love and perish forever.&lt;br /&gt;
&lt;br /&gt;
But legends, like Vampires, never die.&lt;br /&gt;
&lt;br /&gt;
Casting a black shadow over her Province, Bathory is the most powerful of 'The Harbingers' with all the allure of a Venus fly trap.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
At the beginning of the 17th century, in the towering Slovakian Castle of Cathtice, lived a countess of unequalled vanity. Driven by her desire to remain the most beautiful woman in the land, Elizabeth Bathory would feed upon the innocent young townsfolk she lured into her chambers. Parlor games such as 'The Iron Maiden' were a castle specialty, as this black widow liked to poke more than just fun at her guests - and she turned out to be a body piercing master! In a small town, however, news of strange behavior travels faster than the plague and it wasn't long before Elizabeth was captured, tried and banished to The Other Side - which would be enough to make anybody see red. Here the only thing she kills is time while praying for her time on earth to come again.&lt;br /&gt;
&lt;br /&gt;
Eat your heart out, Elizabeth.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Gray &lt;br /&gt;
*Atmosfear 'The Harbingers': Red &lt;br /&gt;
*Atmosfear DVD Series: Red&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Vampire bat &lt;br /&gt;
*Atmosfear DVD Series: Vampire bat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, any key collected is given to the Vampire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In some releases of the games her named is spelled Elisabeth with an S replacing the Z.&lt;br /&gt;
&lt;br /&gt;
Remember, when the Countess asks you, &amp;quot;Indulge me!&amp;quot; you must respond, &amp;quot;Forever my Lady!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The_Vampire | Nightmare/Atmosfear IV 'Vampire']]&lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=410</id>
		<title>Anne de Chantraine</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=410"/>
				<updated>2012-04-07T04:03:46Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actress */ +es&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actresses ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
Ugly has a new name - Anne de Chantraine. And she's just learnt how to make something. It's 'something' called trouble and de Chantraine stirs it up and dishes it out from her mutant 'Punkin' at the crossroads of the Provinces. This fire-starter has got plenty of good reason to scorch the earth with a temper as hot as her brew. &lt;br /&gt;
&lt;br /&gt;
Tried and convicted of sorcery, tortured and then burned alive at the stake as a teenager, de Chantraine was innocent. Now she's on a witch hunt of her own. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;hell hath no fury like a woman scorned&amp;quot;, you should see one scorched! &lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine was one of the first women burnt on the stake during the Great Witch Hunts of Europe. At 17 years of age in a village in Belgium, this unusually pretty young thing was tried, proclaimed a witch, and promptly roasted. &lt;br /&gt;
&lt;br /&gt;
With a temper now as hot as the flames that took her from rare to well done, this flying firestarter sought revenge by cooking up a storm and lighting fires across the countryside. &lt;br /&gt;
&lt;br /&gt;
But playing with fire can be dangerous and, in a careless moment, Anne was caught leaving yet another smouldering disaster site. This flying pyromaniac now ponders her career choice from her solitary confinement, surrounded by the orange flames she dreads the most. &lt;br /&gt;
&lt;br /&gt;
Anyone got a light? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Blue &lt;br /&gt;
*Atmosfear 'The Harbingers': Orange &lt;br /&gt;
*Atmosfear DVD Series: Orange&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Cauldron &lt;br /&gt;
*Atmosfear DVD Series: Pumpkin&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will be turned into a toad and only be able to move one step each turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The_Witch | Nightmare/Atmosfear III 'Witch']]&lt;br /&gt;
&lt;br /&gt;
Nightmare/Atmosfear III 'Witch' Promo &lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Interview_05&amp;diff=409</id>
		<title>Interview 05</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Interview_05&amp;diff=409"/>
				<updated>2012-03-10T22:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Removed old update info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Sometimes things just seem to work out for you in the weirdest ways. For example, both of the Nightmare/Atmosfear creators emailed me seemingly out of the blue and agreed to answer any questions I had. It was like that feeling you get (or expect to get in some cases) when you win the lottery. Needless to say, I'm very proud that I've received any email from them, let alone an invitation for Q&amp;amp;A. Below, I've compiled the correspondence I've received for your convenience. I was told by both Brett Clements and Philip Tanner that it was alright to post these. However, I was asked not to give away their contact information. So, if you'd like to ask them something, please do so through me.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Hi,Just thought I'd let you know that the reason we called it ATMOSFEAR in many countries was because we couldn't get the name NIGHTMARE cleared. NIGHTMARE was always called The game of Atmosfear so the name change was easy and to be honest, Atmosfear is a more appropriate name for the game. A Couple 'A Cowboys still owns and controls all the rights to ATMOSFEAR/Nightmare though Brett is no longer with the company.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Philip Tanner?! Unless my information is incorrect, aren't you the guy that created the game? Wow! It's an honor to hear from you. Thanks for clearing up the question about the name! I really appreciate that! I have to agree with you though, Atmosfear is a more appropriate name.&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Hi Jason, Yes Brett and I created the game and I am glad there are people like you out there still into it. Thought I'd let you know that we are in the negotiation phase to relaunch the game or a version of the game on DVD.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you have your own Website?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; No I don't have a website.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What happened to Xtraordinary Aliens?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Extraordinary Aliens was Brett's company when he left Cowboys and moved to the States. He has since moved back to Australia and I suspect that Extraordinary Aliens no longer exists.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What happened to the &amp;quot;Atmosfear: the Source Book&amp;quot; that was advertised with Atmosfear: The Harbingers?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; I don't think we ever completed the source book. Many things were started but not necessarily finished as we tried to focus on the the things that really mattered.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Darkwolff and I where wondering, what's the deal with this &amp;quot;screenplay&amp;quot; you keep mentioning? If it's a movie or something, what can you tell us about it??&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; The screenplay is a feature film script. I would like to try to launch the new game and film at the same time but this will all depend on whether or not we can raise the money required to make the film.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Has the Gatekeeper always been played by the same actor?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; The English Gatekeeper is always the same person but for the international version of the original games (Not The Harbingers) it was an actor from that specific territory.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; All the Harbingers seem to be based on real people and\or myths. Who is Hellin based on??&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Hellin was the only character not based on a specific person/myth.&lt;br /&gt;
&lt;br /&gt;
''Another thing he told me, that I'd forgotten to copy down, was an answer to a question about his views of the use of his images on fan web sites. He replied that he didn't mind so long as they promoted the game and that they were not being used to make a profit.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you have any plans or further projects with the Nightmare/Atmosfear series of games?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; After something like four years writing the Nightmare series, I'd reached the bottom of the pit in terms of creative, and when I left Cowboys for the US, after a decade plus with Phil - and again for much the same reasons - we agreed the future of the genre could be pursued by either Phillip or myself but it was Phil who really took the lead here, and has kept the thing turning and burning with movies and what not ever since, so it is Watershed's project now. I've a 40% interest which is more than fair and The Gatekeeper always new &amp;quot;fresh blood&amp;quot;. I'm toying with a new interactive/shock/event game and its in &amp;quot;the things that go bump in the night&amp;quot; category but more like SCREAM on speed. In the interim, I'm looking forward to seeing Phil's spin on the DVD.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; How do you feel about fans using the images, sound clips, and text from the games in the series in websites?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I'm absolutely fine with that; they bought the game. And Phil and I thank them for it. They're not, like, selling these assets, and I see this sort of distribution not only a compliment but as promotion. It is what the industry used to run on before everybody got too precious about intellectual property and dragged in all the legal eagles to work out was is and what's not material copyright. Having said, Phil is The Gatekeeper when it comes to this and, as a courtesy, I think he'd like to know if a site was taking more hits than Tyson because of it&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What was the inspiration for the series? &lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; (I was no good at Trivial Pursuit?). There's something actually in that but also, I had a Haunted House game when I was a kid - those spooks that glow in the dark - and it made an impression on me. I'm not a horror freak by any means - nor was Nightmare ever really horror - and I liked the idea of people interacting and getting the s%$t scared out of them with a loud noise; like a car back-firing. So I roughed up a box-top, name and a board design and we had an illustrator by the name of Daniel Burns (wild with a pencil) work up the plates and got them airbrushed. Then they sat there for a few months while I 'percolated' the concept. It hit me one day at the gym - literally on the bench-press. It would be quite a few years before I had the time to set foot in a gym again.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Did you already have an actor in mind when creating some of the characters?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I think Phil and I came to the same conclusion; back then we used to fire off each other, with one idea laid on the next. We'd both seen 'HIM' and we thought he was pretty twisted in those I LIKE TO WATCH ads. I can still here his voice. When I suggested the Guiness Guy (or when Phil suggested the Guiness Guy), we thought we'd never have a chance.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Where did Hellin's story come from?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; My imagination (back then). And her name is 'IN' &amp;quot;HELL&amp;quot; reversed. There were subtle touches of evil in the game that crept up on you while you writing. I don't for the life of me know how Stephen King does it. I found it a constant battle trying to balance that.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What happened to A Couple 'A Cowboys?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Like everything, things come to an end. School. Marriages. Life. Companies. A Couple 'A Cowboys ran its course and it was an exciting, production one and Phil stands as the best Producer I have ever had, and probably ever will. It was like a singer/songwriter combination. I'm working on a new project at the moment and, initially, bounced the idea of working together again off Phil but he knocked me back. Can't say I blame him. I'm as mad as a loon and most people think I came from another planet. But yeah. It just ran out of steam and unfortunately, 'uncertainty' is the catalyst for creativity and I needed to take risks again and get back out there on the edge and explore the US and interactive. I'm a long way from the creature comforts I enjoyed in those days but I think &amp;quot;the road less traveled&amp;quot; has knocked a lot of the 'unreasonable creative' out of me. And that was necessary.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; How do you feel about fans of the series trying to contact you? Do you mind having your email address posted on-line, or a contact address so fans can reach you?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I'd appreciate if you kept my email between you and me; I don't mind answering your questions but...you know.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you have any information regarding the new DVD series or the Motion Picture project that Philip Tanner spoke of?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Not a clue. Phil's the best person.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What is the meaning of life?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Yeah right! You're asking me? Live a full life and do what you're really scared to do (and I'm not talking Nightmare here), I'm talking the one thing that REALLY lights you up - and then go and JUST DO IT because you are going to die one day and I'm going to die trying. Like. What else is there to do? Maybe surf. Which is what I'm going to do right now.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Between you and Philip Tanner, how much involvement did the two of you contribute to the games?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I dreamed up the characters; researched them (most are based on historical characters, with the exception of Hellin) designed them up in a 'cartoon' style, briefed the team of illustrators (Daniel Burns on pencil/ink and Richard McKenna airbrush) and prosthetic make-up artists (Bob McClaren, assisted by Marilyn McPherson) and our lighting wizard and game tape Director of Photography (Sam Bienstock). John Brock was cinematographer on all the ads but the creative had basically been realized by the time we started marketing. Many other people also contributed ideas. The actors then brought the characters to life based on scripts I wrote. I directed all English-language versions. I was the writer, creative director and director, with Phil producing everything.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Did one person create the characters alone or was it a group effort?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I alone created the characters but as I said, five of the six were historical; I just invented the look and their character traits.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Did you have the province's in mind when you created the original Nightmare board?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; No. Funny story; I'd always wanted to do a horror game but the game play had eluded me. I had the board and the box art for Nightmare commissioned before I came up with the idea of including the tape as a timer and a means through which to deliver sudden and sharp audio 'shocks', which are one of the key ingredients of any good horror film. I then mixed the heart-beat under the 60-minute tape. When people played, their hearts locked into this beat, which we sped up in 10-minute sections. That's one of the main reasons everybody's hearts started racing in the last ten minutes.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Where there any rejected characters from the original games?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; No.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What inspired Dr Mastiff?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; A dentist who have me seven fillings without gas when I was about 7 years old.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Are there any guidelines you'd like to set for people creating their own add-on tapes?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Providing they don't sell the ad-on tapes or distribute the materials in a commercial marketplace, I've no problem personally but Phil, who is in charge of the genre, may have other ideas. If you crack on a great ad-on, I'm sure Phil would love to hear about it.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you know of any plans for a role playing game being produced in the future?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I am working on a role playing game at the moment; it will be released at the UK and USA toy fairs next year.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Any advice to people creating their own RPG based on the series?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Yep. Don't have characters kill or main anybody. Nightmare wasn't a horror/blood and guts game. I canned a Nintendo game because the lead character was going around shooting people and I never wanted this for the game. I've a strong opinion on this; if we reward children with points for blowing heads off, in a sense, we're sanctioning its application in the real world. While most people know the difference, many don't. No was there any swearing in Nightmare. I think its harder to create a horror concept with no swearing and blood and guts than it is to rip and tear and swear. My advice is the characters are warped and bent and twisted but all have a good sense of humor. You stay safe. &lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I've just launched my new TV series in Australia at www.hittv.tv. It will soon be launched in the United States. Best regards and love and thanks to all who bought the game and who care enough to keep the candle burning. As we say &amp;quot;Turn the lights down and the volume UP!&amp;quot; BC&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Recently some of the members of the Nightmare/Atmosfear mailing list began to debate a subject that we'd love to get your input on. If someone where to purchase an item and duplicate it on a different form of media, for example transferring copies of the Nightmare video tapes to CD or DVD, would that be considered an infringement of copyright laws? Secondly, would it or would it not be an infringement to send money to someone to transfer said object for you? Were do you feel the border between piracy and preservation rests? As always, thanks for any input you have!&lt;br /&gt;
&lt;br /&gt;
Philip&amp;gt; Brett passed this message onto me. The quick answer is yes this is an infringement. You have to understand that we spend a lot of money creating and producing these games and we make our money out of selling the units so therefore by copying the contents you are infringing our rights and doing us out of money. You will see the restrictions on the front of the tape and also on the box. The laws are the same as for films or music. Hope this helps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt;What is the &amp;quot;full&amp;quot; story on Hellin? Is there anymore to her back-story, or if there is not, would you be willing to add to it?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Hellin is the most evil character I created for Nightmare. Her name, a play on &amp;quot;in hell&amp;quot;. I can't imagine what that would be like (hell that is) nor would I like to. And so she remains unfinished; leaving her to your imagination. I think the unknown is scarier than reality. You can see in the light. I only just found out Phillip Tanner has contracted a new writer for the Nightmare/Atmosfear series so if there is to be any completing done, it will be in his words not mine.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Interview_05&amp;diff=408</id>
		<title>Interview 05</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Interview_05&amp;diff=408"/>
				<updated>2012-03-10T22:22:50Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page was last updated September 29, 2003 &lt;br /&gt;
&lt;br /&gt;
''Sometimes things just seem to work out for you in the weirdest ways. For example, both of the Nightmare/Atmosfear creators emailed me seemingly out of the blue and agreed to answer any questions I had. It was like that feeling you get (or expect to get in some cases) when you win the lottery. Needless to say, I'm very proud that I've received any email from them, let alone an invitation for Q&amp;amp;A. Below, I've compiled the correspondence I've received for your convenience. I was told by both Brett Clements and Philip Tanner that it was alright to post these. However, I was asked not to give away their contact information. So, if you'd like to ask them something, please do so through me.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Hi,Just thought I'd let you know that the reason we called it ATMOSFEAR in many countries was because we couldn't get the name NIGHTMARE cleared. NIGHTMARE was always called The game of Atmosfear so the name change was easy and to be honest, Atmosfear is a more appropriate name for the game. A Couple 'A Cowboys still owns and controls all the rights to ATMOSFEAR/Nightmare though Brett is no longer with the company.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Philip Tanner?! Unless my information is incorrect, aren't you the guy that created the game? Wow! It's an honor to hear from you. Thanks for clearing up the question about the name! I really appreciate that! I have to agree with you though, Atmosfear is a more appropriate name.&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Hi Jason, Yes Brett and I created the game and I am glad there are people like you out there still into it. Thought I'd let you know that we are in the negotiation phase to relaunch the game or a version of the game on DVD.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you have your own Website?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; No I don't have a website.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What happened to Xtraordinary Aliens?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Extraordinary Aliens was Brett's company when he left Cowboys and moved to the States. He has since moved back to Australia and I suspect that Extraordinary Aliens no longer exists.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What happened to the &amp;quot;Atmosfear: the Source Book&amp;quot; that was advertised with Atmosfear: The Harbingers?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; I don't think we ever completed the source book. Many things were started but not necessarily finished as we tried to focus on the the things that really mattered.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Darkwolff and I where wondering, what's the deal with this &amp;quot;screenplay&amp;quot; you keep mentioning? If it's a movie or something, what can you tell us about it??&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; The screenplay is a feature film script. I would like to try to launch the new game and film at the same time but this will all depend on whether or not we can raise the money required to make the film.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Has the Gatekeeper always been played by the same actor?&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; The English Gatekeeper is always the same person but for the international version of the original games (Not The Harbingers) it was an actor from that specific territory.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; All the Harbingers seem to be based on real people and\or myths. Who is Hellin based on??&lt;br /&gt;
&lt;br /&gt;
Phillip&amp;gt; Hellin was the only character not based on a specific person/myth.&lt;br /&gt;
&lt;br /&gt;
''Another thing he told me, that I'd forgotten to copy down, was an answer to a question about his views of the use of his images on fan web sites. He replied that he didn't mind so long as they promoted the game and that they were not being used to make a profit.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you have any plans or further projects with the Nightmare/Atmosfear series of games?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; After something like four years writing the Nightmare series, I'd reached the bottom of the pit in terms of creative, and when I left Cowboys for the US, after a decade plus with Phil - and again for much the same reasons - we agreed the future of the genre could be pursued by either Phillip or myself but it was Phil who really took the lead here, and has kept the thing turning and burning with movies and what not ever since, so it is Watershed's project now. I've a 40% interest which is more than fair and The Gatekeeper always new &amp;quot;fresh blood&amp;quot;. I'm toying with a new interactive/shock/event game and its in &amp;quot;the things that go bump in the night&amp;quot; category but more like SCREAM on speed. In the interim, I'm looking forward to seeing Phil's spin on the DVD.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; How do you feel about fans using the images, sound clips, and text from the games in the series in websites?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I'm absolutely fine with that; they bought the game. And Phil and I thank them for it. They're not, like, selling these assets, and I see this sort of distribution not only a compliment but as promotion. It is what the industry used to run on before everybody got too precious about intellectual property and dragged in all the legal eagles to work out was is and what's not material copyright. Having said, Phil is The Gatekeeper when it comes to this and, as a courtesy, I think he'd like to know if a site was taking more hits than Tyson because of it&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What was the inspiration for the series? &lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; (I was no good at Trivial Pursuit?). There's something actually in that but also, I had a Haunted House game when I was a kid - those spooks that glow in the dark - and it made an impression on me. I'm not a horror freak by any means - nor was Nightmare ever really horror - and I liked the idea of people interacting and getting the s%$t scared out of them with a loud noise; like a car back-firing. So I roughed up a box-top, name and a board design and we had an illustrator by the name of Daniel Burns (wild with a pencil) work up the plates and got them airbrushed. Then they sat there for a few months while I 'percolated' the concept. It hit me one day at the gym - literally on the bench-press. It would be quite a few years before I had the time to set foot in a gym again.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Did you already have an actor in mind when creating some of the characters?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I think Phil and I came to the same conclusion; back then we used to fire off each other, with one idea laid on the next. We'd both seen 'HIM' and we thought he was pretty twisted in those I LIKE TO WATCH ads. I can still here his voice. When I suggested the Guiness Guy (or when Phil suggested the Guiness Guy), we thought we'd never have a chance.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Where did Hellin's story come from?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; My imagination (back then). And her name is 'IN' &amp;quot;HELL&amp;quot; reversed. There were subtle touches of evil in the game that crept up on you while you writing. I don't for the life of me know how Stephen King does it. I found it a constant battle trying to balance that.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What happened to A Couple 'A Cowboys?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Like everything, things come to an end. School. Marriages. Life. Companies. A Couple 'A Cowboys ran its course and it was an exciting, production one and Phil stands as the best Producer I have ever had, and probably ever will. It was like a singer/songwriter combination. I'm working on a new project at the moment and, initially, bounced the idea of working together again off Phil but he knocked me back. Can't say I blame him. I'm as mad as a loon and most people think I came from another planet. But yeah. It just ran out of steam and unfortunately, 'uncertainty' is the catalyst for creativity and I needed to take risks again and get back out there on the edge and explore the US and interactive. I'm a long way from the creature comforts I enjoyed in those days but I think &amp;quot;the road less traveled&amp;quot; has knocked a lot of the 'unreasonable creative' out of me. And that was necessary.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; How do you feel about fans of the series trying to contact you? Do you mind having your email address posted on-line, or a contact address so fans can reach you?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I'd appreciate if you kept my email between you and me; I don't mind answering your questions but...you know.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you have any information regarding the new DVD series or the Motion Picture project that Philip Tanner spoke of?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Not a clue. Phil's the best person.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What is the meaning of life?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Yeah right! You're asking me? Live a full life and do what you're really scared to do (and I'm not talking Nightmare here), I'm talking the one thing that REALLY lights you up - and then go and JUST DO IT because you are going to die one day and I'm going to die trying. Like. What else is there to do? Maybe surf. Which is what I'm going to do right now.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Between you and Philip Tanner, how much involvement did the two of you contribute to the games?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I dreamed up the characters; researched them (most are based on historical characters, with the exception of Hellin) designed them up in a 'cartoon' style, briefed the team of illustrators (Daniel Burns on pencil/ink and Richard McKenna airbrush) and prosthetic make-up artists (Bob McClaren, assisted by Marilyn McPherson) and our lighting wizard and game tape Director of Photography (Sam Bienstock). John Brock was cinematographer on all the ads but the creative had basically been realized by the time we started marketing. Many other people also contributed ideas. The actors then brought the characters to life based on scripts I wrote. I directed all English-language versions. I was the writer, creative director and director, with Phil producing everything.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Did one person create the characters alone or was it a group effort?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I alone created the characters but as I said, five of the six were historical; I just invented the look and their character traits.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Did you have the province's in mind when you created the original Nightmare board?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; No. Funny story; I'd always wanted to do a horror game but the game play had eluded me. I had the board and the box art for Nightmare commissioned before I came up with the idea of including the tape as a timer and a means through which to deliver sudden and sharp audio 'shocks', which are one of the key ingredients of any good horror film. I then mixed the heart-beat under the 60-minute tape. When people played, their hearts locked into this beat, which we sped up in 10-minute sections. That's one of the main reasons everybody's hearts started racing in the last ten minutes.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Where there any rejected characters from the original games?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; No.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; What inspired Dr Mastiff?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; A dentist who have me seven fillings without gas when I was about 7 years old.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Are there any guidelines you'd like to set for people creating their own add-on tapes?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Providing they don't sell the ad-on tapes or distribute the materials in a commercial marketplace, I've no problem personally but Phil, who is in charge of the genre, may have other ideas. If you crack on a great ad-on, I'm sure Phil would love to hear about it.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Do you know of any plans for a role playing game being produced in the future?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I am working on a role playing game at the moment; it will be released at the UK and USA toy fairs next year.&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Any advice to people creating their own RPG based on the series?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Yep. Don't have characters kill or main anybody. Nightmare wasn't a horror/blood and guts game. I canned a Nintendo game because the lead character was going around shooting people and I never wanted this for the game. I've a strong opinion on this; if we reward children with points for blowing heads off, in a sense, we're sanctioning its application in the real world. While most people know the difference, many don't. No was there any swearing in Nightmare. I think its harder to create a horror concept with no swearing and blood and guts than it is to rip and tear and swear. My advice is the characters are warped and bent and twisted but all have a good sense of humor. You stay safe. &lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; I've just launched my new TV series in Australia at www.hittv.tv. It will soon be launched in the United States. Best regards and love and thanks to all who bought the game and who care enough to keep the candle burning. As we say &amp;quot;Turn the lights down and the volume UP!&amp;quot; BC&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt; Recently some of the members of the Nightmare/Atmosfear mailing list began to debate a subject that we'd love to get your input on. If someone where to purchase an item and duplicate it on a different form of media, for example transferring copies of the Nightmare video tapes to CD or DVD, would that be considered an infringement of copyright laws? Secondly, would it or would it not be an infringement to send money to someone to transfer said object for you? Were do you feel the border between piracy and preservation rests? As always, thanks for any input you have!&lt;br /&gt;
&lt;br /&gt;
Philip&amp;gt; Brett passed this message onto me. The quick answer is yes this is an infringement. You have to understand that we spend a lot of money creating and producing these games and we make our money out of selling the units so therefore by copying the contents you are infringing our rights and doing us out of money. You will see the restrictions on the front of the tape and also on the box. The laws are the same as for films or music. Hope this helps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
MARR0W&amp;gt;What is the &amp;quot;full&amp;quot; story on Hellin? Is there anymore to her back-story, or if there is not, would you be willing to add to it?&lt;br /&gt;
&lt;br /&gt;
Brett&amp;gt; Hellin is the most evil character I created for Nightmare. Her name, a play on &amp;quot;in hell&amp;quot;. I can't imagine what that would be like (hell that is) nor would I like to. And so she remains unfinished; leaving her to your imagination. I think the unknown is scarier than reality. You can see in the light. I only just found out Phillip Tanner has contracted a new writer for the Nightmare/Atmosfear series so if there is to be any completing done, it will be in his words not mine.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Third_Dimension&amp;diff=407</id>
		<title>Atmosfear: The Third Dimension</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Third_Dimension&amp;diff=407"/>
				<updated>2012-03-10T22:21:51Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Added link to rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not an add-on for Atmosfear, but a game in it's own right. The Third Dimension was released on PCs around the world. It was mostly a remake of Harbingers for the computer, but it did have some differences. The game also came with a soundtrack that was meant to be played along with the game. There have also been rumors of an expansion that was released in certain countries that allowed play over the internet, though noting has turned up to prove, or disprove this.&lt;br /&gt;
&lt;br /&gt;
Approximate Running Time: 30-80 minutes&lt;br /&gt;
&lt;br /&gt;
== Host ==&lt;br /&gt;
[[The Gatekeeper]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Atmosfear™ 'The Third Dimension' &lt;br /&gt;
&lt;br /&gt;
THE GATE KEEPER: Wenanty Nosul &lt;br /&gt;
&lt;br /&gt;
Original Concept and Design by &lt;br /&gt;
A COUPLE 'A COWBOYS PTY LIMITED &lt;br /&gt;
&lt;br /&gt;
Production and creation by &lt;br /&gt;
A COUPLE 'A COWBOYS PTY LIMITED &lt;br /&gt;
&lt;br /&gt;
CREATIVE DIRECTOR: Brett Clements &lt;br /&gt;
EXECUTIVE PRODUCER: Philip Tanner &lt;br /&gt;
--------------------------------- &lt;br /&gt;
A COUPLE 'A COWBOYS &lt;br /&gt;
GRAPHIC ARTISTS AND DESIGN TEAM &lt;br /&gt;
&lt;br /&gt;
CHIEF ILLUSTRATOR: Richard McKenna &lt;br /&gt;
GRAPHIC ARTISTS: Carmen Delprat, Daniel Burns &lt;br /&gt;
PHOTOSHOP ARTISTS: Thomas Prochazka, Ayssa McBain &lt;br /&gt;
FINANCIAL DIRECTOR: Lyn McPhee &lt;br /&gt;
ACCOUNTS: Maria Hopcroft &lt;br /&gt;
LEGALS: Julian McVittie &lt;br /&gt;
PRODUCTION MANAGER: Claudia Boland &lt;br /&gt;
CREATIVE ASSISTANTS: Emma Jacobs, Barbra Cooper &lt;br /&gt;
MARKETING: Chris Simon &lt;br /&gt;
PRODUCTION ASSISTANTS: Andrew McPhee, Jason Burns &lt;br /&gt;
--------------------------------- &lt;br /&gt;
A COUPLE 'A COWBOYS &lt;br /&gt;
FILM PRODUCTION CREW &lt;br /&gt;
&lt;br /&gt;
DOP/GAFFER: Sam Bienstock &lt;br /&gt;
CAMERAMAN: Frank Biffone &lt;br /&gt;
AUDIO: Mark Tanner &lt;br /&gt;
AUTOCUE: Christine Holloran &lt;br /&gt;
MAKE-UP/PROSTHETICS: Bob McCarron, Marilyn McPherson &lt;br /&gt;
STUDIO: Film Australlia &lt;br /&gt;
MUSIC: TWIGHLIGHT MUSIC PRODUCTIONS, Murry Burns, Colin Bayley &lt;br /&gt;
CD MIX: TURTLE ROCK PRODUCTIONS &lt;br /&gt;
Mastered by: Rick O'Neil at APOCALYPSE &lt;br /&gt;
--------------------------------- &lt;br /&gt;
VIDEO POST PRODUCTION &lt;br /&gt;
APOCALYPSE: &lt;br /&gt;
VISUALS: Roy Andrews, Jim Stewart, Eddie Heuppauf, Scott Rowan, Harry Allen, Phil Lamont &lt;br /&gt;
AUDIO: Mike Kent &lt;br /&gt;
&lt;br /&gt;
MAP FILM WORK: &lt;br /&gt;
TRANNYS: Mack Brierley &lt;br /&gt;
ARTISTS: Time Whitely, Phillip Whitely &lt;br /&gt;
&lt;br /&gt;
T&amp;amp;S LIGHTBOX - UK: Nick Bowman &lt;br /&gt;
Artist: FOGGY &lt;br /&gt;
--------------------------------- &lt;br /&gt;
CD-ROM PRODUCTION &lt;br /&gt;
by EMG PUBLISHING &lt;br /&gt;
&lt;br /&gt;
DESIGN TEAM: Dug Barthram, Emma Killilea, Andrew Hooley, Clive Sheperd &lt;br /&gt;
EXECUTIVE PRODUCER: Andrew Hooley &lt;br /&gt;
PRODUCER: Emmal Killiea &lt;br /&gt;
PROGRAMMING TEAM LEADER: Dug Barthram &lt;br /&gt;
PROGRAMMERS: Dug Bartham, Gareth Jones, Henry Jaremko, Guy Blair &lt;br /&gt;
--------------------------------- &lt;br /&gt;
EMG PUBLISHING &lt;br /&gt;
&lt;br /&gt;
3D GRAVEYARD DESIGNERS: Michael Wright &amp;amp; Nico Nicolau, Dana Church &lt;br /&gt;
3D ANIMATOR: Michael Wright &lt;br /&gt;
ASSISTANT 3D ANIMATOR: Alan Wood &lt;br /&gt;
GREATEST FEARS ANIMATOR: Steve Wilding &lt;br /&gt;
2D LEAD GRAPHIC ARTISTS: Chris Barrick, Kate Reditt &lt;br /&gt;
2D GRAPHIC ARTISTS: Simon Dagnall, Tom Jackson, Christopher Lenthall, Andrew Newman &lt;br /&gt;
2D ANIMATION &amp;amp; VIDEO EDITORS: Chris Barrick, Kate Reditt &lt;br /&gt;
--------------------------------- &lt;br /&gt;
EMG PUBLISHING &lt;br /&gt;
&lt;br /&gt;
AUDIO REASEARCH: Chris Barrick, Paul James, Gavin Shepherd &lt;br /&gt;
AUDIO ENGINEERS: Paul James, Gavin Shepherd &lt;br /&gt;
HEAD TESTER, Ian Jebson &lt;br /&gt;
PRODUCTION ASSISTANTS: Nicola Lighton, Erika Edwards, David Chidley &lt;br /&gt;
MANY THANKS TO: EMG Systems Department, Steven Southwell, Guy Jenkins, Anna Stoneman, Andrew Blissett, Adrian Day, Andy Baynton-Power &lt;br /&gt;
--------------------------------- &lt;br /&gt;
ROADSHOW ENTERTAINMENT PTY LTD. &lt;br /&gt;
&lt;br /&gt;
CEO: Milt Barlow &lt;br /&gt;
INTERNATIONAL MARKETING: Jen Russell, Tiffany Downing, Venessa Rigley &lt;br /&gt;
PRINT PRODUCTION: Marea Getsios &lt;br /&gt;
FOR ROADSHOW ENTERTAINMENT (U.S.A.) INC.: Neil Roberts &lt;br /&gt;
--------------------------------- &lt;br /&gt;
DISTRIBUTED IN EUROPE BY TRING &lt;br /&gt;
&lt;br /&gt;
Tring INTERNATIONAL PLC &lt;br /&gt;
--------------------------------- &lt;br /&gt;
&amp;quot;Atmosfear™&amp;quot; is a trade mark of A Couple 'A Cowboys Pty Limited. &lt;br /&gt;
Distributed internationally under License by Roadshow Video &lt;br /&gt;
Publishing Pty Ltd. The Village Roadshow logo is a trade mark of &lt;br /&gt;
Village Roadshow Corporation Limited. Roadshow Entertainment Pty Ltd &lt;br /&gt;
and Roadshow Video Publishing Pty Ltd are wholly owned subsidiaries &lt;br /&gt;
of Roadshow Distributors Pty Ltd. Authorized for sale strictly only in the &lt;br /&gt;
Country designated on the CD label. &lt;br /&gt;
&lt;br /&gt;
CD ROM version (C) 1995 EMG Publishing &lt;br /&gt;
and A Couple 'A Cowboys Pty Limited. &lt;br /&gt;
All Rights Reserved. &lt;br /&gt;
&lt;br /&gt;
Do not duplicate. Not for broadcast transmission. &lt;br /&gt;
Not available for separate rental &lt;br /&gt;
--------------------------------- &lt;br /&gt;
EMG Publishing/A COUPLE 'A COWBOYS Productions &amp;amp; Promotions/ROADSHOW ENTERTAINMENT &lt;br /&gt;
Tring INTERNATIONAL PLC &lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
[[Atmosfear:_The_Third_Dimension_(Rules) | The Third Dimension Rules]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Card_Game&amp;diff=406</id>
		<title>Atmosfear: The Card Game</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Card_Game&amp;diff=406"/>
				<updated>2012-03-10T22:21:19Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Added link to rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Atmosfear: The Card Game is a rather interesting mix of Spades and Atmosfear. They game plays similar to spades, having 5 provinces instead of 4 suits, and has a number of cards that grant players powers similar to the ones in Harbingers. The game comes with a deck of cards, and 3 dice, and is a full game in it's own right.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
[[Atmosfear:_The_Card_Game_(Rules) | The Card Game Rules]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Third_Dimension_(Rules)&amp;diff=405</id>
		<title>Atmosfear: The Third Dimension (Rules)</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Third_Dimension_(Rules)&amp;diff=405"/>
				<updated>2012-03-10T22:11:47Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Started page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE HARBINGERS OF THE OTHER SIDE ==&lt;br /&gt;
&lt;br /&gt;
Somewhere between nowhere and forever is a place we only visit in our worst nightmares. It's a land of limbo called The Other Side, where the only thing to fear is fear itself.&lt;br /&gt;
&lt;br /&gt;
Every midnight, a harvester's moon rises over the six Provinces of this Camelot-lost, and half a dozen myths who call themselves Harbingers rise up to challenge the caretaker of these old bone yards, The Gatekeeper, to a game of their own invention -- a quest for 6 Keys.&lt;br /&gt;
&lt;br /&gt;
But overthrowing The Gatekeeper is easier said than done in a game lasting only as long as his patience and your quest for six Keys -- each one rewarding you with a new power and unlocking a Gate to another Province.&lt;br /&gt;
&lt;br /&gt;
In this game, the only thing that's fair is the pallor of a corpse. Tonight is going to be another one of those night. &lt;br /&gt;
But what are you afraid of? &lt;br /&gt;
&lt;br /&gt;
With friends like these......&lt;br /&gt;
&lt;br /&gt;
== The Gatekeeper ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are nothing but a little shiver looking for a spine to crawl up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper rules The Other Side by adding insult to injury -- heaping it on The Harbingers that rise up in rebellion around him.&lt;br /&gt;
&lt;br /&gt;
For he alone presides over the six Provinces of The Harbingers -- until Doomsday or whatever comes next. His is a lousy lot, but your could be even worse.&lt;br /&gt;
&lt;br /&gt;
== PLAYING ATMOSFEAR ==&lt;br /&gt;
 &lt;br /&gt;
=== THE OBJECTIVE ===&lt;br /&gt;
&lt;br /&gt;
To collect six different colored Keys -- one from each Province -- then journey to the center of The Other Side and open the casket to face your greatest fear -- beating the clock and The Gatekeeper&lt;br /&gt;
&lt;br /&gt;
=== Character Quick Reference Cards ===&lt;br /&gt;
&lt;br /&gt;
Place the six Character Quick Reference Cards off to on side of the table. These cards comprise a portrait of one of The Harbingers along with their individual symbol, a map of the Provinces with a legend and a Key power index.&lt;br /&gt;
&lt;br /&gt;
At the start of the game you will 'become' one of these Harbingers and will need to collect the Quick Reference card corresponding to your character.&lt;br /&gt;
&lt;br /&gt;
=== BEGINNING ===&lt;br /&gt;
To begin the game, select the number of players by clicking on the lock numbered 1-6. While ATMOSFEAR has a single-player mode (See SINGLE PLAYER OPTION), it is ideally designed for multiple players. The more the merrier.&lt;br /&gt;
&lt;br /&gt;
=== 'Becoming' A Harbinger ===&lt;br /&gt;
&lt;br /&gt;
Once you have selected the number of players, a screen comprising of six windows will appear. Behind the black glass of each window is a symbol of a Harbinger.&lt;br /&gt;
&lt;br /&gt;
Players take turns by clicking on the window of their choice, breaking the glass and revealing the symbol of The Harbinger they have just 'become'.&lt;br /&gt;
&lt;br /&gt;
In multi-player games, the person sitting on the far right should go first. Taking turns in a clockwise direction makes playing the game easier -- so you can move swiftly against The Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
After the symbol has been revealed, the player will also be shown their own Portrait Screen and should take their character's quick reference card. When the game beings, you own Portrait Screen will always appear at the start of your turn, immediately it is your move. This screen also indicates the number of minutes left in the game, the power points and Keys you have collected plus your character's symbol.&lt;br /&gt;
&lt;br /&gt;
=== The Clock ===&lt;br /&gt;
&lt;br /&gt;
Indicates the number of minutes/seconds remaining in the game.&lt;br /&gt;
&lt;br /&gt;
=== Power Counter ===&lt;br /&gt;
&lt;br /&gt;
Indicates the number of power points you have accumulated.&lt;br /&gt;
&lt;br /&gt;
=== The Keys ===&lt;br /&gt;
Each on is illuminated as a Key is collected. Refer to the index on &lt;br /&gt;
the back of your own Character Quick Reference card for your own Key powers. &lt;br /&gt;
If you loose a Key, it is instantly removed from the Portrait Screen and you lose the power it gives you.&lt;br /&gt;
&lt;br /&gt;
=== Harbinger icon ===&lt;br /&gt;
&lt;br /&gt;
Click on this to Duel another opponent.&lt;br /&gt;
&lt;br /&gt;
== HARBINGER CHARACTER CHART ==&lt;br /&gt;
&lt;br /&gt;
Each Harbinger has a different Portrait Screen and can also be recognized throughout the game by their symbol and color.&lt;br /&gt;
&lt;br /&gt;
Character	Color	Harbinger Icon&lt;br /&gt;
The Vampire -- Countess Elizabeth Bathory	Red	Bat&lt;br /&gt;
The Witch -- Anne de Chantraine	Orange	Cauldron&lt;br /&gt;
The Poltergeist -- Hellin	Pink	Building Block&lt;br /&gt;
The Zombie -- Baron Samedi	Green	Top Hat&lt;br /&gt;
The Mummy -- Khufu	Yellow	Cobra&lt;br /&gt;
The Werewolf -- Gevaudan	Blue	The Tooth&lt;br /&gt;
&lt;br /&gt;
=== The Greatest Fears ===&lt;br /&gt;
&lt;br /&gt;
As each player 'becomes' a Harbinger and has taken his/her Character Quick Reference card, they will then be asked to pick one of six fears. Once again, players pick their fears by clicking on one of the shelves holding the scrolls, breaking the glass.&lt;br /&gt;
&lt;br /&gt;
One of these scrolls will then be placed in the casket in the center of the Provinces and you had better hope it is NOT yours -- for if you unleash your own worst nightmare you have lost!&lt;br /&gt;
&lt;br /&gt;
=== Game &amp;amp; Move Time Settings ===&lt;br /&gt;
&lt;br /&gt;
Finally, players must decide in the duration of the game and the length of their turn by increasing or decreasing the &amp;quot;heat&amp;quot; of ATMOSFEAR on the meter.&lt;br /&gt;
&lt;br /&gt;
For a &amp;quot;hot&amp;quot; game, experienced players can reduce the default settings which are initially shown on screen, i.e. game duration and move time.&lt;br /&gt;
&lt;br /&gt;
To increase or decrease the game's durations in minutes, click on the arrows beneath the numbers on the meter to raise or lower the time limit. If you are a first time player. increase the time limit by at least a half hour so you can get to know the rules of the game. Once you have settled on the length, click on the 'tick' symbol.&lt;br /&gt;
&lt;br /&gt;
The shorter the game -- the faster the turns -- the greater the challenge!&lt;br /&gt;
&lt;br /&gt;
Next, you need to determine the length of your turn (how many seconds you will be given to roll the dice and move around the Provinces, etc.). To select the length, once again, click on the arrows to increase or decrease the time limit. If it is your first game, increase the time limit to the 60 second maximum duration.&lt;br /&gt;
&lt;br /&gt;
The following table outlines some recommended settings:&lt;br /&gt;
6-player game. Duration: 80 MINUTES Move time: 25 SECONDS&lt;br /&gt;
5-player game. Duration: 70 MINUTES Move time: 25 SECONDS&lt;br /&gt;
4-player game. Duration: 60 MINUTES Move time: 25 SECONDS&lt;br /&gt;
3-player game. Duration: 50 MINUTES Move time: 25 SECONDS&lt;br /&gt;
2-player game. Duration: 40 MINUTES Move time: 25 SECONDS&lt;br /&gt;
1-player game. Duration: 30 MINUTES Move time: 25 SECONDS&lt;br /&gt;
&lt;br /&gt;
== START OF PLAY ==&lt;br /&gt;
&lt;br /&gt;
Once the times have been set, the first player's Harbinger Portrait Screen appears. That player is then transported to the central stone of his/her own Harbinger's Province.&lt;br /&gt;
&lt;br /&gt;
An Harbingers start the game from their own Headstone. Refer to the map in your Character Quick Reference card to locate your Headstone and get your bearings.&lt;br /&gt;
&lt;br /&gt;
Once on the Headstone, three dice at the bottom of the screen will being to spin. Click on the single die or double dice depending on how far you want to move. Clicking on the single die will stop the die rolling and award you 1-6 steps, while clicking on the double dice offers up to 12 steps.&lt;br /&gt;
&lt;br /&gt;
The number you have rolled appears in a move counter in the bottom center of the screen and diminishes as you take each step. When you reach 00 you have no steps remaining, although you may still have enough time to click on the move counter and reveal the overhead map if the Province you are in. Your position is indicated by a flashing square. To get rid of the map, simply click anywhere on it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, calling up the map also uses valuable move time. Try to keep track of your progress by using the map in your Character Quick Reference card.&lt;br /&gt;
&lt;br /&gt;
When you have finished moving or getting your bearings, hit the space bar to end your turn. If you fail to hit the space bar before your move counter reads 00, The Gatekeeper will invalidate your move, rendering it null and void.&lt;br /&gt;
&lt;br /&gt;
== MOVING ==&lt;br /&gt;
 &lt;br /&gt;
Moving is an acquired skill but practice makes perfect. To move, point the Maggot cursor in the direction you want to go and click on the mouse.&lt;br /&gt;
&lt;br /&gt;
If you roll 12, you can take 12 steps by clicking 12 times. Each click equals one step from one stone to another. The faster you click, the faster you move. If you are on a straight path and want to move 12 steps along it, just click 12 times.&lt;br /&gt;
&lt;br /&gt;
Before you make your move, take a close look at your map.&lt;br /&gt;
 &lt;br /&gt;
If other paths DO NOT converge on the stone you are on, you may turn around 180º as soon as you have rolled the dice and go back the way you cam to try to land on a particular stone. To change your direction -- point the Maggot to the left or right of the screen and click -- an about face. To step forward in the new direction, move the Maggot back to the center of the screen and click again.&lt;br /&gt;
&lt;br /&gt;
If other paths DO converge on the stone you are on, then you are on a junction and you can turn 90º by moving the Maggot to the bottom right or left sides of the screen and clicking. If you land on a junction stone at any time during your turn you can turn through 360º to decide on any path. When you turn around it is not counted as a step.&lt;br /&gt;
&lt;br /&gt;
You cannot turn around at any time during your move. You may only turn immediately after you have rolled the dice or when you are on a junction.&lt;br /&gt;
&lt;br /&gt;
Keep track of your movements on the map using using your Character Quick Reference card. If you are lost, call up the overhead map at any time between rolling the dice and ending your turn by clicking on the move counter.&lt;br /&gt;
&lt;br /&gt;
Summary: To step forward, move the Maggot to the center of the screen and click. If you have rolled the dice or are on a junction stone and you wish to turn around, move the Maggot in the direction you want to go and click. This is not counted as a step.&lt;br /&gt;
&lt;br /&gt;
== THE SIX PROVINCES OF THE HARBINGERS ==&lt;br /&gt;
&lt;br /&gt;
Before you can win the game, you must collect six different colored Keys. Each Harbinger Province holds a particular colored Key. For example, if you refer back to the HARBINGER CHARACTER CHART, Khufu's color is yellow and the yellow Key can be found in his Province. These Keys are found along the trails that snake through the Provinces and you can identify them and all other prizes and pitfalls in your path by referring to the legend on the map in your character quick reference card.&lt;br /&gt;
&lt;br /&gt;
=== Key Stones ===&lt;br /&gt;
&lt;br /&gt;
Ending your turn by landing exactly on one of these stones rewards you with a Key from that Province -- unless they have all been collected by the other Harbingers or you already have a Key of that color. Each Key will give you a different power -- check the reverse of your character quick reference card to see the power each colored Key will give you. A winning tip is to go for the Provinces that give you the most powerful Keys first. When you win a Key, it will appear in your character Portrait Screen.&lt;br /&gt;
&lt;br /&gt;
=== Fortune sepulchre ===&lt;br /&gt;
&lt;br /&gt;
Ending your turn by landing on one of these stones may reward you with a boost in power points needed to Duel other Harbingers, or you could get a free turn, or much sought after 'force' protecting you against attack from one of your opponents. Locate these stones then plot your course so you can continually land on them and build up your strengths and powers. While in the Provinces you will recognize these stones by their size and light coloring.&lt;br /&gt;
&lt;br /&gt;
=== Fate crypt ===&lt;br /&gt;
&lt;br /&gt;
Ending your turn by landing on one of these stones will almost always result in a penalty or punishment. Avoid them like the plague. While in the Provinces you will recognize these stones by their size and darker coloring.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
&lt;br /&gt;
Ending your turn by landing in a Black Hole will result in the loss of up to three turns unless you have the Key giving you the power to release yourself.&lt;br /&gt;
&lt;br /&gt;
While you are in a Black Hole, your Portrait Screen will still appear but you will not be able to move in the Provinces. You cannot move or even Duel while you are in a Black Hole. The Gatekeeper will release you when he thinks you have missed enough turns.&lt;br /&gt;
&lt;br /&gt;
=== Pushing ===&lt;br /&gt;
&lt;br /&gt;
If a player is going to end their turn by landing on a Fate stone or a Black Hole and tries to cheat by not moving and wasting time, you can push them onto it or into it by using the arrow pad on the keyboard and then hitting the space bar to end their turn.&lt;br /&gt;
&lt;br /&gt;
=== Central Headstones ===&lt;br /&gt;
&lt;br /&gt;
As well as being the starting stones of the Harbingers, they can open up the entrances to underground tunnels and can also be used to fly from one Province to another if you have the Keys give you these powers of passage. The central headstones are situated at the head of each province.&lt;br /&gt;
&lt;br /&gt;
=== Gates ===&lt;br /&gt;
&lt;br /&gt;
The Provinces are separated and surrounded by walls. There are Gates in the middle of each wall which lead to the neighboring Provinces. At the top of each Province are the Gates leading to the center of The Other side which contains the casket holding the greatest fear. To open a Gate and journey into a neighboring Province, you must have the Key from the Province you are in.&lt;br /&gt;
&lt;br /&gt;
For example, if you are in Elizabeth Bathory's Province and want to travel to either Baron Samedi's are Gevauden's land, you cannot open the Gates leading to these Provinces without the Vampire's red Key. The Gates to the Provinces are branded with the symbol of the Harbinger who presides over the land beyond it. E.G. A gate leading to the Vampire's Province would be marked with a bat.&lt;br /&gt;
&lt;br /&gt;
=== Gates to the center of The Other Side ===&lt;br /&gt;
&lt;br /&gt;
These are located at the top of each Province and lead to the center of The Other Side and the casket. They are branded with a coffin and can only be opened by Harbingers with all six colored Keys.&lt;br /&gt;
&lt;br /&gt;
To open any gate, turn towards it using the maggot cursor and then click. If you attempt to open any gate without the Key/Keys you will be rebuked by The Gatekeeper.&lt;br /&gt;
&lt;br /&gt;
== THE KEYS AND THEIR POWERS ==&lt;br /&gt;
&lt;br /&gt;
Different colored Keys do many different things to different Harbingers. While a red Key opens underground tunnels for Elizabeth Bathory, if provides Khufu with one of the most sought-after strengths -- the freedom to step on any stone. The powers of your own Keys are outlined on your own character quick reference card. You should refer to the index throughout the game and develop a strategy.&lt;br /&gt;
&lt;br /&gt;
=== Entrance to Tunnels ===&lt;br /&gt;
&lt;br /&gt;
The first Key you need to collect is your own. This Key opens up the gates to each of the neighboring Provinces and will allow you to go into that underground tunnels that link the Provinces to The Other Side. These tunnels provide short-cuts to any land and once you have your own Key, you can travel to any Headstone, including your own, and open the tunnel trapdoor to the dark side of the Provinces.&lt;br /&gt;
&lt;br /&gt;
To enter the tunnels, simply step onto any Headstone, situated in the center of each Province, and then click and you will be spirited down to these subterranean trails. The path runs right around The Other Side and has six exists of alcoves leading to what is called the Footstone. This is situated beneath the Headstone of each Province. Once you are 'down there', follow the arrows to any Province and when you arrive at your destination, turn into the alcove, step onto the Footstone and click. You will then be swept up the stair and into the Province.&lt;br /&gt;
&lt;br /&gt;
=== Never Banished ===&lt;br /&gt;
&lt;br /&gt;
This Key prevents you from falling into any Black Holes.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
If another opponent attacks you, this Key automatically provides you with a 25% increase in points, cushioning any blows, allowing you to defend yourself in a Duel without having to sacrifice as any power points as your adversary.&lt;br /&gt;
&lt;br /&gt;
=== Stop on any Stone ===&lt;br /&gt;
&lt;br /&gt;
This is the most valuable Key of all for it allow you to end your move by stopping on any precious stone and hitting the space bar to collect the prize. &lt;br /&gt;
For example: If you are 7 stones away from a stone with a Key on it and you roll a 12, you can move 7 spaces and then hit the space bar -- ending your turn -- and reaping the rewards. Without this Key, if you roll a 12, you must move 12 steps. This Key is also the hardest to win as it is located in the most distant Province on the opposite side of the map.&lt;br /&gt;
&lt;br /&gt;
=== Duel ===&lt;br /&gt;
&lt;br /&gt;
This Key boosts your power by 25% in any Duel when you attack another Harbinger.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
&lt;br /&gt;
Moving further and faster than your opponents is one of the secrets to winning and this Key allows you to fly from the central Headstone of one Province to another.&lt;br /&gt;
&lt;br /&gt;
Simply move to any central Headstone and hit any function key F1, F2, F3 etc -- on the keyboard for Flight, revealing an overhead map of the Provinces.&lt;br /&gt;
&lt;br /&gt;
Click on the central Headstone of any Province you want to go to and be instantly flown there.&lt;br /&gt;
&lt;br /&gt;
You can only collect on of each Key and if you lose a Key you also lose it's power.&lt;br /&gt;
&lt;br /&gt;
== GAME PLAYS ==&lt;br /&gt;
&lt;br /&gt;
=== The Duel ===&lt;br /&gt;
&lt;br /&gt;
All Harbingers being the game with 25 points and increase their power throughout the game by landing on Fortune Sepulchres or gambling in games of luck. The more points you collect, the more powerful you become.&lt;br /&gt;
&lt;br /&gt;
But to use this power, you need to Duel another opponent. To attack, click on your Harbinger symbol in the bottom right-hand corner of your character's Portrait Screen -- which appears at the beginning of your turn. This calls up a competition screen showing your foes. To fight any Harbinger, click on his/her symbol, smashing the glass and calling up the Duel Screen.&lt;br /&gt;
&lt;br /&gt;
At least one blank window is provided just in case you have second thoughts. Clicking on this window suspends the Duel and returns you to your Character Screen so you can continue your turn.&lt;br /&gt;
&lt;br /&gt;
To begin the conflict, the attacking player uses the Maggot cursor to raise the level of heat on his/her character's thermometer. The &amp;quot;heat&amp;quot; is increased or decreased by simply moving the Maggot up or down. The higher the measure of points, the more heated the exchange and the greater the loss of Power Points. Confirm the level by pressing the spacebar.&lt;br /&gt;
&lt;br /&gt;
Once the attacking Harbinger has set the level of his/her attack and pressed the spacebar, the rival must defend itself by also setting the level on its thermometer and pressing the spacebar. The Duel then begins. For example: If an attacking player has 30 points and sets the thermometer level at a half-way point, the exchange will cost him/her 15 points. If the defending player has 50 points and counter-attacks by also setting the thermometer level at a half-way point -- 25 points will go into his/her attack and he/she will win the Duel.&lt;br /&gt;
&lt;br /&gt;
The Harbinger who wins the Duel can choose to:&lt;br /&gt;
&lt;br /&gt;
(A) Steal a Key, if any are available, from the defeated Harbinger by simply &lt;br /&gt;
clicking on a Key in his/her rack.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
(B) Curse the vanquished opponent by clicking on the parchment which will &lt;br /&gt;
appear in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Curses ===&lt;br /&gt;
&lt;br /&gt;
Each Harbinger can scourge an opponent with a different curse which is outlined on your own Character Quick Reference card.&lt;br /&gt;
&lt;br /&gt;
If you are cursed by Countess Elizabeth Bathory, any Key you collect is give to the Vampire.&lt;br /&gt;
&lt;br /&gt;
If you are cursed by Anne de Chantraine, she turns you into a toad and you will only be able to move on step each turn.&lt;br /&gt;
&lt;br /&gt;
If you are cursed by Hellin, she shatters your Portrait Screen, preventing you from being able to Duel or keep track of your power.&lt;br /&gt;
&lt;br /&gt;
If you are cursed by Baron Samedi, all your movements will become painfully slow.&lt;br /&gt;
&lt;br /&gt;
If you are cursed by Khufu, you will be blinded by one of Khufu's tomb walls so you cannot see your way through the Provinces.&lt;br /&gt;
&lt;br /&gt;
If you are cursed by Gevauden, your Portrait Screen will slowly be eaten away by Maggots. Once they eat your Harbingers symbol, you will be unable to Duel.&lt;br /&gt;
&lt;br /&gt;
If you are cursed, The Gatekeeper will eventually offer you the cure, but it always comes at a price -- 25% of your Power Points.&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
&lt;br /&gt;
If you receive a protection from an opponent it will only work if he/she attacks you. If you attack, your opponent could defeat you.&lt;br /&gt;
&lt;br /&gt;
== Other Pitfalls, Punishments, Penalties, and Prizes ==&lt;br /&gt;
&lt;br /&gt;
At various stages of your ATMOSFEAR game play, The Gatekeeper may challenge a player to participate in one of the following.&lt;br /&gt;
&lt;br /&gt;
=== A Door Prize ===&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper will ask you to pick a Door. Whether you get a warm welcome or a savaging is anybody's guess.&lt;br /&gt;
&lt;br /&gt;
=== The Gate ===&lt;br /&gt;
&lt;br /&gt;
Open it at your own peril for a prize of a penalty.&lt;br /&gt;
&lt;br /&gt;
=== The One-Armed Bandit ===&lt;br /&gt;
&lt;br /&gt;
Think you can pull off a jackpot? Spin up three symbols in a row for a potful of power. It is all in the wrist action and The Gatekeeper knows how to twist your arm -- along with your neck.&lt;br /&gt;
&lt;br /&gt;
=== Blackjack ===&lt;br /&gt;
&lt;br /&gt;
Gamble your Keys and power against The Gatekeeper who always deals a mean deck in this classic go-for-broke game of '21'.&lt;br /&gt;
&lt;br /&gt;
=== When Your Number Comes Up ===&lt;br /&gt;
&lt;br /&gt;
With so many to choose from, you can only hope it is the right one.&lt;br /&gt;
&lt;br /&gt;
=== The Money or the Box ===&lt;br /&gt;
&lt;br /&gt;
Not exactly. Choose to take the Power Points or what's inside the Coffin in this 'game' show with a host you're going to hate.&lt;br /&gt;
&lt;br /&gt;
=== The Chosen One ===&lt;br /&gt;
&lt;br /&gt;
The first player to roll a double '6' is singles out for some special attention from The Gatekeeper. It's something to look forward to.&lt;br /&gt;
&lt;br /&gt;
=== One Die Challenge ===&lt;br /&gt;
&lt;br /&gt;
Roll the die and if you roll The Gatekeeper's number, you will win.&lt;br /&gt;
&lt;br /&gt;
=== Bribes ===&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper is always open to bribes and you can often buy your way out of trouble. But be fast or he'll make you mind up for you.&lt;br /&gt;
&lt;br /&gt;
=== Roll A Number ===&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper will ask you to roll a number and if you get it, you will receive that number of Keys.&lt;br /&gt;
&lt;br /&gt;
=== Pausing or Quitting the Game ===&lt;br /&gt;
&lt;br /&gt;
To pause or quit the game, click in the bottom left-hand corner of your Portrait Screen.&lt;br /&gt;
&lt;br /&gt;
=== General Symbols ===&lt;br /&gt;
&lt;br /&gt;
A tick means YES -- by clicking on this symbol, you accept the challenger and/or play the game. &lt;br /&gt;
A cross means NO -- you decline the contest.&lt;br /&gt;
 &lt;br /&gt;
== THE END ==&lt;br /&gt;
&lt;br /&gt;
Once you have collected all six colored Keys, make your way to the heart of The Other Side by opening one of the Gates to the center -- situated at the top of each Province. Follow the path around the Stone Knoll to one of the three staircases. Turn to face the steps and click up them. You will be instantly transported to the top and the fear inside the casket will be revealed. If it is the fear you chose at the beginning of the game, you have lost. But if it isn't your greatest fear, you have won the game.&lt;br /&gt;
&lt;br /&gt;
You cannot fly using your Flight Key or use the underground tunnels to journey to the center of The Other Side. If you are attacked by an opponent while in the center and lose a Key, you will not be able to climb the stairs and must either Duel an opponent or return to the Province to collect that Key again. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;BEGIN THE CONTEST&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== SINGLE PLAYER OPTION ==&lt;br /&gt;
&lt;br /&gt;
If you have chosen a one player game, you must choose how &amp;quot;cool&amp;quot; or &amp;quot;hot&amp;quot; a game you want to play by setting the heat in the thermometer on the screen. Use the mouse to move the level of heat up and down the thermometer. Confirm the level by pressing the spacebar on the keyboard.&lt;br /&gt;
&lt;br /&gt;
There are many different levels of difficultly in the single player game. The &amp;quot;cooler&amp;quot; the game, the easier it is. Try one or the more difficult levels and you are asking for a more challenging game.&lt;br /&gt;
&lt;br /&gt;
0º - 10º is the easiest option -- you will have all six Keys so you can practice moving around the Provinces and using the powers the each Key gives you (check out the Key powers listed on your Character Quick Reference card). Because you have all six Keys, the freedom of the Provinces will be yours -- you will be able to go anywhere, including the center of The Other Side, to see which greatest fear is in the casket.&lt;br /&gt;
&lt;br /&gt;
20º will give you four Keys to begin with. You will have to go to the two remaining yards to collect the final two Keys and get to the casket to reveal the greatest fear.&lt;br /&gt;
&lt;br /&gt;
30º will give you two Keys to begin with. Collect the final four to get to the casket.&lt;br /&gt;
&lt;br /&gt;
40º will not give you any Keys to begin with. You are on your own.&lt;br /&gt;
&lt;br /&gt;
50º will give you four Keys to begin BUT will thrust a nasty opponent upon. Their Portrait Screen will appear after your turn. They will begin the game with ten Power Points as opposed to your twenty five, but they build up power quickly so watch out -- they are not afraid of Dueling. You will not have to watch around the Provinces but you can keep an eye on their status by checking on their Portrait Screen which will appear after your turn.&lt;br /&gt;
&lt;br /&gt;
60º will give you two Keys. You will have one opponent -- who will begin with twenty Power Points.&lt;br /&gt;
&lt;br /&gt;
70º will not give you any Keys to begin with. You will have one opponent -- who will begin with twenty Power Points.&lt;br /&gt;
&lt;br /&gt;
80º will give you two Keys. You will have two opponents -- each opponent begins with ten Power Points.&lt;br /&gt;
&lt;br /&gt;
90º will give you two Keys. You will have two opponents -- each opponent begins with twenty Power Points.&lt;br /&gt;
&lt;br /&gt;
100º will not give you any Keys to begin with. You will have two opponents -- each opponent begins with twenty Power Points.&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Card_Game_(Rules)&amp;diff=404</id>
		<title>Atmosfear: The Card Game (Rules)</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Card_Game_(Rules)&amp;diff=404"/>
				<updated>2012-03-10T15:30:42Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Formatted as per rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE CARD GAME PACK ==&lt;br /&gt;
&lt;br /&gt;
There is only one Gatekeeper card.  While this has no marked value, it beats any other card in ANY situation.  The Gatekeeper can never be beaten.&lt;br /&gt;
&lt;br /&gt;
The rest of the pack comprises of six colored suits of cards called ‘Realms’ – one for each of The Harbingers.  Each Realm consists of a Hierarchy of 12 cards, as outlined on The Quick Reference Cards.  Whilst the Action cards are weaker than Character cards, each one has a specific power when played in certain situations.&lt;br /&gt;
&lt;br /&gt;
== THE CARD GAME DICE ==&lt;br /&gt;
&lt;br /&gt;
The games also includes three dice as outlined on The Quick Reference Cards. &lt;br /&gt;
&lt;br /&gt;
== KEY CARDS AND WINNING THE CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
The aim of the game is to win the most silver Keys by collecting as many Key cards as possible.  There are six Key cards in total – each revealing a different number of silver keys – ranging from 1 to 6.&lt;br /&gt;
&lt;br /&gt;
The player with the most Key cards at the end of the game may not necessarily be the winner.  The winner of The Card Game is the player with the highest number of silver keys  -- as depicted on the Key cards they have collected.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP THE CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
1. Shuffle the six Key cards and place them face-down on the table – so the silver keys are hidden.&lt;br /&gt;
&lt;br /&gt;
2. All players roll the Duel Die.  Whoever rolls the highest number becomes The Chosen One.  In the event of a tie, those players roll again.&lt;br /&gt;
&lt;br /&gt;
3. The Chosen One shuffles the pack and deals 10 cards to each player.&lt;br /&gt;
&lt;br /&gt;
4. The Chosen One then rolls the Ruling Die to determine the color of the Ruling Realm.&lt;br /&gt;
&lt;br /&gt;
5. Finally, The Chosen One rolls the Duel Die.  The number rolled determines the number of cards The Chosen One may discard from their hand.  If an exchange us made, the exact number of cards discarded MUST match the number rolled on the Duel Die.  Once discarded, new cards can then be taken from the deck as replacements.&lt;br /&gt;
&lt;br /&gt;
== IMPORTANT TERMS TO REMEMBER ==&lt;br /&gt;
‘RULING REALM’ Is the COLOR which appears on the RULING DIE. &lt;br /&gt;
&lt;br /&gt;
‘LEADING REALM’ Is the COLOR of the FIRST card played in any trick.&lt;br /&gt;
&lt;br /&gt;
‘A TRICK’  Consist of ONE CARD only from each player. The winner of a trick owns those cards.&lt;br /&gt;
&lt;br /&gt;
‘A TRUMP’ Is a card played from the RULING REALM, when a player CANNOT follow the LEADING REALM.&lt;br /&gt;
&lt;br /&gt;
== PLAYING THE CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
The Chosen One beings the first trick by playing any card.  Each player only plays one card per trick.&lt;br /&gt;
&lt;br /&gt;
The Realm (suit color) of the FIRST card played in a trick is called the ‘Leading Realm’ – it can be any card and does not have to be a Ruling Realm card.&lt;br /&gt;
&lt;br /&gt;
Play continues in a clockwise direction.  Where possible, all cards played after this first card must be the same color as the Leading Realm.  The most powerful card played will win the trick.&lt;br /&gt;
&lt;br /&gt;
IF a player CANNOT follow the Leading Realm color, they can then choose to ‘trump’ the trick by playing a card from the Ruling Realm (the color determined by the Ruling Die).&lt;br /&gt;
&lt;br /&gt;
Any card from a Ruling Realm, regardless of it’s position in the hierarchy, will beat any card from the Leading Realm.  If more than one Ruling Realm card is played in a trick, hierarchy will determine the winner.&lt;br /&gt;
&lt;br /&gt;
A player who cannot follow suit by playing a Leading Realm card, and who does not have a Ruling Realm card, plays a card from any other Realm as a discard.&lt;br /&gt;
&lt;br /&gt;
The winner of the trick stores it face-down to one side and leads by playing the first card of the next trick.&lt;br /&gt;
&lt;br /&gt;
After 10 tricks have been played, whoever has won the most tricks selects one Key card.  This Key card cannot be turned over and must be kept face down until the end of the game.&lt;br /&gt;
&lt;br /&gt;
If two or more players have won the same number of tricks, they must roll the Duel Die and whoever rolls the highest, wins and selects one Key card.&lt;br /&gt;
&lt;br /&gt;
Players then roll the Duel Die again to determine a new Chosen One who deals the cards for the next round of 10 tricks.  (See SETTING UP THE CARD GAME steps 2-5).&lt;br /&gt;
  &lt;br /&gt;
== DETERMINING THE WINNER OF THE CARD GAME ==&lt;br /&gt;
When all the Key cards have been won – Key card holders simultaneously reveal the number of silver keys they have won.  The player with the highest number of silver keys is declared the winner of The Card Game.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, The Chosen One collects all the playing cards, reshuffles them then starts a “Gatekeeper Quick-draw” by dealing one card face-up to each of the tied players until The Gatekeeper card appears – whoever receives this card wins! &lt;br /&gt;
&lt;br /&gt;
== THE CARDS AND HOW TO PLAY THEM ==&lt;br /&gt;
&lt;br /&gt;
=== THE GATEKEEPER CARD ===&lt;br /&gt;
&lt;br /&gt;
This unique card beats all others and will ALWAYS win a trick.  IT can be played at ANY TIME.  If it is led, it must be followed by a Ruling Realm card, if a player has one.&lt;br /&gt;
&lt;br /&gt;
=== THE CHARACTER CARDS ===&lt;br /&gt;
&lt;br /&gt;
Based on the various assets of each of the Harbinger characters (from their portrait down to their Headstone) these cards, ranked from 7 to 12, are extremely high on the realm hierarchy.  As such, they are powerful cards – and are distinguished by brass borders. &lt;br /&gt;
&lt;br /&gt;
=== THE ACTION CARDS ===&lt;br /&gt;
&lt;br /&gt;
These cards have their special ‘immediate’ or ‘delayed’ powers within a trick ONLY WHEN played in the Leading Realm.  Ranked from 2 to 6 – they are distinguished by silver borders.&lt;br /&gt;
&lt;br /&gt;
AS SOON as a Ruling Realm card or The Gatekeeper card is played – TRUMPING THE TRICK -– ANY Actions cards with a delayed power (The Duel &amp;amp; Black Hole Action cards) played PRIOR to the trump card are VOID.&lt;br /&gt;
&lt;br /&gt;
ALL Action cards played in a trick, AFTER it has been TRUMPED, are also VOID.&lt;br /&gt;
&lt;br /&gt;
If an Action card is played as a Ruling Realm, it is effective as a trump ONLY BY HIERARCHY.  Its special power has no effect and it will be beaten by a HIGHER Ruling Realm (trump) card.&lt;br /&gt;
&lt;br /&gt;
==== THE DUEL CARD (delayed action power) ====&lt;br /&gt;
&lt;br /&gt;
When played in the Leading Realm, the card FORCES the player with the highest scoring card at the end of the trick to roll the Duel Die to determine the winner.  Both players must toll the Duel Die and whoever rolls the highest, wins the trick.&lt;br /&gt;
&lt;br /&gt;
==== THE GATE CARD (immediate action power) ====&lt;br /&gt;
When played in the Leading Realm, this card will increase its own Realm (color) hierarchy ranking.  Whoever plays a ate card MUST immediately roll the Symbol Die and the card then takes on the hierarchy ranks of the Character card symbol rolled.  If a Leading Realm card matching this rank is played by another opponent, both players must roll the Duel Die to determine the holder of the highest scoring card.&lt;br /&gt;
&lt;br /&gt;
==== THE FLIGHT CARD (immediate action power) ====&lt;br /&gt;
When played in the Leading Realm, this card can change the color of the Ruling Realm instantly.  Whoever plays this card MUST toll the Ruling Die immediately.  The color rolled determines the Ruling Realm from that point onwards&lt;br /&gt;
&lt;br /&gt;
==== THE BLACK HOLE CARD (delayed action power) ====&lt;br /&gt;
When played in the Leading Realm, this card DESTROYS the trick and nobody can win the trick – unless they play a Ruling Realm trump or The Gatekeeper card.  If a player succeeds in ‘Black Holing’ a trick, they lead the next trick. &lt;br /&gt;
&lt;br /&gt;
==== THE SOUL RANGER CARD (immediate action power) ====&lt;br /&gt;
&lt;br /&gt;
When played in the Leading Realm, this card DICTATES that the player immediately discards their weakest card by giving it face-down to an opponent of their choice, replacing it by stealing another card –sight unseen – from that opponent’s hand.&lt;br /&gt;
&lt;br /&gt;
==== THE FEAR CARDS ====&lt;br /&gt;
The Fear cards are the weakest.  Their rank is 1, and these cards are distinguished by brass borders.&lt;br /&gt;
&lt;br /&gt;
As in all ATMOSFEAR games, the one thing that can beat a Harbinger is its own worst Fear.  If a Harbinger card (with a Crown symbol) of any Realm is player, in either Leading or Ruling Realm and the Fear card of the same Realm appears within that same trick, then the Harbinger will always be beaten by its Fear card.&lt;br /&gt;
&lt;br /&gt;
Fear cards played in the Leading Realm can still be affected by Action cards played within that trick, and can still be trumped by another card played in the Ruling Realm.  But remember, even if a Harbinger card is played in the Ruling Realm, it still has the potential to be trumped &amp;amp; defeated by its own worst fear.&lt;br /&gt;
&lt;br /&gt;
== PENALTY FOR CHEATING ==&lt;br /&gt;
If any player is caught cheating, they will be forced to lose a Key card immediately. The Chosen One returns one Key card – value unseen – face-down to the table.&lt;br /&gt;
&lt;br /&gt;
== THE ‘QUICK AND THE DEAD’ CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
For a hard and fast card Game try one of these options:&lt;br /&gt;
• Deal six cards only to each player instead of ten. &lt;br /&gt;
• After only three Key cards have been won, turn them over and the player with the most silver keys is declared the winner of The Card Game. &lt;br /&gt;
• As each Key card is won, its silver key value is revealed face-up for all to see.&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Card_Game_(Rules)&amp;diff=403</id>
		<title>Atmosfear: The Card Game (Rules)</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Card_Game_(Rules)&amp;diff=403"/>
				<updated>2012-03-10T05:17:59Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Started page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE CARD GAME PACK ==&lt;br /&gt;
&lt;br /&gt;
There is only one Gatekeeper card.  While this has no marked value, it beats any other card in ANY situation.  The Gatekeeper can never be beaten. &lt;br /&gt;
The rest of the pack comprises of six colored suits of cards called ‘Realms’ – one for each of The Harbingers.  Each Realm consists of a Hierarchy of 12 cards, as outlined on The Quick Reference Cards.  Whilst the Action cards are weaker than Character cards, each one has a specific power when played in certain situations.&lt;br /&gt;
&lt;br /&gt;
== THE CARD GAME DICE ==&lt;br /&gt;
&lt;br /&gt;
The games also includes three dice as outlined on The Quick Reference Cards. &lt;br /&gt;
KEY CARDS AND WINNING THE CARD GAME. &lt;br /&gt;
The aim of the game is to win the most silver Keys by collecting as many Key cards as possible.  There are six Key cards in total – each revealing a different number of silver keys – ranging from 1 to 6. &lt;br /&gt;
The player with the most Key cards at the end of the game may not necessarily be the winner.  The winner of The Card Game is the player with the highest number of silver keys  -- as depicted on the Key cards they have collected.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP THE CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
1. Shuffle the six Key cards and place them face-down on the table – so the silver keys are hidden. &lt;br /&gt;
2. All players roll the Duel Die.  Whoever rolls the highest number becomes The Chosen One.  In the event of a tie, those players roll again. &lt;br /&gt;
3. The Chosen One shuffles the pack and deals 10 cards to each player. &lt;br /&gt;
4. The Chosen One then rolls the Ruling Die to determine the color of the Ruling Realm. &lt;br /&gt;
5. Finally, The Chosen One rolls the Duel Die.  The number rolled determines the number of cards The Chosen One may discard from their hand.  If an exchange us made, the exact number of cards discarded MUST match the number rolled on the Duel Die.  Once discarded, new cards can then be taken from the deck as replacements.&lt;br /&gt;
&lt;br /&gt;
== IMPORTANT TERMS TO REMEMBER ==&lt;br /&gt;
‘RULING REALM’ Is the COLOR which appears on the RULING DIE. &lt;br /&gt;
‘LEADING REALM’ Is the COLOR of the FIRST card played in any trick. &lt;br /&gt;
‘A TRICK’  Consist of ONE CARD only from each player. &lt;br /&gt;
   The winner of a trick owns those cards. &lt;br /&gt;
‘A TRUMP’ Is a card played from the RULING REALM, when a player CANNOT follow the LEADING REALM.&lt;br /&gt;
&lt;br /&gt;
== PLAYING THE CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
The Chosen One beings the first trick by playing any card.  Each player only p[lays one card per trick. &lt;br /&gt;
The Realm (suit color) of the FIRST card played in a trick is called the ‘Leading Realm’ – it can be any card and does not have to be a Ruling Realm card. &lt;br /&gt;
Play continues in a clockwise direction.  Where possible, all cards played after this first card must be the same color as the Leading Realm.  The most powerful card played will win the trick. &lt;br /&gt;
IF a player CANNOT follow the Leading Realm color, they can then choose to ‘trump’ the trick by playing a card from the Ruling Realm (the color determined by the Ruling Die). &lt;br /&gt;
Any card from a Ruling Realm, regardless of it’s position in the hierarchy, will beat any card from the Leading Realm.  If more than one Ruling Realm card is played in a trick, hierarchy will determine the winner. &lt;br /&gt;
A player who cannot follow suit by playing a Leading Realm card, and who does not have a Ruling Realm card, plays a card from any other Realm as a discard. &lt;br /&gt;
The winner of the trick stores it face-down to one side and leads by playing the first card of the next trick. &lt;br /&gt;
After 10 tricks have been played, whoever has won the most tricks selects one Key card.  This Key card cannot be turned over and must be kept face down until the end of the game. &lt;br /&gt;
If two or more players have won the same number of tricks, they must roll the Duel Die and whoever rolls the highest, wins and selects one Key card. &lt;br /&gt;
Players then roll the Duel Die again to determine a new Chosen One who deals the cards for the next round of 10 tricks.  (See SETTING UP THE CARD GAME steps 2-5).&lt;br /&gt;
  &lt;br /&gt;
== DETERMINING THE WINNER OF THE CARD GAME ==&lt;br /&gt;
When all the Key cards have been won – Key card holders simultaneously reveal the number of silver keys they have won.  The player with the highest number of silver keys is declared the winner of The Card Game. &lt;br /&gt;
If there is a tie, The Chosen One collects all the playing cards, reshuffles them then starts a “Gatekeeper Quick-draw” by dealing one card face-up to each of the tied players until The Gatekeeper card appears – whoever receives this card wins! &lt;br /&gt;
&lt;br /&gt;
== THE CARDS AND HOW TO PLAY THEM ==&lt;br /&gt;
&lt;br /&gt;
=== THE GATEKEEPER CARD ===&lt;br /&gt;
&lt;br /&gt;
This unique card beats all others and will ALWAYS win a trick.  IT can be played at ANY TIME.  If it is led, it must be followed by a Ruling Realm card, if a player has one.&lt;br /&gt;
&lt;br /&gt;
=== THE CHARACTER CARDS ===&lt;br /&gt;
&lt;br /&gt;
Based on the various assets of each of the Harbinger characters (from their portrait down to their Headstone) these cards, ranked from 7 to 12, are extremely high on the realm hierarchy.  As such, they are powerful cards – and are distinguished by brass borders. &lt;br /&gt;
&lt;br /&gt;
=== THE ACTION CARDS ===&lt;br /&gt;
&lt;br /&gt;
These cards have their special ‘immediate’ or ‘delayed’ powers within a trick ONLY WHEN played in the Leading Realm.  Ranked from 2 to 6 – they are distinguished by silver borders. &lt;br /&gt;
AS SOON as a Ruling Realm card or The Gatekeeper card is played – TRUMPING THE TRICK -– ANY Actions cards with a delayed power (The Duel &amp;amp; Black Hole Action cards) played PRIOR to the trump card are VOID. &lt;br /&gt;
ALL Action cards played in a trick, AFTER it has been TRUMPED, are also VOID. &lt;br /&gt;
If an Action card is played as a Ruling Realm, it is effective as a trump ONLY BY HIERARCHY.  Its special power has no effect and it will be beaten by a HIGHER Ruling Realm (trump) card.&lt;br /&gt;
&lt;br /&gt;
=== THE DUEL CARD (delayed action power) ===&lt;br /&gt;
&lt;br /&gt;
When played in the Leading Realm, the card FORCES the player with the highest scoring card at the end of the trick to roll the Duel Die to determine the winner.  Both players must toll the Duel Die and whoever rolls the highest, wins the trick.&lt;br /&gt;
&lt;br /&gt;
=== THE GATE CARD (immediate action power) ===&lt;br /&gt;
When played in the Leading Realm, this card will increase its own Realm (color) hierarchy ranking.  Whoever plays a ate card MUST immediately roll the Symbol Die and the card then takes on the hierarchy ranks of the Character card symbol rolled.  If a Leading Realm card matching this rank is played by another opponent, both players must roll the Duel Die to determine the holder of the highest scoring card.&lt;br /&gt;
&lt;br /&gt;
=== THE FLIGHT CARD (immediate action power) === &lt;br /&gt;
When played in the Leading Realm, this card can change the color of the Ruling Realm instantly.  Whoever plays this card MUST toll the Ruling Die immediately.  The color rolled determines the Ruling Realm from that point onwards&lt;br /&gt;
&lt;br /&gt;
=== THE BLACK HOLE CARD (delayed action power) ===&lt;br /&gt;
When played in the Leading Realm, this card DESTROYS the trick and nobody can win the trick – unless they play a Ruling Realm trump or The Gatekeeper card.  If a player succeeds in ‘Black Holing’ a trick, they lead the next trick. &lt;br /&gt;
&lt;br /&gt;
=== THE SOUL RANGER CARD (immediate action power) ===&lt;br /&gt;
&lt;br /&gt;
When played in the Leading Realm, this card DICTATES that the player immediately discards their weakest card by giving it face-down to an opponent of their choice, replacing it by stealing another card –sight unseen – from that opponent’s hand.&lt;br /&gt;
&lt;br /&gt;
=== THE FEAR CARDS ===&lt;br /&gt;
The Fear cards are the weakest.  Their rank is 1, and these cards are distinguished by brass borders. &lt;br /&gt;
As in all ATMOSFEAR games, the one thing that can beat a Harbinger is its own worst Fear.  If a Harbinger card (with a Crown symbol) of any Realm is player, in either Leading or Ruling Realm and the Fear card of the same Realm appears within that same trick, then the Harbinger will always be beaten by its Fear card. &lt;br /&gt;
Fear cards played in the Leading Realm can still be affected by Action cards played within that trick, and can still be trumped by another card played in the Ruling Realm.  But remember, even if a Harbinger card is played in the Ruling Realm, it still has the potential to be trumped &amp;amp; defeated by its own worst fear. &lt;br /&gt;
&lt;br /&gt;
== PENALTY FOR CHEATING ==&lt;br /&gt;
If any player is caught cheating, they will be forced to lose a Key card immediately. The Chosen One returns one Key card – value unseen – face-down to the table.&lt;br /&gt;
&lt;br /&gt;
== THE ‘QUICK AND THE DEAD’ CARD GAME ==&lt;br /&gt;
&lt;br /&gt;
For a hard and fast card Game try one of these options. &lt;br /&gt;
? Deal six cards only to each player instead of ten. &lt;br /&gt;
? After only three Key cards have been won, turn them over and the player with the most silver keys is declared the winner of The Card Game. &lt;br /&gt;
? As each Key card is won, its silver key value is revealed face-up for all to see.&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=402</id>
		<title>Anne de Chantraine</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=402"/>
				<updated>2012-03-10T05:02:53Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
Ugly has a new name - Anne de Chantraine. And she's just learnt how to make something. It's 'something' called trouble and de Chantraine stirs it up and dishes it out from her mutant 'Punkin' at the crossroads of the Provinces. This fire-starter has got plenty of good reason to scorch the earth with a temper as hot as her brew. &lt;br /&gt;
&lt;br /&gt;
Tried and convicted of sorcery, tortured and then burned alive at the stake as a teenager, de Chantraine was innocent. Now she's on a witch hunt of her own. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;hell hath no fury like a woman scorned&amp;quot;, you should see one scorched! &lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine was one of the first women burnt on the stake during the Great Witch Hunts of Europe. At 17 years of age in a village in Belgium, this unusually pretty young thing was tried, proclaimed a witch, and promptly roasted. &lt;br /&gt;
&lt;br /&gt;
With a temper now as hot as the flames that took her from rare to well done, this flying firestarter sought revenge by cooking up a storm and lighting fires across the countryside. &lt;br /&gt;
&lt;br /&gt;
But playing with fire can be dangerous and, in a careless moment, Anne was caught leaving yet another smouldering disaster site. This flying pyromaniac now ponders her career choice from her solitary confinement, surrounded by the orange flames she dreads the most. &lt;br /&gt;
&lt;br /&gt;
Anyone got a light? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Blue &lt;br /&gt;
*Atmosfear 'The Harbingers': Orange &lt;br /&gt;
*Atmosfear DVD Series: Orange&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Cauldron &lt;br /&gt;
*Atmosfear DVD Series: Pumpkin&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will be turned into a toad and only be able to move one step each turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The_Witch | Nightmare/Atmosfear III 'Witch']]&lt;br /&gt;
&lt;br /&gt;
Nightmare/Atmosfear III 'Witch' Promo &lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Khufu&amp;diff=401</id>
		<title>Khufu</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Khufu&amp;diff=401"/>
				<updated>2012-03-10T05:00:40Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor ==&lt;br /&gt;
&lt;br /&gt;
David Whitney&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
They never ever found the remains of this Forth Dynasty Pharaoh who proclaimed himself the 'Father of Death' then almost went bankrupt. Khufu reigned for 23 years - almost as long as it took the megalomaniac to build his Great Pyramid from where he set forth on his journey to the next life. &lt;br /&gt;
&lt;br /&gt;
But somewhere along the way he saw the light and sold out! Now he's back! Khufu II. 'King Cliche' - a superstar who has turned the Valley of Kings into his Hollywood on the Nile. &amp;quot;Endorse me!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
During his 23 year reign, Khufu built the Great Pyramid at Giza - a fitting monument to the monster ego of this self proclaimed Father of Death. The plans for his afterlife were as grand as his tomb and, embalmed or not, Khufu was going into the next life in style. So when the tomb raiders broke down the sealed walls of his burial chamber they unleashed not only the mummy's curse but the spirit of the shyster Pharaoh himself. &lt;br /&gt;
&lt;br /&gt;
Khufu was back: with opportunity, fame, fortune…….and his own TV show. The megalomaniac mummy turned the Valley of Kings into Hollywood on the Nile - a casino here, a pyramid scheme there, and handful of curses on the way. It was all good. &lt;br /&gt;
&lt;br /&gt;
With such a high profile, of course it wasn't long before they tracked him down and pulled the plug on his show, leaving him to ponder another 4 millennia of cramped, yellow, sandy conditions somewhere on The Other Side. &lt;br /&gt;
&lt;br /&gt;
Let's call it a wrap. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of Nightmare™/Atmosfear™ IV, a simple screen advertised Khufu as the host of the 5th game in the series. The game was never made, leaving fans everywhere desperate for the sequel to eventually be made. &lt;br /&gt;
&lt;br /&gt;
The wait will be over soon - after over 10 years, finally fans will get to play against the wheeling, dealing, gambling mummy... &lt;br /&gt;
&lt;br /&gt;
Let the game begin!  &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Red &lt;br /&gt;
*Atmosfear 'The Harbingers': Yellow&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Yellow&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Cobra&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Mummy/Sphinx head&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:yellow.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:yellow.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will be blinded by one of Khufu's tomb walls so the cursed cannot see through the provinces.&lt;br /&gt;
|}&lt;br /&gt;
== Appearances ==&lt;br /&gt;
[[Atmosfear:_Khufu_the_Mummy | Atmosfear: Khufu the Mummy]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=400</id>
		<title>Elizabeth Bathory</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=400"/>
				<updated>2012-03-10T04:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
The daughter of George and Anna Bathory, Elizabeth Bathory has the reputation of being one of the first reported vampires. At age 15 she married 25 year old Count Ferencz Nadasdy. After marriage the two of them moved to the infamous Castle Csejthe. The Count was always leaving home to do battle against the Turks, which left Elizabeth alone at home and very bored. To keep herself occupied she began to visit her aunt, Countess Klara Bathory. It was at this time that she began her intrest into the occult. A known witch and maid, Dorothea Szentes [aka Dorka], began to teach her varius forms of black magic and witchcraft. Assisted by her nurse, manservant, and another maid, the group began to torture the female servents of Castle Csejithe in an underground chamber. In the year 1600 Count Ferencz died. It was about this time that the Countess began to bathe in the blood of the tortured young women based on the idea that the blood might hold the secrets of eternal youth. The women where tortured, stabed, and hung from the celings so that Bathory could shower in the blood that flowed from their bodies. Eventualy Bathory began to notice that she wasn't getting quite the results she'd wanted. She decided to go after Noble blood, assuming that better blood would have better results. Unfortunitly for her, word spread of the missing nobles. On the 30th of December, 1610, her own cousin, Count Cuyorgy Thurzo, and a band of soldiers raided the castle. They found about 50 dead bodies, and several tortured women in the dungeon below. One woman was even found, still alive, with her body pierced open. In 1611, a register was found in Bathory's living quarters with the names of over 600 victims. Her three female accomplices where sentenced to have their fingers torn from thier bodies and later to be burned alive. Her fourth accompice, was beheaded, drained of his blood, and burned with the three women. Elizabeth Bathory, however, was walled up inside her room until her eventual death at age 54. At the time of her death she was still considered to be one of the most beautiful women in all of Europe.&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
She's the black widow of The Other Side, imprisoned for all eternity in her torture chambers in the towering Castle Cathice for her murderous crimes - an iron maiden - condemened to love and perish forever.&lt;br /&gt;
&lt;br /&gt;
But legends, like Vampires, never die.&lt;br /&gt;
&lt;br /&gt;
Casting a black shadow over her Province, Bathory is the most powerful of 'The Harbingers' with all the allure of a Venus fly trap.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
At the beginning of the 17th century, in the towering Slovakian Castle of Cathtice, lived a countess of unequalled vanity. Driven by her desire to remain the most beautiful woman in the land, Elizabeth Bathory would feed upon the innocent young townsfolk she lured into her chambers. Parlor games such as 'The Iron Maiden' were a castle specialty, as this black widow liked to poke more than just fun at her guests - and she turned out to be a body piercing master! In a small town, however, news of strange behavior travels faster than the plague and it wasn't long before Elizabeth was captured, tried and banished to The Other Side - which would be enough to make anybody see red. Here the only thing she kills is time while praying for her time on earth to come again.&lt;br /&gt;
&lt;br /&gt;
Eat your heart out, Elizabeth.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Gray &lt;br /&gt;
*Atmosfear 'The Harbingers': Red &lt;br /&gt;
*Atmosfear DVD Series: Red&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Vampire bat &lt;br /&gt;
*Atmosfear DVD Series: Vampire bat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, any key collected is given to the Vampire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In some releases of the games her named is spelled Elisabeth with an S replacing the Z.&lt;br /&gt;
&lt;br /&gt;
Remember, when the Countess asks you, &amp;quot;Indulge me!&amp;quot; you must respond, &amp;quot;Forever my Lady!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The_Vampire | Nightmare/Atmosfear IV 'Vampire']]&lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=399</id>
		<title>Thrill Me</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=399"/>
				<updated>2012-03-10T04:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Related Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thrill Me is a song that can be heard at the end of [[Zombie | Nightmare II]] in a rough form and is included in a music video at the end of [[The_Vampire | Nightmare IV]].&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
Now picture this: It's late at night, &lt;br /&gt;
And what you're doing don't seem right, &lt;br /&gt;
The moon is high up in the sky, &lt;br /&gt;
I can feel it coming down. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Breakdown&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Now here's a story it's up to you, &lt;br /&gt;
There's only so much that I can do, &lt;br /&gt;
You're gonna need some love, &lt;br /&gt;
If you wanna have a good time, &lt;br /&gt;
Give you a heartattack, &lt;br /&gt;
Give you a heartattack. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
(C'mon thrill me baby) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hit the hole!&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Yo Baron, I can dig it, &lt;br /&gt;
Roll the dice, don't be nice, don't you quit it, &lt;br /&gt;
What's your number? &lt;br /&gt;
What's your name? &lt;br /&gt;
Get ready to start the game. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (C'mon thrill me baby).&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
[[Zombie | Nightmare/Atmosfear II]]&lt;br /&gt;
&lt;br /&gt;
[[The_Vampire | Nightmare/Atmosfear IV]]&lt;br /&gt;
&lt;br /&gt;
[[Baron Samedi]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=398</id>
		<title>Elizabeth Bathory</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Elizabeth_Bathory&amp;diff=398"/>
				<updated>2012-03-10T04:58:42Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
The daughter of George and Anna Bathory, Elizabeth Bathory has the reputation of being one of the first reported vampires. At age 15 she married 25 year old Count Ferencz Nadasdy. After marriage the two of them moved to the infamous Castle Csejthe. The Count was always leaving home to do battle against the Turks, which left Elizabeth alone at home and very bored. To keep herself occupied she began to visit her aunt, Countess Klara Bathory. It was at this time that she began her intrest into the occult. A known witch and maid, Dorothea Szentes [aka Dorka], began to teach her varius forms of black magic and witchcraft. Assisted by her nurse, manservant, and another maid, the group began to torture the female servents of Castle Csejithe in an underground chamber. In the year 1600 Count Ferencz died. It was about this time that the Countess began to bathe in the blood of the tortured young women based on the idea that the blood might hold the secrets of eternal youth. The women where tortured, stabed, and hung from the celings so that Bathory could shower in the blood that flowed from their bodies. Eventualy Bathory began to notice that she wasn't getting quite the results she'd wanted. She decided to go after Noble blood, assuming that better blood would have better results. Unfortunitly for her, word spread of the missing nobles. On the 30th of December, 1610, her own cousin, Count Cuyorgy Thurzo, and a band of soldiers raided the castle. They found about 50 dead bodies, and several tortured women in the dungeon below. One woman was even found, still alive, with her body pierced open. In 1611, a register was found in Bathory's living quarters with the names of over 600 victims. Her three female accomplices where sentenced to have their fingers torn from thier bodies and later to be burned alive. Her fourth accompice, was beheaded, drained of his blood, and burned with the three women. Elizabeth Bathory, however, was walled up inside her room until her eventual death at age 54. At the time of her death she was still considered to be one of the most beautiful women in all of Europe.&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
She's the black widow of The Other Side, imprisoned for all eternity in her torture chambers in the towering Castle Cathice for her murderous crimes - an iron maiden - condemened to love and perish forever.&lt;br /&gt;
&lt;br /&gt;
But legends, like Vampires, never die.&lt;br /&gt;
&lt;br /&gt;
Casting a black shadow over her Province, Bathory is the most powerful of 'The Harbingers' with all the allure of a Venus fly trap.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
At the beginning of the 17th century, in the towering Slovakian Castle of Cathtice, lived a countess of unequalled vanity. Driven by her desire to remain the most beautiful woman in the land, Elizabeth Bathory would feed upon the innocent young townsfolk she lured into her chambers. Parlor games such as 'The Iron Maiden' were a castle specialty, as this black widow liked to poke more than just fun at her guests - and she turned out to be a body piercing master! In a small town, however, news of strange behavior travels faster than the plague and it wasn't long before Elizabeth was captured, tried and banished to The Other Side - which would be enough to make anybody see red. Here the only thing she kills is time while praying for her time on earth to come again.&lt;br /&gt;
&lt;br /&gt;
Eat your heart out, Elizabeth.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Gray &lt;br /&gt;
*Atmosfear 'The Harbingers': Red &lt;br /&gt;
*Atmosfear DVD Series: Red&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Vampire bat &lt;br /&gt;
*Atmosfear DVD Series: Vampire bat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, any key collected is given to the Vampire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In some releases of the games her named is spelled Elisabeth with an S replacing the Z.&lt;br /&gt;
&lt;br /&gt;
Remember, when the Countess asks you, &amp;quot;Indulge me!&amp;quot; you must respond, &amp;quot;Forever my Lady!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
Nightmare/Atmosfear III 'Vampire'&lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Baron_Samedi&amp;diff=397</id>
		<title>Baron Samedi</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Baron_Samedi&amp;diff=397"/>
				<updated>2012-03-10T04:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor ==&lt;br /&gt;
&lt;br /&gt;
Wenanty Nosul&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
He's taking last requests and 'Stayin' Alive' ain't one of his favorites. He's Baron Samedi - Voodoo's ad-Minister of the living dead - the last 'VJ' on The Other Side who hold's court every Saturday in his Cathedral of Jive &lt;br /&gt;
&lt;br /&gt;
Leading his choir of lost souls dancing the 'banda', the chain-smoking Samedi calls up the dead toll free. &lt;br /&gt;
&lt;br /&gt;
With a sense of fun as bent as a rib, the chief pranktitioner of black magic and comedy just loves to throw a funeral &amp;quot;...cause I always miss my own.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
Meet Baron Samedi, the Voodoo VJ who could dance up a storm with his entourage of lost souls. With a dark sense of humor and a darker sense of fun, The Baron always encouraged fresh blood into his frightclub ‘The Cathedral Of Jive’. &lt;br /&gt;
&lt;br /&gt;
‘Everybody’s welcome! it doesn’t matter if you are a somebody or a nobody. Just as long as you’re a body!’ was the slogan for his relentless membership drive. So it was wise to beware of invitations to join in his Hokey Pokie dance, because when The Baron called for you to ‘put your right foot in’ – he meant it literally! &lt;br /&gt;
&lt;br /&gt;
Then one night, while out soul searching, The Baron had his own membership abruptly cancelled. Imprisoned now in the rancid green glow of The Other Side, all he can do is dance to the music inside his head under the ever watchful eye of The Gatekeeper. &lt;br /&gt;
&lt;br /&gt;
Any last requests? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: White&lt;br /&gt;
*Atmosfear 'The Harbingers': Green&lt;br /&gt;
*Atmosfear DVD Series: Green&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Top Hat&lt;br /&gt;
*Atmosfear DVD Series: Top Hat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:green.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:green.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed all movements will become painfully slow.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
[[Zombie |Nightmare/Atmosfear II 'Zombie' ]]&lt;br /&gt;
&lt;br /&gt;
Nightmare/Atmosfear II 'Zombie' Promo&lt;br /&gt;
&lt;br /&gt;
Atmosfear 'The Harbingers' Instructional Video&lt;br /&gt;
&lt;br /&gt;
'[[Thrill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=396</id>
		<title>Thrill Me</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=396"/>
				<updated>2012-03-10T04:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Related Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thrill Me is a song that can be heard at the end of [[Zombie | Nightmare II]] in a rough form and is included in a music video at the end of [[The_Vampire | Nightmare IV]].&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
Now picture this: It's late at night, &lt;br /&gt;
And what you're doing don't seem right, &lt;br /&gt;
The moon is high up in the sky, &lt;br /&gt;
I can feel it coming down. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Breakdown&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Now here's a story it's up to you, &lt;br /&gt;
There's only so much that I can do, &lt;br /&gt;
You're gonna need some love, &lt;br /&gt;
If you wanna have a good time, &lt;br /&gt;
Give you a heartattack, &lt;br /&gt;
Give you a heartattack. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
(C'mon thrill me baby) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hit the hole!&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Yo Baron, I can dig it, &lt;br /&gt;
Roll the dice, don't be nice, don't you quit it, &lt;br /&gt;
What's your number? &lt;br /&gt;
What's your name? &lt;br /&gt;
Get ready to start the game. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (C'mon thrill me baby).&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
[[Zombie | Nightmare II]]&lt;br /&gt;
&lt;br /&gt;
[[The_Vampire | Nightmare IV]]&lt;br /&gt;
&lt;br /&gt;
[[Baron Samedi]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=395</id>
		<title>Thrill Me</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=395"/>
				<updated>2012-03-10T04:56:15Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thrill Me is a song that can be heard at the end of [[Zombie | Nightmare II]] in a rough form and is included in a music video at the end of [[The_Vampire | Nightmare IV]].&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
Now picture this: It's late at night, &lt;br /&gt;
And what you're doing don't seem right, &lt;br /&gt;
The moon is high up in the sky, &lt;br /&gt;
I can feel it coming down. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Breakdown&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Now here's a story it's up to you, &lt;br /&gt;
There's only so much that I can do, &lt;br /&gt;
You're gonna need some love, &lt;br /&gt;
If you wanna have a good time, &lt;br /&gt;
Give you a heartattack, &lt;br /&gt;
Give you a heartattack. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
(C'mon thrill me baby) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hit the hole!&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Yo Baron, I can dig it, &lt;br /&gt;
Roll the dice, don't be nice, don't you quit it, &lt;br /&gt;
What's your number? &lt;br /&gt;
What's your name? &lt;br /&gt;
Get ready to start the game. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (C'mon thrill me baby).&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
[[Zombie | Nightmare II]]&lt;br /&gt;
[[The_Vampire | Nightmare IV]]&lt;br /&gt;
[[Baron Samedi]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=394</id>
		<title>Thrill Me</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Thrill_Me&amp;diff=394"/>
				<updated>2012-03-10T04:55:19Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Started page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thrill Me is a song that can be heard at the end of [[Nightmare II | Zombie]] in a rough form and is included in a music video at the end of [[Nightmare IV | The_Vampire]].&lt;br /&gt;
&lt;br /&gt;
== Lyrics ==&lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
Now picture this: It's late at night, &lt;br /&gt;
And what you're doing don't seem right, &lt;br /&gt;
The moon is high up in the sky, &lt;br /&gt;
I can feel it coming down. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Breakdown&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Now here's a story it's up to you, &lt;br /&gt;
There's only so much that I can do, &lt;br /&gt;
You're gonna need some love, &lt;br /&gt;
If you wanna have a good time, &lt;br /&gt;
Give you a heartattack, &lt;br /&gt;
Give you a heartattack. &lt;br /&gt;
&lt;br /&gt;
Something's got a hold on me (ooowee) &lt;br /&gt;
Something there that I can't see. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
(C'mon thrill me baby) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hit the hole!&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Yo Baron, I can dig it, &lt;br /&gt;
Roll the dice, don't be nice, don't you quit it, &lt;br /&gt;
What's your number? &lt;br /&gt;
What's your name? &lt;br /&gt;
Get ready to start the game. &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (it's just like my wildest), &lt;br /&gt;
Thrill me baby, thrill me if you can. &lt;br /&gt;
&lt;br /&gt;
That's right, that's right, &lt;br /&gt;
I'm sad and blue, &lt;br /&gt;
'Cos I can't do this thing with you, &lt;br /&gt;
I'm lost, I'm lost, &lt;br /&gt;
In the black hole, &lt;br /&gt;
C'mon now won't you give it a go? &lt;br /&gt;
&lt;br /&gt;
I'm living in a Nightmare! &lt;br /&gt;
Thrill me baby, thrill me if you can (C'mon thrill me baby).&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
[[Nightmare II | Zombie]]&lt;br /&gt;
[[Nightmare IV | The_Vampire]]&lt;br /&gt;
[[Baron Samedi]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper_(Rules)&amp;diff=393</id>
		<title>Atmosfear: The Gatekeeper (Rules)</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper_(Rules)&amp;diff=393"/>
				<updated>2012-03-10T04:44:23Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WHAT IS ATMOSFEAR? ==&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is a 49 minute interactive board game controlled by a DVD.  Once you press PLAY the game, and the countdown to zero, will begin.  You cannot then press STOP or PAUSE or interrupt the game in any way.  Your host, THE GATEKEEPER, considers it cheating and he really doesn’t like cheats!  This is his game with his rules and he must be obeyed.&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is a race against THE GATEKEEPER, your opponents and against time itself.&lt;br /&gt;
&lt;br /&gt;
== CREATING THE PERFECT ATMOSFEAR ==&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is best played at night.  Dim the lights and design your own eerie environment.  &lt;br /&gt;
&lt;br /&gt;
Turn up the volume on your home entertainment system.  The ATMOSFEAR DVD has a fully surround 5.1 sound track that will raise the hairs on the back of your neck and make you really feel the atmosphere.&lt;br /&gt;
&lt;br /&gt;
== CONTENTS ==&lt;br /&gt;
&lt;br /&gt;
1 DVD with 5.1 surround sound track, rules presentation and extra features, Game Board, 156 cards (FATE and TIME), 6 character movers, 37 keys, 6 key racks, label sheet, 6 character cards, Well of Fears, Pencil &amp;amp; Paper, 2 dice, Instructions.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP ==&lt;br /&gt;
&lt;br /&gt;
Setup the board in front of the TV &amp;amp; DVD player so that all players have a clear view of the screen.&lt;br /&gt;
&lt;br /&gt;
Place the 6 sets of 6 colored keys on the board in each of their realms of corresponding color.&lt;br /&gt;
&lt;br /&gt;
Place the Black Key on the black stone on the outer track.&lt;br /&gt;
&lt;br /&gt;
Shuffle and place all the TIME and FATE cards in two piles, face down, besides the board.&lt;br /&gt;
&lt;br /&gt;
Each player must write their greatest fear on a slip of paper and place it, folded, in the Well of Fears.  Do not reveal it to any opponent.  Place the Well of Fears in the center of the board.&lt;br /&gt;
&lt;br /&gt;
Choose the character you will play by selecting a playing piece.&lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine, The Witch&lt;br /&gt;
Orange&lt;br /&gt;
&lt;br /&gt;
Baron Samedi, The Zombie&lt;br /&gt;
Green&lt;br /&gt;
&lt;br /&gt;
Countess Elizabeth Bathory, The Vampire&lt;br /&gt;
Red&lt;br /&gt;
&lt;br /&gt;
Gevaudan, The Werewolf&lt;br /&gt;
Blue&lt;br /&gt;
&lt;br /&gt;
Helin, The Poltergeist&lt;br /&gt;
Purple&lt;br /&gt;
&lt;br /&gt;
Khufu, The Mummy&lt;br /&gt;
Yellow&lt;br /&gt;
&lt;br /&gt;
Take the corresponding Character Card and keep it beside you for reference then put your playing piece on your headstone.  This is your starting place.&lt;br /&gt;
&lt;br /&gt;
Remove the numbers 1 through 6 from the label sheet.  Place one number on the front of each of the six racks in the center (see package back).&lt;br /&gt;
&lt;br /&gt;
One player hands out the key racks, without looking at the numbers.  The number on the rack you receive becomes “your number” for the duration of the game.&lt;br /&gt;
&lt;br /&gt;
Everyone now has a character and a number.&lt;br /&gt;
&lt;br /&gt;
Ensure that all players understand the rules of play and are familiar with the location of the MENU button on the remote control.  This is the only button to press if you win the game.&lt;br /&gt;
&lt;br /&gt;
(If your remote has a TITLE button this can also be used.)&lt;br /&gt;
&lt;br /&gt;
When everything is set up, you are ready to play the game.&lt;br /&gt;
&lt;br /&gt;
Insert the ATMOSFEAR DVD and Choose “PLAY” from the main menu.&lt;br /&gt;
&lt;br /&gt;
This will summon THE GATEKEEPER.  When he asks who is playing, use the DVD remote control to tell him which characters are in the game, and which are not.  He will also elect the “Chosen One”.&lt;br /&gt;
&lt;br /&gt;
Finally he will ask the Chosen One to start the game by rolling the dice……and the countdown to zero will begin.&lt;br /&gt;
&lt;br /&gt;
== THE AIM OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The object of ATMOSFEAR is to win the game within 49 minutes.&lt;br /&gt;
&lt;br /&gt;
To do this you must collect at least one colored key from each of the six Realms then race to the Well of Fears in the center where you must face your greatest fear.  If your own fears is drawn from the Well then let THE GATEKEEPER know the good news by pressing the MENU or TITLE button on your remote control.  The countdown stops and you are the winner.&lt;br /&gt;
&lt;br /&gt;
But if you countdown reaches 00:00 THE GATEKEEPER wins – and you lose!&lt;br /&gt;
&lt;br /&gt;
== RULES OF PLAY ==&lt;br /&gt;
&lt;br /&gt;
=== Moving Around ===&lt;br /&gt;
&lt;br /&gt;
Starting from your own headstone, roll the dice and move clockwise around the board on the outer track.&lt;br /&gt;
&lt;br /&gt;
You can choose to roll one or two dice each time, unless instructed otherwise by THE GATEKEEPER or a Fate card.&lt;br /&gt;
&lt;br /&gt;
=== The Inside Track ===&lt;br /&gt;
&lt;br /&gt;
The Inside Track consists of the six Radial Tracks leading to the center and the Inner Ring surrounding the Well of Fears.&lt;br /&gt;
&lt;br /&gt;
On the Inner Ring only, you can travel both clockwise and counterclockwise to reach the Well of Fears.  You cannot change direction of travel on the Radial Tacks.&lt;br /&gt;
&lt;br /&gt;
You can use the Inside Track as a shortcut at any time, but if THE GATEKEEPER catches you there without all six keys, watch out!&lt;br /&gt;
&lt;br /&gt;
=== The Gatekeeper ===&lt;br /&gt;
&lt;br /&gt;
You can only move around the board when THE GATEKEEPER is not on screen.&lt;br /&gt;
&lt;br /&gt;
Whenever he appears everybody must stop, listen carefully and do exactly what he says.&lt;br /&gt;
&lt;br /&gt;
If he calls on you, you must answer “YES!  MY GATEKEEPER!”.  Failure to do so could result in punishment.&lt;br /&gt;
&lt;br /&gt;
If he demands you roll a certain number before you can play again, you must wait for your turn to come around each time before attempting to roll that number.  You can only make one attempt each time your turn comes around.&lt;br /&gt;
&lt;br /&gt;
=== Keys ===&lt;br /&gt;
&lt;br /&gt;
When you land on a stone marked with a key you may take a key from that realm.  For example if you land on the stone marked with a yellow key in Khufu’s realm, you can take one of the yellow keys.  If all six yellow keys have already been taken, you cannot pick up a key from anywhere else.&lt;br /&gt;
&lt;br /&gt;
Whenever THE GATEKEEPER instructs you to “Take a key” you must collect it from the realm you are in, unless he specifically instructs you to take it from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Place the keys in your rack facing towards you.  Hide the colors from your opponents to protect any valuable ones against loss, in a duel for example.&lt;br /&gt;
&lt;br /&gt;
You can collect as many of each key as you like, but you need at least one key of each color to win the game.&lt;br /&gt;
&lt;br /&gt;
Once all the keys of a color have been removed from the board you can only obtain them from your opponents by winning duels, through Time and Fate cards, or by instruction from THE GATEKEEPER.&lt;br /&gt;
&lt;br /&gt;
=== The Black Key ===&lt;br /&gt;
&lt;br /&gt;
If you land on the Black Key you must pick it up.&lt;br /&gt;
&lt;br /&gt;
This key is cursed.  As long as you have it you cannot win the game, even if you have one key of each color.&lt;br /&gt;
&lt;br /&gt;
To get rid of the Black Key you can try to lose it in a duel.  If your dueling opponent rolls the higher number, hope that it is the cursed key they choose from your rack (see Dueling below).  You can also pass the Black Key to another player when your movers both occupy the same stone.  Simply hand it to them and declare that they are now cursed.&lt;br /&gt;
&lt;br /&gt;
If you are handed the Black Key while waiting on the stone outside the Well of Fears, on your next turn you must roll the dice and continue moving around the board.&lt;br /&gt;
&lt;br /&gt;
=== Headstones ===&lt;br /&gt;
&lt;br /&gt;
When you land on your own headstone you may roll the dice.  If you roll your own number you can take a key from your realm.&lt;br /&gt;
&lt;br /&gt;
Note that if you are sent back to your headstone by either THE GATEKEEPER or another player, this action is not permitted.&lt;br /&gt;
&lt;br /&gt;
When another player lands on your headstone you may also roll the dice.  If you roll their number you can take a key from that player.&lt;br /&gt;
&lt;br /&gt;
=== The Black Hole ===&lt;br /&gt;
&lt;br /&gt;
There are two stones on the outer track marked with black swirl icons.  These are Black Holes.&lt;br /&gt;
&lt;br /&gt;
If you land on a Black Hole, or are banished to one by THE GATEKEEPER, you are temporarily out of the game.  You cannot duel or respond to THE GATEKEEPER.&lt;br /&gt;
&lt;br /&gt;
You can be freed from the Black Hole in the following ways:&lt;br /&gt;
&lt;br /&gt;
•  Each time your turn comes around roll the dice.  If you can roll your own number you are released and can continue playing on your next turn.&lt;br /&gt;
&lt;br /&gt;
•  THE GATEKEEPER releases you.&lt;br /&gt;
&lt;br /&gt;
•  You have a Fate or Time card that releases you.&lt;br /&gt;
&lt;br /&gt;
•  You have the key from your own realm.  (Ex.  You are Elizabeth Bathory and you have a red key.)  You are automatically released from the Black Hole as long as you hold this key.&lt;br /&gt;
&lt;br /&gt;
In each case, you must always move first to the nearest Black Hole and wait there for your next turn before you can be released.&lt;br /&gt;
&lt;br /&gt;
=== Dueling ===&lt;br /&gt;
When you land on a DUEL stone (a stone marked with the crossed daggers icon) you can call a duel with another player.  Roll one die each and the player who rolls the higher number takes a key from the loser without looking at the color.  You must have a least one key before you can duel.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
&lt;br /&gt;
When you land on a FLIGHT stone (the wings icon) you can move immediately to any other FLIGHT stone on the board.&lt;br /&gt;
&lt;br /&gt;
=== Fate Cards ===&lt;br /&gt;
&lt;br /&gt;
When you land on a FATE card stone (a skull icon), or if THE GATEKEEPER tells you to “take a Fate card” you must pick up a Fate card, follow the instructions immediately then return the card to the bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
=== Time Cards ===&lt;br /&gt;
&lt;br /&gt;
When you land on a TIME card stone (a clock icon) pick up a Time card.  The time on the card relates to the time on the screen.  If the time has expired the card can no longer be used.  Otherwise, wait for the time to appear on the screen then activate the card immediately.&lt;br /&gt;
&lt;br /&gt;
=== The Chosen One ===&lt;br /&gt;
&lt;br /&gt;
The Chosen One is selected by THE GATEKEEPER to act as his eyes and ears and perform other special duties from time to time.&lt;br /&gt;
&lt;br /&gt;
It is the job of the Chosen One to:&lt;br /&gt;
&lt;br /&gt;
•  Make sure that players adhere to the rules,&lt;br /&gt;
&lt;br /&gt;
•  Rule on any disputes, and&lt;br /&gt;
&lt;br /&gt;
•  Whenever a player reaches the Well of Fears, remove a fear and read it out loud.&lt;br /&gt;
&lt;br /&gt;
If it is The Chosen One who is waiting at the Well, the player on their left must select and read out the fear.&lt;br /&gt;
&lt;br /&gt;
== WINNING ATMOSFEAR ==&lt;br /&gt;
&lt;br /&gt;
As soon as you have at least one key of each color, head straight for the Well of Fears in the center.&lt;br /&gt;
&lt;br /&gt;
During your journey inwards, if you lose one of your six different colored keys you must travel back to the outer track and continue playing to regain that key.&lt;br /&gt;
&lt;br /&gt;
You do not need to roll an exact number to land on the stone at the entry to the Well of Fears.  When you finally reach the Well you must wait there until your next turn.&lt;br /&gt;
&lt;br /&gt;
On your next turn the Chosen One will open the Well, take out a fear and read it aloud.  If it is not your fear it must be returned to the Well and you must return immediately to your headstone.  You do not lose any keys so you can then try and make your way to the Well again.&lt;br /&gt;
&lt;br /&gt;
However if it is your greatest fear, quickly grab the remote, press “MENU” or “TITLE” to stop the timer and you are the winner!&lt;br /&gt;
Remember:  do not press the STOP button.&lt;br /&gt;
&lt;br /&gt;
Now, turn the volume up and the lights down and experience ATMOSFEAR!&lt;br /&gt;
&lt;br /&gt;
== PLEASE NOTE ==&lt;br /&gt;
&lt;br /&gt;
You will occasionally notice the picture and sound pause while the DVD seeks the next random scene.  This is an unavoidable artifact of the current technology that does not affect gameplay and will be more noticeable in some brands of DVD players then others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short version of these rules can also be viewed on the DVD.&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Third_Dimension&amp;diff=392</id>
		<title>Atmosfear: The Third Dimension</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Third_Dimension&amp;diff=392"/>
				<updated>2012-03-10T04:39:43Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Added credits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not an add-on for Atmosfear, but a game in it's own right. The Third Dimension was released on PCs around the world. It was mostly a remake of Harbingers for the computer, but it did have some differences. The game also came with a soundtrack that was meant to be played along with the game. There have also been rumors of an expansion that was released in certain countries that allowed play over the internet, though noting has turned up to prove, or disprove this.&lt;br /&gt;
&lt;br /&gt;
Approximate Running Time: 30-80 minutes&lt;br /&gt;
&lt;br /&gt;
== Host ==&lt;br /&gt;
[[The Gatekeeper]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Atmosfear™ 'The Third Dimension' &lt;br /&gt;
&lt;br /&gt;
THE GATE KEEPER: Wenanty Nosul &lt;br /&gt;
&lt;br /&gt;
Original Concept and Design by &lt;br /&gt;
A COUPLE 'A COWBOYS PTY LIMITED &lt;br /&gt;
&lt;br /&gt;
Production and creation by &lt;br /&gt;
A COUPLE 'A COWBOYS PTY LIMITED &lt;br /&gt;
&lt;br /&gt;
CREATIVE DIRECTOR: Brett Clements &lt;br /&gt;
EXECUTIVE PRODUCER: Philip Tanner &lt;br /&gt;
--------------------------------- &lt;br /&gt;
A COUPLE 'A COWBOYS &lt;br /&gt;
GRAPHIC ARTISTS AND DESIGN TEAM &lt;br /&gt;
&lt;br /&gt;
CHIEF ILLUSTRATOR: Richard McKenna &lt;br /&gt;
GRAPHIC ARTISTS: Carmen Delprat, Daniel Burns &lt;br /&gt;
PHOTOSHOP ARTISTS: Thomas Prochazka, Ayssa McBain &lt;br /&gt;
FINANCIAL DIRECTOR: Lyn McPhee &lt;br /&gt;
ACCOUNTS: Maria Hopcroft &lt;br /&gt;
LEGALS: Julian McVittie &lt;br /&gt;
PRODUCTION MANAGER: Claudia Boland &lt;br /&gt;
CREATIVE ASSISTANTS: Emma Jacobs, Barbra Cooper &lt;br /&gt;
MARKETING: Chris Simon &lt;br /&gt;
PRODUCTION ASSISTANTS: Andrew McPhee, Jason Burns &lt;br /&gt;
--------------------------------- &lt;br /&gt;
A COUPLE 'A COWBOYS &lt;br /&gt;
FILM PRODUCTION CREW &lt;br /&gt;
&lt;br /&gt;
DOP/GAFFER: Sam Bienstock &lt;br /&gt;
CAMERAMAN: Frank Biffone &lt;br /&gt;
AUDIO: Mark Tanner &lt;br /&gt;
AUTOCUE: Christine Holloran &lt;br /&gt;
MAKE-UP/PROSTHETICS: Bob McCarron, Marilyn McPherson &lt;br /&gt;
STUDIO: Film Australlia &lt;br /&gt;
MUSIC: TWIGHLIGHT MUSIC PRODUCTIONS, Murry Burns, Colin Bayley &lt;br /&gt;
CD MIX: TURTLE ROCK PRODUCTIONS &lt;br /&gt;
Mastered by: Rick O'Neil at APOCALYPSE &lt;br /&gt;
--------------------------------- &lt;br /&gt;
VIDEO POST PRODUCTION &lt;br /&gt;
APOCALYPSE: &lt;br /&gt;
VISUALS: Roy Andrews, Jim Stewart, Eddie Heuppauf, Scott Rowan, Harry Allen, Phil Lamont &lt;br /&gt;
AUDIO: Mike Kent &lt;br /&gt;
&lt;br /&gt;
MAP FILM WORK: &lt;br /&gt;
TRANNYS: Mack Brierley &lt;br /&gt;
ARTISTS: Time Whitely, Phillip Whitely &lt;br /&gt;
&lt;br /&gt;
T&amp;amp;S LIGHTBOX - UK: Nick Bowman &lt;br /&gt;
Artist: FOGGY &lt;br /&gt;
--------------------------------- &lt;br /&gt;
CD-ROM PRODUCTION &lt;br /&gt;
by EMG PUBLISHING &lt;br /&gt;
&lt;br /&gt;
DESIGN TEAM: Dug Barthram, Emma Killilea, Andrew Hooley, Clive Sheperd &lt;br /&gt;
EXECUTIVE PRODUCER: Andrew Hooley &lt;br /&gt;
PRODUCER: Emmal Killiea &lt;br /&gt;
PROGRAMMING TEAM LEADER: Dug Barthram &lt;br /&gt;
PROGRAMMERS: Dug Bartham, Gareth Jones, Henry Jaremko, Guy Blair &lt;br /&gt;
--------------------------------- &lt;br /&gt;
EMG PUBLISHING &lt;br /&gt;
&lt;br /&gt;
3D GRAVEYARD DESIGNERS: Michael Wright &amp;amp; Nico Nicolau, Dana Church &lt;br /&gt;
3D ANIMATOR: Michael Wright &lt;br /&gt;
ASSISTANT 3D ANIMATOR: Alan Wood &lt;br /&gt;
GREATEST FEARS ANIMATOR: Steve Wilding &lt;br /&gt;
2D LEAD GRAPHIC ARTISTS: Chris Barrick, Kate Reditt &lt;br /&gt;
2D GRAPHIC ARTISTS: Simon Dagnall, Tom Jackson, Christopher Lenthall, Andrew Newman &lt;br /&gt;
2D ANIMATION &amp;amp; VIDEO EDITORS: Chris Barrick, Kate Reditt &lt;br /&gt;
--------------------------------- &lt;br /&gt;
EMG PUBLISHING &lt;br /&gt;
&lt;br /&gt;
AUDIO REASEARCH: Chris Barrick, Paul James, Gavin Shepherd &lt;br /&gt;
AUDIO ENGINEERS: Paul James, Gavin Shepherd &lt;br /&gt;
HEAD TESTER, Ian Jebson &lt;br /&gt;
PRODUCTION ASSISTANTS: Nicola Lighton, Erika Edwards, David Chidley &lt;br /&gt;
MANY THANKS TO: EMG Systems Department, Steven Southwell, Guy Jenkins, Anna Stoneman, Andrew Blissett, Adrian Day, Andy Baynton-Power &lt;br /&gt;
--------------------------------- &lt;br /&gt;
ROADSHOW ENTERTAINMENT PTY LTD. &lt;br /&gt;
&lt;br /&gt;
CEO: Milt Barlow &lt;br /&gt;
INTERNATIONAL MARKETING: Jen Russell, Tiffany Downing, Venessa Rigley &lt;br /&gt;
PRINT PRODUCTION: Marea Getsios &lt;br /&gt;
FOR ROADSHOW ENTERTAINMENT (U.S.A.) INC.: Neil Roberts &lt;br /&gt;
--------------------------------- &lt;br /&gt;
DISTRIBUTED IN EUROPE BY TRING &lt;br /&gt;
&lt;br /&gt;
Tring INTERNATIONAL PLC &lt;br /&gt;
--------------------------------- &lt;br /&gt;
&amp;quot;Atmosfear™&amp;quot; is a trade mark of A Couple 'A Cowboys Pty Limited. &lt;br /&gt;
Distributed internationally under License by Roadshow Video &lt;br /&gt;
Publishing Pty Ltd. The Village Roadshow logo is a trade mark of &lt;br /&gt;
Village Roadshow Corporation Limited. Roadshow Entertainment Pty Ltd &lt;br /&gt;
and Roadshow Video Publishing Pty Ltd are wholly owned subsidiaries &lt;br /&gt;
of Roadshow Distributors Pty Ltd. Authorized for sale strictly only in the &lt;br /&gt;
Country designated on the CD label. &lt;br /&gt;
&lt;br /&gt;
CD ROM version (C) 1995 EMG Publishing &lt;br /&gt;
and A Couple 'A Cowboys Pty Limited. &lt;br /&gt;
All Rights Reserved. &lt;br /&gt;
&lt;br /&gt;
Do not duplicate. Not for broadcast transmission. &lt;br /&gt;
Not available for separate rental &lt;br /&gt;
--------------------------------- &lt;br /&gt;
EMG Publishing/A COUPLE 'A COWBOYS Productions &amp;amp; Promotions/ROADSHOW ENTERTAINMENT &lt;br /&gt;
Tring INTERNATIONAL PLC &lt;br /&gt;
---------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper&amp;diff=391</id>
		<title>Atmosfear: The Gatekeeper</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper&amp;diff=391"/>
				<updated>2012-03-10T04:37:23Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Credits */ Added credits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The series' first DVD game. Despite changes, game play is more reminiscent of the original game. Players collect keys to face their fears while taking orders and playing mini-games from an updated Gatekeeper. In another first for the series, this is the first time a board was designed without booster packs in mind. It also introduces the 'black key' which forces it's holder to be unable to win the game until they get rid of it.&lt;br /&gt;
&lt;br /&gt;
Approximate Running Time: 49 minutes&lt;br /&gt;
&lt;br /&gt;
== Atmosfear: Express ==&lt;br /&gt;
&lt;br /&gt;
Released only in Spain in 2008, Atmosfear: Express is a fifteen minute version of Atmosfear: The Gatekeeper. The game came with two DVDs, the fifteen minute version as well as the original 49 minute version. Due to its limited release it is unknown if there are any rule or gameplay differences at the moment.&lt;br /&gt;
&lt;br /&gt;
Approximate Running Time: 15 minutes&lt;br /&gt;
&lt;br /&gt;
== Host ==&lt;br /&gt;
[[The Gatekeeper]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Atmosfear™ The Gatekeeper &lt;br /&gt;
&lt;br /&gt;
Creepy Credits &lt;br /&gt;
(aka Credit the Creeps) &lt;br /&gt;
&lt;br /&gt;
Thespains &lt;br /&gt;
&lt;br /&gt;
The Grusome Gatekeeper &lt;br /&gt;
DAVID WHITNEY &lt;br /&gt;
&lt;br /&gt;
Villanous Voice Overs &lt;br /&gt;
KEITH SCOTT &lt;br /&gt;
&lt;br /&gt;
Wry-tter &lt;br /&gt;
RHETT WALTON &lt;br /&gt;
&lt;br /&gt;
Scrypt Editors &lt;br /&gt;
KAREN HORNE &lt;br /&gt;
PHILLIP TANNER &lt;br /&gt;
&lt;br /&gt;
Cadaverous Casting By &lt;br /&gt;
MULLINARS CASTING CONSULTANTS &lt;br /&gt;
&lt;br /&gt;
Deadly Director &lt;br /&gt;
IAN GILMOUR &lt;br /&gt;
&lt;br /&gt;
Luid Light &amp;amp; Sepulchral Sound &lt;br /&gt;
GREG BATTEN &lt;br /&gt;
&lt;br /&gt;
Cataclysmic Contriver of Gatekeeper Make-up &lt;br /&gt;
DANIEL BURNS &lt;br /&gt;
&lt;br /&gt;
Petrifying Prosthetics &lt;br /&gt;
NIK DORNING &lt;br /&gt;
&lt;br /&gt;
Mummified Make Up and Witchy Wardrobe &lt;br /&gt;
JULES KORSHOONOFF &lt;br /&gt;
WENDY SAINSBURY &lt;br /&gt;
&lt;br /&gt;
Spectral Special Effects Lenses &lt;br /&gt;
BILL PERRYMAN &lt;br /&gt;
&lt;br /&gt;
Ogreish Optician &lt;br /&gt;
STEVEN MARTIN &lt;br /&gt;
&lt;br /&gt;
Awsome Auto Cue &lt;br /&gt;
MICHELLE ROBINSON, SUZY CUE &lt;br /&gt;
&lt;br /&gt;
Dis-Continuity &lt;br /&gt;
ARINI POUTU &lt;br /&gt;
&lt;br /&gt;
Production Sprinter &lt;br /&gt;
STEVEN BREWER &lt;br /&gt;
&lt;br /&gt;
Cold &amp;amp; Still Photographer &lt;br /&gt;
ROBERT EDWARDS &lt;br /&gt;
&lt;br /&gt;
Ghost of the Cutting Room Floor &lt;br /&gt;
CHE BAKER &lt;br /&gt;
&lt;br /&gt;
Ominious Offline Editor &lt;br /&gt;
ARINI POUTU &lt;br /&gt;
&lt;br /&gt;
Editors' Aider and Abettor &lt;br /&gt;
YASMIN McCONVILLE &lt;br /&gt;
&lt;br /&gt;
Editing Department Head Honcho &lt;br /&gt;
ROGER GRANT &lt;br /&gt;
&lt;br /&gt;
Decomposed Composer/Decomposer &lt;br /&gt;
FELICTY FOX &lt;br /&gt;
&lt;br /&gt;
Audio Post Mortem Facilities &lt;br /&gt;
TRACKDOWN DIGITAL &lt;br /&gt;
TRACKDOWN SCORING STAGE &lt;br /&gt;
&lt;br /&gt;
Supernatural Sound Design and 5.1 Mix &lt;br /&gt;
TIM RYAN &lt;br /&gt;
&lt;br /&gt;
Dire Dialogue Engineer/Editor &lt;br /&gt;
KATRINA SCHILLER &lt;br /&gt;
&lt;br /&gt;
Audio Post UnCo-ordinator &lt;br /&gt;
MIKE DUFFY &lt;br /&gt;
&lt;br /&gt;
Terrifying TSS Studio Operations Manager &lt;br /&gt;
SUE TAYLOR &lt;br /&gt;
&lt;br /&gt;
Shot before a nonlive studio audience at &lt;br /&gt;
YGTV STUDIO &lt;br /&gt;
Fox Studios, Australia &lt;br /&gt;
&lt;br /&gt;
Very Game Game Designers &lt;br /&gt;
JIM HARRISON &lt;br /&gt;
PHILLIP TANNER &lt;br /&gt;
KAREN HORNE &lt;br /&gt;
&lt;br /&gt;
Art Di-Wreck-Tor &lt;br /&gt;
DANIEL BURNS &lt;br /&gt;
&lt;br /&gt;
4D Stunt Co-Ordinator &lt;br /&gt;
STUART CUNNINGHAM &lt;br /&gt;
&lt;br /&gt;
Render Wrangler &lt;br /&gt;
ROB CHISHOLM &lt;br /&gt;
&lt;br /&gt;
Re-animated 4D Animators &lt;br /&gt;
ROB CHISHOLM &lt;br /&gt;
OGAWA DAISUKE &lt;br /&gt;
TANE POTAKA &lt;br /&gt;
RICHARD PRITCHARD &lt;br /&gt;
JUGULAR PUDSEY &lt;br /&gt;
STUART GORDON &lt;br /&gt;
&lt;br /&gt;
Intro Sequence from the 3rd and ½ Dimension &lt;br /&gt;
DAVE TRACEY &lt;br /&gt;
&lt;br /&gt;
Crumbling Compositors &amp;amp; Graphic Motions &lt;br /&gt;
TANE POTAKA &lt;br /&gt;
DOUGLASS NJEGOVAN &lt;br /&gt;
&lt;br /&gt;
Secret Code &amp;amp; Devious DVD Authoring &lt;br /&gt;
DR FOSTER LANGBEIN &lt;br /&gt;
&lt;br /&gt;
Graph-Eek! Design &lt;br /&gt;
ANNA VERNICK &lt;br /&gt;
&lt;br /&gt;
The Art of the Board &lt;br /&gt;
ROBERT QIU &lt;br /&gt;
&lt;br /&gt;
Bizarre Box and Logotype Design &lt;br /&gt;
ANDREW GALVIN &lt;br /&gt;
TRILOGY INTEGRATED COMMUNICATIONS &lt;br /&gt;
&lt;br /&gt;
Legal Vultures/Illegals &lt;br /&gt;
MAARTJE HOP &lt;br /&gt;
NIKOLA McGRATH &lt;br /&gt;
MARK BROOMHEAD &lt;br /&gt;
&lt;br /&gt;
Helpful Hench(wo)men &lt;br /&gt;
KAREN BEASHEL &lt;br /&gt;
LEANNE DEERING &lt;br /&gt;
&lt;br /&gt;
Sus Animator &lt;br /&gt;
JAMES MURTY &lt;br /&gt;
&lt;br /&gt;
No animals where harmed in the making of this game. &lt;br /&gt;
This game was not tested on animals, &lt;br /&gt;
thanks to the following crash-test zombies: &lt;br /&gt;
MELANIE ALEXANDER &lt;br /&gt;
JAMES BATHURST BROWN &lt;br /&gt;
KAREN BEASHEL &lt;br /&gt;
ROB CHISHOLM &lt;br /&gt;
STUART CUNNINGHAM &lt;br /&gt;
LEANNE DEERING &lt;br /&gt;
MIKE DUFFY &lt;br /&gt;
ANDREW GALVIN &lt;br /&gt;
MAARTIE HOP &lt;br /&gt;
KAREN HORNE &lt;br /&gt;
FOSTER LANGBEIN &lt;br /&gt;
NIKOLA MCGRATH &lt;br /&gt;
VENSA MJEGOYAN &lt;br /&gt;
PHILLIP PETERS &lt;br /&gt;
BIBANA PETRERA &lt;br /&gt;
JANE POTKAKA &lt;br /&gt;
ARINI POUTU &lt;br /&gt;
EMILY PRICE &lt;br /&gt;
KATHRYN THOMSON &lt;br /&gt;
KATRINA SCHIFLLER &lt;br /&gt;
PHIL TANNER &lt;br /&gt;
ANNA VERNICK &lt;br /&gt;
GEOFF WATSON &lt;br /&gt;
JULIE WIGNELL &lt;br /&gt;
OLGA ZAHORSKY &lt;br /&gt;
&lt;br /&gt;
Creative Celebrants and International Men of Mystery &lt;br /&gt;
MICHAL BUCHER &lt;br /&gt;
JIM HARRISON &lt;br /&gt;
&lt;br /&gt;
De-Based on &lt;br /&gt;
The Video Board Game Nightmare™ Created by &lt;br /&gt;
A COUPLE 'A COWBOYS PTY LTD &lt;br /&gt;
Based on characters and game play written by &lt;br /&gt;
Brett Clements. &lt;br /&gt;
&lt;br /&gt;
Producer &amp;amp; Poltergeist &lt;br /&gt;
KAREN HORNE &lt;br /&gt;
&lt;br /&gt;
Alarming Associate Producer &lt;br /&gt;
PHILLIP TANNER &lt;br /&gt;
&lt;br /&gt;
Exhumted Exectuve Producer &lt;br /&gt;
GEOFF WATSON &lt;br /&gt;
&lt;br /&gt;
YORAM GROSS EM.TV /A Couple 'A Cowboys PTY LTD/forest interactive &lt;br /&gt;
(C)2003 A Couple 'A Cowboys Pty Ltd and Yoram Gross-EM.TV Pty Ltd: &lt;br /&gt;
All Rights Reserved. &lt;br /&gt;
&amp;quot;Atmosfear™&amp;quot; is a trademark of A Couple 'A Cowboys Pty Ltd.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&amp;lt;li&amp;gt;[[Atmosfear: The Gatekeeper (Rules)|Atmosfear: The Gatekeeper Instructions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:DVD]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper_(Rules)&amp;diff=390</id>
		<title>Atmosfear: The Gatekeeper (Rules)</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper_(Rules)&amp;diff=390"/>
				<updated>2012-03-10T04:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WHAT IS ATMOSFEAR? ==&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is a 49 minute interactive board game controlled by a DVD.  Once you press PLAY the game, and the countdown to zero, will begin.  You cannot then press STOP or PAUSE or interrupt the game in any way.  Your host, THE GATEKEEPER, considers it cheating and he really doesn’t like cheats!  This is his game with his rules and he must be obeyed.&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is a race against THE GATEKEEPER, your opponents and against time itself.&lt;br /&gt;
&lt;br /&gt;
== CREATING THE PERFECT ATMOSFEAR ==&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is best played at night.  Dim the lights and design your own eerie environment.  &lt;br /&gt;
&lt;br /&gt;
Turn up the volume on your home entertainment system.  The ATMOSFEAR DVD has a fully surround 5.1 sound track that will raise the hairs on the back of your neck and make you really feel the atmosphere.&lt;br /&gt;
&lt;br /&gt;
== CONTENTS ==&lt;br /&gt;
&lt;br /&gt;
1 DVD with 5.1 surround sound track, rules presentation and extra features, Game Board, 156 cards (FATE and TIME), 6 character movers, 37 keys, 6 key racks, label sheet, 6 character cards, Well of Fears, Pencil &amp;amp; Paper, 2 dice, Instructions.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP ==&lt;br /&gt;
&lt;br /&gt;
Setup the board in front of the TV &amp;amp; DVD player so that all players have a clear view of the screen.&lt;br /&gt;
&lt;br /&gt;
Place the 6 sets of 6 colored keys on the board in each of their realms of corresponding color.&lt;br /&gt;
&lt;br /&gt;
Place the Black Key on the black stone on the outer track.&lt;br /&gt;
&lt;br /&gt;
Shuffle and place all the TIME and FATE cards in two piles, face down, besides the board.&lt;br /&gt;
&lt;br /&gt;
Each player must write their greatest fear on a slip of paper and place it, folded, in the Well of Fears.  Do not reveal it to any opponent.  Place the Well of Fears in the center of the board.&lt;br /&gt;
&lt;br /&gt;
Choose the character you will play by selecting a playing piece.&lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine, The Witch&lt;br /&gt;
Orange&lt;br /&gt;
&lt;br /&gt;
Baron Samedi, The Zombie&lt;br /&gt;
Green&lt;br /&gt;
&lt;br /&gt;
Countess Elizabeth Bathory, The Vampire&lt;br /&gt;
Red&lt;br /&gt;
&lt;br /&gt;
Gevaudan, The Werewolf&lt;br /&gt;
Blue&lt;br /&gt;
&lt;br /&gt;
Helin, The Poltergeist&lt;br /&gt;
Purple&lt;br /&gt;
&lt;br /&gt;
Khufu, The Mummy&lt;br /&gt;
Yellow&lt;br /&gt;
&lt;br /&gt;
Take the corresponding Character Card and keep it beside you for reference then put your playing piece on your headstone.  This is your starting place.&lt;br /&gt;
&lt;br /&gt;
Remove the numbers 1 through 6 from the label sheet.  Place one number on the front of each of the six racks in the center (see package back).&lt;br /&gt;
&lt;br /&gt;
One player hands out the key racks, without looking at the numbers.  The number on the rack you receive becomes “your number” for the duration of the game.&lt;br /&gt;
&lt;br /&gt;
Everyone now has a character and a number.&lt;br /&gt;
&lt;br /&gt;
Ensure that all players understand the rules of play and are familiar with the location of the MENU button on the remote control.  This is the only button to press if you win the game.&lt;br /&gt;
&lt;br /&gt;
(If your remote has a TITLE button this can also be used.)&lt;br /&gt;
&lt;br /&gt;
When everything is set up, you are ready to play the game.&lt;br /&gt;
&lt;br /&gt;
Insert the ATMOSFEAR DVD and Choose “PLAY” from the main menu.&lt;br /&gt;
&lt;br /&gt;
This will summon THE GATEKEEPER.  When he asks who is playing, use the DVD remote control to tell him which characters are in the game, and which are not.  He will also elect the “Chosen One”.&lt;br /&gt;
&lt;br /&gt;
Finally he will ask the Chosen One to start the game by rolling the dice……and the countdown to zero will begin.&lt;br /&gt;
&lt;br /&gt;
== THE AIM OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The object of ATMOSFEAR is to win the game within 49 minutes.&lt;br /&gt;
&lt;br /&gt;
To do this you must collect at least one colored key from each of the six Realms then race to the Well of Fears in the center where you must face your greatest fear.  If your own fears is drawn from the Well then let THE GATEKEEPER know the good news by pressing the MENU or TITLE button on your remote control.  The countdown stops and you are the winner.&lt;br /&gt;
&lt;br /&gt;
But if you countdown reaches 00:00 THE GATEKEEPER wins – and you lose!&lt;br /&gt;
&lt;br /&gt;
== RULES OF PLAY ==&lt;br /&gt;
&lt;br /&gt;
Moving Around&lt;br /&gt;
&lt;br /&gt;
Starting from your own headstone, roll the dice and move clockwise around the board on the outer track.&lt;br /&gt;
&lt;br /&gt;
You can choose to roll one or two dice each time, unless instructed otherwise by THE GATEKEEPER or a Fate card.&lt;br /&gt;
&lt;br /&gt;
The Inside Track&lt;br /&gt;
&lt;br /&gt;
The Inside Track consists of the six Radial Tracks leading to the center and the Inner Ring surrounding the Well of Fears.&lt;br /&gt;
&lt;br /&gt;
On the Inner Ring only, you can travel both clockwise and counterclockwise to reach the Well of Fears.  You cannot change direction of travel on the Radial Tacks.&lt;br /&gt;
&lt;br /&gt;
You can use the Inside Track as a shortcut at any time, but if THE GATEKEEPER catches you there without all six keys, watch out!&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper&lt;br /&gt;
&lt;br /&gt;
You can only move around the board when THE GATEKEEPER is not on screen.&lt;br /&gt;
&lt;br /&gt;
Whenever he appears everybody must stop, listen carefully and do exactly what he says.&lt;br /&gt;
&lt;br /&gt;
If he calls on you, you must answer “YES!  MY GATEKEEPER!”.  Failure to do so could result in punishment.&lt;br /&gt;
&lt;br /&gt;
If he demands you roll a certain number before you can play again, you must wait for your turn to come around each time before attempting to roll that number.  You can only make one attempt each time your turn comes around.&lt;br /&gt;
&lt;br /&gt;
Keys&lt;br /&gt;
&lt;br /&gt;
When you land on a stone marked with a key you may take a key from that realm.  For example if you land on the stone marked with a yellow key in Khufu’s realm, you can take one of the yellow keys.  If all six yellow keys have already been taken, you cannot pick up a key from anywhere else.&lt;br /&gt;
&lt;br /&gt;
Whenever THE GATEKEEPER instructs you to “Take a key” you must collect it from the realm you are in, unless he specifically instructs you to take it from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Place the keys in your rack facing towards you.  Hide the colors from your opponents to protect any valuable ones against loss, in a duel for example.&lt;br /&gt;
&lt;br /&gt;
You can collect as many of each key as you like, but you need at least one key of each color to win the game.&lt;br /&gt;
&lt;br /&gt;
Once all the keys of a color have been removed from the board you can only obtain them from your opponents by winning duels, through Time and Fate cards, or by instruction from THE GATEKEEPER.&lt;br /&gt;
&lt;br /&gt;
The Black Key&lt;br /&gt;
&lt;br /&gt;
If you land on the Black Key you must pick it up.&lt;br /&gt;
&lt;br /&gt;
This key is cursed.  As long as you have it you cannot win the game, even if you have one key of each color.&lt;br /&gt;
&lt;br /&gt;
To get rid of the Black Key you can try to lose it in a duel.  If your dueling opponent rolls the higher number, hope that it is the cursed key they choose from your rack (see Dueling below).  You can also pass the Black Key to another player when your movers both occupy the same stone.  Simply hand it to them and declare that they are now cursed.&lt;br /&gt;
&lt;br /&gt;
If you are handed the Black Key while waiting on the stone outside the Well of Fears, on your next turn you must roll the dice and continue moving around the board.&lt;br /&gt;
&lt;br /&gt;
Headstones&lt;br /&gt;
&lt;br /&gt;
When you land on your own headstone you may roll the dice.  If you roll your own number you can take a key from your realm.&lt;br /&gt;
&lt;br /&gt;
Note that if you are sent back to your headstone by either THE GATEKEEPER or another player, this action is not permitted.&lt;br /&gt;
&lt;br /&gt;
When another player lands on your headstone you may also roll the dice.  If you roll their number you can take a key from that player.&lt;br /&gt;
&lt;br /&gt;
The Black Hole&lt;br /&gt;
&lt;br /&gt;
There are two stones on the outer track marked with black swirl icons.  These are Black Holes.&lt;br /&gt;
&lt;br /&gt;
If you land on a Black Hole, or are banished to one by THE GATEKEEPER, you are temporarily out of the game.  You cannot duel or respond to THE GATEKEEPER.&lt;br /&gt;
&lt;br /&gt;
You can be freed from the Black Hole in the following ways:&lt;br /&gt;
&lt;br /&gt;
•  Each time your turn comes around roll the dice.  If you can roll your own number you are released and can continue playing on your next turn.&lt;br /&gt;
&lt;br /&gt;
•  THE GATEKEEPER releases you.&lt;br /&gt;
&lt;br /&gt;
•  You have a Fate or Time card that releases you.&lt;br /&gt;
&lt;br /&gt;
•  You have the key from your own realm.  (Ex.  You are Elizabeth Bathory and you have a red key.)  You are automatically released from the Black Hole as long as you hold this key.&lt;br /&gt;
&lt;br /&gt;
In each case, you must always move first to the nearest Black Hole and wait there for your next turn before you can be released.&lt;br /&gt;
&lt;br /&gt;
Dueling&lt;br /&gt;
&lt;br /&gt;
When you land on a DUEL stone (a stone marked with the crossed daggers icon) you can call a duel with another player.  Roll one die each and the player who rolls the higher number takes a key from the loser without looking at the color.  You must have a least one key before you can duel.&lt;br /&gt;
&lt;br /&gt;
Flight&lt;br /&gt;
&lt;br /&gt;
When you land on a FLIGHT stone (the wings icon) you can move immediately to any other FLIGHT stone on the board.&lt;br /&gt;
&lt;br /&gt;
Fate Cards&lt;br /&gt;
&lt;br /&gt;
When you land on a FATE card stone (a skull icon), or if THE GATEKEEPER tells you to “take a Fate card” you must pick up a Fate card, follow the instructions immediately then return the card to the bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
Time Cards&lt;br /&gt;
&lt;br /&gt;
When you land on a TIME card stone (a clock icon) pick up a Time card.  The time on the card relates to the time on the screen.  If the time has expired the card can no longer be used.  Otherwise, wait for the time to appear on the screen then activate the card immediately.&lt;br /&gt;
&lt;br /&gt;
The Chosen One&lt;br /&gt;
&lt;br /&gt;
The Chosen One is selected by THE GATEKEEPER to act as his eyes and ears and perform other special duties from time to time.&lt;br /&gt;
&lt;br /&gt;
It is the job of the Chosen One to:&lt;br /&gt;
&lt;br /&gt;
•  Make sure that players adhere to the rules,&lt;br /&gt;
&lt;br /&gt;
•  Rule on any disputes, and&lt;br /&gt;
&lt;br /&gt;
•  Whenever a player reaches the Well of Fears, remove a fear and read it out loud.&lt;br /&gt;
&lt;br /&gt;
If it is The Chosen One who is waiting at the Well, the player on their left must select and read out the fear.&lt;br /&gt;
&lt;br /&gt;
== WINNING ATMOSFEAR ==&lt;br /&gt;
&lt;br /&gt;
As soon as you have at least one key of each color, head straight for the Well of Fears in the center.&lt;br /&gt;
&lt;br /&gt;
During your journey inwards, if you lose one of your six different colored keys you must travel back to the outer track and continue playing to regain that key.&lt;br /&gt;
&lt;br /&gt;
You do not need to roll an exact number to land on the stone at the entry to the Well of Fears.  When you finally reach the Well you must wait there until your next turn.&lt;br /&gt;
&lt;br /&gt;
On your next turn the Chosen One will open the Well, take out a fear and read it aloud.  If it is not your fear it must be returned to the Well and you must return immediately to your headstone.  You do not lose any keys so you can then try and make your way to the Well again.&lt;br /&gt;
&lt;br /&gt;
However if it is your greatest fear, quickly grab the remote, press “MENU” or “TITLE” to stop the timer and you are the winner!&lt;br /&gt;
Remember:  do not press the STOP button.&lt;br /&gt;
&lt;br /&gt;
Now, turn the volume up and the lights down and experience ATMOSFEAR!&lt;br /&gt;
&lt;br /&gt;
== PLEASE NOTE ==&lt;br /&gt;
&lt;br /&gt;
You will occasionally notice the picture and sound pause while the DVD seeks the next random scene.  This is an unavoidable artifact of the current technology that does not affect gameplay and will be more noticeable in some brands of DVD players then others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short version of these rules can also be viewed on the DVD.&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper_(Rules)&amp;diff=389</id>
		<title>Atmosfear: The Gatekeeper (Rules)</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper_(Rules)&amp;diff=389"/>
				<updated>2012-03-10T04:26:13Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ATMOSFEAR THE GATEKEEPER GAME RULES&lt;br /&gt;
&lt;br /&gt;
== WHAT IS ATMOSFEAR? ==&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is a 49 minute interactive board game controlled by a DVD.  Once you press PLAY the game, and the countdown to zero, will begin.  You cannot then press STOP or PAUSE or interrupt the game in any way.  Your host, THE GATEKEEPER, considers it cheating and he really doesn’t like cheats!  This is his game with his rules and he must be obeyed.&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is a race against THE GATEKEEPER, your opponents and against time itself.&lt;br /&gt;
&lt;br /&gt;
== CREATING THE PERFECT ATMOSFEAR ==&lt;br /&gt;
&lt;br /&gt;
ATMOSFEAR is best played at night.  Dim the lights and design your own eerie environment.  &lt;br /&gt;
&lt;br /&gt;
Turn up the volume on your home entertainment system.  The ATMOSFEAR DVD has a fully surround 5.1 sound track that will raise the hairs on the back of your neck and make you really feel the atmosphere.&lt;br /&gt;
&lt;br /&gt;
== CONTENTS ==&lt;br /&gt;
&lt;br /&gt;
1 DVD with 5.1 surround sound track, rules presentation and extra features, Game Board, 156 cards (FATE and TIME), 6 character movers, 37 keys, 6 key racks, label sheet, 6 character cards, Well of Fears, Pencil &amp;amp; Paper, 2 dice, Instructions.&lt;br /&gt;
&lt;br /&gt;
== SETTING UP ==&lt;br /&gt;
&lt;br /&gt;
Setup the board in front of the TV &amp;amp; DVD player so that all players have a clear view of the screen.&lt;br /&gt;
&lt;br /&gt;
Place the 6 sets of 6 colored keys on the board in each of their realms of corresponding color.&lt;br /&gt;
&lt;br /&gt;
Place the Black Key on the black stone on the outer track.&lt;br /&gt;
&lt;br /&gt;
Shuffle and place all the TIME and FATE cards in two piles, face down, besides the board.&lt;br /&gt;
&lt;br /&gt;
Each player must write their greatest fear on a slip of paper and place it, folded, in the Well of Fears.  Do not reveal it to any opponent.  Place the Well of Fears in the center of the board.&lt;br /&gt;
&lt;br /&gt;
Choose the character you will play by selecting a playing piece.&lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine, The Witch&lt;br /&gt;
Orange&lt;br /&gt;
&lt;br /&gt;
Baron Samedi, The Zombie&lt;br /&gt;
Green&lt;br /&gt;
&lt;br /&gt;
Countess Elizabeth Bathory, The Vampire&lt;br /&gt;
Red&lt;br /&gt;
&lt;br /&gt;
Gevaudan, The Werewolf&lt;br /&gt;
Blue&lt;br /&gt;
&lt;br /&gt;
Helin, The Poltergeist&lt;br /&gt;
Purple&lt;br /&gt;
&lt;br /&gt;
Khufu, The Mummy&lt;br /&gt;
Yellow&lt;br /&gt;
&lt;br /&gt;
Take the corresponding Character Card and keep it beside you for reference then put your playing piece on your headstone.  This is your starting place.&lt;br /&gt;
&lt;br /&gt;
Remove the numbers 1 through 6 from the label sheet.  Place one number on the front of each of the six racks in the center (see package back).&lt;br /&gt;
&lt;br /&gt;
One player hands out the key racks, without looking at the numbers.  The number on the rack you receive becomes “your number” for the duration of the game.&lt;br /&gt;
&lt;br /&gt;
Everyone now has a character and a number.&lt;br /&gt;
&lt;br /&gt;
Ensure that all players understand the rules of play and are familiar with the location of the MENU button on the remote control.  This is the only button to press if you win the game.&lt;br /&gt;
&lt;br /&gt;
(If your remote has a TITLE button this can also be used.)&lt;br /&gt;
&lt;br /&gt;
When everything is set up, you are ready to play the game.&lt;br /&gt;
&lt;br /&gt;
Insert the ATMOSFEAR DVD and Choose “PLAY” from the main menu.&lt;br /&gt;
&lt;br /&gt;
This will summon THE GATEKEEPER.  When he asks who is playing, use the DVD remote control to tell him which characters are in the game, and which are not.  He will also elect the “Chosen One”.&lt;br /&gt;
&lt;br /&gt;
Finally he will ask the Chosen One to start the game by rolling the dice……and the countdown to zero will begin.&lt;br /&gt;
&lt;br /&gt;
== THE AIM OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The object of ATMOSFEAR is to win the game within 49 minutes.&lt;br /&gt;
&lt;br /&gt;
To do this you must collect at least one colored key from each of the six Realms then race to the Well of Fears in the center where you must face your greatest fear.  If your own fears is drawn from the Well then let THE GATEKEEPER know the good news by pressing the MENU or TITLE button on your remote control.  The countdown stops and you are the winner.&lt;br /&gt;
&lt;br /&gt;
But if you countdown reaches 00:00 THE GATEKEEPER wins – and you lose!&lt;br /&gt;
&lt;br /&gt;
== RULES OF PLAY ==&lt;br /&gt;
&lt;br /&gt;
Moving Around&lt;br /&gt;
&lt;br /&gt;
Starting from your own headstone, roll the dice and move clockwise around the board on the outer track.&lt;br /&gt;
&lt;br /&gt;
You can choose to roll one or two dice each time, unless instructed otherwise by THE GATEKEEPER or a Fate card.&lt;br /&gt;
&lt;br /&gt;
The Inside Track&lt;br /&gt;
&lt;br /&gt;
The Inside Track consists of the six Radial Tracks leading to the center and the Inner Ring surrounding the Well of Fears.&lt;br /&gt;
&lt;br /&gt;
On the Inner Ring only, you can travel both clockwise and counterclockwise to reach the Well of Fears.  You cannot change direction of travel on the Radial Tacks.&lt;br /&gt;
&lt;br /&gt;
You can use the Inside Track as a shortcut at any time, but if THE GATEKEEPER catches you there without all six keys, watch out!&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper&lt;br /&gt;
&lt;br /&gt;
You can only move around the board when THE GATEKEEPER is not on screen.&lt;br /&gt;
&lt;br /&gt;
Whenever he appears everybody must stop, listen carefully and do exactly what he says.&lt;br /&gt;
&lt;br /&gt;
If he calls on you, you must answer “YES!  MY GATEKEEPER!”.  Failure to do so could result in punishment.&lt;br /&gt;
&lt;br /&gt;
If he demands you roll a certain number before you can play again, you must wait for your turn to come around each time before attempting to roll that number.  You can only make one attempt each time your turn comes around.&lt;br /&gt;
&lt;br /&gt;
Keys&lt;br /&gt;
&lt;br /&gt;
When you land on a stone marked with a key you may take a key from that realm.  For example if you land on the stone marked with a yellow key in Khufu’s realm, you can take one of the yellow keys.  If all six yellow keys have already been taken, you cannot pick up a key from anywhere else.&lt;br /&gt;
&lt;br /&gt;
Whenever THE GATEKEEPER instructs you to “Take a key” you must collect it from the realm you are in, unless he specifically instructs you to take it from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Place the keys in your rack facing towards you.  Hide the colors from your opponents to protect any valuable ones against loss, in a duel for example.&lt;br /&gt;
&lt;br /&gt;
You can collect as many of each key as you like, but you need at least one key of each color to win the game.&lt;br /&gt;
&lt;br /&gt;
Once all the keys of a color have been removed from the board you can only obtain them from your opponents by winning duels, through Time and Fate cards, or by instruction from THE GATEKEEPER.&lt;br /&gt;
&lt;br /&gt;
The Black Key&lt;br /&gt;
&lt;br /&gt;
If you land on the Black Key you must pick it up.&lt;br /&gt;
&lt;br /&gt;
This key is cursed.  As long as you have it you cannot win the game, even if you have one key of each color.&lt;br /&gt;
&lt;br /&gt;
To get rid of the Black Key you can try to lose it in a duel.  If your dueling opponent rolls the higher number, hope that it is the cursed key they choose from your rack (see Dueling below).  You can also pass the Black Key to another player when your movers both occupy the same stone.  Simply hand it to them and declare that they are now cursed.&lt;br /&gt;
&lt;br /&gt;
If you are handed the Black Key while waiting on the stone outside the Well of Fears, on your next turn you must roll the dice and continue moving around the board.&lt;br /&gt;
&lt;br /&gt;
Headstones&lt;br /&gt;
&lt;br /&gt;
When you land on your own headstone you may roll the dice.  If you roll your own number you can take a key from your realm.&lt;br /&gt;
&lt;br /&gt;
Note that if you are sent back to your headstone by either THE GATEKEEPER or another player, this action is not permitted.&lt;br /&gt;
&lt;br /&gt;
When another player lands on your headstone you may also roll the dice.  If you roll their number you can take a key from that player.&lt;br /&gt;
&lt;br /&gt;
The Black Hole&lt;br /&gt;
&lt;br /&gt;
There are two stones on the outer track marked with black swirl icons.  These are Black Holes.&lt;br /&gt;
&lt;br /&gt;
If you land on a Black Hole, or are banished to one by THE GATEKEEPER, you are temporarily out of the game.  You cannot duel or respond to THE GATEKEEPER.&lt;br /&gt;
&lt;br /&gt;
You can be freed from the Black Hole in the following ways:&lt;br /&gt;
&lt;br /&gt;
•  Each time your turn comes around roll the dice.  If you can roll your own number you are released and can continue playing on your next turn.&lt;br /&gt;
&lt;br /&gt;
•  THE GATEKEEPER releases you.&lt;br /&gt;
&lt;br /&gt;
•  You have a Fate or Time card that releases you.&lt;br /&gt;
&lt;br /&gt;
•  You have the key from your own realm.  (Ex.  You are Elizabeth Bathory and you have a red key.)  You are automatically released from the Black Hole as long as you hold this key.&lt;br /&gt;
&lt;br /&gt;
In each case, you must always move first to the nearest Black Hole and wait there for your next turn before you can be released.&lt;br /&gt;
&lt;br /&gt;
Dueling&lt;br /&gt;
&lt;br /&gt;
When you land on a DUEL stone (a stone marked with the crossed daggers icon) you can call a duel with another player.  Roll one die each and the player who rolls the higher number takes a key from the loser without looking at the color.  You must have a least one key before you can duel.&lt;br /&gt;
&lt;br /&gt;
Flight&lt;br /&gt;
&lt;br /&gt;
When you land on a FLIGHT stone (the wings icon) you can move immediately to any other FLIGHT stone on the board.&lt;br /&gt;
&lt;br /&gt;
Fate Cards&lt;br /&gt;
&lt;br /&gt;
When you land on a FATE card stone (a skull icon), or if THE GATEKEEPER tells you to “take a Fate card” you must pick up a Fate card, follow the instructions immediately then return the card to the bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
Time Cards&lt;br /&gt;
&lt;br /&gt;
When you land on a TIME card stone (a clock icon) pick up a Time card.  The time on the card relates to the time on the screen.  If the time has expired the card can no longer be used.  Otherwise, wait for the time to appear on the screen then activate the card immediately.&lt;br /&gt;
&lt;br /&gt;
The Chosen One&lt;br /&gt;
&lt;br /&gt;
The Chosen One is selected by THE GATEKEEPER to act as his eyes and ears and perform other special duties from time to time.&lt;br /&gt;
&lt;br /&gt;
It is the job of the Chosen One to:&lt;br /&gt;
&lt;br /&gt;
•  Make sure that players adhere to the rules,&lt;br /&gt;
&lt;br /&gt;
•  Rule on any disputes, and&lt;br /&gt;
&lt;br /&gt;
•  Whenever a player reaches the Well of Fears, remove a fear and read it out loud.&lt;br /&gt;
&lt;br /&gt;
If it is The Chosen One who is waiting at the Well, the player on their left must select and read out the fear.&lt;br /&gt;
&lt;br /&gt;
== WINNING ATMOSFEAR ==&lt;br /&gt;
&lt;br /&gt;
As soon as you have at least one key of each color, head straight for the Well of Fears in the center.&lt;br /&gt;
&lt;br /&gt;
During your journey inwards, if you lose one of your six different colored keys you must travel back to the outer track and continue playing to regain that key.&lt;br /&gt;
&lt;br /&gt;
You do not need to roll an exact number to land on the stone at the entry to the Well of Fears.  When you finally reach the Well you must wait there until your next turn.&lt;br /&gt;
&lt;br /&gt;
On your next turn the Chosen One will open the Well, take out a fear and read it aloud.  If it is not your fear it must be returned to the Well and you must return immediately to your headstone.  You do not lose any keys so you can then try and make your way to the Well again.&lt;br /&gt;
&lt;br /&gt;
However if it is your greatest fear, quickly grab the remote, press “MENU” or “TITLE” to stop the timer and you are the winner!&lt;br /&gt;
Remember:  do not press the STOP button.&lt;br /&gt;
&lt;br /&gt;
Now, turn the volume up and the lights down and experience ATMOSFEAR!&lt;br /&gt;
&lt;br /&gt;
== PLEASE NOTE ==&lt;br /&gt;
&lt;br /&gt;
You will occasionally notice the picture and sound pause while the DVD seeks the next random scene.  This is an unavoidable artifact of the current technology that does not affect gameplay and will be more noticeable in some brands of DVD players then others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short version of these rules can also be viewed on the DVD.&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Rules&amp;diff=388</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Rules&amp;diff=388"/>
				<updated>2012-03-10T04:17:26Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Added &amp;quot;Other games&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Original VHS series ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[Atmosfear (Rules) | Nightmare/Atmosfear]] | [[Zombie (Rules) | Zombie]] | [[Witch (Rules) | The Witch]] | [[Vampire (Rules) | The Vampire]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second VHS series ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[Harbingers (Rules) | The Harbingers]] | [[Booster Tape (Rules) | Booster Game Tapes]] | [[Soul Rangers (Rules) | The Soul Rangers]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DVD series ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[Atmosfear:_The_Gatekeeper_(Rules) | The Gatekeeper]] | [[Khufu (Rules) | Khufu]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other games ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[Atmosfear:_The_Card_Game_(Rules) | The Card Game]] | [[Atmosfear:_The_Third_Dimension_(Rules) | The Third Dimension]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Interview_03&amp;diff=387</id>
		<title>Interview 03</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Interview_03&amp;diff=387"/>
				<updated>2012-03-10T04:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi John, &lt;br /&gt;
&lt;br /&gt;
I am not at liberty to answer some of your questions as they remain confidential but I have answered below your question where I can. Hope it helps. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DarkWolff wrote: &lt;br /&gt;
&lt;br /&gt;
&amp;gt; Phillip, &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; Sorry it took this long to get them to you. I was trying to get more then a &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; few. Thanks again for this. And now...here they are! &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; 1. Where did you come up with the idea for Nightmare and Atmosfear (the &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; video, the board, gameplay system, etc.)? &lt;br /&gt;
&lt;br /&gt;
Brett Clements and I had already created a number of successful board-games, Oz Quiz, DARE &amp;amp; The Idiot Box. We also had a television production company called A Couple 'A Cowboys and wanted to make films. We discussed making a horror film and Brett came up with the idea of combining our game creation skills with our production skills and that is where it came from, the production of the video tape with a traditional board game. It then took about a year to fully develop, make it work, make it random and ensure the game finished as close to an hour as is possible. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 2. According to Claudia Boland, the entire series was filmed in Australia, &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; even the international versions (actors were flown to Australia and such).&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;gt; Why exactly was this? &lt;br /&gt;
&lt;br /&gt;
Production costs in Australia are generally cheaper than most other places in the world, also it is our home and we wanted to keep most of the money in Aust. &lt;br /&gt;
We had to cast internationally because we did not have the breadth of actors required to play the roles in Australia to fulfill our international partners requirements. So we cast overseas and bought the actors to Australia where we had the studio and all the crew set up and we could complete a number of tapes in various languages over the course of a week or two. It was much more convenient and cheaper this way. We still had to clear all the actors through the actors union in Aust which proved quite tricky. &lt;br /&gt;
You will notice in the Harbingers and Soul Rangers that you cannot see the actors mouth. We had learnt by this time and now we could use the same visuals and simply replace the voice overs. Claudia traveled internationally to record the voice overs. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; 3. Why was it decided that the format for the Soul Rangers video was changed &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; (ie. the time showed up only once in a while, Dr. Mastiff was a bit annoying, &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; etc.). Was the action going on between Mastiff's appearances meant to &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; represent the carnage in the provinces because of the Gatekeeper's &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; imprisonment? &lt;br /&gt;
&lt;br /&gt;
Like anything you need to change things to keep them interesting. Mastiff may have been boring to you but others found him quite exciting. Mastiff also represented another side of the Other side so it was important to show that we weren't simply stuck in the Gatekeepers domain. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 4. Will there be more music videos with Baron Samedi? &lt;br /&gt;
&lt;br /&gt;
No. While the game was hot we convinced Sony to release a song. We had a number of incredibly successful Dance Parties taking place in Aust and the song was part of this. Mainly though it was added value for our loyal Nightmare/Atmosfear followers. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 5. About the DVD...What characters will it involves? Will the Gatekeeper be &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; the host? Will Mastiff play any part in it? What about the game board? This &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; is by far the most requested bit of information I've been asked.&lt;br /&gt;
&lt;br /&gt;
I am finalizing a deal as we speak and do not know what form it will take. Most likely The Gatekeeper will make a return and we will keep it in a similar vein to the Original Video Board game but this time it will be truly interactive. But at this stage I can't really tell you any more than that except that I doubt you'll see Mastiff. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 6. Will we seeing the original actors again? &lt;br /&gt;
&lt;br /&gt;
Again, it's hard to tell. The actor who plays the Gatekeeper now lives in Poland but he would happily return to do it again and personally I think he is perfect. The actress who played Anne &amp;amp; Elizabeth now resides in Australia so she too may make a reappearance. BUT it is hard to say without knowing exactly what we are doing with the DVD version. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 7. Why wasn't Nightmare 4 released in the USA? Did it have anything to do &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; with the strict USA censorship laws? &lt;br /&gt;
&lt;br /&gt;
We had problems with the States. Our first distributor fell through before the game had a chance to really take off so it didn't work as strongly as it should have. It really needed heavy marketing bucks spent that just didn't happen. We didn't assign another distributor until The Harbingers at which stage all the original games were no longer valid. It didn't have anything to do with censorship, the only country this was a concern was in Greece. The Germans also had some issues with it. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 8. Will we ever see the other characters as hosts? I for one was looking &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; forward to Gevauden hosting. &lt;br /&gt;
&lt;br /&gt;
It is unlikely. But these characters may appear in the Feature Film which is currently being written. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 9. Why wasn't Nightmare 5 released? &lt;br /&gt;
&lt;br /&gt;
It was time to move on. Sequentially, as we expected, the sales decreased on the add-ons and it was time to ramp the game up again, hence the reasons that The Harbingers made its appearance. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 10. Have the actors made any other appearances? A few people in the USA &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; have been curious about this. Do you maintain any other contacts with them? &lt;br /&gt;
&lt;br /&gt;
I remain friends with many of them. The Gatekeeper is making films in Poland, The actress made certain television programs in Aust but has had a child so this is keeping her out of the loop for a while. Some of the international actors, particularly the Spanish Gatekeeper are well known and highly regarded actors in their countries. They liked the game and wanted the trip to Aust. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 11. For the DVD, will there be much publicity? I remember only seeing &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; advertisements for the first Nightmare &amp;amp; Atmosfear, while I heard there were&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; advertisements for Nightmare 5. &lt;br /&gt;
&lt;br /&gt;
There were no adverts for 5, although at the end of 4 we had a board that announced it. Again I cannot tell you about the marketing campaign for the DVD version yet. In Australia we had, television, cinema, video release and print campaigns. In the states it was mainly television. No doubt you'll know about it when it happens. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 12. If you decide to re-release the previous Nightmare games on DVD, will &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; you advertise this too? And will the sequels come with the main set? &lt;br /&gt;
&lt;br /&gt;
It is unlikely the games will simply be released on DVD. The main reason to put them on DVD is to make them truly interactive. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 13. Will any of the DVDs have behind the scenes footage? &lt;br /&gt;
&lt;br /&gt;
Probably. I have a lot of it. Again it depends on cost. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 14. What price range are any of the new games be in? &lt;br /&gt;
&lt;br /&gt;
No idea, probably similar to the last games I suspect. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 15. Are there any plans on expanded the Nightmare/Atmosfear series into any &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; other formats? (RPGs, computer games, etc.) &lt;br /&gt;
&lt;br /&gt;
Yes but I can't give you any details at present. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 16. Are you planning a new series for the DVD? If so, what exactly will it &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; be like? &lt;br /&gt;
&lt;br /&gt;
To early to tell. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 17. Will the DVD make us speak to the gatekeeper (like the original series)? &lt;br /&gt;
&lt;br /&gt;
Probably cause it was fun, but I suspect that it will have more to do with the remote so the Gatekeeper know exactly who he is talking to, it won't be quite as general. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 18. Do you have any scheduled release dates (whether you're willing the &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; state them here or not)? &lt;br /&gt;
&lt;br /&gt;
I hope next year, but I have no idea in the States. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 19. What kind of backing are you expected on any new releases? &lt;br /&gt;
&lt;br /&gt;
Again it is too early to tell &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 20. Is/will there be a website anytime soon for Nightmare or Atmosfear? &lt;br /&gt;
&lt;br /&gt;
No doubt when we start production we will also set up a website, as the people involved are an interactive company. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 21. How many people do you have on the team? Are there any other projects &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; you are planning? &lt;br /&gt;
&lt;br /&gt;
Cowboys is me at present as Brett has moved into different fields. Cowboys is a sideline for me as well. Once we start production it will have between 5 to 10 full time and up to 30 during production. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; 22. And finally, if you don't plan on releasing Gevauden, Khufu, or Hellin, &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; would you considering licensing them out to someone else? &lt;br /&gt;
&lt;br /&gt;
Unlikely. We need to retain control over the characters. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; OK, that's all of them! Most of these questions were submitted by other &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; people on my Nightmare/Atmosfear mailing list. Thanks again for answering &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; these. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; John a.k.a. DarkWolff &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; www.nightmareatmosfear.org &lt;br /&gt;
&lt;br /&gt;
Hope this helps John. I really appreciate your ongoing interest in our game. &lt;br /&gt;
&lt;br /&gt;
Kind regards, &lt;br /&gt;
&lt;br /&gt;
Phillip Tanner.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Harbingers&amp;diff=386</id>
		<title>Harbingers</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Harbingers&amp;diff=386"/>
				<updated>2012-03-10T03:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Harbingers''' &amp;lt;nowiki&amp;gt;[har' binger (-j-)]&amp;lt;/nowiki&amp;gt; - One who pioneers or initiates a major change: a prcursor - something that foreshadows what is to come with an omen or warning...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[Elizabeth Bathory]] | [[Khufu]] | [[Baron Samedi]] | [[Hellin]] | [[Gevaudan]] | [[Anne de Chantraine]] | [[Medusa]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Special_Soul_Rangers&amp;diff=385</id>
		<title>Special Soul Rangers</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Special_Soul_Rangers&amp;diff=385"/>
				<updated>2012-03-10T03:48:22Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: Started page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[Ja]] | [[Woks]] | [[Nof]] | [[Rott]] | [[Sep]] | [[Zass]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper&amp;diff=384</id>
		<title>Atmosfear: The Gatekeeper</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Atmosfear:_The_Gatekeeper&amp;diff=384"/>
				<updated>2012-03-10T03:39:00Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Atmosfear: Express */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The series' first DVD game. Despite changes, game play is more reminiscent of the original game. Players collect keys to face their fears while taking orders and playing mini-games from an updated Gatekeeper. In another first for the series, this is the first time a board was designed without booster packs in mind. It also introduces the 'black key' which forces it's holder to be unable to win the game until they get rid of it.&lt;br /&gt;
&lt;br /&gt;
Approximate Running Time: 49 minutes&lt;br /&gt;
&lt;br /&gt;
== Atmosfear: Express ==&lt;br /&gt;
&lt;br /&gt;
Released only in Spain in 2008, Atmosfear: Express is a fifteen minute version of Atmosfear: The Gatekeeper. The game came with two DVDs, the fifteen minute version as well as the original 49 minute version. Due to its limited release it is unknown if there are any rule or gameplay differences at the moment.&lt;br /&gt;
&lt;br /&gt;
Approximate Running Time: 15 minutes&lt;br /&gt;
&lt;br /&gt;
== Host ==&lt;br /&gt;
[[The Gatekeeper]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&amp;lt;li&amp;gt;[[Atmosfear: The Gatekeeper (Rules)|Atmosfear: The Gatekeeper Instructions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:DVD]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=FAQs&amp;diff=383</id>
		<title>FAQs</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=FAQs&amp;diff=383"/>
				<updated>2012-03-08T22:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: removed extra &amp;quot;/&amp;quot; again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;TABLE BORDER=1 WIDTH=100%&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--Ok, this is another easy one guys, Put the question where the Q is and the answer where the A is... heh...&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Q)&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
A)&lt;br /&gt;
	&lt;br /&gt;
Hopefuly, I won't find you two outside my door with an axe one day...--&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Are all the Harbingers based on real people/myths?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Yes. All the Harbingers are based on real people/myths except for Hellin.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Can I take images from any of the Nightmare/Atmosfear websites and use them on my own?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Yes, as long as you do not make a profit from the use of the images.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Can you see me right now? &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Yes I can. I am always watching. By the way, you need to do something about that rash... it worries me...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
How can I contact the creators of the nightmare/Atmosfear series?&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Philip Tanner and Brett Clements do not wish to have their email address made available. If you'd like to have a message sent to them, contact the NightmareList.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
How can I prevent the Gatekeeper from insulting me?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Don't play the game...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
How can I purchase copies of Nightmare/Atmosfear?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The best place to look is on Ebay. Copies of the series are always available for auction.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The Gatekeeper tried to kill me last night...  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Congradulations! Consider it an honor that he spent his valuable time visitng you...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What happened to A Couple O' Cowboys?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The group disbanded after creative diffrences. It's members are still on good terms though...&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What happened to Gatekeeper Fantasies, the Official Website for the PC game, Atmosfear: The Third Dimention?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The person in charge of creating, updating, and maintaining the site was sent an email from a fan suggesting that the site should include meta-tags so that it could be found on search engines. The person in question replied (quite rudely) that the person sending him email had no buisness telling him what to do seeing as how he was paid to do sites like these and the letter writer was an immature person who knew nothing at all about web design. Unfortunitly, the original email was not sent from the fan's email account, but in fact from the account of a known computer tech profesional who took great resentment from the replied email and made it his life's mission to destroy the site. After 3 failed attempts at re-posting the site, the rude man gave up and the site was lost forever. Portions of the site in question can be found in text on some websites and a few of the surviving images have recently resurfaced on some of the Nightmare/Atmosfear fansites...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What happened to Nightmare V?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Officialy, Nightmare V: The Mummy was never released. A few have rumored to have seen copies in stores, but no one has ever reported owning one...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is Atmosfear?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The sequal to the game Nightmare. Now instead of being limited to playing in a cemetary, the game has been expanded to include 6 provinces representing each Harbinger's territory. The province boards could each be reversed to reveal 6 sewer boards.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is Nightmare?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Nightmare is a board game released in the 90's that included a video-tape containing the chracter of the Gatekeeper. The game was played by trying to collect 6 keys and making it to the center of the board within the time limit. The game spawned 5 add-on tapes, a sequal with 2 add-on tapes, and a card game.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is a Harbinger?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
A harbinger is someone who is going to bring about change. In Atmosfear, the Harbingers are the six playable characters from the original Nightmare game.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is the Atmosfear Sourcebook?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The Sourcebook was advertised in some copies of Atmosfear as being a guide book for the game with expanded rules, complete comic-style background stories for each of the Harbingers, and other bits of information to expand the debth of the game. Unfortunitly this book was never completed, and thus, it missed it's deadline and is not avalible for purchase in whole or in part from Prima Publishing.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is the meaning of life?&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
42  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is the story behind the Nightmare DVDs?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Philip Tanner, the co-creator of the series, is currently involved in a project to release a special version of the series on an interactive DVD. The idea behind it is that you can use the remote to respond to the host, adding to the realism of the game. The release date is set for 2004.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What's your worst Nightmare...?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
...You scum sucking maggot!  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
When was the last time you had a steaming bowl of Darkwolff brand chili?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Well sir, that's too long...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Who is Dr Mastiff?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
He is the Gatekeeper to his Special Soul Rangers who live in the sewers beneath the Harbingers' Provinces. He takes control of the game briefly during the second add-on for Atmosfear, called Atmosfear: The Soul Rangers.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Who is the Gatekeeper?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The Gatekeeper is the only source of order in the chaotic realm of the Other Side. He has the power to banish anyone to the black holes. Every harvest moon, he gathers the Harbinger's to play a game of their own choosing with the prize being a one-way pass out of the Other Side.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why do I keep getting email from the NightmareList?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Because the NightmareList is a mailing list. All posted emails are sent to all members of the group. Either that or someone doesn't like you and has been secretly forwording email to you...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why do people keep laughing at me?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Because your ugly and people are rude...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why does Darkwolff constantly claim Marr0w is being abducted by aliens?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Supposedly all the times that Marr0w has vanished from the web was the result of space aliens abducting him and performing weird experiments on him. This is totaly not true. However it has recently been revealed that the word &amp;quot;DarkWolff&amp;quot; is on the side of the alien ship that keeps abducting him. Marr0w believes Darlwolff is secretly in charge of them. What terrible plan do the aliens have involving Marr0w? Only time will tell...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why is Nightmare called Atmosfear in some countries?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Thanks to restrictions, the name had to be changed in some countries. Since Nightmare was the game of Atmosfear, the change was obvious. Currently all recent additions have been titled Atmosfear.  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--Alrighty, that's it. No more questions...--&amp;gt; &lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=FAQs&amp;diff=382</id>
		<title>FAQs</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=FAQs&amp;diff=382"/>
				<updated>2012-03-08T22:38:08Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: removed extra &amp;quot;/&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;TABLE BORDER=1 WIDTH=100%&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--Ok, this is another easy one guys, Put the question where the Q is and the answer where the A is... heh...&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Q)&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
A)&lt;br /&gt;
	&lt;br /&gt;
Hopefuly, I won't find you two outside my door with an axe one day...--&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Are all the Harbingers based on real people/myths?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Yes. All the Harbingers are based on real people/myths except for Hellin.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Can I take images from any of the Nightmare/Atmosfear websites and use them on my own?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Yes, as long as you do not make a profit from the use of the images.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Can you see me right now? &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Yes I can. I am always watching. By the way, you need to do something about that rash... it worries me...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
How can I contact the creators of the nightmare/Atmosfear series?&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Philip Tanner and Brett Clements do not wish to have their email address made available. If you'd like to have a message sent to them, contact the NightmareList.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
How can I prevent the Gatekeeper from insulting me?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Don't play the game...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
How can I purchase copies of Nightmare/Atmosfear?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The best place to look is on Ebay. Copies of the series are always available for auction.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The Gatekeeper tried to kill me last night...  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Congradulations! Consider it an honor that he spent his valuable time visitng you...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What happened to A Couple O' Cowboys?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The group disbanded after creative diffrences. It's members are still on good terms though...&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What happened to Gatekeeper Fantasies, the Official Website for the PC game, Atmosfear: The Third Dimention?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The person in charge of creating, updating, and maintaining the site was sent an email from a fan suggesting that the site should include meta-tags so that it could be found on search engines. The person in question replied (quite rudely) that the person sending him email had no buisness telling him what to do seeing as how he was paid to do sites like these and the letter writer was an immature person who knew nothing at all about web design. Unfortunitly, the original email was not sent from the fan's email account, but in fact from the account of a known computer tech profesional who took great resentment from the replied email and made it his life's mission to destroy the site. After 3 failed attempts at re-posting the site, the rude man gave up and the site was lost forever. Portions of the site in question can be found in text on some websites and a few of the surviving images have recently resurfaced on some of the Nightmare/Atmosfear fansites...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What happened to Nightmare V?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Officialy, Nightmare V: The Mummy was never released. A few have rumored to have seen copies in stores, but no one has ever reported owning one...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is Atmosfear?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The sequal to the game Nightmare. Now instead of being limited to playing in a cemetary, the game has been expanded to include 6 provinces representing each Harbinger's territory. The province boards could each be reversed to reveal 6 sewer boards.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is Nightmare?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Nightmare is a board game released in the 90's that included a video-tape containing the chracter of the Gatekeeper. The game was played by trying to collect 6 keys and making it to the center of the board within the time limit. The game spawned 5 add-on tapes, a sequal with 2 add-on tapes, and a card game.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is a Harbinger?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
A harbinger is someone who is going to bring about change. In Atmosfear, the Harbingers are the six playable characters from the original Nightmare game.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is the Atmosfear Sourcebook?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The Sourcebook was advertised in some copies of Atmosfear as being a guide book for the game with expanded rules, complete comic-style background stories for each of the Harbingers, and other bits of information to expand the debth of the game. Unfortunitly this book was never completed, and thus, it missed it's deadline and is not avalible for purchase in whole or in part from Prima Publishing.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is the meaning of life?&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
42  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What is the story behind the Nightmare DVDs?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Philip Tanner, the co-creator of the series, is currently involved in a project to release a special version of the series on an interactive DVD. The idea behind it is that you can use the remote to respond to the host, adding to the realism of the game. The release date is set for 2004.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
What\'s your worst Nightmare...?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
...You scum sucking maggot!  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
When was the last time you had a steaming bowl of Darkwolff brand chili?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Well sir, that's too long...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Who is Dr Mastiff?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
He is the Gatekeeper to his Special Soul Rangers who live in the sewers beneath the Harbingers' Provinces. He takes control of the game briefly during the second add-on for Atmosfear, called Atmosfear: The Soul Rangers.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Who is the Gatekeeper?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
The Gatekeeper is the only source of order in the chaotic realm of the Other Side. He has the power to banish anyone to the black holes. Every harvest moon, he gathers the Harbinger's to play a game of their own choosing with the prize being a one-way pass out of the Other Side.  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why do I keep getting email from the NightmareList?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Because the NightmareList is a mailing list. All posted emails are sent to all members of the group. Either that or someone doesn't like you and has been secretly forwording email to you...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why do people keep laughing at me?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Because your ugly and people are rude...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why does Darkwolff constantly claim Marr0w is being abducted by aliens?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Supposedly all the times that Marr0w has vanished from the web was the result of space aliens abducting him and performing weird experiments on him. This is totaly not true. However it has recently been revealed that the word &amp;quot;DarkWolff&amp;quot; is on the side of the alien ship that keeps abducting him. Marr0w believes Darlwolff is secretly in charge of them. What terrible plan do the aliens have involving Marr0w? Only time will tell...  &lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Why is Nightmare called Atmosfear in some countries?  &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt; &lt;br /&gt;
Thanks to restrictions, the name had to be changed in some countries. Since Nightmare was the game of Atmosfear, the change was obvious. Currently all recent additions have been titled Atmosfear.  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--Alrighty, that's it. No more questions...--&amp;gt; &lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Nightmare/Atmosfear_Transcript&amp;diff=381</id>
		<title>Nightmare/Atmosfear Transcript</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Nightmare/Atmosfear_Transcript&amp;diff=381"/>
				<updated>2012-03-08T22:36:10Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pre-Game - So, you want to play the game.  My game, by my rules.  I am…  THE GATEKEEPER!  I rule this game, and you, you will obey my rules.  When I speak you will stop, and you will listen!  Hmmm? I see... You have all been stained with a color, and marked by a number.  If I call your number or you color you must answer “Yes My Gatekeeper!”  If you fail to answer “Yes My Gatekeeper” when I call you number or color you will be punished!  I’d like to punish one of you now.  You.  The one who holds the highest number.  Yes you!  Answer me you maggot!  Times up.  If you failed to answer “Yes my Gatekeeper” in time, you are banished.  Move your mark to the closest black hole.  You will not play until I choose to release you. If you have answered in time, you have learned my first lesson.  Do not forget! For you will all be called and you will all be tested!  Let us begin my game with you.  The one who holds the highest number, answer me!  You will be the first to roll the dice and begin my game, and your nightmare.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2:02 - Stop!  Whose turn is it next? Who is just about to roll the dice? Answer me!  Time’s up.  If you failed to answer “Yes My Gatekeeper” in time, you must roll a “6” before you can play again.&lt;br /&gt;
&lt;br /&gt;
3:26 -  I release you from the black hole.&lt;br /&gt;
&lt;br /&gt;
4:33 - Stop!  Those of you on gravestones marked with an “X” receive a free turn.&lt;br /&gt;
&lt;br /&gt;
5:43 - Stop!  Those of you on gravestones marked “Chance” take the dice and roll it.  Roll it now, and if you can roll your number you can take a key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I have not finished this transcript yet.  Please feel free to add to it, and once the last line of the script is added please remove this message.  Thanks, MoP.)&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Nightmare/Atmosfear_Transcript&amp;diff=380</id>
		<title>Nightmare/Atmosfear Transcript</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Nightmare/Atmosfear_Transcript&amp;diff=380"/>
				<updated>2012-03-08T22:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pre-game - So, you want to play the game.  My game, by my rules.  I am…  THE GATEKEEPER!  I rule this game, and you, you will obey my rules.  When I speak you will stop, and you will listen!  Hmmm? I see... You have all been stained with a color, and marked by a number.  If I call your number or you color you must answer “Yes My Gatekeeper!”  If you fail to answer “Yes My Gatekeeper” when I call you number or color you will be punished!  I’d like to punish one of you now.  You.  The one who holds the highest number.  Yes you!  Answer me you maggot!  Times up.  If you failed to answer “Yes my Gatekeeper” in time, you are banished.  Move your mark to the closest black hole.  You will not play until I choose to release you. If you have answered in time, you have learned my first lesson.  Do not forget! For you will all be called and you will all be tested!  Let us begin my game with you.  The one who holds the highest number, answer me!  You will be the first to roll the dice and begin my game, and your nightmare.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2:02 - Stop!  Whose turn is it next? Who is just about to roll the dice? Answer me!  Time’s up.  If you failed to answer “Yes My Gatekeeper” in time, you must roll a “6” before you can play again.&lt;br /&gt;
&lt;br /&gt;
3:26 -  I release you from the black hole.&lt;br /&gt;
&lt;br /&gt;
4:33 - Stop!  Those of you on gravestones marked with an “X” receive a free turn.&lt;br /&gt;
&lt;br /&gt;
5:43 - Stop!  Those of you on gravestones marked “Chance” take the dice and roll it.  Roll it now, and if you can roll your number you can take a key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I have not finished this transcript yet.  Please feel free to add to it, and once the last line of the script is added please remove this message.  Thanks, MoP.)&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Baron_Samedi&amp;diff=379</id>
		<title>Baron Samedi</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Baron_Samedi&amp;diff=379"/>
				<updated>2012-03-08T22:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor ==&lt;br /&gt;
&lt;br /&gt;
Wenanty Nosul&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
He's taking last requests and 'Stayin' Alive' ain't one of his favorites. He's Baron Samedi - Voodoo's ad-Minister of the living dead - the last 'VJ' on The Other Side who hold's court every Saturday in his Cathedral of Jive &lt;br /&gt;
&lt;br /&gt;
Leading his choir of lost souls dancing the 'banda', the chain-smoking Samedi calls up the dead toll free. &lt;br /&gt;
&lt;br /&gt;
With a sense of fun as bent as a rib, the chief pranktitioner of black magic and comedy just loves to throw a funeral &amp;quot;...cause I always miss my own.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
Meet Baron Samedi, the Voodoo VJ who could dance up a storm with his entourage of lost souls. With a dark sense of humor and a darker sense of fun, The Baron always encouraged fresh blood into his frightclub ‘The Cathedral Of Jive’. &lt;br /&gt;
&lt;br /&gt;
‘Everybody’s welcome! it doesn’t matter if you are a somebody or a nobody. Just as long as you’re a body!’ was the slogan for his relentless membership drive. So it was wise to beware of invitations to join in his Hokey Pokie dance, because when The Baron called for you to ‘put your right foot in’ – he meant it literally! &lt;br /&gt;
&lt;br /&gt;
Then one night, while out soul searching, The Baron had his own membership abruptly cancelled. Imprisoned now in the rancid green glow of The Other Side, all he can do is dance to the music inside his head under the ever watchful eye of The Gatekeeper. &lt;br /&gt;
&lt;br /&gt;
Any last requests? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: White&lt;br /&gt;
*Atmosfear 'The Harbingers': Green&lt;br /&gt;
*Atmosfear DVD Series: Green&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Top Hat&lt;br /&gt;
*Atmosfear DVD Series: Top Hat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:green.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:green.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed all movements will become painfully slow.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
[[Zombie |Nightmare™/Atmosfear™ II 'Zombie' ]]&lt;br /&gt;
&lt;br /&gt;
Nightmare™/Atmosfear™ II 'Zombie' Promo&lt;br /&gt;
&lt;br /&gt;
Atmosfear™ 'The Harbingers' Instructional Video&lt;br /&gt;
&lt;br /&gt;
'[[Thrill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Baron_Samedi&amp;diff=378</id>
		<title>Baron Samedi</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Baron_Samedi&amp;diff=378"/>
				<updated>2012-03-08T22:31:08Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor ==&lt;br /&gt;
&lt;br /&gt;
Wenanty Nosul&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
He's taking last requests and 'Stayin' Alive' ain't one of his favorites. He's Baron Samedi - Voodoo's ad-Minister of the living dead - the last 'VJ' on The Other Side who hold's court every Saturday in his Cathedral of Jive &lt;br /&gt;
&lt;br /&gt;
Leading his choir of lost souls dancing the 'banda', the chain-smoking Samedi calls up the dead toll free. &lt;br /&gt;
&lt;br /&gt;
With a sense of fun as bent as a rib, the chief pranktitioner of black magic and comedy just loves to throw a funeral &amp;quot;...cause I always miss my own.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
Meet Baron Samedi, the Voodoo VJ who could dance up a storm with his entourage of lost souls. With a dark sense of humor and a darker sense of fun, The Baron always encouraged fresh blood into his frightclub ‘The Cathedral Of Jive’. &lt;br /&gt;
&lt;br /&gt;
‘Everybody’s welcome! it doesn’t matter if you are a somebody or a nobody. Just as long as you’re a body!’ was the slogan for his relentless membership drive. So it was wise to beware of invitations to join in his Hokey Pokie dance, because when The Baron called for you to ‘put your right foot in’ – he meant it literally! &lt;br /&gt;
&lt;br /&gt;
Then one night, while out soul searching, The Baron had his own membership abruptly cancelled. Imprisoned now in the rancid green glow of The Other Side, all he can do is dance to the music inside his head under the ever watchful eye of The Gatekeeper. &lt;br /&gt;
&lt;br /&gt;
Any last requests? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: White&lt;br /&gt;
*Atmosfear 'The Harbingers': Green&lt;br /&gt;
*Atmosfear DVD Series: Green&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Top Hat&lt;br /&gt;
*Atmosfear DVD Series: Top Hat&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:green.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:green.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed all movements will become painfully slow.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&amp;lt;li&amp;gt;[[Zombie |Nightmare™/Atmosfear™ II 'Zombie' ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Nightmare™/Atmosfear™ II 'Zombie' Promo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Atmosfear™ 'The Harbingers' Instructional Video&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;'[[Thrill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=The_Gatekeeper&amp;diff=377</id>
		<title>The Gatekeeper</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=The_Gatekeeper&amp;diff=377"/>
				<updated>2012-03-08T22:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor(s) ==&lt;br /&gt;
&lt;br /&gt;
Wenanty Nosul &lt;br /&gt;
&lt;br /&gt;
David Whitney &lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
The bad news or the bad news? Meet The Gatekeeper. He alone presides over The Other Side, keeping the peace in the Provinces until Doomsday - or whatever comes next. &lt;br /&gt;
&lt;br /&gt;
He is the game's timekeeper and referee - dealing out punishments and penalties and ruling the game play with an iron fist. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
The Gatekeeper, traditionally the guardian of the graveyard, can manifest himself at any time, in any form - although he prefers his comfortable, tattered, old shroud. He is ugly, cranky and mean spirited; but with good reason. As sentinel of The Other Side, The Gatekeeper’s determined duty is to keep six creatures of doom imprisoned beneath a crypt. &lt;br /&gt;
&lt;br /&gt;
These creatures represent the things that we fear the most, are the stuff of our nightmares, and each has a name and a history so frightening that they have been isolated and imprisoned in their own separate terror-tories. Barred from the corporeal world, the Vampire, Witch, Werewolf, Zombie, Mummy and Poltergeist, must wait, impatiently, for a chance to escape their bad-tempered warden, and return to this earthly dimension to once again wreak havoc on us mortals. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the life of a sentry can be pretty dull - especially if you're immortal. So now The Gatekeeper invites you to face your worst Nightmare™: Assume the identities of these six beings and challenge him in a contest that is bound to get personal. &lt;br /&gt;
And as you turn the volume up and the lights down, don’t say we didn’t warn you. &lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
[[Nightmare/Atmosfear|Nightmare/Atmosfear I]]&lt;br /&gt;
&lt;br /&gt;
[[The Harbingers|Atmosfear 'The Harbingers']]&lt;br /&gt;
&lt;br /&gt;
[[Atmosfear 'The Harbingers' Instructional Video]]&lt;br /&gt;
&lt;br /&gt;
[[Booster Game Tapes | Atmosfear 'The Harbingers' Booster Game Tapes]]&lt;br /&gt;
&lt;br /&gt;
[[PC Games|Atmosfear 'The Third Dimension']]&lt;br /&gt;
&lt;br /&gt;
[[Atmosfear: The Gatekeeper|Atmosfear 'The Gatekeeper']]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=The_Gatekeeper&amp;diff=376</id>
		<title>The Gatekeeper</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=The_Gatekeeper&amp;diff=376"/>
				<updated>2012-03-08T22:30:00Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor(s) ==&lt;br /&gt;
&lt;br /&gt;
Wenanty Nosul &lt;br /&gt;
&lt;br /&gt;
David Whitney &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
The bad news or the bad news? Meet The Gatekeeper. He alone presides over The Other Side, keeping the peace in the Provinces until Doomsday - or whatever comes next. &lt;br /&gt;
&lt;br /&gt;
He is the game's timekeeper and referee - dealing out punishments and penalties and ruling the game play with an iron fist. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
The Gatekeeper, traditionally the guardian of the graveyard, can manifest himself at any time, in any form - although he prefers his comfortable, tattered, old shroud. He is ugly, cranky and mean spirited; but with good reason. As sentinel of The Other Side, The Gatekeeper’s determined duty is to keep six creatures of doom imprisoned beneath a crypt. &lt;br /&gt;
&lt;br /&gt;
These creatures represent the things that we fear the most, are the stuff of our nightmares, and each has a name and a history so frightening that they have been isolated and imprisoned in their own separate terror-tories. Barred from the corporeal world, the Vampire, Witch, Werewolf, Zombie, Mummy and Poltergeist, must wait, impatiently, for a chance to escape their bad-tempered warden, and return to this earthly dimension to once again wreak havoc on us mortals. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the life of a sentry can be pretty dull - especially if you're immortal. So now The Gatekeeper invites you to face your worst Nightmare™: Assume the identities of these six beings and challenge him in a contest that is bound to get personal. &lt;br /&gt;
And as you turn the volume up and the lights down, don’t say we didn’t warn you. &lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
[[Nightmare/Atmosfear|Nightmare/Atmosfear I]]&lt;br /&gt;
&lt;br /&gt;
[[The Harbingers|Atmosfear 'The Harbingers']]&lt;br /&gt;
&lt;br /&gt;
[[Atmosfear 'The Harbingers' Instructional Video]]&lt;br /&gt;
&lt;br /&gt;
[[Booster Game Tapes | Atmosfear 'The Harbingers' Booster Game Tapes]]&lt;br /&gt;
&lt;br /&gt;
[[PC Games|Atmosfear 'The Third Dimension']]&lt;br /&gt;
&lt;br /&gt;
[[Atmosfear: The Gatekeeper|Atmosfear 'The Gatekeeper']]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Dr._Mastiff&amp;diff=375</id>
		<title>Dr. Mastiff</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Dr._Mastiff&amp;diff=375"/>
				<updated>2012-03-08T22:29:28Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actors ==&lt;br /&gt;
&lt;br /&gt;
English - ??  &lt;br /&gt;
&lt;br /&gt;
French - Jean-Claude Donda&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Soul Rangers' '''===&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper's been banished to a Black Hole by the demented dentist, &lt;br /&gt;
Dr. Mastiff, and the Harbingers' Provinces have gone to the Dogs! Mastiff's &lt;br /&gt;
Ranger Dogs - that is! &lt;br /&gt;
&lt;br /&gt;
Very little is known about the past lives of Mastiff and the Soul Rangers before they were committed to &lt;br /&gt;
limbo via papers - which processed them through to The Other Side - sealed with 'NEVER EVER to be opened', for they told of things far more DISGUSTING than FEAR! &lt;br /&gt;
&lt;br /&gt;
Get down and dirty with your new Game Host, Dr. Mastiff, live from the depths of his dental surgery set in the stinking wastes of the sewers of The Other Side. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I's Mastiff. Dr. Mastiff... So, don't froth me up 'cuz I'm TWISTED!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The Soul Rangers]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Dr._Mastiff&amp;diff=374</id>
		<title>Dr. Mastiff</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Dr._Mastiff&amp;diff=374"/>
				<updated>2012-03-08T22:26:40Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actor(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actors ==&lt;br /&gt;
&lt;br /&gt;
English - ??  &lt;br /&gt;
&lt;br /&gt;
French - Jean-Claude Donda&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
''' 'The Soul Rangers' '''&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper's been banished to a Black Hole by the demented dentist, &lt;br /&gt;
Dr. Mastiff, and the Harbingers' Provinces have gone to the Dogs! Mastiff's &lt;br /&gt;
Ranger Dogs - that is! &lt;br /&gt;
&lt;br /&gt;
Very little is known about the past lives of Mastiff and the Soul Rangers before they were committed to &lt;br /&gt;
limbo via papers - which processed them through to The Other Side - sealed with 'NEVER EVER to be opened', for they told of things far more DISGUSTING than FEAR! &lt;br /&gt;
&lt;br /&gt;
Get down and dirty with your new Game Host, Dr. Mastiff, live from the depths of his dental surgery set in the stinking wastes of the sewers of The Other Side. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I's Mastiff. Dr. Mastiff... So, don't froth me up 'coz I'm TWISTED!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Playing Piece ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The Soul Rangers]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Dr._Mastiff&amp;diff=373</id>
		<title>Dr. Mastiff</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Dr._Mastiff&amp;diff=373"/>
				<updated>2012-03-08T22:25:43Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actor(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor(s) ==&lt;br /&gt;
&lt;br /&gt;
English - ??  &lt;br /&gt;
&lt;br /&gt;
French - Jean-Claude Donda&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
''' 'The Soul Rangers' '''&lt;br /&gt;
&lt;br /&gt;
The Gatekeeper's been banished to a Black Hole by the demented dentist, &lt;br /&gt;
Dr. Mastiff, and the Harbingers' Provinces have gone to the Dogs! Mastiff's &lt;br /&gt;
Ranger Dogs - that is! &lt;br /&gt;
&lt;br /&gt;
Very little is known about the past lives of Mastiff and the Soul Rangers before they were committed to &lt;br /&gt;
limbo via papers - which processed them through to The Other Side - sealed with 'NEVER EVER to be opened', for they told of things far more DISGUSTING than FEAR! &lt;br /&gt;
&lt;br /&gt;
Get down and dirty with your new Game Host, Dr. Mastiff, live from the depths of his dental surgery set in the stinking wastes of the sewers of The Other Side. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I's Mastiff. Dr. Mastiff... So, don't froth me up 'coz I'm TWISTED!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Playing Piece ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
[[The Soul Rangers]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Hellin&amp;diff=372</id>
		<title>Hellin</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Hellin&amp;diff=372"/>
				<updated>2012-03-08T22:24:51Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Actress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
This character has not appeared as a host.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Hellin is the only completely fictional character to join the cast of the Harbingers. Her &amp;quot;father&amp;quot; was Brett Clements who says this about her creation; &amp;quot;...her name is 'IN' &amp;quot;HELL&amp;quot; reversed. There were subtle touches of evil in the game that crept up on you while you writing. I don't for the life of me know how Stephen King does it. I found it a constant battle trying to balance that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hellin is the most evil character I created for Nightmare™. Her name, a play on &amp;quot;in hell&amp;quot;. I can't imagine what that would be like (hell that is) nor would I like to. And so she remains unfinished; leaving her to your imagination. I think the unknown is scarier than reality. You can see in the light. I only just found out Phillip Tanner has contracted a new writer for the Nightmare™/Atmosfear™ series so if there is to be any completing done, it will be in his words not mine.&amp;quot; (Brett Clements)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
&lt;br /&gt;
Hellin was an infant trouble-maker who once threw a temper tantrum so violent, it caused an aneurysm in her brain and she died. But now baby Hellin never has to pick up her toys again and it's never bedtime in her wretched fairground where the ride of your life will cost you it.&lt;br /&gt;
&lt;br /&gt;
Haunting a rancid toy box, the problem child from The Other Side is as spoiled as she is rotten. Enough to wipe the smile off a laughing clown. Hellin doesn't throw tantrums - she throws anything and everything she can get her sticky little fingers on.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
&lt;br /&gt;
Helin was born so angry that she smacked the doctor back! It was hardly surprising then that after a brief, tempestuous life this little infant trouble–maker threw a tantrum so fierce that it pushed her over the edge.&lt;br /&gt;
Out of the bedroom and into the afterlife, Helin now had a new haunting ground, a rancid playroom, where she would never have to pick up her toys and there was no such thing as bedtime. Quick to discover her new gift, she took to visiting the living in their nightmares, and terrified her unwilling victims so effectively that some simply never woke up.&lt;br /&gt;
&lt;br /&gt;
But all good things must come to an end and one night during the execution of a particularly nasty dream, she was trapped and banished to The Other Side where she now waits, impatient and purple with rage, for her time to wreak havoc again.&lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Pink&lt;br /&gt;
*Atmosfear 'The Harbingers': Purple&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Purple&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Building blocks&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Building blocks&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:purple.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will have their portrait screen shattered, preventing duels and the ability to keep track of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
When the series was moved from VHS to DVD, her name was changed to Helin with only one L.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
None as yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Medusa&amp;diff=371</id>
		<title>Medusa</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Medusa&amp;diff=371"/>
				<updated>2012-03-08T22:24:33Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
This character has not appeared as a host.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'Khufu The Mummy' '''===&lt;br /&gt;
&lt;br /&gt;
Talk about an extreme makeover! The fair maiden Medusa made the mistake of comparing her beauty and charm to the Gods while seducing one of them, Poseidon. The Goddess Athena dealt with this indiscretion by transforming Medusa’s beautiful locks to a head full of snakes. She could still turn heads, but ill-fated oglers promptly turned to stone when they laid eyes on her.&lt;br /&gt;
&lt;br /&gt;
From super model to superseded model Medusa went on a rampage, turning as many people to stone as her gaze would allow.&lt;br /&gt;
&lt;br /&gt;
It was the cunning hero Perseus who finally cut short this new found power play. Looking only at her reflection in his shield he severed her head while she was sleeping.&lt;br /&gt;
&lt;br /&gt;
She went straight to the snake pit on The Other Side until The Gatekeeper booted her asp on over to Khufu’s casino.&lt;br /&gt;
&lt;br /&gt;
Medusa is one player who can be guaranteed to always roll snake eyes at Khufu’s little party.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Atmosfear: Khufu The Mummy: Lime green&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Atmosfear: Khufu The Mummy: Medusa head&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
&lt;br /&gt;
This character has not appeared in a game with key powers.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
*[[Atmosfear: Khufu the Mummy]]&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=370</id>
		<title>Gevaudan</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=370"/>
				<updated>2012-03-08T22:24:18Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor ==&lt;br /&gt;
&lt;br /&gt;
This character has not appeared as a host.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
The asexual demigod of the most sinister of all carnivores, the jackal and the wolf. The Great Beast is worshiped by packs of predators who howl its praise from the forest of Le Gevaudan. Carrying 'the sickness' of lycanthropy, Gevaudan spreads its disease and plague throughout the Provinces of The Other Side. &lt;br /&gt;
&lt;br /&gt;
With razor sharp instincts and reflexes of a natural-born hunter, 'it' hunts and kills its prey without remorse. Such is the primeval order of the Loup-garou. The werewolf. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
Beware of the dog! History tells of the Great Beast who terrorized the mountain regions of 18th century France. La Bête du Gevaudan was stricken with lycanthropy, a disease that made him ‘loup-garou’ (Werewolf) with razor sharp instincts and teeth to match. Once this sickening plague was in his blood, the desire to pass it on could not be satisfied. Driven by a constant craving he roamed the countryside on moonlit nights, sampling the local cuisine. &lt;br /&gt;
&lt;br /&gt;
Many tried to capture and kill the Great Beast and many failed, but eventually an experienced wolf hunter claimed success and Gevaudan's earthly rampages ceased. Instead this sick little puppy now stalks his blue prison, sniffing the air and waiting for his time to come again. &lt;br /&gt;
&lt;br /&gt;
Blue is supposed to be calming. Sit boy, sit! &lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time. &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Black&lt;br /&gt;
*Atmosfear 'The Harbingers': Blue&lt;br /&gt;
*Atmosfear DVD Series: Blue&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': The Fang &lt;br /&gt;
*Atmosfear DVD Series: Werewolf Head&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, the portrait screen will slowly be eaten away by maggots. Once they have eat the Harbinger symbol, they will be unable to duel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Gevaudan is actually the name of the village in France The Great Beast of Gevaudan terrorized.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
None as yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=369</id>
		<title>Anne de Chantraine</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Anne_de_Chantraine&amp;diff=369"/>
				<updated>2012-03-08T22:23:42Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
English - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
French - Frédérique Fouché&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
Ugly has a new name - Anne de Chantraine. And she's just learnt how to make something. It's 'something' called trouble and de Chantraine stirs it up and dishes it out from her mutant 'Punkin' at the crossroads of the Provinces. This fire-starter has got plenty of good reason to scorch the earth with a temper as hot as her brew. &lt;br /&gt;
&lt;br /&gt;
Tried and convicted of sorcery, tortured and then burned alive at the stake as a teenager, de Chantraine was innocent. Now she's on a witch hunt of her own. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;hell hath no fury like a woman scorned&amp;quot;, you should see one scorched! &lt;br /&gt;
&lt;br /&gt;
Anne de Chantraine was one of the first women burnt on the stake during the Great Witch Hunts of Europe. At 17 years of age in a village in Belgium, this unusually pretty young thing was tried, proclaimed a witch, and promptly roasted. &lt;br /&gt;
&lt;br /&gt;
With a temper now as hot as the flames that took her from rare to well done, this flying firestarter sought revenge by cooking up a storm and lighting fires across the countryside. &lt;br /&gt;
&lt;br /&gt;
But playing with fire can be dangerous and, in a careless moment, Anne was caught leaving yet another smouldering disaster site. This flying pyromaniac now ponders her career choice from her solitary confinement, surrounded by the orange flames she dreads the most. &lt;br /&gt;
&lt;br /&gt;
Anyone got a light? &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Blue &lt;br /&gt;
*Atmosfear 'The Harbingers': Orange &lt;br /&gt;
*Atmosfear DVD Series: Orange&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Rounded Tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': Cauldron &lt;br /&gt;
*Atmosfear DVD Series: Pumpkin&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:orange.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will be turned into a toad and only be able to move one step each turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
Nightmare™/Atmosfear™ III: Anne de Chantraine, 'Witch' &lt;br /&gt;
&lt;br /&gt;
Nightmare™/Atmosfear™ III 'Witch' Promo &lt;br /&gt;
&lt;br /&gt;
Atmosfear™ 'The Harbingers' Instructional Video &lt;br /&gt;
&lt;br /&gt;
'[[Thill Me]]' Music Video&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=368</id>
		<title>Gevaudan</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=368"/>
				<updated>2012-03-08T22:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actor ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
The asexual demigod of the most sinister of all carnivores, the jackal and the wolf. The Great Beast is worshiped by packs of predators who howl its praise from the forest of Le Gevaudan. Carrying 'the sickness' of lycanthropy, Gevaudan spreads its disease and plague throughout the Provinces of The Other Side. &lt;br /&gt;
&lt;br /&gt;
With razor sharp instincts and reflexes of a natural-born hunter, 'it' hunts and kills its prey without remorse. Such is the primeval order of the Loup-garou. The werewolf. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
Beware of the dog! History tells of the Great Beast who terrorized the mountain regions of 18th century France. La Bête du Gevaudan was stricken with lycanthropy, a disease that made him ‘loup-garou’ (Werewolf) with razor sharp instincts and teeth to match. Once this sickening plague was in his blood, the desire to pass it on could not be satisfied. Driven by a constant craving he roamed the countryside on moonlit nights, sampling the local cuisine. &lt;br /&gt;
&lt;br /&gt;
Many tried to capture and kill the Great Beast and many failed, but eventually an experienced wolf hunter claimed success and Gevaudan's earthly rampages ceased. Instead this sick little puppy now stalks his blue prison, sniffing the air and waiting for his time to come again. &lt;br /&gt;
&lt;br /&gt;
Blue is supposed to be calming. Sit boy, sit! &lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time. &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Black&lt;br /&gt;
*Atmosfear 'The Harbingers': Blue&lt;br /&gt;
*Atmosfear DVD Series: Blue&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': The Fang &lt;br /&gt;
*Atmosfear DVD Series: Werewolf Head&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, the portrait screen will slowly be eaten away by maggots. Once they have eat the Harbinger symbol, they will be unable to duel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Gevaudan is actually the name of the village in France The Great Beast of Gevaudan terrorized.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
None as yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=367</id>
		<title>Gevaudan</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=367"/>
				<updated>2012-03-08T22:21:56Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actors ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===''' 'The Harbingers' '''===&lt;br /&gt;
&lt;br /&gt;
The asexual demigod of the most sinister of all carnivores, the jackal and the wolf. The Great Beast is worshiped by packs of predators who howl its praise from the forest of Le Gevaudan. Carrying 'the sickness' of lycanthropy, Gevaudan spreads its disease and plague throughout the Provinces of The Other Side. &lt;br /&gt;
&lt;br /&gt;
With razor sharp instincts and reflexes of a natural-born hunter, 'it' hunts and kills its prey without remorse. Such is the primeval order of the Loup-garou. The werewolf. &lt;br /&gt;
&lt;br /&gt;
===''' 'The Gatekeeper' '''===&lt;br /&gt;
&lt;br /&gt;
Beware of the dog! History tells of the Great Beast who terrorized the mountain regions of 18th century France. La Bête du Gevaudan was stricken with lycanthropy, a disease that made him ‘loup-garou’ (Werewolf) with razor sharp instincts and teeth to match. Once this sickening plague was in his blood, the desire to pass it on could not be satisfied. Driven by a constant craving he roamed the countryside on moonlit nights, sampling the local cuisine. &lt;br /&gt;
&lt;br /&gt;
Many tried to capture and kill the Great Beast and many failed, but eventually an experienced wolf hunter claimed success and Gevaudan's earthly rampages ceased. Instead this sick little puppy now stalks his blue prison, sniffing the air and waiting for his time to come again. &lt;br /&gt;
&lt;br /&gt;
Blue is supposed to be calming. Sit boy, sit! &lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time. &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Black&lt;br /&gt;
*Atmosfear 'The Harbingers': Blue&lt;br /&gt;
*Atmosfear DVD Series: Blue&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': The Fang &lt;br /&gt;
*Atmosfear DVD Series: Werewolf Head&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, the portrait screen will slowly be eaten away by maggots. Once they have eat the Harbinger symbol, they will be unable to duel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Gevaudan is actually the name of the village in France The Great Beast of Gevaudan terrorized.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
None as yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=366</id>
		<title>Gevaudan</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Gevaudan&amp;diff=366"/>
				<updated>2012-03-08T22:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actors ==&lt;br /&gt;
&lt;br /&gt;
None &lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
''' 'The Harbingers' '''&lt;br /&gt;
&lt;br /&gt;
The asexual demigod of the most sinister of all carnivores, the jackal and the wolf. The Great Beast is worshiped by packs of predators who howl its praise from the forest of Le Gevaudan. Carrying 'the sickness' of lycanthropy, Gevaudan spreads its disease and plague throughout the Provinces of The Other Side. &lt;br /&gt;
&lt;br /&gt;
With razor sharp instincts and reflexes of a natural-born hunter, 'it' hunts and kills its prey without remorse. Such is the primeval order of the Loup-garou. The werewolf. &lt;br /&gt;
&lt;br /&gt;
''' 'The Gatekeeper' '''&lt;br /&gt;
&lt;br /&gt;
Beware of the dog! History tells of the Great Beast who terrorized the mountain regions of 18th century France. La Bête du Gevaudan was stricken with lycanthropy, a disease that made him ‘loup-garou’ (Werewolf) with razor sharp instincts and teeth to match. Once this sickening plague was in his blood, the desire to pass it on could not be satisfied. Driven by a constant craving he roamed the countryside on moonlit nights, sampling the local cuisine. &lt;br /&gt;
&lt;br /&gt;
Many tried to capture and kill the Great Beast and many failed, but eventually an experienced wolf hunter claimed success and Gevaudan's earthly rampages ceased. Instead this sick little puppy now stalks his blue prison, sniffing the air and waiting for his time to come again. &lt;br /&gt;
&lt;br /&gt;
Blue is supposed to be calming. Sit boy, sit! &lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time. &lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Black&lt;br /&gt;
*Atmosfear 'The Harbingers': Blue&lt;br /&gt;
*Atmosfear DVD Series: Blue&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone &lt;br /&gt;
*Atmosfear 'The Harbingers': The Fang &lt;br /&gt;
*Atmosfear DVD Series: Werewolf Head&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:blue.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | For those cursed, the portrait screen will slowly be eaten away by maggots. Once they have eat the Harbinger symbol, they will be unable to duel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Gevaudan is actually the name of the village in France The Great Beast of Gevaudan terrorized.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
None as yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Hellin&amp;diff=365</id>
		<title>Hellin</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Hellin&amp;diff=365"/>
				<updated>2012-03-08T22:21:12Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: /* Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Hellin is the only completely fictional character to join the cast of the Harbingers. Her &amp;quot;father&amp;quot; was Brett Clements who says this about her creation; &amp;quot;...her name is 'IN' &amp;quot;HELL&amp;quot; reversed. There were subtle touches of evil in the game that crept up on you while you writing. I don't for the life of me know how Stephen King does it. I found it a constant battle trying to balance that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hellin is the most evil character I created for Nightmare™. Her name, a play on &amp;quot;in hell&amp;quot;. I can't imagine what that would be like (hell that is) nor would I like to. And so she remains unfinished; leaving her to your imagination. I think the unknown is scarier than reality. You can see in the light. I only just found out Phillip Tanner has contracted a new writer for the Nightmare™/Atmosfear™ series so if there is to be any completing done, it will be in his words not mine.&amp;quot; (Brett Clements)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
&lt;br /&gt;
Hellin was an infant trouble-maker who once threw a temper tantrum so violent, it caused an aneurysm in her brain and she died. But now baby Hellin never has to pick up her toys again and it's never bedtime in her wretched fairground where the ride of your life will cost you it.&lt;br /&gt;
&lt;br /&gt;
Haunting a rancid toy box, the problem child from The Other Side is as spoiled as she is rotten. Enough to wipe the smile off a laughing clown. Hellin doesn't throw tantrums - she throws anything and everything she can get her sticky little fingers on.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
&lt;br /&gt;
Helin was born so angry that she smacked the doctor back! It was hardly surprising then that after a brief, tempestuous life this little infant trouble–maker threw a tantrum so fierce that it pushed her over the edge.&lt;br /&gt;
Out of the bedroom and into the afterlife, Helin now had a new haunting ground, a rancid playroom, where she would never have to pick up her toys and there was no such thing as bedtime. Quick to discover her new gift, she took to visiting the living in their nightmares, and terrified her unwilling victims so effectively that some simply never woke up.&lt;br /&gt;
&lt;br /&gt;
But all good things must come to an end and one night during the execution of a particularly nasty dream, she was trapped and banished to The Other Side where she now waits, impatient and purple with rage, for her time to wreak havoc again.&lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Pink&lt;br /&gt;
*Atmosfear 'The Harbingers': Purple&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Purple&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Building blocks&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Building blocks&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:purple.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will have their portrait screen shattered, preventing duels and the ability to keep track of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
When the series was moved from VHS to DVD, her name was changed to Helin with only one L.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
None as yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	<entry>
		<id>http://marrowproductions.com/WoF/wiki/index.php?title=Hellin&amp;diff=364</id>
		<title>Hellin</title>
		<link rel="alternate" type="text/html" href="http://marrowproductions.com/WoF/wiki/index.php?title=Hellin&amp;diff=364"/>
				<updated>2012-03-08T22:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;MasterOfPuppets: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actress ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Hellin is the only completely fictional character to join the cast of the Harbingers. Her &amp;quot;father&amp;quot; was Brett Clements who says this about her creation; &amp;quot;...her name is 'IN' &amp;quot;HELL&amp;quot; reversed. There were subtle touches of evil in the game that crept up on you while you writing. I don't for the life of me know how Stephen King does it. I found it a constant battle trying to balance that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hellin is the most evil character I created for Nightmare™. Her name, a play on &amp;quot;in hell&amp;quot;. I can't imagine what that would be like (hell that is) nor would I like to. And so she remains unfinished; leaving her to your imagination. I think the unknown is scarier than reality. You can see in the light. I only just found out Phillip Tanner has contracted a new writer for the Nightmare™/Atmosfear™ series so if there is to be any completing done, it will be in his words not mine.&amp;quot; (Brett Clements)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== 'The Harbingers' ===&lt;br /&gt;
&lt;br /&gt;
Hellin was an infant trouble-maker who once threw a temper tantrum so violent, it caused an aneurysm in her brain and she died. But now baby Hellin never has to pick up her toys again and it's never bedtime in her wretched fairground where the ride of your life will cost you it.&lt;br /&gt;
&lt;br /&gt;
Haunting a rancid toy box, the problem child from The Other Side is as spoiled as she is rotten. Enough to wipe the smile off a laughing clown. Hellin doesn't throw tantrums - she throws anything and everything she can get her sticky little fingers on.&lt;br /&gt;
&lt;br /&gt;
=== 'The Gatekeeper' ===&lt;br /&gt;
&lt;br /&gt;
Helin was born so angry that she smacked the doctor back! It was hardly surprising then that after a brief, tempestuous life this little infant trouble–maker threw a tantrum so fierce that it pushed her over the edge.&lt;br /&gt;
Out of the bedroom and into the afterlife, Helin now had a new haunting ground, a rancid playroom, where she would never have to pick up her toys and there was no such thing as bedtime. Quick to discover her new gift, she took to visiting the living in their nightmares, and terrified her unwilling victims so effectively that some simply never woke up.&lt;br /&gt;
&lt;br /&gt;
But all good things must come to an end and one night during the execution of a particularly nasty dream, she was trapped and banished to The Other Side where she now waits, impatient and purple with rage, for her time to wreak havoc again.&lt;br /&gt;
&lt;br /&gt;
So many Nightmares – so little time.&lt;br /&gt;
&lt;br /&gt;
== Colours ==&lt;br /&gt;
&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Pink&lt;br /&gt;
*Atmosfear 'The Harbingers': Purple&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Purple&lt;br /&gt;
&lt;br /&gt;
== Playing piece ==&lt;br /&gt;
*Nightmare/Atmosfear I-IV: Crucifix tombstone&lt;br /&gt;
*Atmosfear 'The Harbingers': Building blocks&lt;br /&gt;
*Atmosfear 'The Gatekeeper': Building blocks&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Nightmare: Keys&lt;br /&gt;
|- &lt;br /&gt;
| [[File:silver.jpg]]|| This Key releases you from the Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This Key unlocks the sanctuary.  If you land on an opponent's gravestone, nothing can harm you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the Black Hole.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  that opponent is Banished.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Time.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Time cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Fate.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Heads:  Take all opponent's Fate cards.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:silver.jpg]]||This key unlocks the gate to Chance.  If an opponent lands on your gravestone, toss the coin. &amp;lt;br /&amp;gt; Tails:  Take all opponent's Chance cards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:red.jpg]]|| Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Power to roll one or two dice.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Power to pass through a Gate then reposition it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:purple.jpg]]||Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||'Occupation' - Force a Harbinger to return to its Headstone if you land on them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #000000;&amp;quot; border=&amp;quot;3&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Atmosfear The Third Dimension: Keystones&lt;br /&gt;
|- &lt;br /&gt;
| [[File:purple.jpg]]|| Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:yellow.jpg]]||Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:orange.jpg]]||Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:blue.jpg]]||Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:red.jpg]]||Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:green.jpg]]||Flight: This Key allows you to fly from one Province to another.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Those cursed will have their portrait screen shattered, preventing duels and the ability to keep track of power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
When the series was moved from VHS to DVD, her name was changed to Helin with only one L.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
None yet...&lt;/div&gt;</summary>
		<author><name>MasterOfPuppets</name></author>	</entry>

	</feed>