/** * THE CRACKED BELL (slice C12-3, 2026-10-14; plan `.cursor/task-plans/2026-10-14-t22-gallowmere.md`; PLAN_1_TO_40.md row "The Cracked Bell * (14-22)"; design sheets `gallowmere-4` the Bell-Ringer and `gallowmere-5` the bell puzzle). Warden Osric wants the chapel's bell * answered, because something still rings it. Mother Hesk says the bell will take blessed water and a clapper, and the water wants the * ash of the Hollowed, who only walk after the lamps are lit (the UTC lamp clock, gallowmere.ts). The steps: * * 1. talk to Mother Hesk 3. bring her Hollowed Ash: she gives Blessed Water * 2. put down four Hollowed (night only) 4. read three clues in the chapel (they give the rope order) * 5. take the fallen Bell Clapper 6. refit it and sprinkle the Blessed Water on the bell * 7. pull the four bell ropes in the right order 8. put down the Bell-Ringer (level 22) * 9. bring Osric the Cracked Bell Shard * * A wrong rope resets the ropes and wakes the Hollowed round the chapel (the backend's gallowmere-wrong-rope effect). Rewards are a * placeholder for the balance pass. Every number is a WORLD tile. */ import type { LanternWakeQuestProp } from './lanternWakeQuests.js'; export declare const CRACKED_BELL_QUEST_ID = "crackedBell"; export declare const CRACKED_BELL_QUEST_NAME = "The Cracked Bell"; /** Combat level the quest asks (Gallowmere is levels 14-22; a placeholder until the balance pass). */ export declare const CRACKED_BELL_COMBAT_LEVEL = 14; export declare const HOLLOWED_ASH_KIND = "hollowedash"; export declare const BLESSED_WATER_KIND = "blessedwater"; export declare const BELL_CLAPPER_KIND = "bellclapper"; export declare const CRACKED_BELL_SHARD_KIND = "crackedbellshard"; /** The Warden's Key (T33): Osric's old key to the cache under the chapel altar, the leftover of the sheet's fifth panel. */ export declare const WARDENS_KEY_KIND = "wardenskey"; export declare const GALLOWMERE_QUEST_ITEM_KINDS: readonly string[]; export declare const GALLOWMERE_QUEST_ITEM_NAMES: Readonly>; export declare const GALLOWMERE_QUEST_ITEM_NOTES: Readonly>; /** How many Hollowed to put down, how much ash to bring, how many clues to read. */ export declare const CRACKED_BELL_HOLLOWED_TO_DEFEAT = 4; export declare const CRACKED_BELL_ASH = 3; export declare const CRACKED_BELL_CLUES = 3; /** Props (questprop entities, style `:`). */ export declare const GB_PROP: { readonly clue: "gbclue"; readonly clapper: "gbclapper"; readonly bell: "gbbell"; readonly rope: "gbrope"; readonly keyhook: "gbkeyhook"; readonly cache: "gbcache"; }; /** The three clues in the chapel: a scratched pew note, a soot-marked shrine and an ash circle. */ export declare const GB_CLUE_PEW: LanternWakeQuestProp; export declare const GB_CLUE_SHRINE: LanternWakeQuestProp; export declare const GB_CLUE_ASH: LanternWakeQuestProp; /** The fallen clapper and the bell it belongs in (under the tower at the chapel's north end). */ export declare const GB_CLAPPER: LanternWakeQuestProp; export declare const GB_BELL: LanternWakeQuestProp; /** The four bell ropes, left to right across the nave: I, II, III, IV. */ export declare const GB_ROPE_I: LanternWakeQuestProp; export declare const GB_ROPE_II: LanternWakeQuestProp; export declare const GB_ROPE_III: LanternWakeQuestProp; export declare const GB_ROPE_IV: LanternWakeQuestProp; /** The Warden's Key on its hook inside the gate (the safe pocket), and the cache under the chapel altar (T33). */ export declare const GB_KEYHOOK: LanternWakeQuestProp; export declare const GB_CACHE: LanternWakeQuestProp; export declare const GALLOWMERE_QUEST_PROPS: readonly LanternWakeQuestProp[]; /** The right order (the sheet's panel: Ash before prayer, the shrine answers second, the old bell speaks before the last hush): II, IV, I, III. */ export declare const GALLOWMERE_ROPE_ORDER: readonly string[]; /** The effect names the backend does on a hand-in and on a wrong rope (types StoryStep `effect` and `wrong`). */ export declare const GALLOWMERE_BLESSED_WATER_EFFECT = "gallowmere-blessed-water"; export declare const GALLOWMERE_WRONG_ROPE_EFFECT = "gallowmere-wrong-rope"; /** How many Hollowed a wrong rope wakes round the player, and for how long they walk. */ export declare const GALLOWMERE_WRONG_ROPE_HOLLOWED = 2; export declare const GALLOWMERE_WRONG_ROPE_MS = 90000; /** The kit model a Gallowmere quest prop draws with (CAPITAL_BUILDING_MODELS stand-ins), or null if not one of them. */ export declare function gallowmerePropModel(prop: string): string | null; /** What the game calls each prop (hover name, guide). */ export declare const GALLOWMERE_QUEST_PROP_NAMES: Readonly>; /** What a prop says when no step wants it. */ export declare const GALLOWMERE_PROP_IDLE_LINES: Readonly>; /** What the quest pays: coins, Explorer XP and a combat XP lump. A placeholder for the balance pass. */ export declare const CRACKED_BELL_REWARD: { readonly coins: 1200; readonly explorerXp: 700; readonly choiceXp: 1500; }; /** Where the chapel's yard stands, for the quest's `reach` step. */ export declare const CRACKED_BELL_CHAPEL_AREA: { readonly minX: 346; readonly maxX: 372; readonly minZ: 556; readonly maxZ: 582; }; export declare const CROWS_QUEST_ID = "crowsOnTheRope"; export declare const CROWS_QUEST_NAME = "Crows on the Rope"; export declare const CROWS_COMBAT_LEVEL = 14; export declare const CROWS_TO_DEFEAT = 5; export declare const CROWS_REWARD: { readonly coins: 350; readonly explorerXp: 220; readonly choiceXp: 600; }; export declare const LAMPS_QUEST_ID = "lampsForTheChapel"; export declare const LAMPS_QUEST_NAME = "Lamps for the Chapel"; /** Needs The Cracked Bell done first: the lamps are what the chapel wants once the bell is quiet. */ export declare const LAMPS_ASH_TO_BRING = 5; export declare const LAMPS_REWARD: { readonly coins: 500; readonly explorerXp: 300; }; export declare const WARDENS_KEY_QUEST_ID = "wardensKey"; export declare const WARDENS_KEY_QUEST_NAME = "What the Altar Hides"; export declare const WARDENS_KEY_REWARD: { readonly coins: 800; readonly explorerXp: 450; readonly steelBars: 2; }; //# sourceMappingURL=gallowmereQuest.d.ts.map