The Haunted Mansion

The Haunted Mansion can be reached from the [A card picturing a spooky house.] option in Cards Of Fate. During Halloween, it can also be reached from Crossroads or as a random event. It cannot simply be a random event outside of Halloween.

(The Entrance Hall inside the mansion can be reached after giving the correct location to find the Weeping Angel after becoming the companion of The Doctor In The TARDIS, The First Floor can be reached by calling the Doctor with a Sonic Screwdriver after doing that but before entering the Secret Room, and the Secret Room can be reached right after receiving an item from Dorium Maldovar or by calling the Doctor with a Sonic Screwdriver after the Secret Room has been revealed with Arcane Vision but before an item is given in The Weeping Angel Interface.)

In the event, you begin outside of a mansion. You are given the options of visiting The Graveyard nearby, of going to The Entrance Hall of the mansion, and of simply leaving the event. (The first 2 options are selected through interactive art.)

Note that art for The Graveyard, The Alchemy Lab, The Cellar, The First Floor, and The Tower Room can contain a murder weapon that killed the Baron and/or a blood stain denoting the Baron's location of death. Upon solving the Baron's murder mystery and obtaining The Baron's Combination Key, this event is replaced with The Mansion for all players for the rest of the game; the Entrance Hall will be missing The Baron, also Marigold will not revive you if you die in The Graveyard.

The Graveyard
Upon continuing while alive, you go to a random subevent. Upon continuing while Dead you instead always go to A Ghostly Clue (unless the Baron's mystery has already been solved, in which case you go to The Mansion's generic death screen.) (Note that you don't go to A Ghostly Clue if you die in one of The Graveyard's random subevents.)

Random Subevents
A G-G-Ghost!: A Ghost kills you. If you had a death blocker or somehow come back to life, you can capture it with a Pocket Ball. A P-P-Pumpkin: You gain a Pumpkin. A W-W-Witch!: A witch offers you a Magic Broom. You can deny it and simply leave or accept it, gaining a Magic Broom but being given a random Curse from a pool including the following: Curse Of Riches. Note that spell protection cannot activate here. A Z-Z-Zombie!: A zombie tries to eat you. If you continue without moving, you die. If you continue after moving, you survive. If you instead use Holy Water, you survive and gain a Shield along with 4-8(?) Rupees.

A Ghostly Clue
A ghost named Marigold tells you who murdered the Baron of the mansion in this event's flavor text. She then revives you upon continuing.

The Entrance Hall
You can choose the right door to go to the Alchemy Lab, choose The Baron (unless the murder mystery has been solved), choose the stairs in the center to go down to The Cellar, or choose the stairs on the left to go up to The First Floor.

The Baron
The Baron asks you if you can help him remember the details of his death. You can say no to simply leave, or you can say yes, after which he will ask what the murder weapon was, then where he died, and finally who the murderer was. If you answer any of the 3 incorrectly, he immediately kills you without asking anything else, and the event ends. If you answer all 3 successfully, you receive The Baron's Combination Key, the [Open the Baron's safe.] option is added to The Bank, and The Haunted Mansion simply becomes The Mansion for all players for the rest of the game; the Entrance Hall will be missing The Baron, also Marigold will not revive you if you die in The Graveyard.


 * The murder weapon will be a Hammer, Sword, Mining Pick, Gun, or Diss Card: Death. You can find out which by finding the murder weapon in one of the artworks for either The Graveyard, The Alchemy Lab, The Cellar, The First Floor, or The Tower Room. Note that the weapons in the event arts all look different from what the item icon arts looks like.
 * The location of death will be The Graveyard, The Alchemy Lab, The Cellar, The First Floor, or The Tower Room. You can find out which by finding a blood stain in one of the locations' artworks.
 * The murderer will be The Gardener, The Baroness, The Duke of Witchwood, The Cook, or The Butler. You can find out which by dying in The Graveyard and being told by Marigold.
 * Note that the correct answer for each question and the evidence present in all locations is set in stone at the beginning of the game and will be the same for each player. It is also technically possible to guess correctly without finding clues.

The Alchemy Lab
You can simply leave, or you can search the lab to gain a random item out of a pool including the following: Chloroform, Flask Of Mojo, Holy Water, Liquid Luck, Poison, Potion, Truth Serum, Volatile Oil. (Suspected but unconfirmed: Free Drink)

The First Floor
You can simply leave, choose the staircase to go to The Tower Room, or use your Sonic Screwdriver (even if it's on cooldown) to enter the Secret Room.

The Tower Room
You can choose the Bookcase on the left, choose the Wands on the right, or simply leave.

Bookcase
Mystic Bob attacks you with a spell.
 * If you don't have spell protection: He knocks you back 8-13 spaces and curses you with a random Curse out of a pool including Curse Of Relativity and Curse Of Riches.
 * If you have spell protection (any type of Orb (becomes a Shimmering Orb with 3 charges), Spellbinder's Charm (absorbs a random Dark spell oddly not necessarily related to the above Curses; unknown if it can be common), Spell Shield (Magic Crystal will be gained), Spell Reflect, Spell Reflection, or Spell Deflecting (25% chance)): Upon continuing, you gain 2 random Books with learnable feats.

Wands
You can choose to receive a Dark Wand or Light Wand or simply leave.

Secret Room
You enter the Baron's Secret Room. For more info on this, see The Doctor In The TARDIS.