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About An English Haunting
In 1907 London, a craze for spiritualism fuels séances and theatrical shows, while Professor Patrick Moore races against a 72‑hour deadline to prove the Great Beyond exists or lose his Metapsychic Investigations Department. He must finish a prototype called the Box of Revelations, an artefact designed by his missing mentor to reveal hidden dimensions.
The game is a point‑and‑click adventure that moves from fog‑laden London streets to Scotland’s steep shores and finally to 34 Benwell Street, described as England’s most haunted manor. Over 60 pixel‑art backgrounds and a cast of more than 70 characters—including real historical figures—support inventory‑based puzzles and period‑inspired storytelling.
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Story and Setting
The narrative is set in 1907, a time when séances and spiritualist performances dominate London society. Professor Patrick Moore must secure evidence of the supernatural within 72 hours to keep his department from being shut down.
Travel takes the player from London’s foggy streets to the steep shores of Scotland, ending at 34 Benwell Street, which the description calls the most haunted manor in England.
- Observe how each location’s atmosphere reflects the urgency of the 72‑hour deadline.
- Compare the tone of the London scenes with the Scottish and manor sections to notice narrative shifts.
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Gameplay Mechanics
An English Haunting uses classic point‑and‑click adventure mechanics centred on inventory puzzles. Players collect items, examine them, and combine them to advance the story.
Exploration occurs through more than 60 detailed pixel‑art backgrounds, each containing objects and clues necessary for solving the inventory challenges.
- Keep a simple list of acquired items to avoid unnecessary backtracking.
- Pay attention to environmental details that may hint at how items can be combined.

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Characters and Historical Figures
The game features over 70 characters, including real‑world figures such as medium Florence Cook, physicist William Crookes, illusionist Harry Houdini, and writer Arthur Conan Doyle, who becomes playable for a specific mystery.
A fake medium named Beatrice Shaw assists Moore in constructing the Box of Revelations, providing a contrast between genuine and fraudulent spiritualists.
- Listen to each historical figure’s dialogue for period‑accurate insights.
- Note when control shifts to Conan Doyle, as it may open alternative puzzle routes.
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Exploration and Locations
Players move from London’s foggy streets to Scotland’s steep shores, each rendered in pixel art and populated with interactive objects that drive the investigation forward.
The final destination, 34 Benwell Street, is presented as England’s most haunted manor and serves as the climax for the supernatural quest.
- Take note of recurring visual motifs that may foreshadow later puzzles.
- Compare the environmental storytelling between the urban and coastal settings.
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Additional Content
Beyond the main mystery, players can read horror stories at Falk’s Horror Books, browse an archive of supernatural cases, or watch Georges Méliès’s film Évocation Spirite at a theatre.
The adventure draws inspiration from early‑20th‑century horror authors M.R. James, Algernon Blackwood, and Arthur Machen, shaping its atmospheric tone.
- Engage with side content to gain contextual flavor for the primary plot.
- Consider how the literary influences echo in the game’s visual and narrative design.





COMMUNITY
Player discussion