The Spirit Telegraph
Story puzzle: decode phantom Morse transmissions on a dead railway wire before the line burns out.
Opening your story…

The Games Room · Six haunted chapters
A carriage without a reflection. A keeper without a name. Eighteen lost things that lead back to one stolen minute.
Hollowmere · 1897
Story puzzle: decode phantom Morse transmissions on a dead railway wire before the line burns out.
Opening your story…
Campaign chapters follow the Box of Lost Things. Hollowmere side stories award separate keepsakes and extra lore; they are not required for the campaign.
0 of 5 parlor keepsakes
Clara's keepsakes from the five Hollowmere parlor games. Tap an earned piece to inspect it; shadowed alcoves wait for their game. Separate from the campaign's eighteen artifacts.
Fill every alcove to unseal Clara's secret dispatch.
1888 · A fictional railway haunting. Hollowmere side story · Sound optional · Touch and keyboard.

Transmission 1 · an unknown key down the line
The first transmission is clear. Someone is tapping a name, over and over, as if afraid it will be forgotten.
A dot is a short pulse; a dash is long. ~ means one pulse was lost to static — either a dot or a dash, never a whole letter.