Arkham Horror: Mother's Embrace

Arkham Horror: Mother's Embrace

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Exhaustive Compendium of Arkham Horror: Mother's Embrace
By LEO3_l
Welcome, reader, to LEO3_l's Exhaustive Compendium of Arkham Horror: Mother's Embrace. Although the name may not necessarily inspire awe, you are still trying to access forbidden knowledge laying beyond a normal person's understanding of the world. Please roll a sanity check before you proceed.

THIS GUIDE CONTAINS HEAVY SPOILERS FOR THE ENTIRE GAME

A complete walkthrough (textbased, no video), party composition tips, item locations, weapon and items stats and more
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Introduction
I started this guide for referencing the different investigators you collect during the scenarios for trying to find out which of the starter options would turn out to be the best pick and which combinations to pick for peak efficiency. But soon I thought, why stop there. This is the result of my work. This guide will give you any and all information about the game that I have managed to compile during my time playing it. I hope it will serve you well in your own dive into the madness that awaits.

Arkham Horror: Mother's Embrace is based upon the Arkham Horror board games and card games, which are based on the Call of Cthulhu roleplaying game, which in turn is based on the works of H.P. Lovecraft. This game is not kind to your characters. Survival and sanity are not guaranteed outcomes (although survival has a better chance than sanity in this game). Do not get frustrated if your investigators fail several sanity checks in a row and reach yet another breaking point. Such is the nature of things in Arkham Horror. You are not leading a group of invincible heroes. You are trying to survive. Do I think this game is unfairly balanced or too difficult? Absolutely not. It is very manageable, the encounters are almost too well-balanced for my taste regarding the setting at times. But I want you to be aware that characters in Arkham stories, in Cthulhu stories rarely are made to last. It could help adjust your expectations for this game if you came here not really knowing what to expect.
Some Basics
You can only have one playthrough at the same time. Starting a new game will overwrite a running campaign.

There is no difficulty setting. There's one game mode. That's all that you get.
Weapons are breakable. You can see their status (usually - but not always! - new when you acquire them) in their stats. You also get a warning when they get close to ruined. They cannot be repaired but you should find enough weapons in each scenario to comfortably get through the game.

Bullets, Cartridges and Shells are tracked separately. While you can see your ammunition stock in the inventory, they don't take up inventory slots (thank goodness, because that space is TIGHT anyways!). You use the different ammos depending on which firearms you have at your disposal. The ammo is available to all party members with firearms. Don't forget to manually reload in the inventory screen between fights. It will save lives/HP.

Although I wouldn't say that the game throws ammunition at you, you do not have to be sparing with it. Use what you are given.

Stat boosting equipment is fine and dandy for the scenarios you find them in, but they are not worth the inventory slot they take up to take them along for other scenarios.

Regarding healing, restoring sanity is very rarely possible and only in the smallest quantities. Focusing on HP restoration is far more important, anyways. When in doubt, take bandages with you. Filthy bandages are rarely worth the sanity check, but when the situation is dire enough, don't shy away from the option to use them.
Starting Investigators
You have six different starting investigators to choose from. The personality, backstory and job do not have any influence on the gameplay beyond flavour voice lines. Unless you really like the idea behind a specific character or want to go down a more immersive or roleplaying lane, it is advisable to decide solely based on the stats which investigator you pick. My assessment of who is "best" suited will follow after I list the stats of all investigators.


Harvey Walters – The Professor
HP 22 Sanity 9 Mental Resistance 45%
Investigation Proficiency: Search

Initiative: Weak
Melee: Weak
Ranged: Average
Magic: Average

Unique Ability: Mentoring – Harvey increases range for the group's magic and ranged attacks

Possible Traumas
Inaccurate: Slightly less chance of getting a critical hit
Algophobia: Mental resistance is reduced when health is very low
Self Mutilation: Chance of losing health every few steps: low


Jenny Barnes – The Dilettante
HP 25 Sanity 8 Mental Resistance 50%
Investigation Proficiency: Physical

Initiative: Average
Melee: Average
Ranged: Strong
Magic: Weak

Unique Ability: I Do What I Want – Jenny cannot be inflicted with the Restrained Condition

Possible Traumas
Daydreaming: Initiative slightly lowered
Inaccurate: Slightly less chance of getting a critical hit
Algophobia: Mental resistance is reduced when health is very low


Jim Culver – The Musician
HP 25 Sanity 5 Mental Resistance 75%
Investigation Proficiency: Manual

Initiative: Strong
Melee: Average
Ranged: Strong
Magic: Average

Unique Ability: Moral Support – Jim increases the group members' mental resistance

Possible Traumas
Daydreaming: Initiative slightly lowered
Algophobia: Mental resistance is reduced when health is very low
Self Mutilation: Chance of losing health every few steps: low


Kate Winthrop – The Scientist
HP 25 Sanity 7 Mental Resistance 60%
Investigation Proficiency: Search, Logical

Initiative: Weak
Melee: Average
Ranged: Weak
Magic: Average

Unique Ability: Troubled Past – Kate has a reduced chance to trigger Traumas during Investigation

Possible Traumas
Daydreaming: Initiative slightly lowered
Monophobia: Chance of sanity loss when last standing in combat: low
Algophobia: Mental resistance is reduced when health is very low


Sefina Rousseau – The Painter
HP 24 Sanity 8 Mental Resistance 50%
Investigation Proficiency: Manual, Social

Initiative: Weak
Melee: Weak
Ranged: Average
Magic: Average

Unique Ability: Mastering the Art – Sefina heals her group more when using Healing items or Spells.

Possible Traumas
Inaccurate: Slightly less chance of getting a critical hit
Monophobia: Chance of sanity loss when last standing in combat: low
Algophobia: Mental resistance is reduced when health is very low


William Yorick – The Gravedigger
HP 25 Sanity 7 Mental Resistance 60%
Investigation Proficiency: Physical

Initiative: Strong
Melee: Strong
Ranged: Average
Magic: Average

Unique Ability: Part of the Act – William has more chance to resist negative Condition effects

Possible Traumas
Daydreaming: Initiative slightly lowered
Monophobia: Chance of sanity loss when last standing in combat: low
Self Mutilation: Chance of losing health every few steps: low


Zoey Samaras – The Cook
HP 28 Sanity 4 Mental Resistance 75%
Investigation Proficiency: Willpower

Initiative: Strong
Melee: Strong
Ranged: Average
Magic: Weak

Unique Ability: God's Will – Zoey's melee attacks deal more damage

Possible Traumas
Inaccurate: Slightly less chance of getting a critical hit
Monophobia: Chance of sanity loss when last standing in combat: low
Self Mutilation: Chance of losing health every few steps: low



The Musician is probably the strongest choice. Not only is he strong in ranged weapons, which will become very useful later on (around scenario 4 or 5) once you have received enough ranged weapons to give them to multiple investigators. Additionally, he has probably the best unique ability out of all available investigators, starter or otherwise. He also brings the Manual proficiency to the table, which is not covered by any of the additional investigators. Upping everybody's mental resistance is invaluable in this game and singlehandedly disqualifies all other starter investigators as less useful. The only drawback is that one of his possible traumas is self-mutilation.
The Painter has very good sanity points, but the mental resistance is a coin toss. Her unique ability can come in very handy, especially if you have a dedicated melee fighter appointed. She also has two proficiencies, which is really handy. Especially Manual is not covered by one of the additional investigators, although Social is covered by the Parapsychologist who joins your team in scenario 3. Her fighting stats are somewhat of a drawback, especially the weak initiative. But she has a very safe trauma set that doesn't impact you too much.
The Gravedigger is a solid choice with sanity points on the higher end, a good mental resistance and strong melee capabilities and initiative. Physical proficiency is covered by the Reporter, as well. The unique ability is okay but nothing to write home about. Also, self-mutilation possibility.
The Dilettante has an acceptable combination of sanity points and mental resistance. Her Physical proficiency is also covered by the Reporter, joining you in scenario 4. Her unique ability is pretty much useless, especially since you should mainly use her as a ranged fighter, her strength in which is another big plus point. Her traumas are also not very punitive.
The Cook has the lowest sanity points but the strongest mental resistance, which is a bit of a gamble, but if you want an exciting run, that might be a fun challenge. Although she too has self-mutilation as a possible trauma, which I personally try to avoid in my investigators. She is a strong melee fighter, helped by her unique ability. Willpower is also covered by the Parapsychologist who joins you in scenario 3 and additionally brings the social proficiency to the table. The Cook is a daring choice, but not the worst one (as far as a choice can be "bad" in this context anyway).
The Scientist is, sadly, not as good as I'd like her to be. The mental stats are decent, the trauma set is easygoing, but that is where the good stuff ends. The weak ranged combat capabilities will be a serious drawback in the mid to late game. The unique ability is not as useful as it could be, considering her trauma set is acceptable enough. She has two proficiencies, which is great in theory, but Logical is covered by the Fed who joins you in the first scenario and Search is covered by the Psychologist who joins you in the third scenario.
The Professor has the highest sanity points but the weakest mental resistance. He has no fighting strengths and is weak both in melee and initiative. He only has the Search proficiency, which is also covered by the Psychologist who joins you in scenario 3. While his unique ability might be useful, it is not enough to make up for his weakness in my opinion. He also has self-mutilation as a possible trauma, which is one of the worst options.
Additional Investigators
Your starting investigator is not the only character along for the ride. You will meet other investigators in the different scenarios that join your efforts and are available for other scenarios as well. After scenario 4 you have met all available investigators.

Scenario 1 – The Invitation

Roland Banks – The Fed
HP 28 Sanity 7 Mental Resistance 60%
Investigation Proficiency: Logical

Initiative: Strong
Melee: Average
Ranged: Strong
Magic: Weak

Unique Ability: Perfect Aim – Roland has more chance of dealing a critical hit in combat

Possible Traumas
Daydreaming: Initiative slightly lowered
Cigarette Addict: Urge to smoke a cigarette: low
Inaccurate: Slightly less chance of getting a critical hit

Starting equipment: Revolver with 5 bullets, 1 Bandage


Scenario 2 – Finding Meaning in the Stars

Agatha Crane – The Parapsychologist
HP 25 Sanity 7 Mental Resistance 60%
Investigation Proficiencies: Willpower, Social

Initiative: Strong
Melee: Average
Ranged: Average
Magic: Average

Unique Ability: On Alert – Agatha increases the group members’ initiative in combat

Possible Traumas
Daydreaming: Initiative slightly lowered
Minimalist: Chance of breaking an item in your inventory: low
Monophobia: Chance of sanity loss when last standing in combat: low

Starting equipment:1 Bandage, 1 Bromo Caffeine


Scenario 3 – What Was Lost Is Never Found

Carolyn Fern – The Psychologist
HP 28 Sanity 7 Mental Resistance 60%
Investigation Proficiencies: Search

Initiative: Strong
Melee: Average
Ranged: Average
Magic: Weak

Unique Ability: Group Therapy – Carolyn increases the probability of the group’s weapons striking the enemy with a condition

Possible Traumas
Inaccurate: Slightly less chance of getting a critical hit
Self Mutilation: Chance of losing health every few steps: low
Mental Gap: Mental resistance is slightly lowered

Starting equipment: 1 Epinephrine, 3 Bandages


Scenario 4 – Herd of Algedi

Rex Murphy – The Reporter
HP 22 Sanity 7 Mental Resistance 60%
Investigation Proficiencies: Physical

Initiative: Average
Melee: Strong
Ranged: Average
Magic: Average

Unique Ability: Circumstancial Luck – Rex can have good intuition and provide advice even when he doesn't have the knowledge required.

Possible Traumas
Monophobia: Chance of sanity loss when last standing in combat: low
Algophobia: Mental resistance is reduced when health is very low
Selfish Motive: Chance of healing yourself with an item from your inventory: low

Starting equipment: 1 Lead Pipe, 1 Bromo Caffeine



The Fed is probably the most valuable of these investigators and your go-to ranged fighter, especially once you get the heavier firearms.
The Parapsychologist is also an important investigator for fights thanks to her unique ability. She also covers two proficiencies, and two that are difficult to overlap with anybody else's. Her possible trauma Minimalist is nasty, on the same level as the Reporter's Selfish Motive, because it will possibly destroy unique equipment. If she is afflicted with this trauma, definitely leave her in the office until she's recovered.
The Psychologist is moderately useful. The unique ability loses importance the further you get along since you'll likely tend to shift from combat with melee to almost exclusively ranged combat. The high HP are what put her above the last spot in my opinion, although that highly depends on what you want from your game.
The Reporter brings at least melee strength, but he has probably the worst trauma possibility with Selfish Motive. His unique ability is probably the most useful if you want to explore the game on your own, without any tips on which complex interactions have which solution from outside of the game.
Weapons Overview
One of the main differences between the Call of Cthulhu roleplaying game and the Arkham Horror games is the focus on combat. Whereas combat can often mean a quick and sure end to your investigation party in Call of Cthulhu, it is far more common an easier to handle in Arkham Horror. In Mother's Embrace specifically you will have several fights per scenario. Know your weapons, know your investigators' fighting strengths, and you will survive.

AP cost changes with the proficiency of the investigators. Strong means a reduced cost, average a normal cost, weak a higher cost.


Melee Weapons
Knife
Cost 3 Action Points (2 if strong, 4 if weak) Damage 6-7 Critical Hit 30%
Lead Pipe
Cost 4 Action Points (3 if strong, 5 if weak) Damage 7-9 Critical hit 5% 50% to blind target
Meat Cleaver
Cost 4 Action Points (3 if strong, 5 if weak) Damage 7-11 Critical hit 20% sanity check on self
Pipe Wrench
Cost 4 Action Points (3 if strong, 5 if weak) Damage 7-9 Critical hit 5% 20% to stun target


Ranged Weapons
M&P Revolver - uses Bullets
Cost 4 Action Points (3 if strong, 5 if weak) Damage 7-8 Critical Hit 15%
Colt Government - uses Bullets
Cost 3 Action Points (2 if strong, 4 if weak) Damage 5-7 Critical hit 40%
Sawed-off Shotgun - uses Shells
Cost 4 Action Points (3 if strong, 5 if weak) Damage 6-10 Critical hit 30%
Winchester
Cost 4 Action Points (3 if strong, 5 if weak) Damage 7-8 Critical hit 5%

Magic Books
Book of Restraint
Cost 3 Action Points (4 if weak) -70 to combat movement 50% Wild Cast chance
Book of Stun
Cost 4 Action Points (5 if weak) Target is stunned for 1 turn 50% Wild Cast chance
Book of Flesh Ward
Cost 3 Action Points (4 if weak) +2 to all types of defense 50% Wild Cast chance
Book of Healing
Cost 3 Action Points (4 if weak) 10 health restoration 50% Wild Cast chance
Book of Wrack
Cost 4 Action Points (5 if weak) 6-9 magical damage 50% Wild Cast chance
Book of Bravery
Cost 3 Action Points (4 if weak) +2 to all types of damage 50% Wild Cast chance


Try to give investigators strong in ranged fighting any of the guns and a Colt Government to fire two weapons within one turn. Alternatively, fire one of the others and use it for Overwatch, but you might want to take down enemy ranged fighters fast and hard, especially since they are unlikely to move and trigger overwatch.
Magic is hardly worth the hassle in my opinion. None of your ivestigators are strong in it and the Wild Cast makes way more problems than it helps in my experience. Unless you really like the idea or want to use it for some more roleplay-focused run through, I'd recommend you do not prioritize the books or really use magic at all.
Items Overview
Apart from weapons, there are many other items available. You have several consumables and even equipment that gives your investigators passive boosts.


Consumables

Bandage
Heals 12 HP

Bandage (Filthy)
Heals 10 HP but triggers a sanity check for the target

Bromo Caffeine
Action Point Restoration 5

Cigarettes
Heals 1 Sanity for 1 HP

Epinephrine
Revives at 50% Health

Healing Herbs
Healing 12

Pocket Watch
Mythos Clock drops to 0

Radithor
Removes a random Condition

Bandages (or Healing Herbs, which are their equivalent in scenario 6) are the most valuable consumables, closely followed by Pocket Watches. I'd recommend using Pocket Watches in the scenarios you find them in, but keep them until the Mystic Clock is one from full out of combat situations, anything else would be a waste. Give the Bromo Caffeine to the characters that have a weapon of the kind they are strong with, so they can potentially attack three times within their turn. Cigarettes should be used with caution - take them until one of your investigators is close to acquiring a trauma. If you feel comfortable with switching out traumatized investigators, you can also consider keeping the Cigarettes for a following scenario if the end of your current scenario is near enough that you do not want to use it up. Epinephrine is marginally useful - if you play smart, your investigators are not going to go down in combat often or even at all. Filthy Bandages are not worth the sanity check unless in the most dire of circumstances. If you have the choice, always leave them behind in favour of clean Bandages. Radithor is almost entirely useless because using an item in combat costs 2 out of 5 action points. If you find some in a scenario, keep it on your ranged fighters in case one gets blinded, but otherwise it's extremely low priority.


Equipment

Barbed Wire
Melee attack damage +2

Bullet-Proof Vest
Ranged defense bonus +2 -15% move distance

Carved Skull
+100% Wild Cast chance

Custom Ammo
Ranged attack damage +2

Spirit Athame
Magic defense bonus +2

Medical Book
Healing performed bonus +2

Lucky Rabbit Foot
Melee defense bonus +2 Initiative is lowered

None of these are worth bringing with you from the office to a scenario. When you find any of these in a scenario, The Bullet-Proof Vest is a good option for the Fed, or any other ranged fighter. Same goes for the Custom Ammo, which is the only piece of equipment I'd think about taking along for later scenarios. If you insist on keeping a dedicated melee fighter, same goes for the Barbed Wire, especially if you're using the Cook.
Scenario 1 - The Invitation
You're supposed to meet with Professor Tillinghast and have arrived in her garden. This is the most basic of tutorial areas. None of the interactive points provides anything useful except for those the story wants you to interact with to progress.
The complex interaction introduced at the wheelbarrow has no negative effect yet, no matter which option you choose. You find the item "Wire cutter", which is only used to smash in the window and lost immediately afterwards.

You enter the first floor. No important interactions in the living room.
Through the door, a cut scene triggers.
Look at the broken glass.
The correct choice is Put together.
Another cut scene is triggered, after which you have to make your first sanity check.
Look at the table for a Knife.
The correct choice is Look Through

Use the stairs to get to the second floor. You can immediately go to the left. The door to the office is locked and you have to look for the key.

The first door leads into the bathroom.
Look at the cabinet for 1 Bandage.
The correct choice is Force Lock.

The second door leads into the nursery.
A cut scene triggers and Roland Banks is added to your party.
Interact with the cradle to find Tillinghast's Office Key.
The correct choice is Move Things Around

The third door leads into the bedroom.
Look at the shelf to find 1 Cigarette.
Look at the chest to find a recipee (the only collectibles necessary for an achievement, but of no use ingame).
The correct choice is Shake.

Open the locked office door for your first combat encounter. At the start of each combat, you make another sanity check.
Interact with the table for 1 Bandage.
Entering the office triggers the second and final encounter of the scenario. You make another sanity check.
Look at Tillinghast's body. This triggers another sanity check.
The correct choice is Look.
Look at the symbol on the floor. This triggers another sanity check.
Look at the broken glass.
The correct choice is Put together.
Look at the desk.
The correct choice is Find flaws.


The achievement "Party Crasher" unlocked for playing through the scenario.
Scenario 2 - Finding Meaning in the Stars
You only have two investigators to choose from. Do not take any equipment besides the revolver and the knife (the latter is optional, too, since you can find one melee weapon and two spell books in this scenario).


In the hallway, interacting with the file on the left bench to find Epinephrine.
Agatha Crane joins your party once you enter Professor Withers' office.
Look at the file cabinet to find 5 Bullets.
Go towards the staircase to access the observatory.

In the observatory, look at the locker to find Tillinghast's box.
The correct choice is Lockpick.
Look at the desk to find Book of Restraint.
Look at the bookcase to find a Pipe Wrench.

Leave the observatory and return to Withers' office to get the key for Tillinghast's office.
Enter the office to trigger a cut scene.
Looking at the Notebooks on the desk restores 1 sanity point per person, so I recommend saving this for later.
Leave Tillinghast's office to trigger the first combat encounter of the scenario. This triggers a sanity check.
Another sanity check comes after the fight and the subsequent cut scene.

Proceed into the next corridor.
Look into the trashcan to find 3 Bullets.
The correct choice is Empty.
Look at the book to find a Cigarette.
Going further down the corridor triggers the next combat. This means another sanity check.
Interact with the student to get a Medical Book.
Looking at the newspaper triggers another sanity check. (not neccessary)
Proceeding further down the corridor triggers another sanity check.
Look at the file cabinet to get 3 Bandages (filthy).

Going into the classroom at the end of the corridor trigger the next fight. Yup, that means another sanity check.
Look at the school bag for 1 Cigarette and a Spirit Athame.
The correct choice is Examine.
Look at the left corpse to find a Telegram mentioning Lanuit. This triggers another sanity check.
The correct choice is Pat Down.
Look at the middle corpse to find a Letter from the director. This triggers another sanity check.
The correct choice is Search Thoroughly.
Looking at the right corpse only triggers a sanity check but offers no clue or item. It is unneccessary.

Return to the locked classroom. It can now be entered.
Talk to the student next to the door to get 1 Bromo Caffeine.
The correct choice is Calm Down.
Look at the chair on the left side of the central seating group for a filthy bandage.
Talking to the student sitting beneath the chalkboard triggers a sanity check.
Talk to the cowering student next to the windows.
The correct choice is Question.

Return to the first corridor. You can now enter the dark classroom at the end of the hall.
Look at the wardrobe to find a Bullet Proof Vest.
The correct choice is Shake.
Look at the notes on the far away desk to regain 1 Sanity per investigator.
Look at the cabinet to find 3 filthy bandages.
Look at the "desk" (the chair in the front row) to unlock the secondary objective to find the mentioned book.

Return to the Debate Room (the classroom with the three dead cultists) to fulfill the secondary objective.
Look at the large chest to find a Book of Stun.

Enter the library.
Look at the note on the desk for the recipee of this scenario.
Look at the trophy shelf for 5 Bullets and 1 Pocket Watch.
Look at the leftmost bookcase for the Encyclopedia section to find the book borrowed by Tillinghast.
The correct choice is M to R. The correct choice is the heavy yellow volume.

Return to Withers' office to unlock the final area of the scenario.
Talk to the student for 3 Bandages.
The correct choice is Calm Down.

Go to the science lab. Entering triggers the final fight of the scenario and another sanity check.
Look at the book to find 1 filthy bandage.
Look at the dead body of the cultist leader to find a note. This triggers another sanity check.
The correct choice is Pat Down.
Walk through the door at the end of the room. Proceeding to the far end triggers a cut scene.
You either decide to burn the strange creature or to take it with you. This depends on whether or not all three of your investigators suffered a trauma during the scenario. Burning it is the good outcome, taking it with you is the bad outcome.


The achievement "Degree in Astronomy" unlocked for playing through the scenario.
Scenario 3 - What Was Lost Is Never Found
You have to choose between your investigators from now on out. I'd recommend taking one melee weapon because you will encounter combat early on, but you can try it without any items. If you use consumables sparingly, you'll likely even find more items in this scenario than you can carry.


In the entrance hall, look at the file for a Telegram.
The correct choice is Analyze Content.
Look at the floor plan.
Look at the file cabinet for 5 bullets.
The correct choice is Pull.
Look at the frightened guard for a ruined M&P Revolver with 5 Bullets. This requires a sanity check.
Look at the bookcase for 1 Bromo Caffeine.

Entering the hallway and walking to the door on the right (leading to Wing B) triggers a cut scene that requires a sanity check.
Look at the cabinet for 1 Bandage.

Walking through the door into Wing B triggers an encounter. This triggers a sanity check.
Carolyn Fern joins your party after this encounter.
Looking into the trashcan requires a sanity check.
The correct choice is Touch.
To the left is a door into a reading room.

Inside look at the bookcase for a Book of Flesh Ward.
The correct choice is Read the titles.
Look at the large chest for 1 Cigarette.
The correct choice is Shake.
Look at the piano for 1 Bromo Caffeine.
Looking at the gramophone triggers a sanity check. (not necessary for progression)
Looking at the card game restores 1 sanity point for each investigator.

Re-enter the Wing B hallway.
The door to the right leads into the doctor's lounge.

Look at the book on the desk at the right wall for 5 Bandages.
The correct choice is Lockpick.
Look at the bookcase for a Pocket Watch.
Look at the safe to unlock the secondary objective to open the safe. You need to find two pages for that. Do not try to choose the 3, that will only advance the Mythos Clock.

Re-enter the Wing B hallway.
Look into the cabinet for a Cigarette.
The correct choice is Look Through.
Look at the table for 1 Radithor. This triggers a sanity check.
Look at the window for Torn piece of paper 1 (the first - or rather second - clue neccessary for the safe's code)
The correct choice is Move Things Around.

Walk through the door into the next hallway.
Looking at the dead patient in a pool of blood triggers a sanity check. (not necessary for progression)
Look at the broken bed for a Lead Pipe.
The door on the left leads to the isolation ward cells. The door is currently locked.
The door on the right leads to the isolation ward cells. The door is currently locked.
Look at the bed for another clue.
The correct choice is Look Through.
Look at the operating table for 1 Epinephrine.
The correct choice is Touch.

Walk through the door at the end of the hallway to enter an office. This triggers a fight and a sanity check.
Look at the broken desk for 1 Radithor. This requires a sanity check.
Looking at the large creature triggers a sanity check. (not required for progression)
Enter the Operating Room.
Talk to the doctor for the Key to the isolation ward cells. This triggers a sanity check.
The correct choice is Scare.
Look at the sink for a Meat Cleaver.
The correct choice is Move.
Look at the operating table for 3 filthy Bandages.
Look at the cabinet for 7 Bullets.
The correct choice is Manipulate.
Looking at the shelf restores 1 sanity point for each investigator.
Return to the hallway and the two now unlockable doors.

Unlocking the door on the left and entering triggers a fight and a sanity check.
Look at the cabinet for a Lucky Rabbit Foot.
The correct choice is Force Lock.
Look at the desk for Hatcher's medical report.
You cannot make any wrong choices here.
Look at the stack of books for information, but apparently non-vital since it does not provide a clue.
The correct choice is Examine.
Walking into the open cell and looking at the Asylum Patient triggers a sanity check but you can collect 3 filthy Bandages.

Exiting into the hallway triggers another fight with the Reborn and yet another sanity check.

Unlocking the door on the right and entering triggers a cut scene, a fight and a sanity check.
Look at the cabinet for 3 Bandages.
The correct choice is Touch.
Look at the dead body to find Torn piece of paper 2 and a M&P Revolver with 5 Bullets.
The correct choice is Look.
Entering the leftmost padded cell and looking at the patient triggers another sanity check. I suspect the answer you get from him is the recipe of this scenario.
The correct choice is Charm.
Entering the padded cell next to the middle one and looking at the symbol triggers a sanity check.

Turn to leave the asylum. Don't forget to enter the doctor's lounge again and to open the safe.
The correct choices are 34, 21, 12.
You find a 5 Bullets and a Colt Government with 8 Bullets.

Exit towards the first hallway.

Do not go to the entrance hall yet but to the farthest door where you can now enter the boiler room.
Look at the cabinet for 3 Bullets.
The correct choice is Force Open.
Look at the pile of coal for a Lead Pipe.
The correct choice is Stretch.
Look at the wheelbarrow for 1 Bromo Caffeine.
Look at the oil canister to progress the mission.
Prepare the trap on the ground.
Interacting with all three boilers will trigger the last fight of the scenario and another sanity check.


The achievement "Into Madness" unlocked for playing through the scenario.
Scenario 4 - Herd of Algedi
At this point, you should probably start to decide who to take on the basis of who you can leave behind to cure from their traumas. Be careful to preferably choose a strong or at least average melee fighter as your first investigator because the two are isolated and you start with a melee fight. You probably should not choose any items because these are confiscated before the scenario starts anyway and you will find plenty of weapons throughout the scenario.


Look at the table to find a ruined knife.
Look at the door to open it.
The correct choice for the door is Force Lock.

Entering the next room triggers a fight and a sanity check.
Look at the large chest to get your own items back (two slots).
The correct choice is Lockpick.
Look at the oven for the recipe of this scenario.

Enter the hallway to trigger a cutscene.
Entering the door on the long side into the dining room triggers a fight and a sanity check.
Looking at the table restores one sanity point.
Look at the cabinet for a Book of Healing.
The correct choice is Pull.

Entering the door on the far short side of the hallway and the door on the long side of the dining room lead into another, longer hallway.
Look at the painting for 3 filthy bandages.

The door opposite to the smaller hallway's door leads to another short hallway.
Look at the plant for 4 Shells (shotgun ammo)
The first door on the right side leads into a servant's quarter.
Looking at the private diary triggers a sanity check.
Getting close to the second door on the right side triggers a cutscene. Your second investigator is captured there. You need a key.
When inside later:
Look at the wardrobe for 1 Epinephrine.
Looking at the bed triggers a sanity check.

The door on the left side leads into an entrance hall.
Look at the wardrobe 8 Bullets and a M&P Revolver with 5 Bullets.
The correct choice is Look Through.
This triggers a fight and a sanity check.
Look at the grandfather clock for 3 filthy Bandages.

The room adjacent to this entrance hall and to the long hallway is a living room.
Looking at the book requires a sanity check.
Looking at the painting restores 1 sanity point.
Look at the cabinet for 1 filthy Bandage.

Adjacent to the dining room and the long hallway is a square hallway with a staircase.
Look at the table with a seating group for 1 filthy Bandage.
Look at the table behind the stair case for 1 Bromo Caffeine and a Book of Wrack.
The correct choice is Shake.
This triggers a fight and a sanity check.
Getting close to the staircase triggers a cut scene.

Ascending the staircase triggers a cut scene.
Rex Murphy joins your party after this cut scene.
Look at the telescope for 1 Pocket Watch.
The correct choice is Test.
Look at the table for 1 Radithor.
Look at the celestial globe. You find the hints for the correct choices in the adjacent hallway.
The correct choices are Cassiopeia, Cygnus, Ursa Major.
Solving the puzzle opens the locked door in the next hallway.

Through the door you find another hallway. This triggers a cut scene.
Looking at the markings on the floor triggers a sanity check.
Look at the table for 1 Bullet Proof Vest.
The correct choice is Move Things Around.
The first door on the left side is locked until you solve the globe puzzle.

The second door on the left side leads into a bedroom.
Look at the cabinet for 1 Cigarette.
Look at the large chest for two more slots worth of your own gear (if you brought that much).
The correct choice is Unlock.
Look at the vase for a note about a piano and a shotgun.
The correct choice is Stretch.

The third door on the left side leads into an observatorium.
Look at the scroll for a clue.
The correct choice is Create Cipher Key.
Look at the book for a clue.
The correct choice is Create Cipher Key.

Return to the first floor. Enter the living room.
Look at the piano for 4 Shells and a Sawed-off Shotgun with 2 Shells.
The correct choice is Find Flaws.

Return to the second floor.
The first door on the left of the small L section leads into a goat mask workshop.
Look at the goat mask for a Book of Bravery.
The correct choice is Lift.
This triggers a fight and a sanity check.
Look at the large chest for 1 filthy Bandage and a Meat Cleaver.

The second door on the left of the small L section leads into a storage room.
Looking at the empty canvas restores 1 sanity point per investigator.

Entering the large room on the right side triggers a fight and a sanity check.
Look at the table for a Brass Key (to free you companion downstairs).
The correct choice is Look Through.
Looking at the letter forces a sanity check.
Look at the painting for 3 Bandages and 1 Epinephrine.
The correct choice is Manipulate.
This triggers a fight and a sanity check.

Entering the unlocked first room on the left side triggers a fight and a sanity check.
Look at the table for a knife.
Look at the desk for a clue.
The correct choice is Find flaws.
Look at the desk beneath the large painting for a Comet stone.
Looking at the goat creature triggers a sanity check.

Go to the observatory (third room on the right).
Insert the comet stone into the floor.
The correct choice is Deneb Algedi.

Enter through the revealed door into a small room with a ladder.
Look at the cabinet for 3 Bandages, 1 Epinephrine, 5 Bullets and 3 Shells.
The correct choice is Break the Door.

Climb the ladder into the attic.
Looking at the aberration (on the desk) triggers a sanity check.
Looking at the leftmost bookshelf triggers a sanity check.
Looking at the rightmost bookshelf in the back triggers a sanity check.
Look at the private diary on the study desk for a clue.
The correct choice is Find Similarities.
Look at the eerie book on a book stand for Culte Des Ghoules.
This triggers the final encounter and sanity check.


The achievement "New Friends?" unlocked for playing through the scenario.
Scenario 5 - The Peculiar Monsieur Lanuit
It should not be necessary to take any weapons with you, you can find enough in the scenario immediately after the beginning. Maybe take a melee weapon if you choose an investigator that's strong in melee.


Talk to the citizen of New Orleans next to the road block on the far left side for a clue.
The correct choice is Calm Down.
Look at the mail box to regain 1 sanity point per investigator.
Look at the plant beneath the clothing sign for 4 Shells.
The correct choice is Touch.
Talking to the citizen of New Orleans close to the road block on the far right side triggers a sanity check.
Look at the pile of debris in one of the side alleyways for 4 shells.
Look at the wooden crate close to the speakeasy for 3 Bandages.
The correct choice is Move.
Look at the table close to the speakeasy for 1 Radithor.
Look at the pile of debris in the dead end close to the street kiosk for 5 Bullets and a Colt Government with 8 Bullets.
The correct choice is Examine.
Look at the street cart for a Sawed-Off Shotgun with 2 Shells.
The correct choice is Empty.
Look at the table in the cafe garden close to the building to regain 1 sanity point per investigator.
Look at the table close to the flowerbed full of fearns for 3 filthy Bandages.
Look at the table close to the cafe garden, next to three barrels with a bottle of wine for 1 filthy Bandage.
Look at the street cart next to the ironwrought fence for 1 Pocket Watch.
Talk to Aristide on the left side of the far away middle row benches for the Elder Sign.
The correct choices are Alphonse Lanuit, The Herd of Algedi.
Look at the trashcan for barbed wire.
Return to Lanuit's door with the Elder Sign.

Inside the shop, a cut scene plays.
Lanuit prevents you from taking anything you interact with. For the moment, you can only leave again.

Go to the red door and enter.

The first door leads into the bedroom and triggers a cut scene.
Look at the wardrobe for a clue.
The correct choice is Look Through.
Look at the table for a Book of Healing.
Look at Lanuit's assistant for a Red Piece of Clothing.
The correct choice is Look.

The second door leads into the bathroom.
Look at the painting for a clue.
The correct choice is Lift.
Look at the bath tub for A note from Angelbert about a portal.
The correct choice is Empty.

The third door leads into the kitchen.
Looking at the sink triggers a sanity check.
The correct choice is Empty.
Look at the oven for 5 Bullets.
The correct choice is Stretch.
Look at the kitchen counter for this scenario's recipe.

In the hallway, look at the old carpet for a clue.
The correct choice is Examine.

Leave the building and return to the cafe.
Talk to the citizen of New Orleans next to the rosebush in a pot for a clue.
The correct choice is Lecture.
Talk to the citizen of New Orleans with a red hat next to the palm tree to trigger a fight and a sanity check.
Return to Lanuit for the next cut scene that ends the scenario.


The achievement "Trouble in Little NOLA" unlocked for playing through the scenario.
Scenario 6 - Unwelcomed Guests
You can choose three investigators from now on out!


Look at the wooden crate for 7 Bullets.
The correct choice is Force Open.
Look at the lobster cage for a knife.
If you push the strange shrine, you have to make a sanity check.
Look at the wooden crate beyond the shrine for a M&P Revolver with 5 Bullets.
The correct choice is Break.
If you push the next strange shrine, you have to make a sanity check.
Further beyond the second shrine you find a plant with purple berries, which are Coralberries.
Look at the wooden crate for 1 Radithor.
If you push the third strange shrine, you have to make a sanity check.
Return to the second strange shrine.

Going right, you trigger a combat and a sanity check.
Look at the bush for 1 healing herb.

Going forward triggers another combat and sanity check.
Look at the bush for 3 healing herbs.
The correct choice is Take.
Look at the hollow tree trunk for 4 Shells.
The correct choice is Move.
If you break the strange shrine, you have to make a sanity check.
If you break the next strange shrine, you have to make a sanity check.
If you break the next strange shrine, you have to make a sanity check.
Both upwards and to the left you will trigger an encounter and a sanity check each.

Let's first go upwards (away from the wooden path).

Going left from here will trigger an encounter and a sanity check, too.
Look at the wooden crate for a meat cleaver.
Look at the plant with purple berries for the Coralberry.

Now go to the path adjacent to this and the previous patch, triggering the aforementioned fight and sanity check there.
Look at the outhouse for the achievement Gotta Pee.
Look at the note for A note about altars.
If you push the strange shrine, you have to make a sanity check.
If you push the next strange shrine, you have to make a sanity check.
Going further triggers a cut scene that results in a sanity check.
If you push the next strange shrine, you have to make a sanity check.
If you push the next strange shrine, you have to make a sanity check.
Look at the dead body for a Winchester with 5 Cartridges. This requires a sanity check.
The correct choice is Look.
Look at the dead fish for the recipe of this scenario.
If you push the strange shrine, you have to make a sanity check.

Enter the fisherman's hut.
Look at the small chest for 1 Cigarette and 6 Cartridges.
The correct choice is Lockpick.
Look at the lobster cage to regain 1 sanity point per investigator.
Look at the plant with purple berries on the table for a Coralberry.

Exit the hut and follow along the wooden path.
Looking at the strange plant triggers a sanity check.
If you push the strange shrine, you have to make a sanity check.
Look at the bush for 3 Healing Herbs.
The correct choice is Shake.
If you break the strange shrine, you have to make a sanity check.
Proceeding further triggers a fight and a sanity check.
Look at the strange plant for 7 Bullets. This requires a sanity check.
The correct choice is Touch.
If you push the strange shrine, you have to make a sanity check.
Talk to Lanuit to proceed. That triggers a cut scene.
This leads to a combat encounter and sanity check.
This leads to the final combat encounter and sanity check of this scenario.


The achievement "Walk in the Bayou" unlocked for playing through the scenario.
Scenario 7 - Tendrils of Witchcraft
You find a lot of weaponry in the house, but I'd still recommend taking at least one ranged weapon with you from the office.


This scenario begins with a fight and sanity check.
The central door leads into a hallway. Return there later.
The door to the left leads into a hallway.

The first door leads into a small bedroom.
Looking at the painting restores 1 sanity point per investigator.
Look at the bed for 1 Pocket Watch.

The second door leads into a nursery.

The third door leads into a bathroom.
Look at the bathtub for 3 filthy Bandages.

The door at the short end of the hallway leads into another hallway.
Look at the table for 1 Radithor.

The door leads into a kitchen.
Look at the large chest fir 14 Bullets, a Meat Cleaver and a M&P Revolver with 5 Bullets.
The correct choice is Force Lock.
Looking at the sink triggers a sanity check and does not seem to provide a necessary clue.

The eastern door leads into a pantry.
Look at the table for a Pipe Wrench, a Colt Government with 8 Bullets, 6 Cartridges and 4 Shells.
The correct choice is Move Things Around.
Return to the kitchen.

The northern door triggers a combat and sanity check.
This leads to a cut scene unlocking the secondary objective of closing the hole in the dining room.
Look at the table for 1 filthy Bandage.
Return to the kitchen and look at the wooden crate for a Hammer.

Go to the central hallway.
The first door is locked.

The second door leads to a room with a barred door.
Look at the wooden crate for Nails.
Look at the bookcase for a Book of Restrain.
The correct choice is Read the titles.

The third door leads to a bathroom.
Look at the book on the shelf for 3 filthy Bandages.

The door on the short side of the corridor leads into an L shaped corridor.
Look at the cabinet for a Book of Wrack, a Winchester with 4 Cartridges, 1 Medical Book and 4 Cartridges.
The correct choice is Force Open.

The door on the left leads into a bedroom.
Look at the table for 1 Radithor, a Winchester with 5 Cartridges and 2 Shells.

The door on the right triggers a fight (it is the same room the entrance hall leads to on the right).
Looking at the table triggers a sanity check and does not seem to provide a necessary clue.
Look at the small table in the corner for 1 Bromo Caffeine.
Interact with the hole in the wall to close it with the hammer and nails you found.
Look at the cabinet for 1 Epinephrine, 5 filthy Bandages and 3 Bandages.
The correct choice is Examine.

Return to the dining room behind the kitchen and close the hole in the wall here too.

The locked door in the central hallway still can't be opened so return to the entrance hall and ascend the stairs.
Look at the note on the door for a Secret Access Key.

The door leads into an old living room with a piano.
Look at the Piano for 3 filthy Bandages.
Look at the covered furniture for a Lucky Rabbit Foot.
The correct choice is Touch.

The door leads into combat and a sanity check.
Looking at the sofa restores 1 sanity point per investigator.
Close the hole in the wall here to finish the secondary objective.
Look at the cabinet for 5 filthy Bandages and a Book of Wrack.

Head downstairs. You can now open the remaining door.
Light the candle in this room.

Exit into the hallway.
Lighting the candle here triggers a sanity check. Do not do it, it is a wrong candle. Do not light any random candles in the various rooms. The pattern on the wall of the unlocked room provides the hint which candles must be lit.

Got to the large bedroom at the L-shaped hallway.
Light the candle here.
Go to the kitchen.
Light the candle here.
Go to the dining room.
Light the candle here.
Go to the entrance hall.
Light the candle here.

Use the revealed staircase.
Look at the desk for a Book of Bravery.
The correct choice is Force Lock.

The door leads to a sitting room.
Look at the table for 1 Cigarette.

The door leads into a study room and triggers a cut scene.
Look at the bookcase immediately to your right for the recipe of this scenario.
Look at the bookcase close to the door for a Spirit Athame.
Look at the desk for Notes.
The correct choice is Examine.
Look at the newly revealed spot of a notebook for Notes.
Look at the newly revealed spot on the desk for Notes. This triggers a sanity check.
The correct choice is Stretch.
Look at the notebook on the ground for Notes. This triggers a sanity check.
Look at the notebook on the small side table close to the fireplace for Notes. This triggers a sanity check.
Look at the notebook on the ground close to the door for Notes. This triggers a sanity check.

Unlock the door by throwing the powder under it.
Walking through the door triggers the final combat and sanity check of this scenario.


The achievement "Revelation" unlocked for playing through the scenario.
Scenario 8 - A Morbid Dance in the Second Line
I began the scenario with 2 ranged weapons. If you take a character strong in melee, consider taking a melee weapon from the office, too, maybe instead of a second ranged one. You find lots of ammo and weapons in the scenario, but you trigger several combats before you get the first one and they can hurt if you're not quick or smart about them.


Looking at the dead body to the left triggers a sanity check.
Looking at the dead body in the middle of the street triggers a sanity check.
Approaching the policeman triggers the secondary objective of finding the missing bullets.
Look at the flower bed for 5 Bullets and Custom Ammo
The correct choice is Pull.

Entering the alleyway next to the policeman triggers a combat and a sanity check.
Look at the wooden crate for 3 Bandages.
Walking further down the alleyway triggers a cut scene and a sanity check.
Look at the pile of burlap sacks for a Sawed-off Shotgun with 2 Shells and 3 Shells.
The correct choice is Lift.
Look at the dead body for 4 Shells. This triggers a sanity check.
Talk to the woman to unlock the secondary objective to find her missing husband.

Entering the back yard with a cart slightly in front of the woman triggers a fight and a sanity check.
Look at the table for 5 filthy Bandages.
Look at the café sign for 7 Bullets and a Colt Government with 8 Bullets.
The correct choice is Move.
Look at the ammo crate. You can choose whether to keep the bullets for yourself or to bring them to the policemen.
If you choose to keep them (the "bad" choice) you get 5 bullets. If you return to the main street where you got the secondary objective from the policeman, you will trigger an encounter and find the policeman's corpse afterwards.
If you choose to bring them to the policemen (the "good" choice) you find the quest item Bullets. Return to the policeman to finish this secondary objective.

Return to the alleyway where you talked to the woman and continue down the lane. This triggers a cut scene and a sanity check.
Look at the pile of chairs for a Meat Cleaver and a Lead Pipe.
The correct answer is Move.
Looking at the dead body triggers a sanity check.

Entering the alleyway to the right triggers a combat and sanity check.
You can find the woman's missing husband here. This is also the perfect encounter for getting the Mass murder achievement.
This leads into a cut scene that triggers another sanity check.
Talk to the missing husband. You can choose whether to leave him or to kill him.
If you leave him (the "bad" choice), you can return to his wife but you will tell her only a half-truth. In thanks, you get from her a medical book. However, you will get an additional encounter with the man as a Reborn when you try to leave the café area.
If you kill him (the "good" choice), this triggers a sanity check. You can tell his wife he didn't make it to finish this secondary objective.
Look at the dead body in the back for a Book of Flesh Ward. This triggers a sanity check.
Return to the wife. She is understandably not happy, but telling her has no negative consequences. This finishes the secondary objective.

Entering the square on the left triggers a combat and sanity check.
Look at the flower bed for 1 Epinephrine. This restores 1 sanity point per investigator.
Looking at the dead body to the left triggers a sanity check.
Look at the dead body to the right for 3 filthy Bandages. This triggers a sanity check and a combat encounter, which triggers another sanity check.
Looking at the table restores 1 sanity point per investigator.
Look at the dead body close to the upper left corner for a Colt Government with 8 Bullets. This triggers a sanity check.

Entering the next alleyway triggers a cut scene and a sanity check.
Talk to the crazed man. This is likely to lead into an encounter with him, which triggers a sanity check.
Go ahead, What Change, Your Thoughts, Are you scared and Move Away trigger an encounter.
The correct choices are Wait, What's Missing, Your Feelings, What's bothering you and Calm Down.
After the dialogue and a cut scene, talk to the man again for a Book of Stun.
Look at the plant for 1 Epinephrine. This restores 1 sanity point per investigator.
Look at the bunch of bottles behind Lanuit's shop for this scenario's recipe.

Enter Lanuit's shop.
Look at the strange trinket on the counter for a Book of Healing.
The correct choice is test.
Looking at the strange trinket in the back shelf restores 1 sanity point per investigator.
The correct choice is Open.
Look at the strange trinket (the skull with purple eyes) for Carved Skull.
If you choose Examine, you decide to leave the trinket alone.
If you choose Test, you can pick it up. Choosing this unlocks the achievement Curiosity Killed the Cat. You do not have to take it and probably shouldn't, considering your inventory slots.

Leave Lanuit's shop and proceed to the next alleyway. This triggers a cut scene.
If you kept the ammunition for youself you trigger an encounter against two Reborn policemen and two broodlings.
If you gave the policeman the ammunition, you meet him here alive.

Proceed to Jackson Square.
Look at the dead body for 5 Bullets.

Enter the area of the ritual to trigger the final combat encounter and sanity check of the scenario.


The achievement "Mardi Gras Festivities" unlocked for playing through the scenario.
Scenario 9 - A Mother's Embrace
Consider going in with one or two weapons of your choice but the preparation area before the final battle offers plenty of resources.


Look at the first wooden crate for 7 Bullets.
Look at the second wooden crate for 5 Bandages.
Look at the wooden crate further away for 7 Bullets and a M&P Revolver with 5 Bullets.
Look at the bench for a note. Read this for the recipe of this scenario. This should unlock the achievement Kitchen of Madness.
Look at the barrel for a Pipe Wrench and 6 Cartridges.
Look at the wooden crate next to the green house for 1 Epinephrine and 1 Bromo Caffeine.
Look at the barrel for 6 Cartridges and a Winchester with 5 Cartridges.
Look at the wooden crate next to the stairs for a Book of Wrack.
Be sure you have everything you want and/or need before interacting with the front door. The warning marks the point of no return.

This triggers an encounter and a sanity check.
If you wear Reborn Tillinghast down to 15 HP, this triggers a cut scene, a new combat and another sanity check.
Focus on killing Reborn Tillinghast to siphon HP off of the Dark Young.
If you position your investigators smartly, you can use the last instance when the Dark Young have only 1 HP and spew Birthlings to get the achievement Matricide.


The achievement "The End" unlocked for playing through the scenario.
2 Comments
odincat 14 Jul @ 12:35pm 
nice work cant wait to gett into the game.
dowell_jason 4 Jan, 2024 @ 3:10pm 
Thank you so much for this guide, it helped me a lot