Ato. Stage 3
Objective - Find and complete an objective on another encounter card.
The Beast's Death - Back
(→R3)


Ato. Stage 3
: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.
Objective - Only investigators at The Edge of the Universe may spend the requisite number of clues, as a group, to advance.
Mending the Tear - Back
Remove the Edge of the Universe from the game.
Put the set-aside Tear Through Time location into play.


Ato. Stage 4
: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.
Objective - If each undefeated investigator has resigned, advance.
Reality Beckons - Back
(→R1)


Ato. Stage 1
Gaining Entrance - Back
If you spent clues to advance:
You find the window nearest to the guard and tap it loud enough to get his attention. He gives a startled jump, then shifts open the window. “What do you want?” he asks timidly. You explain the situation to him and tell him he is in grave danger. He warily opens the front door to the Museum, shaking his head. “I wasn’t even supposed to be here today...”Choose an investigator to take control of the set-aside Adam Lynch asset. Reveal the Museum Halls. Advance to Act 2a - "Night at the Museum."
If you successfully performed the ability on the Museum Halls to advance:
With great strength, you break down the door to the Museum, making considerable noise as you do. The security guard sees you enter, cries out in fear, and rushes toward the back of the museum.The door leading into the Museum Halls is broken. Reveal the Museum Halls. Advance to Act 2a - "Breaking and Entering."


Ato. Stage 3
While Peter Clover is not controlled by a player, he gains ": Parley. Test (3) to convince Peter to follow you. If you succeed, place 1 clue from the token bank on him. If there are 1 clues on Peter Clover, take control of him."
Objective - If each undefeated investigator has resigned, advance.
Escaping the Club - Back
- If an investigator resigned with Peter Clover under his or her control, (→R3)
- Otherwise, (→R1)


Ato. Stage 2
Objective - If there are no clues in the Engine Car, immediately advance.
Forward Motion - Back
(→R1)


Ato. Stage 2
: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.
Objective - If an investigator enters The Edge of the Universe, advance.
The World's Edge - Back


Ato. Stage 2
Objective - If an investigator enters the Exhibit Hall (Restricted Hall), advance.
The Curator's Fate - Back
Search the encounter deck, discard pile, the void, and all play areas for Hunting Horror, and place it in the Exhibit Hall (Restricted Hall), ready.
Advance to Act 3a.


Ato. Stage 1
: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.
The Nexus of Dimensions - Back
Put the set-aside The Edge of the Universe location into play.


Ato. Stage 2
Spend 1 clue: Discard the top 5 cards of the encounter deck (top 10 instead if there is only 1 player in the game).
Forced - If you discard "Jazz" Mulligan for any reason, resolve his revelation effect.
Objective - When you take control of "Jazz" Mulligan, advance.
The Experiment Is Loose! - Back
All of a sudden, you hear a crash coming from the Science building, and a student rushes toward you. "Help!" he cries. "There's some kind of animal loose in the chem labs! I only barely caught a glimpse of it, but..." He shudders. "I think it's heading to the dorms! You've got to do something!"
If the Alchemy Labs location is not in play, put it into play. If you are at Agenda 1 or 2, spawn The Experiment in the Alchemy Labs.
If you have completed The House Always Wins, put the set-aside Alchemical Concoction into play underneath the Alchemy Labs. If Extracurricular Activity is the first scenario of the campaign, remove the set-aside Alchemical Concoction from the game, instead.


Ato. Stage 1
Objective - If an investigator enters the Engine Car, immediately advance.
Wings of Steam - Back
The investigator entering the Engine Car reads the following (out loud):
A tender car filled with coal blocks your way to the engine cab. Swallowing your fear, you climb out of the nearby window and clamber onto the roof of the train, making your way across the tender car. The steady backward motion of the train makes it difficult for you to keep your footing. As you get close, a winged creature swoops down from above, its body composed of piping hot steam.You must decide (choose one):
- Test (3) to attempt to dodge the creature. If you fail, you leap too far and barely grip the side of the train, hanging on for dear life. Although you manage to pull yourself up, the experience is terrifying. You suffer 1 mental trauma.
- Test (3) to attempt to endure the creature's extreme heat. If you fail, the creature flies through you and the heat burns you. You suffer 1 physical trauma.


Ato. Stage 1
Objective - Only investigators at Whateley Ruins may spend the requisite number of clues, as a group, to advance.
Obtaining the Formula - Back
Check Campaign Log. If Dr. Armitage survived The Dunwich Legacy:
"There!" Armitage sighs a breath of relief, jotting down the last phrases of the formula. "I have translated the last of it." He shudders as he hands you the script, the words conjuring forth memories of his battle with the creature. "I hope this is the last time I'll have to read it," he admits. "But if we do nothing, the end result will be much, much worse."Each investigator puts into play 1 set-aside Esoteric Formula.
If Dr. Armitage is listed under "Sacrificed to Yog-Sothoth":
Using the information contained within the ruins of the Whateley homestead, you are able to transcribe the remainder of the formula previously used by Dr. Armitage to destroy the beast that plagued Dunwich. However, the endeavor sets you back several hours.Each investigator puts into play 1 set-aside Esoteric Formula. Place 1 doom on the current agenda.


Ato. Stage 1
Objective - When an investigator enters The Hidden Chamber, advance.
What Was Hidden - Back
With a hideous croak, the creature speaks with seven mouths."Ss... se... eth...?" Then it lurches forward as though to grab you, and several of its chains snap.
Reveal each unrevealed location.
Move all clues in play (including those on each investigator) to The Hidden Chamber.
Spawn the set-aside Silas Bishop enemy in The Hidden Chamber.


Ato. Stage 3
Objective - If there are no clues remaining in the Exhibit Hall (Restricted Hall), advance.
The Necronomicon - Back
The tome, over eight hundred pages in length, is filled with all manner of macabre imagery, formulae, spells, prophecies, and descriptions of creatures from beyond the threshold of space.
Without a doubt, it is a dangerous book... But its secrets could be very useful.
The investigators must decide (choose one):
- It's too dangerous to keep around. We must destroy it. (→R1)
- It's too valuable to destroy. We must keep it safe.(→R2)


Ato. Stage 2
Objective - Only investigators in the VIP Area may spend the requisite number of clues, as a group, to advance.
Dr. Morgan's Fate - Back
If the players have not yet completed Extracurricular Activity:
You find Dr. Morgan gambling in one of the VIP rooms... but he appears to be playing cards with two unconscious bodies, his pupils dilated as though in a trance. He can't seem to stop laughing, smiling, and chatting with the other "players."Put the set-aside Dr. Morgan into play in the VIP Area. Advance to Act 3a - "All In."
If the players have completed Extracurricular Activity:
The VIP rooms are filled with the mangled and bloody bodies of unfortunate patrons. There doesn't appear to be any trace of Dr. Morgan. You hear screaming and gunfire from the main area of the club.Put the set-aside Peter Clover into play in the Clover Club Bar. Search the encounter deck (or out of play) for an Abomination enemy, and spawn it in the Clover Club Bar. Advance to Act 3a - "Fold."


Ato. Stage 2
Objective - If Silas Bishop is defeated: (→R1)
Objective - If there are no clues in the Hidden Chamber, advance.
Banishing the Creature - Back
If The Necronomicon is in play: (→R2)
Otherwise: (→R3)


Ato. Stage 3
Objective - Only investigators at Sentinel Peak may spend the requisite number of clues, as a group, to advance.
Peer Into the Abyss - Back
(→R1)


Ato. Stage 1
Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance.
A Sacrifice Made - Back
In the center of the sheep lies the corpse of a man. A clear jewel has been firmly pressed into his forehead, caving in the front of his skull. His eyes are wide, his face contorted in a vision of fear, as if beseeching you for mercy. Though you know better, you check for a pulse. As you touch the man's skin, the jewel in his forehead dissolves, and the woods around you seem to clear.
Remove all clues from each location in play. The arcane presence masking the path further up the hill has faded. Reveal Ascending Path.


Ato. Stage 2
Objective - Defeat as many Brood of Yog-Sothoth enemies as you can. If there are no copies of Brood of Yog-Sothoth in play or set aside, advance.
The Brood is Ended - Back
(→R2)


Altered Path - Back
Local
Dunwich. Woods. Altered.
Forced - After you reveal A Tear in the Path: Take 2 damage if you have no actions remaining.

