Capitolo. Stage 3
Forced - At the end of the round: Each Silver Twilight enemy in the Entry Hall escapes; place them beneath the Entry Hall, out of play. Move each ready Silver Twilight enemy with the aloof keyword once toward the Entry Hall.
Objective - If each undefeated investigator has resigned, advance.
Alive… for Now - Retro
(→R1)


Capitolo. Stage 2
Each investigator cannot leave the location in front of him or her.
From the Depths - Retro
It rises from the depths of the Miskatonic River, unfazed by the water or the mist. Sensing fear and blood, it glides slowly toward the island with its arm outstretched. Its gaze brings dismay. Its grasp brings death.
Spawn The Spectral Watcher at the Miskatonic River.
Shuffle each set-aside copy of Watcher's Grasp and Watcher's Gaze into the encounter deck, along with the encounter discard pile.
Return the location in front of each investigator to the center of the play area. (Investigators are no longer prevented from leaving their location.)
Put the set-aside The Geist-Trap location into play. If the investigators sided with the coven, the brazier at The Geist-Trap is already lit. Place a resource token on it to signify this.


Capitolo. Stage 1
Objective - Find information about the disappearances by discovering as many clues as you can. (Do not advance until you are instructed.) (Hint: it may be worthwhile to investigate the last known locations of the missing persons.)
Death Approaches - Retro
Move each investigator and each enemy currently in the Entry Hall to the Victorian Halls.
For each location in play, find the set-aside Spectral version of that location and swap them (all tokens and cards at the former location are now considered to be at the new location). If there is an investigator at that location, reveal it.
In player order, each investigator spawns one of the set-aside Monster enemies at his or her location, until each of the set-aside Monster enemies has been spawned.
Spawn the set-aside The Spectral Watcher enemy in the Entry Hall. Shuffle the remainder of the set-aside The Watcher encounter set and the set-aside Realm of Death encounter set into the encounter deck, along with the encounter discard pile.


Capitolo. Stage 2
Spend X clues: Draw the top X cards of the Cosmos. Choose one to put into play using its "Cosmos -" instructions, and move to it. Shuffle the rest back into the Cosmos.
Objective - Only investigators at Court of the Great Old Ones may spend the requisite number of clues, as a group, to advance. (Beware - any investigator who is not there will be killed.)
Nucleaus of the Universe - Retro
Remove Hideous Palace from the game. Shuffle each location in play other than Court of the Great Old Ones into the Cosmos. Each investigator at those locations is left behind and is killed. Each enemy at those locations is shuffled into the top 5 cards of the encounter deck.
Take the set-aside The Black Throne and the top 3 cards of the Cosmos, and shuffle them so you cannot tell which is which. Then, put them into play along with empty space, as depicted in "Location Placement for Act 3" in the Campaign Guide.
In player order, each investigator draws the top card of the encounter deck.


Capitolo. Stage 1
Locations cannot be flipped over.
The Barrier Between - Retro
Spawn 1 set-aside Heretic enemy at each of the following locations: The Gallows, Heretics' Graves, Chapel Attic, and Chapel Crypt. Add 2 clues to each of those locations. Add 1 clues to each other location.
Check Campaign Log. If you have 3 or more mementos listed under "Mementos Discovered:" You understand the tragic lyrics behind the witch's song. Each investigator puts into play 1 set-aside Spectral Web asset, under his or her control.


Capitolo. Stage 2
: Flip your location over. (Group limit once per round at each location.)
Clues cannot be discovered at non-Spectral locations.
Objective - Banish as many Heretics as you can. If there are 4 copies of Unfinished Business in the victory display, advance.
Was it Worth It? - Retro
"Was it worth it?" The doll seems to say.
In your Campaign Log, under "Mementos Discovered," record Corn Husk Doll.
(→R1)


Capitolo. Stage 1
After you evade an enemy: Remove all doom from it.
The Indoctrination - Retro
"Our timetable has moved forward. We must complete the trap by midnight tonight. The device we found will aid us in binding the revenant, so it is imperative that we find a way to open it before the ceremony begins. We have no time to waste with prudence or cowardice. Report to Nathan Wick in the sanctum at once."
You are left with more questions than answers.
If the Inner Sanctum is not in play, put it into play.
Spawn the set-aside Nathan Wick enemy in the Inner Sanctum, (Master of Indoctrination) side faceup. Attach the set-aside Puzzle Box story asset to him.
For the remainder of the game, the current act gains " After you evade an enemy: Remove all doom from it." Place this card next to the act deck as a reminder, then advance to act 2a.


Capitolo. Stage 1
Objective - If each undefeated investigator is in Walter Gilman's Room, investigators may spend the requisite number of clues, as a group, to advance.
Specter of the Past - Retro
Swap Walter Gilman's Room with the set-aside Keziah's Room, taking its place (all tokens and cards at the former location are now at the new location). Remove each other location in play from the game.
Choose an investigator to take control of the set-aside The Black Book asset. Shuffle both set-aside copies of Strange Geometry into the encounter deck.


Capitolo. Stage 1
Locations in front of you are connected to one another. You cannot enter locations in front of other investigators.
Objective - At the end of the round, investigators may spend the requisite number of clues, as a group, to advance.
Deeper into the Woods - Retro
Each investigator must randomly choose 1 of the set-aside Arkham Woods locations, put it into play in front of him or her, and immediately move to that location (cannot be canceled).
Each investigator spawns a set-aside Goat Spawn at his or her location (if there are 4 investigators in the game, the lead investigator spawns the set-aside Relentless Dark Young, and each other investigator spawns a set-aside Goat Spawn, instead). Each investigator then tests or (3). Each investigator who succeeds exhausts that enemy and disengages from it.
Shuffle one of the set-aside copies of Daemonic Piping into the encounter deck. Place the other two copies in the encounter discard pile.


Capitolo. Stage 2
Remove 3 breaches from this act: Place 1 clue on a random location.
Objective - If Carl Sanford is defeated, advance.
Of Gods and Mortals - Retro
"At what cost?" You reply, taking in the sight before you. "You would have made us slaves, not gods. Slaves to your greed and the Order's power. I'd rather stay mortal than be your thrall."
"Then we will all perish," Carl responds bitterly. "I could have made us into celestials. Instead we will be extinct. I hope you are satisfied."
(→R2)


Capitolo. Stage 2
Objective - If Nathan Wick is added to the victory display by any means, choose an investigator to take control of the attached Puzzle Box, and advance.
The Puzzle Box - Retro
If you advanced by defeating Nathan Wick:
You quickly pry the device from Nathan's hands and flee before you are noticed.
If you advanced by evading Nathan Wick:
You wait until Nathan is not looking, then sweep in and steal the device from the table next to him. You are long gone by the time he realizes it is missing.
If you advanced by parleying with Nathan Wick:
"All right, listen," Nathan explains quietly. "Truth is, there probably is a safer way for us to open the device. This building holds many secrets; more than you could possible know. But time is running thin, and Mr. Sanford wants it open by midnight. If you can open it before then, great. If not, well... If I were you, I wouldn't be around it when we try to force it open." He hands you the device and walks away, leaving you in silence.


Capitolo. Stage 3
Locations in front of you are connected to one another.
Luogo
Woods. Circle.
Revelation - Put the Witches' Circle into play in the center of the play area, in front of none of the investigators. The lead investigator spawns the set-aside Anette Mason at the Witches' Circle.
Forced - After the enemy phase begins: Move each ready, unengaged Witch enemy once toward the Witches' Circle.


Capitolo. Stage 3
Nahab cannot leave the Site of the Sacrifice.
Forced - When Nahab is defeated: Instead of discarding her, heal all damage from her, disengage her from all investigators, and exhaust her. She does not ready during the upkeep phase this round.
Objective - If there is no doom on Nahab, advance.
Ritual Averted - Retro
(→R2)


Capitolo. Stage 4
During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective - If The Spectral Watcher is defeated at The Geist-Trap while the brazier there is lit, advance.
Disillusion - Retro
(→R1)


Capitolo. Stage 4
During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective - If The Spectral Watcher is defeated at The Geist-Trap while the brazier there is unlit, advance.
Union - Retro
(→R4)


Capitolo. Stage 1
Spend X clues: Draw the top X cards of the Cosmos. Choose one to put into play using its "Cosmos -" instructions, and move to it. Shuffle the rest back into the Cosmos.
Objective - Only investigators at Hideous Palace may spend the requisite number of clues, as a group, to advance. (Beware - any investigator who is not there will be killed.)
Palace of the Old Ones - Retro
Remove Cosmic Ingress from the game. Shuffle each location in play other than Hideous Palace into the Cosmos. Each investigator at those locations is left behind and is killed. Each enemy at those locations is shuffled into the top 5 cards of the encounter deck.
Take the set-aside Court of the Great Old Ones and the top 2 cards of the Cosmos, and shuffle them so you cannot tell which is which. Then, put them into play along with empty space, as depicted in "Location Placement for Act 2" in the Campaign Guide.
In player order, each investigator draws the top card of the encounter deck.


Capitolo. Stage 1
Forced - When an investigator is eliminated: Place each of that investigator's clues on this act instead of his or her location.
Objective - Discover as many clues as you can before your inevitable demise.
…? - Retro
THE GATE HAS LED US ALL ASTRAY
DESPAIR LOATHES A BEATING HEART
DEAD OR LIVING, WE CANNOT SAY
BLACKEST THRONE IN THE VOID OF SPACE
SHE WHO SIGNED KNOWS THE WAY
IT SMELLS YOUR SOUL, IT KNOWS YOUR FATE
ITS GLEAMING EYES HOLD US IN SWAY.
Record in your Campaign Log you are being hunted.
Flip back to Act 1a.


Capitolo. Stage 3
Objective - If investigators at the same location control the Puzzle Box, the key, the key, the key, and the key, advance.
Opening the Box - Retro
Check Campaign Log.
- If the investigators are members of the Lodge, (→R1).
- Otherwise, (→R2).


Capitolo. Stage 2
A Way Out - Retro
The mist blocking your escape recedes. Reveal the Entry Hall.
Shuffle the encounter discard pile into the encounter deck.


Capitolo. Stage 1
The Mist Returns - Retro
Each investigator must randomly choose 1 of the set-aside Unvisited Isle locations, put it into play in front of him or her, and immediately move to that location (cannot be canceled). If the investigators sided with the coven, the brazier at each of those locations is already lit. Place a resource token on each of those locations to signify this.
Shuffle each of the story cards beneath the scenario reference card and deal 1 at random to each investigator until all of them have been dealt. In player order, resolve each of the dealt story cards.

