The Experiment
Something Went Terribly Wrong


Monster. Abomination. Elite.

Fight: 4. Health: 7. Evade: 2.
Damage: 2. Horror: 2.


The Experiment gets +3 health.

Forced - When the enemy phase begins: Ready The Experiment.

Objective - If The Experiment is defeated, advance to act 3b.

Victory 2.
Stephen Somers
The Dunwich Legacy #58. Extracurricular Activity #18.
The Experiment
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • If you defeat The Experiment, you advance directly to act 3B, skipping any intervening act cards (A or B).

  • If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the Machete’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like Zoey Samaras or Zoey's Cross.
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The experiment is a super interesting card. Unlike the hunting horror, which moves rapidly and can spawn any time, it moves very slowly. Inexorably. But it will always ready, punishing people in its space who don’t have a Dodge. Four years on, and there aren’t a ton of ways to fight it easily, especially if you come here before the Clover club and have OXP. Hand of fate can put blessings in the bag. Dynamite Blast is good. With an easy evade and no retaliate, the .25 can help more agile investigators lay in the hits. But unless you prepare precisely for him and get lucky, he’s going to continue inexorably. And the encounter deck rolls on. Hopefully you have some tricks up your sleeve,

MrGoldbee · 1148
There is the Alchemical Concoction. Rather annoyingly, though, you can only really use it if you have decent intellect. — Zinjanthropus · 185
This is also why you have to take House Always Wins as first scenario, lest you want to be without the alchemical concoction. — LarryDK · 7