(links contain minor Night Of The Zealot card spoilers, which you've almost certainly played by now but hey just bein sure)
The PI thing pays the bills and all, but Joe really wanted to be a cartographer. Map is a great option for his Hunch deck:
- It costs him -2 economy vs other investigators due to the "free" hunch draw and -1 cost
- The discount takes it down to 0$...
- ... which combined with its versatility makes it almost always useable when it surfaces.
With two in there, pop the first one in any medium/high shroud room- if he's not already in one, Joe can likely find one. He's really quite surprisingly mobile. High-clue 3-shroud rooms are great targets as tactis's review noted; the 3-difficulty Investigate isn't too rough at 6 skill, and the Map puts the room in 0-range for Flashlight & Keyring users.
But save the second one for late game, where it'll shine. A LOT of missions include a "boss" room- and not just literal bosses, but also final-act rooms and/or rooms with a ton of clues & shroud that hold XP. Map helps with both.
(Especially those intricate finales like "Investigate using , then test 7 to put a clue on the God Of Turmoil, then Parlay with against God Of Turmoil's HP to offer him a drink, then put the Lime in the Coconut and drink them both up, then...")
Assuming 12+ turns to complete most missions, and an efficient Hunch deck made of reliably playable cards, he can strategically park the final Map in his Hunch deck until that final encounter with confidence that it'll show up.
Once you've reached that final cell / temple / dimension / era / hill-people basement where they kidnapped your dog(!!!!), this card can effectively read "Your whole party gets +1 to every skill for the rest of the mission." And that ain't shabby.