Nathan Wick
Master of Initiation
Enemy
Humanoid. Cultist. Silver Twilight. Elite.
Retaliate.
: Parley. Test (3) to persuade Nathan to let you find another option. If you succeed, place 1 resource on Nathan Wick. Then, if there are 1 resources on him, add him to the victory display. If you fail, Nathan Wick attacks you.
Nathan Wick
Master of Indoctrination
Enemy
Humanoid. Cultist. Silver Twilight. Elite.
Alert.
Forced - After you evade Nathan Wick by 3 or more: You steal the puzzle box. Add Nathan Wick to the victory display.


Enemy
Monster. Spectral.
Prey - Investigator at the location with the most clues.
Aloof. Hunter.
Nether Mist's location gains: "Haunted - Nether Mist attacks you."

Enemy
Monster. Elite.
Prey - Least remaining sanity.
Alert. Hunter. Retaliate.
Forced - When the enemy phase ends: Piper of Azathoth attacks each investigator it is not engaged with at its location (regardless of whether it is ready or exhausted).

Enemy
Humanoid. Witch.
Retaliate.
Priestess of the Coven gets +1 fight and +1 evade for each Witch enemy in the encounter discard pile (to a maximum of +3 fight and +3 evade).
Forced - When the encounter deck runs out of cards: Priestess of the Coven readies and attacks each investigator at its location.

Enemy
Monster. Spectral.
Prey - Lowest .
Hunter. Retaliate.
Forced - After Shadow Hound attacks you: Resolve each haunted ability on your location.

Enemy
Creature. Spectral.
Prey - Lowest .
Alert. Hunter. Retaliate.
Forced - After Spectral Raven engages you: You must either resolve each haunted ability on your location, or Spectral Raven gets +2 fight and +2 evade until the end of the investigation phase.

Summoned Beast
Guardian of the Trap
Enemy
Monster. Silver Twilight. Elite.
Retaliate. Hunter.
Summoned Beast gets +1 fight, +1 evade, +1 damage, and +1 horror for every 2 doom in play.
Forced - At the start of the enemy phase: Summoned Beast defeats each Humanoid enemy at its location. Move all doom from each of those enemies to Summoned Beast.
Objective - If the Summoned Beast is defeated, (→R3).

The Spectral Watcher
You Are Its Prey
Enemy
Ancient One. Spectral. Elite.
Alert. Hunter.
Forced - When The Spectral Watcher is defeated: Instead of discarding it, heal all damage from it, disengage it from all investigators, and exhaust it. It does not ready during the upkeep phase this round.

Enemy
Humanoid. Witch.
Spawn - The Gallows or Heretics' Graves.
Alert. Hunter.
Forced - When Vengeful Witch is defeated: Deal its damage and horror to each investigator at its location, as direct damage/horror.

Enemy
Creature.
Aloof. Hunter.
Each investigator at Whippoorwill's location gets -1 , -1 , -1 , and -1 .
- H. P. Lovecraft, "The Dunwich Horror"

Enemy
Humanoid. Witch.
Spawn - Fewest breaches.
Hunter.
Forced - After Witness of Chaos enters a location: Place 1 breach on that location.

Enemy
Monster. Geist. Spectral.
Hunter.
Forced - When Wraith is defeated by damage (except from a Spell or Relic): Instead of discarding it, attach it to its location. Attached location gains: "Haunted - Spawn Wraith at this location."

Agenda. Stage 2
A Victor Emerges - Back
With a final surge of power, the stone obelisk at the center of the island shatters. Trees bend from the tremendous force that is unleashed, and you are pummeled to the ground. Everything goes black.
Each surviving investigator is defeated and suffers 1 physical trauma.
(→R5)


Agenda. Stage 2
Locations cannot be flipped to their non-Spectral side.
Death's Embrace - Back
(→R2)


Agenda. Stage 2
Each Silver Twilight enemy in a Sanctum location loses aloof.
Forced - When you defeat a Silver Twilight enemy: You leave behind some evidence of the scuffle. Move 1 doom from each enemy at that location to the current agenda.
The Greater Good - Back
Revelation - Replace the act and agenda decks with The Greater Good. Spawn the set-aside Summoned Beast at the Puzzle Box's location (or any Sanctum location if the Puzzle Box is not in play) and remove the Puzzle Box from the game.


Agenda. Stage 2
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Each location is connected to each location adjacent to it.
Do not remove doom from enemies when this agenda advances.
Gnawing Hungrily - Back
Each Cultist enemy commits ritual suicide. Discard each Cultist enemy in play and move all doom from them to Azathoth.
The lead investigator must search the encounter deck and discard pile for a copy of Daemonic Piping and draw it.
In this oblivion outside time, nothing is as it should be. The mist dances and churns around you. Laughter mocks you from beyond, and out from the dark nebulae emerges a familiar wraith, a being which should be long dead.
Check Campaign Log. If Worn Crucifix is listed under "Mementos Discovered," the wraith recognizes the crucifix you stole from Walter Gilman's room and backs away slowly, slinking into the darkness beyond.
Otherwise, the wraith attacks you; each investigator must test (4). Each investigator who fails takes 1 damage and 1 horror.


Agenda. Stage 1
HEAR THE CALL AND BE REBORN.
Forced - After doom is placed on any card: Each investigator must either take 1 damage or 1 horror (2 damage or 2 horror instead if there is 5 or more doom in play).
Forced - When any investigator is defeated, that investigator must advance this agenda. Do not remove any doom from this agenda when it advances.
Your Demise - Back
In the "Missing Persons" section of your Campaign Log, next to your character's profile, make a record of that character's fate, as follows. Then flip this agenda back over.
- If you were defeated by The Spectral Watcher's attack, record (character's name) was taken by the Watcher.
- If you were defeated by a Monster enemy's attack, record (character's name) was claimed by specters.
- If there was 7 or more doom in play when this agenda advanced, and you were defeated by horror or damage dealt by the Forced ability on agenda 1a, record (character's name) disappeared into the mist.
- If you were defeated by any other effect, record(character's name) was pulled into the spectral realm.


Agenda. Stage 1
BALANCE THE SCALES.
YOU SHALL BE CALLED TO ACCOUNT FOR YOUR ACTIONS.
Silver Twilight enemies cannot be damaged or defeated.
Forced - When you draw a Monster enemy: Instead of spawning it, set it aside, out of play, and place 1 doom on this agenda. This effect can cause this agenda to advance.
Pulled into the Shadows - Back
If the investigators do not possess 3 clues as a group, they lose all of their clues.
If the investigators possess at least 3 clues as a group, they must spend 3 clues and spawn the set-aside Josef Meiger enemy at the location other than the Entry Hall that is farthest from all investigators.
Open the Campaign Guide and proceed to Interlude I: A Record of Those Lost.
Once this interlude has been resolved, remove all clues from each location in play, and advance to act 1b.


Agenda. Stage 4
Each non-weakness enemy gets +4 health.
After you defeat Brown Jenkin or Nahab: Gain 1 clue (2 clues instead if there are 3 or more investigators in the game).
A Dream in the Witch House - Back
(→R1)


Agenda. Stage 2
Each Silver Twilight enemy gains Victory 0, and counts as an investigator for the purpose of determining where hunter enemies move during the enemy phase.
Forced - After the 'hunter enemies move' step of the enemy phase: Each ready Spectral enemy deals its damage value to each Humanoid enemy at its location.
Escape, if You Can - Back
- If the investigators are at act 2, they are trapped inside the spectral realm. (→R3)
- If the investigators are at act 3, they barely escape with their lives. Each investigator who has not resigned is defeated and suffers 1 physical trauma.

