Act. Stage 1
The Initiation - Back
If the Library is not in play, put it into play.
Spawn the set-aside Nathan Wick enemy in the Library, (Master of Initiation) side faceup. Attach the set-aside Puzzle Box story asset to him.


Act. Stage 3
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 - If the lead investigator is at The Black Throne and there are no clues on it, advance.
The End - Back
Should Azathoth awaken, it will devour every world that ever was. You must act now, before it is too late.
Check Campaign Log.
- If at least two of the following are true, you may proceed to (→R2): You accepted your fate, Mesmirizing Flute is listed under "Mementos Discovered," and Ritual Components is listed under "Mementos Discovered."
- If at least two of the following are true, you may proceed to (→R3): You rejected your fate, Scrap of Torn Shadow is listed under "Mementos Discovered," and Wisp of Spectral Mist is listed under "Mementos Discovered."
- Otherwise, (→R4).


Act. Stage 2
Locations in front of you are connected to one another. You cannot enter locations in front of other investigators.
Objective - If a single investigator spends the requisite number of clues, advance.
Strange Melodies - Back
For the remainder of the scenario, investigators may now enter locations in front of other investigators.


Location
During the mythos phase, each investigator in Abandoned Chapel gets -1 to each skill.
Location
Spectral.
During the mythos phase, each investigator in Abandoned Chapel gets -1 to each skill.
Haunted - Until the end of the round, you get -1 to each skill.


Balcony - Back
Location
Discard cards from your hand with a total of at least 3 icons: Parley. The guest here knows more about the Lodge than they let on. Gain 2 clues (from the token pool). (Group limit once per game.)


Balcony - Back
Location
Spectral.
Haunted - Each of your cards with health takes 1 direct damage.


Billiards Room - Back
Location
: Test (3) to compete with the other guests. If you succeed, gain 1 clue (from the token pool). (Limit once per round.)


Billiards Room - Back
Location
Spectral.
Haunted - You must either discard an asset you control or take 1 damage.


Sanctum Doorway - Back
Location
Lodge. Sanctum.
Forced - When the round ends: Each investigator and each Ally asset in the Ceremony Room takes 1 direct horror. Cancel this effect if an investigator in the Ceremony Room controls the key.


Location
Forced - After you draw a non-weakness card from your deck while at Chapel Attic: Place that card facedown beneath Chapel Attic, out of play.
After you successfully investigate Chapel Attic: Add each card beneath it to its owner's hand.
Location
Spectral.
Forced - After you draw a non-weakness card from your deck while at Chapel Attic: Place that card facedown beneath Chapel Attic, out of play.
After you successfully investigate Chapel Attic: Add each card beneath it to its owner's hand.
Haunted - Discard a random card from beneath Chapel Attic.


Location
While investigating Chapel Attic, add the number of cards in your hand to your skill value for the investigation.
Location
Spectral.
While investigating Chapel Attic, add the number of cards in your hand to your skill value for the investigation.
Haunted - Discard a random card from your hand (2 cards instead of you have 5 or more cards in hand).


Location
While there are no ready enemies at Chapel Crypt, it gets -3 shroud.
Location
Spectral.
While there are no ready enemies at Chapel Crypt, it gets -3 shroud.
Haunted - Spawn the top card of your deck facedown, engaged with you. Treat that card as a Reanimated Dead enemy with 1 fight, 1 health, 1 evade, 1 damage, and the Monster trait.


Location
While there are no Hex treacheries among investigators' threat areas at Chapel Crypt, it gets -3 shroud.
Location
Spectral.
While there are no Hex treacheries among investigators' threat areas at Chapel Crypt, it gets -3 shroud.
Haunted - Find the topmost Hex treachery in the standard encounter discard pile and put it into play in your threat area.


Unknown Places - Back
- H. P. Lovecraft, The Dreams in the Witch House
Location
Extradimensional. Otherworld.
After you reveal City of Elder Things, take 2 horror: Put the top card of the Unknown Places deck into play, unrevealed. For the remainder of the scenario, City of Elder Things is considered to be connected to that location, and vice versa.


Cosmos - Back
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Otherworld. Void.
Cosmos - Connect to any revealed location, in a direction of your choice.
Forced - After you enter Cosmic Gate: You must either spend 1 clue or take 1 horror.
Remove 1 resource from the scenario reference card: Move any number of investigators at Cosmic Gate to any other Void location.


Cosmic Ingress - Back
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Otherworld.
Forced - At the end of the round: Add clues to Cosmic Ingress until it has 3 clues on it.
Each Void location gains: ": Shuffle this location into the Cosmos, moving each investigator and enemy that was at this location to Cosmic Ingress."


Unknown Places - Back
- H. P. Lovecraft, The Dreams in the Witch House
Court of the Great Old Ones
A Not-Too-Distant Future
Location
Extradimensional. Otherworld.
Forced - After you enter Court of the Great Old Ones, test (3). For each point you fail by, take 1 horror.
Haunted - The next action you perform this round must be an investigate action.


Cosmos - Back
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Otherworld.
Forced - At the end of the round: Add clues to Court of the Great Old Ones until it has 6 clues on it.
Each Void location gains: ": Shuffle this location into the Cosmos, moving each investigator and enemy that was at this location to Court of the Great Old Ones."


Cosmos - Back
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Otherworld. Void.
Cosmos - You must either connect to the right, or lose 2 resources and connect to an adjacent location in a direction of your choice.
After you move to Dancer's Mist, remove 1 resource from the scenario reference card: Move to a connecting location.


Entry Hall - Back
Location
: Resign. "I guess there is nothing to those disappearances after all."

