WORLD OF HORROR

WORLD OF HORROR

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Lighthouse guide - The Symbols (Updated for 0.9.84f!)
By CapitalRS
Those symbols you see on the locked lighthouse door.... they aren't only for decoration! They will give you insight on what events you will encounter in the lighthouse during your current playthrough. This guide will explain all the sigil's respective events in the lighthouse as well as some general tips.
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Disclaimer
*DISCLAIMER* Everything written in this guide was tested with the *0.9.84f* version of the game, using the HARBINGER OF DOOM difficulty. (completely without mods) This is the most recent version at the time of writing this guide. If you are using a different build of the game, be forewarned that the information in this guide may not be accurate!

After some brief testing with 0.9.84f, things such as the SPELL's REASON/DOOM cost and the sigils appear to remain unchanged so far compared to 0.9.15h1.

Also be warned that this guide will spoil the events what will happen at the lighthouse and probably the ruin the suspense on what the lighthouse will throw at you in future runs, so read at your own peril!


*SPOILER WARNING ENDS HERE*
Introduction
Hello and welcome to my WORLD OF HORROR guide dealing with the lighthouse section of the game. During your ascent of the lighthouse, you may have noticed that lighthouse events are seemingly random and depending on how well your run went, the lighthouse could either be the easiest part or seemingly impossible to tackle. In any case, the lighthouse is the final stretch of your run before you can win the game.

The randomness of which event you will get is true. HOWEVER, what event you will encounter and in what order is actually predetermined when you actually *start a new game*! Furthermore, you can also know beforehand both the order and the events you will encounter by looking at the sigils drawn on the locked door of the lighthouse! They aren't just for decoration! Knowing this can help you combat some of RNG you will face in the game!

I didn't actually find this out on my own, I've been watching J_or_DanMML's youtube channel. It's a channel where he mainly does pretty crazy WoH Challenge runs and nice in-depth character reviews. I would notice where he would check the lighthouse sigils for each run. So I thought, "Huh, neat." "Why isn't there a guide for that?". That's why I decided to make this guide! I'm sorry if you guys wanted to keep it a secret or if there was a guide already out for this! I do recommend you check out J_or_DanMML's videos if you want to know about all nooks and crannies of this game!
Mechanics
As mentioned in the introduction, upon starting a new game, the sigils on the lighthouse door will be randomly chosen. These sigils represent the lighthouse events you will encounter during the final section of the game.

There are six sigils lined up from top to bottom. Even though there are six sigils on the door, you will only need to go through five lighthouse events before you can beat the game. So you can pretty much ignore the bottom-most/sixth sigil.....

UNLESS.... As with the 0.9.84f update, you have a chance to get a town event during the course of your playthrough. The TOWN EVENT, HEART OF DARKNESS will add an additional floor to the lighthouse, so that's where the sixth sigil comes in! So keep that in mind!


The topmost sigil is the first event you will encounter, with the second event being the second topmost and so on and so forth. The sigil itself represents an event that will check against a certain stat you have, an item (namely light sources) or your actual real life memory(/note-taking skillz).


You will get five encounters (six encounters with the 'Heart of Darkness' TOWN EVENT), regardless of your difficulty level. I have tested it, but if I'm missing something, feel free to leave a comment.

*NOTE*: The save function has been temporarily removed as of version 0.9.16. However I will keep the information about save games below.

*CAUTION*: Continuing from a Save will once again randomize the sigils, so that means the events and the order in which they appear are changed. The screenshot above is from a saved game I loaded which explains the log of injuries I received.

This is probably unintentional by the developer due to how buggy the save system is, but you could keep saving and exiting until you get the most favourable (or least damaging) sigil pattern you want.

Also you will lose any ALLY, SPELLS and sometimes PERKS when you reload from a save file! Also I've noticed all the character specific perks are removed when you LEVEL up! So it's not recommended to abuse to save system, it is a roguelike after all!


The save function has been restored as of 0.9.84f but I do not know yet if the above still applies.
From what I've tested so far... loading a save still changes the sigils around. Also your backstory also changes. So it's still pretty bugged at the moment.
The Sigils and Events
Here is the list of sigils and their respective events. There are a total of 8 events. I'm pretty sure that's all of them, if I'm missing any lighthouse events please let me know! Apologies for the crappy quality of the cropped images.

*NOTE*: Passing a skill check requires 8 or more in that respective stat. Passing any check grants +10 EXP. That means you can pass the check with the ILL-FATED backstory as a d12 will not be rolled randomly against your stat.

This is contrary to most of the events in the game that take a skill check where a d12 is rolled against your stat. However, Aiko's perk DISCIPLINE (+1 STAMINA for a successful skill check) and Miku's DOOMED ALREADY perk (+1 REASON for failing a skill check) will still work with the lighthouse events!

The penalty for failing is the same regardless of difficulty as far as I know.


NOTE: I haven't seen a PER or LUCK Check so far. Also there's nothing related to your FUNDS in the lighthouse.

Extra note for TAKASHI-SAN: I assume you can actually use the pocket knife to escape the encounter and actually get the -4% DOOM effect. I haven't tested this yet.

I haven't tried actually escaping from him since I almost always play with the Spider Old God, but I assume you have the standard +5% DOOM penalty for an escape.


Thank you to NeonBlitz who left a comment that the TAKASHI-SAN encounter is 100% inescapable regardless of your OLD GOD active. (Along with most enemies that deal DOOM damage). You can still escape from a CULT MEMBER in the MANSION. You can also escape from Tatoru from the forest and the TIME WARPER... hmm maybe it's changed?


Climbing the Lighthouse
Once you unlock all the padlocks (with the keys you get by completing each mystery), you will able to go inside the lighthouse and you will be at the bottom of the stairs.

*CAUTION*: Make SURE you keep a note of the sigils that are on the door of the lighthouse, as once you enter it, you won't be able to step back outside and look at the sigils again. So if you suddenly forget what sigils were there on the door, you'll have to climb the lighthouse blind, just like your first time playing this game!

Also if you don't have the [CONTAMINATED WATER] Town Event in play, don't forget to heal at the bath at home before going to the lighthouse! Just going to the Bath heals 1+ STAMINA and REASON. Also if you have an Empty Bottle in your inventory you can get [BOTTLE OF WATER] which heals +1 STAMINA when used. All this without paying for DOOM!



At the bottom of the stairs, you'll have a chance to check your storage and rest. Here is the list of options.

[Check your storage]: Be sure to take what you need, and use up any items that can restore your STAMINA, REASON and Status effects. You won’t be able to access your storage once you start climbing the lighthouse, so make sure you double-check! If you have space, bring useless weapons and objects so you can throw them at TAKASHI-SAN’s smug face to end him swiftly.

[Rest a Bit] Uses +2% DOOM in exchange for +1 STAMINA and +1 REASON (on ALL Difficulties). The FETID FUMES Town event and GOZIO MIRROR OLD GOD does not affect the values. Aiko's HOT BATH perk also does not affect this.

[Start Climbing]: Welp, there's no turning back now! Once you press this button, your DOOM will increase by +1% and you’ll have your first lighthouse encounter!

Before each encounter, (5 in total) (6 with the 'Heart of Darkness' TOWN EVENT) your DOOM will increase by 1% before each event for a total of 5% DOOM (or 6% DOOM with HOD event). So check to make sure you have enough DOOM as well!

Be sure to check your INJURIES and/or CURSES, as each time you investigate/climb each step you might suffer a negative effect such as the CUT ARTERY INJURY that reduces STAMINA by 1 with each step you take in the lighthouse.

Here you can see the CUT ARTERY INJURY taking effect in the log.

General Tips
Whether you have just started a new run or just before you enter the lighthouse for the final section of the game, checking the sigils can be very useful for a number of reasons. The tips below are in no particular order.

1. All the lighthouse events that take a stat check do not roll a d12 against your stat unlike most events in the game, instead a minimum value of 8 is needed for a guaranteed pass to the check. Failing to pass the check results in a -3 STAMINA or REASON loss. Otherwise, passing the check with grant you +10 EXP. You can plan accordingly with the amount of resources you have.
It might help to remember this chant -"The MAGIC NUMBER is 8!".

2. Knowing what lighthouse events will occur can help you make a decision on what stat you might want to raise on level up and can even influence what weapon build you might go towards. No CHR check sigil? No need to worry too much about CHR! No light source sigil check? No need to worry about having a flashlight! No STR....you get the idea.

3. Be sure to check the Mysteries you have as well as the sigils at the start of a new game. This information can help massively when planning your build and overall run. You will know what to expect later, so you can prepare to mitigate some of the RNG in this game. The 0.9.84f update added the ability to reroll your mysteries as many times as you like at the start of the game. You can check your lighthouse sigils and then reroll your mysteries (EELS for the -1DMG taken with KANA!) to try and mitigate the damage the lighthouse will do to you or get a set of mysteries suited to your character and build.

4. You can plan for failed skilled checks by having certain threshold of Stamina/Reason, and not waste DOOM by over-resting in the lighthouse.

For example, say you only have 4 STAMINA and 7 REASON remaining with 90% DOOM with DEX being your only stat at 8 or higher, assuming you don't have injuries or curses that reduce STAMINA/REASON for each investigation...

If you have:
|Event| |Result|
1st: CHR Check event (-3 REASON with less than 8 CHR)
2nd:Light Source Check event (-3 REASON with no light source)
3rd: Dex Check event (+10 EXP with 8 or more DEX)
4th: STR Check event (-3 STAMINA with less than 8 STR)
5th: TAKASHI-SAN (Enemy that deals +%DOOM damage)

There's no need to rest since you will have 1 STAMINA, 1 REASON remaining and 94% DOOM after the fourth event. After that, nothing else will deal damage to your STAMINA and/or REASON once you fight TAKASHI-SAN.

This will give you an extra DOOM buffer in case you need more turns to take him down and ultimately win the run.

Remember, with the exception of taking a hit from TAKASHI-SAN, procing the BRANDED Curse and NOT failing the memory checks, you need a minimum of 5% DOOM (6% with HEART OF DARKNESS Town Event) to climb to the top of the light house. Each time you climb the light house, DOOM will increase by 1%.

5. There are two lighthouse events that may pop up that will test your memory during your run. Failing one of these will give you a pretty brutal +5% DOOM penalty, so make sure you remember your second Mystery and/or your second enemy encounter if you happen to get these sigils in your current playthrough.

6. This is a pretty rare situation but if you know you can pass a certain skill check or two and you are on the brink of leveling up, that level could save you by giving a stat up and/or perk to speed up your kill against Takashi-San or give you extra STAMINA or REASON to tank the next skill check penalty.

7. You can throw all your weapon and items that give a stat boost (both equipped and, in your inventory) once you pass that stat/light check at TAKASHI-SAN’s face to avoid taking a hit to your DOOM if you do enough damage .

8. The SPELL |ANCESTRAL STRENGTH| (+1 DAMAGE for -4 REASON) can help you knock out TAKASHI-SAN without taking a hit if you have extra REASON to spare. Cast the spell to activate the RITUAL and then FORGET the SPELL to regain +1 REASON (+2 with SELF-THERAPY perk). It's likely not worth casting for TAKASHI-SAN if ATH-YOLAZSTH is your OLD GOD, since the spell will cost +5% DOOM instead.

I'm not sure if it's a bug or not but the K'NPHA Ritual also gives +1 DMG in combat. Cheap too at a 2 REASON (or 3% DOOM) cost! Like with anything that raises DMG or gives speed, you must cast this ritual before the battle if you want the DMG boost! Sacrificing an Ally to the Oetaru boss fight is the only instance where I've seen a stat increase with this RITUAL.

9. Any item or spell that gives you an effect that lasts "until the end of the mystery" will also last until the end of the light house, so if you have been saving the ENERGY DRINK (+1 DEX and STACKS!) or the THIRD EYE spell (+1 KNW and PER for -3 REASON) it might be a good time to use it before you start climbing the lighthouse! BOTTLE OF WINE also gives a +3 REASON heal but it will lower all of your stats by 1 until the end of the lighthouse, so double check your stats before deciding to have a HANGOVER!

10. If you have a high DOOM percentage, be extra cautious on casting magic spells with a REASON cost with the ATH-YOLAZSTH OLD GOD active since they cost DOOM to cast instead of REASON. Check out the ATH-YOLAZSTH section of the guide for the full list of spells. Casting other spells will not cost DOOM, so spells such as EXPEL EVIL (-6% DOOM for -2 STAMINA) and MEMORY EXTRACT (+2 REASON for -10 EXP) can be quite useful!

11. Don’t forget that you can use the 'FORGET THIS SPELL" action for a +1 REASON heal for each SPELL forgotten. There are some spells were added with the 0.9.84f update that gives you a penalty if you forget them.

12. If you have the PARANOIA curse you can KILL your allies for +1 REASON heal. Just be mindful of any stat boosts you may forfeit if you lose those allies. You also don't get the [LET GO] effect from their card. So if you kill [YOICHI] he won't double your FND.. but for now FNDs are useless at the lighthouse. You cannot LET GO of allies if you have PARANOIA.

13. The 0.9.84f update added the HISTORY CLUB to the SCHOOL LOCATION. You can get your powerful perks earlier for a 10% DOOM cost! Be careful, you can only trade DOOM for perks and items for a maximum of 3 times. If you trade afterwards, you'll see...
Saying that, you can enter and exit as many times to reroll the selection for a 1% DOOM cost each time you enter. The 3 trade limit applies for your WHOLE playthrough not each Mystery.

14. The 0.9.84f update added a few backstories. In particular the ELDRITCH PARASITE backstory. You start with almost 2 or 3 times the amount of STAMINA and REASON but you cannot heal them back. So, Baths, Heals from Perks, Heals from resting at the light house, Heals from Items, Heals from forgetting spells, level ups, resolving EVENTS etc. DO NOT HEAL your STA and REA. So it's dangerous if you're low on STA and REA without sufficient stats at the lighthouse. Always take stat level ups and perks that don't affect STA and REA. Also, if you have the SPELL MIND DRAIN you can use it to great effect! The game still considers your starting REA to be you MAX REA so if you have 20 REA left and you start casting MIND DRAIN, you can probably cast it around 13 times before losing REA. This makes combat very easy. It'll probably be patched.

Base STA and REA Values with Eldritch Parasite backstory:
Skeptic 41
Initiate 41
Cultist 37
True Believer 33
Harbinger of Doom 33

15. If you're desperate and still have the [DUSTY GRIMOIRE] item, you can use it at the cost of 2 REASON to gain a random spell, -4% DOOM, +15 EXP or a random CURSE. The random curses will be useful for Ayaka. You can use (gamble with) the Grimoire as many times as you like, as long as you have the REASON to spare.
Character Specific Tips
Here are some character specific tips that are not only for the lighthouse but for gameplay in general! The pictures show each of the character's starting stats in the Harbinger of Doom difficulty (Lowers all stats by -1 from base).

Kirie Minami:



If you have the LIBRARY NOTES and the SELF THERAPY perk, you can use the LIBRARY NOTES item to get free spells and forget them. Prior to the 0.9.84 update, you could use the LIBRARY NOTES as many times as you want, but now it has a chance to be randomly discarded upon use. Also, they used to cost a flat 2 REASON to use, now it costs 1 or 2 REASON. So, you could get a net gain of +1 REASON by forgetting spells with the SELF THERAPY perk if you're lucky. You have a chance of obtaining LIBRARY NOTES from your drawer at Home at the start of the game. Experiment with them and make good use of the +1 STA/REA heal with the bath at the start of the game! By casting spells that reduce DOOM, you can make DOOM go below 0% at the start!

Aiko Takahashi:



The perk [RUNNING SHOES] is useless against the TAKASHI-SAN fight, so if you level up in the lighthouse, skip this perk. Aiko is really good at combat especially with her [FAST SWIMMER] perk, so she should fight most encounters and she's the least affected by the spider god. She'll also regain 1 STA if she passes the light house skill checks with her [DISCIPLINE] perk. Not anymore! Only for the 2nd encounter events.

Haru:



I haven't played with Haru much to give specific tips other than make sure to ration your cigarettes well. His CORE STRENGTH perk along with his HARD KNOCK passive makes him great at encounters. The problem is getting funds to maintain the cigarette supply on the higher difficulty levels.

Mizuki Hamasaki:



If you have Mizuki’s PARTING GIFT perk, you can let go of an ALLY to randomly increase one of your stats by +1 to help you against the stat check. You may be unlucky and get a +1 PER/+1 LUCK or a stat that doesn’t correspond to any events that you might face. However, if you have the FAME perk and a TAKASHI-SAN fight coming up, you might want to keep your ALLY(s) for the combat speed boost.

Ditto if you have the PARANOIA curse as you are forced to KILL them instead, which doesn’t grant you a stat boost but a +1 REASON heal (sometimes it doesn't, it might have to do with having multiple PARANOIA curses). Killing your allies also doesn't trigger the [let go] effect on their card, so if you kill [YOICHI] for example, he will not double the funds you currently have. The +1 REASON heal when you KILL your ALLY with PARANOIA works without PARTING GIFT.

With her OCCULT SIGNS Perk and the HUMAN SKULL Item equipped (easy way to get it is for 3% DOOM at the HISTORY CLUB) when you cast certain SUPPORT spells you'll regain +1 REASON with the SKULL and get EXP for casting with the perk! This probably makes Mizuki the best spell caster in the game with the REASON regeneration if your OLD GOD is not ATH-YOLAZSTH. Sorry Kirie.

Kouji Tagawa:



I also haven't played as Kouji as much as the other characters. Kouji will melt things by throwing branches if you have the [CURSED CARTRIDGE] item along with his [IMPROVISE] perk. I believe both perks add a flat +2 damage regardless of what item you throw.

Mimi:



Mimi will get a +2 REASON Heal with her [FIRST AID] perk by defeating TAKASHI-SAN. Also her [ANATOMY CLASS] perk will deal +1 damage to TAKASHI-SAN as he is a human-type enemy.

Miku:



Miku (not with the PAROLE VIOLATION challenge) is the best for lighthouse. At over 80% Doom she will get +4 to all stats with her [MAYHEM] perk. So, she'll probably destroy anything the lighthouse throws at her. Well except when you don't have a light source, but close enough. Also you can't do anything about the +5% DOOM Penalty if you forget your 2nd MYSTERY or ENEMY ENCOUNTER, but that ain't really Miku's fault now is it? Also she has the [ADRENALINE] perk which makes her faster in combat. If you level up in the Lighthouse, already defeated TAKASHI-SAN and still haven't picked [ADRENALINE] at that point... well I won't question you, cause you're probably on track to beat the game if you made it that far! Also, her [DOOMED ALREADY] perk also gives her a +1 REA heal if she fails the lighthouse check, but with [MAYHEM] in play she should have enough stats to succeed almost all the checks in the lighthouse.

Moriko Ishii:



It probably doesn't need to be said but, if you level up in the lighthouse the [EXTRA AMMO] and the [DADDY'S GIRL] perks are useless if you don't already have it beforehand. Also you might as well shoot TAKASHI with your remaining ammo as there are no encounters after that so [RINGING EARS] will have no effect.

Yashiro Kawaji:



His faith mechanic can be a little bit of a pain to manage. If you ever need the +1 STR and +1 DMG (at -6 FTH) you can break the [BRONZE CRUCIFIX] if you have it to reduce your FTH by 7. Also the [ON YOUR OWN] perk gives +1 to all of Yashiro's stats (except FTH). Remember, he needs 140 EXP to level up instead of 100. Like [INSPRING NOVEL] and [ANCESTRAL STRENGTH] spell, you won't gain the +1 DMG bonus in the middle of combat, you have to prepare beforehand!
(Actually not sure, this needs testing)

Ayaka Kuroi:



If you have the [ELDRITCH POSSESSION] perk and still need a boost to your stats, you can use items such as [LUMP OF FLESH], [LONG PIG STEAK] or [DUSTY GRIMOIRE] to get a random curse. Curses such as [HOLES], [INSMASU LOOK], [STALKER] don't have much of an effect in the light house. . For starting each mystery you will gain two curses and you can remove one curse. Curses such as [BRANDED] should be removed. I believe you need 3 Curses for a +1 stat boost, but it might depend on the curses themselves.

With my limited testing.

Curses Bonus to all Stats
0-2 +0
3-4 +1
5-6 +2
7-8 +3

Maybe some curses are minor and don't count, or sometimes your stats don't go down when you remove curses. I'm not sure why.

For the [BLOOD MANIA] Perk, every curse you have lowers the multiplier of all actions in combat by 0.04. Also for every 4 CURSES you have, you gain +1 DMG to all your offensive actions. You can remove a curse in the middle of combat to retain the DMG and combat speed bonus. Also, it (doesn't) works the other way around, suddenly gaining a CURSE in the middle of combat won't speed up your actions or raise your damage. If you stack CURSES such as STALKER and INSMASU LOOK nothing is going to stop you in combat, you'll get 8 attacks in a single turn guaranteed. It feels so busted but SO good!

Her DOOM EFFIGY perk seems to be bugged at the moment. It doesn't seem to reduce DOOM after completing a mystery.

Toshiaki Wakamatsu:



You can lower doom by using his NECRONOMICON, and choosing F'toth Flash which will lower DOOM by 3%. Also you can use Shebbe Surge's to give +1 to all stats and also use it multiple times (the stat boosts stack) if you have the extra DOOM to spare at +5% DOOM a pop.
ATH-YOLAZSTH the TOWERING EYE and DOOM
During your lighthouse run and pretty much all throughout your run, if you have ATH-YOLAZSTH's COSMIC GIFT active, you must not forget that any spells that cost REASON will cost DOOM instead.

Here is the list of spells that use REASON to cast, their effects and costs along with things to note.

Remember, spells that cost STAMINA, still cost STAMINA and not DOOM.

For a more in-depth information about SPELLS and for all the SPELLS that are currently in the game, please refer to the 'In depth Spell Mechanic Guide' that I've made here...

https://steamcommunity.com/sharedfiles/filedetails/?id=2680313654

SPELLS (That cost REASON)
BASE REASON COST
(This is without the ATH-YOLAZSTH OLD GOD active)

ADD 1 to REASON COST if you have the [ARCANE STORM] TOWN EFFECT.

DOOM COST
(with ATH-YOLAZSTH's COSMIC GIFT)

This is the same across all difficulty levels, I did most of the testing on TRUE BELIEVER and HARBINGER OF DOOM. If the Doom cost is underlined, it's affected by CURSED SIGNS adding an additional +1% DOOM cost.

The general rule of thumb for DOOM COST is (BASE REASON COST) +1.

There are some exceptions!
EFFECT AND NOTES

*Add +1% DOOM if you have ARCANE STORM town effect active under ATH-YOLAZSTH's COSMIC GIFT*

Otherwise, the TOWN EFFECT increases the REASON COST by 1.

If you have CURSED SIGNS, some spells (NOT ALL) will cost an additional +1% DOOM to cast. This stacks with the ARCANE STORM effect of adding +1% DOOM if ATH-YOLAZSTH is your OLD GOD.

Multiple CURSED SIGNS will not stack.
ABSORB
[COMBAT][OFFENSIVE]
-2 REASON
+5% DOOM
Deal 2 DMG in combat to regain 2 STAMINA
ANCESTRAL STRENGTH
[RITUAL]
-4 REASON
+5% DOOM
Activates a RITUAL that grants +1 DMG to your OFFENSIVE ACTIONS in combat.
Only one RITUAL can be active at a time.
Your ACTIVE RITUAL will last throughout your entire run or until you cast a different ritual.
You can cast the RITUAL and forget this spell for +1 REASON (+2 with SELF-THERAPY perk) and still have the ritual active.
As with things that benefit your Combat Speed and DMG (INSPIRING NOVEL,CIGARETTES,etc) you have to cast it BEFORE combat in order to get the boost! If you cast it during combat you won't get the buff for that fight, so be careful!
ENTHRALLMENT
[SUPPORT][INVESTIGATION]
-4 REASON
+6% DOOM
One time use.
Gain a random ALLY that is not one of the Generic STUDENT(s).
Be careful, you may get KYOKO who provides +1 DMG to your OFFENSIVE ACTIONS and +5% DOOM, so you will see your DOOM suddenly jump up by 11%! Thankfully you can get rid of KYOKO to decrease your DOOM again by 5% if you don't need the +1 DMG.

Possible ALLYs, [IWA],[IKUMI],[RYOKO],[KYOKO],[KAZUMI],[MASAFUMI],[FUJIKO],[YOICHI]
INVISIBILITY
[SUPPORT]
-4 REASON
+5% DOOM
Until the end of a mystery, all combat encounters (except for some BOSSES and most enemies that deals DOOM damage) have a 0% DOOM penalty for escaping.

As with all the "until the end of a mystery" effects, will also last until the end of the lighthouse.

This spell is useless if you have ETERNAL WEB active. So treat it as a free +1 REASON heal (+2 with SELF-THERAPY perk).

This does NOT work on TAKASHI-SAN, certain bosses or MOST enemies that deal DOOM damage! This regardless of your OLD GOD chosen! (You can escape from the CULT MEMBER in the MANSION.)
ITHOTU FLAME
[COMBAT][OFFENSIVE]
-1 REASON
-1 STAMINA
+3% DOOM
(Without COSMIC GIFT)
+5% DOOM (3% standard Doom cost)
ATH-YOLAZSTH adds +2% DOOM
You still take the -1 STAMINA hit.
Deal 7 DMG to an enemy in combat. BURN BABY BURN!
K'NPHA RITUAL
[RITUAL]
-2 REASON
+3% DOOM
Sets an active ritual: When one of your allies dies, gain +1 to a random STAT, this includes LUCK.
You can only have one ACTIVE RITUAL at a time.
Your ACTIVE RITUAL will last throughout your entire run or until you cast a different ritual.
You can cast the RITUAL and forget this spell for +1 REASON (+2 with SELF-THERAPY perk) and still have the ritual active.

You get no STAT ups from sending your ally to damage enemies or using KILL with the PARANOIA curse from what I've seen. This does WORK in the OETARU Bossfight by using the sacrifice option. I think this is the only instance where this RITUAL works.

I'm not sure if this is a BUG, but you also seem to get +1 DMG like ANCESTRAL STRENGTH with your combat actions such as Kick, Weapon and Bite.
REGENERATION
[SUPPORT][HEALING]
-2 REASON
+3% DOOM
Heals 2 STAMINA.
SEAL OF BRAM'EL
[SEAL]
-4 REASON
+5% DOOM
One time use.
Permanent +1 KNW when cast.
SEAL OF SAVVESH
[SEAL]
-4 REASON
+5% DOOM
One time use.
Permanent +1 STR when cast.
SHADOW SHROUD
[SUPPORT][INVESTIGATION]
-3 REASON
+4% DOOM
Ignores the threat level when investigating locations in TOWN Mysteries until the end of the current mystery.

As with all the "until the end of the current mystery" effects, will also last until the end of the lighthouse.

This is useless for the lighthouse as there is no threat level there. So treat this as a +1 REASON heal (+2 with SELF THREAPY)
SKIN REMOVAL
[COMBAT][OFFENSIVE]
-3 REASON
+4% DOOM
Deal 5 DMG to an enemy in combat.
THIRD EYE
[SUPPORT][INVESTIGATION]
-3 REASON
+4% DOOM
Until the end of the current mystery gain +1 PER and +1 KNW. Does not stack.
As with all the "until the end of the current mystery" effects, will also last until the end of the lighthouse.
THREAD OF FATE
[COMBAT][OFFENSIVE]
-4 REASON
+5% DOOM
One time use.
INSTANT KILL on any HUMAN enemy. Yes this includes TAKASHI-SAN.
HUMAN enemies have this icon on the top-left of the battle screen.

It's definitely not worth the DOOM cost, most of time you should be able to kill him before he deals 5% worth of DOOM damage to you. Similar to ASHEN CONTRACT except that always costs +7% DOOM regardless of OLD GOD.
VOID
[SUPPORT][INVESTIGATION]
-3 REASON
+5% DOOM
One time use.
Allows you to ignore an EVENT and teleports you to a random OTHERWORLD LOCATION.
There are THREE OTHERWORLD LOCATIONS, BLEEDING DESERT, UPPER KINGDOM and BOREAL EXPANSE.
This does work on the lighthouse events!
It's not recommended to use on ILL-FATED runs as you will always fail skill checks.
However if you are teleported to the UPPER KINGDOM, you can shift your STAMINA and REASON around.
If you are teleported to the BOREAL EXPANSE, you will get the FROSTBITE MINOR INJURY that reduces STR by 2.
WITNESS CURSE
[RITUAL]
-2 REASON
+3% DOOM
Sets an active ritual: When you take any STAMINA damage in combat, that STAMINA damage is converted into +%DOOM instead to a 1:1 ratio.
You can only have one ACTIVE RITUAL at a time.
Your ACTIVE RITUAL will last throughout your entire run or until you cast a different ritual.
You can cast the RITUAL and forget this spell for +1 REASON (+2 with SELF-THERAPY perk) and still have the ritual active.

Be careful if you decide to cast this, I don't think there is a way to cancel a RITUAL unless you cast a different RITUAL. So you might be stuck taking DOOM damage when you have abundant STAMINA to spare.

I'll be updating this list as I find out more things and as new content gets added into the game.
New Ideas I'd like to see
I’d like to see the dev add an option to hide these sigils in your playthrough just to make the game a little harder.

Also, it would be kind of cool to have the option of getting the sigils to appear one-by-one as you complete each mystery. i.e. a sigil would appear each time you use a key to unlock a padlock.

In addition to the above ideas, have the sigils shown but randomise the sequence of events and make the order unknown.

More variety of events would be awesome too. You could have a lighthouse GHOST enemy that can be only be killed by performing the correct ritual or throwing SALT in your first turn or else the ghost will suicide and you will suffer (3) STAMINA and REASON damage. This would give more reason to do the RITUAL action throughout your game and sort of buff the SALT item. Same idea with the CAN OF ACID to give that item a buff as well. *This might seem unfair for some people so I suppose this could be added to a special CARD deck for custom playthroughs.*

You could have a random SPELL or ITEM you need to sacrifice in order to pass a check or suffer a +5% DOOM penalty or a guaranteed INJURY/CURSE that lowers your stats or deal STAMINA/REASON damage.

On the other the hand, the ITEM or SPELL you need could be determined by the OLD GOD that is active, (i.e. INVISIBILITY for GOZIO’s lighthouse event, BOTTLE OF WATER for ITHOTU's, etc.)

Having some events to check your amount of ALLYs, FNDs would spice it up as well. Also add a PER and LUCK check event to make it feel more complete.

In keeping up with the theme of having to remember your “2nd Mystery Investigated” and “2nd Enemy Encountered” They could also add 2nd SPELL OBTAINED/FORGOTTEN, 2nd EVENT ENCOUNTERED, 2nd INVESTIGATION LOCATION IN TOWN, 2nd ITEM OBTAINED/DISCARDED, 2nd STAT Raised/Healed on LEVEL UP (only the checkboxes not the perk bonuses) etc. Though it’s probably a pain to implement since you won’t always get two spells and/or items.
Changelog
Thanks for reading the guide!

12/12/2021
V 1.04b: Changed and added some things to the 'General Tips' Section. Added a new section for 'Specific Character Tips'.

05/12/2021
V 1.04a: Accounted for the new town event 'Heart of Darkness'. Many more things to test so stay tuned!

5/10/2020
V 1.03b: Just added some notes that the information in this guide remains mostly accurate from
0.9.15h1 to 9.16.0, I would test more thoroughly but seems like 0.9.17 will come out relatively soon.

2/10/2020
V 1.03: ADJUSTMENTS: Thanks to a comment from NeonBlitz, the TAKASHI-SAN Encounter is
indeed inescapable. Made a little change to INVISIBILITY on the spell list.
and the "Sigils and Events" section in the guide.
ADDED: "Climbing the Lighthouse" section in the guide.
ADDED: Another tip to the "General tips" section.

1/10/2020 :

V 1.02: ADDED: "ATH-YOLAZSTH OLD GOD" section with a list of spells that cost REASON.
ADJUSTMENTS: Removed the SPELL list from "General Tips" in order to prevent
cluttering the guide. Some typos and whatnot.

30/09/2020 :

V1.01: ADDED: "Ideas for more light house events and additions to spice up the lighthouse" section
to the guide.
ADDED: Some more tips to the "General tips" section.
FIXED: Formatting and some typos to improve readability.

29/09/2020 :

V1.00: First write up of the guide. My first ever guide I have ever written!
11 Comments
TheBananaBox Dec 5, 2021 @ 7:21am 
Oh is that what that event did? I assumed it was just flavor text like some of the other town events, that's cool! Thanks for the tip!
CapitalRS  [author] Dec 4, 2021 @ 10:27pm 
Thanks, The Banana Box. It's been a while since I played. The new update added a new town event you may get called 'The Heart of Darkness'. It will add an additional floor to the light house.
TheBananaBox Dec 3, 2021 @ 2:51pm 
For anyone who comes back to this guide, it seems like the sixth symbol does actually have an effect. The event corresponding to my sixth symbol showed up, but sadly I can't remember if there were actually six events or not.
Papi Mar 15, 2021 @ 1:04pm 
Thank you for sharing your experiences with us! That stuff about the symbols outside is GOLD! Also I really liked how you detailed each spell and its potential uses, I've never really dabbled in spells in this game so far (might have to if I am to win the game on hard).
Insomnious{Night}Gamekeeper Jan 7, 2021 @ 12:37am 
hey dude where can i find Ryuichi
Monky With A Gun Dec 7, 2020 @ 3:39pm 
I really appreciate what your doing man.
CapitalRS  [author] Oct 31, 2020 @ 2:58am 
Thank you everyone for the comments, I haven't been updating the guide lately, but I'll check if any notable things have added/changed with the 0.9.17 in a week or so!
Haspen Oct 8, 2020 @ 3:58am 
Someone got around to making this, and I'm astonished by amount of details and work put into this. Great job White Knee!
CapitalRS  [author] Oct 1, 2020 @ 5:45pm 
Ah thank you for that tip and I appreciate your comments. I'll get to fixing that once I have the time!
Rei Ayanami Gaming Oct 1, 2020 @ 4:36pm 
Awesome guide, very well-structured! A minor thing I would want to say though is that you actually can't run from Takashi-san (or any enemy that raises DOOM for that matter), regardless of the Old God you choose. Otherwise, great job!