Elder Sign: Omens

Elder Sign: Omens

51 ratings
Elder Sign: Omens
By MightyBakuDan
This contains all the advice I can come up with on how to find success repelling the unspeakable evil of the Elder Gods in Elder Sign: Omens. I make no claim to perfection, but within my group of friends I've had the most success, so I wanted to share what I have learned.
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Things Humanity Was Not Meant To Know
First things first – this is a game of the Lovecraft Mythos. In the Mythos, humanity is vainly struggling against forces they can barely comprehend, much less fight, and their odds are slim to none. The best Lovecraft games reflect that, and the odds are very good you’re going to lose. Especially against the more powerful Elder Gods, you’re going to lose a LOT. This is a good way of reflecting the essentially hopeless nature of Lovecraft’s universe, but it can also make your victory that much sweeter when you do succeed against those odds. This is the thrill that’s kept me playing this game across three different devices and over several years.
Overall Strategy
Your real enemy in this game is the “randomness” of the glyphs. I put randomness in quotes because I am not entirely convinced the glyphs are random, I have played the tabletop game with actual dice many times and I am vastly more successful at getting what I need from those bits of plastic than I am from the bits of electrons in this game. It’s possible that my latent psychokinetic powers are more easily able to affect the dice than they are the software, but it’s my belief that the program creates more tension by forcing you to repeatedly re-roll, losing another die every time, until you get just what you need on the last roll. Either way this can often backfire, leaving you boned without enough glyphs to succeed.
The way to make sure you can regularly beat this game is by exercising as much control over the glyphs as you can. This means using characters that excel at this, and using their special abilities correctly. Keeping those characters alive and sane is the next tough step, as some missions can quickly wear them down. Finally, you’ve got to keep them equipped, making sure they always have “ammo” to fuel their special abilities and extra red and yellow glyphs to give them plenty of chances to succeed at tasks.
Increase your Glyphs
First off, you need to have as many glyphs as possible when you go into a mission. For this reason, you should never keep a red or yellow glyph in reserve, use them every time you have them. Some of the most powerful and effective characters give you those glyphs for cheap or even free, and those are the characters that should be on your winning team every time. If you have them, use them. Period.
Before entering a mission, look at the tasks you’re going to have to do. Each single symbol is going to be one of your glyphs, and every two Investigation is going to be one of them as well. You can roll higher or lower on Investigation, but you can’t count on it. On average you’re going to get 2 per die. So looking it over, if you have a mission that has 3 glyphs and 6 investigation, the odds on you doing that with just the base six dice are very, very low. You HAVE to have extra dice, and a character that can control the outcomes of those dice to be certain of success. If you have a mission that has only 2-3 glyphs, you’re going to be able to do that one without a problem, unless there’s something like a Terror effect that causes you to lose dice or even lose the whole mission on a bad roll (damn you, Koi Pond…) Even so, don’t count on being able to do that. The game is cruel and fickle and will yank the rug out from under you at the worst possible time.
No matter how many glyphs you’ll be using, you’ll be discarding some every time. You’re not going to get through a mission without discarding at least once. Which means you need extras to discard, no matter how low the glyph count is. For all these reasons, you need extra glyphs for every mission.
The yellow glyph can have a special advantage of it’s own – it does not have the Terror symbol on it. This might seem like a disadvantage, but in a mission with a lot of Terror glyph requirements, it can literally be a free re-roll. If you roll the glyphs and don’t get what you need, discard the yellow and roll again. You discard one that was never going to come up Terror anyway, keeping all the others that are more likely to give you what you need. In addition, the Yellow glyph can come up with 4 Investigation, which can be useful all on its own.
The Red glyph is the best one, and only because of one side – the Wild Card. That Wild Card is one of the few reasons to use Spells in the game, because locking it down and re-rolling the others can give you the flexibility to overcome the game’s randomness. Like the yellow, it also has a 4 Investigation side which is great to see when you need it. You can also assign the Wild Card to it! In addition, if you assign the Red glyph to the wrong symbol, you can just re-click on it and open it back up and change it again, as long as you haven’t re-rolled or assigned it anywhere.
Control the Glyphs you have
The next step is trying to control what you have. As stated above, your real enemy is randomness, but they give you some tools to deal with this. Your first tool is Clues. Clues let you re-roll any number of glyphs you’ve rolled already, which is fabulous when you roll up 2 of the three glyphs you need for a task. Rather than discard a glyph to re-roll, losing the effect of that glyph and everything you already had, you can just redo everything that came up wrong and keep the ones that were right. Sometimes they might still come up wrong, but the chance to re-roll them is what counts, with this mechanic you can actually make the game’s randomness work for you. You should also not wait until the end to use Clues, use them when you have the maximum number of glyphs to re-roll. The more glyphs that re-roll, the more chances you'll get what you need.
The second way to control them is through character abilities or cards that let you set the glyph to what you want it to be. These are rare and beautiful jewels that can make a tough mission a breeze, and consequently are hard to get. When you have one of these, send the character possessing it into a mission where it’s one of the needed glyphs, and increase your odds that much more.
Choose your Mission carefully
When deciding what missions to do, these should be your priorities:
1. Locked Green Glyphs
2. Locked Yellow or Red Glyphs
3. Midnight effects
4. Elder signs
5. “Ammo” for special abilities
6. Opening gates to Other Worlds

Locked glyphs are murder in this game, and they need to be unlocked as fast as possible by the next available character. It’s very likely that the character that comes next won’t be the best one for the job, but it doesn’t matter. Unless they’re going to die in the attempt, they have to get in there and take one for the team, sometimes literally. Unlocking green glyphs is especially important, as some characters can get by without red or yellow but no characters can get by with missing green. It’s also possible that monsters will appear in a mission that will lock down glyphs, making that mission a new priority. Fortunately, you can defeat the monster and fail the mission, and the lock still goes away. I’ve been known in desperate cases to just send in a character and devote all their resources to beating that one monster, taking the hit for failing as the cost of unlocking those essential glyphs.
Midnight effects can be utterly terrible, and usually are. The built-in Mythos effect is bad enough, and then having these on top of it can be a real smack in the mouth. Unless you’re prepared to suck it up and take those effects, you need them off the board ASAP. Of course, that’s not always possible, so you’ll need to prioritize the effects that are coming. If your people are low on health or sanity, don’t let those effects go off, you need to stop them regardless. Alternately, if you’re going to lose a trophy or an item and you’ve got the items to spare, let it go and take on something else. Just remember, it’s going to happen again next midnight, so you’ll need to face it eventually. Monsters can also generate midnight effects, and can be dealt with in the same way I described above.
Elder signs, as you should know, are the reason we’re here playing, and they should be your next goal. Almost every mission that gives you an Elder sign is going to be tough, or have a strong penalty for failing. Make sure the character that you’re sending in has what they need to succeed, be it red/yellow glyphs, clues, or just ammo for their own special ability. Ideally, all of the above.
The last priority is gathering “ammo” for a character’s special ability. If the character in question needs clues or spells or yellow glyphs or whatever, choose a mission that will grant them those. If you can choose a mission where they use one ammo and gain 2 or more, that’s a total win. Playing this way will make sure your character is always armed and ready for more important encounters.
You might also look for missions that will open Other World portals. Other Worlds almost always generate Elder signs, and sometimes more than one. Some of them even drop the Doom track back by 1 while giving you an Elder sign, which is the most generous this game will ever be to you. Take advantage of it while you can.
Consider costs and rewards
When looking at a mission, consider both sides of the equation. It’s good to plan for what you’ll get when you win, but you also need to be prepared to weather the consequences of losing. Some tasks will cause damage even when successful, and the harder Elders like Cthulhu and the Dark Pharaoh have costs for even entering some missions, so you need to account for those as well. If you’re going to take 0-3 health for entering, and then take another 1 health for finishing a task, and then take 1 health for failing, you have to plan to take the maximum amount and be prepared for it. Do not go in there with a character that has 4 health. The game *will* claim them, and then you’re backed against the wall for real. Look at all the costs, expect that you’re going to take all of them, and make sure the character going in can survive. If they take less than that, great. But you can’t rely on it.
Secondly, consider what you’ll gain for going in. If you’re going to get back Clues or bonus dice, or you’re going to earn some ammo for the active character’s ability, jump right in and spend them. This way, you can use your advantages to make sure you win, and then come out of that win ready for another win, and on down the line. The worst thing that can happen to you, and it will happen, is to go into a scenario and spend all your resources and still lose. Then you take the penalty for losing, and you start the next mission with that much less, possibly nothing. If this happens early on, that character may never recover, and may spend the rest of the game vainly scrabbling to keep up with the others and likely eventually succumbing to insanity or death. Possibly while earning you plenty of Doom tokens along the way…
Playing your glyphs
So, you’ve got a good character, they’ve got both the red and yellow glyphs, and you’ve started your mission. There needs to be a bit of strategy to how you play what you’ve got, although there are few hard-and-fast rules. The most common result on a glyph is Investigation, the numbers. They account for three sides of the dice, they’re going to come up a lot. So when you’re faced with spending two glyphs on a pair of symbols or spending the numbers, spend the symbols every time. Especially if you have a lot of spare glyphs, the next roll is very likely to give you the numbers you need to do the other task.
Sometimes you’ll have tasks that require different numbers of glyphs, one that needs two and one that needs three. If you can, do the three-glyph task early on, because it’ll be easier to come up with the two remaining ones on the next roll than it will be to come up with three. Other times, you’ll come up with one glyph for the first, and two glyphs for the second, and a bunch of junk you can’t use. This is when Clues become invaluable, because you just re-roll the junk and the odd are very good that you’ll get the one remaining glyph you need for one of those tasks. They’re useful for every character, and like those red and yellow glyphs you should never hoard them. Use them when you have them, there’s no excuse.
Locking glyphs with a focus or assist can be helpful, but I don’t use it that often. Spells can also be beneficial, but they’re not as powerful in the app as they are on the table. Spells work like focusing, keeping a glyph frozen until you either use it or complete the mission by winning or losing. Either way, once the mission is done the spell is gone, so it’s not as helpful.
It can be good to lock a glyph you know you’re going to need, but it can also take that glyph out of the rotation. Once it’s locked it stays that way, and no effect can change it to something else. If you’ve got a variety of glyphs needed and plenty of dice, locking one early can foolishly deny you the other sides of that glyph later on. On the other hand, when you’re doing a mission that has to be done in order, it can be helpful to lock one or two of the dice that you know you’ll need for later. Just be certain that you’ll be using them later for sure, or you waste the focus/spell/whatever.
Lastly, sometimes doing a particular task means that you’re going to take health or sanity loss. I like save those for last in case the dice betray me. There’s nothing worse than taking that sanity hit, and then the dice crap out for the final task and then you take the damage for failing the mission on top of that….ouch.
Keep everyone alive and sane
You’re going to take damage and lose sanity in this game. There’s no avoiding this fate, so learn to roll with it. If you’re playing smart, you’ll be sending characters with lots of health/sanity into missions where they take that damage, so they can roll with those punches well. But sometimes things outside your control will happen, like Midnight Mythos effects, or monster abilities, or just being forced to go into a damaging mission to remove a threat to the rest of the team. Because of those unpredictable effects, I try not to let anyone get below 2 in any stat. I mostly save my trophies to spend on healing and recovery, and fortunately this works out well. When a character gets that low, they’ve usually done 2-3 missions already and have the 2-4 trophies needed to spend a turn healing. You also will get healing cards, most that heal you but the occasional rare one that heals another character. If I know an upcoming character has one of those (check your inventories to be sure), I’ll send someone into the face of danger knowing they’ll be healed next turn. The reason I keep everyone at 2 or more is that it’s quite common that Midnight deals a damage point, and they can still carry on until their turn comes up to heal themselves.
If one of your characters dies….start over. Seriously, ditch this game and start again. The loss of even one character is a crippling blow you will not recover from. The loss of extra actions, the loss of a special ability, those are too great a price to pay and you’re pretty much guaranteeing your eventual loss. There is one exception to this rule: if you’re on the verge of winning the game, take the hit and finish it with the next character. For example, if you’re 1 Elder sign from winning, and there’s a mission out there that grants that sign, let the character go and commit everyone else to that mission. Alternately, if you’re facing Cthulhu in R’yleh or the Dark Pharaoh in the tomb and you have everything you need to fight him, send the whole team in for a kamikaze run. They will literally take him out or die trying. And that can be kind of satisfying anyway, and very true to the spirit of the Mythos stories.

Doom
Doom tokens can be hard to avoid. Working as the score for the enemy, opposing your Elder signs, they can also rack up depressingly fast. Doom is one of the reasons I make Midnight effects a priority, because there’s nothing worse than getting 3 Doom for the Mythos and then 3 Doom from a Midnight effect and 1 Doom from a monster, and in the same round you earned 1 Elder sign….it’s depressing. It’s one of the ways the game simulates the odds being stacked against humanity in this battle. When choosing missions, consider the possibility that failure will bring a Doom token. Or even worse, that a Terror effect will bring a Doom token. I have literally lost games with a fully armed, healthy and sane team because the Doom counter went berserk and filled before I could stop it. Anytime a mission grants you -1 Doom token for winning, make sure you commit to winning that mission. It’s super likely that midnight will bring 1-3 Doom tokens back, so getting rid of one is always a good idea. On the other hand, if you’re sitting at zero Doom, don’t do those missions because you’re can’t take it lower than zero. Even with the Elder sign you earn, you’d be wasting a valuable and rare effect.
Monsters
Monsters can be both good and bad. They show up attached to missions, and increase the difficulty of those missions. When you’re planning how many glyphs you need to beat a mission, you need to take the monster’s glyphs into account as well, sometimes making it ridiculously hard. In missions where you have to do the tasks in order, they’re usually last, when you’re exhausted your glyphs dealing with the mission. If you beat the mission but not the monster, then you lose the mission, which really sucks. In addition, they can lock glyphs and generate Midnight effects, making a formerly tame mission into a pain, and an already hard mission into a suck-fest from hell. The worst monster effect in my opinion is the one that advances the clock. This can knock your whole play rhythm off, and put you at the mercy of midnight effects before you were ready for them.
On the plus side, monsters can be beneficial in a way. If you beat the monster first, but lose the mission, the monster stays gone. In addition, monsters generate trophies of their own, bumping up the trophy value of the whole mission. Monsters are often easy to beat, usually just requiring 1-2 glyphs to take them down. And of course, there are wonderful cards that let you beat monsters without spending glyphs, sometimes even gaining you the trophies for doing so. When you have a monster-slaying card, send that character into that mission, if nothing else for the extra trophies. Remember that Elder signs can be bought in the store for trophies…
Best Characters
There are a variety of good characters in this game, each with their own special abilities. However, five of them really shine for me, and I’ve had the most success beating the Elders with them. Keep in mind, these are my favorites, and your play style might not mesh with mine. You might find other characters work much better for you, and that’s ok. Try them each, and see what you find.

Joe Diamond – Joe’s strength lies in his ability to re-use Clue tokens. When the glyphs don’t come up the way you need them to, a Clue is the best thing to keep you in the game, and Joe is the master of Clues. Make sure to take missions that will refill his clues, or send him to the shop to buy more – he’s useless without them, but with 2-3 in hand and a red and yellow glyph, he can beat almost any mission by himself. His high toughness makes him ideal for missions with a lot of damage costs to pay.

Jenny Barnes – IMO, Jenny is the best character in the game. The most valuable ability you can have is those extra glyphs, and Jenny can make them appear from practically nothing. Unless an effect is locking them down, she enters every task with extra glyphs to work with. And when she succeeds, she almost always ends up with 1-2 more pieces of ammo to succeed at the next mission, and the next one. Make sure to send her on missions where she will earn a yellow glyph, a spell or a clue to power her ability. When choosing what cards to spend on her Trust Fund, I use this priority – Yellow Glyph, Yellow/Red Glyph, Spell, Healing/Sanity item, Clue, Anti-Monster Card. Jenny benefits from clues as much as any other character, it’s best to spend them only if you have to. Unless she’s on the edge of death, I’d rather sacrifice a healing item to power her ability, and then spend the trophies I get from beating the mission to heal her next turn. I actually almost never spend an Anti-Monster card, they’re just too rare and valuable, I’ll usually send her back to the shop for a Yellow glyph first. I never ever spend an Other World portal card, I use those right away to open the portal. The exchange on those is too high. Jenny’s got good sanity, so send her into missions with a high sanity cost.

Amanda Sharpe – Amanda’s ability to do all tasks at once makes her the second best character in the game. I cannot count the number of times I have gotten all the glyphs I need in one roll, and then I have to throw out the others because I have to re-roll before progressing. Amanda eliminates this in one swoop, and when armed with red and yellow glyphs and a clue or two, she can even take on Cthulhu all by her lonesome and win. She’s got decent health and sanity as well, so she can take some hits and still come out alive.

Gloria Goldberg – Gloria’s ability might seem limited, but consider this – the goal of the game is to acquire Elder Signs. And the missions that grant the most Elder Signs are Other World missions, and one of them also removes a Doom token at the same time. Given that Gloria gets those bonus Glyphs for free just for showing up, anything she earns from beating those Other World missions just ends up as gravy for you. The down side to her is that the other characters have to work to open up those missions for her, and without those missions she’s kind of useless in the beginning. Because of this I put her last when selecting characters, so everyone else goes before her. Gloria can suffer in the real world, but if she’s done enough Outer World missions she’ll be more than armed to take on something else for a round or two. I don’t take her with me on the Cthulhu or Ithaqua missions, there’s not enough Outer Worlds to make her useful at all. She’s been occasionally useful against the Dark Pharaoh, and she excels at any quest that keeps you in the museum. She’s got plenty of sanity, but she rarely loses any in the Outer Worlds, only taking the occasional hit.

Mandy Thompson – Mandy has a limited ability to re-roll two glyphs for you, which means she makes this list. She’s not always the best at controlling the glyphs, but sometimes that extra two re-rolls can make all the difference. She also has decent health and sanity, meaning she can take some hits in a tough stage just to be present for helping a more powerful character with the assist later.

Honorable Mentions: These guys are ok. I like them, but I don’t tend to use them.

Marie Lambeau – Marie can spend four trophies to make a Glyph be whatever she wants it to be, which is super powerful. However, before you can use this power you need to win 2-3 missions with her, which is tough to pull off sometimes. In addition, you then have to earn another 4 trophies to use it again. Combined with only being able to do it once, it’s not as great as it sounds although she can be handy in a pinch.

Wilson Richards – Like Marie, Wilson can control the outcome of the yellow glyph. The downside is, he can only do it if you have the yellow glyph to start with. You can try to play missions that will grant him yellows if he wins, but if you come up with a healing item or similar non-glyph you’re boned. You’re equally boned if the yellow glyph is locked by some effect, making Wilson not as great as he could be.

Beating Particular Elder Gods
Yig – Yig is not too bad, and is a good starting place for beginners to get to know the game and it’s mechanics. Yig’s midnight effects aren’t too bad, and he only needs ten Elder signs to stop him. He can generate a lot of monsters, but none of them are really tough.
Tsathoggua – Tsathoggua isn’t too bad either, but his Malaise effect doubles the cost of everything in the museum entrance, meaning healing gets a lot more expensive. 13 Elder signs isn’t that hard to get to, but be mindful of your health and sanity in the meantime.
Hastur – Hastur can add additional Doom penalties for losing an Outer World mission, but only if they had those penalties to begin with. What makes Hastur a ♥♥♥♥♥ is the custom missions that only spawn for him, and the High Priests that he spawns in that lock down the red die.
Azathoth – Azathoth is a fun mission all around, especially when you’ve gotten good at the game but want to stay in the comfort of the museum. He doesn’t have too many monsters or special missions, but spawns in Doom tokens like crazy on midnight effects, which means beating him can often be race against time. It’s not uncommon to be 1-2 Doom away from losing when you finally win.
Cthulhu – Once you’ve gotten good at beating Azathoth, you’re ready for the fun missions that take you away from the museum. The Cthulhu one is definitely my favorite, despite only having beaten it a few times. I recommend getting yourself those first 7 Elder signs as fast as possible, to get out onto the Pacific and get to the real adventure. Once you’re out here, you have two tasks – you need to find R’lyeh, which isn’t actually that hard, and you need to find three pieces of a medallion that will let you face Cthulhu with your full strength – each one allows you to use red glyphs, yellow glyphs, and spells/clues when you go and face him. Don’t try facing him without all three! You’re going to need every single thing you have to survive that fight.
When looking for the medallion pieces, watch for missions that have a Cthulhu symbol as the reward. This means that beating that mission gives you a *chance* to find one of the three medallion pieces, although if it’s not the medallion piece the consolation prize you get is pretty cool as well. Those missions are always hard, but they’re always worth going for. It can be super great to go face him with the extra powers granted by those other prizes.
Finding R’lyeh isn’t too hard, and it’s quite common to find the island long before you’re ready to face the boss himself. When you’re dropping glyphs off for a mission, you can take any Investigation you earn and drop it on the crate on the right hand side. This represents you wandering through the Pacific, looking for the location of the lost island. Some mission or midnight penalties will add to that number to slow you down, but that’s really the tamest penalty this adventure has to offer. All you need to do is, when you’re finishing off the last task in a mission, drop any extra Investigation off before you finish the last task. Don’t do it early – dropping the Investigation glyphs removes them from your rack, and you need to finish the mission first. In addition, if you fail the mission, the Investigation was wasted and you don’t gain any benefit from it. It’s honestly not that hard to add the remaining few numbers at the end of the mission into that bucket, and before you know it you’ll have the island on your map as well. Even if it’s just 1, every drop in the bucket counts.
Something else to watch for is that some seemingly harmless monsters can wipe out your whole party at midnight. One of the common midnight effects is “1 damage to all characters for every Deep One”. If you’ve got some characters near death, or you’ve let the Deep Ones grow too numerous, one of those effects can kill an entire party in a single stroke. Make taking missions with them a priority like you would any midnight effect.
Finally, when you’ve revealed the island and gathered the three medallion pieces, you’re ready to take on the Great Old One himself and seal him back in his lair with an Elder Sign. He does a butt-ton of sanity damage if you lose, but the right character can take that and still survive. What you need to make sure of is that you’re going in with both bonus glyphs and at least one clue, ideally more. Any bonus items from the search for the medallion is gravy, and can be quite poetic to use on him. He has 6 symbol glyphs, 3 sets of doubles, that you need to score in order to beat him. In addition, it’s a mission that must be done in order, so spells and assists can be useful here as well. If you send a character in without bonus glyphs, they’d better have a mountain of clues to make up for it.
Dark Pharaoh – This mission starts out real nice, with you waiting to meet your contact in Cairo. You have two rounds here, with no midnight effects aside from those generated by missions. I spend the first day gathering any allies I want and trying to clear one mission per character, so they have trophies to spend in the store on the second day. When buying items in Cairo, you get two for the price of one which is generous considering what you’re going to endure later. I always spend the second day buying things from the market, but if you missed getting some allies you should do that as well. Each ally is useful in their way.
Then you move on to the desert, and things get ugly quick. Lingering effects at midnight can lock down the use of a particular item, which can make certain characters useless if they depend on that item. Effects that normally unlock a locked item will not work here, including those generated by allies you might have gained. More allies can be found out here, which is good because the penalty for failing some missions is the death of an ally. The Bedouin doctor is slightly more expensive than the regular doctor, but still tolerable.
After acquiring 6 Elder signs, you’ll be dropped into the tomb and immediately into the next adventure. Make sure that the character after the one that gets that sixth sign is prepared for a fight and can survive 1 Sanity damage, which is what it will take to get through that mission. If they fail, the next character in line has to do it and there’s no breaks or getting out of it.
When you finally finish the Where Are We mission, you’ll be let into the Necropolis. Healing is even more expensive, items are more expensive, and Elder signs cannot be bought here. The encounters get even more brutal, midnight effects are downright cruel, and make sure you’ve got two allies before you drop in, because there’s no more to be gained and they're quite likely to be killed.
Once you get to ten Elder signs, you go straight to the Chamber of the Dark Pharaoh. This is it, no going back or refilling, either beat him or die. Fortunately, all your allies and other characters are here on the mission with you so there’s help for everyone every turn. Assuming they’re still alive, anyway. Once you beat the Dark Pharaoh, he turns into one of the avatars of Nyarlathotep, either the Crawling Chaos or the Black Demon. This is his final form, fortunately. Both these forms pile on the Doom tokens fast and heavy, so make sure you get in with as little Doom as possible. If you’re prepared and just a little bit lucky, you can beat Nyarlathotep and win this adventure. Don’t feel bad if you don’t, The God of A Thousand Forms is no slouch and there’s no shame in losing to him.
Ithaqua – I’m gonna be honest with you, I’ve barely scratched this mission. There’s another guide on Steam by kevini100 that details just that mission. I’m going to wait to post anything on Ithaqua until I can at least beat him.
7 Comments
FirstEarth Jun 9, 2022 @ 9:32am 
I think you have overlooked Wendy as one of the best investigators in the game.
Funkster Nov 28, 2021 @ 2:58pm 
Thank You:lunar2019piginablanket:
ti3hjmd Sep 13, 2021 @ 6:53am 
Great content! I also like Bob and Dexter for their abilities to gain extra common or spell rewards. Thank you for pulling this together. :ElderSign:
animeanthing Oct 10, 2020 @ 1:58pm 
can any one help hear sound but no picture
tuxdelux May 20, 2020 @ 5:46pm 
I dunno.. maybe just to be argumentative, but I disagree with the idea that "humanity is vainly struggling against forces." In the cthulhu mythos stories, humanity is barely noticed by the forces. Any struggle they have is vainly scampering away to a hiding place or simply passing out in a darkened hallway.
Олд Спайс Сенатор Aug 7, 2018 @ 1:52pm 
Thank you very much! I was losing nonstop, but after reading your guide I easily won :steamhappy: You explained crucial things that weren't clear from the game tutorial, and it helped a lot (like midnight effects, useful abilities etc.)
Gilligan Jan 18, 2017 @ 4:45am 
Thank you for this excellent and honest guide. The character suggestions were especially helpful. Now I'm going to enjoy gamer madness as I try to beat the Dark Pharaoh, again... I haven't even tried Ithaqua yet. Lovecraftian games are not for weaker gamers...