Szene. Stage 1

Mythos
Clues: –
Endlich erreichst du das Tor zu den endgültigen Tiefen: ein strudelnder Wirbel aus Strömungen einer anderen Welt, hinter denen Y'ha-nthlei, die Stadt der Tiefen Wesen, wartet. Du must dir irgendwie Zugang dort hinein verschaffen…

Ermittlungsziel - Falls sich jeder Ermittler am Tor nach Y'ha-nthlei befindet und die Ermittler den blauen, roten, gelben und grünen Schlüssel kontrollieren, rücke vor.

Carlos Palma Cruchaga
In den Mahlstrom hinein #315. In den Mahlstrom hinein #5.

Nach Y'ha-nthlei - Back

Szene
Als du durch das Tor gehst, zerren verschiedenartige Strämungen und Wirbel an deiner Hand. Auf der anderen Seite angekommen befindest du dich nicht mehr in den Höhlensystemen unter dem Teufelsriff, sondern innerhalb einer weitläufigen Stadt in der Tiefe: in einer Stadt einer anderen Welt, mit völlig fremdartiger Architektur und mit erstaunlichen Reichtümern, die deine Vorstellungskraft übersteigen.

Entferne jeden Ort bis auf das Tor nach Y'ha-nthlei aus dem Spiel (oder füge ihn dem Siegpunktestapel hinzu, falls er Sieg X und keine Hinweise auf sich hat). Jede Karte an jenen Orten wird abgelegt.

Bringe die beiseitegelegten Orte wie im Kampagnenleitfaden unter der „Vorbereitung von Szene 2” abgebildet ins Spiel. (Hinweis: Die Anzahl verwendeter Y'ha-nthlei-Orte und ihre Anordnung hängt von der Anzahl Ermittler im Spiel ab.)

Bringe den beiseitegelegten Gegner Hydra mit der Seite, (In tiefem Schlummer) nach oben in Hydras Reich ins Spiel.

Bringe den beiseitegelegten Gegner Dagon in Dagons Reich ins Spiel. Überprüfe das Kampagnenlogbuch. Falls Dagon erwacht ist, kommt er mit der Seite (Erwacht und voller Zorn) nach oben ins Spiel. Falls Dagon noch schlummert, kommt er mit der Seite (In tiefem Schlummer) nach oben ins Spiel.

Zurück in die Tiefen
Zurück in die Tiefen

FAQs

(from the official FAQ or responses to the official rules question form)
  • NB: ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): Erratum: This card’s Objective ability should read: "…you may choose to advance" instead of "…advance." - FAQ, v.1.9, June 2021
Last updated

Reviews

This is probably the most annoying error to date, they printed and had to errata. We have played the scenario more than 3 months ago, not aware of the bug, and it still bothers me a lot. So I thought, it might be a good idea, to give people extra attention to this errata.

It was our second run of Innsmouth and first ever campaign on hard, and up until then, we aced it, unlocked all the Flashbacks I to XIII. As a result, we got all 4 required keys to advance during setup, and because everybody starts at Gateway to Y'ha-nthlei and there is no "may" printed on the card, we had to immediately advance and started the game in Act 2. But by doing so, we didn't have the opportunity to grab some additional keys, we would have needed to unlock:

  • Flashback XIV in the game
  • an alternative, optional objective to fulfill
  • Flashback XV in the Epilogue

We had achieved the second bullet point on our Innsmouth blind run, and found it a rather easy campaign final on standard, but playing the scenario without the optional objective was a completely anticlimactic and lame affair, and loosing out on the Flashbacks double stings.

Susumu · 363
Considering that's based on an obscure and unintuitive ruling and they immediately errata'd it, I'd say the fact that, in the same level, Dagon and Hydra have useless actions printed on them is a much more annoying error. — SSW · 209
Why ist the action useless? There might be doom placed on them. — PowLee · 20
I also don't get, what you mean, SSW. How is the action on them an error? If you want to stay on the location, it is better to try to evade them that way. Of course, you need a character to likely pass the willpower (4) test, but it is a legit action. The forced advance on the other hand is an annoying bug. Yeah, they errata'd it. But we don't doublecheck every card during play, if there might be a missprint. At that moment, we were not aware, that this would cost us Flashback XIV and the rest. We were playing it for the second time, and the first was more than half a year earlier. It was a critical mistake, we now know. But it is likely to not notice it during play. — Susumu · 363
Dagon and Hydra untap then check to see if they are untapped.... — Zerogrim · 292
Gotcha! I indeed missed the "At the end of the round". Yeah, you could still remove the doom placed in the previouse round. But obviously, exhausting them is pointless. — Susumu · 363
I think the important part about the action would be to remove the doom, not to exhaust the ancient one. So I wouldn't call it pointless at all. I guess the default is supposed to be that you place doom on them while you're in their lair. Given that there are edge cases where you can exhaust them during upkeep after they readied, I still think that checking whether they are ready at the end of the round still makes sense.nk it's still appropriate that the game checks whether the ancient one is ready or not for the case that you trigger an edge case where you exhaust them during upkeep. Example for such an obscure edge case: Draw Overzealous, get an encounter card with a skill test, commit quick thinking, succeed by 2, use the extra action to evade them. — PowLee · 20