Acto. Stage 1

Mitos
Pistas: –
Por fin llegas al portal que lleva a las profundidades finales: un turbulento remolino de corrientes sobrenaturales tras las que aguarda Y'ha-nthlei, la ciudad de los profundos. Debes conseguir entrar de algún modo…

Objetivo - Si todos los investigadores están en el Portal a Y'ha-nthlei y los investigadores tienen todas las llaves (azul, roja, amarilla y verde), haz avanzar el acto.

Carlos Palma Cruchaga
Hacia el remolino #315. Hacia el remolino #5.

Hacia Y'ha-nthlei - Reverso

Acto
Un remolino de corrientes tironea de tu carne mientras cruzas el portal. Cuando sales al otro lado, ya no estás en las simples cavernas de marea que hay bajo el Arrecife del Diablo, sino en el interior de una enorme ciudad que se encuentra en sus profundidades: una ciudad de arquitectura extraña y sobrenatural y, sorprendentemente, con riquezas que superan tus sueños más locos.

Retira todos los Lugares de la partida excepto el Portal a Y'ha-nthlei (o añádelos a la zona de victoria si tienen Victoria X y no tienen pistas). Descarta todas las cartas que haya en eses Lugares.

Pon en juego los Lugares puestos aparte, como se muestra en las instrucciones de la "Preparación del acto 2" de la guía de campaña (ten en cuenta que la cantidad de Lugares Y'ha-nthlei empleados y la colocación de los mismos depende de la cantidad de jugadores que haya en la partida).

Pon el Enemigo Hidra puesto aparte en juego en la Guarida de Hidra, con el lado (Sueño profundo) boca arriba.

Pon el Enemigo Dagón puesto aparte en juego en la Guarida de Dagón. Comprueba el registro de campaña. Si Dagón ha despertado, entra en juego con el lado (Despierto y enfurecido) boca arriba. Si Dagón sigue durmiendo, entra en juego con el lado (Sueño profundo) boca arriba.

De vuelta a las profundidades
De vuelta a las profundidades

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