The Mound Threats & Responses
A crew facing threats in the cursed jungle of The Mound

26 threats with icons, HP references, behavior cues, and safe responses

The Mound Threats & Field Responses

Read the behavior before spending damage. The Prowler is an isolation response, the Tue Tue Undead is a noise problem, the Hound follows moved treasure, and hallucinations require verification rather than a blind push.

Updated Back to The Mound hub
Published records26bounded reference database
Decision groups1Threat
Visual coverage26/26Local entity images mapped
Evidence mix2626 Current version

What this page is for

A visual threat reference that makes the first safe response visible before combat takes over.

Use the page in three moves

Query first, test second, recover cleanly

Threats and field response database is a server-rendered reference with a light selector layered on top. Start from the named blocker, narrow once, and leave the full answer visible when a filter would hide useful context.

  1. 01
    Name the job

    Start with the player problem, then use the search a threat, behavior, hp, or response control instead of scanning every row.

  2. 02
    Read one matching record

    Use the threats and field response database result to compare the job, fields, confidence, and safe next action before changing another variable.

  3. 03
    Verify the live result

    Run the smallest test that can disprove the current plan, keep the baseline you can reproduce, and record the exact condition that changes your next move.

Covered on this pageField response
Best first queryUndead
If nothing matchesNo matching threat

Read the cue before the damage

A threat record is useful when it tells the crew what not to repeat

The field response can be fight, avoid, regroup, recover, or verify. Start with the behavior that is breaking the expedition, not with the largest available weapon.

Use the threat name and behavior together. A Prowler entry is primarily an isolation problem, while a Tue Tue Undead encounter can turn noise into wider pressure. The Hound of Tindalos connects danger to moved treasure, and a hallucination can poison the information the crew is using to choose a route. These are different blockers even when the screen makes each one feel like a combat encounter.

Before committing, ask whether every player can still describe the same landmark and buddy pair. If the answer is no, restore shared information first. A damage race started while the crew is split can hide the real cause of the loss and leave the return route unusable even after the target disappears.

Measured HP or damage fields are supporting context, not a command to spend the whole reserve. Keep the contract objective, ammunition, recovery, and extraction margin visible. If the threat is optional, the safe response may be to pass quietly or re-anchor rather than prove that the crew can win one more fight.

  • Cue firstRead isolation, noise, treasure movement, darkness, or hallucination before choosing damage.
  • Shared viewRestore the buddy pair and landmark when players no longer agree on the route.
  • ReserveDo not spend the final recovery or ammunition on an optional encounter.

Choose the team response

Threat handling is a communication route with a combat branch

A short call makes the correct row actionable when the crew is already under pressure.

Use a three-part call: landmark, cue, action. “Last light, isolation, regroup” is more useful than a name shouted without a route. The call tells the nearest player where to return, what behavior is visible, and whether the crew should fight, avoid, or verify before moving again.

Keep one player responsible for the objective while the others restore the route. A carrier, survivor, or contract item can turn a threat into an extraction problem if everyone abandons the handoff to chase. The response row should preserve the job that makes the expedition worth continuing.

When the threat does require combat, commit from a position the group can recover from. Leave an exit and a second view of the cue, then stop after the first safe result. A clean response is one the team can repeat on the next contract, not a heroic clear that depends on everyone improvising at once.

  • Call in three partsLandmark → cue → action keeps the response short enough to repeat.
  • Protect the jobKeep the carrier, survivor, or contract objective assigned while the threat is handled.
  • Leave an exitStart a fight only from a position the crew can retreat from together.

Recover after the wrong response

A failed encounter should change one field decision, not the whole expedition

Use the first broken resource to choose the next retest and keep the rest of the route recognizable.

After a wipe or forced retreat, write the first visible break: the group split, the scream created extra pressure, the carrier was left alone, a hallucination was trusted, or recovery was spent too early. The final downed player is often only the last symptom. Naming the earliest break tells the crew which response row to use next.

Keep the contract, one known item, and the retreat trigger stable while testing the change. If the problem was isolation, repeat with a tighter buddy route; if it was noise, pass the optional encounter; if it was uncertain information, require a second view before firing. A different map or objective cannot confirm that the response itself improved.

If the same cue remains unresolved, downgrade the promise. Keep the threat as a bounded field note and send the player back to the live contract rather than inventing a universal counter. The database earns trust by making uncertainty actionable: stop, regroup, verify, or leave with a known margin.

  • Earliest breakRecord the first lost resource, not only the final down.
  • One retestHold the contract and known baseline while changing one response layer.
  • Bounded answerWhen the cue is unresolved, preserve the stop/regroup/verify fallback.
Threat records26

Current bestiary table with icons

First ruleRead cue

Fight is not always the answer

Shared routeBuddy + landmark

Protect information first

Threat response route

Recognize the cue before choosing damage

The database separates measurable HP references from threats whose main danger is isolation, noise, hallucination, or a broken return route.

  1. 1
    Read the behavior

    Check whether the threat punishes isolation, noise, treasure movement, darkness, or delayed recovery.

  2. 2
    Protect the shared landmark

    The route is safer when every player can describe the last agreed position.

  3. 3
    Choose fight, avoid, regroup, or verify

    A damage race is only one of four valid responses.

  4. 4
    Leave a return margin

    Do not spend the final recovery or ammunition reserve to win an optional encounter.

Threat Finder

Threats and field response database

Read the behavior before spending damage. The Prowler is an isolation response, the Tue Tue Undead is a noise problem, the Hound follows moved treasure, and hallucinations require verification rather than a blind push.

26 matches Threats and field response database
Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Undead

Current version

Reanimated conquistadors, common near the beaches. One musket round drops them.

HP reference
60
Damage taken
Behavior
Reanimated conquistadors, common near the beaches. One musket round drops them.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Undead without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

HP and damage response are a current version reference, not a universal contract route; keep an exit and recovery option.

Berserk Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Berserk Undead

Current version

Fast and fragile — swings wildly, dies to anything.

HP reference
20
Damage taken
Behavior
Fast and fragile — swings wildly, dies to anything.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Berserk Undead without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

HP and damage response are a current version reference, not a universal contract route; keep an exit and recovery option.

Brute Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Brute Undead

Current version

The tanky one. Takes extra damage, has the health to spare.

HP reference
170
Damage taken
1.5×
Behavior
The tanky one. Takes extra damage, has the health to spare.
Response class
Verify and regroup
First live check
Second view, landmark, and buddy pair
Player job

Preserve shared information before the crew commits to movement or fire.

Use now

Use a readable firing lane and spend damage only after the threat is separated from the return path.

Safe next action

Stop, name the last shared cue, and require a second player or stable landmark before changing formation.

Risk

A false cue or separated player can make the crew attack its own route and lose the contract without a normal combat failure.

Hanged Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Hanged Undead

Current version

High HP but takes triple damage — aim carefully and it folds fast.

HP reference
180
Damage taken
Behavior
High HP but takes triple damage — aim carefully and it folds fast.
Response class
Verify and regroup
First live check
Second view, landmark, and buddy pair
Player job

Preserve shared information before the crew commits to movement or fire.

Use now

Use a readable firing lane and spend damage only after the threat is separated from the return path.

Safe next action

Stop, name the last shared cue, and require a second player or stable landmark before changing formation.

Risk

A false cue or separated player can make the crew attack its own route and lose the contract without a normal combat failure.

Lamp Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Lamp Undead

Current version

Carries its own light. You'll see it coming; it also sees you.

HP reference
60
Damage taken
Behavior
Carries its own light. You'll see it coming; it also sees you.
Response class
Control the environment
First live check
Visibility, weapon lane, and exit marker
Player job

Keep the current visibility or environmental lane usable before spending damage.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Keep the light or weather-safe lane available, then move the crew through a marked exit instead of holding an exposed angle.

Risk

Ignoring the environmental cue can disable the planned attack or make the return path unreadable at the same time.

Lightning Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Lightning Undead

Current version

Electrical attacks.

HP reference
60
Damage taken
Behavior
Electrical attacks.
Response class
Control the environment
First live check
Visibility, weapon lane, and exit marker
Player job

Keep the current visibility or environmental lane usable before spending damage.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Keep the light or weather-safe lane available, then move the crew through a marked exit instead of holding an exposed angle.

Risk

Ignoring the environmental cue can disable the planned attack or make the return path unreadable at the same time.

Tue Tue Undead artwork from The Mound: Omen of Cthulhu
Threat · Field response

Tue Tue Undead

Current version

Its shriek echoes across the whole forest and wakes everything. Avoid rather than fight.

HP reference
40
Damage taken
Behavior
Its shriek echoes across the whole forest and wakes everything. Avoid rather than fight.
Response class
Avoid or regroup
First live check
Exit lane, buddy contact, and contract margin
Player job

Protect the route by refusing an encounter that does not have a normal kill payoff.

Use now

Avoid or pass quietly when the contract does not require the fight; its scream can wake the forest.

Safe next action

Turn the crew toward the last shared landmark or clear exit before the threat closes the route.

Risk

Treating a route hazard as a damage race spends time, ammunition, and recovery while the contract still needs a return.

Y'm-bhi artwork from The Mound: Omen of Cthulhu
Threat · Field response

Y'm-bhi

Current version

Fallen explorers reassembled as shambling dead — your own dead teammates can come back as these. Grabs crew members; a well-timed hit breaks the grab.

HP reference
Damage taken
Behavior
Fallen explorers reassembled as shambling dead — your own dead teammates can come back as these. Grabs crew members; a well-timed hit breaks the grab.
Response class
Recover first
First live check
Downed player, recovery item, and retreat angle
Player job

Recover the downed crewmate before the body becomes a second field threat.

Use now

Revive or move the downed crewmate quickly so the fallen explorer does not become the next threat.

Safe next action

Move or revive from the closest defensible position and keep one player watching the approach.

Risk

Chasing damage before recovery can convert one downed player into a route-wide loss.

Mi-Go artwork from The Mound: Omen of Cthulhu
Threat · Field response

Mi-Go

Current version

Mind control. Approaches from behind and separates prey from the group before it feeds.

HP reference
60
Damage taken
Behavior
Mind control. Approaches from behind and separates prey from the group before it feeds.
Response class
Verify and regroup
First live check
Second view, landmark, and buddy pair
Player job

Preserve shared information before the crew commits to movement or fire.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Stop, name the last shared cue, and require a second player or stable landmark before changing formation.

Risk

A false cue or separated player can make the crew attack its own route and lose the contract without a normal combat failure.

Deep One artwork from The Mound: Omen of Cthulhu
Threat · Field response

Deep One

Current version

Amphibious and relentless, with heavy damage resistance — 120 HP that plays like 360.

HP reference
120
Damage taken
0.33×
Behavior
Amphibious and relentless, with heavy damage resistance — 120 HP that plays like 360.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Deep One without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

HP and damage response are a current version reference, not a universal contract route; keep an exit and recovery option.

Hound of Tindalos artwork from The Mound: Omen of Cthulhu
Threat · Field response

Hound of Tindalos

Current version

Hunts whoever carries a moved treasure. Takes ten times normal damage — if you can land the shot before it lands on you.

HP reference
120
Damage taken
10×
Behavior
Hunts whoever carries a moved treasure. Takes ten times normal damage — if you can land the shot before it lands on you.
Response class
Protect the objective
First live check
Carrier, firing lane, and storage handoff
Player job

Keep the objective carrier and firing lane connected while the threat follows the moved haul.

Use now

Protect the treasure carrier, choose the firing lane, and finish it before the route fragments.

Safe next action

Assign one player to the carrier, one to the firing lane, and stop moving the treasure until the route is readable.

Risk

Splitting the carrier from the support pair turns an objective threat into an isolation wipe.

Crawling Canopy artwork from The Mound: Omen of Cthulhu
Threat · Field response

Crawling Canopy

Current version

The tree-cover horror. Isolates and marks prey; about three musket rounds in the demo.

HP reference
180
Damage taken
Behavior
The tree-cover horror. Isolates and marks prey; about three musket rounds in the demo.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Crawling Canopy without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

HP and damage response are a current version reference, not a universal contract route; keep an exit and recovery option.

Prowler artwork from The Mound: Omen of Cthulhu
Threat · Field response

Prowler

Current version

Carries off lone explorers and cannot be killed — only driven back. Don't wander.

HP reference
150
Damage taken
Behavior
Carries off lone explorers and cannot be killed — only driven back. Don't wander.
Response class
Avoid or regroup
First live check
Exit lane, buddy contact, and contract margin
Player job

Protect the route by refusing an encounter that does not have a normal kill payoff.

Use now

Stop the push, restore the buddy pair, and leave the isolation lane instead of treating it as a normal kill.

Safe next action

Turn the crew toward the last shared landmark or clear exit before the threat closes the route.

Risk

Treating a route hazard as a damage race spends time, ammunition, and recovery while the contract still needs a return.

Flesh Shambler artwork from The Mound: Omen of Cthulhu
Threat · Field response

Flesh Shambler

Current version

A territorial giant that displaces space itself. That HP number is the game telling you to run.

HP reference
10000
Damage taken
Behavior
A territorial giant that displaces space itself. That HP number is the game telling you to run.
Response class
Avoid or regroup
First live check
Exit lane, buddy contact, and contract margin
Player job

Protect the route by refusing an encounter that does not have a normal kill payoff.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Turn the crew toward the last shared landmark or clear exit before the threat closes the route.

Risk

Treating a route hazard as a damage race spends time, ammunition, and recovery while the contract still needs a return.

Formless Spawn artwork from The Mound: Omen of Cthulhu
Threat · Field response

Formless Spawn

Current version

Shapeless and shapeshifting — spawn of Tsathoggua.

HP reference
Damage taken
Behavior
Shapeless and shapeshifting — spawn of Tsathoggua.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Formless Spawn without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

The current reference does not provide a normal damage answer; use the response rule rather than a damage race.

Haunter of the Dark artwork from The Mound: Omen of Cthulhu
Threat · Field response

Haunter of the Dark

Current version

Lives in shadow. Keep your lamp lit.

HP reference
Damage taken
Behavior
Lives in shadow. Keep your lamp lit.
Response class
Control the environment
First live check
Visibility, weapon lane, and exit marker
Player job

Keep the current visibility or environmental lane usable before spending damage.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Keep the light or weather-safe lane available, then move the crew through a marked exit instead of holding an exposed angle.

Risk

Ignoring the environmental cue can disable the planned attack or make the return path unreadable at the same time.

Shoggoth Worm artwork from The Mound: Omen of Cthulhu
Threat · Field response

Shoggoth Worm

Current version

A vast crawling mass.

HP reference
Damage taken
Behavior
A vast crawling mass.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Shoggoth Worm without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

The current reference does not provide a normal damage answer; use the response rule rather than a damage race.

Doppelganger artwork from The Mound: Omen of Cthulhu
Threat · Field response

Doppelganger

Current version

Infiltrates disguised as a teammate and turns the crew against itself. Takes double damage once unmasked.

HP reference
Damage taken
Behavior
Infiltrates disguised as a teammate and turns the crew against itself. Takes double damage once unmasked.
Response class
Verify and regroup
First live check
Second view, landmark, and buddy pair
Player job

Preserve shared information before the crew commits to movement or fire.

Use now

Stop and verify the cue with a second player or a stable landmark before moving or firing.

Safe next action

Stop, name the last shared cue, and require a second player or stable landmark before changing formation.

Risk

A false cue or separated player can make the crew attack its own route and lose the contract without a normal combat failure.

Transmuter artwork from The Mound: Omen of Cthulhu
Threat · Field response

Transmuter

Current version

Bursts out of the ground under your feet.

HP reference
120
Damage taken
Behavior
Bursts out of the ground under your feet.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Transmuter without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

HP and damage response are a current version reference, not a universal contract route; keep an exit and recovery option.

Dark Young of Shub-Niggurath artwork from The Mound: Omen of Cthulhu
Threat · Field response

Dark Young of Shub-Niggurath

Current version

The dark young of the Black Goat. Boss-tier; tactics still unmeasured pre-launch.

HP reference
Damage taken
Behavior
The dark young of the Black Goat. Boss-tier; tactics still unmeasured pre-launch.
Response class
Verify and retreat
First live check
Cue, distance, and first safe reset
Player job

Capture a safe observation without turning an unknown encounter into a full combat claim.

Use now

Use Dark Young of Shub-Niggurath as a bounded field note: keep the crew together, record the first cue, and verify the live behavior before publishing a counter-route.

Safe next action

Leave an exit and preserve the contract margin; an undocumented response is not a reason to spend every reserve.

Risk

The current record does not establish a repeatable counter, so a confident damage or avoidance rule would be a guess.

El Buey artwork from The Mound: Omen of Cthulhu
Threat · Field response

El Buey

Current version

“The Ox.” Boss-tier.

HP reference
Damage taken
Behavior
“The Ox.” Boss-tier.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to El Buey without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

The current reference does not provide a normal damage answer; use the response rule rather than a damage race.

The Boulder artwork from The Mound: Omen of Cthulhu
Threat · Field response

The Boulder

Current version

A moving hazard more than a fight.

HP reference
Damage taken
Behavior
A moving hazard more than a fight.
Response class
Avoid or regroup
First live check
Exit lane, buddy contact, and contract margin
Player job

Protect the route by refusing an encounter that does not have a normal kill payoff.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Turn the crew toward the last shared landmark or clear exit before the threat closes the route.

Risk

Treating a route hazard as a damage race spends time, ammunition, and recovery while the contract still needs a return.

Huemul artwork from The Mound: Omen of Cthulhu
Threat · Field response

Huemul

Current version

A Chilean deer, and walking income: the meat sells for 80–120c and the hide for 60–90c.

HP reference
Damage taken
Behavior
A Chilean deer, and walking income: the meat sells for 80–120c and the hide for 60–90c.
Response class
Fight from a recoverable lane
First live check
Behavior cue, firing lane, and retreat landmark
Player job

Choose a controlled combat response to Huemul without spending the expedition's return margin.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Separate the threat from the carrier and exit, use the readable firing lane, and stop after the first safe result.

Risk

The current reference does not provide a normal damage answer; use the response rule rather than a damage race.

Bandurria artwork from The Mound: Omen of Cthulhu
Threat · Field response

Bandurria

Current version

A daemon bird whose mere presence drains sanity. Shoot it from far away — 50 meters out is achievement range.

HP reference
Damage taken
Behavior
A daemon bird whose mere presence drains sanity. Shoot it from far away — 50 meters out is achievement range.
Response class
Verify and regroup
First live check
Second view, landmark, and buddy pair
Player job

Preserve shared information before the crew commits to movement or fire.

Use now

Read the behavior first, then choose fight, avoid, regroup, or verify without spending the return margin blindly.

Safe next action

Stop, name the last shared cue, and require a second player or stable landmark before changing formation.

Risk

A false cue or separated player can make the crew attack its own route and lose the contract without a normal combat failure.

Tyrano Horse artwork from The Mound: Omen of Cthulhu
Threat · Field response

Tyrano Horse

Current version

Spotted in the community codex; behavior undocumented.

HP reference
Damage taken
Behavior
Spotted in the community codex; behavior undocumented.
Response class
Verify and retreat
First live check
Cue, distance, and first safe reset
Player job

Capture a safe observation without turning an unknown encounter into a full combat claim.

Use now

Use Tyrano Horse as a bounded field note: keep the crew together, record the first cue, and verify the live behavior before publishing a counter-route.

Safe next action

Leave an exit and preserve the contract margin; an undocumented response is not a reason to spend every reserve.

Risk

The current record does not establish a repeatable counter, so a confident damage or avoidance rule would be a guess.

Wormy artwork from The Mound: Omen of Cthulhu
Threat · Field response

Wormy

Current version

Spotted in the community codex; behavior undocumented.

HP reference
Damage taken
Behavior
Spotted in the community codex; behavior undocumented.
Response class
Verify and retreat
First live check
Cue, distance, and first safe reset
Player job

Capture a safe observation without turning an unknown encounter into a full combat claim.

Use now

Use Wormy as a bounded field note: keep the crew together, record the first cue, and verify the live behavior before publishing a counter-route.

Safe next action

Leave an exit and preserve the contract margin; an undocumented response is not a reason to spend every reserve.

Risk

The current record does not establish a repeatable counter, so a confident damage or avoidance rule would be a guess.

When the answer does not fit

Recover after the wrong threat response

Stop repeating the fight until the crew knows whether the loss came from combat or route information.

  1. 1
    Stop the push

    Return to the last shared landmark when the route or buddy pair breaks.

  2. 2
    Name the cue

    Isolation, scream, treasure movement, darkness, hallucination, or delayed revival.

  3. 3
    Use the response row

    Follow the direct action before changing every weapon and Saint.

  4. 4
    Retest one variable

    Keep the contract and one known route stable while testing the response.

Decision table

Choose the response by the threat behavior

Choose the row that matches the failure in front of you; the action is a bounded next experiment, not a hidden-stat guarantee.

SituationActionWhy
A player is isolated and the Prowler appearsRegroup at the last landmarkThe Prowler punishes isolation rather than offering a normal boss fight.
The Tue Tue scream wakes the forestAvoid the fight when optionalNoise can create more pressure than the target is worth.
The Hound follows moved treasureProtect the carrier and fire togetherThe route is safer when the carrier is not left alone.
A hallucination changes the sceneVerify before moving or firingA second view prevents poisoned information from becoming a route loss.

Next step

Keep this answer connected to the game

Return to the hub or open another page only when it serves the next player job.

Share this guide

Send the answer when another player hits the same blocker.

Share the current The Mound route, or copy the link for Discord and group chat.

Player questions

Threats & Responses FAQ

Use the current game panel before spending rare resources on a value that can change.

How many threats are listed?

The current bounded table contains 26 named threat records with local icons and current HP or damage-response references where available.

Can you kill the Prowler?

The current reference does not give it a normal kill route; regroup and leave the isolation lane instead of treating it as a damage race.

What should I do when the forest screams?

Avoid or pass quietly when the contract does not require the Tue Tue Undead fight, because the noise can wake more pressure.

What if the scene may be a hallucination?

Stop, verify with a second player or stable landmark, and only then move or fire.