Keep two of the six slots open for the objective or recovery item.

Contract, equipment, weather, and crew decision guide
The Mound Contracts, Loadouts & Expedition Guide
Choose the Captain Contract first, then search the loadout table for weather, noise, revival, light, or treasure needs. Keep two of six slots flexible, protect the Ox-wagon route, and leave when the contract goal or retreat trigger is reached.
Bow, Crossbow, and Flintlock coverage prevents a weather lockout.
It carries treasure, survivors, light, and sanity shelter.
Recover treasure
Find the target haul and return it to the galleon.
- Carry plan
- Keep two inventory slots open and move valuable pieces to the Ox-wagon when possible.
- Weather answer
- Favor Bow, Crossbow, or Flintlock coverage when rain can disable Matchlock weapons.
- Crew job
- One carrier, one route holder, and rear cover for the moving treasure.
- Return trigger
- The target haul is secured or the Wagon route becomes unsafe.
Retrieve a cylinder
Locate the contract object and preserve a clean return route.
- Carry plan
- Do not fill all six slots before the objective item is found.
- Weather answer
- Carry at least one weapon that still works in rain.
- Crew job
- Route caller stays free to guide the objective carrier.
- Return trigger
- Cylinder secured plus a viable Wagon or galleon route.
Purge corruption
Reach and clear the named corruption objective.
- Carry plan
- Prioritize combat, light, food, and recovery over early treasure.
- Weather answer
- Do not let the whole squad depend on Matchlock fire in uncertain weather.
- Crew job
- Frontline holds space while another player protects recovery and direction.
- Return trigger
- Recovery is spent, madness cannot be cross-checked, or the route home is breaking.
Exploration
Map landmarks, forts, and safe links without turning the run into an unplanned treasure push.
- Carry plan
- Use the default six-slot plan and preserve empty space for a critical find.
- Weather answer
- Quiet, all-weather weapons reduce noise and weather surprises.
- Crew job
- Navigator names a landmark chain; verifier checks route and hallucinations.
- Return trigger
- Two anchors are lost or the group cannot agree on the current route.
Special descent
Prepare for a deeper objective where retreat options narrow.
- Carry plan
- Recovery, light, food, and role coverage take priority over spare loot.
- Weather answer
- Use mixed weapon ignition so one weather change does not remove all ranged options.
- Crew job
- Two buddy pairs: objective/recovery and route/rear watch.
- Return trigger
- A pair breaks, a critical role falls, or the agreed recovery reserve is gone.
| Item | Slot job | Weather | Noise | Best use | Warning |
|---|---|---|---|---|---|
| Longbow | Quiet ranged weapon | Works in rain | Low | Exploration, scouting, and pulls where forest noise matters. | Lower noise is valuable when the hidden awakening pressure is the larger threat. |
| Crossbow | All-weather ranged weapon | Works in rain | Low to moderate | A reliable ranged slot when the squad cannot predict weather. | Keep ammunition and reload space in the plan. |
| Flintlock weapon | Rain-capable firearm | Works in rain | Loud | Mixed squads that still want firearm stopping power during rain. | Noise can advance forest pressure even when the shot solves the immediate fight. |
| Arquebus / Matchlock | Heavy firearm | Fails in rain | Very loud | Dry-weather damage when the route and weather are controlled. | Saint Eulalia can stop rain; without that answer the weapon may become dead weight. |
| Machete | Utility melee | Works in all weather | Low | Combat utility and cutting firewood during the run. | The 5c tool is a better first buy than spending 100c on firewood. |
| Powder | Firearm supply | Depends on firearm | None by itself | Supports the gun slot in the standard six-slot plan. | Do not carry powder for a loadout that rain has already disabled. |
| Food | Run sustain | Works in all weather | None | Extends a route without relying on a lucky field recovery. | A deep push without food spends the retreat margin early. |
| Ammonia Salts | Field revival | Works in all weather | None | Revive a downed crewmate before the body becomes a larger threat. | Costs 20c; keep it accessible instead of burying it under treasure. |
| Oil Lamp / Torch | Light and sanity protection | Check current item behavior | Low | Protect visibility because darkness accelerates sanity loss. | A light source does not replace the Ox-wagon sanity shelter on a long route. |
| Horn | Call the Ox-wagon | Works in all weather | Very loud | Recover storage, light, survivors, and route support. | The call attracts enemies; choose the ground before using it. |
Try treasure, cylinder, corruption, exploration, rain, revival, light, Horn, or Wagon.
Saint choice
Bring the answer to the expected failure
Field threats
Choose fight, avoid, or regroup
Sanity recovery
Use a second view before trusting the cue
There is no simple visible sanity bar. Darkness, isolation, and hallucinations can damage the information the squad is using to navigate.
| Cue | Check | Safe response |
|---|---|---|
| False crewmate | Ask the real player to confirm position and action. | Do not follow the figure away from the buddy pair. |
| Poisoned comms | Repeat location, cue, and action through a second player. | Return to the last shared landmark. |
| Disguised terrain | Compare the path with the known landmark chain. | Stop before stepping into the disputed route. |
| Transformed equipment | Cross-check the item with a teammate or Wagon inventory. | Do not discard a critical item on one perception. |
| Phantom threat | Seek a second angle without moving the whole squad. | Keep one pair on the return anchor. |
Wagon call
Use the Horn on chosen ground
- 1
Stop at a defensible landmark.
- 2
Check that the contract route still needs storage or recovery.
- 3
Assign rear watch before the noisy call.
- 4
Move treasure or survivors quickly, then leave the noise site.
Known map order
Extend the landmark chain
- 1Landing Beaches
- 2Valdivian Forest
- 3Scarlet Flower Woods
- 4Abandoned Forts
- 5The Mound
- 6K'n-yan
Player questions
Contracts & Loadouts FAQ
Use the current game panel before spending rare resources on a value that can change.
What should I bring into an expedition?
Choose weapons and equipment around the run purpose, then pair that loadout with a retreat trigger and a route agreement. Check exact item behavior in the live version before committing the run.
What is the best team size?
The game supports up to four players. Two to four players gain the most from explicit roles; solo play benefits from the same stop-and-verify protocol.
How do we handle conflicting information?
Stop movement, give a location-cue-action call, and seek a second view before sending anyone forward alone.
When should the squad retreat?
Use the trigger chosen at the galleon: lost contact, broken pairs, depleted options, route uncertainty, or a haul that already satisfies the run.
What is the safest way to check a strange cue?
Keep one person or pair on the stable landmark, then use a second angle for verification. Do not move the whole squad toward an unconfirmed sound, silhouette, or route change.