The Mound Contracts & Loadouts
A team exploring the jungle in The Mound Omen of Cthulhu

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.

Last updated 2026-07-22Released · July 15, 2026Back to The Mound hub
Default packGun, Machete, Powder, Food

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

RainDo not rely only on Matchlocks

Bow, Crossbow, and Flintlock coverage prevents a weather lockout.

ReturnProtect the Ox-wagon route

It carries treasure, survivors, light, and sanity shelter.

5 contract plans · 10 equipment checksCore answers remain visible without JavaScript
Captain Contract

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.
Captain Contract

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.
Captain Contract

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.
Captain Contract

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.
Captain Contract

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.
ItemSlot jobWeatherNoiseBest useWarning
LongbowQuiet ranged weaponWorks in rainLowExploration, scouting, and pulls where forest noise matters.Lower noise is valuable when the hidden awakening pressure is the larger threat.
CrossbowAll-weather ranged weaponWorks in rainLow to moderateA reliable ranged slot when the squad cannot predict weather.Keep ammunition and reload space in the plan.
Flintlock weaponRain-capable firearmWorks in rainLoudMixed squads that still want firearm stopping power during rain.Noise can advance forest pressure even when the shot solves the immediate fight.
Arquebus / MatchlockHeavy firearmFails in rainVery loudDry-weather damage when the route and weather are controlled.Saint Eulalia can stop rain; without that answer the weapon may become dead weight.
MacheteUtility meleeWorks in all weatherLowCombat utility and cutting firewood during the run.The 5c tool is a better first buy than spending 100c on firewood.
PowderFirearm supplyDepends on firearmNone by itselfSupports the gun slot in the standard six-slot plan.Do not carry powder for a loadout that rain has already disabled.
FoodRun sustainWorks in all weatherNoneExtends a route without relying on a lucky field recovery.A deep push without food spends the retreat margin early.
Ammonia SaltsField revivalWorks in all weatherNoneRevive a downed crewmate before the body becomes a larger threat.Costs 20c; keep it accessible instead of burying it under treasure.
Oil Lamp / TorchLight and sanity protectionCheck current item behaviorLowProtect visibility because darkness accelerates sanity loss.A light source does not replace the Ox-wagon sanity shelter on a long route.
HornCall the Ox-wagonWorks in all weatherVery loudRecover storage, light, survivors, and route support.The call attracts enemies; choose the ground before using it.

Saint choice

Bring the answer to the expected failure

Saint DymphnaClears madness. Use when hallucinations or poisoned information are breaking team trust.
Saint EulaliaStops rain. Restores a Matchlock-heavy squad that has lost its ranged plan to weather.
Saint BenedictPrevents one fatal hit per day. Protects a critical mistake on a deep or high-value run.
Saint RaphaelProvides sustained healing. Supports attrition-heavy contracts where the squad expects repeated damage.

Field threats

Choose fight, avoid, or regroup

ProwlerRegroup and deny the isolation condition.
Tue Tue UndeadAvoid or pass quietly when the contract does not require the fight.
Hound of TindalosProtect the carrier, choose the firing lane, and finish the threat quickly.
Y'm-bhiKeep Ammonia Salts or a Wagon recovery route available.
HallucinationStop moving and require a second player or stable landmark to verify the cue.

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.

CueCheckSafe response
False crewmateAsk the real player to confirm position and action.Do not follow the figure away from the buddy pair.
Poisoned commsRepeat location, cue, and action through a second player.Return to the last shared landmark.
Disguised terrainCompare the path with the known landmark chain.Stop before stepping into the disputed route.
Transformed equipmentCross-check the item with a teammate or Wagon inventory.Do not discard a critical item on one perception.
Phantom threatSeek a second angle without moving the whole squad.Keep one pair on the return anchor.

Wagon call

Use the Horn on chosen ground

  1. 1

    Stop at a defensible landmark.

  2. 2

    Check that the contract route still needs storage or recovery.

  3. 3

    Assign rear watch before the noisy call.

  4. 4

    Move treasure or survivors quickly, then leave the noise site.

Known map order

Extend the landmark chain

  1. 1Landing Beaches
  2. 2Valdivian Forest
  3. 3Scarlet Flower Woods
  4. 4Abandoned Forts
  5. 5The Mound
  6. 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.