How many contracts are in The Mound: Omen of Cthulhu?
Community databases cite ~132 contract entries across tiers and objective variants — this hub explains structure; a full searchable database is Phase 2.

The Mound: Omen of Cthulhu contracts guide: Basic through Legendary tiers, loot, rescue, logbook goals, shared gear pools, Tokens and XP — verified July 2026.
Tempestad contracts, shared expedition gear, loot goals, and extraction rhythm before you sign the ledger.
Contracts drive every expedition in The Mound: Omen of Cthulhu — a 1–4 player co-op extraction horror FPS from ACE Team and Nacon (Steam App 2569760, full release July 15, 2026). 1–4 player co-op extraction horror in a Lovecraftian jungle — sanity, noise, contracts, and ox-wagon extraction.
This The Mound: Omen of Cthulhu contracts guide explains tier scaling from Basic through Legendary (and endgame The Mound routes cited in community databases), objective types, shared expedition gear, and how loot converts into Tokens and XP after extraction.
Every run begins aboard Tempestad. The Captain presents bargains — objectives, shared tools, weather/time-of-day variants, and payout tables. You sign, carve optional patron saints, then drop into the jungle with a six-slot inventory discipline explained on the beginner guide.
This page covers ACE Team's video game on Steam — not the standalone Lovecraft prose work titled "The Mound."
Launch reviews and beginner guides agree on four standard tiers the Captain offers: Basic, Mid, Advanced, and Legendary. Community databases also reference a fifth endgame framing — expeditions toward The Mound itself — as the ultimate curse-coast goal. Host rank and party size can skew which contracts appear in the ledger.
| Tier | Typical audience | Enemy / noise pressure | Gear pool (shared) | Reward band |
|---|---|---|---|---|
| Basic | First extracts, new crossplay squads | Undead camps, low eldritch mix | Modest shared weapons + utility | Lower Tokens/XP — teaches loop |
| Mid | After 2–3 clean Basic extracts | More Prowler checks, forts | Better firearms + backup melee | Mid payout — ration upgrades feel meaningful |
| Advanced | Map-aware teams, rank ~10+ | Mi-Go / canopy threats common | Stronger shared pool, still finite | High payout — noise mistakes hurt |
| Legendary | Coordinated 4-player recommended | Boss-scale horrors, sanity stacks | Best standard-tier shared kit | Top standard Tokens/XP — wipe risk extreme |
| The Mound (endgame) | Post-fort / logbook progression | Database endgame framing — verify in-game | TBA — likely elite shared kit | TBA — chase after Legendary comfort |
IGN and community reports note the contract ledger scales with host character level — veterans may see fewer Basic entries, complicating onboarding friends. Farm lower tiers deliberately or rotate host when teaching sanity voice checks.
Store materials state difficulty adjusts for solo vs co-op party size. Solo receives tuned pressure with AI companions (solo guide); four humans face denser enemy routing. Pick tier for lowest skill in the party, not the loudest voice.
Post-launch notes removed hard mission time caps — squads may stay until survival limits break. That freedom increases noise and sanity exposure; it is not permission to 100% every fort before extract.
Contracts roll time of day and weather variants. Rain disables many firearms — read weapons hub before signing Advanced/Legendary bargains with only matchlock pools.
The Captain's demands are not always "fill the ox-wagon with gold." ModDB feature text and preview footage cite multiple objective families — always read the full contract card at Tempestad before drop.
| Objective type | Example wording | Squad tip |
|---|---|---|
| Loot value quota | "Bring at least 800 worth of value" | Bank treasure on ox-wagon early — greed kills |
| Resource list | "15 mushrooms, 5 logs, 2 small animals" | Split gather roles; watch noise near birds |
| Prisoner / explorer rescue | Stranded explorer retrieval | Timer pressure — assign cart defender before chase |
| Logbook recovery | Journal inside fort tents | Cross logbooks + maps — 7/13 achievement path |
| Food / supply runs | Cook-requested ingredients | Lower combat, higher routing skill |
| Fort / landmark pins | Specific ruins or landing unlocks | Map + torch mandatory — demo pins may differ post-launch |
13 logbooks unlock map knowledge across ~18 handcrafted regions — collecting 7 and 13 triggers achievements. Logbook contracts overlap fort routes marked by dashed map lines per preview guides. Dedicated hunt after routine Basic extracts.
Rescue objectives punish solo flanks and phantom horn blasts from sanity. Regroup at the ox-wagon before entering fort courtyards — downed carriers far from cart light end runs even when loot value looked good.
Some higher-tier bargains may force boss pressure (community cites Legendary and Mound routes). Treat unexpected eldritch spawns as contract text, not RNG bugs — verify card wording before blaming enemies hub.
Extracted treasure does not stay in your backpack on the ship — it converts into Tokens and XP by total run value, plus contract completion bonuses. Death drops carried items; only what reached the ox-wagon and survived extract counts.
| Reward | Source | Spend / unlock |
|---|---|---|
| Tokens | Treasure value + contract payout | Tempestad occult shop, weapon anvil, saint carving |
| XP / Rank | Successful extracts + objectives | Unlocks landing zones, ledger rotation (~rank 30 cited) |
| Story progression | Shared team advancement (reports) | Fort routes, Captain narrative — verify co-op sharing in-game |
| Achievements | Logbook counts, spear headshots, etc. | See updates for launch list |
One more chest after noise spikes is negative EV if the squad wipes — Basic teaches this on purpose. Use extraction guide timing: all living players at boat white line, cart optional for trigger.
Token shop includes high-risk items like Mask of Nyarlathotep (terrifying protection) and Medallion treasure-finder utilities per ModDB Captain feature text — higher contract tiers fund these experiments faster.
Tempestad lower decks ration upgrades boost between-run healing — easy power spike when jumping from Basic to Mid. Pair with first Token anvil purchases on weapons you actually use in rain.
Demo contract pins and logbook locations may differ after July 15, 2026 launch — confirm on updates before advising friends their demo progress maps 1:1.
Treat contract selection as risk management, not menu flavor. A ten-minute pre-drop huddle prevents ninety-minute wipe loops.
| Contract focus | Recommended pairing | Avoid |
|---|---|---|
| Basic loot teach | Beginner guide + noise guide | Legendary tier day one |
| Logbook hunt | Logbooks + quiet loadouts | Firearm-only shared pools in rain |
| Rescue timer | Sanity guide + cart anchor | Solo flanks without verify |
| Legendary grind | Full squad Discord LFG | Randoms without mic |
| Solo progression | Solo guide + AI quiet weapons | Human-tier noise tactics alone |
Initial drops start beach-only; logbooks and fort progress unlock deeper landing zones on maps. Advanced contracts assume you know extract footprints back to the boat.
Two wipes on the same Advanced objective means downgrade to Mid for intel — map layout knowledge transfers even when payout drops. Host ledger rotation may require swapping host for Basic farming per community reports.
Most failed bargains are legible in hindsight — these patterns dominate launch-week Discord stories.
| Mistake | Why it hurts | Fix |
|---|---|---|
| Ignoring objective type | Loot quota failed despite full carts | Read Captain card verbatim |
| Tier ego | Legendary wipe with Basic map knowledge | Stay Basic until fort extracts routine |
| Split shared gear silently | Two scouts, zero crucifix | Call allocations at drop |
| Rain-blind signing | Matchlock pool in monsoon contract | Check weather + weapons |
| 100% map before extract | Noise + sanity spiral | Leave when value/goals met |
| Onboarding veterans host | No Basic contracts left | Rotate host or farm Mid with mentor roles |
Community databases cite ~132 contract entries across tiers and objective variants — this hub explains structure; a full searchable database is Phase 2.
Verified launch coverage lists Basic, Mid, Advanced, Legendary. Databases also reference endgame The Mound framing as a fifth band — confirm labels on your Tempestad board.
Yes — harder tiers grant better shared expedition gear at drop. There is no skill tree; power comes from rank, Tokens, and anvil upgrades.
Loot converts by total value into Tokens and XP — you do not keep individual treasure pieces in a permanent stash. See extraction guide.
Yes, with AI companions and tuned difficulty — solo death ends the run. Start Basic on solo guide.
Some higher-tier cards may include boss pressure per community notes — read contract text before signing Legendary or Mound bargains.
Host rank can rotate the ledger toward Advanced entries — rotate host or farm Mid together while teaching sanity and noise.
Official Discord — post platform, mic status, tier goal, and whether you chase logbooks or loot.
Matched by build plan, shared topics, and guide progression — not random related links.