The Mound: Omen of Cthulhu contracts — Captain bargains and loot goals

The Mound: Omen of Cthulhu Contracts

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.

The Mound: Omen of Cthulhu contracts hub

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.

Tempestad contract loop

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.

Not the Lovecraft short story

This page covers ACE Team's video game on Steam — not the standalone Lovecraft prose work titled "The Mound."

Contract tiers — Basic to Legendary and 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.

TierTypical audienceEnemy / noise pressureGear pool (shared)Reward band
BasicFirst extracts, new crossplay squadsUndead camps, low eldritch mixModest shared weapons + utilityLower Tokens/XP — teaches loop
MidAfter 2–3 clean Basic extractsMore Prowler checks, fortsBetter firearms + backup meleeMid payout — ration upgrades feel meaningful
AdvancedMap-aware teams, rank ~10+Mi-Go / canopy threats commonStronger shared pool, still finiteHigh payout — noise mistakes hurt
LegendaryCoordinated 4-player recommendedBoss-scale horrors, sanity stacksBest standard-tier shared kitTop standard Tokens/XP — wipe risk extreme
The Mound (endgame)Post-fort / logbook progressionDatabase endgame framing — verify in-gameTBA — likely elite shared kitTBA — chase after Legendary comfort

Host level and ledger rotation

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.

Party size scaling

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.

No forced timer (launch patch)

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.

Weather and time of day

Contracts roll time of day and weather variants. Rain disables many firearms — read weapons hub before signing Advanced/Legendary bargains with only matchlock pools.

Objectives — loot, rescue, logbooks, and supplies

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 typeExample wordingSquad 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 rescueStranded explorer retrievalTimer pressure — assign cart defender before chase
Logbook recoveryJournal inside fort tentsCross logbooks + maps — 7/13 achievement path
Food / supply runsCook-requested ingredientsLower combat, higher routing skill
Fort / landmark pinsSpecific ruins or landing unlocksMap + torch mandatory — demo pins may differ post-launch

Logbooks and map progression

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 contracts vs loot greed

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.

Boss-forced contracts

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.

Shared gear by difficulty — not personal loadouts

Unlike many extraction shooters where everyone brings private kits, The Mound: Omen of Cthulhu distributes a shared expedition arsenal per contract tier. The Captain "provides, but is not generous" — finite weapons, one lamp against the dark, limited medical supplies, and a handful of utility items the squad must allocate verbally.

TierShared pool pattern (reports)Team allocationRain backup rule
Basic1–2 quiet options + one loud firearm + crucifix/map shop itemsScout takes bow/crossbow; defender holds crucifixAlways reserve machete slot
MidExtra ammo + second lamp + stronger meleeRotate torch carrier each fortCrossbow bolt recovery discipline
AdvancedHigher-tier firearms + more healing salvesCall "going loud" before matchlock chainsSaint rain blessings optional — patron saints
LegendaryBest standard shared kit — still finitePre-assign reviving salt holder + cart defenderAssume monsoon segment — no fire-only plan
The MoundTBA until verifiedFull loadouts planning requiredTBA

Tempestad shop vs contract pool

Buy map, torch, and crucifix on Tempestad before deep pushes — shop utilities stack with contract gear. Weapon anvil upgrades happen between runs with Tokens, not mid-contract.

Quiet vs loud role assignment

Even without classes, assign scout (bow/crossbow), cart defender (loud only when called), and caller (sanity verification) each tier jump. Firearm-heavy Advanced teams need noise guide discipline or they wake Prowler chains.

Reviving salt and medical

Higher tiers include more reviving salt and healing salves in shared pools per preview reports — still finite. Call remaining charges before rescue objectives.

Tokens, XP, rank, and loot conversion

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.

RewardSourceSpend / unlock
TokensTreasure value + contract payoutTempestad occult shop, weapon anvil, saint carving
XP / RankSuccessful extracts + objectivesUnlocks landing zones, ledger rotation (~rank 30 cited)
Story progressionShared team advancement (reports)Fort routes, Captain narrative — verify co-op sharing in-game
AchievementsLogbook counts, spear headshots, etc.See updates for launch list

Greed math

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.

Forbidden shop relics

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.

Ration upgrades between tiers

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 vs full game contracts

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.

Planning a contract — step-by-step

Treat contract selection as risk management, not menu flavor. A ten-minute pre-drop huddle prevents ninety-minute wipe loops.

Contract focusRecommended pairingAvoid
Basic loot teachBeginner guide + noise guideLegendary tier day one
Logbook huntLogbooks + quiet loadoutsFirearm-only shared pools in rain
Rescue timerSanity guide + cart anchorSolo flanks without verify
Legendary grindFull squad Discord LFGRandoms without mic
Solo progressionSolo guide + AI quiet weaponsHuman-tier noise tactics alone
  • Do01Read full objective text aloud (loot vs rescue vs logbook).
  • Do02Match tier to weakest map knowledge — not highest ego.
  • Do03Assign scout, cart defender, light carrier, sanity caller.
  • Do04Confirm crossplay voice + push-to-talk if needed.
  • Do05Pack rain backup even if contract pool includes matchlock.
  • Do06Carve patron saint if weather or madness risk is high.
  • Do07Agree extract trigger: value met OR contract goal complete — whichever first.

Landing zone choice

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.

When to downgrade tier

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.

Common contract mistakes

Most failed bargains are legible in hindsight — these patterns dominate launch-week Discord stories.

MistakeWhy it hurtsFix
Ignoring objective typeLoot quota failed despite full cartsRead Captain card verbatim
Tier egoLegendary wipe with Basic map knowledgeStay Basic until fort extracts routine
Split shared gear silentlyTwo scouts, zero crucifixCall allocations at drop
Rain-blind signingMatchlock pool in monsoon contractCheck weather + weapons
100% map before extractNoise + sanity spiralLeave when value/goals met
Onboarding veterans hostNo Basic contracts leftRotate host or farm Mid with mentor roles

FAQ

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.

What are the contract difficulty tiers?

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.

Does gear change with contract difficulty?

Yes — harder tiers grant better shared expedition gear at drop. There is no skill tree; power comes from rank, Tokens, and anvil upgrades.

How do Tokens and XP work after extract?

Loot converts by total value into Tokens and XP — you do not keep individual treasure pieces in a permanent stash. See extraction guide.

Can I play contracts solo?

Yes, with AI companions and tuned difficulty — solo death ends the run. Start Basic on solo guide.

Do contracts force boss fights?

Some higher-tier cards may include boss pressure per community notes — read contract text before signing Legendary or Mound bargains.

Why did my friend not see Basic contracts?

Host rank can rotate the ledger toward Advanced entries — rotate host or farm Mid together while teaching sanity and noise.

Where to find LFG for Legendary runs?

Official Discord — post platform, mic status, tier goal, and whether you chase logbooks or loot.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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