How many maps are in The Mound: Omen of Cthulhu?
Launch coverage confirms approximately eighteen handcrafted maps — fixed layouts linked by forts, not procedural generation.

The Mound: Omen of Cthulhu map guide: 18 handcrafted regions, fort connectors, logbook unlocks, landing zones, coast-to-Mound progression — July 2026.
Handcrafted map progression, fort connectors, logbook unlock routes, and landing zones across the cursed coast.
Maps in The Mound: Omen of Cthulhu are handcrafted expedition regions — not procedural tiles — linked by colonial forts, river crossings, cave mouths, and ox-wagon extract paths. Players unlock new territory through rank progression, **logbooks, and contract tier**, not through a separate open-world menu.
The Mound: Omen of Cthulhu is a co-op extraction horror FPS from ACE Team and Nacon. Launch from Tempestad, pick contracts, explore the jungle for loot and logbooks, manage sanity and noise, and extract via the ox-wagon before eldritch threats overwhelm your team. This The Mound: Omen of Cthulhu map hub indexes ~18 regions, fort connections, landing zones, and unlock routes for launch week — interactive pin tools ship in Phase 2.
This page is a wiki hub — not the Phase 2 interactive map tool. Use it to understand region flow, fort logic, and logbook overlap before dedicated pin trackers ship at `/tools/interactive-map`.
Searchers mixing H.P. Lovecraft's prose "The Mound" with this title should note: this guide covers ACE Team's video game (Steam App 2569760) — a 16th-century jungle extraction loop inspired by, but not identical to, the short story's Oklahoma mound lore.
Community wikis and preview coverage agree on approximately eighteen distinct expedition maps — each a authored layout with its own landing beach or fort spawn, enemy mix, treasure density, and extract geometry. They are not randomly stitched biomes; learning a map's ox-wagon white line is permanent skill.
| Map tier | Count (approx.) | Typical features |
|---|---|---|
| Early rank / Basic contracts | 4–6 | Shorter beach-to-jungle loops, forgiving extract |
| Mid rank / Advanced contracts | 6–8 | Fort hubs, river splits, higher noise pressure |
| Late rank / Legendary-adjacent | 4–6 | Deep ruins, cave mouths, Mound-adjacent horror |
| Special / event (TBA) | 0–2 | Confirm post-launch on updates |
Each map is the playable volume for one expedition instance: where the landing boat drops you, where forts bridge adjacent zones, and where the ox-wagon path meets the extract boat. Hub selection happens on Tempestad via contracts and unlocked landing points — there is no free-roam world map outside missions.
Because layouts are fixed, squads develop route muscle memory — which fort gate is quiet, where ghost bats patrol, which cave shortcut skips a Y'm-bhi sentry lane. That repetition is intentional for an extraction horror title: knowledge is power, not RNG map seeds.
Veterans extract more from navigation than from maxed matchlocks. Read beginner guide for first-run routing, then return here before chasing rare treasure on unfamiliar forts.
Geographically, The Mound: Omen of Cthulhu spans a cursed South American jungle coast — from initial landing beaches through colonial forts, river valleys, limestone caves, ancient ruins, and finally approaches toward The Mound itself, the Lovecraftian sinkhole whose depths echo K'n-yan mythology.
| Region type | Navigation role | Threat notes |
|---|---|---|
| Landing beach | Drop zone, first regroup | Low cover — avoid sprint noise spikes |
| Coastal jungle | Early loot loops | Vine creatures, startled birds |
| Colonial fort | Hub connector, logbook tents | Undead conquistadors, tight CQB |
| River / swamp | Split paths, water noise | Rain-prone — plan weapons backups |
| Cave systems | Shortcuts, sanity pressure | Darkness + bioluminescence — sanity guide |
| Ancient ruins | High-value treasure | Y'm-bhi sentries, light tactics |
| Mound approaches | Late-rank horror | Eldritch servants, extract urgency |
First Basic contracts land on forgiving beachheads with visible ox-wagon trails. Use these maps to learn six-slot discipline and white-line extraction without committing to fort mazes.
Mid-progression maps introduce fort compounds — walled courtyards, chapel ruins, and commander tents that house **logbooks. Forts act as routing hubs**: pass through one gate to reach a second open region without returning to the beach.
Highest-tier maps push toward The Mound — the in-game manifestation of the cursed elevation tied to Lovecraft and Zealia Bishop's collaborative fiction. Expect tighter sanity checks, louder enemy mixes, and contracts that assume rank ~20+ gear from Tempestad's anvil.
Forts are the structural glue between The Mound: Omen of Cthulhu's eighteen maps — large handcrafted connectors where squads regroup, read logbooks, and choose which gate opens the next biome.
| Fort function | Squad action | Risk |
|---|---|---|
| Gate hub | Pick next region gate as a team | Splitting without callouts loses cart defenders |
| Logbook tent | Assign reader + overwatch | Isolation spikes sanity |
| Chapel / courtyard | Light management vs ghost bats | Oil lamp discipline |
| Armory loot | Quick smash-and-grab | Gunfire wakes fort undead |
Preview footage shows large open jungle volumes connected through old fort passages rather than loading screens. You can often see adjacent biome silhouettes from fort walls — use that sightline to orient when hallucinations warp smaller landmarks.
The ox-wagon white line can thread through fort courtyards. Defenders should pre-clear chokepoints before the cart enters — undead conquistadors in narrow gate arches are classic wipe points on extraction guide routes.
About thirteen logbooks sit in fort tents and related structures across the map web. Collecting them unlocks map knowledge, feeds achievements (7 / 13 and full 13 / 13 tiers), and gates some landing points or fort start locations according to launch coverage.
| Logbook milestone | Reported reward | Planning note |
|---|---|---|
| 1–3 books | Tutorial lore + local map reveal | Run low-noise Basic contracts |
| 7 books | Achievement threshold | Dedicated hunt — see logbooks guide |
| 13 books | Full collection achievement | Requires multiple map regions and fort routes |
| Per-book | Incremental map / fort unlock | Demo pins may differ — verify launch build |
The Mound: Omen of Cthulhu is a co-op extraction horror FPS from ACE Team and Nacon. Launch from Tempestad, pick contracts, explore the jungle for loot and logbooks, manage sanity and noise, and extract via the ox-wagon before eldritch threats overwhelm your team. emphasizes exploration — logbooks double as progression keys. Skipping them locks later landing zones and leaves squads blind on higher contract tiers that assume fort familiarity.
Efficient collectors chain fort-to-fort paths on mid-tier maps instead of beach-to-beach resets. Bring a map item, a torch for vine segments, and a **patron saint with madness resistance** for solo tent reading.
Logbook pickup is often shared progress — call tent entry before one player vanishes into sanity isolation. Mark which of the ~18 maps still lacks books using a personal checklist until the Phase 2 progress tracker launches.
New landing points unlock as your explorer rank climbs toward ~30 and as logbooks reveal fort starts. Contract boards on Tempestad pair tier difficulty with eligible drop zones — you cannot drop Legendary objectives on day-one beaches forever.
Rank progression grants better starting gear pools from contracts and access to deeper map landing zones. Rushing high tier before learning fort connectors produces expensive wipes with no Token payout.
Agree on drop before carving patron saints: rain-prone deep zones favor weather saints; beach drops favor weapon anvil savings. Loadouts should match landing biome — melee for cave mouths, crossbows for open jungle.
Remember extraction triggers at the boat white line with all living players — not when the ox-wagon physically docks. Map knowledge includes knowing which beach the extract boat waits at after long fort detours.
The Mound: Omen of Cthulhu adapts Lovecraftian mythology lightly — enough to flavor expeditions without turning this wiki into a prose summary. The 16th-century conquistador frame sits atop a jungle whose central horror is The Mound: a cursed elevation whose depths mirror the underground civilization K'n-yan from the collaborative "The Mound" short story.
Most of the ~18 maps play on the surface: forts, rivers, ruins. Late maps tease descent — red-lit caverns and void-adjacent spaces echoing K'n-yan, Yoth, and N'kai strata from mythos lore. Cosmic alignment shifts (reported in preview material) may alter enemy mixes or lighting on repeat visits — confirm on updates.
Forts are Spanish colonial; deeper zones blend pre-human masonry with fungal bioluminescence. That contrast is your visual cue that sanity pressure will rise — adjust sanity protocols before pushing from fort courtyards into elder caves.
Each map supports multiple **contract** objective types — loot quotas, prisoner rescues, food crates, logbook recovery — but not every objective suits every region on your first visit.
| Contract goal | Map traits to favor | Avoid |
|---|---|---|
| Loot quota | Open jungle with deer routes | First-time fort maze without map item |
| Prisoner rescue | Fort courtyards with cells | Deep cave timers without regen saint |
| Logbook recovery | Known tent forts | Splitting squad across two far gates |
| Food gathering | River-adjacent farms (TBA pins) | Nightmare noise chains |
Repeat Basic tiers on maps you know until extract timing is boring — then step up contract difficulty on the same geography so fort muscle memory still applies.
Reserve Legendary or Mound-tier contracts for maps where your squad has cleared logbooks, unlocked landing zones, and tested patron saint synergies — not for first exposure to a new fort web.
Launch coverage confirms approximately eighteen handcrafted maps — fixed layouts linked by forts, not procedural generation.
Primarily through rank progression, collecting about 13 logbooks (see logbooks guide), and advancing contract tiers that expose new landing points.
Most sit in fort tents and commander structures along fort connector routes. Exact per-map pins thicken in Phase 2; achievement gates are 7 / 13 and 13 / 13 collected.
Forts connect large open regions — navigation hubs for gates, logbooks, loot rooms, and ox-wagon paths back toward extract beaches.
Not yet on this site — Phase 2 ships an interactive tracker. Until then, buy the in-game map item and use this hub for region flow.
Yes, lightly — late maps and logbooks reference K'n-yan and The Mound from Lovecraftian fiction. Gameplay stays surface-focused until high-rank descent zones.
Demo landing zones and logbook pins may differ — check updates for save transfer and map parity notes before collection marathons.
Matched by build plan, shared topics, and guide progression — not random related links.