A few newbie questions

By Amnesia2, in Arkham Horror Second Edition

Heya everyone, just got a game and after my first playthro i've written down a few questions i've come across.

1. Monsters in the sky, i get nothing of this. If they're placed in the "sky" box, when do they move and attack investigators?

2. Concerning spells, items and abilities. Can i use then retroactively. For example, if i get knocked down to 0 stamina in a fight, and i use a healing spell before i get sent to the hospital? I'm guessing it's a "no" on this, but i gotta ask :) .

3. What happens if i close a gate while another investigator is still in it? Is he lost in space then?

4. I guess this is in the rulebook, somewhere, but i cant find it. What is the Acticity Marker used for? I've seen it named on a Mythos card i think, but what does it do?

5. This one i'm pretty sure about, but i want it confirmed. When a gate spawns on an already active gate, there's a surge. You dont add a doom track token then right? If this is true, then it might be (sometimes) smart to leave gates open to hinder the big bad from awakening, am i right?

6 . "Ashcan" Pete, love this guy's background. But im a little unsure about Duke. I've searched around the forum and come across conflicting information. Does he start with 1 extra sanity (i.o.w 5 instead of 4), or is only his maximum sanity increased?

7. Silver Twilight Lodge, i understand nothing of this place. Inner Sanctum, where and what is that?

6. Sorry this one is a little foggy. I've read around on the forums, and in some posts i see people refering to certin investigators as "gate closers", or "street sweepers" and such. I guess street sweepers are investigators with high fight and good weapons, but a "gate closer"? Can't anyone with high fight or lore be a good gate closer? And most of the time every investigator got high numbers in one of the 2 categories. :)

OK, think that was all of them for now. Thanks alot for any help!

Amnesia said:

Heya everyone, just got a game and after my first playthro i've written down a few questions i've come across.

1. Monsters in the sky, i get nothing of this. If they're placed in the "sky" box, when do they move and attack investigators?

2. Concerning spells, items and abilities. Can i use then retroactively. For example, if i get knocked down to 0 stamina in a fight, and i use a healing spell before i get sent to the hospital? I'm guessing it's a "no" on this, but i gotta ask :) .

3. What happens if i close a gate while another investigator is still in it? Is he lost in space then?

4. I guess this is in the rulebook, somewhere, but i cant find it. What is the Acticity Marker used for? I've seen it named on a Mythos card i think, but what does it do?

5. This one i'm pretty sure about, but i want it confirmed. When a gate spawns on an already active gate, there's a surge. You dont add a doom track token then right? If this is true, then it might be (sometimes) smart to leave gates open to hinder the big bad from awakening, am i right?

6 . "Ashcan" Pete, love this guy's background. But im a little unsure about Duke. I've searched around the forum and come across conflicting information. Does he start with 1 extra sanity (i.o.w 5 instead of 4), or is only his maximum sanity increased?

7. Silver Twilight Lodge, i understand nothing of this place. Inner Sanctum, where and what is that?

6. Sorry this one is a little foggy. I've read around on the forums, and in some posts i see people refering to certin investigators as "gate closers", or "street sweepers" and such. I guess street sweepers are investigators with high fight and good weapons, but a "gate closer"? Can't anyone with high fight or lore be a good gate closer? And most of the time every investigator got high numbers in one of the 2 categories. :)

Man, there should be mandatory forced reading of the FAQ and "Official Answers from Kevin Wilson" thread before posting any n00b questions/threads. Sadly, had nothing else to do, so...

#1: They stay there, until during the Mythos phase, during monster movement, their symbol is on the drawn card AND there is an investigator in a street. Otherwise (barring exceptions from Mythos, items, etc.) they won't move.

#2: No. Flesh Ward is a spell that you could use to try and prevent the damage after you receive it and before you go unconscious, otherwise, off you go.

#3: Nothing. When that investigator would move from the OW to Arkham and there is no open gate leading to that OW, then he is LiTaS.

#4: For Rumors, Headlines, etc.

#5: No doomer (unless you use the BGotW Herald).

#6: If you start with Duke or William Brinton, you get the benefits from the beginning of the game, so Pete starts at 5/6.

#7: Inner Sanctum is by membership only. You need to take draw encounter at STL as normal, hope you can pass the trial, then you get the IS membership card (Blue card, same size as Items, Spells, etc.). Next time you go to the STL (assuming no open gate), you draw encounter as normal, but instead read the "Inner Sanctum" section of the card.

#8: I don't do designated roles, every investigator is a jack of all trades, closing/sealing gates, killing monsters (though only really when they are in the way), shopping, etc.

Argh, missed the FAQ. Sorry. Altho i did sit around for 30 min useing the search function. Was most helpful.

But thanks alot for the answers, cleared up clouds in my head.

While it's probably worthwhile to have all of your investigators seal at least *one* gate, the fact is, if you're going to send someone in a gate, they should have somewhat balanced stats (if they have 3 sanity, there's a decent chance they won't make it through unless in an easy Other World or if they're well equipped). I agree with Dam somewhat, I don't exactly give investigators roles, or if I do, it's only temporary and they tend to shift function during the game.