Cult of Sentinel Hill, Rope Unique Item

By Wh0isTh3D0ct0r, in Mansions of Madness

So, we played the Cult of Sentinel Hill scenario last night for the second time in the past two weeks. This time, we ended up with the Rope unique item at the beginning of the game. Could someone please explain when and how to use that item card in that scenario? Specifically, what is a "suspect" in this context? i.e., can we use the rope on Zebulon Whateley? Can we use the rope on a monster? Do we use the rope on a player who has gone Insane? Did we just end up with the Rope because of the characters we chose? I could not find any reference to the words "suspect" or "rope" in the Learn to Play or Rules Reference booklets or in the FAQ.

It's a year since I played that scenario, so, be patient if the answer is partial. The rope's ability is twofold: one side is what you can do with a rope, the other side refers of how to get rid of the rope you're tied with. In this particular scenario, it's the latter that is relevant: one of your buddies is tied with a rope, and you have to free him. After that, IIRC, there's not much use of the rope in that scenario

I believe you can also use it to restrain an investigator that has gone insane that you don't trust anymore and think is going to throw the game. Honestly, unless they are trying to steal a spell or bladed weapon or are running around starting fires, I don't know how you identify them as "gone wrong".

That being said, at the start of Sentinel Hill, one of your investigators are tied up.

10 hours ago, Jobu said:

I believe you can also use it to restrain an investigator that has gone insane that you don't trust anymore and think is going to throw the game. Honestly, unless they are trying to steal a spell or bladed weapon or are running around starting fires , I don't know how you identify them as "gone wrong".

I always thougth this was normal behaviour in HPL games, and those who don't do these things are the ones went wrong...