Marsh & Sons Warehouse

The **Marsh & Sons Warehouse** is a location in *Stygian: Reign of the Old Ones*, accessible from Riverside.

## Description

*As you approach the warehouse, which was once operated by the Marsh family of Innsmouth, your blood runs cold at the sound of a distant wailing from within.*

The brick warehouse sits in shambles, with boarded windows, shut-up doors, and creeping red vines having ruined any practical use it may once have had.

## Interior

Among one of the largest buildings in Arkham, there are seven rooms within the Marsh and Sons Warehouse. The character must have started the quest The Warehouse before they can access rooms beyond the Loading Dock foyer.

### Loading Dock

The **Loading Dock** is the first room the character will find themselves in upon entering the Marsh & Sons Warehouse. If the character has not yet started the quest The Warehouse, the doors on the East side of the room leading further into the building will be blocked.

#### Points of Interest

* Crate: Corn, Wheat, Canned Pumpkin, and T Canned Spaghetti
* Sealed Crate
	+ *Melee* Check: Zest Cigarettes, Reggie's Whiskey, and Cigar
* Workbench
	+ There is no cost to the character (Health, Sanity, or otherwise) for using this Workbench, making it an ideal location to craft if the player is so inclined
* Shelves: Alcohol, Empty Bottles, Bottle of Clean Water, Can of Kerosene, and Empty Syringes

### Hangar A

**Hangar A** is the first of two large areas within the Marsh & Sons Warehouse, located just East of the Loading Dock.

#### Points of Interest

* Crate (North): Reggie's Whiskey, Cigar, Bootleg Whiskey, and Camping Supplies
* Dead Mobster: Dead Man's Note #1 and Lots of Cigs
* Shelves: Needle and Thread, Rope, and Camping Supplies
* Crate (South): Copper Wires, Screws, and Bell
* Sealed Crate
	+ *Melee* Check: .22 Ammunition, .38 Ammunition, .270 Ammunition, and Blueprint: .38 Ammunition
* Unfinished Cultist Altar
	+ *Occult* Check: *Upon completing the ritual you start to feel the emanations of a primal, devouring hunger hanging in the air.* (Completing an altered version of the ritual will light the candles on the altar and provide a chance that the Pickman Ghouls and Flesh Devourer in the **Connecting Room** will fight one another).
* Dead Cultist: Manuscript: Host of the Loa and Coca Vin Marie
* Container 127: Light bulb, Springs, and Battery

#### Enemies

* Pickman Ghouls: There are three Pickman Ghouls in Hangar A that can be engaged in combat.

### Depot 1

Storage **Depot 1** is located just North of Hangar A.

#### Points of Interest

* Crate (On Shelf)
	+ *Subterfuge* Check: Morphine Shot, Laudanum Shot, and Bandages
* Shelves (West): Empty Kerosene Canister and Empty Syringes
* Shelves (East): Shovel and Backpack
* Sleeper's Dust Crate: Shipping Manifest and Sleeper's Cave Dust

#### NPCs

* Sleeping Man: The Sleeping Man is an NPC that the character can discover upon entering Depot 1. The character cannot initiate dialogue with the Sleeping Man beyond a triggered cutscene wherein the Sleeping Man wakes up after an undetermined length of time in shock.
	+ It is suggested by the contents of the Sleeper's Dust Crate that the Sleeping Man opened the crate without heeding the warning
	+ Upon first exiting the warehouse after finding the Sleeping Man, another cutscene will be triggered in Riverside where the Sleeping Man shouts in awe and confusion, suggesting he had been put to sleep before the events of the Black Day

### Depot 2

Storage **Depot 2** is located just East of Hangar A.

#### Points of Interest

* Shelves: Brown Fedora, Spring Hat, Fedora, and Beret
* Crate: Brown Suit, Detective's Trench Coat, and Rough Velour Jacket

### Hangar B

**Hangar B** is the second large area within the Marsh & Sons Warehouse, located Northeast of Depot 2 and accessed via a set of stairs leading below ground.

* Hangar B and all subsequent rooms located deeper in the warehouse are considered Dark Areas. The character will not be able to interact with objects in these areas without a lantern.

#### Points of Interest

* Shelves: Kingsport Folk Tales, Sleazy Magazine, and Blank Notebook
* Container 240: Toolbox and Blueprint: Servo-magnifier
* Sealed Container
	+ *Melee* Check: Silver Necklace and Silver Ring
* Crate: Gold Ring, Cigar, and Mammoth Cave Whiskey
* Dead Mobster: Dead Man's Note #2, Ampheta-man, Silver Pocket Watch, and Lockpicks

#### Enemies

* Pickman Ghouls: There are four Pickman Ghouls in Hangar B that can be engaged in combat.

### Connecting Room

The **Connecting Room** is located just East of Hangar B. Upon entering, a cutscene will be triggered in which William recklessly faces the Flesh Devourer and is killed by the beast in short order (regardless of the character's previous interactions with William, or lack thereof).

#### Points of Interest

* Crate: Firewood, Salt, and Whetstone
* William's Corpse: Wheat, Crave Cigarettes, A Few Cigs, and Baton
* Flesh Devourer's Corpse: Flesh Devourer's Heart, Ghoul Tissue Sample, Tainted Meat, and Human Skull
	+ Requires that the character first defeat the Flesh Devourer
* Container 317: Magnet, Magnifier, Phosphorus, and Springs
* Chained Crate
	+ *Subterfuge* Check: Zest Cigarettes, Tom Rogers Cigarettes, and Cigar

#### Enemies

* Flesh Devourer
* Pickman Ghouls: There are three Pickman Ghouls in the Connecting Room
	+ The Flesh Devourer and Pickman Ghouls are engaged concurrently in combat

### Depot of Fragile Goods

#### Points of Interest

* Dead Mobster: Dead Man's Note #3, Bleeding Badge of the Marshall, and Lots of Cigs
* Container 311: Radio Transmitter and Radio Parts
* Crate: Rubber Tubes, Organic Compounds, and Test Tube
* Weapons Crate: Chesterman Lever Action, H&W Military Police Revolver, Shotgun Shells, .38 Ammunition, and Molotov Cocktail
	+ This crate will only be accessible if the player has risked combat with the lone Pickman Ghoul in the room

#### Enemies

* Pickman Ghouls: There is a single, small Pickman Ghoul visible to the East side of the Depot of Fragile Goods. If engaged, the player character will discover they have walked into an ambush, initiating combat with seven Pickman Ghouls (in two waves)

## Enemies and NPCs

* Flesh Devourer
* Pickman Ghouls: Pickman Ghouls are scattered throughout various rooms of the Marsh & Sons Warehouse. There are a total of seventeen Pickman Ghouls that can be engaged in combat.
	+ Defeating a group of Pickman Ghouls will award the player with 20 Experience / ANGST apiece (the fight with the Flesh Devourer yields 30 Experience / ANGST)
* Sleeping Man
* William

## Related Quests

* Avenging Lucy
* Finding the Transmitter
* The Transmitter
* The Warehouse