Bank of Arkham

The Bank of Arkham is a location in , accessible from Main Street.

Description
''As with every other structure, the oldest surviving building in town is now subject to the slow decay enveloping Arkham. Spine chilling murmurs sound from within.''

The entrance of the crumbling stone building appears to have been blown open at some point, possibly by the armoured vehicle found just inside, and it is minded by two members of the Mob. (The character can initiate dialogue with the Mob men, but cannot engage them in combat).

Interior
Among one of the largest buildings in Arkham, there are six rooms within the Bank of Arkham accessible to the character at any time.

Bank Entrance Hall
The Bank Entrance Hall is the first room the character will find themselves in upon entering the Bank of Arkham, demonstrating the blown entrance from within and housing a highly damaged vehicle.

Points of Interest

 * Junk Pile (West): A Wad of Dollars and Lockpicks
 * Armoured Bank Vehicle
 * Subterfuge Check: .22 Deprez, Wads of Dollars, .22 Ammunition, and Gunpowder
 * Science Check: Can of Kerosene, Cogs and Metal Sheets
 * Junk Pile (East): Screws and A Few Cigs

Depot
The storage Depot is located just North of the Bank Entrance Hall.

Points of Interest

 * Filing Cabinet: Bank Manager's Note #1
 * Junk Pile: Wads of Dollars, Cloth Straps, and Empty Syringes

Cashiers
The Cashiers is the second large area within the Bank of Arkham, located just East of the Bank Entrance Hall and containing a number of dilapidated bank teller booths.

Points of Interest

 * Filing Cabinet: Wrench and Laudanum Shot
 * Junk Pile: Wads of Dollars and A Few Cigs

Enemies

 * Insane Clerk: The Insane Clerk is an NPC that the player character can choose to interact with. Once engaged, the player character is automatically entered into combat with four Raving Lunatics. The Insane Clerk can be seen running away at the start of combat and is not seen again within the bank. (The only way to avoid combat is by not speaking with the Insane Clerk).

Offices
The Offices is the third large area within the Bank of Arkham, located just East of the Cashiers and housing a spacious, once busy work space.

Points of Interest

 * Filing Cabinet (West): Bank Manager's Note #2
 * Safe: Locked
 * Subterfuge Check: Cogs and Silver Ring
 * Filing Cabinet (East): Wads of Dollars and T Canned Spaghetti
 * Office Desk (Top-Left): A Few Cigs and Springs
 * Office Desk (Top-Middle): Tom Rogers Cigarettes, Raw Opium and Bottle of Clean Water
 * Office Desk (Top-Right): Empty
 * Office Desk (Bottom-Left): Empty
 * Office Desk (Bottom-Middle): Empty
 * Office Desk (Bottom-Right): Lots of Cigs and Leather Strips

Enemies

 * Raving Lunatics: There are four Raving Lunatics visible to the character within the Offices. If engaged, the character will enter into combat with a total of six Raving Lunatics.

Bank Treasury
The Bank Treasury is located just North of the Offices.

Points of Interest

 * Safe (West): Silver Pocket Watch and On the Origin of Species
 * Safe (Centre): Locked
 * Subterfuge Check: Gold Ring, Cross, and Holy Bible
 * Safe (East): Manuscript: Evil Eye

Enemies

 * Raving Lunatics: There are four Raving Lunatics visible to the character within the Offices. If engaged, the character will enter into combat with a total of six Raving Lunatics.

Bank Manager's Office
The Bank Manager's Office is the final area within the Bank of Arkham, located just East of the Offices and housing the spacious managerial bank.

Points of Interest

 * Office Desk (Southwest): Blank Notebook, Danforth's Compass, Morphine Shot, and Camera
 * Office Desk (Northeast): Bank Manager's Note #3, .22 Ammunition, Reggie's Whiskey, Crave Cigarettes, and Silver Necklace
 * It may be assumed by its contents and relative size that this desk did, in fact, belong to the manager of the Bank of Arkham.
 * Safe Number Zero: Cthulhu Statuette and Dismal Man's Poem
 * The character must be in possession of Key Number Zero and they must have started The Bank of Lunatics quest before they can access Safe Number Zero.
 * Safe Number Zero is initially hidden from the character by the "Be A Tight Wad" poster seen in the Northeast corner of the room. The poster must be removed and the Safe Wall unsealed with either an Investigation, Melee, or Science check before the character can access the contents of the safe. (The character may also receive assistance unsealing the Safe Wall from the sledge-hammer wielding Mob man found at the Bank of Arkham entrance given a successful Speechcraft check).
 * Investigation Check: You achieved to find a weak spot in the structure of the wall and successfully uncovered the locker numbered 0.
 * Melee Check (requires an appropriate Melee tool): You successfully smashed the wall down and uncovered the locker numbered 0.
 * Science Check (requires a Chemistry Set): You managed to dissolve the cement in between the bricks and uncovered the locked numbered 0

Enemies and NPCs

 * Insane Clerk: The Insane Clerk can be found standing politely behind a counter in the Cashiers room
 * Raving Lunatic: Raving Lunatics are scattered throughout various rooms of the Bank of Arkham. There are a total of sixteen Raving Lunatics that can be engaged in combat.
 * Defeating a group of Raving Lunatics will award the player with 12 Experience / ANGST apiece

Related Quests

 * A Key Numbered Zero
 * The Bank of Lunatics
 * The Safe that should not be there