- Actually winning the game.
- Kingsport adds otherworldy encounters where an investigator, if they are in the right place, must immediately fight an Ancient One. Alone. If they win, they immediately seal and close a gate. Bonus points if that's the gate that wins the game.
- To a minor extent, completing any of the Personal Stories. All of them will grant positive effects to the characters, but some of them let the Investigator successfully overcomes personal demons or doubts, delivers payback to monsters that have wronged them, saves a loved one from mortal peril (granting allies or special perks), unearths great powers that will be able to turn back the tide against the Eldritch Abomination, all of which could mean the difference between Saving the World, or The End of the World as We Know It.
- In Eldritch Horror, Diana Stanley's special ability. To other investigators, Cultists are a nuisance that could become dangerous depending on the Ancient One. To Diana, they're weapons. She can send a Cultist anywhere she wants, or remove that Cultist along with every other non-epic monster on the space.
Awesome / Arkham Horror