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1666: Amsterdam How to Use Aaron the Familiar

Master the cat, switch perspectives, and access what Noa cannot reach.

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Aaron is one of the two protagonists of 1666: Amsterdam. His consciousness was pulled from 1999 and now inhabits the body of a black cat — Noa’s familiar. While he cannot fight, his unique perspective and physical form give him capabilities Noa lacks entirely. Learning to use Aaron effectively is one of the things that separates players who struggle with the game from those who move through it confidently.

Who is Aaron?

Aaron is a university professor who traveled to Amsterdam in 1999 with his lover to celebrate Christmas. During a supernatural event at a hotel, his consciousness was pulled backward through time and into the body of a black cat. He is Noa’s familiar — bound to her, sharing her perceptions, and unable to act independently until she summons him. In gameplay terms, this means Aaron is always available as a companion, but he cannot act during cutscenes or active combat.

Switching Between Noa and Aaron

You can switch protagonists at any time outside of cutscenes and active combat. The switch is instant and the camera smoothly transitions. There is no cooldown or resource cost — use it freely whenever the situation demands it.

During the day, switching is often required for investigation sequences. A locked door with a cat flap is a common puzzle element: Aaron enters through the flap, unlocks the door from inside, and Noa can then proceed. Restricted buildings, rooftops accessible only via drainpipes, and NPCs who will only speak to a cat are all part of the investigation design.

During the Esbat, Aaron is invaluable for reconnaissance. Witch hunters do not regard a cat as suspicious — Aaron can walk right through patrols that would raise Noa’s Suspicion to dangerous levels. Use him to scout patrol patterns, identify Coffer locations, and plan your assault route before committing Noa.

Aaron’s Unique Abilities

As a cat, Aaron has three capabilities that Noa lacks. First, he can enter small gaps and passages that no human could access. These are not just cat flaps — they include narrow windows, gaps between buildings, and holes in building foundations that open into hidden areas. Second, he can climb vertical surfaces: drainpipes, walls, trellises, and rooftops. This makes him essential for accessing elevated areas that Noa cannot reach. Third, he can coerce NPCs. This is a specific gameplay mechanic where Aaron can approach certain characters and trigger dialogue options that Noa cannot access. Coerced NPCs will perform specific actions: opening doors, revealing information, or creating distractions.

When to Use Aaron vs. Noa

The basic heuristic is this: use Noa for anything that involves witchcraft, combat, or speaking to NPCs as herself. Use Aaron for traversal puzzles, scouting, and situations where a cat is less suspicious than a witch. In practice, the most common pattern is Aaron scouting ahead, reporting back, and then Noa following once the route is clear.

In the Esbat specifically, the optimal pattern is usually: Aaron scouts the full Esbat area before you engage any Original. Map out the Coffers, identify patrol routes, and plan your route to all marked targets. Then switch to Noa and execute the plan. This preparation is not required — you can absolutely run in as Noa and improvise — but the difficulty difference between a prepared and unprepared Esbat is significant.

Aaron and Suspicion

Witch hunters do not react to cats. Aaron can walk through the busiest witch hunter patrol without raising Suspicion at all. This makes him the primary tool for high-Suspicion zones. If Noa’s meter is already elevated, sending Aaron to scout the area ahead is almost always the correct call rather than pushing forward and risking a full meter.

Limitations

Aaron cannot fight, interact with supernatural objects that require witchcraft, or gather certain types of evidence that Noa needs her witch sight to collect. He also cannot carry items — anything he finds he simply reports on, rather than physically retrieving. Understanding these limitations prevents frustration in puzzle-solving: if a solution seems impossible with Aaron alone, you probably need Noa’s witchcraft.

See also: Investigation Guide for how to structure your daytime investigation sessions, and the Combat Guide for how to handle fights when Aaron cannot help.

FAQ

Frequently Asked Questions

Quick answers to the most common questions about 1666: Amsterdam.

Can Aaron collect items for me?

No. Aaron reports what he finds but cannot physically carry items back to Noa. He is a scout and information-gatherer, not a pack mule.

Can I use Aaron during combat?

Aaron cannot fight and should not be on the field during active combat — he will flee automatically. However, you can switch to Aaron before engaging enemies to scout the arena and plan your approach.

Are there any areas only Aaron can access permanently?

Yes. Some paths and secrets are cat-only and will never be accessible to Noa. Always check if a locked or blocked passage has a cat-accessible route before abandoning it.

Does Aaron's presence affect Suspicion?

No. Aaron does not contribute to or reduce Noa's Suspicion meter. He operates independently of it, which is precisely what makes him so useful in high-threat zones.