Enemies
The undead, ghosts, and Mythos creatures haunting Derceto and the caverns beneath it — what hurts them, and what to avoid entirely.
Zombie
EncounterReanimated corpses that show up throughout the house. Easily destroyed with mundane weapons — the Rifle drops one in two shots.
- Two Rifle shells kill one outright
- The Knight's Sword works if ammo is tight
Rat-thing
EncounterA small, snouted vermin creature. Unpleasant to look at, but no tougher to kill than a zombie.
- Any weapon works
- Killed by mundane means
Ghosts
EncounterMalevolent spirits with no known way to be destroyed. Leave them undisturbed — the ballroom's ghosts only clear out when the right record is played nearby.
- Do not engage
- Play music (the ballroom's Danse Macabre record) to clear a path instead
Animated Armour
EliteA suit of armor animated by a sorcerer's spell, wielding a heavy blade capable of serious damage. Rather than fight it, hit it with the Heavy Statuette to shake the Knight's Sword free.
- Don't attack it directly
- Throw the Heavy Statuette from the dark room to knock its sword loose
Spectral Hunter
EliteA creature phasing partly out of reality, immune to firearms and blades alike and able to pass through solid objects. Only the ritual chamber's Sacrificial Dagger can put it down for good.
- Immune to ordinary weapons and to physical objects alike
- Retrieve the Sacrificial Dagger from the ritual chamber to finish it
Rats-that-sound-like-cats
EncounterRat-bodied creatures with unsettlingly human hands, feet, and faces. They can't be destroyed — the only option is to avoid them while exploring the cellar.
- Cannot be killed
- Avoid them entirely
Cthonian
EncounterA giant, acid-secreting worm creature that fills the cavern tunnels. Trying to fight it is a losing proposition — run for the nearest side tunnel and let it rumble past instead.
- Flee — do not engage
- Duck into the side tunnel and wait for it to pass
Deep One
EncounterAmphibious humanoids that rise from the water one at a time. They can be killed by any means but can't leave the water, so the fastest option is usually to just push through the area.
- Any weapon works
- Stays confined to water — hurry past instead of fighting
Spider-Rat-thing
EncounterA rat-headed abomination too low to the ground for melee weapons to connect properly. One of the few Mythos creatures actually vulnerable to a firearm — the Revolver handles it easily.
- Vulnerable to gunfire
- The Revolver makes short work of it
Leng Spider
EncounterA pony-sized spider that lunges straight at anything nearby. Position yourself with the pit between you and the spider — it charges in a straight line and falls right back in.
- Lure it back to the pit it climbed from instead of fighting
Flying-pigeon-creature
EncounterA seagull-sized flying nuisance in the pillar-jumping room. Only dangerous if it catches you mid-jump — a single sword strike or close-range shot clears it out.
- A sword strike or close-range gunfire both work
Bosses
Pregzt's Corpse
Boss · MediumA special zombie under the full control of Captain Pregzt, guarding the way into the drawing room. Firearms do nothing against it — only bladed weapons, like the Knight's Sword, can bring it down.
- Immune to firearms
- Only a sword duel can finish it
Pregzt (Transformed)
Boss · HardWhat remains of Captain Pregzt, forced into a monstrous form when Union gunfire destroyed his human body over half a century earlier. It only falls to ritual and fire: set the Talisman to seal off its fireball attacks, then throw a lit Oil Lamp to finish it.
- Immune to conventional attacks
- Place the Talisman before the altar, then relight and throw the Oil Lamp at it
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