The Attic & the 3rd Floor
- 1
Arriving at Derceto
Pick either investigator — Edward Carnby or Emily Hartwood — there's no gameplay difference between them. Stay and watch the opening cutscene rather than skipping it; it's the game's only real introduction to what's happened at the house. Notice the third floor hallway during the intro: it's crossed with no danger here, something that won't be true once you're actually in control.
- 2
Securing the Attic
You start in the attic. First, use the Push action on the wooden closet to move it in front of the window, then push the chest over the trapdoor by the piano. This blocks off two ways monsters could otherwise ambush you while you're still getting used to the controls.
Attic — wooden closetOld Indian CoverAttic — chest by the pianoRifleAttic — table near the hobby horseOil Lamp (empty)Search the closet for the Old Indian Cover and the chest for a working Rifle. The table by the hobby horse holds an empty Oil Lamp. If you want to dig deeper, Jeremy Hartwood's suicide note and a book on the Golden Fleece are also in the attic — neither is required to finish the game, but both are easy to miss once you leave.
- 3
Leaving the Attic
Once you have all five items, head down the stairs near the hobby horse to the 3rd floor.
Stuck Walking Back Up?On faster machines, the investigator can get stuck endlessly climbing back to the attic instead of continuing down. Equipping the Rifle before taking the stairs reliably avoids it.
- 4
The Storage Area & Filling the Lamp
3rd Floor — storage areaCan of Oil, BowInvestigate the storage area for a Can of Oil and a hunting Bow. Fill the empty Oil Lamp with the oil and discard the empty can. Open the door and head out into the 3rd floor hallway — it's safe to save here, since no ink-ribbon-style limit applies to this game's saves.
- 5
The Rotten Floorboard & the First Zombie
The 3rd floor hallway has a rotten spot in the floor — stepping on it means trouble, so save before crossing if you haven't already. Head into the bedroom to the right of the attic stairs door. It closes automatically behind you; search it thoroughly before leaving.
3rd Floor bedroom — deskChest Key3rd Floor bedroom — chestOld Cavalry SaberThe desk holds the Chest Key, and the chest it opens holds the Old Cavalry Saber — keep any pieces of it even if the blade later breaks. When you leave the bedroom, a zombie is waiting just past the door. Two Rifle shells kill it outright, or several saber hits if you'd rather save ammunition.
- 6
The Second Bedroom & the Vase Ambush
Head into the bedroom across the hall — a second zombie attacks from behind, dealt with the same way. Leave through the other door into a woman's bedroom. Disturbing the vase by the bed triggers a rat-thing crashing through the window; deal with it, then break the vase open by throwing it.
Vase — woman's bedroomDresser KeyDresser — same roomSmall Mirrors (x2)The vase holds the Dresser Key, which unlocks the room's dresser for two Small Mirrors — you'll need both very shortly.
- 7
The Bathroom & Cleaning House
Leave through the door by the bed into the bathroom. The cabinet holds a First Aid Box with a flask that adds 10 health when drunk (it adds to your current total, it doesn't just restore a max). Drink it now and drop the empty box.
Before heading downstairs, drop anything you don't need. Keep only: Oil Lamp, Bow (if you already grabbed it from the storage area), Old Cavalry Saber (all pieces), Rifle, Old Indian Cover, and the small flask if unused.
- 8
The Nightgaunts
Leave the bathroom area by the doors leading to the stairs — two nightgaunts guard them. Place one Small Mirror on each of the two small statues in the hallway to banish both creatures back to the Dreamlands.
Don't Get Hit FirstIf a nightgaunt hits you before you place both mirrors, it breaks the mirror in your hand, rendering it useless — and there's no way to replace it. Approach carefully.
With both nightgaunts gone, save the game and head downstairs to the 2nd floor.
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