The 2nd Floor
From this point on, treat every object in the house as a potential threat until proven otherwise — several rooms ahead punish investigators who touch things on reflex.
- 1
The Ghost's Bedroom
At the bottom of the stairs, give the suit of armor standing near the landing a wide berth — don't interact with it yet. Head into the small bedroom on the right, where a ghost sits undisturbed. Leave the ghost alone; there's no way to drive it off, only to avoid provoking it.
2nd Floor — ghost's bedroomGramophone, Fireplace Poker, MatchesCollect the Gramophone, the Fireplace Poker, and the Matches on the mantle. Check the shelves by the door too — they hold Rifle Shells worth grabbing before you leave.
- 2
The Dark Room & the Heavy Statuette
Cross to the other side of the landing and into a narrow hallway. The first door leads into a room with no light source of its own — light your now-full Oil Lamp before going in, then drop it just inside the doorway so both hands stay free to search while it keeps the room lit for a few minutes.
2nd Floor — dark roomHeavy Statuette, Revolver BulletsThe Heavy Statuette is the one item worth prioritizing here; the shelves also hold Revolver Bullets for later. Pick the lamp back up and put it out with any other action once you're back in the lit hallway.
- 3
Freeing the Sword from the Armor
Head back to the landing and throw the Heavy Statuette at the suit of armor. It knocks the Knight's Sword loose without triggering a fight — a much better source of a reliable melee weapon than relying on the Old Cavalry Saber's limited durability.
- 4
The Bathroom & the Invincible Thing
The narrow hallway's only initially open door leads to the bathroom, home to a squat purple creature that can't be killed by anything in your inventory.
Purple Creature (Bathroom)
A stroke of the Knight's Sword stuns it just long enough to act. The Water Jug sits out in the open — grab it first. The cabinet holds a First Aid Box, but reaching it means sheathing the sword, so time it for right after a stun.
Strategy- Don't try to kill it — a sword hit only stuns it briefly
- Use the stun window to grab items, not to fight
2nd Floor bathroomWater Jug, First Aid BoxThe flask inside the First Aid Box adds 20 health when drunk — since health has no visible cap, drink it immediately and drop the empty box and bottle to save space.
- 5
Jeremy's Diary
The room beside the bathroom holds more reading material, including Jeremy's Diary. Disturbing it triggers another rat-thing attack — optional, but a safe one to take if you'd rather not backtrack for the fight later.
- 6
Heading Down
With the sword, statuette room cleared, and diary in hand, head down the stairs to the 1st floor.
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