The 1st Floor & the Ballroom

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  1. 1

    The Kitchen

    Back on the 1st floor, head into the kitchen.

    KitchenKnives (x2), Cellar Key, Box of Biscuits, Can of Oil, Shoebox (Revolver inside)

    Search the room for two Knives, the Cellar Key, a Box of Biscuits, and a Can of Oil. The Shoebox holds a Revolver — reload it right away by dumping any loose bullets from your inventory into it, which frees up space. A zombie attacks while you're in the coal closet where the shoebox and oil can sit; deal with it, then use the Water Jug on the water-filled barrel nearby before grabbing the Pot of Soup.

  1. 2

    The Cellar

    Use the Cellar Key on the locked door by the conservatory and head down.

    CellarRevolver Bullets, book on the Heavy Statuette

    Grab the extra Revolver Bullets and a book explaining what the Heavy Statuette from the 2nd floor is actually for, staying clear of the Rats-that-sound-like-cats prowling the cellar — they can't be killed, only avoided.

Leave the Wood Block Alone

A wooden block is holding the wine barrels in place. Pulling it lets the barrels roll free and kills anyone standing nearby. The secret passage it reveals is also blocked by a 1st Instar Cthonian right now, so there's nothing to gain from moving it yet — head back upstairs instead.

  1. 3

    Dinner Is Served

    Across from the kitchen is the dining room, home to five zombies.

    Dining Room Zombies (x5)

    Boss

    Placing the soup (which isn't really soup) on the table is far safer than fighting five zombies at once. Leave them undisturbed and you can walk through freely.

    Strategy
    • Drop the Pot of Soup on the table instead of fighting — they settle down and won't attack unless provoked
    • The one zombie already on its feet can still be dropped in a single overhead Sword strike if you want it gone
  1. 4

    The Smoking Room

    The smoking room only opens from inside the dining room. A possessed ashtray fills it with toxic smoke the moment you enter.

    Smoking roomChopin's Posthumous Opus 69 record, Lighter

    Use the Water Jug near the ashtray to put the smoke out, then wait for the air to clear before searching properly — retreat if it starts filling back up. Grab the Lighter and the record for Chopin's Posthumous Opus 69 while you're in there.

  1. 5

    Jeremy's Study

    The key you picked up at the end of the art gallery opens Jeremy's Study. Piece together the coat of arms display inside — one of the blades you're carrying is what the puzzle actually needs — and the room also has a record and another book worth grabbing. This is your last chance to finish exploring the house properly before heading into the caverns, so double back for anything you skipped.

  1. 6

    The Drawing Room & Pregzt's Corpse

    Pregzt's Corpse

    Boss · Medium

    Across from the smoking room, the drawing room is blocked by the animated corpse of a pirate captain. Firearms do nothing to it — draw the Knight's Sword and fight it the old-fashioned way.

    Strategy
    • Immune to firearms — don't waste Revolver or Rifle ammo on it
    • A sword duel is the only way through

    Defeating it drops the Ballroom Key, needed for what's next.

  1. 7

    The Ballroom

    Ghosts fill the ballroom but won't attack unless provoked — avoid touching them. Go back for the Gramophone you left at the stairs and play Saint-Saëns' Danse Macabre (the green-labeled record) to clear a path through the dancing ghosts. With them out of the way, take the large Pirates' Key hanging above the fireplace mantle.

Before You Head Down

Make sure you're carrying: the Lighter, Oil Lamp, Talisman, Pirates' Key, Revolver (loaded with as many bullets as you can carry), and the Knight's Sword. Use up any remaining Cans of Oil and drink or eat any flasks and biscuits — you won't get another chance to top off before the caverns.

  1. 8

    Into the Caverns

    Head down the stairs inside Jeremy's Study. A new Jump action becomes available from here on, replacing the Close command you've barely used.

    The first stretch looks harmless, but the bridge ahead is rotten — the planks give way the moment you step on them. Run across rather than walking; there's no way to cross carefully.

  1. 9

    The Cthonian Tunnels

    Cthonian

    Boss

    The tunnels lead straight into a giant worm creature. Run back the way you came and turn right into a side tunnel — a Rat-thing attacks here, but it's the safer trade. Keep going until you see the Cthonian again, then retreat once more to where it just passed. Switch views between scenes if it's blocking the opening; you're waiting for it to clear the way, not fighting it.

    Strategy
    • Flee, don't fight — nothing you have hurts it
    • Duck into the side tunnel on the right and let it pass

    Save once the path is clear — the opening the Cthonian leaves behind leads to a flooded dock area.

  1. 10

    The Flooded Dock

    Getting Soaked Costs You Gear

    Falling into the water extinguishes the Oil Lamp, ruins any Matches, and destroys the Rifle — its shells use cartridge paper that water wrecks. The Revolver's modern bullets are unaffected, so it's no real loss, but avoid the water when you can.

    Deep Ones

    Boss

    They surface one at a time from the flooded planks. Hurrying to the far side of the tunnel costs less time than standing and fighting.

    Strategy
    • Any weapon kills them, but they can't leave the water
    • Push through quickly rather than fighting each one
  1. 11

    Back on Dry Land

    Spider-Rat-thing

    Boss

    One of the few Mythos creatures actually hurt by conventional weapons — the Revolver clears it out fast.

    Strategy
    • Vulnerable to gunfire
    • Too low to the ground for the Sword to connect properly
  1. 12

    The Pit & the Leng Spider

    Leng Spider

    Boss

    A large spider climbs out of a pit ahead. Don't get close, and don't jump in — position yourself on the opposite side of the pit and let it run itself straight back down.

    Strategy
    • Stand with the pit between you and it
    • It charges straight ahead and falls back in on its own
  1. 13

    The Rock Pillar Room

    Flying-pigeon-creatures patrol this room but are only dangerous if they catch you mid-jump — a Sword swing or a close-range shot clears them. Jump pillar to pillar to cross. Missing a jump drops you back in the water near the Cthonian tunnel, so take it slow rather than risking a redo. Save once you're across.

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