Items
Keys, tonics, oil, books, and every other non-weapon object worth carrying through Derceto — including the ones that solve a specific puzzle later.
Keys
Chest Key
KeyOpens the bedroom chest holding the Old Cavalry Saber.
Dresser Key
KeyOpens the dresser in the woman's bedroom, yielding the two Small Mirrors.
Key to Jeremy's Study
KeyOpens Jeremy Hartwood's study on the 1st floor, and the stairs down to the caverns inside it.
Cellar Key
KeyOpens the locked door by the conservatory leading down to the cellar.
Ballroom Key
KeyOpens the ballroom, once the walking corpse of the pirate is destroyed.
Pirates' Key
KeyOpens the chest at the top of the caverns' plank bridge maze.
Light & Tools
Oil Lamp
Light SourceEmpty when first found. Fill it with a Can of Oil and light it with the Matches or the Lighter before entering any artificially darkened room — the dark room, the library, and the final cavern all require it.
- Lights dark rooms when filled with oil
- Runs on a limited amount of fuel
Can of Oil
ConsumablePour into the Oil Lamp to refill it, then discard the empty can to save inventory space.
Matches
ToolLights the Oil Lamp for the first time.
Lighter
ToolA second flame source. Needed to relight the Oil Lamp in the final cavern before throwing it at the tree guardian.
Consumables
First Aid Box (Small Flask)
Recovery ItemThe box itself does nothing — drink the flask inside for a flat health bonus (it adds to your current total rather than restoring a maximum), then drop the empty box and bottle to save space.
- 3rd Floor flask adds 10 health
- 2nd Floor flask adds 20 health
Key Items
Old Indian Cover
Key ItemDrape it over the possessed painting of the mountain man in the 2nd floor art gallery to stop it from attacking.
Small Mirrors (x2)
Key ItemPlace one on each of the two small statues in the 3rd floor hallway to banish the nightgaunts guarding the stairs. Don't let the nightgaunts hit you first — a broken mirror is useless.
Heavy Statuette
Key ItemThrow it at the suit of armor on the 2nd floor landing to knock the Knight's Sword loose.
Water Jug
Key ItemEmpty at first. Use it on the water-filled barrel in the kitchen, then use the filled jug on the smoking room's ashtray to clear its toxic smoke.
- Fills with water from the 1st Floor barrel
- Extinguishes the smoking room's possessed ashtray
Gramophone & Records
Key ItemPlay the green-labeled record — Saint-Saëns' Danse Macabre — near the ballroom ghosts to draw them away from the fireplace mantle long enough to grab the Pirates' Key.
Fake Book
Key ItemTrigger it against the indentation in the library's bookshelves to open the secret ritual chamber.
Talisman
Key ItemPlace it before the tree guardian in the final cavern to seal off its fireball attacks long enough to finish it off.
Pot of Soup
Key ItemSet it on the dining room table to pacify the five zombies seated there instead of fighting all of them at once.
Large Gem
Key ItemFits the fist-sized hole in the stone door at the end of the dark labyrinth, deeper in the caverns.
Hook
Key ItemOpens the door back to an earlier section of the caverns — the only way out once the bridge to the mansion collapses.
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