Gloomwood

Gloomwood

67 ratings
Gloomwood Comprehensive Guide
By Star Lord
Fully comprehensive guide to Gloomwood, containing in-depth information on weaponry, items, enemies, UI elements and game areas.
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*** Introduction ***
Welcome to the guide.

You will find in-depth information of many aspects of the game here.
The guide is up to date with the winter update.

The guide consists of three section types: assistants, information sections and area registries.
The code reminder and shop assistant appear at the top of the guide for ease of access.
Information sections appear in order of importance and provide information on their topics.
Area registries provide useful information on each area in the game. Please note that the guide's area registries will not list every hidden item in the game - this would take too long and would eliminate the fun of searching for them yourself.

The guide will provide you with information that generally spoils the game content. If this bothers you in any way, consider completing the game once and reading the guide later.
*** Code Reminder ***
Coming back for safe codes? The guide has you covered.

(Fishery) Croup's Office Safe - 363
(Fishery) Sparkling Cove Safe - 415
Slaughtered Goat Safe - 255
(Market District) Gun shop Safe - 625
(Underport) Shipping Warehouse Safe - 115

Funny code (warning - explodes the safe) - 451
*** Shop Assistant ***
Below is a table with item selling prices in the Emerald Eye and additional information about certain items. Prices have been checked on Bloodmoon difficulty and testing implies that they remain the same on lower difficulties. Many items cannot be sold; they are not present in the table to avoid clutter. Assume that if an item is not in the table, you simply cannot sell it.
Items are listed in order of their type: weapons, ammunition, utility items, valuables.


Item name
Selling price
Additional information
Canesword
500
Invaluable weapon. Avoid selling it unless you are a game veteran.
Shotgun
150
Flare Pistol / Undertaker
100
Revolver
75
Flashbomb
50
Leg-hold Trap
25
Shotgun Shell
20
Incendiary Bolt
35
Inexpensive, considering their rarity and utility. Avoid selling them.
Choke Bolt
20
Baton Bolt
5
Very common, hence almost worthless. Consider storing them for later.
Revolver Cartridge
7
Wax Cylinder
125
Only appears on Bloodmoon difficulty.
Vitalizing Tonic
100
Unexpectedly valuable. Consider selling a few if you are in large supply.
Horn of Ulmar
350
Currently the most valuable two-slot item in the game.
Emerald Ring
350
Currently the most valuable one-slot item in the game.
Gold Chalice
300
Gold Pocket Watch
300
Goatman Horn (Left/Right)
200
Left and right horns are equal in value.
Red Gem Brooch
200
Bloodstone (Small)
150
Emerald Gem (Large)
125
White Gem (Large)
75
Bloodstone (Tiny)
50
Stackable, but only one can be found.
White Gem (Small)
30
Low singular value, but a large stack will be worth the inventory space.
--- Weaponry ---
Below is an information section about weaponry available in the game.
Weapons are listed in order of their type: melee, sidearms, two-handed, special, seasonal.



Canesword
A unique melee weapon only obtainable at the start of the game. Has two means of attack.
  • Swings are always performed in an "X" pattern, hitting most targets within a roughly 50 degree radius in front of you.
  • Regardless of difficulty, 8 swings will kill any huntsman or bat barber, 5 will kill a fishdog and 12 will kill a crowman.
  • Armoured huntsmen take as many as 16 swings to kill, and their armour cannot be penetrated with the canesword. Consider shooting or avoiding them instead.
  • Charged stabs have more range than a swing, are pinpoint accurate and deal roughly 3 times the swing damage in combat.
  • A stab initiated from a hiding state will instantly kill huntsmen, fishdogs and barber bats. The attack does not have to be a backstab - hitting a limb will also provide an instant kill.
  • Contrary to popular belief, the tip does not have to shine for an instant stealth kill to occur. It is possible to slightly charge a stab and still instantly kill an enemy, although if done too fast this will make you swing the canesword instead.
  • Hitting an explosive barrel with one charged stab will make it instantly explode after one revolver shot. Consider doing so to lay a one-shot explosion trap for enemies.


Revolver
The most abundant weapon in the game. Every revolver is functionally and visually identical.
  • There are seven obtainable revolvers. Three can be found in the Fishery, one in the Slaughtered Goat, two in the Market District and one in the Underport.
  • Revolvers hold 6 shots. Regardless of difficulty, 3 shots will kill any huntsman or bat barber, 2 will kill a fishdog and 4 will kill a crowman. 28 shots will kill a goatman on Bloodmoon difficulty.
  • Headshots do not provide additional damage, just as limb shots do not deal lower damage.
  • Shot placement is relevant when fighting armoured huntsmen. They will die to 4 shots if they are only hit in chest or head. If they are hit in a limb at least once, then they will die to 3 shots regardless of other shot placement.
  • Upon reloading, all spent rounds are thrown onto the ground and can be picked up. Spent rounds are stackable and can be used to distract enemies. Spent rounds will disappear shortly after a reload, unless they are picked up and then dropped again. If the revolver is reloaded from inventory by dragging ammunition onto it, spent rounds within it will be lost.
  • There is no limit to how many weapons of the same kind you can have bound in the inventory. Binding at least two revolvers to different keys allows you to pull out a fully loaded revolver when you run out of ammunition in your first one. This is called a New-York reload and is a legitimate tactic, if you can spare the ammunition and inventory space.


Flare Pistol / Undertaker
Special purpose weapon and utility tool that fires unique ammunition types.
  • The first flare pistol can be acquired in the Sparkling Cove, a hidden area behind the Fishery. It rests in a safe with the code 415. Another one can be purchased in the Emerald Eye for 700 coins and always comes with an incendiary bolt.
  • The flare pistol is pinpoint accurate and has no bullet drop-off. However, its shots are real projectiles and bullet travel should be accounted for when shooting moving targets.
  • Although physics would imply otherwise, baton bolts can turn levers, which can be used to skip large parts of the game.
  • Baton bolts deal practically no damage to enemies - 20 batons are needed to kill a huntsman. However, since the flare pistol is silent, you can use baton bolts to aggravate an enemy from a distance without alerting a whole group.
  • Choke bolts do not have to make contact with a huntsman's torch to extinguish it. You can shoot a huntsman in the legs and his torch will still get extinguished.
  • The shot is silent, the aftermath is not - enemies will hear lanterns being broken and will notice that a wall torch was extinguished. This will trigger an area search, so consider standing away from your target. Shooting an enemy with a choke bolt does not raise suspicion, however.
  • Incendiary bolts can ignite more than one enemy at once, but they must stand incredibly close for this to happen. You would need to bait them to get them that close together.
  • An incendiary bolt shot is a death sentence to normal enemies. 4 bolts are needed to fully burn a goatman, and he will turn into ashes shortly after he dies from the fire. His horns will be lost as soon as he becomes ash, but it is possible to gib him before that happens to save the valuables.


Shotgun
Powerful combat weapon for loud encounters.
  • There are four obtainable shotguns. One can be found in the Slaughtered Goat, two in the Market District and one in the Underport.
  • Shotguns hold 5 shots. Regardless of difficulty, all huntsmen, fishdogs and bat barbers will die to a single shot to any body part. Crowmen will survive one shot and can be finished with a revolver shot or a canesword stab. 10 shots will kill a goatman on Bloodmoon difficulty.
  • Shot placement is relevant when fighting armoured huntsmen. They will instantly die to a limb shot, but will survive a chest or head shot.
  • Once a shell is fired, it will immediately fly out to the right of the shotgun. Spent shells are stackable and can be used to distract enemies, just like revolver rounds.
  • Two boxes of 5 shotgun shells provide 10 huntsman kills. The same inventory space can hold 10 revolver rounds for 3 huntsman kills. This gives shotgun ammunition roughly 3 times more "kills per inventory slot" than the revolver, although the base weapon is larger.
  • Shotguns have considerably more range than expected. Do not be afraid to use it at medium distances.
  • Shooting a corpse with the shotgun will instantly gib it. Consider doing so to acquire the goatman's horns or to get body parts for whatever reason.

-Picture pending-
Harpoon Rifle
New weapon obtainable in the Underport hive. Awaiting release.
  • Will probably be pretty cool.
  • Will probably be a rifle.
--- Weaponry part 2 ---

Leg-hold Trap
Area-denial deployable weapon and an excellent baiting tool.
  • There are too many obtainable traps for the guide to list. Expect to find them in most areas, however most of them can be found at the Cliffs.
  • Traps are stackable up to 3 per stack and are disposable - they break after being triggered once.
  • Trapping huntsmen, fishdogs or bat barbers twice will kill them. Alternatively, trap and stab them with the canesword for a one-trap kill - but be wary of counterattacks, especially if the trapped enemy can use ranged attacks.
  • A trapped huntsman will loudly yell for help, which can be used to bait enemies from afar. If you place an explosive barrel near your trap, you will be able to use it to blow up other huntsmen once they arrive to help.
  • A trapped enemy will be released regardless of received help - a triggered trap stops working after a short timer.


Flashbomb
Throwable non-lethal grenade that stuns nearby enemies.
  • The amount of obtainable flashbombs depends on difficulty. Expect to find more of them on lower difficulties.
  • The flash stuns every enemy in the game for 7 seconds. The player is only stunned for 4 seconds, however.
  • Holding left mouse button will both increase throwing range and cook the bomb, causing it to explode sooner after a throw. It cannot explode in your hand and will be automatically thrown once it is fully cooked.


Jack-o-Lantern / Turnip
Turnip turned into a throwable incendiary device. Seasonal - only appears during Halloween.
  • There are too many obtainable turnips for the guide to list. Expect to find them in every area.
  • Turnips ignite whatever they hit upon being thrown. The fire effect is the same as an incendiary bolt.
  • Turnips do not have a fuse and therefore cannot be cooked. Their throwing range is always the same and does not increase while holding left mouse button.
  • Turnips that cannot be put into inventory do not share the incendiary properties of handheld ones.


Snowball
A clumb of snow turned into a throwable stun device. Seasonal - only appears during Christmas.
  • Snowballs can be obtained from snow stockpiles found on the ground in open areas.
  • There are too many obtainable snowballs for the guide to list. Expect to find them in every area.
  • Snowballs stun whatever they hit upon being thrown. The stun effect is the same as a flashbomb.
  • Just like turnips, snowballs always have the same throwing range and cannot be cooked.
  • Snowballs can extinguish fire sources on top of stunning enemies. Hitting a torch huntsman will both stun him and extinguish his torch.
--- Utility Items ---
Below is an information section about utility items present in the game.
Items are listed in order of their type: phonograph ammunition, medicine & food, support equipment, special.



Wax Cylinder
Phonograph ammunition that only appears on Bloodmoon difficulty.
  • Cylinders are stackable up to 10 per stack. One cylinder is used every time the game is saved via phonograph.
  • Most cylinders can be found next to phonographs, but hidden ones exist as well.
  • Cylinders can be sold for a very high profit. Consider doing so if you reached the Emerald Eye with a large supply of them.


Medical items - Vitalizing Tonics, Cheese, Small food items
While tonics are the only dedicated healing items, the rest of these can also restore health.
  • Health is restored regardless of difficulty. Tonics restore 35 HP, cheese restores 10 HP, small food items restore 5 HP.
  • Four small food items will restore 20 HP, which is 10 more than cheese that takes the same inventory space.
  • In addition to their healing applications, organic food can also be used as fishdog bait.
  • Food items cannot be sold. Canned food also cannot be used as fishdog bait.
  • Food can be eaten off the ground with right mouse button. This is not the case for tonics.


Handlantern
Equippable portable light source.
  • There are three obtainable handlanterns. The first one can be found behind the electrified door within the Caves. There is one in the Slaughtered Goat basement and another one in the Market District power station.
  • If a dropped handlantern is damaged in any way, it will break and stop working. One such broken handlantern can be found in the Emerald Eye. A handlantern held by the player cannot be broken, even in combat.


Distraction tools - Bottles & Empty Cans
Ordinary items that can be used as improvised distraction devices.
  • Bottles break after a throw and take more inventory space, but can attract enemies from far away.
  • Empty cans never break and can attract enemies from medium distances.
  • Generally speaking, every item in the game can be used for distraction, however these items are the dedicated tools for that purpose.


Replacement parts - Valves & Buttons
Parts necessary to restart various mechanical systems.
  • All valves and buttons are functionally identical. A valve or button found in one area can be used in another.
  • There are four obtainable buttons. The first one can be found in the Fishery power room and is needed for an elevator. There are two in the Slaughtered Goat, which are both needed for an elevator. Another one is in the Market District power station - again needed for an elevator.
  • There are two obtainable valves. The first one can be found in the Slaughtered Goat attic and can be used to open an alternative path to the Market District. Another one is in the Market District barber shop and can be used to open the door to the Market District's power generator.


Cannon equipment - Powderflask Horns, Cannonballs and Cannon Fuses
Equipment necessary to fire a muzzle-loaded cannon.
  • Powderflask horns have a gunpowder capacity of 3. Loading the cannon uses 1 charge.
  • If a cannonball is dropped onto an enemy, it will instantly kill him. This will not work if the cannonball is thrown - it must be dropped with the use key. Since cannonballs can be carried in the inventory, consider taking one or two to easily kill enemies from above.
--- Valuables ---
Below is an information section about inventory-carried valuables present in the game.
While coins, pouches and gold ingots are also certainly valuable, they are always picked up without placing an item in the inventory; making additional information about them irrelevant.
Valuables are listed in order of their appearance in the game.



Red Gem Brooch
The first valuable obtainable in the game.
  • There are two obtainable brooches. There is one in the Fishery safe and another one in the Market District.
  • They do not stack, but are highly valuable and take little inventory space.


White Gems - Large and Small
Gems of medium value.
  • Small white gems are stackable and are plentiful in and around the Caves.
  • Large white gems do not stack, but are of significantly higher value.


Bloodstones - Small and Tiny
Gems of significant value.
  • Both types are stackable and can be acquired at the same location within the Caves.
  • There is only one obtainable tiny bloodstone. If you decide to get it and later run out of inventory space, consider leaving it behind due to its relatively low price.


Goatman Horns - Left and Right
Once the goatman's corpse is gibbed by a shotgun blast or an explosion, it will drop two horns in addition to other body parts. These horns are highly valuable, so consider getting both of them if you can spare the inventory space.


Horn of Ulmar
The most valuable two-slot item in the game. Only one can be obtained - in the Slaughtered Goat. It is possible to sneak up and acquire it without alerting the goatman, so consider getting it regardless of killing him if you decide to go into the Slaughtered Goat.


Gold Chalice
Only one can be obtained - inside the tower manor in the Market District. It is highly valuable, so consider getting it if you decide to explore the manors.


Emerald Ring
The most valuable one-slot item in the game. While it is intended to be used as a disposable key that grants access to the Emerald Eye, it is possible to get there via alternative paths. If you decide to take such a path, consider getting the ring anyway to sell it for a very high profit.


Emerald Gem - Large
Only one can be obtained - on top of the entrance to the Emerald Eye. Due to how easily it can be acquired, consider getting it once you reach the store.


Gold Pocket Watch
Only one can be obtained - inside the Underport shipping warehouse safe.
--- User Interface ---
Apart from the pause menu, there are two functional user interfaces in the game - the Gentleman's Case and the journal. The Gentleman's Case (hereinafter: case) serves as the player's inventory, while the journal provides you with status information and is a registry for documents and keys. Some aspects of these interfaces are exhaustively explained in the game and the guide will not provide any additional information about them - this includes the inventory part of the case as well as the documents, maps and keys sections of the journal.


Gentleman's Case - Flip side
Upon scrolling the mouse wheel, the case will flip sides and reveal additional contents. This side of the case is special - it contains slots that only accept specific items.
  • The journal cannot be moved or dropped.
  • The ring slot only accepts the light gem ring, which cannot be moved or dropped. The emerald ring cannot be used in its place.
  • The melee slot only accepts the canesword. It can still be used while in the main inventory, but why bother using inventory space if it has its own slot.
  • The offhand slot only accepts the handlantern. The broken variant cannot be used in its place.
  • The eye slot only accepts the monocle. It cannot be taken off or dropped.
  • The head slot is currently unused. Please do not try putting on a citizen's head.
  • Coins cannot be dropped from the inventory.

Journal - Status section
The status section is arguably the most important part of the journal, allowing you to check your health at will.
  • Although health is only displayed as fine, caution or danger, it always has a numerical value that is not revealed to the player. The maximum health value is 100 HP.
  • Health becomes caution at less than 70 HP and danger at less than 30 HP. It is worth noting that danger health reduces speed and jump height, making some parkour jumps impossible.
  • Mind, effects and conditions are currently unused.
  • The journal can be opened at any point with its own keybind. Doing so is much faster than opening it through the case.

If you desperately want to check your exact health value, you can do it through the console. Enable the developer console in gameplay settings, then open said console with ` and type "life".

--- Enemies ---
Below is an information section about enemies present in the game.
While enemy behaviour is always the same, their attack speed and damage dealt depends on difficulty.
Enemies are listed in order of their appearance in the game.



Huntsmen - Rifle & Torch and Woodsmen - Axe & Torch
The most abundant enemy type in the game. Fearless warriors working for a mysterious enemy.
  • Huntsmen are dressed in black & red and speak with a lower toned voice. They can use rifles and torches.
  • Woodsmen are dressed in brown & green and speak with a higher toned voice. They can use axes and torches. For the sake of simplicity, the word "huntsmen" in this game usually refers to both huntsmen and woodsmen.
  • Huntsmen can carry keys or valuables on their belts, which can be pickpocketed or taken off their corpses.
  • Huntsmen rifle shots are real projectiles and can be dodged. If the shooter is far away from you, simply move to the side and avoid touching the bullet. Otherwise, crouch right after the shot - if timed correctly, the bullet will fly above your head.
  • Woodsmen axe attacks can also be dodged, even on Bloodmoon difficulty - although it makes it significantly harder to do so. When the enemy is attacking you, keep walking backwards and the axe should not reach you. Jumping is detrimental to axe dodges and makes you more likely to get hit. Charged axe attacks deal more damage and are almost impossible to dodge, so consider blocking them at all cost.
  • Axe woodsmen will continuously throw axes at the player if they cannot reach him. Thrown axes can be blocked with the canesword. This makes the torch huntsman the only huntsman type that has no ranged attacks whatsoever.


Armoured Huntsmen & Woodsmen
Special huntsmen variants that often appear on high difficulties.
  • Armour protects a huntsman's chest and head. The entire head is technically armoured, although visually most of it appears the same as usual.
  • The canesword does not deal any damage against armour. Armoured enemies also take twice as many canesword attacks before dying, making it an ill-suited weapon against them.
  • As explained in the guide's weaponry section, armour generally allows enemies to survive an additional shot, unless they are only hit in their limbs.


Fishdogs
Hungry hunting dogs that run rampant in the Caves.
  • Fishdogs eat whatever is available, even corpses of other fishdogs.
  • After spotting the player, a fishdog will stop and howl for a moment - this can be used to your advantage. You can charge a canesword stab and attack while the fishdog is busy.


Goatman
Ruthless monster that resides in the Slaughtered Goat.
  • Blocking the goatman's melee attacks with the canesword halves their damage. Some health will always be lost, however.
  • The goatman will continuously throw hatchets at the player if it cannot reach him. Thrown hatchets can be blocked with the canesword.
  • There is only one goatman that can be fought, although there are more in existence, since one has been crucified in the Market District.
  • Once its corpse is gibbed by a shotgun blast or an explosion, two valuable horns will drop among its other body parts. The crucified goatman cannot be gibbed, however.


Bat Barbers
Mutated creatures first encountered in the Market District.
  • Bat barbers often throw knives at the player. Thrown knives can be blocked with the canesword.
  • Bat barbers can jump immense heights, which makes running away from them very difficult.

Crowmen (picture WIP)
Tough mutants that infest the Underport.
  • Crowmen cannot be instantly killed with a canesword backstab. A backstab will still deal combat damage, however.
  • Crowmen can vomit at the player, which serves as their ranged attack.
  • Since crowmen do not die from 1 shotgun shot, a follow up attack is needed. The most efficient way to kill one is to shoot it once with the shotgun, then once with the revolver.
=== Fishery Area Registry ===
Below is a registry containing useful information on the Fishery area.
Since the appearance and quantity of most items depends on difficulty, only items that appear regardless of difficulty are named whenever supplies are mentioned. This rule applies to every area registry.
Information is presented in order of area progression.



Parkour skips
A substantial amount of obstacles in the Fishery (and in the game in general) can be skipped with elaborate parkour usage. The images present two examples at the start of the level.
First image - jump on the wooden beam then jump to the ledge.
Second image - jump on the crate, climb onto the pipe then jump to the ledge.
There are too many parkour skips in the game for the guide to list - only the most important ones will be presented from now on.


Fishery power generator
The door to the Fishery power generator cannot be opened by any means. You can instead turn the generator off by shooting its lever through the fence with a flare pistol baton bolt.


Croup's office safe
There is a safe in the owner's office that can be reached from the staircase. The safe contains a revolver and a red gem brooch. The code can be found by turning off the light and looking at the painting . The code to the safe is 363 .


Sparkling Cove safe
There is a safe in a hidden area behind the Fishery that can be reached by swimming to it. The safe contains a flare pistol and one of each of its ammo types. The code can be found on a note later found on a wooden boat at the Cliffs . The code to the safe is 415 .


Fishery tower key
The key to the Fishery tower can be found in the carriage garage. The tower contains a revolver and other supplies. There are bear traps placed at the top - be careful not to trigger them.


Carriage garage
The basement garage of the carriage building can be entered prematurely by shooting the elevator lever with a flare pistol baton bolt. It can be normally accessed after reaching the Emerald Eye store. The generator must be working for the elevator to move.


Waterfall hidden area
There is a hidden area behind the waterfall. It contains five cheese wheels and other supplies.


Underwater supplies
Some items can be found underwater around the Fishery (and in the game in general). Most of the time, if there is an item underwater, there will be glowing mushrooms next to it. Not every item has a glowing mushroom near it, however.


Fishery cabin underground passage
There is a hidden area under the Fishery cabin that can be reached by climbing down the well. It contains a small white gem that lies underwater. The metal gate there can be later opened from the other side and is a direct path between the Fishery and the Cliffs.


Fishery swimming skip
Most of the Fishery can be skipped by simply swimming to the destroyed bridge at the end of the area. The huntsmen at the bridge stand next to an explosive barrel - bringing a revolver will allow you to blow them up and open the path ahead.
=== Caves Area Registry ===
Below is a registry containing useful information on the Caves area.
Information is presented in order of area progression.



Caves generator trick
Once you enter the Caves, you need to turn the generator off to continue past the electrified door. However, once the door is approached while the power is off, it will completely disappear rather than stop working. If you go back and turn the generator on, the door will no longer be there and you will be able to proceed with the power on, allowing you to later use the exit elevator right away.


First handlantern
The first handlantern in the game can be found behind the electrified door. More handlanterns can be found later, but there is generally no reason not to take this one.


Caves small white gems
Five small white gems can be found throughout the Caves. The images present the first two as examples.
First image - next to a corpse & food that one of the fishdogs will try to eat.
Second image - behind a small waterfall in the large cave with many fishdogs.
The third one is next to the blue crystals in the open cave with huntsmen.
The fourth one is under the large waterfall in the open cave with huntsmen.
The fifth one is in the minecart in the open cave with huntsmen.


Caves storage room
There is a storage room next to one of the sleeping fishdogs. It contains three explosive barrels and other supplies. On Bloodmoon difficulty, the key to the door can be found next to a corpse lying at the bottom of one of the fishdog caves. On other difficulties, the key can be found next to a corpse lying in the large cave with many fishdogs.


Caves alternative paths
The top of the Caves can be reached with elaborate parkour usage or by using a flare pistol. You can lower the rope from the wooden scaffolding by shooting its lever with a flare pistol baton bolt or climb up there without the rope. Place a barrel on the fence, jump onto it, climb onto the stalagmite then climp up the scaffolding.


Caves secret area
There is a secret area behind a destructible wooden wall in the open cave with huntsmen. It contains two small bloodstones, one tiny bloodstone, two small white gems and other supplies.


Caves secret area entry methods
In order to enter the secret area, you are meant to blow up the wooden wall with an explosive barrel from the storage room. The canesword does not deal any damage to the wall, but the revolver does. Due to reasons unknown to the guide's writer, the wooden wall can actually be destroyed with just one revolver shot. Shoot the highlighted plank and the wall will immediately fall apart. Who needs explosives nowadays?


Caves secret area small white gems
The two small white gems within the secret area can be reached with elaborate parkour usage. Place two barrels next to the pillar, jump onto them, climb onto the stalagmite then jump to the ledge.
=== Cliffs Area Registry ===
Below is a registry containing useful information on the Cliffs area.
Information is presented in order of area progression.



Mine building large white gem
There is a large white gem on top of the mine building. It can be reached with elaborate parkour usage.
Red path - place two boxes and a sack below the large rock, jump onto them, climb onto the stalagmite then jump to the ledge.
Orange path - place a barrel on the edge of the drop, jump onto it, jump & strafe sideways to the ledge.
There are also two small white gems in the Cliffs area - one at the mine building phonograph and another one in a minecart at the city gate.


Fishery direct path
The aforementioned direct path to the Fishery can be reached by going right from the mine building and entering a tunnel. The lever on the wall opens the previously locked metal gate.


Cliffs swimming skip
The house guarded by huntsmen can be easily skipped by swimming past it. The other side can be reached with basic parkour usage. Simply climb over the obstacles.


Drawbridge flare pistol skip
The drawbridge can be lowered from the other side by shooting its lever with a flare pistol baton bolt.


Slaughtered Goat rope flare pistol skip
There is a rope that connects the Cliffs lake with a tunnel under the Slaughtered Goat. It can be lowered from below by shooting its lever with a flare pistol baton bolt.


Slaughtered Goat wall parkour skip
The wall next to the Slaughtered Goat can be climbed over. In order to safely reach the path below, first get to the lowest platform, then jump onto the rock and slide down to the path.


City gate huntsmen cannon usage
The huntsmen at the city gate will fire the cannon if the player crosses the red line at any point. Interestingly, the cannon will be fired even if it will be facing the wrong direction. If you sneak up to the cannon controls and aim it at the huntsmen operating it, you can make them shoot themselves once you cross the line.


City gate destruction methods
Using the cannon is not the only way to destroy the city gate. It can also be blown up with 3 explosive barrels, destroyed with 34 revolver shots or 12 shotgun shots. The canesword does not deal damage to it.
=== Slaughtered Goat Area Registry ===
Below is a registry containing useful information on the Slaughtered Goat area.
It is important to note that the Slaughtered Goat is an entirely optional area - entering it is not required to complete the game.
Information is presented in order of area progression.



Elevator parkour skip
Once the elevator is lowered, the first floor can be reached with elaborate parkour usage. Place two barrels on the elevator, jump onto them then jump to the ledge.


Slaughtered Goat power generator
The Slaughtered Goat power generator can be turned off manually to decrease the amount of working lights on the upper floors. It is important to note that this will also disable the elevator.


Basement wooden door skip
There is a wooden door connecting the basement with the upper floors on the other side of the basement barricade. It can be destroyed to open an alternative path to the first floor. The most efficient method is to take one of the nearby boxes, put it on fire using the wall torch then throw it at the door. Burning the door is silent - the goatman will not be alerted. The door can also be destroyed with a revolver, although this will both require ammunition and will alert the goatman.


Attic access
There is an attic that can be accessed from the second floor. The lever that lowers the attic staircase is hidden on a wooden pillar. The attic contains various supplies and several items of interest - a basement key, a button and a valve. The valve can be used to open an alternative path to the Market District, allowing the city gate to be skipped.


Slaughtered Goat safe
There is a safe in the guest room with a shotgun case on the second floor. The safe contains the case key and shotgun ammunition. The code can be found by combining the prices of whiskey and whalers ale from the bar price board . The code to the safe is 255 .


Horn of Ulmar
The highly valuable Horn of Ulmar rests on a rack on the first floor. The goatman frequently stands next to it, but with enough patience it can be acquired without alerting him.


Goatman behaviour
The goatman will always patrol the area in which the player is in. If you enter the guest rooms on the second floor, the goatman will break through the doors and search for you. If you head down to the basement, the goatman will either jump down the elevator shaft (if the elevator is lowered) or break through the basement barricade and patrol around.
=== Market District Area Registry ===
Below is a registry containing useful information on the Market District area.
Information is presented in order of area progression.



Market District power generator
The Market District power generator can be reached from the canals area. The gate to it can be opened using a valve, which needs to be acquired elsewhere. The generator can be turned off manually or through the fence by shooting its lever with a flare pistol baton bolt. This will disable lights in the Market District for 90 seconds - after which the generator will automatically start working again.


Market District gun shop safe
There is safe in one of the apartment rooms that can be reached from the gun shop. The safe contains a gold ingot and coins. The code to it can be found on a note found in the barber shop basement . The code to the safe is 625 .


Tower manor secret area
There is a secret area in the manor with the tall wooden tower. It contains a gold chalice. It can be opened by turning four levers hidden around the manor - more information below.


Tower manor hidden levers
The levers are presented in order of appearance.
First picture - behind books on a bookshelf next to the wooden tower stairs.
Second picture - next to a statue near the secret area entry.
Third picture - on the back of a large angel statue in one of the library rooms.
Fourth picture - on an observation deck above the library room with a green lamp.


Emerald ring
The emerald ring required to open the Emerald Eye's elevator gate can be found in the barber shop basement. The ring does not have to be used if the player takes an alternative path to the Emerald Eye.


Emerald Terrace gate flare pistol skip
The gate to the Emerald Terrace can be opened from the other side by shooting its lever with a flare pistol baton bolt.


Ashfall Bridge wooden barricade parkour skip
The other side of the wooden barricade blocking access to the Ashfall Bridge can be reached with elaborate parkour usage - the Emerald Eye can be reached this way as well. Place two barrels at the barricade, jump onto them then jump to the ledge. Once you are on the other side, follow the nearby pipes and jump onto the stairs leading to the Emerald Eye.


Barber shop rooftop parkour skip
The barber shop rooftop can be reached with elaborate parkour usage - the Emerald Eye can be reached this way as well. Jump onto the cash register in the barber shop, climb onto the wooden wall, climb to the attic above then climb to the rooftop. The ladders on the rooftop will lead to the Ashfall Bridge - follow the instructions above to then reach the Emerald Eye.


Market District hidden shotgun
There is a hidden shotgun on a platform below the stairs leading to the Emerald Eye. In order to safely reach the platform, jump down from the point highlighted in the first picture. The fall will cause some damage - consider healing up before attempting the jump. Jumping down to the platform from other areas may be lethal.


Emerald Eye large emerald gem
The large emerald gem on top of the entrance to the Emerald Eye can be reached with basic parkour usage. Climb onto the lamp then jump to the ledge.
=== Underport Area Registry ===
Below is a registry containing useful information on the Underport area.
Information is presented in order of area progression.


-Pictures pending-
Fishdog pit
The gate can be opened to let dogs in, they will then fight huntsmen (WIP)

-Pictures pending-
Flare pistol skip
Shoot lever to skip pump area and go straight into shipping warehouse (WIP)

-Pictures pending-
Watchdogs
They spot player and alert enemies but are harmless, disable with stab to the back, 4 choke/incendiary bolts or click button to disable (WIP)

-Pictures pending-
Shipping warehouse safe
Safe inside shipping warehouse, turn the power off to get inside, code 115 (WIP)

-Pictures pending-
Safe panic room
Press button under desk to open panic room, shotgun and mirror inside (WIP)
+++ Bonus Missions +++
Finished the game and looking for more content? Make use of everything that you learned in the guide in these bonus missions that redefine the areas from the base game.
Every mission provides a Google Disc link which contains the mission save file. The missions can be installed by dragging their save file into Steam/steamapps/common/Gloomwood/Saves on your device. Please note that every mission uses the 9th save slot by default. This can be changed by renaming the save file folder to Slot_(number up to 9).
All bonus missions are on Full Moon difficulty. Missions can be added or removed at the creator's discrection. If you made a bonus mission for the latest release of Gloomwood and want it posted here, please contact the guide's writer on Steam.


Slaughtered Goat Hostage Rescue

https://drive.google.com/drive/folders/1t5lvcvZQfaKLH-aye3EjmHwTD-YhSpkQ?usp=sharing

A local Huntsmen group has ambushed a merchant carriage and kidnapped a group of merchants, taking them to a nearby tavern. The Huntsmen are armed & dangerous and are refusing to release the hostages. Since negotiations have failed, the Gloomwood Doctors Agency has sent you in to resolve the situation through other means. You will be inserted into the tavern through an underground basement. Your entry will be silent – stealth is optional. Playing as a GDA Agent, your primary objectives are as follows:
  • Rescue all 4 hostages taken to the Slaughtered Goat (locate the hostages and ensure that there are no enemies near them).
  • Eliminate all Huntsmen outside the Slaughtered Goat.
A second entry team can take over once the outside is clear and the hostages are safe. You can finish the mission after completing primary objectives or choose to stay and complete the bonus objectives. Your bonus objectives are as follows:
  • Eliminate all Huntsmen within the Slaughtered Goat.
  • Locate and secure two stolen gold shipments within the Slaughtered Goat.

For this mission, you will be provided with:
  • Portable handlantern.
  • GDA issue C.A.N.E sword (Close Attack Narrow Edge).
  • Folding pump action shotgun with 4 shells.
  • Two GDA issue flashbombs.
  • “Vitalizer” Combat Stim.
  • Two cans of “Bean” Bandages.
  • An array of distraction devices.
  • Slaughtered Goat basement key.
Other equipment can be acquired in the mission area.

Additional mission rules:
  • The mission area is restricted to the Slaughtered Goat and its exterior. The border is marked with metal crates.
  • The game can be saved at the Slaughtered Goat phonograph.
  • Do not leave the Slaughtered Goat through the basement exit that you start at.
15 Comments
serial 7 hours ago 
how do you find the safe codes in game? i know where the cave and fishery combinations are but what about the other ones
Star Lord  [author] 12 hours ago 
@riccso
I am glad I could help. And thank you for a suggestion (albeit not intentional) - I added information about danger health reducing jump height to "User Interface" to ensure that this information is properly documented in the guide.
As per the guide's standard operating procedures, our question-answer exchange will self-destruct in a few days.
riccso 10 Jun @ 1:12pm 
@Star Lord it was indeed my health. thanks!
Star Lord  [author] 10 Jun @ 5:01am 
@riccso
I just ran some tests to ensure that you can still climb up there with the provided method.
There are two possibilities if you cannot seem to climb up there from the stalagmite:
1 - Your health is at danger. Danger health reduces your jump height and makes it impossible to climb up there. You would need to heal up before attempting the jump.
2 - You are not close enough to the ledge to climb up. Ensure that you are holding W and moving forward after jumping from the stalagmite, otherwise you will not reach the ledge and will not climb up.
Hopefully this helps you reach those gems.
riccso 9 Jun @ 12:53pm 
@Star Lord in the secret area. I am holding space, but it seems like the jump doesn't give me enough height to even reach the ledge.
Star Lord  [author] 9 Jun @ 7:25am 
@riccso
Which stalagmite would that be? The one in the secret area, or the one near the scaffolding?
Generally speaking - ensure that you are climbing after the jump (hold space). A normal jump will not get you all the way up, but if you hold space and reach the ledge then you should be able to climb up.
riccso 9 Jun @ 6:46am 
I can not jump high enough from the stalagmite in the caves area. Any tips?
I just spent like an hour stacking barrels to get into the fishery tower. I should've checked first. Anyways it takes like, 14 barrels and 5 boxes to get up there!
https://steamproxy.net/sharedfiles/filedetails/?id=3260845469
Star Lord  [author] 3 Jun @ 3:17pm 
A guide update covering the Underport power station is being worked on and will be complete soon. Some information is available already.
vita 19 May @ 10:39am 
WOW