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The Crimson Hunt Walkthrough — Opening Mission to the Catacombs

The Crimson Hunt walkthrough of the opening act: from Victoria's rescue mission to the mansion puzzle route and the descent into the catacombs.

By the New Game Wiki team · Updated 2026-10-08

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The Crimson Hunt's opening act runs one clear line: Victoria infiltrates the mansion, links up with Eleanor, works out how to escape a building whose doors do not cooperate, and is eventually forced down into catacombs where solving a puzzle wakes the guardians. This walkthrough follows that sequence using the published playthrough and the store description, and it deliberately stops where the documented material stops rather than inventing a route through content nobody has recorded.

The Opening Mission: Get In, Rescue Eleanor, Get Out

The job is spelled out in the walkthrough's first seconds, in Victoria's own narration: go in, rescue the kidnapped girl, and get out alive, knowing that nobody else would dare take the work of destroying the creatures in the manor. She adds a motive beyond the contract, saying that removing them from the land is the only comfort she knows because nothing will erase what happened. The store description matches that framing, with Victoria working in the shadows to eliminate the last remnants of the vampire bloodlines before being sent after Eleanor, kidnapped by an ancient vampire who has awakened once more.

StageWhat happensDocumented in
Mission briefingInfiltrate the mansion, rescue Eleanor, get out aliveWalkthrough opening
First contactVictoria finds Eleanor hiding after escaping her cellWalkthrough dialogue
The mansion properExplore decaying corridors, clear mechanisms, find a routeStore description and walkthrough
Forced descentMove down into the catacombs because upstairs is crawlingWalkthrough dialogue
Catacomb mechanismSolving the puzzle wakes the dormant guardiansWalkthrough dialogue

Meeting Eleanor and the First Locked Doors

Victoria's first real step is finding Eleanor, who has already escaped her cell and is hiding from the creatures hunting her. Their introduction also sets the tone for the alliance the store page calls fragile and uneasy: she admits she was hiding, and Victoria's response is practical rather than warm. Eleanor then delivers the game's first routing lesson by testing a door and reporting that it only opens from the outside, which Victoria answers with the only available move, exploring for another way out rather than searching for a key.

The Crimson Hunt official screenshot
Official screenshot 2

The stretch that follows is where the game's teaching happens. Victoria hands Eleanor a way to help and explains that the creatures are sensitive to UV radiation, that the light blinds and weakens them, and that she should keep the beam aimed at the head so they can finish an enemy off. That line is a single-source detail, so treat the exact UV behaviour as to confirm, but it is the moment the walkthrough tells you what the whole game is going to be about. Small character beats fill the corridors, including a scene where Eleanor stops to finish an unfinished painting and argues the past is worth keeping, which Victoria counters by saying memory should not blind you to the objective.

The Mansion, the Safe Puzzle and the Route Down

The mansion section is the game's exploration phase, and the store description's language is the best guide to it: oppressive environments, environmental puzzles, scarce ammunition, vital light. Locks punctuate the route, and the safes are the clearest documented example, with the 7 October hotfix adding a clearer clue for the safe puzzle after launch. If you are playing the patched build the clue is easier to read than it was in the first days, and the general rule holds that the answer is in the same wing rather than behind another locked door.

The mansion ends because the building stops offering a way up. Victoria and Eleanor conclude that their only way out is down, with Victoria noting that the upper floors are crawling with monsters and that whatever is below will get ugly, and Eleanor agreeing to commit. That pivot is the point where the game stops being about corridors and starts being about the thing the mansion was built around.

The Catacombs, the Guardians and the Confrontation

Below the mansion the pair find a mechanism, and solving it has a price: the guardians wake. Victoria reads the ambush correctly, reasoning that the guardians were waiting in the catacombs and only awaken once the puzzle is solved, which proves something significant lies beyond and that the pair are on the right track. This is the pattern the walkthrough establishes for the whole game, where solving a mechanism summons the next threat, so the safe habit is to clear space and prepare before you touch anything.

The opening stretch closes on a confrontation rather than a fight the sources describe. A voice offers Victoria a gentleman's counsel, tells her to leave while he remains gracious, asks her to relinquish what belongs to him, and says that he knows her. That is the ancient vampire the store description names, and the scene's politeness is the payoff of the short description's promise about a presence that knows the pair better than they realise.

What the Walkthrough Does Not Cover Yet

The limits here are real and worth stating. The available playthrough is a no-commentary recording of the opening stretch, published in late June 2026 against the demo build rather than the finished game, and the full release arrived on 6 October 2026, so any changes in the launch or patched build are not captured. There is no published chapter list, no route through the later parts of the campaign, no ending, and no collectible guide, so anything past the catacomb confrontation is not documented yet.

For the systems this route runs on, the puzzles page covers the mechanisms in more depth, the story page explains who Victoria, Eleanor and the ancient vampire are, and the tips page turns the opening hours into a checklist.

FAQ

How does The Crimson Hunt start?

The opening mission is stated in the walkthrough's first lines: go in, rescue the kidnapped girl, and get out alive. Victoria narrates that nobody else would accept the job, and the store description confirms she is sent to infiltrate a secluded Victorian mansion deep in the woods to rescue a young woman named Eleanor.

How do I get past the locked door early in The Crimson Hunt?

You do not open it, you route around it. The walkthrough has Eleanor test a door and report that it only opens from the outside, and Victoria's answer is that they will have to explore and find another way out. Treat early locked doors as instructions to search the wing rather than as something a key will fix.

What happens when you go into the catacombs?

Solving the mechanism there wakes the guardians. Victoria reasons that the guardians were waiting in the catacombs and only awaken once the puzzle is solved, which tells the pair there must be something significant beyond, and the descent becomes their only route out because the upstairs floors are crawling with enemies.

Who does Victoria meet at the end of the opening act?

A presence rather than a monster on screen. The walkthrough's opening stretch ends with a voice offering Victoria a gentleman's counsel, telling her to leave while he remains gracious and to relinquish what belongs to him, and then saying that he knows her. The figure is not named in any official material.

Does the walkthrough cover the whole game?

No. The available walkthrough is a no-commentary playthrough of the opening stretch, published in late June 2026 against the demo build, and the full game shipped on 6 October 2026. Later chapters, endings and any content beyond the catacomb confrontation are not documented yet.

More in Getting Started

More getting started pages in The Crimson Hunt.

References

Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.