Every lock in Servant of the Lake that takes a fixed answer, in the order you meet it. One lock in the game is randomised per playthrough and is listed at the bottom with an explanation.
The lookup table
| Lock | Where | Answer |
|---|---|---|
| Clock hand, Aldous's bedroom | Day 1 Morning | 7:00 |
| Wine cabinet | Day 1 Evening, parlor | 1753 |
| Flower binary targets | Day 1 Evening, red cabinet upper level | 2, 3, 7, 9, 13, 22 |
| Attic constellations (castle / moon / water) | Day 1 Night | 4 / 2 / 3 points |
| Alchemy boxes | Day 3 | right, right, right, left, right, left, right, right, left |
| Cellar box (telescope) | Post-credits route | 6294 |
| Clock hand, post-credits pass | Secret route, Day 1 | 4:05 |
| Luggage case | Day 1 Afternoon, garden | randomised — see below |
The context for each
Clock — 7:00. Step two of the strict wake-up sequence. Setting it out of order does nothing even though the value is right. Full order on the demo walkthrough.
Wine cabinet — 1753. This is the founding year of the Rusthaven Winery, readable in the parlor itself. It is one of the few codes the game genuinely tells you rather than hides. See the wine cabinet page.
Flower binary — 2, 3, 7, 9, 13, 22. Not a code you type. The red cabinet's upper level starts at a value of 1 and you flip four digit switches to reach each of those flower counts in turn. Six rounds, ascending.
Attic — castle, moon, water. A constellation puzzle, not a dial: connect 4, 2 and 3 points respectively. Note this one down: the post-credits secret asks for it again, and by then you are several hours past the attic.
Alchemy boxes — right ×3, left, right, left, right ×2, left. Nine clicks. Also re-used in the secret route.
Cellar box — 6294. Holds the telescope. It is part of the post-credits route, not ordinary Day 3 play. The telescope is the final step of the "You've found him!" achievement, so open this even if you do not need anything else inside. See the cabinet code page.
Clock — 4:05. This value only applies on the post-credits pass, not during Day 1 proper. During normal play the clock wants 7:00.
The luggage case is randomised
The three-digit code on the suitcase in the garden changes between playthroughs. You obtain it by shaking the baby basket and listening to the tones it plays back.
Guides that publish a fixed number for this lock are reporting the code from one specific run. If you enter someone else's number and it fails, nothing is broken — you simply have a different code. Full explanation on the luggage code page.
Codes we will not publish
A number of pages circulating since launch list additional safe and box codes for this game. We could not reproduce those against more than one independent source, so they are not on this table. If a code is not listed above, we have not confirmed it — and we would rather send you back to the basket than to a wrong number.
Where the sources still disagree
Everything in the table above is settled. Two things elsewhere in the game are not, and rather than pick a winner we have left both readings on the page:
- The hunt. The in-game clue says five targets and ten bullets; a community guide reports six animals and nine. The rule that matters holds either way — do not miss a shot. On the Perfect Hunt page.
- The bathing tiles. One source lists four picks, another five, differing over whether the bathroom and the bathtub are one target or two. The set you end up selecting is the same. On the bathing tiles page and in the post-credits route.
Both are flagged in the pages' own frontmatter as unverified, which is why they appear with a warning rather than as facts.
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