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Servant of the Lake Walkthrough
Walkthrough

Demo Walkthrough

Complete Servant of the Lake demo walkthrough: the courtyard cups, the porridge, the wake-up order, the insect in the bowl and the exercise puzzle.

Last updated 2026-08-14

Light spoilers. This page names rooms, items and characters you meet, but keeps the story beats out of it.

The coachman waiting outside the Vanderboom estate with the horse and carriage
Day 1 Morning — the courtyard, where the game opens·Official screenshot, Rusty Lake

The free demo covers the opening slice of Day 1: arriving at the estate, cooking breakfast, and getting Mr. Aldous out of bed. Every solution below carries over to the paid release unchanged, so this page doubles as the first section of the full walkthrough.

If you played the demo before launch, your progress does not need repeating — but the puzzles are identical, so a demo save is effectively a rehearsal.

Courtyard

Diagram of the tin cup stacking order by etched line count

  1. Two tin cups: one from the coachman, one on the window ledge to the left.
  2. Each cup has lines etched into it. Stack them by line count, reading left to right.
  3. The stack yields the coins. Pay the driver and the door opens.

Hidden achievement — Petting the Horse. Click the horse — glasses included — over and over before you give it the carrot. A single click does nothing; the clue is literally "One click may not be enough."

Hallway

Collect for the porridge: wood, oats, milk, a small pot, matches. There is also a dead mouse to pick up.

Cook in the order given on the recipe note in the room.

Hidden achievement — Feeding the Cat. Rustie the orange cat gets the milk first, before the dead mouse. Do it the other way round and you lose the achievement for this run.

At the window there is a raven. It wants a trade and will not deal yet — come back once you have shaved Aldous.

Aldous's bedroom

Diagram of the six enforced wake-up steps for Aldous

Shape box. Four shapes, four matching slots. Solving it gives you the razor.

The wake-up sequence. This is the demo's real wall. The order is fixed:

  1. Open the white curtains on the left of the bed.
  2. Set the clock hand to 7:00.
  3. Shave Aldous. You will cut his earlobe — this is meant to happen.
  4. Clean the ear with the cloth. The cloth is behind the trousers hanging on the rack; move the trousers first.
  5. Open the window and feed the earlobe to the raven. It hands over the key. Use it on the cabinet for the berries.
  6. Serve breakfast: bowl → porridge → spoon → berries.

Doing all six of those in a different order looks exactly like doing the wrong thing, which is why this section eats so much time.

The insect in the porridge

Something is alive in the bowl. It runs between holes in the surface.

Use the berries to block every hole it can escape into, one at a time, until it has nowhere left to go — then kill it. Trying to hit it before the exits are plugged just makes it move.

Morning exercises

Aldous wants his routine. Copy the poses of the small figurine on top of the wardrobe — the figurine is the answer key, not decoration.

Hidden achievement — Exercising with Mr. Aldous. Get it wrong on purpose. Click through the poses at random and keep going until Aldous complains that he is stuck. The official clue asks "How to fail at this task?" because failing is the task. More on the exercise puzzle page.

Where the demo ends

The demo closes at the end of the bedroom block. Everything after — the chandelier, the garden, the reunion, Days 2 and 3 — is in the paid release. Pick the route back up at Day 1 Afternoon.