This is the condensed version of the whole game — the spine of all three days on one page, with links out to the detailed day pages and individual puzzle solutions. Use it as a checklist on a second run, or as a way to find which day your problem lives in.
The route at a glance
Day 1 — Aldous's routine and the reunion
- Courtyard: stack the two tin cups by line count, pay the driver.
- Hallway: gather wood, oats, milk, pot, matches; cook the porridge to the recipe note.
- Bedroom: shape box → razor. Then the strict wake-up order — curtains, clock to 7:00, shave, clean the ear, feed the earlobe to the raven, key, berries, then bowl → porridge → spoon → berries.
- Bedroom: plug the insect's escape holes with berries, then kill it.
- Bedroom: copy the wardrobe figurine's poses for the exercises.
- Hallway: find three candles, light the chandelier in shape order, garden door opens.
- Hallway: dust the portraits until one falls, reassemble it, watch the NPC animations.
- Garden: arrange the flowers, herd three cockroaches with the directional tile, fit all three stone tiles.
- Garden: shake the baby basket for the randomised luggage code, then pack the case with no gap at the top.
- Evening: tea service — hot water → tea → milk → powder, sugar twice with a repair in between.
- Parlor: wine cabinet
1753, bottle reassembly, nine-button box, put out William's cigar fire, painting sequence, flower binary targets 2, 3, 7, 9, 13, 22, and the lullaby order. - Attic: chest stars 4, 2, 3.
Day 2 — coffee, hunt, bath
- Roast the beans before throwing them on the stove.
- Feather to William's face, not his feet.
- Scrub the family portrait in the kitchen.
- Hunt: five targets, ten bullets, no misses.
- Look through the second-floor bathroom keyhole.
- Bathing tiles: Aleksandra, bath, suitcase, severed hand.
- Wipe the window after Alexandra is in the bath.
- Balcony: throw everything down.
- Cellar hole: magnet for the key → click again → sledgehammer the mouse when it returns.
Day 3 — alchemy
- Pet Rustie on the maid's lap; check the second table leg from the left.
- Alchemy boxes: right, right, right, left, right, left, right, right, left.
- Elixir to the parrot; fly into the soup.
- Cabinet
6294→ telescope. - Cellar chest, bottle arrangement and fish placement — see the Day 3 page; these are only documented as screenshots.
- Rope at the upper left of the dining hall; treat Aldous's leg and shoulder.
After the credits — the "You've found him!" route.
The four numbers worth writing down
| Lock | Value |
|---|---|
| Wine cabinet (Day 1 parlor) | 1753 |
| Attic chest stars, left to right (Day 1 night) | 4 2 3 |
| Alchemy boxes (Day 3) | right ×3, left, right, left, right ×2, left |
| Locked cabinet (Day 3) | 6294 |
| Clock, post-credits pass (Day 1) | 4:05 |
| Luggage case (Day 1 garden) | randomised — shake the basket |
All of these, with the context for each, are on the codes page.
Sequences that only accept one order
Three chains in the game reject a correct set of actions performed in the wrong order:
- Waking Aldous — curtains, clock, shave, ear, raven, breakfast.
- Serving tea — hot water, tea, milk, powder, then sugar twice.
- The lullaby — James's eyes, moon, swaddling cloth, ring, necklace, lips, window clouds, Alexandra's eyes.
If one of those is not advancing, you almost certainly have the right idea and the wrong sequence.
Missable achievements
Most hidden achievements are tied to a specific day-block and disappear when the block ends. The ones that trip people up are the deliberate failures — botching the exercises, letting the goat ruin the bouquet, handing the champagne to the baby — because a competent playthrough skips all three. The full ordered list is on the hidden achievements page.
