The Séance of Blake Manor Walkthrough: Days, Codes, Endings, and Missables

Official screenshot of the Blake Manor atrium

The Séance of Blake Manor is a three-day supernatural detective mystery, and the real challenge is not one isolated puzzle. It is time management: learning where each guest is, entering rooms while they are away, building enough evidence to save people, and making sure you do not walk into the final ritual with missing protection or an unfinished culprit trail.

This walkthrough is written as a full-route planner for players who want to finish the game cleanly, understand the major passwords and locks, avoid the most painful missables, and reach the good endings without blindly copying every single click. It includes major story spoilers for all three days, the Blake Residence, the final culprit, ending sigils, achievements, and key codes.

Official screenshot of the Blake Manor atrium
The Atrium is your main navigation hub. Most efficient routes start by checking timetables, then searching rooms while their owners are away.

Best Route at a Glance

If you want the safest first 100% run, play with a simple rule: every time a new hour begins, check whether a unique event, talk, meal, or newly opened area is available before you spend time on ordinary room searches. The game gives you enough time, but careless hour-skipping can make the manor feel much more confusing than it needs to be.

Phase Main Objective Important Risk
Day 1, Friday Check in, repair the telegraph battery, prove Miss Deane’s letter was forged, and survive the dream tutorial. Do not leave through the wrong exit after the Manager’s Office sequence. Use the window escape route.
Day 2, early Saturday Resolve the Toussaint and Erickson opening chain, find Miss Deane’s room, collect corridor keys, and unlock broader suspect work. Get timetables whenever possible. They are the difference between a smooth investigation and wandering.
Day 2, late Saturday Work through guest mysteries, The Trail, The Fight, The Dream, Miss Deane’s Attendance, and the 9:00 PM Masked Ball. Attend Drawing Room talks if you want Obscure Scholar; they also gather useful characters in one place.
Day 3, Sunday Use the post-ball clues, enter the basement, finish remaining guest/staff mysteries, attend services, and attend the Silent Dinner. Before 8:00 PM, finish The Basement and as many character stories as you can. The Blake Residence locks fates.
Endgame Search the Blake Residence, take the protection stone, expose Coventry, solve The Ritual, and choose an ending sigil. Entering the Blake Residence is the point of no return. Save first if you want ending cleanup.

Core Rules Before You Start

  • Ask for timetables early. Guest schedules and room schedules make the map much more useful.
  • Analyse before serious conversation. Many evidence topics only become useful after you profile a person.
  • Search rooms only when the owner is away. The game is not a stealth game, but being caught in the wrong private room can fail you.
  • Use Detective Sight constantly. Several clues are under beds, behind furniture, on high walls, or faintly marked on objects.
  • Green mind-map links usually mean done; orange means partial. If a lead stays orange, look for a connected person, document, room, or research topic.
  • Save before point-of-no-return scenes. The Silent Dinner, Blake Residence, final culprit accusation, and ending sigil choices are worth separate saves.
  • Do not force sigil puzzles blindly. They are Eulerian path puzzles: every line must be traced once. If the background lines are not visible, find the clue first.
Official screenshot showing character analysis clues on a suspect
Analysis clues are not flavor text. They unlock conversation topics, alibis, and suspect eliminations.

All Important Codes and Locks

The following table collects the major non-visual codes and puzzle answers that can block progress. Sigil drawings are mostly visual path puzzles, so the table focuses on combinations, passwords, item recipes, and route-critical inputs.

Lock or Puzzle Answer Where It Matters
Telegraph battery Copper disc, paper, zinc; repeat for six batteries Day 1 lobby/telegraph repair
Missus Erickson Room 19 lockbox HOGD Day 2 opening investigation
North East Corridor Key Look under the bed in Unassigned Room 07 Early Saturday room access
Supply Closet / Bath House panel Plus sign, backward D, triangle, diamond Opens the Bath House route
Stables safe 26-14-32 Saturday stables safe; numbers are faint on the barn column
Mister O’Meara Room 16 lockbox 1583 Angel/soul jar investigation
Mister Dupré spirit board ASHESTOASHES Firepit sequence in the Hedge Maze
Mister Skeritt Room 18 lockbox 451 Code comes from Locker 11 in the Changing Room
Miss McLeod Room 1 lockbox 34525 Code is found through Missus Lau’s room/journal chain
Basement piano 7-1-6-3-2 Miss Hisham’s vase route on Sunday
Men’s Dormitory symbol box 1-3-4-1-1 Uses Father Sinnott-related symbol evidence
Women’s Dormitory symbol box 2-1-4-4-3-5 Uses scrap-paper fragments from the basement
Cleaning solution Water, lye, two scoops of powdered chlorine/laundry powder, ethanol Chef’s Office door in the basement
Wine Cellar lock 7871 Reverse the relevant wine year clue from the Servants’ Hall notice board
Manager’s Office safe 37-22-34 Late Sunday Varley mystery
Phrenology bust / skull code W-I-Fe Blake Residence lab
Blake Residence safe 16-15-39 Converts S-P-Y through the periodic table
Projector star dials Use visual alignment; community route records dial 1 down two, dial 2 up two, dial 3 up one, dial 4 up three Blake Residence projector puzzle before the protection stone route continues

Day 1: Friday Walkthrough

Friday is short, but it teaches nearly every pattern that matters later: evidence inspection, battery logic, hypothesis wording, escape routes, and line-tracing sigils.

  1. Enter the hotel, ring the lobby bell, sign the book, and inspect the register details around Miss Deane’s signature and the guest sign-in times.
  2. Go to the Telegraph Room and inspect the battery. Return behind the front desk for the discs, then build six batteries in the order copper, paper, zinc.
  3. Ring the bell again and discuss the fixed telegraph machine with Mister Varley. This opens the Manager’s Office.
  4. In the Manager’s Office, inspect the clipboard, uncover the letter, and compare the handwriting. The critical differences are around the E and y in Evelyn and the D in Deane.
  5. Build the Miss Deane’s Departure hypothesis around the forged letter. The important conclusion is that the culprit can write.
  6. After the scene, leave through the window rather than walking out normally.
  7. Return to the hotel, go upstairs, find Mister Doyle, enter Room 4, and sleep.
  8. During the dream, solve the sigil line puzzles by tracing each line once. If you struggle, treat each one as an Eulerian path: odd-degree nodes should be the start or finish.

Achievement notes: Groundwork comes from solving the opening mystery. Bell Boy can be started immediately by ringing the Lobby bell repeatedly; doing all 10 rings early is simple and removes one cleanup task.

Day 2: Saturday Opening Route

Saturday begins with a forced chain around Etienne Toussaint and Hazel Erickson. Finish this early because it opens the wider investigation.

  1. After the guest introduction, talk to Etienne Toussaint about fraud, identity, and the guests. Build the idea that he wants to push you into investigating someone for fraud.
  2. Eavesdrop on Erickson and Ó Finn, then search Missus Erickson’s Room 19 while she is away at breakfast.
  3. Important Room 19 checks include the H.O.G.D. book, shoes, syringe, books, chest of drawers, schedule, burned paper, attendee list, and HOGD lockbox.
  4. Analyse Erickson and build the ritual-heart hypothesis: she wants Evelyn Deane’s heart for magical power.
  5. Confront Erickson, then speak to Toussaint again. This chain makes them sit out the séance and gives you journal material.
  6. Before breakfast, pick up useful navigation information: Room Plan, guest timetables, the North East Corridor Key under Room 07’s bed, and the Atrium Key from the Supply Closet if available.

After Erickson and Toussaint are handled, focus on Miss Deane’s hidden bedroom. Find the strange marks in the South East Corridor, solve the East Tower/sigil route, enter Miss Deane’s room, collect the South East Corridor Key, and search the picture, floorboards, stained page, bed, sigil, fireplace, and other suspicious objects. This opens The Culprit work and gives you broad access to the suspect web.

Official screenshot of occult sigil and line-tracing puzzle imagery
Sigil puzzles are visual path puzzles. If the line pattern is unclear, you are probably missing the evidence that reveals it.

Saturday Midday Mystery Order

The game becomes more open after Miss Deane’s bedroom. You can deviate, but the following order keeps related mysteries together and reduces backtracking.

Mystery Group What To Do Why It Matters
Mister O’Meara Search Room 16, use code 1583, learn about the angel, translate the name, and confront him. Clears an early suspect and earns Touched by an Angel.
The Trail Start from Miss Deane’s room, follow misaligned objects and cloth through the East Tower, Dining Room route, Walled Garden, and Hedge Maze. Solves where Miss Deane was taken and unlocks more story mysteries.
Mister Dupré and Missus Joyce Search Dupré’s room, open the luggage trunk, use ASHESTOASHES at the firepit, then connect Joyce’s religious motive. The two mysteries resolve together and award The Three Aspects.
Miss Barbosa and Miss Quinn Search Barbosa’s room, collect land records, talk to Quinn in the Library, follow the research chain, then return to both later. Their stories are linked and cannot be fully solved in one room visit.
Miss Mantovani Search her room, check health/payment clues, check Doctor Callaghan’s folder if needed, then confront her at the Hedge Maze. Completes Nest Egg and removes another preventable death route.
Missus D’Arcy Search her room, connect the medical certificate and poison, then use the Bath House/Locker 11 chain and Dupré’s help. Solves a revenge-and-ghost chain and gives ‘Til Death Do Us Part.
Fiadh and Doctor Callaghan Search Fiadh’s room, repair the torn letter, inspect the well, confront both Callaghans, then perform the well ritual. The well recipe solves both family-linked mysteries.
Mister Skeritt Search Room 18, use code 451, learn his self-destructive plan, then redirect him with the philanthropy clue. Completes History Is Written by the Wealthy.

Do not panic if a character does not resolve immediately. Many stories are paired: Dupré needs Joyce, Quinn needs Barbosa, Fiadh needs Doctor Callaghan, Missus D’Arcy needs the Bath House and Dupré, and later Miss McLeod/Lau/Hunter resolve as a bundle.

Saturday Story Mysteries

Miss Deane’s Attendance

Use the locket from near Coventry’s room and the stained page from Miss Deane’s room, then follow the treasure map route in the Walled Garden. The key idea is that Miss Deane came because an invitation promised information about powerful Milesian ancestry. This awards Girls Just Wanna Have Fun!

The Dream

Get Doctor Callaghan’s record clue, speak with him about lucid dreaming, then play the record on the gramophone in Room 4. Inspect paintings inside the dream and build the conclusion that a shadowy figure’s dream is bleeding into reality. This awards Oneiromancer.

The Fight

This mystery asks what the men were doing on Tuesday night. Treat it as an alibi web: Bridge players verify one another, library chair/cigar evidence clears Skeritt, Varley/Murphy/Mantovani help confirm other statements, and the Stables evidence handles Hunter. The final culprit of the fight is Mister O’Meara, who rejected Miss Deane’s plea for help. Solving it gives Spill the Tea.

The Haunting

Start with the anvil in the Hedge Maze, discuss the shadowy figure and Fae material with Fiadh, then research Irish mythology, the Tuatha Dé Danann, the fate of the gods, and Tír na nÓg. The final hypothesis can wait until Sunday.

Saturday Evening and the Masked Ball

By Saturday evening, use spare time to prepare Sunday cases: search Missus Lau’s room, Miss McLeod’s room, and Miss Hisham’s room; analyse Hunter, Varley, Murphy, and Ó Finn when possible; attend the 5:00 PM talk for Obscure Scholar progress; and keep a save before the 9:00 PM Masked Ball.

At the ball, look in the mirror, go to the Atrium, speak to the staff, enter the Ballroom, and follow the chase. Pick up the Skull Mask during the pursuit if you see it. When the sequence ends, the game advances to Sunday.

Day 3: Sunday Route

Sunday looks urgent because you wake later, but you still have enough time if you work in linked blocks.

  1. Immediately solve the Sunday hypotheses for The Haunting and The Chase if your evidence is ready. The Haunting centers on Goibniu trying to return to Tír na nÓg through the portal; The Chase confirms you descended into the catacombs through the Ballroom’s secret route.
  2. Attend Church service at 11:00 AM and Catholic Mass at 12:00 PM if you want A Godly Man. Entering the venues is enough for the achievement route.
  3. After the 12:00 PM delivery, enter the basement from near the Stables. Work through the carts in the Store Room.
  4. Use the basement piano solution 7-1-6-3-2 to get the vase and finish Miss Hisham’s mystery.
  5. Collect basement keys and search the Men’s Dormitory for Hunter/Doyle clues.
  6. Search Father Sinnott’s room during Mass, research Gnosticism, and use the Men’s Dormitory symbol lock when you have the clue.
  7. Advance The Missing Person by investigating Ó Finn, Ogham, the staff, and the kidnapping motive.
  8. After 3:00 PM, confront Hunter, get access to Cell 7, find the blackmail envelope, and use it to resolve the McLeod/Lau/Hunter chain.
  9. Finish the basement: mix the cleaning solution, open the Chef’s Office, get the Women’s Dormitory Key, inspect Miss Murphy and Missus Joyce clues, and solve The Basement.
  10. Finish Doyle, Sinnott, Varley, and Murphy before the Silent Dinner.
Official screenshot showing a timed key decision conversation in The Seance of Blake Manor
Many key items are conversation-gated. If a mystery is stuck, profile the person, ask about the connected evidence, and check their room again.

Sunday Mystery Notes

Mystery Route Notes Reward / Result
Miss Hisham Start with her room and vase drawing on Saturday, then finish at the basement piano on Sunday. The Curse of Nectanebo II
Ó Finn / Missing Person Use Skull Mask, red hair evidence, Fiadh, Ó Finn’s room, Ogham research, and the staff message. Druid Without A Cause and One Too Many
Miss McLeod, Missus Lau, Hunter Prepare their room evidence on Saturday, then finish after Hunter gives Catacombs access and you find Cell 7’s blackmail envelope. White Knight
The Basement Clear the Store Room, dormitories, laundry, Chef’s Office, and Servants’ Hall clues. Upstairs, Downstairs; also enables the proper route to Blake Residence.
Doyle and Sinnott Doyle must be resolved before Sinnott. Sinnott’s goal involves freeing an Aeon from the Black Iron Prison. Preaching to the Choir
Varley Use the Manager’s Office safe, financial records, and Cell 9 treasure route. Lost Cache
Miss Murphy Use the badly written note, child photograph, Father Sinnott, and Fiadh’s knowledge. Dirty Laundry

Silent Dinner and Point of No Return

At 8:00 PM on Sunday, attend the Silent Dinner in the Dining Room. This is where you receive the Key to the Blake Residence. If you miss the proper route into the private residence or enter without the right protection later, you can be pushed into a bad or game-over path.

Before you enter the Blake Residence, make a manual save. Once you go through, time no longer passes normally, but people’s fates are effectively locked. Finish every preventable character mystery you care about before crossing that line. Coventry, Marquess Blake, and Walter Blake are the exceptions because their answers come in the endgame.

Endgame: Blake Residence

Inside the Blake Residence, search the Entrance Hall desk area, then the Lab. The phrenology bust solution is W-I-Fe, based on the elemental table clue. Continue to the Empty Bedroom, use safe code 16-15-39, and take the Odd Stone. The stone protects you during the séance and is the one item you should not skip.

Use the projector and star alignment puzzle, then re-check the Blake Family Painting. The key Blake Residence conclusion is that Jonathan Blake intended to sacrifice his son to resurrect his wife, while Walter Blake was not real. This solves the residence mystery and unlocks the final ritual trail.

At the hedge maze accusation, the culprit is Simon Coventry. A wrong accusation can produce a non-standard Game Over. After exposing him, search the mausoleum papers and form the Coventry/Henry Blake conclusion: he is trying to use the entity and the Walter Blake fabrication to claim the ancestral home.

Official screenshot of Miss Mantovani and card-based supernatural imagery
The ending depends on how many people you saved and which ritual sigil you know how to use.

Ending Choices

Sigil / Route How It Works Achievements
Oscail / Open The default option. Use it if you want the bad ending or the open-portal achievement. It’s the End of the World as We Know It
Dún / Close Requires the close-portal knowledge from the investigation route. This gives the good ending if enough people are saved. Shut It Down, Come with Me If You Want to Live, And Then A Hero Comes Along, Breaking the Circle
Scaoil Comes from completing Father Sinnott’s mystery. This is the special freeing route and can also count toward the good-ending achievement set. God-Killer plus the close/good-ending achievements if conditions are met
Run! Reach the final confrontation after saving too few people, then flee instead of completing a heroic save route. Run!

For efficient ending cleanup, keep a save before the final sigil selection. You can usually reload and choose different sigils for the ending achievements. The low-save Run! route is easier on a separate file or a deliberately incomplete route because saving too many people moves you toward the positive outcomes.

Achievement and Missable Checklist

Achievement When To Plan It Short Requirement
Bell Boy Any time after reaching the Lobby Ring the Lobby bell 10 times. Day 1 is the cleanest time.
Horse Whisperer Saturday after Stables open Pet Lottie when you meet the horse near Hunter.
True Love Never Ends Saturday, East Tower hidden rooms Reunite the remains from the Sun and Moon rooms.
Obscure Scholar Saturday and Sunday Attend all five Drawing Room talks: Saturday 11 AM, 3 PM, 5 PM; Sunday 3 PM, 5 PM.
A Godly Man Sunday 11 AM and 12 PM Attend Church service and Catholic Mass.
Darkside Detective Sunday Catacombs Inspect the southeast Catacombs arch and solve the hidden sigil route.
World’s Best Detective Whole playthrough Solve all mysteries in Blake Manor.
World’s Worst Detective Separate save recommended Find a fail state, such as letting an early mystery time out or entering a doomed route.
Run! Separate low-save ending route Reach the final ritual without saving enough people, then escape.

Common Stuck Points

  • I cannot find a person. Check their timetable, the Drawing Room talk schedule, meal hours, and whether they are in an inaccessible room for that hour.
  • A room looks searched but the mind map is still orange. Look under beds, behind screens, in bins, around fireplaces, and on the floor near doors. Some rooms require prior conversation before a clue counts.
  • A character mystery will not complete. It is probably paired with another person. Switch to the connected suspect instead of burning time on repeated dialogue.
  • The Doctor’s camera route feels inconsistent. Community notes report that the camera may require talking to Doctor Callaghan and agreeing to a photo before it appears in his room.
  • The Basement feels unfinished. You enter it in phases. The 12 PM visit opens the route, but some completion steps wait until later Sunday.
  • I reached the final area and people died. That is usually not a puzzle mistake; it means their mysteries were not solved before the Blake Residence point of no return.

Sources and Credits

Official game information and screenshots are from the Steam store page for The Séance of Blake Manor and the developer website linked from Steam. Route, code, achievement, and schedule details were cross-checked against readable community walkthrough references and Steam Community guides. Public credits are intentionally concise so the guide stays useful rather than becoming a link dump.