The House of Tesla Walkthrough: Chapters, Puzzles, Achievements, and Cleanup

Official The House of Tesla screenshot used as the walkthrough hero image

The House of Tesla: Definitive Edition is a puzzle adventure about machines, memories, and careful observation. This walkthrough is written for players who want a practical route through the game without turning every visual puzzle into a wall of copied screenshot instructions. It covers the chapter order, the main puzzle logic, the exact text-verifiable sequences, missable achievement cleanup, and the late-game Gateway House route found in the supplied walkthrough references.

Spoiler warning: this guide names chapter locations, memory answers, mechanical puzzle methods, achievement conditions, and the final-house route. If you only need a nudge, read the “How to solve Tesla puzzles without brute force” section first, then jump to the room that has you stuck.

Official The House of Tesla screenshot showing an ornate puzzle room in Wardenclyffe
The House of Tesla rewards slow inspection: small latches, hidden panels, inventory rotations, and power nodes often matter more than obvious locked doors.

Version Note: Definitive Edition, Achievements, and Gateway House

Steam currently lists the game as The House of Tesla: Definitive Edition, developed and published by Blue Brain Games, with 20 Steam achievements. The current Steam achievement page tracks five chapter-completion achievements, ending with Sky is the Limit for Chapter 5. Several supplied walkthrough references continue into Wardenclyffe Gateway House, with a Kid’s Room, Kitchen, Living Room, and final door route. This article includes that route because those pages were supplied and readable, but the achievement checklist below uses the current Steam achievement page as the authority.

In short: follow the five-chapter achievement list for current Steam cleanup, and use the Gateway House section if your build or route continues into the final house content.

Chapter Route At a Glance

Route Main areas What to watch for
Chapter 1 Personal Office of Nikola Tesla Mechanical Key, hidden Metal Triangle, safe, first Tesla Memory, breaker door order.
Chapter 2 Tesla Factory – Upper Floors Stairs, welding machine, elevator repair, office memory, display case, brass statue, elevator reroute.
Chapter 3 Tesla Factory – Ground Floor Punch cards, boiler pressure, crane/cabin, train circuit boards, turbine, whistle, train repairs.
Chapter 4 Wardenclyffe Laboratory Outer lab circuit door, Faraday cage, transmitters, boat/receiver puzzles, inner safe, gas tubes, automaton.
Chapter 5 Wardenclyffe Tower Security doors, two Tesla Memories, Egyptian exhibit, darkroom, telescope, photo development, elevator.
Late-game house route Wardenclyffe Gateway House Kid’s Room puzzle box, metal birds, theater, fire truck, kitchen, coffee machine, living-room chess, polyphon, final door.

How to Solve Tesla Puzzles Without Brute Force

Most mechanisms in The House of Tesla follow one of five patterns. Naming the pattern first saves a lot of time.

Puzzle pattern Best habit Common mistake
Inventory object with moving parts Inspect the object in inventory and rotate, pull, unfold, or align it before using it. Trying to place an incomplete object into a slot.
Power routing with the Tesla Prototype Turn on the Prototype, identify the live node, then route electricity one step at a time. Adjusting visible machinery before confirming where power actually flows.
Symbol matching Match by symbol family, frame shape, color, or etched backing pattern. Assuming a shape puzzle is solved by position alone.
Sequence input Write the sequence down before pressing anything, especially if the puzzle resets. Rushing through a long input and losing the midpoint.
Memory quiz Answer with the story clue from the current flashback, then finish the scene to register progress. Leaving too early after selecting an alternate memory option.

Before You Start: Missables and Cleanup

There is no reason to panic, but you should treat each memory sequence as a cleanup checkpoint. The Seen it All achievement depends on replaying memory variants, and the supplied Steam Community reference says the alternate words must be registered on the same profile. If you are achievement hunting, back up your profile before replaying flashbacks or before experimenting with save files. The reported Windows Steam profile folder is under AppDataLocalLowBlue Brain GamesThe House of TeslaProfiles.

Do not rely on memory select alone if an achievement does not pop. The safer route is to replay the relevant chapter section until the game reaches its checkpoint or returns you to the present.

Chapter 1: Personal Office of Nikola Tesla

The first chapter teaches the game’s object logic. After the short tutorial, pick up the Notebook, then inspect the rear table for the Mechanical Key. Complete the key in your inventory before using it.

Use the key on the cabinet near the door. Before diving into the cabinet’s main contents, inspect the left iron fitting and pull it out to uncover the hidden compartment with the Metal Triangle. The cabinet also gives you a note and a wooden piece. Use the triangle on the opposite groove to expose the sliding-block mechanism at the back.

Move to the table with the safe. Build the handle, use the coil mechanism, take the Receiver, attach it to the safe wall, then rotate the wheel until the safe opens. The first Tesla Memory starts from the aura. The readable reference identifies the memory quiz answer as part of the introductory sequence, and finishing this memory is tied to Electromage.

After the memory, collect the completed Prototype from the safe. Use it on the door panel. The final breaker puzzle has a text-verifiable order:

Breaker held still Lever movement
First breaker Up once
Second breaker Down twice
Third breaker Up twice
Fourth breaker Down once

Open the large door to leave the office. This completes the first chapter and should unlock Through the Roof.

Official The House of Tesla screenshot showing factory machinery and Tesla-style equipment
Factory chapters often hide the solution in repeat machinery: if one panel teaches the rule, the next panel usually changes only one variable.

Chapter 2: Tesla Factory – Upper Floors

The factory begins with a power crank that only runs briefly. Remove the crank, carry it to the second panel, and use it to lower stairs to another platform. The first important exact solution is the pressure-vessel puzzle: rotate the left wheel three times and the right wheel twice to bring the pressure into the safe range.

For the first welding-machine repair, place the cracked gear holder and enter this command order:

Down / Up / Down / Down

Install the repaired gear holder, then use the next stairs/catwalk route to reach the stuck elevator. Remove the obstruction, take the Knob Screw and the Cracked Sheave, then repair the sheave at the welding machine with this longer order:

Down / Up / Up / Down / Up / Up / Down / Down

After rebuilding the elevator, route power to it with the Tesla Prototype. On the third floor, take the Hollow Corkscrew from the crate, remove the flickering bulb, and place the bulb into the office door puzzle. The bulb order is:

Press the bulbs as eight separate clicks: 1 left, 2 right, 3 top, 4 bottom, 5 bottom-left, 6 top-right, 7 top-left, and 8 bottom-right.

Factory Office Memory

Inside the office, enter the memory. The text reference gives the quiz answers as Amendments and Project. Work through the model-box sequence: use the Tower-shaped Key, recover the model train, place the Golden Beam, fit the Ornamental Tile, move a button into the bottom-left slot, raise the tower, and use the Small Key on the clock. For the clock, set the top frame to the second position from the top, set the bottom frame to the third position from the top, then turn the key until the clock reads 12 o’clock. The final memory answer is Anger.

Office Cleanup

Once back in the present, do not leave the office too early. Take the Golden Beam back from the model house. The display case, table, alcove, brass statue, rotary horse device, and bottom shelves all feed into the chapter exit.

  • On the display-case top shelf, use book sizes to guide the marble. The readable text confirms the biggest book goes right and the smallest goes center for the first shelf.
  • On the small table, identify the Crown, Cross, and Lion symbols, then pull only their matching blocks.
  • In the alcove, use the shot glass puzzle to obtain the Pipe Wrench. Set it to size 2 for the valve marked 2.
  • Repair the brass statue’s cracked foot at the welding machine with: Down / Up / Down / Down / Up / Down / Up / Down / Down / Up / Up / Down.
  • For the rotary horse puzzle, match the horse numbers and saddle colors from the painting to the zeotrope poses. This one is visual, so use the method rather than forcing a text-only answer.
  • For the display-case light/dial puzzle, the source gives a long tile-and-lever sequence. If you are stuck, solve it by lining matching colors until all three lights activate, then join the matching dice pairs so all discs rotate together.

The elevator exit puzzle needs the pipe wrench set to 3. Use the Tesla Prototype to confirm the circuit flow, then reroute power so the lower-floor switch receives power from two sources. Take the elevator down to finish Chapter 2 and unlock Let There be Light. If you are hunting Nothing Left, open all flasks in the chapter’s flask minigame before moving on.

Chapter 3: Tesla Factory – Ground Floor

On the ground floor, start with the green box near the metal door. Open it, note the dotted pattern, then use the punch-card machine on the nearby workbench to recreate that pattern and print a Punched Card. Insert the card back into the green box to unlock the door.

In the boiler room, collect the Nixie Tube, feed coal into the furnace, light a match, and start the furnace. The pipe leak puzzle is about joining the upper and lower ring blocks so the leak can be plugged before opening the valve. The second water-pressure puzzle is visual: close leak paths while keeping enough pressure on the gauges.

Return to the factory floor and use the crane/cabin to move the broken turbine out and transfer the working turbine into position. Then clear the train track, raise the factory door, and launch the cart before the gate drops again. The switchstand outside requires tracing two wire paths and snapping the loose ends together.

Train Circuit Boards and Memory

The train has three circuit boards. Each board must deliver current to every contact point before it will turn the corresponding indicator green. The exact slider layouts are image-based in the readable walkthrough, so use the rule: inspect the board in inventory, trace every outer contact, place it, and confirm the light changes from yellow to green.

In the Chapter 3 Tesla Memory, choose Puzzle. The puzzle cube uses a moving silver circle around the outside to describe the symbols inside each star. For the first side, the readable reference identifies the silver circle location as the bottom middle slot. Later in the cube, complete the boat image by sliding the left handle one slot in and the right handle two slots in. The final memory answer is Charlatan.

Starting the Train

After the second and third circuit boards, climb up to the top train panel. Pair matching cylinder colors so all electrodes stay raised. When the lever breaks off, use it back in the cabin to release the final ceramic disc and create the last board.

The motor repair has two major steps: move bent metal arms away from the inner cylinder, then guide the small gold gear into the large gold gear slot. The source route for the gear is video-based, so treat it as a pathfinding puzzle rather than memorizing text. Repair the damaged piston in the yellow-door machine by rotating and clamping fragments until their notches connect, then reinstall the piston. Before leaving, use the switchboard near the front of the train to set the track route, then pull the train lever.

Achievement cleanup in this chapter:

  • Explosive Accident: restore the factory turbine.
  • Choo-choo!: pull the whistle trigger in the train cabin twice.
  • Fruitless Collaboration: complete the chapter’s flashback.
  • Ride into the Sunrise: finish the chapter.

Chapter 4: Wardenclyffe Laboratory

The laboratory starts at the outer door. Use the Tesla Prototype on the eight-circle mechanism and rotate the circles so the live current reaches the upper wire. Once inside, work through the western alcove and eastern half of the floor until you obtain the Coil, complete the wall-coil picture, reveal the book, take the Ornamental Wing, and use the pedestal to reveal the Metal Sphere. The sphere opens the staircase into the outer-lab memory.

Outer Lab Memory and Faraday Cage

The outer-lab memory answer is Test the Prototype. Pick up the three transmitters. The first transmitter is a symbol-placement puzzle; the second asks you to match the pattern on the transmitter’s back before installing it; the third uses a small ball and pillar path. For the third, keep moving the ball right whenever the pillars are out of the way, then line up the pillars again before installing the transmitter.

After the memory, take the Brass Key and enter the Faraday cage. The wire-grid puzzles ask you to draw wire to the exit while lighting each bulb block the required number of times. Once the control panel works, the sliders determine where current strikes in the lab:

Faraday setup What it unlocks
First slider up, then lever Receiver on the ground floor; collect the Medallion.
First and second sliders up Wooden tower; continue into the statue/gallery route.
First and second sliders up, right-side slider down Western door on the ground floor.

The upper gallery includes a ship-and-silo puzzle. The readable text gives this exact loader sequence: right button, rotate silo right, left button, rotate silo left, up button, big button to grab the boat, down button, left button, up button, right button, rotate silo right, right button, down button, big button to drop the boat. Then steer the boat through the buoy sequence shown in your build to obtain the next tile and knob.

Official The House of Tesla screenshot showing laboratory machinery and illuminated puzzle devices
In the laboratory, the Faraday cage panel acts like a hub: each slider state changes which receiver, staircase, or door becomes usable next.

Inner Laboratory

In the inner lab, place the light bulb in the safe and count the shapes on the safe face. The confirmed ring values are triangle 3, square 5, and circle 4. Inside the desk-book puzzle, press the red button under book 9, rotate it into a 6, then use the leaf discs that correspond to books 1, 2, and 3. The exact leaf order is image-based, but the rule is text-verifiable.

The first mechanical arm asks you to route the wire through cylindrical blocks on five tracks. The inner-lab memory answer is Reason. Afterward, use the gas-room shelves, clamp, test tube, and vacuum-pipe routing to obtain the Cross-Base Key and the Switch. Revisit the automaton, install the switch, solve the wire-track puzzle again, and take the Metal Pigeon. Open it into the Winged Metal Pigeon before placing it on the stand downstairs.

The last inner-lab stretch is another gas-routing chain. Place the electrode into the cart clamp, move it behind the glass, route the colored gas tubes to fill the remaining test tubes, retrieve the mechanical arm, send the cylinder back through the left chute, and use the Tesla Prototype to connect the upstairs node to the safe node and the stair handle. Attach the Brass Hand and pull the handle to open the tunnel.

Chapter 4 achievement reminders: Hands of One Man and Men and Their Toys are memory-related; Aye, Captain! requires moving the remote-controlled ship through the pool and into the fountain; And Yet it Moves requires making every part of the armillary sphere move at once; Power to the People is the chapter finish.

Chapter 5: Wardenclyffe Tower

The tower has two major halves: security-door/memory work near the base, then the top-floor Egyptian memory, darkroom, and elevator escape.

For the first security door, rotate the coil rows until the cabinet bulbs sync with the door bulbs. This is a visual timing puzzle, but the important rule is simple: capacitors must be oriented so the magnet movement produces the same flashing rhythm as the target light.

Enter Tesla Memory #1 and choose Spectacle. The drawer puzzles route colored bulbs to blocks with matching symbols. The engine sequence includes a text-confirmed cage-removal order:

Use this grouped engine-cage order: first press the bottom-right button once and rotate the ring one notch counterclockwise. Next, press the same button twice and rotate two more notches counterclockwise. Finish with one bottom-right press, one clockwise ring turn, and one final bottom-right press.

For the tram repair, the long ball-maze sequence is:

For the tram ball maze, write the route in small chunks so you can reset your place if one move goes wrong:

Chunk Button presses
1 Left, down, right, up
2 Right, down, left, down
3 Right, down, up, left
4 Right, down, left, up
5 Left, up, left, down
6 Right, down, left, up
7 Right, up, down, right
8 Left, down, right, down
9 Left, down, right

The tram combination lock has another exact note: when the indicator points at the left panel, rotate the red disc counterclockwise three turns, three times in a row. For the gear adjustment afterward, move the handle to the fifth position from the top and keep rotating the crank. The final switchboard uses glass panels as clues from the four panels below the flickering bulbs.

Second Security Door and Egyptian Memory

The second security door is a waveform puzzle. The lower-section directional solution from the readable reference is: top-left points bottom-left, top-right points bottom-right, bottom-left points bottom-left, and bottom-right points bottom-left. The final lock combines both sections and is best solved visually against the waveform target.

In Tesla Memory #2, choose Egypt, replace the burned fuse, then choose Open. The exhibit route is long, but the safe order is:

  1. Use the Stone Fragment on the central tablet and take the Decorative Ornament and Moon Disc.
  2. Use the ornament on the pharaoh arm ring, then take the Ankh.
  3. Use the Ankh on Anubis’s scepter, solve the tile overlay, and take the Eye Ornament.
  4. Solve the pharaoh-base moon maze for the Crescent Handle, turn it into the Crescent, and install it on Sobek.
  5. Solve Sobek’s marble puzzle, then turn the Pyramid so each side is one color and take the Thoth Seal.
  6. Use the seal to reach the Animal Head, then enter the Nile exhibit.

The Nile boat button order is text-verifiable:

For the Nile boat table, use this thirteen-press route: Eye; then Flamingo three times; Eye again; Flamingo four times; Scorpion; Flamingo; Eye; Scorpion.

In the sarcophagus exhibit, set the Moon Disc all blue, then flip only the left panel to yellow. For the vase growth-cycle puzzle, press the panels in this order: seed on a small river above the ground, sprouting seed, thin tree with a half-circle top, tree with no fruit, tree full of fruit. The monkey statue dials are bird, feather, and river. The sarcophagus stone-block row is River, Cat, Eye, Snake. Place the Stone Feather in the main door keyhole to end the memory.

Official The House of Tesla screenshot showing Wardenclyffe Tower machinery and puzzle lighting
Chapter 5 mixes rhythm, waveform, museum, darkroom, and telescope logic. If a puzzle suddenly changes style, recheck the room for a newly opened note or component.

Darkroom and Tower Exit

At the top of the tower, use the suspended camera track and the telescope. Track four flashing nodes through the scope to unlock the Electric Motor Part. In the darkroom, the camera latch gear order is:

Push left golden gear, rotate the crank two turns counterclockwise; push right golden gear, rotate the crank three turns clockwise; push bottom golden gear, rotate the crank one turn counterclockwise.

For the chemical mix, the first container ratio is NaOH, H2SO4, NaOH, NH3, one turn each. The second container is H2SO4 once, NH3 once, H2SO4 twice. Develop all four photos if you are chasing Photographic Memory; the third image is the story-critical clue. Install the Electric Motor Part, reroute power with the Tesla Prototype, move the track cart into position, connect the remaining nodes, and call the elevator.

Chapter 5 achievement reminders: Grave Robber is the main flashback, Egyptologist requires reading all six Egyptology memos at the expo, Photographic Memory requires all four darkroom photos, and Sky is the Limit is the chapter finish.

Wardenclyffe Gateway House Route

The Gateway House route is included because the supplied readable walkthroughs cover it as the final house sequence. If your Definitive Edition route ends after the tower, skip this section. If your game continues into the house, use this as your late-game path.

Kid’s Room

Start with the puzzle box. It cycles through dial-shape, wall-painting, triangular-block, theme-tile, ring-symbol, and brass-symbol steps. The most important object chain is: build the first cutout shape, recover the Wooden Triangle, use it to reach a Strange Brass Symbol, repeat the dial/cutout process until the box opens, then take the Metal Beak.

Install the Metal Beak on the owl. Aim the red light at all blue rats, then solve the three metal birds. The left bird is a gear-and-feather alignment puzzle; the right bird is a column-feather puzzle; the middle bird needs the Short Feather, Long Feather, and Metal Ornament. After you get the Metal Ear, put it on the owl and aim the blue light at the red rats to receive the Wooden Ornament.

The theater button order is:

Segment Buttons
First stage scene Ladder, then Water
Second stage scene Bread, then Stick
Third stage scene Haystack, then Apple
Final stage scene Wizard, Lumberjack, Hog

For the fire-truck board, set the cars as follows: car 1 to 1 Right, car 2 to 3 Left, car 3 to 2 Crossing Gate, and car 4 to 4 Left. Use the Wooden Flame, finish the Jester/Princess tile sequence, and take the Jester Puppet Key. This key opens the kitchen route from the main door mechanism.

Kitchen and Living Room

The kitchen begins with a reverse-Tetris board: connect all silver sections and take the Metal Pear. Level the three rings on the countertop device, insert the pear, and solve the 4×4 symbol grid. The readable reference gives the key/open-lock placement method: large blue’s left-most section starts on row 2, column 2; the large red’s long side runs along column 3; the small red belongs on column 1. Take the Fork.

Use the Fork on the green cabinet. Make the fruit tree, then set the fruit pieces so the top-right resembles an apple, bottom-right a pear, top-left a banana, and bottom-left grapes. On the coffee machine, move the left marble to the top, then use this movement sequence for the left marble:

Down 1, right 1, down 2, left 1, down 1, right 1, up 2, down 1, left 1, down 2.

Use the coffee cup on the table, solve the magnet disc by connecting blue magnets to the blue line and orange magnets to the orange line, then take the knife. The knife-sharpening arrangement is: knife 1 in the middle slot, knife 2 on the right, knife 3 on the left. Use the teaspoon to get the ring, reveal the Nutcracker Key, and open the living-room route.

In the living room, solve the queen/chessboard puzzle, then use the pieces so each numbered tile is reduced to zero. Take the One Cent, lower the chandelier, insert the coin into the music device, and use the resulting Small Black Key on the polyphon. Recover the two painted wheels from the picture frames. The middle-frame solution is the shadow of a lady on the left disc and the tall purple flower on the right disc. Use the Small White Key, open the wall safe, and take the Strange Metal Part.

Use the metal part on the chandelier and rotate the inner ring until each set of golden handles extends into the next ring. Take the final Queen Figure Key, insert it into the main door, align the visible symbols through the door-panel holes, and exit for the ending route.

Official The House of Tesla screenshot showing a close-up mechanical puzzle interface
Many late-game puzzles are visual. When a source solution is image-only, this guide preserves the method and exact text sequences without inventing coordinates.

Steam Achievement Checklist

Steam currently lists 20 achievements. The global percentage API exposes internal IDs such as ACH01, while the public achievements page supplies the readable names and descriptions. Use this table for cleanup:

Achievement How to get it Cleanup note
Electromage Experience the first chapter flashback. Story route.
Through the Roof Finish Chapter 1. Story route.
Trouble in Wardenclyffe Experience the Chapter 2 flashback. Story route.
Nothing Left Open all flasks in the Chapter 2 flask minigame. Missable within the minigame.
Let There be Light Finish Chapter 2. Story route.
Explosive Accident Restore the turbine in the factory during Chapter 3. Story route, but do not skip the turbine interaction.
Choo-choo! Pull the train-cabin whistle trigger twice. Missable interaction.
Fruitless Collaboration Experience the Chapter 3 flashback. Story route.
Ride into the Sunrise Finish Chapter 3. Story route.
Hands of One Man Experience the first Chapter 4 flashback. Story route.
Aye, Captain! Move the remote ship through the pool and into the fountain in Chapter 4. Do it during the ship/boat control puzzle.
And Yet it Moves Make every armillary-sphere part move at the same time in Chapter 4. Missable machine interaction.
Men and Their Toys Experience the second Chapter 4 flashback. Story route.
Power to the People Finish Chapter 4. Story route.
Grave Robber Experience the Chapter 5 flashback. Story route.
Egyptologist Read all six Egyptology memos during the expo flashback. Collect before leaving the memory.
Photographic Memory Develop all four darkroom photos in Chapter 5. The third photo is story-critical; develop all four for cleanup.
Sky is the Limit Finish Chapter 5. Story route.
Rigorous Investigator Collect all posters, letters, and other documents in the second part of the journal. Use chapter select or replay for missing documents.
Seen it All Experience all memory variants. Replay Chapter 2 and Chapter 3 flashbacks for both variant words.

Seen it All and Memory Variants

The readable Steam Community achievement reference and the separate Italian cleanup guide agree on the core point: Seen it All is about memory variants, especially Chapter 2 and Chapter 3. The variant words reported are:

  • Chapter 2: Anger and Despair.
  • Chapter 3: Charlatan and Unacceptable.

The cautious cleanup method is to replay the affected chapter sections on the same profile, choose the alternate word, finish enough of the scene to create a checkpoint, then return to the menu. If the achievement still does not unlock, back up your profile before inspecting save data. Do not edit achievement flags unless you understand the risk; a clean in-game replay is safer.

Verified Video Reference

The Steam Community guide embeds a full-game video, and YouTube oEmbed verifies its title and channel as The House of Tesla FULL GAME Walkthrough / All Achievements (Puzzle Game) [SPOILER] by Fredericma45 Gaming. Use it when a puzzle solution is image-only or when your build’s visual layout differs from the text route.

Sources and Credits

Official game metadata and images were checked against Steam app data for The House of Tesla: Definitive Edition and Blue Brain Games. Walkthrough structure, puzzle cross-checks, achievement timing, and version notes were verified against readable community guides and walkthrough references. No competitor walkthrough images are used in this article.