The Occultist rarely blocks progress with a single missing key. A room usually stalls because Alan has the right object but not the name, sketch, time state, or pendulum power that makes it usable. When that happens, stop searching every drawer. Open the diary, identify which of those four states is missing, and return to the room that supplied the clue.
This spoiler-heavy route follows the released PC game through Parker’s house, the hospital, orphanage, circus, cemetery, Redler Manor, and the temple. It was checked on July 20, 2026 against the official Steam record and the May 27 patch notes for version 1.0.2.6. That patch repaired several puzzle, reward, diary, boss, and save-state failures, so update before treating an unresponsive solution as a route error.

Four pendulum powers solve four different kinds of stall
The power wheel is also a diagnostic tool. Do not keep sweeping with Vera Visio when the obstacle plainly needs a past state, a remote interaction, or a swarm moved out of the way.
| Power | What it changes | Reliable prompt to switch |
|---|---|---|
| Vera Visio | Exposes names, symbols, hidden objects, paths, and the intended state of a puzzle. | A blank surface, incomplete mark, unlabelled corpse, or room that looks empty. |
| Tempus Fugit | Moves a selected mechanism or object between time states. | A broken device, displaced object, frozen lift, clock, oven, or scene whose earlier state matters. |
| Caecus Corvus | Sends the raven through gaps, across height, or into remote controls. | A blue or gold target beyond reach, a high collectible, a switch across a gap, or a flight course. |
| Vermis Mentis | Redirects rats toward bodies or vulnerable enemies. | A swarm blocks an item, a room needs a distraction, or the final boss is stunned. |
Vera Visio comes first, Tempus Fugit is learned in the hospital, Caecus Corvus in the orphanage, and Vermis Mentis at the lighthouse. An earlier chapter will not require a power that the story has not granted. If an old room appears to need one, look for the local name, inventory object, or time interaction instead.
Parker’s house and barn: carry the evidence, not just the items
At the broken road, follow the moving light back to the newly available route, cross the fallen tree, and inspect the cabin. Continue through the cave, take the keyset beside the hidden diary, and use it on Parker’s front door.

The basement door is the first name lock. The route that produces its answer is:
- Take the thread and hook from the downstairs bathroom.
- Upstairs, collect the hammer, reveal the child’s name on the toy, shift the cabinet, and break the vent grille.
- Take the lungs X-ray in the next room and use it to open the parents’ bedroom.
- In the attached bathroom, fish the ring from the drain. Inspecting it records TELSA.
- Enter TELSA on the kitchen basement door. Take the candle below, place it beside the body, and clear the shelf to open the escape side.
The barn is a physical chain rather than a name puzzle. Stay close to the right wall, climb to the workshop, take the rusty shears, sharpen them at the grindstone, and cut the rope holding the body. Move the body, recover the gold ring, and fit it to the two-hand statue upstairs. The revealed number is 61944. Use it on the toolboard lock, take the lever, then install the lever on the winch near the ladder. Dropping the truck breaks the rear exit.
After the barn, take the pitchfork from the stable and pry the gate. Search the small house before following the road to the hospital; it is a short story and collectible detour, not the hospital entrance itself.
The hospital route is built around two identities and one measured mixture
Start in Consulting Room B. Vera Visio reveals an hourglass opposite the desk; restore it with the pendulum to gain Tempus Fugit. Rewind the elevator state to free the stethoscope, place it on the seated skeleton in Consulting B, then follow the white raven into the South Wing.
Three loops can now be completed without wandering:
Open Oliver’s room and recover formalin
In the Bath Therapy area, shift the cabinet and inspect both tubs. Vera Visio exposes the name OLIVER WHITE on the hanging coat; the door lock uses OLIVER. Inside that room is the make-up set. Return to the tubs and paint the unprepared body to match the other one: blue around the eyes, red on the nose and lips, with the teeth left clean. A correct match exposes the formalin.
Authorize Saunders’ prescription
In Nursing, inspect the unsigned prescription and the mixing station. Continue into Dr. Saunders’ office to record his signature and take the blackboard eraser. Back in Nursing, erase the board and rewind it with Tempus Fugit to restore the formula. Copy the recorded signature onto the prescription, then use the approved paper on the pharmacy cabinet to obtain belladonna.
Mix by level, then leave by code
At the mixing station, add belladonna until the vessel reads 100, then add formalin until the total reaches 350; the tissue is the third component in the apparatus. Completing the sequence leads to the car keys. The dining-room exit code is assembled from the wall, a drawer behind the bar, and the kitchen-table clue: 13728.
If the painting interaction or reward fails despite the correct state, confirm version 1.0.2.6 before replaying the loop. The official hotfix improved the hospital painting system, and the later patch blocks several completed-puzzle soft locks.
Build the orphanage statue in floor loops
The broken statue in the Main Hall needs its trunk plus two arms, two legs, and a head. Treat the building as three loops that all return to that hall.
Ground floor: open the stairs
Take the coal in the starting room and the statue trunk from the hall. In the Teacher’s Office, place the speaker, telephone receiver, and gold watch on the matching Crook, Hardy, and Norton desks. Use Vera Visio and Tempus Fugit on each reconstructed desk to expose the three symbols for the ornate chest. Its reward is the dark candle.
Carry the candle to the incomplete classroom ritual, reveal the missing chalk mark from the Playroom table, and draw it with the coal. The resulting blast clears the staircase barricade.
First floor: unlock Caecus Corvus and both arms
Reveal the faded symbol for the Matron’s door from the dark corridor, take red chalk from the Common Room, and reproduce the mark. The quill in the Matron’s room grants Caecus Corvus. Immediately use the raven through the damaged wall if you want to test the new targeting state.
From the Common Room balcony, send the raven through the open window to pull the crowbar from the blocked door. The first statue arm is above the fireplace in the newly accessible room. Use the crowbar on the Gym boards, retrieve the loose doorknob with the raven, and visit the Dining Room. Tempus Fugit raises the dumbwaiter containing the second arm.
Top floor: a room key, 51410, and FELIX
- Fit the doorknob to the Master’s Room and take the first leg from its green trunk.
- Collect the valve from the bathroom. In the nearby damaged room, note the complete mark for Cole’s door and take the red chalk through the wall opening.
- The Library chest gives up the statue head to 51410.
- Draw the completed mark on Cole’s door and take the alarm device.
- Install the valve in Storage, then rewind the kitchen oven. Inspect the underside of the stone cup to record FELIX.
- Attach the alarm to the sparkling panel, enter FELIX, and take the second leg from the display case.
Return all six pieces to the Main Hall. Vera Visio shows the correct sockets; Tempus Fugit restores the assembled statue and opens the front door.
The circus is a ticket-and-token dependency chain
The first tent asks three tarot questions. Choose The Hierophant, The Tower, and The Death in that order. Take the red ticket and the loose arm, then enter the automaton room. Pass the arm along the sequence Devil, Magician, Justice, Priestess; Death lowers its scythe when the chain is correct.
Past Newfish, use the reachable bridge control, cross, and send Caecus Corvus to the remote switch. Tommy’s request then starts the main dependency:
- Shift the carousel to expose one engine part. Find sugar by the lemonade stand, then descend the nearby ladder for the fuse and second engine part.
- At the restaurant’s rear machine, install the larger engine piece before the smaller one, add sugar, and use Tommy’s stick. Return the cotton candy for the blue ticket.
- Pass the blue gate and fit the fuse to the power box. This enables the rides and games.
- Win the hammer game for the blue token. Pop the marked balloon with the raven for the red token.
- Ride the shifted carousel route and fly Caecus Corvus through the shooting-gallery obstacles for the green token. Retrieve the yellow ticket from the hanging clown nearby.
- Read BORNE on the caged cart, then use that name on the locked booth to take the green ticket.
- Use the yellow ticket at the Freak Show. Lure exploding automatons into all four cage chains and have the raven collect the fallen game piece.
- The green return route leads back to Camels Race. Match each displayed color to its button to earn the yellow token.
At the Main Event booth, place the four tokens from left to right as red, green, yellow, blue. Use the golden ticket on the arena gate. During Rowan’s first phase, stand before a bullseye pillar and dodge his charge; repeat until the phase changes. When explosive automatons join the fight, make them detonate beside Rowan. After he falls, take the heart from the lowered cage and follow the opened route to the boat.
The cemetery combines lions, bells, and a diary path
Six lion pedestals surround the cathedral, but only one lion begins in place. Restore that broken lion with Tempus Fugit and rotate it to the outline shown by Vera Visio. The other five come from the open lower crypt, a cracked coffin near Gabriel, a casket in the highest section, the catacombs, and the locked shack.
The bells and three pattern medallions run in parallel:
- Use the raven on the cathedral roof for the first bell. Hang it at the cliff-side stone coffin after meeting Gabriel; opening that coffin records the first path fragment in the diary.
- Take the rope ladder from the upper graves and descend through the floor opening. The upright casket in the catacombs supplies the name WILLOW. Continue to the surface crypt and use the next bell to record the second path.
- Open the shack with WILLOW, take its lion and hose, then connect the hose beside the well. The rising water returns the dropped bell.
- Place and orient all six lions. The newly opened lower route contains the lock key and the third bell station, which adds the last path to the diary.
Use the lock key on the upper gate to reach the lighthouse sequence. The kitchen calendar contributes 54, 2, and 18; concatenate them as 54218 for the attic chest, then use the lighthouse key on the locked upper door. At the machinery below, set the three pressure indicators to 6, 9, and 20. The reward is Vermis Mentis. Move the rats from the bolt cutters, open the chained route, and collect the lion key at the top.
Back at the mausoleum, insert the lion key and reproduce the three recorded medallion paths from the diary. Do not substitute a fixed directional string from a screenshot: the journal is the verified in-game record for this puzzle. Inside the tunnels, the critical route passes the narrow rail, pipe, machinery room, steel stairs, and elevator to Redler Manor.
Redler Manor has three parallel locks

Follow the lit lamps through the hedge maze. In the lobby, take the stone book from the stairs and give it to the ground-floor automaton. Meet Emilia at the end of the right-hand central corridor and take the hour hand from her cracked mirror.
Lock one: complete the four Codex Lumina pieces
- The overhead clock reads 10:00. Fit the hour hand to the left door near the piano and set that time. In the clock room, reveal the target shadow, adjust both cranks, and use Tempus Fugit to match the hand length. The raised compartment contains piece one.
- Continue into the Study, reveal the signed portrait, open the lobby shortcut, and climb to the Codex. On the upper hallway, enter the Display Room and crawl through the low vent to Gabriel’s room. Piece two is in its cabinet.
- From the ballroom balcony, reveal the ring route and fly the raven through all four rings. Retrieve the lion key from the compartment below, then use it on the patterned upper door. In the Planetarium, trigger the three highlighted controls: both star icons and the single moon. The opened sphere holds piece three.
- Place the woman’s portrait in the large empty frame to expose the painting studio. Copy the shown canvas, put the result in the projector, and cycle its colors to derive the three drawer symbols. The drawer contains piece four.
Insert all four pieces into the Codex and return to Emilia. In the Greenhouse, place the raven statue at Death, rat at Disease, pig at Hunger, and wolf at War. The solved arrangement opens the gate and lets you leave with the second stone book.
Lock two: use AGNES to obtain the first mask
Give the second stone book to the upper automaton and enter the Library. Vera Visio reveals the name AGNES on a hidden portrait. Rewind the collapsed shelves to reopen the lobby route, then use AGNES on the named door near Emilia’s side of the central hall.
Inside the Dining Hall, direct each rat group toward a corpse before crossing the room. Take the silver mask and leave before the specter closes the distance. That mask opens the Music Theater door beside the piano.
Lock three: turn the theater into FADGE and a record
Use the raven to take the double-bass bow from the gallery, restore the violin section with Tempus Fugit, and use the bow on the double bass. The conductor’s stand supplies the treble-clef key. In the Music Room, reveal the baton and compare the desk note with the piano-note chart; together they spell FADGE.
Conduct from the podium to obtain the vinyl record, then use FADGE on Cole’s room. Take the second silver mask from the side room, open the Ballroom, and play the record on the gramophone. The next sequence is linear: reach the raised tooth, interact with it, and continue toward the temple.
Before the final fight, place the four carried offerings on the empty ritual chairs and interact with Tommy last. When Aron rises with objects circling him, send Caecus Corvus into one of the overhead bells. While he is stunned on the floor, direct the rats into him with Vermis Mentis. Repeat the bell-and-rats cycle three times, then approach him to trigger the closing scene.
Version 1.0.2.6 changes how to diagnose a stuck puzzle
- Barn state does not persist: the May patch specifically corrected item-state saving after Joseph’s rope is cut. Update, load the last checkpoint, and repeat only that local chain.
- A completed puzzle gives no reward: version 1.0.2.6 added sequence-break protection so solved puzzles cannot be re-entered without granting their item. A pre-patch save may need the preceding checkpoint.
- The lighthouse pressure puzzle crashes on failure: that crash is named in the official patch notes. Confirm the displayed version before retrying 6, 9, and 20.
- The manor painting room behaves oddly: the canvases were relocated in 1.0.2.6 to reduce crashes and clarify free painting. Use the live room layout, not a launch-day screenshot.
- An enemy or boss never appears: official updates changed several spawners and collision states. Restart from the nearest checkpoint on the current build before attempting an improvised sequence break.
Evidence boundary and media credits
The official Steam page confirms AppID 2092840, developer DALOAR, publisher Daedalic Entertainment, the April 8, 2026 release, and the original JPG screenshots used here. The official game site is the website attached to that Steam record. Current-client cautions come from DALOAR’s official Steam announcements through version 1.0.2.6. The route and puzzle states were reconciled across the six readable Into Indie Games chapters, VGTimes, and ShowGamer. Neoseeker and GameSpew were blocked by verification pages and support no facts; GameLuster was excluded because its crafting, item, safe-code, and pendulum claims conflict with the readable walkthroughs.