Servant of the Lake walkthrough – Full guide with puzzle solutions

Wanting to jump into Rusty Lake’s Servant of the Lake? You’re in for a treat with this weird and ominous potin-and-click puzzle game. Pairing together atmosphere, a creepy story and some excellently-designed puzzles, there’s a lot to love here. But it can sometimes be a little tricky, so we’re here to offer a helping hand with our Servant of the Lake walkthrough if you need it.
We’ve provided handy links to each individual chapter below, or you can simply use our walkthrough chronologically, helping you as you go along. We’ve included photos to help illustrate certain points in the game where necessary. We hope you have fun with this excellent puzzle game, and hopefully our guide will help you out when you get stuck!
Day 1
- In the box under the window, find a carrot. Feed it to the horse.
- Interact with the door on the carriage, open it to find a metal cup.
- Find another metal cup in the left window.
- Go to the right window where three cups already sit. Add the two from your inventory. Arrange the cups so the one with one stripe is on the left and the one with five stripes is on the right, in ascending order.

- Open the cup on the left to get a coin.
- Give the coin to the driver of the horse and carriage.
- Pick up the iron bar left behind when the carriage moves away.
- Use the iron bar on the wooden floor panel underneath the left window.

- Take the key and use the key on the door. Go inside.
- Talk to the maid and take the feather.
- Look at the table on the right. Dip the feather in the ink and sign the contract.

- Talk to the maid again. Take the notebook. Open the notebook and flick through the pages. Talk to the maid one more time.
Preparing breakfast
- Go through the door on the left.
- Pick up the wood from the chair and the bowl from the table. Read the note.

- Go back, and through the door straight ahead, past a cat, then straight ahead again. You should be in a corridor with the maid.
- Interact with the wooden box to find milk. Take it.

- Go up the stairs to the right. Take the pot and the dead mouse from the cabinet.
- Go back and give the mouse to the cat. When it moves, take the box of matches it was sat on.
- Go back to the kitchen area.
- Use the matches on the wood. Put the pot on top of the stove then put the oats and milk in it. Once it starts steaming, take it off.
- Go back to the maid and talk to her. Go up the stairs to the right and interact with the door. Go in.
Waking up Aldous

- On the floor pick up the slipper and interact with the grey box. There’s a puzzle to solve: move the squares around so their patterns match the grey squares around the edge. Take out the razorblade from inside.
- Take the bowl from the table.
- Open the curtains on the bed.
- Interact with the soldier on the chest of drawers and take the clock hand from its hands.
- Open the bottom two drawers to find a spoon and a slipper.
- Put the clock hand on the clock and turn the hands until the time is 7 o’clock. The clock should chime.
- Move the clothes around on the rail to the right of the room until you find a cloth. Take it.
- Interact with Aldous, who is now sitting up on the bed. Use the razor on his beard. Pick up his ear lobe and use the cloth on his ear.
- Feed the earlobe to the crow on the window sill. Interact with it again to make it fly away. There’ll be a key in the nest. Pick it up.
- Use the key on the top drawer. Take out the berries.
- Put the slippers on Aldous’ feet.
- Give him the bowl, then pour the porridge in. Add the berries. Give him the spoon.
- Interact with the bowl. Move the berries to cover the holes the insect disappears into. Eventually the bug will be stuck. Interact with it to squash it.
- Use the spoon to feed Aldous.
- When he says he’s had enough, back out. He’ll move over to the clothing on the right of the room.
- Look at the soldier on the chest of drawers again. Interact, and it’ll move in the following directions: left, right, down, right, right, down
- Go to Aldous. Click him to move him in the same way. Then interact with his clothes to dress him.
- Look outside the window and interact with the horse and cart
Preparing the Reception
- Go forward through two doors to talk to the maid. Leave via the door to the right and clean the mess on the floor using the cloth in your inventory. You’ll need to place the cloth on the floor then start cleaning with it.
- Go back to where you started and do the same with the mark on the floor there. Go in the kitchen via the door on the left and take the candle from the table. Clean the third mess on the floor here.
- Talk to the maid – she’ll give you a feather duster. You need to dust the portraits. There are two in the room just down from where you are, and another in the entrance where you started.
- Note the gestures of each of the paintings:
- Alexandra Vanderboom moves her hand twice.
- William Vanderboom blinks three times.
- Aldous Vanderboom shakes his pocket watch four times.
- Go back to the maid, and into the room on her right. In the bottom of the cupboard is a locked box.

- Input the number ‘243’. Take the candle.
- Talk to the maid. She’ll give you another candle.
- Return to the entrance hall and place the three candles in the candelabra. Use the matches in your inventory to light them. Pay attention to the lines on the candles – they form a jumble-up arrow, which shows the order in which they should be lit: third candle, first candle, fourth candle, second candle, sixth candle, fifth candle.

- Go talk to the maid again, then click on the window behind her.
Welcoming the Guests
- Pick up the jug from the floor.
- Click the pile of sticks and stones. It’s a puzzle: you need to move all of the cockroaches into the hole by moving the light-coloured stone.
- If you place the stone directly next to a cockroach, it will move one space forward, or to the side if forward is blocked. You need to avoid any cockroach ending up on the edge of the screen. If you make a mistake, you can press the undo button to try again.

- When you’ve done, the log stack will fall, revealing a stone tablet. Take it.
- Move left and interact with the plant pot. You need to arrange the flowers so a red ball is on the right and a white flower is on the left, with all the correct stages in between. Pay attention to the location of leaves on the stems. You’ll get another stone tablet.

- Interact with the goat. Squeeze its udder: when milk comes out, place the jug underneath to get a jug of milk. The goat will kick up dirt. Interact with the hole it makes to get a key.
- Move right to find a mail box. Use the key on it, take the stone tablet and read the letter inside.
- We’ve done all three things mentioned on the letter, so all that’s left to do is raise the flag.
- Interact with the wooden lockbox in the centre of the porch. Place the three stone tablets inside it. Rearrange the tablets so they’re in the right order. On the top you should have: house, wardrobe, beaker, droplet. On the bottom row is: tree, nest, egg, bird.
- Take the flag out of the box.
- Interact with the flagpole, use the flag, and raise it to make the horse and cart move.
- Take the basket and the suitcase off the back of the horse and cart.
- Open the curtains and talk to the woman. Take her hand to help her out.
- Interact with the basket. Take off the lid. Move the basket around to see the number underneath the baby: 374.
- Go to the suitcase. Open the left clip, and input 374 to open the right clip.
- Open the suitcase and look inside. Arrange the clothes so nothing overlaps. Click the black purse to get some money.

- Talk to the woman. Give her the flowers.
- Give the coachman the coin. Feed the note to the horse.
- Talk to the woman, then talk to the coachman again to say goodbye and watch him drive away.
- Talk to the woman one more time.
Serving Tea
- Click on the cat a few times until it throws up. Collect the sticky substance.
- Go into the kitchen and talk to the maid. Take the sugar from her.
- Take the tea from the table.
- Take the teapot with hot water from the stove.
- Leave the kitchen then go forward twice then right, to the area where Aldous’ bedroom door is. Take the teacup from the shelf.
- Go back, and hand the teacup to the woman. Add tea, then water, then milk, then sugar.

- Interact with the broken teacup and move the pieces to put the teacup back together. Use the sticky stuff.
- Give the woman the teacup again, and make the tea one more time. This time, put two servings of sugar in. Interact with the woman to get her to drink it.
- Go through the door to the left.
Opening the Reunion
- Move right and click on the cabinet. There’s a tree inside. Click it, and a fly will move through it.
- The fly travels the branches of the tree according to the directions the arrows on the right are pointing. We need to get all the flowers to bloom. So move them as follows, clicking the tree each time:
- left, left, left, right
- left, left, right, left
- left, right, right, left
- right, left, left, left
- right, right, left, left
- right, right, right, right
- Pick up the fly eggs.
- Open the bottom cupboard and take the glass.
- Click on the box on the top shelf. Rearrange the squares so the numbers read ‘1753’. Take the wine out of the bottle.

- Interact with Aldous. Give him the glass, and pour some wine into it. Click on him.
- Move left and interact with the window to let in the man. Click him again.
- Grab the wood from the floor.
- Put the wood in the fireplace and light it with the matches.
- Interact with the painting above the fireplace and take the fish.
- Put the fish on the fire to grill it then take it off again.
- Move to the right of the room. Interact with the table with a board on it. Put the fish on the board, then sprinkle the fly eggs over it. Take the three pieces of it.
- Offer a piece of the fish to each of the three adults. Hand the brother the bottle of wine.
- Move to where he smashed the bottle on the floor. Rearrange the shards to reveal a pattern.

- Go back to the bottom cupboard and click on the box on the lower shelf. The pattern on the bottle shows you which buttons to press: 1, 2, 5, 6, 8, 9.
- Take the cigar out of the box and give it to the brother. Light it. Interact with the cigar to make him, er, consume it.
- Click on his mouth. Put the fire out by pressing his teeth. The left and right teeth move the water flow left and right, and the middle tooth releases the water. Once all the flames have gone, take the spoon.
- Interact with Aldous. Tap his glass with the spoon. Interact with Aldous again.
- Interact with the baby. Click the correct parts as the woman recites the rhyme:
Sweet baby boy, please close your eyes: Baby’s eyes
Sweet baby boy, make the moon rise: The moon outside the window
Sweet baby boy, my sacrifice I hold: The baby
Sweet baby boy, my jewel of gold: Her ring
Sweet baby boy, my gem of a child: Her necklace
Sweet baby boy, when was the last time I smiled: Her mouth
Sweet baby boy, think of the clouds drifting by: The clouds outside
Sweet baby boy, make your mother cry: Her eyes
- Interact with Aldous again.
- Interact with the brother. He’s sleeping. Prod him until he opens one eye. Pay attention to what direction he’s looking: if he’s looking up, prod his hat. If he’s looking down, prod his shirt. If he’s looking right, prod his ear. Repeat a few times until he wakes up.
- Interact with Aldous again.
The Night Watch
- Go into the kitchen and talk to the maid.
It’s time for a bit of anomaly spotting. Check the hallways: if everything looks normal, return to the maid and blow out a candle. If something seems off, ring the bell.
These are random, so you’ll have to use your own eyes and spot anything unusual. If you make a mistake, you’ll have to start again from the beginning.
Anomalies we’ve spotted include:
- The cat in the box eating a dead animal
- Aldous’ door opening
- A figure in the door at the top of the stairs
- The portrait of William Vanderboom being lower down than it should be
- The portrait of Alexandra Vanderboom having white eyes and no face
We had to complete nine rounds, but we think it may end as soon as you’ve had three rounds with no anomalies.
- Leave the kitchen and go down the hallway to find William. Interact with him.
- Take his cane.
- Go right, and use the cane on the hatch into the attic. Pull down the ladder.

- Go up the ladder.
Searching the Attic
- Click the box on the table right in front of you. It’s a sorting puzzle akin to A Little to the Left. Get everything in the right place and a drawer will open, revealing a candle. Take it.

- Place the candle in the lantern dangling overhead and light it with your matches.
- Look at the chest of drawers. Find a ladder rung and a small statue in the second and third drawers.

- Move left. Pick up the second small statue. Open the box and look at the letter. You need to follow the steps by using the toys in the box:
- There was a young man named Vanderboom: Drag a blue soldier onto the paper.
- He married a young woman: Drag the woman onto the paper.
- He built a house by himself: Use the triangle and the cube to make a house on the paper.
- Three children were born, two boys and a girl: Put the two blue soldiers and the girl on the paper.
- He went to war on his horse: Put a blue soldier on top of a horse on the paper.
- He was shot in the back and died: Put the rifleman to the left of the blue soldier.
- The mother went up to the mountain: Put the woman on top of the triangle.
- The last thing she saw was a large cube: The woman and the cube.
- Click the cube to get a small key.
- Use the small key on the red handbag on the floor in the middle of the room. You’ll find a small statue inside.
- Click on the window. You can drag the clouds to reveal constellations in the stars. Note the following:
- Red moon: triangle constellation
- Black lake: six-star constellation
- Lit-up house: five-star constellation.
- There’s a lockbox on the floor whose combination relates to these three constellations. Put in the correct answer to find another small statue inside.

- Now you’ve got four small statues. Go to the gold box and insert the pieces in the right location. The butterfly goes on the flower, the bird on the cloud, the monkey on the tree, the fish in the water, and the goat on the mountain.

- Open the box and take out the scroll and the ladder rung.
- Place both rungs on the ladder to the right of the room. Slide open the door.
Day 2
Preparing Coffee
- Talk to the maid.
- Go forward and up the stairs, through the door at the top.
- Click on the portrait of the house. Click all the windows so all the lights are on. This has made the portraits reappear in the house. Go down the stairs. Note the direction each character is pointing in in their portraits:
- William (shorter hat): left
- Alexandra: up
- Aldous (top hat): right
- Go back to the painting of the house at the top of the stairs. Look for each character’s silhouette and note the direction they were pointing.

- Aldous is in the bottom right, and he was pointing right, so he’s pointing to a ‘1’. Alexandra is in the bottom left, and she was pointing up, so she’s pointing to a ‘3’. William is in the middle right, and he was pointing left, to a ‘5’.
- Return to the kitchen and input ‘315’ in the lock box. You’ll get some coffee beans.
- Go back to the top of the stairs and put the coffee beans in the grinder. Turn it and take out the grounds.
- Go back to the kitchen and add the grounds to the pot on the stove. Take the pot.
- Go back upstairs and talk to the maid. Go back downstairs and interact with the door to the right of the stairs. Pour Aldous’ coffee.
- Go back upstairs and talk to the maid. Go through the door on the left.
Waking up William
- Pull back the curtain on the left and take the hat. Look at the jacket and interact with it until you see the pocketwatch. It’s 9 o’clock.
- Take the spoon from the table.
- Interact with the grandfather clock and move the hands so it reads 9 o’clock.

- Take the seed off the floor near the bird cage.
- Take a look at the portrait above the sofa and pay attention to everyone’s position and the items they’re holding.

- Open up the bottom of the grandfather clock. Interact with the cat, then open the box it was sat on.
- You’ll need to rearrange the items inside the box so they’re in their right positions. This is what you’ll need the family portrait for. The top left should be the brooch, pipe top right, bottom left bird, middle stone, bottom right chalice.
- Interact with the chalice to take it.
- Interact with William. Click his mouth so he’s drooling. Use the chalice to collect the drool. His mouth will now be open. Pour coffee into it.
- Go to the table near the bird and use the ‘chalice with liquid’ on the plant pot. Plant the seed in it. A flower will sprout. Interact with it to get bird seed.
- Give the bird seed to the parrot, who will drop a feather. Take the feather.
- Use the feather to tickle William’s toes. Tickle a toe until it twitches in a direction. He’ll point either upwards or down with his toe and twitch between one and four times. That tells you what toe to tickle next. If his big toe twitches down twice, then you tickle his third toe. If that one twitches down once, you’ll tickle his fourth toe. If that twitches up twice, you’ll tickle his second toe, and so on. Continue until he moves his foot, revealing a key.
- Use the key on the lockbox on the table. It contains a knob and some eye drops.
- Interact with William’s face. Click his eyes to open them and put eye drops in each of them. He should now wake up. Talk to him.
- Give him his hat.
- Use the knob on the window and open it. Use the chalice to catch some rain water.
- Use the water from the chalice to water the plant again. Click it to get more seeds.
- Give the seeds to the parrot, who will lay an egg. Give the egg to William. Hit it four times with the spoon to break it.
- Back out and interact with William to watch him eat what came out of the egg. Click on William again.
- Put the scroll on the table, and click on it.

- Rotate each section of the scroll to complete the fish picture, as above. Slide out the note.
- Move the note with the photos around so the finger is pointing to the right picture in the right order: house, cave, doors, timepieces, book, elixir, person.
- Talk to William.
Cleaning the floors
- Go upstairs and talk to the maid.
- Click the bag next to her and take out the scrubbing brush and look at the note.
- Use the scrubber to clean the red drops on the floor. You have to clean the globules in a specific order, going by the number of spots inside them. Start with one, then two, and so on.

- There’s another stain to clean in the room to the right of the maid. This one is different: start with the globule on the top right and follow the direction the dots are facing.
- Go downstairs and to the kitchen to find the final stain. Clean these ones in size order, starting from the smallest and going to the largest.
- Go talk to the maid again. She’s now in the room upstairs near the balcony doors.
- Click the door to the right labelled ‘bathroom’, and look through the keyhole.
- Go to the balcony, and climb down the ladder.
Going Hunting
- Take the bullets from the tree stump.
- Look at the hunting list on the table. Make a note of what it says:
“Deer – Found near gently flowing water.
Pheasant – Foraging in treetops.
Rabbit – Digs burrows under rocks near grassland.
Pigeon – Flies high in the air.
Boar – Resides among the roadside bushes.” - Talk to Aldous. Take the gun from him.
- Place the gun on the tree stump.
- Pan left. The pheasant is in the top of the big tree. To the left, you’ll see a tiny black speck near the road that’s the boar. The pigeon will fly through the air above the top of the big tree.

- If you run out of bullets, back out and you’ll find more on the stump at the side of the gun. The deer appeared for us by the river after we’d backed out and gone back into the gun a couple of times. To get the rabbit, shoot near the rock on the green.
- We also shot the person in the lake…
- Look at the note on the floor: a hunter needs to train his sight, smell, touch, taste and hearing.
- Talk to Aldous, who is now stood near the table with the meat.
- Look at the table in front of Aldous. Most of the meat has a number on it, but there’s a number of parts that don’t. The eyeball, ear, claw, tongue and snout will all react to one specific number if you pick them up and move them around:
- Eyeball (sight): IX/9
- Snout (smell): I/1
- Touch (claw): II/2
- Taste (tongue): VII/7
- Hearing (ear): VI/6.
- Go to the shed door and input 91276 into the lock.
- Go inside the shed. Take the cloth on the floor and the knife.
- Give the knife to Aldous. Click him repeatedly to make him chop the meat. When his eyes get covered in blood, sneak into his bag and take out the clock. Wipe his eyes with the cloth.
Doing the Washing
- Pick up the sock on the table.
- Go into the kitchen. Take the pile of clothes, and the baby. Take the underpants from the table. Put the clothing in the tub on top of the stove.
- Go upstairs and talk to the maid. Give her the baby. Take the diaper from her.
- Click on the guest room door to the left to get another item of dirty clothing.
- Add everything to the tub in the kitchen. Take the tub.
- Go back upstairs and open the doors to the balcony. Click the line hanging above the balcony.

- Drag the washing pot onto the line to hang out the washing.
- Rearrange the washing based on the number of visible lines on each item. When they’re in the right place, open the shirt pocket to find a small key.

- Go back inside and use the key on the bathroom door.
Helping with Bathing
- Talk to the woman, Alexandra.
- Empty the tub of water in your inventory into the bath tub.
- To the right of the room, take the cookie off the plate. Interact with the metal box and solve the puzzle on top to open it. You need to slide the metal tiles around to get their position to match the drawn tiles on top of the box. When you’re done, take out the bar of soap inside.
- Click the tiles above the bath. You need to match them up into groups of four: people, flowers, body parts, animals, furniture and items.

- Take the scissors that appear.
- Click the gap in the skirting board under the table on the right. Put the cookie near it to lure a mouse. Click the mouse to have it eat the cookie.
- Talk to Alexandra again. Put the soap in the bath.
- Interact with Alexandra and take off her hat. Pull out her hair pin.
- Click the scar on her neck and use the scissors to take out the stitches (grim!). Take the maggot from inside (even grimmer!).
- Go to the mouse hole again. Click the crumbs to get the mouse to appear. Use the hair pin on the mouse, then use the maggot on the mouse. Take the ‘bone comb’.
- Use the bone comb on Alexandra’s hair. Click her buttons to help her undress.

- Interact with Alexandra in the bath. You need to clear the bubbles that appear above her. Note the white highlighted circles in each bubble – this denotes the directly they are going to move. You need to click the correct bubble so each one will move into another and clear all of them at once. In the picture above, for example, you need to click the central bubble near her collarbone.
- Once you’ve cleared all the bubbles, a hand will appear. Use the hair pin to stab at it until it disappears. Talk to Alexandra.
- Use the scissors on Alexandra’s chain when her eyes are closed. Take the chain.
- Interact with Alexandra’s dress hung on the hat stand at the left of the room. Take a note out of the pocket.
- Hang the hat from your inventory on the stand. There’s another note here – take that too.
- Click on the table and place the letters you’ve found on here.

- Line up the letters by the right edge and look at where the Xs meet the full numbers on Alexandra’s letters. The ones left over spell out the code for the briefcase: 281.
- Go to the briefcase on the floor and input 281. Open it. Take out the small wooden box and place Alexandra’s pendant on it. Open it to find a pocket watch.
Night Time Duties
- Go into the kitchen and talk to William. Take his pocket watch.
- In the hallways, note the three portraits of the three siblings. First, click on Aldous’. Drag his pocket watch (silver) over the portrait: a raven, and a symbol of a triangle with a line through appears. In the next room, Alexandra’s: her pocket watch is the bronze one. Drag it over and an upside-down cross and a black face with two white eyes appears. Finally, William. His is the gold one – dragging it on his portrait makes an ‘S’ symbol appear and bloodied eyes.

- In the hallway with the stairs, click the rug. Pull it up and open the trapdoor underneath.
- Go down the stairs and interact with the shelf at the bottom. You need to move the bottles according to their colour, matching the symbols of the pocket watches.

- So: the gold bottle needs to go on the ‘S’ symbol, the silver bottle needs to go on the triangle with horizontal line, and the bronze bottle needs to go on the upside-down cross.
- This will open up an entrance in the kegs to the right of the shelf. Climb through.
Inspecting the Cellar
- Interact with the shelf. Take any three items. Go through the gate and click on the statue with the clock. Note the time it says each time you encounter a clock statue.
- You’re back where you started. This time, take the matches, the shovel and the magnet from the shelf.
- Go through the gate.
- Go through the left doorway. Use the shovel on the pile of mud to the right. Dig up a box. Use the magnet on the mouse hole next to it to get a key. Open the box and take a torch out.
- Place the torch in the holder to the left, and use the matches on it.
- Go through the doorway on the left, and straight ahead. Keep moving forward until you find a statue holding a clock. Interact with it.
- Now it’s time to pick three new items. Take the bottle, the hammer, and the matches.
- Go through the gate, and this time take the middle door. Use the hammer on the keg. Hit it twice to get liquid flowing out of it. Use the bottle under the flow to capture some.
- Use the match to light the flow of liquid on fire and wait for a BOOM!
- Go through the new opening in the wall. In the next room, pour the liquid into the hole in the rock. Add a match, and it’ll blow up (again). Go through the next new doorway. Keep going until you find a clock statue. Click it.
- Choose three more items. This time, take the hook, the lantern and the hammer.
- Go through the door on the right. Put the hook on the rope, and hang the lantern from it. Go through the doorway.

- The column closest to you has a small dent in the bottom of it. Hit it with the hammer a few times until it falls, letting you cross.
- Go through the next few doorways until you reach a doorway and three statues.

- Place the bronze clock on the woman statue, and turn the time until it says 5 o’clock.
- Place the silver clock on the bird statue, and turn the time until it says 8 o’clock.
- Finally, place the gold clock on the box-head statue and turn the time to 10 o’clock.
- The door should open – go through it.
- Take the book from the next room.
- Talk to the hooded figure when he appears. Give him the book.
Day 3
Looking for the Cat
- Talk to the maid.
- Go upstairs and talk to William.
- Put the sledgehammer (or whatever item is in your inventory) in his hand.
- Go downstairs and go through the door on the right – it’s finally open!
- Interact with the white bust statue and take the pebble from the top of it.
- Move left down the corridor and interact with the window. Open the window and throw the pebble at what looks like the cat’s tail. It is!
- Back out to the hallway at the bottom of the stairs. You’ll see the cat hiding under the chair. Click it.
- Return to the white bust – the cat is hiding behind it.

- Go back to the hallway at the bottom of the stairs and through the door to move forward.
- Observe William.
- Go into the kitchen and find the cat in the stove (don’t worry – it’s not on!). Click the cat and he’ll then be sat on the maid’s lap. Talk to the maid.
- Look at the note on the table. It says: “Do not lose your hat. Get your rifle, look the bear in the eye and aim for the old crow.”
- Go back through the door to the right of the stairs and interact with the portrait here.

- Click the hat, click the rifle, click the bear’s eyes, then click the raven.
- Climb through the hidden passageway that opens up.
Assisting in Alchemy
- Talk to Aldous.
- Move to the right and pick up the water and empty beaker from the box.
- Look at the board on the wall to the left. You need to work out what each symbol means. You’ll find clues all around the room, including a note hidden in Aldous’ pocket. The solution is in the photo below, but you can read on for a detailed guide on how we found the answers.

How to solve the symbols in the Alchemy puzzle in Servant of the Lake
If you need more than just the answers to this puzzle, we’ve got you covered. This is by far the most complicated puzzle in the game and requires a lot of careful thought and deduction. You’ll need to look around the room, examining all the clues and slowly work out what each symbol means.
- The photo of a river has just one symbol on it. This must mean water.
- The photo of a hand holding two fingers up has just one symbol. This one must mean ‘2’.
- The note in Aldous’ pocket says two things equal danger. One of those symbols also appears on the photo of Aldous and his siblings, so it’s safe to assume that symbol means ‘Aldous’.
- The photo of Aldous and his siblings says ‘Aldous = something‘, so we can assume the symbol here means ‘middle’.
- The soldier statue moves to the left three times when you click him, so let’s assume those two symbols mean ‘left’ and ‘three’.
- There’s a wooden box with left and right arrows on, and two symbols. One of these matches one of the ones from the soldier, so we know the sideways T symbol must mean ‘left’. That means the other symbol means ‘right’.
- Drop water in the parrot’s bowl. You’ll need to put in five droplets before he drinks. We know the right symbol means ‘water’, so the other must mean ‘five’.
- Look at the photo of the house. There are nine windows; one of the symbols means ‘5’ so the other must mean ‘4’.
- Look at the juicer. There are instructions for fruit, and meat. Fruit must surely give juice, while meat gives blood.
- Look at the candle. It has a symbol on – this must mean heat.
- Now there are just two symbols left: oil and acid. One of these was on Aldous’ note and is apparently dangerous when combined with him. Acid? That makes the final symbol oil.
- Click the wooden box with arrows. Follow the pattern on the box – left, left, right, right, left, right – to open it and get a box of matches.
- If you haven’t already, give the parrot five drops of water so it will lay an egg. Pick up the egg.
- Open the pink cabinet by inputting ‘2451’ into the lock (it’s a translation of the symbols). Take the beakers from inside.
- Go to the alchemy table at the back of the room. Look at the note here. It translates to:
2 left + 3 middle = oil
4 right + 1 left = acid - So, put a beaker under the tap on the right, then press down the left piston twice, and the middle piston three times. Turn the tap on the right and you’ll get oil.
- Next, put a new beaker under the tap. Press the right one four times, and the left one once. Turn the tap to get acid.
- Pour acid into Aldous’ glass, then take meat from his mouth.
- Go to the juicing machine. Put in the meat you’ve just got from Aldous and place a beaker under the spout. Push down the handle four times. You’ll get blood.
- Look at the plant pot on the table. It needs 4 drops of water and one drop of blood. Put them in, and it’ll sprout a fruit. Take it.
- Go back to the juicer. Place the last empty beaker under the tap, and the fruit in the top. Press the handle four times to get juice.
- Now go to the table with the book. It’s time to make the elixir. Open the book to see the recipe.

- The recipe for the elixir is as follows: 1 juice, 1 acid, 1 oil, 3 blood.
- Put the egg in first, then put the right amount of each substance, in the above order, in the glass bottle.
- The substance should grow bright green – pick it up. (If you’ve made a mistake, we don’t think there’s any way to undo it – we had to start the chapter from scratch!)
- Talk to Aldous. Pour the elixir in his glass. Interact with him, then give him the bottle. Interact with him again.
Unforeseen Maintenance
- Pick up the part of a chair on the table in the hallway.
- Go into the kitchen and interact with the cat a few times until it vomits. Pick up the sticky substance.
- Take the statue head from the top of the stove.
- Head into the stairway hallway and take the chair part. The maid is crouching under the stairs. Talk to her.
- Go to the kitchen (or servant’s room) and talk to her.
- Put sticky stuff on the chair then put the broken parts back on to it.
- Use sticky stuff to fix Aldous’ portrait in the hallway. Do the same with Alexandra’s near the stairs.
- Go through the right door from the stairs and pick up the stove cover from the floor. Interact with the statue, and use sticky stuff to affix the broken head.
- Use sticky stuff on the hunting portrait.
- Go left, and pick up the balcony piece on the floor.
- Put the balcony piece back on the landing in the stairs hallway.
- Go back to the servant kitchen and add the stove door back on.
- Talk to the maid. Follow her to the main kitchen – right at the stairs, then straight ahead.
Preparing Dinner
- Talk to the maid, and take the knife.
- Pick up the wood from the floor.
- Click on the spice cupboard. Take the tomato, and interact with the jars. It’s a sorting puzzle – you need to move the liquids in each so each jar has its own liquid. You can place a liquid over the top of another as long as there’s room. When you’re done, take the bottle of oil.
- Look in the cupboard to find onion, shrimp and raw potatoes.
- Open the window and talk to William. Take the mushroom from him.
- Look at the recipe on the table. We have everything we need to make soup.

- First, light the stove. Open the smaller door and put in the wood, then light with matches.
- Put the tomato on the chopping board on the table and use the knife to chop. Repeat with the onion and the shrimp.
- Add oil to the pan, then onion, shrimp and tomatoes.
- Add the mushroom to the soup.
- Put the potatoes in the top part of the stove. Leave them for a second then take them out to get baked potatoes.
- Now time for the cake. Interact with it – it’s on the left of the room. You need to rearrange all the decoration so all the dots are covered. When you’re done, take the slice.

- Talk to the maid again. Ring the bell. Back out and talk to Aldous.
- Give him the potatoes. Feed him the one that looks like it has his normal face. Observe his face – one part will change, and feed him the potato that has that specific part highlighted. Once they’re all gone, talk to him.
- Feed him the cake piece, then take the spoon from him.
- Get a spoon of soup, and give it to him.
- Drink the soup yourself, then it’s time to engage in a weird mushroom-fever dream.
- Click the shrimp, then click Aldous’ figure.
- When William shouts for his hat, click the figure with no hat. Pass him the items as he asks for them.
- Next, it’s Alexandra. She’s got the round hat on. Click on her dress when prompted.
- Next, click on the carriage. Click on the driver, then the shrimp.
- Now, click the strange figure in the middle. Drag the blood moon up.
- Click the baby basket. Keep clicking on it and get the baby out.
- At ‘taste the Elixir’, click Aldous’ figure – he’s on the right, without a hat. Click on him again.
- Click the maid – she’s the third figure.
- Click the figure lying down.
- Back in the ‘real world’, click Aldous, then click his face.
Dressing up for Dinner
- Take the glass from the table.
- Go into the stairway hallway and take the tie off the chair.
- Move the rug and go into the cellar. Take the wine glass.
- Look at the box on the floor. As before, rearrange the tiles so it reads ‘1643’. Take the wine out of the box.

- Go talk to the maid in the servant’s kitchen. Give her the wine glasses and the bottle of wine.
- Go upstairs and take the necklace out of the box on the table.
- Click on the guest room door to the left to talk to William. He needs something hidden in the staircase, on the fifth stair up from the bottom. Go get it – it’s a gun. Give it to him. Then give him the tie.
- Go through the door on the right to find Alexandra. Talk to her. Put the necklace on her and take the baby.
- Put the baby in the basket. Talk to Alexandra again. She mentions a chest in the cellar. We’ll come to that shortly.
- Go through the door at the bottom of the stairs and find a ribbon in the box.
- Go to Aldous’ room to find him and talk to him. He needs his rifle. He says “tape the hat twice, listen to the crow, then grab the rifle”. He must mean the hunting portrait.
- The portrait is in the room to the right of the stairs. Follow the instructions and it’ll open to reveal the rifle. Grab the bow tie from the white bust stand.
- Go back to Aldous and put the tie on him and give him the rifle.
- Go look at the house portrait on top of the stairs. You need to move the three character silhouettes so they’re in the right place to appear in the portraits.

- The round-hat silhouette should be in the bottom left window, the top hat in the middle right window, and the final character in the window to the right of the door.
- Now, go and look at each portrait in the house. Click them. William, with his gold watch, shows a triangle with a vertical line. Alexandra, with her bronze watch, shows an ‘S’ symbol. Aldous, with his silver watch, shows a spiral.
- Go down to the cellar and click on the shelf. Move the gold bottle to the triangle with a vertical line symbol, the bronze bottle to the ‘S’ and the silver bottle to the spiral.
- Back out, and an opening has appear in one of the barrels. Take out a box and open it. Take the water and cloth from inside.
- Go talk to Alexandra. Put the ribbon in her hair. Use the water and the cloth on the baby.
- Go to the dining room.
Serving Dinner
- Pick up the wine and fill Aldous’ glass. Talk to him.
- Pan left to find the maid. Take the appetizers from her.
- Click on the plates. Find a note on the table that tells you everyone’s preferences.

- First, pour wine in everyone’s glass.
- Aldous is the left plate. He wants vegetarian, so give him broccoli and an onion ring.
- Alexandra’s plate is in the middle. Give her the rabbit ear and the bread with pate.
- Give William, the right plate, the bacon and the fish.
- Once everyone has eaten, interact with William.
- Click him again and he’ll start singing. When notes appear, click them so they’ll fall in the glass. Double notes will move slightly to the right or left, depending on the lowest note, and single notes fall straight down.
- Hold and drag the strange creature out of William’s glass.
- Now it’s time for the main course. Take the plate off the maid, and place it on the table.
- Again, read the rules.

- Aldous’ plate is on the left. He should have broccoli and a potato. We don’t know his allergy, but we know he’s eaten both of those things already today.
- William, on the right, wants twice as much as Aldous, so four items. He eats as varied as possible, so give him one of each item.
- Alexandra wants more meat than vegetables, so give her what’s left (two chicken legs and a carrot).
- Once everyone has eaten, move right – Alexandra is sat by the harp. Interact with her. She asks you to mirror her. So, if she plays the first string closest to her, you play the first string on the other side, and so on.
- It’s dessert time. Take the plate from the maid and place it on the table. Again, read the rules.

- Give Aldous the two pieces of cheese.
- Give Alexandra the chocolate ring with a yellow swirl in the middle.
- Give William the rest.
- Click on Aldous.
- Once Aldous pulls out his rifle, click on William.
- Take the bread knife from the floor. Use the knife to slice through the rope holding up the chandelier. You’ll need to do so several times.

The Departure
- Move left to Aldous. Take the fork out of his shoulder and talk to him.
- Move right and talk to William. Once he’s finished speaking, take the wine glass out of his shoulder.
- Click on the shadow in the middle of the room – it’s a drip. Put the broken wine glass under it to catch some water.
- Click on Aldous again and give him the water.
- Take the cloth from Aldous. Use it on William’s chest wound on the right. Use a fork on the other side to pull out a lump of flesh.
- The cat is sat behind the gate. Give it the lump of flesh. It’ll then appear inside the gate with a hairpin.
- Use the hairpin on the gate’s lock. Rotate it until one of the screws vibrates. Hold it in place until the screw falls out, then repeat for all of them. Once they’re all out, the cover will fall off. Drag the lock mechanism to the right to open the gate.
- Out of the gate, keep moving forward through the doors. You’ll keep coming up against obstacles. First, move the wooden gate out of the way. Next, when you see an unlit torch, go back to find some flint on the floor of the previous room. Use the flint on the torch to light it. Note the woman’s statue head with a ‘3’ drawn on it.
- When you reach two doors, go through the right one to find a plank. Go back and through the left door.
- Keep moving forward. Use the plank to cross a gap in the floor.
- Note a die with a ‘5’ drawn on it, and a few rooms forward, a bird with an ‘8’.
- You’ll eventually reach a door with three statues that we’ve seen before – but this time the statues are broken.

- Remember which statue was which? Turn the clock on the left to 3 o’clock, the middle to 8 o’clock and the right to 5 o’clock.
- Go through the door.
- Pick the baby up when you’re back in control.
- Click the white squares to find your way outside.
- Talk to the carriage driver. Give him the baby.
- Get in the carriage and close the curtains.
That’s it! You’ve completed Servant of the Lake, and we hope you found our walkthrough helpful.
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