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Servant of the Lake Walkthrough: Full Day 1-3 Guide

A complete Servant of the Lake walkthrough covering Day 1 through Day 3, with links to every puzzle, achievement, and secret ending guide on the estate.

Servant of the Lake is a single-player point-and-click puzzle adventure that runs about 3 hours from start to finish, split across three in-game days at the Vanderboom estate. This page is the navigation hub for the full walkthrough — each day below links out to detailed guides for the specific puzzles players search for most.

Prologue: The Arrival

The game opens with your carriage pulling up to the estate. Inside the carriage are five striped tin cups scattered around the seat and a hidden compartment — arrange all five by stripe count from lowest to highest and the one-stripe cup opens to reveal a coin. Pay the coin to the driver, then use the iron rod he leaves behind to pry up a loose floorboard by the flowerbed and grab the front-door key. Full step-by-step coverage, including the carriage crest details, lives on the stone coin puzzle page.

After signing the servant's contract (any signature works — the game only checks that you signed), your notebook becomes available. Check it early: the notebook lists which optional achievements you've missed on each completed task, and the game is built around going back to fill in the gaps rather than chasing everything on a single pass.

Day 1: Waking Aldous and Welcoming the Family

Official chapter order for Day 1, taken from Rusty Lake's own walkthrough video: The Arrival → Preparing Breakfast → Waking up Aldous → Preparing the Reception → Welcoming the Guests → Serving Tea → Opening the Reunion → The Night Watch → Searching the Attic.

  • Breakfast: feed the cat Rusty a dead mouse to unlock the kitchen items, then build a fire, add oats and milk, and cook porridge.
  • Waking Aldous: find the clock hands and follow the direction sequence Left, Right, Down, Right, Right, Down — the same sequence reused later in his exercise routine.
  • Welcoming the guests: solve the candle-lighting statue puzzle (order 2 → 4 → 3), the roach puzzle, and the flower puzzle before Alexandra's carriage arrives.

Alexandra arrives with a baby carrier locked with a three-digit code hidden underneath the baby — full digit-by-digit breakdown, including the confirmed 374 code and the packing mini-game layout, is on the suitcase code page. That evening's toast scene includes Aldis singing baby James to sleep and William being woken from a doze, setting up the weekend's full schedule: fresh game, a warm bath, wine, and Sunday's farewell dinner.

The Night Watch is a spot-the-difference-style hallway check — five anomalies appear across the round, ring the bell when something's wrong and blow out the candle when it isn't. Late that night, Aldous asks you to search the attic alone for an "extremely important" old scroll, which involves a ladder-rung collection puzzle, a constellation-matching puzzle, and a family-legend stone tablet — see the stone tablet page for the full totem-matching solution.

Puzzles are reused across days

The direction sequence from the exercise routine, the striped-object sorting logic from the cups, and the year-code wine puzzle all reappear later in slightly different forms. Recognizing a repeated mechanic is often faster than solving from scratch.

Day 2: Coffee, the Hunt, and the Bath

Day 2's official chapter order: Preparing Coffee → Waking up William → Cleaning the Floors → Going Hunting → Doing the Washing → Helping with Bathing → Night Time Duties → Inspecting the Cellar. A full recap with confirmed passwords lives on the Day 2 walkthrough page.

The morning's silhouette-lamp puzzle unlocks the coffee beans with the confirmed code 315. Waking a hungover William involves reversing a pocket watch to hatch a bird egg, then using a feather to draw eye drops from a crow. The hunting scene is a simple aim-and-shoot mini-game; the laundry room's five-senses puzzle (sight, smell, touch, taste, hearing) resolves to the confirmed code 91276. Bathing Alexandra is dense enough to get its own page — see the bathroom puzzle guide for the tile sort, the soap dish, and the confirmed 281 cabinet code.

That night, Aldous asks you to bring three pocket watches down to a hidden cave beneath the cellar. The barrel puzzle there is a multi-step Rube Goldberg sequence (shovel, magnet, matches, a bottle opener) that resolves in a numeric clue used to set the watches to 5, 8, and 10 before the door to the Lady of the Lake's book opens.

Day 3: The Elixir and the Final Dinner

Day 3's official order: Looking for the Cat → Assisting in Alchemy → Unforeseen Maintenance → Preparing Dinner → Dressing up for Dinner → Serving Dinner → The Departure. The full recap, including the confirmed dinner-seating rules, is on the Day 3 walkthrough page.

Alexandra steals the book the moment you retrieve it and admits she's been following you the entire weekend. William then asks you to find the missing cat before Aldous invites you into his secret laboratory. Preparing the elixir itself involves a symbol system tied to numbers, directions, and five liquids — because the game currently has a confirmed sequence-sensitive softlock around pouring acid into Aldous's cup, follow the puzzle board fully before adding any liquid, and restart the chapter from the notebook if the scene stalls.

Dinner on the final night has fixed rules: two appetizers each, Aldous is vegetarian and allergic to broccoli, William eats twice Aldous's portion, and dessert has its own set of exclusions (Aldous eats only cheese, chocolate can't be paired with cheese, William dislikes yellow desserts, and always gets one more dessert than Aldous). The wine box puzzle reappears here with a new year code, and the final escape sequence involves pulling forks and glass from two wounded family members before the door finally gives way.

Achievements, Secrets, and What Comes After

Servant of the Lake carries 49 Steam achievements in total, confirmed on the game's Steam store page. Community breakdowns put that at roughly 24 story achievements, 24 optional hidden achievements, and one achievement reserved for a post-credits secret — see the all achievements page for the full list, or jump straight to hidden achievements if you're chasing the optional ones.

Finishing the credits isn't the end of the content: choosing Continue afterward unlocks a fresh note and a chapter-replay system in your notebook, which is the entry point to the game's secret ending.

If you get stuck

Most "I'm missing an item" moments come from a room that refreshed a new pickup after a scene transition, not a puzzle solved incorrectly. Re-check drawers, cabinets, and animal interactions before assuming something's broken — see the missing items page for a fuller troubleshooting checklist.