The Séance of Blake Manor

Trophy Guide & Roadmap

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Step 1 - Day One

Day One is a tutorial and takes about an hour of game time. The mystery cannot be missed.

Groundwork
Solve: Is Miss Deane Still at the Manor?
This is the tutorial mystery of Day One and cannot be missed. Ring the bell at the front desk, sign the guestbook and examine its four sections. Then repair the telegraph machine. In the Telegraph Room use the Battery and build six batteries, always in the order Copper Disc, Paper, Zinc (the discs are on the shelf behind the front desk). Ring the bell again, call Mister Varley and discuss the fixed Telegraph Machine. Now go to the Manager's Office, check the clipboard on the northwest desk and compare the two signatures. The differences are the top of the "E" and the bottom of the "y" in Evelyn and the bottom of the "D" in Deane. Open the hypothesis under "Miss Deane's Departure" and fill in: Miss Deane's departure + letter is forged. Choose "They can write" and the trophy unlocks. Afterwards climb out of the window next to the door.
Bell Boy
Ring the Lobby Bell 10 Times
The bell on the front desk in the Lobby summons Mister Varley wherever he is. You need ten rings in total, all at once or spread over time, and you can dismiss him right away. It is best to do this in a single playthrough, because rings from other saves may not be counted. The beginning of the game is a good moment for it. Or you do it after solving his mystery on Day 3.

Step 2 - Day Two Morning

After waking up you meet all the guests in the Atrium. The first mysteries of the day are Mister Toussaint and Missus Erickson. After that the game opens up and you can investigate in any order. If you want to do a blind playthrough first, ask every new guest about their timetable, because it is blank before you learn it.

Bounty Hunter
Solve: Mister Toussaint and Missus Erickson
The first mystery of Day Two cannot be missed. Mister Toussaint asks you to investigate Missus Erickson. Talk to him about Fraud, Identity Known and The Guests, form the hypothesis about him and confront him to get the key to Room #19. Search her room before breakfast ends. The lockbox at the southwest corner opens with the code HOGD. Later look at her crest, her jewellery bands and her hands while she stands near Mister Varley. The hypothesis is: Hazel Erickson's goal is to consume the heart of Evelyn Deane to steal her magical abilities. Confront her, then discuss the evidence "Confession: Missus Erickson Is a Fraud" with Mister Toussaint and "Notes on Missus Erickson" with her. This solves both mysteries.
True Love Never Ends
Put the Missing Lovers Together
Go to the bottom of the East Tower and look under the stairs for an arch. Solve the sigil to enter the Sun Room and inspect the remains. Solve the triangular sigil with six points, leave the room and enter the hole in the wall opposite to reach the Moon Room. Solve the same sigil at the end of the corridor, take the remains from the ground and bring them back to the Sun Room. Select "Place Remains" and the trophy unlocks after the scene.
Room Raider
Solve: Might Deane's Bedroom Hold Some Clues?
After the lovers' rooms, go to Miss Deane's room between Miss Quinn's and Mister O'Meara's rooms. The strange marks on the wall are a sigil that opens the door. You get the South East Corridor Key inside, so this also solves the question of how to enter the other rooms in this corridor. Search the room until you have enough evidence and talk to Mister O'Meara outside ("Tell Him the Truth"). The hypothesis is: Miss Deane was seen wandering the south east corridor in a daze caused by the sigil under her bed. The trophy unlocks together with the answer "They used magic".
Horse Whisperer
Pet the Horse
From 10:00 AM on Day Two the Gardens and Stables are open. Go to the Stables or East Courtyard in the southeast of the Ground Floor, meet Mister Hunter and pet Lottie the horse. The trophy unlocks immediately. In the barn nearby you also find the safe code 26-14-32 and a Master Key for the North West Corridor.
Touched by an Angel
Solve: Mister O'Meara
One of the easiest mysteries. You can start it as soon as the Garden opens at 10:00 AM on Day Two and solve it at any time until 8:59 PM on Day Three. Search Mister O'Meara's room (Room #16) and talk to Missus Erickson between 10:00 and 11:00 AM about Cathal O'Meara. The hypothesis is: Cathal O'Meara's goal is to summon an angel and trap it so that he can stop risking his life to see it. Tell him about Suibne to unlock the trophy.
Master Tracker
Solve: Where Does This Trail Lead?
Available from Day Two. Start at the plant out of place near Miss Deane's door (Room #15), then follow the misaligned painting in the East Tower, the antlered deer picture outside the Dining Room and the torn cloth in the hedges of the Walled Garden to the Hedge Maze. You need to interact with at least one item in each map section. The hypothesis is: Miss Deane was brought to the hedge maze by a shadowy figure while a third party watched. Choose "The boot prints belonged to them". This also unlocks The Haunting.
Nest Egg
Solve: Miss Mantovani
You can solve this on Day Two or Three. Miss Mantovani is at the Hedge Maze from 11:00 AM to 1:00 PM, so you can search her room without being caught. The hypothesis is: Carmela Mantovani's goal is to conduct the séance despite it killing her as she wants to provide for her family. Take the Payment inside her room to solve it.
The Three Aspects
Solve: Mister Dupré and Missus Joyce
Both mysteries can be solved as early as Day Two, but Missus Joyce is hard to find before noon. Start with Mister Dupré, then work with Missus Joyce until the two storylines intersect. The hypotheses are: Lloyd Dupré's goal is to transfer the soul of his dead friend into Evelyn Deane and Caitlin Joyce's goal is to stone Miss Mantovani to death before she is able to conduct the séance. Confront her to get the Brat Bhride evidence, discuss The Third Aspect with her and she will assist Mister Dupré.
'Til Death Do Us Part
Solve: Missus D'Arcy
Missus D'Arcy's room is in the First Floor South East Corridor north of Miss Quinn's room. Search it, find the secret area for the evidence and show it to her. The hypothesis is: Olivia D'Arcy's goal is to murder Miss Deane as revenge for the affair that occurred while she miscarried. Ask Mister Dupré about the Exorcism, show Missus D'Arcy the Stylised Ring and discuss the ring with Mister Dupré to solve it.

Step 3 - Day Two Afternoon

Most of the main mysteries and guest cases can be started on Saturday. The masked ball at 9:00 PM cannot be skipped.

Keeping It in the Family
Solve: Miss Callaghan and Doctor Callaghan
You have to search both Callaghans' rooms and confront both of them to get the ritual materials. If you miss one of the sets, you cannot solve both mysteries at the end. The well needs to be fixed as well. The hypotheses are: Fiadh Callaghan's goal is to bless the well to protect the land from the séance's aftermath and Ruairí Callaghan's goal is to escape his aunt's shadow by proving his modern techniques are valid.
History Is Written by the Wealthy
Solve: Mister Skerritt
Mister Skerritt's room is the southernmost room on the First Floor of the Atrium (Room 18). Find the secret area that contains the code for the lockbox in his room. The hypothesis is: Micheal Skerritt's goal is to take his own life and be immortalised as the first ghost to speak from beyond the grave. Discuss Philanthropy with him to solve it.
Reparations
Solve: Miss Quinn and Miss Barbosa
Solve Miss Quinn first, then Miss Barbosa. You need the Wanted poster from the picture in the southwest corner of Miss Deane's room and you must talk to Miss Barbosa about her background before Miss Quinn can be solved. The hypotheses are: Corentine Quinn's goal is to perform a summoning ritual to remove the curse from the Quinn family and Ines Barbosa's goal is to start a new life in her father's homeland now that her old life has gone up in flames. Show Doctor Callaghan the Father's Ghost evidence to finish Miss Barbosa.
Girls Just Wanna Have Fun!
Solve: What Brought Miss Deane to the Manor?
You discover this mystery while searching Miss Deane's room. In the floorboards you find a Treasure Map and a Stained Page. You also need the Stylised Ring from locker 11 in the Bath House (the Key comes from The Trail) and the clue in front of Mister Coventry's door in Room 22. Place the Stained Page and solve the 15-point sigil to read the instructions. The hypothesis is: Miss Deane attended because an invite promised information about her powerful Milesian ancestors. Choose "They do not know Miss Deane" to solve it.
Oneiromancer
Solve: What Does the Dream Mean?
One of the simplest mysteries. Read the journals of at least three guests who mention strange dreams (for example Mister O'Meara, Mister Dupré, Missus Erickson, Miss Barbosa, Miss Quinn). Get a record from Doctor Callaghan's room (northeast chest of drawers) or from the Drawing Room gramophone, talk to Doctor Callaghan about Lucid Dreaming and play it in your room (Room 4). Walk through the dream, turn around and inspect the paintings, then look at a picture in your room. The hypothesis is: We are all experiencing a shadowy figure's dream that is bleeding into reality.
Spill the Tea
Solve: Who Fought with Miss Deane?
You get this mystery at the end of The Trail. Ask all the men about the Bridge Game (Mister Doyle tells you about it) and confirm their alibis. Excluded are Master Ó Finn, Father Sinnott, Mister Doyle and Master Blake. The Marquess is not needed. When you have talked to everyone, speak to Mister O'Meara again about Miss Deane's Sparring Partner. The hypothesis is: Miss Deane fought with Mister O'Meara when he rejected her plea for help. Choose "They are a Christian".
A Night on the Town
Attend the Masked Ball
The masked ball takes place at 9:00 PM on Day Two and is your default activity, so it cannot be missed. Just go to the Ballroom with Mister Varley and Mister Doyle and play through the following chase sequence.

Step 4 - Day Three

The Basement opens on Sunday and unlocks the remaining cases. Solve as many cases as possible before you enter the Blake Residence, because the number of saved guests decides which ending is available.

Ghost Hunter
Solve: What Is Haunting Blake Manor?
A two-part mystery. On Day Two inspect the anvil in the southwest corner of the Hedge Maze, talk to Fiadh Callaghan about the Shadowy Figure and read the Irish Mythology book in the Library (Milesians, Tuatha Dé Danann, The Fate of the Gods, Tír na nÓg). After the masked ball you know about the portal. The hypothesis is: The manor is haunted by a shadowy figure whose name is Goibbniu, and they want to return to Tír na nÓg through the portal. It can be solved at the start of Day Three.
The Hangover
Solve: What Happened Last Night?
This is the chase after the masked ball and the easiest mystery of the game, because you can solve it immediately. Chase the hooded figure through the Ballroom and pick up the Skull Mask on the stairs. The hypothesis is: I descended into the catacombs as I chased a kidnapper through the ballroom's secret doorway. Choose "They have knowledge of the grounds".
A Godly Man
Attend the Mass and the Service
Both events are on Day Three: the church service at 11:00 AM and the Catholic mass at 12:00 PM. You can make a backup save, attend both and reload afterwards. Do not skip ahead with the hourglass before you have attended the church service.
The Curse of Nectanebo II
Solve: Miss Hisham
Can be started on Day Two, but only finished on Day Three once you can reach the Basement Store Room. Miss Hisham's room is Room #12 in the North East Corridor. The hypothesis is: Arwa Hisham's goal is to reclaim the stolen vase but she is obsessed because it is cursed. Take the Vase and watch the scene.
Druid Without a Cause
Solve: Mister Ó Finn
Cannot be started before Day Three. With the keys from the Basement Store Room you can enter Room 20 (First Floor South West Corridor). Inspect the Druidic Sack and the Staff. The hypothesis is: Domhnall Ó Finn's goal was to protect the land as it is his ancient duty as a descendant of the Milesian rulers. After this, continue with The Missing Person.
One Too Many
Solve: Who Was Kidnapped During the Ball and Why?
Tied to Druid Without a Cause. Search Mister Ó Finn's room, talk to Fiadh Callaghan about the Skull Mask and the Long Red Hair, and research Ogham in the Library. Decipher the Staff with the phrase MODTHCOIARDNALIASALHGID (it is entered in reverse order) and solve the nine-point sigil. The hypothesis is: Mister Ó Finn was taken because he recognised the kidnapper from their past. Choose "They suffer no grief".
Darkside Detective
Find Detective McQueen and Officer Dooley
Enter the Catacombs from the Ballroom and go to the archway in the southeast corner of the map. Solve the triangular sigil with six points. The trophy unlocks after the scene.
White Knight
Solve: Miss McLeod, Missus Lau, and Mister Hunter
The three mysteries are connected and can only be finished on Day Three, because you need the Basement. Search the rooms of Missus Lau and Miss McLeod, meet both women and search Mister Hunter's room. The hypotheses are: Ivy McLeod's goal is to find a fiancé to cover up her relationship with Missus Lau, Victoria Lau's goal is to save her relationship with Miss McLeod by drugging her so she can rob Miss Deane and Darragh Hunter's goal is to bind Miss Deane to protect Miss McLeod from harm. Give the Blackmail Envelope to one of them.
Upstairs, Downstairs
Solve: What Secrets Are Hiding in the Basement?
Only possible from 12:00 PM on Day Three, rooms are accessible from 3:00 PM. Go to the Stables, turn around at the bottom of the stairs and sneak into the basement when no one is watching. Move the carts in the Store Room, get the key and solve the cleaning solution puzzle (follow the recipe in the Housekeeping Book exactly) to open the Chef's Office. The Women's Dormitory Key leads to Missus Joyce's lockbox with the code 2-1-4-4-3-5. The hypothesis is: Something strange has affected the staff and they're now speaking in unison when asked about the Blake Family. Choose "The staff must be innocent". The Silent Dinner at 8:00 PM gives you the key to the Blake Residence.
Preaching to the Choir
Solve: Mister Doyle and Father Sinnott
Solve Mister Doyle first, then Father Sinnott, otherwise it will not work. Mister Doyle's room is in the Men's Dormitory in the Basement, so this pair is only possible on Day Three. The hypotheses are: Seamus Doyle's goal was to help Father Sinnott, but he forgot due to the manor's effect and now he wants to leave and Father Sinnott's goal is to save humanity by freeing an Aeon from the Black Iron Prison. Confront him to get the Scaoil sigil, which is required for God-Killer.
Lost Cache
Solve: Mister Varley
Only possible towards the end of Day Three. You need access to the Manager's Quarters. Look at the notice board in the Servants' Hall (the Wine message) and the Wine Cellar clues. The hypothesis is: Vincent Varley's goal is to conceal Miss Deane's disappearance to protect the manor from closure. Report to Mister Varley about Treasure.
Dirty Laundry
Solve: Miss Murphy
Assist Miss Murphy during Day Three. Find her at the First Floor South West Corridor or in the Atrium at 3:00 PM. The laundry in the Basement is only complete once you have the room with the cleaning ingredients.
Obscure Scholar
Attend All of the Talks
Attend all five talks in the Drawing Room (Ground Floor South West Corridor) and stay until each one is over: Day Two at 11:00 AM (Marquess Blake, history of the manor), 3:00 PM (Miss Callaghan, The Other Crowd) and 5:00 PM (Miss Mantovani, ghosts), Day Three at 3:00 PM (Doctor Callaghan, Irish Mythology) and 5:00 PM (Mister Coventry, history of the region). The hourglass in the hallway skips ahead to the next start. Late arrivals are let in up to nine minutes after the start. The trophy unlocks after the last talk.

Step 5 - The Blake Residence

This is the point of no return. Make a manual save before you enter the Blake Residence.

Behind Closed Doors
Solve: What Is Going On in the Blake Residence?
Needs the Basement mystery first. This is the point of no return: once you enter the Blake Residence, everyone's fate is locked in. Make a manual save beforehand. Time does not pass inside. Search the desk in the Entrance Hall, the Lab, the Blake Family Painting and the Esoteric Book. The stars form the same sigil as in Miss Deane's room. The hypothesis is: Jonathan Blake intends to sacrifice his son to resurrect his wife but Walter Blake isn't real. Choose "The culprit is a skilled painter".
Pinocchio
Discover the Truth About Walter
Unlocks together with Behind Closed Doors when you solve the Blake Residence mystery with the hypothesis that Walter Blake isn't real.
J'Accuse
Solve: Who Is Behind the Disappearance of Miss Deane?
The culprit is Mister Simon Coventry. After the séance at 9:00 PM on Day Three chase the culprit through the Hedge Maze (go west of the gazebo, there is only one path) and name him at the green flame wall fountain. If you name the wrong person, it is a non-standard Game Over. Narrowing him down earlier with shoe sizes and religious backgrounds makes it easier.
Family Tree
Solve: Mister Coventry
Cannot be missed. In the culprit's hideout pull the lever, search the papers on the coffin and form the hypothesis: Simon Coventry's goal is to free the entity in order to assume the role of his magical fabrication, Walter Blake, to inherit his ancestral home because his real identity is ousted heir Henry Blake. The trophy unlocks during the following scenes.
End of the Line
Witness the End of the Blake Lineage
Cannot be missed. In the End Chamber form the quick hypothesis: You cannot save your family, you've been tricked by Henry Blake so he can take over your ancestral home. You see the Blake line end in the cutscene.
Shut It Down
Close the Portal
Use the Scaoil sigil on the sigil stone in the End Chamber and complete the 13-point puzzle. This closes the portal and leads to the good ending if you saved enough guests while unlocking God-Killer at the same time.
God-Killer
Free Goibniu from His Mortal Form
Use the Scaoil sigil in the End Chamber. You need it from Father Sinnott's mystery. Turn the outer circle to create four corners with the inner circle pointing north-south and east-west, then complete the puzzle.
Come with Me If You Want to Live
Save Mister Ó Finn
Mister Ó Finn survives if you saved at least about half of the guests. It unlocks with the good ending together with And Then a Hero Comes Along.
Breaking the Circle
Solve: Can I Stop the Ritual?
Choose either the Dún or the Scaoil sigil in the End Chamber. Any of the two stops the ritual and unlocks the trophy.
And Then a Hero Comes Along
Save Miss Deane
Miss Deane survives if you saved at least about half of the guests by solving their mysteries before the ritual. Choose the Dún or the Scaoil sigil to get the good ending.
World’s Best Detective
Solve All the Mysteries of Blake Manor
Solve all mysteries of Blake Manor. It unlocks automatically after the final cutscene, so use the Investigation Map to see which entries are still open.
It’s the End of the World as We Know It
Open the Portal
Accept the first sigil (Oscail) at the sigil stone in the End Chamber and complete the 13-point puzzle to open the portal. Do this from a separate save, because it ends the game.

Step 6 - Run Playthrough

The second playthrough takes roughly 40 minutes as we have only two trophies left to focus on.

World’s Worst Detective
Find One of the Fail States in the Game
Find a fail state. The easiest one is the first mystery. Solve Miss Deane's Departure and walk through the door instead of jumping out of the window.
Run
Stop the Ritual Without Saving Miss Deane
Do the bare minimum: only investigate Marquess Blake and Walter Blake. Without these two you die at the séance and the trophy does not count. Reach the final confrontation and choose to flee instead of staying. Saving about half of the guests gives the positive ending, so do not solve other mysteries for this one.
No Stone Left Unturned
Case Closed.