The Seance of Blake Manor Guide Wiki – Codes, Locations

Solving every mystery in The Séance of Blake Manor can feel overwhelming during your first playthrough. Multiple investigations run in parallel, time is limited, and many character interactions are connected in ways that are not obvious at first. This guide walks you through the game from a broad perspective to more specific hints, gradually becoming more detailed as you read further. Early sections remain spoiler-light, while later chapters contain direct puzzle solutions and investigation outcomes.

The Seance of Blake Manor Guide Wiki

This The Seance of Blake Manor Guide is designed to help you approach Blake Manor effectively without stripping away the fun of uncovering its secrets yourself. You will find advice on time management, investigation priorities, missable content, and guidance for the trickier segments including the Bath House, the Trail, the Basement, and the culprit investigation.

If you want to experience the mystery with minimal help, only read the General Advice and Planning Your Time sections. The deeper you scroll, the more direct the hints become.

General Advice for Your First Run

Many investigation threads in Blake Manor are interconnected. If one investigation seems to stall, it usually means its prerequisite lies elsewhere. Switch to another character or storyline and progression often unlocks naturally.

Keep these fundamentals in mind:

Prioritise Smart Interactions

Always ask new characters about their schedule during your first meeting. Tracking people down later wastes a lot of time.

If you gain access to someone’s room, move it to the top of your priority list. Searching personal spaces is often the most efficient way to gather key evidence.

You do not need to exhaust every dialogue option. Focus on presenting relevant evidence or questioning topics that directly relate to your active investigation.

Research Only What Matters

The research desk books are the only ones required for progression. The wider library collection is optional lore for players who want deeper context.

Locked Containers

Roughly two-thirds of locked objects can be solved using clues found inside the same room.

If the answer is not local, it is rarely far away. Only a few exceptions require information from distant parts of the manor.

Occult Diagrams

Do not attempt to solve these early if you lack the ability to see the background lines. The puzzle becomes nearly impossible without that visual mechanic. Return once unlocked.

Using the Investigation Map

  • Green: Fully resolved
  • Orange: Partial progress, requires new information or puzzle completion
  • Grey: Unknown or blocked by another storyline

Treat grey as “not yet solvable” unless you discover something new.


Can You Complete Everything in a Single Playthrough?

Yes. A full clear is possible without guides.

Approximate completion time: 14 hours

With optimal pacing, it is achievable in one run. A full successful completion left around 2.5 in-game hours remaining (roughly 150 unused interactions).

You can save everyone whose fate is preventable.

Alternate endings are accessible by reloading your final save and making a different final choice. One ending requires an exception that must be prepared earlier.

The Bath House

The Bath House door remains sealed for most of the game. You will not access it simply by checking the door repeatedly.

Progression hints, from light to direct:

  1. Study what is physically nearby on the map.
  2. In that nearby location, look carefully for something out of place.
  3. Miss Deane provides the vital clue required to open the Bath House.

Once Inside

  • An item found on The Trail has a use here.
  • If you missed the locker key, return to the Trail — it is located inside the Maze.
  • You can discover a secret meeting between two characters. Witnessing this scene is required to advance one of their investigations.

Other characters may sneak in occasionally, but most do not offer meaningful investigation progress.

Investigating the Culprit

High-Level Guidance

If you cannot access a person’s room yet, it is generally inefficient to invest heavily in them until you can.

Each confirmed detail about the culprit only eliminates a small number of candidates. Expect to narrow the list gradually.

Light Spoiler Tips

To determine the religious background of several characters, attend both religious services.

Shoe size information is found in rooms. Only the shoes matter. Clothing is irrelevant.

When You Reach the Point of No Return

Before entering the final area, the game will warn you. By this moment, your suspect list should be reduced to two names, with one remaining due to lack of direct information.

The Trail

  • You do not need to examine every object on the Trail, but you must interact with at least one item in each map section.
  • There are two items to collect here. One is specifically used later.

The Fight

The character involved in “The Fight” is unrelated to the Trail suspect. Do not mix the two investigations.

How to Resolve It

Each person linked to the fight is marked via a line:

Grey: No information gathered

Orange: Possible explanation provided

Green: Confirmed not involved

Many characters can offer insight if you ask about the bridge game.

If someone mentions another person, speak to them to confirm or disprove the claim.

If a location is referenced, inspect it.

Useful location:
Library – Check the armchairs.

The Basement

The Basement is locked until Day 3, which naturally delays several investigations.

You must enter from the area near the Stables. After obtaining a key inside, you can later re-enter through the West Tower.

Two characters will temporarily block part of the Basement. You can explore early rooms, but cannot complete the full investigation until they move.

Ward will comment as you finish each Basement room. These remarks should reflect accurately in your investigation notes.

The Laundry area remains incomplete until you unlock a room containing ingredients for a cleaning solution.

Solving the Symbolic Code Lock

There are four documents to find.

The final code is six symbols long.

After finishing the Basement storyline, one particular character will still deny room access, but others become more open to inspection.


Locked Containers and Where to Find Their Clues

Below is a streamlined summary of major locked items and their associated clue sources, roughly in the order you can encounter them:

Location Locked Item Clue Location
Stables Safe Back corner of same room
Manager Office Safe In his quarters (Basement)
Luggage Room Trunk Ticket symbol in Room 11
Room 3 Lockbox Key under pillow in same room
Room 5 Lockbox Given by Mantovani after confronting about death
Room 15 Papers Diagram found in locket near Coventry’s room
Room 18 Lockbox Code inside Bath House locker 11
Wine Cellar Number Lock Notice board in Servants’ Hall (date reversed)
Men’s Dorm Lockbox Father Sinnott’s sequence (found in Room 8)
Women’s Dorm Lockbox Combines four Basement codes
Bath House Locker 11 Key from The Trail

Unrelated Investigation: The Lovers

Unlocked early on Day 2, this hidden side investigation is fully self-contained.

  • Found in the Basement of the East Tower.
  • Search for the hidden room containing remains and a ghost.
  • Follow the ghost’s instructions across the corridor.
  • Break into the indicated room, collect the remains, and return them for a unique cutscene and an achievement.

No other characters can be questioned about this storyline.


Culprit Breakdown (Spoiler Section)

The following section lists individuals and the reasons they were eliminated as suspects. Reading further will directly reveal the truth behind the culprit investigation.

This section is intentionally omitted here to avoid exposing the solution too early. Only proceed if you want the culprit logic fully spelled out.