Servant of the Lake drops you into the Vanderboom estate as newly hired help for one long, unsettling weekend. The main story runs on a fixed chain of duties, and the game keeps a Notebook that always shows your current time of day, location, and active task. Follow that chain in order and the story never dead-ends.
Quick answer: Complete all 24 core tasks in sequence — 9 on Day 1, 8 on Day 2, and 7 on Day 3 — finishing each duty and collecting the item or instruction it gives you before the Notebook moves you to the next room. The story ends after The Departure on Day 3.
How progression works in Servant of the Lake
This is a linear point-and-click adventure from Rusty Lake, set in the House decades before Rusty Lake: Roots. Each task locks you to one room or a small cluster of connected rooms. When you finish a duty, the Notebook advances and a new area opens. If you feel stuck, you have almost always left a task before grabbing its reward item, or you are searching a room the game has already moved you past.
The rule that keeps you moving is simple. Finish the active duty, take the item or instruction it hands you, then follow the next Notebook task. Every time slot also hides an optional achievement tied to an unexpected action, and there are 49 achievements in total. Those are missable but not needed for the story, and you can replay any chapter from the menu to clean them up later.
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Add to Google Preferences →Day 1: Arrival, breakfast, and the reunion
Day 1 has nine tasks and teaches you how the estate expects you to work: The Arrival, Preparing Breakfast, Waking up Aldous, Preparing the Reception, Welcoming the Guests, Serving Tea, Opening the Reunion, The Night Watch, and Searching the Attic.
The Arrival and signing the contract

Preparing breakfast and waking Aldous
Make porridge for the eldest brother, Mr. Aldous Vanderboom. Collect the milk from the crate behind the maid, the pot and dead mouse from the upstairs cabinet, and the matches from under the cat after feeding it the mouse. Grab wood and oats from the kitchen, light the stove, then heat milk, oats, and sugar together until the pot steams.
Inside Aldous’s bedroom, work through his morning routine in order. Open the curtains, set his alarm clock to 7:00 with the clock hand from the toy soldier, put slippers on his feet, shave his beard, and clean the ear you nick with the cloth. Feed the earlobe to the crow to get a key, unlock the top drawer for berries, and add them to the porridge. Solve the berry-and-insect puzzle, spoon-feed him, copy the soldier’s movement pattern for his exercises, then dress him. Look out the window and click the arriving carriage to finish.
Note: The soldier’s exercise pattern can be random per playthrough, so watch it closely and jot it in the Notebook before you repeat it on Aldous.
Preparing the reception and welcoming the guests
Sweep the three dirty floor spots with your cloth, then use the feather duster from the maid on the family portraits. Note each portrait’s gesture to get a three-digit code for the lockbox (the sibling numbers, such as 2-4-3), which yields a candle. Place all three candles in the entrance candelabra and light them in the order the lines on the candles indicate.
Outside, solve the insect puzzle in the log stack by moving the light stone to push each bug into the hole without letting any reach the screen edge. Clearing it reveals a stone tablet. Arrange the flowers in the plant pot into the correct growth order for a second tablet, and milk the goat to expose a key for the mailbox, which holds the third tablet. Place all three tablets in the porch lockbox in the right order (house, wardrobe, beaker, droplet on top; tree, nest, egg, bird below) to get the flag, then raise it.

The carriage brings Mrs. Alexandra Vanderboom and her newborn, James. Take the basket and suitcase, read the baby’s number (374) to open the suitcase, tidy the overlapping clothes for money, and hand Alexandra her flowers.
Serving tea, the reunion, and the attic
Brew Alexandra’s tea in the exact order she wants — tea, water, milk, then sugar — using the cat’s sticky substance to repair the broken teacup first. Add two servings of sugar on the second attempt so she drinks it. In the reunion, solve the fly-and-tree branch puzzle to bloom every flower, set the tile box to 1753 for the wine, and serve Aldous his glass. The second brother, William Vanderboom, arrives late and enlists you for his own quiet errands.
After the family retires, run the Night Watch: ring the service bell for anomalies and blow out candles in rooms that look normal. William then sends you into the attic to find an ancient alchemical scroll. Solve the attic puzzles, open the hidden compartment, and deliver the scroll. He learns of the Elixir of Life and realizes he needs three pocket timepieces, one from each sibling.
Day 2: Hunting, laundry, and the cellar
Day 2 has eight tasks and tightens the progression chain: Preparing Coffee, Waking up William, Cleaning the Floors, Going Hunting, Doing the Washing, Helping with Bathing, Night Time Duties, and Inspecting the Cellar. This is the day where every duty hands you something the night route needs.
| Task | What it hands off |
|---|---|
| Preparing Coffee | Serve Aldous, then continue to William |
| Cleaning the Floors | Dirt patterns become small logic puzzles |
| Going Hunting | Meat for the banquet |
| Doing the Washing | The Bathroom Key |
| Helping with Bathing | Alexandra’s Bronze Time Piece |
| Night Time Duties → Cellar | All three timepieces converge |
Solve the three-person coffee clue, grind the beans, and serve Aldous his strong black coffee before moving on to wake William at his bedside. Most of William’s wake-up logic stays in his own room, so keep working around his bed rather than wandering off for an item. When you clean the floors and scrubbing stops changing anything, the dirt itself is the clue for a logic puzzle.
Aldous then takes you outdoors for the hunt. Rest the rifle on the tree stump and follow the list matching each animal to its habitat instead of firing at everything. Bring the meat back inside, wash baby James’s diapers in the washbasin, and use the laundry route to reach Alexandra’s bathroom. William wants you to steal the brothers’ timepieces along the way.

In the bathroom, fill the tub, add scented soap, comb Alexandra’s hair, and help her undress. Do not leave when the dialogue sounds finished — stay until Alexandra’s Bronze Time Piece is in your inventory. That completes the set of three. Take them all down into the cellar, place them into the stone mechanism, and unlock the subterranean cave of the Lady of the Lake.
At the cave altar you find the sacred book of the elixir. William ambushes you at the exit, snatches the book, and tells you to meet him in the study.
Day 3: Alchemy, the dinner, and The Departure
Day 3 is the final day with seven tasks: Looking for the Cat, Assisting in Alchemy, Unforeseen Maintenance, Preparing Dinner, Dressing up for Dinner, Serving Dinner, and The Departure. The betrayals from the first two days all come to a head here.
When Aldous discovers William stole the sacred tome, he takes you to his secret alchemy lab and decodes the recipe symbols on the wall board to brew a base version of the immortality elixir. He bottles it and sends you to prepare the farewell dinner. While you cook the soup, mashed potatoes, and cake, William slips a strange concoction into the soup pot. Aldous tastes it, and both he and you collapse into violent hallucinations.
After waking, Aldous realizes the elixir bottle was stolen while you were out. Gather wine bottles and clean glasses, then dress each sibling for the Sunday closing dinner. During the toast Aldous locks the room and accuses William of sabotage. Chaos breaks out as Alexandra reveals she orchestrated everything to take the elixir for herself and baby James. Both brothers are attacked and thrown, bleeding, into the dungeon cells below.
The Departure and the ending
You wake imprisoned beside the wounded brothers. Give Aldous fresh water, treat William’s wounds, break out of the cell, and rescue baby James. Rush upstairs to the outdoor sacrificial circle where a Blood Moon hangs overhead. Alexandra is about to complete her ritual on the baby, and you intervene just in time.

Aldous hands you the last dose of the elixir and tells you drinking it is the only way to survive. Swallowing it transforms you into Harvey, the anthropomorphic bird. Wrap baby James in your arms, run past the estate gates, and board the waiting carriage to escape into the dawn. That completes the main story.
You know the run is finished when the Notebook has no active task left after The Departure and the ending sequence plays out. From there, you can switch to achievement cleanup by replaying individual chapters from the menu — every time slot hides one optional action, and there are 49 to collect in total. Servant of the Lake is available on Steam for Windows and macOS, and a free demo covers the opening carriage-and-breakfast stretch if you want to try the puzzles first.






