Goetia Guide

Goetia Walkthrough for Goetia

Goetia Walkthrough

Overview

This guide is intended to help people past the surprisingly difficult puzzles in Goetia. It contains the solutions to all puzzles and all Steam achievements, and can be used to guide you to the game’s self-reported 100% completion (all puzzles found and solved). If you see any errors or omissions, please let me know!

Part 1: Manor, First Areas

–Fly to the right and through the door to enter the manor.
–Open cabinet near front door. Codex: Spirit map
–Continue flying right until you worry what your father will think when he sees you.
–Head upstairs.
–Codex: Alice In Wonderland note.
–Codex: Sigil doodles.
–Open key collection.
–Move Virgin Mary statue.
–Flip switch behind statue.
–Codex: Death certificate.
–Father’s lab now accessible. Go there.
–Codex: Story of Icarus.
–Codex: Mother, listen to reason letter
–Codex: Demon notes journal.
–Exit right and fly up to the second floor. Continue right. Meet Malphas. Steam Achievement: “First encounter, Make contact with a demon.”
–Head down, down beneath the floor to the kitchen. Note blank(?) page. Note combination lock on left.
–Fly back up to dining room. Open dumbwaiter.
–Carry box of powder (one screen to the left) into dumbwaiter.
–Fly down to kitchen.
–Call dumbwaiter.
–Carry box of powder to blank(?) page and use it. Note clue.
–Fly to dining room. Examine paintings, note ages. Do math.
–Solution: Enter “1908” into kitchen door lock.
–Fly left into new area.
–Codex: Note to Alexander from Annie.
–Hear a noise in the upstairs hall.
–Note broken crockery near front door. Find hexagonal shape.
–Open door to the right.
–Carry hexagonal shape to the right, through the door, and out the hole in the wall immediately past the doorframe. Fly left until outside.
–Use hexagonal shape on pedestal outside the gate.
–Fly down into graves. Find key. Fly key up to the second floor and in through open window.
–Fly through the hole in the floor down to the first floor, then to the right. Open doors as needed while flying. Stop at desk underneath locked cabinet.
–Use key to unlock cabinet.
–Codex: Malphas, opposite sigil. Steam Achievement: “Apprentice exorcist First attempt at banishing a demon.” You may now fly through walls previously blocked by blue symbols.
–Fly right into new area. Fly up and left into billiard room.
–Codex: My dearest son letter. Oakmarsh village now accessible.
–Fly right into statues corridor.
–Take screwdriver. Fly back to billiards room. Use screwdriver on panel. Find safe. (Locked for now.)
–Fly right to end of area.
–Codex: Forest painting. Forest now accessible.
–Return to stairwell and fly up and to the right. Enter darkroom.
–Codex: Eureka! Picture (in this room) now accessible. (Ignore for now.)
–Complete the puzzle in the fireplace in the manor kitchen. Make sure that the game clearly indicates it as done. (Journal will flash). (Paper Chase Part One.)
–Codex: Ben Hur book (Above front door). (Paper Chase Part Two.)
–Codex: Drawing of sleeping cap. (Paper Chase Part Three.)
–Examine painting matching that silhouette in first floor hallway. (Paper Chase Part Four.)
–Fly down to first floor and exit right, to office with crows.
–Note puzzle box with four words: JADE, LOVE, MOTH, SNOW. Solve puzzle box. Solution: JOHN Sealed room is now accessible. (Paper Chase Part Five.)
–Fly to sealed room. (A little to the left and down.)
–Absorb powerup. Steam achievement: “Clear-sightedness Discover the power of Vision.”
–Fly up and to the left. Pick up quill pen.
–Fly up. Secret panel now revealed. Examine contents.
–Return to office with puzzle box. Pick up journal. Carry journal outside, towards the forest. Secret brick now revealed.
–Codex: I caught her going through your room.

Part 2: Oakmarsh

–Fly left into first house.
–Open cabinet.
–Codex: Dunchurch Dance brochure. (REMEMBER THIS.)
–Fly up to second floor.
–Codex: Sister to brother letter.
–Fly up to attic. Examine Ouija board. Get hint to box: “To the stars”
–Note that the journal recommends you attempt to guess identity of this spirit.
–Fly left, then down.
–Open cabinet.
–Codex: George Stanford journal. Read carefully.
–Fly up and identify Ouija spirit. Letters briefly light up if you placed the pointer on them well enough for the game to notice. Solution: ABRAHAM
–Chase spirit down, down, down.
–Solve vague puzzle. Objective: Pile items on the scale until the weight is JUST BELOW the mark. One Solution: Box, ink stamp, knife, feather.
–Absorb powerup. Steam Achievement: “Crossing the Styx Discover the power of the Ferryman.”
–Fly back to room with George Stanford journal. Examine box. Recall hint: to the stars. Gentle hint: How might these creatures rank, in terms of going to the stars? Medium hint: How close to the stars can these individual animals (fish, eagle, dog, snake, dolphin) get on their own? Solution: Pisces, Delphinus, Serpens, Canis Major, Aquila
–Read note, take tape
–Fly right, down, left. Drop tape.
–Close door, turn on lights.
–Codex: Key note.
–Fly left into store.
–Fly up to the floor above the store.
–Codex: Corpse note.
–Fly back to store.
–Take key described in earlier note.
–Fly key back to locked kitchen door.
–Unlock door.
–Pick tape back up, fly it into the well to the left. Drop it. Pick up handle.
–Use handle on cracks. Drop handle. Pick up tape. Continue to the left.
–Codex: Logbook.
–Fly tape up and to the left. Use tape on player. Listen to clue.
–Fly up and to the left.
–Pick up saw, fly it right, use it to open hatch to the tape player.
–Fly left and down. Find radio. Spin right dial until you can hear your own voice. (Location noted in spoiler pic.)
–Carry radio up to the microphone door. Use radio on door. Solve puzzle. Gentle hint: Do what the tape says, remembering the brochure from earlier. Solution: Type: “Sally Dunchurch” Drop radio.
–Fly left.
–Codex: Paimon counter-sigil. Steam Achievement: “Ghost town Find Paimon’s opposite sigil in Oakmarsh.” Yellow-sealed walls are now accessible.

Part 3: Eldwitch Forest

–Fly through the manor all the way to the right and leave the grounds.
–Codex: Tombstone. Read carefully.
–Fly down into grave.
–Pick up stone wedged in corner. Remove it to the left.
–Pick up dowsing rod. Fly it up and out through the stone’s tunnel. You can optionally use dowsing rod with the upcoming puzzle box, it will shake when pointed to correct images. (Thanks, Alasher!)
–Continue all the way to the right. Notice forest is inaccesible.
–Retrace steps left. Notice portal. (Portal only present if you have the needed powerup.) Enter portal. Look around. Note what’s in the forest.
–Search grass in front of archway. Find box.
–Solve box puzzle. Gentle hint: Combine nearby tombstone text with observations made while in portal. Solution: Logs, Skull, Cross, Dead Tree, Stone Deep forest now accessible.
–Fly all the way right, into the chapel
–Codex: Anton at it again letter.
–Codex: Whitegate cornerstone.
–Cutscene.
–Fly up above chapel.
–Examine bell. Note markings.
–Codex: Progress journal
–Fly down and to the right.
–Codex: Sigil notes. Read carefully!
–Open cabinet.
–Codex: Register. Read carefully!
–Take hook.
–Fly right. CAREFUL: AT THE TIME OF THIS WRITING, IT IS ALL TOO EASY TO DROP HOOK BENEATH FLOOR IN NEXT AREA. THAT WOULD BE BAD. FLY HIGH.
–Drop hook on the stair landing in next area.
–Pick up cloth.
–Use cloth on hook.
–Fly up to next area.
–Use unlit torch on lamp.
–Use lit torch on rope.
–Drop torch.
–Codex: Whitegate birthday
–Fly up.
–Codex: Zodiac notes.
–Fly down, down, down.
–Codex: Christian J stone.
–Fly down more.
–Make careful note of symbols carved at bottom. Failing that, see screenshot:
–Return to area with sigil notes. Examine religious books puzzle. Solve puzzle. Failing that, see screenshot and swap last two books with each other to finish:
–Chase spirit to the right, down, to the left. Under tower now accessible. NOTE: AT THE TIME OF THIS WRITING, THAT WALL IS BUGGED. IT IS POSSIBLE TO TAKE ITEMS FROM UNDER THE CHAPEL INTO THE UNDERWATER AREA. DO NOT DO THAT, UNLESS YOU COMPLETED THE HATCH PUZZLE EARLIER, OR STILL CAN (DID NOT DROP HOOK INTO WATER AREA).
–Fly left. Cutscene.
–Solve sigil puzzle for spirit who forgot his name. Gentle hint: It’s Anton. Moderate Hint: Combine register (full name & date of birth) with zodiac notes with sigil notes with alphabet notes from various sources. Solution: Clockwise, APEW with Sagittarius pointing its arrow NW, or see pic
–Give Anton’s sigil to Anton.
–Solve sigil puzzle for church founder. Gentle hint: It’s William Jeremia Cecil Whitegate. Moderate Hint: Combine cornerstone (full name) with zodiac notes with tower notes with alphabet notes from various sources. Solution: Clockwise, WJWC with Leo pointing NE, or see pic
–Fly down new passageway.
–Absorb powerup. Steam Achievement: “Strength of character Discover the power of Strength.” [Author’s note: the need for this powerup is why this guide has been putting off exploring the house. We’re now at full power, and able to actually do everything.]
–Fly up and to the left, through Anton’s door.
–Fly up and examine branch. Assuming you powered up, you are now strong enough to pull it free. Do so.
–Drop branch, fly down, pick up candlestick.
–Complete candlestick pair on altar.
–Fly down into new area.
–Codex: Foras counter-sigil. Steam Achievement: “Fallen leaves Find Foras’ opposite sigil in Eldwitch Forest.” Walls blocked by green are now accessible.

Part 4: Fields of Stone

–Return to the pedestal room unlocked next to the kitchen, in the manor.
–Fly left and down.
–“Use” torch on wall to reveal hidden room. Explore hidden room.
–Return to stairwell. Pick up jug. Carry jug left, down, to the right. Drop jug for now.
–Codex: Suitcase reminder.
–Codex: Alchemy symbols.
–Codex: Yeats poem.
–Fly back to top of elevator and pick up pendant. Drop pendant next to jug at end of passage.
–Open cabinet in desk.
–Press button in cabinet.
–Use pendant in newly opened-recess.
–Pick jug back up. Fly all the way to the right.
–Use jug on petrol
–Fly down to bottom. Use jug of petrol on engine. Drop jug of petrol.
–Return to start of red hallway. Fusebox now lit. Switch fuse from workshop to corridor.
–Codex: Misc. underground notes.
–Solve briefcase puzzle. Gentle hint: Study alchemy notes carefully. Solution: 4202
–Codex: History of Blackwoods
–Fly right. Open trapdoor in floor. Go down it.
–Grab fuse. Fly fuse to fusebox.
–Set fuses to “ext. 1” and “workshop.”
–Fly down and to the left into workshop.
–Codex: Protection notes. Note that codec notes suggest trying with “triangle.” Gentle hint: Recall alchemy notes. Upcoming puzzle partial solution: Pick up nearby book and place over air vent in this area.
–Note switches on wall, attached to timers. Fly left. (Area should be lit if fuses set correctly.) Tombstones should also be attached to timers.
–Solve timer puzzle. Gentle hint: Look at the page with the leaf on it. Read some Yeats. Solution: Cat, full moon, crescent, crescent, full moon.
–Fly down into new area.
–Codex: A_L_C_R Notes
–Fly right.
–Codex: Map of caves
–Pick up magnesium
–Fly left.
–Use magnesium on camera. Drop magnesium.
–Continue left.
–Pick up rock.
–Combine rock with glowing thing.
–Fly all the way back right.
–Holding the glowing rock, you can now enter the well. Enter the well.
–Drop the rock.
–Codex: Bune’s presence.
–Cutscene.
Barrier Solution 1 (Only If Powered Up to Be Strong):
–Return to table where Magnesium was. Open drawer. Take tracing paper.
–Use tracing paper on map on table. Solve puzzle. Solution:
–Mentally combine solution with A_L_C_R Notes. Solve wall bricks puzzle. (If you’ve read this far, it should be fairly obvious by now.)
–Take gold ring.
–Bring gold ring down to Roman statue, place on finger.
–Take amulet. Use on barrier. Drop amulet.
Barrier Solution 2 (Mandatory if not powered up to be strong.):
–Be sure you put book over vent (provided air downstairs).
–Fly back to the workshop and pick up flask with barrier symbol.
–Open vent in front of barrier.
–Use flask on barrier.
Paths Merge Back Together:
–Fly left. Examine Bune counter-sigil. Steam Achievement: “Buried whispers Find Bune’s opposite sigil in the Fields of Stone.” Red walls now accessible.

Part 5: Silver Labyrinth

–Return to the top of the stairs, next to the darkroom.
–Close suitcase.
–Pick up partial photograph.
–Fly right. Combine partial photograph with larger chunk, hung on wall.
–Enter completed photograph. (Note: you can enter the partial, you just can’t finish this area like that. Sections will be missing.)
–Fly right.
–Codex: Gabriel notes.
–Enter trees photo.
–Fly right. Pick up hammer. Fly back left. If powered up (Vision), see note on stone.
–Fly right again. Pick up glasses. Put glasses in nearby box.
–Fly left and return to first house.
–Fly right. Remove glasses from duplicate box.
–Use glasses on burry photo. Note order. Solution:4123
–Enter blurry photo. Interact with blurry hotspots in order, as revealed above. Solution:Right switch, wheel, lever, left switch.
–Enter revealed photo.
–Codex: Feeling my way through.
–Recall rock message. Solution:Fly up, up, up, up. Codec: I gave orders…
–Return and enter gravestone photo.
–Fly right. Examine “inactive” photo. Final area solution:Pick up and move the “odd” column.
–Backtrack to first house.
–Enter upside down bunker. Note surroundings. Solution:2-CBB
–Codex: First of all…
–Fly “down” to top of area.
–Codex: My dear parents
–Enter piano room photo.
–Codex: Nocturne
–Backtrack to first house.
–Upright the bunker photo’s frame with glasses (or hammer).
–Enter upright bunker. Note surroundings. Solution:1-DAF#
–Mentally solve musical notes sequence. Solution:D,A,F#,C,B,B
–Return to piano room.
–Play musical notes sequence on piano. Musically-disinclined solution:From the left: Second white key, second to last white key, middle black key, first white key, last white key, last white key
–Return to bunker.
–Pick up newly-accessibly photo.
–Fly new photo up to top of bunker. Place in the center of the series.
–Enter left photo.
–Pick up developer.
–Carry developer right, right, right through newly-placed photo.
–Use developer on right-most photo. Enter developed photo.
–Fly right. Enter darkroom photo. (Note: if darkroom photo is not present, return to the “inactive” photo and re-move the “odd” ruin until it is.)
–Note box and hiding spot in darkroom’s past.
–Enter manor photo. Return to original darkroom.
–Move uninteresting box from in front of hiding spot.
–Counter-sigil Niberius. Steam Achievement: “Scattered memories Find Naberius’ opposite sigil in the Silver Labyrinth.” Purple walls now accessible.

Part 6: Manor, the Final Demon Haborym (the Attic)

–Fly to the left-most room on the top floor of the manor. (Possibly inaccessible, if you’re not doing these sections in order.)
–Examine the snake/human/cat trophy. Cutscene.
–Listen very carefully to his riddle. You can repeat the scene as needed. [Author’s note: I find this puzzle to be unfairly under-posed. If you think you can explain the thought process better than I can, please let me know!]
Look for the Shapes, First Shape: “On the first step to knowledge.”
–Find the abandoned studies in the stairwell next to the library.
–Examine the area carefully. Solution:Odd “drop” shape on banister.
Look for the Shapes, Second Shape: “Where studies find the light.”
–Fly slightly down and to the right, into the classroom.
–Note the portal. (Powerup required.)
–Enter portal.
–Hint solution:VII
–Examine the lights carefully. Solution:Odd lights in an “HH” shape.
Look for the Shapes, Third Shape: “Where statues find refuge.”
–Fly to the hallway full of damaged Roman statues.
–Note the solution. Solution:M-shaped archways protect the statues.
–Fly to the right. Hint on placement. Solution:In the VII’th archway, see a cross beneath these same arches.
–Fly to Annie’s bedroom. (Up, up, up, up, up.)
–Codex: I finished setting up the projector… Read all pages. Notice fragments on back cover.
–Carry notes back to the room under the attic (fly left).
–Use notes on damaged medallion sigil.
–Solve unfair puzzle. Gentle hint:Combine the shapes the hints led you to in a meaningful way. Solution:The pieces don’t fit together, and there arguably IS no meaningful way. So instead, just randomly place the three shapes until the game visibly “locks” them in to the “correct” place, which will be similar to this screenshot, but with the candle nudged left. To be fair, the cross/arches hint is clear to me, but that “drop” sure does look like a candle to me, and it’s location relative to the rest comes with no hint that I see. Steam Achievement: “The cleansing Clear Blackwood from its demons.”
–Enter attic. Attempt to take violin.
–Pull switch.
–Return to room below. Haborym challenges you to a game of “spot the difference.” You can either keep pulling the switch until you get it or… Gentle hint: compare these two screenshots Solution:Skull, rotated blue butterfly, drawer below axe cabinet.
–Trapdoor opens. Fly back up and take the violin.

Part 7: Manor, Enough for the Bare-Minimum (Bad) Ending

–Fly straight up from the pedestal room until you enter a bedroom.
–Examine the drawings above the bed.
–Pick up the drawing made on a punchcard.
–Fly the punchcard right, and combine with the barrel organ.
–Codex: Alex, thanks for fixing my train.
–Fly one room down. Suggested solution: Play the gramophone until you have the tune memorized. Tone-deaf solution: I’ve got you covered, don’t worry about it.
–Opening doors as needed, fly the punchcards next to the gramophone to the barrel organ. Use them on it.
–Fly back to punchcard bedroom. Notice wheel on bookshelf. Take wheel. Fly it to and use on barrel organ.
–Solve barrel organ puzzle. Suggested solution: you easily memorized that short little tune and delight in the musical adventure with no help. Author’s preferred solution:Swear heavily for several minutes. Note that many of those punchcards sound SUPER similar. Then just click (1,4),(3,2),(2,5),(2,4) and spin the wheel, as in this screenshot.
–Take train.

–Fly to the chem lab.
–Codex: To the careless young man…
–Take the bottle of KMn04. Fly left several screens. Pour it into the charred box on the tripod.
–Fly to the bathroom below the chem lab.
–Take dropper. Fly dropper to chem lab.
–Use dropper on glycerol.
–Fly glycerol to library.
–Add to charred box. Note that light ends at dead end.
–Codex: Plants poster
–Codex: Bambini poster
–Codex: References note
–Fly down to bedroom with telescope.
–Remove lens from telescope.
–Fly lens to violin workshop in room above.
–Examine oil painting.
–Codex: Note from Sally.
–Lift note from sally out of hole to floor.
–Fly lens into library through hole where note from Sally was.
–Use lens at light dead end.
–Inspect pattern.
–Fly to bathroom. Lift tile matching library pattern.
–Take binoculars.

–Fly straight up, all the way, until you’re in the base of the tower.
–Examine rubble until an old friend arrives.
–Follow Seth up into next highest room.
–Open box to find Seth.
–Codex: Labyrinth notes.
–Go to billiard room (or wherever you left it) and get screwdriver.
–Place screwdriver on metal cylinder conveyor in the staircase. (Or just carry it, but this is more fun.) Send screwdriver up to 3. [Author’s note: anyone figure out where 2 is?]
–Pick screwdriver back up and take it to Seth. Use it to open the file cabinet so he can climb higher.
–Drop screwdriver.
–Go up to the next level. Seth follows.
–Codex: Misleading drawings
–Solve misleading puzzle. Mild hint:You can click on the underlined words. Moderate hint: Some people say that the underlined words match up to the nearby picture. Solution: Except the middle picture, which makes no sense at all. The solution is Curiosity, Righteousness, Ambition.
–Fly to top of tower. Take photo. Steam Achievement: “Blackwood reunited Gather Annie’s sons four objects.”

–Enter the new passageway right now and proceed to the end to get the bad ending. It’s fine if you do. The game claims that you can’t go back, but it’s lying. If you click continue after the credits roll, you go right back to this point. Steam Achievement: “The fall of Blackwood Finish the game without fixing Annie’s sons objects.”

Part 8: Manor, Epilogue (Good) Ending

–Fly straight up from the pedestal room until you enter a bedroom.
–Pick up the chest and dump it in front of the bed. (Requires powerup.) Codec: The Land of Mist Puzzle solution: 5713 Opens the safe in the billiard room. Do that.
–Bring train wheel to train. Completes the train pedestal.

–Fly to the bathroom below the chem lab.
–Codex: Cipher.
–Solve cipher. Solution: In the big staircase two right four left three right.
–Fly to the top of the great staircase, with the locked tube.
–Unlock tube, per cipher.
–Take bow. Completes violin pedestal.

–Fly to bedroom left of violin workshop. Pick up rocket.
–Fly rocket to telescope bedroom below.
–While holding rocket, examine periodic table. (Requires powerup.) Hidden message: Re Si La
–Drop Rocket.
–Codex: Binoculars note.
–Examine clock. Solve clock puzzle. Mild hint:Do, a deer, a female deer. Musically-challenged hint:Yeah, sorry. Lots of music puzzles in this game. The answer is “Re, Ti, La,” which doesn’t even quite line up with the periodic table from before. In other words, press key numbers 2, 7, 6.
–Take binoculars case. Completes binoculars pedestal.

–Fly to the office on the way to the forest. Enter the portal. (Requires powerup.)
–Note the two books indicated in the mirrors.
–Fly to the smoking room. (Room on the far right of the house, or straight up from here.) Locate the first book. Solution:573
–Fly to the library. Locate the second book. Solution:401
–Fly to Annie’s bedroom. Open the safe using the combined solutions.
–Take album from safe. Completes photo pedestal. Steam Achievement: “Curiosity Solve every puzzle in the game.”
–Complete the game with all eight objects at the pedestals for the better ending. Steam Achievement: “Epilogue Finish the game after fixing Annie’s sons objects.”

Part 9: 100% Completion & Final Steam Achievements

–Enter any rooms of the manor you haven’t yet passed through. Steam Achievement: “Explorator Explore every place in the game.”

–Read any documents you haven’t read yet. All have been found and listed in the previous sections. Steam Achievement: “Bookworm Read the entirety of the books, journals and notes in the game.”

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