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    Goetia

    Game » consists of 1 releases. Released Apr 26, 2018

    Play as the disembodied entity, Abigail Blackwood, as you uncover the mysteries of Blackwood Manor and learn of the fate of your family.

    Short summary describing this game.

    Welcome to the Goetia Walkthrough!

    This guide contains a complete Goetia Walkthrough. If you're stuck or if you use it as a road map, all you need is written bellow!

    Good luck exploring Blackwood's Manor, and helping Abigail the best way you can.

    Tools at your disposal.

    • Journal [J]: During the game, you can check your progress in the quests you are involved in by checking the Journal. There is one category for each zone, and one subclass per quest. The roman numbers are for the main quests, and the others for the secondary ones. When you complete a quest, there is a watermark on the subclass.
    • Codex [C]: The codex saves each clue and book you can find in the game. Like the journal, you have one category for each zone. You can check a clue everywhere you are by checking the Codex.
    • Map [Tab]: The Map shows you where you are and what you actually discovered. You can teleport at any moment to the orange rooms you visited featured on the Map.

    First part of the Blackwood Manor's map.

    Enigma of the office.

    • Go to 01_02 and interact with the keys.
    • Look at the Virgin Mary statue an possess it.
    • Activate the switch behind the statue.
    • Look at the documents in the cupboard the switch just opened.

    Enigma of the Nexus.

    • Go to the kitchen (01_07) and look at the blank sheet of paper.
    • Go to 01_02 and look at the book on the small furniture on the left of the room.
    • Go to the staircase (01_05) and possess the little box on the shelf.
    • Take it to the dumbwaiter in the dining room (01_06), activate it and put the box in it.
    • Go to the kitchen (01_07), activate the dumbwaiter there to retrieve the box and then possess it.
    • Use it on the blank sheet.
    • Go to the dining room (01_06) and look at Gabriel’s portrait.
    • Go to the Nexus’s door and enter “1908”.

    Enigma of Malphas.

    • Go to the Hall (01_01) and possess the hexagon.
    • Bring it to the room on the right (01_03) and go through the hole in the wall.
    • Once outside, go to 00_02 and put the hexagon into the hole on the statue.
    • Go down in the vault.
    • Take the key and bring it in 00_03 and then go up.
    • Pass through the hole in the floor and go to the office (01_04).
    • You can now unlock the shelf and read the book which will unlock the zone occupied by Malphas.

    (Secondary) Enigma of the Vision.

    • Go to the kitchen (01_07) and find the torn note in the fireplace.
    • Go to 01_10 and read the book on the chair.
    • Go to the office to look at the horse and possess it. Look at the drawing under it.
    • Go left (in 01_03) and interact with the painting which looks like the drawing.
    • Go in the exit corridor (01_08) and enter “JOHN” as the password of the chest.
    • Go in the storeroom, at the right of the kitchen. You will find the power of Vision.

    (Secondary) The hidden treasure box (Vision needed).

    • Go to the staircase (01_05) and possess the feather.
    • Go to the top of the room and look at the scratches on the wall.
    • Interact with them and open the box which was in the hole.
    • Look at the items in the box.

    (Secondary) The torn notebook (Vision needed).

    • Go in the exit corridor (01_08) and possess the notebook on the desk.
    • Go right to the back garden (00_04) and interact with the hole in the pillar.
    • Read the note inside it.

    Eldwitch Forest's map.

    (To unlock the forest, go in 01_14 and look at the painting with the note in.)

    Enigma of the forest.

    • In the graveyard (02_01), read the epitaph on the tomb.
    • Go down (in 02_16) and possess the rock on the right. Leave it somewhere.
    • Possess the divining rod and get it outside by the hole you just opened on the right.
    • Go in the forest (02_03) and look at the ruins.
    • Look at the fern, interact with it. Interact with the box you just unveiled.
    • Use the rod on the box.
    • Select the the pictures in the right order to indicate the path: pile of wood - skull - calvary - tree - flat rock.

    Enigma of the well.

    • Go in the flooded tunnel (02_10), past the church and down in the tower, and look at the symbol on the arch.
    • Go back in the sacristy (02_07) and interact with the books in the bookcase.
    • Move the books to reproduce the symbol of the arch.
    • Follow the ghost. You can now go through the left wall.

    Enigma of the treasure room.

    • Find the hints to be able to make the sigil of Elrias on the typewriter.
      • Read the book on the desk in the sacristy (02_07).
      • Also read the book in the bookshelf on the right of the sacristy (02_07).
      • Look at the wheel of the zodiac on the top of the tower (02_09).
    • Now write the right symbols on the typewriter.
      • A - P - E - W - Sagittarius first decan.
    • Possess the sheet with the sigil and show it to Elrias. You can now go forward.

    (Secondary) Enigma of the strength.

    • Find on the top of the tower the book where Elrias writes about William Whitegate.

    • Write Whitegate’s sigil.
    • The trapdoor which was hiding the Strength is now open.

    Enigma of the trapdoor.

    • Go in the sacristy (02_07) and possess the boat hook.
    • Go to the tower (02_08) and use the boat hook on the rag.
    • Go up to the top of the tower and use it on the flame, and then on the rope.
    • The chandelier falls into the water. The trapdoor is now open.

    (Alternative) Enigma of the trapdoor: alternative solution (Strength needed).

    • In 02_13, possess the branch and move your mouse to tear it away.
    • The grating falls, allowing objects to pass.

    Enigma of the altar.

    • Take out the candlestick by:
      • The hole on the right of the wall in 02_11,
      • The well where the grating is.
    • Bring the candlestick to the altar in the nave (02_05).
    • A trapdoor just opened. You can now see the book with Foras’ opposite sigil.

    Oakmarsh's map.

    (To unlock Oakmarsh, go to the billiard room (01_13) and look at the letter on it.)

    Enigma of the magnetic tape.

    • Look at the box in the bedroom (03_05).
    • Go in the attic (03_06) and interact with the Ouija board.
    • The ghost says "to the stars". You need to push the right buttons in the right ordre to unlock the box: Pisces - Delphinus - Serpens - Canis Major - Aquila.
    • You can now possess the magnetic tape.

    Enigma of the barricaded house.

    • Close the door of the kitchen (03_04) and activate the switch behind it.
    • Read the letter on the wall.
    • Go to Samson’ shop (03_08) to find the key of the door.
    • Find the grey one with a label.
    • Go back to the door of the house (right of 03_07) and open it.
    • You can take the magnetic tape out.

    Enigma of the tape player.

    • Fly over Samson’s house and bring the magnetic tape to the backyard (03_11).
    • Go to the left to the stables (03_12) and possess the saw.
    • Go back to the backyard and use the saw on the door.
    • You can now bring the magnetic tape to the tape player.

    (Alternative) Enigma of the well (Vision needed).

    • Go in the well (03_15) and possess the handle of the tool.
    • Activate the path through the wall.
    • You can now bring the magnetic tape (if still needed) to the cave by the tunnel.

    Enigma of the door.

    • Listen to the tape and try to find the password.
    • Go to the cave of the stables (03_13) and look at the radio.
    • Turn the button to tune the radio until you only hear Abigail’s voice.
    • Bring the radio to the stables and use it on the device on the door.
    • Enter the right password “Sally Dunchurch”.
    • The door is now unlocked.

    (Secondary) Enigma of the ferryman.

    • Go to the attic of the first house (03_06) and open the Ouija board.
    • Write “Abraham” with the Ouija board.
    • Follow the ghost to the hidden cave.
    • Put the right objects on the scales: book - pencil - aluminium cup.
    • You can now possess the power of the ferryman.

    Fields of Stone's map.

    Enigma of the underground office.

    • Possess the locket under the mausoleum (01_19).
    • Bring it to the office (04_02).
    • Open the right door of the desk and push the button.
    • Go to the right of the room and interact with the curtains to remove them.
    • Then put the locket into the socle.
    • The trapdoor to the right is now open. You can go forward.

    Enigma of the generator.

    • Possess the empty milk can in the staircase (01_18).
    • Bring it to the ladder and use it on the oil container.
    • Then bring the full milk can to the generator downstairs.
    • Go back to the bunker entrance and open the fuse board.
    • Switch the fuse to “corridor”.
    • Open the trapdoor on the right of the room (orange).
    • Go downside and take the second fuse on the furniture on the right.
    • Bring it back to the fuse board and put the two of them on: ext 1 - workshop.
    • Those rooms are now lit.

    Enigma of the tomb.

    • Read the book on the desk in the alchemy workshop (04_05). You can read “Cat-Moon 21->24”.
    • Go back to the office (04_02) and read the book on the desk.
    • You need to press the right buttons on the tombs and in the alchemy workshop in the right order: cat - full moon - crescent moon - crescent moon - full moon.
    • The trapdoor is now open. You can go forward.

    Enigma of the little ruined house.

    • Take the magnesium on the table in the ruins (04_10) and bring it to the camera flash.
    • Use it on the flash.
    • Go in the cave and possess the rock.
    • Use the rock on the glowworm.
    • Go back to the ruins possessing the lit rock and use them on the hole.
    • Abigail is now ok to go down.

    Enigma of the tombstone.

    • Possess the book in 04_05 and put it in front of the hole of the ventilation just on the left of the book.
    • Take the flask and go to the statues room (04_12).
    • Go to the left of the room and talk to Malphas.
    • Open the hole of the ventilation with the little piece of paper on.
    • Use the flask on the sigils which Malphas just putted on.
    • You can now go forward and see Bune’s sigil.

    (Alternative) Enigma of the tombstone: alternative solution (strength needed)

    • Open the drawer of the table in the ruins (04_10).
    • Use the tracing paper on the map which is on the table.
    • Go to the cavern and look at the list on the crate in the middle of the scene: A - L - C - R.
    • A ring is now unlocked. Possess it and put it on the hand which is up in the statues room.
    • Possess the amulet and go to the left to talk to Malphas and go forward again to disable the sigils Malphas just putted on.

    (Secondary) Enigma of the archives.

    • Look at the boxes in the underground office: mother - brother - father - brother.
    • Look at the poster in the office (01_04) and find the connections: 4 - 2 - 0 - 2.
    • Enter the right code on the briefcase in (04_03).
    • You now have access to the family tree of the Blackwood.

    Silver Labyrinth's map.

    Enigma of the torn photograph.

    • A part of the photograph on the wall of Gabriel’s bedroom is missing.
    • Go to the top of the staircase (01_15) and close the briefcase.
    • Possess the missing part of the photograph and bring it in the bedroom.
    • Place it right next to the other part.
    • You can now visit the entire picture.

    Enigma of the blurry picture.

    • The photograph on the right of the house (05_02) is blurry.
    • Go to the hut (05_04) (picture on the left of the house) and possess the glasses.
    • Use them on the box with the Capricorn.
    • Go back to the house (05_02) and take the glasses out of the Capricorn’s box.
    • Use them on the blurry photograph. You can now see the right combination: second - third - fourth - first.
    • Activate the levers in this order in the photograph.
    • You are now able to access the cloister (05_09).

    Enigma of the triptych.

    • A photograph is missing in the middle of the two others in 05_06.
    • Go back to the house (05_02) and turn the picture of the bunker over.
    • You can now see the notes written on the wall.
    • Go in the picture of the smoking room (05_07) which is in the basement of the bunker.
    • Open the piano, and play those notes: D A F# C B B -or- Ré La Fa# Do Si Si.
    • The missing picture just appeared in the bunker. Possess it and bring it to the triptych.

    Enigma of the inactive photograph.

    • In the left part of the triptych, possess the flask of revealing liquid and bring it to the right picture.
    • Use it on the right photograph. You can now enter it.

    Enigma of the ruins.

    • The photograph of the scottish moor is a cul-de-sac. Return in the cloister (05_09) and go in the picture on the right of the scene (05_11).
    • Move to the cave on the right of the picture.
    • Activate the photograph which is in. A pillar on the right is denoting. Move it to make the little picture appear behind it.
    • Go back in the scottish moor (05_13). You can now access the hidden photograph.

    Enigma of the bedroom.

    • There is an alcove under the table. Look at the box inside it.
    • Go back to the manor by the picture you can see on the right of the room.
    • Possess the box under the table in the actual bedroom.
    • You can now see the opposite sigil of Naberius inside the little box.

    (Secondary) Enigma of the hammer.

    • In the hut (05_04), possess the hammer which is on the workbench.
    • Move to the exterior of the hut and look the rock while having the hammer possessed.
    • You can now go above the cloister (05_09).
    Blackwood Manor's full map.

    Foras (Green zone).

    Enigma of the barrel organ.

    • In the living room (01_23) you can play the music of the record player. You will need to reproduce it.
    • Next to the record player, there is a folder which contain punch cards.
    • Possess it and get it to the conservatory. Use it on the barrel organ.
    • Go to Edward’s bedroom and possess the punch card on the wall. Bring it and use it on the barrel organ too.
    • Repeat the action with the wheel on the shelf on the left of the bedroom.
    • Reproduce the right melody by selecting the cards: 04 - 14 - 11 - 10 and turn the wheel.
    • A trapdoor now opened under the barrel organ and let you see Edward’s object: his locomotive toy. When you will possess the object, it will automatically teleport you to the Nexus.

    (Secondary) Enigma of the wheel (Strength needed).

    • In Edward’s room, possess the chest to be able to see what’s behind it.
    • Read the book. Some numbers are written in the margin: 5713.
    • Possess the screwdriver in the statue corridor (01_14) and bring it to the billiard room (01_13).
    • Use it on the groove on the wall. It makes a safe appear.
    • Enter the four numbers on the safe.
    • The missing part of the locomotive is here: possess it to make the toy whole again.

    Paimon (Yellow zone).

    Enigma of the library.

    • In the laboratory (01_34), read the note on the lab bench.

    • Possess the small bottle of KMnO4 (potassium permanganate) and bring it to Alexander’s room.

    • Go to the bathroom (01_33) and possess the dropping bottle. Go to the laboratory again and use it on the glycerol to take some.

    • Bring the full dropping bottle to Alexander’s room.

    • Look at the little painting on the left of the workbench and interact to open it.

    • Possess the box which was behind it. A hole was hidden by the box. It will lead you directly to the library.

    • Bring all the items to the library. Use the small bottle of permanganate on the metal container which is next to the table.

    • Now use the dropping bottle on the same container. A purple light is now on.

    • Move to Robert’s room and take the lens of the telescope. Bring it to the library.

    • Follow the purple light to the box stopping the light. Use the lens on it.

    • The pattern of the tiling of the bathroom just appeared.

    • You can now possess the tile in the bathroom. Move it to be able to see what’s behind it.

    • Robert’s object is here: binoculars. Possess it to be teleport to the Nexus with them.

    (Secondary) Enigma of the case (Vision needed).

    • In Alexander’s room, possess the rocket on the piano and bring it to Robert’s bedroom.

    • You can see some of the elements of the periodic table shine. Those are the notes you need to restitute on the cuckoo clock: Re - Si - La.

    • The missing part of Robert’s object appeared: the object is now complete. Possess it to be teleported to the Nexus.

    Bune (Red zone).

    Enigma of the cabinet of curiosities.

    • Possess the briefcase on the table in Annie’s room (01_37) and bring it to the room on the left (01_38).

    • After the cinematic, use the briefcase on the locket which is on the shelf under Haborym and reconsitute his opposite sigil as you can see on this image:
    • After you freed Haborym, go up to the attic. Pull the switch on the right of the violin.

    • Three objects changed: the blue butterfly, the skull and the furniture on the right which has his drawer open. Interact with them in any order.

    • The trapdoor of the attic is now open, you can possess Alexander’s object. It will teleport you to the Nexus.

    (Secondary) Enigma of the bow (Ferryman needed).

    • In the bathroom (01_33), read the note on the mirror.

    • Go to the study room (01_35) and cross the portal.

    • You need to read the note by shifting each letter 7 places forward in the alphabet (it uses the caesar cipher)

    • Alexander’s second object is in the main staircase (01_15), in the tube. To open it, you need to reproduce those moves: turn twice to the right, four times to the left, and then three times to the right.

    • You can now complete Alexander’s violin with his bow.

    Naberius (Purple zone).

    Enigma of the observatory.

    • Go in the statue corridor (or in the billiard room if you already did the second part of Edward’s enigma) and take the screwdriver.

    • Bring it in the staircase (01-12) and put it in the pneumatic (you can recognize it by the groove on the wall.

    • Send the pneumatic on the third level.

    • Go in the antechamber of Gabriel (01_25) and take back the screwdriver.

    • Move in Gabriel’s room (on the right) and look at the paper balls.

    • After the cinematic, go up. Open the wooden box on the left of the room.

    • Seth — the cat — is standing in front of a furniture. Open the second drawer with the screwdriver (you don’t need it after this anymore).

    • Go up again and look at the drawings on the wall. On their right, there is a long text. You need to circle the three words symbolised by the drawings: curiosity - righteousness - ambition.

    • You now unlocked Gabriel’s main object. Possess it will teleport you to the Nexus.

    (Secondary) Enigma of the photo album (Ferryman needed).

    • Go in the exit corridor (01_08) and go through the portal.

    • Look at the 2 hits in the mirror: they indicate where to find hints.

    • You can find the first in a book in the smoking room (01_24) and the second one in a book in the library (top left of the room).

    • After seeing those two hints, go to Annie’s bedroom (01_37) and enter the code on the safe (right of the room): 573401.

    • The photo album was hidden inside the safe. You have now completed Gabriel’s quest.

    Now that you found all the sons’ main objects, a trapdoor opened under the Nexus.

    If you found their secondary objects too, you will unlock the good ending.

    If not, be careful about what could happen...

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    This edit will also create new pages on Giant Bomb for:

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    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.