VESSELS: Noiret Mansion Walkthrough
This walkthrough takes you through VESSELS: Noiret Mansion from the courtyard to the final boss, in the order the game asks for things. It gives the library and utility room safe codes, the key sequence, the maze route, a plan for the final boss and a table of note locations for each area, for the Walking Archive achievement (collect all notes). You win by reaching the underground workshop, restoring Pierre’s book and killing the final boss.
The short version: the library safe code is 4157, the key sequence in the mansion is D, A, W, A, S, D, and the utility room safe underground is 9275. In the maze, never turn your back on the scarecrow. Against the final boss, break all eight masks and hide behind a pillar when it stops to charge its fire attack. Pick up each area’s notes before you leave it.
Spoiler warning: this page names characters, rooms and bosses from the whole story.
Notes, saves and the point of no return
Once you move on to a new area, such as stepping out of the mansion into the garden, you cannot go back. Any note you missed there is gone for this run, and the Walking Archive achievement needs every one. Each area’s notes are in a table after that area’s walkthrough sections, so check it before you take the exit.
| Area | Where to save |
|---|---|
| Mansion | 2nd floor hall, at the top of the main staircase |
| Mansion | Living room |
| Garden | Start of the maze |
| Underground | Just past the crypt entrance |
| Underground | Pierre’s Study |
Getting into the mansion
The opening video can be skipped by holding Space. You then start in the courtyard. Walk straight along the side of the house to its far end and turn left. You will find a bricked-up passage. Walk up to it and press E to get inside.
As soon as you are in, turn around. Switch on the electrical fuse box behind you and take the mansion floor plan. Then walk straight ahead until you reach the main hall.
The first doll and the knife
Carry on straight through the hall into the west corridor. A doll waits at the far end. Walk toward it, and the moment it starts coming for you, turn round and head into the reception room. There is a knife on the table there. Pick it up and kill the doll.
With the doll dead, talk to Lora. A video plays, and you can skip it.
The lever in the mansion storage room
Your next stop is the storage room near the entrance you came in by. A lever sits right in front of you. Taking it sets a doll on you, so be ready to fight.
Carry the lever to the end of the west corridor, by the library. The slot for it is on the left. Put the lever in.
Now go up to the 2nd floor. A doll attacks from the left as you arrive. There are keys up there too. Take them.
The mansion workshop
Go to the workshop. Look at the blueprint, then go to the two dolls, set their pose and activate them. When you take the item this gives you, another doll comes at you from the left.
Library safe code: 4157
In the library, use the record. A doll gets up. Go through the door into the living room, save, and take the book from the table. Bring it back to the library.
Slot the book in with the row of matching books. That opens a short puzzle, and the safe code is 4157. Enter it at the safe and take the item inside. Kill the doll, then return to the living room.
The living room has a door that takes the item you just found. Put it in. After the video, take the key to Nancy’s room from the fireplace. A doll is waiting by the living room exit, so deal with it on the way out.
Nancy’s room: dolls at the table
In Nancy’s room, find two dolls and seat them at the table. Seating them is also what makes one of the room’s notes (Drawing #2) appear, so look around again once the dolls are in place.
Adrienne’s room and the pistol
Head for Adrienne’s room. On the way you find a dead policeman with a pistol. Taking the pistol triggers a doll attack.
Another doll attacks inside Adrienne’s room. Go into the bathroom and take the key, then head for the playroom.
Playroom lever, East Hall and kitchen
As you enter the playroom, run to the door on your right and press E on the lever there quickly and repeatedly. Once you are back out of the playroom, there is a lever on the floor. Pick it up, take it to the East Hall and use it.
The kitchen is next, and it is full of dolls. They attack one after another. Clear them all out.
Key sequence: D, A, W, A, S, D
Go on to the living room. A video plays and Nancy appears. She does you no harm this time. From there, go to the room with the key sequence puzzle and enter D, A, W, A, S, D.
Take the item and bring it back to the living room. Placing it in the door plays another video. Afterwards, go to Lora’s room.
The big doll and Lora’s room
A large, dangerous doll jumps you in the corridor. It hits very hard and it can open doors, so you cannot shut it out. Lead it off to another part of the mansion, then double back to Lora’s room.
Take the item from the table in Lora’s room. A door opens and a doll attacks. Kill it.
Go into Lora’s bathroom and take the keys from the sink. Then head for the servant’s room.
Servant’s room
Take the crest piece from the servant’s room. The crest comes in two pieces, and this guide locates only this one. Then go back to the corridor near Lora’s room. The door you want is the parents’ bedroom.
Parents’ bedroom
Nancy is in the parents’ bedroom too. She leaves you alone for now. Arrange the paintings on your right, then open the safe and take the item from it.
From there, make for the playroom. The big doll will chase you. Then go to the living room and put the item in the door. This takes you out of the mansion, so collect the notes below first.
Notes to collect before leaving the mansion
| Where | Note |
|---|---|
| 2nd floor hall, by the save point | Newspaper #1 |
| Library | Lora’s reading list |
| Workshop | Blueprint PINHEAD |
| Living room | Maid note #1 |
| Nancy’s room | Drawing #1 |
| Nancy’s room, once the dolls are seated at the table | Drawing #2 |
| Nancy’s room | Drawing #3 |
| East Hall | Police report #1 |
| Adrienne’s room | Adrienne’s diary #1 |
| Right-hand stairwell beside the dining room | Cultist’s Note |
| Outside Lora’s room, across from the bathroom | Drawing #4 |
| Lora’s room | Lora’s Diary #1 |
| Lora’s bathroom | Maid’s Note #2 |
| Servant’s room | Maid’s Note #3 |
| Kitchen | Cultist’s Note #2 |
| Parents’ bedroom, needs both crest pieces (this guide locates only the servant’s room one) | Adrienne’s Diary #2 |
The route never sends you into the dining room, so make a separate trip to the stairwell beside it.
The garden
You come out in the garden. Go right and two mutants attack. Kill them.
The pool is in front of you. Pick up the key at its far end, then head for the maze. Two more mutants jump out, and one more creature attacks along the way. When you see the main gates, turn right and open the small gate.
The maze: first part
A scarecrow lives in the maze. Do not turn your back on it. That is why the route below starts by walking backwards.
- Walk backwards until you hit the end.
- Turn left, then right straight away.
- Keep going to the fork and turn left.
- Follow the zigzag passages to a staircase. It leads to the second part of the maze.
The maze: the valve and the grate
The scarecrow meets you on the left as you enter the second part. Turn right and you reach a grate that will not open without a valve. To find the valve, keep to the right-hand side of the maze and loop back round to the right, which brings you out at it.
Take the valve back to the grate and fit it. The scarecrow will not leave you alone while you do this. Keep shoving it away and, in between, click the valve as fast as you can until the grate opens. Then go right through the maze to the safe zone.
The head, the statue and the garden boss
In the safe zone you find a head and a shotgun. Once you take them, the scarecrow smashes its way in and attacks. Kill it, and do not let it grab you.
Put the head on the statue. This starts a boss fight. The boss is fairly easy. Keep moving the whole time, shoot it, and sidestep its fast attacks. When it is dead, go to the graveyard.
Notes in the garden
| Where | Note |
|---|---|
| Beside the pool | Cultist’s Note #3 |
| On the swing | Drawing #5 |
| Inside the hut opposite the swing | Adrienne’s Diary #3 |
| Start of the maze, by the save point | Cultist Note #4 |
Graveyard and the Noiret family crypt
The graveyard puzzle is about candles on the gravestones. Read the descriptions and light the candles they call for, and the Noiret family crypt opens.
| Where | Note |
|---|---|
| Graveyard | A Lora’s Diary entry |
Crypt, the book room and the basement
Inside the crypt you can save a little further on. Past that, turn left and open the gate. Behind it, turn left again into the next room.
There are five books in this room. The one you want is the book nearest the armchair, and it has a key on it. Take the key and go down to the basement.
A dead cultist lies in the basement with another key on him. Take it and go back up to the main corridor on the 1st floor.
Pump room: the valve and the second part
From the main corridor, go to the workshop room and take the pump room key from the table. Open the pump room. The pump needs two parts, a valve and a second part, and neither is in place.
- As you leave the pump room, a doll attacks. Kill it.
- A door opens once it is dead. Go through it to a barricaded door and shoot the barricade with the shotgun.
- Take the valve behind it and fit it in the pump room.
- Go down to the basement. Spiders are kept in a cage there, and the cage opens when you get close. Kill them.
- On your way up from the basement, go to Lenore’s room and take the second part.
- Back in the pump room, use the pump.
Key to Pierre’s Study
Now you need the key to Pierre’s Study. Go down to the basement again and through the gate to take it. As soon as you do, dolls attack in waves, so go in prepared.
Pierre’s Study has a save point. Pierre’s book is right in front of you. Read it. Several pages have been torn out, and the next steps are about finding them.
Utility room safe code: 9275
Leave the study and go to the storage room. Break the barricade and go into the utility room behind it. There is a small safe here. First look to your left and switch on the breaker. Then find the four digits on the walls and enter them in this order.
| Digit | Where it is |
|---|---|
| 9 | Storage room, by the way in |
| 2 | Storage room, behind you as you face the 9 |
| 7 | Utility room, above the crates |
| 5 | Walk back to the exit and look to its left |
The code is 9275. Take the item from the safe and go to the workshop room. At the table, press on the masks and take the item there. Then go back to Pierre’s Study and put the torn pages back into the book.
Blood from the Wine Cellar
The book now needs blood poured on it. A doll attacks when you leave the study. Kill it and go to the Wine Cellar to collect the blood. Bring it back to Pierre’s Study.
Pouring the blood on the pages starts the final boss fight straight away. Save first, and check the underground notes table just below: every note in it except the last can be picked up before the fight.
Notes in the underground workshop
| Where | Note |
|---|---|
| Entrance to the underground workshop | Adrienne’s Note #4 |
| Archive | BLINDNESS Blueprint |
| Archive | Cultist Note #5 |
| Workshop room | Pierre’s Diary #1 |
| Restroom | Police Report #2 |
| Pump room, when you fit the valve | Cultist Note #6 |
| Lenore’s room | Lenore’s Note |
| Pierre’s Study | Pierre’s Note #2 |
| Storage room | Cultist Note #7 |
| Wine Cellar | Lora’s Diary #3 |
| Final boss room, by placing the book on the pedestal | Rules Of The Resurrection Ritual |
The route never sends you into the Archive or the Restroom, so look for both rooms by name.
Final boss
The boss dies when all eight of its masks are broken. Six are on its legs, one is on the front and one is on the back.
You have two ways to break them. With enough ammo, shoot the masks directly. With the knife, it takes more work: dodge its attacks and hit it in the face, and when it falls, strike the masks.
| Attack | When it uses it | How to avoid it |
|---|---|---|
| Two front legs | Medium range | Take a couple of steps back |
| Headbutt | Close range | Keep a little distance; it only lands when you are right up against it |
| Middle legs (its longest) | Long range | Watch for the wind-up and step back as it swings |
| Fire | It stops still and stops following you while it charges | Hide behind a pillar or column |
There are vases in the corners of the room. Break them for pills and ammo.
Once the boss is dead, go to the lectern and press it three times.