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Luxe Celebrity Review

Guide for The Sexy Brutale

Author

David Craig

Updated on April 08, 2026

Story Walkthrough

The game opens with some cutscenes and a brief bit of backstory before showing you a green wobbly room. You are Lafacadio Boone, you are a guest at this party, and you're currently lying face down on the floor. A mysterious and upset lady in red appears and starts talking to you so press cn_A to hear what she has to say. This is the Bloody Girl and she'll be helping you throughout the game. After touching your mask and melting in an overly dramatic way, she disappears and you are allowed to move.

The First Room of The ChapelThe First Room of The Chapel

This area is the Chapel and serves as the tutorial. The guest you must rescue here is Reginald Sixpence. Follow the game's instructions to learn the basics, and you can take a look at the Hints and Tips page if you forget anything. The idea of the game is to explore and learn information about the character's actions or routes through the mansion, which will allow you to avoid them or open new areas while saving the guests. Luckily you have me! So I will help you to avoid everything you need to but for now, do as the game says: follow the instructions and watch Reginald die.

The Chapel - Reginald Sixpence

As you watch him through one of the doors you will see him rummaging through a safe and complaining about garbage. Something drops out into the floor in the middle of the room. Remember this because it's a blank bullet and you'll need it in a minute. This area might seem confusing at first but it's actually the smallest level and right now you can only access about half of it.

After Reginald is murdered by someone you can't see, you are transported to a different room and told to hide in the wardrobe. This time you see a servant pull a gun off the wall. Follow him and you get to see Reginald die again but from a different angle.

The final thing you learn is to run away from other characters. Your mask will glow red when others are near and it will set on fire if you're in the same room. All you have to do is run away to another room to be safe. These characters will kill you if they catch you, but that never happened to me as they are so easy to run away from. The only problem would be if you ran into a room that's a dead end, in which case you might need to kite the enemy around the room a little until they are away from the door and you can get through again. You can also spy through a door to see if people are coming to help you avoid them. One last note: as seen just now, you can be hidden in something in a room while someone else is in there, but you cannot enter a hiding space once they are in the same room as you. You must leave the room to escape.

On with the story! The Bloody Girl is back. She explains about the enemies and gives you a Broken Pocketwatch, which you need Reginald to fix. For him to fix it, he needs to be alive so we have to save him.

The pocketwatch is very important. The day in the mansion runs for twelve hours, starting from 12pm (noon) and running until midnight. You can use the watch to restart the day anytime you want (using cn_LT) but it's currently broken so it only runs from 12pm to 5pm. The day will continually run from 12pm to 5pm until you save Reginald. Anything you do during that time will last until the next day reset so if you pick up the blank cartridge now, you will have to collect it again if the day resets. Any important items are permanent though, like the pocketwatch.

After a quick look at the menu screen the day resets and you get your first achievement:

You appear back in the first room again, lying on the floor. Use cn_LS to move... time's a wastin!

As you get up, the game will explain about the map and how it uncovers as you explore. I will be including fully uncovered maps of each area to help if you need them.

Fully Uncovered Chapel MapFully Uncovered Chapel Map

As you witness the characters movements, this info will get added to the map but it doesn't fill in the gaps. I.e if you see a character in one room and then in another and you know they walked in a straight line to get there but you didn't see it then the map will only show their icons in each room, not travelling between the rooms. It's not a huge problem, but it's something to be aware of as their actions during the 'unwatched' times might be important.

Feel free to explore the map right now as we are going to let Reginald die the first time so that we can get a collectible. Many of the invitations we need to collect are found on the guest's corpses so you will need to let them die to be able to get them. Don't worry if you miss one though as you will be able to get it later. Even after you save Reginald the first time, he will continue to die each day as do all the characters after you save them.

Just to be clear from now on I will be using the following directions:

  • Up = An exit that is at the top of your television screen
  • Left = An exit on the left side of the screen
  • Right = An exit on the right side of the screen
  • Down = An exit that is at the bottom of your television screen

Sir Reginald is shot at 4pm so you have a limited time to collect the invitation. Head to the door at the top right of the screen and use cn_X to spy through the keyhole. You will see Reginald pass through the corridor and go into the room with the safe so as soon as he's gone, go up through the door into the corridor. Head to the door that's furthest left (at the top of the screen) and spy through to see the chapel. As the time approaches 4pm you can see Reginald's mask shaking on the watch (bottom right of your screen) which works as a useful indication for when you're running out of time. For now just continue to spy through the door, see Reggie get shot and then as soon as the servant is out of the room (about half past 4pm - 4.30pm for you Americans), run in and go to Reggie's body. There will be a small blue interaction circle next to the body. Press cn_A to investigate and collect his Invitation (1 of 9). Feel free to explore the room now while you wait for day reset.

Image 1Reginald's Body and Invitation

12pm again.

Now we can save Reggie. What we're going to do is wait for Reggie to open the safe and drop the blank cartridge, then run to the gun room, swap the bullets, hide in the wardrobe and then go and talk to a living Reggie. Easy, right?

Spy through the door on the left to see Reggie enter, search the safe and leave. As soon as he does, go through the door and see a small yellow circle on the floor.

Image 1The Blank Cartridge

Interact with it to get the blank cartridge. Then head right and go up through the door. Follow the corridor along and then enter the door that's up and to the right to be in the gun room. The other room has the servant in it so if your mask glows red then you're at the wrong door!

Quickly press cn_Y on the gun to swap the bullets. It doesn't matter if you get caught in this room as long as you did the swap. Reginald knocks out the servant, takes his mask off and fixes the watch for you. The watch is now able to set your spawn point when you use it on any grandfather clock. Doing this will save the game and cause you to spawn there whenever you reset the day. This is a really useful feature for when you need to do something quickly before a guest gets there. Reggie exits and you earn:

The Bloody Girl appears and explains a bit more backstory. After you rescue certain guests you can put on their masks and gain their skills. Sir Reginald's skill allows you a bit more freedom with the clocks. You can now use any of the clocks in the mansion to jump forward to 4pm or 8pm.

The day resets and you are transported to the Entrance Hall. This is where you will restart each day until you sync with a different clock.

Image 1The Entrance Hall

The Casino - Clay Rockridge & Trinity Carrington

A servant passes above you. Don't worry about characters on upper or lower levels of the mansion, they are no threat to you and their information is still recorded on your map. On the floor where he walks you should be able to see something. This is your first glance of a playing card, but it's going to be a while before you can collect that one. At least you know what to look out for now.

If you spy through the door at the top you will see a guest in a wheelchair with a huge white wig and a larger guest with a bowler hat on. You don't have to save these two yet, but like other guests in other areas, they have information or perform actions that are helpful to you. Unfortunately, even with your listen skill, you can't hear anything useful now so follow your current objective which is to Find the Casino. Ignore the weird machine with the playing card symbols on it too. That comes later.

Head through the door on the right. This is the front entrance to the Casino.

Image 1Casino Entrance

This map shows the whole Casino area. The white masks on the map represent ghosts. Ignore them for now as you can't interact with them.

Map of the Casino (with part of the Entrance Hall)Map of the Casino (with part of the Entrance Hall)

Head through the door under the giant gold sign to find the clock for this area and the Bloody Girl. She will explain about Winding Keys which are what you need for each area to be able to sync to the clock there. You will have to find most of these as you go through the game.

She also tells you about Clay and Trinity, the guests you have to save, and that you must save both at the same time. You will see now that your pocketwatch has two new little masks on it, showing when the characters will die.

So! Same as before: we're going to let Clay die so that we can grab his invite, grab the playing cards, save them both and then grab Trinity's invite. Easy peasy.

This area has the added mechanic of security cameras and locked doors. We will need to use the listen ability (cn_RT) to get the codes for these. We are going to mess with the cameras so that an image of Trinity in danger appears in the room where Clay is, causing him to run and save her (they're married), which also saves him from drinking a glass full of poison.

Sync with the clock before you do anything else by using cn_Y to use the winding key and then cn_Y to use your watch.

Head up through the door to find yourself in the bar. After checking that it is not occupied, pick up the Jack of Spades (1 of 52) from the yellow circle before heading back the way you came. Head through the door at the bottom of the clock room to find another card on the floor: The 8 of Clubs (2 of 52). Now we're going to grab the last card we can get at the moment, along with Clay's invite. Press cn_X to spy through the door on the right. This is where Clay sits gambling for the whole day and even the not-so-subtle hints of the mechanical croupier can't make him realise that he's about to die. While spying you can use the left thumbstick to look around the room. It takes awhile for him to die so be patient!

Once he's dead, head into the room to pick up the 2 of Hearts (3 of 52) off the floor and Invitation (2 of 9) off Clay's corpse. The day is about to end, but you should have time to grab one last thing. Head through the door opposite to the one you came in by to get to a corridor. Then use the door on the left next to the one you just came out of to find yourself in a CCTV control room. If the ceiling starts raining blood, don't worry too much! The clock won't reset until midnight so you still have a few minutes to grab the clipboard at the far left of this room. This clipboard gives you the Code for the CCTV Cameras. Now you can use them to your advantage.

Image 1The Casino CCTV Room and Camera Codes

Let the day reset.

Wake up next to the clock and head to the camera at the top of the room to try out your shiny new CCTV code which turns the camera off. Head through the door to the right of the camera and then straight across the next room to a bigger room with a wardrobe. Interact with the camera panel here to turn the camera in the locked room ON. Then head through the lower right door in this room to another room with a camera. Turn the camera off and a card will drop to the floor. Pick up the Ace of Clubs (4 of 52).

Now head through the door to the right of the control panel to be back in a (hopefully) familiar corridor. Go through the door nearest the left side of the screen to go into the CCTV Control Room. The other door leads to Clay so you shouldn't have a problem finding the right room. If you time it wrong then a servant may come into the corridor but just keep moving and head to the Control Room. When you're in there you may also see Clay and Trinity talking. This also means you're a little early but it's okay, you just need to wait awhile. Trinity is definitely in trouble at 8pm but you can change the camera anytime after 3pm and it will still work. Wait until 3pm and then use the console on the right of the room to put the Camera 3 feed up on the big screen in Clay's room. He will see that Trinity is in danger and run to save her.

They will take off their masks and talk to you. As they leave the room your achievement will unlock:

The Bloody Girl is back! She gives you Trinity's mask and the game explains that you now have the skill: Trinity's Perfect Hearing. You need to use this skill to get the code to the security doors and go through to the next area.

After you wake up and are walking around the Casino, you'll see that everything has reset as if you hadn't saved anyone. This happens in every level so you don't have to re-save anyone (you can if you want to). All the progress you make towards opening new areas is saved though so you still have your new super hearing and you still have the camera codes. The little masks have disappeared from your watch too.

Wake up and head through the door on the right of the camera then across the next room and into the one with the wardrobe. Climb into the wardrobe and wait because we're finally going to learn the door code! You must be in the wardrobe by 2 PM otherwise you will have to reset the day and do it again. Watch as Trinity and a servant have a chat (the servants are my favourite part of this game). She then leaves and the servant puts the code in. If you played this part before you will know that you couldn't use your listen ability to hear the code. However we now have super hearing so a mask shaped prompt will appear in the top left corner of the screen, along with a button prompt anytime the text on screen is starred out.

Image 1Hold RT to hear the Code

Hold cn_RT to 'hear' the starred text and you will gain the door code. Wohoo! An exclamation mark will appear on your map so open it and press cn_X to see all the important info you've learned, in this case the code you just learned opens the Spider death room next to you and it also opens a door to the next area.

Before we head there we're going to grab Trinity's invite. Stay in the wardrobe until she uses the code and heads into the next room. Exit the wardrobe and spy through the coded door to see what happens to Trinity. As soon as she is dead (you'll see blood), run in and interact with the body to grab her invite. Invitation (3 of 9). You can interact with the other body too but her invite is somewhere else.

Let the day reset.

Wake up and head through the top right door next to the camera to the small room with a locked door (before the wardrobe room). Use the code to go through this door into a narrow corridor and find a card in front of you. Pick up the 3 of Clubs (5 of 52) and continue to the next room, noting the wet patch on the floor as you go past. This new room has two doors with blue fire and a staircase. Blue fire means that that door cannot be opened (yet). It's kind of a pain to start with but as I've mentioned several times now, you get free reign of the mansion later so we just have to work around those doors for now.

Also in this room is a Key of Old Habits on a small table near the stairs. This key is for an achievement so let's do that quickly as we're in the area. Pick up the key and exit back into the corridor with the puddle. From here, go down and then left to get back to the clock room, keeping an eye out for Trinity as she walks around this area. Go through the door on the left of the clock and then go through the door at the top of the screen to end up in a new room with a green door and a playing card on the floor in front of you. Pick up the 7 of Spades (6 of 52) and then use your key on the green door. If you look on the map, you'll see that this door is physically impossible. How intriguing.

Head through the now unlocked door and get an achievement!

In this room is a Devil and he wants all your playing cards. Returning to him later on unlocks a sort of alternative ending to the game, but it's optional and only when you give him all 52 playing cards so say goodbye to the nice evil creature and head back to the room with the staircase. (Down, down, right under the sign, top right next to the camera, up and up). Head up the stairs to get to the First Floor.

The Guest Rooms- Willow Blue

Image 1The First Floor

At the top of the stairs is a card - the 10 of Diamonds (7 of 52). Grab it and then take the door at the bottom of the screen to go to The Guest Rooms area. We're looking for the next clock to sync with. This whole area has a lot of fish tanks for some reason. Take the first door on the left in this new corridor to end up in a room with a giant fish tank and some kind of torture device? Anyway, grab the playing card - the 5 of Diamonds (8 of 52) and the Winding Key from the floor on the bottom left. If you investigate the torture device you'll find it's actually just a spiky chest with a padlock. Make a mental note of this room because we'll be back in a little bit.

Leave by the only door to get a flash of the next guest to save, Willow Blue. Her mask gets added to your clock and if it's after 6pm on your clock then spy through the door at the bottom of the corridor to see her kill herself. After she's dead there will be a Bone Key on a hook on the wall to the right of the screen. Grab it now but if the day resets before you get to her bedroom then you will have to wait until after 7pm to grab it again.

When she's dead it will be safe to go through the Bell Tower so go past her and out of the door on the left to find the Guest Rooms clock. Use the winding key on it and then use your watch to sync. This level is a bit of a race against time but it shouldn't be too tricky now that we've synced to this clock. As you may have noticed while walking past her corpse, Willow's invitation was not in the room with her so we can go straight to saving her.

You have some time before day reset, so we can grab something important and some collectibles. Go left from the clock into a room with a Hungry Charm on the floor.

Image 8The Room with The Hungry Charm

You can pick it up now if you want to but it will reset when the day does. Take the door opposite the one you came through into another corridor. This is where Willow and another guest's bedrooms are. Use the door to the right of the table with the skull candle to enter Willow's room where there is a chest and a desk with bones on it. The Bone Key from the Bell Tower works on the desk, but you may need to rotate through your inventory items first if you picked up the charm in the next room. Once the desk is unlocked, open it to find the Hungry Charm Recipe. This updates your map with two 'meals' for the charm. That's what we will be doing after day reset.

Go back into the corridor and then through the door opposite the skull candle. It's hard to see but you should be able to see the obvious green circle. This brings you out onto the top level of the entrance hall and there's a playing card here: The 6 of Spades (9 of 52). Grab it and head back to the previous corridor. Use the door at the top of the corridor to find a room with a fireplace and then use the door to the left to find yourself in another vaguely familiar room from the start of the game. The card here is the 4 of Hearts (10 of 52).

Now let the day reset.

We need one more thing before we can save Willow. From the clock, head through the door on the right, go through the Bell Tower into another corridor and then take the first door on the left to find an Art Studio. There is a painting of a skull on the left wall with a blue circle here, interact with it to get a hint as to where we're going next before going to hide in the wardrobe.

Image 8The Secret Entrance in The Art Studio

Willow will enter and you'll get a Listen prompt. Use the skill to discover that there is a secret passage behind the painting (who would've guessed). Once Willow has gone through, exit the wardrobe and go over. Use your Listen skill again to hear that she has gone further into another room and you can now go through the passage. The next room has a giant chained skull guarding the door. We need a Sated Hungry Charm to get through so you can either stand and listen for a bit to get an idea of what's going on or just reset the day.

Day reset...

Wake up next to the clock and immediately head left through the door. On the floor here is a Hungry Charm. We need to feed it (ew) by going to two fish tanks and then hurrying into the secret room before Willow gets there. After grabbing the Hungry Charm, go back to the clock as the First Meal is the tank on the right. You should be able to tell because the left tank only has an cn_A option and the right tank has an cn_A and a cn_Y option. Use the charm on the tank to feed it. The eyes on the charm change colour...

Image 8Feeding The Hungry Charm

Go through the door next to the tank to find the Bell Tower. Pass through into the next corridor and take the second door on the left, which is the room with the spikey chest. Use the charm on the fish here to feed it til it's full and it's eyes turn red. Now head straight back out and through the other door on the left of the corridor into the Art Studio. Go through the secret passage and use the charm on the giant skull to unlock the door.

Head into the secret room to find an even bigger fish tank with a suspiciously small fish inside. Head up the stairs and you'll see a wheel on the wall and a hose that periodically pours water into the big tank. The idea here is to use the wheel to move the hose so that water pours onto the skull candle downstairs on the left.

Stand by the wheel and wait for Willow to enter. She will walk to the left and light the skull candle and begin talking to an invisible person. You can use the wheel now but it won't actually pour water on the candle until a pink beam starts shooting out of the tank at Willow. The water puts the candle out and you go downstairs to talk to Willow.

Once she leaves you will get:

The Bloody Girl appears and teaches you about Willow's skill - Willow's Second Sight: The ability to see and talk to ghosts. This is a really cool skill which unfortunately will be useless to us until we've saved the next guest and gone into the area after that. Ghosts will appear as blue clouds for now and you will get a prompt on your screen but to make them visible we need to light the skull candles and for that, we need a lighter.

For now, the Bloody Girl lights the candle here and we can see what possessed Willow and made her commit suicide... a giant (yet stylish) fish called Grinmaw. Grinmaw has Willow's invitation but he is also a ghost of sorts so we need the lighter to talk to him and the Sated Hungry Charm to get back in the secret room so we'll come back later for that.

Onto the next area.

The Music Rooms - Tequila Belle

The Music Rooms are on the same floor as the Guest Rooms so when the day resets, head out of the door on the right, through the Bell Tower and into the other corridor. Head up through the door here to find the staircase again. Now take the door on the left to find a T-Junction of doors. Take the door at the top of the screen to enter the next area and meet your first ghosts!

Three of them block your way, but interacting with them makes them move as they believe you're a Tequila Belle fan too. The game shows you a flash of her and her mask gets added to your watch. This area is fairly small, but again you have to move quickly to put everything in place before Tequila and the servant get to the main room.

Again we can't get Tequila's invitation without the lighter, so we can do a quick explore and then save her!

Image 1Music Rooms

Here is the Map of the First Floor again if you need it. The Music Rooms are the top section of this Map.

Head through the door on the left to find a playing card: The Queen of Spades (11 of 52). There's nothing else here so go through the door at the top of the screen to find a record player playing a song so offensive to the ears that you can actually see the sound waves. This is important in saving Tequila. As it is probably around 3pm now, quickly head through the door on the right into the room with the clock. We can't use it just yet so turn around and spy through the door you just came through. The servant comes in and removes the record but unfortunately puts it in his pocket and walks off with it.

Go back into the room with the record player and then wait a minute so that the servant leaves the next room. When there's no red fire around your mask (around 3.45pm) go through the door at the top of the screen to find this area's Winding Key on the floor. Tequila will be coming in the room soon so head back out and you'll probably run right into her. It doesn't matter as the masks are easy to run around so just keep moving and take the door on the right into the clock room.

Use the Winding Key on the clock to fix it and use the watch to sync with it. If you spy through the door at the top of the screen here you will be able to watch the murder of Tequila Belle. The blue mists around this room are the ghosts I mentioned before. After the window shatters she will limp into her dressing room and you can watch the servant dispose of her body by spying through the door on the right of the clock. You may recognise her body from the Spider Room.

When the servant has left Tequila's dressing room you can go in and look around. Interact with the clothing rack to find the 7 of Hearts (12 of 52). Go through the door at the top of the screen here to find another record player (without a disc) and a playing card: The 9 of Diamonds (13 of 52).

Now head back out into Tequila's dressing room and the use the door at the top left to find the murder room. It's a little bit of a mess now. On top of the piano is a red treble clef, otherwise known as the Storage Closet Key. It will disappear from your inventory at day reset but you need to know where it is.

So the plan is to run in to the screechy record room, grab the record, then run to the cupboard in Tequila's dressing room. We're going to use the awful record in there, which will lure the servant in and then we can lock him in with the key from the murder room and save Tequila.

No problem. Reset the day (after making sure you synced with the clock!).

Wake up and head through the door on the left to grab the Purple Vinyl Record from the record player. Once you have it go back into the clock room and through the opposite door into Tequila's dressing room. Head up through the white door and use the record on the record player here. Then go down and left back into the clock room again. Spy through the door at the top of the screen to watch the servant hear the music and go to investigate. Once he leaves the room, head in and grab the Storage Closet Key off the piano, then follow him through the door in the bottom right of the screen. If you're too quick then you might have to wait a minute for him to go into the closet. Once he's in, use the key on the door to lock him in!

Tequila will take her mask off and talk to you. Play the piano for her and you'll earn an achievement after she leaves the room.

The Bloody Girl appears again and explains your new skill: Tequila's Shattering Voice. Tequila can sing at such a pitch that it destroys glass, a skill which can open new areas and help you find collectables. After the window breaks she pushes you down into the next area and into an interaction with the Man with Gold Skull. Seeing him gives you an achievement (woo!).

I popped this achievement a little earlier than here as I was exploring everywhere. The Gold Mask figure wanders around the mansion so it might be possible that you see him before the point. Either way, you will get the achievement here if you haven't seen him yet. This Gold Masked man is your elusive host for the party.

The Theatre Brutale - Redd Rockridge & Greyson Grayson

This next area is a theatre. There is a big central room with a stage with lots of smaller rooms surrounding it. The timing can be a little tricky here, but luckily the stage room has a lower and upper area which kind of count as different rooms so if you're in the lower part you won't get attacked even though the guests are in the upper part.

Image 1The Theatre

You start off in the Foyer area. You've probably noticed the banner across the top of the screen at the start of each day where 'The Marquis invites you to the show!' This is the 'show' that it's referring to. You're automatically synced to the clock here so this room is where you'll be at each reset.

Take a couple of steps and you'll get a quick scene of who you have to save: Redd Rockridge (brother of Clay from the Casino) and Greyson Grayson. There's a chest in this room, but until you save Greyson you can't pick the lock. There is also a ghost who wanders from room to room here so don't be surprised if doors open on their own.

Head to the door at the top of the screen and experience something odd happen with the power. Then head through to find yourself in the lower part of the stage room.

Image 15The Stage

What happens here is that Greyson cannot resist the giant Faberge Egg in the cage on stage and gets himself locked in. You may notice the giant spikes above the cage, which slowly start to drop. Redd is a very devoted friend who will try and save Greyson, but he will electrocute himself by touching the cage bars. Their deaths are set at 10pm and 11pm with Redd dying first. As usual you need to save both at the same time. As you will see in a minute when we explore, there is a switch in each of the rooms to the left and right of the upper stage area which Redd uses in an attempt to shut off the power but they don't work for him (or us) as there is another, hidden, circuit breaker in the room on the right. This is how we are going to save them.

You can either stick around to watch what happens or you can start to explore. If you stay to watch, then beware that Redd will enter the lower stage room around 2.45pm so you will have to go back a room and then come in again. As you can see, while Greyson might be a genius master thief, he's also a bit of an idiot.

Whether you watch or not we have exploring to do so, starting in the clock room, take the left door into a corridor. From this corridor take the lower left door to find a small room with a fireplace. In the fireplace is the 2 of Clubs (14 of 52). There are a couple of cards in fireplaces so BE AWARE: after a certain time the servants will light the fireplaces and you won't be able to get to the cards. You will have to reset the day and get there before the servants do.

Go through the opposite door in this room to see a full size mirror. The mirrors are important but we can't use them yet so go back to the right and then up twice so that you end up in a bigger room with desks. On the floor in here is the 8 of Diamonds (15 of 52). The next room up looks like a storage room but it also has the switch in it that I mentioned earlier. Feel free to pull it if you want. It doesn't do anything. Remember this room though.

Take the door at the top right of the screen (on the diagonal wall) to be in a long thin corridor. Head to the opposite door, picking up the 5 of Clubs (16 of 52) as you go.

Enter the next room to find another storage with another useless switch. This is the room with the hidden switch but we can't access it yet. Redd will spend a lot of the time before his death in here so we need to be careful here as it gets closer to 10pm. For now there's nothing we can do here so take the door at the bottom of the screen (next to the chest) to find an office. In here is an open safe (on the right wall by the desk) and in it is a Lighter. Finally we can light candles and talk to ghosts! Woo!

Image 15The Safe with the Lighter

Before we do that though, take the door at the bottom right of the screen to find another office. This one has a small sparkly glass dome in it though.

Look out for these as they contain playing cards, and now that we can sing like Tequila, we can shatter them. Walk up to it and Tequila's mask will appear at the top left of your screen, showing that you can use her ability here. Press cn_X to break it and find the King of Hearts (17 of 52).

Image 15Shatterable Glass Dome

The door to the left takes you to another corridor so use the door on the left here to be back in the clock room. Conveniently this is where the ghost candle is that we need to light. The ghost candle is in the lower left part of the room and looks like a candle, on a skull, on a small black table. They are dotted around everywhere in the mansion so from now on, if you see one, I recommend that you light it. Walk up to the candle and make sure the lighter is equipped (using the bumpers). You'll see that there is an option to press cn_Y here so do so.

Once lit you will have to wait for the ghost to pass through the room before you can talk to it and get what we need. All the ghosts look like the ones you met in the music area and appear as white masks on the map. Simply go up to them and press cn_A to chat.

Image 15Ghosts are jerks

This one is rude but he tells you an important secret about a circuit breaker behind a bookshelf. Now all that remains for this day is to wait for Redd and Greyson to die so that you can go to the upper stage area and grab Redd's invitation. Greyson's is somewhere else so we will grab that one last. You can't go up on stage until Greyson's mask has burnt off (around 11.30pm) so you'll have to be quick. Interact with Redd's corpse to get Invitation (4 of 9).

Then let the day reset.

When you wake up you'll see that the ghost candle has gone out. Don't worry about relighting it, we have all we need from the ghost here. Head right into the corridor and then spy through the next door on the right. Watch until the guests leave this room. so that you can enter it. You may notice that the glass dome we shattered has also gone back to its previous state. You don't need to break it again, once you have a card, you have it forever.

Head up and spy through the door at the top of the screen to see Greyson unlock the safe with the lighter. Wait until they leave so that you can head up to the room with the circuit breaker. Greyson will be in this room so again, wait a minute for him to leave. Interact with the bookshelf on the right wall to flip the circuit breaker and make the switches active. You'll know that it works because the switches will change colour to red.

Image 15Secret Circuit Breaker

Now there is a little bit of a wait as Greyson needs to get locked in the cage. Head through the door at the bottom of the screen and then take the left door to be in the lower stage area. It's easier to get to each side from here and you won't bump into as many people.

Both of the switches (one in the left room, one in the right room) need to be pulled at the same time to save Greyson. At 8.30pm Redd runs to the right switch so we need to be at the left one. From the lower stage area, spy through the door on the left to see two servants pass through. Once they've gone, go through the door and then up to be in the switch room. Pulling the switch while it's coloured red does nothing but when Redd is in position on the other side the switch will turn green. Interact with the green switch and you'll save them both.

After a short cutscene you will unlock:

Greyson very kindly left his mask behind so while the Bloody Girl is talking you pick it up and earn a new skill - Greyson's Lightfingered Touch. Now you can open safes and locked chests.

She tells you that you have to go and you wake up in the Theatre Foyer again. Remember the locked chest here? Walk up to it and Greyson's mask will appear at the top left. Press cn_X to use his skill and open the chest. Inside is the 2 of Spades (18 of 52).

It's a bit confusing what we have to do next as the only door to the rest of the mansion is blocked by fire. Remember the cage on stage? There's a trapdoor there that we can now open. Head up to the lower stage area and then up the little steps and into the cage to interact with the trapdoor. You need Greyson's skill to unlock it.

Image 29Secret Stage Trapdoor

This new area is the Basement. As usual we can only access a small part of it now so follow the linear path through the corridors into a room with two bookshelves. Check the one on the left wall to find the 3 of Spades (19 of 52). Continue through the left door and follow the only path to a room with a ladder. Climb the ladder and you come out into the wine cellar of the bar, the bar with the giant snake in it in the Casino area. As you leave the wine cellar the game tells you that you've found a hidden passage.

Here you will have the short cutscene that tells you who you're saving next.

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