Welcome to part 3 of our walkthrough for The Occultist.
While escaping the hospital, Alan gets ambushed by a giant monster and loses consciousness. When he regains his senses, he finds himself in the basement of Godstone Orphanage, where spooky animatronics roam the hallways.
For more information about The Occultist, check out their official website here.
The Ground Floor

You find yourself in the Coal Room of the Godstone Orphanage. There’s a set of stairs leading to the ground floor on the left.

Pick up the coal in the small section on the right, then head up.

As you exit through the door, you’ll see a tiny animatronic at the end of the corridor. It’ll walk off to the right.


Walk to the end of the corridor. The left path leads to the Kitchen and the right corridor leads to the Main Hall of the ground floor. Proceed to the Main Hall.

As you approach the doll on the ground, you’ll hear the sound of footsteps running away. Ignore it and inspect the animatronic on the ground.

Turn left from here,, and you’ll see that the stairs are blocked off with crates. There’s a piece of rock on the center pedestal up ahead.

Head toward it. Use Vera Visio to see the broken parts of the statue. There are six parts in total. The first part, the Statue Trunk, is on the pedestal. Pick it up.

Turn around and go into the Teacher’s Office. It’s the open door to the left while looking at the fireplace.
The Teacher’s Office

Turn right as soon as you walk in through the door. Pick up the small Speaker on the cabinet.

Pick up the Phone from the table on your left, beside the file cabinet.

Then head to the left side of the room and pick up the Gold Watch from the bookshelf.

At the end of the room, you’ll spot an ornate chest with a wierd combination lock. Inspect the chest.

The three letters on the lock refer to the three teachers’ desks in the room. N for Norton, H for Hardy, and C for Crook. Under each letter, there’s a dial that you can rotate to change the symbol that’s shown.
Go to each of the three tables with nameplates and inspect them using Vera Visio. Then place the items that match the missing object from the table.
- For Ms. Crook, place the Speaker on the table.


- For Ms. Hardy, use the Phone on the telephone set.
- Finally, place the Gold Watch on Mr. Norton‘s desk.


Manipulate time while standing in front of each table using Tempus Fugit until you can clearly spot the symbol.
- Mr. Norton‘s symbol is on the left side of the desk.
- Ms. Crook‘s symbol is on the back side of the blue file binder.
- Ms. Hardy‘s symbol is on the back of the alarm clock.

Return to the ornate chest and rotate the dial based on the symbols you found. Check the image above for the correct answer.

This will unlock the chest. Pick up the Dark Candle from the chest.

Walk toward the door. A cutscene will trigger where you’ll see the ghost of the Sectarian. He tells you the way to get out of the orphanage is tied to the statue. At the end of the cutscene, the ghost opens the Teacher’s Room door.


Walk out to the Main Hall and head right, down the corridor. There are three doors at the end. The front and right door lead to two Classrooms while the left door leads to the Playroom. Only the right Classroom door is open. Head inside.
Classrooms & Playroom

As you enter the first Classroom, you’ll spot two specters inside. They will attack you if they see you.

Crouch and move slowly to avoid getting noticed. Make your way to the hole in the wall on the left and squeeze through to the second Classroom.

Open the main door on the left so you don’t have to go into the first Classroom again. Inspect the symbols on the ground. It looks like an incomplete ritual.

The left symbol in the ritual circle(?) is incomplete. But you can paint it using the Coal you picked up earlier if you know the symbol. You can also place the Dark Candle in the center of the ritual circle.

Head toward the chalkboard and use Vera Visio to see some scribblings on it.

Then turn left to spot another hole. Go through the hole to reach the Playroom.

Inspect all the drawings on the wall. You’ll spot a drawing that shows how fixing the statue will open the main door.

Use Vera Visio on the small table in the room to spot a symbol drawn in White Chalk. This is the symbol that’s missing from the ritual.

Unlock the main door of the Playroom and then head into the second Classroom. Place the Dark Candle in the ritual circle, then draw the symbol you saw on the incomplete part.

You don’t have to be perfect. As long as you get it close to the symbol, you’ll be fine.

Exit the Classroom. You’ll see the animatronic in the main hall come to life and run toward the stairs. A few seconds later, you’ll hear an explosion.

Walk to the main hall. The barricade at the foot of the stairs is gone, and you can head up to the First Floor.
The First Floor
Unlocking the Matron’s Room & Gaining a New Ability

As you reach the First Floor Landing, you’ll spot a door in the central area. This leads to the Matron’s Room. The door is locked, but you can make out a faded red symbol on it.

Turn left and look at the dark corridor using Vera Visio. This is the symbol you need to draw to access the Matron’s Room.

Walk along the passage. You’ll spot an animatronic at the end of the passage.


If it sees you, it’ll run toward you and start up a short countdown after which it’ll explode. But when it starts winding up for the blast, it can’t move, giving you enough time to get out of the blast radius.

Follow the passageway to the end to reach the Common Room. The door on the left leads to the Teacher’s Room, but it’s currently blocked.

Enter the Common Room. Note the open balcony door on the other side.

Turn right past the first bunk bed. You’ll see some chalk scribblings on the wall. You’ll find a Chalk on the table here. Pick it up.

Return to the door of the Matron’s Room. Use the Chalk to draw the symbol you see in the passage using Vera Visio to unlock the door. Head inside.

Check the drawer for a photograph. There’s a note you can read on the chest at the foot of the bed. Use Vera Visio to reveal a quill on the bed. Pick it up to unlock the Caecus Corvus skill for your Pendulum. This will also trigger a short cutscene.


Caecus Corvus lets you summon a raven that you can use to scout ahead or grab objects from far away. Use it right now to send the raven through the broken wall.
There’s a Necklace on the statue outside that you can grab with this ability.
Obtaining the First Statue Arm

With your new ability unlocked, return to the Common Room. Head out to the balcony.

Turn left and walk along the passage. You’ll see a raven perched on a wooden board. You can pet the raven if you want.

Crawl to the other side of the board. There’s an open window up ahead on your left.

Use Caecus Corvus to send a raven into the room and grab the Crowbar blocking the door.

Exit the Common Room and enter the Teacher’s Room through the main door. You’ll find the Statue Arm displayed over the fireplace. Pick it up.

Read the note on the table before moving on.

You’ll also find a wierd mask in the closet on the left that you can inspect.
Obtaining the Second Statue Arm & Heading to the Second Floor

Return to the First Floor Landing area outside Matron’s Room and head into the corridor on the other side. If you spot an animatronic, bait it into blowing up.

The first door on your left leads to the Gym, but it’s boarded up. Use the Crowbar to remove the boards.

Heading into the Gym, you’ll spot a rope ladder that takes you to the second floor. Don’t go up just yet.


Use Caecus Corvus to send a raven to the far-right corner of the room to pick up a Door Knob. You can use Vera Visio to spot the glow from the item.

Go back out to the corridor and follow it to the end. Enter the Dining Room on your right.

Go to the balcony on the right and use the telescope to look at the name of the ship.

Turn right and activate the Altar.

Go back inside the Dining Room and head to the dumbwaiter marked in the image above.

Use Tempus Fugit to manipulate time and bring the dumbwaiter up. You’ll find the second Statue Arm inside. Pick it up.

Return to the Gym and use the rope ladder to get to the top floor.
The Top Floor

At the Top Floor, take the door on the left and follow the path to reach the landing area.

There’s a decorated double door on your right. The switchboard next to the door is sparkling, and it seems that you can insert an item here.
Obtaining the First Statue Leg

Go forward and turn left to spot the door to the Master’s Room.

Use the Door Knob you picked up earlier on the handle and open the door.

Head inside the room. There’s a green trunk near the door on the floor. You’ll find the Statue Leg inside it.

Inspect the note on the table before moving on.
Obtaining the Statue Head

Walk out of the Master’s Room. The corridor on your right leads to the Storage, but we don’t have to go there just yet. Instead, head to the corridor on the other side of the Top Floor Landing.

Take a left at the fork and head into the bathroom.

Pick up the Valve from the bench beside the sink.

Go into the room with the missing door across the bathroom.

The room inside is wrecked. You can spot a symbol on the wall in the next room through the wall. Remember this symbol.

Turn left and squeeze through the hole into the room on the left.

Pick up the Chalk from the table between the beds.

Exit the room through the door and turn right to spot the Library. Head inside.

A raven is sitting in front of a closed window here. Open the window, and it’ll fly off.

You can use Caecus Corvus through the window to pick up another Necklace.

Inspect the green chest in the corner of the library. It has a combination lock.

Check the note next to the chest. It contains the code to the lock, 51410.

Put the code into the lock, and the chest will open. You’ll find the Statue Head inside. Pick it up.
Obtaining the Second Statue Leg

Exit the Library and start walking back to the Top Floor Landing. You’ll spot Cole’s Room up ahead along the corridor.

There is a faded symbol on the door. You have to paint the completed symbol. We saw this symbol on the wall in the wrecked room across the library.

Go inside Cole’s Room and pick up the Alarm Device from the table.

Return to the Master’s Room corridor and follow it to the end to reach the Storage.

Move through the stack of shelves. You’ll have to push some out of the way. At the end of the path, you’ll spot a pipe with a missing valve.

Insert the Valve from your inventory and rotate it.


Head back to the ground floor to the corridor that leads to the Coal Room. But instead of heading to the Coal Room, keep walking along the corridor till you spot the Kitchen. Head inside.

Go to the oven at the far end and use Tempus Fugit to turn back time. Pick up the stone chalice from the pan.

Rotate it to see the bottom of the chalice, to reveal a name: Felix. Keep this in mind.

Return to the Top Floor Landing and use the Alarm Device on the sparking switchboard beside the decorated double door.

Interact with it and rotate the dials to spell out the word FELIX.

The door will open, and you can head inside.

Check the entire room with Vera Visio. There are some books that you can reveal. But the important thing is the second Statue Leg in the glass display case at the far end of the room. Open the case and pick it up.
Escaping Godstone Orphanage

As soon as you pick up the Statue Leg, the chairs in the room will fly toward the exit. But there’s enough space for you to crawl out of the room.

Now that you have all six pieces of the Statue, head to the Main Hall on the Ground Floor. Use Vera Visio to check which part goes where.

Once all are placed in the correct position, use Tempus Fugit to rewind time and put the statue back together.

The main door of the orphanage opens. Head outside and start walking toward the giant clown head in the distance.
This concludes the third part of our walkthrough for The Occultist. For more interesting articles related to indie games, check out the links below:
- Into Indie Games Homepage
- Grime II – Walkthrough Hub
- Life Is Strange: Reunion – Walkthrough Hub
- Project Songbird Complete Walkthrough
- Crimson Desert – Walkthrough Hub
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.