Finding every single secret in a game like Clair Obscur: Expedition 33 is a nightmare if you aren't paying attention to the environment. Seriously. The Manor is one of those locations that feels small at first glance, but it’s packed with these annoying little hidden spots that make completionists want to pull their hair out. If you're hunting for Expedition 33 all manor doors, you've probably realized by now that the game doesn't exactly hold your hand.
It’s about the vibe. The Manor acts as your central hub, a place to breathe between the turn-based chaos and the gorgeous, dying world outside. But it also hides some of the best lore and upgrades behind literal wood and iron.
Why the Manor Doors Matter More Than You Think
Most players just sprint to the table to check their next objective. Don't do that. The Manor grows with you. As you progress through the Paintress’s cycles, certain doors that were previously locked—or just looked like part of the wall—become accessible.
It’s not just about getting a "100% explored" notification on your screen. These rooms contain "Reminders," which are basically the lifeblood of your character's power scaling and backstories. You want to know why Gustave is the way he is? Open the doors. You want those extra stat points? Open the doors.
Sandfall Interactive put a lot of love into the environmental storytelling here. If you ignore the doors, you're basically playing half a game.
The First Floor Layout and the "Hidden" Study
When you first spawn into the Manor, you're in the main hall. It’s grand. It’s intimidating. Most people see the big double doors and assume that’s the only way out.
Check the hallway to the left of the main staircase. There is a door there that looks like decorative paneling. Early in the game, it’s locked. You’ll get a prompt saying it "doesn't budge." Typical. But after you finish the first major expedition outside the walls, come back. This is the Study. Inside, you’ll find the first major lore dump about the previous Expeditions.
There's a specific ledger on the desk. Read it. It changes how you view the "Success" of the previous groups.
The Upper Floor and the Character Rooms
The second floor is where things get personal. This is where the team actually lives. You’d think the game would just give you access to everyone's room immediately, right? Wrong.
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- Maelle's Room: This one is usually the first to unlock. It’s at the end of the right-hand balcony. It’s messy. It’s full of sketches.
- Gustave’s Quarters: Across the way. He keeps it locked until a specific dialogue trigger happens after the "Fog" sequence. If you aren't talking to him every time you return to base, you’ll miss the window to get his unique upgrade item located on his nightstand.
- The Guest Wing: This is the big one for Expedition 33 all manor doors hunters. There are three doors here. Two are decoys. One opens only after you rescue the researcher in the subterranean ruins.
The Basement Door Mystery
Everyone asks about the basement. You see the stairs going down near the kitchen area, but there’s a heavy iron gate.
Honestly, it’s frustrating. You can’t open this door until the mid-game. You need the "Rust Key," which isn't even found in the Manor. You have to find it in the "Lumberlands" area, tucked behind a breakable wall near the second campfire. Once you have it, the basement opens up a whole new area of the Manor that includes the alchemy lab.
If you’re trying to max out your gear, the alchemy lab is non-negotiable. It’s where you refine the raw shards you pick up in the field. Without this door, you're stuck with base-level equipment while the enemies start hitting like freight trains.
The Kitchen and the Back Larder
Don’t overlook the kitchen. There’s a small door near the stove. It looks like a closet. It’s actually the larder, and while it doesn't have "boss fights," it’s where the "Chef's Request" questline starts.
If you bring back specific ingredients from the Wastelands, the NPC here (Pierre) will unlock better healing items for your inventory. It’s a small door, but the utility is massive.
Common Mistakes When Searching for All Doors
People get impatient. They think if a door is locked in Chapter 2, it stays locked forever.
- Not Checking After Major Bosses: Every time a member of the Expedition "falls" or a major cycle ends, the Manor's state changes. New rooms open. Old rooms might even get boarded up.
- Ignoring the "Interact" Prompt: Because the art style is so detailed, sometimes a door handle doesn't stand out against the ornate wood. Run along the walls. Seriously. Just hug the perimeter and wait for the "Open" prompt to pop up.
- The Balcony Door: There is a door on the very top floor that leads to an exterior overlook. Most people miss it because it’s tucked behind a large tapestry. It’s not just for the view; there’s a chest out there with a unique weapon skin for Maelle.
The "Secret" Library Passage
There is one door that technically isn't a door. In the library (the room with the massive globe), if you interact with the bookshelf on the far North wall, it swings open.
This leads to the "Founders Room." This is peak Expedition 33 all manor doors content. It contains the portraits of the original Expedition members from decades ago. It’s creepy. It’s quiet. And it’s where you find the final "Reminder" needed for the "Ghost of the Past" achievement.
If you haven't opened this, you haven't finished the Manor.
What to Do Next
Start by doing a "Wall-Hug Run" of the Manor every time you return from a mission. It takes two minutes.
First, go to the second floor and check every character's door. If someone has a "!" over their head in the world, their door is likely unlockable. Second, head to the library and check that bookshelf. If it won't move, you need more "Intel" points, which you get by reading the notes scattered in the combat zones.
Lastly, make sure you've grabbed the Rust Key from the Lumberlands. Without that, the basement—and all its crafting potential—is effectively dead to you. Get that key, open the iron gate, and start upgrading your gear before the difficulty spike in the later chapters hits you like a ton of bricks.
The doors in the Manor aren't just obstacles. They are the narrative heart of the game. If you aren't opening them, you're just playing a combat sim, and Expedition 33 is so much more than that. Use your map, look for the "unexplored" grey zones in the Manor layout, and don't stop until every handle turns.
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Check the basement first. It's the biggest game-changer. Once that's clear, move to the library's hidden passage. Your character stats will thank you, and the story will finally make sense.