Entrance Hall: First Search
The red entrance hall has a large painting over a pool of blood, a potted plant, a dresser on the right, a keypad door on the left and a rusty door on the right.
- From the top of the dresser on the right, take the empty jar (labelled Jam) and the Insect repellent. Note the gear-shaped slot on the dresser drawer.
- Look at the magazine on the low table on the left. A note stuck to it shows a 4 x 4 Sudoku drawn with dice dots, with question marks in two squares of the top row ("I love solving Sudoku, a good workout for the sharp mind."). Take the Knife beside the magazine.
Garage Back Room: Wrench and Bucket
Go back out to the lit back room of the garage.
- Use the Insect repellent on the insects swarming over the wooden toolbox, then take the Wrench.
- Use the Knife on the green tarp hanging on the right and take the Bucket and mop behind it.
Garden: Fireflies Lantern

The garden is behind the iron side gate at the far left of the front yard. A dark hollow under the big tree needs light, and the rose bed is full of fireflies.
- Zoom in on the iron side gate at the far left of the front yard and use the Wrench on the round bolt in its centre. Walk through into the garden with the angel statue ("It's beautiful... Apparently gardening is my hobby.").
- Pick up the Garden trowel lying on the paving at the bottom right of the garden view, near the corner of the low wall.
- Zoom in on the rose bed on the left, beside a stone slab carved with a hammer-and-wrench shape. Place the empty jar on the slab, then press each glowing firefly and drag it into the jar. When all of them are inside, the lid closes and you get the Jar with fireflies.
- Tap the dark hollow at the foot of the big tree ("I can't see. I need light.") and place the Jar with fireflies there. Take the green round Fragment of the picture and the garden hose with a nozzle that are now visible.
Garden: Hand Pump

The old hand pump on the left of the garden fills the bucket for the bloodstain in the hall.
- Zoom in on the hand pump. Attach the garden hose, place the Bucket and mop under the nozzle and press the pump handle repeatedly. A yellow marker moves along a gauge: keep it inside the middle band while you pump until the bucket is full and you have the Bucket with water and mop.
Entrance Hall: Plant, Floor and Drawer
Back in the hall, three quick actions open the dresser and uncover one digit of the keypad code.
- Use the Garden trowel on the soil of the potted plant on the left and dig up the gear (Piece from drawer).
- Use the Bucket with water and mop on the pool of blood under the painting. Once the floor is clean, a small number 7 is visible on one of the tiles. Remember it.
- Put the gear in the slot on the dresser drawer. The drawer opens; take the Bracelet and the Hairbrush.
Entrance Hall: Laboratory Painting

The painting above the cleaned floor is missing one round piece, and its round sections are scrambled.
- Zoom in on the painting and place the Fragment of the picture in the empty socket. Click the arrows to move the round fragments around until the whole picture is rebuilt: a white-haired scientist in a laboratory. Match the edges of neighbouring fragments, starting with the scientist's face and coat, which are the most distinctive parts.

The completed painting after the floor has been cleaned. - When the picture is complete, Jack recognises himself and his work on a virus. A compartment on the dresser now opens; zoom in on it to see a plate with the Roman numerals V VIII.
Entrance Hall: Door Keypad

The keypad beside the left door shows three pictures: a pair of dice, a man in Arab dress and Roman soldiers ("These images seem to be connected to numbers in some way..."). Each picture points to one clue in this room.
- Dice: the Sudoku note in the magazine uses dots for 1 to 4, and each row and column holds each number once. The top row starts with 4, and its empty second square must be 2 because that column already has 1 and 3 further down. That leaves 1 and 3 for the two question marks. The note itself does not settle which way round they go (either order fits the rows and columns), but the keypad accepts 1 then 3. Arab man: the Arabic numeral on the cleaned floor gives 7. Roman soldiers: the dresser plate V VIII gives 5 and 8.

The dice clue: the two marked squares hold 1 and 3; the keypad takes them as 1 then 3. - Enter the digits in that order, 1 3 7 5 8. The light turns green and the left door opens into the living room.CODE13758