Start by taking the bag from the door handle - this functions as your inventory. Open the cabinet beneath the laptop and find a note (1/28) inside on the right. Turn around and take the small metal key from the right end of the bookshelf over the radiator. Use this to unlock the top right drawer of the right nightstand. Take another note (2/28) from inside, and you will see a symbol similar to one of the paintings on the wall. Look at the photos on the top of this nightstand to see that one has "departed 4" written on the back. Turn right and open the drawer beneath the oval mirror to find another note (3/28).
There are 4 colored pictures on the walls, and you can spin them around. You need to find matching symbols around the room to guide their orientation:
- Blue: Turn once (symbol in drawer of right nightstand)
- Red: Turn twice (symbol low on wall to left of sofa in side room)
- Orange: Turn twice (symbol on wall to right of bookshelf with key)
- Green: Turn twice (symbol in low cabinet to right of laptop)
The cabinet beneath the TV in the side room will now be open. Go and search it to find a flashlight Bright Eyes and another note (4/28), which tells you the last 2 digits of the code are 86. Look in the sneakers on the floor to the right to see they are size 38. Go to the door and enter the code 3886. Head through to the next area.
Find an old tape recorder around to the left to save your game here if you want.
Search the cabinet just to the right here to find a note (5/28) and book volume N (1/4). Look at the pictures on the opposite wall to see "strange way 2".
Go left through the Fish door into a child's bedroom. Search the drawer in the bunk bed to get book volume E (2/4). Look at the pictures on the wall to find "departed 14". Look on the TV cabinet to find the Ace of Clubs (1/8). Look on the white board to see a sticky note that reads "Orange Blue Red Green". Leave this room again. Look immediately left to see a Home Sweet Home plaque, and written on the back is "Wales" in red.
Go forward and left through the Lion door to find the bathroom. Open the full-height cabinet doors on the right and find book volume T (2/4) on the top shelf. There is a key in the bath, but you need to empty the bath before you can get it. Head back out to the hallway.
Try to enter the Wolf room, but the door is blocked for now. Go to the unmarked white door and you will find a wood-paneled room with a set of stairs leading up. Find the Jack of Diamonds (2/8) on the shelf to the left. Now climb the stairs and head through the door into the attic. Up here, you can find a note (6/28) and book volume A (4/4) on the table tennis table. There is another note (7/28) and a UV lens cap on the small round table at the far end of the room. Use the UV torch to see a whole lot of symbols around the room, including a bold symbol (1/6). There is also a safe on the other side of the room, and the clues for the safe code are on a scoreboard for darts. Keep the UV torch on for the time being.
When you go back downstairs there will be an minor earthquake. Head back to the starting room and pick up a green candle (1/6) from inside a smashed vase to the left of the bed. Look in the small side room to see another bold symbol (2/6) on the wall. Go back through the first locked door and around towards the second one. Look on some boxes to the left of the cabinet here to find the red candle (2/6). Now open the cabinet and insert your 4 books in the spaces to spell the word INITIATE Book Worm. Open the bottom of this cabinet to find a locked chest on the left, and the King of Hearts (3/8) on the right. Crouch down to also see the code 2491. Turn around and check out the photos on the wall to find "strange way 11".
You can now approach the locked door and enter code 2491, then head through.
Find an old tape recorder on the right to save your game here if you want. Pick up a note (8/28) from next to it, then continue down the hall and find another note (9/28) on the left. Pick up a blue candle (3/6) from the floor here. Go around the corner ahead to find a locked cabinet and a message about owls. Look at the pictures on the walls here to find the messages "graduation 1" and "strange way 8".
Go through the unmarked white door to find a laundry with another bold symbol (3/6) on the wall.
Next enter the Horse room and find the Four of Spades (4/8) on the left bedside table. Open the first full height cabinet and take the purple candle (4/6) from the floor. Grab a note (10/28) from the right bedside table. Note the 3 large pillars here with shapes on the wall above them - you will need to come back here later. The Zebra door is locked, so go downstairs and through another unmarked door.
Pick up the Queen of Spades (5/8) from a small round table here. Look at a photo on the left chest of drawers to see "graduation 12". Search the right chest of drawers to find a note (11/28) and a small key. Look on the wall here to find a photo that says "graduation 6". Continue around the corner to see another bold symbol (4/6) and some numbers on the wall reading 4623. Continue further around the corner to find the Seven of Diamonds (6/8) hidden in a shoe beneath a corner table.
Go through the next unmarked door to find a games room. There is a bold symbol (5/6) on the wall here. Look at the photo above the fireplace to see "departed 9". Go towards the bar area and pick up the orange candle (5/6). Grab another note (12/28) from the large desk in the corner of the room.
Leave this room and return to the hallway, then go through to the kitchen. Here you will see another bold symbol (6/6). Search the low cabinets in the first half of the kitchen to find a statue (1/6), and take a note (13/28) from on the bench here. Next search the microwave to find the Seven of Clubs (7/8). Search the low cupboards in the other half of the room to find another note (14/28).
Return upstairs and enter the Zebra room using your small key. Read the note (15/28) on the table, and look at the message on the white board, then leave again. Return to the previous area and the Wolf door will be opened for you. Go inside and take the Queen of Diamonds (8/8) and another note (16/28). Look at the books here. Using the messages you found on the back of pictures around the house, pull out these books:
- The True Departed: 4, 9, 14
- Unwanted Graduation: 1, 6, 12
- Strange Way Saga: 2, 8, 11
A picture on the wall in this room will now fall down, revealing a safe. Open this and take the octagon from inside Strange Octagon. Leave here and go up to the attic again. You now have all the information to open the safe up here:
- 21 - 20 = 1
- 22 - 19 = 3
- 1 x 1 = 1
- 2 + 4 = 6
- 3 + 6 = 9
- 1 x 5 = 5
Open the safe using code 131695 and take the square object from inside Strange Square. Now you need to follow the instructions on the white board in the Zebra room. Find the light switches in the Zebra, Horse, Lion, Wolf, Fish and Snake rooms, and make sure they are all up. Return to the Zebra room and watch the television to see four pairs of cards. Return downstairs to the games room and place your 8 cards around the table in the following order from left to right Shuffler:
- Seven of Diamonds
- Queen of Spades
- Jack of Diamonds
- Queen of Diamonds
- King of Hearts
- Ace of Clubs
- Four of Spades
- Seven of Clubs
The safe on this table will now be open, so you can take the triangle object from inside Strange Triangle.
Go to the stairs leading up to the attic and look at the first television screen to see three glowing objects - a purple triangle, red square and white octagon. Now head to the Horse room and place your 3 strange objects on their pedestals. Once they start glowing, click on them to change their colors to match the television screen Open Sesame. Open the wall cabinet here and a dark passage down will now be present. Follow the stairs down into some caverns, then continue until you are shut in a small room.
Find an old tape recorder on the right to save your game here if you want.
Pick up the hand-held transceiver from the table and one of the doors will open. Now navigate through the maze, flipping switches to open gates. Flip the switches in order from 1-7 as shown on the map below, starting from the green square with the transceiver and finish at the red square:
There will be a cave-in behind you when you reach the next cavern Safe Passage. Take the metal pipe and the valve. Crouch to get into the next part of the tunnel. Follow this to an area where you just need to pull a series of 3 levers to open adjacent gates. There is another save opportunity on a table here. Keep following the passage and you will return through a gate back to the start of this area.
Head up to the Lion room, which is the bathroom. Use your new metal pipe on the gap in the pipe to drain the bath The Plumber. Now you can take the basement key from the bath. Head down to the basement and use the key on the rusty metal gate to get inside. Look around to the left to see a picture of the kitchen, surrounded by the numbers 8822. Open the small locker here to find another note (17/28). There are 3 flags here with levers that change the color of lights surrounding them.
Go back to the kitchen and enter code 8822, then head through.
Outside, head over to the table with the umbrella to find a statue (2/6). Use your valve on the edge of the pool, then turn it to drain the pool. Now you can pick up a handle from the bottom. Go in through the sliding door to find a dining room, and grab a note (18/28) from the table. Go over to the bookcase here and pull out the red book Book Enthusiast. Read the message that is revealed on the wall regarding the candles. Turn around and look at the shelves opposite to find a small chrome lighter.
Go through the other door to the right of the bookcase to find the garage. Pick up the note (19/28) from the boxes in the shelves, and find a hammer on another box. Leave the garage again. Approach the front door and find an old tape recorder on the right to save your game here if you want.
Search the drawers here to find a note (20/28). Look behind the Sweet Home picture to see "Russia" in blue. Turn right and look behind the wall canvas here to see "Germany" in green. Turn right again and search another set of drawers to find a metal key and another note (21/28). Look left to see another canvas on the wall that has "USA" in yellow on the back.
Next enter the piano room. In here you can find a note (22/28) on the left. There are 4 large numbers around the room: 7, 6, 4 and 4. Crouch down and look at the combination dials on the front of the fireplace. By trial and error you can determine the code is 7644 Tune Up. Press the button that is revealed and the piano will slide away. Behind it, find another note (23/28) and a statue (3/6). There is also a map that will come in handy later on.
Next enter the opposite room. Take the turquoise candle (6/6) from a shelf on the left, a note (24/28) from the small round table on the left, and another note (25/28) on the right. Now head over to the grid of screens and buttons. Press the red button to start a memory game, where you need to press the buttons below to recreate the pattern you are briefly shown. The following are the patterns you need to recreate Brainy:
A lever slot will now be revealed just to the right - use your handle here. Head down the stairs that appear in the middle of the floor and crawl through the passages and up some more stairs at the other end. Find a note (26/28) on a barrel here. Pull the lever and you will be confronted with a room filled with pressure plates. Use the map you found behind the piano to navigate through this room Softly Softly:
Go through the open gate to get another note (27/28) and another statue (4/6). Next find another passage off the side of the pressure plate room and you will find a bank of 6 large switches and a cross of lights. Your goal here is to turn all the lights green. Play with the levers for a while, then wait and do nothing for a while, then try again Patience!.
Go through the newly opened gate. Pull the lever next to the stained glass window. Now carefully look at the colors of this, and pull the levers next to the other pictures to adjust their colors accordingly Biblical:
- Robe: Red
- Faith: Yellow
- Guidance: Blue
- Heart: White
Take a map piece (1/3) from the opened chest. Now you can return through the passages to get back to the house again. Next, use the information from the wall in the dining room to place your 6 candles in their correct candlesticks around the house Wax On:
- Red: Attic
- Blue: Games room (on the desk in the corner)
- Orange: Basement (you need to use your hammer to break down the boards)
- Green: Lion room
- Purple: Fish room
- Turquoise: Garage
Go to the Fish room, which has the only unlit candle, and light it using your small chrome lighter. Go back to the room to the left of the front door, where the TV cabinet is now open. Take the statue (5/6) from inside.
Now it is time to solve the owl statue puzzle. Walk around the house and find all of the owl statues, and turn them according to the information you received on one of the notes you have found (owls with a hat face west/right, owls without a hat face east/left) What a hoot!:
- Front Door: Turn left
- Ground Floor Hallway Right: Turn right
- Ground Floor Hallway Left: Turn left
- First Floor Hallway: Turn left
- Games Room: Turn right
- Wolf Room: Turn right
- Fish Room: Turn left
- Snake Room: Turn right
While you are upstairs, go to the cabinet where you placed the INITIATE books earlier. Open the bottom left door and use your metal key to unlock the chest. Take the map piece (2/3) from inside. Go down to the basement and use the levers to set the 4 colors of the 4 flags as follows:
- USA: Yellow
- Germany: Green
- Russia: Blue
- Wales: Red
Go back to the front door and look for an empty picture frame on the wall. Use your 3 map pieces here. Look in the locker to the left and collect the final statue (6/6). Go back upstairs and around to the statue cabinet on the right. Insert your 6 statues Statue Master. In the bottom of the cabinet, pick up the final note (28/28) Note Collector, then pull the lever.
Head back down to the map, and you will notice the one on the opposite wall has one square marked in red. You need to use the information from the 3 notes about The Voyage of Captain Weller to highlight his course on the map It's good to have a map:
The small chest on the table will now open and you will be given a choice of two items:
- Pick up the gun Game Over
- Pick up the front door key Initiated
Either way you will receive the achievement for completing the game initiated. There is another achievement if you complete the game within 2 hours Time Master.