---- Outside the action ---- Okey. You start outside the action. The security guard is a little cranky, so you have to soften him up by bragging him a little. Give him two wads of cash and he'll let you in. -- The auction --- Just before the auction starts, you have to click around on the people sitting in the audience, while Jeff makes some dry comments of about them. When you have clicked on a couple of them, the auction starts. Once the auction starts, you'll have the option to bid on every painting that's on display. That doesn't do much good however, since there's a stubborn art dealer who wants to get his hand of all of the paintings and outbids you. Luckily the last painting misses some figurines at the bottom of the frame(which doesn't make him as interested), and you're able to outbid him. This is good though. Cause this is the painting you want! Once you get it. Click on the little painting that appears at the bottom of your inventory frame. The painting now zooms in. Click on it and you'll turn the back of the painting towards you. At the bottom left. There's an address. Click on it. Jeff reads the address and decides to go to Sweden, where the previous owner lived. --- Outside of the house --- There's not much to do here. You can click around on some objects and Jeff makes some comments about the objects in the surroundings. You see a weird hanging device, with a sack hanging from it. Click the stone owl, and you'll find a key inside it. Surprise, surprise. It fits to the locked door on the house --- The hall --- You enter the house in to the hall. There's a phone. A fuse box. And a creepy doll. The phone doesn't work. And fuse box is empty. Can't do anything with the doll just yet. There's an open door. However, it's too dark in there and Jeff doesn't dare to go in. Go up stairs. Click on the owl painting on the left. A fuse falls down from it. Pick up the fuse. Go down the stairs again. Click on the fuse box, it zooms in. Drag the fuse to the fuse box. Voilà! The dark room lightens up. --- The living room --- Click on the open door (now lighten up). You're now inside the living room. Pick up the wooden box on the little stand, the fuse at the bottom left. The owl lighter on the coffee table. You can open the curtains by clicking on them. An own flies away. Can't do much about the owl just yet. You'll need to give him something. If you click above the fireplace. Jeff gives you a clue. There seems to be a number of fives scratched in the ashes. You'll need that later. There's an open door to the kitchen. Go there. --- The kitchen --- Once in the kitchen. Pickup the hammer, the plant nutrition. The scissors in the pot. There's a locked door. A locked fridge. A blender. Go back to the hall. Use the fuse, that you found in the living room. You'll now hear a humming noise. Something is turned on. Go back to the kitchen. The blender is now on, moving all over the place. Click the blender. Drag the wooden box to the blender. It breaks it. A key was hidden inside it. Take the key. Click on the fridge. Drag the key to the fridge. It opens. You find a lot of gross things in there. Take the mouse. Go back to the living room. The owl should be back on the window pane. Give the mouse to the Owl, and he drops a key. This key goes to the locked door in the kitchen. The bedroom. --- The bedroom --- Pickup the nail puller thingy and the remote on the bed. There are some paintings with light bulbs over them. You can click on the paintings and the bulbs lighten up. Nothing happens now though, cause they're aren't activated yet. You can click on the burned corpses on the bed and Jeff comments it. There's a rope outside the window. Cut it with the scissors, somethings falls down from the roof. The sack you saw outside, at the front of the house. Go outside again. Pickup another fuse, some candles that were inside the sack. Head back in again. Click the doll. Drag the nail pulling thingy to the doll. It falls down, and you get the nails down to your inventory. You also se a number on the wall. 585 - and a picture of a flower. Hmm. Click on the TV. Drag the remote to the TV. Press on the button 5 eight times (scratches on the fireplace), end with enter. The TV will light up. Click the tv and then drag the hammer to the it to break the glass. Take the rose inside the TV. Enter the bedroom. Put the rose into the vase. Drag the plant nutrition to the rose. It will grow and display a number. Remember this number and go to the hallway. Press the telephone, and enter 585 7062(which was on the note you found in the rose). A voice will say "There are two keys in the bedroom that don't open any doors. Use them. " It is a riddle. Walk into the bedroom, the babies eyes will now be open. Click the paintings to make the lightbulbs above the monkey and the donkey light up. The other ones should be turned off. The baby on the wall will now cough up a wind up key. Take it, and walk upstairs. Drag the wind-up key to the music machine. It will start to play and the doors will open. Enter the attic. --- The Attic --- Drag the candles to the table, drag the lighter to the candles. Click the ouija board. Ask the questions in this order. Is there a spirit present? Are you a kind spirit? What is your initial? Can I do something for you? Can you do something for me? Can you open the safe? Take the figurines from the safe. Click on the painting in the inventory. Drag the figurines to the painting. The painting will become a mirror, and you will now find yourself in the attic, but everything will be flipped. --- The dark, and flipped house --- Walk through the house and pick up the floating paintings. In the bedroom the wooden cupboard will be open. It will be a passage to a new room. You need to put the paintings in the right order, so that the paintings form the word LE-CH-U-Z-A; The correct order is 4 to 1 2 to 2 1 to 3 5 to 4 3 to 5 The closed door flies away. Face Lechuza!