Last updated: July 2026
Wizard's House Walkthrough — Codes, Tools & First Steps
Full Wizard's House guide for Bring Back The Sun. Door code 14 explained, scythe-to-axe-to-crowbar tool chain, and every puzzle solution.
Overview
The Wizard's House is the starting hub of Bring Back The Sun and your introduction to the game's core mechanics. Here you meet the wizard who explains that the sun has vanished and asks you to recover four legendary relics from distant lands. Before you can leave, you must prove you understand the basics: finding hidden items, combining tools, and entering numeric codes into locked doors.
This map is relatively short compared to later areas, but it teaches patterns that repeat throughout the game. Pay close attention to how objects interact — a scythe becomes an axe, which becomes a crowbar — because similar transformation chains appear in other maps. The house also contains the first code puzzle, a simple math problem involving fruit counts that sets the tone for every door code to come.
Expect to spend ten to twenty minutes in the Wizard's House on a first playthrough. Speedrunners can finish in under five once they know the tool chain and code.
Exploring the House
Begin by talking to the wizard near the fireplace. He outlines the quest and points you toward the side room where tools are stored. Search every drawer, shelf, and corner — the house hides the scythe, seeds, and several clue objects that seem decorative but foreshadow puzzles in later maps.
The main floor contains a kitchen area with apples and oranges displayed on the counter. Count them carefully: there are three apples and four oranges. A note on the wall hints that you should "add, then double," which is the key to the first door code. Upstairs you will find locked cabinets that open once you have the correct tools from the transformation chain below.
Do not rush past the bookshelf. One volume mentions the four relics by name — the Tear of the Forest, the Burning Heart of the Earth, the Shard of the Fallen Sun, and the Gift of the Ancient Grain — giving you a checklist for the entire game.
Tool Chain: Scythe → Axe → Crowbar
The central mechanic of the Wizard's House is a three-step tool upgrade path. First, locate the scythe in the garden shed behind the house. The scythe alone cannot break the thick roots blocking the basement, but it can cut wheat stalks in the small field patch to reveal a hidden workbench.
At the workbench, combine the scythe with the sharpening stone to craft the axe. The axe lets you chop the wooden barrier on the staircase leading to the attic. Inside the attic chest you will find a metal rod and a crowbar head — combine these at the same workbench to create the crowbar.
The crowbar is the final tool you need. Use it to pry open the basement grate, descend the ladder, and access the code-locked door that leads to the portal room. If you try to skip steps, the game simply will not let you interact with the next obstacle, so follow the chain in order: scythe, then axe, then crowbar.
Door Code: 14
The basement door requires a two-digit code derived from the kitchen fruit puzzle. You counted three apples and four oranges earlier. The clue "add, then double" means: add the two numbers (3 + 4 = 7), then double the result (7 × 2 = 14). Enter 14 on the keypad and the door swings open.
Some players mistakenly enter 7 (the sum only) or 34 (concatenation). Neither works. The doubling step is essential and mirrors the kind of two-operation math puzzles you will see again in Ancient Ruins and The Restaurant.
After the door opens, step through the portal to unlock access to the Sinister Forest on the world map. Return to the wizard before leaving — he confirms your progress and marks the first relic slot on his display board.
What Comes Next
With the Wizard's House complete, the Sinister Forest becomes available. You leave with the scythe knowledge, an understanding of code math, and the four-relic quest log. There are no collectibles you can miss permanently in this map, so do not worry about soft-locking.
If you are playing with friends, make sure everyone enters the portal together so the group stays on the same map. The wizard's house remains accessible as a hub throughout the game, and you can return anytime to check relic progress or re-read lore books.
Frequently Asked Questions
What is the Wizard's House door code?
The code is 14. Add three apples and four oranges to get 7, then double it to get 14.
Where do I find the scythe?
The scythe is in the garden shed behind the Wizard's House. Exit through the back door and check the small wooden structure to the left.
How do I get the crowbar?
Craft the axe first by combining the scythe with a sharpening stone at the outdoor workbench. Chop the attic barrier, loot the chest, then combine the metal rod and crowbar head into a crowbar.
Can I skip the Wizard's House?
No. The house is mandatory and teaches essential mechanics. The portal to other maps remains locked until you complete the basement puzzle.
What relic do I get in the Wizard's House?
None. The house is a tutorial hub. The four relics are collected in Sinister Forest, Ancient Ruins, The Restaurant, and The Lava Temple.
I entered 7 and the code failed. Why?
You need to double the sum. Three plus four equals seven, and seven doubled equals fourteen. Enter 14, not 7.
Related Pages
Sinister Forest
The first adventure map — code 9898, fertilizer puzzle, and the Tear of the Forest.
Ancient Ruins
Water buckets, golden wheat, and the Shard of the Fallen Sun.
The Restaurant
Cable color decoding and the five-ingredient recipe order.
The Lava Temple
Flame colors, statue alignment, and the Burning Heart of the Earth.
Boss Fight
The final confrontation — arrow colors, book sorting, and magic words.