He had found out about Keelan being the Jigsaw Puzzle Killer four years ago, and made a deal to keep him on the streets if he killed certain people he wanted dead. Lawson killed Keelan to silence him, and killed Diane out of paranoia due to signs that the incident was resurfacing, including "Potty Prof's" more frequent appearances. He also took advantage of the Jigsaw Puzzle Killings to disguise other unrelated murders, by placing jigsaw pieces at those crime scenes. However, he refused to elaborate on his motives after confessing, simply stating that some bad people had become too powerful. Some time later, Alfendi visits Justin, who claims that the reason for Alfendi's "placid personality" is because Justin had brainwashed him while he was in his coma after the Forbodium incident to ensure he kept his mouth shut. Both Alfendi's personalities plus Lucy are unconvinced that such a cheap trick could work, and vow that between the "three of them" they'll solve the "mystery of Placid Prof". In the final scene, the Commissioner, named as "Commissioner Barton", is seen talking to on the phone about recent events with an old friend named Hershel. The game is split between two distinct portions: investigation sections, and interrogations. Most of the cases follow the same routine, in which the player is given the basic facts of the case by Alfendi Layton, then must investigate the crime scene using the Mystery Room's crime scene recreation device. At the start of the case, the player is typically given a set amount of time to do a cursory sweep of the crime scene, and then must say who they think the murderer is based on their first impressions. Following this, the investigation proper commences, with further time spent examining the circumstances surrounding the crime (such as the means, motive, or certain puzzling aspects of the murder itself), finding evidence to back up points, and answering certain multiple choice questions. Once all the points of the investigation have been cleared up, the player then is able to interrogate the main suspect. During interrogations, a suspect's defense against accusations is represented by a casing around a beating heart. As the player presents the correct evidence to back up their accusations and prove the suspect's guilt, the casing slowly breaks apart. When the suspect's exposed heart turns to stone and breaks in two, the player has beaten the suspect, although on some occasions the casing reforms (entirely or partially) after it has broken when the suspect has something to say that (seemingly) contradicts or refutes the given evidence, only to break again when they have been proven wrong.