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Strange Investigations 1: Becoming - Full Walkthrough with Tips and Puzzles

Amazing Investigations 1: The Beginning. Detective Dana Strange managed to catch and put behind bars a serial killer, whose victim was her sister. Despite the success of the investigation, the girl still doubts that the real culprit was punished. Fifteen years later, Dana starts working as a private detective, and is faced with a case that confirms her worst fears ... This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 The Artist
  3. Chapter 2 Thompson Mansion
  4. Chapter 3 Chasing Jack
  5. Chapter 4 Cinema
  6. Extra Chapter
  7. Collectibles

Amazing Investigations 1: General Tips

Dana Strange’s sister was kidnapped and killed by a serial killer. For the sake of his capture, the girl became a police detective, conducted an investigation and was able to catch the criminal. After 15 years, Dana becomes a private detective and takes on a case whose circumstances are very similar to the case of her sister’s kidnapping. Is it possible that in the past she made a mistake with the conclusions and behind bars was not a real killer?

In the course of a new investigation, Dana will have to answer her questions, deal with the ghosts of her past and find a new victim of the kidnapper. To help the main character of the story, go through the locations of the game, collect evidence and other useful equipment, solve puzzles and play mini-games. In case of difficulty, use the hint and check your location on the Map of the area.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. Hidden object scenes will use the acronym "SEARCH" throughout the playthrough. Items marked with a different color are hidden or require additional actions to find them.

This walkthrough will show a step-by-step solution to mini-games that have a single solution. For other mini-games, carefully read the instructions in the game. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move to the desired location.

Amazing Investigations 1: Chapter 1 The Artist

Take the HAIRPIN (A); try to take the key. Take the CRESCENT (B). Select car key; use the HAIRPIN on the key piece and open the door (C). Play the HOP (D) to get the UNLOADED REVOLVER.

Put the CRESCENT on the box (E); take BRACELET and CROWBAR (F). Use the CROWBAR on the car trunk (G); look at the photo and take the FIRE EXTINGUISHER and CARTRIDGES (H).

Use the FIRE EXTINGUISHER on the rat (I); take the BASEMENT KEY (J). Combine the UNLOADED REVOLVER and CARTRIDGES in Inventory; take REVOLVER. Use the BASEMENT KEY on the padlock and open the basement doors (K); use the REVOLVER on the basement entrance (L).

Take PENCIL and LOCKED DIARY (M). Take LIGHTER and UV LIGHT (N); use the PENCIL on the lock of the window frame and take the MECHANISM PART 1/3. Take GEAR PART 2/3 and TOKEN (O).

Place the TOKEN on the drawer (P); take the PLIERS (Q). Use the PLIERS on the cabinet door to get MECHANISM PART 3/3 (R).

Combine the LOCKED DIARY and GEAR PARTS in the Inventory for a mini-game (S). Restore the symbols on the discs (TUV) and select the center button (W); restore the symbols on the disks (XYZ), select the center button (W) and restore the symbols on the disks (A-B-C). Take the DIARY.

Use the UV LIGHT on the lamp on the table; place the DIARY on the stand (D). Spot the differences on the diary pages (E). Take the ARTIST PHOTO (F).

Move the notes on the stand (1-2-3); place the ARTIST PHOTO in the bag (G) and take the CABINET KEY (H). Use the CABINET KEY (I); select key and take clothes (J). Talk to Mel (K) to get ISABELLA’S PHOTO.

Take COIN and DECORATION FRAGMENT 1/2 (L). Use the COIN on the newspaper machine; take the HEX KEY, DEFECTIVE SWITCH, and SCREWDRIVER (M). Use the SCREWDRIVER on the poster screws; take DECORATION FRAGMENT 2/2 and BUTTON (N). Place the DECORATION on the cinema door lock (O). Walk forward (P).

Take the POPCORN GLASS (Q). Take ADHESIVE TAPE (R). Use the SCREWDRIVER and POPCORN JUICE on the popcorn machine; take the BROKEN CANE and DOLLAR SIGN (S). Walk back.

Combine the BROKEN CANE and ADHESIVE TAPE in Inventory; take CANE. Use the CANE on the beam above the posters; take the WRENCH (T). Use the WRENCH on the newspaper machine; play the HOP (U) to receive the CODE STICKER. Place the DOLLAR SIGN on the ticket booth panel (V); take the DIAL and SWITCH HANDLE (W). Walk forward (X).

Place the DIAL on the telephone; take the CASH REGISTER HANDLE (Y). Place the BUTTON, CASH REGISTER HANDLE, and CODE STICKER on the cash register (Z). Select buttons in sequence 1-2-3-4-5 (A). Examine the note and take the METAL COVER (Z).

Combine the DEFECTIVE SWITCH, METAL COVER, and SWITCH KNOB in Inventory; take SWITCH. Place the SWITCH on the light (B). Play the HOP (C) to receive the POSTER SHIELD. Walk back. Use the POSTER SHIELD and ADHESIVE TAPE on the torn poster (D); take the ACTOR PHOTO and ADDRESS PLATE (E). Walk forward (F).

Place the ACTOR PHOTO in the frame (G); read the note (H). Examine the passage to the right (I) for a mini-game.

See screenshot for solution (J).

Amazing Investigations 1: Chapter 2 Thompson Mansion

Take the BAG (K). Use the HEX KEY on the metal plate bolts; take the FILE HANDLE and LETTER J (L). Take POKER and NECKLACE; put the ADDRESS PLATE on the plinth (M) and take the MERMAID FIGURINE (N).

Take VALVE; use the FILE HANDLE on the file blade and take the FILE (O). Combine the BAG and LETTER J in Inventory; play the HOP to receive the INSECTICIDE. Use the INSECTICIDE on the spider (P); take the SHEARS (Q). Use the SHEARER, POKER, and FILE on the wall to the left of the gate (R). Walk forward (S).

Use the MERMAID FIGURINE and VALVE on the fountain; take SMALL KEY, EMERALD 1/2, CROWBAR, and PLANK 1/3 (T). Take the MANTICORE FIGURINE; use the CROWBAR on the crate and take the PLANK 2/3 (U). Use the CROWBAR on the tree trunk; take PLANK 3/3 and HORSE HEAD (V). Walk back twice.

Use the SMALL KEY on the ticket booth; take LETTER T and HANDKERCHIEF (W). Combine the BAG and LETTER T in Inventory; take the SPATULA and VINEGAR. Use the SPATULA on the chewing gum; take the HORSE HEAD (X). Return to the Garden.

Place the two HORSE HEADS on the horses (Y); take LOCK PIECE and EMERALD 2/2 (Z). Use the VINEGAR on the latch of the barn doors; open the door (A). Use the LIGHTER on the barn; take the METAL HANDLE (B). Walk back.

Use the METAL HANDLE on the light (C) to activate a mini-game. Do the steps in the following order (D): (1-3)-(2-6)-(3-8)-(4-6)-(5-8)-(6-7)-(7-8) -(8-9). Take the FUSE (E). Place the EMERALDS in the eye sockets of the dog statue; take the GEAR and NAILS (F). Walk forward.

Use the LOCK PIECE and the GEAR on the chest (G) for a mini-game. Do the steps in the following sequence (H): Ix2-(J-2)-Ix2-(K-7)-Ix2-(L-1)-Ix2-(M-7)-(N-4)-Ix2-( O-2). Take the HAMMER (P).

Place the FUSE on the electrical box (Q). Play the HOP (R) to receive the BROKEN LADDER. Combine the BROKEN LADDER, PLANKS, NAILS, and HAMMER; take the LADDER. Place the LADDER by the second floor window (S).

Take the BOX (T). Take the OIL CAN (U). Use the OIL CAN on the grate hinges (V); take the YARN AMULET (W).

Place the YARN AMULET on the basket (X); play the HOP to receive the KNITTING HOOK. Use the KNITTING HOOK on the lamp latch; take the DOOR KEY (Y). Use the DOOR KEY on the lock of the house door; walk forward (Z).

Talk to the girl (A) to receive the SIGNET RING. Place the MANTICORE FIGURINE on the box on the table; take STAR, HANDLE, and CANDLE (B). Take DIE 1/3 (C). Take DIE 2/3 (D). Walk back.

Place the HANDLE on the toolbox; read the note and take the PROPANE and DIE 3/3 (E). Walk forward (F). Combine the BOX and DICE in your Inventory; take GUITAR STRINGS and STAR. Place the two STARS on the wall panel straight ahead (G) to activate a mini-game. Do the steps in the following sequence (H): (J-Kx2-Lx2)-(lx2-J-Kx2-L). Take PICK 1/3 and STALLION (M). Walk back.

Place the STALLION on the fresco above the door (N); take the FLINT AND FEATHER (O). Walk forward (P). Place the CANDLE on the candlestick; use the FLINT AND Flint on the candle (Q). Walk forward (R).

Place the NECKLACE on the mannequin; take PLUG 2/3 and SKULL (S). Place the SKULL on the table; take the JACK SUPPORT, DRAGON HEAD, and Plectrum 3/3 (T). Take the SATCHEL (U). Take the sledgehammer (V). Return to the Backyard.

Use the sledgehammer on the windowsill; take DRAGON WING and DEFECTIVE JACK (W). Return to the Secret Room. Combine the SACKET, DRAGON HEAD and DRAGON WING in Inventory; take SKELETON HAND and CRYSTAL. Place the CRYSTAL on the mannequin; take the JACK RATCH (X).

Place the SKELETON HAND on the rock in the niche (Y). Play the HOP (Z) to receive the JACK HANDLE. Combine the DEFECTIVE JACK, JACK SUPPORT, JACK RATCHET and JACK HANDLE in Inventory; take JACK. Use the JACK on the kitchen lift door (A); take the TILE and MUSIC CYLINDER (B). Place the TILE on the drawer; use the HANDKERCHIEF on the web and take the THREE-WAY KEY and NEEDLE AND THREAD (C). Walk back.

Place the MUSIC CYLINDER on the music box (D) for a mini-game. Do the steps in the following sequence (E): (4-2-8)-(1-6-3-7)-(3-7-4-5-6). Take the KITCHEN LIFT BUTTON (F). Walk forward (G).

Place the KITCHEN LIFT BUTTON on the lift control; take the TAPESTRY FRAGMENT (H). Walk back. Use the TAPESTRY FRAGMENT and the NEEDLE AND THREAD on the damaged tapestry (I). Play the HOP (J) to get the HORSESHOE. Select the panel above the door under the stairs; put the HORSESHOE on the panel (K). Walk left (L).

Amazing Investigations 1: Chapter 3 Chasing Jack

Use the SIGNET RING on the box near the chest (M); take the WOLF FIGURINE (N). Take the ACID (O). Place the WOLF FIGURINE on the bicycle luggage bag and take the CARBINE and CLOCK HANDS (P); use the ACID on the bike chain and take the CHAIN.

Place the CLOCK HANDS on the clock face (Q); take SWITCH LEVER and CORKSCREW (R). Place the SWITCH LEVER, CHAIN, and CARBINE on the kitchen lift; select the lever (S) to activate a mini-game.

See screenshot for solution (T). Zoom into the kitchen lift (U).

Take the PAPER CLIP and DUST BROOM (V). Use the PAPER CLIP on the bag clasp slider; take SUN HALF and GLUE (W). Walk back. Place the SUN HALF on the chest (X); play the HOP to receive the MAGNET. Return to the Second Floor (Y).

Examine the DUST BROOM in Inventory and remove the feathers; combine the whisk handle, GLUE and MAGNET and take the STICK WITH MAGNET. Use the STICK WITH MAGNET on the window (Z); take the DOUBLE KEY (A). Use the THREE-WAY KEY and the DOUBLE-WAY KEY on the cabinet drawer locks; take SMALL VALVE and GUITAR PEGS (B). Walk left (C). Walk back.

Use the GUITAR STRINGS, GUITAR PEGS, and PICKERS on the guitar (D). Play the HOP (E) to receive the DOOR HANDLE. Return to the Second Floor. Place the DOOR HANDLE on the door on the right (F). Walk right (G).

Take CODE PIECE 1/3 (H). Use the CORKSCREW on the drawer; take CODE PIECE 2/3, PURSE, and BULL FIGURINE (I). Take the BRASS LATCH (J). Combine the PURSE and BRASS LATCH in Inventory; take CODE PIECE 3/3. Remove painting (K).

Place the CODE PARTS on the safe; select the lock dial (L) and take the JUDGE FIGURINE and PAPER KNIFE (M). Combine the PURSE and PAPER KNIFE in Inventory; take SPACEBAR. Place the SPACEBAR on the typewriter; take JOKEY FIGURINE and SMALL LEVER (N). Place the SMALL LEVER on the bookcase; take the HORSE FIGURINE (O).

Place the JUDGE FIGURINE, HORSE FIGURINE, and JOCKEY FIGURINE on the game table (P) for a mini-game. Do the steps in the following sequence (Q): R-Sx7-Tx6-UV. Take the STANNER (W). Return to the Cellar.

Place the BULL FIGURINE on the drawer (X); take the COMPRESSED AIR BOTTLE and ADJUSTABLE WRENCH (Y). Return to the Backyard. Use the ADJUSTABLE WRENCH on the hose nut; take the HOSE (Z). Return to the Second Floor.

Combine the COMPRESSED AIR CYLINDER, SMALL VALVE, HOSE, STANNER and ADJUSTABLE WRENCH; take PNEUMATIC STANNER. Use the PNEUMATIC STUNNER on the door lock on the left (A). Hit the castle three times (B). Show Jack the PHOTO OF ISABELLA (C) to get ISABELLA’S PURSE.

Amazing Investigations 1: Chapter 4 Cinema

Take the WIRE (D). Take the DEFECTIVE GLASS CUTTER; use the WIRE on the car door latch (E) and take the FLOWER and SLINGSHOT (F). Use the SLINGSHOT on the fire escape to get a PETAL (G).

Combine ISABELLA’S PURSE, FLOWER and PETAL in Inventory; take GEM 1/5 and LADYBUG KEY. Use the LADYBUG KEY on the glove box lock (H). Play the HOP (I) to receive the STAR KEY. Take PICTURE FRAGMENT 1/3; use the STAR KEY on the door lock on the right (J). Walk right (K).

Take the CONTROL BOX (L). Take the COIN RETURN LEVER (M). Walk back. Place the CONTROL BOX and COIN RETURN LEVER on the vending machine; take GEM 2/5 and TOKEN (N). Walk right (O).

Use the TOKEN on the latch of the box (P); take the EYE and TWEEZERS (Q). Place the EYE in the mannequin’s eye socket; take PICTURE FRAGMENT 2/3 and OLD RING (R). Walk back. Combine the DEFECTIVE GLASS CUTTER, OLD RING and TWEEZERS in Inventory; take GLASS CUTTER. Use the GLASS CUTTER on the glass of the vending machine; take PICTURE FRAGMENT 3/3 and NYLON STOCK (S). Walk right (T).

Use the NYLON STOCK on the broken lamp to get a SHARP SHARD; take GEM 3/5 (U). Place the PICTURE FRAGMENTS on the painting (V) for a mini-game. Do the following in sequence (W): (5-9)-(6-7)-2-(1-3)-(1-5)-8-(5-7)-(5-8)-2 -(2-5)-8-(5-8). Walk forward (X).

Take the SMALL BUTTON (Y). Place the SMALL BUTTON on the drawer latch; take the ELECTRIC TAPE and KEY RING (Z). Use the KEY RING (A); read the note and take the SYRINGE and GEM 4/5 (B). Walk back.

Use the SYRINGE on the locker hinges (C); take GEM 5/5 and PUNCH CARD CODE (D). Place the GEMS on the mannequin’s arm; take WATER and BLANK PUNCH CARD (E). Walk forward (F).

Use the PUNCH CARD CODE and the BLANK PUNCHED CARD on the puncher on the file cabinet; take the PUNCHED CARD (G). Use the PUNCH CARD on the electronic door lock right (H). Walk forward (I).

Take the SUITCASE (J). Take the EPOXY and FAULTY REMOTE CONTROL (K). Take BROKEN KEY and BATTERY (L).

Combine the FAULTY REMOTE CONTROL and BATTERY in Inventory; take the REMOTE CONTROL. Take the MUSIC KEY 1/3 and use the REMOTE on the car sensor (M); play the HOP to receive the SOLDIER FIGURINE. Place the SOLDIER FIGURINE on the chest (N); take UNDEVELOPED PHOTOS and TROPHY (O). Walk back.

Use the TROPHY on the blade; take PRISM and MUSIC KEY 2/3 (P). Place the PRISM on the tripod; take CODE WHEEL and BIRD FIGURINE (Q). Walk forward (R).

Place the BIRD FIGURINE on the cabinet drawer (S); take the UV LANTERN and KEY PIECE (T). Walk back. Combine the SUITCASE and BROKEN KEY in Inventory and remove the BROKEN KEY PIECE; use the KEY PIECE on the base of the key and take the DEVELOPER.

Use the PROPANE, WATER and DEVELOPER on the cuvette (U), select the button (V) and place the UNDEVELOPED PHOTOS in the solution; select the photos to activate a mini-game. Do the following in sequence (W): (2-7)-(7-12)-(11-6)-(6-3)-(3-4)-(5-6)-(6-9) -(6-11)-(10-11)-(11-8)-(2-1)-(1-5)-(5-9)-(2-7)-(10-11)-( 6-3)-(7-11)-(2-6)-(6-10). Take PHOTO WITH CODE (X). Walk forward (Y).

Use the CODE WHEEL and PHOTO WITH CODE on the device on the table on the right; set code 4852 (Z). Walk forward (A); take WHEEL HANDLE 1/4 (B). Take the DEFECTIVE BOLT CUTTER (C).

Take WHEEL HANDLE 2/4; use the SHARP SHARD on the chair upholstery and take the RAG and TINY BOOT (D). Examine the MOVIE BOX; place the TINY BOOT on the doll and take the BOLT CUTTER PART and WHEEL HANDLE 3/4 (E). Combine the DEFECTIVE BOLT CUTTER and BOLT CUTTER PART in Inventory; take BOLT CUTTER. Use the BOLT CUTTER on the cage lock; take MUSIC KEY 3/3 and NET (F). Walk back.

Place the MUSIC KEYS on the jukebox (G) for a mini-game. The initial placement is random; see screenshot for one of the possible solutions (H). Take the BUST HEAD (I). Use the EPOXY and BUST HEAD on the broken bust; take METAL HANDLE and WHEEL HANDLE 4/4 (J). Walk forward (K).

Place the METAL HANDLE on the drawer (L); open the drawer and take the HOOK and ANCHOR (M). Use the HOOK on the rope (N). Use the RAG and HANDLES on the winch; select gate (O).

Take DAMAGED MOVIE; use the UV LANTERN on the pile of things (P). Play the HOP (Q) to receive the ALARM LAMP. Return to the Editing Room. Place the ALARM LAMP in the socket (R). Walk left (S).

Select switch chain (T). Take the UNFINISHED SCHOONE (U). Take the WINDING KEY (V). Use the WINDING KEY on the box; take the TAIL LIGHT and SCHOOER RUDDER (W). Return to the Work Room.

Place the TAIL LIGHT on the car (X); take CARTRIDGE KEY and TRIANGULAR DECORATION. Use the CARTRIDGE KEY on the clamp support; take the SIREN FIGURINE (Y). Return to the Projectionist’s Booth.

Combine the UNFINISHED SCHOONE, ANCHOR, NET, SCHOON RUDDER and SIREN FIGURINE in your Inventory; take the SCHOON. Place the SCHOON on the support; take SMALL HANDLE and PROJECTOR SWITCH (Z). Put the TRIANGULAR DECORATION on the box (A); take the VALVE and FANG (B). Use the VALVE on the steam pipe tap; take ROPE and GRIP (C). Return to the Cinema.

Place the SMALL HANDLE on the electric cabinet (D) for a mini-game. See screenshot for solution (E). Use the GRIP on the socket (F); take ELECTRIC PLUG. Return to the Projectionist’s Booth.

Use the ELECTRIC PLUG and ELECTRIC TAPE on the mounting device; place the DAMAGED MOVIE in the device and take the MOVIE (G). Place the PROJECTOR SWITCH and MOVIE on the projector (H). Play the HOP (I). Take the EAR (J).

Place the FANG and EAR on the mask (K); play the HOP to receive the HACKSAW (L). Use the HACKSAW on the wooden crampons; take the HARPOON GUN (M). Return to Alley.

Combine the HARPOON GUN and ROPE in Inventory; take GROUND HOOK. Use the GROUND HOOK on the fire escape; go upstairs (N). Use the BRACELET (O) to activate a mini-game.

Do the following in sequence (Q). (R): 6-1-2-5-4-3. (S): 8-6-4-2-3-5-7. (T): 1-5-4-6-3-7-2-8. (U): 7-3-1-5-8-4. (V): 6-2-8-4-3-7-5. (W): 6-1-4-3-7-8-5-2.

Amazing Investigations 1: Extra Chapter

Talk to Freeman (A) to receive the SCISSORS. Take the DRILL CHUCK (B). Use the SCISSORS on the attached magnifying glass; take the Magnifier, TWINE, and FAILURE DRILL (C). Take MOSAIC PIECE 1/4 and DRILL (D).

Take MOSAIC PIECE 2/4 (E); use the Magnifier on the door lock on the right (F). Talk to Freeman (G) to receive the MOUNTING BOLT. Use the MOUNTING BOLT and TWINE on the lid of the drawer (H); play the HOP to get a DRILL HANDLE and BALLERINA FIGURINE (I).

Place the BALLERINA FIGURINE on the counter (J); take the DRILL HOLDER (K). Combine the DEFECTIVE DRILL, DRILL CHUCK, DRILL, DRILL HANDLE and DRILL STOP in Inventory; take DRILL. Use the DRILL on the drawer lock (L); take the PANTRY KEY (M).

Use the PANTRY KEY on the door lock on the right; open the door (N). Play the HOP (O) to receive the GLOVE. Use the GLOVE on the package on the counter; take the MIRROR SHARD and MOSAIC PIECE 3/4 (P). Use the MIRROR SHARD on the door right; take POSTER and ROD (Q).

Use the ROD on the shelf (R); take MOSAIC PIECE 4/4 and BATTERY. Place the MOSAIC FRAGMENT on the lock panel right on the door (S) for a mini-game.

Do the steps in sequence 1-23 (T).

Do the steps in sequence 24-42 (U). Use the POSTER on the door right (V).

Take DAMAGED LADDER (W). Take the PLUMBER FIGURINE (X). Place the PLUMBER FIGURINE on the toolbox (Y); take the GEAR and MAILBOX FLAG (Z).

Place the MAILBOX FLAG on the mailbox; take LATCH 1/3 and ADJUSTABLE KEY (A). Use the ADJUSTABLE WRENCH on the hydrant; take the BOLT (B). Combine the DEFECTIVE LADDER, GEAR, ADJUSTABLE WRENCH and BOLT in Inventory; take FOLDING LADDER. Place the FOLDING LADDER on the cinema sign (C). Take ENVELOPE and DEFECTIVE FLASHLIGHT (D).

Place the ENVELOPE on the mailbox (E). Play the HOP (F) to receive the FLASHLIGHT LEVER. Combine the DEFECTIVE FLASHLIGHT and FLASHLIGHT LEVER in Inventory; take FLASHLIGHT. Use the FLASHLIGHT on the sign drawer; take the CHESS PAW and LOCK PICK (G). Use the LOCK PICK on the cinema door lock (H). Walk forward (I).

Take REVOLVER (J). Place the REVOLVER on the stand; take the DEFECTIVE SOLDERING IRON and SHEET OF PAPER (K). Take LATCH 2/3 (L). Walk back.

Combine the DEFECTIVE SOLDERING IRON and BATTERY in Inventory; take the SOLDERING IRON. Use the SOLDERING IRON on the electric sign box (M) to get the RUBY. Walk forward (N). Place the RUBY on the bag; take the CHESS BOAT (O).

Place the CHESS PAWN and CHESS ROOK on the chess board (P) for a mini-game. Do the following in sequence (Q): R-Sx2-RTSR-Tx2; R-Sx3-T. Read the note; take LATCH 3/3 and BRUSH (U).

Place the LATCHES on the bag; take the POWDER (V). Use the POWDER and BRUSH on the telephone dial; select disk and take VINTAGE KEY (W). Use the VINTAGE KEY on the door lock (X). Walk forward (Y).

Take the OFFICE KNIFE (Z). Take the PENCIL (A). Take the BROKEN MEGAPHONE and ORGAN BUTTON 1/4 (B). Use the CUTTER KNIFE on the box twine; play the HOP (C) to receive the WINDING GEAR.

Combine the BROKEN MEGAPHONE and WINDING GEAR; take MEGAPHONE. Use the MEGAPHONE on the crows (D); take SOLVENT and CABLE CLUTCH (E). Place the CABLE GUN on the lamp wire (F); use the SHEET OF PAPER and PENCIL on the wall to get a DIAGRAM.

Place the DIAGRAM on the safe (G) for a mini-game. Do the steps in the following sequence (H): Jx2-IJlJ-Kx2-JKJK-Lx2-KLMLM-Lx3-M-Lx3. Take RUNNER FIGURINE and ORGAN KEY 2/4 (N). Place the RUNNER FIGURINE on the emergency exit lock panel (O). Walk forward (P).

Take the ROUND MAGNET (Q). Use the STICKING KNIFE on the hanging fire extinguisher (R) to get the LINE. Use the ROUND MAGNET on the barrel to get the CUTTERS and QUARTER 1/5 (S).

Take the ORGAN KEY 3/4 and use the CUTTERS on the mesh; use the SOLVENT on the wall (T). Take QUARTER 2/5, POLICE BATON, and HOOK (U). Combine the HOOK, LINE and POLICE BATON in Inventory; take the ROOD. Use the ROD on the barrel; take GLUE and ORGAN BUTTON 4/4 (V).

Place the ORGAN KEYS on the organ (W) for a mini-game. Do the following in sequence (X): 10-3-9-6-1-3-4-9-5-7-2-12. Take the BUS TICKET (Y). Use the BUS TICKET on the sign (Z).

Take PLASTIC HANDLE and QUARTER 3/5 (A). Place the PLASTIC HANDLE on the ticket box; take GLITTERED BROOCH, QUARTER 4/5, and FAUCET HANDLE (B). Use the GLITTERED BROOCH on the crow (C); take the GLASS CLEANER.

Place the WIPER on the car glass; take the SPONGE (D). Use the FAUCET HANDLE and SPONGE on the drinking fountain; take the WET SPONGE (E). Use the WET SPONGE on the marker and take the QUARTER 5/5 (F); place the BUS TICKET on the marker and select Artville (G). Use the QUARTERS on the car window (H). Play the HOP (I).

Take the DEFECTIVE PUMP and SPRING (J). Take ROOTS; place the SPRING in the compartment of the drawer (K) and take the PUMP PIECE and SLAB PLATES (L).

Place the Flip PLATES on the dispenser; take RUBBER and TOKEN 1/2 (M). Combine the DEFECTIVE PUMP, GLUE, RUBBER and PUMP PART in Inventory; take PUMP. Use the PUMP on the bus wheel (N). Talk to the bus driver (O) to get the PEANUT. Give the PEANUT to the squirrel (P); take TOKEN 2/2.

Place the TOKENS on the box (Q) to activate a mini-game. Do the steps in the following sequence (R): 4-2-1-4-6-3-1-6-7-5-2-7-4. Take the RUSTY AX (S).

Use the RUSTY AX on the grindstone; take the SHARP AX (T). Use the SHARP AX on the plant shoots (U). Walk right (V).

Take the JACKET (W). Take the TREE CROWN (X). Place the ROOTS and TREE CROWN on the box (Y); take the DOOR HANDLE and HAMMER (Z). Take PIN STUD 1/5 (A). Walk back.

Use the HAMMER on the fuel pump; take the PATCH and PIN STUD 2/5 (B). Walk right (C). Combine the JACKET and PATCH in Inventory; take ARTIST’S KEY. Use the DOOR HANDLE and ARTIST’S KEY on the lock of the house door (D). Walk forward (E).

Extinguish the candle; take the CAR (F). Take PIN STUD 3/5 (G). Walk back. Place the CAR on the casket (H); take the WOODEN LEVER and PIN STUD 4/5 (I). Walk back.

Use the WOODEN LEVER on the jack; take the WEDGE (J). Return to the FOYER. Place the WEDGE under the crate wheel; open the drawer and take the PIN STUD 5/5 (K). Use the PINS on the map (L) to activate a mini-game.

See screenshot for solution (M).

Take STONE TILE 1/5 and CARPET (N). Put the CARPET on the shards of glass (O). Take the MONOGRAM (P). Walk back.

Combine the JACKET and MONOGRAM in Inventory; take STONE TILE 2/5 and SMOKE BOMB. Use the SMOKE BOMB on the wasp; take the PICKAXE and SAFE WHEEL (Q). Use the PICKAXE on the stone on the left; take STONE TILE 3/5 (R). Use the PICKAXE on the ice; take STONE TILE 4/5 (S). Walk right (T).

Move clothes; place the SAFE WHEEL on the safe (U) and take the STONE TILE 5/5 (V). Place the STONE TILES on the door panel straight ahead (W). Play the HOP (X). Talk to the boy (Y). Congratulations! You have successfully completed Amazing Investigations 1: Origins Collector’s Edition walkthrough.

Amazing Investigations 1: Collectibles

The location of the Collection items is marked with a yellow marker. The location of the puzzle pieces is marked with a green marker. Collection objects (AD).

Collection objects (E-H).

Collectible objects (I).

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