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Strange Investigations 2: Two For Solitaire - Full Walkthrough with Tips and Puzzles

Amazing Investigations 2: Double deal. Dana Strange and her partner Malcolm take on a new investigation. They have to figure out and stop the mysterious avenger, who decided to administer justice to those who escaped legal prosecution. The criminal is smart and dangerous, and the reasons he is guided by are quite understandable and even obvious. Can the detectives figure out his plan? And what will they decide for themselves when they find out the motives of the killer? 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 A Killer on the Loose
  3. Chapter 2 Matthew Chan
  4. Chapter 3 A Friend in Need
  5. Chapter 4 The Hunt Continues
  6. Chapter 5 The Truth Comes Out
  7. Bonus Chapter
  8. Collectibles

Amazing Investigations 2: General Tips

No sooner had Dana Strange completed her first investigation than she was assigned to take on a new case. This time, an elusive criminal has appeared in the city, for whom there are no barriers and restrictions. All of his victims have one thing in common - they were prosecuted in the past, but were able to avoid legal punishment. Now a mysterious avenger has appeared on their way, who is not only extremely smart, but also has important information that helps him seek out new victims.

Dana and her partner Malcolm have to find the criminal and make him pay for their deeds. Along with this, they will need to understand themselves and decide forever what is more important - following the law or trying to punish the guilty. Go through the locations of the game, collect evidence and other useful equipment, interrogate witnesses, 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 2: Chapter 1 A Killer on the Loose

  1. Talk to Malcolm (A).
  2. Take the BEE (B).
  3. Place the BEE on the jacket pocket and take the BROKEN SWITCH, FEATHER 1/5, and LOGO (C); check out the notes.
  4. Place the LOGO on the cabinet panel (D).
  5. Take RUBBER GLOVE and SWITCH BODY (E).

  1. Use the RUBBER GLOVE on the electric cord of the fan.
  2. Take SWITCH LEVER and FEATHER 2/5 (F).
  3. Combine the BROKEN SWITCH, SWITCH HOUSING and SWITCH LEVER in Inventory.
  4. Take the LAMP SWITCH.
  5. Place the LAMP SWITCH on the table lamp and take the DEFECTIVE SOLDERING IRON.
  6. Examine the newspaper and take the OBITUARY (G).
  7. Show the OBITUARY to Malcolm (H).

  1. Play the HOP (I) to get a PILL VIAL.
  2. Talk to Malcolm (J) to receive HALF OF MALCOLM’S PHOTO.
  3. Take the LOCK PICK and ROBERT’S PHOTO HALF (K).
  4. Take FEATHER 3/5 (L).

  1. Take the SOLDERING IRON (M).
  2. Use the LOCK PICK on the door lock and take the ELECTRIC TAPE and FEATHER 4/5 (N).
  3. Combine MALCOLM’S PHOTO HALF, ROBERT’S PHOTO HALF and DUCT TAPE in Inventory.
  4. Take the OLD PHOTO.
  5. Read the note; place the OLD PHOTO in the frame and take FEATHER 5/5 and CODE (O).

  1. Place the FEATHERS on the bird figurine.
  2. Take CONTROL UNIT and BATTERIES (P).
  3. Combine the DEFECTIVE SOLDERING IRON, SOLDERING IRON, and BATTERIES in Inventory; take the SOLDERING IRON.
  4. Use the CONTROL BOX and SOLDERING IRON on the device in front of the TV (Q).
  5. Place the CODE on the TV (R).

  1. Select the indicated path when the guards are in the position shown (S).
  2. Walk forward (T).

  1. Select switch (U).
  2. Take the CAPTAIN (V).
  3. Take HEATING HEATER and PAGE 1/3 (W).
  4. Place the CAP on the mannequin to get the REC and CRANK.
  5. Place the CRANK on the box; take DRAWER HANDLE and PAGE 2/3.
  6. Walk back.

  1. Place the DRAWER HANDLE on the drawer and move the items (Y).
  2. Find the indicated parts and take the SOLDIER (Z).
  3. Place the SOLDIER on the box in the closet (A).
  4. Take PAGE 3/3 and DAMAGED PUMP (B).
  5. Walk forward (C).

  1. Combine the HEATING HEATER, DAMAGED PUMP and INSULATED TAPE; take HOMEMADE JACK.
  2. Use the HOMEMADE JACK on the window frame.
  3. Take HANDSET EMBLEM and AUDIO CASSETTE (D).
  4. Examine the table and read the note (E).
  5. Place the RECORDER, AUDIO CASSETTE and PAGES on the table.
  6. Play the HOP (F); take COWBOY FIGURINE.

  1. Talk to Dr. Whitman (G) to receive the LABEL.
  2. Take the HANGER (H).
  3. Take PEARL 1/3 (I).
  4. Use the HANGER on the vending machine.
  5. Take CONTAINER and PHONE EMBLEM (J).

  1. Check out the brochure on the coffee table.
  2. Place the PHONE EMBLEM and HANDSET EMBLEM on the telephone dial (K).
  3. Take the TOKEN (L).
  4. Use the TOKEN on the ventilation grate screws (M).
  5. Take PEARL 2/3 and KNOB (N).

  1. Place the COWBOY FIGURINE and TURNING KNOB on the vending machine (O).
  2. Do the steps in the following sequence (P): right for 1, right for 2, left for 3, right for 4, left for 5, left for 6.
  3. Take the BROKEN SCALPEL and PEARL 3/3 (Q).
  4. Place the PEARLS on the coffee table.
  5. Take the GRINDSTONE and CONTAINER LID (R).

  1. Use the CONTAINER and the LID on the vent (S).
  2. Take the SPIDER.
  3. Use the SPIDER on the reception desk (T).
  4. Place the LABEL on the documents (U).

  1. Do the steps in the following sequence (V): 21-1-Wx2-19-W-2-Wx2-24-12-16-4-8-16-14-6-W-21-7-W-18.
  2. Wx3-15-Wx2-9-Wx3-14-22-Wx3-7-11-W-22-25-11.
  3. Select photo of Matthew Chan (X); take MATTHEW CHAN’S ADDRESS.
  4. Use MATTHEW CHAN’S ADDRESS on the door (Y).

Amazing Investigations 2: Chapter 2 Matthew Chan

  1. Take the PENCIL (Z).
  2. Take the LETTER L (A).
  3. Use the PENCIL on the shop window and take the SKULL EMBLEM and WIRE 1/3 (B).

  1. Take the LIGHTNING EMBLEM (C).
  2. Take WIRE 2/3 (D); place the SKULL EMBLEM and LIGHTNING EMBLEM on the toolbox.
  3. Find objects by their silhouette.
  4. Take the TRIANGULAR KEY (E).

  1. Use the TRIANGULAR KEY on the electric box (F).
  2. Take WIRE 3/3 and SCALPEL BLADE (G).
  3. Combine the BROKEN SCALPEL, SCALPEL BLADE and GRINDSTONE in Inventory.
  4. Take the SCALPEL.
  5. Use the SCALPEL on the hanging letter (H).
  6. Take TWINE and LETTER A (I).

  1. Place the LETTER A and LETTER L on the intercom panel (J).
  2. Use the WIRES on the panel (K).
  3. Be able to screenshot for the solution (L).
  4. Walk forward (M).

  1. Take the GREASE (N).
  2. Take the GRID; use the LUBRICANT on the pipe valve and take the NUCLEAR POWDER and POSTMAN FIGURINE (O).
  3. Take the KNITTING HOOK (P); put the POSTMAN FIGURINE on the mailbox and take PICTURE FRAGMENT 1/4 and BALLS (Q).
  4. Take PICTURE FRAGMENT 2/4 (R).
  5. Walk back.

  1. Combine the TWINE, KNITTING HOOK, NET and BALLS in Inventory.
  2. Take the SLING.
  3. Use the SLING on the nest (S); hit the center of the target twice and take the CHEESE and PICTURE FRAGMENT 3/4 (T).
  4. Give the CHEESE to the raccoon.
  5. Take the MIRROR and PICTURE FRAGMENT 4/4 (U).
  6. Walk forward (V).

  1. Place the PICTURE FRAGMENTS on the painting (W).
  2. Take the FLASH and CUTTERS (X).
  3. Use the MIRROR and CUTTERS on the right door (Y).
  4. Play the HOP (Z) to receive the ELEVATOR BUTTON.
  5. Place the ELEVATOR BUTTON on the elevator control (A); select button.
  6. Enter the elevator (B).

  1. Check out the photo; take SLIDES (C).
  2. Take the CERAMIC BRACE (D).
  3. Place the CERAMIC BRACE on the statue’s arm.
  4. Take the COPPER, PHOTO PAPER, and STONE 1/4 (E).

  1. Read the note; use the PHOTOPAPER and SLIDES on the device on the table and take the LABEL (F).
  2. Place the LABELS on the shelf with the jars; arrange the labels on the respective jars and take the GARLIC POWDER (G).
  3. Use the GARLIC POWDER on Dr. Whitman (H).
  4. Talk to the doctor to get the WINDOW HANDLE.
  5. Place the WINDOW HANDLE on the window frame (I).
  6. Go through the window (J).

  1. Take the SCARF (K).
  2. Take the BOTTLE (L).
  3. Use the SCARF on the glass shard to get a SHARP SHARD.
  4. Take STONE 2/4 (M).
  5. Use the SHARP SHARD on the framed poster and take the POSTER and HOSE.
  6. Use the POSTER and Chopstick on the grate; select the key (N) and take the CORKSCREW and STONE 3/4 (O).
  7. Walk back.

  1. Use the CORKSCREW on the shelf drawer (P).
  2. Take STONE 4/4 and AIR VALVE.
  3. Put the PEbbles on the game board (Q); The solution to the mini-game is random.
  4. Take FOLDERS and JACK HANDLE (R).
  5. Select phone (S).
  6. Go through the window (T).

  1. Install the JACK HANDLE onto the jack.
  2. Take the JACKHAMMER and YANG SYMBOL (U).
  3. Combine the CYLINDER, HOSE, JACKHAMMER and AIR VALVE in Inventory; take PNEUMATIC HAMMER.
  4. Use the PNEUMATIC HAMMER and SIGNAL BUCKET on the niche under the poster and move the objects.
  5. Locate the indicated objects by silhouette and take the YIN SYMBOL (V).
  6. Place the YIN SYMBOL and YANG SYMBOL on the gate panel (W).
  7. Walk forward (X).

Amazing Investigations 2: Chapter 3 A Friend in Need

  1. Talk to Eve (Y) to receive the BIRD FIGURINE.
  2. Take the BIRD FIGURINE (Z).
  3. Take MALCOLM’S NOTEBOOK; place the 2 BIRD FIGURINES on the latch of the lid (A) and take the LATCH VALVE and BUTTON 1/3 (B).

  1. Take BUTTON 2/3; place the VALVE VALVE on the fountain valve (C).
  2. Play the HOP (D) to receive the HOOK.
  3. Use the HOOK on the fire escape (E).
  4. Take BUTTON 3/3 and POWDER BRUSH (F).

  1. Examine MALCOLM’S NOTEBOOK in Inventory.
  2. Use the FINDING POWDER and POWDER BRUSH on the notebook page and take the LOCK CODE and CRUMPLED PUNCH CARD.
  3. Place the BUTTONS on the electronic door lock (G).
  4. Use the LOCK CODE on the remote and select the buttons in order 1-2-3-4 (H).
  5. Walk forward (I).

  1. Examine the newspaper (J); take EMPTY BOX.
  2. Examine the newspaper (K); take the CLIP.
  3. Take PATTERNED TOKEN 1/3 (L).
  4. Use the CLIP on the zipper of the jacket pocket and take the PALM KEY.
  5. Take PILLS (M); use the PALM KEY on the lock of the safe.

  1. Solution for the first stage (N): (2-8)-(2-6)-(3-5)-(5-7)-(5-6).
  2. Solution for the second stage (O).
  3. Move the curtain (P).
  4. Solution for the third stage (Q): 2-6-3-5-1-3-4-5-7-6-4-2-5-4.
  5. Solution for the fourth stage (R): Sx7-Ux6-Vx4-Wx3.

  1. Take PRESS PIECE and HYDROGEN PEROXIDE (X).
  2. Place the PRESS PIECE and CRUMPLED PUNCH CARD on the press.
  3. Take the PUNCHED CARD (Y).
  4. Use the PUNCHED CARD on the reader.
  5. Take the BANDAGE and PATTERNED TOKEN 2/3 (Z).

  1. Combine the EMPTY BOX, BANDAGE, PILLS and HYDROGEN PEROXIDE in Inventory; take the MEDICAL KIT.
  2. Use the MEDICAL KIT on Malcolm (A).
  3. Play the HOP (B) to receive the RUBBER HARNESS.
  4. Give the FOLDERS to Malcolm (C) to get CHAN’S BAG and PATTERNED TOKEN 3/3.
  5. Walk back.

  1. Place the PATTERNED TOKENS on the chain lock (D).
  2. Go up the stairs (E).

  1. Take the CROWBAR (F).
  2. Take the BATTERY (G).
  3. Take the RED DRAGON (H).
  4. Use the CROWBAR on the elevator shaft door (I) to get the POWER SYMBOL.
  5. Take ELECTRIC COIL (J).
  6. Return to the Agency Office.

  1. Combine the BATTERY and ELECTRIC COIL in Inventory; take ELECTROMAGNET.
  2. Use the ELECTROMAGNET on the cabinet door (K).
  3. Take the SYMBOL OF JUSTICE.
  4. Return to the Roof.
  5. Combine CHAN’S BAG, POWER SYMBOL and JUSTICE SYMBOL in Inventory; read the brochure and take the YELLOW DRAGON and WARRIOR DRAWING.
  6. Place the RED DRAGON and YELLOW DRAGON on the box (L).
  7. Take the REFLECTOR and DOLL (M).

  1. Place the PUPPET and DRAWING OF WAR on the table; see screenshot for solution (N).
  2. Take the LIGHT BULB and SCREWDRIVER (O).

  1. Use the SCREWDRIVER on the fountain panel screw (P).
  2. Take GLUE and SOLVENT (Q).
  3. Walk back.
  4. Use the SOLVENT on the crate; take TYPETYPE KEY and SPONGE (R).
  5. Return to the Agency Office (S).

  1. Place the TYPETYPE KEY on the typewriter; take the HANDCUFFS and DRINKING FAUCET (T).
  2. Return to the Roof.
  3. Place the DRINKING FAUCET on the fountain pipe and select the faucet handle.
  4. Use the SPONGE on the stream of water and take the BROKEN LIGHTER and TRIGGER (U).

  1. Combine the REFLECTOR, TRIGGER, BULB and RUBBER HARNESS in Inventory; take FLASH.
  2. Remove the telescope from the tripod (V); set the FLASH on a tripod.
  3. Play the HOP (W) to receive the ACKNOWLEDGMENT.
  4. Use the HANDCUFFS on Matthew Chan (X).

Amazing Investigations 2: Chapter 4 The Hunt Continues

  1. Give the ACKNOWLEDGMENT to Malcolm (Y) to receive the FAULTY REMOTE CONTROL.
  2. Take the NET (Z).
  3. Take PAINTED TILE 1/3 (A).
  4. Use the NET on the bag and take the BALLERINA FIGURINE and BATTERIES.
  5. Put the BALLERINA FIGURINE on the box (B).
  6. Use the GLUE on the figurine and take the ANTENNA and LIGHTER LIQUID (C).
  7. Combine the FAULTY REMOTE, ANTENNA and BATTERIES in Inventory; take the REMOTE CONTROL.

  1. Use the REMOTE CONTROL on the trunk of the car (D).
  2. Play the HOP (E) to receive the FIRE EMBLEM.
  3. Talk to Freddie to get WHITMAN’S PHOTO.
  4. Place the FIRE EMBLEM on the hydrant.
  5. Take PAINTED TILE 2/3 and LIGHTER WHEEL (F).
  6. Combine the BROKEN LIGHTER, LIGHTER WHEEL and LIGHTER LIQUID in Inventory; take LIGHTER.
  7. Use the LIGHTER on the cobwebs; take the CAR KEY (G).
  8. Use the CAR KEY on the car (E).

  1. Take the MARBLE HAT (H).
  2. Take PAINTED TILE 3/3 (I).
  3. Place the COLORED TILES on the mailbox (J).

  1. Do the steps in the following sequence (K): 10-1-12-2-6-2-10.
  2. Take MARBLE MONOCLE and BRIEFCASE (L).
  3. Place the MARBLE HAT and MARBLE MONOCLE on the bust.
  4. Take the GARDEN SHEARS and BAT FIGURINE (M).

  1. Use the GARDEN SHEARS on the prickly shoots.
  2. Take BUTTERFLY FIGURINE and WEIGHT 1/5 (N).
  3. Place the BAT FIGURINE and BUTTERFLY FIGURINE on the clinic door panel (O).
  4. Do the steps in the following order (P): 9-10-4-5-6-7-8-9-10-5-6-7-8-9-10-4-3-2-1-10-4 -5-6-10-3-4-10.
  5. Walk forward (Q).

  1. Talk to Eve (R) to receive a BRAIN SEAL and WEIGHT 2/5.
  2. Read the note (S); take OLD PALETTE.
  3. Take the BASEBALL PLAYER FIGURINE (T).
  4. Read the booklet (U).
  5. Place the BASEBALL PLAYER FIGURINE on the box and take the EYE STAMP, DOOR HANDLE, and WEIGHT 3/5.
  6. Combine the BRIEFCASE, EYE-SEAL, and BRAIN-SEAL in Inventory; look at the Photo and take the DECORATION and WEIGHT 4/5.

  1. Place the DECORATION on the sofa rail (V).
  2. Take WEIGHT 5/5 and ELECTRIC TAPE (W).
  3. Walk back.

  1. Place the WEIGHT on the bust (X).
  2. Find pairs of matching objects to get a SPEAR.
  3. Use the SPEAR on the mailbox (Y); take STAR and PAINT 1/3.
  4. Place the STAR on the box (Z); take LIGHT BULB and PAINT 2/3 (A).
  5. Walk forward (B).

  1. Use the ELECTRIC TAPE and LIGHT BULB on the table lamp (C).
  2. Play the HOP (D) to receive the DOCTOR’S KEY.
  3. Use the DOOR HANDLE and DOCTOR’S KEY on the door (E).
  4. Walk forward (F).

  1. Read note (G); take LOBOTOMY TOOLS.
  2. Check out the newspaper (H); use the LOBOTOMY TOOLS on the brainform and take the MANICURE SCISSORS and PAINT 3/3 (I).
  3. Take the BLUE SQUARE (J).
  4. Use the MANICURE SCISSORS on the seam of the couch and take the BRUSH.
  5. Combine the OLD PALETTE, PAINTS and BRUSH in Inventory; take the PALETTE.

  1. Take NAIL 1/4; use the PALETTE and WHITMAN’S PHOTO on the painting (K).
  2. See screenshot for solution (L).
  3. Take the ROLL OF THERMAL PAPER and RED TRIANGLE (M).
  4. Walk back.

  1. Place the BLUE SQUARE and RED TRIANGLE on the box; take the MUSIC CYMBALS and ELECTRIC CORD (N).
  2. Place the MUSICAL CYBS on the toy monkey.
  3. Take NAIL 2/4 and FAX BUTTON (O).
  4. Walk forward (P).

  1. Use the ELECTRIC CORD, THERMAL PAPER ROLL, and the FAX BUTTON on the fax (Q).
  2. See screenshot for solution (R).
  3. Take the SAFE CODE (Q).

Place the SAFE CODE on the safe (S).

Amazing Investigations 2: Chapter 5 The Truth Comes Out

  1. Run the knots over the matching ropes (T).
  2. Do the following in sequence (U): (1-2)-(4-1)-(3-4).
  3. Do the following in sequence (V): 4-1-2-3-4-1-2-5.

  1. Use the LIGHTER on the electrical cabinet and take the NOZZLE and NAIL 3/4 (W); select lever.
  2. Take HAIRPIN and ACID RECIPE (X).
  3. Use the HAIRPIN on the latch of the box (Y); take PEN and TROPHY.

  1. Take the SHOE and use the TROPHY on the broken shelf (Z).
  2. Locate the objects by their silhouette and take the RESERVOIR (A).
  3. Combine the NOZZLE, RESERVOIR and HANDLE in Inventory; take the BLOWTORCH.
  4. Use the BLOWTORCH and LIGHTER on the window grate (B).
  5. Take PRISM HALF and NAIL 4/4.
  6. Use the NAILS and SHOE on the stairs (C).
  7. Go up the stairs (D).

  1. Take the BUSINESS CARD (E).
  2. Examine the diary and take the MIDDLE FINGER (F).
  3. Use the BUSINESS CARD on the cage latch and take the TOGGLE LEVEL and EYEBALL.
  4. Place the EYEBALL on the skeleton’s eye socket; take the MOVIE (G).

  1. Place the MOVIE and the TOGGLE LEVEL on the movie projector (H).
  2. Play the HOP (I).
  3. Take the PRISM HALF (H).
  4. Walk back.

  1. Place the two PRISM HALVES on the box (J).
  2. Take RUBBER GLOVE and FLASK.
  3. Use the RUBBER GLOVE on the electrical cabinet (K).
  4. Take the PLIERS and REAGENT.
  5. Use the PLIERS on the bone in the crack.
  6. Take the THUMB (L).
  7. Go up the stairs (M).

  1. Place the MIDDLE FINGER and THUMB on the skeleton hand.
  2. Take the WATER BOTTLE (N).
  3. Combine the ACID RECIPE, FLASK, REAGENT and WATER BOTTLE in Inventory; take ACID.
  4. Use the ACID on the cage padlock (O).
  5. Take FIRE EXTINGUISHER and MOUSE.
  6. Use the MOUSE on the maze (P).

  1. Do the following in sequence (Q): 2-7-4-6-4-5-5-7-4-5.
  2. 6-3-8-6-6-3-5-3-8-2-8-2-5-7-2-8-8-1.
  3. 2-7-7-2-7-1-7-4-7-4-6-4-6-4-1.
  4. Try to move forward (R).
  5. Talk to Eve to get the OLD HANDCUFFS.
  6. Walk forward (R).

Use the FIRE EXTINGUISHER and OLD HANDCUFFS on Dr. Whitman (S).

Amazing Investigations 2: Bonus Chapter

  1. Play the HOP (A) to receive the COLLEGE KEY.
  2. Talk to Malcolm (A).
  3. Talk to Jack to get a CLEAR ID CARD.
  4. Take the CANE (B).
  5. Use the CANE on the bag behind the bars (C); take DRY SPONGE.

  1. Take PUZZLE PIECE 1/3 and EMPTY SPRAYER (D).
  2. Take PUZZLE PIECE 2/3 and SMALL BUTTON (E).
  3. Use the SMALL BUTTON and EMPTY SPRAYER on the sink.
  4. Take the CLEANER (F).

  1. Use the CLEANER, DRY SPONGE, and COLLEGE KEY on the lockers (G); select locker 202.
  2. Play the HOP (H) to get GRANDPA’S PHOTO.
  3. Give the GRANDPA’S PHOTO to Jack (I) to receive the METAL HANDLE.
  4. Place the METAL HANDLE on the sink (J).
  5. Take the LIGHTNING AMULET and PUZZLE PIECE 3/3 (K).

  1. Place the PUZZLE PARTS on the panel near the grate (L).
  2. Do the following sequence (M): 5-7-1-5-4-2-7-8.
  3. Walk forward (N).

  1. Take the SKULL AMULET (O).
  2. Place the SKULL AMULET and LIGHTNING AMULET on the ventilation shaft drawer (P).
  3. Take the SCREWDRIVER and COLLEGE SEAL (Q).
  4. Use the SCREWDRIVER on the lamppost drawer screws (R).
  5. Take the SCOOP and CUTTER HANDLE (S).

  1. Take the BROKEN CUTTERS (T).
  2. Use the SCOOP on the ground on the crate.
  3. Do the steps in the following sequence (U): 1-2-3-4-5.
  4. Take SMALL WHEEL 1/2 and OIL CAN (V).
  5. Combine the BROKEN CUTTERS, CUTTERS HANDLE and OIL CAN; take CUTTERS.
  6. Use the CUTTERS on the ventilation wires.
  7. Take CONTROL PANEL and GOLDEN BEE (W).

  1. Place the CONTROL PANEL on the audio player (X).
  2. Do the following in sequence (Y): 7-5-6-1-2-7-4-5-6-1-2-3-4-5-7. 14-10-11-12-13-14-10-9-8-14.
  3. Examine the photo (Z); take BRONZE HANDLE and LENS.
  4. Walk back.
  5. Place the BRONZE HANDLE on the door on the left (A).
  6. Walk left (B).

  1. Take the SCRAPER (C).
  2. Take the GLUE (D).
  3. Use the SCRAPER on the chewing gum and take the COIN.
  4. Return to the College Roof.
  5. Use the LENS and COIN on the photo booth (E).
  6. Take DANA’S PHOTO.
  7. Return to the Library.

  1. Combine the BLANK ID CARD, DANA’S PHOTO, GLUE, and COLLEGE STAMP in your Inventory; take STUDENT TICKET.
  2. Give the STUDENT PASS to the librarian (F) to receive the FLASHLIGHT.
  3. Take SMALL WHEEL 2/2 (G).
  4. Place the SMALL WHEELS on the ladder (H).
  5. Take the CORKSCREW (I).
  6. Use the CORKSCREW on the balcony table drawer (J).
  7. Take CAT FIGURINE and UV LIGHT (K).
  8. Return to the College Roof.

  1. Place the CAT FIGURINE on the lantern (L).
  2. Take BATTERIES and TILE 1/3.
  3. Return to the Library.
  4. Combine the FLASHLIGHT, UV BULB and BATTERIES in Inventory; take the UV FLASHLIGHT.
  5. Use the UV FLASHLIGHT on the bookshelf (M).
  6. Select marked book and take TILE 2/3 and MICROFILM (N).
  7. Place the MICROFILM on the device on the table (O); play the HOP to receive the DUNGEON MAP.
  8. Talk to Jack to get the PHOTOGRAPHER EMBLEM.
  9. Return to the College Roof.

  1. Place the PHOTOGRAPHER EMBLEM on the photo booth (P).
  2. Take the GRAY WOLF and TILE 3/3 (Q).
  3. Return to the Library.
  4. Place the TILES and GOLDEN BEE on the lock (R).
  5. Walk left (S).

  1. Take the OLD JACK (T).
  2. Take the YELLOW WOLF (U).
  3. Place the GRAY WOLF and YELLOW WOLF on the bicycle luggage bag (V).
  4. Take the JACK HANDLE, POCKET KNIFE, and EMPTY CAN (W).

  1. Use the POCKET KNIFE on the box (X).
  2. Take the CARBINE and JACK PIECE (Y).
  3. Combine the OLD JACK, JACK PART, and JACK HANDLE; take JACK.
  4. Use the JACK on the kitchen lift door (Z).
  5. Locate the objects by their silhouette and take the ACID (A).

  1. Use the ACID on the bike (B); take CHAIN.
  2. Use the CHAIN ​​and CARBINE on the elevator mechanism; select lever (C).
  3. Use the UNDERGROUND MAP on the elevator (D).

See screenshot for solution (E).

  1. Talk to Jack to receive the RUBBER HOSE (F).
  2. Take the BROKEN LADDER and open the car’s fuel cap (G).
  3. Use the RUBBER HOSE and EMPTY CAN on the car and take the FUEL (H).
  4. Take the HAMMER (I) and open the generator fuel tank cap.
  5. Use the FUEL on the generator and select the toggle switch (J).

  1. Use the HAMMER on the trading stall.
  2. Take PLANKS (K) and SKETCH 1/3 (L).
  3. Combine the BROKEN LADDER, PLANKS and HAMMER in Inventory; take the LADDER.
  4. Place the LADDER on the gap.
  5. Walk forward (M).

  1. Take the GOLDEN ROSE (N).
  2. Take the BRACELET (O).
  3. Place the BRACELET on the cabinet lock (P).
  4. Take THREADS, SILVER ROSE, and SKETCH 2/3.
  5. Walk back.

  1. Place the SILVER ROSE and GOLDEN ROSE on the market stall (Q).
  2. Play the HOP (R) to receive the OLD KEY.
  3. Use the ANTIQUE KEY on the door lock on the right (S).
  4. Walk right (T).

  1. Take the OLD DRILL (U).
  2. Use the POCKET KNIFE on the display case and take the DISC and RING (V).
  3. Use the RING on the drawer compartment latch (W).
  4. Take the DRILL HANDLE and POWDER PACK (X).

  1. Place the DIAL on the telephone (Y).
  2. Use the POWDER PACK on the dial and take the DRILL CHUCK and SKETCH 3/3 (Z).
  3. Return to the Work Room.
  4. Use the SKETCHES and THREADS on the sketch stand.
  5. See screenshot for solution (A).
  6. Take the TORN GLOVE and EMPTY REEL (B).

  1. Use the TORN GLOVE on the sewing machine (C).
  2. Take the GLOVE.
  3. Use the GLOVE on the thorny branches (D).
  4. Take the WRENCH and CINESCOPE (E).
  5. Walk back.
  6. Use the WRENCH on the car’s spare tire (F).
  7. Take MOVIE.
  8. Walk right.

  1. Use the CINESCOPE, EMPTY REEL, and MOVIE on the cabinet (G).
  2. Play the HOP to receive the LIGHTER and DRILL.
  3. Talk to Jack (H).
  4. Combine the OLD DRILL, DRILL, DRILL CHUCK and DRILL HANDLE in Inventory; take DRILL.
  5. Use the DRILL on the door lock (I).
  6. Walk forward (J).

  1. Take REWIND KEY and SEALING SEAL (K).
  2. Look at the note and take the BROOCH (L).
  3. Use the SEALING SEAL and LIGHTER on the mold in the dish and take the BUTTERFLY (M).

  1. Place the BUTTERFLY on the cabinet (N).
  2. Take BAT, MANNEQUIN, and GEAR (O).
  3. Place the BAT on the cabinet mechanism (P).
  4. Take HAND and GEM.
  5. Walk back.

  1. Place the BROOCH and GEM on the display case (Q).
  2. Play the HOP (R) to receive the CREST OF ARMS.
  3. Place the COAT on the drawer next to the telephone (S).
  4. Take HAIRPIN and JAW (T).
  5. Walk forward (U).

  1. Use the HAIRPIN on the table compartment lock (V).
  2. Take the DRAGON and SAFE DOOR GATE (W).
  3. Place the GEAR and SAFE DOOR GATE on the door mechanism (X).
  4. Walk left (Y).

  1. Look at the photo (Z).
  2. Take SHARP SCISSORS.
  3. Use the SHARP SCISSORS and DRAGON on the shadow show (A).
  4. Do the steps in the following sequence: B-B-C.
  5. Check out the photo.
  6. Take the PLAY KEY and TURBAN (D).

  1. Combine the MANNEQUIN, ARM, JAW and TURBAN in Inventory; take ORACLE.
  2. Place the ORACLE on the stand in the booth (E).
  3. Defeat the enemy (F).
  4. Take the AUDIO CASSETTE (G).
  5. Read the note (H).
  6. Place the AUDIO CASSETTE, PLAY KEY and REWIND KEY on the tape recorder.
  7. Select the rewind key (I), then select the play key (J). Congratulations! You have successfully completed the walkthrough of the game "Amazing Investigations 2: Double Deal Collector’s Edition".

Amazing Investigations 2: Collectibles

  1. The location of the puzzle pieces is marked with a blue marker.
  2. Map locations are marked with a yellow marker. Collection objects (AD).

Collection objects (E-H).

Collectible objects (I).

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