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Unsolved Case 1: Fatal Clue - Full Walkthrough with Tips and Puzzles

Cold Case 1: Fatal Evidence. The body of a famous archaeologist has been discovered in Central Park. The police and familiar victims are at a loss - the young and successful man had no enemies, and there was no one to settle scores with him. One of the detectives begins his own investigation and finds out new circumstances from the life of the deceased. It is possible that it was they who led to his death. 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 Killer Talent
  3. Chapter 2 Deadly Exhibition
  4. Chapter 3 Evidence on Fire
  5. Bonus Chapter
  6. Collectibles
  7. Achievements in the game

Cold Case 1: General Tips

In the new series of games you will investigate intricate and intricate crimes, playing as a police detective. This time you have to find out the circumstances of the death of a famous archaeologist and find out who benefited from his death. As it turned out, the victim had his own secrets, and it was they who played a fatal role in what happened. Be extremely careful - the criminal has got very close to the investigation, is watching the detectives and is ready to strike again.

Each location of the game is a task of ingenuity, where you need to find the right items and apply them correctly. This is the only way you can progress further in the story and complete quest tasks. In case of difficulty, use the hint and often look at the Map of the area so as not to get lost. The game has several difficulty modes: choose any for a comfortable passage.

The walkthrough will not mention the need to zoom in on a certain area, the screenshots show an already enlarged image. Hidden object puzzles are referred to as HOPs. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the resulting inventory item. You will be shown puzzle solutions that are not randomly generated. Please read the in-game descriptions for each puzzle.

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 between locations. Be careful: the dialogue options you choose in the game can affect your gameplay, so always choose carefully.

Cold Case 1: Chapter 1 Killer Talent

  1. Talk; view the dialogue (A). Receive and use the GLOVES.
  2. Play HOP (B); receive Clue 1/5.
  3. Receive DETECTIVE’S TOOLKIT.
  4. Take the POLAROID, DIARY, PRINTING KIT, and BAGS.
  5. Take evidence 2/5 in the PACKET.
  6. Use PRINTING KIT; receive EVIDENCE 3/5 (C).
  7. Take the BROKEN UV. LAMP and RAKE (D).

  1. Use the RAKE; take BATTERY and evidence 4/5 (E).
  2. Use the BATTERY on the BROKEN UV. L receive UV. LAMP.
  3. Take KEY RING and WALLET (F).
  4. Use UV. LAMP and POLAROID.
  5. Take EVIDENCE 5/5 (G).

  1. Select 1-2-3 (H).
  2. Choose 1 or 2 (I). Note: answer 1 unlocks the chain.
  3. Receive WATER.

  1. Take map, ELECTRIC TAPE, and SPONGE (J).
  2. Take the FOLDING UMBRELLA (K).
  3. Use SPONGE and WATER; take the HOOK EARRING (L).
  4. Use the HOOK EARRING on the WALLET; take notes, COIN 1/3 and OTTO’S PASS.
  5. Use OTTO’S PASS (M).
  6. Go (N).

  1. Look through all the dialogues (O).
  2. Take COIN 2/3 and PLUG (P).
  3. Use PLUG and ELECTIVE TAPE (Q); receive an HDMI CABLE.

  1. Place the HDMI CABLE (R).
  2. Easy (S).
  3. Hard (S): (2-3)-(3-4)-(4-5)-(5-6)-(6-7)-(3-4)-(4-5)-(5- 6).
  4. (3-4)-(4-5)-(2-3)-(3-4)-(1-2)-(2-3)-(1-2).

  1. Choose 1 or 2 (T). If you chose 2, skip the steps marked with # below.
  2. # GET THE MAGNETIC KEY.
  3. # USE THE MAGNETIC KEY (U).
  4. # GO (V).

  1. # TAKE BROKEN AMULET AND KNIFE (W).
  2. # OPEN. Use KNIFE; take the KNIFE with OIL (X).
  3. # USE KNIFE WITH OIL (Y); take note, GLUE, and SILVER CHAIN ​​(Z).
  4. Go to Otto’s office.

  1. Place the HOUSE-SHAPED KEY RING (A).
  2. Simple solution (B).

  1. Difficult decision (C).
  2. Take the PHOTO, COMPASS, JACK, and Dummy TOWER (D).

  1. # PUT ON AND PULL THE CHAIN; touch the lamp. Take the AMULET HALF (E).
  2. Take COIN 3/3 WITH COMPASS (F).
  3. # GO TO THE BREAK ROOM.

  1. # GLUE THE AMULET HALVES; receive FIRE AMULET.
  2. # PLACE FIRE AMULET (G).
  3. # SIMPLE SOLUTION (H).
  4. # HARD DECISION (I).

  1. # TAKE NOTE AND DIADEM (J).
  2. # USE DIADEM; take the NAIL FILE (K).
  3. # GO BACK.
  4. # USE NAIL FILE; take the ANCHOR KEYCHAIN ​​(L).
  5. Go outside.

  1. Ring the bell; offer COIN for HOP (M). Receive the NAPKIN.
  2. Use the NAPKIN (N); take the WIRE and UMBRELLA BUTTON (O).
  3. Go (P).

  1. Use the UMBRELLA BUTTON on the UMBRELLA; receive an UMBRELLA.
  2. Use UMBRELLA; take the GOBLET and AWL (Q).
  3. Walk back.
  4. Use AWL; take note, NOTEBOOK WITH PEN 1/2, and HELMET (R).
  5. Use HELMET; take the LANTERN PIECE (S).
  6. Go to Otto’s office.

  1. Place TOWER MARKET and LANTERN MAKEUP (T).
  2. Easy and hard solution (U).
  3. Take the note and receive the REWARD (V).
  4. Place REWARD; take SCARF and LEVER (W).
  5. Walk back twice.

  1. Use the WIRE and JACK LEVER on the JACK; receive JACK.
  2. Place JACK; take the SCULPTURE FRAGMENT (X).
  3. # USE ANCHOR KEYCHAIN; take the STAPLE REMOVER (Y).
  4. # GO TO THE BREAK ROOM.
  5. # USE STAPLES PULLER FOR HOP (Z); receive PHOTO.
  6. Go to the lobby.

  1. Place SCULPTURE FRAGMENT; take the RULER (A).
  2. Go (B).
  3. Place RULER for HOP (C); receive a DRAWING OF THE STATUE OF LIBERTY.
  4. Place STATUE OF LIBERTY DRAWING; take the GUN and blueprints (D).

  1. Take paper (E).
  2. Select 1 or 2 (F). Note: answer 1 unlocks the chain.

  1. Take PHONE and NOTEBOOK WITH PEN 2/2 (G).
  2. Place NOTEBOOK; look at the dialogue (H). Receive EVIDENCE.
  3. # OFFER PHOTO (H).
  4. Use the GOBLET (I); receive WATER.

  1. Use WATER (J); take BOLT and KEY (K).
  2. Use KEY; take the NUT and PAPER (L).
  3. Turn on the laptop; put down the PAPER.
  4. Take the AUTOPSY REPORT (M).

  1. Place EVIDENCE and AUTOPSY REPORT (N).
  2. Place 1-9 (O).
  3. Place 1-7 (P).

  1. Select 1 or 2 (Q). Note: answer 1 unlocks the chain.
  2. Get DANIEL SMITH’S ADDRESS.

  1. Use DANIEL SMITH’S ADDRESS on the PHONE.
  2. Receive LOCK PICK. Note: You will only get them if you have chosen enough correct answers to unlock two threads.
  3. Take STAR PIECE 1/2 and LOCK PIECE.
  4. Open; use scarf. Take the BULLET (R).
  5. Use the BULLET on the GUN; receive PISTOL.
  6. Use PISTOL (S); take the CROWBAR (T).
  7. Use the CROWBAR (U).
  8. Select Scott (V).
  9. Go (W).

  1. Take the MONOGRAM. Pull back the sweater; take the CHAIR (X).
  2. Place the CHAIR (Y).
  3. Remove the VALVE (Z).
  4. Use the LOCK PICK for a HOP (A).

  1. Place the VALVE, BOLT, and NUT (B).
  2. Place LOCK PIECE; enter 4-2-9-4 for HOP (C).
  3. Receive POSTHORN.
  4. Walk back.

  1. Place POSTHORN; take note and GLOVE (D).
  2. Use GLOVE; take the TOWER FIGURINE (E).
  3. Go (F).

  1. Place TOWER FIGURINE; take STAR PIECE 2/2 (G).
  2. Place STAR PARTS (H).
  3. Solution (I): 1-1-3-2-4-3-5-4-6-6.
  4. Take DANIEL’S DIARY (J).

  1. Use the MONOGRAM on the DIARY; read and receive the BIKE KEY.
  2. Use BIKE KEY (K).
  3. Cross the road safely (L).
  4. Select any dialogue options (M).
  5. Receive BAG.

Cold Case 1: Chapter 2 Deadly Exhibition

  1. Take TIPS 1/2, SPARE PARTS, and paper (N).
  2. Take LOCK PICK 1/2, FAN and SCREWDRIVER from BAG.
  3. Put down the SPARE PARTS and SCREWDRIVER; take the REC (O).
  4. Use the RECORDER for HOP (P).
  5. Receive SECURITY KEY.

  1. Use SECURITY KEY (Q).
  2. Possible solution (R). Choose 1 or 2 (S).
  3. Go (T).

  1. Take the BILL and PEN (U).
  2. Use FAN; take the SCRAPER (V).
  3. Go outside.

  1. Open; take LIQUID KIT 1/2 and POLICE TAPE (W).
  2. Use SCRAPER; take the HOOK (X).
  3. Use HOOK (Y). Take the BRUSH.
  4. Use POLICE TAPE; take the CANE (Z).
  5. Walk back.

  1. Use the CANE (A).
  2. Open; take book, note, and TIPS 2/2 (B).
  3. Open; place TIPS.
  4. Take the SOUVENIR MAGNET (C).
  5. Go (D).

  1. Use the SOUVENIR MAGNET (E).
  2. Take the SOLDERING IRON (F).
  3. Use HANDLE; take LIQUID KIT 2/2 (G).
  4. Use the LIQUID KIT; take the COFFEE IN THE TUBE (H).
  5. Go outside.

  1. Use the COFFEE IN THE TUBE (I).
  2. Easy (J): L-1-K-2-L-3-K-4.

Difficult (M): 1-P-2-N-3-O-4-P-5.

  1. Select 1 or 2 (Q).
  2. Receive CUTTERS.
  3. Use CUTTERS; take the PIPE (R).
  4. Walk back.

  1. Put down the PIPE; take LOCK PICK 2/2 (S).
  2. Use the LOCK PICK (T).
  3. Take BROKEN PENCIL and BELL (U).
  4. Go (V).

  1. Use BELL and BILL; take the COFFEE BEANS (W).
  2. Go to the director’s office.
  3. Use BEAN COFFEE; take the GROUND COFFEE (X).

  1. Place BRUSH and GROUND COFFEE; enter 2-6-8-1-E (Y).
  2. Take the CORKSCREW and FLAT BOTTLE OPENER (Z).
  3. Use FLAT BOTTLE OPENER; take the WATER (A).
  4. Use the WATER for a HOP (B). Receive CARRIED DOCUMENT.

  1. Take the SHARPENER (C).
  2. Use the SHARPENER on the BROKEN PENCIL; receive a PENCIL.
  3. Take CHIPS.
  4. Place PENCIL; receive REAGENT FORMULA (D).
  5. Open; place REAGENT FORMULA.
  6. Add 1-2-3 to 4. Take REAGENTS (E).

  1. Place REAGENTS and CHARRED DOCUMENT (F).
  2. Easy (G): select 4-2-3-5-4.
  3. Difficult (H): Choose 1-2-1-5-3-4-6-5.

  1. Solution (I).
  2. Receive RECOVERED DOCUMENT.
  3. Place RECOVERED DOCUMENT; select 1-2-3-4 (J).

  1. Knock (K).
  2. Take BROKEN SHEARS and FILE (L).
  3. Use the SOLDERING IRON (M); receive a KEY.
  4. Use KEY (N).
  5. Go (Oh).

  1. Put down the CHEESE FLAVORED CHIPS (P); move the clover (Q).
  2. Easy (R): Tx12-Ux4-V.
  3. Difficult (R): Sx2-Tx6-Ux4-V.

  1. Take PIECE PIECE and SLAMMER (W).
  2. Use sledgehammer for HOP (X); receive the MEDICAL KIT.
  3. Use the MEDICAL KIT (Y).
  4. Choose 1 or 2 (Z).
  5. Receive an INVITATION TO THE AUCTION.
  6. Walk back.

  1. Offer INVITATION TO AUCTION (A).
  2. Go (B).
  3. Choose 1 or 2 (C). If you chose 2, skip the steps marked with # below.

  1. Take REVOLVER and PITCHER OF WATER (D).
  2. Use CORKSCREW; take the STAPLE REMOVER (E).
  3. Use STAPLES PULLER (F); take the SPRING (G).
  4. # ENTER (H).

  1. # TAKE THE SHELL AND BRUSH (I).
  2. # USE BROOM; take the CLEANER (J).
  3. # USE CLEANER AND RAG (K).

  1. # ENTER 1-3-7-2 (L).
  2. Read notes; take AMULET SHARDS 1/2 and THIRD EYE (M).
  3. Go to the back yard.

  1. Connect the SHEAR PARTS and SPRING; receive and use the SHEARS.
  2. Take GYPSUM GLUE (N).
  3. # PLACE THIRD EYE; take AMULET SHARDS 2/2 (O).
  4. # USE THE SINK.
  5. Take GEM 1/3 (P).
  6. Use GLUE, WATER and SPOON. Take the GNOME (Q).
  7. Walk back.

  1. Place GNOME (R).
  2. Solution (S): (1-4)-(2-3)-(4-5)-T.
  3. Take the SLINGSHOT (U).
  4. Use the SLINGSHOT (V).
  5. Take the FLEUR-DE-LIS; take the FIGURINE (W).
  6. # GO TO THE STOREROOM.

  1. # PLACE AMULET SHARDS FOR A HOP (X); receive a JADE AMULET.
  2. # PLACE THE JADE AMULET; take GEM 2/3 and TWEEZERS (Y).
  3. Go to the hall.

  1. Place FLEUR-DE-LIS; take the CROWN (Z).
  2. # TAKE THE GEM 3/3 WITH THE TWEEZERS (A).
  3. Place the CROWN; remove (B). Take the KEY (C).
  4. # MOVE ON (D).

  1. # PLACE THE GEMS (E).
  2. Easy solution (F).
  3. Hard decision (F). Move 5, 4, 1 and 3 to the indicated positions.
  4. # TAKE THE PRECIOUS DAGGER (E).
  5. # USE PRECIOUS DAGGER (G); read note (H).
  6. Go outside.

  1. Use HOP KEY (I); receive a POLAROID.
  2. Use POLAROID; receive PHOTO OF GARGOYLES (J).
  3. Go (K).

  1. Place PHOTO OF GARGOYLES (L).
  2. Solution (L): (4-3)-(3-2)-(2-1)-(4-3)-(3-2).
  3. Take the BULLET MOLD (M).
  4. Place FIGURINE and BULLET MOLD.
  5. Use tongs; take the BULLET (N).
  6. Go to the auction room.

  1. Use the BULLET on the UNLOADED REVOLVER; receive REVOLVER.
  2. Use REVOLVER (O).
  3. Easy (P): 2-8-4-3-7-5; 5-4-6-3-7-2-8; 5-8-7-3-4-1-6.
  4. Difficult (R): 2-3-5-8-4-1-7; 6-2-4-8-7-5-3; 1-7-5-3-8-4-6.
  5. Select any dialogue (Q).

Cold Case 1: Chapter 3 Evidence on Fire

  1. Speak (R); receive an ENVELOPE.
  2. Take the SYMBOL and LETTER from the ENVELOPE.
  3. Take the CHAIN; place SYMBOL (S).
  4. Easy (L): (2-6)-(3-9)-(4-8).

  1. Difficult (U): (2-7)-(3-11)-(4-9).
  2. Take the FOLDER (V).

  1. Take the CAMERA (W).
  2. Place FOLDER. print; take the MAP (X).
  3. Place MAP and LETTER for HOP (Y); receive CALENDAR.

  1. Take LOCK PICK 1/2 and CORKSCREW.
  2. Place CALENDAR; take the POSTER (Z).
  3. Choose 1 or 2 (A). Note: Option 1 unlocks the chain.
  4. Show POSTER (B).
  5. Go (C).

  1. Take note, LENS, and CUTTERS (D).
  2. Take the CUBE (E).
  3. Use CUBE (F).
  4. Take the LOCK (G).
  5. Walk back.

  1. Put on CHAIN ​​and LOCK; take the TWEEZERS and TOOLS (H).
  2. Open; place TOOLS (I).
  3. Simple solution: start (J) - finish (K).

  1. Difficult decision: start (L) - finish (M).
  2. Go (N).

  1. Take the DOOR WHEEL; use CORKSCREW (O).
  2. Take the FILM (P).
  3. Use LENS and FILM on CAMERA; receive CAMERA WITH FILM.
  4. Use CAMERA WITH FILM (Q); receive PHOTO.
  5. Go to the hourglass bar.

  1. Show PHOTO for HOP (R).
  2. Choose 1 or 2 (S). Note: Option 1 unlocks the chain.
  3. Receive VOLUME BUTTON.
  4. Set and press the VOLUME BUTTON; take the HANDLE (T).
  5. Go to the alley.

  1. Put down the HANDLE; take the KNIFE. Take COIN WITH TWEEZERS (U).
  2. Walk back.
  3. Use COIN (V).

  1. Easy (W): ZA-Xx2-ZXYZ-Yx2-ZYXAXAZ-Yx2-ZAX-Ax2-Zx2-XA.
  2. Hard (W): ZAYZX-Yx2-ZXYXAY-Zx2-XYX-Ax2-XYZYZAX-Ax2-X-Ax2-Z.
  3. Take the note and KEY RING (B).
  4. Go (C).

  1. Take the LOCK PICK 2/2 with the KEY RING (D).
  2. Use the LOCK PICK (E).

  1. Easy solution (F).
  2. Hard decision (G).
  3. Take the DISCHARGED STACKER and EARL’S ID (H).
  4. Go to the hourglass bar.

  1. Show EARL’S ID (I).
  2. Get free (J).

  1. Take the CHAIR (K).
  2. Use CHAIR (L).
  3. Untie (M); receive ROPE.
  4. Choose 1 or 2 (N). If you chose 2, skip the steps marked with # below.
  5. Take the BAG (O).
  6. # PASS (P).

  1. # TAKE FRAME PIECE 1/2 AND GLUE (Q).
  2. # USE GLUE; take the MASK (R).
  3. # PLACE THE MASK (S).

  1. # EASY (T): 3-4-5-2-6-1.
  2. # HARD (U): 8-6-4-5-7-2-3-1.
  3. # TAKE THE SKULL AMULET (V).
  4. # GO BACK.

  1. Take note and hint (W).
  2. # PLACE THE SKULL AMULET; take the FLASHLIGHT (X).
  3. Take the SHOCKER, DOOR WHEEL and KNIFE from the bag.
  4. Place DOOR HANDLE and CLUE (Y).

  1. Solution (Z).
  2. Go (A).

  1. Choose 1 or 2 (B). Note: Option 1 unlocks the chain.
  2. Take note, WALKODER 1/2, PLASTILINE, and BATTERIES (C).
  3. Use the BATTERIES on the SHOCKER; receive the SHOCKER.
  4. Take note; use the HOP SHOCKER (D).
  5. Receive the GEAR.
  6. Place the GEAR (E).
  7. Go (F).

  1. Take the PUMP and PYRAMID (G).
  2. Use KNIFE; take the EMPTY JAR (H).
  3. Place EMPTY JAR (I); take WRENCH and WALKODER 2/2 (J).

  1. # USE FLASHLIGHT; take the MAGNET (K).
  2. Make the PLASTILINE AMULET MOLD (L).
  3. Walk back twice.

  1. Use WRENCH; take the SAW and TONGS (M).
  2. Use TONGS; take the HANGER (N).
  3. # GO (O).

  1. # USE MAGNET FOR HOP (P); receive the HACKSAW.
  2. # USE HACKSAW; take the KEY (Q).
  3. # GO BACK.
  4. # USE KEY; take FRAME PIECE 2/2 (R).
  5. # GO (S).

  1. # PLACE FRAME PARTS (T).
  2. # EASY (U): (3-6)-(1-6)-(2-6)-(3-6)-(4-7)-(4-6)-(5-9)-(5 -7)-(4-8)-(4-10)-(4-9).
  3. # HARD (V): (7-14)-(1-14)-(7-8)-(4-10)-(2-10)-(4-8)-(3-14)-(4 -14)-(7-10).
  4. (5-12)-(5-10)-(5-14)-(5-11)-(5-13)-(6-12)-(5-12).
  5. # TAKE THE NOTES (W).
  6. Go to the hall.

  1. Turn the HANGER into an ANTENNA.
  2. Place ROLLERS and ANTENNA (X).
  3. Easy (Y): AZ-Bx5.
  4. Difficult (C): Ex11-Dx2-Gx5.

  1. Use ROPE (H).
  2. Take note, BLAST INSTRUCTIONS, and BOLT (I).
  3. Place the SAW and BOLT; press the button.
  4. Take note, LIGHTER, and HOSE (J).
  5. Go (K).

  1. Use the HOSE on the pump.
  2. Install the PUMP; take the BOARD (L).
  3. Place PYRAMID and HOP BOARD (M); take VALVE.
  4. Place the VALVE; take the MASSAGE (N).
  5. Walk back twice.

  1. Use the MASSAGE.
  2. Take note and IRON ROD (O).
  3. Use SHAPE and ROD; use tongs.
  4. Take the STAR (P).
  5. Go to the abandoned area.

  1. Place STAR; take the PEGS (Q).
  2. Take note; arrange the PEGS (R).
  3. Easy (S).
  4. Difficult (T).
  5. Take the LEMON (U).
  6. Walk back.

  1. Use the LIGHTER and LEMON on the BOMB INSTRUCTIONS.
  2. Place BOMB INSTRUCTIONS (V).
  3. Easy (W).
  4. Easy (X): 2-3-5-7-1.
  5. Easy (Y): Ax2-B-C-B-Ax2-B-Ax2-B-C.

  1. Difficult (E).
  2. Hard (F): 3-7-9-1-4.
  3. Difficult (G): Hx3-lH-Kx2-HlJ-lx3-H-lx2-J.

Cold Case 1: Bonus Chapter

  1. Select any dialogues (A).
  2. Take UV. LAMP, note, BILL, and EQUIPMENT (B).
  3. Place the EQUIPMENT.
  4. Select the balls when they are in the lens (C). Receive TIME OF DEATH.
  5. Take the SCREWDRIVER and PHOTO.
  6. Place TIME OF DEATH for a HOP (D). Get PHOTO FROM CAMERAS.

  1. Post a PHOTO.
  2. Use SCREWDRIVER (E); take the BOTTLE WITH LIQUID (F).
  3. Offer BOTTLE WITH LIQUID (G).
  4. Choose 1 or 2 (H). Note: Option 1 unlocks the chain.
  5. Go (I).

  1. Receive the SAXOPHONE.
  2. Use UV. LAMP (J); take note and VIOLIN (K).
  3. Take GLUE and PLATE (L).
  4. Place SAXOPHONE and VIOLIN; take note and BOLT (M).
  5. Walk back.

  1. Install BOLT; take the OPENER (N).
  2. Use OPENER (O); take HALF PHOTO (P).
  3. Go (Q).

  1. Glue the PHOTO HALVES; receive PHOTO.
  2. Place PHOTO (R).
  3. Easy (S): 8-2-3-1-7-6-4-5.
  4. Hard (T): 10-2-7-8-3-1-9-6-4-5.

  1. Take the CIGAR DAGGER (U).
  2. Use CIGAR DAGGER; take the STICK (V).
  3. Walk back.
  4. Take the briefcase BUTTON (W).
  5. Go (X).

  1. Place briefcase BUTTON (Y).
  2. Solution (Z): (AD)-(BC)-Ax7-Bx7-Cx7-Dx3.
  3. Take note and CODE BRACELET (E).

  1. Place CODE BRACELET (F); enter: 6-5-2-1 (G).
  2. Take the note (H).

  1. Choose 1 or 2 (I). Note: Option 1 unlocks the chain.
  2. Receive DETECTIVE LICENSE.
  3. Take the FUNNEL (J); offer the BILL.
  4. Take the PAD (K).

  1. Take the SAW (L).
  2. Put on the PATCH; call (M).
  3. Take CORK, SLIDES and GEARS 1/2.

  1. Place RECORD for HOP (N); receive ALBUM COVER.
  2. Offer ALBUM COVER (O).
  3. Choose 1 or 2 (P). If you chose 2, skip the steps marked with # below.
  4. Receive CASH KEY.
  5. Use CASH KEY (Q); take the CLIP (R).
  6. # GO (S).

  1. # TAKE THE HANDLE AND SPRAYER (T).
  2. # USE THE UNPAIRER (U); take the SPRING (V).
  3. # USE SPRING (W); take the AMULET KEY (X).
  4. Go to the store.

  1. Take GEARS 2/2 with CLIP (Y).
  2. Place GEARS (Z).
  3. Easy and hard (A): (1-4)-(2-5)-(3-6)-(5-6)-(3-4)-(3-6).
  4. Go (B).

  1. Take SPONGE and GLOVE (C).
  2. Use the SAW; take the FUEL (D).
  3. Use FUEL and FUNNEL (E); take the ROD (F).
  4. Go to the store.

  1. Place ROD; take the FUSE (G).
  2. Place the CORK and FUSE (H).
  3. Simple and difficult solution (I).
  4. Press the button (J).
  5. Go (K).

  1. Take the TRACKING DEVICE.
  2. Take the NOTEBOOK and LIGHT BULB (L).
  3. Take the FILTER PIECE.
  4. Place SLIDES and BULB for HOP (M); receive a LIGHTER.
  5. Use LIGHTER; take the GOBLET (N).

  1. # PLACE AMULET KEY; take the CHAIN ​​(O).
  2. Go to the back yard.
  3. Use GOBLET; take HAMMER and TIN.
  4. Use GLOVE; take the CHARGER (P).
  5. Walk back.

  1. Place TRACKING DEVICE and CHARGER (Q).
  2. Easy (R).
  3. Difficult (S).

  1. Choose 1 or 2 (T). Note: Option 1 unlocks the chain.
  2. Receive CLAMP and PENKNIFE. Note: You will only receive a penknife if you have chosen enough correct answers to unlock two chains.
  3. Go to Darren’s room.
  4. Take the STAR (U).
  5. Place STAR; take LOCK PARTS 1/2 and KEYS (V).
  6. Use the KNIFE if you got one for a HOP (W).
  7. Walk back.

  1. Place KEYS (X).
  2. Easy (Y): 4-1-2-3.
  3. Difficult (Y): 4-6-2-3-1-5.
  4. Take the LENS (Z).
  5. # GO (A).

  1. # PLACE THE CHAIN (B).
  2. Easy (C): Arrange 1-2-3-5-4.
  3. Difficult (D): Arrange 5-4-1-3-2.
  4. # TAKE THE HAND VACUUM CLEANER (E).
  5. # TAKE THE SUCKER PIECE WITH THE VACUUM CLEANER (F).
  6. Go to the back yard.

  1. Place NOTEBOOK and LENS for HOP (G); receive CONSTELLATION DRAWING.
  2. Place CONSTELLATION DRAWING; solution (H).
  3. Take note and PIPE (I).
  4. # CONNECT THE PIECES OF THE SUCKER; receive the SUCKER.
  5. # USE SUCKER; take CD DISC (J).
  6. # GO TO THE RECORDING STUDIO.

  1. # PLACE THE CD (K); view the photo.
  2. Enter 3-7-2-4 (L).
  3. # EASY (M): 1-2-3-3-3.
  4. # HARD (M): N-2-2-O-1-1-5-5-5-PS-3-3-R-3-3-3-O.
  5. Go to Darren’s room.

  1. Use the SPONGE and PIPE on the FILTER PIECE; receive AQUARIUM FILTER.
  2. Place the AQUARIUM FILTER; take LOCK PARTS 2/2 (T).
  3. Move the rug (U).
  4. Place LOCK PARTS (V).
  5. Easy (W): 1-2-1-5-4-4-4-4-3-3-3-3.
  6. Hard (W): 5-4-4-4-4-2-3-7-2-1-1-3-3-3.
  7. Take CANE and notes (X).

  1. Take RAILWAY MAP and NAILS (Y).
  2. Put down the CANE, HAMMER, and NAILS (Z); take BUTTON 1/2 (A).
  3. Place TIN; take BUTTONS 2/2 (B).

  1. Set BUTTONS; take the CONTROL ROOM KEY CARD (C).
  2. Use CONTROL ROOM KEY CARD; place CARD (D).
  3. Easy (E): Fx5-Gx5-Hx5-lx5-Jx3-Lx4-N.
  4. Difficult (E): Fx5-Gx5-Hx5-lx5-Jx3-Kx6-Lx4-Mx4-N. Congratulations! You have successfully completed the walkthrough of the game "Cold Case 1: Fatal Evidence Collector’s Edition".

Cold Case 1: Collectibles

Morphings are in yellow, food is in pink, and tickets are in blue. Collectibles (AD).

Collectibles (E-H).

Cold Case 1: Achievements in the game

Types of achievements. Collect all the achievements available in the game. These include:

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