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Unsolved Case 2: Murderous Script - Full Walkthrough with Tips and Puzzles

Cold Case 2: Murder Scenario. Solve mysterious crimes with professional detective John Smith. You have to conduct four complex investigations, the best detectives and policemen are working on the riddles of which. Examine the scenes of incidents, look for clues and interrogate witnesses. Be careful: each dialogue option you choose with the heroes will have an impact on the speedy capture of criminals. 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 Last Journey
  3. Chapter 2 Immersed in Horror
  4. Chapter 3 Murder on Live
  5. Bonus Chapter
  6. Collections
  7. Achievements in the game

Cold Case 2: General Tips

What should be done in the game? During the game, you will investigate a series of strange disappearances of city dwellers, the murder of a wealthy heir, and a series of accidents at the railway station. Also, you will find a bonus chapter with the most difficult and dangerous case. To complete the game, you need to look for inventory in locations and use it correctly. This is how you complete game tasks and progress through the story.

Often you will come across mini-games and hidden object scenes. For any difficulty in the game, you can use the "Advice" button (the magnifying glass icon in the lower right corner) to get a hint. Also look at the Map of the area to quickly navigate through the locations. This guide will not mention the need to zoom in every time. Screenshots will show an already enlarged image.

Difficulty modes. The game has several difficulty modes:

Search for items. All Hidden Object Puzzles are referred to as HOPs in the manual. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the resulting inventory item. You can replace the HOP with a Match 3 game.

Mini games. The guide will describe step-by-step solutions for those mini-games that have a single solution and are not randomly generated. For other mini-games, read the explanations and rules carefully.

Cold Case 2: Chapter 1 The Last Journey

  1. Take PLIERS, OPENER, and CUFFLINK (A).
  2. Take map and BAG (B).
  3. Use the CUFFLINK on the BAG; take DIARY and DOSSIER.
  4. Place DOSSIER; play HOP (C).
  5. Select 1 or 2 (D).
  6. Receive the BADGE.
  7. Go (E).

  1. Take the CHAIN; use BADGE (F).
  2. Take the CAMERA (G).
  3. Use CAMERA (H).

  1. Simple solution (I).
  2. Difficult decision (J).
  3. Go (K).

  1. Use PLIERS (L); take the STENCIL and EVIDENCE 1/4 (M).
  2. Take CREAM and BULBS 1/2 (N).
  3. Open; take EVIDENCE 2/4.
  4. Place the SCREEN (O).

  1. Take EVIDENCE 3/4 (P).
  2. Enter: M-O-T-H (Q).
  3. Take EVIDENCE 4/4 (R).
  4. Walk back.

  1. Choose 1 or 2 (S).
  2. Receive the NAIL FILE.
  3. Use FILE (T); take the ACCESS CARD (U).

  1. Use ACCESS CARD (V).
  2. Easy (W): Xx3-Yx4-Zx4-Ax2-Bx4.
  3. Hard (W): Zx4-YA-Xx3.
  4. Go (C).

  1. View all dialog boxes (D).
  2. Take the AMULET PIECE and ELECTRIC TAPE (E).
  3. Use OPENER; take the SIGNATURE KEY (F).

  1. Use SIGNATURE KEY (G); take the ROULETTE (H).
  2. Walk back twice.

  1. Use ROULETTE (I); take GLUE and VACUUM PACK (J).
  2. Use CREAM; take the GEAR (K).
  3. Put down the GEAR and CHAIN; take the HAIRPIN (L).
  4. Go to the compartment of the train.

  1. Use HAIRPIN for HOP (M); receive a HAT.
  2. Put on the HAT; take the CORKSCREW (N).
  3. Walk back twice.

  1. Use CORKSCREW (O); take the SPATULA (P).
  2. Use SPATULA; take the SUCKER KEYRING (Q).
  3. Go (R).

  1. Use SUCKER KEYRING (S).
  2. Easy (T): Ux2-XV; Wx2-UY; Ux3-AVW.
  3. Difficult (T): Ux2-XV; Wx2-UY; Ux3-AVW; WVX.
  4. Take the GLOVES and HANDKERCHIEF (C).

  1. Use HANDKERCHIEF (D); take BULBS 2/2 (E).
  2. Go (F).

  1. Place BULBS (G).
  2. Easy (N): (2-7)-(4-12)-(5-7)-(10-7)-(7-12)-I-(1-8)-(3-11)-( 6-8)-(9-11)-(9-8).
  3. Hard (J): (2-10)-(4-16)-(6-16)-(8-10)-(10-20)-(12-18)-(12-14)-(12- 20).
  4. (10-14)-K-(1-5)-(Z-11)-(5-17)-(7-9)-(9-17)-(11-15)-(11-19)- (13-17).
  5. Take SCARF and AMULET PIECE (L).

  1. Glue the AMULET PARTS; receive AMULET.
  2. Use AMULET (M); take the PUMP and TWEEZERS (N).
  3. Go to the compartment of the train.

  1. Take the PUZZLE FRAGMENT WITH TWEEZERS (O).
  2. Place PUZZLE FRAGMENT (P).
  3. Easy (Q): Rx3-9-R-12-R-7-R-1-6-R-4-8-Rx3-2.

  1. Hard (T): U-1-U-2-Ux2-3-U-10-V-4-12-Vx2-5-U-9-11-U-6-7-8.
  2. Take the STAPLE REMOVER and FORK (W).
  3. Go to the dining car.

  1. Place ELECTRIC TAPE and FORK; take the WEIGHT (X).
  2. Place the WEIGHT; use GLOVES and VACUUM PACK (Y).
  3. Receive the EVIDENCE.

  1. Choose 1 or 2 (Z).
  2. Print; take STAFF LIST and SCISSORS (A).
  3. Use STAPLES PULLER; take note and NEW SET (B).

  1. Place EVIDENCE and NEW SET (C); receive FINGERPRINTS.
  2. Place the FINGERPRINTS for a HOP (D); receive ANALYSIS RESULTS.
  3. Place STAFF LIST and ANALYSIS RESULTS (E); select F.

  1. Select 1 or 2 (G).
  2. Note: if you chose 2 at this step, skip all steps marked with # below.
  3. # GO (H).

  1. # TAKE THE GAS BOTTLE (I).
  2. # TAKE LURES 1/2 (J). Use GAS BOTTLE (K).
  3. # EASY SOLUTION (L): 1-3-4.
  4. # HARD DECISION (L): 1-4-5.

  1. # TAKE THE NOTE AND THE AWL (M).
  2. # USE AWL; take REMOTE and HEX KEY (N).
  3. # GO BACK.

  1. Open; take HOOK and LIGHTER.
  2. Use CUTTERS; take the LIFE VEST (O).
  3. Place PUMP and LIFEJACKET (P).
  4. Walk forward (Q).

  1. Take the SCREW and LIGHTER RING (R).
  2. Use SCARF; take the BROKEN WEATHERVING (S).
  3. Put down the HOOK and BROKEN WEATHERVING; take BIRD AMULET 1/2 and BUCKET (T).

  1. Use BUCKET; take the BUCKET WITH SAND (U).
  2. Use the BUCKET WITH SAND; take the SHELL (V).
  3. # USE THE HEX KEY (W); take FLASH DRIVE (X).
  4. Walk back.

  1. Place the SHELL (Y).
  2. Simple solution (Z).
  3. Difficult decision (A).
  4. Take note and RATCHET (B).
  5. # GO (C).

  1. # PLACE FLASH DRIVE FOR HOP (D).
  2. # TAKE THE BROKEN DISC (E).
  3. Go to the cliff.

  1. Use RATCHET; take TWO AMULET RINGS (F).
  2. Place TWO AMULET RINGS (G).

  1. Decision (H): 4-2-1-5-2.
  2. Take note and LIGHTER LIQUID (I).
  3. # USE BROKEN DISK; take BATTERIES (J).
  4. Walk back.

  1. Use LIGHTER RING and LIQUID on LIGHTER; receive a LIGHTER.
  2. Use LIGHTER (K); move the HOP WIRE (L).
  3. Receive TERESA’S PENDANT.
  4. Use TERESA’S PENDANT; take the MILL BLADES (M).
  5. # GO (N).

  1. # USE THE BATTERIES ON THE REMOTE; receive REMOTE WITH BATTERIES.
  2. # USE REMOTE (O); receive LURES 2/2.
  3. # ARRANGE THE LURES (P).
  4. # SIMPLE SOLUTION (Q).

  1. # HARD DECISION (R).
  2. # TAKE THE DOCUMENTS (S).
  3. Go to the cliff.

  1. Place SCREW and WINDMILL BLADES; take BIRD AMULET 2/2 (T).
  2. Put down the BIRD AMULET; take the MOTORBOAT KEY (U).
  3. Walk back.

  1. Use MOTORBOAT KEY (V).
  2. Avoid obstacles (W).
  3. Choose 1 or 2 (X).

Cold Case 2: Chapter 2 Immersed in Horror

  1. Get PHOTO.
  2. Take COMBINATION LOCK CYLINDERS 1/2 (Y).
  3. Take the GEAR; place PHOTO (Z).
  4. Solution: (1-5)-(2-4)-(3-5).
  5. Take the FORTUNE TIP (A).

  1. Use the FORTUNE TIP for a HOP (B); receive HORROR HOUSE KEY.
  2. Use the KEY (C).
  3. Go (D).

  1. Place the GEAR; press the button.
  2. Remove the BATTERY (E).
  3. Take RULETTE and LOUPE; place the BATTERY (F).
  4. Take the FREEZE SPRAY and BAT (G).
  5. Walk back.

  1. Use the BATT; simple solution (N)
  2. Difficult decision (I)
  3. Receive BASEBALL.
  4. Use BASEBALL and ROULETTE (J); take the UV LAMP (K).
  5. Go (L).

  1. Use UV L press (M).
  2. Take COMBINATION LOCK CYLINDERS 2/2 (N).
  3. Place COMBINATION LOCK CYLINDERS (O).
  4. Easy (R): Qx3-Sx2-Tx3-Vx4-Wx3-X;
  5. Yx4-Z-Bx2-Cx2-Ex4-Fx4. Select G.
  6. Difficult (P): Qx3-Rx4-Sx2-Tx3-U-Vx4-Wx3-Xx2;
  7. Yx4-ZA-Bx2-Cx2-Dx3-Ex4-Fx4. Select G.

  1. Take note, HAMMER and SCISSORS (H).
  2. Use SCISSORS (I). Select 1 or 2 (J).
  3. Receive CLOVER AMULET.
  4. Walk back.

  1. Place CLOVER AMULET (K).
  2. Defeat an opponent (randomly) (L); take the BEADS (M).
  3. Use BEADS; take DETECTIVE PERMIT and SAMPLE COLLECTION KIT (N).
  4. Go (Oh).

  1. Use LONGER and SAMPLE COLLECTION KIT; take the MUD SAMPLE (P).
  2. Take file, SLIDE, and ARCHIVE KEY (Q).

  1. Use ARCHIVE KEY; take ARCHIVE FOLDER (R).
  2. Place the MUD SAMPLE and SLIDE for ANALYSIS; move and perform the CHEMICAL ANALYSIS (S).
  3. Place ARCHIVE FOLDER and CHEMICAL ANALYSIS (T).
  4. Select U; take the ANALYSIS RESULT (V).
  5. Place ANALYSIS RESULT (W).

  1. Choose 1 or 2 (X).
  2. Note: if you chose 2 at this step, skip the steps marked with # below.
  3. Take UMBRELLA and SPIDER BLADE (Y).
  4. Use FREEZE SPRAY and HAMMER; take the CORKSCREW and DOOR KNOCKER (Z).
  5. Use DOOR KNOCKER; show DETECTIVE PERMISSION (A).
  6. Go (B).

  1. Choose 1 or 2 (C).
  2. Take the FILLING GUN and TUNING FORK (D).
  3. Put down the UMBRELLA; take the MEDAL (E).

  1. Place MEDAL (F).
  2. Easy (G): (2-3)-(5-6)-H.
  3. Difficult (I): (1-4)-(1-3)-(1-2)-(5-8)-(5-7)-J.
  4. Take the MULTITOOL (K).
  5. # GO TO THE ABANDONED PARK.

  1. # TAKE THE NUTCRACKER AND EMPTY CONTAINER (L).
  2. # OPEN THE CARTRIDGE OF THE REVOLVER; use the NUTCRACKER (M). Receive POWDER.
  3. Go to the Old Gas Station.

  1. Use MULTITOOL (N); take SHIELD and SCREWS.
  2. Place BANNER BOARD (O).
  3. Go (P).

  1. Take the THERMAL MUG and LADDER (Q).
  2. Use TUNING FORK; take the WHEEL (R).
  3. # OPEN THE EMPTY CONTAINER; use POWDER. Receive PETARD.
  4. # USE THE PETARD; take the MAGNET (S).

  1. Place the WHEEL (T).
  2. Easy (U): 3-5-6-1-4-2.
  3. Hard (V): 1-2-8-5-3-4-7-6-9.
  4. Go (W).

  1. Choose 1 or 2 (X).
  2. Take CANISTER and METAL BAR (Y).
  3. Use the METAL BAR, SCREWS, and MULTI-TOOL on the LADDER.
  4. Place the LADDER for a HOP (Z); receive SEPARators.

  1. Use SEPARATORS (A); take the BUSINESS CARD (B).
  2. Use CORKSCREW; take the COINS (C).
  3. # USE MAGNET; take COMPASS (D).
  4. # GO TO THE ABANDONED PARK.

  1. # PLACE THE COMPASS FOR A HOP (E); take LINE AND HOOK.
  2. # PLACE LINE AND HOOK (F); receive a GLOVE.
  3. Go to the gas station.

  1. Place HEAT MUG and COINS (G).
  2. Easy (H): as shown.
  3. Difficult (N): Ox3-Rx3-Jx2-Qx2-S-Nx4.
  4. Take HOT TEA (U).
  5. Use HOT TEA (V); take SPOTLIGHT and SIDE CUTTERS (W).
  6. Go to the Outback Barn.

  1. Use SIDE CUTTERS (X); take note and FORK (Y).
  2. # PUT ON THE GLOVE; take AMULET and CLOCK HAND (Z).

  1. Use the FORK (A); take the HANDLE and HOSE (B).
  2. # GO TO THE ABANDONED PARK.

  1. # PLACE THE CLOCK HAND (C).
  2. # EASY AND HARD (D): (5-4)-(4-5)-(5-4)-(4-5).
  3. # TAKE THE BULL AMULET (E).
  4. # PLACE AMULET AND BULL AMULET (F); take notes (G).
  5. Go to the gas station.

  1. Place FILLING GUN, CANS, and NEW HOSE (H).
  2. Easy: JLN; TSP; XZW; Feb.
  3. Difficult: JLN; TSP; XZW; DFC; LL-KK-II.
  4. Take the GASOLINE (N).
  5. Go (Oh).

  1. Use GAS (P); take the GRINDER (Q).
  2. Use the HANDLE and the GRINDER on the SPIDER BLADE; receive a KOSU.
  3. Use the SKIE; take the HORSESHOE (R).
  4. Go to the gas station.

  1. Use HORSESHOE; take UTILITY KEY (S).
  2. Use UTILITY KEY for a HOP (T); receive FLOWER AMULET.
  3. Place BUSINESS CARD and FLOWER AMULET (U).
  4. Solution (V): Wx2-Y-Wx3-YWY-Wx3-Y-Xx2-Y.
  5. Take MIRRORS and note (Z).
  6. Go to the cornfield.

  1. Receive COMB.
  2. Go (A).
  3. Use COMB (B); take the LIGHT BULB (C).
  4. Walk back.

  1. Use LIGHT BULB and MIRRORS on SPOTLIGHT; receive a SPOTLIGHT.
  2. Use SPOTLIGHT (D).
  3. Walk right (E), take the pump (F), walk back (G).

  1. Use pump (H), go left (I), go right (J).
  2. Take the mask (K), go back (L), go left (M).
  3. Use mask (N), go (O).

  1. Take the machete (P), go left (Q).
  2. Use machete (R), go (S).

Cold Case 2: Chapter 3 Murder on Live

  1. Take DETECTIVE’S NOTEBOOK and ORDER RECEIPT (T).
  2. Take CUTTERS and CARD.
  3. Place RECEIPT; play HOP (U); receive a KEY.
  4. Use the KEY (V).
  5. Go (W).

  1. Take the SIDE CUTTERS and TRAY (X).
  2. Use TRAY; take the ROLLING RINGING RING (Y).
  3. Place the ROLLING RINGING RING (Z).

  1. Simple solution (A).
  2. Difficult solution (B).
  3. Go (C).

  1. Take the TONGS and FUSE TERMINALS 1/2 (D).
  2. Use CUTTERS (E); take the Fragment of the Journal and TERMINALS 2/2 (F).

  1. Open (G); place the FUSE TERMINALS (H).
  2. Easy solution (I): as shown in the picture.
  3. Hard Solution (I): Place as shown, select J.
  4. Take the MAGNET (K).
  5. Walk back.

  1. Use MAGNET (L); take the FRYER BASKET (M).
  2. Use FRYER BASKET (N); take the SPATULA (O).
  3. Walk back.

  1. Use SPATULA; take PEN 1/2 and INVITATION (P).
  2. Open DETECTIVE’S NOTEBOOK; put down CARD, MAGAZINE CUTTING, and INVITATION.
  3. Select 1-2-3 (Q). Get the DEDUCT RESULTS.
  4. Offer DEDUCT RESULTS (R).
  5. Choose 1 or 2 (S).
  6. Receive AMULET.
  7. Go to the courtyard.

  1. Use AMULET; take the POST FLAG (T).
  2. Place MAIL FLAG; take the RIBBON (U).
  3. Use CUTTERS; take the BATTERY (V).
  4. Walk back twice.

  1. Install BATTERY; take the BRUSH (W).
  2. Use BRUSH; take the WIRE (X).
  3. Take TEMPERATURE REGULATOR (Y).
  4. Go (Z).

  1. Place the REGULATOR for a HOP (A); take the KNIFE.
  2. Use KNIFE; take the SHOPPING LIST (B).
  3. Go (C).

  1. Place LIST (D); find the pairs (E).
  2. Take the bottle (F).

  1. Take the SECURITY PHOTO and CABINET KEY (G).
  2. Use CABINET KEY; take HANDLE 2/2 (H).
  3. Place HANDLE; go to dialogue (I).
  4. Get WITNESS STATEMENT.
  5. Place WITNESS STATEMENT (J).

  1. Select attributes (K)
  2. Print; take PHOTOROBOT (L).

  1. Place PHOTOROBOT and SECURITY PHOTOS (M).
  2. Find the last photo (N).

  1. Choose 1 or 2 (O).
  2. Take the HORSESHOE, TORN INSTRUCTIONS, and GARDEN SIGN (P).
  3. Take the FLASHLIGHT; use GARDEN SIGN (Q).
  4. Take the BROKEN CHIP (R).

  1. Place WIRE, ELECTRIC TAPE, and CHIP (S).
  2. Easy (T): U-Vx3-Wx2-Xx2-ZA.
  3. Difficult (T): U-Vx2-W-Xx2-Yx3-Zx3-A.
  4. Go (B).

  1. Take note and PAPER (C).
  2. Put down the PAPER; take the SEARCH WARRANT (D).
  3. Show ORDER; play HOP (E); receive ROOM KEY CARD.

  1. Use ROOM KEY CARD (F).
  2. Select 1 or 2 (G).
  3. Note: if you chose 2 at this step, skip the steps marked with # below.
  4. # SELECT H.

  1. # TAKE COLORED STONES 1/3 AND LEG (I).
  2. # PLACE TORN LEG; take the CHAIR (J).
  3. # PLACE THE CHAIR (K).
  4. # TAKE NOTE AND SELFI STICK (L).
  5. # GO BACK.

  1. # TAKE THE COLORED STONES 2/3 AND THE LETTER RING WITH THE SELFIE STICK (M).
  2. # GO TO PETER FELLOW’S ROOM.
  3. # USE RING WITH LETTER P; take the LION HEAD (N).
  4. # PLACE THE LION HEAD; take note and STRAINER (O).
  5. # GO DOWN TWICE.

  1. # USE THE STRAINER; take COLORED STONES 3/3 (P).
  2. # GO TO PETER FELLOW’S ROOM.

  1. # ARRANGE THE COLORED STONES (Q).
  2. # SIMPLE SOLUTION (R).
  3. # HARD DECISION (S).
  4. # GO BACK.

  1. Select T.
  2. Select 1 or 2 (U).
  3. Note: if you chose 2, skip the steps marked with # below.
  4. # GET A DVD.

  1. # PLACE DVD FOR HOP (V).
  2. Take MASK AMULET 1/2 and ROLLER (W).
  3. Use HORSESHOE; take BEADS (X).
  4. Arrange BEADS; take the HANDKERCHIEF (Y).
  5. Walk back twice.

  1. Use HANDKERCHIEF; take MASK AMULET 2/2 (Z).
  2. Go to Lisa Smith’s room.
  3. Place AMULET MASK; use TORN INSTRUCTIONS (A).
  4. Simple and complex solution (B).
  5. Take the SAFE INSTRUCTIONS (C).

  1. Place the WALCODE and INSTRUCTIONS (D).
  2. Solution (E): counterclockwise to F, clockwise to G, counterclockwise to H.
  3. Take the SMOKING PIPE (I).
  4. Walk back twice.

  1. Use SMOKING PIPE for HOP (J); receive a PARKING POINT.
  2. Use PARKING TICKET; take the COIN (K).
  3. Go (L).

  1. Use COIN; take the KEY (M).
  2. Use KEY (N). Scroll through the screens (O).
  3. Take the CADUCEUS (P).
  4. Walk forward (Q).

  1. Use FLASHLIGHT (R).
  2. Put down the CADUCEUS (S); take the MEDICAL KIT (T).
  3. Use the MEDICAL KIT (U).
  4. Receive PHONE.
  5. Walk back.

  1. Use PHONE (V); receive HOTEL PLAN.
  2. Use HOTEL PLAN (W).
  3. Easy (X): Cx2-A-Yx2-AY-Bx2-DYAYDZD-Yx2-Cx2-BYBZBY.
  4. DY-Cx2-Zx2-C-Yx2-Ax4-Y-Dx2-Bx2-YCYAY.
  5. Hard solution (X): as easy solution, then: DYBY-Ax2-Cx2-Y-Dx4-Yx2.
  6. B-Zx2-Bx2-YAY-Bx2-CZCYC-Yx2-AZ.
  7. AYDYA-Cx2-YD-Yx2-Bx2-DY.

Cold Case 2: Bonus Chapter

  1. Take the LAWN MOWER and RING (A).
  2. Place the RING (B).
  3. Enter: M-O-T-N (S).
  4. Take note and BATTERY (D).
  5. Use the BATTERY on the LAWN MOWER; receive the LAWN MOWER.
  6. Use LAWN MOWER; take the LIGHTER and COIL (E).

  1. Use COIL; take SCARF and CARRIAGE KEY (F).
  2. Use the KEY for a HOP (G).
  3. Choose 1 or 2 (H).
  4. Receive CARD ADAPTER.

  1. Take PASSWORD and BLANK CARD (I).
  2. Place CARD ADAPTER and BLANK CARD (J).

Simple and complex solution (K).

  1. Take PENTHOUSE MAP (L).
  2. Use PENTHOUSE MAP (M).
  3. Go (N).

  1. Choose 1 or 2 (O).
  2. Take CHAIN ​​and PIANO KEY (P).
  3. Place the PIANO KEY (Q).

  1. Easy (R): Sx3-TV-Ux3-Vx3-Ux3-Vx3-Tx3-S-Wx2-T.
  2. Difficult (R): Sx3-TV-Ux3-Vx3-Ux3-Vx3-Tx2-Wx2-TS.
  3. Take the MOON AND SUN AMULET (X).
  4. Put down the MOON AND SUN AMULET; take newspaper and 5 CENTS (Y).
  5. Walk back.

  1. Use 5 CENTS; take the WATER (Z).
  2. Go (A).
  3. Use WATER. Take the COMB (B).
  4. Use COMB (C); take WAX, BALL, and HANDLE (D).
  5. Walk back.

  1. Use LIGHTER and HANDLE on PASSWORD.
  2. Enter the PASSWORD for the IPS; take the FLASH DRIVE (E).
  3. Place FLASH DRIVE; take PHOTO (F).
  4. Go (G).
  5. Use PHOTO.
  6. Open the steps; take photo (H).

  1. Take BOLT and MUG (I).
  2. Take the SPEAKER (J).
  3. Use MUG; take the GEAR (K).

  1. Place GEAR and CHAIN ​​(L).
  2. Simple solution (M).
  3. Hard decision (N).
  4. Go (Oh).

  1. Choose 1 or 2 (P).
  2. Note: if you chose 2 at this step, skip the steps marked with # below.
  3. Take TILES 1/3 and SAW FISH NOSE (Q).
  4. Take the SAW FISH NOSE WHEEL (R).
  5. Place WHEEL and BOLT; take GAME COUPON (S).
  6. # WALK FORWARD (T).

  1. # TAKE THE GLOVE AND HAIRPIN (U).
  2. # USE HAIRPIN (V); take note and MAGNET (W).
  3. # USE MAGNET (X); take THREADS and TUNING FORK (Y).
  4. Go to the embankment.

  1. Place COUPON and BALL (Z).
  2. Simple and complex solution (A).
  3. Take the UMBRELLA (B).

  1. Use UMBRELLA (C); take the ELECTRIC TAPE (D).
  2. Use WAX; take the EMBLEM (E).
  3. Go (F).

  1. Place EMBLEM, play HOP (G); receive a BOTTLE.
  2. Place BOTTLE; take 2/3 TILES, 1/2 BOOKS, and SPATULA (H).
  3. # USE TUNING FORK (I); take the RECORD (J).
  4. # WALK FORWARD (K).

  1. Place PLATE (L).
  2. # SIMPLE (M): NQNQNP-QX2-O-Q-O.
  3. # HARD (R): WX3-TWTWT-WX7-T-WX7-ST.
  4. # TAKE THE GRAMOPHONE NEEDLE (X).
  5. # GO BACK.

  1. # USE THE NEEDLE AND THREADS ON THE GLOVE; receive a GLOVE.
  2. # PUT ON THE GLOVE (Y); take the STETHOSCOPE (Z).
  3. # WALK FORWARD (A).

  1. # PLACE THE STETHOSCOPE (B).
  2. # EASY (C): DFEDEDEF-GX2-FX2.
  3. # DIFFICULT (C): D-GX3-EDFEDGDGDFEG-EX2-DFE.
  4. # TAKE THE NOTES (H).
  5. Go to the embankment.

  1. Use SPATULA; take the SPEAKER (I).
  2. Use the SPEAKER and ELECTIVE TAPE on the SPEAKER.
  3. Use PORTABLE SPEAKER (J).
  4. Take PHONE, GUN, and TWEEZERS (K).
  5. Take 3/3 TILES WITH TWEEZERS (L).
  6. Go (M).

  1. Place TILES (N).
  2. Simple solution (O).
  3. Difficult decision (P).
  4. Take photo (Q).

  1. Choose 1 or 2 (R).
  2. Note: if you chose 2 at this step, skip the steps marked with # below.
  3. # GET THE EMERALD FLOWER. Take the EVIDENCE and FOLDER (S).
  4. # PLACE THE EMERALD FLOWER FOR A HOP (T).

  1. Place the FOLDER (U); select V.
  2. Take the SHELF NUMBER (W).
  3. Open (X); place the SHELF NUMBER for a HOP (Y).
  4. Receive the CITY MAP.

  1. Place EVIDENCE and CITY MAP (Z).
  2. Position the photo (A).

  1. Take EXTENSION (B).
  2. Place PHONE (C).
  3. Choose 1-4, 4-5, 1-3, 1-2.
  4. Send twice (D).
  5. Take phone and KNIFE (E).

  1. Use KNIFE (F); take BOOK 2/2 (G).
  2. Put down the BOOK; take SWITCH (H).

  1. Install EXTENSION CABLE and SWITCH; move the lamp (I).
  2. Use PISTOL (J).
  3. Select chair 3, 1, 3, 2 and 3 (K).
  4. Solution (L): 2-6-5-3-7-1; 7-3-5-4-1-8; 5-3-2-6-4-8-7. Congratulations! You have successfully completed the walkthrough of the game "Cold Case 2: Murder Scenario Collector’s Edition".

Cold Case 2: Collections

Collections - evidence (yellow), records (green) and stickers (pink). Collections (AD).

Collections (E-H).

Collections (lJ).

Cold Case 2: Achievements in the game

Types of achievements. During the game, you can get the following achievements:

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