Walkthrough Menu
- General Tips
- Chapter 1: The First Patient
- Chapter 2: The Second Patient
- Chapter 3: The Third Patient
- Chapter 4: The Fourth Patient
General Tips
- This is the official guide for Agency of Anomalies: Mind Invasion.
- This guide will not mention each time you have to zoom into a location; the screenshots will identify each location.
- Hidden-object puzzles are referred to as HOPs in this guide. Items listed in white are hidden or they require additional actions to locate. Interactive items in HOPs are color-coded.
- Mini-games and HOPs are sometimes randomized; your solution may vary.
- Select the diary to read clues and notes (A).
- Swipe down to open the inventory panel; hover over an item in your inventory to see its name (B).
- Select the lock to keep the inventory panel open (C).
- Use your map to see where actions are available and quickly travel (D).
- Select the hint button for a hint (E).
Chapter 1: The First Patient
- You have the option of a brief tutorial.
- Open the bag and take the LOCKPICK (A).
- Use the LOCKPICK on the lock (B).
- Select the open chest (C).
- Play the HOP (D).
- You earn the WRENCH.
- Use the WRENCH on the panel (E).
- Select the mini-game (F).
- Move the pieces to restore the sign (G).
- You cannot place a piece on top of another.
- Go up the ladder (H).
- Use the WENCH to remove the broken piece of metal (I).
- Note the rat in the sewer (J).
- Select the bulletin kiosk (K).
- Play the HOP (L).
- You earn the PAPER KEY.
- Use the PAPER KEY in the lock (M).
- Open the drawer; take the HOOK (N).
- Use the HOOK on the ladder to earn the CHEESE (O).
- Give the CHEESE to the rat (P).
- Attach the hose to the spigot (Q).
- Take the hose (R).
- Read the note and take the BRAIN DEVICE (A).
- The BRAIN DEVICE and MAP are now on your menu bar (B).
- Move the painting and select the area behind it (C).
- Play the HOP (D).
- You earn the CLOCK HANDS.
- Take the TOWEL and read the schedule (E).
- Open the window and use the TOWEL on the roses (F).
- Take the SCREWDRIVER (G).
- Use the SCREWDRIVER to remove the glass cover (H).
- Place the CLOCK HANDS on the clock (I).
- Set the clock to 10:00 so the nurse opens the door per the schedule.
- Move the hour hand (J) clockwise to 1, and then move the minute hand (K) clockwise to 12.
- Walk right.
- Take the 1st TYPEWRITER KEY (L).
- Select the recording (M).
- Walk left.
- Open all the latches (N).
- Use the SCREWDRIVER to take the DOOR HOOK (O).
- Read the note (P).
- Take the MATCHES (Q).
- Walk down.
- Use the DOOR HOOK on the pocket; take the WARD KEY and the SMALL KEY (R).
- Use the WARD KEY on the door and walk forward (S).
- Take the COFFEE BEANS (A).
- Take the JUG PIECE (B).
- Use the BRAIN DEVICE on the patient (C).
- Drag the strips up and down to restore the picture (D).
- Notice that 2 strips are locked in place (E).
- Take the SPONGE (F).
- Use the MATCHES on the paper bird (G).
- Take the CONES (H).
- Walk down 3 times.
- Use the CONES and the MATCHES on the smoker (I).
- Take the 2nd TYPEWRITER KEY (J).
- Walk right and left.
- Use the SMALL KEY on the lock (K).
- Drag the chain through the maze; as you complete a section, the next will open up.
- You will go through the center section twice.
- The first half of the maze is shown here (L), and the second half is here (M).
- Take the GRINDER HANDLE and walk forward (N).
- After the cut-scene, walk down and to the right.
- Place the COFFEE BEANS in the grinder; place the GRINDER HANDLE on the grinder and turn it (O).
- Take the GROUND COFFEE (P).
- Use the SPONGE to take the 3rd TYPEWRITER KEY (Q).
- Take the 1st BUTTON (R).
- Take the ERASER (S).
- Open the refrigerator and look inside (T).
- Play the HOP to earn the KNIFE (U).
- Walk down, go forward into the ward, and enter the mind of the patient.
- Use the KNIFE on the panel and walk forward (V).
- Take the GLUE, GLOVE, and the 4th TYPEWRITER KEY (W).
- Walk down 4 times and select the area behind the painting.
- Play the HOP to earn the COPPER HANDLE (X).
- Walk to the right twice.
- Use the GLOVE to open the oven; use the GLOVE again to take the APPLE (A).
- Walk down, go forward into the ward, enter the mind of the patient, and go forward again.
- Place the COPPER HANDLE on the drawer and open it (B).
- Take the 1st OCTOPUS PART and the power stone (C).
- Walk down 3 times, go left, and forward.
- Take the BLACK PAINT and the CLIP (D).
- Read the note and take the 2nd OCTOPUS PART (E).
- Walk down.
- Use the CLIP on the lock (F).
- Take the SYRINGE (G).
- Walk down.
- Place the 2 OCTOPUS PARTS in the frame; take the OCTOPUS (H).
- Take the BRUSH and use the SYRINGE to take the WHITE PAINT (I).
- Walk forward, enter the patient's mind, and go forward again.
- Place the BRUSH, WHITE PAINT, and the BLACK PAINT on the table (J).
- Take the brush, dip it in the white paint, and cover the marks on the white areas (red).
- Dip the brush in the black paint and cover the mar in the black area (green).
- Take the HANDLE (K).
- Walk down 3 times, go left, and forward.
- Use the HANDLE on the door (L).
- Select the chest (M).
- Play the HOP to earn the OIL (N).
- Walk down twice and go forward into the ward.
- Use the OIL on the typewriter and take the BUSINESS CARD (O).
- Enter the mind of the patient.
- Give the APPLE to the flaming chameleon to earn the 5th TYPEWRITER KEY (P).
- Select the typewriter (Q).
- Use the ERASER on the paper (A).
- Place the 5 TYPEWRITER KEYS in the keyboard (B).
- Place the BUSINESS CARD on the table (C).
- Use the keys to type the name on the card.
- Press the keys D, E, F, G, H, I, H, J, H, K, L, M, N, O, and P.
Chapter 2: The Second Patient
- Take the 2nd BUTTON and the 2nd JUG PIECE (A).
- Place the 2 BUTTONS in the openings (B).
- Press the buttons in the color order shown in the book (1-4).
- Take the TROWEL (C).
- Walk down twice.
- Place the GLUE and the 2 JUG PIECES on the table (D).
- Take the JUG (E).
- Walk right, left, and forward.
- Use the JUG on the fountain to get the JUG OF WATER (F).
- Use the TROWEL on the dirt; take the COIN and the GLASS CUTTER (G).
- Walk down.
- Use the GLASS CUTTER on the glass and take the SLEEPING PILLS (H).
- Walk down and right.
- Use the GROUND COFFEE, the JUG OF WATER, and the SLEEPING PILLS on the machine (I).
- Pull the lever on the coffee maker (J).
- Take the PROFESSOR (K).
- Select the refrigerator (L).
- Play the HOP to earn the LIGHT BULB (M).
- Walk down and go up the stairs.
- Look at the portrait (N).
- Take the SAFE DIAL (O).
- Note the bookshelf mini-game (P).
- Open the door and note the scarf (Q).
- Walk to the left.
- Play the recording (R).
- Take the 1st PLATE (S).
- Take the GOLDEN FISH (T).
- Take the STRING and the CROWN PART (U).
- Walk down.
- Place the GOLDEN FISH and the OCTOPUS on the cover (V).
- Place the LIGHT BULB in the socket and take the CLEANER (W).
- Place the STRING and the COIN on the cord (X).
- Select the coin and use it to drag the magnet to the left and out of the aquarium (Y).
- You earn the MAGNET.
- Walk to the left, and then go right.
- Use the MAGNET on the latch (A).
- Open the window and take the power stone (B).
- Walk to the right.
- Take the HOSE and the 1st PIECE OF LETTER (C).
- Note the path by the umbrella (D).
- Walk left (@).
- Note the fountain mini-game (E).
- Take RENEE (F).
- Read the note and use the HOSE to take the PUMP (G).
- Walk down.
- Use the PUMP on the tire (H).
- Open the shed and take the SMALL RAKE (I).
- Walk towards the umbrella.
- Take the NURSE (J).
- Move the newspaper and take the 2nd PLATE (K).
- Take the SIGNET RING (L).
- Use the BRAIN DEVICE on the woman (M).
- Drag the strips up and down to restore the picture (N).
- Notice that 1 strip is locked in place (O).
- Take the BRUSH (P).
- Select the fountain (Q).
- Play the HOP to earn the DUST BRUSH (R).
- Walk down twice, and then go left.
- Use the DUST BRUSH on the telescope to earn the 2nd PIECE OF LETTER (S).
- Look through the telescope.
- Place the CLEANER and the BRUSH on the bench; select the cleaner (T).
- Open the box and take BLACK (U).
- Walk down 4 times, go left, and forward.
- Use the SMALL RAKE to take the LETTER (V).
- Walk down twice, go up the stairs, left, right, towards the umbrella, and enter the patient's mind.
- Use the LETTER on the mannequin (W).
- Take the MOSAIC (X).
- Walk down twice, go left, and select the fountain mini-game.
- Place the MOSAIC on the board.
- Place all the pieces into the grid with none of the same color touching (A).
- Take the KEY (B).
- Walk down 3 times.
- Use the KEY to unlock the center door (C).
- Walk forward.
- Note the frog mini-game (D).
- Open the globe and look inside (E).
- Play the HOP to earn the GRAPPLING HOOK (F).
- Walk down, left, right, and towards the umbrella.
- Use the GRAPPLING HOOK to take the DIE (G).
- Walk down 3 times.
- Place the 2 PLATES and the DIE on the panel (H).
- Roll the die to end in the upper left corner on five (I).
- Select the arrows to move the die up, up, left, down, left, and up.
- Take the 3rd PIECE OF LETTER (J).
- Walk forward.
- Place the 3 PIECES OF LETTER on the desk; take the LETTER (A).
- Walk down, left, right, go towards the umbrella, and then enter the patient's mind.
- Use the LETTER on the mannequin (B).
- Walk forward.
- Place the CROWN PART on the crown (C).
- Take the GEM (D).
- Take the PENCIL and the WHEEL (E).
- Walk down 5 times and go forward.
- Use the PENCIL on the paper and note the code (F).
- Place the GEM in the base to earn the AGENT (G).
- Place the SAFE DIAL and the SIGNET RING on the safe; turn the dials to match the code (H).
- Pull the lever (I).
- Take the 1st MAP PIECE and the DIARY KEY (J).
- Walk down, left, right, go towards the umbrella, enter the patient's mind, and then go forward.
- Use the DIARY KEY on the lock and take the LETTER (K).
- Walk down.
- Give the LETTER to the mannequin (L).
- Select the fountain (M).
- Play the HOP to earn the EMITTER (N).
- Walk forward.
- Place BLACK, RENEE, the NURSE, the PROFESSOR, the AGENT, and the EMITTER on the model (O).
- Press the red button (P).
- Look at the mirror (Q).
- Move the film frames to the correct column, with the close-ups in the top row, the full screen view in the center row, and the long shots in the bottom row.
- Press J, H, L, H, K, D, G, L, G, H, J, B, and F.
- Take the AWARD (M).
- Walk down.
- Give the AWARD to the mannequin (N).
- You will earn the LIGHTER.
- Walk down.
Chapter 3: The Third Patient
- Use the LIGHTER to take the GARDEN SHEARS (A).
- Walk down twice.
- Use the GARDEN SHEARS on the scarf (B).
- Walk to the right.
- Take the FIRE STARTER (C).
- Take the 2nd MAP PIECE (D).
- Look out the window (E).
- Select the lower bunk (F).
- Play the HOP to earn the SPARE FINGERS (G).
- Walk down, left and right.
- Use the SPARE FINGERS to make the ROBOTIC HAND (H).
- Walk down twice and go right.
- Place the ROBOTIC HAND on the stick to make the ARM (I).
- Use the ARM to grab the sheet (J).
- Go out the window.
- Note the bird's mini-game (K).
- Open the car door; take the SPRING (L).
- Move the vines and play the recording (M).
- Note the ladder into the pit (N).
- Walk forward.
- Note the stained glass mini-game (O).
- Take the CAR JACK HANDLE (P).
- Walk down.
- Open the trunk; use the CAR JACK HANDLE to make the CAR JACK (Q).
- Walk forward.
- Place the CARJACK under the scaffold and attach the WHEEL (R).
- Walk forward.
- Use the BRAIN DEVICE on the patient (S).
- Drag the strips up and down to restore the picture (T).
- Notice that some strips are locked in place.
- Take the CHAIN (A).
- Walk down twice.
- Use the CHAIN on the ladder (B).
- Select the debris in the pool (C).
- Play the HOP to earn the CROWBAR (D).
- Walk down.
- Use the CROWBAR on the glove box and take the PEN (E).
- Walk down twice.
- Use the PEN on the paper; take the 3rd MAP PIECE (F).
- Walk right and go forward 3 times.
- Use the CROWBAR on the boards (G).
- Take the BIRD SEED (H).
- Walk down twice and select the bird's mini-game.
- Use the BIRD SEED on the trays.
- Balance the trays using the birds (I).
- Take the SWORD HILT (J).
- Walk down.
- Place the SWORD HILT on the blade to make the SWORD (K).
- Go forward 3 times and enter the patient's mind.
- Use the SWORD on the green sword (L).
- Take the 4th MAP PIECE and the RASP (M).
- Walk down 3 times.
- Use the RASP on the blade to make the SAW (N).
- Walk forward twice.
- Use the SAW on the beam (O).
- Climb up the ladder (P).
- Take the METAL BRANCH (Q).
- Take the SOLVENT (R).
- Walk down twice.
- Use the SOLVENT on the paint and take the SUN PART (S).
- Go forward and enter the patient's mind.
- Place the METAL BRANCH on the tree and take the RIBBON (T).
- Walk down.
- Use the RIBBON on the bucket and push it into the hole (U).
- Take the BELT (V).
- Go up the ladder.
- Replace the SPRING and the BELT (W).
- Select the mini-game (X).
- Move the figures so the wires coming from each figure are crossed (Y).
- Each figure's wires must be crossed the numbers of times shown for each figure.
- Take the CHESS FIGURE (A).
- Select the debris (B).
- Play the HOP to earn the BLUNT KNIFE (C).
- Walk down 3 times.
- Use the BLUNT KNIFE to take the CIRCLE (D).
- Walk forward twice and go up the ladder.
- Place the SUN PART and the CIRCLE on the base; take the SUN (E).
- Walk down and enter the mind of the patient.
- Place the SUN on the green sun (F).
- Take the 5th MAP PIECE and the WINGS (G).
- Walk down 4 times.
- Place the WINGS on the plane (H).
- Take the DICE (I).
- Select the lower bunk (J).
- Play the HOP to earn the LEVER (K).
- Go out the window.
- Read the note (L).
- Place the 5 MAP PIECES and the DICE on the barrel top (M).
- Move your peg from 1 to 33; if you land on a trail, you must follow it.
- Change the dice to 1-6-5-5-2 (N).
- Select start (O).
- Take the CROWN (P).
- Go up the ladder, forward twice, and enter the patient's mind.
- Use the CROWN on the green crown (Q).
- Take the 1st GLASS TILES (R).
- Walk forward.
- Take the NUMBERS (S).
- Walk down 5 times.
- Place the NUMBERS on the lid (T).
- Take the FIRECRACKER (U).
- Go forward 3 times, enter the patient's mind, and go forward.
- Place the FIRECRACKER in the chains and use the FIRE STARTER on the fuse (V).
- Place the CHESS FIGURE in the column to earn the ROPE (W).
- Take the WIRE (X).
- Walk down twice and go up the ladder.
- Place the WIRE and the LEVER on the device and pull the handle (A).
- Take the UNICORN (B).
- Walk down twice and select the debris in the pool.
- Play the HOP to earn the EYE (C).
- Walk down twice.
- Place the UNICORN in the lock (D).
- Take the SABER (E).
- Walk forward 3 times, enter the patient's mind, and go forward.
- Place the EYE in the horse head (F).
- Give the SABER to the mouse (G).
- Take the 2nd GLASS TILES (H).
- Take the MAGNIFYING GLASS (I).
- Turn the pages and take the PLIERS (J).
- Walk down 3 times and select the stained glass mini-game.
- Place both GLASS TILES on the window.
- Place the glass tiles in numerical order (K).
- Select 2 tiles to swap positions; the tiles will rotate during the swap.
- Select (1-18), (1-9), (2-10), (2-15), (15-24), (3-16), (7-17). (4-7), (12-13), (11-19), (20-8), (14-21), (6-21), and (5-22).
- You will earn the PHOTO PIECE.
- Walk forward, enter the patient's mind, and go forward.
- Place the PHOTO PIECE in the book (L).
- Take the FUSE (M).
- Go up the ladder.
- Place the FUSE in the control (N).
Chapter 4: The Fourth Patient
- Play the recording (A).
- Take the BUG SPRAY (B).
- Use the ROPE on the logs (C).
- Note the forest (D).
- Take the BUTTONS (E).
- Use the MAGNIFYING GLASS on the coals (F).
- Walk towards the cabin (G).
- Read the note (H).
- Take the WAX KEY (I).
- Select the plane (J).
- Play the HOP to earn the BROOM (K).
- Walk down.
- Place the WAX KEY in the pan; take the OLD KEY (L).
- Walk down.
- Use the key on the chest (M).
- Take the MOLD (N).
- Walk forward and enter the forest.
- Use the BROOM on the leaves and take the BULLETS (O).
- Take the RETORT (P).
- Note the mini-game (Q).
- Walk down.
- Place the MOLD, followed by the BULLETS in the pan (R).
- You will earn the EMBLEM.
- Enter the forest.
- Place the EMBLEM on the helmet (S).
- Use the BRAIN DEVICE on the patient (T).
- Drag the strips up and down to restore the picture (U).
- Notice that NO strips are locked in place.
- Take the NET (A).
- Take the GEAR (B).
- Walk down twice and go towards the cabin.
- Use the NET on the water to get the FISH (C).
- Walk down twice.
- Give the FISH to the cat (D).
- Open the hatch and take the SALT (E).
- Select the debris (F).
- Play the HOP to earn the 1st STATUETTE (G).
- Go forward, enter the forest, and enter the patient's mind.
- Use the SALT on the leeches (H).
- Walk forward (I).
- Take the CODE PAPER (J).
- Place the RETORT under the drip (K).
- Use the BUG SPRAY on the spiders; take the LIFE-GIVING BERRIES (L).
- Take the POISON BERRIES (M).
- Walk down.
- Use the LIFE-GIVING BERRIES on the bugs; take the 2nd STATUETTE (N).
- Walk down.
- Place the CODE PAPER on the wall (O).
- Turn all the letters to 'B'; changing a letter will change those it touches.
- Press A, Bx2, Cx2, D, Ex2, F, G, H, Ix2, J, Kx2, L, M, Nx2, Ox2, and P.
- Take the CODE (Q).
- Walk down.
- Use the POISON BERRIES on the snake (R).
- Take the LEVER (S).
- Walk towards the cabin.
- Place the GEAR in the mechanism (T).
- Use the PLIERS on the wire (U).
- Place the CODE in the front (V).
- Open the box and take the DAGGER (W).
- Select the plane (X).
- Play the HOP to earn the TURTLE PARTS (Y).
- Walk down, enter the forest, enter the patient's mind, and go forward.
- Replace the LEVER and pull it (A).
- Take the ACID (B).
- Use the DAGGER to take the 3rd STATUETTE (C).
- Walk down twice.
- Use the ACID on the box (D).
- Take the TWEEZERS (E).
- Enter the patient's mind and go forward.
- Use the TWEEZERS to take the 4th STATUETTE (F).
- Walk down and select the stump.
- Place the 4 STATUETTES on the stump.
- Press G, H, I, and J to light up all the statuettes.
- Place the TURTLE PARTS on the turtle (S).
- Take the 1st FUSE and the TWO FROGS (T).
- Walk down 7 times, GO FORWARD, and select the globe.
- Play the HOP to earn the INSULATING TAPE (U).
- Select the frog mini-game on the shelf.
- Place the TWO FROGS on the board.
- Press the arrows: Bx3, Ax9, Dx2, Cx6, Bx1, Cx1, Dx4, Bx3, Ax4, Dx3, Cx1, Dx3, Bx3, Ax2, Cx7, and Ax4.
- Move the frogs to the matching colored lily pad (E).
- Walk left.
- Take the EXTENSION CORD (F).
- Pull the lever (G).
- Play the recording (H).
- Use the INSULATING TAPE on the wires (I).
- Push the lever (J).
- Walk forward.
- Take the STAMP and the code (A).
- Walk down.
- Use the STAMP in the lock (B).
- Take the CRANE KEY (C).
- Place the BUTTONS on the keypad and enter 6-3-9-2 (D).
- Turn the switch (E).
- Take the 2nd FUSE (F).
- Walk forward.
- Use the CRANE KEY in the lock and pull the lever (G).
- Use the EXTENSION CORD on the cord (H).
- Take the 3rd FUSE (I).
- Place the 3 FUSES in the panel (J).
- Turn the red switch (K).
- Select the bulletin kiosk.
- Play the HOP to earn the WELD (L).
- Place the WELD in the indentation (M).
- Connect all the colored wires.
- Each tile rotates when you move it.
- Select the tiles in these locations: U, R, O, N, Q, R, S, P, O, R, S, and V.
- There is an optional quiz with 10 questions (1-10).
- Select the answer to progress.
- A green light indicates the correct answer.
- Congratulations! You have completed The Agency of Anomalies: Mind Invasion!
Created at: 2014-01-05