Walkthrough Menu
- General Tips
- Chapter 1: Subway
- Chapter 2: Panic Room
- Chapter 3: Classroom
- Chapter 4: Planning Room
- Chapter 5: Boulevard
General Tips
- This is the official guide for The Andersen Accounts: The Price of a Life.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Subway
- Select scene. Answer phone (A).
- Take MYSTERY BOX (B).
- Look at note on MYSTERY BOX; take SUBWAY TICKET (C).
- Go (D).
- Move forward.
- Use SUBWAY TICKET (E).
- Use ability (F).
- Go (G).
- Take HANDLEBAR (H).
- Select newspapers twice; take EMERGENCY PLATE 1/3 (I).
- Go (J).
- Take COIN (K).
- Walk down.
- COIN in MYSTERY BOX; take PLATFORM TILE.
- Place PLATFORM TILE; select platform 3 (L). Play HOP; receive TRACK ROUTE.
- TRACK ROUTE on MYSTERY BOX. Solution (M).
- Take POCKET KNIFE and PUZZLE BOX.
- Use POCKET KNIFE; take EMERGENCY PLATE 2/3 (N).
- Go (O).
- Use PUZZLE BOX (P).
- Solution (1-16).
- Solved image (Q).
- Use HANDLEBAR (R).
- Take EMERGENCY PLATE 3/3 (S).
- Go (T).
- Place EMERGENCY PLATE 3/3 (U).
- Move handle (V-W-X).
- Select scene twice. Use ability (A).
- Use POCKET KNIFE (B); receive RIPPED SHIRT.
- Use RIPPED SHIRT; take FIRE EXTINGUISHER (C).
- Use FIRE EXTINGUISHER and select (D).
- Select screen when ball is in middle (E-F). Repeat once.
- Select backpack (G) twice; take BATHROOM KEY and ORNATE CASE (H).
- Use ability (I).
- Take WIRE (J).
- Look at poster (K).
- Use WIRE; take Map, JUNK FOOD 1/3-2/3 (L).
- Select laptop (M); take HOUSE PLANS (N); answer phone (O).
- Open lunchbox; take TRACKER and JUNK FOOD 3/3 (P).
- Throw JUNK FOOD 3/3 (Q).
- Place HOUSE PLANS (R).
- Play HOP (S); receive SECURITY CODE.
- Place SECURITY CODE; enter 2134 (T).
- Take UMBRELLA and PUPPET NOSE (U).
- Select boxes (V); take KNITTING NEEDLE (W). Select door and carpet (orange).
- Open door and go (X).
- Select scene.
- Look at photo and calendar (Y).
- Use KNITTING NEEDLE and BATHROOM KEY (Z). Take SOLVENT (Z1).
- Select painting (A).
- Walk down.
- Use SOLVENT and select (B).
- Play HOP (C); receive DRAIN CLEANER.
- Select scene.
- Go (D).
- Use DRAIN CLEANER; take HEDGE SHEARS (E).
- Walk down.
- Use HEDGE SHEARS; select 1-4 (F).
- Go (G).
- Select mannequins on scene.
- Open book and select 3x (H); take SCREWDRIVER (I). Select books 1-5.
- Use SCREWDRIVER (J). Spin globe twice; take THREAD (K).
- Take CRYPTIC DRAWING and PUPPET (L).
- Open window and use UMBRELLA (M); receive PAINTS.
- Select 6-8; look at photo; take HANDLE and CHISELS (N).
- Set clock to 7:20 (O). Take BOX CODE (P).
- Go to Living Room.
- BOX CODE on ORNATE CASE; enter 358 (Q); take FRIDGE MAGNET (R).
- Place FRIDGE MAGNET on fridge; solution (S). Play HOP; receive PUPPET HEART.
- Place HANDLE and select; take FIRST AID KIT and BUTTON (T).
- Place BUTTON (U).
- Solution 1-4.
- Take MODEL SHEET.
- Go to Workshop.
- Place MODEL SHEET. Solution (V).
- Take PUPPET FLOWER (W).
- PUPPET NOSE, PUPPET HEART, and PUPPET FLOWER on PUPPET; take BOOKSHELF KEY.
- Place BOOKSHELF KEY. Solution: (F-C)-(F-E)-(E-H)-(A-I).
- Take BRUSH SET (K).
- Walk down.
- PAINTS, CHISELS, THREAD, and BRUSH SET on ORNATE CASE; receive PUPPETEER'S TOOLS.
- Place PUPPETEER'S TOOLS (L).
- Go (M).
Chapter 2: Panic Room
- Select scene 3x.
- Use FIRST AID KIT (N) and select dog whistle (N1).
- Take ANTENNA (O).
- Place CRYPTIC DRAWING; Rotate as shown (P).
- Select monitor twice (Q).
- Use ANTENNA; take BROKEN WATCH (R).
- Place BROKEN WATCH (S) and select soldering iron (S1).
- Select monitor (T).
- Play HOP (U).
- Take COINS 1/3, CANE, TEDDY BEAR, and SLINGSHOT (V).
- Puzzle solution (W).
- Go (X).
- Select TEDDY BEAR twice; take KITTEN PIECES 1/3 and RULER and TALKING BEAR.
- Select poster; take COINS 2/3 (Y). Use RULER; take GLITTERING STARS (Y1).
- Look at board (Z).
- Enter (Z1).
- Look at poster (A).
- Take FOX FIGURE (B).
- Look at note; receive COINS 3/3 (C).
- Go to Rat Tower.
- Use COINS 3/3 (D). Press 3 (E); take ORANGE JUICE (F).
- Give ORANGE JUICE (G); receive CAT FIGURE.
- Go (H).
- Place FOX FIGURE and CAT FIGURE (I). Select painting (J).
- Solution: Nx3-Mx4-Kx3-Lx2.
- Take CRYPTEX.
- Place CRYPTEX on scene; select 1-5 (O).
- Walk down.
- Select 1-7 (P).
- Take FOOD STAMPS (Q).
- Go to Market.
- Look at board (R). Give FOOD STAMPS (R1). Choose 5-3-2 (S).
- Take NOODLES (T) and CASSETTE (U).
- Walk down.
- Give NOODLES and CASSETTE (V).
- Play HOP (W); receive RESIDENT CARD.
- Go to Market.
- Use CANE (X).
- Use SLINGSHOT on scene; select twice (Y1-Y2).
- Select scene twice.
- Go (Z).
- Use RESIDENT CARD (A).
- Go (B).
- Take BRASS KNUCKLES and RED PAINT (C).
- Look at poster (D).
- Go (E).
- Take CARBONATED WATER and KITTEN PIECES 2/3 (F).
- Look at note; take MAGNET (G).
- Walk down.
- Use MAGNET (H); receive KEY BUNDLE.
- Use KEY BUNDLE and select (I).
- Enter (J).
Chapter 3: Classroom
- Take FLASHLIGHT, CLAMP, FORK, and FOX WATCH (K).
- Look at poster (L).
- Use CARBONATED WATER; take KITTEN PIECES 3/3 (M).
- Use KEY BUNDLE. Select bag and use TALKING BEAR; select 1-4. Look at notebook (N); take HORSE RACE TAPE (O).
- Remove note; push button (P).
- Place KITTEN PIECES 3/3. Solution (Q).
- Take BUILDING CLUE.
- Walk down.
- Place BUILDING CLUE on scene; select 1-5.
- Play HOP (R); receive BLACK HORSE.
- Go to Elevator.
- Take CHARGER (S).
- Go to Classroom.
- CHARGER on FLASHLIGHT; receive EMPTY FLASHLIGHT.
- Place EMPTY FLASHLIGHT; take CHARGED FLASHLIGHT (T).
- Walk down.
- Use CHARGED FLASHLIGHT; look at note and take RUBBER BAND (U).
- Solution (V).
- Take GOLD PAINT (W). Open cage and use GLITTERING STARS (X); take WHITE HORSE (Y).
- Use FORK and press button (Z).
- Receive OLD MASK.
- Go to Classroom.
- Place RED PAINT, GOLD PAINT, and OLD MASK. Use scissors (A) on masks.
- Dip brush (B) in each can of paint and color according to 1-4.
- Receive REPAIRED MASKS.
- Walk down.
- Place REPAIRED MASKS (C).
- Go to Classroom.
- Play puzzle. Solution (D).
- Walk down and then go to Rat Den.
- Select twice (E).
- Take card (F).
- Place HORSE RACE TAPE (G).
- Place WHITE HORSE and BLACK HORSE. Arrange horses as shown (brown-black-white) and then select 1-3. Take TATTOO PLATE and MONEY STASH (H).
- Give MONEY STASH (I); receive RAT TOWER CARD.
- Go (J).
- Use RAT TOWER CARD (K).
- Select 3x and use RUBBER BAND (L).
- Go (M).
- Pull both levers (O).
- Place TATTOO PLATE, FOX WATCH, and BRASS KNUCKLES (P).
- Examine (Q).
- Solution one 1-9 (R).
- Solution two 1-10 (S).
- Solution three 1-10 (T).
- Select scene and then circled items (U).
- Solution (V).
- Receive CAT GLASSES.
- Place CAT GLASSES (W) and select each marked painting (purple).
- Play HOP (X); receive TORN BOOK.
- Open TORN BOOK and select; answer phone (Y).
- Talk to and then give TORN BOOK; select for an HOP (Z); receive SKETCHBOOK.
- Walk down.
- Select scene. Select notebook (Z1) and 1-5.
- Take HOGGS SIGN.
Chapter 4: Planning Room
- Take SIGN PARTS 1/3 and LAPTOP (A).
- Look at note (B).
- Go to Recreation Room (C).
- Use ability (D).
- Take HOSE and SIGN PARTS 2/3 (E).
- Move crates (1-2).
- Select portraits (F); receive FAMILY PORTRAITS 1/4.
- Take WOOD FILE from HOGGS SIGN.
- Use WOOD FILE; receive WOOD FILE; take WIRE BRUSH and BOOKEND (G).
- Walk down.
- Place HOSE and use CLAMP (H).
- Take FOX TOKEN (I).
- Place BOOKEND (J); take KEY (K).
- Go (L).
- Use KEY; take TRANQUILIZER GUN, FAMILY PORTRAITS 2/4, and RUST SPRAY (M).
- Take CAT TOKEN from TRANQUILIZER GUN.
- Place CAT TOKEN and FOX TOKEN (N).
- Solution (O).
- Take FAMILY PORTRAITS 3/4 and CHALK DUST (P).
- Walk down.
- Use RUST SPRAY and WIRE BRUSH; take SIGN PARTS 3/3 (Q).
- SIGN PARTS 3/3 on HOGGS SIGN; slide pieces into place (R); take LUMBER SIGN.
- Place LUMBER SIGN (S).
- Solution one (T).
- Solution two (U).
- Take REEL and FAMILY PORTRAITS 4/4.
- Place FAMILY PORTRAITS 4/4. Solution (V).
- Take RECORDER and SCOPE (W).
- Go to Recreation Room.
- Use SCOPE (X). Hit the bullseye 6x (1-6). Take CLEAR TAPE (Y).
- Walk down.
- Use CHALK DUST and CLEAR TAPE; take HANDPRINT (Z).
- Go to Recreation Room.
- Place HANDPRINT (A).
- Go (B-C).
- Take ROD and TRANQUILIZER DART (D).
- REEL on ROD; receive FISHING ROD.
- Use FISHING ROD (E). Play HOP (F); receive SAW BLADE.
- Walk down.
- Place SAW BLADE; solution (1-5). Solved image (G).
- Take GENERATOR.
- Go (H).
- Take JAMMED BOX CUTTER, PORTABLE TV, and SAW REMOTE (I).
- Walk down.
- Use SAW REMOTE on log and select (J).
- Select Finn (K).
- Take HAMMER (L).
- Go to Lakeside.
- Use WOOD FILE and HAMMER; take BATTERY (M).
- Go to Camp Site.
- TRANQUILIZER DART in TRANQUILIZER GUN; select it.
- Use TRANQUILIZER GUN (N). Play HOP; receive FINN'S ARM.
- Walk down.
- Use GENERATOR, PORTABLE TV, BATTERY, and FINN'S ARM (N1). Select it.
- Solution (O).
- Use RECORDER (P).
- Select BRANCHES twice; take PAPER SCRAP (Q). Select branches again.
- Go (R).
- Place PAPER SCRAP and select bag (S); take BINOCULARS and CELLPHONE (T).
- Go to Camp Site.
- Select hint on LAPTOP and place CELLPHONE on it. Select laptop 2x; receive ASSEMBLY INSTRUCTIONS.
- Remove signs (U).
- Select 1-3 (V).
- Select (1) (W) and place ASSEMBLY INSTRUCTIONS. Select 2-5 (W); take EXPLOSIVES.
- Place EXPLOSIVES (X).
- Select car (Y).
- The solution is random (Z).
Chapter 5: Boulevard
- Take METAL PLATES 1/2 (A).
- Go (B).
- Look at poster; take HAIRPIN (C).
- Walk down.
- Use HAIRPIN; take OLD COAT and PERFUME (D).
- Use ability (E).
- Use BINOCULARS (F).
- Go (G).
- Take BROOM and ROPE (H).
- Use OLD COAT (I). Play HOP; receive HOOK.
- HOOK on ROPE; receive ROPE WITH HOOK.
- Use ROPE WITH HOOK (J) and examine area.
- Solution: L-K-M-Kx2-L-K.
- Take CLEAR TAPE and SOAP (N).
- Walk down.
- Receive TEST LIGHT.
- Walk down.
- SOAP on JAMMED BOX CUTTER; take BOX CUTTER.
- Use BOX CUTTER and remove tire; take SUITCASE and METAL PLATES 2/2 (O).
- Go to Roof.
- Place METAL PLATES 2/2 and use TEST LIGHT (P). Push button (Q).
- Select pairs of branches (1-10).
- Receive BOX PLAN.
- Play HOP (R).
- Go to Square.
- Use HAIRPIN (S); receive SECOND SCRAP and FIRST SCRAP.
- Walk down.
- FIRST SCRAP, SECOND SCRAP, and CLEAR TAPE on BOX PLAN; receive COMPLETE MAP.
- Place COMPLETE MAP on scene and select. Use BROOM; take SEAL RING 1/2 (T). Select board (U).
- Solution (1-8).
- Select ground; take ZIP TIE (V).
- Go to Shopping Street.
- Use ZIP TIE; look at note (W).
- Select grid; take BOLT CUTTERS (X).
- Use BOLT CUTTERS on each chain (Y).
- Enter (Z).
- Select (A-B).
- Open cover and use TEST LIGHT; select wires (green arrows). Select switches (white) (C).
- Select package (orange).
- Use BOX CUTTER; select puzzle (D).
- Solution (1-12).
- Take SEAL RING 2/2 (E).
- SEAL RING 2/2 on SUITCASE and look at note; take FIST DRAWING.
- Walk down.
- Solution (F).
- Play HOP (G); receive POLICE UNIFORM.
- Go to Square.
- POLICE UNIFORM is automatically used (H).
- Place COMPLETE MAP in center of scene.
- Remove papers and place FIST DRAWING; recreate image (I).
- Take puzzle in box and select marked symbols (J).
- Select scene.
- Congratulations, you've completed The Andersen Accounts: The Price of a Life!
Created at: 2019-03-10