Mystery Detective Adventure Case 1: Troubles on the farm – Walkthrough

Mystery Detective Adventure Case 1: Troubles on the farm - Walkthrough

Mystery Detective Adventure Case 1: Troubles on the farm – You’re off on your first case that you don’t have high hopes for. Knowing how disliked you were at the academy, they probably just didn’t want the other detectives’ time on this task. You go to the town of Easttown, which is notorious for bad rumors, to investigate some farming problems. The farmer has someone killing all the chickens, he assumes it’s some kind of unknown creature. Because in the town went all sorts of legends, but in mysticism he does not believe. You will have to find out what is happening in the settlement and what are these mystical accidents.

Mystery Detective Adventure Case 1: Troubles on the farm – Walkthrough

Here you can watch the full walkthrough of Case 1: Troubles on the Farm in the game Mystery Detective Adventure and find out who is disturbing the farmer’s peace.

Collect evidence in the yard

Some creature killed the farmer’s chickens. I need to look for clues around the yard. It is still difficult to say what is really happening here. There are two options – a large and dangerous creature lives in the area or someone really wants the locals to believe in it.

  • Talk to the man.
  • Go inside the house.
  • Talk to the woman.
  • Go to the stove.
  • Take the ladle and pliers.
  • Take the rope from the chest.
  • Take the lighter and the knife from the suitcase.
  • Go to the courtyard.
  • Take evidence 1/7 “animal scratch”.
  • Use the knife, take a sample of the substance.
  • Use the pliers, take evidence 2/7 “beast claw”.
  • Remove the broken boards from the ladder.
  • Go to the barrel.
  • Take the key from the barrel.
  • Take the boards next to the booth.
  • Take evidence 3/7 from the “scared dog” booth.

Talk to the priest

The priest of the local cult knows a lot about the events in the settlement, although he supports the mystification of what is happening. It’s worth talking to him. Some residents are members of the Blue fire cult. The priest of this cult believes that a demonic dog exists and attacks these lands because of a curse. So far I don’t have enough evidence to agree with him.

  • Use the planks and the rope on the ladder.
  • Lift the ladder.
  • On the roof, get clue 4/7 “footprints on the roof” and the baggie.
  • Go to the barn.
  • Open the door with the key.
  • Take evidence 5/7 “broken board” and 6/7 “animal tracks”.
  • Click on the baggie.
  • Open the pouch with the knife.
  • Take the flower 1/7.
  • Go inside the house and come to the table.
  • Put the ladle on the table.
  • Place the sample of the substance.
  • Take the ladle with the substance and go to the stove.
  • Put the ladle with the substance on the stove.
  • Take evidence 7/7 “strange colored blood”.
  • Talk to the man and get the door hammer.
  • Go to the gate.

Explore the dead fields

Part of the farmer’s fields suddenly died. I’ll try to figure out what could be the reason. The test showed that the area of the fields was poisoned. It is unclear who did it and why, but it was not a natural disaster.

  • Use the door hammer on the gate.
  • Complete the puzzle.
  • Go forward.
  • Use the knife, take the box.
  • Go forward.
  • Click on the bird.
  • Go forward.
  • Take the valve 1/2.
  • Go back twice.
  • Go forward.
  • Go to the car.
  • Use the knife, take the tongs.
  • Go to the tree.
  • Take the flower 2/7.
  • Take the shovel.
  • Go to the right.

Repair the totem

The priest does not want to talk to me for religious reasons. Let’s see if I can win his favor by respecting local traditions. The priest told me that the mill nearby recently burned down. The locals are very superstitious and believe in a curse, so no one has even gone there since then. I’ll have to go there.

  • Talk to the man.
  • Read.
  • Take the lamp.
  • Go back.
  • Go to the tree and take the apple.
  • Use the knife, take the wormwood and the valve 2/2.
  • Go back.
  • Use the shovel.
  • Take the flower 3/7.
  • Put up the statue.
  • Bury the base of the statue.
  • Go forward.
  • Take the crocuses.
  • Take the piece.
  • Go to the center of the town.
  • Go to the barn gate.
  • Use the piece.
  • Complete the puzzle.
  • Go to the barn.
  • Find 15 spikelets.
  • Take 1-2/15 spikelets.
  • Take 3-5/15 spikelets.
  • Take 6-8/15 spikelets.
  • Take 9-11/15 spikelets.
  • Take 12-14/15 spikelets.
  • Take 15/15 spikelets.
  • Get the wheat basket.
  • Click on the wheat basket.
  • Place the crocuses and wormwood.
  • Place the apple.
  • Go to the Count’s manor and go to the right.
  • Use the valve.
  • Complete the puzzle.
  • Go right and up.
  • Use the lamp.
  • Take the burning lamp.
  • Use the tongs to get the handle.
  • Go to the crack.
  • Use the knife on the crack.
  • Go to the field of wheat.
  • Install the handle.
  • Go into the tower.
  • Take clue 1/2 “the place where the crop died”.
  • Use the burning lamp on the statue.
  • Go into the house.
  • Take the tweezers and the measuring cylinder.
  • Go back to the wheat field.
  • Use the measuring cylinder to take a sample of soil.
  • Go back to the house.
  • Put the soil sample.
  • Get evidence 2/2 “herbicide sample”.
  • Talk to the man and go inside the house.
  • Talk to the woman and get the cinnamon.
  • Click on the basket.
  • Place the cinnamon to get the offering.
  • Go to the statue.
  • Use the offering.
  • Burn with the man get the amulet.

Explore the burnt mill

There are rumors among residents about a mysterious fire at the mill. It makes sense to examine what remains of it. The miller illegally bred dogs in the basement of the mill. There was a lightning strike nearby. However, did it cause a mill to catch fire, or did someone set it on fire deliberately?

  • Go to the right.
  • Use the tweezers get the flower 4/7.
  • Go to the mysterious forest.
  • Use the amulet.
  • Complete the puzzle.
  • Read.
  • Get the axe.
  • Use the axe on the roots.
  • Take the flower 5/7.
  • Use the axe.
  • Pick up the roll.
  • Click on the roll.
  • Take the pen.
  • Take the statue.
  • Go forward.
  • Click on the saw.
  • Remove the locking ring.
  • Use the axe, get firewood.
  • Take the crowbar.
  • Use wood and wood chips.
  • Use the lighter.
  • Open the box with the crowbar.
  • Take the gear and the nails.
  • Use the pen.
  • Use the gear.
  • Go to the well.
  • Use the axe on the well.
  • Take the statue.
  • Use the crowbar on the crate in the car.
  • Take the saw blade.
  • Install the disk and start the saw.
  • Get the boards.
  • Go to the broken bridge.
  • Put down the boards and hammer the nails with the axe.
  • Go to the burned-out mill.
  • Take the 1/4 lightning strike clue.
  • Go to the barn.
  • Take the chain with the hook.
  • Walk forward.
  • Use the chain and hook.
  • Go down.
  • Take the evidence 2/4 “choked miller” and 3/4 “dog hair”.
  • Go to the body of the man.
  • Take the key and memorize some of the numbers for the safe.
  • Open the cage with the key.
  • Take the brush.
  • Use the brush, memorize the second part of the numbers for the safe.
  • Go to the safe.
  • Open the safe with the previously memorized digits.
  • Take the key and the evidence 4/4 “dog sale documents”.
  • Press on the box.
  • Open the box with the key.
  • Complete the puzzle.

Talk to the count

The big cheese of this settlement is count Babington. I have a couple of questions that I would like to ask him. Count Babington is not happy with my suspicions. He answered questions evasively. He insists that he is continuing the work of his grandfather – hunting the demonic dog. Let’s see what I find at his house.

  • Take the dog figurine.
  • Talk to the man.
  • Go to the gate.
  • Install the dog figurine.
  • Go forward.
  • Talk to the man.
  • Go to the fountain.
  • Take evidence 1/12 “washed out blood traces of unusual color”.
  • Use the crowbar.
  • Take the screwdriver and parts 1/5.
  • Use the screwdriver, take the flower 6/7.
  • Take parts 2/5.
  • Install the two statues.
  • Click on the flowerbed.
  • Get parts 3/5.
  • Go to the right.
  • Talk to the man.
  • Click on the painting.

Explore the legend of the dog

The count said that his grandfather was very fascinated by the legend of a mysterious creature that looked like a dog. I would like to get acquainted with this legend. Count Babington’s grandfather looked for evidence of the existence of a demonic dog, but did not find it. So this version is still in question. I’ll follow his leads, but I don’t think I’ll have any better luck.

  • Take parts 4/5.
  • Read.
  • Take the flower 7/7.
  • Take parts 5/5.
  • Go to the fireplace.
  • Use the poker on the coals.
  • Take the orange stone.
  • Climb the stairs.
  • Use parts 5/5.
  • Complete the puzzle.
  • Go forward.
  • Remember the symbols under the painting are the code.
  • Use the knife.
  • Take the statue.
  • Take the order.
  • Find all the symbols on the hinges to the right.
  • Complete the puzzle.
  • The solution of the puzzle.
  • The solution of the puzzle.
  • The solution of the puzzle.
  • The solution of the puzzle.
  • The solution of the puzzle.
  • Select the last symbol.
  • Use the lighter on the book.
  • Go to the fountain.
  • Place the statue.
  • Place the 7/7 flower in the box.
  • Take the statue.
  • Go back to the fountain.
  • Place the statue.
  • Complete the puzzle.
  • Click on the gargoyle.
  • Pick up the molding.
  • Use the molding.
  • Complete the puzzle.
  • Use the order.
  • Complete the puzzle.
  • Go downstairs.
  • Use the knife.
  • Lift the seat.
  • Take the red stone.
  • Click on the dog statue.
  • Take the key.
  • Use the knife, get the pendant.
  • Click on the painting .
  • Enter the code from the characters you memorized earlier.
  • Take the clue.
  • Click on the pendant.
  • Place the red and orange stone.
  • Look at the clue in the inventory.
  • Go back.
  • Open the key drawer.
  • Read the notebook.
  • Go back.
  • Click on the clock.
  • Complete the puzzle.
  • Take the lever.
  • Use the screwdriver.
  • Go back.
  • Open the curtain.
  • Install the lever.
  • Press the chandelier down. Remember the symbols.
  • Click on the owl remember the symbols.
  • Go into the mysterious forest to the fallen tree.

Investigate the ritual

I caught the priest performing some kind of magical ritual. Before considering him guilty, it is worth figuring out what kind of ritual it was. I encountered magic for the first time in my life. Now I don’t know what to think. But I figured out that the priest’s ritual was an attempt to protect the settlement. He is beyond suspicion.

  • Complete the puzzle.
  • Collect 10 weights to fix the bridge.
  • Pick up the stick.
  • Click on the stump.
  • Use the knife, memorize the symbols.
  • Take the figurine from the bag.
  • Take the clue 1/2 “circle with strange symbols”.
  • Go to the carriage.
  • Use the crowbar to open the door.
  • Take the key from the bag.
  • Open the glove compartment with the key.
  • Complete the puzzle.
  • Take the piece and the garden trowel.
  • Use the stick, get the blue stone.
  • Click on the pendant.
  • Place the blue stone.
  • Complete the puzzle.
  • Use the figurine.
  • Click on the city model.
  • Put all the pieces in place.
  • Window to the roof.
  • Window on another building.
  • Bucket to the well.
  • Log to the other logs.
  • Bird to nest.
  • Fence to another building.
  • Tile to another building.
  • Window to another building.
  • Door to the entrance.
  • Blue fire to the roof.
  • Barrel to the other barrels.
  • An archway to another building.
  • A wheel on a car.
  • Red fire on the fire.
  • Chimney to another building.
  • Take the signet.
  • Go forward.
  • Set the signet.
  • Read.
  • Get clue 2/2 “ritual of protection and purification”.
  • Click on the flowerbed.
  • Use the garden trowel, memorize the symbol.
  • Go to the chest.
  • Install the item.
  • Take the statue.
  • Place the statue under the painting.
  • Take the green stone.
  • Click on the pendant.
  • Place the green stone.
  • Go to the mysterious forest.
  • Place the pendant.
  • Complete the puzzle.
  • Click on the clue in the inventory.
  • Go to the puzzle.
  • Use the clue on the puzzle.
  • Complete the puzzle.
  • Read.
  • Go to the poison ivy.

Explore the tunnel

I found records of a tunnel running near the ritual site. I wonder what I might find there if I get inside. The tunnel leads into the mines. As I understand it, there is a whole network of such tunnels under the city. These tunnels have been here since people were looking for gold here. One of the tunnels leads straight to the count’s estate.

  • Talk to the man.
  • Open the door with the key.
  • Take the lantern.
  • Take the syringe.
  • Go inside the house.
  • Use the syringe, get the herbicide.
  • Use the herbicide on the poison ivy.
  • Use the knife.
  • Walk forward.
  • Use the flashlight.
  • Go to the location with the cage.
  • Use the crowbar to get the explosives.
  • Go back.
  • Use the explosives and the lighter.
  • Use the flashlight.
  • Walk forward.
  • Use the knife.
  • Get the rope.
  • Take off the cape.
  • Get evidence 2/12 “herbicide batch”.
  • Look at the herbicide.
  • Use the rope on the hook.
  • Get the rope with the hook.
  • Use the rope with the hook.
  • Climb up.

Collect evidence of the Count’s guilt

Everything indicates that the count is to blame for all the local misadventures. I need to collect enough evidence of his guilt.

  • Overhear the conversation.
  • Take the ring.
  • Use the ring.
  • Take the key combination.
  • Use the key combination.
  • Complete the puzzle.
  • Go inside.
  • Take evidence 3/12 green paint.
  • Open the box.
  • Take evidence 4/12 “shopping receipts”, 5/12 “animal skin cloak”.
  • Press the table.
  • Take evidence 6/12 “dog whistle”, 7/12 “land purchase documents”.
  • Click on the large table.
  • Pick up evidence 8/12 “model paw”, 9/12 “new claw”.
  • Click on the bear’s head, take evidence 10/12 “helmet with animal face”.
  • Pick up clues 11/12 “boots with paws”, 12/12 “herbicide canister”.
  • It’s done.
  • Now we have enough evidence of the count’s guilt to report his crimes to the city.

Congratulations! You have successfully completed Mystery Detective Adventure Case 1: Troubles on the farm.

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