
Strange Investigations 1: Becoming (Bonus Chapter) – This time you will solve a lighter, but no less intriguing case. Together with your partner Mel, you find yourself involved in a mysterious situation that goes beyond the usual investigations. The owner of a grocery store, Denzel Freeman, asks for help with an unusual problem: someone regularly steals products from his store, leaving witnesses in shock. Denzel is convinced that a headless ghost is to blame, but the police only laugh at his words. You decide to take on the case to find out what’s really going on. You will have to scrutinize the store, interview witnesses and find clues to uncover who is behind the mysterious thefts.
Bonus Chapter Walkthrough

- Talk (A), receive SCISSORS.
- Take DRILL CHUCK (B).
- Use SCISSORS, take MAGNIFYING GLASS, TWINE and BROKEN DRILL (C).
- Take MOSAIC PIECE 1/4 and DRILL BIT (D).

- Take MOSAIC PIECE 2/4 (E).
- Use MAGNIFYING GLASS (F).
- Talk (G), receive EYEBOLT.
- Use EYEBOLT and TWINE (H).
- Play puzzle, take DRILL CRANK and BALLERINA (I).

- Place BALLERINA (J).
- Take SHOULDER PAD (K).
- DRILL CHUCK, DRILL BIT, DRILL CRANK and SHOULDER PAD on BROKEN DRILL, take DRILL.
- Use DRILL (L).
- Take STOREROOM KEY (M).

- Use STOREROOM KEY, open (N).
- Play puzzle (O), receive GLOVE.
- Use GLOVE, take MIRROR SHARD and MOSAIC PIECE 3/4 (P).
- Place MIRROR SHARD, take BROCHURE and ROD (Q).

- Take MOSAIC PIECES 4/4 and SMALL BATTERY with ROD (R).
- Place MOSAIC PIECES (S).

- Solution (T): 1-23.

- Solution continued (U): 24-42.
- Use BROCHURE (V).

- Take DAMAGED LADDER (W).
- Take PLUMBER (X).
- Place PLUMBER (Y), take GEAR and MAIL FLAG (Z).

- Place MAIL FLAG, take SWITCH LATCH 1/3 and WRENCH (A).
- USE WRENCH, take BOLT (B).
- GEAR, WRENCH and BOLT on DAMAGED LADDER, take TELESCOPING LADDER.
- Place TELESCOPING LADDER (C).
- Take ENVELOPE and BROKEN FLASHLIGHT (D).

- Place ENVELOPE (E).
- Play puzzle (F), receive FLASHLIGHT HANDLE.
- FLASHLIGHT HANDLE on BROKEN FLASHLIGHT, take FLASHLIGHT.
- Use FLASHLIGHT, take PAWN and LOCKPICK (G).
- Use LOCKPICK (H).
- Go (I).

- Take PISTOL (J).
- Place PISTOL, take BROKEN SOLDERING IRON and PAPER (K).
- Take SWITCH LATCH 2/3 (L).
- Walk down.

- SMALL BATTERY on BROKEN SOLDERING IRON, take SOLDERING IRON.
- Use SOLDERING IRON (M), receive RUBY.
- Go (N).
- Place RUBY, take ROOK (O).

- Place PAWN and ROOK (P).
- Solution (Q): R-Sx2-R-T-S-R-Tx2, R-Sx3-T.
- Take note, SWITCH LATCHES 3/3 and BRUSH (U).

- Place SWITCH LATCHES, take POWDER (V).
- Use POWDER and BRUSH, dial.
- Take VINTAGE KEY (W).
- Use VINTAGE KEY (X).
- Go (Y).

- Take BOX CUTTER (Z).
- Take PENCIL (A).
- Take BROKEN MEGAPHONE and ORGAN KEY 1/4 (B).
- Use BOX CUTTER, play puzzle (C).
- Receive SMALL CRANK.

- SMALL CRANK on BROKEN MEGAPHONE, take MEGAPHONE.
- Use MEGAPHONE (D), take SOLVENT and CABLE SLEEVE (E).
- Place CABLE SLEEVE, PAPER and PENCIL (F), receive DIAGRAM.

- Place DIAGRAM (G).
- Solution (H): Jx2-I-J-I-J-Kx2-J-K-J-K-Lx2-K-L-M-L-M-Lx3-M-Lx3.
- Take RUNNER and ORGAN KEY 2/4 (N).
- Place RUNNER (O).
- Go (P).

- Take CIRCULAR MAGNET (Q).
- Take FISHING LINE with BOX CUTTER (R).
- Take CLIPPERS and QUARTER 1/5 with CIRCULAR MAGNET (S).

- Take ORGAN KEY 3/4, use CLIPPERS and SOLVENT (T).
- Take QUARTER 2/5, BATON and HOOK (U).
- FISHING LINE and BATON on HOOK, take FISHING POLE.
- Use FISHING POLE, take GLUE and ORGAN KEYS 4/4 (V).

- Place ORGAN KEYS (W).
- Solution (X): 10-3-9-6-1-3-4-9-5-7-2-12.
- Take BUS TICKET (Y).
- Use BUS TICKET (Z).

- Take PLASTIC KNOB and QUARTER 3/5 (A).
- Place PLASTIC KNOB, take SHINY BROOCH, QUARTER 4/5 and FAUCET HANDLE (B).
- Offer SHINY BROOCH (C), take WINDSHIELD WIPER.

- Place WINDSHIELD WIPER, take SPONGE (D).
- Use FAUCET HANDLE and SPONGE, take WET SPONGE (E).
- Use WET SPONGE, take QUARTER 5/5 (F).
- Place BUS TICKET, select Artville (G).
- Offer QUARTER (H).
- Play puzzle (I).

- Take BROKEN PUMP and SPRING (J).
- Take ROOTS, place SPRING (K).
- Take PEDAL and NUMBER FLAPS (L).

- Place NUMBER FLAPS, take RUBBER and TOKEN 1/2 (M).
- GLUE, RUBBER and PEDAL on BROKEN PUMP, take PUMP.
- Place PUMP (N).
- Talk (O), receive PEANUT.
- Offer PEANUT (P), take TOKENS 2/2.

- Place TOKENS (Q).
- Solution (R): 4-2-1-4-6-3-1-6-7-5-2-7-4.
- Take RUSTY AXE (S).

- Use RUSTY AXE, take SHARP AXE (T).
- Use SHARP AXE (U).
- Go (V).

- Take JACKET (W).
- Take TREE CROWN (X).
- Place ROOTS and TREE CROWN (Y), take DOORKNOB and MALLET (Z).
- Take PUSHPIN 1/5 (A).
- Walk down.

- Use MALLET, take PATCH and PUSHPIN 2/5 (B).
- Go (C).
- PATCH on JACKET, take ARTIST’S KEY.
- Place DOORKNOB and ARTIST’S KEY (D).
- Go (E).

- Extinguish, take CAR (F).
- Take PUSHPIN 3/5 (G).
- Walk down.
- Place CAR (H).
- Take WOODEN LEVER and PUSHPIN 4/5 (I).
- Walk down.

- Place WOODEN LEVER, take WEDGE (J).
- Go to Hall.
- Place WEDGE, open drawer.
- Take PUSHPINS 5/5 (K).
- Place PUSHPINS (L).

- Solution (M).

- Take STONE TILE 1/5 and CARPET (N).
- Place CARPET (O).
- Take MONOGRAM (P).
- Walk down.

- MONOGRAM on JACKET, take STONE TILE 2/5 and SMOKE BOMB.
- Use SMOKE BOMB, take PICKAXE and SAFE HANDLE (Q).
- Use PICKAXE, take STONE TILE 3/5 (R).
- Use PICKAXE, take STONE TILE 4/5 (S).
- Go (T).

- Move garments, place SAFE HANDLE (U).
- Take STONE TILES 5/5 (V).
- Place STONE TILES (W).
- Play puzzle (X).
- Talk (Y).
Congratulations! You have completed the game Strange Investigations 1: Becoming.