
Strange Investigations 2: Two For Solitaire – The game walkthrough starts with your partner going crazy with boredom because there is no case. He decides to call his friend Robert. He is also a private detective, and maybe he needs some help. But his friend and fellow war veteran Robert Hill doesn’t answer. It turns out that his friend has been murdered, it is up to you to find Robert’s killer and complete the investigation. If you can not pass any of the puzzles or do not know where the items are, on our site you can watch the walkthrough of Strange Investigations 2: Two For Solitaire, and find out who the killer.
Strange Investigations 2: Two For Solitaire – Walkthrough
Here you can see full walkthrough of Strange Investigations 2: Two For Solitaire game, namely all chapters, including bonus chapter, in pictures.

- Talk (A).
- Take BEE (B).
- Place BEE, take BROKEN SWITCH, note, FEATHERS 1/5 and LOGO (C).
- Place LOGO (D).
- Take RUBBER GLOVE and SWITCH CASING (E).

- Use RUBBER GLOVE, take TOGGLE and FEATHERS 2/5 (F).
- Replace SWITCH CASING and TOGGLE on BROKEN SWITCH, take LAMP SWITCH.
- Replace LAMP SWITCH, take BROKEN SOLDERING IRON and read and take OBITUARY (G).
- Offer OBITUARY (H).

- Play puzzle (I), receive PILL BOTTLE.
- Talk (J), receive PHOTO HALF.
- Take LOCKPICK and ROBERT’S PHOTO HALF (K).
- Take FEATHERS 3/5 (L).

- Take SOLDERING TIP, use LOCKPICK (M).
- Take TAPE and FEATHERS 4/5 (N).
- ROBERT’S PHOTO HALF and TAPE on PHOTO HALF, take OLD PHOTO.
- Read note.
- Place OLD PHOTO, take FEATHERS 5/5 and CODE (O).

- Place FEATHERS, take CONTROL UNIT and BATTERIES (P).
- BATTERIES and SOLDERING TIP on BROKEN SOLDERING IRON, take SOLDERING IRON.
- Use CONTROL UNIT and SOLDERING IRON (Q).
- Place CODE (R).

- Select one of the three buttons to move the detective.
- Time your selection to avoid bumping into the criminals.
- Select indicated path when guards are in the shown position (S).
- Go (T).

- Flick switch (U).
- Take HAT (V).
- Take HOT WATER BOTTLE and PAGES 1/3, place HAT (W).
- Receive RECORDER and CRANK.
- Place CRANK, take DRAWER PULL and PAGES 2/3 (X).
- Walk down.

- Place DRAWER PULL (Y).
- Move items, find pieces.
- Take SOLDIER (Z).
- Place SOLDIER (A).
- Take PAGES 3/3 and TORN PUMP (B).
- Go (C).

- TORN PUMP and TAPE on HOT WATER BOTTLE, take IMPROVISED JACK.
- Use IMPROVISED JACK, take RECEIVER EMBLEM and CASSETTE (D).
- Read note, place RECORDER, CASSETTE and PAGES (E).
- Play puzzle (F), receive COWBOY.

- Talk (G), receive LABEL.
- Take HANGER (H).
- Take PEARLS 1/3 (I).
- Use HANGER, take CONTAINER and TELEPHONE EMBLEM (J).

- Read note, place TELEPHONE EMBLEM and RECEIVER EMBLEM (K).
- Take TOKEN (L).
- Use TOKEN (M).
- Take PEARLS 2/3 and DIAL (N).

- Place COWBOY and DIAL (O).
- Use the dial to enter the code shown in the clue.
- Select and drag to rotate the dial and select again when it’s on the symbol you want to choose.
- Walkthrough (P): turn right to 1, right to 2, left to 3, right to 4, left to 5, left to 6.
- Take BROKEN SCALPEL and PEARLS 3/3 (Q).
- Place PEARLS, take GRINDSTONE and LID (R).

- Place CONTAINER and LID (S), receive SPIDER.
- Release SPIDER (T).
- Place LABEL (U).

- Restore the photos by swapping the parts.
- Drop a part on the paperclip to hold it if you need space.
- Drop a part on the arrow to rotate it.
- Walkthrough (V): 21-1-WĂ—2-19-W-2-WĂ—2-24-12-16-4-8-16-14-6.
- W-21-7-W-18-WĂ—3-15-WĂ—2-9-WĂ—3-14-22-WĂ—3-7-11-W-22-25-11.
- Select Mathew Chan (X), take MATHEW CHAN’S ADDRESS.
- Use MATHEW CHAN’S ADDRESS (Y).

- Take PENCIL (Z).
- Take LETTER L, use PENCIL (A).
- Take SKULL AMULET and WIRES 1/3 (B).

- Take LIGHTNING (C).
- Take WIRES 2/3, place SKULL AMULET and LIGHTNING (D).
- Find each object by its silhouette, take TRIANGULAR KEY (E).

- Use TRIANGULAR KEY (F).
- Take WIRES 3/3 and BLADE (G).
- Replace BLADE on BROKEN SCALPEL, use GRINDSTONE.
- Take SCALPEL.
- Use SCALPEL (H), take TWINE, and LETTER A (I).

- Place LETTER A and LETTER L (J).
- Place WIRES (K).
- Use the colored wires to connect two symbols that combine to make the symbol next to the matching-colored square.
- Select and drag the end of a wire to move it.
- Walkthrough (L).
- Go (M).

- Take GREASE (N).
- Take LACROSSE NET, use GREASE.
- Take FINGERPRINT POWDER and MAIL CARRIER (O).
- Take NEEDLE, place MAIL CARRIER (P).
- Take PICTURE PIECES 1/4 and BALLS (Q).
- Take PICTURE PIECES 2/4 (R).
- Walk down.

- NEEDLE and LACROSSE NET on TWINE, place BALLS.
- Take SLING.
- Use SLING, shoot twice (S).
- Take CHEESE and PICTURE PIECES 3/4 (T).
- Offer CHEESE, take MIRROR and PICTURE PIECES 4/4 (U).
- Go (V).

- Place PICTURE PIECES (W).
- Take FLARE and CUTTERS (X).
- Place MIRROR and CUTTERS (Y).
- Play puzzle (Z), receive ELEVATOR BUTTON.
- Place and push ELEVATOR BUTTON (A).
- Go (B).

- View photo, take TRANSPARENCY (C).
- Take VAMBRACE (D).
- Place VAMBRACE, take CHOPSTICK, PHOTO PAPER and STONES 1/4 (E).

- Read note.
- Place PHOTO PAPER and TRANSPARENCY, take LABELS (F).
- Place LABELS.
- Match the labels to the jars according to shape.
- Select a label, then select the correct jar.
- Walkthrough (G).
- Take GARLIC POWDER.
- Offer GARLIC POWDER (H).
- Receive WINDOW HANDLE.
- Place WINDOW HANDLE (I).
- Go (J).

- Take SCARF (K).
- Take TANK.
- Use SCARF, take SHARD (L).
- Take STONES 2/4, use SHARD.
- Take POSTER and HOSE (M).
- Use POSTER and CHOPSTICK, move key (N).
- Take CORKSCREW and STONES 3/4 (O).
- Walk down.

- Use CORKSCREW, take STONES 4/4 and VALVE (P).
- Place STONES.
- Win a game of Go.
- Select a white stone, then select any highlighted green area to move it there.
- Placing a stone next to a rival’s stone will change all adjacent stones to your color.
- Black stones go first.
- Defeat black (random) (Q).
- Take FOLDERS and JACK HANDLE (R).
- Use phone (S).
- Go (T).

- Place JACK HANDLE, take JACKHAMMER and YANG (U).
- HOSE, JACKHAMMER and VALVE on TANK, take POWERED JACKHAMMER.
- Use POWERED JACKHAMMER and FLARE, move items and find objects.
- Receive YIN (V).
- Place YIN and YANG (W).
- Go (X).

- Talk (Y), receive BIRD.
- Take BIRD (Z).
- Take MALCOLM’S NOTEBOOK, place BIRD ×2 (A).
- Take VALVE HANDLE and BUTTONS 1/3 (B).

- Take BUTTONS 2/3, place VALVE HANDLE (C).
- Play puzzle (D), receive POKER.
- Use POKER (E).
- Take BUTTONS 3/3 and POWDER BRUSH (F).

- Open MALCOLM’S NOTEBOOK, use FINGERPRINT POWDER and POWDER BRUSH.
- Take KEY CODE and CRUMPLED CARD.
- Place BUTTONS and KEY CODE (G).
- Depress only the buttons that match the code.
- Select a button to change its position.
- The buttons it borders vertically and horizontally will also change.
- Select 1-2-3-4 (H).
- Go (I).

- Read paper, take EMPTY BOX (J).
- Read paper, take PAPER CLIP (K).
- Take PATTERNED CIRCLES 1/3, use PAPER CLIP.
- Take PALM KEY (L).
- Take PILLS, use PALM KEY (M).

- Restore the disc by swapping the pie pieces.
- Select any two pieces to swap them.
- Walkthrough 1 (N): (2-8)-(2-6)-(3-5)-(5-7)-(5-6).
- Match the tiles, select two tiles to open them.
- Walkthrough 2 (O).
- Place the revealed red square on the correct token.
- Move (P).
- Arrange the tokens so the colors match each side.
- Select a token to slide it into an adjacent empty space or, if no adjacent space is available, swap it with a neighboring token.
- Walkthrough 3 (Q): 2-6-3-5-1-3-4-5-7-6-4-2-5-4.
- Complete the image, select a circle to rotate it until the design lines up.
- Walkthrough 4 (R): SĂ—7-UĂ—6-VĂ—4-WĂ—3.

- Take HYDROGEN PEROXIDE and MACHINE PART (X).
- Place MACHINE PART and CRUMPLED CARD, take PUNCH CARD (Y).
- Use PUNCH CARD, take BANDAGE and PATTERNED CIRCLES 2/3 (Z).

- BANDAGE, PILLS and HYDROGEN PEROXIDE on EMPTY BOX, take FIRST AID KIT.
- Offer FIRST AID KIT (A).
- Play puzzle (B), receive RUBBER STRAP.
- Offer FOLDERS (C), receive CHAN’S BAG and PATTERNED CIRCLES 3/3.
- Walk down.

- Place PATTERNED CIRCLES (D).
- Go (E).

- Take CROWBAR (F).
- Take BATTERY (G).
- Take RED DRAGON (H).
- Use CROWBAR (I), receive POWER SYMBOL.
- Take COIL (J).
- Go to Agency Office.

- COIL on BATTERY, take ELECTROMAGNET.
- Use ELECTROMAGNET, take JUSTICE SYMBOL (K).
- Go to Roof.
- POWER SYMBOL and JUSTICE SYMBOL on CHAN’S BAG, take note, YELLOW DRAGON and WARRIOR DRAWING.
- Place RED DRAGON and YELLOW DRAGON (L).
- Take REFLECTOR and PUPPET (M).

- Place PUPPET and WARRIOR DRAWING.
- Dress the puppet to match the drawing.
- Walkthroughs (N).
- Take LIGHTBULB and SCREWDRIVER (O).

- Use SCREWDRIVER (P).
- Take GLUE and SOLVENT (Q).
- Walk down.
- Use SOLVENT, take TYPEWRITER KEY and SPONGE (R).
- Go (S).

- Use TYPEWRITER KEY, take HANDCUFFS and SPIGOT (T).
- Go to Roof.
- Place and use SPIGOT, use SPONGE.
- Take BROKEN LIGHTER and TRIGGER (U).

- Replace FLASH TRIGGER and place BLUB and RUBBER STRAP on REFLECTOR, take FLASH.
- Remove telescope and place FLASH (V).
- Play puzzle (W), receive CONFESSION.
- Place HANDCUFFS (X).

- Offer CONFESSION (Y), receive BROKEN FOB.
- Take NET (Z).
- Take PAINTED TILES 1/3, use NET.
- Take BALLERINA and BATTERIES (A).
- Place BALLERINA and GLUE (B).
- Take ANTENNA and KEROSENE (C).

- ANTENNA and BATTERIES on BROKEN FOB, take FOB.
- Use FOB (D).
- Play puzzle (E), receive FIRE.
- Receive WHITMAN’S PHOTO.
- Place FIRE, take PAINTED TILES 2/3 and WHEEL (F).
- WHEEL and KEROSENE on BROKEN LIGHTER, take LIGHTER.
- Use LIGHTER, take CAR KEY (G).
- Use CAR KEY (E).

- Take MARBLE CAP (H).
- Take PAINTED TILES 3/3 (I).
- Place PAINTED TILES (J).

- Restore the image.
- Select the arrows to shift the tiles vertically or horizontally.
- Walkthrough (K): 10-1-12-2-6-2-10.
- Take MARBLE MONOCLE and BRIEFCASE (L).
- Place MARBLE CAP and MARBLE MONOCLE, take SHEARS and BAT BLOT (M).

- Use SHEARS, take BUTTERFLY BLOT and WEIGHTS 1/5 (N).
- Place BAT BLOT and BUTTERFLY BLOT (O).
- Place the splatters in the correct positions.
- Select a splatter to slide it into an adjacent empty space.
- Walkthrough (P): 9-10-4-5-6-7-8-9-10-5-6-7-8-9.
- 10-4-3-2-1-10-4-5-6-10-3-4-10.
- Go (Q).

- Talk (R).
- Receive BRAIN STAMP and WEIGHTS 2/5.
- Take note and OLD PALETTE (S).
- Take PITCHER (T).
- Read flyer.
- Place PITCHER, take EYE STAMP, DOOR HANDLE and WEIGHT 3/5 (U).

- EYE STAMP and BRAIN STAMP on BRIEFCASE, take photo, INLAY and WEIGHTS 4/5.
- Place INLAY (V).
- Take WEIGHT 5/5 and ELECTRICAL TAPE (W).
- Walk down.

- Place WEIGHTS (X), find pairs.
- Receive SPEAR.
- Use SPEAR, take STAR and PAINTS 1/3 (Y).
- Place STAR (Z).
- Take LIGHTBULB and PAINTS 2/3 (A).
- Go (B).

- Place ELECTRICAL TAPE and LIGHTBULB (C).
- Play puzzle (D), receive THERAPIST’S KEY.
- Place DOOR HANDLE and THERAPIST’S KEY (E).
- Go (F).

- Read note, take ORBITOCLAST (G).
- Read paper.
- Use ORBITOCLAST (H).
- Take NAIL SCISSORS and PAINTS 3/3 (I).
- Take BLUE SQUARE (J).
- Use NAIL SCISSORS, take PAINTBRUSH.

- PAINTS and PAINTBRUSH on OLD PALETTE, take PALETTE.
- Take NAILS 1/4, place PALETTE and WHITMAN’S PHOTO (K).
- Complete the painting.
- Select a paint color, then select the matching area on the painting.
- Walkthrough (L).
- Take PAPER and RED TRIANGLE (M).
- Walk down.

- Place BLUE SQUARE and RED TRIANGLE, take CYMBALS and CORD (N).
- Place CYMBALS, take NAIL 2/4 and PRINTER BUTTON (O).
- Go (P).

- Place CORD, PAPER and PRINTER BUTTON (Q).
- Complete the circuits by connecting right and left nodes.
- Select a node to activate it.
- Nodes connect when their ends fall in the same vertical column.
- Walkthrough (R).
- Take COMBINATION (Q).

- Place COMBINATION (S).

- Select and drag each knot along the matching-colored rope.
- Remove slide knots along ropes (T).
- Rearrange the hooks so the ropes don’t cross each other.
- Crossed ropes are highlighted red.
- Select a hook to pick it up and place it on an empty latch.
- Walkthrough (U): (1-2)-(4-1)-(3-4).
- Move the knots to the comers according to their colors.
- Select a knot to slide it into an adjacent empty slot.
- Walkthrough (V): 4-1-2-3-4-1-2-5.

- Use LIGHTER, Take TORCH TIP and NAILS 3/4.
- Move lever (W).
- Take HAIRPIN and ACID RECIPE (X).
- Use HAIRPIN, take KNOB and TROPHY (Y).

- Take BOOT, place TROPHY (Z).
- Find items, take GAS (A).
- GAS and KNOB on TORCH TIP, take BLOWTORCH.
- Use BLOWTORCH and LIGHTER, take PRISM HALF and NAILS 4/4 (B).
- Use NAILS and BOOT (C).
- Go (D).

- Take BUSINESS CARD (E).
- Read note.
- Take MIDDLE FINGER, use BUSINESS CARD.
- Take TOGGLE SWITCH and EYEBALL (F).
- Place EYEBALL, take FILM (G).

- Place FILM and TOGGLE SWITCH (H).
- Play puzzle (I).
- Take PRISM HALF (H).
- Walk down.

- Place PRISM HALF Ă—2, take RUBBER GLOVE and FLASK (J).
- Use RUBBER GLOVE, take TONGS and REAGENT (K).
- Use TONGS, take THUMB (L).
- Go (M).

- Place MIDDLE FINGER and THUMB, take WATER (N).
- FLASK, REAGENT and WATER on ACID RECIPE, take ACID.
- Use ACID, take EXTINGUISHER and MOUSE (O).
- Place MOUSE (P).

- Using control buttons, guide the mouse through the labyrinth to the red button to open the locked door.
- To get through the locking gates, find the buttons that will open them.
- Walkthrough (Q): 2-7-4-6-4-5-5-7-4-5, 6-3-8-6-6-3-5.
- 3-8-2-8-2-5-7-2-8-8-1-2-7-7-2-7-1-7-4-7-4-6-4-6-4-1.
- Go (R).
- Receive OLD HANDCUFFS.
- Go (R).

- Use EXTINGUISHER and OLD HANDCUFFS (S).
- Walkthrough Bonus Chapter, at the link below.