Detective Club Four Aces Collector's Edition. ● Detective club

  • 09.05.2020

(Casual mini-games: Quests and Hidden Objects)

Do you like the fairy tale about beauty and the beast? In the game Detective Club: Four Aces you will meet something similar to this old story. A beast rushes through the snow-covered city, almost deserted due to a strange series of animal attacks that have become more frequent. The beast in the hands (or in the paws) is the beautiful Kelly, the first and only normal human being we have met here. She is clearly on the side of good, that is, ours. Consequently, strange figures in white robes with embroidered card suits are our opponents. But how to treat a huge humanoid animal? What does it achieve - save Kelly or ruin her?

four aces

In the quest Detective Club: Four Aces, the work of a detective looks - and is - extremely rich and dynamic. The developers managed to convey both a sense of danger and the need to fight the inexorably running time. V four aces enemies do not stand still, they constantly meet on our way - and each such meeting brings with it another difficulty and requires steps to be taken to eliminate its consequences. A story line confusing just enough for us to quickly guess about the experiments with the crossing of the genes of various animals (fortunately, examples are staring at us from almost every screen). But we will delve into all the subtleties of sinister plans almost to the very end.

In the process of searching for clues and improvised tools for moving through locations, we from time to time stumble upon built-in mini-games and locations to search for objects. In the Detective Club: Four Aces among the puzzles come across, if not originally invented, but extremely freshly presented (such as sorting trains on a toy railway). Locations for searching are diverse and, although they are quite common, sometimes they ask us very difficult tasks.

In the process of traveling around the city, we collect a collection of strange and funny creatures "sewn together" from two different animals. Then this collection can be viewed in a separate section in the menu. And in ordinary wanderings, we are accompanied by a real tiny dog, which actively helps us in difficult places. Thanking her for her help is simple: we collect chips and buy toys and furniture for a funny creature.

  • Next game in the Detective Club series:

The town of Brightfield is in panic as strange monsters come out of the forest and attack people! An Anomalous Investigation Agency detective is sent to the scene to investigate the details. He goes on the trail of a criminal community that calls itself the "Four Aces", and enters into a mortal battle with the leader!

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Cards, monsters, "Four Aces"

The Four Aces is a criminal society of scientists who dream of creating the perfect monster by genetically manipulating ordinary animals. The consequences of their experiments are terrible - some specimens have already broken free and are terrorizing the town of Brightfield. An Anomalous Research Agency detective is sent to the scene to help the people and find out who is behind these attacks.

Together with his faithful dog Elf, the detective is step by step approaching the lair of the villains. It will not be easy for him - the town is almost abandoned by the inhabitants, riddles multiply at every turn, and only a four-legged partner can overcome some obstacles!

After completing the main task, a bonus chapter will become available to you, which tells about the latest case of the Four Aces. In addition, the Collector's Edition includes music, wallpapers, game-themed screensavers, and more. Ready to take on the unknown? The Anomalous Investigation Agency is counting on you!

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You can download without registration full version game "Detective club. Four aces. Collector's Edition» to your PC. Get the key to the game Alavar "Detective Club. Four aces. Collector's Edition" you can after starting the game by clicking the "REMOVE LIMITATION" button.

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Chapter 1: Entering Brightfield

Examine the snowman; take 2 tokens (A).
Talk to the girl (B).
Zoom into the snow; check the ID and take the GATE KEY (D).
Examine the castle and take 1 token (E); insert the GATE KEY into the lock (F) and turn it.
Try to go through the door.

Zoom into the grate; take the PUZZLE PIECE (G).
Examine the kiosk window; add the PUZZLE PIECE to the game board (H).
Activate the mini-game.

Install all the elements on the playing field.
See screenshot for solution (J).

Open drawers 2, 7, 4, and 6 (shown on the note).
Use the tongs on the stove to get the horseshoe (K).
Take a spatula and remove the wallpaper; take the four ace tokens (L).
The BLOWTORCH goes into inventory.
Examine the grate on the door; use the BLOWTORCH on the lock (M).
Go to the waiting room.

Pick up and read the newspaper (N).
Examine the fountain; take the SCREWDRIVER (O) and 1 token (P).
Try to go through the door.
Examine the fire alarm board; use the SCREWDRIVER 4 times on the screws marked in purple.

Take the SIGNAL GUN (Q) and 1 token (R).
Examine the bag; scare the creature away by firing the SIGNAL GUN.
Examine the bag again; take 1 token (S), VALVE (T), and 1/3 POST KEY RING (U).
Turn on the player (V).

Examine the fountain; place the VALVE on the device (W).
Activate a Hidden Object Scene.

Swap the puzzle pieces marked in purple; take SEA HORSE.
Find the wings and install them on the angel; take ANGEL (X).
Find the net and use it on the fish; take FISH.
The ALARM LEVER goes into inventory.

Examine the fire alarm board and place the ALARM LEVER (Y); pull the lever.
Walk forward to the crossroads.
Examine the gate; take PUZZLE PIECE 1/2 (Z).
Zoom into the newspaper machine; take PUZZLE PIECE 2/2 (A) and 1 token (B).

Zoom into the fire station entrance; place the 2 PUZZLE PARTS on the empty spaces.
Create a picture by moving the pieces towards the center.
Rotate the gates (marked in green) to rotate the central disk.
See screenshot for solution.
Go right to the fire station.

Examine the fire extinguisher; take 1 token (D) and GLASS CUTTER (E).
Return to the crossroads.
Examine the newspaper machine and cut the glass with the GLASS CUTTER; take the FLOWER MEDALLION (F).
Examine the gate; place the FLOWER MEDALLION in the slot (G).
Go to the alley.

Examine the brick wall; pull out the brick and take 1 token (H) and MEDALLION K (I).
Examine the snowdrift near the fence on the left; use the Elf on him to clear the snow.
Place the MEDALLION K in the lock (J) and open the bag; take 1 token (K), KELLY'S CAR KEY (L) and read the letter (M).
Return to the crossroads.

Examine the car and insert the KELLY'S CAR KEY into the lock (N); turn the key.
Examine the car again; take the GLASS SHARD (O).
Go to the fire station.
Examine the fire extinguisher; cut the rope with the GLASS SHARD three times; take the FIRE EXTINGUISHER (P).
Return to the crossroads.

Examine the car and use the FIRE EXTINGUISHER to put out the fire; take the SHOVEL (Q) and 1 token (R).
Go to the alley.
Use the SHOVEL on the large pile of snow three times (S).

Chapter 2: Dead End

Examine the hood of the patrol car; take 1/3 REFRIGERATOR MAGNET (T) and 1 token (U).
Go straight to the dead end.
Examine the balcony ahead (marked in purple).
Explore the snowdrift and use the Elf to clear the snow; take the DAGGER (V).

Zoom into the curtained window; cut the cloth with the DAGGER (W).
Zoom into the balcony ahead; lower the ladder (X).
Try to go upstairs.

Examine the safe on the wall; place the keys (1) in the keyholes with the corresponding symbols. Solution: from left to right red, yellow and green.
Take 50 tokens (2).
Go left to the hangar.

Examine the control panel on the right; take the ACCESS CARD (Y) and 1 token (Z).
Examine the baggage scanner; insert the ACCESS CARD into the card slot (A).
Activate the mini-game.

Move each suitcase to the appropriate place.
Move the suitcases to the corresponding flags. Click on any suitcase and then on the arrow to move it in the chosen direction.
To complete the mini-game (1), move the suitcases (A - D) in the following order: D-Left, D-Up, D-Right, B-Up, B-Right, C-Left, C-Up, C-Right , A-right, A-up, A-left, A-up, C-down, C-left and C-down.
B-left, B-down, B-left, B-down, B-right, C-right, C-up, C-left, D-left, C-down, C-left, C-down, C- right, C-up, D-left, D-down, D-right, D-up and D-left.
Activate a Hidden Object Scene.

Find the hat and place it on the bear; take BEAR GRADUATE.
Set the switches on the flashlight to the correct positions using the hint on the book page; take the LIT FLASHLIGHT (D).
The CONTROL PANEL LEVER goes into inventory.

Examine the control panel; put the CONTROL LEVER in place (E).
Push the lever.
Examine the crate; use the DAGGER to open the lid (F).
Take 1 token (G), 2/3 MAIL CHAIN ​​(H), and LOADED SPEARGUN (I).
Return to dead end.

Use the LOADED SPEARGUN on the balcony (J).
Climb up the rope to get into the lair.
Examine the room; see video fragment.
Examine the chair and read the letter.
Examine the fireplace; open the medallion (K) to activate the video clip.
Zoom into the blocked door; take 3/3 MAIL KEY RING (L).
Go to the balcony.

Use the Elf on the wooden board; take the PATROL CAR KEY (M).
Return to the lair.
Examine the blocked door; note the code (N).
Examine the safe; change the symbols by pressing the buttons (O).
Enter the code from the locked door; take 50 tokens (P).
Go to the alley.

Examine the patrol car door and take 1 token (1); insert the PATROL CAR KEY into the lock (Q) and turn it.
Go to the patrol car
Take the POLICE BADGE (R) to activate the video clip.
Examine the glove box; open it and take 3 tokens (S).
Examine the safe; enter code V-III-IX-X and take 50 tokens (2).
Go to the fire station.

Examine the safe; insert the POLICE BADGE into the slot (T) and enter the code: 9-1-1.
Turn the handle (U) to open the safe.
Take the OXYGEN MASK (W), WOLF PAW MEDALLION (X), and 50 tokens (V).
Return to the crossroads.
Examine the post office entrance and take 1 token (Y); use the WOLF PAW MEDALLION to disable the trap (Z).
Send the Elf through the dog door (A).
Go through the door to enter the post office.

Chapter 3: Post Office

Pick up the note from the floor and read it.
Examine the safe; dial the code 1-7-7-7 (B) and take 50 tokens.
Zoom into the left wall; insert the 3 POSTAL KEYFOBS into the empty slots (D).
Activate the mini-game.

Each key fob must be set to the position with the corresponding symbol.
Select the travel lanes (A-F) and set them to the center.
To complete the mini-game (1), place the stripes in the following order: D, A, E, F, B, C, B, E, B and C.

Zoom into the left wall; take 2 tokens (E) and MICROFILM (F).
Examine the projector and take 1 token (G); insert the MICROFILM into the projector (H).
Watch the movie and take the 2/3 REFRIGERATOR MAGNET (I).

Examine the door and send the Elf behind bars; take the LEATHER GLOVE (J) and 1 token (K).
Examine the window and use the LEATHER GLOVE 3x on the shards to remove them (L); then use the DAGGER to cut the rope (M).
Open the box; take 1 token (N) and 3/3 REFRIGERATOR MAGNET (O).
Go to the lair.
Examine the fridge; place the 3 REFRIGERATOR MAGNETS on the door for a mini-game.

Install the magnets in their respective places. The holders can be rotated by pressing them.
Rotate the holders to the correct position (1).
Place each magnet on its own holder (2).
Take the SAUSAGE (P).
Go to the alley.


Give the SAUSAGE to the seal (Q).
Push the lever (R).
Activate a Hidden Object Scene.

Insert the bullet into the drum of the revolver; take LOADED REVOLVER (S).
Find the five puzzle pieces (marked in purple) and place them on the ball; take METAL BALL (T).
The MEGAPHONE will be added to inventory.

Go to the fire station.
Use the MEGAPHONE to chase out the big bat (U).
Examine the nest; take 2 tokens (V) and OIL (W). The SIGNAL GUN will be reloaded automatically.
Go to the lair.
Examine the fireplace; use the OIL on the latch (X).
Activate a Hidden Object Scene.

Find dinosaur parts 1 - 4 and place them on the dinosaur; take dinosaur (Y).
Find the matches and use them on the burner; take the BOILING KETTLE (Z).
Find a deflated balloon and put it on the pump; click on the pump (A) and take the inflated balloon.
The ROPE LADDER goes into inventory.
Go to the balcony.

Attach the ROPE LADDER to the holders (B).
Get down.
Examine the animal to activate a video clip.
Use the SIGNAL GUN to ward off the animal.
Examine Kelly; put the OXYGEN MASK on her face (D); press the pump three times to activate the video clip.

Examine the left door of the chapel; use the Elf to scare away the big rat (E).
Go to the chapel corridor.
Examine the man in the shroud to activate a video clip.
Examine the lantern; take the CROWBAR (F) and 3 tokens (G).
Examine the flower; take the FIRE APPLE (H).
Examine the floor; remove the paper and open the chest.
Take 3 tokens (I) and ACCESS CARD (J); read the note.
Return to the entrance to the chapel.

Examine the main entrance to the chapel to activate a video clip.
Zoom into the chapel door; insert the ACCESS CARD into the card slot (K).
Zoom into the crate of dynamite and open it with the CROWBAR (L); take the BRUSH (M), 3 tokens (N), and DYNAMITE (O).
Go to the chapel corridor.
Use the BRUSH on the web three times to remove it (P).
Activate a Hidden Object Scene.

Find four toy tools (marked in purple) and place them in the toy tool box; take TOY TOOL SET (Q).
Find the hammer; use it on the board four times; take BOARD WITH NAILS (R).
Find the disk and install it on the saw drive; take DISC SAW (S).
The DISC SAW goes into inventory.
Go to the lair.

Zoom into the blocked door; use the DISC SAW on the boards (T).
Go to the bedroom.
Examine the bed and send the Elf under it to retrieve the item; take 1/3 TRANSISTOR (U) and 1 token (V).
Examine the suitcase and place the ACCESS CARD (W) in the card reader; take 2 tokens (X) and FOUR ACE KEY (Y).
Go to the chapel.

Examine the entrance to the chapel; use the KEY OF FOUR ACES on the lock (A).
Activate the mini-game.
Choose two pieces that together will match the shape in the center; repeat steps six times.
To complete the mini-game (1), select the following pairs: D+M, D+J, F+D, O+J, P+I and P+D.
Enter the chapel.

Chapter 4: Chapel

Examine the radio on the right (B) to activate a video clip.
Examine the suitcase; launch the Elf into the hole to get the item; take 2/3 TRANSISTOR and 3 tokens (D).
Examine the surveillance monitors on the left (E) to activate another cutscene.
Examine the safe; dial the code 1-3-2-4 and take 50 tokens (1).
Go to the post office.

Examine the projector; use the KEY OF FOUR ACES on the lock; take 3/3 TRANSISTOR (F).
Go to a dead end.
Examine the sewer hatch; cut the lid with the DISC SAW (G).
Go to the chapel.

Zoom into the radio on the right; remove the cover and place the 3 TRANSISTORS for a mini-game.
Move transistors to build an electrical circuit.
See screenshot for solution (H).
Find the desired radio station by pressing the arrow buttons.
See screenshot for solution (I).

Examine the animal; take the MAGNETIC CROSSBOW KEY (J).
Go to the alley.
Enter the patrol car.
Examine the glove box; insert the MAGNETIC CROSS-SHAPED KEY into the lock (K) and take the 1/3 MEDICINE (L).
Go to the bedroom.
Examine the suitcase; insert the MAGNETIC CROSS-SHAPED KEY into the lock (M) and take the 2/3 MEDICINE (N).
Go to the fire station.
Zoom into the locker on the left; insert the MAGNETIC CROSS-SHAPED KEY into the lock (O).
Activate a Hidden Object Scene.

Lower the syringe into the vial; take the SYRINGE WITH RED LIQUID (P).
Put the tablet in a glass; take the glass with bubbles (Q).
Find four parts of the human body (marked in purple) and install them on the mannequin; take HUMAN MODEL (R).
The 3/3 MEDIUM will be added to inventory.
Go to the chapel.

Examine the animal; use the 3 MEDICINES on the animal to heal it (S).
Activate a Hidden Object Scene.

find five chess pieces(marked in purple) and set them to chessboard; take the COMPLETE CHESSBOARD (T).
Find the magnet and use it on the yarn; take the KNITTING NEEDLE (U).
Open the projector; take the FILM REEL (V).
The DOWN BUTTON goes into inventory.

Examine the elevator console; place the DOWN BUTTON in the slot (W).
Press the button down.
Go to the elevator.
Examine the safe and press the plates in sequence (1-6); take 50 tokens (A).
Examine the mechanism on the table; take 1/4 BATTERY (X), 1/2 ELECTRONIC CHIP (Y) and SHEARS (Z).
Go to the bedroom.

Examine the closet; use the SHEARER on the branches three times to remove them (A); open the doors.
Take 2 tokens (B) and 1/3 TOY LOCOMOTIVE.
Go to the chapel.
Examine the roses; use the SHEARS on the roses three times to remove them (D); take 1/3 GOLDEN LOCK BUTTON (E).
Go to the chapel corridor.
Examine the roses; use the SHEARS on the roses three times (F).
Take 3 tokens (G) and 2/3 GOLDEN LOCK BUTTON (H).
Go to the sewer.

Chapter 5: Collector

Examine the barrel; use the SHEARS on the roses three times (I); take 1 token (J) and 3/3 GOLDEN LOCK BUTTON (K).
Place the DYNAMITE on the wooden board (L).
Examine the safe; click on the buttons to create the same picture as shown in the sample; take 50 tokens (1).
Go to the bell tower.

Examine the cell; place the 3 GOLDEN LOCK BUTTONS on the empty spaces to trigger a mini-game.
Press the buttons to guide the ball through five levels to the finish hole.
Use the following sequence (A-K) to complete the mini-game (1).

Give the FIRE APPLE to the salamander (M); take the FIRE SALAMANDER.
Go to the sewer.
Use the FIRE SALAMANDER on the dynamite to make an explosion (N).
Examine the skeleton; take the sledgehammer (O).
Zoom into the grate; use the DISC SAW on the metal bars (P); take 1 token (Q) and KEY (R).
Go to the chapel.

Give the sledgehammer to the animal (S).
Talk to Kelly (T); The VIDEOPHONE will be added to inventory.
Go through the gap to the shopping street.
Examine the canopy on the left; send Elf and take 3 tokens (U) and 2/3 TOY LOCOMOTIVE (V).
Combine the SHEARER with the stick (W); take LONG SHEARS.
Examine the lantern; cut the rope (X) with the LONG SHEARS to get the LEAF KEY.
Go to the sewer.

Examine the chest; insert the LEAF KEY into the lock and turn it.
Take the token (Y) and 3/3 TOY LOCOMOTIVE (Z).
Go to the bedroom.
Explore the toy railway; place the 3 TOY LOCOMOTIVES on the rails (A).
Activate the mini-game.

Install wagons and locomotives on the tracks using the scheme on the stand.
Direct the wagons and locomotives (A-L) to the correct positions on the rails (1-3) to complete the mini-game (4).
Move the cars and locomotives in the following sequence: A - 2 back, B - 2 back, C - 3 back, D - track 1, E - track 3, F - forward 3, G - forward 4, J - back 1, F - path 1, H - forward 4, G - path 1, I - forward 5 and I - path 3.
H - 5 back, D - 5 back, I - 3 forward, D - 4 forward, H - 4 forward, H - way 3, D - 7 back, G - 2 forward, F - 2 forward, F - 5 back, J - 3 forward, K - 3 forward and J - 4 back.
K - 1 forward, K - path 2, L - 4 forward, H - 3 back, L - 2 forward, G - 1 forward, G - path 1, H - 2 forward, H - path 1, K - 3 forward, K is track 1, D is track 3, J is 5 forward, D is 1 forward, D is 4 back, J is 4 back, and I is track 3.
Take the LOCKPICK.
Go to the shopping street.

Explore the fireworks shop; use the LOCKPICK on the lock (B).
Activate a Hidden Object Scene.

Press the buttons on the cash register in the sequence indicated in the hint on the right wall; take stacks of coins (1).
Swap parts of the poster to get the finished image; take the poster.
Use the scissors to cut the rope; take the FUSE (D).
The FUSE CORD will be added to inventory.

Examine the truck; use the KEY on the gas tank cap (E) and remove it, insert the IGNITION CORD into the gas tank (F).
Use the FIRE SALAMANDER to light the cord (G).
Walk forward to the canal.
Examine the guy to activate a cutscene.
Use the VIDEOPHONE on the channel (H) to call James for help.
Go to the museum entrance.

Examine the steps and read the pamphlet (K); take 3 tokens (I) and 2/4 BATTERY (J).
Examine the snowdrift and use the Elf on it to clear the snow; use the FIRE SALAMANDER to melt the block of ice (L).
Take the MUSEUM KEY (M).
Examine the door; insert the MUSEUM KEY into the lock (N) and turn it.

Examine the safe on the left pillar; swap parts of the picture to complete the drawing (1).
Take 50 tokens (2).
Go to the museum.

Examine the guy to activate the video fragment.
Examine the cage; send the Elf to the cage and try to use the VIDEOPHONE on the Elf (O).
Take 3/4 BATTERY (P).
Examine the laboratory door; take 4/4 BATTERY (Q); VIDEOPHONE will be automatically charged.
Examine the cage; use the VIDEOPHONE on the Elf to summon James; take 1/2 DINOSAUR LEG (R).

Examine the green control panel; take 4 tokens (S) and 2/2 DINOSAUR LEG (T).
Examine the dinosaur skeleton; add 2 DINOSAUR LEGS to the skeleton (U).
Activate the mini-game.

Move and flip any selected part of the skeleton by pressing the buttons on the remote (V).
The poster shows the correct location of the skeleton parts (W).
See screenshot for solution (X).
Activate a Hidden Object Scene.

Find the hammer and use it to break the egg, take the baby dinosaur (Y).
Click on the stairs to change their color according to the pattern on the right wall; take the RAINBOW LADDER (Z).
Find the winding key and insert it into the bird; take the SINGING MECHANICAL BIRD (A).
The FIRE ICON will be added to inventory.

Examine the firebox and place the FIRE BADGE in the slot (B); take the BUCKET, 3 tokens (D) and 1/2 FLAG (E).
Go back twice.
Examine the river; take 3 tokens (F); place the BUCKET in the water (G) to get the BUCKET WITH WATER.
Walk forward twice.

Examine the flame; use the BUCKET OF WATER to put out the fire (H).
Take 3 tokens (I), DOOR HANDLE (J), and 1/2 CASE LOCK DISC (K).
Examine the right door; place the DOOR HANDLE in place (L) and click on it (M).
Go straight to the museum office.

Chapter 6: Museum Office

Examine the scene to activate the video clip.
Examine the desk drawer; take the TOOLBOX HANDLE (N).
Go to the shopping street.
Examine the shop entrance and place the TOOL BOX HANDLE in place (O); take 3 tokens (P) and CUTTERS (Q).
Go to the museum.

Examine the fire box and use the WIRE CUTTERS to cut the wires (R); take the CROWBAR (S).
Go to the channel.
Examine the drain and use the CROWBAR on the metal bar (T) to remove it; take 3 tokens (U) and BRONZE HANDLE (V).
Go to the museum office.

Examine the window; place the BRONZE HANDLE (W) and turn it.
Examine the safe; take 2/2 CASE LOCK DISC (X).

Turn the chair.
Examine the skeleton; take the DISKET (Y).
Go to the museum entrance.
Examine the case and place the 2 CASE LOCK DISCS in place (Z); dial code 1-4-7 from top to bottom to open the lid.
Activate a Hidden Object Scene.

Find two buttons and install them on the lock of the safe; dial the code 7-3-2-4-9 and take the lever (A).
Find the lamp glass and install it on the lamp base; take the lamp (B).
Find the winding key and insert it into the watch; take ALARM clock.
The LEVER will be added to inventory.
Go to the bell tower.

Examine the mechanism on the table; put the LEVER in place and (D) and click on it.
Examine the skeleton; take the CROCODILE AMULET (E) and read the diary page (F).
Go to the sewer.

Examine the wall; place the CROCODILE AMULET in the slot (G).
Take 1/2 STAR HALF (H), 2 tokens (I), and CLOCK HANDS (J).
Go to the bedroom.
Examine the clock; place the CLOCK HANDS on the clock face (K).
Take 2/2 STAR HALF (L) and 1/2 BUTTERFLY (M).
Go to the museum office.

Examine the safe; put the 2 STAR HALF into the slot (N).
Take 50 tokens (O), 2/2 ELECTRONIC CHIP (P), and GOLDEN CROWN (Q).
Return to the museum.
Zoom into the lab door; place the 2 ELECTRONIC CHIPS in place (R).
Activate the mini-game.

Rotate the gears by clicking on their center.
Start with the extreme gears.
Install the gear pieces in place.
See screenshot for solution (1).
Go left to the Museum Lab.

Examine the computer; take the 3 tokens (S) and insert the DISK in the disk drive (T).
Watch the video; note the sequence of symbols on the screen (U).
Examine the glass cabinet; enter the code obtained from the computer screen (spades, hearts, spades, diamonds, spades, clubs) to open the lock (V).
Use the SCREWDRIVER on the screws twice; take the RUBBER GLOVES (W) and LADDER (X).
Go to the channel.

Examine the lantern and place the LADDER on it (Y); take the MERMAID STATUETTE (Z) and 1/2 NEON FUSE (A).
Go to the museum office.
Examine the pillows and remove 3 of them; take 3 tokens (B) and PICTURE PIECE.
Go to the Museum Lab.

Examine the painting; place the PICTURE PART in place (D).
Open the door; take 2/2 NEON FUSE (E).
Examine the freezer door and place the 2 NEON FUSES in place (F); dial code 2-4-8.
Take the 2/2 BUTTERFLY (G) and use the FIRE SALAMANDER on the frozen key; take the DRAWER KEY (H).
Return to the museum.

Examine the butterfly stand and add 2 BUTTERFLIES to it; swap the butterflies to put them in the correct positions (I).
Take the SWITCH KEY (J), 1/3 MOUSE AMULET PIECE (K), and 50 tokens (L).
Go to the museum office.
Examine the desk drawer; insert the DRAWER KEY into the lock (M) and turn it.
Activate a Hidden Object Scene.


Take a number cube and set it on the calendar; click on the number and month blocks until you set the date to December 25th. Take December 25th (N).
Take the pen and use it on the paper; take the PAINTED SAILBOAT (O).
Use the screwdriver on the grill cover; take the SHELL (P).
1/2 SINK goes into inventory.

Examine the table and place the SWITCH in the slot (Q); flip the switch and take 5 tokens (R).
Examine the ceiling fan; take 2/2 SHELL (S).
Return to the museum.

Examine the shell stand and place the 2 SHELLS on it; place the shells in their places (T).
Take the PEARL (U), 2/3 MOUSE AMULET PIECE (V), and 50 tokens (W).
Explore the aquarium; place the MERMAID STATUETTE, GOLDEN CROWN, and PEARL on the right side of the chest (X).
Take 3/3 MOUSE AMULET PIECE (Y).
Go to the museum office.

Examine the glass cabinet; put the 3 MOUSE AMULET PARTS into the slot (Z).
Take the CONTROL PANEL HALF (A) and RUST CLEANER (B).
Go to the bell tower.
Combine the CONTROL PANEL HALF with its other half.
Examine the control panel to activate a mini-game.

Move the blue tile across the field so that it goes through all the white tiles. repainted them blue.
You cannot move through the same tile twice.
To complete the mini-game (1), move the tiles in the following sequence (A-W).

Chapter 7: Heliport

Click on the bat (D) to get to the helipad.
Examine the tree and use the Elf to scare the creature away; take the HUNTING HOUSE KEY (E).
Examine the helipad and use the FIRE SALAMANDER to melt the ice. You receive the FOLDING KNIFE.
Take 1/2 METAL RING (F).
Examine the hunting lodge; use the FIRE SALAMANDER to free the handle from the ice; insert the HUNTING HOUSE KEY into the lock (G) and turn it.

Go to the Hunting Lodge.
Examine the fireplace; use the Elf in the fireplace to get the item; take 4 tokens (H) and FOUNTAIN PEN (I).

Remove the painting from the wall and examine the safe; Place the paw symbols in their places to open the safe (1).
Take 50 tokens (2).

Examine the painting above the fireplace and use the FOLDING KNIFE to cut the canvas (J); take the POWER CORD (K).
Return to the helipad.
Examine the helicopter; use the RUST CLEANER to remove the rust on the lock (L).
Go to the museum office.

Examine the shelf and insert the FOUNTAIN PEN into the holder (M); move all three pens down.
Take 50 tokens (N), SPADE EMBLEM (O), and BEAR HEAD (P).
Go to the Museum Lab.
Examine the fan on the table and connect the POWER CORD to the fan (Q); press the ® button.
Take 3 tokens (S) and RULER (T).
Go to the hunting lodge.

Examine the closet; place the BEAR HEAD in the slot (T); use the RULER to open the cabinet (U).
Examine the skeleton; take 6 tokens (V) and HELICOPTER KEY (W).
Return to the helicopter.
Examine the helicopter; insert the HELICOPTER KEY into the lock (X) and turn it.
Activate a Hidden Object Scene.

Find five icons (marked in purple); set them on the flag and take the badge collection (Y).
Take the screw and install it on the helicopter; take the helicopter (Z).
Find the thermos and use it to fill the glass with tea; take the glass of tea (A).
The CLUB EMBLEM goes into inventory.
Go to the hunting lodge.

Examine the torn painting; place the CLUB EMBLEM and SPADE EMBLEM in their respective slots.
Press the red button (B).
Examine the entrance to the bunker; use the RUBBER GLOVES to take the AX.
Examine the tree; use the AX on the branches twice (D).
Send the Elf into the hole; take SWITCH FLAG (E).
Go to the museum entrance.

Examine the electrical panel to the right of the door; put the SWITCH FLAG in place (F) and click on it.
Take the ELECTRIC TAPE (G) and WIRE (H).
Examine the electrical panel; repair the damage with the WIRE and ELECTIVE TAPE (I) to activate a mini-game.

Turn on all the lamps to complete the mini-game.
Each lamp can only be turned on once; you can turn on only those lamps that are directly connected by an electrical circuit.
Solution (J): turn on the lamps in the sequence shown in the screenshot (1-34).
Go to the bunker.

Examine the gap in the wall and use the Elf to get the item; take the SUN AMULET (K).
Go to the lab.
Examine the scene to activate a cutscene.
Examine the window; take 3 tokens (L) and STAR KEY (M).
Go to the museum.

Zoom into the chest on the floor; place the SUN AMULET in the slot (N) and take the PUNCHED CARD (O).
Go to the helipad.
Examine the bird's nest; take 3 tokens (P) and CODE SCRAP (Q).
Go to the Museum Lab.

Examine the nightstand and insert the STAR KEY into the lock (R); take 50 tokens (S) and EMPTY ARROW SYRINGE (T).
Go to the bunker.
Examine the cabinet on the wall and place the CODE SCRAP next to the other CODE SCRAP (U); insert the PUNCHED CARD into the slot (V).
Dial the code 4-7-5-5; open the cabinet door.
Put the EMPTY ARROW SYRINGE into the vial (W); The FULL ARROW SYRINGE will be added to inventory.

Examine the window; insert the FULL ARROW SYRINGE into the gun (X); take the TRANQUILIZER GUN.
Use the TRANQUILIZER GUN on the bear (Y).
Examine the bear; take 3 tokens (Z) and DISKET (A).
Go to the Museum Lab.

Examine the computer and insert the DISK in the drive (B); take 2/2 METAL RING.
Go to the bunker lab.
Examine the metal box; place the 2 METAL RINGS (D) for a mini-game.

Move the colored balls to the rings of the same color.
Click on any ball next to an empty hole to move the ball into it.
Rotate the green or red ring clockwise by pressing on any plate between the balls.
We recommend moving the green ball to the center first.
See screenshot for solution (E).
Activate a Hidden Object Scene.

Find three blue rings, two green rings and one yellow ring; place them on the racks of the same color and take the toy pyramid collection (F).
Find a mirror; place it next to the paper and take the word "science" (G).
Find the pipette; use it on the dirty coin and take the shiny coin (H).
The CAMERA goes into inventory.

Examine the bear; use the CAMERA on the bear's eye to take a picture of its eye (I); The EYE PHOTO goes into inventory.
Return to the bunker.
Examine the holographic projector; place the EYE PHOTO in the slot (J) and take the EYE HOLOGRAM (K).
Examine the door; place the EYE HOLOGRAM on the lock (L).
Go to the museum.

Examine the withered rosebush; use the FIRE SALAMANDER to burn the branches; take 3 tokens (M) and SAFE DISPLAY (N).
Go to the bell tower.
Examine the safe; put the SAFE DISPLAY in place (O) and enter the code 4-3-8-7.
Take the LION STATUETTE (P), 50 tokens (Q), and 2/2 FLAG (R).
Go to the bunker.
Go to the bunker office.

[size=10] Chapter 8: Bunker Office

Examine the books; swap them to create a drawing (1) of a dragon.
Open the door; take 50 tokens (2).
Examine the globe; place 2 FLAGS in the stands.
Activate a Hidden Object Scene.

Find the pestle and use it on the sugar lumps; take POWDER SUGAR (S).
Change the dolls' heads to match their clothes; take DOLL COLLECTION (T).
Take the bottle and fill the goblet with wine; take the goblet of wine (U).
The BEAR STATUETTE goes to inventory.

Examine the box on the round table; place the LION STATUETTE and BEAR STATUETTE in the slots.
Take the JOKE MEDALLION (V) and MAGNET (W).
Examine the display case; place the JOKE MEDALLION in the slot (X) and take the CARTRIDGE (Y).
Go to the bunker lab.

Examine the floor; place the MAGNET on it and take the CONTROL PANEL SWITCH (Z).
Zoom into the setup and insert the CARTRIDGE into the slot (A); put the CONTROL PANEL SWITCH in place (B).
Take the TUNING FORK.
Go to the bunker office.

Examine the glass box; place the TUNING FORK next to it to break the glass and take the 1/2 BUTTON (D).
Exit the office.
Examine the device on the wall; insert the TUNING FORK into the slots (E); take 50 tokens (F) and 2/2 BUTTON (G).
Go to the bunker lab.

Zoom into the setup; place 2 BUTTONS on the keyboard.
Type the word "superhuman" on the keyboard (H).
Activate the mini-game.

Move all the buttons to their respective symbols.
Pressing a button will move it two positions clockwise; the two buttons next to it will move one position counterclockwise.
To complete the mini-game (I), press the buttons in the following order: human head, human ear, and human hand.
Leave the bunker through the evacuation exit (J).

The small town of Brightfield was attacked by incomprehensible creatures that look like animals, over the appearance of which sinister surgeons tried. The Anomalous Investigation Agency sends its best detective to the scene to help save the inhabitants and find out who is behind these ruthless attacks.

The detective, along with his faithful assistant, a dog named Elf, goes on a mission. He will have to penetrate the city, which is cut off from the whole world by heavy snowfalls, and besides, it is also abandoned by hastily evacuated residents. And the first ones the detective meets are horrible monsters that are scary to even look at. But gradually it becomes clear that it is not the animals themselves who are to blame for everything that happens, but the scientists who conduct inhuman experiments.

The agent has a very difficult time, he needs to show his best best qualities and engage in a fight with the main villain, Archibald Carr. To overcome tricky traps, ingenuity will come in handy, to search for the necessary evidence - observation, to solve fascinating puzzles - resourcefulness. And there are more and more discoveries ahead!

Do not forget to seek help from the dog Elf, who is always there, entrust him with the inspection of narrow loopholes and dark corners. Use the casino chips that you find during the game to improve the living conditions of your four-legged friend, because he has already proved that he deserves the best!

Bonus part of the game “Detective club. Four aces. Collector's Edition "will open for you not only an additional chapter, but also many more interesting gifts: wallpapers, music, mini-games!

The plot inserts that are made using technology will be very interesting. virtual reality: The characters will be played by real actors, not drawn. This feature of the game is different from others. Genuine emotions and realistic plastic will make the adventures of the detective so exciting that you will spend the whole game in suspense, from the beginning to the very end!

Download the game "Detective Club. Four Aces. Collector's Edition" for free


A successful actress gets a new role in the theater, she has to play Ophelia. But this is not destined to come true, Angela's dream remained unfulfilled. Indeed, after some time, she fell into a coma, and the body of the actress began to be covered with mysterious symbols. The husband is in a panic, he is simply unable to do anything reasonable. Help Leroy investigate! Find the perpetrators of this atrocity and return Angela to her former life. Solve puzzles and collect clues. The truth is near!

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Murder, She Wrote is a game based on the acclaimed detective series. main character Jessica Fletcher is an aged lady, a resident of a small port city. One of her recent hobbies is writing detective novels. During her many travels, Jessica visits relatives and friends, collects new materials for books and at the same time helps the police unravel the murders, which, oddly enough, take place where the main character arrives...

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The attack of unknown creatures on the civilians of the town of Brightfield made you go on a new journey.

You have to stop the mysterious "Four Aces" in an exciting quest that will take you into the thick of things - to the town of Brightfield, which has become the epicenter of anomalous events. After the attack of animals, people were urgently evacuated.


In a hurry, everyone left Brightfield, but there is some kind of liveliness in the gloomy city. A snowstorm hit the city, and terrible monsters roam the streets, not afraid of the cold, and in the car left by the police you hear the conversation of intruders who share insidious plans with each other.

Gameplay video

It's not an easy task to deal with mystical incidents, but you won't leave it just like that, will you? It was just such an experienced and fearless person that the Agency for Anomalous Research was looking for for a new detective investigation. Get ready to go, download and visit Brightfield to unravel the tangle of these strange crimes.

Animals went crazy for a reason, their condition is associated with a series of inexplicable thefts. All crimes have one thing in common - the emblem of the Four Aces. You have to find out what kind of organization it is and what it does, what it achieves. Dig out the snowdrifts and you will get answers to your questions. You will have a reliable assistant - a four-legged dog named Elf.

You will also have other assistants, for example, Mr. Toad, who will gladly share advice or help you find a difficult item. Watch out for the twinkling lights that indicate Hidden Object Zones. Things marked in green will require additional actions from you. If you want to quickly move from location to location and always be aware of current tasks, use a special map.

View video clips in the game by simply marking them in a special video feed. For a comfortable passage of the game, there are four difficulty modes. Both beginners and experienced detectives can start the journey. For the former, fast-charging prompts and illuminated active zones will be a pleasant bonus, and for the latter, complete freedom in decision-making.

Search for items, not forgetting about tasks and original puzzles. Look for a solution in any situation and advance in your detective investigation until you expose the mysterious organization behind the name "Four Aces".