Welcome to the The Andersen Accounts: A Voice of Reason Walkthrough

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This document contains a complete The Andersen Accounts: A Voice of Reason game walkthrough featuring annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

This walkthrough was created by Margie B, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

  • This is the official guide for The Andersen Accounts: A Voice of Reason.
  • 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: Rachel’s Apartment

The Andersen Accounts: A Voice of Reason
  • Select scene twice.
  • Select newspapers 2x (A).
  • Play HOP (B); receive TEA BOTTLE.
  • Give TEA BOTTLE (C).
  • Select phone (D).
The Andersen Accounts: A Voice of Reason
  • Take RIDING HOOD SEAL and COINS (E).
  • Place RIDING HOOD SEAL (F); take DISCONNECTED CHARGER (G).
  • Select top plug of DISCONNECTED CHARGER (H); take CHARGER.
The Andersen Accounts: A Voice of Reason
  • Use CHARGER (J).
  • Select 1-6.
  • Take AUDITION CALL (K).
  • Go (L).
The Andersen Accounts: A Voice of Reason
  • Select 7-12.
  • Take BENT EMBLEM (M).
  • Knock on door (N). Give AUDITION CALL (O).
The Andersen Accounts: A Voice of Reason
  • Play HOP (P); receive LIGHTER.
  • Take WRENCH (Q) and remove blueprint.
  • Remove grid and use WRENCH; take RECYCLING SIGN (R).
  • Go (S).

The Andersen Accounts: A Voice of Reason
The Andersen Accounts: A Voice of Reason

  • Select LIGHTER; receive LIGHTER and SMALL BALL.
  • Throw SMALL BALL (T).
  • Take SMALL WHEEL (U).
  • Place RECYCLING SIGN (V) and BENT EMBLEM (U). Push green button (W); take DYNAMITE EMBLEM (W1).
  • Place COINS (X).
  • Select coins 3x (X1); receive SUBWAY TOKEN. Push blue button (X2). Kick machine (X3); take JUMPY CHIPS (X4).
  • Open JUMPY CHIPS; select twice; take BUBBLEGUM.
  • Use BUBBLEGUM (Y). Select valve (Z) and use WRENCH (Z1).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place DYNAMITE EMBLEM @1). Solution (B-E)-(E-C)-(C-A)-(A-D)-(C-E)-(E-B)-(A-C)-(C-E).
  • Take FIREWORKS.
  • Go (F).
The Andersen Accounts: A Voice of Reason
  • Place FIREWORK and then place all pieces as shown (G); use LIGHTER on the sticks you just placed.
  • Enter (H).
The Andersen Accounts: A Voice of Reason
  • Look at sign (I).
  • Go (J).
The Andersen Accounts: A Voice of Reason
  • Open cabinet; take MANHOLE HOOK and LIGHT BULBS 1/2 (K).
  • Open cabinet; look at note (L).
  • Remove note; push button (M).
  • Take PLUMBING BLUEPRINT (N).
  • Use SUBWAY TOKEN (O). Play HOP (O1); receive COPPER WIRE.
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Select scene and open door (P).
  • Select chair (Q).
  • Select phone 3x (R).
The Andersen Accounts: A Voice of Reason
  • Solution (S).
  • Take GLASS CUTTER (T).
  • Go (U).
The Andersen Accounts: A Voice of Reason
  • Use GLASS CUTTER; take RECORD (V).
  • Take PIANO KEYS 1/3 (W).
  • Move sign (X).
  • Go (Y).
The Andersen Accounts: A Voice of Reason
  • Take DIARY and THREE-PIN BUTTON (Z).
  • Look at note and open box (A). Play HOP; receive PIANO KEYS 2/3.
  • Walk down 2x, and then left.
  • Push button (B).
  • Place THREE-PIN BUTTON and select (C). Take TRACKING DEVICE and ZIP TIE (D).
  • Walk down.

The Andersen Accounts: A Voice of Reason
The Andersen Accounts: A Voice of Reason

  • Use ZIP TIE (E).
  • Take ELECTROSHOCK WEAPON and MAGNET (F).
  • COPPER WIRE on MAGNET; take HANGING MAGNET.
  • Open aquarium and use HANGING MAGNET over each marked spot (G); receive MICROPHONE SYMBOL.
  • MICROPHONE SYMBOL on DIARY; solution (H). Select diary 4x; take PIANO KEYS 3/3 (I).
  • Go to Hallway.
  • Place PIANO KEYS 3/3 (J).
The Andersen Accounts: A Voice of Reason
  • Solution (@1): (H-J-L)-(O-E-D-K)-(I-L-E-M-L).
  • Enter (R).
The Andersen Accounts: A Voice of Reason
  • Take CLOTH (S).
  • Walk down.
  • Use CLOTH (T); receive LIGHT BULBS 2/2.
  • Go (U).
The Andersen Accounts: A Voice of Reason
  • Place LIGHT BULBS 2/2 (V). Play HOP; receive TWEEZERS.
  • Walk down.
  • Use TWEEZERS (W); receive CRUMPLED PAPER.
The Andersen Accounts: A Voice of Reason
  • Select phone on scene.
  • Take GLASS SHARD and PLAYBACK NEEDLE (X).
  • Place SMALL WHEEL (Y).
  • Use MANHOLE HOOK (Z1); place PLUMBING BLUEPRINT (Z).
The Andersen Accounts: A Voice of Reason
  • Solution: (C-B-C-D-C-D-C-B-A-B-C-B-C-D-C).
  • Take KEY CARD (E).
  • Use KEY CARD (F).
  • Go (G-H).
The Andersen Accounts: A Voice of Reason
  • Select phone on scene.
  • Open CRUMPLED PAPER; take PAPER CLIP.
  • Use PAPER CLIP; take HEADPHONES and KEY RING (I).
  • Go to Caroline’s Room.
The Andersen Accounts: A Voice of Reason
  • Place RECORD and PLAYBACK NEEDLE (J); take LEVER (K).
  • Go to Maintenance Room.
  • Use KEY RING on lock; select second key (L). Take EXTENSION CORD (M).
  • Go to Recording Studio.
The Andersen Accounts: A Voice of Reason
  • Plug in EXTENSION CORD (N).
  • Place LEVER and pull it (O).
  • Select (P-Q-P).
  • Walk down.

Chapter 2: House

The Andersen Accounts: A Voice of Reason
  • Place TRACKING DEVICE (R).
  • Play automatic HOP (S).
  • Select speaker and use GLASS SHARD (T); receive SPEAKER.
  • Take HAND BROOM and REACHER (U).
  • Go (V).
The Andersen Accounts: A Voice of Reason
  • Take VINEGAR (W).
  • Open drawer; select flyer twice (X).
  • Go (Y).
The Andersen Accounts: A Voice of Reason
  • Use HAND BROOM; take KNOB (Z).
  • Remove seat (A).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Move curtain; place KNOB (B); take CLAY VIOLIN (C).
  • Use REACHER (D); take GOLDEN DRAGONS 1/2 and SPHERE (E).
  • Go to Backyard.
  • Place CLAY VIOLIN (F); take KEYNOTES SEQUENCE (G).
  • Walk down twice.
The Andersen Accounts: A Voice of Reason
  • Place KEYNOTES SEQUENCE and SPHERE. Solution (H).
  • Take CLEF KEY (I).
  • Place CLEF KEY (J).
The Andersen Accounts: A Voice of Reason
  • Solution (@2): C-A-Cx2-Fx3-Dx2-F-Dx4-F-A.
  • C-B-Cx3-Ax2-Dx2-A-Dx4-A.
  • Go to Library (@3).
The Andersen Accounts: A Voice of Reason
  • Take GAS LIGHTER, LETTER OPENER, and RUBBER BANDS (K).
  • Go to Backyard.
The Andersen Accounts: A Voice of Reason
  • Use LETTER OPENER; take CUTLERY BADGE (L).
  • Walk down.
  • Place CUTLERY BADGE; take HEADPHONE EARPADS and LOCK-RING TOOL (M).
  • Go (N).
The Andersen Accounts: A Voice of Reason
  • Use LOCK-RING TOOL; take GEAR (O).
  • Walk down.
  • Pace GEAR (P) and select lever (Q).
  • Play HOP (R); receive GOLDEN DRAGONS 2/2.
  • Go to Library.
The Andersen Accounts: A Voice of Reason
  • Place GOLDEN DRAGONS 2/2 (S); select 1-3.
  • Take HAIR SPRAY and MINIATURE GUITAR (T).
  • Go to Living Room.
The Andersen Accounts: A Voice of Reason
  • SPEAKER and HEADPHONE EARPADS on HEADPHONES; take NOISE-CANCELING HEADPHONES.
  • GAS LIGHTER and RUBBER BANDS on HAIR SPRAY; take IMPROVISED FLAMETHROWER.
  • Place NOISE-CANCELING HEADPHONES on the scene and use IMPROVISED FLAMETHROWER.
  • Solution is random (U).
  • Receive EMPTY SPRAY.
  • Go (V).
The Andersen Accounts: A Voice of Reason
  • Take THREAD CUTTER (W).
  • Place MINIATURE GUITAR; take VACUUM ATTACHMENT and CYMBALS 1/2 (X).
  • Go (Y).
The Andersen Accounts: A Voice of Reason
  • Take STOVE PLATE and GOLDEN ROSE (Z).
  • Use THREAD CUTTER; take MICROPHONE MESH (A).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place GOLDEN ROSE; take TUNER (B).
  • Walk down.
  • Select EMPTY SPRAY; receive GAS LIGHTER.
  • Place STOVE PLATE (C); push button (D).
  • Select kettle (E) and use GAS LIGHTER (C). Take BOILING WATER (F).
  • Go to Backyard.
The Andersen Accounts: A Voice of Reason
  • Select MICROPHONE MESH 3x; receive CLEANING BALL.
  • Use VINEGAR and CLEANING BALL (G); take SPRING (H).
  • Go to Recording Studio.
  • Open fridge and use BOILING WATER; take TUNING FORK and CYMBALS 2/2 (I).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place CYMBALS 2/2; play HOP (J); receive DECORATIVE TILE.
  • Place DECORATIVE TILE (K).
  • Go (L).
The Andersen Accounts: A Voice of Reason
  • Take CONSOLE FADER and KNITTING NEEDLE (M).
  • Go to Recording Studio.
  • Place CONSOLE FADER (N). Take PIN CONNECTOR (O).
  • Go to Library.
The Andersen Accounts: A Voice of Reason
  • Remove cover and place PIN CONNECTOR (P).
  • Select green, red, and blue buttons (Q).
  • Move stones 3x; take PORTRAIT FRAMES 1/3 (R); select soil and take PIANO HAMMERS (S).
  • Use TUNING FORK and remove board; take PORTRAIT FRAMES 2/3 (T).
  • Remove painting and use KNITTING NEEDLE; take PORTRAIT FRAMES 3/3 (U).
  • Place PORTRAIT FRAMES 3/3 (V).
The Andersen Accounts: A Voice of Reason
  • Solution (1-9).
  • Take TOY MUSICIAN (W).
  • Go to Music Room.
The Andersen Accounts: A Voice of Reason
  • Place PIANO HAMMERS (X). Select three patterned keys (Y); take LOCK CODE (Z).
  • Go to Shrine Room.
  • Place LOCK CODE and enter 2-4-8 (A); take PRY TOOL and WATERFALL LEVER (B).
  • Open box; place SPRING and TOY MUSICIAN; take TAPE REELS (C).
  • Go to Living Room.
The Andersen Accounts: A Voice of Reason
  • Place WATERFALL LEVER and select (D).
  • Play HOP (E); receive BRASS WINDER.
  • Go to Shrine Room.
The Andersen Accounts: A Voice of Reason
  • Place BRASS WINDER (F); take RECORDER PART (G).
  • Go to Recording Studio.
  • Place TAPE REELS (H) and RECORDER PART (I).
  • Take SHREDDER BUTTON (J).
  • Go to Shrine Room.

The Andersen Accounts: A Voice of Reason
The Andersen Accounts: A Voice of Reason

  • Place SHREDDER BUTTON and select (K); take SHREDDED PHOTOS (L).
  • Place SHREDDED PHOTOS (M).
  • Solution (N-O).

Chapter 3: Chinatown

The Andersen Accounts: A Voice of Reason
  • Take BRONZE COGS 1/2 and NET (P).
  • Remove cover and use PRY TOOL; take SPRAY NOZZLE (Q).
  • Remove seat (R).
  • Go (S).
The Andersen Accounts: A Voice of Reason
  • Play HOP (T); receive PIPA BASE.
  • Take MAILBOX FLAG and CYLINDER (U).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place MAILBOX FLAG and select (V); take INSULATING TAPE (W).
  • Place CYLINDER (X); take TOY HEAD (Y).
  • Go (Z).
The Andersen Accounts: A Voice of Reason
  • Place TOY HEAD (A); take IRON LOTUS (B).
  • Use INSULATING TAPE (C); press button (D). Take DECORATED PEGS 1/4 (E).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place IRON LOTUS. Solution: (1-7).
  • Go (F).
The Andersen Accounts: A Voice of Reason
  • Take BRONZE COGS 2/2 (G).
  • Use NET (H); receive WOODEN WHEEL.
  • Go (I).
The Andersen Accounts: A Voice of Reason
  • Take DECORATED PEGS 2/4 and VACUUM BASE (J).
  • Look at note (K).
  • Place BRONZE COGS 2/2 (L); take TOMMY BAR (M).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • VACUUM ATTACHMENT on VACUUM BASE; take HAND VACUUM.
  • Use HAND VACUUM; take GAME TOKEN (N).
  • Walk down.
  • Place WOODEN WHEEL; take CHOPSTICKS (O).
  • Go (P).
The Andersen Accounts: A Voice of Reason
  • Use CHOPSTICKS (Q); receive MEMORY STICK.
  • Insert GAME TOKEN (R); take MATCHES (S).
  • Go to Greenhouse.
The Andersen Accounts: A Voice of Reason
  • Use MATCHES (T). Play HOP; receive FLOWER SCENT.
  • Walk down.
  • Use FLOWER SCENT and go (U).
The Andersen Accounts: A Voice of Reason
  • Take DECORATED PEGS 3/4 (V).
  • Go (W).
The Andersen Accounts: A Voice of Reason
  • Take HOOK POLE, FORTUNE MESSAGE, and WOODEN MALLET (X).
  • Place FORTUNE MESSAGE on plates; select 1-2-3; take SUNDIAL ARROW (Y).
  • Go to Greenhouse.
The Andersen Accounts: A Voice of Reason
  • Select (A).
  • Place SPRAY NOZZLE and select (B).
  • Use HOOK POLE (C); receive GLASS EYE.
  • Place SUNDIAL ARROW (D); take TORN CODE (E).
  • Go to Steps.
  • Place GLASS EYE (F); take CHIME CHAINS 1/3 (G).
  • Place TORN CODE (H).
The Andersen Accounts: A Voice of Reason
  • Solution (I).
  • Enter (J).
The Andersen Accounts: A Voice of Reason
  • Select matching symbols (1-6).
The Andersen Accounts: A Voice of Reason
  • Take CARDLESS SCANNER and SHAFT GOUGE (K).
  • Walk down.
  • Use SHAFT GOUGE (L); receive TIGER PAW.
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place TIGER PAW and use WOODEN MALLET (M).
  • Take BUNGEE CORD (N).
  • MEMORY STICK on CARDLESS SCANNER; take 3-D SCANNER.
  • Use 3-D SCANNER (O). Take FLOWER DESIGN (P).
  • Go to Tea Shop.
The Andersen Accounts: A Voice of Reason
  • Use BUNGEE CORD (Q). Play HOP; receive COARSE SIEVE.
  • Use COARSE SIEVE (R); receive GARDEN GLOVE and PRINTING MATERIAL.
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Use GARDEN GLOVE and select 2x (S); take SNAKE BADGE (T).
  • Go (U).
  • Place PRINTING MATERIAL (V) and FLOWER DESIGN (W). Push button (X); take FLOWER TOKEN (Y).
  • Go to Garden.
The Andersen Accounts: A Voice of Reason
  • Place FLOWER TOKEN; take DECORATIONS MATRIX (A).
  • Go (B).
  • Place SNAKE BADGE (C); take HAND VICE BASE and PRESS BLADE (D).
  • Go to Tea Shop.
The Andersen Accounts: A Voice of Reason
  • TOMMY BAR on HAND VICE BASE; take HAND VICE.
  • Use HAND VICE; take CHIME CHAINS 2/3 and SUN EMBLEM (E).
  • Go to Lantern Shop.
  • Place PRESS BLADE and DECORATIONS MATRIX (F). Select handle (G); take LANTERN DECORATIONS (F).
  • Place LANTERN DECORATIONS (H).
The Andersen Accounts: A Voice of Reason
  • Solution (I).
  • Take TOKEN SLIDER.
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place TOKEN SLIDER; position tokens as shown (J); take DECORATED PEGS 4/4 and SAKE BOTTLE (K).
  • Go (L).
  • Use SAKE BOTTLE; take MOON EMBLEM (M).
  • Go to Lantern Shop.
The Andersen Accounts: A Voice of Reason
  • Place SUN EMBLEM and MOON EMBLEM; take ALLEN KEY and CHIME CHAINS 3/3 (N).
  • Walk down.
  • Place CHIME CHAINS 3/3; solution (O).
  • Play HOP (P); receive GOLDEN STRINGS.
  • Go to Music Shop.
The Andersen Accounts: A Voice of Reason
  • DECORATED PEGS 4/4 and GOLDEN STRINGS on PIPA BASE; take UNTUNED PIPA.
  • Give UNTUNED PIPA (Q).
  • Place TUNER (R).
The Andersen Accounts: A Voice of Reason
  • Press: (Sx6-@)- (Ux3-@)- (Xx2-@)- (Zx3-@).
  • Take PIPA.
  • Select note on scene.

Chapter 4: Kitchen

The Andersen Accounts: A Voice of Reason
  • Go (A).
  • Play HOP (B); receive WAITER UNIFORM.
  • Take KITCHEN TOWEL, STONE ORNAMENTS 1/2, and CORKSCREW (C).
The Andersen Accounts: A Voice of Reason
  • Use ALLEN KEY; take ROULETTE GRIP (D).
  • Take COAT HANGER from WAITER UNIFORM.
  • Use COAT HANGER (E); receive KITCHEN TWEEZERS.
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place ROULETTE GRIP (F); take TUBE FITTING (G). Look at paper (H).
  • Use CORKSCREW (I); receive CORK STOPPER.
  • Use KITCHEN TWEEZERS (J); receive CLUB SUIT.
  • Go (K).
The Andersen Accounts: A Voice of Reason
  • Place CLUB SUIT; take BRASS HANDLE (L).
  • Walk down.
  • Place BRASS HANDLE (M).
The Andersen Accounts: A Voice of Reason
  • Solution (N).
  • Take WROUGHT KEY (O).
  • Use WROUGHT KEY (P).
  • Go (Q).
The Andersen Accounts: A Voice of Reason
  • Take CLEANING SPRAY and look at note (R).
  • Take SALT SHAKER (S).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Use SALT SHAKER; take ICE PICK (T).
  • Go (U).
  • Use ICE PICK (V); receive COCKTAIL BUTTON.
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place COCKTAIL BUTTON; take STONE ORNAMENTS 2/2 and BOX CUTTER (W).
  • Go (X).
  • Use BOX CUTTER (Y); receive RUBBER TUBE.
  • Go to Terrace.
The Andersen Accounts: A Voice of Reason
  • Use TUBE FITTING and RUBBER TUBE (A).
  • Place CORK STOPPER (B). Take SCREW BIT (C).
  • Place STONE ORNAMENTS 2/2 (D). Open lantern; take OLD LEVER (E).
  • Place OLD LEVER (F).
  • Go (G).
The Andersen Accounts: A Voice of Reason
  • Examine (H).
  • Take PENCIL and PIPETTE (I).
  • Look at note (J).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Use PENCIL (K); take COMBINATION NOTE (L).
  • Walk down.
  • Use PIPETTE (M); receive SCENTED OIL.
  • Go to Roof.
The Andersen Accounts: A Voice of Reason
  • Use SCENTED OIL (N); take PRESSURE SLIDER (O).
  • Place COMBINATION NOTE on lock; stop at 25-15-35 (P).
  • Play HOP (Q); receive CORDLESS DRILL.
  • SCREW BIT on CORDLESS DRILL; take ELECTRIC SCREWDRIVER.
  • Use ELECTRIC SCREWDRIVER; take ROTARY CONTROLLER (R).
  • Go to Kitchen.
The Andersen Accounts: A Voice of Reason
  • Place ROTARY CONTROLLER (S); take BIRD BADGE (T).
  • Place PRESSURE SLIDER (U1). Remove top; take TOOLS TOKEN 1/2 (U).
  • Go to Roof.
  • Place BIRD BADGE; take SLIM JIM and TOOLS TOKEN 2/2 (V).
  • Walk down.
The Andersen Accounts: A Voice of Reason
  • Place TOOLS TOKEN 2/2; take RATCHET WRENCH (W).
  • Go to Roof.
  • Use RATCHET WRENCH; take POWER BATTERY (X).
  • Walk down.
  • Place POWER BATTERY (Y) and select.
The Andersen Accounts: A Voice of Reason
  • Solution (Z).
  • Go (Z1).
The Andersen Accounts: A Voice of Reason
  • Use SLIM JIM (A).
  • Give PIPA (B).
  • Take WALKIE TALKIE (C).
  • Move coffee cup; use CLEANING SPRAY and KITCHEN TOWEL; press button (D).

The Andersen Accounts: A Voice of Reason
The Andersen Accounts: A Voice of Reason

  • Pull door handle (E). Play HOP: receive MALFUNCTIONING MEGAPHONE.
  • Select WALKIE TALKIE twice; take BATTERIES.
  • Select MALFUNCTIONING MEGAPHONE and place BATTERIES; take MEGAPHONE.
  • Use MEGAPHONE on scene (F).
  • Solution is random (G); select the blue ball once it’s in the middle of the target.
  • Congratulations, you’ve completed The Andersen Accounts: A Voice of Reason.

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