The Andersen Accounts: Chapter One Walkthrough

Welcome to the The Andersen Accounts: Chapter One Walkthrough. Can you save the city from a tattoo artist's magical ink? Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here. This document contains a complete The Andersen Accounts: Chapter One 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. Remember to visit the Big Fish Games Forums if you find you need more help. Have fun! 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: Chapter One.
  • 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: Red Cape Bar

The Andersen Accounts: Chapter One
  • Select 4x; take CREDIT CARD (A).
  • Use CREDIT CARD (B); select 6512 (C); take 10 BUCKS (D).
  • Enter (E).
The Andersen Accounts: Chapter One
  • Talk; give 10 BUCKS (F); receive CHANGE.
  • Take BROKEN REMOTE (G).
  • Open BROKEN REMOTE (H); place pieces (color coded); receive REMOTE.
  • Give REMOTE (I).
  • Play HOP (J); receive FOLDED ANTENNA.
  • Look (K).
The Andersen Accounts: Chapter One
  • Select FIRE EXTINGUISHER (L).
  • Take Map and select it (M).
  • Walk down.
  • Select FOLDED ANTENNA; receive ANTENNA.
  • Use ANTENNA (N); receive ALLEY TOKEN.
  • Walk down.
The Andersen Accounts: Chapter One
  • Place ALLEY TOKEN (@1).
  • Solution: A-F-E-D-C-G-E-F-A-B-G-E-F-A-B-G.
The Andersen Accounts: Chapter One
  • Select jacket and open (H); take RACHEL'S ITEM (I).
  • Select arm 3x (J).
  • Remove each wire (K). Select monitor (L). Look at bracelet (M).
The Andersen Accounts: Chapter One
  • Take BANDAGE SCISSORS and DECORATION STICK (N).
  • Select DECORATION STICK twice; receive DECORATIVE STICK and BOBBY PINS 1/3.
  • Take MIRROR and BOBBY PINS 2 /3 (O).
  • Use BANDAGE SCISSORS; select 1-5.
  • Open cabinet; take BOBBY PINS 3/3 (P).
  • Select door (Q).
The Andersen Accounts: Chapter One
  • Use BOBBY PINS 3/3 (R); take CHANGE and RACHEL'S ITEM (S).
  • Select folder 3x (T); take HOSPITAL ID (U).
  • Close door (V).
  • Use HOSPITAL ID (W). Press 1-2.
  • Play puzzle (X).
The Andersen Accounts: Chapter One
  • Solution (Y).
  • Go (Z).
The Andersen Accounts: Chapter One
  • Solution (A).
  • Press button (B).
The Andersen Accounts: Chapter One
  • Insert CHANGE (C). Dial 911 (D); play HOP.
  • Dial 5553333 (E).
  • Go (F-G-H).
The Andersen Accounts: Chapter One
  • Open door (I).
  • Select and take TENANT LIST (J).
  • Place TENANT LIST (K). Play HOP.
  • Select notepad (L).
  • Go (M).
The Andersen Accounts: Chapter One
  • Knock (N).
  • Knock on door; open letter and take CAPE LOGO (O). Take FIREFIGHTER BADGE (P).
  • Take BOTTLE (Q).
  • Remove grid; take PENTAGONAL FAN CONNECTOR (R).
  • Walk down twice.
The Andersen Accounts: Chapter One
  • Place CAPE LOGO; take ALLEN WRENCH SET (S).
  • Place PENTAGONAL FAN CONNECTOR and select (T); receive HOSE CAP.
  • Go (U).
The Andersen Accounts: Chapter One
  • Use FIREFIGHTER BADGE; select hose and place HOSE CAP (V). Turn valve (W).
  • Go (X).
The Andersen Accounts: Chapter One
  • Take BOTTLE OPENER (A).
  • BOTTLE OPENER on BOTTLE; receive EMPTY BOTTLE.
  • Use EMPTY BOTTLE (B); receive OIL.
  • Walk down.
  • Use ALLEN WRENCH SET and OIL (C). Select wrench (D) and use MIRROR on scene (D1).
The Andersen Accounts: Chapter One
  • Solution (E).
  • Take VAN KEY and look at note (F).
  • Go to Backyard.
The Andersen Accounts: Chapter One
  • Use VAN KEY and press button (G); take PASSWORD CRACKER and GRABBER (H).
  • Use GRABBER; play puzzle (I).
The Andersen Accounts: Chapter One
  • Solution (1-10).
  • Go (J-K).
The Andersen Accounts: Chapter One
  • Select screen (L).
  • Go right.
  • Remove stick (M); use DECORATIVE STICK. Take BOOK DIAL and TURTLE TRINKET (N).
  • Place TURTLE TRINKET (O).
The Andersen Accounts: Chapter One
  • Solution: (A-C)-(B-A)-(D-F)-(E-C)-(C-A).
  • Press button (G); take SCROLL CODE (H).
  • Go left.
The Andersen Accounts: Chapter One
  • SCROLL CODE on RACHEL'S ITEM; select symbols (I). Take USB CABLE and BIKE KEYS (J).
  • Select PASSWORD CRACKER and place USB CABLE.
  • Place PASSWORD CRACKER and press button (K).
  • Hide (L).

Chapter 2: Atrium

The Andersen Accounts: Chapter One
  • Exit closet.
  • Play HOP (M); receive PHOTO.
  • Go to Outside the Bar.
  • Use BIKE KEYS (N).
The Andersen Accounts: Chapter One
  • Talk (O); give PHOTO (O1).
  • Place BOOK DIAL; select page twice; take CAKE HOUSE 1/2 (P).
  • Take CORK and CAKE HOUSE 2/2 (Q).
  • Place CAKE HOUSE 2/2 (R); take SPRINKLES TREAT (S).
  • Go (T).
The Andersen Accounts: Chapter One
  • Throw SPRINKLES TREAT (U).
  • Go (V-W).
The Andersen Accounts: Chapter One
  • Select scene.
  • Play HOP (X); receive MACHINE HEAD.
  • Take LADDER, FAIRY TOWER, and WORKSHOP TOKENS 1/3 (Y).
  • Walk down.
The Andersen Accounts: Chapter One
  • Take WORKSHOP TOKENS 2/3 (A).
  • Open paper 4x; take WORKSHOP TOKENS 3/3 (B).
  • Place WORKSHOP TOKENS 3/3 (C).
  • Enter Workshop (D).
The Andersen Accounts: Chapter One
  • Take PEN EMBLEM and STRING (E).
  • STRING on CORK; receive CORK ON A STRING.
  • Use CORK ON A STRING; take DEVELOPING AGENT and CHARCOAL (F).
  • Walk down twice.
The Andersen Accounts: Chapter One
  • Place PEN EMBLEM (G); take BLANK PAPER and MOON WINDER (H).
  • Place BLANK PAPER and use CHARCOAL; take BROOCH SKETCH (I).
  • Go to Workshop.
The Andersen Accounts: Chapter One
  • Place MOON WINDER (J). Play HOP; receive TIN SCRAP.
  • Select 1-2; place MACHINE HEAD (3), TIN SCRAP (4), and BROOCH SKETCH (5). Press down (K); take WITCH'S BROOCH.
  • Go to Reception Hall.
The Andersen Accounts: Chapter One
  • Place WITCH'S BROOCH (L).
  • Solution (M).
  • Go (N).
The Andersen Accounts: Chapter One
  • Take MUSIC BOX KEY and place FAIRY TOWER (O); take TONGS and RAG (P).
  • Place LADDER (Q); take ALCOHOL (R).
  • Go to Second Floor.
The Andersen Accounts: Chapter One
  • Use ALCOHOL and RAG; take SUN WINDER (S).
  • Use TONGS (T); receive BIRD CYLINDER.
  • Return to Workshop.
The Andersen Accounts: Chapter One
  • Use SUN WINDER (U). Play HOP; go forward and receive REGISTER CODE.
  • Take VINE BRANCH (V).
  • Place REGISTER CODE; enter (*1305#)(W). Take CRYSTAL BALL (X).
  • Walk down.
The Andersen Accounts: Chapter One
  • Give VINE BRANCH and CRYSTAL BALL (Y); receive FIERY STAFF.
  • Go to Warden's Office.
  • Use FIERY STAFF (Z).
The Andersen Accounts: Chapter One
  • Solution (A-C).
  • Place BIRD CYLINDER. Solution (D).
  • Look at note; take FRAME (E).
  • Go (F).
The Andersen Accounts: Chapter One
  • Take WEIGHT and TOY UMBRELLA (G).
  • Use TOY UMBRELLA (H).
  • Use FIERY STAFF on scene (I).
  • Manipulate image (J) and then select scene.
  • Manipulate image (J1).
The Andersen Accounts: Chapter One
  • Take CABINET KEY (K).
  • Use CABINET KEY and select; take PILLAR EMBLEM (L).
  • Go to Second Floor.
  • Place PILLAR EMBLEM (M).
  • Go (N).

Chapter 3: Lille's Room

The Andersen Accounts: Chapter One
  • Take LILLE'S MATCHES 1/6-6/6 (orange).
  • Select strings (1-2). Place MUSIC BOX KEY and select (O); select strings (P); take VIOLIN STRINGS (P1).
  • Place LILLE'S MATCHES 6/6; take KNOT MANUAL (Q).
  • Go to Atrium.
The Andersen Accounts: Chapter One
  • Place KNOT MANUAL. Select 1-4. Take SAFE PARTS 1/2 (S).
  • VIOLIN STRINGS on FRAME; take IMPROVISED SIEVE.
  • Use IMPROVISED SIEVE; take SAFE PARTS 2/2 (T).
  • Go to Counter.
The Andersen Accounts: Chapter One
  • Place SAFE PARTS 2/2. Solution U-V-Wx4-Vx5-W-Vx2.
  • Take SNOWFLAKE TOKEN.
  • Go to Witch's Lair.
The Andersen Accounts: Chapter One
  • Place SNOWFLAKE TOKEN (A); look at note; take JOZEF'S CALLING CARD (B).
  • Use JOZEF'S CALLING CARD (C).
The Andersen Accounts: Chapter One
  • Use JOZEF'S CALLING CARD (D).
  • Take NIPPERS (E).
  • Select panel twice; take CLAMPS and EMPTY BATTERY (F).
  • Go (G).
The Andersen Accounts: Chapter One
  • Take SOLDERING IRON and FILM (H).
  • Use NIPPERS (I); receive PRY BAR.
  • Place WEIGHT (J); take VHS TAPE and ATOM EMBLEMS 1/2 (K).
  • Place EMPTY BATTERY and CLAMPS; select clamps; take BATTERY (L).
  • Walk down.
The Andersen Accounts: Chapter One
  • Place BATTERY; select knob (M). Pull (N).
  • Take ATOM EMBLEMS 2/2 (O).
  • Use PRY BAR; look at note; take SYRINGE and HOLDER TOP (P).
  • Place ATOM EMBLEMS 2/2 (Q).
  • Go (R).
The Andersen Accounts: Chapter One
  • Flip switch (S).
  • Look at note and select board (T); take TOOLBOX ITEM (U).
  • Select (V).
  • Look at note; take DECIPHERING TABLE (W).
The Andersen Accounts: Chapter One
  • Place HOLDER TOP (X).
  • Solution (Y).
  • Take GAS MASK and CODED MESSAGE (Z).
  • Go to Joseph's Booth.
The Andersen Accounts: Chapter One
  • Place TOOLBOX ITEM; play HOP (A); receive ELECTRICIAN'S GLOVES.
  • CODED MESSAGE on DECIPHERING TABLE; select symbols (B); receive CODE.
  • Place CODE; select 1-4; take MECHANICAL EMBLEM (C).
  • Go to Production Room.
The Andersen Accounts: Chapter One
  • Place MECHANICAL EMBLEM (D); use ELECTRICIAN'S GLOVES (E).
  • Go (F).
  • Use GAS MASK on scene (G).
  • Walk down.
The Andersen Accounts: Chapter One
  • Try to walk down; take VENTILATOR SWITCH (H).
  • Go to Production Office.
  • Place VENTILATOR SWITCH and select (I).
The Andersen Accounts: Chapter One
  • Play HOP (J); receive ALUM.
  • Take MANHOLE OPENER and NAIL GUN (K).
  • Use VHS TAPE; take PHOTO PAPER (L).
  • Look at note; press switch (M). Use DEVELOPING AGENT (N). Place PHOTO PAPER (O) and FILM (P).
  • Select (Q-O); take MIXTURE PHOTO (R).
  • Walk down.
The Andersen Accounts: Chapter One
  • Use SYRINGE (S); select test tube (T).
  • Place ALUM (U); close cover. Select alum; take MIXTURE PART (V).
  • Place MIXTURE PHOTO (W); solution (X).
  • Use MIXTURE PART (Y).
The Andersen Accounts: Chapter One
  • Solution (A-B-C).
  • Select: 1-2-3.
  • Take CORROSIVE ACID (D).
  • Try to walk down. Use CORROSIVE ACID (E).
  • Walk down.
The Andersen Accounts: Chapter One
  • Select scene.
  • Use NAIL GUN on mannequin. Punch body (F) until meter (G) fills up.
  • Aim at head (H).
  • Punch body (I) until meter (J) fills up.
  • Aim at head (K).
  • Punch body (L) until meter (M) fills up.
  • Aim at heads (N-O).
The Andersen Accounts: Chapter One
  • Open pocket; receive SHIPMENT INFORMATION (P).
  • Select scene. SHIPMENT INFORMATION is automatically used.
The Andersen Accounts: Chapter One
  • Open bag (Q); take EMPTY ZIP DRIVE.
  • Look at two notes (R).
  • Use SOLDERING IRON; take ZIP DISC and GARAGE TOKENS 1/2 (S).
  • Use MANHOLE OPENER; take DIAL SETS 1/3 (T); play HOP; receive LOCKER KEY.
  • Go (U).
The Andersen Accounts: Chapter One
  • Take DIAL SETS 2/3 (V).
  • Open drawer; take WRENCH ADAPTER (W).
  • Use LOCKER KEY; take GARAGE TOKENS 2/2 (X).
  • Place GARAGE TOKENS 2/2 (Y).
The Andersen Accounts: Chapter One
  • Solution: (I-M)-(C-I)-(A-L)-(B-A)-(E-B)-(J-G)-(I-P)-(B-O)-(G-N)-(M-Q)-(A-M).
  • Take DIAL SETS 3/3 and push button (@1).
  • Walk down.
The Andersen Accounts: Chapter One
  • Place DIAL SETS 3/3; take TRAIN PUNCH CARD (R).
  • Use TRAIN PUNCH CARD (S).
  • Enter (T).

Chapter 4: Subway Cart

The Andersen Accounts: Chapter One
  • Take GLASS BREAKER (U).
  • Use WRENCH ADAPTER; take EXTENSION CORD (V).
  • Use EXTENSION CORD (W-X).
  • Take TATTOO NEEDLES and CONSOLE SCHEMATICS (Y).
  • Go to Control Room.
The Andersen Accounts: Chapter One
  • Use TATTOO NEEDLES; take SCOTCH (A).
  • ZIP DISC on EMPTY ZIP DRIVE; take ZIP DRIVE.
  • Use ZIP DRIVE (B).
  • Use CONSOLE SCHEMATICS. Solution: Cx2-D-Ex3-F.
  • Play HOP (G); receive TRIANGLE EMBLEM.
  • Go to Subway Cart.
The Andersen Accounts: Chapter One
  • Place TRIANGLE EMBLEM (H); take BANDAGES (I).
  • Use SCOTCH and BANDAGES (J); take CHRIS'S TATTOO DESIGN (K).
  • Place CHRIS'S TATTOO DESIGN (L). Select gun (M). Take VISITOR CARD (N).
The Andersen Accounts: Chapter One
  • Talk (O). Place VISITOR CARD (P). Select (Q); take SECURITY BADGE and DEPOSITORY KEY (P).
  • Use DEPOSITORY KEY; take NEEDLE PLIERS (R).
  • Use NEEDLE PLIERS twice (S-T); receive IRON ROD.
  • Use IRON ROD; take COIN (U).
  • Use COIN (V); select four pins (W).
  • Go (X). Select door (Y).
The Andersen Accounts: Chapter One
  • Take ROPE (A).
  • Use GLASS BREAKER; take FIRE AXE (B).
  • Use FIRE AXE (C). Play HOP; receive ALLIGATOR CLIPS.
The Andersen Accounts: Chapter One
  • Place ALLIGATOR CLIPS (D). Flip switch (E).
  • Select door (F) and car (G).
  • Go (H).
The Andersen Accounts: Chapter One
  • Take LIGHTNING SYMBOL, TOOLBOX EMBLEM 1/2, and WALKIE-TALKIE (I).
  • Walk down.
  • Place LIGHTNING SYMBOL; take TOOLBOX EMBLEM 2/2 (J).
  • Place TOOLBOX EMBLEM 2/2 (K).
The Andersen Accounts: Chapter One
  • Solution: Mx3-Lx3-Nx3-Mx2-Lx4-Mx2-P-Nx3.
  • Take BATTERIES.
  • Go to Reception.
The Andersen Accounts: Chapter One
  • BATTERIES in WALKIE-TALKIE; take WALKIE-TALKIE.
  • Use WALKIE-TALKIE; move dial to right, stop at 80 (Q).
  • Take LIGHTER (R). Open drawer; take SCANNER CONTROLLER (S).
  • Use SECURITY BADGE and SCANNER CONTROLLER; enter (5612) (T). Play HOP; receive COMPANY CARD.
  • Take HEAVY BOOT and CUTICLE PUSHER (U).
  • Go left.
The Andersen Accounts: Chapter One
  • Use COMPANY CARD (V). Press down button (W).
  • Enter Elevator (X).
The Andersen Accounts: Chapter One
  • Take SOAP (A).
  • Use CUTICLE PUSHER and HEAVY BOOT (B); take ISOLATION TAPE (C).
  • Go forward.
The Andersen Accounts: Chapter One
  • Use SOAP on zipper and select; take PAPER (D).
  • Place PAPER (E); use ISOLATION TAPE (F). Select yes (G); take BUILDING MAP (H).
  • Enter Elevator (I).
  • Use COMPANY CARD (J). Use BUILDING MAP (K); select 11 (L).
  • Take GRAPPLING HOOK and play puzzle (M).
The Andersen Accounts: Chapter One
  • Solution (N).
The Andersen Accounts: Chapter One
  • ROPE on GRAPPLING HOOK; take ROPE HOOK.
  • Use ROPE HOOK (O).
  • Press button (P).
  • Go (Q).

Chapter 5: Cecil's Hallway

The Andersen Accounts: Chapter One
  • Take SYMBOL WAND 1/2 and LID HANDLE (R).
  • Place LID HANDLE; take CRESCENT MOON TOKEN (S).
  • Use LIGHTER; take MARBLES 1/2 (T).
  • Go (U).
The Andersen Accounts: Chapter One
  • Take MARBLES 2/2 and MACE (V).
  • Place MARBLES 2/2 (W); select twice; receive DOLLAR TOKEN 1/2.
  • Place CRESCENT MOON TOKEN (X); take DOLLAR TOKEN 2/2 (Y).
  • Walk down.
The Andersen Accounts: Chapter One
  • Place DOLLAR TOKEN 2/2; take MUSIC BOX KEY (A).
  • Use MACE (B).
The Andersen Accounts: Chapter One The Andersen Accounts: Chapter One
  • Solution (1-19).
The Andersen Accounts: Chapter One
  • Punch (C).
  • Play HOP (D); receive FARKASH'S KEYCARD.
  • Use FARKASH'S KEYCARD (E).
  • Enter (F).
The Andersen Accounts: Chapter One
  • Open bag; take TASER (G).
  • Use MUSIC BOX KEY; take SYMBOL WAND 2/2 (H).
  • Use TASER (I); receive RABBIT TOKEN.
  • Open door (J).
  • Go to Living Room.
The Andersen Accounts: Chapter One
  • Place RABBIT TOKEN; select Lx2-K. Take HOGGS EMBLEM.
  • Place SYMBOL WAND 2/2 (M); arrange symbols (N); take MURAL PIECE.
  • Place MURAL PIECE (O). Play HOP; receive TRIBAL FORK.
  • Go to Cecil's Room.
The Andersen Accounts: Chapter One
  • Use TRIBAL FORK and open drawer; take CLARITY POTION (P).
  • Use CLARITY POTION (Q); receive DEVIL'S BREATH.
  • Go (R).
The Andersen Accounts: Chapter One
  • Place HOGGS EMBLEM (T).
  • Talk (U).
  • Use DEVIL'S BREATH (V).
  • Select scene.
  • Slide button (W).
The Andersen Accounts: Chapter One
  • Keep ball in center (X-Y).
  • Untangle (Z).
  • Congratulations, you've completed The Andersen Accounts: Chapter One!

Created at: 2018-05-06