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Locate all the objects based on their silhouette (I).

Use the objects as you find them to locate other items.

Use the letter opener on the bag (1), then pour the bottle on the plant (2).

Take the berry from the plant and give it to the mouse (3), then take the button and place it on the machine (4).

Take the key and unlock the drawer (5), then take the light bulb and place it in the fixture and pull the chain (6).

Look at the panel and rotate the rings to restore the picture (7), then take the handle and place it on the machine (8).

Pull the handle and take the KEY CARD (9).

Walk forward.

You can turn on the 2 lamps (J).

Look at the lock and use the KEY CARD in the slot (K).

Walk to the right.



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Take the TAPE and ring the bell (A).

Look at the painting (B).

Walk forward (C).

Move the pillow and take the SUNFLOWER SEEDS (D).

Look at the table, read the newspaper, and take the KIOSK KEY (E).

Look at the cart and take the SPOON (F).

Walk down.

Look at the kiosk and use the KIOSK KEY in the lock (G).

Select the kiosk for a HOP (H).



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Place the RESORT DISC on the left to activate the mini-game (F).

Look at the storyline and picture at the top (G), then find the 2 related items on the discs below.

Use the buttons in the center of the wheels to move the 2 items to the green arrows (H).

The left button (I) spins the left disc one space clockwise and the right disc moves 2 spaces clockwise.

The right button (J) spins the right disc 3 spaces counterclockwise, while the left disc move 2 places counterclockwise.

Press Ix4 to pair the boy and 80, then press Jx5 and Ix5 to pair the cow and wheat.

Press Jx5 and Ix5 to pair the trophy and the mortarboard hat, then press Jx5 and Ix5 to pair the dollar sign and the lightning bolt.

Press Jx5 and Ix5 to pair the deed and car, then press Jx5 and Ix5 to pair the shovel and camera.

Enter the Resort.



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Slide the tiles to restore the 2 totems (A).

Select a tile and choose an arrow to move the tile.

Take the HIKER FIGURE.

Walk down.

Look at the monument and place the HIKER FIGURE on the track (B).

Take the RESORT DISC (C).

Walk to the right.

Look at the brochures and take the CRUMPLED PAPER (D).

Look at the door for a mini-game (E).



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Look at the nest, give the MINNOW to the bird, and take the METAL WEDGE (K).

Look at the outcropping and place the METAL WEDGE in the crack (L).

Use the ROPE SPOOL on the wedge (M).

Climb down the rope.

Talk to David (N).

Look at the monument, read the poster, and take the FLINT (O).

Note the path to the right (P).

Walk to the left (Q).

Look at the bulletin board, read the notices, and take the GLASS JEWEL (R).

Look at the gate and take the STRAIGHT RAZOR (S).

Zoom into the flowers, use the STRAIGHT RAZOR on the vines, and turn the valve (T).

Look at the fountain for a mini-game (U).

Press the stones so they are all pushed down; pushing one stone may cause others to move.

Press the stones in numerical order (1-6).



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Look at the figure (A).

You will have the option of an interactive tutorial.

Look at and open the first aid kit; take the TEST TUBE and the PLASTIC BAG (B).

Look at the pond and take the BEAR TOKEN (C).

Use the PLASTIC BAG to capture the MINNOW (D).

Open the door to the cockpit and look inside (E).

Read the file and take the FABRIC (F).

Look at the rear compartment and push the red button (G).

Take the ROPE SPOOL and use the FABRIC to take the SHARP GLASS (H).

Zoom into the vines and use the SHARP GLASS to cut them (I).

Use the TEST TUBE on the dripping vine to get a LIQUID SAMPLE (J).

Walk forward.



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This is the official guide for Strange Discoveries: Aurora Peak Collector's Edition.

Hints are unlimited, but you must wait for the crystal to refill (A).

Select the exclamation mark to see the current objective (B).

Your inventory (C) is located in the lower panel; select an item to use it. The panel auto-hides; move your mouse down to bring it up. You can lock it in place with this lock (D).

Select the box to view notes on the events; these will unlock at certain points in the game (E).

Select the compass to view the map (F).

Hidden-object puzzles are referred to as HOPs in this walkthrough. Mini-games and HOPs are sometimes randomized; your solution may vary.

Items listed in yellow are hidden; items in green require additional actions to locate. Regular list items will be marked in yellow; all other items will be color-coded.

Your current location is indicated in red (G). An exclamation point or star indicates the location has an objective (H). A question mark indicates an unexplored area (I). Locks mark locations that are not currently available (J).

Hover your mouse over a location to see the name (K) and view a picture (L). Travel to a location by selecting it on the map. Select the arrows to move to other pages of the map (M).

Select the 'X' to return to the game (N).



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Examine the lamp; place the EGYPTIAN RING in the slot (B). Pick up the JEWELED DAGGER (C). Examine the projection box; pull the plug (D). Walk forward to the Bay Dock. Examine the crate; place the JEWELED DAGGER WITH it and then use the JULIETS BUST oil the dagger (E). You will receive the PLANK. Take the DUCT TAPE (F). Return to the Cafeteria and examine the movie projector; press the button. Walk upstairs to the Cafeteria Bar. Examine the pool table; use the DUCT TAPE oil the pool cue and take the CUE (G). Examine the window and open it; use the CUE on the window three times (H) and then place the PLANK writh the window (I). Walk forward.



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Look at the door; examine the lock and use the CAFETERIA KEY on it (S). Walk left to the Cafeteria.

Talk to the Romeo; examine his hand and take the 2/2 HEART LOCKET (T). Examine the movie projector; place the 2/2 HEART LOCKET in the slots (U). Press the switch.

Open the refrigerator; examine the door and take the LEMON (V).

Walk upstairs to the Cafeteria Bar.

Examine the bar; take the EGYPTIAN RING (W).

Examine the window; take the TRAGEDY MASK (X).

Wralk downstairs; examine the movie projector and press the switch.

Examine the movie case and place the TRAGEDY MASK on the slot (Y). Take the JULIET'S BUST (Z).

Return to the Maintenance Service Room.

Examine the desk; select the plug (A).



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Examine the crate; take the LEVER (L).

Walk down.

Examine the vice; use the LEVER on it (M).

Take the BLANK KEY (N).

Walk down.

Look at the door and examine the doorknob; use the PAIR OF TWEEZERS 011 the doorknob to get the KEY PART (O).

Return to the Maintenance Service Room.

Examine the key press; place the KEY PART (P) with the diagram and place the BLANK KEY in the slot (Q) to activate a puzzle.

To solve phase one, connect the dots so the key matches the carving 011 the note (R).

For the second phase, manipulate the buttons to create the key shown 011 the diagram. The green buttons more the drill left and right. The drill head can be swapped between dull and sharp. The red button will activate the drill. The dial raises and lowers the key level.

Solution: D, C, A. D, E, C, A, D, C, A, E, D, and C (R1 ).

You will receive the CAFETERIA KEY.

Walk down.



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Take the 2/2 GOLD APPLE SLICE (G).

Examine the chest and place the 2/2 GOLD APPLE SLICE with the apple (H). Unplug the cord (I).

Examine the key holder; take the 1 /2 HEART LOCKET (J).

Walk forward to the Bay Dock; select the boat to activate a HOP.

Play the HOP to receive the PAIR OF TWEEZERS (K).



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Look at the door; take the 2/5 SAPPHIRE (A1 ).

Examine the junk pile; take the MAGNET (B).

Examine the garage door; use the LIGHTER on the rope (C).

Enter the Maintenance Service Room.

Examine the table; use the LIGHTER on the oil lamp and take the 3/5 SAPPHIRE (D).

Use the TIRE IRON on the golden apple; take the 1 /2 GOLD APPLE SLICE (E).

Examine the chest and look underneath it; use the MAGNET on it to get the 4/5 SAPPHIRE (F).

Examine the hanging lamp; take the 5/5 SAPPHIRE (FI ).

Examine the puzzle box and place the 5/5 SAPPHIRE on it (G).

Examine the puzzle box to activate a puzzle.

Swap the circles with each other to create a complete image; see the screenshot for the solution(P).



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Pick up the 1 /5 SAPPHIRE (T1 ).

Examine the bulletin board; inspect and take the aerial photograph (U) to get the in-game Map. The Map allows you to fast travel between locations and to see your current objectives.

Take the PAPER CLIP (V).

Look at the console; examine the doors and use the PAPER CLIP on the latch (W).

Remove the panel and place the PIECE OF WIRE with the wires (X).

Examine the buttons to activate a puzzle (Y).

To solve the puzzle, turn all the lights off three times in order to light up the three bulbs on the right-hand side.

Choose the buttons highlighted in green to solve; follow steps A-C to solve the puzzle (I ). Select the button (Z).

Walk down to the Base Entrance and examine the debris to activate a HOP.

Play the HOP to receive the LIGETTER (A).

Walk forward to the Road Fork and select the projector.



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Play the HOP to receive the UMBRELLA (O).

Examine the car; select the steering wheel and take the CAR KEY(P).

Examine the trunk: use the CAR KEY on the lock to open it (Q).

Pick up the SILK NAPKIN and then take the TIRE IRON(R).

Open the suitcase and select the medical files until you get them; take the PIECE OF WIRE (S). Examine the ladder; use the UMBRELLA 011 it (T).

Climb up the ladder to the Guard Tower.



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Move the blanket and examine the register.

Place the CRANK HANDLE in the slot and select it; use the WOODEN WEDGE 011 the crank (H).

Examine the desk and take the OLD CLOTH (I); open the folder and select the contents until you receive the FATHER'S PHOTO (J).

Examine the wall; use the PAINT THINNER, the OLD CLOTH, and then the LETTER OPENER 011 it (K).

Examine the wall; place the FATHER'S PHOTO 011 it to activate a mini-game.

To solve the mini-game, rotate the three dials so the colors match those shown 011 the note. Solution: Ax4, Bx7, and Cx5 (L).

Pick up the PROJECTOR IRIS (M).

Return to the Foyer; walk outside to the Fountain.

Give the PROJECTOR IRIS to the General (N).

Talk to Frederick; examine the debris to activate a HOP.


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