The Agency of Anomalies: Mind Invasion Walkthrough, Guide, & Tips
The Agency of Anomalies: Mind Invasion Walkthrough
Welcome to the The Agency of Anomalies: Mind Invasion Walkthrough
You’re called to a health spa in the Alps, where an evil professor has something terrible in mind for his unwitting patients.
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 Agency of Anomalies: Mind Invasion 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 prpldva, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
General Tips
- This is the official guide for Agency of Anomalies: Mind Invasion.
- This guide will not mention each time you have to zoom into a location; the screenshots will identify each location.
- Hidden-object puzzles are referred to as HOPs in this guide. Items listed in white are hidden or they require additional actions to locate. Interactive items in HOPs are color-coded.
- Mini-games and HOPs are sometimes randomized; your solution may vary.
- Select the diary to read clues and notes (A).
- Swipe down to open the inventory panel; hover over an item in your inventory to see its name (B).
- Select the lock to keep the inventory panel open (C).
- Use your map to see where actions are available and quickly travel (D).
- Select the hint button for a hint (E).
Chapter 1: The First Patient
- You have the option of a brief tutorial.
- Open the bag and take the LOCKPICK (A).
- Use the LOCKPICK on the lock (B).
- Select the open chest (C).
- Play the HOP (D).
- You earn the WRENCH.
- Use the WRENCH on the panel (E).
- Select the mini-game (F).
- Move the pieces to restore the sign (G).
- You cannot place a piece on top of another.
- Go up the ladder (H).
- Use the WENCH to remove the broken piece of metal (I).
- Note the rat in the sewer (J).
- Select the bulletin kiosk (K).
- Play the HOP (L).
- You earn the PAPER KEY.
- Use the PAPER KEY in the lock (M).
- Open the drawer; take the HOOK (N).
- Use the HOOK on the ladder to earn the CHEESE (O).
- Give the CHEESE to the rat (P).
- Attach the hose to the spigot (Q).
- Take the hose (R).
- Read the note and take the BRAIN DEVICE (A).
- The BRAIN DEVICE and MAP are now on your menu bar (B).
- Move the painting and select the area behind it (C).
- Play the HOP (D).
- You earn the CLOCK HANDS.
- Take the TOWEL and read the schedule (E).
- Open the window and use the TOWEL on the roses (F).
- Take the SCREWDRIVER (G).
- Use the SCREWDRIVER to remove the glass cover (H).
- Place the CLOCK HANDS on the clock (I).
- Set the clock to 10:00 so the nurse opens the door per the schedule.
- Move the hour hand (J) clockwise to 1, and then move the minute hand (K) clockwise to 12.
- Walk right.
- Take the 1st TYPEWRITER KEY (L).
- Select the recording (M).
- Walk left.
- Open all the latches (N).
- Use the SCREWDRIVER to take the DOOR HOOK (O).
- Read the note (P).
- Take the MATCHES (Q).
- Walk down.
- Use the DOOR HOOK on the pocket; take the WARD KEY and the SMALL KEY (R).
- Use the WARD KEY on the door and walk forward (S).
- Take the COFFEE BEANS (A).
- Take the JUG PIECE (B).
- Use the BRAIN DEVICE on the patient (C).
- Drag the strips up and down to restore the picture (D).
- Notice that 2 strips are locked in place (E).
- Take the SPONGE (F).
- Use the MATCHES on the paper bird (G).
- Take the CONES (H).
- Walk down 3 times.
- Use the CONES and the MATCHES on the smoker (I).
- Take the 2nd TYPEWRITER KEY (J).
- Walk right and left.
- Use the SMALL KEY on the lock (K).
- Drag the chain through the maze; as you complete a section, the next will open up.
- You will go through the center section twice.
- The first half of the maze is shown here (L), and the second half is here (M).
- Take the GRINDER HANDLE and walk forward (N).
- After the cut-scene, walk down and to the right.
- Place the COFFEE BEANS in the grinder; place the GRINDER HANDLE on the grinder and turn it (O).
- Take the GROUND COFFEE (P).
- Use the SPONGE to take the 3rd TYPEWRITER KEY (Q).
- Take the 1st BUTTON (R).
- Take the ERASER (S).
- Open the refrigerator and look inside (T).
- Play the HOP to earn the KNIFE (U).
- Walk down, go forward into the ward, and enter the mind of the patient.
- Use the KNIFE on the panel and walk forward (V).
- Take the GLUE, GLOVE, and the 4th TYPEWRITER KEY (W).
- Walk down 4 times and select the area behind the painting.
- Play the HOP to earn the COPPER HANDLE (X).
- Walk to the right twice.
- Use the GLOVE to open the oven; use the GLOVE again to take the APPLE (A).
- Walk down, go forward into the ward, enter the mind of the patient, and go forward again.
- Place the COPPER HANDLE on the drawer and open it (B).
- Take the 1st OCTOPUS PART and the power stone (C).
- Walk down 3 times, go left, and forward.
- Take the BLACK PAINT and the CLIP (D).
- Read the note and take the 2nd OCTOPUS PART (E).
- Walk down.
- Use the CLIP on the lock (F).
- Take the SYRINGE (G).
- Walk down.
- Place the 2 OCTOPUS PARTS in the frame; take the OCTOPUS (H).
- Take the BRUSH and use the SYRINGE to take the WHITE PAINT (I).
- Walk forward, enter the patient’s mind, and go forward again.
- Place the BRUSH, WHITE PAINT, and the BLACK PAINT on the table (J).
- Take the brush, dip it in the white paint, and cover the marks on the white areas (red).
- Dip the brush in the black paint and cover the mar in the black area (green).
- Take the HANDLE (K).
- Walk down 3 times, go left, and forward.
- Use the HANDLE on the door (L).
- Select the chest (M).
- Play the HOP to earn the OIL (N).
- Walk down twice and go forward into the ward.
- Use the OIL on the typewriter and take the BUSINESS CARD (O).
- Enter the mind of the patient.
- Give the APPLE to the flaming chameleon to earn the 5th TYPEWRITER KEY (P).
- Select the typewriter (Q).
- Use the ERASER on the paper (A).
- Place the 5 TYPEWRITER KEYS in the keyboard (B).
- Place the BUSINESS CARD on the table (C).
- Use the keys to type the name on the card.
- Press the keys D, E, F, G, H, I, H, J, H, K, L, M, N, O, and P.
Chapter 2: The Second Patient
- Take the 2nd BUTTON and the 2nd JUG PIECE (A).
- Place the 2 BUTTONS in the openings (B).
- Press the buttons in the color order shown in the book (1-4).
- Take the TROWEL (C).
- Walk down twice.
- Place the GLUE and the 2 JUG PIECES on the table (D).
- Take the JUG (E).
- Walk right, left, and forward.
- Use the JUG on the fountain to get the JUG OF WATER (F).
- Use the TROWEL on the dirt; take the COIN and the GLASS CUTTER (G).
- Walk down.
- Use the GLASS CUTTER on the glass and take the SLEEPING PILLS (H).
- Walk down and right.
- Use the GROUND COFFEE, the JUG OF WATER, and the SLEEPING PILLS on the machine (I).
- Pull the lever on the coffee maker (J).
- Take the PROFESSOR (K).
- Select the refrigerator (L).
- Play the HOP to earn the LIGHT BULB (M).
- Walk down and go up the stairs.
- Look at the portrait (N).
- Take the SAFE DIAL (O).
- Note the bookshelf mini-game (P).
- Open the door and note the scarf (Q).
- Walk to the left.
- Play the recording (R).
- Take the 1st PLATE (S).
- Take the GOLDEN FISH (T).
- Take the STRING and the CROWN PART (U).
- Walk down.
- Place the GOLDEN FISH and the OCTOPUS on the cover (V).
- Place the LIGHT BULB in the socket and take the CLEANER (W).
- Place the STRING and the COIN on the cord (X).
- Select the coin and use it to drag the magnet to the left and out of the aquarium (Y).
- You earn the MAGNET.
- Walk to the left, and then go right.
- Use the MAGNET on the latch (A).
- Open the window and take the power stone (B).
- Walk to the right.
- Take the HOSE and the 1st PIECE OF LETTER (C).
- Note the path by the umbrella (D).
- Walk left (@).
- Note the fountain mini-game (E).
- Take RENEE (F).
- Read the note and use the HOSE to take the PUMP (G).
- Walk down.
- Use the PUMP on the tire (H).
- Open the shed and take the SMALL RAKE (I).
- Walk towards the umbrella.
- Take the NURSE (J).
- Move the newspaper and take the 2nd PLATE (K).
- Take the SIGNET RING (L).
- Use the BRAIN DEVICE on the woman (M).
- Drag the strips up and down to restore the picture (N).
- Notice that 1 strip is locked in place (O).
- Take the BRUSH (P).
- Select the fountain (Q).
- Play the HOP to earn the DUST BRUSH (R).
- Walk down twice, and then go left.
- Use the DUST BRUSH on the telescope to earn the 2nd PIECE OF LETTER (S).
- Look through the telescope.
- Place the CLEANER and the BRUSH on the bench; select the cleaner (T).
- Open the box and take BLACK (U).
- Walk down 4 times, go left, and forward.
- Use the SMALL RAKE to take the LETTER (V).
- Walk down twice, go up the stairs, left, right, towards the umbrella, and enter the patient’s mind.
- Use the LETTER on the mannequin (W).
- Take the MOSAIC (X).
- Walk down twice, go left, and select the fountain mini-game.
- Place the MOSAIC on the board.
- Place all the pieces into the grid with none of the same color touching (A).
- Take the KEY (B).
- Walk down 3 times.
- Use the KEY to unlock the center door (C).
- Walk forward.
- Note the frog mini-game (D).
- Open the globe and look inside (E).
- Play the HOP to earn the GRAPPLING HOOK (F).
- Walk down, left, right, and towards the umbrella.
- Use the GRAPPLING HOOK to take the DIE (G).
- Walk down 3 times.
- Place the 2 PLATES and the DIE on the panel (H).
- Roll the die to end in the upper left corner on five (I).
- Select the arrows to move the die up, up, left, down, left, and up.
- Take the 3rd PIECE OF LETTER (J).
- Walk forward.
- Place the 3 PIECES OF LETTER on the desk; take the LETTER (A).
- Walk down, left, right, go towards the umbrella, and then enter the patient’s mind.
- Use the LETTER on the mannequin (B).
- Walk forward.
- Place the CROWN PART on the crown (C).
- Take the GEM (D).
- Take the PENCIL and the WHEEL (E).
- Walk down 5 times and go forward.
- Use the PENCIL on the paper and note the code (F).
- Place the GEM in the base to earn the AGENT (G).
- Place the SAFE DIAL and the SIGNET RING on the safe; turn the dials to match the code (H).
- Pull the lever (I).
- Take the 1st MAP PIECE and the DIARY KEY (J).
- Walk down, left, right, go towards the umbrella, enter the patient’s mind, and then go forward.
- Use the DIARY KEY on the lock and take the LETTER (K).
- Walk down.
- Give the LETTER to the mannequin (L).
- Select the fountain (M).
- Play the HOP to earn the EMITTER (N).
- Walk forward.
- Place BLACK, RENEE, the NURSE, the PROFESSOR, the AGENT, and the EMITTER on the model (O).
- Press the red button (P).
- Look at the mirror (Q).
- Move the film frames to the correct column, with the close-ups in the top row, the full screen view in the center row, and the long shots in the bottom row.
- Press J, H, L, H, K, D, G, L, G, H, J, B, and F.
- Take the AWARD (M).
- Walk down.
- Give the AWARD to the mannequin (N).
- You will earn the LIGHTER.
- Walk down.
Chapter 3: The Third Patient
- Use the LIGHTER to take the GARDEN SHEARS (A).
- Walk down twice.
- Use the GARDEN SHEARS on the scarf (B).
- Walk to the right.
- Take the FIRE STARTER (C).
- Take the 2nd MAP PIECE (D).
- Look out the window (E).
- Select the lower bunk (F).
- Play the HOP to earn the SPARE FINGERS (G).
- Walk down, left and right.
- Use the SPARE FINGERS to make the ROBOTIC HAND (H).
- Walk down twice and go right.
- Place the ROBOTIC HAND on the stick to make the ARM (I).
- Use the ARM to grab the sheet (J).
- Go out the window.
- Note the bird’s mini-game (K).
- Open the car door; take the SPRING (L).
- Move the vines and play the recording (M).
- Note the ladder into the pit (N).
- Walk forward.
- Note the stained glass mini-game (O).
- Take the CAR JACK HANDLE (P).
- Walk down.
- Open the trunk; use the CAR JACK HANDLE to make the CAR JACK (Q).
- Walk forward.
- Place the CARJACK under the scaffold and attach the WHEEL (R).
- Walk forward.
- Use the BRAIN DEVICE on the patient (S).
- Drag the strips up and down to restore the picture (T).
- Notice that some strips are locked in place.
- Take the CHAIN (A).
- Walk down twice.
- Use the CHAIN on the ladder (B).
- Select the debris in the pool (C).
- Play the HOP to earn the CROWBAR (D).
- Walk down.
- Use the CROWBAR on the glove box and take the PEN (E).
- Walk down twice.
- Use the PEN on the paper; take the 3rd MAP PIECE (F).
- Walk right and go forward 3 times.
- Use the CROWBAR on the boards (G).
- Take the BIRD SEED (H).
- Walk down twice and select the bird’s mini-game.
- Use the BIRD SEED on the trays.
- Balance the trays using the birds (I).
- Take the SWORD HILT (J).
- Walk down.
- Place the SWORD HILT on the blade to make the SWORD (K).
- Go forward 3 times and enter the patient’s mind.
- Use the SWORD on the green sword (L).
- Take the 4th MAP PIECE and the RASP (M).
- Walk down 3 times.
- Use the RASP on the blade to make the SAW (N).
- Walk forward twice.
- Use the SAW on the beam (O).
- Climb up the ladder (P).
- Take the METAL BRANCH (Q).
- Take the SOLVENT (R).
- Walk down twice.
- Use the SOLVENT on the paint and take the SUN PART (S).
- Go forward and enter the patient’s mind.
- Place the METAL BRANCH on the tree and take the RIBBON (T).
- Walk down.
- Use the RIBBON on the bucket and push it into the hole (U).
- Take the BELT (V).
- Go up the ladder.
- Replace the SPRING and the BELT (W).
- Select the mini-game (X).
- Move the figures so the wires coming from each figure are crossed (Y).
- Each figure’s wires must be crossed the numbers of times shown for each figure.
- Take the CHESS FIGURE (A).
- Select the debris (B).
- Play the HOP to earn the BLUNT KNIFE (C).
- Walk down 3 times.
- Use the BLUNT KNIFE to take the CIRCLE (D).
- Walk forward twice and go up the ladder.
- Place the SUN PART and the CIRCLE on the base; take the SUN (E).
- Walk down and enter the mind of the patient.
- Place the SUN on the green sun (F).
- Take the 5th MAP PIECE and the WINGS (G).
- Walk down 4 times.
- Place the WINGS on the plane (H).
- Take the DICE (I).
- Select the lower bunk (J).
- Play the HOP to earn the LEVER (K).
- Go out the window.
- Read the note (L).
- Place the 5 MAP PIECES and the DICE on the barrel top (M).
- Move your peg from 1 to 33; if you land on a trail, you must follow it.
- Change the dice to 1-6-5-5-2 (N).
- Select start (O).
- Take the CROWN (P).
- Go up the ladder, forward twice, and enter the patient’s mind.
- Use the CROWN on the green crown (Q).
- Take the 1st GLASS TILES (R).
- Walk forward.
- Take the NUMBERS (S).
- Walk down 5 times.
- Place the NUMBERS on the lid (T).
- Take the FIRECRACKER (U).
- Go forward 3 times, enter the patient’s mind, and go forward.
- Place the FIRECRACKER in the chains and use the FIRE STARTER on the fuse (V).
- Place the CHESS FIGURE in the column to earn the ROPE (W).
- Take the WIRE (X).
- Walk down twice and go up the ladder.
- Place the WIRE and the LEVER on the device and pull the handle (A).
- Take the UNICORN (B).
- Walk down twice and select the debris in the pool.
- Play the HOP to earn the EYE (C).
- Walk down twice.
- Place the UNICORN in the lock (D).
- Take the SABER (E).
- Walk forward 3 times, enter the patient’s mind, and go forward.
- Place the EYE in the horse head (F).
- Give the SABER to the mouse (G).
- Take the 2nd GLASS TILES (H).
- Take the MAGNIFYING GLASS (I).
- Turn the pages and take the PLIERS (J).
- Walk down 3 times and select the stained glass mini-game.
- Place both GLASS TILES on the window.
- Place the glass tiles in numerical order (K).
- Select 2 tiles to swap positions; the tiles will rotate during the swap.
- Select (1-18), (1-9), (2-10), (2-15), (15-24), (3-16), (7-17). (4-7), (12-13), (11-19), (20-8), (14-21), (6-21), and (5-22).
- You will earn the PHOTO PIECE.
- Walk forward, enter the patient’s mind, and go forward.
- Place the PHOTO PIECE in the book (L).
- Take the FUSE (M).
- Go up the ladder.
- Place the FUSE in the control (N).
Chapter 4: The Fourth Patient
- Play the recording (A).
- Take the BUG SPRAY (B).
- Use the ROPE on the logs (C).
- Note the forest (D).
- Take the BUTTONS (E).
- Use the MAGNIFYING GLASS on the coals (F).
- Walk towards the cabin (G).
- Read the note (H).
- Take the WAX KEY (I).
- Select the plane (J).
- Play the HOP to earn the BROOM (K).
- Walk down.
- Place the WAX KEY in the pan; take the OLD KEY (L).
- Walk down.
- Use the key on the chest (M).
- Take the MOLD (N).
- Walk forward and enter the forest.
- Use the BROOM on the leaves and take the BULLETS (O).
- Take the RETORT (P).
- Note the mini-game (Q).
- Walk down.
- Place the MOLD, followed by the BULLETS in the pan (R).
- You will earn the EMBLEM.
- Enter the forest.
- Place the EMBLEM on the helmet (S).
- Use the BRAIN DEVICE on the patient (T).
- Drag the strips up and down to restore the picture (U).
- Notice that NO strips are locked in place.
- Take the NET (A).
- Take the GEAR (B).
- Walk down twice and go towards the cabin.
- Use the NET on the water to get the FISH (C).
- Walk down twice.
- Give the FISH to the cat (D).
- Open the hatch and take the SALT (E).
- Select the debris (F).
- Play the HOP to earn the 1st STATUETTE (G).
- Go forward, enter the forest, and enter the patient’s mind.
- Use the SALT on the leeches (H).
- Walk forward (I).
- Take the CODE PAPER (J).
- Place the RETORT under the drip (K).
- Use the BUG SPRAY on the spiders; take the LIFE-GIVING BERRIES (L).
- Take the POISON BERRIES (M).
- Walk down.
- Use the LIFE-GIVING BERRIES on the bugs; take the 2nd STATUETTE (N).
- Walk down.
- Place the CODE PAPER on the wall (O).
- Turn all the letters to ‘B’; changing a letter will change those it touches.
- Press A, Bx2, Cx2, D, Ex2, F, G, H, Ix2, J, Kx2, L, M, Nx2, Ox2, and P.
- Take the CODE (Q).
- Walk down.
- Use the POISON BERRIES on the snake (R).
- Take the LEVER (S).
- Walk towards the cabin.
- Place the GEAR in the mechanism (T).
- Use the PLIERS on the wire (U).
- Place the CODE in the front (V).
- Open the box and take the DAGGER (W).
- Select the plane (X).
- Play the HOP to earn the TURTLE PARTS (Y).
- Walk down, enter the forest, enter the patient’s mind, and go forward.
- Replace the LEVER and pull it (A).
- Take the ACID (B).
- Use the DAGGER to take the 3rd STATUETTE (C).
- Walk down twice.
- Use the ACID on the box (D).
- Take the TWEEZERS (E).
- Enter the patient’s mind and go forward.
- Use the TWEEZERS to take the 4th STATUETTE (F).
- Walk down and select the stump.
- Place the 4 STATUETTES on the stump.
- Press G, H, I, and J to light up all the statuettes.
- Place the TURTLE PARTS on the turtle (S).
- Take the 1st FUSE and the TWO FROGS (T).
- Walk down 7 times, GO FORWARD, and select the globe.
- Play the HOP to earn the INSULATING TAPE (U).
- Select the frog mini-game on the shelf.
- Place the TWO FROGS on the board.
- Press the arrows: Bx3, Ax9, Dx2, Cx6, Bx1, Cx1, Dx4, Bx3, Ax4, Dx3, Cx1, Dx3, Bx3, Ax2, Cx7, and Ax4.
- Move the frogs to the matching colored lily pad (E).
- Walk left.
- Take the EXTENSION CORD (F).
- Pull the lever (G).
- Play the recording (H).
- Use the INSULATING TAPE on the wires (I).
- Push the lever (J).
- Walk forward.
- Take the STAMP and the code (A).
- Walk down.
- Use the STAMP in the lock (B).
- Take the CRANE KEY (C).
- Place the BUTTONS on the keypad and enter 6-3-9-2 (D).
- Turn the switch (E).
- Take the 2nd FUSE (F).
- Walk forward.
- Use the CRANE KEY in the lock and pull the lever (G).
- Use the EXTENSION CORD on the cord (H).
- Take the 3rd FUSE (I).
- Place the 3 FUSES in the panel (J).
- Turn the red switch (K).
- Select the bulletin kiosk.
- Play the HOP to earn the WELD (L).
- Place the WELD in the indentation (M).
- Connect all the colored wires.
- Each tile rotates when you move it.
- Select the tiles in these locations: U, R, O, N, Q, R, S, P, O, R, S, and V.
- There is an optional quiz with 10 questions (1-10).
- Select the answer to progress.
- A green light indicates the correct answer.
- Congratulations! You have completed The Agency of Anomalies: Mind Invasion!