Ace Attorney Investigations: Miles Edgeworth/The Kidnapped Turnabout/Part 3-1 - Beginning

Edgeworth has been called to help drop off the ransom to save the son of a man called Ernest Amano. With the money in his new suitcase and Gumshoe watching him from a distance, he arrives at the entrance of Gatewater Land. He is greeted by a mascot called Proto Badger. Noone knows that someone is being held ransom in this park. Suddenly, there is a call from the kidnapper. He or she instructs Edgeworth to move to the stadium.

At the stadium, he is instructed to go to the park's Haunted House. Broken mirrors line the walls and the usual fairground sound effects ring out constantly. A mascot lies at one end of the house's hallway. The kidnapper now instructs Edgeworth to go through the large doors. He is told to leave the money in the house's dining room and leave. But he won't be leaving very soon. Edgeworth decides to stay at the haunted house until the police arrives. Suddenly, the mascot at the back slowly rises. The figure of the Proto Badger slowly sneaks up behind Edgeworth. It holds up a sword and...

Trapped!
It is raining, and someone is arguing about the ransom and police. It seems like we're now locked in in a storage room of some sort. Edgeworth will now recall why he agreed to do the kidnapping and introduce us to Ernest Amano. He is the director of the powerful zaibatsu, the Amano Group. Edgeworth is grateful for him as he helped Edgeworth in the past. His son, Lance, is already 20, but still got kidnapped.

Suddenly, there's another voice. A teenage girl hops down from the window. She calls herself the Great Thief Yatagarasu, though her real name is Kay Faraday. She will then untie us. You will automatically talk to her.


 * Great Thief: Kay will insist that she is the Great Thief Yatagarasu.
 * Yatagarasu: Edgeworth seems to know about a previous Yatagarasu. Kay will claim that she doesn't steal ordinary things.

Kay will ask for Edgeworth's name, after which she seems to remember something about him. Now that the introductions are settled, we can focus on escaping. The door is obviously locked, so that's not an option. It seems that the only way out is through the window that Kay came in from. Kay herself can't jump back up there, so we'll need another way.

Investigation: Isolation Room
First, talk to Kay again.

The kidnapping: Kay confirms that there were 2 kidnappers in the other room. Now we can look through the slot.

Examine the hatch. The panel is held to the wall by a hook. You will get the Open floor panel logic.

Examine the mascot head with sunglasses. Kay will recognize it as part of the Bad Badger mascot costume, but why is the head the only part there? Bad Badger's Head will be added to the organizer.

Now, examine the small white object on the tarp. It's Edgeworth's phone. We can contact the police to help us! Detective Gumshoe will be contacted. After a brief conversation he will be dragged away and be replaced by a new person. He introduces himself as Shi-Long Lang, an agent of Interpol (is he the one who Franziska was talking about?). He blames us for faling into the kidnapper's trap, and says he can't help us escape as his team is hunting for the kidnapper. Edgeworth's phone will soon run out of power. Seems like we're on our own again.

Examine the sign on the floor. The park is holding a Blue Badger photo rally. A price is given to anyone who snaps a picture of all 4 badgers: Blue Badger, Pink Badger, Proto Badger and Bad Badger. There's only one of each in the park. Badger Photo Rally will be jotted down in your organizer.

Examine the beam. There's a small hook there and the beam leads to the window, so it might be a way to escape! Kay will try to climb it, but fails. That's not a usable escape route after all. You will get the The beam I was tied to logic.

Next, examine the boxes. There's a costume of the Pink Badger in the lower right box. Edgeworth isn't very familiar with the badgers so Kay will give us a book about them. Blue Badger Bible will be addd to your organizer. There are 8 boxes, 7 of which are empty, so there should be 7 costumes being used currently. You will get the Costumes logic.

Now that you are in close-up view of the boxes, examine the key at the left edge. We could probably use it to open something in this room. You will get the Tiny key logic.

Examine the lockers. We can escape if climb up the lockers, but they are too high to reach. If we were to get to the top, we would need some footholds. You will get the Lockers logic.

Go to Logic Mode and connect The beam I was tied to with Open floor panel. The panel was held open by a hook attached to a beam. There is a beam with a hook in the room we're in, so is there an escape hatch here too? In fact there is, just hidden under the tarp, so examine it. It's locked, of course. You will get the Underground entrance. Go back into Logic Mode and connect Tiny key with Underground entrance. The key should unlock the panel lock, and it does! Kay will dive in, but falls to the ground as the ladder slipped. There's machinery in the basement floor but no exit that can't be seen. We do know one thing however: the ladder is merely propped to the floor, not attached. You will get the Underground ladder logic. Finally, connect Underground ladder with Lockers. We can use the ladder from the basement to climb to the top of those lockers. Freedom!