Walkthrough Menu
General Tips
- This is the official guide for Mystery Trackers: Darkwater Bay.
- 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: Cabin
- Select scene.
- Take CLOTH PENNANT, BUCKET, ELF, BROOM, BAG EMBLEM and DIVER'S BAG (A).
- Use CLOTH PENNANT; receive GLASS SHARD (B).
- Use GLASS SHARD; remove lid (C). Play HOP; receive CHISEL.
- BAG EMBLEM on DIVER'S BAG. Solution (@1): C-A-B-A-C-A-B-A-C-A-Dx3
- Take FOSSILIZED ROCK and WIND ROSE AMULET.
- Use CHISEL and FOSSILIZED ROCK (E). Play HOP; receive WHEEL HANDLE.
- Place WHEEL HANDLE (F).
- Enter (G).
- Take BOAT KEY, GOLD BRICK, TRIDENT EMBLEM, SEASHELL EMBLEM 1/3, STONE RELIC, and JACKMAN'S BOX (H).
- Look at note (I).
- Move stand (J).
- Remove sheet and use GLASS SHARD (K); receive CAMERA CODE.
- Use BROOM (L); receive DOLPHIN EMBLEM.
- Walk down.
- STONE RELIC and GOLD BRICK in BUCKET; take HEAVY BUCKET.
- Place HEAVY BUCKET (M). Play HOP; receive STASH PART 1/4.
- Place TRIDENT EMBLEM and DOLPHIN EMBLEM. Take STASH PART 2/4 and TRIANGULAR FRAGMENT 1/3 (N).
- Use BOAT KEY; take WRENCH and SCREWDRIVER (O).
- Enter (P).
- Use SCREWDRIVER and CAMERA CODE; enter 8913 (Q). Take STASH PART 3/4 and look at photo (R).
- Use WRENCH and ELF (S); receive CLOCK HANDS and ELF.
- Place WIND ROSE AMULET and CLOCK HANDS; take STASH PART 4/4 (T).
- Place STASH PART 4/4 (U).
- Solution one (V).
- Solution two (W)(yellow-red-green).
- Solution three (X).
- Take DIVER EMBLEM.
- Walk down.
- Place DIVER EMBLEM (Y).
- Select scene.
- Take TRIANGULAR FRAGMENT 2/3, TRIANGULAR FRAGMENT 3/3, TRIANGLE TILE, COIN, PAPER, and DOLPHIN EMBLEM 1/2 (A).
- Use COIN and select; take GLUE (B).
- GLUE and TRIANGULAR FRAGMENT 3/3 on PAPER; take LOCK CLUE.
- Place TRIANGLE TILE and LOCK CLUE. Solution: Cx2-D-Ex2-Fx2-Gx2-H-I.
- Take PLIERS (J).
- Use PLIERS (K); receive LADDER.
- Place LADDER (L).
- Go (M).
- Take HARPOON GUN, SCISSORS, and DOLPHIN EMBLEM 2/2 (N).
- Look at sign (O).
- Use ELF (P); receive ELF and SIGN TILE 1/3.
- Walk down.
- Place DOLPHIN EMBLEM 2/2; look at book; take SIGN TILE 2/3 (Q).
- Use SCISSORS (R). Play HOP; receive MINI POWER-SAW.
- Go (S).
- Use MINI POWER-SAW and open box; take SIGN TILE 3/3 (T).
- Place SIGN TILE 3/3; take KEY CARD (U).
- Walk down.
- Use KEY CARD (V).
- Enter (W).
- Take SEASHELL EMBLEM 2/3, SEASHELL EMBLEM 3/3, LIGHTER FLUID, and STARFISH TRINKET (W).
- Look at note (X).
- Use SCREWDRIVER; take FUSE (Y).
- Go to Balcony.
- Open door and place FUSE; take HARPOON (A).
- Place SEASHELL EMBLEM 3/3 and STARFISH TRINKET; take ROPE (B).
- Go to Study.
- HARPOON and ROPE on HARPOON GUN; select twice; receive LOADED HARPOON GUN.
- Use LOADED HARPOON GUN (C); receive ELBOW TILE.
- Place ELBOW TILE (D).
- Solution (E).
- Take EMPTY LIGHTER.
- Walk down.
- Open EMPTY LIGHTER and use LIGHTER FLUID; take LIGHTER.
- Use LIGHTER (F) and select handle (G). Receive DRAWER KEY.
- Go (H).
- Use DRAWER KEY; take SIGNATURE PLATE and SULFURIC ACID (I).
- Use SULFURIC ACID and open door; take TOOLBOX EMBLEM (J).
- Walk down.
- Place SIGNATURE PLATE on JACKMAN'S BOX; take TOOLBOX EMBLEM.
- Place two TOOLBOX EMBLEMS; take ELECTRICAL TAPE (K).
- Enter (L).
- Use SCISSORS (M); receive PLUG.
- Place PLUG and use ELECTRICAL TAPE (N). Select plug.
- Play HOP (O); receive ATLANTIS TESSERACT.
- Go to Balcony.
- Give ATLANTIS TESSERACT (P).
- Take FISHING ROD, STARFISH SYMBOL 1/2, STARFISH SYMBOL 2/2, MAGNET, WINDMILL BLADE 1/3, and FISHING LURE (Q).
- Remove broken propeller (R).
- Use ELF (S). Place STARFISH SYMBOL 2/2 (T).
- Solution: Ax4-Cx8-Bx4-Ax10-Bx4-Dx10-E-Dx2.
- Take FISHING HOOK.
- FISHING LURE and FISHING HOOK on FISHING ROD.
- Use FISHING ROD (E); stop in green section twice (F); receive FISH.
- Throw FISH (G). Play HOP; receive GUN.
- Use GUN (H).
- Enter (I).
- Take WINDMILL BLADE 2/3, WINDMILL BLADE 3/3, MAP TILE 1/2, LOCKPICK, and CROWBAR (J).
- Walk down.
- Use CROWBAR; take HOIST HANDLE (K).
- Place HOIST HANDLE (L).
- Use LOCKPICK; take MINIATURE MAST (M).
- Place WINDMILL BLADE 3/3; take MINIATURE SAILS (N).
- Enter (O).
- Place MINIATURE MAST and MINIATURE SAILS (P); take MAP TILE 2/2 (Q).
- Place MAP TILE 2/2 (R).
- Solution (S).
- Solution (1-20).
- Take LIGHTNING SYMBOL.
- Place LIGHTNING SYMBOL; select handle (T). Take PROPELLER (U).
- Walk down.
- Place PROPELLER (V).
Chapter 2: Abandoned Town
- Play HOP (A); receive TRACKING DEVICE.
- Select scene.
- Take SEASHELL EMBLEM 1/2, SEASHELL EMBLEM 2/2, RUST REMOVER, CANNED FOOD, GRINDSTONE, MECHANICAL ARM 1/3, FANNY PACK, BROKEN CHAINSAW, and STONE FLOWER 1/2 (B).
- Use CROWBAR; take HANDKERCHIEF (C).
- Use RUST REMOVER; take MECHANICAL ARM 2/3 and HAMMER (D).
- SEASHELL EMBLEM 2/2 on FANNY PACK; take MECHANICAL ARM 3/3.
- Place MECHANICAL ARM 3/3 (E).
- Solution (F-G-H).
- Solution (1-19).
- Use MAGNET (I); receive STEEL BADGE and PIERCER.
- Place STEEL BADGE; take CHAIN and CUP (J).
- Use PIERCER and HAMMER (K). Use CUP (L); receive CUP WITH OIL.
- Pull cap from BROKEN CHAINSAW and use CUP WITH OIL. Place CHAIN and use GRINDSTONE; take CHAINSAW.
- Use CHAINSAW (M).
- Go (N).
- Take TROWEL, CASE PART, PUMP, PICKLOCK, CAPTAIN BADGE PART, TAPE, and BRUSH (O).
- Use TROWEL; take CASE PART (P).
- Walk down.
- Use PUMP (Q) and TAPE (R). Move boat; take CASE PART (S).
- Use PICKLOCK; take CAN OPENER (T).
- Go (U).
- CAN OPENER on CANNED FOOD; take CAT FOOD.
- Give CAT FOOD (V); place three CASE PARTS (W).
- Solution (X).
- Take EXPANDER and DRILL.
- Walk down.
- Use EXPANDER (A). Play HOP; receive HEX KEY.
- Go to Abandoned Town.
- Use BRUSH and HEX KEY; take KEY CARD (B).
- Use KEY CARD (C).
- Enter (D).
- Take BROKEN WIRE CUTTER, WIRE CUTTER HALF, FIRE EXTINGUISHER TOKEN, and WINDOW KEY (E).
- Use DRILL (F); receive SCREW.
- Place FIRE EXTINGUISHER TOKEN; take FIRE EXTINGUISHER (G).
- Walk down.
- WIRE CUTTER HALF and SCREW on BROKEN WIRE CUTTER; take WIRE CUTTER.
- Use WIRE CUTTER (H1); receive ANTENNA.
- Select ANTENNA 3x; receive EXTENDED ANTENNA.
- Use WINDOW KEY, FIRE EXTINGUISHER and EXTENDED ANTENNA (H2); receive FIREMAN'S BADGE.
- Enter (H3).
- Place FIREMAN'S BADGE (H4).
- Solution: (Kx2-I-J-I-J)-(I-Jx3-I-K-I-Kx2)-(I-J-I-J-I-K-I)-(Jx5-I-K-I-J-I-Kx2-I-J-I).
- Take STONE FLOWER 2/2 and RULER (L).
- Walk down.
- Place STONE FLOWER 2/2; take CAPTAIN BADGE PART (M).
- Use RULER (N); get in Car (O).
- Take CHEESE and DARK TRACKERS AMULET (P).
- Walk down.
- Give CHEESE; take CAPTAIN BADGE PART (Q).
- Go to Fire station.
- Place three CAPTAIN BADGE PARTS; take REMOTE and RED BUTTON (R).
- Use REMOTE (S). Play HOP; receive LEVER.
- Walk down.
- Place LEVER (T) and RED BUTTON (U). Pull lever (T).
- Go (V).
- Take MEDICAL SYMBOL, DARK TRACKERS JEWEL, HELMET EMBLEM, and STONE LEAF 1/2 (W).
- Go to Fire Station.
- Place MEDICAL SYMBOL (X). Play HOP; receive CHLOROFORM.
- Go to Car.
- HELMET EMBLEM and DARK TRACKERS JEWEL on DARK TRACKERS AMULET; take ORNAMENT OF THE ORDER.
- Place ORNAMENT OF THE ORDER (Y).
- Solution (Z).
- Take AWL (Z1).
- Go to Roof.
- AWL and HANDKERCHIEF on CHLOROFORM; take HANDKERCHIEF WITH CHLOROFORM.
- Use HANDKERCHIEF WITH CHLOROFORM (A).
- Take BUTTON and DARK ELF AMULET (B).
- Place DARK ELF AMULET; look at note (C) and take STAPLE REMOVER (D).
- Go to Car.
- Place BUTTON (E); take STONE LEAF 2/2 (F).
- Walk down.
- Place STONE LEAF 2/2; take OCTOPUS EMBLEM (G).
- Go to Fire Station.
- Use STAPLE REMOVER (H).
- Solution (@1): Ax2-Bx2-Ax2-Bx2-Ax2-Bx3-Ax2-Bx3-Ax2.
- Take HOOK.
- Go to Quay.
- Use HOOK (I) and select. Place OCTOPUS EMBLEM; take LATCH MONOGRAM (J).
- Go to Car.
- Place LATCH MONOGRAM (K). Play HOP; receive SYMBOL OF POWER.
- Go to Roof.
- Place SYMBOL OF POWER; take GLOVE BOX HANDLE and SLIDER (L).
- Go to Car.
- Place GLOVE BOX HANDLE; take PHOTO FRAGMENT 1/2 (M).
- Go to Quay.
- Place SLIDER; take PHOTO FRAGMENT 2/2 (N).
- Go to Fire Station.
- Place PHOTO FRAGMENT 2/2 and TAPE (O). Select (P). Enter 1246 (Q); take POWER HANDLE (R).
- Go to Roof.
- Place POWER HANDLE (S); select.
- Take START KEY (T) and press button (U).
- Go to Car.
- Place START KEY (V); select.
- Place TRACKING DEVICE (W).
- Solution one (X).
- Solution two (1-15).
Chapter 3: River Bank
- Take TOTEM HORN, FEATHER 1/3, OLD BUTTON, TOTEM PART, CRAB EMBLEM, SHELL-CHEST, STARFISH EMBLEM, and BUCKET WITH HOLE (A).
- Place OLD BUTTON; take PIECE OF RUBBER and TOTEM EYE 1/2 (B).
- CRAB EMBLEM and STARFISH EMBLEM on SHELL-CHEST. Play HOP; receive TOTEM EYE 2/2.
- Place TOTEM HORN and TOTEM EYE 2/2 (C); take SHACK KEY (D).
- Use SHACK KEY and select (E). Play HOP; receive GLUE.
- GLUE and PIECE OF RUBBER on BUCKET WITH HOLE; take BUCKET.
- Use BUCKET (F); receive BUCKET WITH WATER.
- Use BUCKET WITH WATER; take BRIDGE MECHANISM PART (G).
- Place BRIDGE MECHANISM PART (H).
- Solution (1-6).
- Go (I).
- Take EMPTY SMOKER, TONGS, two TOTEM PARTS, PAINTING TILE, and MACHETE (J).
- Walk down.
- Use TONGS (K); receive TONGS WITH SMOLDERING EMBER.
- Use MACHETE (L); receive WOODEN SPLINTERS.
- Go (M).
- CAN OPENER on EMPTY SMOKER; add WOODEN SPLINTERS and TONGS WITH SMOLDERING EMBER. Select twice; receive SMOKER.
- Use SMOKER (N). Play HOP; receive TOTEM PART.
- Walk down.
- Select arrow (O); place 4 TOTEM PARTS (P).
- Solution (Q).
- Take FOUNTAIN HANDLE.
- Go to Waterfall.
- Place FOUNTAIN HANDLE and select (R). Move stone; take PASS CARD (S).
- Select stones; use PASS CARD (T). Press button (U).
- Enter (V).
- Look at note (W).
- Take PAINTING TILE, BROKEN SOLVENT SPRAY, SPRAY HANDLE, CABINET KEY 1/2, SQUARE BUTTON, NUMBERED BUTTON, SYRINGE, and FAKE EYE (X).
- Walk down.
- SPRAY HANDLE on BROKEN SOLVENT SPRAY; take SOLVENT SPRAY.
- Use SOLVENT SPRAY; place NUMBERED BUTTON (Y).
- Solution (Z).
- Take FEATHER 2/3.
- Walk down.
- Place SQUARE BUTTON; take JACK (A).
- Go to Waterfall.
- Use JACK and select (B); take CABINET KEY 2/2 (C).
- Go to Secret Base.
- Use CABINET KEY 2/2; take ROPE LADDER and FEATHER 3/3 (D).
- Place FEATHER 3/3 (E); receive COMPUTER PASSWORD.
- Place COMPUTER PASSWORD; enter 9389 (F) and enter (G). Play HOP.
- Place ROPE LADDER (H); go to Laboratory (I).
- Look at note (J).
- Select button (K).
- Select cart (L).
- Take WEIGHT, STEEL CASE, CONTINENT PART, and WOODEN KNOB (M).
- Walk down.
- Place WOODEN KNOB; take CONTINENT PART (N).
- Place two CONTINENT PARTS; take L-SHAPED SYMBOL (O).
- Place WEIGHT (P); take PAINTING TILE (Q).
- Place three PAINTING TILES (R).
- Solution (S).
- Take SUNRAY SYMBOL.
- SUNRAY SYMBOL and L-SHAPED SYMBOL on STEEL CASE. Solution (T-U-V).
- Look at note; take LASER CUTTER.
- Go to Laboratory.
- Use LASER CUTTER (W).
- Go (X).
- Take BOLT CUTTER, RED BERRY, and SCIENCE SYMBOL (Y).
- Look at book (Y1).
- Walk down twice.
- Place SCIENCE SYMBOL (Z). Play HOP; receive GRAY POWDER.
- Go to Laboratory.
- Use BOLT CUTTER (A); take ELF (B).
- Go to Greenhouse.
- Use ELF and select puzzle (C).
- Solution (1-13).
- Take CHEMISTRY SYMBOL.
- Walk down twice.
- Place CHEMISTRY SYMBOL; look at note and take CHEMICAL SPRAYER (D).
- Go to Greenhouse.
- Use CHEMICAL SPRAYER (E); receive CURSED PETAL.
- Place RED BERRY, GRAY POWDER, and CURSED PETAL; use SYRINGE (F); receive SYRINGE WITH HYPNOTIC.
- Walk down.
- Use SYRINGE WITH HYPNOTIC (G).
- Enter (H).
- Select scene.
- Take WALRUS EMBLEM (I).
- Use ELF; take SEAL EMBLEM (J).
- Use HEX KEY; take PLASTIC LIVER (K).
- Go to Waterfall.
- Place SEAL EMBLEM and WALRUS EMBLEM; take PLASTIC HEART (L).
- Go to Office.
- Place PLASTIC LIVER, FAKE EYE, and PLASTIC HEART (M); take STAR SIGNET (N).
- Go to Greenhouse.
- Place STAR SIGNET; take DARK TRACKERS AMULET (O).
- Go to Office.
- Place DARK TRACKERS AMULET (P). Play HOP; receive ATLANTIS TESSERACT.
- Walk down.
- Place ATLANTIS TESSERACT (Q).
- Congratulations, you've completed Mystery Trackers: Darkwater Bay!
Created at: 2018-10-05