- Welcome to the Mystery Trackers: Fatal Lesson Walkthrough
- Can you uncover and stop a dangerous menace terrorizing new cadets?
- 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 Mystery Trackers: Fatal Lesson 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.
- 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 Mystery Trackers: Fatal Lesson.
- 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: Dorm
- Talk (A); take PEN (B).
- Pan left.
- Use PEN (C). Play HOP.
- Pan right.
- Talk (D).
- Talk (E); receive Map.
- You can choose to have ELF help or not. We chose ELF. Take ELF and look at folder (F).
- Take HANDKERCHIEF (G).
- Look at card (H); take PIN (I).
- Use PIN; take TEACHER'S PASS (J).
- Talk (K); receive SLATE'S BAG.
- Go (L).
- Take BINOCULARS TOKEN, BLACK'S MEDALLION, and BOX BUTTON 1/2 (M).
- Use HANDKERCHIEF (N); receive GLASS SHARD.
- Walk down.
- Use GLASS SHARD and select (O); receive BROKEN SELFIE STICK. Select device; take BOX BUTTON 2/2 (P).
- Place BOX BUTTON 2/2 and select note; take UNFINISHED GOGGLES and TAPE (Q).
- Go (R).
- TAPE on BROKEN SELFIE STICK; take SELFIE STICK.
- Use SELFIE STICK (S); take MASTER KEY 1/2 and PAW TOKEN.
- BINOCULARS TOKEN and PAW TOKEN on SLATE'S BAG; select book for a mini-game. Solution Page 1 (T): (Woods-Abandoned). Solution Page 2 (U): (Laboratory-Experiments). Solution Page 3 (V): (Reassured-Useful).
- Take CAMP PHOTOS, MICROCHIP, and MASTER KEY 2/2 (W).
- Use MASTER KEY 2/2; take WIRE CUTTERS and CAMP POSTER (X).
- Walk down.
- Place CAMP PHOTOS and CAMP POSTER (Y). Play HOP; receive STUDENT ID.
- Go (Z).
- Use STUDENT ID (A); take TWEEZERS and RUBBER GLOVES (B).
- Use TWEEZERS (C); receive BATTERY.
- Use RUBBER GLOVES and WIRE CUTTERS (D); take WIRES (E).
- Select side of UNFINISHED GOGGLES; place MICROCHIP, WIRES, and BATTERY to receive SPECTRAL GOGGLES.
- Use SPECTRAL GOGGLES on scene.
- Use ELF or select shovel (F1); take MONSTER CLAW and NOTE WITH CODE (F2).
- Place NOTE WITH CODE and TEACHER'S PASS; enter 83291 (G).
- Enter (H).
- Take UNCHARGED DRILL, MT EMBLEM, SCREWDRIVER, and MONSTER TOKENS 1/4 (I).
- Look at notes (J).
- Walk down.
- Use SCREWDRIVER and RUBBER GLOVES (K).
- Solution (L).
- Pull switch (M).
- Take MAKEUP BRUSH and POWER BANK (N).
- Walk down.
- Use MAKEUP BRUSH and place MT EMBLEM; take VALVE and DRILL TIP (O).
- Go to Dorm Hall.
- POWER BANK and DRILL TIP on UNCHARGED DRILL; take DRILL.
- Use DRILL (Q). Play HOP.
- Go (R).
- Use SPECTRAL GOGGLES on scene.
- Take BROKEN WALKIE-TALKIE, WALKIE-TALKIE BUTTON, and BOX CONTROLLER (S).
- Open cabinet; take MONSTER TOKENS 2/4 and SLATE'S MEDALLION (T).
- Select token (U). Select umbrella (U1) or use ELF (V); receive MONSTER TOKEN 3/4.
- Walk down.
- Place BLACK'S MEDALLION and SLATE'S MEDALLION; take DOOR HANDLE and ANTENNA (W).
- Go (X).
- Place DOOR HANDLE; take SPEAKER and BRUSH (Y).
- Walk down.
- Remove cover and broken antenna on BROKEN WALKIE-TALKIE; place SPEAKER, ANTENNA, and WALKIE-TALKIE BUTTON; take WALKIE-TALKIE WITH HINT.
- Use BOX CONTROLLER and place WALKIE-TALKIE WITH HINT; select palm tree-X-rose-lightbulb (1-4).
- Take MONSTER TOKENS 4/4 and CHEMISTRY SET (Z1).
- Go (Z2).
- Place MONSTER TOKENS 4/4 (Z3).
- Solution (Cx4-A)-(Cx3-A)-(Cx2-A)-(Bx4-A)-(C-A)-(Cx4-A)-(Cx2-A).
- Enter (E).
- Receive FOREST MAP.
- Take LIQUID SOAP and COMPASS (F).
- Use ELF (G) or select (G1); take EMPTY VIAL (H).
- Go to Dorm Hall.
- Place COMPASS; take WATERING CAN and BROKEN FIGURINE (I).
- Go (J).
- Place VALVE (K) and WATERING CAN (L); use LIQUID SOAP in watering can; receive SOAPY WATER.
- Go (M).
- Use SOAPY WATER and BRUSH; push button (M). Take SOLVENT RECIPE (N).
- SOLVENT RECIPE, EMPTY VIAL, and MONSTER CLAW on CHEMISTRY SET. Select all marked items (O). Take GLOWING SOLUTION (P).
- Place GLOWING SOLUTION; take BELT and OLD BOOK (Q).
- Place OLD BOOK (R); take TREE FIGURINE and RULER (S).
- Walk down.
- Use RULER; take SPYGLASS and GLUE (T).
- Go to Black's Room.
- GLUE on BROKEN FIGURINE; take HOUSE FIGURINE.
- Place HOUSE FIGURINE and TREE FIGURINE (U); take OLD SKULL and LOCKPICK (V).
- Walk down.
- Use LOCKPICK (W). Solution Yx3-Z-Yx4-Z-Y-Z.
- Play HOP (@1); receive STRANGE DEVICE.
- Go (@2).
- Use BELT (A); receive BLACK'S NOTEBOOK.
- Walk down twice.
- Place STRANGE DEVICE, BLACK'S NOTEBOOK, and SPECTRAL GOGGLES. Select B-C-D; take FIRE EXTINGUISHER (E) and CONTROL DEVICE (D).
- Use FIRE EXTINGUISHER (F).
- Go (G).
- Talk (H).
- Use CONTROL DEVICE (H1).
- Stage 1 Solution (I).
- Stage 2 Solution (J).
Chapter 2: Cafeteria
- Select scene 2x.
- Take CUTLERY HINT 1/3, GLOVES, and TOY CAR (A).
- Open bag; take COSMETIC BAG (B) and select track (C).
- Place TOY CAR; take ATOM BUTTON and NOTEBOOK (D).
- ATOM SYMBOL on COSMETIC BAG and select; take BANDAGE and POWDER BOX.
- Place GLOVES, POWDER BOX, and NOTEBOOK. Select marked spots (E); receive CLUE 1/4.
- Take FISH EYE (F).
- Place FISH EYE (G); take SCREWDRIVER and OLD VALVE (H).
- Place OLD VALVE (I). Play HOP; receive BROKEN FLASHLIGHT.
- Take CUTLERY HINT 2/3 and LIGHT BULB (J).
- Open door; take CUTLERY HINT 3/3 (K1).
- Use SCREWDRIVER; take BATTERY (K2).
- Walk down.
- Place CUTLERY HINT 3/3 (L).
- Solution (M).
- Take MAGNET and BASKET (N).
- Go (O).
- Use MAGNET and look at note; take PRUNING SHEARS and BROKEN GUN (P).
- Put down PRUNING SHEARS and BASKET; select 1-5; receive HERBS. Take TRUCK KEY (Q).
- Insert TRUCK KEY and select (R). Select gear (S) and pedal (T).
- Go (U).
- Select BROKEN FLASHLIGHT; place BATTERY, LIGHT BULB, and BANDAGE; take FLASHLIGHT.
- Use FLASHLIGHT on scene.
- Take GUN PART (V).
- Open box; take DARTS (W).
- Walk down.
- Select BROKEN GUN; insert DARTS and GUN PART; use SCREWDRIVER and take TRAINING GUN.
- Use TRAINING GUN (X); play puzzle (Y).
- Solution (Z): (L-A-J)-(R-J-E)-(M-G-E)-(Lx3-H-D)-(J-E)-(R-C-J)-(L-C-D)-(M-A-E)-(Mx4-C-H).
- Take CROWBAR.
- Go to Warehouse.
- Use CROWBAR; take UV LAMP (S).
- Go to Cafeteria.
- Use HERBS and UV LAMP. Select 1-3; Take CLUE 2/4 and FOLDING KNIFE (T).
- Go to Warehouse.
- Use FOLDING KNIFE and look at note; take CCTV REMOTE and FUSE (U).
- Place FUSE (V).
- Walk down.
- Use CCTV REMOTE (W). Solution (X). Receive CLUE 3/4.
- Take HACKING DEVICE (Y).
- Walk down.
- Use HACKING DEVICE (Z).
- Place arrows as shown (A) and press start (B).
- Press play (C); receive CLUE 4/4.
- Take ELECTRICIAN'S NOTE (D).
- Go to Warehouse.
- Place ELECTRICIAN'S NOTE; select (E-F).
- Open curtain; place CLUE 4/4 (G). Play HOP; receive FOREST MAP.
- Talk (H); receive MASTER KEY.
- Take SWITCH 1/2, BRICK, and BROKEN LADDER (I).
- Select bullhorn in scene or use ELF (J). Take PLANKS (K).
- Solution (@): (up-right-up-right-up x2-left x2). Take HOOK (L).
- Place SPYGLASS and HOOK (M). Select other end of hook (N); take MT BADGE and NAILS (O).
- Look at clipboard (P). Place MT BADGE; take SWITCH 2/2 and WIRE (Q).
- Place WIRE and SWITCH 2/2 (R).
- Select (S); take WAREHOUSE CODE and USB DRIVE (T).
- Use WAREHOUSE CODE; enter 512 (U). Play HOP; receive CRYSTAL.
- Place CRYSTAL (V); take CIRCUIT BOARD (W).
- Use MASTER KEY (X). Place CIRCUIT BOARD and USB DRIVE (X1).
- Select 3 buttons (X2).
- Talk (Y); receive FLARE GUN.
- PLANKS, NAILS, and BRICK on BROKEN LADDER; take LADDER.
- Place LADDER and FOREST MAP (Z). Select ladder.
- Solution (@3): U-Rx5-Ux3-Lx4-U); automatically pick up lighter (1).
- (D-Rx3-D-R -Dx2-Lx6-Ux4-Lx2-Dx2-L-Dx2. Grab lighter in inventory (2) and use on torch (3).
- (Ux2-R-Ux2-L-U-Lx2-D-Lx2); use torch on web (4).
- (Dx2); automatically pick up fishing rod (5).
- (Ux2-Rx2-U-Rx2-D-R-Dx2-L-Dx2-R); automatically pick up barrel (6).
- (L-Ux2-R-Ux2-L-U-Lx2-D-Lx2-Dx3). Place barrel in well (7); receive full barrel.
- (Ux3-Rx2-U). Use full barrel on fire (8).
- (Ux2-Lx2); automatically pick up fishing reel (9).
- (Rx2-Dx2-Rx2-D-Rx3-Dx4-Rx6-Ux3). Use fishing rod on hang glider (10).
- (Rx5-Ux2-Lx2); automatically pick up axe (11).
- (Rx2-Dx4-Lx3-D); automatically pick up key (11.1).
- Solution continued (@4): (U-Rx3-Ux2-Lx5-Dx3-Lx6-Ux4-Lx3-U-Lx2-Ux2-Lx2-Ux2-R-U-R-U). Use key on chest (12); receive flashlight.
- (R-D); use axe on wood (13). (D-Rx2-Dx2-R-D); automatically pick up paddle (14).
- (Ux2-L-Ux2); place paddle in boat (15). (U-Rx4). Use flashlight on scene. (D-Rx6-U-Rx7-Dx2); select lever (16).
- (Lx2-Dx2-L-Ux3-L-U-R); moves first rock in place (17). (Lx4-D-Lx2-Dx3): select lever (18).
- (Ux3-Rx2-D-R-L-Ux2-Rx4-Dx4-Lx2-Ux3-D-Lx2-Ux2-Rx2; moves second rock in place (19). (D-Rx2-Ux2); to exit the gate (20).
- Take FIREMAN FIGURINE (A).
- Use ELF (B); receive GLUE and PLIERS or select stick (B1); take GLUE and PLIERS (B2).
- Place OLD SKULL (C). Look at note; take CHEMISTRY TOOLS and FIREMAN FIGURINE (D).
- Place two FIREMEN FIGURINES; take TORN HOSE and CADET PICTURE (E).
- Walk down.
- Give CADET PICTURE (F); receive SHADE'S PASS.
- Use PLIERS (G).
- Use SHADE'S PASS; take PYRAMID PIECE and CHEMISTRY TOKEN (H).
- Go (I).
- CHEMISTRY TOKEN on CHEMISTRY TOOLS; receive DROPPER. Take GLASS SLIDE and SPATULA.
- Place GLASS SLIDE and use SPATULA (J); receive DNA SAMPLE.
- Place DNA SAMPLE (K); solution (L-M-N); take RUBBER PIECE (O).
- RUBBER PIECE and GLUE on TORN HOSE; take FIREHOSE.
- Place FIREHOSE and use PLIERS (P).
- Use FLARE GUN on scene.
- Solution (Q).
Chapter 3: Testing Facilty
- Take CAR KEY (R).
- Open backpack and look at book; take OLD SAW (S).
- Use CAR KEY; receive SAW HANDLE 1/2: take CHISEL and ANTI-RUST SPRAY (T).
- Use CHISEL; take SAW HANDLE 2/2 (U).
- SAW HANDLE 2/2 and ANTI-RUST SPRAY on OLD SAW; take SAW.
- Use SAW (W).
- Solution one (1-5). Select all footprints (A).
- Solution two (6-9). Select all footprints (B).
- Solution three (10-15). Select all footprints (C).
- Take OLD BOX, WOODEN HANDLE, and WRENCH (D).
- Walk down.
- Place WOODEN HANDLE (E); receive PICKAXE.
- Use WRENCH; take CHEST HINT and PHOTO (F).
- Place CHEST HINT. Enter the amount found for each of the symbols: 7134 (G); take JAR and MYSTERIOUS CUBE (H).
- Go (I).
- Use PICKAXE; take PHOTO (J).
- Place two PHOTOS on OLD BOX. Select drawings and play HOP; take TURRET CONTROLLER and GAS MASK.
- Use GAS MASK and JAR (K); receive TOXIC GAS.
- Place TOXIC GAS (L).
- Place TURRET CONTROLLER (M). Select (Nx3-O).
- Go (L).
- Take RUNESTONE 1/2, HELMET, and HOLE PUNCHER (P).
- Walk down twice.
- Use HELMET (Q); receive RUNESTONE 2/2 and WATER-FILLED HELMET.
- Go to Abandoned Lab.
- Place MYSTERIOUS CUBE and RUNESTONE 2/2 (R).
- Solution (S-T-U).
- Take OLD LEVER and WIRE CUTTERS (V).
- Use WIRE CUTTERS; take METAL BARREL (W).
- Go to Inside Lab.
- Place METAL BARREL (X); take ARROW (Y).
- Place ARROW (Z). Select (Ax3-Bx5-Cx9).
- Take DEVICE NEEDLE and BLOOD PRESSURE MONITOR (D).
- Use BLOOD PRESSURE MONITOR and WATER-FILLED HELMET; take BRUSH and UNUSED CARD (E).
- Use WATER-FILLED HELMET and BRUSH; take ATOM MEDALLION (F).
- Place ATOM MEDALLION (G). Play HOP; receive PUNCH CARD PATTERN.
- UNUSED CARD, DEVICE NEEDLE, OLD LEVER, and PUNCH CARD PATTERN on HOLE PUNCHER. Solution (H).
- Take PUNCH CARD (I).
- Use PUNCH CARD (J).
- Select (K-L-K).
- Take OLD SUITCASE and LARGE GEAR (M).
- Open door and use ELF (N); receive PYRAMID PIECE or select (N) to activate broom (O); take PYRAMID PIECE (N).
- Use DROPPER (P); receive MACHINE OIL.
- Place two PYRAMID PIECES (Q).
- Solution (Kx2-B-H-F-Ax2-L-F-E-L).
- Take SMALL GEAR and OLD LIGHTER.
- LARGE GEAR, SMALL GEAR, and MACHINE OIL on OLD SUITCASE; look at note and take SAMPLE JAR and DYNAMITE.
- Place DYNAMITE and use OLD LIGHTER (M).
- Go (N).
- Talk (O); receive TASER and URN.
- Take FUEL CANISTER, PLASTIC ORGAN 1/3, MONORAIL KEY, FUEL RECIPE, and SAMPLE JAR (P).
- Walk down.
- Place two SAMPLE JARS (Q). Play HOP; receive PLASTIC ORGAN 2/3 and SCALPEL.
- Go (R).
- Use SCALPEL (S); receive BROKEN CAMERA, OLD MT EMBLEM, and CHEMICAL REAGENT.
- Place OLD MT EMBLEM; take METEORITE PIECE (T). Look at map and select the number 2 (U); take FACILITY MAP (V).
- CHEMICAL REAGENT, METEORITE PIECE, and FUEL CANISTER on FUEL RECIPE; take FUEL INGREDIENTS.
- Place FUEL INGREDIENTS (W). Play HOP: receive FUEL.
- Walk down.
- Place FUEL (X), MONORAIL KEY (Y), and FACILITY MAP (Z). Select button (A).
- Look at window (B) to automatically use TASER.
- Take PROJECTOR LENS and CLIPBOARD (C).
- Use ELF (D) or select organ (D1); receive PLASTIC ORGAN 3/3.
- Go to Research Center.
- Place PLASTIC ORGAN 3/3 (E); take SCREWDRIVER and AMMONIA (F).
- SCREWDRIVER on BROKEN CAMERA; take FILM REEL.
- Place PROJECTOR LENS and FILM REEL (G). Press play (H).
- Place CLIPBOARD (I); receive STRANGE SYMBOLS.
- Walk down.
- Place STRANGE SYMBOLS (J). Solution (2-2-3-4-4-5-6); take ACID and SCIENTIST STATUETTE.
- Go (K).
- Use ACID; take BATTERY and MACHINE PART (L).
- Use BATTERY (M).
- Go (N).
- Use AMMONIA (O); receive MONSTER STATUETTE.
- Go to Research Center.
- Place SCIENTIST STATUETTE and MONSTER STATUETTE; press button (P). Play HOP; receive URN PART.
- Place URN and URN PART (Q). Place MACHINE PART (R). Pull lever (S). Select green button (T) and both switches (U-V).
- Take ACTIVATED URN (Q).
- Go to Inside Shed.
- Give ACTIVATED URN (Z).
- Solution one (@1): (D-B-A-D-B-A-B-A-C).
- Solution two (@2): (D-A-E-A-C-A-B-D).
- Receive SEALED URN.
- Go to Research Center.
- Use SEALED URN (F).
- Congratulations, you've completed Mystery Trackers: Fatal Lesson!