Walkthrough Menu
- General Tips
- Chapter 1: Find Ann
- Chapter 2: Bobby
- Chapter 3: Betrayed
- Chapter 4: Ann's House
- Chapter 5: The Laboratory
General Tips
- This is the official guide for Mystery Trackers: Memories of Shadowfield.
- 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: Find Ann
- Talk (A). Examine.
- Take ELF (B).
- Use ELF (C); take SHOVEL.
- Take CAR KEY (D). Use SHOVEL; take GATE SYMBOL.
- Open file (E); take BUTTON; close file. Insert CAR KEY.
- Play HOP (F); receive ORDER SYMBOL.
- Insert ORDER SYMBOL (G). Take WRENCH and TOOLBOX.
- Take GATE SYMBOL (H).
- BUTTON on TOOLBOX. Solution: (I). Take SCREWDRIVER.
- Insert GATE SYMBOLS (J); use SCREWDRIVER.
- Solution: H-M-L-H-C-B-A-F-I-L-G-B-A-F (K).
- Solution: (L).
- Move forward.
- Take OVAL BUTTON (M) and STAR 1/5.
- Take GLOVE (N) and BOTTLE.
- Take ASTRONOMER'S AMULET (O).
- Take PLANET (P) and LIGHTER. Use GLOVE.
- Solution: (Q). Take STAR 2/5.
- Insert OVAL BUTTON (R); take LIGHTNING BOLT, LASSO and STAR 3/5.
- Use WRENCH (S); take HOSE.
- Move down.
- Insert LIGHTNING BOLT (T); take STAR 4/5 and STATUE PIECE 1/4.
- Remove (U). Add HOSE, then BOTTLE; receive BOTTLE WITH FUEL.
- Move forward.
- Open LIGHTER; add BOTTLE WITH FUEL; light lighter; take WORKING LIGHTER.
- Use WORKING LIGHTER (V); take ZODIAC SYMBOL and STAR 5/5.
- STARS on ASTRONOMER'S AMULET; take STAR INLAY.
- Insert STAR INLAY (W).
- Enter Entrance Hall.
- Talk (X).
- Take MONOGRAM (Y) and STATUE PIECE 2/4.
- Take KNOB (Z) and STATUE PIECE 3/4.
- Take HEX KEY (A) and LANTERN.
- Return to Hill.
- Use LASSO (B). Insert MONOGRAM; take PORTRAIT, BAT and MAP PIECE.
- Move forward.
- Use HEX KEY (C), then GLOVE; receive LIGHTBULB.
- Insert KNOB (D); take CAMERA and STATUE PIECE 4/4.
- Insert STATUE PIECES (E); take MAP PIECE and DIAMOND.
- Enter Entrance Hall.
- Insert MAP PIECES (F); play HOP; take SUN SYMBOL.
- Open LANTERN; add LIGHTBULB; replace cover; press button; take BRIGHT LANTERN.
- Add BRIGHT LANTERN (G). Use DIAMOND; take MOON SYMBOL.
- Insert MOON SYMBOL (H) and SUN SYMBOL.
- Solution: A-D-H-L-N-E-N-I-Nx2-J-N-B-Nx2-C-Nx2-F-N-G-K (I).
- Solution: (J). Open door.
- Move forward.
Chapter 2: Bobby
- Use BAT (K).
- Talk (L).
- Take WIRE PIECE (M).
- Take ZODIAC SYMBOL (N).
- Take PLANET (O).
- Use Elf (P). Take BAG.
- Move down.
- WIRE PIECE on BAG; take FLASH and SATURN SYMBOL.
- Insert SATURN SYMBOL (Q); take RED SPHERE.
- Add PLANETS (R).
- Solution: Align highlighted planets (S). Take FILM.
- Move down.
- FLASH, FILM to CAMERA; take WORKING CAMERA.
- Use WORKING CAMERA (T); receive PHOTO WITH PATTERN.
- Return to Main Hall.
- Add RED SPHERE (U).
- Add PHOTO WITH PATTERN (V).
- Solution: Casual: (W) (F-E)-(E-I)-(I-M)-(A-C)-(C-E)-(K-J)-(G-H).
- Hard: (X) (Q-P)-(P-N)-(Q-P)-(P-H)-(I-J)-(J-K)-(P-H)-(A-C)-(C-E)-(P-R)-(K-L)-(J-F)-(I-H)-(F-D).
- Enter Study.
- Take ZODIAC SYMBOL (Y).
- Lift (Z); take PORTRAIT.
- Take ZODIAC SYMBOL (A) and HAMMER.
- Add PORTRAITS (B); take TWEEZERS.
- Return to Entrance Hall.
- Use TWEEZERS (C); receive STAR AMULET.
- Move forward.
- Insert ZODIAC SYMBOLS (D); take COMET INLAY.
- Enter Study.
- Insert STAR AMULET (E) and COMET INLAY. Play HOP; receive KEY CARD.
- Move down.
- Insert KEY CARD (F). Receive ULTRAVIOLET LIGHT.
- Move forward.
- Use Elf (G); take NAILS.
- Take INFINITY SYMBOL (H).
- Take PIN (I).
- Return to Study.
- Insert INFINITY SYMBOL (J). Play HOP; receive SMALL CHEST.
- Insert PIN (K).
- Solution: (L). Take FIGURINE and WRENCH.
- Move down.
- Use WRENCH (M); receive GEAR.
- Enter Study.
- FIGURINE and GEAR on SMALL CHEST; take CUPBOARD KEY.
- Insert, turn CUPBOARD KEY (N); take PLIERS and BATTERY.
- Return to Backyard.
- Use PLIERS (O); take PLANK.
- Add PLANK (P), NAILS and HAMMER.
- BATTERY in ULTRAVIOLET LIGHT, turn on.
- Use ULTRAVIOLET LIGHT (Q).
Chapter 3: Betrayed
- Solution: (R).
- Take SMALL BUTTON (S), TAPE and BOX CUTTER.
- Take VIDEOCASSETTE 1/2 (T) and SPIRAL PIECE 1/3.
- Take VIAL (U), SNOWGLOBE and VIDEOCASSETTE 2/2.
- Take SACK (V) and MAGNET. Add VIDEOCASSETTES. Take VASE FRAGMENT.
- BOX CUTTER on SACK; take Elf.
- Take VASE FRAGMENT (W). Use Elf, take VASE FRAGMENT.
- Insert VASE FRAGMENTS (X). Play HOP; receive TRIANGLE PIECE.
- SMALL BUTTON and TAPE on SNOWGLOBE; press button; take STAR PIECE.
- Add TRIANGLE PIECE (Y) and STAR PIECE.
- Solution: 3-6-5-4 (Z). Take DOOR KEY.
- Insert, turn DOOR KEY (A).
- Move forward.
- Take HOOK (B).
- Take HYPNOSIS SYMBOL (C). Use HOOK; take SPIRAL PIECE 2/3.
- Take COIN (D).
- Move down.
- Use COIN (E); take HAMMER.
- Move forward.
- Use Elf (F); take SCRAPER. Use HAMMER; take STAPLE.
- Use SCRAPER (G), then STAPLE; take FUSE.
- Move down.
- Remove (H); remove fuse; add FUSE. Take SPIRAL PIECE 3/3.
- SPIRAL PIECES on HYPNOSIS SYMBOL.
- Insert HYPNOSIS SYMBOL (I).
- Play HOP (J); receive ADDRESS.
- Move forward.
- Place ADDRESS (K).
- Solution: (L).
Chapter 4: Ann's House
- Take BOAT HOOK (M).
- Take BIRDBATH PIECE (N). Use BOAT HOOK; take TONGS and STASH SHAPE.
- Take BIRDBATH PIECE (O). Use TONGS; receive BIRDBATH PIECE.
- Take RUST REMOVER (P) and LETTER M.
- Take GARAGE REMOTE (Q). Remove mortar, insert LETTER M; take BIRDBATH PIECE.
- Insert BIRDBATH PIECES (R); take KEY CASE.
- Open KEY CASE. Solution: A-L-K-J-I-H-G-F-E-D-C-B-A-L-K-J-I-H-G-F-E-D-C-M (S). Take HOUSE KEY.
- Insert, turn HOUSE KEY (T).
- Enter Front Hall.
- Use VIAL (U). Receive TRIANGLE SYMBOL.
- Take BALLERINA (V).
- Take AWL (W).
- Insert TRIANGLE SYMBOL (X); take BALLET DANCER.
- Take HANDLE (Y). Add BALLERINA and BALLET DANCER. Use AWL, receive ENERGY CELL.
- Move down.
- ENERGY CELL on GARAGE REMOTE; take WORKING REMOTE.
- Use WORKING REMOTE (Z). Play HOP; receive CLOCK PIECE.
- Add HANDLE (A). Take CLOCK HANDS.
- Enter Front Hall.
- Add CLOCK PIECE (B) and CLOCK HANDS; take ANN'S ROOM KEY.
- Add ANN'S ROOM KEY (C).
- Enter Ann's Room.
- Answer (D). Receive PHONE.
- Take RECTANGLE (E).
- Take STASH SHAPE (F).
- Take STASH SHAPE (G).
- Use BOX CUTTER (H); insert STASH SHAPES.
- Solution: (I). Take WING and FIGURINE.
- Move down.
- Insert RECTANGLE (J); open drawer; take COOK'S HEAD.
- Move down.
- Insert WING (K); take FIGURINE STAND and KEY 1/2.
- Enter Front Hall.
- FIGURINE STAND and COOK'S HEAD on FIGURINE; take KITCHEN KEY.
- Insert, turn KITCHEN KEY (L).
- Enter Kitchen.
- Use RUST REMOVER (M). Open; take KITCHEN SIGN.
- Insert KITCHEN SIGN (N); take FORK. Use Elf; receive STAR SHAPE.
- Move down.
- Insert STAR SHAPE (O); take FRIDGE CODE.
- Move forward.
- Take MUSIC SHEET (P). Add FRIDGE CODE.
- Solution: (Q). Play HOP; receive HAMSTER FOOD.
- Return to Ann's Room.
- Pour HAMSTER FOOD (R); receive KEY 2/2.
- Add KEYS (S) and MUSIC SHEET. Press keys; take FREEDOM SYMBOL.
- Return to Kitchen.
- Move items (T); insert FREEDOM SYMBOL; take KNOB.
- Return to House.
- Use FORK (U); take ROPE.
- Return to Ann's Room.
- Add KNOB (V), then ROPE.
- Solution: (W).
Chapter 5: The Laboratory
- Take TOOLBOX (X).
- Use MAGNET (Y); receive GEAR SHAPE.
- Use Elf (Z); receive LITTLE BUCKET.
- Take FLAME SYMBOL 1/2 (A) and GEAR SHAPE.
- GEAR SHAPES on TOOLBOX; take WRENCH.
- Use WRENCH (B); receive HYDRANT HANDLE.
- Add HYDRANT HANDLE (C).
- Turn (D).
- Add LITTLE BUCKET (E). Receive BUCKET WITH WATER.
- Use BUCKET WITH WATER (F).
- Solution: (G). Take BOLT CUTTER.
- Use BOLT CUTTER (H).
- Go (I).
- Solution: (J).
- Take ZIPPER PULL (K).
- Take BACKPACK (L).
- RUST REMOVER, then ZIPPER PULL on BACKPACK; take WIRE and KNIFE.
- Use KNIFE (M). Play HOP; receive VENT BUTTON.
- Take POLE (N). Insert VENT BUTTON.
- Enter Warehouse.
- Take GLUE (O) and GLASS FLASK.
- Move down.
- Take POLE FRAGMENT (P).
- POLE FRAGMENT and GLUE on POLE; take LONG POLE.
- Use LONG POLE (Q).
- Go (R).
- Take FORKLIFT KEY and SAFE PART 1/2 (S).
- Take FLAME SYMBOL 2/2 (T).
- Take POSTER PIECE 1/4 (U) and LAB EMBLEM 1/2.
- Move down.
- Take WIRE (V). Add FLAME SYMBOLS.
- Solution: B-Cx2; Cx2-D-Ax2; C (W). Take HOSE.
- Insert, turn FORKLIFT KEY (X). Take DRILL and HACKSAW.
- Return to Second Floor.
- MAGNET to HOSE; take HOSE WITH MAGNET.
- Take TOOL CHEST (Y). Use HOSE WITH MAGNET; receive BUTTON.
- Move down.
- Insert, turn BUTTON (Z). Use HACKSAW, then Elf.
- Solution: (A). Receive INITIAL.
- Return to Second Floor.
- INITIAL on TOOL CHEST; take EXPANDING TOOL.
- Use EXPANDING TOOL (B).
- Enter.
- Talk (C).
- Take POSTER PIECE 2/4 (D).
- Take POSTER PIECE 3/4 (E) and LAB EMBLEM 2/2.
- Insert LAB EMBLEMS (F); take POSTER PIECE 4/4 and ELECTRICITY SYMBOL.
- Add POSTER PIECES (G).
- Play HOP (H); receive DRAWER SIGN.
- Return to Warehouse.
- Insert ELECTRICITY SYMBOL (I); take CAPACITOR.
- Return to Second Floor.
- Insert DRAWER SIGN (J); take MICROCIRCUIT.
- Remove (K). Add MICROCIRCUIT, CAPACITOR and WIRES. Press button; take SNACK.
- Move forward.
- Offer SNACK (L); take SACK WITH FRAGMENTS.
- Move down.
- Add SACK WITH FRAGMENTS (M).
- Solution: (N). Take FOLDER.
- Return to Warehouse.
- Open FOLDER; move papers; take MOUNTAIN SYMBOL.
- Insert MOUNTAIN SYMBOL (O); take CLIMBING DEVICE.
- Return to Second Floor.
- Use CLIMBING DEVICE (P).
- Go (Q).
- Take CABINET EMBLEM (R).
- Use Elf (S); receive TURNING HANDLE.
- Return to Specimen Storage.
- Insert CABINET EMBLEM (T); take TOOL SIGN.
- Insert TURNING HANDLE (U); take DEVICE PART.
- Return to Warehouse.
- Insert TOOL SIGN (V).
- Play HOP (W); receive DRILL BIT.
- Return to Basement.
- DRILL BIT to DRILL; take WORKING DRILL.
- Use WORKING DRILL (X); add GLASS FLASK. Receive FLASK WITH ACID.
- Add DEVICE PART (Y); take SAFE PART 2/2. Pour FLASK WITH ACID. Take VACUUM CLEANER.
- Use VACUUM CLEANER (Z). Insert SAFE PARTS.
- Play mini-game (A).
- Solution: (B). Take KEYCARD and GRENADE WITH NAPALM.
- Move down.
- Insert KEYCARD (C).
- Enter Main Laboratory.
- Play HOP (D).
- Use GRENADE WITH NAPALM (E).
- Congratulations! You've completed Mystery Trackers: Memories of Shadowfield.
Created at: 2017-07-21