Walkthrough Menu
- General Tips
- Chapter 1: Finding Emilie White
- Chapter 2: The Bar
- Chapter 3: Jail Break
- Chapter 4: The Garage
- Chapter 5: The Police Van
- Chapter 6: The Garden
- Chapter 7: The Visibility Potion
General Tips
- This is the official guide for Mystery Trackers: Raincliff's Phantoms.
- This guide will not mention each time you need to zoom into a scene; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded.
- HOPs may be random: our lists may vary from yours.
- Use the Map to travel to locations.
Chapter 1: Finding Emilie White
- Pick up ELF (A).
- Open the wallet, take the CAR KEY and read the note (B).
- Uncover the lock and open the trunk with the CAR KEY (C).
- Play the HOP (D).
- You receive the SPREADER.
- Pick up the object for Frost Mode (E).
- You can switch off Frost Mode by flicking the switch next to the thermometer (F).
- Morphing objects are listed in the collectables.
- Open the car door with the SPREADER (G).
- Enter the car.
- Take the BOARD (H).
- Put the CAR KEY in the ignition and turn it; push the red button (I).
- Move the sun visor and take the PAPER (J).
- Access the PAPER, unfold it and take the GLOVE BOX LATCH (K).
- Put the GLOVE BOX LATCH on the glove box for a mini-game.
- Move the three sliders until all three holes are open (L).
- Take the GLUE and SCREWDRIVER (M).
- Walk down.
- Remove the screws from the door panel with the SCREWDRIVER for a mini-game (N).
- Use the buttons to rotate the disc; a blue spoke will be added to or removed from the wedge facing the red arrow (O) each time the wheel stops.
- Fill all wedges with spokes.
- Solution: P, P, P, Q, R.
- Walk forward.
- Remove the screws with your SCREWDRIVER and send ELF through the window to retrieve the items (S); take the GLOVES and HANDCUFFS (T).
- Take the GEAR (U).
- Walk forward.
- Take the CROWBAR with the GLOVES; take the GEAR (V).
- Walk down.
- Remove the COPPER BALL with the CROWBAR (W).
- Walk forward.
- Put the COPPER BALL on the left statue (X).
- Send ELF through the gate (Y); take the VIDEO CAMERA and tape (Z).
- Walk down twice.
- Access the VIDEO CAMERA and play the tape; take the PHOTO (A).
- Align the image on the PHOTO with the correct place on the screen (B).
- Take the BOARD and TWEEZERS (C).
- Walk forward twice.
- Take the GEAR with the TWEEZERS (D).
- Walk down.
- Put the three GEARS on the phone box for a mini-game (E).
- Put all gears on the pins on the board to connect the large gears on either side (F); turn the handle (G) to check if all gears are moving.
- Play the HOP (H).
- You receive a BRONZE BALL.
- Walk forward.
- Fix the chain with the HANDCUFFS; put the BRONZE BALL on the statue (I).
- Walk forward.
- Take the PIN (J).
- Take the BOARD (K).
- Go to the Town Entrance.
- Access the PIN and bend it into a LOCK PICK (L).
- Pick the lock with the LOCK PICK; take the tape (M).
- Go to the Bar Entrance.
- Play the 'stranger' tape on your VIDEO CAMERA; take the PHOTO (N).
- Align the PHOTO with the image on the screen (O).
- Push the four bricks (P); take the LEVER (Q).
- Go to the Car Interior.
- Put the LEVER in the holder and move it (R).
- Take the HAMMER, FLASHLIGHT and NAILS (S).
- Go to the Bar Entrance.
- Remove the broken rung and put the three BOARDS, NAILS and HAMMER on the ladder (T).
- Go up the ladder.
- Send ELF through the window; take the HANDSAW (U).
- Cut the branch with the HANDSAW and take the STICK (V).
- Walk down.
- Put the STICK on the blade and take the SHOVEL (W).
- Clear the snow with the SHOVEL and open the door (X).
- Go to the Bar Interior.
Chapter 2: The Bar
- Take the SHARP GLASS (Y).
- Go to the Bar Roof.
- Cut the string with the SHARP GLASS for a mini-game.
- Move the knots to empty spaces until the strings are untangled (Z).
- Play the HOP (A).
- Put the numbers in the right order (A1).
- You receive the GLASS CUTTER.
- Cut the window with the GLASS CUTTER (B).
- Walk forward.
- Take the battery for the FLASHLIGHT (C).
- Take the battery for the FLASHLIGHT and WINDUP KEY (D).
- Take the FAIRY WAND, wind the puppet with the WINDUP KEY and take the PET CAGE KEY part (E).
- Take the PET CAGE KEY part (F).
- Move the paintings, take the battery for the FLASHLIGHT and take the PASS CARD with the TWEEZERS (G).
- Access your FLASHLIGHT and put the batteries in it (H).
- Use the FLASHLIGHT under the bed (I).
- Play the HOP (J).
- You receive the MASK.
- Take the STONE, put the PASS CARD in the slot and enter 38761 (K); take the BIG ELEPHANT, PET CAGE KEY part and the tape (L).
- Walk down.
- Use the MASK on the steam; use the FAIRY WAND on the fan and take the PET CAGE KEY part (M).
- Walk forward.
- Access the PET CAGE KEY and assemble it to receive the CAGE KEY (N).
- Put the CAGE KEY on the cage for a mini-game.
- Solution: Px2, Q, Px2, O, Px2, Ox2, Qx2, Px3, Ox2.
- Take ELF (R).
- Send ELF through the window; take the CHISEL (S).
- Open the paint can with the CHISEL and STONE; take the PAINT CAN (T).
- Go to the Bar Interior.
- Throw the PAINT CAN at the invisible man.
- Move Emilie's arm; take the PRINCE STATUE (U).
- Take the DOLL and HANDLE (V).
- Go to the Apartment.
- Access the DOLL and keep opening it until you find the PRINCESS STATUE (W).
- Put the PRINCE STATUE and PRINCESS STATUE on the box; take the SCISSORS (X).
- Go to the Bar Interior.
- Cut the string with the SCISSORS; take the SUNFLOWER SEEDS (Y).
- Go to the Bar Roof.
- Feed the SUNFLOWER SEEDS to the birds; take the AMBULANCE KEY (Z).
- Go to the Street.
- Try to enter the ambulance; you receive VETTORI'S KEY.
- Open the door with the AMBULANCE KEY (A).
- Enter the Ambulance.
- Take the STETHOSCOPE (B).
- Go to the Bar Interior.
- Put the STETHOSCOPE on the fridge for a mini-game (C).
- Move the stethoscope over the fridge to find the green arrow; use the red arrow buttons to change the direction of the arrow and the round button to move the green arrow to the next junction (D).
- Move the green arrow along the tracks to each of the three locks (E).
- Play the HOP (F).
- You receive the FISH.
- Give the FISH to the raccoon (G); put the HANDLE on the hatch (H), open it and take the CASH REGISTER BUTTON and PLIERS (I).
- Put the CASH REGISTER BUTTON on the cash register; move the buttons to the formation shown in the diagram and take the MATCHBOOK (J).
- Go to the Ambulance.
- Open the cabinet with the PLIERS (K); take the ALCOHOL and SYRINGE (L).
- Pour the ALCOHOL in the burner and close it (M).
- Access the MATCHBOOK, take a match and strike it; you receive a MATCH (N).
- Light the burner with the MATCH; take the BUNSEN BURNER (M).
- Walk down.
- Put the BUNSEN BURNER under the pipe; take the VALVE (O).
- Go to the Car Interior.
- Take some oil with the SYRINGE; you get a SYRINGE WITH OIL (P).
- Go to the Ambulance.
- Grease the latches with the SYRINGE WITH OIL (Q); open the box and take the STRETCHER (R).
- Go to the Bar Interior.
- Put Emilie on the STRETCHER and take EMILIE (S).
- Go to the Ambulance.
- Put EMILIE on the bed.
- Put the VALVE on the oxygen tank and turn it (T).
- Put the mask on Emilie's face (U).
Chapter 3: Jail Break
- Walk forward to the Side Street.
- Take the ICICLE (V).
- Play the 'new friends' tape on your VIDEO CAMERA; take the PHOTO (W).
- Align the PHOTO (X).
- Raise the corrugated iron with the ICICLE; take the DOOR HANDLE and LIPSTICK (Y).
- Put the DOOR HANDLE on the door and open it with VETTORI'S KEY (Z); take the FORK (A).
- Remove the bolts with the FORK for a mini-game (B).
- Remove all pieces from the board by selecting pairs of matching pieces (C).
- Take the MAGNET (D).
- Take the ZIPPER PULL with the MAGNET (E).
- Walk down.
- Open the bag with the ZIPPER PULL; take the CUTTERS (F).
- Go to the Side Street.
- Cut the chain with the CUTTERS (G).
- Go left.
- Talk to Prince Andre (H); you receive a NET GUN and a tape.
- Take the STATUE HEAD and AZURE EYE (I).
- Move the mask; take the ELECTRIC COIL and FEATHER (J).
- Put the FEATHER on the fan for a mini-game.
- Move the feathers to make one continuous pattern (K).
- Take the FAN.
- Retrieve the PAPER PLANE with the FAN (L).
- Walk down.
- Access the PAPER PLANE and take the KNIGHT (M); turn the paper into a PAPER CONE (N).
- Open the box with the KNIGHT; take the CROSS KEY (O).
- Go left.
- Move the mannequin's hand with the CROSS KEY (P).
- Play the HOP (Q).
- You receive the DRAGON.
- Open the barrel with the DRAGON; use the PAPER CONE to get a CONE OF GUNPOWDER (R).
- Use the CONE OF GUNPOWDER on the fireworks; put the three caps on the cylinders and take the FIREWORKS (S).
- Walk down.
- Place the FIREWORKS among the ice (T).
- Open the MATCHBOOK and strike a MATCH (U).
- Light the fireworks with the MATCH (T).
- Walk forward.
- Take the PATCH (U).
- Take the HEATING DIAL (V).
- Put the HEATING DIAL on the cart and turn it; open the box, feed ELF and take the TONGS and BAR (W).
- Open the two drawers and take the EMERALD EYE with the TONGS (X).
- Go to the Souvenir Shop.
- Put the AZURE EYE and EMERALD EYE on the doll; take the BROKEN DAGGER (Y).
- Go to the Square.
- Play the 'criminals' tape on your VIDEO CAMERA; take the PHOTO (Z).
- Align the PHOTO (A).
- Have ELF remove the snow (B); remove the stone with the BROKEN DAGGER and STATUE HEAD and take the tape, LETTER R and TRUNK LEVER (C).
- Open the trunk with the TRUNK LEVER; take HEX KEY (D).
- Go to the Souvenir Shop.
- Pull the chain and open the fan with the HEX KEY; take the ELECTRIC MOTOR (E).
- Go to the Square.
- Put the ELECTRIC COIL and ELECTRIC MOTOR on the panel for a mini-game.
- Place mirrors in the squares and rotate them to guide the current to the motor; pull the lever to check your progress (F).
- Go left.
- Take the BUTTON (G).
- Put the BUTTON on the safe; take the paper and rub it with the LIPSTICK for a mini-game (H).
- Enter 120764.
- Take the WRENCH (I).
- Go to the Street.
Chapter 4: The Garage
- Remove the bolt with the WRENCH; take the PEDAL (J).
- Go to the Garage.
- Put the PEDAL on the winch and turn it; put the BAR under it to try again (K).
- Walk forward.
- Watch the 'tyrant' tape on your VIDEO CAMERA; take the PHOTO (L).
- Align the PHOTO (M).
- Take the net for the NET GUN (N).
- Take the LITTLE ELEPHANT (O).
- Go to the Souvenir Shop.
- Put the BIG ELEPHANT and LITTLE ELEPHANT on the shelf for a mini-game (P).
- Put the elephants on the scales to balance the scales.
- Starting at the biggest elephant, place the elephants on the following scales: left, right, right, left, left, right, right.
- Take the PUMP.
- Go to the Street.
- Put the GLUE, PATCH and PUMP on the ball; take the BALL (Q).
- Go to the Side Street.
- Throw the BALL at the ladder (R); take the LID HOOK (S).
- Remove the manhole cover with the LID HOOK (T).
- Play the HOP (U).
- You receive the SIGNET RING.
- Go to the Garage.
- Open the suitcase with the SIGNET RING; take the THERMAL VISOR (V).
- Access the NET GUN, open it, put the net in it, close it and cock the hammer; take the LOADED NET GUN (W).
- Walk forward.
- Use the THERMAL VISOR and shoot the LOADED NET GUN (X).
- Walk forward.
- Take the SHERIFF'S BADGE (Y); send ELF through the bars to receive a RIBBON (Z).
- Walk down.
- Open the box with the SHERIFF'S BADGE; take the POLICE KNIFE (A).
- Walk down.
- Repair the cue with the RIBBON; take the CUE (B).
- Go to the Cell.
- Give the CUE to Emilie.
- Cut the cushion with the POLICE KNIFE; take the NEEDLE (C).
- Walk down.
- Open the latch with the NEEDLE for a mini-game (D).
- Find pairs of keys (E).
- Take the CELL KEY.
- Walk forward.
- Open the cell with the CELL KEY (F).
- Take the SCARF (G).
- Access the SCARF and unravel it; take the YARN (H).
- Walk down.
- Attach the YARN to the hook; take the HOOK (I).
- Send ELF through the window; take the PALETTE KNIFE (J).
- Walk forward.
- Remove the poster with the PALETTE KNIFE (K); remove the boards and retrieve the NAIL PULLER with the HOOK (L).
- Go to the Garage.
- Remove the nails with the NAIL PULLER (M); open the box, take the tire, PUMP it up and take the WHEEL (N).
- Walk down.
- Put the WHEEL on the cart and move it (O); send ELF through the door (P).
- Play the mini-game (Q).
- Move Elf through the maze with the arrows; push the round button to make him interact with objects (R).
- You receive a DRILL.
- Open the mailbox with the DRILL (S); cut the string with the POLICE KNIFE and take the IRON (T).
- Go to the Police Station.
- Plug in the IRON (U); iron the snow and take the BADGE and EMPTY JERRY CAN (V).
- Put the BADGE on the desk for a mini-game.
- Enter DURA 72#45 LEX (W).
- Play the HOP (X).
- You receive the CORKSCREW.
- Go to the Souvenir Shop.
- Use the CORKSCREW to get the CORK; take the OIL BOTTLE (Y).
- Go to the Cell.
- Use the OIL BOTTLE on Emilie's hands (Z).
- Go to the Souvenir Shop.
- Talk to Emilie (A).
Chapter 5: The Police Van
- Cut the seat with the POLICE KNIFE; take the BULB (B).
- Take the BULB (C).
- Put the BULBS on the box for a mini-game (D).
- Slide the bulbs to empty slots until all bulbs are connected to a wire of the same color.
- Solution: 5, 1, 4, 5, 6, 7, 3, 2, 1, 5, 6, 7.
- Take the EXPLOSIVE (E).
- Put the EXPLOSIVE in the lock (F).
- Open the MATCHBOOK and light a MATCH (G).
- Light the explosive with the MATCH (F).
- You receive a tape.
- Go left.
- Take the LOCK DISC (H).
- Go into the Police Van.
- Put the LOCK DISC on the lock, enter 374 and take the MILK (I); take the CODE PIECE (J).
- Go to the Arch.
- Open the helmet; take the EAGLE (K).
- Walk down.
- Open the bag with the EAGLE; take the CAN OPENER (L).
- Open the drawer and take the SLEEPING PILLS (M).
- Go to the Police Van.
- Open the can with the CAN OPENER, put the SLEEPING PILLS in it and take the FOOD WITH SLEEPING PILLS (N).
- Go to the Arch.
- Give the FOOD WITH SLEEPING PILLS to the dog; take the LEATHER BELT (O).
- Go to the Bar Roof.
- Take the BRACE (P).
- Go to the Town Entrance.
- Prop the seat up with the BRACE; take the LEATHER COAT (Q).
- Go to the Bar Roof.
- Put the LEATHER COAT over the broken glass (R).
- Walk forward.
- Trip the wire.
- Take the STAR WRENCH (S).
- Go to the Police Van.
- Open the compartment with the STAR WRENCH (T); cut the hose with the POLICE KNIFE, and take the HOSE and RED BUTTON (U).
- Go left.
- Put the RED BUTTON on the box, open it and take the EXTINGUISHER (V).
- Go to the Apartment.
- Use the EXTINGUISHER (W).
- Play the 'special place' tape on your VIDEO CAMERA; take the PHOTO (X).
- Play the HOP (Y).
- You receive the STAPLE REMOVER.
- Align the PHOTO (Z).
- Remove the staples with the STAPLE REMOVER (A); take the BULB (B).
- Walk down twice.
- Take the CODE PIECE (C).
- Go to the Street.
- Put the two CODE PIECES down and put the BULB in the lamp for a mini-game.
- Match the code on the wall with the one on the paper (D).
- Enter 642531.
- Take the OWL (E).
- Go to the Police Van.
- Put the OWL on the cylinder; take the RULER (F).
- Go to the Apartment.
- Open the cupboard with the RULER; take the GAUNTLET and LETTER V (G).
- Go to the Street.
- Remove the barbed wire with the GAUNTLET; open the gate (H).
- Go to the Souvenir Shop.
- Turn off the generator and take the LETTER T; put the HOSE down the hole, put the EMPTY JERRY CAN under it and take the FULL JERRY CAN(I).
- Go to the Bar Entrance.
- Put the LETTER R, LETTER V and LETTER T on the block; take the SUCTION ARROW and FUNNEL (J).
- Go to the Street.
- Open the drawer with the SUCTION ARROW; take the STUN GUN (K).
- Go to the Square.
- Open the fuel tank, and put the FUNNEL and FULL JERRY CAN on it; turn the key (L).
- Go forward.
- Take the BRANCH (M).
- Take the ICE AXE (N).
- Remove the ice with the ICE AXE and take the ENERGY CELL (O).
- Replace the torn belt with your LEATHER BELT, put the ENERGY CELL on the panel and zap it with the STUN GUN for a mini-game (P).
- Use the arrows to move the shaped discs to the rods with the same shape (Q).
- Solution: 4, 1, 2, 1, 4, 3, 2, 1, 1, 1, 1.
- Go left.
- Take the BRICK (R).
- Take the BAR and EXTENSION CORD (S); smash the window with the BRICK, send ELF through and take the WORKBENCH HANDLE (T).
- Go to the Garage.
- Put the WORKBENCH HANDLE on the bench, turn it and take the HANDSAW BLADE (U).
- Go to the Garden.
Chapter 6: The Garden
- Put the HANDSAW BLADE on the saw; take the HANDSAW (V).
- Saw through the latch with the HANDSAW (W).
- Play the HOP (X).
- You receive a LATCH.
- Go left.
- Put the LATCH on the hatch for a mini-game.
- Turn the latches until they're all open (Y).
- Solution: 3, 3, 4.
- Take the COIN and JACKPLANE (Z).
- Go to the Garage.
- Put the BAR in the vice and shape it with the JACKPLANE; take the HANDLE (A).
- Go to the Garden.
- Put the EXTENSION CABLE on the cable and take the LION; put the HANDLE on the axe and take the AXE (B).
- Go left.
- Remove the branch with the AXE (C).
- Walk forward.
- Give the COIN to the Hula girl; take the flower, which will be added to the BRANCH (D).
- Take the tape (E).
- Walk down.
- Play the 'find guilty' tape on your VIDEO CAMERA; take the PHOTO (F).
- Line up the PHOTO (G).
- Play the HOP (H).
- You receive the SCOOP.
- Take some sand with the SCOOP to receive a SCOOP WITH SAND (I).
- Walk forward.
- Put the SCOOP WITH SAND on the ice and send ELF up the slope; you receive the LAB TABLE KEY (J).
- Open the chest with the LAB TABLE KEY (K).
- Take the BOWL (L).
- Put the BOWL by the flowers and put MILK in it; take the TOY MOUSE (M).
- Go to the Garden.
- Give the TOY MOUSE to the owl (N); take the SMALL PRUNING SHEARS (O).
- Go left.
- Cut a BLUE FLOWER with the SMALL PRUNING SHEARS (P).
- Cut a RED FLOWER with the SMALL PRUNING SHEARS (Q).
- Walk forward.
- Cut a YELLOW FLOWER with the SMALL PRUNING SHEARS (R).
- Put the BLUE FLOWER, YELLOW FLOWER and RED FLOWER in the retort for a mini-game (S).
- Follow the instructions on the paper.
- Take the HERBICIDE (T).
- Pour the HERBICIDE over Prince Andre; you receive a SUN (U).
- Go to the Garden.
- Put the SUN and LION on the shield; take the ball, which will be added to the BRANCH (V).
- Access the BRANCH, snap off the extra twigs, remove the flower from the rubber band, attach the rubber band to the branch and add the ball (W); take the SLINGSHOT (X).
- Retrieve the NET with the SLINGSHOT (Y).
- Get the LEVER with the NET (Z).
- Put the LEVER in the holder and pull it (A).
- Go right.
Chapter 7: The Visibility Potion
- Take the BELLOWS (B); release ELF on the sawdust and take the BIG VALVE (C).
- Put the BIG VALVE on the elevator doors; take the BROKEN ELEVATOR PANEL and BOLT REMOVER (D).
- Go to the Glasshouse.
- Remove the bolts with your BOLT REMOVER; take the part of the BROKEN ELEVATOR PANEL (E).
- Walk down twice.
- Remove the bolts with your BOLT REMOVER (F); take the part of the BROKEN ELEVATOR PANEL (G).
- Go to the Apartment.
- Remove the bolts with your BOLT REMOVER; take the part of the BROKEN ELEVATOR PANEL (H).
- Go to the Tower Entrance.
- Remove the bolts with your BOLT REMOVER; take the part of the BROKEN ELEVATOR PANEL (I).
- Access the BROKEN ELEVATOR PANEL and put the pieces together; take the ELEVATOR PANEL (J).
- Put the ELEVATOR PANEL on the elevator (K).
- Walk forward.
- Take the NEWSPAPERS (L).
- Take the STASH PART and UNLOADED GUN (M).
- Walk down.
- Open the stove in the shed and put the NEWSPAPERS in it (N).
- Light a MATCH in your MATCHBOOK.
- Light the paper with the MATCH and use the BELLOWS.
- Play the HOP (O).
- You receive the TUNING FORK.
- Break the ice with the TUNING FORK (P); take the SALT (Q).
- Walk forward.
- Put the SALT on the windowsill; take the GOLDEN KEY CARD (R).
- Open the shackle with the GOLDEN KEY CARD; take the MANICURE SCISSORS (S).
- Cut the chain with the MANICURE SCISSORS; take the CLOCK (T).
- Walk down.
- Access the CLOCK and push the buttons according to the moon phases (U); take the TILE (V).
- Put the TILE on the box for a mini-game.
- Swap the tiles to restore the images (W).
- Take the shells for the UNLOADED GUN (X).
- Access the UNLOADED GUN, put the shells in it, cock the hammer and take the SHOTGUN (Y).
- Shoot the target with the SHOTGUN (Z); put the CORK in the vase and take the JUG (A).
- Go to the Garden.
- Fill the JUG with water to get a FULL WATER JUG (B).
- Go to the Broadcast Tower.
- Pour the FULL WATER JUG over the generator; take the SILVER KEY CARD (C).
- Open the shackle with the SILVER KEY CARD; you receive a STASH PART (D).
- Take the tape (E).
- Play the 'oath' tape on your VIDEO CAMERA; take the PHOTO (F).
- Align the PHOTO (G).
- Put the STASH PARTS on the safe for a mini-game.
- Rotate the discs and move the shoots to move the colored buttons to the locks of matching color.
- Turn the parts and slide the green and red buttons in the following order:
- (H) 5, 6, red, 6, red, 6, green, green, 5, 2, green; (I) 3, green, 3, 7, green 5, 7, green, green; (J) 6, red, 6, red, 7, red, 3, red, 4, red; (K) green on 5, 6, green, 5, green, 5, 6, 7, green, green, 7, 3, green.
- (L) 1, 2, red, 2, 5, red, 5, 7, red, red; (M) 6, green, 6, green, 5, green, 2, green, 1, green; (N) red on 7, 6, red; (O) you can now move all greens to the lock, followed by all reds.
- Take the VISIBILITY FORMULA (P).
- Give the VISIBILITY FORMULA to Prince Andre (Q).
- Congratulations, you've completed Mystery Trackers: Rancliff's Phantoms.
Created at: 2014-03-14