Walkthrough Menu
General Tips
- This is the official guide for Mystery Trackers: The Fall of Iron Rock.
- 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: Samuel's House
- Take ELF, TOOLBOX, and MINERAL 1/3 (A).
- Look at note; take PEN (B).
- Use ELF (C); receive FLAT KEY.
- FLAT KEY on TOOLBOX; take SPREADER and SANDPAPER.
- Use SPREADER (D). Play HOP; receive FLASHLIGHT.
- Use SANDPAPER and open; take FOUNTAIN PIECE 1/3 and PASS (E).
- Use PASS (F) and FLASHLIGHT (G).
- Examine (H).
- Solution (I-J-K).
- Take FLAG PATCH, MONEY, and FOUNTAIN PIECE 2/3 (L).
- Select Stones 2x; take FISHING NET (M).
- Use FLAG PATCH (N); receive GLASS SHARD.
- Use PEN (O). Play HOP; receive EARRING.
- Select ladder (P).
- Walk down.
- Use GLASS SHARD (Q); receive BACKPACK.
- Use FISHING NET (R); receive FOUNTAIN PIECE 3/3.
- Go (S).
- EARRING on BACKPACK; look at note; take WRENCH.
- Place FOUNTAIN PIECE 3/3 (T) and use WRENCH (U). Select awl (V); open paper and take AWL (W).
- Walk down.
- Use AWL (X); receive LOCK PART.
- Go (Y).
- Place LOCK PART. Solution (1-14).
- Play HOP (Z); receive DOOR KNOCKER.
- Place DOOR KNOCKER (Z1).
- Take PICKLOCKS and ELF (A).
- Select flint (B).
- Take flint (C) and use flint (D).
- Remove piece and use PICKLOCKS (E).
- Use PICKLOCKS (F).
- Talk (G).
- Play puzzle (H).
- Solution @1:(Rx3-U-Rx2-Dx3-R-U-R).
- Talk (I). Receive INSECT EMBLEM.
- Take GRINDSTONE, INSECT EMBLEM, and HANDSAW BLADE (J).
- Place two INSECT EMBLEMS; take INSECT REPELLANT (K).
- Use INSECT REPELLANT and then use ELF; take MINERAL 2/3 and HANDSAW HANDLE (L).
- HANDSAW BLADE on HANDSAW HANDLE. Use GRINDSTONE on blade; take HANDSAW.
- Use HANDSAW (M); receive BRANCH.
- Use BRANCH (N); receive SCREWDRIVER.
- Use SCREWDRIVER (O).
- Enter (P).
- Take MINERAL 3/3, GLUE, BIRDSEED, and EMPTY FRAME (Q).
- Look at note (R).
- Place MINERAL 3/3 (S).
- Place minerals (T).
- Solution one (U). Press arrow (V).
- Solution two (W).
- Take RACHEL'S TOKEN (X).
- Walk down.
- Use BIRDSEED (Y); receive SAMUEL'S TOKEN.
- Go (Y1).
- Place RACHEL'S TOKEN and SAMUEL'S TOKEN. Move items twice; take ALBUM and PHOTO FRAGMENT 1/3 (Z).
- Walk down.
- Give ALBUM (A). Play HOP; receive ARTIFICIAL FLOWER.
- Talk (A). Receive DRAWER KNOB.
- Place ARTIFICIAL FLOWER (B); receive BALLERINA.
- Go (C).
- Place DRAWER KNOB; take RACHEL'S BOX and GRATE HANDLE (D).
- Place GRATE HANDLE; take COLUMN LAMP (E).
- Walk down.
- Place COLUMN LAMP (F); take WIND-UP KEY (G).
- GLUE, BALLERINA, and WIND-UP KEY on RACHEL'S BOX. Look at note; take NIPPERS, HAIR TIE, and PHOTO FRAGMENT 2/3.
- Use NIPPERS (H).
- Go (I).
- Take OVEN MITT (J).
- Use MONEY (K); take PITS (L).
- Walk down.
- Use OVEN MITT; take SLINGSHOT (M).
- Go (N).
- HAIR TIE and PITS on SLINGSHOT; take LOADED SLINGSHOT.
- Use LOADED SLINGSHOT (O). Select when slider is in blue area (P). Do this successfully 3x (Q) to complete game.
- Take WIRE and HAMMER (R).
- Use AWL (S). Play HOP; receive MAILBOX DIAL.
- Use HAMMER; look at note and take BOTTLE (T).
- Go to Samuel's House.
- Use BOTTLE (U); receive TRINKET WITH NUMBERS.
- Go to Street.
- Place MAILBOX DIAL and TRINKET WITH NUMBERS. Stop dial at 9-3-8 (V).
- Take GNOME CAP (W). Look at letter; take PHOTO FRAGMENT 3/3 (X).
- Walk down.
- Place GNOME CAP (A); receive CADUCEUS.
- Go (B).
- Place CADUCEUS; take TAPE (C).
- Go to Street.
- Place WIRE and TAPE (D). Enter 1,4 (E).
- Go (F).
- Receive WATERING CAN TOKEN and RECIPE.
- Take HOSE, WATERING CAN, CRATES 1/2, and CRATES 2/2 (G).
- Put down CRATES 2/2; place apples (H) and strawberries (I) into crates.
- Take FRUIT (J).
- Walk down.
- Place HOSE (K) and WATERING CAN (L); receive WATERING CAN WITH FUEL.
- Place WATERING CAN TOKEN (M).
- Play HOP (N); receive HEAVY BUCKET.
- Go (N1).
- Use WATERING CAN WITH FUEL and select (O). Select Px3-Q-Rx3. Take SHOVEL and PINCERS.
- Place HEAVY BUCKET (S); take LEAF (T).
- PHOTO FRAGMENT 3/3 on EMPTY FRAME; select Ux2-V-Wx3-X. Take STASH COORDINATES.
- Go to Samuel's Yard.
- Place STASH COORDINATES (Y).
- Use SHOVEL; take IRON CAPSULE and ROOTS (Z).
- Go to Lilly's House.
- Look at RECIPE; place FRUIT, LEAF, and ROOTS into plate; take GLOWING LAMP INGREDIENTS.
- Place GLOWING LAMP INGREDIENTS (A).
- Place fruit on carving board (B).
- Place roots on carving board (B).
- Place leaf in mortar (C).
- Add yellow liquid (E) to mortar and select pestle (C).
- Pour (C) into (D); take GLOWING LAMP BASE (D).
- Give GLOWING LAMP BASE (F); receive CHEMICAL.
- Walk down.
- Use CHEMICAL (G).
Chapter 2: Mine
- Select scene. Receive GLOWING LAMP.
- Take T-HANDLE, BROKEN UMBRELLA, BUTTON 1/3, WRENCH, and BOLTS 1/5 (H).
- Remove stone; take SLEDGEHAMMER (I).
- Use PINCERS (J) and GLOWING LAMP (K). Play HOP; receive NUTS.
- Use SLEDGEHAMMER; place NUTS and use WRENCH (L).
- Go (M).
- Take BUTTON 2/3, BOLTS 2/5, BOLTS 3/5, and TAPE (N).
- Open book; take PHONE TOKEN (O). Turn page.
- Use T-HANDLE (P); take SHAPE.
- TAPE on BROKEN UMBRELLA; take UMBRELLA.
- Use UMBRELLA (Q); take BLANKET (Q1). Play HOP; receive SHAPE.
- Walk down.
- Place the 2 SHAPES; arrange as shown (R).
- Take NAMEPLATE (S).
- Place BLANKET and use ELF (T). Receive ELF and FILE HANDLE.
- Go (U).
- Use FILE HANDLE (V); receive FILE.
- Use FILE (W).
- Go (X).
- Take BOLTS 4/5, BUTTON 3/3, AWARD EMBLEM, and BOOKMARK (Y).
- Place NAMEPLATE (Z). Play HOP; receive GLASSCUTTER.
- Look at photo (Z1).
- Walk down twice.
- Place AWARD EMBLEM; take MT INSIGNIA 1/2 (A).
- Go (B).
- Open book; place BOOKMARK (C); receive PHONE NUMBER.
- Use PHONE TOKEN (D); place BUTTON 3/3 (E) and PHONE NUMBER (F). Dial 588327 (E). Take MT INSIGNIA 2/2 (G).
- Go (H).
- MT INSIGNIA 2/2 on IRON CAPSULE; look at note; take DEVICE BASE, MAGNETIC KEY, and CASSETTE.
- Use MAGNETIC KEY (I). Play HOP; receive DIAMOND.
- Walk down.
- DIAMOND on GLASSCUTTER; take GLASSCUTTER.
- Use GLASSCUTTER and then ELF (J).
- Enter (K).
- Take BOLTS 5/5, GOLD 1/3, MAGNET, and BROKEN GENERATOR (L).
- Go to Office.
- Use MAGNET (M).
- Solution (1-9).
- Take FORK and HEX KEY (N).
- Go to Mineral Factory.
- Use FORK (O); receive BENCH INLAY.
- Walk down.
- Place BENCH INLAY; take DESK SHAPE and GOLD 2/3 (P).
- Go to Office.
- Place DESK SHAPE; take UV LAMP and GOLD 3/3 (Q).
- Go to Mineral Factory.
- Use UV LAMP and open drawers; take FLOPPY DISK (R) and STONE FORM (S).
- Use STONE FORM and GOLD 3/3 (T); receive RING.
- Go to Office.
- Insert FLOPPY DISK (U); take TEMPLATE (V).
- Go to Mineral Factory.
- BOLTS 5/5 and HEX KEY on BROKEN GENERATOR; take GENERATOR.
- Place GENERATOR and select (W). Place RING (X) and TEMPLATE (Y).
- Solution (Z).
- Receive SIGNET RING.
- Use SIGNET RING (Z1).
- Go (Z2).
- Take WORKER BADGE and SPRING (A).
- Insert CASSETTE (B). Receive SPIN HANDLE. Remove cover and take FUSE 1/2 (C).
- Place SPRING; select 3-1-2. Take AMMONIA and SOLVENT (D).
- Walk down.
- Use SOLVENT and place WORKER BADGE; take SCREW GUN and SQUEEGEE (E).
- Go (F).
- Use SQUEEGEE (G); receive LIGHTNING SIGN.
- Place LIGHTNING SIGN; take CABLE SCREW and SCREW GUN BIT (H).
- Walk down twice.
- SCREW GUN BIT on SCREW GUN; take SCREW GUN.
- Use SCREW GUN; take FUSE 2/2 (I).
- Place CABLE SCREW (J); receive CONNECTOR CABLE.
- Go to Control Room.
- Remove old fuses; place FUSE 2/2 (K).
- Place SPIN HANDLE (L) and CONNECTOR CABLE (M). Zoom back into panel for a puzzle.
- Solution (@2): Enter 2136 (Q). Select (R-S).
- Select: (D-O-B-K). Select (T).
- Remove cover; take battery (U) and place it (V).
- Select (1-2-3).
- Take key (W) and insert it (X).
- Push button (Y).
- Walk down twice.
- Receive RACHEL'S LOCKET.
- Go (A).
- Take HOOK (B).
- Select man; take BAG KEY (C).
- Select wheel twice (D).
- Use BAG KEY (E); select 54132 (F). Take BANDAGE (G).
- Place BANDAGE (H) and use AMMONIA (I). Receive DEVICE BASE PART and HANDLE.
- Go to Control Room.
- Place HANDLE; take ACID and CHAIN (J).
- Walk down.
- Use HOOK and then ELF (K); receive ELF and SPROCKET.
- Go to Back Alley.
- Use ACID (L). Play HOP; receive LUG WRENCH.
- Place SPROCKET and use LUG WRENCH; place CHAIN (M).
Chapter 3: Abandoned House
- Select scene.
- Take RUNG 1/2, BURNER BASE, IRON SKULL 1/2, and MILL WHEEL PART 1/2 (N).
- Use ELF (O); receive MILL WHEEL PART 2/2 and ELF.
- Place MILL WHEEL PART 2/2 (P). Play HOP (Q); receive FISHING ROD.
- Use FISHING ROD (R); receive IRON SKULL 2/2 and FISHERMAN'S CREEL.
- Place IRON SKULL 2/2 (S).
- Go (T).
- Take BRONZE FEATHER 1/4 and SCISSORS (U).
- Walk down.
- Use SCISSORS (V); receive SCYTHE and take ROPE (W).
- Go (X).
- Use SCYTHE (Y); receive FISH TOKEN.
- Take BRONZE FEATHER 2/4 and PIECE OF PIPE (Z).
- Place RACHEL'S LOCKET; take BURNER TOP and MIRROR (Z1).
- FISH TOKEN on FISHERMAN'S CREEL. Solution (Ax3-B-Ax2-B-A-B-Ax2-B-A-B).
- Take BURNER HANDLE (@3).
- Walk down.
- BURNER TOP and BURNER HANDLE on BURNER BASE; take BURNER.
- Use BURNER (C); receive PICKAXE HEAD.
- Use PIECE OF PIPE and then ELF (D); receive ELF and PICKAXE HANDLE.
- PICKAXE HANDLE on PICKAXE HEAD; take PICKAXE.
- Use PICKAXE (E). Play HOP.
- Go (F).
- Take BELL (G).
- Go to Cemetery.
- Place BELL (I); select I-H-I. Play HOP; receive TURNING KNOB.
- Go to Iron Zoo.
- Place MIRROR and TURNING KNOB (J).
- Take BRONZE FEATHER 3/4, CHISEL, and HOOK (K).
- Walk down.
- Use CHISEL (L); receive RUNG 2/2.
- Go to Iron Zoo.
- ROPE on HOOK; take GRAPPLING HOOK.
- Use GRAPPLING HOOK and then add RUNG 2/2 (M).
- Enter Tree House (N).
- Select telescope (O); receive LENS.
- Take SOCKET DIAL and KALEIDOSCOPE (P).
- Look at note (Q).
- Look at photo (R).
- Place SOCKET DIAL (S).
- Solution (Tx3-Ux3-Vx2).
- Take GLASS TUBE and RULER (W).
- Use RULER; take BRONZE FEATHER 4/4 and PLIERS (X).
- Walk down.
- Place BRONZE FEATHER 4/4 (Y) and select paper (Y1); take DEVICE SWITCH and MURRAY'S SIGNET; look at note (Y2).
- Use PLIERS (Z); receive LETTER R and GOLD PLATING.
- Go to Cemetery.
- Place LETTER R (A); take LENS (B).
- Go to Tree House.
- Use MURRAY'S SIGNET (C) and open book; take LETTER M (D).
- 2 LENSES and GLASS TUBE on KALEIDOSCOPE; receive COLORED SHARDS.
- Place COLORED SHARDS and GOLD PLATING (E); take FIRE SYMBOL (F).
- Go to Cemetery.
- Place LETTER M (G); take OWL CLOCK (H).
- Place FIRE SYMBOL; take AXE (I).
- Go to Iron Zoo.
- Use AXE (J).
- Enter (K).
- Take STAR KEY, DEACTIVATION MICROCHIP, and FINGER (L).
- Use ELF (M). Play HOP; receive BROKEN METAL DETECTOR.
- Go to Tree House.
- Use STAR KEY (N); look at book and select 4x; take OLD LASER CUTTER and BATTERY 1/2 (O).
- Walk down.
- Use DEACTIVATION MICROCHIP (P) and OLD LASER CUTTER (Q). Play HOP; receive CHAIN.
- Go (R).
- Place CHAIN (S); take HAND (T).
- Place OWL CLOCK (U). Place HAND and FINGER (V). Zoom into clock.
- Solution (3-3-3-2-2-2-3-2-3-3-3-2).
- Go (Y).
- Take MURRAY'S BRACELET (A).
- Go to Tree House.
- Use MURRAY'S BRACELET; take CANVAS PIECE, DISH, and CLOTH (B).
- Go to Psychic's Lair.
- Place CLOTH (C). Use PLIERS; take LEVER HANDLE (D).
- Walk down.
- Place CANVAS PIECE; take BATTERY 2/2 and ANTI-ROSE SPRAY (E).
- Open cover on BROKEN METAL DETECTOR; insert BATTERY 2/2 (F).
- Solution (G).
- Take METAL DETECTOR.
- Walk down twice.
- Use METAL DETECTOR (H); receive GEAR 1/3.
- Go to Cemetery (I).
- Use METAL DETECTOR (J); receive GEAR 2/3.
- Go to Iron Zoo.
- Use METAL DETECTOR (K); receive GEAR 3/3.
- Go to Psychic's Lair.
- Use ANTI-ROSE SPRAY; place GEAR 3/3 and LEVER HANDLE (L).
- Examine (M).
- DEVICE BASE PART, DEVICE SWITCH, and DISH on DEVICE BASE; take ANTI-PSYCHIC DEVICE (N).
- Use ANTI-PSYCHIC DEVICE (O).
- Solution is random (P).
- Solution: (@4): (C-I)-(B-C)-(B-H)-(B-J)-(B-I)-(F-H).
- (C-A)-(C-E)-(A-C)-(C-H)-(G-I)-(J-I)-(G-I).
- Congratulations, you've completed Mystery Trackers: The Fall of Iron Rock!
Created at: 2019-05-17