Walkthrough Menu
General Tips
- This is the official guide for Mystery Trackers: The Secret of Watch Hill.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to a s HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Detective
- Talk (A).
- Take SECURITY BADGE, BEAD 1/3, ELF, and DETECTIVE'S BAG (B).
- Place SECURITY BADGE and use ELF; look at brochure and take LEMON HALF (C).
- LEMON HALF on DETECTIVE'S BAG; take BOAT KEY and PASS CARD.
- Use BOAT KEY (D). Play HOP; receive COAT HANGER.
- Use COAT HANGER and select; take hazmat suit (E).
- 'Would you like to have Elf's help in your investigation?' You can choose yes or no. The guide provides solutions for both answers.
- Use PASS CARD (F).
- Go (G).
- Take BEAD 2/3, MONOGRAM, and CAMERA (H).
- Select bulb (I).
- Look at newspaper; take CADUCEUS 1/2 (J).
- Walk down.
- Use MONOGRAM; take BATTERY CHARGER and MITTEN (K).
- Go (L).
- Use MITTEN (M); receive LIGHTBULB.
- Place LIGHTBULB (N); take TONGS and ABACUS (O).
- Select (P).
- Walk down.
- Use TONGS (Q); receive CADUCEUS 2/2 and BEAD 3/3.
- Place CADUCEUS 2/2; take WHEEL (R).
- BEAD 3/3 on ABACUS. Solution (S).
- Take COIN PURSE (T).
- Use COIN PURSE; take WRENCH (U).
- Go to Street.
- Place WHEEL and use WRENCH (V).
- Select lever (W).
- Go (X).
- Take BROKEN LASER CUTTER, SCIENTIST ID, EMERGENCY KEY, and BLUE WIRE (Y).
- Use SCIENTIST ID (Z). Play HOP; receive LASER CYLINDER.
- Walk down twice.
- Use EMERGENCY KEY and select; take FIRE CONE (A).
- Use FIRE CONE (B); receive CONE WITH WATER.
- Go to Lane.
- Use CONE WITH WATER and select 2x; take SANDPAPER, RED WIRE, and BATTERY (C).
- Walk down twice.
- Use SANDPAPER; take DANGER SIGN (D).
- Go to Lane.
- Use DANGER SIGN; place BLUE WIRE and RED WIRE (E).
- Solution (F). Select lever (G).
- LASER CYLINDER on BROKEN LASER CUTTER. Select compartment and place BATTERY; take LASER CUTTER.
- Use LASER CUTTER (H).
- Go (I).
- Take JAR, BUTTON, and CHISEL (J).
- Select shovel (K) or use ELF; take SKELETON BRAIN 1/2 and BOX CUTTER (L).
- Walk down twice.
- Use CHISEL (M); receive DOG FIGURINE.
- Use BOX CUTTER and JAR (N); receive JAR WITH SUGAR.
- Go (O).
- Place DOG FIGURINE and BUTTON; take SIEVE and WIRE (P).
- Go to Front Yard.
- Use JAR WITH SUGAR; take MINI SCREWDRIVER (Q).
- Go to Street.
- Use SIEVE (R); receive DOOR HANDLE.
- Place DOOR HANDLE (S). Play HOP; receive RADIO.
- Go to Front Yard.
- MINI SCREWDRIVER on RADIO and select; receive MAGNET.
- Use WIRE and MAGNET (T); receive HOUSE KEY.
- Use HOUSE KEY (U).
- Go (V).
- Take STONE FRUIT, DOORKNOB, SOLVENT, and SKELETON EYE 1/2 (W).
- Walk down.
- Use SOLVENT (X); receive PAINTBRUSH and STONE FRUIT.
- Use PAINTBRUSH (Y); receive PAINTBRUSH WITH RESIN.
- Place two STONE FRUITS (Z1); take MOTHER'S LOCKET (Z2).
- Go (Z3).
- Place MOTHER'S LOCKET; take BOOK 1/2 and look at note, then take STAPLE REMOVER (A).
- Go to Lane.
- Use STAPLE REMOVER (B); receive SCIENCE SYMBOL.
- Go to Entry Hall.
- PAINTBRUSH WITH RESIN and SCIENCE SYMBOL on DOORKNOB; take SCIENTIFIC DOORKNOB.
- Place SCIENTIFIC DOORKNOB (C).
- Solution: D-R-Ux2-D-Lx2-D-R-Ux2-L.
- D-R-D-L-U-Rx2-D-L-U-L-U-R-Dx2-R-Ux2-R.
- Go (E).
- Take BOOK 2/2 and DRESSER TILE 1/2 (F).
- Place BOOK 2/2; take MICROSCOPE EYEPIECE and MONOGRAM (G).
- Place MONOGRAM and select; take SUN and MAIL AMULET and look at note (H).
- Walk down.
- Place SUN (I); take SKELETON BRAIN 2/2 and FOCUSING KNOB (J).
- Walk down.
- Place MAIL AMULET (K).
- Solution (Lx2-Nx2).
- Select letter; take FATHER'S SIGNET RING (O).
- Go to Father's Study.
- Place MICROSCOPE EYEPIECE, FOCUSING KNOB, and FATHER'S SIGNET RING (P) and select twice. Take SECRET CODE (Q).
- Place SECRET CODE (R).
- Solution (1-10).
- Take SECRET FOLDER.
- Walk down.
- Select SECRET FOLDER 2x; take PHOTO SCRAP. Select again and receive HEX KEY.
- Use HEX KEY (S).
- Go (T).
- Take BROKEN UV DEVICE and CELLULAR PHONE (U).
- Select broom (V) or use ELF; receive SKELETON EYE 2/2.
- Go to Father's Study.
- Place SKELETON BRAIN 2/2 and SKELETON EYE 2/2 (orange); take DRESSER TILE 2/2 (W).
- Return to Your Bedroom.
- Place DRESSER TILE 2/2 (X). Play HOP; receive UV BULB.
- Go to Father's Study.
- UV BULB on BROKEN UV DEVICE; take UV DEVICE.
- Use UV DEVICE and select 1-4; take BROKEN CANE (Y).
- Walk down.
- Use BROKEN CANE (Z1); receive FATHER'S CANE.
- Go (Z2).
- Use FATHER'S CANE (Z3).
Chapter 2: Lighthouse
- Play automatic HOP; receive ANCHOR EMBLEM.
- Take BAS-RELIEF PART 1/3, BAS-RELIEF PART 2/3, WHEEL, and BONNET (A).
- Select dirt or use ELF; take BAS-RELIEF PART 3/3 (B).
- Place BONNET (C); take WATER GUN (D).
- Place BAS-RELIEF PART 3/3 (E).
- Solution (F).
- Take BICYCLE EMBLEM (G).
- Place WHEEL (H); take EMPTY BALLOON (I).
- Place EMPTY BALLOON (J); receive BALLOON WITH WATER.
- BALLOON WITH WATER in WATER GUN; take LOADED WATER GUN.
- Use LOADED WATER GUN (K); receive GATE KEY and FEATHER 1/4.
- Use GATE KEY (L).
- Go (M).
- Select scene.
- Take FISHERMAN'S BAG, FEATHER 2/4, and CUTTERS (N).
- Place BICYCLE EMBLEM (O). Play HOP; take SCREWDRIVER (P).
- Walk down.
- Use SCREWDRIVER; take BICYCLE CHAIN and ANCHOR EMBLEM (Q).
- Go (R).
- Use CUTTERS, place two ANCHOR EMBLEMS and select (S); take WRENCH (T).
- Use WRENCH (U); receive PEDAL.
- Walk down.
- Place BICYCLE CHAIN and PEDAL; select (V). Take SWING (V1).
- Go (W).
- Use SWING; take FISHING NET (X).
- Use FISHING NET (Y).
- Go (Y1).
- Take FISHERMAN'S AMULET and DOLL FOOT (Z).
- FISHERMAN'S AMULET on FISHERMAN'S BAG; (D left)-(A down and right twice)-(C right twice)-(B right twice and up once).
- (G up and left)-(E left twice)-(F left twice)-(H up and right)-(D right)-(A down).
- Take GLASSES and AWL.
- Walk down.
- Use AWL; take DOOR HANDLE and DYNAMITE (I).
- Walk down.
- Place DOLL FOOT (J) and GLASSES (K); take FIREFLOWER AMULET and HAIRPIN (L).
- Go to Lighthouse Tower.
- Place FIREFLOWER AMULET and select; take SPARKLER (M).
- Place DOOR HANDLE and use SPARKLER (N); receive BURNING SPARKLER.
- Walk down twice.
- Place DYNAMITE and use BURNING SPARKLER; take WILL'S PENCIL CASE (O).
- HAIRPIN on WILL'S PENCIL CASE; select 5x; take WILL'S NOTEBOOK and DUCT TAPE.
- Go to Lighthouse Tower.
- Place PHOTO SCRAP and use DUCT TAPE (P). Use COIN PURSE (Q). Select scrap. Play HOP; receive HATCH CLUE.
- Place HATCH CLUE (R); select 1-5.
- Go (S).
- Take BLUNT KNIFE, FEATHER 3/4, and GRATER (T).
- Remove rug (U).
- Select broom (V) or use ELF; take/receive WOODEN TILE (W).
- Walk down twice.
- Place WOODEN TILE; take BELLOWS (X).
- Use BLUNT KNIFE (Y); receive CHALK. Take BEETLE HALF (Y1).
- Go (Z).
- Use BELLOWS (A). Play HOP; receive FEATHER 4/4.
- Go (B).
- Place FEATHER 4/4 (C); receive FEATHER DUSTER.
- CHALK and FEATHER DUSTER on GRATER; take POWDERED DUSTER.
- Use POWDERED DUSTER; select 1-4. Place WILL'S NOTEBOOK (D).
- Solution (E).
- Go (F).
- Take MECHANICAL SPIDER BODY and OVEN HANDLE (G).
- Walk down.
- Select left side of oven twice. Place OVEN HANDLE and use SCREWDRIVER; take ICE CHIPPER and FUSE (H).
- Open door and use ICE CHIPPER; take BAKING SODA and BEETLE HALF (I).
- Walk down.
- Place BEETLE HALF and BEETLE HALF; take MECHANICAL SPIDER LEGS (J).
- Go to Laboratory Entrance.
- MECHANICAL SPIDER LEGS on MECHANICAL SPIDER BODY; take MECHANICAL SPIDER.
- Place MECHANICAL SPIDER (L). Solution (M).
- Take LASER KEY (N).
- Place FUSE and select (O).
- Use LASER KEY (P).
- Go (Q).
- Select stick (R) or use ELF; receive SNOW GLOBE.
- Take CRYSTAL BIRD (S).
- Walk down twice.
- Place SNOW GLOBE (T); receive BROKEN SNOW GLOBE.
- Go (U).
- Take CRYSTAL TREE from BROKEN SNOW GLOBE.
- Place CRYSTAL TREE and CRYSTAL BIRD; take FILE and VINEGAR (V).
- Walk down.
- Use VINEGAR; take LOCKPICK and SUCTION CUP (W).
- Go to Laboratory Main Hall.
- Use LOCKPICK (X). Play HOP; receive ELEVATOR CODE.
- Use FILE; take GARGOYLE FIGURINE (Y).
- Use SUCTION CUP; take GARGOYLE FIGURINE (Z).
- Two GARGOYLE FIGURINES on BROKEN SNOW GLOBE. Solution (@1): (X-N-M)-(N-M-L-K-)-(L-M-N-O-N-M)-(T-M-T-M).
- (L-F-L-F))-(A-F-L-M-T)-(X-Y-Z-P)-(Z-P-G-H-D-C-B).
- Take STAFF BADGE.
- Use ELEVATOR CODE and STAFF BADGE; enter 54734 (@2).
- Solution (Z1x3).
Chapter 3: Panic Room
- Select Scene.
- Take BRUSH and BLOWTORCH (A).
- Use WRENCH; take BROKEN CAMERA (B).
- Use BLOWTORCH; take BLEACH (C).
- BATTERY CHARGER on CAMERA. Play HOP; receive MEMORY CARD.
- Use BLEACH, BAKING SODA, and BRUSH (D). Place MEMORY CARD (E). Play HOP; receive EMERGENCY FROST CHIP.
- Use EMERGENCY FROST CHIP and ICE CHIPPER (F).
- Go (G).
- Take CAMERA, BOX CUTTER, JANITOR EMBLEM 1/2, TWEEZERS, MAGNETIC SCREWDRIVER, and STEEL ROD (H).
- Select BROKEN CAMERA; take POWER ADAPTER (I). Use TWEEZERS (J); receive BATTERY.
- MAGNETIC SCREWDRIVER on CELLULAR PHONE; take TRANSMITTER.
- Select gloves (K).
- Walk down.
- Use STEEL ROD; take JANITOR EMBLEM 2/2 (L).
- Use BOX CUTTER and place JANITOR EMBLEM 2/2; take RUBBER GLOVES and MATCHES (M).
- Go (N).
- Use RUBBER GLOVES. Solution (O-P-Q).
- Receive EXPLOSIVE MIXTURE.
- Place POWER ADAPTER, TRANSMITTER, and BATTERY (orange). Press green button (R); take ENTER KEY (S).
- Walk down.
- Use EXPLOSIVE MIXTURE and MATCHES (T).
- Go (U).
- Take FATHER'S MULTI-PURPOSE TOOL and PARENTS' DIARY (V).
- Select wall or use ELF; take TRAP REMOTE (W).
- Go to Examination Room.
- Use FATHER'S MULTI-PURPOSE TOOL; take COTTON SWAB and FILM (X).
- Go to Panic Room.
- Use COTTON SWAB (Y); receive MIMIC SAMPLE.
- Select CAMERA and place FILM. Use CAMERA and select twice (Y1); receive DIARY CODE.
- DIARY CODE on PARENTS' DIARY; solution (Z). Play HOP; receive ACTIVATION FLASH DRIVE.
- Go to Examination Room.
- Place MIMIC SAMPLE (A), ACTIVATION FLASH DRIVE (B), and ENTER KEY (C).
- Select 1-6; take MIMIC TRAP (D).
- Walk down.
- Select stool (E). Collect all balls as they roll through. Don't let them reach the end. Solution is random.
- Take FATHER'S MULTI-PURPOSE TOOL (F).
- Take STEERING WHEEL PART 1/2 and HOSE (G).
- Use FATHER'S MULTI-PURPOSE TOOL; take BLANKET (H).
- Use BLANKET (I); take VALVE (J).
- Place VALVE and HOSE. Move lifesaver; take EMERGENCY HAMMER (K).
- Use EMERGENCY HAMMER; take SHIP MAP (L).
- Select harpoon (M) or use ELF; receive/take SHIP EMBLEM (N).
- Place SHIP EMBLEM; take STEERING WHEEL PART 2/2 and BROKEN WIND-UP TOY (O).
- Place STEERING WHEEL PART 2/2 (P).
- Use SHIP MAP (Q).
- Select the compass buttons (R) to enter the Solution: (N-E-E-N-W-N-N-E-E-S-E-S-E-N-N-E).
- Take COOK FIGURINE, MIMIC TRAP, FISH EMBLEM, and two MONOGRAMS (T).
- Place COOK FIGURINE (U); take BROKEN LADLE and GEAR 1/3 (V).
- Walk down.
- Place FISH EMBLEM; take FISH FOOD and ADHESIVE TAPE (W).
- Go (W1).
- ADHESIVE TAPE on BROKEN LADLE; take LADLE.
- Use FISH FOOD and LADLE (X); receive MONOGRAM and ELECTRONIC CHIP.
- Place three MONOGRAMS (Y); take SUITCASE WHEEL and ELECTRONIC KEY (Z).
- ELECTRONIC CHIP on ELECTRONIC KEY. Solution: (E-F-A).
- Take FLASH KEY.
- Use FLASH KEY (I).
- Enter (J).
- Look at door (K).
- Take GEAR 2/3 and JAR (L).
- Place SUITCASE WHEEL (M); take GEAR 3/3 (N).
- Walk down.
- Place JAR (O); receive JAR WITH SNAILS 1/2.
- Walk down.
- Place JAR WITH SNAILS 1/2 (P); receive JAR WITH SNAILS 2/2.
- Go to Juliet's Room.
- Place JAR WITH SNAILS 2/2; take SUITCASE KEY and SHARP STONE (Q).
- Use SHARP STONE; take OILER (R).
- Select BROKEN WIND-UP TOY and place GEAR 3/3; select twice; receive WIND-UP TOY.
- Use WIND-UP TOY (S); receive SHIP TICKET.
- COIN PURSE on SHIP TICKET; take SUITCASE COMBINATION.
- Use SUITCASE KEY and SUITCASE COMBINATION; enter 7493 (T). Play HOP; receive TASER.
- Use OILER (U).
- Go (V).
- Place MIMIC TRAP and select mop (W) or use ELF.
- Use TASER and select (X).
- Solution (1-3).
- Use TRAP REMOTE on scene (Y).
- Congratulations, you've completed Mystery Trackers: The Secret of Watch Hill!
Created at: 2020-01-24