Mystery Trackers: Darkwater Bay Walkthrough
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Chapter 1: Cabin Chapter 1: Cabin Select scene. Take CLOTH PENNANT, BUCKET, ELF, BROOM, BAG EMBLEM and DIVER'S BAG (A). Use CLOTH PENNANT; receive GLASS SHARD (B). Use GLASS SHARD; remove lid (C). Play HOP; receive CHISEL. BAG EMBLEM on DIVER'S BAG. Solution (@1): C-A-B-A-C-A-B-A-C-A-Dx3 Take FOSSILIZED ROCK and WIND ROSE AMULET. Use CHISEL and FOSSILIZED ROCK (E). Play HOP; receive WHEEL HANDLE. Place WHEEL HANDLE (F). Enter (G). Take BOAT KEY, GOLD BRICK, TRIDENT EMBLEM, SEASHELL EMBLEM 1/3, STONE RELIC, and JACKMAN'S BOX (H). Look at note (I). Move stand (J). Remove sheet and use GLASS SHARD (K); receive CAMERA CODE. Use BROOM (L); receive DOLPHIN EMBLEM. Walk down. STONE RELIC and GOLD BRICK in BUCKET; take HEAVY BUCKET. Place HEAVY BUCKET (M). Play HOP; receive STASH PART 1/4. Place TRIDENT EMBLEM and DOLPHIN EMBLEM. Take STASH PART 2/4 and TRIANGULAR FRAGMENT 1/3 (N). Use BOAT KEY; take WRENCH and SCREWDRIVER (O). Enter (P). Use SCREWDRIVER and CAMERA CODE; enter 8913 (Q). Take STASH PART 3/4 and look at photo (R). Use WRENCH and ELF (S); receive CLOCK HANDS and ELF. Place WIND ROSE AMULET and CLOCK HANDS; take STASH PART 4/4 (T). Place STASH PART 4/4 (U). Solution one (V). Solution two (W)(yellow-red-green). Solution three (X). Take DIVER EMBLEM. Walk down. Place DIVER EMBLEM (Y). Select scene. Take TRIANGULAR FRAGMENT 2/3, TRIANGULAR FRAGMENT 3/3, TRIANGLE TILE, COIN, PAPER, and DOLPHIN EMBLEM 1/2 (A). Use COIN and select; take GLUE (B). GLUE and TRIANGULAR FRAGMENT 3/3 on PAPER; take LOCK CLUE. Place TRIANGLE TILE and LOCK CLUE. Solution: Cx2-D-Ex2-Fx2-Gx2-H-I. Take PLIERS (J). Use PLIERS (K); receive LADDER. Place LADDER (L). Go (M). Take HARPOON GUN, SCISSORS, and DOLPHIN EMBLEM 2/2 (N). Look at sign (O). Use ELF (P); receive ELF and SIGN TILE 1/3. Walk down. Place DOLPHIN EMBLEM 2/2; look at book; take SIGN TILE 2/3 (Q). Use SCISSORS (R). Play HOP; receive MINI POWER-SAW. Go (S). Use MINI POWER-SAW and open box; take SIGN TILE 3/3 (T). Place SIGN TILE 3/3; take KEY CARD (U). Walk down. Use KEY CARD (V). Enter (W). Take SEASHELL EMBLEM 2/3, SEASHELL EMBLEM 3/3, LIGHTER FLUID, and STARFISH TRINKET (W). Look at note (X). Use SCREWDRIVER; take FUSE (Y). Go to Balcony. Open door and place FUSE; take HARPOON (A). Place SEASHELL EMBLEM 3/3 and STARFISH TRINKET; take ROPE (B). Go to Study. HARPOON and ROPE on HARPOON GUN; select twice; receive LOADED HARPOON GUN. Use LOADED HARPOON GUN (C); receive ELBOW TILE. Place ELBOW TILE (D). Solution (E). Take EMPTY LIGHTER. Walk down. Open EMPTY LIGHTER and use LIGHTER FLUID; take LIGHTER. Use LIGHTER (F) and select handle (G). Receive DRAWER KEY. Go (H). Use DRAWER KEY; take SIGNATURE PLATE and SULFURIC ACID (I). Use SULFURIC ACID and open door; take TOOLBOX EMBLEM (J). Walk down. Place SIGNATURE PLATE on JACKMAN'S BOX; take TOOLBOX EMBLEM. Place two TOOLBOX EMBLEMS; take ELECTRICAL TAPE (K). Enter (L). Use SCISSORS (M); receive PLUG. Place PLUG and use ELECTRICAL TAPE (N). Select plug. Play HOP (O); receive ATLANTIS TESSERACT. Go to Balcony. Give ATLANTIS TESSERACT (P). Take FISHING ROD, STARFISH SYMBOL 1/2, STARFISH SYMBOL 2/2, MAGNET, WINDMILL BLADE 1/3, and FISHING LURE (Q). Remove broken propeller (R). Use ELF (S). Place STARFISH SYMBOL 2/2 (T). Solution: Ax4-Cx8-Bx4-Ax10-Bx4-Dx10-E-Dx2. Take FISHING HOOK. FISHING LURE and FISHING HOOK on FISHING ROD. Use FISHING ROD (E); stop in green section twice (F); receive FISH. Throw FISH (G). Play HOP; receive GUN. Use GUN (H). Enter (I). Take WINDMILL BLADE 2/3, WINDMILL BLADE 3/3, MAP TILE 1/2, LOCKPICK, and CROWBAR (J). Walk down. Use CROWBAR; take HOIST HANDLE (K). Place HOIST HANDLE (L). Use LOCKPICK; take MINIATURE MAST (M). Place WINDMILL BLADE 3/3; take MINIATURE SAILS (N). Enter (O). Place MINIATURE MAST and MINIATURE SAILS (P); take MAP TILE 2/2 (Q). Place MAP TILE 2/2 (R). Solution (S). Solution (1-20). Take LIGHTNING SYMBOL. Place LIGHTNING SYMBOL; select handle (T). Take PROPELLER (U). Walk down. Place PROPELLER (V).Chapter 2: Abandoned Town Chapter 2: Abandoned Town Play HOP (A); receive TRACKING DEVICE. Select scene. Take SEASHELL EMBLEM 1/2, SEASHELL EMBLEM 2/2, RUST REMOVER, CANNED FOOD, GRINDSTONE, MECHANICAL ARM 1/3, FANNY PACK, BROKEN CHAINSAW, and STONE FLOWER 1/2 (B). Use CROWBAR; take HANDKERCHIEF (C). Use RUST REMOVER; take MECHANICAL ARM 2/3 and HAMMER (D). SEASHELL EMBLEM 2/2 on FANNY PACK; take MECHANICAL ARM 3/3. Place MECHANICAL ARM 3/3 (E). Solution (F-G-H). Solution (1-19). Use MAGNET (I); receive STEEL BADGE and PIERCER. Place STEEL BADGE; take CHAIN and CUP (J). Use PIERCER and HAMMER (K). Use CUP (L); receive CUP WITH OIL. Pull cap from BROKEN CHAINSAW and use CUP WITH OIL. Place CHAIN and use GRINDSTONE; take CHAINSAW. Use CHAINSAW (M). Go (N). Take TROWEL, CASE PART, PUMP, PICKLOCK, CAPTAIN BADGE PART, TAPE, and BRUSH (O). Use TROWEL; take CASE PART (P). Walk down. Use PUMP (Q) and TAPE (R). Move boat; take CASE PART (S). Use PICKLOCK; take CAN OPENER (T). Go (U). CAN OPENER on CANNED FOOD; take CAT FOOD. Give CAT FOOD (V); place three CASE PARTS (W). Solution (X). Take EXPANDER and DRILL. Walk down. Use EXPANDER (A). Play HOP; receive HEX KEY. Go to Abandoned Town. Use BRUSH and HEX KEY; take KEY CARD (B). Use KEY CARD (C). Enter (D). Take BROKEN WIRE CUTTER, WIRE CUTTER HALF, FIRE EXTINGUISHER TOKEN, and WINDOW KEY (E). Use DRILL (F); receive SCREW. Place FIRE EXTINGUISHER TOKEN; take FIRE EXTINGUISHER (G). Walk down. WIRE CUTTER HALF and SCREW on BROKEN WIRE CUTTER; take WIRE CUTTER. Use WIRE CUTTER (H1); receive ANTENNA. Select ANTENNA 3x; receive EXTENDED ANTENNA. Use WINDOW KEY, FIRE EXTINGUISHER and EXTENDED ANTENNA (H2); receive FIREMAN'S BADGE. Enter (H3). Place FIREMAN'S BADGE (H4). Solution: (Kx2-I-J-I-J)-(I-Jx3-I-K-I-Kx2)-(I-J-I-J-I-K-I)-(Jx5-I-K-I-J-I-Kx2-I-J-I). Take STONE FLOWER 2/2 and RULER (L). Walk down. Place STONE FLOWER 2/2; take CAPTAIN BADGE PART (M). Use RULER (N); get in Car (O). Take CHEESE and DARK TRACKERS AMULET (P). Walk down. Give CHEESE; take CAPTAIN BADGE PART (Q). Go to Fire station. Place three CAPTAIN BADGE PARTS; take REMOTE and RED BUTTON (R). Use REMOTE (S). Play HOP; receive LEVER. Walk down. Place LEVER (T) and RED BUTTON (U). Pull lever (T). Go (V). Take MEDICAL SYMBOL, DARK TRACKERS JEWEL, HELMET EMBLEM, and STONE LEAF 1/2 (W). Go to Fire Station. Place MEDICAL SYMBOL (X). Play HOP; receive CHLOROFORM. Go to Car. HELMET EMBLEM and DARK TRACKERS JEWEL on DARK TRACKERS AMULET; take ORNAMENT OF THE ORDER. Place ORNAMENT OF THE ORDER (Y). Solution (Z). Take AWL (Z1). Go to Roof. AWL and HANDKERCHIEF on CHLOROFORM; take HANDKERCHIEF WITH CHLOROFORM. Use HANDKERCHIEF WITH CHLOROFORM (A). Take BUTTON and DARK ELF AMULET (B). Place DARK ELF AMULET; look at note (C) and take STAPLE REMOVER (D). Go to Car. Place BUTTON (E); take STONE LEAF 2/2 (F). Walk down. Place STONE LEAF 2/2; take OCTOPUS EMBLEM (G). Go to Fire Station. Use STAPLE REMOVER (H). Solution (@1): Ax2-Bx2-Ax2-Bx2-Ax2-Bx3-Ax2-Bx3-Ax2. Take HOOK. Go to Quay. Use HOOK (I) and select. Place OCTOPUS EMBLEM; take LATCH MONOGRAM (J). Go to Car. Place LATCH MONOGRAM (K). Play HOP; receive SYMBOL OF POWER. Go to Roof. Place SYMBOL OF POWER; take GLOVE BOX HANDLE and SLIDER (L). Go to Car. Place GLOVE BOX HANDLE; take PHOTO FRAGMENT 1/2 (M). Go to Quay. Place SLIDER; take PHOTO FRAGMENT 2/2 (N). Go to Fire Station. Place PHOTO FRAGMENT 2/2 and TAPE (O). Select (P). Enter 1246 (Q); take POWER HANDLE (R). Go to Roof. Place POWER HANDLE (S); select. Take START KEY (T) and press button (U). Go to Car. Place START KEY (V); select. Place TRACKING DEVICE (W). Solution one (X). Solution two (1-15).Chapter 3: River Bank Chapter 3: River Bank
DA: 61 PA: 2 MOZ Rank: 96