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Welcome to the Mystery Trackers: Darkwater Bay Walkthrough. Can you recover an ancient underwater artifact in time? Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here. This document contains a complete Mystery Trackers: Darkwater Bay game walkthrough featuring annotated screenshots from actual gameplay! We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. This walkthrough was created by

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Margie B, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

  • This is the official guide for Mystery Trackers: Darkwater Bay.
  • 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: 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.
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  • 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

  • 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).
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  • 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

  • Take TOTEM HORN, FEATHER 1/3, OLD BUTTON, TOTEM PART, CRAB EMBLEM, SHELL-CHEST, STARFISH EMBLEM, and BUCKET WITH HOLE (A).
  • Place OLD BUTTON; take PIECE OF RUBBER and TOTEM EYE 1/2 (B).
  • CRAB EMBLEM and STARFISH EMBLEM on SHELL-CHEST. Play HOP; receive TOTEM EYE 2/2.
  • Place TOTEM HORN and TOTEM EYE 2/2 (C); take SHACK KEY (D).
  • Use SHACK KEY and select (E). Play HOP; receive GLUE.
  • GLUE and PIECE OF RUBBER on BUCKET WITH HOLE; take BUCKET.
  • Use BUCKET (F); receive BUCKET WITH WATER.
  • Use BUCKET WITH WATER; take BRIDGE MECHANISM PART (G).
  • Place BRIDGE MECHANISM PART (H).
  • Solution (1-6).
  • Go (I).
  • Take EMPTY SMOKER, TONGS, two TOTEM PARTS, PAINTING TILE, and MACHETE (J).
  • Walk down.
  • Use TONGS (K); receive TONGS WITH SMOLDERING EMBER.
  • Use MACHETE (L); receive WOODEN SPLINTERS.
  • Go (M).
  • CAN OPENER on EMPTY SMOKER; add WOODEN SPLINTERS and TONGS WITH SMOLDERING EMBER. Select twice; receive SMOKER.
  • Use SMOKER (N). Play HOP; receive TOTEM PART.
  • Walk down.
  • Select arrow (O); place 4 TOTEM PARTS (P).
  • Solution (Q).
  • Take FOUNTAIN HANDLE.
  • Go to Waterfall.
  • Place FOUNTAIN HANDLE and select (R). Move stone; take PASS CARD (S).
  • Select stones; use PASS CARD (T). Press button (U).
  • Enter (V).
  • Look at note (W).
  • Take PAINTING TILE, BROKEN SOLVENT SPRAY, SPRAY HANDLE, CABINET KEY 1/2, SQUARE BUTTON, NUMBERED BUTTON, SYRINGE, and FAKE EYE (X).
  • Walk down.
  • SPRAY HANDLE on BROKEN SOLVENT SPRAY; take SOLVENT SPRAY.
  • Use SOLVENT SPRAY; place NUMBERED BUTTON (Y).
  • Solution (Z).
  • Take FEATHER 2/3.
  • Walk down.
  • Place SQUARE BUTTON; take JACK (A).
  • Go to Waterfall.
  • Use JACK and select (B); take CABINET KEY 2/2 (C).
  • Go to Secret Base.
  • Use CABINET KEY 2/2; take ROPE LADDER and FEATHER 3/3 (D).
  • Place FEATHER 3/3 (E); receive COMPUTER PASSWORD.
  • Place COMPUTER PASSWORD; enter 9389 (F) and enter (G). Play HOP.
  • Place ROPE LADDER (H); go to Laboratory (I).
  • Look at note (J).
  • Select button (K).
  • Select cart (L).
  • Take WEIGHT, STEEL CASE, CONTINENT PART, and WOODEN KNOB (M).
  • Walk down.
  • Place WOODEN KNOB; take CONTINENT PART (N).
  • Place two CONTINENT PARTS; take L-SHAPED SYMBOL (O).
  • Place WEIGHT (P); take PAINTING TILE (Q).
  • Place three PAINTING TILES (R).

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  • Solution (S).
  • Take SUNRAY SYMBOL.
  • SUNRAY SYMBOL and L-SHAPED SYMBOL on STEEL CASE. Solution (T-U-V).
  • Look at note; take LASER CUTTER.
  • Go to Laboratory.
  • Use LASER CUTTER (W).
  • Go (X).
  • Take BOLT CUTTER, RED BERRY, and SCIENCE SYMBOL (Y).
  • Look at book (Y1).
  • Walk down twice.
  • Place SCIENCE SYMBOL (Z). Play HOP; receive GRAY POWDER.
  • Go to Laboratory.
  • Use BOLT CUTTER (A); take ELF (B).
  • Go to Greenhouse.
  • Use ELF and select puzzle (C).
  • Solution (1-13).
  • Take CHEMISTRY SYMBOL.
  • Walk down twice.
  • Place CHEMISTRY SYMBOL; look at note and take CHEMICAL SPRAYER (D).
  • Go to Greenhouse.
  • Use CHEMICAL SPRAYER (E); receive CURSED PETAL.
  • Place RED BERRY, GRAY POWDER, and CURSED PETAL; use SYRINGE (F); receive SYRINGE WITH HYPNOTIC.
  • Walk down.
  • Use SYRINGE WITH HYPNOTIC (G).
  • Enter (H).
  • Select scene.
  • Take WALRUS EMBLEM (I).
  • Use ELF; take SEAL EMBLEM (J).
  • Use HEX KEY; take PLASTIC LIVER (K).
  • Go to Waterfall.
  • Place SEAL EMBLEM and WALRUS EMBLEM; take PLASTIC HEART (L).
  • Go to Office.
  • Place PLASTIC LIVER, FAKE EYE, and PLASTIC HEART (M); take STAR SIGNET (N).
  • Go to Greenhouse.
  • Place STAR SIGNET; take DARK TRACKERS AMULET (O).
  • Go to Office.
  • Place DARK TRACKERS AMULET (P). Play HOP; receive ATLANTIS TESSERACT.
  • Walk down.
  • Place ATLANTIS TESSERACT (Q).
  • Congratulations, you've completed Mystery Trackers: Darkwater Bay!

Created at: 2018-10-05

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