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Mystery Trackers 18: Fatal Lesson - Full Walkthrough with Tips and Puzzles

Mystery Hunters 18: The Fatal Lesson. In the cadet camp of the Mystery Hunters, one of the students was kidnapped. The protagonist of the game, a former graduate of the camp, takes on the investigation of this strange case. What happened is very similar to the event that happened in these places 15 years ago. Then the kidnapped student could not be found and the case was closed. Is the unsolved mystery of the past reminded of itself? Or is it all just a coincidence? This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Dormitory
  3. Chapter 2 Cafeteria
  4. Chapter 3 Test Facility
  5. Extra Chapter
  6. Collectibles


Mystery Hunters 18: General Tips

A former graduate of the Mystery Hunters cadet school returns to the place of study to remember his student years and spend time with friends. At the same time, one of the students disappears in the camp. According to eyewitnesses, he was kidnapped by a mysterious monster. The protagonist of the game puts off his rest and begins to investigate this mysterious case.

A similar incident already happened here 15 years ago, but the participants in that tragedy preferred to forget about it. To find the kidnapped student and solve the mysteries, the hero of the game will have to turn to painful memories of the past and face his own fears. Also in the investigation, he will need various equipment, which can be found in locations or obtained in puzzles and mini-games.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. Hidden object scenes will use the acronym "SEARCH" throughout the playthrough. Items marked with a different color are hidden or require additional actions to find them.

This walkthrough will show a step-by-step solution to mini-games that have a single solution. For other mini-games, carefully read the instructions in the game. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move to the desired location.

Mystery Hunters 18: Chapter 1 Dormitory

Talk to the girl (A); take the FOUNTAIN PEN (B). Move to the left. Use the FOUNTAIN PEN on the diary (C) to activate a HOP. Move to the right. Talk to the young man (D).

Talk to Shade (E) to get the Map. Take ELF if you need his help; familiarize yourself with the folder (F). Take the HANDKERCHIEF (G). Examine the map on the stand (H); take the HAIRPIN (I).

Use the HAIRPIN on the car glove box latch; take the MENTOR’S PASS (J). Talk to the girls (K) to get SLATE’S BAG. Walk forward (L).

Take Binoculars TOKEN, BLACK’S MEDALLION, and BOX BUTTON 1/2 (M). Use the HANDKERCHIEF on the glass shards (N) to get a SHARP SHARD. Walk back.

Use the SHARP SHARD on the bag in the car (O) and move the items to get the BROKEN SELFIE STICK; zoom into the device in the bag and take the BOX BUTTON 2/2 (P). Place BOX BUTTONS 2/2 on the box on the bench; read the note and take the FAULTY GLASSES and DUCT TAPE (Q). Walk forward (R).

Combine the BROKEN SELFIE STICK and DUCT TAPE; take the SELFIE STICK. Use the SELFI STICK on the wire fence (S); take KEY 1/2 and PAW TOKEN. Combine the SLATE’S BAG, BINOCLE TOKEN and PAWS TOKEN in Inventory and select the diary to activate a mini-game; solution for page 1 (T): (forest-abandoned), solution for page 2 (U): (laboratory-experiments), solution for page 3 (V): (assured-useful). Take CAMP PHOTOS, MICROCHIP, and KEY 2/2 (W). Use the KEYS 2/2 on the toolbox locks; take the CLIPPERS and CAMP POSTER (X). Walk back.

Place the CAMP PHOTOS and CAMP POSTER on the stand (Y); play the HOP to get SLATE’S ID-CARD. Walk forward (Z).

Use SLATE’S ID CARD on the card reader (A); take the TWEEZERS and RUBBER GLOVES (B). Use the TWEEZERS on the stuck object (C) to get the BATTERY. Use the RUBBER GLOVES and CUTTERS on the damaged fence wires (D); take the WIRES (E). Combine the FAULTY GLASSES, MICROCHIP, WIRES and BATTERY in Inventory to get the SPECTRAL GLASSES. Use the SPECTRAL GLASSES on the location.

Use the ELF or the shovel on the ground under the bush (F1); take MONSTER CLAW and CODE NOTE (F2). Use the CODE NOTE and MENTOR’S PASS on the electronic door lock; enter the code 83291 on the lock keypad (G). Walk right (H).

Take the DEFECTIVE SCREWDRIVER, EMBLEM, SCREWDRIVER, and MONSTER TOKEN 1/4 (I). Read the notes (J). Walk back. Use the SCREWDRIVER and RUBBER GLOVES on the electric box (K) for a mini-game.

See screenshot for solution (L). Turn off the electricity (M).

Take COSMETIC BRUSH and EXTERNAL BATTERY (N). Walk back. Use the COSMETIC BRUSH on the lock of the bag on the bench; place the EMBLEM on the lock of the bag and take the VALVE and SCREWDRIVER BIT (O). Return to the Dormitory Hall.

Combine the DEFECTIVE SCREWDRIVER, EXTERNAL BATTERY and SCREWDRIVER BIT in Inventory; take the SCREWDRIVER. Use the SCREWDRIVER on the rack (Q); activate SEARCH. Walk left (R). Use the SPECTRAL GLASSES on the location.

Take FAULTY WALKIE, WALKIE HANDLE, and REMOTE CONTROL (S). Open the locker on the right; take MONSTER TOKEN 2/4 and SLATE’S MEDALLION (T). Try to take the token (U); select the umbrella (U1) or use the ELF on the hole in the wall (V) to get the MONSTER TOKEN 3/4. Walk back.

Place BLACK’S MEDALLION and SLATE’S MEDALLION on the lock; take DOOR HANDLE and ANTENNA (W). Walk left (X). Place the DOOR HANDLE on the back door lock; take SPEAKER and BRUSH (Y). Walk back.

Combine the FAULTY WALKIE, SPEAKER, ANTENNA and RADIO HANDLE in Inventory; take the WALKIE WITH A CLUE. Use the REMOTE CONTROL and WALKIE WITH A CLUE on the drawer on the ottoman to activate a mini-game; select the symbols on the box in the following order: palm-X-rose-bulb (1-4). Take MONSTER TOKEN 4/4 and REAGENTS KIT (Z1). Walk left (Z2).

Place the 4/4 MONSTER TOKENS on the lock on the left door (Z3) to activate a mini-game. Do the steps in the following sequence: (Sx4-A) - (Sx3-A) - (Sx2-A) - (Bx4-A) - (C-A) - (Sx4-A) - (Sx2-A). Walk left (E).

You receive the FOREST MAP. Take LIQUID SOAP and COMPASS (F). Use the ELF on the crow (G) or select the cracker (G1); take the EMPTY VIAL (H). Return to the Dormitory Hall.

Place the COMPASS on the box in the locker; take the WATERING WATER and BROKEN FIGURINE (I). Walk left (J). Use the VALVE (K), WATERING WATER (L), and LIQUID SOAP on the washbasin to get SOAP SOLUTION. Walk left (M).

Use the SOAP SOLUTION and BRUSH on the table; select button (M) and take SOLUTION RECIPE (N). Combine the REAGENT KIT, SOLUTION RECIPE, EMPTY VIAL and MONSTER CLAW in Inventory; select all marked objects (O) and take GLOWING SOLUTION (P).

Place the GLOWING SOLUTION under the bed; take BELT and OLD BOOK (Q). Place the OLD BOOK on the shelf (R); take the WOOD FIGURINE and RULER (S). Walk back.

Use the RULER on the box in the closet; take the SPYGLASS and GLUE (T). Return to Black’s Room. Combine the BROKEN FIGURINE and GLUE in Inventory; take the SHED FIGURINE. Place the SHED FIGURINE and TREE FIGURINE (U) on the box under the bed; take OLD SKULL and LOCK PICK (V). Walk back.

Use the LOCK PICK on the right side of the door (W) to activate a mini-game; do the steps in the following sequence: Yx3-Z-Yx4-ZYZ. Play the HOP (@1) to get the STRANGE DEVICE. Walk left (@2).

Use the BELT on the ledge outside the window (A) to get BLACK’S NOTEBOOK. Return to the Dormitory Hall. Place the STRANGE DEVICE and BLACK’S NOTEBOOK on the table against the wall straight ahead and use the SPECTRAL GLASSES on the table; do the BCD sequence and take the FIRE EXTINGUISHER (E) and CONTROL DEVICE (D). Use the FIRE EXTINGUISHER on the door lock on the left (F). Go through the door (G).

Talk to the young man (H). Use the CONTROL DEVICE on the monster (H1) to activate a mini-game. Solution for the first stage (I). Solution for the second stage (J).

Mystery Hunters 18: Chapter 2 Cafeteria

Examine the location twice. Take CUTLERY CLUE 1/3, GLOVES, and TOY CAR (A). Open the bag and take the COSMETIC BAG (B); select casket (C). Place the TOY CAR on the casket; take ATOM BUTTON and NOTEBOOK (D).

Combine the BEAUTY BAG and ATOM BUTTON in your Inventory; open the make-up case and take the ADHESIVE PAD and POWDER PACK. Use the GLOVES, POWDER PACK, and NOTEBOOK on the floor inside the railing; select the prints (E) to receive CLUE 1/4. Take the EYE OF THE FISH (F). Place the EYE OF THE FISH on the fish (G); take the SCREWDRIVER and WHEEL (H). Put the WHEEL on the door lock (I); play the HOP to get the DEFECTIVE FLASHLIGHT.

Take CUTLERY CLUE 2/3 and LIGHT BULB (J). Open the van door; take CUTLERY CLUE 3/3 (K1). Use the SCREWDRIVER on the radio; take the BATTERY (K2). Walk back.

Place the CUTLERY HINTS 3/3 on the display case (L) to activate a mini-game. See screenshot for solution (M). Take MAGNET and BASKET (N). Walk forward (O).

Use the MAGNET on the drawer in the booth; read the note and take the SHEARS and FAULTY PISTOL (P). Use the BASKET and SHEARS on the flower bed and select plants in sequence 1-5 to get HERBS; take the VAN KEY (Q). Use the VAN KEY on the RV ignition and turn the key (R); select gear lever (S) and pedal (T). Walk right (U).

Combine the DEFECTIVE FLASHLIGHT, BATTERY, LIGHT BULB, and ADHESIVE PAD; take FLASHLIGHT. Use the FLASHLIGHT on the location. Take PISTOL PART (V). Open the box on the crate on the right; take the DARTS (W). Walk back.

Combine the FAULTY PISTOL, PISTOL PART, and DARTS in Inventory; use the SCREWDRIVER on the gun and take the TRAINING GUN. Use the TRAINING GUN (X); activate a mini-game (Y).

Do the following sequence (Z): (LAJ)-(RJE)-(MGE)-(Lx3-HD)-(JE)-(RCJ). (LCD)-(MAE)-(Mx4-CH). Take the CROWBAR. Return to the Warehouse.

Use the CROWBAR on the electrical cabinet lock; take the UV LAMP (S). Return to the Cafeteria. Use the HERBS and the UV LAMP on the floor inside the enclosure; select plants in sequence 1-3 and take CLUE 2/4 and FAW KNIFE (T). Return to the Warehouse.

Use the FOLDING KNIFE on the box on the crate on the right; read the note and take the VIDEO CONTROL and FUSE (U). Place the FUSE on the electrical box (V). Walk back.

Use the VIDEO CONTROL on the CCTV (W); look for differences on the monitors (X) to get CLUE 3/4. Take the HACKING DEVICE (Y). Walk back. Use the HACKING DEVICE on the tablet (Z) to activate a mini-game.

Set the arrows to the correct positions (A) and select START (B). Select the ARROW (C) to receive CLUE 4/4. Take the TABLET WITH NOTE (D). Return to the Warehouse.

Use the TABLET WITH NOTE on the electric box; select the correct fuses (EF). Open the curtain and use CLIPS 4/4 on the cadet’s body (G); play the HOP to receive the FOREST MAP. Talk to Rachel (H) to receive the KEY.

Take SWITCH 1/2, BRICK, and BROKEN LADDER (I). Select the megaphone or use the ELF on the badgers (J); take the PLANKS (K) for a mini-game. Do the steps in the following sequence: (up) - (right) - (up) - (right) - (up x2) - (left x2); take the HOOK (L).

Use the SPYGLASS and HOOK on the winch (M); select the hook (N) and take the BADGE and NAILS (O). Familiarize yourself with the clipboard (P); place the BADGE on the device compartment and take SWITCH 2/2 and WIRE (Q).

Use the WIRE and SWITCHES 2/2 on the radio (R). Select the walkie-talkie headset (S) to receive the WAREHOUSE CODE; take the USB DRIVE (T). Use the WAREHOUSE CODE on the warehouse’s electronic lock and key in the code 512 on the lock keypad (U); play the HOP to receive the CRYSTAL. Place the CRYSTAL on the frame (V); take the PCB (W).

Use the KEY on the device lock (X); put the PCB and USB DRIVE (X1) into the device. Select three buttons (X2). Talk to Shade (Y) to receive the SIGNAL GUN. Combine the BROKEN LADDER, PLANKS, NAILS and BRICK; take the LADDER. Use the LADDER and FOREST MAP on the railing (Z); select the stairs to activate a mini-game.

Solution (@3): (U-Rx5-Ux3-Lx4-U); you will receive a LIGHTER (1). (D-Rx3-DR-Dx2-Lx6-Ux4-Lx2-Dx2-L-Dx2); use the Lighter (2) on the Torch (3). (Ux2-R-Ux2-LU-Lx2-D-Lx2); use the Torch on the Web (4). (Dx2); you will receive a Fishing Rod (5). (Ux2-Rx2-U-Rx2-DR-Dx2-L-Dx2-R); you receive a Barrel (6). (L-Ux2-R-Ux2-LU-Lx2-D-Lx2-Dx3); use the Barrel on the Well (7) to get a Barrel of Water. (Ux3-Rx2-U); use the WATER BARREL on the Fire (8). (Ux2-Lx2); the spool of line will be added to the Fishing Rod (9). (Rx2-Dx2-Rx2-D-Rx3-Dx4-Rx6-Ux3); use the Fishing Rod on the hang glider (10). (Rx5-Ux2-Lx2); you receive an Ax (11). (Rx2-Dx4-Lx3-D); you will receive the Key (11.1).

Solution (@4): (U-Rx3-Ux2-Lx5-Dx3-Lx6-Ux4-Lx3-U-Lx2-Ux2-Lx2-Ux2-RURU); use the Key on the chest (12) to get a Flashlight. (RD); use the Ax on the Log (13). (D-Rx2-Dx2-RD); you receive the OAR (14). (Ux2-L-Ux2); use the Paddle on the Boat (15). (U-Rx4); use the Flashlight on the location. (D-Rx6-U-Rx7-Dx2); select lever (16). (Lx2-Dx2-L-Ux3-LUR); the first boulder will be placed on the platform (17). (Lx4-D-Lx2-Dx3); select lever (18). (Ux3-Rx2-DRL-Ux2-Rx4-Dx4-Lx2-Ux3-D-Lx2-Ux2-Rx2); the second boulder will be placed on the platform (19). (D-Rx2-Ux2); you will exit through the gate (20).

Take the FIREMAN FIGURINE (A). Use the ELF on the rack (B) or select the rifle (B1); take GLUE and PLIERS (B2). Place the OLD SKULL on the skeleton (C); read the note and take the TOOLKIT and FIREMAN FIGURINE (D). Place the 2 FIREMAN FIGURINES on the firebox; take DAMAGED HOSE and CADET PHOTO (E). Walk back.

Give the CADET PHOTO to Shade (F) to receive a SHADE PASS. Use the PLIERS on the installation card reader (G). Use the SHADE PASS on the card reader; take PYRAMID PIECE and AMULET (H). Walk right (I).

Combine the SET OF TOOLS and AMULET in Inventory to get the PIPETTE; take the SLIDESHIP and SPATULA. Put the SLIDE on the trail near the cistern (J); use the SPATULA on the trail to get a DNA SAMPLE. Use the DNA SAMPLE on the microscope (K) for a mini-game; work in sequence (LMN) and take the PIECE OF RUBBER (O). Combine the DAMAGED HOSE, PIECE OF RUBBER and GLUE in Inventory; take FIRE HOSE. Place the FIRE HOSE on the tank pipe; use the PLIERS on the tank faucet (P). Use the SIGNAL GUN on the location to activate a mini-game.

See screenshot for solution (Q).

Mystery Hunters 18: Chapter 3 Test Facility

Take the CAR KEY (R). Open the satchel; examine the book and take the OLD CHAINSAW (S). Use the CAR KEY on the car door lock to get CHAINSAW HANDLE 1/2; take the CHISEL and ANTI-RUST (T). Use the CHISEL on the stone block of the well; take CHAINSAW HANDLE 2/2 (U). Combine the OLD CHAINSAW, CHAINSAW HANDLE 2/2, and ANTI-RUSTO in Inventory; take CHAINSAW.

Use the CHAINSAW on the branch (W) for a mini-game.

Solution for the first stage (1-5); select all footprints (A). Solution for the second stage (6-9); select all footprints (B).

Decision for the third stage (10-15); select all footprints (C).

Take OLD BOX, WOODEN HANDLE, and ADJUSTABLE WRENCH (D). Walk back.

Use the WOODEN HANDLE on the pickaxe blade (E) to get a PICKAXE. Use the ADJUSTABLE WRENCH on the well grate bolts; take the CARPET CLUE and PHOTO (F). Use the CARRY-BAG HINT on the bag in the car; dial the code 7134 on the lock of the bag (G) and take the JAR and MYSTERIOUS CUBE (H). Walk right (I).

Use the PICKAXE on the stone blockage; take the PHOTO (J). Combine the OLD BOX and the two PHOTOS in Inventory and look at the drawings; find the indicated symbols and take the TURNET CONTROLLER and RESPIRATOR. Use the RESPIRATOR and JAR on the cave (K) to get the TOXIC GAS. Use the TOXIC GAS on the gate on the left (L). Put the TURNET CONTROLLER on the gun turret (M); do the steps in the following sequence: Nx3-O. Walk left (L).

Take RUNESTONE 1/2, HELMET, and PUNCH CARD PUNCH (P). Return to the Forest. Use the HELMET on the well (Q) to get a RUNESTONE 2/2 and a HAZEL WITH WATER. Return to the Abandoned Lab. Place the MYSTERIOUS CUBE and RUNESTONES 2/2 on the altar (R) for a mini-game.

Do the steps in the following sequence: STU. Take LEVER and CUTTERS (V).

Use the CUTTERS on the wire; take the METAL BARREL (W). Walk left. Place the METAL BARREL against the wall on the right (X); take the ARROW (Y). Place the ARROW on the pressure gauge on the left (Z); do the steps in the following sequence: Ax3-Bx5-Cx9. Take PUNCH PIECE and TONOMETER CUFF (D).

Use the TONOMETER CUFF and WATER HELMET on the ventilation duct; take BRUSH and CLEAN PUNCH CARD (E). Use the WATER HELMET and BRUSH on the wall behind the cage; take the ATOM MEDALLION (F). Place the ATOM MEDALLION (G); play the HOP to receive the PUNCH CARD TEMPLATE.

Combine the PUNCH CARD PUNCH, BLANK PUNCH CARD, PUNCH PIECE, LEVER and PUNCH CARD TEMPLATE in Inventory for a mini-game; see screenshot for solution (H). Take the PUNCHED CARD (I). Use the PUNCHED CARD on the door card reader on the right (J).

Do the steps in the following sequence: KLK.

Take OLD SUITCASE and BIG GEAR (M). Open the barn door on the right; use the ELF on the trash on the floor or select the broom (O) to get a PYRAMID PIECE (N). Use the PIPETTE on the spilled oil (P) to get the MACHINE OIL. Place the two PYRAMID PARTS on the pyramid (Q) for a mini-game.

Do the steps in the following sequence: Kx2-BHF-Ax2-LFEL. Take SMALL GEAR and OLD LIGHTER.

Combine the OLD SUITCASE, LARGE GEAR, SMALL GEAR and MACHINE OIL; read the note and take the SAMPLE JAR and DYNAMITE. Place the DYNAMITE on the debris at the entrance to the station; use the OLD LIGHTER on the wick (M). Walk forward (N).

Talk to the young man (O) to get the STACKER and URNE. Take FUEL CAN, PLASTIC ORGAN 1/3, MONORAIL KEY, FUEL RECIPE, and SAMPLE JAR (P). Walk back.

Place the two SAMPLE JARS on the metal crate in the shed (Q); play the HOP to get PLASTIC ORGAN 2/3 and SCALPEL. Walk forward (R).

Use the SCALPEL on the rubber band of the cage (S) to get the FAULTY CAMERA, OLD EMBLEM, and CHEMICAL REAGENT. Place the OLD EMBLEM on the cabinet compartment and take the METEORITE SHARD (T); check out the map; select number 2 (U) and take the OBJECT CARD (V). Combine the FUEL RECIPE, CHEMICAL REAGENT, METEORITE PARTS and FUEL CANISTER in Inventory; take FUEL COMPONENTS.

Place the FUEL COMPONENTS on the table (W); play the HOP to get the FUEL. Use the FUEL (X), MONORAIL KEY (Y), and OBJECT MAP (Z) on the train control panel; select button 2 (A).

Examine the barn window (B) to automatically use the STACKER. Take PROJECTOR LENS and CLIPBOARD (C). Use the ELF on the tree trunk (D) or select the organ (D1) to get PLASTIC ORGAN 3/3. Return to the Research Facility.

Place the PLASTIC ORGANS 3/3 on the fake bear (E); take the SCREWDRIVER and AMMONIA (F). Combine the FAULTY CAMERA and SCREWDRIVER in Inventory; take the FILM REEL. Place the PROJECTOR LENS and FILM REEL on the projector (G); select button (H). Use the CLIPBOARD on the projector (I) to get the STRANGE SYMBOLS. Walk back.

Use the STRANGE SYMBOLS on the orb in the shed (J) to activate a mini-game; do the steps in the sequence: 2-2-3-4-4-5-6 and take the SCIENTIST FIGURINE and ACID. Walk right (K). Use the ACID on the trailer padlock; take BATTERY AND MACHINE PART (L). Use the BATTERY on the barn window (M). Walk left (N).

Use the AMMONIA on the boy (O) to get the MONSTER FIGURINE. Return to the Research Facility. Place the SCIENTIST FIGURINE and MONSTER FIGURINE on the cabinet shelf and select the button (P); play the HOP to get the URN PART. Place the URNE, URNE PART (Q), and MACHINE PART (R) on the machine control panel and raise the lever (S); select green button (T) and both switches (UV). Take the ACTIVATED URN (Q). Return to Saray.

Give the ACTIVATED URN to the young man (Z) to activate a mini-game.

Solution for the first step (@1): DBADBA-B-A-C. Step 2 solution (@2): DAEACABD. You receive a SEALED URN. Return to the Research Facility. Use the SEALED URN on the boy (F).

Mystery Hunters 18: Extra Chapter

Take the DEFECTIVE GLASS CUTTER, PHONE BUTTON, and DART (A). Use the DART on the bench; take the SILVER BUTTON (B). Use the SILVER BUTTON on the reception desk screws; take the Map and GLASS CUTTER PIECE (C).

Combine the DEFECTIVE GLASS CUTTER and GLASS CUTTER PART in Inventory; take GLASS CUTTER. Use the GLASS CUTTER on the glass of the central support; take the ELECTRIC TAPE and SCIENTIST TOKEN (D). Use the PHONE BUTTON and ELECTRIC TAPE on the telephone (E); select phone and take HANDSET and LEVER (F). Place the LEVER on the generator (G). Walk forward (H).

Take PHOTO 1/2, MONSTER TOKEN, RUBBER GLOVE, and GUN (I). Place the SCIENTIST TOKEN and MONSTER TOKEN on the box on the bench (J) for a mini-game.

The solution to the mini-game is random; see screenshot for one of the options (K). Take ANTENNA and PICTURE.

Use the RUBBER GLOVE on the generator (L) to get the LETTER C and SWITCH. Walk left (M).

Use the HANDSET, ANTENNA, and SWITCH on the walkie-talkie; select the middle switch (N) and zoom into the handset. Take the ACCESS CODE (O). Use the ACCESS CODE on the control panel; dial the code 1683 (P) and select the ENTER button (Q); select green button (R) and take PHOTO 2/2 (S). Walk back.

Place the PICTURE and PHOTO 2/2 on the center pedestal (T); play the HOP to get the LETTER M. Go left (U).

Place the LETTER M and LETTER C on the metal cabinet; take the BATTERY and BABY DOLL (V). Walk back. Place the BATTERY on the generator (W); take CHARGED BATTERY. Walk left (X).

Place the CHARGED BATTERY in the installation bay (Y); take the PUPPET DOLL and the RAM ROD (Y1). Walk back. Place the 2 BUD DOLLS on the reception box (Z) for a mini-game.

See screenshot for solution (A). Take BULLETS and LOCKER KEY (B). Return to Communication Center A.

Use the LOCKER KEY on the lock of the locker compartment; take GUNPOWDER and SCARF (C). Combine the PISTOL, GUNPOWDER, BULLETS and RAM ROD in Inventory; take LOADED GUN. Use the LOADED GUN on the padlock (D); activate the SEARCH to receive the ACCESS CARD. Use the ACCESS CARD on the control panel card reader (E). Go through the door on the left (F).

Take WEAPON, BIOHAZARD SIGN, and HANGER (G). Combine the SCARF and HANGER; take SCARF WITH HOOK. Use the SCARF WITH HOOK on the station door (H) to get the SKULL SIGN and AMPLIFIER.

Place the SKULL SIGN and BIOHAZARD SIGN on the annex cabinet on the right; look at the clipboard and take the WEAPON DIAGRAM (I); take CONTROL DEVICE (J). Use the CONTROL DEVICE on the monster (K) and select the right arrow twice (L); select buttons in sequence 1-4 and take BOLT CUTTER and BOMB BASE (M). Use the BOLT CUTTER on the station door chain (N). Walk left (O).

Take the DOOR HANDLE (@). Walk back. Place the DOOR HANDLE on the car door; take TIMER and ENERGY CELL (P). Walk left (Q). Combine the WEAPON, WEAPON SCHEME, AMPLIFIER, and ENERGY CELL in Inventory; take the SHOCKER. Use the STACKER on the monster (R) to activate a mini-game.

Solution: Flame (B-15-17-18-20-22). Water (ะก-17-18-20-13-12-8-7-6-5-2). Wind (A-8-7-6-5-30-31-34-33-37). Flame (B-26-5-4-30-33-34-38). Water (ะก-4-30-33-34-39). You receive a WEAPONS.

Take DYNAMITE STICKS and VALVE 1/3 (D). Choose three wires; take the WIRES (E). Walk back. Combine the BOMB BASE, DYNAMITE STICKS, WIRES and TIMER in Inventory; take BOMB.

Put the BOMB on the lock of the annex door (F); play the HOP to receive the VALVE 2/3 and the SCANNER. Use the SCANNER on the bush (G); place the scanner on the next position (H). Zoom into the bush; take the EMERGENCY HAMMER and STAPLER UNIT (I). Walk left (J).

Use the ANTISTAPLER on the staples of the box; take the LASER NOZZLE, FLOPPY DISK, and VALVE 3/3 (K). Place the VALVES 3/3 on the tank and select each valve (L); use the EMERGENCY HAMMER on the tank and take the LASER CHARGE (M). Walk back.

Combine the WEAPON, WEAPON SCHEME, LASER ATTACHMENT, and LASER BURNER in Inventory; take LASER GUN. Use the LASER GUN on the rocks in front of the door (N) to get the GUN; open the door (O). Walk right (P).

Take FILE KEYS and ELECTRIC PLUG (Q). Return to the Research Facility.

Use the FILE KEYS on the file cabinet; find pairs of matching objects (R). Take ATOM MEDALLION and WEAPON DIAGRAM (S). Place the ATOM MEDALLION on the metal box; take the SCREWDRIVER and HELMET GLASS (T). Return to Communications Center B.

Insert the DISKET into the computer’s disk drive (U); place the ELECTRIC PLUG on the computer cord (V), use the SCREWDRIVER on the plug and select the symbols on the monitor in sequence 1-2. Take HERBICIDE (W). Return to the Research Facility.

Examine the flower in the tank, use the HERBICIDE on the flower and take the OXYGEN TANK and WEAPON TRIGGER (X). Return to Communications Center B. Use the HELMET GLASS and OXYGEN TANK on the damaged suit; take the SUIT (Y). Use the SUIT on the pool (Z).

Take the GUN BARREL (A). Activate the mini-game on the installation monitor on the right (B).

See screenshot for solution (C). Take the FREEZING CHARGE (D).

Combine the WEAPON, WEAPON DIAGRAM, WEAPON BARREL, FREEZE CHARGE and WEAPON TRIGGER in Inventory; take the FREEZING WEAPON. Use the FREEZING WEAPON on the monster (E) to get the WEAPON. Take ROBOT GRIP and BROKEN PLANE (F). Place the ROBOT GRIP on the robot (G). Walk left (H).

Take SATURN, PLANE TAIL, BROKEN PLANE WING, and BOX DECORATION (I). Walk back. Place the BOX DECORATION on the box; take MARS and INPUT DEVICE (J). Return to Communications Center C.

Place SATURN and MARS on the solar system model (K); take the TELESCOPIC BATON and PLANE NOSE (L). Use the EXTENDABLE BATON on the lamp (M) to get the BRACELET. Place the BRACELET on the android’s hand (N); play the HOP to get the REPAIR PACK. Walk back.

Use the BROKEN WING and REPAIR PAD on the robot (O); take PLANE WING. Walk left (P). Combine the BROKEN PLANE, PLANE WING, PLANE NOSE and PLANE TAIL in Inventory; take MODEL PLANE. Put the MODEL PLANE on the box (Q); read the note and take the SOLVENT and STRANGE SYMBOLS (R). Place the SOLVENT in the lab box (S). Place the INPUT DEVICE and STRANGE SYMBOLS on the control panel (T).

Use red arrows to select symbol and blue ball to confirm selection (U); do steps in sequence 1-4 to get AUSTRALIA. Take POWER SOURCE 1/3 (V). Walk back.

Place AUSTRALIA on the globe; take POWER SOURCE 2/3, ICE AXE and METEORITE (W). Use the ICE AX on the frozen monster (X) to get the MONSTER PART. Walk left (Y).

Place the MONSTER PART on the lab box (Z); take POWER SOURCE 3/3 and MONSTER ESSENCE (A). Walk back. Place the POWER SOURCES 3/3 on the capsules (B). Walk forward (C).

Take the HARD DISK (D). Walk back. Use the GUN, HARD DISK, METEORITE, and MONSTER ESSENCE on the installation on the right; take the MODIFIED WEAPON (E). Walk forward (F). Use the MODIFIED WEAPON on the device (G) to activate a mini-game.

See screenshot for solution (N-K). Congratulations! You have successfully completed the passage of the game "Mystery Hunters 18: Fatal Lesson Collector’s Edition".

Mystery Hunters 18: Collectibles

The location of morphing objects is marked with a yellow marker. The location of the photo fragments is marked with a green marker. Collection objects (AD).

Collection objects (EG).

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