- Welcome to the Mystery Case Files: The Harbinger Walkthrough
- A small-town murder case hides a revelation that will shake the agency to its core!
- 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 Case Files: The Harbinger 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 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
- Chapter 1: The Fated
- Chapter 2: Nigel's House
- Chapter 3: Shop Street
- Chapter 4: The Forest
General Tips
- This is the official guide for Mystery Case Files: The Harbinger.
- 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: The Fated
- Take AGENCY DEVICE (A).
- Zoom into car door (B). Open AGENCY DEVICE and take ORDER from it. Select arrow 5x (C), and then choose Eliminate Anomaly (D).
- Solution (1-12).
- Open (E). Play HOP; receive MARKER.
- Receive STRANGE PURSE.
- Open STRANGE PURSE; take card and COIN.
- Go (F).
- Select scene.
- Talk (G); give ORDER and take FLASH DRIVE (H).
- Use FLASH DRIVE (I). Select folder (J).
- Select Common (K): Answers (Body-Doorbell-Unlocked).
- Select Marge Hale (L): Answers (Crown-Death-Crystal Ball).
- Select Nigel Hughes-Smith (M): Answers (Market-Dire-Fate).
- Select John Abbot (N): Answers (Moths to the Flame-Ravens-Key).
- Select Aisling O'Hara (O): Answers (Veil-Asylum-Escape).
- Select OK on the monitor. Look at photo; take FLASHLIGHT (P).
- Use FLASHLIGHT on scene.
- Take AMULET PART and ARCHIVE KEY (Q).
- Solution (R).
- Use MARKER; take CODE (S).
- Use ARCHIVE KEY; take ALARM KEYCARD (T).
- Place CODE; enter 75462 (U). Take BROKEN AMULET and CIRCUIT BOARD 1/2 (V).
- Use ALARM KEYCARD (W); take STAR HANDLE (X).
- Walk down.
- Look at five notes on board and use COIN; take SPARE FUSE (Y).
- Look at note and use STAR HANDLE; take DOG TAG (Z1). Remove old fuse place SPARE FUSE (Z2).
- Easy Solution (A).
- Hard Solution (B).
- Take CIRCUIT BOARD 2/2 (C) and select switch (D).
- Go to Police Office.
- Place CIRCUIT BOARD 2/2 (E).
- Talk (F); take STRANGE SLAB (G).
- Walk down and go (H).
- Take DICE EMBLEM (I).
- Remove security tape 3x: look at note (J).
- Select; take ANGEL WING 1/2 (K).
- Play HOP (L); receive HOUSE KEY.
- Use HOUSE KEY (M).
- Enter (N).
- Talk (O); take BICYCLE EMBLEM (P).
- Touch cat (Q). Take PET CARRIER (R).
- Look at note (S).
- Play HOP (T); receive DIARY.
- Select 3-2-1-3 on DIARY. Lift pictures on both pages and turn page. Lift four pictures on both pages and turn page; take PASSWORD (U).
- DICE EMBLEM on STRANGE PURSE; look at note and take ANGEL WING 2/2.
- Zoom into desk. Select Eliminate Anomaly on AGENCY DEVICE (V).
- Solution is random if an incorrect match is chosen. Solution (V): (1-2)-(3-4)-(5-6)-(7-8).
- Place DOG TAG; take TRAVEL LOGO (W).
- Place PASSWORD on monitor. Solution (X).
- Select ‘view photos' on monitor and then arrow 4x; select Print (Y). Take CLOSET TOKEN (Z).
- Use TRAVEL LOGO; take MEDICAL SUPPLIES (A).
- Give MEDICAL SUPPLIES (B); take NEEDLE AND THREAD (C).
- Go (D).
- Place BICYCLE EMBLEM and look at note; take ROBOT PART 1/2 (E).
- Place ANGEL WING 2/2; take AIRPLANE SYMBOL (F).
- Place AIRPLANE SYMBOL; take AMULET PART (G).
- Go (H).
- Two AMULET PARTS on BROKEN AMULET; take AMULET.
- Place AMULET; take CAT EMBLEM (I).
- Use CAT EMBLEM; take CAT TOY (J).
- Go (K).
- NEEDLE AND THREAD and CAT TOY on PET CARRIER. Use needle and thread on cat toy; select twice; receive PET CARRIER WITH TOY.
- Use PET CARRIER WITH TOY (L); receive CAT.
- Go (M).
- Give CAT (N); take CLOSET TILE (O).
- Place CLOSET TOKEN and CLOSET TILE (P).
- Select symbols that add up to the center piece. Solution (Q).
- Take path (R).
- Follow the arrows in this order (blue-green-red-yellow). Solution (S-V).
- Pass through every occupied cell (W).
- Light every line (X).
- Select handle and look at note; take DIARY MONOGRAM.
- DIARY MONOGRAM on DIARY. Select 4 pictures and select arrow. Open envelope and take ROBOT PART 2/2.
- Place ROBOT PART 2/2; take CASSETTE (Y1).
- Talk (Y2). Give CASSETTE; take INVITATION TICKET (Y3).
- Go to Rose Street.
- Use INVITATION TICKET (Y4); select stars: red-yellow-purple-green-blue (1-5).
- Go (Y5).
- Talk (Z1); take SEEDS (Z2).
- Talk (Z3); give SEEDS (Z4).
- Solution (Bx3-Cx3-Fx1-Gx1-Jx1-Kx2-M-Ox2).
- Take STAR TOKEN 1/2 and select handle (Q).
- Go (R).
- Take TONIC RECIPE, WATER, and RAZOR (S).
- Use AGENCY DEVICE and select Eliminate Anomaly (T). Arrange shards (@1).
- Play HOP (U); receive BOOK.
- Place BOOK and arrange as shown (V).
- Take BIRD TAIL and AISLING FIGURINE 1/2 (W).
- Walk down.
- Take BROKEN BIRD FIGURINE and CANE (X).
- Look at note; take BIRD HEAD (Y).
- Use RAZOR (Z); receive ROSE.
- Walk down.
- Use CANE (A); receive GRAPES.
- Go (B).
- BIRD HEAD and BIRD TAIL on BROKEN BIRD FIGURINE; take BIRD FIGURINE.
- Place BIRD FIGURINE (C). Play HOP; receive FRUIT KEY.
- Use FRUIT KEY; select matching jars (D). Take STAR TOKEN 2/2 and PINECONE JAM (E).
- Place STAR TOKEN 2/2 (E1).
- To follow the solution, always wait until the closest flame to your next move ceases to be active. Solution (@2): (Lx3-Ux2-R)-(U-R)-(R-U-L-U)-(U-L-D-L-U)-(L-D-Lx2)-(Dx2-R-D-R-D-L)-(L-D-R).
- Take BRACELET (F).
- Go to Aisling's Stall.
- Give BRACELET (G); receive LUNAR TOKEN.
- Place LUNAR TOKEN (H).
- Arrange moon phases (I).
- Arrange image. Solution (J-Kx3-Lx6).
- Move pieces on left into spots on right (M) (1-5).
- Make connections (N).
- Select: (Ox2- Px2- Qx6-Rx6).
- Look at note; take AISLING FIGURINE 2/2 (S).
- Place AISLING FIGURINE 2/2 (T); take SPICES (U).
- GRAPES, ROSE, PINECONE JAM, and SPICES on TONIC RECIPE; take TONIC INGREDIENTS.
- Use WATER (V). Select knob (W). Place TONIC INGREDIENTS (V). Use cup (X) in pot (V); receive CALMING TONIC.
- Give CALMING TONIC and talk (Y); receive Cube Slab. STRANGE SLAB is automatically used.
- Talk; take MARKET ORNAMENT (Z).
- Walk down.
- Place MARKET ORNAMENT; take METAL LEAF (A).
- Talk (B); receive VIDEO CAMERA.
- Place METAL LEAF (C).
- Go (D).
- Use VIDEO CAMERA on scene (E).
Chapter 2: Nigel's House
- Talk (F); take Cube Slab (G).
- Take ILLUSION TOKEN 1/2, MARGE'S GLASSES, and JACK (H).
- Open curtain; take SAW BLADE (I).
- Use JACK (J); receive LIGHTBULB.
- Place LIGHTBULB (K); take WOODEN FAN PART (L).
- Place (1-2) and then place WOODEN FAN PART (M); take DOORKNOB (N).
- Place DOORKNOB (O). Play HOP.
- Go (P).
- Take HYPNOTIC SYMBOL and CANDELABRUM (Q).
- Play HOP (R); receive DEHYDRATED ACID.
- Place HYPNOTIC SYMBOL; take BUNNY TOKEN (S).
- Walk down.
- Place BUNNY TOKEN (@1). Solution: E-D-C-F-E-D-C-B-A-E-D-C-B-A-E-F-C-B-A-E-F.
- Take RABBIT (G).
- Place valve (H). Use DEHYDRATED ACID (I); receive ACID SOLUTION.
- Go to Nigel's House.
- Place RABBIT (J).
- Go (K).
- Use CANDELABRUM on scene and flip switch on left side.
- Take SPEAKER and RIDDLE PART 1/2 (L).
- Zoom into table and select Eliminate Anomaly on AGENCY DEVICE (M).
- Solution (@2): (4-5-3-2-1-5-7-8-9-5)-(10-9-6-4-3-6-10).
- Take SCISSORS (N); select (O).
- Use SCISSORS; take PAW (P).
- Place PAW (Q). Solution is random. Receive MAGIC SEED.
- Walk down.
- Place SPEAKER (R); take SAW HANDLE (S).
- Go (T).
- ACID SOLUTION and SAW HANDLE on SAW BLADE; take SAW.
- Use SAW; take ILLUSION TOKEN 2/2 (U).
- Use ILLUSION TOKEN 2/2; take RIDDLE PART 2/2 (V).
- Go to Nigel's Garden.
- Place MAGIC SEED; select matching colors (1-4); take BALLERINA FIGURINE (W).
- Go to Illusionist's Warehouse.
- Place BALLERINA FIGURINE (X). Play HOP; receive WAND.
- Place RIDDLE PART 2/2 and WAND. Solution (Y).
- Take AISLING'S FACE (Z).
- Walk down.
- Place AISLING'S FACE (A).
- Solution (B-E).
- Select button (F). Take EVIDENCE 1/3 (G).
- Select phone receiver (H); take DAISY TOKEN (I).
- Place DAISY TOKEN (J).
- Place key (K). Look at note; place bow (L).
- Look at note and select pretzels (M); place garlic (N).
- Look at note (O); place olive (P).
- Look at note (Q); use knife (R).
- Look at note and select area (S).
- Assemble puzzle as shown (T). Select; take MARGE'S KEY (U).
- Go to Rose Street.
- Use MARGE'S KEY (V).
- Enter (W).
- Take BEAD and RING HANDLE (X).
- Zoom in and select Eliminate Anomaly on AGENCY DEVICE (Y). Solution (1-4). Solved Image (@1).
- Take Cube Slab (Z).
- Go (Z1).
- Take PATCH 1/2 (A).
- Look at note; take TONGS (B).
- Place RING HANDLE; take STOOL (C).
- Place STOOL (D) and take DECORATIVE ORNAMENT (E).
- Walk down.
- Place DECORATIVE ORNAMENT (F); receive MARGE'S DIARY.
- Take CABINET KEY from MARGE'S DIARY.
- Use TONGS (G); receive TORN PAGE. Move hand (H).
- Play HOP (I); receive WOOL BALL.
- WOOL BALL on MARGE'S DIARY. Solution (J).
- Place TORN PAGE on MARGE'S DIARY. Solution (K). Turn page; take COCKSCOMB.
- Use CABINET KEY (K1). Play HOP; receive DEVELOPER MATERIALS 1/3.
- Place MARGE'S GLASSES (L); take PATCH 2/2 (M).
- Place PATCH 2/2 (N).
- Solution (O). Take DEVELOPER RECIPE.
- Go to Marge's Kitchen.
- Place COCKSCOMB (P); receive KETTLE.
- Place DEVELOPER RECIPE and KETTLE. Select jug of water (Q); take HOT WATER.
- Use HOT WATER; take STENCIL (R).
- STENCIL on MARGE'S DIARY. Flip page and take WINDING KEY.
- Place WINDING KEY (S).
- Solution (1-8): (Chili-Sugar-Bitter Cocoa-Soap Flakes-Lemon Acid-Gelatin-Valerian-Mint).
- Take DEVELOPER MATERIALS 2/3.
- Walk down.
- Play HOP (T); receive DEVELOPER MATERIALS 3/3.
- Go to Marge's Kitchen.
- Place DEVELOPER MATERIALS 3/3 on table. Place Silver (1), Bromine (2), and Gelatin (3) in bowl (U). Select spoon and take DEVELOPER.
- Walk down.
- DEVELOPER on MARGE'S DIARY. Turn the page and take HEART GEM.
- Place BEAD and HEART GEM; arrange as shown (V). Look at note and open sack; take EVIDENCE 2/3 (W).
- Talk (X); take EVIDENCE 3/3 (Y).
- Go to Aisling's Stall and then to the Private Room (Z).
- Talk (A). Give EVIDENCE (B).
- Look at notes (C-D).
- Take HANDLE PART (E). Remove tape 4x. Take DRAGON PLIERS (F).
- Take NAPKIN (G).
- Open the cabinet; take DISSOLVENT AND BRUSH 1/2 (H). Use DRAGON PLIERS (I); receive FILE.
- Place HANDLE PART and NAPKIN (J); receive WET NAPKIN.
- Use FILE and look at note; take BUTTON (K).
- Place BUTTON (L); take GLOVE TOKEN (M).
- Place GLOVE TOKEN; take DISSOLVENT AND BRUSH 2/2 (N).
- Use WET NAPKIN and zoom in (O). Take LADLE PART (P) and open curtain.
- Use DISSOLVENT AND BRUSH 2/2 (Q).
- Swap (7-9)-(6-5)-(3-4)-(1-2).
- Go to Aisling's Stall (R) and walk down.
- Look at note (S).
- Go (T).
- Take ROSE HEAD (U).
- Place ROSE HEAD (V).
- Go (W).
Chapter 3: Shop Street
- Take LOCK DIAL, CHEF FIGURINE, and BROKEN LANTERN (A).
- Remove sign (B).
- Place LADLE PART (C). Play HOP; receive DIAMOND RING.
- Go (D).
- Take NEWSPAPER, GAS, FERRY, and ANTISEPTIC WIPE (E).
- Place LOCK DIAL and FERRY (F); take ABBOT FIGURINE (G).
- Use DIAMOND RING; take LEVER (H).
- Walk down.
- Place LEVER (I); take CODE (J).
- Go (K).
- Place CODE and enter 137 (L); take LOST AND FOUND KEY (M).
- Use LOST AND FOUND KEY; take FISHING ROD (N).
- Place NEWSPAPER (O). Play HOP; take SEEDS.
- Walk down.
- Use FISHING ROD (P); receive MAP PART. Give SEEDS to the birds; take SHOE (Q).
- Place SHOE and select matching pairs (R).
- Take CAT TOKEN (S).
- Go to Tourist Center.
- Place MAP PART. Solution (T).
- Take CELT FIGURINE.
- Place CHEF FIGURINE (U). Spin right (V). Place ABBOT FIGURINE and CELT FIGURINE (W); take MOUSTACHE TOKEN (X).
- Walk down.
- Place CAT TOKEN and MOUSTACHE TOKEN (Y).
- Solution (AX2-C-B-D)-(A-C-Bx2-D)-(Ax2-Bx2).
- Enter (E).
- Talk (F); take HARLEQUIN INSTRUCTIONS (G).
- Take GIANT KEY and WIRE CUTTERS (H).
- Use GIANT KEY (I). Play HOP; receive STAINED GLASS.
- GAS and STAINED GLASS on BROKEN LANTERN; take LANTERN.
- Place LANTERN; take MUSIC NOTES 1/2 (J). Use ANTISEPTIC WIPE and select area 6x (K). Take PAINTS (L).
- Walk down.
- Use WIRE CUTTERS (M); receive NEEDLE AND THREAD.
- Go (N).
- Place HARLEQUIN INSTRUCTIONS, PAINTS, and NEEDLE AND THREAD; place parts as shown (P).
- Use needle and thread (Q) on puppet.
- Select paint (R); take HARLEQUIN.
- Place HARLEQUIN (S).
- Place key (T).
- Solution (@1): (Gx2-A-Hx2).
- Place key (M).
- Solution (I-L).
- Place key (N).
- Solution (@2): (3-2)-(6-4)-(2-3)-(4-5)-(3-2)-(9-7).
- (2-1)-(5-6)-(1-3)-(7-8)-(3-1)-(6-5).
- (1-2)-(12-10)-(2-1)-(5-6)-(1-3).
- (8-7)-(3-2)-(6-4)-(2-1).
- Place key (O).
- Solution (@3): 5-7-6-8-4-8-9-3-9-10-2-6-10-1.
- Select key.
- Go to Second Floor straight ahead.
- Take LIGHTER and CENSER (P).
- Use AGENCY DEVICE and select Eliminate Anomaly (Q).
- Solution (R): (20-11)-(4-16)-(19-10)-(14-4)-(11-20)-(4-16).
- (20-11)-(8-16)-(21-12)-(18-8)-(5-17)-(2-11)-(16-6)-(6-18).
- (8-6)-(1-12)-(17-7)-(3-12)-(18-6).
- Take BOOK.
- Place BOOK (S)and arrange as shown (S1). Take PIANO KEY.
- Use PIANO KEY; take COGWHEEL (T).
- Place COGWHEEL (U) and pull lever (V); take MUSIC NOTES 2/2.
- Place MUSIC NOTES 2/2 (W).
- Solution one (C-F-D-K).
- Solution two (L-B-D-C).
- Solution three (I-L-K-G).
- Solution four (H-B-J-E).
- Solution five (G-L-J-I).
- Solution six (H-E-F-J).
- Take WIND VANE.
- Walk down.
- Place WIND VANE on the house; take TOOLS TOKEN (M).
- Place TOOLS TOKEN; take HACKSAW (N).
- Go (O).
- Use HACKSAW (P).
- Talk (Q); take LATCH (R).
- Talk (S); take Cube Slab (T).
- Place LATCH (U). Play HOP; receive BANSHEE SCROLL.
- Give BANSHEE SCROLL and then talk (S).
- Solution (B-C-D-Cx4)-(B-Fx2-D-F-D-F-D)-(A-Cx2-D-C)-(A-G-C-Gx3).
- (A-D-Cx2-D-C)-(A-Fx3-G-Fx5-Gx2-A).
Chapter 4: The Forest
- Talk (H).
- Take CRESCENT and STRANGE SYMBOL (I).
- Remove leaf; take HEALING SET 1/2 (J).
- Place STRANGE SYMBOL (K).
- Solution (L).
- Go (M).
- Take NATURAL MATERIAL 1/2 and PIN (N).
- Place CRESCENT; take PLANT CARDS (O).
- Walk down.
- Place PLANT CARDS (P). Play HOP; receive HEALING SET 2/2.
- Give HEALING SET 2/2; take PRUNER (Q).
- Use PIN; take NET (R).
- Go (S).
- Use NET and select; take SUN (T).
- Place SUN; take ANIMAL FIGURINE 1/2 (U).
- Use PRUNER; take CROOK (V).
- Walk down.
- Give CROOK; take SPOON (W).
- Use SPOON (X); receive NATURAL MATERIAL 2/2.
- Go (Y).
- Use NATURAL MATERIAL 2/2 (Z).
- Solution (A).
- Go (B).
- Take NECKLACE, CHISEL, CANDLE RECIPE, and WHEAT WREATH (C).
- Place NECKLACE (D); take CHALICE (E).
- Walk down.
- Use CHALICE (F); take ASHES.
- Walk down.
- Play HOP (G); receive AROMATIC LEAVES.
- AROMATIC LEAVES and LIGHTER on CENSER; take BURNING CENSER.
- Use BURNING CENSER; take ZIPPER PULL (H). Use CHISEL; take WAX (I).
- Place ZIPPER PULL; take TWINE (J).
- Go (K).
- TWINE and WAX on CANDLE RECIPE; place twine on wax and select; receive CANDLES.
- Place CANDLES and use LIGHTER. Select book and take ROUND TILE (L).
- Take AWAKENING POTION from ROUND TILE.
- Go to Idol Meadow.
- Place AWAKENING POTION (M).
- Solution (1-3).
- Take GEM (N).
- GEM on ROUND TILE. Solution (O).
- Take ANCIENT KEY.
- Place ANCIENT KEY (P). Play HOP.
- Go (Q).
- Take ANIMAL FIGURINE 2/2, NET WITH FISH, and RITUAL HEADDRESS (R).
- Use AGENCY DEVICE (S). Select Eliminate Anomaly.
- Solution: (1-2-3).
- Take ORNATE KEY 1/2 (T).
- Walk down.
- Place RITUAL HEADDRESS (U). Play HOP; take ENCHANTED BOW.
- Place ANIMAL FIGURINE 2/2 (V); take ORNATE KEY 2/2 (W).
- Walk down.
- Place ORNATE KEY 2/2 (X) and ASHES. Turn page and take ANCIENT BOOK (Y).
- Go to Banshee's Cave.
- Place ANCIENT BOOK on left statues; select head 2x and then hand 2x (A). Place NET WITH FISH.
- Select right statue. Select hand twice and head twice (B). Place ENCHANTED BOW.
- Select the statues on the right. select hand twice and head twice (C).
- Select hand twice and head once (D). Place WHEAT WREATH.
- Talk (E). Select cube in hand.
- Select scene.
- Solution one (@1): (C-D-E-F-A-G-D-E-F-A-G-B-A-G).
- Solution two (@2): (6-4-8-5-9-3-6-4-2).
- Solution three (@3): (F-L-I-O-L-M)-(-J-H-I-G-H-E-F-L)-(I-J-M-L-N-Q-P-O-I-C).
- (B-A-G-H-J-I-K-N-M)-(P-Q-O-P-M-J-I)-(C-B-E-H-I-J).
- (H-I-K-J-I-G-D-E-H-J)-(I-C-F-L-O-I-G-H-I)-(L-M-J-H-I).
- Solution four: (R-S-T).
- Select scene.
- Congratulations, you completed Mystery Case Files: The Harbinger!