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Layton’s Mystery Journey Walkthrough: Puzzle solutions, secret locations and more

Our Layton’s Mystery Journey walkthrough and game guide offers up puzzle hints and solutions for the fiendish brain-teasers found in this challenging Android/iOS title. We’ll also cover the locations of hint coins, secret collectibles, hidden puzzles and everything else you need to know, to fully unlock this mobile game.

What is Layton’s Mystery Journey?

The first Professor Layton game for mobile phones just hit our Android and iOS devices, and so far we’re absolutely loving it.

Layton’s Mystery Journey: Katrielle and the Millionaires' Conspiracy captures the off-the-wall humour and ridiculous ‘banter’ of the Nintendo DS and 3DS games, while offering typically complex cases to solve. That means a massive collection of puzzles to power through as well - in fact, Mystery Journey boasts more head-scratchers than any other Professor Layton title to date, throughout the series’ ten-year history.

Check out our round-up of the best puzzle games and best adventure games for iOS and Android for more games like Layton's Mystery Journey.

Is Layton’s Mystery Journey really worth that £17.99 asking price?

In our eyes, Mystery Journey is worth every penny of that admittedly surprisingly steep asking price.

Sure, this is one of the most expensive mobile games available for Android and iPhone right now. Not to mention the fact that puzzle games aren’t exactly in short supply on the mobile platform. However, Mystery Journey is just as deep and high-quality as those DS and 3DS titles, which we happily paid £30 for when they first came out. You still get a deep and well-told story and a full-length campaign, which will easily keep you going for hours and hours if you don’t rush right through it all.

So in that respect, the game is a bargain - especially when you consider that you once again get a new puzzle every day to ponder over.

How many cases are there in Layton’s Mystery Journey?

The game contains 12 cases in all, which must be solved in order. However, you also get the chance to go back and replay old cases at any point, to collect any coins and secrets and finish any puzzles you missed.

Layton’s Mystery Journey walkthrough and game guide

Here’s our complete Layton’s Mystery Journey walkthrough, which shows you how to find all of the hidden objects and puzzles in the game, as well as solve each puzzle in turn. The guide is a work-in-progress, which we’ll continue to update as we complete each case in turn.

Note that we’ll cover each case in two parts. First, we’ll detail the hiding places of hint coins, secret collectible items and puzzles, in each individual location. After this we’ll go through each puzzle in turn, offering hints where possible and solutions as well.

For the location hunts, you’ll need to position the magnifying glass precisely on the hotspot to find each item. The glass will change colour to orange when something is lurking beneath.

Also note that all of the puzzles and collectibles might not be immediately available when you first arrive at a location. Rather, some of them appear when you return to a scene, or even after a case has been completed.

Case one walkthrough

After a fun little intro which sets the scene for Mystery Journey, you’re plonked into Katrielle’s shoes and given your first case to solve. Seems like someone has nicked one of Big Ben’s clock hands, during the night. Suitably mysterious - and sorry Sherl, looks like you’ll have to hang on to find out why you have a severe case of doggy amnesia.

Hint coins, secrets and puzzle locations

Here’s where to find all of the hidden bits in the location hunt sections of case one.

Location one - Parliament Square

Hint coins - top of lamp post; tree to left

Puzzles - bystander; photographer (later)

Location two - Outside Big Ben

Hint coins - top of tower visible behind the Parliament building; tree to the left of the building; to the right of the top of the rightmost entrance column

Puzzles - jogger

Location three - Inside Big Ben

Hint coins - golden cog to the right of Lipski’s head; big cog at the top of the screen

Secret collectible - you’ll see the puffs of dust when the magnifying glass is held over the following spot:

Puzzles - left clock face

Location four - Chancer Lane (outside the restaurant)

Hint coins - top of lamp post; roof of the yellow and white house; table where old lady is sat

Secret collectible - right upstairs window of the patisserie, central bush above the restaurant

Puzzles - none

Location five - Inside Lipski’s patisserie

Hint coins - central plate in the tea tray beside the bear; roof of the gingerbread house; light to the right of the clock

Puzzles - shelves behind Lipski; wastepaper bin; bell on counter (later); girl (later)

Location six - Outside the detective agency

Hint coins - detective agency sign (ten hint coins!); chimney to right of Big Ben; central window of greenish building

Puzzles - cat; Benni (rabbit man); clothes store (click on the door, discover it’s closed)

Puzzle hints and solutions

Here are hints and full solutions for all of the Layton’s Mystery Journey case one puzzles.

Puzzle 1: Care for a cake?

A nice gentle one to start with, this. Here’s the solution if you need it:

Puzzle 2: The hands of time

Ahh, a lateral thinking puzzle, and a good one at that. You might be tempted to say that two touches are required, one to manoeuvre each hand in turn to the required spot. However, think about how clocks work and the solution will present itself.

Still stuck? Well, now consider what happens if you simply leave the clock alone.

That’s right, you don’t need to touch the hands at all. Just wait until the right time rolls around!

Puzzle 3: Bubble blast

This puzzle take a bit more careful planning to solve. You need to burst most of them in exactly the right order, otherwise you’ll fail. Note that you don’t need to group the bubbles in a line, however. An ‘L’ shaped group of bubbles will also burst, providing they’re all of the same colour and you’ve connected at least as many as the number shown on them.

First, deal with that pesky two that’s hanging around on the left side of the screen. This can actually be dealt with at any time, but might as well get it over with.

Next, fire a yellow 4 bubbles into that tempting gap in the middle of the cluster. That’ll remove most of the yellow bubbles.

Next, get rid of the two red bubbles furthest to the right. Follow this with the two remaining blue bubbles. Then connect the two remaining yellow bubbles on the far right with a pair of yellow bubbles between them.

Get rid of those pesky greens and you can connect the final red bubbles to finish this puzzle off.

Puzzle 4: A-maze-balls

This one’s pretty easy. Just remember that you can move the balls up and down as well as to the right. You’ll need to do this with the top left ball - first, shift the bottom left ball to the right when the first digit is set to 2, and then set the first digit to 1 and move the top left ball down. You’ll have to clear a space in the second column first of course, which is easy enough.

Puzzle 5: Alien attack

Again, quite an easy one which just requires a little bit of planning. The solution path is below, which just needs finishing off with a move right to tackle the final UFO.

Puzzle 6: Paper caper

The completed image is a squid and should look like so:

Puzzle 7: Falling scales

This one can be quite tricky to wrap your head around. You just need to think of how numbers between 1 and 9 can be transformed into other numbers simply by removing that bottom left section.

6 can be changed into 5 in this way, thus showing as one gram lighter than it really is

Likewise, 8 can be changed into 9, showing as one gram heavier.

Add 6 to 8 and the answer is 14.

Puzzle 8: Pipe nightmare

We highly recommend using Layton’s Mystery Journey’s memo function for this one, to trace each pipe’s eventual destinations. That makes life a lot easier.

The answer is revealed in the image below.

Puzzle 9: Puzzling paints

Okay, this puzzle is pretty obscure, possibly not helped by some ropey explanation (or translation). The paint colours are representing different sky conditions, if that helps at all.

The answer is therefore black, as you’re guaranteed to see the night sky every day. Yeah, weird.

Puzzle 10: Lost and found

You can complete this puzzle with just five lines, as shown in the picture below.

Puzzle 11: Magic numbers

Being good at your times table definitely helps with this puzzle. As a hint, there are two additions and two multiplications in the completed square.

As another hint, you’ll need to use three of the squares from the bottom row in the solution.

The answer is, from top left and working clockwise: 14, 22, 13, 4.

Puzzle 12: Rock paper scissors tower

This is one of the more fiendish puzzles in case one of Layton’s Mystery Journey. To be honest, we solved this one only with a spot of trial and error.

The full solution is in the image below.

Case two walkthrough

So, that first case was a bit of a breeze, right? Well, the second case in Mystery Journey is much longer and tougher to solve. Your deductive process isn’t aided much to begin with either, as Hastings seems to be unsure whether a crime has been committed at all. Is it murder, suicide, accidental death or complete hogwash?

Hint coins, secrets and puzzle locations

At the ‘Footpath by the River’ location, click the dome on the opposite side of the river for ten hint coins.

The Magnificent Moustache collectible is secreted in a cardboard box in Hastings’ office.

The Stage Show Soundtrack is hidden in the By The Thames location. Just tap the central lamppost on the far river bank.

A Mysterious Mask secret is hidden in a trophy plaque on the shelf behind the Mayor, inside of her office.

Puzzle hints and solutions

Here’s our hints and full solutions for the Layton’s Mystery Journey case two puzzles.

Puzzle 14 (given by the cop at Scotland Yard)

Bit of a maths-based logical conundrum to begin this case with, and not an easy one if you’re a little tired in the brain department.

The easiest way to approach this puzzle is to map out each statement as an equation. This is what we know based on the information:

EG = EB + 4

EB = YB + 3

EG = NEG + 3

NEG = 19

Using this info, we can deduce that the eldest girl is 22, the eldest boy is 18 and the youngest boy is 15.

Because there’s only three years between the eldest and youngest boys, and the narrator of this tale is four years older than the second eldest boy, that means the narrator is a girl. The family therefore consists of three girls and two boys. From that we can deduce that the second eldest boy is in fact the youngest boy, who is 15. Therefore, the narrator is 19 years old.

Puzzle 15 (started by tapping the clock in Hastings's office)

After the relative complexity of the previous puzzle, this clock-based conundrum is a piece of pie.

You know that the difference in time between the fast and slow clocks is exactly one hour, simply by adding together the two numbers (32 + 28 = 60 minutes). With that in mind, look for the two clocks which are an hour apart. Then all you need to do is subtract the appropriate amount of time from the fast clock, or add the appropriate amount of time to the slow clock. The third clock can be ignored entirely, as it’s useless.

The answer is 3:33.

Puzzle 16 (given by the jogger at Guildhall)

Another easy one. It’s a simple case of logic - just because a road is called the ‘busy road’, that doesn’t mean it’s actually busy. In fact, if everyone ignores it, there’ll be no traffic on it at all. Therefore it’s the correct choice.

Puzzle 17 (given by the Mayor)

Okay, this is a bit of a trick question. Remember that they’re asking how many of the candidates could possibly win, not probably. Just because the poll revealed those figures, it doesn’t mean all of those people will actually vote. After all, a sudden earthquake could wipe out 90 percent of the village overnight, before the booths open.

In other words, all three candidates could still possibly win, even if no one changes their minds.

Puzzle 18 (tap on the buildings on the far side of river, to the left of bridge, at By The Thames)

Place the three shapes over the red dots (which represent the chicks) to box them in. It doesn’t matter how many chicks are in each shape and they don’t have to be individually separated, the only rule is that all of them must be inside at least one of the shapes. In our solution, one of the chicks was inside two of the shapes.

Here’s how we did it:

Puzzle 19 (given by a cat in Footpath by the River)

Another bit of trickery, this one. Although the task seems to be a simple maths puzzle, you’ll need to employ some logical thinking to come up with the right answer.

You might be tempted to say 100 seconds, as that’s how long it would take the older sister to catch up with her sibling if they continue to walk at that pace in a straight line. However, think about it some more. Perhaps the younger sister isn’t guaranteed to continue walking for 100 seconds.

In fact, if the school is 100 metres from the girls’ house, the younger sister will arrive just as her big sis leaves. That means the big sister will take 50 seconds to walk to school and catch up.

Also, why are these sisters leaving at separate times? Do they really hate each other that much?

Puzzle 20 (found at Chancer Lane Corner)

You basically need to fill every square on the grid with light, using just four beams in all. Note that the beams may overlap, so some squares have more than one beam inside of them.

You're looking for paths which bounce off as many mirrors as possible, to fill all of the necessary spaces.

The solution involves two beams from each side of the grid being activated.

Still stuck? The solution is to activate the top and sixth beams on the left side, as well as the second and fourth beams on the right side.

Puzzle 21 (found at Chancer Lane Corner)

This one's pretty straightforward. There's only one obvious way to make five circles from these two shapes, and that's to combine them, one on top of the other. Like so:

Puzzle 22 (found at Lipski's patisserie)

This one involves a bit of observation and logic to solve. At first it might seem rather difficult, but it's all a case of scratching out impossible combinations and working out what you have left.

Look at the day one display and pay close attention. We can see the blue spade is facing us this day, which means that the flip side can't possibly be the pink spade or pink heart. Those are both also on display, therefore they belong to other lollies.

Which leaves us with the pink diamond or pink club.

Ignore the second day, that's not helpful as we can no longer see the blue spade.

On the third day, the girl is clutching the blue spade lolly (and not looking too happy about it). In the display, we can clearly see the pink diamond still on offer.

Therefore the answer is the pink club.

Puzzle 23 (found outside the detective agency)

This puzzle is easily solved if you concentrate on the blue pins and try to get a single hoop around each. Then shift those hoops until you have three around the red pin. Chances are you'll get it right.

Here's the solution, in case you're struggling:

Puzzle 24 (found inside the lucky clover, by tapping the mirror)

This is very much a case of lateral thinking. You need to somehow make a visual representation of the number 11, by shifting a single matchstick. As a clue, you need to form an equation with the matches, whose answer is 11.

As another clue, you only need to ever so slightly move one of the matches.

Still stumped? Here is the solution:

Come back soon for walkthroughs and puzzle solutions for the rest of Layton’s Mystery Journey. This is a work in progress!

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