The Tragedy at Deer CreekThe Tragedy at Deer Creek

Game Details:  Mystery, 2026

Steam Achievements:  Completed (7/7)

Links:  Moby Games, Steam

Walkthrough Updated:  9/19/2026

Suggested Listening:  Where There's Smoke (Ash 25)

The Tragedy at Deer Creek is a cinematic, narrative-focused adventure game. You play as photographer Charlotte Gray, venturing to a long-abandoned logging camp to complete a project. You end up discovering that the location holds more secrets and mysteries than were initially apparent.

Day 1

Finding Deer Creek

Walk over to the heater and use your matches on it. Back out, then approach the table. Pick up the radio, camera and film, then combine the film and camera in your inventory. Next go to the shelf and take the family photo (1/9). Head outside, then go forward along the path twice Reach Deer Creek.

Enter the rickety building on the right, which is the Foreman's Office. Approach the desk and pick up a portrait (2/9) and the letter. Take note of the locked safe and locked drawer, then leave this building.

Next enter the large building on the left, which is the Filer's Shack. Approach the saw, then search the apron on the wall to find a photo of two men (3/9). Go through the door into a back room and take note of a locked toolbox on the floor beneath the workbench. Back out twice to return outside.

Go to the wooden building on the left, which is the Men's Quarters. Approach the mirror on the left here, and interact with it to get a mirror photo (4/9). Back out of here and enter the small building on the right, which is the Infirmary.

Head outside again and continue further along the path. Approach the broken bridge, then look at the large tree and you will get a new objective.

Return to the camp. Enter the Men's Quarters and look at the table. Examine the map, then take the lantern. Back out of this building and return to the Infirmary. Approach the table here and pick up the cloth and pliers. Back out, then enter the Filer's Shack and continue to the back room. Go to the workbench and take the nails and whetstone, then head to the anvil and pick up the hammer and coal. Look at the toolbox beneath the workbench and use the hammer on it to break it open. Now look at the toolbox and take the photo of a soldier (5/9), the ring mold and the blunt axe.

In your inventory, combine the whetstone with the blunt axe. Head back outside, then go back along the path until you can return into your cabin.

Day 2

Far Side of the Camp

Approach the shelf. Pick up the music box key and use it on the ballerina. Open the compartment and you will find that it is missing a tonewheel. Head outside and go forward 5 times. Use your wooden axe on the large tree, and you will reach the other side of the camp.

Enter the weathered building on the left, which is the Women's Quarters. Approach the stove in the right corner and use your matches on the hatch to light a fire. Continue through to the dorm in the back of the building. Examine the table, then take the hairpin from the doll. Also examine the music box here, but the key is stuck. Leave this building for now.

Next enter the small building on the left, which is the Laundry. Examine the wash tub to see it is filled with ice. Next approach the mangler and try to turn the handle. Use your hammer on the handle, and you will end up with it in your inventory. Back out and look at the shelf on the left, then take the small key.

Return to the first part of the camp and enter the Infirmary again. Use your small key on the medicine box in the cabinet. Take out Jane Miller's Journal (1/4) and read all the entries.

Head to the far side of the camp again and enter the narrow wooden shed on the left, which is the Barn. Approach the saddle on the right and take the rope. Climb up the ladder on the right. Approach the hay and move it so you can pick up the ring (starwheel).

Back outside, enter the tall wooden building on the right, which is the Cookhouse. Approach the tables on the left and pick up the dining hall photo (6/9).

Go back outside again, then enter the low wooden house on the right, which is the Storehouse. Head over to the shopkeeper's desk. Examine the cash register. By trial and error, get all the buttons to stay depressed by pressing them in this order: 20, 60, 40, 0, $. You will discover Samuel Levine's Ledger (2/4) - read it in your inventory. Head over to the mysterious door in the back of the room. Click on the padlock.

Head back outside, then approach the distant wooden hall. Try to open the door, then head around to the right of the building. Try to use the log to get inside, but it won't work. Head all the way back to the creek, then approach the large wooden crane on the right. Continue closer until you see a large knob. Use the mangle handle, then back out and take the hook from the end of the chain. In your inventory, combine the timber hook and the rope Master Combiner.

Back out, then cross the bridge, enter the far side of the camp, and go up to the School. Head around to the right of the building. Use your grappling hook on the window, and you will end up inside. Approach the bench on the right and read both pages of the book. Back out, then approach the teacher's desk. Take the class photo (7/9) as well as Linda Grady's Journal (3/4).

Head all the way back to the Foreman's Office. In your inventory, combine the pliers and hairpin, and you will end up with a bent hairpin. Use this on the locked upper desk drawer. By trial and error, lift up the springs in this order: 4th, 1st, 5th, 2nd, 3rd. From inside the drawer, take the large key, the mortgage letter, and the Foreman's Journal (4/4) Bookkeeper.

Return to the Storehouse. Approach the mysterious door and use your large key on the padlock.

Day 3

Old Sins Cast Long Shadows

Head outside and go to the Storehouse again, then head through the mysterious door. Approach the cane and pick up the cane head. In your inventory, combine this with your pliers to end up finding an oddly shaped key. Back out, then approach the table and examine the metal object. Use your starwheel on it.

Back out and approach the corpse, then pick up Jeffrey's letter. Look at both of his hands, then back out again and leave the building.

Head back to the Foreman's Office. Examine the deer painting on the wall, and look at the suspicious eye. Use the oddly shaped key here, and you will end up with a strange cylinder. Rotate the segments to solve the equation (many solutions but here is one): 8 x 5 x 5 + 3 + 3. Take the hidden parchment, which has the number 1871. Next examine the large safe on the floor. Enter the combination 1871, then turn the door handle. Grab the Mary at the Tower photo (8/9), as well as Eugene's letter and the bank papers.

Go to the far side of the camp again. Now you can head towards the tower in the distance. Go north and you will automatically take out the directions. Continue north, east, north twice, west and north - you will eventually reach the Tower. Climb the ladder to get inside Explorer. Open the footlocker and take out the photo of a little girl (9/9) Adding to the Collection. Next approach the table and read the diary.

You will head outside. Go south and you will automatically take out the directions. Continue east, any direction, east and any direction again - you will eventually make it back to your cabin.

Day 4

Wings of a Butterfly

Go outside and follow the footprints to the far side of the camp. Enter the Cookhouse and continue to the kitchen, then move the barrels on the left. Read the plaque, then read the left hatch inscription. Back out and head outside.

Head towards the tower in the distance. Go north and you will take out your previous directions to the tower. Continue north, east and east. Approach the tree and reach into the hole in the tree to find a gold nugget. Return to the camp by heading north, west and south 3 times.

Go to the near side of the camp and enter the Filer's Shack. Continue through to the back room and approach the furnace. Use your coal, rag, gold and matches on the furnace Firestarter. Open the ring mold to get the ring. Head back outside again.

Continue to the far side of the camp and enter the Cookhouse again. Enter the kitchen and look at the hatch, then insert the ring into the left hatch. Read the middle hatch inscription. Back out and head outside again.

Head towards the tower in the distance. Go north and you will take out your previous directions to the tower. Continue north, east, north twice, west and north to reach the tower. Climb up the ladder and use the telescope. You will see a constellation and get an Orion drawing in your inventory. Go back outside and head back again. Return to the camp by heading east, south twice, west and south 3 times.

Enter the Laundry and look in the wash tub. Pick up another starwheel. Head outside and go to the Storehouse again, then head through the mysterious door. Approach the table and examine the metal object. Use your starwheel on it. Now you must rotate the starwheels to recreate the Orion constellation:

  • Inner Wheel: The 3 stars together are pointed right
  • Middle Wheel: The 5 stars together are pointed up
  • Outer Wheel: The 2 stars together are pointed left

Press the button in the middle, then open the envelope to get a hair lock. Approach the corpse and put the hair lock in the right hand so you can take the locket from the left hand. Go back outside again and enter the Cookhouse. Enter the kitchen and look at the hatch, then insert the locket into the middle hatch. Read the right hatch inscription. Back out and head outside again, where you will hear a music box playing.

After automatically entering the Women's Quarters and going through to the dorm, pick up the tonewheel from the table. Read the songbook, in particular noting the music for "The Trapped Dancer", and the diagram of the tonewheel on the right. Back out and head outside, then head all the way back to your cabin and go inside. Approach the shelf, then examine the tonewheel in your inventory. You need to insert 5 nails into the slots to create the correct music (A CAGE):

C
D
E
F
G
A
B
1
A
2
3
C
4
A
5
G
6
E

Use the tonewheel on the music box compartment, then turn the key. Rotate the ballerina, then take its butterfly wings. Head outside and go into the camp, entering the Foreman's Office. Examine the large painting on the left wall and take the note that has appeared.

Back outside, head to the far side of the camp, then enter the Cookhouse. Enter the kitchen and look at the hatch, then insert the butterfly wings into the right hatch. In your inventory, combine your matches and lantern - you will automatically head down into the cellar. Once you are back outside, go up to the School and head inside Solve the Mystery.