Mystery Trackers: Nightsville Horror: Chapter Two: George

Our Mystery Trackers Nightsville Horror Walkthrough is ready to help you solve the mystery of the Owl man. Oliver, a young male resident of Willowsville, Louisiana has been abducted. Local lore has blamed the legendary Owl man of neighboring town Nightsville for the kidnapping, and the residents are all terrorized with fear. But is this theory true? What do the local kids have to say about it? What about the local Sherriff? Do old rivalries have anything to do with this? All these questions and no answers, no worries; our Mystery Trackers Nightsville Horror Walkthrough will solve that problem. Use our screen captures, clear instructional guide and mini game and hidden object solutions to help you save Oliver and reveal the truth behind this urban legend.


Office Key

  • Insert and click the office key.
  • Move into the Office.

 

Ruler

  • Collect the ruler.
  • Move down once.

 

Ruler

  • Select the ruler to pry the cabinet open.
  • Speak to George.
  • Examine the 3 items.
  • Collect the zipper pull and the bag.
  • Select the zipper pull to attach onto the bag, and then use the oil can on the zipper pull.
  • Collect the pliers and the figurine.
  • Move down 2x’s and zoom to the right.

 

Pliers

  • Select the pliers to collect the ring.
  • Move to the Office.

 

Foresight

  • Click the foresight button.
  • Restore the items to the proper positioning.

 

Bricks

  • Click the bricks in ABC order.
  • Attach the ring and click the hatch.
  • Move to the right into the Basement.

 

Scythe

  • Collect the scythe.
  • Collect the note from criminal.
  • Click the drape and click the machine.
  • Adjust the dial and the symbols.
  • Adjust the dial and the numbers.
  • Collect the chest piece and the picture frame.
  • Read the note.
  • Move down once.

 

Chest Piece

  • Insert the chest piece and click the box to trigger a mini game.
  • Solve the game by arranging the tiles to complete the image.
  • Collect the brief case key.
  • Move down 3x’s.

 

Scythe Scissors

  • Select the scythe to cut the vines and the scissors to slice the tarp.
  • Collect the handle and the broken spade.
  • Insert the briefcase key; collect the screwdriver and the nails.
  • Select the broken spade, the handle, the nails and the hammer to create the spade.
  • Use the spade to remove the dirt.
  • Click the box; collect the cassette.
  • Move to the Johnson’s House.

 

Screwdriver

  • Select the screwdriver to collect the batteries from the teddy bear.
  • Move to the right 2x’s into the Basement.

 

Batteries

  • Insert the batteries and the cassette.
  • Click the cassette and the button; collect the instructions.
  • Move down 2x’s.

 

Geo

  • Speak to George.
  • Click the hidden objects area.

 

H-O-1

H-O-1

  • Find the items.
  • Collect the picture.

 

Pic Frame

  • Insert the picture into the picture frame.
  • Move down once.

 

Deduction

  • Click deduction.
  • Speak to Mrs. Johnson.
  • Speak to the Sherriff.
  • Move to the left to the Abandoned District.