Mystery Trackers: Nightsville Horror: Chapter Three: Sam
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.
- Collect the lantern and use the matches to light it; return it to the hook.
- Collect the hat and click the lever.
- Collect the knife.
- Click the foresight button.
- Restore the items to the proper positioning.
- Click the hidden objects area.
- Find the items.
- Collect the token.
- Insert the token.
- Collect the monogram and the button.
- Move to the Johnson’s House.
- Insert the monogram; collect the broken glasses and the clock hands.
- Select the broken glasses and the screwdriver to collect the 1st lens.
- Attach and click the button; collect the cryptex and click it once to trigger a mini game.
- Solve the game by aligning the dials as shown.
- Collect the micro note.
- Move to the right into the Office.
- Attach the clock hands and set it to 5:20.
- Collect the figurine and the magnifier.
- Click Mr. Johnson’s diary 2x’s; collect the picture of Sam and Mary.
- Select the magnifier and the screwdriver to collect the 2nd lens.
- Insert the 2 lenses and the micro note onto the microscope.
- Read and collect Sam’s note.
- Move down 2x’s and to the left.
- Insert the figurine to trigger a mini game.
- Solve the game by following the prompts.
- Click the ropes in ABC order.
- Select the axe to chop the trees.
- Insert the bridge parts into the outline.
- Select the completed bridge and place it across the water; click the sun and collect the key and insert it into the slot.
- Adjust the wedge to rings to color match the wedge; collect the wind mill blades and insert them into the windmill.
- Adjust the blades to color match the dots; collect the tile piece and insert it into the picture puzzle.
- Arrange the tiles to complete the image; click the moon.
- Select the figure and the owl and place them near the bridge.
- Click the images to create the rifle.
- Match the weapons.
- Give the rifle to the Sherriff.
- Collect the trunk inlay.
- Insert the trunk inlay.
- Collect the ferry tickets.
- Move down once.
- Click deduction.
- Speak to the Sherriff.