Walkthrough Menu
- General Tips
- Chapter 1: What Happened?
- Chapter 2: George's Connection
- Chapter 3: Sam's Connection
- Chapter 4: The Children's Connection
- Chapter 5: Nightsville
- Chapter 6: The Owl Man
- Chapter 7: The Sherriff
General Tips
- This is the official guide for Mystery Trackers: Nightsville Horror.
- This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. This guide will not show HOP solutions. It will identify the location of the HOP and the inventory item acquired.
- This guide will show solutions for non-random puzzles. Please read the in-game instructions for each puzzle.
Chapter 1: What Happened?
- Take ELF (A).
- Use ELF; take the HOIST HANDLE and OILCAN (B).
- Use the OILCAN and open the cage (C).
- Place the HOIST HANDLE and turn it (D).
- Play the HOP; earn the CHAINSAW (F).
- Combine the CHAINSAW and OILCAN to make the WORKING CHAINSAW (inventory).
- Take the 1st EMBLEM and CORKSCREW (G).
- Use the WORKING CHAINSAW (H).
- Walk forward.
- Talk to the Old Man (I).
- Press the FORESIGHT button (J).
- Restore the 3 items (color-coded).
- Pan right (K). There are several scenes with the pan feature. This guide will assume this feature is understood.
- Part the weeds (L).
- Take the TOY AIRPLANE and BOARDS (M).
- Place the BOARDS (N).
- Walk right.
- Talk to Mrs. Johnson (@).
- Take the JOHNSON FAMILY PICTURE (O).
- Enter the Johnson's House (P).
- Use the FORESIGHT (Q).
- Restore the items (color-coded).
- Move the books; take the 2nd EMBLEM (R).
- Use ELF; take the BOTTLE OF CHLOROFORM (S).
- Take the SCISSORS (T).
- Walk down 2x.
- Use the SCISSORS; take the FISHING HOOK (U).
- Return to the Johnson's House.
- Use the FISHING HOOK; take the MATCHES and NOTE WITH CODE (V).
- Walk down.
- Place the NOTE WITH CODE (A).
- Enter 2743 (B).
- Take the FIREWORKS (C).
- Walk down.
- Use the FIREWORKS and MATCHES (D).
- Take the 3rd EMBLEM and HAMMER (E).
- Walk down.
- Place the 3 EMBLEMS (F).
- Turn the rings as shown (G).
- Take the DIARY OF A WILLOWSVILLE CITIZEN (H).
- Walk forward and right.
- Select DEDUCTION (I).
- Talk to Mrs. Johnson (J); select the conversation box (K).
- Move the keys; take the OFFICE KEY (L).
- Enter the Johnson's House.
Chapter 2: George's Connection
- Use the OFFICE KEY (A).
- Walk right.
- Take the RULER (B).
- Walk down.
- Use the RULER (C).
- Talk to George completely (D).
- Examine the 3 items (E).
- Take the ZIPPER PULL and BAG (F).
- Combine the BAG, OILCAN, and ZIPPER PULL; take the PLIERS and FIGURINE (inventory).
- Walk down 2x.
- Use the PLIERS to take the RING (G).
- Return to the Office.
- Select the FORESIGHT button (H).
- Restore the items (color-coded).
- Press the bricks (1-4).
- Place the RING; open the hatch (I).
- Go right.
- Take the SCYTHE (J).
- Take the NOTE FROM CRIMINAL (K).
- Remove the drape; select the machine (L).
- Set the dial (M).
- Change the symbols (N).
- Set the dial (O).
- Change the numbers (P).
- Take the CHEST PIECE and PICTURE FRAME; read the note (Q).
- Walk down.
- Place the CHEST PIECE and select the box (A).
- Solution (B).
- Take the BRIEFCASE KEY (C).
- Walk down 3x.
- Use the SCYTHE (D).
- Use the SCISSORS (E).
- Take the HANDLE and BROKEN SPADE (F).
- Use the BRIEFCASE KEY; take the SCREWDRIVER and NAILS (G).
- Combine the BROKEN SPADE, HANDLE, NAILS, and HAMMER to make the SPADE (inventory).
- Use the SPADE; open the box and take the CASSETTE (H).
- Go to the Johnson's House.
- Use the SCREWDRIVER; take the BATTERIES (I).
- Go right 2x.
- Place the BATTERIES and CASSETTE; close the cassette door and push the button (J).
- Take the INSTRUCTIONS (K).
- Walk down 2x.
- Talk to George (M).
- Play the HOP; earn the PICTURE (N).
- Combine the PICTURE FRAME and PICTURE to make the STOLEN PICTURE (inventory).
- Walk down.
- Select DEDUCTION (O).
- Talk to Mrs. Johnson (P).
- Talk to the Sherriff (Q).
- Walk left.
Chapter 3: Sam's Connection
- Take the LANTERN (A).
- Combine the LANTERN and MATCHES to make the LIT LANTERN (inventory).
- Return the LIT LANTERN to the hook.
- Take the HAT and pull the lever (B).
- Take the KNIFE (C).
- Select the FORESIGHT button (D).
- Restore the items (color-coded).
- Play the HOP; earn the TOKEN (F).
- Place the TOKEN; take the MONOGRAM and BUTTON (G).
- Return to the Johnson's House.
- Place the MONOGRAM; take the BROKEN GLASSES and CLOCK HANDS (H).
- Combine the BROKEN GLASSES and SCREWDRIVER to get the 1st LENS (inventory).
- Place the button and push it; take the CRYPTEX (I).
- Select the CRYPTEX (inventory).
- Set the image (K).
- Take the MICRO NOTE (L).
- Walk right.
- Place the CLOCK HANDS; set to5:20 (M).
- Take the FIGURINE and MAGNIFIER; open Mr. Johnson's Diary and take the PICTURE of SAM AND MARY (N).
- Combine the MAGNIFIER and SCREWDRIVER to get the 2nd LENS (inventory).
- Place the 2 LENSES and MICRO NOTE (P).
- Take and read SAM'S NOTE (Q).
- Walk down 2x; go left.
- Place the FIGURINE (R).
- Pull 1-3; use (A) on (B).
- Place the 3 pieces (green) in the outline; place (C) on (D).
- Select (E).
- Move key (F) to (G).
- Rotate to match the wedge (H).
- Place (I) on (J); swap blades to match.
- Move (K) to (L), select 1-4, and select (M).
- Move figure (N) to (O); move (P) to (O).
- Form the rifle (Q); select pairs (color-coded).
- Use the rifle (R) on (O).
- Take the TRUNK INLAY (S).
- Place the TRUNK INLAY; take the FERRY TICKETS (T).
- Walk down.
- Select DEDUCTION (U).
- Talk to the Sherriff (V).
Chapter 4: The Children's Connection
- Talk to Robin (D).
- Restore and take the OWL (E).
- Walk down.
- Place the OWL; take the RIFLE and HACKSAW (F).
- Use the HACKSAW (G).
- Walk left.
- Talk to Jack 2x (H).
- Open and take the DRAWING; also open and look at the locket (I).
- Take the CARROT and KNIFE (J).
- Select the FORESIGHT button (K).
- Restore the items (color-coded).
- Part the bushes (L).
- Take the PIKE POLE (M).
- Use the KNIFE; select the log (N).
- Use ELF; tie off the rope (O).
- Walk down.
- Use the PIKE POLE; take the PLANKS (P).
- Walk left.
- Place the PLANKS (Q).
- Walk right.
- Take the CARTRIDGE (R).
- Combine the RIFLE and CARTRIDGE to make the LOADED GUN (inventory).
- Use the LOADED GUN (S).
- Use ELF (T).
- Take the PRUNERS and pull the spring (U).
- Walk down.
- Use the PRUNERS; open the bag and take the FILE (A).
- Walk right.
- Use the FILE; take the VIDEOTAPE and HAIRPIN (B).
- Use the KNIFE; take the BOTTLE, FLASHLIGHT, and COIN (C).
- Combine the BOTTLE and CORKSCREW to find the NOTE (inventory).
- Walk down.
- Use the HAIRPIN; take the BANDAGE and MEDICINE (D).
- Walk right.
- Use the COIN (E).
- Select 1-4.
- Use the BANDAGE and MEDICINE (F).
- Take the WING EMBLEM and SPRING (G).
- Place the WING EMBLEM and SPRING (H).
- Play the HOP to earn the CAMERA (I).
- Combine the CAMERA and VIDEOTAPE to find VIDEOTAPE (inventory).
- Walk down.
- Select DEDUCTION (K).
- Talk to Jack (L).
- Set the combination to 358; take the MECHANISM PART (M).
- Place the MECHANISM PART (N).
- Solution (O).
- Walk left.
Chapter 5: Nightsville
- Talk to Ms. Bernadette (P).
- Open the envelope; select 'samples' and 'pay', and take the LETTER (Q).
- Take the TWEEZERS (A).
- Move the items; take the AXE BLADE and HANKY (B).
- Walk forward.
- Move the cover; take the MAGNET (C).
- Walk down.
- Use the MAGNET to take the BROKEN KEY (D).
- Use the BROKEN KEY (E).
- Draw the outline (F).
- Select J-I-G-H-J-G-H-J-Ix2-G-H-Ix2-G.
- Take the FIREBOX KEY (K).
- Use the FIREBOX KEY; take the CROWBAR, SLEDGEHAMMER, and CHEST PART (L).
- Use the CROWBAR (M).
- Use the MAGNET to take the VALVE (N).
- Walk forward.
- Select the FORESIGHT button (O).
- Restore the items (color-coded).
- Use the HANKY to take the BULB (P).
- Combine the FLASHLIGHT and BULB to make the WORKING FLASHLIGHT (inventory).
- Place the CHEST PART (Q).
- Restore the image (R).
- Take the BOX OF SAMPLES (S).
- Use the WORKING FLASHLIGHT (T).
- Play the HOP; earn the RECEIPT (U).
- Select DEDUCTION (V).
- Walk down.
- Talk to Bernadette (W).
- Walk forward.
- Look at the mine entrance (X).
- Take the HEX KEY and AXE HANDLE (C).
- Combine the AXE BLADE and AXE HANDLE to make the AXE (inventory).
- Use the AXE, and then use the CROWBAR (D).
- Walk forward.
- Use the CROWBAR; take the REMOTE CONTROL (E).
- Combine the REMOTE CONTROL, HEX KEY, and KNIFE to take the TOGGLE SWITCH (inventory).
- Take the JACK and METER (F).
- Combine the METER and KNIFE to get the ELECTRICAL TAPE (inventory).
- Walk down.
- Use the JACK (G).
- Use ELF; take the RECEIVER PIECES (H).
- Combine the RECEIVER PIECES and TWEEZERS to take the FUSE (inventory).
- Walk forward.
- Use the ELECTRICAL TAPE, FUSE, and TOGGLE SWITCH; flip the switch (I).
- Use the HEX KEY (J).
- Pull the lever 5x (K).
- Restore the gears (L).
- Move green down-M-left-up-M; move blue right,-down-M-left-M.
- Move yellow left-down; move red right x3, move yellow up.
- Move blue up x2-right; move green up x3.
- Rotate the rings as shown (N).
- Arrange the letters (O).
- Select the pairs (color-coded).
- Take the CLIPPERS (Q).
- Walk down.
- Use the CLIPPERS to take the CHAIN (R).
- Walk forward.
- Place the CHAIN (S).
- Place the KNIFE and pull it (T).
- Connect the power.
- Solution (U).
- Pull the lever (V).
- Walk forward.
- Talk to the man (A).
- Take the STOREROOM KEY (B).
- Use the STOREROOM KEY (C).
- Play the HOP; earn the FORK (D).
- Place the FORK (E).
- Use the CLIPPERS (F).
- Select the man again; walk down.
- Talk to Kevin (I).
- Open and take the MAP (J).
- Walk down 2x.
- Use the MAP (K).
- Walk right (L).
- Uncover the 4 symbols; select the stones (1-4).
- Walk forward (M).
- Uncover the 6 symbols; select the stones (5-10).
- Walk forward (N).
- Uncover the 6 symbols; select the stones (11-16).
Chapter 6: The Owl Man
- Take the KID RAKE and MESSAGE (A).
- Use ELF; take the PORCELAIN OWL (B).
- Take the HAMMER DRILL (C).
- Use the KID RAKE; take the STONE SWORD (D).
- Place the STONE SWORD (E).
- Select 1-4.
- Solution (F).
- Take the PORCELAIN KEY (G).
- Combine the PORCELAIN OWL and PORCELAIN KEY to find the LOCK PIECE (inventory).
- Place the LOCK PIECE (H).
- Walk forward.
- Take the TONGS (N).
- Use the TONGS to take the CHISEL (O).
- Use the CHISEL; take the DRILL BIT and BOTTLE SUBSTANCE A (P).
- Combine the HAMMER DRILL and DRILL BIT to make the WORKING DRILL (inventory).
- Walk down.
- Use the CHISEL; take the BOTTLE SUBSTANCE B and BRUSH (Q).
- Walk forward.
- Use the WORKING DRILL to get the STONE; take the STATUE PIECE and BOTTLE SUBSTANCE C (R).
- Use BOTTLE SUBSTANCE A, BOTTLE SUBSTANCE B, BOTTLE SUBSTANCE C, and BRUSH; take the GLUED BRUSH (S).
- Combine the STATUE PIECE and GLUED BRUSH to make the STATUE (inventory).
- Walk down.
- Place the STATUE; take the CURTAIN ROPE (T).
- Use the CHISEL and STONE to take the FLOWER POT (U).
- Walk forward.
- Select the FORESIGHT button (V).
- Restore the items (color-coded).
- Play the HOP; earn the CHAMBER KEY (A).
- Use the CHAMBER KEY (B).
- Walk left.
- Take the GLASS PIECE (C).
- Walk down.
- Use the GLASS PIECE; take the BOOK (D).
- Walk left.
- Place the BOOK; arrange the books as shown (E).
- Take the PHOTO ALBUM and OPENER (F).
- Combine the PHOTO ALBUM and GLASS PIECE to get the PHOTO (inventory).
- Walk down.
- Use the OPENER (G).
- Select pairs (color-coded).
- Take the LATCH HANDLE (H).
- Walk left.
- Use the LATCH HANDLE (I).
- Use ELF; take the FIGURINE (J).
- Select the FORESIGHT button (K).
- Restore the items (color-coded).
- Pull the rope (L).
- Talk to the Owl Man (M).
- Select V-U-R-O-P-S-V-W-T-Q-P-S-V-U-R-O-P-S-V-W-T-Q-P-S-T-Q-P-O-R-S-P-Q-T-S-R-U-V-S-R-U-V-W-T-S-R-U-V-S-T-W.
- Solution (@).
- Take the DIARY (X).
- Select Deduction (Y).
- Talk to the Owl Man (Z).
- Play the HOP.
Chapter 7: The Sherriff
- Take ELF (A).
- Use ELF; take the CROWBAR (B).
- Open the sack; take the TWEEZERS, HEX KEY, and BROKEN CHAINSAW (C).
- Use the CROWBAR; take the TORCH (D).
- Use the TORCH (E).
- Walk forward.
- Talk to Mary (G).
- Walk right and forward.
- Take the CAR KEYS (H).
- Walk down.
- Use the CAR KEYS (I).
- Take the HAT and PAGER (J).
- Take the LOCKPICK (K).
- Walk down.
- Use ELF (L).
- Use the HAT to take the FULL HAT (M).
- Return to the Sherriff's House.
- Use the LOCKPICK (N).
- Take the GLASS CUTTER and GLOVE COMPARTMENT HANDLE (O).
- Walk down.
- Remove the old handle; use the GLOVE COMPARTMENT HANDLE (P).
- Take the GLASS CUTTER BLADE (Q).
- Combine the GLASS CUTTER and GLASS CUTTER BLADE to make the WORKING GLASS CUTTER (inventory).
- Walk forward.
- Use the FULL HAT (S).
- Use the WORKING GLASS CUTTER and turn the handle (T).
- Walk forward.
- Take the CHAINSAW CHAIN and CANDLE (A).
- Combine the BROKEN CHAINSAW and the CHAINSAW CHAIN to make the WORKING CHAINSAW (inventory).
- Walk down 3x.
- Use the WORKING CHAINSAW; take the STICK (B).
- Return to the Sherriff's House.
- Use the STICK; take the OIL LAMP and BUTTON 1 (C).
- Go forward.
- Place the BUTTON 1 and push; take the GEAR 1 and HANDCUFFS (D).
- Select the FORESIGHT button (E).
- Restore the items (color-coded).
- Take the PENKNIFE (F).
- Walk down.
- Use the PENKNIFE; take the BOTTLE OF WINE (G).
- Go forward.
- Place the BOTTLE OF WINE (H).
- Solution: M-Ix4-Jx4-Nx5-K-Ox2-Nx3-Ox3-Nx3-K-Jx3-L.
- Open the compartment; take the TAP (P).
- Place the TAP and turn it (Q).
- Walk forward.
- Take the LIGHTER (R).
- Combine the CANDLE and LIGHTER to make the LIT CANDLE (inventory).
- Use the LIT CANDLE; press 2-1-3 and pull the lever (S).
- Take the AWL, GNOME BUCKLE, and CLIPBOARD (T).
- Walk down 2x.
- Place the GNOME BUCKLE; take the GNOME HEAD and DRAWER PULL (U).
- Walk forward.
- Place the DRAWER PULL (A).
- Play the HOP; earn the VISE HANDLE (B).
- Go forward.
- Place the VISE HANDLE and turn it; take BUTTON 2 (C).
- Walk down.
- Place BUTTON 2 and push; take GEAR 2 and the GUN (D).
- Walk forward.
- Press the FORESIGHT button (E).
- Restore the items (color-coded).
- Move the bearskin; use the TWEEZERS to take the GEAR 3 (F).
- Use the AWL (G).
- Walk down.
- Place GEAR 1, GEAR 2, and GEAR 3; take the RING (H).
- Walk forward.
- Place the RING; take the FRAMED PHOTO (I).
- Select the wall (J).
- Place the FRAMED PHOTO and the other photos in the outline (K).
- Use the HEX KEY (L).
- Select the sides to make a circle (A).
- Arrange the tiles (B).
- Swap the bulbs as shown (C).
- Slide the panels as shown (D).
- Change the tiles as shown (E).
- Select: G-F-H-Jx3-I-H-G-F-H-G-I-H-Jx2-I.
- Change the tiles as shown (K).
- Remove the ropes and talk to Oliver (L).
- Open the paper and take the LETTER (M).
- Walk down 4x.
- Select DEDUCTION (N).
- Talk to the Sherriff (O).
- Open the bag and remove the 3 pieces of evidence; select the evidence (P).
- Open the handcuffs and try to put them on the Sherriff (Q).
- Congratulations! You have completed Mystery Trackers: Nightsville Horror!
Created at: 2015-04-24