Nancy Drew Text Challenge

This should be interesting.  Her Interactive is running a Nancy Drew TXT Challenge where you send and receive texts to help Nancy solve a mystery.  The challenge is running through August 31.  The first prize, which it looks like all participants who solve the mystery receive, is a 10% off coupon for a digital download of The Captive Curse, but the grand prize is for only one lucky winner who is drawn from all participants who answer a bonus question correctly as well.  The grand prize includes:

  • A special edition copy of the Captive Curse;
  • a Nancy Drew leather wallet; and
  • a $100.00 gift certificate to Amazon.com!

I do believe I shall have to play!  Go check it out at:  http://www.herinteractive.com/nancydrewtxtchallenge

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Her Interactive Easter Weekend Special

Today through Monday (April 22-25, 2011) Her Interactive is having an Easter Weekend Special.  You can purchase and download any of the Nancy Drew games for $9.99.

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Message in a Haunted Mansion: Where’s the Attic

How to Get to the Attic in Message in a Haunted Mansion:

  1. First you have to help Rose rearrange the floor tiles in the dining room.
  2. She’ll then ask you to remove some ceiling tiles from the second floor.  The door to the attic is behind those ceiling tiles.
  3. You’ll need the key from the basement.
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Shadow at the Water’s Edge on Sale for Christmas

Please Mr. Santa Clause, I’ve really tried to be good this year!

Today I was reading Her Interactive’s latest newsletter and they mentioned they have several of the Nancy Drew games (including Shadow at the Water’s Edge) on sale for $19.99. So of course I had to go snooping around over at Amazon and found that they have it for that price as well. I even saw a White Wolf of Icicle Creek for $9.00!

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The Haunting of Castle Malloy Walkthrough

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Difference Detective

An In-Depth FAQ
For
Nancy Drew: The Haunting of Castle Malloy

By Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2009

Table of Contents:
001.  General information
002.  Difference Detective
003.  Credits

001-General Information
-----------------------------------------------------------

This is an in-depth walkthrough for the PC game called Nancy
Drew: Haunting of Castle Malloy. It focuses on the Difference
Detective minigame, found inside the Screaming Banshee Inn.

If you want to contact me, e-mail ilovecartoonssomuch@yahoo.com,
but make the subject blank if you do, so I know it's not spam.

002-Difference Detective
-----------------------------------------------------------

Difference Detective is a game where you are given two pictures.
To win the game, you must spot the twelve differences between
the two pictures before the time runs out. Guessing incorrectly
will make several seconds drop off the clock.

There are ten levels to this game, and I will list all the
levels with their solutions here.

Robot Soccer
------------

1. The bow on robot's hair is gone.
2. A spaceship in the background is gone.
3. Another spaceship is tilted.
4. The girl's ponytail is tilted.
5. The soccer ball is tilted.
6. The robot has teeth-like lips in one picture, and normal lips
in the other.
7. The goalie is gone.
8. The cleats are gone.
9. The girl's socks have three lines in one picture, and two in
the other.
10. The line that indicates the edge of the soccer field is
gone.
11. A tuft of grass near the girl's foot is gone.
12. The bolt in the eye of the robot whose face you can't
completely see is gone.

Robbery
-------

1. The robber's mustache is gone.
2. The sun is gone.
3. A coin from the moneybag is gone.
4. The dollar sign on the moneybag is gone.
5. The license plate is gone.
6. The hood ornament is gone.
7. The light on the back fender is gone.
8. The police sign on the wagon is gone.
9. A stripe on the cat's back leg is gone.
10. The bolt on the fire hydrant is gone.
11. A line on the front corner of the car is gone.
12. The shadow on the curb is gone.

Butterfly Catching
------------------

1. The butterfly above the mom's net is gone.
2. The butterfly right of the mom's hand is gone.
3. The butterfly on the right-hand side of the picture is gone.
4. The butterfly above the girl's jar is turned.
5. The butterfly under the net is upside-down.
6. The bee below the lowest butterfly is gone.
7. Lines on the butterfly net are gone.
8. Part of the bushes between the mom and daughter are gone.
9. A tuft of grass near the mom's shoe is gone.
10. The middle leg of the bug in the jar is gone.
11. The girl's headband is gone.
12. The rock in front of the girl's shoe is gone. 

Cooking on the Moon
-------------------

1. The antenna thingy inside the satellite dish is missing the
left picture.
2. Extra star right of satellite dish is missing in the left
picture.
3. The Earth in the sky has rotated.
4. The right picture has no reflective glare on the round
window.
5. There is a toy in the corner of the square window on the
right picture.
6. A mushroom in the salad has disappeared.
7. There is a red strip on the trailer's left fender.
8. The small crater to the left of the trailer has disappeared.
9. The lower hinge on the trailer door has disappeared.
10. On the right picture, the spatula has no slots.
11. There are only two hamburgers on the grill on the right
picture.
12. The bow on the girl's helmet disappears on the right
picture.

Fishing in the Sky
------------------

1. The old man's hat has lures on it.
2. The dog is sticking out its tongue.
3. The ring holding the oar has disappeared.
4. The bird left of the old man is gone.
5. The bobber is missing.
6. The worm on the hook is tilted.
7. The cloud in the top left is missing.
8. The cloud on the right is shaped differently.
9. A feather coming off of a bird is gone.
10. The wing on that same bird has disappeared.
11. There are three circles holding the fishing line in place in
the right picture, but there are four in the left.
12. The reeling device (used to release the line--it's by the
man's hands) is missing from the left picture. 

Artist Picture
--------------

1. The spike at the top of the umbrella is gone.
2. The handle at the bottom of the umbrella is turned.
3. The top of the artist's beret is gone.
4. Part of the artist's moustache is gone.
5. A flower is gone.
6. The decoration on the flower vase is gone.
7. The lady's head band is gone.
8. The lace on the lady's dress is gone.
9. The ruffles at the bottom of the lady's dress is gone.
10. The glare on the picture of the Eiffel Tower.
11. The red crayon is brown in one picture.
12. The clip on the canvas is gone.

Panda is Watching TV
--------------------

1. The panda's ear is turned.
2. The panda's mouth is open.
3. The panda's foot is gone.
4. The panda ate all the potato chips! What a pig.
5. The TV remote is longer in the right picture.
6. The end of the TV antenna is gone.
7. The screw on the back of the TV is gone.
8. The chain hanging from the ceiling light is gone.
9. The switch on the lamp switch is gone.
10. The soda bottle reads 6 in one picture, but 8 in the other.
11. The spiral on the arm of the couch is gone.
12. The fringe on the blanket on the back of the couch is gone.

The Singing Cowboy
------------------

1. The cowboy's freckles are gone.
2. The cowboy's cuff link has changed.
3. The button on the cowboy's shirt is gone.
4. One of the tuners on the end of the guitar is gone.
5. The boot strap is gone.
6. The stirrup is gone.
7. The top of the silver thingy (I don't know what it's called)
on his boot is gone.
8. The cloud left of the cowboy is gone.
9. The horse's earplug is gone.
10. A line one the left side of a mountain is gone.
11. The music note left of the bird is filled in on the left
picture, but not on the right.
12. The music note right of the bird is a double-note in the
right picture, but not the left.

Shark and Girl
--------------

1. The rubber duck is upside-down.
2. The shark has nostrils in the right photo
3. The shark has three gills in one photo, and two in the other.
4. There is a water splash near the top of the fence, left of
the shark in the left picture.
5. The tooth on the lower/left corner of the shark's mouth is in
the left picture.
6. A tuft of grass below the fish disappears on the right
picture.
7. The direction of the nozzle on the hose changes position.
8. One of the handprints on the wading pool (just above the
fish) is missing.
9. One of the spots on the girl's green floatie has disappeared.
10. One of the tendrils of water splash on the front of the
shark is missing.
11. A plank of the fence is shorter in one picture.
12. There's a hole in the splash of water on shark's left fin

Dinos in Hats
-------------

1. The T-rex's tongue is gone.
2. The T-rex's poncho design is different.
3. The vulture on the sign is gone.
4. The cactus between the two dinosaurs is missing some spikes.
5. The "Kids Free" sign in one picture reads "Free kids" in the
other.
6. The landscape behind the brontosaurus is missing a cliff.
7. The brontosaurus' mouth is different.
8. The man's sunglasses are gone.
9. The man's shirt has a fish in place of a palm tree on the
left picture.
10. The woman styled her bangs differently.
11. The bunny rabbit has become a dog.
12. The man taking a picture is missing a yellow label on his
hat.

003-Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2009. If you want to
use any part of this FAQ, ask me first (instructions under
general information)
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Message in a Haunted Mansion Walkthrough

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Nancy Drew: Message in a Haunted Mansion
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Videogame humor: http://www.gamecola.net/
Copyright 2008

Table of Contents:
001.  General information
002.  Video Guide
003.  Characters
004.  Walkthrough
005.  Credits

001-General Information
----------------------------------------------------------

This is a walkthrough for the PC game called Nancy Drew:
Message in a Haunted Mansion. It's the third game in the Nancy
Drew series, the one where Nancy goes to San Francisco.

If you want to contact me, e-mail
ilovecartoonssomuch@yahoo.com, but make the subject
something like "Nancy Drew Message in a Haunted Mansion" (or
just leave it blank) so I know it's not spam mail.

If you'd like to put this guide on your website, you
should ask permission first.

002-Video Guide
----------------------------------------------------------

Hey! Want to see how to beat the game instead of reading
about it? Well, I've got a video walkthrough, and you can
see it at...

http://www.youtube.com/view_play_list?p=820D5A26C3567D62

I purposely gave longish descriptions of each of the videos.
That way, if you're looking for help with a specific part of the
game, it'll be easier to find.

003-Characters
----------------------------------------------------------

Nancy Drew: Our heroine! She's a super-mystery solver, and she's
out in San Francisco to solve the mystery of why there are so
many accidents during the renovation of an old Victorian
mansion.

Rose Green: She owns the mansion Nancy's staying in, so she's in
charge of everything.

Abby Sideris: Rose's business partner, who believes in ghosts
and the paranormal and seances and such.

Louis Chandler: An expert on the Victorian era. He's helping
Rose with the house (kinda), in exchange for open access to the
house's library.

Charlie Murphy: He's the carpenter who is helping with the
house. He's inexperienced at carpentry (because he's actually a
history student), but he's a hard worker and apparently learns
quick.

Hannah Gruen: Hannah is the Drew family housemaid. She's friends
with Rose and arranged for Nancy to go on this vacation. Nancy
can call her in the game.

Emily Foxworth: Someone in San Francisco who Nancy can call in
the game.

Bess Marvin and George Fayne: Nancy's best friends. Nancy can
call them in the game, too.

004-Walkthrough
----------------------------------------------------------

Dear Bess,

Hello from stormy San Francisco! This time I'm staying in a
beautiful old Victorian mansion. You'd love the room I'm in.
It's full of old Chinese furnishings and some interesting knick-
knacks.

The owner of the house, Rose Green, is a friend of Hannah and
asked me to come out and help her with some renovation work. She
and her friend, Abby, hope to turn the place into a bed and
breakfast by next month.

But from what I gathered, Rose isn't sure if she can open in
time. Ever since they started the renovations, they've had a lot
of accidents. Could it be just bad luck, or is there something
more sinister at work?

I'm sure I'll find out!

Love,

Nancy

---

The game starts off in Nancy's room. There are a few things to
look at here, such as the tapestry with a long message written
on it, Nancy's suitcase, and the dragon above the fireplace.

Actually, that's all you look at in this room. When you look at
the dragon, notice that it has the Chinese symbol for "daughter"
written on it.

This is important--you'll see a lot of Chinese symbols in this
game, and you have to write them all down, because there's a
Chinese symbol recognition puzzle at the end of the game.

You can leave Nancy's room. The only other thing to do on the
top floor is knock on Abby's door and talk to her. Abby believes
a ghost named Valdez is responsible for the haunting/accidents.
She will reveal more later tonight.

You can go downstairs now, because there's nothing else to do
upstairs. Downstairs, you can talk with Rose in the little
dining room (at the end of the hallway--from the entrance to
mansion by the stairs/chandelier, turn around and go straight
through two sets of doors to get there). She tells Nancy about
what's going on.

Rose gives you a tile puzzle to solve. The puzzle is on the
floor, just right of her. To solve the puzzle, put all the
pieces in place. Figuring out where all the pieces go is easy
enough, because you have six identical triangles. The big
triangle goes in the tail, and the square goes in one of the
wings. The six triangles fill up the rest of the phoenix design.

The hard part is putting the pieces in place. You need to be
VERY EXACT when putting pieces in. If there is a sliver of white
showing in between the side of the piece and the border of the
design, you need to readjust the piece's position. No slivers of
white can show; you must cover up ALL of the white area.

Once you finish the tile puzzle, talk to Rose again to get
assigned the job of scraping ceiling tiles on the second floor.
Um...sounds like fun.

There are a few other things you can do in Rose's room. You can
check everyone's schedule on Rose's clipboard (on the
cupboards). There's a timer in the lower/left corner of the
game--just click on the ND symbol to see it. If you ever need to
change time in the game, set the alarm clock next to Nancy's bed
for the desired time.

Louis: Noon to 5
Charlie: 8 to 5
Abby: Out from 3 to 6

In the drawer near the schedule, you can find a notice from an
insurance company. Rose has the house insured for ONE MILLION
DOLLARS against fire. Woah! That's a lot of money! Could it be
that Rose is purposely causing accidents so the bread and
breakfast will be destroyed, and she can collect on the
insurance policy?

You can also check out the bread and breakfast magazine by the
window, but you don't have to.

Leave Rose's room, and you're in the hallway. The only door you
can go through in the hallway (besides the one that leads to
Rose) is the one to the basement. It's along the same wall as
the dumbwaiter and the stairwell that leads upstairs.

Go down to the basement. You can chat with Charlie the handyman.
You can also check the piano bench (the thing you sit on when
you play the piano) for a copy of Swanee River. The Chinese word
for river is featured here, so make sure to write it down on
your list of Chinese words.

The other things to see in the basement are a book on drinks and
an old newspaper article that protests against some women who
are acting in plays (Scandal! Horror! Outrage!). Looks like
you'll have to wait for Charlie to leave the basement before you
can get a good look around, though.

In the meantime, there's more to explore. Head to the
entranceway of the mansion, which is the area where the large
stairs are. On the floor of the entranceway is a phoenix, and at
the bottom of the stairs are phoenix heads. One of the phoenixes
is missing an eye.

One of the staircases creaks when you walk up it. The other
doesn't. There's a cord on the wall by the creaking staircase.
If you pull it three times, the chandelier falls. That's kind of
dangerous, though, and the game ends if you do so. The good news
is that you can use Second Chance to restart from before the
chandelier fell.

The most important thing to look at in the entranceway is the
temporary shelves with paint on them. If you look at the
container use for paint rolling, you find Charlie's paint
scraper. Cool! That'll help you scrape of the ceiling tiles on
the second floor!

But before you do that, you should probably finish exploring the
first floor of the mansion. Next to the clock in the entranceway
is a door. Go through it to reach the side room.

There's a lot to look at in the side room, such as a book on
underground San Francisco, a box full of old letters, and the
fire extinguisher inside the cabinet in the corner. The most
important thing here, however, is the phone.

You can use the phone to call Hannah Gruen, or Nancy's friends
Bess and George. You can also call Emily Foxworth, the local
resident and expert on San Francisco.

There's a drawer left of the phone (near the plant) with some
letters Rose wrote to a friend. You can read them if you want.

You might have noticed that there are two exits to the side
room. The one with a single door leads back to the entranceway.
The double doors lead to the library.

In the library, there are various things to look at. There's a
book that teaches you how to read music, a book about pianos,
and a book that tells you about Lizzie Applegate (an actress who
used to live in the mansion). You can also check out the game
table to see a puzzle piece labeled 4, with a picture of the
Chinese symbol for 4. Write that down on your list o' Chinese
symbols.

There's also a fireplace with missing tiles. You can find one of
the missing tiles behind some books, on the bookshelf left of
the desk in the room.

Depending on what time it is, Louis Chandler will be at the desk
in the library. If he's not there, you can wait until noon when
he shows up.

Right. So that's an overview of where everybody and everything
in the game is. Now that you know all that stuff, you can start
zooming through the game.

Head to the second floor, where you'll find a ladder. Climb it
and scrape away the ceiling tiles with the paint scraper (found
under one of the paint holders in the entranceway--when you
leave the side room, you're looking directly at it). Once you
scrape them all away, you find...a hidden attic. Cool!

This is about all you can do in the game at this point. Talk to
Rose, Charlie and Louis (as well as Emily, Hannah, Bess/George)
as much as you want, then talk to Abby to get the plot moving
again.

The game skips ahead in time to later that night, when Abby
holds a seance. It's a rather cool. Abby contacts Valdez, who is
looking for his missing wife. Where can she be?

Once the seance is over, you should go downstairs to the
basement. See, now that Charlie isn't here, you can explore.
Check under the seance table to find the tape player (that's
right...Abby faked the whole thing).

You can also check out the fireplace grate (which is stuck) and
the picture of El Diablo (I think).

However, what you have to do in the basement is check the cash
register. Press the buttons until the drawer opens. Inside is
the key to the attic.

You also have to steal a screwdriver from Charlie's toolbox.
This is useful for Nancy's room--go there and use the
screwdriver on one of her bedposts. You find a hidden key. Cool.

Now head to the attic. You can get inside using the key from the
cash register in the basement. Inside the attic is a ton of
stuff to look at.

There's one of the missing tiles, as well as a stack of
newspapers. There's a creepy baby head, and in the box next to
the baby head is an iron.

There's a book full of cursive stuff that I can't read, and a
book called "The Mysterious Story Book". It's a fun story about
a girl named Carolyn (Keene?) with foreshadowing of what happens
at the end of this game.

There's a crowbar in a toolbox here, and there's a locked desk.
Open it with the key you found in Nancy's bedpost (which you
opened with the screwdriver from Charlie's toolbox in the
basement). Inside are several things, such as a picture of
Lizzie Applegate, a letter from Valdez, a playbill from The
Bandit's Treasure, and the Chinese symbol for beginning (write
this down on your list of Chinese words).

The most important thing here is a music score for "The Bandit's
Treasure". You might notice that the notes B E G A G are
highlighted. Guess what? You need to play them on the piano in
the basement.

Head downstairs and--whoops! The trapdoor handle broke! Use the
crowbar to open the trapdoor, then go down to the basement.

Play B E G A G on the piano (for those of you unfamiliar with
piano keys, that's key #6, #1, #4, #5, and #4, if you count only
white keys you can click and count from left to right). This
opens up the player piano and gives you a piano scrap.

Go back up to the attic and use the scrap of paper on the piano
score. This lets you find a hidden message: "find Diego on
stairs".

Head to the big staircase. At the top, you can look at the
bottom of the wood to see letters on the five posts. You can
spin the posts. When you click on a post, certain other posts
will move. If you count from left to right...

Post 1 moves Posts 1 and 3.
Post 2 moves Posts 1, 2, 3 and 5.
Post 3 moves Post 3.
Post 4 moves Posts 1, 2, 3 and 4.
Post 5 moves Posts 1, 3 and 5.

That's the senior mode version. I didn't check to see if it's
the same in junior mode (lazy!). In any case, you need to move
the posts to spell out the word "Diego". To do that, move the
posts in this order.

Move post 4 to "G".
Move post 2 to "I".
Move post 5 to "O".
Move post 1 to "D".
Move post 3 to "E".

Moving all the posts into position shows you the words "Diego"
"coins" "false" "floor". You also get a letter from E to Valdez,
about a hidden treasure. Along with the letter is a golden
Chinese symbol. Nice.

Okay, so what you can do now is go downstairs and find the
dumbwaiter in the hallway. Tie the iron to the dumbwaiter, which
pulls the rope down. That means the dumbwaiter tray is now up.

So go upstairs and check the dumbwaiter tray. You find a tile,
along with the Chinese symbol for eye. Write that down in your
Chinese symbol list!

You should now have all three tiles. One was in the attic, one
was in the dumbwaiter, and the third was behind some books on
the bookshelf left of Louis' desk in the library.

Go to the library now and place the tiles into the slots above
the fireplace. Once this is done, pull on the phoenix to find a
hidden passageway. Inside is a lantern. Pick it up.

Look at the painting of the child, which has the Chinese symbol
for child. Write that down on your list of Chinese words.

You can go up the mini-stairs here. Ooo, there's a peep hole
behind the picture! You can use that to spy on Louis! Yes!

That's for later, though. Now, head back to the basement. Use
the crowbar on the grate under the fireplace, and use the
lantern to explore the area there. You end up behind the saloon.
It looks like Charlie is living here.

You can take Charlie's floppy disk, and examine the Chinese food
box to find the Chinese symbol for "king". Of course, you should
write this on your list of Chinese symbols. Leave this area by
going up the stairs.

You can read Charlie's floppy disk by going to Louis' computer.
You don't know his password, but you can get it by playing the
maze game.

The object of the maze game is to get through the maze (duh).
Press M to see a map, so you can get through the maze quickly.
Once that's done, you can look up the files on the computer.
Only one works, which is the file with all of Louis' personal
information.

Once you know Louis' info, you can put the floppy disk in the
computer (in the front part), then sign on as "Louis" with the
password "antiques". Charlie's term paper is on the floppy disk.
It doesn't tell you much, besides the fact that he's studying
everything that's going on in the background of the game.

Okay, that's all you can do for the night. You need to move the
plot ahead a bit, now. Go to Nancy's room and set the alarm for
the next morning. When you leave the room, Nancy gets the
MESSAGE IN A HAUNTED MANSION. Looks like someone doesn't want
you meddling around here.

Go to the side room where the phone is. Oh no! Fire! Don't zoom
in on the fire, though. Go to the cabinet in the corner of the
room, pull out the fire extinguisher, and use it on the fire.

If you go back to the scene of the fire, you'll find it was
started by scraps of Rose's letters near the telephone. Uh oh.
That means the fire was deliberate.

You can talk to everyone if you want, but now you have two
specific tasks to do. The first is explore Abby's room, when
she's not there (from three to six). Set Nancy's alarm for that
time, if it's not that time already.

Abby has books on the zodiac, fortune telling and creating
illusions. If you move the picture on the wall, you see a two-
way mirror. Woah! Has she been spying on everyone? Well, that
explains how she makes the ghost show up in the mirror (which is
an animation you may or may not see--this game has a lot of fake
haunting animations).

If you take the spider from Abby's jewelry box and use it on her
closet, you'll find the complicated electronics system that Abby
has been using to fake the hauntings in this mansion. Faker.

The only other thing you should do here is look in the drawer in
her desk. You'll find the Chinese symbol for "moon". Write that
down on your list of Chinese words.

Leave Abby's room (replace the spider in her jewelry box if you
took the spider).

Now onto the second task: spying on Louis. Set your alarm for
five o'clock, when he leaves. Then head to the library and go
into the secret passageway. Look out through the eyeholes in the
portrait.

Nancy sees Louis hide a book in his briefcase. Go out and open
the briefcase. The combination was on the list of Louis'
personal info on his computer. It's 4653-4868.

Inside Louis' briefcase are some letters (it looks like he's
selling a lot of gold), a newspaper scrap about a soap opera (a
reference to the second Nancy Drew game), and a book that
mentions the mansion. It has a quotation from the Chinese person
who worked here--the letter in the locked desk in the attic
mentioned this man. He says the house was called "gum bo fu".

Nancy's new mission is to talk to everyone about "gum bo fu".
Rose, Abby, Charlie, and Bess and George don't know what it is.
Emily says she'll look it up.

When you talk to Louis, tell him you read about it in a magazine
(if you say you read "gum bo fu" in a book, he accuses you of
breaking into his briefcase). He says it means "house of great
books".

So once you've talked to everyone about "gum bo fu", talk to
Emily again. She says she'll send you a letter about "gum bo
fu".

Go to Rose. Rose says that everyone is leaving to go to the
Winter Festival (whatever that is), the tapestry in Nancy's room
was moved, and Nancy has a letter from Emily. Boy, Emily sure
sent that letter quickly.

Go to Nancy's room. The letter is near Nancy's suitcase, and it
says that "gum bo fu" is Chinese for "gold treasure mansion".
Louis lied!

Now it's time for the final few puzzles of the game. Look at the
area where the tapestry used to be, near the bed and the
dresser. You'll find a zodiac puzzle.

This is an easy enough puzzle. Click on the zodiac animals in
this order:

Rat
Ox
Tiger
Rabbit
Dragon
Snake
Horse
Goat
Monkey
Rooster
Dog
Boar

You find a safe with Chinese symbols. See, this is why you've
been copying down Chinese symbols all throughout the game. Each
symbol is a different word on the tapestry that's still in
Nancy's room, so you have to click them all in order.

For those of you who didn't copy down Chinese symbols, I've got
you covered. The symbols are in the circle like this:

      1
  4      10
8           9
  2       3
    5 6 7

So use THAT to make a list of proper Chinese symbols in order.

Enter all the symbols in the right order. Click the arrow to
enter a symbol, and rotate the wheel either clockwise or
counterclockwise. At any time, reset the puzzle by clicking the
circle in the middle of the dial.

Once you open the safe, you find various things, like a marriage
certificate between Lizzle Applegate and Diego Valdez (AKA the
bandit El Diablo).

Use your gold Chinese piece on the pyramid thing. This gives you
a sun/moon puzzle, where you have to turn all the moons into
suns. Not too difficult.

XOXX
XXXO
OXXX
XXOX

Click on all the spots labeled "O". This gives you a sliding
puzzle of a phoenix. You may want to look at the phoenix in the
book in the library or the floor of the stairwell area to
remember what this phoenix is supposed to look like.

XXXX
XXXX
34XX
12XX

The key to every sliding puzzle is the order you put the
pieces in. When the puzzle is solved, the missing piece
goes in the upper/right corner. This means you have to solve the
lower/right corner first.

Using my fancy diagram up there, do the following:

Put piece 1 into place. Never move this piece again.
Put piece 2 into place. Never move this piece again.
Put piece 3 into place. Never move this piece again.
Put piece 4 into place. Never move this piece again.

Hmmm, was it really necessary for me to list out each
piece separately? Maybe not. Oh well, now you've got the
lower/left quadrant done. You don't need to touch any of
those pieces again.

13XX
2XXX
ooXX
ooXX

Find piece #2. Put it in spot #1.
Find piece #1. Put it in spot #3.

Now, you can move the empty square to spot #2, and from
there, slide pieces 1 and 2 into their correct spot. You
don't need to touch either of those pieces again.

We repeat the process.

o13X
o2XX
ooXX
ooXX

Find piece #2. Put it in spot #1.
Find piece #1. Put it in spot #3.

Now, you can move the empty square to spot #2, and from
there, slide pieces 1 and 2 into their correct spot. You
don't need to touch either of those pieces again. Now the
entire left-hand side is done!

ooXX
ooXX
oox3
oo12

Find piece #1. Put it in spot #2.
Find piece #2. Put it in spot #3.

Now, you can move the empty square to spot #1, and from
there, slide pieces 1 and 2 into their correct spot. You
don't need to touch either of those pieces again. As you
might have guessed, you repeat the process.

ooXX
ooX3
oo12
oooo

Find piece #1. Put it in spot #2.
Find piece #2. Put it in spot #3.

Now, you can move the empty square to spot #1, and from
there, slide pieces 1 and 2 into their correct spot. Now
just mix around the final three pieces until they're in
place. This solves the puzzle.

Urgh, sliding puzzles are kind of a pain. This one particularly
so, due to the weird picture. In any case, once that's done, you
get a phoenix eye. Yay for you!

Go downstairs and use the phoenix eye on the phoenix that's
missing an eye. If it's the afternoon, this reveals the location
of the hidden treasure. It's under the phoenix on the floor of
the entranceway!

Use the crowbar to get to the treasure. The villain/culprit of
the game then knocks Nancy unconscious.

Nancy wakes up in time to see the culprit stealing the gold.
Stop the culprit by going up the staircase to the right (not the
one on the left, because it squeaks). Then drop the chandelier
on the culprit's head.

That stops the culprit and ends the game! Of course, it's a
happy ending for everyone! Except Nancy, who doesn't get to keep
the gold. Or the male characters, because we don't hear what
happens to them. But at least the mansion's conversion to a bed
and breakfast is successful!

004-Credits
---------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2008.  If you
want to put this FAQ on your website, please ask me first
(instructions under general information).
Bookmark and Share

Warnings at Waverly Academy Walkthrough

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Nancy Drew: Warnings at Waverly Academy
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Videogame humor: http://www.gamecola.net/
Copyright 2009

Table of Contents:
001.  General information
002.  Video Guide
003.  Characters
004.  Walkthrough
005.  Quick Guide
006.  Credits

001-General Information
----------------------------------------------------------

This is a walkthrough for the PC game called Nancy Drew:
Warnings at Waverly Academy. It's game #21 in the Nancy Drew
series!

If you want to contact me, e-mail me at
ilovecartoonssomuch@yahoo.com, but make the subject something
like "Nancy Drew Warnings at Waverly Academy" (or just leave
it blank) so I know it's not spam mail.

If you'd like to put this guide on your website, you should
ask permission first.

002-Video Guide
----------------------------------------------------------

Hey! Want to see how to beat the game instead of reading about
it? Well, I've got a video walkthrough, right here!

Nancy Drew: Warnings at Waverly Academy (Part 1): Welcome to Waverly

Nancy Drew: Warnings at Waverly Academy (Part 2): Rachel and Mel

Nancy Drew: Warnings at Waverly Academy (Part 3): Air Hockey

Nancy Drew: Warnings at Waverly Academy (Part 4): DNA Project

Nancy Drew: Warnings at Waverly Academy (Part 5): Snack Shop, Orthographic Views

Nancy Drew: Warnings at Waverly Academy (Part 6): Rita Hallowell's Journal, Talking to Ned

Nancy Drew: Warnings at Waverly Academy (Part 7): Playing Scram Against Leela

Nancy Drew: Warnings at Waverly Academy (Part 8): Rachel's Projects, Tons of Texts

Nancy Drew: Warnings at Waverly Academy (Part 9): Is Mel a Plagiarist?

Nancy Drew: Warnings at Waverly Academy (Part 10): Piano Puzzle

Nancy Drew: Warnings at Waverly Academy (Part 11): Climbing Trees, Day Two

Nancy Drew: Warnings at Waverly Academy (Part 12): Victorian Dining Puzzle

Nancy Drew: Warnings at Waverly Academy (Part 13): The Blackwood Society

Nancy Drew: Warnings at Waverly Academy (Part 14): United States Map

Nancy Drew: Warnings at Waverly Academy (Part 15): Rachel's Secret, Starburst Puzzle, Easter Egg

Nancy Drew: Warnings at Waverly Academy (Part 16): Pictures, Corine's Essay

Nancy Drew: Warnings at Waverly Academy (Part 17): Furnace Puzzle

Nancy Drew: Warnings at Waverly Academy (Part 18): Black Cat Caught, The End

003-Characters
----------------------------------------------------------

Nancy Drew: Our heroine! She's a super-mystery solver, and
been asked to find out who has been threatening the
valedictorian candidates at Waverly Academy.

Becca Sawyer: Nancy goes by the name "Becca Sawyer" in this
game, instead of using her real identity.

Bess Marvin: Nancy's good friend. You can call her in this
game, but she never answers her phone because she's on
vacation.

Ned Nickerson: Nancy's boyfriend. You can call him during this
game and talk to him about what's happening.

Corine Meyers: Nancy's roommate, who doesn't have many friends
because she's oversensitive to other people's opinions about
her.

Mel Corbalis: A cello-playing girl who lives in the room next
to Nancy's. She's a Waverly legacy, and several people dislike
her because she's a goth.

Rachel Kim Hubbard: A very busy girl who asks Nancy to help
her with a Waverly Website project. 

Leela Yadav: A girl who's at Waverly on an athletic
scholarship. She likes to compete, and she challenges Nancy to
games of air hockey and darts.

Izzy Romero: The student body president, who spends most of
her time in the library. She doesn't like Mel, Corine or
Rachel.

Madeline Moore: Author of a book about the four founders of
Waverly Academy. This book can be found in the special
collections cabinet.

Edgar Allen Poe: An American author who primarily wrote horror
stories and mysteries. A book of his is missing from the
school library.

Rita Hallowell: One of Waverly's founders. She hid something
on the campus and created several puzzles to make it hard to
find. She was a big fan of Edgar Allen Poe, so most of these
puzzles are based off his writings in one way or another.

Paige Griffin: The girl who hands out demerits to everyone
when they break school rules. She also gives credits when
school rules are followed.

Danielle Hayes: Corine's former roommate. She left school
after being locked in a closet overnight.

Megan Vargas: Mel's roommate. She left school after a bad case
of food poisoning.

004-Walkthrough
----------------------------------------------------------

The game starts with Nancy taking you to her room. You can
click on the "How to be a Detective" for a short explanation
of the game's control scheme--which is unnecessary if you've
played the other Nancy Drew games and can remember how to play.

You can click on the scrapbook to look at descriptions of the
other games in the series. You can click on the case file to
learn about the current case as well. Once you're ready to
begin, click on the plane ticket inside the case file, then pick
either junior or senior detective to start the game!

The puzzles in this game can be completed in pretty much any
order (with a few exceptions). I group certain puzzles
together to make my guide more organized, but you don't have
to do the puzzles in the order they appear in this guide.

This guide also skips certain nonessential things that happen
in the game, such as the subplot about Izzy stealing Leela's
boyfriend.

Welcome to Waverly
------------------

The game starts with a flashback from two weeks ago, when
Danielle Hayes was given threatening notes and then locked in
a closet. Danielle is claustrophobic, so she suffered a minor
breakdown when this occurred.

So that means Nancy gets to stay in Danielle's room while
trying to solve the mystery of who's going around and sending
threatening notes to everyone.

Nancy's roommate, Corine, tells her about these things. The
person who's sending the notes is calling herself "The Black
Cat". Bad things happen once somebody gets two notes from The
Black Cat...bad things like Danielle getting locked in the
closet and Megan Vargas (who lives next door) being sent home
with food poisoning.

Corine also tells Nancy about the demerits system (try not to
get demerits!) and the valedictorian race. It seems that the
Black Cat is only targeting valedictorian candidates.

When you're finished talking to Corine, you should check out
Nancy's desk before leaving the room. There's a note from
Rachel Hubbard. Rachel wants you to help her with a project.
That'd be a nice thing to do, so why not do it?

Leave the room, and Nancy almost runs into Izzy, the student
body president. Izzy makes a joke about Nancy's hair, and then
sets up Nancy's cell phone on the local network and invites
Nancy to chat with her in the library.

Let me give you a general map of Waverly Academy now:

Stairs – Corine – Mel – hallway – Rachel - stairs

You're by Corine's room. There are stairs leading downstairs.
In the next room is Mel, the Goth girl who plays piano. Down
the hallway, you can find a mini-hallway with Rachel's room,
Izzy/Leela's room (neither of them are ever in this room) and
Paige's room (which you can never enter). There's a set of
stairs at the other end of the hall.

When you go down the stairs to Rachel's room, you end up in
the rec room with Leela. The snack shop is also there. The
entrance to the library, where Izzy spends her time, is a set
of doors near the stairs by Corine's room.

When you go to Rachel's room, she gives you the task of taking
pictures of everyone in the game. And that's a pretty good
excuse to explore the game and figure out where everything and
everyone is.

Meeting Everyone--Pictures for Rachel's Project
-----------------------------------------------

Go to Mel's room to get a picture of her. Mel's room is right
next to Corine's, and you can hear the cello music when you
get close to it. Mel is nice and simple. All you have to do is
talk to her to get her picture.

Corine, Izzy and Leela are all nice and simple, too. Ask to
take their pictures, and they'll let you do it. Izzy is in the
library on the first floor, and Leela is in the rec room on
the first floor.

It's harder to get Megan's picture, because Megan isn't at
school anymore. Mel says that Leela has a picture of Megan, so
after learning this information, go to Leela.

Leela challenges you to a game of air hockey. You have to win
the game by hitting the puck into the net on her side of the
board seven times, before she hits the puck into the net on
your side of the board seven times. Good luck!

Leela will go up to her room and get the picture. The next
time you talk her, she will challenge you to a game of Scram.
That's a dart game, where numbers get blocked off the board.
In the first round, you want to get the highest score
possible, but you can't get any points from numbers that have
been blocked. The chart in the upper/right shows you the
information about the game. If a number is lit up, you can
throw a dart in that area and get that number of points. If
it's not lit up, throwing a dart in that area gains you no
points.

In the second round, you want to try to block numbers. Throw
your darts in areas that haven't been blocked to block those
numbers.

The best general strategy is to always aim for the largest,
non-blocked number on the list, whether you're scoring or
blocking. If you're not good at the game, don't worry; she
will give you the picture automatically if you lose several
times in a row.

I think you need to get Megan's picture before you can return
to Rachel's room and take a picture of her, but I could be
wrong.

Once you have all the pictures, you need to upload them. Go to
the computer in the library, and...what, no Internet access?

Apparently, you need to ask the student body president (Izzy)
for a password. Izzy doesn't want to give you the password
when she can exploit you. She forces you to do her DNA project
for her.

To solve the DNA project, put the pieces of the puzzle into
place. Red always goes with blue, and yellow always goes with
black. The middle rows look like this:

R B B B Y B B Y Y R
B Y Y R B R Y B B B

While the outside rows are always brown and white,
alternating. Make sure that there are pink connector things
connecting the various DNA pieces.

When that's done, Izzy gives you the password. Now you can go
online. Plug Nancy's phone into the USB-box, then go on the
computer. You'll want to read the student handbook under
"about us" (or not). That tells you that you need to do Snack
Shop duty once every day. The first time you do Snack Shop
duty, you get a key. Cool!

Under "academics", click on the valedictorian race. You have
six download boxes. Download a photo of each valedictorian to
the computer. All right. Job done!

Rachel's project isn't over, however. Go back to her to her
for another task.

Valedictorian Website
---------------------

Rachel is happy you got the pictures on the website, but she
wants to see them organized. Go back to the computer in the
library and put the proper captions on all the pictures.

There are some clues that tell you which captions go with
which pictures. You can also use information not stated in the
puzzle to help. For example, knowing that Rachel is from
Pittsburgh and likes math (she said this the first time she
met you) is helpful.

Here are the solutions:

1. Mel from Greenwich likes art.
2. Rachel from Pittsburgh likes math.
3. Leela from Rhode Island likes biology.
4. Corine from Boston likes English.
5. Meg from Concord likes history.
6. Izzy from New York likes psychology.

Rachel will like those solutions, and give you the job of
taking six more photos.

Waverly Icons--Photos for Rachel's Project
------------------------------------------

Three of the photos can be taken right off the bat. For the
school archway photo, simply leave the school, go outside,
turn around, and take a picture. While you're outside, take a
picture of the oak tree (which is the big tree the squirrel
hangs out in). In case you can't find the right tree, go right
and up when leaving the building to get close to it. You can't
take a picture of the whole tree. You can only take a picture
of its base.

The school emblem in wood is located near the exit to the
building, on the floor. Make sure to zoom in and pan down to
get as close up of a picture as possible while still getting
the entire emblem inside the picture.

The other three photos cannot be taken now. The picture of the
first academic win trophy can be taken after solving the "Is
Mel a Plagiarist?" puzzle. The US Map picture can be taken
during the "US Map" puzzle. The picture of Rita Hallowell and
Usher can be found near the end of the game, after solving the
"Four Starbursts" puzzle.

Is Mel a Plagiarist?
--------------------

Sometime after Nancy logs onto the computer system, a text
message is sent out about how Mel was busted for plagiarism.
Stealing someone else's essay? Not OUR Mel!

Ask Mel about it, and she denies it. She was framed, but by
whom?

Mel gives you her essay. Go to the computer in the library,
and under "academics", then "resources", you find Paper Trail.
Enter in a database source number (one of the ones listed on
the left-hand side of Mel's essay).

Now you have a puzzle. You need to form an IP address by
choosing one number from each column, without repeating any
numbers. It's a pretty good idea for a puzzle, and the
solution is 69.57.284.103.

Finding the ID gives you the date of the paper Mel copied off
of. Wait a minute...that paper was written AFTER Mel wrote her
paper! So, Mel couldn't have copied off of it! All the
headmistress has to do is double-check the dates, and Mel will
be found innocent! All right!

Go back to Mel and tell her the good news. In return, she
gives you a piece of paper that tells you about the first
academic win trophy Waverly won. That's a picture Rachel wants
you to get!

The trophy is in the trophy case downstairs, near Leela. Open
the display case, take out the trophy, zoom in on it, then
take a picture of it. Rachel will like that!

Finding Rita Halloway's Journal
-------------------------------

This puzzle can be done while meeting everyone, or after
meeting everyone. The order you have to do things in this game
is not set in stone.

Anyway, when you visit Mel's room, you can look at a cross-
stitch sampler in the corner of her room. It's old, and it
used to belong to her mother. Nancy notes that the spelling of
"more" is odd--when spelled with two o's, it looks like the
last name Moore.

Go to the library and look up "Moore" on the library
catalogue. There's a book by Madeline Moore in the special
collections cabinet. When you try to get into the cabinet,
Nancy notes that it's locked.

Corine is the assistant librarian, so she has the key. Corine
doesn't want to give you the key when she can exploit you. She
gives you her homework on orthographic views and insists that
you complete it.

So, open the orthographic views paper and solve the puzzle by
matching the pictures and perspectives. Top is the top view,
front is bottom/left view, and side is bottom/right view. It's
not too complicated, fortunately.

Once you're done, give the views to Corine to get the key.
Then go to the library and open the special collections
cabinet. Read the book by Moore and make sure to take a close
look of the picture of the four founders.

Go outside the building now, through the bottom floor exit.
The corner of the building is the corner depicted in the
picture. But...the cornerstone looks different!

Zoom in on the cornerstone. It's a puzzle! Put all four pieces
into place to solve it. You can rotate pieces by following the
instructions under the "?" button in the upper part of the
screen.

The trick to this puzzle is to make sure that the longest side
of each piece runs along the edge of the square.

Once you solve the puzzle, a squirrel shows up and steals a
starburst token. Pesky squirrel!

But what is the starburst token for? Take the book there to
see that it's Rita Hallowell's journal! The journal has a few
puzzles inside, and you need to solve all the puzzles and get
all the starburst tokens to find Rita Hallowell's secret
treasure.

The four puzzles, which I'll list in separate sections, are
the piano puzzle, the squirrel puzzle, the Victorian dining
puzzle, and the US map puzzle. You need to do the Victorian
dining puzzle before doing the US map puzzle. You should also
do the Victorian dining puzzle before the squirrel puzzle,
because of the Blackwood Society puzzle that happens after the
squirrel puzzle.

Victorian Dining Puzzle
------------------------

The display case near the library has a display on Victorian
dining, and Rita Hallowell's journal contains references to
dining etiquette.

Nancy's task is threefold. First, she wants to open up the
display case. To do this, go to the snack shop area, head to
the supply closet, turn on the light in the closet, then
retrieve the key. This key opens up the display case.

Second, Nancy wants the menu from the display case. Leela
checked it out, so ask Leela to return it. Leela doesn't want
to give you the menu when she can exploit you. She forces you
to play a game with her before giving you the menu. So, play a
game with her.

Third, Nancy needs to figure out which silverware goes with
the foods outlined on the menu Leela gave you. That requires
research. Go to the library and search for "menu" or
"Victorian dining" to find a book on the subject.

Ah, Rachel has the book you want. Ask her for it, and she asks
for her math notebook that Mel borrowed. Talk to Mel to learn
that the math notebook is in the library.

Go to the library. There's a lost-and-found drawer to the left
of the main library desk. Zoom in on it. The drawer, which is
labeled "MMDCXLI", is locked.

If you don't know Roman numerals, you can look them up in a
book on the main library desk. In any case, MMDCXLI is 2,641,
so insert that number into the lock to open it. Take the
notebook that's inside and return it to Rachel.

Read the book Rachel gave you to learn about the various
forks, spoons and knives. That seems...complicated. You need
to select the ten pieces of silverware that go with the
celebratory dinner.

You want to select the silverware in this order (1 is first, 2
is second, and so on):

x 4 x x x  6 x x
x 2 9 8 10 x x 5
x x x x 7  3 1 x

Doing this correctly gets you an orangutan starburst token.

Piano Puzzle
------------

Rita Hallowell's book contains some veiled references to
pianos. Nancy will probably have to investigate pianos now.

One way to investigate pianos is to go to the piano room. See
the lamps on the wall with pictures? The ones that are
designed to look like piano keys? Turn them around, and you'll
see a bunch of alphanumeric notations.

The other way to investigate is by going to the library and
looking for music. It turns out that there's a book about
musical notation, but it's not at the library. It was checked
out by Mel Corbalis.

Go see Mel and ask her for the book. She'll give it to
you...in exchange for some milk and cookies from the snack
shop. Go to the snack shop and fill a round of orders. One of
these orders will be milk and cookies.

Go back to Mel and she gives you the book, which explains how
the alphanumeric notation works for piano notes: the letters
refer to keys, and the numbers refer to octaves. Middle C is
C4, the C about that is C5, the C about that is C6 and so on.

You want to play the lower set of notes before the higher
ones. Play D2 A2 B2 D3 F3 A2 C2 on the left side of the piano,
then E6 A5 B5 C5 E5 B4 C5 G4 C4 on the right side of the
piano. This gets you a black cat starburst token.

Squirrel Puzzle
---------------

After the squirrel steals a starburst token from you, you can
get the starburst back by setting the alarm on Nancy's phone
for the next day. In the middle of the night, the squirrel
wakes up Nancy.

Nancy goes outside to chase after the squirrel. You have to
click on the branches the squirrel jumps on, in the order the
squirrel jumps on them. It's a rather tough puzzle.

At the top of the tree, there's a hole with the golden bug
token inside. Nancy will then look down and see a group of
mysterious chanting people in robes. How odd!

US Map Puzzle
-------------

Note: You must do the Victorian Dinner puzzle before you can
complete this puzzle, because you need an item (the student ID
card) that you get from solving the Victorian dinner puzzle. 

When Nancy wakes up one day (either the second or the third
day), she'll accidentally knock her cell phone under her desk.
Look under the desk to find the cell phone, a black cat note,
and...Oklahoma?

Skip to 11:00 that night (after lights out) by using the alarm
clock on Nancy's phone. Go downstairs. You may or may not have
noticed the history classroom near the trophy case--it has a
map of the United States in it.

Use the student ID card on the doors to the history classroom,
and they open. Go inside, turn around, then examine the
pillars near the door.

They have ravens on them. Rita Hallowell's journal talks about
ravens, and mentions four body parts of ravens: the tail,
bill, breast and primary feathers. Click on those four parts
in that order, and...whoa, what?.

Great, Nancy just broke the United States map. Put all 49
states back onto the map where they belong. If Nancy didn't
find Oklahoma, you'll have to skip ahead to the next day
before the puzzle can be completely solved.

Take a picture of the map when it's done, because that's on
the list of things Rachel wants a picture of. Then turn around
and grab the raven starburst token.

Nancy then sees Rachel sneaking around. Nancy follows her.
Break into Rachel's room by using the student ID on the
doorknob. Nancy manages to see Rachel entering a secret
passage.

Open up the secret passage by solving a puzzle. The goal of
the puzzle is to move the circle on all fourteen stars without
touching any star twice.

You want to move the circle left, down/right, down/left,
up/left, right, up/right, up/left, down/right, down/left,
down/right, down/left, right, left.

Nancy will then learn Rachel's big secret.

The Blackwood Society
---------------------

Note: You must do the Victorian Dinner puzzle before you can
complete this subplot, because you need an item (the student
ID card) that you get from solving the Victorian dinner
puzzle. You must also do the squirrel puzzle before completing
this subplot.

After you complete the squirrel puzzle, Nancy notices a crowd
of chanting people below. How odd. Investigate by going to the
base of the oak tree. Nancy will find a barrette there. This
barrette must belong to one of the chanters.

The barrette belongs to Mel. When Nancy asks her about it, she
confronts Mel about the cloak-and-dagger meeting and gets Mel
to confess that she's a member of the Blackwood Society, a
group that meets every now and then to wear cloaks and chant.

Odd...

Nancy will then get a text about the lost Edgar Allen Poe
book. It's in Izzy's room, so go to Izzy's room and use the
student ID on the doorknob to break into the room.

The book is under Leela's sporting equipment. Make sure to
pick it up and read it, as there's a puzzle contained in the
list of stories in the book. You can return the book to the
Special Collections Cabinet for credits later on, if you want.

Also in Izzy's room, you can find a picture of Izzy. Turn it
over to see a key. The key opens the trunk at the foot of
Izzy's bed. Open it up to find the blue cloak the leader of
the Blackwood Society wears!

Go to Izzy and talk to her about it. Izzy will tell Nancy the
chant:

Three is fine, but five is more.
Even nineteen defeats four.
Should just seven become lore,
At least two will find the door.

This will help Nancy solve a puzzle at the end of the game.

Four Starbursts
---------------

Once Nancy gets all four starburst tokens, she can solve the
starburst token in the cellar.

The first time you do Snack Shop duties, Nancy gets a key. You
may have noticed that this key opens the door to the cellar,
which you can find by going outside and examining the side of
the building.

Inside the cellar, near the stairs, you can find an odd series
of planks with 17 holes in them. There are 17 stories listed
in the Edgar Allen Poe book, and as you can guess, each hole
corresponds to a story.

To solve the puzzle, Nancy must list the stories in
chronological order. Once that list is compiled, the first
hole goes with the first story, the second hole goes with the
second story, and so on.

The Black Cat starburst goes with the story entitled "The
Black Cat", the raven starburst with "The Raven", the gold bug
starburst with "The Gold Bug" and the orangutan starburst with
"The Murder at Rue Morgue".

The orangutan starburst goes at the top of the fifth plank
from the left. The black cat starburst goes at the bottom of
the third plank from the right, and the gold bug starburst
goes right above that. The raven starburst goes on the second
plank from the right.

Easter egg: On the plank with four starburst indentations, put
the black cat on top, the gold bug below it, the orangutan
below that and the raven at the bottom. You get the Graduation
Cat Easter Egg!

When the puzzle is solved, Nancy gets some old blueprints and
a photo of Rita Hallowell with her cat Usher. That's one of
the pictures Rachel wanted! In fact, along with the US Map,
that's the last picture Rachel needs!

End of Game
-----------

Once you have the picture of Rita Hallowell and her cat,
upload it to the school website. There! Rachel's project is
finally done!

Or not. Talk to Rachel to learn that she needs Corine's essay
for the website, and then it will be finished.

Go to Corine and ask for the essay. She doesn't want to give
it to you, when she can exploit you. Corine sends you to the
snack shop for a snack first. So do snack shop duty, then
return to Corine to get the flash drive.

Go to the computer in the library and stick the flash drive in
the USB port. Download the essay on the proper page, then read
it. The essays says Rita Hallowell was the nurse at the
hospital where Edgar Allen Poe died, and she may or may not
have his last (unpublished) works.

Rita Hallowell went to great lengths to hide something, so I'm
guessing she DID get the last works of Edgar Allen Poe.

Return to Nancy's room, and on Corine's desk, you can find two
notes she wrote. One of them has the word "CELLAR" on it.

Return to the cellar now. Someone has left blueprints near the
furnace. Nancy puts them together with the old blueprints.
Interesting...the levers have numbers attached to them on the
blueprints. Remember the Blackwood Society chant?

Three is fine, but five is more.
Even nineteen defeats four.
Should just seven become lore,
At least two will find the door.

Pull levers 3, 5, 19, 4, 7 and 2. That leads to a hidden
passageway leading to the Black Cat and the last works of
Edgar Allen Poe. The Black Cat, being as sneaky and devious as
she is, takes the book and leaves Nancy trapped in the room
with a pendulum swinging downwards from the ceiling, just like
in Poe's story "The Pit and the Pendulum"!

Nancy can get out of this tricky situation by solving the
puzzle here. You want to click on the four circles in the
proper order, and each time you click on a circle, pull the
golden lever.

I'm not sure how you're supposed to solve this puzzle by any
method other than guess-and-check. The order is this:

2 3
4 1

Solving the puzzle stops the pendulum and lets Nancy chase
after the Black Cat and end the game!

005-Quick Guide
-----------------------------------------------------------

This section is a quick, less detailed guide on how to beat
the game. It basically will tell you what you have to do,
without being too specific. 

Read the Student Guide Online
  --Ask Izzy for the password
  --Finish Izzy's project for her

Find Rita Halloway's Journal
  --Notice the Moore cross-stitching in Mel's room
  --Look up Moore in the library catalogue
  --Ask Corine for the key for the library cabinet
  --Do Corine's orthographic problems for her
  --Go to the cornerstone in the picture and solve the puzzle

Take pictures of everyone for Rachel's project
  --Ask Mel for her picture
  --Ask Corine for her picture
  --Ask Izzy for her picture
  --Ask Leela for her picture
  --Ask Rachel for her picture
  --Ask Leela for Megan's picture
  --Upload the pictures to the website

Valedictorian webpage
  --Put the pictures and information in the correct order

Find pictures for Waverly's icons
  --First academic win trophy
    --Mel is accused of plagiarism
    --Look it up on the website
    --Figure out the correct IP address
    --Tell Mel the information
    --Get a flyer about the academic win trophy
  --School Archway
    --Go outside and take a picture
  --School Emblem
    --It's on the floor of piano room
  --Oak Tree
    --It's outside
  --US Map
    --Part of the Four Golden Tokens puzzle
  --Rita Hallowell and Usher
    --Part of the Four Golden Tokens puzzle

The Four Golden Tokens
  --A Victorian Dinner
    --Check the display case
    --Ask Leela for the dinner menu
    --Look up menu in the library catalog
    --Ask Rachel for the book on Victorian dining
    --Ask Mel for Rachel's notebook
    --Find Rachel's notebook in the library's lost and found
drawer
    --Match the utensils in the book with the dinner menu
    --Select all ten utensils in the display case, in order
  --Squirrel
    --At night, follow the squirrel up the tree
  --Piano Puzzle
    --Examine the piano key lampshades in the piano room
    --Look up piano in the library catalog
    --Ask Mel for the piano book
    --Do snack shop duty to get the book from Mel
    --Play the notes on the lampshades on the piano
  --Map of the United States
    --(You must do the Victorian Dinner before this)
    --(You must be on the third day to do this as well--Nancy
finds a tile of Oklahoma after waking up on the third day and
dropping her phone under her desk)
    --Skip to late at night
    --Break into the history classroom using the student ID
    --Press the four parts of the raven in the correct order
    --Fix the broken US map

The Blackwood Society
  --Chase after the squirrel in the tree
  --Notice the chanting people
  --Go to the base of the tree and find a barrette
  --Give Mel the barrette
  --Get a text about the lost Poe book
  --Break into Izzy's room with the student ID
  --Turn over the framed photo of Izzy
  --Steal the key
  --Use it on Izzy's locked trunk
  --Ask Izzy what the Blackwood Society's chant is

Ending the Game
  --Get a key for doing snack shop duties
  --Go to the cellar
  --Put the four golden tokens into place, according to the
Black Cat book found in Izzy's room
  --Get some old cellar plans
  --Take a picture of Rita Hallowell
  --Upload the photos for Rachel
  --Get Corine's essay for Rachel
  --Read Corine's essay to learn about Hallowell and Edgar
Allen Poe
  --Nancy now knows what Hallowell's treasure is
  --Return to the basement
  --Solve the furnace puzzle
  --Confront the culprit
  --Solve the pendulum puzzle

006-Credits
---------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2009.  If you want to
put this FAQ on your website, please ask me first (instructions
under general information).
Bookmark and Share

The White Wolf of Icicle Creek Walkthrough (Wii)

Version 1.4 1/13/10

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Nancy Drew: The White Wolf of Icicle Creek Walkthrough
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Videogame humor: http://www.gamecola.net/
Copyright 2010

Table of Contents:
001.  General information
002.  Video Guide
003.  Pieces of Photo
004.  Walkthrough
005.  Credits

001-General Information
-----------------------------------------------------------

This is a walkthrough for the Wii game called Nancy Drew: The
White Wolf of Icicle Creek.

If you want to contact me, e-mail ilovecartoonssomuch@yahoo.com,
but make the subject something like "Nancy Drew White Wolf" (or
just leave it blank) so I know it's not spam mail.

If you'd like to put this guide on your website, you should ask
permission first.

Thanks to all the various people who helped me locate the last
puzzle piece: Tatyana Harris, J, Kristi Collins, harrypotter593
and Anonymous.

002-Video Guide
-----------------------------------------------------------

Hey! Want to see how to beat the game instead of reading about
it? I've got a video of me playing and beating this game. You
can see it at...

http://www.youtube.com/view_play_list?p=0E847EB84D7BF5D4
01 – Maid Duties watch video
02 – Computer and Calls watch video
03 – In the Basement watch video
04 – Skating Pond watch video
05 – Cooking Lunch watch video
06 – Snowball Fight watch video
07 – Guadalupe watch video
08 – Icicle Lake watch video
09 – Doll Collection Auction watch video
10 – Eaten by Wolves watch video
11 – Cooking Dinner watch video
12 – French Toast watch video
13 – Ice Fishing watch video
14 – Ice Floes watch video
15 – Planet X watch video
16 – Tino’s Survey watch video
17 – Julius McQuade’s Shack watch video
18 – Molybdenum watch video
19 – Washcloths watch video
20 – Rex Bone watch video
21 – Green Mines watch video
22 – Sauna watch video
23 – Pyramid Puzzle watch video
24 – Fox and Geese watch video
25 – Fox and Geese (2) watch video
26 – Racoon and Moose Key watch video
27 – Wolf Key watch video
28 – Animal Maze watch video
29 – The Ending watch video
003-Pieces of Photo
-----------------------------------------------------------

The Wii version of this game comes with a fancy "find all the
photo pieces scattered throughout this game" challenge. Here are
the locations of the various photo pieces. You might want to
turn on "twinkle", under game options, which lets the pieces of
photo (as well as everything else you can pick up) twinkle so
they're easier to spot.

1. Fireplace on second floor
2. With Elsa's crumpled notes in the closet where you get the
laundry bag
3. When you're going to the basement, on top of one of the
things to the left.
4. When you go out the front door, turn right and it's on the
gray walkway.
5. Avalanche Ridge – when you see the sign, it's on the right-
hand side.
6. At the foot of the stairs outside of the Lodge. Oddly, you
can see it if you're a step away from the stairs, but if you're
right next to them, you can't see it at all.
7. In the crater past Avalanche Ridge
8. When you're approaching the house beyond Avalanche Ridge,
it's inside the path that the wolf uses to get into the house.
9. Inside the house on Avalanche Ridge. As soon as you enter the
door, it's on the left-hand side of the screen.
10. On the desk in the house past Avalanche Ridge.
11. On a crate, when you're looking at the base of the ladder in
the green mines.
12. In the green mines, past the rope that Isis must pull
13. In the basement, when you're going between the shelves and
looking at the red radiator, it's on the ground on the left.
14. Open the sauna door, and it's on the left hand side.
15. When you're looking at the Trapper Dan wall display, it's on
the bottom/left part of the desk.
16. On the walkway to the blown-up bunkhouse, on the left.
17. At the skating pond, near the pile of cones.
18. In the entranceway to the lodge, look out at the windows.
19. Inside the ice fishing shed. You must get this piece BEFORE
Bill Kessler asks you to go to the ice fishing shed, however.

004-Walkthrough
-----------------------------------------------------------

When the game starts, you can read the case file to see what the
story to the game is. You can click "How to Be a Detective" to
learn about controls, too.

To start the game, click on the plane ticket and choose either
senior or junior detective. The game is identical in both modes,
but the puzzles in junior mode are slightly easier.

The game starts with Nancy in the car with Ollie. Nancy was
asked to come to Icicle Creek Lodge in Canada to solve the
mystery behind all the accidents that have happened there. Ollie
is the acting head of the hotel, while the real owner (Chantal
Moique) is in Edmonton.

Apparently, the hotel is being plagued by wolf sightings.
Whenever the wolf howls, bad things happen.

The wolf howls while they're driving, and BOOM! The bunkhouse
explodes.

The game skips to later on, when Nancy and Ollie tell Chantal
about the explosion (over the phone). Chantal says that Nancy
can go undercover as her maid and cook.

Then the game begins. Get up, then turn around. On the desk next
to Nancy's bed is her master key to all the rooms, as well as a
list of maid duties. It looks like a lot of work, but it's
actually simple.

Leave the room and turn left. Go down the stairs to the main
floor of the lodge, then turn left again. Go forward and left to
the receptionist desk.

Here, you can use the phone to call people, but no one picks up
this early in the game. You can use the computer, too, but it's
rather useless.

Instead, you want to open the closet on the right. Inside it is
a laundry bag for your maid duties. You should also read the
three crumpled-up letters to learn that Elsa, the old maid, was
having major boyfriend problems.

Elsa also crumpled up her resignation letter, which is under the
desk the computer is sitting on. Read that to learn what Elsa's
phone number is, so you can call her later.

Head back upstairs. All the rooms with guests in them have a tag
hanging from the handle. This tag means the room needs cleaning.
Go inside each room, and walk up to the bed. Make the bed by
pressing A while holding your cursor over it.

Also, each room has a towel rack next to the door. Go to the
towel rack and pick up the towels.

Some of the rooms have things you can look at. For example,
Guadalupe's room has a magazine to read. Bill Kessler's room has
books to look at. The fun abounds.

Once you've cleaned all the rooms, head to the end of the hall
that leads to the stairs. On the wall here is a laundry chute.
Put the laundry bag down the chute. You can also go to the
bathroom if you want to, but do you really want to?

Okay, so now it's time to meet the people in the Lodge! Go
downstairs and turn right. Examine the wall of photos (AKA the
Trapper Dan display), and note that some photos are missing.
Also missing is the Rex bone from the display case at the bottom
of the wall. Interesting...

Turn left. Guadalupe will be at the window, looking for birds,
unless she's not. Talk to her for a bit. Then head right.
Sitting in a booth across from the fire are Lou Talbot and Bill
Kessler. Talk to them to get a chore--Bill wants you to clean
off the skating pond.

Time Schedule:

Guadalupe: 11:00 AM to 12:00 PM, 1:15-2:45, 4:15-6:00, 9:00-
12:00
Bill and Lou: 8:30-12:00 AM, 4:00-6:00 PM, 7:00-10:00
Bill alone: 2:30-4:00 PM
Ollie: 6:00-7:00 AM, 1:15-6:00 PM, 7:15-9:00
Yanni: 8:30 AM–12:00 PM, 7:15-9:00 PM

Move along through this area, and head back to the stairs. In
between the stairs and the Trapper Dan display, right next to
the stairs, are stairs to the basement.

In the basement, you can go all the way forward, then all the
way left to meet Yanni, the skiing champion from Fredonia. You
can take a left at Yanni, then go forward all the way to see the
sauna. Left of the sauna is Ollie.

When you finish talking to everyone, you can go outside, or go
make phone calls to various people, such as Tino Balducci (who
gives Nancy hints), Chantal, Ned Nickerson (Nancy's boyfriend,
and all the various people who were at the lodge, but left, such
as Carl Jenkins, the Farthingdales, and Elsa. You can get Elsa
to confess that the wolf did not attack her car tires by
confronting her about her boyfriend problems.

Exploring Outside for the First Time
------------------------------------

Here's a map of the area outside the lodge. The D is the door
you go in and out of. It faces the reception desk inside the
lodge.

Trapper
Dan's
Needle     Skating Pond
    \ _D_____/
     |       |             Bunkhouse
     | Lodge |----Freddie  /
     |_______|           \/
    /     |                \
   /      |           Icicle Lake
Skookum   |
Ridge    Avalanche
          Ridge

There's a heat meter at the top of the screen. If you're outside
too long, Nancy freezes.

Don't forget, Nancy has cooking duty at 12:00 to 1:00 PM, 6:00-
7:00 PM, and 7:00-8:15 AM. So when you go exploring, don't
forget you have to return whenever one of those time frames
passes. I'll explain all the various things you can do the first
time you explore, then I'll explain cooking.

You can check out Trapper Dan's Needle to see a piece of fabric
stuck in it. That must mean there's something inside the needle,
but Nancy can't figure out how to get in quite yet.

Freddie is Ollie's daughter, AKA the Ice Princess. When you
visit her territory, she challenges you to a snowball fight.
Move the cursor over her and press A. Then move the Wii-mote
like you're throwing a snowball. You can be hardcore and swing
your entire arm, or just flick your wrist like a lazy bum, by
pointing the Wii-mote up, then forward to make the game think
you swung your whole arm.

If you hit Freddie ten times before she hits you ten times, she
lets you pass. You should beat her twice, so you can get a
letter from her the next time you enter the lodge.

When you pass Freddie, you can go to the lake, which is useless
at this point in the game. Instead, go the bunkhouse and notice
the alarm clock. This lets Nancy call the Sheriff and talk about
the bunkhouse explosion. And...that's it.

At the Skating Pond, you have a minesweeperesque game. Your goal
is to find all the holes in the pond and put cones over them.

When you shovel snow off a square, that square is a certain
color. The color tells you how many of the eight squares
touching it have holes. For example, for square X:

ddddddd
ddOOOdd
ddOXOdd
ddOOOdd
ddddddd

The color of square X tells you how many holes there are in the
O squares. It tells you nothing about the d squares. You'll be
grateful for the squares with no holes surrounding it, because
that lets you clear off all eight squares around it with no
fear.

You have to use this to figure out where the holes in the ice
are. Guesswork is involved to some degree, but logic helps a
lot. For example, say you have a setup like this...

  f10
  e20
  d30
cba20
22110
00000

In this diagram, the numbers are the number of surrounding
holes, while letters are unknown.

See the bottom/right 1? All the spaces around it are not holes,
and the "a" is unknown. That means the "a" HAS to be a hole, in
order for the bottom/right 1 to be a 1.

Because "a" is a hole, that is enough for the 1 directly under
the "a". This means that "b" has to NOT be a hole. If it was,
the spot under "a" would be a 2.

And since "a" is a hole, but "b" is not, "c" has to be a hole,
otherwise the 2 under "b" would not be a 2. Likewise, "d" has to
be a hole, otherwise the 2 right of "a" would not be a 2.

"a", "d", and "e" all have to be holes, or else the 3 right of
"d" wouldn't be a 3. See how there are only three unknown spaces
next to the three? These are the only three spaces that can have
holes, so that means all three must have holes.

Because "e" is a hole, the 1 right of "f" is accounted for. That
means "f" must NOT be a hole.

Okay, that's the end of my example. See? Use logic like that to
solve the puzzle. And if you're too lazy, you can always look up
the four solutions on the Gameboomers walkthrough for this game.

Once you shovel off the pond, Nancy sees wolf tracks on the far
side. Follow them to reach Trapper Dan's Needle. Now you can
follow the tracks from Trapper Dan's Needle to reach a new area.

This new area is Chicken Ridge. Go through it, and a bomb goes
off. This causes an avalanche! Nancy gets trapped in the snow,
but she's soon saved by...the wolf?!

Once Nancy is saved, you can go from Chicken Ridge to Trapper
Dan's Needle. You can explore the explosion area on the way.
Once you're at Trapper Dan's Needle, you can reach the lodge by
taking the icy path, like normal.

Cooking
-------

Okay, that's everything you can do while exploring the first
time. Once you're finished exploring, it's probably time to
cook.

The door to the kitchen is found by walking up to Trapper Dan's
display, then turning right. Go forward to the door to the
kitchen.

Whenever you cook, you start off by finding ingredients.

Cooking for breakfast:

Milk is inside the door to the fridge, on the bottom shelf.
Bread is in the bread box (shocker!).
Eggs are inside the fridge door, just above the milk.
Cooking Spray is on the shelf right of the cabinets.
Ceramic Pan is in the cabinet, on the top shelf.
Whisk is hanging upside-down next to the spatula, meat mallet,
spoon, etc.
Powdered Sugar is in the cabinet, on the bottom shelf.

Start off with the cooking spray. Coat the pans with cooking
spray by moving the Wii-mote around in a circle. Then break the
eggs by moving the Wii-mote down quickly, but not TOO quickly,
or the egg breaks. Fill the milk by tilting the Wii-mote to the
side, and whisk the eggs by moving the Wii-mote in a counter-
clockwise circle.

Pick up bread by pressing A+B. Put bread in the eggs and let it
soak until the timer turns green. Then put the bread on a pan.
When the timer turns green, grab the pan handle and flip the pan
by pointing the Wii-mote upwards.

Once the timer turns green again, put the cooked French Toast
onto a plate. Cut it by moving the Wii-mote down, and coat it
with powdered sugar by shaking the Wii-mote up and down.

Cooking for lunch:

Tortillas are directly below the right cabinet.
Peppers are left of the sink.
Plates are on the left part of the shelf left of the cabinets.
Cooking spray is on the shelf right of the cabinets.
Cheese is in the middle shelf of the fridge.
Tomatoes are on the bottom shelf on the fridge door.

Coat the pans with cooking spray by moving the Wii-mote around
in a circle. Shred cheese by moving the Wii-mote left and right.
Chop peppers by moving the Wii-mote up and down, and cut
tomatoes by moving the Wii-mote down, then left and right (to be
honest, I've found that moving just up and down works fine).

Pick up a tortilla by pressing A and B. Move it to a pan. A
timer appears above the tortilla. Quickly, using A + B to pick
up items, put cheese, then tomato, then peppers on the tortilla.
Then put another tortilla on top of the first one.

If you're not fast enough (ie. When the timer fills up all the
way past green), the timer turns red and the food burns. You
want to do everything in the previous paragraph before the timer
turns red.

Once you get the second tortilla on top of the first, grab the
pan handle with A+B, then move your Wii-mote up to flip the
tortilla. Then wait for the timer to turn green, and once it
does, pick up the quesadilla and put it on a plate.

Chop the quesadilla just like the tomatoes, then make a second
quesadilla. That's it for lunch!

Cooking for dinner:

Steak is in the fridge, on the bottom shelf.
Steak Sauce is on the second shelf on the back of the fridge
door.
Corn is on the second shelf of the back of the fridge door.
Butcher Knife is in the knife drawer near the sink.
Meat Mallet is hanging upside-down next to the spatula, whisk,
spoon, etc.
Ceramic Pan is in the cabinet, on the top shelf.

Start by picking up the meat. Tenderize it by moving the Wii-
mote up and down. Then cut the meat by tilting your Wii-mote
down three times. Fill the sauce to the line by twisting the
Wii-mote to the left.

Then pick up the corn. Shuck it by tilting the Wii-mote down,
and cut it by doing the same thing.

Now you want to cook the meat. Pick a thing of steak up by
pressing A+B, then drop it in the steak sauce. Watch the timer
appear, and when it turns green, pick up the meat and drop it on
the grill. Once the timer turns green again, put it on a plate.
Repeat this process three times.

You want to do the same thing for the corn. Press A+B to pick up
the corn and put it on the grill. Once the timer turns green,
put the corn on a plate. Do this for all four pieces of corn.

Back from Exploring Outside
---------------------------

When you're done with all the various things you can do the
first time you go out exploring (see the previous section for
more details on that), there are a few things to do. First, call
the Avalanche Patrol and tell them about the avalanche at
Chicken Ridge. They tell you that Ollie is on the Avalanche
Patrol.

Second, read the letter from Freddie that you get if you fought
her a few times (this letter is in the entryway of the lodge).
In it, Freddie says she'll tell you her secret to being outside
in the cold. After reading the letter, every time you beat
Freddie, she gives you a toasty pack. That's an item you can use
outside to keep warm in the cold. Great!

Third, you need to tell Bill Kessler and Lou Talbot that you
cleaned off the skating pond for them. Bill gives you another
chore--a fishing competition.

Fourth, you have to talk to Ollie, in order to relay a message
from the Avalanche Patrol. Ollie wants you to check Skookum
Ridge for avalanches for him.

Okay! So, do those four things inside after doing all the
exploring outside. This gives you three more things to do while
exploring outside.

Exploring Outside Again
-----------------------

The first thing is to go to Skookum Ridge. Head to that area by
going to the appropriate corner of lodge property, and hopping
on the snowmobile.

You get a simple mini-game. Press A to use the snowmobile, and
use the Wii-mote to aim it. You want to go up, through the
woods, without hitting anything. You can tap A instead of
holding it down so Nancy drives slower, thus making it easier.

Just be careful while driving, and you'll do fine. Once you
reach Skookum Ridge, you see that it's avalanche-free. Turn
around and drive all the way back to the lodge.

The second/third things to do outside are going to Icicle Lake
to do ice fishing, like Bill Kessler asked you to. In order to
get there, you have to pass Freddie.

Beat Freddie at a snowball fight, and she gives you a toasty
pack (provided you got her letter inside the lodge, which you
get when you beat her twice at snowball fights). That's the
second thing you have to do outside.

Continue on to the third thing, by going to Icicle Lake. Enter
the warm cabin, which is wrecked. Oh no! Grab the flyer that the
saboteur left, then head back to the lodge.

Back at the Lodge
-----------------

So once you're finished with exploring outside for the second
time, you have three things you have to do inside. First, call
the Avalanche Patrol to tell them that Skookum Ridge had no
avalanches.

Second, call the number on the bird flyer that was left in the
ruined ice fishing shack. The number belongs to a nonprofit
nature conservation group. If you confront Guadalupe, she admits
she's a member of the group.

Third, tell Ollie that the ice fishing shack was trashed. He
gives you his ice fishing gear so you can fish. Oh, joy.

Around this time, Ollie kicks Guadalupe out of the lodge. Nancy
overhears this after she uses the alarm clock in her room to
skip ahead in time. Once this happens, Nancy will find a note
from Guadlupe in the entryway. Guadalupe leaves her phone
number, so you can call and talk to her about being an
environmentalist who wants to protect the wolf.

Fishing Fun
-----------

Go to Icicle Lake and enter the solar-heated house. Fishing
time.

There's a trick to catching a two-foot Northern Pike, and that's
using the right bait: a yellow fish.

Choose a worm as bait, and use it to catch a yellow fish.

Now you can use yellow fish as bait to catch the Northern Pike.
That's the long blue/gray fish.

Beware of logs and sturgeons, as they break your line.

Keep trying to catch the fish (sometimes, this takes a LONG
time), and eventually you get it. Once you do, leave the ice
fishing shack and...WOAH!

Someone throws an ice ball at Nancy, and she gets knocked
unconscious. She wakes up to find that the ice fishing shack has
been blown up, and she's trapped on the broken lake without a
jacket.

Fortunately, the White Wolf shows up with a jacket. Boy, that
wolf is a real lifesaver!

You get a Wii-exclusive puzzle at this point in the game.
Balance your Wii-mote to avoid having Nancy fall in the water.
When you're balanced perfectly, the ice floe turns green. When
this happens, press A or 2 in order to jump.

Jump from ice floe to ice floe to reach the shore. If you take
too long, Nancy freezes. If you don't balance well enough, she
falls into the water and drowns.

Once you get across, Nancy finds a piece of paper in the coat.
It's a simple number mirror puzzle, with two sevens back-to-back
touching each other, two ones back-to-back touching each other,
and so on. In Junior Mode, it's 6512, and in Senior Mode, it's
7914.

Nancy decides to follow the wolf tracks and see where they lead.
They lead you to Avalanche Ridge. Walk up to Avalanche Ridge up
to the point where Nancy notices she needs snowshoes.

Turn around. See how Yanni's ski tracks are there? Follow them
all the way back to the lodge. You might need to use a Toasty
Pack to make it all the way there.

So now, Nancy's quest is to find snowshoes. If you ask Lou
Talbot, he refuses to loan you his pair. If you go to his room
and try to steal them, he catches you.

There are snowshoes in the Trapper Dan display, but they're
locked. Call Chantal and ask her about the snowshoes, and she
says she'll give them to you...AFTER you fill out a survey from
Tino Balducci.

Tino's survey is pretty dumb. You need to learn what side of the
bed people get up from, their hometowns, and their favorite
planets.

You learn their hometowns from the computer database, the side
of the bed they get up on from your maid duties, and their
favorite plants by talking to them.

Guadalupe: Earth, Los Angeles, left
Lou: Planet X, Brea, both
Bill: Mars, Toronto, right
Yanni: Pluto, Eladsaet, right

Tino's survey doesn't identify the perpetrator (duh), but he
gives you the combination to the snowshoe lock, which is 7669.
Great. Grab the snowshoes and head over the Avalanche Ridge. You
might want to fight Freddie for a Toasty Pack in case it's
really cold.

Make sure to use the snowshoes before crossing the ridge. Once
you do, you find yourself near a crater where there's an
important journal for you to pick up.

Continue following the wolf tracks to reach a shed. Open the
lock with the combination you found in the coat pocket.

Inside this shed are a few things to look at. Grab the drill-
like thing (which is a geophone) with a phone number on it, as
well as the Krolmeister Geiger counter. Isis apparently used
both those things as chew toys. Grab the toasty packs, and
notice that there's a place in the wall for you to put a Rex-
bone in.

On the desk is a diary. Read it all the way through. Julius
trained the wolf, whose name is Isis. Isis shows up and Nancy
verifies that she obeys commands.

Isis can also sort objects by scent, so now Nancy is going to
use that ability to figure out who owns the journal that was
left in the crater.

Go back to Icicle Creek Lodge and skip to the next day. Do maid
duties like normal, and Nancy saves a washcloth from everyone.
When Ollie isn't downstairs, go to his area and steal a
washcloth from him. You don't need to take Ollie's washcloth if
you don't want to.

At this point in the game, you can also call Dr. Sabatini for
info on the geophone, and call the hospital for info on Julius
McQuade.

Go back to Julius' hut. Give Isis the journal, then put
washcloths in front of her. She will not like Yanni or Bill's
washcloth, but she will accept Lou's. Looks like the journal
belongs to Lou.

Go back to the lodge and confront Lou with this information. Lou
admits that he's collecting dinosaur bones for later resale, but
he denies setting off explosions in order to find dinosaur
bones.

Lou gives you the key to his closet, where he has the Rex bone
stashed. Go to his closet, open it, and take out the Rex bone.
Then head all the way BACK to Julius' shack (you do a lot of
running back and forth between there and the lodge, huh?) and
put the Rex bone in the indentation.

A small door in the wall opens. Look at it to see that you have
a puzzle. The goal is to line up all the animals in a row, and
the way to move pieces is to take a disc and put it at one of
the three holes at the top.

Solution:

Put the bird in column three. This puts out a cat.
Put the cat in column three. This puts out a rabbit.
Put the rabbit in column one. This puts out a cat.
Put the cat in column one. This puts out a fish.
Put the fish in column one. This puts out a rabbit.

Column one is now finished. Yay!

Put the rabbit in column three. This puts out a fish.
Put the fish in column two. This puts out a fish.
Put the fish in column two. This puts out a cat.
Put the cat in column three. This puts out the bird.
Put the bird in column two. This puts out a rabbit.
Put the rabbit in column two. This puts out a fish.
Put the fish in column three. This puts out a cat.

Column three is now finished. Yay!

Put the cat in column two. This puts out a fish.
Put the fish in column two. This puts out the bird.
Put the bird in its place left of the puzzle.

The puzzle is done, so now you have access to the green mine
tunnels. Go through them, and you'll notice a pedestal-like
thing on the right.

Open it up. It's a map! Now turn around and see that Isis has
followed you through the tunnel.

See the small hole? It leads to a small maze. You just saw the
map for that maze. Send Isis through the maze with these
instructions: forward, right, left, right and jump.

Isis then runs into the maze and you can see her progress. She
makes it to the only part of the maze that she can reach at this
moment: the blue dumbwaiter.

Now climb up the ladder near the map. You can see it by going
up/right from the hole Isis goes through.

The ladder leads to tunnels. Go down them, and at the fork in
the road, you can go right to see where Isis is.

Isis is by a rope. Grab the rope and give it to Isis. She pulls
on it, which opens something inside the Icicle Creek Lodge.

If you go down the other fork, you end up at the base of Trapper
Dan's Needle. To get in, you need to open up all the keyholes
(by sending Isis in the maze) and you need to find all four
keys.

Know where the first key is? Inside the Icicle Creek Lodge! Isis
is keeping it open for you by pulling on the rope! Go all the
way back to the lodge (Isis sure is holding that rope for a long
time!), and go to the top floor. At the end of the hall is a
boar's head. Its mouth is open, and inside is the pig key.

While you're here on the second floor, you should go to Bill's
room. There's a note on his dresser about getting revenge.
Interesting...

There's a housekeeping sign on Guadalupe's door. Enter the room
to find Nancy's jacket, along with a threatening note. Also
interesting...

You can talk to Ollie to learn that Lou's not at the lodge
anymore. After Nancy confronted him about stealing the Rex Bone,
he decided to leave. The good news? This mean you don't have to
cook anymore! Yay!

When you read the note in Bill's room (you could have done this
much earlier in the game), Nancy gets a message in the
entranceway of the lodge. It says that somebody has interesting
information for her in the sauna.

So, go to the sauna. Inside are pictures of a younger Bill
Kessler at the Icicle Creek Lodge. Interesting...

The door of the sauna gets stuck behind you. Oh no! Now you have
a timed challenge to fix the cold water intake so Nancy doesn't
burn to death!

If you don't like time limits, turn around and click on the door
rapidly. After clicking it a certain number of times, the game
becomes temporally isolated, which is a fancy way of saying
Nancy gets stuck in time. That way, you have an infinite amount
of time to try to solve the puzzle.

The pipe puzzle is on the right-hand side of the sauna. Open up
the little wall. Rotate all the pipe pieces until they form a
full pipe.

Here's my not-so-good picture of what the whole pipe looks like:

         |-------------------
     ____|_     |________|
----|      |    |   |
    |   ___|    |___|
    |__|

Once you solve the puzzle, Nancy gets saved by Bill Kessler.
Nancy talks with him, and he tells you that his grandmother used
to own Icicle Creek Lodge.

Bill tells you that the key to Trapper Dan's Needle is inside
the weird pyramid thing on the side table near the kitchen. Just
turn all the pictures to pigs to get it.

So, go to the pyramid thing and turn all the pictures into pigs.
This isn't too tough. Just turn each of the pictures into pigs,
moving row by row.

This opens the side of the pyramid, which is...empty. Darn. Go
back and tell Bill.

Bill lets you know that Trapper Dan's journal is hidden inside
the pyramid, too. Just turn the top of the pyramid forty-five
degrees, then redo the pig puzzle with all four animals. That
is, make it so all the pictures are pigs, then wolves, then
moose, then raccoons.

The order you pick the animals in doesn't really matter, by the
way.

On the third animal, trickery happens and a lot of pictures move
whenever you press one piece. When this happens, restart the
puzzle by moving back, then towards the puzzle again. Then click
all four corners. Tada! The trickery has been foiled!

Once you solve the puzzle, you get Trapper Dan's journal. Of
course, he set up an elaborate puzzle system to protect Trapper
Dan's Needle.

Read the journal. Most of it is in code. You can call Tino to
learn how to crack the code, by reading the first letter of line
one, then the first letter of line two, then the second letter
of line one, the second letter of line two, the third letter of
line one, the third letter of line two, and so on. The decoded
parts read:

First things first. Locate my secret hideout up in the
mountains. It's so secret, you'll probably never find it - but
if you do, find my rex bone and use it in the wall of my
hideout. That'll open up my secret lock.

Then, match my wits with the infernal slot machine. Use the duck
counter to match up all 3 animals. It helps to first put the
same animals in a column and work from there.

There are 3 more animal keys hidden in the lodge: the moose, the
wolf, and the raccoon.

It's easy to find the moose - just push out his eye and see the
surprise!

The fire necklace will tell you all you need to open up the sly
raccoon's hiding place. Just don't wake up any lodgers.

The wolf is the trickiest to find because only the likes of
Marie Curie or Mr. Geiger can hear his call.

Good stuff. We already have gotten into the green mines and
found the pig key. What we need to do now is find the moose key,
the raccoon key, and the wolf key. Also, we need to unlock the
gates in the maze that Isis goes through.

The way to unlock the gates in the maze Isis goes through is by
playing Fox and Geese with Bill Kessler. Use Nancy's pig piece
instead of the fox, just like Trapper Dan's journal says. Now
you have to win four games of Fox and Geese, in each of the four
corners.

Ugh! TOUGH!

My strategy goes like this:

Position One:

  MMM
  MMM
MMMMMMM
M.....M
.......
  ...
  ...

Position Two:

  ...
  MMM
MMMMMMM
M.MMM.M
.......
  ...
  ...

Position Three:

  ...
  MMM
M.MMM.M
.MMMMM.
MM...MM
  ...
  ...

Position Four:

  ...
  ...
M.MMM.M
.MMMMM.
MMMMMMM
  ...
  ...

These positions are good positions, because you cannot be jumped
while in those positions.

You automatically start the game in Position One, unless you're
on senior mode, in which case, lose a few times until you start
in Position One.

Move to Position Two. Basically, all you do is take the 3 by 3
block of marbles at the top of the board and drop it down one
square.

Move to Position Three. Then Position Four. Your opponent is now
trapped in the bottom six spaces.

The way to trap your opponent is by dropping either the left or
rightmost column down all the way. Then drop the middle column
down. And finally, drop the last column down all the way. Game
over.

Now to beat your opponent on the other three parts of the board,
use the same strategy, just rotate the board. Ie. If you want to
trap the opponent at the top, picture the positions flipped
upside-down.

Check my video walkthrough if you want pictures of the four
positions in their rotated forms.

Cool. Once the Fox and Geese game is done, you need to find the
various keys to get into Trapper Dan's Needle. You already have
the pig key from the boar's head on the second floor.

Trapper Dan's journal mentions the fire necklace in the Trapper
Dan display.

Blue   Green
Red    Blue
White  Red

Go upstairs and flip the colors on the switches on the six doors
so they match up with the colors on the necklace. You can then
take the raccoon key from the picture of the raccoon on the
second floor.

Pull on the moose head, specifically, touch the eye. This opens
a secret compartment with the moose key and a radio.

Use the Geiger counter from Julius' shack in the basement to
find the wolf key. It's on the stairs that lead to the outside
exit to the basement, not the stairs that lead to the inside
exit.

There you go. Now you have all the keys to the Trapper Dan's
Needle. Head back to the green mines.

If you remember, the keyholes were covered. You need to send
Isis to flip the switches in the animal maze in order to uncover
the keyholes.

The way to flip all the switches is to send Isis through the
animal maze with these three sets of orders:

Forward, forward, forward, jump, paw
Forward, Left, Left, Paw
Forward, Right, Forward, Jump, Left, Paw

Then go up the ladder and all the way down the tunnel to the
bottom of Trapper Dan's Needle. Stick all four keys in and open
the door.

Walk forward here. Nancy notices Lou's backpack. Open it to see
that it's full of explosives!

Yanni shows up, and leaves to inform the authorities. Nancy
notices that Yanni dropped something...INCRIMINATING EVIDENCE
THAT SHOWS YANNI IS THE MAD BOMBER!

AND YANNI IS ABOUT THE BLOW UP TRAPPER DAN'S NEEDLE WHILE NANCY
AND ISIS ARE INSIDE!!!

Nancy and Isis run away as fast as they can. Of course, they
survive, but Yanni's getting away!

Nancy borrows Ollie's snowmobile. Chase time!

Chase after Yanni. See the meter in the bottom/right part of the
screen? That's a timer. When you are close enough to see Yanni,
the timer goes down. If he escapes your sight, the timer
refills. Fortunately, you get to deplete the timer by thirds, so
the timer refilling itself doesn't hurt you TOO badly.

When the timer is empty, Yanni wipes out on his snowmobile. I
wonder where he got a snowmobile? In any case, Yanni is caught
and Nancy has saved the day! Yay!

005-Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2010.  If you want
to use any part of this FAQ, ask me first (instructions
under general information)
Bookmark and Share

Treasure in the Royal Tower Walkthrough

Nancy Drew - Treasure in the Royal Tower Walkthrough

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Nancy Drew: Treasure in the Royal Tower Walkthrough
by The Lost Gamer (AKA Michael Gray)
Videogame Humor: Gamecola.net
Copyright 2008

For the latest version of this guide, check

http://the_lost_gamer.tripod.com/guides.html

Table of Contents:
001.  General information
002.  Video Guide
003.  Characters
004.  Walkthrough
005.  Credits

001-General Information
-----------------------------------------------------------

This is a walkthrough for the PC game called Nancy Drew:
Treasure in the Royal Tower.  It's the fourth game in the
Nancy Drew series, in which you play as Nancy Drew and go
around and solve mysteries.

If you want to contact me, e-mail
ilovecartoonssomuch@yahoo.com, but make the subject blank
if you do.  If you want to reproduce this guide in some
fashion, you should contact me before doing so.

002-Video Guide
----------------------------------------------------------

Hey! Want to see how to beat the game instead of reading
about it? Well, I've got a video walkthrough, and you can
see it at...

http://www.youtube.com/view_play_list?p=CCF19C5F666C0EAC

The video guide comes with my humorous commentary. It's
more fun than a barell of monkeys.

003-Characters
-----------------------------------------------------------

Nancy Drew: Our heroine! She's a super-mystery solver, but
she's taking a break from mysteries in order to go skiing
in Wisconsin.  Like most of Nancy's vacations, this one
soon turns into a mystery.

Ezra Wickford: The person who designed Wickford Castle in
1920.  He's dead by now.

Christi Lane: The owner of Wickford Castle.

Dexter Egan: The caretaker of Wickford Castle.  Since
Christi is away on business, Dexter is taking care of the
castle.  You can usually find him at the front desk.

Jacques Brunais: The ski instructor, who represented France
in the last Winter Olympics.

Professor Hotchkiss: She's a somewhat crazy professor who
hides in her room all day writing about Marie Antoinette.

Lisa Ostrum: A photojournalist who spends most of her time
reading a magazine in the longue of the castle/hotel.

George Fayne: Nancy's friend.  You can call George to get
advice during this game.

Bess Marvin: George's cousin.  Bess will always be at
George's when Nancy calls.

Ned Nickerson: Nancy's boyfriend.  You can call him during
this game, too.

004-Walkthrough
-----------------------------------------------------------

To start the game, select "New Game".  You can take a
tutorial to learn how to move around in the game, and then
you can play the game at either junior or senior detective
level.  The difference between the levels is the difficulty
of the puzzles, but luckily for you, I'm a logic puzzle
fiend, so I cover the puzzles in both of the levels.

"Dear George,

So much for my Wisconsin ski vacation!  I arrived here at
Wickford Castle last night just before a blizzard swept in!
The mountain is completely shut down, and all the
surrounding roads are closed.

I think I'm one of the few guests who made it to the castle
at all.  This place is huge, and old--and slightly creepy
under the circumstances.  You should hear this wind!

What's more, the caretaker, Christi Lane, my father's
friend, is away on business!  I tried to ask the caretaker,
Dexter Egan, how I could contact her, but he said he didn't
know.  Doesn't that seem odd?  I couldn't help feeling like
there was something he wasn't telling me.

All this makes me a little nervous, but I'm determined to
enjoy myself.  After all, this is a vacation, right?  I
have big plans to explore the castle.

That Ezra Wickford, the original owner, must have been
quite a character to have built such an extraordinary
place!  It's filled with strange dead end corridors for one
thing, and I noticed one of the towers is totally different
from the other ones.

Of course I'll have to save some time to meet Jacques
Brunais, the French ski instructor.  Tell Bess she'll be
the first to know if he's half as gorgeous in person as he
looks on his website!

So, George, I guess things never quite go according to
plan.  But at least this time, the culprit is just a
snowstorm!  Talk to you soon!

Love,

Nancy"

Boy, Nancy sure is sending a lot of photos to George, isn't
she?  Nancy says she has to mail the letter, but let's
examine her room before we do so.

First off, take the card that's on the desk in front of
you.  That's your room passkey, which lets you get in and
out of your room (Room 205).  Then open the drawer and
look at the card in there.  It gives you your locker
information: You have Locker 310, with the combination 517.

Head the dresser, and pull out the top drawer.  Take the
menu from inside (you'll need it later).  You can look
inside your suitcase to find a pamphlet on the castle.  It
appears that the strange tower Nancy saw was imported from
France, which is why it doesn't look like the other ones.

Read the Sassy Detective magazine that Nancy has on the
round table there for information on dusting for
fingerprints.  Apparently, fingerprints become less clear
over time, as the oil in fingers are used up.  You need to
read this because (surprise), you're going to work with
fingerprints later on in the game.

Okay, leave the room and start exploring.  You're on the
second floor, where there's not much that's important,
except for the elevator, Nancy's room, Professor
Hotchkiss' room (room 214, you can hear her typing if you
get close enough), and the stairs that lead to all levels
of the building.

There is also a big set of stairs that lead from the second
floor to the lobby of the building (Nancy can't take the
other set of stairs because it's too dark).  Go to the
lobby, and head to the lounge, which is left of the lobby.
Inside in Lisa Ostrum.  Start talking to her.

Lisa is a friendly person, and she tells you that someone
has vandalized the library.  Dexter locked the library so
no one can get in, but he probably has an extra key at the
front desk (hint, hint).

Lisa also brings you up to speed on the other people in the
hotel.  Jacques Brunais is a ski instructor who completely
screwed up in the last Winter Olympics, which is probably
why he's not in France anymore.  Professor Hotchkiss is a
nutty old woman who was recently robbed, but never said
what got stolen.

Lisa also lets you know that she's a photojournalist who's
studying weird mansions, and that she doesn't know any
foreign languages.  She mentions that the original owner of
the castle, Ezra Wickford, locked himself inside the castle
for about fifty years.  Weird.

Hmmmm...it looks like Nancy has stumbled upon another
mystery, namely, the mystery of the vandalized library!

There's a bookshelf in the lounge with two books on the
French Revolution that you can read, but there's not much
point in doing it now, so instead you should go to the
front desk of the lobby and talk to Dexter Egan, who's
running the hotel.

Boy, Dexter's not going to win any friendliness awards
anytime soon, is he?  Give him your letter for George, and
he says he'll mail it, but with all the snow, it's unlikely
the mailman will pick it up soon.

Dexter tells you the library is off-limits, due to the
vandalism.  He also confirms the fact that Professor
Hotchkiss is a nut, and gives you the job of delivering her
ski boots.

Hmmm...you know, right now I have to ideas about who could
have vandalized the library.  It could have been Professor
Hotchkiss, just because she's extremely strange according
to everyone's accounts.  Then again, maybe the library was
never vandalized, and Dexter is lying about it, because he
locked the library and knows no one can prove him wrong.
Why would he want to do that, though?

It's time to head downstairs, so go to the lounge.  Go left
down the hallway leading off of the lounge to reach the
stairs.  Go down the stairs, and head through the halls of
the basement.  At the "SKI RENTAL" sign, turn left and head
to the ski rental area, where you'll find Jacques Brunais.

Unless, of course, Jacques isn't there (he's there from 9
to 12 and 2 to 5).  In which case, go to the ski rental
door and take the paintbrush that's there.  Also, go to
your locker (310) and open it (the combination is 5-1-7).
Hey, it doesn't open!  Lame.  Then go to the elevator, and
hide inside until it's time for Jacques to return (use the
clock in the lower-left of the screen to tell what time it
is, and if it'll take way too long to wait, go to your room
(205) and set the alarm for a time when Jacques will be
there).

Jacques tells you that the strange tower is called the
queen's tower, which came from France, near the town where
he grew up.  It's called the queen's tower because Marie
Antoinette, the queen of France, used to spend time in
there before she got her head cut off in the French
Revolution.

Talk to Jacques about how your locker combination doesn't
work (you have to try to open your locker before you can
talk to Jacques about it), and he tells you that is the
combination for locker 311.  Make sure to get Professor
Hotchkiss' boots from Jacques, then check locker 311.

Whoops!  Somebody else is using the locker.  It's not
polite to snoop but...let's open the bag and see what's
inside.

Hmmm...cameras.  Oh, this must be Lisa's bag (she's a
photojournalist, remember?).  Check out her fake IDs and
passports, and a letter in Spanish (I thought she said she
didn't know Spanish...the LIAR!).  Boy, Lisa has just
jumped up ten points on the suspicious characters list,
hasn't she?

Go to the elevator and ride to the second floor.  Go to
Professor Hotchkiss' room (214 - you can hear her typing
as you approach it) and knock on the door.  She's glad to
have the boots back, but doesn't open the door any more
than a crack.  Leave the boots by the bottom of her door,
then go to the lobby and talk to Dexter.

Tell Dexter about your broken radiator, and he sends you
off on a mission to fix the lights on the stairs.  Boy,
some vacation!  Head to the lounge and talk to Lisa, who
claims that the fake IDs are necessary for any savvy
photojournalist.  Yeah, well, breaking the law is NOT savvy
with Nancy Drew!

Go down to the basement like you did last time, using the
stairs that are by the lounge.  This time, turn right at
the ski rental sign to find the circuit breaker and the
elevator reset lever.  Open the circuit breaker.  Move all
the switches on the right-hand side so that they're on the
right, and move all the switches on the left-hand side so
they're on the left (the exception are the two switches on
the very bottom; don't move those at all).  Go back up the
stairs to see that you've solved the problem, then go see
Dexter.

Dexter gives you another mission: find out what Professor
Hotchkiss wants for dinner.  Go to the Professor's room and
ask her.  She wants couscous, and she promises to leave you
a tip for next time.

Go to Dexter and tell him that the Professor wants
couscous.  He's never heard of it; tell her to order
something OFF THE MENU.  Go back to the Professor and tell
her that.  She doesn't have a menu, so she sends you to get
one.

You should have the menu from the drawer of Nancy's
dresser, so knock on the Professor's door and give her the
menu.  She orders fifty chicken wings.  Hey, where's the
tip?  Go to Dexter and give him the order.  He tells you to
go to Jacques and tell him to defrost the chicken.

Oh boy.  Go downstairs to the basement and talk to Jacques.
If he's not there, go upstairs and set your alarm for a
time where he is there, then go downstairs and talk to him.
He doesn't seem happy about being treated like a chef, but
too bad for him.

Go to the elevator and ride it up to the second floor.  Oh
no!  It gets stuck!  There's a little opening in the
ceiling (if your back is to the door).  Climb through the
opening.  Look up to see that there's a broken grate near
the ladder thing.

On top of the elevator is a box.  Stand on the box, and
from there, open the door that leads to the second floor.
Go downstairs and tell Dexter what went wrong.  He says to
try the elevator reset lever, so go to the basement and
pull the lever (it's to the left of the circuit breaker) to
fix the elevator.

Note: If you didn't get the paintbrush from Jacques'
station in the basement when he wasn't around, make sure to
do so now.

Let's go explore that broken grate thing.  Go to the
elevator (in the basement) and climb through the ceiling.
You're at the bottom of the elevator shaft now.  There's a
grate in the floor, but you can't climb through it (the
lever is stuck), so instead climb up the ladder and go
through the broken grate.

The grate leads to a ventilation system.  Crawl through it
all the way to reach the library that's been locked by
Dexter.  Score!  Climb out into the library.

Whoops!  Someone's jiggling the doorknob!  Climb back into
the grate and hide while Dexter comes in.  He shuts off the
security system and looks for something for a while.
Hmmmm...I bet whoever trashed the library was looking for
the same thing Dexter is!  But what could that be...?

When Dexter's gone, climb down to the floor of the library.
There's a small table underneath the hole in the wall.
Read the book in the drawer, which is an atlas of the
United States which places Wisconsin at 90 degrees west and
45 degrees north.

This table is dusty, so dip the paintbrush into the dust.
Now we're going to try the "dusting for fingerprints" trick
in Sassy Detective.  Go to the security system by the door
and brush all of the buttons.  Now...using our knowledge
from the Sassy Detective magazine, we know that the less
clear fingerprints were made later, which means that the
security code must be 3*72.

You can pick up the diary of some French person to the left
of the security system, and you can pick up Professor
Hotchkiss' book to the right of the security system (on the
floor).  Read both of them, as well as the book on the
table directly opposite of the door to this room.

From these books, you learn that Marie Antoinette, the
Queen of France, had a fabulous tiara that went missing.
When she had her portrait drawn, she purposely did not wear
this tiara for some unknown reason.  This is important
because Marie liked hanging around the queen's tower, and
in case you can't tell from the name of this game
("treasure in the royal tower"), we're going to find some
treasure there later on in this game.

Head to the globe in the corner.  Remember how Wisconsin is
at 90 degrees west?  Set the pointer at the top of the
globe to 90 degrees, then click on the knob at the top of
the globe to open up the globe.  Inside is a strange
drawing with the numbers -15, 10 and -5 on it.

Now go to the mantle of this room.  Click on the sign about
rabbits having three openings to their dens, and you see
the device from the strange drawing.  Set it to -15 and
click the green button, then to 10 and click the green
button, and then to -5 and click the green button. 

A secret door opens.  Head up the stairs to find that it's
next to the grate.  Head into the secret room, and pick up
the lighter on the table.  Light the candle of the room to
find a key hidden in the candle.

Read the poem that's on the table.  It's from Dexter's dad,
who has apparently hidden something behind his head in his
thinking spot in the garden.  Weird...blow out the candle
and leave through the front doors of the library.

Head to your room.  Hey, Dexter fixed the radiator!  Grab
the oil can he left behind, then call George and Ned on the
telephone.  You talk to them about all the various people
in the hotel.  Set the alarm to 10 PM or so, then go to the
front desk and steal Dexter's key to the library (it's in
the lower-left drawer in his desk).

Head to the library (it's opposite of the elevator door on
the first floor).  Make sure to call the elevator to the
first floor, too.  Then open the library door with the key
you stole from Dexter, and go inside.

Once inside the library, turn to the keypad and type in the
security code, 3*72.  Then go up the stairs and crawl
through the grate to the elevator shaft.

Climb down to the bottom of the shaft.  Remember how
there's a grate on the floor that you couldn't open?  Use
the oil can on the lever, which fixes things.  Pull the
lever and head down the stairs that appear.

You reach two doors (unless the elevator is on bottom
floor, in which case it is in the way and you can't get
to the doors).  The door on the right leads to the ski
rental place, where you've already been, so don't go
through it.

Instead, go through the left door.  There are seven locks
to the door, which you must depress in the correct order
(the order changes whenever you approach the door).  Open
the door and go through.  Head left at the end of the
hallway (away from the stairs).

Hey, it's the hidden entrance to the royal tower!  And...
Jacques trying to break into it!  Talk to him to learn that
his great-grandfather worked on the tower in France, and he
found a medallion and diary in the tower.  He didn't get a
chance to see what the rest of the tower was like, and now,
about eighty years later, Jacques is trying to have a
look-see himself.

For some reason, Jacques sends you to his locker to get his
medallion.  The combination to his locker is 2-6-6-7.  Take
the tip of the spear from the suit of armor by the door to
the queen's tower, then head to Jacques' locker.

Open the locker, and check out the letter on the bottom
shelf.  Hmmm...US Immigration is onto Jacques, whose stay
in the US is soon coming to an end...check out the letter
from his fiancee (pasted on the backside of the door), and
then look at the medallion on the top shelf.

THWAP!  Someone knocks Nancy unconscious!  Holy crap!  The
phone is ringing, so answer the phone and talk to Jacques.
He can't believe you lost his medallion, and hangs up on
you.  Yeah, thanks for making sure Nancy is okay after she
got attacked by someone getting YOUR stupid medallion,
Jacques!

Call Bess and George, and they figure out that you getting
stuck in the elevator was sabotage, and that you should go
up the elevator shaft and through the broken grate.  Um,
yeah, we probably should have called them sooner.  Call
them back again to talk about how Dexter is apparently
looking for something in the library (could it be what the
vandal was looking for?) and about Marie Antoinette's tiara
that was worth a frooglepoopillion dollars.

So, to sum up the mystery so far: someone trashed the
library, stole something from Professor Hotchkiss, and is
being hostile to Nancy.  It could be Dexter, who's looking
for something, Jacques, who's trying to break into the
queen's tower, Professor Hotchkiss, who's weird, and Lisa,
who's the shady type with multiple identities.

Hey, you have call waiting!  See what the message is, and
it's from Dexter, who took you up to your room and wants to
talk to you now.  Go see Dexter, and fess up about how you
found your way to the queen's tower.

Dexter isn't angry, because he remembers doing the same
thing when he was a kid and Ezra Wickford ran the castle.
Dexter agrees to help you out, and tells Nancy that the key
to the door blocking the tower is in the shed out back.
Talk to him about Ezra Wickford's thinking place, and he'll
tell you how to get there.

Head to the basement.  Talk to Jacques if he's there.  He's
upset that you lost his medallion.  Nancy accuses him of
knocking her out and being an overall jerk.  Jacques then
refuses to talk to you anymore.

The exit to the building is by the lockers.  Go outside and
head to the shed.  Go down the stairs to the right, and go
to the shelves along the left wall.  On the left part is a
diagram for the ski lift (which operates on the numbers 3 2
4), in the middle is a newspaper clipping proving Dexter is
an ex-con (suspicious), and on the right is the key you're
looking for.

Head back inside the building (so you don't freeze to
death), then leave the building again.  Instead of going to
the shed, turn left and head down the path there.  You
reach a wall covered in vines.  Push the vines away, then
rotate the circle on the door into place (I don't know why
this was put in the game), then push the door handle-thing
(on the left) and go inside the garden.

Well, this place sure doesn't look very garden-like now
that everything is covered in snow.  Find the bust of Ezra
Wickford near the corner of the garden (remember how Ezra's
note said to look behind his head?)  Step back twice from
the bust, then rotate the bow-and-arrow statue twice.

Go back to the bust, which has turned around.  Pull the
lever, and a hidden door at the bottom of the pillar opens.
Check what's inside, which is a box.  Use the key you got
from the candle in the library to open the box.  You get a
medallion, sort of like Jacques' medallion, except it's red
instead of blue.

Go inside, and see what Lisa is up to.  EVIL???  No, wait,
she's just reading her magazine.  She tells you that she
saw Dexter outside with a green thing, which you should
check out.  Lisa's going to stay inside instead of helping
you investigate, though.

Go outside, and then, hey, someone locks you outside!  Not
cool!  Go to the shed.  Now, there are two machines in this
room.  The one on the left is the ski lift machine, and the
one on the right is for some unknown purpose.  Zoom in on
the unknown machine and take the green thing, which is a
poorly-hidden green medallion.

Then go to the ski lift machine.  Remember how it operates
on the numbers 3 2 4?  Well, you can move each lever down
four times, so that refers to which position the levers are
in, assuming the position the levers start in is position
one.

Here's how the levers work:

Lever 1: Moves levers 1, 2 and 3.
Lever 2: Moves levers 2 and 3.
Lever 3: Moves levers 1 and 3.

Because the first lever moves all three levers, all we have
to do is get the levers into a position where the first
lever is one below the second and one above the third, and
we can just rotate things into place from there.  So we
don't have to take rotating lever one into consideration,
which helps us out some.

Now, let's ignore the position of lever three for a second.
To get the levers in place, lever two has to be above
lever one.  Since we can move the levers only once per
pull, this means we have to pull the lever that runs lever
two (which is lever two) one time less than the lever that
runs lever one (which is lever three).  In case you don't
follow the logic, it means you pull lever three one more
time than lever two.

Let's see if this works.  Pull lever three twice, and lever
two once.  Yes!  It works!  The ski lift starts going, and
Dexter comes to find out what's going on.  He lets you back
on, and compliments you on your quick thinking.

Okay, now we have the key to the queen's tower and two
medallions (not Jacques' though), let's head to the tower.
Go through the route you used last time (which starts out
at the library), then use the key on the door to get inside
the tower.

The way is blocked, because the steps are in the wrong
position.  Look right, and you'll see movable chains.  Look
left to see the positions the chains should be in, which
form two diagonal lines.  Okay, logic time again.

Chain 1: Moves chains 1 and 4.
Chain 2: Moves chains 2 and 1.
Chain 3: Moves chains 2 and 3.
Chain 4: Moves chain 4.
Chain 5: Moves chains 5 and 1.

Luckily, this is easier than the puzzle with the levers
because chain four moves by itself, meaning that you'll
move chain four last, so displacing that chain doesn't
matter.

Now, since chains three and five can only be moved by
themselves (ie. you won't move them by pulling on another
chain), you can start off by getting those chains in the
right position and leaving them there.

Now we have to get chains two, one and four into the
correct position.  Displacing chain four doesn't matter,
which means displacing chain one doesn't matter (because it
moves itself and chain four).  So set chain two into
position by pulling on it, then set chain one into
position by pulling on it, and set chain four into
position by pulling on it, and the path opens up for you. 

Head to the tower, and you find a prison, right under where
the stairs to the tower stop.  I bet the stairs are
controlled by the game on the chess-like board.  It's a
moving-piece puzzles, where you click on the side of a coin
to move it in that direction (it moves all the way in that
direction).  I guess it's logic time again.

Junior Detectives:

The only way to get the green piece to where it's supposed
to be is to get it in the square that's left of where it
needs to go.  In order to stop the green piece at that
spot, we need to put the other two pieces in the way.

To do this, move the red piece left and up.  Move the blue
piece down, left and up.  Then move the green piece down,
left, up and left to get it where it's supposed to go.

Now we just need to get the other pieces in place.  Move
the blue piece right and down.  Move the red piece right,
down, and left.  Ta-da!  Puzzle solved!

Senior Detectives:

The only way to get the blue piece where it's supposed to
go is to be on the square above it.  Let's call this square
the desired square.  The way to reach the desired square is
to move the blue piece up and left, meaning we need a piece
one up and one right of the desired square (that takes care
of moving the blue piece "up" to the correct level), and a
piece left of the desired square (which takes care of the
moving the blue piece "left" to the correct column.  We'll
need to have a piece above the piece left of the desired
square to secure it, as well.

So...move the red, then gray pieces left, then up.  Move the
green piece up, left, and up.  Now all those pieces are in
place.  Move the blue piece up, left, up, left and down to
get it into the desired position.

Now we have to move the green piece into position.  We have
to do this by moving the green piece up, left, then down
into position, meaning we have to have to place the two
remaining pieces one left of the new desired square, and
one up and right of the desired square.

Let's get the gray piece in the spot left of the new
desired square.  To do this, we'll have to get the gray
piece on this level, and there's only one wall that can do
that, so you need to get it on the level with the wall,
then to the wall, then to its spot.

To do this, move the gray and green pieces right.  Move the
red piece down to get it out of the way for now, then move
the gray piece into position by moving it up, right, down
and left.

Now to get the red piece into position, which can be easily
done by moving the red piece right, up and left.  But the
green piece has to be on the bottom and not on the top of
the board for the strategy we're going with to work.  So
move the red piece right, then the green piece left and
down, getting it at the bottom of the board.  Then move the
red piece up and left to its desired position, then move
the green piece up, left and down to get it into position.

Okay, now there's just the gray and red pieces left.  The
gray square is easily accessible, so we must have to get
the red one done first, by getting it into the appropriate
row, then moving it left into position.  This is easy; move
the gray piece right and up, then move the red piece right,
up, and left into position.

Now there's just the gray piece left.  Move it down, left,
and up to beat the puzzle.

SUMMARY OF MOVES:

Red left, red up, gray left, gray up, green up, green left,
green up, blue up, blue left, blue up, blue left, blue
down (blue in position), gray right, green right, red down,
gray up, gray right, gray down, gray left, red right, green
left, green down, red up, red left, green up, green left,
green down (green in position), gray right, gray up, red
right, red up, red left (red in position), gray down, gray
left, gray up.

Go up the stairs to reach the tower, which is glitzy, but
kind of boring.  On the other side of the room is a puzzle
you can zoom in on.

DAMN, not one of these puzzles!  You can rotate a piece by
click on its top-left corner, and you can switch pieces by
clicking on them one after the other.  If you're a junior
detective, all the middle pieces are in the right place for
you, which is nice.

Okay...so I can't help you completely with this puzzle, but
here are some hints.  The top row of the puzzle has thick
frayed ends, while the bottom row has thinner frayed ends
(you can only see the tips of the ends on the bottom row
pieces).  The circular designs in the corners are larger on
the top corners, and there are lines running down the left
and right hand sides.  That's about as much help as I can
give you; you'll just have to work out the rest for
yourself.

Once you solve the puzzle, a hidden compartment opens up,
which contains a French diary.  But...Nancy can't read
French.  Shoot.  Who can translate it for is?  Lisa
probably can, but she's pretending she doesn't know foreign
languages, and Jacques mad at Nancy, so he won't translate
it.  I guess that leaves Professor Hotchkiss.  Let's go see
her.

Note the box on the wall at the top of the stairs.  Hitting
it makes the stairs disappear behind you, which is a neat
security device.  We need the stairs, though, so don't hit
the box just yet.

Professor Hotchkiss wants you to find some information for
here.  The answer is in one of the two books on the French
Revolution in the lounge area.  Look up the answer, then
give it to Professor Hotchkiss.  If you can't figure out
the answer, ask her what you're looking for and she gives
you a new question to answer.

Professor Hotchkiss tells you that she holds office hours
in the lounge from 3 AM to 6 AM.  Go to your room and set
the alarm for 3 AM, then go down to the lounge and talk to
Professor Hotchkiss.  It turns out she's a French History
professor, whose specialty is Marie Antoinette (no surprise
there).

Don't tell her about the diary yet.  She gives you a key to
her room, so go up to her room.  Hidden behind the pillow
on the couch is Jacques' medallion (did the professor steal
it, or is she being framed?).

On her desk near her bed is a video recorder.  Watch the
video, then take the battery out and put it in the charger.
Go see Professor Hotchkiss and give her the diary.  She
promises to give you a translation of the diary tomorrow.

Go to your room and set the alarm for 3 AM again.  Go see
Hotchkiss to learn that she translated the diary like she
said she would.  Go to Hotchkiss' room, but before reading
the translation, put the battery in the video recorder and
watch the rest of Hotchkiss' video.

Hotchkiss examines a peep hole which her medallion fits
over.  Leave Hotchkiss' room and head right to reach the
area Hotchkiss was visited in the video.  Look through the
peep hole with the three medallions to see French phrases
and symbols.

Go to Hotchkiss' room and check the typewriter.  On the
right is the translation of Marie's journal, and on the
left is Marie's symbol guide.  Nancy uses this to translate
the symbols she saw on the wall, which read "purple rose
hold diamond key of queen".  Where have we seen a purple
rose?

Well, duh, there was a big stink made about the purple rose
in the book in the library about famous paintings.  And, of
course, the painting is in the queen's tower.  Go all the
way back to the queen's tower, and examine the purple rose.

Use the tip of the sword that you took from the knight's
armor by the locked entrance to the queen's tower, and
scrape away the tiles.  Inside is a key thing, which fits
the hole in the floor.

There are three other holes in the floor, for the
medallions.  Put the green one in the bottom hole, the blue
one in the right hole, and the red one in the left hole.
Then stick the key in the middle hole and the diamond pops
up.  All right, Drew!

Lisa shows up!  Please let her be there just to grab a
photo opportunity, please let her be there just to grab a
photo opportunity...Dang!  She's the evil bad guy, and she
was using the time-honored evil villain technique of
letting the good guy do all the work and then robbing the
good guy at the last second.  I really HATE that technique!

Lisa pepper-sprays Nancy, and confesses to a few things,
like knocking Nancy unconscious, locking her outside,
hiding Jacques' medallion in Hotchkiss' room to frame
Hotchkiss, and stopping the elevator when Nancy was in it.
She then takes the diamond and runs off.

Luckily, we know there's a security device!  Open the door
and press the box on the wall to make the stairs retract.
Because Lisa is too busy running to slow down, she falls in
the prison and starts cursing you.  All right!  Mystery
solved!

005-Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2008.  If you want
to use any part of this FAQ, ask me first (instructions
under general information)
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The Secret of Shadow Ranch Walkthrough

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Nancy Drew: The Secret of Shadow Ranch Walkthrough
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Videogame humor: http://www.gamecola.net/
Copyright 2009

Table of Contents:
001.  General information
002.  Video Guide
003.  Walkthrough

  003a.  Day One
  003b.  Day Two
  003c.  Day Three
004.  Quick Guide
005.  Credits

001-General Information
-----------------------------------------------------------

This is a walkthrough for the PC game called Nancy Drew:
Secrets Can Kill.  It's the first game in the Nancy Drew
series, in which you play as Nancy Drew and go around
and solve mysteries.

If you want to contact me, e-mail
ilovecartoonssomuch@yahoo.com, but make the subject blank
if you do.  If you want to reproduce this guide in some
fashion, you should contact me before doing so.

002-Video Guide
----------------------------------------------------------

Hey! Want to see how to beat the game instead of reading
about it? Well, I've got a video walkthrough, and you can
see it at...

http://www.youtube.com/view_play_list?p=18D75E31757E09A4

The video comes complete with my commentary and such. I do
a cowboy accent throughout the entire video guide.

003-Walkthrough
-----------------------------------------------------------

003-Walkthrough
-----------------------------------------------------------

In this game, you can choose to play junior or senior detective.
The difference between the two is in the amount of hints you
get, and in the difficulty of the puzzles. This guide covers
both junior and senior mode.

003a-Day One
-----------------------------------------------------------

"Dear Hannah,

Well, I made it to Shadow Ranch, but I'm afraid all is not well.
The Rawleys, the people who own the ranch, have been called away
on some kind of emergency. They had Dave Gregory (he's their
foreman) pick me up at the airport. He gave me a phone number,
told me to call the Rawleys at that number as soon as I got
settled in, and refused to tell me anything else. In fact, he
barely said two words to me the whole ride to the ranch!

What's worse, Bess and George aren't here yet, which is very
strange, because even though we had to take different flights,
we figured we'd get into Phoenix at the same time. Being here
without them feels odd; after all, the Rawleys are their aunt
and uncle, not mine.

I wouldn't even be here if Bess and George hadn't begged them to
invite me out to the ranch for two weeks, too. Until about three
months ago, the Rawleys owned a clothing store.

Bess said it was always their dream to sell the store and buy a
cattle ranch.

I hope they're okay, but frankly, as beautiful as Shadow Ranch
is, I'm starting to get a bad feeling about this place.

Love,
Nancy"

The game starts with Nancy inside Shadow Ranch. You're in the
main room, where there's a fireplace and bookshelves. Take out
Nancy's phone and call the Rawleys.

The Rawleys are in the hospital because Ed was bitten by a
snake. And the ranch is being plagued by a phantom horse, but
the Rawleys get interrupted before you can learn more. But, of
course, they give you a bunch of chores to do before.

You can't leave this room by the front door, so you have to go
out through the kitchen. Shorty, the cook, is in the kitchen.
Talk with Shorty about the phantom horse.

Head outside. There are three buildings here. The red one is the
pump house. The one in the middle is the chicken coop, and the
third one is the horse barn/stall area.

Talk to Dave Gregory, who's the cowboy standing in front of the
chicken coop. Dave tells you about the phantom horse, and he
gives you the key to the Rawleys' roll-top desk.

Head over to the horse barn. Three horses are tied up in this
area. Enter the small door here to find Tex, the head wrangler.

Tex is constantly in a grumpy mood. He refuses to let you ride
unless you do a lot of things, the first of which is do Shorty's
chores.

You have to ask him "May I go riding now?" to start the chores.

Pick up the hat on the barrel like Tex said, then go back inside
the house and ask Shorty what chores he wants done. He wants you
to pick some vegetables and start a fire.

Go to the main part of the house. There are papers in front of
the fireplace. Pick up two of them for the fire. Then open the
roll-top desk. Take the three metal prongs, and the letter for
Mary Yazzie. You should also read the bill from Mary Yazzie, and
a letter from Jane Nash (who is angry at the Rawleys for firing
her).

Bess and George call around this time in the game. They're stuck
in an airport in Omaha. George has a book on 19th century
fashion, which is a not-so-subtle hint that you need to know
something about 19th century fashion in order to beat the game.

Head outside. Right next to the door is a thermometer, and the
basket for vegetables. Take the basket, then head to the
vegetables.

You should only pick ripe vegetables. You can use the internet
on your phone to see what ripe vegetables look like. You can
identify them mostly by color.

Romano: Light green and straight.
Golden Queen: Orange-yellow.
Old Ivory: Golden.
Northern Lights: Big-colored.
Beefsteak: Red.
Black Turtle: Pinkish and wrinkly.

Pick four Northern Lights, two Beefsteaks, and two Golden
Queens. Those are all the ripe vegetables. Once you pick them,
take them to Shorty. He thanks you and gives you an egg basket.

Go to the chicken coop and look at the nests. You can take eggs
from nests while the chickens are there, except for the white
chicken with a "WARNING" sign over it. This is the CHICKEN OF
DEATH. DO NOT TOUCH THIS CHICKEN UNDER ANY CIRCUMSTANCES, or
else the game ends.

When you pick up some eggs, the basket breaks. Shoot. You get a
puzzle to solve to fix the basket.

You have to put the pieces into place. When a piece is put in
the right place, it sticks there and doesn't move. You will have
to flip some pieces in order to get them to fit correctly.

A piece fits in a spot if a) it is long enough and b) it fits
the pattern. You'll notice that some rows are blank, while other
rows have green triangles on them. This means that only blank
pieces go in blank rows, while only green triangle pieces fit in
green triangle rows. It's not too difficult of a puzzle, and it
gets progressively easier as you fill in rows.

Once you are done, click on the basket three times to sew it
back up. Then collect more eggs. You need six overall; if you
don't find enough, leave and go back inside the house. Then go
back inside the chicken coop to look for more eggs.

Once the eggs are collected, the only chore you have left is
making a fire. Get two pieces of paper from the fireplace inside
the house, if you haven't done so already.

To make the fire, you'll need five groups of sticks that are
hidden throughout the ranch.

1) In the space between the vegetable gardens, near the fence.
2) Near a bush to the right of the door the chicken coop.
3) When you exit the chicken coop, in front of a cart with a
cactus on it.
4) Head towards the front door. They're to the left of the door,
off of the porch.
5) To the right of the pump house.

You also need to chop wood. Head to where the chopping block is.
Put a piece of wood on the block and pick up the axe.

You get a puzzle. You have to choose where Nancy stands, and the
angle of the swing. To choose where she stands, pretend the
chopping block is a 3 by 3 square. Then stand in that part of
the square that the log is in.

Choosing the angle isn't tough either. If the black divider is
leaning to the left, you'll have to hit it from the left.

Chopping wood isn't that tough, so once you chop up all three
logs, you're done. Head to the fire pit.

Inside the pit is a note with weird symbols on it. Huh. Ignore
that for now, and put the papers you have into the fireplace.
Then put the twigs in the fireplace, then the logs.

Pick up the bucket there. Take it to the pump house and put it
in the sink. Turn the faucet to fill it with water. Then pick up
the bucket and put it back where you found it.

YAY! CHORES ARE DONE! Get a canteen of water from Shorty, and
let's ride!

Go to the horse stall and ask Tex for permission to ride. He
says you have to do his quiz first. Pick up the saddle on the
wall that belongs to Bob (also, pick up the hat on the barrel if
you haven't done so already). Then head out to the horses and
put Bob's saddle on.

Lift up the "stirrup" and pull on the "cinch" to check the
horse's "girth". That's cowboy talk for "tighten the saddle".
Then click on Bob's neck (where your icon turns into a white
hand) to lead him outside.

Jump on Bob, and Tex gives you his quiz. He repeats the
questions over and over again until you get them right, so you
can beat the quiz just by guessing.

Where's the horse's hocks? On its back legs.
Where's the horse's frogs? On the bottom of its hoof.
How tall is a horse that's fifteen hands? Five feet.
What type of horse is a Paso Fino? A gaited horse.
How do you know if a horse is colicking? It keeps lying down,
then standing up.
What is the difference between a Bay and a Chestnut? A Bay has
black points.
What tribe bred the first Appaloosas? The Nez Perce.
What part of a horse is most likely to be hurt when it founders?
The feet.
What part of the saddle should always be checked before you go
out on the trail? The cinch.
What is a mule? The offspring of a female horse and a male
donkey.

Once you pass the quiz, Tex lets you go riding. The only place
you can ride to is Mary Yazzie's, so go there.

Talk with Mary and give her the letter from the Rawleys. They
turned down her offer for a piece of land. And apparently, the
trunk they gave her can't be opened.

Inside Mary's shop is a game called "Run for Cover". Play it in
order to get a token.

Junior Mode Solution:

Level 1: Move two down, five right, two down, two right, and
three down.
Level 2: Move three down, one right, one up, one right. This
gets the two coyotes side-by-side. Then move five down and five
right to the hole.
Level 3: Move two up, four right, four down, one left, four up,
three left, two down, one right, two down, and six right.

Senior Mode Solution:

Level 1: Move two down, two right, one left, one right, five
down and five right.
Level 2: Move two up, four right, four down, one left, four up,
three left, two down, one right, two down, and six right.
Level 3: Move two up, two right, two down, one right, one left,
two up, two left, two down, two right, three up, five right, and
one up.

You win a token if you beat the game. Yay!

Also in the shop is the trunk that can't be opened, and a flyer
about Charleena Purcell with her phone number on it. Examine the
trunk a couple of times, until Nancy says, "If I could find out
who made this thing, it might help me get it open."

Go outside Mary's shop and call Charleena Purcell. She tells you
the trunk was made to celebrate a wedding on 4, 9, 1811.

Go back to the trunk. Stick the three metal pieces from the
Rawley's desk into the trunk. Now set the pieces to 4, 9 and 11,
as if they were clock hands. That is, put the first piece in the
four o'clock position, the second in the nine o'clock, and the
third in the eleven o'clock.

This opens the trunk. Take the watch out of the trunk, then head
back to Shadow Ranch. Knowing how to open the trunk lets you
open the blanket container in the corner next to the roll-top
desk.

Go inside the house (return your saddle where you found it to
knock over a card that Tex has. Tex's sister is Jane Nash, the
disgruntled ex-employee!). The clock on the fireplace is broken,
but the colors are a clue.

Red: 12
Blue: 2
Yellow: 7

Go to the blanket holder in the corner and put the metal things
into the three holes. Set the red one to 12, the blue one to 2
and the yellow one to 7.

This opens a secret compartment in the blanket holder. Inside is
Meryl Humber's diary. Meryl was the Sheriff who hung Dirk
Valentine. His daughter was Frances Humber, the owner of Shadow
Ranch. She was in love with Dirk Valentine.

Read Meryl's diary.

Also inside the compartment is a letter to Frances from Dirk. He
hid a treasure for her, and he has some clues on how to find it.
Think about her favorite flower (which Meryl's diary says is
Harrison's Yellow) and the flowers on her favorites. Find the
message Dirk hid in his cell, and solve the petroglyph rock
puzzle he left.

Pick up the piece of paper with the rock puzzle on it.

Also, pick up the watch. It's a puzzle. Click the six buttons in
the proper order (this order is randomly chosen each time you
play the game) to find a watch opener. Take it.

Now look at the watch you got from Mary Yazzie's. Use the watch
opener on it. Press the six buttons in order (again) to find a
picture scrap. On the back of the picture are the words "Green
bottle under".

Examining everything in the blanket compartment ends Day One.
You see a cutscene of the cookout that night, with Shorty
playing guitar. Tex and Dave leave, and the phantom horse
appears. The pump house explodes (or something like that) when
the horse passes it. 

003b-Day Two
-----------------------------------------------------------

Day Two begins with a phone call from the Rawleys. They agree to
let Nancy investigate things, of course.

Shorty isn't in his area, so you can sneak around to find that
he's learning about mineral deposit. Shorty catches you when
that happens, but he doesn't stay mad at you for long.

Talk to Shorty in order to get chores. He isn't doing a cookout
tonight, so all you have to do is collect vegetables and eggs
(not really, but that comes a bit later).

Go outside and collect the ripe vegetables. The way to identify
ripe vegetables is the exact same as it was on Day One. Today,
you need to pick five Romanos, two Ivory Eggs, two Beefsteaks
and three Black Turtles. No Golden Queens and Northern Lights
need be picked.

Once you pick vegetables, you can collect eggs. Get six eggs,
just like yesterday. If there aren't enough eggs, go back in the
house and go back to the chicken coop.

Shorty gives you a NEW chore when you give Shorty the eggs. It
seems that it's Tex's birthday, so Nancy needs to bake him a
cake.

Check the box of recipes. Frances Humber's recipe for Shadow
Cake is in there, and it comes with a flower! Aha! We have to
find the flowers on her favorites, so let's make the cake to
find out what flower it is, because it'll come in handy.

Making a cake is kind of difficult, because they throw in
purposely-tricky notes, such as instructions to use four cups of
flour, but giving you a pint-sized flour cup. Fortunately, I've
got you covered.

2 sticks of butter
2 eggs
5 spoonfuls of milk
2 pints of flour
3 spoonfuls of baking powder
7 spoonfuls of sugar
3 spoonfuls of vanilla

Pour the cake into the middle container, then put it in the oven
on medium for 45 minutes. The game expects you to guess which
container, how long to cook it, and what temperature to cook it
at; those are the correct things you should use to make a great
cake.

Once the cake is baked, Shorty forces you to make the flower.
You can kind of see the outline of the flower on the cake, and
when you get a piece in place, it stays there.

The end result is a tulip. So "tulip" is on the list of flowers
now.

Head outside and check the pump house. The sheriff has it closed
off. Call the sheriff to get access to go in. If you don't know
his phone number, it's on the fridge.

Check out the busted pipe in the pump house, and pick up the
arrowhead in the ground nearby.

Look at the shelves here. See the grating under the right shelf?
Open it up and go through the passage to find the hidden cellar,
where you find...Dave?

Dave is looking for Dirk's treasure, too. See, he's related to
Frances Humber's cousin. He shows Nancy the other half of the
photo, which has a message on it. Putting that with the message
we found yesterday, the message reads "green bottle under stairs
to cellar".

Dave leaves. Check the shelves here to find Frances' old purse.
It was made in the 19th century. What a surprise!

Head out through the secret passageway. Nancy, using her
detective skills, figures that the stairs in the secret
passageway are the ones the note refers to.

Turn around and open the top stairs. You get a sliding puzzle.

Junior Mode:

There is a piece that is one high and two wide on the second row
from the top. Move this piece to the right.

Move the one-by-three piece into the hole made by your last
move.

Move a two-by-one up, so it is next to the one-by-three piece
that was just moved. Move a two-by-one piece to the left, so it
slides under the two-by-one piece that was just moved.

There are two three-by-one empty slots. There is a two-by-one
piece that is one column left of the higher three-by-one empty
slot. Move this piece up. This opens a space, so you can move a
two-by-one piece right into the space just opened.

Now you have an empty space that's three high and one wide. And
by total coincidence (okay, not really), a three high, one wide
piece is beneath this empty space. Move it up.

Move the two-by-two piece right, and move the FH right.

Senior mode:

Ooo, the puzzle's a bit more complicated now.

There's a 2-by-2 piece with a 2-by-1 empty space both right and
left of it. Move this piece right.

This allows you to move a 2-by-1 piece down, where the 2-by-2
piece was. Move this piece down.

This allows you to move a 2-by-2 piece right. Do so.

This allows you to move a 2-by-1 piece up, into the spot where
the 2-by-2 piece was. Do so. The upper/right corner will be a 2-
by-1 piece with 2 2-by-2 pieces right of it. This pattern
repeats for two rows in the upper/right corner.

Now you want to clear some room in the lower/right corner. There
are two pieces that are 2 high and 1 wide here. Move both of
them up.

Moving those pieces lets you move a 2-by-2 piece right. Do so.

There is an empty 2-by-2 spot because you moved a 2-by-2 piece.
There is a 2-by-1 piece that you can move right, into this spot.
Do so.

Move the 2-by-2 piece up.

One the bottom row, there is a piece 3 high and one wide. Move
this piece up. Then move the piece in the bottom/left corner
(which is three wide) right.

Move the 2-by-1 piece that is next to the FH piece down, so you
can move the FH piece right.

Inside the bottle are letters from Dirk. These are the hint to
the "flowers on the favorites" puzzle. See, the letters list the
five favorites he had in mind: her shawl, Cappy's crackers, her
purse, her cake, and her stationery.

We know the flower on her cake was a tulip. Leave the secret
passageway and call Bess and George about the shawl. They'll
research it and get back to you later.

Talk to Dave and ask if he has a letter from Frances. He does.
On the stationary is a tulip. Awesome!

Okay, that leaves two more flowers to investigate. Go inside the
ranch and look at the picture of Frances Humber. Zoom in on her
shawl, then take out Nancy's cell phone and look up stitches on
the Internet. It's a daisy stitch!

The last flower, Cappy's crackers, is in the ghost town. If you
haven't already, ask Dave about the jail that Dirk Valentine was
arrested in. We have to go there anyway to see the message Dirk
left in his cell. Dave gives you directions.

So let's go riding to the ghost town! Oh, wait, Tex has work for
you to do first. You need to feed the horses and chickens.

There are five containers with food in them. From right to left,
they contain oats, mixed meal, corn, purple stuff, and chicken
feed.

This puzzle is kind of tricky, because the game lists things in
pounds in an attempt to screw you up. For instance, the board
says you need 3 mixed for Ace. But since that means 3 pounds,
you have to get 2 scoops of mixed, or else Ace dies. TRICKY!!!

So to make things not tricky, I list the food in number of
scoops.

Bob: 2 oats, 2 corn, 1 mixed
Clyde: 3 oats, 1 mixed
Ace: 1 oats, 1 corn, 2 mixed
Chickens: 2 chicken feed

Once you feed the horses and chickens, Tex will let you go
riding. But wait! He's got a roping and riding challenge for
you!

Take Bob out to the corral. Click on the barrels to go riding.
You need to click when you're near the barrels to get Nancy to
turn around the barrel faster. Do this for all three barrels,
and Nancy finishes in time.

You can click on the rope that's on the wooden horse to try
roping. You need to click on the broom to get Nancy to throw the
rope.

The trick is to watch the circle formed by the rope. Usually,
it's messy, but sometimes, it's a perfect circle. When it's a
perfect circle, click and you rope the broom. You might want to
click and hold the mouse button down, then release it at the
appropriate moment for even quicker clicking if'n you're a
little slow.

Once you do barrel riding and roping well enough, Tex gives you
a lariat. When this happens, grab Bob and go riding out to Mary
Yazzie's.

Ask Mary about petroglyphs. She mentions Cougar Bend. This
allows you to go riding to Trail Stop and Cougar Bend.

First though, we have to check out the ghost town. Go thar.

You can check out the jail and the cell, but it's locked, so
it's really a big waste of time. Instead, head to Cappy's.

Cappy's is locked by order of the Sheriff. Pull out the phone.
There's a cheat you can use to call the Sheriff (even though
you're not supposed to get reception out here). Press the Web
button, then the phone directory button. Ta-da! You can now call
the Sheriff.

Sheriff Hernandez gives you permission to enter. Go inside.
There are some books here. Look at them.

Someone has been living here, if the sleeping bag is any clue.
There's also a piano here, and a slot machine game. To play the
game, you can stick in the token from Mary Yazzie's Run for
Cover game. Pull the handle to get four random pictures. Click
under a picture to save it, then pull the handle again. The
pictures that aren't saved get replaced by other random
pictures. You need to get four nasty varmint pictures to win.

I recommend saving your game before playing the slot machine
game, because winning is random. If you win, you get...two
tokens. Yay.

The only other thing of interest in Cappy's is an old can. Look
at it to see the slogan. Call Charleena Purcell about the can,
and she agrees to investigate it.

Before leaving the ghost town, you have to pick up two
arrowheads. One is in front of the barrel near the noose, and
the other is in front of the outhouse. A scorpion might show up,
and if it does, leave and go into Cappy's, then come back and
the scorpion will be gone.

You should also take the crank from a machine that's left of the
outhouse. When you zoom in on the outhouse, look left and take
the crank.

Head to the Trail Stop. There are four arrowheads here. One is
on the ground when you first get there. Take a step forward to
see another arrowhead on the left. Take two steps ahead and
there's a third arrowhead on the left. Then walk all the way
forward, and the last arrowhead is on the left.

Go back to Bob and ride to Cougar Bend. Notice something? Cougar
Bend looks like the map Dirk left for Frances.

Look at the walls here, and you'll see drawings (aka
petroglyphs) in the blank spots on Dirk's map. Your goal is to
look at all the petroglyphs in this area, then place them on the
map. Do this by putting each petroglyph on the map as soon as
you see it.

In order to get the petroglyphs in the upper/right, you need to
use Nancy's lariat to lasso up to the log. Then climb up to that
area.

Once you get all the petroglyphs in place, it spells out the
message "under Cappy's keys, Pappy's name please". Call
Charleena Purcell to learn that Dirk's pappy was named Cashmeer.

There are three arrowheads in this area for you to get. One is
on the ground, in the area where you see the white dog
petroglyph. Another is on the screen left of the log you lasso
onto (when you're standing on the above area). And the third is
on the left part of the area, before the rock slopes that you
climb up.

Head to Cappy's, in the ghost town. Check out the area below the
piano, and it's a letter puzzle. You have to spell out the name
CASHMEER. Do this by moving the letters in this order:

7 6 8 3 2 5 1 4

That's seventh letter first, then sixth letter, then eighth, and
so on.

You get a message about forks and Beady Eyes ranch. Well, the
forks are the tuning forks in Mary Yazzie's.

Go to Mary Yazzie's. Examine the tuning forks, then ask Mary for
them. She wants ten arrowheads in return. If you haven't gotten
all the arrowheads yet, there's one in the pumphouse at Shadow
Ranch, two in Dry Creek, three at Cougar Bend and four at Trail
Stop.

Mary lets you get the tuning forks. Head BACK to Dry Creek, the
ghost town.

This is kind of an odd puzzle, but Beady Eyes ranch refers to
the front of the jail. See, there's a floorboard that has BD
written on it. Pretty odd if you ask me, but in any case, open
up the floorboard and take the machine there.

If you haven't already, grab the crank from the machine on the
porch of the building opposite of the jail. You can do this by
zooming in on the outhouse, then looking left.

Head to Cappy's. Next to the old crackers tin is an indentation.
Put Dirk's machine in the indentation, then pull out the tuning
forks.

Put the forks in the right holes to spell out the name
"Frances". Then turn the crank. A sound is heard, and it breaks
a nearby lamp.

Check out the lamp for another clue from Dirk. It talks about
Zebra Rock and an attractor of metal. What that means is a
magnet.

Go back to Shadow Ranch because Shorty has magnets on his
fridge. It turns to night when you get there.

Dave said when it was night, you have to fix the chicken coop.
Grab Nancy's gloves from her Bob's sadle. Then go to the chicken
coop.

You get a jigsaw puzzle. Put all the pieces into place. Once you
get one piece into place, that should help you get the other
pieces into place. The difference between junior and senior mode
is the size of the pieces.

Once you get done, Nancy notices her gloves are glowing like the
phantom hors. The horse shows up. The power line gets destroyed,
too.

003c-Day Three
-----------------------------------------------------------

Day Three starts with a call to Bess and George. Fortunately,
they're on the way, and the ranch has a back-up generator.

Talk to Shorty to get chores again. Pick the vegetables. This
time, you pick four Northern Lights, two Beefsteaks, 2 Golden
Queens and 2 Black Turtles.

Give Shorty the vegetables, then get six eggs for him. Give
Shorty the eggs, then get a canteen of water from him.

If you haven't already, take the apple magnet from Shorty's
fridge.

Go ask Tex to ride. He wants you to fix a bridle. Put all the
pieces together to be allowed to ride. Do this, then ride to
Trail Stop.

Head to the grave that belongs to Charlie the mule. Turn so your
back is facing the grave, then go forward. See the striped rock?
That's the Zebra Rock that Dirk mentioned in his letter.

Open up the rock. Inside is a puzzle. You have to move the four
magnet pieces through the maze. The tough part is that there are
pieces of wood obscuring your view.

Cheat: Step back away from the puzzle, then move forward to look
at it again. Once you do this ten or so times, the pieces of
wood disappear, making the puzzle loads easier.

Fe goes on the orange spot.
Cu goes on the green spot.
Mn goes on the purple spot.
Si goes on the gray spot.

You get a box when you solve the puzzle, but the box has flowers
on it. We don't know all the flowers yet!

Bess and George, as well as Charleena, have gotten back to Nancy
by this time. Check the emails from them, and do the internet
search Charleena tells you to do to learn that the crackers were
sunflowers.

But Bess and George didn't tell you the flower, just the sewing
pattern. Go to Mary Yazzie's and ask for beads to sew with.

Mary gives you a bead sorting puzzle. Sort the beads by type,
then by color, then by size (using the size chart on the bottom
of the bead box). Wow, what an annoyingly long puzzle.

Mary gives you beads. Sew the beads onto the purse in this
order:

1) Yellow
2) (black, black with red corners)
3) (black, black with red corners)
4) (black, black with red corners)
5) (black, black with red corners)
6) (red, white, red with pink corners)
7) (red, white, red with pink corners)
 8) (red, white, red with pink corners)
9) (red, white, red with pink corners)

Hey, the flower is a poppy! Now we know all the flowers. Just to
recap...

Shawl - Daisy stitch
Cappy's Crackers - Sunflowers
Purse - Poppy
Cake - Tulip
Stationery - Lily
Favorite Flower - Harrison's Yellow

You learned about Harrison's Yellow from Meryl Humber's diary.
Now open up the box and put all flowers in.

You have to put all six flowers on the box, but there's only one
order you can do them in.

Top row: Poppy
Middle Row: Sunflower, Harrison's Yellow, Lilly
Bottom Ron: Daisy, Tulip

Once you get the flowers in place, there's another message from
Dirk. You need to find a key to open up the box fully.

Dang it! Well, the only thing you haven't done yet is examine
the message Dirk left in his jail cell. That's because the cell
was locked.

Go to Dry Creek, then Cappy's. The key is where the sleeping bag
used to be. Pick it up, and ow! The culprit knocks Nancy
unconscious, then locks her in jail.

Well, now you can read the message in the cell. It's a simple
code, where 1=a, 2=b and so on. Type in the message letter by
letter to learn that the message is "under bank lamp".

Now let's escape from jail. You want to knock the key over with
bricks that are conveniently located in your cell. However, the
key is above a hole. Lasso the chair, then knock the key over.
Lasso the chair again to get the key.

Use the key on the door to escape. Hello, what's this? The
culprit left behind Dirk's secret code! Use this on the piece of
paper you found in the fireplace a long time ago to learn...that
the culprit wants supplies. Useless to know.

The bank in town is in between Cappy's and the general store.
Examine a brick on the side of the bank. You can remove it to
learn a message about playing games more than one way with a
ring.

Go to Shadow Ranch to get the ring from Dave. Then go BACK to
Dry Creek. Harumph. I dislike running around.

Go to the slot machine in Cappy's. Put the ring on the slot
machine. SAVE YOUR GAME, then put a token in the machine. Play
the slot machine game, only this time, find nice friends. You
can reload from your save file as often as necessary, because
that's easier than returning to Mary Yazzie's to get tokens
every time you lose.

Once you win the slot machine game, you get a key. Use it on the
flower box to read a message. Dirk wants you to play connect-
the-dots with the pictures on his message.

Draw the pictures on the message somewhere. Then open the
petroglyph map and connect the dots. When you're done, you see a
giant V.

Head to Cougar Bend, and lasso to the upper area. There's a V
petroglyph here. Look behind it to find a stone and a poem. You
need to take the stone to Charlie's grave.

The stone is messed up. Go to Mary Yazzie's and ask her to clean
it for you. Then go to Trail Stop and look at the grave of
Charlie the Mule.

Nancy holds up the stone/picture agate. Spin around in a circle
until you see the tree on the stone. Move forward to this new
area, and Nancy rides there.

You're in uncharted territory now. Move forward several times,
then lasso the log to reach some cliff dwellings. Awesome!

Dirk has instructions on the wall here, written in his code.

Brown Lime Yellow Red
Blue Orange Lime Yellow
Brown Blue Lime Orange
Blue Brown Lime Orange
Red Blue Yellow Lime
Blue Lime Brown Yellow

And here is a maze! Use the colored markers above the doorways
to get through the maze.

Here's the tricky part. In this maze are a bunch of pots. Inside
five of these pots are keys. Collect all five keys. They pots
they are inside of is different each time you play the game, and
there's a good chance you might have to go out of the way (that
is, off the path that Dirk wrote out) in order to find the keys.

Once you get all the keys and to the end of Dirk's directions,
you reach a door. Use the keys on the door, by putting them in
the right holes. Then open the door.

Inside is Dirk's treasure. Open the box in the corner to see
it's a bunch of golden hearts. Awww...how sweet!

Leave the room to go back to the maze. Shorty appears. Oh no!
Shorty is the culprit!

Go back through the maze and stop in the first room you reach
with four markers. If you didn't notice earlier, the red room
has a trap floor.

Switch the green and red markers. That way, Shorty will go into
the room with the trap floor. He does so, and is trapped.

Yeeha! Shorty is captured and the treasure is found! That's the
end of the game, everyone!

004-Quick Guide
-----------------------------------------------------------

Just because I felt my guide was a bit wordy, here's a quick
overview of what to do to beat the game. This'll help gamers
figure out what to do next if they're stuck at a particular part
of the game.

Day One:

Phone the Rawleys.

Talk with Shorty to get chores.
Pick the ripe vegetables in the garden, then give them to
Shorty.
Fix the broken egg basket.
Get six eggs and give them to Shorty.
Collect two pieces of paper from the fireplace inside the ranch.
Collect five groups of twigs scattered around the ranch.
Cut three logs of wood.
Put the paper, the twigs, then the logs in the firepit.
Take the bucket by the fireplace and fill it with water, then
return it.
Ask Shorty for a canteen of water.

Talk with Dave to get the key to the rolltop desk.
Take the letter from the rolltop desk.
Read the Bill of Sale from the rolltop desk.
Take the three metal prongs from the rolltop desk.

Talk to Tex in the horse barn.
Grab a hat and Bob's saddle. Put the saddle on Bob and tighten
it.
Solve Tex's horse quiz. 

Ride to Mary Yazzie's.
Look at the sign about Charleena Purcell.
Play and beat the Run for Cover game.
Give Mary the letter from the Rawleys.
Ask Mary about the trunk.
Examine the trunk. Try putting the metal prongs inside it.
Call Charleena Purcell.
Open the trunk and take the watch.

Go to Shadow Ranch.
Open the blanket holder, using the three prongs and color cues
on the clock over the fireplace.
Read the diary inside.
Read the letter inside.
Take the map inside.
Take the watch inside. Open it by pressing the six buttons in
sequence to get a watch opener.
Open the watch from Mary Yazzie's with the watch opener.
Open the watch further by pressing the six buttons in sequence.

Day Two:

Examine Shorty's area.
Talk to Shorty to get chores.
Pick vegetables for Shorty.
Get eggs for Shorty.
Bake a cake for Shorty.
Get a canteen of water from Shorty.

Call the sheriff to get into the pump house.
Pick up the arrowhead in the pumphouse.
Go through the hidden passageway in the pump house.
Take the purse from the shelves in the cellar.
Examine the stairs in the hidden passageway.
Solve the puzzle to get the green bottle. Read the letters
inside.
Talk to Dave about the jail cell.
Ask Dave to see a letter.
Examine the picture of Frances Humber in the ranch, and look up
stitches on the internet to see that her shawls has a daisy
stitch.
Call Bess and George and ask them to identify the flower on the
purse.

Talk to Tex.
Feed all the animals.
Beat Tex's barrel-racing challenge.
Beat Tex's roping challenge.
Receive a lariat.
Ride to Mary Yazzie's.
Ask her about petroglyphs.

Ride to Dry Creek.
Collect two arrowheads.
Collect a crank from the machine on the general store's porch.
Try to get in Cappy's.
Call Sheriff for permission to enter Cappy's.
Examine book in Cappy's.
Examine cracker tin in Cappys.

Go to Cougar Bend.
Match all petroglyphs on the bend to the map to get a message.
Lasso up to the area above to find all the petroglyphs.
Get three arrowheads here.
Go to Trail Stop and get four arrowheads there.

Call Charleena Purcell. Ask about the cracker tin and Dirk's
pappy.
Go to Cappy's. Look at the bottom of the piano. Spell out
CASHMEER.
Read secret message.

Go to Mary Yazzie's.
Examine tuning forks.
Ask Mary for the forks. She gives them to you for ten
arrowheads.
Go to Dry Creek.
Pry the floorboard on the porch of the Sheriff's office to get a
box.
Go to Cappy's.
Put box in indentation next to cracker barrel.
Put tuning forks in box to spell out "FRANCES".
Examine letter in the now-broken lamp.

Go to Shadow Ranch.
Get gloves and fix chicken coop.

Day Three:

Talk to Shorty to get chores.
Pick vegetables.
Gather eggs.
Get a canteen of water from Shorty.
Take magnet from Shorty's fridge.

Ask Tex to ride.
Fix bridle.
Ask Tex to ride.
Ride to Trail Stop.
Look under the striped rock.
Solve the magnet puzzle.
Take the box.

Check Nancy's email from Charleena.
Check the website Charleena mentions.
Go to Mary's and ask her for some beads.
Solve Mary's bead puzzle.
Check Nancy's email to learn about sewing.
Sew the beads on the purse.

Open the box with the proper flowers.

Go to Dry Creek and visit Cappy's.
Take the key where the sleeping bag was.
Examine scratches on the wall and spell out the message.
Lasso the chair.
Throw a brick and knock over the key.
Lasso the chair.
Use the key on the lock.
Pick up the sheet of paper on the ground.
Go to the bank in town, and pull out a brick.
Read message inside.

Go to Shadow Ranch.
Ask Dave for a ring.
Go to Dry Creek, then Cappy's.
Use ring on slot machine.
Beat slot machine game by finding nice friends to get a key.

Use key on box with flowers.
Read paper inside.
Connect the dots between the pictures on the paper and the map
to see the V petroglyph.
Go to Cougar Bend.
Look behind the V petroglyph to find a stone.

Go to Mary Yazzie's.
Ask Mary to clean the stone.
Go to Trail Stop. Look at Charlie's grave.
Spin around until you see the picture on the stone.
Move forward.

Go through this area. Lasso up to find cliff dwellings.
Read Dirk's maze instructions.
Go through the maze, while finding five keys.
Use keys on door.
Find Dirk's treasure.
Leave and meet culprit.
Go through maze to the first room you find with four exits.
Switch the red and lime door markers.
You win!

005-Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2009.  If you want
to use any part of this FAQ, ask me first (instructions
under general information)
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