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General information 002. Characters 003. Walkthrough 003a. Finding the Forge 003b. Pillar of Cupid 003c. Pillar of Jupiter 003d. Pillar of Knight 003e. Pillar of Mercury 003f. Pillar of Moon 003g. Pillar of Tempus 003h. Lighting the Forge 004. Credits 001-General Information ----------------------------------------------------------- This is a walkthrough for the PC game called Nancy Drew: Curse of Blackmoor Manor. It's the eleventh 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- Characters ----------------------------------------------------------- Nancy Drew: Our heroine! She's a super-mystery solver, and this time she's out to uncover the secret of Blackmoor Manor. Mrs. Drake: The stuffy British matron who runs the manor. She spends most of her time working with her plants. Linda Penvellyn: Nancy's friend, who is sick and always hides behind a curtain. She often doesn't want to talk to anyone. Nigel Mockerjee: A pretty boring fellow who is researching the Penvellyn family history. Jane Penvellyn: Linda's step-daughter, a slightly creepy- looking girl who is lonely and likes to play games. Ethel Bossiny: Jane's tutor, who doesn't want Nancy to explore the mansion. Hmmm...I wonder why... Loulou: An old parrot, who will give you hints in return for parrot cake. Mrs. Petrov: Linda's mother. She sent Nancy to the manor to find out what's wrong with Linda, and you can call her whenever you want. Ned Nickerson: Nancy's boyfriend. You can call him whenever you want. Paliki Vadas: A woman with a heavy accent. She knows all about lycanthropic metamorphosis, which Linda seems to be suffering from. Tommy: The person at the local pub, who'll feed you if you want food. He talks in Cockney rhyming slnag. Hugh Penvellyn: Linda's husband who is away on diplomatic business. Randulf the Red: The first of the Penvellyns; he was the one who first got the Penvellyn family treasure. Charles Penvellyn: Son of Randulf, he started the tradition of making the family treasure really difficult to find by hiding Jupiter's lightning bolt. Thomas Penvellyn: Grandson of Charles, he hid Jupiter's lightning bolt in the facade of Jane's room. He also worked with the well in the manor. Elinor Penvellyn: She was tried and convicted of witchcraft about five hundred years ago. She hid Mercury's wand in the statue in the library. Penny Penvellyn: She hid Cupid's arrow and made the wind puzzle by the forge. Alan Penvellyn: He bought Loulou to the Penvellyn manor, and set up a game on his computer in the library. Brigitte Penvellyn: Nancy stays in this Penvellyn's room. She has a song written about her, and how she loves stars. She set up three puzzle: the box in her room, the muses on the door, and the astrology chart puzzle by her window. Edward Penvellyn: He made the secret slide in the east hall, which hides the missing piece of the Tempus pillar. John Penvellyn: He wrote the book about frogs in Nancy's room, and made the frog puzzle by the well. This puzzle hides the knight's helmet. Corbin Penvellyn: Grandson of Elinor. His coat of arms is the only one not found inside the Penvellyn estate, and he sealed off a hidden passageway with a gargoyle puzzle. 003-Walkthrough ----------------------------------------------------------- 003a-Finding the Forge ----------------------------------------------------------- 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 game is the same no matter which level you play as, although the junior level is (duh) somewhat easier. The game starts with Nancy getting dropped off at the Blackmoor Manor in London. A disembodied voice and a beast with red eyes both show up to meet her. Creepy... Mrs. Drake, the old woman who runs the manor, assumes Nancy is making things up, and tells Nancy to go to her room and unpack. The game skips to Nancy's room, after she's unpacked. Explore the room for a bit. The only things of interest are the book on the fireplace mantle (which has an irrelevant scrap of paper hidden inside), the box in the corner (which you can't figure out how to open yet), the astrology charts, the drawer beneath the window (which you can't figure out how to open yet), the alarm clock and the telephone. Once you're done exploring, it's time to leave your room and meet all the characters in the game. Leave the room and go left. Hey, a staircase! Go up the staircase to find that the stairs make weird noises. At the top of the stairs are levers that also make noises. You have to pull the levers in the correct order (B A D C A D E E) in order to get a key. Cool! Go back down the stairs and turn left. There's a door here, with a red circle next to it. Open the circle to find that the key goes in there, but, darn, it won't fit! Oh well. Go down the hall some more, and go through the first door on your left. Linda is here, hiding behind a curtain. Nancy is here to solve Linda's problem, but Linda doesn't want to talk about it, or anything else. Very strange. When Linda is done talking to you, leave the room because there's nothing else to do here, then go left. What's that in the corner? Head over to find out that it's a parrot named Loulou. Okay...turn around and start going down the stairs. Linda's mother calls around this time, so talk to her, and then continue down the stairs to reach the main hall of the manor. The door on the right (if you're standing with your back to the front door) is the library, and the door to the left is the conservatory. Head to the library first and talk to the person there, who is the ever-boring Nigel Mookerjee. Nigel is there to write a history of the Penvellyn family, which dates all the way back to Randulf the Red, a soldier who is said to have had a magical stone that helped him win battles. Nigel also mentions Elinor Penvellyn, who was killed for being a witch, the Blackmoor Beast (which is the monster Nancy saw outside). When you're done talking to Nigel, examine the computer in the back of the library (which you can't use because you don't know the password), then leave and go across the main hall to the conservatory. Go down the stairs to the bottom level. The well is dry, so Mrs. Drake is watering the plants by hand. You can talk to her about a whole bunch of things. Once you're done, it's time to meet Jane, the little girl who some of the other characters have mentioned. Go up the stairs in the main hall, and go to the room with the red keyhole. Open the door and go in to meet Jane. Jane is friendly, even if she's a little creepy-looking, and she wants to play a game with you. Talk to her instead, and she says that a mysterious cloaked figure caused Linda to get sick. Explore Jane's room. There's a pamphlet on ancient runes, a book on lycanthropy (read all the way to the end of it to find a phone number), the Mutus Liber (a strange book designed for people who can't read), a little area meant for baking cakes for Loulou, a mysterious tapestry, and a picture of Jane's dead guinea pig. There are also pictures of Brady Armstrong, the actor who Nancy met in "The Final Scene". Leave the room, and you run into Ethel, Jane's tutor, who doesn't seem to want to talk to you. Huh. That's VERY SUSPICIOUS. I BET SHE'S THE BAD GUY. Go back to your room, and take out your phone. Call Paliki Vadas and talk to her about the possibility that Linda is turning into a werewolf. Paliki has a SUSPICIOUS accent and seems to know AN AWFUL LOT ABOUT LYCANTHROPY, which is pretty darn CONVENIENT if you ask me. I BET SHE'S THE BAD GUY. Then you can call your boyfriend Ned to let him know what's going on. Call Hugh on the phone in the room, and you've met all the characters in the game. What to do now? Nancy's notebook says that she should find out about the mysterious woman and black, so let's do that. Leave Nancy's room and head down the hall to Loulou. At the very end of the hall here is a door. Try to open it to find out that it's locked. Shoot. Go to Linda's and ask her about the figure in black that Jane saw. Linda denies knowing anything about a lady in black. I BET SHE'S LYING TO COVER UP THE FACT THAT SHE'S BEHIND ALL THE BAD STUFF THAT'S HAPPENING IN THE MANOR. There are other things you can do at this point (because the game is somewhat non-linear), but for the sake of making this guide easier, I'm going to skip all of that. Go back to your room and set the alarm for 8:00 AM the next day. Nancy wakes up at 3:15 to hear strange chanting. You can go and explore now, but you won't find anything. Set the alarm for 2:00 this time, and go to see Linda. Linda is surprised that Nancy is still there, and confesses that she's sick because of...AN EVIL CURSE PUT UPON HER WHEN SHE EXPLORED A HIDDEN PASSAGEWAY! Nancy Drew is a super-detective, so she HAS to explore this hidden passageway. Go see Jane (now that it's 2:00, her lessons are over) and ask her about the secret passageway. Jane aggress to tell you where the passageway is, only IF you play a game with her. Play the game of Bul with Jane, and beat her to hear about the hidden passageway in the East Hall. Ask her about the key, and she gives it to you. All right! Go to the East Hall (the door at the end of the hall near Loulou), and use the key to enter. There's not much to do here except play with the hands of the dragon statue. Hmmm...leave the room and examine the crest on the door. Do you see how the six parts of the crest all indicate directions, kind of? Move the hands of the dragon so they're in the same directions as the six parts of the crest, which looks like this: R U D L D R The dragon roars, and the hidden passageway opens. Try to explore it to learn it's too dark. Go back to Jane and ask here for a flashlight, and she says she'll give you a glow stick if you play another game with her. Beat the game, then go back to the hidden passageway. This time, go all the way through it to the end, which is...a puzzle that looks like Loulou and says "Barber"? Go to Loulou and ask him about the puzzle. Loulou pleads innocent. Go see Mrs. Drake, and she says that you need to give Loulou the code word. Great. Go back to Loulou and give him the code word to learn that the answer is "leech". Go back through the passageway and enter leech. The word now changes to picture. Go back to Loulou and ask what the word for picture is. Loulou will either tell you "book", or ask for cake. To get cake, go to Jane's room, and go to the bakery. Cook up Loulou a cake according to the instructions on Nancy's cell phone; that is, bake a cake with everything except avocado, tea, coffee, chocolate, potatoes, and lunch meat. Then give the cake to Loulou to get the next word, and go back to the hidden passageway. Enter "book" in the passageway, and the next code word shows up. I managed to guess all of these ones correctly. The word for "baby" is "bonnet," the word for "hour" is "glass," and the word for "ant" is "hill". The door then unlocks. Go through the door, and you end up finding half of a puzzle. Open up the thing on the wall, and move all of the triangles to the "up" position. Then leave and go back to Linda's room. Ethyl meets you on the way, and you can have a nice, long talk with her. Linda mentions that Jane had her read the "werewolf" book in her room, which Paliki says _could_ be a reason why Linda is lycanthropic (that, coupled with the stress of a new marriage/country, the curse, and the Beast of Blackmoor legend). If you remember, Linda said there was a curse in the passageway, but there was none. LIAR! When you talk to her, it turns out that there's more than one hidden passageway, and Linda was talking about the one behind the gargoyle. Gargoyle? There's a gargoyle in the hall that you can move, but you don't know how you should do it. Instead, go to the main hall, where you might notice that there's a picture in the hall of a man with a gargoyle behind him...but there's no coat of arms to tell you how to move the gargoyle like there was to tell you how to move the hands on the dragon. Hmmm...go see Nigel, who knows all about the Penvellyns and therefore probably knows about the missing coat of arms. Nigel says he'll give you the coat of arms if you pass his typing test AND write his memoirs. For the typing test, simple press your keyboard buttons to play. You don't have to worry about capitalizing anything. Once you win, you type of Nigel's boring memoirs. Pick up the note Nigel leaves you next to the computer, then leave the library. What the...Jane and Ethel are there, performing some sort of strange ritual. WEIRD!!! I BET THEY'RE BEHIND WHATEVER EVIL THINGS ARE GOING ON IN THIS PLACE! IT LOOKS LIKE THEY'RE MEMBERS OF A CULT! Once they go away, go to the gargoyle. The coat of arms seems to say that you should turn it right, right, left, right, left, left, right, left. This opens the door, so go in. Move up a few times and look to the right for a peephole to Linda's room. Wow, she really IS turning into a wolf! By the way, if at any time you need a new glowstick, leave the passageway (BEFORE the glowstick goes out, thank you), set your alarm to 2:00 PM and win another one off of Jane. At the end of this passageway is the curse Linda talked about. Hmmm...open the puzzle pad beneath the curse to find a bunch of ancient runes. Enter the name "ELINOR" in rune writing. If you don't know runes, enter the letters in in this order: x x x 3 2 x x 5 x 4 x x x 1 x 6 This opens up a secret passageway in the secret passageway. Go through the passageway. After you go down two floors, you can go left or right. Go left and go all the way to the end of the passageway to reach another triangle puzzle like in the other passageway (if you go right, you end up near some strange hand-statue-things). Turn all these triangles up. Now go all the way BACK to the other triangle puzzle and turn those triangles up to open the door. When the door is opened, it leads to another door, which has a small thing above the handle. Open it to find a glowing rock. Cool! No more glowsticks! Enter the door, and go straight ahead through the next door. Oh my gosh, the room is moving! Go to the moon door, open it, then turn around. The room moves again. Then turn around, and go through the moon door to find a room with a basin in the middle. In the basin is a map. Look at the map. The red dot indicates where you are, the arrows indicate the direction all the rooms (except the corner rooms) will turn in the next time a door is closed. Mess around with the rooms until you figure out how they work, then go to the room at the top of the map, using the moving Mercury door (the symbol with horns on its head) to get there. Once you've finished that pain in the butt chore, you reach another puzzle door. You can't get this one open, because Nancy doesn't know what the snake symbol stands for. Click on the snake to make sure Nancy doesn't know anything about it, then go back into the maze. This time, we'll use a short-cut to get through the maze (we didn't use it last time, because we had to get the map). Go into the maze, open the door in front of you, then turn around. Turn around, open the door again, then turn around. Then exit through the Mercury door. Yay! That was is MUCH simpler. Anyway, go to Nigel and ask him about the snake (if he's not there, use the alarm clock to go to a time when he is). He says it's the ouroboros, which stands for alchemy. Go back through the maze (use the shortcut) to the door. This time, you can use the web search on your cell phone to solve the puzzles. Or, solve the puzzles by clicking on the various pictures in this order: x x x x x n x x x v x x Click on n and v and then the pot. x x x x x n x x x v s x Click on n and v, and s three times, and then the pot. x x x x c x f x x x x x Click on c and f, and then the pot. d x x v x x x x x x x x Click on d and v, and then the pot. d a x x x x x x s x x q Click on s, q, a and d, and then the pot. The door now opens. You're now in the top secret forge room of the Penvellyns, about to find the hidden Penvellyn treasure! All right! All you have to do is put the key in the hole and...huh? Whoops! Look like I celebrated a bit too early! Before you can get to the treasure, you have to make the key with the forge in this room, which can only be powered if the six pillars are started. Fortunately, there's a book in here which details how to open the six pillars. You can do them in any order you want; I'm listing them in alphabetical order here. 003b-Pillar of Cupid ----------------------------------------------------------- Brigitte wrote about to find Cupid's missing bow in the book, but, unfortunately, she made a butt-load of puzzles to hide it. Fortunately, you only need one more piece of information before you can solve the puzzle, and it's easy to find. Go back to your room (which used to be Brigitte's room) and set your alarm for 6 AM. Go past Jane's to overhear her. Hopefully, you'll hear her singing. If not, set your alarm for a later time, and go by her room again. Eventually, you'll hear her sing "Brigitte's Ballad", which goes like this: Brigitte with her eyes so bright Looks toward heaven at midnight On the longest night of year That's the one she holds most dear Starry friends, she's often heard to say, How I wish that I could make you stay She knows though they can't remain Time will bring them 'round again. Nancy's cell phone tells us that the longest night of year is the winter solstice, or Bruma. There's a star chart of Bruma in the room, which, by odd coincidence, resembles Brigitte's coat of arms AND the box in the corner. It's not too hard to figure out what to do her. Match the animals on the star chart with the figure on the coat of arms (for example, the rabbit on the south part of the chart goes with the green half-moon). Then enter those things in the box in the corner of the room. These are the solutions: Dragon: All red Fish: Blue, with the left fourth missing Lion: Red, with the right fourth missing Rabbit: Green, with the left half missing Lynx: All black Once you get it, the box opens to reveal...the telescope lens! All right! But, wait, there's no telescope! Set your alarm to 2:00 PM and go see Jane. She promises to give you the telescope if you solve a puzzle. Do the puzzle, go see Linda to waste time, then enter your room to find the telescope there. Put the lens on the telescope to look at the mural on the wall. It has five pictures numbered on it: The tragedy mask, a parrot, a lyre, two flutes, and the comedy mask. Go downstairs. By the library is a fancy machine with all pictures on it! How convenient. Unfortunately, the machine is broken, so go see Mrs. Drake about fixing it. Mrs. Drake sets you on the task of fixing her plants while she finds the crank to the machine. This one is pretty hard to do. Place the big two-leafed plant in the upper/left corner, so its longer side is going along the left of the box. Put the green plant that is made up of several triangles (it looks a little like a pinwheel) underneath it. Those two plants should be the same width. Put the biggest plant (it has four leaves) in the bottom/left corner, where it makes a perfect fit and fills up the entire left-hand side of the box. Put the next biggest plant (it has six rounded leaves, in a semi-circle) against the top of the box, with its longer side against the top. Put the bigger red plant in the upper/right corner, and now the left and top sides of the box are full. Put the plant with five leaves in the lower/right corner, with its longer side against the right. Put the six-leafed plant along the right side of the box, with its longer side against the right, which fills out the right side of the box. Place the three-leafed plant directly to the left of the plant you just placed (positioned so it is the same length as the plant to the right of it). Only six more plants to place. Two of the plants are green and have a lot of leaves. Put them one-on-top-of-the-other on the bottom of the box, by having their longer sides parallel to the bottom of the box. Then, put the four smallest plants in the empty space in the middle of the box, with the longer plants' longer sides parallel to the left/right sides of the box. There! All the plants are fixed, and Mrs. Drake comes in the with crank. Go to the machine, and use the crank. You get to play a game of "Go Fish", except you need to make trios, instead of pairs. Start off by pressing the pictures in the order you saw in Brigette's room (the tragedy mask, a parrot, a lyre, two flutes, and the comedy mask) to get Penny to wager Cupid's Arrow. Then, win the game to get the arrow. Good job! 003c-Pillar of Jupiter ----------------------------------------------------------- Thomas said the key to unlocking the pillar of Jupiter was by the singing stairs. Well, you completed the singing stairs and got the key to open the area by Jane's door, but if you remember, the key doesn't fit in the lock because the lock is old and needs lubrication. Go to Nancy's room and pick up the phone to call Tommy in the Boar's Head Pub. Order one of the meals. This man talks in Cockney rhyming slang, which you can learn about if you talk to Mrs. Drake and use your cell phone if you want to. The important thing is to order some food, and when he asks "Uncle Fred and Johnny Rutter?" (which rhymes with "bread and butter?"), say yes. Leave the room and come back, then eat the meal and take the butter. Go to the keyhole by Jane's room. Use the butter on the keyhole, and a puzzle arises, which involves moving the tiles above Jane's door. But what order should they go in? According to the tapestry in Jane's room (and Nigel's notes on the tapestry), the tiles, from bottom/left to bottom/right should be "Moon, strength (the person holding the world), raised glasses, the knight, charity (the coin exchange), the angel, the geometer's tool (the compass), father time (the hooded figure), folly (the juggler) and the sun. I have a strategy for solving this puzzle, but first you need to get the folly/moon/sun pieces into the right place. The first step is to get the sun and folly pieces right next to each other (the way they are in the puzzle's solution). Move the moon piece up and right, strength left, up and right, father time left, up and right, and then the glasses left, up, and right. Move the sun up, then folly left and up. Now the sun and folly are right next to each other, and in perfect position to be put into place. Rotate the pieces clockwise around the "ludo ergo es" sign until the folly and sun pieces are located like this: x x x F S x x x x x x x Move sun down, folly right, and sun up. Then move the two pieces in the lower/right up, and left, out of the way. Then move sun down and folly down, and they are both in their place. Now we need to get the moon piece into place. Move the two pieces on the bottom/left into the rotation around the "ludo ergo est" sign. Continue the rotation, and when the moon piece is on the left-hand side, drop it into the bottom-left position (where it should be in the solution), and drop another piece above it. From here on, the strategy is simply. Just look at the piece that is on the left-hand side, second from the bottom. It is very easy to slip it into its proper place in the rotation if you're rotating the pieces around the sign in a clockwise manner. The proper place/order of the rotation is this: Going clockwise, the pieces should be father time, compass, angel, charity, knight, and glasses. Strength can be anywhere in this rotation; it doesn't matter. All you have to do is put an out-of-place piece in this position (left-hand side, second from the bottom), then move the rotation and slip it in its proper place. Put another out-of-place piece in this position, and repeat until all the pieces are in the proper rotation. Then slip strength into its proper position (left-hand side, second from the bottom) and move the rotation until all the five pieces are on a line on the bottom to solve the puzzle. Once you're done, the "ludes ergo es" sign opens, revealing Jupiter's lightning bolt. All right! 003d-Pillar of Knight ----------------------------------------------------------- This is one of the easier puzzles. John Penvellyn hid the knight's helmet in the well, but, unfortunately, the well is dry. Thomas Penvellyn has something to say about fixing the well, though. He said the lock was in the hidden passages, so go down to the hidden passages to the maze. Instead of going through the maze, turn around so your back is to the door to the maze, and go left. Bet you didn't notice this passage before. Go forward to reach the well, which you can enter. There's nothing inside except a note for Jane. HOW SUSPICIOUS. I WONDER WHAT IT'S DOING THERE. On the door to the well is another eye puzzle. This one requires you to get four triangles all alone. It's a rather simple puzzle, once you realize the only way to do this is take one triangle away from the group of five triangles. From there, I worked backwards to reach the solution. Here's what to do: 1. Put triangles in 5. 2. Move 5 to 3. This leaves two triangles in 5, and three in 3. 3. Move 3 to 8. This leaves two triangles in 5, and none in 3. 4. Move 5 to 3. This leaves no triangles in 5, and two in 3. 5. Put triangles in 5. 6. Move 5 to 3. Done! The well is full now. Now go the top of the well (by Mrs. Drake). It's full of water now, and you can solve John's puzzle. It's rather simple; just move the frog across the pond to reach the princess. Don't land on any crocodiles! You get infinite lives in the game, so it's rather easy. Once you win the game, you get the knight's helmet. 003e-Pillar of Mercury ----------------------------------------------------------- Elinor hid Mercury's wand in the statue of Mercury in the library, which is operated by the manor's defense systems. Defense systems? Well...remember how there was a branchway of the hidden passageway I told you not to take? You're going to take it now. Go to the hidden passageway by the gargoyle, and go through it. After going down two floors, you can go left or right. This time, go right. You end up by some large hands that control the statue in the library (you can look through the peephole to see this is correct). I'm sure the game tells you how to move the statue correctly somewhere (probably the Mutus Liber), but I don't know where. So just guess and press the fingers randomly to move the statue. Look through the peephole after it moves, and when the statue faces the peephole, you've solved the puzzle. Once this is done, go to the library and take the wand. Simple as that. 003f-Pillar of Moon ----------------------------------------------------------- Brigitte hid the moon, in addition Cupid's Bow. If you don't already, get the telescope lens from Brigitte's room (check the Pillar of Cupid section for instructions). Then put the telescope lens in drawers directly below the window in the room. It's a zodiac puzzle! You have to know the proper signs and order of the zodiac. Using your trusty cell phone, you'll find out that you have to press the twelve buttons in this order: 11 1 4 10 3 5 7 12 9 8 2 6 Do this, and you get the moon. Easy! 003g-Pillar of Tempus ----------------------------------------------------------- Alan and Edward Penvellyn had a hand in hiding the missing part of the tempus (Latin for "time") pillar. If you remember, the computer in the library belonged to Alan. Go ask Jane about Alan's computer. She says she'll tell you the password to the computer if you beat her at a game, of course. The password is on Alan's coat of arms: purgamentum. If it's between midnight and four AM, go on the computer. If not, set your alarm for that time, then go to the compuer and enter the password. You get to play the thirteen ghosts game. You have to find all the ghosts and touch them to win the game. 1 ? Exit the library door and turn left 2 ? On the left pillar at the bottom of the stairs 3 ? Left of the door to the hall by the conservatory 4 ? On the floor by the pillar near the conservatory door 5 ? On the bottom of the conservatory 6 ? On the inside of the conservatory, to the right of the door 7 & 8 ? Both ends of the hallway on the bottom floor, zoom in on the end, then turn around to find it 9 ? In the hallway, left of the kitchen door 10 ? Above the levers of the stairs that make noise 11 & 12 ? Both ends of the hallway on the top floor, zoom in on the end, then turn around to find it 13 ? Across from Mrs. Drake's room If you're fast enough, you get a hint about a dragon. We've seen a dragon! Go to the dragon whose hands you can move, look at it, then turn left and pull below the vase. A secret slide opens up. Go down it. Whee! Ethel catches you, and is very upset. Uh oh. Well, forget what Ethel says. Did you notice a bulls-eye when you went down the slide? Go to the cricket trophy in the hallway, and take the cricket ball. Then go down the slide and throw the cricket ball at the bulls-eye. A direct hit ends up in you getting the clock hands. Great! 003h-Lighting the Forge ----------------------------------------------------------- Okay, now that you have all the pillar pieces, it's time to use them! Put a piece to its pillar in the great hall, and the pillar opens up. You have to move the pipes in the pillars so they're all interconnected. Move the corner pieces (the ones that aren't the two middle pillars) so that they face down, and towards the center of the room. Then place the center pillars so they are horizontal, with Jupiter's third piece facing down, and the moon's third piece facing up. It's not too hard; I figured it out on the first try by guessing, not by consulting the Mutus Liber like you're supposed to. Once the pipes are in place, Nancy takes note of it. Then go through the secret passageways to where the forge is. In the corner of the room is a game involving wind and the statue of Aelous that's in the room. The point of the game is to move Aelous left, right, up and down (either one square or two). If he lands on the same square as a wind, he conquers it. If he lands on a black square, he dies. It's really not much fun, but play it anyway to get the wind going in the forge. Almost done. Now we have to light the forge. Go back to the second floor. What you have to do here is touch the three gargoyles in the building with Mercury's wand, then touch the hole in the middle of the floor in the great hall (the one Jane poured oil down during the secret ritual). Touch the gargoyles between the ears, and do it thusly: start with the gargoyle that opens a hidden passage, then go to the room with the dragon and touch the gargoyle there. Go down the slide, turn left, and touch the gargoyle there. Then touch the hole in the middle of the floor, and the forge is lit. Go back to the forge. Now you have to make the key. The secret to making the key is in the Mutus Liber and all the Penvellyn family crests, but you don't want to go back to the great hall and look at all the family crests, do you? Just pick up the key frame (by the forge) and press the following pieces: x x x x xxx xx xxx x x x x x x x x x x xx x xx x x x x x x x xxx xx xxx xx x x x Make the key, and if you did it right, Nancy says so. Then stick the key into the hole and... Jane shows up to be evil and take the hidden Penvellyn treasure, which is...hey, it's the magical rock that Randulf the Red found! How...USELESS! When Jane touches, jump backwards, and a trap falls on Jane, but not you. Jane pleads for mercy, because she's about to die. Go to the Aelous game and move Aelous to the trap to free Jane and win the game! 004-Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2007. If you want to use any part of this FAQ, ask me first (instructions under general information)