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Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the PC/Mac game called Nancy Drew: Trail of the Twister. It's game #22 in the Nancy Drew series! If you want to contact me, e-mail me at email@example.com, but make the subject something like "Nancy Drew Trail of the Twister" (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=348843D1C0489E33 Sometimes, it's more helpful to see the puzzles solved than to read about them. Plus, you get to hear the comments I say while playing the game! 003-Characters --------------------------------------------------------- Nancy Drew: Our heroine! She's a super-mystery solver, and been asked to find out the truth behind the mysterious accidents occurring with a tornado-chasing group in Oklahoma. Scott Varnell: The leader of the Canute tornado chasers, Scott is generally in a grumpy mood. P. G. Krolmeister: The sponsor of the Canute team who hired Nancy to solve the mystery. He's an energetic old man. Deborah Kircum: Debbie is the person Nancy reports to. Every morning, Debbie has a list of jobs for Nancy to do. Chase Referlord: The team's repairman is a local boy who can usually be found working on the car inside the barn. Frosty Harlow: Frosty is the team's photographer. He has a reputation for going into dangerous situations on purpose in order to get good shots. Pa: The owner of the local store, Pa is a friendly old man who is Nancy's emergency contact. She never contacts him when she's in an emergency, however. Brooke Tavanah: The leader of the rival chase team that wants to defeat Scott's team in the competition. Frank and Joe Hardy: Nancy's friends and fellow detectives. You can call them in this game. 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! Day One ------- The game begins with Nancy driving up to the Canute Team's headquarters. They're not here right now, but a tornado is! Walk up to the house and go to the door. Nancy has to clear the debris out of the way. At the bottom of the debris is a metallic box which is filled with money! Woah! Seems like someone here is being paid off by anonymous notes! She decides to hang onto the metallic case. Inside the house, Nancy finds a note from Debbie, telling her to do a few things, such as sort the files in the filing cabinet, take the computer quiz, and visit Ma and Pa's general store. So, let's do all three of those things now! The filing cabinet is in the corner of house, in the kitchen area, away from the front door. It's small and black, and you can zoom in on it to see a mini-puzzle. Using all six of the instructions, can you figure out which tabs go on which files? The proper order, from left to right, in junior mode is this: Findings (two triangles) Grange Theater (big dot) Canute (two lines) Degree (three dots) Budget (R) Animals (S) In senior mode, the proper order from left to right is: Degree (three dots) Canute (two lines) Animals (S) Budget (R) Findings (two triangles) Grange Theater (big dot) Once that's done, put the folders that are on top of the filing cabinet into their proper files. Under the files is a candy bar wrapper, which is unneeded, so throw it away. In the trash, Nancy finds a receipt for three bags of corn, and when she backs away, she finds a mouse. Oh no! The tornado quiz is in the basement. Just take the door which is behind the stairs. The laptop with the quiz is on the drying machine, and it doesn't matter what score you get. You can retake the quiz as many times as you want, and if you get a perfect score, you unlock an outtake at the end of the game. While Nancy's finishing the quiz, Scott and Debbie come back. Scott is the big boss (even though Nancy is officially going to be reporting to Debbie), so he wants to talk to Nancy. Scott is not in the best of moods, and he wants Nancy to make a disaster kit. Nancy will have to get the supplies for the kit from Ma and Pa's, which I guess is okay, because we were going to go there anyway. Scott also wants Nancy to figure out where all the town's sirens should go, in case of any tornado problems. The chart is in the next room. Go to the main room. Debbie is working in the kitchen, so Nancy should introduce herself. Debbie is in a nicer mood than Scott is, not that that's really hard to do. She agrees that Nancy should do what Scott said, and finish with the chores that she left for Nancy. And once Nancy's done with THAT, she can fix the sprinkler system! Wow, that's a lot to do! Let's get started! The siren scheme is on the wall in the living room. There are 20 sirens you can put on the board, and 20 pegs you can put them on. So clearly, you need to put a siren on each peg. In Junior Mode, two pegs are already in place. Remember, your goal is to make sure every part of the board is covered by a siren. There cannot be any spot inside the red rectangle that is NOT covered by a siren. As you can see, the white sirens are very soft and their sound doesn't carry very far; the purple sirens are much louder and cover a larger area. The top row, from left to right, is a blue siren, a green siren, two red sirens in a vertical column, a purple siren, two white sirens in a vertical column, and a blue siren. The bottom row, from left to right, is a blue siren, a red siren, a yellow siren, a blue siren, then two red sirens. The middle row, from right to left, is a purple siren, a yellow siren, and the large pink siren. In the remaining three spots, you put a green siren on top, with a red and white siren beneath (the red siren is on the left). That should fill the entire board correctly. Cool, now go outside. The sprinkler system is near the cornfield. Just pull up the grate there to see it. As you probably guessed, the sprinkler system is a puzzle. You need to set off the right number of valves, but no valve can be in the same row, column or diagonal as another valve. Junior Mode: ...V.. V..... ....V. .V.... .....V ..V... Senior mode: .V...... .....V.. V....... ......V. ...V.... .......V ..V..... ....V... There are multiple solutions to the puzzles, and the two above both work. So that's the sprinkler system puzzle. Next, we have to make that disaster kit for Scott and check out the barn. Inside the barn in Chase, the team's mechanic. Chase is busy fixing a car right now, and he wants some help. Can you put the numbers one through eight on the board so that no consecutive numbers are touching each other in any direction? The trick to the puzzle is picking which numbers go in the center area, and the solution is this: 7 413 685 2 Once you've finished with that, you can talk to Chase about a whole bunch of things. It seems that mice chewed through part of the car, which caused it to shut down. All righty! We're almost done with things for today! We just have to buy things for the disaster kit, and that's that! Pick a car to drive and use the GPS to figure out how to get from the farmhouse to Ma and Pa's. Pa is watching the shop right now, and he's a friendly fellow. There are ten items you have to buy from the store for the disaster kit, all of which were listed in the computer quiz you took earlier. Pa has a number of money- saving bargains right now, so make sure to pick the right color items to save money. That is, the Blue Sale is "buy 2, get 1 free", so you'll want to buy three blue items to capitalize on that bargain. One solution I found is this: Granola – Blue Salt – No color Sugar – Green Toothpaste – No Color Flashlight – Blue Bleach – Green Water – Yellow Duct tape – Blue Can opener – Yellow Batteries - Blue While you're here in Ma and Pa's, you can check out the museum and play Land Rush for Pa Pennies, and see that the diving rod in one of the displays is missing. How odd. Once you buy all the supplies from Ma and Pa's, you can go back to the farmhouse. Inside the basement, far away from the stairs, is a duffel bag for the disaster kit. Next to the duffel bag is Frosty the photographer, and he will talk to Nancy for a bit. And that's everything! Nancy can now go upstairs to sleep and progress to Day #2. Day Two ------- Debbie fills Nancy in on the jobs for today, which are not too extensive. Nancy just has to fix the sensors in the field, and go picture-taking with Frosty. Head out to the corn field. This is a puzzle; you want to make the red beam reach the red sensor, and you want the blue beam reach the blue sensor. The way to make this happen is by playing around with the mirrors. Each mirror can face in two directions. The red beam goes around the top, while the blue beam goes around the bottom. Every mirror gets used once (and three of them get used twice), but the red and blue beams never cross paths. Once that's done, Nancy overhears a conversation between Debbie and Frosty and gets a phone call from PG Krolmeister, the person who hired her for this job. Your next task is to take pictures with Frosty. Pick the blue car and drive out the windmill like Frosty says. Take a picture, then return to the computer near Frosty in the basement, and upload the photo. That's it! You can take photos of all the different types of clouds if you want, but you don't have to. Since your chores are done for the day, go upstairs and get some sleep. Nancy is woken up by the emergency broadcast system that night, due to a tornado sighting in the area. She goes downstairs and has a mysterious encounter with...someone. Who could it be? Day Three --------- Debbie says that Nancy's jobs for the day are to check in with Scott, then check in with Chase about the prairie dogs. Do both of those things now. Scott has a job for Nancy: catching mice with the mousetrap in Ma and Pa's. Chase has a job for Nancy: get a bigger vacuum tube from Ma and Pa's. It looks like Nancy has to go to Ma and Pa's. But of course, Pa wants you to do puzzles before he'll help you out. To get a bigger tube, you'll have to fix Pa's candy display. See, the candy isn't stacked properly. You can click the right-hand mouse button to rotate the pieces of candy. Running along the left-hand side, from top to bottom, you have raging infernos, auntie's acorns, moon chunks and koko kringle. Directly right of the koko kringle bar are two cow-o-mel candies. The upper/right corner is filled with koko kringle and lickie loo, both turned on their sides. Under them is coffee candy and cudsmackers; in the middle is cowabubble and udder pops. That's it for the candy display! To get the mousetrap from Pa, you need to fix the fujita display in his museum, using information from the chart on Scott's wall and the computer quiz you took earlier. The proper solution is this: 40-72 45-78 65-85 tree branches 73-112 79-117 86-110 roof shingles blown away 113-157 118-161 111-135 trailer home destroyed 158-206 162-209 136-165 roof completely blown away 207-260 210-261 166-200 some foundation standing 261-318 262-317 201+ no house When you solve that puzzle, Brooke Tavanah, the leader of Scott's rival team, comes in and talks to Pa. She seems very interested in what's going on with Scott. While you're here, you might as well pick up some cheese to lure the mice into the mousetrap. Then go back to the farm. Put the mousetrap under the desk with the radio on it; there's a spot on the floor near a pile of dried corn. Simply put down the mousetrap, then put in some cheese from Pa's store. This is a small puzzle. You want to get a mouse in every room of the mousetrap. You can spin the circular platforms to make the mice go in different directions, and you can make walls appear between the rooms simply by clicking on them. Get a mouse in all of the rooms, and the puzzle is over. Scott tells you to drop off the mice at the springhouse, which is then added to Nancy's GPS. So pick a car, run the GPS for directions, then drive to the springhouse. Here, drop off the mice. As for the prairie dogs, you get a prairie dog vacuum if you give a new tube to Chase. It's not too difficult to work; all you have to do is click on a prairie dog when it sticks its head out of a hole. Just make sure to use good timing; if you click on a prairie dog as it is retreating into its hole, you will not catch it. Once you get all the prairie dogs, take them to their new home, between the barn Chase is in and the cars. Once Nancy drops them off, she sees something shining. Examine it to find that it is a shiny box, just like the one found at the beginning of this game. Yep, it looks like someone here is being paid anonymously, but for what? Oh, and sometime this day, you have to talk to Frosty to get Chase's MP3 player. Return it to Chase, and you see a scene where Chase yells at his boots. That was a little strange... Once you've done all of the day's puzzles (catching mice and prairie dogs, and delivering Chase's MP3 player), talk to Debbie. There's a storm a-brewing! Drive with Frosty to the viewing point (which is symbolized by a cloud in the upper/left). When you get there, Frosty's camera breaks, and it's up to Nancy to fix it. Solve the puzzle by making a string of numbers from 1 to 88. 15 16 17 14 11 10 13 18 49 48 61 62 9 12 51 50 19 47 46 32 60 59 63 8 52 20 1 45 31 33 71 70 64 58 7 53 21 2 30 44 35 34 72 76 69 65 57 54 6 5 22 3 29 43 36 38 73 75 77 68 81 66 56 55 85 4 23 28 25 42 37 39 74 78 79 80 67 82 83 84 86 87 88 24 27 26 41 40 Senior Mode: 18 19 20 17 22 21 16 56 57 54 24 23 80 15 2 1 55 58 53 51 25 79 81 3 14 13 12 59 50 52 70 78 26 82 83 4 61 60 11 35 49 48 71 77 69 27 85 84 62 5 6 34 10 36 46 47 72 75 76 68 86 28 65 30 63 7 33 9 45 37 41 39 74 73 88 87 67 66 29 64 31 32 8 44 43 42 38 40 Nancy fixes the camera in time, but Frosty accuses her of fixing the camera incorrectly, because he couldn't get any video whatsoever. Perhaps the camera was sabotaged? Day Four -------- At the start of the day, Debbie tells you to talk to Chase and to fix the antennas. To fix the antennas, simply locate it on Nancy's GPS, and put the broken pieces back into place. It's like a jigsaw puzzle, without any outlines. You can rotate the pieces by right-clicking on the mouse, and the pieces fall off if you put them in wrong. Once you fix the antenna, a storm appears. You want to drive back to the farm while avoiding the storm. Nancy's GPS starts giving her bad directions right now, so ignore what the GPS says and find a safe pathway back to the farmhouse. When you see Chase, he gives you a transmission puzzle. Put all the wheels back on the transmission in the proper order, and in the proper locations. The three rods need these color wheels, from left to right: Yellow blue teal purple red Green purple green blue green Orange teal gray blue orange Once that's done, Chase gives you a letter to give to Scott. When you do this, you hear Frosty scream. Talk to Frosty to learn he's scared of mice. Time to catch mice again. This time, the mousetrap goes under the sink. Lure mice in with cheese, then fill every room in the mousetrap with a mouse. Take these mice to the springhouse, then return to the farmhouse. When you talk to Debbie, SHE has mice for you to catch. So put the mousetrap in the corner and catch those mice; then release them in the springhouse. That's all you need to do for Day Four. Day Five -------- Debbie is a little frantic right now, because there's a big storm coming. Lightning then strikes the house and destroys Scott's phone. Looks like Nancy will have to fix it! Go to Scott's room and examine the phone jack on the wall. It's on fire, but the fire burns out and leaves behind a puzzle. The goal of this puzzle is to make all the possible connections. When you move the red dot to another dot, you see a red line appears. You need to make a red line appear in every blank area, but you can't retrace over any of the lines. Solving this puzzle involves making a lot of square-shaped pathways. You can always press "reset" to start the puzzle in a new area, if you want. Once you solve the puzzle, Nancy hears something. Head over to Scott's desk. It seems to be coming from his hands-free phone device. Pick it up to hear that Scott is secretly meeting Brooke, the leader of the rival chase team. That's mysterious! Seeing as no one from the chase team is here today, it's a good chance to snoop around and look for clues. You can find some, too! They're all optional except the one near Chase. See, now that Chase is gone, you can reach the far side of the barn. Go there to learn that Chase's boots are covered in oil. Aha! Chase...stepped in a puddle of oil? That doesn't seem related to the mystery at all... When Nancy leaves the barn, she gets a call from Pa, who wants her to help him right away. Go to Ma and Pa's to learn that he ALSO has a mouse infestation! Go to the museum and catch the mice near the homesteader display (the one in the corner near the entrance; it's the display with the missing divining rod). Once you catch the mice, take them to the springhouse. Here, Nancy finds the lost divining rod, and she makes a deduction. Divining rods are used to find oil. There is an oil puddle here at the springhouse, and Chase clearly stepped in a puddle of oil at some point in time. Could it be that Chase stole the divining rod and used it to look for oil? Return to the farmhouse and confront Chase. He admits that he stole the divining rod, but when Nancy accuses him of being behind the sabotage, he says he is NOT responsible for that. Either he's lying, or the culprit is someone else. When you talk to Debbie now, she thanks Nancy for fixing Scott's phone. She then tells Nancy to fix the TV. So head over to the TV and turn it on. See how there's a red/blue/green pattern and different rows? You can spin the knobs to move each individual row. For example, spin the upper/left knob to move the outermost row. There's a red pattern in the upper/left corner. You want to duplicate that pattern on the TV. Spin the knobs so there are red spots in the same locations as the red spots in the upper/left pattern. Once you do this correctly, the red pattern turns off. Now, you want to duplicate the green pattern in the lower/left. Once that's done, duplicate the blue pattern in the lower/right, and the puzzle is solved. The TV comes back to life for a brief moment, and what's on the TV? The video footage that Frosty shot. So the camera WAS fixed after all! Looks like it's time to confront Frosty for lying about the camera being broken. Note that if you did NOT examine the silver box near the new prairie dog home, you cannot confront Frosty, because Nancy mentions it in her confrontation. Specifically, Nancy accuses Frosty of selling tornado footage on the sly, using the silver box near the prairie dog home as a drop-off point; that's why he has cuts from roses on his arm. She also accuses him of working with Debbie to get rid of Scott, because Nancy overheard them talking about that in the corn field. Frosty explains that he is trying to help one of his friends get a start in the storm photography business, but he denies that he is the saboteur. Frosty also mentions that now is a good time to get a cloud picture from the windmill. If you're trying to get all the cloud pictures, do so now. If not, go to sleep because it's the end of day five. Day Six ------- All right! It's the last day of the game! It starts off with some storm chasing adventures, too. Nancy and the gang all pile into the car for driving fun. After about a minute of dialogue, Scott and Debbie tell Nancy to stop at one of the pullout areas for tracking the storm, which are generally marked by a cloud on your GPS. As soon as our heroes stop, though, Scott gives Nancy the job of starting the old doppler machine. There are eleven switches, in two groups of four and one group of three. The machine works by threes. Flip three switches, one from each group. Then press the green button. The switches are now flipped! Let's say the top row switches are #1-6, and the bottom row is #7-11. One possible solution is 8, 9, 11, then 2, 4, 5, then 7, 9, 10, and finally 1, 9, 10. The storm equipment messes up, however, so Nancy needs to sort the wires. Just sort the wires in order of top to bottom. The wire that's on the top is #1, and the wire below that is #2, and so on and so forth. Junior Mode: 1. Magenta 2. Teal 3. Yellow 4. Green 5. Orange 6. Light blue 7. Light purple 8. Pink 9. Purple 10. Dark Purple Senior Mode: 1. Magenta 2. Teal 3. Yellow 4. Light Green 5. Orange 6. Light blue 7. Light purple 8. Pink 9. Purple 10. Dark Purple 11. Blue 12. Another Purple 13. Green 14. Red Once you fix the storm equipment, the game cuts to when the crew returns to the farmhouse. Scott isn't here, right now, and Debbie wants you to find him. Go to Scott's office. There's a piece of paper in his desk. Open it with the key Nancy found near the antennas to see that Scott is meeting with Brooke. However, he has disguised his meeting spot with a rather complicated puzzle. The puzzle says to find the dates for "45+ dewpoint and continuous moderate rain", as well as "85 degrees + with either light hail, no thunder or severe thunderstorm with hail". Go down to the basement. Under the sink is a chart with weather conditions on it--for example, continuous moderate rain is symbolized by three dots--and the binder next to Frosty has a list of all the weather for the past few months. All the dates which fulfill the weather conditions are these: March 3, 8, 18, 21, 26, April 3, 6, 10, 23, 29 May 6, 12, Return to Scott's desk area. There's a calendar next to his desk, and it has letters/numbers written for every date. The letters/numbers that correspond with the above list of dates are: WM9A GV2C SH4A Type those into your computer, so Nancy writes them on the piece of paper near the calendar. Well, we have the codes Scott kept hidden. Now what? Go to the computer near Frosty and browse through the pictures. You'll notice the codes on some of the pictures look familiar. In fact, all three codes from Scott correspond to pictures of the windmill! Scott must be there! Drive to the windmill to meet Scott. There is a dramatic confrontation, and then a tornado. Nancy gets a phone call from Debbie, asking her to go to the Grange. Drive over the Grange (which is now listed in Nancy's GPS). It's in the lower/left. Once there, head to the storm shelter. It's locked, but Nancy has the keys. Inside, there's another door which is locked. Woah! Open the key container to the right, and take the correct key. It's the gold-colored key, in the top row. Now, go inside the shelter and just wait until the worst of the storm passes. Then go outside. Nancy has to catch the culprit, and after a lengthy conversation with Debbie, the chase begins! All you have to do is follow the culprit for two minutes, at which point the culprit crashes near the springhouse. You can, technically, just drive to the springhouse and wait for two minutes, but how boring is that? Once the crash occurs, Nancy has to break into the springhouse. Pick up the crowbar near the side of the springhouse (sitting on the rock pathway leading to the house) and use it on the boards covering the door. Then go inside. And that's it! Nancy and the culprit wait out the storm, and the ending to the game plays. You get to see what happens to all the various characters, and you can see the different achievements you can unlock, such as "take a picture of all the different cloud formations". Unlocking achievements gets you some bloopers that play automatically after the ending credits. 005-Quick Walkthrough --------------------------------------------------------- This section of the guide is a quick walkthrough. It's basically just a list of all the puzzles/tasks in the game. So if you're ever stuck and have no idea what to do next, this section will help you out. Day One ------- Do the filing in the kitchen Take the computer quiz in the basement Make a disaster kit by buying the right materials from Pa Fix the town siren scheme in the living room Fix the sprinkler system outside See Chase and fix the dashboard in the barn Day Two ------- Take a picture with Frosty Fix the sensors in the corn field Day Three --------- Talk to Scott and learn that you should get rid of the mice --Ask Pa about the mousetrap --Fix the fujita scale display --Get the mousetrap --Get some cheese --Use mousetrap in Scott's office Relocate the prairie dogs --Talk to Chase. He needs a bigger pipe. --Talk to Pa. He wants you to fix his candy display before he gives you a pipe. --Fix the candy display and get the pipe. --Give the pipe to Chase. --Use the new prairie dog machine to relocate the prairie dogs. --Examine the shining box. Talk to Frosty and deliver an MP3 player to Chase Chase a storm and fix Frosty's camera Day Four -------- Talk to Chase – transmission puzzle See What's Up with The Antenna Deliver Chase's Letter to Scott Catch mice for Frosty Catch mice for Debbie Day Five -------- Fix Scott's phone Hear Scott's phone conversation Snoop around Chase's area Fix the TV Confront Frosty Day Six -------- Stop at a storm dropout Fix the doppler equipment Solve Scott's calendar puzzle Go to the windmill Go to the Grange Solve the key puzzles Chase the culprit until you reach the springhouse Break into the springhouse 006-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).