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General information 002. Characters 003. Video Walkthrough 004. Walkthrough 005. Credits 001-General Information ----------------------------------------------------------- This is a walkthrough for the PC game called Nancy Drew: Last Train to Blue Moon Canyon. It's the thirteenth 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 firstname.lastname@example.org, 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 she's on a mystery-related vacation. Lori Girard: A rich girl who organized the train ride to Copper Gorge. She doesn't seem particularly smart, and she wants to be a romance novelist like Charleena Purcell. John Grey: A scientist/ghost hunter who stars in a TV show about ghost hunting. It's supposed to be very scientific, but it seems as if he's just making things up sometimes. Charleena Purcell: A romance novelist who specializes in the old west days. She's working on her next novel on a deadline, so she doesn't do much in this game besides sit down and write. Tino Balducci: A police officer who is famous for foiling a pair of criminals, even though most people think he was just lucky. He seems a little self-absorbed. Lori has a thing for his eyes. Frank and Joe Hardy: Two detectives who work together and solve mysteries. They're friends of Nancy's. Bess Marvin and George Fayne: Nancy's two friends who live in her home town. Nancy can call them whenever she wants. Jake Hurley: The owner of the train. He disappeared mysteriously one day, after finding a gold mine. Camille Hurley: Jake's wife, who died on the train. Her ghost is rumored to be haunting the train. She liked dolls. Thomas Wilson: A man who sold Jake Hurley a lamp that runs off of calcium carbide. Ruth Kensington: Jake's niece, who gave up on solving the mystery of where his gold mine is. Buell: A pawn-shop owner who has Jake's pick ax and lantern. Fatima: The great, great niece of Buell. James Thurston: Jake's engineer, who died mysteriously on the train. Old man: The grandson of James Thurston, who talks about his grandfather whenever he hears a bell ring. Abraham Lincoln: Sixteenth President of the United States, and friend of Jake Hurley. 003-Video Walkthrough ----------------------------------------------------------- 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=3F00E20C3D0FFBC9 004-Walkthrough ----------------------------------------------------------- In this game, you can choose two levels, junior detective, and senior detective. The difference between the levels is that at junior level, Bess and George give you hints, and you get a fancy check-list that tells you what you need to do. The game starts with Lori welcoming everyone on the train. The various people are John Grey, who is the star of a cool TV show called Ghost Hunters, Charleena Purcell, who is a romance novelist, Tino Balducci, a famous police detective, and the Hardy Boys and Nancy. Lori doesn't seem to care about the Hardy Boys (who were invited because their dad knows her dad) or Nancy (who was invited by the Hardy Boys). Instead, she brushes them off and gets to the important stuff: the mystery. See, the train they're on belonged to Jake Hurley, who owned a gold mine. Jake was the only person who knew the location of the mine, but died without telling anyone where it is. The whole thing is a mystery because Jake Hurley's train showed up in Blue Moon Cavern one day with the engineer dead and Jake missing (he was never heard from again). There's a rumor that the train is haunted by Camille, Jake's dead wife who died on the train, too. All of a sudden, the lights go off and Lori screams. When the lights turn back on, she is missing. John Grey walks off, muttering about how people should not go messing with things they don't understand. Charleena scoffs at the situation, and Tino, seeing that everyone is calm, orders everyone to calm down while he uses his super-police detective skills to solve the case. Nancy and the Hardy Boys split up to follow the other three people on the train (this doesn't get explicitly stated, but that's what happens). Nancy tags Charleena Purcell, who merely goes to the next room and starts writing on her laptop. Nancy talks to Charleena, who isn't worried about Lori disappearing because she thinks it's just a publicity stunt (Lori has done stuff like that before). Nancy mentions that she called Charleena in "Secret of Shadow Ranch" (another Nancy Drew game), but Charleena doesn't remember her at all. Joe Hardy interrupts you. Turn right, then go straight to find the Hardy Boys at the table. Talk to them. Frank (the one with black hair) followed John Grey, who went into a train car and weird noises soon followed. Joe followed Tino Balducci, who took something off the floor and went to his car. Joe does a pretty good imitation of Tino. Nancy wonders if anyone has talked to the engineer. No one has, so Nancy volunteers. Go past the Hardy Boys to the small kitchen area where there's a telephone that's connected to the engineer. Pick it up and talk to the engineer. The engineer isn't worried at all about Lori and hangs up on you. There's nothing left to do in the kitchen except look at the stove (Nancy notes that there is a square and a duck on the front) and the steam valve. Head back to the room with the Hardy Boys. On the side opposite of them, you can look in the trunk for an ad for a salmon seller, check out the eagle painting (try moving it to find there's something behind it) and examine the shoes on the armchair (which belong to Sadie Crawford, apparently). Try talking to Charleena Purcell again. She's busy writing her next novel, so she's not going to bother to solve the mystery. She gives you background information on Jake Hurley and his wife and such. She figures she was invited on the trip not for her detective skills, but for her vast knowledge of the time period Jake Hurley lived in. Head through the door by Charleena to get to the next car of the train...the sleeping car. Turn left to find a puzzle in the corner of the car. You have to put the pieces together to form the picture on top of the puzzle. You can rotate the pieces by right-clicking. Once you finish the puzzle, you get a note from Jake that says he left the pick ax and lamp with Buell for safe-keeping. Buell must have been someone Jake knew. He also says that to open what's closed, lead is the key. Well gee, that's kind of...mysterious. Go to the other end of the car. In one corner is a poem about two dolls. One is Edna the Terrible who cries and wants to be heard and the other is Yawning Alice who wants to sleep. In the other corner is a grate. If you closely examine the handle, you find a four-digit combination lock. Guessing would probably take a while, so go to the next car. Go down the car and head to the room at the end to find John Grey. John is doing work on his ghost and science related stuff. Talk to him and explore the room. On the couch is a metal slug with a 7 on it, along with a book about samplers. Across from the couch is a game. Wind up the game and play it. The goal of the game is to get the horse to much all the fences (make it jump by pressing the red button). You can beat the game by holding the mouse over the red button and rapid-fire clicking, which is simpler than doing it the "correct" way, which is to play the game until you get a good feel for when to time your jumps. When you win the game, you get a copy of "Camptown Races", a song by Stephen Foster. Yay! Try playing it on the piano, and John complains about you hurting his ears, the big baby. The other things to do in the train are to look inside the plain box to find a receipt for a Teddy Eberhardt doll, look at the paper behind the truck to find a poem about Sickly Sara (who has a blue and green eye). You should also check the desk-drawer to find a hair ribbon for Thomasina O'Neill (all these doll-related items have a point, trust me). Also in the drawer is a diagram of the keyboard notes, in case you don't know how to play the piano. On the desk is a locked box. Check out the grate by the door to note that it has weird bolts, and examine the sampler to find the doll called Awful Ursula, who has red hair. You can see all the symbols have numbers attached to them, which becomes important later. Head to the next train car, and Bess and George call. Talk to them and tell them that Lori has disappeared. They agree with Charleena that the whole disappearance is a publicity stunt. Nancy talks to them about other things and the conversation ends. You can call George and Bess whenever you want to in this game. For now, head to the next car, where Tino Balducci is. Talk to him to learn that he's...kind of self-absorbed. Nancy points out a hole in his story, and Tino reacts with stony silence, and then a "You heard wrong." Tino blames the fact that whenever someone gets popular, everyone else likes to make fun of them, which is why late- night comedians tend to make fun of famous people. Talk to Tino about what he found, which is a slug just like the one you found except it has a 3 on it. He gives it to you and leaves you free to explore the room. In this room, you can examine the periodic table of the elements to see the various names of different metals, which is handy because the metals are harder to remember (Fe stands for iron, Pb stands for lead, etc.). Below the table is a locked cigar box marked Ag. According to the periodic table, Ag stands for silver, probably because it comes from the ancient Greek word for silver, "arguros". Also below the periodic table is a book on gemstones and a picture of Camille with Hagar Anderson and Chantilly Hildegard. Opposite of the periodic table is Jake's personal stamp and a board game (Leaping Lizards!). You can find a gemstone under the globe in this room and by the couch is a note saying that Camille bought a doll called Eliza Sandberger who has a decorative red ribbon. How sweet. There's a grate below the picture in the wall. Open it to find a pipe puzzle. You have to rotate the pipes until they connect. Here's a diagram of what the pipes end up looking like, with S standing for straight pipes, B standing for bent pipes, and 3 standing for pipes with 3 ends: BBBB BBSSSSSSBB B B B B B 3 3 B BB333BB 3333 BBSSSBB B 3 3 3 B B 3 B S 3 BB33 BBBB S 33SSSSSS 3 B S 3 3 3 B B 3333 BBBB BBBB 3 3 B B B B 3 B SSSBB BB333SSSSSSBB Leave the room and head to the other end of the car to find that the door, which has a picture of an owl and cherries on it, is locked. Examine the weighing machine to find a bunch of symbols that look like the ones on the sampler. The concept here is easy. Each picture had a number with it on the sampler, right? You need to use the scales and slugs to reach that number in terms of weight. The right scale adds weight, while the left scale takes away weight. The owl had seven and the cherries had ten. Put the seven slug on the right scale to reach seven, which lights up the owl button. Then put the three slug on the right scale to reach ten (seven plus three) to light up the cherry button. The catch to the scale puzzle is that you can only use a certain number of slugs to light up a picture (since the cherries are second from the right, it takes two slugs, since the owl is one from the right, it takes one slug...), which comes into play later. For now, the door opens because you lit up the owl and cherries. The square and duck are next, and Nancy notes they look familiar. Since you saw them on the stove in the kitchen area, I'll bet lighting those two up opens up the stove in the kitchen. Go to the next car, which has a lot of scientific-looking equipment. Examine the dresser by the door to find it has four drawers. Take the 8 slug from the top drawer. In the second drawer is a note saying "Silver is orange, blue, green, red, purple, yellow." I bet that's the combination to the locked cigar box marked silver. The third drawer has complicated-looking plans hidden under a false bottom. The bottom drawer has a note about a doll, Naughty Tina, which has a fractured skull. Go back to Tino's room and go to the cigar box under the periodic table. Enter the six colors into the lock in the order you found on the paper (orange blue green red purple yellow) to get the lock. Open the cigar box to find a letter about a lamp that Jake bought from Thomas Wilson. Thomas explains how to work the lamp (it needs calcium carbide, which, when placed in water produces acetylene, which is a flammable gas that's just perfect for lamp-related purposes). Also in the cigar box are instructions on how to dance Hurley's Whirly Burly, which Nancy decides to keep for some reason. Head back to the room with the machinery, and you'll notice the exit door is locked. Use the key-code left of the door to open it. The key-code is a random sequence of buttons you have to push, so you just have to guess until you get it right. If you get a button right, it stays pressed down. This is just like in "Nancy Drew: The Final Scene" where you had to open an electrified gate, or like in "Nancy Drew: Stay Tuned For Danger" where you had to open a locked door to escape from the studio. Once you get the code, the door is unlocked. Go through it to reach the last car of the train where you find Lori. Looks like she was faking it after all! She gives you a letter that Jake Hurley wrote to his niece Ruth Kensington which reveals the location of his mine. Read the letter to find out that it's full of obscure clues. It says you first need a map, then a projector (to figure out how to place the stones, you need to ask the person who holds a warm place in Jake's heart, whose name is stored accordingly). In order to get the name, though, you need to give the dolls an order, which requires looking inside Camille's dancing shoes for the name of their maker and doing her favorite step with the shoes. Also to work the projector, you need to use the four words of Camille, translate them into numbers, and use them in combination. You should let Camille's goodness rub off on you, too. Well...no wonder Ruth wasn't able to find the gold mine! Those are some strange instructions! There's a dance floor in this room, so look at it. Nancy sees Camille's dancing shoes, but can't read the name, and figures George and Bess might help. Call them, and they say if you send them a picture of the shoes, they'll find it out. Once you finish talking to them, take a picture of the shoes and send it to them. Nancy can use the shoes to dance with. Since we already have detailed instructions on how to dance Hurley's Whirly Burly, let's try doing that one. Look at the instructions, then dance according to them on the dance floor. Once you do the dance correctly, the cabinet behind you opens to reveal Camille's doll collection, containing every single doll you've come across in the game so far. A gemstone falls when the cabinet opens; reach down and pick it up. In one corner of the room is a trunk with a wrench in it, which Nancy identifies as the proper tool to open the grate in John Grey's car. In the other corner is a letter puzzle, which Nancy believes has something to do with the list of cities that Jake mentioned in his letter to Ruth. Where Nancy draws this conclusion from, I have no idea. This is pretty simple: just find the names of the cities spelled out in pieces that are adjacent to one another. First spell out "Calico" in the bottom/left area, "Silverado" in the second row from the bottom, "Central City" starting against the right wall, "Dodge City" along the right side, "Virginia City" in the middle/left and "Tombstone" along the bottom to leave a one-block high row of letters at the bottom. The letters are n v r z t b a a. Go back to the machinery room and turn right. Zoom in on the device to find out that you can enter eight letters. Enter in n v r z t b a a to get the machinery working. Yay! We've found the map! Call Bess and George again to see the what the name of the dancing shoes are. It's Chaussettes Chatoyantes, which is French. Okay...what did Jake's letter say? We have to find the name of the shoemakers in order to give the dolls an order. Go back to Lori's room and open the doll cabinet. Hmmm... how could the dolls be arranged in order according to Chaussettes Chatoyantes? Maybe the initials of the dolls could spell out "Chaussettes Chatoyantes"? That might work, but how can you tell which doll is which? Why, by using the information you've gotten from searching the cars of the train. Let's recap all of the information here: Sadie Crawford - her shoes were left on an armchair Edna the Terrible - cries and wants to be heard Yawning Alice - wants to sleep Teddy Eberhardt - comes in a plaid box Sickly Sara - has a blue and green eye Thomasina O'Neill - her hair ribbon was left in a drawer Awful Ursula - has red hair Hagar Anderson - a picture of him is in Tino's room Chantilly Hildegard - a picture of her is in Tino's room Eliza Sandberger - has a decorative red ribbon Naughty Tina - has a fractured skull. So that's eleven dolls, or twenty-two initials. And "Chaussettes Chatoyantes" has twenty-two letters. Yep, it looks like you can use their initials to spell out "Chaussettes Chatoyantes" by putting them in this order: Chantilly Hildegard - a picture of her is in Tino's room Awful Ursula - has red hair Sickly Sara - has a blue and green eye Edna the Terrible - cries and wants to be heard Teddy Eberhardt - comes in a plaid box Sadie Crawford - her shoes were left on an armchair Hagar Anderson - a picture of him is in Tino's room Thomasina O'Neill - her hair ribbon was left in a drawer Yawning Alice - wants to sleep Naughty Tina - has a fractured skull. Eliza Sandberger - has a decorative red ribbon You can use those clues to determine which doll is which. Some of the less obvious ones to notice are Sadie Crawford (recognize her by her lack of shoes), Thomasina O'Neill (recognize her by her messy black hair), Teddy Eberhardt (who has a kilt that is plaid like his box), Edna the Terrible (who says "Ma ma"), Hagar Anderson (recognize him by his suspenders) and Chantilly Hildegard (recognize her by her red skirt). Once all the dolls are in place, a drawer opens, letting you have two more slugs. Remember, this is all supposed to get us the name of a person who holds a warm place in Jake's heart, who knows how to place the gemstones. Okay, I'm not sure how that'll work, but I know how to work the slugs, so go back to the weight machine and let's figure it out. We want to light up the square and the duck. For the square, we need to get four (using three slugs), and for the duck, we need to get one (using four slugs). Okay...put eight and three on the right weight and seven on the left weight to get four. Hmmm...to get one, we need seven and three on one scale with eight and one on the other. Put one and two on the right weight, then move three to the left weight. Then take two off the right weight and the duck lights up. With any luck, the stove in the dining car is open. Talk to Tino to let him know that Lori's not lost anymore. He and Lori apparently have a history together...hmmm... take the gemstone underneath the globe in his room, then go to the next car and talk to John. He figures that the vibes he got earlier must have referred to Nancy, not Lori. Sounds like a bad cover-up to me...Nancy ALWAYS gets into dangerous situations in these games, usually at the end where she has a confrontation with the bad guy. Check out the grate in John's car, which you can open now that you have the wrench from Lori's room. Unfortunately, opening the grate is a puzzle because most of the screws are inter-connected somehow. If you label the top row of screws 1 2 3 4 and the bottom row 5 6 7 8, this is how they work: Turning 1 turns 1 and 5. Turning 2 turns 2 and 3. Turning 3 turns 1 and 3. Turning 4 turns 2 and 4. Turning 5 turns 5, 6 and 8. Turning 6 turns 6 and 8. Turning 7 turns 7. Turning 8 turns 7 and 8. Oh boy, I like these logic puzzles! Okay, 7 is the only screw that only turns one screw (itself), and 7 only gets moved by screws 7 and 8. The strategy for getting those two screws, obviously, is to turn 8 into place, then turn screw 7 into place. 8 can be turned by screws 5 and 6, which means those screws should be put in place before we put screw 8 in place (otherwise screw 8 gets displaced when you put screws 5 and 6 in place). Screw 5 turns screw 6, so screw 5 must be done before screw 6 (for the same reason that screws 5 and 6 must be done before screw 8). Okay, we're halfway done, because we know the last four screws we have to turn need to be done in the order 5 6 8 7. Let's see...5 only gets turned by 1 and 5, so 1 must be done before 5. 1 gets turned by 1 and 3, so 3 must be done before 1. 3 only gets turned by 3 and 2, so 2 must be done before 3, and 2 only gets turned by 2 and 4, so 4 comes before 2. This means that you should put the screws in place in this order: 4 2 3 1 5 6 8 7. When the screws are in place, the grate opens and get have more pipes to connect. The blue pipes all turn at the same time, as do the red ones. This is good news, because it means I don't have to try to do another picture of how the pipes go. Move the blue pipes three times, and move the red pipes once. Then move all the green pipes into place and the pipe mystery is solved. Yay! Time to tell the Hardy Boys about Lori. Go through the sleeping car, but before going through the exit, take the gemstone from the eye of the sleeping goat on the wall facing the exit. Then go through the exit. Talk to Charleena and tell her about Lori. You can talk to her about how about how Lori wants to be a romance novelist (doesn't everyone?), but Charleena doesn't think Lori can do it. Go to talk to the Hardy Boys. Since Nancy's to-do list says so, tell them about the note concerning Buell (the one you got in the sleeping car that said Jake left his pick ax and lantern with Buell for safe-keeping). This should be important because the blueprints to the projector apparently require a pick ax and lantern. Frank and Joe found a picture of Buell's Supply and Pawn Shop in Copper Gorge. The train is going to Copper Gorge, so hopefully the store will still be there. You can also talk to them about Jake's engineer, whose name is unknown. Go to the kitchen area. The stove is unlocked now, so open it to read a note that says the engineer's name was James Thurston. Hmmm...okay...Jake's letter said that he stored the name of someone who holds a warm place in his heart in order to work the projector...James Thurston must be the person he was talking about (Nancy says so in her case journal). Since Thurston was the engineer and the Hardy Boys were just talking about the engineer, let's go and tell them. The Hardy Boys promise to look into the matter. Look at the chandelier above the Hardy Boys...the bottom of it is a gemstone. Take it. Hmmm...there's not much we can do on the train now (if you look at Nancy's to-do list, the items on it can't be done yet). Head back to the room with Lori in it, and the train gets rocked when somebody throws the emergency brake. Hmmm...Lori has an alibi because she's with Nancy, and we know the Hardy Boys didn't do it, so it's either John Grey, Charleena Purcell or Tino Balducci who threw the brake. Nancy says she'll see if Tino is done dusting for fingerprints. Go to his car and talk to him. Tino wants to see the letter Lori gave you, but once he looks at it, he gives it back to you because it makes no sense. Tino didn't find any fingerprints because the engineer got his oily hands everywhere. He also found a thermometer device which looks like it belongs to John Grey. Tino thinks John is behind the brake-pulling fiasco because he wants to drum up publicity for his show (which is soon to be cancelled). Zoom in on the area behind Tino and you find a can of Carson's Carbide. Take the carbide, which Nancy says is just what she needs to make the lamp she found work, even though she never found a lamp. Turn around and...hey, is that a gemstone in the cougar statue? Ask Tino for a closer look. Nancy decides not to take the gemstone with Tino around. Instead, go to John and ask him about the thermometer. He admits to having a missing thermometer, but denies pulling the brake. John also says his show WAS cancelled, so there's no need to drum up publicity for it. Luckily, a broadcast network picked up his show. Go back to the Hardy Boys, who say that Lori and Charleena has a big fight. Nancy says she'll look into it. At this point, you can go back and forth along the cars to learn that Charleena stole one of Lori's romance novel ideas, and you can get Tino to start dating Lori again (how sweet). Do what you want, but when you're done, talk to the Hardy Boys about James Thurston, the engineer. They found he had a wife, but couldn't find out if he had any relatives. You should do more checking in Copper Gorge. The train then arrives at Copper Gorge. Go to the big building in town. The owner of the store is a big Charleena Purcell fan, dressed in a prospector costume. She tells you that the store contains a lot of the stuff that Buell (her great, great uncle) got in his pawn shop. She also tells you that you can get a free taffy sample by playing the games inside. Both the games are simply a matter of luck, so play them over and over again until you win. When you do win, put the coins you got into the taffy machine to get some free taffy. Check out the trunk that's opposite of the girl in the prospector costume. It's Jake's trunk! Ask her about it, and she tells you that no one knows how to open the trunk. Nancy makes a deal with her: she'll get Charleena to sign something for the prospector girl, and the prospector girl will let Nancy fiddle with the trunk. The prospector girl is called Fatima, by the way. Leave the shop and go on the train. Talk to Charleena. She doesn't have a pen, so she can't give her autograph. Tino has a pen, so go to him and ask for one. Tino agrees to give you a pen, as long as you can beat his high score in the Leaping Lizards game. Play the game until you get four or less lizards left, and then take the pen to Charleena. She signs a picture of herself for Fatima. Leave the train, but instead of going to the store, go to the cemetery in the upper/left. The crypt-keeper lets you in to visit Charleena's crypt. Zoom in on the grate in front of the door to find the key to the door. Use the taffy to get the key out, then use the key to open the door. Inside, grab the 6 slug on the left ledge, then go forward to find the casket. Above it is a key on how to use Jake's lock for various metals. Nancy will notice the key for Cu and Pb if you click on them. Cu and Pb are copper and lead, respectively. Look at the top of the casket to find it is labeled copper. Put Jake's lock on the casket, and unlock it according to the key (green red purple yellow orange blue). This gets you a gemstone. Yay! If you check the pillars, Nancy decides she needs paper to perform a rubbing of them, just like how Jake's letter says to let Camille's goodness _rub_ off on you. Okay, I can't think of anything else to do here, so let's give Fatima her autographed picture. Go to the store, and the Hardy Boys come in. Luckily, Joe wanted a cheeseburger, so he went to a restaurant where they found the grandson of Jake's engineer. They didn't get to talk to him, because Frank got employed as a short order cook, but I imagine they'll talk to him right away. Meanwhile, they tell you that Tino convinced the others to go searching in the mountains for the lost mine, leaving the train empty except for Charleena. Talk to Fatima and Nancy gives you the picture. Then go to the trunk and put Jake's lock on it. The combination you have to use is the one for Pb, or lead. You're supposed to figure this out from Jake's note about Buell that says "Lead is the key", but I just guessed lead would work because Nancy noticed it at the crypt. Enter the key red green blue orange yellow purple to open the trunk. If you didn't look at the combination for it at Charleena's tomb, it doesn't work. Nancy finds a 10 slug and the lantern, but no pick ax. Darn. Well, since the train is empty, we can use the piano (John wouldn't let you do it when he was running his equipment) and take the gemstone from the cougar statue (Nancy thought she should wait until Tino was gone). We can probably also use the new slugs to open up something else on the weight machine. Go to John's room and play "Camptown Ladies" on the piano. In case you don't play piano, you can look at the chart in the drawer to learn which notes to play. When you get it right, you get a spyglass. Go to Tino's room and take the gemstone from the cougar statue. That's all the gemstones! Then go to the weight machine. Nancy supposes the eagle picture opens whatever is behind the picture of the eagle in the dining car, so light up the eagle by putting 10 and 6 on the left pan, and 1, 8, 2, 7 on the right pan. Go to the eagle painting to find it hides...more pipes. Why is Nancy not surprised? The various pipes move each other, so click the blue pipes twice, the red pipes once, and then move all the green pipes individually to get all the pipes connected. Leave the train and go to Fatima's shop. Ask her about the missing pick ax (the one that should have been in the trunk). She has it in her kitchen and agrees to give it to you after you sort some taffy for her. Go into the employee's room and turn left. There's the taffy machine. Taffy runs along the conveyor belt; pick up the taffy and put it in the box it belongs it (according to the chart). Sort all of the taffy. There's wax paper on a desk here. That paper would be handy for doing the rubbing in Camille's tomb! Take some, then go to Fatima, who gives you the pick ax. Frank calls. Apparently, the old man talks about his grandfather, James Hurston, whenever he hears a bell ring (and Frank gets to ring the bell when he fills an order). The problem is that the order has to be done right, or else the waitress yells and distracts the old man. For some reason, Nancy gets put on cooking duty. Fill the orders and you get to hear the old man's conversation. The key is "The eye of the tiger is fixed on a star. Zircon lies in fingers that scar. Amethyst floats in a hand from the deep. Citrine is what the fowl mouth shall keep. Tourmaline by a soft arm is ensnared. Peridot rests at the foot of the mare." Okay...well...that's apparently everything we need to find the gold mine, except for the rubbings in Camille's tomb. Go to her tomb and use the wax paper and pencil on all four corners to get a symbol for wisdom, charity, purity, eternity. Those symbols were on the grate in the sleeping car, the one with the four-digit combination. Using the sampler and the sampler book in John's room, you can find out that the numbers for wisdom, charity, purity and eternity are 7 9 6 and 3. Use them on the combination lock on the grate to get...more pipes. Click the red pipes three times, then move all the green pipes into place. That should mean all the pipes are connected in the train now (you fixed one set of pipes in each room), so now if you turn on the gas in the kitchen, it should go all the way to the machinery room. Turn on the gas in the kitchen by spinning the wheel, then go to the machinery room. Okay, let's see how to work this thing according to the blueprints... Spin the wheel thing that's near the door to open up the projector. Zoom in on the projector, and Nancy says a spyglass goes in the right-hand part. Put the spyglass there, and then Nancy says the lamp goes in the left part. Put the lamp there, then put some carbide in the lamp. Okay, the projector looks fine...go to the thing by the door that appears connected to the steel pipes. Nancy says to put the pick ax there, and you can see how it works as a lever. Pull the lever and, dang! The handle broke! Nancy is now on a quest for duct tape. Well, John has a lot of gadgets and stuff. Let's ask him. He says he have duct tape, but it's locked in his box and he forgot the key. You can open the box from the top, though. To open the box, you have to put the pictures in order. I've seen puzzles like this before. There are three animals that need to be taken from the left shore to the right shore, but you can only take one animal at a time, and the cat can't be left with the peacock and the coyote can't be left with the cat. The way to solve the puzzle is to take the cat across, then the peacock, take the cat back, then take the coyote, and take the cat. In terms of the puzzle, the nine pictures are in this order: 7 1 5 2 8 4 6 9 3 Click the pictures in order to get duct tape. Go back to the machine room and use the duct tape on pick ax. Then use the pick ax as a lever, but the machine doesn't work. You must be missing something. Go to the machine in the middle of the room. The machine is supposed to hold the six gemstones, but you need to put them in the right places, according to what the old man in the diner said. The eye of the tiger (the brown gemstone) goes on the starfish, because it is fixed on the star. The zircon (the yellow one) goes on the talon, which is fingers that scar. The amethyst (the purple one) goes on the fin, which is a hand from the deep. The citrine (the orange one) goes on the bird's beak, which is a fowl mouth. The tourmaline (the purple and blue one) goes on an octopus tentacle, which is a soft arm ensnared and not the hand from the deep for some reason. The peridot (the green one) goes on the horse hoof, which is foot of the mare. Nancy notes that she did something right if it works, and then the machine comes to life. After a lot of fancy work, the location of the mine is revealed...Brimstone Canyon! Nancy tells this to Lori, who agrees to take the train there. She says she'll give Nancy a ten-minute head start on the mine while she (Lori) distracts everyone with another meeting at the dining room. Lori also says that anything found in the mine belongs to her, so Nancy can't steal ANYTHING. How selfish! Nancy gets dropped off at the mine, and...the train takes off without her! Not cool! Well, Frank and Joe will try to come back for her...eventually. In the meantime, head for the mine. The entrance is blocked off, but there's a nearby cannon. The cannon is locked randomly like the door was locked earlier. Open it to get inside Jake's mine. Go inside, and Jake's color wheel starts working according to the color of the lizards on the wall. Weird...Follow the lizards according to the color on the wheel and you make it to Jake's mine. There are various poles with symbols on them, but they must be moved in the right order. You can find out the right order by exploring the mine, but that takes time, so let's skip that. Take out the planks in this order: 1. The plank that's furthest to the left. 2. The plank that's fourth from the left. 3. The plank that's third from the right. 4. The plank that's furthest to the right. 5. The plank that's second from the left. 6. The plank that's second from the right. Nancy can get past the planks now. Go past them, and you find Jake Hurley. He has a picture of Camille, and under it is...a letter from Abraham Lincoln? Holy cow! Lori shows up and explains how she knew Jake Hurley was friends with Lincoln from Jake's diary, which she hid from everybody else. Jake always kept the letter on his person, so she arranged the whole thing in hopes of finding Jake's body and the letter. Now she'll be famous! Good famous! Lori is so excited about being famous that she decides to trap Nancy in the mine (otherwise she'd have to share some of her fame with Nancy). Lori kicks one of the planks and Nancy gets stuck behind the landslide! Oh no! Fortunately, if you turn around, you find that there's a mine cart there. All right! Jump in the mine cart and ride it! There are danger points in the mine though; in some places, the track isn't finished. These places are marked by signs of skulls (the dangerous part is on the same side as the sign is). Simply turn right, right, right, left and left to get out of the mine and to safety! Plus, on the way out, Nancy hits Lori with the mine cart (which pushes Lori in the mud) and grabs the letter, shortly before the Hardy Boys arrive to help. All right! That's the end of the case! See what Sassy Detective title you earned! 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).