******************************************************************************* NANCY DREW AND THE LEGEND OF THE CRYSTAL SKULL ******************************************************************************* A word of warning � this walkthrough contains many spoilers, but I have written it out so that the main part contains only the steps I took to solve the game, and a few clues to solve the puzzles, then I put the actual solutions to each puzzle in a section called SPOILERS at the end. First, a little explanation about how things will be phrased during the game � you will be playing this game most of the time as Nancy, although you will occasionally call Bess and ask her to do something for you, and at those times you will be playing as Bess. Since you are playing as them and seeing things in the game "through their eyes", anything that is on their right, will also be on your right and the same with anything on their left. Second, this is in no way a �linear� game. There are some things that will have to be done in order to do something else, but as long as everything is done, you will be able to solve the mystery. ******************************************************************************* TABLE OF CONTENTS ******************************************************************************* Game Controls Items at Bottom of Game Screen Cast of Characters Current Assignment Walkthrough Spoilers Credits ******************************************************************************* GAME CONTROLS ******************************************************************************* CURSOR DESCRIPTIONS ------------------- This game is entirely mouse controlled � point and click. Magnifying Glass - indicates no specific action necessary ------------------- Red Magnifying Glass - indicates a "hot spot" - something that you can look at closer or pick up ------------------- Back-up Arrow - you have to move the cursor to the bottom of the screen to see this arrow and it's used to back out of close up views, close books or return books, papers or objects that you have looked at to your inventory or back to where they were picked up. ------------------- Forward Arrow - indicates you can move forward in a scene and may be tilted slightly left or right indicating you can move in those directions without actually turning left or right ------------------- Back Arrow � U-shaped arrow indicating that you can turn around ------------------- Left or Right Curved Arrows - indicate that you can move around a corner ------------------- Down Arrow � arrow pointing down indicating that you can climb or kneel down ------------------- Up Arrow � arrow pointing up indicating that you can climb or stand up ------------------- Two Arrow Circle - indicates that you are in the middle of a scene and can turn 360 degrees in either direction ------------------- Hand Cursor � indicates that you can pick up an item to examine more closely or open doors / drawers, etc. or turn pages ------------------- Hand Cursor w/ Lock � indicates that something you picked up can be kept in your inventory ------------------- Speech Bubble w/ ? - seen when you put the cursor on a person and indicates that you can speak to that person ------------------- ******************************************************************************* ITEMS AT BOTTOM OF GAME SCREEN ******************************************************************************* *** LEFT SIDE *** Satchel - this is your inventory where things that you pick up are kept to be used or examined later ------------------- Notebook - notes about your investigation are automatically written here for you to go back and look over to see what you found and what you still might need to do ------------------- Clipboard - this is a check list of things that you need to do with clues and items that you find during your investigation - available only to Junior Level Detectives ------------------- Cell Phone - allows you to call Ned (he can give you hints in Junior Detective Level), Bess to ask her to look into something that you found but can't check yourself and call other numbers that you come across during your investigation to get information from those people ------------------- *** RIGHT SIDE *** Gear Icon - this is where you change game options - music, effects and voice volume, background color and full-screen or window mode game play ------------------- Folder Icon - this opens up the Load Saved Game screen ------------------- Disk Icon - this opens up the Save Game screen - which I recommend that you do often, and never, ever write over a previous saved game. It can save you a lot of time if you want to go back and re-do something - you have unlimited saves ------------------- Off-Button Icon - quits the game - it will prompt you to save if you haven't done it already ------------------- ******************************************************************************* CAST OF CHARACTERS ******************************************************************************* Nancy Drew � the world's best known female, amateur detective who goes to the Bolet Mansion to see an aquaintance of Ned's while on vacation and ends up with a case to solve. ------------------- Bess Marvin - on a long weekend vacation to New Orleans with Nancy, and since Nancy can't get away from the mansion, she gets stuck doing some "snooping" in town for her. ------------------- Henry Bolet � Bruno Bolet was his great-uncle and only living relative. He was taken in by Bruno after his parents died in an accident. ------------------- Renee Amande � Bruno Bolet's housekeeper while he was alive. She claims to be staying on at the mansion, despite her obvious dislike and distrust of Henry because Bruno paid her in advance, and she alway fulfills her obligations. She is deeply into Hoodoo, and, needless to say, a little... strange. ------------------- Lamont � Owner of Zeke's Curio Shop and would very much like to get his hands on as many of the "knick-knacks" scattered around Bruno Bolet's mansion as he can - Bruno's mansion is a curio shop owners heaven! ------------------- Dr. Gilbert Buford � Bruno's doctor and apparently his only friend. ------------------- *** ON THE PHONE *** Ned Nickerson � Nancy's boyfriend who got aquainted with Henry at college and worried about him being down in New Orleans by himself after he heard about Bruno's death. ------------------- Professor Beatrice Hotchkiss � Those familiar with "Treasure from a Royal Tower" will remember the professor. It seems that she has written a book about the Crystal Skulls, and you will need to give her a call - she hasn't changed a bit since Nancy first met her! ------------------- Dr. Buford's Answering Service ------------------- Man who tested Bruno's crystal skull to determine if it was authentic. ------------------- ******************************************************************************* CURRENT ASSIGNMENT - taken directly from the Case File ******************************************************************************* What assignment? Bess and I are flying down to New Orleans for a long weekend of fabulous music, sight-seeing and food! Okay, so I'm also going to visit Ned's friend Henry Bolet, but only as a favor to Ned. Apparently Henry's great-uncle just died and he had to go down there for a couple of weeks. Ned says Henry's a nice guy but kind of a loner who might appreciate a little company. So the first thing I'll do when we arrive is leave Bess at our hotel in the French Quarter and take a cab out to the mansion where Henry's staying (Ned called him and said I'd be coming). But once that's done, it'll be Laissez Les Bon Temps Rouler! The only bad news is that the weather's not supposed to be that great this weekend. But what's a little stormy weather when you're in the heart of the Big Easy, right?... Right. ******************************************************************************* WALKTHROUGH ******************************************************************************* After you've checked out everything you need to on Nancy's desk, click on the plane ticket, select Junior Detective or Senior Detective level and start your adventure. The game starts with Nancy walking up to the Bolet Mansion - put the cursor on the door and click - you will hear a knock then the door swings open with no one there. The next part is automatic - Nancy walks in, calls out and looks down at some footprints on the wooden floor. Then she steps up to the opening into the room on the right (the great room), looks in to see a figure with his (or her) back to her on the other side of the room. She speaks to the person and when "it" turns around, Nancy is startled to see a "skeleton man" wearing a top hat and a red ascot. There is a flash of lightning, a crash of thunder and the lights go out leaving the last of the lightning flash as the only illumination, then that goes out and the room is totally dark. When the lights come back on, Nancy is even more startled to see that the figure has crossed the room and is standing right in front of her. The skeleton man throws something at her that seems to explode into a powder causing her to lose conciousness. As Nancy's eyes open, she gets her first sight of Renee Amande, who offers her a glass with something green in it and tells her that it would make her feel better (I always felt it was best to refuse it - it doesn't look like Nancy would enjoy drinking it). While Renee is talking to Nancy, Henry's voice is heard making comments from somewhere out of sight. He doesn't want a doctor called and no police! When Renee leaves, stand and turn around - Henry is sitting at his desk with his back to you. Speak to him about everything and let him know that you are going to find out who the "skeleton man" was and why he knocked you out. Henry grudgingly agrees to let her investigate and goes back to what he was doing. *** Library *** Henry's desk is in a corner to the left of some glass doors that go to the outside. To the left of him is what appears to be a library card catalog with books, authors and numbers (these will be important later, but for now just know they are there). To the left of the card catalog is a trophy display. Pick them up and you will see that they are awards for miniature models. When you pick up one of them, you will hear something rolling around in it. Take off the top and look in - a glass eye? The other two walls in the library are bookshelves filled with books including one that seems to have a stuffed iguana sitting on top of a box with some books arranged inside it (strange!) - some of them you can approach for a closer look now, but there is nothing that you can do with any of them at this point. To the left of the trophy display are the doors that exit the library out into the hallway. *** Great Room *** Go left out of the door then turn left again into the opening that goes into the room where you saw the skeleton man. This is the mansion's great room. Directly across from the entrance there is a miniature model of a cemetery. This is where the skeleton man was when you first saw him. Go across the room to the model. ******************************************************************************* MANSION GROUNDS AND CEMETERY MAP ******************************************************************************* You need to get used to the cemetery because you will be out there a lot! This map is only an approximation of both the cemetery and mansion grounds, but does give you an idea of the position of each area and the path you would need to take to get there. (I have included the grounds with this map even though the miniature is only of the cemetery because there are places in there you will also be going to often). _____________________________________________________________________________ | | | _____________________ Sorrow | | | Park ___ Terra | | | Bolet Slumber __ | Siesta | | | Mausoleum Gardens | | | | | |_________|_______________ | | |___| | | | | |_________| _|_ | | | | ________________| |________ | | / ___|___ | | | |____________/ | | | | | Entrance to _____| TREE |___| | | Meadow / |_______| | | |\ ___/ | Crowing | | | \ | | / Crypts / | | \ Writhing | | / | \ Roots | | | _______ | \ Memorial ___|___ | | / \ Swamp | \_____ | | | _______ |_/ \ | | __| |___________|____/ \_____________\ | | | |_______| | | | / Fountain | | | Seeping | | | | Meadow | |_______ Forty Winks | | | Memorial | | | | | | | |___________________________ Gate ____________________________________________| | | | | | | | | | | _________________________|______ | | / _______ \ | | | | | | | | | | | | | | | |_______| | | | \ Fountain | | | \________________________|______|____________ Bruno's | | | Crypt | | | | | | | | | | | |----------------------- Loquat | | | Tree | | | | | | | | | | |__________________________ Porch __________________________________________| Some of the miniatures can be played around with to trigger some lights or a springy surprise. If you look around at some of the model buildings you will also find another of those strange glass eyes. And then there is the roof of the Bolet Mausoleum. It's the one with the four pictures that can be changed by clicking on one of the arrows next to each of them. When you've finished with the model, check out the portraits on the wall to the left of the model - one seems to be missing. Then down on the floor next to the fireplace there is a piece of paper with what appears to be a tracing of a bird that looks very much like one of the pictures that were on the roof of the Bolet Mausoleum model! In the fireplace is a partially burned receipt from some place called Zeke's, but the only thing readable is the receipt number. You also need to pick up a piece of that charcoal in the fireplace - for later use! Turn to the right of the cemetery model and you will notice a book on a stand. Check it out also - this is something else that you will be using a lot later on in the game. Continuing to the right you will see what appears to be a coffee table, but if you move in closer, you will see that it is actually a game. There are marbles - two in the Junior Level, four in the Senior Level - one movable block, some lights (lasers?) that shine through the middle area of the game - two in the Junior Level, four in the Senior Level - and one light down in the lower right corner. There is also what I call a Thumper in the lower left corner of the game. The Thumper is the only thing that you have direct control of its movements (up, down, right and left using the Arrow Buttons in the middle. The Star Button will reset the game if you make a mistake. You use the Thumper to move the movable block and the marbles, but if you move any of them up against an edge of the game, you are stuck. There is no way to get the Thumper in there to get them off, so you will have to reset. The object is to use the movable block to control the roll of a marble and stop it in the position that you need it - a marble will also stop if you roll it into another marble without causing the other marble to roll away. Marbles and the block will pass through the lights, but the Thumper won't. You need to use the marbles to block the lights in the middle of the game so that you can get the Thumper and the movable block over to the light down in the corner to use the block to stop that light and get the thumper past it and over to end. Your reward for beating the game - another of those strange glass eyes. (See Spoiler - GREAT ROOM MARBLE GAME, if you need more help - both Junior and Senior Level) Now that you have seen everything there is to see right now in the great room, it might be a good time to call Ned and let him know that you have arrived and met Henry. When you finish that conversation, you can call that cab company and go back to town to check out that receipt - Oh, no! No cab service because of the storm. Well, there is one alternative - give Bess a call. (The first two calls you can make in any order, but you must call the cab company before you try to call Bess.) *** Bess at the hotel - burned receipt *** When you call Bess and tell her what happened and about the receipt you found, she will tell you that she is looking at a place called Zeke's right across from the hotel. You will have to talk her into going over and asking the shop owner about the receipt number, but be firm and don't let her wiggle out of doing it. Point the cursor at Zeke's and go inside. You can take a look around at some of the strange things that are for sale in there, but then go to the back of the store and around the corner to the right where you will meet the store's owner, Lamont... Lamont? Ask him about the receipt, and he will very willingly look up the number, but when he sees what it was for, he starts to get a little edgy and says that the box is still in his back room and he has no idea what was in it because he hasn't had a chance to look through it. Tell him that you're going to look around the store some more, and then it's time to find some way to get Lamont out of his corner so that you can have a look in that back room. If you haven't already done it, go toward the front of the store and check out the bottles of different powders in the cabinet to the right of the door. You can check out all of them to experience the effect of each, but the only one Bess will find necessary to keep is the sneezing powder. Next, turn to the left and you will see a piano with some things sitting on top of it, two shelves above the piano with more things on them, and there is also a barrel to the left of the piano, a weight scale and a helium tank with a "Happy Face" balloon attached to it to the right of the piano and another shelf holding a bowling ball above the balloon. The object is to use these things to design a contraption that will keep Lamont occupied for a while - you will be using that sneezing powder that Bess got earlier also. (This kind of set up is normally called a Rube-Goldberg Contraption - A deliberately over-engineered device that performs a simple task in a difficult manner. One event sets off another event which sets off the next and so on until it gets to the end - kind of like setting up dominos in a pattern then knocking over the first one into the second one and it goes on through the pattern until all of them are knocked over.) (See Spoiler RUBE-GOLDBERG CONTRAPTION if you need more help - this one is the same in both levels) Once Lamont is occupied, Bess can go to the back room. Tip over the box on the counter and she will find one of those skeleton man costumes, a photo of a boy and a dog (Ahhh!), a photo of an iguana in a pirate's costume (?) and another box with a letter attached to the top. The locked box has a letter key pad and the letter, that's from someone named Amelinda has a second page that appears to be references to acts and scenes in the Shakespeare play, Hamlet. There is also a blue, sticky note with Zeke's logo on it that says, "Some of these don't exist." (He never went through the box, huh?!!!) The Hamlet reference is the clue to the letters that you need to open the box. (See Spoiler LOCKED BOX IN THE BACK OF ZEKE'S if you need more help - this one is the same in both levels) Once the box is open, Bess will find a strange note and an indentation that looks as though something skull-shaped may have been in the box at one time, but it's not there now. Bess will call Nancy to tell her what she found and pass the game back to her. *** Nancy's Tasks *** We already know from the modeling trophy, the crypt in the miniature cemetery and the marble game that glass eyes are apparently going to be very important in some way - at least we keep finding them in very unusual places. *** Upstairs - small bedroom *** First, go upstairs to look around up there. There's not much - the first door goes to a small, dark bedroom that seems a little barren. Go toward the bed and open the drawer of the table next to it. Another glass eye... That's it for this room, go out and try the other door - locked. *** Library *** Let's go back to the library and talk to Henry some more. Talk to him about everything - the missing portrait, what he's doing, the burned receipt from Zeke's, the picture of the bird, Bruno's model cemetery and the fact that you can't leave because there's no cab service. *** Porch *** Once you've finished with Henry, go outside and talk to Renee. She is on the porch to the left of the door. As with Henry, talk to her about everything - what she's doing, her herbs and other things, the tracing that you found, her suspicions that Henry's selling off Bruno's things, the pouch she wears around her neck, etc. Before you leave her, notice the shovel with the handle that looks like a skeleton's arm in the ivy behind her - you will need to get that from her later. *** Now let's explore the mansion grounds and cemetery *** Just off the steps of the porch and going off to the right, there are some stone steps leading up to a tree. You may as well go up there, take hold of the bug spray leaning against the tree and use it on the wasps in the tree. When the wasps are all dead, you will get a piece of fruit, a loquat. You're going to have to do this at least three times, and you can't do them all at once - you have to use one piece before you can get another and each time the wasps are a little more difficult to beat. The trick seems to be to keep the wasps from reaching the top of the screen until whatever the set time for each attempt is up - the problem is that, if a wasp turns red and you don't spray it quick enough, it will sting you - enough stings and you'll be starting the wasp fight over. Take the loquat and go back down the steps and right toward the fountain. Move in for a closer look and you will see a hole surrounded by strings that each play a different note when plucked and at the bottom of the hole, you will see a key - but don't reach for it or you'll get a nasty bite from the spider that lives in there. You will have to come back to this. Go to the right from the fountain and you will enter an area that has strange buzzard statues that seem to be guarding it and if you look up, there is a "Master Buzzard" on top of a building. Turn around and click on one of the buzzard's heads and Nancy will automatically turn and look up to notice that moving the head seems to have moved the feathers on the "Master Buzzard's" head. That's all you can do there for now, so go out and take the path that goes to the left of the fountain. Follow it around and notice what's around there - specifically, a mushroom in the grass to the left of the walk and the fireflies over by the wall. Remember the mushroom for later, for now, go toward the fireflies and up to the wall. Move the ivy out of the way and push on two of the stones. They will go into the wall part way, and that's it for this side of the cemetery wall. Go through the gate into the cemetery - you can walk around and see the sites, but the important thing to do is go to the Bolet Mausoleum. You will notice four places on the front of it where the stone appears rough. If you "look closely" at one, Nancy will comment that she will need some paper if she's going to see what might really be there. Time to leave the cemetery for now, but as you get close to the gate, go toward the wall on the right side of it. Climb those two stones that you pushed through and take what appears to be a lightning rod from the top of the wall. You will need it later. Also, after you go through the gate, look in the grass to the left of the walk and you will notice another one of those mushrooms you saw earlier. Again, remember where it is for later. *** Back to the porch and Renee's bedroom *** Go back to the house and talk to Renee again. Ask her if she has some plain paper you can use. She will give you the key to her room and ask you to bring her back a Koko Kringle candy bar because her appetite needs some appeasing. You can have one, too - in fact you can eat them until Nancy gets woozy from eating too many if you want. Get the paper, the candy bar for Renee and then take a look around her room. There are things in there that you will need to do something with later on. Go back out, give Renee her candy bar and ask her about the symbols that are painted on her wall, then head back out to the Bolet Mausoleum. *** Bolet Mausoleum *** Take the paper from your inventory and "place" it up against each of the four rough areas and the charcoal will automatically go across the paper to make the tracings. *** Great Room *** Back to the house and the mausoleum miniature - the pictures on the roof have to be changed to the pictures that you got in the tracings. (See Spoiler EVERYTHING THAT YOU NEED TO DO TO GET INTO THE SECRET ROOM if you need more help with this) *** Bolet Mausoleum *** Back out to the real mausoleum - as you pass, you may notice that Henry is not in his chair. Don't worry, he's not laying a trap for you, and you will find him when you get out to the mausoleum. Use that key to unlock the mausoleum door. Look around inside and you will find the missing portrait! *** Library *** Back to the house, but before you go to the great room, let's take a look at that bookcase where the stuffed iguana is sitting. As you get close, you can just barely make out the title, but there is a book in that box under the iguana that is about the crystal skulls. Reach for the book and... EEEK! The iguana wasn't stuffed! And the box with all the books has been knocked to the floor. Henry will tell Nancy that was his great-uncle's pet iguana, Iggy, and when Nancy tells him she just wants to look at one of the books, he tells her that's fine, but she has to put all of those books back in the box first. (See Spoiler BOOKS IN BOX KNOCKED OVER BY IGGY if you need more help - this one is the same in both levels) Once the books are back where they belong, take out the one about the crystal skulls, "Crystal Skulls - Fact or Fable?", by Professor Beatrice Hotchkiss. As you look through it, you will find the professor's phone number and a card with some letters hand-printed on it. *** Great Room *** Now it's time to go to the great room - use that number to call the professor and find out that Bruno had called her to ask her about one of the crystal skulls - the one called "The Whisperer". She will also tell you that, if Bruno actually owned the real crystal skull, and he is dead, then you need to take a closer look at how Bruno died, because his death was almost surely caused by someone else! MURDER! Once you've talked to the professor, you can put that portrait back in its frame. Then the pictures need to be rearranged. The card that you got from the book is the clue for this part. (See Spoiler EVERYTHING THAT YOU NEED TO DO TO GET INTO THE SECRET ROOM if you need more help with this) *** Secret Passage *** If you have followed the clue correctly, you should hear a click behind you. Turn to the left and you will see a door to a secret passage has opened up on the left side of the fireplace. Go through the door, and you will see a peep- hole in the wall right in front of you. Look through this and then click on the + symbol on the switch to the right of the peephole to zoom in on a book that you will need to take a look at when you go back to the library. "Step back" from the wall and turn toward the stairs - Nancy will stop and eavesdrop on Henry. It seems he is talking to his girlfriend, Summer, who is "a little" pushy about Henry buying her whatever she wants. Once the conversation is over go up the stairs and you will find a locked door. Take a close look at the door knob and you will see that there is a pattern of lines around it that look a lot like the strings around that spider-hole in the fountain. This is the clue for getting to that key without getting bitten by the spider. (See Spoiler EVERYTHING THAT YOU NEED TO DO TO GET INTO THE SECRET ROOM if you need more help with this) *** Library and garden fountain *** Go to the library and check out the book, "Eye of the Beholder", that you saw through the peephole - what a surprise... another glass eye! Now, go out to the fountain and pluck those strings in the order given to you by the clue around the door knob. A small platform will raise up the key and push the spider back out of the way so that you can reach it. Take it and go back to the secret passage. *** Secret Room *** Use that key you just got to unlock the door and enter Bruno Bolet's secret room. Take a good look around. Important things to look at - Bruno's desk and everything that you can pick up and examine - especially his calendar (look through the pages at least until Nancy makes a comment about one of them), the certificate about Bruno's acceptance into the Jolly Roger Crewe (?) and a picture of a group of men all dressed in those skeleton man costumes with an inscription to Bruno, Bruno's book, "Short Stories for Tired Eyes", and dedicated "To Those Who Hear the Whisper!" (these stories are all clues to things that are going to have to be done to solve the mystery) and then there's the perpetual motion toy on the left-top side of the desk. If you look at it, you will see that most of the strings have a marble at the end as they usually do, but the one on the right has one of those glass eyes attached - you need to get that, but it is sealed in a glass box. There is a long switch on the left that will start the marbles and the eye, of course, swinging when it is clicked, and the eye will swing outside of the box where you can grab it - the catch is - you only have two chances each time that the switch is clicked to try to grab the eye. After that, it doesn't swing out far enough to be grabbed. The round button on the right will stop the marbles from swinging, so that you can click the switch and start it up again. There is no "trick" that will make this easier, other than making sure that the cursor is in the shape of the hand, not the magnifying glass, and it is not up against the side of the box when you try to grab the eye - leave a little space between the box image and the cursor - then click as quickly as you can when the eye passes out of the box. Then there's the bowling game - When you move in close to it, you will see a ball roll down into an open slot at the top-right and, on the left, three rows of three blocks that have what appears to be a picture of chatter teeth on each one. The object is to turn all of the blocks so that they all have a picture of an eye. You will have to hit each block at least twice because the first hit will turn the block to a picture of a chicken. Again, there is no sure-fire trick that I can tell you to make this easier - it's going to take patience and perseverance. I can tell you that you need to use varying force and direction to hit the blocks. Take a ball, click on it and you will see an arrow. If you hold down the mouse and pull the cursor back, the arrow will get longer. The longer the arrow, the more force there will be when the ball is released. To change the direction of the ball, move the cursor up to move the arrow down or down to move it up. There are marks like those on a real bowling alley to help aim the ball. The first row is the easiest - just click on the ball, but don't pull back the cursor at all (you'll have a tiny arrow). To get the middle block, aim at the middle mark and release the ball. To get the ones at the top or bottom, move the arrow only slightly off the middle mark, up or down, and release the ball. The middle row requires medium force and you may have to use a ricochet off of the side of the game to get the blocks on the top-middle and bottom-middle. The third row requires maxium force and you will definitely have to use the ricochet technique to hit them. Your reward for beating the game - another glass eye, of course. (If you have any patience left, you can get an Easter Egg here if you turn all the blocks to their chicken side.) To the right of the bowling game is a pirate puppet holding an interesting little box and a small cabinet with some tiny costume pieces inside - check these out, you will be dealing with them later. To the left of the bowling game there is a cabinet with a picture of an old- fashioned sailing ship being attacked by a very large octopus on the wall. Open it and you will see one more of those strange glass eyes we have been finding all over. Click on it to pick it up and Nancy will make a comment. To the left of the cabinet there is a table with a gumball machine and what looks like a Jack-in-the-Box (?). If you turn the knob on the gumball machine, you will get a gumball (Nancy likes chewing these!), then turn the crank on the Jack-in-the-Box - Yikes! it's a Spider-in-the-Box, and curiously, there is a picture of an eye on the inside of the lid. I think we should make a "note" of the notes that the box plays before the spider pops out! "Push" the spider back into the box and turn the crank again. Write down each note that plays as you turn the crank. You have pretty much done everything you can in the secret room for now, and we need to go talk to Henry and Renee about how Bruno died since the professor says that he was probably murdered if he owned the Whisperer, but how do we get out? Back up from the table and look above it - there is a light fixture - put the cursor on it and click. This is the lever to open the exit from the secret room. It goes into that dark, little bedroom. Head back down to the library. *** Library *** Henry is in his usual corner - ask him how Bruno died and he will show you his death certificate (where you will get his doctor's name and phone number), and while you are talking, you will notice another glass eye on a key chain. Ask Henry if you can have it. He will be unwilling to give it to you, but if you have done everything in the walk-through previous to this, you will be able to get it - if you haven't, you may not be able to get it right now. *** Porch - Mushroom Hunt *** When you have finished with Henry go outside and talk to Renee. She will tell you what happened the day that Bruno died. While you are there, you might as well ask if you can use that shovel. She will tell you that you can use it, if you find five painted conk mushrooms for her first. We already saw two of them in the yard earlier, the other three are in the cemetery. If you really did a thorough exploration of it when you were out there, you may have already seen the other three. If you didn't, now's your chance. Once you've got all five, go back to Renee and she will let you have the shovel. (See Spoiler MUSHROOM HUNT if you can't find them) *** Great Room *** Before we use that shovel, we need to go in and call Bruno's doctor and see what he has to say about the way that Bruno died. Go back to the great room for some privacy and use the cell phone to call the doctor. Oh, no! His answering service and they won't give you the doctor's number, but with a little coersion, he will tell you that the doctor spends a lot of time at a gumbo stand that is near Nancy and Bess's hotel. Time for a little more help from Bess. Call her. *** Bess at the hotel - talk to Dr. Buford *** Nancy tells Bess everything that's been going on, including that she suspects that Bruno was murdered and that, right now, everyone's a suspect. This makes Bess a little nervous that Nancy may have just asked her to speak to Bruno's killer, but Nancy tells her she thinks he's okay, but to be subtle. Bess decides that, if the doctor is the man she can see sitting at a table on the other side of the street, he looks harmless, so she'll go talk to him for Nancy. Hang up the cell phone, put the cursor on the man sitting at the table outside of Zeke's and go across the street to meet Dr. Gilbert Buford. (When I was doing this part, it seemed to me that some of the question options that came up were more "subtle" than others, so those were my choices. Also, if Nancy has been in the secret room and seen the stuff about the Jolly Roger Crewe, there will be a question on the list about the doctor being a member. Based on the things that Bruno had about the Jolly Roger Crewe being a secret organization and never telling anyone else about it, I avoided this question while talking to the doctor because it seemed in no way subtle.) When you finish your talk with Dr. Buford, use the cell phone to call Nancy. Bess will tell her what she learned from him and Nancy takes over again. *** Nancy's Tasks *** *** Great Room *** Take Bruno's book out of your inventory and take a look at the story, "Steps in the Right Direction". It talks about looking "where bones are buried" (the cemetery, obviously) and "start where Charlie Wicker sleeps". It also says, "Charlie will give you directions" and "count on my shovel". Let's take a look at the cemetery book and see where Charlie Wicker sleeps - Seeping Meadow. *** Cemetery - Steps in the Right Direction *** Back out to the cemetery - go to Seeping Meadow. (Stop at the fountain on the way out to Charlie's and pluck the strings around the spider hole to those notes that the Spider-in-the-Box played - another glass eye.) When you look at Charlie's headstone, you will notice that there is a line of meaningless letters - all N S E W's - looks like directions, maybe? Take out the plain paper and put it up against the letters - again the charcoal will automatically make a tracing of them (you have to do this to move on to the next part, but I recommend that you also carefully write them down so that you don't have to keep pulling out the tracing). Take the tracing and move back from Charlie's headstone, then move the cursor over to the right of the headstone until it turns into the Forward Arrow and click. The screen will change to an overhead view of a meadow with a skeleton arm (the shovel handle) in the upper-right corner, the shovel lying on the meadow and a dial in the lower-right corner with the letters N, S, E and W at the top, bottom, right and left, respectively. There is a pointer that goes around the dial to point at each letter for the direction you want to move the shovel and a button in the middle of the dial that say's "MOVE". Click the button one time for each "step" you need the shovel to take. The skeleton's hand will indicate by holding up fingers how many "steps" to take in each direction. (See Spoiler STEPS IN THE RIGHT DIRECTION if you need more help with this) When you have made the last move, the scene will change again - apparently to the place where the shovel ended up after the last move. Take the shovel from your inventory and "dig" at that spot. You will uncover some kind of sealed box. Use the shovel to pry it open - Oh, my! The shovel broke! That's OK, you only need to hold on to the skeleton-arm handle anyway. Take it and, guess what else... Yeah, another glass eye. Back to the house and let's do some things that will keep us in out of that rain for a while. *** Grandfather Clock - Time Will Tell *** Take out Bruno's book again and read the story, "Time Will Tell". You should notice that there are three parts to this story and each one starts at "12" - either noon or midnight. You need to do what each part of the story tells, you to do - start at 12, then, the time it "will be __ hours", or what time it was "__ hours before". The phrases "will it be", "move ahead", "before" and "ago" are the clues for determining the different times that you need to write down (as well as whether you had to move ahead or back to get there. When you have finished each part, you will have 6 numbers, each starting with 12. Be careful with Part 2 and Part 3, sometimes the clues are not quite as straight-forward as they were in Part 1. Go to the grandfather clock that is standing at the end of the hallway just past the library doors. If you look closely at the clock face, you will see that the hands are already on 12, there is a circle just above the clock's face that looks a little like an eye and if you put the cursor on the right- side of the clock's face, it turns into a circle arrow pointing to the right, or clockwise, and if you put it on the left-side, it turns to a circle arrow pointing to the left, or counter-clockwise. The idea is to start at 12 for each part then turn the clock hand forward or backward to the times that you determined for each of the clues. You have to click on the circle above the clock face (it will "blink" when clicked) before you move the hand off of 12 and after each time you turn the hour hand to a new time. When you've entered all six numbers for Part 1, you will get another glass eye. Repeat the process for Parts 2 and 3, and you will get two more - three total. (See Spoiler TIME WILL TELL if you need more help with this) *** Renee's bedroom - locked chest and hoodoo symbols *** Now let's go see what Renee keeps in that locked chest in her room. That chest has four "pictures", one in each corner, with a large circle that is surrounded by buttons in the middle. If you play with those buttons, you should notice that each one you click will bring up some part of one of those pictures in the smaller circles, but you can't click more than four buttons without "erasing" the picture that you were putting together. You need to find the four buttons that will copy each picture in the smaller circles - when you are successful, the small circle will flip over to a blank side, and, when you have completed all four circles, the chest will be open. The only thing that you will be able to take from the chest is Renee's Hoodoo book. Turn to the symbols that she has painted on her wall and use the book to figure out what sound each symbol represents - by the way, do those sounds remind you of something... like the sounds that were on the side of that box that the puppet was holding... the sounds that you can make the puppet say by pressing those buttons then clicking on the word "Talk" on the left-side of his box! Write those sounds down, in the same order as the symbols on Renee's wall, and let's go see that puppet again! (See Spoiler RENEE'S LOCKED CHEST if you need more help with this) *** Secret Room *** Go to the puppet and click on his "talk box" to move in, click on each of the buttons corresponding to the sounds that were represented by the symbols on Renee's wall, click on the word "Talk" on the left, then stand back while the puppet repeats those sounds and watch what happens next - yeah, you get another glass eye, but there are two more things in the eye socket where the eye used to be - a token and a piece of paper. When you click on the paper, it opens up and you will see - The last denizen buried on my guard, Will start you a-hunting through the graveyard, What's written on the headstone will lead you to another, And so on and so forth til tiny treasure you discover. ________________ It seems to be a clue to another hunt through the graveyard, but let's deal with that token first. Remember that gumball machine that gives only gumballs, go to it and put the token in the coin slot, then turn the handle - this time you will get another of those glass eyes. *** Great Room - cemetery scavenger hunt *** Now let's deal with that piece of paper - That clue we found in the puppet's eye socket is the simplest and obviously refers to the last person buried in the cemetery while Bruno was in charge. Go to the burial book in the great room and look up that name and type it into the blank - when you enter the correct name, Nancy will make a comment to that effect. The next step is to see where that person was buried and go out to that place and read what is on the headstone. I call this a scavenger hunt because you are given a clue to interpret, then you use that solution to get to the next clue - the trick is these clues are more word games than riddles. (This isn't one of the clues, but it will give you an idea of what you are supposed to do) - A clue on a headstone may say something like - "He Never Gave In" Then when you go back to the book, you would find a name like - Will Power After you get the first name from the book, there are eight more names that you will have to get from clues like the one above, but when you go out to where the last person was buried there is no clue, only a name, the date of birth and the date of death - put the cursor on the name and click. A secret compartment will open to reveal! a piece of paper... Another clue that reads - Same as the name of my dog at 10, Moved from his grave and buried again Remember the picture that Bess saw in Zeke's back room - the young boy and a dog with the caption that said "Bruno and ____ ". We couldn't see what came after "and" because it was hidden by the frame. Time to give Bess a call again, but let's get out of the rain first and go back to the great room - we're going to have to look up another name in that book anyway. (See Spoiler CEMETERY SCAVENGER HUNT if you need more help with this) *** Bess at the Hotel - Bruno's dog's name *** After Nancy talks Bess into going back to Zeke's, she will automatically be inside the store. Lamont is back behind the counter where he was the first time Bess was in there. When Bess is talking to him, the option to ask if the Gumbo Wagon out front is authentic will be there, but before you click on that option exhaust all the other possible topics of discussion that are there. When you click on the question about the Gumbo Stand, Lamont will tell Bess that it's the best, but she should watch out for their hot sauce because it messes up his stomach something awful. Then the option to apologize for what happened when she was there before will come up - click on it and Bess will tell him that she would like to get him a nice big bowl of gumbo to make up for it. Lamont will tell her that would be great cause it just so happens he's starving. Go back outside and up to the Gumbo Wagon - when the guy asks what you want, click on Gumbo on the menu that's on its side. Bess will tell the guy that she wants a gumbo to go. When it comes, make sure that you click on the bottle of hot sauce sitting on the left to add it to Lamont's gumbo, then click on the lid to cover it. At this point, if you are just wanting to have some fun with Bess, you can have her order anything (or everything) on the menu to eat for herself, and if you put hot sauce on everything, she gets a pretty nasty case of fire-breathing heartburn. Take Lamont his gumbo and shortly after he starts to eat, he has to make a dash for the bathroom. This is Bess's chance to get in the back and look at the picture of Bruno and his dog again. Click on the picture twice and the picture will come out of the frame so that she can read the dog's name, then she will call Nancy. *** Nancy's Tasks *** *** Great Room *** Once Nancy has the dog's name, go to the cemetery book and look up a name in there that includes the dog's name, look at where he's buried and now it is time for one more trip to the cemetery, but before we do, let's make a quick stop in the library to solve a couple of those clues from Bruno's book. *** Library - A Librarian's Tale *** Read the story in Bruno's book called "A Librarian's Tale" - this clue refers to the card catalog in the library and a locked book on a shelf above where the card catalog is - you won't be able to get the book until you've read the story and then looked at the first card in the catalog at least, but you will have to look at all of the cards to solve the clue to the book's combination. Once you've solved it and unlocked the book to get another glass eye, we can also take care of Quincy Booker's teeth while we are here. *** Library - History of Quincy Booker's Teeth *** For this one, you must read "History of Quincy Booker's Teeth" from Bruno's book, and you must have studied that dental chart that's on the wall in the secret room. The story mentions four teeth that were worked on when Quincy was a child and four that were worked on as an adult (in order mentioned) - CHILD - 1 - Upper Right Second Molar 2 - Upper Right Central Incisor 3 - Upper Left Central Incisor 4 - Lower Left Lateral Incisor ADULT - 1 - Lower Right Canine 2 - Upper Left First Bicuspid 3 - Lower Left Canine 4 - Lower Left Third Molar The shelf of books that would only tilt out like a lever are the ones that you need to go to now. The two bottom rows (the ones with the bookends that look like molars) represent Quincy's baby teeth and the two upper shelves represent his adult teeth. Pull on the books indicated by the clue and it will open another secret compartment and you'll get another glass eye. (See Spoiler QUINCY BOOKER'S TEETH if you need more help with this) Now it is time to continue on out to the cemetery. *** Cemetery - end of scavenger hunt *** Once you get to the right place, click on the rectangular shape below the name on the headstone and you will get - what else... another glass eye, only this time there seems to be something else with it - a tiny pirate's hat! There was another picture in the back room of Zeke's - an iguana dressed up in a pirate costume - maybe it's time to go make Iggy's aquaintance! *** Secret Room - Iggy's pirate costume *** There is a vent in the wall to the right of the puppet - the grate has been removed. Move into it, take the loquat out of your inventory and click it on the vent opening. Nancy will call Iggy and lay down the loquat and you will hear some soft scratching sounds as Iggy makes his way out of the vent. Then the scene will change to Iggy standing next to the little cabinet that holds all his costumes. There are four costumes - each consisting of three pieces - something that goes on his face or head, something that goes around his neck and something that goes... well, if Iggy were human, it would be considered to be his waist. You can actually dress him in his costumes in any order, this is just the way that I did it. (My recommendation is that you ignore the clown costume unless you really, really liked your battles with the wasps, because you would have to go back to that loquat tree a fourth time and that fourth wasp battle can really be a "killer"! The other three costumes you have to use to complete the game. I also recommend that you save your game before you call Iggy - that way if you mess up on a costume piece, you can reload from before you call him so that you don't have to go get another loquat and then try again.) After you have Iggy's costume on him, move back and he will go back into his vent then return with something for you. This time, dressed up in his pirate costume, he will bring you a small chest. The chest has another letter key pad lock on it - this time it has thirteen buttons each with two letters of the alphabet on it - and an inscription on the top that says, " The name that opens every Jolly Roger meeting opens me". If you looked through Bruno's calendar book until Nancy made her comment, you know that there is going to be a meeting tonight, at Rampart and Dumaine, near the hotel where Bess is, and that the password is "Scuttled Bones". *** Bess at the Hotel - Zeke's and Jolly Roger meeting *** When you call Bess, she will, as usual, need to be persuaded to do what you ask her - which is get into Zeke's again to get the skeleton man costume and find the location of the Jolly Roger meeting, so that she can get inside to hear the word that opens it. Bess will also point out to Nancy that Zeke's is now closed - which is a minor problem in Nancy's mind and she tells Bess that she's sure she will find a way in. After you finish talking to Nancy, put the cursor on the alley to the right side of Zeke's and click. Go down the alley until you can go to the left and you will see Zeke's back door with a number key pad alarm system... How to get the numbers to turn the alarm off? The only item in Bess's inventory is a powder compact, but as it turns out, this all you need! Open the door, go in and get into that box again to get the skeleton man costume. Bess automatically puts it on. (See Spoiler ZEKE'S BACK DOOR ALARM if you need more help with this) Leave Zeke's through the door you came in then turn left toward that door at the end of the alley - knock and someone wearing a skeleton man costume will open a hatch in the door and ask you for the password. She does't just say it automatically, you have to remember it to pick it out of a list. The man lets you in and tells you the meeting is about to start. Bess will hide behind some boxes and things, and she hears the men chanting the words that open the meeting, then a man who seems to be leading the meeting begins to speak and Bess thinks that she recognizes the voice, but, Oh, Shoot! She forgot to turn off her cell phone and it's ringing gives her hiding place away! Trapped! Head covered by a bag or something that has her in the dark! Then the voice says that their intruder seems to be someone of the feminine persuasion and let's see who it is. When her mask is removed, the figure in front of her gives a start of surprise, and Bess lets him have it - That's right you know me and I know who you are - Dr. Buford! And, I also know that you were the one who broke into the Bolet mansion and knocked my friend out! Dr. Buford tries to put her off as someone who doesn't know what she is talking about in front of his fellow Jolly Roger members, but quietly tells her to calm down and he will tell her everything in private. After her talk with Dr. Buford, Bess calls Nancy to tell her everything that she has learned - including the words that will open the little chest, but then she realizes that she may have made a mistake by telling him that her friend was also looking for the skull and was very close to finding it! And, she doesn't think that he went back to the Jolly Roger meeting when he left her! What if he is on his way out there to stop Nancy from finding it! *** Nancy's Tasks *** Nancy is trying to calm her fears when there is a huge flash of lightning and the phone goes dead! Oh, well... back to the mystery. Enter the words that Bess heard at the meeting on the key pad and the chest will open up - another glass eye! Let's see what happens when Iggy is dressed up in his other costumes. Time to go back to the loquat tree and fight the wasps to get another piece of fruit for Iggy. *** Secret Room - Iggy's optometrist costume *** Go back to that vent in the secret room and use the loquat to call Iggy again. This time dress him in the three pieces that make up his optometrist costume, and he will bring you - what else - another glass eye. Before we go back out to those nasty wasps again, let's stop at the cabinet on the wall and see how we are doing with our quest for glass eyes - hmm... still missing four. Okay, let's get another loquat and see what Iggy brings us when he's dressed up in his other costume. *** Secret Room - Iggy's mailman costume *** Go back to that vent in the secret room and use the loquat to call Iggy again. This time dress him in the three pieces that make up his mailman costume, and he will bring out - no, not another glass eye, this time he will bring you a letter! From Bess's first talk with Dr. Buford, we know that it appeared to him that Bruno had been reading a letter just before his death, but it was gone when the paramedics wheeled him out of the house... Perhaps this is the letter, and it's from someone that Bruno AND Renee had taken the skull to for tests to determine if it was authentic or fake. According to the letter, their tester determined that the skull was a fake! There are still four missing glass eyes, another story whose clues seem to point to the area where the buzzards are out in the yard and we need to have a talk with Renee about her telling Nancy that she knew "nothing about any skull, crystal or otherwise" when the letter that Iggy just brought out to you clearly says that the skull was brought in for analysis by both Bruno and Miss Amande! Let's go have a little talk with her! *** Porch *** When you talk to Renee, she will admit that she knew about the skull and, yes, she had been looking for it herself. It had been her idea to have the skull analyzed to see if it was authentic, because she was skeptical when Bruno told her about it, but now she supposed that she should be grateful to Nancy and to Iggy for showing her that it was nothing more than a pretty piece of quartz and she wouldn't be looking for it anymore. *** Buzzard statues - The Key to the Statues, the Statue's the Key *** To solve this one you need to read the story in Bruno's book called, "The Key to the Statues, the Statue's the Key". Go out to that area where the four buzzard statues are to the right of the fountain - this is also where Henry had Bruno's ashes buried. The solution requires you to click on the heads of the four buzzard statues which changes the configuration of the feathers on the head of the Master Buzzard. The configuration needs to match the drawing in the story. When it does, the Master Buzzard will drop a key that opens a compartment in the bases of the four buzzards and each will hold a glass eye. You should now have all twenty-five! (See Spoiler BUZZARD STATUES if you need more help with this) (If you are missing any of the glass eyes, see spoiler GLASS EYE CABINET IN SECRET ROOM which lists each eye in its order in the cabinet and where it can be found if you are missing it) Let's go back inside and up to the secret room - before we do anything else though, we need to call the number that was on that letter from the man who did the analysis of the skull. When Nancy asks him about the letter telling Bruno the skull was a fake, he has a little surprise for her - that's not what he said in the letter that he sent to Bruno... He told him that the skull was genuine! So, perhaps Bruno's "murder" was unintentional! Reading that the skull he believed so strongly in was a fake caused him to have the massive heart-attack that killed him, but the letter he read was the actual fake! Now let's go up to the secret room. *** Secret Room - Plentiful Pirates and Nautical Nonsense *** Open the cabinet for the glass eyes and all twenty-five will go into their positions - The clue of what to do with them now is in the story, "Plentiful Pirates and Nautical Nonsense". Within the lines and words of the story are directions, up, down, right, left, north, south, east and west. The numbers at the bottom of the page tell you how many words you will find on that page and, also, to which glass eyes in the cabinet they pertain - example: 1 - 5 on the first page tells you that there are five direction words on that page, and they'll pertain to the first row of five glass eyes. Click on each eye until its direction is changed to that indicated in the story. (See Spoiler PLENTIFUL PIRATES AND NAUTICAL NONSENSE if you need more help with this) When all have been changed - if done correctly - there should be the click of another secret compartment opening - inside is a piece of paper that shows the lightning rod from the top of the cemetery wall, the skeleton arm from the shovel and the other object that is in this secret compartment assembled together. Take that object - it looks like a large eye, and go back out to Bruno's crypt. *** Bruno's Crypt *** Just past the buzzard statues there is a circular place on the ground with Bruno's name and his date of birth and death around it. There is a small hole in the middle of it with a circle around it and what looks like an X through it. Take out the lightning rod and insert it into that hole, next take out the skeleton arm and set it on top of the lightning rod, and then put that large eye-shaped object into the hand of the skeleton arm - next, sit back and watch what happens. Nancy finds herself being lowered down into the crypt on a platform, and at the other end, sitting on a pillar, is the object that she has been looking for - the crystal skull - The Whisperer! Go forward and pick up the skull - Oh, no! The crypt is closing! Nancy has no way to get out and she'll be trapped! A figure appears at the opening offering to help her out, but she needs to toss up what she's holding so that her hands will be free, but, when she does, the person gloats that after all their scheming, it was a nice Yankee girl who handed over the prize, then watches as the crypt closes. Don't panic - Nancy isn't out of the game yet. There is a panel in the wall with picture tiles. There is not much light in the crypt, except for some occasional flashes of lightning, so you have to use those to see the tiles, then find and click on matching tiles. For each correct match you should hear a chime and the two tiles will remain turned over. When all matches have been made, the crypt will open, and the platform will lift Nancy out again. (This one is random so I can't give you a solution.) There are footprints on the walkway for you to start following, then Nancy will hear the sound of a boat starting up that tells you she needs to head for the swamp. When she gets there, she will confront the person who left her trapped in the crypt, but how to stop them from getting away in the boat? Bernie surfaces during the confrontation and should give you an idea of what to do - at the first opportunity, click on the log and watch what happens. Mystery solved - culprit caught! **You might want to save the game right after you get out of the crypt because you only get one quick chance to click on that log, and if you miss it, the culprit gets away. ******************************************************************************* ******************************************************************************* ******************************************************************************* SPOILERS ******************************************************************************* ******************************************************************************* ******************************************************************************* GREAT ROOM MARBLE GAME - JUNIOR DETECTIVE ******************************************************************************* Game boards are set up as grids with letters at the top and numbers along the side, and positions are given as intersecting coordinates like a map. T = Thumper (used to move the marbles and the movable block) M1 = Marble in position E8 M2 = Marble in position M3 MB = Movable Block GAME BOARD A B C D E F G H I J K L M N O P |---| |----|----|----|----|----| |----|----|----|----|----|----|---| 1| | | | | | | | | | | | | | | | |---|---|----|----|----|----|----| |----|----|----|----|----|----|---| 2| | | | | | | |xxxx|xxxx| | | | | | | | |---|---|----|----|----|----|----|-xx-|-xx-|----|----|----|----|----|----|---| 3| | | | | | | | | | | | | M2 | |xxxx| | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|----|---| 4| | | | | | | | | | | |xxxx| | | | | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|----|---| 5| | | | | | | | | | | | |xxxx| |xxxx| | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|----|---| 6| | | | | | | | | | |xxxx| | | | | | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|--------| 7 | | | | | | | | | | | |xxxx| |---|---|----|----|----|----|----| UP |---------|----|----|-xx-|--------| 8| | | MB | | M1 | | LEFT RIGHT | | | | | |---|---|----|----|----|----| DOWN |----|----|----|----|---| 9| T | | | | | | RESET | | | | | |---| |----|----|----|----| |----|----|----|----| Game Moves - moves are for the Thumper and are followed by the final position of the object moved. Click on the direction arrows - up, right, left, or down - the number of times indicated by the number next to each direction. up-1 right-1 up-1 right-2 down-2 left-1 up-7 = MB - C4 left-1 up-2 right-3 . . . . . . . . . . . . . = MB - E4 down-5 right-2 up-1 . . . . . . . . . . . . . = M1 - E5 left-1 up-5 right-3 . . . . . . . . . . . . . = MB - G4 up-1 right-2 down 1 . . . . . . . . . . . . . = MB - G5 left-1 down-2 right-3 . . . . . . . . . . . . = MB - I5 up-1 left-3 down-1 right-1 . . . . . . . . . = M1 - H5 down-1 right-4 up-1 . . . . . . . . . . . . . = M1 - H3 right-2 up-4 right-4 down-1 left-1. . . . . . = M2 - I3 left-4 down-3 left-2 up-1 right-1 . . . . . . = MB - J5 down-1 right-2 up-1 . . . . . . . . . . . . . = MB - J4 left-1 up-2 right-1 . . . . . . . . . . . . . = MB - K4 down-1 right-2 up-1 . . . . . . . . . . . . . = MB - K3 left-1 up-2 right-5 . . . . . . . . . . . . . = MB - N3 up-1 right-2 down-5 . . . . . . . . . . . . . = MB - N6 right-2 down-2 left-4 . . . . . . . . . . . . = MB - L6 up-3 left-3 down-2 right-1 down-1 . . . . . . = MB - L7 left-2 down-2 right-3 . . . . . . . . . . . . = MB - M7 up-1 right-1 down-1 . . . . . . . . . . . . . = MB - M8 left-1 down-2 right-1 . . . . . . . . . . . . = MB - N8 down-1 right-3 up-1 right-1 . . . . . . . . . = You Win! ******************************************************************************* ******************************************************************************* GREAT ROOM MARBLE GAME - SENIOR DETECTIVE ******************************************************************************* T = Thumper (used to move the marbles and the movable block) M1 = Marble in position E8 M2 = Marble in position F7 M3 = Marble in position E4 M4 = Marble in position M3 MB = Movable Block GAME BOARD A B C D E F G H I J K L M N O P |---| |----|----|----|----|xxxx| |xxxx|----|----|----|----|----|---| 1| | | | | | | xx | | xx | | | | | | | |---|---|----|----|----|----|----| |----|----|----|----|----|----|---| 2| | | | | | | |xxxx|xxxx| | | | | | | | |---|---|----|----|----|----|----|-xx-|-xx-|----|----|----|----|----|----|---| 3| | | | | | | | | | | | | M4 | |xxxx| | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|----|---| 4| | | | | M3 | | | | | | |xxxx| | | | | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|----|---| 5| | | | | | | | | | | | |xxxx| |xxxx| | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|----|---| 6| | | | | | | | | | |xxxx| | | | | | |---|---|----|----|----|----|----|----|----|----|----|----|----|----|--------| 7 | | | | | M2 | | | | | | |xxxx| |---|---|----|----|----|----|----| UP |---------|----|----|-xx-|--------| 8| | | MB | | M1 | | LEFT RIGHT | | | | | |---|---|----|----|----|----| DOWN |----|----|----|----|---| 9| T | | | | | | RESET | | | | | |---| |----|----|----|----| |----|----|----|----| Game Moves - moves are for the Thumper and are followed by the final position of the object moved. Click on the direction arrows - up, right, left, or down - the number of times indicated by the number next to each direction. up-1 right-1 up-1 right-2 down-2 left-1 up-6 = MB - C5 left-1 up-1 right-7 . . . . . . . . . . . . . = MB - G5 left-1 down-4 right-1 up-1. . . . . . . . . . = M1 - E5 up-3 right-2 down-1 left-1. . . . . . . . . . = M2 - B7 left-1 down-1 left-4 up-1 . . . . . . . . . . = M2 - B2 up-5 left-1 up-1 right-1. . . . . . . . . . . = M2 - G2 right-2 down-4 right-3 up-1 right-3 . . . . . = MB - I5 down-1 left-3 up-1 right-1. . . . . . . . . . = M1 - H5 down-1 right-4 up-1 . . . . . . . . . . . . . = M1 - H3 right-1 up-1. . . . . . . . . . . . . . . . . = MB - I4 left-1 up-2 right-1 . . . . . . . . . . . . . = MB - J4 down-1 left-4 up-1 right-1. . . . . . . . . . = M3 - I4 down-1 right-5 up-1 . . . . . . . . . . . . . = M3 - I3 right-2 up-3 right-3 down-1 left-1. . . . . . = M4 - J3 left-3 down-2 left-2 up-1 right-1 . . . . . . = MB - K4 right-1 up-1. . . . . . . . . . . . . . . . . = M4 - J2 down-1 right-1 up-1 . . . . . . . . . . . . . = MB - K3 left-1 up-2 right-5 . . . . . . . . . . . . . = MB - N3 up-1 right-2 down-5 . . . . . . . . . . . . . = MB - N6 right-2 down-2 left-4 . . . . . . . . . . . . = MB - L6 up-3 left-3 down-2 right-1 down-1 . . . . . . = MB - L7 left-2 down-2 right-3 . . . . . . . . . . . . = MB - M7 up-1 right-1 down-1 . . . . . . . . . . . . . = MB - M8 left-1 down-2 right-1 . . . . . . . . . . . . = MB - N8 down-1 right-3 up-1 right-1 . . . . . . . . . = You Win! ******************************************************************************* ******************************************************************************* RUBE-GOLDBERG CONTRAPTION ******************************************************************************* The boxes where objects are - or can be moved - are not visible until you pick something up. I have labeled each box with a letter and the first list - below, shows what each one contains when you first see it. The second list is where everything will be when the contraption has been set up correctly. (Notice that the Fan and the Shrunken Head swap positions - so move one - it doesn't matter which - to one of the Empty boxes, move the other to its now empty, correct position, then move the other into its correct position.) ____ | A | ____ ____ ________ ____ ____ |____| | B || C | | D | | E | | F | Ramp |____||____| |________| |____| |____| -------------------------------------------- -------------- Shelf ____ ________ ________ ____ Shelf | G | | H || I | | J | |____| |________||________| |____| Balloon -------------------------------------------- ____ ________ ____ ____ Shelf | L | | M | | N || O | Helium ____ Scale |____| |________| |____||____| Gas | K | --------------------------------- Weight Tank |____| Piano Top Scale Barrel A - Empty A - Bowling Ball B - Record Player B - Empty C - Hula Dancer C - Empty D - Sailing Ship D - Accordion E - Empty E - Sneezing Powder F - Bowling Ball F - Chatter Teeth G - Shrunken Head G - Fan H - Empty H - Sailing Ship I - Six Books I - Empty J - Large Book J - Empty K - Fan K - Shrunken Head L - Chatter Teeth L - Large Book M - Accordion M - Six Books N - Empty N - Hula Dancer O - Empty O - Record Player If the contraption is set up correctly, when you click on the scale it should set off the Helium Gas Tank and turn on the Record Player. When you think you have the contraption set up correctly, click on the weight scale for Bess to test it. If it's right, she will make a comment to that effect and a cut-scene will follow where she calls Lamont over to "help" her. ******************************************************************************* ******************************************************************************* LOCKED BOX IN BACK ROOM OF ZEKE'S ******************************************************************************* As I said, the Hamlet reference is the clue to the letters that you need to open the box - Hamlet 1 . 3 . 32 Hamlet 8 . 3 . 6 Hamlet 8 . 14 . 4 Hamlet 1 . 12 . X The clue points to individual letters that are in the letter from Amelinda, but it's not as straight forward as; 1st letter, 3rd letter, 32nd letter, etc. What it actually means is take the 1st letter, count over three letters from there and that is the 2nd letter, then count over 32 letters from the second letter and that is the 3rd letter - as follows (the relevant letters have asterisks on each side, and, as you can see, only the first two sentences contain the letters that are needed). *L*a V*e*rgne was just wondrous this summer. We *b*oth stay*e*d i*n* the so*u*th of Fra*n*ce for only a few *d*ays *t**o* visit some ol*d* friends. Lorelei spent far too much time in the kitchen. Golden, braised pork shoulder roasts with turnips and roasted plums, and an entire quail wrapped in puff pastry... We brought only a simple chocolate cake from the street market. That was our dinner. She does things like that you see, always trying to show up the guests. That's how she is. I must be off to the post quickly before the fog rolls in. I'm expecting parcels. We hope that all is well. Keep in touch. Most Cordially Amelinda The correct letters are: L - E - B - E - N - U - N - D - T - O - D Once you have found the letters from the clue, that's it. They are not an anagram - you just have to click on the key pad letters in the same order that you found them. ******************************************************************************* ******************************************************************************* EVERYTHING THAT YOU NEED TO DO TO GET INTO THE SECRET ROOM ******************************************************************************* Some of these things can be done in a different order than listed here - 1 - Find the tracing on the floor of the great room and take a piece of charcoal from the fireplace 2 - Check out the roof of the Bolet Mausoleum in the miniature cemetery 3 - Go outside and check out the first fountain with the spider hole and the key at the bottom 4 - Go out to the actual Bolet Mausoleum and "look closely" at the areas on the front that appear to be just rough stone Front of Mausoleum ------- Door ------- 4 ------- ------- 1 3 2 5 - Go back to Renee and ask if she has some plain paper that you can use 6 - Get paper from her room and go back to mausoleum - "put" the paper on each of the rough areas and the charcoal will automatically move over the paper to make a rubbing of a picture in each of the four areas 1 - Coffin 2 - Crossed Bones 3 - Bird 4 - Worm 7 - Go back to the miniature Bolet Mausoleum and change the pictures on the roof so that it appears like this - Bird Crossed Bones Worm Coffin The roof will open and you will find a key 8 - Go back out to the Bolet Mausoleum and use the key to get inside where you will find the missing portrait 9 - Find the book about the Crystal Skulls (in the box of books under Iggy), look through it and find the card with letters hand-printed on it - T B F M L H A P U 10 - Put the portrait you found back in its frame and notice that in each of the portraits, someone is holding something This is the order that they first appear in - Girls - Man & Woman - Military Man - Man & Woman - holding holding holding holding Lollipop Monkey Hat Umbrella Man - Man - Man - Woman - Woman - holding holding holding holding holding Axe Toothbrush Banana Fan Puppy Notice that the thing that each is holding begins with a letter that is on the card that you found - rearrange the pictures that the thing being held matches the order of the letters on the card - Man - Man - Woman - Man & Woman - holding holding holding holding Toothbrush Banana Fan Monkey Girls - Military Man - Man - Woman - Man & Woman - holding holding holding holding holding Lollipop Hat Axe Puppy Umbrella When the pictures are rearranged, you should hear a click - turn and see that the wall to the left of the fireplace has opened 11 - Go up the stairs in the secret passage and find the locked door - "look closely" at the door knob and you will notice that the lines around it look a lot like the strings around the spider hole except these lines are dashed - The number of dashes in each line indicates the order that the strings around the spider hole should be plucked - Each string around the spider hole plays a different note - (As close as I can get to their positions around the hole) A B G High C F Middle C D E The order the strings should be plucked is - D - A - E - B - High C - F - G - Middle C After you pluck the strings in this order, you will be able to get the key without fear of spider bite 12 - Use the key to get into the secret room ******************************************************************************* ******************************************************************************* BOOKS IN BOX KNOCKED OVER BY IGGY ******************************************************************************* When you have first "picked up" the books, it will look something like this - (I've added the numbers on the books to help show their positions in the box) __________________________ _____ ___ _______ | || | | | ___ | | | | || | | 9 | | | | | | | || 8 | | | | | | 12 | | BOX || | |___| | 11| | | | | || | __ | | | | | | ||_____| | | | | |___|___| | | __ |10| |___| _____ |__________________________|| | | | | | | 7| | | | | |__| |__| | | ___________ ____________________ _________ | 13 | | 1 | |_________3__________| |_________| | | |___________| ____________ |____6____| | | _______ _________ |______5_____| |_________| |_____| |___2___| |____4____| |____________| They go back in the box like this - (My "approximation" looks as though there are gaps left between some of the books, but when you put them in the box, there should be no gaps or the books won't fit) _____ ______________ ___ _____ ____________ | ||_______4______|| || ||______2_____| | 8 || ||________| || || || || | | | ||10||____6___|7|| 9 || || || | | | || ||________|_|| || 13 || || | | | || ||_____5____|| || || 11|| 12 | | ||__||__________||___|| || || | | | || 1 || || || | | |_____||___________________||_____|| || | | |________________3________________||___||___|___| ******************************************************************************* ******************************************************************************* MUSHROOM HUNT ******************************************************************************* As I said, we've already seen the two in the yard - the other three are in these locations, but watch out when you get the one in the swamp. It's on a log that will dip down into the water when you click on the mushroom, but that's not the problem - the problem is Bernie, so don't click on that log a second time or Nancy will become the main course in Bernie's lunch! _____________________________________________________________________________ | | | _____________________ Sorrow | | | Park ___ Terra | | | Bolet Slumber __ | Siesta | | | Mausoleum Gardens | | | | | |_________|_______________ | | |___| | | | | |_________| _|_ | | | | ________________| |________ | | / ___|___ | | | |____________/ | | | | | Entrance to _____| TREE |___| | | Meadow - GO / |_______| | | |\ THROUGH HERE ___/ | Crowing | | | \ | | / Crypts / | | \ Writhing | | / | \ Roots | | | ____HERE | \ Memorial ___|___ | | / \ Swamp | \_____ | | | _______ |_/ \ | | HERE __| |___________|____/ \_____________\ | | | |_______| | | | / Fountain | | | Seeping | | | | Meadow | |_______ Forty Winks | | | Memorial | | | | | | | |___________________________ Gate ____________________________________________| ******************************************************************************* ******************************************************************************* STEPS IN THE RIGHT DIRECTION ******************************************************************************* As I said above, on the right side of the screen at the top you will see the skeleton hand and below it a circle that looks something like this - N W Move E S The letters you got from Charlie's mausoleum were - W - N - E - S - W - N - W - S - E - N - E - N - E - S - W The first letter is W, so click on the W on the circle and the skeleton hand will hold up 4 fingers indicating that you make four moves in that direction. Click on the "Move" button in the center of the circle four times. When you have made the number of moves indicated each time, the skeleton hand will still have one or more fingers up, but this does not mean that you need to make more moves in that same direction and it is not the number of moves for the next direction. Click on the next letter - N - and the skeleton will hold up the number of fingers to indicate the moves in that direction. The following are all of the directions and the number of moves you will have to make for each - W-4 N-2 E-1 S-3 W-2 N-2 W-3 S-3 E-1 N-2 E-1 N-3 E-4 S-5 W-2 ******************************************************************************* ******************************************************************************* TIME WILL TELL ******************************************************************************* I will write out the pertinent clues followed by direction to turn the clock hand and the number to stop on - "Click Eye" refers to the circle above the clock face. ***** PART 1 ***** Midday - - 12 - Click Eye Three hours have past - Right - 3 - Click Eye Move ahead two hours more - Right - 5 - Click Eye Nine hours before - Left - 8 - Click Eye Six hours before then - Left - 2 - Click Eye Moved ahead nine - Right - 11 - Click Eye ***** PART 2 ***** High noon - - 12 - Click Eye Five hours ago - Left - 7 - Click Eye Be gone in three - Right - 10 - Click Eye Five hours til - Right - 3 - Click Eye Two hours from now - Left - 2 - Click Eye An hour later - Left - 1 - Click Eye *NOTE: The last two directions may be confusing to some because the clues say "Two hours from now" and "An hour later", but the last number you stopped on was the time that the horse would be ready if the blacksmith took the full five hours and the actual time is "High noon", so it's two hours from 12 and one hour from 12 that the last two clues are referring to. ***** PART 3 ***** Midnight - - 12 - Click Eye Four hours before - Left - 8 - Click Eye In a mere two hours - Right - 10 - Click Eye Six hours after - Right - 4 - Click Eye After the usual five hours - Right - 9 - Click Eye Two hours later - Right - 11 - Click Eye ** SPECIAL NOTE ** If you enter the following numbers, clicking the eye after each as before, you will get an Easter Egg - direction doesn't matter for this one. 12 - 7 - 8 - 9 - 4 - 1 ******************************************************************************* ******************************************************************************* RENEE'S LOCKED CHEST ******************************************************************************* The chest has four small circles - one at each corner - with designs in them, and a large circle in the middle with 18 buttons around it (below is as close an approximation as I can get to the circle of buttons showing the way that I have numbered them) - 1 18 2 17 3 16 4 15 5 14 6 13 7 12 8 11 9 10 The object is to click on the buttons and form the design that is in each of the outer circles - but you can only click on four of the buttons for each of them. When you have the correct match for each design, the small circle will turn over to a blank side. The buttons to click for the design in the upper left corner are - 1 - 4 - 7 - 15 The buttons to click for the design in the upper right corner are - 5 - 8 - 10 - 12 The buttons to click for the design in the lower left corner are - 2 - 9 - 16 - 17 The buttons to click for the design in the lower right corner are - 11 - 13 - 14 - 18 ******************************************************************************* ******************************************************************************* CEMETERY SCAVENGER HUNT ******************************************************************************* Clue 1. The last denizen buried on my guard, Will start you a-hunting through the graveyard, What's written on the headstone will lead you to another, And so on and so forth til tiny treasure you discover. Name: Tammy Tassleman Buried: Terra Siesta Clue 2. Couldn't sleep without a peep, So when she died we buried her deep Name: Constance Norring Buried: Crowing Crypts Clue 3. Never early, never late Name: Justin Thyme Buried: Sorrow Park Clue 4. All dressed up with nowhere to go Name: Manny Kinn Buried: Writhing Roots Clue 5. Died in debt Name: Owen Moore Buried: Sorrow Park Clue 6. A stand up person Name: Neil Down Buried: Crowing Crypts Clue 7. All that's left of me are these old bones Name: Myra Maines Buried: Terra Siesta Clue 8. Bloomed too late, pruned too early Name: Rose Winterspring Buried: Slumber Gardens Clue 9. She would have given you the shirt off her back Name: Polly Ester Givens Buried: Forty Winks Clue 10. No verse - click on the name You will find a piece of paper with the following clue for the next name. This one requires a call to Bess and another trip into Zeke's back room. Clue 11. Same as the name of my dog at 10, Moved from his grave and buried again Name: Derek Grant Buried: Writhing Roots *NOTE - even with the answers, you will still have to go out to each location in the cemetery to get clues added to the paper that you have to fill in to complete the hunt. ******************************************************************************* ******************************************************************************* QUINCY BOOKER'S TEETH ******************************************************************************* This is the dental chart (or as close an approximation as I can make) - I used "o" to indicate the teeth and put in numbers to indicate the locations of the teeth mentioned - another thing to remember is that you are looking at the chart as though you're looking into someone else's mouth - in other words, upper and lower will be the same, but right and left are reversed. I've drawn a line down the middle of each to separate the two sides. Primary (Baby) Teeth - UPPER 2|3 o | o o | o o | o 1 | o RIGHT | LEFT o | o o | o o | o o | 4 o|o Permanent (Adult) Teeth - UPPER o o o|o o o o | 2 o | o o | o o | o o | o RIGHT | LEFT o | 4 o | o o | o o | o o | o 1 o o|o o 3 BOOKSHELF WITH NUMBERS ON BOOKS INDICATING WHICH ONES TO PULL ON - (The books representing the baby teeth are the two bottom shelves, pull on the four books in the order indicated and the scene should automatically reverse out of close up view, move back in and pull on the four books in the two rows representing the adult teeth and you will open up a secret compartment) ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 2 | | | | | | | | | | | | | | | | | | | | | | | |___|___|___|___|___|___|___|___| |___|___|___|___|___|___|___|___| ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1 | | | | | | 3 | | | | | 4 | | | | | | | | | | | | | | | | | | | |___|___|___|___|___|___|___|___| |___|___|___|___|___|___|___|___| ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | M M | | | | | | | | | | | | O O | | | | | | | 1 | | | | 2 | L L | 3 | | | | | | | | | | | A A | | | | | | |___|___|___|___|___| R R |___|___|___|___|___| ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | M M | | | | | | | | | | | | O O | | | | | | | | | | | | L L | | 4 | | | | | | | | | | A A | | | | | | |___|___|___|___|___| R R |___|___|___|___|___| ******************************************************************************* ******************************************************************************* ZEKE'S BACK DOOR ALARM ******************************************************************************* To get the combination - Take the powder compact out of Bess's inventory and click on the side of the alarm box - not on the keys. The theory is as we touch multiple things with the same finger, there is less and less moisture left behind, so that more powder will adhere to the first button touched, less to the second, even less to the third and so on with the least adhering to the last button - so using that theory, you should see that the order the buttons were touched is: 2 - 8 - 9 - 0 - 5 ******************************************************************************* ******************************************************************************* BUZZARD STATUES ******************************************************************************* Numbering the statues like this (when you are facing them) - 2 3 1 4 the order to click on them is: 3 - 3 - 2 - 1 - 1 - 4 ******************************************************************************* ******************************************************************************* PLENTIFUL PIRATES AND NAUTICAL NONSENSE ******************************************************************************* This is the story from Bruno's book with the pertinent letters capitalized and *'s at beginning and end of each word. I have also broken the story down by sentences to make it easier to see the words that need to be picked out - NOTE: There is one instance where the first letter of the word is in one sentence and the rest of the word is in the next. For those who are totally lost and need more assistance, the solution follows below. Stealthily stalking them, famished and anxiou*S, OUT H*unting *WEST* waters, he was cantankerou*S. OUT H*ere were the s*EA-ST*ricken pirates aplenty. A week's worth of looting *LEFT* their large stomachs empty. "*DOWN* to the port, we'll plunder some dinner!" But the truth is that these pirates could have been thinner. Their villainous vessel was bogged *DOWN* by booty. They would drop off the treasure, and away they'd be scooting. They would foul *UP* the village and make a great mess, *DOWN* to the mangroves, they'd surely digress. "Ahhh it's a b*EAST*ie! swim for your lives!" the calm s*EA'S T*reachery *LEFT* a surprise. A long-legged b*EAST*ie whose eyes were aglow, had spotted some treasure in the hold *DOWN* below. And his curious nature could not let it go. So he tore *DOWN* the hull, and alarmed were the pirates, he started to break *DOWN* the structures inside it. His nautical naughtiness knocked *DOWN* the ship. Those petrified pirates were muddled and miffed. So they fired their guns at this grand octopus. At one leg, at two legs, at *LEFT* legs, then six! But the creature continued with two other arms. The *NORTH**WEST*ern water whaled in with alarm. The pirates abandoned this nautical nonsense, and swam *RIGHT* to shore with their rather large haunches. But gaggles of gunmen got *LEFT* getting gobbled. The creature was angry. In it's own ink it bobbled. So *DOWN* dove the octopus, *RIGHT* to his den. He spit out their bones and fashioned a fence. And each treasure of course, he had not *LEFT* behind. He'd befriended these baubles in very short time. And long lived this octopus, hidden away, but his fate fell quite quickly on one fateful day. SOLUTION: The numbers indicate the position of the eyes in the cabinet - numbered 1 through 25, left to right, top to bottom. The directions are - Up - Down - Right - Left North - South - East - West (Up and North are the same, Down and South are the same, Right and East are the same, Left and West are the same - and right and left are "your" right and left) 1 - 5: South - West - South - East - Left 6 - 7: Down - Down 8 - 12: Up - Down - East - East - Left 13 - 16: East - Down - Down - Down 17 - 20: Down - Left - North - West 21 - 22: Right - Left 23 - 25: Down - Right - Left ******************************************************************************* ******************************************************************************* GLASS EYE CABINET IN SECRET ROOM ******************************************************************************* There are 25 glass eyes that you have to find. The cabinet has five rows and five columns - 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Locations of glass eyes by their position in the cabinet - Position 1 - this one comes from the grandfather clock and you get it when you use the clues from the second part of the story in Bruno's book called "Time Will Tell". Position 2 - this one comes from the grandfather clock and you get it when you use the clues from the first part of the story in Bruno's book called "Time Will Tell". Position 3 - this one comes from the grandfather clock and you get it when you use the clues from the third part of the story in Bruno's book called "Time Will Tell". Position 4 - this one is in the Spider Hole in the fountain (where you got the key to the secret room). SPOILER: The notes are - Middle C - Middle C - Middle C - D - E - E - E - D - Middle C - D - E - Middle C Position 5 - in the great room marble game in the table on the right side of the room. You have to beat the game to get the glass eye. Position 6 - for this one you have to enter the Hoodoo sounds associated with the symbols Renee has drawn on her wall - SPOILER: The sounds are BAH ZAH LOO PAH DEE MOO KAH using the buttons on the box the puppet is holding and then press the talk button. The puppet will repeat those sounds and the glass eye will pop out of his head (there are two other things in the cavity behind where the eye was that you will need. Position 7 - in library on the desk where Henry is working. It's on a chain that you have to get from Henry even though he doesn't want to give it to you. Position 8 - this one is in the library in a locked book. The clue to this one is in Bruno's book in the story, "A Librarian's Tale". SPOILER: It will be necessary to look through the card catalog and note the numbers from all of the books that have "Eye" in their title (there are six of them) then add up all those numbers - the sum is the combination for the book (the combination is 1540). Position 9 - this one is in the library - you have to pull on the correct set of books on the four shelves where the books just tilt out like levers. The clue for this one is in Bruno's book in the story "History of Quincy Booker's Teeth". Position 10 - to spot the location of this one you have to look through the peephole in the secret passage and click on the "+" next to it to zoom in on the book "Eye of the Beholder". Then you can go into the library and up to the bookshelf on the right side of the door that goes outside to get the glass eye out of the book. Position 11 - in the library to left of the corner where Henry is sitting - one of the Miniature Modeler Trophies makes a sound when you pick it up. Take off the lid and find a glass eye. Position 12 - in the great room in the miniature cemetery model. Pick up the largest of the buildings in the Forty Winks Mausoleum and open its door to find the glass eye. Position 13 - one of the things you get from the puppet besides his glass eye is a token. Take it over to the gumball machine on the table on the other side of the room and put it in the coin slot then turn the handle. Position 14 - the bowling game in the secret room - to get the glass eye, you have to turn all the blocks (three rows of three) to eyes to win the prize. Position 15 - in the secret room there is a pendulum game on Bruno's desk. Position 16 - this one you can't get until you complete the Cemetery Scavenger Hunt and will require the assistance of Iggy, the iguana (dressed up in his pirate costume - which is why you have to complete the scavenger hunt first - part of his costume is missing and you will find it at the end of your hunt), and Bess. SPOILER: The code for the alarm is 2 - 8 - 9 - 0 - 5 Position 17 - this one is already in the cabinet. Position 18 - this one also requires the assistance of Iggy - this time dress him up in his optometrist costume. Position 19 - in the small, dark bedroom that is the first door you come to when you go up the stairs. Go to the table by the bed and open the drawer to get the glass eye. Position 20 - clue to this one is in Bruno's book, "The Key to the Statues, the Statue's the Key". Position 21 - clue to this one is in Bruno's book, "The Key to the Statues, the Statue's the Key". Position 22 - clue to this one is in Bruno's book, "The Key to the Statues, the Statue's the Key". Position 23 - clue to this one is in Bruno's book, "The Key to the Statues, the Statue's the Key". Position 24 - this one is the reward for your cemetery scavenger hunt that the note inside the puppet's head starts you off on and will require a call to Bess to get the answer to the final clue. Position 25 - for this one, you will need to read the story from Bruno's book, "Steps in the Right Direction", and you will need to find some mushrooms for Renee so that you can use the shovel with the skeleton-arm handle. ******************************************************************************* ******************************************************************************* CREDITS ******************************************************************************* This document is a walkthrough for HER Interactive's game for PC - Nancy Drew and the Legend of the Crystal Skull - �2007 Walkthrough Copyright - �2009 myster_nut - V.1.0 This walkthrough is exclusively available at: GameFAQs - http://www.gamefaqs.com This walkthrough may not be reproduced under any circumstances except personal and private use. It may not be placed on any other website or distributed publicly without prior written permission from me. Use of this walkthrough on any other website or as part of any public display is strictly prohibited and a violation of copyright. You can contact me at: [email protected]