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Walkthrough

by myster_nut

*******************************************************************************
NANCY DREW: WHITE WOLF OF ICICLE CREEK - for PC
*******************************************************************************
A word of warning - this walkthrough contains many spoilers, but I have tried
to write 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 the game as Nancy, so when I use the term "you", it means
that Nancy is doing or seeing it. Since you are seeing things in the game
"through her eyes", anything that is on her right, will also be on your right
and the same with anything on her 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, and doing somethings at times
other than the way they come up in this walkthrough may change the time when
something else can be done, but as long as everything is done, you will be
able to solve the mystery.

*******************************************************************************
TABLE OF CONTENTS
*******************************************************************************
Game Controls
Items at Top and Bottom of Game Screen
Cast of Characters
Current Assignment
Lodge Maps - Interior and Exterior
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
-------------------

Alarm Clock - in the upper right corner of the screen, you will notice a
clock that tells you the time of day. You will also notice that the time
passes faster on it than "real" time. But, to make time pass even faster you
can go to Nancy's room and use the alarm clock next to her bed to advance
the time. Put the cursor on the face and it becomes a circular arrow. Click
and move the smallest of the three hands to the time that you want to get up
then move the cursor to the button on the top and click to turn it on. The
screen will go dark, briefly, then the alarm will go off. If you want to move
ahead more than twelve hours, you will have to set it twice - for example: if
it's 6pm and you want to advance the time to 8am the next day - set the clock
for 8 - it will go off at 8pm then you have to "get out of bed", turn around,
click on the clock again, click on the button on top - this time it will go
off at 8am.

*******************************************************************************
ITEMS AT TOP AND BOTTOM OF GAME SCREEN
*******************************************************************************
*** TOP OF SCREEN ***
Least important - on the left side it shows what Nancy is wearing

Very important - in the middle is Nancy's "Chill Meter" -
when Nancy is outside, you need to keep a close eye on this because if it
gets too low, Nancy will pass out from the cold and you'll have to re-start
whatever it was that you were doing at the time

On the right side is a clock - it runs faster than real time and you need to
keep an eye on it so that you can get to the kitchen to prepare meals on
time - at least until you can drop the cooking part of your duties

*** BOTTOM 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 - it also includes phone numbers, suspect information, notes about
the wolf and clues
-------------------
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
-------------------

*** BOTTOM 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
Icicle Creek Lodge in Canada to help its owner find out who or what has been
causing all of the "accidents" that have been happening
-------------------

*** On the Phone - Main Characters ***
Chantal Moique - Manager of Icicle Creek Lodge and daughter of its owner
-------------------
Tino Balducci - Private Investigator hired by Chantal to help Nancy solve her
mystery and previous aquaintance of Nancy's from her adventure, Last Train to
Blue Moon Canyon (Nancy's not real happy he's involved!)
-------------------
(There are others that you will talk to on the phone, including Ned, Nancy's
boyfriend, but they are not main characters and don't need to be listed.)

*** Icicle Creek Lodge ***
Ollie Randall - Chantal's handyman who dreams of having a place of his own one
day and is no big fan of the wolf that's been heard howling around the lodge
-------------------
Freddie Randall - Ollie's daughter - she spends all day playing Snow Princess
in her Ice Castle and challenging anyone who tries to pass by to a snowball
fight - she has a secret that you need to learn

*** Lodge Guests ***
Guadalupe Comillo - Bird-watcher (?) from Los Angeles
-------------------
Bill Kessler - Engineer from Tronto who's come for the ice-fishing
-------------------
Lou Talbot - Art student from Brea who's come for the snowshoeing
-------------------
Yanni Volkstaia - World class cross-country skier who's there to train
-------------------

*******************************************************************************
CURRENT ASSIGNMENT - taken directly from the Case File
*******************************************************************************
Head to the Icicle Creek Lodge, a small guest lodge deep in the Canadian
Rockies of Alberta, Canada, and try to figure out why so many accidents have
been happening there.

The woman who runs the Lodge, Chantal Moique, called me out of the blue,
saying that Bet and Ed Rawley of Shadow Ranch had recommended me.

She sounded so desperate that I couldn't refuse. She said she was on her way
to Edmonton to meet with her lawyers, so her handyman, Ollie Randall, will
pick me up at the airport.

She told me it's been really cold and snowy there, and that I should pack
accordingly, and then she said something about a wolf. The connection was
getting really bad, and I could barely hear her, but I'm pretty sure she
used the word "prowling" (or was it "howling"?) along with "dangerous" and
"be careful". Accidents are one thing, but wild animals? I hope I know what
I'm getting into...

*******************************************************************************
LODGE MAPS - INTERIOR AND EXTERIOR
*******************************************************************************
*** Interior - Downstairs ***
  ________________________|     |___________________________________________
 |                        Kitchen    |               |                      |
 |                         Doors     |               |__  Cupboard          |
 |                                   |               |  |/                  |
 |                                   |               |__|_                  |
 |                                   |               |    |                 |
 |                                   |Basement       |    |__________       |
 |                   |               | Door   |      |     Desk      |      |
 | Fireplace         |             / |_|  |___|Stairs|_______________|      |
 |_/                 |          Pyramid                                     |
 |              Fox &|Trapper                                               |
 |              Geese|Dan                                                   |
 |_             Game |Exhibit                                               |
 |                   |                _________________________        _____|
 |                   |               |                         |      |     |
 |                   |               |     Front Entrance                   |
 |                                   |     Mud Room                         |
 |                                   |                                      |
 |                                   |                                      |
 |                                   |                                      |
 |                                   |                                      |
 |_____________________|  Window  |__|_________________________|      |_____|
                                                               Entrance


*** Interior - Upstairs ***
  __________________________________________________________________________
 |                 |                  |                  |                  |
 |                 |                  |                  |                  |
 |                 |   Chinook        |   Eena           |   Pish Pish      |
 |                 |   (Vacant)       |   Lou Talbot     |   Bill Kessler   |
 |      Bathroom   |                  |                  |                  |
 |         Door    |                  |                  |                  |
 |            \    |                  |                  |                  |
 |____|   |_|    |_|__|   |___________|___|   |__________|____|   |_________|
 |     /                                                                   _|
 | Laundry                                                                  |
 | Chute                                                           Fireplace|
 |                                                                         _|
 |              ______|   |_______________|   |_______________|   |_____    |
 |      Stairs |                  |                  |                  | E |
 |             |                  |                  |                  | X |
 |             |   Kwel Kwel      |   Kalakala       |   Ollalie        | I |
 |             |   Nancy Drew     |   Yanni          |   Guadalupe      | T
 |             |                  |   Volkstaia      |   Camillo        | ->
 |             |                  |                  |                  |___
 |             |                  |                  |                  |   |
 |_____________|__________________|__________________|__________________|___|


*** Exterior ***

                                Path to
                                Avalanche Ridge
                  ________________|       |_____________________________/ Road
                 |
                 |
                 |                                                           /
                 |                                                           |
                 |                             _________________  Snowmobile |
                 |                            |                 |            |
                 |           _________________|                 |   Truck    |
  \              |          |   |                               |            |
   Icicle Lake   |          | S |                               |            |
   Fishing Shack |          | t |                               |            |
    < Bunkhouse  |          | a |             LODGE             |            |
    _____________|          | i |                               |            |
                            | r |                               |            |
    _____________           | s |                               |            |
                 |          |___|_______________________|     |_|            |
    Freddie's    |                                      Entrance             |
    Ice Castle   |                                                           |
                 |                                                           |
                /                                                            \
                To     ______________________________________________ To
              Skating /                                              \ Trapper
             Pond                                                       Dan's
                                                                        Needle

*******************************************************************************
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 story begins at night with Ollie driving you to the Lodge and telling you
he doesn't see how someone who isn't much older than his daughter could do
more than be under foot, much less solve a mystery, and he also doesn't seem
to be very impressed with Chantal's ability to make decisions of any kind,
much less important ones concerned with running the Lodge.

Suddenly there is the howl of a wolf in the distance followed by the blast of
a huge explosion.

Someone has blown up the Lodge's bunkhouse!

Morning - you and Ollie are on the phone talking to Chantal about the latest
"accident" and Nancy tells her that her plan is to replace the maid that quit
because she will have more access to guests and their rooms.

Chantal thinks that this is a wonderful idea and that Nancy should also take
the place of her cook, who also quit, "because it will give her even more
access to the guests". Also, Ollie, who is not such a good cook, won't have
to cook anymore and she won't have to pay anyone!

She also mentions that she has hired someone to "consult" with Nancy, someone
that Nancy already knows - Tino Balducci! (a not-so-friendly acquaintance from
"Last Train to Blue Moon Canyon"). Nancy is not very happy about this.

Once the phone call with Chantal is done, Nancy will automatically be in her
room. You can use the key she has in her inventory to open the armoire but
there is nothing to do in there, so walk over to the table by her bed. There
she will find the Master Key to the guest's rooms and a card that shows which
room each person is in. There is also some papers with instructions for her
duties as the maid and cook. The maid's duties include shoveling the skating
pond, reporting avalanches to the Avalanche Patrol and any criminal activity
to the sheriff and there is also a number for the local hospital, and she
has to make sure that all rooms needing cleaning are done by noon.

As for cooking - there are specific times when each meal must be prepared.

                 Breakfast - 7am - 8:15am
                 Lunch     - noon - 1pm
                 Dinner    - 6pm - 7pm

*******************************************************************************
HINT: You can start a little late and even run over the time that it says
you should be done without getting into trouble, but don't skip a meal or
you'll get a nasty call from Chantal and automatically end up in the kitchen
to prepare the next scheduled meal no matter what plans you had for your
investigation - at least at first. There will come a time when you don't have
to worry about cooking anymore!
*******************************************************************************

Breakfast has past, so it looks like this may be your first opportunity to get
into the guest's rooms under the pretext of cleaning them. You have to go back
down to the desk to get the laundry bag out of the cupboard, but while you are
there, take a good look around - check out the files on the computer.

The computer has the guest register, and when you check this, it will put the
phone number's of the guests who were "accident" victims in your notebook so
that you can call them and get their version of what happened, also click on
the "Previous Year" button - hmmm... interesting. There are also descriptions
of the birds that can be seen in the area and what time of year that they can
be seen - take a look at this, you'll notice something else interesting when
you talk to one of the guests. There is also a description of the fish that
can be caught in Icicle Lake - Nancy will need this when she has to go ice
fishing. There is also a file that describes the duties of the maid and the
cook - which you've already seen, and a file that is about the temperature
warnings and going out when it's too cold. That pretty much covers the
information on the computer.

Back away from the computer and pick up the crumpled paper on the floor -
it's a letter from the ex-maid, Elsa, about unemployment benefits and it
has her phone number on it (if you are playing at Junior Level, her phone
number will be copied into your notebook so that you can call her about
what caused her to leave - you'll also get the chance to help Chantal
take care of one of the problems that have come up because of all these
"accidents", but Senior Level just gets to read the letter.

Now, "open" the cupboard where the laundry bag is - more crumpled papers -
read them, hmm, seems Elsa had a boyfriend who was extremely upset that she
wouldn't drop everything and come to see him! Take the laundry bag and go
back upstairs.

All four guest rooms will have the tags hanging from their doorknobs saying
that they need to be cleaned, so this is your chance to get inside and take
a really good look around, but before you go in, take a look at what seems
to be "deadbolts" on the outside of the doors. Interesting... turning the
knob seems to change the color you see in a little opening on the "lock"
rather than locking the door.

Cleaning consists of making beds and taking the used towels and washcloths,
and you won't be able to get into the armoires in their rooms, but you can
"look" at everything that shows a red magnifying glass when you pass the
cursor over it.

When you are done with the rooms, take a look at the boar's head over the
fireplace next to the emergency exit then go back to the other end of the
hallway and drop the laundry bag down the chute.


*** WHAT FOLLOWS IS DEPENDENT ON TIME - YOU NEED TO FIX LUNCH AROUND 12 ***
(I won't be telling you when to go off to the kitchen to prepare a meal -
because it may take you more or less time than it took me to get through
some of the investigating that you need to get done, so you will need to
keep an eye on the "clock" in the upper-right corner of the screen to know
when you need to do that)

Go downstairs and turn right - straight ahead is the Trapper Dan Exhibit -
take a close look at everything there - Nancy will make some comments as you
do this. Now, turn left toward the window and go to the right around the wall
that separates the exhibit area from the sitting area. There is a newspaper
sitting on a table in front of the fireplace - read the article about the
food poisoning of some guests and the lodge's cook, then put the paper down,
turn around and meet two of the guests that are in the lodge now - sitting
on the left is Lou Talbot and on the right is Bill Kessler - talk to Bill
and he will ask you to shovel the snow off the skating pond so that he and
Lou can have a little competition on the ice. Okay, now we need to go outside
to look around where the bunkhouse used to be.

The door to the outside is through the mud room across from the desk, so go
in that direction.

Sitting on a table opposite the Trapper Dan exhibit is a funny little pyramid.
If you click on it to move in close, you will notice that there is a picture
of a Pig at the top of it (Dan must have really loved Mary a lot!) and a grid
with pictures of the four animals that figure most importantly in our mystery.

It looks something like this when you first see it -

                M = Moose   P = Pig   R = Raccoon   W = Wolf


                                  PIG

                      ___________________________
                     |      |      |      |      |
                     |   R  |   M  |   W  |   M  |
                     |______|______|______|______|
                     |      |      |      |      |
                     |   W  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |      |      |      |      |
                     |   R  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |      |      |      |      |
                     |   R  |   W  |   R  |   R  |
                     |______|______|______|______|

Since a Pig figured so prominently in Trapper Dan's life, and since he's
got one pictured at the top of his pyramid, that should give you a clue
about what to do. If you play around with it, you will find that turning
some squares will turn others at the same time.


(See Spoiler - PYRAMID SOLUTIONS - *** First Solution ***, if you need
more help)


When you have finished with the pyramid head on outside. First, let's take a
look at the place where the bunkhouse used to be - turn right, go to the end
of the lodge then turn right again. You will see an opening in the fence on
your left, go through that and meet Freddie - I'm sorry, I mean meet the Ice
Princess, who will not let you pass unless you beat her at snowball throwing.
This is relatively easy - she wears a pink snowsuit, so watch for a flash of
pink and point the cursor at her and click - you have to hit her ten times
before she hits you ten times. Once you beat her, continue past her ice castle
until you get to another opening in the fence on the left. Turn there and you
will see the crime scene tape that the sheriff and his men left and there is
something else interesting lying in the snow - a clock face - could this have
been the timer for the bomb that blew up the bunkhouse? This is all you will
find here, so turn around and start back, turn right when you get to the
fence - just a note: if you go left, you will end up at Icicle Lake, but this
isn't where you need to go right now. Also, when you go back past Freddie,
she won't challenge you - she only does it when you're going the other way.

Go through the opening in the fence and turn right - you will see a sign that
says, "To Skating Pond" - start off and most of the trip will be automatic.
When Nancy stops, click on the shovel and Nancy will make a comment about
getting started then the scene will change to an overhead view of the pond. To
get started you have to pick up the tiny shovel, then click it on each of the
squares that you want to clear.

To clear the skating pond you need to read those instructions that were in
Nancy's room (or on the computer downstairs) and follow that scale that they
show you carefully to figure out where the thin spots are in relation to the
color of the square you just shoveled.

The scale looks something like this with the number on each square showing
how many thin spots are touching a square of that color -

              _______________________________________________
             |     |     |     |     |     |     |     |     |
             |  0  |  1  |  2  |  3  |  4  |  5  |  6  |  7  |
             |_____|_____|_____|_____|_____|_____|_____|_____|
               LB    LBG   TUR   BLU   BV    DBV   DBG   DB

              LB = Light Blue          LBG = Light Blue Gray
              TUR = Turquoise          BLU = Blue
              BV = Blue Violet         DBV = Dark Blue Violet
              DBG = Dark Blue Gray     DB = Dark Blue

The instructions also say that there are never any thin spots on the lower
edge, but you may shovel squares that indicate they are touching one or
more thin spots, and you may also find thin spots right on the edges of the
top, right and left sides of the pond - this is all true for both Junior and
Senior Level game play.

The grid for shoveling is 10h x 20w. If you do shovel a thin spot where you
get a crack in the ice, don't panic. You just have to be very careful about
shoveling any of the squares around, and here's a little helpful hint: you
don't have to shovel every single square that can be shoveled, you only need
to shovel enough that you think you know where the thin spots are located,
then pick up the orange safety cones and place them where you believe there
are thin spots. If you are correct, the rest of the pond will automatically
clear - if it doesn't, then you've made a mistake about at least one of the
locations you think is thin. Apply a little detective logic and try to figure
out where you went wrong.

Junior Level is easier than Senior Level. I've seen a minimum of 8 thin spots
and no more than 13 at Junior Level, but in Senior Level, I've seen no less
than 22 and as many as 29 thin spots. It's random and I can't give you an
exact plan to follow when you shovel. If you make a mistake and fall through
the ice, you will get a call from Chantal saying that she hired you to find
out who was causing the accidents, not become one yourself - you're fired!

Don't worry, after she fires you, you will end up right back out at the pond
for another chance at getting it right!


(See Spoiler - SKATING POND EXAMPLE, if you need a little more help)


When you've finished shoveling the pond, Nancy will notice wolf tracks in the
snow and automatically follow them. The trail will lead first to Trapper Dan's
Needle - a concrete pillar that was built by Dan. Notice the piece of black
nylon material stuck in one of the edges - click on it and Nancy will surmise
that there must be a way to open it up. After looking at the material turn
left - notice the wolf tracks go on away from the Needle and to the right.
Follow them and you will come to a sign that reads Chicken Ridge - suddenly
there's the sound of an explosion and the howl of a wolf that is followed by
an even more ominous sound - an avalanche! And it's headed straight for Nancy!

Buried! Unable to move! Running out of air! Suddenly, there are sounds above!
Nancy calls for help and there are sounds of digging - the snow dug away - and
there is an ominous growl and bared, very sharp teeth inches away - the wolf!
Instead of attacking it runs off, but Nancy can breathe and get out now.

Once out of the snow, go straight ahead - back toward the Needle - on your
way back, you will find a blast crater - look closely - some strange rocks
and one has a fossil in it - Cool!

Now, you need to get back to the lodge before Nancy gets too cold. "Climb"
out of the hole and turn right - follow the ski tracks and the dark trail
in the snow to get back to the lodge.

First thing to do when you get back is call the Avalanche Patrol and report
an avalanche, then go toward Dan's exhibit and turn to the left - you will
see Guadalupe Comillo looking through the window... with binoculars?

Let's have a talk with the third lodge guest. She will tell you that she is
bird-watching - ask her what kind of birds she is seeing, and, if you have
looked at the computer file that shows what kind of birds can be seen at
this time of year, you should notice a discrepancy. If you have gone out to
where the bunkhouse used to be and found the melted clock face, she will also
mention that the clock from her room is missing.

If there is time, go down to the basement and meet the fourth lodge guest,
Yanni Volkstaia. He is more than a little intense and seems to think that
his competitors are throwing bombs at him! After talking to Yanni, go to the
left toward the sauna then left again and you will find Ollie at his
workbench. You can have another little talk with him. If you called to report
the avalanche, you will need to tell him that the explosives training he was
supposed to attend has been postponed - explosives training? He will also
tell you about the raise that Chantal "promised" him and he never got and he
will ask you to take the snowmobile up to Skookum Ridge to check for signs
of avalanche activity then report what you find to the Avalanche Patrol for
him.

*******************************************************************************
NOTE: Anything above - from the time Nancy cleans the guests rooms (which
should be done after Nancy has picked up the Master Key and the laundry bag)
to talking with Ollie in the basement can be done before or after you fix
the lunch meal - just make sure that you get in the kitchen to fix it before
1pm.
*******************************************************************************

Regarding the meals - breakfast every day is the same, as are the meals at
lunch and dinner.

I found this helpful when preparing meals -
I made up "menus" for each meal showing all the selections and the individual
ingredients followed by six columns - one for each person that you are cooking
for - who it is doesn't matter. Then printed them out so that I could write on
them - one for each day's meals.

I would work left to right marking down what each person was ordering and how
much of each item was to go into omelets, burgers and salads, then start to
cook. It made getting through the cooking chore quicker for me.

*******************************************************************************
EXAMPLE OF COMPLETED FOOD PREP MENU
*******************************************************************************
Filled in and ready for Nancy to start cooking -

*** DINNER ***
-------------------------------------------------------------------------
ORDERS       |    1    |    2    |    3    |    4    |    5    |    6    |
-------------------------------------------------------------------------
SALMON       |    1    |    1    |    2    |   ---   |    2    |    2    |
-------------------------------------------------------------------------
SALADS                                                                   |
-------------------------------------------------------------------------
  Egg        |    2    |    1    |   ---   |    1    |    1    |    2    |
  -----------------------------------------------------------------------
  Y. Peppers |    1    |    3    |   ---   |    3    |    3    |    1    |
  -----------------------------------------------------------------------
  Tomatoes   |    2    |    1    |   ---   |    2    |    1    |    1    |
  -----------------------------------------------------------------------
  Spinach    |    3    |    2    |   ---   |    3    |    1    |    1    |
  -----------------------------------------------------------------------
  Anchovies  |   ---   |    1    |   ---   |   ---   |    1    |    2    |
  -----------------------------------------------------------------------
  Carrots    |    4    |    1    |   ---   |    3    |    3    |    2    |
  -----------------------------------------------------------------------
  Cucumbers  |    4    |    3    |   ---   |    3    |    3    |    4    |
  -----------------------------------------------------------------------
  Croutons   |    1    |    1    |   ---   |    3    |    2    |    1    |
  -----------------------------------------------------------------------

A couple of examples of how to read it -

The person whose order is on the first plate on the left wants -

1 - Salmon Steak

and a salad with - sliced egg twice, yellow peppers once, tomatoes twice,
spinach three times, no anchovies, carrots four times, cucumbers four times
and croutons once.

The person whose order is on the third plate from the left wants -

2 - Salmon Steaks and no salad

*******************************************************************************
NOTE: I have included blank menus for all three meals at the end of the
Spoiler section of this walkthrough. These can be copied and printed out for
use during your game if you so choose.

If something starts to burn, get it off the stove and throw it in the trash
before it starts to smoke or you'll get "yelled" at by Ollie. Also, if you get
something wrong, Ollie isn't shy about sending it back to be redone.

From now on I will only be going over the stuff that you need to do to solve
the mystery. You will have to keep track of the time and decide when you
need to go to the kitchen - I will let you know when you can "unofficially"
stop going to the kitchen though.
*******************************************************************************

After you have fixed lunch, it is time to go out to Skookum Ridge for Ollie.
Go out to the snowmobile - you have to click on it three times to get on
and start it, it will then start out and the scene will go to an overhead
view. There is an arrow that tells you the direction to go to get to Skookum
Ridge, but there are also obstacles - rocks, trees and snowmen. Running into
rocks or trees can cause you to blow up, so watch out for them (you don't have
to get very close to one to "hear" a bump, and one bump won't blow up the
snowmobile - unless you do more than just "bump" - but don't worry, if you do
blow up, you will get a second chance). If you want a little laugh though,
try bumping into a snowman or two - it can be a giggle.

To go forward click and hold the left mouse button and release it to slow your
forward motion (you won't stop completely right away) and move the mouse to
change direction.

When you get to Skookum Ridge there's no sign of an avalanche so head back
to the lodge and give the Avalanche Patrol another call. While you are at the
phone, you can make some more calls - call Chantal to let her know what is
going on, call the sheriff about the clock face you found and to ask if they
have found out anything more about how the bunkhouse blew up, call Elsa
(if you are playing at Junior Detective level - be sure to ask her about "L")
and the other "accident" victims and you can give Ned a call to let him know
that Chantal wants you to "get your hints" from Tino.

After you've made all your calls, go back down to the basement to return the
key to Ollie. On your way, stop and chat with Yanni again. He will tell you a
little about his family history to explain why wolves are not a topic of
conversation with him, then go around to Ollie's workbench. If you've talked
to Chantal, he will tell you that she called him to let him know that it's
alright to talk to you about the accidents, and when you finish talking to
him about that, you will have to start a second conversation to return the
key.

One of the things that Ollie mentions when you do talk to him is that Bill
Kessler is wanting a little ice fishing competition, so if he asks you, you
should agree. Well... you've got some time to kill before you have to go to
the kitchen again, so a little practice to see what it's like might be a
good idea - besides, you can have some more fun-time pelting Freddie with
snowballs on your way out to the lake.

Once you get past Freddie and start on the path to the lake, most of the
walk is automatic until just before you get to the shack. When you take
control again, you have to hurry Nancy into the shack as quickly as you
can or she will pass out from being too cold - it is apparently quite a
long walk out there and her chill meter at the top is already almost gone.

When you get inside the shack, Nancy will warm back up and you can click on
the hole in the ice to drop your line into the water. The view will change to
underwater where fish of the kind that you saw in the computer file will swim
past and other things will float through. The most important thing to watch
out for are the anti-submarine mines that float through - hook one of those
and you will get a nasty surprise. Then there are lake sturgeon and logs that
will snap your line if they hit it - the view goes back inside the shack, so
click back arrow once then click on the hole to drop your repaired line back
into the water. The other obstacles are hats, boots and tin cans that you
catch instead of fish, if they pass near your hook.

With your hook in the water - to raise or lower it, move the cursor up or
down to approximately where you want the hook to be then click and release
the mouse button - to lift it out of the water, click at the top near where
your line is coming through the ice.

Keep your eye on the time - Nancy still has things to do at the lodge and
if she stays out there on the lake too long, it will get too cold for her
to make it back to the lodge.

When you get back, Guadalupe is still at the window, but she hasn't got
anything new to say, so go around to where Bill and Lou spend most of
their time and talk to them.

Bill will ask you to have a little ice fishing competition with him. He
wants you to catch a bigger fish than he caught - which means that you have
to catch a 2 ft. northern pike (it's too late to do it now, so it will have
to wait until morning).

Talk to Lou and get a little background information on him - he will also
tell you about his "mysteriously" broken window.

*******************************************************************************
NOTE: If it's still not time to cook dinner, you can spend some time looking
around the inside of the lodge or just use Nancy's alarm clock to fast forward
to 6pm.
*******************************************************************************

Once dinner is done there really isn't much else that you can do, so it's a
good time to use that alarm clock again and fast forward to 7am. (I would set
the alarm for 7 and get breakfast out of the way first because there really
isn't anything you can do before then).

*******************************************************************************
NOTE: Let the time on the clock up on the top right get past 7pm and you can
just set the clock once for 7 and it will go off at 7am.
*******************************************************************************

After breakfast it's time to clean any of the guest's rooms that have their
"Maid Service" tags on the door - any time that you are in the guest's rooms,
take a look around at everything you can to see if there are any changes or
new clues, and don't forget to drop off the laundry bag when you're done.

Once that's done, you are free to go try to catch that 2 ft. northern pike,
so head down to the lake (another snowball free-for-all with Freddie), but
when you get into the shack, there is a bit of a surprise waiting - someone
has trashed Bill Kessler's fishing equipment!

If you look around for clues, you will find a torn bookcover - "Birds of the
Southwest" and there's a phone number written on it. Back to the lodge to
tell Ollie about the trashed fishing gear and to call that number.

When Nancy gets inside, she should comment that there is something on the
seat of the bench in the mud room - it's a note for her from Freddie. She
wrote to tell Nancy that she really likes having snowball fights with her,
but she is afraid that Nancy won't want to play anymore, so if Nancy beats
her one more time, she will tell her the secret of how she is able to stay
outside in the cold all day - Freddie's secret is going to come in handy!
First we need to talk to Ollie and make a telephone call.

Ollie is in the basement as usual. Tell him about the trashed fishing gear
and he will give Nancy his to use (thought you were going to get out of that
fishing competition?), then on your way back to the lake stop at the phone
and call that number - hmm? Run and Go Free - an animal and environmental
protection group! Is someone causing these accidents in an attempt to drive
the lodge out of business and protect the wolf?

Back to Freddie and the lake - when you've beaten Freddie, she will throw
something into the snow near Nancy - a Toasty Pack! She explains how and when
to use them, so I won't go into it - "pick it up" and go on down to the lake.

Once Nancy's caught that 2 ft. northern pike, she won't fish anymore, so it's
time to head back to the lodge - only there's a surprise waiting for her as
she steps out the door of the shack. Someone dressed in black hits her with
an iceball that knocks her out, takes her coat and then they blow up the ice
fishing shack and the ice covering the lake leaving Nancy stranded on an ice
floe!

Nancy wakes up and realizes her predicament then hears a howl. The wolf is
back - standing on the shore of the lake and there's a coat lying in the snow
next to it! Nancy needs to get to shore and that coat before she freezes and
the only way to do it is to jump from ice floe to ice floe.

*******************************************************************************
NOTE: At this point the view again goes overhead with a tiny Nancy standing on
one of the floes and you can see a tiny coat on the shore to show you where
you need to go - the problem... when you first see it, there isn't a floe near
enough to the shore for you to go directly there.

If you put the cursor on a floe and it turns purple, the floe is near enough
for Nancy to jump to it - click the mouse button and she jumps. There is also
the challenge that the floes are going to randomly drop below the surface and
then pop back up... eventually. You aren't going to be able to go directly to
the shore where the coat is until the floe pops up that will be close enough
for her to get there.

This is totally random, so I can't give you a specific solution, but I will
tell you that I found that it seemed to come up sooner if I didn't stay too
close to that area, but you don't want to wander too far away either or the
floe could drop back down before you can get back to it. You also need to
watch the floes around you or you could end up trapped with no where to go.

If you don't make it to the shore and the coat in time, Nancy passes out and
you automatically get another chance.
*******************************************************************************

Once Nancy gets to the shore, click on the coat and she puts it on, then she
finds a note in the pocket - it looks strange at first, but it's a fairly
straight forward puzzle - or, perhaps I should say it's a forward and backward
puzzle (hint! hint!).

After looking at the note you will get a forward arrow, click and Nancy will
decide to follow the wolf's tracks again to see if they lead her to shelter,
because she can't get back to the lodge the way she came, and she starts off
automatically. She will walk until she gets to a sign that reads Chicken
Ridge then stop. You need to click her forward at least two steps until she
realizes that she needs snowshoes if she wants to follow the tracks further -
don't go forward any more after this or she ends up buried in snow again.

Turn around and you will see ski tracks - Nancy follows those back to lodge,
but before you set her off on the part of the walk that is automatic, you
need to use that Toasty Pack that she got from Freddie or she may not make it
back before getting too cold.
(By now, it is probably time to get to the kitchen to get lunch fixed, but
if you've got the time, call Chantal now to ask about getting the combination
for the snowshoes in the exhibit and get Tino's survey faxed to you - see
the survey below - take a look at it before you go to the kitchen because
this will give you the chance to add paprika to everyone's food - you can
put it on the burger or the quesadilla, but don't worry, you aren't stuck
if you don't get it before lunch.)

If you still have time, Guadalupe is back at the window, so this is your
chance to ask her about that bookcover you found in the ice fishing shack.
She will deny that it is hers, but as you move away something falls to the
floor (if you have made the phone call to the number on the bookcover before
talking to her). Nancy will automatically move in to look at it - a bullet!
Talk to her about the bullet, the wolf and what all she's done to protect
the wolf. (If you don't get to talk to her before lunch, she will be back at
the window afterwards.)

When you've finished with her, go around the corner to where Bill is - he's
alone and sleeping. Wake him and talk to him about what happened out at the
lake. You may also want to play that Fox and Geese game with him to get some
practice - you'll need it later. (Again, the time that you find him there
will depend on whether you talk to Guadalupe before lunch or after - if he's
not there, wander around and do other things until he is there.)

If you didn't get the chance to call Chantal about getting the combination
to the snowshoes in the exhibit yet, call her now.

When you talk to her, she insists that before you get the combination, you
fill out a survey that Tino came up with, and she is faxing to you. Finish
with her then look at what she has sent - this is it...

*** TINO'S SURVEY ***
------------------------------------------------------------------------------
              |                |              |               |               |
              |       GC       |      LT      |       BK      |       YV      |
------------------------------------------------------------------------------
What side of  |                |              |               |               |
bed does S.   |                |              |               |               |
get up from?  |                |              |               |               |
------------------------------------------------------------------------------
Hometown?     |                |              |               |               |
------------------------------------------------------------------------------
Which planet  |                |              |               |               |
in the solar  |                |              |               |               |
system does S.|                |              |               |               |
identify with?|                |              |               |               |
------------------------------------------------------------------------------
Hate Paprika? |                |              |               |               |
(yes / no)    |                |              |               |               |
------------------------------------------------------------------------------

(How on Earth can she think this man is competent enough to tie his own shoes,
much less help figure out who's causing the accidents at the lodge???)

Oh, well... you need those snowshoes, so you might as well get started filling
it out.

The hometown question can be filled out by looking at the guest register in
the computer, and the question about which side of the bed they get up from
can be answered by observation when you clean their rooms - at least for most
of them. Whether or not they like paprika requires that you add it to their
food when you prepare a meal - the container is sitting against the wall near
the stove burners. There are only certain things that you can add it to -
when fixing dinner you can add it to the salads, at breakfast you can add it
to omelets, and if you had the time to call before you needed to fix lunch,
you can put it on a quesadilla or on their hamburger. (If you don't get the
survey before lunch so that you can add it to everyones food, and you use the
alarm clock to hurry through time before dinner, you will have to take a guess
about whether Guadalupe likes paprika or not!) 


*******************************************************************************
NOTE: Once you've cooked the food with paprika added for everyone listed on
the survey (and still at the lodge), you can "unofficially" stop cooking, but
you still need to clean the rooms for a while longer.
*******************************************************************************

While you've got Guadalupe still by the window, Bill still napping on the Fox
and Geese game and Yanni down in the basement waxing his skis, so you might as
well go talk with all of them about their planet of preference (Lou must be
outside snowshoeing, so you'll have to catch him later).

When you've done that, you probably have some time to kill before cooking
dinner (if you still have to), so you can go out and take a walk back out past
Trapper Dan's Needle to that first blast crater where Nancy ended up buried in
the snow. There seems to be something missing - interesting...?

You can also go play with Freddie for a while and collect some more of those
Toasty Packs - she will throw you one every time that you beat her (you have
to beat her, pick up the Toasty Pack, turn around and go back toward the
fence, then turn around again and re-enter her ice castle area for another
snowball fight - you only need to get two or three for now, but if you're
having fun... what the heck! Go for it! She has an endless supply!)

If there's still more time to kill, you can always use the trusty, old alarm
clock - but, if you do, when you go to the door to leave the room, you'll
hear Ollie throwing out Guadalupe because he's figured out that she's part of
Run and Go Free, and it was her who tampered with his rifle - only five meals
to fix now (if you're still cooking)!

If you still need to cook so that you can add paprika to their food, and one
or more of your suspects doesn't order salad for dinner so that you can add
add it to that, you will have to try to add it to their omelet at breakfast.

If you want to "kill time" for a while after the dinner hour, you can catch
Lou Talbot at the Fox and Geese game with Bill to ask him about the planet he
most identifies with for Tino's survey. After that, Nancy might as well go
use her trusty alarm clock (7am if you still need to spike someones food with
paprika)!

Either after dinner or in the morning (depending on when Guadalupe gets
thrown out), if Nancy goes into the mudroom, she will find another note on
that bench - this one is from Guadalupe asking her to call. You won't be able
to reach her until she has had some time to get home.

Fix breakfast if you need to, if not then go get the laundry bag and clean
the guests rooms - don't forget to notice from which side of the bed they
get up from - you can tell by the way the covers are thrown over (and don't
forget that they are facing the door when they get up!). Also remember to
continue to look for any new clues while you are in their rooms (you should
find an interesting piece of paper crumpled up on the table next to Bill
Kessler's bed).

Drop off the laundry bag and then you can call Guadalupe. While you are
talking to her, you will get the chance to ask her what side of the bed
she gets up from and she will give you some information about wolves and
what her group is doing to try and save the wolf at Icicle Creek.

You should have enough information to fill out Tino's survey now - or at
least enough that you can fill out what you do know and make guesses about
anything that you don't know for certain - you may have to make a guess
about whether Lupe likes paprika and you may not have had to clean all of
the guest's rooms, so you might have to guess about which side of the bed
one of them gets up from - unless you want to use the alarm clock to keep
advancing to morning when you can go clean their room and find out for sure.


*******************************************************************************
NOTE: If you want to try guessing put Yes or No for whether Lupe likes paprika
(if you don't know) and/or Right or Left for anyone you didn't find out which
side of the bed they get up from, then fax it to Tino. If something's wrong,
he won't take it, so change one answer only and try again and keep trying
until accepted - or get the answers in the Spoiler section - TINO'S SURVEY.
*******************************************************************************


When you have filled out the survey, call Tino and it will automatically be
faxed to him. If it is correct, he will give you the combination to the lock
on Trapper Dan's snowshoes - this is the same number no matter which level you
are playing. Get the snowshoes and then it's time to find out where those wolf
tracks were heading.

Go out of the lodge and around to the back to take the trail that goes to
Avalanche Ridge. Nancy will stop when she gets to the sign and you will have
to open your inventory and click on the snowshoes. The picture in the upper
left corner will change from boots to snowshoes to show that Nancy is wearing
them, then she can continue to follow the tracks without worrying about an
avalanche. You also need to keep an eye on her chill meter and use a Toasty
Pack whenever it starts to drop too low.

The first interesting thing that Nancy comes upon is another blast crater -
her chill meter is probably getting low at this point, so a Toasty Pack is
a good idea before she gets too cold.

When you examine the crater, you will find a notebook lying in the snow near
it. It's got pictures of some things inside the lodge and notes about fossils
and dinosaur bones! Hmm... could this be why someone is blasting holes all
around and causing all of these "accidents" at the lodge? Unfortunately, there
is no indication of who owns this notebook, so time to continue following the
wolf's tracks.

The next interesting thing that Nancy comes to is a small, shabby hut, but for
something that looks as though it couldn't possibly contain anything of much
value, it still has a combination lock on the door - the wolf comes here and
the wolf brought Nancy a coat from somewhere when she was trapped on the ice
floes after the ice fishing shack and the lake ice were blown up... remember
the note in the pocket of the coat? Maybe it was a combination!


(See Spoiler - HUT COMBINATION, if you need a little more help)


Go into the hut, and... Wow! It's obvious someone was living here, but they
were really living rough!

Look around the hut and you should find some kind of small, strange looking
device with a phone number on it (someone else to call!), a couple of unused
Toasty Packs, a plaque on the wall that looks suspiciously like the one in
Trapper Dan's exhibit where the missing rex bone should be (click on it until
Nancy makes a comment about it) and the most important thing, a journal, "The
Rest of My Life" by Julius McQuade!

When you read it, you will find out that he was the one who found and rescued
the wolf when it was only a pup and trapped in a bramble bush. It seems the
wolf pup attached itself to him and grew to trust him. He named her Isis and
he taught her some tricks, even though he never thought of her as his "pet".
He also discovered something very interesting about her that will help Nancy
determine who that notebook she found belongs to - so, even if you don't
read the entire journal yourself, make sure that you turn through all the
pages. Nancy will make some comments about what she is reading as you go
through the journal and one of them has to do with what she needs to do to
get Isis to help her find out who lost the notebook. The journal ends with
Julius writing that he is going to try to make it into the hospital because
he is very sick and not getting better - there are no entries after that, so
maybe a call to the hospital will get some information about what happened
to him after he left.

When you've finished with the journal, there is a low growl behind you. Isis
has come into the hut! Put the cursor on her and click, she will settle down.
Click again and a pop up menu of her tricks will come up on the right side of
the screen. Put her through some of her paces and get used to how this works
because you will be using it again later.

If you've found everything mentioned above and finished playing with Isis,
there is nothing more to be done at the hut right now, so head back to the
lodge - most of the trip is automatic, but Nancy will stop by the blast
crater (there is nothing more to find here, so click a few times to start
her off again), then she will stop near the Avalanche Ridge sign - before
starting her off again from here, another Toasty Pack would be a good idea.

When Nancy goes back into the lodge there is another note waiting for her.
This one is unsigned and tells her to meet someone in the sauna because they
have some interesting information for her.

Go into the basement - Yanni's not at his usual place, but if you look down
below where he waxes his skis there is a crumpled piece of paper - read it.
Wow! It looks like Yanni really has a reason to believe his competitors will
stop at nothing to put him out of action!

Continue around to the sauna and go in - there are a couple of pictures on
one of the benches. A young boy, but there is something familiar about him...

Suddenly there is a burst of steam from rocks in the sauna, Nancy will turn
and try to get out, but the door won't open! As soon as you get control back,
turn around and click on the top of the bench on the right side. It will open
to reveal a jumble of pipes and Nancy will comment that she needs to get the
pipes fixed so that she can turn on the cold water. You need to click on the
pipes to get them lined up and all connected so that Nancy can turn on the
cold water, and you have to do it very quickly before she passes out from the
heat.

*******************************************************************************
NOTE: Clicking on some pipes will also turn others. I found that if I started
on the left working to the right as quickly as I could, then went back and
re-set pipes that got changed, I could get through it on the first try - most
of the time.

I have a drawing that I made showing the pipes as you first see them (with
numbers added to make it easier to indicate a specific pipe) and it shows
the completed puzzle as it should look with the pipes in place. It also tells
you which pipes to set first - the ones that would make it necessary to go
back and re-set pipes that had already been positioned, then if you start on
the left side and work right to postion the rest of the pipes, you don't have
to re-set any of them. I tried submitting it by itself, before finishing the
walkthrough, but they wouldn't accept it. Hopefully, they will accept it with
the walkthrough, but if not, and if you would like a copy of it, you can
contact me at the email address at the bottom of this walkthrough and I will
send you a copy.
*******************************************************************************

When the pipes are fixed, the door will open and there stands Bill Kessler. He
"claims" that he heard a commotion and came to investigate, but looking at his
face, you should realize why those photos of the young boy looked familiar!

It's time for a little serious talk with Mr. Kessler! He will tell you about
his Grandma Tillie and that he believes Chantal and her father tricked his
grandmother into selling them the lodge for practically nothing. You can also
ask him about the Needle and how you can open it up. He will tell you that
there is a magnetic key hidden in the pyramid on the table, and you just need
to turn all the squares to pigs and a secret compartment opens up on the side,
and that's where it is hidden, but you already opened that compartment and it
was empty! Kessler will tell you that you are out of luck then, but if you
ask him if there is no other way into the Needle, he will tell you what his
grandma told him - if you turn the top of the pyramid 45 degrees, then fill
all the boxes with one kind of animal, then another kind of animal and do
that until you've done it for all four animals, another secret compartment
will open and Trapper Dan's journal is hidden in there - maybe something in
it will tell you another way to get into the Needle!


(See Spoiler - PYRAMID SOLUTIONS - Second Solution, if you need a little
more help)


Before you get started on the journal though, a call to Chantal is in order
to get her side of the story on how she and her father came to own Icicle
Creek Lodge. It seems Grandma Tillie had a secret that she wanted kept from
her family, and not knowing it may have made Bill Kessler bitter enough to
want to put Chantal out of business! Now is also a good time to call that
number on the strange little device that you found in the hut and to call
the hospital and make inquiries about Julius McQuade.

Back to Trapper Dan's journal -

The journal starts out by mentioning that missing magnetic key. It also says
that you would need an "intelligent creature that can crawl through small
spaces" or you won't be able to use his vaults, and it describes the vaults,
mentioning pits that need to be jumped and the "creature" needing "paws or
hooves to move the levers".

This is as close as I could get to the drawing in the journal -
                 ______             ______     ______
                |      |           |      |   |      |
                |_    _|    Pig    |_    _|   |_    _|      ___
                  |  |    _______    |  |       |  |_______|   |Up
                  |  |   |   |   |   |  |       |   ___o___    |Arrow
                  |  |   |_     _|   |  |       |  |       |___|
                  |  |     |   |     |  |       |  |
 ___              |  |     | o |     |  |   ___/  /              ___
|   |__________   \  |_____|   |_____|  /  /  ___/    __________|   |
|    ________   \  \_______     _______/  /  /       /   _______   -|
|___|        |  |          |   |         /  /        |  |       |___|
             |  |          |   |        |  /         |  |
M   ___      |  |          |___|        |  |         |  |    ___
o  |   |_____|  |__________|   |________|  |_________|  |___|   |
o  |    _____    _______|__     ________________o__|_    ___    |Raccoon
s  |___|     |  |          |   |                     |  |   |___|
e            |  |          |   |                     |  |
 ___         |  |          |   |                     |  |        ___
|   |________|  |          |   |                     |  |_______|   |
|-   __________ /          |   |                     \__________    |
|___|                      |   |                                |___|


After the drawing of the vaults there are drawings of the Pig, Wolf, Moose
and Raccoon heads followed by a "cipher" that needs to be cracked.

In the middle of the "cipher" there are more drawings -

A Fox and a Goose (hmm... remind you of something?) along with this -
(if the Fox and Goose drawings don't remind you of something, this
one should!)

P = Pig drawing   G = Goose drawing   O = blank circle


                              |   |
                              |_|_|
                               Pig
                              G P G
                              O G O      Mary always had a fox's
                              O G O         cunning about her


        __       O G O                      G G P          __>
         _|Moose O G O                      O G G Raccoon |_
       <__|      G P G                      G O G         |__

               (Any combination will work!)

It also shows three pyramids with four boxes on the front -
           3 colored in and 1 open in each

On the following page of the journal he has written -

          "Can't find Mary? Well, try pulling
           on that rope above the vaults.
           It'll open up a surprise at the end
           of the hallway on the second floor.
           You'll just have to keep it taut.
           Mary always helped me with that
           once she got through the maze."

          "Now you just need 3 more keys to
           open the keyholes!"

On the last two pages of the journal there are drawings of what appears to
be a coin or medallion with a wolf's head on it, and on the other side there
are drawings of a raccoon, that fire necklace in the Trapper Dan exhibit
and what looks like one of those "deadbolts" on the outside of the guest
room doors!

This is the cypher as it appears in the journal (I added spaces between
characters to make it a little easier on the eyes) -

F r t h n s i s . o a e y e r t i e u u i t e o n a n .
i s t i s g f r t L c t m s c e h d o t p n h m u t i s

t s o e r t y u l p o a l n v r i d t b t f o d , i d y e
I ' s s c e , o ' l r b b y e e f n i - u i y u o f n m r x

b n a d s i i t e a l f y i e u . h t l o e u m s c e l c .
o e n u e t n h w l o m h d o t T a ' l p n p y e r t o k

T e , a c m w t w t t e n e n l l t a h n .
h n m t h y i s i h h i f r a s o m c i e

U e h d c c u t r o a c u a l a i a s I h l s o i s
s t e u k o n e t m t h p l 3 n m l . t e p t f r t

p t h s m a i a i a o u n n w r f o t e e
u t e a e n m l n c l m a d o k r m h r .

T e e r 3 o e n m l e s i d n n h l d e t e o s
h r a e m r a i a k y h d e i t e o g : h M o e

, h W l a d h R c o .
t e o f n t e a o n

I ' e s t f n t e o s - u t u h u h s y a d e t e u p i e
t s a y o i d h M o e j s p s o t i e e n s e h s r r s !

T e i e e k a e i l e l o a l o n e t o e u t e l R c o '
h f r n c l c w l t l y u l y u e d o p n p h s y a o n s

h d n p a e J s d n t a e p n l d e s
i i g l c . u t o ' w k u a y o g r .

T e o f s h t i k e t o i d b c u e n y h l k s f a i C
h w l i t e r c i s t f n , e a s o l t e i e o M r e u

r e r r G i e c n e r i c l .
i o M . e g r a h a h s a l

*******************************************************************************
HINT: Two lines printed close together in the cipher combine -

Take the 1st letter of line 1, 1st letter of line 2, 2nd letter of
line 1, 2nd letter of line 2, 3rd letter of line 1, 3rd letter of
line 2 and continue to the ends of the two lines (there are a couple
of cases where a character or letters that are part of a previous word or
sentence are actually in the next pair of lines).

Showing the first two lines de-coded -

F r t h n s i s . o a e y e r t i e u u i t e o n a n .
i s t i s g f r t L c t m s c e h d o t p n h m u t i s

First things first. Locate my secret hideout up in the mountains.
*******************************************************************************


(See Spoiler - TRAPPER DAN'S JOURNAL, if you need a little more help)


Clues for finding the four medallion keys are all in Trapper Dan's journal -

Raccoon -
Picture of raccoon, fire necklace, drawing of "deadbolts" outside of doors and
the words, "The fire necklace will tell you all you need to open up the sly
Racoon's hiding place. Just don't wake up any lodgers." from the journal.


Moose -
From Trapper Dan's journal -

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

(You can get the raccoon and the moose now if you want.)

Wolf -

From Trapper Dan's journal -
"The Wolf is the trickiest to find, because only the likes of Marie Curie
or Mr. Geiger can hear his call."

(This one will require another trip to the hut and a late night stroll
through the lodge to find it.)

Pig -

The clue in the journal to find the Pig medallion key -
"Can't find Mary? Well, try pulling on that rope above the vaults.
 It'll open up a surprise at the end of the hallway on the second floor.
 You'll just have to keep it taut. Mary always helped me with that
 once she got through the maze."

Mary was Trapper Dan's pet pig (Pig medallion key) and there is a boar's
head mounted at the end of the hallway on the second floor, but it seem's we
need to find Trapper Dan's vaults, and we need the help of something that
can take the place of Mary - something small and intelligent enough to get
through the maze - something like Isis!

(There's still quite a bit more that you need to do before you can get to
this one!)


(See Spoiler - MEDALLION KEYS, if you need a little more help)


If you have located the Moose medallion key, you have also found a radio
hidden in the same place. Now would be a good time to confront its owner
and ask him why he has hidden it - you'll know who it belongs to because
of the room it's found in.

Once you have talked to the owner of the radio, use Nancy's handy alarm
clock to go to a time when everyone is sleeping and go down to Ollie's
workbench in the basement. You will be able to collect his workrag to use
when you are trying to find out who the notebook belongs to, then back to
bed and set it for morning so that you can get into the guest's rooms to
collect something from each of them - Nancy will mention that she is going
to keep a washcloth from each of her suspects the first time that you click
on a set of towels to collect for the laundry.

*******************************************************************************
NOTE: You may have to use the alarm clock more than once to get into every
room and get a washcloth.
*******************************************************************************

After you've collected Ollie's workrag and a washcloth from the three suspects
remaining at the lodge, it's time to go back to the hut - make sure you have
some Toasty Packs in your inventory before you go.

When you get to the lodge, look around the area where you found the geophone
very carefully. You should find a Geiger counter that will help you search
for the Wolf medallion key, then turn around to the corner of the hut where
Isis first showed up and you will find that she is back.

Take the notebook out of your inventory and click it on Isis. She will take it
in her mouth, then take the items you collected out one at a time and click
them on her - they will drop to the floor, Isis will sniff it and drop the
notebook next to the one that matches its scent. Notebook owner identified!

Back to the lodge to confront the notebook's owner and get the rex bone back!

Now that you have the rex bone, you can go back to the hut and find out what
happens when you put it in that plaque on the wall - a small door opens up in
the wall to Nancy's left - this must be the "Infernal Slot Machine" that is
mentioned in Trapper Dan's journal! You need to solve this puzzle which will
open a larger door into some tunnels behind it.


(See Spoiler - INFERNAL SLOT MACHINE PUZZLE, if you need a little more help)


Go into the tunnels and Nancy will come to an area that is more opened up,
and there is what appears to be a metal table with a lid that opens on the
right side of it. Click on that table until the lid opens and you will find
a map -

As close as I can approximate, this is what the map that Trapper Dan made
looks like, but there are also green circles at intervals along each branch
of the maze.

                 ______             ______     ______
                |      |    Pig    |      |   |      |
                |_    _|   Lever   |_    _|   |_    _|      ___
                  |  |    _______    |  |       |  |_______|   |Up
                  |  |   |   |   |   |  |       |   ___o___    |Arrow
                  |  |   |_     _|   |  |       |  |  Pit  |___|
                  |  |     |   |     |  |       |  |
 ___              |  |     | o |Pit  |  |   ___/  /              ___
|   |__________   \  |_____|   |_____|  /  /  ___/    __________|   |
|    ________   \  \_______     _______/  /  /       /   _______   -|
|___|        |  |          |   |         /  /        |  |       |___|
             |  |          |   |        |  /         |  |       Lever
M   ___      |  |          |___|Gate    |  |  Gate   |  |    ___
o  |   |_____|  |__________|   |________|  |______\__|  |___|   |
o  |    _____    _______|__     ________________o__|_    ___    |Raccoon
s  |___|     |  |  Gate/   |   |            Pit/     |  |   |___|
e            |  |          |   |                     |  |
 ___         |  |          |   |                     |  |        ___
|   |________|  |          |   |                     |  |_______|   |
|-   __________ /          |   |                     \__________    |
|___|                      |   |                                |___|
 Lever                    Entrance
                            from
                           Tunnel

Back away from the table and turn around - you will find that Isis has
followed you and Nancy comments that she seems to be waiting for something.

Go forward and to the right where you will find a ladder - climb the ladder
to another tunnel. Follow this tunnel - you will come to an opening that goes
to the right, but keep going straight for now.

When you get to the end of the tunnel, you will find a locked door - the back
entrance to the Needle perhaps? The lock to open it seems to require those
four medallion keys - the Pig, the Raccoon, the Moose and the Wolf. The slot
for the Wolf medallion is open, but the others are covered. You will need to
open the covers to get access to the slots, but you also still need to get a
couple of the medallions, so let's go back to that opening where the tunnel
branched off - this time it will be on your left.

Follow this branch of the tunnel until you come to a rope hanging from a
pulley - could this be the rope that Mary held taut for Trapper Dan? If so,
you need to find some way to get Isis up here so that she can pull it for
you. Go back to the ladder and down into the area where Isis is - you will
have to go back over to the table where the map is then turn around to face
Isis. There appears to be a small opening in the wall to her left, and if
this is the opening to the maze, it's no wonder that Trapper Dan said that
only his pet pig, Mary, or some other small, but very intelligent animal,
would be able to go into it.

If you look at the maze map, you will notice that one of its branches hasn't
got a gate across it and there is an "Up Arrow" at the end of it. You need to
give Isis commands that will direct her along that branch of the maze. Turn
around and click on Isis - her list of commands will come up.

Enter the commands that will guide her through to where you need her to go,
then click "Go". Nancy will repeat the commands and Isis will enter through
the maze opening. You will automatically turn to look at the maze map and
you'll see that those green circles light up to show Isis's progress. If she
gets to a point where your commands are incorrect, you'll hear her growl and
she will turn around and come back out. Where she stopped should indicate to
you where you need to make corrections in her directions, so try something
else and send her back in - when the commands are correct and Isis has made
it through, Nancy automatically backs away from the map table.


(See Spoiler - ISIS THROUGH THE MAZE - 1, if you need a little more help)


After Nancy backs away from the map table, go back up the ladder and down the
tunnel to where the rope is hanging. You will find Isis is already there, so
put the cursor on the rope to get an "Up Arrow", click, then click again on
the pulley. Isis will take the rope in her mouth and pull it taut. Now, you
need to make your way back out of the tunnels and to the hut, then go back to
the lodge. When you get there, go upstairs and down the hall to the boar's
head - the mouth is open and the Pig medallion key is inside. Don't worry
about Isis... she will manage to find her way down from the tunnel.

After you've collected the Pig medallion key, take a look at the doorknob of
Ollalie - the room where Lupe was staying but is now empty. There's one of
those signs requesting the room to be cleaned! Why? Open the door and the
door of the armoire will swing open to reveal... Nancy's coat! The one she
was wearing when the lake was blown up! It's ripped up and there's a note
pinned to it - "LEAVE NOW!" Yikes!!! Nancy's wearing out her welcome with
someone!

Go down to the basement - Yanni's there waxing his skis again, and if you
click on him to talk, Nancy just says she'll leave him alone now, but go
around to Ollie's workbench and talk to him. He will tell you that Lou Talbot
has left (Gee... I wonder why!) and you are "officially" released from your
cooking duties. You will also be able to ask about the argument that you
overheard between him and Lupe, then it's time to use the trusty alarm clock
to advance to the wee hours of the morning and search for the Wolf medallion
key.

When Nancy gets up, click on the Geiger counter in your inventory - it will
open up to a little box in the lower left corner of your screen. Walk around
the lodge looking for places where the meter indicates there is a hot spot for
radioactivity. You will find that those green eyes on the antelope and deer
heads mounted on each side of the Trapper Dan exhibit are radioactive, but you
will have to keep looking around for more because the Wolf medallion key isn't
there.

When you have found it, take the time to go to Ollie's workbench again - it
seems that Lou's window breaking wasn't so mysterious after all. The piece of
paper with "I will not throw iceballs at windows." written on it over and
over explains why he didn't find anything in his room that could have broken
the window!

Now that you have the last of the medallion keys, it's back to bed for Nancy,
but when she gets up in the morning, she still need to get the covers off of
the slots where the keys need to go in the back door of The Needle.

The clue for how to do this was in the pictures of the Fox, Geese and his
simple drawing of the Fox and Geese game in his journal. So, if you avoided
playing Fox and Geese with Bill, sorry, but now you are going to have to do
it anyway. Not only do you have to play, but you've got to beat him at least
three times - trapping his game piece in the sides of the game with the Pig,
Moose and Raccoon pictures!

This time Nancy will ask if they can substitute the Pig medallion for the Fox
piece in the game, and when the medallion is trapped in one of the sides, the
eyes of the animal pictured there will light up red - don't worry if the Pig
piece is trapped in the same side twice or on the side with the Wolf picture
because it doesn't shut off the eyes already lit up or in any way un-do what
you have already done.

When all three sets of eyes are lit up that need to be, you can leave Bill and
go back to the hut and the tunnels. If you "lift" the lid of the map box, you
will notice that the gates blocking some of the maze tunnels are now open -
time to send Isis in to flip the switches at the ends. Turn around and click
on Isis to bring up the list of commands that you can give her. You need to
direct her down the tunnels to the Moose, the Pig and the Wolf and get her to
flip the switch at the end of each.


(See Spoiler - ISIS THROUGH THE MAZE - 2, if you need a little more help)


Once all the switches have been flipped, it's time to go back up that ladder
and down the tunnel to the door. Insert each medallion into its appropriate
slot and the door opens. Go inside and look around - there's a shelf full of
what appears to be old, rancid mayonaise (this is what was used to cause the
food poisoning) and a backpack - Lou's backpack - full of C-4! He must have
been Lou causing the accidents!

*******************************************************************************
What follows is a cut-scene and automatic
*******************************************************************************

Opening the back door has apparently opened the front door of the Needle also,
and Yanni comes in wanting to know what's going on. Nancy tells him what she's
found and he offers to go call the authorities for help - asking if Nancy is
sure she will be alright if he leaves her alone there. Nancy assures him that
she will be fine and he goes off.

Then Isis comes in - she has followed Nancy through the tunnel on her own, and
what she does tells Nancy that something isn't right - she has made a mistake,
then she realizes that there is a bomb set to explode, and she and Isis need
to get out of there quickly!

They get out just in time and hear the culprit escaping on a snowmobile! Ollie
shows up, and Nancy tells him she needs to use his snowmobile to give chase!

*******************************************************************************
This part is no longer cut-scene and you have to steer the snowmobile as you
did when you made the trip out to Skookum Ridge - only this time, you are
chasing the bad guy, and you need to go fast and still avoid trees and rocks!
*******************************************************************************

Again this is random so I can't give you any specific things to do, but I can
give you some tips.

Whether you are playing at Junior or Senior Level, you need to get as close to
the other snowmobile as you can - at Junior Level, you also want to copy any
moves that the other snowmobile makes because it will lead you through the
areas that are clearest of rocks and trees. At Senior Level, you have to be
careful about what moves you copy, because the other snowmobile will make
moves that are an attempt to steer you into rocks or trees.

Be persistent and stay with the other snowmobile - the game will eventually
go into another cut-scene with the culprit going over a cliff!

Mystery solved! Bad guy caught! Once again Nancy Drew saves the day! Oh, and
there is also a happy ending for Isis!

*******************************************************************************
                                 SPOILERS
*******************************************************************************
*******************************************************************************
PYRAMID SOLUTIONS
*******************************************************************************
*** First Solution ***

The first time you open the pyramid, you have to turn all the squares to
Pigs -

This is the way that I have numbered the squares in the grid -

                      ___________________________
                     |      |      |      |      |
                     |   1  |   2  |   3  |   4  |
                     |______|______|______|______|
                     |      |      |      |      |
                     |   5  |   6  |   7  |   8  |
                     |______|______|______|______|
                     |      |      |      |      |
                     |   9  |  10  |  11  |  12  |
                     |______|______|______|______|
                     |      |      |      |      |
                     |  13  |  14  |  15  |  16  |
                     |______|______|______|______|


       Squares that         Squares              Order to turn
       turn others          turned               squares to Pig
       ---------------      ---------------      -----------------------
              1              6   11   16         8   1   2   9   15
              2             14                   The rest can be turned
              5              1                   in any order because
              8              5                   they turn individually
              9             12   13
             15              3


*******************************************************************************
*** Second Solution ***
After talking to Bill Kessler and turning the top of the pyramid 45 degrees
the mountain scene in the rectangle at the bottom turns to pictures of the
four animals -


               ___________________________________________
              |          |          |          |          |
              |          |          |          |          |
              | Raccoon  |   Wolf   |    Pig   |  Moose   |
              |          |          |          |          |
              |__________|__________|__________|__________|


*** Changing the squares to all Raccoons ***

The grid looks the same as it did when you first saw it -

                      ___________________________
                     |1     |2     |3     |4     |
                     |   R  |   M  |   W  |   M  |
                     |______|______|______|______|
                     |5     |6     |7     |8     |
                     |   W  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |9     |10    |11    |12    |
                     |   R  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |13    |14    |15    |16    |
                     |   R  |   W  |   R  |   R  |
                     |______|______|______|______|


Changing the squares to each animal can be done in any order, but let's
start with the Raccoon -

Squares 1, 9, 13, 15 and 16 are already Raccoons, and changing square 8 to
the Raccoon will also change square 5 because the squares that turned
others are the same at this point, so to turn all the squares to Raccoons -

       Squares that         Squares              Order to turn
       turn others          turned               squares to Raccoon
       ---------------      ---------------      -----------------------
              1              6   11   16         8    2
              2             14                   The rest can be turned
              5              1                   in any order because
              8              5                   they turn individually
              9             12   13              Raccoon will light up
             15              3                   with green glow


*** Changing the squares to all Wolves ***

                      ___________________________
                     |1     |2     |3     |4     |
                     |   R  |   R  |   R  |   R  |
                     |______|______|______|______|
                     |5     |6     |7     |8     |
                     |   R  |   R  |   R  |   R  |
                     |______|______|______|______|
                     |9     |10    |11    |12    |
                     |   R  |   R  |   R  |   R  |
                     |______|______|______|______|
                     |13    |14    |15    |16    |
                     |   R  |   R  |   R  |   R  |
                     |______|______|______|______|


       Squares that         Squares              Order to turn
       turn others          turned               squares to Wolf
       ---------------      ---------------      -----------------------
              1              6                   1    2    3    4
              2              5    7              9   12   13   16
              3              6    8              The squares will all be
              4              7                   Wolves and picture will
              9              6   14              have green glow
             12              7   15
             13             10
             16             11


*** Changing the squares to all Pigs ***

                      ___________________________
                     |1     |2     |3     |4     |
                     |   W  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |5     |6     |7     |8     |
                     |   W  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |9     |10    |11    |12    |
                     |   W  |   W  |   W  |   W  |
                     |______|______|______|______|
                     |13    |14    |15    |16    |
                     |   W  |   W  |   W  |   W  |
                     |______|______|______|______|


       Squares that         Squares              Order to turn
       turn others          turned               squares to Pig
       ---------------      ---------------      -----------------------
              1              10                   1    2    3    4
              2              11                   5    6    7    8
              3              10                   9   10   11   12
              4              11                  13   14   15   16
              5              14                  The squares will all be
              6              15                  Pigs and picture will
              7              14                  have green glow
              8              15
              9               2
             10               3
             11               2
             12               3
             13               6
             14               7
             15               6
             16               7


*** Changing the squares to all Moose ***

                      ___________________________
                     |1     |2     |3     |4     |
                     |   P  |   P  |   P  |   P  |
                     |______|______|______|______|
                     |5     |6     |7     |8     |
                     |   P  |   P  |   P  |   P  |
                     |______|______|______|______|
                     |9     |10    |11    |12    |
                     |   P  |   P  |   P  |   P  |
                     |______|______|______|______|
                     |13    |14    |15    |16    |
                     |   P  |   P  |   P  |   P  |
                     |______|______|______|______|


       Squares that         Squares              Order to turn
       turn others          turned               squares to Moose
       ---------------      ---------------      -----------------------
              1              2   5                2    8    9   15  or
              2              1   3   6
              3              2   4   7            3    5   12   14
              4              3   8               The squares will all be
              5              1   6   9           Moose, picture will
              6              2   5   7  10       have green glow and
              7              3   6   8  11       drawer will open in the
              8              4   7  12           base of the pyramid
              9              5  10  13
             10              6   9  11  14
             11              7  10  12  15
             12              8  11  16
             13              9  14
             14             10  13  15
             15             11  14  16
             16             12  15


*******************************************************************************
*******************************************************************************
SKATING POND EXAMPLE
*******************************************************************************
The scale looks something like this with the number on each square showing
how many thin spots are touching a square of that color -

              _______________________________________________
             |     |     |     |     |     |     |     |     |
             |  0  |  1  |  2  |  3  |  4  |  5  |  6  |  7  |
             |_____|_____|_____|_____|_____|_____|_____|_____|
               LB    LBG   TUR   BLU   BV    DBV   DBG   DB

              LB = Light Blue          LBG = Light Blue Gray
              TUR = Turquoise          BLU = Blue
              BV = Blue Violet         DBV = Dark Blue Violet
              DBG = Dark Blue Gray     DB = Dark Blue
              Squares with two !'s are the thin spots

*** Junior Level example with 10 thin spots ***
I left the areas that would be Light Blue - indicating safe and not touching
any thin spots - empty so that the grid wouldn't be too cluttered.

The grid for the skating pond is 10H x 20W -

 _____________________________________________________________________________
|  |   |   |   |   |   |   |   |   |  |   |   |   |   |   |   |   |   |   |   |
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|___|___|
|  |   |   |LBG|LBG|LBG|   |   |   |  |   |   |   |LBG|LBG|LBG|   |   |   |   |
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|___|___|
|  |   |   |LBG| ! |LBG|   |   |   |  |   |   |   |LBG| ! |LBG|   |   |   |   |
|__|___|___|___|_!_|___|___|___|___|__|___|___|___|___|_!_|___|___|___|___|___|
|  |   |LBG|TUR|BLU|TUR|LBG|   |   |  |   |   |LBG|TUR|TUR|LBG|   |   |   |   |
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|___|___|
|  |   |LBG| ! |TUR| ! |LBG|   |   |  |   |   |LBG| ! |LBG|   |   |LBG|LBG|LBG|
|__|___|___|_!_|___|_!_|___|___|___|__|___|___|___|_!_|___|___|___|___|___|___|
|  |   |LBG|LBG|TUR|LBG|LBG|   |   |  |   |   |LBG|LBG|LBG|   |   |LBG| ! |LBG|
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|_!_|___|
|  |   |   |   |   |   |   |   |   |  |   |   |   |   |   |   |   |LBG|LBG|LBG|
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|___|___|
|  |   |   |   |   |   |LBG|LBG|LBG|  |   |   |   |   |LBG|LBG|LBG|   |   |   |
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|___|___|
|  |LBG|LBG|LBG|   |   |LBG| ! |LBG|  |   |   |   |   |LBG| ! |TUR|LBG|   |   |
|__|___|___|___|___|___|___|_!_|___|__|___|___|___|___|___|_!_|___|___|___|___|
|  |LBG| ! |LBG|   |   |LBG|LBG|LBG|  |   |   |   |   |LBG|TUR| ! |LBG|   |   |
|__|___|_!_|___|___|___|___|___|___|__|___|___|___|___|___|___|_!_|___|___|___|
|  |LBG|LBG|LBG|   |   |   |   |   |  |   |   |   |   |   |LBG|LBG|LBG|   |   |
|__|___|___|___|___|___|___|___|___|__|___|___|___|___|___|___|___|___|___|___|


Now, an explanation of how I would shovel this -

First, shovel all the way across the bottom of the pond

then let's go to that lower left corner with the three Light Blue Gray squares

LBG indicates those squares are touching only one thin spot, so shovel the
square directly above the first LBG on the right - another LBG, so shovel
the next square directly above that one

Next, go to the left side of the three squares on the bottom and shovel the
square directly above the LBG square on the left - another LBG, so shovel
the next square directly above that one

You now have seven squares in a U-shape that indicate they are touching only
one thin spot, so that thin spot has to be the square at the bottom of the U
(I would use the same technique on the thin spot just to the right of the one
just described and the one on the middle-right of the grid - except, I would
work up from the bottom until I hit the first LBG square, then I would shovel
the two squares directly left of the first to see if the LBG squares went out
two or three because if it's only two, the thin spot would be right on the
edge of the pond)

Now, for the area on the lower right -

again, shovel the square directly above the first LBG on the right - another
LBG, so shovel the next square directly above that one

Next, go to the left side of the three squares on the bottom and shovel the
square directly above the LBG square on the left - this time you hit a TUR
square indicating that it is touching two thin spots, so DON'T shovel the
next square directly above that one, instead, because you know from the LBG
square below it that that one is touching only one square, shovel the square
to the left of the TUR square - another LBG, so it's safe to shovel the next
one up

Now, back on the right side - the last LBG square you shoveled on the right
side should tell you that it is safe to shovel the one directly to its left -
it's TUR so this one is also touching two thin spots

You now have an area shoveled that looks something like this -

                                Touching two
                               /
       Touching one ->LBG     TUR LBG \
                     \LBG TUR     LBG - Touching one
                        / LBG LBG LBG /
             Touching two    \ | /
                             Touching one


This should tell you that the area should look like this after shoveling -
(Thin spots indicated by !)

                      LBG LBG LBG
                      LBG  !  TUR LBG
                      LBG TUR  !  LBG
                          LBG LBG LBG

*******************************************************************************
*******************************************************************************
TINO'S SURVEY
*******************************************************************************

------------------------------------------------------------------------------
Suspect's     |  Guadalupe     |  Lou         |  Bill         |  Yanni        |
Name          |  Camillo (GC)  |  Talbot (LT) |  Kessler (BK) |  Volstaia (YV)|
------------------------------------------------------------------------------
What side of  |                |              |               |               |
bed does S.   |  Left          |  Right       |  Right        |  Right        |
get up from?  |                |              |               |               |
------------------------------------------------------------------------------
Hometown?     |  Los Angeles   |  Brea        |  Toronto      |  Eladsaet     |
------------------------------------------------------------------------------
Which planet  |                |              |               |               |
in the solar  |  Earth         |  Planet X    |   Mars        |  Pluto        |
system does S.|                |              |               |               |
identify with?|                |              |               |               |
------------------------------------------------------------------------------
Hate Paprika? |                |              |               |               |
(yes / no)    |  No            |  Yes         |   No          |  No           |
------------------------------------------------------------------------------

*******************************************************************************
*******************************************************************************
HUT COMBINATION
*******************************************************************************
Junior Level Detective - 6512

Senior Level Detective - 7914

*******************************************************************************
*******************************************************************************
TRAPPER DAN'S JOURNAL
*******************************************************************************
As it appears in the journal -

F r t h n s i s . o a e y e r t i e u u i t e o n a n .
i s t i s g f r t L c t m s c e h d o t p n h m u t i s

t s o e r t y u l p o a l n v r i d t b t f o d , i d y e
I ' s s c e , o ' l r b b y e e f n i - u i y u o f n m r x

b n a d s i i t e a l f y i e u . h t l o e u m s c e l c .
o e n u e t n h w l o m h d o t T a ' l p n p y e r t o k

T e , a c m w t w t t e n e n l l t a h n .
h n m t h y i s i h h i f r a s o m c i e

U e h d c c u t r o a c u a l a i a s I h l s o i s
s t e u k o n e t m t h p l 3 n m l . t e p t f r t

p t h s m a i a i a o u n n w r f o t e e
u t e a e n m l n c l m a d o k r m h r .

T e e r 3 o e n m l e s i d n n h l d e t e o s
h r a e m r a i a k y h d e i t e o g : h M o e

, h W l a d h R c o .
t e o f n t e a o n

I ' e s t f n t e o s - u t u h u h s y a d e t e u p i e
t s a y o i d h M o e j s p s o t i e e n s e h s r r s !

T e i e e k a e i l e l o a l o n e t o e u t e l R c o '
h f r n c l c w l t l y u l y u e d o p n p h s y a o n s

h d n p a e J s d n t a e p n l d e s
i i g l c . u t o ' w k u a y o g r .

T e o f s h t i k e t o i d b c u e n y h l k s f a i C
h w l i t e r c i s t f n , e a s o l t e i e o M r e u

r e r r G i e c n e r i c l .
i o M . e g r a h a h s a l


As mentioned in the walkthrough clue, two lines printed close together
combine -

Take the 1st letter of line 1, 1st letter of line 2, 2nd letter of
line 1, 2nd letter of line 2, 3rd letter of line 1, 3rd letter of
line 2 and continue to the ends of the two lines (there are a couple
of cases where a character or letters that are part of a previous word or
sentence are actually in the next pair of lines).

Cypher de-coded -

First things first. Locate my secret hideout up in the mountains.

It's so secret, you'll probably never find it - but if you do, find my rex

bone and use it in the wall of my hideout. That'll open up my secret lock.

Then, match my wits with the infernal slot machine.

Use the duck counter to match up all 3 animals. It helps to first

put the same animal in a column and work from there.

There are 3 more animal keys hidden in the lodge: the Moose,

the Wolf and the Racoon.

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

The fire necklace will tell you all you need to open up the sly Racoon's

hiding place. Just don't wake up any lodgers.

The Wolf is the trickiest to find, because only the likes of Marie Curie

or Mr. Geiger can hear his call.

*******************************************************************************
*******************************************************************************
MEDALLION KEYS
*******************************************************************************
Raccoon -
Picture of raccoon, fire necklace, drawing of "deadbolts" outside of doors and
the words, "The fire necklace will tell you all you need to open up the sly
Racoon's hiding place. Just don't wake up any lodgers." from the journal.

Fire Necklace -

                White Bead    Red Bead    Blue Bead
                                                         Fire
                Red Bead      Blue Bead   Green Bead

Hallway upstairs -

Rooms -                Chinook        Eena        Pish Pish
Deadbolt Color -       White          Red         Blue
                                                                 Fireplace

Deadbolt Color -       Red            Blue        Green
Rooms -                Kwel Kwel      Kalakala    Ollalie

Start at the fireplace end of the hallway and set the "deadbolt" colors to
match the beads on the necklace working from the "fire" down then turn and
look to the left - the eyes of the picture of a raccoon on the left have
turned green. "Touch" the nose and a secret compartment opens.


Moose -
From Trapper Dan's journal -
"It's easy to find the Moose - just push out his eye and see the surprise!"

There is only one mounted moose head that is low enough to touch the eyes -
the one in Yanni's room. Touch the eye and a secret compartment opens. You
will find the Moose medallion key and another surprise!


Wolf -
From Trapper Dan's journal -
"The Wolf is the trickiest to find, because only the likes of Marie Curie
or Mr. Geiger can hear his call."

Use the Geiger counter that you should have found on your second trip out to
the hut - use the alarm clock to get up after everyone else is sleeping,
click on the Geiger counter in your inventory and follow it to it's strongest
source - the stairs that you see on the right as you go down into the basement
(the ones that go to the doors to the outside) click on one of the steps. It
opens up and you will find the Wolf medallion key.


Pig -
The clue in the journal to find the Pig medallion key -
"Can't find Mary? Well, try pulling on that rope above the vaults.
 It'll open up a surprise at the end of the hallway on the second floor.
 You'll just have to keep it taut. Mary always helped me with that
 once she got through the maze."

To get this one, you will have to find out who took the rex bone and recover
it, use it in the plaque in the hut to open a small door that covers another
puzzle, solve the puzzle to open a big door that gives access to tunnels that
run underground from the hut almost all the way back to the lodge, give Isis
commands that will get her through the part of Trapper Dan's maze that has no
gate blocking her path, climb a ladder to some upper tunnels where there is a
rope hanging from a pulley, click on the pulley to get Isis to pull it taut,
then make your way back through the tunnels and back to the lodge. Go to the
boar's head at the end of the upstairs hallway and you'll find that the mouth
is now open and the medallion is in it.

*******************************************************************************
*******************************************************************************
INFERNAL SLOT MACHINE PUZZLE
*******************************************************************************
I'm sure that there are other ways to solve this puzzle, but this is the
way that I did it -

You need to rearrange the animal medallions in the three columns so that the
first row of each column is Fish, the second row is Owls, the third row is
Rabbits and the Duck Counter is back where it started.


Tunnel door puzzle as you first see it -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         RABBIT         RABBIT         FISH
DUCK     FISH           OWL            RABBIT
         OWL            FISH           OWL

Drop the Duck in Column 1 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         DUCK           RABBIT         FISH
         RABBIT         OWL            RABBIT
         FISH           FISH           OWL
         OWL

Take the Owl that drops out and put it in Column 3 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         DUCK           RABBIT         OWL
         RABBIT         OWL            FISH
         FISH           FISH           RABBIT
                                       OWL

Take that Owl and drop it in Column 3 again -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         DUCK           RABBIT         OWL
         RABBIT         OWL            OWL
         FISH           FISH           FISH
                                       RABBIT

Take the Rabbit and drop it in Column 1 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         RABBIT         RABBIT         OWL
         DUCK           OWL            OWL
         RABBIT         FISH           FISH
         FISH

Take the Fish and drop it in Column 3 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         RABBIT         RABBIT         FISH
         DUCK           OWL            OWL
         RABBIT         FISH           OWL
                                       FISH

Take that Fish and drop it in Column 3 again -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         RABBIT         RABBIT         FISH
         DUCK           OWL            FISH
         RABBIT         FISH           OWL
                                       OWL

Take the Owl and drop it in Column 1 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         OWL            RABBIT         FISH
         RABBIT         OWL            FISH
         DUCK           FISH           OWL
         RABBIT

Takae the Rabbit and drop it in Column 3 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         OWL            RABBIT         RABBIT
         RABBIT         OWL            FISH
         DUCK           FISH           FISH
                                       OWL

Take the Owl and drop it in Column 2 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         OWL            OWL            RABBIT
         RABBIT         RABBIT         FISH
         DUCK           OWL            FISH
                        FISH

Take the Fish and drop it in Column 2 again -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         OWL            FISH           RABBIT
         RABBIT         OWL            FISH
         DUCK           RABBIT         FISH
                        OWL

Take the Owl and drop it in Column 3 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         OWL            FISH           OWL
         RABBIT         OWL            RABBIT
         DUCK           RABBIT         FISH
                                       FISH

Take the Fish and drop it in Column 3 again -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         OWL            FISH           FISH
         RABBIT         OWL            OWL
         DUCK           RABBIT         RABBIT
                                       FISH

Take the Fish and drop it in Column 1 -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         FISH           FISH           FISH
         OWL            OWL            OWL
         RABBIT         RABBIT         RABBIT
         DUCK

Take the Duck and put it back in the slot it started in -
         Column 1       Column 2       Column 3
         ----------     ----------     ----------
         FISH           FISH           FISH
DUCK     OWL            OWL            OWL
         RABBIT         RABBIT         RABBIT

Tunnel door is now open!

*******************************************************************************
*******************************************************************************
ISIS THROUGH THE MAZE - 1
*******************************************************************************
*** COMMANDS FOR ISIS ***

To get her to the tunnel where the rope is hanging -

   Forward - Right - Left - Right - Jump

*******************************************************************************
*******************************************************************************
ISIS THROUGH THE MAZE -2
*******************************************************************************
The switches at the ends of the tunnels labelled Moose, Pig and Raccoon are
what open up the covers over the slots at the door going into the Needle (the
wolf slot is already open).

You need to give Isis commands that will guide her to those switches and get
her to flip them to open, but access to those tunnels is blocked by gates that
need to be opened first. This is where practice with the Fox and Geese game
comes in - once you have the Pig Medallion, you have to ask Bill Kessler to
play the game using that piece instead of the Fox, and you have to beat him at
least three times, trapping the Pig Medallion in the sides of the game with
pictures of the Moose, Pig and Raccoon. When you succeed, the eyes of that
animal will light up red and the gate to the part of the maze leading to
that animal will open - if you should trap it in the side with the Wolf
picture, the eyes will light up, but nothing else happens.

*** COMMANDS FOR ISIS ***

To get her to the Moose Switch -

   Forward - Left - Left - Paw

To get her to the Pig Switch -

   Forward - Forward - Forward - Jump - Paw

To get her to the Raccoon Switch -

   Forward - Right - Forward - Jump - Left - Paw

*******************************************************************************
*******************************************************************************
MENUS
*******************************************************************************
*** BREAKFAST ***
-------------------------------------------------------------------------
ORDERS       |    1    |    2    |    3    |    4    |    5    |    6    |
-------------------------------------------------------------------------
FRENCH TOAST |         |         |         |         |         |         |
-------------------------------------------------------------------------
C. BACON     |         |         |         |         |         |         |
-------------------------------------------------------------------------
OMELETS                                                                  |
-------------------------------------------------------------------------
  Bacon      |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Spinach    |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Cheese     |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  G. Peppers |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Olives     |         |         |         |         |         |         |
  -----------------------------------------------------------------------


*** LUNCH ***
-------------------------------------------------------------------------
ORDERS       |    1    |    2    |    3    |    4    |    5    |    6    |
-------------------------------------------------------------------------
QUESADILLAS  |         |         |         |         |         |         |
-------------------------------------------------------------------------
BURGERS                                                                  |
-------------------------------------------------------------------------
  Cheese     |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Lettuce    |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Pickles    |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Tomatoes   |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Onion      |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Mustard    |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Ketchup    |         |         |         |         |         |         |
  -----------------------------------------------------------------------


*** DINNER ***
-------------------------------------------------------------------------
ORDERS       |    1    |    2    |    3    |    4    |    5    |    6    |
-------------------------------------------------------------------------
SALMON       |         |         |         |         |         |         |
-------------------------------------------------------------------------
SALADS                                                                   |
-------------------------------------------------------------------------
  Egg        |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Y. Peppers |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Tomatoes   |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Spinach    |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Anchovies  |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Carrots    |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Cucumbers  |         |         |         |         |         |         |
  -----------------------------------------------------------------------
  Croutons   |         |         |         |         |         |         |
  -----------------------------------------------------------------------

*******************************************************************************
*******************************************************************************
CREDITS
*******************************************************************************
This document is a walkthrough for HER Interactive's game for PC -
Nancy Drew: The White Wolf of Icicle Creek - �2007

Walkthrough Copyright - �2009 myster_nut - V.1.0

This walkthrough is exclusively available at:

GameFAQs - http://www.gamefaqs.com
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GamersHell.com - http://gamershell.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]