******************************************************************************* 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 Super Cheats - http://supercheats.com 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]