Version 1.4 5/12/11 DDDDD DDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD D DDDDD DDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDD DDDDD DDDDDDDDDDDDDDDDDDDDDDDDDD DDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDD DDDDDD DDDDDDDDDDDDDDDDD DDDDDD DDDDDDD DDDDDDDDDDDDDDDD DDDDDD DDD DDDD DDDDDDDDDDDDDD DDDDDD DDDDDDDDDDDDDDD DDDDDDDDDDDDDDD DDDDDDDDD DD DDDDDDDDDDDD D DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDD DDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDD DDDDDDD DDDDDDD DDDDDDD DDDDDDD DDDDDD DDDDD DDDD DDDD DDDD DDDD DDDDDD DDDDDDDD DDDDDDDD DDDDDDDD DD DDDDDDD Nancy Drew: Ghost Dogs of Moon Lake Walkthrough A Walkthrough by The Lost Gamer ([email protected]) Copyright 2011 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Guide 003. Characters 004. Walkthrough 005. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the PC game called Nancy Drew: Ghost Dogs of Moon Lake. If you want to contact me, e-mail [email protected], but make the subject something like "Nancy Drew Ghost Dogs" (or just leave it blank) so I know it's not spam mail. If you'd like to put this guide on your website, you should ask permission first. 002-Video Guide --------------------------------------------------------- Hey! Want to see how to beat the game instead of reading about it? I've got a video of me playing and beating this game. You can see it at... http://www.youtube.com/playlist?p=PL433EB367E37B0DFF 003-Characters --------------------------------------------------------- Nancy Drew: Our heroine! She's a super-mystery solver, and she's about to solve a mystery at Moon Lake, Pennsylvania! Sally McDonald: Sally's house has been attacked by ghost dogs, and she needs Nancy to solve the mystery! Bess Marvin and George Fayne: Nancy's friends, whom she can call for help. Frank and Joe Hardy: Nancy's friends, whom she can call for help. Red Knott: A birdwatcher who lives in the neighborhood. He is not very pleasant. Emily Griffen: Owner of the local store. Jeff Akers: The ranger at the national park. Mickey Malone: A gangster who used to own a speakeasy in the national park. The speakeasy is connected to the basement of Sally's house: Vivian Burnett/Whitmore: She was Mickey Malone's girlfriend, back when he ran the speakeasy. Eustacia Andropov: Vivian's friend, who also appeared in Nancy Drew: The Final Scene. Waldo Mathias: A federal agent who was investigating Mickey Malone. He eventually arrested the criminal. Iggy, Lucy, Xander and Vitus: The four dogs belonging to Mickey Malone. These are the four ghost dogs. 004-Walkthrough --------------------------------------------------------- "Dear Ned Remember Sally McDonald, the woman who took those photos that Dad has up in his office? Well, she just bought a house in Moon Lake, Pennsylvania. A gangster named Mickey Malone built it back in the '20's as his country getaway (we're talking major fixer-upper). Anyway, last night Sally called and said she desperately needed my detective skills. She refused to say why over the phone. Naturally, I said I'd drive to Moon Lake immediately. But weird things started happening the moment I pulled up. First, this big tree fell down behind my car and has me totally blocked in. And then I discovered that Sally's gone! She left a note that suggested something terrible happens here at night. She's supposed to call me from her car. So, here I sit, writing to you while I wait for the phone to ring. It's nighttime, and although part of me is dying to know what frightened Sally away, another part of me is starting to feel a little uneasy. I'll let you know what happens. Ever yours, Nancy" The game starts off in Sally's house. There are ten items of interest in her house, so I'll list all of them out here. 1. Go to the phone. Sally calls and you can talk with her. She is majorly creeped out by what's happening, but the phone conversation is cut off before she can explain fully. Apparently, something to do with dogs scares Sally. 2. There's a poem about dogs on the wall. That's important to a puzzle later on in the game. 3. The Cuckoo Clock on the wall has to deal with dogs and seasons, just like the poem on the wall. This, of course, deals with the puzzle later on in the game. 4. There's a shelf above the couch. Open it to see four dogs. Spinning the dogs affects the cuckoo clock/poem puzzle. You need to move the Iggy statue and notice that it's stuck. 5. The floorboards near the side of the stairs are rotten. You'll need to find three replacement floorboards. 6. Inside the sink are rubber gloves. Pick them up. 7. There's a bottle of water near the cooler. Pick it up. 8. There's a map and a flashlight in the cupboard above the sink. Get both of them. 9. There are stairs. You can go up the stairs to switch from daytime to nighttime, and vice versa. 10. And near the sink is the note from Sally that Nancy mentions in the letter in the opening cutscene. You can read it if you feel so inclined. And of course, the last thing you can do is leave through one of the two doors. Here's a slightly ugly map of the area outside the house: Woods------ Shed | | Basement | | ___________ ( ) ( House ) -----Boat ( ) (__________) | | Red On one side of the house is the pump, the entrance to the basement, and a blue tarp. From there, you can reach the woods. On the corner of the house is the path that leads to the boat. On the other side of the house is the path to the boat, as well as the path to Red Knott's lookout. You can't go around the other two sides of the house. On the first night, you can do some exploring if you want. When you head towards the boat, Red Knott shows up. He's mad because Nancy scared away an owl. Red tells you the story of Mickey Malone and the ghost dogs. The dogs start howling in the distance, and Red tells you to go inside. Head inside, and the ghost dogs attack the house. Creepy! Skip ahead to the next day, using the stairs. Ah, morning is nice and peaceful. Now that it's nice and light out, it's perfect for exploring! First off, we should probably explore those woods. Good thing there's a handy dandy map to help us from getting lost. Nancy writes down various landmarks on her map, which helps. To the cemetery: L R R L L R R @ fallen tree, L @ log R L L L @ yellow ribbon R L L R R L @ stump R R L From the cemetery: R L L R @ stump L L R R L R @ yellow ribbon R L R @ log L @ fallen tree L R R L L R In the cemetery, you should examine the tombstones of Mickey Malone's four dogs. You should also check out the tombstone for Walter Mathias (more on him later). And don't forget to pick up the floorboard that's lying on the cemetery path! There's a second floorboard on the path in between the house and the woods. The third floorboard is under the blue tarp, near the (locked) entrance to the basement. When you go to the boat, notice that it's full of water. Go to the pump and take the bucket. Use the bucket to bail the water out of the boat. At the bottom is a screwdriver. Take the screwdriver and the life vest that's in the boat. When you try to start the boat engine, nothing happens. Open it up to see that the spark plug is missing. Also, if you examine the screws, Nancy notes, "I gotta have some torque!" Inside the shed are a bunch of things, but they're mostly there to look at. Hidden behind the iron is a key. Use it on the trunk in the corner, and it breaks. Now for some trickery. Use the screwdriver on top of the lock to open the trunk. Take out the hammer/nails that are inside, as well as the gas mask. Now that you have a hammer and nails and three floorboards, you can replace the broken floorboards inside the house. Just go into the house and put the floorboards down. Then hammer them down. Tada! That's all you can do in the morning, so skip to nighttime. Head to Red Knott and ask him for a spark plug. He'll give it to you, in return for some chores. The chores? Take pictures of six birds for him. This requires going to Em's Emporium and getting his tape player first. He asks if Nancy smokes? Only when she's on fire! Ha ha ha! Skip ahead to the next day and go to the boat. Open up the engine. There's a diagram on the underside of the lid that reads: +0 -+ This refers to the four screws in the engine. + is up all the way, - is down all the way, and 0 is in the middle. Use the screwdriver to set the four screws according to that chart. Then put in the spark plug (in that hole above the screws). Back up and pull the chord to start the speedboat. Now you can examine the rest of Moon Lake! Yay! You can go to Em's and talk with her. She believes the ghost dogs really are ghost dogs. Pick up Red's tape player like he asked you to. You should also try to buy some sandpaper from her to learn that Red has her sandpaper. You can't ask about sandpaper unless you've examined the statuette of Iggy that's inside the cupboard in Sally's house. You can go to the ranger station and talk to Ranger Akers. You can talk to him about a lot of stuff. The important thing to do is get a water testing kit from him, but there's nothing wrong with talking to him about many other things. The place Ranger Akers is in is the Moon Lake Historical Museum. You can learn about history and wildlife and all sorts of fun things here! None of it is necessary in order to beat the game, but learning things is always fun. Go back to Sally's. You need to get the water sample, so go to the well. Pour the bottled water (found near the cooler in Sally's house) down the well to get it going. Then take a sample of the water from the bucket. You need to do bird searching like Red asked you to. Tramp around in the woods, and Nancy finds out that some birds fly away instead of posing for pictures. The birds are here: Goldfinch, right hand side, above the log. Bluejay, above the left log. Cardinal, directly about the large letter E on the map. Robin, on the topmost trail of the map. Tanager, near the trees left of the words "tree stump". Take the water sample back to Ranger Akers, then skip to the nighttime. Talk to Red Knott, and he tells you that you need camouflage gear to get pictures of the elusive birds. He also gives you sandpaper. Now that you have sandpaper, you can solve the poem statue clock puzzle inside the house. The poem mentions four different seasons (and the four dogs' tombstones mention four seasons). When you spin the dog statues, it affects the cuckoo clock. Namely, it makes the seasons-pictures appear differently. What you want to do is match the four seasons on the clock to the four seasons on the dogs' tombstones. To do this, have Iggy face forward, Lucy face right, Xander face backwards and Vitus face left. This opens a secret passageway. Walk across the floorboards to the door and head downstairs to the secret basement. Grab the picture from the wall because it will come in handy. Then open the door to the basement. You can zoom in on two sections on wall here. One is blank, and the other (which is also blank) has squeaking mice. You can zoom in on a part of this wall, next to the board on the right. It's a safe. And it's locked. Examine the tiny hole, which blocks the lock. We'll find something to put in the hole soon enough. Leave through the exit door. It leads to the area outside of the house. Now you can go in and out of the basement from the outside of the house! There's an old newspaper on the stairs that lead outside of the basement. It talks about William Akers, Mickey Malone's partner. Skip to the next day and go to Em's. She'll give you camouflage gear if you find a dozen little critters for her. She's talking about bait. You should also go to Ranger Akers. Ask about the woman in the picture, and he says he'll find her for you. Ask him about William Akers. Nancy upsets Ranger Akers with her (completely true) accusations of being related to William Akers. She apologizes and agrees to make things up to him by sorting some files for him. Head to the computer in the ranger station. See the trunk? Open it and sort the files. MCMXI MCMXIX MCMXLV MCMXCVII MCMX MCMXVII MCMXLI MCMLXX MCMVIII MCMXV MCMXXXIX MCMLXIX MCMIV MCMXIV MCMXXXII MCMLX MCM MCMXIII MCMXXV MCMLI Then read the four or so files that you can take out and read. One's about Em, and three are about Mickey Malone. It turns out that Waldo Mathias was the person who arrested Mickey Malone. I wonder why he's buried in Malone's cemetery? Tell Ranger Akers you sorted the files, and he gives you a Junior Park Ranger pin. YAY! Go to Sally's house. In the basement, use the Junior Ranger pin on the tiny hole in the wallsafe. This lets us open up the safe. It seems that William Akers always used "bad days" as his combinations, judging from the paper in front of the safe. Nancy has notes on her PDA that say Mickey Malone's bad day was 012932, so try that. It works! What a surprise. Take the journal by using the gas mask and gloves to avoid problems with the deermice. Read it all the way through and get the map at the end. This will be important to finding Malone's buried gold that gets mentioned in the journal. It's been long enough; now it's time to get those dozen little critters (you could have done this earlier--it doesn't matter when). Two are under the compass square near the external entrance to the basement. Now head to the woods. You can find critters under rocks and logs. This includes the rock at the cemetery entrance. And of course, just to make things trickier, some critters only appear at night. So prowl all the woods during the day, then do the same thing at night in order to find the critters. Once you find all the critters, go to Em and give them to her. She'll give you the camouflage gear. Now you have to scour the woods AGAIN for birds. I listed their locations above, so use that to cut down on random exploring. Once you have pictures of all five birds, skip to nighttime. Then go ask Red about the red-tailed hawk. He tells you that they nest in the tree southwest of the property. Skip to the next day, and go to that tree. It's near the dock where the boat is. Hey...that's not a tree! That's a tree stump! Wait by it anyway and a hawk appears on the roof of the house. Take its picture, and Nancy notices that it's standing on something. After that, Nancy is knocked unconscious. Nancy wakes up in the shed. The BURNING shed. OH NO! She has to escape! The way to escape is by kicking things in the proper order. 1. Kick over the gnome. 2. Kick over the rake-thing with a rag on top. It leans to the left now. 3. Kick the gas tank. This sets fire to the rag on top of the rake. 4. Kick the rake-thing back in place. This sets something else on fire. 5. Kick the pump the gnome's head is lying on. This sets the burning thing a-rolling towards the scythe. The scythe falls down and Nancy is free! Now you have to put out the fire! Head to the pump and fill the bucket with water (or fill the bucket with lake water), then run to the shed and throw the water at the shed. Red Knott shows up. He's not very nice about the fire. The game cuts to later in the day, when Nancy tells Sally about the fire. Apparently, Ranger Akers ticketed Nancy for improper waste disposal. While it's always good to get a lesson on recycling wood rather than burning it, this seems like a very bad time for it. Once that's over, you should skip to nighttime to talk to Red Knott. Give him his camera back. Then skip to daytime and see Ranger Akers. He should have the results of the water testing and the photo. The woman in the photo is still alive. Akers gives you her phone number. The water test came back negative-- don't use the well because of arsenic poisoning. Go back to Sally's place and call the woman from the photo--Vivian Burnett. She was Mickey Malone's girlfriend back in the day. She tells you about a speakeasy with a hidden entrance in the cemetery. Interesting... Go to Ranger Akers and have him send the picture to Vivian. Go back to Sally's house and skip a few days, then go back to Ranger Akers. Vivian sent us the key! Yay! Head to the cemetery and use the key on Waldo's tombstone. Huh? Oh no! It's a puzzle! Go back to Sally's house and call Vivian. Her friend, Eustacia Andropov (of Nancy Drew: The Final Scene fame) is there. Ask Vivian about the puzzle, and she tells you that the password is "BALDO". Go back to the cemetery. You need to put the key in the tombstone, then rearrange the letters to spell BALDO. Junior mode: Get the B in pace. Get the D in place. Get the O in place. Get the A in place. Get the L in place. Senior mode: Press the second letter twice, then the third letter twice, then the fourth letter twice. Simple! Head inside the open passageway and...uh oh. Nancy's flashlight is out of batteries. Turn around and feel for the exit in the dark. Go to Em's. She agrees to give you batteries if you arrange a soda display for her. She gives you what the sodas should look like. Rearrange the six-packs (which involves rotating them at times) to get them to match the picture. Once that's done, Em gives you batteries. Go all the way BACK to the cemetery. If you want, stop by Sally's house and call everyone because at this point, you won't need to go into the house before beating the game. At the cemetery, open the grave just like before. In the tunnels, go forward. At the first fork in the road, go left. At the second fork in the road, go right. At the end of this tunnel is the speakeasy. The pictures of Malone's dogs are in the speakeasy. Examine each one of them. This involves getting as close to them as possible. Nancy will make notes on the map based on the pictures. For example, Vitus barked at red- tailed hawks in their trees, so Nancy marks a V on the map where the red-tailed hawk tree was. Sadly, Xander's portrait is ruined, so we need to find a duplicate. How, you ask? Why, through another puzzle! Head to the roulette wheel and open the top of it. There's a hidden button. Press it. Now go around the bar and examine the spigots. William Akers mentioned them in his journal. Each spigot has a different color, and by CRAZY coincidence, they are the colors on the collars of Malone's dogs. When you press a spigot, a number appears above the red button. Press the red button to get the letters to rotate. Your goal is to get the letters to match the dogs. Red is X, Blue is V, Yellow is I and Green is L. When you press the red button if it's on 1, the letters move three times. If it's on 2, it moves four times (or something like that). A smart detective will figure out the proper sequence in order to get it to land on the right letter. A lazier detective will move the spigot by one, and if it doesn't land on the right number, try again. That process works just as well. Getting the spigots correct opens a hidden passageway! That is, another secret passageway. I didn't say so earlier, but the big doors in the speakeasy lead to Malone's basement. Leave the speakeasy the way you came in, through the wall near the bar. Specifically, you go through the picture of the dogs on the porch. Go down the tunnel, and the hidden passageway is on the right. Along the walls here are pictures of the dogs and various maps. Find Xander's picture to learn he played by the pump. Nancy marks this on her map. Find the map that matches the one from William Akers' journal (it's right next to Xander's picture). Click on the four dogs' locations that Nancy marked on her map. I'm not sure if my game messed up, but one time when I played, Nancy didn't mark down Lucy's location. Lucy stood on the rocks. She's several spaces directly above Xander on the map. This opens up two doors (and locks one--your exit). Go through the one in front of you, and it's locked. Darn. Turn around and go back to the passage. Turn right, and take a right when the path forks. The now-open door leads to a water area where...did you hear barking? It's the ghost dogs! Aw...they're so cute when they're not trying to kill us! Explore this area to find out how they were made into ghost dogs, through a combination of dental glow and high-pitched sound sent through radio receivers. You can read the culprit's journal about the dogs and various other things if you want. The important thing in the area with the dogs is the key that's to the left of the journal. Grab it, then go back to the passageway hidden behind the map puzzle. The door opens, giving you access to the well room. The well room has a simple puzzle. Turn around as soon as you enter the room to see a wheel. Pick up the wheel. Now cast your attention to the part of the room with two wheels (not the door). Spin both wheels. Wheel #3 is missing. Put the wheel on. Then zoom up on it and secure it in place with the screwdriver. Back up, then spin this wheel. That lowers the water level. Take the wheel off, then go to the door. Spin the big wheel on the door, then the smaller wheel to unlock it. Climb down the ladder. The door is locked with a simple- ish puzzle. You need to get four numbers for four colors. We did this earlier in the game with the spigot puzzle, but now you need to use Roman Numerals. That is, for the spigot puzzle, Red is X. X is 10 in Roman Numerals. Blue is V, which is 5. Yellow is I, which is 1. Green is L, which is 50. So flip the numbers around until you get them all in place! Simple as that. Once that's done, put the wheel on the door. Look inside and it's...the gold! Try to leave and the culprit appears. Head to the gold, then shut the door behind you. See the grate in the floor? Open it to sneak up behind the culprit. Shut the door behind the culprit and escape. Once that happens, the game ends. 005-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2011. If you want to use any part of this FAQ, ask me first (instructions under general information).