Nancy Drew The Captive Curse Easter Eggs

Nancy Drew The Captive Curse Easter Eggs Rating: 4,9/5 8980 votes

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Nancy Drew 24: The Captive Curse walkthroughNancy Drew 24: The Captive Curseby Her InteractiveWalkthrough by MaGtRo June 2011Gameplay: This is a point and click game.Nancy shows the desk in her bedroom. This is where the 'How to be a DetectiveBook' that shows the game manipulations can be accessed. The Scrapbook has pastNancy Drew games information.Read the Case Files to learn about the present mysterycase. Once you are ready to play the game, click on the plane ticket to go tothe new case location.Select to play either Junior or Senior detective.The main screen has pictures at the bottom of thepage.The bag at left is the inventory link. The journalshows Nancy's notes about the present case.

The task list shows the juniorgamer what needs to be done or was done to progress in the game. The cellphone is on the next slot.The cell phone has: the phone, camera, game,settings (wallpaper and ring tone selection) and information (hint hotline andmoney).The gear icon shows the options. Here the voice,effects and music volume can be adjusted.

Also, the bottom background can bechanged. Closed captioning, text size and screen size selection are also inthis page.The load folder has the list of the saved games thatcan be replayed. The diskette is used to save the game. The rightmost iconcloses the game.Phone charms are found only on special edition ofthe game ( Thanks, LadyLinda).The game is non-linear. The walkthrough below isjust one way to get through the game.For centuries, afearsome monster has been stalking Castle Finster. Markus Boehm has called Nancyto Castle Finster to help him scare out the truth about the monster.Germany, a long timeago: Watch a young girl pick mushrooms in a forest.

Themonster arrives and she runs away. The young girl wears a medallion. She arrivesat the closed castle gate. The monster closes in.Arrival:Nancy arrives at theclosed castle gate. Ring the doorbell at right side of the gate.Lukas answers from above. He will let you in if you solve the match game in the bucket helowers down.Take the paperinside the lowered bucket.Match game:Find the matching monster. Click on the square of the 2 matching monster.When sure of theselection - click on square of the Check Match at top of the page.

Two possible solutions to the Junior puzzle.SeniorColor code of the box in Renate's bag:Look close at box a see that you need to know thecorrect color code.This is a random puzzle. There are 10 chances to deduce the correct color.Deduce the correct color based on the result ofselecting and placing the colors.Concentrate on getting correct colors first andthen the placements of those correct colors.I enter one color on the first column anddepending on the result, would proceed on finding out the next color and/orthe correct placement of a detected color on the next column.Take Renate's map of the castle and woods.See that there's a dungeon. The aim of the puzzle is to place 4 colorsfrom the very top bar on the columnbelow.You are given 10 chances (columns) to place the correct color at thecorrect slot.The box below the column has 4lights. It will show the result of the balls placed on thecolumn above it.If green - one ball is the correct color and is placed in the correctslot.If orange - the ball is the correct color but placed in the wrong slot.If black - wrong color.Get all 4 small lights at bottom of the column to begreen.I looked for the correct color first by using one color at a time andworked on placing the correct colors found in the correct slot as I goalong the columns.Column 1 - I placed 4 blue balls. The resultbelow showed that ONE of those 4 blue balls is the correct color at thecorrect place.Column 2 - I then started positioning one blue ball and check anothercolor (pink) to see if it is the correct color. As shown by the lights below -pink is a wrong color and the solitary blue I positioned is in the wrongslot.Column 3 - I check green now and moved the blue ball to another slot. Thelights below showed that I correctly placed the blue ball and one of thegreen balls is a correct color in a correct slot.Column 4 - I now kept the blue ball where it is correctly placed; workedon finding which green ball is correct and also check the red ball.

Thered ball is not one of the correct color and I placed the greenball correctly. That's 2 down.Column 5 - Checked the light blue ball with blue and green correctly placed. Thelight blue ball is not correct color.Column 6 - Check purple and orange this time.

Both colors are correct butwrongly placed.Column 7 - Placed all correct colors at correct slots.Explore the glassshop:Furnace room: Go to the lockedfurnace room now that you have the key from Karl.From the banquet room, take the left side stairsdown to the end.Use the dictionary on the sign on the door -Danger FireHazards.Use the glass key on the locked door. Look around.See the furnace at right. Don't open the door yet.Find the missing tile: Check thecabinet-oven ahead, left of the furnace Take the green glass tile.Workbench: Turn left acrossthe furnace. Take the small shovel, prybar andtongs.Sand buckets: Check the sandbuckets right of the door.Take the coin on the floor beside the rightbucket.Open the buckets. Get a necklace phone charmfrom middle bucket (Special edition game only).The third bucket has a Lukas' practical joke.Find a way to sharpen the shears.Look close at the machine left of the door.Take the coin from the trash can at left.Plug the machine cord on the wall socket.Look close at machine. Press the red button.Use the dull shears on the rotating sander to get sharp shears.

Press the red button to stop the sander.Find a way into the castle's dungeon:Furnace: Face the furnace.Do not open the furnace door without protection.Use the dictionary on the sign at left.Click on that metal door with the sign to slide itin front of the glowing window of the furnace.Now click on the furnace door at right while themetal door is in front of you.See a lever under the letter A. It is hot.Use the tongs taken from the workbench on the lever.That raised the lever. A secret door left of the oven opens.Explore the d ungeon:Go through the door.Pick up the game card phone charm on the stairs(Special edition game only).Continue down the stairs.Look around.

Check the first cell on the left. Itlooks like a cave-in happened here.Take the legend clue page 19 fromunder the door of the cell ahead.See that it has OM at bottom right and a picture of a shield in a corner.Relief: Turn the corner. Look close at a circulardecorated relief on the wall. Something could fit in here.See a trap door on the floor in front of that circular relief.Check the cell on left wall.Turn around and go back to the furnace room.Woods:Time to check the woods. Go outside to thecourtyard.Gate: Look close at thesign left of the archway.

Use the dictionary on the sign below the lever -Warning. Do not pull lever. You will be pierced by the gate spikes if you do.Woods: Exit the castle courtyard.Go left after thestone bridge. See the mist covered woods.

If you go to the woods oftenenough, you might get an award.Go forward. See arranged stones on the ground. Takenote that there is a large stone boulder at right. There is a path going to the left also.Go forward. See path going right and left.Go right and see a small boulder on the right.Go curved forward and see big tree on the right.Go forward and turn right to the tree. Take coinsfrom the base of the tree.Turn right to face where you came from.Find out where the strange burr came from:Go right.

Forward and see a pinkish thorny bush onthe left.Look close at the bush in front of a big boulder. Itis the same kind of burr found on the destroyed door.Find a way to clear a path through the forest:Use the sharp shears on the thorny bush.See a camp.

Take the flashlight from the tentat left.Pick up a hexagon with etched icons from the ground by the fire ring.Turn around; pick up flashing coin under thefern ahead.Go left. The path goes left and right.Go right and forward twice. Pick up a cow phonecharm (Special edition game only).Go forward and pass the tree with coins on yourleft.Go forward pass the side path at right.Take the coin from the under the fern atleft.Go curved forward. There is a path to the left and ahead.Take the path to the left. See the big boulder andthe arranged stones on the ground.Go forward and be at the castle gate.Explore the well:Go forward to the well. Look close at the well. Itis dark down there.Find a light to see down the well:Use the flashlight on the hook of the rope.The flashlight is lowered.

See more hexagons downthe well. Go down.Find a way into the passages.Hexagons: The hexagon foundat the campsite is automatically added to the other hexagons.All the edges that are touching needs to match up.Junior: The top left hexagonis stationary. Start matching sides with that hexagon.Senior: The central hexagonis stationary. Start matching sides with that hexagon.Click at the center ofthe hexagons to pick it up. Turn the hexagons clockwise or counterclockwiseusing the arrows seen when the cursor is off center.Take a hexagon andclick it on another to exchange them.A door opens at left.Go through the door.

Nancy takes back the hexagon tile.Explore the hidden passages part 1:Castle Cryer:Go forward until an intersection with boards on the floor.Turn left and lookclose at 2 old issues of Castle Cryer. Read the newspapers and comments aboutKarl, his policy and the monster.The other newspaper mentions an accident involvingKarl.One shows Germanvocabulary: mouse (maus) and bat (fledermaus).The other newspaperhas: knight (ritter), dragon (drache), unicorn (einhorn) and castle (burg).Take the coinfrom the stacked newspaper at back center.Turn around andforward to the animal skull on the wall.Legend clue page11: Turn left from animal skull and forward until 3 big stones and 3 smallstones at the corner.Take the legendclue page 11 from top of one big stone. It is a page of the legend about themonster and missing girl. It is page 11 withletters ME at bottom right. The picture shows the boulder of the campsite seenin the woods. It states that the boulder stands guard over a buried secret.Ah!Wall box:Go forward until a wall box is seen on the wall.

It needs 2 keys.Shield:Go forward and see a shield at the corner. The shield in the other legend cluepage.Dungeon exit:2 forwards from the shield, turn left. Do NOT exit yet. It goesout to the dungeon and you can't get back in the passages.Dead ends:Turn around and go left.

Go forward and see 5 large stones at left. Ahead is adead end.Take the path in front of the stones at right. Go forward and left to another dead end.

This one hasboards on the floor. Take the coin at far right of the boards.Turn around and goback to the path.

Go left to continue.Ahead see large stonesand farther down another path to the right.Code:Go right at middle of hallway. See a red box on the wall. There's anothercode.Take coded message2. It has drawn bat, castle and knight.Go left to go back tothe hallway. Now go forward to the stones at the corner.Go right and see thechains on the wall.Tree:Go left across the chains and see a tree painted on the wall.Go left and seeanother dead end. Pick up a coin from the floor close to wall.Exit to woods:Turn around and go forward until the white door.Open the door and seethat it is the woods.Search for a boulder similar to the image I found:Go left, then right and right again. See thecampsite ahead.Nancy recognizes the boulder in the picture.Look at the ground and Nancy wants to know whatthe missing girl hid.Find some sort of shovel or scoop for digging.Use the small shovel on the ground until you get anecklace.Turn around from the campsite.Go back to the white door.

Go left, left, left and then forward to the whitedoor.Go back inside. Go back to the tree onthe wall. Go left and see the chains.Go left of the chains.Go forward until the red box on the wall where we got the code.Go left or across thered box.Map:Go forward pass a pile of stones until a single large stone in an alcove isseen. Look close at the large stone.Take the secretpassage map.Exit to room:Go left and then forward until stairs are seen.

Note that there is a red arrow on the wallat right.Climb the stairs. Openthe wood door and be in Nancy's room.The wood fireplacemoved back.

So that is how the monster got in Nancy's room.Open the box withglass tiles:Go to the alcove withthe box at the hallway by Karl's office.Now that the 2 missingtiles are found from the (blue glass) stained glass window and the (green glass)oven in the furnace, open the box.Look close at the box.See the glass pattern at top right.The glass tiles are atbottom right.Left click to pick upa tile and right click to turn it.The object of thepuzzle is to duplicate the pattern at top right using the glass tiles.Note that the glasstiles are arranged by layers. SeniorPlace tiles in order show:1.

Large orange2. Small orange4.

Large green5. Turn small pink8.

Small green9. Turn large pinkTake rotor 1.See if anyone knows anything about the necklace Ifound:Renate:Go to the banquet room.Ask Renate about the necklace from the woods. Shewants Nancy to get rid of the necklace. Learn about what the festival isabout.Karl: Go to Karl's officeand talk to him.

Talk to Karl about the accident as mentioned by the Cryer.Learn about the collapse of the cell in the dungeon. It happened when heshowed it to the tourists. He thinks he's bad luck because he met hisdoppelganger when he was a boy.

That is the reason he hides himself from theworld. Learn about the festival and missing girls.Lukas: Go down to the foyerand Lukas calls Nancy.He wants Nancy to distract Karl. Talk to Lukasagain.Anja: Talk to Anja at thegift shop.

Learn more about the festival and the necklace. It might be theoriginal one.Find something to activate the relief in the dungeon:Go back to the glassshop - furnace room.Open secret door:Face the furnace. Slide the metal door for protection again.Open the furnace doorat right. Use the tongs to move the lever up.Enter the secret doorand go forward until the relief on the wall.Relief:Use the old necklace on the relief.Turn the reliefclockwise using the turn arrow cursor. The trap door on the floor opens.Turn around back tothe relief. Do not go down or forward or game ends when you fall through the trap door.Turn the reliefcounterclockwise to original position to close the trap door.Place the necklaceback on the relief and turn it counterclockwise. See it opens a door tothe secret passage.Go back to thedungeon.

Exit the dungeon and the furnace room.Explore the foyer part 2:Get Lukas out of the foyer:Since Lukas asked to distract Karl, go to Karl in his office and ask that hestay in here.Go back to Lukas and talk to him. When Lukas leaves,pick up the paper under the chair.Security code clue: It is acode written by Lukas' father to gain access to the security room.See the letters are in columns. Move the letters ina column to decode the letter.Click on a letter and then click on the letter youwant to replace. The correct word becomes unhighlighted and cannot be movedanymore.Find the notes hidden throughout the castle:Even if you saw them before, go to the locations stated in the letter and click on them. Nancy will verify that they are the ones in the letter.Upstairs portrait of the young lady:Go to the left side stairs going to Nancy's roomCheck the painting on the wall.

See the letter G.Use the dictionary on the plaque. It is Else, theFreiherr's daughter. The painting was damaged in a fire.Florist Initial: Go to thecourtyard. Face the shops behind the well.

Use the dictionary on the signs.Look close at the florist's door. See the letter D.Hallway bookstand: Go tothe hallway across Karl's office.Look at the table in the alcove at right. See theletter B.Castle gate's bell: Go outsideto the courtyard and look at the doorbell. See the letter G.Glass furnace: Go to thefurnace room and face the furnace.Slide the metal door to the right and then open thefurnace door. See the letter A.The notes are: GDBGA.Play the notes: To review wherethe notes are located, go to the courtyard.Go to the door left of the buggy. Turn around andreview the paper on the stairs. Remember where the notes are located on the keys.Go back to the foyer and the clock.

Open the cabinet below the clock.Play the notes GDBGA or click on (from left to rightat bottom row): 5, 2, 7, 5, 6 or hit the keys 1-5 as shown in the picture below.See the clock play and a button on the left wallpops out.Security Room: Press thebutton and enter the security room. See a chair, desk, monitors and machines.Take the coin from the pipe on the wall rightof the chair. Click on chair to face the desk.Find a way to tap into the castle's security system:See Lukas' picture onthe shelf.Take the coinfrom the stand at extreme right of the desk.Cell phone alert:Look close at the red phone on the left.Use the dictionary to translate the note on the cellphone holder. It is to activate the cell phone to get alerts.Click on the empty holder to automatically placeNancy's cell phone.Take the cell phone.CCTV activation: To activate theCCTVs-monitors, read the booklet above the phone.Look close at the metal cover at middle of the desk.At the bottom of the metal cover, take the bird phone charm(Special edition game only) partly hidden by a roll of yellow paper.Insert the power-control key found on the coffeetable at the foyer on the plug at right.Turn the power key to ON.Open the cover. See the Zap Up. The manual states tohave all the points-numbers be green.When one of the higher charged points are clickedon, it zaps any adjoining points (shown by the numbers).There are only 5 chances to zap or get all thepoints green.

There is a reset button at bottom left.Click on these numbers on the panel at left:Junior - 10, 8, 2, 7 and 6.Senior - 9 and 15.Find out what Renate was up to with the clock in theshop.See the live CCTVs. The camera at the shop picks upRenate doing something to the third from left cuckoo clock.CCTVs: Press all thebuttons under the monitors. See the different locations where the cameras areplaced: courtyard, foyer, shop, hallway, banquet room,Karl's office, furnace room and dungeon.Go left to exit the security room.Shop: Go to the shop andcheck the cuckoo clock.Pull back and take the blue note on the mugs. It isa cutout with the word Else Castle Finster at bottom left.Exit the shop and go to the hallway across Karl'soffice.

(The alert of a monster sighting might happen here.)Castle Finster book: Go tothe alcove with the History of Castle Finster book at the hallway by Karl'soffice.Read the book again. The daughter's name is Else. Use the cutout on the opened page.See 'Third clock from left. Nineteen twenty one'. We need to get to that clock.Renate: Go to Renate at thebanquet room and talk to her completely.The monster is sighted (can happen during orafter the above sequence ):Alert: The cell phone rings. It is an alert that the monster is sighted.Security room: Go to the securityroom and see that the monster is in the courtyard.Exit the security room and go to the courtyard.

Nancy sees the monster and automatically follows itto the gate.The gates drop trapping Nancy. The monster tries to get toNancy.Raise the gates: Turn toleft wall and see a padlocked cabinet.Pull the brick on top of the cabinet and take thepanel key.Use the panel key on the padlock. See bars that needto be moved so that the blue colored bar be moved to the right side under thegate release.To reset the puzzle, click on door at right to closethe cabinet.The gates rise.

Check the piece of cloth caught onthe gate. Senior Panel slider 11. Move 10 right one space.2. Move 3 down.3. Move 6 left.4. Move 2 down.5.

Move 1 right one space.6. Move 6 left.8. Move 4 down.9. Move 5 left.10. Move 2, 7, 8, 9 up.11.

Move 10 right.Senior Panel slider 21. Move 1 right.2. Move2 down.3. Move3 left.4. Move7 right.6. Move8 right one space.8. Move2 down.9.

Move7 left.10.Move 5 down.11.Move 6 left.12.Move 5 up.13. Move10 and 11 up.14.Move 8 right.Senior Panel slider 31. Move3 right.2. Move6 left.4. Move10 down.6. Move8 right.7.

Move1 down.8. Move9 down.9. Move6 right.10.Move 2 and 5 down.11.Move 3, 4, 6 and 7 left.12.Move 11 up.13.Move 8 right.Explore the foyer part 3:Go back to the foyer.

Go around to the clockat the corner.See stilts on the floor. Yes - what was Lukasdoing with this?Lukas: Talk to Lukas aboutthe castle gates and other things.Find a way to get Karl out of his office and see whathe's hiding anything part 1.Enter the security room by pressing the wall button.Check the CCTVs. If you check the differentscenes on the CCTVs often enough, you might get an award.Check what Karl is doing in his office. He's stillplaying with his dolls.Alarm buttons: Look close againat the red phone alarm panel at left.Let's check Karl's office while he's gone. Press theKarl button. Check the rightmost CCTV and see that he is not in his officeanymore.Karl's office: Go to Karl'soffice.

You have to check the room fast, he might come back soon.Professor Sparrow (Find a way to open Karl's locked drawer.):Check the sparrow painting on the left wall.Take the antique key fromthe back of the painting.Drawer: Go to the left sideof Karl's desk. Use the key on the locked drawer.Check the dayplanner with a combination lock.Read the letter behind the dayplanner. It's anunsent letter to Mildred, a former guest from Alberta, Canada.Check the pen set.

Take the drawer key overAnja's name. It must be the gift shop drawer key.Pull back. Take the coin under the monitor atleft side.Look close at calendar. Use the dictionary on thecalendar - The Monstrosity Night Festival Eve. (Optional)Read the Festival Planning for Beginners leafletsent out by Castle Cast. (Optional)Exit the office.Find a way to snoop behind Anja's desk, search thearea for hidden clues.Go back to the security room.

Nancy Drew The Captive Curse Easter Eggs

Check the CCTV for theshop. See that Anja is there.This time press Anja's alarm button. If you pressthe alarm button often enough, you might get an award.Check the monitor and see that she is not at theshop anymore.Gift shop drawer: Go to thegift shop.

Go behind the counter by standing facing the book case andclick on the curved cursor.Use the drawer key on the drawer.:)Search the shop for something to wind the clocks.See an E-mail guide sent out by Castle Cast in thedrawer.Read the e-mails from Markus. Click on the e-mails tosee another one behind it.Take the clock winding key.Clock: Look close at thethird from left cuckoo clock.Use the clock key on the clock. Change the time to7:21 (nineteen twenty one clue from the cutout).The secret compartment opens at bottom of the clock. Take rotor 2.Enigma - Decode:Go back to thesecurity room.Decoder:Look close at the panel at right end of the desk.Read the paper abovethe panel - Enigma Operating Procedure.3 rotors are needed.Starting letters for the code is to be entered on each rotor.Slide the red buttonup to open the panel.

Open the lid on the wheel above.See that theKrolmeister decoder is missing 2 rotors.Use the 2 rotors takefrom the glass tile puzzle box and the cuckoo clock on the panel.Close the rotor lid.Decode the paper with the picture of the sun:Click on the Enigma machine and see the close up. The coded messages are at top right.Check the codedmessage with the sun. See that the icons are sun, moon and comet.Remember the Germanvocabulary article of the Castle Cryer:Sun (Sonne), moon (mond) and comet (komet).Enter the S, M and Kon the 3 squares beside the rotor wheel at top of the panel. Turn the wheel tochange letters.Using either thecomputer keyboard or your own keyboard, type in the letters only as seen onthe coded message.Click on the tape toreset the puzzle.Click on the decodedtape: Karls dayplanner eight two six one.Take the tape. I cracked the code.Decode the paper with the picture of the bat:Click on the code attop right to see the next code.See that the icons arebat, castle and knight.Remember the Germanvocabulary article of the Castle Cryer: bat (fledermaus),castle (burg) and knight (ritter).Enter the F, B and Ron the 3 squares beside the rotor wheel at top of the panel.

Turn the wheel tochange letters.Using either thecomputer keyboard or your own keyboard; type in the letters only as seen onthe coded message.Click on the tape toreset the puzzle.Click on the decodedtape: The Freiherr's daughter is step one.Take the tape.Look for something dealing with the Freiherr'sdaughter:Portrait: Check theportrait again at the corner of the balcony by Nancy's room.Translate the plaque if you haven't yet. See thenecklace she is wearing.Nancy noted that something might not be present inthe restored painting that is in the original.Postcard: Go to the Giftshop. Look at the postcards left of the snack server.Buy the postcard with the Freiherr'sDaughter's painting featured on it.In inventory, look at the postcard. Remove the price tagand see.EN written at bottom right.Anja: Talk to Anja aboutthe gate and the monster.Find a way to get Karl out of his office and see whathe's hiding anything part 2:Security room:Now that we have Karl's dayplanner's code, let's open it.Go back to thesecurity room.

See that Karl is back in his office still playing with hisdolls - sorry - avatars.Press the Karl alarmbutton at left side of the desk.Immediately go up toKarl's office. Go around the desk and use the antique key on the top drawer.Dayplanner:Take the dayplanner and enter 8261.The dayplanner iswritten in German. Use the dictionary on the page.See that thenotations of fairy tale characters' names are in color.Figure out what the color coded entries mean: Pull back, forward andgo left to the wall with the Raid cards on the scales.Read the Raid GameGuide book. Check each character to see where the written fairy tale characterscan be found. Note the number in respective color of the written characters.

Then arrange them inorder.1.Sea hare isfound in Bonaparte card and has blue magic of 5.2. Rumpeltstiltskin is found in Goldthumb card and has gold wisdom of13.3.Gold children is found in Golden Hunter card and has red strength of 15.4. Lil snow white is found in Enchanted Mirror card and has blue magic of 11.5.Donkey is found in Donkey King card and has green health of 9.Cabinet:Go to the cabinet left of the desk.Look close at the baseof the cabinet. Open the panel at right and see the keypad.Select: 5 -enter; 13 - enter; 15 - enter; 11 - enter; 9 - enter. See that the red lightturns green for a correct entry.If the Raid Game Guide is not read completely, theentries will not be accepted.Employee files: Check the employee files.Read Anja's resume.She has an impressive college degree and work history.The reference letteris from Castle Cast.

Nancy noted the phone number.Call Castle Cast:Go to Nancy's room and use the phone. Call CastleCast. The request for information was denied.Find a way to convince Castle Cast to releaseinformation about the castle:Call Markus and talk to him. He says he's rich and thee-mails are not correct.Ask for his help about Castle Cast. He will call Castle Cast to clear Nancy.Follow up with Castle Cast:Call Castle Cast again.Learn about Anja.

They love her so much. She deliversthe mail there.Anja: Go to the giftshop and talk to Anja about Castle Cast.Exit the gift shop.Security: Go to securityroom.See Anja leave the castle (time varies). Go tocourtyard to try to follow her.Monster sighting again:Get a cell phone alert that the monster is in thecastle (time varies).Go to security and see that the monster is in thefurnace room (right monitor).Furnace room: Go to the furnaceroom. No one is here.Face the door and see one of the sand buckets is turnedover.Look close and see odd footprints in front of the door.Side room: Exit and followthe tracks. Climb the stairs and see the monster at the side solarium.Go up the stairs. Check the window. See themonster.Karl: Go to Karl'soffice.Talk to Karl about Anja, Lukas dressed as monster and thereal monster.Ask about the letters.

We need proof of themonster.Find the monster:Examine Renate's mapin inventory. Nancy should say that she 'should check all the sites out'.Check all the greenicons of the monster sightings.The monster has beenseen at the courtyard, side solarium and furnace room.He was also seen atthe dungeon and by the big tree in the forest.Dungeon:Go down to the furnace room.Open the secret door by facing the furnace; move the metal panel, open the furnace and use thetongs on the lever.Enter and look aroundat the dungeon. No monster.Relief:Use the necklace on the relief. Turn the relief counterclockwise to open thedoor to the secret passage.Secret Passage:Go through, go forward, right and see the shield marker ahead.Easter egg:Go forward to the shield. Go forward until the metal box on the wall thatneeds 2 keys.Use the antique keyfirst on the left keyhole and the drawer key on the right keyhole.Click on the panel toopen. See a beautiful yellow egg. Take the yellow Under cover/over easy egg.Cluck cluck cluck.Find the treepainting: Go back to the shield marker by turning aroundfrom the metal box (seen at left) and forward.Go forward until thepile of stone at left.

Go right to the path across the pile of stone.Scarf:Go forward once and then turn left to an alcove with a pile of boards.Take the scarf.This is the scarf mentioned by Renate.Turn around and goleft back to the hallway.Continue forward untilthe chains on the wall.Take the path (atleft) across the chains. See the tree on the wall.Find something to help open the wooden barrel:Go left from the tree and see a barrel.Use the prybar to openthe barrel. See the same cloth worn by the monster.Turn around andforward until the white door.Tree:Exit through white door.Go left, right, left, right, forward, curved forward andforward.Turn left to tree. Click on left big root of thetree and be behind it.Take the third coded message that has mouse,dragon and unicorn drawn on it.

Mysteries are everywhereis a teenage amateur detective solving mysteries in her small town of. Nancy is often assisted on her investigations by the 'Drew Crew', typically her two best friends and, and on occasion her boyfriend.The began with the books, with the first story published on April 28, 1930. The books are credited to writer, which is a pseudonym used for the various authors. The series inspires various continuations and adaptations to this day, with the stories and characters being updated for contemporary times.Nancy Drew Wiki is an online encyclopedia created by fans, for fans, that anyone can edit! Ready to share your knowledge?

LewdnessEpisode 5-2, after arriving at the inner cave+I won't allow you to do that!I'll not pass off Shinobu to you!-I'll take your punishment instead+I will defend her with my life!-Gimme more pervy stuff to think of! Intelligence+I didn't see anything-I saw the Door of TruthYou're a beautiful Goddess+You have a healthy beauty LewdnessEpisode 5-1, after clearing the stage-.carefully survey the ground.=Gotta make sure I look fresh first Style-Time for a coffee break!Go right in!Athleticism+There's no hole I don't wanna be in! LewdnessEpisode 4-2, after Shinobu regains consciousness=.start counting the prime numbers. Style+I'll give you mine instead.=No need to steal, I'm so popular!I'd swipe panties if they're yours LewdnessEpisode 4-2, after Shinobu is stabbed by the demon's spear+Open up your eyes=You'll make Maya cry!-Aren't you cold like that?I love you-You look amazing! Gal gun double peace walkthrough.

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