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General information 002. Video Walkthrough 003. Passcodes 004. Walkthrough 004a. Level 1 004b. Level 2 004c. Level 3 004d. Level 4 004e. Level 5 004f. Level 6 004g. Level 7 004h. Level 8 004i. Level 9 004j. Level 10 004k. Level 11 005. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the DVD game called Nancy Drew: Curse of Blackmoor Manor. It is based on the PC game of the same name. If you want to contact me, e-mail ilovecartoonssomuch@yahoo.com, but make the subject blank if you do. If you want to reproduce this guide in some fashion, you should contact me before doing so. 002. Video Walkthrough ----------------------------------------------------------- Do you want to see me play the game, instead of reading about the game solutions? You're in luck! I've made a video walkthrough for this game, which you can find here: http://www.youtube.com/playlist?list=PL-BD_KjCUmdyf- o5XbTtqquPLVcSet-_- The walkthrough comes complete with my commentary. 003. Passcodes ----------------------------------------------------------- Here are the passcodes that you can enter in the "load game" section to start on a certain level. Level 2: 13599 Level 3: 16121 Level 4: 18532 Level 5: 21943 Level 6: 24454 Level 7: 26865 Level 8: 29376 Level 9: 32787 Level 10: 35298 Level 11: 37719 004. Walkthrough ----------------------------------------------------------- In the DVD version of the game, you are given jokers. You can use a joker to get a hint on a puzzle. Use three jokers to completely skip a puzzle. The number of jokers you get depends on whether you're playing on junior or senior detective mode. The game also has a two player mode. In this mode, you have the opportunity to switch players, whenever a puzzle occurs. 004a. Level 1 ----------------------------------------------------------- This level begins with Nancy arriving at Blackmoor Manor. Outside the manor, she hears something call her voice, and she sees a wolf-like creature growling at her. Mrs. Drake shows up after this and sends Nancy to her room. 004b. Level 2 ----------------------------------------------------------- The game begins inside Nancy's room. The goal of this level is to solve puzzles in the room and get the moon key. Above the fireplace in this room, you can zoom in on the coat of arms to find a unique star symbol. On the right side of the room are star charts. The star chart for Bruma has the same symbol, in the upper/right corner. The lynx is in the center of the star chart, and the center of the symbol is all black. In the corner of the room, left of the fireplace, you can find a puzzle block sitting on a chair. The animals on the block match the star chart for Bruma. Your challenge is to make the puzzle block match the star chart. There are two buttons. The right one changes the color of the circle, while the left one changes how much of the circle is showing. Since you are solving for the lynx, you want an all black circle. Therefore, push the left button three times until the circle is covered. As a reward, you get an eyepiece which connects to a telescope. It can also be used for another purpose. Zoom in on the corner of the room which is right of the fireplace. Under the window, you find a locked door. Use the moon lens in the slot, then turn it to find a puzzle. This puzzle has zodiac symbols, which you can look up on your phone. You want to push the symbols in the correct order: 11 1 4 10 3 5 7 12 9 8 2 6 Solving the puzzle gets you the moon key. Once you have the moon key, leave Nancy's room and go down the hall. In a corner by the end of the hall, you find Loulou the parrot, inside a covered-up cage. Talk to Loulou, and she says that you should go to sleep. Follow Loulou's advice. Go to Nancy's room, then examine alarm clock next to Nancy's bed. Choose to set the alarm to 6:00 AM. Nancy hears weird chanting at 3:15 AM in the morning, and when she goes outside to explore, she sees a strange cloaked person. This person drops some goggles which you can pick up. Return to Nancy's room to end the level. 004c. Level 3 ----------------------------------------------------------- Leave Nancy's room. As you go down the hallway, you overhear Jane taking lessons, and you overhear Linda arguing with her husband. Go down the stairs to the first floor. On the left is the conservatory, and on the right is the automaton and the entrance to the library. Go to the automaton and try to use it to learn that it is broken. Go to the conservatory. At the bottom of the stairs, at the far end of the conservatory, is Mrs. Drake. Talk to her about everything. Provided that you've examined the automaton, Nancy mentions the fact that it's broken. Mrs. Drake says the machine isn't broken; it is just missing its crank. She promises to get the crank for you, if you can put all of her seedlings in a box. In this challenge, you are given multiple places to put eight pieces. They should go on the board like this: 1. Lower/left spot. 2. Upper spot. 3. Left spot. 4. Left spot. 5. Left spot. 6. Right spot 7. Left spot 8. Only spot When you're done, you can look at the pills Mrs. Drake is taking. Mrs. Drake hasn't returned from looking for the crank, so in the meantime, let's visit the library, on the other side of the first floor. After entering the library, go straight ahead to find a computer. Examine it to learn that it is locked by a password. Alan's name is attached to the password screen, so he presumably knows the password. But who's Alan? Go upstairs. You can now enter Linda's room. She's inside her bed. Talk to her. The conversation is momentarily interrupted by Jane, the young girl who lives at Blackmoor. When you leave the room, Nancy gets a phone call from Mrs. Petrov, Linda's mother. This ends the level. 004d. Level 4 ----------------------------------------------------------- Go inside Jane's room, which is the one near Nancy's room. Jane tells Nancy about the mysterious person in the black cloak, who Jane believes put a curse on Linda. Nancy asks Jane about the goggles and the telescope. To get the telescope from Jane, you have to play a card game. In this game, you want to make twelve matches, in under 25 moves. Jane shows the cards to you for a brief time, before turning them over. You then have to identify which cards are where. The position of the cards changes every time you play the game. After this game, Nancy asks Jane about the password for the computer in the library. Jane wants you to do a jigsaw puzzle. Select a spot to place the piece there. If you make too many mistakes, you have to start over. Leave Jane's room to meet her tutor, Ethel. Go downstairs. Alan's portrait is on the library side, at the end. Look at his coat of arms to see "purgamentum exit". Go into the library and use his computer. Enter the password, and it says that you can go on a ghost hunt! Find all the ghosts to win the challenge! Sadly, the challenge only takes place at midnight. Return to Nancy's room. Hey, the telescope is here! Use the moon lens and the moon piece on the telescope. Nancy sees some hidden symbols. Go to Nancy's alarm. Set it to midnight, so you can go on the ghost hunt. This ends the level. 004e. Level 5 ----------------------------------------------------------- Go downstairs to the library and look at the computer. The ghost hunt will start. Find the thirteen ghosts that are hidden in the library, the conservatory and the great hall! They are found in these locations... 1. Mask behind the computer 2. Library shelf, right of the computer 3. Left library shelf, left of the computer 4. On Mercury statue in the library 5. On the automaton in the Great Hall 6. On the gargoyle in the Great Hall 7. By the plaque in the conservatory 8. In the drain of the frog pond in the conservatory 9. Coat of arms right of the gargoyle 10. Coat of arms left of the gargoyle 11. Bottom/right coat of arms in the group of six 12. Coat of arms of the man with the parrot 13. Coat of arms next to the library door Return to the computer in the library to learn that there is a hidden passageway near the green dragon. Go upstairs. You can now go up the stairs by Nancy's room. As you go up them, they make noises. You want to duplicate the noises on the levers, at the top of the stairs, by pulling these levers: BADCADEE. You get a key for this. Use the key on the keyhole by Jane's door. Nancy needs to loosen up the keyhole with some kind of grease. Go to Nancy's room to complete the level. 004f. Level 6 ----------------------------------------------------------- Use the phone by Nancy's bed to call the Boar's Head Pub. Order any type of food you like. Nancy will order the food with Uncle Fred and Johnnie Rutter. Go downstairs to the conservatory and talk to Mrs. Drake. She now has the crank you earned in Level 3. Go to the automaton and use the crank on the hole on the front of the machine. Spin the crank to fix the machine. In this challenge, select the five things in the correct order. The order was listed on the wall in Nancy's room; you saw it while looking through the telescope. This is the order: 1. Mepomene (tragedy) 2. Erato (parrot) 3. Terpischore (lyre) 4. Euterpe (flutes) 5. Thalia (comedy) Press all five of them, then press the red button to start the game. The machine will give you an arrow, if you win a game. In this game, you want to make more matches of three than your opponent. Select one of the five types of cards. If your opponent has one (or more) of those cards, you receive it. If not, you get a card and your opponent takes a turn. You and the opponent switch turns, asking each other for cards, until all five matches of three are made. When you win, you get the cupid's arrow. Return to Nancy's room to find the food she ordered at the base of her bed. It turns out the Uncle Fred and Johnnie Rutter are plain old bread and butter. Nancy will take the butter with her. Go to Jane's room. Use the butter on the keyhole, then use the key on the keyhole. Nancy is able to step up and grab the Jupiter key. Return to Nancy's room to end the level. 004g. Level 7 ----------------------------------------------------------- It's time to talk to Loulou again! Go down the hall and talk to her. Uh oh! Loulou is upset, and she wants a cake before she'll help you! Go to Jane's room. On the far side, opposite of the door, is a place to make cakes. You can look up instructions for parrot cakes on Nancy's phone, but it's not complicated. Pick some of the ingredients here, then put the cake in the microwave to bake it. Loulou will then give you a hint, as to what you can do with your items. The work with the columns in the Great Hall. For example, you can use the Jupiter Key on the Jupiter Column to open it up. We'll do that later, when we get keys for all the columns. Go to Linda's room. She's willing to talk to you today. She says that she found a hidden passageway, which contained a curse. This is why she is feeling poorly; she believes she is cursed. Well, Linda won't tell Nancy where the passageway is, but Jane will! Go see Jane and talk to her. She wants to play a game, before she'll tell you where the passageway is. The game is called Petroglyph Punch. There are six glyphs you can pick from in the lower right area. Pick the glyph which appears three or more times on the board on the left. If you don't see a glyph that works, press the shuffle button on the left. Find ten glyphs in a row to win the game. Jane gives you the key to the East Hall, which is near Loulou. Use the key on the door and go inside. Hey, it's the green dragon that the clue on the computer talked about! Turn left and pull on the hook to find a hidden slide. Go forward and slide down it. There was a target on the slide. We need to throw something at it. It's time to visit the kitchen area, which is part of the hallway that goes underneath the stairs of the main staircase. At the far end of the hallway here is a cricket ball. Take it. Go back upstairs and into the East Hall. Nancy can now examine the green dragon statue. This is a puzzle, in which you want the hands to look like the symbols on the door to the room. The hands face in these directions (R = Right, U = Up, D = Down and L = Left): R U D L D R Solving the puzzle reveals a dark hidden passageway. Nancy notes that she'll need a flashlight to explore the area. Go down the slide again, and Nancy hits the bullseye with the cricket ball. She receives the Saturn Key for solving the puzzle. Nancy now has four of the keys, for the six pillars! Go back to Nancy's room to end this level. 004h. Level 8 ----------------------------------------------------------- Go to Jane's room. She has a glowstick that you can use, in place of a flashlight. Before you can get it, you have to play a game with her. This game is called Skull and Bones, and it works just like the automaton in the Great Hall. In this game, you want to make more matches of three than your opponent. Select one of the five types of cards. If your opponent has one (or more) of those cards, you receive it. If not, you get a card and your opponent takes a turn. You and the opponent switch turns, asking each other for cards, until all five matches of three are made. When you win, you get a glowstick. Go to the East Hall and touch the dragon to open the hidden passageway. Go all the way to the end of the passageway. Nancy doesn't find a curse, but she finds a picture of an eyeball. Behind the picture is a picture of Loulou saying "barber". Return to Loulou and ask her about it. She wants the magic word, before she will help. Go to the conservatory and ask Mrs. Drake about this to learn what the magic word is. Go back upstairs and talk to Loulou. Loulou says that the word "leech" goes with "barber". Reenter the secret passageway. Go to the picture of Loulou. Select a letter and press the enter button to change it. You want to spell out "leech", with an asterisk at the end. This unlocks the door. You can go forward to a triangle puzzle. A wall partition has cut the puzzle in half. This half of the puzzle looks fine, but where's the other half? When you leave the East Hall, Nancy meets up with Ethel. Return to Linda and talk to her about the hidden passageway. She reveals that another hidden passageway is behind a gargoyle. Leave Linda's room, and Nancy gets a call from Mrs. Petrov. Go downstairs and into the library. Nigel Mookerjee is here, studying the Penvellyn family history. He talks to Nancy about the Penvellyns, and Nancy asks about the Penvellyn who is connected to the gargoyle. First, Nigel forces Nancy to type his memoirs. She does so automatically and gets a copy of Corbin Penvellyn's coat of arms. When Nancy leaves the library, she sees a strange scene with Jane and Ethel. This ends the chapter. 004i. Level 9 ----------------------------------------------------------- Go to the gargoyle between Jane and Linda's rooms. According to Corbin's coat of arms, you want to move it right, right, left, right, left, left and right. When I say "right" and "left", I mean the statue's right and left, not your right and left as you look at the statue. Solving the puzzle opens the hidden passageway. At the end of this passageway is the curse Linda talked about. Hmmm...open the puzzle pad beneath the curse to find a bunch of ancient runes. Enter the name "ELINOR" in rune writing. If you don't know runes, enter the letters in this order: x x x 3 2 x x 5 x 4 x x x 1 x 6 Solving the puzzle opens up another hidden passageway. At the fork in the road, take a left and go forward to the triangle puzzle. The goal of this puzzle is to flip the triangles so they all point up. This opens up a new area, with a door that leads to a maze. Before going into the maze, turn right to see a door with an eye on it. Go forward to this door to find a water puzzle. Your goal is to move triangles around, until you have a group of four. 1. Put triangles in 5. 2. Move 5 to 3. This leaves two triangles in 5, and three in 3. 3. Move 3 to 8. This leaves two triangles in 5, and none in 3. 4. Move 5 to 3. This leaves no triangles in 5, and two in 3. 5. Put triangles in 5. 6. Move 5 to 3. When you solve the puzzle, you drain the well. NOW go through the maze. It's quite simple here. Just go straight forward to the exit. This leads to a door with a puzzle. Look at it, and Nancy is confused by the symbols. Go to Nancy's room to end the level. 004j. Level 10 ----------------------------------------------------------- Go to the library. Nigel will tell Nancy that the symbols are alchemy symbols. She can look up information about them on her phone. Now go all the way BACK to the hidden passageways and through the maze. x x x x x n x x x v x x Click on n and v and then the pot. x x x x c x f x x x x x Click on c and f, and then the pot. d x x v x x x x x x x x Click on d and v, and then the pot. The door now opens. You're now in the top secret forge room of the Penvellyns! This room has notes about various puzzles in the manor, and all of the notes were written by various Penvellyns. In the corner of the room, enclosed by a wall, you find a winds puzzle. Press "OK" to start the puzzle. Here, move the character with the helmet left, right, up and down across the board. Avoid all the black spaces and land on all four wind spaces to solve the puzzle. The catch is that certain winds blow you in certain directions. Therefore, you must capture the winds in a certain order. Get the east wind, then the north wind, then the south wind, then the west wind. Be sure to approach the west wind from the west, not from the east. When you solve the puzzle, air goes to the forge. Now go back to the hidden passageways. Remember the fork in the road, in the gargoyle passageway? Take the fork to find a small room connected to the library. There is a statue here with hands. Press the button on the statue to move the library's statue. Nancy will go to the library and get the wand from the Mercury statue. The wand is the fifth piece for the columns! There's only one piece left. Go to the conservatory. Since you drained the well in the previous chapter, the frog pool is filled with water. You want to move the frog from square to square, until it reaches the square by the princess. The solution is randomly determined every time the puzzle resets. Solving the puzzle gets you the Mars Key. As you leave the conservatory, Nancy gets a phone call from her boyfriend, Ned. This ends the chapter. 004k. Level 11 ----------------------------------------------------------- Now that Nancy has all six keys, go to the Great Hall. Open up the six columns, with the six keys. Those would be the lightning bolt on the Jupiter column, the moon piece on the moon pillar, the Mercury wand on Mercury's column and so on. Each pillar has a pipe inside. You have to move the pipes in the pillars so they're all interconnected. Move the corner pieces (the ones that aren't the two middle pillars) so that they face down, and towards the center of the room. Then place the center pillars so they are horizontal, with Jupiter's third piece facing down, and the moon's third piece facing up. Once the pipes are in place, Nancy takes note of it. Air is going to the forge, but you still have to light it. Go to the gargoyle statue here in the Great Hall, by the conservatory. Use the Mercury wand on the statue, and Nancy lights the forge. Go through the secret passageways again. In the laboratory, across from the door, is the forge. Go up to it. You can pick up a key mold and find some molten metal. Use the key mold on the metal to get the key. Turn towards the Aelous puzzle. See the shield on the wall, with a hole in the middle? Get close to it and use your key. This unlock the shield, revealing the hidden treasure of the Penvellyns. It's...a meteorite. The culprit, who has been tricking Linda into thinking she is turning into a werewolf, appears and tries to take the meteorite. The culprit then gets trapped by a heavy cage. Go forward and go to the Aelous puzzle. Nancy uses it to save the culprit. 005. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).