Version 1.2 6/3/11 DDDDD DDDDDDDDDD DDDDDDDDD DDDDDDDDD DDDDDDDDD DDDDDD DDDDDDDDD DDDDDDDDDDDDDD DDDDDDDDDDDDDD DDDDDDDDDDDDDD DDDDDDDDDDDDDDD DDDDDDDDDDD DD DDDDDDDDDDD DD DDDDDDDDDDDD DD DDDDDDDDDDDDD DD D DDDDDDDDDDD DD DDDDDDDDDDDD DD D DDDDDDDDDDD D DD DDDDDDDDDDDDD D D DDDDDDDDDDDDD D DDDDDDDDDDDDDD DD DDDDDDDDDDDDDD DD DDDDDDDDDDDDDDD DDDDDDDDDDDDDDD DDDDDDDDDDDDDDD DDDDDDDDDDDDDDD DDDDDDDDDDDDDD DDD DDDD DDD DDDD DDDD DDDD DDD DDDD DDD DDD DD DDD DD DD D DD D D DD D DDD DD DD DD D DD D Nancy Drew: Shadow at the Water's Edge A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) 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. Shorter Guide 006. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the PC/Mac game called Nancy Drew: Shadow at the Water's Edge. This is an adventure game, in which Nancy Drew goes to Japan and solves a mystery at a haunted ryokan. This is the twenty-third game in the Nancy Drew series. 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 Guide --------------------------------------------------------- - Hey! Want to see how to beat the game instead of reading about it? Well, I've got a video walkthrough, and you can see it at... http://www.youtube.com/view_play_list?p=A22917BB0514DDF4 The video comes complete with my commentary and such. 003-Characters --------------------------------------------------------- Nancy Drew: Our hero! She's a super mystery solver, and she's off to Japan to solve the mystery behind a haunted ryokan. Bess Marvin: Nancy's friend, who is also in Japan. She is good at distracting people, especially boys. George Fayne: Nancy's friend, who is also in Japan. She is good with technology. Takae: The owner of the ryokan. She is an elderly woman who gives lessons on Japanese culture. Miwako: The rather reserved woman who runs the ryokan. She is usually found at the front desk. Rentaro: The handyman at the ryokan, who is also Miwako's boyfriend. He loves puzzles. Yumi: Miwako's older sister, who runs a bento stand. She likes the color pink. Kasumi: The deceased mother of Yumi and Miwako. The mystery behind the ryokan is related to her death inside the ryokan. Marianne: Kasumi's friend. You find a few letters written to her, over the course of the game. Savannah: An expert on ghosts and paranormal activity. You can call her in this game. Logan: Savannah's assistant. He isn't very nice at first, but eventually, he becomes a friend. 004-Walkthrough --------------------------------------------------------- The game begins with Nancy going to the Ryokan Hiei. She arrives at the front desk, and a portrait breaks. Takae, the grandmother at the ryokan, seems very upset about this, and she leaves. Miwako, the girl at the front desk, apologizes for her grandmother and gives Nancy her room key, for Room #24. Room 24 is on the second floor, and it is located on the left, if you are standing at the front door to the ryokan. On the first floor on the left, you have the bath area, where Nancy can take a bath in the hot springs. When you try to go inside the baths, you meet Rentaro. On the right, you have Takae's room (room 18). When you go inside her room, you can take a lesson on calligraphy from her. It's a simple lesson: simply fill in the lines as indicated, and don't color outside of the lines. The lines don't have to be perfect, though. If you go straight, you reach the gardens. You can walk around the gardens in a giant loop, and the gardens connect to the rest of the ryokan. The wooden shed near the bridge belongs to Rentaro. When you leave the main room of the ryokan, Nancy gets a phone call from her friends Bess Marvin and George Fayne. Since this is the first day of the game, you should probably take it easy. Go to the baths, and meet Rentaro. Then, meet him in his shed in the garden and get some puzzles from him. If you're a puzzle fan, you can solve all his puzzles for some bonus conversations. Rentaro has three types of puzzles for you: nongrams, sudoku and renograms. Before this game is over, you will have to solve a difficult nonogram puzzle and a difficult sudoku puzzle. Solving the simpler puzzles that Rentaro gives you is good practice for these. After you solve Rentaro's first puzzle, you can return to him and solve the portrait backing puzzle. This puzzle has many solutions; you just want to move the pegs around so no wires are overlapping. When you solve this puzzle, you find a certificate signed by Savannah Woodham, who says there are no ghosts in the Ryokan Hiei. You also find a Japanese news article. Oddly enough, when you ask one of the Japanese people here to translate it for you, they will refuse to do so. Well, that's enough for one day. Go back to Nancy's room, in order to go to sleep. Inside Nancy's room, you'll see that she has a folder with information about the ryokan, as well as some envelopes. The information talks about the various locations you can visit in this game. These are Misawa (where the ryokan is), Matsue (where the exposition that Bess and George are attending is) and Kure (where the pachinko parlor is). You can visit all these places by taking the train. Before you can take the train, though, you have to open up the suitcase in Nancy's closet. Take the train pass, as well as the Japanese-English dictionary. That'll come in handy tomorrow. The way to make Nancy go to sleep is by going to her room, then setting the alarm clock on her phone for the time you want her to wake up. Set the alarm clock to 7:00 PM, which is the next day. During the night, she sees the shadow of the ghost who is haunting the ryokan. When you leave Nancy's room on the second day of the game, she gets a phone call from Bess and George. They have just met Yumi, the older sister of Miwako. She works at Matsue. Nancy wants to see Yumi, so grab the train pass and the dictionary from her suitcase in the closet, then leave the ryokan. Go left to the station. You now have a puzzle, trying to navigate the Japanese train system. To get to Matsue from Misawa (the station with the ryokan), you should go to Nagoya, Otsu, Aomori, Kochi, Tochigi, Seto, Niigata, Fuji, Iga, then Matsue. You only have to do this once; the game will automatically remember your route once you take it. At the Matsue station, Nancy finds a piece of paper about puzzle boxes, which is a puzzle you'll find later on. Inside Matsue, you can find a display about robot cats, the door to the convention (which is shut), and the Bento Box stand that Yumi runs. Talk to her. First things first, Yumi forces Nancy to make a Bento box. This is a puzzle! I recommend saving your game here, because the puzzle is randomly determined. That way, if you get stuck, you can reload the game for a different puzzle. Some people have had trouble with the Bento Box puzzles, so I made a fifteen minute video of me doing nothing but solving Bento puzzles, to give you an idea of how to solve them: http://www.youtube.com/watch?v=jhaEj4ibGqA Basically, you have squares on the right. Those are all squares that fit on the three-by-three Bento board. You need to figure out how to arrange the squares on the board, so they fit. A good strategy is to figure out where the biggest pieces go, first. There are nine pieces of Bento, made from three different animals shapes and three different ingredients. When you finish the Bento box puzzle, Yumi returns, and you can talk to her about various things. No matter what, Yumi tells you that she needs some more boxes, and she gives Nancy the key to her apartment. Once you're finished talking with Yumi, go to the train station. Her apartment is in Kurume, so go to Iga, Kobe, Miyazaki, Urawa and then Kurume. Leave the train station to reach the apartment. Use the key on the door to get inside. The boxes that Yumi wants are on the counter, by the sink. You have a few things you can look at in Yumi's apartment, such as a spooky DVD, a letter from Yumi's mother, and the computer. The thing that you have to look at is a book by Savannah Woodham, under a pillow on Yumi's bed. Pick it up and read the book to find Savannah's phone number. Sadly, the chapter of the book about the Ryokan Hiei is missing. Nancy is going to have to do a few puzzles before she can find the missing chapter. Call Savannah. Her assistant answers the phone and hangs up. He will hang up if you call again, as well. Call Bess and George for help. Seeing as Savannah and Logan (the assistant) are at the expo right now, they can probably help. Later on, you get a phone call from Bess and George, once they have distracted the assistant. For now, return to Matsue and talk to Yumi. She is happy that you have her boxes, and she gives you a phone charm. You can now talk to her about the things in her apartment. Ask about Yumi's outfit. She makes you do another bento puzzle, then she gives you the password to the computer in her apartment. With this password, you can go onto the computer and use the avatar program. Return to Yumi's apartment in Kurume. You should get the phone call from Bess and George, saying they have distracted Logan. Call Savannah again, and this time, Nancy talks to Savannah herself. Ask Savannah to translate the Japanese article for you, because everyone else refuses to do it. Savannah says if you mail it to Logan, she'll have him translate it. To mail it to him, simply go to Nancy's room, take an envelope out of the folder, and use the article on the envelope. Give the envelope to Miwako at the front desk, and she mails it for you. If you ask Savannah about the book, she says she doesn't have a copy. Once the conversation with Savannah is over, return to the ryokan and send the letter to Logan. Then return to Yumi's apartment and check out the avatar program. Go to the computer and select avatars. The password is in the middle of the screen, then down a little bit. You can make any avatar you want, and you can send them to a specific phone number (Nancy's phone number is 523-555- 4399). You might as well make some avatars for your various phone contacts. Around this time, Logan will call Nancy, saying he got the article in Japanese. He will translate it for you, but he's not happy about it. Ask him for a copy of Savannah's book. He has one, but he refuses to give it to you. That's enough exploring outside the Ryokan Hiei for now, so return to the ryokan. There are a few things that you can do here, such as talk to Miwako, Rentaro and Takae about various topics, including Yumi. You can take origami lessons from Takae. The drawer in this room has a book about origami folds. Use them to figure out which of Takae's pictures go with which folds. The fish is the fold with the white bottom. The eagle is the fold with the white top, and the one in the upper/left is the fold with the larger white top. The spider in the bottom/middle is the fold with legs sticking out on the sides. The crane is the fold with wings that go up, and the frog is the one with legs that go up and down. You should also visit the baths, because they're open on the second day of the game. Actually, they are open on every other day. A creepy scene occurs when Nancy first enters this area. Inside the baskets on the wall, you can get a pachinko card, for use in the pachinko parlor that we haven't been to yet. We'll head to the pachinko parlor in a little while, but first... Go to Nancy's room and set the alarm for 1 AM. That's when the front desk closes. Go there, and examine the computer. It is password protected. If you try to grab the box here, Suki will stop you. It looks like she is in guard mode. Call Bess and George, seeing as they're at an expo where robotic cats are on display. George says she'll try to figure out how to get the robot cat out of guard mode. Skip ahead to the next day. While George is investigating, let's play pachinko! Now that we have the card for the parlor, we might as well use it. The pachinko parlor is at Kure. Go to the train station and go to Nagoya, Otsu, Aomori, Ube, Sakai and Kure to get there. Bess and George will call while you're at the pachinko parlor. George met the creator of the Suki cats. He wants her to solve a difficult Sudoku puzzle, before he tells her the password to turn off the robot cat. At the pachinko parlor, you can go to three machines. Use the card on the slot for 50 balls, and click on the yellow dial to shoot out a ball. The longer you hold down the mouse button, the father the ball shoots out. Every time a ball goes in one of the five black holes, you get points. The machine on the right gives out more points than the other two machines. You can play as often as you want to. Try to get over 1400 points. Also here at the pachinko parlor, we have a camera booth. You can print out the various photos that Yumi has sent Nancy here. One of the prizes here in the parlor is a comic book that Nancy is interested in. Use your winnings to purchase it. It talks about EVP, which is a technique some ghost hunters use. Once Nancy gets a copy of Savannah Woodham's book, she will be able to do EVP. Let's work on getting Savannah's book now. Call Savannah again, and Logan picks up. He says he likes Bess, and he wants to ask her out on a date. He wants Nancy's help, because Nancy is Bess' friend and she knows what Bess likes. Nancy says she'll help, as long as he gives her the copy of the book. Logan reluctantly agrees. Call Logan again, to see if he has found a copy of the book. He did, and it's ready to go. Before he sends it to you, though, he wants to know what kind of clothes Bess likes. Go to Yumi's apartment at Kurume and create an outfit on the avatar program. Send it to Savannah's number, 303-555-4478. Logan gives you a text, saying thank you. Call him again, and he says that he will bring the book on his date with Bess, and he'll give it to her then. Return to the Ryokan Hiei. By this time, the Sudoku Puzzle should be waiting for Nancy at the front desk. Miwako will give it to you. You want to complete the puzzle, then put it in an envelope, then give it to Miwako. Junior Mode Solution: 937825461 376421985 652914837 591867324 841367592 428593716 729481356 287654193 364579128 653719248 185632749 149238657 596748213587964175832 273156984632715382469 418293675914832946571 148329657 367145289 592876143 985264731498526913748 267138459261378465291 413597826753491782653 829375164 139247865 651429378 654839127 734816592 287651439 342651987 942578316 598742613 763194582 176983245 815326974 Senior Mode Solution: 915326487 862351794 276854391 375649128 438791625 419827536 162947853 194582673 547138369 753196482 893562714 628734915 689475132658947268351 324619578194236915847 751283946732581473269 817923465 623541798 495876312 564371289417653974281 938426751369824136957 217895364285179582364 853719642 396821745 726548913 715649823 491632578 248753196 189257436 467398512 645983127 931265478 372164895 582417639 Skip ahead to the next day, to give Bess and George time to do things. Bess has her date with Logan, and George meets with the creator of the Suki cats. Bess gets the book from Logan, and George gets the commands. Leave the ryokan and come back, to get the book. Call George, to get the commands. If enough time has not passed, these things don't happen. Now is a good time to take Takae's final lesson in Japanese culture. We have a tea ceremony, where you have to remember the names of items. From left to right, they are... Kensui Furo Futaoki Natsume Chakin Chawan Chasen Hishaku Chashaku Once that's done, set the alarm for 1 AM, so you can get to the front desk once it's closed. George says "Mate" is the command to make Suki go to sleep, so tell that to Suki. Then, grab the box that Suki is guarding. It's a puzzle box, just like the one described in the flyer we found at a train station. Junior Mode Solution: Highlight all slabs, and move them down. Move the middle slab left. Move all slabs up. Move the bottom slab right. Move the middle slab left. Move the top/right slab right. Senior Mode Solution: Highlight all the slabs and move them down. Move the middle slab left. Move all slabs up. Move the bottom slab right. Move the middle slab left. Move the top/right slab right. Move the top/left slab left. Move the middle slab right. Inside the box is a tile piece and an envelope with the password to the computer. Nancy needs to figure out a way to open the envelope without anyone knowing how she did it. In other words, she needs to use steam to open the envelope. I'll discuss opening the envelope later on, because you can't open it right now. The tile piece is for the baths. Skip to the next day if you can't get in the tile area. Then, go inside the baths. Look at the tiles on the shower wall. With the tile you just found, you have all the tiles here. Use the tiles from the lower/left in the area around the peephole in the middle. Working clockwise from the left-hand corner, which has the square piece, the various pieces are the yellow triangle, blue triangle, white triangle, green piece, brown piece, and red piece. Nancy will look in the peep hole to see Miwako and Rentaro, arguing. They are in a second bath area, it seems. Talk to Rentaro. If you haven't already, read the comic book from the pachinko parlor to learn about EVP. Read Savannah's book to learn about EVP, as well. Reading both of those things lets you ask Rentaro about EVP. He will give you a recorder. Rentaro also wants Nancy to buy a collar for Suki, from the pachinko parlor. That way, Miwako will forgive him, after their big fight in the baths. Go to the pachinko parlor at Kure, and purchase this collar. Then, return to the ryokan and give it to Rentaro. He leaves to give it to Miwako. When this happens, sneak into his area and take the Star Card from his desk. Now for EVP first. Savannah's book tells you where to do EVP, such as by the fire pit or in the baths. The place that you want to record is by the cherry tree. Skip ahead to 1 AM, when Rentaro leaves the ryokan. Go inside his shack and use the EVP device to listen to the recording by the cherry tree. It recorded an argument between Miwako and Yumi, and it sounds like Yumi threw something into the water here. Go to the water. Specifically, head to the area under the bridge. You find what Yumi threw: the key to Room 18. That's the room where cultural lessons take place. Without this key, you can't open the envelope with the computer password on it. Nancy also notices some rocks here, under the bridge. This is a puzzle. If you've read the book in the room with the front desk, you learned about rocks. There are four rocks in total. You need to find all of them. Two are by lanterns, and one is by a tree. The fourth one is by the gray statue thing, in the middle of the pond. If you go to the garden by means of the front desk area, to reach the statue, just go forward. The square stone goes over the heart. The tallest stone goes over the person. The triangle stone goes over the fire. The stone with an edge sticking out at the top/left goes on the ox. The final stone, with horizontal lines on it, goes in the top/right. Solving the stone puzzle gets you an origami puzzle. Go to Takae's room, using the Room 18 card. Open the drawer which has the origami book in it, then open it up to start the puzzle. 1. Mountain fold. 2. Fold to front. 3. Fold to front. 4. Fold unfold. 5. Fold to back. 6. Push and invert. There is a red card on the floor of Room 18. Make sure to pick it up before leaving. Solving the origami puzzle gives you a hint about bamboo. Return to the gardens, and look at the deer scarer, which is the thing that makes a tapping sound. It's near the bridge, and it is made of bamboo. We want to open it, but we lack a tool. Go to Rentaro's shed and take a screwdriver. Then return and use it on the bamboo. Nancy will get part of a giant nonogram puzzle. Also in Room 18, you can find a pot of tea, inside the cabinet. This doesn't happen until you finish the tea ceremony with Takae. Take the teapot to the front desk, and put it over the fire pit. Use the envelope with the computer password on the steam, after waiting for a bit. Then, remove the teapot. The password is Takakawa. Go back to Room 18 and use the calligraphy books to learn how to write that in Japanese. Then, go to the computer and press the correct keys for "ta", "ka", "ka" and "wa". Then press enter. The computer has a list of guests. Read it all the way through, to learn that certain rooms are never rented out, such as Room 33. Here at the front desk, we have the Krolmeister Security System. Using the red card from Takae's room, we can solve this puzzle. You want to use the cards to recreate the patter. Insert the blue, red, green, yellow and purple cards, from left to right. Then, rotate the cards as necessary to duplicate the pattern onscreen. You end up getting the key to all rooms that end in 8 or 9. With this key (and the Star Card you get from Rentaro's shack once you give him Suki's collar), we can examine Room 33, the one that isn't let out to customers. Go to Room 39, then open it. Turn to side, and you'll see that the wall between Rooms 39 and 37 has a star on it. Use the Star Card to open up this door. Keep opening up the walls with the Star Card, until you reach Room 33. Nancy is trapped inside the room, once she enters. Puzzle time! Look at the balcony. The door is locked with a puzzle. The way to solve this puzzle is to color in all the blank spots, so that all six slices of the picture are exactly the same. For example, the piece in the middle of the puzzle is red in once slice, so you know that it is red in all six slices. The square above the red piece is blue in once slice, so you know that it is blue in all six slices. Figure out the colors of everything and fill in those colors as quickly as possible to open the door. Skip ahead to the next day, if necessary. If you haven't already, call Savannah and ask her about the room she had when she was at the ryokan. She was in, you guessed it, Room 33. There was a hidden passageway in the room. Return to Room 33, and call Savannah again. She says the passageway was controlled by a bird. Press the wooden bird in the carving on this room to find this hidden passageway. Note that you have to look at the registry after Savannah says to find out which room they don't let to customers, otherwise, you can't ask Savannah about the passageway in the room. The passageway leads downstairs, to the baths area that Rentaro and Miwako had an argument inside of. Explore this hidden area. Finding the hidden area causes Yumi to send you a picture. If you don't have all seven pictures by now, try calling everyone, as well as talking to everyone about everything. Some of the pictures are triggered by conversations. Other pictures are triggered by solving Rentaro's puzzles. When you have all seven pictures, Nancy will talk about printing them out. Go to the pachinko parlor at Kure, and use the photo booth. Print out all the pictures. What you want to do here is arrange the pictures, so the purple lines form Japanese numbers. If Y is Yumi, B is Bess, G is George and R is Rentaro, the pictures are: [Y] [B] [Y] [G] [YB] [RY] [GB] Go to Yumi and ask her about this. She is happy that you figured out her puzzle. She forces Nancy to do another thing of bento, then she forces Nancy to stay in her apartment. Yumi is being forceful for a reason. Under the frog on her shelf, you have a password. Insert the numbers seen in Yumi's pictures. This will give you numbers for a nonograms puzzle. Return to Room 33, and go through the hidden passageway. You have two nonogram puzzle things: one from the bamboo stick, and one from Yumi's room. Solve this nonogram puzzle. It's pretty tough. The X's indicate tiles that aren't marked, and the brown pieces are the tiles that the numbers correspond with. In both Junior and Senior Mode, you have a picture of a fox as the solution. The secret compartment behind the puzzle opens. Read the letter inside. It seems that Kasumi hoped her daughters, Yumi and Miwako, would work together to solve the puzzle. Take the sword here, and the ghost appears. It knocks Nancy underwater. Use the sword to cut the ropes of the net. You want to create breaks in the net, so you can run your mouse from the top of the screen to the bottom, without crossing over any ropes. Examine the ghost once you're free. Once you do, you learn who the culprit is. Before you can confront the culprit, though, you have to go to Takae and talk to her about everything. She finally explains what happened, the night Kasumi died. Miwako is gone, as is Rentaro. Go to Rentaro's shack to find two inventions. First is the recorder, which can connect to cell phones. Rentaro mentioned this earlier today. Second is a door-o-matic, which opens every door in the ryokan. There is a pink note on the table. Use the dictionary on it to find out that Rentaro is in Room 33. Go there. Use the door-o-matic on the door, then save your game. Go inside to talk to Rentaro. There are two puzzles here. First, you need to figure out how to stop Rentaro from escaping. That's simple enough! Use the door-o-matic, and the door will shut, preventing his escape. Second, you need to figure out which item to use. Pick the recorder that can connect to computers. Pick a channel to record on, and Nancy records the conversation with Rentaro. She then threatens to send the recorded conversation to everyone. You can choose whether to let Rentaro confess to Miwako. The ending is slightly different, depending on which option you choose. 005-Shorter Guide --------------------------------------------------------- This section of the guide is a short to-do list, of sorts. It lists the various puzzles in the game, and how they are interrelated. You can do things in any order you want to. •Find Nancy's room. You need to get her train ticket/Japanese dictionary from the suitcase in her closet. This allows her to travel to different places, like Kure and Matsui. •Meet Takae and take her cultural lessons on calligraphy, origami and tea. Each lesson takes place on a different day. •Examine Miwako's cat after 1:00 AM to learn that Suki is in protection mode. Call Bess and George about this, and they will give you a monster Sudoku puzzle to solve. Solving this will let you get past Suki. When you do this, you get access to a tile from the baths and a sealed envelope with the computer password. •Use the tile from the baths in the baths area in order to see a cutscene starring Miwako and Rentaro. After this, Rentaro asks you to get him a prize from the pachinko parlor at Kure. •At the pachinko parlor, buy a comic book to learn about EVP. •After the first day of the game, meet Yumi and talk with her about everything. She will start sending pictures to Nancy, and she sends Nancy to her apartment, where Nancy gets the phone number for Savannah Woodham. •Contact Savannah Woodham. The direct approach doesn't work, so call Bess and George for help. Then, play matchmaker with Logan and Bess to get a copy of Savannah's book from Logan. •Once Nancy gets Savannah's book and reads it, she learns where to do EVP. So, read Savannah's book and solve the EVP puzzle. This results in Nancy finding the key to Takae's room. •After finding the key in the gardens, you can do the rock puzzle (and a few more puzzles) to get half of the super nonograms puzzle. This can only be done if Nancy knows origami. •If Nancy knows about tea, she can then use the key to Granny's room to steal Granny's tea kettle, and use the tea kettle to open the sealed envelope (from Miwako's desk). Nancy can now go onto the computer and see which rooms in the ryokan are never rented out to guests...in particular, room #33. •Open up the Krolmeister Security Thingy near the front desk, using the red card found in Granny's room. This gives you the key that opens all rooms which end in 8 or 9. •Using the 8 or 9 key, in conjunction with the star card taken from Rentaro's shed, go to room #33 and solve the puzzle that arises there. •Call Savannah for info about room #33. Then return there and go the hidden passageway. The hidden passageway contains the super nonograms puzzle. Sadly, Nancy only has half of this puzzle--the half she got from solving the rock puzzle. •Nancy needs the second half of the super nonograms puzzle. Once she gets seven photos from Yumi, she can solve the photo puzzle, which eventually leads to her getting the second half of the super nonograms puzzles. •Using both halves of the super nonogram puzzle, solve the super nonogram puzzle in the hidden passageway. •This causes a series of puzzles that Nancy has to solve in order to catch the villain. 006-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).