Nancy Drew: The Curse of Blackmoor Manor. Nancy Drew: The Captive Curse Walkthrough Nancy Drew Curse of Blackmoore Manor Walkthrough


The junior and senior detective differ in the complexity of the puzzles.
For those who play the games for the first time in this series, training is provided.
Lori the parrot gives clues.
Tasks are marked only after a change of location.
Don't forget to check a mobile phone that has Internet access - there are a lot of clues.
The game is non-linear, so tasks can be completed in any order.

In Nancy's room, there is an alarm clock by the bed. In the game we have to live by the clock.
06:00 - the castle wakes up, Jane's lessons begin
08:00 - the restaurant opens, where we will order food
09:00 - Nigel arrives
14:00 - Jane's classes end
21:00 - Jane and Nigel go to bed
03:15 - Strange things begin to happen in the castle

We arrive in England at the Penvellin estate. We need to find out what happened to Linda, the daughter of our neighbors. She married Hugh Penvellin, a British diplomat. Mrs. Drake, Hugh's aunt and his daughter Jane, lives with her. Recently, Linda has not been feeling well, does not leave the room and does not want to see anyone.

We ring the doorbell, we hear someone calling us. We turn around - red eyes are looking at us from the darkness.
The investigation begins.
Mrs. Drake opens the door and we go to our room (with the moon on the door) to unpack.

1. Acquaintance with the castle and the actors

Putting down the suitcase, call Ned.
Let's go look for the greenhouse.
The next door down the hallway is Jane's room. Let's knock on the door and hear that now she has classes. Let's meet later. Let's look at the keyhole next to the door - I wonder what it opens?
Further along the corridor is Linda's room. Passing by, we hear her conversation with her husband in raised tones. A strange statue is installed against the wall - this is a gargoyle. We go down into the Great Hall and go into the gray door to the left of the stairs. This is a greenhouse.
Let's look into an empty well with frogs - where is the water? Let's take a look at John's cup, which was awarded for excellence in botany.
We go past a huge predatory plant - it's better not to touch it (you can check it - you will see only Nancy's legs). Next to him is a small table with seedlings. Look at allergy pills and read about their side effects.
Here's Mrs Drake. Learn about Nigel Morton, historian and Ethel Bosinier, Jane's mentor. Talk about Linda, the water in the well, and why you should order food from a restaurant. She will talk about the parrot Lori and proper nutrition for a parrot. Ask her about allergies.
Let's go back to the Great Hall.
In the middle of the hall there are six columns with bas-reliefs. Let's take a closer look - each of them lacks some detail. On the walls is a whole art gallery of the owners of Blackmoor with coats of arms under the portraits. There is an antique card machine by the window named Betty.
Let's go to the next door.
This is a huge library. Meet Nigel Morton, bibliographer of the Penvellin family. He's waiting for the typist to help type his notes, and he's not averse to chatting with us.
Nigel talks about Blackmoore's monster - a beast with burning eyes and big fangs. We also learn about the owner of the estate, Elinor, who was considered a witch and burned in 1650, and about the treasure of the family.
Let's look at the statue next to Nigel, look through the books. Let's turn on the computer opposite the front door. This is the computer of Alan Penvellin, the previous owner of the castle. Let's ask Nigel about the password - Jane knows it.
Let's leave the library and read the entries on the Internet about the estate and the Blackmoore monster.
Let's go through the next door. This is the kitchen corridor. Look at the note on the kitchen door - I wonder who started the fire?
Time to say hello to Linda. She sits behind a curtain and throughout the game, it doesn’t seem like that to us. She complains about her poor health, dry skin, fatigue. Her irritability is hard to miss, but maybe she will be softer if you talk to her more often?
Mrs. Drake lives in the next room down the hallway. She is closed.
Nearby is a bird cage. We take off the cover and get acquainted with Lori, a parrot with an excellent sense of humor. He is a very important source of information!
The last door down the hallway is closed.
Let's go to Jane.

2. Jane's room and Alan's computer password

Jane is bored and wants to play some game with us. We agree and play Constellations.
It takes less than 40 attempts on the junior detective and 25 attempts on the senior detective to find duplicate pictures. First, all cards are closed. You open one card, then look for the same one - if it does not immediately match, both cards are again turned face down.

Jane found this game in Nancy's room. So we learn that our room used to be the bedroom of Bridget Penvellin, a great lover of astronomy. Her portrait with a telescope behind her hangs in the Great Hall.
After you win, talk to Jane again.
Once she was in Linda's room and saw "the lady in black." The lady put the note on the table and left, and after that Linda began to get sick. The Lady in Black was reminiscent of Jane Eleanor, the former owner of the estate.
To find out the password to Alan's computer, you need to win the "Skull and Bones".

Rules of the game:
You need to collect three cards with the same images. We click on the card and ask if Jane has it or not. We remember which cards Jane collects, and when you have the same card, we ask her - the enemy is forced to give.

When you win, Jane will say that the password to Alan's computer is written on his coat of arms.
Let's examine the room.
Under the cushion of the sofa lies a notebook with the genealogical tree of the family. You can ask Jane about all the owners of the estate, whose names are in red - these are additional clues.
In the bookcase, let's look at the "Introductory information about the runes." Hidden Secret - On the first page of the notebook is written in runes "Jane Penvellin".
Let's carefully read the article about lycanthropy from the book "Vampires". On the last page of the article is the author's phone number.
There is a table under the window where Jane cooks for Laurie. The younger detective, in order to get an additional hint, will need to cook cookies, the older Lori does not tell, but only eats. Jane confesses that she started the kitchen fire because Ethel made her experiment with food.
On the table under the mirror is a photograph of Jane's real mother, a not-so-famous opera singer who lives in Paris.
We pick up an old book with some pictures that Jane gave Ethel. This is Alan Penvellin's Mutus liber (The Silent Book).
A tapestry with a poem by Charles hangs by the door. Let's read it - the text is kind of meaningless, but it reminds Jane of something familiar.
There is a timetable on Jane's study table. We find out that the lessons last from 06:00 to 14:00, and the subjects are very peculiar - for example, learn the “Song of Bridget”.
Let's look at a photo of a guinea pig and posters of the famous actor Brady Armstrong (who played in "Theatre Abduction" should remember).

[b]Easter egg:
you need to click 10 times on the false teeth, which is on Jane's study table.

Using an egg:
1) Press the bottom button on the phone in Nancy's room - we will hear the musical secret
2) We start the clock at 18:00, get up, translate it to 06:00 - we watch a dream with Blackmoore's monster
2) We start the clock at 18:00, get up, translate it to 06:00 - we watch a dream with a Granny frog

Let's leave the room and talk to Mrs. Preston.
Let's go down to the Great Hall and find a coat of arms with a motto and a snake biting its tail (to the right of the grandfather clock). This is Alan's coat of arms.

Password to the computer "Purgamentum exit". It translates to “Take out the trash” (you can ask Lori). Let's go to the library and type the password. Alan suggests they play a game called "Thirteen Ghosts". If we find and touch 13 ghosts very quickly, we will get a prize. Ghosts appear from the castle from midnight to 4 am.
Let's go again to Linda and ask her about the "lady in black" - she did not see any lady, but she really found a note.
We go to our room. Near the door of Nancy's room is a strange staircase with singing steps.

3. Nancy's room and Nigel's computer

Talk to Hugh (from the phone near the bed). He will talk about the "Six Months Residence Law", which requires the owner's wife to live on the estate for at least six months. If she leaves early, half of the property goes to the next heir, which is Mrs. Drake.
(An alternative is to feed the meat to Mrs. Drake's plant.)
Let's go to the fireplace. There is a book by John Penvellin "Granny and the Water Fairy" on the mantelpiece, let's look at a piece of paper enclosed in the book and draw the symbols of water, earth, fire and air.
Next to the fireplace, on a chair, is a Lunar Box with images of animals on each side. I wonder what's inside? Click on the image - a round window opens, but what to do with it is not yet clear.
Let's look at Bridget's coat of arms above the fireplace, leaf through the constellation maps on the wall.
A tripod is installed by the window - I wonder why?
Let's go to the sofa. There is a hole in the drawer of the sofa in which something needs to be inserted.
A huge tapestry hangs on the wall.
Set the clock to 00:00.
The castle is sleeping, it's time to read Nigel's notes. Let's go down to the library and go to his computer.
Nigel's notes, important:
1) The columns in the Great Hall depict Greek deities and each of them lacks detail.
2) Nigel found the secret chamber of Corbin Penvellin in France and read his memoirs. They mention a statue of Mercury, who stands in the library and holds a rod in his hand. This is the key, which can be obtained by turning the statue to the north and raising its eyes to the sky. The statue's control mechanism is located in the underground galleries.
3) The Penvellin treasure has been known since the 14th century. It's a kind of magical stone.
4) In the middle of the 15th century, an alchemical laboratory was built somewhere in the castle, the symbol of which is a dragon.
5) Corbin never lived in Blackmoor.
6) In the 18th century, Penelope ordered a Betty card machine.
7) Edward's coat of arms - each image indicates the direction, for example, the knight gallops to the right, the spear of the guard points up, the king points to the right, etc.
We also read a letter from the publisher Nigel - maybe he wants to revive the legend of the Blackmoore monster in order to better sell his book?
Let's go catch ghosts.

4. Thirteen ghosts

It is necessary in a very limited time to find and touch 13 ghosts.
Optimal route:

We run into the kitchen corridor - three pieces.
Open the door, immediately run to the left. We run close to the cricket cup, turn around, we see the first one on the left. Then we run close to the picture on the opposite wall, turn around - the second on the right. To the left of the kitchen door is the third.
We run to the Great Hall - four pieces.
We open the door from the kitchen corridor from the side of the greenhouse, turn around - the fourth. We turn around, in front of you at the bottom of the column - the fifth.
We run to the greenhouse - two pieces.
Sixth, we go down the stairs, below in front of you. We turn around, run up, the seventh is upstairs to the right of the front door.
We return to the Great Hall. On the stairs in the ball on the left is the eighth.
There are four on the second floor.
We immediately run to the right. The ninth is near the door with the coat of arms. We turn around, the portrait on the left is the tenth. We run along the corridor close to the stained-glass window at Nancy's bedroom, turn around - to the left at the door. We run along the Singing Stairs upstairs - the twelfth.
We return to the Great Hall. Thirteenth - at the door to the library.
We run to the computer and type the password a second time.

Alan Prize:
It is necessary to stand in front of the green dragon, look to the left and pull down the support under the shelf with the vase. "But if you're wearing a hat, you need to hold it tight."
Let's go to the greenhouse. On the table lies some kind of document, crushed by a pot with a carnivorous plant. Maybe you need to feed him?
Laurie will wish us good night. Let's find out from him when everyone wakes up - at 06:00.
You can have a little mischief and knock on Mrs. Drake's door (I advise)
Let's set the clock to 14:00 and go to bed.
At 3:15 we are awakened by someone singing outside the door. Let's go out and see if there's anyone.

5. Eastern secret passage and Edward's coat of arms

06:00.
Let's go out into the corridor. As we pass Jane's door, we hear Ethel and Jane sing a song about Bridget:

"Bridget at midnight to heaven
Turn your eyes.
The longest night will be
Asks the stars to help her:
"Stay, you are my friends,
After all, I miss you.”
Only the night touches the earth,
They will be with her again."

(If you wake up at a different time, you will hear the history lessons according to Jane's schedule) This is a clue we will need in the future.
Let's go to Linda. Today she is more outspoken.
She says that she found a secret passage in the house, and in it an old plate with a curse. Then she returned to her room and found a note with the same curse on the table. In the evening she felt unwell. Let's talk with her about Jane: it turns out she is a very strange girl - one day she came to Linda and asked to read not a fairy tale for the night, but a book about vampires and werewolves.
We change the clock to 14:00.
Ask Jane about the secret passage. She will tell you that she found it, but it is not at all interesting there. At the end of the turn hangs a very strange picture. Everything matches - you have to go there! But, as usual, we will know the answer if we win against Jane.

We play Bull.
We rotate the grains and move our warrior as many steps forward as there are holes in the grains. If there are no holes, you need to go five steps forward. Our task is to capture all the opponent's warriors. Each player rotates the grains of the bone twice, but the second move can be skipped. If you find yourself in close proximity to the opponent after the first attempt, it is better not to pass, but to make a move. The opponent folds very often.

When you win, you will find out that the entrance to the secret passage is located in the eastern wing of the castle behind the door with the coat of arms. We leave the room and get acquainted with Ethel, if you have not done this before.
Let's open the door. There is a dragon in the closet. Let's touch his paws - they move. But how to put them right? Let's take a hint from Laurie - he advises to look at the door. Emblem on the door. Recall the notes of Nigel, who wrote about Edward's coat of arms: each image on the coat of arms indicates a direction. Let's go to Jane, look at the family tree (you can count the owners of the estate in reverse order, starting with Hugh and find out whose portrait hangs where). Let's go down to the Great Hall and check - this is indeed Edward's coat of arms - to the left of the door to the library. And if this is the direction of the dragon's paws? Let's check.

Upper left foot - to the right, upper right foot - up, middle left foot - down, middle right foot - to the left, lower left foot - down, lower right foot - to the right.

The dragon growls, a secret passage opens. Come on in, it's too dark. We need to find a flashlight. We go to Jane - she has glow sticks.
As usual, wands must be won (wands are short-lived, so you have to win them from Jane several times).

The next test is "A scattering of hieroglyphs".
The rules of the game are to collect identical pictures in a row in one minute. You need to score at least 2500 points. I recommend choosing an easy difficulty level. We must try to collect 4 or 5 pictures in a row - for this they give more points and the game time increases. If you do not see the same pictures, it is better to shuffle right away.

6 Lori Cookies And Celebrities

With a glowing wand in hand, we descend into a secret passage. Below is a door with a puzzle instead of a lock, but there is no curse on it at all. Maybe there are two secret passages in the house? The plate depicts Laurie, and the puzzle is typed "Heinrich ***". We have to find out the name of Heinrich. Time to talk to Lori.
We ask him if he knows Heinrich? Lori is in a bad mood today and will only prompt after we call him the “magic word”. We go to Mrs. Drake. It turns out that the parrot should just be praised: "Lori is a very smart and beautiful bird."
Lori gives the answer - Heinrich Heine.
We descend into a secret passage. The wand burned down - you have to go to Jane and win a new one. As a result, we again find ourselves at the door and dial “Heine”.

Solution: Heinrich Heine, Salvador Dali, Charles Darwin, Geoffrey Chaucer, Franz Liszt

If you need Lori's tip, here's the cookie recipe.
Hint: look at the article on the Internet in Nancy's mobile phone about the right food for parrots: vegetables - 30%, proteins - 20%, fruits - 20%, grains - 20%, nuts - 10%. Do not give chocolate, avocado and meat.
One of the recipes:
lettuce - 3 times, worms - 2 times, blueberries - 2 times, crackers - 2 times, nuts - 1 time.

Finally, the door opens and we enter the corridor. We go to the next door. There is a plate with triangles on it, but we can only see half of the puzzle. On the plate is a hint on how to set the triangles with the tip up.
We put all the triangles with the tip up, but nothing happens. You need to get to the plate from the other side.
We go upstairs, we stumble upon Ethel. She forbids going down the secret passage (but we'll go there anyway!) and translates the name of the picture book for us - "The Silent Book".

7. Western secret passage and coat of arms of Corbin

Passing by Linda's room, we hear that she is crying. Let's go into the room. It turns out that there are two secret passages in the estate - Linda somehow twisted the gargoyle next to her room and opened a passage in the wall. Let's try to spin the gargoyle ourselves - nothing happened. Let's go look for something related to the gargoyle.
Let's look at the portraits in the Great Hall. Here is a gargoyle behind the back of one of the owners of the estate, but there is no coat of arms below. Click on the portrait. I need to talk to Nigel, maybe he knows?
He says the man in the portrait is Corbin, Eleanor's grandson. His coat of arms does not hang in the Great Hall because he never lived on the estate and was not even an English subject. He found his coat of arms when he was working in France and will let you see it, but first he needs help printing his memoirs.

Typescript:
It takes one minute to print 20 characters on the junior detective and 30 characters on the senior one. Letters and numbers appear and disappear very quickly on the screen. They must be repeated on your keyboard. Tip - put both hands on the keyboard and quickly and randomly press any letters - then you will definitely win the first time.
We start to work. Hidden Secret: If you read really fast, you'll see that Nigel was investigating a ghost horse case (those who played Mystery of Shadow Ranch know).

When you're done, you'll find Corbin's coat of arms on the table.

We have earned something - on the clock 03:15. We leave the library.
The monitor screen goes dark and we are watching a strange ritual involving Jane and Ethel. A girl pours some liquid from a large jug into a hole in the center of the hall. After they leave, let's go to the well in the middle of the Great Hall and smell it - it smells of oil.
We go to sleep.
Let's go to Linda, offer her some help - she will complain that her skin is constantly drying and she does not eat at all.
Let's go back to Nigel and ask him about the coat of arms. He says that the Penvellines developed their own rules of heraldry.
The coat of arms depicts a shield divided into eight parts, but one must look from the face of the one who carries this shield. Therefore, in fact, right is left and vice versa (I would never have guessed ...)
We consider meteorites on the coat of arms - this is the order of turns of the gargoyle:
two to the left, one to the right, one to the left, two to the right, one to the left.

A secret door opens. We pass forward and immediately look at the wall on the right. There's a peephole into Linda's room. What a nightmare!

8. Linda's curse and triangle doors

Now let's go ahead. Before us is a door with a curse that Linda discovered: "Whoever does not honor the memory of an innocently convicted person will turn into a monster."
There is a lock with runes on the door. What to write here? Let's find out from Laurie: "The witch knows." So, we need to dial "Eleanor". Let's ask Nigel if he saw any runes in the house. He gives a hint - you need to find the Futhark runes. Of course, the notebook with runes is in Jane's room! We go to Jane (do not forget to ask her about the night ritual).
Take a notebook with runes from the closet and write down the sequence of typing letters.

If you number all the letters from left to right and from top to bottom, you need to press like this:
14,5,4,10,8,16.
We open the door, we go down. On the landing, you can turn both to the right and to the left.
We go to the right, we see a beautiful ornate door. Let's open it: inside is a knight with a sword. Touch your fingers, they move. Click on the knight's nose - this is another peephole, this time into the library. Could it be that this was a security system that Elinor came up with to help Cromwell's enemies escape the country? We can't do anything here for now, so let's turn around and go further to the left and down. Before us is another door with triangles.
Let's try to put all the triangles with the tip up - it doesn't work.
We return to the Eastern passage, put it there. The door opens on the junior detective, on the senior one you need to return to the Western entrance and put it there again ..
Let's go ahead. We take a glowing stone from a niche in the door - we don't need Jane's sticks anymore. We open the door. Before us is a labyrinth with revolving rooms.

10 Albert's Maze

Each door has an astronomical symbol on it. Let's look at the information on the Internet about the movement of stars.

After we enter the door or turn around, the room we are in will start to rotate. The first time we need to find a map of the labyrinth, so let's take a long route, then we'll go short.
Explanations for the map: the exit from the labyrinth is behind the symbol of the Triangle, and we need to get to the symbol of the Angel. Look carefully at your feet: you can’t enter the room if there is a slatted floor below - something heavy will fall on you and the game will end (the symbol of the Devil on the map).

Mars - open, enter
Moon - open, do not enter, turn around, turn around, open, enter
We take a card. Now we are in the center of the labyrinth.
Sun - open, turn, turn, open, enter
Venus - open, do not enter, turn around, turn around, open, enter
Mercury - open, do not enter, turn around
Mars - open, turn, turn, open, do not enter, turn, turn, open, turn
Mercury - open, enter

Before us is another door with strange symbols. How to open it? Click on the snake symbol at the top center of the plate - maybe Nigel can help? I'm going back.

Short route:

Mars- open, do not enter, turn around, turn around, open up, turn around
Mercury - open, enter

Nigel says that the symbol of the snake biting its own tail is an alchemical symbol. Let's leave the library - we need to look at the information on the Internet about alchemy.

11. Open the door to the alchemy laboratory

We go back by a short route through any entrance.
Let's look at the puzzle. Top left - alchemical components, in the center - a cauldron for mixing ingredients, bottom right - what mixture needs to be made. First, click on the ingredients, then mix them in a bowler. If you do everything right, you will hear a bell. In total, you need to prepare five substances.
I numbered the components from top to bottom, left to right, from 1 to 12.
1- distillation, 2- ammonia, 3- white copper
4- vinegar, 5- cinnabar, 6- saltpeter
7 - fire, 8 - air, 9 - sulfur
10 - vitriol, 11 - spirit of salt, 12 - quicklime.

Solution:
Nitric acid - 10.6 (vitriol + saltpeter)
Royal vodka - 10.6, 11.11.11 (vitriol + saltpeter + 3 times salt)
Mercury - 5.7 (cinnabar + fire)
Distilled vinegar - 4.1 (vinegar + water)
Sulphurous liver - 9,12,2,1 (sulfur + quicklime + distillation + ammonia)

The door opens and we are in the lab.

12. Laboratory and further action plan.

Let's go to the right table. Let's read the letter of Penelope Penvellin - this is a message to the Disciple. To use an athanor (medieval oven), it must first be lit. To do this, he needs to be given earth in liquid form, fire, air and water. The clues are in the Silent Book.
Let's read the book about Eola.
Find an old diary on the table. Inside is a map of the underground passages of the castle.
The diary was written by the owners of the estate.
Important:
1) The first record was made by Charles.
The laboratory was created by Albert, his father.
There are six pillars in the Great Hall, in each of which is hidden a knight who will guide the oil to the furnace, where the key will be made that will unlock the Penvellin treasure. The secrets are hidden in the Silent Book and in the arms of the owners of the castle.
2) The secret of Charles is woven on the canvas and points the way to the first key - the key of the Jupiter column.
3) Thomas added that he hid Charles's secret in the moving tiles. The key that opens the mechanism is hidden in the Singing Stairs.
4) Thomas also built a well to supply water.
5) The next entry was made by Elinor. She built the column of Mercury. To open it, you will need the help of Hands clutching the sword. Then the statue will give the wand.
6) Corbin wrote that in order to light a fire in a furnace, one must very quickly tame the main gargoyle and her assistants with the rod of Mercury, and then place the rod in the fuel storage for the furnace.
7) Penelope added that her playful companion hides the tip of Venus.
8) The furnace cannot work without air, so you will need to find a puzzle in the laboratory to start the air supply mechanism.
9) Bridget wrote next. With the help of her coat of arms and star charts, you need to open the Lunar box with a lens inside, insert it into a telescope and see the symbols of the five Muses, correctly position them and Betty will give the key.
10) You also need to find a secret panel in her room, where the key to the Moon Pillar lies.
11) Edward's Column - Saturn. To get the key, you need to find a secret passage and a target.
12) John made the last column of Mars. The key to it is in the greenhouse with a green friend.
13) The last entry was made by Alan. His computer will help find the key of Saturn.
14) Also in the diary is a short way through the labyrinth.

Let's look at the statue of a Roman soldier in the corner. Let's read the letters scattered throughout the laboratory. Among them we will find instructions on how to press the fingers on the Hands squeezing the sword, as well as information that the Treasure is located right in the laboratory.
Let's read the diary of Charles Penvellin: the Bosinier family always taught the heirs of the estate. The student can be both male and female, training begins at the age of 12.
Take an old mold for the key from the furnace. Click on it - the plates move. And here is the big keyhole.
Climbing up the stairs, look at the Eol puzzle.

13. Connect the air

A hint is in the book about Eol.
You need to catch all four winds. Blue button - start the game or reset, you need to walk using the arrows. The game starts from the center of the field. You can not hit the black squares.
The north wind can blow down, the east - to the left, the west to the right, the south - up. They blow with different intensity. The strategy is not to hit the far left squares and stay where the wind does not reach: above or below the east or west winds, or to the left and right of the north or south. We start with the east wind.

When you do everything right, air will begin to flow into the oven.
We leave the laboratory and pass along the short route.

14. Thomas' Well

If you carefully looked at the plan of the dungeon, then you remember where the well valve is located - to the right of the labyrinth. Unlike all other doors, this one must be closed. Let's look at the plate on the door - another puzzle.
Before you solve it, open the door. You will enter the well. Pick up the crumpled paper in the middle - it's about Jane the guinea pig and Uncle Roger.
Puzzle clue: The page from the Silent Book with the cups.
It is necessary to fill four triangles with water in some compartment. We have compartments with 8, 5 and 3 triangles. Pour - button under the compartment. First, we press the button under the compartment from which we pour, then under the one where to pour.

Solution (one of the options):

8-3, 8-5, 3-8, 5-3, 5-8, 3-5, 8-3, 3-5, 5-8, 3-5, 8-3

Water began to flow into the well.
We go upstairs, Ned will call us. We will tell him all the news and he will recommend that we look at the Silent Book again. Let's follow the advice and go to Jane. And what is this postcard in the mirror? (The postcard can only be seen from afar, if you get closer, it merges with the mirror.) She was not here before: this is a postcard from Jane's real mother, who is now, like her father, in Rome.

It's late and it's time for bed. Here you can use the Easter egg and watch two videos.
Let's start collecting keys.
We leave the room and hear the conversation between Linda and Mrs. Drake. We pay attention that she hangs something on the lintel of the door. Let's take a closer look - it's some kind of amulet.
Let's go talk to Linda. There is a piece of raw meat on the table, and Linda herself hears some strange sounds, similar to the ringing of bells (this is our work!)
Let's call Paliki Vadas, a specialist in lycanthropy. She will confirm our suspicions that Linda is turning into a Blackmoore monster.

15. Singing stairs and lunch from a restaurant

We go to the second floor. Let's go up the steps of the Singing Stairs.
Each step sounds different:
Ding-woo- Waaaa- Ding-dee-ling- Woo- Waaaa- Bam-Bam
There are seven levers at the top. Click on them and hear the same sounds.
Solution:
you need to press the levers in the same sequence as the steps sound.
Press sequence: 2,1,4,3,1,4,5,5
We get the key - it is from the keyhole next to the door of Jane's room.
We insert the found key into the well - it does not turn, you need to lubricate it with something.

Let's call the Boar's Head restaurant.
The cook offers us some strange menu - "Lady of the Tambourine", "Shoe boots". Another riddle - ask Mrs. Drake, maybe she knows? She talks about rhymes to words, for example, "gamma ray" is "key". At the same time, ask her about the amulet - Mrs. Drake believes that this can help Linda. We go back, on the Internet we read about the art of rhyming.
It turns out that “Mask under the Sky” is “butter with bread”, “Lady of the Tambourine” is broth, “Shoe boots” are cutlets, “Family Reflex” is vanilla cake, “Polshka Peas” are sausages with potatoes.
We order "Shoe boots" and "Mask under the sky" to take oil for the door and meat for the plant. While lunch is being brought to us, we will get the next key. I'm going to the greenhouse.

16. Key of Mars

The puzzle is based on a book about Granny the Frog.
Let's take a hose and lead the frog through the bumps through the swamp to the princess, trying not to step on the crocodile. The bumps and the crocodile are randomly generated, so there is no way to complete this puzzle. On the senior detective, the path is more difficult.
When the frog gets to the other side, the big frog at the fountain will turn and we will get a helmet - the key of Mars.
Let's see if lunch has arrived.

17. Key of Jupiter

Read aloud the poem on the tapestry. Please note that some words are written in capital letters - apparently, this is some kind of code.
We lubricate the well, open the lock - a ladder extends from the wall. We go up.
We must install the tiles in the sequence indicated on the tapestry:
Moon, Strength (atlas with a stone on its back), Cup, Knight, Mercy (hands), Angel, Geometer (compass), Time (old man with a beard), Stupidity (jester), Light.

Moon, Light, Mercy - up, right, down and connect with the Angel.
Power - left, down
Time - left, up, right
Cup - left, down
Stupidity, Angel - left, up, right and connect with Time
Cup, Power-up
Moon - down, left, down
Force - Down
Geometer - up
Knight - up, left, up
Geometer, Light- Down
Mercy - right, down, left
Time - right Light - up
Geometer - up, left
light down
Time is down
Stupidity, Angel - right, down and connect with Time
stupidity to the left
Time - up, left
Angel- down
Goblet, Knight, Mercy, Geometer, Stupidity, Time - Collect as Angel
Cup, Knight - left
Mercy - Down
Geometer - right, down
Mercy - to the left
Angel - up, left
Geometer - down
Angel - right
Stupidity, Time - down to the Angel
Angel - left
Geometer - up, left
stupidity down
Time is down

The panel opens, we take the lightning-key of Jupiter.
The next key is the rod of Mercury.

18. Rod of Mercury

Let's go down into the underground passage and start the mechanism to take the rod of Mercury.
We open the eye. We hear that Nigel is working on the computer in the library.
Recall the drawing found in the laboratory - we need to turn the statue to face north (to face us).

A large button turns the mechanism on and off, each finger on the right hand turns the statue in different directions. We begin to turn, Nigel screams in fright and runs away. Press the middle finger on the left hand and go to the library. Take the wand from the hand of the statue.
It's time to go back. We go to our room.

19. Opening the Lunar Box

Take the Lunar Box in your hands, click on the image of the animal - a round window will open. If you click on the slider on the right, the color in the window will change, and if you click on the button on the left, the curtain will move.
Think of Bridget's Song, which talks about the longest night of the year. Let's look at the information on the Internet. The longest night is the winter solstice. Laurie knows Latin and will translate the names on the constellation maps for us. The winter solstice is called Bruma. Let's go back to the room.
Each side of the box has its own image: Dragon, Lion, Lynx, Fish, Hare.
Let's look at the map. The lynx is in the center, the Dragon is on top, Pisces is on the left, the Hare is on the bottom, and the Lion is on the right. Once again, look at Bridget's coat of arms above the fireplace - the phases of the moon are drawn there (you must click). And if we assume that these are the edges of the box? Let's check and close the windows as shown on the coat of arms.

Solution:
Lynx - fully closed, Dragon - red, fully open, Lion - red, right quarter closed, Pisces - blue, left quarter closed, Hare - green, left half closed.
We get a lens that must be inserted into the telescope. I'll have to ask Jane if she took it?

20. Key of the Moon

We go to the sofa, insert the lens into the hole under the sign of the Moon.
Rotate the lens and open the panel with the signs of the Zodiac. Let's look at the information on the Internet and remember the sequence.
Let's press the buttons like this: Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces.

I numbered the buttons from left to right, top to bottom.
Solution: 2, 11, 5, 3, 6, 12, 7, 10, 9, 4, 1, 8
We get a metal disk - the key of the moon.
We change the clock to 14:00.
What's this? Someone is trying to open our door. We leave - there are scratches on the door.

21. Telescope and handle for machine gun

Let's go to Jane. She received a threatening note and is afraid to be in the house. Reassure the girl. Indeed, Jane took the telescope, but she will give it back only after we assemble the "Puzzle" from 20 parts in 5 minutes. On the senior detective, parts need to be additionally rotated, so act very quickly. If you place the part correctly, it will "stick".

While we are waiting for the telescope, we can go to the library and talk to Nigel. He was about to leave the castle, because, in his opinion, there are ghosts here (of course there are - we caught them ourselves!).
Let's go back to Nancy's room. Let's look through the telescope. Strange - it is aimed at the tapestry. Let's insert the lens and look again.
The lens painted the tapestry red and symbols appeared on it that were not visible before: 1 - Melpomene, 2 - Erato, 3 - Terpsichore, 4 - Euterpe, 5 - Thalia. Apparently, this is the sequence of Muses that Bridget wrote about in her Diary.
We go down to the Great Hall. According to the Diary, the next key is in Betty's machine. But as soon as we click on it, it stops working.
Let's ask Jane. Turns out it was Mrs. Drake who took the pen. Let's go back to the greenhouse.
Mrs. Drake will get us a pen, and we'll help her put all the seedling pots in the box.

Solution, one of the options:

While Mrs. Drake is away, let's feed the plant with meat and read the letter from the law office. (It repeats the information we heard from Hugh about the next Blackmoore heir).
Let's take another key.

22. Rolling down the hill and getting the key of Saturn

Let's follow Alan's hint and go to the closet. Let's touch the shelf with the vase. A secret door will open and we will drive down the hill, noticing the target along the way. We get right into the Great Hall - this is the coat of arms of Penelope Penvellin. The process of our training is interrupted by Ethel, who really does not like our actions.
Now you need something to hit the target. The only ball we've come across is in the kitchen hallway in Bridget's cup. Let's take it.
It is necessary to get the ball from the inventory before you start to move out, hold down the left mouse and keep the cursor in the upper right corner of the screen. As soon as the target appears, quickly release the mouse - you will hit the first time. Together with us on the floor in the Great Hall is the key of Saturn - the clock.

23. Key of Venus

Let's go back to the greenhouse, talk to Mrs. Drake. I'll take the pen.
We start Betty, put the symbols from the tapestry in the correct order and play. At stake is the tip of Venus.
The game is similar to Skull and Bones. We play as Penelope Penvellin. We collect three cards. We remember which cards Betty collects and when we open the same one, click on it. You need to light more green lights than Betty's.
All the keys are collected, it's time to see what secret is in the Great Hall.

24. Opening the columns

Let's start with the column of Jupiter. When we put the lightning in place, the column will open and we will see a knight with a piece of pipe on the shield. The tube can be rotated. The correct placement of the chimney is depicted on Charles' coat of arms.

Next, open all the columns in turn. We turn the pipes in such a way that the continuation of the pipe looks into the center of the hall at the opening of the well, and all the pipes form a ring around the center of the hall, as shown in the Silent Book.

Trumpet of Jupiter:

Trumpet of Mercury:

Trumpet of Venus:

Moon Trumpet:

Trumpet of Saturn:

Trumpet of Mars:

When you put all the pipes, you will hear the sound of water.

25. We light a fire in the athanor

According to the Silent Book, all gargoyles must be tamed with the rod of Mercury.
We go to the main gargoyle in the corridor of the second floor, we take out the rod and wave over her head. The gargoyle's eyes light up. We quickly run into the closet, wave over the second gargoyle, jump onto the hill, slide down, wave over the third and bring the wand to the hole in the center of the hall. Fire breaks out.

26. Last Key

To make a key for the athanor, take a look at a page in the Silent Book. A casting mold with 12 cells is drawn there. You need to find 12 coats of arms, which have images from the Silent Book, and click on the plates in the mold as the dashes are drawn on their mottos (it’s more convenient to pick up the mold and set it for each coat of arms).

After that, let's go to our room to rest before the last test.
They slipped a threatening note under the door to which a fang was attached. Someone really wants us to leave the castle.
Let's talk to Hugh.
Let's set the clock to 21:00. Let's go out into the corridor and see the "lady in black." Let's pick up strange luminous glasses on the floor. The last riddle is solved.
Let's go back to the lab.
We prepare the key - click on the molten metal and insert it into the keyhole. Here it is, the treasure!
Meet the villain. He takes the treasure in his hands. We look up - something starts to fall on us. An arrow appears on the screen, you need to quickly jump back. The villain falls into a trap. To pull it out, you need to go to the Eol puzzle and move the warrior to the silver cells.

[b]Copying of material is allowed only with the decree

Walkthrough - Page 1

Passage and saves for the Russian version of the game

Control

The game is linear, but with free passage. If you have never played any of the Nancy Drew games before, then I suggest you check out the book on Nancy's desk, What a Detective Should Know. If you are well acquainted with the young detective, then just click on the ticket, select your difficulty level and go on a new adventure. The game was played on the difficulty level junior detective».

WARNING: when downloading saves, remember that the algorithm of your passage may not coincide with the passage offered by the author of this material, and at the same time your personal achievements will be lost.

Saves (saves) for Windows XP are in the folder "My Documents\The Curse of the Old Castle".

Here are the rewards provided at the end of the game:

  • beta tester. For testing the card game
  • Card Collector. For the "Raid" card collection
  • Easter egg. For finding a surprise
  • Courageous forester. Who's afraid of a moonlit forest? Just not you!
  • Lorekeeper. For the return of a lost artifact
  • Souvenir lover. For the love of memorabilia
  • Head of security. For vigilant observation of the castle
  • Dungeon dweller. For careful exploration of dark places
  • Product supplier. For food delivery
  • treasure hunter. For finding lost coins
  • Well explorer. For the constant study of the contents of the well
  • Herald of Danger. For fake alarms

Walkthrough

Finster Castle

Watch the introductory video. We approach the gate and press the signal button to the right of the gate. Before we entered the castle, where the owner invited us, we immediately get the first simple task in which we are asked to find two identical images. We click on the bucket, which was lowered to us on a rope and examine the drawing. We mark two identical men in the picture and put a “tick” in the center drawing, confirming the completion of the task. When the castle gates open, we pass forward, enter the front door and climb the stairs to the second floor. After talking with Ned Nickerson, we continue to move forward. Having risen to the landing, we turn into the corridors to the right. Downstairs is a coffee table and a couple of armchairs. Take from the table book"History of Castle Finster" and read it. We pass forward and turn left. We approach the door, to the right of which hangs tablet with an inscription in German "Burgomaster".

Burgomaster's office

We go into the office and see how the burgomaster Karl hastily hides something in the table. We talk with Karl on all topics, then we agree to play the Raid game with him. Choose the difficulty level and start playing. The level of difficulty does not affect the complexity of the game itself, but only affects the amount of money that you receive from Karl for losing or winning. To find out how to play this board game, open the "Game Rules" in the lower right corner and get acquainted with them. The rules are simple, especially since two-thirds of the game is played automatically. To win, the main thing in this game is to choose the right card during the duel. On each card in the corners you will find multi-colored circles with numbers. When your chip hits any colored circle, you must move your cards below with the cursor to yourself and select the card on which there will be the largest number of the color on which your chip stands. For example, you hit a red circle, which means that you will have to measure strength with an opponent. Choose the card with the largest number in the red circle. After playing once or twice, you will understand the rules of the game to the end and will play it with pleasure. The game does not require great mental abilities. After finishing the game, we pass through the office with an inspection. We approach the niche in which there are playing cards on the scales. We take the book under the cards. This is the "Guide to the game" Raid ". We carefully look through it to the end, and pay attention to the page with a picture of a sparrow-professor. This page has an image of a key. We remember that the last card is in development. We put the book in place and try to examine the game cards, which immediately fall down. The burgomaster asks to put the cards in their places. Three level lines that are visible on the wall behind the scales will serve as a guideline for arranging the cards, i.e., the scales with the cards should be flush with these lines. We begin to restore the destroyed balance. In the Raid game manual, we read what type certain characters on the cards belong to.

So, monsters include:

  • Sailor-red scythe
  • Grey Wolf
  • Goldweaver Dwarf

To heroes include:

  • donkey king
  • Sparrow Professor
  • Bonaparte (sea hare)

To magicians are:

  • magic mirror
  • golden hunter
  • button witch

In accordance with this list, we install the appropriate cards on the scales. The result of the correct placement look at screenshot.

A sheet with a note in German falls out from under the scales. Let's leave the translation of this entry for another time, because we do not have the necessary dictionary at hand. We approach the large picture on the wall, which depicts a sparrow-professor and turn it over. We take away the hidden key. Again we speak with Karl and begin to help him in drawing up the image of the last card. Answer his questions according to your own ideas. If you help Carl make a card, then at the end of the game you will receive the corresponding title for this. By the way, if you help Karl in compiling this card and receive it, then during subsequent sessions of the game this card will also take part, and you will be able to see the results of your advice to Karl.

Castle corridors

We leave the office and go forward along the corridor. In the niche we find another coffee table on which stands casket. We examine the box and understand that some kind of pattern needs to be laid out on it. In addition, there are obviously not all colored glasses here. We put the box in place and continue to follow the corridor further. We go out to the landing and climb the stairs one more flight. We pass along the arrow forward and approach the door with the Nancy Drew sign. Finally, we found a room that the owner of the castle gave us to stay. We go into the room and look around.

Nancy's room

We go into the room and go to the bedside table. We take a pocket German from the bedside table dictionary. We take out a note in German from the inventory and use a dictionary on it. We receive a transfer records. We head to the shelf with the mantel clock. To the left of the clock we find booklet with the schedule of all festive events. We leave the room and go down to the first floor.

Castle corridors

We go down and head to the bright doors under the balcony, on which Nancy's room is located. We open the light Door and we find ourselves in a banquet hall. We look around.

Banqueting hall

We pass forward and take out of the largest stained glass window blue piece of glass. We turn around and approach the left wall. We take from a niche newspaper"Caller" and read it. Pay attention to the lower left column with the translation of words from German into English. You can take a photo of this translation, although it will still automatically appear in Nancy's diary. On the right, between the jugs, we notice a shine and take out a coin from there. If you collect all the coins scattered around the castle, then at the end of the game you will receive the corresponding title for this. So be careful when inspecting items in the castle. We turn around and approach an elderly lady sitting in an armchair by the fireplace. We get acquainted with Renata and communicate with her on all topics. Renata clearly hints to us that she is not averse to tasting something sweet. We turn around and exit the room.

Castle corridors

We look in the corner to the left of the stairs. We notice a familiar brilliance and raise another coin. Climb up the stairs and go to the left screen. Go straight twice and turn left again. One more turn to the left and we pass forward. We go up the stairs, go forward three times and turn left. We pass forward along the red carpet, enter the doors and turn left again.

Foyer

We go down the stairs and approach the clock tower. We take out another coin and open the doors below. Inside is a keyboard instrument called a glockenspiel, on which you need to play some kind of melody. But what kind of melody - we still do not know. We turn around and approach Lucas. We ask the boy about everything and agree to play a game with him called "Monsters". Lucas will explain the rules of the game himself. The game consists of two rounds. In the first round you have to play for "monsters", which will be disguised as cows. "Monsters" kill the surrounding cows, and the rest of the cows standing nearby become frightened and begin to goggle. Move the monster and scared cows to empty squares so that your opponent does not guess which of the moved cows is actually a monster. Hint: after you kill the cow, then move the monsters to the chips adjacent to the killed cow, and move the real cows away. You can also move both the monster and the cows the same distance from the killed cow. Then your opponent will almost always guess real cows as monsters. When all the “monsters” or cows are killed, the opponents change chips. Now you have to look for "monsters" among the cows of Lucas. The principle of the game remains the same. Naturally, when you have to play in the second round as a farmer, then point to those chips that have moved to adjacent places next to the killed cow. In this case, there is a high probability of guessing the real monster. If you win, you will receive three Raid game cards from Lucas and you will have the opportunity to ask the boy about the events taking place in the castle and about its inhabitants. If you collect a full deck of Raid cards, you will receive a certain title at the end of the game. After finishing the game, turn around and go to the coffee table. We pick up the book of fairy tales by the Brothers Grimm and leaf through it. We return the book to its place and take a round one from the table item with plugs .

We pass through the arch and get into the souvenir shop. We look around and pay attention to the bookshelf on which we find book of villains Brothers Grimm. We turn right and read another book about monsters. Then we put forward box, on which there is a bust of a monster, and experiment by pressing various buttons. Having had fun, we communicate on all topics with Anya, the caretaker of the castle. If there is a desire, then we buy souvenirs and leave the shop. If you collect enough souvenirs, then at the end of the game you will receive a title for this. Turn around and buy cake for Renata in the automatic pastry shop. To do this, simply click on the arrow, select the picture with the image of the cake, and then click on the coin acceptor. We leave the souvenir shop and through the living room we exit into the courtyard of the castle.

Castle courtyard

We answer the call of Marcus, but we are not in a hurry to call him yet, there is no need for this. We approach the well and click on the bucket, which will automatically sink to the bottom of the well, and then rise up with some souvenir from the previous series of the game. If you often use the well, then at the end of the game you will receive a title. We turn around and find another coin. By stairs We rise to the gallery and pass forward. We take near the door secateurs and go back, because no one answers a knock on the door. When descending the stairs, pay attention to the left window and take another one from the windowsill. coin. We go down to the courtyard, and then head up the stairs to the basement. Politely knock on Door but they don't want to talk to us. We turn around and study lying on the steps paper. Expand it and see on it "Test "Notes". Apparently, we need a found clue. We go up the stairs and go into the double doors of the castle, we get back into the foyer.

Foyer

We speak with Lucas. If desired, we play the Monsters game with him again to earn cards. We leave the foyer through the double doors.

Castle corridors

We pass forward and turn right in the direction of the arrow. To the left of the stairs is visible some kind of inscription. Let's use a dictionary. Opposite this sign, something glitters. We take out another coin. Climb up the stairs and turn left. In the niche we find more coins. We head to Nancy's room to call our employer from the landline.

Nancy's room

We approach the phone, pick up the receiver and click on a piece of paper with Marcus's phone number. We thoroughly discuss all topics with him. Then we call Ned and Joe. After finishing the conversation, we hear a knock on the door. The worried burgomaster informs us about a fire in the yard. We automatically find ourselves at a tub with a burning plant.

Castle courtyard

We turn around and click on the well bucket to draw water from the well into it. We turn towards the burning plant, take out a bucket of water from the inventory and extinguish the fire with water. After the fire goes out, pay attention to the strange thorn that got stuck in the door. We will get a couple more souvenirs from the well and hurry to the souvenir shop.

Souvenir shop

We talk with Anya on all topics. You can buy more souvenirs if you have money and desire to buy them. We leave the shop in the foyer through the glass doors and go up the stairs.

Castle corridors

We pass to the wall and on the table with a candelabra we take a couple more coins. We follow the corridors further until we get to the banquet hall.


Note

A few words about the process of the game. In this part of the detective series, Nancy will not go to bed even once. The game has its own currency in the form of silver coins. Coins are located in the upper left of the screen. Coins are hidden throughout the castle and its surroundings, which can be found. Not all hidden coins are shown in the walkthrough, as they are a bonus part of the game. There are a total of 12 rewards in the game: 1. "Beta Tester": for correct answers to the test at the end of the game 2. "Card Collector": for collecting a full deck of Raid cards 3. "Easter Egg": for finding a hidden surprise ( easter egg) 4. "Fearless Forester": for exploring the forest 5. "Historic Preservationist": for recovering lost artifacts 6. "Keepsake Kitsch": for buying all souvenirs 7. "Security Guard": for maintaining constant video surveillance of the castle 8. " Subterranean Dweller": for completely exploring dark places 9. "Take Away Deliverer": for buying cakes for Renata 10. "Treasure Hunter": for finding all the coins 11. "Wishing Well": for finding several items at the depth of the well (with buckets) 12. "Wolf Cryer": for raising a false alarm (several times) The game is non-linear, so the sequence of action may be different.

in front of the castle

After watching the introductory video, we find ourselves at an iron grate blocking the passage of the castle. We press the call button, on the right side of this grate, and we automatically talk with a boy named Lucas. The boy lowers the bucket down the rope. We look into it and get our first task. Eight monster figures are depicted on a paper sheet. It is necessary to find two figures that are identical in appearance (shades of clothing colors do not count!). After some thought, we arrive at the following answer:

junior detective

Senior Detective

Castle courtyard

After a conversation with Karl, we pass into the courtyard of the castle, go straight and go into the hall through a large door, at the top of which hangs a sign with the inscription "Burg Finster".

Inside the castle

We rise to the second floor along the stairs on the right side, go through the door and take one step towards the stairs to the third floor. We automatically talk on the phone with Ned. At the end of the dialogue that didn’t work out, we go forward along the red carpet. When the corridor ends, we turn to the left or to the right. In any of the options we find a small staircase leading to the balcony. We follow the stairs on the left side to the balcony and go to its end. Turn right, take two steps forward and look left. Before us is our room with a characteristic sign “Nancy Drew”. We go inside. Let's take a look around our room. We turn a little to the left side and approach the fireplace. We study the leaflet with the schedule of events in the castle. At this moment, Frank calls. After talking with him, we leave the approach and head to the red-brown cabinet in the far corner of the room.

We open the door, and we see an empty shelf in front of us, designed to store souvenirs purchased at the store. The store, by the way, is located inside the castle, and we will visit it soon. We approach the table in the opposite part of the room. We click on the phone in the form of a cuckoo house. If necessary, it will be possible to call our friends Ned and Frank and our employer Marcus from here. To do this, take the phone and click on any of the three numbers indicated on the yellow paper sheet glued to the telephone. Pick up the phone and call Frank. We talk with him on all topics. Now we need to find something that will help translate some of the local symbols and signs. Naturally, we need a dictionary. We become facing the table, turn around 180 degrees and find the active point for turning right at the right edge of the screen. Another way to the table, on the right side of the bed, do not come up. We take from this table a German-English or German-Russian dictionary (depending on the version of the game). We leave our room, go along any balcony and stop at the beginning of the corridor with the red carpet. Ahead of us is the staircase by which we got here. We look to the left side and notice the passage between the balcony and the corridor with the red carpet.

The same passage can be seen on the right side. In general, there is a certain symmetry of corridors in the castle. We go into the passage, on our left side. We take a few steps forward and turn right. Please note that on the right side there are two alcoves with chairs. We look into the near alcove and see a book about the history of the castle called "A Brief History of Castle Finster". It will be of use to us in the future. And now from the book you can learn about Baron Amsel and his missing daughter. In the second alcove we find a puzzle in the form of a box with colored pieces of glass. This box lacks two colored glasses - blue and green. We leave the approach and go into the door of the burgomaster Karl, located in the same part of the corridor. At the sight of us, Karl hides some children's toys under his table. A funny hobby of an adult man of almost old age. We communicate with Karl on all topics, including being interested in his unexpected hobby. We agree to play his game called "Raid".

Raid mini-game

Select the easy game mode (Easy). This will make it easier to understand what's what. If you have ever played the Monopoly game, then some elements of the Raid (I will call the game this way in the future, I don’t know how the localizers will translate it) will not be new to you.

Management

Let's get acquainted with the rules, and for this we click on the book in the lower right corner of the screen. On the left and right sides of the game board there are two of our opponents, that is, there are 3 players in total playing Raid. The main goal of the game is to have time to deliver your chip to the castle, in the center of the board, before the rest. First, let's look at the game route. It consists of several colored squares. However, some colored squares have images of some symbols. Consider colors. Each color determines one of the player's actions:

Red color: duel with the use of force;
- Blue color: duel using magic;
- Green color: duel using health;
- Orange color: duel with wisdom;
- Purple (or magenta) color: the ability to steal one of the cards owned by any of our opponents. In this case, the opponent must own two or more cards, otherwise the theft will not be carried out;
- White color: the player's piece moves to the next white cell. But, if the player is on the nearest white cell to the castle, then the chip will remain in place;
- Black color: the player's pawn moves back to the previous black square. If the black cell that the player hit is the closest to the start, then the chip will move to the very start. Now let's look at two possible characters that are depicted on two possible cells:
- "Heart": the player receives an additional card from the common deck, after which he performs an action corresponding to the color of the cell;
- "Sun": the player puts one of his cards (of his choice) into the general deck, after which he performs an action corresponding to the color of his cell. Each player is allowed to have no more than 8 cards in his hand.

Now let's figure out how to determine the stock of a particular indicator on the card. In the four corners of the card there are circles of different colors, inside of which a certain number is written. Each color corresponds to a certain parameter:

Red color
- "Strength"
- Blue color - "Magic"
- Green color - "Health"
- Orange color - "Wisdom"

Consider the process of the game. In the lower left corner of the screen there is a game drum with numbers from 1 to 5. The rotation of this drum determines the number of cells by which the player's chip moves during his turn. Players spin the drum in turn. Here is a certain situation. We turned the drum and the number 5 fell out. Our chip automatically takes 5 steps and falls on the red cell with the image of the "Sun". First of all, you need to choose a card that we will put in a common deck. We click on the worst card. We don't want to deprive ourselves of the advantage, do we?

Duel

Now we choose our opponent, with whom we will measure cards in terms of "Strength". Let's call this part of the game "duel". After choosing an opponent, you will need to select a card. Naturally, we choose the card that has the highest strength indicator (the largest number in the red circle located in the upper left corner of the card). If our card wins, then we take a few more steps towards success. It is also worth noting that our chip automatically moves forward several cells, while the cell on which the chip is located will not be taken into account. This refers to a situation where a chip, for example, ends up on a black cell after winning a duel (do not confuse it with the usual move when the drum rotates), then it does not move back, just like it does forward when it hits a white cell. But if suddenly the “Strength” indicator on our card turned out to be less than that of the opponent, then our chip automatically takes a few steps back. How many steps forward or backward our chip will take when winning or losing the duel that we started also depends on the parameters of the card.

Please note that at the top of the card, in the middle, there is a gray inscription with two numbers through a slash. For example, it says 7/8. This means that when we win, our chip will move 7 cells forward. However, in case of a loss, the second number on our card is not taken into account, since the winning card is the card of our opponent. And this means that the number of steps back that our chip will take depends on the second gray number on the opponent's card. Let's say on the opponent's card at the top there is an inscription 4/5. This means that our chip takes 5 steps back in case of a loss. But there is another reason for our participation in the card duel. This is when one of the opponents chooses us. Then we look at the flowers of the cell on which the opponent's chip turned out, and in accordance with it we choose the strongest card (by strength, health, wisdom or magic). If we win, then the opponent's chip takes a few steps back (according to the second number on our map), and if we lose, then the opponent's chip takes a few steps forward (according to the first number on his own map).

We finish the mini-game and get 4 coins as a reward. You can continue to play, for this we will receive various bonuses. For example, I won once on a high difficulty level and received 11 coins. "Raid" is the most affordable way to earn money in the game. If you play Raid very often, you will receive the bonus that I wrote about at the beginning of the article. We investigate Karl's office. We approach the closet, a little to the left of Karl. We are trying to open the bottom drawer, but nothing comes out. Pay attention to the active point, on the right side of the drawer door. We click on it and see the keyboard in front of us. We are trying to enter something, but Carl stops us. We leave the approach and turn even more to the left. We study the picture of a sparrow reading a book. The same picture is depicted on one of the cards of the Raid game. We look a little to the left and pay attention to the puzzle lying on the surface of the table. This is just the same game "Raid".

By clicking on the puzzle, you can start a mini-game, but Carl must be present in the room. Who else will share coins with us?! We become facing Karl's desktop, and this time turn 90 degrees to the right. We examine a niche with cards for playing Raid and other things. From the bottom shelf we take another manual of the game "Raid" and leaf through all the pages. This book describes the strengths and weaknesses of various game cards, describes the history of their creation. This will be useful to us in the future. Please note that in the description of the card with the image of a "sparrow" a key is drawn. Carl's office has a painting with the same image. We saw her a minute ago. Is the hint clear? But it's not now, since Carl is indoors. We click on the cards standing in the stands, the shelf above. That's how careless we are! We click on the shelf on which the cards were located in the stands. Please note that there are three scales on the shelf. Each scale has 3 card holders with inscriptions: "Monster" (Monster), "Hero" (Hero) and "Magic" (Magician). Our task is to return the cards to their places so that the scales are at their original height. The rails on the wall indicate the initial height of the scales. Each card has a certain weight. Monsters include cards called: "Sailor RedBraid", "Fenarius Wolf" and "The Robber". Heroes include: "The Donkey King", "Professor Sparrow" and "Bonaparte". The other three cards, named "Fairy Trigger", "Enchanted Mirror", and "The Golden Hunter", are in the mage group. By selection, we arrive at the following arrangement of cards:

We pick up the fallen note and see the German text in front of us. We open the inventory (we do not hide the note), select the German-English (German-Russian) dictionary and apply it to the note that Markus wrote to Karl. We start a dialogue with Carl, who asks us to help him create the last card character for his Raid game. Choose any gender of the character that will be depicted on the card. We return to Karl after two or three completed tasks and help again and again. Choose the answers you like best. As a result, we get a bonus in the form of our own playing card. We hurry to the main hall and go down to the very bottom along the stepped stairs, which is located on the opposite side of the corridor with the red carpet. We pass through the large doors, which are just under the balcony with the entrance to our room, and get into the dining room.

We examine the stained-glass window with the image of the castle and some girl (the stained-glass window is in front of us). In the lower right corner of this stained glass window we find a blue glass. We take it, it is part of the game that we found in one of the alcoves of the corridor leading to the burgomaster's office. Exit the approach and turn left. We approach the kitchen wall with dishes. We take a newspaper from the shelf and read it. We pay attention to the table in the lower left edge of the newspaper. Here are translated from English into German words related to astronomy (Earth, Sun, comet, Moon, etc.). Remember, we still need them. We put the newspaper on the shelf, but we are not in a hurry to leave. On the right side of the shelf, among the dishes (a teapot and two jugs) we find a coin. We take it and turn around 180 degrees. We approach the old woman sitting by the fireplace and talk to her on all topics. Call an elderly woman Renata (well, almost Rentaro ...). It's impossible to lie that we're not here because of the monster. We learn from the conversation that Karl never leaves the castle, and the old woman herself loves to eat and one of her favorite dishes is the Black Forest cake. We also draw your attention to the fact that Renata is not particularly happy with our presence. After the end of the conversation, we leave the dining room through the same doors. We take two steps forward and find ourselves in the center of the main hall. On the left and right sides of us are two passages. We stand with our backs to the doors to the dining room (this is a clarification just in case, because we already stand with our backs to them) and go into the passage on the left side. We head down the corridor to a fork.

Here you can go down to the iron door, or turn right. First we go down, use the dictionary from the inventory on the plate hanging on the door, after which we try to open the door. She's locked up. This door leads to the boiler room. We return to the fork, turn right and follow to the end of the corridor that leads us to the gift shop. We talk on all topics with a saleswoman named Anya Mittelmeyer. In principle, she does not tell us anything new, she simply shares her opinion about the people around her, her work and tells the story of the monster. We look around. We can buy any item in the store (if it is active, of course). To do this, first take it in hand (click on it once). If you have not changed your mind about buying it, then click on it again. But if we suddenly do not want to purchase it or we do not have enough money, then we simply exit the approximation using the active point at the bottom of the screen. For the purchase of all items you can get a reward. After the purchase, the item automatically appears in the souvenir closet, which is located in our room. We turn to face the entrance to the store. We look a little to the left and pay attention to the glass showcase, on the left side of the hanger with T-shirts. At the top of the glass case is the book The Art of Glass. We open it and find a small sheet with a code message in the form of three space objects - the Sun, the Moon and a comet.

We turn even more to the left and study several cuckoo clocks hanging on the wall. On the right side of Anya's counter, we see the layout of the monster. We approach it closer and open the drawer located at the base of the monster. A keyboard appears in front of us. We press any button, and the monster will do something. We read a book located on the same table where the monster layout is installed. It talks about various unfriendly creatures. We continue to look around. On the left side of Anya's sales counter is a passage with a glass door. To the left of this passage we notice the layout of the house. On the facade of the house there is a circle divided into four parts. On each of the parts is an image of food - a sausage, a cake, a pretzel or a pie with a filling. Remember the fact that Renata loves Black Forest cake? This is where it's for sale. We click on the image of this cake (the second quarter of the circle), and the arrow automatically moves to it. Then click on the slot for coins, in the right edge of the screen.

A fun gadget that would come in handy in the kitchen! We take a cake in a box (or a piece of cake) and inspect the cabinet with a bookshelf located between the monster model and Anya's counter. We leaf through the book of the Brothers Grimm, after which we pass through the glass door, a little to the left of the trading counter, since we have completely examined the store. Do we recognize the place? This is the hallway (hall) of the castle, which we got into at the very beginning of the game. We turn right. Don't be scared! It's just a robber here, a boy named Lucas. We talk with him on all topics. We agree to play his game "Monster" (Monsters).


We offer you a complete guide or passage of the game "Nancy Drew. Curse of the old castle"(Nancy Drew: The Captive Curse).
If you still have questions - write on the forum.

Before starting the game, examine the book on the table "What the detective should know."
The book describes in detail all the actions, icons and other things that will come in handy during the passage of the game.
Open the "Case Files" folder and familiarize yourself with its contents.
In your inventory (which can be viewed by clicking on the backpack in the lower left corner) will be added dossier.
Now you can start the game - click on the ticket and select the difficulty level - Junior Detective or Senior Detective.

*all pictures are enlarged by clicking on them

Part I

in front of the gate
Ring the bell by pressing the button to the right of the grate.
Talk to Lucas - he agrees to let you in if you solve the riddle.
A bucket will come down from above, look into it.
In the picture, select two identical men, and then check the box under the words "Check match".

After completing the mini-game, Karl will look out of the window and invite you to his office on the second floor.
Go forward, then through the doors with the sign "Burg Finster".

Foyer of the castle
Turn right at the entrance to the stairs.
Climbing to the second floor, pick up a coin from the stairs.
If you collect enough coins, you will receive the Treasure Hunter reward.

Climb to the second floor and go to the end of the corridor.
Under the napkin by the candlestick lies another coin.

Move away from the table and go through the only door.
As soon as you get inside, the phone will ring. Talk to Ned Nickerson.
After the conversation, climb even higher, walk along the red carpet and turn left.
Climb up again and move almost to the painting on the wall, and then turn right.
Step forward to come across a door marked "Reserved for Nancy Drew", go inside.

Nancy Drew's room
Explore all possible places in the room.
Turn left and go to the mantelpiece.
At that moment, Joe and Frank Hardy will call. After talking to them, take the leaflet from the mantelpiece.
Check out the schedule of events at the castle.

Go to the red-brown cabinet in the far corner of the room.
Open the door - in front of you will be an empty shelf for purchases from the souvenir shop.
Approach the work table on the opposite side of the room. Click on the phone in the form of a cuckoo house.
When necessary, you can call friends Ned and Joe, as well as your employer Marcus, from here.
To do this, pick up the handset and click on any of the three numbers indicated on the note that is glued to the device.
First call Ned - hear the answering machine; then call Joe and talk about everything.
Now you need to find something that will help translate the inscriptions from German.
Stand with your back to the table and from this place find an active point for turning (but not turning!) to the right.
In another way, do not approach the table on the right side of the bed.
Take from this table a German pocket dictionary.


Castle corridors
Exit Nancy Drew's room and turn left.
Then move: straight, turn right, 3 times forward, turn right, 2 times forward.
You should now have a staircase on the right side in front of you, a painting right in front of you and a passage to the left.
Pass into this passage, 2 times straight and to the left.

Immediately after the turn, there are two alcoves with chairs on the left side, study both.
One of them contains a puzzle in the form of a box with colored pieces of glass.
This box lacks two colored glasses - blue and green.
In the other - the book "History of Castle Finster" ("A Brief History of Castle Finster").
It will come in handy in the future. And now you can read the story of Baron Amsel and his dead daughter Elsa.
On the opposite wall, exactly between these two niches with chairs, there is a door with a sign "Bürgermeister", go through it.

Karl's office
As soon as you enter the room, an elderly man will hide some children's toys under the table.
Talk to Carl on all topics, including asking about his passion for dolls.
The mayor will offer you to play his game, which is called "Raid" ("Raid").

Mini-game "Raid"
Detailed rules of the game are described in the attached instructions (the booklet is in the lower right corner).
There are two opponents on the left and right sides of the game board, i.e. There are 3 players in total in Raid.
The goal of the game is to be the first to enter the castle (place your chip in the center of the board).
Start: Each player is dealt 3 cards. The player who steps first is randomly selected.
Game progress: the player spins the roulette wheel and moves his chip forward according to the number of points rolled. The following actions depend on the color of the cell on which the player’s chip falls:
- Red color: duel of strength;
- Blue color: duel of magic;
- Green color: duel of health;
- Orange color: duel of wisdom;
- Purple color: the ability to steal one of the cards owned by any of our opponents. In this case, the opponent must own two or more cards, otherwise the theft will not be carried out;
- White color: the player's piece moves to the next white cell. But, if the player is on the nearest white cell to the castle, then the chip will remain in place;
- Black color: the player's pawn moves back to the previous black square. If the black cell that the player hit is the closest to the start, then the chip will move to the very start.
- Cells with the symbol "Heart": the player receives an additional card from the common deck, after which he performs an action corresponding to the color of the cell;
- Cells with the symbol "Sun": the player puts one of his cards (of his choice) into the common deck, after which he performs an action corresponding to the color of his cell.
In total, a player can have no more than eight cards in his hand.
To understand the mechanics of the game, it is better to start with the "Easy" level.
After completing the mini-game, Nancy Drew will receive (even if she loses) a bag of coins from Carl.
You can also play "Raid" any number of times, each time receiving a reward.
*Hint: if you play Raid very often, you will receive a Card Collector bonus (for collecting a full deck of cards).

Explore the burgomaster's office.
Go to the closet, a little to the left of Carl and pull the lower doors - they are locked.
Click on the protruding wooden pattern to the right of the doors - a keyboard will open.
Try to enter something - Karl will be outraged by your actions.

Move away from this locker and turn even more to the left.
Examine the picture of a sparrow reading the book "And Thunder Came". The same picture is depicted on one of the cards of the Raid game.
A little to the left of the picture, on the table, lies the game "Raid" - it can be played at any time when Carl is in the room.

Stand facing Carl's desk and turn 90 degrees to the right.
Examine the niche with cards for playing Raid and other things.
Take another Raid game manual from the bottom shelf and scroll to the end (by clicking on the top corner of the page).
This book describes the strengths and weaknesses of various game cards, describes the history of their creation. This will come in handy later.
Please note that in the description of the card with the image of "Professor Sparrow" (the same as in the picture), a key is drawn.
Try to take any of the 9 cards above the book.
The shelf will shake and the cards will crumble on the floor.
The indignant burgomaster will demand to arrange the cards in the same way as they stood before.

Click on the shelf where the cards were located to activate a puzzle.
There are three scales on the shelf with 3 card holders with inscriptions: "Monster" (Monster), "Hero" (Hero) and "Magic" (Magician).
Your task is to return the cards to their places so that the scales are at their original height.
The rails on the wall indicate the initial height of the scales.
Each card has a certain weight.
The correct solution is shown in the screenshot:

Pick up the dropped note.
Open your inventory (backpack in the lower left corner) and hover over the note dictionary to translate the text.
After that, return the dictionary to the backpack and go to Carl.

Talk to the man who will ask you to help him create the last card character for his Raid game.
Choose any gender of the character to be depicted on the card.
Return to Karl after 2-3 completed tasks and help him again.
Choose any answers you like.
As a result, you will receive a bonus in the form of your own playing card.

Castle corridors
Exit Carl's office.
Go to the central hall and go down to the very bottom of the stairs, which is located on the opposite side of the corridor with the red carpet.
Go through the large doors that are under the balcony with the entrance to Nancy Drew's room.

Canteen
Walk forward to the stained glass window.
From the lower right corner, pull out the tile from blue glass.

Move away from the stained glass window and turn left.
Approach the kitchen wall with dishes.
Take a newspaper from the shelf and look at it.
Pay attention to the heading "German Dictionary" in the lower left edge of the newspaper.
Here are translated into German words related to astronomy (Sun, comet, Moon, planet, etc.). They will come in handy later.
On the right side of the shelf, among the dishes (a teapot and two jugs), lies another coin.

Move away from the shelf with dishes and turn around in the opposite direction.
Move forward to the old woman.
Talk to an old woman named Renata on all topics.

Castle corridors
After talking with the strange granny, exit the dining room.
Once you're out the door, take 2 steps forward and you'll end up in the center of the main hall.
From here turn left and then take 3 steps forward and turn right.
Then constantly move forward to the metal door.
To translate the inscription on the door - use the dictionary in your inventory.
You can't get through the door, it's locked.

Turn 180 degrees away from the boiler room door.
Go: 2 times forward (up the stairs), left, straight and right.
After that, you will find yourself right in front of the entrance to the souvenir shop.

Souvenir shop
Chat on all topics with the caretaker Anya.
She will not report anything new, she will simply share her opinion about others and tell the story of the monster and that right now he went hunting.
In the store you can buy any item (if it is active, i.e. you can pick it up).
To do this, first pick up the item by clicking on it. Look at the price, and if you want - click again to buy.
If you buy all the items, you will receive the "Keepsake Kitsch" award.
After the purchase, the item automatically appears in the souvenir closet, which is located in Nancy Drew's room.

Go to the store entrance.
Let's look a little to the left and pay attention to the glass display case, on the left side of the T-shirt hanger.
On top of the glass case is the book The Art of Glass.
Open it and find a small sheet with a code.
Click on it to pick it up encryption.

Turn even more to the left and look at several cuckoo clocks hanging on the wall.
On the right side of Anya's stand is a stuffed monster.
Get close to it and open the drawer at the base of the monster. A keyboard will appear in front of you.
Press any button and the monster will do something.
Scroll through the book located on the same table where the stuffed monster is installed. It talks about various unfriendly creatures.

On the left side of Anya's sales counter is a passage with a glass door. Pay attention to the layout of the house to the left of this passage.
On the facade of the house there is a circle divided into four parts. On each of the parts there is an image of food - a pie, a pretzel, a sausage and a cake.
Remember that Renata loves the Black Forest cake, you can buy it right here.
Click on the cake drawing and then on the coin slot.

Take the brownie in the box (or a piece of cake) and examine the cabinet with a bookshelf located between the monster mock-up and Anya's counter.
Look through the book of the Brothers Grimm, then step through the glass door, a little to the left of the trading counter.
You will enter the castle hall.
Turn right.
Here you will meet the local hooligan Lucas.
Talk to the boy on all topics and play the game "Monster" (Monster).

Mini-game "Monsters"
2 people play: a farmer (chips with cows) and a monster (chips with a monster).
In the first round, Lucas will play as a farmer, then you will switch roles; There will be 2 rounds of the game in total.
Listen carefully to Lucas and do what he says.
After the training is completed, the real game will begin. You can understand this by the window that appears with the choice of difficulty mode.

Consider the gameplay.
The Farmer's task is to find the locations of the three monsters as quickly as possible. The task of the Monster is to kill all 15 cows on the map.
So, the first thing we are asked to do is choose the locations of the three monsters.
We click on any three cows.
It is recommended to place the monsters so that there are as many cows around them as possible!
So, we have chosen the locations of the three monsters and click on the word “done” (done).
The next step we are asked to take is to kill one of the cows. Cows that can be killed are highlighted.
It is recommended to kill a cow that has one monster around and as many other cows as possible.
After that, all the cows surrounding the corpse will remain highlighted and "bulge" their eyes with fear. The monster will also remain highlighted.
But the opponent does not see a monster, but the same cow with bulging eyes.
We click on one of the cows and move it to any free cell. We do similar actions with all the highlighted animals and our monster.
After we move everyone, the opponent will randomly try to reveal the location of our monster. He will choose among those chips that we have moved.
Therefore, the more chips were around the killed cow, the more difficult it will be to choose an opponent and the higher the probability that he will not find the monster.
You can also advise moving cows to free cells next to another monster (more cows, harder choice).
Try not to move the monster so that there are no live cows around it. If this monster is the last one and live cows are more than one cell away from it, then the game will end.

There is a scoreboard in the lower left corner of the screen.
The numbers show the number of cows that Lucas and you have left.
In the first round, your field is empty, because you have to protect the cows only in the next round.
The more cows you manage to kill before your three monsters are discovered, the fewer points Lucas will have.

Consider the second round, where you will play as a farmer.
The first thing you are asked is to place the cows on the board.
When placing cows, remember that the opponent will choose a monster among them and if you put all the cows close to each other, then the opponent will be able to choose a monster so that there is a maximum number of cows around him (i.e. - 6 pieces) and your choice will become more difficult.
So, move the cows and click "done" (Done).
Lucas kills one of your cows - black crosses appear in front of her eyes.
Also, all the cows that were around her bulge their eyes and move to free cells.
Click on any of the cows with bulging eyes.
If you are lucky, and you pointed to the monster, then a sign comes out at the bottom. In it, you can select the “pass turn” function (Pass), or - try to find another monster on the map (Choose Another Cow).
If you didn’t guess right and pointed to your cow, you will lose one point.
There may be a situation where there will not be a single live cow around the last monster of Lucas. Then a sign appears at the bottom with the inscription "Point to the hidden monster."
Click on the cow that stands apart from everyone else.
As soon as you find three monsters, look at the remaining points.
If you have more points than Lucas, then you win.
For the victory, it will be possible to choose cards for the Raid game (3 pieces).

If you didn’t have time to ask Lucas about everything, then talk to him again.
Learn about the enmity between Anya and Karl.
Also an interesting fact is that after eating Renata immediately falls asleep.
Move to the front door of the castle and stand with your back to it, you will see a coffee table in front of you, on both sides of which there are blue sofas.
Go to the table and look through the book "The Brothers Grimm".
Return the book to its place and take it from the table control key, similar to a plug with three plugs.
This key will come in handy later in the security room.

Near a small table in the upper corner of the screen, which stands on the right side of the sofa, lies a coin.
We again turn our backs to the entrance door to the castle and notice in the far left corner of the hall a niche with a clock in the form of a building with bell towers.
We approach this clock and find a coin in the upper left bell tower.
We open the drawer under the clock and see a metallophone in front of us. We do not yet know which metal plastics and in what sequence to knock.

We go up the stairs, on the right side of the entrance doors (if you stand with your back to them) and go to a small table with a chandelier, standing at the end of the balcony.
You climbed this ladder at the very beginning of the game.
If you have not done this before, then take a coin from the table (shown in the screenshot at the beginning of the walkthrough) and move through the nearest door to the corridor with the red carpet.
At this moment Markus calls (may call a little later or earlier).
Marcus asks us to call him back from the landline in our room.
Another bell rings after Marcus.
This time it's Ned. We talk with him on the phone on all topics and go to our room.
We pick up the phone and call Marcus, our employer.
Marcus will report that foreign investors will arrive tomorrow. He will also tell that he had previously met with Anya, but they broke up a long time ago.
Ask Marcus all available questions.
After talking with Marcus, we call Ned using the same landline phone. We talk with him on all topics and dial Frank's phone number.
We also communicate with him about everything, after which we leave the approximation and automatically go with Karl to the yard.

Now head to the secret passage to start the mechanism and pick up the right wand. First, open the peephole to see Nigel sitting at the table in the library. Now you can remember the drawing you found in the lab because it showed the statue turning north.

It is worth noting that with the help of the largest button, the mechanism can be turned on and off. And if you press the fingers of your right hand, the sculpture will rotate. So, start spinning it until Nigel, scared to death, runs away. Then click on the middle finger on the left hand to enter the empty library. Now in the passage of Nancy Drew: The Curse of Blackmoore Manor, go to the statue and take the wand from her hands. Then quickly return to your bedroom.

19. Moon box

Examine the moon box and notice on it a picture resembling an animal. After you click on it, a round window will open. It is worth noting that if you click on the slider that is on the right, the window will change color, and if you hold down the left button, the curtain will open.

Get on the Internet and look there for information about "Bridget's Song", in which the speech is hummed the longest night of the year. After you determine that this night is called the winter solstice, run to Lori, who can translate the names on the map with the constellations. In the end, it turns out that the longest night is called Bruma.

Return to your bedroom and take the box again. Now consider its facets, with images of a Hare, a Lion, a Dragon, a Lynx and a Fish. Then in the passage of Nancy Drew: The Curse of Blackmoor Manor, you need to get a map to see the location of the animals on it. It turns out that the Lynx needs to be placed in the middle, the Dragon on top, the Pisces on the left side, the Hare on the bottom, and the Lion on the right side.

Then go to the coat of arms of Bridget, hanging over the fireplace, and inspect it. You will see that it shows three phases of the moon, which you need to click on. Now you can start solving the puzzle:

The window with the Lynx must be completely closed, the red window with the Dragon must be fully opened, the window with the Lion, also red, must be closed the right quarter. Then in the blue window with the image of Pisces, you need to close the left quarter, and in the green window with the image of the Hare, you need to close the right half.

Now you will have a lens in your hands that you need to apply to the telescope. Find Jane to find out where he is.

20. Key of the Moon

Now in the passage of the game Nancy Drew: The Curse of Blackmoore Manor, go to the sofa, near which the telescope is located, and insert the lens into the telescope so that it is under the sign of the Moon. Then turn it and open the panel on which the signs of the Zodiac are depicted. Log in to the global network and view the information to see the placement sequence.

First press Aries, then Taurus, then press Gemini, Cancer, Leo, then press Virgo, Libra, now you can press Scorpio, Sagittarius and Capricorn, and finally press Aquarius and Pisces.

After that, you will be able to get the disk, which is the key of the moon. Take your watch and set it to 14:00. Then you can go out, after paying attention to the fact that there are scratches on the door.

21. Telescope and handle for machine gun

Now it's best for you to find Jane to talk to her about the loss. It turns out that she is in a panic because she received a threatening letter. Try to comfort her and then ask about the telescope she has built. It is worth noting that she will give it to you only after solving the next problem.

You will have five minutes to collect her twenty pieces in Nancy Drew: The Curse of Blackmoore Manor. You just need to act as quickly as possible, because the puzzles stick.

After completing the task, go to the library and chat with Nigel. It turns out that he will soon leave the castle, because he saw a ghost, which he was very frightened of. Then you can go back to your bedroom and look through the telescope. He's aiming for the tapestry. Insert the lens and lean towards the eye again. Now you will have a tapestry in front of you, but in red tones with signs that you have not seen before

The first sign is Melpomene
- second sign - Thalia
- third sign - Thalia
- fourth sign - Euterpe
- fifth sign - Terpsichore

It's worth noting that this is the sequence of muses you read earlier in Bridget's diary. Continue through Nancy Drew: The Curse of Blackmoore Manor and go down the hall. Go to Betty's machine gun to get another key from it. However, as soon as you click on it, it will immediately stop functioning. Approach Jane and ask her about the machine gun. It turns out that it was Mrs. Drake who took the pen off him. Run to the greenhouse.

After you find Mrs. Drake, she will say that she can look for the handle from the machine, but in return you must arrange all the pots with plants in a box. Do this, and then go to the carnivorous plant and feed it meat. Now you can read the letter sent from the law office. Then pick up another key.

22. In order to get the key of Saturn, go down the hill

For the further passage of the game Nancy Drew: The Curse of Blackmoor Manor, listen to Alan's hint and go into the closet, there you will see a shelf on which there is a vase - touch it. This will activate the secret door mechanism. Then go down the hill and during the descent, notice the target. After you get into the hall. Then Ethel will stop your training, she, frankly, does not really like what you are doing.

Your goal is a target, in order to throw something at it, go to the kitchen corridor, in which you will find Bridget's cup, and in it lies the ball you need.

For a successful throw and, most importantly, a well-aimed one, take the ball out of your inventory and, holding the right mouse button, start the descent. Also, the cursor should be in the upper right corner of the monitor. And finally, for a well-aimed throw, release the mouse button as soon as the target appears on the screen. After these actions, the key of Saturn - the clock - will fall to the floor with you.

23. Key of Venus

Continue through Nancy Drew: The Curse of Blackmoore Manor and return to the greenhouse to talk to Mrs. Drake again. She will eventually give you the pen. Take it and move to the machine to put it into action. After you put in the correct order all the symbols that you saw on the tapestry, you can play. The main prize is the tip of Venus.

It is worth noting that now you have to play the role of Penelope Penvellin in a game that is very reminiscent of Skull and Bones. You need to collect three cards, be sure to remember which cards your opponent has collected. Once you figure this out, click on the desired card. Whoever has the most green lights wins. After that, you can be proud that you have collected all the keys and run into the hall to open the curtain of secrecy.

24. Columns

You need to start with the Jupiter column. It is worth noting that at the moment when the lightning is in its place, the column will immediately open. After that, you can admire the knight, who will have a piece of pipe on his shield. This cut can be twisted-twirled. If you want to see exactly what position it should be placed in, then go up to the coat of arms of Charles and examine it.

Then, in the passage of the game Nancy Drew: The Curse of Blackmoor Manor, you need to open all the columns one by one, and then set all the pipes so that they are directed to the center in the direction where the well is located. Open the "Silent Book" and see how the pipes are placed there - a ring around the center of the hall. Do your best to make them adopt an identical position. After all the pipes are exposed, water will flow.

25. Fire and Athanor

Take out the Silent Book again and read about how to point the gargoyles in their place, you need to have the rod of Mercury in your hands. Then move to the main gargoyle, located on the second floor, and get the wand. Now in the passage of Nancy Drew: The Curse of Blackmoore Manor, they need to wave over her. After that, the eyes of the gargoyle will light up.

You need to run into the closet with lightning speed in order to find another gargoyle in it and wave your wand over it. Then climb up the hill and go down it. So you will find yourself near the third gargoyle, in front of which you also need to wave your wand. Only after that go to the hall and go to the slot in the middle. As soon as you bring the wand to it, fire will instantly break out.

26. Last Key

Now you need to pour the key for the antor. You can use the Silent Book to read the instructions. You will see a form with twelve cells. To complete this task in Nancy Drew: The Curse of Blackmoore Manor, you have to find twelve coats of arms, on which the drawings depicted in the book are carved. It is worth noting that you need to click on the plates in the form for casting the key in the same way as the dashes on the mottos are drawn.

Then head to your room and you will see that there is a message under the door. Picking it up, you will read the threats and see a fang of unknown origin. Find Hugh and set the clock to 21:00. Then get out into the corridor and there you will meet the "lady in black". Go further and pick up glasses that will glow a little. That's it, the last puzzle is already solved.

Now you can return to the laboratory and pour the key. Once it's ready, run to the door and open it. Before you will be a treasure, but the path will be blocked by a villain. Be careful, because now something will fall on you from above. Try to jump back as fast as possible. Then the attacker himself will be in a trap. In order to get him out of there, you need to solve the last puzzle.

Head towards the wall where the game is drawn and make sure that the enemy is on the left platform. As soon as he is there, he will automatically free himself and remove the damage from Linda. This walkthrough of the game Nancy Drew: The Curse of Blackmoore Manor ends.

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