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CreatureOfKapuCave/Title.jpg

Music: "Hawaiian Rollercoaster Ride"

This walkthrough is made for all detective levels (Junior and Senior). This walkthrough is not based on the only way to play the game. Again, this is a step-by-step guide on how to beat the game from start to finish by the way that I’ve played. The walkthrough also contains the solutions to all puzzles. *Note* Some events in the game can be seen later on, or before hand depending on the way you play. Click on the link below for a printer friendly version of the walkthrough.

Printer Friendly Walkthrough

NANCY’S BEDROOM:

You are first introduced to Nancy’s lovely mint-colored bedroom. Nancy talks for a while and mentions to check out her “Case File.” That has all of the information about her new case. Click on it. It says that you, as Nancy Drew, are going to Hawaii to be an assistant to Dr. Quigley Kim. Dr. Kim is a bug scientist. You can also check out the “Dossier.” That’s a book that displays memorabilia about all of the previous cases Nancy has been in. The book “How To Be A Detective” is a tutorial that will show you how to interact with characters, use your phone, etc… If you are ready to start your mission, click on the plane ticket and click “yes.” Or click “no” if you’d like to check out her desk some more. If you have chosen “yes”, then choose either “Junior” or “Senior” detective. Aloha! 

BEGINNING SCENE:

Watch the beginning scene. It starts off at Dr. Quigley Kim’s base camp. There are strange “whispering” noises. All of a sudden, you see Dr. Kim’s base camp being trashed.

BIG ISLAND MIKE’S IMMERSION EXCURSION (AS NANCY DREW):

You are dropped of at “Big Island Mike’s Immersion Excursion.” This is basically a travel-planning agency. In your inventory, you have the case file. You also are equipped with a cell-phone and a journal. The journal is where Nancy writes down important information. If you are playing in Junior Detective level, then there is also a checklist available to you. As you complete each task, check it off so you can keep track. Unfortunately, the checklist isn’t offered in Senior Detective Level. Before exploring, go straight and click on the door. Once you are in, talk to Mike. Learn about the Hilihili and the 2 mysterious boys from the mainland that are also currently in Hawaii. Also, Big Island Mike won’t give you the keys to your jeep unless you collect shells and string a necklace for him. He gives you a shell box to put the collected shells in. After you are done talking to Mike, click right and get a close up of the “Wiki Tiki” game. Nancy mentions that she barely has any money. But, take notice of the screen. It shows you which characters defeat the other characters. (You can play this game as Frank later in the game if you want. If you win, the prize is a sharks tooth.) Back away and turn left this time. You are now at a yellow machine. Click on the poster that’s on the left of the yellow machine. It says, “Try it and trade it.” You can’t play the yellow machine now, so let’s get out of there. Turn around and face the door. Before exiting, check out the newspaper that’s on the bench to the right of the door. Back away. You could also check out the display of masks that’s on the left side of the door. To exit, click the door and go forward once. Now, go right once. Go straight twice, and then go left once. You are now in the “Shave Ice” making hut. We don’t have any money, so turn around and go straight once. Now, turn left. Go straight until you have reached the white trunk that is placed on the ground between the two chairs. Notice that you can shift the letters on the trunk. That’s obviously a puzzle we need to solve later in the game. Turn around and curve to the left. Go straight once, and make a left again. Go forward and turn to the right. Read the sign that’s on the post. It says that if you catch fish, you can trade in the money you get from the fish and collect items that’s in this hut. You can’t buy anything now. Turn around and go straight to the other hut that’s directly in front of you. Before entering, read the sign. You can collect money by making necklaces! Enter the “Necklace Making” hut. Nancy says that Big Island Mike told her to make an “Aloha Necklace.” Click on the pad that’s on the left of the desk until you have reached the page that says “Aloha Necklace.” We need 6 white shells and 6 brown ones, along with a big, speckled white and black shell. To see how many shells you have so far, click on the box that’s at the right of the desk. We only have 4 white shells and 4 brown shells. Turn around, go forward, and turn right. Go forward and then turn left. Follow the path down to the beach. On the way, notice the large surfer shack. Nobody’s home! Keep following the path until you get to the dock. At the end of the dock there is a fishing pole. We can’t fish now, so go down the steps to the left. As you’re heading down the steps, your cell phone rings. It’s Ned. But, to your surprise, you spot Frank and Joe Hardy at the beach as well!

BEACH:

Talk to Frank and Joe Hardy. They’re in Hawaii on an assignment as well. But, they’re on an assignment to do some background checks on Pua and Mike Mapu. Pua is Big Island Mike’s daughter and a professional surfer. Also, learn about the Kāne ‘Ōkala. After Frank and Joe leave, it’s time to start hunting for shells.

FINDING SHELLS:

Click on the small tide pool. Pick up the 2 shells
. Back away from the tide pool, and go forward once. Click on the discolored area of sand. Take the shell. Back away, and go forward once again. Click on the area next to the tree. Take shell. Back away and turn around. Go forward once, and click the rocky area that’s on the left. Pick up the shell that’s near that purple starfish. Go forward until you reach the bottom of the stairs. Don’t go up the stairs; go to the right underneath the stairs. Follow the path until you get to the log. Click on it and take the shell. Now we have all the shells! Let’s go back to the “Necklace Making” hut at Big Island Mike’s.

BIG ISLAND MIKE’S IMMERSION EXCURSION:

“ALOHA” NECKLACE: 

Click on the shell box to open it. You should now have 6 white shells and 6 brown shells. You should also have 1 speckled white and black shell. Open up the booklet to the “Aloha” necklace diagram. Copy the diagram exactly as it is shown in the booklet. When you are finished, take the “Aloha” necklace to Big Island Mike.  

Give the necklace to Mike. He tells you that he thinks the Hilihili are responsible for doing everything and anything to upset the Kāne ‘Ōkala. Finally, he gives you the jeep keys. Now you’re on your way! Exit Big Island Mikes’ and go to your jeep. Let’s go to Dr. Quigley Kim’s camp. 

CAMP
QUIGLEY:
 

Watch the bridge fall down. As you’re driving into the camp, your jeep’s wheel gets stuck in a ditch! Just great… You also have 1 missed call. It’s from Joe. He informs you that the bridge fell down and you have no way to get back into town. So, now we have to get the jeep out of the ditch and find Quigley. It looks like her camp has been trashed.  Go forward and click on the silver solar panel that’s on the base of the tree. Some cells are missing. Back away and click on the yellow barrel-shaped object. It’s a winch. Click on the red button and see the cable go up. Click on the yellow button and see the cable come back down. We could use this to pull the car out of the ditch. First, we need to find a hook to attach to the cable. Back away and click on the small area on the lower left side of the tree. Rewind the tape recorder
and then press play. Listen to the whole entire tape. Now, it’s in your inventory. Back away and go forward into the tent. Corner to the left. Click on the green radio and press power. It doesn’t work. Back away from the radio and click on the microphone. Be sure to click on the green trapper keeper. It’s a note from Dr. Kim. It says that you can reach her on the radio by this channel: 18.305. That’s great, except we have no power! Oh, well! Moving on! Back away from that table and go straight to the table with the microscope on it. Turn around and go to the green trunk. Press a couple of buttons. Where have we heard those sounds before? On the recording!

GREEN TRUNK:

To open the trunk, we have to figure out the sequence of sounds and press them in the right order. We know the sequence because we heard them in the right order when we listened to the tape recording.

CreatureOfKapuCave/GreenTrunk.jpg

Click on 6, 4, 5, 1, 1, 4, 4, and 3.

The trunk should open up. Click on the notebook that says, “QK”. Read the 3 pages about Malachi Craven. A little obsessed, don’t you think? Click on the paper with the phone number. Put the book back. Click on the card. It’s a security pass to the Hilihili center. Click on the hook. We can use this to pull the car out of the ditch! Back away and curve to the right. Pick up the clipboard. We need this later, but unfortunately you can’t take it now. Leave the tent and go back to the jeep.

WINCH:

Go back to the winch and attach the hook to the cable. (If the cable isn’t there, go back to the winch and press the yellow button to lower it.) Click on the hook and back away. Click on the front bumper of the jeep. Back away and press the red button on the winch. You’re jeep is released!

Click on the solar panel again. This is what powers the radio. The Hilihili might have some photovoltaic cells. Let’s go.

HILIHILI RESEARCH FACILITY:


Click on the speaker box. Press the button to talk. Of course, we get yelled at by none other than: Malachi Craven! Ask him about the solar panel cells. He will only give you the photovoltaic cells if you collect viable seeds from a certain plant. Just so happens he is allergic to it, and can’t retrieve the seeds himself. He hands you a container to put the viable seeds in.

HARVESTING “VIABLE” SEEDS: 

Turn right and keep following the path to the stairs. Go down the steps until you have reached the end of the staircase. Go right and go straight four times. Turn right to go to the plant. Read the note. Viable seeds have a “rich, brown color and a distinctive white splotch.” Click on a pod and then click again to open it. Look for 12 seeds that are brown and have white splotches. If there are no viable seeds in a pod, close the pod and try another one. Once you have filled the container with 12 viable seeds, go back to Mr. Craven.

CreatureOfKapuCave/ViableSeeds.JPG

If you have 12 viable seeds, he will give you photovoltaic cells in return. Ask him all questions possible. After you have exhaust conversation with him, we can snoop now! Back away from his desk and turn left. You can’t look inside his coat just yet. Turn around and go down the steps. This time, go forward. Notice all of the lockers. Keep going forward. Go through the door that has the exit sign. (There are only 2 doors with exit signs on it. One is the green-house and the other is the actual exit door.) That’s the green-house. If you keep going through that door several times, you will get kicked out! Turn around and keep going forward until you are near the steps again. Turn left and go forward twice. Now, turn right. Click on the machine. You can’t unlock the machine just yet. Go up the small set of steps. Go through the room and play with the levers. To exit, go forward a couple of times and turn left. The exit door is straight forward. Go to Camp Quigley. We need to fix the solar panel.  

CAMP
QUIGLEY:

SOLAR PANEL:

Open the solar panel. The object of this puzzle is to have each quadrant filled with numbers 1 through 9. Check which quadrant is missing the numbers 1 through 9 and check to see if any number fits correctly. If so, the light will turn green once a connection is made.   

CreatureOfKapuCave/SolarPanel.jpg

Now, take off the hook from the cable and attach it to the solar panel handle. Back away and go to the winch. Click on the red button to raise the winch. Now we have power! Enter the tent and go to the table with the green radio.

CONTACTING DR. KIM: 

Press “Power” on the radio to turn it on. Keep the channel on 1. Use the left knob to type in “1” by pressing the up arrow. Use the right knob to move to the next slot by pressing the right arrow. Now, enter “8.” Go right again and enter “3”. Keep the next one on “0” and key in “5” for the last slot. You should be at: 18.305

CreatureOfKapuCave/Radio.JPG

Now back away and click on the microphone. Nancy calls Dr. Kim, but you can barely understand anything she says. All Nancy heard was “Green Trigger Rock.” Why don’t we call Ned like we promised to earlier? Take out your phone and call Ned. After calling Ned, call the number that was in Dr. Kim’s notebook. It’s kind of pointless, huh? Maybe if we call the Hardy boys, they could help us find where “Green Trigger Rock” is. Call Frank and Joe. 

BIG ISLAND MIKE’S IMMERSION EXCURSION (AS JOE HARDY): 

Finish your conversation with Nancy. You have a tackle-box in your inventory (for holding necklaces). Check your journal. Joe wrote that you should try to get Mike out of his office. Let’s go talk to Big Island Mike. Mike will only leave if you catch 6 Ulua fish. He gives you a shell box so you can collect shells for necklaces, Zippy bait for catching Ulua, and a fish basket to store the fish you catch. As you leave, you’ll “feel” an earthquake. Let’s go down to the dock, but on the way, stop to say, “Hi” to Pua. After talking to Pua, go down to the end of the dock. It’s time to fish! 

BEACH:

CATCHING ULUA FISH: 

Click on the fishing rod and click on the Zippy bait. The bait will be automatically “skewered” onto the hook. Click on any part of the ocean to automatically cast the rod. Watch the bobber as it bobs up and down. When the bobber goes completely under, click on the fishing pole immediently. You need 6 Ulua fish.

CreatureOfKapuCave/Ulua.JPG

When you are done, go back to the beach and collect some shells. They’re in the same exact place from where Nancy first found them. (Purple starfish, darkened sand, left side of tree, tide pool, and underneath dock.) After you have collected some shells and fished for Ulua, go to Big Island Mike.  

BIG ISLAND MIKE’S IMMERSION EXCURSION:
 

Give him the Ulua. Go back to Pua so we can trade in the extra fish for some Big Island Bucks. As you are walking, you hear Mike’s car starting. Talk to Pua. She gives you Big Island Bucks in return for your fish. Now, let’s snoop in Mike’s Office! Go inside his office and go behind his desk. Read the post-it on the calendar. Who’s JK? Hmmm. Take the key that’s on the nail holding up the calendar. Back away and open up the closet door by using the key that you have just found. Open up the 4th drawer. Take a look at the map. Joe discovers that Dr. Kim is located at “Three Finger Rock.” Thwamp! Lights out Joe! 

CAMP QUIGLEY (AS NANCY DREW):  

Since Joe found out the coordinates, let’s go program them into the GPS in the jeep. Click on the jeep. Program the following coordinates: 

N 19, 24’, 42”
W 155, 9’, 01”
 

Click on the checkmark. Now, let’s go to Three Finger Rock!
 

THREE FINGER ROCK:
 

Keep going forward. Hear the whispers? Creepy, huh? As you keep going forward, notice the different colored flags. Don’t do anything with them just yet. Keep going forward until you reach the tree that Dr. Kim is sitting in. Talk to Dr. Kim. She won’t talk that much until you get her clipboard. Remember when we saw it in the tent earlier? Let’s go back to Camp Quigley.
 

CAMP QUIGLEY: 

Go in the tent, turn around, turn right and retrieve the clipboard. It’s right between two boxes. Now, let’s go back to 3 Finger Rock. 

THREE FINGER ROCK: 

Talk to Quigley. Since the first page of her clipboard (which had critical information on it, no less) is missing, she needs you to retrieve the information that’s supposed to be on this clipboard! Just great. She said to understand how to do the “Frass Jar Analysis,” we should read the instructions on the clipboard. Take out the clipboard from your inventory.

UNDERSTANDING THE CLIPBOARD: 

The first page is just a copy of the torn page. Unfortunately, we have to put information in the grid on that page. The second page explains how to find traps, put the contents of the traps into the color-coded baggie, and record the proximate vegetation in the analysis grid on the clipboard. It also says that the green and orange traps are located at Kapu Cave! Yikes! She also wrote down coordinates. Thank goodness! The other traps are located at Three Finger Rock. The third page says to place all contents of the baggies under a microscope, remove and sort all non-frass objects, note the weight of frass and record in the analysis grid, note the number of seeds and record in the analysis grid, and determine the “Detritus Predominance” number and record in the analysis grid. The third page also has a picture of what frass objects, seeds, and bug parts look like. The fourth page tells us how to determine the Detritus Predominance number. When the analysis grid is completely filled in, put the clipboard in the Formula Analysis Machine. We saw that back at the tent, remember? We have to remember the resulting number. The fifth page tells us how to analyze samples of the frass jars.

Okay, let’s go find some of the flags! Turn around and go forward once. Turn right and see the purple flag. Click on the plant that the trap is under. We need to find out what kind of plant each flag is next to. Let’s call Frank.  

BIG ISLAND MIKE’S IMMERSION EXCURSION (AS
FRANK HARDY):  

Finish your conversation with Nancy. Talk about the plants. Frank can help Nancy identify the plants. Go into Big Mike’s office. Notice the note on the floor next to Big Mike’s desk. It’s a pawn shop ticket. That wasn’t there before, was it? Talk to Mike. He’s real helpful… Back away and turn left to the yellow machine that we saw before.

GETTING PLANT INFORMATION: 

Put in one Big Island Buck in the slot of the machine. Get a close up of the screen and click on “Hawaiian Plants.” Read the information about each plant. Click the turtle at the bottom right side of the screen to turn the “page.” When you are finished, go back to menu. Leave the machine.

Now that’s done. Before we call Nancy, let’s call the pawnbroker. The pawnbroker was a pretty big help. We should call Johnny Kuto. I love that message Frank leaves him! Now, let’s call Nancy with the results. 

THREE FINGER ROCK (AS NANCY DREW):  
 

Listen as Frank tells you each plant and their description. What a mouthful! Don’t worry; this information is in your notebook.

COLLECTING FRASS JAR SAMPLES (3 FINGER ROCK): 

Start from the beginning of the path (red flag). It’s less confusing if you do it in order.
 

RED FLAG
1.   Click on the red baggie and place it on the trap to get samples.
2.    Study the red flagged plant.
3. It has big green leaves. This plant is a Miconica and has a vegetation of 10.

CreatureOfKapuCave/Red.JPG

BLUE FLAG
1.     Click on the blue baggie and place it on the trap to get samples.
2.     Study the blue flagged plant.
3.     
It has big bananas! This plant is a Banana plant (duh) and has a vegetation of 8.

CreatureOfKapuCave/Blue.JPG

YELLOW FLAG
1.   Click on the yellow baggie and place it on the trap to get samples.
2.   Study the yellow flagged plant.
3.    It has white flowers that look like they’ve been torn in half. It’s a Naupaka plant and has a vegetation of 6.

CreatureOfKapuCave/Yellow.JPG

PURPLE FLAG
1.    Click on the purple baggie and place it on the trap to get samples.
2.    Study the purple flagged plant.
3.    It has sickle shaped leaves (kind of like the Grim Reaper’s scythe). It’s a Koa plant and has a vegetation of 4.

CreatureOfKapuCave/Purple.JPG

Now, all we need is the samples from Kapu Cave. Go back to the jeep and type in these coordinates that we found on Quigley’s clipboard: 

N 19, 20’, 30”
W 155, 05’, 33” 

Click on the checkmark. Now, let’s go to Kapu Cave! 

KAPU
CAVE:
 

Go forward to the green flagged traps.

COLLECTING FRASS JAR SAMPLES (KAPU CAVE): 

GREEN FLAG
1.    Click on the green baggie and place it on the trap to get samples.
2.    There isn’t any plant to study, therefore is has no vegetation.
3.    
The code for no vegetation is 11.
 

ORANGE FLAG
1.     Click on the orange baggie and place it on the trap to get samples.
2.     There isn’t any plant to study, therefore is has no vegetation. Just like the green flagged trap.
3.     The code for no vegetation is 11.

Keep going forward. Notice the spider webs? Look at the statues in the right and left corner of the cave. Now, get a close up on the main statue’s teeth. There are animal figures etched onto them. Click on its nose. Something fits into the nostrils (gross, right?). Turn around and leave. Let’s go back to Camp Quigley. 

CAMP
QUIGLEY:
 

Go inside the tent and click on the microscope. Oh, no! The lens is broken. Let’s go to the Hilihili. Malachi Craven might give us a spare. 

HILIHILI RESEARCH FACILITY:
 

Proceed to enter by pressing the speaker button. You could just swipe the access card, although it might cause hysteria. All in all, you’ll still make it inside the building. Talk to Malachi. He wants you to fertilize some plants first. Take the key. Turn around and go right. Keep going forward until you have reached the end of the steps. Go right and then go forward two times. Go right. Click on the machine that’s to the right of the small steps. Use the key to open it.

FERTILIZING PLANTS: 

You need to fertilize the plants by clicking on a lever and then pressing the green button. Click on 6 (orange), 2 (aqua), 2 (aqua), and 1 (green). Make sure to press the green button after clicking on each lever.

1

2

3

4

5

6

7

When you have done it correctly, Nancy will say so. Go back to Malachi and in return, he will give you the microscope lens. Let’s get out of here. On the way out, hear Mr. Craven scream. Mr. Fiderman is fired. Go back to Camp Quigley. 

CAMP
QUIGLEY:
 

Go directly to the tent. Put the lens on the microscope.

SORTING AND WEIGHING FRASS:

CreatureOfKapuCave/FrassPicture.JPG

RED BAGGIE
1.    Take out the red baggie and click on the microscope. The number reads 616.
2.    To find out the weight of the frass objects, remove the seeds and bug parts by clicking on them and dropping them into the pan at the left. The number should now read 99.
3.     Now, count the number of seeds: 12.
4.     Count the number of insect parts.
5.     Count the number of frass. 
6.    Figure out the Detritus Predominance number by using the code on page four of the clipboard: 405.
7.     RECORD ALL OF THIS INFORMATION ON THE CLIPBOARD. 

BLUE BAGGIE
1.     Take out the blue baggie and click on the microscope. The number reads 647.
2.     To find out the weight of the frass objects, remove the seeds and bug parts by clicking on them and dropping them into the pan at the left. The number should now read 108.
3.     Now, count the number of seeds: 8.
4.      
Count the number of insect parts.
5.       Count the number of frass. 
6.     Figure out the Detritus Predominance number by using the code on page four of the clipboard: 505.
7.        RECORD ALL OF THIS INFORMATION ON THE CLIPBOARD.
 

PURPLE BAGGIE
1.   Take out the purple baggie and click on the microscope. The number reads 637.
2.    To find out the weight of the frass objects, remove the seeds and bug parts by clicking on them and dropping them into the pan at the left. The number should now read 119.
3.     Now, count the number of seeds: 9.
4.   Count the number of insect parts.
5.    
Count the number of frass. 
6.    Figure out the Detritus Predominance number by using the code on page four of the clipboard: 105.
7.     RECORD ALL OF THIS INFORMATION ON THE CLIPBOARD. 

GREEN BAGGIE
1.    Take out the green baggie and click on the microscope. The number reads 189.
2.    To find out the weight of the frass objects, remove the seeds and bug parts by clicking on them and dropping them into the pan at the left. The number should now read 44.
3.     Now, count the number of seeds: 3.
4.   Count the number of insect parts.
5.    
Count the number of frass. 
6.    Figure out the Detritus Predominance number by using the code on page four of the clipboard: 505.
7.     RECORD ALL OF THIS INFORMATION ON THE CLIPBOARD. 

ORANGE BAGGIE
1.    Take out the orange baggie and click on the microscope. The number reads 250.
2.   To find out the weight of the frass objects, remove the seeds and bug parts by clicking on them and dropping them into the pan at the left. The number should now read 37.
3.     Now, count the number of seeds: 5.
4.    
Count the number of insect parts.
5.     Count the number of frass. 
6.     Figure out the Detritus Predominance number by using the code on page four of the clipboard: 305.
7.     RECORD ALL OF THIS INFORMATION ON THE CLIPBOARD. 

YELLOW BAGGIE
1.   Take out the yellow baggie and click on the microscope. The number reads 701.
2.    
To find out the weight of the frass objects, remove the seeds and bug parts by clicking on them and dropping them into the pan at the left. The number should now read 150.
3.     Now, count the number of seeds: 9.
4.     Count the number of insect parts.
5.    
Count the number of frass. 
6.    Figure out the Detritus Predominance number by using the code on page four of the clipboard: 103.
7.     RECORD ALL OF THIS INFORMATION ON THE CLIPBOARD. 

Y
our clipboard should look like this:

CreatureOfKapuCave/Clipboard.JPG

Now, put the clipboard in the Formula machine by clicking on the empty slot. The clipboard will be automatically inserted. Click the switch. If your data is correct, the number will be 119,456.

Take the clipboard and return to Quigley at 3 Finger Rock.  

THREE FINGER ROCK:
 

Talk to Quigley. You might have to talk to her twice. She says that we need to sneak in the Hilihili and get a “sample” of whatever it is they’re growing there. She thinks that might be what the caterpillars are eating. I’m all up for snooping! Let’s go! 

HILIHILI RESEARCH FACILITY: 

Malachi has nothing important to say. Go down the steps and go to the green-house. On the way, Nancy mentions that it would be good if she knew which locker was Mr. Fiderman’s so she could wear his protective suit. If you try to enter the green-room, you’ll just get kicked out. Go back up the steps. Malachi’s asleep! This would be a great opportunity to snoop!

SNOOPING AT THE HILIHILI: 

Click on Malachi’s coat. Looks like he was the one who trashed Quigley’s camp! Go to his desk. Click on the medicine. Now, click on the PDA. It will make a noise! Don’t panic! We don’t need to leave; we just need to mute the PDA first before we do anything else. Click on “Settings” and then click “Mute.” Go back to “Employees.” Click the down arrow until you see “Fiderman.” Now, we know his employee number. Click on “Lockers.” Click the down arrow. Now we know his locker number and the combination! Alright Nancy! Go down to the locker area. 
 

FIDERMAN’S LOCKER:
 

Click on locker number 13. The combination is R4, L2, L7, R9. Get a close up of the lock. Turn the dial to the right until the arrow reaches 4. Press the green button. Turn the dial to the left until the arrow reaches 2. Press the green button. Turn the dial to the left once more until the arrow reaches 7. Press the green button. Now, turn the dial to the right until the arrow reaches 9. The locker should open. Take the yellow suit
.

Go to the greenhouse. We need to find the computer room. Go left, forward two times, right, forward three times, right, forward, left, and then go forward through the door. Click on the computer. Enter Fiderman’s employee number: 1466793. Click on “Shipping.” Looks like FER C21 was shipped to Richard Aikens, the same guy who hired Frank and Joe to check out the Mapu’s! Click on “Extract Codes.” The source of the plant known as FER C21 is from the plant bed known as HH3333. Apparently, these plants are mutant! HH333 is the plant we have to take samples from. Back away from the computer! Oh, no! We’re going to have to leave unsuspected. This shouldn’t be too hard…

EXITING GREEN-HOUSE:
 
·        Exit the computer lab.
·       Click on the plant at your left. It’s plant HH3333. Take the HH3333 plant sample.
·       Back away
·       Go right.
·       Go forward.
·       Go left.
·       Go forward three times.
·       Go left.
·       
See the man in the yellow suit near the exit. Wait until he walks forward a little bit.
·       Go forward. Wait until the man walks forward a little bit further.
·       Turn left.
·       
Go forward.
·       
Turn right.
·       
Go forward.
·       
Turn left.
·       Go forward. See another yellow suited guy spraying the green mist. When he turns his back to you, go forward two times.
·       Go right.
·       Go forward.
·       Go right.
·       See the green mist again. Wait until the mist is completely gone. Then, go forward three times.
·       Go right. See the man in the yellow suit. Wait until he goes forward a little bit. Go forward, then left. Now go forward through the door!

Go talk to Malachi. He’s still sleeping. Turn around and keep going forward. He wakes up. Confront him about trashing Quigley’s camp. That’s that! Let’s go back to Camp Quigley to do some testing on the plant sample.  

CAMP
QUIGLEY:
 

You know the drill: go directly to the tent. Hear those whispers once again.

ANALYZING HH3333 PLANT SAMPLE: 

Go to the table with the microscope on it and click on the test tubes. The red baggie containing frass jar sample is automatically on the lower right side of the table. Click on the pineapple plant sample to automatically put it in the test tube. Click on the eye dropper to the Bq19 solution. Place the eyedropper on the test tube with the plant sample in it. The solution turns yellowis