Back To Nancy Walkthroughs

Dare To Play?
BlackmoorManor/BlackmoorManorTitle.jpg

Music: "Sweet Dreams (Are Made Of This)"

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

BEGINNING SCENE:

 

Listen to the letter that Nancy writes to her dad. You, as Nancy Drew, will be traveling to jolly old England to stay in Blackmoor Manor while investigating the suspicious behavior of one of the residents, Linda Petrov. Ever since moving to the manor, Linda’s health has gone downhill and nobody seems to understand why. Watch the beginning scene and hear the growls.  Mrs. Drake, another resident at Blackmoor, greets you at the door. After talking with Mrs. Drake, you are then escorted to your room. For Junior Detective level, Nancy’s notebook contains a task list. Senior Detective level does not contain a task list and clues are more obscure than that of Junior level. Also in Junior level, Loulou, the resident parrot, is able to give hints.

 

BRIGITTE’S ROOM:

 

This is Brigitte Penvellyn’s old room. This is also the room that you will be sleeping in during your stay at Blackmoor Manor. (You’ll find out who Brigitte is soon enough.) Now, let’s take a look around.

EXPLORING BRIGITTE’S ROOM:


You should be facing the fireplace. Get a close-up of Brigitte’s
coat of arms (the purple crest directly above of the fireplace). Back away and go forward-left to the red chair in the corner of the room. Note the book stationed at the left side on top of the fireplace mantle.

BlackmoorManor/FindingGrennyAndWaterFrogBook.jpg

Click on the book. ‘Grenny and the Water Frog’ was written by John Penvellyn. Read the book until you come across a thin piece of paper being used as a bookmark.

BlackmoorManor/JohnPenvellynsBook.jpg

Take note of the symbols on the piece of paper and what they represent. Read the rest of the book and then back away. Click on the red chair with the cube contraption. Look at the cube and notice that it contains different animals on each of the sides. Back away and click on the green bookcase. Play with the pendulum. Back away twice and curve right until you reach Nancy’s suitcases. Click on the window seat next to Nancy’s suitcases. Click on the black tiled area below the pillows. “I wonder what goes here.”  Back away three times and curve right. Click on the scroll that is hanging on the wall. It’s a star chart. Look at all of the animal drawings and make a note of the animals on the last page of the chart. Those animals look familiar. Back away and curve right again. Click on the tripod near the window. Back away again and curve right to the end table. Note the phone and the alarm clock. Nancy can order meals by using the phone and she may also call Hugh Penvellyn. The alarm clock is to be used to change the time during game play.

That’s all there is to see for now! Back away and exit.

 

UPPER HALLWAY:

 

Leave Brigitte’s room and turn left. Go forward twice and turn left to face the red door with the tree. Listen to the conversation. Turn left and go forward once. Stop at the stone alcove leading to the set of stairs and turn right. Go forward through the alcove.

 

SINGING STAIRS:

 

Go forward up the stairs and note the different noises given off by each stair. Some stairs sound the same and some sound different. When you reach the top of the stairs, you will see levers marked ‘A’ through ‘G.’ Click on the levers. Each lever makes a sound similar to the sounds made by the steps.

SINGING STAIRS PUZZLE:

 

Lever A= Whoop

Lever B= Bling

Lever C= Blading

Lever D= Waah

Lever E= Bang

Lever F= Steeam

Lever G= TickTock

 

Click on the levers in this order: B,A,D,C,A,D,E,E. When the levers are clicked in the right order, a key is unveiled. Take the silver key.

Turn around from the levers, go down the stairs, and turn left. Go forward twice. Note the gargoyle. Click on the gargoyle to get a close-up. “Hmmm…”  Turn right from the gargoyle and hear yet another conversation. Let’s eavesdrop! Wait… what’s that on the floor? Get a close-up of the brown gunk by clicking on it.

BlackmoorManor/MuddyFootprints.jpg

Looks like muddy footprints. Back away and turn left to face the door. Listen to the conversation. I suppose that is Linda Penvellyn. Enter Linda’s room.


LINDA’S ROOM:


Enter the room and turn left. Go forward to the nightstand and get a close-up. Note the mirror and the lotion. Back away from the nightstand and go forward to the bed. Click on the curtain and talk to Linda. Linda feels as though something odd and unexplainable is happening. She is suffering from fatigue and constant blurry vision. Halfway through the conversation, you are interrupted by Linda’s step-daughter, Jane. After Linda stops talking with you, back away twice and curve left to face the door.


UPPER HALLWAY:


Exit Linda’s room and turn right. Go forward down the hallway four times and turn right to face Jane’s door (the red door with the tree).


JANE’S ROOM:


Open Jane’s door, go forward, and turn left. Talk to Jane. She wants to play a game. Tell Jane that you would like to ask her some questions first. Ask Jane everything possible, including Linda’s malady. Jane tells you about the ‘Lady in Black’ and how she put something on Linda’s nightstand. After conversing with Jane, you can play a game with her if you wish. If you decide not to play a game, we can now snoop.

EXPLORING JANE’S ROOM:

 

You can ignore the trunk in front of Jane’s bed for now. It’s chock full of board games. Go forward twice to Jane’s window seat and click on the papers underneath the pillow. It’s a four-page long document of Jane’s family tree. Click on the names and listen to Jane’s explanation about each family member. Make sure to learn about Elinor Penvellyn. Back away twice and go forward to Jane’s bookshelf. Note the papers on the first shelf. Click on the papers to get a close-up and read everything possible. Make sure that you understand the 24 rune symbols. Back away and click on the book about monsters on the second shelf. Read about Lycanthropy. Note the symptoms on the fourth page.

BlackmoorManor/LycanthropySymptoms.jpg

Also be sure to click on the name ‘Paliki Vadas’ on the last page. “That phone number just might come in handy.” Back away three times from the bookshelf and go forward twice to the table underneath the windowsill with the microwave. Jane mentions Loulou, the parrot. Jane uses the microwave and the unpleasant ingredients to make cakes for Loulou. Back away twice from ‘baking’ area and curve right until you reach Jane’s vanity. Go forward twice and click on the picture of Jane’s mom. She’s an opera singer and she lives in France. Back away from the picture and click on the worn-away journal. Jane explains that the journal, or ‘Mutus Liber’, was from her grandfather. Look at the images on all ten pages of the Mutus Liber. Back away twice and curve right until you face the large tapestry. Go forward and click on the tapestry to get a close-up. It was written by Charles Penvellyn in the 1500s. Read the tapestry and be sure to remember this for later. Back away twice and curve right until you reach Jane’s desk. Go forward and click on the bulletin board. Jane sure loves that Brady Armstrong… BLECH! Back away and click on the desk. Click on the picture of the guinea pig. Poor little thing. Back away and click on the stack of papers in the middle of the desk. Look at the list of subjects that Jane is learning. Back away and click on the chattering teeth.

Talk to Jane again. Ask her if she has seen anything strange outside. Besides seeing her Uncle Roger’s toupee fly off, she has heard strange howling noises. Also ask Jane about the Lady in Black. She informs you that she resembled Elinor Penvellyn. Now ask Jane about the tripod in your room. Jane says that she borrowed the telescope from the tripod, but in order to get the telescope back, she wants you to play a game.

JIGSAW PUZZLE:

 

Jane wants you to put together a jigsaw puzzle within five minutes. If you succeed, she will return the telescope. Click on the puzzle box to get started. To pick up a puzzle piece, simply left-click. To place a puzzle piece down, left-click in the correct place. Jane times you throughout the whole ordeal. My suggestion is to first remove the jumbled mess of puzzle pieces from the middle of the board to the sides.

BlackmoorManor/JigsawPuzzle1.jpg

After you have de-cluttered the board, start by placing the corner puzzle pieces, which is the easiest. You will know if you have placed a puzzle piece in the correct location. If placed in the correct spot, the puzzle piece will be unable to be picked up again.

BlackmoorManor/JigsawPuzzle2.jpg

After placing the four corners, continue with the border of the puzzle.

BlackmoorManor/JigsawPuzzle3.jpg

The rest of the jigsaw puzzle should be easy. The ending result will look like this:

BlackmoorManor/JigsawPuzzle4.jpg

When you have completed the jigsaw puzzle in under five minutes, Jane tells you that she will return the telescope as soon as possible.

We should probably talk to Linda about the Lady in Black. Exit Jane’s room by turning left into the hallway.

 

UPPER HALLWAY (OUTSIDE JANE’S DOOR):

 

Before visiting Linda, let’s take a look at Jane’s door. Turn left to face Jane’s door. Note the circular keyhole at the right of Jane’s door. Click on it to get a close-up and click on the red covering. A key fits in there, obviously. Use the key that you found from the singing staircase. It fits, but it won’t turn. We need grease. Back away and go to Linda’s room.

 

LINDA'S ROOM:

 

Talk to Linda about the Lady in Black and exhaust all conversation.  Open the door and exit by turning left.

 

UPPER HALLWAY:

 

Go forward three times and turn left to face Mrs. Drake’s door (the door with the flower plaque). Turn right from the door and go forward down the hallway twice. Click on the yellow sheet.

 

UPPER HALLWAY (LOULOU’S CAGE):

 

And now, we meet the infamous Loulou. Talk to Loulou and ask if she knows Latin. Ask her a Latin phrase, as depicted by the star chart in Brigitte’s room. Loulou tells you about the Winter Solstice, Summer Solstice, Fall Equinox, and Spring Equinox.

MAKING CAKES FOR LOULOU:

 

At any time in the game, Loulou may want you to make her a ‘cake.’ To do this, do a web search on your phone for ‘Healthy Diet for Parrots.’ Pay attention to the no-no foods:

BlackmoorManor/HealthyDietForParrots.jpg

Go to Jane’s room to make a cake. Go forward to the baking area near the windowsill and click on the pan to start.

BlackmoorManor/MakingCakes.jpg

To add ingredients, left-click on the ingredient and place it in the pan by left-clicking once again. If you accidentally picked up the wrong ingredient, just left-click the ingredient back into its original container. DO NOT use salami, chocolate, or avocado. When you have added the ingredients to the pan, click on the microwave oven door and press the red button to cook. Once finished cooking, click on the pan inside the microwave oven and take the cake. Give it to Loulou and watch her enjoy!

After talking with Loulou, turn right.

 

UPPER HALLWAY:

 

Go forward until you reach the door with the blue and green coat of arms. Click on the door handle. It’s locked. Back away, turn around, go left, forward twice, and left again. Go forward down the stairs leading to the Great Hall. Nancy’s cell phone rings. It’s Linda’s mother, Mrs. Petrov. Talk to Mrs. Petrov and exhaust all conversation. Learn about Linda’s pale and dry skin, outraged temper, and the inability for Hugh to talk to her. Ask Mrs. Petrov about Mrs. Drake. After talking with Mrs. Petrov, go forward down the stairs three times.

 

GREAT HALL:

 

Curve right and click on the ‘Tempus Fugit column.’ A piece is missing -- perhaps a clock. Back away and curve right until you face the ‘Zeus column.’ Looks like a piece is missing from that column as well, particularly, a lightening bolt. Back away and curve right. Go forward to the ‘knight column’ and click on it twice. The knight’s head is missing. Back away, turn around, and go forward. Click on the ‘Hermes column’ (the column with the engraving of the god with wings on his helmet and shoes). Click on the slot near the hand. “I need something else for this.” Back away and curve left to face the ‘constellation column.’ Yet another missing piece. Back away and curve right to face the ‘Omnia Vincit Amor column.’ The arrow is missing. Back away twice, turn around, and go forward. Curve right until you face the walnut double doors.

BlackmoorManor/Library.jpg

Go forward to the walnut double doors twice and click to open.

 

LIBRARY:

 

Go forward into the library and turn left. Talk to the man at the computer desk. His name is Nigel Mookerjee and he is currently researching the Penvellyn history. Exhaust all conversation and listen as he tells you about Elinor being burned as a witch. Be sure to ask about the ‘Blackmoor Beast’ and the Penvellyn treasure. Continue to talk to Nigel about the creature you saw outside and the runes. After speaking with Nigel, go forward to turn to the statue of Hermes (a.k.a. ‘Mercury’). Click on the statue. Nigel explains that Elinor was adopted from James Penvellyn and he was the one who had sculpted the statue. The wand was added at a later date. Click on Mercury’s head and note the position of his eyes (looking downward). Back away twice and turn around. Turn left and go forward three times. Click on the mask on the wall above the computer desk. Listen to Nigel’s explanation about how the library and the manor was restored after its abandon. Back away from the mask and click on the computer. The computer belonged to Alan Penvellyn, Jane’s grandfather. Of course, like all things ‘Nancy Drew, you need a password in order to log in. Back away, turn around, and curve left until you reach the set of bookshelves. Go forward twice to the right bookshelf and click on ‘Novels (18th century)’. Back away and curve right until you reach yet another set of bookshelves. Go forward twice to the right bookshelf and click on ‘Old Manuscripts (14th, 15th century)’. Back away and go forward to the left bookshelf. Click on ‘Law Books (16th century)’. That’s all there is to see. Back away twice, curve left to face the library door, and go forward. Exit the library by going forward through the door once.

 

GREAT HALL:

 

Once out into the Great Hall, turn right and go forward three times. Click on the card game. It doesn’t work. Back away and turn right. Look at all three coats of arms. Turn right, go forward twice, and turn left. Look at all three coats of arms once more. Turn right and go forward once. Turn left and look at Alan Penvellyn’s coat of arms. The picture of the gentleman to the right of Alan is none other than Hugh Penvellyn. Turn right to face the mahogany door leading to the lower hallway. Open the door and go forward once to walk through.

 

LOWER HALLWAYWAY:

 

Turn left and go forward twice. Look at Brigitte Penvellyn’s (the one born in 1961) cricket trophy. Turn around, go forward twice, and turn left. Uh-oh. Looks like something happened to the kitchen. Turn right, go forward, and turn right to face the mahogany door. Click on the door to open and go forward once to go through and back into the Great Hall.

 

GREAT HALL:

 

Turn left and look at all six coats of arms. Turn right, go forward, and turn left. Note the iron door. Look at both coats of arms. Turn right, go forward, and turn left again. Look at both coats of arms. Note the man in the picture with the gargoyle. His coat of arms seems to be missing. Also note the woman in the black robe -- Elinor. Turn right and click on the gargoyle at the left of the wall. Turn right from the gargoyle and turn left. Look at all three coats of arms. Turn left, go forward twice, and turn right to face the iron door. Open the door and go forward.

 

CONSERVATORY:

 

Go forward down the stairs. Go forward to the trophy and click twice to get a close-up. John Penvellyn created some of the plants in the conservatory. Back away twice and curve left until you reach the pond. Click on the spray nozzle twice. “Doesn’t work.” Back away and click on the drain twice. The drain connects to a well. Water should be flowing through the drain. Hmmm… Back away twice and curve left. Go forward twice to the obnoxious looking plant in the back of the conservatory. Click on the man-eating-plant once. Back away and turn right. Click on the table with the seedlings that is stationed to your left. Click on the bottle of pills twice. Looks like Mrs. Drake has allergies. Back away twice and talk to Mrs. Drake. Ask her everything possible, including regards of the other residents around the manor, Linda’s heath, and Jane’s studies. Well, she’s a breath of fresh air, isn’t she? Now, ask her about the Mutus Liber (the picture book) in Jane’s room, her brother Alan, the password to the computer in the library, the ‘thing’ you saw outside, the empty well, and Loulou. Finally, talk to her about the card game in the Great Hall. She removed the crank. In order for her to retrieve the crank, we have to help her with her seedlings.

ARRANGING PLANTS:

 

Mrs. Drake wants her seedlings to be arranged in the crate so that they all fit without any space left over. To pick up a plant, left-click. To rotate a plant, right-click while it’s being held. To place a plant down, left-click in the correct place.

BlackmoorManor/ArrangingPlants1.jpg

BlackmoorManor/ArrangingPlants2.jpg

Note that plant numbers 6, 7, 11, and 13 have been rotated.

Back away from the table, go forward, and turn right. Click on the fly trap that is stationed on the small table. Try to take the stack of papers beneath the plant. Ouch! Looks like we need to feed the plant in order to see those papers. Back away and leave the conservatory. It’s late. We should go to bed.

 

BRIGITTE’S ROOM:

 

Jane returned the telescope. Click on the telescope and look through. The telescope seems to be focused on the chariot picture. Set the clock for 1:00 p.m. We’ll start fresh tomorrow. Nancy goes to sleep and is woken up at 3:15 in the morning due to mysterious ‘chanting’ noises. Let’s check it out. Leave your room and venture out into the upper hallway.

 

UPPER HALLWAY:

 

Walk around through the hallway. Hear the cackling voice. Head back to your room.

 

BRIGITTE’S ROOM:

 

Set the clock for 1:00 p.m. When Nancy wakes up, use her cell phone to call Paliki Vadas. Talk to Paliki Vadas and ask her everything possible about the condition, Lycanthropy. Linda seems to have the symptoms of a Lycanthrope. After talking with Paliki, call the cook on the phone next to the alarm clock. He speaks cockney. Just great… order ‘Pinky and Perky’ and say, “Uh, okay” to Uncle Fred and Johnnie Rudder.  While you’re there, call Hugh as well. Hugh is Jane's father and Linda’s newlywed husband. Exhaust all conversation with Hugh and pay attention to the ‘Six Month Habitation Clause.’ Leave Nancy’s room.

 

LINDA’S ROOM:

 

Talk to Linda and ask everything possible. She tells you about the curse. Finally we’re getting somewhere! She also tells you about a secret passageway that she found while Hugh was in Rome. Unfortunately, she won’t tell you where the passageway is. Leave Linda’s room. If it’s not 2:00 p.m., go to your room and set the time to 2:00 p.m. because that is when Jane gets out of lessons. Go to Jane’s room.

 

JANE’S ROOM:

 

Talk to Jane and ask her if she knows of any secret passageways. Jane does know about a passageway, but in order to get the low-down, she wants you to play a game.

BUL:

 

The game Bul is a game basically based on luck. The best way I can describe Bul would be this: if Sorry and Parcheesi got married in Mayan headgear, their baby would be Bul. The objective of the game is to capture ALL your opponent’s warriors. Your pawn is at the left of the board (orange). Jane’s pawn is at the right (blue). The ‘barracks’ in your space indicates how many warriors you have left. The same goes for Jane as well. In the beginning of the game, you both have four barracks each: one barrack playing and three extra barracks. To start, press the roll button.

BlackmoorManor/Bul1.jpg

Once you press the roll button, notice the set of corn on the left. The pieces of corn act as dice. A hole in a piece of corn equals one space. When I rolled, I received two pieces of corn with holes, which equals two spaces. My pawn moved two spaces. If you roll and all four pieces of corn do not have holes, then that means your pawn moves five spaces. On your second turn, you can roll again or pass. Then, it’s Jane’s turn.

BlackmoorManor/Bul2.jpg

To capture Jane’s warrior, you must land on her warrior EXACTLY. In this case, Jane landed on mine. When Jane landed on my warrior, the warrior was placed in Jane’s ‘captured’ department. She still has four warriors and I only have three.

BlackmoorManor/Bul3.jpg

In order to win, you must capture all four of Jane’s warriors.

BlackmoorManor/Bul4.jpg

Once you have won, Jane will tell you the whereabouts of the secret passageway.

Jane informs you that there is a passageway in the East Hall. The East Hall is locked. Remember the door with the blue and green coat of arms? Jane has the key. Take the East Hall key. Ask Jane about the password to the computer in the library. *Sigh.* Another game…

SKULL AND BONES:

 

Thankfully, Skull and Bones is very much like Go Fish, but isn’t everything like Go Fish these days? The objective of Skull and Bones is to collect three of every card. You can only see your cards. To start, click on a card that you would like to request from Jane. “Do you have any zombies?”

BlackmoorManor/SkullAndBones1.jpg

If Jane says, “Dig” then a card will be drawn from the pile (which you cannot see) and is placed in front of you, along with your other cards.

BlackmoorManor/SkullAndBones2.jpg

After you request a particular card and Jane doesn’t have what you asked for, then it is Jane’s turn. If you request a card and Jane does have it, the card(s) will be added to your pile and you get to have another turn. Once you have three of the same card, you have a match.

BlackmoorManor/SkullAndBones3.jpg

To win Skull and Bones, you must have more matches than Jane. There are ten matches total, but in order to win, you must have five or more matches.

BlackmoorManor/SkullAndBones4.jpg

Once you have won, Jane will tell you about the password to the computer in the library.

Jane says that the password is actually on her grandfather Alan’s coat of arms. Ask Jane about the supposed Penvellyn treasure and the strange chanting noises. Let’s get going. Exit Jane’s room by opening her door and taking a left.

 

UPPER HALLWAY (OUTSIDE JANE’S DOOR):

 

Ethel appears. (Try not to have a heart attack like I did…) Ethel Bossiny is Jane’s tutor. Exhaust all conversation. After talking with Ethel, turn left and head all the way down the hallway to face the East Hall door.

 

UPPER HALLWAY (OUTSIDE EAST HALL DOOR):

 

Look at the coat of arms on the door. We saw that particular coat of arms in the Great Hall. It belonged to Edward Penvellyn. Take out the green key from your inventory and use it to unlock the East Hall door.

 

EAST HALL:

 

Enter the East Hall and go forward once. Turn right and notice the gargoyle. Turn left and click on the jade dragon. Move your cursor over one of the hands. Click and notice that the hands can be rotated. *Sigh.* Jane didn’t mention how to enter the passageway… Somehow, each of the dragon’s hands must be rotated in some sort of pattern. The coat of arms on the East Hall door is a dead giveaway as to how the dragon’s hands should be rotated.

ROTATING THE DRAGON’S HANDS:

 

Remember Edward’s coat of arms. Notice how the figures on each section of the coat of arms are facing a specific direction. The man on the horse is facing right, the meteor is falling down, the lightning bolt is striking down, the warrior is pointing up with his spear, the horse is traveling left, and the king is pointing to the right.

BlackmoorManor/EdwardsEastHallPassagewayClue.jpg

Use your cursor on each of the dragon’s hands so that they coincide with the clues on Edward’s coat of arms.

BlackmoorManor/RotatingDragonsHands.jpg

Once you have set the hands correctly, the dragon burps like a 5th grader. (No offense to 5th graders out there…)

Walk forward twice to enter the passageway.

 

EAST HALL / DRAGON PASSAGEWAY:

 

We need a flashlight. Who better to ask than Jane? Turn around and exit the East Hall. Go to Jane’s room.

 

JANE’S ROOM:

 

Ask Jane for a flashlight, er, um… ‘torch.’ She doesn’t have a torch, but she does have glow-sticks! Naturally, you need to play a game to get the glow-stick.

PETROGLYPH PUNCH:


Select either ‘Easy’ or ‘Hard’ to start. The objective is to match three, four, or five glyphs by placing them together in a horizontal or vertical row. The game is timed and you must beat the high score, which is posted in the upper-right corner of the game screen. The glyphs outlined in the red box are the ones I am aiming to pair. I need one more matching glyph in order to make a pair. To do that, I clicked on the glyph next to the red boxed glyphs.

BlackmoorManor/PetroglyphPunch1.jpg

Then, I clicked on the glyph that matches the glyphs in the red box so that it switches spots with the other glyph that I previously clicked.

BlackmoorManor/PetroglyphPunch2.jpg

When you have made a pair of three, four, or five matching glyphs in a row or column, it will look like this. (I had to make this in Photoshop because I couldn’t take a picture myself, but this is what to expect when making a pair. *Note* Your score will improve after making a pair.)

BlackmoorManor/PetroglyphPunch3.jpg

If you cannot find any suitable pairs, click the shuffle button. You will win Petroglyph Punch when you have beaten the high score.

After you have won, take the glow-stick and head back to the East Hall.

 

EAST HALL:

 

Enter the East Hall and arrange the burping dragon’s hands in the correct position (you must do this every time you wish to enter the East Hall passageway). Go forward twice.

 

EAST HALL / DRAGON PASSAGEWAY:

 

As you enter, the glow-stick is automatically used. (*Note* If Nancy mentions that she needs a new glow-stick at any time in the game, just go to Jane’s room and play Petroglyph Punch to get a new glow-stick.) Go forward down the East Hall passageway. If you follow the path, you will have to click twenty-two times in order to reach the end. (To keep yourself from accidentally turning around, keep your cursor in the middle of the screen and continue clicking.) Stop at the door with the eyeball picture.

 

EAST HALL / DRAGON PASSAGEWAY (EYE PICTURE DOOR):

 

Click on the handle of the door. It’s locked. Click on the picture. “That doesn’t look like a curse.” Click on the eyeball picture again. A panel is unveiled and a picture of a parrot is shown. Maybe Loulou has something to do with this. Back away and turn around. Follow the path back to the East Hall and venture out into the hallway.

 

UPPER HALLWAY (LOULOU’S CAGE):

 

Talk to Loulou and ask about the word ‘barber.’ Loulou wants the magic word. Mrs. Drake probably knows what the magic word is. Let’s go talk to Mrs. Drake. We can also retrieve the crank for the defected game in the Great Hall.

 

CONSERVATORY:

 

Talk to Mrs. Drake and exhaust all conversation. Make sure you ask about the magic word. She tells you that her brother Alan loved playing a word game with Loulou and that in order to play, he had to tell Loulou that she was a “very, very clever and beautiful bird.” Also do not forget to mention that you have finished arranging the seedlings. She hands you the crank. Go back to the upper hallway and talk to Loulou.

 

UPPER HALLWAY (LOULOU’S CAGE):

 

Tell Loulou the magic word. When you say ‘barber’ she says ‘leech.’ Interesting… Go back to the East Hall passageway to play Loulou’s game.

 

EAST HALL / DRAGON PASSAGEWAY (EYE PICTURE DOOR):

 

Once again, enter the passageway by arranging the hands on the burping dragon. Go forward down the passageway’s path and stop at the eyeball picture. Click on the eyeball picture to unveil the panel.

LOULOU’S GAME:


For this puzzle, you must ask Loulou the word, as depicted by the speech bubble. In return, Loulou will give you another word. You are then supposed to set the corresponding word into the tiles. After a word has been entered, Loulou’s speech bubble will change and you must figure out another word.


Barber= Leech*

Picture= Book**

Baby= Bonnet

Hour= Glass*

Ant= Hill** 


Once finished, the door unlocks.

Back away and click on the handle to open the door.

 

EAST HALL / DRAGON PASSAGEWAY (EYE PICTURE DOOR – PATHWAY):

 

Go forward through the door three times. *Sigh.* Another dead end.

 

EAST HALL / DRAGON PASSAGEWAY (FIRE SYMBOL DOOR):

 

You should be facing half of a door with a panel of triangles engraved at the top. Click on the door to get a close-up of the triangles.

BlackmoorManor/DoorFireSymbols.jpg

Those triangles look familiar. Click on the panel of triangles again. The panel opens, revealing six triangle tiles: some upside-down and some right-side up.

EAST HALL / DRAGON PASSAGEWAY FIRE ‘∆’ SYMBOL, PART I:

 

Remember the book written by John Penvellyn? The paper inside the book had symbols drawn on it: earth, air, fire, and water. The upward triangle means ‘fire.’ It’s obvious what to do here. Since the door showed a panel of triangles being right-side up, the objective it to set all of the triangle tiles on the inside of the panel so that they are all right-side up, a.k.a. the ‘fire symbol.’ To do so, click on a triangle tile so that it changes, but be careful, because changing one triangle might result in changing another triangle as well.

BlackmoorManor/EastPassagewayFireSymbol1.jpg

This particular set-up might not be exactly the same for you when you play. The best thing to do is save your game before messing with the triangle tiles. Then, use trial and error to see which triangle tile affects which other triangle tile. You are finished once you have set all triangles tiles so that they are in the upright position.

Nancy mentions that another panel of triangles must be on the other side of the wall. There must be a way to the other side of the wall. Back away three times and turn around. Since we took a look at the ‘curse’, we should now inform Linda. Leave the passageway altogether and go to Linda’s room.

 

UPPER HALLWAY (OUTSIDE EAST HALL DOOR):

 

Once again, Ethel has given you a brain aneurysm. Talk to Ethel and ask her about the Penvellyn treasure. She is a skeptic. Also ask about Jane’s lessons, the Mutus Liber, the Blackmoor Beast, and the Penvellyn family. After you talk with Ethel, go to Linda’s room.

 

LINDA’S ROOM:

 

Tell Linda about the passageway you discovered. She talks about a gargoyle. Linda went through a different passageway! There is more than one… Linda thinks that Elinor has cursed her. Leave Linda’s room and turn right. Go forward twice and click on the gargoyle.

 

UPPER HALLWAY (FACING THE GARGOYLE):

 

“I bet that’s that gargoyle Linda was talking about. And it looks just like the one in that painting I saw.” Nancy was referring to the painting of the man in the Great Hall with no coat of arms. I’ll bet we need to know more about that guy to open that passageway. Move the gargoyle around a little by using your cursor. We should know what to do before fiddling with it. Why not talk to Nigel? After all, he is researching the Penvellyn family history.

 

LIBRARY:

 

Talk to Nigel and ask him his thoughts about Ethel Bossiny. Ask about the Penvellyn with the portrait of the gargoyle. Nigel says that was Corbin Penvellyn, Elinor’s Grandson. Nancy asks for Corbin’s coat of arms. Since Corbin’s coat of arms doesn’t seem to be in the Great Hall along with the others, Nigel makes a deal with you that if you type up his memoirs, he will fetch Corbin’s coat of arms. In order to type up his memoirs and get the coat of arms, you have to pass a little typing test first.

TYPING TEST:

 

Type the random letters on the balloons within a minute. If your Words Per Minute is 20 or above (for Junior Detective level) or 30 or above (for Senior Detective level), he will allow you to do the wonderful privilege of typing up his boring memoirs. To type, use your keyboard to follow the letters on the balloons. The typing test is timed for one minute. Don’t get frustrated if you cannot type fast to begin with. The typing test is easier if you have a friend to help you. That way, you both can share the keyboard! (*Note* You can just type lowercase letters. Don’t bother trying to use uppercase. You’ll win faster if you stick to lowercase.)

After you have typed for a full minute and received a high enough WPM score, you are now able to type those amazing life memories. Watch Nancy as she sluggishly types Nigel’s life story. Once you are finished, exit out of the document by clicking on the X at the upper-right corner of Nigel’s computer screen. Nice backdrop, Nigel… Let’s snoop! Click on the icon that reads ‘Notes.’

NIGEL’S NOTES:

 

Even though Nigel is pretty lame and boring, his notes do display important information. Make note of the following:

 

GENERAL NOTES -

 

·        The columns in the Great Hall each represent a Greek god. Earlier, I named each column for their physical appearance: Tempus Fuigit column, Zeus column, knight column, Hermes (Mercury) column, constellation column, and Omnia Vincit Amor column. The only columns that have an obvious symbolism to a Greek god are the Zeus column and the Hermes column. (*Note* Mercury is the Roman equivalent of ‘Hermes,’ so that means they are one in the same!)

 

·        Nigel has written down something very important regarding the Mercury statue in the library.

BlackmoorManor/GeneralNotes.jpg

According to Nigel, during a recent trip to Corbin Penvellyn’s secret room in France, somehow Corbin had written down a reference from the Hermes (Mercury) column to the Mercury statue in the library. Remember the slot in the Hermes column? “I need something else for this.” The slot in the column is only there to take in the wand that the Mercury statue currently carries. Nigel’s notes mention that in order for the wand to be released from the statue’s grasp, the statue itself must face North and lift his eyes to the sky. As of now, we are not sure how to do just that.

CHAPTER II (2) -

 

·        There is a rumor of the Penvellyn magic stone, a.k.a. ‘Penvellyn treasure.’

 

CHAPTER III (3) -

 

·        Albert Penvellyn had a fascination with Alchemy and built a forge, but the whereabouts are unknown.

 

CHAPTER IV (4) -

 

·        Nigel also wrote down something important about the tapestry in Jane’s room. The tapestry was written by Charles Penvellyn.

BlackmoorManor/ChapterIV.jpg

Apparently, the imagery (words that depict an image in your mind when reading them) in the tapestry is symbolized in the tiles around Jane’s doorway.

 

CHAPTER VII (7) -

 

·        Nigel updated Chapter VII with some info about a card game.

BlackmoorManor/ChapterVII.jpg

Penelope Penvellyn commissioned a French man to create a card playing game called ‘Betty.’ This is the game to which Mrs. Drake removed the crank. It still resides in the Great Hall. Well, what do you know? It resembles Go Fish. We’ll play this game later.


After reading, exit out of the document.

Click on ‘To Nigel.txt’ and read the document. Nothing more to see here. Back away from the computer and click on the note that is stationed at the left of Nigel’s laptop. Behold! Take Corbin’s Coat of Arms. Exit the library. Be prepared for a treat!

 

GREAT HALL:

 

Notice that the lights are off in the Great Hall. Take two steps forward. Now, you will have the wonderful pleasure of seeing Jane and Ethel in creepy headgear while holding lit candles. Listen to the chant: “No key without toil, no fire without oil.” Jane seemed to be pouring oil down some sort of drain. Now we know why Nancy woke up at 3:00 in the morning the other night. The ‘chanting’ that we heard was from Jane and Ethel doing their ritual. Go forward once and click on the drain. “Smells like…oil.” Go upstairs to your room. It’s time to get some sleep.

 

BRIGITTE’S ROOM:

 

Notice that when you get in, your food has arrived that you ordered earlier. Click on the tray. Looks like ‘pinky and perky’ is turkey. Click on the turkey. We can use this to feed  the fly trap in the conservatory. Click on the butter. ‘Uncle Fred and Johnnie Rutter’ is just bread and butter. Take the butter. We can use this to grease up the lock outside Jane’s room. Click on your food to eat. What a day! Set the clock to 2:00 p.m. When you wake up, talk to Jane.

 

JANE’S ROOM: