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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:
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.
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.
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. 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.
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.
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.
After placing the four corners, continue with the border of the puzzle.
The rest of the jigsaw puzzle should be easy. The ending result will look
like this:
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:
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.
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.
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.
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.
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.
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.
In order to win, you must capture all four of Jane’s warriors.
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?”
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.
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.
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.
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.
Use your cursor on each of the dragon’s hands so that they coincide
with the clues on Edward’s coat of arms.
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:
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.
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.)
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: Picture= Book** Baby= Bonnet Hour= Glass* Ant= Hill** 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.
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.
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.
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.
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.
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. 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: | ||||||||||||||||||||||||||||||||||||||||||||