1Jan

Nancy Drew The Final Scene Cheats

Nancy Drew: The Final Scene Walkthrough.

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Nancy Drew 19: The Haunting of Castle Malloy walkthroughNancy Drew 19: The Haunting of CastleMalloyBy Her InteractiveWalkthrough by MaGtRo October 2008Gameplay: This point and click game comes in2 CDs. A CD does not need to be in the drive to play the game.Nancy will show you the desk in her bedroom. This iswhere you can access the 'How to be a Detective Book' that shows the gamemanipulations. The Scrapbook has past Nancy Drew Games information.

The CaseFiles is where the information about the present mystery case is explained. Onceyou are ready to play the game, click on the plane ticket to go to the new caselocation.You will then select to play either Junior or Seniordetective.The main screen has pictures at the bottom of thepage. The bag at left is the inventory link. The journal shows Nancy's notesabout the present case. The checklist shows the junior gamer what needs to bedone or was done in the case to progress in the game. The gear icon shows theoptions.

Here the voice, effects and music volume can be adjusted. Also, thebottom background can be changed. Closed captioning and screen size selectionare also in this page. The Load folder has the list of the saved games that canbe replayed. The diskette is used to save the game. The rightmost icon closesthe game.Take the phonecard from Nancy's desk. Take the wedding invitation with the photo ofKyler and Matt.

Start the game by picking up the plane ticket.Nancy flies toDublin, Ireland to be the Maid of Honor at Kyler Mallory and Matt Simmon'swedding.She talks to Ned on her cell phone while driving atnight towards Castle Malloy. As soon as the conversation ends a woman in a flowing white gown crosses the road. Nancy isstartled and runs into a ditch just in front of the Castle's gate.This walkthrough has been played on both senior andjunior level.Castle grounds:Gate:Turn around and go to the gate. Click hold to move Nancy. A blue highlightedarea means that it can be interacted with.Click on the gateand see a close up.Take the groomdoll on the ground. It has an M signet ring on its neck.Go forward untilthe castle door.Main door:Use the right door knocker.

Talk to thecaretaker. He is not very hospitable.Turn around and goback to the gate. At right side ofthe gate, see a Bailor sign. Click on the sign to automatically go to town.ScreamingBanshee: See a phone booth right by the entrance to theScreaming Banshee pub.Go to the door andsee a 'No Vacancy' sign. Turn around and forward to automatically go back to the castle.Castle:Main door:Go to the front door and look for a way to get inside.Get insidethe castle: Click on the door to get a close up.Move cursor tothe left and up.

See a lit window.Click the uparrow and Nancy say's it must be Kyler.Look down andpick up stones on the ground at left.Take a largestone from the right. Position the stone under the ledge.Click to throwit to the window.

Kyler goes to the window and points at the door.Go to the maindoor and knock again. The caretaker is not a happy man.Library:Kyler:Learn that Matt disappeared. Talk to Kyler completely. Matt loves to playpractical jokes. Kit Foley, Matt's best friend is here too.Donal Delaney isthe caretaker. Donal does not like Matt. Kyler has heard Matt's voice afterhe disappeared.

Nancy shows the groom doll. Donal spends most of his time atthe Inn. He believes in banshees, fairies and leprechauns.She hears Mattat the nursery. Learn about Kyler's ancestry and Brendan supposedly being adouble agent in the war.Left bookcase: Check the bookcase close to Kyler.Take theZodiac Constellation book at left part of the bookcase.Check the helmetat right part of the bookcase. See a gear puzzle on the base drawer of thehelmet.

There are a total of 9 each of small and largegears. There should be 10 of each. We need 2 more gears.Open the door inbetween the bookcases. See the destroyed part of the castle.Rightbookcase:See a dynamosetup left of an unlit lantern at bottom shelf.Hanoi towerdynamo (Junior mode): Move all the rings to the right side of themachine.The rings canonly be placed over a larger ring.Think of therings as 1-5 from the smallest to the largest.Move 1 tothe R (right post), 2 to the M (middle post) and 1 to M.Move 3R, 1L(left post), 2R, 1R, 4M, 1M, 2L, 1L, 3M, 1R, 2M, 1M and 5R.Move 1L, 2R,1R, 3L, 1M, 2L, 1L and 4R.Move 1R, 2M,1M and 3R.Move 1L and2R.

Move 1R.The lanternis charged. Take the lit lantern.Hanoi towerdynamo (Senior mode): There are 7 rings to move fromleft to the right post.Check the solution done by R. Ellison.Desk:Turn right and look at a scale on the table.Look close atthe 3 pan scale. It is missing 2 weights.Check the drawerof the desk.

See the chart of the weights showing the color, symbols andweights.Check the paper left of the scale explainingbinary conversion to letters.Exit thelibrary.Nursery:Enter the first room on the left. Take note of the destroyed and unkempt room.Gems:See a crow take and drop a gem from the wall.Turn left andpick up the orange gem. Place the orange gem back on the wall.See that red,blue and green gems are still missingFireplace:Look close at left side of the fireplace. Pick up the broken eyeglasses.Bookcase:Turn right and look close at the bookcase.

Check the box at second from topshelf.Otter puzzle:See 9 tiles that have depictions of half a body of 4 otters in each tile.There are 4colors of otters: blue, brown, green and purple.The aim of thepuzzle is to have all the otters be complete in body and color.The centertile is permanent. Arrange the 4 tiles adjacent to the central tilesfirst.Then arrangethe 4 corner ones. Turn #4 tocomplete central blue otter.2. Move #3to #2 place.

Turn tile in 2 to complete central purple otter.3. Turn #6tile to complete central green otter.4. Move #9 to#8 place. Turn to complete central brown otter.5. Move #9 to#1 place. Turn to complete side otters.6. Turn #9 tocomplete the side otters.7.

Turn #7 tocomplete side otters.8. Turn #3 tocomplete side otters.Hear a sound.

Take large gear from the opened drawer.Senior:1.Move #3 to #4 place. Turn tile in 4 to complete central blue otter.2.Move #1 to #6 place. Turn tile in 6 to complete central green otter.3.Move #7 to #8 place. Turn tile in 8 to complete central brown otter.4.Move #1 to #2 place.

Turn tile in 2 to complete central purple otter.5.Move #1 to #7 place. Turn tiles in 1 and 7 to complete side otters.6.Turn tile in 3 to complete side otters. 9 should be in position.Rockinghorse: Turn right, check the horse and rock it. Takethe token that falls on the floor.Dollhouse:Turn right and look close at left of the bed. Look close at dollhouse.Dollhouse 1:Read the legend of the colored lines.Based on theclues, place the dolls at correct positions on the dollhouse on the right.Side note:If a doll is placed in each room, a star might be earned at the end of thegame.Once they arein place, click on the red check button.Take thetoken. See the token placed in the purse at top left of the screen.There arestill 4 missing dolls. Top floor: none, cow.Middle floor: none, cat, none, none, none, pig.Bottom floor: none, Kit, none, none, Blonde,none.Dresser:Look close at the LeBleu Lapin (Blue Rabbit) book.

Remember the cover of thebook.Library:Kyler: Exit the room andgo back to Kyler at the library.She wants you to check the printing machineand print 3 more of her invitation. Report to her of your findings.Sidenote: If important findings are reported to Kyler, a star might be obtained atend of the game.Talk to her again.

Learn that Matt stayed in the nursery. His luggageisgone.

The castle was destroyed by an explosion caused by Brendan's work onrocket fuel.Exit the libraryand turn right before the archway of the stairs going up.Main room:Go down the stairs. Look around.Fortuneteller: Go forward and check the fortune teller boothright of the main door. See that itneeds 3 tokens.Wedding table:Turn right and look close at the wedding table with presents and otheritems.Take a weight for the scale in the library.Printingpress: Pan right and look close at the printingmachine right of the work table.Printinvitation: See that there is a printing plate now on theleft side of the machine.Place K-blackink on the printing plate.Take printing plate#1 at right base of the printer. It has a binary 01000011.Take paperfrom the right base of the printer and place it on top of the inked plateat left of the machine.Turn thewheel. Take the pressed inked paper.Place thepaper over the dryer at right. Press the red button to dry the ink.Place it in wicker basket at right.If a mistakeis done, discard the paper in the yellow recycle bin at right.Automaticallysee the invitation.

Nancy notes that Alan Paine is the best man and notKyle who is Matt's best friend.Do 2 moreinvitations and place them in the basket at right.Fireplace:Look close at fireplace. Look at the picture of Kyler and Kit on the floorat right of the fireplace.Kit Foley: Pan right toright corner of room and talk to Kit with a black eye.Kit is sure thatMatt got cold feet about getting married. Ask why he isn't the best man. Heis a real estate developer. He likes the area where the castle sits on.Library: Talk to Kyler atthe library about Alan, the best man. She gives Alan's phone number so thatNancy can talk to Alan.Tower:Climb up the stairs at end of the hallway and see that the stairs to the tower is broken.Castle grounds:Exit the castle and look around the grounds.Tower:See lights coming from a room at top of the tower.Garden:Go left from the main door. Click on the garden and enter.

Look around.A crow flies around.See 7 leprechaunson the ground. They can be turned and have different shaded 4 leaf clover ontheir shirts.Turn around andlook close at the bench. Read the wedding vows written by Kyler.Exit the garden.Silo:Go left from garden. See an opening on the ground.Fairy ring:Go left for a bit and then up.

Be careful that you don' fall off the cliff. Enter the fairyring.Celtic crosses:Go right and down to the brown path. Walk going down on the path and see 3 Celtic crosses.Check the dates on the crosses. Note that there is ahole at the center of each cross.See the lit wall back of the crosses.Bog: Go down using thebrown path to the south end of the grounds. Go left and see the blue bog.Hear a banshee wailing.

Try to cross butyou need something to safely do so.Wall:Go to the lit wall right of the main walkway. See that a portion of the wall is active.Exit the groundsand go to the village.ScreamingBanshee: Click on the Bailor sign right of the castle gate andautomatically be at the village.Telephone: Enter the phonebooth at right.Take the receiver. Use the telephone card on theslot.Call your friendsif you want to.Call Alan. Learnthat Matt and Kit had an argument and that is how Kit got his shiner. Matt andKyler also argued.Donal Delaney:Enter the Inn. The numbers arethe positions of the tile. 45Wall:Go to the wall at other side of the path.Look close atthe left side wall that is active.Press thesymbols seen through the lens when attached on the Celtic crosses.Start with theoldest cross' symbol - 1801, then the symbol of 1845 and then 1916.Wow - see thewall go down.Pasture:Go through the lowered wall.

See flock of sheep grazing in this area.Standingstones: Follow the path that goes to the right andthen down.See 4 standingstones. Each stone is made of 3 blocks one on top of each other.The top hasconstellations, middle has trees and bottom has Ogam scripts.Broken wall:Exit the standing stones and go back to the brown path. Go up and then take the lower pathgoing to the right.

At the end is an active area. Enter the area and pick upthe paper on the rock.It is a realestate plan of Castle Malloy grounds with condo's and golf course.It seems like Kit Foley has plans for the property already.

A crow voicedhis opinion.Barn: Turn around andtake the path until the end close to the left wall.Take the higherpath going to the right and up. Take the next right and see the barn.Enter and see anelaborate shearing machine - Wooly no more. Check the control panel on theleft.Exit and takethe small gear hanging from the wind chime. Now we have allthe gears for the gear puzzle in the library.Castle:Enter the castle.Kit:Talk to Kit about the sketch and the bog.Library:Go upstairs to the library and talk to Kyler.Kyler:Talk to Kyler about Kit's real estate doodling.She wants Nancyto collect herbs for her wedding bouquet to counteract the forces that mightbe at work.She gives thelist of herbs and basket.Gear puzzle:Go to the bookcase close to Tyler.Look close atthe helmet. Open the drawer at the base.Now that youhave collected the 2 missing gears, it is time place the gears.The aim of thepuzzle is to place the gears from I to II ending at VI and get all of them torotate.Turn thehandle in gear I to see if the attached gears rotate.When done correctly, the helmet spits out dollhouse code 3.Nursery:Go to the nursery and look close at dollhouse.Automatically,dollhouse code 2 and 3 are placed on the left.

The dolls collected fromthe garden and the dart game are also placed on the rack at the bottom ofthe screen. There are still 2 missing dolls.Dollhouse 2:The code for this puzzle is the one from the bog hut.Read the legendof the colored lines.Based on theclues, place the dolls at correct positions on the dollhouse on the right.Once they are inplace, click on the red check button.Take thetoken. Top floor: Kyler, cat.Middle floor: none, none, none, cow, Kit, none.Bottom floor: Blonde, none, pig, none, dog,none.Dollhouse 3:See from the code that we are missing a sheep doll.

Itmight be the doll being made at the bog hut.Bog house:Go back to the bog house.Herb book:Check the herb book on the worktable at left. Learn where all the herbs andflowers that Kyler wants can be found.Take the sage hanging above the herbs.Doll worktable:Click the unfinished doll on the worktable.

It needs stuffing.Check the wool binand Nancy says she needs more wool.Exit the hut andthe bog.Collect flowersand herbs:The sage isalready taken from the bog hut.Foxglove:Look at the entrance to the bog.Take pinkfoxglove this side of the water.Roses:Take the path from the bog and go up to the garden.Enter and face theleprechaun. Turn around and take red roses.Yarrow:Go left and follow the path to go up and left to the fairy ring.Enter the fairyring and take yellow yarrow.Lavender:Go to the standing stone at the sheep pasture area.Enter the ring ofstanding stones. Turn to the standing stone twice.Look down at thebase and take lavender.Vervain:Go to the castle gate. Look close and click to the left side to the archway.Pick up purplevervain.Larkspur:Exit to the road. Go left to the end of the road.Take some bluelarkspur from the ground.Castle:Kyler:Go back to the castle and let's give the bouquet to Kyler before they wilt.Go to the library.Hear Kit and Kyler quarreling.Once theconversation becomes muffled go down to the main hall.Kit:Check under the bed of the far cot and see Matt's lost luggage.Exit the castleand then go back in again.Talk to Kit aboutMatt's luggage and the discussion in the library.Kyler:Go back upstairs. Talk to Kyler and also give her the flowers.ScreamingBanshee: Click on the Bailor sign right of the castle gate.Enter the Inn.Donal:Talk to Donal about the stone pillars. He has a book about Ogam runes.He doesn't feellike answering some question because the band is missing a drummer and he ismissing his music.Nancy volunteersto play the drums.

Ugh.Drum puzzle:Seamus explains how to play the drums. Watch the cue above that moves to theright.When the cue orcolored ball hits the drum or circle at the end, hit the correspondingcolor on the drum at the center.Check thetiming, the ball might react a bit slower or ahead of the hole-drum beforeit can be counted as a score.When a wrongcolored ball is hit over the circle at the end, the score is subtracted byone point. It is best to skip the ball if not sure that it will get over thedrum.A ball countedas correct hit disappears over the drum.I recommendusing the keyboard arrows for the outside colors and the space bar for thecenter gray one.The puzzle isforgiving and will accept a low score, if you replay continuously.When the drumpuzzle is done, take the Ancient Celtic Sabbats - Ogham book.Talk to Donalagain.

He is the one that placed Matt's suitcase under cot.He gives a keyto the sheep pen. He wants Nancy to bring the sheep in for shearing tomorrow.There are 10 sheep.Blow a whistle tocollect all 10, go to the barn and lock the barn.Castle grounds: Go back tothe castle.Pasture:Go to the right side of the grounds and start collecting the sheep.Collect thesheep:See a sheepcount at top left of the page beside the whistle won at the Difference game.Look for sheep. Once seen within the circle of light, blow the whistle by clicking onthe whistle icon at top left of the screen and they will go to the barn.If you are slow,the sheep will come out of the barn and the count goes down.Take note ofwhere you hear them baaa bleat and go there immediately. They usually gather atnorth east of the pasture or south of the barn. Good luck.When there areless sheep seen, I saved my game and look for the sheep, replay and then goto the place where I saw them and whistle.Once the countis 10, immediately enter the barn, listen to them bleat and then exit. Thedoor will automatically lock and Nancy will note that it's all locked up. Ifthe door is not automatically locked, the sheep count is not 10 and one or 2left.Standing stone:Go to the standing stones at bottom part of the pasture.The 4 standingsstones are made up of 3 stones one on top of another.Click on each ofthe 3 stones and see that they rotate to show 4 different etched Oghamscript, tree or constellation.In front of thefirst stone is an ornate disk on the ground.Ogham runes:The bottom stones have Ogham runes.Read the AncientCeltic Sabbats book given by Donal.

Learn about the 4 festivals:Samhain, Imbolc, Beltaine and Lugnasa.Learn that Oghamscripts are made up of 20 letters. Look at the first stone. The wedding is 3 daysfrom now on June 1. So it is summer.The constellation seen in the sky left of thestone is Taurus.Going clockwise with the firststone being Beltaine.Look at the last2 runes on the stones to know which stone is for what festival. The firstletter being the one at the bottom.Find out thatthe first stone seen when the ring is entered is Beltaine. Going clockwiseor to the right: Lugnasa, Samhain and Imbolc.ConstellationTaurusLeoScorpioAquariusTreesummer - full of leavesfall - falling leaveswinter - no leavesspring - new leavesFestivalBeltaineLugnasaSamhainImbolcIf correctlydone, the ornate stone below the first stone opens.

Take printing plate #3with binary 01011001.Exit the castlegrounds.ScreamingBanshee: Click on the Bailor sign right of the castle gate.Enter the Inn.Donal:Talk to Donal about the shearing sheep. He allowed Nancy to shear if shefills 3 bags.Donal hums atune that calls the sheep to be sheared.Barn:Go to the barn in the pasture.Shear sheep:Enter the barn.Read the plaqueon the left side of the Wooly-No-More v.6 machine.There are 3information needed to calculate the total value.1. The groupcolor that is shown by the color of the asterisk on the monitor.2. The familyname of the sheep.3. The emotion ofthe sheep.Add the valuesof the 3 criteria and enter it on the keypad.Then press theshear button.1. Pull back from control panel and see theshearing pad. Call a sheepby clicking on the whistle.

The sheep comes in and walks at the shearingpad.2. On themachine check the color of the asterisk before the name. Note the value onthe chart on the left.3.

See thefamily name of the sheep. Note the value on the chart on the left.4. Look at thesheep and gauge its emotion: angry (head shaking up and down and one hoofmoving), bleating, calm (motionless), happy (hopping up and down) andpanicked (shaking and continuous motion). Note the value on the chart on theleft.5. Add thevalues and enter it on the keypad.6.

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Press theshear button. If correct, see the nice do of the sheep.Check themachine at right of the pad after every 2 correct shearing to see if the bagis full.Fill 3 bags forDolan. Take wool from the last bag.Note: If you shear sheepseveral times and get new looks, you might get a star at the end of the game.Exit the barn. Bog Hut:Go to the bog. Enter the hut and go to the doll worktable.Doll:Use the wool on the unfinished sheep doll.Take the sheepdoll.Castle:Kit:Talk to Kit about Matt's luggage.Nursery:Go to the nursery.Dollhouse 3:Now that the sheep doll is taken, do the dollhouse puzzle taken from thegear puzzle.Read the legendof the colored lines.Based on theclues, place the dolls at correct positions on the dollhouse on the right.Once they are inplace, click on the red check button.Take printing plate #4from the drawer. It has binary 01001011. Top floor: dog, none.Middle floor: none, Blonde, sheep, Kit,none, pig.Bottom floor: Kyler, none, none, cat,cow, none.Library:Go to the desk at the back of the library.Study the paperleft of the scale.

It explains how to change the binary into a letter.1. Use theexample graph on the right to get the value of the binary.The 1 is given avalue depending on its position in the binary.Add the valuesobtained to get the total value of the binary.Plate from thepress: 01000011 has values of 0+64+0+0+0+0+2+1 = 67Plate from thegate's dragon puzzle: 01001101 has values of0+64+0+0+8+4+0+1 = 77Plate taken fromthe standing stone puzzle: 01011001 has values of0+64+0+16+8+0+0+1 = 89Plate taken fromdollhouse puzzle 3: 01001011 has values of0+64+0+0+8+0+2+1 = 752. Using thegraph on the top, change the total value of the binary to a letter.Plate from press01000011 with total value of 67 is letter C.Plate from thegate's dragon puzzle 01001101 with total value of 77 is letter M.Plate taken fromthe standing stone puzzle 01011001 with total value of 89 is letter Y.Plate taken fromdollhouse puzzle 01001011 with total value of 75 is letter K.Main Hall:Go down and go to the printing press.Print the 4printing plates: There are 4 printing plates collected fromdifferent places and puzzles.Each printing plate has abinary on top right corner. We now know the letters that correspond to thebinaries.There are 4 colorsat the printing press: Y, C, M and K. The printing plate binaries are thecolors to use for that particular plate.Click on theprinting press and see the 4 printing plates on the screen.1. Place theprinting plate on the left of the machine. The printing plate that went in first is the01011001.2.

Place thecolor that corresponds to that printing plate.Usethese colors and printing plates in this order:01011001 Y for Yellow01000011 C for Cyan01001101 M for Magenta01001011 K for Black3.Place a paper over the inked plate.4.Turn the wheel to press the inked paper.5.Take the inked paper and place it on the dryer at right. Do not turn thedryer on. This is just to have a place to hold that paper.6.Place the next plate on the left.7.Place ink for that particular plate.8.Take the inked paper that you previously did with the first plate and lay itover the new inked plate.9.Turn the wheel to press that new color on to the paper.10.Take the inked paper and place it on the dryer without turning it on.11. Dothe above for the next two plates with their corresponding colors.12After pressing the 4 plates with 4 different colors, place it on the dryer.Turn on the dryer.Takethe finished printed paper and read it.It isthe instruction for the jetpack taken from the bog hut's wickerbasket.If thecolors printed are wrong, the instructions will also be wrong.Note: If you print multicoloredpapers using the 4 plates, you might get a star at the end of the game.Castlegrounds: Exit the castle, go to the grounds and try out the jet pack.Let'sfly: Look close at the jetpack taken from the bog hut ininventory. See the panel of the jetpack.Followthe newly printed instruction on how to start the jetpack.Save thegame just in case.

Refer to the instructions in inventory for each step.The numbers on the graphic below are the steps inthe instruction.And awaywe go.Note: If you use the jetpackseveral times, you might get a star at the end of the game.Tower:Go to the tower where lights were seen. Enter through the window.Look around atthe well taken care of room.Coffee table:Go to the table at right beside the 2 chairs.Open the drawerand take the paper with a list of 4 books.Note that it hasa dial on top and a drawing of an island off the castle at right and thefairy ring at left. Hmm.Desk:Go to the desk left of the bed.Look close atthe family tree. See the change in surname of John Mallory, Kyler's father. The ones with asterisks are dead. Some of those thatpassed away are not marked with asterisk like John, Kyler's father.Look at the diallock of the desk.

It looks familiar. Like on the cover of the Le Bleu Lapin- Blue Rabbitbook in the nursery.Enter LAPIN andlet's see if it will open.It didn't openbut dollhouse code 4 is obtained.Find theisland: Let's find the island in the drawing.Exit through thewindow.Fly to the left.Pass the garden and then up to go to the ocean.See and land onthe island. Go forward and look at the N5 etched on the rock.Fly south to beback on the land. If you want tofly around - have fun.To land, click on the main door of the castle.Castle:Go up to the library.Library:Book shelfbeside Kyler: Take the Hydroponics and Aeroponicsbook from top shelf behind the horse.Book shelfbeside the desk: Take the Ersatz Quidnuncs fromleft top shelf and the Nautical Cartography from top right shelf.Desk:Take the Zoopraxiscope book from the desk.Tower deskcode: The paper from the coffee table has the picture ofthe desk lock.The desk lockneeds 5 letters. There are 4 books in the list and the drawing of the islandwith the N5 etched on it.Each of the 4books has inscription on the inside cover. These are the clues to the letter.Based on theetching on the rock in the island, one of the letters is N and it is in the5th position.Let's check theinscription in each book for the first 4 letters:NauticalCartography: To our dear friend: One year soon you'llfinally join us here.

The seas await your notice. Take note of 'one' and'seas'. The first letter is C.Zoopraxiscope:Animals abound, in a merry round. Seated in the middle, can answer theriddle. On legs of four, they spin ever more. The X is the middle letter of Zoopraxiscope and there is a mention of 'four. The fourth letter is X.Hydroponics andAeroponics: Growing without Soil - Three years into the study.

Byremoving all the duplicates, I find that the only remaining true consonantis key. The last consonant in the title is L and it mentions 3 years.ErsatzQuidnuncs: When the 13 instructions on the riddle iscompleted, there is a set of letters that should be read aloud to make sense. I gathered on the last 8 letters to be read Qonly or Q will do. This clue refers to thesecond letter of the code - Q.The desk lock code is: C Q L X N.Castlegrounds: Exit the castle.Tower:See the screaming banshee come out of the tower window and fly away.Move forward to the grounds and automaticallyuse the jet pack. Fly to the tower. Enter through the window.Desk: Enter the code: C Q L X N.The desk opens.See Fiona's picture.

Take the key with the nurseryand the bog hut's box design.Read Cailyn's diary and learn about the daily lifeof her family, Brendan and Fiona. Fiona has her own jetpack. The destroyedpart of the castle beside the library is the false laboratory.Take the Nancy doll that has her car key onthe neck. Exit the tower.Castle:Go up to the Nursery.Nursery:Go to the nursery.Dollhouse 4 (optional):The Nancy doll completes the dollhouse.Based on thedollhouse code from the desk at the tower, place the dolls at correct positions on the dollhouse on the right.Take the blue Easter Egg. Top floor: cow, none.Middle floor: none, cat, Matt, sheep, none,dog.Bottom floor: pig, Kyler, none, Kit,Nancy, Blonde.Castlegrounds: Exit the castle.Fly to the bog and click on the water to beoutside the hut.Bog hut: Enter and thehut.Look close at the doll work desk. Use the key fromthe tower desk on the box with the same design as the nursery door and thekey.

Open the box. Look at the card in the box. Pull back from the table.Meet the screaming banshee who we now know theidentity of. How sad.Secret Laboratory: Nancyis pushed down into a pit. Nancy walks the tunnel.Entrance: Look at thelever right of the entryway. Pull down the lever.

Ooops!Matt: Meet Matt. Learnwhat happened to him and information about the secret lab.Laboratory: Look around.Desk: Go right and checkthe desk.Read the work log (rocket notes) and learn aboutBrendan's experiment.Take note of the color codes on the second page:yellow-gray, red-purple, light brown-dark brown, blue-black, pink-green.Learn there is propellant already installed in therocket.Remember the launch controller preparation steps:Insert safety key, flip first switch to check continuity. Green lightindicates correct wire connection. Arm the rocket with second switch.

Flipthird switch to launch.Button: Take theclipboard hanging on the wall left of the poster. See a button 'in case oflockdown, press to open'. Press the button.Chemical's clean room:See a chemical storage clean room.There is a key at the back of the room.

We have toremove all the chemicals in the way. There storage bins for 1, 2 and 3.Periodic table: Study theposter above the desk.

See what chemicals can be stored together.Category 1: NH3, P, Na,K, Al and H.Category 2: Ag, H2O, Cl,LOX, C and I.Category 3: F, Ab, Hg,Br, Rn and Cs.Store the chemicals: Lookclose at the clean room and see the chemicals, large and small container.There are 3 storage bins for category 1, 2 and 3 chemicals.Use the claw hand to pick up the chemical and moveit inside the appropriate storage bin and drop it in there.To move the claw, use the directional arrows atright.To pick up the chemicals, open the claw wider thanthe size of the chemical. The claw has an inner hook that circles thechemical and the outer clamp.Move the inner hook of the claw as close to thechemical and then close the clamp.Use the graph line to center the clamp, gauge thesize to open the clamp and the inner hook.Move the chemical and place it inside theappropriate storage bin.Open the claw to release the chemical inside thestorage bin.Do the right side chemicals first to clear spacefor access to category 2 and then category 3.There are second chances and they start at the endof the last chemical. Good luck.Take the rocket key.Chalkboard: Study thechalkboard on the wall beside the control panel.Note the side view. The angle of the rocket is90.1. There are 3 types of fins.Rocket: Go to the room inthe middle and check the rocket.It is dark but the room lights up when you getclose.Nosecone: Climb theladder and see that it is missing a cone.Look around for it. Go to the sink area and seethe nose cone on a top shelf.The ladder has no rungs.Ladder: Click on theladder with no rungs and get a close up of the puzzle.Place the geometric shaped plates on the left tomake steps for the ladder.Right click to rotate the pieces. Click them inplace.Climb up and get the nosecone.Place the nosecone on top of the rocket.Fins: Look at the base ofthe rocket and see that there are no fins attached.Go back to the sink area.

Check the buckets underthe table. There are 3 kinds of fins.Take the fins in the middle bucket. It isred with a white circle.Place the fins at the base of the rocket.Wiring: Open the box atthe base of the rocket launcher.See the wires are tangled.Wires: Using the picturein the work log of Brendan, connect the wires:yellow-gray, red-purple, orange-brown,blue-black, green-pink.Follow the numbered end to the colored circle atright to know what color it is.Then insert it to the appropriate circle on theleft. Bullet force download for windows.