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    FAQ/Walkthrough by The Lost Gamer

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    Nancy Drew: Ghost Dogs of Moon Lake Walkthrough
    A Walkthrough by The Lost Gamer
    (ilovecartoonssomuch@yahoo.com)
    Copyright 2011
    
    For a list of all my various guides, check
    http://the_lost_gamer.tripod.com/guides.html
    
    
    
    
    Table of Contents:
    001.  General information
    002.  Video Guide
    003.  Characters
    004.  Walkthrough
    005.  Credits
    
    
    
    001-General Information
    ---------------------------------------------------------
    
    This is a walkthrough for the PC game called Nancy Drew: 
    Ghost Dogs of Moon Lake.
    
    If you want to contact me, e-mail 
    ilovecartoonssomuch@yahoo.com, but make the subject 
    something like "Nancy Drew Ghost Dogs" (or just leave it 
    blank) so I know it's not spam mail.
    
    If you'd like to put this guide on your website, you 
    should ask permission first.
    
    002-Video Guide
    ---------------------------------------------------------
    
    Hey! Want to see how to beat the game instead of reading 
    about it? I've got a video of me playing and beating this 
    game. You can see it at...
    
    http://www.youtube.com/playlist?p=PL433EB367E37B0DFF
    
    003-Characters
    ---------------------------------------------------------
    
    Nancy Drew: Our heroine! She's a super-mystery solver, 
    and she's about to solve a mystery at Moon Lake, 
    Pennsylvania!
    
    Sally McDonald: Sally's house has been attacked by ghost 
    dogs, and she needs Nancy to solve the mystery!
    
    Bess Marvin and George Fayne: Nancy's friends, whom she 
    can call for help.
    
    Frank and Joe Hardy: Nancy's friends, whom she can call 
    for help.
    
    Red Knott: A birdwatcher who lives in the neighborhood. 
    He is not very pleasant.
    
    Emily Griffen: Owner of the local store.
    
    Jeff Akers: The ranger at the national park.
    
    Mickey Malone: A gangster who used to own a speakeasy in 
    the national park. The speakeasy is connected to the 
    basement of Sally's house: 
    
    Vivian Burnett/Whitmore: She was Mickey Malone's 
    girlfriend, back when he ran the speakeasy.
    
    Eustacia Andropov: Vivian's friend, who also appeared in 
    Nancy Drew: The Final Scene.
    
    Waldo Mathias: A federal agent who was investigating 
    Mickey Malone. He eventually arrested the criminal.
    
    Iggy, Lucy, Xander and Vitus: The four dogs belonging to 
    Mickey Malone. These are the four ghost dogs.
    
    004-Walkthrough
    ---------------------------------------------------------
    
    "Dear Ned
    
    Remember Sally McDonald, the woman who took those photos 
    that Dad has up in his office? Well, she just bought a 
    house in Moon Lake, Pennsylvania. A gangster named Mickey 
    Malone built it back in the '20's as his country getaway 
    (we're talking major fixer-upper).
    
    Anyway, last night Sally called and said she desperately 
    needed my detective skills. She refused to say why over 
    the phone. Naturally, I said I'd drive to Moon Lake 
    immediately. But weird things started happening the 
    moment I pulled up.
    
    First, this big tree fell down behind my car and has me 
    totally blocked in. And then I discovered that Sally's 
    gone! She left a note that suggested something terrible 
    happens here at night. She's supposed to call me from her 
    car.
    
    So, here I sit, writing to you while I wait for the phone 
    to ring.
    
    It's nighttime, and although part of me is dying to know 
    what frightened Sally away, another part of me is 
    starting to feel a little uneasy.
    
    I'll let you know what happens.
    
    Ever yours, 
    Nancy"
    
    The game starts off in Sally's house. There are ten items 
    of interest in her house, so I'll list all of them out 
    here.
    
    1. Go to the phone. Sally calls and you can talk with 
    her. She is majorly creeped out by what's happening, but 
    the phone conversation is cut off before she can explain 
    fully. Apparently, something to do with dogs scares 
    Sally.
    
    2. There's a poem about dogs on the wall. That's 
    important to a puzzle later on in the game.
    
    3. The Cuckoo Clock on the wall has to deal with dogs and 
    seasons, just like the poem on the wall. This, of course, 
    deals with the puzzle later on in the game.
    
    4. There's a shelf above the couch. Open it to see four 
    dogs. Spinning the dogs affects the cuckoo clock/poem 
    puzzle. You need to move the Iggy statue and notice that 
    it's stuck.
    
    5. The floorboards near the side of the stairs are 
    rotten. You'll need to find three replacement 
    floorboards.
    
    6. Inside the sink are rubber gloves. Pick them up.
    
    7. There's a bottle of water near the cooler. Pick it up.
    
    8. There's a map and a flashlight in the cupboard above 
    the sink. Get both of them.
    
    9. There are stairs. You can go up the stairs to switch 
    from daytime to nighttime, and vice versa.
    
    10. And near the sink is the note from Sally that Nancy 
    mentions in the letter in the opening cutscene. You can 
    read it if you feel so inclined.
    
    And of course, the last thing you can do is leave through 
    one of the two doors.
    
    Here's a slightly ugly map of the area outside the house:
    
    Woods------   Shed
               |   |
    Basement   |   | 
    ___________
    (          )
    (   House  )   -----Boat
    (          )
    (__________) |
                 |
                Red
    
    On one side of the house is the pump, the entrance to the 
    basement, and a blue tarp. From there, you can reach the 
    woods.
    
    On the corner of the house is the path that leads to the 
    boat.
    
    On the other side of the house is the path to the boat, 
    as well as the path to Red Knott's lookout.
    
    You can't go around the other two sides of the house.
    
    On the first night, you can do some exploring if you 
    want. When you head towards the boat, Red Knott shows up. 
    He's mad because Nancy scared away an owl.
    
    Red tells you the story of Mickey Malone and the ghost 
    dogs. The dogs start howling in the distance, and Red 
    tells you to go inside.
    
    Head inside, and the ghost dogs attack the house. Creepy! 
    Skip ahead to the next day, using the stairs.
    
    Ah, morning is nice and peaceful. Now that it's nice and 
    light out, it's perfect for exploring!
    
    First off, we should probably explore those woods. Good 
    thing there's a handy dandy map to help us from getting 
    lost. Nancy writes down various landmarks on her map, 
    which helps.
     
    To the cemetery:
    
    L R R L L R R @ fallen tree, L @ log R L L L @ yellow 
    ribbon R L L R R L @ stump R R L
    
    From the cemetery:
    
    R L L R @ stump L L R R L R @ yellow ribbon R L R @ log L 
    @ fallen tree L R R L L R
    
    In the cemetery, you should examine the tombstones of 
    Mickey Malone's four dogs. You should also check out the 
    tombstone for Walter Mathias (more on him later). And 
    don't forget to pick up the floorboard that's lying on 
    the cemetery path!
    
    There's a second floorboard on the path in between the 
    house and the woods. The third floorboard is under the 
    blue tarp, near the (locked) entrance to the basement.
    
    When you go to the boat, notice that it's full of water. 
    Go to the pump and take the bucket. Use the bucket to 
    bail the water out of the boat. At the bottom is a 
    screwdriver.
    
    Take the screwdriver and the life vest that's in the 
    boat. When you try to start the boat engine, nothing 
    happens. Open it up to see that the spark plug is 
    missing. Also, if you examine the screws, Nancy notes, "I 
    gotta have some torque!"
    
    Inside the shed are a bunch of things, but they're mostly 
    there to look at. Hidden behind the iron is a key. Use it 
    on the trunk in the corner, and it breaks.
    
    Now for some trickery. Use the screwdriver on top of the 
    lock to open the trunk. Take out the hammer/nails that 
    are inside, as well as the gas mask.
    
    Now that you have a hammer and nails and three 
    floorboards, you can replace the broken floorboards 
    inside the house. Just go into the house and put the 
    floorboards down. Then hammer them down. Tada!
    
    That's all you can do in the morning, so skip to 
    nighttime. Head to Red Knott and ask him for a spark 
    plug. He'll give it to you, in return for some chores.
    
    The chores? Take pictures of six birds for him. This 
    requires going to Em's Emporium and getting his tape 
    player first.
    
    He asks if Nancy smokes? Only when she's on fire! Ha ha 
    ha!
    
    Skip ahead to the next day and go to the boat. Open up 
    the engine. There's a diagram on the underside of the lid 
    that reads:
    
    +0
    -+
    
    This refers to the four screws in the engine. + is up all 
    the way, - is down all the way, and 0 is in the middle. 
    Use the screwdriver to set the four screws according to 
    that chart.
    
    Then put in the spark plug (in that hole above the 
    screws). Back up and pull the chord to start the 
    speedboat. Now you can examine the rest of Moon Lake! 
    Yay!	
    
    You can go to Em's and talk with her. She believes the 
    ghost dogs really are ghost dogs.
    
    Pick up Red's tape player like he asked you to. You 
    should also try to buy some sandpaper from her to learn 
    that Red has her sandpaper. You can't ask about sandpaper 
    unless you've examined the statuette of Iggy that's 
    inside the cupboard in Sally's house.
    
    You can go to the ranger station and talk to Ranger 
    Akers. You can talk to him about a lot of stuff. The 
    important thing to do is get a water testing kit from 
    him, but there's nothing wrong with talking to him about 
    many other things.
    
    The place Ranger Akers is in is the Moon Lake Historical 
    Museum. You can learn about history and wildlife and all 
    sorts of fun things here! None of it is necessary in 
    order to beat the game, but learning things is always 
    fun.
    
    Go back to Sally's. You need to get the water sample, so 
    go to the well. Pour the bottled water (found near the 
    cooler in Sally's house) down the well to get it going. 
    Then take a sample of the water from the bucket.
    
    You need to do bird searching like Red asked you to. 
    Tramp around in the woods, and Nancy finds out that some 
    birds fly away instead of posing for pictures. The birds 
    are here:
    
    Goldfinch, right hand side, above the log.
    Bluejay, above the left log.
    Cardinal, directly about the large letter E on the map.
    Robin, on the topmost trail of the map.
    Tanager, near the trees left of the words "tree stump".
    
    Take the water sample back to Ranger Akers, then skip to 
    the nighttime. Talk to Red Knott, and he tells you that 
    you need camouflage gear to get pictures of the elusive 
    birds. He also gives you sandpaper.
    
    Now that you have sandpaper, you can solve the poem 
    statue clock puzzle inside the house. The poem mentions 
    four different seasons (and the four dogs' tombstones 
    mention four seasons).
    
    When you spin the dog statues, it affects the cuckoo 
    clock. Namely, it makes the seasons-pictures appear 
    differently. What you want to do is match the four 
    seasons on the clock to the four seasons on the dogs' 
    tombstones.
    
    To do this, have Iggy face forward, Lucy face right, 
    Xander face backwards and Vitus face left.
    
    This opens a secret passageway. Walk across the 
    floorboards to the door and head downstairs to the secret 
    basement.
    
    Grab the picture from the wall because it will come in 
    handy. Then open the door to the basement.
    
    You can zoom in on two sections on wall here. One is 
    blank, and the other (which is also blank) has squeaking 
    mice. You can zoom in on a part of this wall, next to the 
    board on the right.
    
    It's a safe. And it's locked. Examine the tiny hole, 
    which blocks the lock. We'll find something to put in the 
    hole soon enough.
    
    Leave through the exit door. It leads to the area outside 
    of the house. Now you can go in and out of the basement 
    from the outside of the house!
    
    There's an old newspaper on the stairs that lead outside 
    of the basement. It talks about William Akers, Mickey 
    Malone's partner.
    
    Skip to the next day and go to Em's. She'll give you 
    camouflage gear if you find a dozen little critters for 
    her. She's talking about bait.
    
    You should also go to Ranger Akers. Ask about the woman 
    in the picture, and he says he'll find her for you. Ask 
    him about William Akers.
    
    Nancy upsets Ranger Akers with her (completely true) 
    accusations of being related to William Akers. She 
    apologizes and agrees to make things up to him by sorting 
    some files for him.
    
    Head to the computer in the ranger station. See the 
    trunk? Open it and sort the files.
    
    MCMXI    MCMXIX   MCMXLV    MCMXCVII
    MCMX     MCMXVII  MCMXLI    MCMLXX
    MCMVIII  MCMXV    MCMXXXIX  MCMLXIX
    MCMIV    MCMXIV   MCMXXXII  MCMLX
    MCM      MCMXIII  MCMXXV    MCMLI
    
    Then read the four or so files that you can take out and 
    read. One's about Em, and three are about Mickey Malone. 
    It turns out that Waldo Mathias was the person who 
    arrested Mickey Malone. I wonder why he's buried in 
    Malone's cemetery?
    
    Tell Ranger Akers you sorted the files, and he gives you 
    a Junior Park Ranger pin. YAY!
    
    Go to Sally's house. In the basement, use the Junior 
    Ranger pin on the tiny hole in the wallsafe. This lets us 
    open up the safe.
    
    It seems that William Akers always used "bad days" as his 
    combinations, judging from the paper in front of the 
    safe. Nancy has notes on her PDA that say Mickey Malone's 
    bad day was 012932, so try that.
    
    It works! What a surprise. Take the journal by using the 
    gas mask and gloves to avoid problems with the deermice. 
    Read it all the way through and get the map at the end. 
    This will be important to finding Malone's buried gold 
    that gets mentioned in the journal.
    
    It's been long enough; now it's time to get those dozen 
    little critters (you could have done this earlier--it 
    doesn't matter when). Two are under the compass square 
    near the external entrance to the basement.
    
    Now head to the woods. You can find critters under rocks 
    and logs. This includes the rock at the cemetery 
    entrance. And of course, just to make things trickier, 
    some critters only appear at night. So prowl all the 
    woods during the day, then do the same thing at night in 
    order to find the critters.
    
    Once you find all the critters, go to Em and give them to 
    her. She'll give you the camouflage gear.
    
    Now you have to scour the woods AGAIN for birds. I listed 
    their locations above, so use that to cut down on random 
    exploring.
    
    Once you have pictures of all five birds, skip to 
    nighttime. Then go ask Red about the red-tailed hawk. He 
    tells you that they nest in the tree southwest of the 
    property.
    
    Skip to the next day, and go to that tree. It's near the 
    dock where the boat is. Hey...that's not a tree! That's a 
    tree stump!
    
    Wait by it anyway and a hawk appears on the roof of the 
    house. Take its picture, and Nancy notices that it's 
    standing on something. After that, Nancy is knocked 
    unconscious.
    
    Nancy wakes up in the shed. The BURNING shed. OH NO! She 
    has to escape!
    
    The way to escape is by kicking things in the proper 
    order.
    
    1. Kick over the gnome.
    2. Kick over the rake-thing with a rag on top. It leans 
    to the left now.
    3. Kick the gas tank. This sets fire to the rag on top of 
    the rake.
    4. Kick the rake-thing back in place. This sets something 
    else on fire.
    5. Kick the pump the gnome's head is lying on. This sets 
    the burning thing a-rolling towards the scythe.
    
    The scythe falls down and Nancy is free! Now you have to 
    put out the fire! Head to the pump and fill the bucket 
    with water (or fill the bucket with lake water), then run 
    to the shed and throw the water at the shed.
    
    Red Knott shows up. He's not very nice about the fire. 
    The game cuts to later in the day, when Nancy tells Sally 
    about the fire.
    
    Apparently, Ranger Akers ticketed Nancy for improper 
    waste disposal. While it's always good to get a lesson on 
    recycling wood rather than burning it, this seems like a 
    very bad time for it.
    
    Once that's over, you should skip to nighttime to talk to 
    Red Knott. Give him his camera back. Then skip to daytime 
    and see Ranger Akers. He should have the results of the 
    water testing and the photo.
    
    The woman in the photo is still alive. Akers gives you 
    her phone number. The water test came back negative--
    don't use the well because of arsenic poisoning.
    
    Go back to Sally's place and call the woman from the 
    photo--Vivian Burnett. She was Mickey Malone's girlfriend 
    back in the day. She tells you about a speakeasy with a 
    hidden entrance in the cemetery.
    
    Interesting...
    
    Go to Ranger Akers and have him send the picture to 
    Vivian. Go back to Sally's house and skip a few days, 
    then go back to Ranger Akers. Vivian sent us the key! 
    Yay!
    
    Head to the cemetery and use the key on Waldo's 
    tombstone. Huh? Oh no! It's a puzzle!
    
    Go back to Sally's house and call Vivian. Her friend, 
    Eustacia Andropov (of Nancy Drew: The Final Scene fame) 
    is there. Ask Vivian about the puzzle, and she tells you 
    that the password is "BALDO".
    
    Go back to the cemetery. You need to put the key in the 
    tombstone, then rearrange the letters to spell BALDO.
    
    Junior mode:
    
    Get the B in pace. Get the D in place. Get the O in 
    place. Get the A in place. Get the L in place.
    
    Senior mode:
    
    Press the second letter twice, then the third letter 
    twice, then the fourth letter twice. Simple!
    
    Head inside the open passageway and...uh oh. Nancy's 
    flashlight is out of batteries. Turn around and feel for 
    the exit in the dark.
    
    Go to Em's. She agrees to give you batteries if you 
    arrange a soda display for her. She gives you what the 
    sodas should look like. Rearrange the six-packs (which 
    involves rotating them at times) to get them to match the 
    picture.
    
    Once that's done, Em gives you batteries. Go all the way 
    BACK to the cemetery. If you want, stop by Sally's house 
    and call everyone because at this point, you won't need 
    to go into the house before beating the game.
    
    At the cemetery, open the grave just like before. In the 
    tunnels, go forward. At the first fork in the road, go 
    left. At the second fork in the road, go right. At the 
    end of this tunnel is the speakeasy.
    
    The pictures of Malone's dogs are in the speakeasy. 
    Examine each one of them. This involves getting as close 
    to them as possible. Nancy will make notes on the map 
    based on the pictures. For example, Vitus barked at red-
    tailed hawks in their trees, so Nancy marks a V on the 
    map where the red-tailed hawk tree was.
    
    Sadly, Xander's portrait is ruined, so we need to find a 
    duplicate. How, you ask? Why, through another puzzle!
    
    Head to the roulette wheel and open the top of it. 
    There's a hidden button. Press it.
    
    Now go around the bar and examine the spigots. William 
    Akers mentioned them in his journal. Each spigot has a 
    different color, and by CRAZY coincidence, they are the 
    colors on the collars of Malone's dogs.
    
    When you press a spigot, a number appears above the red 
    button. Press the red button to get the letters to 
    rotate.
    
    Your goal is to get the letters to match the dogs. Red is 
    X, Blue is V, Yellow is I and Green is L.
    
    When you press the red button if it's on 1, the letters 
    move three times. If it's on 2, it moves four times (or 
    something like that). A smart detective will figure out 
    the proper sequence in order to get it to land on the 
    right letter.
    
    A lazier detective will move the spigot by one, and if it 
    doesn't land on the right number, try again. That process 
    works just as well.
    
    Getting the spigots correct opens a hidden passageway! 
    That is, another secret passageway. I didn't say so 
    earlier, but the big doors in the speakeasy lead to 
    Malone's basement.
    
    Leave the speakeasy the way you came in, through the wall 
    near the bar. Specifically, you go through the picture of 
    the dogs on the porch. Go down the tunnel, and the hidden 
    passageway is on the right.
    
    Along the walls here are pictures of the dogs and various 
    maps. Find Xander's picture to learn he played by the 
    pump. Nancy marks this on her map.
    
    Find the map that matches the one from William Akers' 
    journal (it's right next to Xander's picture). Click on 
    the four dogs' locations that Nancy marked on her map.
    
    I'm not sure if my game messed up, but one time when I 
    played, Nancy didn't mark down Lucy's location. Lucy 
    stood on the rocks. She's several spaces directly above 
    Xander on the map.
    
    This opens up two doors (and locks one--your exit). Go 
    through the one in front of you, and it's locked. Darn.
    
    Turn around and go back to the passage. Turn right, and 
    take a right when the path forks. The now-open door leads 
    to a water area where...did you hear barking?
    
    It's the ghost dogs! Aw...they're so cute when they're 
    not trying to kill us!
    
    Explore this area to find out how they were made into 
    ghost dogs, through a combination of dental glow and 
    high-pitched sound sent through radio receivers.
    
    You can read the culprit's journal about the dogs and 
    various other things if you want.
    
    The important thing in the area with the dogs is the key 
    that's to the left of the journal. Grab it, then go back 
    to the passageway hidden behind the map puzzle. The door 
    opens, giving you access to the well room.
    
    The well room has a simple puzzle. Turn around as soon as 
    you enter the room to see a wheel.
    
    Pick up the wheel. Now cast your attention to the part of 
    the room with two wheels (not the door). Spin both 
    wheels.
    
    Wheel #3 is missing. Put the wheel on. Then zoom up on it 
    and secure it in place with the screwdriver. Back up, 
    then spin this wheel. That lowers the water level.
    
    Take the wheel off, then go to the door. Spin the big 
    wheel on the door, then the smaller wheel to unlock it.
    
    Climb down the ladder. The door is locked with a simple-
    ish puzzle. You need to get four numbers for four colors. 
    We did this earlier in the game with the spigot puzzle, 
    but now you need to use Roman Numerals.
    
    That is, for the spigot puzzle, Red is X. X is 10 in 
    Roman Numerals. Blue is V, which is 5. Yellow is I, which 
    is 1. Green is L, which is 50.
    
    So flip the numbers around until you get them all in 
    place! Simple as that.
    
    Once that's done, put the wheel on the door. Look inside 
    and it's...the gold!
    
    Try to leave and the culprit appears. Head to the gold, 
    then shut the door behind you.
    
    See the grate in the floor? Open it to sneak up behind 
    the culprit. Shut the door behind the culprit and escape. 
    Once that happens, the game ends.
    
    005-Credits
    ---------------------------------------------------------
    
    This FAQ is copyright of The Lost Gamer, 2011.  If you 
    want to use any part of this FAQ, ask me first 
    (instructions under general information).
    

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