NANCY DREW: THE CURSE OF BLACKMOOR MANOR Essential Hints Version 2 - June 2005. By Honorius Dagobert Gunther Changes in Version 2: - A little correction on the fourth point in the Moving Room and little improvements here and there. This file is written for the purpose of helping those who are stuck and desperate when playing "Nancy Drew: The Curse of Blackmoor" (like I was). I try as much as I can not to spoil the fun of playing this interesting and instructive game. So this "essential hints" only gives you the most necessary solution to the riddles in order to continue the game to its conclusion, not a complete description of what you might find there. If you find anything that doesn't work in this hint, please feel free to send e-mail to Akhmad_Santoso@yahoo.com. A bit of ill-legality: - I swear that all of this hints comes from my own discovery, and not from any other hints or FAQs. - It is assumed that the reader has already known who owns the copyright of any copyrighted material(s) that is mentioned in this hint because it is assumed that the reader has played the game. - I will not ask you to give me credit when you rip off this hint. I just give where I have taken. ============================================================ First thing first, let's define the location to avoid confusion: UPSTAIRS ----------------------------------------------------------- Red-Eyed Linda's Two Mrs. Drake's Loulou's Gargoyle Room Pictures Room Cage Jane's Room The Noisy Edward Stair Downstair Room to the Hall Brigitte Room ============================================================ DOWNSTAIR (The Hall) ----------------------------------------------------------- Gallery Upstair Gallery Door 1 Door 2 Headless Omnia Knight Vincit Amor Conservatory Jupiter Moon and Sun Library Gargoyle Tempus Mercury Fugit Betty Front Door ============================================================ BRIGITTE ROOM: this is the room which is occupied by Nancy Drew at the start of the game. THE NOISY STAIR: this is the only spiral stair in the Manor. JANE'S ROOM: this room can be accessed only after 2:00 PM (in this game, time can be "accelerated" by setting the alarm clock in Brigitte Room). RED-EYED GARGOYLE: The biggest of the the three gargoyles in the Manor but it's the only one which has red eyes. The other gargoyles are located near the Sun and Moon column in the Hall and one is in Edward Room. MRS. DRAKE ROOM: Mrs. Drake can never be seen inside this room for the whole game. By the way, don't knock at her door after 9 PM, since Mrs. Drake will scream like hell and Nancy will be fired (meaning you'll be expelled from the game, but it makes quite a scene, you should try it!). If this unfortunate thing occurs and you are back to the menu, don't worry. Just click on the "Second Chance" button in the menu and the game will resume. EDWARD ROOM: This is the room upstrairs which has a coat-of- arm set on the door. Since the story tells us that the coat- of-arms belong to Edward Penvellyn, so I call it "Edward Room" to make it easier. GALLERY DOOR 1 & 2: These doors will open to a sort of narrow gallery that leads to the kitchen door. However for the whole game, this kitchen door can never be accessed because it is damaged (according to the letter pasted on it). BETTY: Betty is the card game machine in the corner of the Hall. Let's start with the riddles: 1. THE ANIMAL BOX - THE MOON PIECE - THE HIDDEN SYMBOLS - THE ARROWHEAD a. Opening the Box This beautiful box is located on top of a chair in Brigitte Room. The box has some animal designs on its surfaces. There are five animal symbols on its surface: lion, fish, dragon, rabbit and tiger. Note that you can only see three animal at a time. So, when you need to access the other two symbols, just rotate the box by placing the mouse around the box until the pointer turns into a blue circling arrow and drag it around. If you click on the animal symbol on the box's surface, it will open up and reveal a lens and a sort of handle. If you click on the lens, it will change its "pupil" to make sort-of phases of the moon. If you click on the handle, it will change the color of the lens. Now the tast is to open this box. First, you need to open the star map (hung on the wall in Brigitte Room, above the table with astronomical instruments). This star map actually a folder containing several maps inside. You can flip through from one map to another by clicking on the corner of the map. Find the map which contain the same kind of animal symbols with the ones in the box (hint: it is the map named "BRUMA", a Latin word meaning "winter") and note which animal is in what direction, as follows: Lion (LEO) = East Fish (PISCES) = West Dragon (DRACO) = North Rabbit (LEPUS) = South Tiger (LYNX) = middle. (Strictly speaking, lepus is hare and not rabbit and lynx is different from tiger) Now turn to the fireplace. On top of it, you'll see a coat- of-arm. Each head of Penvellyn family from generation to generation have his/her own coat-of-arms. The one above the fireplace belongs to Brigitte's. There are four symbols in this coat-of-arms, but pay attention to the symbol on the upper right corner. It is a symbol for showing the four direction of the compass which is usually found in the map. But this symbol has something more: it contains red, blue, green color which correspond to the color of the lens within the box. Notice that the red is a full circle, the green is only half circle, and blue and red is waxing like the shape of the moon on different sides. You need to match the moon shapes, the color and the wind direction in Brigitte's coat-of-arms with the lens (by clicking the button in the upper left corner of the box), the color and the animal sign in the box. For instance, when you open the dragon symbol in the box, open the lens fully (full moon) and click the lever until the color is red. Why fullmoon shape and why red? Because red and fullmoon shape is in the North (in the coat of arms) and the Dragon is in the north in the star map (Draco in BRUMA). So: dragon is north according to the BRUMA map and north is red and fullmoon according to the coat-of-arms. Oncec finished with the dragon, get out of the dragon, access the rabbit symbol in the box, change the color to green and the lens to half- closed position and so on. (Of course you don't have to start from the dragon, you can start from any animal symbol). Notice that the lens position for lynx is fully closed, since the middle position in Brigitte's coat-of-arms is black. If all of the five animals in the box have been matched with the symbol in the coat-of-arms, the box will open, and you'll get an object, which for brevity sake will be called as "short lens" here. b. The Moon Piece In Brigitte Room, there's a niche into which a sort of divan enough for two persons is fitted, complete with mattress and pillows. (There must be a special term for this piece of interior, but I don't know it). Anyway, click on the lower part of this divan, you'll see a sign of the moon and a sort of keyhole. Nancy will say that she needs something to fit in that hole. Apply the short lens into the keyhole (not to the moon sign) and a panel of zodiac signs will open. Push the green buttons under each zodiac signs according to the "right" order. This "right" order (starting from Taurus) can be found by surfing the Web with your handphone. If the order is correct, the zodiac panel will move backwards, exposing a whitish round object. I call it the Moon Piece since it represents a full moon. Pick it up. It is for opening the Moon and Sun column in the Hall. c. The Hidden Symnbols The short lens which you have taken from the box has one more use. There's a tripod near a window in Brigitte Room. Check it out (by clicking once on it). Nancy will say that she needs a telescope for it. To get this telescope, go to Jane's Room (only available after 2 PM) and ask Jane about it. Jane will say that there's indeed a telescope and she will return it with one condition: you must win a game of jigsaw puzzle from her. After you win this game, Jane will promise to return the telescope as soon as she can. If you go back straight to your room, you will not find the telescope. You need to do something else or stay clear from the upper story (maybe by talking to Mrs. Drake in the conservatory perhaps, or anything that might take your fancy) then go back to Brigitte Room. If the telescope is already in the tripod, check on the telescope, put the short lense in its place and click on it. This telescope (contrary to my initial expectation) does not point to the stars, but to the mural in the opposite wall which depicts a young man riding a chariot (Mythological note: this is the classical image of Helios, the sun-god). Using this lens, Nancy will see hidden symbols and numbers in the Helios mural which cannot be seen with naked eye. The symbols and numbers are: Wailing mask = 1 Parrot = 2 Harp/lyre = 3 A pair of flute = 4 Smiling mask = 5 d. The Arrowhead The number 1-5 in Helios' Mural is the sequence to press the blue buttons in Betty (the machine that deals card in the corner of the Hall downstairs). However, Betty the Machine will work fine as long as you haven't found the short lens. Once you found the short lens, Betty will stop working. To make it work, first you must ask Jane how to turn it on. Jane will say that Nancy needs a crank to wind the machine but the crank is "confiscated" by the cranky Mrs. Drake. So go to Mrs. Drake in the conservatory. Mrs. Drake is willing to give the crank, but she will ask you to fit a set of rectangular pots into a box. This task can be easily achieve by cramming the biggest pots into one corner first. The remaining smaller pots can be fitted easily by changing the position (using right click). After finishing this task, get out of the conservatory and then return to the place where Mrs. Drake work. Click on the finished box and Mrs. Drake will give you the crank. Insert the crank in the hexagonal slot in underneath the card table. Rotate it by clicking the crank and Betty the Machine will work again. Get out of the screen (by clicking when the mouse turns into downward arrow) and click on Betty to play. Press the appropriate symbols from Helios' Mural in appropriate sequence (from 1 to 5), then press the red button. Betty the Machine will extract an arrowhead from somewhere inside her and put it in front of her and challenge you to win the card game before you can obtain the arrowhead. Play the game by clicking on the blue buttons. Nancy will write in her notebook that the game reminds her of "Go Fish". Anyway, even one who is not familiar with the Go Fish can win easily after second try. (Mythological note: the names in the blue buttons, except Pegasus, represents the names of the Nine Muses, Greek Goddesses of Art and Learning). If you win, the arrowhead will slip down a trapdoor on the card table and appear on a slot below the crank slot. Pick it up. It is for opening the "Omnia Vincit Amor" column in the Hall. (It means "Love Conquers All", therefore this column represents Venus, Goddess of Love). ---+++--- 2. THE NOISY STAIR - THE LUDES PANEL - THE LIGHTNING PIECE When you climb the Noisy Stair, pay attention to the noise, which will be displayed in the dialogue box on the game menu as "bling, whoop, woah, blading, whoop, woah, bang, bang." The noise will be repeated in inverted order when you walk down the stair. This "noise" corresponds to the sound produced by pulling the levers on top of the stair. Pull the lever according to the sequence. This equals to pulling the levers in the following order: B A D C A D E E The compartment above the levers will open and inside there's a key. Pick it up. The key will fit into the key slot located in the right hand side of Jane's door (the slot with red lid). On your first try, Nancy will say that the key fits into the slot, but it won't budge, since it's rusty. She'll need something to grease it. This grease can be obtained by ordering food from the local restaurant using the old-fashioned phone in Brigitte Room (press the red button labeled "Cook"). The cook will offer you a variety of strange sounding food. Choose anything, and when the cook offer you "Uncle Fred and Johnnie Rutter" (which is the Cockney term for "bread and butter"), take it. You need to stay clear of the upper story (to allow for the cook to deliver the food without being seen by anybody). When you go back to your room, the food should be ready. Eat it up. Nancy will not eat the butter. Pick up the butter. (Remember: the butter cannot be taken into your inventory unless you have tried the rusty keyslot first.) Go to Jane's room but do not enter. Apply the butter to the keyslot and insert the key again. A sort of wooden drawer will slide out from a protuberance on your right, barring the entrance to Jane's room. Click on the wooden drawer, you'll see a panel which displays a motto "Ludes ergo es" ("You play therefore you are", a pun on Descartes' "cogito ergo sum"). That's why I call it the Ludes Panel. In this panel, there are ten rectangular pieces of stone (well, at least looks like stone). The object is to arrange this stone pieces into certain order. The right order can be found by reading the poem by Charles Penvellyn on the carpet which is hung inside Jane's room. Certain words and phrases in this poem (in capital letters below) match the image on the ten stone pieces, as follows: As the MOON rises upon thee, Fear not, but draw upon the STRENGTH of Absent friends, and TOAST to their memories in Happiness and wonder. With the stalwart heart of a KNIGHT, let CHARITY be Thy guiding ANGEL. Stay firm in the knowledge as a Dedicated GEOMETER, and fear not the ravages of FATHER TIME. For, dear child, as you learn the lessons Of FOLLY, the secrets of this world Shall DAWN in thy soul. The moon, the knight and the angel is obvious. These three are depicted literally in the stone pieces. Strength is the piece which depicts a muscular man carrying the world (This is apparently Atlas, the Titan, who has been tricked by Hercules into shouldering the world). "Toast" refers to the piece depicting the three cups (of course!). Charity is the image of a hand giving a coin to another hand. Geometer ("one who measures the earth") is the image of compass since compass is an essential isntrument in geometry. Father Time is Uranus, the old man in hooded cloak. (This information is contained in the Web in Nancy's cell phone. Actually Uranus is the Sky God, but then again it depends on which ancient authority one consults). Folly is the image of jester throwing balls. Dawn is, of course, the sun. The sequence of the stone pieces should match the sequence in the poem, as follows: Moon, Atlas, Three Cup, Knight, Charity, Angel, Compass, Father Time, Jester, Sun. Now to determine whether this sequence should be left-to- right or right-to-left, pay attention to the rainbow color in the background of the stone pieces on Ludes Panel (which will appear if you move the stone pieces). In one of the coat-of-arms of Penvellyn's ancestors in the Hall downstairs, there's the symbol of moon, sun and rainbow (near the "Omnia Vincit Amor" column in the hall). So it can be surmised that the sequence should begin from the left with the moon in the end of the rainbow and ends with the sun in the right end of the rainbow, like this: LUDES ERGO ES Three Knight Charity Angel Compass Father Cup Time Atlas Jester Moon Sun If you finish this, the "Ludes ergo es" will open and reveal a metal piece in the form of lightning (I call it the Lighting Piece). Pick it up. It is for opening the Jupiter column in the Hall. ---+++--- 3. THE OLD COMPUTER - THE THIRTEEN GHOST The password for the old computer in the library can be found by asking Jane. Jane will give the clue (of course after winning another game with her) that it is written in the coat-of-arms of the computer owner, that is Alan Penvellyn, Jane's grandfather. Since he belongs to the modern age, so he must dress in modern dress. Therefore, his portrait must be located near the Headless Knight column in the Hall, the one with the motto "Purgamentum Exit". (The portrait of modern man without coat-of-arms must be Hugh's, Jane's father. Maybe the coat-of-arms will be displayed after he's dead). Enter the password "purgamentum" into the old computer in the library. A message will appear telling Nancy about the game of "Thirteen Ghost" which must be "captured" (by touching it). Click on the orange button "I am" (otherwise the ghosts cannot appear), then the countdown will begin. Be quick! The thirteen ghost are located in the following places: - Go out of the library, go straight to the stair. The first is in the left handle of the big stairs - Turn back. The second is near the library door. - Go directly to Gallery Door 2. The third is near the door. Go inside the Gallery. Walk along the Gallery. The fourth and fifth are on the wall (along the edge of the wooden panel). After catching number five, turn back, you'll see number six. - Get out of the Gallery using Gallery Door 2, you'll see number seven at the foot of Moon and Sun column in the Hall. - Enter the conservatory, you'll find number eight in the trophy for Allan Penvellyn in the conservatory (near the dry well). Walk back to the conservatory door on your way back from the Allan's trophy, number nine is near the door of conservatory. Then get out of the conservatory. - Go upstairs, number ten is in front of Mrs. Drake's room. Go to Edward's Door, but don't enter and then turn back, number eleven is on the wall, at your left side. - Go straight to Brigitte Room, but do not enter. Number twelve is near the door. - Go up the Noisy Stair. Number thirteen is on top of the levers. - Go quickly into the old computer again (before the countdown is over), enter the password and you'll get the reward: a little secret, which tells you to enter Edward Room and find the slide which will allow you to slide down from second floor to the first floor. If you do not capture the thirteen ghost, this secret door cannot be opened. ---+++--- 4. THE SLIDE - THE BULL'S EYE - THE TIME PIECE If you ask Jane, she will tell you that Edward Room contains a secret passage. To enter the Edward Room, you must obtain the key from Jane (after winning another game from her). If you have captured the Thirteen Ghosts, enter the Edward Room, move one step ahead and turn left. There you'll see a shelf with a china on top of it. Click the mouse to the right beam supporting the shelf and a secret passage will open (this is NOT the secret passage mentioned by Jane). Enter the passage, you will slide along a spiral slide. On the way down, Nancy will notice a bull's eye on the wall. After landing on the Hall, go to the Gallery, grab the ball on the cricket trophy for Brigitte Penvellyn in the end of the Gallery. Enter the slide in Edward Room again, this time after picking up the ball from your inventory. On your way down, hit the bull's eye and you'll land in the Hall with a green round object with clock face on it. Let's just call it the Time Piece. Pick it up. It is for opening the "Tempus Fugit" column in the Hall. (It means "Time Flies", so this column represents Uranus, the Father of Time. Actually, Greek Myth represents Chronos, Uranus' father as the Father of Time, but I guess even game writer can have their poetic licence). ---+++--- 5. EDWARD SECRET PASSAGE - THE PARROT PUZZLE The secret passage Jane has talked about can be opened by moving the six hands of the green dragon in the corner of the room. The correct direction for these six hands can be seen in Edward Penvellyn's coat-of-arm on the door, as follows: Right Up Down Left Down Right Move the dragon hands according to this clue and the secret passage Jane has talked about will be opened. To make it easier, let's just call it Edward Secret Passage. Nancy cannot enter this passage yet, because it's dark. The means for lighting can be obtained by asking Mrs. Drake (who will react strangely to the word "flashlight") and then to Jane, who will give you "glowstick" (of course - once again - after you win another game from her). Armed with this glowstick, enter the Edward Secret Passage down the dark stairs, and you will find a door with a big eye on it. Clicking on the big eye will open a panel with a picture of a parrot and the word "barber" on it. Nancy calls it the Parrot Puzzle. Your task here is to find the match for the word "barber". The parrot picture is a clue that you must consult Loulou. Go back to the upper stairs and talk to Loulou the green parrot. But at this time, Loulou would not answer your question. The green parrot will ask for the "magic word". Ask about this magic word to Mrs. Drake. Then go to back to Loulou and get the right word to be supplied to the Parrot Puzzle. The match for "barber" is "leech". After you supply the right word to the panel, another word will come up. You must supply the correct match again. If you cannot figure it out, you must go back to upper story and ask Loulou. The pairs of words are as follows: Barber - leech Picture - book Baby - bonnet Hour - glass Ant - hill (if the word is less that the number of space on the Word Match Panel, insert asterisk (*) at the empty space. One wonder what a barber has got to do with leech, but in case the reader doesn't know, it refers to the old custom of curing illnesses by bleeding, which - of course - requires one skillful in handling knives (barber) or can be done by putting leeches on the skin of the patient.). After the Parrot Puzzle is finished, the door will open. If during this operation you glowstick burns out, you have to - well - go to Jane again to win another glowstick from her. The way behind the Parrot Puzzle will lead to the Triangle Panel, so-called because it consists of 6 triangles in 2 columns and 3 rows above a gargoyle which is half buried in the wall. This is only half, meaning that the other 6 triangles are located on the other side and can only be reached through the Gargoyle Secret Passage. ---+++--- 6. THE GARGOYLE SECRET PASSAGE - THE RUNE PANEL To uncover the Gargoyle Secret Passage, it is necessary that you must find the Edward Secret Passage first. Telling Linda about this Edward Secret Passage will prompt her to describe her experience, which makes Nancy realize that the Edward Secret Passage does not match the description that Jane gives her. Find the portrait of a white haired man in the Great Hall which has no coat-of-arms and has a gargoyle in the background (this is strange since almost every other ancestor has his/her own coat-of-arms). Then go to Nigel in the library and ask for the white haired man's coat of arms. Before you obtain the sketch of the coat of arms, you must do what Nigel ask: undergo a typing test (a score above 50 will do). If you succeeded, Nigel will leave the sketch on his desk. Pick it up, it's the key to open the Gargoyle Secret Passage. The number of comet (so it looks like) indicates how many times you should turn the gargoyle and the position of the comet (left or right) indicates the direction to which the gargoyle must be turned. If it does not succeed in the first try, don't worry. Go back to Nigel. If you can't find him, go back to Brigitte Room and set the alarm at 8 AM. Then go to the library again. Nigel will tell you that the left in the coat-of-arms is right and vice versa. So try again in inverse direction, as follows: Left - twice Right - once Left - once Right - twice Left - once ("left" here means putting the mouse of the left side of the gargoyle, your right side) The secret passage will open and inside you will find another door with a big eye on it. Above the big eye, there's a panel containing a poem which tells its reader to "memorialize the name" of a innocent victim. This must mean Elinor Penvellyn, who were executed as a witch. Click on the big eye and the so-called Rune Panel will open. Type the name "Elinor" using the rune character. The information about rune character can be found in the sheets of paper in the book shelf in Jane's room, next to the book on werewolves. Remember: there are two E's in the book about rune in Jane's room. Choose the one that looks like "M". After typing the name of Elinor in runes, the door will not open, because it's a false door. The real door lies in the left direction of the Rune Panel. Walk through this door, and after a few turns, the way will be split into two. The right one will lead to the Knight Statue and the left one will lead to the other half of the Triangle Panel. ---+++--- 7. THE KNIGHT STATUE - MERCURY WAND The Knight Statue can be reached by taking the right turn after the Rune Panel. Click on the head and then click on the circular "mouth" of the face. It will let you peep into the library, to the Mercury statue in front of Nigel's desk. Turn away from the statue face and click on the sword. Press the hexagonal button on the sword and click on one of the fingers and the Mercury statue will move and Nigel will be heard to be talking to himself in amazement. After that, click the tiny levers on the iron knuckle bones, and click again on the fingers. The "charmed chimes" will be heard, along with Nigel's frightened scream. Go to the library and take the wand from Mercury's hand. This wand is for opening the Mercury column in the Hall (the one with feathered cap). ---+++--- 8. THE TRIANGLE PANEL - GREEN STONE Triangle Panel consist of two parts. The one can be reached from Edward Secret Passage and to open it, you must find the way to the other part of the panel through the Gargoyle Secret Passage. Your task is to make all of the triangle point upwards. This will be quite difficult since one triangle will always move when you click on the other. But I think it can be solved with a bit of perseverance. Go back to the other side of the Triangle Panel (using Edward Secret Passage) and make all of the triangle in this side point upward. Clicking sound will be heard and the Triangle Panel will be split in two, leading to a door. (For one who tried to beat this game without a hint, this Triangle Panel is the most frustrating since the game itself gives no clue at all about it). Please notice that this door has a handle and a sort of a rectangular small compartment on it. At first, the handle cannot be opened. Click on the compartment to open it. Inside there's a kind of green bright stone that can be used for illumination. Pick it up. It's a kind of flashlight, oops torch! At this point, the way is split into two. The door in front of you will lead to the Moving Rooms and the way to the left will lead to the Water Panel. ---+++--- 9. THE WATER PANEL - THE DRY WELL - THE FROG TRIAL - THE KNIGHT'S HEAD To reach the Water Panel, pass through the Triangle Panel and turn left to another door with big eye on it and click on the eye. A panel will open. In this panel, there are three parts: the left part contains 8 triangle, the middle 5 and right 3. Initially the left part is full (8 blue triangles) and the middle and right part is empty (no blue triangles). Your task (like what Nancy says to herself) is to get four parts of water (= four blue triangle) in the left or middle part of the panel. Moving the water can be done by clicking the knob. Here is how it's done: Move Result of the Move Left Middle Right Initially 8 - - Left to middle 3 5 - Middle to right 3 2 3 Right to Left 6 2 - Middle to right 6 - 2 Left to middle 1 5 2 Middle to right 1 4 3 This will open the Water Panel and fill the Dry Well in the conservatory. To fill up the well, you must solve the Water Panel in the Secret Passage (see above). Go back to conservatory and pick up the water hose in the well. The screen will automatically move to the tiles above the well which depicts a frog on the right side and a princes on the left. This scene (like what Nancy says) matches the children story book found in the fireplace in Brigitte'a Room. You task is to splash the water from the hose to the tile in front of the frog one by one. After you splash a tile, either a lilypod or a crocodile will appear. If the crocodile appear, the frog will return to the initial position but if the (yellow) lilypod appears, the frog will jump onto it and get closer to the princess. Do this one by one until the frog reaches the princess. After the frog reaches the princess, one of the three stone frogs on the well will turn round and vomit the Knight's Head. Pick it up, it is for opening the Headless Knight column in the Hall. (This Headless Knight is Mars, god of War). ---+++--- 10. THE MOVING ROOM AND THE DEVILS The Moving Rooms is located in the door right after the Triangle Panel. The moving rooms can be divided into several parts: - the entrance room (marked by a sign of triangle in the Green Stone map. This Greenstone can be acquired only after one reaches the middle point of Moving Rooms) - the moving block (let's call it the Mercurius block, since it bears Mercury's alchemical sign, a "horned" circle). This block moves around the perimeter of the eight rotating blocks - the eight rotating blocks. So-called because it rotates 90 degrees everytime the player open and close ANY door within the Moving Room area. - the mid-block. Located in the middle of the 8 rotating blocks. This block contains the Green Stone which serves as map. - two "devil" blocks. These blocks does not rotate nor moves, but contains deadly trap. - the "landing" room (marked by symbol of angel in the Green Stone map), which leads to the Alchemy Panel. So the map will look like this: The Angel (Landing) 3 Rotating Rotating Rotating Block A Block B Block C Devil Rotating Mid Rotating Devil Block1 4 Block D Block Block E 2 Block2 Rotating Rotating Rotating Block F Block G Block H 1 (initial position of Mercury block) The Entrance 1, 2, 3, 4 = the resting points of the Mercury block. Everytime the rotating block rotates, the Mercury block will move clockwise to the next resting point. The initial position of the Mercury block is near the entrance (in 1). The rotating blocks and the Mercury have two doors each, but the Devil blocks have only entrance door and no way out. (Entering devil blocks means doom for Nancy). The problem is that you don't have the map when first entering the moving rooms. Fortunately the movement of the blocks can be predicted. So let's start: Open the big eyed door and step inside. You are now inside The Entrance. Then continue walking and enter the door in front of you (marked by Mercurius' alchemical sign, the "horned circle"). You are now in the Mercury block. So far nothing happens: the rooms do not move yet. But remember: from this point onward, everytime you open and close any of the doors of eight rotating block (except the doors to the two lethal Devil Blocks), the eight blocks will rotate 90 degrees clockwise and the Mercury block will move clockwise to the next resting point (that is from 1 to 2, or from 2 to 3, and so on: see map above). Your first task is to reach the mid-block, to collect the Green Stone which bears the map of the Moving Rooms. This stone, when viewed, can indicate your position (with a red dot). Here are the steps: 1. Let's assume that you are already inside the Mercury block. Open the door in front of you, then enter. You are now inside rotating block G. After you step inside Rotating Block G, the door will close behind you, and the block G in which you are now, will move 90 degrees clockwise, facing to the right (to the direction of Devil block 2). So if you continue by walking ahead to the next room, like I did the first time, you will not be in the mid-point, but will be in rotating block H instead. 2. What you need to do now is to move the rotating blocks (which is triggered by the opening and closing of doors) by opening the door in front of you, then turn around WITHOUT exiting Rotating Block G. In this way, you turn your body 180 degrees and face to the direction of Devil block 1. But more: the door will close behind you and trigger the 90 degrees rotation. So your turning movement plus the movement of Rotating Block G will result in a 180+90 degrees rotation: now you are facing to the direction of the Angel. This means that the door in front of you will lead straight to the Mid Block. Open the door in front of you and enter. Now you are in the Mid Block. If your movements have been correct, you will see a basin in front of you. Inside the basin, you see the Green Stone. This Green Stone serves as map (by viewing it) indicating your position inside the Moving Room (red dot indicates your position). Take the Green Stone in the basin in the middle of the room. After taking the stone map, don't move yet, but follow the next instructions to get out of the Moving Rooms. 3. Now your task is to reach The Landing. Since now you have the Green Stone map, check it repeatedly everytime you make a move, in order to know the position of the Mercury block and the direction of the rotating block in which you are in. But you must also remember precisely to which direction you are facing, otherwise you will end up in the nextdoor Rotating Block, or even worse, in the Devil block (which means death for Nancy). Now you are in the Mid Block. Open the door in front of you but you cannot step inside yet since the way is blocked by a wall (This occurs because when you leave Rotating Block G, all Rotating Blocks move 90 degrees clockwise, including Rotating Block B in front of you). Do not enter, just turn back (180 degrees). This will cause the Rotating Blocks to rotate. Turn your body (I mean Nancy's) 180 degrees again so you now face the same direction as before and open (again) the door in front of you. This time, the way is clear and you can step into the room (into Rotating Block B) and leave the mid-block. 4. Now you are inside Rotating Block B (see map above). When you leave the Mid Block, the Rotating Blocks turn 90 degrees. So, if you step directly into the next room, you will end up in Rotating Block C and will be nowhere near the exit. What you need to do to get out is this: Open the door in front of you, but do not enter. Turn yourself around (180 degrees). The Rotating Block B will rotate too as a result of the opening and closing of doors. So your total rotation is 180 + 90 degrees from your initial position, making you face the direction of The Angel. Then open the door in front of you. Step inside. Now you're in the Mercury block (check the stone map to confirm this. Mercury Block will be in position 3 after your moves so far). Then open the door in front of you. Step inside. You should be in The Landing by now. In front of you, there's a big eyed door. Clicking on the eye will open the Alchemy Panel. To go back to the Manor, you do not need to enter any of the rotating block at all. When you leave the Moving Room, the Mercury Block is in C (see map). When you get back, the Mercury Block does not move and still in position C. Enter the Mercury block. Open the door in front of you, then turn around. The Mercury block will move to the next resting point (to D), facing the Devil block. And you are facing Devil block, too. Because opening and closing the Devil Block will not trigger the rotation, so you need to turn around to face the other door and open the door in front of you without entering (by turning back 180 degrees). After you do this, Mercury block will slide to the next resting point (position A, near The Entrance). Then open the door in front of you and step inside. You are now out of the Moving Rooms and inside The Entrance. This method can be used to travel the other way around. To make sure where you are, check the Green Stone. ---+++--- 11. THE ALCHEMY PANEL To reach the Alchemy Panel, pass through the Triangle Panel and go straight to the door in front of you. This leads to the Moving Rooms and after landing safely on the other side, you'll see another door with another big eye on it. Click on the big eye and the Alchemy Panel will appear on screen. When seeing this panel for the first time, Nancy cannot do anything. Click on the symbol of a snake biting its own tail (ouroboros, symbol of endless regeneration and immortality) to trigger the question. Go back to the library to ask Nigel Mookerjee about the symbol. Then search the Web with your cell phone. The information on the signs of chemical substances and compounds and their reactions should be available in the cell phone by then. Your task is to click on the symbols on the left to achieve the substance which is indicated by the symbol on the lower right. Click the symbol "kettle" when you finish with the substance. The symbols on the left side of the panel can be translated into words as follows: Distillation Sal Ammoniac Letharge Vinegar Cinnabar Nitre Fire Air Sulphur Vitriol Spirit of Salt Quicklime The first sign that needs to be solved when you first open the panel (a sort of amalgam of V and F) is aqua fortis. To make it press: vitriol, nitre, kettle. The second sign (a sort of amalgam of V and R) is aqua regia. Press: vitriol, nitre, spirit of salt (three times), kettle. The third sign that appears on the lower right is Mercury. Press: cinnabar, fire, kettle. The fourth is distilled vinegar ("plus" sign with dots). Press: vinegar, distillation, kettle. The fifth and the last is liquor hepatis. Press: sulphur, lime, distillation, sal ammoniac, kettle. The door will open, leading the way to the Secret Lab of the Penvellyns. ---+++--- 12. ACTIVATING THE FORGE: AEOLUS AND THE FOUR WINDS - THE SIX COLUMNS - THE GARGOYLE AND THE WAND In the secret lab, there is a forge. Your task is to activate this forge. According to a letter found in the lab, the forge must receive the four elements (air, water, fire, earth) before it lights up. To activate the air element, you must win the game Aeolus Catching the Four Winds in the wall of the secret lab. The wind that blows to the right and below can be easily caught, but the remaining two (that blows to the left and up) is very difficult to get. IMPORTANT NOTE: do not attempt to capture these two strong winds, just move Aeolus to the safe positions (so that he will not be swept by the wind into the thorny brambles) and move near them (but NEVER jump directly on them) until the winds make the false move, that is they will move into the position of Aeolus and got caught by themselves. After winning this game, Nancy will say that the wind has aired the forge. Next, you must activate the water element. First you must activate the Water Panel (see above). Then open the six columns in the Hall using by the pieces which has been mentioned above: Moon Piece - Sun and Moon column Lightning Piece - Jupiter column Time Piece - Tempus Fugit column Mercury wand - Mercury column Arrowhead - Omnia Vincit Amor column Knight's Head - Headless Knight column. Go to the middle of the Hall, and arrange the pipes inside the columns in the following way (seen from the mid point of the hall): Omnia Vincit Amor Sun and Moon Mercury 000 oooo 0 oooo 0 oooooooooooo 0 0 0 Turn round and face the Jupiter column, then arrange the remaining pipes in the following way: Headless Knight Jupiter Tempus Fugit oooo oooo 0 oooooooooooo 0 0 00 0 00 If the combination is right, Nancy will exclaim something to that effect. After activating the water element, next you must activate the fire element. This is done by placing the Mercury's Wand in your inventory on top of the Red-Eyed Gargoyle near Linda's room. After the eyes light up (brighter than usual), go quickly to the gargoyle in Edward Room, do the same thing. Then turn around, click on the right beam of the shelf with china on it, slide down to the Hall, turn left and ... voila! There you will find Ethel Bossiny giving Nancy a warning. Don't be discouraged, it's part of the story. Repeat what you have done to the two gargoyles: after landing on the Hall, turn left and do the same to the third gargoyle, then hurry to the "drain" in middle of the room (into which Jane and Ethel has poured some oil) and click on it. If you do it quick enough, smoke will rise from the drain. It's the signal that fire element has been activated. TO MAKE THIS WORK, THE PIPES IN THE COLUMNS SHOULD BE ARRANGED PROPERLY FIRST. The activation of earth element the final step. The "earth" element here is the Great Key below. 13. THE GREAT KEY After the elements of fire, water and air have been activated, the next task is to forge a key in the forge in the secret lab. So what is meant by "earth" here is the metal, which is mined from the earth. Go back to the secret lab. In the lab, there's a sort of board with holes resembling "plus" sign on it. This board serves as mold to cast the key. Pick it up and bring it to the Hall. These holes must be opened or closed in certain order. The clue can be found in the book MUTUS LIBER in Jane's room. In the book, you can find a drawing showing a board consisting of twelve cells (4 x 3), each with a symbol in it. Translated into words, the drawing is like what follows: Book Lion Five-pointed Dragon Star Water Letter T Pegasus Mouth Drop Falling Bridge Wind King Star (Rainbow) Direction Pointing All of these signs can be found in the coat-of-arms in the Hall. Symbol Can be found in the coat-of-arms having the Motto: Book "timendi causa ..." Water Drop "vinctum invideo ..." Falling Star "in hoc signo" Lion "audaces ..." Letter T "age pro viribus ..." Bridge/Rainbow "minima maxima sunt" Five-Pointed Star "ludi sine gaudio ..." Pegasus "pulchritudo ..." Wind Direction (cannot be found in the hall, must be taken from Corbin's coat-of-arms in your inventory. Corbin is the white haired man whose coat-of-arms is missing) Dragon "purgamentum exit" Mouth "per aures ad animam" King Pointing "Bis vivat ..." The required signs can be found at both ends of the banner in each coat-of-arms. For instance, the upper right corner of the illustration in MUTUS LIBER is occupied by a coiling dragon. This dragon can be found in one of the coat-of-arms in the Hall (the one with "Purgamentum Exit" on its banner). Check both ends of the banner in "Purgamentum Exit", you will find the sign "|". Therefore, for the upper right corner of the board, you should depress the middle bar (making it open) and let the other two shorter horizontal bars (making it remain closed). The resulting combination of the board is: + |- + | | -| | -| + |- -- -| After pressing the mould board in the right combination, it's time to go back to the secret lab. If you have activated the air, water and fire element, the forge should be burning by now. Click on the container above the fire, and the piece of metal on the container (representing the "liquid earth element" which is mentioned in one of the letters in the secret lab) will melt. Click it once again and the liquid metal will pour into the board, resulting in a kind of flat plate with protrusions on its surface. This is the Great Key. If the combination is right, Nancy will say something about it. If not, she will be silent. Put the key into the big keyhole (hexagonal shape) in the secret lab and see what happens. ---+++--- 14. RESCUING JANE To rescue Jane, go to the Aeolus game, click on the blue button, and move Aelous to the leftmost position on the board. The big statue will move and lift up the trap, rescuing Jane, and avoiding bad ending. ---+++--- 15. THE SECOND CARNIVOROUS PLANT IN THE CONSERVATORY In the place where Mrs. Drake works, there's another smaller carnivorous plant (the first is the big one which can swallow Nancy). Below it, there's a letter that cannot be read because everytime you try to read it, the plant will bite Nancy. You can only access this plant at night, when Mrs. Drake is asleep. Order "Pinky and Perky" from the telephone in Brigitte Room. Stay clear from the upper story for a moment (to let the food be delivered by the mysterius Cockney cook). Go back to the room, eat the food. If you have tried to touch the carnivorous plant before, Nancy will keep a piece of turkey in the inventory. Wait until night, go to the conservatory then feed the carnivorous plant with meat at night, and it will be tame and you can safely read the letter. ---+++--- Questions that might intrigue you : 1. What's the relation between the pictures in MUTUS LIBER with the puzzles in Blackmoor Manor? (except of course, the penultimate page which provide a clue for the Great Key). 2. Can you find the blinking monster? Have fun!