I think this is a fairly difficult test. You are still inside Nigel's Computer. Read his notes. Exit the laptop, and take the paper he left for you, depicting Corbin's coat-of-arms. It is the solution to opening the passage guarded by the gargoyle. You can always re-enter his computer any time he is not in the Library. Exit the Library. You witness a strange ritual conducted by Ethel and Jane.
They chant "No key without toil, no fire without oil. Time for bed. Set the alarm for something like 9 a. You can overhear the lessons, with Jane being a tad precocious. If you have not tried the automaton game in the Main Hall and found it disabled, do it now.
Go to the conservatory and talk with Mrs. She has the crank to the machine, and will return it to you if you solve the problem she has with her little plants.
There are many solutions; here is one:. She will have gone to look for the crank when you finish; you will need to depart and return to get it. Look to the right, beyond where she was standing. You will see a document on the small table. Unfortunately, it is guarded by a carnivorous plant. It won't eat one of Loulou's cakes, but it's carnivorous, remember? If you get something from the kitchen that has meat on the menu, Nancy can take some of the meat with her, and tame the plant.
Now the document is available. Thanks Angi, for the tip! Use the crank to activate the automaton game in the Main Hall. The game won't start until you select the correct five symbols, and in the correct sequence. Melpomene 2. Erato 3. Terpsichore 4. Euterpe 5. Thalia - Then press the red button to begin. She wagers the Venus Key.
Play the game to get the key. Before you can go into that other secret passage, you will shudder need to win another glow-stick. Go see Jane and play that dratted game again. While you are there, ask Jane about the ritual you observed. Seems like Jane finds it easy to be untruthful.
Okay, time to explore that other passage. Go to the Gargoyle in the hall, and refresh your memory as to the method of turning it:. Start at the top. See the two comets? Enter the passage. Two or three steps in, explore with the glow stick, and find a large Scarab carving on the right. Look at it closely, and it turns out to be a peephole into Linda's room! Her hand is all hairy. Continue down the stairs. You find a door locked with a Runes Puzzle. Remember whose corridor this was? You need to spell out the name "Elinor" in the runes.
Refer to your notes, or refresh your memory by going to Jane's bedroom and review the sheet of Runes, or Click Here for the solution. Open the Runes door and continue to the bottom. At the bottom, find the other side of the triangles Fire Symbol puzzle.
Turn them all upright. Unfortunately, this seems to rotate some of the ones on the back side of the door, making it necessary to climb up to the hallway, go into the East Hall, turn the dragon's hands, and return to the bottom of the original passage. Fix the triangles again, and the door unlocks. Finally you have a permanent source of light. It almost looks like a bird bath, if you collect the item from the center of it, its a map of the revolving rooms, and you are shown on it as a red dot.
It shows you when the path is clear to get to wherever you need to go. The 2 devil pictures are the traps, the triangle is the way back to the tunnels to get out, and the Angel symbol is the way to the alchemy lab.
You can wander through the maze and check the map device in your inventory each time you change rooms, or make them rotate without entering. The red dot you is updated each time the rooms turn. This is what the maze map looks like when you first find it. What it doesn't show are all the potential symbols. The Moon room is obviously the center of the maze, since that's where you are standing when you find this thing.
The Angel is the alchemy room, where you want to go. The Mercury symbol is the room that connects to the outside. The first door you come to has the Mars symbol on it. Close the door by clicking on either the far right or far left edge. It rotates. Now turn around. You should see the Mercury door on the far side of the room. Open the Mercury door and enter the room. You find another puzzle-lock on the next door. The symbols are from the science of Alchemy.
Important: Click on the circular snake symbol at the top-center of the puzzle. You will need to enable this puzzle by talking to Nigel and learning about Alchemy from the Web. Go to the Library, ask Nigel about the snake Ouroboros; actually Ouroboros, then browse the web to get the meaning of the symbols.
To exit efficiently, use the same process. Turn around and exit through the Mercury door into the passage. If you find yourself in another room instead, it's easier to revert to a saved game than to negotiate the maze. It's possible to get hopelessly lost in the rotating rooms. Ask me how I know! You need to return downstairs to the Alchemy puzzle. The symbol at the lower right suggests that you are to create some Aqua Fortis. The button and the empty squares above that suggest that this is the first of five recipes you will need to accomplish.
The twelve buttons on the left are the ingredients to be chosen, and the cauldron at the bottom center is where they will be mixed together. Use the cell phone to learn the symbols and formulae.
If you aren't into solving it yourself, click here to see the solutions. You have entered the Alchemy Laboratory. Straight ahead is the Forge. You will eventually get it going by providing Air, Water, and Oil. That comes later. To the left are some pieces of lab equipment, and to the right is a work-table. Go to the table. You can see two documents, one on the left is a page from a journal, and on the right is a letter from Penelope Penvellyn.
Read them both. Between the documents are two books. The book in front describes Aeolus, the god of winds. Read how he captures the four winds. Especially read how he is strong, and can lift heavy things. Keep that in mind for much later. Important : Find and read the book behind the first one. It is dark in the lab, and it would be easy to miss seeing that book.
Read the clues: There is a key hidden in the Singing Stairs. Also a devious lock will restore water to the well. Thomas Mercury's Wand can be released by moving the hands that protect the house. Elinor Tame the Master Gargoyle and his two companions with the wand; and apply the wand to the depository C. Brigitte A passage hides its key behind a target Edward Help the frog cross the pond John The computer will help find the Saturn Key, and the clue to cutting through the rotating rooms.
Finally, there is another scrap of a document on the shelf above the table. You can examine the Forge if you like: "Looks like a Forge; Looks like a chunk of metal; Looks like some kind of ancient mold. If you looked at the mold, it went into your inventory. Keep it; it's for the very end of the game.
To the left of the Forge is a work area. Find the scrap of paper on the grindstone, and another set of two papers and a book on the little table. Important: Look at the second paper, hidden behind the first one. It contains a clue to the Mercury Statue's controls. Did you see Aeolus, the big metal dude in the opposite corner? From the work area, turn further left.
See the keyhole in the wall, then the niche containing the Aeolus Puzzle. Press the blue button to begin the challenge. The object is to maneuver Aeolus in such a way as to capture each of the four winds, and avoid either stepping into a pit, or being blown into a pit by one of the winds.
The direction arrows let you move either one space or two. Nancy may comment that "Some winds are stronger than others. You should plan on getting to the top row, and capture the North Wind from above. Try to remain in the second and fourth columns, so the South Wind can't blow you into a pit.
Go for the East and West Winds, saving the South for last. You will be able to come down the fourth row, using one and two-step moves, until you can get onto the bottom row, making the South Wind available for capture.
Catching all four winds will supply air to the Forge. Exit the Lab. Remember: Mars Door twice, then turn around and exit via the Mercury door. Immediately go left, and ahead to find the lock to the Well Room. You are trying to create a group of four. Use the yellow buttons to select and transfer the units of water between panels. Call the 8-unit panel "1", the middle panel "2" and the 3-unit panel "3".
Click on them in this order:. Water is not only supplied to the Forge, but guess what? Also to the frog-pond in the Conservatory. Go back to the entrance of the Rotating rooms, and standing with your back to the door, go forward once. You should find a place where you can go either left or right. Go right. This takes you up toward the Upper Hall. Partway up, find a landing where you can either go right to a rising staircase, or straight ahead to a new doorway.
Go that way, to find the puzzle that controls the Mercury Statue. Looks like gloves from a suit of armor.
Try the pink crystalline button at the center. It should be extended glowing not pushed in dark. Then click on the index finger of the right hand. That's the hand at the left side of the screen. You should hear Nigel say something. Then click on the middle finger of the left hand. The hand at the right side of the screen. Nigel screams. The Mercury statue has rotated. Continue up the stairs, and exit into the hallway. The cell phone may ring, and it's Ned. Talk with him about everything.
He suggests the coats-of-arms images and symbols are important clues. Let's go to the Library and check out the Mercury Statue. Sure enough, it has turned. Now you can take the Mercury Wand from his grasp. That's the third key; three more to go. Did we refuse to play the Ghost Hunt with Alan's computer before?
Maybe this is a good time to do that. Open the old computer again the password is purgamentum and accept the offer to play the game. Whoops, if it's not after midnight, the ghosts won't appear. How about going to the Conservatory instead. I suggest the route shown here, to get the Frog to the Princess. You may get ambushed by an alligator, and you may not, but keep trying this path, and it will work.
Go upstairs, into the upper hall. Find the staircase between Jane's room and your room. As you climb, each step makes a unique sound. 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.
It is for opening the "Omnia Vincit Amor" column in the Hall. This "noise" corresponds to the sound produced by pulling the levers on top of the stair. Pull the lever according to the sequence. 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. 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.
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. 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.
It is for opening the Jupiter column in the Hall. 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. 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. 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. 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. Number twelve is near the door.
Number thirteen is on top of the levers. If you do not capture the thirteen ghost, this secret door cannot be opened. 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.
It is for opening the "Tempus Fugit" column in the Hall. Actually, Greek Myth represents Chronos, Uranus' father as the Father of Time, but I guess even game writer can have their poetic licence.
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. 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. 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.
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. 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. 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. 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.
The control is at the right panel. Press the blue button to start the game and you warrior move to the center. The blue button also resets the game during gameplay. Use the 4 direction arrows to move to one square or 2 squares during your turn.
The game field is the left panel. Note the warrior like the one by the door at bottom. The 4 pictures show the 4 winds. The black squares are traps - so don't go there or you lose. The 4 winds can blow you to the trap, so watch out where you land. The north wind can blow you down, the east wind to the left, the west wind to the right and the south wind to go up.
My strategy was not to be blown to the far left squares and to stay on squares that the target wind cannot blow me away. Keep moving until the target wind is within 1 or 2 non-black square - then land on that target wind. Take the east wind first so there is no wind to blow you to the far left squares. Nancy will say - It sounds like air is going to the forge when the game is won. Thomas' well lock: Study the map on the ancestors' journal and see that the well lock is just outside the moving rooms.
Exit the forge. Open and close the Mars door twice without going in. Turn around and exit through the Mercury door. Immediately, turn left and forward to go to the well lock door with the familiar eye. Click on handle to enter the bottom of the well. Take the crumpled paper about and Uncle Roger's the one with the toupee item for Jane's guinea pig on the floor.
Back up to go out of the well and do the door puzzle. Well lock door puzzle: The object of the puzzle is to make 4 triangles in one compartment. Move the triangles by clicking on the button under the source compartment and the click the button under the receiving compartment.
Press 8 triangles button to 3 triangles button, 8 to 5, 3 to 8, 5 to 3, 5 to 8, 3 to 5, 8 to 3, 3 to 5, 5 to 8, 3 to 5, 8 to 3. The well fills with water. Back up and go right or left east or west exit. Go back up and out to the second floor hallway.
Cell phone rings. Talk to Ned. Talk to Linda in her room. John's puzzle: Go to the Conservatory. See that the pond is now filled with water after doing Thomas' well lock door puzzle and the frogs are merrily shooting out water.
Drake if she's working by the potting table. Water pond puzzle: Based on John's story of Grenny read in Nancy's room, move the frog from one end to join the princess while keeping away from crocodile senior mode only.
To guide Grenny, click using the sprayer cursor on the tile in front of Grenny. Take the key from the frog's mouth. This is the helmet of the armored body on the first right column by the stairs. This is the Mars column based on the picture on Mutus Liber. Go to Jane's door. Look at the tiles around Jane's door. Remember what Nigel and Charles said about the tapestry and the markings on the door.
Try the key from the stairs that sing puzzle as clued in by Thomas on the keyhole under the red button. Use the butter from Nancy's dinner on the keyhole - to loosen things up in there. Now use key taken from stairs puzzle on keyhole. See a wood stand slide out. Click on wood stand to reach the tiles. The object of the puzzle is to arrange the tiles in the order stated by the tapestry inside. Moon, Sun, hands - up, right, down to join with angel. Jester, angel - left, up, right to join with Father Time.
Jester, Angel - right, down to Father Time. Take the lightning bolt from the secret compartment. This is the lightning bolt held by Jupiter on the Jupiter column. Edward's target slide: Go to the hallway on the main floor and take the cricket ball of the trophy. Go to the dragon room and using the prize clue after winning the 13 ghost hunt - When you are facing the GREEN dragon, look to the left and pull below the vase with the tree. As you step through the door and see the dragon, turn left and click on the leaf like knob with the cloth.
If this is your first time to slide down, Ethel will be waiting for you with some hard scolding. Go back to the green dragon room.
Target puzzle: Using the cricket ball, hit the target as you slide down. Do a practice run to see where the target is located. You will come out of the coat of arms of Penny with her playful companion. Turn left and oops! Ethel gives a stern, a very stern scolding. Go back to the dragon room and do the slide again. Take the cricket ball from inventory to get it ready to throw.
Position the ball-cursor at position slightly above the target by the slide. Determine this in test runs. I marked my monitored with an X. Do not move the ball cursor. Click to start down the slide. Just before the target is seen at center of the monitor, click the ball. Once the target is hit, pick up the clock key for the Saturn-Tempus Fugit column.
Elinor's statue puzzle: Elinor wrote about Mercury and the hands that move. Go to the peephole at the West Hall secret passage. Click on gargoyle 2xs right arrow, 1 left arrow, 1 right arrow, 2xs left arrow and 1 right arrow to open the secret passage. Go forward and left of the now opened door. Go down 2 levels, turn right and forward to door. Open the door and see the knight statue holding a sword. Look close and press the nose to open the peephole. Look through the peephole and see the Mercury statue in the library.
Hear Nigel typing. The drawing at the alchemy laboratory showed what to do. The statue has to be turned to face north. Pull back and look down at the metal fingers. The central jewel should not be pressed in or it will stop the movement of Mercury.
Click on the statue's right index and hear Nigel say the statue is moving. Click on statue's left middle finger and now Nigel screams. Go now to the library and take the wand from Mercury's hand. Cloaked lady: This event can be seen earlier or later. Oh No! It's AM, go out of the room and see the lady in black in the hallway. Follow automatically and stop by Linda's room. Flip the switch and see the eyes light up.
Pick up the ' red eyes'. Linda must be sleeping. Do not knock a second time or you will be fired! But try and see what happens and do the second chance! It is best to go back to bed. Set the alarm to wake up at 2 PM. Brigitte's box puzzle: Go to Nancy's room. Time to open the box. Clues - Based on the song sang by Jane, Brigitte's favorite time is midnight of the longest time of the year.
From the web search, find out that Bruma, winter solstice is the longest night of the year. Look at the star chart and click on the right blue circle until the Bruma star chart is seen. Note that Pisces is on west, Draco is on the north, Leo on the east, Lepus is at the south and Lynx is at the center.
Look at Brigitte's coat of arms above the fireplace. Note the colors and placement of the moons at each cardinal point: north - red full moon, east - red waning gibbous moon, south - green half moon, west - blue waxing gibbous moon and center is black new moon.
Box - Click on box and open any side. See colors at the center depicting the moon. The slider changes the colors and the top left button adjusts the cover of the moon. Click open the Lynx side of the box. Click to open. Click top left button to cover the moon. Click on Draco dragon side of box.
Click top left button to uncover the whole moon. Pull down the slider to get a full red moon. Click on Leo side of box. Click top left button to cover the right fourth of the moon. Pull slider down to change the color to red. Turn the box and click on Lepus rabbit side of the box.
Click top left button to cover the left half of the circle. Pull slider down to change the color to green. Click on Pisces side of the box. Click top left button to cover the left fourth of the moon. Pull the slider down to change the color to blue.
A compartment opens. Take the drawing and see that it is a lens of a telescope that sits on a tripod. Take the lens. Brigitte's moon column puzzle: Go to the window seat right of the suitcase. Insert the lens on the hole under the moon at the base of the window seat. Turn the lens. A Zodiac panel is seen. The object of the puzzle is to press the green button of the Zodiac in the correct order. Do a web search. See the panel recede. Take the full moon key. Back out and the lens automatically goes in inventory.
Depending on the time - go out the hallway and hear Mrs. Drake talking to Linda. She placed something on the door. Look close and see it's a charm. Linda's room: Look at the raw meat on the table. Leave the room, she won't talk to you. Jane's room: Look at the mirror of the dresser and read the back of the Rome postcard. Jane's mother is in Italy. Talk to Jane about the message, telescope and red eyes. Jigsaw puzzle - Play the Puzzle game.
In senior mode, right click to turn the pieces. After winning the puzzle game, go somewhere else maybe see if Linda will talk to you and then back to Nancy's room since Jane has to place the telescope back later.
Conservatory: Talk to Mrs. Drake about the charm. In Nancy's room, look through the telescope and see it focused on the Sun God mural. Insert the lens, look through the telescope and see new pictures that are numbered.
Move the lens around and see 5 Muses that are numbered We saw those muses at Betty's card game. Let's go there. Click on Betty to play. She stopped working. Look at base of card stand and click on hole. Seedling puzzle: Talk to Mrs. She'll look for the crank while you arrange the seedlings to fit in the box. The object of the puzzle is to fit all the seedlings in the box. Click to take the seedlings and place it on the box.
Right click to rotate the seedlings. When done, leave the conservatory and then come back. Drake will be back. Talk to her again about Hugh and Jane's mother. She gives the crank. Betty's card puzzle: Brigitte wrote - Select each muse in order and Betty will wager Penny's key.
Use the crank on the hole at base of the card booth. Click on the cards to start the game. Unlike any other regular game with Betty, give Betty the code to play for Penny's key. Click on the 5 muses in the order seen in the mural through the lens: 1. Melponeme, 2. Erato, 3. Terpischore, 4. Euterpe and 5. Press red button. Betty then places the arrowhead as wager. The object of the game is similar to Jane's matching game.
Complete more 3-identical cards than your opponent, Betty. The right stack above is the main stack of cards ready to be dealt and the left stack is Betty's. Your dealt cards are open on the table. Remember her cards that she opens up in her left stack.
Click on any of your open cards to see if Betty has it in her hidden stack. If you click on your card that has a match with hers, you will take those cards from her hidden stack and it is shown on the table's open cards.
During her turn she will try to match what you have. Every turn continues as long as there is a matched card done. If not match is done, it will be the opponent's turn.
Get 3 matching cards and the green light will show above. Take the arrowhead for the Venus -cupid column from the cup at the base of the card booth. Library: Talk to Nigel and he will say goodbye. This manor is haunted. Preparing the forge. Unblock the oil flow to the forge: Time to see where all these ancestors' keys fit. Also, remember what Penny wrote - The knights block the passage of the oil to the forge. Insert keys on the columns and a knight holding a shield is seen.
Turn the pipes on the shield to make a continuous pipe line surrounding the center of the Great Hall. The clue to this is seen in Jane's Mutus Liber book. Mars column - Insert the helmet key on headless knight closest right of the stairs and arrange the pipe to make an angle facing the center of the hall. Jupiter column middle right of stairs: Insert the lightning bolt on Jupiter's hand and arrange the pipe to make a T.
Saturn -Tempus Fugit column: Insert the clock and arrange the pipe to make an angle facing the center of the hall. Mercury column: Insert the rod and arrange the pipe to make an angle facing the center of the hall. Moon column: Insert the full moon and arrange the pipe with the wide end sticking up - inverted T. Venus - Cupid column: Insert the arrowhead and arrange the pipe to make an angle facing the center of the hall.
Light the forge: Based on Corbin Penvellyn's statement in the journal, there are 3 gargoyles and to touch Mercury's wand to the master gargoyle, 2 others and to the depository of the forge's fuel. Timed Gargoyle run: The object of the puzzle is to activate the 3 gargoyles with the mercury wand in time to light the oil in the hole at center of the Great Hall.
Penelope Penvellyn made reference to lighting the athanor using earth in liquid form, air, water and fire. See the graphic above of the page from Mutus Liber book. The center has the earth sign oil. The air was through the wind puzzle of Penny's, water through the well puzzle of John and this should light the fire in the forge.
Go to the gargoyle beside the West Hall secret passage, left of Linda's room. Click the wand over the head of the gargoyle. See the eyes light up. As fast as you can, go to the gargoyle on right wall just inside the door of the room with the green dragon.
Click the wand on top of the gargoyle. Turn around and click the wand on the leaf like knob with the cloth. The entrance to the slide opens.
Back up twice until the center of the Great Hall. Something tells me I succeeded in lighting the forge. Making the last key.
It is time to work on that giant keyhole on the wall of the alchemy lab. Mold : The mold picked up at the forge has 12 crosses, the lines of which can be removed. The picture seen in Jane's Mutus Liber book shows 12 squares with different drawings on it. Look at all the coat of arms in the Great Hall. Notice that there are lines at the ends of the Latin motto. Corbin's coat of arms is in inventory given by Nigel. Correlate the coat of arms to the drawings in the mold and then to the lines found at the end of the coat of arms motto.
Take the mold from inventory. Based from the correlated lines from the coat of arms and the drawing from Jane's Mutus Liber, arrange the lines on the mold. Click on a bar to remove it and make a shape-line hole similar to the correlated Latin motto lines. The Penvellyn treasure. Alchemy lab: Enter either the east or west secret passage by the gargoyle.
Enter the moving rooms and click but do not enter twice on Mars door. Click on the handle or click on the snake on the puzzle panel. Forge: See the forge is lit and metal is melted in the hanging pot. With the arranged mold in inventory, click on molten metal in the pot. See the metal pour in the mold.
If the mold was done correctly, Nancy will say There that looks right. Take the key. Insert the key on the large keyhole on the wall by the wind puzzle. See the Penvellyn treasure on a pedestal. The culprit arrives to take it. Immediately back up. The culprit is trapped in an airless chamber. To save the culprit, go to the wind puzzle and move the giant warrior to the trap to save the culprit from harm. Hey, Sassy Detective! Congratulations on cracking the case! You've been awarded the title of Sleuthior Drewis for all-around sleuthing.
This document may not be distributed without express written permission of the author and the content may not be altered in any way. GameBoomers Walkthroughs and Solutions. The door opens. Enter the forge. Atlas - left, down. Father Time - left, up, right. Glasses - left, down.
Glasses, Atlas - up. Moon - down, left, down. Atlas - down. Geometer - up. Knight - up, left, up. Geometer, Sun - down. Hand - right, down, left. Father Time - right only. Sun - up. Geometer - up, left. Sun - down in place. Father Time - down. Jester - left. Father Time - up, left. Angel - down.
Glasses, knight - left in place. Hand - down only. Geometer - right, down. Hands - left in place.
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