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Nancy Drew: Curse of Black Moore House "

Nancy Drew: Curse of Black Moore House

By her charm

October 2004 from Magtro

Game play

Simply put, there are new games, games loading and save, games continuing, two chances, games settings, credit, support, more Nancy Drew, and games. Game-Options include speeches, music, effects, closed subtitles and self-made movement options. Support refers to mobile phones, notebooks, tool boxes, outputs, maintenance, road games, second chance, hints, and other information.

Game play is similar in Young mode and senior mode. In the young mode, the ruler gives hints, has a checklist what needs to make, and the game puzzles are simpler.

In the new game mode, the order of game operation and action is explained in the game option. In this IRG, the number of storage is unlimited, but only 32 slots are displayed when loading.

The host game is no n-linear, and you can play puzzles when a puzzle occurs or later.

Note: The series of actions in this passage is based on hints in the following dialog box. These hints can be executed first, but may be affected in the second half of this passage. If you have a character you haven't met yet, set a wak e-up clock near Nancy's bed on the day and find the character.

Nancy moves to the Blackmer House to visit Nancy's neighbor's daughter, Linda Penwellin. Linda, a newlywed man, has been overwhelmed since he moved to this mansion.

Nancy is taken to the Blackmer House. Someone whisper the name Nancy. Then the sound of knocking on the door rises, and the bright eyes are visible. Mrs. Drake welcomes Nancy and calls for your room in this room. Linda is not ready to meet Nancy yet. As Mrs. Drake speaks, she meets Nancy in the winter garden and settles in your room.

Nancy bedroom: Read the game magazine and get information. Use a mobile phone. The solid kit under the reference book depicts House, Ned and Petrov. Call Petrov for illness. Click on the Internet page and find all your messages. Use your mobile phone again, click the Internet and Internet browser, and execute the intelligence. Find facts related to magic and real estate blackmar.

Nancy's luggage is to the right of the fireplace and to the left of the chair by the window. Look closely at the moon pillar under the chair by the window. Look closely at the coat of arms above the fireplace. Turn left and examine the golden book (Granny and the Water Fairy, 1937, by John Penberlin) on the left side of the mantle. Read the book about a frog named Granny and the reddish key that the princess gave to the water fairy. Look at the note on one page. It has the signs of the four elements: water, earth, fire and air.

Look at the square box on the chair. We need more information here. Find the balls from the endless game on the bookshelf. On the wall to the left of the door is a fresco of Helios (Apollo) riding a flaming chariot drawn by four horses. On the table to the left of the bed are a phone (Chef and Hugh's) and an alarm clock. The lamp switch is near the lamp on the wall. There is a tripod by the window.

Behind the greenish star statue between the windows is a map of the Pleiades. Use your online search again and read the comments "Why does the night sky appear to move?" Learn about the solsticium and bloom for the solstices and the equinoxes for the equinoxes: For the autumn equinoxes, see Aequinoctium Vernum and Autumnalis. Click on the circle at the bottom left to view the star chart. Click on the blue circles and letters to view different star charts.

It's time to meet Mrs. Drake in the conservatory. Leave the room and look left to see the moon symbol framing the bedroom. At the end of the hallway is a beautiful stained glass window. Continue down the hallway and listen to the conversation between the girl and the lady through the corresponding door.

On the left is an alcove that can be reached by a ladder. Note: If you haven't solved the mystery yet, you won't meet Mrs. Drake in the observatory or Nigel in the library.

Meeting the characters

Jane's bedroom: Knock on the door to the right of the alcove where you hear the childish voice. Jane, Linda's stepdaughter, speaks. Look closely at the reddish button to the right of the door. You'll need a spring.

Don't keep Drake waiting, it's better to search the winter garden. Walk down the corridor and look closely at the gargoyle in the corner. As you turn the corner, you'll hear an angry woman's voice. Go down the stairs and turn left.

Greenhouse: Enter through the iron door in the left wall of the foyer and go down the iron stairs. Look around. Look closely at the plaque on top of the pedestal with the urn, which commemorates John Penberlin's outstanding achievements. Look closely at the drain, then look at the water tap of the empty fountain with the frog in it.

Turn left, move forward, turn right, you can see some of the pots with pots. (Note: If you choose a key on a noisy stairs, you can't meet ms. drake and have to wait until the end of the day or until the next day.) I know more about researcher Nigel Mukerji and Jane's teacher, Ecell Bossinni. Know that the loan ordered food from a local restaurant and pumped water from the well. She talks about the proper nutrition of Lula and Aum. Take a closer look at the table with a pot on the left. Letia Drake-Think carefully about allergies and know how it works.

Library: Exit the greenhouse, pass the main hall, and go to the door on the other side of the room. You may be able to meet Nigel or not. If you don't meet him, set an alarm to talk to him the next day. If you see it, talk to Nigel Mukeruji printing on a computer. Know more about the scandalous story and the House Penwerin. Eliner Penverine is a member of the clan who was judged by the witch. The chime rings on the ground. Learn more about the blackmer monster and portraits in the main hall. Take a closer look at the statues in front of the table and know how Elinoa has adopted. Go to the next room and check the book carefully. Nigel comments on the ancestor of Penwellin. Look closely at the desktop computer. Alan Penwerine understands the computer. He needs a password. Exit the library. Look at the browser of your mobile phone and find Blackmer Beast.

Lulu and Eastern Hall: Go up to the second floor and turn right, and when you follow the corridor, you will find a flower sign. When you go to the corner, you can hear the eerie sound. When you remove the bed cover, you can see the parrot inside the cage. I meet Lulu and talk. Lulu is a great source of information! Turn right and there is a door with a large gun. A key is required to open this door.

Linda's bedroom: Knock the door on the left side of the stairs. Log in and see the dark room. Looking around, there are tables with drape furniture, wall paintings, mirrors, mobile phones, and lotion. The curtains on the bed are drawn. Click the curtain to talk to Linda. Jane, the child of the door linda, who should never open, tries to enter Nancy, but she is refused. Leave the room.

Jane's room: Leave Linda's room, turn right, and talk to Jane when Jane's school time is over. Note: After late or after the library, Jane is sleeping at that time, so he has to wait for the opportunity until the next day. Jane is free after the graduation ceremony ending at 2:00 pm. When you enter the room and turn left, there is Jane in the bed.

Compliance gam e-she wants to play a game. The first game is a chance game using Bridget-Card (with a telescope drawn in a portrait). Jane wants to do better than he r-40 (young) or 25 (senior). The purpose of the puzzle is to rotate the open duplicate card until all cards open.

Open two cards at once. If you have a card that has already been seen with the card you have already seen, open the card immediately. Click both and leave it open. It is convenient to record the card on paper. This is not a scam.

After winning the first game, he talks to Jane and hears a black clothes woman who left notes in Linda's room. From that time on, Linda felt sick. Talk to her again and know that the black coat woman resembles Elinoa. Use a chest game to play a game with her or miss this dialog. Once again, talk to Jane about animals, treasures and passwords.

Game-skull and bones-games will give you a password from your computer when you defeat the skull and bones. You don't have to play this game to know your password. Look at the letters under the Arthur's emblem in the salon and find it yourself. Arthur is the second from the end (next to Hugh).

The goal of the Skull and Bones game is to collect three of the same types of cards. The displayed card is yours. Click on the card to ask if Jane has it. Remember the cards that Jane wants and ask when to get it. This is another card game training performed in the hall.

Sit on the window on the right side of the bed and see the paper. Click on the family tree of the Penwerin family and ask about all Jane's ancestors (red seal) -Opage 4. Jane knows his family. If she wants to relax, she can look around and start asking about her ancestors.

Look at the bookshelf and read "Introduction to Rune characters". Click and read "MONSTERS (Note: Likantropy)". "MONSTERS (NOTE: LIKANTROPY)" is a book from Jane from Nigel. Go to the small kitchen on the right side of the bookshelf. Here, Jane has a cake for Lulu.

See a picture of a real mother Jane, a opera singer in Paris, on the closet.

Mutus Liber - Grandpa Jane's book, donated by Ethel. This book has some very interesting pages. Note the tree and planetary symbols on the cover, and the four elements below them. One has six circles in the middle with planetary symbols and dragons. One has 12 drawings in the shape of a pen, and the right page shows how to put it in the fire.

Tapestry - Go around the corner and read the words of Charles Penveran on the tapestry.

Go through the door and turn right to Jane's table. Look at the Brady Armstrong poster on the wall, the picture of the guinea pig, and Jane's assignment for the month. Wow! Click your teeth! Play another game with Jane. She will ask you to choose one from the chest. Have a hard time deciding what to choose. I recommend the puzzles. You can play any game at any time. Leave the room.

Your cell phone rings as you walk across the hallway. Tell Linda's mother, Mrs. Petrov, everything.

Look around

Nancy's Room: Return to your room and use the phone to call the cook. Talk to Tommy and order your favorite dishes: Loop the Garlic, Vouge and Mash, Pinky and Parmy, Dog's Eye, etc. I recommend "Kick and Parks". Say "Good" to Uncle Fred and Johnny Rutter. Check the Internet with "Kokni", a rhyming slang word for mobile. Rutter is oil.

Call Hugh and find out about Linda, Mrs. Drake, her reservation for about six months, and Jane.

Alcove: Enter the alcove next to Nancy's Room.

Singing Staircase: Enter the alcove and climb the stairs. Each step plays a sound: damn, vup, waa, blan-din, vup, waa, bang, bang. At the top of the stairs is a panel of levers.

The levers with letters indicate the sound each step makes. A-Oop, B-Eyebrow, C-Blu-Din, D-Wye, E-Buck, F-Steaam, G-Tap-So.

Pull levers: b a d c a d e e.KeysFrom open compartment

Jane's Room: Try the key on the red button to the right of the door. Needs lube.

Great Hall: Go through the great staircase. Note the stairs at the back.

Doors-There's a door on the right wall that leads to the library, and two doors on either side of the stairs that lead to the hallway. The metal door to the Winter Garden is on the left wall.

Pillars - Look closely at the six pillars in the room. Standing with your back to the stairs, the "missing pieces" appear to be: a knight's head on the pillar closest to the stairs, something holding a god on the middle right pillar, a "Tempus Fugit" circle on the right pillar closer to the door, an arrowhead on the left pillar closest to the stairs, an absolute moon on the middle left pillar, and a Mercury relief saying "This needs something else."

Portraits - Look at the wall in the Great Hall and you'll see a portrait of your ancestor with a coat of arms underneath it. Look closely at the portrait of Alan to the right of the clock. Notice the words "I Purgamentum Exit I" below the coat of arms.

To the right of the door is Betty the card machine, and there is also a gargoyle on the left wall behind the Mercury pillar.

Key Hallway: Enter the door to the right of the clock. Turn left and look at Bridget Penberlin's cricket trophy. Go to the center of the hallway and read the note taped to the kitchen wall. Flames on the right?

Greenhouse: If Mr. Drake is nearby, talk to him about the kill, the book, and Alan. You will see a giant carnivorous plant with its back to a glass wall. Click on the carnivorous plant once. Don't click on it again - you'll get another chance.

When you're out on the street, search the internet for rhyming snake killers. You will find out that Rutter is actually oil.

Nancy's Room: Return to your room and eat the food Tommy ordered. Loop the Loop is soup. Pink and lively turkey. Eye of the Dog is pot pie. Johnny Rutter is oil. Take the oil(The sauce is tested on the keyhole in Jane's room, so you can only drink it afterwards). If you ordered "Pinky and Perky"TurkeyThe Venus Flytrap in the Greenhouse: If Mr. Drake is not there, keep walking around the table with the pots and you will see a message under the Venus Flytrap. This message seems to say that you need to feed it first. Feed Venus Flytrap's turkey from Pinky and Parky's food. Take itLetter from the Lawyer

Read the letter from the Lawyer.Library: Nigel disappeared. Look at his computer and click the file called "To Nigel. txt". bestseller? Read the note for details on the fragments of the lost cylinders and family history. Nigel mentions the pillars of Mercury in the salon and the statue of Mercury in the library. Mercury stands in front of the Nigel's desk and has a key in his hand. He also mentions that the cane is released when Mercury's face is facing the north and his eyes are turned north. Chapter 4 mentions that Charles and Jane's tapestry belong to the tile in front of her room. Learn more about card machines similar to Gofish and Betty, a game. Note the information about Edward's emblem. Play Finger Tips typing games for fun and practice.Go to your computer desktop and enter a slogan under Alan's portrait: I Purgamentum Exit I of Purgamentum. Press the entertainment button on the computer. 13 ghosts appear in quiet places such as corridors, winter gardens, and salons, from 0:00 am to 4:00 am. If you touch all 13 ghosts, you will receive prizes from Arthur. After midnight, solve 13 ghost puzzles, return later, or set the clock at 12:00 to catch the ghost.

Access 13 ghost hunt PC desktops. Enter the password "Purgamentum" or "I Purgamentum Exit I" and press the computer entertainment button. Click the "I am" button to start ghost hunt. Find 13 ghosts and click within the specified time.

Exit the library, enter the middle, turn right, and click on the ghosts (1) on the wall.

Гавый ков п, пойди ч войди. в с по пак па на (2). ва о о дв на к х (3). Раз и ион кон кора (иок). Раз п щ оо пакавой е б баш да, чобы попас в болой зал.

Болой за л-пов к ка пака оа о о (5). й оолоны (6). пов нало войди в сади.

Оа н-со по п ка па па па подсав р (7). Нова поднава зака сава оа о о дв (8). выйди о оран.

Подой д к к ка пака на лых пах лы (9). Подн по л.

Corridor 2nd Floor - Turn right, flow through the closed door with the coat of arms into the eastern hall, click on the ghost on the right wall (10). Turn around and go back to the hall in Mrs. Drake's room. Click on the ghost on the wall to the left of the visa in Mrs. Drake's room (11). Skip to Nancy's room and click on the ghost on Nancy's room door on the right (12). Go up the stairs while singing and click on the ghost on the lever (13).

That's it, 13 ghosts. Return to Arthur's computer in the library and enter the password. Congratulations! The prize is a hint: if you are in front of the greenish dragon, look left and reach for the voir with the tree. But if you are in front of the hat, follow it.

Corridor 2nd Floor: Search for the filthy fingerprint in front of Linda's room (you can see it later in the game). Talk to Lula and find out that the apartment complex wakes up at 6am. On your way to your room, search for the filthy fingerprint in front of Linda's room.

Nancy's Room: Set the clock to 14:00 (when Jane finishes her class). Click Alarm, set the time to 8:00, and click Set. Measured Night

Investigate the secret passage in the East Hall

You wake up at 15:00 and hear chanting. You walk down the street and hear smiling faces (gurgling). You look around and can't find anything. Go back to your room and set an alarm for each time you want to wake up. Try 6:00 AM.

Radier Jane: Listen to Jane sing her personal assignment at 6:00 AM - Bridget's favorite time of the year is midnight, the longest time of the year, or 8:00 AM.

Linda Chambers: Talk to Linda about the Woman in Black and the note. Click the curtain again and Linda will talk about the holiday, the curse, and something awakened that gave up passing. When Free Time appears, talk to Linda again to see if there is anything else she wants to talk about.

If nothing else, don't forget to talk to Mr. Drake or Linda or order lunch. Translate the alarm clock for 2 pm, bearing in mind that Jane finishes at 2 am.

Mount Jane: Talk to Jane about the passage. She will show you a passage that ends with a silly illustration she found while playing the bull game.

Game "Bull": The task of the game is to force your warrior to land on the space occupied by the enemy warrior and capture all enemy warriors. Click "throw" to admit the squares your warrior moves to. The points on the shell indicate the number of moves. Every shell without points is 5 moves. Each player has two throws. As a strategic trick, it is also possible to pass.

If you capture, Jane will say that the confidential passage is in the eastern hall. Jane's highlight

Green spring

From the closed doorLeave Jane's room and meet Jane's Ecell. Go to the eastern hall where Edward's emblem is listed on the Lulu door.Eastern hall: Use the green spring obtained from Jane on the door. Pay attention to the hints of "Ghost Hunting 13 prizes" on the left wall of the door (a vase with a tree) and the gargoyle on the right wall. There is a greenish dragon beyond that.

13 Hunting Hunting's Alan prize: 13 Hunting Hunting prizes Based on Happy Late victor y-When you find yourself in front of a green dragon, look left and reach out to a tree and veil When you enter the door and see the dragon, turn left and click the handle to make it look like a cloth and sheet. Enter the aisle, slide down the hill, see the target of the wall, and go over a huge hall to enter a huge hall.

Greenish dragon rebellion: The six nails are different from the top, left and right. Go back and see the huge weapon of Edward in the door. Also, remember what is written in Nigel's memo. In the upper left corner, the acousticist is drawn on the right, a castle and a zipper in the left center, heading down. On the right is a guard with a spear, a horse on the left, and a crown on the right is moving.

Return to the greenish dragon and move your nails to a specific target indicated by the numbers at the top:

Upper left-left, left middle-lower, lower left-lower. Upper Fair-upper Fair, Middle Fair-Left, Lower Fair-Right.

A passage appears. Enter there and understand that torches are basically needed.

Jane Mountain: Talk to Jane about Shomei Kakasatsu. If you win the petroglyph punch, it will give you a vivid pine.

Petroglyph Punch: You can run in lightweight or serious mode. Puzzle tasks are to create the minimum number of similar glyphs on the line. 3 In addition, similar glyphs stimulate more glasses and add more time. To transfer the glyph to another square, click the square and click the glyph you want to change next. If there is no glyph that can line up three similar glyphs, click the "Mix" button to get a new glyph. I wish you the best!

Recruitment

Radian Wand

If you winClassified athletes in the east hall: Ride three stairs and reach the lowest price. Hint: Match the cursor to the center of the computer screen and click every time the screen is displayed until the locked door is visible. Click on the eyes to display the word "barber" and parrot. Return to the wall to hit the wall. Click along the wall to enter the dragon room in the east hall.Lurou: Speak to the only parrot, Luru in the game. She wants a "magic word". Talking to Mrs. Drake in the greenhouse, she remembers that she should tell Lulu that she is a "very smart and beautiful bird."

Return to Lulu and convey magic words. On the other hand, Caper's words, that is, hill comes out. Go to the door of the eyes and write "Leech*" on the square. This has changed to "picture". Returning to Lulu, he says he wants to eat a cake this time. Prepare in Jane's room.

Cake Lulu: Find an article on the web on your mobile phone and read an article on "Healthy Meals for Aum". Go to the mini kitchen in Jane's room and prepare a cake.

Click on the pot and ask Jane to make something. Check all available materials from crackers, mixed beans, mixed nuts, salami, salad, salad, blueberry, flower worm, chocolate, avocado, etc. from the box.

Otherwise, the ruler will die and you will be fired! The game is over!

Crackers, mixed beans, mixed nuts, salsa, brass, blueberries, flower worms, and of course chocolate, avocado, or salami.

Click the microwave and press the red button. Recruitment

cake

Talking to Rula (Dillies!), She would say that the word "book" was a picture. The hint given to Lulu about the cow's eyes seen in the slide is the cricket ball.Puzzle with eastern eyes: Return to the dragon passage and confirm that another radiant wand is needed. Return to Jane and play another petroglyph punch game. Recruitment'.

Raidian Wand

Go to the parrot puzzle and go to the book. The new word is a child. You can guess the correlation of the word or return to Lulu. The child's word is a hat. The next word is An Hour. Words that are correlated with An Hour are introduced as Glass. The next word is an t-enter Hill. Unity sound.Classified athletes in the east hall: Ride three stairs and reach the lowest price. Hint: Match the cursor to the center of the computer screen and click every time the screen is displayed until the locked door is visible. Click on the eyes to display the word "barber" and parrot. Return to the wall to hit the wall. Click along the wall to enter the dragon room in the east hall.Go up to the second floor and meet Esel in front of the hall of the hall. Let's talk to her about silence.

Explore the secret aisle to the West Hall:

Linda Chambers: Enter Linda's room and talk about the passage. Gargoyles. Oh, she talks about another passage connected to Gorgria around the corner.

Giant Corridor: Leave the room and see the Gorgria in the corner. There must be a more unassuming way. Let's look for clues. Remember when you evaluated the portrait of your ancestor. Here is that portrait, which is hanging on the wall of the library door and between the pillars of Mercury and the Moon. Look at the portrait and make sure there are no weapons underneath.

Library: Go to the library and talk to Nigel. Gorgria's ancestor is Eleanor's grandson Corvin. Nigel will definitely help you with the series of words test, if you print only his memory.

Series of Words Test: Pick the rays that happen on the screen as quickly as possible. Bukoks will disappear and be replaced by fresh ones. In fact, some rays are noted twice, and this pays to increase the number of glasses. In the younger mode, fewer letters than older win in one minute.

After this, Nancy gets a boring reminder. Take notes

Corbin - Weapon Shield

Nigel left it on the table.Ritual: Leave the library and watch Ethel and Jane's ritual of pouring something into a hole in the floor in the center of the great hall. It smells like oil. No trouble, no keys, no oil, no fire.Group with urn in the western hall: Return to Gorgry. Learn Corvina's Weapon in your inventory and see how many comets are to the right and left of the weapon. Arrow right twice, left once, right once, left twice, right once. A classified passage opens on the right. 1 more Luminous Bacillus is needed. If it's already pretty late and Jane is taking a nap, set an alarm for 2pm.

Linda Chambers: Talk to Linda. Bookstore: Talk to Nigel. Talk about celebrities, Lunami, and Ethel.

Radius Jane: Go to Jane's room and blow another petroglyph to get another one.

Radiant Wand

. She counters that she basically knew the ritual of the day.Classified athletes in the east hall: Ride three stairs and reach the lowest price. Hint: Match the cursor to the center of the computer screen and click every time the screen is displayed until the locked door is visible. Click on the eyes to display the word "barber" and parrot. Return to the wall to hit the wall. Click along the wall to enter the dragon room in the east hall.To the eye panel at the end of the passage. She looks like an eye in the passage to the West Hall. Click on the eye to see a runic puzzle.

Rune character Revus: Looking at the signal above the eyes, Nancy reads the curse. For example, Linda's curse was from Elinoa. The curse was from Elinoa.

Return three times from the rune character puzzle, turn and go to Jane's room. In Jane's room, look at the paper with runes on the bookshelf and write Rune characters with Elinoa.

Return to the rune character puzzle and write Elinore with a rune character font on the door with the eyes.

Turantz, eyes, hands: get in, and when you go down the two values, the road goes to the right and left. On the right is a gorgeous and beautiful decoration door with a knight with a sword. The finger can be tilted. Elino a-Security system? Looking up and clicking on the knight's mouth, you can see the library and Mercury sculpture. In the meantime, there was little information to help us.

Puzzle with the west galgli door: Doubled and turn back to the road. Go down the stairs to the lower floor. Go to the right, there is a hold on the wall, and when you go to the left, you can see the second half of the wall below the greenish dragon passage in the eastern hall. Please look closely at the pavement above. There is the second middle of the slab with the symbol of the flame. All triangles are turned on the upper right, marking a triangle with a symbol of the flame. Hmm. Nothing happened.

Let's see what happened on the other side of this panel. This time I go to the greenish dragon aisle. Return to 2x and turn back. Stand up, go down the stairs on the right of the second floor (front of the knight) and go to the exit. You have the option of whether one light emitting Bacillus is needed.

Intelligence from the alchemy laboratory

Classified athletes in the east hall: Go to the eastern hallway. Turn the greenish dragon's hand. Go to the bottom of the puzzle with the door of East Gorguri. Place a triangle on the flame board again (vertical triangle). In the case of young people, the door opens. In the case of advance d-Return to the west gorgle puzzle and repeat. The door makes a click and the door opens.

Log in. Proceed to the door with a small iron compartment on the right. Open the compartment

Light granite

Similarly, Jane's brilliant granite is no longer needed.Puzzle in the room: Find a planetary sign online.Click the iron door and move forward. You can see the door with the emblem of Mars (male).

Click to find the Mars door. Enter the door and proceed to the moon door. The room moves.

Click to find the door to the moon. Please do not go. Turn behind. Listen to the movement of the moon door behind. To the moon door again.

Click to find the moon door again. Once inside, there is a washbasin in the center of the room. enter

map

Look at the map and make sure you are in the center. You came from the flame symbol below. Go to the angel door above. Don't go to the devil square!Proceed to the door with the sun symbol (circle with a dot in the middle)..

Click to reveal a door and you will see a wall. Go around her.

Go to the door with the sun symbol again. Click to open the door and you will see the Venus (female) symbol. Go inside and go to the Venus door. Look at the map and you will see that you are standing on a snowy white square below the square with the angel.

Click to reveal the Venus door. Click to see a wall at the back. Don't go in. Turn around.

Go to the Venus door again. Click to see the Mercury sign (female sign with horns) door. Go inside and go to the Mercury door. Look at the map and you will see that you are in a snowy white square that is rotating around you.

Click to reveal the Mercury door. Click to see a wall and a mesh floor. Do not go in. Turn around. You will see the Mars door in front of you.

Turn around again to the Mercury door. Click to reveal a wall. Do not go in. Turn around. Continue to the Mars door.

Click to reveal the Mars door and you will see a wall. Do not go in. Turn around.

Turn around again. Click to reveal the Mars door and you will see a room. Do not go in. Turn around. Look at the map and you will see you are going through Berry Square.

Turn around again. Click to reveal the Mars door and you will see a wall. Do not go in. Turn around.

Turn around again. Click to reveal the Mars door and you will see a room. Do not go in. Turn around. Look at the map and you will see you are going through Angel Square.

Continue to the Mercury door and click to enter.

Alchemy door - see the famous eye on the wall. Click on the eye on the pavement to reveal another puzzle with fabric on the left, and below it you will see a pot and a pipe connecting it. Click on the snake sign at the top center. Nancy should say, "Once you understand the meaning of the snake, you will understand the meaning of the other snakes." You need to go back from the maze.

Turn around and open the door Open the Mars door, do not enter, but turn around. Repeat this until you reach the Mercury door and exit the maze. Remember this shortcut.

Library: Talk to Nigel in the library about Ethel and the Ouroboros snake.

Secrets of the Mansion - Alchemy Lab

Go back to the Alchemy Lab door. Go through the secret passage to the East or West Hall, and flow through the moving room. Enter the moving room and click the Mars door "click but do not enter" twice. Turn around and exit through the Mercury door. Go to the Alchemy Lab.

Solve the puzzle at the Alchemy Lab door:

The upper left is the sign of chemicals and processes, the pot to integrate them from the middle, and the right side is the result of the result. On the results, there is a sign of light that indicates whether it was received correctly.

Follow the signs of alchemy and spend a web article. Learn all kinds of consistent formulas and signs.

Look at the right signs to admit what you should get.

The first mixture to be arranged is Aqua Fortis. Click Vitriol and thread. Click the bottle and see the button on the upper right light.

The largest mixture is Aqua Regb. Click three times of salt alcohol, one vitulior, and one thread. Press the bottle to see how the button on the top lights.

The third mixture is mercury. Click the film and flame. Click the bottle.

The fourth mixture is distilled vinegar. Click Vinegar and distillation.

The last mixture is Hepatis sake. Click on sulfur, failed lime, ammonia salt, and distillation. Click the bottle.

The door opens. Enter the blacksmith.

Alchemy laboratory: Looking around, you can see a huge warrior sculpture on the right.

Working meal: Looking left, read a parchment with Albert Penvelin's memo on the shelf on the work desk. The desktop has a greeting from Penelope Penverin and the fire of Atanol with the support of water, air, water, and flames. This applies to the book "Mutus Liber" you saw on the closet in Jane's room. Read "EOL" and learn about the need for air in blacksmithing.

Diary of the ancestor: Read the Aiolos book and see the origami with a map.

Read what Charles actually talks about the six pillars in the main hall. The first source is near Jane Door, and the hint is Tapest for.

In 1580, Read the Thomas sentenc e-Izumi is on the stairs to sing, and the blacksmith has no opportunity to work without water. The castle under the estate adds water.

Eliner's words report the way to go with Mercury.

According to Corbin's words, the light of the blacksmith, the contact of the mercury wand to the gorgle host and the other two, and the wand to save the fuel of the blacksmith.

Penny's job is to send the wind into a blacksmith, and the source to send the wind is hidden by play friends. The knights are blocking the oil path to the blacksmith.

Bridget boxes with telescopes can find the emblem and star map as a clue. See 5 muses using lenses. Lock each muse in order, and Betty hands the key to Penny. The lens is still showing the secret pavement of the moon pillar.

Edward invented Saturn's pillars, green dragons and targets (slides).

With the help of a frog in the conservory pond, John hid the source of Mars.

Alan used a computer as a hint for Saturn's key, giving hints to move the room.

On the left of the desktop, read the parchment written by Eliner's grandson, Corbin.

Blacksmith: Turn left and carefully examine the blacksmith. Recruitment

Form

Look at the metal in the jar. The jar is already ready to work in the mine.Corner Power: Read Charles Penwerin's diary and the entry of a family, the eldest son of the Penwerin family. This was confirmed the text of the teacher Ecel l-Her family, Bosinni, taught Penwerine every time. Read the formed laws on the last pag e-The succession is not taught before the age of 12. Read the description of the machine that executed Elinoa. Carefully read the parlin paper and learn how to translate mercury and how to find the source. In a comment on the sculpture in front of the Nigel table, this sculpture can actually be seen, and the statue of a knight with a jar on the second stage of the secret aisle is actually talked about. Remember that you are.Read the parchment written on the stone. HM. Penwerin's treasure is very close. Turn left and carefully examine the cabinet on the wall. Turn left, enter the alcove, and elucidate the device that controls the wind.

Find a pillar key with ancestors' hints.

It's time to follow the hints and key footprints described in the ancestor's diary.

Eor Penny is a wind puzzle: Penny's text is basically a puzzle she did to control the air of the blacksmith. The book "Eolus" states that the blacksmithing need air. Go to the niche on the left side of the cabinet with a large keyhole on the wall.

The purpose of the puzzle is to catch all four winds and land on it (similar to the Booles puzzle).

The administrator is on the right panel. Press the blue button to start the game, and you (warrior) will go to the center. The blue button still throws the game during the game play. Use the four directions to move to one or two squares between your courses.

The background of the game is on the left panel. Pay attention to the warrior (like something, actually in the door). The four illustrations represent four winds. The dark square is a trap. Don't go there.

Four winds can be trapped in traps, so look closely at the landing point. The Scandinavian wind may be down, the eastern wind is left, the west wind is to the right, and the afternoon wind can be blown up.

My strategy was to keep it from being blown away by the last left square and to stay in a trout that was not blown away by motivated vortex. For example, the east wind, the top or the west wind, or the right or left of the north wind and the south wind. Continue until it does not enter the border of 1-2 squares out of the whirlpools that are not black, and land in this motivated whirlpool in the meantime. By removing the first east vortex, the last left square will not be overwhelmed. I pray for good luck!

Nancy would say: "When you win the game, it sounds like the air is sailing a blacksmith."

Thomas Colodeus Castle: Learning the map in the ancestor's diary shows that it is near the room where the well castle is moving. Open the door of Mars twice and close it without entering the method to get out of the blacksmith. Looking back and passes through the door of Mercury. Turn left immediately and move forward, and approach the door of a well lock. Click the handle to enter the bottom of the well. Recruitment

Kushakusha paper

And Uncle Roger for Jane's guinea pig (actually a wig). Return from the well to expire and solve the door puzzle.Puzzle "Door in well": Puzzle's task is to create four triangles in one parcel. Click the button under the compartment source, then click the button under the income receiver to move the triangle.Press the triangle button 8 on the triangular button 3, and 8 × 5, 3 × 8, 5 × 3, 5 × 8, 3 × 5, 3 × 5, 3 × 5, 3 × 5, 3 × 5. 8x3. Filled with water.

Return to the right or left (east exit or west exit). Return to the corridor on the second floor. mobile phone. Talk to them. Talk to Linda in Linda's room.

John Rebus: Go to the greenhouse. Second, the pond is filled with water and the ponds are filled with water, and frogs are interesting from water. Mrs. Drake is working in a table in a table, so he talks.

Puzzle "Ike": According to John's story about Glenny read in Nancy's room, he moves the frog from the first to the princess and moves away from the crocodile (only in the upper grades). To talk to Grennie, click GRENNIE's PureTor. Recruitment

key

Frog's mouth. An armor helmet on the right one row near the stairs. This is a pillar of Mars depicted in the illustrations of Mutus Liber.KeysPuzzle using the tile "Charles Slider":

Go to Jane's room. Look at the tiles around Jane's door. Remember that Nigel and Charles are reading the carpets and bills of the door.

Don't forget to apply the spring on the stairs to sing with Thomas's hints to the keyhole under the reddish button. You need lubrication.

Use the oil in the Nancy cafeteria on the keyhole to relax. Next, use the puzzle well on the stairs for the keyhole. You can see how the wooden stand is progressing. Click on the wooden stand to appear.

The purpose of the puzzle is to place tiles in the order displayed in the carpet from inside.

Moon, Power (Atlas), Zdravina (glasses), knights, mercy (hand), angels, geometry, time founders, Trudungia (Jester), the sun.

1. Moon, Sun, Hand s-Upper, right, Bottom, Angel.

2. Atla s-left, bottom.

3. The founder's tim e-left, top, right.

4. Glasse s-left, bottom.

5. Gester, Ange l-Left, Top, Right, Integrated with the time of the founder.

6. Glasses, Atla s-top.

7. Moo n-Lower, left, Bottom. (On the spot)

8. Atla s-Below (on the spot).

9. Geomete r-Above.

10. Knigh t-top, left, top.

11. Geometer, su n-bottom.

12. Han d-right, bottom, left.

13. The founder is only the right.

14. The sun is rising.

15. Geomete r-top, left.

16. The sun is sinking.

17. Time of the founde r-Down.

18. Gester, Angel-Right, to the founder time.

19. Paya z-Left.

20. Founder time-top, left.

21. Ange l-Below

22. Combined with glass, knight, hand, geometer, gester, founder tim e-angel.

23. Glass, nigh t-left (fixed position).

24. Hands are only below.

25. Geomete r-Right, bottom.

26. Han d-left (fixed position).

27. Ange l-upper, left.

28. Geomete r-Bottom.

29. Ange l-Right.

30. Gester, Time-To the Angel.

31. Angel-Left (fixed position).

32. Geomete r-top, left (fixed position).

33. Payaz u-Below (predetermined position).

34. Founder tim e-lower (inside the hall).

Tak e-up

Lightning

If you winMotivation Slide Edward: Go to the 1st floor a passage and take the ball.Call with the ball

From the trophy. Go to the dragon's room, use hints-after gaining the prize money, win the ghost of 13 people-If you come out in front of the green dragon, reach out to the boiler with a tree. Enter the door and see the dragon, turn left and click the handle of a cloth. Enter the aisle, slide down the hill, see the target of the wall, and proceed to the weapon of the main hall. When you first roll down the slope, Esel is waiting for a terrible curse. Return to the room with the greenish dragon.A target group: Use the ball for the screams and enter when you can slip down.Draw a training race and understand where the task is. Penny's weapon is deposited with his colleagues. Turn left, oh! Esel is strict, but rather scolds you.

Return to the dragon room and flowing the slide again.

Open the hill aisle.

Take the ball for the screams of the tool and prepare to throw.

Install the ball cursor slightly higher than the target on the hill. Make sure to try out. Write your assignment with x mark.

Click to start the slide descent. When the target is noticeable in the center of the monitor, click the ball.

When the task becomes a surprise

Watch key

For the column "Satur n-Tempus Fugit".Lebus Sculpture Elinore: Elinoa wrote about Mercury and the moving arrow.Go to the hidden passage to the West Hall. Click the jar (two right arrows, one left hand, one right hand, two left arrows, one right arrow, one right arrow). Go forward and move to the left side of the open door. Lower the price, turn right, and go to the door.

When you open the door, you can see the knight with a knife.

Take a closer look and click your nose to find your eyes. When you look into your eyes, you can see the mercury images in the library. I hear Nigel wins words.

The drawings in the alchemy laboratory include what to actually make. The image must be changed north.

Look back and look down on the iron finger. Arabesque in the center cannot be cramped.

Click on the sculpture index finger to ask how Nigel says.

Click the middle finger on the left of the sculpture, and this time Nigel chops it.

Well, go to the library

Take the cane from Mercury's hand.

Now, it's time for a sleep. Have a fun vacation!Woman wearing a cloak: (This event is displayed before and after! It's a nightmare! At 3:15, there is a woman wearing black clothes in the corridor. Mechanically follows her, Linda ・ Stop in the room and see your eyes..

Red eyes

Linda was falling asleep. Put Mrs. Drake in the room only once. If you knock twice, get fired! However, remember what will happen, and see it, two rules!It is best to return to the bed. Let's wake up at 2:00 pm.Matomori Bridget:

1. Bridit box and puzzle: Set sails in Nancy's room. It's time to find a box.

Jan e-Jane's favorite time of Bridge t-Midnight, the longest time in one year. From the desired list, the bloomers and the winter solstice are one year and a special long night.

Look at the star chart and click on the blue circles until you see the star chart of Bruma. You will see that Pisces is in the west, Draco is in the north, Lion is in the east, Lepus is in the south, and Lynx is in the middle.

Look at Brigitte's coat of arms above the fireplace. There is a reddish full moon in the north, a reddish waning moon in the east, a greenish mid-moon in the south, a blue growing moon in the west, and a dark new moon in the middle.

Boxes - Click on the boxes to open each side. In the middle you will see colors that mimic the moon. The slider swaps the colors, and the wrong top button controls the coating of the moon.

Click to find the side of the box with the trot. Click to detect. Press the top button to close the moon.

Click on the side of Draco (the dragon). Click to detect. Click on the top button to detect the whole moon. Pull the slider down for a perfect reddish moon.

Click next to Leo in the box. Click to detect. Click the top button to cut the right quarter of the moon. Pull the slider down and change the paint to scarlet.

Rotate the box and click on the side of Lepus (rabbit). Click the top button to close the left half of the circle. Pull the slider down and change the paint to green.

Click on the fish side of the box. Click to detect. Press the top button to close the left half of the moon. Pull the slider down and change the paint to blue.

A compartment will open. Take the sketch and you will see that this is the lens of a telescope on a tripod. Let us assume

Lens

2. Rebus-column of the Moon Bridget: Go to the window seat to the right of the case.Look at the window seat base..

Put the lens in the hole under the moon in the base of the window chair. Rotate the lens. You will see the letters "Zodiac".

The puzzle task is to press the green Zodiac buttons correctly. Perform online intelligence.

Click on the green buttons below: Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces.

See how the pavement miniatures. Adopt

Full Moon Key

. Return andLensThe machine will enter your inventory.Look at the window seat base.Linda Chambers: Look at the raw beef on the table. It's delicious! Get out of the room, she won't talk to you.

Mount Jane: Look in the mirror in the chest and read the back of the postcard from Rome. HM. Mother Jane in Italy. Talk to Jane about the letter, the telescope and the bard's eye.

Puzzl e-Play the game puzzle. In old mode, righ t-click to rotate the piece.

After you win the puzzle, sail to another room (probably see if Linda will speak to you), then return to Nancy's room, for example, Jane puts a telescope in the room later. Because it is required for it.

Greenhouse: Talk to Mrs. Drake about charm.

3. 5 Muse Bridget:

Looking at the telescope in Nancy's room, you can see that it is actually focused on the fresco of the sun god.

Place the lens and look into the telescope to see a new picture with the number.

When you move the lens, you can see five muses with one to 5.

4. Betty of the salon: Remember what Bridget actually wrote. We saw the details of Betty's muse with this card. Let's go there. Click Betty to play. She stopped working. Look at the card stand and click the hole. You need something to turn.

Seedle puzzle: Talk to Mrs. Drake in the greenhouse. While she is looking for a criboship, she arranges the seedlings to enter the box. Puzzle's job is to put all seedlings in the box.

Click the mouse to stop the seedlings and contain them in the box. Click the right button of the mouse to rotate the seedlings. Like this!

When you're done, leave the greenhouse and go back. Drake is back. Tell your mother's Hugh and Jane again. she

wrapping

Betty Card Puzzle: Bridget Report s-Cut each muse in order, and Betty plays Penny's source.Use the key for the hole at the bottom of the card screen. Click the card to start the game..

Unlike a regular game with Betty, give Betty a code to play Penny.

Click on 5 muses in the order of fresco through the lens: 1. Melponema, 2. Elato, 3. Telepine Chola, 4. EERTERP, 5. Belt. Press the red button. Then Betty becomes an arrow as a bed.

The purpose of the game is to get a chance like this IRGE Jane. Collect three or more single cards than your rival Betty.

The right pack from the top is the main pack, and you are ready to distribute it. Your card is not closed on the table.

Betty remembers the cards that will be released on their left stop. Click on one of your published cards to see if it is on the hidden mountain of Betty.

If your card and Betty's card overlap, select the card from the hidden mountain of Betty and put it on the table as an open card. During Betty's movement, Betty tries to find a match with your card.

Each move continues until the cards match. If the cards do not merge, the line of contestants begins. If you collect three monotone cards, a green light will light up above them. Success!

Assumption

Arrow

If you winBookstore: Talk to Nigel and he will say goodbye. The estate is haunted. Ha-hee!The well remains again.

Preparing the forge

Unlock the oil supply to the forge. Remember what Penny wrote: "The knights impede the flow of oil in the forge."

Placing the key in the row will reveal a knight with a shield. Turning the pipe on the shield will release a certain path of pipes that go around the center of the huge hall. This hint is from Jane's book "Mutus Liber".

Go back to the stairs:

Pillar of Mars - Place the spring on the helmet of the headless knight on the right side of the stairs and place the pipe at an angle in the center of the hall.

Jupiter column - center right of the stairs: stick a zipper on Jupiter's hand and place a pipe so that the alphabet board forms a T.

"Saturn - Tempus Fugit -" column: stick a bell and place a pipe so that it forms an angle towards the center of the hall.

Mercury column: stick a stick and place a pipe so that it forms an angle towards the center of the hall.

Moon column: stick a full moon and place a pipe so that the sweeping lid sticks out above.

Venus Cupid column: shoot an arrowhead and place a pipe so that it forms an angle in the center of the hall.

If the columns are made correctly, it's the same as if I placed something correctly.

Set fire to the forge: Judging from Corvina Penvelyn's diary, there are three gorguri, and you must touch the main gorguri and the other two, as well as the flammable forge storehouse with Mercury's wand.

Start Garguli on a timer: Puzzle challenge - support the mercury rod to light the oil in the hole in the middle of the huge hall and activate it in 3 pitches. According to Penelope Penwellin, the water, air, water and fire are used to ignite the athanor. See the sketch above from Mutus Liber. In the center is the earth signal (oil). Air was obtained by Penny's wind riddle and water by John's well riddle.

Move to the west hall on the left side of Linda's room. Click on the rod on the head of the pot. You will see how to light the eye.

Approach the gargoyle on the right wall, directly behind the door to the room with the green dragon, as quickly as possible.

Click on the gargoyle with your wand. Watch its eyes glow.

Turn around and click on the sheet with your wand as if writing a pen on fabric. A slide entrance will open.

Go down and enter the Great Hall.

Turn left towards the gargoyle.

Click on the gargoyle with your wand. Watch its eyes glow.

Go back twice to the middle of the Great Hall.

Go down and enter the Great Hall.

Poop! Everything indicates that I have succeeded in lighting up the forge.

Make the last key

It is time to put my hand into the large keyhole in the wall of the alchemy lab.

Compositions: The composition from the forge has 12 crosses, some of which can be sent. The illustration in Jane's book Mutus Liber depicts 12 squares of different designs.

Look at all the coats of arms in the Great Hall. Note that there is a part at the end of the Latin slogan. Corbin's coat of arms can be found in Nigel's inventory.

Make sure the coat of arms matches the drawing on the doll, then check the lines at the end of the coat of arms slogan.

Take a piece of paper from your toolkit. Place the pieces on the form based on the relevant lines of the coat of arms and the drawing in Jane's Mutus Liber.

Click on the strips to send them and make holes in a shape similar to the corresponding parts of the Latin slogan.

Penberlin's Treasures

Alchemy Lab: Enter the east or west secret passage, near the gargoyle. Enter the moving room and click the Mars door twice. Turn around and exit through the Mercury door. Proceed to the Alchemy Lab. Click on the handle or click on the snake on the puzzle panel.

Forge: Look, the forge is on fire and metal is melting in the hanging pot. With the mold in your inventory, click on the molten metal in the pot. Watch the metal pour into the mold.

If you've done it correctly, Nancy will say "Looks good". Take

Key

Insert the spring into the giant keyhole on the wall near the wind puzzle. You will see the Pemberlin gem on the pedestal. The criminal comes to arrest you. Oops! Be back soon. The criminal was trapped inside the airless video camera. To rescue the criminal, go to the wind puzzle and move the giant warrior into the trap to save the criminal from the threat.Keys.

Hey, rude detective! Congratulations on solving the case! For your thorough investigation of the case, you have been awarded the title of Sultioru Druiz.

This document may not be distributed publicly without the written permission of its creator.

For questions or clarification regarding this check, please contact: MaGtRo

Copyright © 10/2004 MaGtRo

Submitted

This tutorial was originally published on the-spoiler. com and is now considered part of Nito Games as well as Adventure Gamers.

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Elim Rim - Journalist, creative writer

Last modified 20.06.2025

How did you come up with your PSN name? Originally, my name was Starlove. The house I used to live in is located in a more countryside like. Sheldon: I'm not being stupid. I'm employing the work of Dutch researcher, Mirjam Tuk, who found that people with full bladders make better decisions. This thread contains a list of trophies that are unattainable for everyone for various reasons (server closures, glitched for everyone, feature issues etc.).

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