Nancy Drew: Curse of Blackmoor Manor

Walk out the room, down the stairs. Turn left and walk through the metal door into the conservatory. Walk down the stairs, and past the plants. Talk to Mrs. Drake. 1112 Leave the conservatory. Walk across the hall through the door into the library. Talk to Nigel Mookerjee. 1113225 Approach the computer. Note the computer is password protected. Leave the library. Walk upstairs. Turn left and go through the first room to the right, into Linda’s room. Talk to Linda. 212 Leave Linda’s room. Walk to Nancy’s room. You will be called by Mrs. Petrov. 213 Turn around and go through the first door on the left, into Jane’s room. Talk to Jane. 2112 Talk to Jane. 3 Beat Jane in the game of Skull and Bones. 4 Approach the bookshelves. Read the loose pages. Leave the bookshelves. Approach the table. Read the Mutus Liber book. Leave the table. Leave the room. At this moment, you might encounter Ethel (depending on the time). 11 Walk into Linda’s room. Talk to Linda. 1 Leave Linda’s room. Walk into Nancy’s room. Use the telephone. Call the cook. 31 Walk to the downstairs hall. Walk to Nancy’s room. Remove the lid. Eat the turkey. Replace the lid. Set the alarm for 9:00 am. Note you wake up at 3:15 am. Set the alarm for 2:00 pm. Leave the room. Walk into Linda’s room. Talk to Linda. 11222 Leave the room. Walk past the stairs to the room with the coat of arms on it. Try to open the door. Walk into Jane’s room. Talk to Jane. 12 Win the game of Bul. 1 Take the key. 5 Leave Jane’s room. Walk past the stairs to the covered object. Remove the drape. 111 Walk to the coat of arms door. Note that each segment of the coat of arms is poitning in some direction. Use the key on the door. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position.[+] Enter the dark passage. Leave the room. Walk into Jane’s room. Talk to Jane. 4 Get a high score in the game of petroglyph punch. Take the glowstick. 5 Leave Jane’s room. Walk into the antiquity room. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position. Enter the dark passage. Follow the passage to the door. Approach the door. Open the hatch. Note the picture of the parrot. Leave the passage. Leave the antiquity room. Walk into Linda’s room. Talk to Linda. 2 Leave Linda’s room. Approach the gargoyle between Linda’s and Jane’s room. Move the gargoyle. Leave the gargoyle. Walk to the birdcage. Remove the drape. Talk to Loulou. 11 Leave the birdcage. Walk to the conservatory. Talk to Mrs. Drake. 445 Leave the conservatory. Walk to the birdcage. Remove the drape. Talk to Loulou. 11111 Walk into the antiquity room. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position. Enter the dark passage. Follow the passage to the door. Approach the door. Enter the word LEECH*. Leave the passage. Leave the antiquity room. Walk to the birdcage. Remove the drape. Talk to Loulou. 11 Walk into the antiquity room. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position. Enter the dark passage. Follow the passage to the door. Approach the door. Enter the word BOOK**. Enter the word BONNET. Enter the word GLASS*. Enter the word HILL**. Open the door. Continue to the gargoyle door. Approach the lock. Open the lid. Move the top left square. Move the middle right square. Move the bottom left square. Note all the triangles are pointing up, except for the top and bottom one on the right. Leave the lock. Leave the passage. Leave the room. You will run into Ethel. 22 Walk to the main hall. Walk to the portraits near the conservatory. Approach the painting with the gargoyle and without the coat of arms. Walk to the library. Talk to Nigel Mookerjee. 5 Type fast enough to get to type Nigel’s memoirs. Close the window. Read through the letter. Read through the notes. Read chapter 3. Leave the computer. Get the letter from the desk. Take the sketch. Note the number and position of items on the coat of arms. Leave the desk. Leave the library. Walk to the center of the hall. Look down. Walk upstairs, to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage. Approach the beetle marking on the right. Open the peephole. Look through the peephole. Leave the peephole. Continue to the door. Read the curse over the hatch. Note the curse refers to Elinor. Open the hatch. Push the E, at row 4, column 2. Push the L, at row 2, column 1. Push the I, at row 1, column 4. Push the N, at row 3, column 2. Push the O, at row 2, column 4. Push the R, at row 4, column 4.[+] Walk downstairs, turn right at the intersection. Continue to the gargoyle door. Approach the lock. Open the lid. Move the top left and top right square. Move the middle right square. Move the bottom left square. Note that all arrows in both the west and east passages are pointing up. Walk to the door. Open the box. Take the glow stone. Open the door. Walk into the room. Open the Mars door. Walk through the door. Open the Moon door. Close the door. Open the Moon door. Walk into the room with the pedestal. Approach the pedestal. Take the device. The red dot represents you. The mercury symbol represents the room you with the mercury symbol. The triangle represents the exit. The demons represent instant death, while the angel represents safety. Leave the pedestal. Approach the door across the room. Open the door. Turn around. Turn around. Open the door. Walk through the door. Look at the device. You should now be in the room north of the pedestal room. Open the Venus door. Close the door. Open the Venus door. Walk into the Mercury room. Open and close the Mars door until the Mercury room is just south of the angel. Open the Mercury door. Walk through the door. Open the hatch. Examine the snake symbol. Turn around. Walk through the door. Open and close the Mars door until the Mercury room is just north of the triangle. Walk through the Mercury door. Leave the passageway through either the east or west passage. Walk to Nancy’s room. Set the alarm for 2:00 pm. Leave Nancy’s room. Walk to the library. Talk to Nigel Mookerjee. 56 Leave the library. Walk upstairs, to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage, through the door directly left of the curse. Turn left downstairs. Walk past the gargoyle doors through the door into the Mercury room. Open and close the Mars door until the Mercury room is just south of the angel. Open the Mercury door. Walk through the door. Open the hatch. Use the cellphone to search the internet for Alchemy Symbols. Select Nitre at row 2, column 3. Select Vitriol at row 4, column 1. Select the cauldron. Select Nitre at row 2, column 3. Select Vitriol at row 4, column 1. Select Spirit of Salt at row 4, column 2 three times. Select the cauldron. Select Cinnabar at row 2, column 2. Select Fire at row 3, column 1. Select the cauldron. Select Vinegar at row 2, column 1. Select Distillation at row 1, column 1. Select the cauldron. Select Sulphur at row 3, column 3. Select Quicklime at row 4, column 3. Select Sal Ammoniac at row 1, column 2. Select Distillation at row 1, column 1. Select the cauldron. Walk into the forge. Approach the table to the right of the forge. Read the far book. Leave the table. Approach the forge. Take the mold. Leave the forge. Walk up the steps. Approach the wind puzzle. Push the blue gem. Move Aeolus to capture the four winds. Leave the forge. Walk through the door into the Mercury room. Open and close the Mars door until the Mercury room is just north of the triangle. Walk through the Mercury door. Turn left immediately after leaving through the Mercury door. Approach the door. Open the hatch. Move water from 1 to 2. Move water from 2 to 3. Move water from 3 to 1. Move water from 2 to 3. Move water from 1 to 2. Move water from 2 to 3. Note the water is flowing again. Leave the passage through either the west or the east passageway. You will be called by Ned. 122 Walk to the conservatory. Walk to the well. Use the squirt gun. Use the squirt gun on the tiles to make a path from the frog to the woman. The correct path is random. Take Mars’ helmet. Leave the conservatory. Walk to Nancy’s room. Approach the star chart. Read the last page of the star chart. Leave the star chart. Approach the coat of arms over the fireplace. Note the compass. Leave the coat of arms. Approach the moon box. Open the Leo side. Make sure the right quarter of the moon is covered. Set the colour to red. Open the Lynx side. Make sure the entire moon is covered. Open the Draco side. Make sure the moon is uncovered. Set the colour to red. Turn the box twice. Open the Lepus side. Make sure the left half of the moon is covered. Set the colour to green. Open the Pisces side. Make sure the left quarter of the moon is covered. Set the colour to blue. Examine the note. Take the telescope part. Leave the moon box. Approach the window seat. Use the telescope part on the slot. Turn the telescope part. Use the cellphone to search the internet for “Why Stars seem to move”. Approach the puzzle. Push Aries, Taurus, Gemini, Cancer. Push Leo, Virgo, Libra, Scorpio. Push Sagitarrius, Capricorn, Aquarius, Pisces.[+] Take the moon symbol. Leave the seat. Leave the room. Walk to Linda’s room. Examine the charm Mrs. Drake put up. Walk into Jane’s Room. Talk to Jane. Turn the threat over. 3 Complete the jigsaw in time. Note pieces that are put in the correct places can no longer be moved.[+] 6 Leave Jane’s room. Walk to the hall. Approach the machine. Use the machine. Leave the machine. Walk to the conservatory. Talk to Mrs. Drake. 21 Put all the plants in the box. Note you can rotate the plants.[+] Leave the plants. Leave the conservatory. Walk to Nancy’s room. Approach the telescope. Put the telescope part on the telescope. Look through the telescope. Note the images. Leave the telescope. Take the telescope part. Leave the room. Walk to the conservatory. Talk to Mrs. Drake. 77 Leave the conservatory. Approach the lower side of the machine. Use the crank on the hole. Look up. Use the machine. Push the Melpomene button. Push the Erato button. Push the Terpischore button. Push the Euterpe button. Push the Thalia button. Push the red button. Win the game of Go Fish. Take the arrow. Leave the machine. Walk to Nancy’s room. Walk up the stairs between Nancy’s and Jane’s room. Note the sounds. Pull the levers in the order B-A-D-C-A-D-E-E. Take the key. Walk to the door to Jane’s room. Approach the ornament on the doorpost. Move the ornament. Use Thomas’ key on the lock. Walk to Nancy’s room. Approach the dish. Remove the lid. Take the butter. Replace the lid. Leave the room. Walk to the door to Jane’s room. Approach the ornament on the doorpost. Move the ornament. Use the butter on the ornament. Use Thomas’ key on the lock. Walk up the ramp. Note the symbols. Climb down. Walk into Jane’s room. Approach the tapestry. Note the order of the words symbolized outside the door. Leave Jane’s room. Approach the ornament on the doorpost. Move the ornament. Use Thomas’ key on the lock. Walk up the ramp. Move the angel up and left. Move the jester right and up. Move the geometer up. Move the knight up and left. Move both the geometer and the jester down. Move the angel right and down. Move both the moon and the sun up and right. Move Atlas, Father Time, the goblets and the knight up, left, and right.[+] Move charity up. Move the angel left. Move the jester up. Move the geometer up and left. Move both the jester and the moon down. Move the sun right, down, and left. Move the moon and the jester up. Move the sun right and down.[+] Move the jester down. Move the moon and Atlas right and down. Move Father Time, the goblets and the knight to the right. Move charity and the angel up and right. Move the geometer left and up. Move the moon and Atlas down, left, and down. Now line up the symbols on the rainbow, goblets first and Father Time last.[+] Take the bolt. Climb down. Walk to Nancy’s room. Set the alarm for 12:00 am. Leave the room. You should now encounter the person in black. Take the spectacles. Walk to the main hall. Look at the coat of arms on the same wall as the library door, to the far right. Note Jane’s grandfather’s coat of arms text. Walk to the library. Use the computer. > PURGAMENTUM Choose to go on the ghost hunt. Leave the library Turn around. Touch the ghost next to the library door. Walk to the stairs. Approach the ball on the left side. Touch the ghost. Walk through the door left of the stairs. Turn left. Walk to the trophy. Turn around. Touch the ghost. Walk up to the kitchen door. Turn to the trophy. Touch the ghost. Walk to the end of the corridor, to the far end of the trophy. Turn around. Touch the ghost. Walk through the door to the left. Turn around. Touch the ghost. Turn around. Touch the ghost near the conservatory door. Walk into the conservatory. Touch the ghost to the right of the door. Walk down the stairs. Touch the ghost. Leave the conservatory. Walk to the antiquity room. Touch the ghost. Walk in the direction of the stairs. Touch the ghost across from Mrs. Drake’s room. Walk to Nancy’s room. Turn to Jane’s room. Touch the ghost. Walk up the singing stairs. Touch the ghost. Walk to the library. Use the computer. > PURGAMENTUM Leave the computer. Leave the library. Walk into the antiquity room. Turn to the left. Move the foot of the shelf. Walk into the passage. Turn left. You will run into Ethel. 1 Walk through the door next to the stairs. Approach the trophy. Take the cricket ball. Walk into the antiquity room. Turn to the left. Move the foot of the shelf. Walk into the passage. Use the cricket ball on the target. Make sure you hit the target. Take Saturn’s symbol. Look up. Turn left. Walk to Nancy’s room. Set the alarm for 2:00 pm. Note you wake up at 3:15 am. Set the alarm for 2:00 pm. Leave the room. Walk to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage, through the door directly left of the curse. Turn right at the split. Open the door. Open the visor of the knight statue. Look through the peephole. Note the position of Mercury. Approach the hands. Make sure the jewel is in the out position. Move the statue’s right index finger. Move the statue’s left middle finger. Leave the passageway. Walk to the library. Approach the statue of Mercury. Take the wand. Leave the library. Approach the knight pillar. Use Mars’ helmet on the pillar. Move the pipe such that it points left and down. Leave the pillar. Approach Jupiter’s pillar. Use Jupiter’s bolt on the pillar. Move the pipe such that it points left, right and down. Leave the pillar. Approach the “Tempus Fugit” pillar. Use Saturn’s time symbol on the pillar. Move the pipe such that it points right and down. Leave the pillar. Approach Mercury’s pillar. Use Mercury’s wand on the pillar. Move the pipe such that it points left and down. Leave the pillar. Approach the moon pillar. Use the Moon symbol on the pillar. Move the pipe such that it points left and right, and the bulb is on the top. Leave the pillar. Approach the “Omnia Vincit Amor” pillar. Use the arrow on the pillar. Move the pipe such that it points right and down. Leave the pillar. Walk upstairs, to the gargoyle. Use the wand on the head of gargoyle. Walk into the antiquity room. Approach the gargoyle. Use the wand on the head of gargoyle. Move the foot of the shelf. Walk into the passage. Approach the gargoyle. Use the wand on the head of gargoyle. Walk to the middle of the hall. Use the wand on the hole. If you’re quick enough, fire should emerge from the hole for a moment. Walk into Jane’s room. Approach the table. Read the Mutus Liber book. Look at the coat of arms sketch in your inventory. Note the sun symbol and the two dashes before and after the text. Leave the room. Walk to the hall. Examine all the coats of arms and find out the markings next to the text. Examine the mold. Push the parts in so that the key matches the information from the coats of arms.[+] Walk upstairs, to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage, through the door directly left of the curse. Turn left at the split. Walk past the gargoyle doors through the door into the Mercury room. Open and close the Mars door until the Mercury room is just south of the angel. Open the Mercury door. Walk through the door. Approach the forge. Use the molten metal. Take the key. Approach the lock. Use the Penvellyn key on the lock. 1 Move aside before the trap slams shut. 11 Approach the wind puzzle. Move Aeolus to the trap.