Use your cell phone and select Web, then Internet Browser. Click Search at the top and search Blackmoor Manor. Look close at the moon column on the base of the window seat. Look close at the crest above the fireplace. Pan left and look at the gold book on the left side of the mantle. Look at the note tucked in one of the pages. The phone and alarm clock are on the table by the bed. The lamp switch is on the wall beside the lamp. There’s a tripod by the window. Check the constellation chart behind the green stellar picture between the windows. Use the Web search again to do a search on stars and why they seem to move. Press the circle at the bottom left to see the star map. Press the blue circles and the text to see the different star maps. Turn to your left some and you'll see a box on a red chair. Based on the constellation map, arrange the sides as follows (use the dragon slider on the right to change the color): Lion ¼ covered right red; Snake all open red; Lynx closed; Rabbit ½ covered green; Fish ¼ covered left blue. The box will open. Take the lens that comes out. Insert the lens in the hole on the window seat and turn it once. You will now see a puzzle with the horoscope/zodiac signs. Press them in the right order according to the astrological signs seen on the star map. When you finish you will hear a click and the puzzle will slide back to reveal a stone. You'll find out its purpose later. Turn to your right and go to the black phone to the left of the bed. Call the cook. Ask for Pinky and Perky, and when asked if you want Uncle Fred and Johnny Rutter, say okay. Look at the tripod, and then exit Nancy's room. Turn to your left, take a step forward, then turn to your left again. Go up the stairs. On the way up, each stair will make a noise. Make a note of each sound. At the top, you will see some levers. Pull the levers in the same order you heard sounds on the stairs. Take the key that comes out. Go back down the stairs and turn to your left. Go down the hallway until you hear an angry voice on the phone. Turn to your left and enter Linda's room. Linda is hiding behind a curtain. Talk to her about everything. Then exit her room and turn to your right. Knock on Jane's door and enter.
Talk to Jane completely. When you ask her if there used to be a telescope in Nancy's room, she says she'll put it back but only if you play a game with her. You'll have to put together a jigsaw puzzle in less than five minutes. When you're done playing, turn to your right and click on Jane's bookshelf. Look at the book on monsters (make a note of the number on the last page in the bottom right corner) and the pamphlet on runes on top of the books. Now click on the microwave. Jane will tell you that the cakes are for Loulou, her parrot. You can make her a cake using worms, blueberries, crackers, lettuce, beans, and nuts, but stay away from salami, salsa, chocolate, and avocados. Bake the cake, then look at Jane's dresser. Pick up and flip through the gold book. Look at the picture of her mom as well. Look at the guinea pig picture on her desk and her lesson schedule. Look at her bulletin board, and her tapestry as well. See her family tree on her window seat and ask her about all her relatives (the names in red). Exit her room and bump into Ethel, Jane's tutor. Go down the stairs and you'll get a cell phone call from Mrs. Petrov. Talk to her about everything. Use your cell phone to research stars and why they seem to move as well as Roman Numerals. Continue down the stairs and go to the conservatory. It's the blue door.
Go down the stairs and examine the outstanding achievement plaque on the urn. Notice the frog well with no water in it (click on the drain and hose nozzle). Go past the well and notice the carnivorous plant. Only click on it once or it will gobble you up! Talk to Mrs. Drake entirely. Look at her allergy medication on the table to the left. Then go back to the great hall. Use your cell phone to research Cockney rhyme. Go forward and through the wooden double doors to enter the library.
Hear Nigel typing. Turn left and talk to him about everything. After talking with Nigel, look at the statue of Mercury, with the wand in its hand. Then look at the other computer. (turn right and go to the next section of the room). The password is purgamentum, found under Alan’s coat of arms in the great hall. Log in and find out that you'll have to come back at midnight and play the ghost game. Go back to the great hall and look at all coats of arms and pictures. See Corbin’s picture, the man without the coat of arms. Use your cell phone and search the Blackmoor Beast. Go back upstairs and turn to your right. You'll hear odd noises coming from underneath the blanket. Pull it back to reveal Loulou the parrot. After talking to Loulou, turn to your right. Click on the door and find that it’s locked. It's locked. Look to the right of Jane’s door and lift the red circle to reveal a keyhole. Insert the key you got at the top of the noisy stairs. It fits but it needs grease to move. Go to your room and your food will be there. Take some turkey and butter, before eating. Set the alarm to 12am. You’ll hear your doorknob rattling. Exit the room and you'll see the lady in black. Follow her and pick up the red goggles, then go back to Jane's door. Put some butter in the lock to loosen things up. Then put your key in. Now it will turn. Go up the stairs that just popped out. You'll see a puzzle. Arrange the tiles based on the tapestry inside Jane’s room. Take the lightning bolt that comes out. Go back to your room and set the alarm clock for 3:00pm. You’ll be woken up at 3:15am by chanting. Reset the alarm clock for 3:00pm. After you wake up, go outside, then turn around and look at your door. You will see scratch marks. Go to Jane’s room and discuss everything. Talk to Linda about everything as well. When she becomes silent, click on her again and she'll tell you about the secret passageway you found. Then ask Jane about it. She'll tell you that she found one once, but she'll only tell you about it after you play a game with her. She wants to play the Bul game. To play, roll the corn "die" and capture all of the other warriors. Once you beat her, she'll tell you that the passageway is in the east hall. Unfortunately, it's locked. Ask her for a key and she'll give it to you. Take it to the East hall (the locked door past Loulou). Inside you'll see a dragon statue with moveable hands. Its claws move, so turn them until the passage opens. They can go up, down, left, or right. When done correctly, the passageway will open. Enter and Nancy will say that she needs a flashlight. Ask Jane for one. She doesn't have a flashlight, but she has some glow sticks. Of course, you'll have to play a game for one first. Petroglyph Punch is what she wants to play. It’s like Bejewled – arrange three or more of the same picture in a row to get points, and get more than the high score before the time runs out. However, unlike Bejeweled, you don’t have to swap pictures that are right next to each other. Just click on a picture and the picture you want to switch it with and voila! Jane will give you the glow stick once you win. Go back to the East hall and do the dragon hands again (you’ll have to set them each time you want to enter this passage).
Nancy will automatically take out her glow stick when you enter the tunnel. Keep going down until you see an eye. Click the eye and you'll see the word Barber and a parrot. Exit the tunnel and talk to Loulou. She wants the magic word. Talk to Mrs. Drake. She'll tell you that you need to tell Loulou that she is a "Very very clever and beautiful bird." Talk to Mrs. Drake about everything else as well. Go back to Loulou and tell her the magic word. She will give you the word “leech” when told “barber”. Go back into the secret passageway and enter leech. There will be an extra space, so leave the * star at the end. Another word will come up when you enter it. Keep going back to Loulou to get the answers for these words. When you do this for the final word, the door opens. Back up from the puzzle and click the handle. Continue in the passageway until you come to another "puzzle." You will see nine triangles. Turn them all up, then head out of the passageway. When you exit, you will run into Ethel. Talk to her, then go to Nancy's room. You will now notice that the telescope is sitting on the tripod. Insert the lens and look through it. The tapestry will now have symbols on it that you couldn’t see before. Go to Linda’s room and talk to her about the secret passageway. Go downstairs into the great hall. Go to the library doors, but don't go in. Turn left. Go forward and look at the Betty game. Click on it and you'll find that it's not working. You'll have to crank it up. Talk to Mrs. Drake. She has a key, but you need to arrange some flowers for her first. She’ll leave to find the crank and will still be gone when you complete the puzzle. Simply arrange all flowers so that they all fit in the box. When you're finished, turn to the right and look at the plant that's on top of the letter. Feed it some turkey, then read the letter. Go back upstairs to your room and set the alarm clock for 12:00am. Go to the library and to Alan's computer, enter the password, and choose to go on the ghost hunt. The clock will start ticking. Quickly look for 13 little ghosts throughout the manor before the time runs out. When you are finished, go back to the computer in the library. You’ll get a clue for a prize if you did it in time. Go to the East wing and turn to the left. Pull the handle beneath the vase and a slide will appear. Slide down and notice the bulls eye you pass. You'll have to get something to throw at the target. Go to the hallway with the kitchen door (the entrance is a door left of the conservatory door). At the end of the hallway there is a cricket trophy. Take the cricket ball out of the trophy and slide down the slide. When the target appears almost in the middle of the screen, click to throw the ball. A circular object will come out behind you. Looks like a clock, almost. Stand up and go to the middle left column. Put the grayish rock you got under the window seat earlier into the missing spot (it’s a full moon). The column will open and inside is a knight holding a shield. Turn the red pipe so that it looks like an inverted T. Go to the middle right column and insert the lightning bolt into the man’s hand. Turn the knight’s shield so the red pipes make a T. Go to the far right column and insert the clock. Turn the knight’s shield so that the pipe is facing the center of the hall (it should be pointing to the right). There are more column pieces to find, but you'll find them later. Set the alarm clock for 8:00 am. Head to the conservatory to talk to Mrs. Drake. On your way to the conservatory, you'll hear Ethel and Jane reviewing lessons. Mrs. Drake will give you the crank for the Betty machine since you arranged her flowers. Go to the great hall and to the Betty machine.
Insert the crank in the game and look up. The symbols look familiar; they are the same ones you saw on the tapestry in your room through the telescope lens. Click each word based on the picture above in the order you saw them on the tapestry. Then click the red button to play. This game is like Go Fish game; get 3 of the same card, and get more matches than Betty to win the arrowhead. Once you win, go to the column to the closest left of the stairs and insert the arrowhead. Turn the knight’s shield so that the pipe makes an arrow facing the center of the hall (should be pointing to the right). Talk to Nigel about Corbin, the man who has no coat of arms and who has the gargoyle in his portrait. You'll have to do a typing test for him so that he'll show you Corbin's coat of arms. In junior detective mode, caps don't matter for the typing test. In senior detective, mode they do. When you get done typing some very boring memoirs, you'll find that Nigel is gone. Look at the notes and the e-mail on his laptop, then take the coat of arms that's on the desk. Exit the library and you'll see Jane and Ethel performing a ritual. When they leave, check out the hole that they just poured oil into. Go to your room and set your alarm clock for 3:00pm. Exit the room to your left. At the end of the hallway there is a gargoyle. Put your cursor to the right of the gargoyle. An arrow will appear. Turn the gargoyle until the secret passage opens. Enter the passageway. The glow stick runs out, so go win another one from Jane by playing Petroglyph Punch. Ask her about everything else as well. Enter the passageway again, and some steps into it, you will see a beetle on the right wall. Lift the center and you’ll see into Linda’s room. Keep going in the passageway and you will see the familiar eye symbol. Above the eye is the curse Linda apparently saw. Click on the eye. You will see some runes. You'll need to spell out Elinor's name in runes. Use your cell phone to research runes if you haven’t already. When you’ve spelled out Elinor’s name correctly, the door will open. Head down the passageway until you get to the fork. Turn left and go down until you see the other side of the grid. Make these triangles face up as well. Nothing will happen, but don't worry, nothing is supposed to yet. Turn around and go back up the stairs. Go forward when you reach the fork. Open the coffin-shaped door. Inside is what appears to be a man with oversized hands. Look at the hands. The central jewel should not be pressed in. Press the statue's left middle finger (your left). Nigel will be frightened. Click the statue's left index finger and Nigel will scream. Then click the statue's right index finger, and right middle finger. Look through the peephole. Mercury should now be facing you. Exit the passageway. Go to the library and take the wand out of Mercury's hand. Go to the great hall and insert the wand on the far left column. Arrange the knight’s shield so that it’s facing the center of the hall (it should be pointing to the left). Go to the dragon room and enter the secret passageway. Go to the end to the triangle puzzle again. Turn them back up (some of them got flipped over because of what you did on the other side) and a door will open. Go forward until a door. Take the glowing rock from the box above the handle. Now you don’t have to play with Jane to get more glow sticks. Do not open this door. Instead, turn to your right and go forward and open this door without doing the puzzle. You’ll be in the bottom of the well. Pick up and read the note. Exit the room, turn around, and click on the eye. Nancy will explain how to do the puzzle. When done correctly, the well will fill with water. Exit the tunnels and go to the conservatory. The well is now full of water.
Play the frog and princess game game. The object is to get the frog to the other side of the pond, to the princess. However, the crocodile can eat up your frog. When you get safetly across, one of the frog statues turns and gives you the last column piece – the knight’s head. Go to the great hall and insert it into its respective column (the one closest to the right of the stairs), then turn the pipe to make an angle facing the center of the hall (it should be facing left). Nancy will say, "Sounds like I did something right." Make your way to the bottom of the gargoyle passageway, where you found the glowing rock. Enter the door. You are now in the moving rooms puzzle. Search on your cell phone once again on stars and why they seem to move. Open the Mars door at the far side (male symbol on the door). Do not enter Turn around and Nancy will say the room is moving. Open the Mars door again and see a concrete wall. Turn around. Open the Mercury door (female symbol with devil horns). Enter the room. You will see the eye symbol on the door. Click the eye. You will see some odd symbols and a snake eating itself. Click on it, then turn around and enter the moving rooms. Use the same method as you did before to get out. Go to the library and ask Nigel about the snake eating itself. He'll tell you about alchemy. Then go back to the puzzle. Research alchemy on the cell phone. To open the door, you need to make certain compounds. Those compounds are Aqua Fortis, Aqua Regis, Mercury, Distilled vinegar, and Liquior Hepatis. When you’ve combined the chemicals properly, the door will open. Enter the lab.
Look around and see a giant warrior statue at the right. Read everything on the desk to the left. Pan left and look close at the forge (looks like a fireplace). Take the mold. Look close at the metal in the pot all set to be worked in the pit. Read everything on the corner table and on the whetstone (to the left of the corner table). Pan left and look close at the cabinet on the wall that needs a key. Pan left and climb to the alcove to check the wind control mechanism. The object of the game is to get air to run into the forge by capturing the wind. You are Aleous, the knight. Click the blue button to start. You must capture all four winds by landing on top of them, but avoid the pits. You can, however, jump over the pits with the larger arrows. When you win, Nancy will say that it sounds like air is going through the forge. Look at everything else in the lab. Exit the forge to the great hall. You’ll get a cell phone call from Ned on the way. Discuss everything. You now must charm the gargoyles to light the forge. Get out your wand (from Mercury) and go to the gargoyle that opens the secret passageway in the East hall. Wave the wand over its head. Watch the eyes light up and hear the timer. Run into the dragon room, turn to your right, and wave your wand over that gargoyle. Slide down the slide (you may run into Ethel; if you do, start over), then look at the gargoyle to your left. Use your wand on him as well. Then quickly turn around and wave the wand over the hole where Jane poured oil. If you do it fast enough, Nancy will say that she succeeded in lighting the forge. So, go back to the forge, Detective! This is where your journey will end. Go forward to the forge. Take the mold. This is the mold for the key. Based from the correlated lines from the coat of arms and the drawing from Jane's Mutus Liber book, arrange the lines on the mold. When you have the mold done correctly, pour the molten metal into it. Nancy will tell you if it is correct. The key will be placed in your inventory. Turn to your left. You will see a keyhole. Insert the key into the keyhole and turn it. See the Penvellyn treasure on a pedestal. The culprit arrives to take it. Once the culprit takes it, a box starts to fall down. Immediately back up. The culprit is trapped in the airless chamber. To save the culprit, go to the wind puzzle and move the knight to the silver trap on the far left to save the culprit from harm. Nancy Drew solves another mystery!