Where is the foyer in the captive curse
Anja is pretty chill about the whole thing, and tells us that she and Markus have moved on and have decided to be mature about working together. If she says so. We exit the gift shop, and promptly get a call from Ned. Aw, man. This shit is getting me in all my grammar school feelings :.
I feel bad enough for Lukas that I play a round of Monster with him, which is a fairly easy game. Lukas is the farmer who has to figure out where the monsters are, while we have to kill cows without getting caught.
Then we switch, before the game ends. If we win, Lukas will give us Raid cards. Ned can wait a little longer, right? He tells us that the burr came from the woods. Ah, yes, that really narrows it down. Which is in the woods. Anyway, we also tell Karl that we want to see the glass room, and he just hands over the key without questioning us. What supervision? Once again, we run through our remaining suspects with him. Wait, what? Anja told us she and Renate were besties!
Karl ominously suggests that perhaps Anja is pretending to be friendlier than she really is. The Freiherr was pissed and ordered that they stop leaving food for the monster, and the daughter was never found.
The plaque notes that the portrait was damaged by fire in — I love when the newer games give concrete dates, just because it so clearly throws off the bizarro, vaguely present day timeframe that the series tries to place the games in — and that this is a restored version. Back in River Heights, Ned is staring sadly at the phone, waiting for it to ring. We find some glassblowing tools lying around, which we promptly steal. Then, instead of calling Ned, we go to see Renate.
Wow, I do not remember dicking Ned around this much when I was actually playing the game. Renate is pissed to see us in our traditional gown, and yells at us to change right now. Although it does bear a frightening resemblance to my Catholic school uniform.
By whoever shredded our clothes? Wow, I am the worst girlfriend ever. Friendzoned again : , he writes in his diary later that night. We ask after Joe, which prompts Frank to read a letter Joe has written about the end of Nedcy. You go together like peanut butter and jelly. It goes on: A world where Ned and Nancy are not together as a couple is as disturbing as it is dangerous to the quantum makeup of our interstellar plane of reality.
We can run down our suspects and recap the game so far. Nancy, I feel embarrassed for you. Maybe even older, like medieval. Remember how Renate loves Black Forest cake, and it makes her pass out? Renate gets hella defensive, and snips that we better watch what we say. So, anyway, Renate, do you like…have a house? This walkthrough includes tips and tricks, helpful hints, and a strategy guide for how to complete Nancy Drew: The Captive Curse.
General Tips From the very start of the game, you can choose between two difficulties: Junior Detective and Senior Detective. The two modes are the same, with the exception that Senior has more difficult puzzles. The following guide below is tailored towards the Junior difficulty. There is no hint button in this game, and you cannot skip puzzles.
At the bottom of the play screen, on the left, is the Cell Phone. You can use this to take pictures, discover more information, or call friends. Now go to Lukas, and when he leaves, grab the coded paper. It should say:. Furnace Room: Now go talk to Anja. When done, go to the furnace room and slide the door, and use the tongs to pull the lever. Go forward into the passageway and use the necklace on the wall indent. Turn it counterclockwise to see the trap door open.
Now look back at the wall inden t with the necklace and turn it clockwise, twice. A door opens. Go through. Notice it is the underground passageways, then go back to the dungeon and out of the furnace room. Translate the caption using your dictionary. Go outside, near the shops behind the well and look at the flower shop door.
Now that we have all the notes, go to the foyer and to the corner wall near the blue couch. See a mini castle. Open the doors and keys are displayed. Order them as 1 being the top left key, 13 being the bottom right one. Play them as 10 7 12 10 Enter the room and translate the note, which tells you that notifications will appear to get alerts.
Take out and notice you can alert Anja and Karl when you need to tell them something that is happening. Read the booklet on how to use the CCTV. Then use your three-slitted key in the power hole.
Turn the machine on and open the box. The goal is to get all the charges green, and higher charges give power to other charges. Click on 10, 8, 2, 7, and 6. See Renate in the souvenir shop. Look at the other places in the cameras, then head to the shop and look at the cuckoo clocks. Look at the clocks and then the blue slip of paper below them. But first, get a call about a monster sighting. Go to the courtyard and see-nothing. Go to the security room and see it in the courtyard.
The monster will try to get Nancy. Turn to the wall on the gate and see a locked cabinet, pull the top brick to take the key. Booth and clock: The gate opens. See a torn piece of cloth on the gate. Go back inside and talk to Renate. Go to the foyer and see stilts on the ground near the security room. Talk to Karl, then go to the security room and se t an alarm to get Karl out of his room.
Quickly go in his room, look at the bird painting and take the key. Use it on his drawer, see the dayplanner, letter, and pen set. Take the drawer key. Translate the calendar with your dictionary, then read the flyer. Use your key on her drawer. Read the letters from Markus. Also take the clock key.
Look at the book she is reading. Now head to the clocks. Use the key on the third from left one. Set it to and take the second wheel. Go to the security booth, open up the cabinet on the right by sliding the red button. Place your two wheels into the machine. Seems like we need to decode them. German words for these are sonne, mond, and komet. Enter S, M, and K onto the machine. Now start typing the message on your actual keyboard.
The next one is a bat, castle, and a mouse. German words are fledermaus, burg, and ritter. Enter F, B, and R onto the machine. We need to find an exact replica of the painting Go back to the portrait, and examine your postcard. Go into his drawer and enter 8 2 6 1 and the dayplanner opens. Use your dictionary to translate. Go to the Raid area and read the guide book.
The sea hare is the bonaparte, is color coded blue, and blue is a 5. Rumpelstiltskin is RS goldthumb, is color coded yellow, and yellow is a The gold children is the golden hunter, red, and red is a Little snow white is the enchanted mirror, blue, and blue is an The donkey is the donkey king, green, and green is a 9. Enter 5, 13, 15, 11, and 9 onto the locked cabinet.
Make sure to press enter after each one. Read the files. Nancy says you should try giving Castle Cast a call. Go to her room and dial their number. The receptionist cannot give you information about staff members. Call Markus, he will let you speak with Castle Cast. Call Castle Cast back. Talk to Anja, then go to the security room and see Anja head into the forest.
Follow her! When attempting, your phone will alarm about another monster sighting. Go back to the security room, the monster is in the furnace room. Or not. Turn forward and around to see footprints headed back into the castle. Follow the prints up the stairs and see -gasp- the monster. Then see the monster for real this time! Talk to Karl now. Then examine your map from Renate to find the monster. The green sighting icons is where we want to look. Find das monster! No one.
Place the necklace on the indent and turn it clockwise. Go through the door. Go forward and right, towards the shield on the wall. Turn around once there, forward until you see the boulders on the left, and across from them. Go forward and left and take the scarf. See more hexagons down the well. Go down. Find a way into the passages. Hexagons: The hexagon found at the campsite is automatically added to the other hexagons. All the edges that are touching needs to match up.
Junior : The top left hexagon is stationary. Start matching sides with that hexagon. Senior : The central hexagon is stationary. Click at the center of the hexagons to pick it up. Turn the hexagons clockwise or counterclockwise using the arrows seen when the cursor is off center.
Take a hexagon and click it on another to exchange them. A door opens at left. Go through the door. Nancy takes back the hexagon tile. Explore the hidden passages part Castle Cryer: Go forward until an intersection with boards on the floor. Turn left and look close at 2 old issues of Castle Cryer. Read the newspapers and comments about Karl, his policy and the monster. The other newspaper mentions an accident involving Karl. One shows German vocabulary: mouse maus and bat fledermaus. The other newspaper has: knight ritter , dragon drache , unicorn einhorn and castle burg.
Take the coin from the stacked newspaper at back center. Turn around and forward to the animal skull on the wall. Legend clue page Turn left from animal skull and forward until 3 big stones and 3 small stones at the corner. Take the legend clue page 11 from top of one big stone. It is a page of the legend about the monster and missing girl. It is page 11 with letters ME at bottom right.
The picture shows the boulder of the campsite seen in the woods. It states that the boulder stands guard over a buried secret. Wall box : Go forward until a wall box is seen on the wall. It needs 2 keys.
Shield: Go forward and see a shield at the corner. The shield in the other legend clue page. Dungeon exit: 2 forwards from the shield, turn left. See an exit. Do NOT exit yet. It goes out to the dungeon and you can't get back in the passages.
Dead ends: Turn around and go left. Go forward and see 5 large stones at left. Ahead is a dead end. Take the path in front of the stones at right. Go forward and left to another dead end. This one has boards on the floor. Take the coin at far right of the boards. Turn around and go back to the path. Go left to continue. Ahead see large stones and farther down another path to the right. Code: Go right at middle of hallway. See a red box on the wall. There's another code.
Take coded message 2. It has drawn bat, castle and knight. Go left to go back to the hallway. Now go forward to the stones at the corner. Go right and see the chains on the wall. Tree : Go left across the chains and see a tree painted on the wall. Go left and see another dead end. Pick up a coin from the floor close to wall. Exit to woods: Turn around and go forward until the white door. Open the door and see that it is the woods.
Search for a boulder similar to the image I found:. Go left, then right and right again. See the campsite ahead. Nancy recognizes the boulder in the picture. Look at the ground and Nancy wants to know what the missing girl hid. Find some sort of shovel or scoop for digging. Use the small shovel on the ground until you get a necklace. Turn around from the campsite. Go back to the white door. Go left, left, left and then forward to the white door.
Go back inside. Go back to the tree on the wall. Go left and see the chains. Go left of the chains. Go forward until the red box on the wall where we got the code. Go left or across the red box. Map: Go forward pass a pile of stones until a single large stone in an alcove is seen.
Look close at the large stone. Take the secret passage map. Exit to room: Go left and then forward until stairs are seen. Note that there is a red arrow on the wall at right. Climb the stairs. Open the wood door and be in Nancy's room. The wood fireplace moved back. So that is how the monster got in Nancy's room. Open the box with glass tiles:. Go to the alcove with the box at the hallway by Karl's office. Now that the 2 missing tiles are found from the blue glass stained glass window and the green glass oven in the furnace, open the box.
Look close at the box. See the glass pattern at top right. The glass tiles are at bottom right. Left click to pick up a tile and right click to turn it. The object of the puzzle is to duplicate the pattern at top right using the glass tiles. Note that the glass tiles are arranged by layers. Place tiles in order shown:. Turn purple. Dark green. Light green. Turn lavender.
Take rotor 1. Place tiles in order show:. See if anyone knows anything about the necklace I found:. Ask Renate about the necklace from the woods. She wants Nancy to get rid of the necklace. Learn about what the festival is about. Karl : Go to Karl's office and talk to him. Talk to Karl about the accident as mentioned by the Cryer. Learn about the collapse of the cell in the dungeon. It happened when he showed it to the tourists.
He thinks he's bad luck because he met his doppelganger when he was a boy. That is the reason he hides himself from the world. Learn about the festival and missing girls.
Lukas : Go down to the foyer and Lukas calls Nancy. He wants Nancy to distract Karl. Anja : Talk to Anja at the gift shop.
Learn more about the festival and the necklace. It might be the original one. Find something to activate the relief in the dungeon:. Go back to the glass shop - furnace room. Open secret door: Face the furnace. Slide the metal door for protection again. Open the furnace door at right.
Use the tongs to move the lever up. Enter the secret door and go forward until the relief on the wall. Relief : Use the old necklace on the relief. Turn the relief clockwise using the turn arrow cursor.
The trap door on the floor opens. Turn around back to the relief. Do not go down or forward or game ends when you fall through the trap door. Turn the relief counterclockwise to original position to close the trap door. Place the necklace back on the relief and turn it counterclockwise. See it opens a door to the secret passage. Go back to the dungeon. Exit the dungeon and the furnace room. Get Lukas out of the foyer: Since Lukas asked to distract Karl, go to Karl in his office and ask that he stay in here.
Go back to Lukas and talk to him. When Lukas leaves, pick up the paper under the chair. Security code clue : It is a code written by Lukas' father to gain access to the security room. See the letters are in columns.
Move the letters in a column to decode the letter. Click on a letter and then click on the letter you want to replace.
The correct word becomes unhighlighted and cannot be moved anymore. Find the notes hidden throughout the castle: Even if you saw them before, go to the locations stated in the letter and click on them. Nancy will verify that they are the ones in the letter. Upstairs portrait of the young lady: Go to the left side stairs going to Nancy's room. Check the painting on the wall. See the letter G. Use the dictionary on the plaque. It is Else, the Freiherr's daughter. The painting was damaged in a fire.
Florist Initial: Go to the courtyard. Face the shops behind the well. Use the dictionary on the signs. Look close at the florist's door. See the letter D. Hallway bookstand: Go to the hallway across Karl's office.
Look at the table in the alcove at right. See the letter B. Castle gate's bell: Go outside to the courtyard and look at the doorbell. Glass furnace: Go to the furnace room and face the furnace. Slide the metal door to the right and then open the furnace door. See the letter A. Play the notes : To review where the notes are located, go to the courtyard. Go to the door left of the buggy. Turn around and review the paper on the stairs. Remember where the notes are located on the keys.
Go back to the foyer and the clock. Open the cabinet below the clock. Play the notes GDBGA or click on from left to right at bottom row : 5, 2, 7, 5, 6 or hit the keys as shown in the picture below. See the clock play and a button on the left wall pops out. Security Room: Press the button and enter the security room.
See a chair, desk, monitors and machines. Take the coin from the pipe on the wall right of the chair. Click on chair to face the desk.
Find a way to tap into the castle's security system:. See Lukas' picture on the shelf. Take the coin from the stand at extreme right of the desk. Cell phone alert: Look close at the red phone on the left.
Use the dictionary to translate the note on the cell phone holder. It is to activate the cell phone to get alerts. Click on the empty holder to automatically place Nancy's cell phone. Take the cell phone. Look close at the metal cover at middle of the desk. At the bottom of the metal cover, take the bird phone charm Special edition game only partly hidden by a roll of yellow paper. Insert the power-control key found on the coffee table at the foyer on the plug at right.
Turn the power key to ON. Open the cover. See the Zap Up. The manual states to have all the points-numbers be green. When one of the higher charged points are clicked on, it zaps any adjoining points shown by the numbers. There are only 5 chances to zap or get all the points green. There is a reset button at bottom left. Click on these numbers on the panel at left:. Junior - 10, 8, 2, 7 and 6. Senior - 9 and Find out what Renate was up to with the clock in the shop.
See the live CCTVs. The camera at the shop picks up Renate doing something to the third from left cuckoo clock. CCTVs: Press all the buttons under the monitors. See the different locations where the cameras are placed: courtyard, foyer, shop, hallway, banquet room, Karl's office, furnace room and dungeon. Go left to exit the security room. Shop: Go to the shop and check the cuckoo clock. Pull back and take the blue note on the mugs. It is a cutout with the word Else Castle Finster at bottom left.
Exit the shop and go to the hallway across Karl's office. The alert of a monster sighting might happen here. Read the book again. The daughter's name is Else. Use the cutout on the opened page. See "Third clock from left. Nineteen twenty one".
We need to get to that clock. Renate : Go to Renate at the banquet room and talk to her completely. The monster is sighted can happen during or after the above sequence :.
Alert: The cell phone rings. It is an alert that the monster is sighted. Security room: Go to the security room and see that the monster is in the courtyard. Exit the security room and go to the courtyard. Nancy sees the monster and automatically follows it to the gate. The gates drop trapping Nancy. The monster tries to get to Nancy. Raise the gates: Turn to left wall and see a padlocked cabinet.
Pull the brick on top of the cabinet and take the panel key. Use the panel key on the padlock. See bars that need to be moved so that the blue colored bar be moved to the right side under the gate release. To reset the puzzle, click on door at right to close the cabinet. The gates rise. Check the piece of cloth caught on the gate. Junior Panel slider 1: Move bars 1 2 3 4 5. Junior Panel slider Move 5 up.
Move green 9 to right one space. Move 1 down completely. Move 2 to the left completely. Move 6 to the left. Move 5 down. Move 3 down. Move 4 to the left. Move 3, 7 and 8 up. Move green 9 to the right. Move 6 up. Move 9 right. Move 1 down. Move 2 left. Move 7 left. Move 6 down. Move 4 left. Move 8 up. Senior Panel slider 1. Move 10 right one space.
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