Nancy Drew - The Haunting of Castle Malloy

Nancy Drew - The Haunting of Castle Malloy

15.10.2013 15:00:10
Version 1.4 11/23/08

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Nancy Drew: The Haunting of Castle Malloy
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Videogame humor: http://www.gamecola.net/
Copyright 2008


Table of Contents:
001. General information
002. Video Guide
003. Characters
004. Walkthrough
005. Credits



001-General Information
----------------------------------------------------------

This is a walkthrough for the PC game called Nancy Drew:
The Haunting of Castle Malloy. It's the nineteenth game
in the Nancy Drew series, and she goes to Ireland in this
game.

If you want to contact me, e-mail
ilovecartoonssomuch@yahoo.com, but make the subject
something like "Nancy Drew Haunting of Castle Malloy" (or
just leave it blank) so I know it's not spam mail.

If you'd like to put this guide on your website, you
should ask permission first.

002-Video Guide
----------------------------------------------------------

Hey! Want to see how to beat the game instead of reading
about it? Well, I've got a video walkthrough, and you can
see it at...

http://www.youtube.com/view_play_list?p=419E56018F3536FE

This guide gives a slightly more linear game path than
the video walkthrough does, but the videos have lots of
description to help you find a specific part, if a
specific part of the game is what you're looking for.

003-Characters
----------------------------------------------------------

Nancy Drew: Our heroine! She's a super-mystery solver,
and
she's about to go on vacation in Ireland.

Kyler: Nancy's British friend. She wants Nancy to be her
maid of honor!

Matt: Kyler's groom-to-be. He has mysteriously
disappeared, and it's up to Nancy to find him.

Kit: Matt's best friend. He has a black eye and speaks
like an American.

Donal: The caretaker of Castle Malloy. AKA Grumpy Irish
man who wears a cap.

Brendan Malloy: The scientist who used to own Castle
Malloy. Died in an explosion in the 1940's. Not much of a
surprise, as he spent a lot of time dealing with
explosive chemicals.

Fiona: Daughter of Brendan Malloy. Donal claims that
fairies caused the explosion in order to prevent her from
becoming old.

Seamus: The man at the Screaming Banshee Inn who tells
Nancy how to work the drums and how to mix drinks.

Alan Paine: Matt's best man. He got upset and left the
Castle Malloy when Matt disappeared.

Bess Marvin and George Fayne: Nancy's best friends, whom
she can call and chat with.

Ned Nickerson: Nancy's boyfriend. She can call and chat
with him, too.

Cathy and Carrie Dunhill: Twins who are holding a
birthday party that Ned, Bess and George are attending.

Minkie McNab: A girl who is chasing after Ned at the
Dunhills' party.

004-Walkthrough
----------------------------------------------------------

The game starts with Nancy taking you to her room. You
can click on the "How to be a Detective" for a short
explanation of the game's control scheme--which is
unnecessary if you've played the other Nancy Drew games
and can remember how to play.

You can click on the scrapbook to look at descriptions of
the other games in the series. You can click on the case
file to learn about the current case as well.

Once you're done with that, click on the plane ticket and
pick either senior or junior detective to start the game!

The game starts with Nancy driving to the Castle
Malloy...while talking on her cell phone. OH NOES!!!
TALKING ON YOUR CELL PHONE WHILE DRIVING IS TEH BAD!!!

Nancy crashes her car when something runs out in front of
her car. Oh, shoot. Then, you get to control Nancy with
the up/down/left/right buttons, and click to investigate
something (anything you can investigate shows up with a
blue outline).

You can't walk too far from the lights, so about the only
thing you can investigate now is the archway. There's a
sliding puzzle to the right, and a picture of the
finalized sliding puzzle on the left. Pick up the
homemade doll on the ground. A sheep then shows up, and
runs away.

Head up the road to the Castle Malloy. You can go up to
the front door. Knock on it to meet Donal Delaney, the
grumpy Irish groundskeeper. He tells Nancy that the
wedding is off, and tells her to leave.

You could leave to go to the inn, but it's full, so
there's really no point. Instead, back up, and look at
the tower. A light is on, and Nancy figures Kyler is
there.

Pick up some of the rocks on the ground and toss them at
the window. You want to aim the rocks below the ledge to
hit the window, and you want to use small rocks or else
the window breaks. Throw a few rocks up there (or a large
rock) to get Kyler's attention.

Kyler waves hello and signals towards the front door.
Knock on it again. Donal tries to kick you out, but Kyler
insists that you come in.

Kyler then tells you the mystery...her husband-to-be,
Matt, has gone MISSING! DUN DUN DUN!! Kyler thinks Matt
is pulling a prank, but seriously, who pulls a prank like
that just before his wedding?

You can explore the room here. Take the book on Zodiac
Astronomy from the shelf. The only other thing you can do
here (besides talk to Kyler) is solve the ring puzzle,
which is to the left of the table, near the lantern on
the bookshelf.

The ring puzzle is a classic puzzle. You need to move all
the rings onto the right peg, but the trick is that you
can't move a larger ring onto a smaller ring. This leads
me to the trick to solving the puzzle:

To move a ring from one peg to another, you must make a
mini-pyramid of all the smaller rings on the remaining
peg.

Let me explain. Say we want to move Ring 3 from Peg 1 to
Peg 3. In order to do this, we have to make a pyramid of
all the smaller rings (rings 1 and 2) onto the remaining
peg (peg 2). There is no other way to get Ring 3 on Peg
3.

This is the general principle, and you have to use it to
solve the puzzle. To move ring 5 onto Peg 3, you have to
make a Ring 4-3-2-1 pyramid on Peg 2. To make a 4-3-2-1
pyramid on Peg 2 (which requires you to first move ring 4
on peg 2), you have to make a 3-2-1 pyramid on Peg 3. To
make a 3-2-1 pyramid on Peg 3, you have to make a 2-1
pyramid on Peg 2. Get the idea?

Junior Mode:

This is a 5-ring puzzle. Here are helpful steps.

1) Start by making a 3-2-1 pyramid on Peg 3. You do it
like this:

Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2. You now have a 2-1 pyramid on Peg 2.
Put Ring 3 on Peg 3. Cool. Your 3-2-1 pyramid has just
started. Now you have to shuffle Rings 1 and 2 to finish
the pyramid.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3. Pyramid done.

2) Now you have to make a 4-3-2-1 pyramid on Peg 2.

Put Ring 4 on Peg 2. Now you have a 4 pyramid on Peg 2.
Time to put the other 3 rings in place. This is just like
doing a 3-ring pyramid like in step one, only on a
different peg.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1.
Put Ring 3 on Peg 2. Now you have a 4-3 pyramid on Peg 2.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2. Now you have a 4-3-2 pyramid on Peg
2.
Put Ring 1 on Peg 2. Now your pyramid is done.

3) Now you have to make a 5-4-3-2-1 pyramid on Peg 3.

Put Ring 5 on Peg 3.
Now you have to put the other 4 rings in place. This is
just like making a 4-ring pyramid in step two, only on a
different peg. See how the puzzle is easy to solve once
you get a general idea of what to do? It's just the same
thing over and over.
a) So, in order to make a 4-ring pyramid on Peg 3, we
have to make a 3-ring pyramid on Peg 1.
b) In order to make a 3-ring pyramid on Peg 1, we have to
make a 2-ring pyramid on Peg 3.
So...put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3. Substep b is done.
Put Ring 3 on Peg 1.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1. Substep a is done.
Put Ring 4 on Peg 3. We have a 5-4 pyramid on Peg 3 and a
3-2-1 pyramid on Peg 1.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Put Ring 3 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3.

DONE!

Senior Mode:

Follow steps 1-3, listed above.

4) Now that you've got a 5-4-3-2-1 pyramid on Peg 3, you
get to have to fun of making a 6-5-4-3-2-1 pyramid on Peg
2. That'll let you move Ring 7 into place. Yay.

To make sure no one gets lost, I'll recap every time you
make a 3-2-1 pyramid, which is every seven moves or so.

Put Ring 6 on Peg 2.
Move Ring 1 on Peg 2.
Move Ring 2 on Peg 1.
Move Ring 1 on Peg 1.
Move Ring 3 on Peg 2.
Move Ring 1 on Peg 3.
Move Ring 2 on Peg 2.
Move Ring 1 on Peg 2. You now have a 3-2-1 pyramid on Peg
2, Ring 6 on Peg 2, and Rings 4 and 5 on Peg 3.
Move Ring 4 to Peg 1.
Move Ring 1 to Peg 1.
Move Ring 2 to Peg 3.
Move Ring 1 to Peg 3.
Move Ring 3 to Peg 1.
Move Ring 1 to Peg 2.
Move Ring 2 to Peg 1.
Move Ring 1 to Peg 1. You now have a 4-3-2-1 pyramid on
Peg 1, Ring 6 on Peg 2 and Ring 5 on Peg 3.
Move Ring 5 on Peg 2. You now have a 6-5 pyramid on Peg
2, and a 4-3-2-1 pyramid on Peg 1.
Move Ring 1 to Peg 3.
Move Ring 2 to Peg 2.
Move Ring 1 to Peg 2.
Move Ring 3 to Peg 3.
Move Ring 1 to Peg 1.
Move Ring 2 to Peg 3.
Move Ring 1 to Peg 3. You have a 3-2-1 on Peg 3, Ring 4
on Peg 1 and 6-5 on Peg 2.
Move Ring 4 to Peg 2. You now have a 6-5-4 pyramid on Peg
2 and a 3-2-1 pyramid on Peg 3. Easy enough to make that
into one big pyramid...
Move Ring 1 to Peg 2.
Move Ring 2 to Peg 1.
Move Ring 1 to Peg 1.
Move Ring 3 to Peg 2.
Move Ring 1 to Peg 3.
Move Ring 2 to Peg 2.
Move Ring 1 to Peg 2.

5) We're STILL not done? Ugh, this is trying my patience!
Along with my ability to visualize the whole thing in my
head. Crap. But we're halfway to the end now, at least.
So let me think here...

You've got a 6-5-4-3-2-1 pyramid on Peg 2, and 7 on Peg
1.
Put Ring 7 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3.
Put Ring 3 on Peg 1.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1. You've got a 3-2-1 pyramid on Peg 1,
Ring 7 on Peg 3, and 6-5-4 on Peg 2. So..
Put Ring 4 on Peg 3.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Put Ring 3 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3. You've got a 7-4-3-2-1 on Peg 3 and
6-5 on Peg 2. You want to move the 3-2-1 on Peg 1, so you
can start a 4-3-2-1 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Put Ring 3 on Peg 1.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1. You've got a 3-2-1 pyramid on Peg 1,
a 6-5 on Peg 2 and Peg 4 on Peg 3. Now you want a 4-3-2-1
on Peg 3, so...
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Put Ring 3 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3. You've got a 4-3-2-1 on peg 3, and a
6-5 on Peg 2.
Move Ring 5 on Peg 1. Now it's time to get a 5-4-3-2-1
pyramid on Peg 1. First you have to move a 3-2-1 onto Peg
2, so you can move Ring 4.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1.
Put Ring 3 on Peg 2.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Move Ring 4 on Peg 1. You should have a 5-4 on Peg 1 and
a 3-2-1 on Peg 2.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3.
Put Ring 3 on Peg 1.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1. Now you've got a 5-4-3-2-1 on Peg 1,
Ring 6 on Peg 2 and Ring 7 on Peg 3.
Move Ring 6 to Peg 3. Yes, yes, yes! We've reached a
second halfway point! Out next mini-goal is a 3-2-1 on
Peg 3.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Put Ring 3 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3.
Put Ring 4 on Peg 2. Now you've got 5 on Peg 1, 4 on Peg
2 and 3-2-1 on Peg 3. We need to shuffle the 3-2-1 on Peg
2.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1.
Put Ring 3 on Peg 2.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2. Now you've got a 4-3-2-1 on Peg 2.
Put Ring 5 on Peg 3. Ha! Getting there! It's a 7-6-5 on
Peg 3 and a 4-3-2-1 on Peg 2. Let's get a 3-2-1 on Peg 1.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3.
Put Ring 3 on Peg 1.
Put Ring 1 on Peg 2.
Put Ring 2 on Peg 1.
Put Ring 1 on Peg 1.
Put Ring 4 on Peg 3. ALMOST DONE! You've got 7-6-5-4 on
Peg 3 and 3-2-1 on Peg 1.
Put Ring 1 on Peg 3.
Put Ring 2 on Peg 2.
Put Ring 1 on Peg 2.
Put Ring 3 on Peg 3.
Put Ring 1 on Peg 1.
Put Ring 2 on Peg 3.
Put Ring 1 on Peg 3.

DONE!!! Jeez, that took forever to write out.

Leave the room now, and go to the other room in this
hallway, which is the nursery. Nancy sees a crow stealing
jewels from a wall place. HEY! THEIVING CROW! PUT THAT
BACK!!!

Six things to do in the nursery
-------------------------------

1) Pick up the jewel the crow dropped and put it back in
its place. You need three more jewels.

2) Examine the book on the little table. It's called "Le
Lapin Bleu".

3) Dolls. There's a doll puzzle here! Put the dolls like
this:

Cow in the upper/left corner.
Pig directly under the cow.
Cat four spaces left of the pig. Left of the cat is a
suit of armor.
Man with blue shirt directly under the cat.
Blonde girl directly under the chandelier (not on the
chandelier, under it).

Then press "check" and you get a token.

4) Rock the rocking horse for a token.

5) Examine the ground near the fireplace. There's a pair
of broken glasses.

6) Otter Puzzle. There are two solutions.

Junior Mode:

The pieces are in this order:

9 3 2
4 5 6
7 1 8

Put them in the proper 1 2 3 4 5 6 7 8 9 order, then
rotate the pieces into place by right-clicking.

Senior Mode:

The pieces are in this order:

6 7 4
3 5 2
8 1 9

Put them in the proper 1 2 3 4 5 6 7 8 9 order, then
rotate the pieces into place by right-clicking.

For solving the otter puzzle, you get a gear for the gear
puzzle that you'll solve later on. For now, go downstairs
(because you can't go upstairs).

Five Things to Do in the Main Hall
----------------------------------

1) Talk to Kit Foley, the guy with the black eye. He's
Matt's BFF, and he says Matt left because he's afraid to
get married.

2) On the ground by the fireplace is a picture of Kit and
Kyler, when the two of them were dating. You'll here more
about this later, but it turns out that Kit is secretly
hoping the wedding gets called off because he still has
feelings for Kyler.

3) Madam Isibeal, the fortune-telling machine. Pick up
the token on the ground near her and use it on the
machine to get a fortune. This gives you a fortune and a
weight for the weight puzzle.

4) Look at the table. The other weight for the weight
puzzle is being used as a paperweight. Pick it up.

5) Look at the printing press.

You could leave now, but to save time, head back upstairs
to talk to Kyler. She wants you to make wedding brochures
on the printing press.

Before you do that, though, it's time to solve the weight
puzzle! That's the puzzle on the table opposite of Kyler.
The goal of the puzzle is to get all the scales to match,
with a grand total of 100.

Weight totals from left to right:

40
45
47
8
60
5
3
55
37

100 = 60 + 3 + 37
100 = 47 + 8 + 45
100 = 40 + 5 + 55

So put those three combinations of three weights on the
scale, and you get...the thing for the sliding puzzle.
Awesome.

Head downstairs and go to the printing press. A printing
press is like a big stamp. Put black ink on the plate
(the thing to the left). Put a piece of paper on it. Then
spin the wheel to stamp the ink on the paper. Put the
paper on the drying machine to the right. Press the
button to dry it, then put it in the box. Do this three
times.

Go back upstairs and ask Kyler about the wedding
brochure. See, Kit is NOT the best man, even though he's
Matt's BFF. What's up with that? Kyler gives you the
phone number of the best man, Alan Paine.

Now you can finally leave Castle Malloy. You can explore
the castle grounds, but right now, all you need to do is
head down the road. Stop at the archway to solve the
sliding puzzle.

Sliding Puzzle
--------------

XXXX
XXXX
34XX
12XX

The key to every sliding puzzle is the order you put the
pieces in. When the puzzle is solved, the missing piece
goes in the upper/right corner. For some reason, this
means you have to solve the lower/right corner first.

Using my fancy diagram up there, do the following:

Put piece 1 into place. Never move this piece again.
Put piece 2 into place. Never move this piece again.
Put piece 3 into place. Never move this piece again.
Put piece 4 into place. Never move this piece again.

Hmmm, was it really necessary for me to list out each
piece separately? Maybe not. Oh well, now you've got the
lower/left quadrant done. You don't need to touch any of
those pieces again.

13XX
2XXX
ooXX
ooXX

Find piece #2. Put it in spot #1.
Find piece #1. Put it in spot #3.

Now, you can move the empty square to spot #2, and from
there, slide pieces 1 and 2 into their correct spot. You
don't need to touch either of those pieces again.

We repeat the process.

o13X
o2XX
ooXX
ooXX

Find piece #2. Put it in spot #1.
Find piece #1. Put it in spot #3.

Now, you can move the empty square to spot #2, and from
there, slide pieces 1 and 2 into their correct spot. You
don't need to touch either of those pieces again. Now the
entire left-hand side is done!

ooXX
ooXX
oox3
oo12

Find piece #1. Put it in spot #2.
Find piece #2. Put it in spot #3.

Now, you can move the empty square to spot #1, and from
there, slide pieces 1 and 2 into their correct spot. You
don't need to touch either of those pieces again. As you
might have guessed, you repeat the process.

ooXX
ooX3
oo12
oooo

Find piece #1. Put it in spot #2.
Find piece #2. Put it in spot #3.

Now, you can move the empty square to spot #1, and from
there, slide pieces 1 and 2 into their correct spot. Now
just mix around the final three pieces until they're in
place. This solves the puzzle and causes Nancy to say,
"There's a piece missing."

No duh, Nancy. Put the missing piece back into place
(this is the piece we got from the weights puzzle) to get
a printing press plate.

Leave the archway. See the sign to the right that says
"Bailor"? Walk to it and click it to go to the inn. Use
the telephone booth here (and Nancy's calling card) to
call Alan Paine to learn that Kit and Matt fought just
before Matt left, and just before Kit got a black eye.
Sounds like Kit made Matt mad, and Matt socked him. Good
to know, I guess.

Head inside the Screaming Banshee Inn and talk to Donal.
He wants a drink, and Nancy gets forced to play mix maid.
To play mix maid, click on a picture to see the drink.

Simple drinks will have stuff like four oranges and two
bubbles. In those cases, click the orange button four
times, and the bubble button two times. Pull out the
proper glass from below the counter, and put it on the
gray mat. Then pour the drink into the glass, and put the
glass onto the plate.

For root beers, same thing; only put the mixing cup under
the beer tap first.

More complicated drinks wants something like limes or ice
cubes. Do the same thing as before, just put in a
lime/ice cubes/lemon wedge before sticking the drink on
the plate.

The most complicated drinks require blending. Do the same
thing as before to get your drink ready. Then stick
strawberries/ice cream/whatever into the blender. Pour
your drink into the blender and hit the red button. Then,
same as before, put the drink in the right glass, and put
it on the plate.

Fill the plates closest to the bell first. Click the bell
to have the plates taken away. If you mess up at any
time, toss the drink into the trash. Mix fast enough, and
you get tips!

Once you mix a round, you are allowed to talk to Donal
for plot advancement fun. Donal thinks Matt was kidnapped
by fairies, and that Nancy saw a banshee. Good to know,
Donal.

At the inn, you can go to the arcade. Using your mix maid
tips, play darts and difference detective. If you don't
know how to play darts, the red area in the middle is a
bullseye. Hit it for fifty points. The green area in the
middle is worth 25 points.

The other areas, you'll see, are divided into little pie
slices, and each slice has a number. Hit a slice, and you
get the points that the slice is worth. Hit the outer
ring of a slice for double points, the inner ring of a
slice for triple points.

The goal is to get 201 points (or more). If you hit four
bullseyes and a one point, you get an easter egg. Too
tough for me to try to get...

Anyway, win at darts for a dog doll. That helps you solve
the doll puzzle.

Difference detective is a game where you spot the twelve
differences between two pictures. I totally SUCK at this
game. Here's the only solution I have.

Solution for picture of an artist painting a woman who's
posing:

1 – The artist's moustache
2 – The tip of the artist's beret
3 – The band of the woman's hat
4 – The tip of the woman's umbrella
5 – The top/right flower in the flower vase
6 – The design on the flower vase
7 – The umbrella handle
8 – The ruffles on the lower/left corner of the dress
9 – The crayon at the highest part of the crayon box
10 – The shine on the window
11 – The clip at the top of the easel
12 – The frills on the woman's waist

Cheat: Save your game, then play a round of difference
detective. If you lose, reload your game and play it
again. You'll get the same puzzle. Do this over and over
again until you beat it.

You get a whistle when you win. Yays!

Head back to the castle and talk to Kit about Alan Paine.
Kit gives you a seating chart puzzle. The solution is the
same on junior and senior mode, although the requirements
differ.

Henry Lori
Taylor
Rose Nancy
John Kyler
Linda Matt
Richard Alan
Heather
Jane Kit

This gets you a book on leprechauns. Okay...

Now head outside the Castle Malloy and explore the
grounds using the lantern you got by solving the rings
puzzle. To the left of the castle is the garden. Left of
that is a well and fairy ring. In the lower/left is a
bog, and in the bottom/middle are three Celtic crosses.

Don't worry about getting lost; there are little paths
for you to follow.

Head to the garden and go inside. You see the thieving
crow. Time to find his nest by spinning the leprechauns.
See, each leprechaun has a shamrock on its chest. If you
open the book on leprechauns, you'll see that each
shamrock corresponds to a specific letter.

The letters tell you which way to face the leprechaun,
front, right, left and back. The leprechauns should be
spun so they face like this:

R L B F R B F

This lets you find a doll and three missing jewels for
the nursery.

High tail it back to the nursery. Put the missing jewels
in their places. See the rainbow painted on the wall?
Simply click on the jewels in rainbow order: red, orange,
yellow, green, blue, indigo, purple. INDIGO? Ugh, I
dislike it when rainbows split blue into two colors. You
don't see that sort of nonsense on color wheels, do you?
Of course not!

I digress. This opens a secret passage. Go inside to find
a plank and a note card. Leave the passage to see...a
floating banshee. Awesome! I mean, not awesome! It's a
freaky monster!!!

Leave the castle and head to the bog. Use the plank to
cross into the bog, then check the note card. The note
card says that two rocks is the standard.

Two rocks with rocks right of them means go right.
Two rocks with rocks left of them means go left.
Two rocks with rocks on top of them means go forward.
Two rocks with rocks in front of them means go back.

The number of additional rocks tells you how many times
to go. For example, if there are two rocks to the right,
move right two times.

Once you get through the bog maze for the first and last
time, you reach the bog hut.

Inside the hut, you can look at the desk to find a locked
box and an unfinished doll with a doll puzzle. Pick up
the doll puzzle. One the other desk are a load of herbs
and a book. Read the book to learn how to make bug bane.

Make some bug bane by putting tansy, pennyroyal,
wormwood, thyme and catnip in the mortar. Use the pestle
to mix them all up. See the bird cage with bugs in it?
Use the bug bane in the bird cage to get rid of the bugs.
This lets you get a mirror/looking glass.

In the corner of the hut, near the door, are a bunch of
wicker baskets. Open one to get a jetpack.

Leave the hut now and head for the Celtic crosses (just
follow the road leading right of the bog). Put the
looking glass mirror thingy into the circular hole of
each cross. Each cross has a date, and each cross shows a
different symbol when you put the looking glass in.

You'd never guess it, but this is another puzzle.
Head as far right as you can go to a fence.
You can look at one part of the fence, and it has symbols
on it. You're supposed to press the three symbols you
just saw, in numerical order according to the numbers on
the crosses.

Or...just click on them in this order.

X X X X X 1
X 2 X X X X
X X X X X X
X 3 X X X X

Which opens the fence, giving you access to the sheep
pasture. In the sheep pasture, you need to do three
things.

Three things to do in the sheep pasture
---------------------------------------

1) Go to the barn in the upper/left part. The wind chime
has a gear in it. That's for the gear puzzle!

2) Go all the way to the right. There's a tree you can
inspect here. Kit's real estate plans for Castle Malloy
are there. Hmmm...why would Kit make plans like these? Is
he...THE BAD GUY??? That crow seems to think so!

3) Near the bottom/middle, there's a big ring of stones.
That's another puzzle to solve later.

You should head over to the Screaming Banshee Inn now to
talk to Donal. He'll give you a book on Ogham Runes,
which lets you solve the stone puzzle. But before he can
get in a lendin' mood, he needs to hear drumming.

You get to drum for the band. This minigame is basically
guitar hero. Press the up/right/down/left/space buttons
at the appropriate times. You don't need to memorize the
colors, because there are notches on the note circles
that let you know which key to press.

If'n you do well enough, Donal gives you the book. The
book Donal gives you, combined with the book on the
zodiac that you got from Kyler's library, is enough to
let you solve the stone circle puzzle thing.

Stone Circle Puzzle Solution
----------------------------

Use the zodiac book to recognize constellations, and the
book on runes to read the runes. Runes are read from the
bottom up. Good thing each rune starts with a different
letter.

Pillar One:

Taurus
Summertime
Beltain

Pillar Two:

Leo
Fall
Lugnasa

Pillar Three:

Scorpio
Winter
Samhain

Pillar Four:

Aquarius
Spring
Imbolc

I listed the pillars in clockwise order. Solving the
puzzle gets you a printing press plate. Yay.

Well, that's all you can do outside for now, so head to
the Castle Malloy. Go to Kyler's room and talk to her.
She gives you a list of flowers to pick. She doesn't do
this unless you find Kit's real estate plans for Castle
Malloy.

Also in Kyler's room is a gear puzzle, under the knight's
helmet on the bookcase. You have a gear from the otter
puzzle in the nursery and one from the wind chime at the
sheep shearing building. That's enough to solve the
puzzle.

The trick to the gear puzzle is simple: you alternate
between big gears and little gears. That's all. If you're
having real trouble with the problem, check my video
guide. Solving the gear puzzle gives you a doll puzzle.

Head to the nursery to solve the doll puzzle. One of them
can be solved, one can't (you need another doll), and one
you already solved.

Doll Puzzle Solution
--------------------

Cat in the upper/right corner.
Kyler in the upper/left corner.
Blonde two floors below the redhead.
Pig two spaces right of the blonde.
Dog two spaces right of the pig.
Kit directly above the pig.
Cow one space left of Kit.

You get a token for that. Yay for getting tokens we don't
need!

Leave the Castle Malloy and go back in. Head to Kyler's
room to hear Kit and Kyler argue about the real estate
plans.

Check out the area where Kit stays to find Matt's missing
luggage. Aha!

That's all you can do for now, so go outside and search
for the flowers Kyler wants you to get. The book in the
bog hut lets you know where they are.

Flowers
-------

Roses in the garden (go to the leprechauns, then turn
around)
At the archway
At the front of the bog
Hanging over the table in the bog hut
At the bottom of one of the four stone pillars
In an area left of Nancy's car
In the fairy circle

While you're at the bog hut, check out the sheep doll to
learn that it needs stuffing. To stuff it, you need wool.
Hmmm...I bet those sheep in the sheep pen have wool!
Let's ask Donal!

Head to Donal. Ask him about Matt's luggage, and he makes
you herd all the sheep. When you see a sheep, click on
the whistle to get it in the pen. (You got the whistle by
beating difference detective).

No choice now, really. Head to the sheep pasture and send
all ten of them to the pen. Then go to Donal and ask if
you could shear the sheep to get wool. Donal wants you to
make three bags full.

Jeez, Donal sure does love to give us chores, doesn't he?
Ah, well, if I had to choose between working and staying
at the bar, I'd probably choose to stay at the bar, same
as him.

Head to the sheep pen. Click on the whistle. Then add up
the three numbers (color of the asterisks, sheep family,
and the sheep's mood). Click shear, and the sheep gets
shorn.

If you mess up, don't worry. It just means the wool bag
doesn't get any fuller. Once a bag is full, you can't
shear any more sheep until you open up the wool machine
to the right and get a new bag.

Once you're done, take some wool and head to the bog hut.
Use the wool on the sheep doll to get it. Head back to
the Castle Malloy and enter the nursery for this final
doll puzzle.

Final Doll Puzzle
-----------------

Dog in the upper/left corner
Kyler in the lower/left corner
Cat three spaces right of Kyler.
Cow right of the cat.
Kit above the cat.
Sheep left of Kit.
Blonde left of Sheep.
Pig two right of Kit.

This gives you the final plate for the printing press.
You should have all four printing plates. Go to the
printing press and start a-printing!

The thing to do is match the binary numbers with a
letter, using the piece of paper on the desk in Kyler's
room. From left to right, the letters should be Y C M K
(maybe things are different if you get the plates in a
different order). Those are the letters of the ink
bottles, you'll notice.

plate Y-01011001
plate C-01000011
plate M-01001101
plate K-01001011

So, obviously, pour Y ink on the Y plate, put paper on it
and run it through the press. Put the paper on the dryer.
Then do the same thing for C, M, and K ink/plates. Once
your paper is filled out with all four plates/colors,
you're left with jetpack instructions.

Go outside and use the instructions on the jetpack from
the wicker basket in the bog hut. If you don't mess up,
you use the jet pack to fly. Cool!

Lots of people have trouble with the jet pack, so here's
the official solution from the game's tech support:

"- Extra tip for Jet Pack puzzle
When you get to the step in the jet pack instructions
where you move the lever, be sure that you click, hold
and drag the lever to the correct location. Clicking on
the lever more than once to move it one notch at a time
appears to make the jet pack explode, even if you end in
the correct location. Again, make sure to click, hold and
drag the lever in one move before unclicking the mouse."

Fly to the tower that's right of the entrance, the one
you can't enter from inside the castle. Inside is a
locked desk and a small table with a paper inside.

The paper tells you how to unlock the desk. But, of
course, it's not that simple. You get a list of four
books and a map that are key to unlocking the desk.
That's all you can do in the tower.

Fly to the island located on the map (northwest of the
garden). Examine the wall to see N5, which means N is
letter 5 on the lock.

Enter the castle and pick up the four books. They're in
Kyler's library. One is on the shelf near Kyler, next to
a golden horse figurine. It tells you to take the book
title and remove all duplicate letters. The last
remaining consonant is "L". The clue starts with the word
"Three", so that means L is letter 3 on the lock.

The next book is near the weights. It tells you to find
the middle letter in the book title, which is X. The clue
mentions four, so that means X is letter 4 on the lock.

Another book is left of the desk. It mentions the seas
and one, which means C is letter 1 on the lock. That's
kind of pushing the clue, in my opinion, but no one asked
me for my opinion.

The last book is a few shelves above the ring puzzle.
It's a series of instructions to play around with the
book title. In the end, you get Q. Since the clue
mentions 2, that means Q is letter 2 on the desk.

Once you look at the books and the island on the map,
head back to the tower. Enter CQLXN on the lock. This
lets you read a journal about Fiona (the girl who used to
live here). It also lets you see a picture of her. Most
importantly, it lets you get the key to the locked box in
the bog hut.

These two clues about Fiona let you know that Fiona is
still alive. After all, according to the family tree
above the desk, Fiona is alive (as all dead people have
asterisks).

Easter Egg: Enter "Lapin" on the lock (as in "Le Lapin
Bleu", the book in the nursery) for a hidden doll puzzle.
Solve this to get an easter egg.

Head to the bog hut and use the key on the little box.
Inside is a note that confirms that the "banshee" is
Fiona. Fiona comes in then, looking very creepy, and ends
up tossing Nancy in some sort of underground cavern.

Head forward. You can't do anything besides pull a lever,
so pull it. This locks a door and reveals...MATT! Hey, he
wasn't kidnapped by fairies after all! He's being held
hostage by the crazed Fiona!

Talk to Matt to fill in all your missing backstory. You
can explore the lab now. Wow! Brendan Malloy really WAS a
rocket scientist!

The only way to get out of here is to launch that rocket.
To do that, you have to do a few things.

Launching the Rocket Ship
-------------------------

1) Grab a tailfin from the middle barrel (of the three
barrels under the desk). Put them on the rocket ship.

2) Attach the wires at the rocket's base. 1 is red, 2 is
blue, 3 is orange, 4 is yellow and 5 is green.

3) Put a cone on top the rocket. You have to make stairs
to do so. Make stairs by putting to two largest triangles
at the top and bottom of the staircase (rotate them to
make them fit, obviously). Fill out the middle step with
the square. Use a small triangle at the parallelogram for
the space left of the square, and a small triangle and
medium triangle for the space right of the square. That
finishes the stairs; climb up them to reach the cone.

4) Chemicals puzzle. Left of the periodic table of the
elements is a clipboard (and below it is a notebook--both
tell you how to start the rocket). Under the clipboard is
a button. Press it.

This opens a chemicals puzzle. You need to sort all the
chemicals into the proper categories in order to get a
key.

Category 1: NH3, P, Na K, Al, H
Category 2: AG, H20, Cl, LOX, C, I
Category 3: F, Ab, Hg, Br, Rn, Cs

Eurgh, what a tough puzzle. You have to pick up each
chemical JUST RIGHT. Open the claws wider than the
chemical, then get as close as you can to the chemical
without touching it. Snap the claws shut to grab hold of
the chemical. Then move it to the proper place.

That's basically all you have to do, but it's tougher
than it looks, due to the game's harsh death policy. Mess
up slightly, and you die. Period.

Fortunately, whenever you die, the puzzle will restart
from where you last left off. Once it's done, you get the
key. All right! Game almost over!

Head to the control station, AKA the thing with three red
switches. Turn the lever in the middle to 90.1, put the
key in the slot right of the lever, then flip all the
switches, from left to right.

BLAST OFF!!! Game over! Enjoy the ending, preview for
next game, credits and outtakes.

004-Credits
---------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2008. If you
want to put this FAQ on your website, please ask me first
(instructions under general information).

 
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