Games > Haunting of Castle Malloy > Walkthrough

I have included spoilers for each puzzle. They are hidden behind a black bar with black text. If you wish to view any spoiler, simply highlight the block with your mouse. In this walkthrough I have included a couple of spoiler photos as well as spoiler videos. If you would like to view the spoiler simply click on the link and you will be taken to the photo or video. Press the back button on your browser to return to the walkthrough.

Reference Map for the Castle Grounds. I compiled this map of actual game photos in order to help you find your way around the paths on the grounds. I only left out a couple of titles on the map, but you shouldn’t have any problem finding them during game play.

RIVER HEIGHTS: NANCY’S DESK
As with all the new Nancy Drew games, you start off in Nancy’s room in River Heights. Click on the ‘Case File’ folder and read about your next case, The Haunting of Castle Malloy. Then click on the phone card and invitation to Kyler and Matt’s wedding. Click on the plane ticket when you’re ready to leave for Ireland.

For this walkthrough, I’m working in Junior, but will later have solutions for Senior. In the meantime, click on Junior to begin the case.You can either watch the flight scene or click to skip it.

THE BEGINNING
The opening scene begins with Nancy driving in her rental car while talking to Ned on her cellphone. After Nancy ends her call. Someone or something flies right in front of the car forcing Nancy to swerve and drive into a ditch. The car is stuck in a ditch and the cellphone is broken. The only thing for you to do is to walk until you find the Castle Malloy entrance in which you luckily crashed right in front of.

Matt Doll
Castle Door
Walk up (by either using the keyboard arrow keys or the mouse) and click on the entrance. (When you get close enough to a place outside that you can explore, it will be outline in blue.) Take the Matt doll and right away a wandering sheep will walk by, notice you, and run frantically out of sight.

Click on the right panel on the entrance. The puzzle seems to be incomplete and is missing a piece. Click on the left panel on the other side of the entrance to see how it’s suppose to look. No sense in working on this at the moment. Exit out of it (ie: turn around/back up) and walk up on to the bridge and follow the path that leads to the castle. When you reach the door, it will be outlined in blue. Click on it. Click on the door knocker to knock. Donal will answer and tell you that the wedding is off and that you cannot stay at the castle. Leave the door and click to the left.

Take some rocks and use them to gain Kyler’s attention from the second story window. Use the first rock and center it just below the ledge. If you aimed just right you’ll break the window and Kyler will look out, see you, and point to the door. Knock on the door again and this time Kyler will tell Donal to let you in.

MATT IS MISSING
When you finally enter the castle, you’ll automatically be talking to Kyler in the library. She will tell you Matt is missing and that she thinks he’s playing a practical joke. Ask her the usual questions and exhaust the conversation until there is nothing left to talk about.

Tower of Hanoi
THE LIBRARY
After your talk with Kyler, take a look at the bookshelf in front of you. Take the Zodiac Constellations book, exit out, and click on the knight head and look at the gear puzzle. Two of the gears are missing so we can’t do this puzzle yet. Move to the right and solve the Tower of Hanoi puzzle, which is next to the unlit lantern. (Can’t figure it out? Watch the video to see how it’s solved. Choose Junior or Senior.) Once solved, take the lantern. Turn to the desk next to the black knight. View the paper on binary code, open the middle drawer and look at the paper that describes which weight is which. Look at the scale and noticed that two of the weights are missing. Leave the library by exiting through the door across from Kyler. The door between the bookshelves is a dead end. After exiting the library, turn left between the two headless knights and enter the nursery.

Red Jewel & Broken Glasses
THE NURSERY
When you enter the nursery you will automatically look at the crow taking one of the colored jewels from the rainbow cross on the wall. Take the jewel off of the floor and look at the cross. Several of the pieces are missing. Next, look at the fireplace and click on the broken glasses. Then turn right and click on the bookshelf and then on the wooden box. It has a color puzzle with otters on the inside. To solve this puzzle you’re suppose to match up all the colors to the middle tile and on all the sides. (Can’t figure it out? Watch the video to see how it’s solved. Junior or Senior.)

Otter Puzzle
After you complete the otter puzzle, take gear #1. One gear down, one to go. Exit and click on the rocking horse, click again to make him rock. A token falls to the floor. Take it. Click on the dresser and take a look at the dollhouse. Some of the dolls are missing so at the moment we can’t do this puzzle either, but now it’s on our to do list. You can, however, do the first puzzle found on the paper (#1) on the clipboard. Follow the instructions below it to decode where each doll is suppose to be placed. You’re reward will be one token. Exit and click on the vanity table. Click on the blue book and note the word “Lapin.” Next, move to the tea table on the other side of the bed. Nothing here for us to pick up, but what an interesting thing to write on a chalk board! Leave the nursery, turn left and go down the stairs. These stairs will lead you into the Great Hall. (The stairs leading up will take you to the tower, but unfortunately the stairs are damaged and it’s impossible to go up them.)

Scale Weight
THE GREAT HALL
First, turn around and talk to Kit. He thinks Matt has walked out on Kyler. He also says his black eye is due to his clumsiness. Exhaust the conversation with him and ask him about his accent, his drawings, etc.

Turn around and take a look at the fireplace. Pick up the photo of Kit and Kyler. (Note: This does not go into your inventory. You just look at it.) Turn left and zoom in on the dining table. Take the weight (#1) off the papers. Later on we’ll look at the printing press and the fortune telling machine, but for now exit the castle. Automatically we’ll be looking up at the tower and the strange lights shining out of the window. Exit out and follow the path down to the road.

SBI: Mixing Drinks
SCREAMING BANSHEE INN
Now you can go all the way down the road to the right if you’d like but it’s so much easier to get to the inn by clicking on the Bailor sign next to the bridge. I recommend doing this. It means you don’t have to walk Nancy all the way back when you leave the inn. So click on the sign.

Click on the door to the inn and then click on Donal. Talk to him about everything, but he won’t tell you too much because he’s dying of thirst. He’ll suggest you fill in for the mix maid. Of course, you will help out. This is also a way for you to earn some extra tokens. After your talk with Donal, you’ll be behind the counter and Seamus will explain how to mix the drinks. Once you have all the drinks on the trays click on the bell for each order. If something isn’t right, Seamus will tell you.

After you finish the three orders, you’ll be back out in the main area and talking to Donal again. He’ll tell you that Matt was taken by the fairies..err..the “Good People” and then he’ll then talk about Brendan Malloy, his family, and the explosion that ruined the castle. Ask him about banshees and again about Matt. Exhaust the conversation here as well. Leave the inn and go back to the castle.

THE CASTLE
Back at the castle, talk with Kit again. Ask him if he knows any way to get into the tower. Then go up to the library and talk with Kyler again. She will ask you to help her print the programs for the wedding. Show her Matt’s broken glasses and ask her about the nursery and Matt’s luggage. Go back downstairs and click on the printing press.

PRINTING PRESS
- Take the binary plate (#1) (01000011) found on top of the paper sheets.
- Click on the K bottle for black ink and then click on the left plate to put the ink in place.
- Next, take a sheet of paper and place it on top of the ink.
- Turn the wheel and watch it print the program.
- Take the piece of paper and place it on the dryer.
- Press the red button on the dryer and let it dry.

Once dried, place the paper in the basket on the table in the back. Nancy will not acknowledge whether or not she is done so make sure you count three sheets. Go back to the library and tell Kyler that you finished printing the programs. Nancy will ask her about Alan Paine. She will tell you to give Alan a call to see if he knows anything about Matt’s disappearance.

Screaming Banshee Inn
SCREAMING BANSHEE INN: TELEPHONE
Go back to the Screaming Banshee Inn and click on the telephone booth to the right. Open your inventory and take out your phone card, place it in the slot, and pick up the receiver. Click on Alan’s name and number. Ask him if he knows where Matt might be hiding and if he remembers anything Matt might have said before he disappeared. Not soon after his ride will arrive and he’ll have to go.

Now since we’re here you can call Ned or Bess and George, but it really isn’t necessary. You cannot ask any of them for hints because they will tell you to use the fortune telling machine in the Great Hall. And since this is a walkthrough, I don’t see any reason why you would need to be asking for a hint. But calling them is entirely up to you as they do share some good conversation.

Go back to the castle and talk to Kit. After you ask him about Alan and the fight between him and Matt. He’ll ask you to work on the seating chart for the wedding. Take the seating chart.

SEATING CHART
Read the seating requests to the left of the chart. Place each person next to who they would like to sit next to, alternating boys and girls, and anyone who has the same initial cannot be seated next to one another. The seating arrangement is the same for both Junior and Senior detectives.

Top: Henry, Lori
Left: Taylor, Rose, John, Linda, Richard, Heather
Right: Nancy, Kyler, Matt, Alan
Bottom: Jane, Kit
Or use this photo spoiler.

When you’re finished with the chart, talk to Kit and he’ll either tell you if it’s correct or not. Again Nancy will not tell you whether or not she has completed this task correctly. If correct, Kit will give you a book entitled Brehon Law.

Garden: Leprechaun Puzzle
THE GARDEN
It’s time to put the Brehon Law book to use. Leave the castle, turn left, and walk straight until you come upon a stone fence. Walk down and left again until you find the gate. Click on the gate in blue and then click on the gates again to open them. Walk in until the shadowy figures are in sight. The crow you saw earlier is back again and seems to be stowing away things behind the fence. Look at the Leprechauns and the four-leaf clovers they have on their shirts. Note that some have darker petals than others.

Open your inventory and take a look at the book Kit just gave to you. The same four-leaf clover symbols on the Leprechauns’ shirts are in the book. Now to decode what each symbol means.

Leprechaun Puzzle Spoiler
Look at the fancy lettering of the first letter of each paragraph and note the symbol above that particular paragraph. The first one has a dark petal on the top of the clover. The first letter of this paragraph is an F. F would mean Forward. The next one has a dark right petal. The first letter is an R. R for Right. And so on. Some of the letters may repeat and the symbols may be different, but it still means the same thing. But instead of having one symbol for each clover there are two symbols representing the same direction. As always I’ve included a spoiler just in case.

R, L, B, F, R, B, F

Nest full of jewels, tokens, and a Kyler doll
Once you plug in each symbol correctly by spinning the Leprechauns around, the gate will open and you will find a nest full of jewels, a token, and a doll of Kyler. Collect the items and then turn around. Click on the bench to the right and take the piece of paper which is of Kyler’s wedding vows. Exit the garden. Walk right until you find the path again and go into the castle and back into the nursery.



Rainbow Cross
THE NURSERY
Click on the double cross again and put each jewel back in its original place. Now that the jewels are back in their place. It’s time to click on them to see exactly what they do. But in what order do you need to press them? Look at the rainbow above the cross.

Going from right to left click on red, orange, yellow, green, blue, indigo, and purple.

Board & Cairn Paper
A secret passage will open. Exit and look at the fireplace. Turn right and take the board off of the floor, turn around and take the piece of paper with cairn drawings on the floor. Go back out into the nursery. That pesky crow is back again and this time it has a surprise. Watch the scene.

THE LIBRARY / THE GREAT HALL
Back in the library you’ll be talking to Kyler again. She’ll ask you to find out what that “thing” was. Exit and return to the Great Hall. Click on the Madame Isibeal fortune telling machine. Insert three tokens and ask for a fortune. You will get another weight. Take the weight (#2) and you will also receive a fortune. Click on the fortune to make it vanish. Go back up to the library and return to the desk. You should now have all the weights for the scale puzzle.

Scale Puzzle
THE SCALE PUZZLE
To complete this puzzle you have to place all the weights on each scale while keeping the entire thing balanced. The paper in the desk drawer will describe each weight and how much it weighs.

Left: Iron, Silver, Mahogany
Middle: Brass, Copper, Ironwood
Right: Lead, Zinc, Oak
Or use this photo spoiler.

Once the scale is balanced a secret drawer will open revealing a stone tile for the puzzle on the bridge entrance. Take the stone tile. Now that you have the missing puzzle piece, you can go out to the bridge and complete the puzzle.

These slider puzzles can be a bit tedious, but if you want to get it out of the way you can watch the video walkthrough I made for it. Choose from Junior or Senior level. After you have completed the slider puzzle, you will get binary plate #2 (01001101).

Celtic Crosses
EXPLORE THE CASTLE GROUNDS
Time to explore the castle grounds a bit. Go back up the bridge and when you come to the first lamppost that is on the ground and not the stone path, turn left and keep walking straight until you come to three Celtic crosses. Click on them and then click on each to view the dates on them. There is one from 1801, 1916, and 1845.

Next, follow the path south until it comes to an end. Walk up a bit until the bog turns blue. Click on it. You’ll never make it across the bog by jumping. Use the board you found in the fireplace from the nursery. Go across and you’ll come to a cairn. Use the paper you found in the fireplace to decode each cairn. If you’d rather use a spoiler highlight the one below.

F, R, F2, R2, F2, L4, B2, L2, B3, L2, F, L, F2, R, F2, R2, F2, R, F

Thankfully, you will only need to navigate the path once. Afterward, you will go straight to the hut and back to the bog.

Inside the hut
THE HUT
Enter the hut. Click to the far right and you’ll see a close up of baskets. Click on the rectangular basket and take out the jet pack. Next, take a look at the desk next to the baskets. Try to open the locked box. Take the doll chart (#2) next to the scissors. Exit out and zoom in on the cage with all the bugs. Then look at the desk to the left. Read the Herbs and Remedies book. Notice the “To Summon a Banshee” page is missing. Read about the “Bug Bane“. Exit out of the book and take one of each of these herbs and place them into the mortar: Tansy, Pennyroyal, Wormwood, Thyme, and Catnip. Mix them with the pestle. Take the mixture and go back over to the cage. Use the herb mixture with the cage and the bugs will die. Take the lens out of the cage. Leave the hut and bog and go back to the three Celtic crosses.

Celtic cross: lens view
Use the lens on each Celtic cross and note the symbols and date founds on and within them. Walk to the path and then straight across it. Keep going until you locate the stone wall that surrounds the castle. If you stayed in a straight line pretty much from the crosses to the path to the wall then you should find a piece of the wall that outlines in blue. If not walk up and down the wall until you find it. When you do, click on it. Another puzzle will come up with the same symbols you saw in the crosses. Put the dates of the crosses in order and while using the symbols press each symbol in from past to present.

Highlight below for a text spoiler or go to the photo spoiler.
1801, 1845, 1916
Or use a photo spoiler.

If done correctly, part of the wall will sink below the ground allowing you to cross onto the other side of it.

Follow the brown path south until you reach the stone pillar circle. It will also be outlined in blue when you get close enough. Click on it. Unfortunately, at the moment we don’t know which pillar has each symbol. So follow the path back up towards the wall and go back to the Inn. Ask Donal about the strange wailing in the castle and then about the stone pillars. He’ll tell you about the Ogham runes . Then he’ll tell you to help out with the drumming and then he’ll give you the book on Ogham runes.

Bodhran: Keys
THE BODHRAN
It takes some practice to perfect the Bodhran but you’ll get the hang of it after a few tries. Best suggestion I can give to you is to memorize the colors on the drum to where you need to press the arrow keys.

Up arrow = red
Bottom arrow = green
Left arrow = yellow
Right arrow = purple
Space bar = blue.

Once, you get that memorized, follow each color on the strip and right as it gets to the circle click on the corresponding key. When you get about a score of 64-67 or above you’ll make Donal happy and he’ll give you the Ogham book.

Since we’re already at the inn and have some tokens. Let’s play the two games found to the right of the room. If you didn’t get any tips or would like more for the games all you have to do is click on the swinging doors and you’ll be able to mix some more drinks. Since, it’s important to finish both games for the prizes, you’ll need at least two cents or more. And since it’s you’re lucky day, take the two tokens out of each game’s slot.

DARTS AWAY!
Darts Away!
The point of the darts game is to get your score down to zero by using all of the darts. I suggest you try to get five darts on the bulls eye (which is 50 points a piece) 5 bulls eyes will get your score down to 26. Then with one dart have it land on the 20 to bring your score down to 6. Then with the last dart have it land on the 6. Your score will be 0 and you’ll win a blue dog doll as a prize.

When aiming, the darts do move so it may take a couple tries before you get them to land on the bulls eye. When you’re aiming for the bulls eye have it slightly under the red circle. If the dart moves too far either left or right wait for it to be centered and throw. Be patient and keep at it. If you dislike playing mix maid, save your game before playing darts. If you mess up just restore the game to the previous state.

Difference Detective: Space Barbecue
DIFFERENCE DETECTIVE
To win Difference Detective, you must find 12 of the missing objects in the left photo. In the right photo you will see all the objects, but you can click on either photo to circle the object. You only need to win the game once in order to get the prize you need. There are 10 different photos in all. I have made solution page for all the Difference Detective photos. View the solutions. When you win one game take the whistle.

Stone Pillars
STONE PILLARS
After you have finished both games go back to the stone pillars. Read the book about Ogham runes that Donal gave you and then read the book about the Zodiac Constellations. In order to figure out which Ogham runes go with what zodiac sign as well as season you will need to decode them from both books. This will result in binary plate #3 (01011001). I will include a spoiler if necessary.



Constellation/Season/Festival
Taurus/Summer/Beltaine
Leo/Fall/Lugnasa
Scorpio/Winter/Samhain
Aquarius/Spring/Imbolic
Or view a spoiler photo.

Take the path northeast until you see an outlined tree. Click on the tree and then take the paper you see sitting on the large rock. It’s one of Kit’s drawings! Another crow is sitting on the tree in the back watching you curiously. Exit and follow the path back to the castle wall. Ignore the sheep for now. Go back into the castle and ask Kyler about the drawing you just found. She will tell you that she has no idea why Kit drew them. Then she will ask you to collect some herbs and flowers that she would like to use in her wedding bouquets. Go back downstairs and ask Kit about the drawing and exhaust all conversation with him.

Vervain on bridge entrance
COLLECTING HERBS & FLOWERS
Remember the book in the hut that describes a variety of different herbs and flowers? Each description is a clue to where you can find these items. With that said time to go back outside.

First, let’s go back to the garden and collect the Roses.
Next, follow the path to the left, north (you’ll see a well), and the keep northwest until you find what is called the fairy ring or “where the good people gather”. Pick the Yarrow flower.
Follow the path south until you reach the bog. Pick the Foxglove.
Go to the hut and take the Sage hanging above the herbs on the desk.
Leave the hut and the bog and go east to reach the bridge. Go down the bridge and stop in front of the entrance. Click on it and pick the Vervain.
Then exit and walk to your car. Walk west until you reach yet another blue outline, which should be in the middle of the road. Take the Larkspur.
Go back to the bridge and then back to the stone pillars. Take the Lavender.

Matt's Luggage
Return to the castle. When you enter the castle, Kit won’t be at his usual spot so this is a chance for you to snoop. Click on the cot behind his. Discover Matt’s luggage under the bed. Go up to the library to give Kyler her flowers, but instead you hear Kit and Kyler arguing. Listen to conversation. When the voices turn to “muffled” go outside of the castle and then go back in. Kit will be back on his cot and you’ll be able to give Kyler her flowers. Tell her about Matt’s luggage. Go back downstairs and tell Kit you found Matt’s luggage. Talk to him about him and Kyler. Now go back to the Screaming Banshee Inn.

SCREAMING BANSHEE INN
Talk to Donal about Matt’s luggage. He will tell you all about it and then ask you to bring in the sheep to the sheep pen. He will also give you the key to the pen.

Gear hanging from wind chimes
When you find a sheep, get close, but not too close as they’ll run away from you, then blow on the whistle (found next to the change purse). A sheep meter will be placed next to the whistle and will tell you how many you have got in the pen. No need to follow the path around the grounds on the stone pillar side of the wall. Just wonder around until you find all ten. Once you got all ten in the pen head north closest to the wall and enter the barn and then exit and Nancy will automatically lock it. Take notice of the wind chimes and take the gear (#2) hanging from it.

KNIGHT GEAR PUZZLE
Now that we have both gears you can go back to the library and complete the gear puzzle. All you have to do is arrange the small and large gears around the already embedded gears. Turn the wheel to make sure they all move and once they do the mouth of the knight will open revealing another doll paper #3. Click to view a photo spoiler.

THE HUT
Time to go back to the hut and find the sheep doll that is seen on the doll paper #3. Click on the sheep doll on the desk. Unfortunately, it needs stuffing and there isn’t any wool left in the wool box on the desk. Be sure to click on the wool box so Nancy will comment about it. Go back to the Inn and tell Donal that the sheep are tucked away and then ask him if you could shear one of the sheep for raw wool. He’ll ask you to fill three bags. Listen to his instructions.

Shearing Barn
SHEARING THE SHEEP
Go back to the barn and click on the Wooly-No-More machine (with keypad) on the left. Read the instructions. It’s very simple to shear the sheep. Use the whistle to bring them into the shearing station. Look at the Wooly-No-More machine for the color and family the sheep is from. Use the value from both the color and family and add them together along with the emotional state of the sheep. For example a sheep from the the Keane family (21) who’s color is green (2) and it’s emotional state is panicked (16) would be added up 21 + 2 + 16 = 39. So you would put 39 into the machine and click on shear.

Angry – Shaking their head up and down and kicking one foot.
Bleating – Crying.
Calm – Standing still.
Happy – Kicking up on it’s hind legs.
Panicked – Shaking and constantly moving. Also is kicked into the station by a part of the ramp.

Every two sheep you shear, click on the Wooly-No-More machine in yellow (found to the right). Open it up and take the bag of wool. Then proceed back to the keypad machine and continue with the next two sheep. Continue this until you have three bags of wool. Take some wool out of the last bag and leave the barn. Once you have all three bags of wool filled and the wool for the doll in your inventory. You can go back to the bog and fill the sheep doll with the wool. Take the sheep doll and go back to the nursery.

THE DOLLHOUSE
Click on the dollhouse and use the first paper to set up where the dolls should be and then click on “check”. Take binary plate #4 (01001011).

Top: Dog, None
Middle: None, Blond Girl, Sheep, Kit, None, Pig
Bottom: Kyler, None, None, Cat, Cow, None
Or view a photo spoiler.

BINARY PLATES
Now that we have all four binary plates we can see what’s on them. Go back to the Great Hall and click on the printing press. First, we need to decode the binary code written on each plate in order to know what color of ink to use on them. If you can’t remember how to decode binary you can go back up to the library and look at the paper found on the desk. Otherwise, you can use the spoiler below.

01001101 = M
0+64+0+0+8+4+0+1=77

01011001 = Y
0+64+0+16+8+0+0+1=89


01000011 = C
0+64+0+0+0+0+2+1=67


01001011=K
0+64+0+0+8+0+2+1=75

When you’re finished you can print up the binary plates. Only print them on one piece of paper. When you need to remove one plate and replace it with another. Just set the piece of paper on the drying table. DO NOT TURN ON THE FAN. If you do you will ruin the paper and not get all the information you need. Only after you print up the fourth and final plate then you can turn on the fan and dry the paper. Then you will be able to keep it in your inventory. You can also watch the video if necessary.

TIME TO FLY
Go outside and read the directions for the jet pack. Look at the jet pack and follow the directions. You can print out the directions here. After you got the jet pack fired up, fly to the tower window.

Inside the tower
Now that you’re in the tower, click on the table in front of the bed. Open the drawer and take the piece of paper with the four book titles. Close the draw and exit. Next, click on the roll top desk. Look at the family tree. Everyone with an asterisk by his or her name is dead except a few people like Kyler’s father, John. Now take a look at the lock on the desk. Enter “LAPIN” into the lock from the book found on the vanity table in the nursery. The desk will not open, but another dollhouse paper #4 will come out instead. (This paper is optional as it is for one of the Easter Eggs.) Exit the tower and fly towards the ocean and land on the island. Take note of the N5 etched on the rock. Leave the island and go back to the castle. Click on the doors to land and enter.

DECODING THE LIST OF BOOKS PAPER
Go back up to the library and locate the books found on the piece of paper you took from the table drawer. Read each inscription on the inside of the books carefully. According to the piece of paper there are five letters we need to input into the lock on the roll top desk in order to get it to open.

The inscriptions for each book are as follows:

Nautical Cartography
To our dear friend: One year soon you’ll finally join us here. The seas await your notice.
Seas equals the letter C and one is telling you that it’s the first letter in the code.


Ersatz Quidnuncs: A Guide To Knowledge
Two simple words to contain such wisdom.
But swap the first letter and the last letter.
Change the R to P and Z to W.
Remove the first appearance of any duplicated error.
Move the W one place to the right.
Move the 9th and 10th letters to the front.
Add an L after every 5th letter.
Change the 2nd and 4th vowels to O.
Move the 7th letter two places to the left.
Invert the 3rd and 4th letters.
Swap the 2nd letter from the right with the 8th consonant from the left.
Place the first L to the right of its second occurrence.
Move the 3rd and 4th letters to the front.
Remove the C.
Once you have, you’ll find that:

You have to rearranged the letters according to the riddle. Once you do it will read:
Spun to Q will do.


Hydroponics and Aeroponics: Growing Without Soil
Three years into the study. By removing all the duplicates, I find that the only remaining true consonant is key.
This tells us that the letter is in the third position and the last consonant in the title is the letter L. So the letter L is the third letter for the code.


Zoopraxiscope: Animals In Motion Animals abound in a merry round. Seated in the middle, can answer the riddle. On legs of four, they spin ever more.
This is telling you that the X is in the middle of Zoopraxiscope and that it’s the fourth letter in the code.


The N5 etched on the rock island would indicate that the fifth letter is N.

So the code to the desk is
CQLXN.

Inside the roll top desk
Go back to the tower and you’ll see the banshee fly out of the window. Use the jet pack again and enter the tower. Use the code you just decoded on the desk lock. Look at the photo of Fiona. Take the key to the locked box in the hut and the Nancy doll. Read the diary and learn about the false laboratory and that Fiona had her own jet pack.

Go back to the bog and enter the hut. Use the key you found in the roll top desk on the box you couldn’t open before. Pull out the birthday card and look at it. Leave the table and you will have a surprise visitor. It’s the banshee! Or rather it’s Fiona Malloy. Nancy will try to talk to her, but she’ll back away and then push you down a pit. Nancy will walk around in the tunnel until she comes to the entrance of the real laboratory.

THE LABORATORY
Pull the lever next to the entrance of the laboratory. Matt will tell you not to touch it, but it’s too late. The entrance closes and he’s trapped on the other side. He’ll tell you what happened. Exhaust your conversation with him.

Next, you need to try and find your way out of the laboratory. Go forward and turn right and look at the desk. View the notebook about the liquid fuel. Take the clipboard and read it. Nancy will comment about opening the silo doors. Look at the Periodic Table and note the first three categories of chemicals. Push the button that was behind the clipboard. Click on the chemical storage. The idea with this puzzle is to sort all the chemicals safely without breaking them. Otherwise, you’ll blow up the lab. The three categories listed on the Periodic Table tell you what chemicals go in which bin. This is a very tedious and time-consuming puzzle. If you wish to view the video spoiler on how it’s done choose either the video for Junior or Senior.

Ladder puzzle
After you get the chemicals all sorted out. Take the key the out of the slot below. Turn around and look at the blackboard with the drawing of the rocket. Turn around again and click on the tall ladder that is missing steps. Turn the pieces around so that they fit into the frame. (View a photo spoiler.) When you complete the puzzle go up the steps and take the rocket nosecone. Go back down the steps turn around and look at the desk in the back near the ladder you fixed. There are three buckets below the table that have three different types of fins for the rocket. You only need to choose one.

Take the middle one with the circle.

The rocket
THE ROCKET
Next thing we need to do is put the rocket together. Go into the room next to the blackboard with the drawing of the rocket. The lights will turn on as soon as you walk in. Climb up the ladder and put the nosecone on the rocket. Next, put the fins on the bottom of the rocket. Now we have to put the wires in the correct slots. Open the small door at base of the rocket and using the photo in Brendan’s log connect the wires to their opposite end. To connect them, click once on the number wire and then click on one of the color connectors. After everything is connected exit out and go to the control panel next to the blackboard.

One connects to red.
Two connects to blue.
Three connects to orange.
Four connects to yellow.
Five connects to green.
Or view a photo spoiler.

Rocket control panel
CONTROL PANEL
Following the instructions from the notebook.
- Insert safety key to power on. (the key from the chemical puzzle)
- Turn the dial to 90.1, which is found on the chalkboard.
- Flip the first switch to check continuity. The green light indicates correct wire connection.
- Arm rocket with second switch before initiating countdown.
- Flip third switch to launch.

If all goes correct, the rocket will begin its launch sequence. Watch the scene and ending.

Kyler and Kit look in on Matt

Congratulations! You’ve completed another mystery.


All written content, screen captures, and video spoilers were written/capped by Holly, © 2008.
No portion of this walkthrough may be reproduced or distributed in any way.
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