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of Nancy's neighbor. Linda, newlywed to Hugh has fallen ill since she came to live in the
Manor.
Nancy is dropped off at Blackmoor Manor. Someone whispers Nancy's name. After
knocking on the door, a growl is heard and burning red eyes is seen. Mrs. Drake greets
Nancy and tells that your room is the one with the moon on the door. Linda is not quite
ready to see Nancy. Mrs. Drake says to see her in the conservatory after settling down in
your room.
Nancy's bedroom: Read the game journal for information. Use the cell phone. The
speed dial under the directory has home, Ned and Mrs. Petrov listed. Call Ned and Mrs.
Petrov. Click on web and check all your e-mails. Use the cell phone again, click on web,
internet browser and do a search. Learn the connection about witchcraft and Blackmoor
Manor.
Nancy's suitcase is at right of the fireplace and left of the window seat. Look close at the
moon column at 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 - Grenny and the Water
Fairy by John Penvellyn 1937. Read the book about a frog named Grenny and the red key
the princess gave to the water fairy. Look at the note tucked in one of the pages - it
showed the 4 elements symbol, water, earth, fire and air.
Look at the square box on the chair - we need more info on this. Check the eternal play
balls on top of the bookcase. A mural of Helios (Apollo), riding the fiery chariot pulled
by 4 horses covers the wall left of the door. The phone (cook and Hugh) and the alarm
clock are on the table left of the bed. The lamp switch is on the wall beside the lamp.
There's a tripod by the window.
There's a constellation chart behind the green stellar picture between the windows. Use
the web search again and read 'Why the stars seem to move'. Learn about the solstices:
Solstitium and Bruma; and about the equinoxes: Aequinoctium Vernum and Autumnalis.
Press the circle at bottom left to see the star map. Press the blue circles and the text to see
the different star maps.
Time meet to Mrs. Drake in the conservatory. Exit the room and look left to see moon
signs framing your bedroom. A gorgeous stained glass window is at the end of the hall.
Go forward down the hall and listen through the next door and hear a girl and a woman
talking.
There's an alcove on the left with stairs that sing going up. NOTE: Don't go up or solve
the puzzle up there yet or you will not see Mrs. Drake in the observatory or Nigel in the
library today.
Looking Around
Nancy's Room: Go back to your room and use the phone to call the cook. Talk to
Tommy and order any food you care for. You can try all by ordering them and have a fun
time eating and reordering another - Loop de loop; bangers and mash; pinky and perky or
dogs eye. I highly recommend Pinky and Perky. Say 'okay' to Uncle Fred and Johnnie
Rutter. Do a web search using the cell phone about Cockney rhyming slang. Rutter is
butter.
Call Hugh and learn about Linda, Mrs. Drake, 6 month habitation clause and Jane.
Alcove: Enter the alcove next to Nancy's room.
Stairs that sing: Enter the alcove and climb the stairs. Ooops! each step makes a
sound: bling, whoop, waah, bla-ding, whoop, waah, bang, bang. At top of the stairs is a
panel of levers.
Each letter labeled lever represent the sound made by each step going up. A- whoop, B -
bling, C - bla-ding, D-waah, E - bang, F - steeeum and G - tick tock.
Pull levers: B A D C A D E E. Take the key from the opened compartment.
Jane's room: Try the key on the red button right of the door. Um... needs grease.
Great Hall: Go down the main staircase. Directions are based on the stairs at your
back.
Doors - There's a door on the right wall that leads to the library and 2 doors flanking
the stair that leads to a hallway. The metal door to the conservatory is on the left wall.
Columns - Look close at the 6 columns in the room. With the stairs on your back -
The 'looks like a piece missing' are: knight's head on the column closest to the stairs,
something held by the God on the middle right column, a circle on the right 'Tempus
Fugit' column close to the door, an arrow head on the left column closest to the stairs, full
moon at left middle column and a 'I need something else for this' on the Mercury relief.
Portraits - Look around the walls of the Great Hall and see ancestral portraits with
coat of arms below them. Look close at Alan's portrait, second to last and right of the
clock. Note the words under the crest - I Purgamentum Exit I.
Right of the door is Betty, a card playing automaton and on the left wall behind the
Mercury column is another gargoyle.
Main hallway: Enter the door at right of clock. Turn left and look at the Cricket trophy
of Brigitte Penvellyn. Go to middle of hall and read the note tacked on the do or of the
kitchen. Fire, eh?
Conservatory: If Mrs. Drake is around, talk about Cockney, book and Alan. Check the
giant carnivorous plant by the glass wall. Click once on the carnivorous plant. Don't click
on the carnivorous plant again or you'll end up... - well find out and do a second chance.
Once outside, do a web search on Cockney rhyming slang. Learn that Rutter is butter.
Nancy's room: Go back to your room and eat the food ordered from Tommy. Loop de
loop is soup. Pinky and perky is turkey. Dog eye is pot pie. Johnny Rutter is butter. Take
the butter (taken only after key is tried on Jane's room's keyhole). If you ordered Pinky
and Perky, a slice of turkey is taken.
Venus flytrap at the Conservatory: If Mrs. Drake is not around, continue around the
potting tables and see a letter under a Venus flytrap. Try taking the letter - Guess we need to
feed it first.
Feed the turkey from Pinky and Perky meal to the Venus flytrap. Take and
read the solicitors letter about the 6 months habitation clause.
Library: Nigel is gone. Look at his computer and click on the To Nigel.txt. Best seller?
Read the Notes and learn more about the missing pieces in the Great Hall columns and
family history. Nigel made reference to the Mercury column at the Great Hall and the
library Mercury statue, in front of Nigel's desk with the key in hand. Also note - persuade
Mercury to face north and lift his eyes to the sky will the wand be released. Chapter IV
mentions Charles and Jane's tapestry related to the tiles outside her room. Learn about
Betty, the card playing automaton and the game similar to Go Fish. Take note of the info
about Edward's coat of arms. Play the Finger Tips for typing for fun or practice.
Go to the desktop computer and enter the motto under Alan's portrait -I purgamentum
Exit I or purgamentum. Press your computer's enter button. There are 13 ghosts that
come out from midnight and 4 AM at quiet places like the hallway, conservatory and
Great hall. Touch all 13 ghosts and Arthur will give you a prize. If it is already after
midnight, do the 13 ghost puzzle, if not come back later or set your clock to 12AM to
catch the ghosts.
13 ghosts hunt: Go to desktop computer. Type in the password - purgamentum or I
purgamentum Exit I. Press your computer's enter button. Click 'I am' button and start the
timed ghost hunt. Find the 13 ghosts and click on them within the allotted time.
Exit the library to the Great Hall and turn right click on ghost (1) on wall.
Main Hallway - Turn around, go through door and go to the hallway. Turn left and go
close to the cricket trophy. Turn around and click on ghost on the left (2) wall. Go
forward to the kitchen door, turn around and click on ghost left of kitchen door (3). Turn
around and go to the other end (picture) of the hallway. Turn around and click on ghost at
right (4) wall. Exit through the nearest door on the left to go to the Great Hall.
Great Hall - Turn around and click on ghost left of door (5). Turn around and click on
ghost on floor by middle column (6). Turn left and enter conservatory.
Conservatory - Go down the stairs and click on ghost on the urn stand (7). Go back up
and click on ghost right of the door (8). Exit conservatory.
Go to the stairs and click on ghost on left newel of the stairs (9). Climb up the stairs.
Second floor hallway - Turn right and go to the East Hall by the locked door with crest
and click on ghost (10) at right wall. Turn around and go back to the hall by Mrs. Drakes
room. Click on ghost on left wall (11) across from Mrs. Drake's room. Go forward to
Nancy's room and turn around and click on ghost by Nancy's right of room door (12).
Climb up the stairs that sing and click on ghost above the levers (13).
That's it - 13 ghosts. Go back to Arthur's computer in the library and enter the password.
Congratulations! The prize is a clue - When you are facing the GREEN dragon, look to the left
and pull below the vase with the tree. But if you're wearing a hat hang on to it.
Second floor hallway: Look at muddy footprints in front of Linda's room (can be seen
later in the game). Talk to Loulou and find out that the manor wakes up at 6AM. On the
way to your room, look at the muddy footprints in front of Linda's room.
Nancy's room: Set the clock for 2 PM, the time when Jane is done with her classes.
Click on ALARM, use the arrows to set the time to 8:00 AM and press SET. Good night!
West Hall gargoyle puzzle: Go back to the gargoyle. Study Corbin's coat of arms in
inventory and see the number of comets on the right and left of the crest. Let's try it -
turn: 2xs right arrow, 1 left arrow, 1 right arrow, 2xs left arrow and 1 right arrow. A
secret passage opens on the right. Need another glowstick. If it's too late and Jane is
asleep, set the alarm for 2 PM.
Linda's room: Talk to Linda. Library: Talk Nigel. Talk about being famous,
runes, Ethel.
Jane's room: Go to Jane's room and play another Petroglyph Punch to get another
glowstick. She denies knowing about the ritual that morning.
West Hall secret passage - Open the secret passage by clicking 2R, 1L, 1R, 2L, 1R on
the gargoyle. Enter, go forward 1-2 times and turn right to a beetle like wall panel on the
wall. Click on the circle and look through the peephole. Oh golly gee, wow! Her hand is
hairy and has claws.
Proceed to the eye panel at the end of the passage. It looks like the eye at the West Hall
passage. Click on the eye and see the Rune puzzle.
Rune puzzle: Look at the sign above the eye and Nancy will read the curse. So that's
what caused Linda's fear. The curse was referring to Elinor.
Back up 3 times from rune puzzle, turn around and go to Jane's room. In Jane's room,
look at the Rune paper on the bookcase and note down the runes that spells Elinor.
Go back to rune puzzle and enter ELINOR in runic on the eye door.
Chimes, peephole and hands: Enter, forward down 2 levels and the path goes right
and left. The right ends on an ornate door with a knight holding a sword inside. The
fingers are clickable. Elinor's security system? Look up and click on the nose of the
knight and see the library and mercury statue. No info to help us here yet.
West gargoyle door puzzle: Back up 2xs and turn around to go forward to the split in
the path. Continue down the stairs to the bottom level. Go right, forward, see a gargoyle
on the wall, left, until the end and see the other half of the wall seen at the bottom level of
the East Hall green dragon passage. Look close at the panel above. It has the other half of
the fire sign plate. Turn all triangles right side up to signify the fire sign triangle. Hmmm.
Nothing happened.
Let's see what happened to the other side of this panel - go to the green dragon passage
now. Back up 2xs and turn around. Go up, follow the stairs at right on second level
(forward goes to the knight) and out. You might or might not need another glowstick.
Click on metal door and go forward. See a door with Mars (male) symbol on it.
Click to open Mars door. Enter and go forward to the to moon door. The room is moving.
Click to open Moon door. Do not go in. Turn around. Hear it move behind you. Turn
around again to Moon door.
Click to open Moon door again. Enter to see a basin at center of room. Take the map.
Look at map and see that you are at the center. You came from the fire sign symbol at the
bottom. You need to go to the angel door at top. Do not go to the devil squares or you
DIE!
Go forward to the door with Sun symbol (circle with dot at center).
Click to open door and see a wall. Turn around.
Turn around again to Sun door. Click to open and see Venus (female) symbol on the
door. Enter and go forward to Venus door. Check map and see that you are now on white
square under angel square.
Click to open Venus door. Click to open and see a wall at far end. Do not enter. Turn
around.
Turn around again to Venus door. Click to open and see a Mercury (female symbol with
horns) symbol on the door. Enter and go forward to Mercury door. Check map to see you
are now in the white square that rotates around the perimeter.
Click to open Mercury door. Click to open and see a wall and grilled floor. Do not enter
or you die. Turn around. See that you now face a Mars door.
Turn around again to Mercury door. Click to open and see a wall. Do not enter. Turn
around. Go forward to Mars door.
Click to open Mars door and see wall. Do not enter. Turn around.
Turn around again. Click to open Mars door and see a room. Do not enter. Turn around.
Check map and see that it is across the devil square.
Turn around again. Click to open Mars door and see a wall. Do not enter. Turn around.
Turn around again. Click to open Mars door and see a room. Do not enter. Turn around.
Check map and see that it is across the angel square.
Go forward to the Mercury door, click and enter.
Alchemy Door - See the familiar eye on the wall. Click the eye panel and see another
puzzle with elements on the left, pot at bottom and tubings to connect them. Click
on the snake symbol at top center. Nancy should say 'knowing what the
snake means should help knowing what the others mean'. We have to go
back out of the maze. <groan>
Turn around and open the door.
See a Mars door. Open the Mars door, do not enter, turn around.
Turn around, open the Mars door, do not enter and turn around.
Then go forward to the Mercury door and exit the maze. Remember this
short cut.
Library: Talk to Nigel at the library about Ethel and the snake-ouroboros.
Alchemy laboratory: Look around and see a giant warrior statue at right.
Work table: Pan left and read the Albert Penvellyn notated parchment on shelf
above the work table. On the work table is a greeting from Penelope Penvellyn and
reference to lighting the athanor using earth in liquid form, air, water and fire. This is in
reference to The Mutus Liber that was seen on the dresser at Jane's room. Read the
Aeolus book and learn about the need for air in the forge.
Journal of the ancestors: Read the book above the Aeolus book and see folded papers
that show maps.
Read what Charles says about the 6 columns at the Great Hall. The first key is at Jane's
door and the clue is the tapestry.
Read the words of Thomas, 1580 - The key is by the staircase that sings and the forge
cannot work without water. The lock underneath the manor will add water.
The words of Elinor tell about Mercury and the hands that move.
Corbin's words states about fire on the forge, touching Mercury's wand to the master
gargoyle and 2 others, and to use the wand to the depository of the forge's fuel.
Penny's puzzle is to control the wind in the forge and the key is hidden by her playful
companion. The knights block the passage of the oil to the forge.
Brigitte's box that contains a telescope lens can be opened by using the clues of her coat
of arms and star charts. Use the lens to see 5 muses. Select each muse in order and Betty
will wager Penny's keys. The lens also shows a secret panel in the moon column.
Edward devised the Saturn column, the green dragon and the target (slide).
John hid the key to the Mars column using the frogs in the conservatory pond.
Alan used the computer as clue to the Saturn key and gave the clue to the moving rooms.
Read the parchment written by Corbin, grandson of Elinor left of the worktable.
Forge: Pan left and look close at the forge. Take the mold. Look close at the metal in
the pot all set to be worked in the pit.
Corner table: Read the journal of Charles Penvellyn and the reference to a family
instructing the first born of the Penvellyn family. This verified what Ethel, the tutor stated
- her family, the Bosinny have always taught the Penvellyn heir. Read the folded decree
at the last page - the heir is taught no sooner than 12 years of age. Read the reference to
the machine that executed Elinor. Study closely the parchment that tells how to move
Mercury and to unlock the key. Remember that this was referenced in Nigel's note about
the statue in front of his desk seen also through the peephole and the knight statue with
those hands at the second level of gargoyle secret passage.
Read the parchment on the whetstone. Hmm... the Penvellyn treasure is close by. 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.
Position the ball-cursor at position slightly above the target by the slide.
Determine this in test runs. I marked my monitored with an X. Do not move the
ball cursor.
Click to start down the slide. Just before the target is seen at center of the
monitor, click the ball.
Once the target is hit, pick up the clock key for the Saturn-Tempus Fugit column.
Elinor's statue puzzle: Elinor wrote about Mercury and the hands that move.
Go to the peephole at the West Hall secret passage. Click on gargoyle (2xs right arrow, 1
left arrow, 1 right arrow, 2xs left arrow and 1 right arrow) to open the secret passage. Go
forward and left of the now opened door. Go down 2 levels, turn right and forward to
door.
Open the door and see the knight statue holding a sword.
Look close and press the nose to open the peephole. Look through the peephole and see
the Mercury statue in the library. Hear Nigel typing.
The drawing at the alchemy laboratory showed what to do. The statue has to be turned to
face north.
Pull back and look down at the metal fingers. The central jewel should not be pressed in
or it will stop the movement of Mercury.
Click on the statue's right index and hear Nigel say the statue is moving.
Click on statue's left middle finger and now Nigel screams.
Go now to the library and take the wand from Mercury's hand.
Time to go to bed. Have a nice rest!
Cloaked lady: (This event can be seen earlier or later.) Oh No! Nightmare! It's 3:15
AM, go out of the room and see the lady in black in the hallway. Follow automatically
and stop by Linda's room. Flip the switch and see the eyes light up. Pick up the 'red eyes'.
Linda must be sleeping. Knock ONCE only on Mrs. Drake's room. Do not knock a
second time or you will be fired! But try and see what happens and do the second chance!
It is best to go back to bed. Set the alarm to wake up at 2 PM.
Brigitte's Puzzles:
1. Brigitte's box puzzle: Go to Nancy's room. Time to open the box.
Clues - Based on the song sang by Jane, Brigitte's favorite time is midnight of the longest
time of the year. From the web search, find out that Bruma, winter solstice is the longest
night of the year.
Look at the star chart and click on the right blue circle until the Bruma star chart is seen.
Note that Pisces is on west, Draco is on the north, Leo on the east, Lepus is at the south
and Lynx is at the center.
Look at Brigitte's coat of arms above the fireplace. Note the colors and placement of the
moons at each cardinal point: north - red full moon, east - red waning gibbous moon,
south - green half moon, west - blue waxing gibbous moon and center is black new moon.
Box - Click on box and open any side. See colors at the center depicting the moon. The
slider changes the colors and the top left button adjusts the cover of the moon.
Click open the Lynx side of the box. Click to open. Click top left button to cover the
moon.
Click on Draco (dragon) side of box. Click to open. Click top left button to uncover the
whole moon. Pull down the slider to get a full red moon.
Click on Leo side of box. Click to open. Click top left button to cover the right fourth of
the moon. Pull slider down to change the color to red.
Turn the box and click on Lepus (rabbit) side of the box. Click top left button to cover the
left half of the circle. Pull slider down to change the color to green.
Click on Pisces side of the box. Click to open. Click top left button to cover the left
fourth of the moon. Pull the slider down to change the color to blue.
A compartment opens. Take the drawing and see that it is a lens of a telescope that sits on
a tripod. Take the lens.
2. Brigitte's moon column puzzle: Go to the window seat right of the suitcase.
Look at the base of the window seat.
Insert the lens on the hole under the moon at the base of the window seat. Turn the lens.
A Zodiac panel is seen.
The object of the puzzle is to press the green button of the Zodiac in the correct order. Do
a web search.
Click on green button under: Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio,
Sagittarius, Capricorn, Aquarius, Pisces.
See the panel recede. Take the full moon key. Back out and the lens automatically goes in
inventory.
Depending on the time - go out the hallway and hear Mrs. Drake talking to Linda. She
placed something on the door. Look close and see it's a charm.
Linda's room: Look at the raw meat on the table. Yum! Leave the room, she won't talk
to you.
Jane's room: Look at the mirror of the dresser and read the back of the Rome
postcard. Hmm. Jane's mother is in Italy. Talk to Jane about the message, telescope and
red eyes.
Jigsaw puzzle - Play the Puzzle game. In senior mode, right click to turn the pieces.
After winning the puzzle game, go somewhere else (maybe see if Linda will talk to you)
and then back to Nancy's room since Jane has to place the telescope back later.
Conservatory: Talk to Mrs. Drake about the charm.
3. Brigitte's 5 muses:
In Nancy's room, look through the telescope and see it focused on the Sun God mural.
Insert the lens, look through the telescope and see new pictures that are numbered.
Move the lens around and see 5 Muses that are numbered 1-5.
4. Betty at Great Hall: Remember what else Brigitte wrote - Betty will wager Penny's
keys. We saw those muses at Betty's card game. Let's go there. Click on Betty to play.
She stopped working. Look at base of card stand and click on hole. 'I need something to
wind it up'.
Seedling puzzle: Talk to Mrs. Drake in the conservatory. She'll look for the crank
while you arrange the seedlings to fit in the box. The object of the puzzle is to fit all the
seedlings in the box.
Click to take the seedlings and place it on the box. Right click to rotate the seedlings.
There!
When done, leave the conservatory and then come back. Mrs. Drake will be back. Talk to
her again about Hugh and Jane's mother. She gives the crank.
Betty's card puzzle: Brigitte wrote - Select each muse in order and Betty will wager
Penny's key.
Use the crank on the hole at base of the card booth. Click on the cards to start the game.
Unlike any other regular game with Betty, give Betty the code to play for Penny's key.
Click on the 5 muses in the order seen in the mural through the lens: 1. Melponeme, 2.
Erato, 3. Terpischore, 4. Euterpe and 5. Thalia. Press red button. Betty then places the
arrowhead as wager.
The object of the game is similar to Jane's matching game. Complete more 3-identical
cards than your opponent, Betty.
The right stack above is the main stack of cards ready to be dealt and the left stack is
Betty's. Your dealt cards are open on the table.
Remember her cards that she opens up in her left stack. Click on any of your open cards
to see if Betty has it in her hidden stack.
If you click on your card that has a match with hers, you will take those cards from her
hidden stack and it is shown on the table's open cards. During her turn she will try to
match what you have.
Every turn continues as long as there is a matched card done. If not match is done, it will
be the opponent's turn. Get 3 matching cards and the green light will show above. Good
luck!
Take the arrowhead for the Venus -cupid column from the cup at the base of the card
booth.
Library: Talk to Nigel and he will say goodbye. This manor is haunted. Hehehehehe!
One more key to go.
Preparing the forge
Unblock the oil flow to the forge: Time to see where all these ancestors' keys fit. Also,
remember what Penny wrote - The knights block the passage of the oil to the forge.
Insert keys on the columns and a knight holding a shield is seen. Turn the pipes on the
shield to make a continuous pipe line surrounding the center of the Great Hall. The clue
to this is seen in Jane's Mutus Liber book.
Correlate the coat of arms to the drawings in the mold and then to the lines found at the
end of the coat of arms motto.
Take the mold from inventory. Based from the correlated lines from the coat of arms and
the drawing from Jane's Mutus Liber, arrange the lines on the mold.
Click on a bar to remove it and make a shape-line hole similar to the correlated Latin
motto lines.