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Nancy is on her way to Blackmoor Manor to check up on Linda Penvellyn, the daughter

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.

Meeting the characters


Jane's Bedroom: Knock on door right of the alcove where the child's voice came
from. Jane, Linda's stepdaughter says 'to come back later please'. Look close at the red
button on the right of the door. It needs a key.
We better not keep Mrs. Drake waiting and look for the conservatory. Go down the hall
and look close at the gargoyle at the corner. Turn the corner and hear an angry woman.
Go down the stairs and turn left.
Conservatory: Enter through the metal door on the left wall of the foyer and down the
metal stairs. Look around. Look close at the plaque of outstanding achievement given to
John Penvellyn on the urn pedestal. Look close at the drain and then the water sprayer on
the empty frog fountain.
Turn left, forward, right and see several potting tables. (Note: If you picked up the key
from the noisy stairs, you will not see Mrs. Drake and have to wait for later in that day or
the next day by setting the alarm clock.) Talk to Mrs. Drake. Learn about Nigel
Mookerjee, researcher and Ethel Bosinny, Jane's tutor. Learn about Linda, to order food
from a local restaurant and water in well. She talks about Loulou and proper food for the
parrot. Look close at the potting table on the left. Look close at Leticia Drake's allergy
medicine and learn the effects on her.
Library: Exit the conservatory and go across the Great Hall to the door across the
room. You might or might not see Nigel depending on who you talked to before this. If
you don't see him, set the alarm to talk to him the next day. But if you do, talk to Nigel
Mookerjee, the man typing on his computer. Learn about the Penvellyn scandalous
history and family treasure. Elinor Penvellyn is the family member tried for witchcraft.
Chimes heard in the manor. Learn about the Blackmoor beast and the portraits at the
Great Hall. Look close at the statue in front of Nigel's desk and learned how Elinor was
adopted. Go to next room and look close at the books. Nigel will give an ongoing
commentary about the Penvellyn ancestors. Look close at the desktop computer. Alan
Penvellyn is learned in computers. It needs a password. Exit the library. Check the cell
phone browser and look up the Beast of Blackmoor.
Loulou and East Hall: Go back upstairs, turn right, go down the hall and see a door
with a flowered plate - Mrs. Drake's room. Go to the corner and hear a ghostly sound.
Take off the cover and see a parrot in a cage. Meet and talk to Loulou. Loulou is a great
source of information! Turn right and see a door with a big crest on it. We need a key to
open that door.
Linda's bedroom: Knock on the door left of the stairs. Enter and see a darkened room.
Look around and see draped furniture, pictures on the wall and a table with mirror, cell
phone and lotion. The curtain on the bed is pulled. Click on the curtains and talk to Linda.
Doors that should not never be opened.... Jane, Linda's stepdaughter wants to come in to meet
Nancy but was refused. Leave the room.
Jane's room: Turn right from Linda's room and talk to Jane now that her study time is
done. Note: If you do this later or after the library, Jane will be sleeping by then and have
to wait the next day for the opportunity. Jane's is free after her study time that ends at
2PM. Enter the room and turn left to see Jane in bed.
Matching game - She wants to play a game. The first game is a matching game using
Brigitte's cards, the one with the telescope in her portrait. Jane wants you to do better
than her 40 (junior) or 25 (senior) tries. The aim of the puzzle is to flip open duplicate
cards until all the cards are opened.
Open 2 cards at a time. Once you see a card that is a duplicate of one you have seen.
Click on both to keep them open. You can write the cards down on a paper to help you.
That's not cheating.
Talk to Jane after winning the first game and find out about the lady in black that left a
note in Linda's room. That is when she started feeling poorly. Talk to her again and find
out that the lady in black resembles Elinor. Play games with her again using games from
the chest or just skip that dialogue. Talk to Jane again about animal, treasure and
password.
Skull and Bones game - She will tell you the password of the computer if you beat her in
skull and bones games. You don't need to play this game for the password. Find out for
yourself by looking at the words under Arthur's crest at the Great Hall. Arthur is the
second from the last (next to Hugh).
Skull and bones game's aim is to accumulate 3 of a kind card. The cards shown are yours.
Click on a card and ask if Jane has them. Remember the cards Jane asks for and ask for
them when you have them. This is practice for another card game at the Great Hall.
Go to the window seat right of the bed and see a paper. Click on the Penvellyn Family
Tree and ask Jane about all of her ancestors (red colored ones) - 4 pages long. Jane does
know about her family. If she wants to rest - look around and continue the ancestor
inquiry or you can continue asking her.
Look in the bookcase and read the Introduction to Runes. Click and read the Monsters
(note: lycanthropy) book that Nigel gave to Jane. Go to the small kitchenette right of the
bookcase. Jane makes cake for Loulou here.
Look at the picture of Jane's real mum, an opera singer in Paris on the dresser.
Mutus Liber - Study the book on the left given by Ethel, it belonged to Jane's
grandfather. There are several very interesting pages in this book. Take note of the cover
picture with tree, planetary signs and the 4 elements at the bottom. There's one with 6
columns-circles with planetary symbols and a dragon at the center. There's one with 12
drawings in a sort of handle and the right page shows it being placed in a fire.
Tapestry - Pan to the corner and read the words of Charles Penvellyn on a tapestry.
Turn right of door to Jane's desk. Look at Brady Armstrong poster on the wall, guinea pig
picture and at Jane's assignment for the month. Wow! Click on the teeth! <grin> Play
another game with Jane. She'll tell you to select one from the chest. Have fun on
whatever you select. I recommend the puzzle. You can play any game anytime. Exit the
room.
Go outside somewhere in the corridor and the cell phone rings. Talk to Mrs. Petrov,
Linda's mother about everything.

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!

Investigate the East Hall Secret Passageway


Wake up to hear chanting at 3:15AM. Go outside and hear laughter (cackling). You can
look around but find nothing. Go back in the room and set the alarm to anytime you want
to wake. Let's try 6 AM.
Jane's room: Listen to Jane sing her lesson at 6 AM - Brigitte's favorite time is midnight of
the longest time of the year or
hear History lessons at 8AM.
Linda's room: Talk to Linda about lady in black and note. Click on curtain again to get
Linda talking about awakened something that refuses to rest, curse, passageway.
Whenever, there's free time check back with Linda to see if she has anymore to say.
If nothing is happening try talking to Mrs. Drake or Linda or order lunch. Knowing that
Jane's class ends at two, turn the alarm clock to 2 PM.
Jane's room: Talk to Jane about passageways. She will show you the passageway that
ends in a funny picture she found if you play the Bul game - no Scarlet Hand here at the
manor.
Bul game: The object of the game is to conquer all opposing warrior by getting your
warrior to land on the space occupied by the opposing warrior. Click 'roll' to know how
many square your warrior moves. The shells' dots show how many moves. All shells with
no dots mean 5 moves. Each player has 2 rolls. You can pass as a strategic ploy.
When you win, Jane says the secret passageway is in the East Hall. Jane gives the green
key to the locked door.
Exit Jane's room and meet Ethel, Jane's tutor. Go to the East Hall, the one with Edward's
crest on the door by Loulou.
East Hall: Use the green key from Jane on the door. Note the 13 Ghost hunt prize (vase
with a tree) clue on left wall by the door and a gargoyle on the right wall. The green
dragon is ahead.
Alan's 13 Ghost hunt prize: Based on the prize clue after winning the 13 ghost hunt -
When you are facing the GREEN dragon, look to the left and pull below the vase with the tree: As
you
step through the door and see the dragon, turn left and click on the leaf-like knob with the
cloth. Enter the passage, have a fun ride down the slide, see a target on the wall and out
the crest at the Great Hall.
Green Dragon puzzle: Each of the 6 claws move in different directions - up down, left
and right. Go back out and look at the Edward's big crest on the door. Remember what
Nigel's note states also. The top left shows a jouster running to the right, middle left
shows a castle and the bottom lightning goes down. The right top is a guard with spear
pointing up, the middle horse faces left and crowned figure motioning to the right.
Go back to the green dragon and move the claws to a specific direction shown by the
crest figures:
Top left - right, middle left - down and bottom left - down. Top right - up, middle right -
left and bottom right - right.
The passage opens. Enter and realize you need a flashlight.
Jane's room: Talk to Jane about flashlight or torch. She will give you glow torch if you
win the Petroglyph Punch.
Petroglyph Punch: You can play easy or hard. The object of the puzzle is to make a
minimum of 3 identical glyphs in a row. The 3 plus identical glyphs makes a higher score
and more time is added. To move a glyph to another square, click on it and then click on
the glyph you want to replace. If there's no glyphs left to make 3 identical ones, click on
shuffle to get new glyphs. Good luck!
Take the glowstick when you win.
East Hall Secret Passageway: Go down the 3 flights of stairs and to the end of the
lowest level. Hint: Keep the cursor at the center of the computer screen and click at every
change of screen view until you see an eye on a locked door. Click on the eye to see the
word 'barber' and parrot. Go back to the very top until you face a wall. Click on wall to
get to the dragon room at East Hall.
Loulou: Talk to Loulou, the only parrot in the game. She wants the 'magic word'. Talk
to Mrs. Drake at the conservatory and she remembered that Loulou has to be told that she
was a 'very very clever and beautiful bird'.
Go back to Loulou and tell her the magic word. She gives a word back for barber - leech.
Go back down to the eye door and enter leech* on the squares. Now the word changed to
'picture'. Back to Loulou and now she wants cake. Let's make one at Jane's room.
Loulou's cake: Check the cell phone web search and read the Healthy diet for parrots.
Go to the Jane's room mini kitchen and make a cake.
Click on the pan to ask Jane to make something. See-click all the ingredients available -
crackers, mixed beans, mixed nuts, salami, salsa, lettuce, blue berries, meal worms,
chocolate and avocado from carton.
Be sure to make the correct cake or Loulou will die and you will be fired! End game!
Add to the pan: crackers, mixed beans, mixed nuts, salsa, lettuce, blueberries, meal
worms and definitely no chocolate, avocado or salami.
Click on microwave and then press red button. Take the er... the 'cake'.
Talk to Loulou (Deeeelicious!) and she says book as the word for picture. The hint given
by Loulou about the bull's-eye that was seen on the slide is cricket has the ball.
East eye door puzzle: Go back down the dragon passageway and see you need another
glowstick. Back to Jane and play another Petroglyph Punch game. Take the glowstick.
Go to parrot eye puzzle and enter book. The new word is baby. You can either guess the
word correlation or go back to Loulou. The baby word is bonnet. The next word is hour.
The hour correlated word to enter is glass. The next word is ant - enter hill. Sound of door
unlocking.
East gargoyle door puzzle: Enter the door and at the end, move the cursor to a partly
hidden gargoyle on the right. Look at the panel above the gargoyle. It has an upright
triangle similar to the fire element sign on the paper in Grenny's book. Click on it to see 6
triangles with fire depicted on the side. Arrange them to be similar to the fire element
triangle - upright triangle. Nancy noted that the rest of the grid is on the other side of the
wall. Let's look for the other side of this panel. It should be in another passageway.
Go upstairs and meet Ethel at the hall door. Talk to her about the silent book.

Investigate the West Hall secret passageway:


Linda's room: Enter Linda's room and tell her about the passageway. Gargoyle... Oh,
she's talking about a different passageway, one connected to the gargoyle around the
corner.
Great Hall: Exit the room and look at the gargoyle in the corner. There's got to be an
easier way to figure this out. Let's look for clues. Remember when we looked at the
ancestral portraits, there was one with a gargoyle in the background. It's the one on the
wall opposite the library door and between the Mercury and Moon column. Look at the
portrait and notice it has no crest below it.
Library: Go to the library and talk to Nigel. The ancestor with the gargoyle is Corbin,
grandson of Elinor. Nigel will help you if you type his memoirs only after a typing test.
Typing Test: Type up the letters that come up the screen as fast as you can. The letters
disappear and replaced with new ones. Note that some letters comes up twice and that
increases the score. Junior mode has less minimum letters/min (20) than the senior mode
(30).
Hint by GameBoomers - Just hit the keys randomly with no particular attention to lower
and upper case. This will get a higher score.
Afterwards, Nancy types up a boring memoir. Take the note and the Corbin's coat of
arms that Nigel left on the table.
Ritual: Leave the library and see Ethel and Jane do a ritual with pouring something in a
hole on the floor at center of the Great Hall. Go to hole and click on it - smells like oil.
No key without toil, no fire without oil.

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.

Finding the Alchemy Laboratory


East Hall secret passage: Go to East Hall passage. Turn the green dragon's hands. Go
down to the lowest level to the East gargoyle door puzzle. Arrange again the triangles to
the fire symbol (upright triangles). The door opens for junior mode. For senior mode - go
back to west gargoyle puzzle and redo it. Hear a click sound and door opens.
Enter. Go forward to a door with a small metal compartment at right side. Open the
compartment and get a glowing stone. Guess, I won't be needing Jane's glowstick anymore.
Moving rooms puzzle: Do a web search for the planetary symbols.

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.

The secret of the Manor - Alchemy Laboratory


Go back to the alchemy door. Go to either the East Hall or West Hall secret passage and
through the moving rooms. Enter the moving rooms and 'click but do not enter' twice on
Mars door. Turn around and exit the Mercury door. Go forward to the Alchemy lab.
Alchemy lab door puzzle:
See the chemicals and processes symbol at top left, the pot at middle bottom to combine
them and the symbol result at bottom right. Above the result is a set of lights to show if
they are correct or not.
Do a web search on alchemy
symbols. Learn the formulae for
different mixtures and the symbols.
Look at bottom right symbol to see
what result is required to be made.
The first mixture to be made is
Aqua Fortis. Click on vitriol and
nitre. Click on pot and see the
button light up at top right.
Second mixture is Aqua Regia.
Click 3 times on spirit of salt and
once on vitriol and once on nitre.
Click on pot and see the button
light up at top right.
Third mixture is mercury. Click on
cinnabar and fire symbol. Click on
pot.
Fourth mixture is distilled vinegar.
Click on vinegar and distillation.
Last mixture is Liquor Hepatis.
Click on sulfur, quicklime, sal
ammoniac and distillation. Click on
pot.
The door opens. Enter the forge.

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.

Find the column keys using the Ancestor's clues


Time to follow all the clues and keys stated in the journal of the ancestors.
Penny's Aeolus - wind puzzle: Penny's words stated that she made a puzzle to control
the air in the forge. The Aeolus book stated the forge needs air. Go to the alcove left of
the cabinet with the large keyhole on the wall.
The object of the puzzle is to catch all 4 winds by landing on them (similar to the Bul
puzzle).
The control is at the right panel. Press the blue button to start the game and you (warrior)
move to the center. The blue button also resets the game during gameplay. Use the 4
direction arrows to move to one square or 2 squares during your turn.
The game field is the left panel. Note the warrior (like the one by the door) at bottom.
The 4 pictures show the 4 winds. The black squares are traps - so don't go there or you
lose.
The 4 winds can blow you to the trap, so watch out where you land. The north wind can
blow you down, the east wind to the left, the west wind to the right and the south wind to
go up.
My strategy was not to be blown to the far left squares and to stay on squares that the
target wind cannot blow me away. ex: above or below the east or west wind as my target
or right or left of the north or south wind. Keep moving until the target wind is within 1
or 2 non-black square - then land on that target wind. Take the east wind first so there is
no wind to blow you to the far left squares. Good luck!
Nancy will say - It sounds like air is going to the forge when the game is won.
Thomas' well lock: Study the map on the ancestors' journal and see that the well lock
is just outside the moving rooms. Exit the forge. Open and close the Mars door twice
without going in. Turn around and exit through the Mercury door. Immediately, turn left
and forward to go to the well lock door with the familiar eye. Click on handle to enter the
bottom of the well. Take the crumpled paper about and Uncle Roger's (the one with the
toupee) item for Jane's guinea pig on the floor. Back up to go out of the well and do the
door puzzle.
Well lock door puzzle: The object of the puzzle is to make 4 triangles in one
compartment. Move the triangles by clicking on the button under the source compartment
and the click the button under the receiving compartment.
Press 8 triangles button to 3 triangles button, 8 to 5, 3 to 8, 5 to 3, 5 to 8, 3 to 5, 8 to 3, 3
to 5, 5 to 8, 3 to 5, 8 to 3. The well fills with water.
Back up and go right or left (east or west exit). Go back up and out to the second floor
hallway. Cell phone rings. Talk to Ned. Talk to Linda in her room.
John's puzzle: Go to the Conservatory. See that the pond is now filled with water after
doing Thomas' well lock door puzzle and the frogs are merrily shooting out water. Talk
to Mrs. Drake if she's working by the potting table.
Water pond puzzle: Based on John's story of Grenny read in Nancy's room, move the
frog from one end to join the princess while keeping away from crocodile (senior mode
only). To guide Grenny, click using the sprayer cursor on the tile in front of Grenny.
Take the key from the frog's mouth. This is the helmet of the armored body on the first
right column by the stairs. This is the Mars column based on the picture on Mutus Liber.
Talk to Mrs. Drake while you're here.
Charles' Slider tile puzzle:
Go to Jane's door. Look at the tiles around Jane's door. Remember what Nigel and
Charles said about the tapestry and the markings on the door.
Try the key from the stairs that sing puzzle (as clued in by Thomas) on the keyhole under
the red button. Hmm... needs grease.
Use the butter from Nancy's dinner on the keyhole - to loosen things up in there. Now use
key taken from stairs puzzle on keyhole. See a wood stand slide out. Click on wood stand
to reach the tiles.
The object of the puzzle is to arrange the tiles in the order stated by the tapestry inside.
Moon, Strength (Atlas), Toast (glasses), Knight, Charity (hands), Angel, Geometer,
Father Time, Folly (jester) and Sun.

18. Jester, Angel - right, down to Father


1. Moon, Sun, hands - up, right, down
Time.
to join with angel.
19. Jester - left.
2. Atlas - left, down.
20. Father Time - up, left.
3. Father Time - left, up, right.
21. Angel - down.
4. Glasses - left, down.
22. Glass, Knight, Hand, Geometer,
5. Jester, angel - left, up, right to join
Jester, Father Time - connect to top of
with Father Time.
Angel.
6. Glasses, Atlas - up.
23. Glasses, knight - left (in place).
7. Moon - down, left, down. (in place)
24. Hand - down only.
8. Atlas - down. (in place)
25. Geometer - right, down.
9. Geometer - up.
26. Hands - left (in place).
10. Knight - up, left, up.
27. Angel - up, left.
11. Geometer, Sun - down.
28. Geometer - down.
12. Hand - right, down, left.
29. Angel - right.
13. Father Time - right only.
30. Jester, Time - down to top of angel.
14. Sun - up.
31. Angel - left (in place).
15. Geometer - up, left.
32. Geometer - up, left (in place).
16. Sun - down (in place).
33. Jester - down (in place).
17. Father Time - down.
34. Father Time - down (in place).
Take the lightning bolt from the secret compartment. This is the lightning bolt held by
Jupiter on the Jupiter column.
Edward's target slide: Go to the hallway on the main floor and take the cricket ball of
the trophy. Go to the dragon room and using the prize clue after winning the 13 ghost
hunt - When you are facing the GREEN dragon, look to the left and pull below the vase with the tree.
As you step through the door and see the dragon, turn left and click on the leaf like knob
with the cloth. Enter the passage, have a fun ride down the slide, see a target on the wall
and out the crest at the Great Hall. If this is your first time to slide down, Ethel will be
waiting for you with some hard scolding. Go back to the green dragon room.
Target puzzle: Using the cricket ball, hit the target as you slide down.
Do a practice run to see where the target is located. You will come out of the coat of arms
of Penny with her playful companion. Turn left and oops! Ethel gives a stern, a very stern
scolding.
Go back to the dragon room and do the slide again.
Open the slide passage.
Take the cricket ball from inventory to get it ready to throw.

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.

With the back to the stairs:


Mars column - Insert the helmet key on headless knight closest right of the stairs and
arrange the pipe to make an angle facing the center of the hall.
Jupiter column middle right of stairs: Insert the lightning bolt on Jupiter's hand and
arrange the pipe to make a T.
Saturn -Tempus Fugit column: Insert the clock and arrange the pipe to make an angle
facing the center of the hall.
Mercury column: Insert the rod and arrange the pipe to make an angle facing the center
of the hall.
Moon column: Insert the full moon and arrange the pipe with the wide end sticking up -
inverted T.
Venus - Cupid column: Insert the arrowhead and arrange the pipe to make an angle
facing the center of the hall.
If the columns are done correctly - <glup glup, gurgle> It sounds like I did something right.
Knight - helmet Cupid - arrow

Jupiter - lightning bolt Moon

Tempus Fugit - clock Mercury - rod


Light the forge: Based on Corbin Penvellyn's statement in the journal, there are 3
gargoyles and to touch Mercury's wand to the master gargoyle, 2 others and to the
depository of the forge's fuel.
Timed Gargoyle run: The object of the puzzle is to activate the 3 gargoyles with the
mercury wand in time to light the oil in the hole at center of the Great Hall. Penelope
Penvellyn made reference to lighting the athanor using earth in liquid form, air, water and
fire. See the graphic above of the page from Mutus Liber book. The center has the earth
sign (oil). The air was through the wind puzzle of Penny's, water through the well puzzle
of John and this should light the fire in the forge.
Go to the gargoyle beside the West Hall secret passage, left of Linda's room. Click the
wand over the head of the gargoyle. See the eyes light up.
As fast as you can, go to the gargoyle on right wall just inside the door of the room with
the green dragon.
Click the wand on top of the gargoyle. See the eyes light up.
Turn around and click the wand on the leaf like knob with the cloth. The entrance to the
slide opens.
Slide down to come out to Great Hall.
Turn left to the gargoyle.
Click the wand on top of the gargoyle. See the eyes light up.
Back up twice until the center of the Great Hall.
Click the wand on the hole on the floor.
Poop! Something tells me I succeeded in lighting the forge.

Making the last key


It is time to work on that giant keyhole on the wall of the alchemy lab.
Mold: The mold picked up at the forge has 12 crosses, the lines of which can be
removed. The picture seen in Jane's Mutus Liber book shows 12 squares with different
drawings on it.
Look at all the coat of arms in the Great Hall. Notice that there are lines at the ends of the
Latin motto. Corbin's coat of arms is in inventory given by Nigel.

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.

The Penvellyn treasure


Alchemy lab: Enter either the east or west secret passage by the gargoyle. Enter the
moving rooms and click but do not enter twice on Mars door. Turn around and exit the
Mercury door. Go forward to the Alchemy lab. Click on the handle or click on the snake
on the puzzle panel.
Forge: See the forge is lit and metal is melted in the hanging pot. With the arranged
mold in inventory, click on molten metal in the pot. See the metal pour in the mold.
If the mold was done correctly, Nancy will say There that looks right. Take the key.
Insert the key on the large keyhole on the wall by the wind puzzle. See the Penvellyn
treasure on a pedestal. The culprit arrives to take it. Whoops! Immediately back up. The
culprit is trapped in an airless chamber. To save the culprit, go to the wind puzzle and
move the giant warrior to the trap to save the culprit from harm.
Listen to Nancy relate what happens next.

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