If you are a Nancy Drew Fan, you might be disappointed with this game, only because it is so darn easy. Please only use this walkthrough when you are truly stumped. This is a direct step by step walkthrough, and when played as I have it written, should get to the end in less than 3 hours. The game starts in Nancy’s hotel room. You will notice she has a laptop computer on her desk. Check often in her journal, email, and her” things to do list” as it almost pushes you in the direction you need to go. And, don’t forget Nancy’s cell phone; call her friends often for clues. The game in her laptop has no value on the outcome of the game. So, only play it for fun if you like. After you are done checking out the room time to head out to solve the game.
Go see Harlan Bishop, Joy Trent, get your pass and exhaust all conversations with these two. Before you leave Joy’s office look and touch everything highlighted with your magnifying glass. Visit Ingrid, now go visit the art dude Elliott. Go back to Joy’s to get her to call Elliot before you can go back and see him. Well, Joy is out, but the Robot wants to talk to you. Leave a note for Joy on her desk and leave. Now you can go back to the art Dude Elliott, talk to him and look at everything there is to see. Be sure to take the tissue strips in the box on top shelf. Time to go and see Harlan again. Go to check out the Roller Coaster, Darn the access panel is broke. Go and see Ingrid, she will tell you how to fix it. Go see Elliott Chin and get the soldering gun, now it’s time to go fix the card reader on the roller coaster. Insert the resistor into the circuit board close to the right of board. Solder both ends of resistor. Follow the top wire on the resistor & solder in a line six places in all staying on top half of board, turn the switch to On It you did it correctly, Nancy should say, “ that should do it”. Now take the red tag back to Harlan and he will turn on the power. Return to the Roller Coaster, check out the track. Oh no, you’re stuck. “Timed sequence” not to worry, not too hard. The correct order top to bottom is Blue, Red, & Green, now switch the track with the green button. Now you can leave by the back door. Nothing more to do here.
Time to go see Joy, talk to her about riddle. Go see, Harlan, Ingrid and finally Elliott about the riddle. Elliott Chin solves the riddle. Go back to your room and order a sundae, take the spoon back to Milo the robot in Joy’s office. Now Milo gives you a second riddle, now go back to your room, use the iron on the note to make it clue appear. Don’t forget to turn off the Iron, or you are “toast”. Give the clue to Joy, and go talk to everyone. Maybe a good time to read your Journal, and Things to do list, and call friends check email.
Time to go play some games at the Midway. Use your Fun pass on the games to play. Squid toss 1.) 1 click right (shrimp) strength, 2.) 1 click left (dolphin), 3.) 1 click left (whale). Collect your anchor token. Swimmers Itch. Just choose the easy game, win three times and collect your seahorse token. Barnacle game is broke, have to repair it to get harmonica. Go see Ingrid for instructions. She will tell you, you need the computer keyboard to fix it. Look for it in the haunted house by the shark at the end of the hallway. Now go back to the Midway and click on the barnacle game’s side to open up the back. Attach the keyboard, and start fixing it. Type super in front of the Barnacle Blast, and hit enter, now put the serial number KM5200 in the next space and hit enter, game fixed. Now you have to play this game to get the coins necessary to get the harmonica to continue and progress in the game. After you win that game get the harmonica, and the Chinese yo-yo. You don’t need the boat or the shark toy.
Time to go to the carousel. Open up the cabinet between the wall and carousel, you will see a place where the band organ pipes are, and on the other side is where you can put a music roll. But first you have to call Tink. He’s already in you cell phone, so call him for advice. He will tell you the roll is in the gear cabinet inside the carousel. The combination is 18 9 39. After you enter each single digit, click on the top button. Once inside grab the roll. Turn right and notice a trap door in the floor, time to check it out. Find a blue remote control. Take it. (Don’t touch the button after you get it (or else). Leave this space, as you leave up the stairs notice a letter in the rafters, use your red Chinese Yo-yo you just got out of the machine and knock it free. Take the letter and leave. As you leave the gate at the carousel you will notice on your left there is a place to insert your fun pass. Time to play get the (gold ring). Use your fun pass on the clam and go grab the gold ring, you will need it later. If you place the bottom tip of the spyglass next to the A on the sign you will get the gold ring easily after you pass the horse.
Go see Joy. Oops, she’s busy don’t bother her instead go see Ingrid her door is locked. Go see Harlan, He’s out, time to snoop. Check out his desk. Find his combination to locker on a magazine highlighted in Yellow. Looks like we need a VHS tape. Let’s open up his locker now. The combination is 101190. Enter each number then click on button on top, same way you did it in the carousel. Get the tape and play it, you will see Joy use her pass code for door. It is 0726. Put the tape back into the locker and leave. Call Luis (Parole Officer), and go see Joy. Go back to Ingrid’s and use the code to get in. Time to snoop, check out her desk, check out her workbench, find the note, and call L.H.
Go see Elliott: Get roll of tape off the workbench near ruler. Go to carousel, put roll on spool, spool is broke, take it out, you have to make a new one back at Elliott's lathe. Before you go there, might as well put the tissue strips and tape on the holes of the band organ holes. Now take the broken dowel (spool) to Elliot's. First thing: measure the dowel at the workbench. Need to leave 2 ½” each end and put a groove at the 12” mark. Put on your goggles or it’s curtains for you. Put a new wood dowel from the left and insert it into the lathe. Start at 2 ½” and work right till you stop at 11 ½”. To get the right setting for depth, click on the knob on the right 3 times, and click on the power to start lathe. Repeat this till you get this part done. Then move over to 12” mark on the ruler and click on the depth knob 1 click to put on the groove. If it is correct Nancy will say, “that looks perfect”. Now take it back to the carousel put in the new dowel and roll. Now turn on the power to the band organ and write down the notes as the tissue papers fly up. Go see Joy, Harlan pages you, go see him first. No go play Miles a tune. (AEDEFEAE).
Go back to hotel, and call everyone check email, make the rounds. Ask Bess to send info on shorthand. Clue is Glory. Go see Joy. Time to check out that haunted house. Go to the door on the left side of stage, and find a secret panel and use the remote on it to reveal a keyhole. Call Tink, he will tell you, you need to know Amelia’s nickname. He didn’t have it, so call everyone. See Harlan, See Ingrid and Elliott. Elliott isn’t in, so check out the magazine, there is a number inside who is an expert on Kessler. He will tell you the nickname is SPATZI. Go see Harlan, then Joy. Harlan calls you to his office. He gives you an envelope with a key inside. Go to the haunted house. Spook Ten is missing an arm. Follow where he is pointing to check out that secret panel now that you have the key. Go down the stairs, grab the pliers quickly and run or (die). Go see Ingrid, she has the arm that belongs to Spook Ten. Take it back to the haunted house and attach it with the pliers. Take the red tag off his chest and return it to Harlan. Now go back to the haunted house and click on Spook ten’s chest and enter the nickname spatzi. Put the brass ring on his newly installed arm, (Oh Joy! This is it) Walk towards the sign, go down the stairs see Glory. Get Jewelry and letter. Read the letter. Click on the medallion on the wall, here is Kesslers secret workshop. Check it out. Look at paper on desk. Leave by door, here is Elliott. Choose (that’s right, you want ’em), here... and run. Jump over the hole in the floor, mess with spook ten’s arm and he will knock Elliott in the hole in the floor and trap him. Congratulations you just won the game.
Betty:)