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"The ghost of Castle Malloy" ("Nancy Drew"): passing game

A series of games devoted to the young girl-detective Nancy Drew, enjoys a lot of popularity all over the world. Detective quests with an interesting storyline and sometimes very complex puzzles found a response for players of all ages. This article will focus on one of the most famous parts of the game - "The Ghost of Castle Malloy" ("Nancy Drew"). Passing the most complex puzzles that will be encountered in the game and several important tips are provided to your attention.

General Tips

For those who are not familiar with the quests of this series, the game provides training that can be started by reading a book in Nancy's room. Passage of the game "Nancy Drew: The Ghost of Castle Malloy" can take shape in different ways, depending on what level of difficulty you choose. There are two options: "Junior Detective" and "Senior Detective". "Junior Detective" will receive more simple puzzles and, in addition, he has the opportunity to take hints in a special machine that predicts the future. For tips, you need to pay with tokens.

Management in the game is carried out by the mouse. Click the left mouse button in front of Nancy and point the direction to the character. Active locations, where you can go, are highlighted.

You should also know that in the game "The ghost of Castle Malloy" ("Nancy Drew") the passage is free, while the plot is linear.

Automata in the pub "Creek Banshee"

Already at the very beginning of the game, something starts to go wrong: first Nancy falls into a small accident, and then she is not allowed into the castle and sent to spend the night in a pub. Judging by the announcement, there are no places in the pub, but there it is worth to go for the sake of slot machines.

To get the opportunity to play in the machines of the "Creek Banshee" pub, check the small windows for the money back of each of the devices, and you will receive several coins. Now you can play. The first puzzle that will throw you the passage of "Nancy Drew: The Ghost of Castle Malloy" - "Answers" ("Sharp Detective"). This is a fairly simple mini-game, the only problem is that it has time constraints. Do not forget to save yourself before you start playing it, otherwise, in case of defeat, you will forever miss the opportunity to get a prize - a pipe. Pictures with differences change each time. An example of one of them is shown in the pictures below.

Now put the coins in the next machine. The game of darts will begin. In "Nancy Drew: The Ghost of Castle Malloy" the passage of "Darts" is one of the simplest moments in the game. Here you need to use all the darts to score exactly 201 points. The dart will tremble and move. Release the mouse button when the dart is slightly above the center circle - so you will gain 50 points. As a reward, you will receive a doll of a blue dog.

Puzzle in the library

Depending on what will be your passing game "Nancy Drew: The Ghost of Castle Malloy", the next puzzle that will meet on the way after the machine guns, can become "Libra". On it you will come across, when you get to the library of the castle. In it, you need to balance the three bowls with the help of the weights. In sum, the weight of all three weights must equal one hundred grams.

So, "Nancy Drew: The Ghost of Castle Malloy", the passage of "Libra". The solution to the puzzle is as follows:

  1. The first cup is brass (45), copper (47), iron tree (8).
  2. The second bowl is silver (55), iron (40), mahogany (5).
  3. The third bowl is zinc (37), lead (60), oak (3).

As a reward, you will receive the missing fragment of the mosaic. This mosaic is located on one of the columns near the bridge. It's going to be a game of "spotting", so there should not be any difficulties with it.

There is also a knight's helmet on the bookshelf . If you click on its base, a secret drawer with gears will pop out. To go to the next part of the game "Nancy Drew: The Ghost of Castle Malloy", the passage of the "Gears" is mandatory. You have to start the mechanism in action, for which you will need two missing parts. The first gear you will get by collecting a mosaic with otters (see below), and the second you will find near the entrance to the shed with sheep.

Puzzle in the children's room

In the children's room, in the bookcase, you will find a strange casket with a mosaic. On the box will be depicted otters, as well as explaining the inscriptions from which you can conclude that the left mouse button moves the tiles, and the right one - rotates. Actually, your task is to collect the mosaic.

Let's assume that we numbered the tiles in the following order:

  1. First row: 1,2,3.
  2. Second row: 4,5,6.
  3. Third row: 7,8,9.

The assembly algorithm will be as follows:

  • Turn the tile 4;
  • Swap tiles 3 and 2;
  • Turn the tile 2;
  • Turn the tile 6;
  • Swap tiles 9 and 8;
  • Turn 8;
  • Swap positions 9 and 1;
  • Turn 1;
  • Turn the tile 9, then the tile 7, then 3.

The casket opens and you get the first gear. Another puzzle in this room is connected with a doll house. To it you will return several times during the finding of new dolls (one of the dolls will have to be done on your own, as below). There should not be any difficulties with the solution: just follow the instructions that are shown on the screen with puppets on the left.

"Nancy Drew: The Ghost of Castle Malloy." Passage: "The Gnomes"

This puzzle awaits you in the garden of the dwarves. Solve it is not difficult, if you get a book with ancient Irish verses, and Madame Isabella will give you a clue. Here's a quick fix:

  1. The first statuette of a gnome must be turned three times.
  2. The second one needs to be rotated once.
  3. Third turn twice.
  4. Do not touch the fourth one.
  5. Fifth turn three times.
  6. Sixth - two times.
  7. The seventh does not touch.

"Nancy Drew: The Ghost of Castle Malloy." Passage: "The Swamp"

Go through the swamp you will help the instruction, which can be found in the secret room behind the fireplace. There will be indicated the secret meaning of the stones that will be placed on the way through the swamp. Everything is quite simple: additional stones near the two main ones suggest the direction in which to move and the number of steps to be taken.

You will go to the hut, where you will find many interesting things, including a dummy doll.

Bridal bouquet

You will be asked to help in making a wedding bouquet. Provide a list of the right colors, but it will not be easy to cope without a book devoted to medicinal herbs. Fortunately this book lies in a hut near the swamp.

So, proceed to search for flowers:

  1. Three roses in the garden gnomes. They bloom next to the statuettes on the left.
  2. At the exit from the garden, on the way to the flowerbed, you will find a yellow flower - it symbolizes the daring yarrow.
  3. The symbol of well-being, verbena, grows near the column with mosaic.
  4. If from the arch go along the path to the left to the very end, then you will be rested in the forest edge. There grows a spur, a symbol of health.
  5. In the swamp, without crossing the stream, tear off the protection symbol - a pink flower foxglove.
  6. Cross the swamp and head for the hut. There, on the table with dried herbs you can take a bunch of sage.
  7. Lavender is hardest to find. Exit the hut and move to the passage in the wall. You will go to the pasture with the sheep. Go down, and then to the right: you will find the active point. The point will lead you to the stones that form the circle. Look at the bottom of the base of any of the stones and turn left. Before you will be a symbol of happiness - lavender.

Create a sheep doll

One of the most difficult tasks in the game is "The Ghost of Castle Malloy" ("Nancy Drew") - the passage of the quest "Zagon for sheep." After it you can start creating dolls from the dummy.

A dummy for a doll you will find in a hut behind a swamp. To complete the doll you need sheep's wool. And in order to collect the wool, you must first fulfill the quest Donnal: drive ten sheep into a sheepfold.

After seeing the sheep, use the pipe, which will be displayed at the top of the screen. You need to act quickly: the sheep easily scatter. Having received 10 sheep on the counter, hurry to the sheepfold. So that the sheep do not run away, go into the sheepfold.

Now you can go back to the hut in the swamp. Inspect once more the dummy: it turns out that the wool in the box is not enough. So, you need to cut another.

You need a little wool, but you will have to collect as many as three bags - only with this condition Donnal will allow you to shear sheep yourself.

Go to the sheepfold and summon the sheep with the help of a pipe. Watch for the behavior of the sheep. Their emotional state you will determine yourself, the rest of the information (the sheep's family and the color of her group) is indicated on the control panel. On the left is the instruction - carefully study it. Look for numbers corresponding to the family and color in the table and add them together with the number, which indicates the behavior of the sheep.

When three bags are typed, take some wool for the doll. Go back to the hut and just click on the dummy. The doll is ready.

Celtic stones on the pasture

In solving the riddle of Celtic stones you will be very helped by two books - "Signs of the Zodiac" and "Celtic Holidays". Carefully study them and proceed to the next task from the game "Nancy Drew: The Ghost of Castle Malloy" - the passage of the "Stones". The solution to the puzzle is:

  1. From the book about Celtic holidays you will learn that the stone under which the board lies symbolizes the beginning of the year, that is - Beltane. Remember the first letters of all four holidays, using the ohamic alphabet.
  2. It turns out that Beltane in the astrological calendar is celebrated in the Taurus period, the time of year is summer (a tree with an abundance of foliage), and below is the rune B.
  3. Go right to the next stone. Do this: Lugnasad - Leo - autumn (tree with falling leaves) - rune L.
  4. Samain - Scorpio - zama (tree without foliage) - rune S.
  5. Imbolc - Aquarius - spring (a few leaves on the tree) - rune I.

Getting instructions for a flying knapsack

The task is very difficult. Many who played in the "Ghost of the Castle Malloy" ("Nancy Drew"), the passage was stalled at this place.

A flying pack is found in a hut near the swamp. That's just how to use it completely incomprehensible. Need an instruction that you will have to print. To do this, you need four special plates with a binary code. You will receive them from the doll house, the column at the arch and through the solution to the riddle of Celtic stones.

You can for interest try to unravel the binary code yourself using the help that is stored in the desk drawer with the weights. It should look like this:

  • 01000011 - blue color (C);
  • 01001101 - red color (M);
  • 01011001 - yellow color (Y);
  • 01001011 - black color (K).

Having solved the code, go to print the instruction in the stone hall. Go to the printing press and press on the paper tray so that all four plates appear on the screen. Put a plate on the left of the wheel indicating the blue color, then fill it with blue paint. Now on top of the paint you need to put a blank sheet of paper. Press the lever of the wheel, after which the finished sheet can be sent to the dryer (the red button is not pressed yet). The same manipulations must be made with the remaining plates in the following order: red, yellow, black. When the fully printed sheet leaves to dry, you can safely press the red button. Now you have instructions on starting the knapsack.

Code to the cloakroom

Toward the end of the game, you will find yourself in a small tower, in which there will be a locked secretor. The code to the secretary should be solved, of course. The key to unraveling will be books from the library.

In one of the cabinets near the figurine in the form of a horse there is a book with the strange name "Hydroponics and Aeroponics". Having written out all the consonants from the title of the book and, as said, excluding all the repetitions, you will get one single letter - "G".

On the table next to the scales lies the book "Zoopsychology". Solving the riddle from this book, you will get the letter "X".

In the right closet you will find the book "Ancient wisdom". The riddle in it is not that complicated, but it takes a lot of time to solve it. Should be the letter "C".

In the same closet is the book "Sea cartography". There everything is simple: we need the first letter from the word "Caribbean", that is, "K".

But there are five unknowns in the code to the secretary, so one more letter is needed. Fly from the tower to the west to the island. You will see a rock with a broken inscription: "L5".

As a result, you will have the code: "KSGHL".

Laboratory in the mine

The next puzzle will surely scare away those who are not at odds with chemistry. This is a stand with chemical elements, which you will find in the laboratory at the end of the tour of the game "Nancy Drew: The Ghost of Castle Malloy." The passage of the "Chemicals" (solving the puzzle) is as follows:

  1. Your task is to spread out all the flasks on the containers. And for this you have to use a mechanical arm.
  2. Remember that when you take a large flask, the lower part should be half a cage, while the side grip is at the width of one. For medium flasks, both from below and from the side, the lower part of the grip should be at a distance of half a cell. And for the small, keep the lower part at a distance of one cell, and the upper one - at the distance of half a cell.
  3. To compress the upper part of the grip you can click on the left of the slider on the scale. Slide the gripper along with the bulb to the correct container. When you move all the items - get the key.

Rocket launch

You have come to the final puzzle, after which the passage of the game "Nancy Drew: The Ghost of Castle Malloy" will end.

When you collect all the pieces of the rocket will last - run it. Open the door at the base of the rocket and untangle the wires. Connect the wires by the following algorithm:

  1. Connect the gray wire to the yellow wire.
  2. Black wire to blue.
  3. Purple - to red.
  4. Brown - to green.
  5. Pink wire to orange.

If everything is done correctly, the indicator under the left switch on the control panel will light green. Put the switch to 90.1 degrees and insert the key. From left to right click the levers. Now the rocket must fly.

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