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Talk with Charleena and talk to the Hardy Boys who are in the dining room. After that conversation, go straight ahead and use the telephone to talk to the engineer. Duhh - he's not going to be any help. Take a look around the kitchen while you are there. Look at the cast iron stove. A square and a duck. Hmmm. How to get it open? Look at the Steam Valve. "Warning! Do not open unless ALL pipes are connected." (You can safely try the valve, but nothing happens. Apparently you will be working on some pipes.) Also, there is a door that goes outside. It will become usable when the train is stopped, much later in the game.
That's all in the kitchen for a while. As you pass through the dining room, look at the bottom of the chandelier, and observe the gemstone. Go to the back end of the dining room, and open the trunk to see the label from a can of salmon. The fins are a clue to a later puzzle. Turn right and look at the pink dancing shoes. They are very small, and would fit a doll. Inside, they say "Sadie Crawford." That's odd; two left shoes. Look at the painting of the eagle, and try to move it. Go toward the rear, past Charleena, and exit this car into the Sleeping Car.
Look closely at the animal's head, and observe the green gemstone in its left eye socket. In the corner is a small table with a floral picture on top. Open the drawer and solve the tile-block puzzle. It's easy because the picture is right there. Just be careful with the rotations. You are rewarded with a cryptic note; something about a pickaxe, a lamp, and lead.
Go along the left-hand corridor to the end, and read the poem about two dolls; Edna the Terrible who evidently cries Ma-Ma, and Yawning Alice who is tired. Exit the Sleeping Car to the rear, and enter Camille's car.
Go the full length of the corridor, and enter the room. John Grey is there, with his psychic machinery all set up. Talk to him about everything, then turn around and go forward once. Look at the sofa to your left. Take the slug (coin?) with the number "7" stamped on it. Also read the book about Samplers. Turn around and look at the mechanical game. Wind it up, and press the button to make the horse jump the fences. When it finishes, the lid opens up and you are given a copy of the music that it was playing - (Stephen Foster's) Camptown Races. Without words; that's odd. Take the music into your inventory. Turn right (toward John Grey) and look at the trunk on the floor. Find the paper hidden behind the trunk, that describes another Doll; Sickly Sara. She has one green eye and one blue eye. Turn around again and go forward once. Look at the plaid box sitting on the chair next to the game. Read the paper with Teddy Eberhardt's name on it. Go forward once, and turn left to look at the piano. You can place the music on the piano, but if you try to play it - "Yowtsch! Those microphones are sensitive." The music will have to wait. Go forward once more, and look at the table. Open the drawer, and you will find the final clue to playing the music. The keys are labeled with the names of the notes, so all you need to do is match them with the notes on the bottom line of the music in order to play the correct notes on the piano. Later, that is. Also in the drawer is a lock of hair labeled Thomasina O'Neill. I always think a lock of a dead person's hair is really creepy. Saw one on TV the other day, that belonged to Mary, Queen of Scots - yes, the one who lost her head. Yuk! There's a little box on top of the table that's locked, naturally.
Look at the Sewing Sampler on the wall. Nancy wonders if there could be a relationship between the symbols and the numbers. Brilliant! You should also remember that there was a list of those same symbols in the book, along with words associated with the symbols. I wonder if there's a relationship between the words and the numbers, don't you? Take note of the doll in the center. Her name is Awful Ursula, and she has red hair. Look down below the sampler, and see the panel with the weird-looking bolts. Exit the room, and get a lengthy phone call from Bess and George. Exit this car to the rear, into Jake's Car.
Talk to Tino Balducci. What a Horse's Ass this guy is. Anyway, take the slug from him, with the number 3 stamped on it. Finish the conversation, then walk behind the desk to examine the area where the pickaxes are hanging on the wall. Turn around and see the purple gemstone in the cat statue.
Go to the table in the middle of the room, and look at the Periodic Table of Elements. Notice that the symbol for Lead is Pb, and its atomic number is 82. May or may not be useful information. Below the chart are three objects on the table. Read the book about Gemstones. Look at the Humidor (Cigar Box.) It has a sort of combination lock, with the six colors of the spectrum Red, Orange, Yellow, Green, Blue, Violet. We haven't yet found the clue to open it. Notice above the lock are the letters "Ag." That's the atomic symbol for Silver.
Look at the picture of Camille. She has two dolls, named Hagar Anderson and Chantilly Hildegard. Turn toward the exit, and go toward the leather sofa. Find the paper hidden under the right-hand end, describing a doll named Eliza Sandberger, recognizable by her red ribbon. To the left of the sofa, look at the base of the globe. Another gemstone.
Look to the right of the exit, and open the panel in the wall. Here is a set of pipes that needs to be connected.

Go along the corridor to the rear of this car, to discover "An Old Scale." Look beyond it, and try the door. It's locked. Look carefully at the door. There is an owl and some cherries carved in the door. Now look at the scale. Hey! There's an owl and some cherries there. Also a Square and a Duck! Remember the numbers on the sampler? The owl was 7 and the cherries were 10. Try putting the 7-slug on the plus tray. The red light by the owl lights up, and the thing above it rotates. Now add the 3-slug to the 7, making 10. Aha! You get a quick look at that door, suggesting that you might have unlocked it. Go there, and you are in the Projector Car.
Wow! Look at all that fancy stuff! There are many things to do in this room, but first of all, go to the other end of the car and see the locked exit door. Look at the keypad to the left of the door. I suspect this puzzle is randomized, so you must solve it yourself. It's a memory puzzle, where you must press the buttons in the correct sequence, or they reset. Unlock the door and go into the next car. And - Omigod! It's Lori! (What a bubblehead.) Anyhow, finish the conversation with her, and take the letter from Jake to his niece, Ruth. Read the letter, and notice all the clues, most of which are underlined. Turn around and look in the trunk on the floor, to the left of the door. Take the tool. You need to have looked at the weird bolts earlier, in Camille's Car.
Look to the right of the door, and find the puzzle where you can press the letters. Jake's first clue will help solve this one. You need to press the letters forming the names of the cities he visited. Find them in his letter. Start with Calico, beginning with the C halfway down the left side. That's strange - you are left with eight seemingly random letters.
"NVRZTBAA"
Exit the caboose into the Projector Car. Immediately turn right, to find a puzzle that needs eight letters. Guess what - if you just solved the Cities Word Finder puzzle, you have the answer to this one. This activates a robot who retrieves a map for you, and places it on the map table. You can look at it, but it's not going to be much use until you get the projector working.
Let's go to the front end of this car, and look through the drawers. In the top drawer, you will find a slug with the number 8 stamped on it. The second drawer contains an odd note: Silver is Orange, Blue, Green, Red, Purple, Yellow. This information will unlock the cigar box. The third drawer has a false bottom concealing a blueprint. It has instructions for setting up and operating the projector, and a list of six gemstones. Finally, the bottom drawer contains a note about a doll named Naughty Tina, who has a broken skull. Exit the Projector Car and go to Jake's. Look at the bottom of the globe and pick up the Tiger Eye gem. Now that you know the names of the gems (from the blueprint) you can take them. When you first pick up a gem, you get a good closeup look at it. Look carefully, for that's the only time you can see them enlarged like that. You should be able to identify them from the book next to the Cigar Box.
Exit Jake's Car and go to Camille's. Use the tool you found to open the grille below the sampler. As you turn a bolt, it may turn one or two others. Start with the upper right corner, and as you fix that one, observe which one it affects, and do that one next. Continue the procedure, ending with the third one from the left on the bottom, the only one that doesn't affect another. Fix the pipes inside. These are Much Easier than the first set, because all the blue ones turn together, and so do the red ones. If you start with the side ones; the exits and entrances, then the blues, then the reds, finally the brass elbows, it comes out in a jiffy.

If you're curious, you could go to the kitchen to see if you are finished with all the pipes, but no-o-o; not yet. Go through the sleeping car. If you use the other corridor, the one without the little table, you see the emergency brake control at the front end. You can take the green gem (Peridot) from the stuffed animal. Enter the Dining Car, and talk with Charleena about all available topics. Be sure to ask her about Lori wanting to be an author. Then talk to the Hardy Boys. Also talk to Charleena, asking her to research the name of the Engineer. Go to the dining room again. Check out the button on the floor, which opens a secret panel. Also take the gem (Zircon) from the chandelier. Then talk to the boys again, to learn about the argument between Charleena and Lori. Go to the Caboose and talk to Lori. Oops - as you pass through the Projector Car, someone pulls the Emergency Brake. You will automatically return to the Dining room and talk to the boys. After you talk to them, go talk with Tino. He doesn't seem entirely truthful. Ask to see the cougar statue (cigar clipper) but you don't take the gem yet, because he would know you are onto something.
While you are in that car, you have the ability to open the cigar box. Remember the clue from the bottom drawer in the Projector Car. It said "Silver is Orange, Blue, Green, Red, Purple, Yellow." Rotate the petals so that the colors are under the pointer at the top, and press the pointer each time you have the correct color aligned. When you solve it, you get to keep the dial, and also read a letter regarding the Carbide Lamp, and take the dance-step instructions.
The letter about the lamp
said to put Carbide in the bottom chamber, and water in the top.
If you went behind Tino's desk before, you could look at a little
tin can, but nothing happened. Go there now, and you can pick up
the can of Carbide, open it, and take some. Want to learn a
little about carbide lamps?
http://www.caves.org/member/mfraley/intro.htm
I think now you can get to the Caboose without someone getting in the way. Ask Lori about her argument, about dating Tino, and anything else that's available to talk about. After that, march right back through the Projector Car into Jake's, and confront Tino. After this conversation ends, go to Camille's Car and talk with John Grey. I know, I know - this is the talky part of the game. You just have to do it, in order to trigger the good stuff. Talk to him about everything, then talk to Charleena too. Then; guess what? talk to the guys again. Now I suggest talking to Lori, after what you found out from Charleena.(I know; it's a long walk, and I never will get used to stepping between the cars while the train it moving. I've done it in real life, and I never got used to it then, either.) She doesn't have a lot to say, but you should go to the dance floor, and examine the shoes. Darn! The name is too hard to read. Call Bess, and she will suggest sending a picture so they can figure it out. After the conversation, use the phone's camera function to snap a picture of the shoe's instep with the name, then send it to Bess. Walk into the Projector Car and call Bess back. She has the name of the shoes: Chaussettes Chatoyantes.
Re-enter the Caboose, and step onto the dance floor. You can examine the dance-step diagram before you start the routine, but if you look at it during the dance, it resets to the beginning. Here's a copy for you.

Completing the dance will unlock the doll cabinet, and also cause a gemstone to fall to the floor. Be sure to retrieve the Tourmaline. Refer to the letter from Jake to his niece to understand how to re-order the dolls. He says you need the name of the dancing shoes. You must take the initials from all the dolls' names in order to spell out the words.
CH - Chantilly Hildegarde seen in the picture with Camille - she's already in place at the left.
AU - Awful Ursula seen in the sampler - red hair
SS - Sickly Sara from the drawing behind the trunk - One green and one blue eye
ET - Edna the Terrible from the poem on the wall - says Ma-Ma
TE - Teddy Eberhardt from the plaid box - plaid kilt
SC - Sadie Crawford owns the pink shoes - two left feet
HA - Hagar Anderson seen in the picture with Camille - suspenders
TO - Thomasina O'Neill; her hair ribbon was in Camille's car - her hair is messy
YA - Yawning Alice from the poem - she's asleep
NT - Naughty Tina from the note in toolbox - broken skull
ES - Eliza Sandberger from the paper under the couch - wears a red ribbon.

When the dolls are in the correct sequence, the middle drawer is unlocked, and you will be able to pick up the two slugs stamped 1 and 2. Also look at the pictures. With your two new slugs, you should be able to do some more unlocking. Go to the scale. Remember, the first one (Owl) used one slug, the next one used two, so it stands to reason you need three slugs to equal 4 for the square, and four slugs to equal 1 to unlock the duck. For the square, use the 3 and 8 on one pan, and the 7 on the other. (It doesn't matter whether you achieve a plus or minus number, as long as the numeral is correct!) To get the next one, place the 1 and 2 along with the 3, and remove the 8. Voilą - the stove is unlocked. Go to the kitchen and see for yourself.
Oooh. Now you know the name of Jake's engineer - James Thurston. Tell the Hardy Boys, and they can research him further. Also talk with Camille. Call the engineer on the phone and talk with him about the emergency brake. Talk to John about what he has found. Talk to The Boys again, and you should arrive at Copper Gorge.
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There are three hotspots on the image of the town: The Museum, the Cemetery behind the Museum, and the train itself. If you enter the train, the way back to the village is through the kitchen door. Enter the museum and talk to the old geezer. You will have to play two games to get your free sample of taffy.You WILL need the taffy, so bear with it. The Gold Rush game is ridiculously difficult, and you will likely find yourself playing it many many times before winning; since you have no real control over it. The game is modeled after a Pachinko game, a Japanese-style slot machine. You can find Pachinko Parlors in Japan where people actually gamble away there money on these things, can you believe it?
There are four slots for the balls to fall into. The yellow-outlined ones are in favor of the miner (that's you). The Donkey helps the miner climb faster, and the Dynamite knocks the Yeti downwards a little.The purple-outlined Bandit helps the Yeti climb, and the Snake knocks the miner down a little. You can fire the balls at any rate you like, from one at a time, to fast showers. I found the best results by clicking a little slower than one per second. Too fast, and the balls tend to push each other into the Bandit. Good luck. Here is a saved game; in case you are following my sequence closely.
If the horse race game has any real strategy, I haven't found it. Just keep betting until you win. It probably helps to observe which horse wins more often that the others, and stick with that one. After you win both tokens, use them on the dispenser to buy some taffy on a stick.
Go to the cemetery and talk to the Crypt Keeper. Boy, what a creepy voice! He dropped the key down the grate, so Camille's crypt is locked. You need something long and sticky to get the key. Use the taffy, get the key, and unlock the door. Immediately before going down the steps, pick up the slug marked 6 from the ledge on the left. Go down stairs. Straight ahead is the coffin, with a sort of stained-glass window above. Look at the window to discover the color codes for all the metals. Take note of the order of colors for Pb (Lead) and Cu (Copper.) Look down at the coffin. It has an ornate indentation in the center that matches the color-dial from the cigar box. Solve the lock (G-R-V-Y-O-B) and take the Gem that slides out.
Look at one of the four pillars in the corners, and figure out that you should make a rubbing. You have a pencil, but unfortunately, no paper. Return to the museum. Look at the locked trunk which is on a shelf next to the kitchen door. Talk to the owner about opening it. Now you need to get Charleena's auto-graph. Go into the train and ask her for it. She needs a pen, and doesn't have one. Talk to Tino. He will give you a pen if you can play the Leapin' Lizards game better than he did. That is to say; wind up with four or fewer pegs remaining. The following solution will not only be better than Tino's result, it will end with only one peg, smack in the middle!

Do these moves:
29U, 22R, 17D, 31U, 26L, 24L,
21R, 33L, 16D, 31U, 11D, 30U,
13L, 27U, 10R, 13L, 11D, 3D,
4D, 7R, 16U, 1D, 2D, 14R, 16D,
28R, 30U, 18U, 9R, 6D, 19L.
There's your pen. Get the autographed photo from Charleena and go to the Museum. Frank and Joe pop in, only to say Frank's got a job as a short-order cook. Give the photo to the old geezer. He will now let you experiment with the locked box. Yes, this would be a good time to poke around on the train, but it's okay to do this first. Use the color-dial on the box, and notice that it doesn't say either Copper or Silver. However, Jake's note you found in the little table said something about lead. Use the colors for lead, that you learned from the window over the coffin. (R-G-B-O-Y-V) Okay, that got you a Carbide Lamp, another slug, but no pickaxe. Talk to the old coot about the axe. It seems you will need to sort some taffy. Go into the kitchen. Find the waxed paper and ask for a piece. That solves the grave-rubbing problem. Turn left and start the taffy machine. Don't forget there are TWO colors of rejects. He gives you Jake's pickaxe. As you leave the store, you get a call from Frank at the restaurant. You are now playing as Frank, flipping customized burgers.
Hamburger puzzle - The object of the puzzle is to make burgers according to the tickets hanging on the left. Make the burger by clicking on an ingredient and then click it on the burger. When done ring the bell at top of the counter. The wrong ingredients can be thrown in the 'trash' at bottom right. Volcano Burger - Onions, jalapenos, hot mustard, bacon, cheese. Ring bell. Listen to the old man talk about Jake Hurley. Classic Burger - Lettuce, tomato, pickles, mayo, ketchup. Ring bell. Listen to the old man talk about Jake's wife. Hayashi Burger - Avocado, tomato, fruit jelly, pineapple, cheese, mayo. Ring bell. Listen to the old man talk about how James Thurston died. Colossal Burger - Everything minus the p's: pickles, peanut butter, pineapple, pickled herring. Don't forget the Bacon! Ring bell. Listen to the old man talk about Jake Hurley's mine. Chef's choice - Make a burger any way you want. Ring bell. Listen to the old man talk about how to find the old mine. The eye of the tiger is fixed on a star. Zircon lies in fingers that scar. Amethyst floats in a hand from the deep. Citrine is what the fowl mouth shall keep. Tourmaline by a soft arm is ensnared. Peridot rests at the foot of the mare. |
These clues will help you place the gems into their correct holders at the projector.When you finish the job at the restaurant, you automatically meet with the Boys in the dining room. After you talk to them, you have the chance to poke around the train while everybody's out rock-climbing. Go to Camille's car and play "Camptown Races" on the piano. The piano leg opens up and you have found a spyglass.
Go to Jake's car. Take the Amethyst from the cougar statue. Now you should have all six gems.
Go to the Scale. You have the six slugs required to unlock the Eagle. The number to arrive at is 2 (or minus 2.) Use the 6 and 10 on one pan (16) and the 1, 2, 7, 8 (18) on the other one. Now the eagle picture is unlocked. Solve the pipes as shown below:

Okay, you have one more set of pipes to fix, and they are behind the locked grille in the sleeping car. Look at the rear end of the car, across from the poem. Do those four symbols look familiar? If you put them all together, with the corners at the center, they look like the center decoration on those pillars at the crypt. Let's go to the crypt, and make some rubbings. Use the waxed paper, then the pencil to create a rubbing. (The pencil is probably way down at the bottom of your inventory. You didn't pick it up anywhere, it has been there since the beginning.) Find the four words: Wisdom - upper left, Charity - lower left, Purity - lower right, and Eternity - upper right.
Return to the train. If you need a reminder of how to connect those clues to the numbers required to open the grille, look in the sampler book on the seat next to the piano. Wisdom = Owl, Charity = Dove, Purity = Harp, and Eternity = Crown. Look at the sampler and get the numbers: Owl = 7, Dove = 9, Harp = 3, and Crown = 6. Now you can associate the numbers with the corners: Upper left = 7, Lower left = 9, Lower right = 3, and Upper right = 6. Go to the grille in the sleeping car, and use the numbers left to right; 7-9-6-3. Fix the pipes:

That should do it! Before you bother turning on the steam power, let's get that projector assembled. You need to open the machine that holds the spyglass and the carbide lamp. It's opened by turning the wheel on the pedestal. Place the spyglass on its holder on the right side, and the carbide lamp on the left. You will also need to add some carbide to the lamp itself. Next, go to the six-armed machine that holds the gems. Open one of the holders, and place the appropriate gem in its holder.
Starfish - Tiger eye found at the globe.
Claw - Zircon from the chandelier
Fin (seen on the Salmon card in the dining room) - Amethyst from the cougar statue
Bird's Beak - Citrine found in the crypt
Tentacle - Tourmaline from the doll cabinet
Horse's Hoof - Peridot from the stuffed goat head.
When it's all correct, Nancy says so.
Put the Pickaxe in its holder, near the entrance to this car. Pull the handle. Oh No! The old handle is weak, and breaks. You need some duct tape to hold it together. Well, I haven't seen any duct tape sitting around; maybe Tino has some, he's pretty resourceful. No such luck. Let's ask John. He's got all that equipment. Yep, he has some, but it's in a box, and he forgot the key. No problem, all you have to do is figure out the combination. That means pressing the nine buttons in the correcet sequence. The nine tiles tell the story of how to get the Jackal, Cougar, and Peacock from the east side of the Nile to the west side. You can't leave the cougar alone with the bird for example. Number them like a telephone, and press them in this order: 2, 4, 9, 6, 3, 7, 1, 5, 8. Take the duct tape.
To save a little legwork, go to the kitchen and turn that steam valve. Nancy should say she hears the steam flowing through the pipes. Return to the Projector Car. Use the duct tape on the broken handle and pull it. Chug-a-chug. Huff and Puff. What a great cutscene! The map table tilts up, and the gems focus a beam of light on Brimstone Canyon, Nevada. You give Lori the news. Well, it ain't over yet. I have a feeling Lori the Bubblehead is not to be totally trusted.
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The train arrives at Brimstone Canyon. Nancy walks toward the mine, and Huh? The train leaves. That's not nice. Go forward to the mine area, and look at the cannon. Solve the (randomized) memory puzzle by opening the clips. The cannon blows a hole in the mountain, and there's the mine! Might as well go inside. As you do, Jake's color-wheel appears on the lower right corner of the screen. It is intended as a sort of guide to help you find your way. It points to different colored lizards placed throughout the mine.
Did I ever tell you I hate mazes? Walk forward until you have a choice of right or left. The wheel says purple, but first go to the right, past the orange lizard, and find the small pond. Look close-up at the wooden plank and note the symbol. Make a copy of the six symbols you will be finding - I am not providing a picture of them as a solution. Do your homework, Detective Drew! Observe the fish in the pond. Back away, turn around and return to the spot where you had the choice, and go left, past the purple lizards. The next spot has a left exit with no lizards, which becomes a dead end. Go right, and forward between the two red lizards, and you will be in a room where you can rotate your view all the way around. Let's describe all four exits from this room, turning clockwise. As you enter, you are facing an orange lizard. That way takes you to an elevator. To the right of that is a single green lizard. Go there now. You find a campfire with six rocks, all inscribed with symbols and Roman numerals. The symbols are: Cactus, Fire, Snake, Hanging Rock, Fish, and Bat, in that order. Back away from the fire-pit and look at the plank next to chair, to see the symbol. Copy it!
Now you know that the symbol by the fishpond is number 5, and the one by the fire-pit is number 2. Number the symbols as you go. Return to the center room. Continuing our clockwise description, To the right are the two red lizards where you entered. No need to go back there. Finally, to the right of that is a door with with two blue lizards. Don't go there; it's a passage that ends in a short slide. You will be unceremoniously deposited in the dead-end passage mentioned above. If that happens, just come back around and go between the two red ones again.
Go (orange) to the elevator room. When you get to that room, there is a purple lizard on the machine, and you can look left or right. Look right to see the plank with the symbol, and notice the heavy stone hanging there as a counterweight. So this symbol is number 4. Copy it, please. Back away, and step into the elevator and make it go down. Then make it go down again to the lowest level. Copy the symbol, and notice the cactus. This is symbol number 1. Take the elevator up to the middle level. Go forward to the orange lizard, and look above him for another plank with a symbol that looks like a rocking chair. Symbol number 3, which you dutifully copied. Left bend, straight twice, left twice (red) between two reds, turn left, and into a room with some old tracks. Cross the room (purple) and find the symbol like a "J" (yellow). This is the final symbol, so it must represent the bat; number 6.
Enter the next cave, and your way is blocked by several planks. (You can hear the bats, but not see them.) Six of the planks are marked with the symbols you have seen, and the other planks are marked with symbols you have not seen. Don't touch tne unknown ones. Remove the planks in the order established by the stones in the fire-pit. When you take away the correct six planks, you can squeeze through and - Oh No - there's a dead body. Don't be squeamish; take a look. It's Jake. You find a picture of Camille, and a letter from President Lincoln! Lori steps in and - what was that she said? People will think she's smart? That'll be the day.
She traps Nancy, who must use the old tram-car to escape. Look for the skulls indicating danger, and go the other way each time you see one. You will need to click five times - three right, then two left. After the second left you can sit back and watch the closing scenes. Natalie - er - Nancy's tram knocks Lori on her butt in the mud, the Hardy Boys put in an appearance, and Nancy writes her closing letter. Good going, sassy detective!
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Inventory Items and where they were found:
Pencil - You had it at the
beginning.
Note about pickaxe and lead - From the floral block puzzle.
7-Slug - on the sofa in Camille's car
Sheet Music - from the horse game in Camille's car
3-Slug - from Tino Balducci
Jake's Letter full of clues - from Lori
Bolt Tool - from the box in the caboose.
8-Slug - Top Drawer in Projector Car.
Projector Blueprint - Third Drawer.
Carbide Lamp Letter - Cigar Box
Dancing Instructions - Cigar Box
Color-Wheel - Cigar Box
Carbide Nuggets - Shelf behind Tino
1-Slug - Doll Cabinet
2-Slug - Doll Cabinet
Taffy on a Stick - win the two games in the Museum
Key to Crypt - get it with the Taffy
6-Slug - Ledge in Crypt entrance
Ballpoint Pen - Beat Tino's score at Leapin' Lizards
Autographed Photo - ask Charleena
Pickaxe - Sort the Taffy
Spyglass - Play the Piano
10-Slug - Unlock the box in the Museum
Carbide Lamp - Box in the Museum
Waxed Paper - ask the old guy for it.
Duct Tape - Puzzle Box in Camille's Car (Ask John)
Gems and where they
were found:
Citrine -Camille's Crypt
Amethyst - Cougar Cigar Cutter
Zircon - Chandelier
Peridot - Stuffed Goat
Tiger Eye - Globe
Tourmaline - Doll Cabinet