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| Some quick advice for using the walkthrough: Many people like to print their walkthroughs on paper, and follow them that way. Try this for a change; you might just find it a lot easier: Save this page to your hard drive, then you can have it open while you are playing the Haunted Carousel, and flip back and forth between the game and the walkthrough by pressing Alt-Tab. In fact, if you get the game started first, then wish you had the walkthrough open, just press Alt-Tab to go to the desktop, then open this page. Besides that, to print this out, you would have to fiddle with getting rid of the background image, and change the font color. Too much bother I say, and a waste of paper and ink. Ink is expensive, geez! |
The game begins in the Captain's Cove Hotel, in Nancy's room. Go to the computer, and check your journal, the in-box, and the To-Do list. These three folders keep accumulating helpful items throughout the game, so check back often, particularly if you feel stuck. For now, just use your cell phone and check in with Paula Santos.
Tip: Each time you come across a telephone number, there is no need to write it down; it automatically goes into your phone's directory. I wish my own phone would do that.
Just select the DIR button, and scroll through the names. To place the call, press DIAL. Talk to Paula, and learn that the Security Guard will be expecting you, and that you should inspect the Roller Coaster. There's nothing else important to do in your room for now. You can have a look at the room service menu, and the ironing board in the bathroom if you like. Careful!! If you happen to turn the Iron on, be sure to turn it off before you leave.
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Walk right in and talk with Harlan Bishop, the guard. During the conversation, be sure to ask him where he worked before. This question seems to make him uncomfortable, and it's possible he's not telling all. He gives you a "Fun Card" and a map of the area. He will also show you a tape of one of the "Hauntings." There is a strange burst of static at the outset, but he doesn't think it is important. Things to explore while you are here: The electrical circuit-box has three red tags on the breakers, He doesn't want you snooping in his locker. Oops, bad habit. Look at the "Whiteboard" and read the telephone number for the local police department. (That number will now be available on your phone.) Exit here, and go visit Joy.
Talk to Joy, and learn some of her history, why she is there, her feelings toward Paula, and receive the access card. Look in the filing cabinet. You find a note regarding the sale of one of the carved horses. Oh no! It's in shorthand! What's more, the one thing you really need, the name of the horse, has been smudged and is unreadable. In order to read the word, you will have to learn a little shorthand. But how? All in good time.
Look at the historical posters on the wall, and learn that the Haunted House used to be a formal Ballroom. Be sure to read the newspaper (sitting on a box in the corner) regarding Lance Huffington suing the park for his injuries. Also read the other newspaper, framed and on the wall, regarding the discovery of stolen jewels hidden in one of the parks rides about 20 years ago. Exit the office, and use your phone to call Detective Perris. (If you don't have his number, return to the Security Office and get the number from the bottom of the bulletin board.) You learn that the thief, Chas Dunning died recently, and might have confided in somebody regarding the whereabouts of the remaining jewels.
Visit Elliott Chen. Whoops! The door knocks over a can of paint. Elliott won't talk to you any more unless Joy tells him to. Visit Ingrid Corey. Notice her security panel is "Unarmed." That means she is in. What Nancy learns: The blueprints for the Roller Coaster seem to be missing. Also, Harlan told Ingrid he was a bouncer in Trenton, not a guard in Flemington. What's that about? There's not much else to do here, except go to the far end of the room and notice a brochure for a very expensive sports car. Surely Ingrid couldn't afford such a car, or could she? Oops, of you try to snoop at the left side of the desk, Ingrid stops you. (Whatever happened to "pick up everything that isn't nailed down?" LOL)
Let's go talk to Joy and see if she can patch things up with Elliott. Oops, she is not in her office. A strange robotic machine talks to you from the top of the cabinet. Miles the Magnificent Memory Machine gets your name, but won't answer any questions. Go to the desk, notice that Joy chews her pencils, and use the pad to leave a note for Joy.
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Take a look at the "Prize-O-Matic" machine. Of the six items, two are out of stock, two are unimportant (the boat and the shark) and two are items that you will want. The red thing at the upper left is called a Chinese Yo-Yo. I had one of those, years ago. It is a coil of heavy paper or plastic on a stick, and when you make a pushing motion with it, it will extend way out and retract. Could come in handy for extending your natural reach. The other item, bottom row center, is a Harmonica (Mouth Organ) and it really works. In order to get those prizes, you will need the correct tokens: the Seahorse for the Yo-Yo, and the Anchor, Captain and Shell tokens for the Harmonica. Tokens are awarded for beating the games.
The Seahorse token can be had from the Swimmer's Itch game, at the left. Put your Fun Card in the slot. This game is pretty easy; it's a form of slider/blockade puzzle. You must move the various objects out of the way until the swimmer has a clear path from right to left. Don't bother trying to move the swimmer until the path is totally clear. Once you have the Seahorse token, you might as well get the Yo-Yo. Press on the Yo-Yo button, then use the token on the slot. Nancy takes the toy and tries it out on an empty can atop the machine. Hmmm. Could be useful.
You can also get the Anchor token from the Squid Toss game now or later, doesn't matter. Controls allow you to change the direction, and velocity of the toss. The game is not random, it is always the same. Click here to see the three settings.
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Let's visit that Carousel. When you arrive, you have two choices. You can go straight ahead and explore, or you could use your fun pass on the slot and take a ride on the carousel. If you explore, you discover some parts lying on the deck where the stolen horse used to be. You can also find the doorway to the interior and the access to the Band Organ, but that access card must not be working correctly - you cannot enter either area. Ride the Carousel instead.
| You need to catch the Brass Ring sooner or later. Try placing the handle of the spyglass on the "A" on the sign, before the ride starts. This will position it very close to the correct position. Careful; if you jerk the cursor around while reaching for the ring, Nancy can fall off the carousel and get injured. | ![]() |
Go see Elliott. He will talk to you now. He informs you that the original horse was sold twenty years ago, and the copy that was recently stolen was not valuable. That's odd; why would the thief take the only non-valuable horse? Something's suspicious here. Look around the room. On the shelf to Elliott's right is what looks like an in-box. There is an item you can take, but hard to tell what it is. You can return for it later, if you like. (Actually it's several strips of tissue paper.) Also, on the workbench, there is some tape you can pick up, but won't need it until some time later. On the other side of the room, is "wow" a lathe. Can't use it yet, either. On the left of the lathe is a magazine that Elliott doesn't want you to look at. Further left, on the floor is an invoice for 1200 board feet of basswood. What's that all about? The other item, containing several clues is a book on Carousels. Find it on the bookshelves.
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Go take a look at the Roller Coaster. The access-card reader is apparently broken; it is red-tagged. Open it, and pull out the left-most circuit board. The hotspot on the right side of the board needs another part. Put the board back and look at the paper on the back side of the panel. You see a diagram resembling the circuit board you just looked at, with two resistors in place. You are lacking a third, 5-ohm resistor. The total resistance must come to 15 ohms. We'll figure that out when we get our hands on the new resistor. Go see Ingrid, maybe she can help.
She suggests that you can repair the card reader, and gives you the resistor, along with a book full of information. You will need to borrow the soldering gun from Elliott. Continue talking with Ingrid. Ask her about the access card not working too well. She will then activate most of the readers. Also, remember the pliers. Ask her about Elliott. Ask her about Joy. Ask her about fixing the Barnacle game. You will need to search for the keyboard.
Visit Elliott and receive the soldering gun. Also, if you have found the receipt for the lumber, you can question him about that. Not essential, but a good clue.
Open the card reader at the Roller Coaster, and place the resistor on the right side of the board. Then you need to solder the joints so that the current flows from the on-off switch, through the 10-ohm resistor, then through the 5-ohm resistor, then to the LED on the right corner. Do not include the bottom 30-ohm resistor at all. If you wire it correctly, turn on the switch and it is repaired. If you wire it incorrectly, and turn on the switch, you will be fried. Uh, fired that is. Use the "Second Chance" button to try again.
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Here you can see the six places to solder. If you put solder on a joint and change your mind, just click the soldering iron on it again, and it will be removed. |
Having fixed it, take the red tag to Harlan. He restores power to the card reader. Return to the Roller Coaster and see if you can get in now. Go all the way to the back, examine the Emergency Stop button, and discover a chewed pencil there. On the way out, examine the switch-segment of track. Uh-oh. Nancy's foot is trapped under the track, and the train is moving around the circuit. Open the control box and connect the three wires in the correct order. If you solve it in time, the switch lifts and Nancy is free. If not, it's back to the good old Second Chance button. Blue to the top, red to the middle, and green to the bottom.
This is probably a good time to talk to Joy. After all, it looks like one of her pencils you found in there. Ask her about shorthand, then tell her about almost getting hurt in the Roller Coaster, and about finding a pencil in there. A long sequence begins, where Miles the Magnificent reveals that Nancy was snooping in the office, and ends with him providing the first of three riddles.
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"To
be told a truth long-since put away;
Bring me the silvery remains of a four-bit day."
Ask around. It turns out that the only person who comes up with an answer to the riddle is Elliott. Gee! He's not only cute, but smart! He comes up with 4-bits meaning quarters - Captain's Quarters maybe? and Day, er Dae meaning the "Fundae" concoction at the hotel, that comes with a Silver Souvenir Spoon, of all things. All Nancy needs is to wolf down a three-thousand calorie dessert and bring the silver spoon back to Miles. Go to your hotel room, and order a Fundae by using the Room Service phone. Mmmmmm. I'm getting a chocolate high just thinking about it. Don't forget to check your Journal and To-Do list while you are there. This is also a good time to call Bess and George. Ask them everything, especially about translating the shorthand note. They will get back to you.
Trot right back to Joy's office and tell her about the silver spoon you have. You will give it to Miles, and you and Joy learn that she was so upset that she destroyed all her mother's pictures. Her father felt that even bad memories are better than none at all. The second riddle is delivered on a blank piece of paper. There's not much help available - if you try to visit Ingrid, she's gone, and the security system is armed. Harlan is out of the office as well, and though Elliott is in, he has nothing to say. When you visit Elliott, you probably will get a phone call from Bess saying that they e-mailed you some information about Shorthand. Go into Harlan's empty office and look around. First, examine the magazine on his desk. Read the address label. Anything unusual here? The number, 101190 is highlighted. You were wanting to get into his locker, maybe this number will help.
Here's how combination locks work in this game. There's no requirement to spin the dial several times; just place the desired number under the pointer and press the triangular button once for each number. After the final number is entered, press the button in the center of the dial. Inside the locker, you can look up or down. Look up, and discover a phone number for a "Louis G." Look down and take the videotape. Take it over to Harlan's desk and insert the tape into the player. You will see Ingrid arrive at her door, and punch in the code to unlock the system. She presses 0-7-2-6. Well, Nancy, let's see what kind of stuff you're made of. Go to Ingrid's and use the code to get in.
First of all, remember the bag she didn't want you looking in? You will find a receipt for a twenty-thousand dollar watch! Wow. And, if you open the jewelry box in the bag, you get to see the watch. Wow again. Now, on the other end of the room, on her workbench, you can find a note to call L. H. about results. You have another new entry in your phone directory. I think it's time to make a couple of phone calls. Well, it turns out that "Luis G." is Officer Guerra, Board of Paroles. It seems Harlan was in prison recently, not working in either Flemington or Trenton. Then, calling Lance Huffington seems to implicate Ingrid in some sort of conspiracy. Further investigation is necessary.
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You still have that 'blank' piece of paper in your pocket. Supposedly it means something. Maybe it's time to return to the Captain's Cove Hotel. Oh! As you go there, Paula calls, and you have a conversation with her regarding Harlan. Just adds to the mystery. Go to your room. Checking the journal reveals much of what we already know, and look at that! It says the paper for the second riddle smells lemony! I remember that lemon juice could be used as invisible ink; all you had to do was re-heat it. I'll bet that iron in the bathroom will do the trick. Lower the ironing board, then turning the iron on gives you a place to put the riddle-paper. Iron the paper one, two, three times, and you get the message. "The first eight notes of your favorite band-organ tune +plus+ one mouth organ +plus+ one smidgen of talent = One Happy Miles."
The Band-Organ wasn't working, remember? Actually it was, but it probably wasn't playing Joy's favorite tune. What now? Let's go to the Carousel and play the Band Organ. Whoops, Luis Guerra calls you. You learn that Harlan was not in the same prison, and could not have know the thief.
As you make your way into the Band Organ, if you have not done before, there are three hot-spots. The organ, the door to the interior of the carousel, and a plaque devoted to the creator. Let's go inside the gear room first, intrepid detective. There is a locked cabinet, and if you look carefully, a trap-door in the floor. Go down (ugh) and find the remote-control device, and go back up to daylight. As you go up, you see a letter stashed in the upper rafters of the carousel. You can't reach it. Do you have anything that will extend your reach? Or course you do. The Chinese Yo-Yo. Use it to dislodge the letter and read it.
Nancy discovers that the Ballroom has been converted into the Haunted House. And Kessler's workshop was underneath. Could it still be there? Keep in mind you will be looking for a combination to that lock. Exit the room, and take a look at the rear of the Band Organ. You find a telephone number for "Tink." Call him, and leave a message to return your call. You can look inside the player chamber, and you can play the organ using the CD, but nothing else to do.
Have you checked out the Haunted House yet? This would be a good time to do just that. As you enter, you can her some odd sounds from below. It sounds like someone sawing and sanding. What's that all about? Have a look at the 'monster' on the floor at the end of the hall. There is the missing keyboard that will allow you to re-program the Barnacle game. Go through the door. Don't let that creepy music scare you, this IS a haunted house, after all. Go across the stage and inspect that monster. Its name is "Spook Ten" and is missing an arm. Go through the next door to discover a room with a radiator. Remember the wording in Rolfe's letter? "The radiator still stands guard outside my workshop . . ." Go to the radiator, and look above it. Open the secret panel, and find a device with a familiar symbol. It's the same symbol as the remote thing you found under the Carousel. Use it to open the little panel. Not so fast, there's a lock there and we don't have any keys. Exit the haunted House.
Talk to Joy about the hint regarding her favorite tune. As the conversation unfolds, Miles gives you one hint: the correct tune is on the "third roll" and you will have to "tink" about this one. Get it? Tink can tell you how to find the third roll. Don't bother trying to call him, instead wait for him to return your call.
Talk to Harlan about the old letter you found, the remote control, and the hidden door above the radiator. Not much help there. Visit Ingrid, and talk to her about everything. You learn how she can afford expensive cars and watches, and that she is not really in cahoots with Lance Huffington, or so she says. Keep talking to her about Harlan until she invites you to leave.
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Go to the Carousel. Tink should call, and eventually give you the combination to the cabinet in the gear room. Go right in, and open that cabinet. Take Roll #3, and return to the outside. Now you can open the player section of the Band Organ and put the roll in. Oh no, the takeup dowel is broken. Take it out of the machine, and go to Elliott's office.
Ask him if you can use the equipment. He says okay, and leaves to run an errand. Turn right after talking to him, and look in the box that just arrived in the mail. It contains what looks like five horse-tails. What's going on here? Beyond the box is a workbench. Look at the ruler. It can be used to measure. Place the broken dowel on the ruler and make the following observations. Total length is 14 inches. At the 12-inch mark is a shallow notch. From 2 1/2 to 11 1/2 inches is a deep cut, leaving only a thin center section.
Go to the Lathe. Take a wooden rod from the bin on the left. Put on the safety goggles, and turn on the power to the lathe. Now you are closer, and can put the wooden rod into the chuck. Move the cutting tool to the right (seven clicks I think) until it is pointing at 12". Set the depth control (at the right) to one click. Then press the On switch, and the shallow notch is created. The lathe turns off automatically after each cut. If you goof it up, there are plenty more wooden rods.
Move the cutting tool once left. It look like it is too far, but don't worry. Set the depth three clicks and press the On switch. See how the cut is wider, and reaches 11 1/2.
Repeat the above process: Once Left; Depth Three; On Switch, five more times, until you have cut to the 2 1/2" mark. When complete, Nancy automatically takes the dowel. Before you leave here, back away from the lathe, and look at the Drill Press to the left. Pick up the magazine, open it, and record Professor Sukov's phone number. Read the story about Kessler. Turn further left, and turn on the large fan with tissue paper taped to the guard. If it doesn't mean anything to you, it will soon. Go to the shelves next to Elliott's drawing-board, and look in the In-Box sitting on the top shelf. Take the tissue paper. Also, go to the workbench and take the tape that is behind the ruler.
Return to the Band Organ. Now you can replace the broken dowel with the new one, and insert the paper roll. Change the control from CD to Roll, and turn on the power. Miles will want to hear the first eight notes (not counting the short intro). If you are musical and can play by ear, fine. If not, there is a way to tell what the notes are. Place the tissue papers on the pipes and tape them in place. Now when the main theme plays, you can see the papers move in the air stream. Write down the first eight notes. They can be a little hard to see in sequence, so click here for the answer.
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Go to the Midway, and prepare to fix the Barnacle game. Whoops; Harlan is on the horn, and demands that Miss Nancy Drew report immediately to the Security Office. He sounds somewhat peeved. Have the conversation with him, and try to patch things up. Now you can return to the Midway. Whoops! He wants you to come back again. What now? He doesn't sound quite so upset. Now it seems someone left a key for you. And no hard feelings. Let's give that Midway another shot. Click on the game that says "Service." Go behind it, and before you open it up, jot down that serial number: KM5200. Use the access card to open the box, and read the instructions pasted inside the door. Insert the keyboard, and click on the screen to start the process.
The instructions say to upgrade the software, the game must be called supergame followed by the serial number as the function. So - click on the screen, and a blank space appears before the name of the game. Use your own keyboard, and type super (not case-sensitive) and enter. Now another blank opens between the parentheses. Type the serial number there, and press enter. The computer beeps, and you are ready to play the game.
The game gives you a choice of Medium or hard levels. In my opinion, the levels should be called hard and near-impossible. Unless you enjoy torture and frustration, choose the Medium level. Winning both levels gives you the Mermaid and Shell tokens. The Squid toss gave you the Anchor token. Go to the Prize-O-Matic and select the Harmonica. Now put the three tokens in the slot, and voilą - you own a working Harmonica. Let's go talk to Miles the Magnificent.
Joy says to play the song for Miles. The Harmonica screen opens, and you need to select eight notes in the proper sequence. Here it is again.
You now learn that Joy's mother was the one who purchased a horse many years ago. You still need to know the name of the horse.
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For now, go to the Haunted House, and into the radiator room. Re-open the secret panel using the remote, and then use the key on the lock. Go down the stairs, and pick up the pliers. Ooops, there are odd sounds from above. Nancy looks around, then up. She sees something strange, and has only a second to react. Use the down-arrow to narrowly escape. Let's get right out of there. You can take the pliers back to Ingrid' she's friendly now, and reminds you to take your vitamins. (You can ask Elliott about horses if you wish)
You will be stuck, unless you remember that you can receive e-mail on your laptop in the hotel. Go there, and check out the inBox. You will discover that Bess and George have sent you a manual on Gregg Shorthand. If you study it, you will be able to figure out the name of the horse. I did it, and thought it was fun.
This is the name of the
horse in shorthand. ![]() |
To figure it out, you need
to learn several strokes.![]() |
In order to "learn" the name of the horse that was sold, you must take some brief tests in shorthand. When Nancy fonally types the correct name under the symbol, she will "know" the name and can proceed. Now look at the original shorthand note, and you can insert the name right onto the note. After you do that, you will be able to talk to Joy about it.
By the time I was finished with the mini-tutorial, I could practically read the stuff. (Of course, that's short-term memory at work - don't quiz me next week, LOL) Give up? Here's your horse's name. By the way, while you are in the computer, read Sassy's note # 59. Contains very useful clue.
Having learned the name, proceed to Joy's office, and tell her about the horse's name. The conversation will result in further restoration of Joy's memory, and miles will come up with the third and final riddle.
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'Ask Tink for the book you and I used to read
about Kessler and Amelia so kind.
Give her nickname a spin on spook number ten,
then the brass prize arrange on its forearm so strange,
and something long-lost and cherished you'll find.'
Spook number ten is that thing you can look at in the Haunted House. Its left arm is missing. You must examine Spook Ten in person and notice the missing arm before you can have it. Now that you know about it, ask Ingrid. She has the arm, and will give it to you. She also loans you the pliers, if you had returned them to her before. Go to the Haunted House, and install the arm. You must use the pliers four times to get it tight enough. Now, if you examine the spook's chest close-up, you will find a puzzle, but "oops - no power." The red tag must go to Harlan.
Before you can solve the puzzle, you must learn Rolfe's pet name for Amelia. Try asking Tink, as Miles suggested. He's not much help; he didn't think the book was of any value, and threw it away. Can you think of anyone else who would be an expert on Rolfe Kessler? Try asking Anton Sukov. Talk to him about everything, in case you did not call him before. (You should also talk with Paula Santos about everything.)
Now you know the nickname (click here if you don't) and you can go to the Haunted House and work out the puzzle. Rotate the letters to spell the name. The arm you installed changes shape. Place the Brass Ring on the arm. This activates the other arm, and a sign comes down "Oh Joy, this is it!" and a trapdoor opens, revealing a staircase down to another basement. (Remember the "Odd Sounds" from below?) Go down the creaky steps. Ooops Nancy, you Klutz! You broke Glory. Open the letter and read it. Take the jewels.
Go into the next room. There's Nightshade, the stolen horse. Turn left and examine the papers next to the printer. Somebody's been busy making copies of Nightshade and plans to sell them. Not exactly legal, I'd say. Exit the room. Uh-Oh, there's Elliott. He's the one behind all this. When the conversation stops, tell him he can have the jewels. Nancy throws the jewelry at his face, distracting him. Exit, then turn around and go up the stairs. Keep going until you are standing next to Spook Ten. Elliott appears, and stands behind the sign. Activate the Brass Ring, and Elliott will be knocked into the pit.(Don't forget, if you slip up and he strangles you, use the "Second Chance" to repeat the sequence.) As always, Nancy wraps everything up neatly, and plans on a well-deserved vacation. We know how that goes, right? Game number nine is coming soon.

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First toss: Power = Shrimp; Aim = once left
Second toss: Power = Dolphin; Aim = once right
Third toss: Power = Whale; Aim = once right
The combination is 18, 9, 39. Remember, each digit must be dialed in by itself and the pointer pressed. So the combination is really 1, 8, 9, 3, 9.
The first eight notes are: A, E, D, E, F, E, A, E
Number the notes from left to right; 1 to 6.
To play them, click on the following positions:
Top 1; Bottom 4; Bottom 3; Bottom 4;
Top 5; Bottom 4; Top 1; Bottom 4.
The horse's name is "Glory."
He liked to call her "Spatzi"