~ Nancy Drew ~
~ Secret of the Old Clock ~

Senior Detective Walkthrough by Tally Ho ~ August, 2005

First off, don't even think of printing this walkthrough. This is an electronic document. Be kind to the environment, and save the paper and ink. Besides, some answers are "hidden" on this page, and if you print it out, you will see the spoilers before you want to.

The best way to use it is to save it on your hard drive as a complete web page. Then you can be offline and still use it. Open the walkthrough; then start the game. You can flip back and forth between the game and the WT by pressing Alt-Tab.

Some general hints:

Managing your money: When you begin the game, you have $3.50 in your purse. You can always check the amount by passing the cursor over the purse. There are games you need to play, that cost five or ten cents, the occasional phone call (five cents) but your biggest expense will be buying gasoline for the car. You will accept a part-time job delivering telegrams. Each time you deliver a telegram, you get paid 25¢, but for each three or four deliveries, you need to spend a quarter on gas. You get ahead, but not as fast as you would like.

Handling the car: Left-click makes the car go, right-click makes it back up. The distance between the car and the cursor makes no difference; but holding the left button down will cause the car to accelerate to its fastest speed. That's okay where the road is straight and in good condition, but be on the lookout for potholes. Each pothole you hit causes some damage, and they will eventually result in a flat tire. Some potholes can be avoided entirely, but where they can't, the damage can be reduced by passing them as slowly as possible. Also, try to avoid the mud puddles.

If you get a flat tire: Change the tire and get it repaired at the garage; but only do so if you have more than $2.00 cash in your purse. If you have less than that, the garage will do the repair, then require you to sort out a bunch of nuts and bolts. If you make even one mistake sorting, you have to start over. This puzzle is just about impossible, and you should avoid it at all costs; even resorting to a saved game if necessary. Drive carefully; it's possible not to get that flat tire in the first place.

Learning your way around: I suggest the first time you get to drive around; saving your game before doing so. Look all around, and compare your whereabouts to the map. There will be several locations you can discover that are not on the map, and you should make a note of where they are. In addition, it's good practice finding and avoiding potholes. You do NOT want to have to do that sorting puzzle in the garage later on! Besides, when you deliver telegrams, you don't want to meander about and waste fuel. Ziggy's gas station is the big 'Z' south of the Grange Hall. After you know where everything is, return to your saved game with a full tank of gas and enjoy!

If you need a saved game: I will stash a few saved games online that you can retrieve. There are two or three fairly difficult puzzles. Because this game is so non-linear though, you could follow a different path than I have; they should only be used as a last resort, and only if you have been playing along with this walkthrough. If you have been following a different walkthrough, or invented a path on your own (all good things to do;) you might find it necessary to repeat something, or you might find that you never get to do something.

At the Lilac Inn

At the conclusion of the introductory movie, you are parked outside the Lilac Inn. Enter the Inn and meet Jane Willoughby, Emily's guardian. Talk to Jane, then go upstairs and talk to Emily. Whooo! That gets things going. The stove blows up, the jewelry is stolen, and you learn things about Josiah Crowley and Richard Topham. Emily asks you to talk to her banker.

Go downstairs, and talk to Jane on the way out. Exit the inn, and use the Pay Phone to call Dad. He wants you to pick up some papers at the Telegraph Office. He also gives you lots of Fatherly advice. "Yes, Dad."

See the note above regarding "Learning your way around."

At the Bank

Get in the car, and drive to the Bank. Talk to Mr. Archer about everything. Then look around his office. Start with the Typewriter. You can examine the ribbon to see the last thing Josiah typed. "October 9, 1929. Dear Mrs. Sheldon, here is the trivet I said you could borrow for your party at Twin Elms. Please take care of it because I will want it back someday. Your Friend, Josiah C." (The Great Depression began three weeks later, by the way. -Ed.)

Turn right and look at the picture of Clara Pickford. It's a Clue. Turn further right and examine the clock atop the safe. The key seems to be missing. Turn way around right and look at the picture of his car. Looks like the one that was parked in front of the Inn when Nancy first arrived, doesn't it? You can ask him about the car. He avoids the question. Is he lying or not? Can't tell.

Leave the Bank and go around the corner to the Telegraph Office. He gives you Dad's Important Papers, and offers you a job delivering telegrams. Take the job. (I suspect the locations are randomly chosen.) You do not have to deliver the telegram immediately; but you should do so before returning to get the next one. Suggestion: If he gives you a destination that is on the way back to the Inn, deliver it. If it's out of the way, return to the Inn and worry about the telegram later. Go to the Inn in either case.

Josiah Crowley / Topham's house

Exit the car, but don't go inside. Instead, cross the little wooden bridge to the south of the Inn. A piece of paper will blow across your path. Click on it to catch it. If you miss, it will appear again until you can get it. It is a receipt for the Jeweler to appraise a key. The customer's name does not appear, however. Since you are right there, near Josiah's old house, cross the stone bridge and enter. Richard Topham is there, sitting at his desk, and he already knows who Nancy is, somehow. You need to find the toy mouse for the cat. Turn around and look for it under the sideboard with the "Carousel" poster above it. Take the mouse and give it to the cat. Now, that's one ugly cat!

Talk to Topham. Speak with him until he seems insulted, and gives you a test of sorts. There is lots to see in the room. so have a good look around. Proceeding clockwise from his desk, you will find a pile of advertising flyers, a little movie machine (it's called a Zoetrope, actually,) a Carousel Horse, and next to that, many more boxes of flyers. To the right of the door, in the corner where you found the mouse, there are three percussion instruments - a Triangle, a Gong, and a Clapper. Further to the right, a picture of Josiah dressed up as Puck from "Midsummer Night's Dream." (It's a clue!)

Further right is a book sitting on the round table. Read about Sir William Crookes and his Radiometer. Then, to the right of that table, find the open desk. Touch the elephant to reveal Josiah's Journal. Several important items are contained in the Journal. The first page lists four things that must be learned in order to open the door to the Carriage House. Note: Even if you know the answers somehow (by reading a walkthrough for example) you cannot open the door to the carriage house until you legitimately learn the answers. You will have to play and win the Bard Bounce game (located in the parlor at the Inn;) learn who his favorite poet was by examining a book of poetry; play miniature golf at or below par; and have someone tell you what Gloria's (Emily's mother) middle name was.

Page three gives an example of the kind of logic used in Topham's test. The next page talks about opening the Journal. Guess this one is not the main journal, huh? Page five: Big clue. "C.C. whereabouts - room off tunnel by scrambled picture." We haven't found a tunnel yet, but keep that one in mind. Page six - more good stuff. Something about Flute, Pyramas and Thisby; and someone named Bottom.

Also take note on the next page - a poem that sounds like numbers. Next, we wonder if he was duped into buying one of those knock-off horses from Elliott Chen. Probably not. Finally, he shows a picture of the elephant containing the book, a Thaumatrope (spinning disk optical illusion) and the original note to Mrs. Sheldon regarding the Trivet. In the corner is a big, goofy statue. Further right, approach the fireplace. Look at the clocks on the mantel. The one in the center contains a puzzle. It is "Concentration", whereby you must find the pairs of identical pictures. The layout is randomly generated; so no actual solution is provided here. Solve the puzzle to retrieve the object hidden inside; a mirror.

You might as well have a look at that "Intelligence" test. You can take it right there in the room, no need to exit. There are only five pages, each one containing a simple word game of the Rebus type, where the words are pictured in a way as to suggest the answer. Here are the answers. Drag your cursor across them to reveal.

 

1. All Wet 2. Doll Up 3. Double Cross 4. Dry Up 5. Big Cheese

 

Having completed the silly test, Topham will talk to you now. He will tell you about meeting Josiah, but doesn't know much else. Finish the conversation with him, and leave. Cross the stone bridge. The Inn is to the right, and the golf course is to the left. Go there.

The Golf Course

There are actually TWO games here. One is a puzzle, contained in that large golf-ball-shaped kiosk; and the other is actual Miniature Golf. Let's play Miniature Golf first. Put a coin in the slot to receive a score card, then press the brown button to get a putter and a ball. Save your game before you begin, in order to practice and return to the start of the course, without spending a lot of dimes. Then, when you are successful on a hole, save your game again after each successful hole, as you proceed through the course.

Hint for Hole 1: Hit the first ball long, hard enough to pass between the rocks and the edge.

 

Hint for Hole 2:
Aim for the middle of the left rail,
which will bounce the ball around the corner.

First Shot >>>----->

Then aim for the middle of the next left barrier.
You could score a Birdie doing this!

Second Shot >>>----->

 

Hint for Hole 3: This is a par 2 hole!
You need a trick.
Shoot for the little cave on the right.

This will place you in the sand trap.
It's uphill to the hole, so
you need a strong shot to get there.

 

Hint for Hole 4: Again, use a bank shot to get around the corner where there are three holes; then put the ball into the middle hole. The Airplane will do the rest.

Hint for Hole 5: This is a two-stage hole. If you haven't been saving your game in between holes, you should do so now. Plan your first shot to put the ball out in the middle area behind the lobster. If you are too far off to either side, it's impossible to get up the ramp. Use a strong shot to climb the ramp, and the next part is easy. (You must get up the ramp and in the first hole in two shots if you can.)

Hint for Hole 6: Don't be timid on the first shot, you want to get down beyond the blocks. Then you can bank the next shot up and to the right. A birdie is easy on this hole, and two under par is not impossible. See my final scoresheet, and I don't even play golf! Never have!

 


Click Here for a saved game after winning the Golf game.

Okay, did you live through the Mini-Golf? Great! Don't forget to turn in your good scorecard in the Prize Machine to collect your toy Pony. (Don't put the scorecard into the discard slot, or you'll need to play another round of golf.) Let's have a look at that other puzzle out front.

It seems like a nasty puzzle. There was a version of the same puzzle in Shivers. In that game, you had to get it right in ten guesses, or start over with a new random layout. This one is randomized just for you also, but it keeps on going and lets you guess as many times as necessary. Read the directions regarding the sticks and flags, and use either a clever logic system, or just brute force until you win. What you get as a reward, is a look at the following poem:

The poem is just silliness, but take note of the highlighted words, and realize that they can be read as numbers:
One. Two. Four. Two. Eight. Two. Seven.

Stick that in your memory bank, and proceed back to the Inn. Talk to Jane, then talk to Emily. Be sure to include asking her about her Mother's middle name. Before you leave the room, turn around and straighten the picture that seemed to move all by itself. Also look at the book sitting on the bed. (Both actions are important triggers.)

The path I'm following hasn't had you spend much money yet. It's probably a good idea to go earn a little more before letting go of too much. If you haven't delivered that first telegram yet, this is a good time to do so. Get in the car and to to wherever you need to make that delivery. You might need to find some places that are not on the map. Vache's Dairy, for instance, is on that diagonal street toward the west. (Diagon Alley maybe) Oh yeah, "vache" is the French word for "cow." Cute. Anyway, you should deliver three or four telegrams before you go see the Jeweler. You will have to redeem the appraisal for the key at his store, and you don't want to ever get below two dollars in your purse. Ever.

The Jeweler and the Bank

Go to the Jewelry store and pay the fee for the appraisal. Now you have the ornate key in your inventory. Might as well go to the bank and ask Mr. Archer about the key. The suggestion is made that it would open the old clock sitting in the corner of his office. Turn around and open the clock, only to find a puzzle where you must put the correct gears on their appropriate spindles. This puzzle is pretty easy. Not only do the gears "stick" in place once they are correct, but each one has a built-in hint in the form of little lines on their edges, pointing to the places where they would mesh with the adjoining gears. Placing them correctly opens the globe at the top, revealing another mirror.

Back at the Lilac Inn

Return to the Inn and have a look around the Parlor (the room to the left of the stairs.) If you go straight ahead, there is a window-seat with a "LIKE" magazine, and a newspaper on it. Read the story about Hans and his clever horse in the magazine. It suggests that much can be learned by observing people's body language and subtle behavioral mannerism. Take a good look at the newspaper story about hobo sign language. You will need to know those signs much later on, so here is a picture of them for your reference.

Turn around and face the door. To the left of the door is the fireplace, with a clock (what else?) on the mantel. Open the clock to reveal a kind of sliding-block puzzle. The object of the puzzle is to slide the blocks around in order to create a clear pathway for the bird to go from the left side all the way to the right. Here's how it looks at the start: (I added the letters)

 

Make these moves: A & B left, C down, D left, E up, C & B up, F left, G up, B down, B right.

C & E down, H left, G & I up, J down. Now the bird can get to the right side. Take the third mirror. Back away, and this time to to the right of the door. You find a large arcade-style machine. Turn the crank to raise the curtain on the "Bard Bounce" game. It'll cost you a nickel. This is not the easiest game to figure out; so if you want to solve it yourself, it will likely take several tries. I suggest saving your game before starting, in order to experiment and take notes. That way you can return to your saved game and only have to pay for playing it once. Am I a miser, or what? If you want to peek at the solution, highlight the box below to see the whole answer.

The object is to get the Bards and their Brides together, matching colors. Here's a couple of hints. It's best to do them in a certain order. Figure out how to do the yellow one first. (You will later want to move the yellow one out and then back in again.) The green one is second. (You will also move the green one out and back in again.)

 

Drag your cursor across the box to reveal the solution:

Move blue left. Move yellow left, up and right.

Move blue up. Move green up, left and down.

Move blue down. Move yellow left. Move blue up & right. Move yellow right.

Move red up & right. Move green right. Move red down & left. Move green left.

 

The trumpet plays a brief fanfare, and the word "Keen" drops down. Remember the word.

Back away, and turn around, past the fireplace, to look at the recessed bench. What's that? one of the curtains is caught under the cushion. Have a closer look. Pull on the curtain, and Wow! A secret passage opens. Go down the steps, and at the bottom, pull the lever to turn on the lights. Go forward a few steps, and keep an eye on the floor. You will find an old piggybank with a dollar's worth of coins. Take 'em, you never know when a little extra money will come in handy. Three or four more steps into the tunnel, and you find a carved stone panel on the right-hand wall. Examine it closely to reveal the "Creepy's Corner" puzzle. You need to pick up and exchange the pieces until they are in the correct locations, and also rotate them so they are all upright. Here's the finished picture:

You have received a phonograph record for your efforts. Plan on playing it on the machine in Emily's room. For now, continue to the end of the tunnel and start up the ladder. Holy Smokes! That's Topham's voice. The tunnel connects the Inn with his house. Oh my; we better plan on coming back here when he's out doing something else. Turn around, turn the lights on again, and return to the Inn through the tunnel. (Yes, it's ever so slightly creepy down there!) That's it for the Parlor at least for now. Talk to Jane about everything.

Play that Record

Go upstairs and talk to Jane. Ask her about Play the phonograph record on the old gramophone. You should write down the sound effects in the order they appear. (Hoofbeats, Thunder, Thunder, Rain, Door, Footsteps, Swords, Swords, Thunder, Coins.) You will be using that information somewhat later.

Exit the Inn and go toward Josiah's house, but go toward the Carriage House before actually coming to the house. The door must be unlocked by supplying four keywords, hinted at in Josiah's Journal. First, the word supplied when winning the Bard Bounce game; then the name of his favorite poet, next the prize won from the golf game, and finally, Gloria's middle name. You should have learned all four by now. Remember, reading this information here is not enough; you must have "earned" the knowledge legitimately. Here's the stuff: Bard Bounce provided the word "Keen" - The poet's first name was "Omar" - You won a "Pony" playing golf, and "Lois" was her middle name. Now you must input those four words in that order into the rotating dials on the door to the barn.

In the Carriage House

You have three mirrors in your inventory, right? The one from the clock in the bank, one from the concentration game at Topham's, and one from the slider puzzle in the Parlor. You will need a fourth mirror before you can do much else. Enter the barn (carriage house) and go straight ahead to the back of the building. On the workbench is a pamphlet describing various fresh-water fish. I have a sneaking feeling you might have to go fishing in the near future. To the right of that is an interesting looking blue clock. Well, sort of a clock anyway. It seems to only have one hand, and the numbers are replaced by twelve phases of the moon. Does the Moon ring any bells? How about that poem that was revealed by the golf-ball puzzle. There were highlighted words in it that could be pronounced as numbers. They said, "1, 2, 4, 2, 8, 2, 7. Here's what to do: Rotate the clock hand to each of those positions, pressing the button at the top in between each number. If you get messed up, press the center button to restart. If you do it correctly, the mechanism pops open and you get the final mirror.

The Mirrors

Turn around from the workbench, and look to the right. Open the electrical box. You see what looks like a lever that is clamped down, and a row of dominos. If you looked at the exterior of the box before opening it, you would have seen a domino pattern on the box. It was the 7-5 domino. Look at the embossed patterns at the beginning and end of the dominos, and you see the same 7-5 pattern. The dominos are scrambled, and must be put in the correct sequence. It should look like this:

The lever is free now, so pull it to see what happens. Aha! The little louvered door opens and lets in a beam of light. It is reflected by a mirror, into the corner above and to the left of the workbench. Go to that corner, and install one of your mirrors in the bracket. Look in all four corners of the room, and install a mirror in each corner. Now, when you pull the lever, you will see an overhead view of the room, allowing you to adjust the mirrors until they direct the light in the desired place. You need to shine the light on the little gizmo mounted on the wall above the workbench. It is a radiometer, as described in the book on the table at Topham's. Change the mirrors until you bring the Radiometer to life.

Oh My! Don't you love surprises? Go up the ladder and look around. Straight ahead is what looks like a giant clock. (what else?) To the left is what appears to be a Ham Radio. Geez, I hope they speak English this time. Look underneath the radio and find the note regarding the crystal. Look close-up at the radio. Also look in the little compartment at the upper right, where a part is missing.

Go to the big old clock. You discover a panel of pushbuttons, each marked with one of the hobo signs. You don't have enough information to solve this one yet. Look at the note to the right. It says "Forgot where you put LWAT? Marcel's Band, you old coot!" LWAT should stand for Last Will and Testament, but who the heck is Marcel and what is his band? Let's exit the barn, and go into Josiah's house and talk with Mr. Topham. Ask him if Josiah ever ordered a piece of crystal. He did, but for you to "earn" it, you will have to play a parapsychological game with the old quack. He has a deck of the traditional ESP test cards, consisting of the Star, Circle, Square, Wavy Lines, and Cross symbols. Nancy has to correctly guess five in a row. She soon notices that Topham has different ways of phrasing his question, and each way suggests a particular symbol. (I am not sure they are randomized, but there are at least ten different phrasings of the question, possibly more.) Take notes, and learn which question refers to which symbol. Winning the game gets you the crystal. Ask Topham about Marcel, and he tells you about Josiah's favorite hat!

Finish talking to him, and hop into the Roadster. Drive to the Jewelry store and ask Mr. Waddell to cut a blank for you. Check your funds, and think about building up a little more cash by delivering some more telegrams. Remember, you do not want the purse to get below $2.00 under any circumstances. So poke around, make some deliveries, buy some gas, and get some money ahead. Redeem the crystal from Waddell, and return to the inn. Go upstairs, and talk to Emily. Ask her about the hat. Look in the drawer below Emily, examine the hat and take the key. (You can't look at the other items yet.)

If this is a key to a safe-deposit box, maybe it's time to return to the bank. Ask him to look in the box, and he needs a favor instead. You will be given a partially-completed dress, which is all cut and basted, but need to be sewn. Take it, and return to Emily's bedroom in the inn, where there is a working sewing machine. By the way, if you think Jane should be able to help sewing the dress, guess again. If you ask her, she flat refuses. That's odd, considering she used to be a dressmaker. Simple sewing is not a talent you lose.

The Pie-Rack

Try to use the basted dress on the sewing machine. Oops, there's no needle. Emily says go ask Jane. Jane says sort the pies first. Cripes! If if ain't one thing it's another. Okay, let's have a look at those pies. Fortunately, they turn out to be just a little easier than the Jewels at Mary Yazzie's (Shadow Ranch game.) To find the pies, exit the front door of the Inn and turn right and lift the green oilcloth. Examine the instructions in your inventory, and you should have no trouble distributing the pies. Do the rows that have no guessing first, then what is left can be deduced.

Here's a picture of the final shipment:

 

Re-enter the Inn. It seems Jane has gone somewhere for a moment, so have a good look around. Examine the Grandfather's Clock in the corner, and the pendulum opens! It is a hint for the mirrors problem, though you have very likely solved that one already. Look at the back side of Jane's podium, and take the photo she has hidden there. It shows the two brothers in the tunnel that leads from the Inn to the house. Hey! He is pulling a lever I haven't seen yet. It's a good time to look around that tunnel again.

Secret Passage

Go down the steps, and after you turn the lights on, go forward once and pull on the lamp. Aha! Another passage opens up, which must be right under the house. Go up the steps, and discover how someone could observe Emily in secret, and also cause some strange effects in her room. Go up to the parlor, then up to Emily's room, ignoring Jane for the moment. With Emily gone, you can read the two notes in the drawer underneath her seat. Also, if you have not done so before, read the book on the bed. This might be a good time to talk to Jane. She gives you the needle for the sewing machine, and denies any knowledge of the secret passage. Go to Emily's room and place the needle into the sewing machine, then sew the garment. Some players do better by going very slowly, a few stitches at a time, and some find it easier to go non-stop, from beginning to end.

Some people have a hard time with the sewing task, because of dexterity or whatever.

Click here for a saved game as the dress is finished.

Remember, this saved game assumes you have been following the path described in this walkthrough.

Go to the bank and give the finished dress to Mr. Archer. He now allows you to open the safe-deposit box. It doesn't contain the Will, but an ornate Journal, which is of course, locked. At least it's not another clock, or is it? What we do know is the information needed to open it is yet to be discovered.

Getting the Trivet

Visit Mrs. Sheldon at Twin Oaks, the large manor just north of the General Store. She will come up with the Trivet, if you will go to the telephone office and retrieve her Bridge Cards from Miss Jakowski. You can have the cards if you get the Raffle Tickets from the lady at the Orphanage. She is short of toys, and needs five more to keep the children happy. Did you win a Pony at Miniature Golf? That's one toy, and you need four more.

Toys

There are two ways to get toys: You can play golf again. That's okay if you are good at it; but if golf is a struggle, you can buy them at the General Store. At $.25 apiece, you will be spending a dollar. Check your purse, to be sure you have more than $3.00, because you do NOT want to get below $2.00 and risk a flat tire, trust me. If you need more money, deliver telegrams until you have enough, plus another quarter or two for gas. When you have five toys, give them to the lady at the Orphanage. Oh yeah, the raffle tickets are still at the Printer's

Fishing

He has a challenge from his brother, and it is up to you to get a 19-inch bass for him. Go to the fishin' hole, and remember the advice about fish, their habitats and culinary preferences. That information was in the leaflet in the barn, and you could go there to refresh your memory, unless you took notes. (Boring) Take the rod and reel, select a minnow as bait, and cast the line into the grassy area at the right. Wait for the bobber to sink (around ten seconds) and pull on the rod. Voilą - a bass of sufficient size. Take it to the Printer. He give you the tickets. Take them to the telephone operator. (One of the girls spilled Moxie on them.) She gives you the cards. Finally! Take the cards to Mrs. Sheldon and see if she has come up with that dratted Trivet. Yes! Have a look at it. No, the buttons don't push, but there seems to be a connection with the sounds you heard on the record, with the images on the trivet. Horses, thunder, coins, etc. If you took careful notes when listening to the phonograph, you have the necessary info to open that journal. Record the letters opposite the symbols (Hoofbeats, Thunder, Thunder, Rain, Door, Footsteps, Swords, Swords, Thunder, Coins.) Press those letters on the Journal's cover; positions 7, 1, 1, 10, 9, 4, 8, 8, 1, 3 and it opens!

The Journal's Secrets

Flute knows him as Puck. 7.025 MHz would be a ham radio frequency. Then Pyramas - 7.057 MHz.
Next came Thisby; 7.050 MHz. That's all? What are the "Cue" lines? Let's go to the Carriage House, and try the radio and see what happens. Pull the lever in the domino box to lower the steps, and go up. Place the crystal into the clips on the radio, and dial up the first frequency: 7 (fixed on the left-hand dial) 020 on the middle dial, and 050 on the right one. Talk to Flute to figure out what's up. You need to learn a line from Shakespeare. Then dial up Thisby and talk to her. Finally, set the dials for 7.057. (You should set the right dial to seven first, in order not to call Thisby twice.)

So, you need to learn three lines from Shakespeare. Remember the book on Topham's desk? Go to the Inn, enter the tunnel, and go up the ladder to Topham's. He is in the next room with a client. However, the cat starts meowing, and in order to silence the cat, you need to find the toy mouse again. It's probably under the chair next to the table, though it could also be where you found it the first time. Give the cat her mouse, then read the book to learn the three cues. Return to the ham radio.

Call Flute; 7.025. Give him the Pageant line and he responds: "Leave by road when the owner is in because then there will be thieves about." Huh?
Call Thisby; 7.050. Give her the Shadows line, and she says " The authorities are alert for bad water, so do not go this way." Huh? Double Huh.
Call Pyramas; 7.075. Give him the Thou Speakst line, and he says "A barking dog would do well to hold his tongue in a dangerous neighborhood. Oh - the light is beginning to dawn. I remember seeing those phrases somewhere. Remember this?

I'm guessing you need to press the symbols suggested by the quotes, in the order given.
Hit the road / This owner is in / Thieves about
Authorities are alert / Bad water / There's no use going this way
Barking dog here / Keep quiet / Dangerous neighborhood.

Press those buttons on the big clock's panel IN ORDER and see what happens. It's fussy. Do the Flute symbols first, and do them in the order given. If you use a wrong symbol, or use the right symbol out of order, you can clear them by clicking the "on" ones to "off" and start over. Once you satisfy a given set, it's done and disappears. After those three are done, the name "Bottom" appears. Have you seen a reference to Bottom before? Recall the note you read in Emily's drawer, Josiah's note to Gloria. "I mean this from the Bottom of my heart: You are a kind lady who sparkles like good water and makes me think that the sky's the limit." There's your clue: ~Bottom~ / Kind Lady / Good Water / Sky's the Limit. Press those three symbols and - a slab opens below.


In case the symbols don't trigger the slab; click here for a saved game.

Use your cursor to highlight here for the solution to the game:
Click on 4, 8, 10, 6, 1, 7, 2, 9, 3.

 

Play the game (It's a version of "Snakes and Ladders" except you don't get sent backwards unless you want to.) When you win, you receive a Gold Golf Ball and a scroll that tells you where to use it, in case you couldn't guess that yourself. Go to the Mini-Golf course, place the ball and hit it upward to the newly-revealed hole. It goes through a device, then you can find another Safe-Deposit box key just left of the Tiny-Town sign. Take the key and go to the Inn.

Nearing the End

Careful now, we are nearing the end. You will hear a conversation between Emily and Jane, then enter the Inn. Jane says go talk to Emily, which is optional. If you talk to Jane, she wants you to leave. Talk to Jane again on the way out the door.

If you don't talk to Jane, go to the car, and before you do anything else, check the fuel. If you are real close to half-tank, you should buy gas. If you are 3/4 or more, proceed. Go to the bank, and ask him to open the correct box. In it you will find Josiah's real Last Will, and a picture of Gloria and her best friend Jane. Oops, that doesn't look much like the "Jane" who is taking care of Emily. Oh-Oh. The imposter Jane hops in her car, and heads out. Nancy must follow her as closely as possible, and keep Jane's car in sight until Nancy figures out that Jane might be trying to get to the State Line. When Nancy says that, she should give up following Jane, and head Northeast toward the railroad station. Jane will collide with the pie-van. There goes all your nice work with the pies; and there goes Jane's plan to escape. Nice work, Detective Drew - see you in the next case.


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