Nancy Drew: The Phantom of Venice
Nancy Drew: The Haunted Carousel
Walkthrough by Betty Isbell
August, 2003
If you are a Nancy Drew Fan,
you will really enjoy this game. Please, only use this walkthrough when you
are truly stumped. This is a direct step by step walkthrough, and when played
as I have it wrote, should get to the end in less than 4 hours. The game
starts in Nancy’s hotel room. You will notice she has a laptop computer on her
desk. Check often her journal, email, and her
“things
to do list" as it almost pushes you in the direction you need to go. And,
don’t forget Nancy’s cell phone; call her friends often for clues. The game in
her laptop has no value on the outcome of the game. So, only play it for fun
if you like. After you are done checking out the room, head out to solve the
game. Actually you should just go to all places on the map to get acquainted
with the areas you will be exploring. Go as far as you can in all locations
then return to the beginning of walkthrough.
Getting Started
Go
see Harlan Bishop, Joy Trent, get your pass and exhaust all
conversations with these two. Before you leave Joy’s office look and touch
everything highlighted with your magnifying glass. Check out the file cabinet,
seems to be a letter in there that has a missing word. It is in shorthand, so
I’ll
get back to this later. Take the letter with you. Visit Ingrid, now go visit
the art dude Elliott. Well, you’ve
made Elliott mad so now you have to see Joy before you can get back in to
Elliott’s
workshop.
How
to get back into Elliott’s
workshop:
Go
back to Joy’s to get her to call Elliott before you can go back and see him.
Well, Joy is out, but the Robot (Milo the Magnificent) wants to talk to you.
He tells you to leave a note for Joy on her desk, in the meantime he is
talking to you, don’t
forget what you came in here for. If you forget to do this step, you might
have to start the game over. I did.
Now
that you have left Joy a note you can go back to the art Dude Elliott, talk to
him and look at everything there is to see. Be sure to take the tissue
strips in the box on top shelf. Let’s
go and see Harlan again. Go check out the Roller Coaster. Darn the access
panel is broke.
How
to fix the Roller Coaster card Reader:
Go
and see Ingrid, she will help you out by giving you an Instruction Repair
Manual. And she tells you to go see Elliott Chin he has the soldering gun
you need to fix the card reader. Now it’s time to go fix the card reader on
the roller coaster.
Get your repair
manual out and follow the instructions concerning the ohms.
Insert
the resistor into the circuit board close to the right of board. Using the
soldering gun, solder both ends of resistor.
Follow
the top wire on the resistor & solder in a line six places in all staying on
top half of board.
Turn
the switch to (ON).
If
you did it correctly, Nancy will say, that should do it.
Now
take the red tag back to Harlan and he will turn on the power.
Return
to the Roller Coaster, you can enter now, check out the track. Oh no, you’re
stuck. "Timed sequence”
not to worry, not a very hard puzzle to solve, take your time.
Roller
Coaster Power Switch’s
box:
The
correct order top to bottom is Blue, Red, & Green; now switch the track by
clicking the green button. Now you can leave by the back door. There’s
nothing more to do here;
time to go see Joy again.
Solving
the first Riddle:
Milo
gives Joy and you a riddle to solve. After much discussion and Joy finally
giving up, you need to go see Harlan, Ingrid and finally Elliott about the
riddle. Elliott Chin solves the riddle.
Go
back to your room and order a fundae, (correct spelling is Fundae) using the
phone by the bed. After eating the fundae take the spoon back to Milo
the robot in Joy’s office. Joy now remembers and Milo gives you a second
riddle, but it is on a blank sheet of paper.
Solving
Second riddle
Go
back to your room.
Find
the iron just inside the door to the left of the hall. Go inside the little
room, and click on the ironing board and turn on the switch that turns the
iron on.
Run
the iron across the blank piece of paper Milo gave you four times and
the clue will appear.
Don’t
forget to turn off the Iron or you are (toast). Give the clue to Joy and go
talk to everyone. Now is a good time to read your Journal, and Things to do
list, and call your friends check your computer for email.
Midway
games:
It’s
time to go play the games on the Midway. Use your Fun pass on the games to
play.
Squid
toss
1.)
One click right (shrimp) strength
2.)
One click left (dolphin) strength
3.)
One click left (whale) strength
Collect
your anchor token.
Swimmers
Itch Just choose the
easy game, win three times and collect your seahorse token.
To play the game, try to
get the swimmer to the beach, by moving obstacles from his path.
Fixing
Barnacle Game:
Barnacle
game is broke. You have to repair it.
Go
see Ingrid for instructions. She will tell you. You need the computer
keyboard and the Repair Manuel to fix it. Look for
a computer keyboard
in the haunted house by the shark at the end of the hallway.
Now
go back to the Midway.
Click
on the barnacle game’s side to open up the back.
Attach
the keyboard, and start fixing it.
Type
super in front of the Barnacle Blast as shown in the repair manual, and
hit enter.
Now
put the serial number KM5200 in the next space and hit enter. You can
find this serial number on the front of the machine.
The
game is now fixed.
Now
you have to play this game to get the tokens necessary to get the harmonica so
you can solve another puzzle to continue on in the game.
This game is like the old
Atari’s
(super breakout). Just eliminate all the pieces on the screen by catching the
bouncing ball and sending it back till they are all gone.
After
you win that game, get the
tokens and go over to
the token machine and claim your prizes, a harmonica, and the
Chinese yo-yo. You don’t need the boat or the shark toy.
Carousel:
It’s
time now to go check out the carousel. Open up the cabinet between the wall
and carousel, you will see a place where the band organ pipes are and on the
other side is where you can put a music roll. But before you go any further, a
note instructs you to call Tink. He’s already in your cell phone, so call him
for advice. He will tell you the roll you need is in the gear cabinet inside
the carousel.
Opening
the Gear Cabinet:
The
combination is 18 9 39. After you enter each single digit, click on the top
button each time and it will open.
Once
inside the cabinet, take the roll.
Turn
right and notice a trap door in the floor. Now it’s
time to open the trap door and go down the stairs. Find a blue remote
control. Take it. (Don’t touch the button after you get it (or else).
Leave this space. As you leave up the stairs notice a letter up in the
rafters. Use your red Chinese Yo-yo you just got out of the machine
and knock it free. Take the letter read it and leave.
Getting
the Brass Ring:
As
you leave the gate at the carousel you will notice on your left there is a
place to insert your fun pass. Time to play get the (Brass ring).
Use
your fun pass on the clam and go grab the Brass ring, you will need it later.
If you place the bottom tip of the spy glass next to the A on the sign you
will get the brass ring easily after you pass the horse.
Go
see Joy, oops she’s busy don’t bother her instead go see Ingrid. Her door is
locked.
Opening
Harlan’s
locker:
Go
see Harlan. He’s
out, time to snoop. Check out his desk find his combination to the locker
on a magazine highlighted in Yellow. It looks like we need a VHS tape
to put in the player
on the desk. Let’s open
up his locker now. (Harlan has to be gone to open his locker).
The
combination is 101190. Enter each number then click on button on top, same way
you did it in the carousel.
Get
the VHS
tape use it on the player on the desk behind you. You will see Joy use her
pass code for door. It is 0726. Put the tape back into the locker and leave.
Call Luis (Parole Officer) and talk to Luis about Harlan’s
past. Now it’s
time to go see Joy.
Time
to get into Ingrid’s
workshop:
Go
back to Ingrid’s and use the code (0726) to get in. Let’s
snoop around while she is out. Check out her desk. Looks like Ingrid is in
the money. Check out her work bench, find note and call L.H.
Go
see Elliott: Get roll of duct tape off the workbench near the ruler on
your right as you enter the workshop.
The
carousel puzzle Part I:
Go
to the carousel; put the roll on the spool. The spool is broke, take
it out, you have to make a new one back at Elliott’s
lathe. Before you go there, might as well put the tissue strips and
tape on the holes of the band organ holes, you’ll
need to come back here later to solve a puzzle.
Fixing
the broken Dowel:
Now
take the broken dowel (spool) to Elliott’s.
The
first thing to do is measure the dowel at the workbench. Lay the dowel next
to the ruler. Need to leave 2 1/2" on each end. And put a groove at the 12"
mark. Put on your goggles or its curtains for you.
Get
a new wood dowel from the left side of the machine, standing upright, and
insert it into the lathe.
Lets
start at 2 ½"
and work right till you stop at 11
½".
To
get the right setting for depth, click on the knob on the right 3 times, and
click on the power to start the lathe.
Repeat
this till you get to the 11
½
mark on the ruler.
Then
move over to 12" mark on the ruler and click on the depth knob 1 click to put
on the groove, hit the power button.
If
it is correct Nancy will say "that looks perfect.”
Part
II of Carousel puzzle:
Now
take the dowel back to the carousel. Put in the new dowel in and insert
the roll.
Now
turn on the power to the band organ, move the dial from CD to Roll, and write
down the notes as the tissue papers fly up. (AEDEFEAE). Go see Joy, before you
get there, Harlan pages you, go see him first. Now go play Miles a tune on
your harmonica. Just enter the letters correctly. Joy remembers she had a
favorite horse but can’t
remember his name.
Solving
the Stenographer’s
Clue:
Go
back to the hotel, and call everyone check email, make the rounds. Take out
that letter you found in Joy’s
office at the beginning of the game and look at it. Ask Bess to send
information on shorthand. You have to get email from Bess before you can enter
the name in the blank. The clue is Glory. Type the name Glory into the blank
space on the letter. Go see Joy again.
Haunted
house segment:
Time
to check out that haunted house again. Go to the door on the left side of the
stage, and find a secret panel and use the remote on it to reveal a key hole.
Call
Tink, he will tell you, you need to know (Amelia’s nickname). He couldn’t
remember it, so call everyone.
See
Harlan, Ingrid and Elliott.
Elliott
isn’t in, so check out the magazine he wouldn’t
let you look at earlier in the game. There is a phone number inside of someone
who is an expert on Kessler.
Call
him. He will tell you the nickname is SPATZI.
Go
see Harlan, then Joy. Harlan calls you to his office. He gives you an envelope
with a key inside. Go to the haunted house. Notice Spook Ten is missing an
arm. Follow where he is pointing to check out that secret panel now that you
have the key. Go down the stairs, grab the pliers quickly and
run. If you hang around too long, you will (die).
Fixing
Spook Ten’s
Arm:
Go
see Ingrid; she has the arm that belongs to Spook Ten. Take it back to the
haunted house and attach it with the pliers. Click on the pliers about 4
times or his arm might fall off.
Take
the red tag off his chest and return it to Harlan so he can turn the power back
on Spook Ten.
Now
go back to the haunted house and click on Spook Ten’s chest and enter the
nickname spatzi.
Put
the brass ring on his newly installed arm, (Oh Joy! This is it) Walk
toward the sign, and go down the stairs and see Glory. Get the jewelry and the
letter. Read the letter.
Click
on the medallion on the wall. Here is Kessler’s
secret workshop. Check it out. Look at the paper on the desk.
Leave
by the door. Here is Elliott. Choose (that’s right. You wanted it), here
. . . And run and jump over the hole in the floor. Mess with Spook Ten’s arm
that has the brass ring on it and he will knock Elliott in the hole in the floor
and trap him. Congratulations you just won the game.
