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Nancy Drew: The Shattered Medallion

by Alina 22 sections about 16 minutes to read

Nancy Drew: The Shattered Medallion is the thirtieth game in the series and its most competitive: Bess drags Nancy and George into Pacific Run, a New Zealand reality show hosted by Sonny Joon, where teams race for medallion pieces across a lake, a sheep station, an old gold mine and a Maori cave. Behind the game show is a stranger puzzle about Sonny’s grandfather and a star compass. This walkthrough follows Amateur Sleuth, lists the Master Sleuth differences at the end, and covers all four Easter eggs, the seven phone charms and the achievements.

How the game plays

No tutorial. Left click does everything, right click rotates puzzle pieces; the cursor is a magnifier, turning into a hand, arrows, rotation arrows or a speech bubble. Cutscenes cannot be skipped. The inventory runs along the bottom with Nancy’s phone at the left and the task list at the right; items are not combined but apply themselves where they belong. Saves live in Documents\The Shattered Medallion.

Achievements: get at least 20 pieces of advice from George; buy every souvenir in the kiosk; dive at least six times; find an Easter egg; kayak at least twelve times; win ten board games; reach 700 points on the scoreboard before placing the fifth medallion piece; hide under the table in the earthquake simulator after overhearing Kiri; use at least four bonus cards; never use the in-game hints; listen to every confessional interview in George’s tent; find all seven phone charms; answer the final quiz correctly. Tip: save your bonus cards for the fifth stage, cash them for 700 points, then spend everything at the kiosk.

Day one

The plaza and Puzzle Palace

Read Bess’s letter and you are in New Zealand. Sonny Joon explains the rules and the first task. Step up to the model railway: swap the track tiles (they do not rotate) so the toy train can run, building out from the fixed tile in the bottom right corner. Take the memory card from the engine. A text arrives: find five plants, the Mount Cook lily, a fern, pikao (a reed), a spider orchid and kakabeak (clianthus). Call George and split the work; she suggests the rulebook in your tent. The fork behind you: left under the arch is the team camp, straight is a locked game zone, right leads to the challenge pavilions. Go right to the Flowers pavilion, five vases waiting. Under the awning nearby, pick up the book on sheep farming in New Zealand and note the pencil line at the top of a page. Into Puzzle Palace: the central display issues tasks. On the left are the two board games from Curse of Blackmoor Manor; win five times for the first Easter egg in the niche (each win is also 10 points). Right of the games table, take the top pot: kakabeak. Press the disaster simulator buttons; the first phone charm sits top left of the earthquake table, and you can try the earthquake room with the seismogram door. Call George. Outside, left to the souvenir kiosk: take an Easter egg out of your inventory and click the shutter, and the second egg is inside, along with a 50-point bonus card.

Team camp and Doubtful Sound

Talk to George twice; in the left tent take the rulebook from the floor and read it, and the book Plants of New Zealand. Talk to Patrick twice and look in the tent left of him for the second charm; the third is on the hillside one step from the arch. At the exit, activate the map display with the memory card; a text says the first location password is earned in Puzzle Palace. Travel to Doubtful Sound. Pick any kayak: right, straight to the yellow buoy, leave it on your left, straight once, left, and pull the pikao from the sandy islet. Back to the pier: left, straight twice, left, straight three times. Walk six steps up the forest trail to the big tree and pick the lily from the white flowers on the left. On the way back, overhear Leena and Patrick arguing, and pick up team Kea’s notes, which look like a cipher. Use the right-hand display to return to Lake Wakatipu.

The first password

Puzzle Palace display: spot the differences among four pictures, 21 in all, 11 vertical lines and 10 horizontal; the program draws each line as you click. Then arrange the scattered letters into WOOLSHED, the Mossburn password. In camp, admit to Patrick that you overheard: he cannot swim. Outside, call George about whether gorillas swim. Map: choose Mossburn and type the password.

Mossburn Falls

The woolshed is locked. Past the barn to the wooden bridge; one step onto it and pick the spider orchid on the right. The path right of the bridge ends at a cave; remember it. Up the stairs to the rope bridge: George falls, and Bess Marvin arrives as her replacement. Take the security key George offers. In camp, talk twice to Patrick and to his partner Leena Patel; Bess is inconsolable. Outside, George says to get into the medical tent on the production lot. Kiri Nind of team Tawake stops you on the plaza; talk everything through but do not agree to team up yet. Call George. At the production lot gate, open the box right of the entrance with the security key and disable the cameras in three steps: two plugs for the first zone, three for the second, four for the third.

The production lot

Into the white tent with the green cross: talk to George about everything; she wants Sonny’s tent searched. When she dozes off, read her tablet on the left and play the available interviews on the confessional equipment on the right. Sonny’s tent is left of the medical tent as you face out: in the blue cabinet, Sonny’s diary with Jamila’s phone number on the cover (from Tomb of the Lost Queen) and a letter from his grandfather on the bottom shelf; a trunk with a combination lock right of the bed; the first comic pages left of it. Sonny is outside pretending not to notice. Back in camp, talk to everyone again; Leena hands over more comic pages; give Bess a job, then call her from outside and read her message. Check George’s tablet again, talk round the camp again, then on the plaza talk to Sonny at length (more comics) and to Kiri, this time agreeing to work together. Call George (be nicer to Bess) and Bess. Map to the falls: two texts from George at the rope bridge; call both friends, go back to camp and talk to Bess, Leena and Patrick, read the tablet, call Bess, ask Sonny on the plaza about the strange mechanism he wants George to build, ask Kiri, and return to the falls. Take the rules sheet from the post at the rope bridge and cross it according to the rules. Across, pick the fifth plant, the fern. Day one ends.

Day two

The vases and the woolshed

Hear the standings and the second task. Patrick says Leena was on the production lot too; ask Bess about Kiri; call Bess outside (Nancy’s entry was first rejected, then confirmed). Kiosk: buy the canvas wool bag. Flowers pavilion: kakabeak in the pea vase, fern in the waterfall vase, spider orchid in the spider vase, pikao in the basket vase, lily in the flower vase. Take the first medallion piece. Map to Mossburn: past the bridge and right to the cave; part the branches (they only move once Sonny has given you the comic page about it) and find a locked cache inside. Outside, a green bonus card on the rock to the right. Call George. The woolshed is open now: a text says the phone and map password go to whoever completes the next Puzzle Palace task. Call Bess. Left, the stuffed sheep: take the electrical box key off the top left one. Right, open the small gate, take the flint from the post and the fourth charm, a needle and thread, from the hay. The sheep on the right needs shearing, but the shears are broken and the power is off. In the left corner is the container for wool bags. Open and close the stove door seven times for the third egg. Put the key in the electrical box left of the door: power on. Back to Wakatipu.

The second password and Sonny’s trunk

In Puzzle Palace you are drawn to the seismogram door; something creaks, so step back down at once and a cube crashes where you stood. The display: a word search; drag across each listed word in any straight line. The password is the lake’s name, DOUBTFULSOUND, for the tower hatch. George says you may call an expert: the landline is in the niche left of the podium; lift it, click again and ask for Jamila. She explains how to crack Sonny’s trunk and talks a lot of strange sense; call again for the comics. Question Sonny until he runs dry. Camp: talk to Bess, twice to Leena, open the team board and set the first medallion piece. Visit George (tablet, interviews), then Sonny’s tent: the trunk code from the diary, the number from chapter two is 6 (the club is mentioned six times), the smallest number in the constellations chapter is 5, the UFO in chapter six carries an 8, and chapter five mentions chapter 3: 6583. Read the comics inside, read the diary, and take the sheet with the piano code. Ask Leena to decode the Etude in exchange for a bonus card; she takes the sheet; ask Bess to find a card. Call George outside.

Shearing

Woolshed, the door marked Shearing Equipment has a maths lock; the sheep book’s pencil note says every row and column sums to 20: press plates 1, 2, 3 and 4. Take the shear blades. Camp: Bess has a 100-point card; give it to Leena for the decoded Etude. George’s tent: talk, tablet, interviews. Plaza: give Kiri the hatch code for the book A Tour of Maori Art, after which she ends the partnership; question Sonny. Woolshed: blades into the shears left of the sheep, red button, the motor is jammed. Look up, click the motor: starting from the bottom, click the narrow blades clockwise until every wide blade lies flat. Red button, the sheep is shorn, take the wool bag (you need the kiosk bag). Put it in the container and search the wool: no medallion, only a scrap of cloth. Stage two ends.

Day three

Leena’s tent and the cipher

Ask Leena about your medallion piece; she denies it. Have Bess distract Patrick and slip into the green tent: take the tablet by the backpack and the cipher notes. The backpack padlock: the Kea notes show three dotted circles by a backpack sketch, the dot counts are the digits, 308. Inside, the arrow cipher key and a blue card that deducts points from a rival. Text: stage three, follow the fish to five pieces of a Hei Tiki underwater and put the whole statue in the Return the Tiki column. Decode the arrows with the tablet’s coloured compass: each arrow’s direction and colour picks a word on the tablet, and you take that word’s first letter (one letter stands alone and is not decoded): under the nest in the tree. Visit George about Kiri.

Puzzle Palace again

A red 100-point card lies at the vase podium. In the earthquake room, overhear Kiri on the phone, press the button on the left, dive under the table when the arrow appears and come out when it stops: Survivor. Call Jamila on the landline. On the way out, pick up Birds of New Zealand from the carpet; Kiri’s diary is inside, tracking other contestants. At Mossburn cross the rope bridge and come back to overhear Sonny on the phone.

The tower and the Tiki

Doubtful Sound: kayak to the metal tower in the lake: straight-left towards the blue buoy, straight, straight-right, straight-left; climb the ladder. Type DOUBTFULSOUND on the lock. Read the diving rules; charge the hydraulic claw at the charger left of them by rebuilding the 3D shape shown on the left with the numbered columns of cubes (random each time). The fifth charm, a turtle, is bottom right of the aquarium on the left. Board the submersible: arrows steer, the lever on the right sets height, the red counter shows containers left. Route one: left, up, left; lever middle; green button; an arm. Two: back, right, up, right, up, left; lever up; the other arm. Three: left, up, left, up, left, up, right, up, left, up, left, up, right; lever middle; the legs. Four: right, up, right, up, left, up, left, up, up, right, up, right, up, left, up, right, up, left; lever down; the head. Five: right, up, right, up, right, up, left; lever down; the torso. Surface: left, up, right, up, up, left, up, up. A text announces the kayak race. Put the statue in the totem pole’s niche on the left. Back at the pier, walk four steps up the path, jump back when you hear the noise and a boulder rolls past; go round it and take the second medallion piece from the nest in the tree.

The kayak race

The display on the pier shows the rivals’ times; you must beat team Hihi. Press the red button on the left stand, take the red kayak, the fastest (Leena’s notes), and go: left and straight, touch the blue buoy, turn; six times forward, left, right, left, straight, touch the green buoy, turn; right and three straight, touch red, turn; straight, right, three straight, touch yellow and pass it on your right; straight, right, twice forward, from the blue buoy right and twice straight, touch purple, turn; twice straight and right, from the blue buoy three straight. Press the red button again at once to log the win. Camp: talk to everyone, visit George, leave, read the text, call Bess, go to the woolshed for Bess’s call about an individual quest, back to George and Sonny (more comics, another text), then to the tower. The stone turtle: the last comic page asks what whales love; thread the blue string between the dots to write BLUBBA GUM (right click cuts the thread). Take the note inside. Charge the second claw, dive: left, straight, right, straight, left, twice straight, left; lever middle, green, pull in the chest, take the first artefact piece. An alarm sounds: left, twice straight, right, straight, left, straight, right, straight, surface. Woolshed: the stuffed sheep need breed and farmer plaques. Breeds come from the book’s descriptions; farmers from the region names painted on boards and crates around the shed, each next to a farmer’s name (the big black-faced sheep top left is a Suffolk, bred around Marlborough, whose board over the maths lock names Hughes). Suffolk: Hughes; Dorset Down: Clarke; Ryeland: Sutton (his crate holds Sonny’s sketchbook); English Leicester: Massey; Merino: Bowyer. Take the fish, Jock Stewart. Stage three ends.

Day four

Kiri leads. Set the second medallion piece. Suggest Bess earn points as well as spend them. Call Bess and George outside. The Gold zone is open on the plaza: take the book Golden Dreams and the pickaxe; at the kiosk buy the gold pan and a blue card. Tower: drop the fish in the round aquarium’s centre niche for the third medallion piece. Map to Cromwell, password OTAGOMINES from the race. The scales on the right take your gold. Right-hand mine: forward, then right to the wall; ignore Bess’s frantic texts; two swings of the pickaxe and take the bucket of ore. The sixth charm is on the wooden wheel outside. Tip the ore into the sluice and open the valve: nothing. Open the grate on the right and repair it so every compartment holds four blades (right click rotates): plate one flat in the bottom row; plate two rotated three times, flat in the middle row; plate three rotated three times, flat in the top row; plate four rotated once, upright in the right column; plate five upright in the middle column; plate six upright in the left. Valve, take the washed sand, click the river, tip the sand into the pan, dip and click until only gold is left. Pour it into your team’s dish on the scales: the fourth medallion piece. Camp: set pieces three and four; you lead. Stage four ends.

Day five

The mines and the cave

You win the stage; a text gives the fifth task and the Te Anau password. Talk everyone out. Cromwell first: read Leena’s decoded Etude and note the red words. Left mine: forward to the rockfall, back and into the left passage; light the kerosene lamp on the crate with the flint and receive the key to the waterfall cache; one step on, pickaxe on the wall for Sonny’s grandfather’s diary, with a sketch bottom right. Right mine, left at the fork: a blue card top left by the boulders, and letters visible through the gap. Mossburn: before the wooden bridge turn left, part the roots, into the cave behind the falls: key on the carved box; Leena’s notes explain the puzzle, a cross between sudoku and battleships; place the spaceships by the rules, and the second artefact piece is yours.

Lake Te Anau

Type the texted password. The electrical box left of the cave: each circle’s dots say how many cells that lamp may move; click a circle for the direction and light the whole area. Inside, left: the seventh charm, a ring, by the wall, and a red 100 card on the right wall. Right of the entrance: the individual tasks sheet on the floor, a comic page left of the bowl by the screen. Before lighting the bowl, click any Easter egg on it and take the fourth egg from beneath. Light the bowl with the flint and face the screen: paint in the named Maori symbols, using Kiri’s art book to find each; every sliver must be coloured before the next name appears. The cache opens on a note from Sonny, no medallion.

The letters and the finale

Cromwell, right mine, left: through the hole, watch Kiri struggle with the letters until a rockfall chases her off. Round to the letters: her task sheet lies to the left; rotate the letters to spell its phrase and take the third artefact piece. Leaving, overhear Kiri and Sonny quarrelling. Before the last talks, mop up: call Jamila from Puzzle Palace, call Bess at the camp gate, talk to everyone, play every interview in George’s tent (Bess 4, George 3, Kiri 9, Leena 6, Patrick 9, Phaethon 4, Cuckoo 4, Matata 2, Kiwi 3; Kiri’s last appears after the third artefact). Click the scoreboard atop the totem right of the medallion board: play all bonus cards for yourself, all blue cards against Kiri, and the Easter eggs as extra bonus cards. Buy out the kiosk. Talk to Kiri, then to Sonny, who hands over the fifth medallion piece; set it. The scores tie, and the tie-break is a five-stage sorting game: open and close the numbered tubes so each moving vial receives the right coloured tokens in the order shown; each wrong vial or reset costs 10 points. Stage one: close tube 3, Start. Two: close 1, Start; then open 1, close 5. Three: close 1 and 5, Start; close 2, open 5; then quickly open 1 and 2, close 4 and 5. Four: close 1 and 2, Start; open 1, close 5; open 2, close 4; close 1 and 3, open 4 and 5. Five: close 2 and 5, Start; open 2, close 4; close 1 and 2, open 4 and 5; open 2, close 3; open 3, close 5. Victory, but the game is not over.

Talk to Sonny, take the rope from his table and you are in the mine. Left from the entrance, tie the rope to the jutting rock and climb down. The wall puzzle: George texts that the top corners must be green and the bottom blue; colour the whole field so no colour touches a different one. Pull the lever; the water recedes. In the water follow Sonny’s calls: right, left, right, right, left. Take the last artefact piece and build the Star Compass: the blue star map on the pedestal, then artefact pieces one, two and three. The grandfather’s notebook explains: find the runes and their zodiac sign. Comic page one shows two runes under Aries; the notebook shows where those runes’ stars sit on the compass; turn the big zodiac ring to bring Aries to the needle and two pins release. Then Cancer, Libra, Gemini, Capricorn. Watch the ending, answer the quiz, admire the awards.

Master Sleuth differences

Train: one tile is fixed in the centre; build outward from it. Sonny’s trunk: the UFO shows 8, the booklet numbers sum 9+5 = 14, the next page speaks of 8 hat-shaped stars, giving 8148, divided by 7 (chapter seven, the testers) = 1164. Maths lock: press 2, 4, 8, 3, 7, 11, 8, 15, 14, 11 for 20 in every line. Backpack: the letters in the note’s top corner converted to alphabet positions, 741. Kayak race: the record is almost a minute faster; same route, paddle harder. Tie-break: stage one close 3, Start. Two: close 4, Start; close 2, open 4. Three: close 2 and 5, Start; open 2, close 4; close 2, open 4 and 5. Four: close 1 and 5, Start; close 2, open 5; open 1 and 2, close 3 and 5; close 1, open 3. Five: close 1, 2 and 3, Start; open 2, close 5; open 1, close 4; close 1, open 5; open 4. The cave lights, spaceships and colour-square puzzles have larger grids with the same rules.