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24 CAP Guide

The document is a strategy guide for the Nancy Drew game set in Castle Finster, where players must uncover the truth behind a monster legend. It includes a table of contents detailing various sections of the game, character interactions, and gameplay tips. The guide emphasizes the importance of completing the game to discover the true culprit behind the mystery while providing insights into the game's design and mechanics.

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0% found this document useful (0 votes)
81 views32 pages

24 CAP Guide

The document is a strategy guide for the Nancy Drew game set in Castle Finster, where players must uncover the truth behind a monster legend. It includes a table of contents detailing various sections of the game, character interactions, and gameplay tips. The guide emphasizes the importance of completing the game to discover the true culprit behind the mystery while providing insights into the game's design and mechanics.

Uploaded by

skeywester11
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

Her Interactive, Inc.

Copyright Her Interactive, Inc., 2011


No part of this booklet may be reproduced, transmitted, or adapted
in any form without the written consent of Her Interactive Inc.
Copyright ©2011 Her Interactive, Inc. HER INTERACTIVE, the HER INTERACTIVE
logo and DARE TO PLAY are trademarks of Her Interactive, Inc. NANCY DREW
is a trademark of Simon & Schuster, Inc. and is used under license. Copyright in
the NANCY DREW books and character is owned by Simon & Schuster, Inc. All
rights reserved. Licensed by permission of Simon & Schuster, Inc. Other brands or
product names are trademarks of their respective holders.

Written by: Terry Munson


Design by: Sonja Morris
Cover Design by: Mark Tolleshaug

Made in the USA


Her Interactive, Inc.
1150 - 114th Ave. S. E., Suite 200
Bellevue, WA 98004
www.HerInteractive.com
Table of Contents
Herzlich Willkommen?..................................3 Glass Shop................................................. 17
Halt! Don’t Turn Zee Page Yet!....................3 A Cautious Search..........................................18
A Grim Tale........................................................4 A Hidden Hexstone........................................18
She Played the Monster Match…............4 Playing Along with Lukas............................19
Foyer Finds........................................................4 Rotor in a Box...................................................19
Castle Finster............................................ 5 A Daring Double-Cross.................................20
Needy Ned.........................................................6 Phone Alerts and Power-Up Sequence..21
Herr Bürgermeister.......................................6 Powering Up the Monitors..........................21
Karl Weschler..................................................6 An Enigma Wrapped in a Riddle..................21
Karl’s Study ............................................... 7 Cuckoo for Clocks..........................................22
A Game Called Raid........................................7 Reading Between the Lines........................22
Investigate Karl’s Office..............................8 Torn to Shreds!................................................22
Everything in Balance...................................8 Security Breach!.............................................22
Game Redesign................................................9 Trapped!..............................................................23
Ned the Needy, Part II...................................9 Stilts Make You Taller...................................24
A Glass Box......................................................9 Search Karl’s Study........................................24
The Solar Room...............................................9 Shop Around.....................................................25
Solar Room ................................................ 10 Changing Time..................................................25
Roam Around Your Room..............................10 Food Coma........................................................25
The Banquet Hall............................................10 Dig Through It...................................................26
No Introductions Necessary......................11 Hot Spots and Dungeons.............................26
Renate Stoller.................................................11 Spelunking........................................................27
Banquet Hall.............................................. 11 Beneath Castle Finster................................27
Impulse Buys....................................................12 Secret Passages...................................... 27
Anja Mittelmeier............................................12 Eine Kleine Nacht Digging............................28
Souvenir Shop........................................... 12 Decoded.............................................................28
Just Browsing.................................................13 Digits in the Daily Plan..................................28
A Call from the Guy in Charge....................13 Background Check.........................................29
Chaos in the Courtyard!................................13 Found in Translation.......................................29
Four-Alarm Fire...............................................14 Anja’s Past........................................................29
More Calls.........................................................14 A Monstrous Chase.......................................29
The Bucket List...............................................14 A-Peeling Postcards.....................................29
Old Antiques and a New Clue.....................15 Narrow Down the Locations......................30
Games with Lukas..........................................15 A Convenient Key...........................................30
Lukas Mittelmeier..........................................15 The Crooked Tree............................................30
Play for Raid Cards.........................................16 A Fair Maiden?.................................................30
The Origin of the Burr....................................16 A Few Answers..............................................30
Drenched!..........................................................16 Looking for Lukas...........................................31
Trails in the Mist.............................................16 Trapped Again?................................................31
Forest.......................................................... 17 The Rest of the Answers............................31
Karl’s Key...........................................................17 Sassy Detective Awards.............................32

2
Herzlich Willkommen?
According to legend, a monster stalks the shadowy forest surrounding Castle Finster in Germany.
Storytellers insist that the monster only rests when he kidnaps a young girl. Even in modern times, the
community inside Castle Finster lives in fear behind locked doors and closed shutters. That’s why the castle
owner asked you, as teenage Detective Nancy Drew, to uncover the truth behind the curse and solve the
mystery before the monster drags another victim into legend.

Halt! Don’t Turn Zee Page Yet!


You vant to learn secrets, no? Vell, there is something you should know about this Captive Curse strategy
guide: Zee pages reveal the steps and solutions for solving the entire mystery on the Senior Detective
difficulty level, but not a single tip, hint or instruction reveals the culprit behind this monstrous menace!
Nein! If you vant to find out who or what is behind the scary events at Castle Finster, you need to complete
zee ENTIRE game! This step-by-step guide assumes that you already know about basic game functions,
including stuff like how to move, interact with characters and use the features in the game tutorial. If you
play Junior Detective level, some steps in this guide won't be necessary, but zee tips below can make zee
game easier to play:
• Depending on what you do or which questions you ask, sometimes the instructions in this guide appear
out of order—don’t sweat it. You can skip ahead on a step or two, but if you’re stuck and nothing seems to
work, revisit suspects to see if you overlooked certain questions.

• Carefully select your questions and replies when interviewing suspects. Asking a blunt or rude question at
the wrong time can abruptly end your conversations and slow your investigation.

• If you spot a sparkling object while exploring, move your cursor over the item and left-click your mouse
button. It’s probably a dropped Euro coin that you can use to buy items in the gift shop.

• After you find a German/English dictionary, use it to translate signs and documents in the castle. You learn
more about your surroundings and avoid untimely accidents.

• If you can’t open the hidden door to the security room and you’re playing the correct notes on the
glockenspiel bells (see page 20) you probably need to find all five letters in the decoded note. Even if you
know the correct musical sequence, the door won’t unlatch until Nancy finds the notes at the five locations.

• If Karl doesn’t call you about Lukas near the end of the game (see page 30), verify that you have all
five legend clues. These vital clues are on the four initialed book pages and the gift shop postcard. You
must have all three messages decoded on the enigma machine, too. If you possess these items and you
completed all the steps leading up to page 30 in this guide, walk around the castle until Karl calls.

3
A Grim Tale
Unlike previous Nancy Drew computer mysteries,
this one begins with an unusual cinematic opening.
Watch the old scene of the girl collecting mushrooms
in a forest. While the footage is a little intense at
times, there are a number of visual clues—or possible
red herrings—in this vintage vignette. Note that the
young girl is wearing a medallion necklace around her
neck. Was this trinket valuable? Was the girl royalty?
If you’re paying close attention you’ll notice a broken
shackle on the monster’s outstretched left arm. Was
the monster captured or controlled by someone? What
happened to the girl?

She Played the Monster Match…


Watch the introduction fade away to modern times. You’re standing before Castle Finster’s closed gate. Ring
the doorbell button on the right. A small voice calls out from the window above your head. Wait for Lukas
to lower a bucket and then remove the paper. You must check the two identical monster drawings. If you’re
stuck, eliminate some options by examining hair color, sleeve lengths and clothing colors. Now return the
paper with the correctly checked boxes. Thankfully Bürgermeister Karl intervenes before this little monster
gives you another test.

Jr. Sr.

Foyer Finds
Glance around the deserted castle courtyard. Where are the guests and shopkeepers? Knock on a few doors
and the residents tell you to go away. Are they tired of tourists or afraid of the monster? Open the large doors
below the ornate “Burg Finster” sign. Inside the foyer you see a miniature clock with a cabinet containing a
glockenspiel. Look on the table and examine the old biography about The Brothers Grimm. Peruse the pages
and learn that the Grimm tales were based on German folklore—like Castle Finster’s monster legend.

4
CASTLE FINSTER

banquet
room

solar
room

coded
message

B
B

security A
room

shop

well

karl’s
study
courtyard

glass
shop

gate

to forest

dungeon

5
Needy Ned
It’s tempting to explore the richly furnished spaces in
this enormous building, but Bürgermeister Karl asked
you to meet him upstairs. Climb the stairway and open
the carved double doors. You spot a crystal chandelier
just ahead, but you can barely give it a glance before
your phone rings. It’s your boyfriend, Ned Nickerson.
While phone reception here isn’t ideal, Ned explains
that he made plans for a romantic getaway. That is so
sweet of him, but you’re in the middle of an important
mystery. What you need from Ned is time, space and
plenty of patience.

Herr Bürgermeister
Continue up the stairs and turn right. What are the
housekeeping costs to clean this place? Don’t go up the
next flight of stairs yet! Follow the red carpeting and
wood paneling around the corner until you see a carved
door. Face the door and note the “Bürgermeister”
nameplate. This must be the place. Push the door open
and walk inside. It looks like you caught Karl playing
with dolls… or injection-molded action figures. Ask
him about the monster, his lederhosen, and the dolls he
was playing with. Then listen as he tells you about his
aspirations to be something other than a public servant.

Karl Weschler
Bürgermeister Karl has a monstrous public
relations problem and he’s counting on you to
solve the mystery of the marauding monster.
While Herr Weschler seems eloquent and
entertaining during your initial meeting, you’ll
probably start to wonder if he’s flummoxed and
confused about devising a plan for dispatching
the monster. It’s confusing because Karl seems
like a creative person—especially when you
consider how much time and energy he has spent
designing his complex board game—but he has
no ideas about how to deal with the scary turn
of events. Is Karl intentionally focused on other projects to escape his insurmountable problems
at work? Herr Weschler admits that he grew up in Castle Finster and that he’s unhappy about
Markus Boehm’s efforts to transform the castle into a tourist town, but is he intentionally
ignoring the monster to drive away business? What sort of game is Herr Bürgermeister playing?

6
KARL'S STUDY

tree
counter

raid
display
sparrow
painting snack bar
postcard

karl’s locked
desk cabinet

A Game Called Raid


bed nightstand
Bürgermeister Karl is excited about the design
elements in his board game, but he needs playtesters bench
to offer feedback—and he’s willing toarmoire
pay you for grinder

your efforts. At a glance Raid looks complicated,


but it’s actually easy once you understand how the
fireplace desk
w color combinations on the board relate to the color furnace

combinations on the cards in your hand. If you click


on the Game Rules book in the lower right corner of
the game board, you’ll see a complete list of rules. It
might seem complicated at first, but just remember
that if you must play a card against an attacking
opponent, choose a card with the highest number
renate
matched to the color that your opponent’s playing
piece is on. You can sort out the rest of the details
(especially the symbols on the game board spaces)
as you play the game. When choosing a player to
attack, it’s best to choose the opponent with the
fewest cards. Whether you win or lose, Karl will pay
you for your time and any suggestions you might offer
about his creation.

7
Investigate Karl’s Office
Glance around Karl’s ornate office after you’re done playing the game. The Raid game is on the table and you
can play again when you examine it, but there are other details you should check out first. Face Karl’s desk
and then look for a locked cabinet to the left. Even if you had a key, Karl might not let you look in here right
now. Perhaps later you can find a way to get him out of his office. Turn around and examine the study wall
on the right side of his desk. There is a bookcase with some sort of scale and a Raid Game Guide. Open the
game guide and review the contents. Note that there are three game characters in the book that didn’t appear
in your Raid game—Fenarius Wolf, Robber, and Bonaparte. There is something unusual about the Professor
Sparrow page, too. Just above the card description is a key icon. The Professor Sparrow illustration in the book
appears to be a copy of the sparrow painting hanging on the wall in Karl’s Study. Could the painting be a key
or is there a key required to move the painting? What is behind the painting? Review the rest of the guide
and pay close attention to the “Character Type” below each illustration. There are three character types used
in Karl’s Raid game: Hero, Monster and Magician. Below the Character Type is another category: “Based on
Grimms Character”. Apparently Karl based each game card on a story by the Brothers Grimm. At the end of
the book is a formatted page for an unfinished character. This game is clearly a work in progress. Perhaps Karl
is researching game mechanics to keep the pieces in balance. He is using a three-pan balance scale with game
pieces on the bookshelf above the Raid Game Guide. What are those nine game pieces? After reviewing all the
pages in the book, return the game guide to the shelf and examine Karl’s cards… Oops! You knocked over the
game pieces. Karl demands that you organize this mess right away.

Everything in Balance
Most game designers rely on charts and formulas to calculate game balance, but Karl devised an unusual
balance scale with game cards arranged on three pans. Look closely and you’ll recognize three types of
weights on each pan: Monster, Hero and Magic. The Raid Game Guide book classified the playing cards into
these three categories. The correct order from left to right is Sailor Redbraid, Donkey King, Fairy Trigger,
Fenarius Wolf, Professor Sparrow, Enchanted Mirror, Robber, Bonaparte and Golden Hunter. A handwritten
note drops from a pan as the scale balances out. The note appears to be from Markus, but it’s in German. Add
this note to your inventory.

8
Game Redesign
After restoring balance to Karl’s game card display,
talk to him again and he’ll tell you the exciting details
surrounding his upcoming game review. He doesn’t
have much confidence in his design process, so he
wants you to help him create a new card for his
game. This is the beginning of an ongoing project
and throughout your investigation you will help Karl
determine character traits for this card. Give him your
best opinion—don’t sweat the details if you’re unsure of
your answer—and then leave Karl to his work. Now you
can explore the rest of Castle Finster.

Ned the Needy, Part II


Your cellular phone rings as you depart Karl’s study. It’s Frank Hardy! Is the phone reception always this bad
at Castle Finster? Frank is worried about Ned. Your boyfriend didn’t put Frank up to calling, but both Hardy
Boys are concerned about Ned’s emotional well-being. Frank suggests that you call Ned—when you have a
better connection. The hills around Castle Finster or the thick stone walls might be interfering with your
cellular phone signal strength. It’s probably nothing to worry about unless you need to call for help during
your investigation.

A Glass Box
If you turn left as you leave Karl’s study, you’ll spot a small alcove on the right. Examine the glass box on
the table between two upholstered chairs. It looks like a puzzle lock box! You must match the colored
panels to the design in the upper right corner, but two of the panels are missing. Leave the box for now.
Continue around the corner, go up the stairs on the left, and examine the old portrait. You need a dictionary
to translate the plaque next to this painting.

The Solar Room


From the portrait, turn right and walk toward the door
on the left. Someone taped your name to the door,
so this must be where you’re staying. Unlike other
adventures, you don’t have to worry about sleeping
in your room during your stay at Castle Finster. The
most important fixture here is the telephone on your
desk. It’s connected to a land line so you don’t have
to endure the poor reception on your cellular phone.
You can dial the phone numbers yourself (look at the
note next to the phone), or left-click on each phone
number on the list to quickly auto-dial.

9
Solar Room
bed nightstand

bench
armoire grinder

fireplace desk
furnace

an

Roam Around Your Room


renate

Wow! This has to be the nicest room you’ve ever stayed in. It’s certainly a big step up from the folksy
furnishings at Shadow Ranch. Examine the festival brochure on top of the fireplace mantel. Walk over to the
nightstand and add the German/English dictionary to your inventory. There is a note next to the charming
cuckoo-clock phone on the desk. Left-click on the receiver and call Ned to listen to his voicemail. Now call
Frank Hardy.

The Banquet Hall


After you finish talking to Frank, make your way to the banquet hall downstairs. It’s straight down the
middle stairs and through the double doors. An enormous stained glass window dominates one side of this
room. Examine this window until you find a blue glass square. Does this belong in the glass box puzzle
upstairs? Add it to your inventory. There is also a local newspaper next to the china display. Pick it up and
read about the monster.

10
No Introductions Necessary
When you’re done reading the Castle Cryer, turn
around and make your way over to the elderly woman
sitting on a chair in the corner. She seems to be deep
in thought about something. Her dress is a dirndl—a
Bavarian dress—so there is a chance that she’s a
long-time resident of Castle Finster. You can skip
introductions. Renate already knows who you are
and she suspects that you’re here to investigate the
monster. As a professional storyteller, Renate sees
your fate intertwined with the monster’s return. Is she
trying to scare you away from your investigation?

Renate Stoller secret


tree

Renate Stoller is almost unsettlingly direct with


passage

you. She requests that you drop your dangerous


monster investigation. Perhaps it’s because
bramble/
campsite raid
Renate can’t shout at you from behind a locked
display

door—she’s an outsider like you and she doesn’t


have a home inside this castle. Keep in mind that
Renate makes her living entertaining others by
telling stories. Years of practice and countless
presentations allowed her to develop excellent
narrative pacing and delivery—and an obvious
flair for melodrama. While Renate is an excellent
resource for monster lore, it’s likely that Frau
Stoller embellishes facts. Good storytellers know the importance of distorting ordinary tales into
extraordinary legends. Renate could be doing this to deter you from snooping, or she might be
doing what every storyteller secretly enjoys: scaring their audience just for the fun of it.

BANQUET HALL armoir

fireplac
stained glass window

castle
cryer

renate

11
Impulse Buys
As you wrap up your conversation with Renate, note that
she doesn’t mind talking about other people, but acts
defensive whenever you question details in her monster
stories. There is a bag near her feet, but you can’t snoop
through the contents while this storyteller is awake.
Exit the banquet hall, turn left at the first landing, go
downstairs, follow the red carpet then turn right and
follow the carpet into the gift shop. Check out the shirts,
trinkets and monster souvenirs, and then introduce
yourself to the woman behind the counter.

Anja Mittelmeier
As the castellan of Castle Finster, Anja is in
charge of customer service—but her candid
dialogue about monsters and petty gossip to
guests hardly seems professional. A castellan
takes care of a keep or a castle, especially while
the owner is away. In modern times, part of that
responsibility is making guests feel welcome.
Anja’s contempt for Bürgermeister Karl might hint
at a political power struggle, but if Anja craves
authority, her casual comments to you about the
monster are far from hospitable. She also gossips
about the bad fortune that follows the storyteller
Renate Stoller. Is Anja trying to frighten you away with more scary tales? If so, what will this
candid castellan gain by driving away potential profits? You don’t have to have a business
degree to figure out that the continued decline in tourism at Castle Finster will soon leave Frau
Mittelmeier searching for a new employer.

SOUVENIR SHOP

counter

clocks

sparrow glass
painting snack bar display

postcards

s locked
cabinet

12
Just Browsing
After you finish talking to Anja, take a moment to explore the rest of the store in detail. Despite the monster
concerns, it looks like Castle Finster is cashing in on the scare with t-shirts and monster action figures. Check
out the mugs, clocks, buttons and postcards. Any merchandise that you pick up can be purchased, but save
your souvenir money for later in your case. There are some elegant art pieces, too. Examine the glass display
in the corner. At the top of this display are two books. Pick up the copy of The Art of Glass and examine the
pages. There is a piece of paper inside! Someone wrote a coded message of some sort. Add the note to your
inventory. Read The Art of Glass to learn more about the process. Ask Anja about the glass display. This is
an important step because you probably remember that locked glass box puzzle on the table upstairs. Now
take a moment to check out the animated cuckoo-clock vending machine against the wall. You can turn the
dial to select one of four meals: Bratwurst, Black Forest cake, strudel and pretzel. Turn the dial so it points at
the delicious Black Forest cake picture and then use your money to buy the cake. If you don’t have enough
money, return to Karl and play his Raid game to earn additional funds. After you deposit your coins watch the
animated pieces move about, and then add the cake to your inventory—you will need this yummy dessert later
in your investigation.

A Call from the Guy in Charge


After meeting Anja, return to the hallway, your cellular phone will ring once you leave the gift shop. It’s
Markus—the castle owner. The static on your phone is intolerable, so do what he says and return his call
on the land line phone in your room upstairs. You might receive another call from Ned, but don’t worry
about it now. Return to your room and call Markus on the desk phone. Ask him about Anja, Karl, Renate and
the monster. Markus has potential buyers visiting the castle tomorrow. He’s counting on you to help him
complete a deal worth millions.

Chaos in the Courtyard!


Hang up the phone and turn around. Someone is
knocking on your door. Why don’t these doors have
peepholes? Open the door. It’s Karl and he’s out of
breath from running up the stairs leading to your
room. Between gasps he explains that the monster
attacked the castle courtyard while you were on the
phone! This is the sort of incident that Markus wanted
you to avert. It’s up to you to find a way to clean up
this costly mess before the potential buyers arrive.
Watch the scene fade to black as you follow Karl into
the fiery courtyard chaos.

13
Four-Alarm Fire
A bush burns in the courtyard and if the blaze spreads, it could ruin the castle! Karl isn’t any help. He warns you
that he won’t be held responsible if you stay. Is he scared for you or trying to frighten you off? Turn around and
grab a bucket of water from the well. The bucket appears in your inventory. Return to the fire, remove the bucket
from your backpack and dump the contents on the flames. Investigate the rest of the damage after the fire is out.
Take the burr seed wedged in the cracked front door. Was this spiny burr attached to the monster? Add it to your
inventory. Search the rest of the area and grab the dull shears at the top of the courtyard stairway.

More Calls
Markus calls again while you’re investigating the courtyard. He asks you to call him from the phone in
your room. The last time you did that, the monster attacked. Could Markus be helping someone coordinate
the monster attacks? You should also receive a phone call from Ned. He promises that he’ll try to be more
interesting—and respectful of your time spent investigating mysteries in the future. He’d better. You have
enough drama in your life already.

The Bucket List


Take a few moments to check out the courtyard
surroundings before you leave and return calls.
Someone named Gretel dropped her music homework
on the steps. Review her work because you need to
know these notes when you solve a puzzle in the near
future. There’s a plaque near the castle portcullis that
seems to be some sort of warning. Play it safe and use
your German/English dictionary on the plaque before
you pull the gate lever. Finally, try using the bucket in
the courtyard well to pull out random items. If you’re
persistent, you’ll earn extra Euros!

14
Old Antiques and a New Clue
Return to the main foyer inside the Burg Finster building. Lukas is playing a game in the corner, but first stroll
over to the old polished table with the vase and the Brothers Grimm book. If you look closely on the table
you’ll see a three-pronged electrical device next to the book. Did Lukas or someone else drop this? What does
it do? Add the unusual gadget to your inventory. Now go talk to Lukas.

Games with Lukas


Introduce yourself to Lukas. Note that he doesn’t
confirm or deny that he was the one who locked you
out when you arrived at Castle Finster. Like most
experienced troublemakers, Lukas is adept at avoiding
direct answers. He asks if you want to join him in a
game of Monster. What is up with castle residents
and their board games? With potential buyers on the
way, you need more information to track down the
monster. Playing games with Lukas is probably time
well spent.

Lukas Mittelmeier
Considering his age and size, Lukas is an unlikely
suspect in your monster investigation, but keep
in mind that his father is head of security. This
bored boy probably has access to secret spaces
that other castle residents never knew existed.
Ask Lukas about the other suspects. Apparently
Anja also plays games with Lukas, and that’s
why he considers her his favorite person in
Castle Finster. When asked about tourists, Lukas
openly shows contempt for visitors—he finds
them boring because they always say the same
things and he must be on his best behavior
around paying guests. This public relations guise has to be tough on a bright and creative kid
who wants to play and do the stuff that other kids his age probably take for granted. It might
seem like a stretch, but if Lukas had access to security equipment, could he pull off staging fake
monster attacks?

15
Play for Raid Cards
Win or lose, you have plenty to gain by playing Monster matches with Lukas. Choose the Easy difficulty and don’t
worry if you’re trounced in your first couple of matches. Winning gains you extra Raid cards that you can use to
play against Karl during your game tests. Keep playing to win additional cards for your playing deck.

The Origin of the Burr


After you play Monster, ask Lukas about the castle and
it's inhabitants, then leave the foyer and head upstairs
to Karl’s office. Show Herr Bürgermeister the burr that
you found stuck in the crack of the shattered shop
door. Karl is a lifelong resident, so it’s not surprising
that he recognizes the burr and describes a similar
plant growing somewhere in the forest surrounding
the castle. You can explore the woods after you return
the phone call from Markus. Ask Karl about Renate
and then offer to help him with his game card design.
Return to your room when you’re finished.

Drenched!
A concealed bucket of water tumbles onto your head
as you open the door to your room! Lukas must have
snuck up here. Your clothes are soaked! There is no
way you can explore a cold forest in damp clothing—
you’ll catch hypothermia just like you almost did at
the Icicle Creek Lodge in Canada. Examine your room.
Someone left a Bavarian-style dirndl dress on your bed.
That’s strange—the handwriting on the note doesn’t
look like something Lukas could write. No matter
who wrote this, you need to change out of your wet
clothes. Now call Markus on the desk phone.

Trails in the Mist


Markus doesn’t care about who gave you the traditional costume—he tells you to wear it. Perhaps this folksy
Bavarian outfit will help you blend in with the castle residents when potential buyers arrive. Exit the castle
and turn left at the gate. Follow the misty forest trail until you spot the plant with burrs identical to the one
in your backpack inventory. Is there a trail through here? Use the shears that you found on the courtyard
balcony to prune a path. The blades are dull! You need to sharpen these shears before you blaze a trail.
Return to the castle.

16
FOREST

tree
secret
passage

bramble/
campsite
di

Karl’s Key counter


a

After you played a game of Monster with Lukas, he


mentioned that Karl and Anja always fought about clocks fir

things. It might be a long shot, but perhaps the stained glass window

Bürgermeister and the castellan do not share the same


sparrow
opinions
paintingabout which places in the castle you can glass
display
snack bar
access. Return to Karl’s office and ask him about the
postcards
locked glass shop that Anja declared off limits. Karl
castle
cryerKeep in
gives you a key to the room. That was easy!
locked
cabinet mind that Karl told you not to mess with the glass renate
furnace—it sounds dangerous. The last thing you want
to do is ignite another fire inside the castle.

eon
GLASS shop
d nightstand

bench sand
grinder buckets

workbench
desk
furnace

annealer

17
A Cautious Search
Walk downstairs inside the Burg Finster building and locate the large metal door with a warning sign. If you
use your German/English dictionary on the door, you’ll discover that the sign says: “Danger. Fire Hazards.”
Use Karl’s key on the door and then step inside. There is a glow emanating from behind the warm furnace
door, so don’t mess with it. There is a cabinet next to the furnace. It’s called an annealer—an oven where
glass objects anneal. Open it and take out the green glass square. Does it fit the glass box puzzle upstairs?
Plug in the grinder in the corner. Once the wheel is spinning, take the shears from your inventory and use
the grinding wheel to sharpen the blades.

A Hidden Hexstone
Before you leave the glass shop, examine the workbench and add the tongs, small spade and prybar to your
inventory. Then search through the sand buckets by the door, Lukas has left a surprise. Now return to the
forest and locate the burred bramble. Use your freshly sharpened shears to blaze a new trail. It looks like there
is a campsite here! Take the red flashlight and the strange old stone on the ground. This stone has unusual
markings. If it’s not a clue, it could be a key to something somewhere in the castle.

18
Playing Along with Lukas
Return to the castle and enter the foyer. Talk to Lukas
in the corner and he’ll ask you to help him pull a prank
on Karl. Initially this might not sound like a wise idea,
but consider that Lukas might trust you more than
he trusts Anja—and Anja probably wouldn’t have
anything to do with pranks on Karl. If Lukas can count
on you for pranks, he might confide in you more than
the castellan. Walk upstairs, but stop at the alcove
with the glass box puzzle next to Karl’s office. You
probably have enough glass plates to assemble and
solve the puzzle!

Rotor in a Box
Go to the alcove with the glass box on the table you Jr.
found in the hallway outside Karl’s office door. If you
already found the missing glass pieces—one was in the 3
stained glass window in the banquet hall and the other 8 7

was inside the glass shop annealer cabinet—then you’re


ready to complete this puzzle. Luckily for you, these 5

missing pieces were automatically transferred from 4


your inventory to the glass box. The object is to arrange
the glass squares and rectangles to recreate the pattern
of colorful panels in the upper right corner of the box. 9
2 1 6
The trick is to place the glass pieces in the correct
order so the shades of colors overlap in the exact same
shapes shown in the pattern in upper right corner.
When you select a piece, you can right-click your mouse
Sr.
button to rotate the glass. This is important because 3
11 6
several pieces must be rotated to properly fit inside the
4
puzzle box. If you’re playing at the Senior Detective 5
difficulty level, you’ll probably need to make a few 7
revisions to your puzzle solution before everything
9
looks just right. Pay close attention to proportions and
where the squares overlap. It’s not uncommon to place
10
the final two or three pieces in the wrong order. If 8
you’re not sure how to put everything together, we’ve 2 1
diagrammed the exacted puzzle solutions for both
Junior and Senior Detective levels in the pictures on
the right. The numbers on each glass piece represent
the order that you need to place each glass panel. After
some careful checking, you should be able to open the
box. Inside you’ll find a strange geared rotor with a roll
of letters. Is this a part to a printing press? It must be
an important piece if someone went to the trouble of
locking it up inside a box! It’s time to distract Karl and
help Lukas pull off his prank—but maybe you want to
set up Lukas instead. The little monster deserves it after
dumping the bucket of water on your head.

19
A Daring Double-Cross
Add the rotor to your inventory and step inside Karl’s office. Ask the Bürgermeister to stay here while Lukas
prepares his prank. Apparently Karl has never caught Lukas, so he is exceptionally cooperative. Why should
you want to double-cross Lukas? If Lukas is running around preparing his prank, you can snoop around his
belongings without being pestered or pranked. Return downstairs and tell Lukas that Karl is distracted in
his office. Pick up the paper beneath the chair after Lukas leaves. The paper is written in code. Add it to your
inventory and then take it out of your backpack to examine it. The letters appear in a grid. You might be able to
rearrange the letters vertically to make a message appear. Each time you correctly decode a word, the squares
around the word disappear. It’s a process of elimination, but if you’re stuck, here's the correct phrase: To open
the security booth, play the glockenspiel. Notes are hidden around the castle. Find them and then play them in the order
of the list. The hidden locations are listed below. The locations listed below the coded message are where you find
the notes that are essential for playing on the glockenspiel beneath the clock. Just remember that you must find
the notes before playing the melody or you won’t solve this musical puzzle. The trickiest locations are the florist’s
initial and the glass furnace. You’ll find the florist’s initial where the bush was burning in the courtyard. To safely
view the note in the glass furnace, you must use the heat shield door (see photo). If you arrange the notes in order
of location, the sequence is G, D, B, G, A. Play these on the glockenspiel beneath the clock in the main foyer.
If you don’t know your notes, look at the numbered bars in the photo below. Correctly tap out the tune and a
hidden door appears!

1
2 5 3
4

20
Phone Alerts and Power-Up Sequence
Turn the knob on the hidden door to enter the hidden security room. There is a phone on the left side of the
console. Use your German/English dictionary to translate the instructions. Now left-click your cursor over the
cellular phone docking bay to the right of the security phone receiver. Your cellular phone is now updated for
instant security alert messages. Don’t forget to examine the power-up instruction pamplet behind this phone, too.

Powering Up the Monitors


Thankfully the instructions for powering up the security system are in English. Apparently that three-pronged
device that you found on the table is a power key. Plug it in, turn it on and open the panel on the left. If you
press the buttons in a specific order, you can power-up all the security cameras on the grid. There are two
correct sequences depending on which difficulty level you’re playing. For Junior Detective level, press 10, 8,
2, 7 and finally 6. Senior Detective level requires fewer steps: Press 9 and then 15. What is Renate hiding in the
gift shop?

An Enigma Wrapped in a Riddle


Open the Enigma machine on the right side on the security console. Review the instructions on the yellowed
paper and then open the cover above the keyboard. There are two rotors missing. Well, actually one because
the other is in your inventory. You found one rotor when you opened the glass box upstairs. Where is the other
missing rotor?

21
Cuckoo for Clocks
Before you leave the security room, press the 16
buttons beneath the monitors and check out all the
locations covered by the cameras. Walk to the gift
shop. What did Renate hide among the cuckoo clocks?
Look at the mugs below the clocks and take the blue
slip of paper. Now find the book about Castle Finster
on the table outside Karl’s office.

Reading Between the Lines


Look for the book entitled “A Brief History of Castle
Finster.” You find it on the table where you found
the “B” note for the glockenspiel puzzle. Open the
book and then take the blue sheet of paper out of
your inventory and place it over the pages. A message
appears when you follow the numbered dots beneath
the holes in sequential order: “Third clock from left,
nineteen twenty-one.” Germans tell time on a 24-hour
clock, so nineteen twenty-one would be 7:21 PM.
What would happen if you reset the third clock from
the left in the gift shop to this time?

Torn to Shreds!
Return to the banquet hall to speak to Renate. She
seems shocked at your appearance. What’s wrong with
your festive Bavarian dirndl? Renate won’t discuss
anything until you change out of your costume. Fine.
Besides, your clothes have probably dried after Lukas’
bucket prank. Return upstairs to your room. You left
your damp clothes on the bed. What happened? Would
Lukas shred your clothes? There isn’t a key to your
room, so practically anyone could walk through the
unlocked door. Whoever it was, the person apparently
dropped a page from a book next to the armoire.

Security Breach!
There is a chance that your phone rang during the
trip up to your room. It’s an automated message from
the castle security system. The monster is on the
castle grounds! Does it really exist? Forget about the
shredded clothes—pocket the page from the book
and run back down to the hidden security room. A
courtyard camera spotted the monster! Run outside
and see if you can follow it!

22
Trapped!
You followed the monster out of the castle but the portcullis dropped! The monster might be gone, but
you’re trapped between the two portcullis barriers. Look for the padlocked door in the wall. There is a
loose brick above it. Remove the brick and take the hidden key. Now use this key on the padlock. You need
to slide the colored blocks beneath the gate release to raise the portcullis. There are two sets of puzzles
depending on whether you’re playing Junior or Senior Detective level and the puzzle solutions are outlined
with numbered blocks in the pictures below. Junior Panel 1: #1 block up 3 spaces, #4 left 1, #6 left 1, #7 up
and slide the blue block right. Junior Panel 2: #3 up 1 space, green block right 1 space, #1 down 4 spaces, #2
left 2 spaces, #3 up 1 space, #5 left 3 spaces, #4 down 2 spaces, #3 down 1, #6 left 3 spaces, #4 up 1 space,
#7 up 1 space, #8 up 2 spaces and slide green block right. Junior Panel 3: #8 left 2 spaces, #7 left 3 spaces,
#4 down 2 spaces, red block right 4 spaces, #1 down 1, #2 left 1, #3 up 1, #6 left 2 spaces, #5 down 1, #9
left 1, #10 up 1 and slide red right. Senior Panel 1: #2 right 1 space, #3 up 1, #8 left 2 spaces, #4 down 1, #5
down 3 spaces, #7 left 3 spaces, #5 up 1, #9 up 1, #10 up 1, #11 up 1, slide blue block right. Senior Panel 2:
#8 right 1 space, #6 right 1 space, #5 right 2 spaces, #2 left 1 space, #4 up 3 spaces, #2 right 1, green block
right 1 space, #3 right one space, #1 down 3 spaces, #2 left 1 space, #4 down 1 space, #6 left 3 spaces, #4 up
2 spaces, #7 down 1 space, #9 left 4 spaces, #7 up 2 spaces, #10 up 2 spaces, #11 up two spaces, slide green
block right. Senior Panel #3: #4 right 1 space, #5 up 2 spaces, #6 left 2 spaces, #7 up 2 spaces, #11 down 1
space, #9 left 1 space, #10 left 1 space, #12 up 3 spaces, slide red block right.

Jr. Sr.
2 1 6

5 2 5
3
7
4
4 6 3

1 8 10
7 9 11

5
1
2 4 6 6 8
1
9

5 7 2 7
3
8
4 10 11
3

2 9 4
5 2
1 1 9
3
6 10 6 10
4 5

7 11
7 12
11
8 3 8

23
Stilts Make You Taller
Make your way back to the security room. On the way there you spot a pair of stilts lying on the floor next to
the glockenspiel. Examine them, do these belong to Lukas? Enter the hidden security room and flip through
the cameras on the monitors by pressing buttons 1 through 16. Camera 6 shows Anja working. Karl is still
playing with dolls on camera 13. What is up with the dungeon on camera 16? Maybe you have to find a secret
passage to access that place. Press button 13 and then press Karl’s button on the security phone. Karl stood
up and left his office!

Search Karl’s Study


You have to act fast because Karl will return to his office as soon as he finds out that the security alert was false.
Start by searching behind his desk. The desk drawer is locked! Examine the sparrow painting and look behind it.
There is a key here! Use the key on the locked desk drawer and quickly review the letter. His appointment book
is here but it has a four-digit combination lock. Don’t worry about it right now. Move the pencil holder inside
the desk drawer and find the key with Anja’s name behind it. Is this key for the gift shop? Take the key and put
everything back exactly the way that you found it. Now get out of the study before Karl returns!

24
Shop Around
Perhaps the security phone trick that you used on Karl will work on Anja. Return to the security room and
press the Camera 6 button. Now press Anja’s button next to the security phone. Watch the monitor and wait
for Anja to leave, and then run over to the gift shop. Use the key that you found inside Karl’s desk on the
counter drawer. Quickly review the printed e-mails and take the clock key. You need to work fast so Anja
doesn’t catch you snooping!

Changing Time
Take the clock key out of your inventory and use it on
the third cuckoo clock from the left. To change the
time, place the key on the clock and move the key
cursor over the clock dial face. Now change the time
to 7:21. A small compartment inside the clock opens.
It’s the other rotor to the Enigma code machine!
Add the rotor to your inventory and leave the gift
shop—don’t even pause to buy a snack at the vending
machine. If you still have that Black Forest cake in
your inventory, you probably guessed that it’s time to
revisit Renate in the banquet room.

Food Coma
Lukas mentioned that Renate has a habit of falling asleep right after eating. Talk to Renate about your torn
clothing and then offer her something to eat. Remember the Black Forest cake that you bought at the gift
shop? Give her the food and snoop inside her handbag when she falls asleep. Carefully—and quietly—
rearrange the items in her bag so you can reach the Krolmeister box at the bottom. Rotate items with your
right mouse button.

Jr. Sr.

25
Dig Through It
Renate’s Krolmeister puzzle features randomly generated combinations, so do your best to solve the
combinations as quickly as possible before she wakes. Inside the puzzle box is a map of the castle and
underground tunnels. Are these tunnels connected to the dungeon? Why would Renate conduct a monster
investigation? Take the torn and initialed page tucked inside her storybook before you leave. Now let Renate
sleep off the remainder of her nap.

Hot Spots and Dungeons


Return to the glass shop. Pull the heat shield in front of the furnace door to avoid exposing yourself to
the extreme heat. Open the furnace door and look for the red lever directly beneath the letter A that you
found while solving the glockenspiel puzzle. Use the tongs from your backpack (you found the tongs on the
workbench in this room) and pull the hot lever. A secret passage opened! Follow the stairway and pick up
the torn page beneath the cell door. Walk to the end of the dungeon and examine the strange disk on the
wall. Could a key of some sort fit inside it? Look on the ground near the disk and examine the trap door.
There isn’t a way to open it… yet.

26
Spelunking
Walk out to the castle courtyard and look down inside the well. It’s too dark to see much until you attach the
handle of your flashlight to the hook on the well rope. The additional light reveals an unusual puzzle on the
stone wall. Lower yourself into the well and switch or rotate the hexagonal tiles so all symbols align. The
photo below shows the correct combination. A hidden door inside the well opens when the symbols are
correctly in place.

Beneath Castle Finster


Take the hexagonal puzzle piece with you so no one
follows you into this hidden well passage. As you
wander the dark passages beneath Castle Finster,
you find evidence that modern day visitors were here
recently: Another torn book page, a paper on the wall
containing a strange coded message, and stacks of old
editions of the Castle Cryer . Keep searching until you
find a large rock with a map beneath it. Now locate
the wall with the tree painting and the nearby barrel.
Use the prybar that you picked up from the glass shop
workbench to open the barrel.

SECRET PASSAGES
dungeon

solar
room

solar room map

coded
well message

book B
page

castle forest
cryers

27
Eine Kleine Nacht Digging
Inside the barrel was a scrap of familiar rough fabric.
Is this the same material that the monster wore in the
castle courtyard? Look around and locate the white
door in this section of the maze. Exit through this
old door. You find yourself back in the forest near
the campsite. Go to the campsite and use the small
spade that you found on the glass shop workbench to
dig through the dirt beneath the boulder. You found
a necklace! It looks valuable—that large red gem
certainly doesn’t look like a fake or a forgery. Why
would someone bury it all the way out here?

Decoded
Return to the castle by retracing your steps along the
hidden passages or by following the woodland trails to
the gate. Enter the security room. Make sure that both
rotors are inserted into the Enigma code machine.
The first code to crack is the one with the drawings
of the sun, moon and comet. If you remembered your
Castle Cryer vocabulary lessons, these words are
Sonne, Mond and Komet. Enter “S” “M” and “K” into
the three dials on the Enigma machine. Now type the
coded message on the keyboard. You can tap the keys
with your mouse or use your computer keyboard to
speed up the process. The decoded message reads:
“Karl’s Dayplanner: Eight Two Six One.” Is this the
combination to Karl’s appointment book? Now enter
the code from the other note with the bat, castle and
knight drawings. The Castle Cryer also covered these
vocabulary words: (F)ledermaus, (B)urg and (R)itter.
Enter “F” “B” and “R” into the three dials on the code
machine. Type or tap the code letters into the machine
using your mouse or your computer keyboard. The
message reads: “The Freiherr’s daughter is step one.”

Digits in the Daily Plan


Remove the decoded messages and close the Enigma
Code Machine cover. If you press button 13 below the
monitors, you’ll find that Karl is back in his study, but
you remember how to distract him—press the Karl
button next to the phone. Wait for Karl to get up from
his desk and then make your way to his vacant study.
Use the key on his desk drawer and then enter the
combination into his appointment book: 8-2-6-1. Karl
wrote everything in German, so use your German/
English dictionary to translate his notes. Why are the
game card names in different colors?

28
Background Check
Use the Raid Game Guide illustrations and colored card names to find the combination to the locked cabinet
behind Karl’s desk: 5-13-15-11-9. Open the cabinet and read Anja’s file. Is Karl investigating Anja? Is he using
her file as blackmail or protecting her from Markus? The number for Castle Cast is now next to the phone
in your room. Call Castle Cast. Now call Markus for background clearance. Call Castle Cast again and learn
about Anja’s past.

Found in Translation
Leave your room and turn right. Turn left to go up the
stairs but turn around instead. You should be standing
in front of the portrait of the Freiherr’s Daughter.
Although this was painted in 1542, the girl is wearing
a necklace identical to the one you found in the forest.
Use your German/English dictionary to translate the
plaque. In 2006 this portrait was damaged in a fire
and later repaired. Were any important details painted
over during the restoration process? Would a photo of
the original portrait—perhaps a gift shop postcard—
reveal hidden clues?

Anja’s Past
Return to the gift shop and ask Anja all available questions—but don’t reveal your call to Castle Cast until
she tells you everything else. Isn’t it unusual that she raises her voice whenever she talks about Markus but
insists that he doesn’t mean anything to her anymore? Now tell her about calling Castle Cast. Anja speaks
with the same elevated tone of voice. Examine the postcards and buy the one that shows the portrait. You
receive a phone alert as you leave the gift shop. The monster is back inside the castle! See if you can track it
on the security cameras!

A Monstrous Chase
Camera 15 in the security room picked up the monster
inside the glass shop! Before you run off chasing the
monster, check out the other cameras—both Karl and
Anja are away from their desks! Exit to the foyer and
take the quickest route to the glass shop. Lukas is no
longer playing his game! Where did everyone go? The
monster is gone when you reach the glass shop, but it
spilled sand everywhere. Follow the sandy footprints!
You catch Lukas impersonating the monster, but then
the REAL monster walks by the window! Lukas won’t
be pulling this prank ever again!

A-Peeling Postcards
It’s impossible to follow the monster, so don’t waste
your time. Remove the postcard of the Freiherr’s
Daughter from your inventory and peel back the price
tag. Apparently the original painting had two letters
in the corner—similar to the other letters you found
throughout the castle. Why? Return to Karl’s study and
tell him the big news about finding Lukas and spotting
the real monster outside. Karl is eager to pin the blame
on Lukas, so you need to prove to him that there is
a real monster still roaming near the castle. Can you
produce photographic evidence?

29
Narrow Down the Locations
Take Renate’s monster-hunting map out of your backpack. The storyteller marked all the monster
sighting locations in green. When you think about it, there are only two places where he hasn’t been
recently spotted—one of those places is inside the dungeon. Make your way to the dungeon through the
glass shop entrance. Use the blast door and the tongs to flip the lever in the furnace and then climb through
the hidden door.

A Convenient Key
No monster here in the dungeon. Stand in front of the
strange circular device in the dungeon wall and remove
the necklace from your backpack. Insert the necklace
into the wall relief. There are two arrows around the
circular switch. A potentially-lethal trap door opens
when you turn the necklace key, but you find another
secret door if you turn the necklace the opposite way.
Climb through the secret door. Follow it back into the
hidden passages where you explored earlier in your
investigation. There is one other monster sighting spot
on Renate’s map…

The Crooked Tree


Renate’s map shows another green monster sighting
spot next to the crooked tree in the forest. Exit the
secret passages via the white door and find the tree
with a cluster of thick roots at the base—you might
even find some Euros here. Hide among the tree roots
and pick up the coded message. Take a picture of the
monster as he passes—don’t worry, he can’t see you
here—and then return to the white door. Explore the
passages until you spot a red and yellow scarf on a pile
of broken boards. It’s the scarf that Renate mentioned
during one of your conversations.

A Fair Maiden?
You need to use the Enigma machine to decode the
message that you found by the crooked tree, so make
your way back to the security room. Lukas is in the
foyer corner playing his game. Good. Check the security
monitors. Anja strolled off beyond the castle gate. Why
would she go out there? Take the coded paper from your
backpack. It features drawings of a mouse, a dragon and
a unicorn. According to the Castle Cryer, those translate
to “(M)aus, (D)rache and (E)inhorn. Enter M-D-E on the
Enigma dials and decode the message. “Legend Ending:
Find young woman to cast as the victim?”

A Few Answers
Visit Karl and show him your photo. He wants you to leave Castle Finster right away. He suspects that
someone—possibly Markus—assigned you to this dangerous case with the intentions of causing you harm.
Now walk down to the banquet hall. Give the scarf that you found in the passages to Renate. The storyteller
reveals the true ending to one of her tales: Long ago she was the girl who was lost and it was her sister who
disappeared trying to save her.

30
Looking for Lukas
If you have all five of the legend clues in your
1 2 3 4 5 6 7
backpack, Karl should call you soon. Go see him in his
study. Lukas is missing! Return to the foyer and study
the trail of sand prints. Go downstairs into the glass
shop. There is a Monster game piece here. Open the
secret passage and find Lukas inside a dungeon cell.
You can unlock the tumbler on your own, or use the
photo on the right and enter the following sequence as
the bar moves past these numbered points on the lock: A B C D

1-c, 2-d, 3-b, 4-a, 6-b, 7-b and then c. Lukas escapes,
but you’re locked in the dungeon!

Trapped Again?
Turn around and head back … whoa! Monster! You
wake up in a dark cell. Good thing you still have your
flashlight. There are carvings on the wall. Match the
3 1
wall images with the postcard (the necklace) and then
the initialed pages in order: 11 (rocks), 17 (well), 19
(shield) and 25 (trap door). Now press the cell stones in
that order. You moved the wall! Now using the sliding
stones, spell out “ENTKOMMEN.” (Or *ENTKOMMEN* 4
on Senior Detective difficulty.) If you’re stuck, the
solutions are in the pictures below. 2 5

Jr. Sr.

N5 K4 T4 O7

N8 M3
O8
E1 T9
M10
E1 K11

N6 M3
*5 E6

E2 M7 *9 N2

The Rest of the Answers


You’re out of the trap door room and back in the secret passages. Is the monster still back in the dungeon?
At least this time you’ll be ready for him. Make your way though the passages to the dungeon stairs. You find
a bag containing a portion of a monster costume! Look through the rest of the contents and then climb the
stairs. It’s the monster! Call out the name of the person who you suspect is behind this plot. If you guess
correctly, the monster will remove his mask. Can you catch the culprit? Remove the necklace from your
inventory and turn it the same direction you did earlier to open the trap door. If you’re quick enough, the
trap door opens beneath the unsuspecting monster’s feet. You did it! Mystery solved!

Auf Wiedersehen!
31
Sassy Detective Awards
Zo… how many stars are on your detective badge? Finding zee rest is easy if you know where to look and vat
to do. Although zee Easter Egg star is always a surprise, here are some hints:

Beta Tester Win or lose, you played Karl’s Raid game at least ten times.

Card Collector You own a full deck of Raid cards, including the custom card
Karl made for you.

Easter Egg You found an egg somewhere during your investigation.

Fearless Forester You visited the forest at least 15 times throughout


your stay.

Historic Preservationist You returned the scarf that you found underground
to Renate.

Keepsake Kitsch You bought one of every souvenir available.

Security Guard You changed the channels on the security cameras at least
60 times.

Subterranean Dweller You explored everywhere and found everything that


you could find underground.

Take Away Deliverer You gave Renate at least eight helpings of food.

Treasure Hunter You collected at least 30 Euros during your investigation.

Wishing Well You dropped the bucket (not your flashlight) into the well
at least ten times.

Wolf Cryer You pressed the security alarm button at least 13 times.

32

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