24 CAP Guide
24 CAP Guide
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.
• 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?
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
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.
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.
9
Solar Room
bed nightstand
bench
armoire grinder
fireplace desk
furnace
an
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.
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?
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.
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.
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.
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.
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.
16
FOREST
tree
secret
passage
bramble/
campsite
di
things. It might be a long shot, but perhaps the stained glass window
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
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.
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.
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!
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.
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.
SECRET PASSAGES
dungeon
solar
room
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.”
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?
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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…
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.
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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
Auf Wiedersehen!
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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.
Historic Preservationist You returned the scarf that you found underground
to Renate.
Security Guard You changed the channels on the security cameras at least
60 times.
Take Away Deliverer You gave Renate at least eight helpings of food.
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.
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