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07 DOG Guide

The document is a strategy guide for the game 'Ghost Dogs of Moon Lake' by Her Interactive, Inc. It provides detailed steps and solutions for completing the game without revealing the ending, while also introducing characters and plot elements related to the mystery. The guide emphasizes gameplay tips, character interactions, and the importance of solving puzzles to progress in the game.

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skeywester11
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© © All Rights Reserved
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0% found this document useful (0 votes)
56 views16 pages

07 DOG Guide

The document is a strategy guide for the game 'Ghost Dogs of Moon Lake' by Her Interactive, Inc. It provides detailed steps and solutions for completing the game without revealing the ending, while also introducing characters and plot elements related to the mystery. The guide emphasizes gameplay tips, character interactions, and the importance of solving puzzles to progress in the game.

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/ 16

Her Interactive, Inc.

Copyright Her Interactive, Inc., 2002


No part of this booklet may be reproduced, transmitted, or adapted in any
form without the written consent of Her Interactive Inc.
Software Copyright ©2002 Her Interactive, Inc. All Rights Reserved. “Her Interactive”, the “Her
Interactive” logo, and “For Girls Who Aren’t Afraid of a Mouse” are trademarks of Her
Interactive, Inc. Nancy Drew is a registered trademark of Simon & Schuster, Inc. and is used
under license. Copyright in the Nancy Drew books and characters is owned by Simon & Schuster,
Inc. The Nancy Drew silhouette from the Nancy Drew Mystery Stories® by Carolyn Keene.
Copyright 1930, renewed 1959. All Rights Reserved. Reprinted by permission of Simon &
Schuster, Inc.

All rights reserved. All trademarks and logos are properties of their respective owners.

Written by: Terry Munson


Design by: Sonja Morris
Cover Design by: Mark Tolleshaug
Made in the USA

Her Interactive, Inc.


11808 Northup Way, Suite W - 160
Bellevue, WA 98005
www.herinteractive.com
Glowing eyes and bared fangs shine from the shadows around the former
The Dogs Will Lead The Way. . . . 3 You’ll Look Good In Camo . . . . . . . 16 home of convicted gangster Mickey Malone. Your friend Sally McDonald
Don’t Turn The Page! Read This Bait for Camouflage. . . . . . . . . . . . 16 recently purchased the small cabin on Moon Lake, but she apparently fled. You
Paragraph First . . . . . . . . . . . . . . . . . 3 Grubbing for Grub . . . . . . . . . . . . . . 16 would leave too but a large tree mysteriously fell behind your car. The nearest
A Fixer-Upper! . . . . . . . . . . . . . . . 4 Red’s Sandpaper . . . . . . . . . . . . . . . 17 residence is miles away.
Dogged and Ditched. . . . . . . . . . . . . 4 Enough Work for Today . . . . . . . . . 17
Whooooo is There? . . . . . . . . . . . . . 4 Bait and Baiting . . . . . . . . . . . . . . . . 18
Do as the Romans . . . . . . . . . . . . . . 18
Perhaps it’s better to stay near the phone. Lock the doors and ignore the snarls
Red Knott . . . . . . . . . . . . . . . . . . . . . . 5
Hounded! . . . . . . . . . . . . . . . . . . . . . . . 5 A Ranger Pin! Golly! . . . . . . . . . . . . 19 outside. What do the dogs want? You don’t believe in ghosts, but something or
Catnap, Anyone? . . . . . . . . . . . . . . . 5 Get Cracking . . . . . . . . . . . . . . . . . . 19 someone out there is trying to terrify you-and he or she does their job well.
Map of Mickey’s/Sally’s Place . . 6 Mice, Map, Journal, Germs.. . . . . 19
A Long Walk to a Short Dock . . . . 6 Family Ties. . . . . . . . . . . . . . . . . . . . 20
You Need a Bucket . . . . . . . . . . . . . . 6 Vivian Whitmore . . . . . . . . . . . . . . 20
Bailing on the Boat . . . . . . . . . . . . . 7 Mail Call!. . . . . . . . . . . . . . . . . . . . . . 20
Note to Self: Read This. . . . . . . . . . 7 Two More Photo Ops . . . . . . . . . . . 21 Don’t Turn The Page!
Map of Sally’s House Inside . . . . . 7 Red on Red Tails . . . . . . . . . . . . . . . 21
Red is for the Birds . . . . . . . . . . . . . 8 Caught on Film and in a Trap! . . . . 21
Read This Paragraph First:
Touch Up the Torque . . . . . . . . . . . . 8 Where There’s Smoke... . . . . . . . . 22 This strategy guide contains detailed steps and solutions for completing Ghost
The Best Deals On Moon Lake . . . 8 Nancy Drew, Bucket Brigade . . . 22 Dogs of Moon Lake but it does not spoil the ending! You must complete the
Emily Griffen . . . . . . . . . . . . . . . . . . . 9 Red’s Herring? . . . . . . . . . . . . . . . . . 23
game to uncover and apprehend the culprit or culprits. This book assumes that
“Em” is for Monologue . . . . . . . . . . 9 Chat with Sally . . . . . . . . . . . . . . . 23
Headstone Headaches? . . . . . . . . 23
you know basic game functions, including how to move, interact with charac-
Jeff Akers, Park Ranger . . . . . . . . 9
Jeff Akers . . . . . . . . . . . . . . . . . . . . 10 Grave Humor . . . . . . . . . . . . . . . . . . 23 ters and use the features covered in the Tutorial mode. If you’re playing Junior
Your Information Source . . . . . . . . 10 Where’s Baldo? . . . . . . . . . . . . . . . 24 Detective mode, some steps outlined in this guide will not be necessary. Here
Portaging Potable Water . . . . . . . 10 Not-So-Long-Life Alkalines . . . . 24 are a few practical tips to make play easier:
Prime the Pump . . . . . . . . . . . . . . . . 11 Cola Chores . . . . . . . . . . . . . . . . . . . 24 • Save your progress often-especially before trying anything new or challenging.
Nap Time! . . . . . . . . . . . . . . . . . . . . . . 11 Tunnel Vision . . . . . . . . . . . . . . . . . . 25
Red’s Greatest Hits Vol. 1 . . . . . . . 11 Inside the Bone Yard . . . . . . . . . . . 25 • If you lose track of what you need to do next, click on the notes icon on your personal data
assistant (PDA) and review your case notes. Your PDA also records important phone numbers
Advice is Always Nice . . . . . . . . . . 11 Puzzles on Tap . . . . . . . . . . . . . . . . 25 and a few lock combinations.
Watch the Birdie! . . . . . . . . . . . . . . 12 A New Path, A New Problem . . . 26
Forest Map . . . . . . . . . . . . . . . . . . . . 12 Mosaic Mayhem . . . . . . . . . . . . . . . 26 • Sometimes it’s more rewarding to solve a problem with a small hint instead of a detailed
answer. Consider calling Bess and George before flipping through these pages.
Deliver the Water Sample . . . . . . 13 Gone To The Dogs . . . . . . . . . . . . . 27
Home Improvements . . . . . . . . . . . 13 MM’s Key Unlocks the Door . . . . 27 • Characters keep specific work hours. If you can’t reach or find a person, sleep upstairs in the
Anybody Gnome? . . . . . . . . . . . . . . 14 All’s Well... . . . . . . . . . . . . . . . . . . . . 28 cabin to advance the time and look for them later.
No More Surprise Drop-Ins . . . . . 14 ...That Ends in the Well? . . . . . . . 29 • As with all Nancy Drew games, don’t forget the basics: Close whatever you open. Turn off
Doggone Curios . . . . . . . . . . . . . . . . 15 Malone’s Millions . . . . . . . . . . . . . . 30 whatever you turn on. Examine before you use. You could avert a disaster or two.
Dog Days . . . . . . . . . . . . . . . . . . . . . . 15

2 3
Red Knott
Knott a problem? It seems that way to
Emily Griffen and Jeff Akers. This out-
spoken and ardent environmentalist
The mystery opens with a letter to your pal Ned. You’re in the former home of manages to get under local folks’ skin
gangster Mickey Malone, waiting for Sally McDonald to return. Sally left an faster than a parched tick. Red doesn’t
urgent phone message while you were wrapping up The Secret of the Scarlet resemble much of a threat around
Hand. Nancy, but what sort of old coot would risk the snaps and snarls of ghost dogs
for a fleeting glimpse of a nocturnal bird? Granted, some people have a strong
Dogged and Ditched sense of duty to protecting and living harmoniously with the natural environ-
It’s probably a coincidence, but a large ment, but Red acts oblivious to wild dogs and property lines. Akers believes
tree dropped behind your car as you that Knott wants to shut down the park at any cost. Either Red is fearless or he
pulled into the rutted driveway next to has complete faith that the ghost dogs would never attack him. A guy who
Sally’s cabin, blocking your exit. Sally’s dresses in camouflage and quietly hangs out in trees probably sees a lot more
gone but the phone is ringing. Step for- than birds in this spooky forest. Maybe if you help him he’ll tell you more.
ward into the cabin, turn left and high-
light the phone with your cursor. Click
the left mouse button to pick up the Hounded!
phone. Sally will tell you about the dogs The howls of approaching mongrels force
and the boat. Too bad she didn’t call you a the local birdwatcher into flight. Mind
little earlier. The sun has set and your Red’s advice and go back inside the house.
boating skills aren’t up to embarking on a You’ll discover why Sally made like a cat in
moonlight cruise in an unfamiliar vessel. an overcrowded dog pound, but some-
thing else might be amiss.
Whooooo is There?
Sally’s phone battery cuts out just as she Catnap, Anyone?
mentions the phantom hounds. Perhaps All that excitement and then the hollering
you can recommend a better phone or a hounds are dog-gone. The cabin is
car phone power adapter after you bail crammed with notes, items and clues, but
on this creepy hovel. Moments after what you need most right now is a little
hanging up the phone you hear a strange shuteye. Quietly climb the stairs and set
noise outside. It sounds a bit like a bird, your alarm for the A.M.
possibly the foulest of fowls, but Sally’s
ghost story didn’t bother you enough to
stop you from checking who gives a hoot
in the dark. Outside you’ll meet a bird-
watcher named Red Knott. He’ll tell you
more about the house and the dogs.

4 5
Bailing on the Boat
After you return to the boat, select the
bucket from your inventory and use it to
bail out the water in the drowned dory.
As you bail you’ll see a screwdriver in the
bottom of the boat. Continue scooping
until you can take the screwdriver. While
you’re at it, grab the lifejacket at the stern
of the boat. Now open the engine. The
sparkplug is missing. So are oars, a paddle
or any other alternative means of water-
borne propulsion. Hmmm. Perhaps Sally
left a sparkplug in the cabin. By now
you’re quite familiar with the short path
leading from the cabin to the boat dock so
you won’t lose your way as you retrace
your route back inside the rustic confines.

A Long Walk to a Short Dock


Sally’s cabin looks almost appealing in daylight. It’s easy to see why someone Note to Self: Read This.
would want to buy this place-but not why somebody would want to run other Sally must have been preoccupied during
people off. Stroll past the weathered pump and down to the lake. There’s a boat her stay because she plastered notes
at the end of the dock. Too bad Sally didn’t mention that it was full of lake. throughout the cabin. Look for the one
about the water test. It’s above the sink.
Open the cupboard and take the flash-
light and the map. Red might have a spare
sparkplug but he won’t wander this way
until dark. Go upstairs and select P.M.

You Need a Bucket


Remember that rickety old pump that you
passed just outside the cabin? Retrace
your steps and grab the bucket under-
neath the pump spout. Don’t forget to
check out those big damp paw prints on
the concrete. Use the wooden bucket to
bail out the water in the boat now and
worry about the paw prints later.
6 7
Red is for the Birds Emily Griffen
Red has a bird observation platform near Emily Griffen is the sole proprietress on
your cabin. As you walk toward the dock Moon Lake and possibly one of the coolest
follow the path that leads right. You’ll see folk to ever grace its shores. If she can’t sell
planks nailed to a tree and the platform you something, she’ll find a way to make a
looks a bit like a tree house. At the top trade. This spunky lady tells it like it is
you’ll find Red scanning the night sky and knows all the dirt on the residents
with his binoculars. Either this back- around the shoreline. You could probably
woods ornithologist trusts you or he’s cross Em off your suspect list if it wasn’t for her little hobby. She collects and
extremely wealthy. He offers you his spare sells antiques, especially the sunken artifacts dredged up in front of Mickey
sparkplug if you use his digital camera to Malone’s old place. Ranger Akers told her that dragging the lake is against the
take pictures of birds. Not just random law, but she merely laughs at his threats. It doesn’t take much of a detective to
species. You’ll need to pick up Red’s tape guess that Em fibs a bit. She might tell you that she pulled her antiques from
recorder at Em’s Emporium to identify the depths of Moon Lake, but you know that most of the stuff should have
the specific birdcalls on Red’s tape. rusted away. Especially after being submerged for nearly eighty years.
Touch Up the Torque
“Em” is for Monologue
Return to the cabin and set your clock for
A.M. Walk down to the dock, open up the Talk to Emily Griffen about the fallen tree,
outboard engine and insert the spark tape recorder and testing your well water.
plug in the hole near the back of the Her answers are somewhat succinct until
engine. You’ll discover that the outboard you ask her about Jeff Akers, the local Park
needs torque. Look up and you’ll see four Ranger. Em has plenty to say about Jeff
symbols etched inside the engine cover. and none of it is good. She’s not particu-
You can use the screwdriver to solve this larly fond of Red Knott either. Sort of makes you wonder what she’ll tell others
puzzle by trial and error or rely on the about you after you leave. Speaking of leaving, don’t do so until Em is done talk-
key below: ing about Jeff Akers. Her little diatribe will put the ranger station on your map.
+ = Yellow notch That’s where you need to go next.
up
O = Yellow notch in Jeff Akers, Park Ranger
center Jeff Akers has a yurt for a ranger station on the east side of Moon Lake. Take a
- = Yellow notch all moment to check out all of the wall displays and spend several moments read-
the way down ing up on the history stored on the museum computer. Note that Sally’s house
was once the site of a farm used as a refuge for slaves fleeing to the north.
Before you leave ask Akers about a water testing kit. You’ll need it to check the
The Best Deals On Moon Lake purity of the water down in Sally’s well.
Once you have the correct torque settings
close the engine cover and start the out-
board. A map pops up on the screen.
Click on Em’s Emporium on the map of
Moon Lake and your boat will motor over
to this charming little store.

8 9
Jeff Akers Prime the Pump
Is Akers a nice guy in a tough job or an Remember that bucket that you used for
overbearing, self-important official? bailing out the boat? Place it under the
Depending on the order of questions you pump spout before you do anything with
ask Jeff, you’ll either have the impression the pump. Now pour water from the
that he’s an overworked ranger or you’ll water bottle into the top half of the
understand why Red and Em can’t stand pump. Move the pump handle until the
him. Considering his ticket-and-ask-questions-later attitude, it might initially bucket fills with water. Use the test tube
seem like a stretch of the imagination to finger Akers as the ghost dog suspect, from the water test kit on the water in the
but a glance around his ranger station suggests otherwise. The Moon Lake bucket to collect the sample. If you spent
State Park borders all sides of the lake, giving Akers access to nearly everything. too much time cramming info at the
He’s direct about his desire to acquire more land. No one knows Moon Lake’s ranger station displays, it might be night
history better, but Akers shrugs off any notion that the ghost dogs are anything when you return to Sally’s cabin. You’ll
but legend. Why does he stick his nose in everyone else’s business but refuse to need to take a nap because you can only
investigate Sally McDonald’s terrifying situation? prime the pump during the daylight.

Nap Time!
Your Information Source Collecting one tiny water sample from the pump might not leave you exhaust-
ed, but the only time you’ll find Red is at night. Red has a few specific tips about
As you check out Moon Lake’s Museum of
birds that will make your search easy. Return to the cabin and take a nap.
Factual and Natural history, it’s easy to
focus on the historical facts surrounding
Red’s Greatest Hits Vol. 1
Sally McDonald’s place. Keep in mind
that the parallel theme throughout the Before you look for Red, take a moment to review the bird sounds on the tape
exhibits centers on safety. There are a lot that he gave you. You could go out and fumble and bumble around looking for
of ways to be infected or hurt along the these birds, but Red might have a couple of tips to help know when and where
shores of Moon Lake. Carefully review to look.
the Health & Safety Tips on the museum
computer so you can anticipate and side-
step potential problems later in the
game.

Portaging Potable Water Advice is Always Nice


The Health & Safety Tips feature on the Return to Red’s observation post at night.
museum computer provides instructions Depending on how much you’ve talked to
on how to prime a pump. Return to him, he’ll share advice about looking for
Sally’s cabin and grab the water bottle birds in the morning. This tip will help
next to the red cooler on the table. Now increase your chances for spotting Red’s
go to the pump beside the house. feathered fiends, er... friends.

10 11
Watch the Birdie! Deliver the Water Sample
You probably found the map in the cup- Once you have the photos of three birds,
board above the sink in Sally’s cabin make the most of the remaining daylight
already. It might look like a map for dig- by dropping off the water sample at the
ging up bait, but you can use it to note ranger station. If you visited the cemetery
landmarks and bird locations. Nancy’s ask Akers about it. As a local historian,
notes will mention bird colors, not he’s not helpful. What’s up with that?
names. Use them to find and photograph
(use the camera on the bird, then click
your left mouse button) the American
Robin, American Goldfinch and the Blue Home Improvements
Jay. The Western Tanager and Northern If you already explored Sally’s cabin, you
Cardinal will elude you. Remember to ask probably stumbled across or even
Red about that the next time you see him. through the weak floorboards next to the
American
stairs. Don’t read the note on the wall
American
Robin Goldfinch BlueJay until you find three boards and repair the
rotten spot in the floor. You’ll find the
first one outside beneath the blue tarp.
Look for it behind the cabin next to the
cellar door. The second board is on the
path that leads to the forest. The last one
is the hardest to find. Return to the ceme-
tery and you’ll find it lying on the path
leading up to the mausoleum.

12 13
Anybody Gnome? Doggone Curios
You’ll need a hammer and some nails to repair the floor. Next to Sally’s cabin is Above the couch is a closed cabinet. Open
a small tool shed. Open the door and look around the gnome statue. You’ll find it up and you’ll find four Rottweiler stat-
a worn key. Place the key in the toolbox lock. It broke! This might be a setback ues. Each curio has a name and can turn
but it’s not a dead end. Use your screwdriver to remove the toolbox latch in four directions. Do you smell a puzzle
hinges. Inside you’ll find nails, a hammer and a respirator. The ranger station’s here or is that merely mildew on the
Health & Safety Tips program hinted that you might need a respirator, but you couch? Read the plaque next to the stair-
probably won’t need it to hammer boards to the floor. Carry everything back to way. As you walk across the room, note
the cabin. that the wallpaper on every wall is differ-
ent, as if it represents a seasonal décor
theme. Read the plaque and note that the
poem describes four seasons. It could be
a clue or an ironic coincidence. Head for
the cemetery to check it out.

Dog Days
The rusty key that you found behind the iron Perhaps something on the dog tomb-
breaks if you insert it in the toolbox. Use the stones will offer clues relating to the
same screwdriver that you used on the
motor to remove the toolbox hinges. Take curios, plaque and wallpaper. Use your
the hammer, nails and respirator inside. map and memory to walk to the ceme-
tery. The grave markers indicate that the
dogs died on the same day but that they
were not from the same litter. In fact, each
No More Surprise Drop-Ins dog was born in a different season. Vitus
Use the hammer and nails from the tool shed and the three boards from every- was born in winter, Lucy was born in
where else to repair the rotten floor. Any frugal handyperson would envy the spring, Xander was born in summer and
results. Speaking of handy, head over to the kitchen sink and grab the gloves in Iggy was born in fall. Four dogs, four sea-
the basin. You’ll need these for another upcoming home improvement project. sons, four walls in Sally’s cabin. Return
there and turn the dog curios so each
statue name faces its birth season wall. Oops. Iggy’s
statue has a rough spot and won’t turn. Maybe Em Vitus = Left
sells sandpaper. If you’re having problems identify- Iggy = Front
ing the wallpaper patterns, take a glance at the cor- Lucy = Right
rect statue settings on the right. Xander = Back

14 15
You’ll Look Good In Camo Red’s Sandpaper
Before you get too carried away sanding Night falls and you face a dilemma: Do
cute curios, set your clock for P.M. and see you see Red or do you gather up the
Red about the missing bird photos in remaining five grub? It doesn’t matter
your expanding collection. He’ll tell you which one you do first because you’ll
to visit Em’s Tacky Tourist Trap, which need to accomplish both before dawn.
offers the best in camouflage fashion. Red won’t ask for anything in exchange
for the sandpaper, but he will tell you
about his dog, which might be a clue or a
Bait for Camouflage red herring. Listen for chirps as you
Set sail for Em’s Emporium in the morn- search for insects. You will need to ven-
ing. She doesn’t have any sandpaper, but ture all the way to the cemetery and flip
she’ll tell you to ask Red about it. She over the rocks near the entrance. Return
does stock camouflage material and she’ll to the cabin after you have all the bait and
gladly trade you for a dozen “little crit- sand the broken right corner on Iggy’s
ters”-her term for live bait. She’ll give you statue. If all of the other statues are
a bug box for convenient storage. arranged properly, you’ll hear a door
open as you turn the Iggy statue toward
you. There’s a hidden passage beyond
Grubbing for Grub those repaired floorboards. Go inside,
Rather than changing the time to P.M. take the photo from the wall and open
and talking to Red about the sandpaper, the cellar door. Open the metal door and
return to Sally’s cabin and search for bait. pick up the newspaper clipping on the
You’ll find seven bugs in the daytime and stairs. If you snoop around too much
five in the evening. Look under the com- you’ll hear squeaking over around the
pass stone next to the cellar door behind furnace, which should remind you of all
the cabin, then stroll through the forest those deer mice warnings posted at the
and lift the stones and logs that highlight ranger station. If you don’t remember,
your magnifying lens. If you’re having perhaps you should check it out in the
trouble finding all of them, listen for the morning when you ask Ranger Akers if
chirping crickets before examining rocks he’s related to the William Akers charac-
and logs. Grab fast or the skittering ter mentioned in the old clipping.
insects will escape.

Enough Work for Today


What a day! Birds, bugs and backstairs leading to a basement! To top it all off,
this William Akers-an employee of a convicted mobster-might be related to
Moon Lake’s one-and-only law enforcement official. Find out more in the A.M.

16 17
Bait and Baiting A Ranger Pin! Golly!
Take your boat over to Em’s Emporium at Tell Jeff that you completed the filing and
dawn and give her the bait in exchange he’ll give you a Junior Park Ranger badge.
for the camouflage. While you’re out and Considering that you’re a few years older
about in the boat, float over to the ranger than the average pin recipient it might
station and ask Akers about the old pho- seem a little condescending, but you’ve
tograph that you found in the cellar. He’ll already insulted Akers once today. Take
give you a lead on Vivian Burnett. Inquire the pin to make him feel better.
about the well water and ask questions
until Akers suggests that you’re insinuat-
ing that he’s hiding something. This will Get Cracking
win you an important assignment. Down in the cellar next to the furnace is a
hidden wall compartment. Inside is a
piece of paper with a series of numbers
based on dates. The entry that isn’t
Do as the Romans crossed out reads “MM Pinched.” If you
To make up for your implied accusation check the 1932 chippings you’ll find that
you agree to sort museum records. this was January 29, 1932. This means
There’s a box of files on a table next to that the combination to the safe must be
the computer. Arrange the dates with the 0-1-2-9-3-2, but the dial beneath the paper
earliest in front. If you’re stuck, check out is stuck. Use the pin on the Junior Park
the information on Roman Numerals in Ranger badge to wedge it loose. Enter the
the computer. If it still doesn’t add up, combination but don’t touch the safe con-
arrange the files in the order shown in tents!
the photograph at the bottom of this
page. Once you’re done, start reading. The
computer mentions that Malone was Mice, Map, Journal, Germs.
convicted in 1933. There isn’t a 1933 file, Those were probably deer mice in the
but there’s one for 1932 (MCMXXXII). safe. Don’t touch anything until you select
The articles inside cover Malone’s arrest the gloves and the respirator in your
and mention an agent named Waldo inventory. Once you’re protected, remove
Mathias. and open the journal. It mentions a map
left in the speakeasy that leads to gold
bars stolen in a train robbery. It also
hints at a big payoff to a crooked but
unnamed Pinkerton agent. Read through
the entire journal carefully. On the last
page you’ll find a folded map. It doesn’t
look significant, but that’s about to
change.

18 19
Family Ties Two More Photo Ops
If Jeff isn’t related to William Akers, Since you’re waiting around for the key to arrive in Western Northern
what’s all this stuff about in the journal? the mail, don your camouflage attire and take a shot Tanager Cardinal
Return to the ranger station and ask or two of the birds that initially flew the coop. In
about Joe Akers. Be persistent. Jeff will case you’re stuck, you’re looking for the Western
eventually tell the truth and give you Tanager and Northern Cardinal, marked “Yellow
Vivian’s number. He’ll also hint that other Bird” and “Red Bird” on the north side of your map.
people know about the lost gold. Too bad that you can’t find a trace of that Red Tail
Hawk.

Vivian Whitmore Red on Red Tails


Vivian Whitmore is a treasure trove of Obviously Red Knott is the undisputed
information-possibly twenty gold bars authority on hawks. Return to Sally’s
worth. She offers you the key to the cabin, set your clock for P.M. and go to
speakeasy if you mail the old photo of her Red’s observation post. He’ll tell you to
with Malone. Looks like Vivian Whitmore look for the nest in a big tree southwest
made you an offer you couldn’t refuse. of “the Malone House.” He must mean
Mail the photo in the morning. Sally’s place. As Red would say, eyes open,
mouth shut.

Mail Call! Caught on Film and in a Trap!


Don’t look for nest in the dark. Return to
Depending on where you are at in the
the cabin and set your clock for A.M. Next
game, you might receive the results of
to the dock is a large stump. You won’t
your well water test when you ask Jeff
find a large tree, but if you get close to the
about Joe Akers. Either way, you now
stump you’ll see the hawk on the roof.
know that Sally’s well contains a high
Save your game before you take a picture.
level of arsenic. Mail the photo off to
Weird. The bird doesn’t move. It’s almost
Vivian Whitmore and remind yourself
as if it’s a fake. After you take the photo
not to drink the McDonald house water.
you’ll notice something strange. Why is
there a speaker with a wire beneath the
hawk’s talons? Before you can investigate,
something hits you with the weight of
twenty gold bricks.

20 21
Where There’s Smoke... Red’s Herring?
You wake up in Sally’s shed. Your hands Red made it to Sally’s burning shed just
are tied and someone set the place ablaze. in time to watch you put out the fire.
You’ll need to move quickly and calmly to Since when did this guy decide to sit in
escape. If you can knock over the scythe his observation post in daylight? He says
you’ll be able to use the blade against the he has information for you. Sure, you can
rope and free your hands. Luckily whoev- follow the lead but it will slow down your
er tied you up didn’t consider that you progress in finishing the game.
could kick. Follow the steps below to
avoid a backwoods barbeque. As long as
you correctly identify each item in the Chat with Sally
shed, you’ll have no problem cutting the After running into Red the game will
rope, but once you escape you’ll need to automatically take you to the phone
take care of the surging flames. where you’ll summarize the day’s events
with Sally. Seems like all the prime sus-
pects did something for you after your
Tip over the gnome Spray the bug spray on Kick the jack twice. little lakeside bonfire. Motor the boat
statue. the left. over to the ranger station and pick up the
Escape mail.
Kick the rake in the Kick the rake back into
center of the room. place. Headstone Headaches?
Vivian sent you a key in the mail. Return
to the cemetery and use the key in the
Mathias headstone. There’s a puzzle that
Nancy Drew, Bucket Brigade involves flipping the letters to form a
You’re out of the frying pan but the shed word or name. The trouble is that you
is in the fire. Quickly run back to that don’t have a clue as to what it could be.
weathered pump. Hopefully you left the Maybe Vivian can spell it out for you.
bucket beneath the spigot. Pump water
into the bucket and use the bucket on the
fire. Repeat the process as fast as possible Grave Humor
until the fire is extinguished. Call Vivian and she’ll tell you about the
agent who investigated Mickey Malone, a
guy named Waldo Mathias. Malone’s nick-
name for the agent was “Baldo” which
seems appropriate because in the old
photo Mathias was wearing a hat to pos-
sibly cover up his head. Return to the
cemetery.

22 23
Where’s Baldo? G Y P P Y Y Y P Y Y P P P P G
You only need to flip one letter to change G Y Y P P P Y Y Y Y Y P P P G
“Waldo” to “Baldo” but the letter blocks G = Green
on the tombstone flip in unison depend- Y = Yellow G O Y Y P P P Y Y O O Y P P G
ing on which one you turn. If you’re P = Purple G O Y Y Y Y Y Y Y O R Y Y Y G
stuck, use the following combination: Flip O = Orange G O O O O Y Y R Y Y Y Y Y Y G
A twice. Flip N twice. Now turn the P (the R = Red
fourth letter block from the left) until you G O O Y Y Y Y Y R R O R Y Y B
see the “D” again. If you spelled out B = Blue
G O Y Y Y B B Y Y RR Y Y B B
“Baldo” on the tombstone, you’ll see a G Y Y B B B B Y Y Y Y Y B B B
hidden staircase leading down beneath
the tombstone. Well, what are you waiting
for-an invitation from the dead?
Tunnel Vision
With fresh batteries you’re on to illumi-
Not-So-Long-Life Alkalines nating discoveries. Return to the cemetery
and use the key and the combination on
As you start down the stairway your Waldo’s tombstone (A twice, N twice, P
flashlight batteries fade. You’re in the twice...). Make your way down the stairs.
dark. Turn around and head back up the Stay to the left as you follow the tunnel
stairway. Turn left and press the lever on and you’ll find the speakeasy.
the wall to open the door. If it’s too dark,
use your flashlight as a guide. It turns red
when you touch the lever. Inside the Bone Yard
Wow! Talk about swank digs! The power
Cola Chores bill must be outrageous because someone
left the lights on for eighty years.
It’s an economic wonder that Em makes a profit from all of her bartering. She’ll Examine the dog paintings, make notes
give you flashlight batteries if you can successfully rearrange her stock of on your map and end your tour at the
Combo Cola. If you’re losing your fizz, the illustration on the next page will roulette wheel. Hmmm. There’s a button
keep you from going flat. here. Buttons are made for pressing or
dressing...

Puzzles on Tap
After you press the button on top of the
roulette wheel, stroll over behind the bar
and examine the draught spigots-the
same ones mentioned in the journal. Pull
down on the handles and press the pink
buttons until you replace “SODA” with
“XVIL”-the initials of Malone’s four dogs.

24 25
A New Path, A New Problem Gone To The Dogs
Return to the tunnel (touch the photo of A locked dead end? Not really. Your puz-
the dogs on the porch to open the door) zle solving opened another door down
and follow it until you see light shining the hall. Head down the tunnel past the
through an open door. The tap puzzle pictures, take a right and check out the
served this one up. Note that everything is friendly dogs in the kennel. Go past the
wired. Somebody must be here. There are kennel and you’ll find the key that you’re
mosaic pictures on the wall. Another puz- looking for on a table. There’s also a jour-
zle? nal... revealing. Check out the custom dog
collars with the nifty glow-in-the-dark
buttons. The buttons would look like eyes
if you positioned them on a dog’s head.
There’s also an electronic dog whistle on
Mosaic Mayhem another table and some funky glow-in-
the-dark toothpaste. The glow-in-the-
Examine all the mosaics and then stand dark toothpaste would be perfect for
in front of the one that looks like the map Halloween. So much for the mystery of
you found folded up in the back of the the ghost dogs, but the most significant
Aker’s journal. Press the squares on the questions remain unanswered: Who did
mosaic where you made notes of the dog it and where is the stolen gold?
locations on your map. If you need to
glance at your map, do it before you press
buttons on the puzzle or you’ll have to
start over. The grids on the map line up
with the squares on the mosaic, so you
can count off squares to find the buttons. MM’s Key Unlocks the Door
Solve this puzzle and you’ll open another Return to the mosaic that matched the
hidden door or two. map. Press the buttons again and open
the passage. Using the key that you found
on the table, unlock the door. Bingo.
You’re in. The place looks like a big leaky
vault beneath Hoover Dam. Watch what
you’re doing here or you’ll swim with the
fishes.

26 27
All’s Well... ...That Ends in the Well?
Save your game. If you haven’t guessed Turn the two wheels on the door and
already, you’re below Mickey Malone’s enter the chamber. Take the ladder down.
well and there’s more to worry about than Here you’ll find another puzzle consisting
tainted water. Grab the wheel next to the of an eight-digit combination lock. Every
door and walk over to the other three two digits is framed in a different color
wheels. Place the wheel on the exposed and bordered by a seasonal etching.
section of pipe near the left wheel. Look Recognize a theme here? Each two digits
up. Left of the water dial is a spot where in the eight-digit lock represent one of
you need a pin to secure the wheel. You Malone’s dogs. Remember the XVIL puzzle
don’t have a pin so use your screwdriver. in the speakeasy? You need to enter those
Turn the far left wheel once. Turn the far roman numbers again, but in the order of
right wheel once. Now turn the wheel that LXVI and in Arabic format-that’s 50, 10,
you repaired once. If you did everything 05 and 01. If you turn one number in the
correctly, the needle on the water pressure lock, other numbers may move. Here’s the
dial recedes. If this didn’t happen, remove combination from left digit to the far
the wheel and screwdriver, go out of the right: Turn the first digit three times, the
room and try again. If you did it right, eighth digit three times, the fifth digit one
remove the screwdriver and the wheel time, the third digit four times and the
before you open the door. sixth digit twice!

28 29
Malone’s Millions
Wow! Was the glitter of these gold bars worth the risk of staring at the glitter-
ing skyline from a damp cell in Alcatraz? Your future as a detective seems gold-
en until you realize that the mastermind of the ghost dog plot followed you
down the well. This will be a dead end unless you think fast and act faster. Turn
around and go back inside the room with the gold. Close the door behind you.
Now face the gold bars and you’ll notice that you can look down at the sewer
grate. Click on the grate to open it and hop down inside the cramped sewer
pipe. The trick here is to move fast and make as few wrong turns as possible.
Look up along the ceiling of the pipe and you’ll see another grate above you.
Click on the grate to open it and you’ll come up behind your bewildered pur-
suer. There’s no chance of cutting a deal here. Your survival depends on clicking
on the door and slamming it behind your foe. You’re not done and you’re cer-
tainly not safe. Quickly turn around, face the ladder and click and point your
cursor up the steps. Don’t stop until you reached the top. You did it! The police
will take care of everything from here!

30

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