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Nancy Drew - The Final Scene Walkthrough
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Nancy Drew: The Final Scene Walkthrough
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Videogame humor: http://www.gamecola.net/
Copyright 2008
Table of Contents:
001. General information
002. Video Guide
003. Characters
004. Walkthrough
004a. Day One
004c. Day Two
004b. Day Three
005. Credits
001-General Information
-----------------------------------------------------------
This is a walkthrough for the PC game called Nancy Drew:
The Final Scene. It's the fifth game in the Nancy Drew
series, in which you play as Nancy Drew and go around
and solve mysteries. To reflect the mystery aspect, I
filled this guide with a lot of corny detective moves, like
saying "Aha!" a lot and going overboard with accusations.
If you want to contact me, e-mail
ilovecartoonssomuch@yahoo.com, but make the subject blank
if you do. If you want to reproduce this guide in some
fashion, you should contact me before doing so.
002-Video Guide
----------------------------------------------------------
Hey! Want to see how to beat the game instead of reading
about it? Well, I've got a video walkthrough, and you can
see it at...
http://www.youtube.com/view_play_list?p=0D6EF4CEDA1F949A
The video comes complete with my commentary, which is
sometimes helpful, and sometimes includes my impersonations
of the various character voices.
003- Characters
-----------------------------------------------------------
Nancy Drew: Our heroine! She's a super-mystery solver, and
she's trying to find her friend Maya, so you _know_ that
Maya will be found.
Maya Nguyen: Nancy's friend who gets kidnapped! She has
the magical ability to open doors without using the
doorknob. Nancy needs to figure out who the kidnapper is
and save Maya.
Ned Nickerson: Nancy's boyfriend, whom she can call to get
some hints on what to do to solve the case.
Bess Marvin: Nancy's friend at home. Nancy can call her
for help, too. Bess' cousin George is usually there to
give her two cents, too.
Joseph Hughes: The caretaker of the theater. He's somewhat
crazy.
Brady Armstrong: The movie star, who is self-absorbed,
which is strange because he's a loser.
Simone Mueller: Brady's agent. She'll do anything to make
money, and thinks Nancy should change her name to "Fancy
Jackson" (which is a little disco, but Nancy could pull it
off).
Nicholas Falcone: Founder of HADIT, a theater preservation
group. He's here to protest the destruction of the
theater.
Louisa Falcone: Nicholas's grandmother, who was the
architect for the theater, but got cheated out her pay.
Eustacia Andropov: Harry Houdini's closest relative. She's
the wife of Harry's now-dead cousin.
Sherman Trout: Head Librarian at the US Library of
Congress.
Sergeant Ramsay: An unhelpful policeman who heads the
missing persons unit.
J. J. Thompson: Original owner of the theater. He was a
swindler.
004-Walkthrough
-----------------------------------------------------------
Start your game by choosing "New Game". Choose tutorial to
learn how to play the game, which you should do unless you
already know. Once the tutorial is over (or if you don't do
it), you can choose either "senior detective" or "junior
detective". They're both the same game, but junior
detective is slightly easier.
004a-Day One
-----------------------------------------------------------
"Dear Bess,
Remember Maya Nguyen from high school? I'm visiting her in
St. Louis! We have tickets to the premiere of the new Brady
Armstrong movie: 'Vanishing Destiny'. It's the last
screening ever at the Royal Palladium. This place has been
a landmark for almost a century, and now, in just three
days, it's going to be demolished! I wish I could have seen
the theater back in the 20's before it was turned into a
movie house. All the great magicians performed here, even
Harry Houdini!
There's a lot of public opposition to the loss of this
historic building. Rumor has it local activists are
planning to stage a big protest out front tonight. The
theater will be closed when we arrive, but they'll let us
in since Maya is covering the story for the university
newspaper. Oh, boy, a press pass sure does come in handy.
Maya told me she has an interesting lead and we're on our
way to interview Brady Armstrong about the controversy now.
I know he's one of your favorite stars. Stay tuned - Maya
always gets the full scoop. Talk to you soon!
Love,
Nancy"
The game starts by the men's dressing room (where Brady
Armstrong spends most of his time. Maya is hoping for a big
story, and Nancy tells her to get 'em. A man tests the PA
system as Maya walks inside.
"Think I'll go check out the snacks," Nancy Drew says to
herself while turning aside. All of a sudden, Maya SCREAMS!
Oh no!
"HELP! NANCY!" she screams. Nancy turns to the door, so
hurry up and click on the doorknob to open the door. Then
go inside. The room is empty! Well, where the heck is
Maya?
The phone rings. Pick it up. Someone using a voice
disguiser says, "Listen carefully. If this theater goes
down, the girl goes with it." This is, in case you haven't
figured it out, a threat to kill Maya. WHAT THE HECK?!
In slightly nicer news, you know where this creep is
calling from: the women's dressing room. Aha! I bet we
can get over there and find whoever it is!
Back away, and the phone rings again. Pick it back up, and
Nancy goes on the offensive. Unfortunately, it's not the
person with the voice box, but Joseph "Joe" Hughes, the
caretaker of the theater. He's calling from his favorite
place in the world, the projection room.
Joe can't believe about the kidnapping and tells you that
obviously the kidnapper left through the secret passageway
(well, not much a secret anymore, is it, Joe?). Since
you're on an inside line, the kidnapper who called
obviously was on one, too. Joe will lock the exits while
you check out the secret passageway, and then he'll find
you.
Brady Armstrong comes in. You can talk to him (avoid
mentioning the kidnapping) to get information about him and
his agent, Simone Mueller, who controls his life and forces
him to be "wholesomely smoldering," whatever that means.
But it doesn't really matter because, as you can tell from
talking to him, he's a pretty lame guy.
Eventually you have to mention the kidnapping, and Brady
helps by leaving (and either catching up with Joe or
searching the building). Now that you're alone, it's time
to find the secret passageway!
Okay, approach the bureau (dresser) and open the right
door. Look up and grab the magician's wand. Look back
down, close the door, and back away. Then try opening the
door to the makeup table. "It's locked," Nancy says.
Look around the room, and approach the black and white
picture of a guy who is laughing (over a sink). Approach
it and click on it to push it aside and find a hidden lever
underneath. Aha! This must have something to do with the
secret passageway! Pull the lever.
Back away from the picture and turn around. Approach the
clothes rack and push the ugly sweater aside. Aha! The
secret passageway!!! Go through it a find a door. Open
the door to reach the inside of a bureau! Leave the bureau
to find that you're in...the women's dressing room! Aha!
So that's how the kidnapper was able to call from that
room!
Speaking of calling from this room, Simone Mueller is here,
making some calls of her own. She's Brady's agent, and a
big-time jerk. She tells you to scram. Well, screw her.
Leave the women's dressing room and turn right to find a
door. Go through the door and down the hallway. On the
left will be a set of double doors. Go through them to
enter the theater. Look down and pick that quarter off of
the ground. Then turn around, and go back through the
double doors, and through the door on your right.
Go forward, right and right to look at some curtains. Go
forward through them to enter the theater (onstage, not in
a box like before). Go down through the center aisle, and
in the one of the last rows on the left-hand side is a seat
with gum on it. Examine the gum as closely as possible,
and use the magic wand to pick it up.
Go through one of the doors marked "exit" now to reach the
lobby. Turn around in the lobby to find Nicholas Falcone
hanging around the concession stand. Talk to him, but
again, avoid mentioning Maya for a while. Nicholas is
happy to hear that Maya was kidnapped, because he doesn't
want the theater demolished. Nancy then rips on Nicholas
for being so cold-hearted. I bet HE'S the kidnapper!
On the right side of the lobby (if you're facing Nicholas)
is a machine in the corner, near where you enter the
theater. It's by a trash can. Anyway, walk up to it to
find that it's some weird jazz game. Play it.
The goal of the game is to get to the dancers without a
musical note hitting you. You can move left, right, up or
down, and you can reset the game. Depending on if you're
playing junior or senior detective, the puzzle is
different.
Junior detective solution:
Go up, up, right, up, up, right, up, right, down, down,
right, right, right, right, up, left, up and right.
Senior detective solution:
Go down, right, right, right, up, left, right, down, down,
right, right, right, right, up, left, up and right.
As a prize you win a J. J. Thompson coin (he originally
owned the theater). Wow, I'm so thrilled.
Once you get the coin, don't you think it's time you called
the police? Go into the ticket booth (directly opposite of
the food counter) and move in on the phone on the right.
Find the number of the police department (555-1422) on the
paper there and then call the police on the phone.
There's a conversation here that you don't control at all,
you just listen to it. Sergeant Ramsay, of the missing
person's unit, can't do anything because there is no proof
of a kidnapping, and besides, the official policy is to
wait 24 hours before declaring someone missing. Nancy
isn't too happy, but there's nothing she can do about it.
While at the phone, you can also call Nancy's friends Bess
and Nick. They're helpful to talk to, because they catch
onto the important things and help you figure out what you
should do next. Of course, you're reading a guide on how
to beat the game, so you don't really need that help, but
it's nice that it's there.
Anyway, now it's time to check the top level of the
theater. Go up the stairs on the left and through the
double doors at the top. Go to the end of the balcony here
to notice that one of the star things is missing. Where
could it be...?
Look down on the ledge and Aha! There it is! It's too far
out of reach to grab, though. So use the magic wand with
the gum on it to reach it, and...Aha! It worked! Just as I
suspected!
Turn around and go back through the double doors. Turn
left and go forward to reach the projection room (in
between the two sets of double doors on the top level).
Enter it. Joe is inside. Hey...I thought he was supposed
to find you after his search? Why did he give up? Could
it be that he is IN CAHOOTS with the kidnapper? Or could
it be that HE IS THE KIDNAPPER???
Talk to Joe and it turns out that, well, he just thought it
would be best to let you find him. He suggests calling the
police, but we tried that and it didn't work. He says that
all the outside doors were locked, so it must be one of the
people who were in the theater (Brady and Simone, Nancy and
Maya, Nicholas and Joe) at the time who did it. And, of
course, this means Maya is still somewhere inside the
building.
Joe has an alibi (he was sound testing on the PA, remember
how he talked while Maya entered the room?). How
convenient. Joe tells you to call County Administration
(records division) to get blueprints for the theater to
find any secret passages. Oh, yes, get the blue prints
from the original theater, not the '56 remodel (when the
theater became a movie theater).
Well, Joe was helpful, even if his goodbye is a little
weird ("Don't let the turkeys get you down!"? - that has to
be the strangest Harry Potter and the Prisoner of Azkaban
reference I have EVER heard of). Check the cabinet in this
room and take out one of the glass bulbs from inside a box.
Check out the table with reels on it, and pick up the white
slide there. Then back up and check out the box on the
left side of this table. It's a guide to running the
projector, which is helpful because we will be doing that
(later on).
At the end of the book is a missing key (which was used to
open the projector). Now where could it have gone? No
matter; it's time to call County Administration anyway.
The only problem is that you don't know the number. Talk
to Nicholas and maybe he knows. Okay...maybe he doesn't.
He talks about how B. Thompson, owner of "Wave of the
Future" is the one destroying the theater.
After your conversation, talk to him again to learn about
his poor old granny Louisa who didn't get any credit for
designing architectural work here. No wonder he doesn't
want the building demolished! But HOW FAR IS HE WILLING TO
GO TO PREVENT THE DEMOLITION? FAR ENOUGH TO KIDNAP MAYA???
He tries to get you to help find evidence to help his
cause. Well, okay, if we find any while looking for Maya,
we'll let you know.
Go back into the ticket booth and turn around and go back
to Nicholas, only he's not there (by going into the ticket
booth, we gave him, or rather, the game, enough time to
leave...maybe he went to the theater's non-existent
bathroom).
Look at one of his Royal Palladium pamphlets, and check out
the inside to find the number of County Administration.
All right! Go back to the ticket booth and call them at
555-3309 (it should appear on your list of phone numbers,
by the way).
County Administration puts you on hold a lot, because it
appears that SOMEONE STOLE THE BLUEPRINTS. DUN DUN DUN!!!
IT MUST BE THE KIDNAPPER, DELIBERATELY TRYING TO FOIL YOUR
INVESTIGATION!!!
Well, forget the blueprints, we can find some hidden rooms
ourselves! Head through one of the curtained exits to
reach a hallway. Go down the hallway to wind up backstage,
where the men's/women's dressing rooms are. Might as well
question the suspects.
Head over to Brady, who's reading a book. Nancy lets him
know that Maya was not trying to talk to Brady because he's
a famous movie star, but because she had an angle
concerning the demolition. Hmmm...could this be why she
was kidnapped? She knew something?
Brady's alibi is that he was worried about a receding
hairline. Wow. This guy needs a hobby or something, so he
can stop worrying about himself all the time.
Check out Simone, who is planning on using the kidnapping
as a publicity stint, where everyone's favorite movie star,
Brady "Charmstrong" Armstrong saves the day. How horrible!
Maya was kidnapped, and all she cares about is helping her
client's career?! Earth to Simone, this is not a movie!
Simone doesn't care at all and slips into this publicity
stint seamlessly. A little too seamlessly, in fact. WAS
SHE PLANNING FOR THIS IN ADVANCE??? BECAUSE THAT MEANS SHE
WAS THE KIDNAPPER!!!
If you remember, before all this questioning, we were going
to find a hidden room. Exit Simone's and head towards
Brady's room (just take one step). Notice the big crate to
the side? Check it out, specifically the floor beneath it.
Aha! A trap door leading to the basement!
Head towards Brady's, but instead of going to see him, go
to the rack with a bunch of ropes on it. Undo the rope in
the middle of the top rack (that's be second from the
right) by clicking on it a lot of times (eight, in fact).
You hear a clunk, which is a crane falling on the crate.
Go back to the crane and connect it to the crate. Then
click the rope eight more times to tie it back up. Then go
to where the box was and go down the trap door to the
basement.
Turn left and go down to find an old "beat the magician"
machine. The goal of this game is the find the ace of
spades. Hmmm...okay. Try the game until you win it, and
you win flash powder! Read the instructions to find out
that flash powder is a fancy magician's way of making a
piece of paper "explode".
Turn around and go as far straight ahead as you can. Turn
right and move forward to find a strange safe thing. The
combination to the lock appears to be a series of playing
card shapes. Which one do you choose? Why, spades of
course! I mean, you just finished the ace of spades game.
The problem with this is that turning the first block turns
blocks one and two. Turning block two turns blocks two and
three. Turning block three turns blocks three and five.
Turning block four turns blocks one, three and four.
Turning block five turns block five.
Mess around with it for a while, and you can get the
combination from that information. Try to think logically,
like that block five can be done independently, meaning
block three that also does block five can be moved
independently as well, and that the middle three blocks all
have a clover on the turn before a spade (the first one has
a diamond before the spade).
If you can't get it, try to do the following:
Turn block four to a clover. Then turn block one to a
diamond. Turn block two so it is a spade, then turn block
three so it is a clover. Then turn block four to switch
blocks one, three and four to spades, and finally, switch
block five until it's a spade.
When you solve the puzzle, the door opens. Inside is a
box, and, darn, it's another puzzle! It's full of pieces
that you can pick up and rotate. You're on your own here
(as the puzzle pieces aren't in the same position for every
game), so keep trying to get a picture of a woman with wavy
hair in front of a circular astrological chart. She's
facing left.
When you solve it, the box opens, and it looks like it's
missing two gears. Put in your J. J. Thompson coin, and
your star-shaped thingy from the balcony, which work just
as well. Then run the gears and a door opens. Take the
key and read the papers.
The papers let you know that J. J. Thompson made a $50,000
bet that Houdini could not escape the "Watery Grave".
Houdini did, but J. J. couldn't pay up. So instead he made
Houdini the co-owner of the theater. Hmmm...sounds like
Thompson didn't own the whole theater after all, so how
could his heir demolish the place (not owning all of it)?
This is information that Nicholas would want to know!
Close the box and safe and go back upstairs to the lobby
and talk to Nicholas.
Nicholas catches onto this theory, even if it takes him a
little while to do so. Nicholas decides to follow this
lead by researching what Houdini did with his half of the
theater. Hmmm...Nicholas probably isn't the kidnapper,
'cause he's so eagerly following this path to stopping the
demolition, and the kidnapper is using the hostage to do
so. OR MAYBE HE JUST WANTS US TO THINK HE'S INNOCENT.
Joe calls you to his projection room. Talk to him...he has
Maya's press pass! Aha! Evidence! Now the police will
have to listen to us!
Wait...how did Joe get it? Oh, Brady found it. Oh,
REALLY?
Joe wants you to go to sleep, but you can't do that now!
Go call the police (555-1422) and Sergeant Ramsey lets you
know that Nicholas was involved in a kidnapping with a
previous theater saving. GEE, I WONDER WHY NICHOLAS DIDN'T
MENTION THAT! Ramsay, from then on, doesn't trust Nancy at
all, assuming she's in cahoots with Nicholas. Way to be
objective, Sergeant!
Turn around to leave, and Joe corners you and forces you to
go to sleep. Nancy wakes up on Day Two.
004b-Day Two
-----------------------------------------------------------
The first thing Nancy sees is a funeral arrangement, for
Maya, with a nice card that wonders if it would perhaps be
easier to arrange for the theater to be saved instead of
planning Maya's funeral.
Go see Joe. Hey, on his door is a poster about Maya! It's
not much of a missing poster as it is a facade for
publicity about Brady. Talk to Joe to figure out what you
may have guessed: Simone did it. He can tell you a lot of
other information, like that he's planning on opening a
theater with his brother in Arizona, or that J. J. Thompson
built the theater with magic shows in mind.
Go downstairs to talk to Nicholas to see how the Houdini
lead worked out. First, though, Nancy grills Nicholas
about his previous involvement with kidnapping. Nicholas
says, in an indirect fashion, that he hasn't done that. He
also says that HADIT is about action, not paperwork,
despite the fact that all you ever see him do is busy
himself with his pamphlets.
When you're done talking to him, back away and talk to him
again, to learn about the Houdini lead. He's got the phone
number of the widow of a cousin of Harry Houdini. I guess
it's better than nothing...
Go to the ticket booth and find her phone number on the
notepad by the phone. Dial her number (1-813-555-3247).
She seems kind of pessimistic about her age, but helps you
out by letting you know about the US Library of Congress
(to which she donated all of her Houdini stuff).
Call the US Library of Congress (1-202-555-5000), reaching
Sherman Trout, the head librarian or something (she must
know him from donating her Houdini stuff). Sherman says he
can't just drop all of his stuff to help you, but agrees
that, if he finds something, he'll send it to you as
quickly as he can, which means it'll be there tomorrow.
Well, now that you've exhausted that lead, it's time to
talk to everyone. Go to Simone and talk to her about the
posters. Nancy is highly sarcastic the whole time. Jeez,
Nancy gets MEAN when her friends are kidnapped. As a
result of this, Simone doesn't invite Nancy to the big
press conference that she's holding that afternoon.
Go to Nicholas to let him know what's going on, and he's
glad to hear that the Houdini thing might work. As for the
conference, he plans to be there to protest.
Go to Brady's room and talk to him about finding Maya's
press pass. He can't remember where he found it. I assume
this is because HE IS THE KIDNAPPER AND TOOK THE PRESS PASS
FROM MAYA BECAUSE HE HAS HER HOSTAGE WHICH IS WHY HE CAN'T
TELL YOU WHERE HE FOUND IT!!! Plus, all his excuses are
wimpy, like it's not his fault that he went around putting
up posters to promote himself.
Go to the lobby, and the press conference is going on. The
press conference is a load of junk, like that Brady's
reward for information about the case is signed
posters...Let's take advantage of the situation to explore
while everyone's gone. First, let's snoop around Simone's
area.
Simone left her bag inside the women's dressing room for
some reason. Open it up and inside is her wallet and
camera (among other things). Check out the pictures in the
camera. So that's why Brady doesn't remember where he
found the press pass...Simone made him pose in various
spots!
Check out her wallet to find a receipt for a funeral
wreath. Aha! I KNEW SHE WAS THE KIDNAPPER ALL ALONG!!!
You can check out her PDA, but that's just a dead end.
Check out the drawer in the desk and take out a Bobby pin,
which is perfect for opening the locked drawer in Brady's
room. Go to Brady's and use the Bobby pin on the makeup
drawer. Inside you find a handy manual for using the
machine in the projection room to reach the magician's room
downstairs. Aha! I knew there had to be a secret room
downstairs!
Before leaving, let's see what the book is that Brady's is
always reading. Why, it's "Hop on Pop"! Just kidding.
It's a book about becoming the captain of your own destiny.
Read it. Wow, what a lame book. Check out the little
drawing that Brady keeps inside there. It's of Captain
Brady (with a ponytail!) throwing Simone overboard. Wow,
Brady has real issues.
We should probably go check out the magician's room. Go to
the projection room, and the kidnapper leaves a mean
message for you on the PA! YOU JERK!!! Hurry to the PA
room to see if the culprit is still around! Nope, no one's
around, not even Joe! Let's take advantage of that to see
what's in the corner Joe is always staying.
Looks like he's busy doing crossword puzzles. Hello,
what's this? A note saying his brother has been dead for
over half a year! But he said he was going to Arizona with
his brother! WHY DID HE LIE? IS IT BECAUSE HE ISN'T
PLANNING ON GOING TO ARIZONA, BECAUSE HE'S THE KIDNAPPER
AND THEREFORE ISN'T PLANNING TO HAVE THE THEATER
DESTROYED???
Time to check out the projection machine. Move in towards
the little window that it faces a few times, and stick the
slide you have into the place there. Back up and turn on
the power, then use the focus knob a few times to get the
slide in perfect form (you can look out the other window
for that). Take the slide back and turn off the power.
Okay, now it's time to work the cages. Move up onto the
control pads, and enter the number 121192 on the number
pad. Then move into fader things. They look like this:
| | M T
| | O O |
| | L R |
| | O O
Well, sort of like that, anyway. Press the L and R buttons
to power the faders, then move the two faders (the vertical
things on the left) down all the way. Then hit the magnet
button (M) and move the two faders up once. Hit the trap
door button, then the hit the switch on the right (ie. turn
it on).
If you did it right, go inside the theater and you see the
cages onstage. Step inside one of them and climb down.
You're in the small hidden passageway that connects the
cages (so in a magic act, someone can go from one cage to
the other).
One of the lights on the wall is broken. Examine it the
hole it comes out of. Aha! So that's where Maya is! Then
the trap doors close! Dang! The kidnapper must be onto
us! Examine the floor to find a trap door somewhere.
Climb down it and turn left to find the magician's room.
The door is locked by unmoving pieces. Double dang! Turn
around and go down the tunnel to find the moving chair
trick. Press the red button on the control to move the
chair down. Step on it, the press the up button. Then
look up and try to get through the opening to the door.
Joe shows up, and tries to grease the wheels on the chair
while Nancy tells him what's going on. Joe opens the door
and gives you some generic WD-40 to make the pieces of the
magician's door move again. Hurry up and get back to the
door, then spray the pieces.
Now you have another puzzle to solve. Just like the puzzle
of the woman before, this one changes depending on your
game. Fortunately, this puzzle resets itself if you move
away and come back, unlike the puzzle of the woman, so I
can help you out with this one.
For junior detective level:
Move the highest left/right piece right, and the two
rightmost up/down orange pieces up. Move the leftmost
up/down red piece down, and move the higher yellow piece
right.
Move the left yellow piece up, and the leftmost up/down red
piece up. Move the lowest left/right red piece left and
the right yellow block down. Move the rabbit piece left,
and the lowest up/down red piece up.
Move the right yellow block right, and move the leftmost
left/right red piece right. Move the left yellow block and
the leftmost up/down red block down, and move the rabbit
left to open the door.
For senior detective level:
Move the lowest left/right orange piece right, and the
highest left/right red piece right. Move the highest
up/down red piece up, the rightmost up/down orange piece
up, and the bottommost left/right red piece right, and out
of the way.
Move the two side-by-side up/down red pieces down, and the
right yellow block down. Move the leftmost right/left red
piece right, and the left yellow block up.
Move the right yellow block up, and the two side-by-side
up/down orange and red pieces up. Move the bottommost
left/right orange piece left, and the rightmost up/down
orange piece left. Move the topmost up/down red piece down
and move the leftmost left/right red piece right and out of
the way.
Move the rightmost up/down red piece up and move the right
yellow block up. Move the rabbit piece left. Move the
rightmost up/down orange block up, and move the bottommost
left/right orange thing right. Move the side-by-side
orange things down, and the rabbit left to open the door.
Once the door is open, step inside and, ah no! Maya is
missing! Examine her shoe on the floor with some pizza.
Well, at least she's not starving.
Examine the chest and take out the rubber gloves. Then
check out the bookcase and read the book to learn about a
trick where you use a pencil to make an etching of
something. Aha! This should come in handy!
Leave the room, except that you don't know how. Okay,
examine the casket. Aha! A secret door! You're in the
basement like before!
The exit is blocked! The gate is electrified! Oh no!
This kidnapper is really trying to kill you! Use the
rubber gloves to type on the number pad. The combination
changes every game (senior or junior level not making a
difference in this case), so you'll just have to figure it
out yourself. The trick is that it's a nine digit code,
with no repeating digits.
Once you get it open, move up the stairs and through the
trap door. Brady is there, hanging around and being
GENERALLY SUSPICIOUS. Note how he DISAPPEARS when you
mention finding evidence.
From now on, there's a booby trap backstage (if you head
from Brady's to Simone's). Partway through, there is
creaking. Stop here and wait, and a light falls. NICE
TRY, KIDNAPPER! Set off the booby trap so you won't have
to worry about it.
Go to the ticket office and call Sergeant Ramsay (555-
1422). He doesn't believe Nancy really found Maya, but
says he'll come over as soon as he can.
Now you've done about all you can for today, so let's end
the day. Go see Joe and tell him about everything. He
says he'll take care of things when Sergeant Ramsay shows
up, while you go to sleep. How helpful of him. TOO
HELPFUL. Oh, wait, he has an alibi for the kidnapping.
Leave the room and Nancy goes to sleep.
004c-Day Three
-----------------------------------------------------------
Nancy comes in and finds a newspaper article. Apparently,
the kidnapper is demanding $50,000 for Maya, and the
kidnapper called from Granite City, which is, in case you
don't know, not St. Louis, so therefore the police think
Maya is not in St. Louis anymore.
Go talk to Joe to see what the heck is going on. He
doesn't believe that the demand is from the kidnapper,
because the theater wasn't mentioned like earlier.
Apparently the police are believing this, and that Maya's
not in the theater because all of the evidence magically
disappeared.
Hmmm...Joe's the one who waits for the police...when the
police show up, the evidence is gone...JOE MUST HAVE HIDDEN
THE EVIDENCE, BECAUSE HE'S THE KIDNAPPER!!! REMEMBER THE
LIE ABOUT GOING TO ARIZONA WITH HIS BROTHER???
Oh, Joe says he just didn't want you to feel sorry for him.
That's okay, Joe, I don't feel sorry for KIDNAPPERS! Nah,
Joe is probably a harmless old man. I mean, he's planning
on fixing the key machine even though the building will not
exist in a few hours.
Time to check in with everyone else. Go to Brady. He
doesn't like that you're hanging out with Nicholas. Well,
boo hoo, Brady. Go to Simone, and confront her because
SHE'S THE KIDNAPPER! WE FOUND THE RECEIPT FOR THE FUNERAL
DISPLAY IN HER BAG!!!
Simone says that she isn't the kidnapper, but only did that
to help Brady's press conference. What a slimeball! When
you're done with her, talk to her again to learn that she
made Brady cut off his ponytail. Aha! That's why the
Captain Brady picture had a ponytail!
Go to Brady's room, and Aha! He left his bag. I'm sure he
won't mind if we snoop inside it...wait, what's
this?...PROGAIN??? EXTRA STENGTH HAIR GROWTH TREATMENT FOR
MEN??? RESULTS _MAY_ OCCUR...EVENTUALLY???
Give me a second here.
HA HA HA HA HA HA HA HA!!! WHAT A LOSER BRADY IS!!!
Check out the notebook, and, hey! It's Maya's! Check it
out. Aha! Brady DID know about her angle concerning the
demolition! I KNEW IT! HE'S THE KIDNAPPER, AND KIDNAPPED
HER TO AVOID HER SQUEALING ON HIM! Squealing on him about
what, though?
Take the pencil, then shut the bag and leave. Brady comes
in before you leave, though. Apparently, he is Brady
Thompson, grandson of J. J. Thompson. I guess being a
self-absorbed jerk runs in the family. He's the one who is
demolishing the theater, and he didn't want Maya revealing
that. He refuses to listen to reason and won't stop the
demolition. In fact, he does the opposite and runs off to
find a team to start the demolition! NOOOOOO!!! You are
so OFF my list of favorite celebrities now, Brady!
We've got to hurry! Hurry back to the projection room and
use the pencil on the book with the missing key (using the
shading techniques learned from the magician's book). Head
downstairs and make an identical key on the key machine
(put in your quarter to start the machine). You do it from
left to right, so the proper order is SIVO. You know
you've done it right when the key comes out and you can see
the word SIVO on it, because if it's wrong, the letters
don't appear.
Talk to Nicholas. The lead with Houdini is working! Go to
the ticket booth and pick up the package (by the phone on
the left). It has a slide! Great, we have a projector!
Tell Nicholas what's going on, and he says he'll stall the
police.
Head to the projection room and put the slide in. Turn on
the power and the bulb breaks. Well, we've got a bulb.
Turn the power on and open up the back of the projector
with the key you just made.
Take out the old bulb and put the one you have in its
place. Wait, what's that at the bottom of the inside of
the projector? Aha! The missing blueprints to the
building! THAT MEANS JOE WAS HIDING THE BLUEPRINTS, SO HE
MUST BE THE KIDNAPPER!!! The police say they're going to
clear the building right then.
Shut the door and back off and hide in the cabinet. The
police check the room and see nothing there. Okay, time to
hurry up because the theater is going down soon. Move up
to the projector and turn it on and put it in focus to read
the Houdini slide.
It's a letter from Dizzy Noshun, who is asking about who
Houdini is giving his half to. Well, dang, that's not
really enough proof to stop the demolition. Put in the
blueprints slide and then focus.
The focus knob comes off. Dang! Look under the control
thing to find it. What's this? A tape of Joe checking the
PA and a voice box? AHA! JOE IS THE KIDNAPPER FOR SURE!!!
I KNEW IT, IT KNEW IT, I KNEW IT ALL ALONG! THAT'S WHY I
NEVER ACCUSED ANYONE ELSE OF BEING A KIDNAPPER! OBVIOUSLY
THE TAPE WAS USED TO GIVE HIM AN ALIBI, AND THE VOICE BOX
TO DISGUISE HIS VOICE DURING THE MEAN PHONE CALLS!
Check both of them and the focus knob comes out. Put it
back on the projector and put it in focus to see the
blueprints. Aha! A hidden passageway is located behind
the light switch in this room! Turn off the projector and
turn around to get to the passageway.
Joe comes in. He's lost it completely by now, and has gone
crazy, still thinking that the theater will be okay. Then
he locks you in. DAMN YOU, YOU KIDNAPPER!!!
The timer that keeps track of the days turns into a circle
that gradually gets smaller. Time's running out! Get to
the light switch and flip it so it faces up. Turn right
and climb up the stairs that just fell. Turn right at the
top of the stairs to see a safe.
Open the safe with the key you found in the basement.
Inside are a bunch of keys (take them all) and papers
proving that Louisa Falcone was in charge of architecture
for the building. In fact...Houdini gave his half of the
theater to her! Take that paper, quick!
Back up and turn around. The stairs lead to a door (had
you gone straight instead of turning right to find the
safe, you would have gone straight to the door). The door
is locked. Start using the keys and try to open the door.
Remember, once you use a key, it gets put at the top of
your items list, so start using keys from the bottom down,
not from the top up.
Once the door's open, step inside and turn left. Aha!
Maya is here! We have to save her! Turn back right and
follow to the end of the room, where the power box is. Joe
steps in the way and threatens you. When he's not talking,
grab the flash powder ring and THROW IT IN HIS UGLY,
COMPUTER-GENERATED KIDNAPPER'S FACE!!!
Move to the power box and flip the switch, thus turning on
the marquee. The people outside see it, and realize that
someone is in the building, so the demolition is halted.
Yay, we saved Maya! The game ends, and we find out that
Joe goes to JAIL for being a kidnapper, and a bad one, too,
because he was planning on kidnapping Brady.
Speaking of getting in trouble with the law, Simone does
for faking the funeral wreath. Serves her right.
As for the fate of the Royal Palladium, well, since Louisa
Falcone owned half of it, Nicholas inherited half of it.
Guess what? He doesn't want to demolish his half! So
Brady, to get some good press, donated his half of the
theater to the St. Louis historical society. So the
theater and Maya are saved! Good work, Detective!
005-Credits
-----------------------------------------------------------
This FAQ is copyright of The Lost Gamer, 2008. If you want
to use any part of this FAQ, ask me first (instructions
under general information)
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