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Nancy Drew - Secret of the Old Clock Walkthrough Walkthrough, Hints and Tips for PC Games.

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 Nancy Drew - Secret of the Old Clock Walkthrough

 
   
 
 
Nancy Drew - Secret of the Old Clock Walkthrough

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Nancy Drew: Secret of the Old Clock Walkthrough
by Michael Gray
AKA The Lost Gamer
(ilovecartoonssomuch@yahoo.com)
Copyright 2008


Table of Contents:
001.  General information
002.  Characters
003.  Video Walkthrough
004.  Text Walkthrough
005.  Credits



001-General Information
----------------------------------------------------------

This is a walkthrough for the PC game called Nancy Drew:
Secret of the Old Clock.  It's the twelfth game in the
Nancy Drew series, in which you play as Nancy Drew and go
around and solve mysteries.

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.

Sorry if this guide is a little more 
straightforward/bossy than my other Nancy Drew guides, 
where I'm a little more silly. The reason why is because 
of my new video guide stuff, which used up all my 
silliness.

002- Characters
-----------------------------------------------------------

Nancy Drew: Our heroine! She's a super-mystery solver, 
and
this is the story of the first mystery she ever solved.

Emily Crandall: Nancy's friend, who needs some help. It 
seems she's on the verge of going crazy, but she swears 
she's totally sane. Can Nancy help figure out the truth 
behind what's going on? 

Jane Willoughby: Emily's new guardian for the next three 
months. She's kind of...incompetent as a guardian, but 
that's probably because she's never had a minor to guard 
before.

Jim Archer: A local banker, who worked for Josiah Crowley 
and the Crandalls. He's a nice fellow who tries to help 
Nancy as much as possible. 

Richard Topham: A man who claims to have psychic powers. 
He also claims that he found Josiah Crowley's will. As 
the will he found leaves all of Josiah's money to Richard 
Topham (when Josiah promised to leave money to the 
Crandalls and Mr. Archer), that's more than a little 
suspicious.

Josiah Crowley: Emily's deceased next-door neighbor. He 
left a complex series of puzzles for someone to solve, 
and, naturally, Nancy is the one who manages to solve 
them all.

Gloria Lois Crandall: Emily's deceased mother.

Carson Drew: Nancy's father. He's a lawyer, so he tells 
Nancy some helpful information about wills. He also tells 
her to pick up some papers for him.

George Fayne: Nancy's best friend, whom she can call.

Bess Marvin: Nancy's other best friend. She's George 
Fayne's cousin.

Mrs. Farthingham: A nosy, rude old woman who shares a 
phone line with George and Bess. She likes to interrupt 
and listen in on their phone conversations.

Helen Corning: A mutual friend of Nancy and Emily's. 
She's
never mentioned in the game, except for in the opening 
scene.

Ned Nickerson: Nancy's boyfriend. He's never mentioned in 
the game, except for in the ending cutscene.

Uri the Cat: Richard Topham's cat. It hates strangers, 
and cries unless it has its toy mouse.

Miss Jakowski: The local telephone operator. 

Mrs. Sheldon: A woman who has Josiah Crowley's trivet.

Mrs. O'Shea: A woman in charge of the orphanage.

Mr. Phelps: Owner of Phelps Print Shop; he prides himself 
on his stamp collection and being a better fisher than 
his brother-in-law.

Clara Pickford: A woman who likes Jim Archer, and calls 
him her "ace in the hole".

Mr. Waddell: A man who sells Nancy a key and a blank of 
quartz. He's quite grumpy.

Tubby Telegram Operator: A man who gives Nancy telegrams 
to deliver. He pays her a quarter per telegram. 

Zippy Gas Attendant: A man who gives Nancy gas if needed.

Nick: Villain in the Creepy Corners record. He can turn 
into a giant warthog at will.

Peter: Hero in the Creepy Corners record. He's an 
accomplished swordsman.

Marcel: The name Josiah gave his favorite hat, oddly 
enough.

Pyramis, Thisby and Flute: Josiah's ham radio friends.

Puck: Josiah's ham radio name.

---

The rest of the characters on this list are people you 
can deliver telegrams to.

Seymour: A man at Blenheim Nursery.

Audrey: Someone else at Blenheim Nursery.

Alice: A counselor at Camp Avondale.

Miss Ross: A woman at Sunnybrook Farm.

Rebecca: A ten-year-old girl at Sunnybrook Farm.

Old Man Johnson: A local farmer.

Dr. Bob: Someone who works at the observatory.

Mr. Jones: A man at Vache's Dairy.

Miss Temple: A woman at Lowood Academy (which used to be 
the Brewster Academy).

Dr. Aikerman: Someone out at the Deer Mountain Resort. He 
rarely tips.

Willie Jo: A woman at the railroad station.

John: Willie Jo's uncle. He picks up telegrams for Willie 
Jo because she's been working on the railroad all the 
live-long day.

Phil Connor: An employee at Krolmeister Nails.

Helen C. White: Someone at the library.

Mollie: A woman at Vache's Dairy.

003-Video Walkthrough
----------------------------------------------------------

Say, would you like to watch how to beat the game, not 
just read about it?

Well, good news! I made videos of how to beat the entire 
game! You can watch any or all of them here:

http://www.youtube.com/view_play_list?p=7C6DAC281EF82F98

They come with my rather silly commentary, absolutely 
free!

004-Text Walkthrough
----------------------------------------------------------

"The year? 1930. The place? The road to Titusville, where 
we find Nancy Drew behind the wheel of her blue roadster,
pondering this question: why did Emily Crandall--a girl
whom Nancy knows only through their mutual friend, Helen
Corning--ask Nancy to drive all the way out to the Lilac
Inn to see her?

Does it have something to do with the fact that Emily's
mother died barely a month earlier, leaving Emily to run
the restaurant with only her guardian to help her?

And more important, why, when she called, did Emily sound 
so desperate?

The spunky teenager turns off the main road, blissfully 
unaware that Emily isn't all that awaits her at the end 
of the driveway. No, Nancy Drew is about to get her first 
taste of the mystery, intrigue and adventure that are to 
become her destiny."

---

The game starts off with you talking to Jane about Emily. 
Jane doesn't paint a very pretty picture of the 
situation, I'm afraid. When you're done, go upstairs and 
talk to Emily. Emily is in the last room (the only room 
you can go in).

Emily thinks she hears something at first, then takes out 
some jewelry that belonged to her mom. She wants Nancy to 
take it and put it in a safe. See, a lot of weird things 
have been happening lately, and...

Suddenly, there's an explosion and a fire. As it turns 
out, the stove exploded, probably because somebody left a 
burner on. Jane blames it on Emily going crazy (what a 
nice guardian!).

Jane leaves, and Emily says, "Oh no!" Nancy runs upstairs 
to find that the jewelry was stolen! How awful!

So now it looks like somebody deliberately set a fire in 
the Lilac Inn as a diversion, so he or she could steal 
the jewelry that belonged to Emily's mother! How 
dastardly!

The mystery of what's happening at the Lilac Inn is the 
first mystery of the game. Emily then talks about the 
second mystery: the missing will of Josiah Crowley.

Josiah Crowley was a nice old man who lived next door, 
and promised to leave a lot of money to Emily and her 
mother. When he died, his will mysteriously vanished. A 
man name Richard Topham found the will, and, by major 
coincidence, the will left all of Josiah's money and 
belongings to...Richard Topham. Sounds to me like Richard 
Topham forged the will.

So, those are the two main mysteries of this game: the 
case of the missing will, and the strange happenings in 
the Lilac Inn.

Emily tells you to go see Jim Archer at the local bank, 
and to call your father. So go downstairs and out the 
door. Near the door is a pay phone. Pay a nickel and call 
Nancy's father Carson.

Nancy's dad tells you to go to Tubby Telegrams and pick 
up some papers for him. You can talk to him about other 
stuff, but that's basically the only reason why you need 
to call him. You can also call Bess and George if you 
want, but you never _have_ to call them.

Now you can explore the Lilac Inn, walk down the road to 
meet this Richard Topham fellow, or get in the car and 
drive off! You don't have to do these things in any 
order, but just to keep this guide organized, I'll 
discuss all the exploring you can do here, then all the 
stuff you can do when you get in the car.

Exploring
---------

Inside the Lilac Inn, there's not much to do besides talk 
to Jane and Emily. On the main floor, in the parlor room, 
there's a newspaper about hobo signals, and a magazine 
about a horse that could supposedly count. Both come in 
handy later on in the game.

Also in the parlor room are two puzzles. One's in the 
clock in the corner, and the other is in a machine.

Bard Bounce: Junior Mode:

Move yellow left, then down.
Move green and red right. Move red up and left.
Move blue down and right. Move green down and left.
Move blue up, left, down, right, down and right.

Bard Bounce: Senior Mode:

Move green up and right.
Move red right.
Move green down and left.
Move red up.
Move green right.
Move red down and left.
Move green left.
Move yellow left.
Move blue left.
Move yellow up and right.
Move blue down.
Move yellow left.
Move blue up and right.
Move yellow right.

Keen! You solved it!

Clock puzzle: Junior Mode:

Move the pieces below the bird to the left, until you can 
move the pendulum-stamped piece down, out of the way of 
the bird.

Then, move the big gear in the bird's way left, then up.

Move the bird right.

Clock puzzle: Senior Mode:

Move the two lower-left pieces (a 2 by 2 gear and a 2 by 
1 gear) to the left.

Move the 1 by 2 gear down, into the spot where the 2 by 2 
gear was. Move the 1 by 2 gear that's on the top row down 
as well.

Move the clock hand left. Then move a pendulum up, so 
it's where the clock hand was.

See the 2 by 2 gear? Move the piece above it up, then 
move the 2 by 2 gear up.

There are two 2 by 1 gears right of the 2 by 2 gears. 
Move both of them up. Move the piece in the bottom/right 
corner to the left, then move the 2 by 2 gear down and 
right.

There are two pieces in the upper/left you can move down 
(the pendulum and the gear piece to its left). Move both 
down.

This gives you room to move a gears piece left, which 
lets you move two gears pieces up to the top. Now just 
move the pendulum to the bottom/right corner, send the 
bird to the right, and you're done!

Great! You get a mirror for solving the clock puzzle!

And that's it for the Lilac Inn for now. You can go to 
Richard Topham's, which is just down the road. On the 
way, you see a piece of paper. Grab it! It's a key 
appraisal receipt.

Inside Mr. Topham's, Uri the Cat is meowing. He tells you 
to get its toy mouse. It's under a dresser, so get it and 
give it to Uri.

You can then talk to Richard Topham. He runs a school for 
paranormal, psychic activity. Um...okay...right...

He gives you a test. The answers are...

All wet
Doll up
Double cross
Dry up
Big cheese

You can talk to Mr. Topham some more after solving his 
quiz. He lets you explore the house.

There are various things in the house, the only one of 
which you need is the "Lest I Forget" book inside a 
wooden elephant. This book contains all the clues to the 
big puzzle that tells you where Josiah's real will is 
hidden.

The various clues are how to open the carriage house near 
Topham's, how to open a journal, and how to open the big 
clock in his carriage house. There's a note about a 
trivet that was delivered to Twin Elms.

Above the fireplace is a matching game. Click on the 
little pictures until you find a matching pair. Find all 
the pairs to get a mirror.

Now go outside and head back towards the Lilac Inn. Take 
a left after crossing the stone bridge to find a 
miniature golf course. Swell!

You can get a golf club here and play on the course for 
ten cents. Your goal is to get par or less on the six 
holes. Click on the mouse and drag it to pull the club 
around, and let go to swing. The farther away you pull 
the mouse, the harder the swing is.

THIS IS HARD.

Junior mode has an easier par than senior mode, so I 
recommend doing Junior Mode. The only help I can give is 
that on the fourth hole, you want to aim for the leftmost 
hole (which gives you a cool animation along with ending 
that hole). Additionally, the second hole has a little 
cave on the right which you can hit the ball into and 
have it pop up near the hole.

It took me ten tries and over a half hour to do it on 
senior mode. And, of course, you have to do it to win the 
game.

When you win, put your score card in the "Put Score Card 
Here" slot to get a red pony.

There's also a golf ball game (on the thing shaped like a 
golf ball) that you have to win. The instructions are on 
the game, but I'll explain them here.

The goal is to get four golf balls in the right order. 
Put them on tees and click the club to guess. Every empty 
hole represents a wrong colored ball, every hole with a 
stick represents a ball in the wrong position, and every 
hole with a stick and flag represents a ball in the right 
position.

Sadly, the order of the flags does not correspond to the 
order of the balls. Each game is random, so play and use 
the information the flags tell you to figure out the 
correct colors to use, and where the colors go. You can 
only use each color once.

When you solve it, you get a poem with number homophones 
highlighted: 1 2 4 2 8 2 7. Cool.

Now you can head back to the Lilac Inn and ask Emily what 
her mother's middle name was. It turns out it's Lois. 
Read the book on Emily's bed as well, and now you can get 
into the carriage house near Richard Topham's!

The carriage house lock wants you to put in four four-
letter words.

What are you when you win Bard Bounce? Keen
What poet is the cat's meow? Omar
What does par on the golf course get you? Pony
What is Gloria's middle name? Lois

So enter Keen, Omar, Pony and Lois onto the lock to get 
inside. Inside, there's a clock on a desk with symbols on 
it...the same symbols on the golf poem!

Move the hands of the clock to 1:00, then click the 
symbol above the clock. Then move it to 2:00 and click 
the symbol. Repeat the process until you enter all the 
numbers on the golf course poem (1 2 4 2 8 2 7) to 
get...a mirror.

Against a wall is a domino box puzzle. Line up the 
dominoes end to end, so that ends with matching dots 
touch. For example, the two 4-dot dominoes touch each 
other, the two 7-dot dominoes touch each other, and so on 
and so forth until they're all touching.

Solving the domino puzzle gives power to the switch, but 
there's no point in pulling it if you don't have all four 
mirrors. And to get those mirrors, you have to leave. So 
go to Nancy's car and drive off!

Driving
-------

When you drive off, Nancy notices the car she saw earlier 
is gone. Could it have belonged to the person who set 
fire to the Lilac Inn?

Nancy has an incomplete map of the town, which helps you 
drive around. Hold the mouse down to drive, and avoid 
potholes. Head to Waddell Jewelry to get the key that was 
appraised (if you can't, you first need to get the 
receipt that was floating in the area between Richard 
Topham's and the Lilac Inn).

Go to Tubby Telegrams to pick up the stuff for Nancy's 
father. The man there gives you a job delivering 
telegrams for a quarter a telegram. Awesome! Delivering 
telegrams helps you learn where everything is (which is 
good) and earns you money!

If you ever need gas, go to the gas station and fill up 
for a quarter or two quarters. Nancy tells you whenever 
she's running low on gas.

Visit the bank to meet Jim Archer. He's a nice fellow who 
tells you that Emily's jewelry wasn't insured (darn!). He 
also says that Josiah has a safe deposit box, the key to 
which is missing. Mr. Archer is also upset that Josiah's 
real will--if the will Mr. Topham found is fake--doesn't 
leave money to anyone but Topham, as Mr. Archer was 
promised (and could surely use) some of Josiah's money.

You can read the typewriter (which was Josiah's) to learn 
about the trivet at Twin Elms, which we already knew 
about.

In the corner of the room is a clock that belonged to 
Josiah. Open it with the key that Jim Archer had 
appraised (which you get from Waddell Jewelry, provided 
you have the appraisal sheet). Inside is a puzzle.

The goal of the puzzle is to get all the gears in place. 
Every gear, you'll notice, has a small line (or two) 
along the gear part. You need to get all these line to 
connect to each other.

Once you put a gear in the right place, it stays stuck 
there.

Starting with the upper/right spot, the chain of gears is 
small size, middle size, big, small, middle, big, small, 
big, middle. Because the lines have to add up, the 
upper/right small gear is the one with a line leading 
down/left.

That's enough information to help you solve the puzzle. 
Once you do, you get a mirror.

You can now go back to the Lilac Inn, or go on a quest to 
find the trivet.

Getting the Trivet
------------------

You're going to have to do a lot of driving around! 
Here's the quick version of what to do:

To get the trivet, go to Twin Elms (in the upper/left 
part of town). Mrs. Sheldon tells you to go get the 
bridge cards from Miss Jakowski at Titusville Telco.

Go see Miss Jakowski. She wants you to get some tickets 
from the orphanage.
 
Go to the orphanage. Mrs. O'Shea wants toys for the 
orphans.

Go to the general store and buy four toys. Give them to 
the orphanage, and Mrs. O'Shea sends you to the print 
shop.

Go to the print shop. The man there wants you to get a 
19-inch largemouth bass. You can check the freshwater 
fish guide in Josiah's carriage house to find out where 
they live.

Go to the pond near the orphanage. Fish with the right 
bait and in the right area, according to Josiah. That's a 
minnow as bait, and fishing in the grassbeds. Catch a big 
enough fish.

Go to the print shop and you get the tickets in exchange 
for the fish.

Go to Titusville Telco and get the bridge cards in 
exchange for the tickets.

Go to Twin Elms and get the trivet in exchange for the 
bridge cards. YES!!! YOU GOT THE TRIVET!!!

Also, Nancy's dress is flouncy.

Josiah's Carriage House
-----------------------

Once you have all four mirrors (from the clock in Mr. 
Archer's office, the matching game above Richard Topham's 
fireplace, the clock in the parlor of the Lilac Inn, and 
the clock in the carriage house), go to the carriage 
house and put each mirror in a corner of the room. Pull 
the lever next to the domino box and...

Puzzle time. See the light bulb on the right wall? 
Reflect the light so it hits the light bulb. Do this by 
moving the upper/right mirror so the light goes straight 
down.

Now move the lower/right mirror so the light goes 
up/left.

Now move the upper/left mirror so the light goes straight 
down.

Now move the lower/left mirror so the light hits the 
light bulb.

This gives you access to the upstairs part of Josiah's 
carriage house. Inside here is a note about Marcel (read 
it) and a big clock. Also, there's a ham radio, with a 
note about a blank underneath.

Safe Deposit Key
----------------

Go to Richard Topham, who says Marcel is Josiah's hat 
(which Emily now has). He tells you about the blank of 
quartz, and agrees to let you have it...after a game.

The point of the game is to prove that Richard Topham is 
psychic. The trick is that he repeats his questions; for 
example, whenever the card is a star, he asks, "What card 
am I thinking about?"

Basically, you have to play guess and check in order to 
figure out which question corresponds to which card. Here 
are the answers:

What card am I thinking about? Star
What card am I holding? Square
What card am I looking at? Circle
What card am I concentrating on? Cross
Can you tell me which card which card this is? Squiggles
This is which card? Star
What card is this? Squiggles
Do you know what card I'm looking at? Square

See, Richard operates by the same principles as Clever 
Hans, the horse that could do arithmetic!

Once you do the puzzle, you get the quartz. Richard 
Topham also refuses to let you read the "A Midsummer 
Night's Dream" book on his shelf--the one with cues 
inside for Josiah's ham radio friends. Shoot.

Go back to the Lilac Inn and ask Emily about Marcel. She 
shows it to you, and hidden in the band is a safe deposit 
key. Yes!

Hidden Passageway
-----------------

Head to town and give the key to Mr. Archer. He'll use it 
to open the safety vault...if you sew a dress for him. 
See...his bank is going out of business, so he can't hire 
a seamstress. Oh no!

Go to Mr. Waddell's to have the blank of quartz cut. He 
wants a lot of money for it, and maybe you don't have 
enough. Don't worry; you'll find some more money soon. 
Head back to the Lilac Inn.

Talk to Jane about sewing. She'll get the needle if you 
solve a pie puzzle.

Junior Mode:

(x means any size, two side-by-side xs mean two pies of 
the same size)

LL X  X
X  SL SL
SL SS SL
SL LL LL
XX L  XX
SL    LL

Senior Mode:

LL S  S
LL SL SL
SL SS SL
SL LL LL
SS L  SS
SL    LL

Once the pies are done, go inside and sneak behind Jane's 
podium. You find a picture of a hidden passageway, with a 
note on the back about where the passageway is: the 
window seat of the parlor room.

Go to the parlor room, and see the seat that's built into 
the wall? It's got curtains on it. Pull on the right 
curtain to find a hidden passageway.

Go inside and turn on the light switch. Go forward once, 
then turn right. Pull on that lantern there to open a 
door to find...the second hidden passageway!

Go to the end of this passageway, where there's a peep 
hole to Emily's room. Aha! Clearly, someone was using the 
peep hole to spy on Emily when she showed the jewelry to 
Nancy! Then that person set fire to the Lilac Inn and 
stole the jewelry!

Go back to the main hidden passageway and go all the way 
down it to see that it leads to Richard Topham's.

Partway through the hidden passageway is a piggy bank on 
the floor with a dollar inside. Cool!

Also in the passageway is a poster/picture for Creepy 
Corners. Move all the pieces so that the picture is done! 
The word "Creepy Corners" is at the top, with a mausoleum 
on the left, a tree on the right, and a creepy man in 
front of the moon in the middle.

The bottommost part of the picture has a grayish line on 
it, which should help you get all the bottom pieces in 
place. Rotate the pictures if needed, and use these hints 
to solve the puzzle.

This gets you...a record. Cool.

Big Clock On Top
----------------

That's all for now, so head over to Jane, who should be 
back by now. She'll give you a sewing needle. After some 
accusations, Nancy apologizes to Jane.

Go upstairs and put the needle on the sewing machine. Now 
you get to sew! This is also rather difficult. Sew along 
the dotted line, moving your mouse left and right to move 
the dress.

It takes a while, but when it's done, you can head to Jim 
Archer. He likes it, and lets you open the safe deposit 
vault. Inside is...a journal?

Get the blank from Mr. Waddell at this time. If you don't 
have enough money, deliver telegrams until you do.

Now go back to the Lilac Inn, and use the Creepy Corners 
record on the record player. This is the key to opening 
the journal. See, the trivet has letters that correspond 
to pictures. Each picture corresponds to a sound effect 
on the record, and each letter on the trivet corresponds 
to a letter on the journal.

So, type in the word "GOODFELLOW" on the journal. It 
opens to reveal ham radio information. Apparently, all 
you need to do now is read the cues to the correct people 
on the ham radio.

Bottom's cue is in the note to Gloria, according to 
Josiah's book o' hints, so you might as well go to 
Emily's room while she's not there, and read the letter 
to Gloria hidden in her drawer (where the hat was).

As for the other cues, you'll have to get them from the 
book in Topham's house. He wouldn't lend it to you, so 
you have to sneak through the hidden passageway to get 
into Topham's house.

Oh no! Uri is on the alert! Find his toy mouse and give 
it to him quick! Then take the Shakespeare book off the 
desk and flip the pages to find the cues.

Go back through the hidden passageway (under the rug in 
the corner of the room) and exit through the Lilac Inn. 
Now head to the carriage house and go upstairs.

Put the blank in the ham radio, then turn the dials to 
speak with all three people. They are:

Flute 7.025
Pyramis 7.057
Thisby 7.050

Give each one their cue. Flute's is "Shall we their fond 
pageant see...", Pyramis' is "Thou speakest aright..." 
and Thisby's is "If we spirits have offended..."

Each one gives you a sentence with a few phrases from 
hobo sign language. Specific, the phrases are:

Thisby: Authorities alert, bad water, no use going this 
way
Flute: Hit the road, owner in, thieves about
Pyramis: Barking dog, keep quiet, dangers neighborhood
Bottom: Kind woman, good water, sky's the limit

Write those symbols down if you don't remember them (you 
probably don't), then enter them on the clock here on the 
top floor of the carriage house. This gives you a puzzle.

The goal of the puzzle is to get to the end, by pressing 
the ten buttons in the proper order. The order I found 
that works is 4, 8, 9, 7, 1, 10, 5, 6, so click on those 
numbers in that order to beat the puzzle.

You get a golf ball, telling you to hit a hole in one on 
the last hole. Take the golf ball, then go to the golf 
course. Finally, easy golf challenge! Hit a hole in one 
to get another safety deposit key!

Head back to the Lilac Inn to hear that Emily is near the 
breaking point. Fortunately, we're near the end of the 
game. Head to Jim Archer's and give him the new key.

He figures out that the key opens Clara Pickford's vault. 
Inside is Josiah Crowley's real will! YES!!!

Also, there's a picture of the real Jane Willoughby. But 
that means...the Jane we know is an impostor!

Nancy confronts Jane, and a car chase ensues. Follow 
after Jane until you hear Nancy say, "I'll bet she's 
heading for the state line!" When this happens, drive 
towards the state line, taking a different route than 
Jane. Fortunately, the second chance button lets you redo 
the chase over and over again until you get it right.

Once you do, you see the ending cutscene, where everyone 
lives happily ever after, thanks to Josiah's will ending 
all financial problems for Emily and Jim Archer. 
Well...Jane and Richard Topham aren't happy, but they're 
both guilty of fraud, so they don't really deserve to be 
happy.

And that's the game! Hope you liked it!

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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