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Chapter 7: A Message from Beyond 003h. Chapter 8: The Phantom Horse Rides! 004. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called Nancy Drew Mobile Mysteries: Shadow Ranch. It is a game for the iOS, and it is based off of Nancy Drew: Secret of Shadow Ranch, one of the most popular Nancy Drew books of all time. I made a video walkthrough for this game, in addition to a text walkthrough. You can see it here: http://www.youtube.com/playlist?list=PL7030B3EBB68C4216 To contact me about this guide, you can email me at email@example.com. 002-Characters --------------------------------------------------------- Nancy Drew: Our heroine! Nancy Drew is an amateur detective, who has a penchant for solving tough mysteries. Bess Marvin: Nancy's best friend. Bess likes eating, spending time with boys and reluctantly helping Nancy solve mysteries. George Fayne: Bess' cousin, who is also Nancy's good friend. George is taller than Bess, and she's more of a tomboy than Bess. Uncle Ed Rawley: Owner of Shadow Ranch. He is related to Bess and George, and he welcomes Nancy with open arms. Aunt Bet Rawley: Wife of Uncle Ed. She is related to Bess and George, and she welcomes Nancy with open arms. Chief the Dog: The Rawley's pet dog. Sam Nash: Owner of Black Creek Ranch, a rival ranch. He wants to buy Shadow Ranch off of Uncle Ed and Aunt Bet. Tex: A surly cowboy in his 50's, who is in charge of the horses. Mrs. Thurmond: The ranch cook, who is a friendly woman. As you would expect, she cooks good food. Shorty: The assistant cook. He plays music for everyone at the campfire. Dallas Crider: One of the guests staying at Shadow Ranch. He likes to hunt for scorpions. Bonnie Crider: Dallas' wife, who is also staying at Shadow Ranch. Jim Wallace: One of the guests staying at Shadow Ranch. He is married to Jamie Wallace. Jamie Wallace: One of the guests staying at Shadow Ranch. She is not good at singing. Suzanne LeMere: One of the guests staying at Shadow Ranch. She is from Alaska, and she is rather odd. Chet: A cowboy who likes junk food almost as much as Bess does. Dave Gregory: A cowboy with dark eyes, who appears to be quite taken with Nancy. Lester: One of the cowboys at Shadow Ranch. Gil: One of the cowboys at Shadow Ranch. Eunice: The rootin' tootin' cowgirl who works at Shadow Ranch. Dirk Valentine: A bandit who lived at Shadow Ranch a long time ago. He hid a fabulous treasure in the area, but its location became lost when he died. Frances Humber: The love of Dirk Valentine's life. She loved him just as much as he loved her. Sheriff Humber: Father of Frances Humber. He had to choose between doing his duty as sheriff (by hanging Dirk Valentine) or doing his duty as a father (by letting Dirk go free). He did his duty as a sheriff, and his daughter never spoke to him again. Black Creek Ranch Girls: Three unfriendly girls, who are at Black Creek Ranch. They compete against Nancy and her friends in a local scavenger hunt. Todd Manning: An extremely rich software developer, who is also a nice person. He and his wife compete in the scavenger hunt. Marlene Manning: Wife of Todd Manning. Like her husband, she is a down to Earth, friendly person. Sheriff: He helps arrest some kidnappers that appear in Chapter Two. Of course, he couldn't have caught the criminals without Nancy's help. C. J. Evans: A member of the Fish and Games Department, who comes to take care of the cougar in Chapter 3. Andre Ferris: A man that the girls meet in a ghost town during Chapter 4. He is a visitor at Black Creek Ranch and a minor history buff. Tobias Richter: The assayer at Dry Creek. He was killed for stealing gold from miners. Miss Kell: Owner of Scintillating Creations, a shop in Chapter 5. Miss Nenk: Owner of Southwestern Fine Art, a shop in Chapter 5. Mr. Delgado: Owner of Delgado's Pottery, a shop in Chapter 5. Mrs. Katsui: Owner of Katsui's Clothing, a shop in Chapter 5. Mr. Mingles: A Pomeranian, with a bad habit of stealing things. He belongs to Mrs. Katsui. He also appeared in the second Nancy Drew Dossier game. Mary Yazzi: Owner of a Navajo store, in Chapter 5. She has been robbed, and she asks Nancy for help in determining who the culprit is. Crazy Cal: A local resident, who lived over a hundred years ago. He had an unknown source of gold, which was rumored to be a mine at Stony Peak. Prospector Polly: She runs the Place Mining Pavilion, in Chapter 6. She tells the girls about the lost mine. Lloyd Feldman: A man who lives on Stony Peak. He appears in Chapter 6, when he invites the girls over for a mushroom- based meal. Simon: Lloyd's sick javelina. 003-Walkthrough --------------------------------------------------------- At the top of the pages, there are controls. The icon with the letter "A" controls the text size and font. The starburst icon controls the brightness of the screen. The abacus-like icon in the upper/left takes you back to the table of contents. In this game, you will sometimes see text which is not black. If you tap on green text, you will hear a sound effect. If you tap on orange text, you will get a definition. If you tap on red text, you will get a collectible. There are seven collectibles in each chapter, and getting all seven unlocks a minigame. 003a-Chapter 1: The Night Whistler --------------------------------------------------------- The story begins with Nancy Drew arriving in Arizona. Her two best friends, Bess Marvin and George Fayne, pick her up at the airport. They start driving to Shadow Ranch. In this part of the text, you can see "saguaro cactuses" written in red. Tap on it to get the cactus collectible. Bess and George talk a bit about bad things happening on the ranch. George takes out the pieces of a letter, which Uncle Ed ripped to shreds last night. A sudden gust of wind blows the letter scraps away. You can choose to look for the pieces or not. If you do, there's a hidden objects challenge, where you look over the screen and tap on the ten pieces of the letter. Solving this challenge lets you read the letter, which is from a fellow ranch owner Sam Nash. Sam wants to buy Shadow Ranch. If you choose not to look for the pieces of the letter, the story continues with the girls driving to the ranch. The girls arrive at Shadow Ranch shortly after that. Tap on the red "sunflowers" text for the sunflower collectible. The girls see Uncle Ed, and they also see a stagecoach headed right for him! You can either yell at Uncle Ed to move or push him out of the way. He gets injured no matter which option you choose. If you push him out of the way, the injury is minor. If you yell at him, the injury is so serious he needs to go to the hospital. It's nicer to make sure Uncle Ed isn't badly hurt, so push him out of the way. Uncle Ed shows off the ranch for a bit, when Tex shows up. Tex is a surly cowboy, and he is upset because Uncle Ed has not paid him (or the other cowboys) on time. Uncle Ed promises payment as soon as possible, but Tex is not satisfied. The girls meet the dog on the ranch, and you can get a collectible by tapping the red "German Shepherd" text. After this, you get to decide whether Nancy should go to her room or the barn. If she goes to her room, she talks with Bess and George for a bit. If she goes to the barn, she inspects the runaway stagecoach. It looks like someone set the stagecoach loose on purpose! Whichever option you chose, Nancy ends up finding a note in the trash. Most of it is burned, but Nancy can still see two words: zvyyre pnir. What does that mean? It means "Miller Cave". As Nancy realizes, this is a code, where you move each letter forward in the alphabet, by thirteen letters. Nancy and her friends decide to examine this cave, before the cookout. They get horses from Tex. Nancy gets to pick which horse she likes. Pick any of the horses to start a horse-racing minigame. Unscramble words at the bottom of the screen to make Nancy's horse move faster. Here are the various solutions: Animal: Horse Vehicle: Wagon Animal: Snake Food: Taco Clothing: Skirt Bird: Crow Event: Dance Found on a Shirt: Button Contest for Cowboys: Rodeo Food: Bacon Something Scary: Ghost Animal: Gopher Too Much Sun: Sunburn A Horse Wears One: Saddle Nancy and her friends arrive at the cave. There are signs that an animal has been kept here recently, but there's nothing else of interest in the area. The girls go back to the ranch, just in time to hear the triangle which signals dinner. Nancy gets to meet everyone as dinner starts. You have the option to collect firewood or not. Decide to collect firewood, for a hidden objects puzzle in which you find pieces of firewood. As a reward, you get the tin star collectible. If you don't get firewood, you can't get the collectible. The cookout continues, and towards the end, you get the choice to roast marshmallows, make popcorn or eat chocolate. Choose either "roast marshmallows" or "eat chocolate" in order to collect the "chocolate" collectible. The cookout draws to a close, and you have four different activities you can participate in. Once you finish an activity, you have the choice of doing one of the others. That way, you can do all four activities before the night ends. If you look for scorpions with Dallas, you can get the "scorpion" collectible, which is right next to the picture of a scorpion. If you sing songs with Shorty, you can sing as many songs as you want. The songs that you can sing are The Yellow Rose of Texas, Home on the Range, Streets of Laredo, Red River Valley and The Bandit's Treasure. If you go see bats with Dave, you can get the "cottontail" collectible. If you stargaze with Uncle Ed, you are challenged to find the constellation with the north star. This is the second star pattern from the right, also known as the Little Dipper. When you're done with the activities, call it a night. Everyone gets in the hay wagon, and as they ride back to the ranch, the horses start to get nervous. Shorty talks about Dirk Valentine. Dirk Valentine was a bandit who lived in this area, and he fell in love with Frances Humber. Her father was the sheriff at the time, and Sheriff Humber captured Dirk. He executed Dirk for his crimes, causing Frances to run away and never contact him again. Rumor has it that Dirk left behind a fabulous treasure, just for Frances, shortly before his death. Rumor also has it that his horse roams these parts, as a ghost. Not long after this, something runs from the shadows and spooks the horses. Nancy has the option of either grabbing Dave (the cowboy at the reins) or grabbing the reins. If you grab Dave, the hay wagon tips over. Everyone except Dave falls out. If you grab the reins, no one falls out of the wagon. Nancy calls it a night after this minor scare, in which no one was injured. She goes to be, but she has a hard time sleeping. In the middle of the night, Nancy hears something and wakes up. Everything seems fine, but the pumphouse lights flare on. Nancy goes outside, and the lights go off. She hears a crash, and a clammy hand grabs her wrist. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Saguaro (Cactus): oars, ours and gars Sunflower: flour, flows, owner, flower Chief the Dog: tide, thief, chief Tin Star: star, rats, nits, tars, satin Scorpion: pion, pins, pons, coins Cottontail: tail, tint, coal (Koko) Kringle: ring, rink, grin, girl Solve all the minigames to unlock "The 10,000 Peso Solution", a mini-mystery. It's a short story, in which Tex tells a mystery, and Nancy solves it. See if you can solve it, too! 003b-Chapter 2: Kidnapped! --------------------------------------------------------- The cliffhanger ending of the last chapter proves to be a red herring, as the person who grabbed Nancy's hand is her friend, Bess. Bess and George came outside when they heard the spooky noises. You can choose to investigate the pumphouse or not. Choose to go in, and you can unlock the prickly pear pop collectible. The soda is the only clue in the pumphouse, however, so Nancy and her friends return to their rooms. If you choose not to go in, Nancy and her friends immediately return to their rooms. At this time, Nancy notices the basement door is open. The next day, the girls wake up. Mrs. Thurmond asks them to look for eggs, for breakfast. If you agree to do so, you have a hidden objects challenge, in which you must find all ten bird nests onscreen. Many of them are in the trees. Whether you look for eggs are not, you get two collectibles (Tumbleweed and tres leches cake). Nancy and her friends go to town, where they learn about an upcoming scavenger hunt. Three girls from a rival ranch are also competing. You get to choose what Nancy and her friends should wear, as part of their Team Shadow Ranch uniforms. They can have matching hatbands, work shirts, belts or jeans. Pick whichever one you want. The next day, the girls go to town. There are four teams for the scavenger hunt. One is Nancy's team. Another is the Black Creek Ranch team. Another are three men who drive a pickup truck which is in desperate need of repairs. The fourth team is made up of Todd Manning (the gazillionare software guy) and his wife Marlene. The scavenger hunt gets off to a good start. Nancy and her friends find many items. You have the option to look for arrowheads or not. If you find all the arrowheads, you can get the turquoise collectible. If you don't find the arrowheads, Nancy can't get the collectible. The scavenger hunt continues, and Bess finds a chocolate flower, one of the items on their list. It is also a collectible for you to get. A horse shows up, and someone from the all-male group appears, claiming the horse is his. He takes the horse and rides off. Nancy is immediately suspicious. Why? You can try to figure it out yourself, or you can ask the game for a hint. Nancy is suspicious, because the man does NOT fit in those stirrups. The horse must belong to someone much shorter than the man. Nancy and her friends follow the man, and they learn that he (along with his friends) have kidnapped the Mannings! You can choose to rescue the Mannings yourself, or to ride back into town. If you ride back into town, it leads to a game over sequence. Choose to rescue them. Pick up the scrub oak collectible. Bess and George provide a good distraction, while Nancy rescues the Mannings. Shortly before Marlene can get on her horse, one of the kidnappers turns around. You can choose to attack the kidnapper or run away. Running away leads to a game over sequence, so choose to attack him. Nancy, her friends, and the Mannings get away safely. Sadly, the rival ranch's team wins the scavenger hunt, sort of by default because the other three teams were distracted by the kidnapping plot. Speaking of which, while Nancy and the Mannings ride with the sheriff, Nancy successfully identifies the team of three kidnappers. You have the opportunity to see what the clue to the mystery is, or to figure it out yourself. Nancy recognized the all-male group, by their pickup truck, which makes a distinct high-pitched whine. The men are arrested, and as a reward, Nancy and her friends get bouquets of dahlias (a collectible), nachos and sopapillas. They give an interview to the local newspaper, and it's not until much later that Nancy and her friends drive back to Shadow Ranch. The car gets a flat tire, and soon afterwards, a cougar appears. Uh oh! That's the end of the chapter. You get the ability to go for a horse ride at this point, if you want to. It's the same challenge as before, where you spell out words to make your horse move more quickly. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Prickly Pear Pop: Poker, pokey, rocky, pricky Tumbleweed: Blew, weed, teem, bleed Tres Leches (Cake): Tres, rest, heel, rests Turquoise: tres, rest, rust, quiet Chocolate Flower: flow, cool, late, later, cheat Scrub Oak: Oaks, burs, scrub Dahlias: Dah, ahi, lis, las Solve all the minigames to unlock "Sneezing Scout", a mini- mystery. It's a short story, in which Nancy and her friends help some scouts by proving a rival scout group is cheating. See if you can catch the cheaters, too! 003c-Chapter 3: Wild Cat --------------------------------------------------------- The girls are saved from the cougar attack by Dave, who shows up at just the right time, with a gun. Nancy is slightly suspicious as to what Dave was doing in the area so late at night, but he pleads innocence. The next day, Nancy and her friends decide to go out riding. Once again, Nancy gets to pick which horse she wants. There are four things Nancy can do today: 1. Check out saguaros at Devil's Garden 2. See bones at the old water hole 3. Look for petroglyphs 4. Horse race Horse racing is just for fun, and if you want to go horse racing, you have to do it first, before any of the other three. Going to check out saguaros leads to you getting the Western Kingbirds collectible. Going to see bones leads to you getting the horn collectible. Looking for petroglyphs leads to you getting the petroglyphs collectible. Once you visit one place, you get the option to visit one of the other two. At the second place you visit, you find the bear grass collectible and a cooler with a frozen deer leg. This indicates that someone in the area has been feeding the cougar. Since you can only visit two of the places, and all three have collectibles, you will have to restart the chapter if you want to get all three collectibles. Nancy and her friends head back to the ranch, and along the way, they find an old mine. There is quartz inside. Collect all the quartz to get the hedgehog cactus collectible. Bess and George switch horses, because Bess is tired of her horse. Nancy sees some hawks, which leads to the Harris Hawks collectible. She also sees a shadowy figure who is on a nearby ridge, watching them. The girls attempt to follow him, when they are interrupted by a scream. The screaming is from the cougar, and it's getting close. Once again, Dave shows up to save the girls from the cougar. They all return to the ranch. The cougar is a danger, so Uncle Ed calls someone from the Fish and Game Department. His name is C. J. Evans. He asks the girls about the cougar screams, then gets ready to leave. You have the opportunity here to talk to C. J. or Dave. C. J. talks about cougars and what he plans on doing. Dave talks a bit about the cougar, but he avoids answering when Nancy questions why he was out in the middle of nowhere in the middle of the night. Later, the girls find a coded piece of paper, just like earlier. This one reads "Complications--price just doubled". Perhaps someone is being paid to set the cougar loose? That night at dinner, C. J. talks to everyone and asks what you should do if you see one. The answer is to make eye contact and look threatening. Later that night, Nancy hears Mrs. Thurmond scream. She goes downstairs to see that there is a mouse infestation. Catch the mice in order to get the peach cobbler collectible. The next morning, everyone has a good breakfast, except for Bess. Nancy goes to see what the big holdup is, and it turns out that Bess is cornered by a rattlesnake. You can choose to help her, or go get help. Helping her leads to a game over sequence, so go get help by summoning C. J. and the other people who are at the breakfast area. Nancy uses her detective skills at this point. The cougar, the mice and the rattlesnake were not accidents. They were sabotage, and the saboteur is C. J. C. J. knew about things he shouldn't have known otherwise, like the bear grass and the fact Bess and George switched horses. That proves he was the person watching them, from atop the ridge. C. J. claims that Nancy is lying, but he still makes a break for this. Bess and George get sentenced to mouse hunting duty. You can help them if you want. When Nancy, Bess and George return from mouse hunting, they see the phantom horse. It glows in the dark and comes right up to the girls. Nancy runs to the horse stable, deciding to chase after the ghost horst. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Kingbird: King, bird, bring Cow Horn: Horn, corn, worn Petroglyph: Glyph, hyper, hoppy Bear Grass: Bear, gear, bears, gears Hedgehog Cactus: Hogs, cats, hats, heads Harris Hawks: Hawks, hairs, shaws Peach Cobbler: Peach, reach, beach Solve all the minigames to unlock "A Prickly Situation ", a mini-mystery. It's a short story, in which Nancy solves the mystery of who has been stealing prickly pear soda from Mrs. Thurmond. See if you can solve it, too! 003d-Chapter 4: Bad Luck Doll --------------------------------------------------------- Nancy chases after the phantom horse, to no avail. The horse disappears suddenly, and Nancy is out in the middle of the desert. She can get back by following the stars, her horse, or she can stay in the desert and try to find shelter nearby. If you try to find shelter, it leads to a game over sequence. If you follow the stars or the horse, Nancy returns to the ranch. Tex is mad, because Nancy took a horse without permission. He tells her to put away the horseshoes. You can either do this yourself, or ask Bess for help. If you do it by yourself, you get a hidden objects screen. If you ask Bess for help, you don't get a hidden objects screen. Either way, Nancy comes across a whistle while putting away horseshoes. George suspects that Tex used this whistle to summon the phantom horse. After all, the whistle DID sound right before the horse appeared. The next day, Nancy and her friends decide to go to a nearby ghost town. Chet and Dave will be their chaperones. Jim Wallace and the Criders will also go along on the trip. There is the "Dry Creek" collectible here, which makes sense because that's the name of the town. There is also a "pinyon nuts" collectible. There is a riderless horse in the town, but no rider to be seen. The people in the group talk, and they decide to split up. You can visit the saloon, the sheriff's office or the general store first. It doesn't matter which order you visit the three locations in, because you'll visit all three of them in time. When you go to the saloon, Nancy and her friends look at the sign and the piano. You have the chance to look for ten coins here. Solve the hidden objects challenge to get the Morgan Silver Dollar collectible. When you go to the sheriff's office, Nancy finds an old music box. A man is in the next office. He overhears the girls talking about assayers, and he introduces himself as Andre Ferris. He is a guest at Black Creek Ranch. When you visit the general store, Nancy discovers an old ledger. George starts to sneeze, and Jim Wallace appears. He gives Nancy a rusty tuning fork, which is the tuning fork collectible. After you visit all three locations (saloon, general store and sheriff's office), the girls go to the cemetery. Bess gets cold feet, and she returns to the sheriff's office. Nancy and George go on alone. You can choose which graves you want to see first: good guys or bad guys. Choose to see the good guys, because this leads to the tombstones collectible. Nancy and George come across a grave for Frances Humber, the girlfriend of Dirk Valentine. Dave Gregory appears and talks for a bit about her story. After seeing the good guys (or if you choose to see the bad guys), Nancy and George go to Boot Hill, where the bad guys are buried. Andre Ferris appears. He talks for a bit about the people here, when Bess' scream is heard. The girls run to the sheriff's, and Bess explains that she heard and saw someone scraping at the wall. Nancy breaks open the wall to find a doll from the nineteenth century. Why would someone seal up a doll inside a wall? Bess decides to keep the doll. Bad luck follows her, as everyone returns to Shadow Ranch (even Andre Ferris, from Black Creek Ranch). Bess' complacent horse suddenly gets frightened and bucks her. She is forced to walk part of the way home, because of this, and she gets bad blisters. Later, Nancy and her friends ask Aunt Bet if they can help out. She has three chores for them. They can collect eggs, set the table and get rid of crickets in the pumphouse. No matter which option you pick, the girls meet Chet. He explains that a burr got stuck under the saddlepad of Bess' horse. That explains why it bucked Bess. Was it just bad luck or sabotage, though? After this, Jim Wallace is injured, too. If you search for eggs, there is a hidden objects challenge, and you get a hematite collectible if you solve it. If you get rid of the crickets, there is a hidden objects challenge, and you get the red penknife collectible for solving it. If you set the table, there is no hidden objects challenge or collectible. Once Nancy and her friends do their chore, more bad luck happens. A terrible accident in the kitchen ruins dinner and nearly injures Mrs. Thurmond. It is only later that night that Nancy and her friends get to show the doll to Aunt Bet. Bess suggests that the doll is somehow cursed, causing bad luck. When Nancy goes to get the doll from Bess and George's room, she hears someone inside. She also hears someone moan in pain, across the hall. You can choose whether to go in the room or to see who's moaning across the hall. In the room is Suzanne LeMere, who is looking at the doll. Across the hall is Bonnie Crider, who walked into a door. After Nancy talks with either of the women, the electricity goes out. Everyone assembles in the great hall. On the way there, Nancy finds a list of things like "rig closet", "cut electricity" and "fray egg basket". It seems that the recent string of accidents were deliberate. Someone must be trying to convince Bess that the doll is bad luck, so Bess will get rid of the doll. But why? Nancy figures out a plausible solution. Perhaps the assayer is the one who hid the doll. His grave in the graveyard indicated that he stole gold from miners, so perhaps he hid the gold in the doll. Downstairs, there is a crash as Aunt Bet opens the rigged closet. When everyone is together in the same area, Nancy gets an opportunity to finger the culprit. The culprit is Dallas Crider, along with his wife. He incriminated himself, by saying what was in the rigged closet. He was not there when Aunt Bet was hurt, so he should have been unable to know what hurt her. Plus, he is the only one who knows how to cut the electricity. Nancy further explains that the ledger in the general store showed that assayer bought a sewing kit. This explains how he was able to hide gold inside the doll. The Criders apologize for their sabotage, and they pay for the damage they caused. The next day, Nancy and her friends offer to take the doll to the Dry Creek Historical Society. While waiting for someone to appear, Bess decides to go into the shady saloon. Big mistake. Tarantulas appear. One is on Bess' neck, and others are crawling towards Bess and George. Will our heroes survive, or will they be killed by spiders? That's the end of the chapter. You get the ability to go for a horse ride at this point, if you want to. It's the same challenge as before, where you spell out words to make your horse move more quickly. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Dry Creek: Dry, cry, red Pinyon Nuts: Nuts, nits, soup, noun, pint Silver Dollar: Solve, salve, silver, dollar Tuning Fork: Fork, noun, turk, trunk Dusty Chambers: Dust, bust, slums, busts Hematite: Meat, meet, heat (Red) Penknife: Peen, pein, peek, keen Solve all the minigames to unlock "Coronado's Sword", a mini-mystery. It's a short story, in which Eunice finds a sword which allegedly belonged to Coronado. Nancy proves the sword is fake, and can you figure out why she's right? 003e-Chapter 5: The Red-Eyed Mask --------------------------------------------------------- The tarantulas are close to attacking. You can chose to move them out of the way, or to run away. Moving them out of the way leads to a hidden objects challenge. No matter which option you pick, Nancy and her friends escape safely. Bess and Nancy go into town the next day. There is a "topiary bushes" collectible, as well many stores to visit. In Katsui's Clothing store, you can buy an outfit for Nancy to wear to the dance the next night. Nancy can't do anything in Scintillating Creations, Southwestern Fine Art or Delgado's Pottery. Go to the Navajo Crafts store, which is run by Mary Yazzi, a friendly woman. She is in a bad state right now. You see, one of her valuable masks was stolen. Usually, she puts out copies of Navajo masks, but the one that was stolen was a real mask, put out by accident. The thief is one of the other store owners. You can talk to Mary Yazzi about the mask, the night of the theft, and the other storekeepers. When you ask her if she saw anything suspicious on the night of the theft, the conversation with Mary automatically ends, as Mary tells the story of how a ghostly creature awoke her. Nancy suggests that Mary put out another authentic mask. That will lure the culprit back to the shop. Mr. Mingles the dog and some of the other storekeepers make an appearance here. Nancy has the opportunity to look for ten buttons in the store. Solve this challenge, and you get the Tigers-eye brooch collectible as a reward. You can now either go back to the ranch, or check out the stores here. If you go to Scintillating Creations, you learn that Miss Kell has glow sticks, perfect for making glowing monsters. If you go to Southwestern Fine Art, you learn that Miss Nenk has a magazine about appraising Native American artifacts. If you try to go to Navajo Crafts, Bess stops Nancy because that's the place you both exited from. If you go to Delgado's Pottery, you learn that Mr. Delgao is selling something for $50,000. If you go to Katsui's Clothing, Bess causes a distraction, while Nancy goes to the computer. Nancy has to guess the correct password. The correct password is 123456, but there is no relevant information on Mrs. Katsui's computer. Once you're done exploring the shops, go back to Shadow Ranch. Nancy, Bess and George make preparations to attend the local dance, with cowboys as their dance partners. They talk with Aunt Bet and Uncle Ed, when a scream interrupts them. The scream is from the kitchen, which has been infested with crickets. Find all ten crickets on the screen to get a buckhorn cholla collectible. The next day, Nancy gets a carnation collectible from Dave, as the girls head to the dance. The dance is fun, but when Dave tries to kiss Nancy, she warns him about her boyfriend. After this, Nancy and Bess go to Mary Yazzi's, for the stakeout. The mask that Mary is using as bait is a red-eyed mask. She showed it to all the shopkeepers. Around this time, you get the sopapillas collectible. You get the option of having Nancy and Bess stay awake, or having them stay awake in shifts. If you have them both stay awake, it leads to a game over. Have they trade sleeping shifts. During Nancy's shift to watch, the thief comes in. It is a ghostly figure, wearing deer skins and a weird headdress. Bess wakes up and screams, getting the attention of everyone in the area. The culprit absconds with the mask, and all the shopkeepers come to see what's happening. They offer their condolences, and Mr. Delgado incriminates himself by describing the thief. Nancy is challenged to determine where Mr. Delgado hid the mask. The answer is under the topiary. The mask is recovered, and as a reward, Nancy gets an abstract painting collectible. Bess is rewarded with an old framed photo, from the previous owners of Shadow Ranch. One the ride back home, Nancy and Bess discover part of a treasure map hidden behind the old photo. This is the treasure map collectible, and it is addressed to an F. H. Frances Humber? The chapter ends here, but Nancy gets the option of racing a bad guy. Do this, if you enjoy the racing minigame. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Topiary: Iota, riot, trio, tray, tapir Tigers Eye (Brooch): Seer, tiger, siege Buckhorn Cholla: Buck, horn, corn, luck Carnation: Corn, ratio, nation Sopapillas: Pill, sill, pall, sall (Abstract) Painting: Pain, paint Treasure Map: Tree, peer, mature Solve all the minigames to unlock "The Phony Photographer", a mini-mystery. It's a short story, in which Nancy proves a man is lying about some bird photos he claims to have taken himself. 003f-Chapter 6: The Lost Mine --------------------------------------------------------- Bess scrutinizes the old map, but since it's only half a map, it isn't very helpful. The girls decide to go to Polly's Place Mining Pavilion, and they run into Mary Yazzi along the way. Agree to help Mary find arrowheads, for another hidden objects challenge. Solving this gets you a "yellow rose" collectible. The girls continue to Prospector Polly's. They pay to go panning for gold, and they find some flecks which aren't worth very much. You are given the option to keep panning or to stop. Keep on panning to get the garnet collectible. After that, you stop. Polly talks about Stony Peak, which is rumored to be the location of the lost mine belonging to Crazy Cal, who refused to say where he got the gold he used to buy things. The name of Crazy Cal's pack burro was Rainbow, and rumor is that it's the key to the mine. You can ask Polly how she knows this, or why she doesn't look for the mine herself. Either way, you learn that this is an old story she heard as a young girl, and she's been looking for the mine her whole life. Polly explains that the windstorms mess up the trails in the area, which is why the mine was so easily lost. The girls discuss plans to search for Cal's Lost Mine, over bowls of homemade strawberry ice cream. The ice cream is a collectible. Nancy gets to pick her horse, as usual, when the girls head out. The girls are going to camp at the mountain overnight, and Tex has a pretty good idea of why they're going there. The girls ride a zigzag pattern, trying to find any marks that Crazy Cal may have made. There's a picture. Which object marks the trail? Obviously, it's not the rock which can be easily blown over. It's the cactus on the right, which is the only one old enough. There's a symbol on it, and it vaguely looks like a rainbow. The girls make their way up the mountain, finding similar marks along the way. They find a house made of rusted metal and scrapwood, belonging to a man named Lloyd Feldman. Lloyd introduces himself, and he shows them his pet javelina. Nancy identifies it as the animal which was living in Miller's Cave, in Chapter One. Later in that chapter, a javelina spooked the horses and upset the hay ride. You can have brunch with him, or leave. If you have brunch, Nancy is sent to a hidden objects screen to find mushrooms. No matter which option you pick, Lloyd figures that the girls are here to find the lost mine. This upsets him, and he says they won't come back. The girls then leave, and they discuss Lloyd for a while. They reach a stream, then decide to have lunch. There is a horned lizard collectible, as Nancy gets up and walks away. She finds a mine, and a ponderosa pine tree with Cal's symbol on it. The tree is a collectible. You can choose to look for fool's gold in the mine, in order to get a quartz collectible. You can also choose to avoid the mine. Either way, Nancy ends up finding a small pocket watch, containing a piece of paper which reads "Dear Frances, Green Bottle". A few hours later, it starts to rain badly. The girls set up camp, and Nancy realizes with terror that they need to get to higher ground before they drown. Do you stay on the horses, or swim? If you try to swim, it leads to a game over sequence. Stay on the horses, and Nancy and her friends find normal ground, away from the creek. The rain eventually lets up, and the girls tend their horses. They decide to camp here for the night. Thanks to the rain, they see a rainbow the next night. The next morning, Bess falls in a hole. Oh, Bess! George goes back to the ranch to get help, while Nancy gets some supplies and follows Bess into the hole. The hole is actually a narrow tunnel, which served as an air vent for a mine. Crazy Cal's symbol is on the wall, and Nancy has a puzzle. Which of the two tunnels should she go through? The wrong one is probably booby-trapped. The left tunnel is labeled "8", while the right tunnel is labeled "10". Underneath the rainbow symbol are some equations: r = 1 w = 7 r + n + b = ? Well..."r" is the first letter in the word "rainbow", while "w" is the seventh. Perhaps the numbers correspond to the letters in the word "rainbow"? r = 1 a = 2 i = 3 n = 4 b = 5 o = 6 w = 7 Putting these clues together, Nancy realizes that r + n + b = 1 + 4 + 5 = 10. Take the right tunnel, which is "10". Following the tunnel leads to another puzzle. w – 3 = 7 – 3, which is four, or "n". Take the middle tunnel, which is "n". The next time the path diverges, there are four possible tunnels. This time, colors are used to indicate paths. The equations here indicate that the numbers correspond to the order the colors appear in a rainbow. r = 1 = red a = 2 = orange i = 3 = yellow n = 4 = green b = 5 = blue o = 6 = indigo w = 7 = violet Five is blue, so go through the blue tunnel. The girls end up finding a gold vein, along with the skeleton of Crazy Cal. It looks like he died in a cave in. At this point, Nancy finds the mine collectible. Bess foolishly leans against the wall here, which starts a cave-in. The ground shakes, as Nancy and Bess run away. By this time, George has returned with Dave and Gil, who help the girls out of the area. Sadly, the cave-in has made the mine complete inaccessible now. Dave and Gil were only ten minutes away, believe it or not, because Dave insisted on mending the Stony Peak fence line that day. Nancy isn't so sure it's a coincidence. The group returns to Shadow Ranch. That night, Nancy wakes up late and decides to take a walk. She sees the broken fence and hears the mysterious whistle that she's heard before. She follows it to its source: someone inside the pump house. The person in the pump house turns towards Nancy's direction, then shuts off the lights. Nancy goes into the pump house, which is empty. Nancy figures the person inside must have escaped through a hidden passageway. Nancy quickly finds it, and she finds the person inside: Dave Gregory. The chapter ends here, and you have the opportunity to go horseback riding with Dave. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Yellow Rose: Rose, yell, lows, lose, owl Garnet: Tarn, tern, earn (Homemade Strawberry) Ice Cream: Mice, mace, mere Horned Lizard: Horn, earn, lead, head Ponderosa Pine: Pine, pone, pane, pines, panes, ponder Quartz Gemstone: Stone, quote, marts (Crazy Cal's) Lost Mine: Lost, mine, time, stone, mines Solve all the minigames to unlock "Cactus Caper", a mini- mystery. It's a short story, in which Nancy determines who collected some plants, in a dispute between a British and French bontanist. 003g-Chapter 7: A Message from Beyond --------------------------------------------------------- Nancy confronts Dave, who tries to play innocent, then confesses. He is related to Frances Humber, as he said earlier. Dave has the last note that Dirk ever wrote to Frances, which reads "under the stairs". In the previous chapter, Nancy found the other part of this message, which read "green bottle". Dave and Nancy find a green bottle under the stairs, but it's empty. When Dave blows on the bottle, Chief the Dog appears. Dave accidentally breaks the bottle, and among the glass shards, Nancy finds a small box, which contains the second half of Dirk's treasure map. Bess and George appear, since they heard the crash. Nancy insists that they come along on the treasure hunt, and Dave insists that it take place the following afternoon. As Nancy and her friends head back upstairs, she sees Shorty, crying because of some crickets. You can help him out, or get some sleep. Helping Shorty leads to Nancy getting the stinging nettles collectible. Nancy gets some sleep, but Bess wakes her up. By the time Nancy gets downstairs, Bess the Chatterbox has let everyone know about the treasure map. Sadly, neither half of the map contains a reference point, making it rather useless. Tex believes the story of Dirk Valentine's treasure is made up by someone daydreaming romantic. Suzanne disagrees, and she states Dirk Valentine's last words: "My days may be numbered, but thy eternal summer shall not fade. Follow these words to the letter as you seek your fortune." Suzanne figures that was a reference to Shakespeare's 18th sonnet. A copy of Shakespeare's works is in the den, but the page with the sonnet in question has been ripped out. You can look for paper scraps here, or let Dave do it. Find the scraps yourself to get the delphiniums collectible. The page contains Shakespeare's 18th Sonnet, as you would expect, but more importantly, there are numbers written in the margins. Dirk said to follow the words to the letter, so... What does the message mean? Well, there are twenty-five sets of numbers. If the first number refers to the line of a sonnet, and the second number refers to a letter on that line, then it is "Cliff house far room NW corner". First, though, if you want collectibles, pick "ranch gates far down 10 feet" to get the jasper collectible. Select "under mines see below trough" to get the windmill. The group heads to cliff house, and along the way, they see a turkey vulture, which is a bad omen and a collectible. They find the cliff house, which is a collectible, and it ends up being a maze. Navigate the maze, by tapping on the arrows. A picture of the map is in the lower/left. The room you are currently in is highlighted in red; the room you're trying to reach has an "X" on it. You can skip the puzzle if you want. The group makes their way to the farthest room, but a huge chasm blocks their progress. Using a nearby plan, they get across. Nancy finds a small pouch, with a necklace inside. The emerald on the necklace is a collectible. Suzanne LeMere appears, claiming that she followed Nancy and her friends. She claims that she came to the ranch, and the whole time, she has been searching the treasure. Nancy and her friends are forced to make a deal: trade the necklace in exchange for safe passage. Nancy has the opportunity to wrestle the necklace away from Suzanne. This leads to a bad ending, in which Suzanne gets the necklace. Instead, let her keep the necklace for now. When the party leads the cliff, Suzanne is surprised to find that her horse has run away. Suzanne is forced to give up the necklace, in return for safe passage back to the ranch. They return to the ranch, where Aunt Bet is happy to have the necklace. She hopes that finding Frances' long-lost necklace will generate enough publicity to bring visitors back to the ranch. There's one more thing to do, though: catch the phantom horse. It appears, around 4:00 the next morning. --- If you collected all the collectibles in this chapter (or if you collected any), you can play a collectible minigame. It's a simple game, where you create words, using the letters that you have. Here are solutions which work. Nettles: Nett, nets, tense, tents Jasper: Rasp, asper Delphiniums: Help, muni, lupin, mined Windmill: Wind, mind, mill, will, dill Turkey Vulture: Turk, turkey, lurker Cliff House: Luff, cuff, cliff, house Emerald: Mead, lead, read Solve all the minigames to unlock "The Lying Letter", a mini-mystery. It's a short story, in which Nancy solves a mystery at a rodeo. 003h-Chapter 8: The Phantom Horse Rides! --------------------------------------------------------- Nancy and Dave chase after the Phantom Horse. The horse loses them, when they reach some arroyo. Dave thinks it's too dark to try jumping it. If you try jumping it, you have a game over sequence, so go around the arroyo. The delay makes it hard for Dave and Nancy to catch up to the horse, and they lose sight of the horse when the sun comes up. They hear a nearby engine, and they find horse tracks which lead to a small corral. Dave thinks this is a distraction, and they continue forward. Nancy finds a cave, and she thinks the culprit is inside. Dave and Nancy go into the cave, when Nancy's flashlight dies. The two of them see a yellow phantom, and many tarantulas are set loose. Dave lights some matches, and Nancy sees a duffel bag. You can choose to clear the spiders out of the way, or not. Removing them leads to a hidden objects challenge. Either way, Nancy gets the duffel bag, and Dave and Nancy leave the cave. Inside the bag are gloves covered with glowing powder. Nancy deduces that the powder is used to make the horse glow. Dave recognizes them as gloves from Shadow Ranch. Nancy and Dave talk on the way back to the ranch, and he mentions that Lester used to work for Sam Nash. You have the opportunity to flirt with Dave, but this doesn't make much of a difference to the game's plot. When they arrive back at the ranch, reporters are there. Nancy shows them the horse they found, along with the flowing powder. Aunt Bet reveals that the gloves belong to Uncle Ed, and the reporters begin to suspect that the entire thing is a hoax. Nancy then gets to determine who the culprit is. It's Lester, who has been working for Sam Nash all along. She explains how he was keeping a javelina at Miller's Cave, and he got the javelina from C. J. Inside Lester's saddlebag, Tex finds the whistle which summons the ghost horse. He blows it, to confirm that it is the right whistle. Lester makes a failed attempt at escape. As a reward for winning the game, you can race against the ghost horse, and you can read a bit from "Castle Finster". To learn more about Nancy Drew and Castle Finster, play "Nancy Drew: The Captive Curse". 004-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2012. If you want to use any part of this FAQ, ask me first (instructions under general information).