Passage of nancy drew the mystery of the shadow ranch cake. Walkthrough Nancy Drew: Mystery of the Shadow Ranch

As usual, at the very beginning we choose the difficulty level between "Junior" and "Senior Detective", which will later affect the complexity of some puzzles. For example, on "Senior" you have to assemble a picture from ten parts instead of five, and there is also no list of tasks in the notebook - figure out what is called for yourself. Still, if you fail, if you get kicked off the ranch, get bitten by a snake, pick the wrong vegetables, or miss something, you can always run a "second chance" and the game will continue right before the problematic moment.
So, Nancy must investigate her next mystery, this time she was brought to an ordinary American ranch. After entering, look around the room. Look at your phone and read your e-mail. There will be a message from your old friends - Bess (Bess) and George (George), who want to talk to you, and urgently. Looking ahead a little, we will say that we will not be allowed to see them with our own eyes again, we will only have to listen to their advice on the phone. Select the name Rawleys from the menu and press the handset. Chat with Ed and Beth, Uncle and Aunt Bess and George. As it turns out, Ed was bitten by a snake that snuck into their bedroom, and not some kind of harmless snake, but a real poisonous rattlesnake. Even in the conversation, some kind of ghost horse will be mentioned, but so far no one bothers to explain what Nancy eats it with. Now call Bess Marvin, from whom you will learn that their plane was delayed, and she and George seem to be stuck at the airport for a long time. By the way, they will communicate in this way throughout the game, then the flight will be postponed again, then the fog will prevent flying, etc.
Flip through the entertaining book on the table next to the fireplace (with pictures) to understand the different breeds of horses. Look at the broken clock on the mantelpiece and at the newspaper in the left corner, all by the same fireplace. On the bookshelf on the left you will find the second book on horse breeding, which tells how to properly feed horses and more. You can unearth another book on the opposite book rack. Take a look at the portrait of a woman on the wall - this is Frances Humber, however, so far it still does not say anything. Finally, listen to the dismal weather forecast on the radio and move to the kitchen.
In the kitchen, look at the refrigerator with magnets, go through the notes and pay attention to the sheriff's phone number, which will immediately fall into your notebook in your mobile phone. Love to cook? Then by all means open the box with recipes on the table in the center of the room. Then talk to the cook, who has been stirring something on the stove all this time. This fellow will tell you about a strange horse that jumps outside the window at night. He will also tell you a sad legend about a certain bandit (it is the ghost of his horse that prevents everyone from sleeping), who fell in love with the sheriff's daughter (and you saw her image in the portrait) and ... in the end was caught and hanged. Since then, the ghost of his horse has been running around the neighborhood and preventing local residents from taking walks at night.
Go out to the back yard, go into the stable, look at the vegetables in the beds and talk to Dave, who is spinning next to the chicken coop. He will tell you about the ghostly horse and at the same time give you the key that the ranchers left him. Return to the room where you started from, and use the key to open the top lid of the table to the left of the fireplace, under the portrait of a bull's head. Grab three strange levers from here and a letter for Mary Yazzie. Also look at the equipment sale note and read the threatening letter from Jane Nash.

The next stop is the stable. Talk to the main cowboy, Tex, who will allow you to ride a horse if you get the necessary items and also answer all his questions. So, you need to get a hat, gloves, a flask of water, a saddle and a bridle. You will ride a horse named Bob, then you can look at him in the stall. Now take a look at the saddle and gloves on the pole next to the "Bob" sign. Now there is no need to take them, since there is still a lot of things to do, and they will not let you go beyond the stables with them - you still have to return them back. Grab the hat lying on the barrel. After that, go to the kitchen and talk to the cook, trying to get a flask from him. He will immediately harness you to collect ripe vegetables for him, build a picnic fire in the yard and bring a bucket of water.
Head back to the backyard. Remove the tray from the wall, it is next to the thermometer, take the red bucket by the fire, and take out a strange note from the coals. Go to the beds with sunflowers, here you will collect vegetables. To figure out what ripe fruits should look like - go to the Internet from your mobile phone and select the search - "picking vegetables". After that, take a tray on the wall of the house, next to the door and collect all the vegetables that have already "reached the standard". Take them to the cook, he will give you an egg basket. True, unfortunately - full of holes, with a broken side. I'm not kidding. In general, get acquainted with your first puzzle. You need to collect all the pieces of the basket so that the pattern matches, they can still be turned over. When you insert the twig in the right place, you will hear the corresponding sound, and after that you will no longer be able to move it. On the "Junior" level, solving this puzzle will be a little easier, although on the "Senior" it is not so hard. When you collect everything correctly, a red rope will appear on the right. Click on it, you will tie the broken pieces together, restoring the integrity of the basket, and you can go for the eggs.
Talk to Dave next to the chicken coop and start collecting eggs. Do not touch that chicken, next to which a warning sign is nailed - it will simply peck you. When you try again to disturb this feathered misunderstanding, you will listen to angry annotations from your uncle and aunt, and the game will end ingloriously. In general, collect all the "safe" eggs, then go to the kitchen (because it is necessary), return to the coop and pick up the last egg from the cage of an aggressive laying hen, who has gone somewhere. Take your harvest to the cook and ask him for a flask. Can you make a fire? It's time to remember how this is done, because right now we'll do it. Let's start by collecting branches. Go out into the yard and grab the branches: to the left of the porch (if you stand with your back to the garden and look at the house), to the right of the wooden shed with red peeling paint, by the fence between the beds, to the right of the front door to the chicken coop. From the last place, turn 180 degrees and pick up the last branch from the rusty cart and cactus.
Now let's chop wood. This new puzzle. Go to the ax and logs and get ready to swing the sledgehammer. Here you need to correctly set two indicators (after placing a wooden log with a wedge on a stump): the angle of impact and the place of impact, marked by footprints. Then click on the image of a sledgehammer and ... look at your own miss. Then correct and hit again. Sooner or later you will succeed. As a result, you must cut all three logs in half. Collect them and go into the house. Take away two newspapers from the fireplace (at the same time you will read about the bank robbery) and carry all your belongings to the place where you will break the fire. Place the crumpled newspaper first, then the branches, and finally the logs. If you do everything right, then the cook will look out of the house and praise your work. It remains only to fill the red bucket with water in the red shed and put it next to the sun loungers.

It's time for a horseback ride. Step into the stable and talk to Tex, he will say that you can go. Don't forget to look at the poster with the horse and the names of the different parts of its body, it will come in handy later. Take the saddle and gloves, put it on Bob. Raise the stirrup and tighten the girth a few times until it sits tight enough. Now get on horseback, Tech will start asking his questions. The list of questions and correct answers is given below:

Where's the horse's hock? (On its back legs.)
- Where's the horse's frog? (On the bottom of the hoof.)
- How tall is a horse that's fifteen hands? (Five feet.)
- What kind of a horse is a Paso Fino? (A gaited horse.)
- How do you know if a horse is colicking? (It keeps lying down and then standing up.)
- What is the difference between a bay and a chestnut? (A bay has black points.)
- What tribe bred the first Appaloosas? (The Nez Perce.)
- What part of the horse is most likely to be hurt when its founders? (Its feet.)
- What part of the saddle should be checked before you go out on the trail? (The cinch.)
- What is a mule? (The offspring of a female horse and male donkey.)

Everything, the coach is satisfied and allowed to ride around the neighborhood. Leave the gate and select Mary's Gifts on the map.
Go inside the gift shop and look for a chest that says "eh ah". Under the inscription there are three holes into which you can insert your pens, only how to turn them is still unknown. Look at the pictures in two albums by the window, just under the "closed" sign. And look in the folder with big letters "FH" on the cover. At the other window, look through the brochure "Arizona's petrified world". Play a game on the slot machine - you must, by clicking on the arrows, guide the bird from one corner of the screen to the other - to where the hole is. Two coyotes will hunt for it, so you need to deceive them.In one move, you can move the icon only one cell, opponents also move one cell per turn.The main thing is to lure closer to you, and then run to the hole.In total, you need to overcome three levels, you will receive a coin as a reward.Look at the books Writer Charleena Purcell, remember her phone number - 917-555-7962, it will be in the phone book.Look at the small photo of the horsewoman behind the counter and talk about everything with the saleswoman of this souvenir shop.Give her the envelope that you took in the conversation at the ranch. She was going to buy something from the Rawleys, but they didn't seem to be very happy about her offer. Talk to her about her horse, about the token you won in the machine, and about the chest. It turns out that she never knows how to open it. Look at the "eh-ah" chest again, Mary will agree to give you some of its contents if you open it. Leave the house (apparently, the cell phone does not work inside the house) and call Charlene.
Her agent will first ask for a long time why you decided to disturb such a great writer, but then he will still connect. She will tell you that the initials on the chest belong to: EH - Eldridge Humber, AH - Abigail Humber, and the drawing with doves itself is probably dated for the date of their wedding - April 9, 1811. Now you know how to open the chest. It is necessary to reproduce this date (4-9-1811) with the help of three pens, however, there are no numbers here. Each handle has 12 positions (like on a watch). They need to be placed as follows, the first at 4 "hours", the second at 9, and the third at 11. Opening the chest, take the watch, you can also other things, but you can still leave the house with only one item. Return to the ranch.

Remove the saddle from the horse and put it where you got it from, on the beam in the back room next to Tex the groom. Several items will fall on the ground, pick up the blue envelope. From it you will learn that Jane Nash is Tex's sister. Immediately, without leaving the cash register, talk to Tex, who will try to get away from such a relationship. In the kitchen, talk to the cook about Mary. Go to the room with the fireplace, look at the triangular chest in the corner with the birds. There are three of them: red, yellow and blue. Each bird has a hole just for your pens. As before, you need to put each knob and turn it to the desired position. Look at the broken clock above the fireplace. Take a closer look at them, they are painted in different colors - red marks are at 12, yellow - at 7 and blue - at 2 o'clock. Accordingly, insert the handles into the chest and turn them: blue - 2, red - 12 and yellow - 7 o'clock. A secret door will open, where you will find a Maryl Humber magazine, an envelope for Frances (with a map) and a watch. Insert the chain into the clock and it will open.
Now you have to open their secret bottom by solving a simple puzzle. On this watch, you can press buttons 2, 4, 6, 8, 10, and 12. Each time the puzzle changes, so there is no clear and unique solution. The principle is simple - press any number, then another, if they remain pressed, then you have made the right choice. In the end, you must press all 6 numbers. The clock will reveal its secret, and you can pick up the chain and look at a photo of two old-fashioned people dressed. You still have a second watch like this, remember? Look at them in your inventory, use the chain piece from the first clock to open them, and solve the second puzzle in the same way. You can press this time 1, 3, 5, 7, 9 and 11. When you decide, you will see half of the photo. Turn it over and read the inscription "green bottle under". Call Charlene and tell her about your discoveries. Then exit to the yard. There will be a small performance: the cook will play the guitar and sing, and the rest of the workers will swear at him. Honestly, there's a reason ... Finally, you will see a ghost horse that will sweep past the ranch and break the pump.
Morning will come and Beth will call you. After talking with her, call the sheriff back. Go to the kitchen, the cook has left, open and inspect the table in the right corner. Look at geological map, at this moment Shorty will catch you. Apologize and ask how you could help him. To begin with, he will ask you to bring him the ripest vegetables, like yesterday. If you forgot how they should look - look from your phone on the Internet. Take the tray on the wall of the house, by the door. Approaching the beds, you will hear some noise - this is a rattlesnake. So that she does not bite you, do not go between two beds, but look at them from the side of sunflowers. Or come back next time. Take the vegetables to the cook, he will ask you to bring him more eggs. Don't forget the biting hen. This will not seem enough to Shorty, and he will ask you to make a birthday cake for Tex, they say, it's his birthday today. Ask him for a last flask.
Look in the box on the table and read the Shadow Ranch Cake recipe. Then look at the table next to the stove. On it, as if by magic, will be all the necessary ingredients. Put two sticks of butter, five (1/3 measured) cups of milk, two eggs, three teaspoons of baking soda (bakery powder), 2 pints (large measuring cups) of flour and 7 cups of sugar on a plate. Don't forget about three teaspoons of vanilla. Just some kind of home economics lesson, honestly ... Then you need to pour the dough into a large round bowl (not small, and not square), put it in the oven and set the time (45 minutes) and the average temperature. Nancy will say "wonderful" when everything works out. However, it still needs to be tasted, maybe it is not so edible. Then everything will have to start from the beginning.

Now cover the resulting cake with icing from the bowl nearby. A new puzzle will start, similar to a puzzle with a basket - you need to collect a flower from pieces on your cake, and then paint it with two colors. The tulip itself is red, and the leaf is green.
Exit to the courtyard and go to the pumping station, a wooden building with peeling red paint. It has a "do not enter, crime scene..." warning left by the sheriff. Call the sheriff and talk to him about everything, he will eventually allow you to enter. Inside, look at the corroded, as if acid, pipe, nearby pick up a stone arrowhead (1). Turn left, open the grate and go down the stairs. A stray underground passage will lead you to a new door, behind which you will stumble upon Dave. It turns out that he is looking for treasures here, he will even show you a piece old photo(you have the other half), on the back of which is written "stairs to cellar". Look at the shelf on the left, take the wallet and take a closer look at it, some detail is missing in the pattern. Climb up the stairs that your interlocutor has just climbed. She will lead you to a room with a fireplace, go back down.
Open the grated door, go down the stairs, turn 180 degrees and look at the topmost step. This is a cover, lift it up, you will find another puzzle. It is somewhat reminiscent of the well-known "tag", that is, you can move the pieces of the puzzle to empty spaces. As a result, you must move the plate with the initials "FH" to the right, first making room for this. On the "Junior" level, this puzzle is solved in nine moves, and on the "Senior" level, it will take twice as much. In place of this plate, you will find a green bottle containing several letters. The first mentions a handkerchief and beads, the next mentions crackers, a meeting place, the last mentions a flower on a cake.
Talk to Dave again, he is at the chicken coop and asks you to do him a favor. He will also show the letter to Francis and say where the prison is located, which is mentioned in the letter. Enter the house, look at the painting of Frances, and even closer at her handkerchief. Open the Internet on your phone and select "common knitting stitches" (about knitting). Nancy will say "the daisy stitch...". Call Bess Marvin and tell her about your findings. Visit the stable and talk to Tex, ask him about his sister. He will ask you to feed the horses and chickens. Look at the green board, it says what and how to feed horses and birds. Under this board there will be 5 boxes of food, let's number them from 1 to 5 from left to right. First, let's feed the hens - from the rightmost (fifth) box, scoop up two mugs of food, take it to the chicken coop and pour it into the feeder on the corner. Now let's take care of the horses. So, Bob's ration: two mugs from the first drawer, one from the second, and two from the third (middle). The total weight of the feeding will be 4.5. Pour the feed into the bucket tied next to Bob. Clyde should be fed like this: three servings from the first box and one from the second (the weight will be the same). And finally, for Asa, you need to mix one mug from the first box, two from the second and one from the third. Feed the last horse and talk to Tex again. He will offer to practice horse riding.
Take a saddle and gloves and saddle Bob, tighten the girth and go to the corral. Before that, have you already studied your route on the poster? If not, then I remind you - you need to go around the first barrel on the right, the second and third on the left. You need to meet it in less than 10 seconds, for this, while driving, click as close as possible to the barrels so that the turns go faster. Sooner or later you will still succeed. Dashed? We throw a lasso - take the rope and throw it on the broom. You need to throw only at the moment when the rope rotating in your hands is like a perfect circle. A few lucky throws and after talking to the scowling cowboy, you will get your own lasso. Take a saddle and gloves, saddle the horse. Then call Charleen "e, she will tell you about the coin you found. Apparently, it was intended for some kind of machine. Open the gate and go to Dry Creek. On the way you will see Mary Yazzy along with some horse.

In the abandoned city of Dry Creek, go to the "General Store" and take the pen (note the sign) next to some kind of "kerosene" on the porch. On the right, look at the dilapidated toilet, pick up the arrowhead (2) next to it (an inconspicuous gray dot to the left of the booth). A scorpion or a rattlesnake may crawl out, then look for the tip next time. Go to the sheriff's office, look at the sign on the porch. There are many similar signs in this city, so look carefully.
Try to open the last chamber - it is locked. Go outside, find a barrel next to the gallows - pick up the arrowhead (3) from the ground next to it. Go ahead and take a closer look at the combination lock on the door at the house with the sign "Cappy" s ". Try to use the phone - it doesn't work here. It doesn't matter, go to Mary's and call the sheriff from there, you will find out the code: 9274. since you're here, and look at the piece of wood on the windowsill against the far wall, talk to the owner of the shop, she'll be quite upset when she finds out that she was seen near the ranch.
Download at "Trail Stop". Pick up an arrowhead (4) to the right of your faithful four-legged friend, go to the next screen and pick up another similar arrowhead (5) to the left of the path. Still ahead, on the right you will see Charlie's grave, a meeting place for lovers. Turn around and go to a large flat stone, you will hear a characteristic sound. Don't go any further, you snake. Return to the path and on the next screen pick up the triangular tip from the ground again (6). A little further, to the left of the cow's skull, pick up another tip from the ground (7).
Next stop is Cougar Bend. Pick up another tip (8) next to the rock, look up. There is a piece of wood sticking out on which you need to throw a lasso (remember that the throw will only work when a perfect circle appears). Climb up the rope and look at all the rock paintings that will automatically appear on your map. On the right, at the base of the bough, pick up the tip (9) and look at the image of the "mouse" on the stone. There are 17 similar rock hieroglyphs on this rock, do not forget to click on all of them so that they appear on your map. Only after that, their icons need to be placed on the rock map exactly in the places where you found them. After checking out everything on the rock right in front of you, climb the rocks on the left (pick up the tip (10) at the base of the first rock) to the very top and keep looking for the symbols. With the correct substitution of symbols on the card in the inventory, in empty cells, letters will appear at the bottom of the card, from which the phrase "beneath cappys keys pappys name please" will subsequently be formed.
Go to "Mary" s Gifts "and call Charlene. She will tell you about Dirk's father ("pappys" - in this case, we mean "dad") Dirk. Download again to "Dry Creek" and set the code on the lock that locks the door in "Cappy" s "- 9274. Inside, look at the imprint on the bar counter on the left, the electrician's manual on a small table against the wall opposite the entrance, someone's bed in the corner (apparently, someone was hiding here recently), a slot machine, like a one-armed bandit. Finally, look at the piano, open the cover under the keys - you must enter the password. The password is the name of Dirk's father: "Cashmeer". The puzzle is pretty tricky. If you press one letter, then several adjacent ones will change. For example, if you press the first one, the fourth one will also change. Resetting the combination to its original position is quite simple - you need to move away from the piano, return and look at the puzzle again. So, let's number all the letters from one to eight. Press the 7th until the letter "E" appears (several times), then in the 6th set - "E", 8 - "R", 3 - "S", 2 - "A", 5 - "M ", 1 - "C", 4 - "H". The cache will open and you can read the note.

Mary "s Gift - call Charlene. Then rummage through the Internet for "cattle brands", this will come in handy. Go to the store and look at the set of tuning forks (some forks were mentioned in the riddle, but they are very similar to them) in a folder with letters "FH", which is on the windowsill, by the window. Talk to Mary, can she lend you them? She will ask you to bring her 10 arrowheads to decorate the store and give you a box to collect them. Recall that two are in Dry Creek, four at the Trail Stop, three at Cougar Bend and one at the pumping station on the ranch Mary will only need 9, she will return one to you.Take the tuning forks from the table.
Ask Mary about "beads" (beads) - you will have to solve a new puzzle, finish the window dressing for her. You need to sort the rings by color and likeness.
Identical rings of the same color must also be sorted by size, from the smallest on the left to the largest on the right. At the bottom there is a scale that shows what size which picture should correspond to. The smaller one is XC - crescent, further: S - butterfly, M - cross, L - tick, XL - "A", XXL - "flower". So, as a result, on one line there should be products similar to each other (for example, the first column on the left is displayed), and in one column there is only one color. The colors should be (from left to right): three blue, three red and three green. After spreading out all the rings, you will receive a box with beads.
Dry Creek. Go to the sheriff's office, look at the symbols on the board in front of the entrance. They look like an inverted "B" and "D". Click on them and the lid will open. Take the box. Now go to Cappy's, install the box on the rack (there is a trace of the corresponding form). Insert the red handle you found at the General Store into it, get ready to solve a new puzzle. Each tuning fork has a letter at the base. Install them on the box, into the holes at the top so that the word "Francis" is written. R, N and S are written on the box itself. If installed correctly, then turn the knob, hear a shrill sound and the sound of breaking glass. This is a broken lamp on the right on the wall.
Take it out and read the note, which says that you need to look under the zebra stone, only for this you need a magnet. This stone is located next to Charlie's grave (where you heard the crackling of a rattlesnake), and the magnet can be obtained on the refrigerator from the cook at the ranch.
Let's go to the ranch. On the way, you will see Mary talking outside her store with Tex. What would that mean? Remove the saddle from the horse and hang it in its rightful place, go out into the yard. It's getting dark. Return to the stable (there are no horses) and take the gloves from the saddle. This time you will take only them. Go fix the chicken coop. Select the gloves in the inventory and click them on the pliers next to the hole in the grate. The puzzle is quite simple, although tedious.
It is necessary to repair the grate by inserting all the broken pieces into it. Just like a normal paper puzzle. Once repaired, Nancy will discover that her gloves are glowing! There will also be a glowing horse.
Morning comes, the phone rings. It decided to call and find out the news Bess and George. After the conversation, go to the kitchen, take the apple magnet from the fridge and talk to Shorty. Go out into the yard, pick up a horseshoe from the ground. You need to collect vegetables and eggs again (oh, not again...) for the cook to give you a flask of water. Collect only ripe ones, otherwise everything can end very badly - you will simply be kicked out of the ranch. Again consult the Internet. In general, you should collect 4 "Northern Lights" tomatoes from the left bed, and two "Beefsteak", "Golden Queen" and beans (two pieces) "Black Turtle" from the right. Collect the eggs as usual, first everything except the "killer chicken", return to the kitchen, then pick up the last one. Get your well-deserved water bottle.

Talk to Dave and Tex, give the horseshoe to the latter. He will say that you can’t go - the bridle is broken, so you have to fix it. Look at the poster on the wall, "The Anatomy of the Horse Hoof". There is a jar, and in it is a bridle. You need to match all the pieces correctly. For clarity, you can first look at the bridle that hangs in the back room, to the right of the cowboy poster. Talk to Tex, saddle Bob and go to Mary's Gifts. Talk to Mary, Nancy will make her blather about her relationship with Tex - they are lovers.
Dry Creek. Go to Cappy's, look at the books on the table, or rather at the place where they were before. Now look in the corner where the bed was - there was only a box and a key. Take the key. Nancy will be hit on the head with something heavy. ... after which she will end up in the prison cell she was so eager to get into. Look at the chair behind the bars, use the lasso to put it on its legs. In general, it would be interesting to see how you can throw a noose through the bars of the prison cell. Now look at the sink , to the right of it, the former prisoner counted the time that he spent in the cell (crossed out dashes) You must put a letter under each cluster of these dashes, for example, if the dash is five (everything must be counted, both vertical and oblique), then this is "E" if one is "A", resulting in "U", "N", "D", "E", "R", "B", "A", "N", "K", "L" , "A", "M", "P".
Explore another part of the chamber, pick up bricks from the floor. Look at the key above the chair and start throwing bricks at it. It is necessary to set the second arrow on the left for the throw angle, and select the medium force. The key will be on the chair. Throw a rope to knock him down towards the camera. Pick up the key and open the cell door with it. Nancy will pick up a piece of paper on which a certain code is deciphered. Now you can decipher the note you found when you set up a fire at the ranch. Exit the prison to the street and go to the bank building, it is opposite the gallows. Look at the right corner, move the brick and read the note. You need to get the ring. Head to the ranch and talk to Dave. He will give you his aunt's ring. Then call the sheriff and return to the ghost town.
Go to Cappy's, throw your coin into the slot machine. Turn the knob. You must install the most ferocious gang of four people. They are easy to distinguish by their faces. After the first attempt, leave the desired slots by pressing the buttons below them and turn the knob again. If If you win, you get two coins If you lose, you can play the coyote machine again in Mary's store or load your last save (you signed up, didn't you?) After winning, insert the ring that you received from Dave into the red mark on the machine, flip a coin, spin the knob - this time you have to install the cutest and most good-natured gang of robbers.Your prize this time will be the key.
trail stop. Go to Charlie's grave, to the left of it, you will come to a large stone with stripes (this is the zebra stone). Move it aside, then lift the lid - a new puzzle will appear. Too many of them here for one game. You need to, using an apple magnet, hold all four chips located in the corners towards the center. Part of the maze is covered with wooden sticks, so you have to poke at random. All chips have their own designations and each must be brought to its place. So, in the pink circle you need to put "Mn" (manganese - manganese), in the greenish "Cu" (cupper - copper), in the silver "Si" (silicon - silicon), in the orange "Fe" (ferrous - iron).

Immediately, without a break, the next puzzle will start - a box with flowers will appear in front of you. Take her with you. Download Mary's Gifts, read the mail on your phone, then search the Internet for "Kelleher". Next, look at the wallet that you carry in your inventory and finish it with beads. This was described in a letter from George. String beads on a needle to get this combination, from left to right: yellow, black and red with a black cross (repeat this combination 4 times), red, white, red, pink with a red cross - repeat 4 times Nancy will say that the flower turned out to be similar to poppy (poppy).
We take on a puzzle with flowers. You already know about all the favorite flowers that were mentioned in letters, notes, etc.: yellow rose, tulip, lily, sunflower, chamomile and poppy. Look closer at the box you picked up under the zebra stone. Place a yellow rose in the center, a sunflower to the left of it, and a lily to the right. Top - poppy, bottom left - chamomile, and bottom right - tulip. The box will open, read the note. Then use the key from the slot machine to open the upper compartment. The second bottom will open, and you will become the proud owner of another note with the symbols that you saw on the rock. Open the map and connect them with lines as shown in the note. Top row first, then bottom row. You get something that looks like a capital Latin V. Nancy will say so - "V", from "Valentine".
Cougar Bend. Climb up the rock again and look for the symbol that looks like a "V", it wasn't connected by the lines in the drawing. We'll have to throw a lasso and climb onto the ledge. Move the cobblestone with this symbol, read the note about Charlie's grave and take the flat stone with you.
Mary "s Gifts. Show the found stone to Mary. She will polish it, a drawing will appear. Leave the store, Bess will call you. Go to the Trail Stop, to Charlie's grave. A stone with a drawing will appear. Turn your head around to find a similar tree in the area It is located just behind the zebra stone.
"?" (new location). The road will lead you to a rock, from which a bough sticks out at the very top. Throw a lasso at him, you will fall into a cave. Read the coded message ending with a "V" on the wall. If it is translated into a readable language (and from it immediately into Russian), then the following should be obtained: "brown, green, yellow, red (a ladder will appear here when passing through the maze), blue, orange, green, yellow (stairs), brown, blue, green, orange, blue, brown, green, orange, red, blue, yellow, green, blue, green, brown, yellow, V". Thus, you need to carefully look at the colored stones above the passages, and so go through the entire maze. The jars will contain keys that need to be collected. There are 5 of them in total. You will have to climb stairs several times, and at the end you will come to a door that you will need to open with the keys found in the jugs. Enter the cache, look at the inscriptions on the walls, open the chest on the table. Here they are - the treasures of Dirk Valentine. Golden hearts, a whole pood, or even more. Go out the door, meet with the main villain. You'll never guess - it's the fat Shorty. When this idiot is finished talking, run and go down the stairs, then into the passages: green, red, green. You will come to a hole in the floor, which is covered with a carpet. Swap two stones in this cave, green and red, so that the villain mixes up the passages and falls down. Unfortunately, he won't break his neck. That's all, listen, how it all ended, Nancy's girlfriends finally arrived, and they will even show them to you - however, only their legs. And Nancy will invite you to help her solve a new case, which will take place in one of the old castles in England. But that, as they say, is a completely different story.


Republishing - only with the consent of the author and the site.

The junior and senior detective differ in the complexity of the puzzles.
Hints are given by Frank and Joe Hardy.
Tasks are marked only after a change of location.

First day.

Coming to visit Bess and Jess' relatives Ed and Diane Rowley in Tumbleweed, Arizona. We are met at the airport by David Gregory, the ranch worker. We call our friends and find out that they are stuck in Omaha due to aircraft malfunctions. Jess bought a book about 19th century clothing and jewelry - something to remember.
We call Rowley - Ed was bitten by a snake that ended up in their bedroom and now they are in the hospital. Rowley is asked to deliver a letter for Mary Youngson, which is in the secretary. The key to the secretary must be taken from David, and you can only get to Mary on horseback. They start talking about the ghostly horse, but the conversation is interrupted.

1. We inspect the ranch.

We leave into the yard, we go to David for the key to the secretary. David tells us about the ghostly horse. We open the secretary, read the bill of sale about the sale of the chest, a letter from Jane Nash, take a letter for Mary and a master key.
We go to the stable, we communicate with the groom Tex Britten. He explains what needs to be done to leave the ranch and what to do when returning.
Departure: take a hat, gloves, a saddle, a flask of water
Return: unsaddle the horse, hang the saddle in place.
We also have to pass him an exam on the knowledge of horses. Let's go look for information.
We look at all the posters in the stable: "The structure of a horse's hoof", "It is dangerous to ride without tightening the girth", "Quarterhorse".
We go to the house.
In the living room on the table is the Beginner's Guide Volume 1, and in the closet is volume 2. I think this information is enough to pass the exam to Tex.
At the same time, we read the newspapers by the fireplace (the third newspaper is Pravda - :)), look at the faulty clock on the mantelpiece. There is a large chest in the corner. Let's try to use master keys on the lid - they fit, but how to turn them?
Let's look at Bertha Purcell's book in the closet. Let's listen to the news on the radio.
We go to the kitchen. Meet Sam Thurmand. He tells us about Francis Humber - a former rancher, her father - a sheriff, Dirk Valentine and his ghostly horse. So that's whose big portrait is hanging in the living room!
He will give us a flask in exchange for the collected vegetables, we also need to prepare everything for the fire.

2. Help at the ranch - 1.

We go outside, on the wall next to the entrance we take a basket, we go for vegetables.

Picking vegetables - 1:
Sam asked to collect only ripe vegetables. We find out how they look - we go out through the mobile phone to the Internet.
Solution: left bed - Northern Lights tomatoes - 4, right bed - Beefsteak tomatoes - 2, Golden Queen tomatoes - 2.

Sam gives an egg basket. I'm going to the chicken coop. We put the egg in the basket - it breaks. You have to twist it. The task is simple, but you need to very carefully put the parts one to the other - then they will "stick". We sew the basket with thread. Below are the drawings for junior and senior detectives respectively:


Checking out the chicken coop. If there are no eggs, you will have to wait, but for now do something else.

We are preparing a fire.
In the house by the fireplace we pick up two newspapers.
We are looking for branches for a fire, there should be 5 of them:
we look at the chicken coop door - on the right,
immediately turn around - at the rusty trolley in the center of the yard,
between vegetable beds
at the entrance to the house - on the left,
we look at the pump room door - on the right.
Chopping wood. I numbered the angle of impact from left to right from 1 to 5, the position of the legs from left to right from top to bottom from 1 to 9. Solution:
kick 2, legs 4
kick 5, legs 8
kick 3, legs 3
Call me Nancy the Tin Woodman!
We take firewood. Put 2 newspapers, 5 twigs and 3 split logs in the fire place. We take away from there some crumpled piece of paper with an incomprehensible cipher. We take a bucket, go to the pump room, pour water and put the bucket in place.
Now let's check the chicken coop.
All chickens are like chickens, but one is pecking. If you disturb her, you will see a horror movie on your computer screen. Therefore, we must wait until she leaves on her own business and then pick up the egg. In total, we bring six eggs to Sam, he gives a flask of water.

3. We leave the ranch.

Let's go to Tex. We have an exam.
We take a saddle, gloves, a white hat. We go to Bob, hang a saddle on him, be sure to tighten the girth, click on the reins - we are ready.

Correct answers for Tex:
where is the hock - on the hind legs;
where is the arrow - on the underside of the hoof;
how many feet are in 15 palms - 5;
what kind of horse is the Tennessee walking horse;
how can you recognize colic in a horse - it constantly lies down, then gets up;
what is the difference between a bay suit and a red one - a black tail, mane and legs;
what Indian tribe began to breed Appaloosa - Nez - Perce;
what organ of the horse is affected by laminitis - legs;
what you should always check before you sit on a saddled horse - a girth;
what is a mule - a hybrid of a mare and a donkey.

4. Mary and her shop.

We give the letter to Mary and ask her about the chest that she bought from Rowley. The chest is closed, but if we open it, she will let us take something from there. On the chest are the initials EH - AH in a heart and doves. It can be opened if you find out who made it.
We look at the display case by the window. We read a brochure about Arizona fossils, we find out that iron (Fe) colors fossils orange, red and yellow, copper (Cu) blue and green, manganese (Mn) pink and purple, silicon (Si) gray and white. We read information about petroglyphs. We examine a box with tuning forks with the initials FH.
Standing in the corner slot machine. At the stand we look at how the arrowheads of the ancient Indians look like.
We read the annotation to the book by Bertha Purcell "Wind of the Prairie". Her phone number is listed there - apparently, for a reason.
We go outside, call Bertha. Maybe we can learn something useful?

5. Open chests.

Berta talks about the Humber family. EH - AH are the initials of grandparents Francis Humber. They married on September 4, 1811. So the code for the chest is 4,9,11. We take the master keys, set the numbers, open the chest. We take a pocket watch from there, which is still closed.
We return to the ranch.
We put the saddle back in place, a greeting card from Jane Nash, addressed to Tex, falls on the floor. Turns out she's his sister! We ask Tex about her, he is rude and refuses.
Let's try to open the second chest.
We look at the cover. Each well is inside a bird pattern - pink, blue and yellow. A hint is drawn in the center - the clock face. Look again at the clock on the mantel - the same colors. Pink corresponds to the number 12, blue - 2, yellow - 7. We take out the master keys, set the code 12,2,7. We open the chest. We read the diary of Sheriff Humber - the sad love story of Francis Humber and Dirk Valentine. We read a letter from Dirk Valentine, in which he writes about Frances' favorite flowers and flowers on her favorite things. Note that he gave his beloved a flower - Harrison's rose (you can read more about it in Nancy's mobile phone). We take a lined sheet with rocks where we need to put petroglyphs, write down the numbers "9, 12, 15, 22, 5, 25, 15, 21". If we take the English alphabet, the numbers are encrypted "I love you". We take another pocket watch. The passage of this puzzle does not exist, because. the dialing sequence is randomly generated. Active numbers are 2,4,6,8,10,12. We open the clock, inside is a photograph of Francis Humber and her father. We take the winding mechanism for a pocket watch and apply it to a closed watch. We open them in the same way as the previous ones. Active numbers are 1,3,5,7,9,11. We take out half of the photograph - Francis Humber is on it. On the back there is an inscription: "Green bottle under ...".
Evening comes. Everyone is sitting by the fire, listening to Sam's songs, when suddenly a ghost horse gallops to the ranch from afar, and then breaks a pipe in the pump room.

Second day.

6. Secret passage and green bottle.

We talk with Rowley. They're asking us to contact the sheriff. We go to the kitchen, a piece of paper with the sheriff's phone number hangs on the refrigerator.
We go outside to inspect the pump house. There is another sheriff's number on the door in case you forgot to look at the number on the fridge.
We call the sheriff. He allows you to look inside. We see a grate near the floor, open it - well, as usual, a secret passage ... We go and get into the basement in which David is located. We talk to him. Turns out he's looking for Dirk Valentine's treasure! His great-great-grandmother was Frances Humber's sister. He shows us half of the photo he found - it's Father Francis. On the back there is an inscription: "stairs to the basement." David leaves, we take from the shelf a purse, embroidered with beads. We find a bottle of acid - I wonder why it is needed? Most likely, someone poured acid on the pipe in the pump room so that it would corrode the iron, so that later it would be easy to hit the pipe and it would break. Everything is clear, this is no accident - someone is taking revenge on Rowley or wants to kick them out of the ranch.
If we go up the stairs, we get into the living room. If you click on the book in the left cabinet in the living room, the door to the secret passage opens. But we'll go and see what's in the green bottle under the stairs.
It is necessary to move the plates so as to release the plate with the letters FH (in the figures below - the solution for the junior and senior detectives, respectively).


We take out the bottle, it contains Dirk's letters to Francis. We pay attention to the following: the pattern on the shawl in the portrait of Frances, the purse, the crackers at Cappie, the cake, the letter paper. Frances's favorite flowers (and Harrison's rose from the sheriff's diary) are listed here. Well, the plan of action is clear.
We go to the living room. We carefully look at the shawl. We climb the Internet, look at the patterns. We click on the shawl again - the pattern is called "chamomile".
Let's call our friends - they have a book on clothes and accessories of the 19th century. They'll get the wallet information and call back later.
Let's go to Tex. He confesses that Jane Nash is his sister, Rowley fired her for her temper. After that, he himself got a job at the ranch and does not want the Rowleys to know about their relationship, because troubles have begun at the ranch and Tex can be blamed for them. He has a motive - revenge for his sister. We can't ride until we help Sam around the house.

7. Help at the ranch - 2.

We go to Sam, but he is not. Come on, let's see what he hides in his chest? Geological map! What for? The map shows the telephone number of the Southeastern Geological Society. Sam returns - we've been caught. We talk with him. He confesses that he was looking for gold at the Rowley site, but did not find anything. Sam was in the pump room and saw a pipe that was rusted through and believes it broke due to the stomp of a horse.
We go out into the yard, we call the geologist. He reveals that Sam bought the map because he heard about Dirk Valentine's treasure, who hid it at the foot of a shady mountain. Gold is impossible to find in these parts, so Sam is lying.

Again vegetables.
Left bed - beans 5, Ivory tomatoes - 2, right bed - Beefsteak tomatoes - 2, Black turtle beans - 3.
We're going for the eggs. We take 6 pieces, the chicken - we do not touch the monster. Sam gives a flask of water and asks for a cake.

8. We bake a cake.

The recipe is in the box on the table.
The translation of some units of bulk measures of weight into others hangs on the refrigerator.
You will need:
1 pint = 2 glasses;
1 tablespoon = 3 teaspoons.

Solution: butter - 2 times, egg - 2 times, milk - 5 times, flour - 2 times, baking powder - 3 times, sugar - 7 times, vanilla - 3 times.
Pour the dough into a medium bowl and bake at medium temperature for 45 minutes.
Now decorate the cake with icing. We collect a flower from pieces of marzipan. If the pieces are placed correctly, they will "stick". When we collect everything, we get a tulip - see the picture:


Take a brush and paint the flower. The cake is ready.
We go to Tex, who has a birthday today. His character has not improved, he still does not allow to leave the ranch.

9. We feed chickens and horses.

Feed weight is in kilograms. We number the boxes from 1 to 5 from left to right.
1 - oats, 2 - feed mixture, 3 - corn, 5 - feed for chickens.
In the first box there is a measure weighing 1 kg, in the second - weighing 1.5 kg, in the third - 0.5 kg. Thus,

Bob: 2 times out of 1, 1 time out of 2, 2 times out of 3.
Clyde: 3 out of 1, 1 out of 2.
Ace: 1 time out of 1, 2 times out of 2, 1 time out of 3.
Then 2 times out of 5 - we go to the chicken coop, pour it into the chicken feeder.

Finally, Tex allows Bob to be taken, but says that it is necessary to learn how to throw a lasso and quickly go around obstacles on a horse.

10. Earn a lasso.

To get the lasso from Tex, you need to throw it on the broom 4 times out of 5.
The secret of the throw: hold down the left mouse, wait until the lasso turns into a perfect circle, release the mouse.
Now we pass the dressage exam. You need to jump between three barrels faster than 10 seconds. The route is drawn on a poster on the fence of the stable.
Secret: as soon as the blue arrow appears on the screen, you must quickly click on the barrel. We complete the task in 9.5 seconds and get a lasso.
We are leaving. On the way we meet Mary Youngson, which means the store is closed. We'll visit her later. It's time to deal with the lined piece of paper from Dirk's letter.

11. Anasazi Gorge and petroglyphs.

We carefully look at the rocks and transfer all the petroglyphs to the sheet. On the younger detective, the cells on the sheet are highlighted, on the older one you will have to look for yourself. You need to find 15 drawings. We click on the petroglyph, a leaf appears on the screen, we put the drawing in the right place. Some petroglyphs can be seen if you climb up. This is where the lasso comes in handy.
When you do everything right, the phrase will appear at the bottom of the sheet: "Write dad's name under the piano keys."


Let's go to Mary. When we ask her about what she did on the lands of Rowley, in response she says that she was not there. Strange...
We currently have four suspects. They all know about the treasure, and David and Sam are actively looking for it.
Let's call Bertha, maybe she knows something? Berta reveals that "daddy" is Dirk Valentine's father, Jonathan. So, we need to find some kind of piano and write the name "Jonathan" on it.
We return to the ranch. We remove the saddle from Bob. We ask Tex if he saw Mary at the ranch, he denies everything and offers to leave her alone.
Let's go to David. He asks us to fix the chicken fence in the evening, only we will have to remember to put on gloves. We ask him about the letter that Francis wrote to his grandmother. We read the letter - there is a lily flower on it. David also reveals that the prison where Dirk Valentine was kept is located in Dry Creek. Saddle Bob.

12. Dry stream

I'm walking down the street. On the sides of the street are dilapidated buildings of a store, a post office, a sheriff's house with a prison, a bank, Cappie's bar. Let's go to the sheriff's house - we need a key to open Dirk's cell. We go to the bar - there is a lock on the door. "Closed by order of the sheriff." The phone does not work here, so we return to any location, for example, to Mary's store. We find out the code from the sheriff - 9274. We return to the Cappie bar. We see on the table "Manual for electricians". What is it doing here? Some powder is scattered on the table...
On another table is a jar of crackers with the label worn off. Maybe Bertha will help us again?
Under the window - automatic. We saw a similar machine in Mary's store. Let's remember.
We see that someone lives in the bar - water, boxes, a mattress.
There is a piano in the corner. We open the panel - we need to type the name "Jonathan".
Let's number all the letters from 1 to 8.
1 rotates 1 and 4, 2 rotates 1.2 and 5, 3 rotates 2 and 3, 4 only rotates itself, 5 rotates 1 and 5, 6 rotates 6 and 8, 7 rotates 6 and 7, 8 rotates 2.4 and 8.

Solution:
press 5 until set to 5 A (5 times);
press 1 until set to 1 D (3 times);
press 3 until set to 3 O (3 times);
press 8 until set to 2 F (1 time);
press 7 until set to 7 A (3 times);
press 6 until we set it to 6 T, and to 8 - H (1 time);
press 4 until set to 4 N (3 times).

We get a note. We need to find something at the entrance to the sheriff that can be started, and then add forks and a pen to it. Let's look at the terrace by the prison. One floorboard opens - we take out the box that Dirk made. We need to take her to Cappie. We turn around, we approach the store - and here is the pen.
On the table in the bar, next to the can of crackers, you can see the indentation. That's where we put the box. Insert the handle. On the lid of the box there is an inscription "- R - N - - S". Where to get forks?
Let's go to Mary.

13. Tuning forks, crackers and a beaded purse

We call Bertha. When she has free time, she will send us the name of the crackers.
Bess and Jess sent us an email about beadwork.
We'll have to embroider the flower according to the pattern they sent to find out what kind of flower it will be in the end.
We don't have beads.
We ask Mary if she knows about Dirk Valentine's treasure. She knows but doesn't believe it. We ask her if she came across Frances cutlery - forks, spoons ... She did not see them either.
Let's look at the tuning forks on the table - they are very similar to forks.
Mary will agree to give them to us in exchange for ten arrowheads.
Mary will give us beads if we decorate the display case with rings.

It is necessary to put the rings by color in size from smallest to largest. We take any line. The sample ring is on the left. We collect rings in this line only of the form, as in the figure on the left. We first lay out three blue rings in size from small to large, then three red ones, then three green ones. This puzzle is randomly generated and there is no ready-made solution.
We have beads.
We string the beads like this: yellow, (black, black in a red box) - 4 times, (red, white, red-pink) - 4 times. We've got a poppy.

Looking for tips.
There are 2 of them in the Dry Stream - where is the scorpion and where is the barrel.
In the gorge 3 - at the rock below, at the bottom left, where you can climb, and at the top, where you need to climb with the help of a lasso.
On the Wild Path - 4. Everyone lies near the path.

We return to the ranch. On the way we see Mary with Tex.
We talk with Tex. He denies everything.
We go to the pump room, look at the rusty pipe - next to it lies the blue 10th tip.
We go to Mary, we ask her what she talked about with Tex. It is revealed that they are in love with each other, but they hide it so that Rowley doesn't think he's on Mary's side and get him fired. The fact is that Mary has been arguing with Rowley about their land for a long time, because Tex found a lot of fossils on the site, from which Mary makes souvenirs and then sells them. Another mystery solved.
We pick up the tuning forks and go to the Dry Creek.
We put the tuning forks, turn the handle, the lamp on the wall breaks. It has a note:
"In the one found under the striped stone, the magnet will help to deal with the locks."
We saw a striped stone on the Wild Trail, and a magnet on the refrigerator at the ranch.
We return to the ranch.
Evening came. It remains to repair the chicken fence. We go to the stable for gloves. There are no horses in the stalls. We put on gloves, take pliers and start repairing. Gently attach pieces of wire to the fence.
When everything is done, look at the gloves and see that they glow. Again, from afar, a ghost horse gallops to the ranch. The ranch is now without electricity.

The third day.

We talk with Bess and Jess. The gloves glow just like a ghost horse, and we stained them with some kind of powder at Cappie's bar. So it's interconnected.
We take a magnet from the refrigerator, we go out into the street. At the porch lies a horseshoe.
Maybe it's from the hoof of a ghostly horse? We check the cell phone, Berta sent us the address of the site about crackers - Kelleher. We read an article on the Internet, a sunflower is depicted on a jar of crackers.
Well, we found out the names of all six colors. It's time to return to the Dry Creek.
Let's go to Tex. It wasn't there! We need to help Sam again. We talk with Tex about a horseshoe - a stone is stuck in it, very similar to a stone from a Dry stream.
Let's go to Sam.

14. Help at the ranch - 3.

Picking up vegetables again.
Left bed - Northern Lights tomatoes - 4, right bed - Beefsteak tomatoes - 2, Golden Queen - 2, Black Tortoise beans - 2.
We take a basket and collect 6 eggs.
Let's go to Tex. Now you need to assemble the bridle. Well, he has tasks, however ... The finished bridle hangs on the wall next to the door - you can see how to assemble it correctly.
If the parts are placed correctly, they "stick". First we put the leather oval, then the straps, then the silver part, the blue one on it, and lastly the rope.


We give the bridle to Tex, we go to the Dry stream.

15. Prison.

We go to Cappie's bar to look at the glowing powder. The book on electricity has disappeared, things too. We approach to take a closer look, we see the key on the box, we reach for it and get it on the head.
We were locked in a cell. There are incomprehensible lines on the wall. What if it's the letters of the alphabet? We write the alphabet on a piece of paper, count the number of all the dashes in each letter and translate. First, 17 is the letter "P", then 16 is "O", etc. After entering each letter, press "Enter".
It turns out: "Under the lamp of the bank." It's time to get outside.
There is a key on the wall. If you try to get it, it will fall to the floor and the game will end. Therefore, we throw a lasso and pull the chair under the key. We turn around and take two bricks in the next chamber, set the angle to 2, the impact force to 2. The key is on the chair. Throw the lasso again and take the key. We leave the cell, on the floor we select a piece of paper with a code. Using this code, we translate the message on a crumpled piece of paper from the fire: "It will be necessary to take more things if there is nothing at the ranch. Check bookshelf again, Dirk could have hidden it under the Sheriff's nose." We've got a whole bunch of bandits here!
Let's see what lies under the bank lamp. This is another message from Dirk: "There are different ways to play the same game. The ring that you and Ellie have, put it in the machine at Cappie's bar."
We need to talk to David.

16. Cappie's machine gun.

We return to the ranch. David gives his grandmother's ring and recommends calling the police about the attack. After talking with the sheriff, we go to the Dry Creek. We go to Cappie's bar, we approach the machine, put the ring on - nothing happens, we need a token. We return to Mary.
The game has three rounds. You need to lead the cuckoo into the hole before the coyotes eat it.

Solution:
H - down, L - left, P - right, B - up.

Junior Detective:
N 2 times, P 2 times, N 5 times, P 5 times.
N 3 times, P, V, P, N 5 times, P 5 times.

Senior Detective:
H 2 times, P 2 times, V, N 6 times, P 5 times.
2 times, P 7 times, L 3 times, N 4 times, P 3 times.
2 times, P 2 times, N 2 times, L 2 times, B 3 times, N 3 times, P 2 times, B 3 times, P 5 times, V.

We take the token.
We return back. I recommend saving the game so as not to go for the token again if you lose, because the sequence of throwing pictures is random, and there are only two attempts.
First, we collect four evil characters. After the first attempt, click on the red buttons under the characters to fix the correct pictures. If you win, get two tokens.
Now we collect good characters. In addition to the token, you will need David's ring, which must be attached to the machine. When you win, get the key.
We're going to the Wild Road.

17. Striped stone on the Wild trail.

We go to the stone. If a snake hisses there, it is better to move away and return - it will no longer be there. Raise the stone, open the chest. It was not for nothing that we read the brochure about fossils in Mary's shop.
With the help of a magnet, you need to hold chips with the names of minerals in the central field. We compare the name of the mineral and its color (see item 4). The matter is complicated by the fact that the boards interfere with us and we do not see the bends and obstacles in the way of the chip. Secret: you need to slap the lid of the chest several times, then the boards will disappear.
Finally, the chest is opened.
We get a box. Place all six of Frances' favorite colors on the lid.
We put a rose in the center, above it - a poppy, on the left - a sunflower, on the right - a lily, below - a chamomile and a tulip. Open the lid - another lock.
We read Dirk's message: "To solve my riddle, make the ballerina dance." We insert the key won in the machine, open the lock.
Instructions inside. It is necessary to draw a line along the symbols on a sheet with petroglyphs without taking your hands off. The character sequence is specified. We draw a line, we get the letter "V" - Valentine. Because this map of the gorge, we go there to look for a stone with the symbol V.
We are looking for a symbol on the map - it is at the top. We throw a lasso. We raise the cobblestone, under it is a note and a raw stone. You need to go to Charlie's grave, turn around and look through the stone. We've already seen Charlie's grave on the Wild Trail. Let's go there. We approach Charlie's grave, Nancy takes out a stone - it is badly scratched, it will have to be polished somewhere.
Let's go to Mary. After polishing, we see that this is a very beautiful landscape agate. It shows a tree.
We return to Charlie's grave, take out the agate, turn around and see on the opposite side the same tree as on the agate. We saddle Bob and go to new location "?".

18. Labyrinth in the Rock settlement.

We go forward, throw a lasso, climb up. We have a labyrinth.
The labyrinth map is carved on the wall at the entrance. You will also need a note from the prison - there is a decoding of the characters.
Colors written in CAPITAL letters - the main road (on the map), small - branches.
We go through the maze, you need to collect five keys that are in pots.
Solution:
Chocolate - Kiwi - 1st key.
Now to the left in orange and red - 2nd key.
We return back to the 1st pot. Yellow - to the right Red - stairs up. 3rd key on the step.
Blue - stairs down
Orange - to the right Kiwi - to the right Yellow - stairs up. Right Chocolate - Blue - Left Kiwi - Left Orange - Right Blue - Left Chocolate - one step forward to Kiwi and turn back. 4th key
Now we turn around again. Kiwi - Orange - right Red - left Blue - Yellow - left Kiwi - Blue. To the right under the red pot with the 5th key.
Kiwi - stairs up to the left - Chocolate - Yellow.

Insert the keys into the lock. Here it is, the treasure!
We leave, we meet with the villain. We must trap him.
I recommend saving the game, because. will have to act very quickly.
We run down. You need to swap the red and green stones above the doorways.
The villain falls into a trap.

Nancy arrives at the invitation of Rowley to the shadow ranch to spend her holidays there with Jess and Bes. But only the girlfriends did not fly, and the ghost of a horse appeared on the ranch.

During the game, do not forget to check the Internet on Nancy's phone! And also, do not forget to tighten the girth on the saddle of your horse, ask permission to ride it and not meddle with dangerous animals!

First day.

We call Rowley, we look at the e-mail on the phone, then we call Bes and Jess. We look around the room. In the bookcase we find the Prairie book, look at the picture, we can turn on the radio, look at the book on the table. In the bookcase next to the secretary we find the manual of the novice horse breeder. There is a broken clock on the mantelpiece and a newspaper below. There is a box next to the secretary in the corner. We go to the kitchen and find the sheriff's number on the refrigerator. Turn right and talk to Chef Sam. We turn around and go outside. We go straight and approach the man near the chicken coop. We talk with Dave and take the key from him. We go into the stable and talk with the groom Tex. We examine the posters on the walls. We take a hat from the barrel and a saddle with gloves over the name Bob. We return to Sam. We go to the secretary and open it with the key. We read a letter with a threat, we take away a letter for Mary. We read the note about the sale of the chest and take three levers from the top shelf. We approach the chest in the corner and insert the levers into it. Under each lever we got a bird of a different color.

Let's remember the broken clock. Each color has a corresponding number. Set the first lever (red) to 12 o'clock. The second (blue) is at 2 o'clock. Third (yellow) at 7 o'clock. We take the clock from the cache and open it, there are active numbers on the dial: 12, 10, 8, 6, 4, 2. Press the first digit, if it remains pressed, press the second, etc. All numbers should remain pressed. If you do not leave the location of the clock, then the combination of numbers remains unchanged and is selected very quickly. We take the object from the secret compartment of the clock. A letter and a diary remained in the cache, which we read, and we take the scheme from the envelope with the letter. We look on the Internet for information about the rose. We approach the fireplace and take two newspapers below. Exit and turn to face the door. Click on the numbers on the right and pick up the basket from the wall. We turn back, go forward to the end of the vegetable beds (sunflowers) and pick up the branches. We turn around and go to the front door, to the left of it next to the bushes there will be more branches. They will also lie to the right of the chicken coop door. We turn around and pick up more branches from the cart with the cactus. We also select them to the right of the red shed. Let's look at the wood.

We put the first log and take a sledgehammer with a wedge. A mini-game appears before us. We look at the location of the log on the log - it depends on what position we put our feet in. If the log is right at the bottom, then we position the legs in the same way, etc. We look at the location of the wedge in the log. If it is in the middle, then click on the average impact value. We take logs. We approach the place for a fire and take a bucket. We go into the red house and on the right we collect water in a bucket (we put it in the trough and press the valve). We return to the place for the fire. We look at the place where he is directly divorced, and we take away a note from the ashes. We put newspapers, branches and logs in the fire. We put a bucket next to it. We go to the beds with vegetables.

We watch the harvest on the Internet and collect vegetables. First, we look at the name of the vegetable in the garden, then its description on the Internet. If you pay attention, everything will be very simple. We take the vegetables to Sam, take the egg basket, look at it in the inventory and click on the damaged part. We collect the side of the basket, click on the red thread three times. I'm going to the chicken coop. We pay attention to the sign about a dangerous chicken and if it sits under the sign, do not touch it. We collect eggs, go to Sam and return for an egg of an aggressive chicken. We take them to Sam and take a flask. We go to the stable and ask for a ride. We go to Bob, go to him from the left side, put on the saddle and tighten the girth! Click on Bob's neck and take him to the corral, click on the saddle and start answering 10 questions. If you carefully studied the posters and books, then the answer is not difficult. In addition, there are only ten questions, and if you don’t answer, Tes will repeat it and the answer can be found by sorting through. We go forward, open the corral, and a map appears in front of us. Let's go to Mary's store. We go into it and give the letter to the owner. We look at the store. We look at the slot machine and after winning three levels we take the coin.

1 level

2 level

3 level


We look at the books of Bertha Purcell, and her number will be in our phone. We find tuning forks on the table and examine the photographs. We look at the chest with pigeons on the lid. We leave the store and call Bertha. We go back, we approach the chest and insert the levers we found earlier into it, turn them. We put the first one clockwise at 4 o'clock, the second at 9 o'clock, the third at 11 o'clock. We take the clock from the chest and look at it in the inventory. We take from the inventory an item with a chain and click it on the clock. The numbers are active here: 11, 9, 7, 5, 3, 1. We act in the same way as with the previous clock. We turn over the found photo and read "green bottle under ...". We're going to the ranch. We remove the saddle from the horse and put it in place. Pliers and a letter fall out of it. We read the letter and talk to the groom. We go to Sam, and then we leave into the yard.

Second day.

We go to the kitchen and under the picture with the horse we open the box in which we find the geological map. We talk with Sam. We take a basket from the wall and go to collect vegetables. We take them to Sam and go to collect eggs. We return to the cook. We are looking for a cake recipe in a box on the table. We turn to the table next to the sink and start cooking. Put in a bowl: two packs of butter, two eggs, five cups of milk, two cups of flour, three tablespoons of baking powder, seven cups of sugar, three tablespoons of vanilla. We move away from the table and press bake. Pour into a medium bowl. We set the time to 45 minutes, and the intensity to medium. We try the cake and click on the bowl of icing. Lay out the flower and color it. We go to the pumping station (red shed) and try to open the door. We call the sheriff. We go inside and to the left of the pump we click on the active point, we select the tip. We look at the shelves, under them there is a lattice. Click on it and go down. We pass to the next lattice, open it and find ourselves in the basement of the house. After talking on the shelf we find acid and a wallet, which we take with us. We get out through the passage with the bars, go down the stairs and turn to face her. We look at the top step and open it. In the puzzle, you need to move the red strip with the initials one step, and we will find a green bottle with letters. We return to the basement, climb the stairs and go into the house, we examine the picture in more detail. Let's go talk to Dave. We read the letter. We go to Tesu, talk to him, and then we go to feed the living creatures. We look at the green board with rations. We number the food boxes from left to right from 1 to 5.

Bob: 1 box 2 mugs, 2 box 1 mug, 3 box 2 mugs. We leave the location, a window appears to pour out the cooked or not. If everything is prepared correctly, we press no, and we go to the horses. We pour food into the bucket, suspended in front of Bob. We return and put the bucket in place.

Clyde: 1 box 3 mugs, 2 box 1 mug.
Ace: 1 box 1 mug, 2 box 2 mugs, 3 box 1 mug.

Chickens: 5 box 2 mugs. We go to the chickens, find the active point in the grid and pour the food into the automatic feeder.
We talk with the groom, take the saddle, put it on Bob. Don't forget to tighten the girth. We sit on the horse and take the lasso. Move the cursor over the broom and press it when the lasso begins to make the correct circle. After five times, throw a lasso on the broom, click on the barrel and try to go around the obstacles in 10 seconds. We take a well-deserved lasso, ask permission to ride, pick up the saddle. We go to a dry stream. On the thresholds of the store near the kerosene lamp we select the red pen. To the right of the store next to the wooden shed, we take the tip (a scorpion or a snake may appear, then just come back for it later). Let's go to the sheriff and try to open the last cell. On the street next to the barrel we take the tip. We pass to the Cappy building.

It is closed for code lock. We go to Mary and call the sheriff. Lock combination: 9274. We talk with Mary. We're going to the wild ladder. On the right we select the tip. We take a step and select the tip on the left. Three more steps and a tip from the left. Next to the skull is another one. We turn back and look at Charlie's grave on the left. Turn right and click on the stone. We hear a rattlesnake and leave. We are going to the Anasazi Gorge. We go forward and at the foot of the cliff we find the tip. We examine the entire area of ​​the rock accessible below in order to find petroglyphs. There are seventeen of them in total, and when you click on them, they will automatically appear on your diagram. Each petroglyph must be dragged to the place in the diagram where it stands on the rock. The little white squares on the diagram will tell you where to look for petroglyphs on the rock. On the left there is a rise for one side of the rock.

When you go down, do not miss another tip at the very bottom. At the top of the rock there is a piece of wood, throw a lasso on it, climb up. On the right we find the tip. We get down and go to the store. We look at a table with cut stones and a photograph of a girl with a white horse. Let's talk to Mary. Let's leave the store and call Bertha, as well as Jess and Bes. Now you can go to the dry stream to open the door with a combination lock. We go into the building and find a sleeping bag on the floor in the corner, next to a piano with an active point below. We click on it and we are offered to enter a code word: JONATHAN (father's name). We number the letters from left to right from 1 to 8. First, set the letter 7, then 6, then 8, 3, 2, 5 and 4. A cache will open in which we will find a note. Let's pay attention to the books on the table, on the bar counter we will find a jar of crackers, and next to it is an active place for some subject. We go to the sheriff's office and on the thresholds we find an active point marked with a symbol.

Open the cache and take out the tuning fork stand. We go to the store, look at the tuning forks and ask Mary about them. We change our tips for tuning forks and pick them up. We go out and call Bertha and the GRS. We go to a dry stream, we go into a building with a combination lock. We put a stand for tuning forks on the bar counter, insert the red handle from the inventory into it from the side. We put tuning forks. Each tuning fork has its own letter, we need to compose the word FRANCIS. Three letters are already written on the stand itself, add the remaining ones with tuning forks and turn the handle. We take a note from the lamp and read it. We go to the ranch, remove the saddle from Bob, take it to the place and go out into the yard.

Evening.

We return to the stable and take the gloves. We go to the chicken coop and click on the active point on the side of the grate. Take the gloves from inventory and use them on the pliers. Nancy will notify you of the correct location of the grid piece. If it is silent, then the piece is not inserted correctly.

Day three.

We go to the kitchen and remove the magnet from the refrigerator, talk to Sam. We leave the house and pick up a horseshoe. We collect vegetables and eggs. We look at e-mail and the Internet. We talk with Dave and Tex. We collect the bridle. It is in the bank next to the poster. Let's go talk to Mary. For beads, we must arrange a showcase. We first lay out the rings in shape (sample on the left), in color (each cell has its own color), and then in size. Below, under the rings, it is written how to determine their size. Rings are listed from smallest to largest. When we take the ring, it turns over and we seesome sign. We correlate the sign with the one written below and we get that "OM - the moon" means a very small ring, and it is placed first in its color and shape group etc. We pick up the beads and start embroidering a flower on the wallet. We take the wallet and, without leaving it, open the inventory, take the beads and apply it to the wallet. We type the picture: yellow, black, black-red, black, black-red, black, black-red, black, black-red, red, white, red, red-pink, red, white, red, red-pink, red , White Red, red pink, red, white, red, red-pink.

We go to a dry stream to look at the books with luminous powder again, look at the box with the key in the corner and smoothly move to the prison cell. Next to the washbasin there are dashes, each group of dashes represents a letter. It should turn out: PODLAMPOYBANK.

From the next chamber we take a brick. Opposite the cell door, use the lasso to raise the chair. We look at the key and set the throw force to medium, and the arrow is the second from the left. Use the lasso on the chair, select the key and open the grate. We select a note with an encoding. We go to the bank and under the white lamp we find an active point, open the cache and read the message. We go to a wild path and find a striped stone there, move it aside and move the iron rounds located on the sides to the multi-colored ones in the middle. Cu - green round, Mn - pink, Si - silver, Fe - orange. If you exit the puzzle several times in a row, the wooden planks that close the labyrinth will disappear. We get a box of flowers from the cache and take it with us. We go to the ranch, talk to Dave, take the ring from him and return to the abandoned city. Let's go play slots. We look at the machine, save (we have one coin, it’s unlikely to win the first time, and running to the coyotes every time is not a necessary waste of time). We insert a coin into the slot, apply the ring to the red button and press the lever. Evil and cute bandits appear before us. Under the cute ones, press the red buttons and press the lever again. We win and take the key. Now let's deal with the flower box.

We read the note on the right, insert the key from the machine into the hole, read another note. We connect the petroglyphs on the diagram in the order located in the note.

We go to the Anasazi gorge, climb up the rocks and find a stone with a pattern that we got on the diagram. We move this stone away and find another note that we read, we take the stone. We go to Mary and give her a stone for polishing. We go to an abandoned path and approach Charlie's grave. A stone with a pattern appears in front of us, and we begin to turn around its axis until Nancy finds what we are looking for. Arriving at the place, we go to the right, and then straight to the cliff. We throw a lasso on the log lying above and climb into the dwelling. We pass forward to the hint scratched on the wall. You can decipher it using the note that we found when we got out of prison. Next we will have a maze.

Above each passage there are stones that we will use to navigate. Maze walkthrough: brown stone, green, yellow, red, blue, orange, green, yellow, brown, blue, green, orange, blue, brown, green, orange, red, blue, yellow, green, blue, green, brown, yellow. On the way we look into the jugs, in some of them there will be keys (there are five in total). Twice it will be necessary to deviate from the path in order to find another jug ​​with a key. The first time at the beginning, the second at the end. At the end, a door with five different keyholes will appear in front of us, where we insert, picking up the shape, five keys. Click on the lock, go through the door and open the chest on the table. We go out the door, and after meeting with the criminal we go down the stairs, we pass to the hole covered with a carpet. We remove the red stone from the wall, turn to the correct passage and replace the green stone with a red one. We turn back and insert a green stone into an empty place.

Publisher in Russia and CIS countries: "New Disc"
Russian site of Nancy Drew: http://www.nancydrew.ru/


Nancy Drew is a young observant person who manages to find a reason to investigate every incident. That is, stick your curious nose into all the cracks and pester others with leading questions. And all this - with constant success leads the tireless Nancy to unravel the mysteries.
Books written by Caroline Keane have been reprinted many times in many countries around the world. If you look carefully, you can easily find them in our bookstores.

This time, Nancy was invited to visit the ranch of Edd and Diana Rowley, the aunts and uncles of her friends Bess and Jess. In order to relax and have a good time. But upon arrival, Nancy finds out that her friends - they flew on another flight - are still missing. Moreover, there are no ranchers themselves ...

System requirements


Operating system Microsoft Windows 98SE/Me/2000/XP
Processor Pentium-II 400 MHz
64 MB RAM
605 MB free hard disk space
3D video adapter with 16 MB memory
16-bit DirectX compatible sound card
CD drive

It is highly recommended that you close all other programs in Windows before starting the game.

Passage or "How it was in the game ..."

Nancy tells about all the previous events in a letter to the housekeeper of the family, Drew Hanna, so that a long intro will not distract us from the investigation. Once in the living room, we look around properly. To begin with, we approach the coffee table and study the first volume of the book from the Entertaining Horse Breeding for Dummies series. We read carefully - not only is it interesting, it will also come in handy in the future.


Then we come to the fireplace. There we pay attention that the clock on the mantel shows the wrong time, and in the paper tray (to the left of the hearth) there is a newspaper with an article about the intense heat. We notice all the small details - we are detectives. Nancy puts the most important things in her notebook, where you can look from time to time to refresh your memories.

Then we move on to the left side of the living room. In the corner is a triangular chest with a puzzle on the lid. There are some things in the chest itself. There is a secretary to the left, but it is locked. What a pity! To the left of the secretary, near the window, two bookcases are freely located. On the right shelf is the second volume on entertaining horse breeding. We read carefully. Turning left again, we run into a wall with windows and an entrance door. There is a note on the door notifying us of the still broken porch and asking us to use the back door.

The question is brewing, how did Nancy manage to get into the house through the front door, if repairs are underway, and the door is generally closed? But that's beside the point...

To the left is another bookcase. Among other books we find there a novel autographed by the author, Bertha Purcell, signed by Diana Rowley. There is nothing else of interest on this wall. We return to the original position.

To the right of the fireplace, on the wall, is a portrait of Frances Humber. Even more to the right is a radio, on which we will be told about the terrible heat, the sale of livestock and miracle vitamins for animals. We go to the kitchen and the first thing we rush to the refrigerator. We look at the sheriff's phone - it is automatically entered into the memory of Nancy's mobile phone. We run through the table of measures with our eyes (this will be very useful in the future) and turn right. To the left of us are a stove and an oven, to the right is a table with a box of interesting recipes (carefully copied on a piece of paper), straight ahead - in the back of the kitchen - a man is standing with his back to us. We are trying to communicate, but he asks to contact the owners by phone first. We call Rowley and find out that Edda was bitten in the hand by a poisonous snake, so at the moment Diana is guarding her husband in the hospital, where they will stay for some more time.

Nancy is asked to take the secretary key from David, pick up the letter from it and take it to the addressee. After a conversation with Rowley, we return to a conversation with Sam Thurmond, a local chef. He tells us about the ghost of a horse, which all the inhabitants of the ranch saw shortly before the accident, and the legend about the owner of this horse (before it was a ghost), Dirk Valentine, and a girl named Frances, who used to live in this house. It is her portrait that hangs in the living room. Of course, Nancy's eyes lit up from such a story.

After chatting with Sam, we go into the yard. We turn to the door and study the thermometer - it's hot. We go to the man standing next to the chicken coop. This is David. We talk with him about life, we get the key to the secretary. David clearly doesn't like our presence at the ranch.

We go to the gate, decorated with a skull - this is a stable. On the left - a stall, on the right - ammunition and fodder in one bottle. Inside we will find several saddles, a harness, a chest with feed, posters and Tex the groom. A very stern man, I must say. He tells us the rules of behavior with a horse and does not allow us to ride without passing an oral exam (I must say right away that any puncture leads to the expulsion of Nancy from the ranch) on knowledge of the subject. But before the exam, we need to get cheat sheets (player) and a flask (Nancy) - you should ask Sam for it. But before returning to the house, we take a saddle from the lower right corner (the name of the horse on the holder is Bob), and a hat from the bedside table. We go out to the stall, we approach Bob, our horse. We saddle, tighten the girth. The training went well. We remove the saddle and go to hang it in place. We raise the dropped letter and read - this is a congratulatory card for Tex from his sister. The corresponding mark appears in the notepad.

As we walk towards the house, we are overtaken by a call from Bess and Jess, who are stuck at the airport due to a plane crash (before end credits they won't make it to the ranch.) Having discussed with them all the events at the ranch, passing on the local legend about the robber, his beloved and the ghost of the horse, and also building a working version, we reach the living room. We open the secretary with a key and begin to rummage through the master's papers. We extract the bill of sale on the chest, the desired letter for Mary, a note with threats from Tex's sister. From the upper left compartment we take away three strange types of pieces of iron. We insert them into the lid of the triangular chest. Come up. Now we will look for the cipher, but it still has time.

For a couple of minutes we return to the stable to interrogate Tex about his sister's note. Do not be shy to tear a person away from work and bring him to white heat, and after several such interrogations he will tell everything himself. So, if you believe the words of Tex, he rarely communicates with his sister, and if he were in Rowley's place, he himself would have fired her because of the scandalous nature. We diligently outline and go to beg for a flask from Sam.

The talkative cook gladly loaded Nancy the Cinderella with tasks. To begin with, he demanded to bring him fresh vegetables from the beds, and then fill a bucket of water and prepare everything for making a fire. I always suspected that chopping wood was a purely feminine occupation. Sam only confirmed me in my opinion.

We go out into the yard, turn around to the door and remove a wicker basket from the wall next to the thermometer (I would say that this is a tray). We go to the beds and almost at the very fence we select branches for kindling. Then we pick two obviously ripe tomatoes. Pink ones raise questions, so we climb the Internet through a mobile phone for the right answer. Having collected everything that is possible, we go to the hearth and pull out the burnt encryption from the bonfire (in the words the letters are rearranged, but you can read, but it’s hard to understand the symbols),


Make a mistake twice and bring the cook the wrong thing - he will complain about you to the owners, and Nancy will go through the suitcase-station-house stage. That's when "Second Chance" comes in handy - the ability to return to the game before making a mistake. Tear all the beans from the left bed, you can't go wrong. She is already mature. After the harvest, we again have to go to the chicken coop - without touching the white chicken!

We bring the eggs to the kitchen, but Sam again asks us for a favor - today is Tex's birthday, and if Sam bakes the cake, the birthday boy will not touch it. The icing is already ready, but the cake itself is ours. Sam does not limit us in time. We take a flask of water from him and go to read the recipe for the Shadow Ranch cake. Interestingly, this recipe was written by Frances. The cake is topped with a marzipan flower. And then a flower ... Okay, write it down (next to it are the measures that Nancy will use).

1 cup butter - 2 packs
2 eggs
1 2/3 cups milk - 5 scoops
4 cups flour - 2 pints
1 tablespoon baking powder - 3 teaspoons
2 1/3 cups sugar - 7 scoops
3 teaspoons vanilla

Bake in medium form for 45 minutes at medium temperature. We try the cake and decorate with icing sugar. After that, we collect Francis marzipan flower from pieces, focusing on the contours of the flower on the top of the cake. As a result, we got a flower called a tulip. Using food coloring in two colors, color the stem with leaves and the flower itself.

After we have skillfully baked and decorated the cake, we can continue to investigate. The entrance to the red building is closed by order of the sheriff. We call Fernandez and get permission to enter and inspect the damage. The pipe is really badly rusted, just like Sam said. On the ground just to the left of the pipe lies an arrowhead. And under the bottom shelf of the rack was something interesting. The lattice all this time hid the entrance to the secret passage. We pass to the end, get out in the basement of the house and stumble upon David. A delicate situation ... We interrogate the secret treasure hunter and find out that his grandmother was the cousin of Francis Humber, and the heiress of her entire fortune. At least he's not a criminal. But David had the second half of the photograph from the watch. On the back it is written: "stairs to the basement." We look at the letter of Francis to her cousin - in the upper right corner we see another flower - a lily. Now we know Dave's secret and we promise to insure him and fix the chicken cage. After a heart-to-heart conversation, David left, and we were left alone with the basement. We're better off.

We look around. There is a bottle of acid on the shelf. A shelf below is a beaded purse. We take it in our hands and study it carefully. It looks like a flower is missing. We go into the hole again, go down one step, turn around and study it properly. Below it is a puzzle that looks like tags. A chip with the initials F.Kh. move one cell to the right. Below it is a green bottle. Inside we find Dirk's letter. Encrypted. All you can bear: Frances' shawl, embroidered purse, knitting book, Friday meeting at the big rocks. Riddle...

Below it is another letter. About four packs of crackers, an agate stone, and a meeting on Tuesday at the cactus. And here is the third letter. About the cake and the flower on Frances' letters, and Thursday's meeting at Charlie's grave. We leave through a secret door (outside it is disguised as a bookcase) and go to look at Francis's shawl in the portrait. Cheerful pattern. We love, but understand little. We take out the mobile and search through the browser. We read about agates and about knitting. The next flower will be a chamomile. It doesn't get any easier from time to time.

We call girlfriends and hold an emergency meeting. We give Bess and Jess a party task to find in their thick book on the 19th century data on the manufacturer of the beaded purse. We call Bertha Purcell and find out about the one and a half cents we won. Then we call Diana Rowley and make inquiries about Tex's sister. We go to ask the stern groom for a horse. But this hater of city ladies tells me to feed the chickens and horses first. We're in a hurry, we're in a hurry.

We approach the chests with grain, open the far right - this is a mixture for chickens. We pour two buckets into the yellow bucket on the scales, refuse to empty it and go to feed the chickens. Raise the lid, pour out the grain, close the lid. Let Tex burst with anger! Now we proceed to the difficult stage - the horses also want to eat.

Bob's ration: 2 measures of oats (leftmost box), 1 measure of corn (2nd box from left), 1.5 measures of mixed feed (third, corner box). We weigh. 4.5 kilograms - everything is strictly according to the books!

Ration for Clyde: 3 measures of oats, 1.5 mixtures. But this does not reach 4.5 kilograms, so we add another measure of corn.

Ration for Ace: 1 measure of oats, half a measure of corn (actually you need to take 2 measures of corn), 3 measures of feed mixture (actually you need to take half a measure of the mixture).

We feed the last horse, put the bucket in place and go to boast to the stern groom. But the uncle got something and decided to let us practice in throwing a lasso and jumping against the clock. And Tex himself will take the exam with us. As always. But we can ride Bob on our own business. After we pass the exam :).

We saddle Bob, tighten the girth, take him out into the corral. There are already three barrels carefully prepared by Tex and a broom leaning against a piece of wood. A lasso hangs nearby. First we drive up to it - it's easier. We take it, spin it, and when the rope forms a perfect circle, we throw Five out of five hits, and we are halfway to success.

Jumps are more difficult. It is necessary to keep within ten seconds without hitting a single barrel. A click of the mouse spurs the horse. Each mistake - plus five seconds to the final time, so one mistake is enough to fill up everything. The route map can be viewed on the wall in the stall. We go around the first barrel on the right, and the second and third on the left,


... after which we stop next to Tex. Gain some patience and let's get started. One click almost at the barrel is enough. Gone! Tex's jaw dropped. It serves him right! We take our lasso.

We're going to Dry Creek. We approach the house closest to us on the right. Symbols are carved on the veranda: a mirror-inverted "B" and a capital "D". Dirk Valentine? We go to jail. The cells are closed, we have no key. We walk around the city. On one of the bandages we find the letter, capital "P". We turn around 180 degrees and go to the barrel - next to it on the ground lies an arrowhead. The next pair of houses - at the post office is another band with letters. It looks like a capital "U" and "A". On the opposite side of the street is a Cappy store. Whole, clean. There is a brand new lock on the door - a chain with a code. Sealed by order of the Sheriff. Calling is useless, as the signal is not caught in the mountains.

We go back and turn to the wooden toilet. There is something in the sand, but when we try to pick it up, a terribly disgruntled scorpion crawls out on us. And he's clearly not in the mood. Shamefully retreat and return to the Shadow Ranch... to pass cooing Mary Youngson and Tex. Interesting layout. During interrogation, Tex denied everything. Let's visit Mary. But before entering the store, we call Sheriff Fernandez and find out the lock code: 9274. We go to talk with the Indian woman, and by cunning we force her to admit that they have an affair with Tex. At the same time, we learn about the reason why Mary so wants to buy part of the land from Rowley.

We go outside and call Bertha Purcell to find out about Dry Creek. It turns out that Capp was once in the town something like a mayor. But this did not prevent him from keeping his tavern with a real piano. It's time to visit the Dry Creek again. This time the scorpion did not come out to greet us, so we calmly picked up another spearhead from the ground near the toilet.

We approach Kapp's establishment, dial 9274 on the lock and go inside. A sleeping bag in the corner, a thermos, water in a plastic bottle and toothpaste are clearly not nineteenth-century items. Someone definitely lives here. We approach the slot machine and throw our coin into the slot. It is necessary to achieve the appearance of the four most notorious villains. In total, two attempts are given for each coin. The fallen villains after the first attempt must be fixed with buttons. If all else fails, another coin can be won in the machine from Mary. If you win here, you will receive two half cent coins.

We continue to look around. There are books on the table. The upper one is a manual for electricians (literature also somehow does not fit into the concept of the nineteenth century). The book is covered in dust. There is a can of crackers on the bar, but the name is unreadable. We return to Mary's shop, ask the owner about the treasures of Dirk Valentine. On the street, we call Sheriff Fernandez and tell him that someone is hiding in the Dry Creek. We return to the ranch, interrogate the workers. Sam denies the presence of the treasure (as does Mary), Tex denies Mary's visit to the lands of Edd and Diana (as Mary herself denies it). One David does not deny anything, but he is trying to find out if Nancy has a boyfriend. Hee hee.

We are going to the Anasazi Gorge (the Anasazi is an ancient Indian tribe that inhabited part of Arizona). We walk, carefully examine the rock paintings - they immediately appear on the map left by Valentine Francis. From the ground in different places of the gorge we raise three arrowheads.
On the right side of the gorge (to the right of the stairs) we take out the lasso and lift our head up. We see a sticking out log.


We cling, we climb up. On the way we look at all the petroglyphs, pick up the tip of the spear at the top and collect five more petroglyphs in our piggy bank.

We go down the rope, move away and look at the rocks. We take out our drawing and begin to put the collected petroglyphs in their places as they are carved on the rocks. As a result, "write dad's name under the piano keys" will appear at the very bottom. We go to Mary's store, call Bertha Purcell and find out about Jonathan Valentine, Dirk's father, and also ask the writer to find out the full name of crackers in a tin. We check the mail and find a letter from friends about beadwork. Now we know what kind of flower was embroidered on the wallet and how to restore it. But for this we need beads. We go to Mary and ask for beads. While she is looking for the box, we have to decorate the window, and arrange the rings according to the size and color of the stones. It's very simple and doesn't take much time.

We finish sorting and return to Mary. We take beads. Once again, we examine everything in the store. Next to the booklet is a saw cut rosewood, and on the table to the right of the rings is a set of tuning forks with Frances Humber's initials on a bag. Again we talk with Mary about the tree. If necessary, we stock up on one and a half cents for saving the cuckoo from coyotes. We return to the Dry Stream, go to the Kepp tavern, approach the piano and open the puzzle under the keys. The code is Dirk's father's name: Jonathan. We start with the penultimate letter. Click on it until we see "A". We turn to the sixth letter - we are interested in "T", click on the last one - "H", then the third - "O" (the second letter will be automatically set), the fifth - "A", and the first - "D". It remains only to restore the fourth - "H", and the cache will open.

We pick up the note: "At the entrance to the sheriff, you need to find something that you can start. Add a pen and a fork. Arrange in places. And you can continue to search." The forks are apparently tuning forks from Mary's shop. We don't have a pen yet. Will seek...

We reach the toilet and see that on the left (the right side of the porch of the store) something is blushing. We come closer ... Here it is, the desired pen, lies near the hand mill.


We approach the porch of the prison, raise the floorboard under the initials of Dirk Valentine (inverted "B" and "D"). We find some kind of mechanical device. Again we hasten to Mary to ask for tuning forks, taking the device with us. Without going to the store, we look on the Internet about crackers - they were called "Sunflower". Here is another flower in our piggy bank. Now let's fix the wallet. Using the letter of Jess and Bess as a hint, we string beads on a thread in the following sequence: yellow, alternate black beads with black beads with red corners four times; red, white, red, red with pink corners - repeat four times. The end result is something that looks like a poppy. We ask Mary for tuning forks for a while, but she can give them to Nancy for good if we bring her ten arrowheads. We will put the tips in a special box. So far we only have six pieces. But we haven't been to a place called the Wild Trail yet. Let's jump there.

We select the seventh tip to the right of the path, opposite Bob. We take a step forward - to the left of the path we raise the eighth tip. The next step will take us to Charlie's grave. Under the striped stone opposite the grave, a snake hisses, it is better not to go there. We go further along the path - we raise the ninth tip. We reach the skull - the tenth tip lies in the dust on the other side of the road. We return to Mary and give the box to her. But then it turns out that one tip is superfluous, and we get it back. At the same time we pick up the tuning forks. It's time to solve another puzzle.

We leave for Dry Creek, go to Cappie and put the box on the bar, to the right of the can of crackers.
We insert the pen, arm ourselves with tuning forks and begin to act. Letters are engraved on the tuning forks, as well as on the lid of the box. We put tuning forks in the grooves of the lid to get the name Francis, turn the handle. There is a sound of breaking glass - a wall lamp has broken. Inside was another note from Dirk: "In the one found under the striped stone, the magnet will help to cope with the locks."

We return to the ranch, unsaddle Bob. Evening comes. We return to the ammunition and take gloves from the saddle. We have a chicken coop repair job. We will repair the right wall of the chicken coop. We take the gloves from the inventory and click them on the pliers. Those who like to collect puzzles will enjoy the task. Immediately upon completion of the work, Nancy will notice that her gloves glow in the dark.


And immediately a ghostly horse will appear as a harbinger of misfortune - a wire will fly off the pole and the ranch will plunge into darkness.

The next morning begins with a call from Bess and Jess with the good news: they will finally make it to the ranch. Some day. We say goodbye and go to get a magnet from the refrigerator. Moments later, the red apple magnet is in Nancy's pocket. On our own head, we agree to help Sam collect vegetables and eggs once again ... We go out into the yard and stumble upon a strange horseshoe. Let's go show it to Tex. He determines that the stone in the horseshoe is clearly from an abandoned city.

We quickly collect vegetables for Sam (we cut off everything except the Ivory variety) and eggs, ask for a flask of water and go to Tex for permission to ride. The stern man decided to complicate our life and dismantled Bob's bridle. Until we collect, we will not go for a ride. We focus on the bridle hanging to the left of the door (it would be better to redraw it on paper if you are not a horseman and cannot assemble a harness with eyes closed). We take out the contents of the jar and proceed.


After everything went well, we again ask Tex to let us ride and set off to seek adventure in an abandoned city. We go to the tavern. The books were gone, the things in the corner too. We play in the machine - if someone has not done this for the first time - we collect four bandits, we get two coins. We go to look at the box in the corner, we see the key lying on it. When you try to pick it up, we get hit on the head with a heavy object and immediately turn off.

We come to our senses on the bunk in Dirk Valentine's cell behind the locked door. Not bad. To the right of the sink we see crossed out sticks. But we will deal with them later. Turn around 180 degrees and pick up bricks from the floor. We have to artistic throwing bricks into the key. So, the disposition is as follows: the key hangs on a nail to our right. A little further on, a chair is lying on its side. Goal: get the key.

We spin the lasso (don't ask me how to do it while sitting indoors in cramped conditions - I'm not a cowboy), throw it over the back of the chair, put the chair in an upright position. With bricks we knock down the key from the nail, setting the strength and height of the throw. After the key is on the chair, we again throw a lasso on the back and drag the chair. The key falls to the floor in our direction and ends up in Nancy's hands. Now we are quietly engaged in the inscriptions on the wall. The code is simple, one dash equals one letter of the alphabet. That is, four vertical and one oblique - the fifth letter, that is, "D". We arm ourselves with the alphabet and count. We write the found letter under the sticks. We get "under the lamp of the bank." We open the lock of the chamber, go out and stumble upon paper - the key to deciphering a piece of paper from the hearth. Now we can read what is written there. From the note it becomes clear that the criminals have an accomplice in the house, as we suspected. Well, it's nice to be right.

We approach the bank, peer into the bricks on the right corner and pull out a note from the cache: "There are different ways to play the same game. I know them and will help you play. Put the ring that you and Ellie have into the machine that is in Cappie's bar. We need a ring.

We return to the ranch, unsaddle Bob, take the saddle back to its place and go to chat with Dave. We ask the young man for his grandmother's ring for a while and tell him about the incident in the Dry Creek. Before returning to Cappie's establishment again, we call the sheriff and repeat our story. Civic duty done, now you can go.

We approach the slot machine, save the game, insert the ring of David's grandmother into the red oval on the machine and get the task to collect the kindest four characters. Be prepared to download several times. This time, as a prize, we will get the key. In anticipation of a close solution to the mystery, we jump to the Wild Path. We reach the striped stone, with considerable effort we move it aside and come across a puzzle.

In the center of the labyrinth there are four multi-colored circles, in the corners - four chips with elements: iron (Fe), silicon (Si), copper (Cu) and manganese (Mn). With a magnet, you need to drag each chip through the labyrinth, which, for the sake of entertainment, is still closed on top with six strips, to the circle corresponding to it: iron - to orange, silicon - to gray, copper - to blue-green, manganese - to pinkish-violet.

As I already mentioned, six planks are nailed on top of the labyrinth, so most of the time you will have to act by touch - the groove of the labyrinth is narrow, chips will often be lost. Focus on the sound, it's easier.


When all the chips are in place, the cache will open. There will be a box inside. To open it, you will again have to break your head properly.

Press in the middle of the picture to make a yellow rose appear. On the left we expose a sunflower (a flower from crackers), on the right - a lily (a flower from Francis's letters). At the top we click until a poppy appears (as on a wallet), at the very bottom we are interested in a camomile and a tulip. The box opens. Inside we find a note and another locked compartment. We read the note and open the ballerina with the key. Inside is another clue. It is associated with petroglyphs in the Anasazi Gorge. It's easier to guess riddles when you're on the spot. We're going to the gorge.


Upon fulfilling the condition, we got a handwritten Latin V - Valentine. And we just have such a petrogram on the map - V, collapsed to the right. We throw a lasso, climb a rock, move the stone with the petroglyph to the side. Under it, in a niche, another note and a white oval stone were found.
"At Charlie's grave, lift it up. Turn around and find the path to the treasure without difficulty. Go there. Yes, and I'm not talking about Charlie buried in Dry Creek."

Why are all the notes with actions written in white (and not quite white) verse, and the postscript about Charlie is in prose? Apparently, this part should not be taken into account - this is a red herring for outsiders. We take the stone with us - it is badly scratched - and we go to Mary's shop to polish the round stone. A few minutes, and we have in our hands a landscape agate depicting two trees in the form of the letter V. Not believing Dirk, we return to Charlie's grave known to us, turn 180 degrees and immediately see a tree from our agate. It turned out that this place is quite far away, so we ride horseback.

There is only one way, it is impossible to get lost. We raise our heads up, we see a protruding log, we throw a lasso, we rise. Dirk hid his treasures in an ancient Anasazi dwelling carved into stone. Amazing. We go forward along the winding corridor and see another encrypted message on the wall. As written in the key, the letters in the words are rearranged, and the squares with vertical dashes represent the colors. We carefully look, and we ourselves write down on a piece of paper in what sequence to go. After that we are on our way. The colors indicate the desired door. Don't forget to pick up five keys from the vases along the way!

Brown (chocolate), green (kiwi) - there is a jug with a key inside in the corner, yellow - we go forward and take the key from the vase under the opening of the "orange" door, red - stairs up and the key in the jug on a piece of wall, blue - stairs down , orange (orange), green, yellow - stairs up, brown, blue, green, orange, blue, brown - another vase with a key inside, green, orange, red, blue, yellow, green, blue - a vase with a key under the opening of the "red" door next to the hole covered with a rug, green, brown - stairs up, yellow - the door.

The "yellow" door is padlocked with five keys that we found in vases on the way here.


We open the lock (strange, no puzzles), we go inside. The room is painted with hearts and, one might say, romantically decorated. In the right corner is a small chest filled with golden hearts. This is Dirk Valentine's treasure.


We close the chest and exit the door to see Sam walking down the maze. He launches into spatial speeches with explanations of what is happening. We run down, as soon as he finishes ranting, we go down the "brown" stairs and get into the hall. We change the stone above the red door (where the last key was taken from the vase) with the stone above the green door. After that, from a safe place, we observe how the criminal falls into the pit. All of this leads into the final cutscene, in which all ends well: Dave gets the treasure, Rowley continues to run the ranch, Mary and Tex officially start dating, the horse is no longer smeared with glow cream, and the traveling frogs finally make it to the ranch. And Nancy Drew, nicknamed Ironpants, is sent to England to investigate the curse of Blackmoor Manor.

Don't want to join? ;).

"... And how it was in the book"

I do not want to reveal all the secrets of the book - it is worth reading. But without the book, some moments of the game will be incomprehensible. First, it was no coincidence that the headlines in the newspapers mentioned bank robbers seen in the area. In the book, there are not only Dirk Valentine's treasures, but also robbers. Sam was one of that gang. Secondly, the moment with Dave's question about the young man Nancy is detailed in the book and is directly related to the investigation.
Thirdly, Tex was not dating Mary, but...

However, I will say no more. Read for yourself, the book is shorter than this game. But it's no less interesting.

Conclusion and assessments

Well what can I say? It's rare to come across a really interesting game. So interesting that after its completion the book was also read with pleasure. "The Secret of the Shadow Ranch" was completed in a little less than two days with a break for sleep and food. It's impossible to break away. A few moments even after reading the book remained incomprehensible, but oh well ...

And if you consider how many materials on the Internet had to be rummaged through in order to quickly answer Tex's questions, and not leave the location and go back to the house to read "Entertaining Horse Breeding" in two volumes, then the benefits of the game become clear - I can now describe differences in colors or structure of the hoof, as well as tell the story of the appaloosa. So in any case, the game is worth the candle, despite the fact that the main criminal was calculated in the first third of the game. I look forward to the rest of the parts about Nancy Ironpants and her friends.

Well, a little bit of technical information in the end. The game has two difficulty levels. I played low. If you choose a more difficult passage, then forget about helping Bass with Jess and Joe with Frank, although the latter did not help much anyway. Well, the puzzles, of course, will become more difficult.

Otherwise, a great game and a great gift for a teenage girl. I don’t know if the boy wants to play for the girl :).

The ratings will be as follows:

Graphic arts: 80%
Sound: 80%
Game process: 90%

General impression: 83%

Move to the kitchen and go to the refrigerator to remove the magnet from it. Then find Sam and chat with him. Continue through Nancy Drew: Mystery of the Shadow Ranch and get out of the house, not forgetting to pick up a horseshoe, which will be nearby. Then go to the vegetable beds and collect those vegetables that grow on the first and second beds. Also go to the chicken coop and take the collected products to the cook.

Take out your phone and go to the Internet, read the necessary information about roses, agates and knitting. Then you can chat with Dave and Tex. After that, collect the bridle, which can be obtained from the jar, which is near the poster. I advise you to do this carefully so that nothing falls out.

Now you can head to the souvenir shop and chat with Mary. She will ask you to decorate the window. Start the passage of this task in the game Nancy Drew: Mystery of the Shadow Ranch with the rings, which must be laid out in shape. By the way, on the left side there will be a template that you need to follow. Then arrange them by color and size. If there are difficulties with the size, then under each ring its definition is written. As soon as a ring is in your hands, it will immediately turn over and you will see a sign drawn on it.

If you compare the symbol you see with what is written below, you will get "OM - Moon". That is, this small ring can be inserted first into its color scheme and uniform group. With maximum effort, decorate the window and get the beads as a reward.

Now with the help of beads you need to embroider a flower on your wallet. Open inventory and take out wallet and beads. Then attach the beads to the place to be embroidered. You need to embroider in the following sequence:

First yellow beads, then black, black and red, again black beads, black and red, black, again black and red beads, then black, black and red, now beads of red, white, red, then red and pink, red, white beads, red, red-pink beads, red beads back, and then white, red beads, red-pink, red beads, then white beads, red and finish embroidery with red-pink beads.

After you finish the embroidery, continue through Nancy Drew: Mystery of the Shadow Ranch, hop on the horse and head to the Dry Creek. Once there, go to the corner where the box with the key is located. As soon as you get close to it, you will immediately find yourself in prison. Go to the washbasin and look around for dashes. It should be noted that the number of dashes = serial number letters in the alphabet. For example, 2=B. Sooner or later you should get the following word: "PODLAMPOYBANK".

Now you need to turn left and go to the next chamber to take a brick from there. Then take out the lasso and stand in front of the cell door to raise a chair with it. The key will be in your hands, determine the power of the throw (average) and click on the arrow that is second from the left. In the further passage of Nancy Drew: The Secret of the Shadow Ranch, you need to use a lasso on a chair and pick up the key to open the grate with them. It is worth noting that if you drop it, there will only be one chance to replay it.

Now you need to pick up a note with an encoding. Head to the bank and find the active point near the white lamp. Then open the cache and read the message. Now you need to go to the Wild Path and find a striped stone there. As soon as you are near it, move the iron rings that frame it on the sides. They need to be moved closer to the stones of different colors located in the middle of the labyrinth.

Now it will be necessary to match the colors to the minerals. Remember everything that their chemistry knew and proceed. So, iron (Fe) should be red, copper (Cu) blue, manganese (Mn) pink, and silicon (Si) grey.

In the further passage of the game Nancy Drew: The Secret of the Shadow Ranch, you need to wait a bit until you have the opportunity to move the circles. Do this with a magnet. It is worth noting that if you exit the mini-game several times, the planks that block the maze will disappear. So take advantage of this opportunity. Now the cache will open, from which take the box with flowers.

Jump on the horse and return to the ranch. Find Dave there and chat with him. In the end, he will give you a ring that belonged to his grandmother, with which you need to go to an abandoned city. Find a slot machine and insert a coin. After you throw it into the hole, you need to attach the ring to the red button and then click on the lever. Bandits will now appear on the monitor: good and evil. Before the good ones, you need to press the red buttons, and then lower the lever.

As soon as you win, you can pick up the key and get the flower box from your inventory. Now you need to arrange the flowers in this sequence: first poppy, then sunflower and yellow rose, then lily and chamomile, and finally tulips. Go to the message on the right and read it. Then insert the key won in the machine into the well so that another note appears. After you read it, take out the diagram and connect all the petroglyphs, using the recommendations outlined in the note. You should end up with a V with only a curl.

Continue through Nancy Drew: Secret of the Shadow Ranch and go to a gorge called Anasazi. Climb to the top of the cliff and there you will find a stone engraved with the same drawing that you received a few minutes earlier. Then move this boulder to get another note from under it. Read it and take the stone. Then head to Mary and give her the found stone for polishing.

Goes to the abandoned path and move to the burial place of Charlie. After a while you will see a stone with an image. You need to make several turns around yourself until Nancy herself says that she noticed a similarity. As soon as you are in place, turn right and move to the rock.

Stop and see a log lying on top of a rock. Take out the lasso and hook on the log to climb out. Sooner or later you will find yourself in a hut. Find a clue in it, which will be engraved on one of the walls. Now take out the note you found earlier to decipher the message. So, for the successful completion of this task in the game Nancy Drew: Mystery of the Shadow Ranch, you should get the following colors after rearranging the letters:

Chocolate - brown;
- a square with a dash on the left - blue color;
- kiwi - green color;
- a square with a dash on the right - red color;
- orange - orange color;
- middle square with a line in the middle - yellow color.

Now you need to follow the following path:
- start with brown, then green, then yellow, red, blue, now orange, green, yellow again, brown, blue, green, orange, blue, brown, then green, orange, then red, blue, yellow, green, blue, green, then brown and yellow.

It is worth noting that in the further passage of Nancy Drew: The Secret of the Shadow Ranch, you will need to navigate by the colors of the stones that are located above each passage. First, turn to the right side and go into the room, which is located under the brown stone. Then turn left and go to the jug. After you look into it, find the first key, cast in the shape of the letter L. You can turn around and head to the room that is under the orange stone. Also find a jug in it and take out the second key from it, poured out in the form of an equal sign. As soon as it is in your hands, you can get out of this room and go into the one that is under the yellow stone.

Then move to the right side and go into the hall, which is under the red stone. Climb up the stairs, and then turn right twice, and then go forward. Find the jug and check the jug on the step to get the third wedge-shaped key. Only then can you go to the hall located under the blue stone. Now go down the stairs and head to the room that is under the orange stone.

Continue this quest in Nancy Drew: Mystery of the Shadow Ranch and turn right to enter the hall under the green stone. Turn right again and climb into the room that is under the blue stone. Right and left again to exit into the hall under the green stone. Now go to the room under the orange stone and then turn right to enter the hall under the blue stone. Once inside, turn to the left to move to the room that is under the brown stone. As soon as you are in it, turn right and stand facing the hall that is under the green stone to see the jug. Now you can get the key from it, cast in the shape of I.

Get out of here and move to the hall under the brown stone. Stand facing the room above which there is a green stone to find another jug. Come and check its contents. Then enter the room under the green stone and get out into the one under the orange one. There is also a jug there, check it, and then move to the right side, a little forward and again to the right. Thus, you will find yourself in the hall, which is located under the red stone. Turn left and go forward to turn left again and enter the room under the blue stone. Continue through Nancy Drew: The Secret of the Shadow Ranch and go into the room that is under the yellow stone and turn left to find yourself in the room under the green stone. From it, go to the room located under the blue stone. Find a jug in it and take the last fifth key from there, poured out in the shape of a U.

Click on the carpet and see a hole in the floor. Then turn left and get out into the room that is under the green stone, go to the stairs and exit into the room that is under the brown stone. Then exit it into the room under the yellow stone. Everyone, you were at the door.

It is worth noting that at the end of the path you will see a door that will have five different locks into which you need to insert the keys you found. After click on the lock and go through the opened door. You will see a chest on the table, open it. Then exit and go down the stairs. As soon as you are near the hole that the carpet covers, remove the red stone from the wall and turn to the passage. Now in the passage of Nancy Drew: The Secret of the Shadow Ranch, you need to replace the green stone with red. That's it, turn around and insert a green stone into the empty place. Congratulations, the game is over, it remains to watch the final video.

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