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Nancy Drew Alibi In Ashes Walkthrough

понедельник 20 апреля admin 62
Nancy Drew Alibi In Ashes Walkthrough 3,4/5 4503 reviews

The full walkthrough from beginning to end of Her Interactive's 'Nancy Drew: Alibi in Ashes' This walkthrough will contain spoilers throughout. SPOILER WARNING: The culprit is revealed in this part of the game In this section:.Explored tunnels and opened door in tunnel.Found evidence that will prove to the police the culprit.Got.

Table of Contents.Nancy Drew: Alibi in Ashes – Game IntroductionWelcome to the Nancy Drew: Alibi in Ashes walkthrough on Gamezebo. Nancy Drew: Alibi in Ashes is an adventure game played on PC and Mac created by Her Interactive. This walkthrough includes tips and tricks, helpful hints, and a strategy guide on how to complete Nancy Drew: Alibi in Ashes. Getting StartedThis game is largely nonlinear, meaning that you will likely be playing the game in a different order than outlined in the walkthrough.

In this walkthrough I have attempted to make it clear which actions are required to trigger the next step in the game. Bess, George and NedNew to this game is that you get to play as Nancy’s friends Bess, George and Ned as well as Nancy herself. You will need to switch between characters regularly, as not everyone can complete all tasks. To switch characters Nancy needs to call one of her friends and “hand the case over”. To switch to another one of Nancy’s friends, they will need to call Nancy and hand the case back to her, after which Nancy can call someone else.Fortunately, George has installed an interactive journal on everyone’s phones to share the clues and information they find.

This means that everyone will know everything about the game. The journal is quite amusing to read, especially Bess’s entries!However, each character has their own inventory and they can’t pass items around. So if someone found something required for a certain task, they will have to be the one to complete the task. Ned, George and Bess can, however, pass items to Nancy, and Nancy can pass a few items to them, but the three friends cannot share items among themselves.How to Be a DetectiveYou start the game at Nancy’s desk at home.

Basic game controls are explained in the “how to be a detective” book on the left. They are largely the same as in the previous games.You can scan your surroundings with your cursor to find interactive places. Yellow arrows will allow you to change direction and move to a different area.

A red hand will appear when you can grab something. A red hand with a little lock icon on it will appear when you can put something in your inventory. The magnifying glass turns red when you can take a closer look at something.In the bottom left of the screen are the following buttons:.

Inventory (bag icon): Contains all items currently in someone’s possession. An eye symbol on an inventory item means you can take a closer look at it. Each character has their own inventory. Journal (notebook icon): This link takes you directly to the interactive journal on the phones. Task list (note pad icon): In junior detective mode, this gives you a list of all the current objectives. You can check off objectives when you’ve completed them.

Nancy’s tasks list will be different from everyone else’s. Phone: Use the phone to change characters, call people for more information or check the journal. You can also take pictures and play some games.In the bottom right of the screen you can find a link to the game settings, you can load and save your game and you can exit the game.Starting the GameOn the desktop is the case file for the current case. Hurray, there is no case right now!

Instead, Nancy and her friends are on a treasure hunt, the Clues Challenge, to find the town’s time capsule, which is due to be opened soon. Nancy has solved a few of the clues already.When you’re ready to start the game, click on the note to the right of the case file. The note is an anagram saying the next step is to check out the thermostat in the storage room of the old town hall.Select if you want to play as a junior or senior detective.

As junior detective you get a little more help in the form of an objectives list. As senior detective you have to figure out your own objectives.

Also, some puzzles at the senior detective level are a bit harder than at the junior level. WalkthroughEscape the Burning BuildingCheck out the iron nugget in the cabinet on the wall. Then zoom in on the door, open it and go through.Inspect the thermostat on the far wall. There is a snowflake-shaped ice cube on top of it.When the fire starts, turn back to the door and click on it to find it is locked. Back out once. Pick up items lying on either side of the door and stack them up until they reach the window at the top. You can turn the items by right clicking.

When everything is stacked up, you can open the window at the top.Before you go, check the emergency evacuation map to the right of the door so you know how to get out. Then climb through the window above the door.When you’re in the corridor, follow the directions you saw on the emergency evacuation map until you reach the front door. Do not open any doors on the way or you will be engulfed in flames, causing a fatal error. However, as usual with fatal errors in Nancy Drew games, you just get to retry and re-enter the game where you left off.To exit, go to the end of the corridor and turn right; go to the end of the next corridor and turn right; turn right through the open door; go left towards the front door. Open the front door and exit.Talk to the reporter and the policeman. It doesn’t really matter which answers you choose.

When back home, Bess will call. While you’re talking to her, the doorbell rings. Chief McGinnis is there to arrest you!Evidence: the Note, the Alarm and the AccelerantFind the Note at the Town HallIn prison, use the phone to call dad. After this, call any of Nancy’s friends, go through the dialogue and select one of them to play with. It doesn’t matter right now who you choose.If you pick Bess, you start at Scoop, the ice cream parlor (yellow, #30). It is closed right now. If you pick George, you start at the Drew residence (white).

You can explore the house, but I will describe that later. Ned will start off at the antiques shop (orange, #36), which is also closed right now.Whatever scene you arrive in, back out to get to the city map. Find the old town hall and drive there (green, #59). When there, do not cross the yellow police lines, as this will cause another fatal error.

The CHARRED NOTE is on the ground in the parking lot. Pick it up.Drive to the police station and zoom in on the drop box to the right of the door. Open your inventory and drop the charred note in the drop box. Close the drop box and call Nancy to switch back to her.Chief McGinnis isn’t such a bad man, really, and he allows Nancy to roam the police station while in captivity.

Exit the room and do a thorough search of the police station. There are a lot of things to find, which I will discuss when you need them.Of note right now is the suspect profiles board, which is on the wall opposite Nancy’s cell, next to the forensics department. Any new evidence Nancy’s friends bring in will go up on the board. You can ring the intercom to have Chief McGinnis take a look at things when you think you have enough evidence to clear Nancy’s name.

Notice that the charred note that was just brought in is now up on the board.Find the Evidence Locker KeyTo the right of the suspect profiles board is a locker unit. Locker 205 is locked.Zoom in on Chief McGinnis’s office door to the left of the forensics department and listen to the conversation. A rookie detective has lost the evidence locker key at Pancake City. Nancy suggests sending one of her friends to Pancake City.Go back to the cell and use the phone to call any one of Nancy’s friends. Go through the dialogue. There is quite a lot you can do right now, but let’s first get that key!Go to Pancake City, which is southwest of the Town Hall (lilac, #57). Then go to Mabel Rose’s in the top left of the map (lilac, #17).

Finally, go to the antiques store on the east side of the map (orange, #36).Go in. If you’re playing with Bess, she will knock over and break a priceless vase, and will be banned from the store. In that case, have her call Nancy to change back to Nancy, then switch to Ned or George.When inside the antiques store with Ned or George, have a look around. On the right is a numbers game you can play as often as you like. If you beat the fastest time on the game, a compartment will open holding a TRUNK KEY. This can be quite hard. Fortunately, if you’re a junior detective and play the game and fail three times, the timer will malfunction on your next try, allowing you to beat the top score.

If you click all prime numbers between 2 and 41 after you’ve won the game once, you will get an Easter egg!Next to the game is a SAMPLE CONTAINER. You can pick it up now if you like, but remember who has it in their inventory, as you will need to use it later.In the back of the shop is Alexei. Talk to him, going through all the dialog options. Detective Ryan left an unusual object on the new arrivals stand, which is to the left of the door, opposite the numbers game.Zoom in on the stand and on the strange, circular contraption. There is a key under the pins in the center of the object. Click the buttons until the pins all disappear and you can grab the EVIDENCE LOCKER KEY. Back out to reset the game if required.

The quickest way to solve this puzzle is by clicking the pins marked X in the image below.Leave the store, and zoom in on the newspaper stand on the pavement. Read the paper to find out there was meant to be a talk of the Historical Society at the time of the fire, but it was postponed.Go to the police station, drop off the EVIDENCE LOCKER KEY in the drop box and call Nancy to change back to her.Open the Evidence LockerInside the police station, walk into the hallway beside Chief McGinnis’s office to the front door. Open the drop box to the left of the door and take out the EVIDENCE LOCKER KEY.Go back into the main room and zoom in on the locker unit. Open locker 205 with the EVIDENCE LOCKER KEY.

The bottom drawer contains Nancy’s personal belongings: her HOUSE KEY, a LOCK PICK KIT and her phone! The phone on the cell door will now disappear, and you can use Nancy’s own phone again.The top drawer contains a post-it note with a clue for the computer password – we’ll get to that when we need it – a media disc with SUSPECT INTERVIEWS and the Krollmeister user manual.The manual explains how to unlock the middle drawer. The explanation is a bit fuzzy, but basically, you need to click on the white tabs around the black triangles to light the colored lights on the triangles. Triangles next to each other cannot have lights of the same color lit, and only two lights of each color may be lit in total.

When a link between two triangles is allowed (though not necessarily correct), the bar at the top will turn green. There appear to be several solutions possible; one is shown in the image below.Go through the documents in the evidence file in the drawer. They found gasoline on Nancy’s clothes, but it isn’t known if gasoline was used as the accelerant in the fire. Nancy needs to find out what accelerant was used. Also, the fire alarm was switched off at the time of the fire.Go to the desk right in front of the cell door – it belongs to someone named D.K. On the desk is an electronic gadget you can use to play the media disc with the SUSPECT INTERVIEWS. Play the disc and listen to all interviews.The Accelerant and the AlarmExplore the police station a bit more.

Explore the forensics department and find the chromatograph. Also find the book on arson that’s sitting on the desk beside the computer.

It is essential that you pick up this book and zoom in on the chromatograph to be able to unlock the next step.If you picked up the SAMPLE CONTAINER from the antiques store earlier, call the person who has it. If not, call either Ned or George and talk to them about the alarm and the accelerant.

Then switch to Ned or George, go back to the antiques store and pick up the container from beside the numbers game.Go to the old town hall and walk to the side of the building. Zoom in on the side wall.

The window is too high, so pick up the shutter to the right and put it under the window. Climb through the window.Inside, check the alarm panel next to the door to the storage room. It has indeed been turned off.Go into the storage room and zoom in on the thermostat on the back wall. Use the SAMPLE CONTAINER to take the TOWN HALL SAMPLE.Go back to the police station and drop the TOWN HALL SAMPLE in the drop box. Then call Nancy, talk to her about the alarm and then pass the case back to her.With Nancy, pick up the TOWN HALL SAMPLE from the drop box. Go to the forensics department, put the TOWN HALL SAMPLE in the chromatograph and hit the Analyze button.

Take the results from the printer.Call Nancy’s dad, Carson. Talk to him about the sample and the alarm system. Make sure to pick the alarm system last as the conversation will end at that point.

Dad will have someone drop off some info on chromatography results on the fireplace at the house. He will also look into the alarm system.

You need to call him back in a few minutes.The SuspectsWhile we’re waiting for dad, we can go get some more info on the other suspects.BessToni: First switch to Bess, who is back at the ice cream parlor. She can talk to Deirdre, but Deirdre isn’t forthcoming with information. Go inside and talk to Toni, the council woman who also runs an ice cream parlor (don’t you just love small towns). Go through all the dialog options.Call Nancy and tell her you didn’t have much luck with Deirdre, and it is time to employ the secret weapon: Ned.NedSwitch back to Nancy, then call Ned.

Ask him for help with Deirdre, then switch to him and go back to Scoop. Talk to Bess if you like. She sure is making the most of her stakeout of Deirdre!Deirdre: Talk to Deirdre, going through all the options. Make sure Deirdre gives you the DEIRDRE NOTE. You can go in and talk to Toni again if you like, but she has nothing new for Ned.Alexei: Go to the antiques store and go in. If you haven’t done so already, play the numbers game until you get the TRUNK KEY.

Talk to Alexei, but he has no real information. Zoom in on the trunk opposite him. You can’t open it with Alexei in the room, but you can pick up the ALARM KEY lying next to it.

Talk to Alexei about the alarm key and he will get very upset and throw you out.Brenda: Exit the store and turn to the van outside. If you haven’t done so already, zoom in on the newspaper stand and read the paper.

It says that a talk by the Historical Society about the time capsule that had been planned for Thursday had been delayed to Saturday.Back out and zoom in on the van. Go in and turn left to talk to Brenda. You can actually do this with any of the characters, it doesn’t have to be Ned. Go through all the options.Go back into the antiques store and talk to Alexei about Brenda.

Also ask him why he is so unhappy and go through the conversation that follows. If you like you can then go back to Brenda and ask her about Alexei, but that doesn’t yield much.Go back to the police station and drop off the ALARM KEY.

Talk to her about the key and about Deirdre’s note. Nancy tells Ned she has fingerprint dusting kits in her bedroom at home, and she will put the keys to the cabinet where she keeps them in the drop box. She also suggests she should call her dad about Alexei. Switch to Nancy.NancyCall Carson Drew. Talk to him about the alarm system. He says it was switched off at 2:17 on the day of the fire.

Then talk to him about Alexei.Go to the drop box, take out the ALARM KEY and put in the HOUSE KEYS you found in evidence locker 205.AlibisNedCall Ned and talk to him about the alarm. Switch to Ned.Take the HOUSE KEYS from the drop box and go to the Drew Home.

Explore the house if you haven’t already done so. On the coffee table in the living room is a newspaper.

Apart from stories about the fire, it also contains a story about Scoop unexpectedly being closed between 1:45 and 2:45 on the day of the fire.Go up the stairs and inspect the book cases on the left. Find a newspaper clipping about Nancy uncovering an elaborate antiques hoax. There is also a cute book with actual pictures of people with their home baked Nancy Drew cakes.Turn around and go into Nancy’s Bedroom. Walk in and pan right to some cabinets in a corner. Zoom in on the cabinets and unlock the small one with the HOUSE KEYS.

Take a FINGERPRINT DUSTING KIT from the cabinet. Also read the book entitled On the Case, which has more information on arson and accelerants.Go to Nancy’s desk and select the DEIRDRE NOTE from your inventory. The fingerprint dusting kit will open.

Pick up the brush and dip it in the powder. Then dust the note. Finally, put some of the sticky tape on the fingerprint and pick up the tape with the print to get the PARTIAL FINGERPRINT.Deirdre’s Alibi: Go back to Scoop and talk to Deirdre again. Talk about Brenda to find out that Brenda once dressed up as Nancy. Ask her where she was at 2:17 on the day of the fire. She says she was working on the Clues Challenge, and gives you her friends’ phone numbers to verify.Go in and talk to Toni.

While you’re talking to her, the delivery van will arrive and she will leave the counter (this may happen at a different time and with a different character – I haven’t been able to find out which specific action triggers it). Go to the back of the shop and turn left and left again to snoop behind the counter.

Pick up the TOWN HALL PICTURES from the floor.Open the cabinet to find snowflake-shaped ice cube trays and the CLOSET KEY. Don’t worry if you missed any of this first time round as you will be able to go back later.Back out and turn right to the closet door, which is locked. Open it with the CLOSET KEY. Go in to the closet to find a locked filing cabinet on the right and paint thinner/toluene, a fire accelerant, on the left. Exit.To check Deirdre’s alibi you need to call her friends, which you can’t do at the parlor. Go elsewhere, for example the antiques store and call both Holly and Jessica. They say Deirdre was actually a few hours late on the day of the fire and not actually plying the Clues Challenge with them at all!Alexei’s Alibi: Go back to the antiques store and talk to Alexei about where he was on the day of the fire.

He says he was giving a talk over at the Historical Society – but we know that the talk had been postponed (if you didn’t know, read the newspaper at the stand outside the store)! Confront Alexei about this.Brenda’s Alibi: Go outside and talk to Brenda in the van where she was at the time of the fire. She says she was working.Go to the police station and drop off the PARTIAL FINGERPRINT, the DEIRDRE NOTE and the TOWN HALL PICTURES. Call Nancy and talk to her about Alexei, the locked cabinet at Scoop and the toluene.

Switch to Nancy.NancyGo to the drop box and take out the PARTIAL FINGERPRINT, the DEIRDRE NOTE and the TOWN HALL PICTURES that Ned put in. Put in the LOCK PICK KIT you found in the evidence drawer.Go back inside and go to the Suspect Profiles board. A lot of new info and evidence has arrived, which is pinned on the bottom right of the board. Move all the evidence to the suspects it belongs to.To unlock the next part of the game, we need to scan the partial fingerprint we found. Zoom in on the desk with the computer, and zoom in on the computer. The clue for the password was in the top drawer of the evidence locker. You need to select one of each number, making sure that each row and each column only has one number selected.

Solutions are as below. You now have access to the computer!Exit the computer and zoom in on the fingerprint scanner to the left of it. Place the PARTIAL FINGERPRINT in the slot to scan it. Then go to the computer and select PrintSync. Click Load Sample and then Search.

No matches found.We still need Toni’s alibi, so call Bess, talk to her about the fingerprint and then change to Bess.BessToni’s Alibi: Go into the parlor and talk to Toni. Toni claims she was at Scoop at 2:17 on the day of the fire.Talk more about Nancy’s arrest and the issue with Brenda and the antiques hoax. Talk about Alexei and why she closed the shop the other day. If you didn’t already talk to Toni earlier, a delivery van may arrive during the conversation.

If so, follow the steps described under Ned, above. Watch the last witch hunter online. Then exit the store and go back in to talk to Toni again about the ice cube trays and the toluene.FingerprintsIf you scanned the partial fingerprint Ned gave you, you now need to get fingerprints off all the suspects. Ned already has his fingerprint kit, but Bess and George still need theirs.BessGo to the police station to pick up Nancy’s LOCK PICK KIT. Go to the Drew Home and get a fingerprint kit from the cabinet in the bedroom. Then go to Nancy’s desk and look at the book in the bottom drawer. It has information on how to pick various types of locks. The info on picking a filing cabinet is in the bottom left.

The code is a lot to remember, so I recommend taking a picture of it on your phone for quick reference.Note that anyone can pick the lock in the closet at Scoop, it doesn’t have to be Bess. However, Bess is the only one who can get Toni’s print, so since we’re already going to Scoop, we might as well pick some locks while we’re there.Toni’s Fingerprint: Go back to scoop and talk to Toni. Ask for ice cream and pick any flavor off the board. Click on the bowl to access the fingerprint kit.

Repeat the process with the brush, the powder and the tape to get Toni’s print.Picking the Lock: While we’re here, we could try and pick the lock of the filing cabinet – if we can get Toni to leave! We’ll just have to wait for another delivery truck to arrive. And what better way of passing time than to play a game!

So zoom in on the Swap A Lot machine in the back and play a game. You need to move the letters in each column around to make phrases. Start with single letters, which are usually I or A, and short words. Then move on to the longer words when fewer options are left.While playing, it shouldn’t take long for another delivery truck to arrive. When it does, quickly exit the game and turn left to the closet door.

If you didn’t already get the closet key and the pictures etc. From behind the counter, do so now. Enter the closet and use the LOCK PICK KIT on the filing cabinet.Check the picture of the code you took. Place the picks so the colors are as in the picture: yellow (Y), red (R), blue (B), green (G). You now need to manipulate the picks in the order according to the code. The swirl in the center goes clockwise, and the code at the bottom says “every second”, so you need to click every second pick according to the order on the diagram, clockwise, starting at the grayed out one at the top.

You will need to go around the circle twice. So you need to click: R, Y, B, G, G, G, B, R, Y, R, B.Open the filing cabinet and inspect the two folders. One is on “criminal activity” related to Nancy’s previous cases. The other contains building plans for the town hall site.If you take too long in the closet, Toni might come back and catch you, causing a fatal error. If so, just try again.Exit the parlor to the world map and then go back in to talk to Toni about the plans.Go to the police station, drop of Toni’s fingerprint and call Nancy.

Talk about the plans. Nancy says she wants to call her dad again, so change back to her.NancyCall Carson and talk about the plans. Then call special agent Ned again to get Deirdre’s fingerprints. Change to Ned.NedDeirdre’s Fingerprint: Go to Scoop and talk to Bess. She orders Ned to ask Deirdre out on a date (and try not to be gross or creepy) to get her away from the table.

Talk to Deirdre. When she leaves to get changed, zoom in on her table, pick up her cup and take a print. Remember to drop it off at the drop box.Ned or GeorgeTo get Alexei’s prints, you can use either Ned or George, but I recommend playing with whoever has the TRUNK KEY from the numbers game, as this will save you a trip. If you play with George, make sure to pick up a fingerprinting kit for her at Nancy’s House.Alexei’s Fingerprint: Go to the antiques store and talk to Alexei. Ask him to get something from the back (there are several options you can get.

It doesn’t matter, as long as he leaves). If you accidentally anger Alexei and he kicks you out before you get him to leave, drive around the map or talk to Brenda or whatever and then come back and try again.When he leaves, zoom in on his table. You can try and fingerprint the telescope, but Alexei’s been polishing it so much there’s nothing on it. Pick up the bottle of polish and fingerprint that.While he’s away, also zoom in on the trunk and open it with the key. Inside is an empty ether bottle – another type of accelerant.

Also in the trunk are a folder and note book containing information on what happened to Alexei when he was a detective.Exit to the world map and then go back in to talk to Alexei again about his old case. Make sure you avoid asking him to find an item in the store, or you will have to exit and enter again!Remember to drop off the fingerprint at the police station before you change characters again.NancyBefore you go on to Brenda’s fingerprint, check the prints you have found so far against the partial print scanned earlier.First have Nancy take the prints out of the drop box. To scan the fingerprints, enter a print in the scanner, then go to the computer and click Search. A possible match will appear on the right. Then click on the partial print on the left and line it up with any of the prints on the right until you have a match. Deirdre, Alexei and Toni’s prints do not match the one on the note.Time to go get Brenda’s print.Ned, George or BessBrenda’s Fingerprint: This is only triggered after you’ve scanned and tried the first three prints.Go back to Brenda’s van and ask her if you can get in touch with her later. Take one of her cards and exit the van.Go to your phone and call Brenda.

Answer yes to any of the questions to make her leave. Then enter the van again. Zoom in on the microphone she was holding earlier to print it.Other things to find in the van are a make-up box on the left, which contains nail polish remover, or acetone, and a locked strong box on the right, which you can’t open right now. If you open and close the box four times you will get an Easter egg!By now the chromatography information Carson had promised to send will have appeared at the Drew Home.

So go there, go left into the living room, zoom in on the mantelpiece and pick up the envelope. It contains a CHROMATOGRAM CHART.Exit, drop off the print and the CHROMATOGRAM CHART at the police station and change to Nancy again.NancyGet Brenda’s print and the CHROMATOGRAM CHART from the drop box. Nancy will check the chart against the chromatogram results. Looks like the accelerant used is isopropyl alcohol, so click on that.Scan Brenda’s print. Whaddaya know – it matches!

Go and update the Suspect Profiles board.Nancy Drew on the Case!Now call Ned and ask him once again to ask Deirdre on a date. Change to Ned.NedGo back to Scoop and talk to Deirdre. She’s not impressed with Ned standing her up earlier. However, this is soon forgotten when he asks her out again.Bess or GeorgeCall Bess or George.

I suggest Bess, as she is already at Scoop. Zoom in on Deirdre’s table and pick up her notebook. Turn the page to find a speeding ticket. Take the speeding ticket to the drop box at the police station and change back to Nancy.NancyTake the speeding ticket from the drop box and take it to the computer. Access the computer and select TicketShark.

Enter the code on the ticket, which is RH627E401. Deirdre was snapped near the town hall around the time of the fire!Go to the Suspect Profiles board and place the last piece of evidence.

You should be told that you don’t need any more evidence.When all the evidence is under the suspect it belongs to, click the intercom to call Chief McGinnis. You’ve cleared your name! Exit through the front door.You’re now back with Nancy and won’t need to change characters again. But you need to go interview all suspects again.Go to Scoop and talk to Deirdre to clear things up about “the Ned situation”. She has little news. Talk to Bess for a giggle.

Go inside to talk to Toni, who explains why she pressured the police to make an arrest.Go to the antiques store and talk to Alexei. He’s actually a lot nicer than you think and much more forthcoming with information when talking to Nancy. Keep going through all the dialog options.Exit the store and go talk to Brenda in her van. Keep talking through all the options and end with asking her how to get in contact with her later. Take another of her cards.Exit the van and call Brenda away. Go back into the van and check her desk. There is a bottle of isopropyl alcohol – the accelerator used in the fire!Zoom in on the screen on the back wall and play the interview with Bess.

Nancy notices Deirdre talking on her phone in the background. Move the volume slides on each of the channels to optimize the sound of Deirdre’s voice. Slowly move the slide while listening carefully if you can hear Deirdre. If a channel has the optimal setting, the numbers will turn green. There seems to be quite a bit of variation in the positions of the slides, but one solution is pictured below.Once all slides are in place, play the video again to listen to Deirdre’s conversation.To the right of the monitors is a clipboard on the wall.

Zoom in on it and take the VAN PANEL KEY. Also look at the clipboard itself.Zoom in on the locked strongbox on the right and use the VAN PANEL KEY to open it. Read the papers inside. They’re about the antiques hoax story again.When you’re done, exit the van and go back to Scoop to talk to Deirdre. Also talk to Bess. No one knows how Brenda gets everywhere so fast. Bess thinks she must have secret routes.

Go in and talk to Toni. She has some very useful informationGo back to the antiques place. If you like, you can call Carson, who has some interesting info about Toni. Also, he thinks Alexei is pretty trustworthy, so let’s go talk to Alexei again.Ask Alexei about his detective days. Keep talking until he suggests you read a book. Turn around and pick up the Dust and Dirt book from the shelf by the trunk.

Leaf to the back of the book and look at the notes tucked in the back (pictured lower down).The entrance to the tunnels is right out front! Exit the shop and go talk to Brenda again to confront her about the notes. She is threatening to destroy you, so you need to find a way to stop her!You can go talk to everyone again if you like, but no one is particularly useful. Not even Chief McGinnis!

Talking to Bess is always entertaining, though, so talk to her a couple of times for a giggle! You can also call Ned.Looks like there’s nothing else to do but go home, so go to Nancy’s house. Talk to George in the living room. Finally someone who is useful! You need to find her a battery, so go to the bedroom and get the battery from the pink toy in the top drawer of the desk.Go back downstairs to George. Prepare for a bit of a fright! It gives me a jolt every time!

George asks you to help her with a circuit puzzle.After the conversation, go back to the Antiques place and call Brenda away. Enter the van. Turn left to where Brenda was sitting and zoom in on the antenna box on the right wall, beside the strong box. Open it and place the jammer.You need to connect the colored terminals without the lines crossing. Click on a terminal and then drag your cursor across the board to make the lines.When you’re done, a key drops down with the code 5C21B. Take it.Turn around to face the front of the van.

You can now interact with the floor tile. Under it is a hatch! Go down the hatch into the tunnel.Turn around and go left down the tunnel.

There are doors on your left. Door 5C21B is the third door down. If you like, you can go all the way to the end of the tunnel and up the ladder there to see you come out at the town hall.

So that’s how Brenda got there so fast!Go to door 5C21B and open it with the key. Go in and go to the desk. There is some interesting paperwork on the desk! Pick up the bag for evidence.

Also note a big stash of isopropyl alcohol. Next to the alcohol is a SCREWDRIVER. Pick it up.Uh oh, Brenda has arrived, and she locked you in! This is a good moment to save your game, as the next section is on a timer.Check the door, which is locked, and then back up and turn around. Move the cardboard boxes to find a door that’s rusted shut. Unscrew the hinges with the SCREWDRIVER and go through the door.Now it’s time to check the papers you found in Alexei’s book, which are in your inventory.

First you need to figure out which of the cards finishes the sequence. The answer is C.Now go to the second page and read the instructions under C.

In each new room you get to, you need to check out the symbols next to all the doors and then select a door according to the instructions under C. The full solution is shown below.When you’re out, make sure to pick up the medallion on the ladder under the hatch.When you’re outside, go into the police station and talk to Chief McGinnis.

Nancy Drew 27: The Deadly Device walkthroughNancy Drew 27: The Deadly DeviceBy Her InteractiveWalkthrough by MaGtRo October 2012Gameplay: This is a firstperson point and click game.The main menu has new game, load game, options,help, extras, more ND and quit selections.The options menu has voice, effects and musicvolume adjustments. Full screen and windowed game screen selection is herealso.Help shows the different cursors and navigationarrows used in the game. The interface description is shown at bottom ofscreen.Extras have credits, outtakes and teaser. Outtakesand teaser are locked until the end of the game.More ND shows the other Nancy Drew casual andadventure games released by Her Interactive; as well as links to Facebook,twitter, You Tube and Pinterest.Select to play either Amateur or Master Sleuth.Amateur Sleuth has regular puzzles; hints available and detailed task list.Master Sleuth has more challenging puzzles; no hints and basic task list.The game screen has menu at bottom left of thepage.

It has main menu, save game, load game, options, help and resume gamelinks.The cell phone is beside the menu link. It hasphone, camera, settings and hints.The phone has pictures and names of availablecharacters that can be called.

Click on the name or picture to getanother frame that has a 'call' button.The camera can take 12 shots. Photos that aretaken can be viewed. The focus can be zoomed in-out.There are 4 games installed on the phone.Settings have wallpaper selections as well asring back and message sound tones selections.The messages selection is shown by an envelopeicon.The power button closes the cell phone.At the center of the bottom bar is where the itemscollected are seen. Use the slider tab at top of the bar to go through theitems.Right of the inventory bar are the frames forTasks and Journal.The tasks list has the to do things in thegame.

The question mark beside the task gives hints to help the gamerfulfill the task.The journal has observations and suspects.The game is non-linear. The walkthrough below is justone way to get through the game.Robot charms are only for the games with bonus. Thenotes about them are in parentheses.Colorado Springs, Colorado:Snow falls around the Technology of Tomorrow Today building. Niko Jovic standsby a glass cage working on the Tesla coil. The sound of a door closing andNiko's scream are heard. Niko is murdered by electrocution.Nancy gets a call from Victor Losset, CEO of thecompany.

Victor gives the combination to Niko's desk drawer. It has the casefile. Nancy's cover is that she is there doing due diligence investigation for a newinvestor. She is not given full access to the lab but Ellie will give her a demoof the machine that killed Niko. Victor's prime suspect is Ryan; she built themachine that killed Niko and threatened him.Explore Niko's office:Enter Niko's office. Look around.Turn right and check the intricately decoratedcandy machine.

It is missing the opening mechanism. Yummy!Turn around and check the nice but locked bookcase. Go to the left side of the desk and see acontraption at the corner.Go to the right side of the desk and check a standwith a pigeon and 12 round slots. Press the metal button right of the bird and seethe pigeon spread his wings. If you play with the pigeon often enough,you might win an award.Easter Egg: If youplayed with the pigeon's button a lot, you might get the Future Omelet ofSecrets.Desk: Go behind the desk.Check the Krolmeister media player. Nancy says tofix it.

There's an empty slot on top.Look close at left drawer. Enter the code given byVictor: 171943. Press the check button.Read the case file:Case file: Take and readVictor's note on the cover of the case file. Read the case file to learn details about theother employees.Learn that Niko Jovic is a co-owner of thecompany. Ellie York found his body and his death is caused by electrocutionby high voltage discharge of the Tesla coil.Mason Quinto is the day shift research assistantand Ellie York is the night shift research assistant.Ryan Kilpatrick is the Technical Engineer thatbuilt the machine that killed Niko.Gray Cortright is the Head of Security.Victor Lossett is the co-owner of the company anddeals only with the business side.Read about the missing keycard and the entrybefore Niko's murder. The video LBTY510258 at that time showed no oneentering the lab.Explore the halls:Exit the office.

Do not enter thelounge at right yet. Let's check the other areas.Go forward. (Bonus game only - Turn left and looktowards Niko's office. See a sculpture in an alcove at left. Take the robotphone charm beside the sculpture). Go around to the left side of the balcony pass the elevator.Bulletin board: Study the posts on thebulletin board on the wall pass the elevator at right. Note that there is aperiodic table of the elements here.Main Laboratory: Checkthe main lab at left.

It is locked.Check the keycard box at right edge of the door.Nancy notes that a keycard is needed.Security office: Climbthe short steps and check the gray metal door. It is closed.Elevator: Go back to theelevator and enter.

Press the up button to go to the next floor. Note thecabinet at right wall.Exit byclicking on grill elevator door.Research Assistant offices:Go left and enter the orange doors.(Bonus game only - Enter through the orange doorand see a small white box on the wall. Click on it to get the gummy bearphone charm).Mason Quinto: Enterthe office at right and talk to Mason, the day shift research assistant.He is not lacking in ego. Learn that he thinks Niko stole his work.Check the whiteboard on left wall.Ellie York - Mason won't let you in heroffice.Lounge: Go forward tothe lounge pass the offices.Tesla Coil book:Study the electronics book on the table. Learn about the Teslacoil and its parts. Learn from the notation that Ryan replaced a part inthe bottom spark gap and it won't run without the new part in place.The multi-miniature capacitor (MMC) matrixwill charge only when there is no other of a similar color rating in thesame row or column.Learn about the Faraday cage and lightningrods.On the next page, take note of the schematiccomponents, their icons, picture and usage.Explore the tech workshop:Exit the office.

Go around to the other side ofthe balcony.Binaries: Check the signboard on the wall. Take note of the binaries correlation to numbers on theposter -15 Things you never knew about Electricity.Tech workshop: Enter thedouble doors at left.Go forward towards Ryan. A part flies and nearlyhits Nancy.Ryan Kilpatrick: Talk toRyan. She builds tools that are used not in a good way.Remote control: Check theworkbench on the left and see a remote control from the security office (donot remove). It has a gear sticker.Find something to open the locked lab:Look close at the gray cabinet at right.

Open the top left cabinet.Take the white blank card from the cabinetdoor. Nancy says something about the blank card will help getting into thelab.Take colored paper from the bottom shelf ofthe cabinet.Check the blue tool cabinet at the corner.Motorcycle: (Bonus -check the motorcycle at left to get the skull phone charm from the handlebar of the motorcycle). Look close atthe motorcycle. Learn that Ryan is not done with it yet.Exit the workshop and go down to the lower levelvia the elevator.Night shift:Ned: Check themessage icon on the cell phone and see one from Ned. Ned will text messageevery so often.Victor: Call Victor andreport.Lounge: Go to and enterthe double doors left of Niko's office. The lights flickers and goes off.Get a call from Victor about the power outages.Sleep: Go forward 4 timesin the dark until you see the alarm clock on the table at left.

Set thealarm to night.Power off the grid:Alarm: Nancy is woken bythe alarm blaring. The lights are on.Exit the lounge and meet Gray.Power off the grid: Graytells you to follow him and to power off the grid.See the power switches. See that the bottomright switch is tied together.Click on that switch and get evidence- band that held the switch. The band is placed in the evidence bag.The aim of the puzzle is to get all lights to beoff.Amateur mode: Flip theswitch of all 4 switches that has green light that goes from top left -diagonally to bottom right.

AmateurMasterGray is thankful but tells Nancy to get out of thelab.Security office:Go right from the main lab. Enter the gray door.Whiteb oard:Look around first. Check the whiteboard with Schrodinger's cat.Note the 5x6 green dots. There is a note thatstates 'in 5 charges'.At bottom right, it states unlock all binaries.There are 2 gear icons at bottom left.Gray Cortright: Talk toGray. He is not a helpful person. Exit the office.Meet everyone at the lab:Go to top level using the elevator.

Enter theResearch assistant offices behind the orange door.Try to enter Mason's office and Ellie stops you.Ellie York: Talk toEllie.She shows a demo of the Tesla coil while Nancy isinside the Faraday cage. Bzzzzz.Back at the office, continue to talk to Ellie.The coil was wired with the secondary and primarycoils together. Ryan says that Niko insisted. She describes Mason and Niko.Try to enter Mason's office again and Ellie makesa deal with Nancy. If Nancy beats Mason's high score in Aggregation arcadegame; she'll let Nancy poke around.Get another message from Ned.Explore the lounge:Exit the offices and go down the elevator.

Enterthe lounge left of Niko's office.Look around. At left, check Tesla'sportrait, the bookcase and the desk.Turn around and check the kitchenette. See thatthe stove is missing the power knob.Go left towards the bedroom. Check the bathroom.Enter the bedroom at left. Check the alarm clockand then open the closet.Tesla Book: Take and readabout The Life and Times of Nikola Tesla.

He was born on July 10, 1856 inSmiljan in Croatia from Serbian parents. Learn about the way Edison treatedTesla.

Learn about Westinghouse, Marconi and Mark Twain.Exit the bedroom. (Bonus - check the arm ofthe sofa at right to get the Saturn phone charm).Get the high score on the Aggregation arcadegame: Turn around and go to the Aggregation machineleft of the door.Mason's high score is 22500 in Amateur modewhile 31575 in Master mode. That is the scoreto beat.Play the game. Click on the question mark atbottom right to learn the rules of the gameThe aim of the puzzle is to remove everythingfrom the grid by having 3 or more similar icons adjacent to or touchingone another.The icons on the edges out of the playingsquares at center can be moved up-down or left-right.The icon on the left is the next icon to beplaced in the edge when the previous icon is used.There are special icons that appear to helpwith the game. Good luck.If you complete all level of Aggregation,you might win an award.Snoop at Mason's work area:After winning the Aggregation arcade game, go backupstairs to Ellie.

Tell her you won. She looks away from your snooping.Enter Mason's work room.Look at Mason's desk and see what Ellie meant.You can mess with the sticky notes, pencils, paper clips and markers if youwant. If you mess up Mason's desk, you might win an award.Read the numbers on the sticky note: 153472125.This might be his keycard number.Read the Biometrics book on top of the computertower under the desk. Learn how Biometrics work and how to make a fakefinger.Find the password for Mason's computer:Check the computer and see that it needs a password.Check the whiteboard on left wall. Some of theletters are in orange colors: E E O M A N W T O L S S T H.See 2 sets of lines at bottom left. There is an apostrophe onthe first set.

Ah!If the first set is TESLA'S. The remaining setof letters can be arranged as HOMETOWN.Based on the book at the lounge bedroom closet- Tesla came from Smiljan in Croatia.Type in Smiljan on the computer. Press enterkey.Open the Component Designer 5.5.

It's a neatprogram that can make a 3-D design made of blocks.Open the Record Repository and see a lot of workcreated by Mason.Open the trash bin and see Mason's note about Ryan(203587112 - maybe her keycard #) and the video hllw510257.You might want to play the Component Craze arcadegame. It is a timed match game.Snoop at security booth:Get Gray out of the security booth:Go down to the first level.Check the alarm box on the wall by Niko's officeand right of the lounge.Press the button and the alarm blares.

Hearrunning footsteps. If you use this alarm several times, you might earn anaward.Go around to the other side and enter the securitybooth on top of the steps.You have ample time to check out and do somepuzzles in the room but in case you feel that it's close to the time - goback to the alarm on the wall. Wait until the light blinks off and thenpress the red button again.You can also save anytime and check things. Thenload from a saved game and then go through the motions after you learnedwhat to do.Look around the security booth. Be sure to study the whiteboard on the wall.Power on Gray's computer:Open the drawer of Gray's desk. (Bonus -take the pigeon phone charm left of the tablet).Look at the tablet and see a 5x6 grid. This issimilar to the 5x6 grid on the white board that has all green circles.Remember the note that mentions 5 charges below the drawing.The aim of the puzzle is to click on 5 pointsthat will light up the board green.

Remember there are only 5 chances to do so.There is a reset button below the chargespanel at left. The points can be clicked on in any order.

AmateurMasterFigure out the password for Gray's computer:Look close at the monitor on top. After thecomputer is powered up, it shows a circle with the binary code-panel atright side.The aim of the puzzle is to unlock all of the 16binaries. The description of the puzzle is on the whiteboard.Press red buttons in the circle and see whichbinaries are affected at right.The buttons can be clicked in any order.Investigate the login irregularity from the nightof the murder:Click on Logins icon at top left. See a list ofthe keycard access numbers of the on the past days.Use the arrow at top and access 10-25 the day ofmurder and see that at 12:04 am keycard 185116518 accessed the lab and thefollowed by the system override. This is when Niko was killed.View the security video mentioned in the case file:Case file video: Click onsecurity icon at top left. Enter the video card number found in the casefile: LBTY510258. Press enter.Press the run arrow at top right.

See Niko enterthe lab and a few seconds later see lights burst inside the lab.Figure out what the video file referenced onMason's computer shows:Mason's video: Now checkthe video mentioned in Mason's note taken from his computer's trash bin:HLLW510257. Press enter.Press the run arrow at top right. See Ryanbypassing the lock on the door to the lab. 1034 11:34 PM.I nquire about the humming in the lab:Exit the security room and hear a loud hummingclose to the lab. Nancy says to tell Ellie.Go upstairs to Ellie.Snoop Ellie's work space:Tell Ellie about the humming by the lab and sherushes out the room.Look around. Check the book at left side of herdesk. Open A Connecticut Yankee in King Arthur's Court book and turn the page.See a set of numbers (maybe her keycard #) and at the bottom it says'each set = 15' (amateur) or 'each set = 21' (master).Open the drawer under the book and take memorycard (Journal - Late Fall), key and reminder for passcodefor the control booth.Go to right side of desk and take the box ofcapacitors.

Read the letter tacked on the board from Rachel. It mentionsthat they talk in code and insinuates that Ellie is not happy here.Figure out the password to activate the keycardprogram:Go back down and press the alarm to get Gray out ofthe security booth.Enter the security booth after hearing the runningfootsteps.Look at the monitor again. Click on keycard iconat top left. It asks for a password.Take a look at the card keyer - keycard box onthe right side of the desk. See that it has a letter inside a gear. Thegear has an arrow. Hmm.Insert the blank keycard in card keyer box.Now let's look for more of those lettersinside gears around the room.There are 11 in this room and one is on theremote seen earlier on the workshop table.

After noting down the letters in the gears;arrange them in clockwise order based on the position of the arrow onthe gear.Open again the keycard icon on the computer.Enter the password obtained from the gears:v f r w o d q g g u h z. Press enter.Colored squares:See the colored paper taken from the workshopat top right.There are colored squares at bottom of thatpaper.The object of the puzzle is to arrange thecolored squares the similar as the colored paper clue.One of the colored squares needs to be turned.Right click to turn the square.When all are arranged, click on send to codethe blank card in the card keyer.Take the coded card. AmateurMasterUse the keycard to get past a locked door:Exit the security booth.Go left to the lab door and look close at thekeycard box at right.Use the coded card on the box. If the coding isdone correctly the light will turn green and the doors are unlocked. If not,you need to redo the colored squares puzzle.Explore the lab (part 1):Enter the lab and look around.Work bench: Go forward tothe work bench.Take the beaker and the solutions notebook.It has theformula for etching solutions.Oscillator: Check theoscillator right of the work bench.Other machines and stations:Turn around and pan right from the stairs.Check the mixing station and locked cabinet besideit. The chemical cabinet has a colored keypad lock.Examine the small Tesla coil to the left of thePhotolithography lab.

Something must be broken.Explore the Photolithography lab:Enter the yellow door. Look around.There's a locked cabinet of photolithographysupplies on the wall above the microscope. There is a cat leg left of themicroscope.Turn left and see a fume hood and an air vent onthe ceiling.Turn around and check the photolithographicetcher. Read the Manufacturing design book on top of the monitor right ofthe microscope.Learn how to create your own design using thecircuit designer. The design is printed and the printed sheet is used totransfer the design to a blank wafer laid on an etcher.Check the intercom right of the door. Exit theroom.Main lab:3-D printer: Check the3-D printer left of the stairs. Read the blue book - Battle of the Currentson the table beside the machine.High voltage area: Check thehigh voltage machines at the corner and wall.

There is a cat body left ofthe high voltage wall.Tesla coil room: Enterthe door left of the high voltage machines.Check the Faraday cage.Look close at the Tesla coil base. See where theswitch goes.Pull out the drawer. Nancy sayssomething is missing.Turn left and look close on the floor left of theTesla coil.

There's a hexagon on the floor.(Bonus game only - Take the lightning phone charm at top left ofthe floor).Exit the room.Time to sleep:We need help for all the other tasks. Time tosleep now.Go back to the lounge at lower level. Go to thebedroom and set the alarm for daylight.Deidre Shannon: The alarmwakes Nancy up.The cell phone rings.

It is Deidre Shannon fromRiver Heights (Alibi in Ashes). A friend of her father asked about Nancy.She is still nasty.You can use the bathroom, if you want.:)Go to the lounge and see a cat leg on the table.Get help:Ryan: Exit the lounge andgo to the technical workshop at top level.Enter the blue double doors and hear Ryan scream.Talk to Ryan.Robotic cat: Mason hasleft parts of the robotic cats everywhere and Ryan is trying to put ittogether.Nancy says she will help collect the parts. Talk to Ryan about the time of the murder.Help: Talk to Ryan againand ask about the media card. She will fix Niko's media player if Nancy getsher a Koko Mallos from the candy machine.She gives the plate for the machine.Continue to talk to Nancy about Gray. Gray foughtwith Niko constantly.Ask about the missing part of the large Teslacoil. Ryan gives the plan for the missing part.Ask about fixing the small Tesla coil. Ryan saysthe circuit board is shot and to make a new one.More talk: Talk to Ryan again.Niko told Ryan to wire the part that killedhim that way.Ryan is not sharing her tricks on how to enter thebuilding.:)Get Koko Mallos for Ryan:Go down to Niko's office and the candy machine.Place the plate Ryan gave on the candy machine.This is a memory puzzle.Press the yellow button at the center to startthe puzzle.

See colored buttons of the machine light up.Press the colored buttons the same order asseen when the buttons light up.Press for Amateur: blue, brown, brown, blue, brown, blue,blue.Press fro Master: pink, blue, green, green,blue, pink, green, blue, pink.Take the Koko Mallos candy at the center.If you eat every kind of candy in the counter, you might get an award.Go back to Ryan and talk to her in order to give her thecandy. AmateurMasterPrepare the etching solution:Go back to the mixing booth left of the supplycabinet. The HF automatically goes on the shelf.The Solutions book says to use for Amateur: 3 parts ofHydrofluoric acid (HF) + 1 part Nitric Acid (HNO3) + 4 parts Water (H2O) forsilicon base wafers.Take Hydrofluoric acid (HF) and pour some onthe 3 ml graduated cylinder. Take the poured acid and empty it on thewhite beaker.Take Nitric acid (HNO3) and pour some on the 4ml graduated cylinder. Pour the 4 ml Nitric acid in graduated cylinderon to the 3 ml cylinder.

Pour the remaining 1 ml of Nitric acid in thegraduated cylinder into the white beaker.Take the water (H2O) on the sink and pour someinto the 4 ml graduated cylinder. Pour the 4 ml water into the whitebeaker.Take the mixture in the white beaker and pourit into one of the brown bottle on the top shelf at left to getformula.If an error is made, pour it in the Hazardouswaste disposal at right.The Solutions book says to use for Master: 2 parts ofHydrofluoric acid (HF) + 2 parts Nitric Acid (HNO3) + 1 part Water (H2O) forsilicon base wafers.Take Hydrofluoric acid (HF) and pour some onthe 3 ml graduated cylinder. Pour the 3 ml into the 4 ml graduatedcylinder.Fill the 3 ml cylinder HF again.

Pour the 3 mlagain into the 4 ml cylinder leaving 2 ml in the 3 ml cylinder. Take this2 ml acid and empty it on thewhite beaker.Empty the 4 ml cylinder into the Hazardouswaste disposal at right.Do the same for the Nitric acid.

Take Nitric acid (HNO3) and pourit on 3 ml graduated cylinder. Pour the 3 ml into the 4 ml graduatedcylinder.Fill the 3 ml cylinder HNO3 again. Pour the 3ml again into the 4 ml cylinder leaving 2 ml in the 3 ml cylinder. Take this2 ml acid and empty it on thewhite beaker.Empty the 4 ml cylinder into the Hazardouswaste disposal at right.Take the water (H2O) on the sink and pour some on the 4ml graduated cylinder. Pour the 4 ml water in graduated cylinderon to the 3 ml cylinder.

AmateurMasterUse the photolithography etching machine:Turn right and look close at the photolithography etching machine.Pour the formula in brown bottle on the tank (#1)at left.Place the printed circuit design on the image tray(#2) below the monitor.Place the silicon wafer on the tray for blankwafers (#3).Press the red start button (#4).This process takes 12 hours. So we can leave nowand come back later.Find a way to listen to the audio card:Nancy has already given the candy to Ryan and sheleft to fix the media player.Go to Niko's office and then behind his desk.Check the media player and see that it is fixed.Niko's diary: Use theaudio card - Niko's diary on top left of the media player.Press the play-arrow button.Entry 1 - Wednesday - Ryan threatens Niko. Entry 2mentions needing a new coil design.

Entry 3 reveals Niko's displeasure ofMason's work.Investigate Ryan's threats against Niko:Check the lounge: Nikomentions that Ryan confronted him at the lounge and tried to give himanother threatening letter.Go to the lounge right of Niko's office.Take the cat leg from the table.Go to the bedroom. Take the cat's tailbeside the lamp on the table with the alarm.Go back to the lounge and then turn around andface towards the entry to the bedroom. Look close at the brown chair left ofthe entryway.Take and read the threatening notes ongummy bear stationary.

The notes go in the evidence bag.Ryan: Go to tech workshopat top level and talk to Ryan.Ryan explains that those notes are to warn Nikoabout the dangers of the item he wants her to make.Ryan asks Nancy to leave.Investigate Ryan:Mason: Go to Mason in hisoffice across the balcony. Talk to him completely. Learn about Gray, Ellieand Ryan.See a pink cat leg on top of the file cabinetunder Mason's desk. We need to get that when he is not here.Deidre: Get a call fromDeidre after some time. She needs Nancy's help and is now being sweet.

She is charged withplagiarism and she made a deal with her professor in Criminology to help inan actual investigation. So she's helping Nancy with her access to thedatabase. She already read up on Nancy's case.Nancy asks about Ryan. It seems the video andtimeline doesn't match with the time of the murder so the police can'tcharge Ryan.Victor: Call Victor onthe cell phone. Talk about Ellie and Niko's diaries. Tell him about Ryan'sthreats.Deidre: Get a call from Deidre.She cleared Ryan of being here the night of the murder.

Deidre is tracking 2photographers that took pictures of Ryan at the award presentation beside aclock. She could not make it here in time to kill Niko. Nancy get Deidre tocheck other things.Follow up with Victor about new evidence onRyan: Call Victor and tell him Deidre's report thatclears Ryan. He is very upset about it.Ryan: Get a text messagefrom Ryan - apologizing.

She wants to talk to Nancy.Deidre: Get a textmessage from Deidre saying that Ellie waited 30 minutes before calling 911.Ryan: Go upstairs to the tech workshop. Ryan will helpNancy in her investigation.Escape from the photo lab:Exit the workshop.

Someone hits Nancy on the head.Nancy wakes up at the photo lab. There is a bar attop right of screen that shows the air content of the room.Intercom: Use the intercom rightof door.

Press the talk button and hear Ellie. She says she's also lockedin. She's in the control booth. Ellie says to use the air duct.Air duct: Turn right andsee a ribbon hanging from the air vent in the ceiling.Click on the air vent to climb up to the air duct.It's hot in here.Amateur: Go F, F, F, L, F (173), R, L (121), L, R, R, L,R, R (005), L and F to vent on floor.Master: Go F, firstL, F, R, F, R, L, L, L, R, R, L, L, R, L, L, R, R, far R, R, L, R, L. Goto the vent on the floor.Track down some new leads:Hear Gray and Mason having an argument.

Mason runsaway.Explore the Tesla coil lab:Ellie is trapped in the booth. Let's find her.Go to the Tesla coil lab. Climb the stairs to thecontrol booth.

Look close at the lock.Amateur: Clues from Ellie's notes about the passcodefor the control booth:The red shape is pressed neither first orlast.The green shape is pressed immediately afterthe diamond.The yellow shape is pressed last.The blue shape is a star.The purple shape isn't pressed first.The square isn't red. The purple shape, thediamond and the circle are pressed in order.The triangle is pressed second.The circle is pressed before the yellow shape.The shapes are square, diamond, circle, starand triangle.Based on the clues; the colors are red, green,yellow, purple and blue.The first to be pushed is not red, green,purple or yellow color. Then the first must be blue star.The last which is yellow is not diamond,triangle or circle.

So the last one is yellow square.The 3 in the middle are purple (2), diamond(3) and circle (4). The circle (4) is green. AmateurMasterFind out why Mason was in the lab after hours.See text messages between Ellie and Mason. Theyare working with Palo Alto and Chicago connections.Mason's office:Go to Mason's office. Take the cat's leg under the printer atright of desk.You can mess up his desk if you want.Manufacture the missing part for the Tesla coil:Make the design: Lookclose at Mason's monitor.

Open component design 5.5.See the 4 layers squares at left and Ryan's designat right.Ryan's design shows the 4 sides. The puzzle on theleft is by layers from top to bottom.Start on bottom layer and copy the arrangement ofthe cubes.Take note that this is a 4x3 grid. This gives aclue on which side to place the cubes on.Click on a square on the left to place a cube.To erase, click on the bright green cube again.When done, click on print design. I thinkthat's right.

AmateurMasterMain lab: Go down to thelab. Go to the 3D printer left of the stairs.Look at the monitor on the left and see yourcreation done on Mason's computer. Click on Print button.This will take a long time to process. Come backlater.Find out who the owner of the keycard from Mason andEllie's office is.Security booth: Exit thelab. Climb to security at right.Hear Gray shredding something inside the office.Enter.Gray: Talk to Graycompletely and learn about the video and Niko.Get Gray out of security booth:Pull the fire alarm by Niko's office.Hear Gray's running footsteps. Go to and entersecurity.Keycard and knob: Placethe unknown car on the card keyer at right side of desk.Pick up the knob left of the key cardreader.Open the keycard icon on monitor. It is the samecard number that opened the lab before the murder: 185116518.Shredder: Pull back andlook at the shredder at left corner.Pick up the cat's leg from back of thetrash.Take the kill switch for the Tesla coilbeside the cat's leg.

It is placed in evidence bag.Click on the shredder and get shreds.Find out what Gray is shredding:Lounge: Exit the securitybooth. Go around to the lounge. Go to the table at left.Place the shreds on the desk beside the tape.Arrange the shreds to form the document. Rightclick to turn and left click to pick up and drop the piece of paper.Use the tape to keep the pieces together.The machine was placed in safe keeping. AmateurMasterRepair the Tesla coil:Go up to the control booth.Remember Ellie's note seen the notebook of thetable - level, power, charge and engage.The level should be on low. Flip the switch ofpower, charge and engage.

The top part of the coil glows.Exit the booth. Hear crackling sound.Illuminate a black light under the glow:Niko's hideout: Go to thecenter of the room.Use the black light on the hexagon on the floor.It glowed.See words: Enter the hex. The hatch is opened.Go down and see a tunnel. There is an ornate doorat the end.The door has a biometric fingerprint lock-scanner.Go back out and out of the lab.Figure out what the extra data showing on the videowith Gray means:Ryan: Go to Ryan at theworkshop. Talk to Ryan.Get a gummy bear from Ryan (remember Mason'biometric book). Nancy asksabout the video.The 2 watches the footage with the binary code.Ryan says she added that in because Niko asked forit.Then she pointed out that this video is edited.Later, she realized that this part of the video was flagged and that now theperson that did this knows they are watching the video.Ryan runs away and tells Nancy to do the same.Track down the source of the alarm:Exit the security room.

And at the balcony, hearan alarm about security breach at the Tesla Coil room.Go to the Tesla coil lab. Enter and see Masonfiddling with the Tesla coil.Save Mason:Another alarm goes off, someone powered the Teslacoil and Mason is caught.Shut down the power to the Tesla coil room:See a close up the power switches.The aim is to turn off all the switches. Flipthe switches until all lights are turned off.

One solution is shownbelow. AmateurMasterVictor: Nancy isfired by Victor. She gives back her card.

They are waiting for her ride tothe airport.Find a way back to the lab:Go talk to Ryan upstairs at the workshop.Learn that a big snow storm is coming. Ryan wantsan excuse to ride the snowmobile.Ask Ryan about getting back to the lab. Ryan givesher keycard.Get Victor's candy for Ryan:She wants some of Victor's candy in exchange forgummy bears. (Don't ask to distract Victor yet).Go down to Niko's office and ask Victor forcandies.

Take candies from bowl. See a key beside the bowl.Go back to Ryan and exchange the candies with thegummy bears.Stop the elevator from crashing:Ask Ryan to distract Victor. She is very happy todo so. She will use the beeping sound device.Elevator gears: Go backdown but the elevator breaks down.Open the cabinet on right wall by the elevatorbuttons.Arrange the gears that have fallen off.The elevator safely goes down. AmateurMasterGet a copy of Niko's print:Lounge: Enter the lounge.Get a piece of tape from the desk at left.Go to Niko's office and see that Victor is gone.Take the key from the desk.Use the key on the cabinet. Look at the power coilat right and see fingerprint on the glass.Use the tape on the fingerprint.Pull back and see a piece of paper fall on thefloor.Read the paper-Rumney letter and learn that the contacted powercompany cannot give a dollar amount to Niko's project because it ispriceless but will give a percentage for every usage. They discourage givingthe power source free.

The letter is signed Crawford Rumney. The Rumneyletter is in evidence bag.Immediately leave the room. Get a warning call from Ryan.Make a fake fingerprint:Using the technique mentioned in Mason's Biometricbook, prepare a fake fingerprint.Go to the lab. Use Ryan's card to enter the lab.Mix an etching solution: As previously done,make an etching solution at the mixing station right of the stairs.For amateur, mix 3 parts HF + 1 part HNO3 + 4 parts Waterin the flask.

Place the mixture in the brown bottle to get formula.For master, mix 2 parts HF + 2 parts HNO3 + 1 part Waterin the flask. Place the mixture in the brown bottle to get formula.Run the photolithography etching machine:Go to the photo lab. Take a silicon waferfrom the cabinet.Go to the photolithography etching machine.Pour the formula in brown bottle on the tankat left.Place the fingerprint on the image tray belowthe monitor.Place the silicon wafer on the tray for blankwafers.Press the red start button. This process takes 12 hours.Exit the lab.Bedroom: Go to thebedroom and set the alarm to nighttime.Photo lab: Go to thephoto lab.Take the etched board with the fingerprintfrom the tray of the machine.Go back to the lounge.Find a way past the biometric fingerprint scanner:Make the fingerprint: Goto the stove.Place the knob taken from the security boothcomputer desk on the stove.Place the beaker taken from the lab on the stove.Place the gummy bears in the beaker.Turn the knob on.

See melted bears.Click the melted bears in the flask and the gel isautomatically poured on the etched board left of the stove.Pick up the finger. Turn off the stove.Niko's study: Go to theTesla coil lab.Open the hexagonal hatch on the floor.

Go down andforward to the door.Use the finger on the biometric fingerprintscanner. Enter and be in Niko's study.Explore Niko's study:Look around.Turn right and check the round table with a robotand a miniature Wardenclyffe Tower. Pick up the 2 red magnets.Turn left to the bookshelves and pick up 1 redmagnet.Read Tesla's diary.Go forward to the desk. Pick up 2 red magnets.Pick up the paper with oscillator taps drawing. Ithas 6 taps (L-R): 13, 11, 9, 7, 5, 4.Turn around and look close at the table at right.Pick up 2 red magnets and Niko diary 3.

7 magnets should havebeen collected.Listen to the audio diaries from Niko's study:Go back up and out of the lab. Go to the loungeand set the alarm for daylight. (Victor is still in the office).Check Niko's office and see Victor is still there.Ryan: Go to Ryan upstairsat the workshop. Talk to Ryan to distract Victor again.Niko Diary 3: Go back down toNiko's office.Use the media player on the desk and listen toNiko diary 3.Niko mentions about pigeons 13, 6 and 5. AmateurMasterFind the password for Niko's video system:The monitor asks for a password.Remember the clue heard in Niko's diary and shownby the pigeon.Enter the number of the 1902 patent: 1119732.Press enter key.Press the play arrow. Watch the unedited video and see Niko's killer.Get the USB with the video showing Niko's murdererout of the lab:Take the USB - flash drive out fromthe bottom of the monitor.

A sound is heard.Turn around and see that the door has a glow.Exit and Nancy says that it is Niko's security.All the electronics got fried and has erased the flash drive.Find a way to safely get the video out of Niko'sstudy and to then police:Ryan: Go to the workshopand talk to Ryan.She advises to make a Faraday cage. She givescomponents in a cardboard box. Take the items.Go to the workbench where the robotic cat is.Take a rocket USB drive from the containeron top shelf.Make a Faraday cage:Review the Electronics (Tesla Coils) book in inventory.The book has an article about making a Faradaycage. It says that one can make a cage from a cardboard box wrapped inaluminum foil with a ground from a paper clip and a binder clip.Read also about Strike rings and Lightning rods.Go to the photolab. Open the supplies cabinetabove the microscope. Take an empty silicon wafer wrapper made ofaluminum.Go to the desk beside the bookcase in thelounge.