Нэнси Дрю. Секреты могут убивать чит-файл №2

By Linda Shaw
August 19, 1999

Warning: This walkthrough will take you step by step through the entire game ...
leading you from the very beginning all the way to a happy ending!

Aunt Eloise's House

Entry hall: Begin the game by reading the letter on the table at Aunt Eloise's
house. Open the bottom right drawer of this table and take the phone calling
card. Enter the living room.

Living room: Open the books that are stacked on the small table and notice that
the first letter for each of the plants is highlighted, spelling out a name
(M-I-
T-C-H). Open the box on the coffee table. Open the drawer to the right of the
sofa. Read the notepad, and read the card. There are letters on the top of the
card. Make a note of those letters/symbols. You will need those shortly. Get the
TV/VCR remote control from the drawer and then close the drawer. Open the book
to
the right of the TV. Get the key from inside. Use this key on the chest that
sits
on the floor to the right of the TV. Get the quarter. Exit the living room and
return to the entry hall.

Entry hall: Click on the painting behind the table with the note from Aunt
Eloise. Open the safe by clicking on the letters/symbols you saw on the card
from
the living room.



Take the key hanging on the door of the safe. Open the box inside the safe (you
must solve the flower puzzle). Read the message inside the box.

SCHOOL COMPUTER
LOGIN NAME: ELOISE DREW
PASSWORD: O WISE ELDER

Turn around after closing the safe and click on the front doors (you will see
a "turn around" arrow but you will exit the house). Use the silver key from the
safe on the front doors of Paseo Del Mar High School, and enter the building.

Paseo Del Mar High School

Inside the main doors, make a note of the layout of the building. Become
familiar
with the directions to move from one area of contact to the next. There is a map
on the wall on the bulletin board. Move down the hall and read the sign on the
second bulletin board (sure are a lot of bulletin boards at this school!).

Fin dthem ornin gedit ion
Anddi scove ranot here rime,
Thean sweri sin blac kandwhi
Tow how illdot heti me.

Back off this bulletin board, turn right and go down the hall. Turn slowly and
click on the pink message on the bulletin board in this hall.

In the face of danger
against a killer if you dare
a very unlikely couple
could be a helpful pair.

Move toward the gym. Notice the eye chart. Talk to Hulk Sanchez, the football
player. Ask him everything (Jake Rogers). Turn from Hulk Sanchez and zoom in on
the three bottom notes on the bulletin board by the gym. Translate (reflections,
backwards, upside-down) the messages.

Library: Use the silver key on the library door. Move to and zoom in on the
library desk as you enter the door. Note the highlighted words on the SAT sheet.
Move to the right and zoom in on the file drawers against the wall (thin
drawers). Note the two different word puzzles. On the puzzle with the blue and
green letters, solve the blue letters first (piece together the words), and then
solve the green letters, creating a sentence. Move around the library, carefully
noting the encyclopedias (Braille, etc.) and as many books as you can read.
Knowledge is retained in what you read! Some of the book titles found throughout
the library are: Faces of Violence, Optical Illusions, The Zodiac and You,
Protecting Manatees, Palmistry for All, Judo handbook, Boiler Operations (will
come in handy towards the end of the game!), A Sign of the Times, Mysteries
Dreams (coded/highlighted letters spelling out: DON'T RUN NANCY) etc. In one of
the books, the Sign Language book, you will note the sign language numbers that
are highlighted are: 2, 3, and 5. The letters in sign language that are
highlighted are: A, E, J, K, spelling out JAKE. These clues are helpful to enter
Jake's locker later on.

Exit the Library and make your way back to Hulk Sanchez. Talk to him again. Then
move around the building and enter the Student Union. Talk to Hal Tanaka. Again,
as with Hulk, ask him everything you can. Enter the next room and talk to Connie
(by the magazine rack). After speaking with Connie, note the phones on the wall.
Open the telephone book and notice that the pharmacy phone number has been torn
out. Use your calling card and call all three of your friends for advice. The
advice you are given at this point boils down to three objectives: getting
inside
the teacher's lounge and on the main school computer, getting into the
maintenance room, which leads to the basement, and finding a way to get inside
Jake's locker.

Back in the library, you should find a book about Kanji and the symbol that
Connie wears around her neck. The symbol stands for crane. Again, return and
speak with Hulk Sanchez. You will find out that Hal Tanaka's locker is next to
Jake's locker. Talk to Hal and he tells you that Jake once mentioned the fact
that he wished he'd had a phone. This tells you that JAKE is spelled out on the
phone. Return to the room with the phones, and zoom in on the one you used
before. Note the numbers for the word JAKE and then move all the way down the
hallway to the sign that says: CAFETERIA. Just to the left is a locker with
yellow police tape across it. That is Jake's locker (code: 5253).

Open Jake's locker, look at the empty VCR box, read the English book and the
Judo
magazine. Click on the jacket and see the bottom of the locker. Get the
knife/box
cutters. After examining Jake's locker, return to Hal, Connie, and Hulk and ask
each one everything. Exit the school and enter the diner.

Diner

Notice the menu board up above the counter. Letters spell: The bolt cutter you
must take, or you could be the next Jake. Read the menu on the table to the
right: Danger, and Sabotage. Talk to Daryl behind the counter (smooth talker,
isn't he?). Back off Daryl after asking him everything and listening to him.
Turn
to the left and zoom in on the doors leading back to the kitchen area. Enter
this
area. Turn left and take the ladle from the black pan. Read the instructions for
the fryer and the work schedule. Zoom in on the cutting board with the tomatoes.
See a message there? Zoom out from the tomato/cutting board and click on the
lower left side of the stove. There are bolt cutters there (remember the message
to take the bolt cutters?). This is a good time to save your game. Remove the
bolt cutters and immediately place the ladle in its place or you will be blown
up! Once you've removed the bolt cutters and replaced them with the ladle, you
may safely leave the diner. If you wish, you can play some pinball (use your
quarter), or play some music on the jukebox. Your choice. Exit the diner and
return to the school.

Paseo Del Mar High School

Maintenance room: On the door (at the end of the hallway, to the right of the
sign that points to the Student Union and Study Dome) is a Braille keypad. You
should know the letters represented by Braille based on the Braille book in the
library. You should also know the code for the door, as you discovered this
information in the Teacher's Lounge on the mainframe computer. Enter the
appropriate code in Braille. Enter the maintenance room and go down the
elevator.
Inside the toolbox are a pair of gloves. Pick those up. Next, note the
directions
for the boiler on the wall. Notice that you cannot move the three levers on top
of the boiler (you will later ... and in a real hurry!), but you can also click
on the grate over to the right of the boiler itself, and down lower towards the
floor. There is no interaction at this point in the boiler room, so after
getting
the gloves, you might as well not hang around here. Exit the maintenance room
and
return to the diner. Talk to Daryl again. Leave the diner and return to the
school. Again, talk to Connie (who becomes agitated!), Hal (who also becomes a
little upset), and Hulk Sanchez (boy, is he agitated! I think he's been blocked
one time too many in football!).

Outside the school: From the outside view of the school, move your mouse cursor
to the far right side of the building and click on the windows. Use the box
cutters on the third window pane of the left-most window. Enter the teacher's
lounge.

Teacher's lounge: Inside the lounge, be sure to log onto the computer and click
on the key on the right side. Note the codes for various rooms, but pay
particular attention to the maintenance room. Also click on other options and
explore the school mainframe computer! Afterwards, be sure you look in the file
cabinets. There's no way to enter the refrigerator to get anything to munch on
during your "break," so don't bother trying! Exit the teacher's lounge via the
window again and return to the main school building. Talk to Hal Tanaka about
what you discovered in the file cabinet. Talk to Connie and Hulk while you're in
the building. Return to each again to exhaust all possible leads. You might wish
to contact your friends again on the telephone! Now it's time to head for the
maintenance room door.

Diner

At the diner, Daryl will tell you that someone left a note for you. When you
back
off the conversational window, the note will be there. Read the note and head
for
the maintenance room again.

Maintenance Room--Boiler

Enter the maintenance room (save your game!). Go down the elevator and enter the
boiler room. There will be a chain on the levers. Time is of essence at this
point, so if you don't want to blow yourself up, use the bolt cutters on the
chain (between the left and middle levers) and remove the chain.



Without delay, click once on the left lever, then once on the right lever, then
again on the left, then the right and finally the left lever again. The boiler
will fizzle out. Turn from the boiler and note the box of matches on the crate.
Open the matches and make a note of the phone number. Turn to the right and
notice the elevator control switch has been tampered with (more like
destroyed!).
Turn back around and click on the crate to the right of the boiler. You might
wish to use your gloves at this point. Crawl through the air vent and pick up
the
video tape. Once you're outside, head for good ol' Aunt Eloise's house.

Aunt Eloise's House

Turn the TV on with the remote. Place the video in the VCR and watch! Go to the
diner and talk to Daryl. He admits to running drugs for Mitch. Return to the
school and talk to Hal, Connie and Hulk ... You are trying to get them to help
you, but none agree to assist you.

Diner

Return to the diner and note that Daryl is gone and the diner is closed. Now
it's
time to meet him at the pharmacy. Save your game. Suspense and ending coming up!

Pharmacy

It's dark now, and when you arrive at the Pharmacy you will witness Daryl and
Mitch talking. Pay close attention to your inventory at this point. Connie will
jump in to rescue Daryl from the right side of your viewing screen. When she
moves in the screen, note the gun that appears in your inventory. Click on the
gun. When Mitch notices you standing there, he will turn and move toward you.
Immediately take your gun from your inventory and point it at him. He will
surrender to you.

Watch the ending sequence.

Game over! Nancy solves yet another crime!