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FAQ/Walkthrough
PC 2001
Version: 1.0 released on the 20th of June 2007
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.
============================================================================.
| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough | G0300 |
|----------------------------------------------------------------+-----------|
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'
===============================================================================
01.) INTRODUCTION G0100
===============================================================================
Welcome to 'Nancy Drew: The Final Scene' for the PC, released by Her
Interactive in 2001. This is the fifth Nancy Drew adventure game in the long-
running series.
Suggestions, comments or errors - tell me about it. Enjoy!
===============================================================================
02.) BASICS G0200
===============================================================================
You control the game mainly with the mouse. Interact with objects when the icon
becomes red, move if it turns into an arrow. It is not too often that you can
turn around freely. You can also use the directional keys to move left and
right.
Note that if you open a chest or drawer you will also have to close it again to
move along. I won't mention this in the walkthrough at each instance. The same
goes for knocking and opening doors, that is really something you should be
able to figure out to be playing any adventure game.
There are many more features the game holds the walkthrough does not mention,
as there are already solved for you and therefore more or less extra contents.
The game is a little tricky whether some things are important to check or if
one can just miss out on it. The more thorough the better, but I believe only
the stuff mentioned in the walkthrough are really necessary.
The game offers two different difficulty levels. They do not alter the crime
solving in any way, but instead make the puzzles harder. The story will always
be the same. I will only mention the Junior puzzles, because I would think you
chose the other mode for challenge. Should you have trouble solving the advance
puzzles, play on Junior!
Time, unlike some of her adventures, is not important in this game. The clock
shows the day, as there are only three days left to solve the mystery. This is
not in real-time, so you can take it really slow to solve any puzzles. At some
point there might a timer involved, however, but you'll get to that when it
shows up.
If you are still stuck, use the phone to call your friends. They usually always
have hints for what needs to be done.
===============================================================================
03.) WALKTHROUGH G0300
===============================================================================
Getting around:
```````````````
The layout of the theatre is not very hard to remember, but it can be
confusing. There is a large lobby with stairs going up to the balcony and
projection room. The sides will lead to the main theatre. There is a corridor
that goes around the back with the dressing rooms. There are still several
hidden paths and locations to be found.
Day One:
````````
General Hints:
You're basic aim on the first day is to find evidence for the police to come
over and investigate. In order to collect this, you must get down to the
basement and find info about the theatre's history. When talking to everyone,
especially Nick, you will gather enough proof to call the police. This will
end day one.
After the scene, answer the phone inside the Men's dressing room. It will ring
again so answer it once more. When you regain control, open the wardrobe's left
door to find a magic wand at the top. Look at the picture nearby and open it.
Pull the lever. On the opposite side of the room, move the clothes aside and
walk through the secret passage to the other end.
Outside the women's dressing room, find the private auditorium. You will know
if it's the right one because you can look down on the ground that has lots of
trash. Grab the coin.
Go down to the main area and walk up the middle. Just before you reach the last
row, there is some chewing gum stuck on the seat on the left side. Use the
magic want to take it.
Enter the lobby and go up the left stairs. Walk to the end of the balcony and
look at the gears near the railing. Look down to the main area and you will see
the missing one. Use the magic wand (with chewing gum) to grab it.
In the lobby, look at the key-making machine that is out of order. Look at the
other machine and play the Bee's Knees Jazz game. Your aim is to arrive at the
designated area without getting caught. To solve this game on Junior level: Up,
Up, Right, Right, Up, Up, Up, Right, Down, Down, Right to the side and then Up,
Left, Up and Right. Take the gear that you won.
Go to the backstage area and pull the rope you can see eight times. You will
hear a clank. Walk to the other end and attach the hook on the heavy chest.
Return to the ropes and pull it back up until you cannot do so any more.
Down in the basement, play a game against The Amazing Monty. It is more or less
luck because the graphics don't allow you to follow the ace of spades. When you
win, take the prize (flash paper and ring).
On the other side of the basement, underneath the stairs, there is a safe.
Unlock it by turning all icons into spades: From left to right, press 4 until
it is a spade, then continue with the first, second and third. Finally, turn
the fifth one into a spade to open up the safe. There is another puzzle inside
there. You need to shift the picture pieces around until it makes out a woman.
It isn't very hard, just remember you can rotate the tiles at the corner so
they match up.
Place both gears in their respective slots and start the machine. Take the key
and read the documents, all pages.
From the lobby, take the door opposite the refreshment counter. It leads to the
ticket booth. Use the white phone to dial 911. After the call, go up the stairs
in the lobby and before entering the balcony, turn towards the middle and enter
the projection room here. Talk to Joseph about several things, but mention the
key-making machine as well as Simone.
Go to the woman's dressing room and talk to Simone.
Go to lobby and talk to Nick at the refreshment counter. You need to talk to
him several times until you get to the part about his grandmother and Houdini's
stake in the theatre.
Joseph will call you back up to the projection room, so go up there and have
another chat. This is enough proof for the police, thus return down to the
ticket booth and dial 911 on the white phone. When you leave the room, the day
will end.
Day Two:
````````
General: You must find proof for the police that Maya is being held captive
somewhere inside the theater. There is a secret passage on the stage, which
you can only open once you have access to the control panel. To do so, you
need to make sure several people have gone to the press conference. They won't
come back to disturb you once it has started, making it your chance to find
the required evidence before the end of the day.
Go up the stairs to the Projection Room. Look at the poster at the door before
going in. Talk to Joseph a few times, then talk to Nick in the lobby. If he is
not there, walk around a bit more. Once he mentions the phone number (several
conversations later), enter the ticket booth behind you and look at the notepad
next to the phone. Use the phone to dial that number (1-813-555-3247). She will
give you another phone number, dial that one next (1-202-555-5000). Speak to
Nick again about your findings.
Next you need to get the press conference started. Go backstage and talk to
Simone in the Women's Dressing Room. Walk over to the Men's Dressing Room and
speak with Nick. He will most likely say he is going to the press conference
already, so leave and check if you can hear voices from the lobby. You can
follow it more closely from the ticket booth if you want to. Should the press
conference not start yet, talk to the people some more.
Enter the Women's Dressing Room and open the desk drawer. Take the lone bobby
pin. Walk over to the Men's Dressing Room and use this bobby pin on the locked
desk drawer. Read the book, all pages.
Go up to the Projection Room and look at the console straight ahead. The red
light for power should already be on, otherwise you need to switch it on first
like the book said. Next, look at the number pad and enter the code: 121192.
Look at the buttons slightly higher and to the right, this must be done in one
go without leaving the screen:
- Press both Fader Power buttons.
- Slide both cages down with the sliders on the left.
- Press the magnet button on the right.
- Move both sliders up once.
- Press the trap door button.
- Lock it all with the right switch.
Enter the theater stage and walk to the right cage. Open the gate and enter it,
the arrows are not easy to spot but you should get it eventually. Once you made
it down there, look at the broken light, in particular the top part. After the
short scene, open the trap door on the ground. Turn right at the end of the
stairs and press the red button on the elevator. Stand on it, press the red
button once again. At the top, attempt to open the trap door. After getting
help, ride the elevator back down. Step up to the puzzle at the door. Use the
spray on it so you can move the tiles.
You're aim of this puzzle is to slide the rabbit tile all the way to the left.
The pieces have arrows which shows which way they will slide. There are many
solutions to this puzzle, and it is best you try this yourself. If you made too
many mistakes or want to try again from the beginning, walk away from the door.
Inside the room, open the chest and take out the rubber gloves. Look at the
pizza box and the shoe. The coffin at the wall can be opened with its handle on
the side. When you reach the closed door, use the rubber gloves so you don't
die. The number pad has a memory lock. You need to type in the correct
combination, and you need to guess this. Start with 1 through 9 until the first
number locks in. Then you start with the next one until you get the entire
combination. For example, if the first one locks in at 6, then start with the
next number such as 6-1, 6-2 until the second number also locks in. It gets
faster towards the end, but you also need to remember the numbers (write it
down if you think it helps).
Outside the basement, there is a quick scene. From now on, if you walk across
the backstage area, there will be a dangerous event. You will hear and see some
debris falling down in front of you. The subtitles will say *splattering* as
well. Stop! Don't move! If you walk further you will need to use Second Chance.
Wait a few seconds until the harmless scene continues. You may miss this, or it
may happen the next day. You could get it out of the way now but triggering the
event on purpose, or remember it for later.
Enter the ticket booth in the lobby, and dial 911 on the white phone.
Go up the Projection Room and chat with Joseph. When you leave the room, the
day ends.
Day Three:
``````````
General: It is time to find Maya. There must be another secret room somewhere
because the police and demolition teams have looked everywhere. You will soon
receive a package, and use the projector to read it. While doing so you may
encounter another important clue to the mystery.
Go up to he Projection Room and talk to Joseph. Afterwards talk to Brady in the
Men's Dressing Room. Have a chat with Simone in the Women's Dressing Room and
return to the Men's Dressing Room. He won't be there, but he left his briefcase
near the phone. Open it, take the pencil and look at the notepad. Talk to him
about it, then he will leave for the demolition.
Walk to the lobby and talk to Nick. Turn around and enter the ticket booth.
Open the package next to the internal phone and take the slide (optional). Back
in the lobby, the key-making machine is fixed now. Insert the coin in the slot
and type S I V O for your key. If you made a mistake, dump the wrong key into
the disposal next to the coin slot.
Return to the Projection Room. Open the closet and look at the shelves. One has
a bulb, take it. Look a bit further left where a few film roles lie around on a
table. There is also a manual for the projector. On the last page, use the
pencil to make an impression. Close the manual and use the key you already made
to open the projector at the top. Exchange the bulbs. Take the slide that is
inside, then close the projector and quickly run into the closet. Move the
clothes aside to hide in there. Afterwards, look at the very front of the
projector where the slides go. Place the one you just found (blueprints) in the
slot and turn the machine on. If you look outside the window you will see it is
out of focus. Turn the focus wheel on the projector a few times, but it will
fall off. Look underneath the control panel and move the tape recorder out of
the way. Pick up the focus wheel and place it back on the machine. When it is
in focus, read the blueprints. Turn off the machine and turn around...
A three minute countdown has started, but don't panic as it's enough time to
finish the game. Each bar will slowly disappear. When you ran out of time, you
need to use Second Chance or load an earlier save.
Look at the power socket on the right of the door. It opens, and a switch is
underneath. Flip it and go up the ladder you discovered. At the top, turn
around to see a metal box. Unlock it with the small key. Take all of the keys
inside and walk over to the door. Try each one until you found one. It helps to
remember which one has been tried, but trial and error helps too. The inventory
screen moves around so it's hard to keep track that way.
When you've managed to open the door, follow the room around to the left until
you hit a power switch. Before you reach it, you'll be stopped by the
kidnapper. During the conversation, use the flash paper and ring you won from
The Amazing Monty game on the kidnapper. Flip the power switch.
THE END
Other interesting things you might want to check out:
- The wreathe Simone made.
- Simone's PDA and camera while she's at the press conference.
- Call the County Administration for floor plans.
===============================================================================
YY.) VERSION HISTORY GYY00
===============================================================================
v1.0 First release (20th of June 2007)
===============================================================================
ZZ.) CREDITS & THANKS GZZ00
===============================================================================
GameFAQs for hosting this file.
Her Interactive for the game.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. ,,,
(o o)
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