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Nancy Drew: Albi in Ashes
A Walkthrough by Michael Gray
AKA The Lost Gamer ([email protected])
Copyright 2011


For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html


Table of Contents:
001.  General information
002.  Video Walkthrough
003.  Characters
003.  Walkthrough
 003a. Arrested for Arson
 003b. Investigation
 003c. Out of Jail
004.  Credits



001-General Information
---------------------------------------------------------

This is a walkthrough for the PC/Mac game called Nancy
Drew: Alibi in Ashes. This is an adventure game, in which
Nancy Drew goes to River Heights and is falsely arrested
for arson. This is the twenty-fifth game in the Nancy Drew
series.

If you want to contact me, e-mail
[email protected], but make the subject blank
if you do. If you want to reproduce this guide in some
fashion, you should contact me before doing so.

002-Video Walkthrough
---------------------------------------------------------

For those of you who would like to watch how to beat the
game, instead of reading how to beat the game, a set of
videos can be found here:

http://www.youtube.com/playlist?list=PL861212125135A611

The video walkthrough comes complete with my commentary.

003-Characters
---------------------------------------------------------

Nancy Drew: Our hero! She's a super mystery solver, and
together with her friends, she's trying to win the local
Clues Competition. Unfortunately, Nancy gets arrested
before her team wins.

Brenda Carlton: A news reporter, who is hoping that the
story about Nancy burning down the town hall will launch
her career as a newscaster.

Toni Scallari: The local city councilwoman, who also runs
an ice cream shop called Scoop. She wants the police to
arrest someone for the town hall fire as quickly as
possible.

Alexei Markovic: A former detective who now runs an antique
store. He can get angry very easily, especially if Bess
breaks one of his antiques.

Deirdre Shannon: One of the local townspeople, who
sometimes acts as Nancy's rival. Deirdre likes Nancy's
boyfriend Ned.

Chief McGinnis: The local police chief, who arrests Nancy.
He thinks she's innocent, so he later lets her have free
range of the police station.

Detective Ryan: A rookie cop who lost an evidence locker
key. The Chief chews him out for this.

Bess Marvin: Nancy's best friend, who spends most of the
game spying on Deirdre, making sure that Deirdre doesn't do
anything suspicious. Bess is good friends with Toni.

George Fayne: Bess' cousin, who spends most of her time at
the Drew residence, keeping an eye on things. George is
good with technology.

Ned Nickerson: Nancy's boyfriend, who spends most of his
time outside of Alexei's shop, keeping an eye on Alexei and
Brenda.

Carson Drew: Nancy's father, a prosecuting attorney. He is
in Australia for most of the game, but Nancy can call him
and get help with the case.

Hannah Gruen: The Drew family housekeeper, who is with
Nancy's aunt Eloise for the duration of the game.

J.P. Bennington: The man responsible for ruining Alexei's
career as a detective. He hired Carson Drew to sue Alexei
for theft, and he won.

004-Walkthrough
---------------------------------------------------------

004a-Arrested for Arson
---------------------------------------------------------

The game starts with Nancy Drew going to the Town Hall,
after reading a clue in the annual Clues Competition that
River Heights puts on. Go forward, through the door.

Odd, there's a mysterious ticking noise. It seems to be
coming from the thermostat that the clue says to
investigate. Go forward and check it out.

Nancy sees an ice cube shaped like a snowflake on the
thermostat, before it explodes. The fire quickly catches
and spreads throughout the building.

Turn around and try to leave through the door. Someone
locked the door behind Nancy, as soon as she entered the
room!

A puzzle then starts. Take the various things here and pile
them up, one thing on top of another, until Nancy has a
makeshift ladder. You can right-click to rotate something.
Make a tower that's high enough to reach up to the window,
then click on the window to climb out.

Nancy is now trapped inside the building. According to the
fire escape route listed on the door, you need to go
forward, then turn right at the first hallway. Go forward,
then turn right at the next hallway. Go forward again,
stopping at the middle of the hallway. Then, turn right,
then left, and go forward, out of the building.

Don't go through any of the doors with smoke underneath
them.

Nancy makes it outside alive, where a news reporter asks if
she set the fire. Police Chief McGinnis calls an abrupt
halt to the interview, then he interviews Nancy.

Pick any answers you want here. Once the interview is over,
Nancy goes home, and Brenda Carlton, the news reporter,
does a news report that makes Nancy look guilty.

The next day, while Nancy is talking on the phone with her
best friend Bess Marvin, Chief McGinnis appears. Due to
pressure from city officials, he has to make an arrest, and
since Nancy is the prime suspect in this case...

Nancy gets arrested and thrown in jail. Chief McGinnis lets
her call her father, so pick up the phone and call Nancy's
dad, Carson Drew, the prosecuting attorney.

004b-Investigation
---------------------------------------------------------

The Charred Note
----------------

Once Nancy calls her father, she can call one of her
friends: Bess Marvin, George Fayne and Ned Nickerson. Since
Nancy is in jail for most of this game, her friends are
going to lead the investigation.

During this game, you'll have to switch among the four
characters. To change to Nancy, just call her and tell her
to take the case. To change to another character, call that
character as Nancy, then tell him or her to take the case.

Nancy asks her friend to find the note which led Nancy to
the scene of the crime. That note was obviously planted, in
an attempt to frame Nancy.

Switch to Nancy's friend, then leave the current location.
You are now at the River Heights map. The locations you'll
be spending time at throughout this game are...

1. The Old Town Hall, at the southern part of town, near
the baseball field.
2. Scoop, the ice cream shop in the lower/left. Deirdre is
outside of the shop, while Toni is inside.
3. The antiques shop, which is above the town hall, on the
other side of the river. Alexei is inside the shop, and
Brenda is in the van outside the shop.
4. The police station, which is near the middle of the
blocks in the upper/left area.
5. The Drew residence, near the upper/right.

Have Nancy's friend go to the old Town Hall. It's badly
burned. Step forward, then pick up the charred note, which
is in the parking lot. Leave the Town Hall, then go to the
police station. The front doors are locked, but the package
drop still works.

Open the package drop and put the charred note inside.
Close the package drop and back away.

Nancy's friend notes that he or she should call Nancy. Call
her immediately.

Evidence Locker Key
-------------------

Once someone drops off the note for Nancy, Chief McGinnis
decides to let Nancy out of her cell. Since he knows that
Nancy is innocent, he's going to let her have free run of
the police station.

At the police station, go near Chief McGinnis' door. He is
on the phone, chewing out a rookie cop for losing the
evidence locker key. He last had it at Pancake City.

Call one of Nancy's friends and tell them about the key.
Switch to that friend. Have the friend go to Pancake City,
at the bottom part of the map. The person there sends you
to Mabel Rose's, on the left side of the map. The person
there sends you to Alexei's Antiques Shop.

Go to the antiques shop. If you're playing as Bess, she
accidentally knocks over a vase and gets Alexei mad at her.
You'll then have to switch to one of Nancy's other friends
to continue the investigation here.

Ask Alexei about the police officer. He says that the
officer left the key on the "New Arrivals" shelf. Examine
it. You have a puzzle, in which you have to get rid of all
the bars. Pressing buttons affects the bars, in a regular
pattern.

Junior Mode: Press any button. Go clockwise two buttons,
and press that one. Go clockwise two more buttons, and
press that one.

Senior Mode: Press any button. Go clockwise one button,
then press it. Go clockwise three buttons, then press it.
Go clockwise one button and press it.

Once you do that, you get the evidence locker key! Hooray!
Go to the police station and put it in the package drop,
then switch to Nancy.

As Nancy, get the key from the package drop. Then, go to
the evidence lockers and use the key to open the
upper/right locker. This locker has three drawers for you
to go through.

The top drawer has a flash card with audio on it, a clue to
the computer password puzzle, and clues to the puzzle that
locks the middle drawer.

The bottom drawer has Nancy's phone, her lock-picking kit,
and keys which lead to Nancy's fingerprinting kits. Her
friends will use these things during their investigation.

Examine the middle drawer. According to the instructions in
the top drawer, you want to push in five tabs, one per
triangle. Each tab is connected to one or two colored
lights, which correspond to the colors at the bottom of the
screen.

Two lights will light up the colors at the bottom of the
screen. For example, if you push in two tabs with a yellow
color, the yellow light at the bottom of the screen turns
on. You want to light up all four lights to open the
drawer. That means, when you push in your five tabs, you
want to light up two blue lights, two purple lights, two
cyan lights and two yellow lights.

Ah, but there's more to the puzzle! A triangle can't have
the same colored lights as the triangles next to it. The
green bars at the top of the screen keep track of this.

The puzzle solution is this. If the triangles from left to
right are 1 through 5, #1 is the top/left tab, #2 is the
bottom tab, #3 is the top/right tab, #4 is the bottom/left
tab and #5 is the right tab.

Inside the drawer is the report on Nancy. Read the pieces
of paper, and Nancy learns more about the fire.

---

At this point in the game, you can pursue multiple
different investigations. Actually, you could have started
some of these investigations sooner. Many of these
investigations overlap, and you can pursue them in any
order. For the sake of keeping this guide organized, I
split them up into different mini-sections.

1. Broken Fire Alarm
2. Investigating Toni
3. Investigating Alexei
4. Investigating Deirdre, Fingerprints
5. Gas Chromatograph
6. Deirdre's Ticket

---

Broken Fire Alarm
-----------------

When Nancy reads the case file about her, she learns that
the fire alarm was broken during the fire. Send one of
Nancy's friends to the old Town Hall, and have the friend
go up to the left side of the building.

Use the debris on the right as a makeshift ladder that goes
inside the building. Climb inside, and look at the fire
alarm near the doorway. The fire alarm has been turned off.
Nancy's friend decides to tell Nancy about this.

Technically, you can go inside the building and examine the
fire alarm, before Nancy reads the police file that says it
was disabled at the time of the fire.

Call Nancy and tell her about the disabled fire alarm.
Then, as Nancy, call Carson Drew, Nancy's father. Tell him
about the fire alarm, and he says he'll investigate.

Later on, call Carson Drew again. He says that the fire
alarm was disabled at 2:17. Call one of Nancy's friends,
then tell them that they have to investigate all the
characters, to see if their alibis hold. Surprisingly
enough, everyone except Brenda lies about their false
alibis.

Talk to Deirdre, and she says she was with her two friends.
Deirdre gives you their phone numbers. Call both of these
friends to learn that Deirdre was somewhere else. Talk to
Deirdre about this, and she insults her friends.

As Bess, talk to Toni to learn that she was at Scoop. Then,
go to Nancy's house and read the newspaper on the table. It
says that Scoop was closed at the time.

Talk to Alexei to learn that he gave a presentation. Read
the newspaper in the newspaper holder outside of Alexei's
shop. It says that the presentation was cancelled due to
electrical problems. Return to Alexei and ask him what he
was really doing. He gets mad and kicks Nancy's friend out
of the shop.

Talk to Brenda about her alibi. She says she was working,
but she isn't more specific than that. Her alibi,
therefore, is vague.

All the information about alibis gets added to the evidence
board at the police station.

Investigating Toni
------------------

Once Nancy gets her lock picking kit from the evidence
locker, have her leave it inside the drop box. Have one of
her friends pick it up, then send that friend to Scoop.

Go inside Scoop and talk to Toni. If you talk to her after
talking to Brenda, you can have a converstaion about Nancy's
arrest. During this conversation, a delivery truck appears,
and she leaves to go see it. If you've already had this
conversation, just hang around in Scoop for a while until
the delivery truck reappears.

Once Toni is gone, sneak around behind the counter. Pick up
the photographs of Town Hall, then open the drawer. Examine
the snowflake ice cube tray, and pick up the key on the
bottom shelf.

Go to the door leading to the back room. Open it with the
key. Here in the back room, you find paint thinner, which
is an accelerant for the gas chromatograph puzzle.

The file cabinet here is locked. Use Nancy's lock pick on
the lock to open it.

This is a puzzle. Nancy has information about the kit in
her desk drawer at her house. The information is written in
a simple code: all the vowels have been removed.

File Cabinet is at the bottom of the page, and it says to
use every second color on the wheel, starting with red and
going clockwise.

The four colors here yellow, red, blue and green. Put the
lock picks into the lock in that order; that way the colors
match the diagram about file cabinets.

Now, press the four picks in the proper order, as indicated
by the wheel. That's red, yellow, blue, green, green,
green, blue, red, yellow, red, and blue.

Even if you haven't read Nancy's instructions on how to
break locks, this solution works. All right!

The cabinet has two files. Open the R-17 file and read all
three papers. It looks like Toni wants to replace the old
Town Hall with a seven story complex. However, the Town
Hall is a historical property, so she is unable to do so.
That gives Toni a motive for burning down Town Hall.

Open the Clean up folder. It has information about several
of Nancy's past cases. Many of the cases made the city
government look bad/incompetent, and some of them forced
the government to spend money. As a city official, Toni
doesn't like this. That's another motive for Toni!

Investigate Alexei
------------------

Investigating Alexei is rather simple. All you have to do
is go to his shop as George or Ned, and examine the trunk
in the corner. The keys to the fire alarm are next to the
trunk.

Have Nancy's friend drop off the keys as evidence in the
drop box at the police station.

Investigating Deirdre, Fingerprints
-----------------------------------

Talk to Deirdre as George or Bess. Deirdre is decidedly
unhelpful.

Switch to Nancy, then call Ned. Ask him to flirt with
Deirdre, so she will tell the truth. Switch to Ned, then
ask Deirdre to talk about the fire. Ask her why she was at
the fire, and she says it's due to a note she found while
following Nancy.

Deirdre has the note in question, in a plastic bag.

As Ned, call Nancy and tell her about the note. She thinks
that you should try to fingerprint it. Leave Nancy's keys
in the drop box at the police station, then have Ned pick
them up.

Go to Nancy's house. The fingerprinting kit is in Nancy's
room upstairs, on a dresser in the corner. Open it up with
the keys. There are three kits, one for each of the
characters (if needed).

Go to Nancy's desk. Ned notes that this is a good place to
fingerprint Deirdre's note. Examine the note, and the
fingerprinting kit gets set up.

First, grab the brush and use it on the powder. Use that on
the note. Then, use some tape on the fingerprint the powder
found. Click the tape, and Ned has a partial print.

Leave the print (and the note) at the police station for
Nancy. Have her pick it up, then have her go to the
fingerprint analyzer at the computer.

The top drawer in the evidence lockers tells Nancy how to
access the computer. You need to select four or five
numbers. No number is used twice, each row has only one
number selected, and each column has only one number
selected.

Junior Mode:

X3XX
2XXX
XXX4
XX1X

Senior Mode:

XX3XX
5XXXX
XXXX4
XXX1X
X2XXX

The computer has a fingerprint scanner. Scan in the partial
fingerprint. Open up the fingerprint application on the
computer, and insert load the fingerprint. Search the
database. There are no matches, probably because it's a
partial print.

Well, it looks like Nancy's friends will have to get
fingerprints from all of the suspects now. Tell Nancy's
friends about this bad news.

Alexei: Go to Alexei and ask him to get something from the
back of the store. He leaves to go find it, and you dust
his spyglass for fingerprints. Sadly, there are no
fingerprints on it, because it's well-polished. So, grab
the metal polish and dust that for fingerprints. There's
one that's easy to find.

Toni: Go to Scoop and order some ice cream. Then, check the
bowl for fingerprints. Easy!

Deirdre: Switch to Nancy, then call Ned. Ask him to
distract Deirdre. Switch to Ned, then talk to Deirdre. He
will invite her out, and she leaves. Use the fingerprinting
kit on her ice cream soda container.

Brenda: Nancy has to get the other three fingerprints in
her inventory before you can get Brenda's fingerprint. As
one of Nancy's friends, talk to Brenda about everything,
including a way to keep in contact with her. Brenda gives
you her card. Leave the news van, then call Brenda. Say
there is a news emergency in town. Brenda will leave the
van, so you can go inside. In the back of the van, you can
find her microphone. Dust that for prints.

Once you have fingerprints from everyone, scan them into
the computer. Match the partial print against Brenda's
print. Yep, they match. So Brenda touched the note that
Deirdre intercepted!

Gas Chromatograph
-----------------

You might want to read the book in Nancy's room about
arson, as well as the book in the police station, in order
to understand why a gas chromatograph is important.

To put it simply, whoever started the fire at the town hall
used a flammable substance, called an "accelerant", in
order to spread the fire more quickly. Nancy mowed the lawn
earlier that day, and she got gasoline on her clothes. The
police used this as evidence against her, because gasoline
is an accelerant.

The gas chromatograph in the Forensics Lab can measure
accelerants. If tests show that the accelerant in the fire
was something other than gasoline, that will help prove
Nancy's innocence.

Once Nancy reads the file about her in the evidence locker,
she learns about the accelerant the police found. The next
time she calls her friends, she can ask them to get a
sample for possible accelerants.

Ask Nancy's friends to find a sample. Send a friend to the
Antiques Store. There is a glass tube on the first shelf on
the right, as you enter the store. Take it, then go to the
old Town Hall. Here, go up to the left side of the
building.

Use the debris on the right as a makeshift ladder that goes
inside the building. Climb inside, and go through to the
thermostat that started the fire. Use the glass tube on the
wall here, and the friend fills it with evidence.

Go to the police station and drop off the evidence for
Nancy to retrieve. Switch to Nancy and pick up the glass
tube. Use it on the chromatograph, then press the analyze
button. Nancy learns that the accelerant is number 45.

Which accelerant is #45?

Call Nancy's father and ask him for help. He says that
he'll send you a package about accelerants later on.

The package appears as soon as our heroes learn that three
of the characters own accelerants. Those characters are
Toni, Alexei and Deirdre.

Toni: To find out Toni's accelerant, you need to get inside
the supply closet. One of the first times you talk to Toni,
a delivery truck appears, and she leaves to go see it. If
she has already seen the delivery truck, then you need to
go to Scoop and wait around for a while, until the delivery
truck reappears.

Once Toni is gone, sneak around behind the counter. Open
the drawer and get the key on the bottom shelf. Use this on
the door to the supply closet to get inside. Pick up the
paint thinner on the left, which is an accelerant.

Alexei: To find out Alexei's accelerant, you need to go to
his store and play Number Punch. That's on the shelf on the
right, when you first enter the store. To win this game,
press all the randomly-scattered numbers in the proper
order.

You have to get the high score on this game. If you beat
the game three times in a row, without getting the high
score, play the game again. On the fourth playthrough, the
game pauses itself to give you extra time to get the high
score.

When you get the high score, the bottom of the box opens
and a key is revealed. Take the key. It opens the trunk in
the corner of the shop, but you can't open it with Alexei
around.

Talk to Alexei and ask him to get something for you. He
will leave and retrieve it from the back room. (Note that
this will not happen unless you've started looking for
fingerprints.) While he's gone, open up the trunk to find
that he has some ether, which is an accelerant.

Brenda: To find out Brenda's accelerant, you should ask her
for a way to keep in contact with her. (Note that this will
not happen unless you have gotten fingerprints from the
other three suspects, then you have given those three
fingerprints to Nancy). Brenda gives you her card. Leave
the news van, then call Brenda. Say there is a news
emergency in town. Brenda will leave the van, so you can go
inside. Open her makeup kit in order to find a bottle of
nail polish, which is an accelerant.

Once you've found the three accelerants, return to Nancy's
house. On the shelf by the fireplace is the information
about accelerants, which was sent by Nancy's father. Go to
the police station and put it in the drop box. Switch to
Nancy.

As Nancy, pick up the information about accelerants. She
puts up against the chromatograph results. Click on the one
that matches, which is isopropyl alcohol. That's evidence
which exonerates Nancy!

Deirdre's Ticket
----------------

Once you've gotten all four fingerprints, or maybe just
after you get Deirdre's, switch to Nancy and have her call
Ned. She asks him to take her out on another date, so Bess
can go through Deirdre's things.

Switch to Ned and have him talk to Deirdre. Ask her to go
get some food with you. She leaves with Ned, then Ned calls
Nancy. Switch to Bess or George, then go to Scoop and look
through Deirdre's notebook.

Deirdre got a ticket recently. Interesting. Go to the
police station and put the ticket in the drop box.

Switch to Nancy and pick up the ticket. Go to the computer,
then look up the ticket on the ticket application. It's
ticket RH627E401, and it says Deirdre was ticketed for
running a red light near the old Town Hall, near the time
the fire alarm was disabled.

004c-Out of Jail
---------------------------------------------------------

When you've finished all the investigations located in the
investigations section, deliver all the remaining evidence
to Nancy. She can put it on the suspects board at the
police station.

The evidence must be sorted by suspect.

Under Nancy, put the chromatograph results which show that
the accelerant used was NOT gasoline, thereby exonerating
Nancy.

Under Alexei, put the fire alarm keys, found near the trunk
in his store. Put the post-it note that says ether was
found in the trunk, and put the post it note that says his
alibi was false.

Under Toni, put the pictures of town hall that were found
behind the counter in her store. Put up the post-it notes
that say she has secret plans for the town hall, she has a
snowflake ice cube tray, she lied about her store being
open, and the post-it note saying that she had toluene in
the supply closet.

Under Deirdre, put her ticket, the note that was meant for
Nancy which she intercepted, and the post-it note saying
that her friends didn't back up her alibi.

Under Brenda, put the post-it note about the fingerprint
matching, the acetone in her van, and the unconfirmed
alibi.

Have Police Chief McGinnis look at the suspects board. He
is impressed, and he lets Nancy out of jail. Hooray!

Now, Nancy can interrogate the suspects herself. She can
also talk with George, who is at Nancy's house. Do this
now, if you want to.

If you want to skip talking to people, go to Brenda and ask
for her card. Leave the van, then call Brenda's cell phone
number. Say there is a news emergency, then go back into
Brenda's van.

Brenda left some isopropyl alcohol next to her microphone,
at the back of the van. Hey, that was the accelerant used
in the fire!

Examine the clipboard in the top/right part of the back of
the van. There's a schedule on it. Nancy is confused about
Brenda's schedule, because it shows that she moves all
around town very quickly.

Take the key that is on the schedule, and use it to open
the box on the right-hand side of the van. Inside, there's
a letter from a broadcast company, about the antiquities
case. That was supposed to be Brenda's big break, but Nancy
cracked the case before her, and the TV special got
cancelled. It looks like Brenda still has a grudge about
it.

Finally, watch the show on the TV monitor. It's an
interview with Bess. The interview doesn't go very well,
and Deirdre is doing something in the background. Nancy
decides to manipulate the audio levels and figure out what
Deirdre was up to.

When the levels on one channel are correct, the numbers
turn green and the buttons stay in place. With the numbers
listed here, the top number comes first, then the bottom
number comes second.

Channel 1: 52, 100
Channel 2: 75, -100
Channel 3: 80, 27
Channel 4: 60, 84
Channel 5: 100, -100

The numbers don't need to be exact. You can be close to
them and still get it right.

Once you've got it, listen to the tape again. Deirdre
thought she was following Nancy, and she thought Nancy left
something here. Who was she really following? Go to Old
Town Hall and look through the debris to find out that she
was following Brenda.

Go to Scoop and talk to Deirdre. She says that she
intercepted more than one note that was sent to Nancy.
Then, talk to Bess. Bess confirms that Brenda's schedule is
very suspicious, because no one can move around town that
quickly without running into traffic. Then, talk to Deirdre
and ask about Brenda being able to move around town so
quickly.

At this point, you should be able to talk to Alexei or Toni
to learn that the town has a hidden underground tunnel
system.

Wait, what?

Talk to Alexei about the tunnel system, and he tells Nancy
to check out the book across from him, called Dust and
Dirt. The back cover has two pieces of paper, which are
clues about how to get through the tunnel system.

Go to Brenda's van and confront her. Please note that you
can't confront Brenda if you haven't read the newspaper
article about the antiquities case, located in the
bookshelf area outside of Nancy's room. Some people have
gotten stuck because they skipped reading that article.

When Nancy confronts Brenda, Brenda basically confesses.
She's planning a news report that will run Nancy's
reputation into the ground.

Go to Nancy's house and talk to George. George is good with
technology, so she can figure out a way to stop Brenda's
broadcast. George says she has the solution to the problem,
but she needs a battery.

Go to Nancy's room and open the top/left drawer. A battery
is inside. Go back downstairs, and someone throws a rock
through Nancy's window. It looks like the local townspeople
are upset about Nancy being released from jail.

Talk with George, and she puts the battery in the jammer.
You then get a puzzle, where you have to connect all the
dots, by rotating wires. Click on part of a wire to rotate
it.

Junior Mode: Let me explain this, row by row, starting from
the top row.

Row 1: The wire goes into the two green connections from
the left, and it goes into the yellow connection from the
right. There is a straight line running between the two
green connections on the right.

Row 2: The leftmost and rightmost yellow dots have a wire
going into them, from below. The green dot has a wire going
into it from the left, as does the third yellow dot.

Row 3: The green dot has a wire going into it from the
right. The left yellow dot has a wire going into it from
the left, and the right yellow dot has a wire going into it
from above.

Row 4: The green dot has a wire going into it from the
left.

Row 5: The green and yellow dots both have a wire going
into them from above.

Row 6: The left yellow dot has a wire going into it from
above. The left green dot has a wire going into it from the
right. The right yellow and green dots have wires going
into them from the left.

Row 7: Both yellow dots have a wire going into them from
the left.

Row 8: The green dot has a wire going into it from the
right. Of the four yellow dots, the leftmost one and the
one two right of it have wires going in from above. The
other two yellow dots have wires going in from the left.

Senior Mode:

Row One: The left yellow dot has a wire going in from the
right, while the right yellow dot has a wire going in from
the bottom. The left green dot has a wire going in from the
right, while the right green dot has a wire going in from
the left.

Row 2: The left green dot has a wire going in from below,
while the right green dot has a wire going in from the
right. The left yellow dot has a wire going in from the
right, while the right yellow dot has a wire going in from
the left.

Row 3: The left green dot has a wire going in from the
right, while the right green dot has a wire going in from
the left. The left yellow dot has a wire going in from
below, while the right yellow dot has a wire going in from
the right.

Row 4: The leftmost yellow dot has a wire going in from
below, while the yellow dot right of it has a wire going in
from above. The remaining yellow dot has a wire going into
it from the right. Both green dots have wires going in them
from the left.

Row 5: The green dot has a wire going into it from the
right, while the yellow dot has a wire going into it from
below.

Row 6: The green dot has a wire going into it from the
right. The two yellow dots on the left have wires going in
from below, while the yellow dot on the right has a wire
going in from above.

Row 7: The two green dots have wires going in from below,
while the rightmost yellow dot has a wire going in from the
right.

Row 8: All four yellow dots have wires going in from above.
The left green dot has a wire going in from above, with the
right green dot has a wire going in from the left.

Solving the puzzle and making all the connections gets you
the jammer, to stop Brenda's broadcast. Return to Brenda's
van. The antenna box is on the right-hand side, and put the
jammer in the slot.

You now have a puzzle to connect the five wires, without
having any of the wires overlap.

Junior Mode: Red wire goes right one, up one, then right
five and down one. Blue wire goes straight left and up. The
purple wire goes up, left, up and right, going around the
red wife. The yellow wire goes up one, right two, up all
the way and left. The green wire goes along the bottom, in
the empty spots.

Senior Mode: The purple wire goes up all the way, left all
the way, then down. The blue wire goes down one, then right
all the way. The red wire goes along the left and bottom
side of the board. The yellow wire goes two right, two
down, two left and one down. The green wire goes in the
middle, through the empty spots.

Once you solve the puzzle, you get key 5C21B. What is that
key for?

In the floor of Brenda's van, closer to where the driver's
seat is, you'll notice a spot you can look at. Examine it
more closely to see that it's an entrance to the
underground tunnels.

The tunnels are mostly closed off by metallic doors. If you
go all the way to the end of this area, you find a hidden
entrance to the Old Town Hall.

One of the doors here is Door 5C21B. Use the key on the
door to open it, then go inside. This room is the culprit's
lair, containing all the evidence Nancy needs to prove the
villain's guilt.

For example, on the crates to the left, you find plenty of
isopropyl alcohol, the accelerant used in the town hall
fire. You also find the culprit's notes on a table, but
most importantly, there's a big bag of evidence in the
chair.

Examine the evidence. The culprit then appears and locks
Nancy inside the room. Nancy must escape, before the timer
at the top of the screen runs out.

On top of some boxes on the left, you'll find a
screwdriver. Go to the boxes on the right, and move them
aside. Use the screwdriver on the door here to get it open.

Nancy is now in the maze of hidden tunnels. Fortunately,
Alexei's information on how to navigate the tunnel system
works perfectly here. You might want to write down the
notes on how to navigate this maze if you want to solve the
puzzle yourself, because it's kind of difficult. Option C's
rules are the ones you want to follow here.

1. Turn left, then go forward through that door.
2. Go forward.
3. Go forward.
4. Turn right, then go forward through that door.
5. Go forward.
6. Go forward.
7. Go forward.
8. Go forward.
9. Go forward.
10. Turn right, then go forward through that door.
11. Turn right, then go forward through that door.
12. Turn left, then go forward through that door.
13. Go forward.
14. Turn right, then go forward through that door.
15. Go forward.

Once you reach the end, climb up the ladder. Near the top,
Nancy finds the Clues Challenge medallion. All right! Pick
it up, then exit the hidden tunnels to find out that you're
near the police station. Go inside to finish the game.

005-Credits
---------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2011.  If you want
to use any part of this FAQ, ask me first (instructions
under general information).