nancy drew ghost dogs of moon lake walkthrough

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    Ghost Dogs of Moon Lake

    By Her Interactive

    Walkthrough by Sara June 200

    This walkthrough is for playing on Junior Detective. During this game it is important that youexhaust all conversations. Remember that this walkthrough is only one way of gameplay. Enjoy theseventh installment of the interactive Nancy Drew aventure series! "#

    Getting Starte!"

    Sally#s House" $tart the game in $ally %cDonal&s house waiting for her to call. 'hile youwait( explore the house. )ea over to the table an pick of the water bottle to the left ofthe re cooler. *ook at the sticky note. )mm+ The phone rings( hea over to the

    telephone. ,nswer the phone an talk to $ally. The call keeps cutting out( from what youhear( she&s telling us to beware of %alone&s ogs. -nce you hang up( hear some strangenoises. Turn aroun an hea out the oor irectly behin the telephone.

    Meet $e! %nott" 'hen you walk out the oor you meet the source of the strange noises.%eet Re nott( a local birwatcher. )e will tell you about %alone&s ghost ogs.

    Ghost Dogs" /o back insie. )ear noises coming from outsie. 0h oh( look out thewinows to see the ghost ogs attacking the house. Run upstairs an select ,.%.

    &inish '()loring the House" 'ake up an go ownstairs. Now is a goo time to finishchecking out the house. /o to the kitchen area an look in the sink. Take the rubber

    gloves. Now look at the sticky note above the sink. $ouns like $ally has a lot of work too on the house. -pen the cabinet above the sink an take the flashlight an map of theforest.

    To the left of the sink is the note from $ally. Turn right an see a oor. To the right of theoor is a pla1ue. 2oom in an Nancy will rea the poem out lout. /o over to thestaircase. There is a sticky note on the sie of the stairs. /o an rea it. 0h oh( looks likethe floorboars really are rotten. -n the main menu( select second chance. *ook abovethe couch now. There is a cabinet. -pen the cabinet an see woo carvings of ogs(probably %alone&s. Each of the ogs can move except 3ggy. eep your eyes out forsanpaper. Turn aroun an see a oor. To the right of the oor there is some kin of

    clock. 3t looks like a coo4coo clock. 5lay aroun with it an see more ogs. Now look atthe other oor. 6ou can snoop aroun more if you like or you can hea outsie.

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    *utsi!e of Sally#s House"

    /o out the oor in the kitchen area. -nce outsie( turn right an see a water pump.Notice that this pump will not pump any water out! *ook own an pick up the wooenbucket from uner the pump. Turn left twice an see a path. 7ollow the path to fin ashe.

    She!" /o into the she then go forwar an see a gnome. 8lick near the iron an the boxto see a key. )mm+ woner what that goes to9 *ook to the left an see a pump of somesort that makes Nancy cough. Turn right an see a box. Try using the key we just got toopen the box. ,h arn( the key broke off! *ook at the top of the box where the lock isscrewe on. I gotta have some torque!

    Motor Boat" /o back to the house an then out to the ock. /o over to the motor boat.0h oh( it&s full of water. /oo thing that we picke that bucket up from the pump. 0sethe bucket to pour all of the water out of the boat. ,t the bottom( pick upthe screwriver. 8lick on the engine box an pull the cor. Notice that the sparkplug ismissing. *ooks like we won&t be going anywhere until we get that fixe!

    Turn aroun an let&s explore the opposite sie of the house. $ee a stepping stone paththat leas to a cellar oor an a big blue tarp. 0ner the tarp fin boar :. Take it anput the tarp back own. Now turn towars the locke cellar oor. *ook own an see astepping stone with a compass rose.

    She!" /o back to the she an try using the screwriver that you foun in the boat tounfasten the screws of the top of the wooen box to the right! 6ay( it works. -pen the boxan take a hammer an some nails ana mask.

    +alk to $e! %nott" *et&s go see if Re can supply us with an extra sparkplug. $ince he willonly be on his platform at nighttime( go back to the house an go upstairs( changing the

    time to 5.%. To fin him( hea towars the ock like you&re going to the boat( but slightlybefore you get there( turn right an follow another path. )e will be up in his observationplatform. Remember to alwaysexhaust all conversations with everyone. *earn that Rehas an extra sparkplug( but in exchange for it( you are going to have to take some pictures.)e gives you a sparkplug( a camera( an a bir call tape. )e will also tell you to get hiscassette player from Em. /o back to the house an change the time to ,.%. again.

    +ake Bir! ,ictures"/o out the oor in the kitchen area an go irectly straight. This is theforest. 3f you nee help navigating the forest you can use the map foun in the kitchen./o forwar an take boar ; off a rock to the right. Now( let&s take some pictures.Explore the forest. 'hen you see a bir get( out your camera an try to snap a picture. 3fyou succee( great job! oom in on the floor. *ay the

    = boars own an secure them with the nails an hammer. Now you can go across them!6ou can see the outline of a oor+that&s strange. 8hange the time to 5.%. an go talk toRe. )e will tell you that you nee camouflage. )e recommens going to Em&s. ,sk him

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    about the water in $ally&s well also. 3t nees to be teste. Re says to ask Jeff ,kers( theranger( for a kit. 7inally( he says to look for the birs early in the morning. /o back to thehouse an change the time to ,.%.

    '()lore the $est of Moon Lake"

    &i( the Boat" 'ake up an hea out to the motor boat. 5ut the spark plug in the engine.-ne the unersie of the engine box li( there are some instructions.

    6ou nee to tighten the screws accoring to the instructions. 0se to screwriver to tightenor loosen the screws accoringly.

    to) left to) right botto. left botto. right

    That shoul o it! %ake sure you grab your lifejacket! 3f you o not( you will ie. )eaover to Em&s Emporium first. 5ull the line an the motor will start if you i it correctly.

    '.#s '.)oriu."Talk to Em about neeing a chainsaw. $he says that she will call Tucker

    Davis( but warns you that he will get aroun to it when he oes. ,sk if she has Renott&s cassette player( she will give it to you. ,sk her about the name 'alo %athias anthe cemetery( an then ask her about her anti1ues. Talk to Emily about the ranger too.7inally( tell her that you nee some camouflage gear. $he says that she&ll give you the gearin return for a o>en ?little critters&. $he will give you a box to put the critters in. Thenask her about the sanpaper as well. 'e will have to ask Re for some sanpaper later.'hile you&re here you can look aroun if you want( though there&s not too much to look at.

    $anger Station"*et&s meet Ranger ,kers. /et back into the boat an hea across the laketo the Ranger $tation. Talk to Jeff ,kers completely. )e gives you a water testing kit. )ecan mail your letter for you too. *ook aroun the ranger station an rea everything thatthere is. *et&s hea back to $ally&s an test the water.

    +esting the Water" 'hen you get back to the house( go over to the water pump an put thewooen bucket own. -h no( the water pump still oesn&t work. Try putting a little bit ofwater from the water bottle in the top of the pump( maybe that will get things moving.5ut the wooen bucket own below the pump. $ure enough it works( so fill up a bucket ofwater an put some of it in the water testing container. Be sure /*+ to !u.) out theater1 Just leave the bucket there1 It .ay co.e in han!y later1

    $anger Station"/o out to the boat an hea out to the Ranger $tation to return the watersample to Jeff. )ea back to $ally&s place an take a 1uick rest.

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    +alk to $e! %nott"$ince Emily sai that Re woul have some sanpaper( go see if he willlet us borrow any. 7ortunately( he gives us some. Now let&s go back to the house an see ifthis will help us move the 3ggy statue.

    Dog Statues in -abinet"Now all you have to o is figure out is which way to move eachstatue. 6ou will have to use the poem an the clock. Try moving each of the statues an

    seeing what picture shows up in the coo4coo clock. Each of the pictures that show up onthe clock symboli>e a ifferent season. $o using the poem( you can euce that the springbirth ate is the fresh spring leaves( the summer is swans on shimmering blue( the fall isautumn or eer( an winter is birs take flight. $o every irection that one of the ogs inmove( a ifferent symbol appears in the space on the coo4coo clock. $o if a og is turneto the left( the birs shoul show on the clock( every irection has a corresponing image.$o using these guielines( the @itus statue shoul be turne to the left( 3ggy turneforwar( *ucy turne right( an Aaner turne backwars.

    )ear a click an go towars the staircase. 8ross the broken floorboars an see that youcan now open the oor. 0sing your flashlight( go own the steps an turn left. Takea frame picture off of the oor an then continue on. 3t looks like we are in a cellar now.

    Turn left an hear s1ueaking. 8lick on the s1uare in the wall to reveal a piece of paper(click again to reveal a safe. 3t souns like there are mice behin the safe. Exit the roomthrough a metal oor. e the filer by the computer. 3f younee to brush up on Roman Numerals( you can use the computer. To access the RomanNumerals files click on )istory of %oon *ake( then 8reation of %oon *ake $tate 5ark( thenRoman Numerals. 6ou will arrange the files accoring to year in Roman Numerals. Theenvelope with the earliest ate goes in the front of each column. Now( organi>e the filesby the chunks of years( then by the exact years.

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    $e!+aile! Hak" Re nott suggests looking in the big tree just southwest of $ally&shouse. 8hange the time to ,.%. an go check it out. 'ell( there isn&t a treebut thereuse to be one. ,ll that&s left is the tree stump. )ear a Re4Taile )awk in the istance(look aroun an see one perche on the roof! Iuick( take a picture! 'ait( what is thehawk perche on9 *ooks like a speaker+hmm+ *0N8! 6ou are knocke out!

    &I$'" 'hen y'hen you awake( you fin yourself in the burning she! 6ou can harly movebecause you&re tie up( but you can kick with your feet. There are specific steps to gettingout of the she.

    7irst( kick the gnome to lan on top of the pump. ick the shovel that&s staning to the inbetween the two shelves. Then( pump the pump in the corner that mae Nancy coughearlier. This shoul set the en of the shovel on fire. %ove the shovel back to its originalposition by clicking on it once. Now( you must click on the pump by the gnome twice topush a ball own the shelf an move the scythe to cut the ropes. Now that you are out of

    the she( you shoul put the fire out. Run over to the pump an pick up the bucket ofwater you left fille up! Take it to the she an splash it on. 'hew! That was a closeone. $ee Re come by an talk to him. )e says that he nees to see you later tonight!7inally( talk to $ally on the telephone.

    +alk to $e!" $o Re nott mentione that he neee to tell you something( so go upstairsfor a 1uick nap. 8hange the time to 5.%. an go see Re. /ive him the camera with the pictures. )ea back to $ally&s house an then see a laer leaing up to the roof. That&snew9 8limb up an notice that the speaker is gone! 8hange the time to ,.%.

    -all 3ivian" 0se the telephone in $ally&s house to call @ivian 'hitmore. Tell her about thephoto you foun in the cellar an exhaust all conversation with her. $he says that if you

    mail her the photo you foun( she woul give you a key to the speakeasy. $he says that theregular way to enter the speakeasy was through the cemetery.

    $anger Station" /o up to the Ranger $tation an ask Ranger ,kers to mail the photo. Now(hop back into that boat an hea home! *et&s take a 1uick nap.

    Sally#s House" 8hange the time to 5.%. an then back to ,.%. again.

    $anger Station" /o to the Ranger $tation to see if that package has arrive yet! 3t surehas( so take the key! Take the boat back to $ally&s place.

    &in!ing Malone#s +reasure"

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    Graveyar!" %ake the trek through the forest to the graveyar. /o to the tombstone thatsays ',*D-. ,t the top of the stone( see a keyhole. 3nsert @ivian&s key there an hear aclicking soun. 6ou have to change the letters so that it says

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    /e ,assageay"/o forwars until you see a light( follow the light. $ee mosaics of eachof the ogs an multiple maps. 3f you look closely at the mosaic of Aaner( Nancy will notehis location. 3nspect the maps carefully an fin that one that matches the map that all ofthe og&s locations are on. 3t shoul be one irectly to the right of Aaner. 8lick thes1uares on the mosaic that match what you have on The ogs will lea the way map.

    Ghost Dogs5" @oila! 6et another secret passage opens! /o forwar an see a locke oor.

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    change! Just fix @itus& an 3ggy&s an you shoul be all set! $o left to right( it shoul reaGC( :C( CG( C:. 6ou will nee to put the wheel in the oor an turn it. The oor opens toreveal %alone&s hien gol! Turn to leave an start climbing up the laer.

    6our Getaay"0h oh! Turn aroun an go into the room with the gol. 8lose the oorbehin you. Then( look own an climb though the grate in the floor. Then climb back up

    into the next grate. Turn aroun an see the culprit looking for you. 8lose the oor thenclimb up the laer an watch the ening. 6ou( as Nancy Drew( have solve yet anothercase!

    This ocument was provie to /ame