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THE CAPTIVE CURSE A Walkthrough For Junior Mode Written by Katrina and Alyssa Pre Game The game begins with an introduction from Nancy. Read the Case File on Nancy’s desk to learn about the current assignment. Click on the plane ticket and choose your level of gameplay. At first when you start the game there is a cut scene that starts off a long time ago in Germany- an attack on a young woman by a monster. After the scene, it switches to present day to Nancy walking up to Castle Finster. Getting in the Castle Ring the doorbell. Nancy is locked out of the castle. The castle’s “second pest”, Lukas, has done it. He sends down a puzzle- find the matching monsters. Here’s how it is: He has part two of the puzzle, but Karl interrupts and wants you to see him in his office. It’s Locked Nancy enters the courtyard and tries to socialize and ask questions, but nobody seems to want to answer. As she is in the courtyard, you find a graded music paper on steps going down and a pair of shears on steps going up the courtyard stairway. You can also view the wishing well. Calls and Karl After looking around outside, enter the castle into the foyer- under the sign reading ‘Burg Finster‘. Read the book on the table and view the glockenspiel on the left side of the foyer. It’s time to meet Karl! Walk up the stairs on the right side of the foyer. After you head upstairs, Nancy gets a call from Ned. Nancy and Ned have a disagreement that doesn’t end well. Keep walking up the stairs and turn right. Walk down the ‘red carpet’ until you reach a door with a plaque that reads ‘Burgermeister’. This is the office of Karl Weschler, our first suspect. Speak with him. Exhaust all conversation topics before playing his game. Karl is a "child" at heart, working in his office always pushing people to play his game. He stays in his office and is fearful of the

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Page 1: THE CAPTIVE CURSE€¦  · Web viewTHE CAPTIVE CURSE A Walkthrough For Junior Mode Written by Katrina and Alyssa. Pre Game The game begins with an introduction from Nancy. Read the

THE CAPTIVE CURSEA Walkthrough For Junior ModeWritten by Katrina and Alyssa

Pre GameThe game begins with an introduction from Nancy. Read the Case File on Nancy’s desk to learn about the current assignment. Click on the plane ticket and choose your level of gameplay. At first when you start the game there is a cut scene that starts off a long time ago in Germany- an attack on a young woman by a monster. After the scene, it switches to present day to Nancy walking up to Castle Finster.

Getting in the CastleRing the doorbell. Nancy is locked out of the castle. The castle’s “second pest”, Lukas, has done it. He sends down a puzzle- find the matching monsters. Here’s how it is:

He has part two of the puzzle, but Karl interrupts and wants you to see him in his office.

It’s LockedNancy enters the courtyard and tries to socialize and ask questions, but nobody seems to want to answer. As she is in the courtyard, you find a graded music paper on steps going down and a pair of shears on steps going up the courtyard stairway. You can also view the wishing well.

Calls and KarlAfter looking around outside, enter the castle into the foyer- under the sign reading ‘Burg Finster‘. Read the book on the table and view the glockenspiel on the left side of the foyer. It’s time to meet Karl! Walk up the stairs on the right side of the foyer. After you head upstairs, Nancy gets a call from Ned. Nancy and Ned have a disagreement that doesn’t end well.Keep walking up the stairs and turn right. Walk down the ‘red carpet’ until you reach a door with a plaque that reads ‘Burgermeister’. This is the office of Karl Weschler, our first suspect. Speak with him. Exhaust all conversation topics before playing his game.Karl is a "child" at heart, working in his office always pushing people to play his game. He stays in his office and is fearful of the monster.

RaidingOnce you have completed all conversation, talk to Karl about his game. Play it with him. On the side of the game board are rules. Read them, and you will find that they are quite confusing. Here‘s how to play: - On your turn, you spin the spinner. The color of the space you land on determines which trait you need to have the strongest of. - The spinner has two colors. The top is the color of the player who is currently taking their turn. The second color is the color of the space they land on.

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- If you land on a space with a star, you must return the first card you click on to the deck. If you land on a space with a heart, you receive a card, then proceed to your action. - White spaces advance you to the next white space, while black spaces move you back to the last black space. If you land on the first black space, you will be moved back to start.- Purple spaces allow you to steal a card.- You are permitted a maximum of eight cards at once.- The color you land on is the trait you will face your opponent with. Just pick your card with the highest value of that color.- The numbers on the top of your card (#/#) represent how many spaces you will move either forward or backward. The first number is spaces forward, while the second is spaces backward. This goes for the winning card.-Red: Uses Strength, Blue: Uses Magic, Green: Uses Health, Orange: Uses Wisdom-When a tie occurs, the player moves neither forward nor backward.You don’t have to beat Karl for the game to be over. Once you finish, he will pay you. The amount of coins you get is determined by if you win or lose, and the comments you make.Once you complete the game of Raid, take a look around Karl’s office. Look at everything- the locked cabinet to the left behind his desk, and the sparrow painting. Look behind the painting to find a key. Once you get to where Karl has Raid cards set up, look at the book of Raid below them. Once you have fully looked at the book, click the Raid cards above the book. They fall down, of course, and Karl says he wants them exactly where they were.

Balancing it OutThis is a somewhat tricky puzzle, and even trickier to explain! So, here's a spoiler. Place the game cards, from left to right, in this order: Sailor Redbraid, Donkey King, Fairy Trigger, Fenarius Wolf, Professor Sparrow, Enchanted Mirror, Robber, Bonaparte, Golden Hunter.After completing the puzzle, a letter from Markus will fall from the bottom of the platforms. It has to be translated, so hang on to it.

Get with the GameAfter you put Karl’s cards in order, turn around and talk to him. He tells you he is in the process of creating a new character. Agree to help him and pick your choice.

Broke His BrainOnce you leave Karl’s office, you will get a call from Frank about what you did to Ned. He complains about the connection and tells you to call him back. Once you finish the call with Frank, look at both sides outside of Karl’s office. To the left is a color box, Nancy notes she needs more pieces. (2 pieces, one in Glass shop and one in the dining area, which we will get to later). On the right side of the hall is a book. Read through it, and also notice the letter B on the table. Once finished looking outside of Karl’s office, turn the corner and see 3 sets of stairs, one to the left, middle and right. Go up the right set of stairs and see a painting. Click on the plaque, and see that it needs to be translated.

Nancy’s RoomAfter looking at the portrait, turn right and you should be on a balcony looking place. Nancy's door is in the middle. Enter her room and go left to the fireplace and look at the brochure. After you have looked through that, go over to her bed

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and get the dictionary off the nightstand (This will help you translate the note we found in Karl’s room and the plaque near the picture). After getting the dictionary, go to the desk and look at the phone. Try to call Ned by clicking his name on the sticky note on the phone. You can’t reach him. Now its time to call Frank back! Exhaust all conversation with him.

Heading to the Banquet HallAfter the phone calls, leave Nancy’s room and head either left or right up the stairs. Once over the stairs, go down the stairs we saw before we went to Nancy’s room. Keep going straight until you hit the brown doors. Once you enter the hall, go forward to the stained glass window and take the blue square out of it. Then head over to the door again and go left to the newspaper. Take note of the German words in the corner.

Meet RenateAfter viewing the paper, go to the other side of the room to the Lady in the corner, Renate. Renate is a Storyteller who travels the world. She gets defensive when you try to talk to her about some things, as if hiding from something. Talk to her about everything. When you are talking to her, she mentions a chocolate cake with whipped cream and a cherry, something that makes her fall asleep after she eats it, note that. After talking to Renate, look at her bag on the floor. Nancy will note that you have to find a way to look through it without Renate knowing.

Pit Stop to Gift ShopAfter leaving Renate, go forward, left, right, forward, and right again to reach the gift shop. Enter and look at everything. You also need to read 3 books. -Grimm’s Baddies -Monster Book -Art of Glass Book. After reading through the glass book there is a code in it. Take it. Turn around to the Cuckoo Pastry dispenser and notice a chocolate cake, like the one Renate mentions. Buy one because you will need this to look through her bag later. After viewing the pastries, turn around and talk to Anja about everything.

Owner’s Phone CallAfter you talk to Anja, go out in the hall the way you came in and Markus will call you. You have to call him from Nancy’s room. Go back the way you came from but go up the stairs to Nancy's room instead of down to Renate. Use Nancy’s phone to call Markus. Talk about everything.

Monster AttackAfter you hang up the phone with Markus, you hear knocking at the door, so go over to see what it is. Its Karl! The monster has struck in the courtyard. Follow him out to the courtyard. He talks to you for a bit, and then leaves you alone. You need to go to the well and fill the bucket to put out the fire he monster left. After doing so, Nancy will notice something in the door. Look at it. It’s a strange burr. We need to find out from where!

Ring…AgainWhile Nancy is looking around the courtyard…ring! Ugh! What now? It’s Markus. He tells us to call him from the landline in Nancy’s room. Let’s finish investigating first.

The Search Is OnWhile outside investigating, go near the castle gates and find a plaque, it’s in

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German. Use your pocket dictionary you got from Nancy's room and click on it. It says "Do not pull lever", so don't. You will die. Another thing to do is go to the well and click on the bucket. It will get sent down and bring up coins and random objects from other Nancy Drew games.

A Strange ClueReturn through the “Burg Finster” doors and ,once again, enter the foyer. Head over to the table where Nancy previously read about the Brothers Grimm. Find a strange clue. It looks like some sort of device, possibly electrical, and it has three prongs on it. Click and place it in Nancy’s inventory. This could probably prove useful later in our investigation.

The Other MonsterAfter getting the object off the table, talk to the boy in the corner, Lukas. Lukas is the castle prankster, so he’s always playing games and pulling pranks, but he knows a lot about the castle and the people in it. Talk to Lukas about everything before you play the game he wants you to play. When talking to Lukas, he tells you about feeding Renate- brought up twice. This cake must be an important clue. Finish up all the talk with Lukas.

The Game of MonsterAfter talking with Lukas, play the game Monster. Lukas will first explain the rules as you play a tutorial. After the tutorial, you play for real. To start off, you should play on easy until you feel comfortable with more of a challenge. If you beat Lukas, he lets you pick a set of three raid cards, for Karl’s game.

TroublesAfter talking to Lukas, go right and enter the gift shop. Talk to Anja and tell her about your problems. She will tell you how to fix things with Ned. After speaking with her about everything, go up and see Karl.

Chatting With KarlReturn to Karl’s office and speak with him about the strange burr Nancy found in the courtyard. Also mention the glass shop, and Karl will give you the key! Exhaust all conversation topics. If you’d like, feel free to play a round of Raid and help him with his character. Once finished speaking, leave Karl’s office to continue your investigation. Oops…ring! It’s Ned, and he’s apologizing! Yay; no more troubles! But we will have to call him back. Let’s do that now; head to Nancy’s room.

A Splash of IntelligenceWhen you go to Nancy’s room… Splash! Lukas has left a surprise above your door. Go to your bed and see a dress. Well, that’s nice! Change into it and go to the phone and call Markus back. Also call Ned, just as Nancy promised.

The Deep BeyondLeave Nancy’s room, and exit the castle as if going home. But turn left instead of leaving. Well, you cant leave anyway. Head deep into the forest until you find the burr bush. Take out your shears to shear the bush. Darn! They need to be sharpened! Head back to the castle. You may see a cow phone charm, if you have the special edition of this game. Put it in your inventory! But beware...don’t get lost! And, if you do, just keep trying until you get out!

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The Great GlassAfter going through the forest, enter the castle and go into the foyer. Go right and into the gift shop and leave through the other exit. Go down the hall and turn to your right and go down to the metal door. Translate the sign then use your key to get in. Go straight forward, and open the cabinet and get the glass square. Then turn to your left and pick up the three tools. After getting the tools, you can search the buckets in the corner of the shop. Lukas left a surprise in one of them! If you have the special edition, a phone charm is in the middle bucket. On the opposite side of the room is a grinder. Plug it in and turn it on to sharpen your dull shears. Look over at the furnace and translate the sign.

A Hidden CampsiteReturn to the burr bush in the forest. Use the sharpened shears. Wow! There’s a campsite behind that bush! Pick up the flashlight and strange stone on the ground. These will most likely prove useful later in the case.

Playing A PrankReturn to the castle foyer and speak to Lukas. He will confide in you and ask you to distract Karl for a prank he’s planning. Feel free to play a round of Monster, if you’d like. Go to Karl’s office, but stop and look at the glass puzzle. We have all the pieces! It’s time to get to work!

Locked in a BoxIt’s time to complete the glass box puzzle! Here’s a simple spoiler: the object of this puzzle is to recreate the image in the upper right corner of the box. Place the pieces in this order in their correct spots: purple, dark green, light blue, red, light green, yellow, dark blue, orange, pink.

Security in SecretsAfter completing the box, turn around and head in to see Karl. Tell him about the prank Lukas wants to play. He agrees to be distracted. Finish all the conversation with him and you can help him with the character or play Raid if you would like. Once you are done, go down and tell Lukas that Karl is distracted, finish out conversations if you haven’t already and play Monster if you want. When Lukas leaves, take the paper that is on the floor. It’s a secret puzzle. Solve the puzzle. When it’s complete it should read: To open the security booth play the glockenspiel. Notes are hidden around the castle. Find them and then play them in the order of the list. The hidden locations are listed below. Go around the castle noting the letters. Nancy must say something when she sees them or it will not count. Go upstairs to the portrait near Nancy's room, the table with the book on it near Karl’s office, the doorbell outside the castle gates, the door in the courtyard where we found the burr, and the furnace. You have to move the shield over the furnace before you look at the letter or you will die. Once you have found the letters, return to the foyer and play the glockenspiel. The order you play is this -Portrait (G) -Florist Initial (D) -Hall book stand (B)

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-Doorbell (G) -Furnace (A) They are played on the bottom of the glockenspiel like this:

A secret door appears for the security office!

SecurityEnter the hidden room. Look at the phone and translate the message. You can use your phone for updates! Click there and your phone will be placed. Once the red button lights up, take your phone. Behind the phone are instructions for the "Zap up" powering sequence. Read them.

Sneak PeeksGo to the silver covering and see you need a power key, the object we found in the foyer. Use that and turn it to on. It’s the Zap Up machine. Press the buttons in this sequence: 10,8,2,7, 6. After you do the sequence, the cameras will turn on. Who is that in the shop? Renate? What is she doing?

Finding Missing PiecesOnce you are done viewing the camera, go to the end of the desk and click on the yellowed instructions. A message decoder! Hmm… it needs three rotors. Let’s open it up! Two are missing. They look familiar, though! Remember we got one from the glass box puzzle? Take it out of the inventory and put it into place.

Hidden SecretsSearch through all the video surveillance and notice on the last channel there is a room you haven’t seen...we should find it. Leave the security booth when done and go to the gift shop near the clocks and pick up the blue paper. Renate must have dropped this.

A Special MessageLet’s put that blue slip to use! Return to the book “A Brief History of Castle Finster” and place the blue slip over the pages. Read the message: Third clock from left, nineteen twenty-one. This means 7:21pm because in Germany they use military time. Let’s try to set the third clock from the left to that time!

No Change for NancyHead down to see Renate. Try and speak with her. She refuses until you change. Go up to Nancy's room to get her other clothes on. They are shredded up! Wonder why? Go over to the fireplace and pick up the Legend page.

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Monster SightingLeave Nancy's room and head downstairs. You will get a security alert. Go to the security booth and notice the monster! Head outside to follow it. Nancy will chase it and you get trapped in the gate!

DangerTurn around from the game and look to the right. Click the loose brick and grab the key. Unlock the padlock and solve the puzzle. You have to slide the blocks out of the way so the blue, green and red are in their slots like so:1st

Move 1 2 3 4 5 all the way they go2nd

1. Move 5 up.2. Move green 9 to right one space. 3. Move 1 down completely. 4. Move 2 to the left completely. 5. Move 5 up. 6. Move 6 to the left. 7. Move 5 down. 8. Move 3 down. 9. Move 4 to the left. 10. Move 3, 7 and 8 up 11. Move green 9 to the right

3rd

1. Move 6 up. 2. Move 9 right. 3. Move 1 down. 4. Move 2 left. 5. Move 5 up. 6. Move 7 left 7. Move 6 down 8. Move 3 down. 9. Move 4 left.

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10. Move 8 up. 11. Move 9 right.

Stilts and ButtonsOnce you get yourself unlocked out of the gates, go inside near the glockenspiel and notice the stilts. Why would Lukas need those? Head into the security booth and go to the security alert phone and press the button that says Karl. Notice the other button, Anja. These buttons alert the staff to go to their assigned area of the castle to protect, getting them out of their office!

Karl’s OfficeLeave the security booth once you hit Karl’s button. Head up to his office and to his desk. Use the key from behind the painting and unlock the top drawer. Look at the letter and look at his day planner. It’s locked, so we need to find the code. Also look under the pencil holder to find a key. It says Anja! It must be to the shop!

Anja’s AreaAfter leaving Karl’s office, head back down to the security booth and release Karl’s button and hit Anja's. Go into the shop and notice she is gone. Go to her counter and look at the book she is reading. After that, use the key from Karl's desk on the drawer. Read through the emails about the castle. After that, take the clock winder tool.

CuckooAfter snooping through Anja's stuff, turn to the clocks and remember that the paper said “third clock from left 19:21” In other words, 7:21. So go to the 3rd clock from left (the one with the Christmas trees and fence) and take out the clock winder that we got from Anja's desk. Use it on the clock and turn the clock to 7:21. When it hits 7:21, a compartment will open and inside is the last rotor!

Sweet Sleep RenateAfter getting the rotor, go to the security office and let Anja back to her shop. After that, head down to see Renate. Talk to her about everything. Once all topics are done, offer her the cake we got earlier from the shop. If you did not get the cake then go down to the gift shop and get the cake. Once Renate eats the cake, she falls fast asleep. Time to snoop in her bag! Click on her bag. Uh oh! Its a puzzle. Hints to this puzzle are: You can rotate the pieces by holding down the right side of the mouse. Another hint is to start with the pen, pencil, and two markers. The bell and small box are easy to place after that. Here is a picture of how it can look:

Renate’s BagOnce the first bag puzzle is solved, read the book Renate has. It has another legend page in it. This page will come in handy, so put it in your inventory. After reading the book, go onto the Krolmeister puzzle. If you have played Secret of the Old Clock, this puzzle should look familiar. You have to guess the color sequence. This puzzle is pure luck. If the dots are green, you have color and placement

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correct, just yellow the color is correct. Empty space, not right at all. Once the puzzle is solved, you see a map of the castle. Hmmm…has Renate been tracking the monster?

Hunting for the DungeonAfter getting the map, head down to the glass shop. Nancy notes that its the lowest room, so the dungeon must be down here. Go to the furnace and move the screen over. Open the furnace up and use the tongs to pull up the lever. Go down the opened up passage and go straight forward. Look at the door to get another Legend page. Then go left and view the indent in the wall and the trap door on the ground.

Far Deep into the WellLeave the dungeon and go outside to the well. Use the flashlight and hook it onto the rope. Hey! What is that down there? Climb down the rope and see the tiles. Looks familiar. Use the tile we found in the forest. We have to set all the tiles to match up, much like the Otter puzzle in HAU. The far left tile can not move causing you to work around that tile. Spoiler picture below if you need help:

Underground TunnelsTake the tile and go through the tunnel that opened up. In the tunnels you will find: two castle cryers, a legend page, another coded message, a map of the tunnels and a barrel. When you find the barrel, click on it. It’s stuck! Use the tool from the glass shop that can pry things open to open the barrel. Pick up some of the fabric that is in the barrel. Hmmm.. looks like what the monster had on!

Hidden SecretsAfter searching the barrel, turn around and go straight behind you. There will be a white door leading to the forest. Go out that door and to the campsite. Nancy recognizes the boulder. Go closer to the ground and get out your digging tool from the glass shop. Use it to dig in the ground. Spoiler: Look more to the left side of the ground. Once you find the right spot, you find a necklace. That’s what the girl was hiding. Wonder why...

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Decoding MessagesLeave the forest and head to the castle either through the woods or the underground passages. Go to the security office and place the final rotor where it belongs. When all rotors are in place, you notice the three slots with letters. Each slot has a corresponding letter. To figure out what letter, you use the pictures on the message and the German words from the castle Cryer. For the first message, the pictures are the sun, moon, and a comet. The German words are Sonne, Mond, and Komet. Therefore the three letters are S,M,K. Use either the keys on the screen or your keyboard to type out the letters on the note. If done correctly, Nancy will say so. The first message reads: Karl’s Dayplanner: Eight, Two, Six, One. The second message has pictures of a bat, castle, and knight. The German words are Fledemaus, Burg, and Ritter. So the letters are F,B,R. The decoded message reads: The Freiherr's daughter is step one.Dayplanner After decoding the messages, use the security buttons to distract Karl and get him out of his office so we can use the combination that we discovered. Use the key on the drawer and put the numbers 8261 in the planner to open it. Hmm…needs translating. Use the dictionary and translate it to read what it says. After getting to the second page, Nancy notices the color coded words. What could this mean?

Secrets and Lies In the day planner the color coded words are numbered in a specific order: 1.Sea Hare (blue) 2.Rumplestilksin(yellow) 3.Golden Child (red) 4. Little Snow White(blue) 5.Donkey(red) These are characters in Raid, so go to the Raid book and look at the characters and find the color that corresponds. The number that is in the color of the word is the number for the combination. The five numbers are 5,13,15,11, and 9. Use them on Karl’s locked cabinet and view the files inside when the cabinet opens. View Sonny Joon, Franz Mittelmeier, and Anja Mittelmeier. Read and translate all files. Nancy comments on Anja's. We should call Castle Cast. Go to Nancy’s room and call Castle Cast. They won’t talk without clearance, so call Markus. Talk to Markus about everything. He will give you clearance and also while talking we learn that the emails we found were fake. Or was he lying? Call Castle Cast when you get off the phone with Markus. Talk to Jordan from Castle Cast about everything, we find out that Anja lied on her resume. Why would she need to do that?

Portrait Leave Nancy's room and go to the portrait near Nancy's room. Translate the words on the plaque next to it. Nancy mentions we need to find an undamaged picture of the portrait.

Getting Answers Go down to the shop and talk to Anja about everything, but save talking about Castle Cast last. Once finished, turn around and buy the postcard of the painting. Nancy says she needs a better look at it. Leave the shop and get a phone call. It's a security alert! The monster is inside the castle!

Monsters?

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Go to the Security booth and look at channels 6, 13, and 15. The monster is in the glass shop! Leave the security booth and go through the shop to get down to the glass shop. When you enter, there’s nothing there. Turn around to leave and notice the dirt on the floor. Leave the shop and follow the footprints. As you walk up, you see the monster walking around the hall get closer and find out...Lukas? ! Talk to him and scold him but as you are talking you and Lukas see the real monster!

Telling Karl the TruthAfter seeing the monster, take out your postcard and peel the sticker off. Hmm… letter EN on the bottom. Go see Karl and tell him about Lukas and the monster. Talk to him about everything, but beware of him- he may get angry.

Monster MapLeave Karl’s office and view Renate’s map. She is tracking the monster. Head down to the dungeon to check it out.

Passage to PassageGo into the dungeon by pulling the handle. Go place the necklace in the slot in the wall. Turn it left and see a trap door open. Then turn it right and a secret door opens! Go through and find yourself in the underground passage!

Getting EvidenceLeave the tunnels and go to the tree marked on the map. There are coins by the tree you can take. Get out your phone and take a picture of the monster when it appears. Once you get your evidence, before you leave, pick up the third coded message. Head back into the caves through the white door in the forest and go to the pile of wood. A scarf? Like the one Renate mentioned!

Strange SecretsGo to the security booth and look at the cameras. Anja is going into the forest and doesn’t want to be seen...Why? Head over to the decoder and decode the message. The pictures are a Mouse, Dragon, and Unicorn. The German words are Mars,Drache, and Eienhorn. So the three letters are M,D,E. Type out the message and it reads: Legend Ending: Find young woman to cast as victim. This must be about Nancy!

Getting the TruthGo talk to Karl about everything and show him the evidence. After that, leave his office. He will call you. Ignore it and head down to Renate and give her the scarf. She tells you the truth about the story of the girl. Talk to Renate about everything.

Saving LukasLeave Renate, and get another call from Karl. He sounds angry- it must be serious. Go see him and he tells you Lukas is missing. Go down to where Lukas hangs out. Looks like he was dragged off. Head to the glass shop and into the dungeon. He seems to be calling for someone. Find his door and see it has a fancy lock on it. Use this pattern to help you. Number the 4 buttons at the bottom A through D. Press the buttons in this order: C before you move the bar proceeding with D, B, A, B, B and C right after- no pause. Follow Lukas. He gets out of the dungeon but you are locked in! Turn the corner and WHAM! You get knocked out and find yourself in deeper of the dungeon!

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Dungeon PuzzlesTurn left and see a puzzle of all pictures. The numbers on the Legend pages help. Start with the Postcard. Press the necklace. Use the numbers on the bottom of the pages to determine the other order. Spoiler: Necklace, Rock, Well, Shield, Trap door.

The wall opens up. Another puzzle? This time you use the letters on the bottom of the pages to spell out the word that the postcard and pages make. Spoiler picture below:

Revealing of the MonsterGo through the passage and to the door that leads to the dungeon. Once in the dungeon, you see the monster turn the corner. You have to guess who the monster is. If correct, the monster will take off its mask. If wrong, you get a death sequence. Once the monster stops talking, turn around and place the necklace in the slot. Turn it to the right and the monster will fall down! Congratulations! You have completed The Captive Curse!             

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