Nancy Drew Games Cheat Code

Welcome to the Nancy Drew: Secret Of Shadow Ranch Walkthrough! Take a wild ride into terror and trickery to rein in a ghostly secret! Discover the truth from the ghost stories before it's too late! Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here. This document contains a complete Nancy Drew: Secret Of Shadow Ranch game walkthrough featuring annotated screenshots from actual gameplay! We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. Remember to visit the Big Fish Games Forums if you find you need more help. Have fun! This walkthrough was created by

Creators of the Nancy Drew PC Adventure series, Nancy Drew Dossier casual series, and Hardy Boys DS game. Site features a fan message board, mini-games, blogs, and other Nancy Drew resources. Today's Her Interactive Top Offers. Extras have awards, credits, outtakes and teaser. Outtakes and teaser are locked until the end of the game. More ND shows the other Nancy Drew casual and adventure games released by Her Interactive; as well as links to Facebook, twitter, You Tube and Pinterest. Computer Game Cheat Codes Computer Game Reviews. Nancy Drew: Message in a Haunted Mansion Cheats and Links. Okay, first of all, there aren't any trainers or hex editors for Nancy Drew: Message in a Haunted Mansion, because Nancy has no stats, skills, hit points, or anything else you could conceivably want to edit.

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Cheats, Tips, Tricks, Walkthroughs and Secrets for Nancy Drew: Ghost Of Thornton Hall on the PC, with a game help system for those that are stuck.

DrewHints for nancy drew games, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

Nancy Drew Games In Order

General Tips

• From the main screen select New Game to create a new game file (A). • Choose Load and Save Game to open or save game profiles (B). • If you returned to this menu in error, select Continue to return to your active game (C). • Use Second Chance if you have made a fatal error in the game. It will return to the point just before your mistake (D). • This is great if you have forgotten to save your game recently. • Game setup allows you to adjust volumes, brightness, and closed captioning (E). • If the screen moves too much for you, turn off the auto move feature here. • After you select New Game, you will be taken to the Player Challenge Screen. • If you are new to adventure games, or need a refresher, select Gameplay Overview for a tutorial (F). • You have the option of playing at the Junior Detective (G) or Senior Detective (H) levels. • Senior Detective is more difficult and it does not have a task list to follow. • You should save your game often. • You can give the file any name you like, such as your name or where you are in the game then press the Save button (I). • Select a file from the 'books' and press Load to open a previously saved game (J). • Select the tools icon to open your inventory (K). • Some items your can look inside your inventory; you can sort by pressing the Eye button (L). • Items you can use can be sorted by pressing the Hand Icon (M). • Press the X button to close inventory (N). • If you use an item that you are not finished with, you must open inventory and return it. • Select the notebook to view your journal and task list (O). • Press the Check mark to switch to the task list (P). • You can check off tasks that you have accomplished (Q). • The task list is not available in Senior detective mode. • Press the X button to close the journal (R).

Chapter 1: Day One

• Select the cell phone icon at the bottom of the screen (A). • Should you need instructions on using the phone, press the Help button (B). • To access your e-mail or the internet, press the Web button (C). • Press the Directory button (D). • Select the Rawleys from the list, then press the green receiver button (E). • You will need to participate in the conversation; use the button on the left to scroll down if necessary to choose your responses (F). • You can now search the web and learn about several topics, such as rattlesnakes and scorpions. • Next, call Bess Marvin and speak to her completely. • At the end of the conversation, you will have the option to ask for a hint to steer you in the right direction, if necessary. • Select the 'X' in the upper right corner to close the phone (G). • Walk forward to the kitchen and exit through the blue door on the left (H). • Walk forward several times and talk to Dan at the chicken coop (I). • After discussing the desk, he will give you the DESK KEY (J). • Turn around and return to the house via the blue door. • Turn right, then walk forward to the roll-top desk (K). • Use the DESK KEY to unlock the desk (L). • Take the 3 HAND LEVERS (M) and the LETTER TO MARY YAZZEE (N). • Note the bill of sale to Mary Yazzee (O). • Read the letter from disgruntled, former employee Jane Nash (P). • Make sure you arrow down to read the entire letter. • Exit the desk then look at the bookcase just to the left. • Zoom into the right side of the bookcase (Q). • Select the red book on the middle shelf (R). • Open and read the book thoroughly to learn about horses (S). • Turn around, go left, then forward to the fireplace. • Zoom in and read the other book on horses (T). • Zoom in and read the newspaper (U). • Zoom in and note the mantle clock (V). • Back out of the fireplace area and walk to the triangular chest to the right of the roll-top desk. • Zoom into the top area and place the 3 HAND LEVERS on the holes (A). • Per the colors on the clock (B), turn the red bird's handle to the 12 o'clock position (C), the light blue bird's lever to the 2 o'clock position (D), and the yellow bird's lever to the 7 o'clock position (E). • Look at and read the journal (F). • Take and open the envelope (G). • Look at and take the map (H). • Read the letter (I). • Select the watch for a mini-game (J). • Select the key to open the watch (K). • Zoom into the face of the watch (L). • You need to find the sequence of even numbers to press so they all stay down. • Press the even numbers until one stays down. • Press another number; if they both pop up, press the first number again plus another until they both stay down. • Continues this process until all are pressed in. • This mini-game is randomized, your solution may vary. • Returning the watch to the cabinet will rest the combination. • Our solution was: 4-10-2-12-6-8. • Take the WATCH KEY from inside the watch (M). • Walk to the opposite corner of the living room to the small bookcase. • Zoom into the bookcase and select the 6th book form the left (N). • Open the book to see the inscription inside (O). • Back out twice, then turn to the left. • Walk forward to the portrait. • Look at the portrait of Frances Humber (P). • Zoom into the radio and select the knob to listen to the weather report (Q). • You can exit the close-up once the auction news starts. • Walk to the kitchen and exit through the blue door. • Walk to the stable on the right (R). • Go up to the gate with the steer skull and enter. • Turn right and enter the wooden door (S). • Turn left and talk to Tex completely (T). • Look at the poster over the work bench (U). • Turn around and look at the poster on the opposite wall. • Return to the house thorough the blue door; walk forward into the kitchen. • Talk to Shorty thoroughly (A). • Zoom into the recipe box (B) on the right and read the recipe card for Shadow Ranch Cake (C). • Zoom into the refrigerator door (D); read the Sheriff’s number (E) and the list of measurement conversions (F). • Turn and exit trough the blue door. • Walk forward off the porch, then turn around. • Look at the thermometer (G). • Take the VEGETABLE BASKET (H). • Turn around and walk forward to the sunflowers. • Look at your phone and go to the web to learn how vegetables look when ready to pick (I). • Look at the left garden and pick the 4 ripe Northern Lights Tomatoes (J). • Turn around and look at the right garden. • Pick the 2 red Beefsteak tomatoes (K). • Pick the 2 darker Golden Queen tomatoes (L). • Make sure you do not pick unripened vegetable, or you will be sent home. • Return to the kitchen and talk to Shorty. • Pick up the egg basket, then look at it in your inventory. • Zoom in on the broken part for a mini-game. • Right-click to rotate pieces in place; left-click to take or place. • Pieces will lock in place when correct. • Shown here is the Senior Detective mini-game (M). • Select the red thread (N) 3 times to sew the pieces together (O). • Shown here is the Junior Detective mini-game (P). • Select the red thread (Q) 3 times to sew the pieces together (R). • Exit the basket and your inventory. • Return and talk to Dave by the chicken coop, then enter the coop using the door on the right. • Note the sign and the white chicken; do not look for eggs in her nest when she is present (S). • Look in the other 7 nests (T) and take the eggs (U). • Walk to the kitchen, then immediately return to the coop. • With the white chicken gone, check her nest and the others until you have 6 eggs. • Exit the chicken coop and turn around. • Turn around and take the 1/5 KINDLING (A). • Turn around again and take the 2/5 KINDLING by the mine cart (B). • Walk down the center of the vegetable garden and take the 3/5 KINDLING (C). • Return to the kitchen and talk to Shorty. Give him the eggs and he will give you a CANTEEN OF WATER. • Walk to the fireplace in the living room and take 2 pieces of NEWSPAPER. • Walk to the kitchen and exit through the blue door. • Walk forward, then turn around. • Take the 4/5 KINDLING to the left of the blue door (D). • Turn to the left and look at the chopping block (E). • Select a log form the pile on the right (F) and it will go automatically on the block. • Select the wedge from below the axe to trigger the mini-game. • Look at the angle of the wedge (G) and select the hammer head to match (H). • Move your feet to a position (I) that matches where the log is placed (J). • Select the hammer to swing (K). • Repeat this process with the other 2 logs, than take the SPLIT LOGS. • Turn around and walk forward to the fire pit. • Take the EMPTY FIRE BUCKET (L). • Turn around, walk forward, then turn to the left until you see the shed. • Walk forward to the shed and take the 5/5 twigs (M). • Open the door and enter the shed (N). • Walk to the sink, place the EMPTY FIRE BUCKET inside and turn on the faucet. • Take the FIRE BUCKET and return to the fire pit. • Place the FIRE BUCKET on the ground where you originally found it (O). • Look in the fire pit and take the CRUMPLED NOTE (P). • Place the NEWSPAPER in the fire pit (Q). • Place the KINDLING over the newspaper (R). • Place the SPLIT LOGS on the kindling (S). • Return to the stable and enter the tack room. • Turn around so you are facing the opposite corner of where Tex stands. • Zoom in and take the HAT (T). • Zoom in and take the SADDLE AND GLOVES that are over Bob's name (U). • Turn around and talk to Tex and ask if you can now ride. • Exit the tack room and walk forward twice to the horses. • Turn left to look at Bob the horse. • Move until you are at the side of the horse. • Place the SADDLE on Bob (V). • Lift the stirrup (W), pull the cinch 3 times (X), then lower the stirrup. • Grab the reins (Y). • Once you are in the corral, select the saddle to mount the horse. • Tex has some questions for you. • Q: Where are the horse's hocks? A: On its back legs. • Q: Where is the horse's frog? A: On the bottom of the hoof. • Q: How tall is 15 hands? A: Five feet. • Q: What is a Paso Fino? A: A gaited horse. • Q: How do you know if a horse is colicking? A: It keeps lying down and then standing up. • Q: What is the difference between a bay and a chestnut? A: A bay has black points. • Q: What tribe bred the first Appaloosas? A: The Nez Perce. • Q: What part of the horse is most likely to be hurt when it founders? A: Feet. • Q: What part of the saddle should be checked before you go out on the trail? A: The cinch. • Q: What is a mule? A: The offspring of a female horse and male donkey. • You can take a break and come back later to the questions if you like. • Once you have answered all 10 questions, go forward and open the gate. • Walk out the gate, then select Mary's Gifts on the map. • Enter the gift shop and find Mary behind the counter; talk to her thoroughly. • Turn to the right and look at Charleena Purcell's book display (A). • Make sure to read the display card to get her phone number (B). • Select the top section of the Run for Cover game (C). • Use the arrows (D) to move the roadrunner (E) to the hole (F), while avoiding the coyotes (G). • This screenshot is for Junior Detective Level 1. • Move the roadrunner: D x 1, R x 5, D x 5, and R x 5. • This screenshot is for Junior Detective Level 2. • Move the roadrunner: D x 3, R x 1, U x 1, R x 1, D x 5, and R x 5. • This screenshot is for Junior Detective Level 3 and Senior Detective Level 2. • Move the roadrunner: U x 2, R x 7, L x 3, D x 4, and R x 3. • This screenshot is for Senior Detective Level 1. • Move the roadrunner: D x 2, R x 3, L x 1, D x 5, and R x 5. • This screenshot is for Senior Detective Level 3. • Move the roadrunner: D x 2, R x 3, U x 2, L x 3, U x 3, D x 3, R x 6, U x 3, R x 1, and U x 1. • Take the TOKEN from the coin slot. You can play several times if you like. • Turn around to the rest of the shop. • Make note of the tuning fork set (D). • Flip through the prints to learn about petroglyphs (E). • Zoom into the trunk (F). • Look closely at the trunk and the insignia (G). • Place the 3 hand levers into the holes. • Use your cell phone to call Charleena Purcell (H). • You learn that the Humber's wedding date is April, 9th, 1811 (4-9-11). • From left to right, turn the levers to 4 o'clock, 9 o'clock, and 11 o'clock (I). • Take the pocket watch from the trunk. • Back out so the POCKET WATCH goes to your inventory. • Look at the POCKET WATCH in your inventory. • Use the WATCH KEY to open the watch (J). • Zoom into the watch face (K). • You need to find the sequence of odd numbers to press so they all stay down. • Press the odd numbers until one stays down. • Press another number; if they both pop up, press the first number again plus another until they both stay down. • Continues this process until all are pressed in. • This mini-game is randomized, your solution may vary. • Returning the watch to inventory will rest the combination. • Our solution was: 5-9-1-11-3-7. • Turn over the torn photo to see the message on the back (L). • Exit the shop and get on Bob the horse. • Select Shadow Ranch on the map. • Look at Bob the horse and remove his saddle by lifting the stirrup, loosening the cinch, lowering the stirrup and taking the saddle. • Return to the tack room and return the saddle to its stand. • Look at the blue envelope that falls to the floor (M). • Note the card is from Jane Nash to her brother, Tex (N). • Turn around and talk to Tex about his sister. • Turn and exit the tack room to bring on the evening. • After the campfire, you witness the phantom horse!

Nancy Drew Games Cheat Code Gta 5 Pc

Chapter 2: Day Two

• Begin the day with a call from the Rawleys. • Leave the house and walk to the pump house. • Read the sign on the front door, then call the sheriff (A). • Return to the kitchen and zoom in on the desk to the right of the stove. • Look at the survey map (B). • After Shorty catches you snooping, turn and talk to him thoroughly to get your chores. • Exit the building and turn around to take the VEGETABLE BASKET off the wall. • This is a good time to make some calls; you should call SW Geo Survey, Charleena Purcel, and Bess. • Turn around and head to the gardens to pick veggies. • Look at the left garden and pick 5 ripe Romano beans (C) and 2 Old Ivory Egg tomatoes (D). • Remember to refer to the internet article on harvesting vegetables to see how the ripe ones appear. • Turn around and look at the right garden. • Pick the 2 red Beefsteak tomatoes (E) and the 3 brownish Black Turtle beans (F). • Return and give the vegetables to Shorty. • Next, run out to the chicken coop and collect 6 eggs. • Remember to avoid the white chicken. • Return and talk to Shorty. • Make sure to get a canteen from him. • Turn to the right, look on the table and get the Shadow Ranch Cake recipe from the box. • Look in your inventory and read the recipe carefully. Refer back to the measurements list on the refrigerator if necessary. • Turn around and look at the counter to get started. • Select the butter (G) and place 2 sticks into the mixing bowl (H). • Next add 2 eggs (I). • The recipe calls for 1 and 2/3 cup milk (J) but you have a 1/3 cup measure so you must add the milk 5 times. • Add 2 pints of flour (K). • Select the Baking powder and add 3 teaspoons (L). • For the sugar (M), you will need to add the 1/3 cup to the bowl 7 times. • Lastly, add 3 teaspoons of vanilla (N). • Back up from the counter and choose 'Bake' when it pops up. • If you backed away in error, select 'Add more ingredients' to return to the counter. • If you have made a mistake, back away from the counter and select 'Throw away' to start over. • Select the large round pan in the center to pour the batter. • Once you are at the oven, zoom into the controls (O). • Turn the timer to 45 (P). • Set the temperature to MED (Q). • Press the Bake button (R). • Take the baked cake from the oven (S). • Back at the counter, try some of the cake to make sure it tastes OK. • Select the bowl of icing on the left for a mini-game. • Take the pieces of marzipan (T) from the right and fit them into the indentation on the left (U). • Left-click to take or place a piece; right-click to rotate a piece. • Pieces will lock into place when properly placed. • Use the red food coloring on the blossom (V), and use the green food coloring on the leaf and stem (W). • Back away from the cake then exit through the blue door. • Walk to the tack room and talk to Tex to learn you must feed the chickens and horses before you can go riding. • Turn around and look at the feeding instructions (A). • From left to right the contents of the bins are: oats (B), pellets (C), corn (D), cattle supplement (E), and chicken chow (F). • Zoom into the bins. • Open the far right bin with the chicken chow (G) and select the scoop (H). • You will automatically place the feed into the bucket on the scale (I). • Return to the bin and take another scoop. • Back out of the close-up and choose to keep the BUCKET OF CHICKEN CHOW. • Walk to the chicken coop. • Zoom into the hopper on the chicken coop (J). • Open the hopper lid and pour in the BUCKET OF CHICKEN CHOW (K). • Close the hopper and return to the bins. • You now need to feed the horses. • Looking at the board, Bob needs 2 pounds of oats, 1 pound corn, and 1 ½ pound of mixed pellets. • Watch the scale as you add food; 2 scoops of oats is 2 pounds, 2 scoops of corn is 1 pound, and one scoop of mixed pellets is 1 ½ pounds. • The scale should now read 4 ½ pounds (L). • Take the BUCKET OF RATION A out to Bob and use it on his feed bag (M). • Return to the bins and place the bucket on the scale. • You must do the same for Clyde and Ace. • Clyde will need 3 scoops of oats and I scoop of mixed pellets. • Ace will need 1 scoop of oats, 1 scoop of corn, and 2 scoops of mixed pellets. • Now that you have finished your chores, walk to the pump house and go inside. • Look at the close-up of the broken pipe and take the 1/10 ARROWHEAD (M). • Turn to the left and open the grate (N). • Walk forward to the door, open it and go inside. • Talk to Dave until he leaves. He will show you the other half of the message from the watch. • Turn to the left and take the BEADED PURSE (O). • Turn left again and walk forward to the grate (P) and exit the room. • Turn around and zoom into the stairs; open the top stair for a mini-game. • You must slide the pieces to enable the piece with the initials 'F.H.' to move one space to the right. • Slide the pieces in numerical order (1-15) • This show the solution for the Senior Detective mini-game. • Slide the pieces in numerical order (1-7) • This show the solution for the Junior Detective mini-game. • Open the green bottle and read Dirk's letters. • Return to the chicken coop and talk to Dave about fixing the coop and Frances' letter. • Walk to the tack room and ask Tex if you can ride. • Turn around and take SADDLE and GLOVES. • Exit the tack room and look at the barrel riding poster on the right. • Walk to Bob and saddle him; don't forget the cinch. • Grab the reins to walk to the corral, then saddle up. • You need a barrel run that is less than 10 seconds. • Select the first barrel to begin your run (Q). • As you near a barrel, click on it with your mouse to make a tight turn. • Make sure it is not to early or you will hit the barrel. • After you finish with the barrels, take the lariat to begin that test (R). • Do Not use the lariat when the rope is wavy (S). • Once the rope has a perfect circle (T), select the broom (U) to rope it. • You will need to score 4 out of 5 times. • Once you succeed, you are returned to the tack room. • Tex will give you your lariat. • Ask if you can ride again, then get the saddle and take Bob out the fence. • Select Dry Creek on the map. • Walk forward twice, turn right and walk forward to the Sheriff's Office. • Look at the plank on the porch (A). • Enter the building (B). • Inspect the cells and learn they are locked. • Exit the building and go across the street to the General Store. • You cannot enter the front door, so walk to the right of the building. • Look on the porch and zoom into the machine (C). • Take the HANDLE (D). • Take the 2/10 ARROWHEAD near the outhouse (E). • Note if there are scorpions or snakes near, walk away and come back when they are gone before trying to pick up something. • Turn around from the out house and walk straight across to the barrel. • Note the brand on the barrel and pick up the 3/10 ARROWHEAD. • Turn around from the barrel and walk across the road to the hitching post to see another brand. • The building to the right of the hitching post is Cappy's. • Note the combination lock and the Sheriff's notice on the door. • Turn around and walk to the center of the road then turn to the left to see one more brand on a hitching post. • Return to Bob and travel to Mary's. • Before you go inside, call the Sheriff and Bess. • Enter the shop and look at the arrowhead collection (F). • Note the new addition to the petrified wood collection (G). • Talk to Mary until she won't talk anymore. • Hop on Bob and head to Cougar bend. • Walk forward twice and zoom in on the left rocks. • Take the 4/10 ARROWHEAD (H). • Select the glyph on the right rock (I). • You will go to the map in your inventory. • Take the glyph from the right an place it on the map where you found it. • Zoom in on the rocks and look at the 2 glyphs (J). • They are difficult to see, left-click when your cursor glows red. • Walk to the right and find 2 more glyphs (K). • Look up and use the LARIAT on the log (L). • Look down and grab the rope to start climbing. • When you see the two glyphs, you will not be able to access the map, but Nancy will make note of them (M). • Grab the rope to climb up (N). • Note the three glyphs on the rock ahead (O). • Turn to the right and find a glyph (P) and 5/10 ARROWHEAD (Q). • Turn around and find another glyph (R). • Turn left and climb down the ladder. • Walk to the left of where you first found glyphs. • Take the 6/10 ARROWHEAD on the ground just before you can start climbing the rocks. • Walk up the stones 4 times and find the 2 glyphs (S). • Turn to the left and find the remaining 3 glyphs (T). • All the glyphs should be in place now (U). • The message at the bottom (V) reads, “Beneath Cappy's keys, pappy's name please!” • Jump on Bob and go to the trail stop. • Take the 7/10 ARROWHEAD (A). • Walk forward and take the 8/10 ARROWHEAD (B). • Note Charlie's grave (C). • Opposite the grave is Zebra Rock (D), but don't move it! • There is a rattlesnake hiding underneath. • Return to the path and walk forward. • Take the 9/10 ARROWHEAD (E). • Walk forward again and take the 10/10 ARROWHEAD (F). • Return to Bob, then head to Mary's. • Call Charleena and talk to her thoroughly. • Do an internet search and read about brands and branding. • Leave Mary's and head to Dry Creek. • Walk to Cappy's and look at the combination lock (G). • Enter the code the Sheriff gave you, 9-2-7-4 (H). • Open the doors, enter Cappy's and turn to the left. • Zoom in and look at the can of crackers (I). • Look at the counter to see an indentation (J). • Look at the table and see the electrician's manual (K). • Turn around, go forward and look at the bottom of the piano. • Save your game- there is no reset on this mini-game. • Turn the dials so it reads Cashmeer. • Most dials effect others. • Assuming you have not moved any dials. A x 3, B x 1, C x 1, D x 3, E x 5, F x 3, and G x 3. • Read the note within. • Turn to the left and look at the arcade game. • Use the token you earned earlier. • Drop the TOKEN in the coin slot (H). • Pull the lever (I). • You need to make a hand of 4 Bad Guys. • Press the buttons (J) under the bad guys you want to keep, then pull the lever again. • Getting 4 bad guys will earn you 2 TOKENS. • If you don't win the game, you can go back to Mary's and play the roadrunner game again to earn more tokens. • Exit Cappy's and walk to the Sheriff's. • Look under the branded board on the porch and take the STRANGE BOX. • Hop on Bob and head back to Mary's. • Call Charleena again to ask about the crackers, then enter the shop. • Look at the tuning forks again, then talk to Mary. • She'll give you the tuning forks for 10 ARROWHEADS and gives you a box for them. • If you have all 10 she will decide she only needs 9 and give 1 back to you. • Take the TUNING FORKS and return to Cappy's. • Place the STRANGE BOX on the the bar in the indentation next to the crackers. • Place the HANDLE on the side of the box (K). • Use the TUNING FORKS on the top of the box and they will line up at the bottom of the screen (L). • Each tuning fork has a letter engraved for the notes on a scale. • Place the tuning forks in the holes so that Frances is spelled out using the forks and the letters on top (M). • You will hear glass breaking; back up and look at the lamp on the wall to the right. • Take the note and read it. • Jump on Bob and ride back to the ranch. • Return Bob's saddle to the stand and exit the stables. • Now that it is evening, walk over to the chicken coop and look at the hole in the chicken wire (N). • Try to pick up the pliers to learn you need gloves (O). • Return to the tack room and take the gloves from Bob's saddle and return to the coop. • Take the pliers to trigger a mini-game. • Place the wire pieces from the right onto the fence on the left. • Pieces will lock into place when correct.

Nancy Drew Cheats And Hints

Chapter 3 : Day Three

Cheat • After a call from Bess and George, do a web search and read the articles on knitting and Harrison's yellow roses. • Look closely at Frances Humber's portrait to learn her shawl was made of the Daisy stitch. • Walk to the kitchen and look at the refrigerator. • Take the APPLE MAGNET. • Turn and talk to Shorty to get your chores for the day. • Walk outside and you will see a HORSESHOE; take it for your investigation. • Turn around and get the vegetable basket then walk to the gardens. • Look at the left garden. • The only things ripe enough are the 4 Northern Lights Tomatoes (B). • Look at the right garden; it looks like all the veggies are ripe. • Take the 2 beefsteak tomatoes, 2 Golden Queen tomatoes, and the 2 Black Turtle beans (C). • Return to the kitchen and give Shorty the vegetables, then head to the chicken coop. • Talk to Dave, then collect the eggs. • The white hen is back, so you must run to the kitchen and back to collect the 6th egg from her nest. • Give the eggs to Shorty and don’t forget to ask for your canteen. • Walk to the tack room and talk to Tex. • Take a quick look at the bridle next to the door (D). • Look inside the coffee can on the shelf over Tex's worktable (E). • Piece together the bridle for Tex. • Take the pieces from the right (F) and fit them on the left (G). • Left-click to take or place a piece; right-click to rotate a piece. • Take the BRIDLE, then talk to Tex. • Saddle up Bob and return to Dry Creek. • Walk down to Cappy's and go inside. • Look at the table that originally held the electrician's manual (H). • Walk to the corner where the sleeping bag was and zoom into the box in the corner. • Reach for the key (I). • After waking up in the jail cell, look at the hash marks on the wall to the right of the sink. • Count the number of hash marks and enter the corresponding letter from the alphabet. • For instance, A = 1, B = 2, and so on. • Type a letter, then press enter to move to the next set of hash marks. • It will read, “Under bank lamp” when correct (J). • Turn around, look down and take 2 BRICKS. • Turn right and look out through the bars. • Use your LARIAT to pull the chair to a standing position. • Use the BRICKS on the key for a mini-game. • You need to throw the bricks using the right strength and intensity. • Select the 2nd longest angle (K), and the medium intensity (L). • Press the THROW BUTTON (M). • Use the LARIAT to pull the chair to you and take the KEY. • Use the KEY on the cell door; walk out and turn to the left. • Pick up the DECODER KEY from the floor. • Exit the sheriff's and walk to the 2 story bank building. • Zoom in on and remove the brick below the lamp (N). • Read the note (O). • Jump on Bob and go to Mary's. • Use your phone to check your email. • One message gives directions on how to repair the missing beads on the purse. • The other message is from Charleena for you to look up Kelleher. • Do a web search and read about the Kelleher company. • Enter the shop and talk to Mary. • Turn around and open the box on the table for a mini-game. • First, sort the rings according to color and shape (P). • Select 2 rings to swap position. • Note the colored dividers (Q). • Next, look at each ring to see the size tag (R). • Move the rings so that the sizes are from left to right, the smallest to the largest with that ring type's section. • Nancy will tell you when you have the layout correct. • See the screenshot for the color and shape layout. • The sizes in the first row are: XS-M-XL-S-S-M-S-XL-SL. • The sizes in the second row are: XS-XL-XXL-M-L-XL-M-M-M. • The sizes in the third row are: XS-S-XXL-M-XL-XL-XS-L-XL. • The sizes in the fourth row are: L-XL-XXL-M-XL-XXL-XS-L-L. • The sizes in the fifth row are: S-M-XL-S-L-XL-L-XL-XL. • The sizes in the sixth row are S-S-M-XS-L-XL-L-XL-XXL. • The sizes in the seventh row are: S-XL-XXL-M-XXL-XXL-XS-XS-XS. • Turn around and talk to Mary; she will give you the beads. • Look at the BEADED PURSE in your inventory. • Select the area missing the beads for a mini-game. • Refer to the pattern in your email (S). • Select a bead from the right and place it on the needle (T). • Continue placing beads per the pattern. • Travel back to the ranch and talk to Dave to borrow his AUNT ELLIE'S RING. • Return to Dry Creek and the arcade game at Cappy's. • Place a TOKEN in the slot (A), the use AUNT ELLIE'S RING on the niche (B) to change the game to a 'nice' version (C). • Pull the lever to spin, then press the buttons under the nice ones (D) and spin again. • If you need extra tokens, play the roadrunner game at Mary's. • Once you have a set of 4 nice friends, take the KEY. • Travel back to Trail Stop. • Walk forward twice, turn left then zoom into Zebra rock. • Move the rock (E) and open the trap door (F). • Look inside for a mini-game (G). • Using the APPLE MAGNET, move the element symbols from the 4 corners to their matching element in the center. • The pink and purple circle is Manganese, so move the symbol Mn from the lower right corner to the pink and purple circle (H). • The gray circle is silicon; it will want the Si symbol from the upper left (I). • The blue-green circle is copper; move the Cu symbol from the lower left (J). • Move the Fe symbol from the upper right corner to the orange circle in the center (K). • Underneath is another mini-game. • Now all the flowers clues make sense. • Not all the flowers are in all the spots. • You need a poppy, sunflower, daisy, lily, tulip, and Harrison yellow rose. • Put the favorite flower, the Harrison yellow rose in the center. • See the screenshot for the solution. • Read the note (L). • Use the KEY from the arcade game in the hole to wind up the ballerina (M). • Read the note under the ballerina panel. • Look at the pteroglyph map and draw lines between the symbols as listed on the note (N). • Click on the first symbol (O), then the others in sequence. • The lines form a symbol. • Note where the symbol is on the map (P). • Return to Cougar Bend. • Walk to the right side and use your LARIAT to reach the top. • Turn to the left. • Move the rock with the 'V' symbol aside (Q). • Read the note and take the ROCK (R). • Take Bob and return to Mary's. • Talk to Mary and she will polish the rock for you. • Take the PICTURE AGATE when she is done. • Exit the shop and receive a call from Bess and George. • Return to Trail Stop and walk to Charlie's grave. • Look at Charlie's grave and the PICTURE AGATE will come up. • Turn around until your view is similar to the agate. • Walk forward to the tree (S). • Nancy will grab Bob and head to that location. • Walk forward as far as you can, then turn to the right. • Climb up the rocks 3 times, then use the LARIAT on the branch to get to the top. • Walk forward until you see a message on the wall. • Use your DECODER KEY to decipher the path. • Your path is: brown-lime (KEY) (Also, look in the orange room for a KEY)-yellow-red (KEY)-blue-orange-lime-yellow-brown-blue-lime-orange-blue-brown (KEY)-lime-orange-red-blue-yellow-lime-blue (KEY near the red door)-lime-brown-yellow. • Turn right to start the maze. • Follow the colored rocks using the path (T). • Look in every pot for keys (U). • Make sure to turn around and check the entire room. • When you reach the final yellow door, open the panel. • The 5 KEYS will appear. • Place the KEYS in the same-shaped holes (V). • Push the handle (W). • Enter the room and turn to the right to find a chest full of golden hearts. • Leave the treasure and exit the room to discover you have been followed. • Run to the left and go down the ladder. • Run to the next room. • Turn around and take the LIME STONE. • Turn to the right and take the RED STONE. • Place the LIME STONE where the red was. • Turn left and place the RED STONE where the green was originally. • Exit the close-up and you will automatically hide and watch the bad guy get it (X)! • CONGRATULATIONS! You have completed Nancy Drew: The Secret of Shadow Ranch!

Nancy Drew Game Walkthrough

Created at: 2012-03-18