Where is zebra rock nancy drew




















A: A bay has black points. A: The Nez Perce. A: Feet. A: The cinch. A: The offspring of a female horse and male donkey. You can play several times if you like. Refer back to the measurements list on the refrigerator if necessary. He will show you the other half of the message from the watch. Forgot password or user name? Posts Latest Activity Photos. Page of 1. Filtered by:. Previous template Next. Oh one more thing I got the jail cell puzzle right and what does it mean under bank lamp.

I weill give points for help for both of thoes things!!!!!! Tags: None. March 9, , PM. The zebra puzzle is a maze. You need a magnet to move the little thingy through the maze. Think think What could be better? The Treehouse Gallery Comment Post Cancel. Zebra Rock: Close the lid several times might even walk away and the wood slats that cover the alleys in the puzzle will disappear. Puzzle is then workable.

The bank is the only brick building in town. On the front side of the bank is a light fixture. Beneath that fixture there is a brick that will light up your curser when you find it.

Click on that. Place the bucket back on the scale. Empty the bucket on Clyde's feeding bucket outside. Ration D for Ace:. Empty the bucket on Ace's feeding bucket outside. Return bucket. Now he wants you to do barrel racing and roping. Take the saddle and gloves from Bob's post. Refresh your memory of barrel racing by looking at the chart on the right of the corral gate.

Saddle Bob - remember to tighten that cinch. Go to the corral. Barrel racing - Click on barrel 1 and pass through the right side. Then pass the left side of barrel 2 and then pass on the left side of barrel 3. Do this as fast as you can. Click on the barrels when you approach - not on the sky and Bob will do a tighter turn.

This will lessen the time of the ride. Hey, I did 9. Roping - Take the rope on the sawhorse. Watch the lariat that is swinging overhead, when it forms a circle throw-click. You just need to make 4 out of 5 perfect throw. Back up and Nancy will now say she can get her own lariat. Take the lariat Tex hands out. Take the saddle and go to the corral. Use the cell phone to learn more about where we should go.

Call Charleena and find out about the token you got from the game at Mary's place. Saddle Bob again and let's go for a ride. Click on the gate to go out to the wilderness. Look for Dirk's jail cell. Let's look around.

Go forward. General Store - Did you hear-see that stone dropping from the General store? Turn left at the General store, go to the right side and then look close at the contraption on the walkway. Pick up a red handled lever. Pan right to the outhouse and pick an arrowhead from the ground.

Be careful picking arrowheads if there are scorpions or rattlesnake. Come back later to pick them up when you meet these critters. Jail - Go to the Jail-Sheriff's office across the way.

Take a look at the carved brand on the plank on the walkway in front of the door. It looks like BD. Enter the jail. Find out that the cells are locked. Exit the jail and explore the town further on. Turn left to the bank on the left and beside the general store.

Turn around and go forward. Look at the carved J brand on the hitching post. Look at the barrel across the hanging platform - another brand, this one with a heart. Pick up the arrowhead beside the barrel. Cappy's - Check Cappy's left of the cemetery. Dirk mentioned this place in his letter. See that it has a digital padlock and has a sign by the sheriff. Find out that the cell phone does not work here. Cemetery - Check the hitching post just in front of the cemetery for another brand.

Mary's Gifts: Ride out to Mary's Gifts and use the cell phone. The combination for the lock at Cappy's is 9 2 7 4. Enter the store and look at the new petrified wood on the table by the window. Talk to Mary about the petroglyphs at Cougar Bend, wood, treasure and seeing her on Rawleys land. I think she's a lil upset! On the trail of Dirk's petroglyph map:. Trail Stop: Ride to Trail Stop. Pick up an arrowhead on the right sides of path just in front of Bob.

Go forward and pick up another arrowhead on the left. Go forward and see Charlie's grave. So this is one of the lover's meeting places. Turn around and go to the striped rock left side of the path. Uh OH - there's a rattling sound - don't click on it or you die.

Go back to the path and go forward and pick another arrowhead on the left side of the path. Forward again and get another arrowhead. Cougar Bend: That rock formation looks familiar. Take a look at the petroglyph map in the tool box. Go forward and pick up an arrowhead close to the flat rocks.

There's another arrowhead on the ground in front of the big rock that can be climbed on to the left side of the rock formation. Petroglyph map - The object of the puzzle is to find petroglyphs in the rock formation and enter their location on the petroglyph map in your tool box.

Once a petroglyph is seen, look close and click on it. The map will automatically show up with the drawings on the right side. Click on the drawing on the right and place the drawing on one of the light colored square that is as close to the place you found it on the rock formation. The light colored squares are the clues where to find the petroglyphs. At center area of the rock formation, look up and use the lariat on the protruding log to get up on the top of the ledge.

Remember to wait for a complete circle on the lariat. There's an arrowhead on the floor on the ledge. Have fun. Once all the glyphs have been placed in the map, the decoded glyphs make out - Beneath Cappy's keys pappy's name please!

More of Dirk's clues. Mary's Gifts: Use the cell phone and call Charleena, the one that might know pappy's name. Ask about Dry Creek. Cashmeer Valentine is Dirk's father. Dry Creek - Cappy's : Enter 9 2 7 4 on the combination lock. Enter the tavern. Check the books on the table. It is an electrician manual. Turn left and see a cracker tin like what Dirk stated on his love letter but the name of the tin is unreadable.

We need to know the name of the crackers - it's one of Frances' favorites. Look at the geometric shape on the table right beside the cracker tin. Look at the picture right of the piano. Pan right and see that someone has been hanging out in here.

Sleeping bags, water and other items are seen. Check the old arcade game by the exit. Piano puzzle - Look close at the base of the piano. Remember Beneath Cappy's keys pappy's name please! Flip the decorated panel above. The object of the puzzle is to enter the name of Dirk's father - Cashmeer. The puzzle resets when you pull back. Note which other letters are depressed by pressing each of the letters.

Example: Pressing the first letter on the right depresses letters L-R 1 and 4. Learn what other letters do. Then from these clues, one can deduce which letter is the least affected by pressing other letters. Take the letter from the secret compartment. And make sure you see what's below. When you stick the forks in and give it a spin, off towards my treasure you'll go.

Frances' forks, crank and Beady Eyes ranch. Mary's Gifts: Use the cell phone and call Charleena. Ask about the name of the crackers. Use the cell phone to do a search on the web about Cattle brands and Beady Eyes Ranch. The web search stated that some brands represent the name of the ranch, while others are initials or fanciful designs associated with specific ranchers. Beady Eyes ranch might be B and E or something. Now where did we see that brand?

Dry Creek is loaded with branded wood. Enter Mary's shop and look at Frances' tuning forks on the table. Ask Mary to see if she'll lend us France's tuning forks. She wants 10 arrowheads and she'll give you the tuning forks. She hands a box to collect the arrowhead. If you have not collected them yet: There are 2 arrowheads at Dry Creek, 4 arrowheads at Trail Stop, 3 at Cougar Bend and one at the pump house at the ranch.

Mary needs only 9 arrowheads and she gives one arrowhead to Nancy. Take the tuning forks from the table by the window. Dry Creek: Look and then click at the brand on the walkway plank in front of the jail. Isn't that BD for Beady. Take the box and then close the lid. The shape of the box looks familiar. Ha, remember where we saw a shape like that.

Go to Cappy's. Tuning fork - box puzzle - Go to the cracker tin can on the left counter. Look close again on the outline on the counter.

Place the box taken from under the BD plank on the outline. Place the red handled crank found by the general store on the side of the box. Take the tuning fork from the tool box and then click on the holes top of the box. See the tuning forks lines up in front.

The object of the puzzle is to find out which tuning fork goes in the 4 slots. Note that each tuning fork has a letter of the note on its base. Once the correct tuning fork is in the right place - it could not be moved anymore.

Turn the crank. The lamp on right wall breaks from the sound produced. Take the note in the lamp. But you'll need a magnet what's there to unlock.

Remember where we saw a striped rock. We need to go to Trail Stop but first, we need a magnet. Now where did we see one? Aha - Shorty's fridge is loaded with magnets. More Ranch Chores. Ranch : On the way back to the ranch, see Mary and Tex. What is that all about? Remember to take the saddle and return it on Bob's post at the tack room or Tex will bite your head off. Its night time and we still haven't fixed the chicken coop. Chicken Coop puzzle - Remember what Dave said - use gloves.

Take the gloves from the saddle in the tack room. Click the gloves on the wires and pliers. Arrange the wires on the hole of the coop. Once the correct wires are in place, it will not be movable anymore. Nancy will tell you if it 'looks right'. Junior level has less and larger pieces than senior level. See that the gloves glow in the dark. The gloves touched the powder that was over the electrician book at Dry Creek.

Then the phantom horse gallops by and the electrical wires sparks. The next morning, Nancy talks to Bess and George. Go to the kitchen and take the apple magnet. Go and talk to Shorty. Go out the door and see a horseshoe on the ground. Pick up the horseshoe. It's time to do the veggie and egg chores again. Take the vegetable basket outside and go to the vegetable garden. Vegetable garden - Hey, they're riper now. Left vegetable garden - Pick 4 bicolor Northern Lights tomatoes. Right vegetable garden - Pick 2 red beefsteak tomatoes, 2 orange yellow Golden Queen tomatoes and the 2 dried Black Turtle beans.

Pick the 5 eggs from all nest except the one from the white hen. Go to the kitchen and then go back to check the white hen's nest. Take the egg from the white hen's nest. Get another canteen of water from Shorty. Talk to Dave by the chicken coop.

Go to the tack room and talk to Tex. Nancy shows Tex the horseshoe with a rock wedged in it. Ask about Mary.

Ask Tex if you can go riding now. He says the bridle should be put back together first. Bridle puzzle -. Take the bridle parts from the can at top shelf. Place the parts together. Once the correct part is in place, Nancy will make a comment about it.

Look at the bridle left of the door as an example. Right-click pieces to rotate. Turn and place the belt like part from bottom right inside the headstall. Place the 2 short pieces buckle side up first to the side of the head strap. Turn and lace the metal next. Turn and attach the long coiled part on the ends of the metal. Turn and place the blue part on the metal end. Take the bridle. Talk to Tex and then saddle Bob up. Time to ride out. Time to check the jail message. Mary's place: Talk to er Tex and Mary are in love.

How sweet - Tex! Learn about why Mary wants the Rawleys property. Dry Creek:. Cappy's - Go to Cappy's, look at table that had the books and see that the mystery person has taken all his things away.

Check the box left at the corner. There's a key on top of the box. Pick up the key. Jail - I'm in the jail cell. That's what we wanted but not this way. Dirk's message - Look close at the lines right of the sink. Count the lines and it will correspond to a letter in the alphabet.

Use your computer's keyboard, type in the letters and then press return key. Ex: A - 1 line, B - 2 lines, Z lines - under bank lamp. Turn left and see the key hanging on the wall outside. Jailbreak - Look close at the key and see an overturned chair. Use the lariat on the chair to turn it up under the key.

Time the click on the chair when the lariat makes a perfect circle. Pick up bricks from the floor by next cell and look close at key. Click brick on the key. You will see angle arrows and strength bar for the brick throw. Use the second arrow from the left as the angle of the throw. Move the strength slider to the middle. Click on throw. The key is one on the chair. Use the lariat again to pull the chair to the cell. Click the key on the middle of right cell door frame and out you go.

Pick up the paper off the floor. It is Dirk's code for his secret messages. Read the blue inked note. The culprits use the same code. Decode the message found in the fire pit. Will need more supplies. If ranch is not soon check message mesa again. Dirk might have hidden it right under sheriff nose. So the saboteur is from the ranch.

Bank - Go to the bank building across the hangman's platform and look under the lamp on the right side of the building. Check the loose brick on the side. Read the note - Did you know you can play some games more than one way? You can and I'll tell you how. We need to get that ring. Ranch - Take the saddle off Bob and place it in tack room. Talk to Dave by the chicken coop about Mary and borrowing his aunt's ring.

Step one way away from Dave and call the sheriff. Saddle Bob and go to Dry Creek. Mean Gang -. Insert the token won from Mary's Gifts. Pull the lever and try to get 4 mean guys to make the meanest, roughest and toughest gang in the West. Click on the buttons under the ones you want to keep. There is only one chance given to remove the good guys. Pull the lever again and see if you get 4 mean ones. If you win, you get 2 more tokens.

Nice Gang - It is time to check Dirk's note under the bank lamp. Save Game. Use Dave's aunt's ring on the red button above the slot. The sign changes to 'make the nicest, sweetest and most pleasant friends. Insert token on the slot. Pull lever. Pull the lever again and see if you get 4 nice ones.

Take the key. C heck Dirk's Zebra rock message from the tuning fork puzzle.



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