Walkthrough Menu
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!
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.
Chapter 3 : Day Three
• 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!Created at: 2012-03-18