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ShowGamer.comWalkthrough Nancy Drew Song of the Dark Waters

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Walkthrough Nancy Drew Song of the Dark Waters

Note! Before touching anything, we take the first helmet keychain under the lamp on Nancy's table. If you do not do this now, then you will not be able to take the keychain later.


If you manage to find all seven trinkets, you will be given the Charmed trophy.

Next, you will receive a summons from Dagny, Moira's friend, whom she met in the Silent Spy game. Dagny lives in Iceland, in the small town of Skipbrot, where, with her business partner Magnus, she recently restored the old ship Heerlijkheid. Magnus was about to sail to the place where the annual festival usually takes place. When the ship was in place, it was not on board. Dagny tells that Magnus could find the treasure that was hidden on the ship. Maybe that's why he wasn't there. She very much asks to come and sends a ticket to Reykjavik.


Iceland

When you find yourself on the main street, you have to get acquainted with Dagny. Start a dialogue about Magnus and the treasure. She will allow you to enter the ship and inspect it, but then all of a sudden Elizabeth will raise the ladder so that we do not get on board. Soren is in charge of the cultural center, he is the organizer of the festival, and Elisabeth is his assistant. Therefore, it is necessary to contact Soren, he can give permission to inspect the ship. We follow to the pier.

Approach the boxes and turn to the right side, there will be a ladder. We sit in the boat and press the button on the steering wheel. The motor is not running. We return to the main street and follow to the left side. There you will find a snowmobile, but you will need a key for it.

We turn around and go to the counter, they will still clean the fish on it. We remove the hook from the counter and read the newspaper. It will tell about the sailor Gunnar, who does not like the annual city festivals and constantly prevents them from being held. Take the second flower keychain near the newspaper.


We follow back to Dagn, go through it a little and read the leaflet, which will say that the key to the snowmobile can be taken from Elizabeth; gasoline, a map of the area and additional equipment are not provided. ”We follow forward, inspect the tower in the courtyard of the cultural center. Read the plaque. We open the doors of the center and get acquainted with Soren himself, he will give you a sheet of "DingedDinghies" with instructions for the boat's motor.

He will give permission so that you can board the ship. He will tell Elizabeth about it. We look at the cultural center. Next, you will see a picture of a sailboat, you will need to correctly indicate the names of the sails. Nearby there will be a model of the Heerlijkheid ship, click on the buttons, a Viking boat and a showcase with an astrolabe, a sextant and other exhibits. Near the window is a showcase with sea knots that you will be asked to tie. Axes will hang near the door, on the left side there will be a stand with old photographs and the festival program.


A leaf with Gunnar's message will hang on the stand, in the upper corner on the left side of the leaf there will be a pen. If you wish, you can sign the petition to ban the festivals. Next, you will find yourself in a souvenir shop, try to buy something, take the goods, on the left side of which there is a closed door, you must click on it. After that, you need to help Soren solve the sea knot puzzle.

Arrange the tiles in chronological order.


Solution:

Screen


Then we take out a magnetic card from under the puzzle, turn it over and read "Gunpower". Go outside and follow back to the ship. Next you will see a ladder.

Ship inspection

We get acquainted with Elizabeth and take the key to the snowmobile from her. We check the door next to which she sits, it is impossible to get there. We rise to the upper deck behind Elizabeth. On the left side of the handrail there will be a sign "Crow'sNest" ("Crow's Nest"). Using the nets, we climb to the viewing high-rise and remove pieces of the picture from the pole. You should pay attention to the numbers 86, they will be written on the mast.

If you climb the observation tower 11 times, you will be given the "Lookout" trophy.

We rise to the cabin on the upper deck and examine the cards on the table on the left side of the door. We check the radio transmitter, there will be no key, look in the logbook, which will be located near the steering wheel.

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In the log book you can find the names of the sails and masts, you will need them to solve the puzzles in the cultural center. You will also read that Dagny and Magnus have the keys to the radio transmitter. We go outside, inspect the steering wheel and go around the wheelhouse, there is clearly something that will not be enough. We return back to the wheelhouse and go down to the lower deck. We open the double doors and go straight ahead.

Then we turn to the left side and go down the stairs down into the hold. We open one of several barrels and look for a note "Dagni'sNotes". It will indicate that Gunnar uses some unusual item instead of a stand. There will also be a new mobile phone password: "SCUTTLEBUTT".

We go down and look into the muzzle of the gun (you have a hint "gunpower" in the cultural center). You will find pieces of paper, cattle and rope. We pass forward along the hold and near the large rope we select a flashlight that will not work. Near it will lie the third keychain gun:

Screen

Raise the red grate that is in the floor and take a look at the engine room. We rise from the hold to the hall. Then we open the second door. This will be the captain's cabin.

Riddles in the captain's cabin. First Easter egg

On the right side of the door on the bed will be the fourth keychain-chest:

Screen

There will be a bedside table near the bed, from there we take a tin with pins. On the wall you will see a castle. On the table there will be a sheet of "ToyClues" and half of the locator. We pass from the left side to the rack and take out the box with triangular buttons on the lid.

First Easter Egg:

It must be obtained before you open the box on the instructions of the game. To begin with, we make sure that all the buttons are not recessed inward. Let's go like this:

Screen

Then click on the top button, bottom left and bottom right button. The box will become available, in it you will find an egg.

Screen

Puzzle with a box lid with triangular buttons

Then you need to do everything the other way around: push the buttons inward. Let's go like this:

Screen

In the box you can find letters from Magnus and Elizabeth. Magnus is in dire need of an item called "Langspil".

Puzzle with secretary lid

On the right side of the table you can find a secretary with a puzzle cover. You will have to fill in the 3 squares in the middle by defining a sequence for each line.

Decide like this:

We count the sum in each completed row - 9 will come out. In the empty rows, you will also have to calculate the sum and subtract it from 9. The number that comes out will be the correct answer. Then paint over the squares. Each completed line contains 3 yellow squares and 4 red squares. We look at what color will be missing in the empty lines.

Decide like this:

We arrange the numbers in squares (from top to bottom): 1, 3, 1.

We paint over the upper unit with yellow, the central three with yellow, the lower unit with red, to change the color, click on the yellow or red square above the numbers on the right side of the screen.

Screen

The secretary will contain a newspaper, Magnus' diary and a key to the Lighthouse. If you look into the diary, there will be a leaf with letters and a leaf with holes.

Word puzzle

Your task is to find all the words written on the piece of paper, paint over the letters in red and blue. If you press the left mouse button, the letter will be red, but if you start the right mouse button, it will turn blue. Collect words horizontally by clicking on the left mouse button, vertically - on the right mouse button. You can click on the letters as you wish.

Solution:

Screen

We write down the code that will come to you: "SRDCUJLEVFWM".

Map puzzle

A map with letters will hang on the wall opposite. You have a code and a box of pins. We stick pins into the letters and get a new code - 14.

Screen

A photo of Magnus and Elizabeth will hang in the corner, pay attention to it. Then we follow in the holly immediately to Elizabeth. We ask her for help. Get "Magnus'sNotes" from her.

Cultural Center. Screen with a sailboat

We pass to the screen on the left side of Soren and correctly place the letters in the empty cells near the names of the sails. The clue was in Magnus' logbook in the ship's wheelhouse. Click on the letters on the sails and put squares next to the names.

Decide like this:

The ship will have 4 masts, a bowsprit and 4 sails between the masts. In the logbook you will find the names of the masts from the highest to the lowest and the names of the sails from top to bottom.