Welcome to my Curse of Blackmoor Manor walk-through. (-: If you're new to my series of low-spoiler computer game walkthroughs, the idea is to point players
towards things they might not have tried in each game rather than giving away puzzle solutions or offering step-by-step instructions.
Unlike most Nancy Drew games, The Curse of Blackmoor Manor is actually arranged temporally, not by area. There are three chapters ("days")
with new areas appearing becoming accessible in each chapter, and the game must be completed in largely linear order.
Here is a bare-bones list of key tasks to be completed-- note that I don't tell you how to solve any of the puzzles, just where they are.
If you've already found a puzzle but just can't seem to get it right no matter what you do,
UHS is a good place to go for a
single hint that won't spoil the rest of the game for you.
The Curse of Blackmoor Manor: Key Tasks
If you find yourself getting stuck in the game, keep in mind that the answer frequently doesn't have anything to do with puzzles or additional
exploration. Frequently you just need to speak with an NPC for the plot to continue advancing. So if you
really have no idea what to do next, first make sure that none of the four NPC's have anything to say to you. If you're desperate you can
ask the incredibly annoying Loulou for a hint. If all those things fail, take a look at this checklist of important tasks you
will need to complete to solve the game (in rough chronological order):
1) Talk to all the NPC's. Repeatedly. Having certain conversations with them is necessary for the plot to progress. Calling Ned
is completely optional in The Curse of Blackmoor Manor (he doesn't even reveal any hints.) Jane sometimes won't tell you information
or give you objects you need unless you play a game with her first; Nigel and Aunt Leticia each require you to solve a puzzle once.
2) Solve a puzzle box and an astrology puzzle in your bedroom. (If nothing seems to match, note that there are *four* star charts on the wall, not one-- you
have to click on the folded corner of each map to turn to the next page.)
3) Solve the lever puzzle at the top of the spiral staircase.
4) Solve a puzzle outside Jane's room (you'll need to order an inventory item from the pub before you can do this.) You must have completed #3 first.
5) Solve a puzzle on the "Betty" card game machine and then beat it at cards. (You'll need an inventory object and some additional information first.)
6) Figure out the password to Alan's computer and solve his Ghosts puzzle, then follow his instructions until you win a quest item.
7) Figure out how to open Jane's secret passage.
8) Solve the parrot door puzzle in Jane's secret passage (you only actually have to talk to Loulou once-- after that you can guess all the answers by simple
word association.) You must have already done #7 to complete this task.
9) Turn all the triangles at the end of Jane's secret passage up. You must have already done #8 to complete this task.
10) Figure out how to open Linda's secret passage. You must have already done #7 to complete this task.
11) Solve the runes door puzzle in Linda's secret passage. You must have already done #10 to complete this task.
12) Turn all the triangles at the end of Linda's secret passage up, then go back and turn the triangles at the end of Jane's secret passage up again, then
if you need to, go do it in Linda's again. Ugh. You must have already done #8 and #11 to complete this task.
13) Go down the side corridor just after passing through the split door, and solve the water puzzle on the door. (Going into this room first is optional;
if you miss doing it, don't worry about it.) You must have already done #12 to complete this task.
14) Go into the moving rooms maze. Find the map disk and figure out how to make your way to the forge (marked as an "angel" on the map disk.)
You must have already done #12 to complete this task.
15) Solve the alchemy door puzzle. You must have already done #14 to complete this task.
16) Explore the forge and solve the Four Winds puzzle. You must have already done #15 to complete this task.
17) Go back into Linda's section of the secret passage and solve the Mercury puzzle behind the coffin-shaped door. (You may have solved this by trial and
error much earlier on-- I certainly had-- but the actual way to solve it is located in the forge.)
18) Collect a quest item from the library. You must have already done #17 to complete this task.
19) Solve the frogs puzzle in the conservatory. You must have already done #13 to complete this task.
20) Open all six columns and adjust the pipes correctly. You must have the six quest items from #2, #4, #5, #6, #18, and #19 to accomplish this.
21) Solve a puzzle to light the forge. You will need to have completed all the previous tasks #1-20 to accomplish this.
22) Set the mold correctly.
23) Go to the forge and complete the endgame. And that's it, you've won!
*Read the humorous end of the society article about the Penvellyns in the introduction?
*Noticed muddy footprints in the hall?
*Been awakened at night by strange chanting?
*Followed a cloaked figure and picked up a pair of glowing red goggles?
*Noticed claw marks in the molding of your door?
*Been caught going down the slide by Ethel? (She doesn't always catch you, but boy, is she nasty when she does!)
*Had a nightmare? (This happened to me when I played the game myself, but not when I played with my kids. I fiddled around
with it quite a bit but still have no idea what the difference was.)
*Spied on Linda through a peephole?
*Entered the well and read a weird message about a guinea pig?
*Fed the venus flytrap and read a letter to Aunt Leticia?
*Been shown a threatening note Jane received?
*Gotten a threatening note under your door?
*Read a postcard from Jane's mother?
*Read the notes for Nigel's evolving book? (He updates notes twice in the course of the game.)