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