text:
Nancy Drew: Curse of Blackmoor Manor
by Her Interactive
Walkthrough by MaGtRo October 2004
Gameplay: The main menu has new game, load & save game, continue game, second chance, game setup, credits, help, more Nancy Drew and exit game. The Game setup has the voice, music, special effects volume, closed captioning and auto move. The help menu explains about cell phone, notebook, tool box, exit, saving-loading games, second chances, hints and more information.
The gameplay is the same for junior and senior mode. In junior mode, Loulou gives suggestions as to what to do, has a checklist and the game puzzles are easier.
In New Game, the game setup explains the game manipulation and how to go about gameplay. There are unlimited saves but only 32 slots are seen on load.
The game is mostly non linear and you can play the puzzles as you see them or later.
NOTE: The sequence in this walkthrough is based on following the dialogue clues given by different characters and arranged by relevant puzzles. There might be actions that can be done earlier but found later in the walkthrough. If you don't meet some of the characters, set the alarm beside Nancy's bed for next day and look for them.
Nancy is on her way to Blackmoor Manor to check up on Linda Penvellyn, the daughter of Nancy's neighbor. Linda, newlywed to Hugh has fallen ill since she came to live in the Manor.
Nancy is dropped off at Blackmoor Manor. Someone whispers Nancy's name. After knocking on the door, a growl is heard and burning red eyes is seen. Mrs. Drake greets Nancy and tells that your room is the one with the moon on the door. Linda is not quite ready to see Nancy. Mrs. Drake says to see her in the conservatory after settling down in your room.
Nancy's bedroom: Read the game journal for information. Use the cell phone. The speed dial under the directory has home, Ned and Mrs. Petrov listed. Call Ned and Mrs. Petrov. Click on web and check all your e-mails. Use the cell phone again, click on web, internet browser and do a search. Learn the connection about witchcraft and Blackmoor Manor.
Nancy's suitcase is at right of the fireplace and left of the window seat. Look close at the moon column at the base of the window seat. Look close at the crest above the fireplace. Pan left and look at the gold book on the left side of the mantle - Grenny and the Water Fairy by John Penvellyn 1937. Read the book about a frog named Grenny and the red key the princess gave to the water fairy. Look at the note tucked in one of the pages - it showed the 4 elements symbol, water, earth, fire and air.
Look at the square box on the chair - we need more info on this. Check the eternal play balls on top of the bookcase. A mural of Helios (Apollo), riding the fiery chariot pulled by 4 horses covers the wall left of the door. The phone (cook and Hugh) and the alarm clock are on the table left of the bed. The lamp switch is on the wall beside the lamp. There's a tripod by the window.
There's a constellation chart behind the green stellar picture between the windows. Use the web search again and read 'Why the stars seem to move'. Learn about the solstices: Solstitium and Bruma; and about the equinoxes: Aequinoctium Vernum and Autumnalis. Press the circle at bottom left to see the star map. Press the blue circles and the text to see the different star maps.
Time meet to Mrs. Drake in the conservatory. Exit the room and look left to see moon signs framing your bedroom. A gorgeous stained glass window is at the end of the hall. Go forward down the hall and listen through the next door and hear a girl and a woman talking.
There's an alcove on the left with stairs that sing going up. NOTE: Don't go up or solve the puzzle up there yet or you will not see Mrs. Drake in the observatory or Nigel in the library today.
Meeting the characters
Jane's Bedroom: Knock on door right of the alcove where the child's voice came from. Jane, Linda's stepdaughter says 'to come back later please'. Look close at the red button on the right of the door. It needs a key.
We better not keep Mrs. Drake waiting and look for the conservatory. Go down the hall and look close at the gargoyle at the corner. Turn the corner and hear an angry woman. Go down the stairs and turn left.
Conservatory: Enter through the metal door on the left wall of the foyer and down the metal stairs. Look around. Look close at the plaque of outstanding achievement given to John Penvellyn on the urn pedestal. Look close at the drain and then the water sprayer on the empty frog fountain.
Turn left, forward, right and see several potting tables. (Note: If you picked up the key from the noisy stairs, you will not see Mrs. Drake and have to wait for later in that day or the next day by setting the alarm clock.) Talk to Mrs. Drake. Learn about Nigel Mookerjee, researcher and Ethel Bosinny, Jane's tutor. Learn about Linda, to order food from a local restaurant and water in well. She talks about Loulou and proper food for the parrot. Look close at the potting table on the left. Look close at Leticia Drake's allergy medicine and learn the effects on her.
Library: Exit the conservatory and go across the Great Hall to the door across the room. You might or might not see Nigel depending on who you talked to before this. If you don't see him, set the alarm to talk to him the next day. But if you do, talk to Nigel Mookerjee, the man typing on his computer. Learn about the Penvellyn scandalous history and family treasure. Elinor Penvellyn is the family member tried for witchcraft. Chimes heard in the manor. Learn about the Blackmoor beast and the portraits at the Great Hall. Look close at the statue in front of Nigel's desk and learned how Elinor was adopted. Go to next room and look close at the books. Nigel will give an ongoing commentary about the Penvellyn ancestors. Look close at the desktop computer. Alan Penvellyn is learned in computers. It needs a password. Exit the library. Check the cell phone browser and look up the Beast of Blackmoor.
Loulou and East Hall: Go back upstairs, turn right, go down the hall and see a door with a flowered plate - Mrs. Drake's room. Go to the corner and hear a ghostly sound. Take off the cover and see a parrot in a cage. Meet and talk to Loulou. Loulou is a great source of information! Turn right and see a door with a big crest on it. We need a key to open that door.
Linda's bedroom: Knock on the door left of the stairs. Enter and see a darkened room. Look around and see draped furniture, pictures on the wall and a table with mirror, cell phone and lotion. The curtain on the bed is pulled. Click on the curtains and talk to Linda. Doors that should not never be opened.... Jane, Linda's stepdaughter wants to come in to meet Nancy but was refused. Leave the room.
Jane's room: Turn right from Linda's room and talk to Jane now that her study time is done. Note: If you do this later or after the library, Jane will be sleeping by then and have to wait the next day for the opportunity. Jane's is free after her study time that ends at 2PM. Enter the room and turn left to see Jane in bed.
Matching game - She wants to play a game. The first game is a matching game using Brigitte's cards, the one with the telescope in her portrait. Jane wants you to do better than her 40 (junior) or 25 (senior) tries. The aim of the puzzle is to flip open duplicate cards until all the cards are opened.
Open 2 cards at a time. Once you see a card that is a duplicate of one you have seen. Click on both to keep them open. You can write the cards down on a paper to help you. That's not cheating.
Talk to Jane after winning the first game and find out about the lady in black that left a note in Linda's room. That is when she started feeling poorly. Talk to her again and find out that the lady in black resembles Elinor. Play games with her again using games from the chest or just skip that dialogue. Talk to Jane again about animal, treasure and password.
Skull and Bones game - She will tell you the password of the computer if you beat her in skull and bones games. You don't need to play this game for the password. Find out for yourself by looking at the words under Arthur's crest at the Great Hall. Arthur is the second from the last (next to Hugh).
Skull and bones game's aim is to accumulate 3 of a kind card. The cards shown are yours. Click on a card and ask if Jane has them. Remember the cards Jane asks for and ask for them when you have them. This is practice for another card game at the Great Hall.
Go to the window seat right of the bed and see a paper. Click on the Penvellyn Family Tree and ask Jane about all of her ancestors (red colored ones) - 4 pages long. Jane does know about her family. If she wants to rest - look around and continue the ancestor inquiry or you can continue asking her.
Look in the bookcase and read the Introduction to Runes. Click and read the Monsters (note: lycanthropy) book that Nigel gave to Jane. Go to the small kitchenette right of the bookcase. Jane makes cake for Loulou here.
Look at the picture of Jane's real mum, an opera singer in Paris on the dresser.
Mutus Liber - Study the book on the left given by Ethel, it belonged to Jane's grandfather. There are several very interesting pages in this book. Take note of the cover picture with tree, planetary signs and the 4 elements at the bottom. There's one with 6 columns-circles with planetary symbols and a dragon at the center. There's one with 12 drawings in a sort of handle and the right page shows it being placed in a fire.
Tapestry - Pan to the corner and read the words of Charles Penvellyn on a tapestry.
Turn right of door to Jane's desk. Look at Brady Armstrong poster on the wall, guinea pig picture and at Jane's assignment for the month. Wow! Click on the teeth! <grin> Play another game with Jane. She'll tell you to select one from the chest. Have fun on whatever you select. I recommend the puzzle. You can play any game anytime. Exit the room.
Go outside somewhere in the corridor and the cell phone rings. Talk to Mrs. Petrov, Linda's mother about everything.
Looking Around
Nancy's Room: Go back to your room and use the phone to call the cook. Talk to Tommy and order any food you care for. You can try all by ordering them and have a fun time eating and reordering another - Loop de loop; bangers and mash; pinky and perky or dogs eye. I highly recommend Pinky and Perky. Say 'okay' to Uncle Fred and Johnnie Rutter. Do a web search using the cell phone about Cockney rhyming slang. Rutter is butter.
Call Hugh and learn about Linda, Mrs. Drake, 6 month habitation clause and Jane.
Alcove: Enter the alcove next to Nancy's room.
Stairs that sing: Enter the alcove and climb the stairs. Ooops! each step makes a sound: bling, whoop, waah, bla-ding, whoop, waah, bang, bang. At top of the stairs is a panel of levers.
Each letter labeled lever represent the sound made by each step going up. A- whoop, B - bling, C - bla-ding, D-waah, E - bang, F - steeeum and G - tick tock.
Pull levers: B A D C A D E E. Take the key from the opened compartment.
Jane's room: Try the key on the red button right of the door. Um... needs grease.
Great Hall: Go down the main staircase. Directions are based on the stairs at your back.
Doors - There's a door on the right wall that leads to the library and 2 doors flanking the stair that leads to a hallway. The metal door to the conservatory is on the left wall.
Columns - Look close at the 6 columns in the room. With the stairs on your back - The 'looks like a piece missing' are: knight's head on the column closest to the stairs, something held by the God on the middle right column, a circle on the right 'Tempus Fugit' column close to the door, an arrow head on the left column closest to the stairs, full moon at left middle column and a 'I need something else for this' on the Mercury relief.
Portraits - Look around the walls of the Great Hall and see ancestral portraits with coat of arms below them. Look close at Alan's portrait, second to last and right of the clock. Note the words under the crest - I Purgamentum Exit I.
Right of the door is Betty, a card playing automaton and on the left wall behind the Mercury column is another gargoyle.
Main hallway: Enter the door at right of clock. Turn left and look at the Cricket trophy of Brigitte Penvellyn. Go to middle of hall and read the note tacked on the do or of the kitchen. Fire, eh?
Conservatory: If Mrs. Drake is around, talk about Cockney, book and Alan. Check the giant carnivorous plant by the glass wall. Click once on the carnivorous plant. Don't click on the carnivorous plant again or you'll end up... - well find out and do a second chance.
Once outside, do a web search on Cockney rhyming slang. Learn that Rutter is butter.
Nancy's room: Go back to your room and eat the food ordered from Tommy. Loop de loop is soup. Pinky and perky is turkey. Dog eye is pot pie. Johnny Rutter is butter. Take the butter (taken only after key is tried on Jane's room's keyhole). If you ordered Pinky and Perky, a slice of turkey is taken.
Venus flytrap at the Conservatory: If Mrs. Drake is not around, continue around the potting tables and see a letter under a Venus flytrap. Try taking the letter - Guess we need to feed it first. Feed the turkey from Pinky and Perky meal to the Venus flytrap. Take and read the solicitors letter about the 6 months habitation clause.
Library: Nigel is gone. Look at his computer and click on the To Nigel.txt. Best seller? Read the Notes and learn more about the missing pieces in the Great Hall columns and family history. Nigel made reference to the Mercury column at the Great Hall and the library Mercury statue, in front of Nigel's desk with the key in hand. Also note - persuade Mercury to face north and lift his eyes to the sky will the wand be released. Chapter IV mentions Charles and Jane's tapestry related to the tiles outside her room. Learn about Betty, the card playing automaton and the game similar to Go Fish. Take note of the info about Edward's coat of arms. Play the Finger Tips for typing for fun or practice.
Go to the desktop computer and enter the motto under Alan's portrait -I purgamentum Exit I or purgamentum. Press your computer's enter button. There are 13 ghosts that come out from midnight and 4 AM at quiet places like the hallway, conservatory and Great hall. Touch all 13 ghosts and Arthur will give you a prize. If it is already after midnight, do the 13 ghost puzzle, if not come back later or set your clock to 12AM to catch the ghosts.
13 ghosts hunt: Go to desktop computer. Type in the password - purgamentum or I purgamentum Exit I. Press your computer's enter button. Click 'I am' button and start the timed ghost hunt. Find the 13 ghosts and click on them within the allotted time.
Exit the library to the Great Hall and turn right click on ghost (1) on wall.
Main Hallway - Turn around, go through door and go to the hallway. Turn left and go close to the cricket trophy. Turn around and click on ghost on the left (2) wall. Go forward to the kitchen door, turn around and click on ghost left of kitchen door (3). Turn around and go to the other end (picture) of the hallway. Turn around and click on ghost at right (4) wall. Exit through the nearest door on the left to go to the Great Hall.
Great Hall - Turn around and click on ghost left of door (5). Turn around and click on ghost on floor by middle column (6). Turn left and enter conservatory.
Conservatory - Go down the stairs and click on ghost on the urn stand (7). Go back up and click on ghost right of the door (8). Exit conservatory.
Go to the stairs and click on ghost on left newel of the stairs (9). Climb up the stairs.
Second floor hallway - Turn right and go to the East Hall by the locked door with crest and click on ghost (10) at right wall. Turn around and go back to the hall by Mrs. Drakes room. Click on ghost on left wall (11) across from Mrs. Drake's room. Go forward to Nancy's room and turn around and click on ghost by Nancy's right of room door (12). Climb up the stairs that sing and click on ghost above the levers (13).
That's it - 13 ghosts. Go back to Arthur's computer in the library and enter the password. Congratulations! The prize is a clue - When you are facing the GREEN dragon, look to the left and pull below the vase with the tree. But if you're wearing a hat hang on to it.
Second floor hallway: Look at muddy footprints in front of Linda's room (can be seen later in the game). Talk to Loulou and find out that the manor wakes up at 6AM. On the way to your room, look at the muddy footprints in front of Linda's room.
Nancy's room: Set the clock for 2 PM, the time when Jane is done with her classes. Click on ALARM, use the arrows to set the time to 8:00 AM and press SET. Good night!
Investigate the East Hall Secret Passageway
Wake up to hear chanting at 3:15AM. Go outside and hear laughter (cackling). You can look around but find nothing. Go back in the room and set the alarm to anytime you want to wake. Let's try 6 AM.
Jane's room: Listen to Jane sing her lesson at 6 AM - Brigitte's favorite time is midnight of the longest time of the year or hear History lessons at 8AM.
Linda's room: Talk to Linda about lady in black and note. Click on curtain again to get Linda talking about awakened something that refuses to rest, curse, passageway. Whenever, there's free time check back with Linda to see if she has anymore to say.
If nothing is happening try talking to Mrs. Drake or Linda or order lunch. Knowing that Jane's class ends at two, turn the alarm clock to 2 PM.
Jane's room: Talk to Jane about passageways. She will show you the passageway that ends in a funny picture she found if you play the Bul game - no Scarlet Hand here at the manor.
Bul game: The object of the game is to conquer all opposing warrior by getting your warrior to land on the space occupied by the opposing warrior. Click 'roll' to know how many square your warrior moves. The shells' dots show how many moves. All shells with no dots mean 5 moves. Each player has 2 rolls. You can pass as a strategic ploy.
When you win, Jane says the secret passageway is in the East Hall. Jane gives the green key to the locked door.
Exit Jane's room and meet Ethel, Jane's tutor. Go to the East Hall, the one with Edward's crest on the door by Loulou.
East Hall: Use the green key from Jane on the door. Note the 13 Ghost hunt prize (vase with a tree) clue on left wall by the door and a gargoyle on the right wall. The green dragon is ahead.
Alan's 13 Ghost hunt prize: Based on the prize clue after winning the 13 ghost hunt - When you are facing the GREEN dragon, look to the left and pull below the vase with the tree: As you step through the door and see the dragon, turn left and click on the leaf-like knob with the cloth. Enter the passage, have a fun ride down the slide, see a target on the wall and out the crest at the Great Hall.
Green Dragon puzzle: Each of the 6 claws move in different directions - up down, left and right. Go back out and look at the Edward's big crest on the door. Remember what Nigel's note states also. The top left shows a jouster running to the right, middle left shows a castle and the bottom lightning goes down. The right top is a guard with spear pointing up, the middle horse faces left and crowned figure motioning to the right.
Go back to the green dragon and move the claws to a specific direction shown by the crest figures:
Top left - right, middle left - down and bottom left - down. Top right - up, middle right - left and bottom right - right.
The passage opens. Enter and realize you need a flashlight.
Jane's room: Talk to Jane about flashlight or torch. She will give you glow torch if you win the Petroglyph Punch.
Petroglyph Punch: You can play easy or hard. The object of the puzzle is to make a minimum of 3 identical glyphs in a row. The 3 plus identical glyphs makes a higher score and more time is added. To move a glyph to another square, click on it and then click on the glyph you want to replace. If there's no glyphs left to make 3 identical ones, click on shuffle to get new glyphs. Good luck!
Take the glowstick when you win.
East Hall Secret Passageway: Go down the 3 flights of stairs and to the end of the lowest level. Hint: Keep the cursor at the center of the computer screen and click at every change of screen view until you see an eye on a locked door. Click on the eye to see the word 'barber' and parrot. Go back to the very top until you face a wall. Click on wall to get to the dragon room at East Hall.
Loulou: Talk to Loulou, the only parrot in the game. She wants the 'magic word'. Talk to Mrs. Drake at the conservatory and she remembered that Loulou has to be told that she was a 'very very clever and beautiful bird'.
Go back to Loulou and tell her the magic word. She gives a word back for barber - leech. Go back down to the eye door and enter leech* on the squares. Now the word changed to 'picture'. Back to Loulou and now she wants cake. Let's make one at Jane's room.
Loulou's cake: Check the cell phone web search and read the Healthy diet for parrots. Go to the Jane's room mini kitchen and make a cake.
Click on the pan to ask Jane to make something. See-click all the ingredients available - crackers, mixed beans, mixed nuts, salami, salsa, lettuce, blue berries, meal worms, chocolate and avocado from carton.
Be sure to make the correct cake or Loulou will die and you will be fired! End game!
Add to the pan: crackers, mixed beans, mixed nuts, salsa, lettuce, blueberries, meal worms and definitely no chocolate, avocado or salami.
Click on microwave and then press red button. Take the er... the 'cake'.
Talk to Loulou (Deeeelicious!) and she says book as the word for picture. The hint given by Loulou about the bull's-eye that was seen on the slide is cricket has the ball.
East eye door puzzle: Go back down the dragon passageway and see you need another glowstick. Back to Jane and play another Petroglyph Punch game. Take the glowstick. Go to parrot eye puzzle and enter book. The new word is baby. You can either guess the word correlation or go back to Loulou. The baby word is bonnet. The next word is hour. The hour correlated word to enter is glass. The next word is ant - enter hill. Sound of door unlocking.
East gargoyle door puzzle: Enter the door and at the end, move the cursor to a partly hidden gargoyle on the right. Look at the panel above the gargoyle. It has an upright triangle similar to the fire element sign on the paper in Grenny's book. Click on it to see 6 triangles with fire depicted on the side. Arrange them to be similar to the fire element triangle - upright triangle. Nancy noted that the rest of the grid is on the other side of the wall. Let's look for the other side of this panel. It should be in another passageway.
Go upstairs and meet Ethel at the hall door. Talk to her about the silent book.
Investigate the West Hall secret passageway:
Linda's room: Enter Linda's room and tell her about the passageway. Gargoyle... Oh, she's talking about a different passageway, one connected to the gargoyle around the corner.
Great Hall: Exit the room and look at the gargoyle in the corner. There's got to be an easier way to figure this out. Let's look for clues. Remember when we looked at the ancestral portraits, there was one with a gargoyle in the background. It's the one on the wall opposite the library door and between the Mercury and Moon column. Look at the portrait and notice it has no crest below it.
Library: Go to the library and talk to Nigel. The ancestor with the gargoyle is Corbin, grandson of Elinor. Nigel will help you if you type his memoirs only after a typing test.
Typing Test: Type up the letters that come up the screen as fast as you can. The letters disappear and replaced with new ones. Note that some letters comes up twice and that increases the score. Junior mode has less minimum letters/min (20) than the senior mode (30).
Hint by GameBoomers - Just hit the keys randomly with no particular attention to lower and upper case. This will get a higher score.
Afterwards, Nancy types up a boring memoir. Take the note and the Corbin's coat of arms that Nigel left on the table.
Ritual: Leave the library and see Ethel and Jane do a ritual with pouring something in a hole on the floor at center of the Great Hall. Go to hole and click on it - smells like oil. No key without toil, no fire without oil.
West Hall gargoyle puzzle: Go back to the gargoyle. Study Corbin's coat of arms in inventory and see the number of comets on the right and left of the crest. Let's try it - turn: 2xs right arrow, 1 left arrow, 1 right arrow, 2xs left arrow and 1 right arrow. A secret passage opens on the right. Need another glowstick. If it's too late and Jane is asleep, set the alarm for 2 PM.
Linda's room: Talk to Linda. Library: Talk Nigel. Talk about being famous, runes, Ethel.
Jane's room: Go to Jane's room and play another Petroglyph Punch to get another glowstick. She denies knowing about the ritual that morning.
West Hall secret passage - Open the secret passage by clicking 2R, 1L, 1R, 2L, 1R on the gargoyle. Enter, go forward 1-2 times and turn right to a beetle like wall panel on the wall. Click on the circle and look through the peephole. Oh golly gee, wow! Her hand is hairy and has claws.
Proceed to the eye panel at the end of the passage. It looks like the eye at the West Hall passage. Click on the eye and see the Rune puzzle.
Rune puzzle: Look at the sign above the eye and Nancy will read the curse. So that's what caused Linda's fear. The curse was referring to Elinor.
Back up 3 times from rune puzzle, turn around and go to Jane's room. In Jane's room, look at the Rune paper on the bookcase and note down the runes that spells Elinor.
Go back to rune puzzle and enter ELINOR in runic on the eye door.
Chimes, peephole and hands: Enter, forward down 2 levels and the path goes right and left. The right ends on an ornate door with a knight holding a sword inside. The fingers are clickable. Elinor's security system? Look up and click on the nose of the knight and see the library and mercury statue. No info to help us here yet.
West gargoyle door puzzle: Back up 2xs and turn around to go forward to the split in the path. Continue down the stairs to the bottom level. Go right, forward, see a gargoyle on the wall, left, until the end and see the other half of the wall seen at the bottom level of the East Hall green dragon passage. Look close at the panel above. It has the other half of the fire sign plate. Turn all triangles right side up to signify the fire sign triangle. Hmmm. Nothing happened.
Let's see what happened to the other side of this panel - go to the green dragon passage now. Back up 2xs and turn around. Go up, follow the stairs at right on second level (forward goes to the knight) and out. You might or might not need another glowstick.
Finding the Alchemy Laboratory
East Hall secret passage: Go to East Hall passage. Turn the green dragon's hands. Go down to the lowest level to the East gargoyle door puzzle. Arrange again the triangles to the fire symbol (upright triangles). The door opens for junior mode. For senior mode - go back to west gargoyle puzzle and redo it. Hear a click sound and door opens.
Enter. Go forward to a door with a small metal compartment at right side. Open the compartment and get a glowing stone. Guess, I won't be needing Jane's glowstick anymore.
Moving rooms puzzle: Do a web search for the planetary symbols.
Click on metal door and go forward. See a door with Mars (male) symbol on it.
Click to open Mars door. Enter and go forward to the to moon door. The room is moving.
Click to open Moon door. Do not go in. Turn around. Hear it move behind you. Turn around again to Moon door.
Click to open Moon door again. Enter to see a basin at center of room. Take the map.
Look at map and see that you are at the center. You came from the fire sign symbol at the bottom. You need to go to the angel door at top. Do not go to the devil squares or you DIE!
Go forward to the door with Sun symbol (circle with dot at center).
Click to open door and see a wall. Turn around.
Turn around again to Sun door. Click to open and see Venus (female) symbol on the door. Enter and go forward to Venus door. Check map and see that you are now on white square under angel square.
Click to open Venus door. Click to open and see a wall at far end. Do not enter. Turn around.
Turn around again to Venus door. Click to open and see a Mercury (female symbol with horns) symbol on the door. Enter and go forward to Mercury door. Check map to see you are now in the white square that rotates around the perimeter.
Click to open Mercury door. Click to open and see a wall and grilled floor. Do not enter or you die. Turn around. See that you now face a Mars door.
Turn around again to Mercury door. Click to open and see a wall. Do not enter. Turn around. Go forward to Mars door.
Click to open Mars door and see wall. Do not enter. Turn around.
Turn around again. Click to open Mars door and see a room. Do not enter. Turn around. Check map and see that it is across the devil square.
Turn around again. Click to open Mars door and see a wall. Do not enter. Turn around.
Turn around again. Click to open Mars door and see a room. Do not enter. Turn around. Check map and see that it is across the angel square.
Go forward to the Mercury door, click and enter.
Alchemy Door - See the familiar eye on the wall. Click the eye panel and see another puzzle with elements on the left, pot at bottom and tubings to connect them. Click on the snake symbol at top center. Nancy should say 'knowing what the snake means should help knowing what the others mean'. We have to go back out of the maze. <groan>
Turn around and open the door.
See a Mars door. Open the Mars door, do not enter, turn around.
Turn around, open the Mars door, do not enter and turn around.
Then go forward to the Mercury door and exit the maze. Remember this short cut.
Library: Talk to Nigel at the library about Ethel and the snake-ouroboros.
The secret of the Manor - Alchemy Laboratory
Go back to the alchemy door. Go to either the East Hall or West Hall secret passage and through the moving rooms. Enter the moving rooms and 'click but do not enter' twice on Mars door. Turn around and exit the Mercury door. Go forward to the Alchemy lab.
Alchemy lab door puzzle:
See the chemicals and processes symbol at top left, the pot at middle bottom to combine them and the symbol result at bottom right. Above the result is a set of lights to show if they are correct or not.
Do a web search on alchemy symbols. Learn the formulae for different mixtures and the symbols.
Look at bottom right symbol to see what result is required to be made.
The first mixture to be made is Aqua Fortis. Click on vitriol and nitre. Click on pot and see the button light up at top right.
Second mixture is Aqua Regia. Click 3 times on spirit of salt and once on vitriol and once on nitre. Click on pot and see the button light up at top right.
Third mixture is mercury. Click on cinnabar and fire symbol. Click on pot.
Fourth mixture is distilled vinegar. Click on vinegar and distillation.
Last mixture is Liquor Hepatis. Click on sulfur, quicklime, sal ammoniac and distillation. Click on pot.
The door opens. Enter the forge.
Alchemy laboratory: Look around and see a giant warrior statue at right.
Work table: Pan left and read the Albert Penvellyn notated parchment on shelf above the work table. On the work table is a greeting from Penelope Penvellyn and reference to lighting the athanor using earth in liquid form, air, water and fire. This is in reference to The Mutus Liber that was seen on the dresser at Jane's room. Read the Aeolus book and learn about the need for air in the forge.
Journal of the ancestors: Read the book above the Aeolus book and see folded papers that show maps.
Read what Charles says about the 6 columns at the Great Hall. The first key is at Jane's door and the clue is the tapestry.
Read the words of Thomas, 1580 - The key is by the staircase that sings and the forge cannot work without water. The lock underneath the manor will add water.
The words of Elinor tell about Mercury and the hands that move.
Corbin's words states about fire on the forge, touching Mercury's wand to the master gargoyle and 2 others, and to use the wand to the depository of the forge's fuel.
Penny's puzzle is to control the wind in the forge and the key is hidden by her playful companion. The knights block the passage of the oil to the forge.
Brigitte's box that contains a telescope lens can be opened by using the clues of her coat of arms and star charts. Use the lens to see 5 muses. Select each muse in order and Betty will wager Penny's keys. The lens also shows a secret panel in the moon column.
Edward devised the Saturn column, the green dragon and the target (slide).
John hid the key to the Mars column using the frogs in the conservatory pond.
Alan used the computer as clue to the Saturn key and gave the clue to the moving rooms.
Read the parchment written by Corbin, grandson of Elinor left of the worktable.
Forge: Pan left and look close at the forge. Take the mold. Look close at the metal in the pot all set to be worked in the pit.
Corner table: Read the journal of Charles Penvellyn and the reference to a family instructing the first born of the Penvellyn family. This verified what Ethel, the tutor stated - her family, the Bosinny have always taught the Penvellyn heir. Read the folded decree at the last page - the heir is taught no sooner than 12 years of age. Read the reference to the machine that executed Elinor. Study closely the parchment that tells how to move Mercury and to unlock the key. Remember that this was referenced in Nigel's note about the statue in front of his desk seen also through the peephole and the knight statue with those hands at the second level of gargoyle secret passage.
Read the parchment on the whetstone. Hmm... the Penvellyn treasure is close by. Pan left and look close at the cabinet on the wall that needs a key. Pan left and climb to the alcove to check the Wind control mechanism.
Find the column keys using the Ancestor's clues
Time to follow all the clues and keys stated in the journal of the ancestors.
Penny's Aeolus - wind puzzle: Penny's words stated that she made a puzzle to control the air in the forge. The Aeolus book stated the forge needs air. Go to the alcove left of the cabinet with the large keyhole on the wall.
The object of the puzzle is to catch all 4 winds by landing on them (similar to the Bul puzzle).
The control is at the right panel. Press the blue button to start the game and you (warrior) move to the center. The blue button also resets the game during gameplay. Use the 4 direction arrows to move to one square or 2 squares during your turn.
The game field is the left panel. Note the warrior (like the one by the door) at bottom. The 4 pictures show the 4 winds. The black squares are traps - so don't go there or you lose.
The 4 winds can blow you to the trap, so watch out where you land. The north wind can blow you down, the east wind to the left, the west wind to the right and the south wind to go up.
My strategy was not to be blown to the far left squares and to stay on squares that the target wind cannot blow me away. ex: above or below the east or west wind as my target or right or left of the north or south wind. Keep moving until the target wind is within 1 or 2 non-black square - then land on that target wind. Take the east wind first so there is no wind to blow you to the far left squares. Good luck!
Nancy will say - It sounds like air is going to the forge when the game is won.
Thomas' well lock: Study the map on the ancestors' journal and see that the well lock is just outside the moving rooms. Exit the forge. Open and close the Mars door twice without going in. Turn around and exit through the Mercury door. Immediately, turn left and forward to go to the well lock door with the familiar eye. Click on handle to enter the bottom of the well. Take the crumpled paper about and Uncle Roger's (the one with the toupee) item for Jane's guinea pig on the floor. Back up to go out of the well and do the door puzzle.
Well lock door puzzle: The object of the puzzle is to make 4 triangles in one compartment. Move the triangles by clicking on the button under the source compartment and the click the button under the receiving compartment.
Press 8 triangles button to 3 triangles button, 8 to 5, 3 to 8, 5 to 3, 5 to 8, 3 to 5, 8 to 3, 3 to 5, 5 to 8, 3 to 5, 8 to 3. The well fills with water.
Back up and go right or left (east or west exit). Go back up and out to the second floor hallway. Cell phone rings. Talk to Ned. Talk to Linda in her room.
John's puzzle: Go to the Conservatory. See that the pond is now filled with water after doing Thomas' well lock door puzzle and the frogs are merrily shooting out water. Talk to Mrs. Drake if she's working by the potting table.
Water pond puzzle: Based on John's story of Grenny read in Nancy's room, move the frog from one end to join the princess while keeping away from crocodile (senior mode only). To guide Grenny, click using the sprayer cursor on the tile in front of Grenny. Take the key from the frog's mouth. This is the helmet of the armored body on the first right column by the stairs. This is the Mars column based on the picture on Mutus Liber.
Talk to Mrs. Drake while you're here.
Charles' Slider tile puzzle:
Go to Jane's door. Look at the tiles around Jane's door. Remember what Nigel and Charles said about the tapestry and the markings on the door.
Try the key from the stairs that sing puzzle (as clued in by Thomas) on the keyhole under the red button. Hmm... needs grease.
Use the butter from Nancy's dinner on the keyhole - to loosen things up in there. Now use key taken from stairs puzzle on keyhole. See a wood stand slide out. Click on wood stand to reach the tiles.
The object of the puzzle is to arrange the tiles in the order stated by the tapestry inside.
Moon, Strength (Atlas), Toast (glasses), Knight, Charity (hands), Angel, Geometer, Father Time, Folly (jester) and Sun.
1. Moon, Sun, hands - up, right, down to join with angel.
2. Atlas - left, down.
3. Father Time - left, up, right.
4. Glasses - left, down.
5. Jester, angel - left, up, right to join with Father Time.
6. Glasses, Atlas - up.
7. Moon - down, left, down. (in place)
8. Atlas - down. (in place)
9. Geometer - up.
10. Knight - up, left, up.
11. Geometer, Sun - down.
12. Hand - right, down, left.
13. Father Time - right only.
14. Sun - up.
15. Geometer - up, left.
16. Sun - down (in place).
17. Father Time - down.
18. Jester, Angel - right, down to Father Time.
19. Jester - left.
20. Father Time - up, left.
21. Angel - down.
22. Glass, Knight, Hand, Geometer, Jester, Father Time - connect to top of Angel.
23. Glasses, knight - left (in place).
24. Hand - down only.
25. Geometer - right, down.
26. Hands - left (in place).
27. Angel - up, left.
28. Geometer - down.
29. Angel - right.
30. Jester, Time - down to top of angel.
31. Angel - left (in place).
32. Geometer - up, left (in place).
33. Jester - down (in place).
34. Father Time - down (in place).
Take the lightning bolt from the secret compartment. This is the lightning bolt held by Jupiter on the Jupiter column.
Edward's target slide: Go to the hallway on the main floor and take the cricket ball of the trophy. Go to the dragon room and using the prize clue after winning the 13 ghost hunt - When you are facing the GREEN dragon, look to the left and pull below the vase with the tree. As you step through the door and see the dragon, turn left and click on the leaf like knob with the cloth. Enter the passage, have a fun ride down the slide, see a target on the wall and out the crest at the Great Hall. If this is your first time to slide down, Ethel will be waiting for you with some hard scolding. Go back to the green dragon room.
Target puzzle: Using the cricket ball, hit the target as you slide down.
Do a practice run to see where the target is located. You will come out of the coat of arms of Penny with her playful companion. Turn left and oops! Ethel gives a stern, a very stern scolding.
Go back to the dragon room and do the slide again.
Open the slide passage.
Take the cricket ball from inventory to get it ready to throw.
Position the ball-cursor at position slightly above the target by the slide. Determine this in test runs. I marked my monitored with an X. Do not move the ball cursor.
Click to start down the slide. Just before the target is seen at center of the monitor, click the ball.
Once the target is hit, pick up the clock key for the Saturn-Tempus Fugit column.
Elinor's statue puzzle: Elinor wrote about Mercury and the hands that move.
Go to the peephole at the West Hall secret passage. Click on gargoyle (2xs right arrow, 1 left arrow, 1 right arrow, 2xs left arrow and 1 right arrow) to open the secret passage. Go forward and left of the now opened door. Go down 2 levels, turn right and forward to door.
Open the door and see the knight statue holding a sword.
Look close and press the nose to open the peephole. Look through the peephole and see the Mercury statue in the library. Hear Nigel typing.
The drawing at the alchemy laboratory showed what to do. The statue has to be turned to face north.
Pull back and look down at the metal fingers. The central jewel should not be pressed in or it will stop the movement of Mercury.
Click on the statue's right index and hear Nigel say the statue is moving.
Click on statue's left middle finger and now Nigel screams.
Go now to the library and take the wand from Mercury's hand.
Time to go to bed. Have a nice rest!
Cloaked lady: (This event can be seen earlier or later.) Oh No! Nightmare! It's 3:15 AM, go out of the room and see the lady in black in the hallway. Follow automatically and stop by Linda's room. Flip the switch and see the eyes light up. Pick up the 'red eyes'. Linda must be sleeping. Knock ONCE only on Mrs. Drake's room. Do not knock a second time or you will be fired! But try and see what happens and do the second chance!
It is best to go back to bed. Set the alarm to wake up at 2 PM.
Brigitte's Puzzles:
1. Brigitte's box puzzle: Go to Nancy's room. Time to open the box.
Clues - Based on the song sang by Jane, Brigitte's favorite time is midnight of the longest time of the year. From the web search, find out that Bruma, winter solstice is the longest night of the year.
Look at the star chart and click on the right blue circle until the Bruma star chart is seen. Note that Pisces is on west, Draco is on the north, Leo on the east, Lepus is at the south and Lynx is at the center.
Look at Brigitte's coat of arms above the fireplace. Note the colors and placement of the moons at each cardinal point: north - red full moon, east - red waning gibbous moon, south - green half moon, west - blue waxing gibbous moon and center is black new moon.
Box - Click on box and open any side. See colors at the center depicting the moon. The slider changes the colors and the top left button adjusts the cover of the moon.
Click open the Lynx side of the box. Click to open. Click top left button to cover the moon.
Click on Draco (dragon) side of box. Click to open. Click top left button to uncover the whole moon. Pull down the slider to get a full red moon.
Click on Leo side of box. Click to open. Click top left button to cover the right fourth of the moon. Pull slider down to change the color to red.
Turn the box and click on Lepus (rabbit) side of the box. Click top left button to cover the left half of the circle. Pull slider down to change the color to green.
Click on Pisces side of the box. Click to open. Click top left button to cover the left fourth of the moon. Pull the slider down to change the color to blue.
A compartment opens. Take the drawing and see that it is a lens of a telescope that sits on a tripod. Take the lens.
2. Brigitte's moon column puzzle: Go to the window seat right of the suitcase.
Look at the base of the window seat.
Insert the lens on the hole under the moon at the base of the window seat. Turn the lens. A Zodiac panel is seen.
The object of the puzzle is to press the green button of the Zodiac in the correct order. Do a web search.
Click on green button under: Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces.
See the panel recede. Take the full moon key. Back out and the lens automatically goes in inventory.
Depending on the time - go out the hallway and hear Mrs. Drake talking to Linda. She placed something on the door. Look close and see it's a charm.
Linda's room: Look at the raw meat on the table. Yum! Leave the room, she won't talk to you.
Jane's room: Look at the mirror of the dresser and read the back of the Rome postcard. Hmm. Jane's mother is in Italy. Talk to Jane about the message, telescope and red eyes.
Jigsaw puzzle - Play the Puzzle game. In senior mode, right click to turn the pieces.
After winning the puzzle game, go somewhere else (maybe see if Linda will talk to you) and then back to Nancy's room since Jane has to place the telescope back later.
Conservatory: Talk to Mrs. Drake about the charm.
3. Brigitte's 5 muses:
In Nancy's room, look through the telescope and see it focused on the Sun God mural.
Insert the lens, look through the telescope and see new pictures that are numbered.
Move the lens around and see 5 Muses that are numbered 1-5.
4. Betty at Great Hall: Remember what else Brigitte wrote - Betty will wager Penny's keys. We saw those muses at Betty's card game. Let's go there. Click on Betty to play. She stopped working. Look at base of card stand and click on hole. 'I need something to wind it up'.
Seedling puzzle: Talk to Mrs. Drake in the conservatory. She'll look for the crank while you arrange the seedlings to fit in the box. The object of the puzzle is to fit all the seedlings in the box.
Click to take the seedlings and place it on the box. Right click to rotate the seedlings. There!
When done, leave the conservatory and then come back. Mrs. Drake will be back. Talk to her again about Hugh and Jane's mother. She gives the crank.
Betty's card puzzle: Brigitte wrote - Select each muse in order and Betty will wager Penny's key.
Use the crank on the hole at base of the card booth. Click on the cards to start the game.
Unlike any other regular game with Betty, give Betty the code to play for Penny's key.
Click on the 5 muses in the order seen in the mural through the lens: 1. Melponeme, 2. Erato, 3. Terpischore, 4. Euterpe and 5. Thalia. Press red button. Betty then places the arrowhead as wager.
The object of the game is similar to Jane's matching game. Complete more 3-identical cards than your opponent, Betty.
The right stack above is the main stack of cards ready to be dealt and the left stack is Betty's. Your dealt cards are open on the table.
Remember her cards that she opens up in her left stack. Click on any of your open cards to see if Betty has it in her hidden stack.
If you click on your card that has a match with hers, you will take those cards from her hidden stack and it is shown on the table's open cards. During her turn she will try to match what you have.
Every turn continues as long as there is a matched card done. If not match is done, it will be the opponent's turn. Get 3 matching cards and the green light will show above. Good luck!
Take the arrowhead for the Venus -cupid column from the cup at the base of the card booth.
Library: Talk to Nigel and he will say goodbye. This manor is haunted. Hehehehehe!
One more key to go.
Preparing the forge
Unblock the oil flow to the forge: Time to see where all these ancestors' keys fit. Also, remember what Penny wrote - The knights block the passage of the oil to the forge.
Insert keys on the columns and a knight holding a shield is seen. Turn the pipes on the shield to make a continuous pipe line surrounding the center of the Great Hall. The clue to this is seen in Jane's Mutus Liber book.
With the back to the stairs:
Mars column - Insert the helmet key on headless knight closest right of the stairs and arrange the pipe to make an angle facing the center of the hall.
Jupiter column middle right of stairs: Insert the lightning bolt on Jupiter's hand and arrange the pipe to make a T.
Saturn -Tempus Fugit column: Insert the clock and arrange the pipe to make an angle facing the center of the hall.
Mercury column: Insert the rod and arrange the pipe to make an angle facing the center of the hall.
Moon column: Insert the full moon and arrange the pipe with the wide end sticking up - inverted T.
Venus - Cupid column: Insert the arrowhead and arrange the pipe to make an angle facing the center of the hall.
If the columns are done correctly - <glup glup, gurgle> It sounds like I did something right.
Knight - helmet Cupid - arrow Jupiter - lightning bolt Moon Tempus Fugit - clock Mercury - rod
Light the forge: Based on Corbin Penvellyn's statement in the journal, there are 3 gargoyles and to touch Mercury's wand to the master gargoyle, 2 others and to the depository of the forge's fuel.
Timed Gargoyle run: The object of the puzzle is to activate the 3 gargoyles with the mercury wand in time to light the oil in the hole at center of the Great Hall. Penelope Penvellyn made reference to lighting the athanor using earth in liquid form, air, water and fire. See the graphic above of the page from Mutus Liber book. The center has the earth sign (oil). The air was through the wind puzzle of Penny's, water through the well puzzle of John and this should light the fire in the forge.
Go to the gargoyle beside the West Hall secret passage, left of Linda's room. Click the wand over the head of the gargoyle. See the eyes light up.
As fast as you can, go to the gargoyle on right wall just inside the door of the room with the green dragon.
Click the wand on top of the gargoyle. See the eyes light up.
Turn around and click the wand on the leaf like knob with the cloth. The entrance to the slide opens.
Slide down to come out to Great Hall.
Turn left to the gargoyle.
Click the wand on top of the gargoyle. See the eyes light up.
Back up twice until the center of the Great Hall.
Click the wand on the hole on the floor.
Poop! Something tells me I succeeded in lighting the forge.
Making the last key
It is time to work on that giant keyhole on the wall of the alchemy lab.
Mold: The mold picked up at the forge has 12 crosses, the lines of which can be removed. The picture seen in Jane's Mutus Liber book shows 12 squares with different drawings on it.
Look at all the coat of arms in the Great Hall. Notice that there are lines at the ends of the Latin motto. Corbin's coat of arms is in inventory given by Nigel.
Correlate the coat of arms to the drawings in the mold and then to the lines found at the end of the coat of arms motto.
Take the mold from inventory. Based from the correlated lines from the coat of arms and the drawing from Jane's Mutus Liber, arrange the lines on the mold.
Click on a bar to remove it and make a shape-line hole similar to the correlated Latin motto lines.
The Penvellyn treasure
Alchemy lab: Enter either the east or west secret passage by the gargoyle. Enter the moving rooms and click but do not enter twice on Mars door. Turn around and exit the Mercury door. Go forward to the Alchemy lab. Click on the handle or click on the snake on the puzzle panel.
Forge: See the forge is lit and metal is melted in the hanging pot. With the arranged mold in inventory, click on molten metal in the pot. See the metal pour in the mold.
If the mold was done correctly, Nancy will say There that looks right. Take the key.
Insert the key on the large keyhole on the wall by the wind puzzle. See the Penvellyn treasure on a pedestal. The culprit arrives to take it. Whoops! Immediately back up. The culprit is trapped in an airless chamber. To save the culprit, go to the wind puzzle and move the giant warrior to the trap to save the culprit from harm.
Listen to Nancy relate what happens next.
Hey, Sassy Detective! Congratulations on cracking the case! You've been awarded the title of Sleuthior Drewis for all-around sleuthing.
This document may not be distributed without express written permission of the author and the content may not be altered in any way.
For Questions or Comments on this Walkthrough,
Please write to: MaGtRo
Copyright © 10/2004 MaGtRo
GameBoomers Walkthroughs and Solutions


text:
My good friend Kim, 29, lives on the beach in Morro Bay, California with her son Max and husband. You know she is a true surfer gal when potty training started with "naked time" at the beach. I thought I would share this delightful story of potty training at the beach – isn't life a beach for Max! I would love to learn in Central America!
Potty training can be challenging! This is how we got Max out of diapers and into cotton briefs! It all starts with lots of "naked time". Last summer we had the opportunity to stay in Central America for two months. Max was about 19 months. During this time, we were at the beach or pool with Max and he always went with his diaper off. By having his diaper off, he was able to see himself go "pee pee" or "poo poo." Luckily we didn't have any accidents in the pool, but he did have lots of poops on the beach. I remember the first accident he had, he ran too me and said "poo poo" and we ran to look at it. This sounds funny, I know, but this is a way for your child to see what he or she is doing. After he showed me, I told him, "great job and next time, [he should] tell me and we can use the potty." I then scooped it up in a plastic bag – kind of like what you would do when a dog poops – and tossed it in the trash. After several weeks of seeing himself "pee" and "poo," we (my husband and I) felt Max was ready to use the potty. By paying attention to his squatting, we could tell if he needed to use the potty and we would ask him. Throughout each day we would constantly ask him if he had to go to the bathroom. Max still uses diapers at night, but rarely uses them during the day.
Since we were in Central America, we didn't have access to little potties or seat cover potties, so we would just hold Max's arms as he went on the potty. After a week or so he would say "poo poo", and this would mean for us to sit him on the potty. When we got back to California, he didn't get as much "naked time," but he could now tell us if he had to use the bathroom.
Around the house we would leave Max's diaper off and have his "froggie potty" available to him. We even put a basket of books next to it! Just the other day he took of his diaper, (which we still use for naps and throughout the night) and sat on the potty and read a book. He must have learned that from his dad!
'Once you make a decision, the universe conspires to make it happen.' – Emerson"

subset: commoncrawl


text:
Des Moines, IOWA — This month the Iowa Division of Criminal Investigation (DCI) secured two arrest warrants related to violations of the laws surrounding voter registration in the state of Iowa.
On March 5, 2013, 53 year old Nickie Dean Perkins was charged in Marshall County with two counts of Election Misconduct, 1st degree (D Felonies) and one count of Fraudulent Practice, 3rd degree (Aggravated Misdemeanor).
Mr. Perkins was released on his own recognizance.
On March 15, 2013, a complaint was filed in Cerro Gordo County charging 64 year old Jesus Adan Castorena with two counts of Perjury (D Felonies). After receiving a complaint, DCI worked with the Iowa Department of Transportation to review driver's license applications for Mr. Castorena. The cooperative investigation revealed the suspect falsely claimed to be a U.S. citizen and subsequently registered to vote.
Warrants have been issued for Castorena's arrest.


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Hi everyone! My awesome friend Michelle over at FirstBookLove nominated me a while back for the Liebster Award. She's an amazing blogger and such a sweetheart so don't forget to check out her beautiful blog.
- Thank the blogger who nominated you and link to their post.
- Answer the 11 questions they asked you.
- Nominate 11 other bloggers, with your own set of questions.
- Tag your chosen 11 bloggers, and don't forget to tell them as well!
Michelle's Questions
- Biggest Bookish pet peeve? People who borrow books and never give them back or take long to return them and when they do, there are stains, folded pages, or the books are in really bad shape.
- Favourite scent? I don't really have a particular favorite scent, but I do like light floral ones. Nothing too overpowering cause I'm very sensitive.
- Favourite bookish item? I love bookish totes and candles.
- An author whom you would buy all their books? Just to name a few — Marie Lu, Tahereh Mafi, Marissa Meyer, Colleen Hoover, Kasie West, and
- Favourite place to read? I read pretty much anywhere and whenever, but my favorite place will always be in the comfort of my own bed.
- What are your other hobbies aside from reading? Does going to Disneyland count as a hobby?!?! LOL Anyway, I like to bake whenever I get the chance and being crafty.
- What was the deciding factor that made you want to start book blogging? Just wanted to talk about my favorite books and meet awesome people like you!
- What advice would you give to aspiring book bloggers? Remember to have fun with what you're doing, be positive, spread the love, and meet as many amazing book bloggers.
- Read or write? Why? I would love to write a book someday, but I'm too much of a perfectionist and can never make it past the first few pages, so definitely read. I love discovering new worlds, making friends, and having as many book boyfriends as I want.
- Favourite fiction world? And why? Sooo many, but it always comes down to the Harry Potter Universe.
- Your all time favourite fictional character? I can't pick just one… I have so many favorites for different reasons, but some faves are Linh Cinder, Hermione Granger, Katniss Everdeen, Juliette Ferrars, and Adelina Amouteru,
My Nominations
My Questions
- Name 3 of your favorite OTPs.
- From Q1 which couple would you invite to dinner, go on vacation with, and invite on your wedding day.
- What do you do to break out of reading slumps?
- What do you love best about blogging?
- What are 3 of your favorite reads so far in 2018?
- If you could interview any book character, who would you choose and why?
- Who are some of your favorite authors?
- Name your favorite book by the authors you mentioned in Q7.
- Favorite food of all time. A food that you can eat every single day.
- Describe yourself in three books and explain.
- Name one of your bookish goals for 2018.
Again, just wanted to say thanks to Michelle for nominating me. Some of those questions were difficult to answer, but I had so much fun! I hope you all enjoyed reading my replies! Can't wait to see your posts, so don't forget to link them!


text:
I've not written much since I have been home from my Fulbright experience in Finland where I became the champion for the Finnish concept of "Less is More". The truth is I quickly realized that I couldn't make the Finnish "less" work in the middle of all of the American "more". Within weeks of returning from Finland feeling fresh, rejuvenated and free of business, I found myself more committed, more scheduled, and more stressed than ever before.
I got completely sucked back into the outrageously busy lifestyle of the Typical American. When I returned I was simply too occupied and drained mentally and emotionally to write. I didn't have the time, energy or the stillness required to produce good and thoughtful writing. The days of my peaceful and quite Finnish lifestyle full of self-reflection and introspection were over. They were replaced with days of my to-go-coffee, 10-minute lunch breaks and penciled in meetings.
Forgetting everything I loved and observed in Finnish classrooms, I fell right back into the swing of the American teacher lifestyle. Each day I have 192 students, 7 classes and high expectations and demands. I became consumed once again. I was putting in 12-hour days filled with grading hundreds of tests and assignments.
I quickly realized that the Finnish mentality does not work in our American schools. I tried some Finnish classroom ideas on my students. I tried to ease up on the homework assigned. I tried to adopt the "less is more" concept to my teaching and my classroom, but it did not work. Our Society has created a structure that is too integrated with our competitive culture for the Finnish mindset to be effective. My 7th grade students didn't know how to adapt to a school mode based on less structure, less competitiveness and less formal accountability.
And if I am being honest, I didn't know how to adapt my teaching either. It took me all of three hours back in the school setting to feel the weight of the substantial curriculum I was expected to cover in a year. I forgot how much our 12-year-old students were required to learn in only a few short months.
I soon understood that a Finnish pace was not going to cut it in our results-centric culture. If I want my students to succeed in our society I would have to pick up my pace. I would have to do more, not less. I am ashamed to admit how quickly I relapsed back into the nasty American obsession with testing and results.
At the end of the day, the heart of the American spirit is competition. Those who succeed in this country have worked the hardest and have pushed themselves to their highest levels. They really have done more, not less. As teachers we are expected to demand excellence from our students and push them to compete to become the best. This mentality is non-existent in Finland but also impossible to remove from American education.
Our students are truly remarkable. What we expect and demand from them really is too much. They have 7 to 8 classes a day, homework, sports practice, violin lessons and are also expected to get straight A's and maintain a normal social life. These are impossible standards for most adults, let alone 12-year-old kids.
I often feel guilty about pushing them so hard. The new standards expect my 7th graders to think and reason like PHD students. I am expected, no demanded, to lead them in that thought process regardless if they are developmentally ready for such advanced level thinking. The standards seem impossibly high.
Yet I am reminded daily that I preparing them for an American work force that demands and expects too much of them as well. It is our culture. It is our identity. Heck, It is the American dream. We taught to believe that if you work hard enough, and do and accomplish enough you will eventually rise to the top. The top of what and for what nobody knows. But the top is the best. Right? Maybe Not.
But this mentality exists so permanently in our culture that trying to remove it completely from the classroom would do our students a disservice. If they are going to succeed in our society, they have to learn to cope in high stress situations. They have to learn to aim high and work hard.
As Finland demonstrates, this ultra competitive results driven philosophy on education is not necessarily the best method. I really do believe in the Finnish mindset of Less is More. I stand by what I wrote last spring. The problem is that until we change the societal expectations and our broad education systems, this Finnish mentality will not work. The state, nation and even the parents of my students demand I push students to reach their fullest potential. I am not a good teacher unless I get them to work hard and push them to be their best.
In the United states we do not teach to the middle (the universally achievable average) as Finland does. Instead of teaching to the middle like Finland, our standards aim for the very top level of possible performance. We put expectations that are so high that only a select few are capable of reaching. The result is we have a group of truly elite scholars and a group of those left in the dark. Education mirrors society and while we are very good at getting a big group of students ahead in life, we also leave behind those who can't cope with our demands and expectations.
I had huge hopes to remedy this sad truth. But I failed miserably. I tried to incorporate the Finnish mentality I had observed in Finland to my classroom. However I, being American through and through, soon felt like I was failing my students. I had this overwhelming feeling that I was a bad teacher for not pushing and challenging them to think more critically, do more problem solving and cover more content and problems. I really felt like I was not doing my job and that they were not learning enough. And so, like a fraud, before I knew it I had abandoned my mantra and dove headfirst back into the "More is More" mentality.
I simply don't know how to make the Finnish mentality work in the midst of our American system of high stake testing and competition. And so I remained silent. I stopped writing.
I have lost the Finnish "Less" in the middle of all of the American "More".
I am not sure how to find the "less" here in the midst of the swamped, hectic demands of our society. And in some ways I enjoy my teeming American "More" abuzz with excitement, engagements and achievements. And at the same time, there are days I yearn for Finnish simplicity and quiet calm.
And so I am stuck here in the middle struggling between two conflicting philosophies. I understand both sides of the road and I am confused on how to best navigate. I believe in everything I stated before, Finnish success really is based on the "Less is More" mentality.
I simply don't know how to function as a Finn here in my American classroom or in my American life. It feels like a fight against a strong current. Right now I don't have the answers, I really do feel quite stuck. In the mean time I will try to find a way to incorporate a little more "less" in this world of so much "more." Until then, I am here writing my thoughts and trying my best. Thank you for listening.


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Events in the Desert
For all of the desert's natural splendor and outdoor destinations, creativity comes with the territory, too. Throughout the year, the region finds ways to celebrate art, design, music, and film during events that draw top talent and big crowds from around the world.
"Music steals the spotlight during the two weekends of Coachella Valley Music & Arts Festival"
It all begins with the Palm Springs International Film Festival, which has grown into one of North America's largest and most prestigious events of its kind. The festival showcases both Academy Award-contending films and international cinema, and is also a great opportunity to spot the many celebrities who attend.
Fashionistas don't have to go all the way to Paris to view the newest collections by both fabled and emerging designers, thanks to the runway shows during Fashion Week El Paseo in Palm Desert. Then in April, music steals the spotlight during the two weekends of Coachella Valley Music & Arts Festival, a massive desert party (and a celeb magnet) where you can listen to legends (Paul McCartney, Prince), new bands, and everything in between at the Empire Polo Club grounds, south of Palm Springs. The polo grounds also host country's biggest stars at the Stagecoach Festival, a foot-stomping good time with top bluegrass, folk, and country artists.


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[265 U.S. 17, 18] Mr. J. D. Bowersock, of Kansas City, Mo., for plaintiff in error.
[265 U.S. 17, 20] Mr. Solicitor General Beck, of Washington, D. C., for the United States, as Amicus curiae. [265 U.S. 17, 21] Messrs. Morton Jourdan, of St. Louis, Mo., and Charles H. Mayer, of St. Joseph, Mo., for defendant in error.
Mr. Justice HOLMES delivered the opinion of the Court.
The ralator, the Burnes National Bank of St. Joseph, was appointed executor by a citizen of Missouri who died on November 22, 1922, leaving a will. The Bank applied to the proper Probate Court for letters testamentary, but was denied appointment on the ground that by the laws of Missouri national banks were not authorized to act as executors. Thereupon it applied to the Supreme Court of the State for a writ of mandamus to the Judge of the Probate Court and an alternative writ was issued. The respondent demurred, the demurrer was sustained and the [265 U.S. 17, 23] peremptory writ was denied. 257 S. W. 784. A writ of error was allowed by the Chief Justice of the State Court. The Bank claims the capacity to fill the office under the statutes of the United States.
By the Act of September 26, 1918, c. 177, 2, 40 Stat. 967, 968, amending section 11(k) of the Federal Reserve Act (Comp. St. Ann. Supp. 1919, 9794), the Federal Reserve Board was empowered:
If the section stopped there the decision of the state court might be final, but it adds the following paragraph:
This says in a roundabout and polite but unmistakable way that whatever may be the State law, national banks having the permit of the Federal Reserve Board may act as executors if trust companies competing with them have that power. The relator has the permit, competing trust companies can act as executors in Missouri, the importance of the powers to the sustaining of competition in the banking business is so well known and has been explained so fully heretofore that it does not need to be emphasized, and thus the naked question presented is whether Congress had the power to do what it tried to do.
The question is pretty nearly answered by the decision and fully answered by the reasoning in First National [265 U.S. 17, 24] Bank of Bay City v. Fellows, 244 U.S. 416 , 37 Sup. Ct. 734, L. R. A. 1918C, 283, Ann. Cas. 1918D, 1169. That case was decided before the amendment to the Federal Reserve Act that we have quoted and came here on the single issue of the power of Congress when the state law was not contravened. It was held that the power 'was to be tested by the right to create the bank and the authority to attach to it that which was relevant in the judgment of Congress to make the business of the bank successful.' 244 U.S. 420 , 37 Sup. Ct. 735. The power was asserted and it was added that:
Now that Congress has expressed its paramount will this language is more apposite than ever. The States cannot use their most characteristic powers to reach unconstitutional results. Western Union Telegraph Co. v. Kansas, 216 U.S. 1 , 30 Sup. Ct. 190; Pullman Co. v. Kansas, 216 U.S. 56 , 30 Sup. Ct. 232; Western Union Telegraph Co. v. Foster, 247 U.S. 105, 114 , 38 S. Sup. Ct. 438, 1 A. L. R. 1278. There is nothing over which a State has more exclusive authority than the jurisdiction of its courts, but it cannot escape its constitutional obligations by the device of denying jurisdiction to courts otherwise competent. Kenney v. Supreme Lodge of the World, 252 U.S. 411, 415 , 40 S. Sup. Ct. 371, 10 A. L. R. 716. So here-the State cannot lay hold of its general control of administration to deprive national banks of their power to compete that Congress is authorized to sustain.
The fact that Missouri has regulations to secure the safety of trust funds in the hands of its trust companies does not affect the case. The power given by the Act of Congress purports to be general and independent of that circumstance and the Act provides its own safeguards. The authority of Congress is equally independent, as otherwise the State could make it nugatory. Since the decision in First National Bank of Bay City v. Fellows, [265 U.S. 17, 25] 244 U.S. 416 , 37 Sup. Ct. 734, L. R. A. 1918C, 283, it generally has been recognized that the law now is as the relator contends. In re Turner's Estate, 277 Pa. 110, 116, 120 Atl. 701; Estate of Stanchfield, 171 Wis. 553, 178 N. W. 310; Hamilton v. State, 94 Conn. 648, 110 Atl. 54; People v. Russel, 283 Ill. 520, 524, 119 N. E. 617; In re Mollineaux, 109 Misc. Rep. 75, 179 N. Y. Supp. 90. Fidelity National Bank & Trust Co. v. Enright (D. C.) 264 Fed. 236.
Judgment reversed.
Mr. Justice SUTHERLAND (dissenting).
The real question here, as I understand it, is not whether Congress may safeguard national banks against ordinary state legislation of a discriminative character; but whether Congress may intrude upon and prohibit the exercise of the governmental powers of a state to the extent that such exercise discriminates against such banks in favor of competing state corporations. The authority of the Fellows Case, I think, is pressed too far. The statute there under review simply made national banks competent to act as executors, etc., 'when not in contravention of state or local law.' The statute did not attempt to override the will of the state in that respect, but expressly recognized its control and authority. The state Supreme Court conceded that the powers thus conditionally conferred by the federal statute, in fact, would not be in contravention of the state law, but held that Congress was without constitutional authority, because the functions sought to be given to such banks were subject of state regulation. That view of the matter was rejected; but, putting aside some expressions not necessary to the decision, I do not think the case can be regarded as authority for the conclusion, apparently now reached, that Congress may so limit the power of a state, against its expressly declared will to the contrary, that it may confer the right to act as executors and administrators upon state corporations which compete with national banks, only upon condition that the same right be conferred [265 U.S. 17, 26] upon the latter. Certainly that precise question was not there presented for decision.
It is fundamental, under our dual system of government, that the nation and the state are supreme and independent, each within its own sphere of action, and that each is exempt from the interference or control of the other in respect of its governmental powers, and the means employed in their exercise. Bank of Commerce v. Comrs. of Taxes and Assessments, 2 Black, 620, 634; South Carolina v. United States, 199 U.S. 437 , 452, et seq., 26 Sup. Ct. 110, 4 Ann. Cas. 737; Farrington v. Tennessee, 95 U.S. 679 , 685 (24 L. Ed. 558). 'How their respective laws shall be enacted; how they shall be carried into execution; and in what tribunals, or by what officers; and how much discretion, or whether any at all shall be vested in their officers, are matters subject to their own control, and in the regulation of which neither can interfere with the other.' Tarble's Case, 13 Wall. 397, 407, 408. Except as otherwise provided by the Constitution, the sovereignty of the states 'can be more invaded by the action of the general government, than the action of the state governments can arrest or obstruct the course of the national power.' Worcester v. Georgia, 6 Pet. 515, 570 (8 L. Ed. 483).
In Bank of Commerce v. Comrs. of Taxes and Assessments, supra, pages 633, 634, a tax case, this court said:
It is settled beyond controversy, that the right of a state to pass laws, to administer them through courts of justice, and to employ agencies for the legitimate purpose of state government cannot be taxed (Veazie Bank v. Fenno, 8 Wall. 533, 547); and that rule is but an application of the general and broader rule, which forbids any interference by the federal government with the governmental powers of a state. The settlement of successions to property on death is a subject within the exclusive control of the states and entirely beyond the sphere of national authority. See Tilt v. Kelsey, 207 U.S. 43, 55 , 56 S., 28 Sup. Ct. 1; Plummer v. Coler, 178 U.S. 115, 137 , 20 S. Sup. Ct. 829. Upon the death of the owner his property passes under the control of the state, and remains there until all just charges against it can be determined and paid and those who are entitled to become its new owners can be ascertained. The duty and power of the state to provide a tribunal for the accomplishment of these ends (Tilt v. Kelsey, supra), it follows, cannot be abridged by federal legislation.
The right of the owner to direct the descent of this property by will or permit it under statute, as well as the right of a legatee, devisee or heir to receive the property, are rights exclusively derived from and regulated by the state. Plummer v. Coler, supra, page 137. During the process of administration the estate, in contemplation of law, is in the custody of the court exercising probate powers, and to this court the executor or administrator is an officer. Yonley v. Lavender, 21 Wall. 276, 280 (22 L. Ed. 536). 'An administrator appointed by a state court is an officer of that court; his possession of the decedent's property is a possession taken in obedience to the orders of that court; [265 U.S. 17, 28] it is the possession of the court. ...' Byers v. McAuley, 149 U.S. 608, 615 , 13 S. Sup. Ct. 906.
In the present case the state Legislature as conclusively determined by the state Supreme Court, has excluded not only national banks but state banks from assuming the functions of executors and administrators, which functions, for reasons satisfactory to itself, it has allowed trust companies to exercise. This determination of the state to grant the right to one and not the other, when it might have excluded both, is plainly the assertion of a governmental policy upon a matter within its exclusive control, with which the federal government has no authority to meddle. Congress may, of course, confer upon national banks the capacity to act as administrators and executors; but I do not think it is within the constitutional authority of that body to make such legislation binding upon the state against its will. The decision just rendered perhaps does not go that far; but it does uphold the power of Congress to impose its will upon the state in this respect if the state, in the exercise of its exclusive authority over the devolution of estates of deceased persons, permits any corporation which competes with national banks to exercise the powers mentioned. This contingency seems to me a slender distinction upon which to found a denial of the state's power. It may be conceded that a state is precluded from enforcing legislation which discriminates against national banks, in respect of private banking or business operations; but a very different situation is presented when the discrimination arises in respect of the governmental operations of the state. A state, for example, cannot be sued in its own courts without its consent; but is it powerless to consent to such suits by financial corporations of its own creation except upon condition that it extends a similar privilege to competing national banks? Legislation requiring all residents of a state to deposit their funds only in state institutions [265 U.S. 17, 29] would undoubtedly be bad against federal legislation to the contrary; but is it beyond the power of the state Legislature to subject public moneys- state, county or municipal-to such a restriction? A state may not unconditionally require private debts to be paid only in gold and silver; but, in the exercise of its sovereign power of taxation, it may limit the payment of taxes to gold and silver, if it sees fit, in spite of a federal law making currency a legal tender, and, as this court has said:
In my opinion, the exercise of the powers conferred upon trust companies by the legislation here under review, is governmental in its nature; and the fact that the statute discriminates in that matter against national banks (as also it does against state banks) is a negligible incident, which does not affect the validity of the statutory limitation.
The probate courts of a state have only such powers as the state Legislature gives them. They are wholly beyond the jurisdiction of Congress, and it does not seem to me to be within the competency of that body, on any pretext, to compel such courts to appoint as executor or administrator one whom the state law has declared shall not be appointed.
The particular invasion here sanctioned may not be of great moment; but it is a precedent which, if carried to the logical extreme, would go far toward reducing the states of the Union to the status of mere geographical subdivisions. The case is one, to use the phrase of Mr. Justice Brewer in Fairbank v. United States, 181 U.S. 283, 291 , 292 S., 21 Sup. Ct. 648, for the application of the maxim, 'obsta principiis, not de minimis non curat lex.'
I am authorized to say that Mr. Justice McREYNOLDS concurs in this dissent.
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RECUT: Newport, Part 2
Season 24 Episode 29 | 22m 30s | Video has closed captioning.
Learn about historical treasures as they are appraised in a Gilded Age mansion! In this half-hour RECUT, ROADSHOW travels to Rosecliff for finds including Tiffany Studios vases with the original crate, a Benny Andrews oil from around 1962, and more.
Aired: 01/24/20
Expires: 01/24/24
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Problems Playing Video? | Closed Captioning


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Two nights ago, I had an eye-opening experience. I couldn't sleep so I decided to read through my old diary, and what I found shocked me. I used vague language and failed to mention most of the significant events from my childhood. There was no substance! I am a writer; when the need arises, I express myself through words to vent and heal. In my poetry journals, I was completely open about what was going on around me and how I was feeling. However, those poems were written within the last five years. My diary was started four years prior to my discovery of poetry. Perhaps I've been watching too much "Criminal Minds" because I have an analysis. I wont give explicit details, but I went through a lot mentally and emotionally. My memories are crystal clear, but, based on my diary, I was not aware of how I was being affected. I brushed aside contributing factors as minor annoyances. I believe that repression is why, years later, I react so explosively; I am overcompensating for my silence in the past. I don't want to drag on so I will end with these words, a note to my younger self and girls who have gone through/are going through similar struggles:
"You feel ugly, fat, alone, and hopeless. You have given up on yourself because no matter how desperate you are to speak up, you are afraid. Let go of your emotions; allow yourself to scream and cry. When you feel better, pick yourself up and start anew with your head held high. It may feel impossible now, but you make it farther than your young mind can imagine. Do not lose the fire inside of you. Never stop fighting!"
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"And all those things I didn't say, wrecking balls inside my brain. I will scream them loud tonight. Can you hear my voice this time? This is my fight song, take back my life song, prove I'm alright song. My power's turned on. Starting right now I'll be strong. I'll play my fight song. And I don't really care if nobody else believes 'cause I've still got a lot of fight left in me."
"Fight Song" by Rachel Platten: https://www.youtube.com/watch?v=xo1VInw-SKc
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"In the midst of deep sorrow, I see Your light is breaking through. The dark of night will not overtake me. I am pressing into You. Lord, You fight my every battle. And I will not fear. I am not alone. I am not alone. You will go before me. You will never leave me."
"I Am Not Alone" by Kari Jobe: https://www.youtube.com/watch?v=bfveawSAHJA
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I hope you feel better! Feel free to talk and/or vent in the comment section. This is a safe environment. "See" you soon readers. :)
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TIME is a countdown that can be used like an under construction / coming soon page to announce when it will be online, or to advertise an event or launched a product.
TIME has an animated hourglass in the background, its responsive and very easy to setup: add the launch date, chose a theme and you're on the road.
TIME gives you a choice of three different themes: Light , Dark and Slideshow Background (which scales to fill the browser size). You can personalize the text colors and countdown, as well as the background images.
TIME is multi language ready. The countdown labels are automatic generated and change when necessary for example to indicate hour or hours in the selected language.
TIME is responsive, it adjusts conveniently to different dispositives like notebooks, tablets and smartphones.
With TIME you can select the interval of time that you wish to show e.g. years, months, weeks, days, hours, etc.
Time uses the server time compared with the time of user's computer, for an accurate calculation of the remaining time, no matter where in the world you are.
TIME allows an easy collect of emails from the users that wish to subscribe, sending a message to your inbox.
TIME can personalize a message which will appear when the countdown gets to 0.
In this demo the code is different to the retail version that has comments in the code for an easy configuration.
TIME is pure HTML/CSS ( + 1 PHP for email process + 1 PHP for server time syncro)
TIME is not a Theme, or plugging, or module. It's not necessary to install it from admin panel, you only have to unzip the downloaded file and upload index.html and the folder time_files to server.