ComputersComputer games

Passage of "Nancy Drew: Burnt Alibi" (Russian version). Passage of the game "Nancy Drew: Burnt Alibi" in the "Junior Detective"

The adventures of Nancy Drew are always interesting and mysterious. And sometimes it is very difficult to find a way out of situations in which our private detective often gets. The complete passage of the game "Nancy Drew: Burnt Alibi" in Russian, presented on our website, will help you not get lost in the labyrinths and will tell you how to find solutions to complex problems and puzzles.

Introduction

Before you begin the passage of the game "Nancy Drew: Burnt Alibi", it is worth considering what kind of character you will play. After all, the game has four, and only playing for the detective, you can switch to other characters. While Jess, Ned and Bess can only switch to Nancy by phone. Whichever character you choose, it will make the task easier that any information becomes automatically known to every hero. Everyone has his own inventory, and you can exchange the received data only through the mailbox located at the police station. If we need to switch between characters in order to help, we should definitely clarify what exactly the hero needs to do: that is, interrogate, find, and so on.

In this article you can see the passage of the game "Nancy Drew: Burnt Alibi" in the "Junior Detective" mode, which provides clues. For fast travel, without switching between characters, we choose the main character. At the moment, the game is not completely translated from English, so you can misunderstand some technical terms. It helps to avoid mistakes the passage of "Nancy Drew: Burnt Alibi" in Russian, which is presented below.

Search for a puzzle - a direct way to prison

In the hometown of the main heroine is a competition for the best search team, and we participate in it. The purpose of the competition is to find the hidden medallion with the help of hints. Take a note from the table in which the anagram is hidden. The answer to the riddle will be a thermostat located in the old town hall. We will transfer there automatically, after which we open the door and approach the device. We look at the ice cube, which immediately melts, and at that moment a fire will begin. We can not get out through the door, because someone locked it. To get out of the situation, we need to collect a ladder from various objects lying nearby, and get out through the transom located above the door. It is important to know that Nancy can leave the room only when the upper step of the structure is level with the hole. Items can be rotated in different directions.

Before continuing the passage of Nancy Drew: Burnt Alibi and leave the room, inspect the evacuation plan hanging on the wall - this path should be used while climbing through the tunnel. Having reached the gray doors, it is useless to break into which, we go straight to the end of the corridor, after which we turn right, again right and left, we are on the street in a crowd of onlookers watching the fire. Nancy will be interviewed by journalist Brenda Carlton, who immediately blames the detective for arson. We have to answer the sheriff's questions longer, but whatever we say, our heroine will in any case be under arrest.

Lost note

We continue the passage of "Nancy Drew: Burnt Alibi". The Russian version is the most suitable option for those who are not particularly strong in English, which must certainly be considered when installing the game.

So, we continue. You need to make a phone call. Now there is a chance to get a star, and for this you need to dial 911 right away. After that, we call our father and leave a message. Now we need to prove to the sheriff that Nancy was in the town hall because of the note. It is necessary that one of the friends went to the site and found the lost alibi. The closest thing is Bess, playing for her, and we will continue the passage of "Nancy Drew: Burnt Alibi".

We step back and find ourselves on the map, find a location called Old Town Hall - town hall. We find a note lying to the left of the door, blocked by a police tape, we take it away and go to the station. We send the message through the mail box, which can be found to the right of the entrance door, after which we dial Nancy.

Cell key

The note gets to the sheriff, and the main character is released from the camera. Consider the office and find a locker called Suspect Profiles - it contains five dossiers of suspects. Matches and a note are added to our inventory automatically. The sheriff tells us that you can get out of the police if you get enough good evidence against other suspects, and we get down to business.

We overhear the conversation, from which we learn that Ryan has lost the key from the cell with things Nancy in the diner. We retreat a step back, unfolding - cell No. 25 is in a gray locker. If you eat a lot of sweets, then at the end of the level you can get a star. Next, you need to find the key to continue the passage of "Nancy Drew: Burnt Alibi", the Russian version of which is in front of you. And for this we switch to one of friends, say, Neda. If you use all the characters during the game, you can earn a star, and therefore it's better to change the characters.

We are looking for a location on the map "Pancake City" and go there. We find out that the detective went to Mabel's Roses, after which we go to the antiques store. We talk with Alexei sitting to the right of the counter and find out that Ryan was near the shelf with new receipts. Turn around and look at the rack, find the device with striped leaves (on the middle shelf, near the clock). Now you need to put the rods inside the leaves. If we carry out the passage of the game "Nancy Drew: Burnt Alibi" in the "Junior Detective" mode, we need to press 1, 3, 5 alternately. If we play for the senior - 1, 2, 5, 6. After passing the test, take the key and go In the plot. We send the find and key of the fire alarm to the mailbox.

Now we are playing for the main character. We go into the hallway and, not leaving on the street, we consider the blue box hanging to the left of the door. It is through him that you can exchange equipment with friends. We take the key from the cell and open it. Inside we find three compartments. In the upper we are waiting for a hint to the computer's password, an instruction for the lock and a voice recorder card. In the lower compartment is a mobile, a set of master keys and a key to the house. Solve the puzzle, and for this you need to rotate the luminous bulbs in the manner shown on the photo below.

We get the dossier, we study 4 documents and find out why the heroine is accused of arson. We dial our father and communicate with him on all topics.

Sample search for chromatograph

To continue the passage of "Nancy Drew: Burnt Alibi", call Ned and give him the task: to find the cause of the fire alarm in the town hall, and take samples of soot from the site of the fire. This requires a sealed container. We switch to Ned and return to the antiques shop. We find an empty container near the casket on the table and take it away. We leave for the Town Hall building, find the window and move garbage to it. Now you can go inside. We see that the signaling lever is lowered. We go to the thermostat and collect the samples in a container, after which we go to the site and transfer all of Nancy. Make a call and switch to the main character.

We study the container by means of a chromatograph and print out the graph by clicking on the panel of the device. We call our father and give him the task to find out when the alarm was turned off. And also we tell about the schedule to find out what the fire catalyst is made of. Now we need to decrypt the password to the computer, and for this we select the numbers that are not duplicated in the rows horizontally and vertically. We open the computer and receive a program for checking fingerprints and video recording of violations of traffic rules. Again, we call our father and from the conversation we learn the time of the alarm shutdown - 2:17, we dial Bess and give her the task - to check the alibi for all the suspects.

Search for the guilty

Switch to a friend and go to a cafe. To continue the passage of "Nancy Drew: Burnt Alibi", we interrogate Deirdre, who will say that she was at the contest together with her friends during the signaling shutdown. We call on the phone and from the conversation we learn that Deirdre Shannon does not have an alibi. After that, talk with Tony, trying all kinds of ice cream to get a new star. The suspect will say that at 2:17 she was in the workplace. We go straight to the antiques store, but after Bess enters there, she will break the expensive vase, and the shopkeeper will put it away without answering the questions. Near the entrance we find a van of a journalist who refuses to talk with us, after which we transfer control to Nancy. The detective needs to call Ned and ask him to talk with Alex and Dary.

We switch to Ned and go to Deira. From the conversation we learn that she was following Nancy and found a lost note. We take the find and go to the antique store for a conversation with Alexei Markovich, from which we learn that at the time of the fire he was at a meeting of the historical society. To the right of the counter we find the chest and the keys to the alarm. We take them and leave the store. We inspect garbage cans and study newspapers, from which we learn that the meeting of the historical society, where Aleksey allegedly was present, was canceled. We move to the police station, leave the key in the correspondence box and call Nancy - as it often happens in the game "Nancy Drew: Burnt Alibi". Passage, we will continue for the main character. We need to find out whose fingerprint was left on the note, and for this we need to turn to one of our friends for help, because we still can not leave the police station. In this case, it is better to choose Ned, he and call. We give the friend a task to pick up the set for making prints and hand over the keys to the house. Also, you should call your father and ask him to find out about the past of the owner of the antique store - Alexey.

Fingerprints. Part 1

The necessary set lies in the house of Nancy, we go there and find a newspaper on the coffee table on the first floor, from which you can find out that the cafe was closed at the time of the fire, therefore, Tony also does not have an alibi. We go up to the second floor and find another newspaper clippings, which must be read, because it talks about the recent archaeological exhibition. We pass into Nancy's room and take from the bottom left drawer of the table a very important book, without which it will be impossible to continue the passage of the game "Nancy Drew: Burnt Alibi". Lock picks, which we will soon have to use, is a rather complex subject, and without this instruction we can not cope.

Now turn right and open the locker with the keys. We take one of the three sets of fingerprints. It is also worthwhile to take the book lying on the nightstand, from it we learn everything about fires and catalysts. Now you need to take a portrait of Ned and read the letter glued to the back. Further we approach the table and choose in the inventory a bag of Deira. The set will appear automatically, and we can only dip the brush into the powder, hold it on the note and take off the imprint on the scotch tape. We take the result to the police station and dial Nancy.

Switch to the main character, skip the resulting fingerprint through the scanner and look for it in the database. But the sample turned out pretty blurry, so there will not be a result. We ask Ned to take off the prints of all the suspects, including Daira.

Part 2

Continue the passage of the game "Nancy Drew: Burnt Alibi" (the younger detective, as we have already mentioned, the most preferred mode, especially for those who had not previously been familiar with this project). Ned goes to a cafe and invites Deira to a date. After the meeting, take a fingerprint from her glass. And, having ordered a portion of ice cream from Tony, gets her sample. We go to the store to the antiquary and try to ask Alexei about the canceled conference of the historical society, but we do not get an answer. We say that we are looking for a gift for my uncle, and when the seller leaves the room, we take the imprint from the yellow box on the table.

We examine the box and find a riddle under the lid. From the time of guessing, it depends on what rank they will give us for the passage of "Nancy Drew: Burnt Alibi". The youngest detective should manage for 2 minutes. If you want to get a higher level, you need to solve the problem for one and a half. The riddle is rather complicated, because the numbers fall randomly. Now you can go to the police station and send samples to Nancy.

Passage of "Nancy Drew: Burnt Alibi" (the younger detective, though it receives clues, but copes with tasks as good as the older one) will continue the main character. We scan the received fingerprints and load the information into the computer. After a comparison with a blurry sample, we get a new unknown, because they will not match any of the three. We call Jess and ask her to take a print from Brenda.

Part 3

We take from the house Nancy the next set and go to the van Brenda. We ask for a business card and go out into the street. We immediately call back, stating that we have important news. We return to the van - the hostess will no longer be in place, and therefore quietly remove the imprint from the microphone. We find a box on the left, in which one of the catalysts is acetone. If you open and close the lid of the trunk three times, you can get an Easter egg with a picture of Brenda. We take the sample and call Nancy.

After scanning the resulting fingerprint, we load it into the computer for comparison. And find out that the note - Brenda's fingers. We call Ned and ask him once again to distract Deira.

What do the suspects hide in the game "Nancy Drew: Burnt Alibi"?

Passage (the youngest detective, as you know, should try to solve a lot of all kinds of puzzles presented in the game) will continue Ned. We leave for the cafe and invite Deira for a date. We switch to the main character and ask Bess to check Deira's notebook on the table. We find the protocol about the road accident and go to the cafe, where we talk with Tony on any topic. Hearing the noise of the truck approaching the truck, we wait for the suspect to exit, then we go behind the counter. We find on the top shelf an ice mold, on the bottom - a key, and under a rack - a photo of a town hall.

We open the pantry and see another catalyst - the solvent. The locker with the documents is locked. Now we will need to continue the passage of "Nancy Drew: Burnt Alibi", pickpockets. We go to the police station, where we leave a receipt in the mail box with a photo.

Switch to Nancy, take photos and put a picket in the box. Enter the number of the receipt into the computer and find out that Deira is not involved in the disconnection of the fire alarm, since it was in the opposite end of the city. Switch to Bess, pick up the master keys and go to the cafe. We wait, when the truck arrives - Tony will leave, and we will go to the pantry. Using the skeleton keys, open the door and take out two folders from the locker, from which you can see that Tony was following Nancy, and she is extremely interested in the land on which the town hall stands.

Nancy calls her father and asks a question about Tony, to which he will respond later. We pass control to Ned, who needs to go to the antiques store and distract Alexei. We open the chest and find a newspaper, a bottle of ether and a diary. We leave to the street and transfer control to Nancy.

We ask Jess to go for the results promised by the father. We take them from the shelf near the fireplace, on the first floor. Transfer control to Nancy, and now we need to select the isopropyl chart, which will be the catalyst. We hang out all the evidence on the wall. If everything is done correctly, the sheriff will release us to freedom.

What hides Brenda?

To continue the passage of "Nancy Drew: Burnt Alibi" (the younger detective, as you can see, copes well with the task), go to the van Brenda and lure her with a promise of fresh news. We examine everything and find the bottle with isopropyl next to the microphone. We look at the interview with Bess and try to hear Deira's phone conversation, and for this we move the toggle switches until the green light turns on under them. On the right, we see the Brenda schedule, and Nancy is very surprised at the speed of her moving. We take away the small key, open the box under the printer and read the letter.

Underground tunnels

We go to a cafe and talk with Dyera. From the conversation we learn that she wanted to win the prize of the contest by deceit. We call our father, after which we talk with Tony. We learn about the network of tunnels and go to Alexey. We find a book and, leafing through, we find two sheets with incomprehensible symbols. We need to figure out which drawing should be chosen for number 6. The younger detective will not be able to cope with the task of labor - choose route "C" and continue the passage of the game "Nancy Drew: Burnt Alibi". The senior detective - a higher rank, respectively, and the task will be much more difficult. We go to the van to the journalist, after the conversation we find out that she hates Nancy.

Passage through the labyrinth

We leave home, in the living room on the first floor find Jess, who knows how to stop the criminal. We go into Nancy's room and take the battery from the table, which we give to our friend. Now we connect the bulbs on the muffler to disable the antenna of the Brenda van. This is quite easy to do if you know the secret. For the younger detective we do everything as shown in the photo below.

Passage of "Nancy Drew: Burnt Alibi" (the senior detective, as we have already said, is slightly different in complexity) is nearing completion. We take the silencer and go to the Brenda van. We pass to the right wall and click on the box under the inscription "Antenna". We insert a muffler and connect lines of the same color.

The key will fail. Turn around and go to the door where we lift the floorboard. Open the hatch and go down into the tunnel. We take away all the evidence: an ice form, a bottle with isopropyl and matches. Looking under the table, we find a whole store of catalyst, but at that moment a journalist will appear and ban us in the basement. Now we have to go through the last task, which will complete the passage of "Nancy Drew: Burnt Alibi." And it will need to be done in a short period of time. Help find a way out of the maze of a hint with the route. Choose from the four doors the one with the rectangle. Next - with the arc, after it you need to go through the opening with the bracket. Then we look for the symbol of the oval, after - the spiral. We leave through the door with a bracket and go to the room with a square. Next - a spiral, an arc, one more arc drawn from below. Then the bracket, the arc, the arc, the square and the oval. We go up and find a medallion, meaning that we won the contest. Open the hatch and go straight to the police. We watch the final video and congratulate ourselves on the successful completion of the adventure. This concludes the passage of the game "Nancy Drew: Burnt Alibi", the Russian version of which is presented above.

Similar articles

 

 

 

 

Trending Now

 

 

 

 

Newest

Copyright © 2018 en.delachieve.com. Theme powered by WordPress.