Archer Slot Game

Much of the play-by-play, game results, and transaction information both shown and used to create certain data sets was obtained free of charge from and is copyrighted by RetroSheet. Win Expectancy, Run Expectancy, and Leverage Index calculations provided by Tom Tango of, and co-author of The Book: Playing the Percentages in. These games include browser games for both your computer and mobile devices, as well as apps for your Android and iOS phones and tablets. They include new archery games such as Avoid Dying and top archery games such as Apple Shooter, Archery World Tour, and Archer Master 3D: Castle Defense.

Archer Slot Game Review TP-Link AC1200 PCIe WiFi Card for PC (Archer T5E) - Bluetooth 4.2, Dual Band Wireless Network Card (2.4Ghz and 5Ghz) for Gaming, Streaming, Supports Windows 10, 8.1, 8, 7 (32/64-bit): Computers & Accessories.

Staking choices per spin are somewhat restricted, and also have a top-level of only #25 which won't be high enough for many gamers.
Providing gamers with 243 ways to win than traditional paylines, the biggest jackpots accessible through Archer video slot game nevertheless result when five symbols align in certain combinations. The most precious such combination whatsoever is one between five of the slot's archer symbol.

Archer slot game is similar to popular bonus bears slot and also offers more routine wins than most other slot games, due to 243 methods to win.
Wilds, scatter wins, free spins and an innovative 'Expand & Split' feature introduce even more ways for players to improve their winnings.

Five of these archer symbols in the proper configuration on the reels overlooks at a level of 1500 times the player bet multiplier. That wager multiplier is what determines how many coins that a player bets each line and could be set at anywhere between ten and one.

In the highest, the jackpot will be worth 15,000 coins that at 10p's highest coin value equates to # 1500.

Alongside being 243 methods to win style slot, Archer online slot also comprises numerous additional capabilities. Those are that it includes symbols and scatters which trigger free spins prompt wins and a unique 'Expand & Split' attribute.

Able to appear on reels two, three and four, the wild symbol about the Archer video slot reels depicts a heap of gold coins. When the emblem does appear, it may substitute for all symbols that are typical in order to produce the most precious winning combinations.
The Archer scatter emblem features a picture of a set of crossed arrows and its first aim is to supply instant scatter wins. Is if those wins are triggered whenever a few of those symbols appear, and their size is dependent upon how many they are triggered by them. Those free work in the same way spins. The scatter symbol is still present on the reels, for instance, meaning that spins can be triggered.
The only difference, in fact, is that the game's 'Expand & Split' feature does not need the presence of a dot.

The expansion does not replace the additional symbols but basically splits the reel in two.
All of Archer's symbols depict images of individuals or items which you may expect to find in a British medieval village or town. The most precious of these symbols are the ones which show images of people and, as you might expect, it's as we explained earlier the archer emblem that's the most precious.
Behind that symbol, but the two combinations will be those depicting a gorgeous damsel and a monk. If five look in combination, whilst the monk symbol pays at a rate of 750 times the multiplier the emblem pays at a rate of 1000 times the participant's wager multiplier.

Due to its 243 ways, players of the Archer slot game can't change the number of paylines in order to modify their bet amount per spin. Rather they set their bet multiplier that is preferred and must choose a coin value that is chosen.

Four coin values between 10p and 1p are offered to select from and the wager multiplier could be put at ten occasions and anywhere between one times. The game's default is for 25 coins to be bet on each spin meaning that the array of options that are staking falls between 25p and #25.

Overall Evaluation

Free slots which adopt the 243 methods to acquire format instead of using paylines tend to split opinion. Their arrangement, after all, is tilted towards supplying more regular payouts but means that their jackpots are low. If you like this game we suggest you try the flintstone slot machine also a great Playtech game and also read how to win at the casino slot machines, so you will know why and how to hit more winnings.

That is surely true with this Archer slot game, which comes with a jackpot value1,500. That is smaller than the jackpots you would find when playing traditional slots but and casino bonus games in all fairness, is in line with the standard when it comes to 243 ways to win games. If you feel you are ready to play slots for real money first you can test your luck with a real no-deposit bonus and after we recommend you to grab one of our casino bonus offers so you will have a bigger bankroll to play with.

Nancy Drew: Secret of the Old Clock

by Her Interactive

Walkthrough by MaGtRo July 2005

Gameplay: The Main Menu has the new game, load-save game, continue, second chance, game setup, credits, help and exit game. Game setup has voice, music and special effects volume control and closed captioning. Help has directions on how to play the game and other information. After clicking on New Game, select the level of gameplay as senior or junior level. Click on Gameplay overview to learn how to navigate throughout the game and the different settings in the game. There are unlimited save game slot in this point and click game.

This walkthrough describes both junior and senior detective. The sequence shown is not necessarily the only way to get through with the game. The game is not linear in most parts. The junior detective gameplay has a task list while the senior detective does not have.

The year is 1930; Nancy Drew drives her roadster to Lilac Inn in Titusville. Nancy received an invitation from Emily Crandall. Emily just lost her mother and she is left running Lilac Inn. A car was parked by the road to the Inn.

Lilac Inn:

A road map is in inventory and there are $3.50 in the purse. Enter Lilac Inn and talk completely to Emily's guardian, Jane Willoughby. Nancy's dad called and he wants Nancy to return the call. Jane and Gloria, Emily's mom were dressmaker together in the past. Climb the stairs and turn right. Enter the last door and talk to Emily. Emily wants a favor. Emily hears a noise. She wants you to place her mom's jewelry in her dad's safe. There's an explosion. The kitchen stove exploded. Talk to Jane completely. Hear Emily cry. The jewelries were stolen from the box. Learn about Josiah Crowley, 'time will tell', Richard Topham, the will, the house, insurance and Jim Archer, the banker. Look around the room. Look at and note the phonograph, The Rubiyat book on the bed and the sewing machine. Go down and talk to Jane.

Parlor: Turn left and enter the parlor. Look at the newspaper and Like magazine under the window. Learn about hobo language and 'Clever Hans', the horse who can pick up inadvertent cues. Pan right and look at the clock on the fireplace mantel. Click on the handle to see the bird puzzle.

Bird Clock puzzle - The object of the puzzle is to move the bird from left to the slot on the right. The wood tiles can be moved to free a space from left to right.

Junior Detective

Senior Detective

Move 1 to the left. Move 2 and 3 to the left. Move 4 down.

Move 1 to the right. Move 5 to the left and down.

Move bird to the slot on the right.

Move 1 & 2 to the left. Move 3 down. Move 4 left. Move 5 up.

Move 3 & 2 up. Move 6 left. Move 7 up. Move 2 down & right.

Move 3 & 5 down. Move 8 left. Move 9 & 7 up. Move 10 down.

Move bird to the slot on the right.

When correctly done see the cuckoo tweets and the bottom drawer opens to reveal a mirror. Take mirror.

Archer Slot Game Machine

Pan right to the other side of the room and see a curtained ornate booth.

Bard Bounce - Turn the heart shape handle to raise the curtain. Click on the coin slot to automatically insert 5 cents to start the puzzle.

The object of the puzzle is to join the similar colored male and female characters of A Midsummer Night's Dream. The females are stationary and with in a box.

Junior Detective:

Move yellow left. Move green left & down. Move yellow down.

Move blue left, down & right.

Move red down, right & up.

Senior Detective:

Move blue left. Move yellow left, up and right.

Move blue up. Move green up, left and down.

Move blue down. Move yellow left. Move blue up & right. Move yellow right.

Move red up & right. Move green right. Move red down & left. Move green left.

When successful, hear a trumpet blare and the word 'Keen' drops down.

Exit the parlor and ask Jane about Bard Bounce.

Phone: Exit through the main door and turn left to the payphone. Note the cat etched at bottom left - it's a hobo language. Call Nancy's dad now. Take the receiver, click on the 5 cents slot and talk completely with Carson Drew. Learn about the documents at Tubby Telegrams and driving and flat tire advice. Discuss about the happenings at the Inn. Learn about the will, guardianship and how the guardian will profit from the sale of the Inn.

Paper - Turn right from facing the payphone, forward and take a left towards the bridge. Cross the bridge and catch the paper floating in the air. If you missed it the first time, you can either catch it again by going forward and turning back or turn around, cross the first bridge again and go back. It is a key appraisal at Waddell Jewelries.

Josiah's house or Topham School:

Go forward across the second bridge and take the stone bridge on the left. There's a building left of the path. Go forward to the house and look at the sign of Topham School. Enter the 'school'.

Uri needs his mouse. Pick up the mouse under the table with candles at far left. Give mouse to Uri the cat by the fireplace.

Talk to Richard Topham completely. Ask when he can talk to you and then take his 'intelligence test'.

Logic test - Take the paper from the table. Open the tools and click to look close at the paper.

Type in the answers you deduce from what is typed in on the pages. Nancy will say 'that looks right' or other comments if correct.

1. All wet.

2. Doll up.

3. Double cross.

4. Dry up.

5. Big Cheese.

Talk to Richard again after doing the test correctly. Continue to talk to him about Josiah Crowley and about the explosion. Pan left and look at the clocks on the fireplace mantel.

Bally's free slots for fun. Mouse memory puzzle - Look close at the mouse squares. The object of the puzzle is to click open 2 identical pictures one after the other.

Click on 2 tiles to see what lies under the tiles. Continue to open tiles until you see a matching tile to what you have already opened. Then click the 2 matching tiles one after another. The matching tiles will now stay open. Continue until all the tiles are opened.

When correctly done, the side panel opens. Take the second mirror.

Pan Left and play with the robot at the corner. Look close at the desk on the left of the robot. The door on the right is off limits. Click on the elephant and read the 'Lest I Forget' book. Take note of the pages that Nancy reads, as well as other pages.

Lock on Carriage House:

  • What are you when you win Bard Bounce?

  • What poet is the cat's meow?

  • What will par on my miniature golf course get you?

  • What's Gloria's middle name?

To open journal: (D)ecoder is in the (t)rivet (2 to the right).

To open the big tick tock on top: Give Flute, Thisby and Pyramas their cues, Bottom's cue is in note to Gloria.

Poem on golf course: sounds like numbers to me!

The typewritten note at the end is about a trivet for a party at Twin Elms.

Pan left and read the book on the table with parrot. Learn about the radiometer. Look at the picture on the table with the candles. Josiah is Puck. Look around more and note the musical instruments and Richard's advertising leaflets. Exit the school-house. Go forward and right to the carriage house. This must the one that needs answers to the 4 questions on the journal. Go back and cross the stone bridge. Go left to the miniature golf course.

Miniature Golf Course:

Note the giant golf ball stand with a puzzle, the red booth to get the golf clubs, ball and scorecard and the prize booth.

Giant golf ball - Read the instructions for the golf ball game. The object of the puzzle is to figure out the sequence of the colored golf balls hidden at the right panel. This is a random puzzle.

To play, move a colored ball in the bottom row to a tee in the first column on the left. Do this to all 4 tees. Then push the golf club button at lower right to see how you guessed.

If a stick with a flag is seen - it means one of the balls in the column is in the correct order and correct color. If only a stick is seen - it means one of the balls in the column has correct color but in the wrong position. If no stick is seen, it means one of the balls does not belong. The order of the clues is not correlated with the solution.

From here on - logic prevails. You can deduce the correct color and position in subsequent columns.

The ball can be replaced by another one by clicking it on another colored ball before clicking the golf club.

When correctly done, a poem appears. Note the highlighted words.

Let's play golf - Go to the middle red booth. Click on coin slot to automatically insert 10 cents and get a scorecard. Pull back and click on the button to get a golf club and a ball. There's a slot for old scorecard and get a new one.

Enter the miniature golf area and see the score card. The difference between the junior and senior detective is the course par. The senior is a less (21) than the junior detective (30).

The object of the golf puzzle is to get a course par or under.

Exit the score card to go to a Hole and start the puzzle. The game can be saved after every hole. So, if you get a good score, save and restart from the saved game if you get a bogey or worse.

The farther the golf club is to the ball placement, the harder is the hit on the ball and longer run of the ball. Angle the direction of the ball to bounce it on a wall to enter another lane.


Hole 3 - There's a hole-cave at the wall beside the tee box that you can aim the ball on and the ball will come out of the cave by the hole on the other side.

Hole 4 - Aim to drop the ball at the middle hole and see the ball take a plane and train trip.

Prize booth - Once you get a course par or less, insert the score card on the slot of the Prize booth on the left. Take the pony.

Go back to the Inn and talk to Jane completely. Climb the stars and talk to Emily in her room. Learn that Lois is Gloria's middle name. Time to go to town.


Enter Nancy's car and drive to Waddell Jewelry.

Driving information:

Nancy's car - The lower left shows the gas gauge and lower right shows the state of the tire.

Nancy's dad's advice - be careful about potholes, the muddy area and always fill the tank when it is halfway. In case of flat tire always have it fixed as soon as possible.

Driving - Click ahead of the car to steer it in the correct direction. The farther the cursor is from the car, the faster the car goes. To park the car, press the space bar.

Map - Consult the map and look for the places you need to go. If it is not on the map - save game, drive around and look for the place you need to go. Then go back to a saved game and replay from there. So there won't be unnecessary driving and use gas.

Out of gas - Nancy will remind you to fill the tank when the gas gauge is half full. Drive to Zippy's gas station and buy either a quarter or 50 cents worth of gas.

Flat tire - It is best to avoid getting a flat tire because it cost money to repair the tire.

Click on the jack to raise the car. Click on the lug wrench. Use the lug wrench on the tire to remove the lugs. Click on the tire to remove the flat tire. Click on spare tire to place it on the wheel. Click on bolts to place them on the wheel. Click again to tighten the lugs. If you don't tighten the lugs and drive off - game over.

Take the flat tire to Zippy's gas station to have it fixed as soon as possible.

If you don't have enough money to pay for tire repair, Zippy will ask you to place nuts and bolts in the correct drawer. You are allowed only certain number of mistakes (2 for junior).

Waddell Jewelry: Take a right on the road, left before the covered bridge and right at the intersection. The jewelry store is the first building on the top. Nancy automatically asks Mr. Waddell about the appraisal paper. It is for a key appraisal asked by Jim Archer, the banker. For $1.50, Waddell gives the ornate key.

Main St. Bank: Drive and park in front of the bank building right of the jewelry store. Talk to Mr. Archer completely. The insurance policy lapsed and so the Inn is not insured. Learn about the bank, Josiah, will, 'time was right' and Josiah's makeup interest. Josiah has a safe deposit box at the bank.

Look around Mr. Archer's office. Pan left and look close at the picture of the car and the woman.

Typewriter - Pan to the right of Mr. Archer's desk and look close at the typewriter. Click on the typewriter ribbon to read what Josiah typed. Remember the entry in Josiah's Lest I Forget book - The typewritten note at the end is about a trivet for a party at Twin Elms.

October 9, 1929. Dear Mrs. Sheldon, Here is the trivet I said that you could borrow for your party at Twin Elms. Please take care of it because I would want it back someday. Your friend, Josiah C.

Look at the portrait of Clara Pickford with the dedication - To Jim Archer, my ace in the hole. Look close at the clock at the corner. Look close at the keyhole.

Talk to Mr. Archer again about the car on the picture and the key taken from Waddell's Jewelry. He gives the key as well as the old clock. Look close at the clock again and use the key on the keyhole.

Clock gear puzzle - After using the key on the keyhole, see gears on the right to be placed at the correct pegs of the clock mechanism.

Hint - Each gear has 2 lines on the edge. Align those lines to the adjacent pegs to see where the gears go. Be sure the hole of the gears is sitting on the peg. Once the gear is at its correct peg, it cannot be moved anymore.

Once correctly done, the globe on top opens to reveal a mirror. Take the mirror.

Exit the bank and drive back to the Inn. Exit the car and cross the 2 wood bridges, the stone bridge and left to the Carriage House.

Carriage House:

Carriage House lock - See letters at the Carriage House door. Remember the questions from Josiah's 'Lest I Forget' book.

  • What are you when you win Bard Bounce? Keen.

  • What poet is the cat's meow? The book on the bed in Emily's room is by Omar Khayyam.

  • What will par on my miniature golf course get you? Pony.

  • What's Gloria's middle name? Lois.

Click on a letter of each of the 4 wheels-openings to form Keen, Omar, Pony and Lois. After each correct entry, a red triangle appears on the diamond at center of the door. The door opens when all 4 correct words are entered.

Look around and note that each corner of the Carriage house has a metal holder for something. There's a domino puzzle on the left metal box and a radiometer at far wall above a table.

Go forward to the table across the door. Look at the Freshwater fish leaflet and note the different fishes. Take note also of the notations about what places and baits the Bogart's Pond fishes like. Largemouth Bass likes grassbeds and minnows.

Blue Clock puzzle - Look close at the blue clock on the table. It only has one hand. The object of the puzzle is to enter the correct numbers to open the clock.

The central button resets the puzzle. To get the turn arrow cursor, move the cursor outside the central decoration. Enter the number by clicking the arrow cursor. This moves the clock hand one blue circle per click.

Remember the poem seen after doing the Golf Ball puzzle and the clue in Josiah's 'Lest I Forget' book - Poem on golf course: sounds like numbers to me!

Note the colored letters on the poem can be read as 1 2 4 2 8 2 7.

Move the clock hand to enter - 1 2 4 2 8 2 7 using the turn arrow cursor and pressing the button at top of the clock in between each number entry.

Take the 4th mirror.

Activate the radiometer - There's a radiometer above the table. It needs light to be activated. Remember the book on the table in Josiah's house.

A. Place the 4 mirrors at each corner of the carriage house.

B. Go to the metal box on the wall with domino dots on the cover.

Domino puzzle - Click on cover to open the metal box. Look close to activate the puzzle.

The object of the puzzle is the same as the domino tile game. Place one numbered end tile adjacent to a similar numbered tile.

The tiles can be taken off their places and put on the side by clicking on it to get and click to drop it on the side. Right click on a tile to rotate it. Be sure that tiles placed are sitting inside their slots.

The top stationary number to be connected to is 7 and the bottom number is 5.

From top to bottom: Place 7-9 tile beside the 7, 9-4, 4-8, 8-1, 1-3, 3-6, 6-2, 2-5.

If done correctly, the lever raises.

Pull down the lever to allow the light beam inside the carriage house.

C. Adjust the mirrors to get the beam of light to hit the radiometer above the table on the right.

When the cursor is placed over the mirror, it changes to a turn arrow. Turn the mirrors using the turn arrows.


When correctly done, watch a metal stair drop from the ceiling.

Climb the stairs to the room above. See a ham radio on the left and an old clock with hobo language in front of it. Read the note by the clock - Forget where you put LWAT? Marcel's band, you old coot! Look close at the ham radio and read the note under the radio - A new quartz crystal was ordered and delivered. The crystal needs to be cut by Waddell.

Go back to Joshua's home or the now Richard's paranormal school. Talk to Richard about Marcel and the crystal. Marcel is Josiah's favorite hat. He would give the crystal if you take a telepathic test.

Telepathic card test - The object of the puzzle is to pick the card that Richard selects by means of inadvertent clues (like Clever Hans, the horse in the Like Magazine).

Richard always uses the same questions for a specific card. Write down what you can gather by trial and error and eventually the puzzle will be solved.

These are the questions and answer that I got:

This is which card? Star

What card am I thinking of? Star

What card am I looking at? Circle

What card is this? Circle

Which card am I thinking of? Cross

What card am I concentrating on? Cross

Can you tell what card this is? 3 wavy lines

What card is this? 3 wavy lines

What card am I holding? Square

Do you know what card I'm looking at? Square

Take the crystal. Talk to Richard again. Exit the school and go back to the Inn.


Talk to Jane and learn about Emily being upset.

Go to Emily's room and talk to her completely. The picture on the wall moved. Ask about the will, safe deposit box key and Josiah's hat. Open the bottom drawer under the window seat and look at Josiah's hat. Take the key tucked on the hat band. Note that there's another letter there that Emily stopped you from checking. Look at the moved picture on the wall.

Go back down and talk to Jane about looking around and the jewelries.

Secret passage: Go to the parlor on the left. Go to the curtained seat left of the fireplace and click on the cushion. See that the right curtain is caught under the cushion. Click on the caught curtain. Aha - a secret passage. Enter and go forward. Flip the lever on the right to get light in the passage. Go forward until the broken piggy bank on the floor. Take the coins and have an additional dollar in your purse. Continue forward 3 clicks and see a decorated slab on the right wall.

Creepy Corner picture puzzle - The object of the puzzle is to arrange the tiles to form a picture.

Click on a tile and then click it over the place you want to put it. The tile underneath replaces the tile on the cursor. The tiles can be rotated when the cursor above the tile is moved and changed to a turn arrow.

If done correctly, music will be heard. Take the phonograph record.

Continue left down the passage until the end. Climb the ladder and hear Richard. The passage leads to the living room of the school. We can back here later when he's not around. Go back, flip the lever to get lights and forward to the inn. Nancy automatically turns off the lights.


Waddell's Jewelry: Time to go back to town. Drive the car to Waddell's Jewelry and ask him to cut a blank from the quartz crystal you got from Robert. He wants 2 dollars as payment.

Bank: Talk to Mr. Archer about the key from Josiah's hat. He wants a favor before he will open the safe deposit box. He gives the red dress he wants you to sew.

Trivet hunt:

Let us look for the trivet lend to Mrs. Sheldon by Josiah. Get gas when Nancy says so. Remember to be careful driving around muddy places and potholes.

Mrs. Sheldon at Twin Elms - Drive the roadster up the road to the Krolmeister Nails, left to the end of the road and right to the Arched driveway. Park and talk to Mrs. Sheldon. She wants her bridge card from Miss. Jakowski at Titusville Telco.

Miss Jakowski at Titusville Telco - Exit the driveway at Twin Elms. Drive south of the Nails Factory and take the road left of the bend of Muskoka River. Park the car at Titusville Telco and talk to Miss Jakowski. She wants you to get raffle tickets from Mrs. O' Shea at the orphanage.

Mrs. O' Shea at the Turner Home for Children - Drive south from the Titusville Telco, right and cross the covered bridge. Turn at the first right to enter Turner Home for Orphans. She wants 5 toys for the children.

Toys - You have one already - the red pony. You can play more miniature golf to get 4 more ponies or you can buy toys.

General Store - Drive back to Twin Elms by taking the road by the Nail factory and instead of right to Twin Elms, turn left and take the road down to the General Store. Use the toy vending machine and buy any 4 toys by clicking on the coin slot at the bottom and then pulling the lever by the toys. Take 4 toys.

Archer Slot Game Free Play

Mrs. O' Shea at the Turner Home for Children - Drive back to the orphanage and give the toys to Mrs. O' Shea. Gee, the raffle tickets are at Phelps's Print Shop.

Phelps' Print Shop - Drive left to the first building after the orphanage. Talk to Mr. Phelps. He wants to go fishing to catch a 19 inch largemouth Bass.

Fish for a largemouth bass - Drive back to the orphanage driveway and take a right to Bogart's Pond.

Remember the Freshwater leaflet seen on the table of the carriage house. It states that Largemouth Bass likes to stay at grassbeds and use minnows as bait.

Take the fishing rod. Take minnows as bait from the tackle box. Cast the fishing rod on the reed area on the right and when the white bobber moves, immediately pull-click the fishing rod.

Isn't that easy. Keep the 19 inch largemouth bass.

Give it to Mr. Phelps at the Print Shop. He gives the raffle tickets. Go to Miss Jakowski at Titusville Telco and get the bridge cards. Take the bridge cards to Mrs. Sheldon at Twin Elms and get the trivet.

If you have a half full tank of gas, Nancy will remind you to fill up at Zippy's gas. You would need money to get the blank from the jewelry store. Let's earn some money and do an errand at the same time.

Tubby Telegrams - Go to the building above the bank. He gives Carson Drew's papers. You can earn money by delivering the telegram. Go back to the telegram office after each delivery to get the money and a new delivery. Earn enough to have around 2.00 or more in the purse and have a full tank of gas. Deliver the last telegram and no need to get paid for the last delivery or you would get another one to deliver.

Waddell Jewelry - Ask and get the blank if you have enough money.

If you have a full tank of gas, go back to the Inn.


Talk to Jane about the dress for Mr. Archer. Hmmm. Go up, click on sewing machine and automatically ask Emily permission to use the sewing machine. No needle. Talk to Jane downstairs about the needle. Jane wants you to get the pies ready for delivery while she looks for the sewing box. She gives a list on how the pies are to be arranged.

Pies puzzle - Go outside and turn right. Click on the curtain to see the pies.

Arrange the pies according to the list Jane gave.

The correct pies have to be under-over the label of that kind of pie. Red is for cherry, blue is for blueberry and brown is for chocolate. The small pies are on the left of the bigger pies.

Click and drop the pies in the places you want it to be.

Nancy will say when it's done correctly.

Enter the inn and see that Jane is not in her usual place. Look close at the clock's pendulum at the corner. This looks like the layout of the mirrors at the 4 corners of the carriage house and the sunray entrance. (Thanks, Cathy!) Go back and look behind Jane's podium. See a broken telephone and take the picture between the books. It is of the 2 brothers that made the 2 houses here. There a ladder on the left. Hmmm. Click on the picture in inventory to turn it around and see 'door in parlor window seat'.

Go left to the parlor and click on the right metal curtain holder to open the cushion door to the secret passage. Go down, flip the lever to get light and go forward once. Click on the lantern on the right to open another secret passage. Climb up and look close at the crack on the wall on the right. So, that is how someone makes that picture move. Go back down, use the lever on the left to exit and go back up to the parlor.

Talk to Jane and get the sewing box. Take the needle. Nancy talks about the new secret passage and the picture. Emily went to town.

Go up to Emily's room. Open the drawer under the window seat. Read the letter especially the last sentence - I mean this from the Bottom of my heart: You are a kind lady who sparkles like good water and makes me think that the sky's the limit.

Sewing the red dress - Place the needle on the sewing machine. Click the red dress on the sewing machine.

Sew following the lines. Do it very slowly and in short series of lines at a time. Place the cursor right close to the needle for straight lines. Place the cursor at top right or left on diagonals or curves, so that you can adjust the cursor better. At the corners or angle points, be sure to do 1-2 stitches straight before changing directions. The junior game is more forgiving than the senior game as far as being off the line.

Trivet-Phonograph record - Click the phonograph record on the phonograph. Replace it with the record taken from the Creepy Corner picture puzzle. Play the record by clicking on the crank.

Listen and take note of the sound effects - Hoof beats, clap of thunder, clap of thunder, rain, door opens, footsteps, clashing of swords, clashing of swords, clap of thunder, sound of coins.

Bank: Drive to the bank and talk to Mr. Archer about the red dress. Now, he will open Josiah's safe deposit box.

Pull the safe deposit box. Take Josiah's journal.

Josiah's Journal - Look at the design of the journal and note that they are similar to the design of the trivet.

Remember Josiah's Lest I Forget Book - To open journal: (D)ecoder is in the (t)rivet (2 to the right).

Trivet - Look at the trivet taken from Mrs. Sheldon. Study the pictures and see that all the sound effects of the phonograph recording is etched on the trivet - Hoof beats, clap of thunder, clap of thunder, rain, door opens, footsteps, clashing of swords, clashing of swords, clap of thunder, sound of coins.

By checking the sound effects in the recording in order on the trivet, the corresponding letters are: G O O D F E L L O W.

Click the G O O D F E L L O W letters on the journal. Hear a click and the journal opens.

Note the name and MHz on each page.

Flute - 7.025 MHz. Pyramus - 7.057 MHz. Thisby - 7.050 MHz. It looks like some kind of record of the people Josiah talked to on his ham radio.

Carriage House: Drive to the Inn and go to the carriage house. Click on the door to enter. Go to the domino metal box on the left and pull down the lever to lower the metal stairs. Climb up. Go to the ham radio.

Ham radio: Look close and place the blank made by Mr. Waddell inside the small door on top right. Look close at the knobs.

Using the frequencies taken from Josiah's journal, talk to each of the 3 other ham operators.

Flute - 7.025 MHz. Enter by turning the knobs to 7 on the left, 0.02 on the middle and 0.005 on the right.

Thisby - 7.050 MHz. Enter by turning the knobs to 7 on the left, 0.05 on the middle and 0.000 on the right.

Pyramus - 7.057 MHz. Enter by turning the knobs to 7 on the left, 0.007 on the right and 0.05 on the middle.

Nancy will talk to each of them after entering their frequencies and learn that you need a Shakespearean cue for them to give another line. online archer slot games

Remember Josiah's Lest I Forget book - To open the big tick tock on top: Give Flute, Thisby and Pyramas their cues, Bottom's cue is in note to Gloria.

Where do we look for Shakespearean cues? Remember there was a Shakespeare book on Richard's table.

Shakespeare book: Go to Richard at the school-Josiah's old home and ask to see A Midsummer Night's Dream. The request is denied. Need a way to see that book. Go back to the inn.

Enter the secret passage through the seat in the parlor by clicking the right metal curtain holder. Turn on the light and go to the very end of the passage.

Open the hatch and hear Uri meow. Immediately look for Uri's toy mouse, take it and give it to Uri before Richard comes out and calls the sheriff. The mouse can be under the chair by the table or under the drawer or by the box of advertisements by the carousel horse.

Read A Midsummer Night's Dream book on Richard's desk. See circled quotes with the name of the 3 ham radio operators. The quotes will be placed in Nancy's journal. Turn around and click on the rug by the corner to get back down to the secret passage.

Go back to the ham radio at the carriage house.

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Ham radio part 2: Call each of the 3 ham operators and select the correct quote for each operator. Each of them will respond with the line Puck-Josiah told them to memorize.

Flute - 7.025 MHz. Enter by turning the knobs to 7 on the left, 0.02 on the middle and 0.005 on the right.

Cue - Shall we their find pageant see? Lord, what fools these mortals be.

He answers with - Leave by road when the owner is in, because then there will be thieves about.

Thisby - 7.050 MHz. Enter by turning the knobs to 7 on the left, 0.05 on the middle and 0.000 on the right.

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Cue - If we shadows have offended, think but this and all is mended, That you have but slumber'd here while these visions did appear.

She answers with - The authorities are alert for bad water, so do not go this way.

Pyramus - 7.057 MHz. Enter by turning the knobs to 7 on the left, 0.007 on the right and 0.05 on the middle.

Cue - Thou speak'st aright; I am that merry wanderer of the night..

He answers with - A barking dog would do well to hold his tongue in a dangerous neighborhood.

Old Clock: Go to the big metal old clock at the end of the room. Look close at the squares with hobo language.

Click on the hobo language glyphs deduced from the line given by each ham operator. Be sure to press the glyph in the same order it is stated in the line.

Flute - Leave by road when the owner is in, because then there will be thieves about.

Press bottom square on the second column from left, bottom square of the first column on left and middle square of the last column on the right.

If correct, the next ham operator's name will come up.

Thisby - The authorities are alert for bad water, so do not go this way.

Press middle square of the first column on the left, top square of the last column on the right and bottom square of the last column on the right.

Pyramus - A barking dog would do well to hold his tongue in a dangerous neighborhood.

Press the top square on the second column from the left, top square of the first column on the left and top square of the third column from the left.

Bottom - This is not a ham operator but remember the letter we read that was on the drawer under the window seat at Emily's room.

Josiah wrote to Gloria, Emily's mother - I mean this from the Bottom of my heart: You are a kind lady who sparkles like good water and makes me think that the sky's the limit.

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Press the bottom square of the third column from the left, middle square of the third column from the left and middle square of the second column from the left.

A slab comes out from the bottom.

Board Game: Your goal is to reach the end of the path and to land exactly on the last spot on the board. Each card can only be used once. You do not need to use all the cards. To take a shortcut, you must be on a spot with a picture on it and use the same picture to take the pathway. Good luck!

Click on the instructions to show the board game.

The reset button is on the right. Click on a picture-number and the peg will move automatically.

There can be other set of numbers to win. These are the numbers I got - Click on 4 8 10 6 1 7 2 9 & 3.

If done correctly, a golf ball will pop out of side of the clock. Take the gold golf ball and read the note on the slot the ball came out of.

The note says - Take this to Tiny Town. And for oodles of fun, use it there to hit a hole in one.

Miniature golf course:

Go to the miniature golf course. Enter through and automatically go to Hole 6 - Tiny Town.

Place the gold golf ball as close to the hole that appeared after the brick was raised. Tap it to go in that hole and see it go to the Part 2 hole. The ball released a key from the water tower behind the sign. Take the key.

Inn: Go back to the Inn and hear Jane and Emily. Talk to Jane. Go up and talk to Emily. Emily thinks she's having a nervous breakdown. She will not listen to you at all. Go down and talk to Jane. Go to the car and drive to the bank.

Be sure that you have enough gas in the tank without needing to refill.

Bank: Talk to Mr. Archer about the new key and 'ace in the hole'. So it is Clara Pickford's aka Josiah's key. Look at the contents of the safe deposit box. See the real Last Will and Testament of Josiah Crowley. Take a look at the picture and ---- Oh Really!

Automatically be driving to the Inn.

Car chase: You are now in for a car chase. Be sure that you have the car in sight or the baddie will escape. Click the cursor immediately to follow the car. Isn't it great to have a second chance. Once the 'goes to state line' is mentioned, immediately take the closest way to go to the state line right of the railroad station. Hear a crash and watch the end scene.

Congratulations on solving Nancy Drew's first mystery.

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