Wednesday, 16 September 2015

Nancy Drew The White Wolf Of Icicle Creek Hints

If you're a fan of the amateur teen sleuth who drives a Nash Metropolitan and seems to find trouble without trying, then you'll enjoy playing "Nancy Drew: The White Wolf of Icicle Creek." Even the best problem solvers may run into trouble in certain areas of the game. Hints and tips will help you solve puzzles, win games and keep Nancy moving forward toward solving the mystery.


Fox and Geese Game


Speak to Bill Kessler to start the game. Bill is on the first floor of the lodge. Replace the fox game piece with a pig. Move the pieces until the pig is trapped at the bottom of the game board. The game is played much like Chinese checkers. Repeat the game, trapping the pig on each end of the game board (bottom, top, left and right). Winning the game changes the layout of the Isis and the Levers game in the shack.


Geiger Counter


The Geiger counter can help you find where coins are located. It works like the "Hot/Cold" game. When you are near the coins, the counter will register a high reading. To start the Geiger counter, enter the shack and click on Isis' bed. This will activate the counter. Go to the basement and turn to face the stairs. You should have a high reading on the counter. Click on the bottom step to reveal a wolf disk.


Trapper Dan's Hut


Trapper Dan's hut can be difficult to find. After Nancy navigates the ice floes, she takes a new way back to the lodge. On the way, she sees a sign for Avalanche Ridge. The snow is too deep to walk through, so Nancy will have to go back to the lodge, call Chantal and get a task to earn the shoes. Once Nancy earns the snowshoes, take her back to Avalanche Ridge and walk past the sign, past the crater and eventually come to Trapper Dan's Hut.


Avoid Freezing to Death


Watch the cold meter in this game. If Nancy stays outside too long in extreme weather, she can freeze to death. If the meter says Extreme Danger, stay inside. If it says Danger, stay very close to the lodge and make only short trips. A "Caution" reading is OK for slightly longer trips, but don't get too far away.


Catch the Villain


The ending of this game gives some players fits. The villain jumps on a snowmobile and runs. Nancy must get on a snowmobile and chase after him. The goal is to stay close to the villain but not hit any rocks or other objects until you "catch" him. If you allow the villain to get out of site, you'll likely have to try again. Be patient. It can take several tries to catch the culprit.

Tags: Avalanche Ridge, back lodge, Danger stay, Drew White, Drew White Wolf, game board