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Nancy Drew 11: Curse of Blackmoor Manor Hints
The Card-Playing Automaton in the Great Hall
1 of 6: Once you have the crank from Mrs. Drake, use it on the keyhole on the front of the game to wind Betty up. Before you start a game, do you see anything familiar about the pictures on the cards?
2 of 6: These are the same pictures you saw when you looked at the mural in Nancy's room with the telescope. Did you write down the numbers that went with the pictures?
3 of 6: Press the cards according to the numbers you saw on the mural. In case you didn't write them down like I told you to do, that order is --
4 of 6: -- Melpomene, Erato, Terpsichore, Euterpe, and Thalia. Press the red button at the end.
5 of 6: Now you just need to play a little game of "Go Fish" with Betty. This is a random game, so I can't tell you exactly what to do; in general, though, start with any cards you have two of and go from there.
6 of 6: You may have to play a couple of times before you win. If you have to start over, don't forget to push the cards before you start like you did the first time.