THE CAPTIVE CURSE
A Walkthrough For Junior Mode
Written by Katrina and Alyssa

Pre Game
The game begins with an introduction from Nancy. Read the Case File on Nancy’s desk to learn about the current assignment. Click on the plane ticket and choose your level of gameplay. At first when you start the game there is a cut scene that starts off a long time ago in Germany- an attack on a young woman by a monster. After the scene, it switches to present day to Nancy walking up to Castle Finster.

Getting in the Castle
Ring the doorbell. Nancy is locked out of the castle. The castle’s “second pest”, Lukas, has done it. He sends down a puzzle- find the matching monsters. Here’s how it is:

He has part two of the puzzle, but Karl interrupts and wants you to see him in his office.
It’s Locked
Nancy enters the courtyard and tries to socialize and ask questions, but nobody seems to want to answer. As she is in the courtyard, you find a graded music paper on steps going down and a pair of shears on steps going up the courtyard stairway. You can also view the wishing well.

Calls and Karl
After looking around outside, enter the castle into the foyer- under the sign reading ‘Burg Finster‘. Read the book on the table and view the glockenspiel on the left side of the foyer. It’s time to meet Karl! Walk up the stairs on the right side of the foyer. After you head upstairs, Nancy gets a call from Ned. Nancy and Ned have a disagreement that doesn’t end well.
Keep walking up the stairs and turn right. Walk down the ‘red carpet’ until you reach a door with a plaque that reads ‘Burgermeister’. This is the office of Karl Weschler, our first suspect. Speak with him. Exhaust all conversation topics before playing his game.
Karl is a "child" at heart, working in his office always pushing people to play his game. He stays in his office and is fearful of the monster.

Raiding
Once you have completed all conversation, talk to Karl about his game. Play it with him. On the side of the game board are rules. Read them, and you will find that they are quite confusing. Here‘s how to play:

- On your turn, you spin the spinner. The color of the space you land on determines which trait you need to have the strongest of.
- The spinner has two colors. The top is the color of the player who is currently taking their turn. The second color is the color of the space they land on.

- If you land on a space with a star, you must return the first card you click on to the deck. If you land on a space with a heart, you receive a card, then proceed to your action.

- White spaces advance you to the next white space, while black spaces move you back to the last black space. If you land on the first black space, you will be moved back to start.
- Purple spaces allow you to steal a card.
- You are permitted a maximum of eight cards at once.

- The color you land on is the trait you will face your opponent with. Just pick your card with the highest value of that color.
- The numbers on the top of your card (#/#) represent how many spaces you will move either forward or backward. The first number is spaces forward, while the second is spaces backward. This goes for the winning card.
-Red: Uses Strength, Blue: Uses Magic, Green: Uses Health, Orange: Uses Wisdom
-When a tie occurs, the player moves neither forward nor backward.

You don’t have to beat Karl for the game to be over. Once you finish, he will pay you. The amount of coins you get is determined by if you win or lose, and the comments you make.
Once you complete the game of Raid, take a look around Karl’s office. Look at everything- the locked cabinet to the left behind his desk, and the sparrow painting. Look behind the painting to find a key. Once you get to where Karl has Raid cards set up, look at the book of Raid below them. Once you have fully looked at the book, click the Raid cards above the book. They fall down, of course, and Karl says he wants them exactly where they were.

Balancing it Out
This is a somewhat tricky puzzle, and even trickier to explain! So, here's a spoiler. Place the game cards, from left to right, in this order: Sailor Redbraid, Donkey King, Fairy Trigger, Fenarius Wolf, Professor Sparrow, Enchanted Mirror, Robber, Bonaparte, Golden Hunter.
After completing the puzzle, a letter from Markus will fall from the bottom of the platforms. It has to be translated, so hang on to it.

Get with the Game
After you put Karl’s cards in order, turn around and talk to him. He tells you he is in the process of creating a new character. Agree to help him and pick your choice.
Broke His Brain
Once you leave Karl’s office, you will get a call from Frank about what you did to Ned. He complains about the connection and tells you to call him back. Once you finish the call with Frank, look at both sides outside of Karl’s office. To the left is a color box, Nancy notes she needs more pieces. (2 pieces, one in Glass shop and one in the dining area, which we will get to later). On the right side of the hall is a book. Read through it, and also notice the letter B on the table. Once finished looking outside of Karl’s office, turn the corner and see 3 sets of stairs, one to the left, middle and right. Go up the right set of stairs and see a painting. Click on the plaque, and see that it needs to be translated.

Nancy’s Room
After looking at the portrait, turn right and you should be on a balcony looking place. Nancy's door is in the middle. Enter her room and go left to the fireplace and look at the brochure. After you have looked through that, go over to her bed and get the dictionary off the nightstand (This will help you translate the note we found in Karl’s room and the plaque near the picture). After getting the dictionary, go to the desk and look at the phone. Try to call Ned by clicking his name on the sticky note on the phone. You can’t reach him. Now its time to call Frank back! Exhaust all conversation with him.

Heading to the Banquet Hall

After the phone calls, leave Nancy’s room and head either left or right up the stairs. Once over the stairs, go down the stairs we saw before we went to Nancy’s room. Keep going straight until you hit the brown doors. Once you enter the hall, go forward to the stained glass window and take the blue square out of it. Then head over to the door again and go left to the newspaper. Take note of the German words in the corner.

Meet Renate
After viewing the paper, go to the other side of the room to the Lady in the corner, Renate. Renate is a Storyteller who travels the world. She gets defensive when you try to talk to her about some things, as if hiding from something. Talk to her about everything. When you are talking to her, she mentions a chocolate cake with whipped cream and a cherry, something that makes her fall asleep after she eats it, note that. After talking to Renate, look at her bag on the floor. Nancy will note that you have to find a way to look through it without Renate

knowing.

Pit Stop to Gift Shop
After leaving Renate, go forward, left, right, forward, and right again to reach the gift shop. Enter and look at everything. You also need to read 3 books. -Grimm’s Baddies -Monster Book -Art of Glass Book. After reading through the glass book there is a code in it. Take it. Turn around to the Cuckoo Pastry dispenser and notice a chocolate cake, like the one Renate mentions. Buy one because you will need this to look through her bag later. After viewing the pastries, turn around and talk to Anja about everything.

Owner’s Phone Call
After you talk to Anja, go out in the hall the way you came in and Markus will call you. You have to call him from Nancy’s room. Go back the way you came from but go up the stairs to Nancy's room instead of down to Renate. Use Nancy’s phone to call Markus. Talk about everything.

Monster Attack

After you hang up the phone with Markus, you hear knocking at the door, so go over to see what it is. Its Karl! The monster has struck in the courtyard. Follow him out to the courtyard. He talks to you for a bit, and then leaves you alone. You need to go to the well and fill the bucket to put out the fire he monster left. After doing so, Nancy will notice something in the door. Look at it. It’s a strange burr. We need to find out from where!

Ring…Again
While Nancy is looking around the courtyard…ring! Ugh! What now? It’s Markus. He tells us to call him from the landline in Nancy’s room. Let’s finish investigating first.

The Search Is On
While outside investigating, go near the castle gates and find a plaque, it’s in German. Use your pocket dictionary you got from Nancy's room and click on it. It says "Do not pull lever", so don't. You will die. Another thing to do is go to the well and click on the bucket. It will get sent down and bring up coins and random objects from other Nancy Drew games.

A Strange Clue
Return through the “Burg Finster” doors and ,once again, enter the foyer. Head over to the table where Nancy previously read about the Brothers Grimm. Find a strange clue. It looks like some sort of device, possibly electrical, and it has three prongs on it. Click and place it in Nancy’s inventory. This could probably prove useful later in our investigation.

The Other Monster
After getting the object off the table, talk to the boy in the corner, Lukas. Lukas is the castle prankster, so he’s always playing games and pulling pranks, but he knows a lot about the castle and the people in it. Talk to Lukas about everything before you play the game he wants you to play. When talking to Lukas, he tells you about feeding Renate- brought up twice. This cake must be an important clue. Finish up all the talk with Lukas.

The Game of Monster
After talking with Lukas, play the game Monster. Lukas will first explain the rules as you play a tutorial. After the tutorial, you play for real. To start off, you should play on easy until you feel comfortable with more of a challenge. If you beat Lukas, he lets you pick a set of three raid cards, for Karl’s game.

Troubles

After talking to Lukas, go right and enter the gift shop. Talk to Anja and tell her about your problems. She will tell you how to fix things with Ned. After speaking with her about everything, go up and see Karl.

Chatting With Karl
Return to Karl’s office and speak with him about the strange burr Nancy found in the courtyard. Also mention the glass shop, and Karl will give you the key! Exhaust all conversation topics. If you’d like, feel free to play a round of Raid and help him with his character. Once finished speaking, leave Karl’s office to continue your investigation. Oops…ring! It’s Ned, and he’s apologizing! Yay; no more troubles! But we will have to call him back. Let’s do that now; head to Nancy’s room.
A Splash of Intelligence
When you go to Nancy’s room… Splash! Lukas has left a surprise above your door. Go to your bed and see a dress. Well, that’s nice! Change into it and go to the phone and call Markus back. Also call Ned, just as Nancy promised.

The Deep Beyond
Leave Nancy’s room, and exit the castle as if going home. But turn left instead of leaving. Well, you cant leave anyway. Head deep into the forest until you find the burr bush. Take out your shears to shear the bush. Darn! They need to be sharpened! Head back to the castle. You may see a cow phone charm, if you have the special edition of this game. Put it in your inventory! But beware...don’t get lost! And, if you do, just keep trying until you get out!

The Great Glass
After going through the forest, enter the castle and go into the foyer. Go right and into the gift shop and leave through the other exit. Go down the hall and turn to your right and go down to the metal door. Translate the sign then use your key to get in. Go straight forward, and open the cabinet and get the glass square. Then turn to your left and pick up the three tools. After getting the tools, you can search the buckets in the corner of the shop. Lukas left a surprise in one of them! If you have the special edition, a phone charm is in the middle bucket. On the opposite side of the room is a grinder. Plug it in and turn it on to sharpen your dull shears. Look over at the furnace and translate the sign.
A Hidden Campsite

Return to the burr bush in the forest. Use the sharpened shears. Wow! There’s a campsite behind that bush! Pick up the flashlight and strange stone on the ground. These will most likely prove useful later in the case.
Playing A Prank
Return to the castle foyer and speak to Lukas. He will confide in you and ask you to distract Karl for a prank he’s planning. Feel free to play a round of Monster, if you’d like. Go to Karl’s office, but stop and look at the glass puzzle. We have all the pieces! It’s time to get to work!

Locked in a Box
It’s time to complete the glass box puzzle! Here’s a simple spoiler: the object of this puzzle is to recreate the image in the upper right corner of the box. Place the pieces in this order in their correct spots: purple, dark green, light blue, red, light green, yellow, dark blue, orange, pink.

Security in Secrets

After completing the box, turn around and head in to see Karl. Tell him about the prank Lukas wants to play. He agrees to be distracted. Finish all the conversation with him and you can help him with the character or play Raid if you would like. Once you are done, go down and tell Lukas that Karl is distracted, finish out conversations if you haven’t already and play Monster if you want. When Lukas leaves, take the paper that is on the floor. It’s a secret puzzle. Solve the puzzle. When it’s complete it should read:

To open the security booth play the glockenspiel. Notes are hidden around the castle. Find them and then play them in the order of the list. The hidden locations are listed below.

Go around the castle noting the letters. Nancy must say something when she sees them or it will not count. Go upstairs to the portrait near Nancy's room, the table with the book on it near Karl’s office, the doorbell outside the castle gates, the door in the courtyard where we found the burr, and the furnace. You have to move the shield over the furnace before you look at the letter or you will die. Once you have found the letters, return to the foyer and play the glockenspiel.

The order you play is this

-Portrait (G)

-Florist Initial (D)

-Hall book stand (B)

-Doorbell (G)

-Furnace (A)

They are played on the bottom of the glockenspiel like this:

A secret door appears for the security office!

Security
Enter the hidden room. Look at the phone and translate the message. You can use your phone for updates! Click there and your phone will be placed. Once the red button lights up, take your phone. Behind the phone are instructions for the "Zap up" powering sequence. Read them.

Sneak Peeks
Go to the silver covering and see you need a power key, the object we found in the foyer. Use that and turn it to on. It’s the Zap Up machine. Press the buttons in this sequence: 10,8,2,7, 6. After you do the sequence, the cameras will turn on. Who is that in the shop? Renate? What is she doing?