Welcome to The Haunted Carousel walkthrough. This walkthrough was designed for the Junior Detective and will be written in more of "bullet" form, leading you through the important points to do in each part of the game. The game is non-linear, meaning if you want to tinker with something I haven't talked about yet, feel free to do so. After all, this is meant to be a guide for you to finish the game and it's better to finish the game on your own. :) Also, all spoilers will be written in spoiler code. When you see a black box, highlight it to read what is inside. Example: Hello there!
One more thing: If a part of the game is not as written in the walkthrough, exhaust all conversation possibilities, then try again.
Okay, let's begin!
After the letter from Nancy to Ned, call Paula Santos. She has asked you to investigate the strange happenings at Captain's Cove.
Exit the Captain's Quarter's Hotel.
Enter the whale's mouth and talk to Harlan Bishop, the security guard. He gives you a fun pass and tells you to go see Joy Trent.
Be sure to ask, "I see you have a security camera trained on the carousel. . . "
Exit the whale's mouth.
Go to Joy Trent's office and talk to her. Sounds like she's blaming Paula for the hauntings. She will give you an access card so that you can get into the employee areas of the park. She talks about Ingrid Corey, chief engineer, and Elliot Chen, art director.
Look at/read the following in Joy's office:
Go to the haunted house and use the access card to try and get in. Red light; doesn't work.
Go to the Tidal Terror Roller Coaster. Click on the red tag. I wonder what the deal is with this red tag. . . ?
Go to the Midway and observe the broken game.
Head over to Ingrid's and ask the following:
"I'd like to take a closer look at the roller coaster. . ."
"I don't seem to be having much luck using my access card. . ."
"Any advice on how to go about fixing the midway game. . . "
She will give you the resistor and the handbook and ask you to fix the midway game and card reader. You will have to find the keyboard and get the soldering gun from Elliot. She also mentions that her pliers are missing.
Exit Ingrid's office and go to the haunted house.
Use the access card to enter.
Pick up the keyboard at the end of the hall:
Exit the midway and go to Joy's office to leave a note for her to call Elliot.
Joy is not there and has left a talking. . . item in her stead.
Talk to the beeping junk-piece and you will learn that he is Miles the Magnificent Memory Machine.
After talking to him, turn to the left and use the notepad on Joy's desk to leave a message for her.
Pick up her pencil. Eeew...she chews them.
Exit Joy's office and go to Elliot's office.
Paula Santos will call you and talk to you about the jewel article in Joy's office. K.J. Perris, a detective, will call us later.
Elliot's too busy to talk to us.
Turn to the right and grab some tissue paper strips and tape:
Remember the notepad from Joy's office? We need help from pals.
Get out your cell phone and call Bess Marvin. Her number is already in the directory, or you can dial it manually: [1-523-555-4468]
You can chat with them all you want, but be sure to ask:
"I need you guys to do something for me. . ."
They will get some information for us and call us when they've found something.
Exit the carousel and go to the midway.
Look at the Prize-O-Matic. Hey, we could use that Chinese yo-yo to get the letter down from the gear room! We will need a seahorse token.
Go to Swimmer's Itch, the middle game. This gives out a seahorse token as a prize.
Insert your Fun Pass into the machine and choose Medium.
Use these diagrams if you get stuck on a level:
Go to the radiator in the haunted house.
Go forward, then up, and slide open the panel above the radiator.
Take out the ZapTech, which you found under the carousel, and point it at the similar device.
Another panel slides open, revealing a keyhole!
Too bad we don't have the key.
Exit the haunted house and go to Elliot's studio.
Bess and George will call, saying that they have found some information on stenography. They e-mailed us a tutorial. We will do that after we get the soldering gun from Elliot.
Talk to Elliot and get the soldering gun. Also ask him about the hidden door in the haunted house.
Exit Elliot's studio and go to the roller coaster.
Open up the card reader and place the resistor where it goes. Then secure it using the soldering gun as shown:
Head back to the roller coaster and use your access card to get in.
Continue forward until you see the "emergency stop" sign. Pick up the pencil. That looks like one of Joy's!
Turn around and make your way for the exit. Oh, no! Your foot is trapped!
Open the track switcher and connect the wires as follows:
Go to Elliot's workshop and ask him about the riddle.
Elliot has the answer! We need to bring Miles a souvenir spoon that comes with a Fundae.
Exit Elliot's workshop and go to the Captain's Quarters.
If you have already ordered food, you can pick up the phone and order a Fundae. If not, go to Nancy's nightstand and look at the room service menu, then order a Fundae.
Eat the Fundae (Yum yum!) and take the spoon.
Exit the hotel and go to Joy's office.
Tell Joy that you have the answer to the riddle, then give Miles the spoon.
Yes! We had the right answer.
We also learn that Joy destroyed every picture of her mother that her father had. How sad.
Miles gives us a blank piece of paper and tells us that it's the second riddle. Hmm.
Exit Joy's office and go to the Captain's Quarters.
As you enter Nancy's room, turn left into the iron closet.
Get out the iron and turn it on, then place the piece of paper on the ironing board and iron it until it is readable.
Joy has a startling confession: She was the one that turned the power off on the roller coaster and caused the accident that shut down the park!
Exit Joy's office and go to Harlan's. He will not be there.
Look at the blue magazine on his desk. On it, there is a circled number: 101190. This is the combination to Harlan's locker.
Turn around and open Harlan's locker using the combination. Remember to press the button above between each number, just like you did for the cabinet in the gear room.
Ahhh, yes. It is fun to snoop. Check out Harlan's appointment book. He has an appointment with Luis G. Wonder who that is.
Look below. He has a tape. Let's play it and see what's on it.
Close the locker and insert the tape in the player on his desk.
Harlan used the surveillance equipment to spy on Ingrid! The key to her work area is 0726. Oh well, we can use it too. :)
Put the tape back in Harlan's locker and go to Ingrid's.
Her door will be locked. Enter the code (0726) and enter.
Turn to the left and go to where Ingrid is usually standing. Look at the paper on her table. L. H. Lance Huffington maybe?
Then turn around and go to her computer. Pick up the sportscar brochure and look in the bag. Wow. That's one expensive watch.
Then get out your phone and call L.H. Hmm...seems that Ingrid shared a "plan" with Lance Huffington.
Now call Luis G. He is a parole officer - someone who works with people that have been in prison! That means Harlan must have been in prison!
Then call Paula. Say, "I'm afraid I've discovered something kind of disturbing about Harlan." Turns out she already knows.
Go to Joy's office. Uh-oh. Harlan's calling for us. And he sounds mad. Head to his office, pronto!
Paula just called him, and he's maaaaaad. Whoopsie.
Head to Joy's office again. Ho boy. Harlan's calling again, so go to his office.
He has a note for us! A key! Maybe it goes to that door in the haunted house!
Go to the room with the radiator in the haunted house. Open the panels again, and use the key to open the door.
Descend down the stairs and pick up the pliers. Ingrid was looking for them before; maybe they're hers.
Uh-oh. As Nancy looks up, keep your mouse at the bottom of the screen, and as soon as you see the pufferfish being pushed over the ledge, click to back up.
Whew! That was a close one.
Exit the haunted house and talk to Ingrid. Be sure to say:
"I understand you know the man. . ."
"Here're your pliers. . . "
We need to:
A sign will come down. . . Oh, Joy! This is it!
Descend down the creaky stairs. Nancy will fall and the horse's leg will break, revealing jewels. This horse must be Glory.
Pick up the jewels and read the letter to Joy from her father.
Stand up and enter Kessler's workshop to the right.
Poke around and notice that someone has been making forgeries of the carousel horse.
Then click on the door, and out will come the culprit!
Make sure that when the culprit notices the jewels, you say, "That's right. You want 'em? Here!"
Quickly enter the door, turn around, go up the stairs and across the hole. The door will close by itself (Isn't that always the way?) and you will be trapped.
When the culprit finishes speaking, do the following:
Click here to go to the top!
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