Nancy Drew White Wolf of Icicle Creek title page, white text on black background

Nancy Drew: The White Wolf of Icicle Creek Walkthrough

The White Wolf of Icicle Creek, published in 2007, is the 16th entry in Her Interactive’s Nancy Drew mystery game series and is loosely based on the book titled Nancy Drew #164: The Mystery of the Mother Wolf.

As with all other Nancy Drew games, White Wolf of Icicle Creek has both Junior Detective and Senior Detective modes with the only difference being slightly more difficult puzzles on Senior mode. For the purposes of this guide, I’ll be playing on Junior mode but will try to incorporate Senior puzzle solutions in a later update.

A very important mechanic in this game is the time of day, which can be changed to any time via the alarm clock in your room.

Full Walkthrough for Nancy Drew: The White Wolf of Icicle Creek

In this game, Nancy is off to visit a cozy ski chalet in Canada to help the owner, Chantal Moique, by investigating the cause of several mysterious accidents. Coincidentally, there have been sightings of the titular white wolf around the lodge.

After meeting Ollie, seeing the explosion, and talking to Chantal about everything, we end up in Nancy’s room. Pick up the key on the nightstand and read about our duties as maid and cook.

Go down the stairs and check the map on the wall, then go behind the desk and snoop around. Check the dresser to the right of the desk to get the laundry bag and read notes from Elsa’s boyfriend. Under the desk you’ll find a letter of resignation from Elsa with her phone number on it. All phone numbers you find in this game will be recorded in Nancy’s journal so no need to write them down.

Maid Duties and Cook Duties

Each morning you’re expected to perform maid duties. To do this, go down the upstairs hallways and enter all the rooms with a placard on the door handle. In each room, make the bed and grab the used towels. Don’t forget to snoop around too! Job perks! Each morning the laundry bag will be hung in the cabinet by the computer and phone station after 5:45am.

Once you’re done with this for all four guest rooms, go to the laundry shoot at the top of the stairs next to the restroom and place the laundry bag there.

You will also have to fill the role of short order cook three times per day for breakfast, lunch, and dinner. These are served at the following times:

  • Breakfast: 7-8:15am
  • Lunch: 12-1pm
  • Dinner: 6-7pm

The first meal service you perform will likely be lunch. There’s a cooking manual in the kitchen. At lunchtime you serve burgers and quesadillas. You’ll need to grill the burger patties before placing topics and each quesadilla must be cooked in the frying pan. For dinner you serve grilled salmon and made-to-order salad. Remember to put lettuce first before the topics for each salad. For breakfast you serve made-to-order omelets, Canadian bacon, and French toast. I like to complete all the simple stuff first for all the orders then do the made-to-order stuff last. There’s no time limit or pressure to go quickly so just try to be accurate… and have fun! Cooking mini games are always my favorites in Nancy Drew games.

Phone Calls and Introductions

Call Chantal and talk about everything with her. Lou Talbot and Yanni are two of the guests. According to the Room Assignments sheet, Guadalupe and Bill are the other two.

Call Tino Balducci. What a greaseball.

Now we need to meet all the guests. Go downstairs to the basement via the door next to the stairwell. Meet Yanni. He’s a little intense! You’ll find the sauna down here. Talk to Ollie and he’ll tell you about his daughter, Freddie, who hangs out in the snow fort outside.

Go upstairs and turn right to see a display. Read and look at everything. Trapper Dan’ had a pet pig named Mary. The picture of Trapper Dan’s Needle and a Rex bone is missing. There are some snow shoes with a lock on them, we’ll need 4-digit code. Lizzie Applegate is mentioned, she was also involved in Message in a Haunted Mansion.

You need to meet the rest of the guests: Guadalupe, Bill, and Lou. They all hang out in the lodge’s common area. Guadalupe is typically be the window near the display wall and Bill and Lou play games in the big room. Ollie and Yanni are in the basement. There’s a VERY tentative schedule of when each guest or employee will be available to talk to. If you’re looking for someone and they’re not where they should be, exit the area and come back or go to your room and use your alarm to move the time forward an hour or two.

  • Bill and Lou: 8:30a-12p, 4-6p, 7p-10p
  • Bill alone: 2:30p-6p
  • Guadalupe: 11a-12p, 1:15p-2:45p, 4:15p-6p, 9p-12a
  • Ollie: 6a-7a, 1:15p-6p, 7:15-9p
  • Yanni: 8:30a-9p except for mealtimes

In the lodge common area, read the news paper and see the story about the guests who had food poisoning, Betsy Stills and the Faringdales.

Time to go call everyone we possibly can. Call Tino, Chantal, Ned Nickerson (Nancy’s boyfriend), Carl Jenkins, the Farthingdales, Derek Southwaite, and Elsa (who admits the wolf didn’t actually attack her tires. Remember that many phone numbers are located in your journal.

Explore Outside the Lodge

Nancy can only go outside when the temperature isn’t too cold. This changes depending on the time of day. Extreme Danger is impossible to go out in. Danger means you really need to keep an eye on the bar at the top of your screen to avoid hyperthermia. If its too cold, try the next day. You can always change the time of day via the alarm clock in Nancy’s room. Just note that you should do breakfast and housekeeping when you wake up if you sleep until the next day.

simple map for the lands surrounding the lodge. this includes trapper dan's needle to the left of the door, the skating pond to the right, along with the bunkhouse, freddie, icicle lake, avalanche ridge, and skookum ridge going in clockwise order

We’ve created a map of the property surrounding the lodge for your convenience.

Skating Pond Maintenance

Go to the skating pond to do that task for Lou (turn right after exiting the lodge). There’s a page in the computer under Employee Instructions for how to clear off the skating pond. This puzzle is essentially mine sweeper! Note that the bottom row never has thin ice so start there.

The sky blue color (“3”) means there are 3 patches of thin ice near by. Every color corresponds to a number of thin ice patches its touching (horizontally, vertically, AND diagonally).

Place cones on all of the “thin ice” squares to complete the task. TIP: save your game after every correct cone placement so that if you fall in the ice, you don’t have to start over.

Exploring the rest of the outdoor areas

After sweeping the ice, you’ll see wolf tracks and follow them to Trapper Dan’s Needle. It must open up somehow. Go forward and follow the wolf tracks to see Chicken Ridge. Click forward to hear an explosion, wolf howling, and experience a near death experience.

We almost died but never-you-mind! Let’s keep exploring. See a huge charred spot and a fossil. Keep going to follow some sort of sled or ski tracks… Lets go meet Freddie at her snow castle. There’s nothing quite like pelting a small child in the face with snowballs!

Keep going down the path to inspect the bunkhouse area. Find the face from a clock. You can go check out the ice fishing shack to warm up but there’s not much here for us yet.

Indoor Stuff

Go back to the lodge and call the sheriff and learn about C4 and that all the rooms had identical alarm clocks with that clock face. Call the avalanche patrol. They tell you to go talk to Ollie.

Go tell Bill and Lou that we cleared off the pond for them. Bill has another chore for you: a fishing competition! He says you need to catch a 2-foot Northern Pike. Lou likes to snowshoe.

Go downstairs and talk to Ollie about the avalanche and get permission to check out Skookum Ridge via the snowmobile. You can also talk to Yanni, who is distressed about being bombed.

Reminder to serve lunch if you need to!

Snowmobile time

When driving the snowmobile, click to go forward and the goal is to follow the green arrow to find Skookem Ridge. Just try to avoid all obstacles! Might be a good idea to save before setting off. See that there hasn’t been an avalanche there and head back to the lodge.

Go check out the ice fishing shack at Icicle Lake… sabotage! So much for catching that 2-foot Northern Pike. Pick up the flyer with the phone number. 202-555-7237, which is a US phone number.

Back at the lodge, somebody left us a note. Better go whoop up on little Freddie again. Now every time you win the snowball fight, you get a toasty pack. Mua ha ha ha.

Go call that number we found in the shack, which is labeled “Run and Grow Free” in our journal. Its a wildlife conservation group. Who do we know that loves wildlife?

Ice Fishing Competition

Go talk to Yanni again. His grandmother was literally devoured by wolves. Its the wildest tale I’ve ever heard. No wonder he hates wolves!

Talk to Ollie about the ransacked fishing shack. Get his fishing gear, now you can fish!

The trick to fishing is that you need to click at exactly mouth-level for the fish you want to catch. We’re looking for a Northern Pike, which is a long spotted one. Reel your line to the top to avoid the big ugly looking Sturgeons. Basically avoid everything that isn’t a pike. It’s a good idea to save your game before fishing just in case! Time to head back.

Uh oh! At this point in the game, you will face yet another disaster…

You have go get to the jacket in the top right corner to proceed. The tricky part is that you have to get that upper rightmost ice piece to float. This puzzle is random, I’ve never completed without dying at least 4 or 5 times. Bounce around all over the area until you see that last iceberg float, then take the fastest route possible to get over there. Once you grab the jacket, you find a weird note in the pocket. Follow the wolf tracks. Use a Toasty Pack if you need to avoid hypothermia!

Turn around at Avalanche Ridge and follow the ski tracks to the lodge.

Back at the Lodge

Remember to serve dinner between 6-7pm! I took a nap and upon waking up there’s a confrontation between Guadalupe and Ollie. Apparently she’s a part of that wildlife group and Ollie accused her of messing with his gun. She gets kicked out!

Lets go gossip. Talk to Bill and Lou. Lets check out Bill’s room (Pish Pish). See a crumpled note about justice on the bedside table.

Go to sleep until the morning (6am). Get the laundry bag from the work station and attend to our housekeeping duties. Remember to make breakfast between 7-8:15am.

Talk to Ollie about Lupe (Guadalupe). If Lupe has gotten kicked out, check the entryway and see a note from her with her phone number. Call her at about 9am. Tell her about the wolf. She admits to ransacking the fishing shack. Exhaust all the conversation options with her.

While we’re here, call Chantal.

How To Get Some Snowshoes

Lets check out Avalanche Ridge via the unmarked path by the lodge. Nancy realizes she needs snowshoes. Call Chantal about it. She wants you to fill out Tino’s survey. Get it from the fax machine.

Look at Tino’s wacky survey. Side of the bed is determined by entering each room in the morning before maid duties and checking which side of the bed their slippers are on and where the bed covers are turned over. Some of the answers can go either way. The hometown info is in the computer. We’ll need to talk to all of the guests to figure out what planet they prefer. And finally, you’ll have to wait until a meal service. Dinner is at 6pm. Add paprika to each salad or burger as the last ingredient. After service, Ollie will tell you which person hates paprika. All answers are in the image below.

Tino's survey answers - Nancy Drew white wolf of icicle creek walkthrough

Once you’ve filled out the survey, call Tino. You’ll automatically fax the survey to him and he gives you the code: 7669.

Go get the snowshoes from the display case using that code.

Follow the Wolf

Head out to Avalanche Ridge via the unmarked path by the lodge. Be sure to put the snowshoes on from your inventory!

Hear wolf and a shotgun. See a scorched crater and pick up the notebook next to it. Continue on to find a shack with a 4 digit code. If you look at the note in that jacket we found, each symbol looks like two numbers flipped horizontally.

Junior level is 6512 and senior is 7914.

Read Julius McQuade’s journal, which has wolf commands. Meet Isis and calm her down. Look around and find the fossil indentation. There are two toasty packs and a weird thing on the sack in the corner with a phone number on it (334-555-7625).

Exit and hear an explosion, go back to the lodge.

Call the hospital and learn about Julius McQuade, RIP. Call the number on that weird thing we found (best to call after 9am). Learn about geophones.

Sauna and Pyramid Puzzles

Find a mysterious note in the foyer about meeting in the sauna. Not worrisome at all! Check below Yanni’s work station to find a piece of paper. Find a rag on Ollie’s work station and grab it. Enter the sauna and find some pictures. You get locked in! You have to quickly link all the pipes, leaving none of them out.

Talk to Bill. He admits to a lot and tells you that in order to enter Trapper Dan’s needle you have to open the pyramid near the entrance to the dining room. We have to get all of the tiles to be all pigs. Go solve that puzzle and see that the master key is missing. Go talk to Bill again. Grandma Tilly said we need to turn the top of the pyramid and solve the puzzle for all four animals.

Each animal’s puzzle is slightly different but you essentially want to get every square to be a raccoon, then do it again for moose, wolf, and pig. Its not too difficult.

Decoding the Journal

Once you solve it you’ll find a journal with a coded message. To decode the message just take the first letter from the top row (F), then the first letter from the row underneath it (i) and zigzag up and down between the rows to get:

“First things first. Locate my secret hide out up in the mountains. It’s so secret, you’ll probably never find it – but if you do, find my rex bone and use it in the wall of my hideout. That’ll open up my secret lock.”

“Then, match my wits with the infernal slot machine. Use the duck counter to match up all 3 animals. It helps to first put the same animals in a column and work from there.”

“There are 3 more animal keys hidden in the lodge: the moose the wolf and the raccoon. It’s easy to find the moose – just push out his eye and see the surprise!”

“The fire necklace will tell you all you need to open up the sly raccoon’s hiding place. Just don’t wake up any lodgers. The wolf is the trickiest to find because only the likes of Marie Curie or Mr. Geiger can hear his call.”

In order to enter the secret hideout we must find the keys mentioned in that coded message.

Moose Key

It’s easy to find the moose, just push out his eye and see the surprise! Where have we seen a moose?

Go to Yanni’s room (Kalakala) and see the moose to the right of the door. Push its eye and a secret compartment opens. Look at the radio and take the moose disk key. Let’s go talk to Yanni about the hidden radio.

Racoon Key

The fire necklace will tell you all you need to open up the sly raccoon’s hiding place. Where have we seen a neckace?

Go to the display wall and look at the fire necklace. Take note of all the colors. Where have we seen colors like this? Remember the weird dials on the doorknobs upstairs?

There are 6 doors in the hallway and 6 colored disks. Turn the colored dials on the doors to match the sequence on the necklace.

  • Pish Pish – Blue
  • Eena – Red
  • Chinook – White
  • Kwel Kwel – Red
  • Kalakala – Blue
  • Ollalie – Green

Hear a click and notice that the racoon picture on the wall in the hallway has eyes glowing green now. Boop the nose of the racoon to get a racoon disk key.

Wolf Key and Rex Bone

If we can figure out whose notebook we found, we can figure out who probably has the Rex bone.

We need to find items touched by each of our suspects, good thing we are the housekeeper! Make it a new day if you need to and collect towels from each guest.

Now that we have washcloths from all our suspects, we can enlist help from Isis.

Go out all the way around the lodge and go to the unmarked path to Avalanche Ridge. Remember to put on your snowshoes! Go to the shack.

Turn left to Isis and give her the red notebook. Next, place the rag from Ollie and wash clothes from the other suspects. The scent matches Lou’s washcloth. Let’s go talk to him. Remember snowshoes!

Enter the lodge and find the note from Tino about Lou. Go confront Lou and get his dresser key.

Go to Lou’s room (Eena) and use the key he gave you to open his dresser. Grab the Rex bone. Call Chantal before we head out to the shack.

Go back to the shack via the unmarked path on the far side of the lodge (past Avalanche Ridge – remember your snowshoes!). When you first enter the shack, place your curser under the cot and find a Geiger counter. We can use this to find the wolf key, according to that journal!

Use the Geiger counter

The wolf is the trickiest to find because only the likes of Marie Curie or Mr. Geiger can hear his call.”

Search around the lodge with your Geiger counter. It starts making noise and the number rises when you’re close to something that produces radiation (like the wolf key). You’ll notice several mounted animal heads with green eyes set it off. Including the pig head at the end of the second floor corridor. Hmm.

If you go down to the basement it starts going crazy next to a certain spot (pictured below). Snoop around those steps to find the wolf disc key.

How to Solve the Slot Puzzle

Place the Rex bone into the indentation on the wall and find a slot puzzle.

The goal is to get each horizontal row to be all one animal. So the first row needs to be all fishes, second row owls, and third row rabbits. You start the puzzle by picking up the duck coin on the left side.

The easiest strategy here is to first organize our coins by row and then convert into columns. If you need to start over, you can back out of the panel and it will reset.

Once you have the owls in the left column, rabbits in middle column, and fish in the right column, follow these steps:

  • Place the Duck into the right column and take the fish.
  • Place the fish into the left column and take the owl.
  • Place the owl into the middle column and take the rabbit.
  • Place the rabbit into the right column and take the fish.
  • Place the fish into the middle column and take the rabbit.
  • Place the rabbit into the left column and take the owl.
  • Place the owl into the right column and take the fish.
  • Place the fish into the right column and take the duck.
  • Place the duck into the middle column and take the rabbit.
  • Place the rabbit into the left column. Take the coin and place it into the left column 2 more times.
  • Take the rabbit and place it in the middle column, do this 2 more times in the middle column to get the duck.
  • Place the duck into the slot on the left side to complete the puzzle.

A door opens, go forward into the green lit tunnel. Turn left at the end and see the wolf, Isis. Turn around and find the next puzzle.

How to direct Isis through the tunnels

When you open the metal panel across from Isis, you’ll see a sort of map. All the gold spaces are holes that Isis must jump over and the red bars are not passable (yet). You can give a maximum of 5 directional commands if you speak to her.

The only route without a bar blocking it is the one on the top right with the blue arrow space. In order to direct Isis to this space, these are the commands:

  • Forward, right, left, right, jump, GO

Isis will follow the path and you’ll hear a mechanical noise. Go up the ladder to the right of where Isis was standing. If you go down the left path you’ll find a door with a panel on it. Nancy figures out that it leads to a room below Trapper Dan’s Needle. We’ve got to get all four panels open.

panel to enter trapper dan's needle without a key. It has panels for a moose, a wolf, a racoon, and a pig.

Go back and down the other path (to the right when you get to the top of that ladder) and you’ll find the wolf next to a rope. If you look up, you’ll see a pulley. Click on it and Isis will pull and hold the rope for you.

She obviously can’t hold that rope forever, so what exactly is she holding up? Let’s think about what we still need. We have disk keys for the wolf, moose, and racoon. All we need now is the pig. Where do we see a pig in the lodge? Perhaps the second floor corridor?

Go straight to the second floor of the lodge and find the pig mouth open with the pig disk key. Now we have all four animal disk keys.

Play Fox and Goose

If you go to the common area in the lodge when Lou is snoozing, ask him to play Fox and Goose. Ask him if you can play with the Pig token instead of the fox.

The goal of the game is to trap the pig (or fox) token. You have to play defense by making sure the fox/pig doesn’t have any way to jump over your geese tokens, kind of like checkers. The best way to do this is by first emptying out the side you want to trap him on, then slowly inching all your geese closer to whichever area the fox/pig is in, while filling in any empty spaces behind your front lines so he can’t take your geese. Gradually eliminate the area that his fox/pig can move around in. Eventually you can narrow it down to just a few spaces and make your move to trap him in place.

As you can see in the images above, I first trapped him in the bottom area of the board. Once you win, the animal whose side you trapped it on the board will have glowing red eyes.

Now we must do this for the other animals on the board. This took forever to solve and is probably the reason I didn’t actually finish this game until I reached adulthood. If you get stuck, go check out this reddit post by u/sligpants, its really helpful. You got this!

Once all four animals have glowing red eyes, lets go back to the tunnels via Avalanche Ridge (remember snow shoes).

Tunnel Maze Puzzle, Continued

Look at the map and see that the red bars are no longer blocking the paths. Now we need to get Isis to switch all the levers. At each intersection point, you must tell Isis whether to go forward, left, or right and she must jump over the gold spots.

  • To get to the Moose lever: Forward, left, left, paw
  • To get to the Pig lever: Forward, forward, forward, jump, paw
  • To get to the Raccoon lever: Forward, right, forward, jump, left, paw

Now you must turn away to get out of the Isis menu, go up the ladder and to the path on the left to get to the door, where you’ll see all four animal panels are now open. We can insert the animal disk keys in each corresponding slot. Back up and click the door to open it. You find an outfit with a piece of fabric missing and a backpack…

In the final sequence, we just need to keep chasing the culprit until they meet their demise.

Congrats on cracking the case of the White Wolf of Icicle Creek, Nancy!

Check out our other Nancy Drew walkthroughs! You can also browse the full list of Nancy Drew mystery games here.

P.S. Below is my award from my most recent playthrough. Let me know what you got in the comments!

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