Zork White House

Just Adventure +


||  Adventure Links   ||  Archives  ||  Articles   ||  Independent Developers   ||  Interviews   ||   JA Forum   ||
|| 
JA Staff/Contacts   ||  The JAVE   ||  Letters   ||  Reviews   ||  Search   ||   Upcoming Releases   ||  Walkthroughs   ||
|| 
What's New / Home
  || Play Games!
  ||
Over 1 Million Visitors a Month!

Buy Games at Just Adventure+!

Sherlock Holmes: Mystery of the Mummy

Help File/Walkthrough by Tally Ho

Comments, Questions and Corrections welcome. Tally Ho

This page is not printable. It is partly a ReadMe file, and a collection of suggestions and solutions. You should save it to your hard drive, so you don't have to go online whenever you need to refer to it.

Do not attempt to switch to another program while playing this game. The graphics are layered in such a way that when you switch back you will not see anything . For that reason, when you desire to check back to this page, you will have to save your progress in the game, and quit.

To reduce the total "spoiler" factor, the printable walkthrough contains some links to this page. If you don't care about being spoiled, read this page all the way down.

 


Click Here for a step-by-step PRINTABLE walkthrough.

 

Oh No, That Nonogram!

Let's start right off with the Biggie: In level Five, near the end of the game is a type of puzzle that many gamers will be unfamiliar with. I had never seen one before, and had to do a fair amount of research in order to solve it. These puzzles originated in Japan fairly recently, and have become very popular there. They appear in newspapers, and are the subject of contests, and so on. If you wish to learn how to do them, here's the link you need. If you would rather not devote several hours/days of brainpower to get through one puzzle, click on the image below to find a printer-friendly solution to the puzzle. This truly is the Mother-In-Law of all puzzles, and from what I have seen, this one is relatively easy. If you wish to do more extensive research, Nonograms are also called "Gridders" and "Conceptis™ Puzzles"

Click Here to see a website devoted to teaching you how Nonograms work.
It takes patience, fortitude, insight, imagination and logic. Elementary, my dear Watson!

Here is another page in that same site that walks you through a whole puzzle.
Please, do the simple tutorial first.

Here is yet another site to help you learn. They call these puzzles "Griddlers"
Thanks, mac_attack for finding this one!

Click here to get a blank pattern, so you can solve the Sherlock Puzzle on paper.

Click here for a printable solution to the Nasty Nonogram.

A word about saving your game:

Levels One and Two do not contain any deadly traps, so saving is at your option. I suggest saving after completing any major task, such as solving the Seal-Door puzzle in Level One and straightening out the library in Level Two, but it's not too important. You will, of course want to save your progress whenever you quit the game.

In Level Three, save your game after solving the 3 x 3 slider puzzle, and BEFORE lighting a torch. The torch is timed. and will burn out. You may need to become familiar with the tasks in the Laboratory, and replay that segment after you know your way around.

Later in Level Three, you MUST save your game after revealing the checkerboard, and BEFORE placing the statuettes on it. There is a closely timed sequence that follows, and it will require practicing in order to survive.

Level Four begins with that nasty timed sequence described above; and you could save again, just after trapping the first scorpion, and moving toward the door. In this node, the timer does not operate, and you can create a saved game there, providing you do it before you move again. This would eliminate the need to repeat the closing scene of Level Three. Not really neecessary if you study the steps first.

Later in Level Four, you should save before entering the Parlor (the room where the Lion head is over the fireplace.) It is smoky in there, and you can't breathe for very long.

Again in Level Four, save your game before placing the weights on the clock.

In Level Five, you will certainly remember to save after solving the Nonogram Puzzle. This is the Wicked Step-Mother of all puzzles, and you likely will not want to solve it twice.

Later, before you start tinkering to disarm the bomb, you should create a saved game. The bomb is fatal if you detonate it accidentally.


Further down this page you will find a collection of spoilers to various puzzles. They are all referred to in the printable, checklist-style walkthrough.

To jump to specific spoilers without having to see the others:

Level One: The Door-Seal Puzzle

Level Three: The Timed Torches

Level Four: The Word Puzzle

Again, Comments, Questions and Corrections are welcome. Tally Ho
And a Great Big Thank-You to Gordon and Rosemary!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Level One: The Door-Seal Puzzle

The clues to this puzzle are pretty vague. The third seal, the arched figure and the sun is reasonably obvious, and so is the Ibis; but the other two are not so clear. At least getting two right eliminates a lot of experimentation. This is what they look like:


 

 

 

 

 

 

 

 

 

 

 

 

 

 

Level Two - the 4 x 4 Slider Solved

 

Here is the slider puzzle in Level Two. As shown, the last block in position 16, is ready to slide left into position 15, completing the puzzle. Click Here to read a tutorial on solving sliders.
The tutorial refers to Safecracker, the game, but the advice works for all sliders.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


The 3 x 3 Slider Puzzle

Don't light a torch until after you have finished the slider puzzle. The slider is not timed, but the torch is. The slider is different, in that the center square, No. 5, is the desired blank square, not the customary lower-right.

Before

 

After

1 2 3
4 5 6
7 8 9

The slider can be solved in just 17 clicks. The left picture shows the starting configuration. It resets to this state if you back away and restart. Using the numbers in the middle panel above as your guide, click the following sequence:

3, 2, 1,
4, 7, 8,
5, 6, 9,
8, 5, 2,
1, 4, 7,
8, 5.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Timed Torches in Level Three

How would you like to take all the time you want to explore the laboratory and urns room?
As soon as you enter the Lab, look down and to your right. There is a small pottery vessel next to the door. Smash it with your hammer and take the key.

Then go forward into the room, so you are between the bookcase and the table. Look down again, toward the right end of the table and find the spot where you can go under the table. Find the Oil Flask. To exit this spot, look up and toward the bookcase.

Go forward again, to the end of the room where the desk is. The key you found will unlock the door on the left. Use the Oil on the lock to lubricate it, then the key. Enter the Urns/Elements Room.

Cross the room diagonally (twice) and find the Oil Lamp on the bottom shelf. Then turn left and cross the room again. Find the Full Bottle of Oil. When you combine the Oil with the Lamp, the lamp lights, and the torches and time all disappear. You now have infinite time to work out the problems.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Anagram Puzzle

The timer is running. If you have a dexterity problem (bad arthritis or eyesight or whatever) you might possibly need a helper, like the nearest grandchild. It's a little unfair, the developers forgot a lot of old ladies play these games. Possibly the biggest audience, unbeknownst to them. I don't have any of those problems, and I found on the third attempt, I still used up about half the timer.

Here are the five lines:

YOU WILL FIND
IF YOU CUT

UNDER
THE RELIGION
THE PLACE SHINES

Notice the third line is blank.

This is how it looks: