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Walkthrough - Printer Friendly


by Alexander Tait
Diamond Mystery of Rosemond Valley
Walkthrough
(Pan Interactive, 2002)

23 March 2003

Mini-Review
This game was originally released in Sweden (in Swedish) a year or two earlier. Such was the reception that it was released as part of a three CD set, “Let’s Ride”, targeted at girls interested in horses. The other games in the “Let’s Ride” pack are a horse steeplechase racing game and a game where you must care for your horse and eventually race it for greater glory (kind of a more complex Tamagotchi game). What makes the game pack worth buying though (despite the blazing advertising on the box: three games for girls!) is the high quality adventure game, the Diamond Mystery of Rosemond Valley. This is a godsend for people who just can’t get enough of the Nancy Drew games. It is very similar in style and targeted at teens. The graphics range from good to almost stunning, at times recalling Gabriel Knight 3. The cutscenes are a bit of a letdown compared to other graphics in the game-they are grainy but watchable. The acting is similar to early Nancy Drew games-fairly ordinary. I was never convinced that the actors were who they were trying to be. The game is completely keyboard controlled through the arrow keys and four others: “M” (map), “I” (inventory), “N” (notebook), “U” (use). This configuration is not intuitive and takes some getting used to. Especially difficult to get used to is the tendency for the camera to change quite dramatically, which is very disorienting. Lastly, when Emma gets to the limit of the explorable area, she turns around very quickly and begins walking back. This makes for a little frustration if you are trying to go to a very specific spot. Despite these quirks, the game is worth playing. The game is heavily conversation based rather than oriented around puzzles, which makes it welcoming to new adventurers. There are enough challenges for more experienced adventurers to make this worth playing also, though the game is never in fear of shocking or upsetting players with too much intrigue. Let’s Ride is easily acquirable in the U.S. from Valusoft (www.valusoft.com).

TIP: As in all adventure games, talk with characters until there are no conversational options left.

CHAPTER ONE

Introduction
The game begins with a cutscene showing a figure in a trench coat stealing the Rosemond Diamond from the Rosemond Museum. The scene flashes forward in time to Emma, a young woman who has recently been given a job at the local newspaper.

Newspaper
Talk to Bob. Exit his office. Turn right, then immediately left. Follow the corridor to the dark room. You meet Tom, who tells you to go away. Walk around to Carla’s room and speak with her. Examine the painting and piranha in her room if you wish. Exit her room. Walk around to the main work area. Meet Malcolm. Use the database to find the newspaper has an unhealthy interest in angling. Open your desk drawer and take the notebook, pen, camera, and beeper. Look at the tape recorder and thermostat in the room. Talk to Lucy near the photocopier. Return to Bob’s office and speak with him again. He offers you your first job-get an interview with the movie star Kit Grace. He suggests you interview the local hairdresser, an old friend of Kit’s. Return to the database. It has nothing on Kit before she became famous. Leave the newspaper.

The Square
Go to the park bench and talk to the punk rockers. They don’t know where the salon is. Have a look around to find a coffee shop but no salon. Use your map to go to Old Town.

Old Town
Talk to the blue-haired woman standing in the street. She points out the salon but warns you about Debbie’s skills (or lack thereof). Go past the pub. At the end of the street, enter the salon (which strangely has a barber’s pole outside it).

Debbie’s Hair Salon
Talk to Debbie. You find out that Kit’s name was originally Sue Grace Holmes, her husband called her “Kitten”, and she was fat and unpopular at school. Kit betrayed Debbie by doing a screen test that Debbie planned to do. Kit has a mother in town living in the rookery on the hill. You take a picture to humor Debbie. Be sure to pick up the cheap novel by Karen Stone and look at the photos around the room. Leave the salon.

Old Town
Go up to the house on the right-number 19. Knock on the door. Speak with the old lady. Through deception, you enter the house.

Mrs. Holmes’ House
Talk with Mrs. Holmes, who mistakenly takes you for the home help. She tells you to get the feather duster from the flowerpot. Go into the kitchen and get the feather duster from the flowerpot. Dust the poster. You find out that the old lady’s name is Georgina. She gives you the poster. Dust the picture of Kit Grace. More conversation choices are offered. You find out that Kit’s husband left her (disappeared) and Kit left town shortly thereafter. The marriage was a happy one but he was a boring man who Mrs. Holmes didn’t like. Sue left after a fight with her mother, smashing her mother’s porcelain cat. Mrs. Holmes asks you to make an appointment for her with Debbie. You agree. Clean the porcelain cats in the dresser. Mrs. Holmes reveals she is leaving money to the museum with the proviso that they accept her cat collection. Ask Mrs. Holmes if she’d like you to clean the attic. She would like it but there is no light there. She gives you a “Friends of the Museum” membership card as payment for your services. Leave the house and return to Debbie’s.

Debbie’s Hair Salon
Ask Debbie for an appointment for Mrs. Holmes. She offers her an appointment on Wednesday. You tell her that you will bring Mrs. Holmes. Exit the salon and return to the newspaper office.

Newspaper Office
Tell Bob what you found out. Ask his opinion of your notes. Go to the dark room and speak with Tom. He refuses to let you use his dark room. You learn that he is the resident sleaze. He claims to have been taking photos of Kit Grace at the airport in Hawaii. He suggests Bob and Carla are romantically involved. Return to your desk. Read the anonymous note to learn that something is afoot at the museum. Exit the newspaper and use the map to go to the campus.

Campus
Enter the museum.

Museum
You show the guard your membership card. Go into the room at left of the guard. Inspect the security camera. Note a locked door past the camera. Go up to the second floor. Walk around and find the empty display case (just follow the red carpet). Inspect the case-the Diamond of Rosemond Valley! Pick up the second note by the case. The note alleges that the true criminal is still at large. A man comes over and inspects the case. He introduces himself as Vincent Leonard Vicini, an expert in jewels. The Treasure Diamonds were stolen twenty years. A person was arrested for the crime but the jewels were never recovered. Amazingly, the jewels were protected by a weight-activated alarm. Retrace your steps and you run into Malcolm. He tells you he received an anonymous tip too. His press card allows him access to the museum. Shortly afterwards, you meet Bob, who tells you he is the chairperson of the museum. He recalls the details of the theft are in the database at the newspaper office. Return there.

Newspaper Office
Go to the dark room. Get the flashlight. Talk to Carla. Look up “Treasure Diamonds” in the database. Jack Griffin, the museum janitor, was arrested for the crime and got six years jail. It was thought likely that he had an accomplice. Pick up the letter from Jack Griffin on Lucy’s desk. She comes in the room, catching you. Talk to her again. Return to the museum.

Museum
Talk to Bob again and then Malcolm, who’s “undercover”. Return to Mrs.’ Holmes' house.

Mrs. Holmes’ House
No answer. Head down the road to Debbie’s salon.

Debbie’s Hair Salon
Speak again with Debbie. Agree to have a trim. Debbie remembers that Kit’s husband was quite handsome. At this point, you realize that your hair is being mowed off and get up to leave. She offers you a wig for free. Leave the salon and return to the square.

The Square
Talk to the punk rockers, who are impressed with the haircut! Return to the newspaper office.

Newspaper Office
Ask Carla about the diamond theft. She remembers nothing but allows you to go the diner for lunch. Go to the database and look up “Captain Parker”. Go to the diner.

Diner
Examine the jukebox to find that Emma has no taste! Talk with your sister, Anne. As you leave, you notice rain is coming. Turn around and get the umbrella. Go back to the newspaper.

Newspaper Office
Talk to Carla again. She tells you to go away. Go back to Mrs. Holmes’ house.

Mrs. Holmes’ House
Mrs. Holmes asks you to clean up the attic. Go up to the attic using the flashlight automatically. Look at the junk and owl. Switch on the lamp. Look in the box. You find a wedding photo of Kit and Emma recognizes Kit’s husband. Examine the old clothes-they are taken into inventory with the wig as a disguise. Return down stairs. Show the photo to Mrs. Holmes. Kit’s husband was Captain Parker! Ask Mrs. Holmes about the clothes by showing them to her. You leave as she falls asleep…

CHAPTER TWO

Old Town
Return to the Square.

The Square
You observe a figure in a trenchcoat leave through a window of the newspaper office. Follow the figure into the alley.

Alley
The intruder has vanished! Return to the newspaper office and note the window has been smashed.

Newspaper Office
Enter the dark room. You find a watch and a receipt for jewelry belonging to Tom. All the dark room equipment is smashed. Carla’s room is trashed as well. The piranha and painting are, however, unharmed. In Malcolm’s drawer, there is a photo with a note revealing that Kit Grace is staying at Rosemond Valley Grand Hotel. Lucy’s drawer holds a letter from John Griffin. Behind the painting in Bob’s room is a safe. Read the minutes of the Friends of the Museum. Return to the alley.

Alley
Use your umbrella to pull down the fire escape. Go up to the roof.

Roof
No sign of the burglar. Get the plank and use it to get to the other roof. On the other side, go up to the chimney. Move the stone and take the box with a cassette tape belonging to the museum from the hiding place. Go back to the newspaper office.

Newspaper Office
Play the tape in the tape recorder. You hear a confession. Parker kept the diamonds himself! (Cutscene).

CHAPTER THREE

Newspaper Office
The next day, examine the mess. Talk to a despondent Tom in the dark room. Carla’s office is closed. You find Lucy a little defensive when you talk with her. Bob tells you he believes the culprit had to have been a young person. Go to the North Side.

North Side
Go to the Grand Hotel.

Grand Hotel
Malcolm is with Kit Grace in the lobby! Emma has the photo to prove it. Talk to the hotel clerk until he gets shirty and tells you leave.

North Side
Go down the alley and down some stair to Vicini and Sons jeweler.

Vicini and Sons
Talk again with Vicini. He tells you several snippets of information. He has a replica of the ruby from the museum. Tom owes Vicini money. Vicini knows Lucy, who has recently been asking him about forgeries. Inspect the tools behind the desk and the model ship. Go to the museum.

Museum
The museum is about to close. You promise the guard not to be long. Go to the door near the security camera, which is now open. You are knocked out by the trenchcoat villain.

CHAPTER FOUR

Storeroom
You wake to find your tape is gone. Pick up the cockroach. Examine the boxes. Take the poison arrow from out back. Go to the door. Slide the poster under the door and push the key out with the poison arrow. You get the key and get out.

Museum
Everything’s dark. Go to the security room.

Security Room
Switch off the alarm. Examine the other alarm switch. Look at the video screen. Go up to the jewel room. Exit through the window. Go to the Grand Hotel.

Grand Hotel
The hotel clerk advises you to leave. Try to look at the register. Change into your disguise in the bathroom. Talk to the clerk. After the conversation look at the restaurant door. Use the cockroach with the restaurant door. There is a cry and the clerk checks on the situation. Seize your chance to read the register to find Kit is in room 325 under the name Kit Holmes. Emma goes up the elevator and knocks on the door.

Room 325
Kit agrees to an interview. She reveals herself to be very shallow. She denies much of your information and becomes irate. Read the letter on the table when she goes out. The letter is from her husband, who makes reference to their child! Go into Kit’s bedroom. Kit has a trenchcoat in her closet near the door! Exit the room.

CHAPTER FIVE

Newspaper Office
Talk to Tom in the dark room. The lens for the enlarger was stolen. Tom seems to have visions (or recollections) of grandeur. Talk with Malcolm, who claims he is very ordinary. Contradictions exist in his story too. Talk to Lucy. She overreacts when you mention diamonds. Everyone seems guilty! Go to the diner.

Diner
Talk to your sister for advice, updating her on the case. She gives you some ideas about where to go next. Talk to Lucy in the booth. If she isn’t there, you haven’t completed everything you need to do. She tells you she is the daughter of Jack Griffin. He is unemployable now so she supports them both. She writes crime novels under the pseudonym Karen Stone. Return to the Newspaper Office.

Newspaper Office
Talk to Tom in the dark room. You tell him he looks like Michael Bolton, which scares him (and scares most sane people). She convinces him he needs a haircut. Convince Malcolm to have a haircut by telling him he looks like Tom Cruise in the ‘80s and flattering his journalistic skills. Go and see Mrs. Holmes.

Mrs. Holmes’ House
Mrs. Holmes is ready for her haircut. (Cutscene).

Debbie’s Hair Salon
Talk to Mrs. Holmes and then Malcolm. He calls her Granny. He must be Kit Grace’s son! You confront Malcolm and he leaves. Talk to Mrs. Holmes again. Introduce Tom to her. Talk to Tom and then Debbie.

CHAPTER SIX

Old Town
Go to the alley.

Alley
Malcolm is here but why? Find the trenchcoat in the dumpster. Get the key from the coat. Go to Vicini’s.

Vicini and Sons
Speak with Vicini to learn he is making reproductions for the museum. Ask him to straighten the key. He obliges. Return to the newspaper.

Newspaper Office
Go to the dark room. The new equipment has arrived but still no enlarging lens. Overhear a conversation at Carla’s door. Talk with Malcolm, who’s wearing a coat inside-strange. Hmmm. He talks with Lucy. You wonder why he is buttering her up. Talk to Lucy. She says Tom went out the drown his sorrows. Turn up the thermostat. This causes Malcolm to leave and return without his coat. Talk to Bob. Examine Malcolm’s coat hanging up and get his car keys. Go outside.

The Square
Use the keys to unlock Malcolm’s car (it’s parked in Carla’s space). He has the diamonds in his glove box. Suddenly, Malcolm appears, catching you red-handed. He claims they are fake because someone double-crossed his father for the diamonds. Carla comes out and is upset that neither you nor Malcolm is working. Apparently, Captain Parker died recently. Malcolm’s mobile phone rings. Bob tells him to go to the airport to interview the mayor. He drives off. Return to Vicini’s.

Vicini and Sons
Ask Vicini to examine the diamonds. He states they are very good replicas made by him twenty five years ago. Return to the newspaper.

Newspaper Office
Look at the notebook. Making a tracing of the page reveals a message. Carla overheard what you and Malcolm were talking about and wants him “taken care of”. Talk to Bob. At the mention of Parker, he leaves. Move the painting. Use the key to open the safe. Inside the safe is the lens! Take it. Look in the wastebasket-it’s the note from Carla (or what’s left of it). Put the lens in the developing equipment. Develop the photos.

CHAPTER SEVEN

Newspaper Office
A photo of Carla shows her wearing the stolen diamonds! Look at the photos of Debbie and the bikini girls. Go to the diner.

Diner
Talk to Annie. You get a salami sandwich-old and tough. Go back to the newspaper office.

Newspaper Office
Feed the salami sandwich to the piranha in Carla’s room. That takes care of it. Get the real diamonds out of the tank. Carla returns. You quickly hide in her closet. Carla phones Bob. You receive a beeper message-Bob and Carla have Annie! Return to the museum.

Museum
Climb up the drainpipe at the back. Put both the file and real diamonds in the empty case. Go downstairs and switch the alarm on. (Cutscene). Bob reveals everything a la “Murder, She Wrote”. Carla tries to remove the diamonds, securing the room. The happy ending follows alluding to pirate treasure. Perhaps a sequel was planned?

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