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Walkthrough

Please read our copyright notice.

 


by Indra K.

October 2004

Walkthrough

 

First of all, I’d like to thank to Lynn Hendricks for the Universal Hint System (UHS) file. It’s because almost all the words in this walkthrough were taken from the UHS file. And also, I took all the pictures inside it.

Well, absolutely I didn’t mean to plagiarize it. The reason is because I’m not fluent in English, so I took the words from the UHS file in order to avoid grammatical errors.

However, there are my own words and hints in this walkthrough. And there are two pictures that are not included in the UHS file.

All right, have fun now!


DAY 1

Call the Rawleys, your hosts. You also might want to find out where your friends are; call them as well. Look above the fireplace. What an odd clock, with colors on the numbers! Read the newspaper, and the books on the shelves and on the desk. Try to open the roll top desk on the left. Turn the radio on and off, then leave it. Go to the fridge door, and read everything there.

Explore the ranch house and the ranch, and talk to the three ranch-hands: Shorty in the kitchen, Dave outside by the chicken coop, and Tex in the tack room off the stable.

Have you talked to all of them? And, have you got the key from Dave? Once you have the key, use it to open the rolltop desk and search it thoroughly, unscrupulous Sherlock that you are. Read the letter from Jane Nash, take the letter for Mary Yazzie, read the receipt to Mary Yazzie, and take the square wrenches.

Go back and look at the triangular chest. See the colored birds painted around the square holes? So put and turn the wrenches to 12, 2, and 7 o'clock. Open the watch locket. Press every number till one stays down, then press another till you find one that stays down after that. For example, you might find that the 8 stays down. Press 8-6, then 8-4, then 8-2, and that stays down. Then press 8-2-4, 8-2-6, 8-2-10, and so on.

Take the opener. There's the rock pictures, or petroglyphs. Take the other sheet in the envelope with you in case you run across some petroglyphs in your exploration. Finally, there's a string of numbers at the bottom. Obviously a code of some sort, but what? This is a substitution code of the simplest sort. 1=A, 2=B, 3=C, and so on. So his message is: "I love you."

Now go talk to Shorty, and he'll tell you what he wants done. When you leave the house, turn around and click on the thermometer. The vegetable basket is right next to it. Go to the garden. If you've talked to Shorty about the vegetables, you'll find an entry called "Harvesting Vegetables." Click on it. So now you must take:

2 Beefsteak tomatoes (red ones)
2 Golden Queen tomatoes (orange ones)
4 Northern Lights tomatoes (pinkish ones)
2 overripe Romano beans (optional)

Take the twigs against the fence between the vegetables.

After you've successfully collected vegetables, give them to Shorty and he'll give you a basket for the eggs. Fix the basket first. This is a fairly simple jigsaw puzzle. Just pick up the pieces and put them where they go, rotating them as needed. When you get a piece in the right place it will lock in so you can't move it again.

Here are the final designs:
Junior Egg Basket:


 


Senior Egg Basket:


 


When it's done, click once on the red thread and then twice on the patch to sew it in place. Once you've fixed the basket, go to the chicken coop (where Dave is standing) and go on in. Look in each nest for eggs, including the empty ones. You need to collect 6 eggs before Shorty will be happy.

Oh no! You can't get the egg from the feisty white hen? All right. Leave the chicken coop and enter some other building (pump house, ranch house, or tack room), then come back to the chicken coop and she'll be gone, at which point you can rob her nest with impunity.

Take the twigs to the right of the chicken coop door. Then talk to Dave.

Take the twigs on the right as you leave the chicken coop, under the old mining car full of plants and rocks.

Go over to the logs and axe, put a log on the block, put the wedge in the log, and swing. Here are the settings you need:

* Log 1: Stand at the left middle space; use angle 2.
* Log 2: Stand at the bottom middle; use angle 5.
* Log 3: Stand at the top right; use angle 3.

Take the twigs to the right of the pump house, the little red house that looks like a tiny barn. (But this bundle is only reachable if you approach the pump house from the center of the yard. If you come to it from the fire pit, you won't find the sticks.)

Take the twigs on the left as you face the ranch house door.

Give the eggs to Shorty. Look next to the fireplace. You'll need two wads of newspaper, so pick up the top sheet, crumple it, stow it, and repeat. Call Bess, and then Frank & Joe.

There's a fire bucket standing next to the pit. Go to the pump house -- it's that little red building in the yard that looks like a tiny barn. Use the bucket on the faucet, then return it to the spot next to the fire where you picked it up. Once you have all the materials, go to the firepit and zoom in on it.

What's this? There's something among the ashes! Grab it, look at it, and stow it for later.

Now put down the tinder, then the kindling, and finally the logs. If you did it right, Shorty comes out to tell you so.

Find Bob's saddle in the tack room and pick it up. Go out into the stable and walk up beside Bob. Use the saddle on him. After you put Bob's saddle on, lift up the stirrup and tighten the broad white cinch three times. Drop the stirrup and lead Bob out into the corral to mount. You should stay on this time.

Tex will ask you ten questions. The answers to his questions are:

1. Where's a horse's hocks?
* The hocks are on the back legs.

2. Where's a horse's frog?
* The frog is on the bottom of the hoof.

3. How tall is a horse that's 15 hands?
* Five feet.

4. What kind of horse is a Paso Fino?
* A Paso Fino is a gaited horse.

5. How do you know if a horse is colicking?
* A horse with colic keeps lying down and then standing up.

6. What is the difference between a bay and a chestnut?
* A bay has black points.

7. What tribe bred the first Appaloosas?
* The Nez Perce bred the first appaloosas.

8. What part of the horse is most likely to be hurt when it founders?
* The feet.

9. What part of the saddle should be checked before you go out on the
* The cinch.

10. What is a mule?
* A mule is the offspring of a female horse and a male donkey.

Go to Mary's Gifts and deliver the letter for Mary Yazzie.

Mary's Gifts

After talking to Mary, Play "Run For Cover" game. The point of the game is to get the roadrunner to its lair before the coyote(s) catch(es) up with it. Take the token after you win that. Here is the solution :

RFC Grid :


 


Junior Detective
Label the columns A through H left to right, and label the rows 1 through 8 bottom to top, like the RFC grid above:
* Level 1: Move from A8 to A6 to F6 to F1 to H1
* Level 2: Move from A8 to A5 to A6 to C6 to C1 to H1
* Level 3: Move from A6 to A8 to H8 to E8 to E4 to H4

Senior Detective
Label the columns A through H left to right, and label the rows 1 through 8 bottom to top, like the RFC grid above:
* Level 1: Move from A8 to A6 to D6 to C6 to C1 to H1
* Level 2: Move from A6 to A8 to H8 to E8 to E4 to H4
* Level 3: Move from A3 to A6 to C6 to C5 to A5 to A3 to C3 to C8 to H8 to H7

Open the trunk with the initials EH and AH. How? There's a display in Mary's store about Charleena's latest book. See the pile of very brightly colored books, to the left of the "Run for Cover" game? Read the sign and you'll have Charleena's number in your directory. That is, put the wrenches in the holes, then call Charleena. Set the first wrench to 4 o'clock, the second to 9, and the third to 11.

That watch locket looks a lot like the one in the triangular chest, doesn't it? Snag it!

Now use the pin from the first watch locket in this one. That is, look at the watch locket, then click on the inventory button again and this time click on the pin. The buttons work the same as the first watch locket. The numbers to push are randomized, as with the other watch, so trial and error is your only tool here. Then, look at the picture.

Cougar Bend

Take the arrowhead 1 -- On the ground, to the left of the petroglyph that looks like a dog (this one is black)

Take the arrowhead 2 -- On the ground, just before you climb the rocks at left (from the beginning, go forward, forward, left, left, and look down)

From where you start, walk forward as far as you can and look closely at the walls. There are two ahead and to the right, three ahead and to the left, and five at a higher level -- go ahead and slightly left to climb the rocks.

Oh, and a whole bunch overhead and out of reach on the right. Go to the right and look up. There's a tree stump sticking out; click on it and Nancy will make a suggestion. You need a rope, which you don't have and can't get until tomorrow. So forget it for now.

When you find a petroglyph, click on it and you'll go to the map, with the picture you just found off to the right. Click and drag it to the box where you think it goes. In any case, you can't finish this puzzle today anyway, so do the best you can but don't stress about it too much.

Trail Stop

Take the arrowhead 3 -- On the right, opposite from Bob

Take the arrowhead 4 -- On the left, one step past Bob

Take the arrowhead 5 -- On the left, one step past Charlie's grave marker

Take the arrowhead 6 -- On the left, two steps past Charlie's grave marker (this one is a mere triangle)

If you hear the sound of rattling anywhere throughout this game, leave immediately and come back later.

Go back to the ranch, and put the saddle back to its place. A letter falls. Read it, and talk to Tex. Leave the tack room (go to another building), and re-enter the tack room. Talk to Tex again. When finished, leave the tack room.

DAY 2

You couldn’t look at the desk in the kitchen while Shorty was there? Try it now. There's something interesting to find in there. Look in her phone directory and call the Southwest Geological Survey (SWGS).

Talk to Shorty. Now go out and pick vegetables again. Specifically, the vegetables you should pick are:

2 Beefsteak tomatoes
3 Black Turtle beans
2 Old Ivory Egg tomatoes
5 ripe Romano beans
2 overripe Romano beans (optional)

Now, go collecting six eggs again, in the chicken coop. Give them to Shorty. After you finish talking to Shorty, turn right to find the recipe box. The recipe you want is labeled "Shd. Ranch Cake." Now turn left twice to face the kitchen counter, and Nancy will put the bowl and ingredients on the counter.

Here's what you need:

1 cup butter [two sticks]
2 eggs
1 2/3 cups milk [Five 1/3-cup measures]
4 cups flour [Two 1-pint measures]
1 tablespoon baking powder [Three teaspoons]
2 1/3 cups sugar [Seven 1/3-cup measures]
3 teaspoons vanilla

When you've added everything you need (in any order you like), back away from the counter, and the game will give you three choices. If you think you added the right amount of each ingredient, choose "bake." Use the large round pan in the middle. Set the temperature to "medium." The correct time to bake it is 45 minutes.

When it's done, Nancy will taste a bit and tell you if you got the ingredients right. If not, start over; if it's "delicious!", put the icing on and assemble the flower. How?

Put in one of the big pieces, then look for one that could nestle in beside it, and so on. When they're in the right position, they lock in and can't be moved again. Here's what the assembled flower looks like:


 


After it's done, apply the food coloring, three clicks of each color for the full effect.

The Pump House

There's a number on that sign. Call it. Go straight-ahead and look down at the pipe. Yuck!

Take the arrowhead 7 -- In the pump house, in the water to the left of the broken pipe (this one is blue and looks like a spearhead)

Before you go, turn left and look at the shelves. Notice something new? There's a tunnel covered with bars. How bizarro is that? Click on the bars to go into the tunnel. Go all the way through the tunnel and out the other side. Wow!

The Cellar

Dave gave you an important clue: he showed you the other half of the "green bottle under" clue. Look at the bottle of acid on the shelf. Leave the cellar by the tunnel. Go two steps in and turn around so you're facing the steps and the door to the cellar.

Did you notice that whereas the lower steps are simple planks, the top step is solid like a box? Look for a hotspot on the top step and click on it.


Junior Detective
Here are the pieces you need to move:


Move the numbered pieces like so:
* 1 - up
* 2 - right
* 3 - up
* 4 - left
* 5 - up
* 6 - right
You can now move the FH piece right.

Senior Detective
Here are the pieces you need to move:


 


Move the numbered pieces like so:
* 1 - right
* 2 - down
* 3 - down
* 4 - down
* 5 - right
* 6 - right
* 7 - up
* 8 - up
* 9 - up
* 10 - left
* 11 - left
* 12 - up
* 13 - up
* 14 - right
* 15 - up
* 16 - up
* 17 - right
* 18 - down
You can now move the FH piece right.

Did you search the cellar before you left it? The bag is on the lower shelf opposite the stairs, on the left as you come out of the tunnel. Call Bess and ask George to research the handbag for you. After two or three moves, check your e-mail for an answer. Go to your phone web connection and you'll find a link to "Knitting Stitches."

After you look at the web page about knitting, go to the painting in the den and zoom in as close as you can on her shawl. Nancy will say, "Daisy stitch!" and you're done. (Note: This doesn't work until you've looked at the website, so don't omit that step.)

Go back to Tex after that, and now he wants you to feed the animals. After you talk to Tex, turn around and look at the blackboard. If you like to, you can take the white big hat on the barrel.


Feed Bins Map:


Chickens:
Measure out 2 scoops chicken chow, then take the bucket to the chicken coop and pour it into the hopper on the outside of the pen (where Dave usually stands).

Bob:
Put in 2 scoops oats, 2 scoops corn, and 1 scoop pellets, then take the bucket out to the stalls and put it in Bob's feed bucket.

Clyde:
Put in 3 scoops oats and 1 scoop pellets, then take the bucket out to the stalls and put it in Clyde's feed bucket.

Ace:
Put in 1 scoop oats, 1 scoop corn, and 2 scoops pellets, then take the bucket out to the stalls and put it in Ace's feed bucket.

Talk to Dave about everything. Don't forget to read the letter that Dave brings. It's a letter from Frances. Go riding now.

Tex's Challenge

The Barrels

Click on the barrel as you're sitting in the corral to start the trial. Ride fast & keep close to the barrels on the turns. Clicking on the bottom of the barrels may help. Clicking many times at Tex after passing barrel #3 may help too. Remember, you must do this in less than 10 seconds, without hitting the barrel. It may take a little practice to get this just right, but it's not too hard. Keep at it and you'll get it.

The Lariat

Click on the sawhorse as you're sitting in the corral to start the trial. There's a trick to this lariat thing. Notice what a sloppy loop Nancy makes as she twirls the lariat? But every now and then, it forms a perfect tight circle. Click anywhere on the target when the loop is smooth and perfect, and you'll ace it. And don't panic; there's no time limit when using the lariat.

Now that you have a lariat, go back to Cougar Bend and use the lariat to climb up.

Cougar Bend

Use the lariat to lasso the branch you see sticking out. Remember the technique you learned in the corral for this. When you snag it, look down again, then click on the rope to climb it. Look at the rest of the petroglyphs.

In case you're still not sure what goes where, here's a picture of all the petroglyphs in the right places:


 


It says, "Beneath Cappy's keys Pappy's name please!" (If it doesn't, you don't have the glyphs in the right place. Double-check your locations.)

Take the arrowhead 8 -- Above, after you climb up with the lariat, on the right, to the left of the petroglyph that looks like an armadillo (with a black and white branch in the shape of a Y)

Mary's Gifts

Call Charleena and ask her about Dirk's pappy.

Talk to Mary about everything, but DON'T CHOOSE "I saw you riding…" first. After that, Mary agrees to help you if you set up a jewelry display for her.

This looks a lot more confusing than it is. The first thing is to get them arranged by design. The white ones at left aren't rings; they're pictures to show you what designs go in what rows. Move the rings around till all the egg-shaped rings are in the egg row, all the cough-drop-shaped rings are in the cough drop row, and so on.

Now notice the color of the boxes. The blue rings go first in each row, then the red ones, then the green ones. Move the rings to match the boxes, while still keeping them in their rows. Last, notice the size symbols on the back of each ring and underneath the display. Each group of three needs to be in order of size, with the smallest first. The crescent moon goes first, then the butterfly, and so on.

When you have the whole thing right, Nancy tells you you're done. Tell it to Mary.

Get Mary to tell you why she was at the ranch. After you see her the first time, talk to her about it. She flips out and refuses to talk to you after that. Man, talk about touchy! Some time later in the day, you'll see her on the ranch again, this time talking to Tex.

Look at the purse in inventory, then click on the inventory button again and click on the beads.

Here are the beads you need:


 


The correct order is:

* Yellow -- just one bead.
* Black, black with red corners -- do this four times.
* Red, white, red, red with pink corners -- do this four times.

When you get finished, if it's right Nancy will tell you what kind of flower it is. If not, click on the needle to take the beads off and start again.

Dry Creek

Take the arrowhead 9 -- In front of the barrel that's left of the gallows

Take the arrowhead 10 -- On the ground between the general store and the outhouse. Note: when you see the scorpion, back off and he'll leave you alone. The next time you visit this site, he'll be gone.

Go to Cappy’s. It’s locked. Call the sheriff and ask him for the combination (do it at Mary's Gifts). It's 9-2-7-4. Remember, you can't use this number unless you call the sheriff first. Enter Cappy's now.

Play the slot machine. Put the token in and pull the handle. SAVE YOUR GAME HERE!

Here, you must get four bad guys. The nasty ones are pretty easy to spot. "Rotten Rudy" is bad; "Percy the Poet" is not. Push the buttons under any nasty characters you get and pull the handle again. If you win, you get two more tokens. Lovely! If you don't win, load the game you just saved, and try again.

Explore this place now.

Can't see the name on the cracker tin? If you're playing as a Junior Detective, Nancy will read the slogan out "Even The Crumbs Are Crisp". What a weird slogan. Can't be too hard to track that one down.

In Cappy's, wipe the dust off the electrician's manual on the table to the right of the counter.

Once you've solved the petroglyph puzzle, look for hotspots on the piano. There's a panel under the keyboard that slides open. As Nancy observes, you need to put an 8-letter word in here. But what is it?

It's Cashmeer. Manipulate the puzzle till it says that. Number the letters 1 through 8 from left to right, then press them in this order: 7-7-7, 6, 8, 5-5-5-5-5, 3-3-3, 1-1-1, 4-4-4.

What does the piano message mean? If you wanted to fit the words "Beady Eyes" onto a brand using only a few letters, how would you do it? How about BDII? Look around town for a brand like that. It's on a loose board in front of the jail. Look under there. Take the machine.

Go look on the porch of the general store, next to the outhouse. That machine on the corner would appear to be an old-fashioned coffee grinder. Grab the handle, and you have your crank.

Maybe you didn't notice the odd shape of the counter next to the cracker tin. Go look at it now. Put the machine in the depression on the counter (next to the cracker tin) and insert the crank. It goes in the hole on the right, where a right-handed person would expect to find a crank.

Go back to Mary's Gifts and get the tuning forks. When you think you have a place to use them, look at them, then talk to Mary. She'll make a bargain: You collect ten arrowheads, she'll give you the tuning forks. Have you collected all of them before?

If it’s OK, take the forks, and then call Charleena.

Go back to Cappy's at Dry Creek. Put the F, A, C, and E forks in the machine and turn the handle.

What just broke? (Senior only)
Something very near. Back up two steps and look up. There's a lamp on the wall above the bar. Look at it closely.

Trail Stop

Go forward to the spot where you can turn around. Charlie's grave marker is on the right; Zebra Rock is on the left.

There's a rattlesnake! Under the rock! That is, go away and come back later. Don't touch the rock! If you came here in response to a note from Dirk, you're probably done for the day. Go home.

NIGHT 2

It's night. Time to patch the chicken coop. First you need some gloves, as Dave told you. Go into the tack room and get them off your saddle. Then it's just a matter of doing a little jigsaw work. Put the largest pieces in place first, then fill in the holes. The pieces have to match perfectly. Nancy will tell you when they're right, plus the correct pieces can't be moved once they're in the right position.

DAY 3

Talk to Shorty and do chores for him, then go talk to Tex. The vegetables you should pick today are:

2 Beefsteak tomatoes
2 Golden Queen tomatoes
2 Black Turtle beans
4 Northern Lights tomatoes
2 overripe Romano beans (optional)

Get the six eggs too after that.

Go to the ranch and take the apple magnet off the fridge door. Also, check your e-mail and read e-mail from Charleena. Browse the internet to check out Kelleher. Call sheriff.

Go and talk to Tex. Put the bridle together. How? Take the bridle. It's in a tin above Tex's table. The tin is labeled "Wild Rose Coffee", with a big picture of red rose. Look on the wall to the left of the door (above the food bins) to find a bridle already assembled. The one you have to do is exactly the same.

Here's what it looks like when you finish:


 


Dry Creek

If you notice, the book is gone from the table where it was before. Something else is gone too. Look around. The sleeping bag and stuff in the corner aren't there anymore -- but there's something in its place. Go closer and see what it is. Hey, what happened to me?

You’re in the jail now.

Translate these tally marks next to the sink. Try thinking of them as numbers. That comes out to 21 14 4 5 16 2 1 14 11 12 1 13 16. That is, 1=A, 2=B, and so on. Type a letter under each number and hit Enter to move to the next one. You must finish it to go on. The translation is: UNDER BANK LAMP. Finish this step before doing next step.

Get out of jail now. How?

The key you saw in Cappy's is now hanging on a nail just out of reach. The cell next to you is falling apart, if you recall. Turn left and grab a brick or two, then try throwing them at the key. Use your lariat to lasso the chair and pull it upright. Now use the brick on the key. The proper setting is: angle 2, power medium, throw!

Now use the rope on the chair again to bring it a little closer. Pick the key up off the floor, zoom in on the door lock, and use the key on it. What's this paper on the floor? It's the key to the half-burnt message you took out of the firepit on the first day -- but don't get your hopes up. The message in the firepit translates as follows:

"Will need more supplies if ranch is not soon check book shelf again Dirk might have hidden it right under sheriff nose"

Which doesn't make a whole lot of sense. Maybe all the intelligent and useful information got burnt up already. But it does confirm that someone at the ranch is communicating with someone hiding here in Dry Creek about Dirk's treasure, and it also implies that the person is someone who knows about the secret cellar. The plot thickens!

Go to the middle of town and turn left so the gallows are at your back. You're now looking at the bank, with Cappy's on the right and the outhouse on the left. See the lamp on the right corner? Go up close to it and look for a hotspot among the bricks underneath.

Go talk to Dave and ask him about Ellie's ring, then come back to Cappy's and try it on the slot machine.

Use the ring on the slot and see what happens. Now use the tokens you got last time to play the game again, only this time try to get four good guys. It plays just the same -- except this time you get a more substantial prize. It's a "unique" key.

Trail Stop

So go on back to Zebra Rock and see what you find. Having trouble with this puzzle?

Back away from the puzzle and let the rock drop down, then lift it up again and open the puzzle. Repeat this five or six times, and the bars will disappear. The maze is now merely slightly annoying instead of impossible. Get a magnet and use it to drag the pieces around the maze.

In fact, the Fe piece goes to the red circle, the Si piece goes to the silver circle, the Cu piece goes to the blue-green circle, and the Mn piece goes to the purple circle.

Here are the easiest routes:


 


Open the flower box. Here are the locations of all the flowers:


* Top row: Red poppy
* Middle row: Sunflower, yellow rose, violet lily
* Bottom row: White daisy, red tulip

Here's what it looks like when you finish:

Open the ballerina box now. How?

Read the letter on the right, then use the "unique key" (the key you got when winning the slot machine for the second time) on the hole at top right. Read the letter inside it. Follow the message inside the ballerina box.

Pull out the piece of paper you used to mark the petroglyphs on days 1 and 2. Click on each picture in the order shown on the new message. That is, first click on the mountain goat at the left, then on the hand, then on the dog thing, and so on. This draws a blue line from one to the next. If you want to undo one, click on it again and the line disappears.

When you get them all correctly, the line turns red and Nancy makes a comment. Well, here is the completed puzzle looks like:


 


Go to Cougar Bend and go find that drawing.

Cougar Bend

Go up to the right side and look up, then use the rope to climb up again. On top, turn left to see the rock with "V" sign. There’s a letter and a small rock behind it. The rock is scuffed so badly that you can't tell what picture was on it. You need to unscuff it. Go to Mary's Gifts and ask her to polish it for you.

After you take a call from Bess, take the rock to Charlie's grave at Trail Stop.

NOTE: Before you go, now's the time to make any last phone calls or look up anything on the web. After you talk to Bess, your phone is nonfunctional for the rest of the game.

To use the rock, go look at Charlie's grave marker. Nancy will hold the rock up; turn around till you see something that looks like the picture on the rock. Ah! That Joshua tree! Click on the tree in question (it's right behind Zebra Rock), and Nancy's off and running.

Cliff Dwellings

Get up the cliff. It looks just like the cliff you climbed at Cougar Bend. Do the same thing you did there. Use your lariat to lasso the tree branch and climb up. Go to the cave. See a message carved in the wall? What does it mean?

Use Dirk's code (from the jail in Dry Creek) to decipher it. It translates to: "brown lime yellow red blue orange lime yellow brown blue lime orange blue brown lime orange red blue yellow lime blue lime brown yellow"

So the message must be the way through the maze -- that is, go through the brown door, then the green one, and so on. In case you've never done a maze in a computer game before, I'll let you know that you need to SAVE your game before you start.

You keep getting lost in the maze? Well, it’s because that message doesn't tell you "everything" you need to know. Here's the exact path to follow from the beginning:

* Turn right and enter the maze.
* Turn right and go through the brown door.
* Turn left and go through the green door.
* Turn right and look in the pot at the end of the hall. Key one!
* Turn left and go through the orange door. Look in the pot at the right. Key two!
* Turn around and go back through the orange door.
* Turn left and go through the yellow door.
* Turn right and climb the ladder next to the red stone.
* At the top of the ladder, turn right twice. Look in the pot at left on top of the wall. Key three!
* Turn around and go down the ladder by the blue stone.
* Go through the orange door.
* Turn right and go through the green door.
* Turn right and climb the ladder by the yellow stone.
* Turn left and go through the brown door at right.
* Turn right and enter the blue door.
* Turn right and then go left to enter the green door.
* Turn left and enter the orange door.
* Turn right and enter the blue door.
* Turn left and go through the brown door.
* Turn right and go to the green door, then STOP. Before you go through the door, turn around to see a pot hiding by the previous door. Key four!
* Turn around and go through the green door.
* Go through the orange door.
* Go right, forward, and right again to go through the red door.
* Go left, forward, and left to the blue door.
* Go through the yellow door.
* Turn left and go through the green door.
* Go forward through the blue door.
* Turn right to face the red door and look in the pot. Key five! (While you're here, pull up the mat to see the hole underneath it.)
* Turn left and enter the lime door.
* Turn left and climb the ladder next to the brown stone.
* Go forward and go through the yellow door.
* Then just go forward till you reach the door with five keyholes.

Now put those keys in the hole, which shapes are very easy to recognize. Enter the room and turn right. See the box on the table? Open it. That’s the treasure! Now, leave the room, and…….

Oh no! That's the villain! Get away quickly!

As soon as the villain starts to come after you, go back down the ladder and into the room with three doors: blue, green, and red. Take the red rock out, turn around and take the green rock out; put the red rock in the green rock hole, then turn right and put the green rock in the red rock hole.

Now back up and watch the end of the game.

Another Nancy Drew mystery has been solved!

This walkthrough will be updated as necessary.

This document may be freely distributed by any means as long as the context is not altered in any way and reference.

All images and concepts are properties of Her Interactive

Updated : 25 November 2004 – INDRA K