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Introduction The Adventures of Waldo and Marie (VaM) is an adventure game for children nine years old and up. So why should you need a walkthrough? First, because children are notorious for having short attention spans and you may want to be able to give your child a nudge in the right direction without having to play the entire game yourself. And second, some of the puzzles just aren't that easy to figure out. There are two ways to win VaM; either by going to Africa and gaining a great treasure or by going to India and finding the map which will let you discover Australia. To date, I have not personally been able to get that map. I have found only one other walkthrough for VaM and it was in German. I did everything indicated, but nothing happened. I may be overlooking something or it could be a software bug. If anyone is able to get around this puzzle, please let me know so that I can update this walkthrough and give you credit. [Update 20-APR-2005: I just received word from Henk of GameSolves.tk that he found a German player, Uwe, who knew the solution. I have updated the India, Indonesia and Japan sections accordingly. Thanks Henk and Uwe!] [Update 08-JUN-2005 Thanks to Leonard Campbell for finding a couple of typos and validating the canoe trick.] Installation VaM was written for Windows 3.1, so the first puzzle is how to get it to run under a modern OS. I am able to play it successfully under WinXP by using Win95 Compatibility Mode and Run In 256 Colors. When you first insert the CD it will probably fail with a complaint
about not having 256 colors. I don't know about yours, but my video
card will not get that low. So... Close the CD window and double-click on the CD icon in “My Computer” It should now start the install. Once it has installed, you will have to perform the same process on the executable. The setup should have placed an icon on your desktop. Right-click that icon and select “Properties”. The Shortcut tab will show you the name and path of the executable. Open a window and navigate to the executable, “UbiSetup.exe” Right-click on it, select “Properties” and set the compatibility just like above. Everything should now work and you shouldn't have to go through this setup again. The Captain's Log Book Inserting the CD or clicking on the desktop icon should begin the game. You can press <Space Bar> at any time to end a video sequence. Once on board ship you may click around and explore, but nothing happens until you click on the Captain. He has lost his Log Book and refuses to leave port without it. This is your chance to explore the whole ship and become familiar with it and its crew/passengers. In the process, you will need to do the following:
You can now give the Log to the Captain and be on your way. Note: There is now a copy of the log on your Menu next to the Chest. It updates with every scene and you can read it at any time. Look in your Chest to find the Log you must give to the Captain. The Shark You can click on everyone on deck for a giggle, but save Baptista for last. Do not talk to the Captain yet.
Navigating the Cape of Good Hope Once you have retrieved the Map Piece from the Shark you can go talk to the Captain in his Cabin. The Captain will ask if you would like to join him on deck to navigate the ship. Once you say “Yes” you will begin the Navigation Puzzle and will not be able to go back to the Shark Puzzle. The object of this puzzle is to get the ship to the Cape of Good Hope before time runs out. Click on the large map to guide the ship. The compass shows the direction of the wind. The face shows how hard the wind is blowing. The small map shows your position in the Atlantic. A bell will sound at the end of each month. Hint: You are a sailing ship and at the mercy of the winds. Going the shortest route won't help if there is no wind in that direction. So follow the winds. Solution:
If done right, your route will look like something between the letter “C” and the letter “L” and you should have almost a full month to spare. This lands you directly into a storm. The Storm There are two ways to successfully get through the storm. Each way will lead you to a different ending. We will look at both.
This would be a good time to save the game. You now have to choose which ending you want. You can either: To save the ship and go to India do the following:
To let the ship sink, just walk away and do nothing. Eight minutes later the ship will crash into Africa. This is one of those things I don't believe a nine year old would have figured out. There is no indication that a clock is running. Africa You walked away leaving the game running over lunch and when you get back you are shipwrecked on Africa. One all the video is finished, you are at a log with an alligator on it.
After another video clip you are in the tribal village.
You can now leave the village. Enter the forest, sit through a couple of video clips and find yourself on the coast with a ship on the horizon.
You will now be taken directly to Indonesia. You will never see India. You will not encounter the pirates. You won't visit Japan. India You have survived the storm and have reached India. So right off the bat you must rescue your mischievous father who has gotten into trouble.
The Raj is friendly enough, but before he will talk he asks that you please help him reassemble his elephant statue. This should be simple enough if you studied the examples back at the merchant. Once you complete the puzzle you will be automatically returned to the Raj in his Music Room. If it looks like you're done, but nothing happened, you probably have the two bottom rear corner pieces reversed. They look very similar. Exhaust all conversation with the Raj and he will excuse himself to go and free your father. You are left with four doors to examine. 1. Door to the far right. This is the harem. You can look, but DON'T
TOUCH. Interesting that the punishment for touching his wife is the
same as for touching a cow. Otherwise, nothing to do here. You can now return to the ship. Your father has been released and is waiting for you there. Pirates Several video clips later you find yourself tied up, your treasure chest inventory stolen and talking to the First Mate Pirate, Woodpecker. Speak to Woodpecker always with the third choice on the menu. The final choice will be “Valdo Opportunistic.” Eventually he will untie you to allow you to get proof that you really know his “friend” back home. Start going down stairs. You will see the pirate with your inventory chest. Click on him quickly before he gets away! This will start the Catch-the-Pirates game. You must win this game three times in a row to get your chest back. Note: you can practice this game all you like before getting here by going to the main menu and selecting Valdo and Marie's Games.
Once you have won your inventory chest back, save the game, but DO NOT go back up on deck just yet. First, look around and find the cheese. Take the cheese. Then look around and find the rat. Give cheese to rat and you will have the fourth map piece. Once you have the fourth map piece, go back up on deck and present your proof to Woodpecker. Next thing you know, you are on your way to Indonesia. Indonesia
DO NOT take the Seashell. It contains a hermit crab which will eat your map. Enter the Canoe and go out to the Ocean. The good news is that you will never have to paddle that canoe again. The bad news is that the Chinaman wants to have lunch with you and you must catch the fish. This dumps you into the next puzzle without any opportunity to save the game. So be careful and try to get it right quickly so we can get to a Save menu.
Save the game. Give spices to Chinaman. Watch him eat the fish. The Chinaman will then tell you about the treasure of the great Chin Ho. You must prove yourself worthy to get it. If you came from Africa, then give the completed figure to the Chinaman. You are Worthy! You win! If you came from India, then give your map to the Chinaman and he will give you the fifth piece. Immediately you will find yourself back on board the ship. Marie's uncle will dismiss the map as a fraud and you will find yourself in Japan. Japan Several video clips later you find yourself outside of a house listening to a plot against the Portuguese. You must get in and get their map.
Note: You can practice this game all you like before getting here by going back to the main menu and selecting Valdo and Marie's Games. The object of the game is to use the arrow keys to push the marbles onto the target squares. The trick is that you can only push, you cannot pull. So if you push a marble against a wall or into a corner, you are stuck and lose that game. The puzzles are timed and you must win two in order to open the chest fully. Once opened, get the plotter's map and return to the ship, but DO NOT get on board. While outside the ship, click on Marie. She will give you a love note and run away. Click on the note once and you will read it. Click on it a second time and Valdo says. "The note from Marie." Click on it a third time and Valdo finally notices that it is a piece of the map! Click on it a fourth time and place it in your chest. Board the ship and watch the long ending. |