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Walkthrough

Please read our copyright notice.

 


by Robert Washburne

August 2004
The Adventures of Valdo and Marie
Walkthrough

 

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...
double-click “My Computer” and find the VaM CD.
Right-Click on the CD and select “Explore” from the drop menu.
Find “Setup.exe”, right-click and select “Properties”
From the “Compatibility” tab chose “Windows 95” and check the “Run in 256 Colors” button.
Click “OK”

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:

  • Explore the Bilge and meet the ghost.
  • Take the Musket from the Forecastle.
  • Go to the Kitchen and talk to the Cook. Take the Cake.
  • Give the Cake to Baptista in the Reserves behind Stores. He will give you “his” glasses.
  • Give the glasses to the Cook in the Kitchen. He will give you the Log Book.

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.

  • Go to the Rope Hold behind the Kitchen and get the Stick.
  • Click on Baptista and he lands a Shark.
  • Click on Shark to see Bottle in its mouth.
  • Use Stick on Shark. It will prop its mouth open.
  • Click on Bottle to reveal Map Piece. Get Map Piece.

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:

  • Sail SouthEast past Brazil.
  • Then sail South almost the whole way down. Watch for the wind change. You should be a hair lower that the destination flag.
  • Then sail East to the Cape of Good Hope.

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.

  • Go downstairs until you step in water.
  • Go forward through Stores and into Reserves.
  • Take the map piece floating on the water.
  • Back out, follow the rope and talk to Filipe at the Bilge Pump.
  • Go to Rope Hold next to the Kitchen and take the hank of Rope. DO NOT TOUCH the anchor rope which is dangling there. Do that and the ship sinks and you all die.
  • Go up to the Main Deck and give the rope to the sailor by the cannon.

This would be a good time to save the game.

You now have to choose which ending you want. You can either:
1) Save the ship and go on to India and discover Australia
or
2) Let the ship crash, leaving you stranded on Africa. This will lead you to a great treasure.

To save the ship and go to India do the following:

  • Go up to the Orlop deck and find Baptista.
  • Talk to Baptista, using the second choice every time until you can use “Valdo Authoritative”

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.

  • Go to the right twice until you come to a dead body.
  • Take compass
  • Return to log and alligator.
  • Give Musket to Antonio.
  • Click on Valdo, Filipe, and Valdo again. Antonio will shoot and the alligator is gone.

After another video clip you are in the tribal village.

  • Enter the low hut behind you and talk to the Chief.
  • Click on plate. Behave yourself!
  • Click on plate again. OK, he'll let you take it.
  • Take plate.
  • Leave hut.
  • Enter high hut behind you and talk to medicine man.
  • Take skin.
  • Click on Skull to reveal porcelain figure.
  • Click of figure.
  • Take figure.
  • Leave hut.

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.

  • Give plate to Valdo.
  • Give skin to Valdo. You're Saved!

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.

  • Look in Window and speak with old lady.
  • Give her the Ring.
  • She will give you a piece of paper.
  • DO NOT give the medallion to the old lady. She will keep it and you will need it later for the pirates.
  • Go to Merchant.
  • Take Silk
  • Examine the elephant statues. You will have to assemble one later.
  • Leave and go down the Narrow Passage to the Palace.
  • Show the paper from the old lady to the Guard. Use the fourth (last) choice and he will let you through.

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.
2. Second door from the right. Brother Marcos gets to talk with a swami. Nothing to do here.
3. Second door from the left. This is the Guru. If you missed the map piece from the Shark or the Storm, then he will send you back in time to get them. Just answer "Yes" to both of his questions. If you already have these two pieces, then he will just stare at you. You can leave him alone as he does nothing else.
4. Door to far left. The White Elephant. Click on the Percussionist. Then click on the smudge on his drum. Another map piece!

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.

  • The object of the game is to cause each pirate to fall into the hatch of his color. The Red Pirate must go down the red hatch, etc. Be careful, there is a neutral hatch which looks a lot like the Yellow hatch. Only one pirate per hatch.
  • The pirates, mice and crabs continuously move and follow the arrows. Change the arrows to change where the characters will go.
  • Don't let anyone walk into anyone else or you lose the game.
  • Don't let anyone fall into a hatch which is not their color or you lose the game.
  • You can get rid of the crabs by driving them into the neutral hatch.
  • You can open doors by getting the mouse to walk over the switch. The doors will close if he walks over it again.
  • If a pirate walks over a puddle of paint, they will become the color of that paint.
  • You must win the game before the hour glass runs out.

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

  • Go to the Beach and let everyone talk.
  • Click on Pendant and girl gives it to you. Take it. If you came from Africa, it will automatically combine with the piece you got from the Medicine Man.
  • If you came from India, give Silk to Chief. He will give you Spices.
  • If you came from Africa, give Compass to Chief. He will give you Spices.
  • Go back to Bay and on to Pontoon.

DO NOT take the Seashell. It contains a hermit crab which will eat your map.

Enter the Canoe and go out to the Ocean.
Use the left/right arrows to paddle the Canoe.
Holding both arrows down at once will stop the canoe.
I had read that holding down one arrow while using the other will cause your canoe to "turn on a dime," but I could never get it to work on my system. However, I have been told by others (thanks, Leonard!) that it does work. So try it and if it does work for you, it will make steering a lot easier.
Start by going North. Stay close to the coast and follow the coast around clockwise.
Each time you pass a barrel, it will raise a flag. If you crash you will go back to this barrel to continue.
If you reach a fork, go either to the East or to the South.
Yes, you can get past all those hairpin turns. You just have to hit them at the right angle. Pretend you are driving a race car. That will be the most efficient path.
At the end, just after the double hairpin which you will swear is impossible, you will be going East and will notice a long line of rocks in the water. Paddle just North of the rocks and they will lead you right to the Junk on the next screen.

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.

  • Attach Pipe to pot-like container just to its left. It will attach to the hole in the side.
  • Click on String so that it attaches.
  • Drop Marble into Right-Hand bamboo Tube. That should fill the Pan with water and the little ship is now floating.
  • Drag the large pot on the left with the rope going through it. It should drag towards you three times. The third time you drag it, it will drag twice for a total of four times. Drag it back once so that it is three drags from its original position.
  • Pull the Short Right Lever. The bag will lift and the Ship will be sucked back.
  • Quickly click on the Chain before the bag drops so that it will stay there.
  • Use Candle to light the wick on the Ship.
  • Drag Powder to Cannon. Drag it up and release three times to load three shakes of power into the Canon.
  • Click on Nail to return the Powder.
  • Drag a Marble onto the Cannon. It should load.
  • Click on chain and if everything was prepared correctly, the Cannon will shoot the Marble directly into the Dragon's mouth and the net will come up with a few fish on it.
  • There are five fish in the net and a hole in the one corner. The fish will flop around and gradually slip towards the hole.
  • Use the Long Left Lever just as the fish drops through the hole. If you time it right, the paddle will hit the fish over to you. If the Pot is in the right place then the fish will land in it and your catch will be noted.
  • If you missed and didn't get three fish, you can keep trying until you run out of marbles. Just repeat from the step where you pull the Short Right Lever to raise the bag.
  • Once you get three fish you will be automatically be returned to the Chinaman.

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.

  • Go to the ship and take the foot Stool.
  • Go to Edo and talk to the girl.
  • Go behind the house.
  • Use stool to get lamp.
  • Take the Stool. You will need it again.
  • Back out front, ask girl for light.
  • Back to Garden.
  • Use stool to get key from lamp.
  • Enter house.
  • You can look around, but there is nothing to do except use key on chest.
  • This opens the chest and begins the Sokoban game.

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.