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Sherlock Holmes: Curse of the Mummy Walkthrough

by Tally Ho about 6 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

Help File/Walkthrough by Tally
Ho

Comments, Questions and Corrections welcome.
Tally Ho

Sherlock Holmes: Curse of the Mummy screenshot 1

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.

Sherlock Holmes: Curse of the Mummy screenshot 2

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.

Sherlock Holmes: Curse of the Mummy screenshot 3

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

Sherlock Holmes: Curse of the Mummy screenshot 4

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: