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The Adventures of Valdo and Marie Walkthrough
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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.
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 where I get confused. There
is a rag dangling from the ceiling. Click it and a Guru appears.
He asks if you want his advice and you must say yes to continue.
He then asks if you want to travel back in time to relive your past.
You must say yes to continue. He then gives a short speech and…nothing
happens. I found a German walkthrough and it indicated that this
is where you get another piece of the map. But I can’t do anything
here. You don’t have your inventory with you, there’s no menu and
the only hotspot to click on is the exit. So either I’m missing something,
did something I shouldn’t have, or there is a program bug when running
under WinXP. If anyone knows how to get the map piece from the guru,
please email me so that I can update this walkthrough and give you
proper credit.
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 fifth map piece.
Once you have the fifth 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.
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 you should have five of the map pieces.
Give your map to the Chinaman and he will give you the last piece.
Immediately you will find yourself back on board the ship.
To be honest, I don’t know what happens when you have the entire
map. As I mentioned above, I have never been able to get the fourth
piece in India. I can only hope that someone can clue me in on what
happens so that I can update this walkthrough.
If you have an incomplete map, then Marie’s uncle will dismiss it
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, you can get the plotter’s map and you save the day!
You return to Portugal where you are made an Admiral and give a vast
track of land. Unfortunately, life goes downhill from there. If only
you had gotten that last map piece.
Screenshots

