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Here are a couple of devious point-and-click puzzle games by Alessandro Cima and available on the CandleLightStories website. The first was created as a Halloween treat, and now a second puzzle game in the series has been released. So far, according to the website, not a single person has solved it. This sounds like a challenge the JIG community can come together on and crack in no time.
Before jumping right into the unsolved mystery, however, puzzle solvers may first want to take a look at the original, Tomb of the Mummy, to get an idea of what kind of trickery the author is capable of.
In this puzzle, the objective is simply to release the mummy from its tomb. Not a simple task by any means since audible clues and timing are necessary to accomplish the goal. The puzzle also comes with a warning that it may not be suitable for younger children nor people with any health conditions that may be affected by a sudden scare. Yes, it ends with the mummy jumping out at you, but don't let that stop you from trying to solve the puzzle, as there is nothing scary about that and it is a well-designed puzzle. If you do scare easily, once the door is opened, simply look away from the screen.
Several of us banded together in our IRC chatroom earlier today and we were able to tackle the first one without too much trouble. The second puzzle, however, we have been unable to solve, so far. You are given this clue: You are cursed. You can move but one finger. To break free, make the golden bird. And then inside the game help continues: With bottles, words, and water from the Nile, make something dark. Set it boiling. Then find the emerald eye.
Analysis: High production values makes this series of puzzles excellent, with both audio visual elements being of commercial quality. We will have to keep watch of any other offerings to come from the CandleLightStories site. Unfortunately, these are not the most accessible of games, since at least the first puzzle mentions that listening to game audio is required to solve it, and there is one part that depends on color recognition as well. However, it may be possible to use only visual cues without audio, but there are important clues that are provided within the mummy's dialog as he pleads with you to free him. Perhaps someone will offer those up in the comments in a spoiler.
What I enjoyed most about these puzzles was the fact that they were unlike most point-and-click games I have played. They force you to think differently and to be very, very observant. Especially puzzle #2, a game that can be solved using two buttons only. Maddening, yes, but also brilliant and beautiful. An elegant mix of puzzle and panache.
When playing through these puzzles I couldn't help but think that these are exactly the kind of "simple puzzle game" we are looking for in our second Flash game design competition: Simple, beautiful, and elegantly designed. And devious. Did I mention that you will have to be very resourceful in your pursuit of the solution?
Play Tomb of the Mummy, or Tomb of the Mummy 2.
Cheers to William for suggesting the games. =)
Update: Thanks to a bunch of us all playing together in our IRC chatroom, both puzzles have been solved! Cheers to Thomas for getting us over the "1/3" hurdle of the first one, and for being the first from this site to solve it. And many thanks to NohWoman, Valarauka, W00tMa5ter, Vertigon, and Larry for pooling our collective room-jostling skills and helping to release the curse of the second puzzle! For the record, NohWoman was actually the first to solve that one.
However, at the very end, after the curse is released, you are given this clue:
"Behind this puzzle lies a single word. Can you guess what word it is?"
None of us could guess the word. Can you?
Update #2: Congratulations to SimJai for being first to decipher the word of the puzzle! =)
Tomb of the Mummy walkthrough now available!
Comments (may contain spoilers)
Yes, that's exactly what I did...

only the full moon can cast the correct light and you don't have to use the magnifying glass on top of it at all. In fact, it'll keep you from completing the puzzle
Is it over?

After I create the golden bird and enter the correct word, the mummy shows up (at night) and when I click on the phone it says "You have broken the curse... go freeeeee... ha-ha-ha-ha". Is that the end of the game? Why does it keep running?
Nice one, Jay. Thanks again...
ok so..I finished the first one with a some help, but I really wish someone would have warned me that when the door opens:

On to the next one...
I've gotten the candle down, what do I do now?
SimJai : oh sorry i didnt know that it acturly told you if you were right i did not know that there was space for input i just predicted that it was a word they may help you in a futer game not somthing you have to type on the spot to win . i havent acturly commpleted that one as when i play i seem to have no real control of what happends when i press the buttons which anoys me lol no need for screen shots though :)
Don't want to be a grumpy old grandpa here but...
are we saying these puzzles are brilliant just because they
a) contain seemingly randomized interface,
b) involve split-second precise timing and
c) don't give any feedback if you do something right?
Because I fail to see any brilliance in that. I mean, kudos for graphics, atmosphere, trying something new and all that but seriously, if every point-and-click adventure started to implement this kind of obscure timing puzzles, I would've switched to FPSs years ago.
Or to put it bluntly, if I figure out WHAT to do, WHEN to do and HOW to do something and the game still doesn't let me progress, AND I have to wait a few minutes each time to try again, is it really a game or a cyber-exercise in masochism?
anybody there?? im stuck at the fact that i cant see these [censored] stones
am i blind? i must be no1 else has asked about them
i see the two beetle buttons on either side of the page and thats how you move things i got that and i did the cork but these gewals or stones everyones on about im blind and in need of a little hlep please FfireX
I thought there was a separate review already for Tomb I? It is confusing when people are writing comments on two games under same review :(
The Tomb II drives me crazy! I managed to


And if that Mummy try to say something, then it is really annoyingly faded under other sounds :(
How do I get the second stone from off the hint page? It just disappears and no one has said anything about how to get it!
Amor: you're doing well so far. The next step is probably the trickiest in the whole game - you need to

Also - the mummy isn't trying to say anything in this one, so you can stop straining your ears. :)
AUGH! why the heck is it cheating me?! i do what the spoilers say, have both rocks, and the pyres don't fall even though i do exactly qwhat i'm supposed to. grrrrrrr...
2nd Puzzle: well I pressed the the red and blue scarabs for an hour now. I don't get anything. Do the do anything different? When do things move to the left, when to the right? Has it to do with the candle wind? Has it to do with the music? have you to press buttons longer or shorter. Or at a longer or shorter intervall???
I just don't get anything, sorry :(
Well i played now through the first instead, and must say. Well from puzzle quality i'm very midly enthused. After all, the puzzles, once you spot them are only midly challanging. The real challenges are to find to things, or the read the colors right. Well I am not colorblind, but failed long because i took one color wrong in the second part.
This game belongs to this category of puzzles, that make overall the genre of puzzle games bad! Yes I know it sounds harsch, but today people are not willing to think hours into a puzzle because they were disappointed too much. Back in the old textadventerure times there were real puzzles, they were totally logical, and you could count on that! (except the later level 9 adventures, that were just stupid) You could lie in you bed thinking over hours, and than have the idea! You stand up middle in the night to try it out, and have a smile to finally have solved it!
You cannot do this today, say you think 3 weeks about a puzzle, then totally forsaken you read the walkthrough and it says. "Goto to the help screen, and drag a 2nd stone from there out into the game" Then you think: Damm it! I will never try again invest so much into a game, this is not funny! If this solutions is [adjective missing], so next time you are going for hints faster and faster, since you get disappointed too often. puzzles should be INGAME real puzzles.
Yes discovery is a nice aspect, but I would really prefer puzzles that keep you thinking even if you are off-screen.
yeah, farrenkopf, I kinda did
Part of Walkthrough for Mummy 2: Hope it will help. It is my 1st walkthrough.

anyone ever notice we have NO walkthrough for 1? yeah..
walkthrough doesnt seem to work
the apparently random sandstorms screw up the bottle positioning
Just finished the game, loved the ending and yes, I know the word. It took me hours to complete The Tomb of Mummy 2, at first, it wasnt fun, but I felt good when I finished the game. Hope Mummy 3 is not too far away. If you need help dont hesitate to ask I will help you. Congrats for your site Jay, as usual, it fun to come here.

Can anybody sharing "walkthrough" about puzzle 2, start with what the red and blue scarabs do?
Fuzzygrid, what the blue and red scarabs do is either too easy or too hard to explain. The easy explanation is "they shake the screen a bit". The hard could be on the lines of "red shakes it to the right, but not always, blue shakes it to the left, but not always", but that's as far as I can figure it out.
As for the walkthrough:






There you go.
Mummy 2
These scarabs seem pretty random to me, please someone tell me I am wrong!
For Tomb of the Mummy II:
There is a lot of randomness injected into this game, but even within the chaos, there is order if you look for it. That's what makes this game both frustrating and so very cool, IMHO.
Red scarab makes things jostle (mostly) to the right.
Blue scarab makes things jostle (mostly) to the left.

Omg, I'm still stuck in I
I cant get those things to fall, not even with the hints here
What do I do now ;(
Kayleigh - if you have a slower computer, one in which there is a significant delay between when you click on a scarab and the resulting bounce of the earth, then it may take several attempts to get it right. However, persevere and you will succeed.

Thanks Jay, this is what I was doing the whole time, but now it did work lol
_O_ For you
thx baba44713 and jay. Well I guess the random thing is just added, because without it, the game would be too easy. And this randomness just adds frust without adding anything to the puzzles themselves. Altough the graphics attracted me at first, i must say I don't like it :-(
I got the impression you do not like the game from your previous comment, fuzzygrid, and yet you still play and comment, why?
Not every game/puzzle/interactive experience posted to JIG will appeal to every player. That's ok. In fact, I expect that.
It's also ok, and encouraged, to provide constructive criticism on how you would make a game better. But if this game is not for you, please move onto something more enjoyable for you. Your negativity can be a bummer to those that are enjoying the experience.
Actually i like puzzles, so positive cricitc about creating good puzzle design: Don't make things unneccasery difficult when it doesnt actually add to the puzzle!
* why can things just hop always to the left or always to the right?
* dont move things into places what actually are not considered as part of the puzzle.
* dont let the player wait for events, when actually knows the solution already.
Like about the "move the bottle into the sun" bit. Well actually even when knowing this "solution to the puzzle", its tremendously difficult. Is this now an arcade game or what?
Question about the final part on Tomb 2:

Never mind... turns out that

um.. can we please never have multiple games on the same comment and hints page? with hints from tomb 1 and tome 2 getting mixed up i'm left totally confused if a comment even applies to the game..
so my question.. i know the second stone is on the hint page.. but no one has said how to get it to the main page and I cant figure it out.. any help?
Troy - do you have the first stone already in place? The 2nd one becomes available only after the first one is in its resting place.
Once the first one is set, don't you see anything odd about the hint page? Come on. Look harder, it's staring you in the face.
I am following the commenting here with great interest. Great players. Any puzzle designer would kill to get players this good. I'll offer a few simple side thoughts.
Why is a round thing with a question mark on it thought always to be a help button?
If a magician shows you his cards, would you never examine their backs?
In random events, can one find subtle patterns? Is anything ever random? It's very hard to make something random on a computer.
Is there anything a puzzle has to offer beside a solution? If you get angry and quit the puzzle, what have you gained? Anything? If someone shows you the way through, do you still get something?
In what way could a painting hanging on a wall be a puzzle?
I would never offer my answers to these, but it's fun asking!
Alessandro
AHHH!!! ok I'm seriously about to go crazy with the

Please and Thank You!!
"""Is anything ever random? It's very hard to make something random on a computer."""
Well you can call rand() for instance. Any patterns rand() might do is clearly beyond the human-brain to notice.
Other than that, one way to meter the quality of a puzzle if you give up early and look up the solution. Then you have 2 possiblities, 1 way if you think: Damm, I'm quite sure I could have found that solution myself if I only thought harder. Then it was a good puzzle. If you think, oh my, you can only discover this by random, or this a 'mealy-mouthed joke' it was a bad puzzle.
Another rather personal oppinion, I think game-designers should not mix genres too much. Try to be good in one genre with one game. The arcade sequences in the Sierra games were not generally hated because of nothing. There are puzzle lovers, that hate beeing "arcaded", and the arcade players mostly won't come so far to get to the arcade sequence. Like with tomb 2, when you know you have to burn the paper with the bottle, it still can take you eons to get it right. What kind of genre game is that?
If you think you have to hide things somewhere hard to notice, or to complicate things by making the controlls difficult, etc. telling everything matters! for me its just to compensate you can't come up with good puzzles (sorry jay for beeing so negative :-) (Next time try to hard an element OUTSIDE of the flash on the html page, this is now possible, I'm sure players will loooooove it, (or not :-).
positive example: Rooms for instance to be found recently on jayisgames are good puzzles! You are quite sure you can solve it by just trying hard enough. There is nothing hidden, its just the good puzzle.
I know jay will hate me for beeing so negative :-), but look at the over 100 replies, did 1 player say it was fun? one? You got decent graphics and good sound! But in my humble opinion in gamedesign itself there is much room for improvement.
I don't hate you, grid, I just don't agree with you.
Why does everything have to fit into predefined, pretty little cardboard boxes? If game designers all confined themselves to already established genres, there would be very little innovation and we'd be playing the same old puzzles rehashed in more ways than anyone could possibly enjoy. By the way, that's already happening due to publishers playing it safe by sticking to genres that are certain to sell.
Puzzles like these that Alessandro has created are like a breath of fresh air to my brain. A brain that wants to tinker to figure out how something works. And in Tomb 2, when something did work it seemed magical, and it was highly rewarding.
Just because you don't like something doesn't make it a bad puzzle. That's the negativity that I dislike. Alessandro has created a puzzle with unique gameplay here, something I have not seen before. And while it may frustrate some to play it (what good and hard puzzle doesn't?!), I applaud him for venturing out on a path of his own to create something creative and new.
Hmmm, maybe I explained that with the genre wrong. Yes I also don't love the 100oo.. "me-too" implementation of something. What I wanted to express is people creating "new" by just mixing genres is also nothing extraordinary. If you can create a new thing, super! But concentrate on whats new, and concentrate on that experience. Its still if a game is about discovery, concentrate on discovery, if a game is about strategy concentrate on strategy. etc. there is plenty new possibilites in this, beside the yet another side-scroller "genre". What I would discorage of, having for example a game of discovery or strategy and then suddendly add an arcade element in the middle of it. Or as I explained by "westward" which is for me a negative example of this mixing, It has from everything mixed a bit, but isn't really good in anything of that dimensions itself. Some mixing is okay, but one should always consider the dangers of it.
Maybe what I'm missing is what the psychologists call "frustration tolerance" you and others here seem to have more of it, after clicking 2 hours on the scarabs and NOTHING happening, I was just too frustrated to go on. Nevertheless I still consider my frustration tolerance a bit higher than average :)
What makes a good puzzle or not, I added the "In my humble opinion" not for nothing in front of it. And I guess I explained it above far deeper than "I like it" or "I don't like it" meter.
I just thought about a better way to explain. Lets not call it "genre" but "concepts that induce fun". There are quite a handfull of concepts, I think one can figure out examples themselfs, and an unlimted number of using them to create games/genres. High kudos to people discovering a new concept, kudos to people using the concepts making something in a new way.
What I don't think is a good way, however is to randomly mix these concepts thinking it will all add up. They don't.
The only thing that IMHO a game can have beside the "implemntation of concepts that induce fun" is a message. The kings-disciplin ;)
I think noone here can say that Alessandro has no talent or that these puzzles aren't beautiful and creative - they are.
Still I find them unsatisfying, and I'll try to explain why.
It is obvious the author had three things in mind - the puzzle he will be design will be innovative, clever and hard.
Now I'd say on the innovative part, he did succeed in a certain manner. Thinking-outside-the-box is a great thing, and sorely needed in todays games. The interface that seemingly doesn't do anything except nudging the screen - again, nice work.
Let's take the cleverness part, well... I'm sorry to say there's nothing REALLY clever in these puzzles apart from the interface (which again falls more into "innovative" then "clever" category). If the game was standard point-and-click fare - like Submarine for example - one would solve all those puzzles in an instant. But I can't say the puzzles are stupid too.. they are..well..no too logical but adequate at best.
The final feature is - hardness. These puzzles are custom-designed to be hard and frustrating. I appreciate that, but only up to certain level. Think just a little where the difficulty mostly comes from: it's the seemingly random interface effects combined with precise timing puzzles that involve a great deal of waiting between tries and aren't guaranteed to work even if you did everything right. THAT is what I find a bit botchy.
The shovel part is the best example. Let's say two players simultaneously come up with the solution. One will try, succeed and be rewarded. The other - because of obscure timing preciseness and randomness - will fail and fail and fail again until he incorrectly deduces that this was not the solution after all and gives up. Now the first player will undoubtedly find the game to be a pleasant experience, but the other poor guy who stared at the screen for an hour and a half and the game wouldn't let him progress - will he dislike the game? Yes, I think so. Rightfully? I'm afraid so.
But anyway I can't wait for Alessandro's next game. If anything, they make for a great discussion.
grid - And in what way do you see this "mixing of concepts" in the games we're discussing here?
baba44713 - excellent assessment and constructive criticism! This is exactly the kind of discussion I love to see here.
I understand and appreciate all the points you made; in fact, we experienced a similar scenario with about 5 of us all playing separately the other evening while chatting in our IRC channel. I was the last person to get the shovel to work, but it was because I was certain the tree was the force behind getting the candle down.
Without 5 of us all working together on it, there is no doubt in my mind that it would have taken any one of us much longer to solve it.
Do some people give up on a puzzle or resort to a walkthrough because they give up on solving it themselves? All the time. Does it make these puzzles bad? Not necessarily.
"Do some people give up on a puzzle or resort to a walkthrough because they give up on solving it themselves? All the time. Does it make these puzzles bad? Not necessarily."
As I explained, the feature is not if people give up and look at the walkthrough. For me the quality of the puzzle shows on your reaction of the seeing the walkthrough solution. If you think, stupid me, I could have easily discovered this myself, if I only would have tried a little harder. Next time I will try longer until resorting to a hint/walkthrough. Then it is a good puzzle!
If you think, thats the solution? stupid, luckly i looked it up before getting frustrated even more. Next time I will try shorter until resorting to a hint/walktrough. Then it is a bad puzzle!
"grid - And in what way do you see this "mixing of concepts" in the games we're discussing here?"
Puzzle, Discovery, Random luck.
Yes im just unqualified at giving game design rules. But I think most would benefit, when they at least at mid-stage development lean back, and think: What is my concept of inducing fun? Then concentrate on that!
Maybe it is as you descriped a new concept making puzzles so extremely hard(and random) that one alone cannot solve it, so you need a corporation for it. Then the concept is the feeling of beeing a group working together on something. Then it is not surprisingly that solo-players fail on this concept by design.
But I'm not quite sure what allessandros concept is. The games score high on the theme experience: graphics sound. Otherwise I agree 100% with baba44173! Couldn't have said it better.
stupid! I HATE Tomb of the Mummy II it's ridiculously random ugh! I give up!
ARRRGGHH!!!
I'm generally pretty smart(no, really...stop snickering!) but I CAN NOT get the axe to open the door. That is, I can't seem to time the scarab-clicks in time to get the door open. Yes, I'm following the top colours (I've tried it with 7 clicks - using only the first icon on each block - and with the whole series of 10); yes, I'm timing each "click release" with a "whoosh", but.....DANG!!!
Hm. Could it have something to do with my system? I'm using a plain old Logitech mouse, so that can't be it. My keyboard isn't game-friendly (Microsoft Ergonomic split-keyboard), but this is mouse-based so THAT can't be it....can it?
Sigh.
And my own 2 shekels: do I believe "resorting" to a walkthrough makes for a "bad" game? Absolutely not. What's the function of a game or puzzle, if not to both make you think AND entertain you? If you reach the point where the entertainment value is nil, then why bother? A walkthrough can still give you the pleasure of a game's graphic/technical aspects. And PARTIAL walkthroughts (or "just hints", as I call them) can move one forward just enough to make the game/puzzle enjoyable again, rather than an exercise in frustration.
Love,
Miz Merricat
Baba touched on what frustrated me about the first game. It is one thing to get stuck, find a hint, and then smack yourself in the forehead for missing it. That happened to me with the second stone—it was a really clever, outside-the-box solution, and I just happened to miss it. It's another thing to give up and seek a hint only to realize that you were doing exactly the right thing on your second and eighth and thirty-first attempts, but because your timing was slightly off and you got no feedback from the game your solution didn't work.
In your response to me, Jay, you said the solution worked fine on your slower computer—but you attempted it knowing the full solution already. If you had been puzzling through it for the first time on a slower computer, the joy of exploration might have been compromised by the timing issues. Finding the solution is only fun if you can be confident that the game will tell you once you've found it; if your long sequence of scarab-presses, each of which is like pulling a boot out of the mud, is correct, but you think it's wrong because your timing was slightly off and the game didn't register it, you don't have a lot of incentive to try the same thing again.
If the game were more responsive (or if I had a faster computer), I might be willing to try a few dozen minor variations on timing until I got it right, but the sluggish interface limits the amount of time I'm willing to invest. The same is true of waiting for the pounding; if I have a minute to wait between trials, I'm not going to make too many attempts.
Merricat - only the "final blow" needs to be timed correctly. There's a slight delay on my Mac between when I click and when I see and hear the result of clicking the scarab, so I had to time the final blow a bit before the axe reached bottom for both the resulting action and the "whoosh" to be in sync. That's all it took. And there are 10 clicks total, 9 that do not need to be in sync, and 1, the last one, that does.
jere7my - I agree wholeheartedly. I did not care for the synchro-pounding requirement of the first puzzle for the very same reason you mentioned. Performance can cause the same game to create very different experiences for each player that tries it. I feel a good design seeks to minimize this variable.
There is a synchronizing window in the 2nd game, but it is a lot more forgiving than the one in the 1st.
Thanks, Jay. I didn't know what you meant by 10 clicks until I fiddled with the colour on my screen a bit. The last icon is NOT a blue feather after all. That, combined with your help, let me finally open that door.
And, may I add:
SHRIIIIIIEEEEKKK!!!!!
*You'd think after Exmortis I'd be better prepared for this sort of thing!*
Toujours gai,
- Merri
ok..so..funny story
alright..so you wanna know how I solved the

Ok..basically I had tried a million times and failed a million and one times, so I was like, whatever I'm going to bed. So I minimized it so I could start where I left off next time that I had time. Well, today my friend came over to give me a ride to work, and while I was in the bathroom getting ready, she went in my room and got on my computer. A few minutes later I hear her ask, "What's this mummy thing?" and I told her what it was and how I was about to shoot myself trying to beat it haha. So I was 2 seconds from telling her to just close out of it when I went into my room and looked at the screen and I see

I was like, "Oh my God! How did you do that?!?!" And she was like, "Huh? Do what?" and I told her that I had tried to do that a million times. Then she told me that she had just clicked the red scarab one time and it did that. I was like, you have got to be kidding me!! Talk about getting lucky!! It just happened to all be in the right place at the right time, and my friend, not even knowing what she was doing, clicks the scarab one time and it does the trick! I was just so baffled! hahaha..too funny..I then finished the game like 5 minutes later.
I just thought I would share that with you guys in hopes of making you laugh a little :) So crazy.
Hi William here.
Gosh jay I'm impressed, you post the link and in a matter of days it's solved. I couldn't get a single thing right.Hopefully I can solve it thanks to you people.
The game pretty much took me piecing all your hints together, but....
oh god, that scared the poop out of me.
From reading several of the recent posts, I think that a slight technical adjustment may be needed on the first puzzle having to do with that timing forgiveness issue for slower computers.
I am going to play with that a bit and try to come up with a compromise on timing it.
You guys are like a fine-toothed comb!
And for undrcvrangl, that is very funny about your friend clicking the button at just the right moment! I try so hard to avoid that kind of lucky strike, but you just never know when it'll happen. But look at it this way: you were probably so close to solving it that you had it set up to the point where that last click at the right moment did it.
I think I'll make III harder.
Alessandro
harder must not mean smarter.
I think that point has been explained enough already.
If you make the controls further harder, just to prevent random luck, it will not enhance the game.
Okay, puzzle 1 should now be a little bit less stringent on a particular timing issue for slower computers. There's no good reason for it to have been so tight. If the player has figured out what to do at that point, he/she should not be penalized for a slower computer. I hope this evens everyone's chances without making it too easy for an accidental advancement through the puzzle.
fuzzygrid, you're tough, but good. Excellent.
I cant even begin to figure out any part of the first puzzle. When I click on the scarabs a rock just jumps around. I dont know what to do!
Thank god.....Once i was able to get onto a fast computer..I was able to do the first one quickly.....
Now for the absoloute nightmare now eh?
Jay, do you know the percentage of the players who solved this game ? ( Tomb of the Mummy 2).
Thanks
Can someone tell me how do I take the lid of the green bottle off! please.
And what do I do with the paper inside.
Adri
You need to find a way to

Can somone tell me the mummy 1, when I have the two litle stones on the statues next to the doors. What do I have to do more? I don't know the order of the scarabs!! Can somone help me.
On part 1, I am at the axe. I have a few questions...
1. What do you do if there are multiple colors in one stone in the pattern?
2. Do you have to press ALL the stones, one at a time, with the normal "whoosh" pattern, or just the final one?
3. How do you get the door open after you have the right pattern?
Nevermind, I got the door opened. What an unpleasant scream! I closed the door. What do I do now, just wait? Click on the little X in the top right hand corner?
I considered attempting this game, but after reading a couple of the comments I've decided I am WAY too intimidated to begin.
:( ..and that makes me sad. Someone push me into doing it! Is starting the game and finally finishing it worth it? Or should I save myself the frustration?
Rulz
OK. Here ya go.
C'mon. You can do it. The first one was sooo frustrating, just because its so different, which also means that it ends up being a good training ground for the second one. Give it a go. Test your patience and your clicking finger.
jan.jan: THANKS! I actually did give it a go after your encouragement. Talk about frustrating... ARGH! Pretty awesome game, I do love that it's different to any of the other games I've played. So thanks :)
Rulz
You're welcome. Sooooooo, are you gonna do the second one?
jan.jan - I JUST finished it, I have about 1 hair left on my head from the amount of hair I've pulled out from frustration. I like that these games are different, but I really really don't want to do any more! haha
Rulz
I hear ya ;o)
could someone just please put up a complete game guide :-)
furgitful
I'm not too good at walkthroughs, however, I will help you out if I can. How far have you got?
I've been on this game for two days now. I've managed to discover the golden bird but the word escapes me! The Word! The Word! Any hints?
Gondooo

Thanks jan.jan Of course! Doh! Ta!
I'm the first Tomb of the Mummy in the beginning and I'm stuck, lame I know, where do I find the sun and the bottle?
K - The sun and the bottle are in the 2nd Tomb of the Mummy game.
I want to thank the creator of the two games for doing something as visually and aurally attractive as these two games. The playing experience is just to frustrating for me. I played through the first one after nearly quitting countless times.

Again, I really appreciate the polished presentation of these games, but they are either too frustrating in general, or made for a different kind of gamer than I am.
I was just wondering, what do I do once I got the rock on the hooky thing? Is there a pattern I should follow? Do I have to press a button like a wild mad man?!
Kat
You need to have a rock in each hooky thing.
OK. I got the rock on the first hooky thing. Where do I get my other rock from? Somebody, give me the answers! :( I need extreme help
Kat

Voila.
thanks jan.jan but I cant exactly get it to were it belongs. If i do, what do I do next? (this is a q to anybody)
Ok. Im where Kat is. Btw I got the stone where it belongs. What do I do now?

Kat and Rihanna
Once you've got both rocks in the hooky things

OK I dont get it. What are the pillars? Im totally confused. But thanx. What bugs should I press? And what does the mummy look like? Can you link me to a pic, if not that is fine too.
Rihanna
The pillars are the statue things either side of the door that the hooky things are part of. If you take a look at the top of this page you will see where the pillars have been knocked over. That's what you need to do.
OK Jan.Jan. Thanks. Im going to try and use a couple of bugs to do this. Thx for the tips. I just might need some assistance getting them to fall but other than that YOU'VE SAVED MY LIFE. Kat what about you lol
Rihanna
Good as gold hun.
ok...i dont get this...i got both rocks in the hook thingys, both of the rock on top of the pillars are in perfect sequence...but what am i supposed to do now??? im clicking the blue scarab like theres no tomarrow praying that the pillars fall but so far...nada...im lost, im stuck...PLEASE help...and ty in advance
Leo

What sequence should the rocks be in?
Jan Jan I'm working with Kat so if you could help that'd be great
Leah
Sequence? Rocks?
rocks on the pillars
Leah

Leah
You might want to take a look at Jay's comment on February 7, 2007 at 1:22pm. Jay explains this part of the puzzle way better than I ever could.
Alessandro, all we ask of you is that in III, the correct solution should work when it is entered.
Having to wait a while between tries is okay, but having the success of the correct solution depend on a random reaction is a completely artificial challenge and contributes nothing to the puzzle whatsoever.
Apart from that it's a good game, and I definitely look forward to the next one.
Hmm, has anyone else noticed that in II, just when you have the round bottle where the sun should be, along comes a little 2-second sandstorm to push it away, but then the instant you've already burned the paper and no longer need the bottle in the right place, suddenly those little 2-second sandstorms don't come anymore?
That's just plain cruel.
Wait, is there some connection between the precipitation and the scarab colors? When you've just clicked on the red scarab 300 times, sandstorms come more frequently, but when you click on the blue scarab enough times, suddenly rain starts coming down more often?
Okay, I finally dropped the candle, nudged it, set it boiling, and moved the paper into the right spot. At least I think I got it in the right spot, but I can't tell, since I've been waiting forever for the moon to show up to test it, and two full moons in a row, a sandstorm has sprung up just as it's approached, so the moon doesn't make the green light on the desk at all because the sandstorm is obscuring it. That's TWO FULL MOONS IN A ROW.
I've found that there is a little more control of movement if you click on the scarabs legs, has any one else tried that?
Can someone please tell me if there is a "trick" or something to the sequence of getting that darned shovel to hit the switch that the point when sand comes down?
is there any trick or time frame to use? I click the blue scarab the nanosecond I see the sand and to no avail!!
PLEASE HELP!!
I think Alessandro Cima has responded to pressure from his fans and tweaked the physics of the game to make it more likely that the event randomizer will allow you to continue.
Note, cronenbergfan,

Hmm, that brings to mind (although I'm not quite sure how) something that I've been wondering. Ever since I started playing Lux (see sillysoft.net for more on Lux), I've been in love with level editors and have been thinking about ways to apply them to pretty much every level-based game I've seen on jayisgames. Most of them don't really have the kind of actions that lend themselves well to that, but I wonder if Alessandro Cima would let us design our own tombs puzzles, where he would give us some puzzle elements to work with and we'd be able to set them up in a given order ("dressing them up" by disguising them in the forms of various objects) and lay out options for obstacles. This will probably sound like a horrible idea once I finally get some sleep tonight (it's 1:30 AM here) and am feeling slightly less malicious, but it could be really fun.
okay, I am really confused and getting rather annoyed, I'm playing the first Tomb of the Mummy and I've gotten the first rock in place, but how do I get te last one in place to open the door?
#1 walkthrough? please?
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Walkthrough Guide
Fuzzygrid, what the blue and red scarabs do is either too easy or too hard to explain. The easy explanation is "they shake the screen a bit". The hard could be on the lines of "red shakes it to the right, but not always, blue shakes it to the left, but not always", but that's as far as I can figure it out.
As for the walkthrough:
There you go.
Posted by: baba44713 | February 7, 2007 9:40 AM