This post is mainly to announce that after an immense amount of work, a group at Gaming Alexandria (mainly gschmidl, ftb1979, bsittler, and eientei) have managed to repair the damage to the NEC PC-6001 version of Mystery House II to the extent that the second part is now playable. I have a version (with emulator) here. Just drag and drop one of the three save states onto the executable to play either part 1, 2, or 3.

The starting screen of the second part.
I did play through parts 2 and 3 but first I need to get some inside baseball out of the way, abstruse enough it won’t make sense unless you’ve read all my previous posts on Mystery House II. So much effort was expended trying to work things out it is at least worth recording as reference, especially because some pieces are still missing (like the first volume of the MZ-2000 version of the game).
Just which versions are out there?
To start, we can put together the information from the I/O Magazine ad I’ve shown already…
…and the old 1983 Sharp Micro Cabin catalog that came up while puzzling out Diamond Adventure.

The first version, written by Dr. Moritani (the dentist) seems to have been for MZ-80B. The system Sharp sold had cassettes by default with floppy disks an optional purchase. The ad clearly states the “FD” version was by Moritani so that’s likely the original platform, meaning this was written without any kind of volume-splitting. The cassette version was then made by Ohyachi (computer store owner, and collaborator on Mystery House I). This is where there are two volumes that get listed as separate purchases. This is all confirmed by the catalog as well.

The MZ-2000 is extremely close to the MZ-80B so there was likely minimal work done to create a port; we do know they were sold separate, though.

From Giant Bomb, uploaded by bowloflentils.
As shown in an image from one of my earlier posts, the cassettes ended up also packaged together in a later printing, while floppy disk had MZ-80B, MZ-2000, PC-8801, and FM-8 (Fujitsu Micro 8).
There’s also copies of the game for FM-7 (shown below, and the FM-7 came out after the FM-8)…

…PC-6001 (our recovered one, although technically for the Mark II), Epson QC-10 (QX-10 in the West), and MSX. My playing sequence:
1.) I started with the MSX version from ARROW SOFT, which is not only dumped but has a fan translation into English. It is significantly changed from the other versions and can be treated as a different game.
2.) I then moved on to start the PC-6001 version — broken into three parts rather than two, although the “volume 2” tape contains parts 2 and 3. This turned out to have a corrupted tape and some damage over part 2.
3.) Because I had a copy of MZ-200 Vol 2, I switched to that version, starting on the second floor of the house. Unlike the NEC version it ends after part 2 and there are puzzle differences (which I’ll explain a little later).
A chart, just to keep everything straight:

Both the tapes and the program parts are called “volumes” but I tweaked the terminology to keep things clear. I have no idea the differences between the versions I haven’t touched (other than I highly suspect MZ-80B and MZ-2000 are quite close). Did someone care enough about the obscure Epson QC-10 to make a custom port with its own puzzles?
What changes were made in the NEC PC 6001 version?
The map looks the same at the start, but if you turn right, while formerly there was a slightly surreal elevator, taking you to a “garden” and a dark area with the safe/key-to-exit…

…the NEC version has a bedroom.

Turning south there’s a part with a floor that looks fragile, and you can KICK FLOOR in order to open it up. This will get used later.

Additionally the bed is next to what the game calls a RACK, which can be searched to find some tobacco and a matchbook (that was in a fireplace in the other version of the game).

The layout otherwise starts out the same, with a memo in a frame in the same position as before.

Different content, though. MZ-2000 here talked about setting a clock to 1 o’clock. We already got a clock setting in part 1 (which said to use 3 o’clock) and this spot has a clue for the safe instead.
The fireplace which previously had matches now has a rope.

Climbing up to the third floor is mostly the same (except the HATCH is now a DOOR). The windows which oddly give numbers when opened (corresponding to the safe) are mostly gone, except for one that just doesn’t open (we already got the code from the memo in the picture).

Still a SCOOP. One of the windows in the MZ-2000 version was straight ahead.

ADJUST TIME to 3 rather than 1.

PUSH BUTTON instead of PLAY MZ2000.
The MEMO at the end gives steps for digging, just like the MZ-2000 port.

However, the way to the garden previously in order to dig was the elevator. There’s no elevator this time. That rope from earlier can be tied to the balcony (which was just scenery before) in order to climb down.


The DIG GROUND mechanics work the same (no Microcabin logo this time) yielding the treasure. In order to escape, you need to take the rope (previously tied to the balcony) now over to the bedroom and the hole, and tie it there. If you try to go down without matches the game will ask if you have any (this is the same “enforce the world-state” trick we saw in part 1). Assuming you have them, you can go down and enter part 3.


Part 3 is very short. You are in the room with a hole and the rope, and need to get down in the cellar to get a key. You can go DOWN, the LIGHT MATCH to see in the darkness. There are five matches and they last a random amount of real time.


You can go west now — one-way trip — to the spot underneath the hole you previously busted way back in part 1. You can move a ladder and climb up to get out, but you need to grab the key first, which you can find by turning to the right to see a safe.


Using the code from memo 3. I assume the game forces you to stay in part 2 if you haven’t gotten the memo yet.

You still have a 2-item limit and you’re holding the box/jewel from the garden, so you need to ditch the matches to take the key. Basically, you need to a.) wait for the match to go out b.) LIGHT MATCH c.) CAST MATCH d.) grab the key and book it to the ladder while you can still see. (In the MZ version, casting the match automatically made it go out.)


This basically says now you’re wealthy, so you should buy more Microcabin software.
Is Isao Harada anybody?
Yes. He also worked for a NEC port of Dream Land, which is Dr. Moritani’s third game (from 1983, so we’ll see it sooner rather than later). His Mobygames list of credits is here although I don’t know how complete it is.
I do think it quite possible he worked on the (disk-based) PC-8801 version first, then had the same split-program issue as other Micro Cabin people did in order to get it onto cassette, except because he fiddled with removing the elevator (too Willy Wonka, I guess?) and giving the game a different ending section the game landed in 3 parts rather than 2.
My first new official update comes next week, as we embark on 1983 once more!

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