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-
-
-
- Shivers Walkthrough
-
- Written by Sharon Fernandez (s_fernandez@spu.edu)
- Last modified on 9/2/96
-
- This cannot be an exact walkthrough because the pots and lids are not
- always in the same place for each new game. The 10 pairs of pots and lids
- that you must match seem to be the same for each game. So, I will guide you
- to some places, and help you avoid other places until you're ready to
- capture the Ixupi!
-
- Table of Contents:
-
- * General Strategies
- * Doing the Walkthrough in the book (USA version only - shame on Sierra)
- * Exploring the rest of the museum
- * Puzzle hints and solutions
- * Ixupi hiding places
- * Pot and lid pairs and their locations
- * Flashback items and their location
- * Trivia questions
-
- ---------------------------------------------------------------------------
-
- GENERAL STRATEGIES
-
- You can only have one item in your inventory at any time. When you match a
- pot and talisman, then they become a single item. Take careful note of
- where every pot and talisman is found or placed. If you exchange a newly
- found item for one you were carrying or if you move things from a far away
- location to some place closer, your notes will save you a lot of wandering
- around.
-
- You can usually tell if the Ixupi are nearby for they make a unique noise.
- If you turn away quickly, you should be safe.
-
- Point system in general:
-
- * Solved puzzle 6750 pts
- * Clues 350 pts
- * Reading plaques 250 pts
- * Inventory item 2500 pts
- * Loss of life essence -1500 pts
- * Recorded message for each room 300 pts
-
- If you see any objects laying around, examine them. Some are not essential
- to the game but are worth points. I have played the game twice and come up
- with a high score of 485,500 points. Your score can be quite a bit more if
- you travel via the elevators (which I avoided as much as possible).
-
- Use the tip of your mouse pointer, not the lower fat part -- it took me
- awhile to realize this, so I'm just passing it along.
- ---------------------------------------------------------------------------
-
- DOING THE WALKTHROUGH IN THE BOOK (USA version only)
-
- The USA version of the game apparently includes a thicker book than the
- international version, and it contains a "Walkthrough" chapter. Never fear!
- I'll pass along the few answers it contains.
-
- Watch the opening movie of your friends locking you inside the museum
- grounds. This is your first flashback item. Now would be an excellent time
- to set the "text on" option.
-
- OUTSIDE THE MUSEUM
- Turn left and see the dragon gargolye. The chain's handle will open it and
- inside you find a letter. Read it. As the letter falls to the ground,
- observe the number inside the dragon's mouth.
-
- Turn around and walk up the museum stairs until you will reach a locked
- door. The squawk box on the right side will play a recording that the
- museum is not open. Make note of the markings at the top of the door and
- its color. As you head back down, find another set of markings and a
- different color to the right of the purple vase.
-
- You must then find another way in, so follow the path toward the gazebo.
- Find a third set of markings behind the tall object. Go just beyond the
- arch then look back to see the fourth set of markings on the triangular
- stone. Turn back toward the arch. Find the markings on the bench. By the
- time you reach the gazebo you should have 5 markings and colors. Walk to
- the very end of the path to see the submerged steps.
-
- Enter the gazebo and open the metal box and solve its puzzle. Exit the
- gazebo and cross on the raised steps. As you approach the Stonehenge
- replica, find the last marking on the perimeter wall. Look down. Now use
- the markings and colors you've seen to solve this puzzle. Descend the
- spiral staircase. Open the door and find the light switch along the left
- side. Continue traveling downward (either passageway gets you to the
- underground lake). Open the stone door.
-
- UNDERGROUND LAKE
- Find the corpse on your left. Take the book and read it. This now appears
- as flashback item 9.
-
- Get on the boat. Go to the rear (turn left), look down, move the anchor pin
- down. Move to front of boat, look down, and move its anchor pin up. Now you
- can turn the crank several times to reach the other side.
-
- During the crossing, the water spirit will appear and take some life
- essence. You cannot avoid this. When you've reached the other shore, notice
- a pot straight ahead. Get off the boat and head right to find that pot.
- When you examine it Professor Windlenot's ghost will appear and warn you.
- This becomes flashback item 4. Examine the markings on the pot for later
- identification.
-
- Walk down the tunnel and find the elevator. Match the design on the doors
- with the nearby box (diagonal pattern). Enter the elevator and travel up to
- the museum office.
-
- MUSEUM OFFICE
- Explore the office thoroughly, but avoid the fireplace. Items you should
- find: the map on the wall, a newspaper in the coat pocket, a letter on the
- floor, the elevator behind the tapestry, a door into a workshop, a message
- on the tape recorder on the desk, and a letter in the desk. The scrapbook
- on the desk will become flashback item 6. Be sure you find the lid for the
- ash ixupi in the lower right-hand drawer.
-
- LIBRARY
- The library is the next room to explore. Take the door to the left of the
- fireplace. Walk a little forward and turn left. The door you see is to the
- library. Enter and concentrate your search to the right of the candelabra,
- but beware the wax Ixupi might be there. You should find a total of 4 books
- in this bookcase, flashback items 8, 10, 11, and 12. If you are having
- trouble, start with the only book that is leaning -- this is "the Black
- Book". Now the next one is two to the right and orangish in color. Then the
- whitish one another four books from the last one. The last one is one shelf
- lower and is purple in color. Further exploration should quickly reveal
- another passage, but leave that for later. Find the ladder in front of
- another bookcase and check it out later. Leave the library through its
- front door, stay to the right of the display case in the center of the
- room, and enter the double doors between the two pillars. If you reached
- the stairs, you've gone to far.
-
- STRANGE BEASTS
- Enter the Strange Beasts room, head toward the far left corner and find
- another double door (green with a serpentine pattern). Enter the Amazing
- Plants room and turn left, forward, then left again. You will find the
- bottom to match the lid you found in the office. If you have the lid, then
- the two pieces will magically join, otherwise take the pot and go back to
- the office and join the two items. Now you can capture your first Ixupi (if
- it's still in the fireplace ashes).
- ---------------------------------------------------------------------------
-
- EXPLORING THE REST OF THE MUSEUM
-
- Probably the most useful item to locate are some blueprints. They are in
- the Mysteries of the Deep room. If you are in the office, head back to the
- Strange Beasts room, otherwise leave the Amazing Plants room, head left
- around the eagle nest.
-
- MYSTERIES OF THE DEEP
- Find another set of double doors in the Strange Beasts room. Go through the
- doors, take note of the map on the floor, and examine the Poseidon/Neptune
- display. Here is the Globe puzzle. Solve it and you will have an inventory
- item and a very useful set of museum blueprints as flashback item 14. Go a
- little further and find the Sirens/Organ puzzle at the far end, right
- corner. Solve this one and a door opens at the Colossus of Rhodes exhibit,
- just to the right of the organ.
-
- Enter the new passage and find the Movable Wall puzzle. No clue for this
- one yet, so we'll return later. As you come back out of the passage, notice
- the splotch of yellow straight ahead. We'll check it out in a minute. Watch
- for the sand/earth Ixupi who sometimes occupies the building display on
- your left. If you go back toward the globe, then just a bit beyond, turn
- right, forward, right again, and go along the wall. At the far end are some
- yellow crystals which the Ixupi might be occupying.
-
- MAIN ENTRY HALL
- Leave the Mysteries of the Deep Room, go back to the Main Entry Hall and
- explore some more. You should find the staircase going to the second floor,
- a stone water fountain with a hidden spigot (careful - Ixupi maybe), the
- doors behind the desk which match the locked doors on the outside of the
- museum, two panels (one to the right of the desk and one to the left of the
- fountain) and a door that will lead into the Theatre. Look in the desk
- drawer for the museum brochure, flashback item 7. You'll need this to find
- and set the skeleton dials throughout the museum. Also find an inventory
- item in one of the bird masks between the library and the office.
-
- THEATRE
- To get into the Theatre, solve the Door Puzzle. Go around the right side of
- the theatre and climb the stage. You will find a note on the podium. Look
- toward the end of the stage area and notice it is empty. Retrace some of
- your steps and go up the left side of the stage. Travel the hallway, noting
- the Door Puzzle at one corner and a secret passage at another corner. Enter
- the projection room and solve its puzzle. You now have flashback item 13
- and your clue to the Movable Wall puzzle. Go back to the stage area, stand
- next to the podium and look again toward the end of the stage area. This
- time you should see an inventory item just behind the curtain.
-
- MAZE
- Leave the theatre and re-enter the Strange Beasts room. Go to the right of
- the giant eagle next, set the skull dial (blue), then enter Mysteries of
- the Deep room, and head toward the Subterranean World. Solve the Movable
- Wall puzzle. You will then travel down a couple halls and enter a room with
- three doorways. Traverse the Maze.
-
- SUBTERRANEAN WORLD
- Read the plaque, set the skull dial (yellow). Look across the oily area
- (careful, don't venture too close if an Ixupi is there) and note an
- inventory item on the other side. Travel back through the maze, go to the
- Main Entry Hall, then the office.
-
- WORKSHOP
- Find the workshop. Head down the left side and find the Drawer Puzzle. The
- clue is in this room so go ahead and solve it now and find another
- inventory item. Continue around the table, but don't approach too close to
- the wooden object shaped in a humanoid form. It might contain the wood
- Ixupi.
-
- BEDROOM AND STUDY
- Leave the workshop and let's see where the elevator behind the office
- tapestry takes us. Arrive on the fourth floor and look for a flashback item
- 17 - the Professor's Diary/Journal. Also take note of the clock beside the
- bed and the different faces for different times. In particular notice the
- one with the open jaws and its corresponding time. Watch out for the metal
- Ixupi that sometimes hides in the suit of armour.
-
- LIBRARY AND SECRET PASSAGE
- Come back down the elevator to the office and go to the library. Find the
- ladder and go up, turn right and see a statue. Turn back to the left and
- find the book which will rotate the statue and reveal an inventory item.
- Click on the thickest book you see to get the statue to turn and reveal its
- hidden contents. Down the ladder, left, forward twice, right turn and into
- the secret passage.
-
- Turn left and find some lipstick on the floor, left, left again, and see
- another elevator. Open the elevator at least once in the game because it
- contains a clue to a puzzle. This elevator travels between the three main
- floors. Go back into the secret passage and find some more items on the
- floor. If you turn right at the junction, you'll dead end. Remember the
- secret doorway near the projection room? This is the other side and is a
- one-way door.
-
- MECHANICAL ROOM AND GENERATOR ROOM
- Turn left and around a few corners (finding a purse with flashback item 15)
- and down until you reach the Mechanical Room and Generator. Probably
- nothing here until later in the game, but explore anyway. Find the "Danger
- High Voltage" box. There is a breaker panel to the left, and just below it
- a section of the wall that looks different. Back up to the main floor, go
- in the theatre, left side, and hallway.
-
- CLOCK TOWER
- Solve the door puzzle in the theatre side hall and climb up the tower
- stairs. You should find Beth's ghost here and another pot and head. Examine
- its markings so you can identify the Ixupi. Play the juke box pieces and
- leave it set on the Anansi Spider Song. This will save you some wandering.
- Work the video monitor, being careful to note what you see with the Witch
- Doctor camera. These two clues help solve puzzles elsewhere. Observe the
- faces on the clock and the time on the video monitor camera. Solve the
- Clock Puzzle and find an inventory item at the top of the tower. Back down,
- through the theatre, and into the Main Entry Hall.
-
- TOMBS AND CURSES
- Now, lets explore the second floor. If you use the stairs from the Main
- Entry Hall, notice the chandelier at the top. Careful, another place for
- the crystal Ixupi. Through the double doors and enter the Tombs and Curses
- room. Turn right and enter the room where the Ixupi vessels were once kept.
- Leave this room, turn right and set the skull dial (green). Do an
- about-face and notice the secret panel in the wall. We are going to explore
- some other parts of the second floor and return to this room later. Turn
- the leaves just above the door and go through.
-
- FORTUNE TELLER ROOM
- You are in the corrider. Dead end to the right, so turn left, go around the
- corner, continue down hallway and take the first left. Around another
- corner and take the next left. The wood Ixupi is sometimes near the
- discarded lumber. Find the Picture puzzle in the far corner. Solving it
- gains you access into the Fortune Teller's room. Here you find Merrick's
- ghost, flashback item 3. Get your fortune with the coin, and carefully note
- the *first* thing it says. This is your first of four riddles. Leave the
- room and head back out into the hallway. At the junction, turn left, go
- around a corner, head up some stairs, and take the next right, and more
- stairs.
-
- STORAGE ROOM
- You have now arrived on the 3rd floor without the help of an elevator. Go
- down this new passage until you find some more lumber and an A-frame on the
- wall. Another secret doorway. Enter the Storage room. Turn left, open one
- crate, and arrive at a door that leads into the Planetarium.
-
- PLANETARIUM
- The thunder and lightning Ixupi is sometimes in one of the displays, so
- watch out. Find the solar system model and solve your first riddle. Read
- the second riddle. Work your way around to the right and find the
- Pictograph Tiles puzzle. Solve this and find another inventory item. If you
- continue around to the left, you'll see another door. This goes into the
- tower and descends to the second level. We'll get there by another means.
- Leave the Planetarium through the same door we came in, open two more
- crates in the Storage room, and at the far end, find one last crate with
- the Alchemy Machine puzzle. Solve it and find an inventory item. About face
- and through the new door.
-
- MANS INHUMANITY TO MAN
- Go through the spiked doorway and find a skeleton in a raised cage. For
- fun, click the pitcher, the glass, then the skeleton's hand. You should
- hear "I feel your pain". Explore the other torture items in the area, and
- eventually end up at the gallows. Solve this puzzle and find an inventory
- item. Down the gallow steps and head straight, passing the electric chair
- (lightning Ixupi is sometimes there so don't throw the switch) and entering
- another room. At its end is the Door puzzle. Solve it and you gain access
- into another room. Find another puzzle between the two pictures. Solve this
- Pinball Machine puzzle and you gain access into a passage with a 6-skull
- dial and an inventory item. This door will open when you have turned all
- the other skull dials in the museum to their proper color.
-
- SECRET PASSAGE 2ND FLOOR
- Backtrack to the storage room and out the secret entrance. If you turn
- right, you'll go down the hall a few turns and find an elevator. Take it to
- the second floor, turn right down the hall. If you take the next right,
- you'll find only dead ends (feel free to explore). Continue straight ahead,
- round a corner, ignore the cubby hole with junk on your right, ignore the
- next right turn (it leads back to the fortune teller room), and turn the
- next corner. Go *almost* to the end and look for a panel on your right. If
- you are at the end, back up just a little and find the passage into the
- Tombs and Curses room that is now on your left.
-
- TOMBS AND CURSES
- Turn left and go part way toward the tomb markers. When you can turn right
- and go around the corner, find the Sphinx. Read the plaque, poke around the
- sphinx (between the legs), then touch the lips. Do an about-face and see
- the sarcophagus and obelisks, and solve this puzzle. Another inventory
- item. Continue working your way left past the sphinx to another burial tomb
- (Curse of Anubis), but beware of an Ixupi. Return to the main area of this
- room, go up the steps between the tomb markers and solve the door puzzle to
- gain access into the next room.
-
- FUNERAL RITES ROOM
- The Funeral Rites room has a skull dial. At the bottom of the stairs, turn
- left, forward, left again, and set the dial (blue). Turn right and enter a
- burial chamber, being careful to avoid the cloth Ixupi. Leave and turn left
- to head toward the far end of the room. On the left, see the lion, and find
- Merrick's notebook - flashback item 16. Continue toward the far door. On
- the right find the animal sarcophagus and its hidden Chinese Checker
- puzzle. Solve this and find an inventory item. Beware the cremation display
- might house an Ixupi. Enter the door at this end of the room.
-
- SHAMAN ROOM
- In the Shaman room you need to beware of the wax Ixupi in one corner. Find
- the witch doctor in another corner, and tracks on the floor that disappear
- at a secret panel. Follow the tracks back to their origin and look up. Here
- is the camera you used in the clock tower. Solve this puzzle to gain access
- into the next room.
-
- GOD AND KILLING ITEMS ROOM
- You are in the Gods and Killing Items room, and your second riddle will be
- answered, and your third will be found. Look for a horse-drawn chariot and
- Thor. Spin the nearby stone piece and read its message. Go to the next room
- and set the skull dial (red). Find and solve the Sumerian Lyre puzzle at
- the room's far end, and find another inventory item. Don't forget to set
- the skull dial (red). Back to the double doors and solve this door puzzle
- (panel on left) to gain access into the next room.
-
- MYTHS AND LEGENDS ROOM
- Find two things when you first enter the Myths and Legends room: the music
- box puzzle on your right and a duffel bag on the left. Solve the puzzle and
- find an inventory item. Search the bag and the book will become flashback
- item 5. Walk toward the other end of the room, avoid the wax snake (Ixupi!)
- and check out the Maoris carved chest to find another inventory item. Leave
- this area and continue on through the next couple rooms carefully. More
- spare lumber means Ixupi, maybe. Find another skull dial near the were wolf
- and set it (red). Wander until you find stairs to your right. These lead to
- the planetarium. First, though, turn left twice and round the corner to
- find a door. Enter the janitor's room and you'll usually find the cloth
- Ixupi guarding another inventory item. Double danger - the toilet can
- sometimes hide the water Ixupi.
-
- CAPTURE 9 OF 10 IXUPI
- I believe at this point, you need to capture as many Ixupi as possible.
- Don't worry if you come down to just one left to nab. The game seems to be
- designed this way. If you make it to the subterranean room, you'll find a
- shortcut back to the main floor. Try it.
-
- GENERATOR ROOM
- With just one Ixupi waiting to be captured (it's the Thunder and Lightning
- Ixupi), you may now begin the search for the missing page 17. Work your way
- down to the generator room and find the breaker panel. If it is not open,
- then you haven't done enough of the game. If it is, flip the switch, twice,
- and page 17 will appear. This contains your 4th riddle. Be sure to read the
- part that was still in the book and complete the riddle. You should now
- recall some part of the museum which would answer this riddle.
-
- MANS INHUMANITY TO MAN
- Head upstairs to the third floor and its room with the guillotine. Take a
- quick side-trip through the puzzle room, past the 6 skull dial and into one
- last room. Notice the trap door in the floor and the inset stone on the
- wall with its two symbols. Back to the guillotine. Work the display and
- notice the same two symbols on the blade that has dropped. Back to the room
- with these same symbols on the wall. This time the stone has moved forward.
- Touch it and enjoy the wild ride. At the end of the run, you find your last
- inventory item.
-
- GENERATOR ROOM
- Now for the last Ixupi. Find him in the generator room and capture him.
- Watch the closing movie as flashback item 18 and go home with your friends.
-
- ---------------------------------------------------------------------------
-
- PUZZLE HINTS AND SOLUTIONS
-
- It was difficult deciding what order to put these in, so I settled on the
- order they appear in your book.
-
- GAZEBO METAL BOX
-
- Solution:
- Use the number from the dragon gargoyle (next to the front gate)
- to open this box: 029.
-
- GEAR PUZZLE (Gazebo - Museum grounds)
-
- Solution (in USA version of book):
- Number the gears across the top (1,2,3) and the gears along the
- bottom (4,5,6). Give the left 'spare' pin an 'A' and the right
- pin a 'B'. It should look something like:
-
- A 1 2 3
- 4 5 6 B
-
- Sierra then gives the moves as follows:
- 1-A/5-1/3-5/6-3/2-6/4-2/A-4
-
- STONEHENGE PUZZLE
-
- Solution:
- The symbol for green copper is found behind the statue on the
- walk to the gazebo; the symbol for brown wood is found on the
- bench on the walk to the gazebo; the symbol for white stone is
- found looking back at the stone arch from the walk to the gazebo;
- the symbol for bronze is found on the cliffs seen through
- Stonehenge; the symbol for yellow brick is found on the wall
- behind the vase on the way up the stairs to the front door; the
- symbol for black iron is found on the cornerpiece of the front
- door to the museum.
-
- GLOBE PUZZLE (Mysteries of the Deep Room)
-
- Hint:
- The map on the floor should remind you of a map seen elsewhere.
-
- Solution:
- There was a map in the office with a particular longitude and
- latitude circled. Try seventy-five west and twenty north.
-
- PROJECTION ROOM
-
- Hint:
- Notice the film is not wound on the reel. Try taking up the
- slack.
-
- Solution:
- Click on the top reel 5 times. The red light then turns green.
- Click on the green light.
-
- DRAWER PUZZLE (Workshop)
-
- Hint 1:
- The clue is in the same room as the puzzle.
-
- Hint 2:
- Which drawers do you have open? Try an different tactic.
-
- Solution:
- Use the numbers on the basilisk drawing (on the workbench) to
- know which drawers to leave shut, and open all the rest.
-
- SIREN/ORGAN PUZZLE Mysteries of the Deep Room)
-
- The timing (note duration) is not part of the puzzle, just the right
- tones in the correct order.
-
- Hint:
- If you turn "Text On", then this puzzle becomes easier. You'll
- see a pattern of:
-
- -----------------------------------------
- | | | | | | | X | | | |
- ---------------------------------------
- | | X | | | X | | | | | |
- |---------------------------------------
- | | | X | | | X | | | | |
- |---------------------------------------
- | | | | | | | | X | | |
- |---------------------------------------
- | | | | | | | | | | |
- |---------------------------------------
- | | | | | | | | | X | |
- |---------------------------------------
- | X | | | X | | | | | | X |
- |----------------------------------------
-
- I've added vertical bars to give it more a row and column
- appearance. Musical notation is written with two things in mind.
- The order to play the notes is written from left to right, just
- as we read from left to right. The pitch or tone of each note is
- designated by a lower or higher marking, in this case, 'X' marks
- the pitch.
-
- Solution:
- Take the above diagram and add across the top the note order
- number, and down the side a shell letter to represent the pitch:
-
- Note # 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
- ----------------------------------------------
- Shell G | | | | | | | X | | | |
- |---------------------------------------
- F | | X | | | X | | | | | |
- |---------------------------------------
- E | | | X | | | X | | | | |
- |---------------------------------------
- D | | | | | | | | X | | |
- |---------------------------------------
- C | | | | | | | | | | |
- |---------------------------------------
- B | | | | | | | | | X | |
- |---------------------------------------
- A | X | | | X | | | | | | X |
- |---------------------------------------
-
- Using a row-column designation, the first note is represented by
- the 'X' in cell A-1, the second note is in cell F-2, the third is
- E-3, etc. So, to duplicate the first note, click on the left-most
- clam shell because it is note 'A'. The second note is then shell
- letter 'F'. The third is shell 'E'. You should be able to do the
- rest.
-
- MOVABLE WALL (in Maze)
-
- Hint:
- The clue to this puzzle is found in the theatre. Have you
- explored the projection room? What goes on in a projection room?
- Movies!
-
- Solution:
- Sketch the door and its pictures in outline form, then watch the
- theatre movie and see Professor Windlenot open the same door.
- Note which areas he pushes in, and the two that he pushes a
- second time. You sketch should look something like:
-
- 1C 2C 3C
- 4C 5C 6R
- 7C
- 8C 9R
-
- where C represents a circle and R represents a rectangle.
-
- Now press the areas in this order: 6 1 9 3 4 6 4
-
- DOOR PUZZLE (Hallway outside Theater)
-
- Hint 1:
- You should have seen a name and a crude sketch of the pattern on
- the door (circle divided in quarters) elsewhere in the museum.
-
- Hint 2:
- Find the main elevator that runs between the first, second, and
- third floors. Look at one of the walls and you should see a note
- written in what appears to be red lipstick. Read the name and put
- it n the same position on the door.
-
- Solution:
- The name of Windlenot's son, Geoffrey, needs to be spelled out in
- the three o'clock position on the door, and don't worry about the
- letters at the twelve, six, and nine o'clock positions.
-
- DOOR PUZZLE (Tomb and Curses room)
-
- Hint:
- This is fairly straight forward. Move the pieces until you have a
- connection between the top and the bottom.
-
- SARCOPHAGUS/OBELISKS PUZZLE
-
- Hint 1:
- Read the plaque next to the Sphinx and follow up on its hint.
- Touch the Sphinx between the legs and later touch the lips for a
- second message.
-
- Hint 2:
- Find the only Pharoah and queen mentioned in one of your books.
-
- Solution:
- Page 6-7 of the Egyptian Hieroglyphics book. Construct the
- Pharaoah's picture on the left obelisk, and the queen's picture
- on the right one.
-
- CHINESE CHECKER PUZZLE (Base of Animal Sarcophagus in Funeral Rites Room)
-
- Be sure to check out Erik Gos's solution at Spoiler's Center web site!
-
- Strategy:
- You need the last ball to end up in the center square. To get
- there it must have jumped over another ball. There was really no
- place it could come from so it has to be in its place at the
- start of the game. You can take any of the balls that are "two
- away" from the center position and use that as your "last" ball.
- Now, let's think about the other moves. If we can get a series of
- free-occupied-free-occupied (etc) spots, then the "next to last"
- ball can do a lot of jumping over other balls and make them
- disappear. Its final resting place needs to be between the "last"
- ball and the center spot. If my picture isn't too crude, then the
- middle section of the puzzle would look something like:
-
- . O .
- O . O
- . . O O
- O . O
- . O .
-
- If you take the 'O' in row three, column 3 and make it jump
- clockwise (or counter-clockwise) around the other balls, it ends
- up where it started and is in prime position for the last ball to
- jump it and land in the center.
-
- I actually worked the puzzle until I arrived at the above
- diagram, but I didn't record all the moves so I cannot tell you
- how to get there. But, there are other possible solutions.
-
- A solution:
- My method of identifying each ball to move will be based on a
- row-column reference. If you look at the playing board, there are
- 7 rows and 7 columns. Not every row-column combination is
- possible, such as 1-1 or even 7-7. Thus, the center position (our
- desired ending position) is designated 4-4. As for the direction
- to jump, I'll simply use L=left, R=right, D=down, and U=up.
-
- Begin: 6-4 U, 5-2 R, 4-4 D, 7-3 U, 5-6 L, 5-4 L, 5-1 R, 7-5 L,
- 4-3 D, 7-3 U, 3-5 D, 6-5 U. You should now have something that
- looks like:
-
- O O O
- O O O
- O O O O . O O
- O O . . O O O
- . . O . . . O
- . O .
- . . .
-
- Next set of moves: 3-7 L, 5-7 U, 3-4 R, 3-7 L, 3-5 D, 1-5 D,
- 2-3D, 3-1 R, 4-3 U, 1-3 D. Now it look like:
-
- . O .
- . O .
- . . O . O . .
- O O . . . O .
- . . O . O . .
- . O .
- . . .
-
- Try it on your own, otherwise finish with: 1-4 D, 4-1 R, 4-3 D,
- 6-3 R, 6-5 U, 4-5 U, 3-3 R, 2-5 D, 4-6 L.
-
- WITCH DOCTOR DRUM (Shaman Room)
-
- To work this puzzle, take the mallet/stick from the doctor and click
- on each of the 4 drums.
-
- Hint 1:
- Clue location is in the clock tower. Something there will allow
- you to find the RAM, TA, BO, and BA letters near the witch
- doctor.
-
- Hint 2:
- Select the monitor that watches the shaman room and use the
- joystick to move the camera around until you see something useful
- (be sure to move the stick in all directions).
-
- Solution:
- If you've been to the clock tower and selected the right camera,
- then you will have seen the ramta boba taramba words scrawled on
- the bed canopy. Take the mallet, play these on the drums, then
- return the mallet and the secret door will open, leading you into
- another room.
-
- DOOR PUZZLE (Room of the Gods)
-
- Hint:
- Look in Beth's Address book for something.
-
- Solution:
- Find the picture of the "Red Door" and match it in this puzzle.
-
- MUSIC BOX PUZZLE (Myths room)
-
- Hint:
- Did you find the juke box in the clock tower and set it to
- selection B2? Did you leave it there?
-
- PICTURE PUZZLE (second floor secret passage)
-
- Hint:
- It's a picture of a sword-wielding man on one horse. Two other
- horses make up the rest of the picture.
-
- PINBALL MACHINE PUZZLE (in Puzzle Room)
-
- Solution at Balmond web site:
- Give each square a number, 1 thru 9, left to right and underneath
- put the target of each lever:
-
- Source 1 2 3 4 5 6 7 8 9
- Target 4 2 5 1 6 2 7 5 8 2 5 3 8 4 9 7 8 6
-
- Solution: Ball color Square Lever
- Blue 4 Right
- Pink 7 Right
- Purple 8 Right
- Blue 5 Left
- Pink 4 Right
- Green 1 Left
- Red 2 Right
- Plaid 3 Right
- Beige 6 Right
- Yellow 9 Right
- Blue 8 Left
- Pink 5 Left
- Plaid 2 Left
- Beige 3 Right
- Yellow 6 Right
- Blue 9 Right
- Pink 8 Left
- Plaid 5 Left
-
- I have my own solution, but it's much longer.
-
- FORTUNE TELLER - 1st Riddle
-
- To work the machine, pick up the penny and drop it in the slot. You
- will get a card with the first clues/riddle. Be sure to write down the
- very first clue, because it doesn't seem to get repeated. But in case
- you don't, here it is:
- Earth must be aligned with Love and War.
- Then from below you'll discover more.
-
- Hint 1:
- Love and War? Where have you seen them mentioned before?
-
- Hint 2:
- Have you been to the Planetarium and seen the model of the sun
- and its circling planets?
-
- Solution:
- From the Mythology of the Stars book you know that Venus is Love
- and Mars is War. These two planets are nearest the sun with Earth
- in 3rd position. Go to the Planetarium and face the solar system
- model. Notice the three arms/levers that hold the first three
- planets. First drag Mercury to the left, then drag Venus a little
- to the right so that both align with Earth. You will then find
- riddle number 2.
-
- FORTUNE TELLER - 2nd Riddle
-
- Midst the storm, the Norse God executes his thunderous
- deed. Near him a message, its content you must heed.
-
- Hint 1:
- Do you think a Norse God might be found in the Gods and Killing
- Items room?
-
- Hint 2:
- Find Thor riding his horse-drawn chariot, lifting his hammer, and
- look nearby for a hidden message.
-
- Solution:
- Next to Thor, turn the pillar and find riddle number 3.
-
- FORTUNE TELLER - 3rd Riddle
-
- In hieroglyphs of Egypt ancient, a secret is concealed.
- Contemplate page 17, the solution is revealed.
-
- Hint 1:
- The Egyptian Hieroglyphics book was missing page 17, so now we
- need to find it before finishing the game. Having found this
- clue, your wanderings in the museum will turn up something new.
-
- Hint 2:
- On your previous visits to the Mechanical Room, did you notice
- the High Voltage panel, and a breaker panel and what appeared to
- be another secret door just below it? You might find the panel
- open this time.
-
- Solution:
- The middle switch of the breaker panel needs to be flipped. Flip
- a second time and the section of wall below crumbles away. You
- will find a corpse and the missing page 17 with its completed
- message - riddle number 4.
-
- FORTUNE TELLER - 4th Riddle
-
- A Noble punishment
- It still causes dread.
- This be your choice,
- Relinquish your head.
- Hint 1:
- 'A Noble punishment' can also read 'punishment for the nobility'.
- Where might you have read about this?
-
- Hint 2:
- What display reminds you of relinquishing or losing your head?
-
- Solution:
- Find the guillotine display and touch the lever to the right of
- the blade. After it drops, you see two symbols, one being an eye.
- If you remembering seeing these two symbols elsewhere, visit that
- place again.
-
- DOOR PUZZLE (in Main Hall to Theater)
-
- Hint:
- Have you checked one of your books for the same symbols?
-
- Solution:
- Look in your Egyptian Hieroglyphics book, page 16. Be careful to
- leave blanks where the picture indicates.
-
- ALCHEMY MACHINE (Storage room)
-
- Hint:
- Start with the center position.
-
- Solution:
- Using B=blue, P=Pink, Y=Yellow, and G=Green, and starting at the
- top color and going clockwise, find the piece BYGPPGYB and put it
- in the center. Pretty straight forward from here, but for the
- rest of the pieces: Top-most piece is GBYGPYPB, next two are
- PYGBGYPB, then BGPPBYYG. Left side of center piece is GYPBYGBP,
- right side is BGYPBGYP. Next two are BGGPPYYB, then PGYBGYBP and
- the bottom one is YYPGBBGP.
-
- DOOR PUZZLE (in Puzzle Room)
-
- Thanks to Mark Sutton for the following strategy. His last known
- e-mails are Mark_Sutton@unc.edu and msouth@email.unc.edu if you want
- to drop him a line.
-
- Solution:
- The puzzle has seven pictures to go in five slots. To represent
- them, use the letters A through G. In other words, the first
- symbol on the left equals the top slot on the game. I'll be
- positioning them left to right instead of top to bottom.
-
- First keep all the initial symbols and hit the score button.
-
- AAAAA 0
-
- If you get a zero, you're in luck. That means that none of the
- first symbols exist in the final answer. Advance all of them to
- the next symbol and click the score again. If you get another
- zero, repeat. Any score you get should be a multiple of ten, such
- as:
-
- BBBBB 10
-
- This means you have one of the symbols right. So, change all the
- symbols but one and get the score.
-
- CCCCB 12
-
- This lets you know that the puzzle has one B and two C's, and one
- of the symbols is in the right position. It's not necessarily the
- B; the score above lets you know there was a B in one position.
- Since all the positions had B's in them, you can't be sure.
-
- You want to get a score that adds up to five, such as 5, 14, 23,
- 32, or 41. That means you have all the right symbols, but some or
- all are in the wrong positions. Keep repositioning what you have.
- From this point on, there is no magic formula, and you might
- frequently run out of room before solving the puzzle. It just
- takes persistance.
-
- SUMERIAN LYRE PUZZLE
-
- Hint:
- Just play follow the leader through a series of notes. The tune
- changes each time you play this puzzle, so there is no specific
- solution.
-
- PICTOGRAPH PUZZLE (Planetarium room)
-
- Hint:
- Use one of your books to find similar pictures.
-
- Solution:
- Try the "In Search of the Unexplained" book, pages 18-19.
-
- CLOCK PUZZLE (in Tower Stairs)
-
- Hint:
- Work the chains and use the video monitor station to see what
- time the clock you just set the clock.
-
- Solution:
- The first chain moves the clock foward five hours, the second
- reverses the first. The third chain moves the clock ahead 35
- minutes, the fourth reverses the third. The professor's notes
- speak predominately of two times, 5:30 and 3:15. Set the clock to
- 5:30.
-
- GALLOWS HANG (Man's Inhumanity to Man Room)
-
- Hint 1:
- The near-by plaque gives you a clue as to what numbers to enter
- on the three dials.
-
- Hint 2:
- Read the plaque again and concentrate on the middle sentence,
- then the last one. For international people, the rope is 10 feet
- long and the plaque talks about "inches".
-
- Solution:
- Convert the given length of the rope into a different unit of
- measure, namely inches, and set the three dials accordingly.
- Touch the lever to open the trap door. Now, you should find a
- talisman at the foot of the gallows.
-
- EXTRAS:
- TRAVERSING THE MAZE
-
- You probably don't need to map it. Just stay along a perimeter wall.
-
- One good route: when you have just entered the Subterranean room with
- its three other doorways, start with the door on the right (not the
- center and not the left one) and hug the right wall. There will be one
- dead end, but keep hugging right and you'll make it. Coming out, of
- course stay left. Don't forget the dead end -- just keep turning left.
-
- There are two fairly short routes:
- 1) take center doorway, down hall, turn right at tee, through the next
- corner, take next right, go right then left through two corners, take
- the next right, then the next left. Follow passage and you reach the
- Subterranean room. Reverse all this coming back out.
-
- 2) take the right doorway, down hall, turn left at tee, through the
- next corner, take the next left, go left then right through two
- corners, take the next left, then the next right. Follow passage and
- you reach the Subterranean room. Reverse all this coming back out.
-
- ROOM BEYOND PUZZLE ROOM (with trap door in floor)
-
- Hint:
- Work through the four clues that start with the fortune teller.
- After the fourth clue, return to this room.
-
- Solution:
- The stone (with its two symbols) should no longer appear recessed
- in the wall. Press on it and get ready for a wild ride!
-
- ---------------------------------------------------------------------------
-
- IXUPI HIDING PLACES
-
- This is a fairly complete list, but if you find other places, let me know
- and I'll include them.
-
- Wax:
- candles in library
- snake in Myths and Legends room
- humanoid in Shaman room
-
- Thunder and Lighting:
- light/bulb display in Planetarium
- electric chair in Man's Inhumanity to Man
- generator room
-
- Burning Water (oil):
- pit in Strange Animals room
- corner of Subterranean room
-
- Sand:
- Poseidon's temple in Mysteries of the Deep room
- sand pile in Amazing Plants room
-
- Ash:
- fireplace in office
- cremation display in Funeral Rites room
-
- Cloth:
- red cloth in janitors room
- red cloth in Funeral Rites room
- bandages in the Curse of Anubis sarcophagus (Tomb and Curses)
-
- Metal:
- Unicorn in Strange Animals room
- film reel cans in the projection room
- suit of armour in the fourth floor bedroom
-
- Crystal:
- chandelier in Main Entry hall
- Mysteries of the Deep room
-
- Water:
- Underground Lake
- stone fountain in Main Entry hall
- toilet in Janitor's room
-
- Dead tree:
- humanoid object in workshop
- spare lumber pile in Myths and Legends room
- spare lumber near Fortune Teller room
- fisherman's god idol just off Shaman room
-
- Jade, stone, and Fire:
- Professor W.'s ghost, Underground Lake
- Beth's ghost, Clock Tower
- Merrick's ghost, Fortune Teller room
-
- ---------------------------------------------------------------------------
-
- POT AND LID LOCATIONS
-
- The areas correspond to the blueprints of the museum.
-
- Main Floor:
- statue on top of one bookcase, Library
- cabinet below drawer puzzle, Workshop
- behind curtain, Theatre
- desk drawer, Office
- on shelves left of entrance, Amazing Plants
- panel next to Stone Fountain, Main Entry Hall
- middle bird, inside human skull, Bird Masks
- 2nd Floor:
- pot and head with Merrick's ghost, Fortune Teller Room
- animal sarcophogus drawer, Funeral Rites
- in coffin between obelisks, across from Sphinx
- carved chest (near wax snake), Myths and Legends
- under red cloth, Janitors closet
- inside bull (next to lyre puzzle), Gods and Killing Items
- behind curtain, Music Box with Spider
- 3rd Floor:
- spaceship, Planetarium
- at bottom of wooden structure, Gallows
- in front of 6 skull dial, Puzzle Room
- inside alchemy machine, Storage Room
- 4th Floor:
- pot and head with Beth's ghost, Clock Tower
- another is inside the clock mechanism
- Basement:
- pot and head with professor W's ghost, Underground Lake
- in corner past oil pool, Suberranean World
- raised object, Mysteries of the Deep
-
- Other possible places:
- in the giant eagle nest in the Strange Beasts Room
- lower cupboard in library
-
-
- ---------------------------------------------------------------------------
-
- FLASHBACK ITEMS AND THEIR LOCATION
-
- 1. Intro Movie - game's beginning
- 2. Beth's Ghost - Clock Tower
- 3. Merrick's Ghost - Fortune Teller Room
- 4. Windlenot's Ghost - Underground Lake
- 5. Ancient Astrology - Myths and Legends room
- 6. Scrapbook - museum Office
- 7. Museum Brochure - Main Entry Hall
- 8. In Search of the Unexplained - Library
- 9. Egyptian Hieroglyphics - Underground Lake
- 10. S. American Pict. - Library
- 11. Mythology of the Stars - Library
- 12. Black Book - Library
- 13. Theatre Movie - Theatre
- 14. Museum Blueprints - Mysteries of the Deep room
- 15. Beth's Address Book - passage accessed through library
- 16. Merrick's Notes - Funeral Rites room
- 17. Prof Windlenot's Diary - 4th floor bedroom
- 18. Finale - game's end
-
- ---------------------------------------------------------------------------
-
- TRIVIA TIME
-
- Questions:
- 1) The missing page 17 in the Egyptian Hieroglyphics book reveals another
- page with two pictures. Have you found the lower right picture elsewhere in
- the museum?
-
- 2) Near the bird masks on the main floor you found an axe embedded in the
- totem pole. Where does the axe normally hang?
-
- 3) In the puzzle room there were two pictures, a rocking chair on the left
- and on the right a skull. In between was the pinball puzzle. Do you
- remember seeing the skull picture anywhere else in the museum?
-
- 4) Did you see the moving plant in the Amazing Plants room?
-
- 5) Did you see the snakes on the arches at both sides of the Theater stage
- do something?
-
- 6) Did you see anything scary on your return from the Subterranean World to
- the Main Hall through the secret passage?
-
- Answers:
-
- 1) Theatre, right-hand wall.
-
- 2) Workshop with the other tools.
-
- 3) The fourth floor bedroom and study had a smaller version of the skull
- picture.
-
- 4) There are two plants in vases. The one on the left will move if you are
- off to its right, looking back, and waiting about 20 seconds.
-
- 5) The snakes have a short animation. One of them looks at you and smiles,
- the other's eye sparkles. Go to the top of the stage steps and when you are
- underneath the arches, look up.
-
- 6) Sometimes you will see a pair of menacing eyes and hear a animal roar.
- ---------------------------------------------------------------------------
-
-