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-
- SHIVERS Walkthrough
-
- Written by Sharon Fernandez (s_fernandez@spu.edu)
- Last modified on 12/20/95
-
- Many thanks to those that helped me finish the game:
-
- Doug (phod@rio.atlantic.net)
- Jeremy (jkempken@indiana.edu)
- Ken (raven@mindspring.com)
-
-
- This cannot be an exact walkthrough because the pots and lids are not
- always in the same place for each new game. Even the 10 pairs of pots and
- lids that you must match might be randomly chosen from the 13 pairs. So,
- the best I can do is 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
- 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
-
- The book warns that 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 will 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. They 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.
-
- 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
-
- 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. Start reading the walkthrough in your
- book, page 34.
-
- 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 and its color 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. The answers
- are on page 35 at the bottom. If you don't have the book then you won't
- get very far in this game because I'm not repeating those answers!
-
- 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.
- The answers are on page 36. 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 bull
- talisman is in the lower right 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
- talisman to match the pot you found in the office. If you have the pot,
- then the talisman will magically join to it, otherwise take the talisman
- and go back to the office and join the two items. You have now reached
- page 44 and 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 the blueprints mentioned on
- page 61. 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
- and an inventory item just behind the curtain. 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.
-
- 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.
-
- 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 open 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, roward 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 is 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. Take the next left and
- find only dead ends, retrace back to the junction and turn right, round a
- few corners, ignore the two right turns, and go *almost* to the end. If
- you are at the end, back up just a little and find the passage into the
- Tombs and Curses room.
-
- 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-
- ace 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 far end of 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 the 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 toware other end, 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.
-
- 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 one Ixupi to go (and it's probably the Thunder and Lightning Ixupi),
- you may now begin the search for the missing page 17. Work you way down
- the 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 is 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. A few are missing, but that is on purpose
- because they were covered in another section (eg 'Doing the Walkthrough in
- the Book').
-
-
- 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:
- The clue is in the same room as the puzzle.
-
- Hint:
- 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.
-
-
- DOOR PUZZLE (Hallway outside Theater)
-
- Hint:
- 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
- three 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 in 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. Use the
- Pharaoah's picture on the left obelisk, and the queen's on the
- right one.
-
-
- CHINESE CHECKER PUZZLE (Base of Animal Sarcophagus in Funeral Rites Room)
-
- 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,
- 2-3 D, 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 5 drums.
-
- Hint 1:
- Clue location is in the clock tower. Something there will allow
- you to find the RAM, TA, BO, BA, and TA 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. Play these on the drums 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:
- Give each square a number, 1 thru 9, left to right. I will not
- tell you which lever to activate, but simply aim the ball at
- the empty slot.
-
- First set of 10 moves: 2-3-6-9-8-7-4-1-2-5
- next set: 4-1-2-3-6-9-8-5-4-7
- next: 8-5-6-9-8-5-4-7-8-5
- last: 6-9-8-5-6-9-8-5
-
-
- 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 of four clues. 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 Mercury 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.
-
-
- RIDDLE 2
-
- 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.
-
-
- RIDDLE 3
-
- 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.
-
-
- RIDDLE 4
-
- 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.
- 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)
-
- I'm sorry I don't have a hint, or even a specific strategy, but
- if you want to send me one, I will consider it. Thanks!
-
-
- 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 has been set to.
-
- 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 tells you what number to enter on the three
- dials.
-
- Hint 2:
- Read the plaque again and concentrate on the middle sentence,
- then the last one.
-
- 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. Page 73 of the book that comes
- with the game suggests staying along a perimeter wall. To get from
- the room with three doorways to the Subterranean room, 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 not a complete list, but if you find other places, let me know and
- I'll include them.
-
- Wax - candles in library, snake in Myths and Legens room, humanoid in
- Shaman room.
-
- Thunder and Lighting - light 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.
-
- Metal - horse in Strange Animals room. I'm sure there is a second
- place, but I don't know where - maybe the robot in the
- Subterranean room?
-
- Crystal - chandelier in Main Entry hall, Mysteries of the Deep room.
-
- Water - Underground Lake, stone fountain in Main Entry hall.
-
- Dead tree - humanoid object in workshop, spare lumber pile in Myths
- and Legends room, spare lumber near Fortune Teller room.
-
- Jade, stone, and Fire - used by the three ghosts.
-
- --------------------------------------------------------------------------
-
- POT AND LID LOCATIONS
-
- Underground Lake pot and head with professor W's ghost
- Fortune Teller Room pot and head with Merrick's ghost
- Clock Tower pot and head with Beth's ghost
- inside the clock mechanism
- Mysteries of the Deep raised object
- Suberranean World in corner past oil pool
- Library statue on top of one bookcase
- Workshop cabinet below drawer puzzle
- Office desk drawer
- Theatre behind curtain
- Amazing Plants on shelves left of entrance
- across from Sphinx in coffin between obelisks
- Funeral Rites animal sarcophogus drawer
- Planetarium spaceship
- Myths and Legends carved chest held an item
- (near wax snake)
- Janitors closet under red cloth
- Gallows at bottom of wooden structure
- Puzzle Room in front of 6 skull dial
- Storage Room inside alchemy machine
- Gods and Killing Items inside bull (next to lyre puzzle)
- Music Box with Spider behind curtain
- Main Entry Hall panel next to Stone Fountain
- Bird Masks middle bird, inside human skull
-
-
- -----------------------------------------------------------------------
-
- 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
-
- 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?
-
- Near the bird masks on the main floor you found an axe embedded in the
- totem pole. Where does the axe normally hang?
-
- 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?
-
- Did you see the moving plant in the Amazing Plants room?
-
- Answers:
-
- Theatre, right-hand wall.
-
- Workshop with the other tools.
-
- The fourth floor bedroom and study had a smaller version of the skull
- picture.
-
- 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.
-
-