Shivers

Shivers

10.10.2013 22:58:11
~B
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.

 
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FAQ/Lösung

10.Oktober 2013
Lösung

17.Oktober 2013
Engl. Lösung

11.Oktober 2013
 
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