Name: SHIVERS 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