Shivers Walkthrough
HOMEBy Al Giovetti
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Shivers Walkthrough
by Sharon Fernandez
Contents: |
The USA version of the game apparently includes a thicker book than the international version, and it contains a "Walkthrough" chapter. Never fear! I'll pass along the few answers it contains.
Watch the opening movie of your friends locking you inside the museum grounds. This is your first flashback item. Now would be an excellent time to set the "text on" option.
OUTSIDE THE MUSEUM
Turn left and see the dragon gargolye. The chain's handle will
open it and inside you find a letter. Read it. As the letter falls to the
ground, observe the number inside the dragon's mouth.
Turn around and walk up the museum stairs until you will reach a locked door. The squawk box on the right side will play a recording that the museum is not open. Make note of the markings at the top of the door and its color. As you head back down, find another set of markings and a different color to the right of the purple vase.
You must then find another way in, so follow the path toward the gazebo. Find a third set of markings behind the tall object. Go just beyond the arch then look back to see the fourth set of markings on the triangular stone. Turn back toward the arch. Find the markings on the bench. By the time you reach the gazebo you should have 5 markings and colors. Walk to the very end of the path to see the submerged steps.
Enter the gazebo and open the metal box and solve its puzzle. Exit the gazebo and cross on the raised steps. As you approach the Stonehenge replica, find the last marking on the perimeter wall. Look down. Now use the markings and colors you've seen to solve this puzzle. Descend the spiral staircase. Open the door and find the light switch along the left side. Continue traveling downward (either passageway gets you to the underground lake). Open the stone door.
UNDERGROUND LAKE
Find the corpse on your left. Take the book and read it. This now
appears as flashback item 9.
Get on the boat. Go to the rear (turn left), look down, move the anchor pin down. Move to front of boat, look down, and move its anchor pin up. Now you can turn the crank several times to reach the other side.
During the crossing, the water spirit will appear and take some life essence. You cannot avoid this. When you've reached the other shore, notice a pot straight ahead. Get off the boat and head right to find that pot. When you examine it Professor Windlenot's ghost will appear and warn you. This becomes flashback item 4. Examine the markings on the pot for later identification.
Walk down the tunnel and find the elevator. Match the design on the doors with the nearby box (diagonal pattern). Enter the elevator and travel up to the museum office.
MUSEUM OFFICE
Explore the office thoroughly, but avoid the fireplace. Items you
should find: the map on the wall, a newspaper in the coat pocket, a letter
on the floor, the elevator behind the tapestry, a door into a workshop,
a message on the tape recorder on the desk, and a letter in the desk. The
scrapbook on the desk will become flashback item 6. Be sure you find the
bull talisman is in the lower right-hand drawer.
LIBRARY
The library is the next room to explore. Take the door to the left
of the fireplace. Walk a little forward and turn left. The door you see
is to the library. Enter and concentrate your search to the right of the
candelabra, but beware the wax Ixupi might be there. You should find a
total of 4 books in this bookcase, flashback items 8, 10, 11, and 12. If
you are having trouble, start with the only book that is leaning -- this
is "the Black Book". Now the next one is two to the right and
orangish in color. Then the whitish one another four books from the last
one. The last one is one shelf lower and is purple in color. Further exploration
should quickly reveal another passage, but leave that for later. Find the
ladder in front of another bookcase and check it out later. Leave the library
through its front door, stay to the right of the display case in the center
of the room, and enter the double doors between the two pillars. If you
reached the stairs, you've gone to far.
STRANGE BEASTS
Enter the Strange Beasts room, head toward the far left corner
and find another double door (green with a serpentine pattern). Enter the
Amazing Plants room and turn left, forward, then left again. You will find
the 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. Now you can capture your
first Ixupi (if it's still in the fireplace ashes).
Probably the most useful item to locate are some blueprints. They are in the Mysteries of the Deep room. If you are in the office, head back to the Strange Beasts room, otherwise leave the Amazing Plants room, head left around the eagle nest.
MYSTERIES OF THE DEEP
Find another set of double doors in the Strange Beasts room. Go
through the doors, take note of the map on the floor, and examine the Poseidon/Neptune
display. Here is the Globe puzzle. Solve it and you will have an inventory
item and a very useful set of museum blueprints as flashback item 14. Go
a little further and find the Sirens/Organ puzzle at the far end, right
corner. Solve this one and a door opens at the Colossus of Rhodes exhibit,
just to the right of the organ.
Enter the new passage and find the Movable Wall puzzle. No clue for this one yet, so we'll return later. As you come back out of the passage, notice the splotch of yellow straight ahead. We'll check it out in a minute. Watch for the sand/earth Ixupi who sometimes occupies the building display on your left. If you go back toward the globe, then just a bit beyond, turn right, forward, right again, and go along the wall. At the far end are some yellow crystals which the Ixupi might be occupying.
MAIN ENTRY HALL
Leave the Mysteries of the Deep Room, go back to the Main Entry
Hall and explore some more. You should find the staircase going to the
second floor, a stone water fountain with a hidden spigot (careful - Ixupi
maybe), the doors behind the desk which match the locked doors on the outside
of the museum, two panels (one to the right of the desk and one to the
left of the fountain) and a door that will lead into the Theatre. Look
in the desk drawer for the museum brochure, flashback item 7. You'll need
this to find and set the skeleton dials throughout the museum. Also find
an inventory item in one of the bird masks between the library and the
office.
THEATRE
To get into the Theatre, solve the Door Puzzle. Go around the right
side of the theatre and climb the stage. You will find a note on the podium
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. Watch out for the
metal Ixupi that sometimes hides in the suit of armour.
LIBRARY AND SECRET PASSAGE
Come back down the elevator to the office and go to the library.
Find the ladder and go up, turn right and see a statue. Turn back to the
left and find the book which will rotate the statue and reveal an inventory
item. Click on the thickest book you see to get the statue to turn and
reveal its hidden contents. Down the ladder, left, forward twice, right
turn and into the secret passage.
Turn left and find some lipstick on the floor, left, left again, and see another elevator. Open the elevator at least once in the game because it contains a clue to a puzzle. This elevator travels between the three main floors. Go back into the secret passage and find some more items on the floor. If you turn right at the junction, you'll dead end. Remember the secret doorway near the projection room? This is the other side and is a one-way door.
MECHANICAL ROOM AND GENERATOR ROOM
Turn left and around a few corners (finding a purse with flashback
item 15) and down until you reach the Mechanical Room and Generator. Probably
nothing here until later in the game, but explore anyway. Find the "Danger
High Voltage" box. There is a breaker panel to the left, and just
below it a section of the wall that looks different. Back up to the main
floor, go in the theatre, left side, and hallway.
CLOCK TOWER
Solve the door puzzle in the theatre side hall and climb up the
tower stairs. You should find Beth's ghost here and another pot and head.
Examine its markings so you can identify the Ixupi. Play the juke box pieces
and leave it set on the Anansi Spider Song. This will save you some wandering.
Work the video monitor, being careful to note what you see with the Witch
Doctor camera. These two clues help solve puzzles elsewhere. Observe the
faces on the clock and the time on the video monitor camera. Solve the
Clock Puzzle and find an inventory item at the top of the tower. Back down,
through the theatre, and into the Main Entry Hall.
TOMBS AND CURSES
Now, lets explore the second floor. If you use the stairs from
the Main Entry Hall, notice the chandelier at the top. Careful, another
place for the crystal Ixupi. Through the double doors and enter the Tombs
and Curses room. Turn right and enter the room where the Ixupi vessels
were once kept. Leave this room, turn right and set the skull dial (green).
Do an about-face and notice the secret panel in the wall. We are going
to explore some other parts of the second floor and return to this room
later. Turn the leaves just above the door and go through.
FORTUNE TELLER ROOM
You are in the corrider. Dead end to the right, so turn left, go
around the corner, continue down hallway and take the first left. Around
another corner and take the next left. The wood Ixupi is sometimes near
the discarded lumber. Find the Picture puzzle in the far corner. Solving
it gains you access into the Fortune Teller's room. Here you find Merrick's
ghost, flashback item 3. Get your fortune with the coin, and carefully
note the *first* thing it says. This is your first of four riddles. Leave
the room and head back out into the hallway. At the junction, turn left,
go around a corner, head up some stairs, and take the next right, and more
stairs.
STORAGE ROOM
You have now arrived on the 3rd floor without the help of an elevator.
Go down this new passage until you find some more lumber and an A-frame
on the wall. Another secret doorway. Enter the Storage room. Turn left,
open one crate, and arrive at a door that leads into the Planetarium.
PLANETARIUM
The thunder and lightning Ixupi is sometimes in one of the displays,
so watch out. Find the solar system model and solve your first riddle.
Read the second riddle. Work your way around to the right and find the
Pictograph Tiles puzzle. Solve this and find another inventory item. If
you continue around to the left, you'll see another door. This goes into
the tower and descends to the second level. We'll get there by another
means. Leave the Planetarium through the same door we came in, open two
more crates in the Storage room, and at the far end, find one last crate
with the Alchemy Machine puzzle. Solve it and find an inventory item. About
face and through the new door.
MANS INHUMANITY TO MAN
Go through the spiked doorway and find a skeleton in a raised cage.
For fun, click the pitcher, the glass, then the skeleton's hand. You should
hear "I feel your pain". Explore the other torture items in the
area, and eventually end up at the gallows. Solve this puzzle and find
an inventory item. Down the gallow steps and head straight, passing the
electric chair (lightning Ixupi is sometimes there so don't throw the switch)
and entering another room. At its end is the Door puzzle. Solve it and
you gain access into another room. Find another puzzle between the two
pictures. Solve this Pinball Machine puzzle and you gain access into a
passage with a 6-skull dial and an inventory item. This door will open
when you have turned all the other skull dials in the museum to their proper
color.
SECRET PASSAGE 2ND FLOOR
Backtrack to the storage room and out the secret entrance. If you
turn right, you'll go down the hall a few turns and find an elevator. Take
it to the second floor, turn right down the hall. 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-face
and see the sarcophagus and obelisks, and solve this puzzle. Another inventory
item. Continue working your way left past the sphinx to another burial
tomb (Curse of Anubis), but beware of an Ixupi. Return to the main area
of this room, go up the steps between the tomb markers and solve the door
puzzle to gain access into the next room.
FUNERAL RITES ROOM
The Funeral Rites room has a skull dial. At the bottom of the stairs,
turn left, forward, left again, and set the dial (blue). Turn right and
enter a burial chamber, being careful to avoid the cloth Ixupi. Leave and
turn left to head toward the far end of the room. On the left, see the
lion, and find Merrick's notebook - flashback item 16. Continue toward
the far door. On the right find the animal sarcophagus and its hidden Chinese
Checker puzzle. Solve this and find an inventory item. Beware the cremation
display might house an Ixupi. Enter the door at this end of the room.
SHAMAN ROOM
In the Shaman room you need to beware of the wax Ixupi in one corner.
Find the witch doctor in another corner, and tracks on the floor that disappear
at a secret panel. Follow the tracks back to their origin and look up.
Here is the camera you used in the clock tower. Solve this puzzle to gain
access into the next room.
GOD AND KILLING ITEMS ROOM
You are in the Gods and Killing Items room, and your second riddle
will be answered, and your third will be found. Look for a horse-drawn
chariot and Thor. Spin the nearby stone piece and read its message. Go
to the next room and set the skull dial (red). Find and solve the Sumerian
Lyre puzzle at the room's far end, and find another inventory item. Don't
forget to set the skull dial (red). Back to the double doors and solve
this door puzzle (panel on left) to gain access into the next room.
MYTHS AND LEGENDS ROOM
Find two things when you first enter the Myths and Legends room:
the music box puzzle on your right and a duffel bag on the left. Solve
the puzzle and find an inventory item. Search the bag and the book will
become flashback item 5. Walk toward the other end of the room, avoid the
wax snake (Ixupi!) and check out the Maoris carved chest to find another
inventory item. Leave this area and continue on through the next couple
rooms carefully. More spare lumber means Ixupi, maybe. Find another skull
dial near the were wolf and set it (red). Wander until you find stairs
to your right. These lead to the planetarium. First, though, turn left
twice and round the corner to find a door. Enter the janitor's room and
you'll usually find the cloth Ixupi guarding another inventory item. Double
danger - the toilet can sometimes hide the water Ixupi.
CAPTURE 9 OF 10 IXUPI
I believe at this point, you need to capture as many Ixupi as possible.
Don't worry if you come down to just one left to nab. The game seems to
be designed this way. If you make it to the subterranean room, you'll find
a shortcut back to the main floor. Try it.
GENERATOR ROOM
With just one Ixupi waiting to be captured (it's the Thunder and
Lightning Ixupi), you may now begin the search for the missing page 17.
Work you way down to the generator room and find the breaker panel. If
it is not open, then you haven't done enough of the game. If it is, flip
the switch, twice, and page 17 will appear. This contains your 4th riddle.
Be sure to read the part that was still in the book and complete the riddle.
You should now recall some part of the museum which would answer this riddle.
MANS INHUMANITY TO MAN
Head upstairs to the third floor and its room with the guillotine.
Take a quick side-trip through the puzzle room, past the 6 skull dial and
into one last room. Notice the trap door in the floor and the inset stone
on the wall with its two symbols. Back to the guillotine. Work the display
and notice the same two symbols on the blade that has dropped. Back to
the room with these same symbols on the wall. This time the stone has moved
forward. Touch it and enjoy the wild ride. At the end of the run, you find
your last inventory item.
GENERATOR ROOM
Now for the last Ixupi. Find him in the generator room and capture
him. Watch the closing movie as flashback item 18 and go home with your
friends.
It was difficult deciding what order to put these in, so I settled on the order they appear in your book.
GAZEBO METAL BOX
GEAR PUZZLE (Gazebo - Museum grounds)
A 1 2 3 4 5 6 B
STONEHENGE PUZZLE
GLOBE PUZZLE (Mysteries of the Deep Room)
PROJECTION ROOM
DRAWER PUZZLE (Workshop)
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.
----------------------------------------- | | | | | | | 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.
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)
DOOR PUZZLE (Hallway outside Theater)
DOOR PUZZLE (Tomb and Curses room)
SARCOPHAGUS/OBELISKS PUZZLE
CHINESE CHECKER PUZZLE (Base of Animal Sarcophagus in Funeral Rites
Room)
. 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.
Begin: 6-4 U, 5-2 R, 4-4 D, 7-3 U, 5-6 L, 5-4 L, 5-1 R, 7-5 L, 4-3 D, 7-3 U, 3-5 D, 6-5 U. You should now have something that looks like:
O O O O O O O O O O . O O O O . . O O O . . O . . . O . O . . . .
Next set of moves: 3-7 L, 5-7 U, 3-4 R, 3-7 L, 3-5 D, 1-5 D, 2-3D, 3-1 R, 4-3 U, 1-3 D. Now it look like:
. O . . O . . . O . O . . O O . . . O . . . O . O . . . O . . . .
Try it on your own, otherwise finish with: 1-4 D, 4-1 R, 4-3 D, 6-3 R, 6-5 U, 4-5 U, 3-3 R, 2-5 D, 4-6 L.
WITCH DOCTOR DRUM (Shaman Room)
DOOR PUZZLE (Room of the Gods)
MUSIC BOX PUZZLE (Myths room)
PICTURE PUZZLE (second floor secret passage)
PINBALL MACHINE PUZZLE (in Puzzle Room)
First set of 10 moves... 2-3-6-9-8-7-4-1-2-5
next set of 10 moves.... 4-1-2-3-6-9-8-5-4-7
another set of moves.... 8-5-6-9-8-5-4-7-8-5
one last set of moves.... 6-9-8-5-6-9-8-5
FORTUNE TELLER - 1st Riddle
FORTUNE TELLER - 2nd Riddle
FORTUNE TELLER - 3rd Riddle
FORTUNE TELLER - 4th Riddle
DOOR PUZZLE (in Main Hall to Theater)
ALCHEMY MACHINE (Storage room)
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.
SUMERIAN LYRE PUZZLE
PICTOGRAPH PUZZLE (Planetarium room)
CLOCK PUZZLE (in Tower Stairs)
GALLOWS HANG (Man's Inhumanity to Man Room)
EXTRAS:
TRAVERSING THE MAZE
One good route: when you have just entered the Subterranean room with its three other doorways, start with the door on the right (not the center and not the left one) and hug the right wall. There will be one dead end, but keep hugging right and you'll make it. Coming out, of course stay left. Don't forget the dead end -- just keep turning left.
There are two fairly short routes:
1) take center doorway, down hall, turn right at tee, through the next
corner, take next right, go right then left through two corners, take the
next right, then the next left. Follow passage and you reach the Subterranean
room. Reverse all this coming back out.
2) take the right doorway, down hall, turn left at tee, through the next corner, take the next left, go left then right through two corners, take the next left, then the next right. Follow passage and you reach the Subterranean room. Reverse all this coming back out.
ROOM BEYOND PUZZLE ROOM (with trap door in floor)
This is a fairly complete list, but if you find other places, let me know and I'll include them.
The areas correspond to the blueprints of the museum.
Questions:
1) The missing page 17 in the Egyptian Hieroglyphics book reveals another
page with two pictures. Have you found the lower right picture elsewhere
in the museum?
2) Near the bird masks on the main floor you found an axe embedded in the totem pole. Where does the axe normally hang?
3) In the puzzle room there were two pictures, a rocking chair on the left and on the right a skull. In between was the pinball puzzle. Do you remember seeing the skull picture anywhere else in the museum?
4) Did you see the moving plant in the Amazing Plants room?
Answers:
1) Theatre, right-hand wall.
2) Workshop with the other tools.
3) The fourth floor bedroom and study had a smaller version of the skull picture.
4) There are two plants in vases. The one on the left will move if you are off to its right, looking back, and waiting about 20 seconds.
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