Game Guide - Guide for Shivers
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_____ _ _ _ _ _ _____ _____ _____ / ___/ | | | | | | | | / / | ____| | _ \ / ___/ | |___ | |_| | | | | | / / | |__ | |_| | | |___ \___ \ | _ | | | | | / / | __| | _ / \___ \ ___| | | | | | | | | |/ / | |___ | | \ \ ___| | /_____/ |_| |_| |_| |___/ |_____| |_| \_\ /_____/ Version History --------------- 2.0 - The maps of the museum were added, as well as more puzzle links (to the Alchemy Machine Puzzle, Ixupi pot-and-lid solution, and Horse Puzzle). The Fortune Teller's fortunes (aside from the first one) were also added. Section 11, the option menus was added. It explains what each option in the two menus do. Finally, I put in a few more FAQ questions. This should be the last update for a while. Hopefully I will update it again one day and improve the overall quality of the guide. E-Mail me at JTROST@ROUTE24.NET if you have any questions/comments about this guide. 1.5 - Added Motcambo, Ixchel, Yekten, Xibalba, The Snake God, Ixupi, Siegfeld Schwartz, and Professor Rasmussen to the people section. I also added the story, which tells the story of where the Ixupi came from, who unleashed them and why, and how to capture them. I also explained who Beth, Merrick, and Windlenot were, and how the Ixupi captured them. Also added are two puzzle links to GIF images I made in case you're still stuck, as well as the projection room puzzle. I will have more GIF puzzle images up shortly. A few new FAQ questions about the story were also added. Version 2.0 is coming soon! 1.0 - Finished initial guide and all six sections. More in-depth information is in the works, most notably a plot analysis and ASCII maps. TABLE OF CONTENTS ----------------- I. The People II. The Story III. What to Bring with You/What to do beforehand IV. Walkthrough A. Entering the Mansion B. Exploring the Mansion C. Capturing Ixupi D. The Final Puzzle V. Puzzle Solutions VI. Pot and Ixupi Locations VII. Flashback Items VIII. FAQS IX. MUSEUM MAPS X. FORTUNE TELLER'S FORTUNES XI. THE OPTION MENUS ============= I. The People ============= You --- You're you. You must use your wit and sanity to survive a horrifying night in a museum. Good luck. Your Friends ------------ Your four friends were kind enough to lock you in this dreaded place. They do nothing but get you in and get you out; or at least let's hope they get you out before an Ixupi entraps you inside a pot... Professor Windlenot ------------------- He's the guy who built the museum. It was suppose to open in 1980, but Windlenot's unexpected and mysterious death caused it to never open. His diaries and journals will be most helpful during the night. Learn everything you can about this guy. Merrick ------- This is the guy who snuck into the museum one night with Beth. He lived with his dad and worked at the Mt. Pleasant library. Find his diary in the Funeral Rites room. It will help you understand who Merrick and Beth were and why they came to the museum. Beth ---- This is the gal that Merrick decided to drag along that one night. You will find out a lot about her in the basement, and ultimately discover her body there too. She came close to solving all of the museum's puzzles, but an Ixupi stole all of her life essence before she got the chance. Geoffrey -------- Geoffrey is only mentioned in the game, but never seen. He is Windlenot's son. Windlenot writes extensively to Geoffrey in his journal, which you'll find in Windlenot's room. Read it carefully. Geoffrey is more of a side character, and doesn't play a significant part in the story. Motcambo -------- He was the king of Zapana, and to reward his people for letting him be king, he put a halt to all sacrafices for one year. The gods were angry that Motcambo did this, so they sent Ixupi to haunt to Zapanans, and to steal the citizen's life essence. Motacambo then offered himself as a sacrafice to the gods (although he really didn't, it was just a publicity stunt). Ixchel ------ This is the Moon Goddess who took pity on Motcambo and his people, and gave them pots and lids to capture the Ixupi. Yakten ------ He was Motcambo's scribe, and recorded the story of the Ixupi, which can be found in the "Black Book". Xibalba ------- Gaurdian of the portal of the underworld. He was ordered by the gods to unleash the Ixupi. Snake God --------- His children are the Ixupi, and were unleashed by Xibalba. Ixupi ----- These demons, children of the Snake God, are the reason you're doing all of this. Siegfeld Schwartz ----------------- He translated the story of the Ixupi into English using Yakten's writing. Professor Rasmussen ------------------- He wrote the story of the Ixupi in the "Black Book", and also made some foot notes and end notes to help us better understand the story. ============= II. The Story ============= 32 years, 4 months, and 13 days after Motcambo's birth, he crowned himself king of Zapana. As a celebration, he ordered that no bloodletting (sacrafices) be preformed for an entire year. This angered Motcambo's gods, and as punishment they ordered the underworld's portal kepper, Xibalba, to unleash the Snake God's children (better known to us as Ixupi) on the Zapanans. Each night Ixupi would sneak into the citizen's homes and slowly steal their life essence until their ka was gone (Ka is the Egyptian term for spirit; apparently your life essence makes up your ka). Motcambo was frantic, and gathered up all of his priests, ordering them to make many sacrafices to the gods. This did not help. For many nights the Ixupi continued to steal the ka of anyone they could find. Finally, Motcambo offered himself as a sacrafice. This gained the pity of the Moon goddess, Ixchel. She gave the people of Zapana pots and lids to capture the Ixupi in. Each vessel had its own element representing the type of each Ixupi. Fifteen days after the sixth moon ended, Motcambo and his priests captured each one of the thirteen Ixupi inside its own vessel. Each pot was sealed away and buried deep beneath the earth where they could never be opened again. If the Ixupi were ever freed, they could not stray from their vessels unless another life force took their place; that life force being a human. Thousands of years past, and Professor Windlenot found the Ixupi. He took each one of the vessels to his museum and put them on display. On a plaque outside of the Ixupi tomb, Windlenot says not to open up the vessels, ever! Beth and Merrick couldn't listen, though. One night, this curious duo snuck into the museum to see what it was like. Beth, ignoring the professors warning, freed all thirteen Ixupi. Two of the Ixupi stole all of Beth and Merrick's life essence, trapping them inside two vessels. Windlenot returns to his museum to discover something is wrong. He notices everything is a mess. Furniture is turned over, and the book "Egyptian Heiroglyphs Explained" is missing. A short time later, Windlenot's life essence is stolen as well. That was 1980. Since then the museum has never opened and just stands there, taking up space. The year is 1985 now and your four best friends decide to lock you inside the museum for a night. Yes, these are people you can truly count on. Your mission for the night is to enter the museum, discover what happened, and fix it. Good luck, you'll need it! ================================================== III. What to Bring with You / What to do Beforehand ================================================== Shivers isn't another Doom where you can sit down and play it with no brains whatsoever. Playing this game fully takes a lot of preperation and proactive thinking, both before and during the game. Firstly, and most importantly, HAVE NOTES WITH YOU! Write down everything you see. Sometimes the most inisgnificant detail can be the missing piece to a puzzle. In the walkthrough, I sometimes tell you what to write down, and sometimes leave it up to you to decide what you want to write down. You want to keep your notes organized. You'll be searching through them often, so having notes that you can easily find will always help. Secondly, you want to bring your wit and intelligence with you. Many of the game's puzzles require logical thinking. The Phoenician Puzzle in the Puzzle Room is a prime example of how you should use both your notes and wits simultaneously. Thirdly, always write down where the pots and lids are. This is very important. If you on't know the name of a pot, look it up in the "South American Pictographs" book. The lids do not have names, so just write down what they look like or draw them. You can always have a closer look at your current inventory item by clicking on the eye in the status bar. If you do these three things, your adventure will be a heck of a lot more fun and easier. On a side note, let's discuss the Ixupi for a minute. You may only carry one inventory item at a time. Yet you need to combine two inventory items that are exclusive to each other. This is very difficult to do because the inventory items are randomized at the beginning of each game. I suggest you take the first item you find, and keep it until you find the matching item. Then go capture that Ixupi (see section III part C for more details). If you don't have access to that Ixupi, then put the combined item somewhere (don't forget where :p), and get it later. Also please note that I don't want you to use the guide to beat the game beginning to end. But rather if you're stuck somewhere, I want this guide to help you with the puzzle/place you're stuck in. Shivers isn't a very event-dependent game, meaning that you can unlock and uncover rooms and puzzles in almost any order you wish. The exception to this is towards the end of the game where a number of events must occur before something else will happen. I hope you have fun playing Shivers! ================= |IV. Walkthrough| ============================================= |Part A: Entering the Mansion| ============================== Your friend have locked you inside a 15 year old museum for the night. How nice of them. Well you can either stand around and wait by the gate, or start exploring. I say we explore. Click on the mailbox by the gate, and pull the chain. Read the letter from Windlenot's servant, then back away from it. Now look at the number in the mailbox, "029". Well how about we go inside now? Turn around and head up the stairs to the museum door. On the way you'll see a pot. Click on it, and write down the shape you see beside the pot, and it's color. Head all of the way up to the door, and look at the top part of the door. Write down the shape, and it's color. Now how about we ring the doorbell. Well it looks like we aren't going to get in this way, so head back down the stairs and take the other trail. When you come to the first stone monument, look behind it. Write down another shape, and another color. Continue down the trial, and look at the bench. Write down the shape and color. Now ealk back the other way, and you'll see a white rectangle. Write that down as well. Now turn back around and enter the Gazebo. POINT TOTAL THUS FAR: Around 3400 --------------------------------- Zoom up on the metal box. Remember the number in the mailbox? 029; enter that into the box, and open it up. Welcome to your first puzzle. The point of this puzzle is to get the white gears on the top, and the black gears on the bottom. Here's how you do it. I have numbered the slots the gears can go in below. 1 2 3 4 5 6 7 8 2, 3, and 4 initially have black gears. 5, 6, and 7 initially have white gears. Here's the solution. Move gear from 2 to 1 Move gear from 6 to 2 Move gear from 4 to 6 Move gear from 7 to 4 Move gear from 3 to 7 Move gear from 5 to 3 Move gear from 1 to 5 Click the red handle, and walk across the previously submerged bridge. You're immeditely introduced to your next puzzle. Look down at it, then look back up to see a fifth shape and its color. Now look back down at the puzzle. Take all of those shapes that you wrote down, and match them up with their corresponding colors. POINT TOTAL THUS FAR: Around 24,000 ----------------------------------- Walk down the spiral stairs and open the door. Don't forget to turn on the light before you venture any further. Now walk Forward, foward, left, foward, forward, forward, right, forward, forward, right, forward, forward, forward, left, forward, forward, forward, forward, forward, left, forward, forward, forward, right, forward, forward, left, foward. Now exhale. That was long. Now open the door and look at the decaying body. Read the book it is carrying "Egyptian Heiroglyphs Explained". This is the body of Professor Windlenot. Enter the boat, and turn to your left and down. Pull the ankh inward. Now look up and go to the other ankh. Push it. The way this boat works is that each time you turn the lever on the wheel, it moves in that direction. So keep on moving the one you're facinf right now until you reach the next stretch of land. After you turn it three times, an Ixupi will attack you. There is nothing you can do to avoid this. Turn the lever one more time and get onto land. You'll see a pot here. Break it to see Windlenot's ghost. Walk back behind the pot and follow the long, winding path. You'll eventually come upon and elevator. Click the box to the right of it. This is the first of many aligning puzzles you must solve each time you want to enter an elevator. You want to get the lion heads to line up from top right to bottom left. The initial placement of the heads are completely random, so you need to figure it out on your own. These are very simple puzzles, though. Enter the elevator, and head up to the mansion. You've finally made it in! POINT TOTAL THUS FAR: Around 47,000 ----------------------------------- ================= |IV. Walkthrough| ============================================== |Part B: Exploring the Mansion| =============================== You'll walk into Windlenot's office. There are a number of things you need to see here. They are listed below. 1. Windlenot's coat. Read the newspaper. 2. Map by Windlenot's desk. Write down the cordinates of the place circled. 3. Read the newspaper clipping on the map. 4. Read the note in the top desk drwarer. 5. Take the pot head out of the drwarer below it. 6. Listen to the tape recorder. 7. Read the scrapbook on the desk. Now enter the door on the right. This is the workshop. Look at the item that resembles a card catalog. I have numbered each door below. 1 2 3 4 5 6 7 8 9 10 11 12 Open doors 3, 5, 6, 8, 10, and 12. Now turn the key. Leave the new pot piece, and keep the one you currently have. Exit back into the office and move the tapestry. Solve the elevator puzzle. This one is slightly harder, but just concentrate and use your logic skills. Enter the elevator and go up. Walk to the end of the hallway and enter the door. This is Windlenot's bedroom. Walk over to his desk and read Windlenot's letters to his son, Geoffrey. Go over to the small table by Windlenot's bed, and look at the clock. Write down the current time. You'll need this later. That's all there is to do in here. Walk back out and solve the elevator puzzle. This one is much more difficult because there are more pieces, but just keep at it. Head back down the elevator. POINT TOTAL THUS FAR: Around 78,000 ----------------------------------- This is the main hall of the museum. Immediately go left and look at the animal head replicas. Open the middle (blue) one, and there might be a pot piece in here. If there is, see if it combines with your current one. If it doesn't leave it there. Walk up and left to the library. Once inside go left, forward, forward. There are a few books you have to read here. Look at the top shelf, and grab the green book. This is the legend of the Ixupi. Grab the orange one next. This is "The Book of the Unexplained". We'll use its contents later. Grab the off-white book next. This is "South American Pictographs". This will be the most useful item you'll see in this entire game. You won't use it now, though. Finally, grab the purple book off the second shelf. This won't be very useful in the game, but it is a flashback item. Walk to the shelf opposite the one you're facing now, and look down. Open the door. There might be a pot piece here. Leave it unless it combines with your current one. Walk over to the ladder and click on it. Now climb up it and click on the fat, black book. This will open up the statue to your right. It contains a pot piece. Climb back down the ladder and enter the space behind the bookshelf. Go to the left and look at the lipstick. Now enter the elevator after solving the puzzle. We won't go anywhere in it, but Beth wrote something to Merrick with her lipstick on one of the walls. Write that down. Note that the name inside the space is "Geoffrey". Now walk out of the elevator. Don't go anywhere in it. Walk forward and read all of the debris you find on the floor. The last thing you'll find it Beth's purse. On one page is a design labeled "Red Door". COPY THIS DOWN! It comes in handy later for one of the more difficult puzzles in this game. Now head back out to the main hall. Go to the nearest door on the left. Do you remember the book "Egyptian Heiroglyphs Explained"? Well you need that, so pull it out and look on the page where the four cardinal directions are given heiroglyphics. Write those down. POINT TOTAL THUS FAR: Around 91,000 ----------------------------------- Take those cardinal direction heiroglyphs and form them using the pieces on this door. The top on is north, the right one is east, the left one is west, and the bottom one is south. Welcome to the theater. Walk to the left side of the stage to go behind it, and walk all of the way up to the projection room. Walk over to the projector and click on the top reel five times. Now click the green button and watch the movie. WRITE DOWN how Peofessor Windlenot opens the door towards the end of the movie. After watching the movie, walk back down and look at the wooden door. Remember what Beth wrote in lipstick inside the elevator? It applies here. On the right hand side, spell out the name "Geoffrey". Then the door opens to the clock tower. Walk to the top of the tower and break the pot to see Beth's ghost. Walk over to the jukebox and put in song B2 "Anasi the Spider". You don't have to listen to it. Just leave this song in. Walk over to the camera control center. On the left hand side, view the first monitor in the second row. Move the camera around and write down what it says, "RamTa BoBa TaRamBa". This will be very helpful later on. Now view the bottom, leftmost monitor. Do you remember what time the clock was in the professor's room? 5:30. Now make the bigger clock go to 5:30. The initial position of the clock is random, so there is no real answer to this. But head back down the ladder and go to the chains. The to left chains move the hour hand and the right chains move the minute hand. When you think you have the answer, go view the monitor to see if you're right. When you have it go see if your new po piece goes with the one you currently have. If not, leave it. Now go back to the stage, and go to the right hand side of it. Go up on the stage and read the note Merrick wrote to Beth. Now go further onto the stage and you'll see the next pot piece. If it matches, take it. Otherwise, leave it. POINT TOTAL THUS FAR: Around 133,000 ------------------------------------ Walk back out into the main hall. Between the doors to the theater and library is a stone statue. Look at it. Click on one of the bottom stones to open it up and reveal a faucet. Turn the faucet to get water to run in the stone fountain. Now work your way to the opposite side of the room to the door across the small bridge. Open it up. On the ground you'll find Merrick's inhaler. Read all of the plauqes. You get points every time you read them. Go over by the green door and go up the ladder. You MIGHT find a pot piece here. If not go back down the ladder and into the green door. Once inside, go left, forward, left, and you'll find another pot piece hanging up. If it combines with the piece you already have, then go capture the corresponding Ixupi. If not, keep looking. Exit back into the room with the animals, and enter the red door. Read all of the plaques. On one of the first displays is a globe. Do you remember the corrdinates of the circled place on the map in Windlenot's office? It was 20N 75W. Change the globe's corrdinates to that. Go to the platform that just ascended. Grab the pot piece if you don't have one, and look at the museum blueprints. Luckily for you, this will become a flashback item so you can look at these any time.Head back out to the main hall. POINT TOTL THUS FAR: Around 156,000 ----------------------------------- Go to the desk by the stairs and open it up. Here will be a museum brochure. Write down the colors of the skulls and the clues by them. You need these throughout the game. Now it's finally time to head upstairs. There is a skeleton dial here. Use your museum brochure to discover that it has to be green. Turn it until the skull becomes green. Head to the back of the room by the sphinx. Click between his legs and walk up to him. Press the button to hear a clue on how to solve this puzzle. Look on pages 6 and 7 of "Egyptian Heiroglyphs Explained", and turn the two stones by the tomb to match those heiroglyphics. Then you'll get another pot piece. Head up the stairs and you'll be introduced to a new puzzle. This is possibly the most fun puzzle in the whole game. It's also VERY simple. All you do is connect the three top sections to the bottom. Welcome to the burial rites room. Head over by the Viking longship to find the skeleton dial. Make it blue. Now go read Merrick's notebook, and open up the display by it to find his body. Opposite that is another display. Click on its base for a Chinese Checkers game. The point of this game is to get all of the pieces to disappear. Here's the solution: Each ball has been given a number and letter corrdinate. A B C D E F G 1 + + + 2 + + + 3 + + + + + + + 4 + + + + + + 5 + + + + + + + 6 + + + 7 + + + Here are the moves you must make. D6 D4 D3 D5 F4 D4 D6 F5 D5 E7 E5 E2 E4 E6 G3 E3 B3 D3 F3 C1 C3 C4 C2 C6 C4 A5 C5 D5 B5 A3 A5 C5 C7 E7 E5 E1 C1 C3 G5 G3 E3 C4 C6 E6 E4 E2 C2 C4 B4 D4 It's pretty simple just as long as you use those moves. Now look at your new pot piece, and exit into the Shaman Room. Remember "RamTa BoBa TaRmaBa" from the Clocktower? security camera? Go up to the Shaman and take his drum stick. Hit those drums in that order to open up a new door. Remember to read all of the plaques in here. Walk to the last part of this room and turn the skeleton dial to red. Now get out your notes again because you'll need them. Walk over to the Harp and push the big blue button. Three notes will play. Use the TIP of the mouse to repeat those notes. You'll have to do this ten times. There are eight strings. When one of them is hit, write down that string number (1 being the leftmost string and 8 being the rightmost string). This puzzle can take up to 5 minutes to complete sometimes, so just have patience. They get harder after this. Okay, now that you have access to that next pot piece, you can head for the dreaded red door. Do you remember Beth's address book? She drew the picture of the red door design in there. I told you to write it down. This is a very long and tedious puzzle, but hopefully you'll get it. This puzzle can take up to 15 or 20 minutes to complete sometimes, so just keep at it. Enter the door after you've solved it. POINT TOTAL THUS FAR: Around 202,000 ------------------------------------ Read all of the plaques. Walk over by the spider music box and wind it. It will only play if the jukebox in the Clocktower is set to B2 (which I told you to set it to). This will reveal another pot piece. Now go over to the mummy coffin and open it for yet another piece. Now walk until you reach a hallway spanning two directions. Walk into the door and you'll see a janitor's closet. Examine the toilet and you may find another pot piece. Also look at the red cloth for another piece, but there is also an Ixupi here, so you'll have to capture him before you can get that piece. Now go up the stairs to the Planitarium. Look at the big wheel by the Spaceship for your next puzzle. Remember the "In Search of the Unexplained" book you found in the library? Open that up and copy down each place and the alien markings by it. Now change the puzzle accordingly. After you get one row, the location plate will push itself inward so you know it's correct. Now go look at your next pot piece and go into the storage room. Look around the pyramid to find a secret passage. Enter inside there. Head down the stairs and take the left passage. Follow the left wall to the door. This is a tough puzzle to solve. I have fully outlined it in the puzzle section, and also added a link to the GIF solution. That should really help you. I named it "Horse Puzzle". Enter the now unlocked door. Go over to the fortune teller, and put the nickle into the slot. You'll be handed a fortune. "Earth must be aligned with love and war Then from below you'll discover more" Write that fortune down. It comes in handy later. Now turn your attention to the pot on the ground. Break it open to discover Merrick's ghost. Now walk back out into the hallway and explore the rest of the left passage. At the tan walls, you'll discover a wood plank by the ground. Open it, but don't enter it. This is a secret passage to the main hall upstairs and will save you a lot o time in the future. Head back into the Strorage Room for now. Walk to the end of the storage room and open up the largest crate. Click on the octagonal metal piece for a new puzzle. Solve it! Please check the Alchemy Puzzle link for the GIF sokution. Now you'll have another pot piece. POINT TOTAL THUS FAR: About 259,000 ----------------------------------- Now enter the wooden door to Man's Inhumanity to Man. This is a pretty interesting room. You can look at some of the exhibits, but don't get too close to the electric chair :) Walk up to the gallows and turn the three dials to "120". Now pull the lever and climb down to get a new pot piece. Exit into the red door, the Puzzle Room. Walk to the wall and read the plaque. It explains how the Phoenician Puzzle works. It may take you a few times and many lucky guesses to finally get this one, but just like with the rest of the puzzles, you need to keep at it. Enter the next room and click on the picture to enter the next part of this room. Go over to what looks like a mirror and click on it. Welcome to the Pinball Puzzle. This is a very tough one, so here's the answer you'll desperately want after a few tries at this thing. Move Blue Right Move Pink Right Move Purple Right Move Blue Left Move Pink Right Move Green Left Move Red Right Move Plaid Right Move Beige Right Move Yellow Right Move Blue Left Move Pink Left Move Plaid Left Move Beige Right Move Yellow Right Move Blue Right Move Pink Left Move Plaid Left That's all folks! Go into the next room and look at the pot piece. This is the electrical base. You will NOT need it now, so don't pick it up. We're almost done exploring the mansion. TOTAL POINTS THUS FAR: Around 275,000 ------------------------------------- Head back to the first story via the two secret passages we uncovered prior to going into Man's Inhumanity to Man. If you need any pot pieces from your current location, grab them to take with you. Go into the Subterranean Room off of Strange Beasts. Go to the very end of this room to the organ. There are seven different notes you can play on this. Let's give them numbers starting from the left (1) and going to the right (7). Here's what notes you have to play. 1 6 5 1 6 5 7 4 2 1 Go inside the now open passage and read the plaque. At the bottom you'll find a door with marks in it. Remember the theater movie? Windlenot opened a door just like this in that movie. Go back and view it again if you have to. Even write it down if you have to. But just do like the professor did and you'll open the door to the labyrinth. Don't enter it yet, though. Believe it or not, you've explored virtually the entire museum. Your job now is to capture as many Ixupi as you can. You will have to capture nine of them, TAR being the last one (he is at the end of the labyrinth). ================= |IV. Walkthrough| ======================================== |Part C: Capturing Ixupi| ========================= This is easily the most tedious part of Shivers for two reasons. First, you have to do a lot of guessing a checking. You can only carry one inventory item at a time, and you have to match two inventory items up that are exclusive to each other. Secondly, the location of many inventory items are completely random, so it is impossible to make a guide for capturing every Ixupi. However, if you have a proactive mindset going into this game, you will easily be able to capture every Ixupi. I highly recomend that you catch only the ASH Ixupi before fully exploring the mansion. I suggest this for a number of reasons. 1. The ASH jar and lid can be found within a short time of entering the museum. They are usually in the first rooms you visit. 2. You can get the idea of what you're looking for, where they're hiding, and how to catch them. 3. The ASH Ixupi only has two hiding spots, the fireplace in Windlenot's office, and the cremation stand in Burial Rituals. Both of these rooms can be easily accessed towards the beginning of the game. The next question on your mind is how to capture Ixupi. Keep in mind that Shivers is a point-and-click game, so virtually no skill on your behalf is required. All you have to do is look at the location where you believe the Ixupi may be hiding, take the lid and jar combination out of your inventory, and click it where the Ixupi is. That's all. So where exactly are the Ixupi hiding? They can actually be in a number of places, but you almost always have to catch them in the same location. Below is a list of each Ixupi and its hiding place(s). Ash --- Fireplace in museum office Ashes in cremation platform in Man's Inhumanity to Man Wood ---- Pile of planks on second floor by Fortune Teller's Room. Partially-uncrated statue in museum workshop Crystal ------- Chandelier at the top of the spiral staircase in Main Entry Hall Earth ----- Poseidon's Temple in Mysteries of the Deep Sand on the right end of the Amazing Plants room Cloth ----- Mummy in Tombs and Curses Room Cloth pieces in toilet behind Myths and Legends Burial cloths in Funeral Rites Metal ----- Unicorn statue in Strange Beasts Tar --- Tar pit in Strange Beasts Tar pit in Subterranean World (You have to capture it here) Water ----- Underground Lake (By Windlenot's Ghost) Fountain in Main Entry Hall Wax --- Candelabra in Library Wax effigy in Shaman Room Electricity ----------- Electric chair in Man's Inhumanity to Man Generator in Museum Power Plant (You must capture it here) If you want to see a picture of what pots go with what lids, then just copy and paste the link below into your web browser. http://db.gamefaqs.com/computer/doswin/file/shivers_the_ixupi_vessels.gif This list is not complete, but these are the most common places where an Ixupi will hide. If you have any other CONFIRMED locations, please e-mail them to me at JTROST@ROUTE24.NET. Some Ixupi will only appear in one place when you have the completed pot in your inventory. For instance, the earth Ixupi will never be at the temple when you have its completed jar and pot, but it will be at almost every other time. ================= |IV. Walkthrough| ========================================= |Part D: The Final Puzzle| ========================== When you have nine Ixupi trapped, it's time to start the hunt for electrical. Before you continue any further, you must have all of the skeleton dials turned to the correct colors. Here's how they should be: Strange Beasts Blue Funeral Rites Blue Myths and Legends Red Subterranean World Yellow Tomb of the Ixupi Green Gods and Religious Items Red Now head downstairs to the Power Plant. You will see that the fuse box is now open. Flip the middle, red switch twice to find Beth's body. She is holding something. Grab it. It's the missing page of "Egyptian Heiroglyphs Explained"! Quickly use the secret passages to get up to Man's Inhumanity to Man. Now head for the guilotine, and chop the dummy's head off. Now everything is set for you to get the final pot and lid for ELECTRICAL. Go to the Puzzle Room bridge and grab Electrical's base. Now open the Skeleton Dial Door. In order for this to happen, all of the skeleton dials must be turned to the correct color (see chart above). Now Click on the large circle in the center and get ready for one wild ride! Now you're back in the main hall! Grab the final lid and head downstairs to the Museum Power Plant. Go into the Generator Area and capture ELECTRICAL. Now sit back and watch the final movie. FINAL SCORE: Around 500,000 --------------------------- You can optionally go into explore mode. This mode does not have any Ixupi in it, so you're free to explore the museum. =================== V. Puzzle Solutions =================== GEAR PUZZLE ----------- I have numbered the slots the gears can go in below. 1 2 3 4 5 6 7 8 2, 3, and 4 initially have black gears. 5, 6, and 7 initially have white gears. Here's the solution. Move gear from 2 to 1 Move gear from 6 to 2 Move gear from 4 to 6 Move gear from 7 to 4 Move gear from 3 to 7 Move gear from 5 to 3 Move gear from 1 to 5 SPIRAL STAIRCASE PUZZLE ----------------------- This is a very simple puzzle. There are six shapes with corresponding colors outside of the mansion. They are as follows: 1. Pot on Museum Entrance stairway 2. Above Entrance door 3. Behind monument 4. On bench 5. On rock 6. Above the puzzle Simply make the colors correspond with the shapes. WORKING THE BOAT ---------------- Enter the boat, and turn to your left and down. Pull the ankh inward. Now look up and go to the other ankh. Push it. The way this boat works is that each time you turn the lever on the wheel, it moves in that direction. So keep on moving the one you're facinf right now until you reach the next stretch of land. After you turn it three times, an Ixupi will attack you. There is nothing you can do to avoid this. Turn the lever one more time and get onto land. ELEVATOR PUZZLES ---------------- The intial placement of the pieces are random, so there is no real way to walk you through this. The goal is the get the pieces to match up diagonally from top right to bottom left. Sometimes it's faster to use secret passages and stairs rather than the elevator. WORKSHOP PUZZLE --------------- I have numbered each door below. 1 2 3 4 5 6 7 8 9 10 11 12 Open doors 3, 5, 6, 8, 10, and 12. Now turn the key. GLOBE PUZZLE ------------ Move the corrdinates to 20N, 75W. ORGAN PUZZLE ------------ There are seven different notes you can play on this. Let's give them numbers starting from the left (1) and going to the right (7). Here's what notes you have to play. 1 6 5 1 6 5 7 4 2 1 MOVABLE WALL ------------ View the movie you saw in the theater. Windlenot opens up the door. Simple repeat what he does. THEATER DOOR PUZZLE ------------------- Look in the "Egyptian Heiroglyphics Explained" book for the page that translates the cardinal directions into heiroglyphics. Enter this into the door using the given pieces. The top slot is north, bottom one is south, left one is west, and right one is north. PROJECTION ROOM PUZZLE ---------------------- Click the top reel FIVE times, then click the green button. CLOCK TOWER DOOR ---------------- Spell the name "Geoffrey" in the right hand position CLOCK PUZZLE ------------ o you remember what time the clock was in the professor's room? 5:30. Now make the bigger clock go to 5:30. The initial position of the clock is random, so there is no real answer to this. But head back down the ladder and go to the chains. The to left chains move the hour hand and the right chains move the minute hand. When you think you have the answer, go view the monitor to see if you're right. JUKEBOX PUZZLE -------------- Put on song B2. Now go to the Myths and Legends room and play the spider music box for a new pot piece. SPHINX PUZZLE ------------- Click between his legs and walk up to him. Press the button to hear a clue on how to solve this puzzle. Look on pages 6 and 7 of "Egyptian Heiroglyphs Explained", and turn the two stones by the tomb to match those heiroglyphics. Then you'll get another pot piece. CHINESE CHECKERS PUZZLE ----------------------- Each ball has been given a number and letter corrdinate. A B C D E F G 1 + + + 2 + + + 3 + + + + + + + 4 + + + + + + 5 + + + + + + + 6 + + + 7 + + + Here are the moves you must make. D6 D4 D3 D5 F4 D4 D6 F5 D5 E7 E5 E2 E4 E6 G3 E3 B3 D3 F3 C1 C3 C4 C2 C6 C4 A5 C5 D5 B5 A3 A5 C5 C7 E7 E5 E1 C1 C3 G5 G3 E3 C4 C6 E6 E4 E2 C2 C4 B4 D4 SHAMMAN PUZZLE -------------- RamTa BoBa TaRamBa HARP PUZZLE ----------- Push the big blue button. Now you have to repeat the strings that the computer pulls until twelve consecutive notes are played. Number each string and write down the notes you have the play! Also use the tip of your mouse to pluck a string. FORTUNE TELLER DOOR PUZZLE -------------------------- The object of this puzzle is to form a picture of a knight and two horses. Here's a start for you. The top-left piece has just part of the knight's hand and sword. The piece below that has the rest of his sword. The piece next to the top-left piece is the knight's head, and the horse's heads are next to that. Below his head is his body, which looks like a leg. After two pieces are swapped, you may turn them. If in the end you have two pieces that are not turned in the correct direction, try moving four touching pieces (including the two wrongly turned ones) in a clockwise position, turning them once each time. When the pieces get back to their original spots, turn them again and that should do it. RED DOOR -------- Look in Beth's address book for the design that you have to make. This takes a long time, so just keep at it! PLANETARIUM PICTOGRAPHS ----------------------- Look in the book of the unexplained for the answer to this. Simply copy it over to the puzzle. GALLOWS PUZZLE -------------- Turn the dial to "120" and pull the lever. PINBALL PUZZLE -------------- Move Blue Right Move Pink Right Move Purple Right Move Blue Left Move Pink Right Move Green Left Move Red Right Move Plaid Right Move Beige Right Move Yellow Right Move Blue Left Move Pink Left Move Plaid Left Move Beige Right Move Yellow Right Move Blue Right Move Pink Left Move Plaid Left SUBTERRANEAN MAZE ----------------- Go into the section with the jellyfish and follow these directions. Rright Forward Forward Left Forward Forward Right Forward Forward Right Forward Left Forward Forward Left Forward Right Forward Forward Left Forward Right Forward Forward POWER PLANT PUZZLE ------------------ Flip the middle, red switch two times. SKULL DIALS ----------- Strange Beasts Blue Funeral Rites Blue Myths and Legends Red Subterranean World Yellow Tomb of the Ixupi Green Gods and Religious Items Red PUZZLE LINKS ------------ I have created GIF images for some of the puzzle solutions that you may find helpful if you're completely stuck. The links are listed below. RED DOOR PUZZLE http://db.gamefaqs.com/computer/doswin/file/shivers_red_door_puzzle.gif EGYPTIAN/THEATER DOOR PUZZLE http://db.gamefaqs.com/computer/doswin/file/shivers_theater_door_puzzle.gif ALCHEMY MACHINE PUZZLE http://db.gamefaqs.com/computer/doswin/file/shivers_alchemy_machine_puzzle.gif HORSE PUZZLE http://db.gamefaqs.com/computer/doswin/file/shivers_horse_puzzle.gif IXUPI POT-AND-LID COMBINATIONS http://db.gamefaqs.com/computer/doswin/file/shivers_the_ixupi_vessels.gif =========================== VI. Pot and Ixupi Locations =========================== POT LOCATION ROOM ------------ ---- Basement Emerged Platform Mysteries of the Deep Tar Pi Subterranean World Floor 1 Desk drawer Windlenot's Office Cupboard Workshop Middle Mask Main Entry Hall Cupboard Library Statue Library Nest Strange Beasts Pot shelf Amazing Plants Behind stage curtain Theater Floor 2 Sarcophagus Tombs and Curses Animal Sarcophagus Funeral Rites Sumerian bull Gods and Religious Items Music Box Myths and Legends (after jukebox) Mummy Coffin Myths and Legends Toilet Behind Myths and Legends Floor 3 Flying Saucer Planetarium Alchemy Machine Storage Room Gallows Man's Inhumanity to Man Bridge Puzzle Room Slide Puzzle Room Floor 4 Clock Gears Clock Tower Ixupi Locations --------------- Ash --- Fireplace in museum office Ashes in cremation platform in Man's Inhumanity to Man Wood ---- Pile of planks on second floor by Fortune Teller's Room. Partially-uncrated statue in museum workshop Crystal ------- Chandelier at the top of the spiral staircase in Main Entry Hall Earth ----- Poseidon's Temple in Mysteries of the Deep Sand on the right end of the Amazing Plants room Cloth ----- Mummy in Tombs and Curses Room Cloth pieces in toilet behind Myths and Legends Burial cloths in Funeral Rites Metal ----- Unicorn statue in Strange Beasts Tar --- Tar pit in Strange Beasts Tar pit in Subterranean World (You have to capture it here) Water ----- Underground Lake (By Windlenot's Ghost) Fountain in Main Entry Hall Wax --- Candelabra in Library Wax effigy in Shaman Room =================== VII. Flashback Items =================== Flashback Items can be accessed at any time during the game via the option menu. These will come in handy when you're trying to solve a puzzle but don't know the solution to it. You get a flashback item after you find it somewhere in or around the mansion. Below each item and its location have been listed. Item Location ---- -------- 1. Intro Movie Start of the game 2. Beth's Ghost Clock Tower 3. Merrick's Ghost Fortune Teller Room 4. Windlenot's Ghost Underground Lake 5. Ancient Astrology Backpack in Myths and Legends 6. Scrapbook Museum office 7. Museum Brochure In desk drawer in Main Hall near staircase 8. In Search of the Unexplained Library 9. Egyptian Hieroglyphs Explained Underground Lake 10. South America Pictographs Library 11. Mythology of the Stars Library 12. Black Book Library 13. Theatre Movie Projection Room 14. Museum Blueprints After solving Globe Puzzle in Mysteries of the Deep 15. Beth's Address Book Secret passage behind Library 16. Merrick's Notebook Under coffin in Funeral Rites Room 17. Professor Windlenot's Diary Windlenot's Bedroom 18. Finale Museum Power Plant ========== VIII. FAQS ========== Q. I just solved the shape and color puzzle and went into the next room, but it's too dark to see anything. What do I do? A. Look to the left of the door for a breaker box. Pull the lever all of the way down and we have powe. Q. Help! I cannot solve this elevator puzzle! A. You only HAVE to use the elevator on three occasions: entering the museum, going to Windlenot's bedroom, and leaving Windlenot's bedroom. At all other times, I suggest that you DO NOT use the elevator because it takes too much time, and the puzzles are sometimes very difficult. Q. I can't find the lid that goes to this pot! A. Look at the list of pot and lid locations. Make a checklist, and check off a place after you've searched it. The pots and lids are there, but they're just very difficult to find. Q. I used the wrong pot and lid on an Ixupi, and now I've lost it. Where are they at? A. Go look where you originally found the pot and lid (this is why it's useful to keep a running record of where you found them and where they're at). If you solved a puzzle to get it, you must resolve the puzzle. Q. How many ghosts are there, and where are they? A. There are three ghosts. Windlenot's ghost is found after the ride in the boat. Beth's ghost is in the Clock Tower. Merrick's ghost is in the Fortune Teller's Room. Q. Why can't I open up the skull door at the end of the puzzle room? A. You need to make sure the six skull dials match the colors in the Museum Brochure. Here's the list for you: Strange Beasts Blue Funeral Rites Blue Myths and Legends Red Subterranean World Yellow Tomb of the Ixupi Green Gods and Religious Items Red Q. Okay, I've opened the skull door, but I can't do anything. A. Read Section III Part D on how to use the skull door's room contents. Completing the puzzle in this room is very event-dependent. Q. Where did the Ixupi come from? A. Merrick tells you to find the Black Book. It's in the Library. Read it to discover why there are Ixupi, and what they are. Q. Where are the fire, jade, and stone vessels, and their respective Ixupi? A. Those three Ixupi stole Beth's, Merrick's, and Windlenot's life essences, trapping the unlucky humans inside there for fifteen long years. The three Ixupi escaped into the world. We will never know what happened to them. Q. Who unleashed the Ixupi inside the museum? A. Beth Q. Didn't she see the plaque that said unleashing them would be dangerous? A. Apparently not. Q. Some of my life essence was stolen! Can I ever get it back? A. Yes. Once you capture the IXupi who stole it, you will get your life essence back that it stole. Q. In the horse puzzle, I got all of the pieces in the right spot, but I can't get the last two to flip to the correct position! Help! A. Take the two pieces that aren't flipped correctly, and move them clockwise with the two pieces that are right next to them (the two pieces that are not flipped correctly have to be touching non-diagonally). Flip. Do it again, clockwise. Flip. Do that again, and flip, and once more and slip. Now put every piece back in its correct location and flip them to their correct side. This should do it. Q. How did you figure all of this out? A. When I originally bought Shivers back in 1995, I solved all of the puzzles myself, or by calling the Sierra Help Hotline. I wrote down all of the solutions, and kept them in the box with the game. Then one day I pulled the game out again and began to play it. I remembered how much I loved it so I decided to write an FAQ for it. Q. I have a question that was not answered here! A. E-Mail it to me at JTROST@ROUTE24.NET, and I'll add it to the FAQ. =============== IX. MUSEUM MAPS =============== BASEMENT -------- Maze-------Subterranean World Museum Power Plant | | (To Main Hall, Floor 1)* (To Secret Passage, Floor 1) *This is a secret passage **The Underground Lake is also part of the basement. UNDERGROUND LAKE ---------------- Windlenot's Body---Boat | | | | Windlenot's Ghost---| | | | (To Office, Floor 1) FLOOR I ------- Secret Passage (To Basement) / | (To Underground Lake) / Library | Elevator | Projection Room--|---(To Clock Tower, Floor 4) | | | Workshop-----Office-----Main Hall-----Theater-----| (To Myseries of the Deep / | Basement) | / | Strange Beasts | / (To Floor 2) / Amazing Plants FLOOR II -------- Janitor's Closet (To Planetarium, Floor 3) | | Gods and Goddesses-----Myths and Legends | Shaman Room | Fortune Teller's Hallway--Fortune Teller's Room | |* Funeral Rites-----Tombs and Curses-----Ixupi Tomb | | | (To Floor 1) *Secret Passage FLOOR III --------- (To Elevator Hallway)* | Planetarium | | Storage Room-------- | | | Man's Inhumanity to Man | | | Puzzle Room----------To Main Hall(Floor 1) *This is a secret passage. The Elevator Hallway descends into Floor 2. FLOOR IV -------- Windlenot's Bedroom Clock Tower* | | (To Office) (To Theater) *Note that Floors 1, 2, and 3 have stairs leading up to the Clock Tower. IMPORTANT:: This is a rough design of the museum. If you want actual, detailed blueprints then you should consult the blueprints you find after solving the globe puzzle in Myseries of the Deep. ============================ X. FORTUNE TELLER'S FORTUNES ============================ Beware of sleep, only awake may you destroy your enemies. Beware the hazards lurking around every corner. Jeopardy is a game for the fearless.* The elements of nature are not what they seem. When danger presents itself, knowledge is not always reliable. You are currently embarking on a path of great risk. Your bravery is matched only by your danger. Your life may be short unless you change tactics. *Whether the fortune means the Jeopardy game show, or if Jeopardy is metaphoric for your adventure is still unknown. ==================== XI. THE OPTION MENUS ==================== MAIN MENU --------- This menu is automatically accessed each time you start the game. Here's a brief description of what each option does. NEW GAME - Start a new game. OLD GAME - Restore a saved game. SLIDE SHOW - See a nice slide show of some in-game screenshots. VERY COOL! CREDITS - Displays the names of the good group of people that made this game. QUIT - Exits the game. No confirmation screen will pop up, so be careful! In Game Menu ------------ You can access this menu by clicking the small bump (not the eye) on your status bar. Here's a brief description of what each option does. PLAY - Continue playing your game. SAVE - Save your current game. RESTORE - Restore an old game. FLASHBACK - View one or some of the 18 flashback items. FULLSCREEN/HALFSCREEN - The two screen sizes. Fullscreen is recomended. TEXT ON/TEXT OFF - Displays text or sound. EXIT - Goes back to main option menu. A confirmation window will pop up. SCORE - Displays your current score. VOLUME - Use the rectangle on the bar to change the volume. BRIGHTNESS - This is a dark game. Use the rectangle on the bar to brighten it up if you wish to. Thanks for reading everyone. I hope this guide helped you in Shivers!