Shivers

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Walkthrough

                    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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