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Submitted by System on 09/03/2006, 09:50. Print file.
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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
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  1. Shivers solution by System on 09/03/2006, 09:50