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Читы для Shivers

Чит-файл для Shivers

Shivers

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Sierra On-Line
Издатель:Sierra On-Line
Жанры:Adventure / Logic
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1995 г.

Solution [ENG]

Информация актуальна для
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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