S H I V E R S - Walkthrough, Version 1.1 Last Updated - 11/16/2009 By Ashlar79 (red13ut@gmail.com) Copyright (c)2009 Jeff Allred. All rights reserved. =============================================================================== T A B L E O F C O N T E N T S : + Prologue.....................................................(1.0) + Outside the Museum...........................................(1.2) + Gear Box Puzzle..............................................(1.3) + Stonehenge Puzzle............................................(1.4) + The Underground Lake.........................................(1.5) + Boat Puzzle..................................................(1.6) + Elevator Puzzles.............................................(1.7) + The Professor's Office.......................................(1.8) + The Ash Ixupi................................................(1.9) + Bedroom, Workshop, Library...................................(2.0) + Drawers Puzzle...............................................(2.1) + Basement, Theater, Clock Tower...............................(2.2) + Theater Door Puzzle..........................................(2.3) + Clock Tower Door Puzzle......................................(2.4) + Clock Puzzle.................................................(2.5) + Mysteries of the Deep, Subterranean World....................(2.6) + Globe Puzzle.................................................(2.7) + Organ Puzzle.................................................(2.8) + Moveable Wall Puzzle.........................................(2.9) + Tombs and Curses, Burial Rites...............................(3.0) + Columns of Ra Puzzle.........................................(3.1) + Door Tracks Puzzle...........................................(3.2) + Chinese Checkers Puzzle......................................(3.3) + Drums Puzzle.................................................(3.4) + God and Religious Items, Myths and Legends...................(3.5) + Sumerian Lyre Puzzle.........................................(3.6) + Red Doors Puzzle.............................................(3.7) + Music Box Puzzle.............................................(3.8) + Planetarium, Strange Inventions, Man's Inhumanity to Man.....(3.9) + Pictograph Tiles Puzzle......................................(4.0) + Alchemy Machine Puzzle.......................................(4.1) + Gallows Puzzle...............................................(4.2) + Puzzle Room, Storage Room....................................(4.3) + Phoenician Puzzle............................................(4.4) + Pinball Puzzle...............................................(4.5) + Painting Puzzle..............................................(4.6) + Fortuneteller Machine Puzzle.................................(4.7) + Skull Dials Puzzle...........................................(4.8) + Possible Ixupi Locations.....................................(4.9) + Possible Locations for Pots and Talismans....................(5.0) =============================================================================== P R O L O G U E . . . (1.0) Fifteen years ago, the eccentric Professor Windlenot, busily working to complete his Museum of the Strange & Unusual, vanished inexplicably along with two local high school students. Consequently, the museum never opened, and now looms ominously on a hillside overlooking the town of Mt. Pleasant. On a dare, you must spend a night locked within the confines of the eerie museum’s grounds. And, if you have what it takes, venture inside to unlock the secrets behind the mysterious disappearances. =============================================================================== O U T S I D E T H E M U S E U M (1.2) The game begins as your perky friends secure the museum gates and leave you to fend for yourself. To the left of the gate, you’ll see a mailbox in the shape of a dragon’s head. Pull the chain to open the mailbox then open and read the letter from the museum’s attorney. When you exit the close-up shot, the letter will fall and reveal the number 29 engraved on the mailbox door. Climb the museum steps to the first landing, where a large stone pot stands. Look behind the pot and you’ll see an orange mask-like symbol. Continue up the stairs to the museum’s entrance. Look closely at the gray arc-like symbols that adorn the doors. When you try the doors, you’ll find them, of course, locked. Press the button to the right of the doors to hear a welcoming message. Back at the museum gates, take a right. Follow the pathway until you come upon the stone monument. On the ground behind the monument, find a green sun-like symbol. Walk underneath through the arch. Once you pass under the arch, turn around to find a white S-like symbol. Continue on the path to the bench. Examine the bench and you’ll see a red ring-like symbol. Continue through the yard to a small gazebo sitting on the edge of the moat. Inside the gazebo you’ll find the game’s first puzzle... - GEAR BOX PUZZLE (1.3): First, open the gearbox by entering the number you found inside the mailbox, 0-2-9, then pressing the red button. The object of the gear box puzzle is to trade the white gears with the black ones by moving them adjacently or diagonally. The tricky part is, this must be done within seven moves. Number the eight gear slots from left to right, starting with the top row. Number the six gears from left to right, starting with the top row. Move gear one to position one, gear five to position two, gear three to position five, gear six to position four, gear two to position seven, gear four to position three, and gear one to position five. The gears should now be in their correct slots, so turn the crank to complete the puzzle. Cross the steppingstones you’ve just raised to the island across the moat. Approach the center of the Stonehenge and you’ll see a tan cross-like symbol carved into the rock. Click on the symbol to see it more closely. The next puzzle can be found in the center of the Stonehenge. - STONEHENGE PUZZLE (1.4): Rotate the six stones to match the colors to the correct symbols. The mask-like symbol should be orange, the arc-like symbol gray, the sun-like symbol green, the ring-like symbol red, the S-shaped symbol white, and the cross-like symbol tan. =============================================================================== T H E U N D E R G R O U N D L A K E (1.5) Descend the staircase and go through the door you find at the bottom. As you enter the green catacombs, open the switchbox to your left. Pull the switch to turn on the lights. Follow either of the two paths through catacombs and you’ll end up at another door. Through this door lies the underground lake. Enter the cavern and turn left. Go toward the end of the boat and you’ll see a corpse lying on the sand. The partially decomposed body belonged to Professor Windlenot. Upon closer inspection, you’ll see that he drew a symbol in the sand just before he died. Look for this symbol while exploring the rest of the museum. Take the book "Egyptian Hieroglyphs Explained" from the professor's hand. This book contains translated symbols that you’ll need to be aware of later on in the game. You can’t actually take the book with you, but you don’t need to anyway. When you want to view this or any other important text, look under the Flashbacks option in the game menu. Here, you can immediately recall any crucial item that you’ve already read, as well as view important cut scenes. The next puzzle you must solve is aboard the boat... - Boat Puzzle (1.6): The two cranks inside the boat are used to move it forward and backward. Currently, the boat is set to go backward, to the shore you’re now docked at. At the base of the rear crank, pull the ankh lever to lower the crank, disengaging it. Now go to the front crank and raise it by pushing the ankh lever up. Turn the crank to move the boat forward. Pay attention to the sinister music you hear while traversing the underground lake, it means there’s an Ixupi, or evil spirit, nearby. The Ixupi will be explained later, but for now, keep moving the boat forward. On the third turn of the crank, the Water Ixupi will attack and some of your life essence will be stolen. This can’t be avoided, and don’t worry--you’ll get your life essence back when you capture the Ixupi. When you land at the opposite shore, exit the boat and approach the clay pot lying near the metal beam. Open the pot to release Professor Windlenot’s ghost. He explains that in order to effectively capture an Ixupi, you must find the matching pot and talisman, or lid. Because all his life essence was drained, Windlenot’s spirit was trapped inside the pot and the Ixupi that stole his life escaped into the world (which means that this pot is insignificant now but at least you can get an idea of what you’re looking for. Enter the blue catacombs now. Follow them until you reach an elevator door and a security camera. Open the switchbox on the right and you’ll find the first elevator puzzle. - Elevator Puzzles (1.7): The object of the elevator puzzles is to align the Mayan totems in a diagonal line, as indicated by the design on the elevator door. The first puzzle isn’t incredibly difficult but they’ll get harder as you progress further into the museum. Since the placement of the puzzle pieces is randomly generated, there’s no single solution. A basic rule to observe is to complete the most difficult positions first, then move to the easier ones. If you become absolutely stuck, try exiting then reentering the puzzle to get a different setup. Once you’ve solved the puzzle, open and enter the elevator. Inside, press the up button. =============================================================================== T H E P R O F E S S O R ' S O F F I C E (1.8) In Windlenot’s office, take a look at the newspaper stuffed inside the jacket. Here, you’ll read about the missing high schoolers, Beth Nelson and Merrick Campbell. Examine the map hanging near the desk. The newspaper article tacked to the map explains that Windlenot funded an expedition to search for Atlantis near the Island of Bimini. The island, circled on the map, will come into play later on but won’t be included in your Flashbacks, so pay attention to the latitude and longitude. Move now to Windlenot’s desk. Look at the tape recorder. Rewind the tape then press the play button to hear a recording. Thumb through the scrapbook lying on the desk. Here, you’ll learn a little more about the museum, as well as Windlenot’s son, Geoffrey. The top right drawer of the desk contains a letter from Windlenot’s estranged wife. Open the bottom right drawer. Inside, you’ll find the first talisman. To get a good look at the shape of the talisman, pick it up and use it on the eyeball, located on the control bar. Rotate the talisman to see that it has a triangular base. Now you must find the matching pot, which will have a triangular opening. You can only hold one object at a time, unless you find the mate to a pot or talisman, in which case they’ll automatically join together when you take it. Otherwise, the object you currently carry will switch places with any new object taken. Place the talisman back on the control bar. If you walk to the front of the desk, you’ll see papers scattered on the floor. Click on them to read an unfinished letter Windlenot wrote to Geoffrey. =============================================================================== T H E A S H I X U P I (1.9) Now turn and face the fireplace. Move forward once and you’ll hear the music that tells there’s an Ixupi nearby. You’ll also hear flames crackling, which gives you a clue as to the Ixupi’s origin. This particular one is the Ash Ixupi, and is currently hiding in the fireplace ashes. Don’t get any closer to the fireplace, or the Ixupi will attack. Instead, take a left and exit through the door to the main entry hall. The glass display case in the center of the hall has been broken. If you read the plaque in front of the case, you’ll learn that a jade skull was kept here. Enter the red doors between the Roman columns. This area is entitled Strange Beasts. If you turn to face the doors you just entered through, you’ll find a message button that gives you a brief introduction to the room. Feel free to read the exhibit plaques here, but beware of Ixupi that may be lurking nearby (you’ll receive points for reading exhibit plaques and listening to room introductions). Examine the inhaler lying on the floor. Go to the green doors with the vine motif. Enter the doors and you’ll find yourself in Amazing Plants. Look at the display of pots to the right of the doors. There, you’ll see a pyramid-shaped pot of a different hue than the others. This pot matches the talisman you’re carrying, so click on it to join them. You’re now ready to capture your first Ixupi. Make your way back to Windlenot’s office. - Capturing Ixupi: As mentioned before, you must first have a matching pot and talisman in order to capture an Ixupi. Each pot corresponds to a specific Ixupi. The markings on the exterior of a pot will tell you which one it belongs to (find the book "South American Pictographs" in the library to learn more). When you’re ready to capture one, find the object it’s currently hiding in (the object must be made of the same substance as the Ixupi). You know there’s an Ixupi hiding in a nearby object when you hear the sinister Ixupi music. Get as close to the object as you can then quickly use the completed pot on it to capture the Ixupi. Ixupi will move around the museum at will, but will sometimes guard a particular area. Just as the Ash Ixupi will probably be the first captured, the Electricity Ixupi will always be the last. A list of possible hiding places for each Ixupi is included at the end of this guide. If the Ash Ixupi is still hiding in the fireplace in Windlenot's office, capture it now. If not, you’ll have to look elsewhere. =============================================================================== B E D R O O M , W O R K S H O P , L I B R A R Y (2.0) Lift the wall tapestry next to the door to reveal another room and another elevator puzzle. Solve the puzzle, enter the elevator and press the up button. The door you’ll find on the second floor leads to Windlenot’s bedroom. Go to the desk and examine the journal, in which Windlenot writes to Geoffrey. Look at the miniature clock tower sitting on the nightstand. Note that the clock is set to 5:30. Return to the office by completing another elevator puzzle. Enter the workshop adjacent to the office. In the workshop, examine the diagram of a basilisk skull lying on the worktable. Note the numbers used to specify the skull fragments. Now go to the chest of numbered drawers to solve the next puzzle. - Drawers Puzzle (2.1): To complete this puzzle, open all drawers with numbers not listed on the basilisk diagram. The numbers are: 417c, 249c, 458, 299, 189a and 513g. When you’ve done this correctly, the keyhole will light up. Turn the key to unlock a cupboard below the drawers. In the main entry hall, go left, to the museum library. There, look closely at the left bookcase on the far wall. There, you’ll find four important books: "In Search of the Unexplained," "Mythology of the Stars," "South American Pictographs" (which translates the markings on the Ixupi pots), and the black book--a manuscript documenting the discovery of the Ixupi and explaining their origin. Read through the books to copy them to your Flashbacks menu. Walk over to the ladder. Push it to the right then climb to the top shelf of the bookcase. Open a secret compartment by pulling the fat green book. Exit the library through the door that’s been left ajar. =============================================================================== B A S E M E N T , T H E A T E R, C L O C K T O W E R (2.2) Check the floor in the basement hall to find Beth’s school ID, report card, hand-written note and lipstick. If you open the cap on the lipstick, you’ll see that it’s been used to write something. Walk over to the stairs. On the landing, open Beth’s purse and read through her address book. There isn’t much you can do downstairs in the museum power plant just now, so return to the basement hall and solve the elevator puzzle. Inside the elevator, look at the wall to your right. You’ll see that Beth hastily scrawled out a clue for Merrick, which will come in handy later on. Back in the main entry hall, go to the reception desk. Open the desk drawer to find the museum brochure. Now go to the fountain. Click on the second brick from the right at the base of the fountain to reveal the valve handle. Turn the handle and the fountain will come to life, which now makes this a likely place for the Water Ixupi to hide. Approach the Egyptian door between the two obelisks. Click the stone panels on the door to reveal the next puzzle. - Theater Door Puzzle (2.3): To unlock the door, place the hieroglyphs in their correct positions to represent the points of a compass. You’ll find the solution in the book "Egyptian Hieroglyphics Explained." Enter the theater. Go up the steps at the right end of the stage and check the podium to find Merrick’s note. Now go up the steps on the left end of the stage. Follow the hall to a wooden door. Clock Tower Door Puzzle (2.4): Beth attempted to write the solution to this puzzle in the elevator before she was attacked. Position the letters to spell out ‘Geoffrey,’ the name of Windlenot’s son. Unlocking the door gives you access to the clock tower. As you climb the tower steps, notice the large alcove on the right. The chains in the alcove are used to set the museum’s giant clock. Continue upward to the room at the top. Here, you’ll find the Fire Ixupi’s pot, which now contains Beth’s ghost. Open the pot to release her. Now look at the security cameras console. To monitor a room, first select the room you want by pressing one of the red buttons located under the small screens. Now use the control stick to position the camera. You can also view previously recorded footage by pressing the play button in the center of the console. Survey the Shaman room. Merrick has written a message in paint there, on top of a scaffold. Watch the footage from the basement hall camera to see Beth drop her purse as she runs by. In Strange Beasts, watch Merrick use his inhaler. Finally, survey the clock tower and look at the time currently displayed on the clock. Clock Puzzle (2.5): You need to set the museum clock to 5:30, the time on the miniature clock in Windlenot’s bedroom. Do this by pulling the chains in the clock tower stairway. Pulling the leftmost chain moves the hour hand forward by five, the second chain moves the hour hand back by five, the third moves the minute hand forward by 35, and the fourth moves the minute hand back by 35. The clock currently reads 12:00, so set the clock to 5:30 by pulling the second chain two times and the third chain six times. Next, go to the projector room, which is also located in the backstage area of the theater. Find the film projector and click on the top reel until the film is completely rewound. Now press the green button to play the film. Pay close attention to the order in which Windlenot presses the images on the wall. After you exit the projector room, you’ll notice a depression in the wall of the backstage hallway. Upon closer inspection, you’ll see a button next to it. Pressing the button opens a passage to the basement hall. Return to Strange Beasts. Enter the doors near the mastodon tusks and you’ll find yourself in Mysteries of the Deep. =============================================================================== M Y S T E R I E S O F T H E D E E P , S U B T E R R A N E A N W O R L D (2.6) Examine the globe held by the statue of Poseidon to find the next puzzle. Globe Puzzle (2.7): To solve the puzzle, enter the coordinates for the Island of Bimini, shown on the map in Windlenot’s office. The coordinates are 20 degrees north latitude, 75 degrees west longitude. Solving the puzzle opens a hidden compartment in the floor. Look inside the compartment to find the museum blueprints. Now go to the Sirens exhibit and examine the plaque there. Press the red button to hear the siren’s song. If you’ve selected the Text On option from the game menu, you’ll be able to see the notes when the tune is played. Memorize the tune then go across the room to the organ. Organ Puzzle (2.8): As you probably guessed, the solution to this puzzle is the siren’s song. Click on the shells to play the notes. You must play the song in its entirety without error. If you’re having trouble getting it, number the shells from left to right then play them in this order: 1, 6, 5, 1, 6, 5, 7, 4, 2, 1. Enter through the doorway behind the colossus head, which leads to Subterranean World. Follow the hall down the stairs and to the left. Here, you’ll find the moveable wall. Moveable Wall Puzzle (2.9): Move the wall aside by pressing and pulling the symbols in the correct order. You can watch the theater film from your Flashbacks menu to see the sequence again. Next, you must find your way through the maze. From the doorway, go forward as far as you can, turn right, go around the corner, turn right at the next opening, go forward as far as you can, turn left and go around two corners, turn left at the next opening, go forward, turn left at the next opening and follow the corridor to the next room. If you’ve captured the Tar/Oil Ixupi, use the steppingstones to cross the oil pool. Once on the other side, find your way through the shadowy passage. Back in the main entry hall, go up the stairs and through the door to Tombs and Curses. =============================================================================== T O M B S A N D C U R S E S , B U R I A L R I T E S (3.0) To your right is the Tomb of the Ixupi exhibit. You won’t find any of the pots or talismans there because they were scattered about the museum when Merrick and Beth released the 13 Ixupi. On the wall to the right of the exhibit, you’ll see a square panel with a plant design above it. Clicking on the plant opens a passage to the 2nd floor hall, but for now, go across the room to the sphinx display. Face the front of the sphinx then click on the area between its arms to reveal a small staircase. Move forward and click on the sphinx’s mouth to hear a clue about the next puzzle. - Columns of Ra Puzzle (3.1): In his clue, the sphinx instructs you to enter, on the columns of Ra, the names of the pharaoh and queen responsible for Egypt’s decline. Go to your Flashbacks menu and check the book "Egyptian Hieroglyphs Explained." Here, you’ll see that Pharaoh Aakhunaten and Queen Nefertiti are the two you’re looking for. Now rotate the hieroglyphs on the two columns to spell out the names. If you’ve done this correctly, the stone sarcophagus will open. Return to the main area of Tombs and Curses. The door at the top of the pyramid stairs holds another puzzle. - Door Tracks Puzzle (3.2): The object of this puzzle is to rotate the tiles to make three continuous tracks connecting the holes at the top to the holes at the bottom. Once you correctly complete the puzzle, three balls will roll down the tracks and unlock the door. Enter through the door to find the next area of the museum, Burial Rites. Go to the Ghanaian coffin exhibit. Open the coffin to find Merrick’s remains. Underneath the coffin lies Merrick’s diary, which explains his and Beth’s presence in the museum. You’ll also notice that lying on the floor behind the coffin is the jade skull from the display in the main entry hall (Merrick’s life essence was stolen by the Jade Ixupi). Across the room, you’ll see a sarcophagus in the shape of a winged animal. Open the base of the sarcophagus to find the next puzzle. - Chinese Checkers Puzzle (3.3): In this puzzle, you must eliminate all but one of the red pieces by using one to ‘jump’ another. The final move must end with the last piece jumping to the red space in the center of the board. Needless to say, you probably won’t finish this puzzle on the first try. Press the red button at the bottom of the board to reset the pieces if you find yourself stuck. Here’s the solution. First, number the spaces from left to right beginning with the top row. Now follow this list of moves: 5-17, 12-10, 3-11, 1-3, 18-6, 30-18, 27-25, 13-27, 24-26, 22-24, 27-25, 31-23, 16-28, 33-31, 31-23, 4-16, 7-9, 10-8, 21-7, 7-9, 24-10, 10-8, 8-22, 22-24, 24-26, 19-17, 16-18, 3-11, 11-25, 26-24, 29-17 Now exit through the blue doors to the Shaman room. There isn’t much you can do here except solve the drums puzzle to open the door to the next area. - Drums Puzzle (3.4): Take the drumstick from the shaman’s hand and play the drums in the correct sequence. If you spied on this room from the clock tower, you should have seen the puzzle solution. The correct sequence is Ram-Ta Bo-Ba Ta-Ram-Ba. Return the drumstick to the shaman’s hand to complete the puzzle. Go through the open doorway to the next area, Gods and Religious Items. =============================================================================== G O D S A N D R E L I G I O U S I T E M S , (3.5) M Y T H S A N D L E G E N D S You’ll find two puzzles in this area, one of which is at the Sumerian lyre exhibit inside the castle-like structure. - Sumerian Lyre Puzzle (3.6): This puzzle will put your memory to the test. Press the blue button to begin. After the three notes are played for you, play them back just as you hear them. Each time you play correctly, a blue square will light up and you’ll hear the tune again but with an extra note added each round. You must do this for at total of 10 rounds to finish the puzzle. The easiest way to win is to number the strings from one to eight then jot down the new number played each time. The next puzzle is located to the left of the red doors. The plaque next to the doors explains that in order to pass through, you must reveal Chuen, a Mayan god. - Red Doors Puzzle (3.7): Click on the panel next to the doors to open the puzzle. Here, you must piece together an image of Chuen. Beth drew a picture of the finished puzzle in her address book, which can be viewed from your Flashbacks menu. Click on the puzzle pieces to rotate them then click and drag them into position. Through the red doors, you’ll find the Myths and Legends area. Enter the room and look at the floor next to the stack of boxes. Here, you’ll find Merrick’s backpack, which contains photos of he and Beth exploring the museum, as well as the book "Ancient Astrology." The African Creation Myth exhibit contains another puzzle. - Music Box Puzzle (3.8): When you try to turn the music box key, you’ll find it uncooperative. To get the music box to work, go to the clock tower. On the jukebox, select track B-2, the Anansi the Spider Song. Return to the music box and turn the key. Continue to the next section of Myths and Legends. The empty display case here once contained the werewolf that you may have bumped into earlier. Pass through the last Myths and Legends area then make a left at the exit. Behind this door is the janitor’s closet. The pile of red rags on the counter is a frequent hiding spot for the Cloth Ixupi. Exit the janitor’s closet and take the stairs up to the planetarium. =============================================================================== P L A N E T A R I U M , S T R A N G E I N V E N T I O N S (3.9) M A N S I N H U M A N I T Y T O M A N Look behind the UFO to find Merrick’s camera. Press the button on top of the camera to eject the photo. To find this room’s puzzle, click on the star map next to the UFO. - Pictograph Tiles Puzzle (4.0): If you read through the book "In Search of the Unexplained," the symbols in this puzzle should look familiar. Place the alien pictographs next to the locations they were found at. Do this by clicking on one pictograph then clicking another to switch their positions. Once you’ve correctly matched a set of pictographs with their proper location, the location plate will press inward. When you’re finished in the planetarium, go next door to Strange Inventions. In the center area of the room, click on the pyramid steps to open a passage to the 3rd floor hall. The 2nd and 3rd floor halls are the quickest routes back to the main floor, so it’s a good idea to get familiar with them. The large crate at the far end of Strange Inventions contains another puzzle. Click on the machine’s octagonal panel to open the puzzle. - Alchemy Machine Puzzle (4.1): Here, you must position the shapes so that all wire connections match color-wise. Click the pieces to rotate them then click and drag them into position. The best way to go about solving the puzzle is to find the correct center piece first. Try all possible pieces in the center then rule them out one by one until you find the correct one. Exit Strange Inventions through the door opposite the puzzle. The next area you’ll come across is Man’s Inhumanity to Man. The electric chair in this area is a possible hiding place for the Electricity Ixupi. To activate the electric chair, enter the jail cell and pull the switch located inside. This room’s puzzle is at the top of the gallows. Before you climb the steps, read the plaque in front of the display. - Gallows Puzzle (4.2): The object of this puzzle is to hang the dummy. Do this by entering the display’s height, in inches, on the dials. The plaque explains that the drop in this display is 10 feet, so turn the dials to read 120. When this is done correctly, you’ll hear a click. Now pull the lever and hang the dummy. Leave Man’s Inhumanity to Man through the red door near the jail cell. =============================================================================== PUZZLE ROOM, STORAGE ROOM (4.3) You’ll now find yourself in the puzzle room. You won’t be able to do much here until you solve the Phoenician puzzle. The display next to the puzzle explains how it works. - Phoenician Puzzle (4.4): Pull the lever to begin. To win, you must guess the correct combination of five randomly selected symbols. Each time you enter a guess, you’ll receive 10 points for a correct symbol in the right position and one point for a correct symbol in the wrong position. Once you’re done with the puzzle, go through the puzzle piece-shaped door. Click on the skull painting to move to the next area and the next puzzle. - Pinball Puzzle (4.5): This is possibly the most frustrating puzzle in the game. Here you must use the flippers to pop the colored balls into their corresponding slots. If you can’t seem to get it, here’s the solution. Number the slots from left to right then use the following list of moves: blue 4-5, pink 7-4, violet 8-7, blue 5-8, pink 4-5, green 1-4, red 2-1, plaid 3-2, peach 6-3, yellow 9-6, blue 8-9, pink 5-8, plaid 2-5, peach 3-2, yellow 6-3, blue 9-6, pink 8-9, plaid 5-8. Step through the person-shaped doorway to the catwalk area. Return to Strange Inventions and enter the pyramid passage. Make your way down to the 2nd floor hall. Find the door to the storage closet near a pile of boards. On the wall to the left of the door is another puzzle. - Painting Puzzle (4.6): Arrange the puzzle pieces to form the image of a knight riding a two-headed horse into battle. The pieces can only be moved by selecting a pair to switch positions. Once you’ve switched two pieces, click on the arrow button to rotate them. The storage room door will now be unlocked. Inside, the Jade Ixupi’s pot can be found. Open the pot to release Merrick’s ghost. Now turn to face the fortuneteller machine. Use the nickel from the coin return in the machine’s slot. - Fortuneteller Machine Puzzle (4.7): This puzzle leads you on a mini treasure hunt through the museum. The clue you receive from the machine points to the solar system exhibit located in the planetarium. If you’re unfamiliar with the gods of Roman myth from which the planets got their names, check the book "Mythology of the Stars" from your Flashbacks menu. At the exhibit, align the planets Venus, Earth and Mars. The second clue refers to the Thor display in Gods and Religious Items. Go to the display and click on the carved stone on the right to receive the next clue. This clue refers, of course, to page 17 of "Egyptian Hieroglyphics Explained," which has been torn out. You won’t be able to find the missing page until you’ve captured nine Ixupi. When you have, go downstairs to the museum power plant. The fuse box will now be open, so flip the center red switch to the right. A hidden crawlspace will be revealed, along with Beth’s remains and the missing page. The clue from the missing page points to the guillotine exhibit in Man’s Inhumanity to Man. Pull the pin on the guillotine to release the blade. The symbol on the blade is a clue to the location of the last talisman, but to get there you must first solve the skull dials puzzle. - Skull Dials Puzzle (4.8): In the museum brochure is a list of six exhibits, each located near a skull dial. The colored skulls next to the exhibit names indicate the color each dial should be set at. ~ Giant Eagles Nest, Strange Beasts (blue) ~ Viking Burial, Burial Rites (blue) ~ Myth of the Werewolf, Myths and Legends (red) ~ Legend of the Deros, Subterranean World (yellow) ~ Tomb of the Ixupi, Tombs and Curses (green) ~ Two-headed Celtic God, Gods and Religious Items (red) When you’ve turned all six dials to their correct colors, go to the puzzle room and turn the large skull dial at the end of the catwalk. Go through the door and click on the eye symbol to get the Electricity Ixupi’s talisman. Once you’ve completed the last pot, head down to the museum power plant. Go to the generator room and capture the last Ixupi there to finish the game. =============================================================================== P O S S I B L E I X U P I L O C A T I O N S (4.9) Water Ixupi: -Underground lake -Fountain, main entry hall -Toilet, janitor’s closet Ash Ixupi: -Fireplace, museum office -Cremation display, Burial Rites Sand Ixupi: -Sand mound, Amazing Plants -Poseidon’s temple, Mysteries of the Deep Wood Ixupi: -Wooden idol, museum workshop -Fisherman’s canoe god, Gods and Religious Items -Crate boards, Myths and Legends -Pile of boards, 2nd floor hall Tar/Oil Ixupi: -Tar pit, Strange Beasts -Oil pool, Subterranean World Metal Ixupi: -Unicorn statue, Strange Beasts -Suit of armor, bedroom -Stack of film cans, projector room Wax Ixupi: -Candelabra, museum library -Wax doll, shaman room -Apophis the serpent display, Myths and Legends Crystal Ixupi: -Chandelier, main entry hall -Quartz device, Mysteries of the Deep Cloth Ixupi: -Curse of Anubis exhibit, Tombs and Curses -Paracas burial bundles exhibit, Burial Rites -Armoire, bedroom -Red rags, janitor’s closet Electricity Ixupi: -Generator, museum power plant -Astronomical construction exhibit, planetarium -Electric chair exhibit, Man’s Inhumanity to Man =============================================================================== P O S S I B L E L O C A T I O N S F O R P O T S (5.0) A N D T A L I S M A N S -Desk drawer, museum office -Cupboard below chest of drawers, museum workshop -Transforming masks, main entry hall -Bookshelf cabinet, museum library -Statuette, museum library -Behind curtain, theater (after viewing theater film) -Clock mechanism, clock tower (after solving clock puzzle) -Giant eagle’s nest, Strange Beasts -Pots display, Amazing Plants -Secret floor compartment, Mysteries of the Deep (after solving globe puzzle) -Oil pool, Subterranean World -Stone sarcophagus, Tombs and Curses (after solving columns of Ra puzzle) -Animal crematorium display, Burial Rites (after solving Chinese checkers puzzle) -Tribal hut, shaman room -Sumerian bull god, Gods and Religious Items (after solving Sumerian lyre puzzle) -African creation myth exhibit, Myths and Legends (after solving music box puzzle) -Maori carved chest, Myths and Legends -Red rags, janitor’s closet -UFO, planetarium (after solving pictograph tiles puzzle) -Alchemy machine, Strange Inventions (after solving alchemy machine puzzle) -Gallows, Man’s Inhumanity to Man (after solving gallows puzzle) -Catwalk, puzzle room -End of puzzle room slide, main entry hall