Written by Sharon Fernandez (email@example.com)
This cannot be an exact walkthrough because the pots and lids are not always in
the same place for each new game. The 10 pairs of pots and lids that you must
match seem to be the same for each game. So, I will 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 (USA version only - shame on Sierra)
- 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
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 should be safe.
Point system in general:
If you see any objects laying around, examine them. Some 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. Your score can be quite a bit more if you travel
via the elevators (which I avoided as much as possible).
- 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
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 (USA version only)
The USA version of the game apparently includes a thicker book than the
international version, and it contains a "Walkthrough" chapter. Never fear!
I'll pass along the few answers it contains.
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.
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 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. 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. 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
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
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 lid for the ash ixupi in the lower
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.
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 bottom to match
the lid you found in the office. If you have the lid, then the two pieces will
magically join, otherwise take the pot and go back to the office and
join the two items. Now you can capture your first Ixupi (if it's still in the
EXPLORING THE REST OF THE MUSEUM
Probably the most useful item to locate are some blueprints. 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
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.
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. Look
toward the end of the stage area and notice it is empty. 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. Go back to the stage area, stand next to the
podium and look again toward the end of the stage area. This time you should
see an inventory item just behind the curtain.
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.
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.
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. Watch out for the metal Ixupi that
sometimes hides in the suit of armour.
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 rotate 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, forward twice, right turn and into the secret
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
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.
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 its
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.
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.
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. If you take the next right, you'll
find only dead ends (feel free to explore). Continue straight ahead, round
a corner, ignore the cubby hole with junk on your right, ignore the next right
turn (it leads back to the fortune teller room), and turn the next corner.
Go *almost* to the end and look for a panel on your right. If you are at the end,
back up just a little and find the passage into the Tombs and Curses room that is
now on your left.
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-face 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 the far end of the 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.
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
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 to 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 toward the other end of the room, 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. Double danger - the toilet can sometimes hide
the water Ixupi.
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.
With just one Ixupi waiting to be captured (it's the Thunder and Lightning
Ixupi), you may now begin the search for the missing page 17. Work you way
down to 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 contains 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.
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.
GAZEBO METAL BOX
- Use the number from the dragon gargoyle (next to the front gate)
to open this box: 029.
GEAR PUZZLE (Gazebo - Museum grounds)
- Solution (in USA version of book):
- Number the gears across the top (1,2,3) and the gears along
the bottom (4,5,6). Give the left 'spare' pin an 'A' and
the right pin a 'B'. It should look something like:
A 1 2 3
4 5 6 B
- Sierra then gives the moves as follows:
- The symbol for green copper is found behind the statue on the
walk to the gazebo; the symbol for brown wood is found on the bench on
the walk to the gazebo; the symbol for white stone is found looking
back at the stone arch from the walk to the gazebo; the symbol for
bronze is found on the cliffs seen through Stonehenge; the symbol for
yellow brick is found on the wall behind the vase on the way up the
stairs to the front door; the symbol for black iron is found on the
cornerpiece of the front door to the museum.
GLOBE PUZZLE (Mysteries of the Deep Room)
- The map on the floor should remind you of a map seen elsewhere.
- There was a map in the office with a particular longitude and
latitude circled. Try seventy-five west and twenty north.
- Notice the film is not wound on the reel. Try taking up the
- Click on the top reel 5 times. The red light then turns green.
Click on the green light.
DRAWER PUZZLE (Workshop)
- Hint 1:
- The clue is in the same room as the puzzle.
- Hint 2:
- Which drawers do you have open? Try an different tactic.
- 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.
- 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.
- 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)
- The clue to this puzzle is found in the theatre. Have you
explored the projection room? What goes on in a projection
- 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.
You sketch should look something like:
1C 2C 3C
4C 5C 6R
where C represents a circle and R represents a rectangle.
Now press the areas in this order: 6 1 9 3 4 6 4
DOOR PUZZLE (Hallway outside Theater)
- Hint 1:
- 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
third 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
n the same position on the door.
- 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)
- This is fairly straight forward. Move the pieces until you
have a connection between the top and the bottom.
- 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.
- Page 6-7 of the Egyptian Hieroglyphics book. Construct the
Pharaoah's picture on the left obelisk, and the queen's picture on
the right one.
CHINESE CHECKER PUZZLE (Base of Animal Sarcophagus in Funeral Rites
- Be sure to check out Erik Gos's solution at Spoiler's Center web site!
- 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
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
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,
2-3D, 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 4 drums.
- Hint 1:
- Clue location is in the clock tower. Something there will allow
you to find the RAM, TA, BO, and BA 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).
- 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. Take the mallet, play these on the drums, then return the
mallet and the secret door will open, leading you into another room.
DOOR PUZZLE (Room of the Gods)
- Look in Beth's Address book for something.
- Find the picture of the "Red Door" and match it in this puzzle.
MUSIC BOX PUZZLE (Myths room)
- 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)
- 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 at Balmond web site:
- Give each square a number, 1 thru 9, left to right and underneath
put the target of each lever:
Source 1 2 3 4 5 6 7 8 9
Target 4 2 5 1 6 2 7 5 8 2 5 3 8 4 9 7 8 6
Solution: Ball color Square Lever
Blue 4 Right
Pink 7 Right
Purple 8 Right
Blue 5 Left
Pink 4 Right
Green 1 Left
Red 2 Right
Plaid 3 Right
Beige 6 Right
Yellow 9 Right
Blue 8 Left
Pink 5 Left
Plaid 2 Left
Beige 3 Right
Yellow 6 Right
Blue 9 Right
Pink 8 Left
Plaid 5 Left
I have my own solution, but it's much longer.
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 clues/riddle. 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?
- From the Mythology of the Stars book you know that Venus is Love
and Mars 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.
FORTUNE TELLER - 2nd Riddle
- 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
- Hint 2:
- Find Thor riding his horse-drawn chariot, lifting his hammer, and
look nearby for a hidden message.
- Next to Thor, turn the pillar and find riddle number 3.
FORTUNE TELLER - 3rd Riddle
- 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
- 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.
FORTUNE TELLER - 4th Riddle
- 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?
- 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
DOOR PUZZLE (in Main Hall to Theater)
- Have you checked one of your books for the same symbols?
- Look in your Egyptian Hieroglyphics book, page 16. Be careful
to leave blanks where the picture indicates.
ALCHEMY MACHINE (Storage room)
- Start with the center position.
- Using B=blue, P=Pink, Y=Yellow, and G=Green, and starting at
the top color and going clockwise, find the piece BYGPPGYB and put it
in the center. 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
DOOR PUZZLE (in Puzzle Room)
Thanks to Mark Sutton for the following strategy. His last known e-mails
are Mark_Sutton@unc.edu and firstname.lastname@example.org if you want to drop him a line.
- The puzzle has seven pictures to go in five slots. To represent them,
use the letters A through G. In other words, the first symbol on the left
equals the top slot on the game. I'll be positioning them left to right instead
of top to bottom.
First keep all the initial symbols and hit the score button.
If you get a zero, you're in luck. That means that none of the first
symbols exist in the final answer. Advance all of them to the next symbol
and click the score again. If you get another zero, repeat. Any score you
get should be a multiple of ten, such as:
This means you have one of the symbols right. So, change all the symbols but
one and get the score.
This lets you know that the puzzle has one B and two C's, and one of the symbols
is in the right position. It's not necessarily the B; the score above lets
you know there was a B in one position. Since all the positions had B's in
them, you can't be sure.
You want to get a score that adds up to five, such as 5, 14, 23, 32, or 41. That
means you have all the right symbols, but some or all are in the wrong positions.
Keep repositioning what you have. From this point on, there is no magic formula,
and you might frequently run out of room before solving the puzzle. It just
SUMERIAN LYRE PUZZLE
- Just play follow the leader through a series of notes. The
tune changes each time you play this puzzle, so there is no specific
PICTOGRAPH PUZZLE (Planetarium room)
- Use one of your books to find similar pictures.
- Try the "In Search of the Unexplained" book, pages 18-19.
CLOCK PUZZLE (in Tower Stairs)
- Work the chains and use the video monitor station to see what
time the clock you just set the clock.
- 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 gives you a clue as to what numbers to enter
on the three dials.
- Hint 2:
- Read the plaque again and concentrate on the middle sentence, then
the last one. For international people, the rope is 10 feet long and
the plaque talks about "inches".
- 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.
TRAVERSING THE MAZE
- You probably don't need to map it. Just stay along a perimeter wall.
One good route: when you have just entered the Subterranean room with
its three other doorways, 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)
- Work through the four clues that start with the fortune teller.
After the fourth clue, return to this room.
- 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 a fairly complete list, but if you find other places, let me
know and I'll include them.
- candles in library
- snake in Myths and Legends room
- humanoid in Shaman room
- Thunder and Lighting:
- light/bulb 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
- Poseidon's temple in Mysteries of the Deep room
- sand pile in Amazing Plants room
- fireplace in office
- cremation display in Funeral Rites room
- red cloth in janitors room
- red cloth in Funeral Rites room
- bandages in the Curse of Anubis sarcophagus (Tomb and Curses)
- horse in Strange Animals room
- film reel cans in the projection room
- suit of armour in the fourth floor bedroom
- chandelier in Main Entry hall
- Mysteries of the Deep room
- Underground Lake
- stone fountain in Main Entry hall
- toilet in Janitor's room
- Dead tree:
- humanoid object in workshop
- spare lumber pile in Myths and Legends room
- spare lumber near Fortune Teller room
- Jade, stone, and Fire:
- Professor W.'s ghost, Underground Lake
- Beth's ghost, Clock Tower
- Merrick's ghost, Fortune Teller room
POT AND LID LOCATIONS
The areas correspond to the blueprints of the museum.
- Main Floor:
- statue on top of one bookcase, Library
- cabinet below drawer puzzle, Workshop
- behind curtain, Theatre
- desk drawer, Office
- on shelves left of entrance, Amazing Plants
- panel next to Stone Fountain, Main Entry Hall
- middle bird, inside human skull, Bird Masks
- 2nd Floor:
- pot and head with Merrick's ghost, Fortune Teller Room
- animal sarcophogus drawer, Funeral Rites
- in coffin between obelisks, across from Sphinx
- carved chest (near wax snake), Myths and Legends
- under red cloth, Janitors closet
- inside bull (next to lyre puzzle), Gods and Killing Items
- behind curtain, Music Box with Spider
- 3rd Floor:
- spaceship, Planetarium
- at bottom of wooden structure, Gallows
- in front of 6 skull dial, Puzzle Room
- inside alchemy machine, Storage Room
- 4th Floor:
- pot and head with Beth's ghost, Clock Tower
- another is inside the clock mechanism
- pot and head with professor W's ghost, Underground Lake
- in corner past oil pool, Suberranean World
- raised object, Mysteries of the Deep
FLASHBACK ITEMS AND THEIR LOCATION
- Intro Movie - game's beginning
- Beth's Ghost - Clock Tower
- Merrick's Ghost - Fortune Teller Room
- Windlenot's Ghost - Underground Lake
- Ancient Astrology - Myths and Legends room
- Scrapbook - museum Office
- Museum Brochure - Main Entry Hall
- In Search of the Unexplained - Library
- Egyptian Hieroglyphics - Underground Lake
- S. American Pict. - Library
- Mythology of the Stars - Library
- Black Book - Library
- Theatre Movie - Theatre
- Museum Blueprints - Mysteries of the Deep room
- Beth's Address Book - passage accessed through library
- Merrick's Notes - Funeral Rites room
- Prof Windlenot's Diary - 4th floor bedroom
- Finale - game's end
1) The missing page 17 in the Egyptian Hieroglyphics book reveals
with two pictures. Have you found the lower right picture elsewhere in the
2) Near the bird masks on the main floor you found an axe embedded in the
totem pole. Where does the axe normally hang?
3) In the puzzle room there were two pictures, a rocking chair on the left
the right a skull. In between was the pinball puzzle. Do you remember seeing
the skull picture anywhere else in the museum?
4) Did you see the moving plant in the Amazing Plants room?
5) Did you see the snakes on the arches at both sides of the Theater stage do
6) Did you see anything scary on your return from the Subterranean World to the
Main Hall through the secret passage?
1) Theatre, right-hand wall.
2) Workshop with the other tools.
3) The fourth floor bedroom and study had a smaller version of the skull
4) 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.
5) The snakes have a short animation. One of them looks at you and smiles,
the other's eye sparkles. Go to the top of the stage steps and when you
are underneath the arches, look up.
6) Sometimes you will see a pair of menacing eyes and hear a animal roar.