Level 1
First, leave the village and collect the Ghoul Cube. Get the Ghoul Cube
from the Raven (your uncle) at the crossroads. Until you collect this,
you won't be able to collect objects.
Getting into Uncle's House
Go back to village where you started, and enter the "Slaughtered
Ham" pub. Note that the jukebox is broken. Next to the jukebox is
Billy, Uncle's groundskeeper. Talk to Billy. If you ask the right questions,
he will eventually hand over the Key to Uncle's front gate. While you
are in the pub, talk to the Policeman playing darts. This will open up
conversations that you can then have with the man trapped in the gibbet
(at the crossroads). (The man in the gibbet owns the car you will come
across later.) Talk to the guys at the bar. Pick a fight using conversation
choices. After the Vicar intervenes, go and talk to the Vicar. After the
correct choice of conversation, the Vicar will allow you to collect the
Glass of Water.
Head towards Uncle's house (out of the village, and right at the crossroads).
On the way, note the Mapstone on the outskirts of the village (a pointy
monolith of rock with a pentagram etched on it). There are six Mapstones
in total. Each one you find and use will then be available in order to
jump locations between Mapstones. This significantly cuts down on legwork.
Mapstones must be used and not just seen, in order to be used by other
Mapstones.
Collect Imps on your way out of the village. There is one at the end
of each alley in the village, one behind the cross outside the pub, one
behind the wall (on your right, when approaching the crossroads), an d
one in the backseat of the car (which you pass, after turning right at
the crossroads). You now have five Imps.
Go past the car, the graveyard, and the next building on your right is
uncle's house. Use the Key on the gate, and it will open before your eyes.
Inside Uncle's House
A hideous creature, Gore, blocks the stairs to the next level. In order
to reach Level 2, you will need four ingredients for a potion that will
turn Gore back into his normal self. The pot to make the potion lies in
the backup laboratory in the basement. This is reachable via the ladder
going down in the entrance hall (to your left). As you find each of the
four main ingredients, you must use (place them) in this pot.
The four ingredients are the Local Brew (in the cellar of the pub, guarded
by the landlady, who can be distracted by putting on a show), the Illuminous
Fungus (found in the basement underneath the Shack in the Dark Woods),
the Vampire's Teeth (taken from the sleeping vampire, in the graveyard,
when he takes them out to sleep at night), and the Light of the Pharaohs
(found in Egypt, reached via a time portal located on the other side of
the swamp).
While you are here, collect the Lamp from Gore's Bedroom (in Uncle's
House--the room with Gore's pet rat). Read the Book about Ancient Egypt
in the Library--the symbols within will need to be noted down. (Do not
open the outer door to let the vampire from outside in.) Open the door
to the secret room, by using all of the books. One book opens the secret
room, another opens the trapdoor (which will not kill you). The secret
room contains a nonlethal ghost, but also a Crystal Egg that should be
collected. The Crystal Egg can capture the Light of the Pharaohs within
it. Go into the Kitchen--speak to the Chef about his bizarre recipes,
which will eventually make him show you the Burgers. Go back to the Rat,
who you can now talk to about Burgers. Pick up Gore's Pet Rat, who is
now keen to come with you and find the Burgers. Use the Rat on the kitchen
worktop--the chef will try and kill him. After the mayhem that ensues,
collect the Burgers and the blue and white Jug (to collect the Local Brew
in).
Head out into the garden. Collect the Imp. Use the Mapstone. This Mapstone
can now transport you to any other Mapstone you have previously found
and used (i.e., like the one in the village).
To get the Local Brew, you should already have at least the Lamp and
the Jug. Go to the Darkwoods (to the crossroads and straight across).
Enter the Darkwoods with the Lamp in your hand (or you will be killed
in the darkness). Find the Mapstone (before crossing the bridge) and use
it. Cross the bridge (which will collapse under your weight). Find the
Evil Tree (which has red eyes and an axe in its mouth). Send an Imp to
collect the Axe (if you don't have an Imp, there is at least one in the
woods to collect). After the Imp has tried, and died, collect the Axe
yourself from the Imp's outstretched hand.
Enter the Evil Shack, and in the Kitchen, collect the Vacuum Cleaner.
Outside the shack is a shed. Use an Imp and the axe (combined in you inventory)
to produce an Axe Imp. Use the Axe Imp to cut down the door.
Collect the Dinghy from inside (to be used to get across the swamp).
To get back to the Library, cross the ravine (which used to have a bridge)
by finding the Happy Tree (it is singing). Use an imp and the Axe (combined
in your inventory) to produce an Axe Imp again, and cut down the tree.
Walk across the felled tree.
Find the Mapstone in the Darkwoods and use it to transport you to Uncle's
Garden. From there, find the Library and the book-activated secret room.
Use the Vacuum Cleaner to suck up the Ghost. Collect the Mask that drops
to the floor. Find the Phantom of the Opera playing the organ in the main
hall. Give him the Mask. Whereas he was scared to leave the house before,
because he was so ugly, he will now happily be collected. Collect the
Phantom of the Opera.
Go back to the pub (using the Mapstones is the quickest way). Use the
Phantom of the Opera on stage. He will now entertain and distract the
crowds (who were previously missing the sounds of the jukebox). With the
landlady distracted, you can now get down into the pub cellar. Here, collect
the Weedkiller and use the Jug on the tap to collect ... the Local Brew!
Take this back the basement laboratory in Uncle's house, and use it on
the pot. One ingredient of four is done.
To get the Illuminous Fungus, located underneath the Evil Shack in the
Darkwoods, you will require the Blowtorch, Zombie Gun, and Gas Mask. You
already have the Axe and Weedkiller. Use an Axe Imp to smash and collect
the Zombie Gun from the corridor in Uncle's house. The Blowtorch is guarded
by the Killer Plant in the Greenhouse in Uncle's Garden. In your inventory,
combine an Imp with the Weedkiller to produce a Weedkiller Imp. Send the
Weedkiller Imp to his death, poisoning the Killer Plant in the process.
You can now get the Blowtorch (vital for opening chained entrances).
While you are in the greenhouse, note the Seeds that are high on a shelf
near the door. The Gas Mask is the Graveyard. Make a Blowtorch Imp in
the inventory, and use it to open the gate to the graveyard. The skeletons
in the graveyard are red herrings. Avoid them.
There is a Mapstone just inside the entrance. Use it, to enable its use
with the other Mapstones. Collect the Flute from one of the statues. Collect
the Gas Mask from the stairwell of the Crypt (the shed-like building at
the far side of the graveyard).
Use the Mapstones to get back to the Darkwoods, and eventually the Evil
Shack. In the inventory produce a Blowtorch Imp to open the trap door.
Go down into the Cellar ... Get your Zombie Gun ready (in hand). You will
need it here. Negotiate the Maze. The Zombie Gun can only shoot one shot
at a time; thus, any location you find with two zombies visible should
be exited.
Feel free to shoot any Zombies (where only one exists in a location).
Eventually you will see a hole in the wall. Go though this into the Mushroom
Cave. Get your Gas Mask on hand, and walk through and take a chunk of
Illuminous Fungus. Head back out of the cave and again get your Zombie
Gun ready. If you haven't already, you must shoot the zombie under the
stairs (or you will not be able to escape). Leave the Mushroom Cave and
take the first right, then first left, then first right. Here you should
see a zombie cowering under the stairs. Shoot him. Take the exit on your
left, left again, and then renegotiate the maze out and back to Uncle's
house.
Put the Illuminous Fungus in the pot. Just two more ingredients to go
to get the Vampire's Teeth. The Vampire will take out his teeth when he
is asleep in his crypt, but currently he's hovering outside the Library.
You will need the Car Keys and Garlic Pizza. You already have the Glass
of Water. Go back to the crossroads and Talk to the man in the gibbet
(cage). Eventually, through the correct conversations (provided you have
spoken to the Policemen already), you will strike a deal and receive the
Car Keys. These will allow you to get in and drive the Car to the Gates
Motel (and too fast for the Werewolf to catch you).
At the Gates Motel (in black and white--so do not adjust your monitor),
head up towards the front door. Go past it to the statue round the side.
Use an Imp on the statue, which will break the window (ready for your
escape from Jason's Bedroom). Enter the hotel.
There are three cases for you to hide in, and a desk and bell. Ringing
the bell will cause the Bell Boy (monkey) to collect a case and take it
to a room. Use (ring) the bell and move (get into) the third (rightmost)
suitcase. You will exit the case to find yourself in Jason's bedroom.
Jason is the guy with the chainsaw who is on his way back to his room.
Take the Garlic Pizza in the room, and then run back to the car via the
broken bathroom window. Jason is behind you all the way.
When in the car, use the keys (still in the ignition). The car will eventually
start and take you back to the graveyard.
Go to the Library. Open the outer door and let in the Vampire. Use the
Garlic Pizza on the Vampire, sending him back to his crypt. Get back to
the crypt and put the Glass of Water on the table beside the coffin. The
vampire will then take out his Vampire Teeth. Take them and put them in
the pot in Uncle's Basement Laboratory.
The Light of the Pharaohs is located in Ancient Egypt, located at the
far side of the swamp! You already have everything you need: two Imps,
Dinghy, Crystal Egg, Burgers, and Flute, and you should have noted the
symbols (four groups of three, and a final picture) in the Egypt book
from the Library.
Use the Dinghy on the swamp (the last exit of the crossroads, opposite
the village). Get in and move forward--the music (and timer will start).
The swamp is a maze, and if you don't get to other side quickly enough,
the Swamp Monster will get you. Think of each location as having six possible
exits (rather than the standard four), and map it likewise as you try.
On the other side of the swamp is a Mapstone. Use it, and you will never
need to cross the swamp again!
Pass through the time warp into Ancient Egypt. Head straight towards
the Pyramid. Deviating from this route to explore will almost certainly
end in your death. In the snake room, create a Flute Imp, to keep the
snakes distracted. The next puzzle room, the Snap Puzzle Room, will close
the doors after you. You are required to match the symbol that appears
above the door with the symbols from the book. As each symbol appears,
click on one wheel on the left and one on the right, hoping for the match.
If you complete this puzzle (which relies on the clarity of the notes
you took from the Library), you will move on.
To pass though the Mummy Room, make a Fat Imp (Imp plus Burgers) and
place him on the sarcophagus ahead. The Mummy inside will not be able
to escape as you pass. Enter the Fountain of the Pharaohs. Walk around
the outside edge to turn the mirrors to the correct configuration (as
depicted again in the book). Go to the center well. Look around to check
that the mirror formation is correct. If so, turn the wheel for the well.
If the configuration is correct, the Light of the Pharaohs will appear.
Collect this in the Crystal Egg and head back to the underground Laboratory
in Uncle's House.
This is the last ingredient. When added to the others in the pot, the
Pot will be ready to take. Use the Pot on Gore, the monster guarding the
stairs, who will turn back into Gore and go look for his pet rat. You
can now get up the stairs to Level 2.
I would say congratulations, but you had this walkthrough which solved
all the puzzles for you ...
Level 2
The key to this level is to collect the Brains and plug them into the
Brain Machine for transference into the Frankenstein Monster.
More Imps can be found in Uncle's Garden.
There are three Brains to be found around the upstairs levels: the Scientist
Brain, the Madman Brain, and the Elvis Brain. As you collect each of these,
you use them on the jars in the Brain Machine. Once in situ in the machine,
a number will light up on the Brain Machine. Using (pressing) the numbered
buttons will transfer the specific Brain into the monster.
One Brain is already in the attic laboratory. Pick it up. Use it (put
it in the pot) on the machine.
To get the second Brain from the Butler, you are required to have the
Black Tie. The Black Tie is in the bedroom where your cousin is sitting
in a chair. It is on the other side of the room, in the drawers, so you
must go past him. It is best to do this when he is not a Werewolf, so
make a run for it when the moon in the window is covered by cloud. When
you get the Black Tie, go back and see the Butler. He will now be more
than happy to serve you.
To get the third Brain from the Scarecrow, you are required to have the
Pumpkin. Go to the Torture Chamber, and talk to the stretched man (the
one from the gibbet!) and encourage him to leave. When he does, put an
Imp in the torture device (rack) instead, and encourage the Torturer to
stretch the Imp. When he does turn the rack once, get (collect) the Stretched
Imp. The Stretched Imp will now be able to collect the Seeds from the
high shelf in the Greenhouse.
Go down to Uncle's Garden, and into the Greenhouse. Collect the Seeds
and use them on the Growbag beneath. The Pumpkin will grow. When it is
big enough, get (collect) it.
Go back up to the First Floor in Uncle's House and find the character
with the bag for a head. He will gladly swap the Pumpkin for the Brain
in the bag.
When you have collected all three Brains, use them on the machine (put
them in the available jars). To open the portal, use the Scientist Brain
in the machine (press 1(?)). The Scientist monster will then open the
portal back to Big D's home dimension. When opened, Big D will arrive
on the scene.
Quickly, transfer the Madman Brain to the monster (press 2(?)) on the
machine. The Madman monster will send Big D back to his home dimension.
Thus, with Big D sent back to his home dimension, the Level is complete.
So a big "well done" is in order for following these instructions
correctly ...
Level 3
You are now in a theme park. Don't ask how.
The theme park is divided into three sections, separated by a cave: a
south side (where you are initially standing, containing the entrance),
a north side (containing the roller coaster and one armed bandit), and
an east side (containing Big D's castle). You will not be able to get
into the castle until you have the Entrance Ticket.
To get the Entrance Ticket, you will need to win it at the Duck Shoot
stall. To win, you will need the Machine Gun.
To get more Imps (for saving the game and for solving puzzles), you must
use the One-Armed Bandit located at north side of the theme park. Playing
the game is free, but depending on your luck and skill, it will kill you
almost as many times as you win. The method is to get two or three Imps
without dying, then use an Imp to save, and do the same again until you
have a good store of them. You now have many Imps.
From the One-Armed Bandit, you will also win Tokens for the Grabber Machine
(just over the fence to you). After a number of attempts (3?), you will
get (win) the Magnet from the Grabber Machine.
Go into the Cave and get (steal) the Camera from the Demon family. Go
to the Comedy Photo Cutouts and use an Imp. The Imp will pose, and you
should take his picture (use the Camera). This will blind the Imp. Collect
the Blind Imp.
Turn to your left, towards the Wall of Death Motorcycle Show. Put your
Blind Imp in through the door (a normal Imp would refuse!). This will
cause the motorcycle inside to crash. This in turn will cause the Motorcycle
Helmet to be thrown out onto a post. Collect the Motorcycle Helmet. Finally,
collect the Glue, just hanging around outside the Wall of Death.
The only other item in this north side that we haven't mentioned is the
broken roller coaster. To fix the broken roller coaster, you will require
the Toolbox, Balloon, and Imp to make a Floating Toolbox Imp. You also
need another Balloon and the Magnet (which you already have) to solve
the puzzle. We will come back later when we have these.
Head back to the south side of the theme park. Get a Balloon from the
clown. Enter the Funhouse ... be careful--it is a dangerous place! The
only object you need to retrieve from the Funhouse is the Spanner. The
Spanner is found within one of the mirrors in the Hall of Mirrors. Once
collected, get out of the Funhouse as fast as possible (like you need
telling twice).
You now have the Spanner and Motorcycle Helmet. Find the Spinning Ride.
Get on it when it stops. Make a Spanner Imp (Spanner plus Imp) and use
it on the central bolt (which holds the planes). If you have the Crash
Helmet (which you do), the resulting crash will not be fatal. Well, not
to you. It will, however, be fatal to the Punch and Judy Stall, which
previously blocked your path.
Go around the side of the Ghost Train and get the Mat if you like (it's
actually a red herring!). Enter the Ghost Train--ride it through and watch
for the clues. Note the Noose plus pop-up Nosferato. Note the Witch plus
Circular Saw. Note the Toolbox (on the other side of the bars).
You will need Glue and an Imp. Make a Gluey Imp, and put him in a Ghost
Train Car. The Ghost Train will now run on auto, and you can follow the
car around as it opens heavy doors for you (being careful not to be killed
by the car as it comes around the track again). Find the Pop-up Nosferato
(the next location further on that the noose) and wait. When the car comes
around again, the Pop-up mechanism will propel you through the air. The
resulting Noose mechanism will open the Portcullis.
Go through this newly opened passage and collect the Toolbox. Note the
locked door nearby. Get back to the track (waiting for the car to go past
first) and follow it. When you are almost out (at the skeletons), you
will be near the drop down Witch. She will be dropped when the car approaches
again--you will have to click on her. No other location is safe from being
either being run down or sawed in half. When you get off the Witch, the
doors will still be swinging, so you can quickly escape out.
All this for the Toolbox!
Use the Toolbox, Imp, and Balloon to make a Floating Carpenter Imp. Go
back to the roller coaster, at the base by the breakage in the track.
Use your Floating Carpenter Imp here. He will not be able to fly high
enough to fix the breakage.
Go back to the Balloon Clown. Ask for another Balloon (he would be annoyed
if you already had one). Use the Balloon on the Floating Carpenter Imp.
The extra Balloon will give the Imp the necessary lift to fix the broken
track. With the track fixed, you can ride the roller coaster.
Use the Magnet at the top to get (attract) the Keys from the Handyman.
When the ride ends, go back to the ghost train.
Getting around the Ghost Train the same way as before, use the Keys to
unlock the locked door. Inside this room, get the Machine Gun. Take the
Machine Gun to the Duck Shoot. Win the Ticket. Enter the Castle ...
Inside the Castle, you will meet Big D again, and he will kill you. Now,
playing as the Elvis Monster, you must defeat all of the monsters thrown
at you by clicking on them. Unfortunately, you are on you own here for
this arcade section. Hints: You normally have some time while skeletons
get up on the outer ledge before attacking. Use this time to click on
the wheels. Watch for a sequence--the attacks are not random. If you climb
up the last ladder (after the birds), the game will finally end.
You win. And you did it all yourself! Hope you enjoyed it.
Now send me all
of your comments about the game. I want to know:
- Which was the best puzzle? and the worst? and the hardest? and the
easiest?
- Who was the best character? Who was the worst?
- Which was the best-looking section? Which was the worst?
- Which was the best cutscene that sticks in your mind?
- What did you think of the game-saving option? Good to have limited
saves, or not?
- What were you general thoughts on the inventory system?
- What was the best and worst thing about the game control mechanism?
- How did you find the navigation of the dialogue?
- Did you make much use of the Mapstones?
- Where did you first hear about the game?
- How did you find the website? Are there others you have found?
- What experience did you have with problems/support for the product?
- What else do you have to say about The Quivering?
In short, I want to know it all.
It will take you less time than this helpful walkthrough took me, I assure
you! And who knows--there may be a sequel one day!