The Quivering
By Steve Norris
We are privileged to present this walkthrough by Mr. Norris, who
was one of the designers of The Quivering. Please visit Mr. Norris's web
site to learn more about him.
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!
GameSolves
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