Conspiracy of The Ages
BEQUEST GLOBE and BINAH.
In this game, F or F1 means forward once. R means turn right. L
means turn left. You start the game in the Bequest Globe. Click on the
Ancient valve-operated computer, you will be asked to type in your
name. In turn, you'll receive your Sacred Number and Sacred Symbol,
which you will need to remember for the remainder of the game. Click
your sacred symbol and each picture. Once you have your sacred number
and symbol, enter the Crypto wheel just to the right of the computer.
Click on one of the two hot s pots (either 1 or 9.) Once you enter the
Crypto wheel you can either go up to Kether, or down to Malchut first.
In both places, you must enter the room and click on the monitor in
the middle of the room. After the message, a number will flash on the
scre en, remember this number. Once you have both numbers (3 and 8),
leave the Crypto wheel and go back to the ancient valve-operated
computer. Enter the numbers, 3 and 8, then press ENTER. You now have
access to the first Realm, Binah. Go back to the Crypto wheel and
click on the hot spot corresponding to number 2. You will enter the
Realm of Binah, to the interior of Stonehenge. Turn left once. Walk
through the Temporal Gateways until you reach the Armored Torso.
(Note, there are four possible places to go in the Stonehenge
formation: the Armored Torso, the Helmet, Merlin's Oak, and the
Beach.) Enter the Armored Torso. Turn right, F4, and L to the Shield
Puzzle on the back of one of the chair. Click on the puzzle to start.
The object of the game is to con nect all of the nodes without
crossing the line you have drawn.
The solution:
Click the very bottom, then the next three spots
counterclockwise. Click next circle in, then next five spots
clockwise. Click third circle in, then next five spots
counterclockwise. Click in to center circle, then three spots
clockwise. Click next spot out to lower left, then up one. Left one
and down one. Click very outer spot at lower left, then back to
starting point at bottom. After you solve the puzzle and see the
vision of the Holy Grail, walk out of the room through the same door
you entered to see more visions. Your reward for solving the Shield
puzzle is the Tower card. Place it in your inventory. Once the visions
are finished, you can turn around and enter the Armoured Torso once
again. This time, you'll see an alien craft rather than the Ro und
table. Walk over to the computer where the Man In Black was standing.
You must select your Sacred Symbol, slide the symbol for Binah time
(the Grail, top symbol), and click on the position for Binah on the
Crypto wheel (the top right corner of the sq uare. Once you've
successfully selected these three elements, click the large green
button and the alien craft will rise. An elevator down to Leonardo's
Workshop is revealed. Don’t go there just yet.
Turn right, forward one, left, forward one, right and click the
door in the Armoured Torso. Walk nine steps to the Stonehenge
formation and turn right twice. Go forward to Merlin 's Oak. Note: by
turning around in the middle of the Stonehenge formation, you'll
change where the temporal gates will transport you. Once you find
Merlin's Oak, click on the three drawers until you release the
Elemental. One pattern that works to release it is to open the bottom
drawer first, then the middle, and finally the t op drawer. Once you
release the Elemental, it will guide you to the beach. Turn around and
go forward four steps into the Stonehenge formation and turn right
twice. Walk forward through the gate that the Elemental opens for you.
Walk to the water's edge, turn left and click on the figure to summon
the boat. Get on the boat, and you will be taken to Avalon. Enter the
tower building and you will face the Knights Templar puzzle. A
DIFFICULT solution to this puzzle is found on page XXIX of the game
manual. The goal is to remove the last flame or flames so that only
the chalice remains, thus forcing the Knight to drink. NOTE: you will
always lose the first game because the Knight places the chalice on a
stable square. Thus, you must win the second and third games. You must
remove the flames so that when they are gone, the chalice is on a
shaded square for the new active board dimension. If the chalice is on
a stable square, it will always be on an unstable square at the next
turn. Likewise, if it’s on an u nstable square, it’s always possible
to make it stable on the next turn.
Since you go first in the second game, turn away from the board
and SAVE GAME. Turn back to the board and always place the chalice in
a corner. Quite often, the board will change and leave only the corner
chalice and four flames in a row with the chalice . If this does not
occur, turn away from the board to reset it. Turn back to the board
and try again.
When you finally get four flames in a row with the corner
chalice, get rid of the flame next to the chalice and you win the
second game. You can also win the third game by resetting the board.
THIRD GAME: Keep resetting the board until the knight places the
chalice in the middle square on any edge. Then, get rid of the next
row of flames from that edge. You should end up with the chalice and
only two flames on one side of it in a row along tha t edge. If not,
reset the board until you do have the chalice and two flames together,
for instance OOCFF. O means empty squares. Then all you have to do is
get rid of the flame next to the chalice. I once had to reset 12
times, but still I was guarantee d a win. Once you beat the Knight, an
elevator will appear behind him. Get in the elevator and turn around.
Go up to visit Morgan Le Fay and click the light. Here, you will
receive the Star card for getting past the drunken knight. Keep
clicking on her t ill she repeats herself. Then, take the elevator
down to the bottom (2 floors down.) Get out of the elevator on the
bottom floor and walk directly across to the Priory of Sion book.
Place the Tower card from your inventory on the table, and you'll be
abl e to open and explore the book. You icon will look like a page at
the right edge to turn the pages. This will also unlock the metal door
to Leonardo's workshop. Be sure to look at the illustration on the
wall, behind the book, and checkout its mini-anima tions by clicking
on the hot-spots. Now, turn left and walk through the white door at
the end of the hallway and enter the Einstein and Newton puzzle. The
goal here is to arrange the 4 phrases from Einstein and 4 phrases from
Newton into a logical conver sation. Walking through the right or left
door will get a different statement from either Einstein or Newton.
Press the NOW button to start.
The first statement should be from Newton: “What goes up, must
come down.” When you hear the proper response from Einstein: (after
going through some doors) “Nonsense, there is no up or down, there is
only infinity”, click the Now button. Always click th e Now button
after the next logical statement. Here is the complete list of
statements in order:
Newton: What goes up, must come down. Einstein: Nonsense, there
is no up or down, there is only infinity. Newton: Infinity irrelevant,
the solar system is a finely tuned mechanism. Einstein: Not a
mechanism, a highly evolved organism, a figment of God’s imagination.
Newton: Then did God also imagine quantum mechanics? Einstein: Quantum
theory, bah! God does not play dice with the universe.
Newton: No, you do. Einstein: I did not open Pandora. I did not
fill the balloon up.
Once you solve the puzzle, you will receive a metal ball,
actually it's the Automaton's Heart. Place the metal ball in your
inventory. Walk back through the white door to the hall. Walk across
the hall until you reach the metal door, go through the door to enter
Leonardo's workshop. Ahead and to the left, enter the alcove with
charts, books, and such. On the right. On the right, look at the two
books on a small table. Look at the map above the table.
Turn right, go forward, turn left, go forward then left. You
should be facing a Star Map puzzle. You must first place the Star card
on the holder before you can proceed. The goal here is to match
numbers in each axis to make the pattern of the Sirius con stellation.
The axis co-ordinates were found in a book on a worktable in the
alcove. The corresponding numbers on the map are, in order: 17, 2, 19,
5, 24, and 37. They have to be marked by selecting the proper number
across the top and along the left sid e. 17 is marked by clicking 3
along the left and 1 across the top. When the others; 2, 19, 5, 24,
and 37 have been marked, you'll be able to view Leonardo's secret
drawings by clicking on the button. Click each picture twice, then the
button for another picture. Finally, the screen disintegrates and you
receive the Star card again. Now walk over to Leonardo's bench, where
the spinning dial is. Get close and turn left. You’ll see a stone
plaque with the Automaton's image on it. Step toward it and place t he
Automaton's Heart, you received in the Einstein and Newton room, in
the stone to activate the Automaton. Go over to the Automaton and pick
up the Babel Cylinder that it produced for you. You're now ready to
re-visit Morgan Le Fay. Look up, turn right, go to the round exit left
of the large black machine, and open the door. Three steps forward and
turn left to the elevator. Go up two floors to Morgan Le Fay. Put the
Star card on the golden holder and she'll tell you where to place the
Babel cylinder. Once done, she'll give you the Moon card. Get in the
elevator and go down two floors. Enter the round door to Leonardo's
workshop and walk through the door by the Automaton. Continue to a
darkened wall and turn right. Go up some stairs and down the other
side. At the bottom on the right is a shield. On the left is a dark
box. Place the Moon card on the box, and the hallway will light up.
SAVE GAME. Here’s the last puzzle in Binah, Merlin's Retort.
This is a timed puzzle, so you must match the symbols quickly.
You can turn the box by clicking on the left or right edge of each
panel. TIP: Initially, view all faces by rotating the box in one
direction. Copy the symbols from each face. This way, you c an
efficiently plan your moves. If it gets dark, restore or just click on
the box light behind you. Match all of the pairs, and you'll be
transported back to the interior of the Stonehenge. Here you must go
back to several places in Binah and set back th e clocks. Each place
will have something very simple to do in order to set the time back.
For example, when you go back to Morgan Le Fay's lair, click on the
candle to the right. When you go to the monitor in the alien craft,
slide the grail back into it s original position. At Einstein and
Newton, press the button on the dial. At the tree, open the top
drawer. Click the revolving clock to start it backwards. After all
areas have been taken care of, you are rewarded with the Holy Grail.
Click the portal and get transported back to the Bequest Globe, where
you can continue your quest for Truth. CHESED. Back at the Bequest
Globe, enter the Crypto wheel by clicking on either 1 or 9, you can
either go up to Kether, or down to Malchut first. In both places, you
must enter the room and click on the monitor in the middle of the
room. In Kether, the upper room, you will receive the Magician card.
Walk over to the world map on the wall and place the Magician card in
the holder. Move the green square up to Stone henge. You will access
information about Stonehenge. When finished, walk back over to the
monitor and receive the code number (4.) Turn around and go down the
stairs all the way to the bottom. In Malchut, you'll receive the
Temperance card. Walk over to the drawing on the wall and place the
Temperance card in the holder. After seeing the painting, walk back to
the monitor to receive the code number (8.) Once you have both numbers
(4 and 8), leave the Crypto wheel and go back to the ancient
valve-operate d computer. Enter the numbers, 4 and 8, and press ENTER.
You now have access to the second Realm, Chesed. Go back to the Crypto
wheel and click on the hot spot corresponding to number 3. By walking
through the Crypto wheel, you will enter the Realm of Ch esed,
starting in the Pyramid area.
The Chesed environment has multiple pathways between the Sun
pyramid, the Moon pyramid, the DNA Ark, and the U.S.S. Scorpio areas.
Most of the puzzles can be solved nonlinearly. The pyramid you should
visit first, once you enter Chesed, is the Horus Pyra mid. Follow the
long trench to the first pyramid. Turn right, forward a step, left,
forward 3, left, forward 3, right. Climb up the steps and you'll find
the Horus Pyramid Game. The goal here is to fill in all of the nodes.
It’s not very difficult. If yo u want to start the puzzle over, just
turn all the way around. Once you beat this puzzle, you'll receive a
metal ball, which you will place in the plinth at the Oracle later on.
Now to find the Ball Court puzzle. Go down the steps. Turn R, F1, L,
F1, L, F1. The object of the Ball Court puzzle is to raise all of the
stones to make a level surface. One pattern to solve this puzzle is
click on the stone (or stones) in the back row first (while they are
lowered.) Once the row is level, move to the next row towards you.
Repeat this until all the rows are level. One stone remains slanted.
Now click on the key on the far wall. This will open a door and you'll
be able to walk into the interior of the Moon pyramid. Keep clicking
on drawing on the wall, and you' ll receive the top half of the
Emperor card. You can leave this room now and go out to the front of
the Horus pyramid. Cross back over the stones. Then, R, F1, R, F3, L.
The pyramid next to the Horus pyramid, is the Sun pyramid. Climb up
its steps and yo u'll find four cards. Pick up the left one and carry
it over to the calendar stone at the top of the Moon pyramid, which is
around the corner from the Horus and Sun pyramids. Turn around and go
down the steps. Then, L, F, R, F3, R, F, R. Go up the steps and place
the first card. Go back for the next card. From the bottom of the
steps, L, F1, L, F3, L, F, R. When you finish placing the fourth card,
click the hot-spots around the calendar. You will receive the Heart
Stone from the calendar. With the Heart Stone, you can access the
interior of the Sun pyramid. Turn around and go down the steps. Then,
L, F1, L, F3, L, F, R. Go up the steps and place the heart stone on
the statue. Once you go inside the Sun Pyramid, you'll find a Nine
Men's Morris game on t he floor. Maybe some of you gamers remember it
from “Legend of Robin Hood.” Go up the steps either side of the
platform, turn right or left and step to the center. Turn to the front
and step forward to see the floor puzzle. Click it to start. The
compute r is tough but beatable. It’s easier the more you play. The
goal of the game is to place your markers three-in-a-row. This is
called a Mil. When you place three markers in a row, you get to remove
one of the computer's markers from the game. Of course, i f the
computer forms three in a row, you also loose a marker. Once all nine
markers are placed, you move by sliding one of them to an adjacent
space. You can move a marker from a Mil and then return it to reform
the Mil and remove one of the computer’s m arkers. This is handy when
you can’t get any of your other markers together. When you beat this
game, you'll receive the bottom portion of the Emperor card. Now
you're ready to go to the Oracle. Walk through the trench directly in
front of the Moon pyram id steps. Walk down through the tunnel and go
forward all the way up until you reach the plinth. Look down. Open the
door in the floor and place the metal ball from inventory in the empty
space. This will fill the Oracle with water so Horus can appear. B e
sure to take the metal ball again, and place it in your inventory,
when the plinth door re-opens. (You will need to place it on the Rod
of Osiris in the sub.)
To walk over to the Oracle, turn around and go down the steps to
just before the tunnel. Then, L, F2, L, F2, L, up the steps and, R, F.
Horus will appear and ask you to make the choice of life (alpha) or
death (omega) for him. Choose life (alpha) and a s ecret door will
open in the pool. (Otherwise, you'll need to enter the DNA Ark via the
interiors of the Moon or Sun pyramids.) You will receive the High
Priest card after you make your selection. Go back around front and go
down the right or left stairs to the empty pool beneath the Oracle.
You'll see a doorway. Follow the tunnel until you get to the door with
the bright white light. Turn right and go forward. You'll see the
Water Organ. All you need to do is press any of the keys (in any order
or combi nation) 6 times. You will then be elevated to the DNA Ark,
where you will immediately see Noah. Turn around and you'll see the
tattoo body. To complete the Tattoo Body puzzle, you must scan the
body of the Alien Astronaut and find all four representation s of the
Rod of Osiris. Each time you find one, and click on the scanner, you
will receive a DNA sample. After you find all four Rod of Osiris
tattoos and receive all four DNA samples, turn around and walk to
Noah. One at a time, grab a DNA sample from y our inventory and place
it on Noah's chest. You will receive the Lovers card after you give
Noah all four samples. Click the raised thing on Noah’s chest. At this
point, you should have the Lovers, the Emperor, and the High Priest
cards. If so, three ind entations will appear in Noah's chest. Place
the cards there and turn away. You will be transported to the U.S.S.
Scorpio submarine. You arrive in the engine room. Turn around to see
the Rod puzzle, which you will solvelater. Now find the periscope room
(up two floors.) Turn back around. Then, F4, R, F2, L. F3, L, F3, R.
Go straight ahead up some stairs and straight AGAIN up stairs to the
periscope room. Take two steps into the room and turn right. Here you
will find a key around the neck of the frozen captain. Then, L, F, R,
F, L, F. You will see a Morse code chart. In the captain's quarters,
you will need to enter Morse code for the word GENESIS. Once you have
the key and the Morse code for the word genesis, find the Captain's
quarters. From the char t, turn left, then F, L, F7, L, F3, R. Once
there, look at the book. Enter the Morse code for genesis (--. . -. .
... .. ...), on the transceiver’s red button, at the desk. Then, click
the green button. This will unlock the bathroom door behind you. Ente
r the Captain's bathroom. To the right above the light, click the eye
icon to see a monitor. Click it’s green button. On the desk, go
through the memo's in the folder. The eye icon scrolls the pages and
the page icon turns the pages. You'll find another key behind the last
memo. Take it. Now you need to find the flooded engine room, the room
you were in when you transported to the sub. Leave the bathroom and
turn right. Then, F3, L, and straight ahead through two doors to an
intersection. Then, L, F3, R , F3. R, F2, L, F4. Here's the Rod game.
You will have to manipulate the x, y, z, and rotational coordinates of
the Rod of Osiris. First you must place the two keys in your inventory
into the two keyholes. Click them near the upper left of the black and
yellow sticker, then slowly move your mouse to the upper right. You
will have four tries at placing the Rod in the correct coordinates and
rotational orientation (right side up with empty rod on the right.)
The puzzle varies the initial coordinates each game. The first thing
you should do, at the start of the game, is move all control knobs to
the far left, this is the 0 position. If you turn around, you can see
the position of the Rod.
The upper left-hand knob controls the X axis. Each click will
move the Rod one square to the right. (Note that if the Rod is in the
rightmost box, it will move to the leftmost box in one click.)
The lower left-hand knob controls the Z axis. Each click moves
the Rod back one square along the Z axis.
The upper right-hand knob controls the XY axis. Each click moves
the Rod down one square to the right on the X axis, and two squares up
the Y axis.
The lower right-hand knob controls the rotation of the Rod. The
Rod must end up vertical, right-side up. You can set this knob to
rotate the Rod upright, in the first control settings movement, then
set it back to zero to keep other movements from changi ng the upright
position.
It's best to change one or two movements at a time. Once you
learn the workings of the coordinates, you might realize that certain
controls are no longer needed and you can turn them back to zero. You
have four moves to complete the puzzle before having to try again.
Once you've completed the Rod puzzle, all three coordinates will be
flashing. Turn around and place the Oracle Orb from inventory on the
empty bar end at the upper right. You will be transported back to the
Bequest Globe. DIN. Back at the B equest Globe, enter the Crypto wheel
by clicking on either 1 or 9, you can either go up to Kether, or down
to Malchut first. In both places, you must enter the room and click on
the monitor in the middle of the room. In Kether, the upper room, you
will r eceive the High Priestess card. Walk over to the world map on
the wall and place the High Priestess card in the holder. You will
access additional information about The Bermuda Triangle, and The
Pyramids in Mexico. Examine both sites. When finished, walk back over
to the monitor and receive the code number (5.) At the bottom of the
stairs in Malchut, you'll receive the Empress card. Walk over to the
drawing on the wall and place the Empress card in the holder. Notice
the pieces of the STONE star. After seeing the painting, walk back to
the monitor to receive the code number (9.) Once you have both numbers
(5 and 9), leave the Crypto wheel and go back to the ancient
valve-operated computer. Enter the numbers, 5 and 9, and press ENTER.
Turn around and op en the Crypto wheel. This time the number 5 on the
wheel will be active. Click on 5 and you'll enter the third Realm,
Din. As you enter the Library , remember the bookcase you see because
you'll need to place the books you find in this realm there later.
Turn left to the desk and click on the book. The title is a vague
clue. The first puzzle on the wall is the Traffic Control puzzle.
Click the map spot, in front of the chariot, to start. You can control
the direction by clicking once on the ball, for ea ch path, at an
intersection.
MAKE THE FOLLOWING MOVES: down two stops, over long straight
track one stop, up slightly left one stop, left two stops to bottom of
broken track, up new track two stops to very top, right one stop, down
two stops, up slightly right one stop, and right to larger exit. Once
you solve the Traffic Control puzzle, you'll receive the Chariot card.
Turn away from the solved puzzle and go toward the door. Fall through
a trapdoor in the floor to face the Mechanical Maze. (There are oth
proceed, this is a quick one.) In this puzzle, you'll face two
elevators in each room. You must go through either the left door or
the right door. One solution to get through the maze is to go first go
Left, then Right, then Left, then Right, etc., unti l you make your
way through the puzzle. Once out of the maze, you'll run into the old
Relic Hunter. Follow him around. After he looks through a window of a
door, turn around and go F2, L, F3, L, F. At the end of the corridor
with several side passages, t here’s an oval shaped door. Turn right
and click the dark doorway. The hunter should be here and turn the
lights on. Eventually he'll split in two and kill his other self. Pick
up the Book of Orion and the Relic Hand to place them into inventory.
Take th e right door and go straight ahead along the riveted floor. Go
between the staircases and left up the stairs. You'll find Carl Jung's
Memory Machine. First, click the picture, then click it’s button. On
the machine, you must determine the pattern and pos ition of four
characters. Pull the lever to get started. After each of your guesses,
you'll be told how many match and how many in the correct position.
After trial and error, you get the correct pattern. You'll receive the
Flying Saucer book. Turn aroun d. Then, F, R, F, R, F, L. Click the
button under the star drawing. Turn right and go F, R, F, R to the
other side of the same level. Here is Allistar Crawley's machine.
First, click the picture button. Select your Sacred Symbol on the
machine, then the eye symbol between the speakers, to start the
animation. When requested, place the Relic's Hand on the hand imprint.
You will receive the Book of Lies. After Crawley’s machine, turn
around. Then, go F, L, F, L, F2, R, F4 to downstairs and turn right.
The n, go F2, R. Click on the two dolls. Inside the chest plate of one
is two notes you should read. The other doll will give you the Justice
card when you click it’s open chest. Some of the posters might be
interesting. Leave the Theater, go out and take th e blue steps on
your right. Turn left to the subway. Choose the top, Machinery stop.
Leave the Subway. Go up to ground level and turn left to the hut with
a red light each side of the door. Inside, fool around with the
controls till the man gestures at y ou and goes down an elevator
platform. MAKE SURE THE RED SWITCH ON THE RIGHT IS OFF, then turn
around and go back to the Subway. Go one stop down to the house and
exit the Subway. Go up to ground level and enter the house. Go to the
ticker-tape machine t hat’s running. Look at the instructions which
will raise the theater. Turn around and go F, L to the bookcase and
put your three books into it. Enter the secret room. Look at the four
posters around the room to see, Firebird, Gene Isis, Lost Angels, Maje
stic and their symbols. These are codes for the Four Server puzzle.
Leave through a side pyramid door, turn left and go back out through
the door and down to the subway. Choose the top Machinery stop.
Outside the hut, SAVE GAME! Inside, Set the controls according to the
instructions: temperature 60, small star on, big dial at third
position, purple gauge fully right (NOT 4 like the tape showed), blue
gauge fully left, skull dial off, TT dial on, switch on, far right
switch on (cogs turning.) The man app ears and pulls a lever. After
the animation, return to the sub and choose the far right stop (red
dot button.) The screen breaks up and you teleport into the Hackers
Caravan. Go to the video screen and click on it. This will bring up
the Four Servers puz zle. It’s easy if you carefully do the following
instructions: Click the left pentagon symbol and click the trail to
it’s right to start the rotating beam toward the pentagon symbol on
the right. Keep going till you connect the two pentagons. Click the
top chalice symbol and bring the beam three chips to the right. Then,
take the beam all the way to the bottom and left to the bottom chalice
to connect them. Click the top pyramid symbol and take the beam four
chips to the left. Then, down six chips and back right to the bottom
pyramid symbol. Lastly, click the left spoked-wheel symbol and bring
the beam down three chips, right six chips. Then up two chips and left
four chips. Next, up four chips and all the way right. Now, straight
down to the spoked-wheel symbol on the right. You receive the Hermit
card. Don’t click the large triangle for the web site, the company is
out of business. Click the top left icon for info. GENEISIS for the
snake and rod. LOSTANGELS for the chalice. MAJESTIC for the pentagon.
FIREBIRD for the spoked wheel. Click on each small icon in turn and
enter it’s password from the secret room posters. Yellow scroll
buttons are on the left. This isn’t necessary for game completion, but
there’s some interesting reading and some mini videos in one of the
groups! Afterw ards, go to the bedroom, turn right and click on the
globe to return to the subway. Go to the top Machinery stop and enter
the hut again. A card holder appears on the right. Put one of your
cards in it. The man appears and moves a lever to raise the thea ter.
Go back to the subway and choose the down stop to the house. Back in
the secret room behind the bookcase, use a tarot card on the left
arched door to the control room. Use the lever to move the house up to
the theater. Turn around and go to the smal l pyramid and open it.
Click the base near the symbols head and click on 5 three times. Each
time the head says Fix Me, click on the head syringe. Click a final
time for extra instructions, then the head lowers. Turn left twice,
forward, then right. Go t hrough the door. Just inside and to the
left, go down the steps, into the hole, to the basement. Go forward
till you get to the Immortal Man, Compte Saint Germain. Click the
symbol on the left till a red glow appears. Click it to put it into
inventory. G o back up to the theater floor and turn right to the
stairs. Go up the left stairs just to the top. Go left and past the
star drawing to the door. Go through it and continue forward, through
some watery sounding areas, to the Man In The Iron Mask. Click the
left speaker till there’s a red glow. Click the red glow to put it
into inventory. Now get a closeup of the plaque. Go back down to the
theater floor and leave through the door between the two staircases.
Open the small pyramid again and click the he ad for a closeup. Put
your star stone into the receptacle. You’re asked to choose Iron Mask
or Immortal. Put a tarot card into either space. Return to the Bequest
Globe. CHOKMAH. Enter the Crypto wheel by clicking on either 1 or 9,
you can either go up t o Kether, or down to Malchut first. In both
places, you must enter the room and click on the monitor in the middle
of the room. In Kether, the upper room, you will receive the Devil
card. Walk over to the world map on the wall and place the Devil card
in the holder. You will access information about two additional sites,
the Four Corner Area in the U.S. and the Great Pyramid of Giza. When
finished, walk back over to the monitor and receive the code number 6.
Go all the way to the bottom of the stairs. I n Malchut, you'll
receive the Death card. Walk over to the drawing on the wall and place
the Death card in the holder. After seeing the painting, walk back to
the monitor to receive the code number 7. Once you have both numbers,
leave the Crypto wheel an d go back to the ancient valve-operated
computer. Enter the numbers and press ENTER. Occasionally, if you
can’t enter the numbers because the cursor is not an eye, you can
probably go ahead and enter the Crypto wheel. If not, you’ll have to
restore. Turn around and open the Crypto wheel. This time the number 4
on the wheel will be hot. Click on 4 and you'll enter the fourth and
last Realm, Chokmah. Once in Chokmah, turn around from the fence and
go to the Hacker's Caravan trailer and enter by clicking o n the
mirrored door. Turn left and step forward. On the left, check out the
phone message. Behind you, check out the secret notebook by clicking
the page icon on the right side of the pages. Check the tape machine
on the left of the monitor. Walk into th e bedroom and you might see
an alien. Walk into the small room to the left of the couch. Click on
the X-ray machine and you'll access the Brain Implant game. Click the
spot above the lower eyeball to start. The goal of the puzzle is to
force the computer to move to a spot next to you so that you can
capture it on your next move. The key to winning this game is to go
around the triangle in the lower left corner of the puzzle at the two
yellow spots in a row. By going around that loop, you're piece will be
in the correct orientation to always capture the other piece once you
lure it to that area. When you win this game, you'll receive the
Hanged Man card, which you have to give to the Pigman in the Diner.
Walk out of the caravan and go inside the Diner. Go straight ahead to
the W.C. door, taking your time examining the booths. Tu rn around
toward the front door and you might see some strange lights (Angels?)
Walk to the other end of the Diner and answer the phone (by the
pinball machine.) Now move over to the radio. You must tune in Edgar
Mayce's broadcast. The broadcast is on th e top line and about 8
notches over to the right (there are 11 notches total on the top
line.) Once you hear all (or part) of his message, turn around and
you'll see a vision of the Pigman. When the Pigman asks you for an
item, give him the Hanged Man ca rd. In return, he'll give you the
Judgment card. When he disappears, turn to either side. Once back at
the Bequest Globe, visit the upstairs and downstairs rooms just like
you usually do. The cards you get will open the locked doors in those
rooms. Behind each door, pick up another card but don't go further.
With both cards in inventory, SAVE GAME! Try a card at each of the two
locked doors, for nearly identical endings except for the rooms.
You’ll have to restore after each. Finally, take the X and VIII cards
back out to the main floor and use them on the Crypto Wheel door for
an ending with the aliens.