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Drowned God


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.

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