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    Walkthrough by Anonymous

    Updated: 01/01/70 | Search Guide | Bookmark Guide

    From: dracon*@loom.net.au (Lord Dracon)
    Newsgroups: comp.sys.ibm.pc.games.adventure
    Subject: Re: Anyone FINISH Drowned God?
    Date: Fri, 03 Jan 1997 13:42:36 GMT
    
    The Drowned God
    WALKTHROUGH
    
    Bequest Globe and Binah WALKTHROUGH
    
    
    You start the game in the Bequest Globe. 
    
    1. 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 throughout the game.
    
    
    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 spots (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 screen, 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, and 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, starting
    in the interior of the Stonehenge formation. Walk through the Temporal
    Gateways until you reach the Armoured Torso. (Note, there are four
    possible
    places to go in the Stonehenge formation: the Armoured Torso, the
    Helmet,
    Merlin's Oak, and the Beach.)
    
    Enter the Armoured Torso and walk around the room until
    you find the Shield Puzzle on the back of one of the chairs. Click on
    the
    puzzle to start. The object of the game is to connect all of the nodes
    without crossing the line you have drawn. One solution to this puzzle
    is
    shown on page XVII of the game manual.
    
    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 Round 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, the top symbol), and click on the position
    for
    Binah on the Crypto wheel (the top, right corner of the square. Once
    you've
    successfully selected these three elements, the alien craft will rise
    and
    you'll discover the elevator down to Leonardo's Workshop.
    
    
    At this point, you should exit the door in the Armoured
    Torso, and walk through the Stonehenge formation until you find
    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 top drawer.  Once you release the Elemental, it will guide
    you to the beach.
    
    Walk through the Stonehenge formation again until
    you find the beach. Walk through the gate that the Elemental opens for
    you. Walk to the water's edge and click on the figure to the left of
    the
    pier 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 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 to win.
    
    
    Once you beat the Knight, an elevator will appear
    behind him. Get in the elevator and go up to visit Morgan Le Fay.
    Here,
    you will receive the Star card for getting past the drunken knight.
    After
    you hear Morgan Le Fay's directions, 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 able to open and explore the
    book.
    (This will also unlock the metal door to Leonardo's workshop. Be sure
    to
    look at the illustration on the wall and checkout its
    mini-animations.)
    
    Now 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 conversation.
    The solution to this puzzle can be found on page XXX of the game
    manual.
    Once you solve the puzzle, you will receive a metal ball, actually
    it's
    the Automaton's Heart. Place it in your inventory.
    
    
    Once you complete the Einstein and Newton puzzle,
    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
    
    
    Once in Leonardo's workshop, find the 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 constellation. The axis co-ordinates are found
    in a book on Leonardo's workbench. The corresponding numbers on the
    map are, in order: 17, 2,
    19, 5, 24, and 37. Now you'll be able to view Leonardo's secret
    drawings.
    Afterward, you will receive the Star card back.
    
    
    Now walk over to Leonardo's bench, when you turn around,
    you will find a stone with the Automaton's image on it.
    Place the 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 go back to the hall, and
    take the elevator up to re-visit Morgan Le Fay.
    
    
    Find the elevator, and go up two floors to Morgan
    Le Fay. Give her the Star card and she'll direct you as to 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
    Leonardo's workshop and walk through the door by the Automaton. You
    will
    find a dark hallway with a faintly lit box at the entrance. Place the
    Moon
    card on the box, and the hallway will light up, showing you 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. Match all of the symbols, and you'll be
    transported
    back to the interior of the Stonehenge formation. Here you must go
    back
    to several places in Binah and set back the clocks. Each place will
    have
    something you must do to set the time back. For example, click on the
    candle
    when you go back to Morgan Le Fay's lair, and slide the grail back
    into
    its original position when you go to the monitor in the alien craft
    (Majestic
    12 puzzle).
    
    
    You will be rewarded with the Holy Grail, and transported
    back to the Bequest Globe, where you can continue your quest for
    Truth.
    
    
    Chesed WALKTHROUGH
    
    
    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. You will access information about Stonehenge. When
    finished,
    walk back over to the monitor and receive the code number (4)
    
    
    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-operated computer. Enter the numbers,
    4 and 8, and press ENTER. You now have access to the second Realm,
    Chesed.
    5. 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 Chesed, 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 first pyramid you'll see once you enter Chesed
    is the Horus Pyramid Climb up the steps and you'll find Horus Pyramid
    Game.
    The goal here is to fill in all of the nodes. Here's one solution,
    just
    click on the nodes in the following order. If you want to start the
    puzzle
    over, just turn around twice and you'll start the puzzle from scratch.
    
    
    Once you beat this puzzle, you'll receive a metal ball,
    which you will to place in the plinth at the Oracle.
    
    
    Next, find the Ball Court puzzle, it's directly across
    from the Horus pyramid steps, you'll find a pathway--take it and turn
    left.
    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. 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.
    Click
    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.
    
    
    The pyramid next to the Horus pyramid, is the Sun pyramid.
    Climb up its steps and you'll find four cards. Pick them up one
    at a time and carry them over to the calendar stone at the top of the
    Moon
    pyramid, which is around the corner from the Horus and Sun pyramids.
    When
    you finish placing the fourth card, you will be will receive the Heart
    Stone from the calendar.
    
    
    With the Heart Stone, you can access the interior of
    the Sun pyramid. Once you go inside the Sun Pyramid, you'll find Nine
    Men's
    Morris game. The computer AI is very tough to beat, however it does
    get
    progressively easier the more games you lose. The goal of the game is
    to
    place your markers three-in-a-row. When you place three markers in a
    row,
    you get to remove one of the computer's markers from the game. Of
    course,
    if the computer forms three in a row, you loose a marker. Once all
    seven
    markers are placed, you move by sliding one of your markers to an
    adjacent
    space. 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 pyramid steps. Walk down
    through
    the tunnel and go forward all the way up until you reach the plinth.
    Open
    the door and place the metal ball from inventory in the empty space.
    This
    will fill the Oracle with water so Horus can appear. Be sure to take
    the
    metal ball back and place in your inventory when the plinth door opens
    again. (You will need to place it on the Rod of Osiris in the sub.)
    
    
    Walk over to the Oracle, Hones will appear and ask
    you to make the choice of life (alpha) or death (omega) for him.
    Choose
    life and a secret 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.
    
    
    Walk down into the empty pool, and you'll see a doorway.
    Follow the tunnel until you get to the door with the bright white
    light.
    You'll see the Water Organ. All you need to do is press any of the
    keys
    (in any order or combination) 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 UFOnaut and find all four representations 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 rod from your inventory
    and place it on Noah's chest. You will receive the Lovers card after
    you
    give Noah all four samples.
    
    
    At this point, you should have the Lovers, the Emperor,
    and the High Priest cards. If so, three indentations will appear in
    Noah's
    chest. Place the cards there and you will be transported to the U.S.S.
    Scorpio submarine.
    
    
    You will start in the flooded engine room. Turn around
    and you'll see the Rod puzzle (which you will need to find later). Now
    find the periscope room (up two floors). Here you will find a key
    around
    the neck of the frozen captain. You will also find 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. Once there, enter the Morse code
    for genesis in the transceiver on the desk.
    This will unlock the bathroom door behind you.
    
    
    Enter the Captain's bathroom. Go through the memo's
    in the folder. 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 were transported to the sub. There you will
    find
    the Rod game. Here 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. (Easier said than done.) You will have four
    tries
    at placing the Rod in the correct coordinates and in the right
    rotational
    orientation (right side up).
    
    
    The first thing you should do at the start of the game
    is move all of control knobs to the far left, this is the 0
    position. Turn around and you'll 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 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. (This is a tricky one, but the only way to move the rod
    along the Y axis.)
    
    
    The lower left-hand knob controls the Z axis. Each click
    moves the Rod back on square along the Z axis.
    
    
    The lower right-hand knob controls the rotation of the
    Rod. The Rod must end up vertical, right-side up.
    
    
    It's best to change one or two movements at a time. You
    have four moves to complete the puzzle.
    
    
    Once you've completed the Rod puzzle, turn around and
    place the Oracle Orb in your inventory on the empty bar. You will be
    transported
    back to the Bequest Globe. 
    
    
    Din WALKTHROUGH
    
    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 High
    Priestess card. Walk over to the world map on the wall and place the
    High
    Priestess card in the holder. You will access information about
    Stonehenge.
    When finished, walk back over to the monitor and receive the code
    number
    (5)
    
    
    In Malchut, you'll receive the Empress card. Walk over
    to the drawing on the wall and place the Empress card in the holder.
    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 open the Crypto wheel. This
    time
    the number 5 on the wheel will be hot. Click on 5 and you'll enter the
    third Realm, Din.
    
    
    You enter Din in the Library, remember the bookcase
    you see because you'll need to place the books you find in this realm
    there
    later. Walk over to the desk, and you'll see the first puzzle on the
    wall
    the Traffic Control puzzle. You can control the direction by clicking
    on
    the intersection arrows. 
    
    
    Once you solve the Traffic Control puzzle, you'll receive
    the Chariot card.
    
    
    Fall through the hole in the room and you'll face the
    next puzzle the Mechanical Maze. (There are other ways to 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. until you make your way through the puzzle.
    
    
    Once out of the maze, you'll run into the old Relic
    Hunter. Follow him around. Eventually he'll split in two and kill
    himself
    Pick up the Book of Orion and the Relic Hand and place them 
    in your inventory.
    
    
    Go to the Theatre of Memory. Up the stairs, you'll
    find Carl Jung's Memory Machine. You must determine the pattern 
    by guessing the position of the four characters. After each of your
    guesses, you'll
    be told how many match and how many in the correct position. After
    trial
    and error, you determine the correct pattern. When you do, you'll
    receive
    the Flying Saucer book.
    
    
    On the other side of the same level is Allistar Crawley's
    machine. Select your Sacred Symbol to start the animation. When
    requested,
    place the Relic's Hand on the hand imprint. You will receive the Book
    of
    Lies.
    
    
    After the Memory Machine puzzle, walk up to the main
    room and click on the two dolls. One of them will give you the Justice
    card.
    
    
    Now leave the Theatre, go out and take the steps on
    your right.
    
    
    Notes for the rest of Din:
    
    
    The code for the Templar's Head is 555.
    
    
    The passwords for the Web Pages (on the Monitor after you complete the
    Four Server puzzle) are: Gene-Isis, Firebird, Lost Angels, and
    Majestic.
    Once you activate the machinery, go back to the house and find the
    instructions on the ticker-tape machine.
    
    You'll find the two pieces of the Stone in the Theatre AFTER you move
    the House and lift up the Theatre.
    
    
    
    Chokmah WALKTHROUGH
    
    
    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 XX
    card. Walk over to the world map on the wall and place the XX card in
    the
    holder. You will access information about Stonehenge. When finished,
    walk
    back over to the monitor and receive the code number.
    
    In Malchut, you'll receive the YY card. Walk over to
    the drawing on the wall and place the YY card in the holder. After
    seeing
    the painting, walk back to the monitor to receive the code number.
    
    
    Once you have both numbers, leave the Crypto wheel and
    go back to the ancient valve-operated computer. Enter the numbers and
    press
    ENTER. Turn around and open the Crypto wheel. This time the number 5
    on
    the wheel will be hot. Click on 5 and you'll enter the fourth and last
    Realm, Chokmah.
    
    Once in Chokmah, find the Hacker's Caravan and enter
    by clicking on the door. You can explore the inside of the caravan.
    Walk
    to the bedroom at the end of the vehicle, check out the phone message,
    and check out the secret notebook. Walk into the small room by the
    couch.
    Click on the X-ray machine and you'll access the Brain Implant game.
    The
    goal of the puzzle is to force the AI 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-hand corner of the
    puzzle
    (where there are 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. When you win this game, you'll receive the Hanged Man card,
    which
    you'll need to give to the Pigman in the Diner.
    
    Walk out of the caravan and go inside the Diner. 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 the top line and about 8
    notches
    over to the right (there are 11 notches total on the top line). Once
    you
    hear part (or all) of his message, turn around and you'll see a vision
    of the Pigman.
    
    
    When the Pigman asks you for an item, go to your inventory
    and give him the Hanged Man card. 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.
    Take those two cards back out to the main floor and use them on the
    door.
    This gives you different endings.
    
    

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