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Anyone FINISH Drowned God?

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Kevin Forbes

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Dec 22, 1996, 3:00:00 AM12/22/96
to

Hi,

I've had the patience of a saint with this game. No more!!!

Tell me, has ANYONE, ANYWHERE (other than the Inscape offices) EVER
FINISHED this tragic excuse for a commercial game?

I really was psyched to buy Drowned God after reading a preview in
Wired magazine...interesting subject matter and the graphics looked
superb. Both proved to be great, only the game itself is unplayable
past the second CD (i.e., frequent page faults and frozen screens
requiring rebooting and loading the 1st CD before you can start again
at the 3rd - can you say "Duh!").

I got far with patch #3 (the diner and back to lodges to try end
scenarios) but made the mistake of applying patch #4 without really
knowing whether I needed it or not. Now I can't do a damn thing
because when I receive the "World" card in Malchut, and try to put it
in my inventory, the game ALWAYS freezes.

Has any body gotten around this or gotten their money back from
Inscape? I'm fed up with this company.

Kevin


Michael Saler

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Dec 22, 1996, 3:00:00 AM12/22/96
to

I'ld also like to know the answer to this question before I purchase the
game. Every post on this group has said that the game cannot be finished
because of bugs, and there has been no disclaimer from the company.

Kevin Forbes (kpfo...@worldnet.att.net) wrote:
: Hi,

:

Rakulus

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Dec 22, 1996, 3:00:00 AM12/22/96
to

I've gotten to what I think is the end of the game. I kept thinking I
would access some underground area from the diner but I gave up on that
idea after wandering around for hours. I keep second guessing decisions
I've made earlier in the game as to whether they have affected my outcome.

In the end I've been able to go back to Malchut and Kether and gotten the
cards and passed through their respective rooms. I saved before doing this
and have tried all possiblities but each one seems to end in failure.
I've yet to see any underground area or the Arc of the Covenant.
I'm losing my patience as well. I've had my share of crashes and failures
to retrieve saves. Because of this I've stopped playing.

Mark McQuaide

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Dec 23, 1996, 3:00:00 AM12/23/96
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Kevin Forbes <kpfo...@worldnet.att.net> wrote in article
<32bd58e5...@netnews.worldnet.att.net>...

> Has any body gotten around this or gotten their money back from
> Inscape? I'm fed up with this company.

This game is one of the biggest disappointments -- one of my favorite
all-time games until I hit a brick wall in Chokmah and after. The game
reliably freezes when I try to put tarot cards in inventory in the bequest
globe after returning from Chokmah.


Kevin Forbes

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Dec 23, 1996, 3:00:00 AM12/23/96
to

Exactly what happens to me, too. Inscape tech support told me to turn
off my graphics acceleration in the Win95 control panel (System) but
that didn't fix it. Besides, I did just fine with it for the first 2
disks. Patch 4 really killed me.

Hey Inscape, anybody awake in there?

Cindy KM

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Dec 24, 1996, 3:00:00 AM12/24/96
to

After several patches and weeks of trying to "work around" and
replaying large segments of the game, I determined that it could not
be finished as released.

I returned my game, for store credit, at CompUSA. I had to work with
a manager to convince them it was defective and could not be finished,
but they did cooperate and give me a "gift certificate" for later use
on a new game.

I never could get past the world card... game crashed and froze with
"illegal operations - contact your vendor".

My opinion is that Inscape was in a hurry to get to market before
Christmas and quit testing too early. The game played beautifully
through the first 2 CDs but it was as though they never loaded or
tried CD#3. Given the thought and design work that went into this
game, it is a real tragedy. It had the makings of one of the best
games I've played, and certainly one of the most interesting.

Cindy KM

Michael Saler

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Dec 24, 1996, 3:00:00 AM12/24/96
to

It's really a shame that Inscape hasn't addressed people's complaints
about Disk 3 and acts as if the game is fine with Patch 4. Contrast this
with Bethesda Softwork, which put out a very buggy _Daggerfall_ but then
admitted that the customers had legitimate complaints and has promised
continued patch updates to address bugs as they are found. If Inscape
would only acknowledge that the product has defects that they are
attempting to fix, rather than hoping the issue will fade away through
their silence, people would feel that the company cares about their
product and their customers. Perhaps Inscape is taking the Drowned God
theme of conspiracy too seriously, following the dictum that "Deniability
is Official Policy"?

Patrick Kearney of Inscape apparently reads this list. Why doesn't he, or
someone else from the company, acknowledge gamers' frustrations and
explain whether or not the company expects the game to be playable in the
future?

Mike


: My opinion is that Inscape was in a hurry to get to market before

:
:

Kevin Forbes

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Dec 24, 1996, 3:00:00 AM12/24/96
to

Perhaps we're going at this all the wrong way? The truth is, the
Malchut & Kether Lodges are conspiring to keep us from finding out the
truth behind who really runs Inscape. My guess is it's the Freemasons
or maybe the Priory of Sion and of course, Elvis has got to have
something to do with it too.

Happy Holidays

Kevin

On 24 Dec 1996 18:22:09 GMT, fzs...@bullwinkle.ucdavis.edu (Michael
Saler) wrote:

>It's really a shame that Inscape hasn't addressed people's complaints
>about Disk 3 and acts as if the game is fine with Patch 4.

>Perhaps Inscape is taking the Drowned God

Cory Tucker

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Dec 28, 1996, 3:00:00 AM12/28/96
to

I received the game for xmas, and applied patch 4 before even
beginning the game. This may account for my success. I experienced
not a single crash, lockup, GPF, or what have you. My only regret is
my slow Sony 4x CDROM.

The sound effects and music are wonderful, and the graphics are
everything one can hope for on the PC. I got all the way through the
game in 3 days, although I must admit that's been almost three days
STRAIGHT. Ok, so I went out a time or two. Xmas vacation is great!

So, let me officially state that it IS IN FACT THEORETICALLY POSSIBLE
to finish the game. I have done so, even though I had to find and
download a Nine Men's Morris game to beat the computer. So I cheated
once, big deal.

It certainly is an excellent treatment of the subject matter.


Now, I do have a couple of non-bug-related "problems" with the game.
HOWEVER, DO NOT READ ANY FURTHER UNLESS YOU HAVE FINISHED THE GAME!!!!
I don't want to spoil it for you..........
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* WARNING!!!!!!!!! SPOILERS!!!!!! WARNING!!!!!!! SPOILERS!!!!!!!
*
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** WARNING!!!!!!!!! SPOILERS!!!!!! WARNING!!!!!!! SPOILERS!!!!!!!
*
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* WARNING!!!!!!!!! SPOILERS!!!!!! WARNING!!!!!!! SPOILERS!!!!!!!


At the end of the game, I saved before making The Big Choice.
However, it doesn't matter which lodge I choose; the outcome is the
same ("As above, so below...") I see my horrible fate awaiting me
(either a hospital bed above or a suspension/cloning chamber below)
and an MIB... then I get the FOOL card and the groovy credits. Is
this THE ending for the game? If so, that's an acceptable ending, and
is quite fitting considering the subject material. I'm just wondering
if there's another, more Utopian you-are-now-One-of-Us type endings
hidden away?? Maybe I forgot to do something...?


ct

Christopher O'Malley

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Dec 29, 1996, 3:00:00 AM12/29/96
to

Cory Tucker <ni...@eramp.net> wrote in article
<32c5a5ec....@news.eramp.net>...

> I received the game for xmas, and applied patch 4 before even
> beginning the game. This may account for my success. I experienced
> not a single crash, lockup, GPF, or what have you. My only regret is
> my slow Sony 4x CDROM.

Ditto. I just finished (I think :) the game as well. Patch level #4.
I never
had any problems with the game crashing, though, more like 'gameplay'
problems where I couldn't progress any farther. It can be completed, tho.

Chris

Jerry Levy

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Dec 29, 1996, 3:00:00 AM12/29/96
to

So what do you all think of the game??? I have played 2 titles by
iNSCAPE, Dark Eye, which I enjoyed quite a bit, and Bad Day which I
did not care for.

Would you recommend it? And how about this for a system - 486DX2/66,
24MB RAM, 6X CD. Do you think this will cut it.

Please let us know :)

> Chris


--Jerry

** all snips (indicated or otherwise) are for
bandwidth and not content - some claims maybe
opinion based and not necessarily factual **


Kevin Forbes

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Dec 29, 1996, 3:00:00 AM12/29/96
to

I also got those two "endings" under Patch 3, but I'm pretty certain
they were "failure endings". There must be a "success ending" because
there are references to another area in the storyline.

In the Theatre of Memory in DIN there are several panel of drawings-
one for each "world" in the game. There's an Egyptian-style pyramid
(the Great Pyramid) in the last part of the last (Chokmah) panel.
There were other references elsewhere, like in the map in the Ketehr
(upstairs) Lodge, and we visited all the other places on that map,
right?

Anyway, wasn't the point of the game to ressurect the "Drowned God"?
If the two endings we saw are the true endings I want my money back
just on principle. How could they have written such a great game and
then dropped the ball like that at the climax of the story. Doesn't it
seem fishy to you?

Kevin

On 29 Dec 1996 05:18:49 GMT, "Christopher O'Malley"

Scott Amspoker

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Jan 1, 1997, 3:00:00 AM1/1/97
to

kpfo...@worldnet.att.net (Kevin Forbes) wrote:

>I also got those two "endings" under Patch 3, but I'm pretty certain
>they were "failure endings". There must be a "success ending" because
>there are references to another area in the storyline.

I found two bad endings and one good ending. Even the good ending was
rather anti-climatic. These endings were determined by what you do in the
remaining tarot cards in the bequest globe.

Scott Amspoker | Check out my adventure
sc...@basis.com | game reviews at:
http://www.rt66.com/sda| http://www.rt66.com/sda/rv.htm

Leanne Harrisburg - 2563385

unread,
Jan 2, 1997, 3:00:00 AM1/2/97
to

Kevin Forbes (kpfo...@worldnet.att.net) wrote:

: I've had the patience of a saint with this game. No more!!!

: Tell me, has ANYONE, ANYWHERE (other than the Inscape offices) EVER
: FINISHED this tragic excuse for a commercial game?

: I really was psyched to buy Drowned God after reading a preview in
: Wired magazine...interesting subject matter and the graphics looked
: superb. Both proved to be great, only the game itself is unplayable
: past the second CD (i.e., frequent page faults and frozen screens
: requiring rebooting and loading the 1st CD before you can start again
: at the 3rd - can you say "Duh!").

I know how you feel. I got it as a Christmas present. I can't even get
it to load on my machine! I won't be recommending this one to anyone.

Leanne

Lord Dracon

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Jan 3, 1997, 3:00:00 AM1/3/97
to

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.On 2 Jan 1997 16:37:47 GMT,

Starlust

unread,
Jan 6, 1997, 3:00:00 AM1/6/97
to

In article <32ca9133...@basis.basis.com>, sc...@basis.com wrote:
>kpfo...@worldnet.att.net (Kevin Forbes) wrote:
>
>>I also got those two "endings" under Patch 3, but I'm pretty certain
>>they were "failure endings". There must be a "success ending" because
>>there are references to another area in the storyline.
>
>I found two bad endings and one good ending. Even the good ending was
>rather anti-climatic. These endings were determined by what you do in the
>remaining tarot cards in the bequest globe.
>


What exactly was said during the 'good' ending?

I've replayed it several times and I still can't get the entire conversation.
(if a sequel comes out, I hope they use CD audio next time).

Mike/Cathy Mapa

unread,
Jan 20, 1997, 3:00:00 AM1/20/97
to

It has been several weeks now since this last post on the topic. Has
anyone had better luck with Drowned God since then?

Mike

_________

Charles A. Morris

unread,
Jan 20, 1997, 3:00:00 AM1/20/97
to

Mike/Cathy Mapa <ma...@mnl.sequel.net> wrote in article
<5bt7pr$3ko$2...@bohol.infocom.sequel.net>...

> It has been several weeks now since this last post on the topic. Has
> anyone had better luck with Drowned God since then?
>
> Mike

Yes. I just finished it on Friday. The only "bug" I encountered was the
tower disappearing on disk 3. Up until that point the game ran flawlessly
without any patches on my system. And installing the latest patch cured the
problem with the tower and I did not encounter any further problems. VERY
interesting game, BTW. I really enjoyed it. :)

Lynda

LinTeoh

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Jan 20, 1997, 3:00:00 AM1/20/97
to

I am going stri crzy here, seeing axises everywhere.. would somebody
please help me regarding the Rod of Osiris puzzle in the sub (in Chesed)?
I am trying to do the coordinates to enable the rod to 'come out', but I
can't seem to understand how to go about it. Clicks and clacks don't
work..

Thanks!
lin

ka...@passport.ca

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Jan 20, 1997, 3:00:00 AM1/20/97
to

In article <5bt7pr$3ko$2...@bohol.infocom.sequel.net>,

ma...@mnl.sequel.net (Mike/Cathy Mapa) wrote:
>
> It has been several weeks now since this last post on the topic. Has
> anyone had better luck with Drowned God since then?
>
> Mike


Hi,

Yes, I finished it about 2 weeks after I got it...I found some of the
puzzles a little too easy. However, the bugs were inexcusable, I
downloaded the patch, but even then it crashed my computer a few times.
I found the endings disappointing, and the fact that you have to reload
the game from disc 1 every time the game crashes or hangs is REALLY
irritating.

However, I enjoyed playing it, loved the graphics & music and thought the
ideas and attention to details were wonderful. I wonder if anyone has
any idea when the sequel is coming
out?

Amanda
-------------------==== Posted via Deja News ====-----------------------
http://www.dejanews.com/ Search, Read, Post to Usenet

kc

unread,
Jan 20, 1997, 3:00:00 AM1/20/97
to LinTeoh

1. Move all the controls to their left most position.
2. Pay attention to the three grids (xy, zx and zy) and the "gyro"
grid.
3. Best to move one control a notch or two, then "set" that position
and watch where the rod moves to.
4. Finally, watch the grids! the highlighted squares are the coordinates
you want to attain and the "dots" are the current position of the
rod.

It took me several tries, but a few "saves" but it can be done...
now has anyone solved the "train switching" puzzle in the world of
Din...

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