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Читы для Drowned God

Чит-файл для Drowned God

Drowned God

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)

Solution [ENG]

Информация актуальна для
Author: George K. Ison
---------------------------------------------------------------------------

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 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, 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 connect 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
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, 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, 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 top
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 unstable
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 that 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 guaranteed 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 till 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 able
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-animations 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
conversation. 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 the 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 constellation. 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 side. 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 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 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 can 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 the 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
its 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 Stonehenge. 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-operated 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 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 pyramid you should visit first, once you enter Chesed, is the Horus
Pyramid. 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 you 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 you'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 the 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 computer 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, if 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 markers. 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 pyramid 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. Be 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 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.

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 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 Alien
Astronaut 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
sample from your 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 indentations 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 solve later. 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 chart, 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.

Enter 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 changing 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 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 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 open 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 each 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, down 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 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. 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,
there'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 the 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
position 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 around. 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. Then, 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 the 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 you
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
that'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, Majestic 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 appears 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 puzzle. 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!

Afterwards, 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 theater. 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 small 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 through 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.

Go 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 head 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
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 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.

In 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 and 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 on 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 the
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. Turn 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 the 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 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. 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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