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Patches
Drowned
God Morganna patch - (dg-morg.exe, 938K)
Fixes crash which sometimes occurs when visiting Morganna
Drowned God Patch
- (dgpatch4.zip, 923K)
This patch should fix any glitches you may be experiencing with the game
Drowned God Cyrix
patch - (dg-cyrix.exe, 937K)
Fixes problems running Drowned God with the Cyrix chipset
Cheats
When trying to beat your opponent in the Knights Templar puzzle, losing two
out of three games sends you back to the start. To avoid this, when you lose
a game, click to exit the puzzle when you hear the scathing remarks about your
failure. Then, click back on the puzzle again, and you'll be able to pick up
where you left off.
-Sometimes it's hard to hear. So save often and replay segments where you think
you may have missed critical facts. Keep in mind, however, that you're limited
to just six save positions.
-To get around the problem of having only six save-game locations, back up or
compress the six dgsave#.dat files (where # is a number from 0-5) and the dgnames.dat
file. You can restore them later if you need to backtrack in the game.
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
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