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’’Welcome, my friend, to the Bequest Globe, my gift to you. I have waited a long time for your return to this place. Go bravely on your journey, and use well your intuition and your wit. Many times have you lived before; now, step across the threshold and the boundaries of this locked door that separates this life from those before, and go amid the realms behind. A word of warning, and then I go: Trust too deeply, and you’ll know the wickedness in men’s hearts. As above, so below… As above, so below… This is the secret of the Drowned God.’’
—Your mysterious benefactor at the beginning of the game.

Drowned God: Conspiracy of the Ages (1996) is the brainchild of political cartoonist/children's book author/illustrator/musician Harry Horse (real name Richard Horne), and is the result of a creator being inspired by the likes of Myst and The 7th Guest to collaborate with the short-lived British publisher Inscape and release a point-and-click adventure game, which was based off a forged manuscript Horse created in the 80's that the buyer of said forgery mistakenly believed was the work of a real poet named Richard Horne (who coincidentally happened to share Harry's birth name).

Said manuscript provided the basis for the truly bizarre narrative this game is most-known for (besides the story of Horse himself): a melting pot of 90’s-era conspiracy theories, Kabbalah mysticism, alternate histories, and more; all these seemingly random elements are mashed together to tell a grand unifying story claiming that all of human history has been a lie, and that this game serves to tell the ultimate, horrifying truth… It’s unknown how much of the story is supposed to be interpreted as fictional and how much is the game making these bold claims seriously, but it seems from interviews that Harry Horse very likely believed in at least some of it.

The plot itself revolves around your character inheriting a mysterious room called the Bequest Globe, and upon entering your name you are shown several of your past lives and are assigned a number between 1 and 9 that represents a planetary symbol. The disembodied voice of your benefactor tells you to use the Globe's Cryptowheel to travel through time and discover the secret of the Drowned God.

Afterwards, you meet with two mysterious figures represented by floating masks called Kether and Malchut who are opposed to each other, and each ask you to travel to four realms named Binah, Chesed, Din, and Chokmah that blend the historical with the fantastical, from Stonehenge to Area 51 to locations unique to this game. Each realm contains a powerful ancient relic that could change the world which Kether and Malchut implore you to retrieve for their side, but as your benefactor warned you, can you trust what anyone tells you?

Should you decide to play Drowned God, you may need to keep a walkthrough handy, and if you search it up online be sure to use the full title given at the top of the page so you won’t get as many A Song of Ice and Fire results for their Drowned God. If you’re curious, there’s a behind-the-scenes promotional documentary that you can watch here.


This Video Game contains the following tropes:

  • 20 Minutes into the Future: Going through the channels on the radio in Chokmah reveals a potential future after 1999, at least three years after the game’s release, where there are riots breaking out across America, the Star Wars project is still operational, a sinister corporation called Arcadia has wormed its way into many facets of life and culture, and Bill Gates is a senator.

  • Adapted Out: The gods Set and Nephthys from Egyptian mythology are ignored and not mentioned by anyone else, which is strange since the reinterpretation of the Osiris myth makes up a large chunk of the backstory. Set is listed in what looks to be a family tree (or perhaps a list of names of the people who passed down the secret of the Drowned God) in the book in Leondardo da Vinci's Workshop along with other figures like Baphomet, Anubis, and Merlin, among others, but Nephthys is not.

  • Alchemy: The Philosopher’s Stone is one of the four relics, and the alchemist The Count of St. Germain (or maybe an animatronic version of him) holds one half of it.

  • All Myths Are True: Egyptian, Mesoamerican, Abrahamic, Arthurian, and a few others sprinkled in throughout like the Ancient Greeks with Atlantis are all said to come from the same source, and that’s not even getting into all the different conspiracy theories that are spotlighted! Although, the way these myths are tied together, it’s more “All Myths Are Sort Of True, Here’s How They REALLY Happened.”

  • All There in the Manual: The Relic Hunter's presence in the game comes across as inexplicable for those who don't go digging deeper into the lore due to his somewhat incoherent rambling and other odd mannerisms. The manual details his backstory that he, like your player character, was once chosen to retrieve the relics from the realms, but that he failed at the task. The manual also provides a glossary for much of the people, places, and things that are namedropped throughout.

  • Ambiguous Ending: The Legion ending where you side with neither Kether nor Malchut is the only one where the Earth doesn’t seem to be immediately doomed into subjugation, with the Legion saying that they will meet you again someday, but if the documents from Majestic Twelve are any indication, their plans for the world and humanity are less than pleasant.

  • Ancient Astronauts: Osiris and others were aliens who set up shop on Earth in Atlantis and not only did the classic Ancient Aliens type things like help create the pyramids, but also created humanity itself by genetically altering the animals on Earth, which is the Missing Link. According to Word of God, the knowledge of humanity’s origins was stored in the Library of Alexandria, being burnt down for not following Christian religious doctrine, and so multiple secret societies were created to preserve the truth.

  • Ancient Conspiracy: The subtitle “Conspiracy of the Ages” is there for a reason, the big overarching conspiracy is that aliens created and influenced humanity, and at the same time there are multiple smaller ancient as well as modern conspiracies all working against each other simultaneously in order to control history and by extension humanity.

  • And I Must Scream: One of the biggest recurring themes is that of imprisonment, with the majority of the characters being literally and/or figuratively prisoners in some way: Kether and Malchut are set in their ideologies to the point where they're willing to ruin the world to get what they want, Morgana Le Fay is hooked up to wires, the Templar has remained in the Tower for centuries guarding the Holy Grail, Horus was banished into a water tank, Osiris's corpse was stuffed into the NOAH machine, Isis had her true history erased by time, The Relic Hunter was abandoned by Kether and Malchut to wander around the realms aimlessly, Aleister Crowley accidentally trapped himself within Din, Baphomet needs to be manually reanimated in order to speak, the Count of St. Germain and the Man in the Iron Mask are locked in a dungeon, the Hacker has to expose the truth from inside the Realms to avoid capture, the Woman on the Phone has to always be on the run from her enemies, Pigface had the face of a pig forcibly grafted onto him...

  • Arc Words:

    • “As above, so below.” Said by multiple characters throughout and seems to refer to the idea that everything in the story is connected.

    • "GENESIS". Sometimes written as "GENE ISIS", as it refers to the true origins of humanity as being descended from Isis as the result of genetic experimentation brought on by herself and Osiris.

    • ”Pandora is open.” Said or written at multiple points as a warning that contact has been made with the aliens who call themselves Legion, which might not be a good thing.

  • Arc Number:

    • 1515: Related to GENESIS above, this is a number that shows up a few times such as in the Priory of Sion book in Leo's Workshop and the Relic Hunter's notes, and it's a numerical representation of "ISIS".

    • 555: Written in the P.S. book and Alastair Crowley's letters, this number is something the player has to remember as you have to use it to activate Baphomet.

  • Area 51: You see the exterior fence when you visit Chokmah, which takes place in the American Southwest, though you don’t get to go inside.

  • Arthurian Legend: The fall of King Arthur and the Knights of the Round Table make up the background of the first part of Binah, which has you searching for the Holy Grail. At one point you meet Morgana Le Fay, who has become twisted into a monstrous form and is hooked up to modern-looking tubes.

  • Artificial Hybrid: Part of the aliens’ experiments on humans involves using the NOAH machine, an ark containing not two of every animal but their DNA, to create half-human/half-animal hybrids called manimals, which explains such creatures from mythology like the minotaur.

  • Aztec Mythology: The first part of Chesed takes place in some Mesoamerican ruins, and Quetzalcoatl turns out to be one of the many names of Osiris. Depending on who you ask, either Horus or Isis employed Tezcatlipoca (the Smoking Mirror), Xipe Totec (the Flayed Lord) and Yoaltepuztli (the Night Axe) to carry out the murder of Osiris.

  • Baphomet: Instead of the classic goat-person interpretation, he appears in Din as a seemingly organic severed head stuffed into a mechanical shell connected to tubes, asking you to get the two biggest pieces of the Philosopher’s Stone so he can make it whole with his own fragment. As in many centuries-old conspiracies, he is connected to the Knights Templar in some way since he calls himself their “talking head”. The main account of Osiris’s murder that is relayed throughout the game is said to have come from Baphomet’s testimony of the events.

  • Based on a Great Big Lie: In an unusual version of the trope, Horse was upfront from the start that the manuscript from which this narrative derives was a forgery made by himself in the early 80’s to make money before he got steady work as an illustrator; however, he possibly believed in at least some of the ideas that were posited within the manuscript, and so the game marketed itself as telling the real history that has supposedly been covered up.

  • Body Horror:
    • Besides the previously mentioned Morgana, the Templar you meet below her in the Tower has been inside there for so long that his eyes have rotted away into cavernous black holes and his skin resembles that of a mummy.

    • One section of the Relic Hunter's handwritten notes in the game manual has him describe how he found other Relic Hunters wandering around who have had plague doctor masks permanently bolted onto their heads, presumably as punishment for their failures, and that the masks feel like human skin to the touch... Consider that we find the "main" Relic Hunter wearing a plague doctor mask himself by the time we see him in the game...

  • Circus of Fear: Part of Din takes place in a 19th century/early 20th century carnival called the Theatre of Memory where you speak to Carl Jung and a demented Aleister Crowley in a jack-in-the-box. There’s also a very creepy pair of large marble child statues and going downstairs leads you through a bizarre hallway where the floor and walls warp as if they're made of liquid; finally, you find yourself inside of a dungeon containing skulls and coffins.

  • Conspiracy Theory: Too many to list.

  • Creator Cameo: Richard Horne provides a few voices such as one of King Arthur's knights, a couple of the radio transmissions, and the Majestic 12 messenger in Binah, the latter of which is depicted as a video of his mouth. And those are the ones that are obvious, it's possible that he voiced other characters, though it's hard to tell since the game doesn't list who voiced which characters.

  • Cryptic Conversation: No one will give you a straightforward answer to any questions you might have. Characters will often babble on for minutes on end in metaphor about history, frequently contradicting each other, with only a small portion of their dialogue having anything to do with what you’re currently supposed to be doing.

  • Deadly Game: The drunk Templar in Binah challenges you to a board game where you have to drink a poisoned wine every time you lose, and if you lose twice in a row you die. The Templar always wins no matter what in the first round. Luckily, the game is quite forgiving, with it allowing you to reset if you turn away from the board and come back. Losing the game just puts you right back outside of the Tower.

  • Diabolus ex Machina: A man-pig hybrid (well, not quite) in a cowboy outfit teleports into the Chokmah diner to warn you about the experiments on humans that’s happening, but as soon as he leaves the Man In Black suddenly appears behind you and knocks you out, transporting you back to the Bequest Globe where Kether and Malchut admonish you for failing to get the Ark of the Covenant.

  • Double-Meaning Title: Drowned God could be a subtle nod to some versions of the Osiris myth where his body is thrown into the water, and it could also refer to the burial of the ancient knowledge regarding humanity’s true origins.

  • Downer Ending: You fail to retrieve the Ark of the Covenant, and regardless of which ending you choose, humanity is probably screwed. Two of the endings plunge the world into submission under either the Illuminati or the Nephilim Lodges, and the third, which is probably the canonical ending and doesn’t have the Earth immediately dominated, has a promise that the Legion will arrive someday, but they have already been shown to have collaborated with various world governments to influence modern history. However, it's worth noting that the Kether and Malchut endings are possibly just illusions demonstrating to the player what they want to make the world into should they get all the relics, and if the sequel had ever been made, it's likely these endings except maybe the Legion one would've been ignored.

  • Driven to Suicide: This game's version of the first U.S. Secretary of Defense, James Forrestal, as written about in the Hacker's files, was a member of Majestic 12 who clashed with them over their continuing to keep alien contact a secret from the public, and he had direct communication with the stranded alien called EBE who warned him about the incoming Legion and that they were not to be trusted, with Forrestal later having a nervous breakdown and killing himself, as he did in real life.

  • Elemental Motifs: As said in the promotional documentary, each realm is loosely based on the four elements.

    • Binah: Air. You start off in the windy plains of Stonehenge, which you use as portals to sling yourself across great distances.

    • Chesed: Water. Not immediately obvious at first since you start in the middle of a desert, but it's here where you learn about the "real" Great Flood and Noah's Ark that make up a large part of the backstory, Horus is imprisoned in a water tank, and you end up in a submarine that's sunken to the bottom of the ocean.

    • Din: Earth. Based around machinery inspired by the Industrial Revolution era and mostly takes place underground, with the majority of travel between each area taking place via subways.

    • Chokmah: Fire. Located in the arid southwest region of America, the sky is an apocalyptic shade of orange, and there's talk that the world is about to come to an end. Also, the Ark of the Covenant that's located here turns out to contain a nuclear warhead.

  • Enfant Terrible: Horus, maybe. He resembles a fetus when you meet him, while the other Greys you see do not, and he calls himself “just a child.” If he really is a child, he has a very deep voice for one. It's possible that by his species' standards, he's still quite young, but his intelligence at least matches an average human adult's.

  • Gratuitous Latin: In a very small and blurry section of the mural in Leonardo da Vinci's workshop, there's a Latin inscription which says "Vocatus atque non vocatus deus aderit", which translates as "Called or not called, God will be present", and is the epitaph written on Carl Jung's grave. This both foreshadows Jung's appearance later in the game and seems to be referring to how even though Osiris's true history in this game was drowned, it still happened and will continue to have an effect on the world, and some people have continued to pass on the knowledge.

  • Government Conspiracy: Agencies within the U.S. government, particularly Majestic Twelve, made a deal with the alien collective known as the Legion after Roswell, where the government can use alien technology and have them protect the Earth from asteroids, and in return the aliens can use humans for their experiments and eventually create a New World Order by 2025.

  • The Great Flood: Happened as a result of asteroids from an alien civil war hitting Earth, which destroyed Atlantis.

  • The Greys: Of course, but it seems at least some like Osiris had a more, ahem, human-like anatomically correct appearance that differed from the usual Barbie Doll Anatomy that Greys are depicted with, including most of the ones in this game.

  • Guide Dang It!: Drowned God does not hold your hand, and so you will most likely find yourself wandering around wondering what you’re supposed to even be doing, which, combined with some very difficult puzzles makes for a bewildering experience if you go in blind.

  • Hero of Another Story: Within Din you find the hideout of the Hacker, a prominent member of a rebel group called the Aviary who work to expose the secrets of the government.

  • The Illuminati: One of the many Secret Societies running around. Malchut accuses Kether of being part of it, though he doesn’t say either way.

  • Info Dump: The game is mostly vague with its story until you find the massive load of files on the Hacker’s computer explaining in great detail the history between aliens and humans beginning from pre-history all the way up to modern day, as well as what the plans are for the future for both of them. It’s a long read, but it actually does answer a lot of the questions the game has been building up; however, it also introduces many new questions as well, because almost nothing about the story is straightforward.

  • Interspecies Romance: In this game, Osiris is an alien who took the human Isis as his wife and they are often referred to as The Sun and The Moon, respectively. If the official testimony is to be believed, Horus was outraged at Osiris demeaning himself by marrying an “animal”, which fueled his betrayal.

  • Kabbalah: Kether, Malchut, and the four realms Binah, Chesed, Din (a less-common synonym of Gevurah), and Chokmah are named after several of the Sephirot. In a nod to the Tree of Life, you meet Kether at the top of a staircase, and you meet Malchut on the floor below. A few other nods to Kabbalah are thrown in, but like with any other mythology in the game, a lot of liberties and inaccuracies are made for the sake of the narrative.

  • The Knights Templar: Another one of the secret societies who protected the hidden knowledge of history. A drunk Templar guards the Holy Grail, and it is said that famous luminaries like Leonardo da Vinci and Isaac Newton were members of their spiritual descendant, The Priory of Sion.

  • Last of His Kind: Horus claims that he is the last of his kind, with the other aliens either having died during their civil war or during their time on Earth. He's either mistaken or he's lying.

  • Left Hanging: Due to the restrictions of the time, Harry Horse was unable to incorporate all of the story elements he wanted to, which shows with the final area Chokmah being short and the game ending abruptly with many, many questions still in the air. Horse considered making a sequel titled CULT, which was supposed to focus more on Area 51 and give out the last pieces of the puzzle, which of course never happened.

  • Male Frontal Nudity: Osiris’s naked tattooed body is stored within the NOAH machine, but his head and right hand are gone.

  • Man in the Iron Mask: The original figure (or maybe an animatronic version of him) is in a dungeon holding one half of the Philosopher’s Stone.

  • The Men in Black: A bald MIB stalks you throughout the game who seems to side with neither Kether nor Malchut and tries to stop you from uncovering the conspiracies.

  • MegaCorp: A company in the near future within Chokmah called Arcadia has advertisements on the radio (which itself is a product of theirs) offering products like VR vacations and an energy drink called Watermelon Sugar that they are strangely insistent contains no harmful additives whatsoever. Given that their radio has the triangular All-Seeing Eye that’s often associated with groups like the Illuminati, and they’re implied to be connected to the alien Legion, they’re probably up to no good, but it’s ambiguous what their goals are.

  • Mind Screw: Besides the convoluted lore and cryptic characters you have to deal with, you can’t predict all the different locations that make up each realm, so for Chesed one minute you’ll be traversing ancient Aztec ruins and in the next you’ll find yourself transported inside a network of visceral machinery, and then after that you’ll find yourself inside of a modern American submarine. It’s jarring whenever it happens.

  • Moon Logic Puzzle: Less than you would think for a game like this. A lot of the more difficult puzzles are actually just established strategy games like Nine Men’s Morris, but those games are difficult since most players aren’t familiar with them.

  • Multiple-Choice Chosen: Kether and Malchut have each chosen you to retrieve the relics based on the number and sign you were given that determined your personality and skills, as well as the accomplishments of your past lives. The masks say there were others before you who failed, but they butter you up by saying that they think you’re the best of all the numbers.

  • Multiple Endings: There are three different endings depending on whose side you take at the end.

    • The Kether Ending: The world is thrown into a technocratic police state where everyone is surveilled in a Big Brother-esque society.

    • The Malchut Ending: Similar to the above, but with the addition of humanity being forced as guinea pigs in genetic engineering.

    • If you choose neither Kether nor Malchut and instead choose the opened central chamber of the Bequest Globe, you get The Legion Ending: You make contact with the alien race who seeded humanity, and they tell you that they are coming, for they are Legion.

  • Nephilim: The group that Malchut says she is a part of, and the closing speech at the end of the game refers to them as the people of Isis; it's not entirely clear what they are, but they're most likely either the "manimals" that resulted from the genetic experimentation going on back when Osiris was around, or they're the offspring of aliens, replacing angels, with humans, and if so then that would make Horus a Nephil if Isis is indeed a human.

  • No Biochemical Barriers: In one of the strangest nuggets of conspiracy theory this game throws out, which is saying a lot, apparently HIV/AIDS was the result of an alien autopsy gone awry.

  • No Name Given: Technically speaking, the blue and red-masked messengers you speak with throughout the game are not given individual names; rather, Kether and Malchut are the names of their Lodges. It is only for the sake of simplicity that they are given these names, since they are the representatives of their respective factions.

  • Off with His Head!: The Aztec monster known as the Night Axe cut off the head of Osiris/Quetzalcoatl, and soon after learning this you see Osiris’s decapitated body within the NOAH machine which also has a missing right hand that at some point became the possession of the Relic Hunter in Din.

  • Organic Technology: The machinery of the NOAH has lungs and a beating heart along with other fleshy bits.

  • Our Angels Are Different: When Edgar Cayce reaches out to you towards the end, he explains that there exist some individuals who used to live during Atlantean times in a past life, and that they're called "Lost Angels", and some of them are currently fighting a battle which will determine the fate of the world. Given that the Majestic 12 messenger back in Binah referred to Kether and Malchut as "Lost Angels", and that the two speak about wanting to go back to the Garden of Eden/Atlantis as if they have personal experiences with it, this means that like your player character, Kether and Malchut are also reincarnated individuals (possibly along with the unseen fellow members of the Lodges), but their Lodges have different interpretations on what the Garden should be like if they return to it, causing their clashing ideologies. Whether or not the Lost Angels have an angelic appearance or powers of any kind is unknown.

  • Public Domain Artifact: The four artifacts you are tasked with looking for are the Holy Grail, the Rod of Osiris, the Philosopher’s Stone, and the Ark of the Covenant.

  • Red Oni, Blue Oni: Kether is represented as a blue mask while Malchut is a red mask, although their personalities are somewhat different to the standard symbolism of the colors. Kether, while starting off as calm, becomes more passionate as the game progresses. Malchut, on the other hand, remains level-headed and always speaks in a reserved manner even when she’s reprimanding you.

  • Reference Overdosed: How many other games include references to Madame Blavatsky, the Philadelphia Experiment, and WACO all at once?

  • Religion of Evil: A subtle detail is that the three major factions you'll have to choose between by the end worship, or at least consider themselves allies to, the three main Egyptian figures who were instrumental in Earth's history: Osiris, Isis, and Horus, and while it's ambiguous if the former two were truly benevolent, their current followers most certainly are not. It's possibly a Shout-Out to Aleister Crowley's idea of the three ages of humanity.

    • The Kether (possibly AKA Illuminati, but it's ambiguous) Lodge worships Osiris, though it's only mentioned once, and he is considered "The Father, the Son, and the Holy Spirit". The imagery of the Lodge with their heavy focus on technology and control has predominately associated with patriarchies.

    • The Malchut (AKA Nephilim) Lodge venerates Isis (they have no problem with Osiris, but consider Isis more important), and exalt nature over technology, emphasizing emotion over hard logic, which have typically seen throughout history as feminine ideals.

    • It turns out the Legion were either created by or became allies of Horus, as his silhouette can be seen in the center background during their ending. It's heavily hinted that the Legion are artificial creations, as they have numbers on their hands, have genetic disorders that have become worse over time, are called "barcoded automatons" by Baphomet, and the fourth DNA sample you place into NOAH possibly says "Horus gene" which creates an unknown hybrid that sets an alarm off in NOAH. Whether Horus created them or not, he's currently working with them in their efforts to influence the world and continue their genetic experiments on humans.

  • The Reveal: The titular Drowned God is Osiris, who turns out to be an alien who fled to Earth following the destruction of his home planet, afterwards founding Atlantis (the Garden of Eden is just another name for Atlantis), where he took Isis as a wife and shepherded humanity before Atlantis was destroyed by the Great Flood, and he was eventually betrayed by either Isis or Horus. It’s not really a spoiler since the game reveals this pretty early on in an Info Dump book passage. The rest of the game then becomes a Jigsaw Puzzle Plot where you have to figure out the context behind the story and how it had a domino effect on human history.

    • The actual reveal involving the aliens is that contrary to Horus's claim that he is the last of his kind, there were other enclaves of aliens who call themselves Legion still remaining in outer space after the civil war which destroyed their original planet (or if they are not, then they're likely artificial creations made afterwards that were hanging around in space) and that the U.S. government managed to contact them after Roswell to make a sinister deal.

    • As you collect the relics you learn that they hold far more devastating power than history would have you believe. They contain the extremely rare Element-115 which gives them extraordinary abilities, such as the Holy Grail being able travel through temporal zones and the Ark of the Covenant being a nuclear warhead, and so putting these weapons into the wrong hands could have dire consequences for humanity.

    • The secret governmental organization Majestic Twelve were the ones to send The Man in Black to stop you from gathering all the artifacts, hoping to use them for their own purposes.

  • Sequel Hook: Kether and Malchut tell you that you’ll have to get past the Man in Black at some point in order to finally retrieve the Ark of the Covenant, and the Legion ending has the aliens promise that they are coming. With Richard Horne/Harry Horse’s death in 2007, no such sequel will ever be made.

  • Steampunk: You travel part of Din, which is mainly themed around the age of Enlightenment from the 17th to early 20th century, in a an old-looking but still anachronistic underground steam train system.

  • Take That!: The UK government used mind control technology to get its citizens to vote for the Tories. In real life, Harry Horse made many political cartoons lampooning them.

  • Tarot Cards: Along with collecting the four relics, as you solve major puzzles or talk to certain people you will receive the cards from the Major Arcana that you use to progress through the game, the original artwork for them having something to do with the area you’re in or the game’s backstory.

  • The Unintelligible: An unfortunately unintentional example, as one of the main problems with Drowned God since its release is that inconsistent audio mixing renders half the dialogue extremely difficult if not impossible to understand, with no options for subtitles or changing the volume of the background music, making an already hard-to-follow game even HARDER. It's only by extracting the raw voice lines from the game files that it becomes more comprehensible. Some examples can be found on this channel.

    • The elderly Relic Hunter in Din at least seems to be an intentional example as probably a rare attempt in this game at comic relief, as he tends to mumble and trail off while speaking at a distance about the Philosopher’s Stone and doppelgangers.

  • Villainous Breakdown: In case you still thought Kether was trustworthy, at the end of the game he goes on a rant, raving about how there are no real conspiracies, and that the world is governed by chaos, but the entire story leading up to this point has shown that these are Blatant Lies. He shuts up when he's done, but any remaining doubts you might have had about him are thrown out the window.

  • What Happened to the Mouse?: After the Relic Hunter gets killed by his doppelganger (or vice versa, it's not clear), the surviving half walks off and you never see him again. The manual indicates that at some point he becomes a Fish out of Temporal Water by ending up in the future shown in Chokmah, where he is viewed by psychologists as being a lunatic trying to make a hoax, but it's unknown if this happens before or after your encounter with him in the game. A letter from Harry Horse hinted that the Relic Hunter was supposed to wrap up the loose ends of the game in some way, although his expanded role was cut down during development, so it's possible that him ending up in Chokmah was supposed to hint at him showing up there at the end of the game.

  • When the Planets Align: Throughout the game and in the manual, several characters such as the Relic Hunter and Baphomet predict that when "the Four Creatures" align, these being the constellations Leo, Taurus, Scorpio, and Aries, an apocalypse will happen that will cover the world in fire. It's all but stated that this would be caused by the nuke in the Ark of the Covenant, but these predictions didn't come to anything in any of the endings.

  • Who Shot JFK?: A Covert Group of the U.S. government had him taken out for planning to reveal that they maintained a liaison with the alien visitors in the wake of Roswell.

  • You Are Number 6: Kether and Malchut refer to you by one of the numbers from 1 to 9 that you were assigned at the beginning of the game.

We are coming, for we are Legion.

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