Azrael's
Tear Walkthrough
(walkthrough)
Level 1 Instructions
Controls
Hold the right mouse button down and you
can look around. If you hold
down the left mouse button at the same
time you will move in the
direction you are facing. You can also
use the cursor keys to move
backwards and forwards. The left and right
cursor keys turn you left and
right. If you hold Shift doen whilst walking
you will run. On the HUD,
the top left button is used for scanning
objects (this is only needed if
an object can be actioned, otherwise you
automatically scan when you put
the cursor over something), the button
below this is used for the map
and the right hand button brings up the
load save box and is used to
adjust the volume. The box on the left
is used to list any objects you
are carrying and the arrow keys are used
to scroll up and down through
them.
Pressing the space bar toggles you between
combat mode and normal mode.
Whilst in combat mode a target will appear
on the screen. Left clicking
shoots at a target. Pushing the cursor
off the side of the screen causes
you to turn, you do not need to hold the
right mouse button down. You
can still move in combat mode but only
with the arrow keys. The
resolution can be altered by using the
keys 1 to 4. 1 puts you in the
top resolution but you move at the slowest
speed. 3 is the lowest
resolution and the fastest speed. 4 is
used to auto select, when you are
moving it is at resolution 2 and when
stationary at resolution 1. If you
press 5 the HUD text and wireframes disappear
after a short time, but
will reappear when updated. Q quits the
game. M can be used to bring the
map up.
During conversation the up and down cursor
keys move you through the
conversation options and the press RETURN
when you have selected your
response. You can also you the mouse to
select a conversation option.
You can only get out of a conversation
by hitting the END CONVERSATION
response or one of the obvious 'goodbye'
responses.
Starting Point [r00]
You start in the entry corridor.
Mirror Puzzle [r01]
The wash room is to the south of the entry
corridor. In the wash room
there is a mirror. Light reflects off
of the mirror and illuminates a
patch on the wall. If the mirror is actioned
then it moves so that the
light now reflects onto a patch of moss
on the opposite wall. The light
dissolves the moss and eventually reveals
a locked compartment. The
outside of the compartment has a map of
level 1 on it. The compartment
can be opened with the key from the mine
head machine puzzle. Inside you
will find a shield that is needed in the
orrery puzzle.
Mine Maze Chest Puzzle [r03]
The mine maze can be accessed through the
wash room. There is a hole in
the floor by the door next to the mossy
plaque. There is a chest in the
mine maze that is locked. To open it you
need the key from the well.
There is a monster called Sasha in the
well. If you try to pick up the
key with your hands the monster will attack
you. To get the key you must
use the tongs from the mine head. They
can be found at the top of the
ramp. Inside the chest is Niamhs amulet
(used in a later level). There
are also 2 characters in the Mine Maze.
The first you meet is Lincoln.
He will shoot you if you dont shoot him
first. The other is Lurka. He
will ask for your help to get off of the
ledge he is stuck on. It is all
part of the test and he can actually get
out without your help but the
player does not know this. To help Lurka
you must go to the MineHead
where he will answer questions before
you help him out. On the floor in
the Mine Maze are a bag of ammo, a piece
of tapestry (used in the
Baptistery puzzle) and an ancient elephant
gun. The ammo is from the
Raptor Lincoln and fits your gun. The
elephant gun has 1 shot and can be
used to kill Tallum, normal bullets have
no effect on him.
Mine Head Machinery Puzzle [r07]
The machinery in the mine head must be
powered up before you can use it.
There is a stop cock on the upright pipe
in the spa room. When the stop
cock is turned a pipe in the spa room
moves. It connects to one of 2
pipes. Each pipe controls the power
to either the crusher or the saw in
the mine head. If you stand at the top
of the ramp and look north you
get a good view of these machines. Using
the crane in the centre of the
room you must pick up the key block, which
is not the one directly under
the crane. The key block is the block
that, when scanned, reports having
an unknown metallic substance in it. Using
the controls at the top of
the ramp you can pick up the blocks and
move the crane so that the
blocks are dropped into the crusher or
saw. You need to drop the block
with the key into the saw. If the block
is dropped in the saw a key will
fall out through the grating beneath it.
If the key is dropped into the
crusher the key is destroyed. Once you
have the key you can use it to
open the plaque in the mirror puzzle.
The car in the centre of the room
is used to retrieve the chest from the
dock area. This cannot be used
until you have opened the double doors
in the mine head which is done
with a lever in the dock location. Lurka
is trapped in a chasm here. He
will shout out to you. If you walk up
to the side of the chasm you will
be taken into conversation with him. If
you question him correctly you
will be able to find out a bit about the
temple and the guardians.
Baptistery Puzzle [r06]
This room contains 3 mirrors. The right
hand mirror is broken and allows
access to a secret compartment behind.
There are stairs at the back of
the baptistery that lead up to some loose
pieces of tapestry and one
piece hanging up. The piece hanging up
can be rotated to reveal a
message. The other pieces must be placed
in the empty slots next to the
one hanging up. There are four slots and
only three tapestry pieces in
the room - the fourth piece is in the
mine maze. The tapestry piece that
is already up can be rotated and on its
back is a clue that the bath
with murky water contains an item. There
are 2 baths in the room. One
has murky water and one has clear water.
Above the murky water is a
plaque with symbols that show you how
to solve the well room puzzle
which drains the bath. To solve the puzzle
you must go to the well room
and adjust the pipe settings in the puzzle
there. The levers pull the
pipes in and out, and the wheels either
move the pipe up and down or
rotate it. Match them up with the diagram
on the plaque and the bath
will drain of water. You will hear water
running sound effect when you
solve the puzzle.. Once the bath in the
baptistery has drained you will
see a lens lying on the bottom. This lens
must be placed on the stone
bible which is part of the font in the
middle of the room.. When you
stand on the pad infront of the font and
action the lens you will see a
movie clip and a secret door will open
to your left with a shield. This
shield is used in the orrery puzzle.
Orrery Puzzle [dont teleport here, goto
r04 and walk]
In the orrery room there is a computer
like device. If you click on this
it will start off a puzzle. You must guide
the ball to the centre of the
puzzle. If the ball is half way through
a hole it will stop that ring of
the puzzle rotating. Between each ring
you must pause and rotate it
more. The ball can be moved towards the
middle using the button at the
top right of the screen. If you fail you
can exit the puzzle and start
again. Once you have guided the ball to
the centre of the puzzle you are
automatically exited from the puzzle.
This starts part of the orrery
rotating. You must also go to the theo
chamber and press the button on
the inside face of the northern pillar
to finish the puzzle and start
the whole orrery rotating. There is a
theo in the middle of the room. It
is constrained by spears. There is a lever
on the outside face of the
north pillar that moves the spears and
kills the theo. Once you have
pressed the button the orrery will stand
up properly. It reveals a
shield shaped hole underneath it that
must have a shield inserted into
it the door to the chapel will open. You
can use the shield from the
baptistery or the one from the wash room.
To finish level 1 you only
need to finish one or the other of these
puzzles. This is the end of
level 1. To enter level 2 you must go
to the cloisters and down the
well.
Tunnel beyond Orrery [r08]
Tunnel section contains 2 parchment pages.
Chapel [r10]
There is a parchment page on the organ
keyboard. investigate the NE
corner and you'll find a confessional,
click the curtain to draw it
aside, then look at the keyhole - shows
a flic of Tobias and Lurka. If
you return here at the end of level 2
(having been in the dock) it'll
show you a different flic of Tobias posing
as Baphomet. Go west out of
here into the vestry.
Vestry [r11]
If you have picked up the note from the
organ Philip addresses you here.
You need the key from his seat in edgar's
court to open the barred gate
and get through to te north door.
Cloister [r12]
There sis a parchment page here beside
the wellshaft. Stand in the hole
and action the ladder to climb down to
the drain and level 2.
Level 2 puzzles
Entry point - Drain d1. (r27)
Tallum is in D1 between the ladder from
the cloister and the T junction
which leads to the Edgar's court. He challenges
you and will attack you.
If he 'kills'you, you'll be brought round
by Tobias in the library. The
only way to avoid this is to shoot him
using the elephant gun from the
minemaze. past him is the entrance to
Edgar's court, outside which is a
portcullis with a shield behind it and
a nodule sticking out from the
wall. You need to get a winch handle to
make this work. The winch handle
is in the hold of the ship, in the barrel
of winches. If you attach that
handle and action it, the portcullis will
go up and you can take the
shield.
Edgar's Court R21 (r15)
Edgar's in here. You can talk to him. he
offers to strike a deal with
you which explains some stuff later. He
asks you to get a chest for him
from the dock. If you refuse, he gets
angry but doesn't attack. If you
accept his deal, he's happy, and if you
later enter the minehead with
the chest he'll tell you to put it in
the saw. If you don't obey his
commands, he'll attack. If you obey them
all, he'll stand by the saw
device and wait. when you come over to
him he'll turn, shout at you and
attack.. Some of the seats open (5, I
think) and contain various objects
that you can pick up. The objects include
- a half-eaten biscuit from
the L3 puzzle, some pages, a pot of ink,
a small pagan curse-object and
the key to the vestry gate. Edgar should
finish the conversation by
going through the guardian door into the
gibbets room. The player should
not be able to follow him or use this
door.
Lurka's rooms (D3 and D9) (r28)
These are split in half. The player cannot
be able to pass from one side
to the other. The D3 side borders D1 (the
level 2 entry drain) and the
D9 side borders D7 (which leads to the
lab, gibbets, sanctuary and the
attack corridor. The D9 side contains
a stick of sealing wax (used in
L3) and a corner of a plaque that is a
clue to the wafer puzzle in the
L3 shield alcove. It also contains the
pianola roll, which will sit on
the table. This is used in the chapel
to start the tobias message and to
open the altar. Level 3 lies below the
altar but there are bars in the
way. To remove the bars you must place
the second shield in the orrery.
Library R11 (r13)
If you get iced by Tallum in D1, you wake
up here and there's a special
conversation with Tobias. If you walk
in from the drain, Tobias isn't
there - he's behind a screen. While wandering
about in the library you
can: Look at the spy device, listen to
the listening tubes which are
arranged at the centre of the tables,
and steal and read the Vision of
Hugh book. The spy device is behind the
red curtain. If you action a
mirror it'll move. If you then action
the lens you'll see one of 3
animations; a view of the execution room,
or the cathedral, or a figure
walking along in cobweb's lair (level
3 location). The view of cobwebs
lair shows the path you must take to avoid
the venus fly traps. There is
also a key which is used to open the Tobias
gate in D5.
D5 (r29)
This has a gate halfway down it.
which is opened by the key from the
library table.
The Dock - (r70)
This is the bit of the dock you arrive
in when you get here from D5. The
lever beneath the tracks on the west wall
opens the big double doors to
the mine head. At the north end of the
wharf is the ladder down to the
sluice, at the south end is the fissure
that leads to the small boat. In
the middle is the fisure to the interview
room. As soon as you appear on
the wharf, sasha will appear in the water
near you.
The Dock Track & Deck (r70)
Although this is the same location as
the dock you can only get here if
you've unlocked the doors from the wharf
and driven across from the
minehead on the pincer device. Drive up
to the end of the tracks and
retrieve the chest from the hold of he
ship. You get this by going to
the ship location, controlling the crane
from the poop deck, and dipping
it first down into the hold of the ship,
then litfing it, with the
chest, swinging it over the tracks as
far as it will go, and then
lowering it there. Then you take it back
into the minehead where Edgar
will be waiting for. Using the crane on
the ship will drop the chest
down onto the tracks just past the stop-point
of the cart. You then grab
the chest on the front of the cart and
pull the lever to go backwards
into the minehead. You will find that
the lever has rusted and is locked
in place. To release it you must get the
bottle of Aqua Fortis from the
hold of the ship. If you use this on the
lever the rust will disappear
and you will then be able to take the
car back to the minehead. The Aqua
Fortis is a type of acid and although
it makes the lever temporarily
usable the rust was the only thing holding
it together so once you get
back to the minehead the lever mechanism
breaks and you cannot use the
car again. On deck, as well as the crane,
there's the prieure sailor,
who you can talk to and 2 parchment pieces.
The Boat (r71)
As you enter this location from the dock
and go down the ramp you will
see a plaque overhead which shows the
correct orientation of pipes to
complete in the Well Room to pipe hot
water to this location. If you go
to the well room and rig the pipes up,
and if you then connect the hose
in this location to the transom of the
boat, hot water will surround the
boat. If you action the winch, the boat
will carry you across the dock
to the land at the other side. If you
fail to do the trick with the
hose, sasha will attack you. If you do
nothing, she'll kill you. There
are other ways to prevent Sascha attacking
you: Solve the sluice puzzle,
use the Oisin amulet, ink or Aqua Fortis
on the water. Once on the land
at the other side you can get into the
lab.
R23 the interview room (r22)
When you arrive here, Kurt, a raptor,
is waiting in the other half of
the room. If you shoot at him, he'll shoot
back at you. if you don't
shoot him immediately he initiates conversation.
Consequent on this, he
might initiate combat (exiting conversation)
or he might continue in
conversation. If it's the latter then
a Theo comes in behind him. You
can choose to tell him about it or make
some terrible pun. If you warn
him, he spins, fires, then resumes conversation.
If you pun at him, the
theo then attacks him and Kurt dies. The
Theo will leave the room if it
was not killed nad is crushed by a rockfall
at the top of the stairs in
the next room. In Kurt's half of the interview
room on the desk is a
ship's manifest that tells you about what's
in the hold of the ship.
The ship hold (r20)
There is a barrel of winches, a chest
(unless it's already been taken by
the crane) and a bottle. The bottle's
label should be legible and say
'aqua. This is used in the chemicals puzzle
in the lab. In the barrel of
winches is one takeable winch handle.
This winch handle is the one you
need to open the portcullis outside Edgar's
court. You can exit the hold
using the door which gets you out onto
the ramp back up to the deck.
The sluice (r18)
This is the way to trap sasha, who's supposed
to follow you around
everywhere. Climb down the ladder and
you'll find yourself on a ledge
above a door. If you pull the bolt on
the door it'll fly up to floor
level and you'll get the sound of water
rushing in. It'll then slowly
subside. Sasha will rush in with it, and
your HUD should warn you of
this. Either at the top or the bottom
of the ladder are some taps. These
let hot water into the sluice area. If
you tuen the stop cock it
releases hot water onto Sasch and she
will flee from the dock location
for ever. If you dont she will batter
through the broken door and next
time you visit the location the door will
be broken and Sascha will be
free.
Tthe lab R27 (r23)
Philip is standing here. He'll talk to
you and may flee dependant on
your responses through the guardian door
at his side. There's a blasted
dead alchemist in the corner of the room
with some keys. You need the
keys to open either the door to the Attack
corridor R28 or the grate to
the drain D7. The area around the alchemist
is poisonous, and will kill
you before you take the keys. The poison
can be neutralized by pouring
over it a cocktail of chemicals mixed
in the following way:
On the table are three bottles, an empty
flask, a book. The book can be
read in the normal way and gives instructions
on the last pages on how
to mix the chemicals together. If you
mix together moon+blood+aqua
fortis you get the right stuff to neutralise
it. Anything with red salt
in it blows up, auqa fortis first or second
in the mix rather than third
does nothing. You pour the chemicals into
the top of the alembic (the
spouted kettle thing) and they will only
pour out into the flask, which
you have to place in the wee flask holder.
Unwanted combinations can be
aborted by pouring them into the sink
in the corner. Next to the alembic
rest is a little cleft in the wall which
contains Shield 2 (yes, there
are 2 of these, just like there were 2
shield 1's) - this doesn't look
like it should because it's covered in
plaster and shite, and isn't
usable as shield 2 in the orrery room
until it has been washed in Aqua
Fortis. Washing it creates the real shield
2 object which is usable in
the usual way, and on placement in the
orrery room floor hole will
remove the bars in the space behind the
chapel altar. More of this
later.
The attack corridor R28 (r24)
Edgar will initiate conversation in the
attack corridor and then attack
you here. This corridor leads to some
spiral stairs which go up to he
chapel. The door is bolted from this side
- once the door to the chapel
is opened from this side you can open
it freely from both. If Edgar
kills you, you wake up inthe Gibbets room
trapped in one of the gibbets.
D7 drain (r30)
This just links up the lab, the attack
corridor, sanctuary, the gibbets
room and the D9 side of Lurka's rooms.
The player needs to take the
pianola roll from D9 to complete level
2 (use it in the organ in the
chapel)
R9 Gibbets room (r25)
If edgar attacks you and 'kills' you,
you regain consciousness hanging
in a gibbet. You can talk to jack, then
lurka, then jack. During the
second conversation with jack the worst
result is that he buggers off
and it's game over - you die in the gibbet.
The best result is that he
opens the bottom of the gibbet and you
step out. you and he can then
walk to the sanctuary.
R30 Sanctuary (r26)
You only get in here if you followed Jack
having been freed by him from
the gibbet - otherwise the door into here
is locked. there's dialogue
with jack, during which he takes actions.
That's it for this location.
R18 Chapel (r10)
The first time you enter here from the
attack corridor stairs tallum is
in here making noises. he initiates dialogue,
the best result of which
is he tells you what to do in this room
and then leaves, the worst and
most likely result of which is he attacks
you. take the pianola roll
from D9 lurka's room and put it in the
side of the organ (there's a wee
door there in the side to put it in) This
opens up the altar and plays
the tobias message. Inside the opened
altar is a black space with bars
across it. These bars are destroyed by
putting the Shield 2 in the
Orrery room floor. When they're gone,
and the altar is open, you can
step through into level3.
Azrael's Tear Guide to Lzevels 3, 4 and
5
You can only get into level 3 from the
chapel, by walking into the hole
at the back of the altar. This takes you
to the entry drain.
Entry Drain (r35)
If you walk down to the end there's a
slippery bit of floor by the
opening to the execution room, which
slips you out over the edge. By
the walls the floor isn't slippery. Take
the pin up the ladder and use
it with the socket by the ladder top to
engage the cogs. Use it again to
tuen the cogs which pulls the rope up.
The rope was jammed under the
millstone and by pulling it you pull the
millstone upright. If you
action the millstone it'll roll off and
'kill' the Leo in the
exececution room. There is flour near
the cogs which is used flour in
the kitchen puzzle.
Execution Room (r36)
If you fall in here from the drain you
land on the floor The Leo will
try to attck you but is quite slow so
can be outrun. It is also blind
but if it does catch up with you it will
kill you instantly. Cross the
room to the lift. stand in the lift and
action the hadle, it'll go up.
The lever next to the lift can be used
to recall the lift to ground
level if you fall off the rafters at any
stage. The lift has 3 positions
- ground level, rafter level and the top
level is to the Shield 3
alcove.
Shield 3 alcove (r46)
When you first enter here a ghost will
appear. Talk to Vince nicely and
he'll tell you how to get through the
door. To get through you have to
make the correct 3 communion wafers in
the kitchen and then feed them
into the hole in the gargoyle's mouth.
wrong wafers will be destroyed.
If you use up all the wafers without opening
the door, go to the clock
and hunt around for the master key, a
sort of metal round wafer. Once
inside, click on the statue of jaques
de molay. You'll get a message
from Tobias and then a hand'll come out
with a key. Take the key and
Geff talks to you, telling you that the
shield you need is in the meat
locker. The key is used in the model room.
Kitchen (r40)
The door to the execution room has to
be unbolted from the execution
room side. Use the ropes in the northern
alcove to go to the meat locker
(it's a dumbwaiter). Open the oven and
pull the lever to get the biscuit
tray/breville out. click the lid to open
it. there are 12 biscuit moulds
with the same heraldic devices as in edgar's
court in level 2, where
they were accompanied by names. The ones
needed for the shield 3 grotto
are tobias' tallum's and malik's. The
symbols of these knights are shown
on the wall in the cathedral, Edgars court
and on a plaque that is found
in Lurkas room with the Pianola roll.
These are represented as; a crown
of feathers or ornate fleur-de-lys, a
cross and spear motif, and a lion.
Use the flour from the entry drain or
the wax from lurka's rooms in
level 2 to fill indiviual biscuit moulds,
then close the lid to press
them into the right shape, then open it
up again and take the wafers.
There's a limit on the amount of dough
and wax, so the player can only
make a limited number of wafers.
Meat locker (r42)
If you visit here before talking to Geff
in the Shield 3 alcove there
will be nothing here except the lift up
to the kitchen. The door to
Geffs studio is locked from the studio
side. If you have already talked
to Geff in the alcove he will tell you
he has hidden a shield in one of
the carcasses. One of the carcasses will
be actionable and when clicked
on it will open up to reveal Shield 3.
This can then be used on the wall
in the Ziggurat to take you back to the
Theo chamber.
Geff's studio (r41)
Talk to geff for general info, take the
notebook on the desk. If you
enter the meat locker from here.
Tree (r37)
This is a maze. The only thing in here
is a Scorpion. They are very hard
to shoot and it is best to run away from
these.
Cobweb's lair (r38)
You can get here from the tree only. This
is the location shown by the
spying device in the library. walk down
the branch until you get to the
flytrap without spines. walk across it
to the branch beyond. There is a
mechanical fly trap here. When you action
this it will open to reveal a
number of documents and a sword hilt.
Ziggurat (r43) & Flooded ziggurat
(r69)
Use shield 3 in the alcove at the top
of the curved stairs to rotate the
room and put you in the Theo chamber
(r55). There is a section of wall
that is false. When you action it it will
sink into the floor. Take the
shield out of the recess again and walk
through from here to the only
available exit to the orrery room
(r54), place shield in floor to open
model room.20
Model room (r44)
Use the key from the shield 3 grotto on
the obvious hole in the wall.
This reveals the models. This shows several
locations in level 3. There
are various things you can do the models.
Anything you do to the models
happens to the real rooms aswell.
1) auqaduct, this will flood then drain
out, killing the Theo which is
the only way through the location when
you have the grail
2) poison gas room & chimney, open
the 2 doors to gain access to the
chimney and one of the escape routes
3) cathedral & vestry, open the door
in the vestry to get access to the
waterwheel chock alcove and screen lever
4) execution room and ziggurat - either
of these flood the both
locations and large parts of the temple
blocking off big areas of level
3
5) waterwheel chock alcove, open the door
to let you in here, so you
have to do the vestry one and the chock
alcove one to get through to the
waterwheel area
Once the key's been used in the wall,
if you go to the little alcove to
exit the room and action the shield shape
you'll get rotated to the
ziggurat, and you can then go back &
forth between the 2 locations
freely by actioning the shield shape.
When you enter here with the 4th shield,
use it in the second shield
recess on the opposite wall to the key
hole wall to rotate the room so
that the door connects with the orrery
again. take th 4th shield again
and use it in the orrery room floor.
Clock (r39)
From either direction, you can only get
through by setting the pendula
going. then its a case of timing your
dash through the gap. Hit a
pendulum and you're dead. There's a sneaky
bit where you have to go
along one of the pendulum conduits and
go through a connection tunnel
bit. The master key to the Shield 3 alcove
is found down one of these
side passages.
Cathedral (r47)
Avoid the Leo just like the one in the
execution room. You can trap the
Leo by going into the organ box in the
middle of the room. If you lower
the pipes the Leo will become trapped
between them and the hole in the
floor. You can now freely move around
the room. Lowering the pipes also
releases a brass lever that was jammed
up with the pipes. This lever is
used in the water wheel chock alcove puzzle.
Behind the shield screen is
an altar on the floor which can be slid
back to allow access to a tunnel
underneath. the shield screen is raised
by solving the water wheel
puzzle. Therer is a door with 4 shield
outlines on it. This door is
locked until you place Shield 4 in the
orrery. The image on the stained
glass window is jaques de molay giving
out wafers to the three knights
needed for the wafer puzzle. Tobias and
Malik are named on the window,
the third knight is tallum recognisable
by his spiked shield.
Crypt (r49)
When you go down the stairs by the railings
and around the obstruction
there, the Leo from the cathedral will
come into view looking down
through the hole in the ceiling. it falls
in, and dies on hitting the
floor blocking your passage back.This
releases claude from his
sarcophagus. The standing sarcophagus
with the image of the knight which
is down here is the superpuzzle sarcophagus.
it has 4 recesses on its
front surface. these are to be filled
with: the masterkey for the wafer
puzzle, the sword hilt from cobweb's lair,
the signet ring from the
swaddled body in the poison gas room,
the stone dagger from the perilous
chapel. It then opens to reveal several
documents.
Pulpit (r48)
You need the key from the medallion in
the cathedral vestry to open the
ornamental gate at the top of the stairs.
The book is the templeisen
bible. From here you can look down into
the cathedral and see the floor
mosaic which Colin refers to - a picture
of 2 raptors holding up the
grail (you will meet him in the Theo Nest).
Vestry (r53)
Action the hook to release the organ pipes.
Use the model to open up the
door in here. once inside you can do the
water wheel puzzle. The cog
that is not moving is connected to machuinery
that raises the shield
screen in the cathedral. To raise the
screen you must stop the spinning
cog, engage the cogs and start it spinning
again. The first cog now
turns the second cog aswell and when you
go back to the cathedral the
shield screen will have gone. To start
and stop the cogs you must start
and stop the water wheel in the room down
the stairs. To engage the cogs
you must use the lever you found in the
pipes on the stump infront of
the cogs. When these 2 pieces are together
you have enough leverage to
push the cogs together. There is also
an amulet and scroll in here. The
amulet contains a key. There is also a
secret compartment that contains
a brooch. This brooch is used to gain
access to the chimney exit. The
key is used to unlock the door at the
top of the stairs from the crypt
to the pulpit.
Theo nest (r56)
Don't go too close to the theo and it
will stay asleep. action the
portcullis to lift it, then action the
lever on the wall or it'll come
crashing down on you when you walk underneath.
take the 4th shield and
Colin notices you (he's the dead body
on the floor).20
Decision point (r59)
When you enter you get the tobias message.
If you havent already flooded
the templ, Tobias will now do so and you
hear the noise of water
flooding in. After this Geff will call
to you. If you walk over to him
he will star ta conversation with you.
If you say yes to geff, he'll
open the door and lead you to the chute
down to the light room. If you
say no you can't open that door yourself
and you'll have to go through
the Tobias door and into the scorpiontrap.
Scorpiontrap (r58)
Avoid the scorpions, go around the maze
to get to the stairs at the
other side. This leads to the flooded
execution room. You shouldn't have
gone this way so don't come complaining
to me if you keep dying.
Flooded execution room (r77)
Jack poles a drowned Leo over to you. Jack
gets killed by Sascha whilst
poling the Leo over. You can now walk
across the Leo, but must be
careful not to fall in the water and drown.
If you try to cross the
rafter Sascha will get you too. To scare
off Sascha you must use one of
a number of things on the water. These
are the Oisin amulet, Ink,
chemicals from the lab or the Aqua fortis.
Light room (r57)
You fall in here from the slide/chute from
the decision point. The
luminous fungus light the room and also
the temple by a mirror system.
The fungus is also poisonous. All the
time you are in the room you will
take damage from poison. Therer is a concealed
door in the room. Its
outline shows up vaguely until you remove
the fungus covering it. Once
all the fungus has been removed you can
open the door and get out. If
you go down the stairs you will go to
the poison gas room and get
continually poisoned and probably die.
If you go up the stairs you will
be safe from the poison.
Malik's lab (r60)
Therer are 3 switches in the middle of
the room. If they are thrown in
the correct order the zombie theo starts
moving. It will kill you if you
get in the way. The exit door from this
room is locked and the zombie
theo opens it. It is the only way to open
this door. Behind where the
zombie theo was lying is a secret panel.
If this is actioned then a wall
panel will slide back to give access to
a book and some notes. The
obvious way to get to the notes is via
a narrow passage with scorpion
tails. This is a red herring and there
is no way through here.=20
Waterwheel chock alcove (r65)
You can press the lever to start and stop
the water wheel. When it is
stopped you can walk across the water
wheel. Once across there is a
large stone block preventing you going
down the tunnel. This block is
removed by clciking on it with the brooch
from the amulet in the vestry
or buy opening the door opposite it. this
door opens a zombie theo will
charge out of the alcove and push the
block out of the way and into the
water. The door will only open if you
have released the zombie theo from
Maliks lab.
Poison gas room (r61)
The door here holds back a wall of poisonous
gas. The gas can be
released by clicking on the hatch at th
ebottom of the door. The gas is
heavier than air and will flow into the
grate in the floor. If you open
the door without properly draining the
gas from the room you will be hit
by a wall of gas that will probably kill
you. The poison gas room has
the body of a former grand master in it.
He is wearing a ring which is
part of the superpuzzle in the crypt.
Chimney (r81)
Grills
Orrery (r54) & Perilous Chapel
When you place the 3rd shield the 4th hole
doesn't open up, but a
pressure pad is raised. Stand on the pressure
pad and the shield hole
opens. then use the 4th shield with the
hole and the floor drops away to
reveal the perilous chapel - a vertical
tunnel of sruts with a spiky
floor at the bottom. jump from plank to
plank until you can walk down to
the floor. The stone dagger for the superpuzzle
is on one of the planks
Grail sanctum (r62)
When you first fall into the Grail sanctum
you are killed by the impact,
but the grail brings you back to life.
Walf to the middle of the room
and take the grail. The floor will fall
away leaving only pillars and
platforms. To escape from the room you
must follow the map on the plaque
that the grail was resting on. When you
get t the final pillar the roof
will drop down and you will be able to
escape through a door in the
roof. If you go to the wrong pillar at
any stage the roof will start to
fall down onto you. Make 3 mistakes and
you are crushed by the roof.
Fight room (r66)
If you have released Claude from the crypt
then he will appear here and
fight with Tallum. After they fight you
are free to cross the room. If
you have not released Claude the room
will be empty. If you fall off
the side of the walkway you will be killed
by scorpions.
Tunnel junction (r67)
If you've got the grail and if you took
geff's path at the decision
point he's here and leads you to his exit
If not then you cannot get out
Geff's exit and must go another way.
Ambush room (r68)
If you go in here with the grail a small
delegation of enemies kills you
and tobias does his megalomaiacal speech
Aquaduct (r64)
If you try to go down the corridor you
will walk into a trap. A
mechanical angel will spike you and you
will die. Whilst you are dying
Lurka and Philip gloat and steal the grail
from you. To the side of the
entrance is a theo in a cage. If you open
the cage and are between the
theo and the exit it will kill you. If
you open the door and the door is
between you and the theo it will run down
the passage and try to escape.
It will walk into the angel trap and be
killed. It is then safe for yuo
to walk through the trap. If you flooded
the area in the model room then
the theo will be dead and there is no
way to get out this exit. You must
go by a different route.
Exit rooms (phil's exit3D r74,
masonic exit3D r75)
If you come here without the grail you
can't get through the door and
out because there's the grail image barring
your way. If you approach
with the grail, it opens up and you can
get out by actioning the door.
You have won the game. The outro will
now play.
Geff's exit (r76)
If you have the grail Geff's waiting here,
when you get close Tobias
charges out of the side passage. He attacks
Geff and steals his supply
of grailstone. With his grailstone gone
Geff experiences very rapid
ageing. He decomposes before your eyes.
You are free to leave and wil
get the outro of the game.
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