Azrael's Tear
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 Levels 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.
Please Note: Cheats and Hints listed above may not support all
versions of the game.
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