AZRAEL's TEAR

Cover and alternative cover of the game
- Web page by Claude Wacker
A PC (DOS) game developed by Intelligent Games and published by Mindscape in 1996. It's a 3D adventure games with puzzles. You are a high tech Raptor in an underground medieval temple, searching for the Holy Grail.
The game is supported by good sound effects and a very evocative music in medieval style:
title music by Ray Shulman, a (non official?) 7 minute 42 second MIDI version is floating around on the Net;
in-game music by Kerry Minnear.
An official demo of the game is available on many Web sites.
WARNING: Reading futher might spoil the game for you!
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 down 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.