Azrael's Tear

Level One
     You start in the entry corridor.

Mirror Puzzle
     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
one  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
     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 Niamh's amulet (used
in a later level). There are also two characters in the Mine Maze. The
first  you  meet  is Lincoln. He will shoot you if you don't 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. To help Lurka you must go to the Mine Head
where  he  will  answer your questions before you help him out. On the
floor  in  the  Mine Maze are a bag of ammunition, a piece of tapestry
and an ancient elephant gun. The ammunition is from the Raptor Lincoln
and  fits  your  gun. The elephant gun has one shot and can be used to
kill Tallum, normal bullets have no effect on him.

Mine Head Machinery Puzzle
     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  two 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  center  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  center 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
     This room contains three 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
two  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 in front of the
font  and action the lens, you will see a movie and a secret door will
open  to  your  left  with a shield. This shield is used in the orrery

Orrery Puzzle
     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
center  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 strta again. Once you have guided the ball to the
center  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, that 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  shape 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.

Tunnel beyond Orrery
     The tunnel contains two parchment pages.

     There  is a parchment page on the organ keyboard. Investigate the
North  East corner and you will find a confessional. Click the curtain
to  draw  it  aside, then look at the keyhole. This shows a movie with
Tobias  and  Lurka. If you return here at the end of level two (having
been  in  the dock), it'll show you a different movie of Tobias posing
as Baphomet. Go west out of here into the vestry.

     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 the north door.

     There is a parchment page here beside the wellshaft. Stand in the
hole and action the ladder to climb down to the drain and level two.

Level Two

Entry point - Drain One
     Tallum  is  in the drain 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 mine maze. 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
     Edgar is 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
mine  head  with  the chest, he will tell you to put it in the saw. If
you  don't obey his commands, he will attack. If you obey them all, he
will  stand  by the saw device and wait. When you come over to him, he
will turn, shout at you and attack. Some of the seats in Edgar's court
open  and  contain  various  objects that you can pick up. The objects
include  a half-eaten biscuit, 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.
You won't be able to follow him or use this door.

Lurka's rooms
     These  are split in half. You can't be able to pass from one side
to  the  other. One side borders the entry drain and the other borders
drain  two  that  leads  to  the lab, gibbets, sanctuary and the ttack
corridor. The second room contains a stick of sealing wax and a corner
of a plaque that is a clue to the wafer puzzle in the shield 3 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.  The level three lies below the altar but there are bars in the
way.  To  remove  the  bars,  you  must place the second shield in the

     If  you  get  iced  by  Tallum,  you  wake up here and there is a
special  conversation  with  Tobias.  If  you  walk in from the drain,
Tobias isn't here - he's behind a screen. While wandering about in the
libray,  you can look at the spy device, listen to the listening tubes
which are arranged at the center 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 will move. If you then action the lens, you will
see  one  of  three  animations  (a  view  of  the execution room, the
cathedral,  or  a  figure walking along in cobweb's lair). The view of
cobweb's  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 later
in D5.


     This  has  a gate halfway down it which is opened by the key from
the library table.

The Dock
     This is the bit of the dock you arrive 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 fissure to the interview room. As
soon  as  you appear on the wharf, Sasha will appear in the water near

The Lab
     Philip  is  standing  here.  He  will  talk  to  you and may flee
dependant  on  your  responses  through the guardian door at his side.
There  is 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
or the gate to the drain two.
     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 and 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 neutralize it.
Anything  with red salt in it blows up, aqua fortis first or second in
the  mix  rather  than third does nothing. You pour the chemicals into
the  top  of the alembic and they will only pour 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 two
(there  are  two  of  these,  just  like  there were two shields one).
However,  this  doesn't  look  like  it should because it's covered in
plaster  and  shite, and isn't usable as shield two in the orrery room
until it has been washed with Aqua Fortis. Washing it creates the real
shield  two  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.

The Attack Corridor
     Edgar  will initiate conversation in the attack corridor and then
attack you here. This corridor leads to some spiral stairs which go up
to  the  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 in the Gibbets room trapped in one of
the gibets.

Drain Two
     This  just  links up the lab, the attack corridor, sanctuary, the
gibbets room and the other side of Lurka's rooms.

Gibbets Rooms
     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  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.

     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 is
a dialogue with Jack, during which he takes actions.

     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.
Put the pianola roll from Lurka's room in the side of the organ (there
is  a  wee  door  there). 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 two in the orrery room
floor. When they are gone, and the altar is open, you can step through
into level three.

Level Three

Entry Drain
     If  you walk down to the end, there is 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  turn  the cogs which pulls the rope up. The rope was jammed
under  the  millstone,  it  will  roll  off  and "kill" the Leo in the
execution  room.  There is flour near the cogs which can be used later
in the kitchen puzzle.

Execution Room
     If  you  fall  in here from the drain, you land on the floor. The
Leo  will  try to attack 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  handle,  it will 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 three positions: ground level, rafter level and
the top level is to the shield three alcove.

Shield Three Alcove
     When  you  first enter here, a ghost will appear. Talk to Vincent
nicely  and  he  will  tell  you  how  to get through the door. To get
through,  you  must  make  the  correct  three 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
Jacques  de  Molay. You will get a message from Tobias and then a hand
will  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.

     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.  Open  the  oven  and  pull the lever to get the biscuit
tray/breville  out. Click the lid to open it. There are twelve biscuit
moulds  with  the  same  heraldic devices as in Edgar's court in level
two,  where  they  were  accompanied by names. The ones needed for the
shield  3  puzzle  are  Tobias',  Tallum's and Malik's. The symbols of
these  knights  are  shown on the wall in the cathedral, Edgar's court
and  on  a plaque that is found in Lurka's room with the pianola roll.
These  are represented as as 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 two to fill individual
biscuit moulds, then close the lid to press them into the right shape,
then  open  it  up  again and take the wafers. There is a limit on the
amount  of dough and wax, so the player can only make a limited number
of wafers.

Meat Locker
     If  you  visit  here  before  talking to Geff in the shield three
alcove,  there will be nothing here except the lift up to the kitchen.
The  door to Geff's 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,  it will open up to reveal the
shield  three.  This  can  then be used on the wall in the Ziggurat to
take you back to the Theo chamber.

Geff's Studio
     Talk  to  Geff  for  general  info, then take the notebook on the
desk.  You  can  enter  the  meat locker from here, but first you must
unlock the door.

     This  is  a  maze. The only thing in here are scorpions. They are
very hard to shoot and it is best to run away from these.

Cobweb's Lair
     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 & Flooded Ziggurat
     Use  the  shield  three  in  the  alcove at the top of the curved
stairs  to rotate the room and put you in the Theo chamber. 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 onl available exit to the orrery room. Place shield
in floor to open the model room.

Model Room

     Use  the  key from the shield three grotto on the obvious hole in
the  wall.  This  reveals  the models. This shows several locations in
level  three.  There  are  various  things you can do with the models.
Anything you do to the models happens to the real rooms as well:
     Aquaduct:  This will flood then drain out, killing the Theo which
is the only way through the location when you have the grail.
     Poison  gas  room & chimney: Open the two doors to gain access to
the chimney and one of the escape routes.
     Cathedral  & vestry: Open the door in the vestry to get access to
the waterwheel chock alcove and screen lever.
     Execution  room  & ziggurat: Either of these flood both locations
and large parts of the temple blocking off big areas of level three.
     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 has been used in the wall, if you go to the little
alcove  to  exit  the  room  and action the shield shape, you will get
rotated  to  the  ziggurat, and you can then go back and forth between
the two locations freely by actioning the shield shape. When you enter
here with the fourth 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 the fourth shield again and use
it in the orrery room floor.

     From  either  direction,  you can only get through by setting the
pendula  going.  Then it's a case of timing your dash through the gap.
If  you  hit a pendulum, you are dead. There is 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 three alcove is
found down one of these side passages.

     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  waterwheel puzzle. There is a door with four
shield  outlines on it. This door is locked until you place the fourth
shield in the orrery. The image on the stained glass window is Jacques
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.

     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 four
recesses on its front surface. These are to be filled with: the master
key  from  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

     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 two raptors
holding up the grail (You will meet Colin in the Theo nest).

     Action  the  hook  to  release the organ pipes. Use the models 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 a machinery that
raises  the  shield  screen in the cathedral. To raise the screen, you
must  stop  the  spinning  cog,  engage  the cogs and start it spinnin
again.  The first cog now turns the second cog as well 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 two 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 which 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
     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
will  come  crashing  down  on  you when you walk underneath. Take the
fourth  shield  and  Colin  notices  you  (he  is the dead body on the

Decision Point
     When  you  enter,  you  get  the  Tobias  message. If you haven't
already  flooded  the  temple,  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 start a conversation with you. If you say
yes  to  Geff, he will 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  will  have  to  go  through the Tobias door and into the scorpion

Scorpion Trap
     Avoid  the  scorpions, go around the maze to get to the stairs at
the other side. This leads to the flooded execution room.

Flooded Execution Room
     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 you
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
     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. There is a concealed door in
the  room  however.  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
     There  are  three 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  than  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!

Waterwheel Chock Alcove
     You  can  press the lever to start and stop the water wheel. When
it  is  stopped,  you  can  walk across the wather wheel. Once across,
there  is  a  large  stone block preventing you going down the tunnel.
This  block  is  removed  by  clicking  on it with the brooch from the
amulet  in  the  vestry  or by opening the door opposite it. This door
opens  a  zombie  Theo that 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 Malik's lab.

Poison Gas Room
     The  door here holds back a wall of poisonous gas. The gas can be
released  by  clicking on the hatch at the bottom of the door. The gas
is  heavier then 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.



Orrery & Perilous Chapel

     When you place the third shield, the fourth hole doesn't open up,
but a pressure pad is raised. Stand on the pressure pad and the shield
hole  opens.  Then  use  the fourth 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
     When you first fall into the Grail Sanctum, you are killed by the
impact,  but  the grail brings you back to life. Walk 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 but the grail was resting on. When you get to 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 three mistakes
and you are crushed by the roof.

The Dock Track & Deck
     Although  this is the same location as the dock, you can only get
here  if  you have unlocked the doors from the wharf and driven across
from  the  mine  head on the pincer device. Drive up to the end of the
tracks, and retrieve the chest from the hold of the ship. You get this
by  going  to  the  ship location, controlling the crane from ht epoop
deck,  and  dipping  it  first  down  into  the hold of the ship, then
lifting  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
mine head 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 mine head. 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 mine head. 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 is the prieure sailor who you can talk to
and two parchment pieces.

The Boat
     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, Sascha will attack you. If you do
nothing,  she  will  kill  you. There are other ways to prevent Sascha
attacking  you. You can 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.

The Interview Room
     When  you  arrive  here,  Kurt, a raptor, is waiting in the other
half  of  the room. If you shoot at him, he will 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 kills Kurt. The Theo
will  leave the room if it was not killed and is crushed by a rockfall
at  the  top  of  the stairs in the next room. On the desk is a ship's
manifest that tells you about what's in the hold of the ship.

The Ship Hold
     There is a barrel of winches, a chest (unless it has 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
     This  is  the  way  to  trap Sascha who is supposed to follow you
around everywhere. Climb down the ladder and you will find yourself on
a ledge above a door. If you pull the bolt on the door, it will fly up
to floor level and you will get the sound of water rushing in. It will
then  slowly subside. Sascha 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 turn the
stop cock it releases hot water onto Sascha and she will flee from the
dock  location forever. If you don't, she will batter through the door
and  next  time  you  visit  the location, the door will be broken and
Sascha will be free.

Fight Room
     If  you  have released Claude from the crypt, 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
     If  you  have  got  the  grail and if you took Geff's path at the
decision point, he is here and leads you to his exit. If not, then you
cannot get out Geff's exit and must go another way.

Ambush Room
     If  you  go in here with the grail, a small delegation of enemies
kills you and Tobias does his megalomaniacal speech.

     If  you try to go down the corridor, you will walk into a trap. A
mechanical  angel  will  spike 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 you 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 Room
     If  you  come  here  without the grail, you can't get through the
door and out because there is 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 completed the game, and you can watch the end sequence.

Geff's Exit
     If  you have the grail, Geff is 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.
You completed thegame, and you can watch the end sequence.

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