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
puzzle.
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.
Chapel
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.
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.
Cloister
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
orrery.
Library
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.
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
you.
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.
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.
Chapel
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.
Kitchen
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.
Tree
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.
Clock
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.
Cathedral
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.
Crypt
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
documents.
Pulpit
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).
Vestry
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
floor).
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
trap.
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.
Chimney
Grills.
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.
Aquaduct
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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