Azrael's Tear Walkthrough 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.