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Azrael's Tear (e)

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Azrael's Tear 

            Level 1 Instructions 
            
            Controls 
            Hold the right mouse button down and you can look around. If you 
            hold down the left mouse button at the same time you will move in 
            the direction you are facing. You can also use the cursor keys to 
            move backwards and forwards. The left and right cursor keys turn you 
            left and right. If you hold Shift doen whilst walking you will run. 
            On the HUD, the top left button is used for scanning objects (this 
            is only needed if an object can be actioned, otherwise you 
            automatically scan when you put the cursor over something), the 
            button below this is used for the map and the right hand button 
            brings up the load save box and is used to adjust the volume. The 
            box on the left is used to list any objects you are carrying and the 
            arrow keys are used to scroll up and down through them. 
            
            Pressing the space bar toggles you between combat mode and normal 
            mode. Whilst in combat mode a target will appear on the screen. Left 
            clicking shoots at a target. Pushing the cursor off the side of the 
            screen causes you to turn, you do not need to hold the right mouse 
            button down. You can still move in combat mode but only with the 
            arrow keys. The resolution can be altered by using the keys 1 to 4. 
            1 puts you in the top resolution but you move at the slowest speed. 
            3 is the lowest resolution and the fastest speed. 4 is used to auto 
            select, when you are moving it is at resolution 2 and when 
            stationary at resolution 1. If you press 5 the HUD text and 
            wireframes disappear after a short time, but will reappear when 
            updated. Q quits the game. M can be used to bring the map up. 
            
            During conversation the up and down cursor keys move you through the 
            conversation options and the press RETURN when you have selected 
            your response. You can also you the mouse to select a conversation 
            option. You can only get out of a conversation by hitting the END 
            CONVERSATION response or one of the obvious 'goodbye' responses. 
            
            Starting Point [r00] 
            
            You start in the entry corridor. 
            
            Mirror Puzzle [r01] 
            
            The wash room is to the south of the entry corridor. In the wash 
            room there is a mirror. Light reflects off of the mirror and 
            illuminates a patch on the wall. If the mirror is actioned then it 
            moves so that the light now reflects onto a patch of moss on the 
            opposite wall. The light dissolves the moss and eventually reveals a 
            locked compartment. The outside of the compartment has a map of 
            level 1 on it. The compartment can be opened with the key from the 
            mine head machine puzzle. Inside you will find a shield that is 
            needed in the orrery puzzle. 
            
            Mine Maze Chest Puzzle [r03] 
            
            The mine maze can be accessed through the wash room. There is a hole 
            in the floor by the door next to the mossy plaque. There is a chest 
            in the mine maze that is locked. To open it you need the key from 
            the well. There is a monster called Sasha in the well. If you try to 
            pick up the key with your hands the monster will attack you. To get 
            the key you must use the tongs from the mine head. They can be found 
            at the top of the ramp. Inside the chest is Niamhs amulet (used in a 
            later level). There are also 2 characters in the Mine Maze. The 
            first you meet is Lincoln. He will shoot you if you dont shoot him 
            first. The other is Lurka. He will ask for your help to get off of 
            the ledge he is stuck on. It is all part of the test and he can 
            actually get out without your help but the player does not know 
            this. To help Lurka you must go to the MineHead where he will answer 
            questions before you help him out. On the floor in the Mine Maze are 
            a bag of ammo, a piece of tapestry (used in the Baptistery puzzle) 
            and an ancient elephant gun. The ammo is from the Raptor Lincoln and 
            fits your gun. The elephant gun has 1 shot and can be used to kill 
            Tallum, normal bullets have no effect on him. 
            
            Mine Head Machinery Puzzle [r07] 
            
            The machinery in the mine head must be powered up before you can use 
            it. There is a stop cock on the upright pipe in the spa room. When 
            the stop cock is turned a pipe in the spa room moves. It connects to 
            one of 2 pipes. Each pipe controls the power to either the crusher 
            or the saw in the mine head. If you stand at the top of the ramp and 
            look north you get a good view of these machines. Using the crane in 
            the centre of the room you must pick up the key block, which is not 
            the one directly under the crane. The key block is the block that, 
            when scanned, reports having an unknown metallic substance in it. 
            Using the controls at the top of the ramp you can pick up the blocks 
            and move the crane so that the blocks are dropped into the crusher 
            or saw. You need to drop the block with the key into the saw. If the 
            block is dropped in the saw a key will fall out through the grating 
            beneath it. If the key is dropped into the crusher the key is 
            destroyed. Once you have the key you can use it to open the plaque 
            in the mirror puzzle. The car in the centre of the room is used to 
            retrieve the chest from the dock area. This cannot be used until you 
            have opened the double doors in the mine head which is done with a 
            lever in the dock location. Lurka is trapped in a chasm here. He 
            will shout out to you. If you walk up to the side of the chasm you 
            will be taken into conversation with him. If you question him 
            correctly you will be able to find out a bit about the temple and 
            the guardians. 
            
            Baptistery Puzzle [r06] 
            
            This room contains 3 mirrors. The right hand mirror is broken and 
            allows access to a secret compartment behind. There are stairs at 
            the back of the baptistery that lead up to some loose pieces of 
            tapestry and one piece hanging up. The piece hanging up can be 
            rotated to reveal a message. The other pieces must be placed in the 
            empty slots next to the one hanging up. There are four slots and 
            only three tapestry pieces in the room - the fourth piece is in the 
            mine maze. The tapestry piece that is already up can be rotated and 
            on its back is a clue that the bath with murky water contains an 
            item. There are 2 baths in the room. One has murky water and one has 
            clear water. Above the murky water is a plaque with symbols that 
            show you how to solve the well room puzzle which drains the bath. To 
            solve the puzzle you must go to the well room and adjust the pipe 
            settings in the puzzle there. The levers pull the pipes in and out, 
            and the wheels either move the pipe up and down or rotate it. Match 
            them up with the diagram on the plaque and the bath will drain of 
            water. You will hear water running sound effect when you solve the 
            puzzle.. Once the bath in the baptistery has drained you will see a 
            lens lying on the bottom. This lens must be placed on the stone 
            bible which is part of the font in the middle of the room.. When you 
            stand on the pad infront of the font and action the lens you will 
            see a movie clip and a secret door will open to your left with a 
            shield. This shield is used in the orrery puzzle. 
            
            Orrery Puzzle [dont teleport here, goto r04 and walk] 
            
            In the orrery room there is a computer like device. If you click on 
            this it will start off a puzzle. You must guide the ball to the 
            centre of the puzzle. If the ball is half way through a hole it will 
            stop that ring of the puzzle rotating. Between each ring you must 
            pause and rotate it more. The ball can be moved towards the middle 
            using the button at the top right of the screen. If you fail you can 
            exit the puzzle and start again. Once you have guided the ball to 
            the centre of the puzzle you are automatically exited from the 
            puzzle. This starts part of the orrery rotating. You must also go to 
            the theo chamber and press the button on the inside face of the 
            northern pillar to finish the puzzle and start the whole orrery 
            rotating. There is a theo in the middle of the room. It is 
            constrained by spears. There is a lever on the outside face of the 
            north pillar that moves the spears and kills the theo. Once you have 
            pressed the button the orrery will stand up properly. It reveals a 
            shield shaped hole underneath it that must have a shield inserted 
            into it the door to the chapel will open. You can use the shield 
            from the baptistery or the one from the wash room. To finish level 1 
            you only need to finish one or the other of these puzzles. This is 
            the end of level 1. To enter level 2 you must go to the cloisters 
            and down the well. 
            
            Tunnel beyond Orrery [r08] 
            
            Tunnel section contains 2 parchment pages. 
            
            Chapel [r10] 
            
            There is a parchment page on the organ keyboard. investigate the NE 
            corner and you'll find a confessional, click the curtain to draw it 
            aside, then look at the keyhole - shows a flic of Tobias and Lurka. 
            If you return here at the end of level 2 (having been in the dock) 
            it'll show you a different flic of Tobias posing as Baphomet. Go 
            west out of here into the vestry. 
            
            Vestry [r11] 
            
            If you have picked up the note from the organ Philip addresses you 
            here. You need the key from his seat in edgar's court to open the 
            barred gate and get through to te north door. 
            
            Cloister [r12] 
            
            There sis a parchment page here beside the wellshaft. Stand in the 
            hole and action the ladder to climb down to the drain and level 2. 
            
            Level 2 puzzles 
            
            Entry point - Drain d1. (r27) 
            
            Tallum is in D1 between the ladder from the cloister and the T 
            junction which leads to the Edgar's court. He challenges you and 
            will attack you. If he 'kills'you, you'll be brought round by Tobias 
            in the library. The only way to avoid this is to shoot him using the 
            elephant gun from the minemaze. past him is the entrance to Edgar's 
            court, outside which is a portcullis with a shield behind it and a 
            nodule sticking out from the wall. You need to get a winch handle to 
            make this work. The winch handle is in the hold of the ship, in the 
            barrel of winches. If you attach that handle and action it, the 
            portcullis will go up and you can take the shield. 
            
            Edgar's Court R21 (r15) 
            
            Edgar's in here. You can talk to him. he offers to strike a deal 
            with you which explains some stuff later. He asks you to get a chest 
            for him from the dock. If you refuse, he gets angry but doesn't 
            attack. If you accept his deal, he's happy, and if you later enter 
            the minehead with the chest he'll tell you to put it in the saw. If 
            you don't obey his commands, he'll attack. If you obey them all, 
            he'll stand by the saw device and wait. when you come over to him 
            he'll turn, shout at you and attack.. Some of the seats open (5, I 
            think) and contain various objects that you can pick up. The objects 
            include - a half-eaten biscuit from the L3 puzzle, some pages, a pot 
            of ink, a small pagan curse-object and the key to the vestry gate. 
            Edgar should finish the conversation by going through the guardian 
            door into the gibbets room. The player should not be able to follow 
            him or use this door. 
            
            Lurka's rooms (D3 and D9) (r28) 
            
            These are split in half. The player cannot be able to pass from one 
            side to the other. The D3 side borders D1 (the level 2 entry drain) 
            and the D9 side borders D7 (which leads to the lab, gibbets, 
            sanctuary and the attack corridor. The D9 side contains a stick of 
            sealing wax (used in L3) and a corner of a plaque that is a clue to 
            the wafer puzzle in the L3 shield alcove. It also contains the 
            pianola roll, which will sit on the table. This is used in the 
            chapel to start the tobias message and to open the altar. Level 3 
            lies below the altar but there are bars in the way. To remove the 
            bars you must place the second shield in the orrery. 
            
            Library R11 (r13) 
            
            If you get iced by Tallum in D1, you wake up here and there's a 
            special conversation with Tobias. If you walk in from the drain, 
            Tobias isn't there - he's behind a screen. While wandering about in 
            the library you can: Look at the spy device, listen to the listening 
            tubes which are arranged at the centre of the tables, and steal and 
            read the Vision of Hugh book. The spy device is behind the red 
            curtain. If you action a mirror it'll move. If you then action the 
            lens you'll see one of 3 animations; a view of the execution room, 
            or the cathedral, or a figure walking along in cobweb's lair (level 
            3 location). The view of cobwebs lair shows the path you must take 
            to avoid the venus fly traps. There is also a key which is used to 
            open the Tobias gate in D5. 
            
            D5 (r29) 
            
            This has a gate halfway down it. which is opened by the key from the 
            library table. 
            
            The Dock - (r70) 
            
            This is the bit of the dock you arrive in when you get here from D5. 
            The lever beneath the tracks on the west wall opens the big double 
            doors to the mine head. At the north end of the wharf is the ladder 
            down to the sluice, at the south end is the fissure that leads to 
            the small boat. In the middle is the fisure to the interview room. 
            As soon as you appear on the wharf, sasha will appear in the water 
            near you. 
            
            The Dock Track & Deck (r70) 
            
            Although this is the same location as the dock you can only get here 
            if you've unlocked the doors from the wharf and driven across from 
            the minehead on the pincer device. Drive up to the end of the tracks 
            and retrieve the chest from the hold of he ship. You get this by 
            going to the ship location, controlling the crane from the poop 
            deck, and dipping it first down into the hold of the ship, then 
            litfing it, with the chest, swinging it over the tracks as far as it 
            will go, and then lowering it there. Then you take it back into the 
            minehead where Edgar will be waiting for. Using the crane on the 
            ship will drop the chest down onto the tracks just past the 
            stop-point of the cart. You then grab the chest on the front of the 
            cart and pull the lever to go backwards into the minehead. You will 
            find that the lever has rusted and is locked in place. To release it 
            you must get the bottle of Aqua Fortis from the hold of the ship. If 
            you use this on the lever the rust will disappear and you will then 
            be able to take the car back to the minehead. The Aqua Fortis is a 
            type of acid and although it makes the lever temporarily usable the 
            rust was the only thing holding it together so once you get back to 
            the minehead the lever mechanism breaks and you cannot use the car 
            again. On deck, as well as the crane, there's the prieure sailor, 
            who you can talk to and 2 parchment pieces. 
            
            The Boat (r71) 
            
            As you enter this location from the dock and go down the ramp you 
            will see a plaque overhead which shows the correct orientation of 
            pipes to complete in the Well Room to pipe hot water to this 
            location. If you go to the well room and rig the pipes up, and if 
            you then connect the hose in this location to the transom of the 
            boat, hot water will surround the boat. If you action the winch, the 
            boat will carry you across the dock to the land at the other side. 
            If you fail to do the trick with the hose, sasha will attack you. If 
            you do nothing, she'll kill you. There are other ways to prevent 
            Sascha attacking you: Solve the sluice puzzle, use the Oisin amulet, 
            ink or Aqua Fortis on the water. Once on the land at the other side 
            you can get into the lab. 
            
            R23 the interview room (r22) 
            
            When you arrive here, Kurt, a raptor, is waiting in the other half 
            of the room. If you shoot at him, he'll shoot back at you. if you 
            don't shoot him immediately he initiates conversation. Consequent on 
            this, he might initiate combat (exiting conversation) or he might 
            continue in conversation. If it's the latter then a Theo comes in 
            behind him. You can choose to tell him about it or make some 
            terrible pun. If you warn him, he spins, fires, then resumes 
            conversation. If you pun at him, the theo then attacks him and Kurt 
            dies. The Theo will leave the room if it was not killed nad is 
            crushed by a rockfall at the top of the stairs in the next room. In 
            Kurt's half of the interview room on the desk is a ship's manifest 
            that tells you about what's in the hold of the ship. 
            
            The ship hold (r20) 
            
            There is a barrel of winches, a chest (unless it's already been 
            taken by the crane) and a bottle. The bottle's label should be 
            legible and say 'aqua. This is used in the chemicals puzzle in the 
            lab. In the barrel of winches is one takeable winch handle. This 
            winch handle is the one you need to open the portcullis outside 
            Edgar's court. You can exit the hold using the door which gets you 
            out onto the ramp back up to the deck. 
            
            The sluice (r18) 
            
            This is the way to trap sasha, who's supposed to follow you around 
            everywhere. Climb down the ladder and you'll find yourself on a 
            ledge above a door. If you pull the bolt on the door it'll fly up to 
            floor level and you'll get the sound of water rushing in. It'll then 
            slowly subside. Sasha will rush in with it, and your HUD should warn 
            you of this. Either at the top or the bottom of the ladder are some 
            taps. These let hot water into the sluice area. If you tuen the stop 
            cock it releases hot water onto Sasch and she will flee from the 
            dock location for ever. If you dont she will batter through the 
            broken door and next time you visit the location the door will be 
            broken and Sascha will be free. 
            
            Tthe lab R27 (r23) 
            
            Philip is standing here. He'll talk to you and may flee dependant on 
            your responses through the guardian door at his side. There's a 
            blasted dead alchemist in the corner of the room with some keys. You 
            need the keys to open either the door to the Attack corridor R28 or 
            the grate to the drain D7. The area around the alchemist is 
            poisonous, and will kill you before you take the keys. The poison 
            can be neutralized by pouring over it a cocktail of chemicals mixed 
            in the following way: On the table are three bottles, an empty 
            flask, a book. The book can be read in the normal way and gives 
            instructions on the last pages on how to mix the chemicals together. 
            If you mix together moon+blood+aqua fortis you get the right stuff 
            to neutralise it. Anything with red salt in it blows up, auqa fortis 
            first or second in the mix rather than third does nothing. You pour 
            the chemicals into the top of the alembic (the spouted kettle thing) 
            and they will only pour out into the flask, which you have to place 
            in the wee flask holder. Unwanted combinations can be aborted by 
            pouring them into the sink in the corner. Next to the alembic rest 
            is a little cleft in the wall which contains Shield 2 (yes, there 
            are 2 of these, just like there were 2 shield 1's) - this doesn't 
            look like it should because it's covered in plaster and shite, and 
            isn't usable as shield 2 in the orrery room until it has been washed 
            in Aqua Fortis. Washing it creates the real shield 2 object which is 
            usable in the usual way, and on placement in the orrery room floor 
            hole will remove the bars in the space behind the chapel altar. More 
            of this later. 
            
            The attack corridor R28 (r24) 
            
            Edgar will initiate conversation in the attack corridor and then 
            attack you here. This corridor leads to some spiral stairs which go 
            up to he chapel. The door is bolted from this side - once the door 
            to the chapel is opened from this side you can open it freely from 
            both. If Edgar kills you, you wake up inthe Gibbets room trapped in 
            one of the gibbets. 
            
            D7 drain (r30) 
            
            This just links up the lab, the attack corridor, sanctuary, the 
            gibbets room and the D9 side of Lurka's rooms. The player needs to 
            take the pianola roll from D9 to complete level 2 (use it in the 
            organ in the chapel) 
            
            R9 Gibbets room (r25) 
            
            If edgar attacks you and 'kills' you, you regain consciousness 
            hanging in a gibbet. You can talk to jack, then lurka, then jack. 
            During the second conversation with jack the worst result is that he 
            buggers off and it's game over - you die in the gibbet. The best 
            result is that he opens the bottom of the gibbet and you step out. 
            you and he can then walk to the sanctuary. 
            
            R30 Sanctuary (r26) You only get in here if you followed Jack having 
            been freed by him from the gibbet - otherwise the door into here is 
            locked. there's dialogue with jack, during which he takes actions. 
            That's it for this location. 
            
            R18 Chapel (r10) 
            
            The first time you enter here from the attack corridor stairs tallum 
            is in here making noises. he initiates dialogue, the best result of 
            which is he tells you what to do in this room and then leaves, the 
            worst and most likely result of which is he attacks you. take the 
            pianola roll from D9 lurka's room and put it in the side of the 
            organ (there's a wee door there in the side to put it in) This opens 
            up the altar and plays the tobias message. Inside the opened altar 
            is a black space with bars across it. These bars are destroyed by 
            putting the Shield 2 in the Orrery room floor. When they're gone, 
            and the altar is open, you can step through into level3. 
            
            Azrael's Tear Guide to Levels 3, 4 and 5 
            
            You can only get into level 3 from the chapel, by walking into the 
            hole at the back of the altar. This takes you to the entry drain. 
            
            Entry Drain (r35) 
            
            If you walk down to the end there's a slippery bit of floor by the 
            opening to the execution room, which slips you out over the edge. By 
            the walls the floor isn't slippery. Take the pin up the ladder and 
            use it with the socket by the ladder top to engage the cogs. Use it 
            again to tuen the cogs which pulls the rope up. The rope was jammed 
            under the millstone and by pulling it you pull the millstone 
            upright. If you action the millstone it'll roll off and 'kill' the 
            Leo in the exececution room. There is flour near the cogs which is 
            used flour in the kitchen puzzle. 
            
            Execution Room (r36) 
            
            If you fall in here from the drain you land on the floor The Leo 
            will try to attck you but is quite slow so can be outrun. It is also 
            blind but if it does catch up with you it will kill you instantly. 
            Cross the room to the lift. stand in the lift and action the hadle, 
            it'll go up. The lever next to the lift can be used to recall the 
            lift to ground level if you fall off the rafters at any stage. The 
            lift has 3 positions - ground level, rafter level and the top level 
            is to the Shield 3 alcove. 
            
            Shield 3 alcove (r46) 
            
            When you first enter here a ghost will appear. Talk to Vince nicely 
            and he'll tell you how to get through the door. To get through you 
            have to make the correct 3 communion wafers in the kitchen and then 
            feed them into the hole in the gargoyle's mouth. wrong wafers will 
            be destroyed. If you use up all the wafers without opening the door, 
            go to the clock and hunt around for the master key, a sort of metal 
            round wafer. Once inside, click on the statue of jaques de molay. 
            You'll get a message from Tobias and then a hand'll come out with a 
            key. Take the key and Geff talks to you, telling you that the shield 
            you need is in the meat locker. The key is used in the model room. 
            
            Kitchen (r40) 
            
            The door to the execution room has to be unbolted from the execution 
            room side. Use the ropes in the northern alcove to go to the meat 
            locker (it's a dumbwaiter). Open the oven and pull the lever to get 
            the biscuit tray/breville out. click the lid to open it. there are 
            12 biscuit moulds with the same heraldic devices as in edgar's court 
            in level 2, where they were accompanied by names. The ones needed 
            for the shield 3 grotto are tobias' tallum's and malik's. The 
            symbols of these knights are shown on the wall in the cathedral, 
            Edgars court and on a plaque that is found in Lurkas room with the 
            Pianola roll. These are represented as; a crown of feathers or 
            ornate fleur-de-lys, a cross and spear motif, and a lion. Use the 
            flour from the entry drain or the wax from lurka's rooms in level 2 
            to fill indiviual biscuit moulds, then close the lid to press them 
            into the right shape, then open it up again and take the wafers. 
            There's a limit on the amount of dough and wax, so the player can 
            only make a limited number of wafers. 
            
            Meat locker (r42) 
            
            If you visit here before talking to Geff in the Shield 3 alcove 
            there will be nothing here except the lift up to the kitchen. The 
            door to Geffs studio is locked from the studio side. If you have 
            already talked to Geff in the alcove he will tell you he has hidden 
            a shield in one of the carcasses. One of the carcasses will be 
            actionable and when clicked on it will open up to reveal Shield 3. 
            This can then be used on the wall in the Ziggurat to take you back 
            to the Theo chamber. 
            
            Geff's studio (r41) 
            
            Talk to geff for general info, take the notebook on the desk. If you 
            enter the meat locker from here. 
            
            Tree (r37) 
            
            This is a maze. The only thing in here is a Scorpion. They are very 
            hard to shoot and it is best to run away from these. 
            
            Cobweb's lair (r38) 
            
            You can get here from the tree only. This is the location shown by 
            the spying device in the library. walk down the branch until you get 
            to the flytrap without spines. walk across it to the branch beyond. 
            There is a mechanical fly trap here. When you action this it will 
            open to reveal a number of documents and a sword hilt. 
            
            Ziggurat (r43) & Flooded ziggurat (r69) 
            
            Use shield 3 in the alcove at the top of the curved stairs to rotate 
            the room and put you in the Theo chamber (r55). There is a section 
            of wall that is false. When you action it it will sink into the 
            floor. Take the shield out of the recess again and walk through from 
            here to the only available exit to the orrery room (r54), place 
            shield in floor to open model room.20 
            
            Model room (r44) 
            
            Use the key from the shield 3 grotto on the obvious hole in the 
            wall. This reveals the models. This shows several locations in level 
            3. There are various things you can do the models. Anything you do 
            to the models happens to the real rooms aswell. 
            1) auqaduct, this will flood then drain out, killing the Theo which 
            is the only way through the location when you have the grail 
            2) poison gas room & chimney, open the 2 doors to gain access to the 
            chimney and one of the escape routes 
            3) cathedral & vestry, open the door in the vestry to get access to 
            the waterwheel chock alcove and screen lever 
            4) execution room and ziggurat - either of these flood the both 
            locations and large parts of the temple blocking off big areas of 
            level 3 
            5) waterwheel chock alcove, open the door to let you in here, so you 
            have to do the vestry one and the chock alcove one to get through to 
            the waterwheel area 
            
            Once the key's been used in the wall, if you go to the little alcove 
            to exit the room and action the shield shape you'll get rotated to 
            the ziggurat, and you can then go back & forth between the 2 
            locations freely by actioning the shield shape. When you enter here 
            with the 4th shield, use it in the second shield recess on the 
            opposite wall to the key hole wall to rotate the room so that the 
            door connects with the orrery again. take th 4th shield again and 
            use it in the orrery room floor. 
            
            Clock (r39) 
            
            From either direction, you can only get through by setting the 
            pendula going. then its a case of timing your dash through the gap. 
            Hit a pendulum and you're dead. There's a sneaky bit where you have 
            to go along one of the pendulum conduits and go through a connection 
            tunnel bit. The master key to the Shield 3 alcove is found down one 
            of these side passages. 
            
            Cathedral (r47) 
            
            Avoid the Leo just like the one in the execution room. You can trap 
            the Leo by going into the organ box in the middle of the room. If 
            you lower the pipes the Leo will become trapped between them and the 
            hole in the floor. You can now freely move around the room. Lowering 
            the pipes also releases a brass lever that was jammed up with the 
            pipes. This lever is used in the water wheel chock alcove puzzle. 
            Behind the shield screen is an altar on the floor which can be slid 
            back to allow access to a tunnel underneath. the shield screen is 
            raised by solving the water wheel puzzle. Therer is a door with 4 
            shield outlines on it. This door is locked until you place Shield 4 
            in the orrery. The image on the stained glass window is jaques de 
            molay giving out wafers to the three knights needed for the wafer 
            puzzle. Tobias and Malik are named on the window, the third knight 
            is tallum recognisable by his spiked shield. 
            
            Crypt (r49) 
            
            When you go down the stairs by the railings and around the 
            obstruction there, the Leo from the cathedral will come into view 
            looking down through the hole in the ceiling. it falls in, and dies 
            on hitting the floor blocking your passage back.This releases claude 
            from his sarcophagus. The standing sarcophagus with the image of the 
            knight which is down here is the superpuzzle sarcophagus. it has 4 
            recesses on its front surface. these are to be filled with: the 
            masterkey for the wafer puzzle, the sword hilt from cobweb's lair, 
            the signet ring from the swaddled body in the poison gas room, the 
            stone dagger from the perilous chapel. It then opens to reveal 
            several documents. 
            
            Pulpit (r48) 
            
            You need the key from the medallion in the cathedral vestry to open 
            the ornamental gate at the top of the stairs. The book is the 
            templeisen bible. From here you can look down into the cathedral and 
            see the floor mosaic which Colin refers to - a picture of 2 raptors 
            holding up the grail (you will meet him in the Theo Nest). 
            
            Vestry (r53) 
            
            Action the hook to release the organ pipes. Use the model to open up 
            the door in here. once inside you can do the water wheel puzzle. The 
            cog that is not moving is connected to machuinery that raises the 
            shield screen in the cathedral. To raise the screen you must stop 
            the spinning cog, engage the cogs and start it spinning again. The 
            first cog now turns the second cog aswell and when you go back to 
            the cathedral the shield screen will have gone. To start and stop 
            the cogs you must start and stop the water wheel in the room down 
            the stairs. To engage the cogs you must use the lever you found in 
            the pipes on the stump infront of the cogs. When these 2 pieces are 
            together you have enough leverage to push the cogs together. There 
            is also an amulet and scroll in here. The amulet contains a key. 
            There is also a secret compartment that contains a brooch. This 
            brooch is used to gain access to the chimney exit. The key is used 
            to unlock the door at the top of the stairs from the crypt to the 
            pulpit. 
            
            Theo nest (r56) 
            
            Don't go too close to the theo and it will stay asleep. action the 
            portcullis to lift it, then action the lever on the wall or it'll 
            come crashing down on you when you walk underneath. take the 4th 
            shield and Colin notices you (he's the dead body on the floor).20 
            
            Decision point (r59) 
            
            When you enter you get the tobias message. If you havent already 
            flooded the templ, Tobias will now do so and you hear the noise of 
            water flooding in. After this Geff will call to you. If you walk 
            over to him he will star ta conversation with you. If you say yes to 
            geff, he'll open the door and lead you to the chute down to the 
            light room. If you say no you can't open that door yourself and 
            you'll have to go through the Tobias door and into the scorpiontrap. 
            
            
            Scorpiontrap (r58) 
            
            Avoid the scorpions, go around the maze to get to the stairs at the 
            other side. This leads to the flooded execution room. You shouldn't 
            have gone this way so don't come complaining to me if you keep 
            dying. 
            
            Flooded execution room (r77) 
            
            Jack poles a drowned Leo over to you. Jack gets killed by Sascha 
            whilst poling the Leo over. You can now walk across the Leo, but 
            must be careful not to fall in the water and drown. If you try to 
            cross the rafter Sascha will get you too. To scare off Sascha you 
            must use one of a number of things on the water. These are the Oisin 
            amulet, Ink, chemicals from the lab or the Aqua fortis. 
            
            Light room (r57) 
            
            You fall in here from the slide/chute from the decision point. The 
            luminous fungus light the room and also the temple by a mirror 
            system. The fungus is also poisonous. All the time you are in the 
            room you will take damage from poison. Therer is a concealed door in 
            the room. Its outline shows up vaguely until you remove the fungus 
            covering it. Once all the fungus has been removed you can open the 
            door and get out. If you go down the stairs you will go to the 
            poison gas room and get continually poisoned and probably die. If 
            you go up the stairs you will be safe from the poison. 
            
            Malik's lab (r60) 
            
            Therer are 3 switches in the middle of the room. If they are thrown 
            in the correct order the zombie theo starts moving. It will kill you 
            if you get in the way. The exit door from this room is locked and 
            the zombie theo opens it. It is the only way to open this door. 
            Behind where the zombie theo was lying is a secret panel. If this is 
            actioned then a wall panel will slide back to give access to a book 
            and some notes. The obvious way to get to the notes is via a narrow 
            passage with scorpion tails. This is a red herring and there is no 
            way through here.=20 
            
            Waterwheel chock alcove (r65) 
            
            You can press the lever to start and stop the water wheel. When it 
            is stopped you can walk across the water wheel. Once across there is 
            a large stone block preventing you going down the tunnel. This block 
            is removed by clciking on it with the brooch from the amulet in the 
            vestry or buy opening the door opposite it. this door opens a zombie 
            theo will charge out of the alcove and push the block out of the way 
            and into the water. The door will only open if you have released the 
            zombie theo from Maliks lab. 
            
            Poison gas room (r61) 
            
            The door here holds back a wall of poisonous gas. The gas can be 
            released by clicking on the hatch at th ebottom of the door. The gas 
            is heavier than air and will flow into the grate in the floor. If 
            you open the door without properly draining the gas from the room 
            you will be hit by a wall of gas that will probably kill you. The 
            poison gas room has the body of a former grand master in it. He is 
            wearing a ring which is part of the superpuzzle in the crypt. 
            
            Chimney (r81) 
            
            Grills 
            
            Orrery (r54) & Perilous Chapel 
            
            When you place the 3rd shield the 4th hole doesn't open up, but a 
            pressure pad is raised. Stand on the pressure pad and the shield 
            hole opens. then use the 4th shield with the hole and the floor 
            drops away to reveal the perilous chapel - a vertical tunnel of 
            sruts with a spiky floor at the bottom. jump from plank to plank 
            until you can walk down to the floor. The stone dagger for the 
            superpuzzle is on one of the planks 
            
            Grail sanctum (r62) 
            
            When you first fall into the Grail sanctum you are killed by the 
            impact, but the grail brings you back to life. Walf to the middle of 
            the room and take the grail. The floor will fall away leaving only 
            pillars and platforms. To escape from the room you must follow the 
            map on the plaque that the grail was resting on. When you get t the 
            final pillar the roof will drop down and you will be able to escape 
            through a door in the roof. If you go to the wrong pillar at any 
            stage the roof will start to fall down onto you. Make 3 mistakes and 
            you are crushed by the roof. 
            
            Fight room (r66) 
            
            If you have released Claude from the crypt then he will appear here 
            and fight with Tallum. After they fight you are free to cross the 
            room. If you have not released Claude the room will be empty. If you 
            fall off the side of the walkway you will be killed by scorpions. 
            
            Tunnel junction (r67) 
            
            If you've got the grail and if you took geff's path at the decision 
            point he's here and leads you to his exit If not then you cannot get 
            out Geff's exit and must go another way. 
            
            Ambush room (r68) 
            
            If you go in here with the grail a small delegation of enemies kills 
            you and tobias does his megalomaiacal speech 
            
            Aquaduct (r64) 
            
            If you try to go down the corridor you will walk into a trap. A 
            mechanical angel will spike you and you will die. Whilst you are 
            dying Lurka and Philip gloat and steal the grail from you. To the 
            side of the entrance is a theo in a cage. If you open the cage and 
            are between the theo and the exit it will kill you. If you open the 
            door and the door is between you and the theo it will run down the 
            passage and try to escape. It will walk into the angel trap and be 
            killed. It is then safe for yuo to walk through the trap. If you 
            flooded the area in the model room then the theo will be dead and 
            there is no way to get out this exit. You must go by a different 
            route. 
            
            Exit rooms (phil's exit3D r74, masonic exit3D r75) 
            
            If you come here without the grail you can't get through the door 
            and out because there's the grail image barring your way. If you 
            approach with the grail, it opens up and you can get out by 
            actioning the door. You have won the game. The outro will now play. 
            
            Geff's exit (r76) 
            
            If you have the grail Geff's waiting here, when you get close Tobias 
            charges out of the side passage. He attacks Geff and steals his 
            supply of grailstone. With his grailstone gone Geff experiences very 
            rapid ageing. He decomposes before your eyes. You are free to leave 
            and wil get the outro of the game. 

Please Note: Cheats and Hints listed above may not support all 
            versions of the game.

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