GameSurge Strategy Page
GAMESURGE HOME l STRATEGY HOME l

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.


Built by Text2Html

PREVIOUS PAGE l STRATEGY HOME l GAMESURGE HOME

At GameSurge, we pride ourselves in being a game site for ALL games. We are always looking for new and exciting features to add to our site. If you have a submission, or wish to join the strategy section staff here at GameSurge, you can contact us through our email at webmaster@gamesurge.com.
This page is Created by CD2HTML v3.4.2 ( 1999 by Falk Petro).


» Contact Us » Top » Homepage


All HTML coding are original and GameSurge.
Original Graphics and layout are copyright of P.D.Sanderson and shivaSite Designs.
No part of this site may not be reproduced without prior consent.
Site best viewed with I.E./NS 4+.
Resolution is 800x600, up to 1152x864. 16 bit+ color recommended
Designed by shivaSite