GAMESURGE HOME l STRATEGY HOME l |
Sanctuary
You only get in here if you followed Jack having been freed by him from the
gibbet - otherwise the door into here is locked. There is a dialogue with Jack,
during which he takes actions.
Chapel
The first time you enter here from the attack corridor stairs, Tallum is in
here making noises. He initiates dialogue. The best result of which is he tells
you what to do in this room and then leaves, the worst and most likely result of which
is he attacks you. Put the pianola roll from Lurka's room in the side of the
organ (there is a wee door there). This opens up the altar and plays the
Tobias message. Inside the opened altar is a black space with bars across it. These
bars are destroyed by putting the Shield two in the orrery room floor. When
they are gone, and the altar is open, you can step through into level three.
Level Three
Entry Drain
If you walk down to the end, there is a slippery bit of floor by the opening to
the execution room, which slips you out over the edge. By the walls, the floor
isn't slippery. Take the pin up the ladder and use it with the socket by the
ladder top to engage the cogs. Use it again to turn the cogs which pulls the
rope up. The rope was jammed under the millstone, it will roll off and "kill"
the Leo in the execution room. There is flour near the cogs which can be used
later in the kitchen puzzle.
Execution Room
If you fall in here from the drain, you land on the floor. The Leo will try to
attack you but is quite slow so can be outrun. It is also blind but if it does
catch up with you, it will kill you instantly. Cross the room to the lift. Stand
in the lift and action the handle, it will go up. The lever next to the lift
can be used to recall the lift to ground level if you fall off the rafters at
any stage. The lift has three positions: ground level, rafter level and the
top level is to the shield three alcove.
Shield Three Alcove
When you first enter here, a ghost will appear. Talk to Vincent nicely and he will
tell you how to get through the door. To get through, you must make the correct three
communion wafers in the kitchen and then feed them into the hole in the gargoyle's
mouth. Wrong wafers will be destroyed. If you use up all the wafers without
opening the door, go to the clock and hunt around for the master key, a sort
of metal round wafer. Once inside, click on the statue of Jacques de Molay.
You will get a message from Tobias and then a hand will come out with a key.
Take the key and Geff talks to you, telling you that the shield you need is in
the meat locker. The key is used in the
model room.
Kitchen
The door to the execution room has to be unbolted from the execution room side.
Use the ropes in the northern alcove to go to the meat locker. Open the oven and
pull the lever to get the biscuit tray/breville out. Click the lid to open it.
There are twelve biscuit moulds with the same heraldic devices as in Edgar's
court in level two, where they were accompanied by names. The ones needed for
the shield 3 puzzle are Tobias', Tallum's and Malik's. The symbols of these
knights are shown on the wall in the cathedral, Edgar's court and on a plaque
that is found in Lurka's room with the pianola roll. These are represented as
as crown of feathers or ornate fleur-de-lys, a cross and spear motif, and a
lion. Use the flour from the entry drain or the wax from Lurka's rooms in level
two to fill individual biscuit moulds, then close the lid to press them into
the right shape, then open it up again and take the wafers. There is a limit
on the amount of dough and wax, so the player can only make a limited number
of wafers.
Meat Locker
If you visit here before talking to Geff in the shield three alcove, there will
be nothing here except the lift up to the kitchen. The door to Geff's studio
is locked from the studio side. If you have already talked to Geff in the
alcove, he will tell you he has hidden a shield in one of the carcasses. One
of the carcasses will be actionable and when clicked on it, it will open up
to reveal the shield three. This can then be used on the wall in the Ziggurat
to take you back to the Theo chamber.
Geff's Studio
Talk to Geff for general info, then take the notebook on the desk. You can
enter the meat locker from here, but first you must unlock the door.
Tree
This is a maze. The only thing in here are scorpions. They are very hard to shoot
and it is best to run away from these.
Cobweb's Lair
You can get here from the tree only. This is the location shown by the spying
device in the library. Walk down the branch until you get to the flytrap without
spines. Walk across it to the branch beyond. There is a mechanical fly trap
here. When you action this, it will open to reveal a number of documents and
a sword hilt.
Ziggurat & Flooded Ziggurat
Use the shield three in the alcove at the top of the curved stairs to rotate
the room and put you in the Theo chamber. There is a section of wall that is
false. When you action it, it will sink into the floor. Take the shield out
of the recess again and walk through from here to the onl available exit to
the orrery room. Place shield in floor to open the model room.
Model Room
Use the key from the shield three grotto on the obvious hole in the wall. This
reveals the models. This shows several locations in level three. There are
various things you can do with the models. Anything you do to the models
happens to the real rooms as well:
Aquaduct: This will flood then drain out, killing the Theo which is the only
way through the location when you have the grail.
Poison gas room & chimney: Open the two doors to gain access to the chimney
and one of the escape routes.
Cathedral & vestry: Open the door in the vestry to get access to the waterwheel
chock alcove and screen lever.
Execution room & ziggurat: Either of these flood both locations and large parts of the temple blocking off big areas of level three.
Waterwheel chock alcove: Open the door to let you in here, so you have to
do the vestry one and the chock alcove one to get through to the waterwheel
area.
Once the key has been used in the wall, if you go to the little alcove to
exit the room and action the shield shape, you will get rotated to the
ziggurat, and you can then go back and forth between the two locations freely
by actioning the shield shape. When you enter here with the fourth shield, use
it in the second shield recess on the opposite wall to the key hole wall to
rotate the room so that the door connects with the orrery again. Take the
fourth shield again and use it in the orrery room floor.
Clock
From either direction, you can only get through by setting the pendula going.
Then it's a case of timing your dash through the gap. If you hit a pendulum,
you are dead. There is a sneaky bit where you have to go along one of the
pendulum conduits and go through a connection tunnel bit. The master key to
the shield three alcove is found down one of these side passages.
Cathedral
Avoid the Leo just like the one in the execution room. You can trap the Leo
by going into the organ box in the middle of the room. If you lower the pipes,
the Leo will become trapped between them and the hole in the floor. You can
now freely move around the room. Lowering the pipes also releases a brass lever
that was jammed up with the pipes. This lever is used in the water wheel chock
alcove puzzle. Behind the shield screen is an altar on the floor which can
be slid back to allow access to a tunnel underneath. The shield screen is raised
by solving the waterwheel puzzle. There is a door with four shield outlines on
it. This door is locked until you place the fourth shield in the orrery. The
image on the stained glass window is Jacques de Molay giving out wafers to the
three knights needed for the wafer puzzle. Tobias and Malik are named on the
window, the third knight is Tallum recognisable by his spiked shield.
Crypt
When you go down the stairs by the railings and around the obstruction there,
the Leo from the cathedral will come into view looking down through the hole
in the ceiling. It falls in, and dies on hitting the floor blocking your passage
back. This releases Claude from his sarcophagus. The standing sarcophagus with the
image of the knight which is down here is the superpuzzle sarcophagus. It has
four recesses on its front surface. These are to be filled with: the master key
from the wafer puzzle, the sword hilt from cobweb's lair,
the signet ring from the swaddled body in the poison gas room,
the stone dagger from the perilous chapel.
It then opens to reveal several documents.
Pulpit
You need the key from the medallion in the cathedral vestry to open the
ornamental gate at the top of the stairs. The book is the templeisen bible.
From here, you can look down into the cathedral and see the floor mosaic
which Colin refers to - a picture of two raptors holding up the grail (You
will meet Colin in the Theo nest).
Vestry
Action the hook to release the organ pipes. Use the models to open up the door
in here. Once inside, you can do the water wheel puzzle. The cog that is not
moving is connected to a machinery that raises the shield screen in the cathedral.
To raise the screen, you must stop the spinning cog, engage the cogs and start
it spinnin again. The first cog now turns the second cog as well and when you
go back to the cathedral, the shield screen will have gone. To start and stop
the cogs, you must start and stop the water wheel in the room down the stairs.
To engage the cogs, you must use the lever you found in the pipes on the
stump infront of the cogs. When these two pieces are together, you have enough
leverage to push the cogs together. There is also an amulet and scroll in here.
The amulet contains a key. There is also a secret compartment that contains a
brooch which is used to gain access to the chimney exit. The key is used to
unlock the door at the top of the stairs from the crypt
to the pulpit.
Theo Nest
Don't go too close to the Theo and it will stay asleep. Action the portcullis
to lift it, then action the lever on the wall or it will come crashing down
on you when you walk underneath. Take the fourth shield and Colin notices you
(he is the dead body on the floor).
Decision Point
When you enter, you get the Tobias message. If you haven't already flooded the
temple, Tobias will now do so and you hear the noise of water flooding in. After
this, Geff will call to you. If you walk over to him, he will start a conversation
with you. If you say yes to Geff, he will open the door and lead you to the
chute down to the light room. If you say no, you can't open that door yourself
and you will have to go through the Tobias door and into the scorpion trap.
Scorpion Trap
Avoid the scorpions, go around the maze to get to the stairs at the other side.
This leads to the flooded execution room.
Flooded Execution Room
Jack poles a drowned Leo over to you. Jack gets killed by Sascha whilst poling
the Leo over. You can now walk across the Leo, but you must be careful not to
fall in the water and drown. If you try to cross the rafter, Sascha will get
you too. To scare off Sascha, you must use one of a number of things on the
water. These are the Oisin amulet, Ink, Chemicals from the lab or the Aqua
Fortis.
Light Room
You fall in here from the slide/chute from the decision point. The luminous
fungus light the room and also the temple by a mirror system. The fungus is
also poisonous. All the time you are in the room, you will take damage from
poison. There is a concealed door in the room however. Its outline shows up
vaguely until you remove the fungus covering it. Once all the fungus has been
removed you can open the door and get out. If you go down the stairs, you
will go to the poison gas room and get continually poisoned and probably die.
If you go up the stairs, you will be safe from the poison.
Malik's Lab
There are three switches in the middle of the room. If they are thrown in the
correct order, the zombie Theo starts moving. It will kill you if you get in the
way. The exit door from this room is locked and the zombie Theo opens it. It
is the only way to open this door. Behind where the zombie Theo was lying, is
a secret panel. If this is actioned than a wall panel will slide back to give
access to a book and some notes. The obvious way to get to the notes is via a
narrow passage with scorpion tails. This is a red herring and there is no way
through here!
Waterwheel Chock Alcove
You can press the lever to start and stop the water wheel. When it is stopped,
you can walk across the wather wheel. Once across, there is a large stone block
preventing you going down the tunnel. This block is removed by clicking on it
with the brooch from the amulet in the vestry or by opening the door opposite
it. This door opens a zombie Theo that will charge out of the alcove and push
the block out of the way and into the water. The door will only open if you
have released the zombie Theo from Malik's lab.
Poison Gas Room
The door here holds back a wall of poisonous gas. The gas can be released by
clicking on the hatch at the bottom of the door. The gas is heavier then air
and will flow into the grate in the floor. If you open the door without properly
draining the gas from the room, you will be hit by a wall of gas that will
probably kill you. The poison gas room has the body of a former grand master
in it. He is wearing a ring which is part of the superpuzzle in the
crypt.
Chimney
Grills.
Orrery & Perilous Chapel
When you place the third shield, the fourth hole doesn't open up, but a pressure
pad is raised. Stand on the pressure pad and the shield hole opens. Then use
the fourth shield with the hole and the floor drops away to reveal the perilous
chapel - a vertical tunnel of sruts with a spiky floor at the bottom. Jump from
plank to plank until you can walk down to the floor. The stone dagger for the
superpuzzle is on one of the planks.
Grail Sanctum
When you first fall into the Grail Sanctum, you are killed by the impact, but
the grail brings you back to life. Walk to the middle of the room and take the
grail. The floor will fall away leaving only pillars and platforms. To escape
from the room, you must follow the map on the plaque but the grail was resting
on. When you get to the final pillar, the roof will drop down and you will be
able to escape through a door in the roof. If you go to the wrong pillar at
any stage, the roof will start to fall down onto you. Make three mistakes and
you are crushed by the roof.
The Dock Track & Deck
Although this is the same location as the dock, you can only get here if you
have unlocked the doors from the wharf and driven across from the
mine head on the pincer device. Drive up to the end of the tracks, and retrieve the
chest from the hold of the ship. You get this by going to the ship location, controlling
the crane from ht epoop deck, and dipping it first down into the hold of the
ship, then lifting it, with the chest, swinging it over the tracks as far as it
will go, and then lowering it there. Then you take it back into the mine head
where Edgar will be waiting for. Using the crane on the ship will drop the
chest down onto the tracks just past the stop-point of the cart. You then grab
the chest on the front of the cart and pull the lever to go backwards into the
mine head. You will find that the lever has rusted and is locked in place. To
release it, you must get the bottle of Aqua Fortis from the hold of the ship.
If you use this on the lever, the rust will disappear and you will then be able
to take the car back to the mine head. The Aqua Fortis is a type of acid and
although it makes the lever temporarily usable, the rust was the only thing
holding it together so once you get back to the minehead, the lever mechanism
breaks and you cannot use the car again. On deck, as well as the crane, there
is the prieure sailor who you can talk to and two parchment pieces.
The Boat
As you enter this location from the dock and go down the ramp, you will see
a plaque overhead which shows the correct orientation of pipes to complete
in the well room to pipe hot water to this location. If you go to the well room,
and rig the pipes up, and if you then connect the hose in this location to
the transom of the boat, hot water will surround the boat. If you action the
winch, the boat will carry you across the dock to the land at the other side.
If you fail to do the trick with the hose, Sascha will attack you. If you do
nothing, she will kill you. There are other ways to prevent Sascha attacking
you. You can solve the sluice puzzle, use the Oisin amulet, ink or Aqua Fortis
on the water. Once on the land at the other side, you can get into the
lab.
The Interview Room
When you arrive here, Kurt, a raptor, is waiting in the other half of the room.
If you shoot at him, he will shoot back at you. If you don't shoot him immediately,
he initiates conversation. Consequent on this, he might initiate combat (exiting
conversation) or he might continue in conversation. If it's the latter then
a Theo comes in behind him. You can choose to tell him about it or make some
terrible pun. If you warn him, he spins, fires, then resumes conversation. If
you pun at him, the Theo then attacks him and kills Kurt. The Theo will leave the
room if it was not killed and is crushed by a rockfall at the top of the stairs
in the next room. On the desk is a ship's manifest that tells you about
what's in the hold of the ship.
The Ship Hold
There is a barrel of winches, a chest (unless it has already been taken by the
crane) and a bottle. The bottle's label should be legible and say "Aqua". This
is used in the chemicals puzzle in the lab. In the barrel of winches is one
takeable winch handle. This winch handle is the one you need to open the
portcullis outside Edgar's court. You can exit the hold using the door which
gets you out onto the ramp back up to the deck.
The Sluice
This is the way to trap Sascha who is supposed to follow you around everywhere.
Climb down the ladder and you will find yourself on a ledge above a door. If
you pull the bolt on the door, it will fly up to floor level and you will get
the sound of water rushing in. It will then slowly subside. Sascha will rush
in with it, and your HUD should warn you of this. Either at the top or the
bottom of the ladder are some taps. These let hot water into the sluice area.
If you turn the stop cock it releases hot water onto Sascha and she will flee
from the dock location forever. If you don't, she will batter through the
door and next time you visit the location, the door will be broken and Sascha
will be free.
Fight Room
If you have released Claude from the crypt, he will appear here and fight with
Tallum. After they fight, you are free to cross the room. If you have not released
Claude, the room will be empty. If you fall off the side of the walkway, you
will be killed by scorpions.
Tunnel Junction
If you have got the grail and if you took Geff's path at the decision point,
he is here and leads you to his exit. If not, then you cannot get out Geff's
exit and must go another way.
Ambush Room
If you go in here with the grail, a small delegation of enemies kills you and
Tobias does his megalomaniacal speech.
Aquaduct
If you try to go down the corridor, you will walk into a trap. A mechanical
angel will spike and you will die. Whilst you are dying, Lurka and Philip gloat
and steal the grail from you. To the side of the entrance is a Theo in a cage.
If you open the cage and are between the Theo and the exit, it will kill you.
If you open the door and the door is between you and the Theo, it will run
down the passage and try to escape. It will walk into the angel trap and be
killed. It is then safe for you to walk through the trap. If you flooded the
area in the model room, then the Theo will be dead and there is no way to get
out this exit. You must go by a different route.
Exit Room
If you come here without the grail, you can't get through the door and out because
there is the grail image barring your way. If you approach with the grail, it
opens up and you can get out by actioning the door. You completed the game, and
you can watch the end sequence.
Geff's Exit
If you have the grail, Geff is waiting here. When you get close, Tobias charges
out of the side passage. He attacks Geff and steals his supply of grailstone.
With his grailstone gone, Geff experiences very rapid ageing. He decomposes
before your eyes. You are free to leave. You completed thegame,
and you can watch the end sequence.
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