Azrael's Tear - Walkthrough - part 1 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 start 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 attack 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 library, 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 muck, 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 gibbets. 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 goes away 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. @~To be continued - o -