Azrael's Tear - Walkthrough - part 3 @~Concluded from issue 69 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 spinning 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 in front 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 water 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 struts 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 the poop 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 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. Aqueduct 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 the game, and you can watch the end sequence. - o -