Name: 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 is 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> ------------------------------------------------------------------------ Transfer interrupted!