recursal/Fanatic-Fandom huggingface dataset:
Letter to the Grand Master, 1220

**Letter to the Grand Master** is a document in *Azrael's Tear*.

## Transcript

```
Year of our Lord February 1220
Grand Master,
That the Grail ceases ageing and promotes healing is well known to us; but the substance that has been named Grailstone; the raw stuff from which the grail was undoubtedly formed and which lies peppered within these caves seems to have other strange powers too.
We have all noticed that the caves seem less cold and dark of late, and have wondered why this is so. The foul beasts here have marvellous abilities for hunting in the Dark. Perhaps these abilities have developed in the unknowable ages they have inhabited this underworld. In short, I believe the Grailstone may have the ability to alter living things; to shape them to protect it in some way. Further reports will follow.
(signed by Tobias de Treece)

```
Entry 783

**Entry 783** is a document in *Azrael's Tear*.

## Transcript

```
Entry 783
June - Year of our Lord 1307 AD.
Tragic news arrived today - The Templar Order in every corner of Europe is under the vilest attack from the combined forces of Pope Clement V and King Philip of France! False confessions of depraved, immoral activities have been obtained by torture, and our Master fears the order may fall. Templar property is being seized throughout Christendom and our brothers are being imprisoned en masse.We here are all shocked and aggrieved. We believed the Templar order would evolve and survive to march into New Jerusalem led by our one Lord.
But the forces of darkness never raged against us so strongly.
May this Janus pope and his regal lapdog suffer an eternity of horrors in the hereafter for their treachery.
The news however is not entirely black. Twelve ships will soon slip away from the port of La Rochelle bound for Scotland. Two of these ships, carrying sensitive documents and final supplies, will harbour here with us and unload. The remaining ships, carrying a vast wealth of treasure, will sail on to Strathclyde. There, our Templar brothers will attempt to infiltrate the order of Scottish Freemasons.
The phoenix may yet arise from the Ashes to cast its purifying fire upon all Rome.

```
Captain Ethleridge

**Captain Ethleridge** was the Captain of the naval frigate *Dependable* and disappeared from human history on the 9th November 1863. On shore leave at his home near Dunstanburgh he told his wife he was going for a walk along the cliffs – and never came back. It was presumed that he fell into the sea and was drowned. His military training and natural resourcefulness have kept him alive, but he is utterly bewildered by Aeternis and its inhabitants. However, his stiff and stalwart Victorian mind has put all of this aside as sheer poppycock and rubbish, which he and the Royal Navy will put to right if only he could find his blasted way out of this infernal place. Behind his pragmatic nature he is in fact a kind and gentleman, eager for news and conversation. He believes that he has been underground only about two months, so he will have questions about outside (1863) world affairs which the player will find difficult to answer – unless he is of course completely honest with him upfront. He has also found a sword within Aetermis, which he knows how to use and which makes him good company in a fight. He has met Ulrik, found him vulgar and now avoids him.

His picture in the design documents is that of Danish Author H.C Andersen.

## References

1. ↑ Design document
2. ↑ [[1]]
Spa room

**Spa room** is one of the rooms in Aeternis.

## Background

This ancient spa is now completely derelict, its fixtures destroyed by centuries of exposure to heat, humidity, and salt. All that remains is a walkway over the scalding water pumped up from the depths and an intact pipe system, providing geothermal energy to the equipment in the mine head.

## Layout

The walkways are treacherous, watch out to not fall into the water below. The wheel can be used to direct water to either of the machines in the mine head, the left-hand one powers the saw, the other the crusher. Set it to the saw and forget about it.
Entry 2399

**Entry 2399** is a document in *Azrael's Tear*.

## Transcript

```
Entry 2399
September, Year of our Lord 2002 AD.
The Vision continues to hold true. The third seal(the burning sea) has signalled the coming of the holy Thief - he, along with false claimants, is now amongst us and undergoing the trials to determine worthiness and authenticity.
Today, our Masonic friends tell me that the plague has crossed the oceans, and that no country has escaped its evil grasp! The long foreseen destruction of humanity has begun.
The Grail alone can stop it.
Darkness and despair will now descend upon the world, for the Vision will run its terrible course. We here must be strong, for mankind's future now lies within our hands.

```
Aqua fortis

**Aqua fortis** is a item in *Azrael's Tear*.

## Background

Glass flask with a corrosive chemical labelled AQUA FORTIS. The Latin name refers to nitric acid, HNO3, highly reactive, oxidizing liquid that was used to dissolve metals in alchemy. In modern times, it's a vital component of fertilizers, explosives, rocket fuels, and various industrial processes.

## Function

* Used to create a concoction to defuse the toxin at the alchemist lab, unrust the lever on the cart, and ultimately scare Sasha off.
Mikhail

**Mikhail** is a ghost encountered in Aeternis.

## Background

Mikhail is... Well, was a sailor hailing from Novgorod. He was part of the crew on the Cirrus, one of two ships dispatched to Aeternis with the final resupply mission in 1307. However, rather than aid the Templars, they were supposed to enter the Temple and acquire the Grail for the Priory of Sion.

Mikhail and his team met with Cobweb for a briefing and received a map of Aeternis leading straight to the Grail. Unbeknownst to them, they were set up to fail and their fate was sealed when they entered Aeternis. Tipped off by Phillip, the sailors were captured and subjected to horrific tortures by Tobias. Alas, they were only told what they had to know for the purposes of the mission. Identities of the agents or the intentions of the Prieure were not part of that.

Their silence only bought them suffering: Tobias hanged the attackers throughout the temple, promising to quarter them later... After a thousand years of suffering. By the time the Holy Thief encounters him, he is almost completely gone in terms of sanity and mostly gone in terms of flesh.

## Interactions

* Mikhail is found dangling from the rigging of *The Tempest* and will engage you in conversation. Being a corpse that was stuck there for the past hundreds of years, all he can tell relates to the original attempt to take the Grail and the Prieure's mission.

## Behind the scenes

* Mikhail was originally Giorgio of Arezzo, an Italian sailor.

## References

1. ↑ Entry 1313
2. ↑ Mikhail: "*Our masters wished the grail for purposes it was not my place to ask. (BREAK) We were to rendezvous with our agents within the temple.*"
3. ↑ Mikhail: "*Their codenames are spider and cobweb. But it was felt their identities shouldn't be revealed to us. We met cobweb for a briefing when we had not long entered the temple, but his face was covered, so I cannot tell you which of the knights he is. This is well, for under the torture of that fiend Tobias, I would have gladly sold any man's soul.*"
4. ↑ Mikhail: "*It was a punishment formed in the tortured mind of Tobias. He was infuriated that we revealed nothing of our agents within the temple and nothing of our masters' plans, so he told us he would leave us to hang forever with the promise that he would take us down and quarter us after a thousand years of suffering*"
5. ↑ Mikail: "*I am Giorgio. I was born in Italy. In Arezzo. A beautiful place. I remember it so clearly*"
William Oakenshield

**William Oakenshield** was a Guardian in Aeternis.

## Background

William was primarily a soldier. Dedicated to the military arts he is highly skilled in performing the disciplined and bloody acts of warfare. Six and a half feet tall and weighing 18 stone, he was also by far the largest, strongest and most brutish of the knights. The Grailstone has combined his sheer physical power with highly tuned reflexes to produce a warrior with almost superhuman abilities. Because he has disciplined himself into becoming the ultimate soldier, he was almost unbeatable in combat. He combined strength with speed, being fast and lithe enough to dodge most projectiles, or to block them with his shield. Of yeoman stock, he was once a man of simple yet honest principles, who believed with absolute certainty in the sanctity of his task as protector of the Grail. Pledging life and limb he instead paid with his mind as the Grailstone concentrated and accentuated this belief and caused his mind to discard everything else, reducing him from a sentient human being to the level of an automaton.

## References

1. ↑ Design document: "*William is primarily a soldier. Dedicated to the military arts he is highly skilled in performing the disciplined and bloody acts of warfare. Six and a half feet tall and weighing 18 stone, he is by far the largest, strongest and most brutish of the knights. The Grailstone has combined his sheer physical power with highly tuned reflexes to produce a warrior with almost superhuman abilities. Because he has disciplined himself into becoming the ultimate soldier, he is almost unbeatable in combat. He combines strength with speed, being fast and lithe enough to dodge most projectiles, or to block them with his shield.*

*Of yeoman stock, he was once a man of simple yet honest principles, who believed with absolute certainty in the sanctity of his task as protector of the Grail. Pledging life and limb he instead paid with his mind as the Grailstone concentrated and accentuated this belief and caused his mind to discard everything else, reducing him from a sentient human being to the level of an automaton.*

*This "Super-Guardian' however is flawed, and his weakness lies in the unnatural rigidity of his mind. In his tunnel-vision' world he has reduced all issues to their simplest components, sees all things in black and white-friend or foe. Consequently, by lying or talking in riddles, a clever player can confuse William long enough to slip past him.*

*He is easily recognised by his sheer size, his unflinching gaze, and his shield, and he is an exceptional marksman with the round knife, Like a large and deadly shadow he quietly patrols the corridors of Aeternis, quickly and efficiently dispatching the poor unfortunates he discovers.*"
Cut content

**Cut content** is plentiful in *Azrael's Tear*, which evolved heavily since it was first pitched to Mindscape. This page aims to provide an overview of removed or altered content.

## Characters

* William Oakenshield, Odro the Raven, and Ewatt of Cloyes were slated to appear alive or undead.
* Other living humans would be encountered in Aeternis, including Captain Ethleridge and Ulrik.
* More ghosts would appear, including Tomas and Father Dunstan.
* The Mogs would appear and Lurka would be their member.
Documents

There are many documents within Aeternis that help cast light on the history of this dark place.

## Tobias de Treece's log

* Entry 19
* Entry 55
* Entry 79
* Entry 783
* Entry 785
* Entry 959
* Entry 1020
* Entry 1177
* Entry 1205
* Entry 1243
* Entry 1269
* Entry 1313
* Entry 1501
* Entry 1502
* Entry 2399

## Malik's log

* Malik's log, 1163
* Malik's log, 1512
* Malik's log, 1696
* Malik's log, undated

## Priory missives

* Special Order 1047
* Special Order 1048
* Special Order 1103
* Special Order 1172
* Special Order 1390
* Special Order 1597

## Templar Command missives

* Aeternis' Future Role
* Letter to the Grand Master, 1220
* Letter to the Grand Master, 1259
* Letter from Templar High Command, 1264
* The Last Communique

## Other Aeternis documents

* Expedition log
* Ship Manifest
* The Holy Vision of Hugh de Payens
* The Holy Vision of Tobias de Treece
* Folio folder
* Alchemy Notebook No. 7

## Personal correspondence

* Note from Cobweb
* Note from Geffrye
* Note from Spider
* Right-hand Path
* Guy, Forgive Me
Jesus of Nazareth

**Jesus of Nazareth** was a Jewish religious teacher, philosopher, and revolutionary, who used the Holy Grail to perform miracles of healing, gathering a sizable following and becoming the centerpiece of an entire religion in subsequent centuries.

## References

1. ↑ Design document: "*This same cup, by unknown means (though probably as a gift) comes into the hands of **Jesus of Nazareth**. It is probably used during the so-called miracles of healing and at the Last Supper. Its history after this time is not known, although it is believed to have traveled with the disciples for many years, and was reputedly brought to England by Joseph of Arimathea in 45AD. (The belief of its continued presence in the British Isles was obviously central to the Arthurian Legends of later times.) At some time around 80-90 CE it was brought back to Jerusalem for permanent concealment.*"
Sluice gate

**Sluice** is one of the rooms in Aeternis.

## Layout

The sluice can be used to trap Sasha. Follow this checklist:

1. Open the sluice gate and say hello to Sasha.
2. Look near the ladder for taps. Turn the top one to flush the sluice with scalding water, making her flee the dock forever.
3. If you don't, she will escape from the sluice the moment you leave.
Perilous chapel

**Perilous chapel** is one of the rooms in Aeternis.

## Background

When all four shields are beneath the orrery, it is lifted away from the ground, revealing a deep shaft that leads straight into the depths of Aeternis, to the Grail sanctum. Mind the spikes at the bottom.

## Layout

This is the orrery with a giant shaft. There are spikes at the bottom and dodging them is advised. To continue, jump down the dark hole. Don't worry, it's safe.
Father Dunstan

**Father Dunstan** befriended and nursed Richard of Bramley through his final days in Embleton in 1763. He also recorded Richard's last will and testament, and his very specific instructions for burial. He therefore learned all about Aeternis and the holy treasure that lay waiting there, ready for a brave and righteous soul to bring back into the service of mankind. He was sure that he was the man for the job and that God was on his side. Armed with his simple faith, asturdy walking stick, some supplies and plenty of candles he descended into Aetermis. He lasted less than an hour – a Theo took his life on the western side of Level One. Father Dunstan's ghost is warm and friendly, but of little help to a player who can do little more than take up his kind offer of helping himself to his food, water and candles.
Manual

The *Azrael's Tear* **manual** is an in-universe introduction to the game's systems, structured as a briefing packet issued to the player. It comprises excerpts from various introductory materials, a detailed manual for the MS-2 Helmet, and a copy of Colin Scott's letter and Guy of Bramley's testament.
Items

This is a list of items found in *Azrael's Tear*.

## Weapons

* MS-7 Sniper
* Elephant gun

## Items

* Amulet
* Aqua fortis
* Brass lever
* Decoction of Moon
* Decorative key
* Earth's Blood
* Flask
* Flour
* Holy Grail
* Hose
* Inkwell
* Knight relief
* MS-2 helmet
* MS-7 ammunition
* Pianola roll
* Pin
* Plaque
* Red Salt
* Tapestry
* Tongs

## Keys

* Block key
* Dagger
* Hilt
* Niamh's key
* Philip's key
* Priest icon
* Ring
* Ring of keys
* Shield I
* Shield II
* Shield III
* Shield IV
* Ship lever
* Shoulder
* Tobias' key
* Wafers

## Junk

These items have no real use in the game.
* Byzantine artefact
* Mouldy cornmeal
* Broken quill
Tunnel junction

**Tunnel junction** is one of the rooms in Aeternis.

## Layout

This old Roman drain leads to the outside of Aeternis and the endings. Depending on the choice made at the Face of Baphomet, you will have the following options available:

1. Follow Geffrye to the exit (available if you followed Geffrye, of course).
2. Head to the ambush room (bad ending, always available).
3. Turn right before the ambush room and head to the aqueduct (another bad ending, if you chose Tobias).

Note that you cannot leave the tunnel junction once you enter it, so... Choose wisely!
Colin Scott

**Colin Scott** (?-2012) is the discoverer of Aeternis, manipulated by the Priory of Sion and led to its location by a carefully placed trail of breadcrumbs. Once he penetrated Aeternis, the Priory sent out letters in his name to other Raptors, to increase the chance any one of them would be able to reach the Grail. As for Colin, though he acquired the last shield and narrowly escaped being shot by Warren in the Ziggurat chamber, he was killed by a rigged portculis that cleaved him in half. Ouch.

## Interactions

* Scott will chat you up once you collect Shield IV. If you don't point out the rather obvious fact that he's dead to him, he can divulge quite the amount of information.

## References

1. ↑ Special Order 1597
2. ↑ **Colin Scott**: "*Letter. What letter. My God. How many of you are down here? (BREAK) I knew it. My God. I thought maybe, I was being guided. Everything I looked for was right there waiting for me. And then when I heard about this test. (BREAK) What a fool. Listen, I've been manipulated. And so have you. I sent no letter.*"
Map of Aeternis

Aeternis is a vast underground facility and even with much of it sealed off or otherwise inaccessible, it remains a very complex area to navigate. This simplified map is intended to help making sense of it all.

If any border of the rectangle touches flat against another rectangle, this means that the two locations are connected.

## Level 1

The surface level, where the game begins.

## Level 2

Although they lie only slightly deeper than level 1, this section is treated separately as a distinct second chapter.

## Level 3

The deepest part of Aeternis, where Templar facilities mix with the characteristic dark brick of Byzantine structures. This forms the third "chapter" of the game. Levels 1 and 2 are unreachable until Shield III is acquired.
Fight room

**Fight room** is one of the rooms in Aeternis.

## Background

A rather peculiar defensive measure meant to funnel any attackers down a treacherous set of platforms.

## Layout

* This room connects to the tunnel junction leading to the exits from Aeternis. If you convinced Tallum you were sent by Guy, he will be found here and be attacked by Claude Lancet (if released), sending them both plunging among the scorpions below. They're nasty, so watch your step.
Special Order 1172

**Special Order 1172** is a document in *Azrael's Tear*.

## Transcript

```
Special Order 1172
Agent Spider, your consignment of Grailstone arrived safely. We are of course conducting our own experiments on the material, including saturated exposure of human subjects. Our hope is to create our own prophet/seer/Tobias puppet. We will keep you informed of our progress in future reports. We realise that your task is more dangerous now you are enclosed, but your work and Cobweb's is now crucial to our plans.
As ever good fortune

```
Special Order 1047

**Special Order 1047** is a document in *Azrael's Tear*.

## Transcript

```
Special order 1047:
We have decided upon your code names which are to be used in all future communications. Malik is to be known as Spider; Philip is to be known as Cobweb. You will also distance yourselves within the brotherhood in case one of you is uncovered. We recommend you destroy this notice after reading.

```
Alchemist

**Alchemist** was a scientist summoned to Aeternis to unlock the secrets of grailstone. Unfortunately, his skill proved to be insufficient for handling the experiments: He died when he mixed Red Salt into his concoctions, in an attempt to turn grailstone into an explosive.

## Interactions

* The Alchemist's remains hold the ring of keys, necessary for unlocking Drain 7. They are still covered in a lethal poison. To neutralize it, you need to mix aqua fortis with Earth's Blood and decoction of Moon.
Scorpion

**Scorpions** are a type of animal found in Aeternis.

## Background

A simple arthropod that survives below the ground.

## Interactions

* A fairly common danger, scorpions appear in each of the locations listed above. They take a second to ready their sting, so sprinting by them is the safest option. Note that they can kill the Raptor in three stings, so take care.
Cathedral vestry

**Cathedral vestry** is one of the rooms in Aeternis.

## Layout

This is the vestry, combined with the cathedral's massive organs. There are a couple of things to pick up here:

* Use the chain near the keyboard to release the organs and through this act of vandalism neutralize the manticora (leo) outside and gain access to the brass lever.
* Later, after you unlock the doors in the model room, head to the vestry to pick up the priest icon, documents, and use the brass lever on the protruding winch near the cogs to manipulate them into position (after shutting down the waterwheel below). Then you can re-enable the waterwheel and finally head to recover the grail.
Meat locker

**Meat locker** is one of the rooms in Aeternis.

## Background

This abattoir doubles as storage room for meat harvested from theos hunted by the knights underground.

## Layout

A simple room. The dumbwaiter in the back connects to the kitchen.

## Items

* Shield III: In one of the theo carcasses, after solving the shield grotto puzzle and talking to Geffrye there.
Entry 19

**Entry 19** is a document in *Azrael's Tear*.

## Transcript

```
Entry 19
August, Year of our Lord 1160 AD.
My careful questioning of the ghost of the well has revealed a tragic and disturbing story. She and her sister were forced into the caves as sacrifices by their tribe many centuries ago.
The most surprising piece of information revealed by these interviews is the claim that they discovered what she describes as "dwellings of the gods" in the deeper caves. This, and the well she haunts, convince me that there may have been some earlier human habitation within the caves.
I have dispatched Malik and Geffrye to search deeper. May God go with them. I fear it will be a dangerous expedition.

```
Entry 785

**Entry 785** is a document in *Azrael's Tear*.

## Transcript

```
Entry 785
September, Year of our Lord 1307 AD.
Today has been a day of gross perfidy - sailors aboard the Cirrus(one of the two ships that arrived yesterday) showed themselves to be agents intent on murder and theft!
After killing their fellow crewmen and scuttling one ship, they attempted to reach the holiest treasure! They were captured by swift Philip when the alarm was sounded. They will now be questioned and then executed.
I smell the Prieur� behind this attempt.They will have no second chance. I have ordered the harbour sealed and the doorways blocked and concealed.
We will watch and wait for our brothers above-ground to establish themselves.

```
Geffrye's exit

**Geff's exit** is one of the rooms in Aeternis.

## Layout

This sealed hatch leads outside Aeternis. The lock on the door can be disengaged with the Holy Grail. This is the good ending available from the tunnel junction. You are met by Geffrye, but be warned, once you approach the exit, Tobias will appear and attack Geff, taking back the stolen grailstone and leaving your ally to crumble to dust. You are free to leave.
Light room

**Light room** is one of the rooms in Aeternis.

## Layout

This is a large room filled with luminescent fungus and poison gas. You wind up here after siding with Geffrye at the Face of Baphomet. To leave, remove the fungus covering the door, then open it and go up the staircase. Make it snappy, though, as poison is really bad for your health.
Dinosaurs

**Dinosaurs** remain in Aeternis, kept alive by the Grailstone and the various prey species found beneath the ground. All the dinosaurs in Aeternis are merciless, predatory scavengers, and have therefore been named by the Guardians after certain relevant Popes in history.

## Dinosaurs

* Eugene: A harmless, turkey-sized scavenger.
* Theo: A vicious velociraptor.
* Leo: A massive apex predator.
Cathedral

**Cathedral** is one of the rooms in Aeternis.

## Background

This grand Gothic cathedral was constructed beneath the ground to provide a nucleus for the Templeisen religion and venerate the Grail. Richly decorated and provided with massive brass organs, the cathedral served its purpose for a time, allowing Tobias to deliver sermons based on his vision to the knights. Unfortunately, it fell into disuse as time passed by and by 2012, it is home to a very hungry leo.

## Layout

The Cathedral is shaped like a donut, a square one, with the cathedral vestry and organs in the center. There is an opening in the floor to the right-hand side, leading to the crypt below. Beyond it is a door leading to the Cathedral pulpit. Opposite the pulpit is a locked door leading to the fight room and exit from Aeternis, which will open only if you have the Holy Grail. The large door with twelve coats of arms of the knights hides the access to the Grail.

The most important issue here is the hungry, hungry leo. To get rid of him, either enter the Cathedral through the Cathedral pulpit, making sure to enter the crypt and approach the knight relief behind the bars (the leo will become curious and fall in, killing itself and releasing Claude Lancet from his casket; you're safe from his wrath). Otherwise, enter the Cathedral vestry, dashing madly away from the beast, then drop the organs using the chain next to the organ keyboard. The beast is trapped behind them afterwards.

The massive door leading to the Grail is opened using the brass lever recovered from the organs inside the vestry to connect the gears.

## Items

* Brass lever: This plot-critical item needs to be removed by vandalizing the brass organs. It can be found among them afterwards.
The Holy Vision of Hugh de Payens

**The Holy Vision of Hugh de Payens** is a document in *Azrael's Tear*.

## Transcript

```
Founder of the Holy Order of Knights Templar
I here repeat the words written down by monks of the death-bed vision of the first, greatest master of the Order.
"I see Azrael on high. As he was in the earliest days, before God forced the ashes and dirt that we truly are through his fingers. God had made only beasts in that time; strange, disfigured horrors.
I see Azrael in my head. As clear as I see all you gentle men of God here about me.
I see him looking down on a land destined to be ravaged by mankind and weeping in his holy compassion.
He is like the sun; so vast; and his tears falling through the emptiness.
Now I see one of them brought to the earth by the Grace of God, changed to serve as unction for the coming sufferings of man.
I see it falling through the sky, flaming and bursting apart; falling into the earth itself, witnessed only by the witless monsters and myself.
I see him, his wings so vast they are dawn horizon. I see Azrael."
The Lord graced Hugh with this vision and since that blessed day of revelation we have seen the truth of the divinity of the illumination. The caves we have inhabited and chosen as the resting-place for the holies of all relics are peppered with the substance that forms the holy cup, and the beasts Hugh spoke of have survived down here in the grace of Grailstone. We cannot know how many countless ages they have survived.
And in all the world this is not the only place the tear of the Angel came to rest. Evidence of another site was found in Constantinople; though its Grailstone had long since been plundered. But the existence of the site proves the veracity of the theophany in the part concerning the tear "flaming and bursting apart".

```
Malik's log, undated

**Malik's log, undated** is a document in *Azrael's Tear*.

## Transcript

```
The offer of Grailstone has won me more puppets They take the potions and cavort in mindless abandon their wills soon subside
But the puppet-master has changed vague childhood memories clarified in trance A WALL IN MY MIND fell
Born to peasants I was selected for greatness the Templars abducted me to dispirit my people Now MAAL speaks through me in a voice COLD LIKE THE WEIGHT OF AN AVALANCHE His way is my destiny his cruelty holds a purity that despises limitations and defies sanity it imposes an iron will where nothing else exists
unable to separate
I MUST FOLLOW AND MERGE

```
Special Order 1048

**Special Order 1048** is a document in *Azrael's Tear*.

## Transcript

```
Special Order 1048
Agent Spider, congratulations to you and Cobweb on your succesful integration into the brotherhood and the Aeternis project. Also congratulations on the establishment of a courier route between us; we know this was both difficult and dangerous for you.
We continue to monitor the Templar High Command and will advise you of any relevant developments as they occur. We wish you continuing good fortune.

```
Entry 1502

**Entry 1502** is a document in *Azrael's Tear*.

## Transcript

```
Entry 1502
November, Year of our Lord 1763 AD.
It is the day after the purge of Malik's Court, and this morning, we entered a charnel house. As suspected, Malik had revived the religion of Maal and had been using its secrets to produce horrific distortions of life.
Amongst the horrors we found the mindless, living remains of brother Claude. No attempt to end his misery succeeds. We can do naught but bury him in the crypt. Malik himself has escaped justice. he is clearly evil and I fear for the world above.
I will order the rooms sealed and may their terrible secrets rot within. The questioning of the other rebels begins tomorrow.

```
Vestry

**Vestry** is one of the rooms in Aeternis.

## Background

A sacristy that once served the chapel, now filled with moldy cloaks and decaying furniture. Nobody comes here anymore, unless they want to intercept someone on their way to the cloister...

## Layout

A simple, two room section. The vestry connects to the vestry stairs, allowing access to the docks, but first requires reaching the court room with Edgar and recovering Philip's key. Philip will meet the player here, if they pick up Cobweb's note in the chapel.
Cobweb's lair

**Cobweb's lair** is one of the rooms in Aeternis.

## Background

This odd chamber beneath Aeternis is home to mutated flytraps. It was chosen by Cobweb for his safehouse due to the natural defenses. One of the flytraps holds his stash and plenty of important documents.

## Layout

The area is straightforward, but requires a bit of finesse navigating. To reach Cobweb's stash, avoid the teethed flytraps. The one without teeth leads across to Cobweb's stash, which is simply operated by activating it.

## Items

* Hilt, Special Order 1390, Note from Spider, Entry 19, Entry 1501, Entry 1020, Knight relief: Inside the fake flytrap.
Pianola roll

**Pianola roll** is a item in *Azrael's Tear*.

## Background

Brass and vellum cylinder punched with holes. It is a pianola or music box roll for playing recorded music in wind instrument, although the design does not match standard 18th and 19th century models.

## Function

* Use it on the pianola in the chapel to unlock access deeper into Aeternis.
Entry 79

**Entry 79** is a document in *Azrael's Tear*.

## Transcript

```
Entry 79
August, Year of our Lord 1203 AD.
I have learnt today that my masters have orchestrated the fall of the city of Constantinople. Bargains were made with Venetian merchants and pressure applied to the Crusaders so that they ransacked that ancient and beautiful city. It seems that my earlier comuniqu�s on the Byzantine ruins we have found here, and old rumours known to the Templar high command, led my Masters to believe that Greailstone might also exist there.
The city was taken, but seemingly for naught, for no grailstone was found. This grieves me, for I knew and loved the city. Now it is ruined, partly by my hand.

```
Folio folder

**Folio folder** is a document in *Azrael's Tear*.

## Transcript

```
Those whose names appear below, do hereby pledge eternal allegiance and fealty to our leader Mallik nee Maal and swear before God;
1. To protect the Grail for perpetuity.
2. To defend our brotherhood to the death.
3. To overthrow the tyrant Tobias de Treece.
4. To assist Mallik to gain control of Aeternis.
5. To accept Mallik as religious guide, placing our tortured souls within his benevolent hands.
6. To mine Grailstone for our personal freedom.
In God's sight we make this agreement: Tallum, Claude, Vincent and Ewatt

```
Kitchen

**Kitchen** is one of the rooms in Aeternis.

## Background

This old kitchen was once used by the knights' servants to bake foodstuffs and communion wafers for the denizens of the temple. Now it's little more than a relic of the past... But it has a secret.

## Layout

A room with ovens, what more needs to be said? The oven nearest the corridors can be opened and the tray inside moved outside. When opened, it reveals indentations in the shape of crests, belonging to each of the knights. Place the flour on the crests of Tallum, Malik, and Tobias (use the plaque as reference), then retrieve them.

The dumbwaiter in the back can be used to enter the meat locker.

## Items

* Wafers: Procured by using flour on the tray, then placing it in the oven. You need wafers with Tallum's, Malik's, and Tobias' crests on them for the shield grotto puzzle.
Tomas

**Tomas** was a foreman slave who died in a rockfall shortly before Aeternis was completed. His ghost, along with several minor ghosts, now haunts the Workers' Crypt. The slaves at that time suspected the cruel fate that awalted them, and engineered a daring plan for freedom. As foreman slave, Tomas was able to Orchestrate their secret labours and construct a tunnel, under his master's very nose, that lead directly from the Inner Sanctum to a store room on Level Two. Unfortunately he alone knew the means of opening the entrance to that secret tunnel, and to his eternal rancour that information died with him before his friends could use it. Like all ghosts, he can be found lingering close to his bones in the Crypt, but he is surly by nature and not one to be summoned casually by anyone. The other ghosts may help or hinder the player, but ultimately Tomas himself will not appear unless he wishes to do so. If a player perseveres and wins his confidence, he may disclose the way into the secret tunnel. This can bean immense advantage after stealing the Grail.
Crypt

**Crypt** is one of the rooms in Aeternis.

## Background

This is the crypt beneath the Cathedral, used to bury the dead members of the Templar detachment at Aeternis.

## Layout

This small room contains two caskets on the floor and a relief of a knight in the background. The relief is actually an intricate safe and in order to open it, you need:

1. the hilt from Cobweb's lair,
2. the shoulder from the clock,
3. the ring from the poison gas room,
4. the dagger from the perilous chapel, found on the beams.

Use all of them on the appropriate places on the statue, completing it according to the knight relief diagram. The reward? A ton of intel.

## Items

* Special Order 1047, Special Order 1048, Special Order 1103, Special Order 1172, Special Order 1597: Solve the puzzle.
Theo

**Theos** are a type of animal found in Aeternis.

## Background

Theos appear to be velociraptors mutated by exposure to grailstone, retaining their eyes and pigmentation. Exposure additionally resulted in their skin evolving the chameleon-like ability to change colour to match the surrounding brickwork. Thus they blend into the background, waiting for prey to come past them – then they attack suddenly and violently, seemingly coming from nowhere.

This method of attack makes them extremely dangerous to a player, for the MS-2 helmet relies primarily on movement for detection, and thus there is no prior warning of their presence. A keen-eyed player will sometimes be able to see them in advance however, lying flush and motionless against a wall, and will easily see them off with a shot or two. The player must therefore learn not just to rely on technology, but use their eyes as well.
An adult Theo stands about two metres high. They occur on Levels One, Two and Three and rely on surprise and speed for the kill.

## Interactions

* Theos can pack a punch, but they are only encountered two times: Once in the theo chamber (where it can be crushed or released, depending on which pillar you choose) and then in the Grail hallway, sleeping. They take two shots to put down.

## References

1. ↑ Design document
2. ↑ Design document
Gibbets

**Gibbets** is one of the rooms in Aeternis.

## Background

A medieval torture and execution room, with a pair of gibbet cages ready for use. One of them is already occupied, by the late Jason Cain.

## Layout

* This execution room is where you land after Edgar kills you in the attack tunnel. To set yourself free, throw yourself on Jack's mercy. Don't try to bribe him.
Entry 1243

**Entry 1243** is a document in *Azrael's Tear*.

## Transcript

```
Entry 1243
August, Year of our Lord 1665 AD.
There was another structural collapse today. And several areas of Aeternis are lost or cut off. These include the vegetable pastures which we worked so hard to restore, and the printing room. We tried to re-open access to areas still intact, but the task was impossible.
Geffrye's grief is almost palpable as we are forced to witness this secret wonder of the world crumble around us.
Other parts of Aeternis are in a similar state of decline. Our efforts to prevent the decay are futile. Soon, we will have to use the drains for access - they are filthy, but structurally sound and free from beasts.

```
Malik's lab

**Maliks lab** is one of the rooms in Aeternis.

## Background

This old Byzantine chamber was the heart of Malik's little empire and his operations. It is still filled with congealed blood splashed on the walls, arcane books devoted to strange subjects only he could fully grasp and a ton of artefacts that would puzzle and fascinate archeologists for centuries. The most disconcerting elements are remnants of Malik's experiments on theos, including a monstrous half-mechanical, reanimated predator ready to be set loose on Aeternis.

## Layout

This room contains plenty of lore, casting new light on the history of Malik and his faction, as well as evidence of the monstrous experiments conducted within. To get out, you need to activate the theobot. Use the levers from right to left. Note that once its primed, with spikes out, it will start running around the lab, destroying anything in its path. Activate it, then leg it to an alcove out of its way. It will open a panel in the wall, allowing you to bypass the scorpion tail trap and acquire Malik's folder, and then crash into the door leading to the ziggurat.

## Items

* Folio folder, Malik's log, 1163, Malik's log, 1512, Malik's log, 1696, Malik's log, undated: On the table behind the scorpion trap, use the theobot to unlock access.
Theo chamber

**Theo chamber** is one of the rooms in Aeternis.

## Layout

A simple area, with a theo in the center. To kill it, use the lever on the pillar facing the orrery. The buttons on the inside of the pillars need to be pressed to fully repair the orrery and open the washroom.

After using shield III on the top of the ziggurat, a secret compartment opens that connects to level 3.
Guy, Forgive Me

**Guy, Forgive Me** is a document in *Azrael's Tear*.

## Transcript

```
Guy,
Forgive me. I was the cause of your death. To protect my unworthy hide I locked you out without grailstone. I was bewitched of Malik, That demon in human guise you pursued into the world of men. Now I am sane once more. I ache with the guilt of my crime.
Tallum

```
Shield grotto

**Shield grotto** is one of the rooms in Aeternis.

## Layout

A simple grotto, with the inner chamber isolated by a sin eater door. As you approach it, Vincent appears and asks to be heard out. Doing so harms nothing and if you agree with his innocence, he will ask for proof of his betrayer. That is Tallum and the proof is his note (Guy, Forgive Me) found in the court.

To open the door, you need to either waste the shoulder plate recovered in the clock area or feed the eater three wafers, bearing Tobias', Malik's, and Tallum's crests. These can be made using flour in the kitchen.

## Items

* Decorative key: Held by Jacques de Molay statue, used in the model room.
Entry 1313

**Entry 1313** is a document in *Azrael's Tear*.

## Transcript

```
Entry 1313
August, Year of our Lord 1753 AD.
Aeternis has been falling prey to the forces of decay for centuries and we, in our small numbers, have had no choice but to watch the crumbling of our great dream. Today, an event foreseen with great dread came upon us - a deep barrier wall collapsed, allowing the beasts to flood into the Temple. They spread through the complex before the breach could be sealed. They are too numerous and dangerous to be removed, particularly considering the expanse of empty chambers and corridors in which they can hide. We have no choice but to accept their presence, and perhaps to find ways to use them to our advantage.

```
Aeternis' Future Role

**Aeternis' Future Role** is a document in *Azrael's Tear*.

## Transcript

```
Year of our Lord august 1193
In answer to your repeated enquiries, we can now release to you some limited information about Aeternis future role and the Order's plans in general. This is of course of the utmost secrecy. Aeternis has been designed and built to provide a new basic form of Christian religion for the civilised world. A religion based on the Templar tradition which, with the aid of Grailstone and its many powers, will enable us to overthrow the present religious dictadorship.
The financial benefits are obvious. Aeternis will be a repository for the Grail, a continuing source of Grailstone and a school for a new order of immortal priests. Your role is to prepare the temple and protect the Grail, until this plan is fully instigated.

```
Ziggurat

**Ziggurat** is one of the rooms in Aeternis.

## Background

This ancient ziggurat was constructed millenia ago by the Byzantines, as part of their underground complex. It is a vital component of the Templar installation as well, connecting many of its crucial areas as well as being the only exit from the Grail sanctum.

## Layout

The ziggurat is straightforward. The ramp leading down from it leads to the clock, while the opposite end, inside the ziggurat tower, leads to the cathedral. A ledge on the south-western end leads to Geffrye's studio. Interestingly, the ziggurat is very advanced. A shield-shaped relief on the upper part of the tower leads to the model room and can be used to freely navigate between the areas.

A one-way exit from Malik's lab opposite the entrance to Geffrye's studio is where you will exit after taking Geffrye's side at the decision point and surviving the lab. Last, after securing the grail, you will emerge inside the ziggurat itself.

The ziggurat will be flooded, either by you at the model room or by Tobias as you reach the decision point. The clock becomes unreachable as a result, and anything you left there.
Intelligent Games

*Main: Intelligent Games*
**Intelligent Games Limited** was a small British computer software company, specializing in computer strategy and role-playing games. It has been operating on a fulltime basis for the past eighteen months, although the company was started by Matthew Stibbe in 1988, and run by him in his spare time at university until August 1991. After leaving college, Stibbe ran it full time until his departure in July 2000. Intelligent Games closed down two years later, at the end of 2002.

It developed, of course, *Azrael's Tear*.
Malik's log, 1512

**Malik's log, 1512** is a document in *Azrael's Tear*.

## Transcript

```
April 1512: The translations are finished, but the information is woefully incomplete. I will have to conduct tiresome experiments to fill the gaps, and immerse myself further in the philosophies of Maal to comprehend the findings fully. This is dangerous, for the rituals involve potions that twist the mind and release into it their beast-god.
Other experiments will require human subjects, which are difficult to obtain without unwanted attention. Tobias is no fool. He may soon realise the nature of my work, and risk an attack.
Despite preparations, we may be overwhelmed.
I need more followers!

```
Game update

## Windows

The Windows version contains an auto updater. Verify your internet connection is ok, then launch the game. The new version should be automatically detected, downloaded and installed. The game will be automatically relaunched once the modifications finished.

If for any reason the automatic update cannot be done, the Linux & Mac experimental versions method can be applied.

## Linux & Mac experimental versions

To manually update your game, please do the following instructions:

* download the new version archive
* uncompress the new version archive in a new folder
* to transfer your game options (resolutions, language, etc): copy the file giac\_Data/Options.xml from the old folder to the new folder
* to transfer your save: copy the file giac\_Data/GiaC-DataBase.sqlite from the old folder to the new folder
* [optional] to transfer your levels (if you used the Deprecated Modes): copy the folder Levels from the old folder to the new folder
Maal

**Maal** was the deity of the Byzantines. Little is known about the specifics of its worship, although it is known that Maal was a brutal, bloodthirsty god, demanding human sacrifices. Its followers were also required to consume mind-altering potions in order to commune with the "beast god", as it was referred to by Malik.
Poison gas room

**Poison gas room** is one of the rooms in Aeternis.

## Background

This strange room seems to have been used for executions or as a morgue. A mummified body is located on the wall, bearing a strange ring. The room itself is filled with poisonous gas, which crept down here after the purge of Malik's court and was never neutralized.

There is a large fireplace next to the room, which seemed to be used as a crematorium for dead bodies. It is one of the backup exits from Aeternis.

## Layout

This small, circular room can only be accessed after using either the brooch from the Cathedral vestry on the pillar outside or by breaking the pillar down with the zombie theo from Malik's lab outside. Then, to clear the poison gas from the room, open the small aperture at the bottom of the door, to let it slowly seep out through the drain. *Don't* open the door, as a faceful of gas is a bad way to go. The room exits into the light room or the chimney, accessible after getting the grail.
Malik's log, 1696

**Malik's log, 1696** is a document in *Azrael's Tear*.

## Transcript

```
March 1696: The experiments are succeeding. There is a way that different blood can be blended in the light of grailstone and then introduced to a living thing. The changes that occur can be controlled - but the slightest inaccuracy engenders hideous mistakes.
Soon I will attempt modification of my first knight, but it has taken far longer than anticipated. I have made plans for my escape when Tobias moves against me. I know he will soon, so I have a quantity of Grailstone ready and a way prepared that will take me to freedom.

```
Entry 55

**Entry 55** is a document in *Azrael's Tear*.

## Transcript

```
Entry 55
April, Year of our Lord 1194 AD.
Today, at last, I record the completion of Aeternis. Seven years of hard, secret toil. The great task requiring 600 slaves and artisans, and 40 ship-loads of materials. The holy gift of Grailstone, of course, sustained our strenght throughout.
The temple is quiet now and Geffrye walks the empty corridors, his eyes shining with triumph and devotion; his pride well justified.
We now await a delegation of Templar and Prieur� dignataries to inspect our work. Tonight, all celebrated, including the slaves. They now sleep, drunk, in the ships. Tomorrow, as ordered, they will be taken to the sea and drowned.

```
Cathedral pulpit

**Cathedral pulpit** is one of the rooms in Aeternis.

## Layout

This is an access stairway to the cathedral pulpit, decorated with stained glass windows and other Christian-themed artwork. To open the door at the top, use the brooch found in the cathedral vestry.

## Items

* The Holy Vision of Tobias de Treece: On the pulpit.