SPOILERS.TXT
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You know what spoilers are. Please have a go at the mission before reading the rest of this file.

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Equilibrium
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The real point of this mission was an attempt at doing AI's that might, possibly, in some way be called Keepers. The Dark Engine is a funny old thing, being both incredibly restrictive and malleable at the same time. I suppose it's your opinion now that counts as to whether I succeeded or not, but I really did the best I could. :)

I'm not sure where to go from there, so here's how the Keepers work.

1. Visibility

The visibility/invisibility is the same thing as transparency. At it's lowest they're practically invisible (but never completely), and at it's highest they're easily seen, but still a little see-through. Raising your gamma won't help.

The level of visibility is changed by light, of which there are two types. Normal light is what you see 99% of the time, from torches, lamps, and changes visibility in much the same way as it affects Garrett's light gem. The other is Sticky Light (tm), which is from dynamic light sources like flares or flashbombs. This will raise the visibility to maximum for a few seconds, even if the light source is moved or is destroyed. The same effect occurs if you hit a Keeper with a weapon, or touch one. I suppose it's similar to what the Air Elementals from TG do to Garrett.

2. Weapons.

The Keepers can swap between using a sword and a bow. If you're close enough for a good hard swipe, a sword will appear in his hand, and he'll get swinging. Otherwise, he'll stick to using the bow.

3. Blackjacking.

Luckily for you, the Keepers don't use a blackjack. However, through many years of training, they won't go down from a simple whack like any other guard. Instead, after a successful blackjack, the Keeper's movements will slow right down for several seconds, as if he were stunned. He can still attack, but he's easy to avoid. You can use this time to finish him off, or escape. I justify this by noting how gas arrows don't knock out Garrett. :)
Of course, performing a successful blackjack is more difficult than with a normal guard.

4. Sneaking.

This is the big one, really. In the Dark Engine, you're stuck with certain AI types. You can customize the hell out of them, but eventually you go back down to the basic AI responses. So eventually, the Keepers will act like a normal guard, searching and chasing after you, at least for a short time. However, during normal patrols or idle time, it works fairly well. They'll periodically hide in shadows for several seconds, walk through dark areas, and sprint through well-lit ones. It's a bit self-defeating in that you can't really tell if they're good at it.;)


The Mission
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Well, on to the mission itself.

You primarily need to escape. The book on the pulpit from the real Keepers told you to use the Elemental Talismans (men?) to do this, but not much more. 

There's 4 Talisman Chambers, one for each elemental (fire, earth, air and water), which contain 4 Talismen (mans?). Each of these... keys correspond to a state of that element. For instance, there's a rain key, a gas key, a spark key, a plant key and so on. When you first approach the altar the keys should appear. You can take one, but the rest will be destroyed. If you wanted a different talisman, use the one you have on the stone pillar beside the altar. It'll be destroyed and 4 new keys will appear.

Around the centre of the map is the exit route. It's a big coloured door with 4 angel things holding their hands out for a talisman. Above each one is a talisman symbol. To open that section of the door, you need to give the angel the talisman that is the "child" of the one you see. That's not a great way of explaining it, but for example, if you see a cloud symbol over the water angel, you give it rain. If you see rain, you give it water. There's 2 books around for each elemental which tell you which symbol is which, and what state turns into what state. Finding these is part of the "fun". but if you can't be bothered, I'll list the progressions down below. Of course, there's no way for me to tell you which is which in this simple text file. Ha! ;) But you can probably guess. If you get it wrong, the talisman will be destroyed, and you'll have to return to the chamber, get another, and try again.


Air:
Air->Wind
Fog->Gas
Gas->Fog
Wind->Air

Earth:
Animal->Earth
Earth->Seed
Seed->Tree
Tree->Animal

Fire:
Spark->Flame
Ash->Spark
Flame->Smoke
Smoke->Ash

Water:
Rain->River
River->Sea
Sea->Cloud
Cloud->Rain

