   CONVENIENCE PART II:
   'RETURN TO BLOODYCROSS CASTLE'	v1.3, 29/07/2011

   by daDonn, aka Aramanon
====================================================================================

   LINKS
====================================================================================
   My YouTube Account: 			www.youtube.com/user/dadonn
   CONVENIENCE PART I Download: 	http://yogiverse.com/showthread.php?5454
   My email:				dadonn@donntec.com.au

   There are several walkthroughs of this previous map on YouTube. Watch them to get
   the back-story in a bit more depth.

   RULES
====================================================================================
1. No breaking ANY blocks - this includes gravel, sand, clay, etc. There are still
   hidden parts, but pistons work much better ;).
2. Play on any difficulty except Peaceful.
3. You may craft ONLY armour, weapons or torches - ONLY from items found in chests.
4. There are numerous hidden areas around the map. Spread amongst them are a total
   of 96 slimeballs - post the quantity you find in the forum thread from which you
   downloaded this file!
5. Please follow all instructions - and don't cheat, you'll enjoy the satisfaction
   of solving the map yourself far more. The map is completely possible sans-mods,
   I've personally tested it extensively.
6. Read the notes in order. If you come across a note out of order, ignore it until
   you come back to it later on in sequence.
7. You can pick up placed torches.
8. Keep your render distance on at least "normal", unless otherwise specified in a
   note.

   TIPS
====================================================================================
1. Fully investigate each building to which the notes direct you - there are many
   secrets to be found!
2. Some redstone puzzles require multiple inputs - some do not.
3. If you get lost in the underground parts; a pile of sand at the end of a tunnel
   means you've gone the wrong way, and you'll find more netherrack as you approach
   the castle.

   THE STORY SO FAR (From the previous map in the series, download link above):-
====================================================================================
	You were born and raised in a Castle ruled by a Lord, the name of whom you
   later realised to be quite ominous. Lord Bloodycross was your master, and he
   seemed a reasonable-enough patron... at first. 
	One night you were awoken by a terrific shaking of the earth beneath the
   castle floor - followed by a horrible shrieking from the Lord's chamber. Upon
   investigation everything appeared normal; the lord ordered you to continue with
   your daily tasks, and you complied.
	During the course of your chores you discovered a subterranian rail leading
   to an ancient temple, the stirrings of which turned out to be the cause of the
   disturbance which awoke you. On your way an evil spirit attempted to control you 
   - to complete a terrible ritual and summon unspeakable horrors from this altar.
   Thankfully you wrested your will back soon enough to avert this destruction, and
   you silenced the evil temple once and for all...
	... Or so you thought.



   NOTES
====================================================================================
   NOTE 01
   Several years have passed since the terrible events that caused you to flee the
   only home you had ever known - Bloodycross Castle. Not much has been heard from
   those dreaded walls since that day - nobody has seen either the Lord or his
   confidantes since, so the world seems to have quietened down.

   You do not feel completely at peace, however. Ever since the evil spirit from
   the Castle's distant past possessed you, and forced you to nearly complete the
   dreaded summons, you've felt somehow... guilty. In an effort to try to alleviate
   this taint, you have taken on the vow of a holy monk, to serve the townsfolk of
   Dockston, your new home, in penance. Your daily task, to remind you of your past,
   is to pray at a holy Altar of Rememberance which lies in the shadow of the
   dreaded castle from which you fled so long ago.

   A new day dawns, and you are awoken with an ominous shudder. Once again, the
   ground shakes - violently pitching you from your humble monks' cot. The tremors
   soon subside, however, and you decide to proceed with your day. You don
   your leather monk's smock and collect your axe; the dreaded hordes of unspeakable
   creatures unleashed by past events have decimated the local population - and they
   have not yet all been killed.

   You head towards the Castle to perform your daily ritual.



   NOTE 02
   As you approach your Altar of Rememberance, you notice something odd about the
   castle in the background. Something doesn't appear to be right within the walls -
   there is a great deal of light where there ought not be. Something appears to be
   on fire! Panicing, you hurry through your prayers and rush back the way you came
   - you must alert the Bishop at Dockston of this immediately!



   NOTE 03
   The church appears to be locked - luckily you remember the key is hidden within
   the church grounds. Now where exactly is it kept?



   NOTE 04
   "I was afraid that this could happen," the Bishop nods gravely as you tell him of
   the fire at the castle. "It seems the Curse that has troubled our people has not
   yet been lifted after all. Someone will have to venture to the heart of this evil
   and dispose of it once and for all..."

   "I'll do it". It was unthinking. Instant. Finally you have a task which may
   confirm your redemption - even if you die in the attempt. Plagued by guilt, you
   know you cannot continue living as you are, so even with your death you'll
   achieve something. Peace.

   "Nay, my son," the Bishop gently states, "You have already been through too much
   - far more than your years should warrant."

   "But..."

   "I have another task for you. If the evil at the castle is once again stirring,
   there is another danger - even closer to home - that needs to be dealt with.
   There are rumours of a Bloodycross Cult forming - even here, where so many of our
   people have been killed by the dreaded creatures from the Castle. Go to the inn;
   it is from there that the rumours spread. I hear that the room with one of the
   demons from the castle on the wall is a place messages are passed in secret
   between cultists. You may need to rent the room to investigate it fully; take the
   gold from my chest if you lack the money. You know where I keep it.



   NOTE 05
   There is a hastily-scrawled note stuffed into the chest within the secret room.

	'The package has arrived. He who controls the harbour knows the
	destination. Further instructions are to be found with him.'

   Perhaps there's a clue in that...



   NOTE 06
   The Harbour Master's secretary almost seems to be expecting you as you enter. She
   almost seems... eager.

   "Welcome good sir, how may I help you?"

   "I am in need of an audience with your master."

   "Ohh, I'm sorry about that son, the master's not seeing anybody right now."

   "He is suspected of colluding with cultists!"

   "Well now! Well, well well! I had heard rumours about such a thing, but never gave
   them much stock." Critically, you assess her. Her face doesn't seem particularly
   surprised, despite her tone. "Let's see if I can help you then. You know - he's
   quite blind, is my master. It'd be pretty easy to fool him into thinking that
   there's somebody in front of him, giving you an opening to reach from behind him
   and have a look inside his desk. There could be all sorts of interesting papers
   there! I'll tell you what - go down to Farmer Hazeldene's shed and see if he's got
   something that could be used as a diversion. If he has, come back with it, I'll
   push my button to open the door and just sit it in my master's office in front of
   him - that should help you out!"

   You suspect that it's a trap, but it is the only plan you currently have, and
   knowing that it's a trap may give you the edge to survive it. You proceed with her
   idea.



   NOTE 07
   Hazeldene is pottering about in his shed when you approach. "Who goes there?!",
   he bellows.

   "Just me", you reply, "on a mission to play a trick on the Harbourmaster."

   "Ho, ho, that'd be a laugh - how can I help you?"

   "Well... his assistant said that you'd have something that could trick him into
   thinking he was speaking with somebody already - a decoy person."

   "Hmm, let me think. Yes, I know what could be used for that, but I'm afraid I
   sold it earlier today. I've been growing a pumpkin which developed a rather odd
   shape - it sorta looks like a face. I sold it to Old Ben Harper, you'll find his
   house opposite the inn. Hopefully he hasn't eaten it yet!"

   It seems that you're running around in circles, but hopefully you'll soon make
   some progress.



   NOTE 08
   You ring the doorbell, but there is no response. You DO know of another way
   inside, however. Before the town defense building project began, most of the
   houses were connected to a sewer system. You do not relish the prospect, but you
   MUST see what is inside the Harbourmaster's office - that is where all the clues
   to the cult have lead.



   NOTE 09
   There is another scrap of paper.

	'The package cannot stay with you. Too risky. It is to be moved
	to a more secure location with the lighthouse keeper. Collect a
	lifeboat from a ship in port and meet me there with it. There is
	an "entrance" to the ship below the waterline near the stern -
	for which you will need this key. Long live the Lord Bloodycross!'

   Sounds like a quest.



   NOTE 10
   The Lighthouse Keeper is a cultist! There must be a clue in this room
   somewhere...



   NOTE 11
   Another note:

	'The Holy Chalice can stay here for a time, but keep an eye on
	the Bishop from Dockston. I get the feeling he's beginning to
	suspect something, so keep him at a distance. This is the one
	artefact that could destroy our Lord Bloodycross' plans, so it
	must be kept away from the castle at all costs! Equally troubling
	- the subterranian temple, previously the source of our might has
	been corrupted with light! Somehow a sapling of the tree of life
	has taken root therein and is producing Holy Water! Steps MUST be
	taken to remove this threat.'

   You now know what you must do. You know the Bishop told you only to investigate
   the spread of the cult around Dockston, but this is an opportunity that should
   NOT be missed. The power of Holy Water combined with the Sacred Chalice should be
   unstoppable! From this vantage atop the tower you see a signal tower on the
   horizon - following these towers is now the quickest route to the castle, where
   you can end this horror once and for all! You should investigate each tower on
   the way - it may be useful.

   HINT ~ Put render distance to "Far" to if you don't immediately see the signal
   tower.



   NOTE 12
   Demons! They must have sensed the presence of your holy artefact and are
   attempting to block your passage. You cannot hope to defeat these creatures, so
   you will just have to run the gauntlet the rest of the way to the castle. 



   NOTE 13
   The castle gates are locked from within. You'll have to enter another way - the
   way you emerged from last time you were here. The place you built a holy Altar of
   Rememberance. Using your axe, you can hack a path downwards and back into the
   gloom.



   NOTE 14
   You survey the temple, and notice that it appears to operate similarly to how it
   did previously. You know that to obtain the Holy Water a ritual will need to be
   performed - and once again it will involve the three Sacred Artefacts, to be
   placed upon the three Sacred Pedestals.



   NOTE 15
   The spring of Holy Water bubbles up from beneath the sacred tree, and you fill
   the Holy Chalice with it - straight from the source. You know the two relics
   combined will be a powerful force with which to confront the evil that lurks
   above. The station ahead appears to have been repaired, so having filled the
   Chalice, that is now how you will proceed. Once the ritual is complete, a path
   should open leading on...



   NOTE 16
   The way ahead has been blocked again! Luckily, there is another way around this
   barrier...



   NOTE 17
   You are now within the Lord's personal chambers within Bloodycross Keep. The evil
   coalescing above appears to have corrupted even the building itself! You now know
   what you must do - climb to the highest point you can reach in the centre of the
   corruption, and place a flow of Holy Water there. This will douse the evil
   flames, and take a first step towards cleansing this place.



   NOTE 18
   The Holy Water rushes down the slope below, sending specks of ash high in the
   air. The dread portals appear to have been terminated by this flood, and your
   goal seems to be achieved. There is one piece missing from this puzzle however -
   where is the Lord of Bloodycross Castle? It is a grim thought, but you realise
   that this story will never truly be over until your blade has ended his life - he
   will never give up on his quest for power, no matter how many others must suffer.
   This is not, really...


					THE END



   SECRETS (In no particular order)
====================================================================================
   * A Self-Levitating water block.							
   * A tree-bound mushroom patch.							
   * Lord Bloodycoss' secret bedchamber & escape route.					
   * Piston minecart management.							
   * A toilet maintenance passage - with extras.					
   * The original site of Dockston.							
   * The site the first screenshot listed on this map's forum post was taken from.	
   * The one place in Dockston Town where peaceful mobs can safely spawn.		
   * Total conversion: Temple style.
   * The little "Room'o'Horrors" - Tamed.						
   * A deprecated station.								
   * The mechanics of distraction.							

   96 Slimeballs in total to be found!


   SCORE
====================================================================================
   * For each of the above secrets found, add 1 point.
   * For each slimeball in your inventory at the end of the map, add 1 point.
   * For each gold bar in your inventory at the end of the map, add 1 point.
   * Post your scores in the thread from which you downloaded this map! See who can get the highest.