Words she doesn't know must be guessed by the player. If Lyra knows the corresponding symbol of a given word, the hand automatically turns to the correct symbol.
For each question, Lyra is given three words, and each word is assigned a hand on the Alethiometer.
These meanings are discovered over the course of game some are learned automatically as the plot advances, others must be sought out by the player and can be missed. The device has thirty-six symbols on its outer edge, each with three meanings. Once the player has access to the Alethiometer, it can be asked certain set questions. After releasing her from the pole, the player may then need to immediately use the "Glide" ability to reach the platform, necessitating a form change whilst Lyra is in midair.Īnother major aspect of the gameplay is the alethiometer, (a rare truth-telling device which features in the novels). For example, to reach a certain platform, the player may need to use the "Whip" ability to have Lyra swing on a pole. Players often have to shift form mid-move. The Wildcat's ability is "Climb", which allows Lyra to climb certain surfaces to reach otherwise inaccessible areas. The Hawk's ability is "Glide", which allows Lyra to glide a short distance, covering gaps she wouldn't be able to get across any other way. The Sloth's ability is "Whip", which allows Lyra to swing from poles and reach areas she cannot jump to. The Ermine's ability is "Insight", which allows Lyra to discover information about her surroundings, find hotspots, and reveal secrets. A major aspect of the gameplay in Lyra's levels involves the shape-shifting ability of Pan, who can transform into four different forms Ermine, Sloth, Hawk and Wildcat, with each form having its own unique ability.