![]() ![]() Move the trapped teammate back to the area with the torch, then release them by pulling the southwest switch. One teammate will need to stay next to the archer rotating switch, as the pillar will go back up quite quickly after the crank is fully turned. ![]() Have your trapped teammate use the switch they have access to, allowing another teammate to go through a gate on the north-western side, where there is a crank. Have a teammate pull the southeast switch, trapping the first teammate. Leave a teammate at the torch behind the gate on the east side. ![]() The northwest pillar can be lit up by having one character stand on the pressure plate that glows in the northernmost corner of the room, while another character pulls the lever to spin the archer.Ĥ. If the column descends only partially, it means the timer on one or more of the torches has expired and will need to be relit.ģ. It is most important to have a character near the switch after the torches are lit. Sometimes characters will successfully hold their positions if each individual character is commanded to hold position after moving them near their torches or if a clear command is issued and a hold positions command immediately after that. As long as the characters are somewhat close to the torches, or at least spread out throughout the room, there should be enough time to light all the torches and pull the switch before the pillar goes back to its original position. The puzzle room is large, and the characters tend to break from their positions if the controlled team member moves too far away from the other group members. Using double-click to move-and-hold each party member tends to work better than the hold command. Note: It can be difficult to get every team member to hold their positions. After all the torches are lit, pull the switch to rotate the archer. ![]() This action is timed (albeit generously), so you may want your teammates to hold position close to each torch before lighting (keep someone close to the switch as well). One torch is closest to the entrance on the western side, another is behind the gate on the east side (near the southeast switch that opens that gate, note that activating this switch lights the torches on either side of the gate) and the last torch is on the north end of the eastern side. The northeast side pillar can be lowered by lighting all three of the blue flame torches, see diagram. The southwest pillar is already down, so use the switch twice on the small statue to the north to rotate the archer.Ģ. Then, return the switch to its original position, giving the trapped character access to one of the torches and a switch.ġ. Doing so will keep them in their places while the puzzle is completed. Each time a member of the party moves, reissue the hold command. Move one of the party into that space and have them hold position. though they have not been heard from since.As the party enters the room with the archer, there is a switch to the southeast, which will open a gate on the east side of the room. A group of treasure hunters evidently mentioned them several years ago. He has provided us the location, but it should be noted we're not the first to investigate these glyphs. He claims they are a kind of map, showing the location to an ancient temple dedicated to Dirthamen, the elven God of Secrets. It required some "gifts" to several Dalish clans traveling along the Waking Sea coast, but Cillian was able to get the texts he needed to translate the glyphs. One of our mages, a Dalish elf named Cillian, believes he may be able to translate the glyphs-provided we grant him the needed contacts Secrets - N/A Advisor suggestions Connections - Instant - Power cost: 5 Cursory inspection suggests they predate the ruins in which they were found-possibly transferred onto the stone from a much older edifice that dates back to the original elven nation or even earlier. The elven glyphs discovered in the Dales might prove valuable. The operation triggers once the Inquisitor has found all four glyphs. This operation is the last step in the Exalted Plains side quest Scattered Glyphs. 3.1 Connections - Instant - Power cost: 5. ![]()
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