![]() ![]() Another, more likely possibility is that the hand is one of those that the elves of Arlathan used to hold eluvians as well as the spherically shaped, metallic trees that seemed to have housed raw magic as witnessed in the Courtyard of the Shattered Library the first time the Inquisitor enters the area.Another broken piece of Andraste's statue - the head - is found in the Fade during the Final Piece. The shrine built by Ameridan to both Ghilan'nain and Andraste inside Razikale's reach features the same statue holding two small halla statues, that are in turn identical to halla statues found in the Crow Fens not far from the Dead Hand. The hand may belong to the large statue of Andraste found in the Fade during Here Lies the Abyss.The corpses and arcane horror respawn on revisiting the hallway past the puzzle room.A Superb Amulet of Cunning can be looted from atop a grave in the room northeast of the archer once the puzzle has been completed.This battle is repeatable on subsequent visits to the crypt, which is helpful for farming rare crafting materials and creature research items from undead.Ĭodex entries Codex entry: Dirthamen: Keeper of Secrets Codex entry: Falon'Din: Friend of the Dead, the Guide Notes There will be a revenant or an arcane horror and several undead there. Enter and loot the crypt, then go into the next room. Once all the artifacts have been lit, balls of light emerge (which must be followed for them to move) and light the remaining two artifacts, opening the gate. 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. 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. ![]()
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