| The Erudition Chamber is meant to be a somewhat adaptive game. Each puzzle has several solutions and | |
| the story bits that you see change depending on which solution you choose. For that reason making a | |
| hint file is a bit difficult. Any hints I give will lead you toward a specific solution and away from | |
| other possible solutions. I'll do my best to give good hints but keep in mind the bias reading these | |
| hints will put into your playing and try to stay with the solutions you believe you would have used | |
| if you had never seen the hints. Or don't - after all, you're the player, I'm not. | |
| THE GAME JUST STARTED - WHERE AM I? | |
| You start the game right in front of the Erudition Chamber with a guard blocking the exit. The only | |
| direction open to you is south, into the Chamber. The guard will not allow you back up the stairs. | |
| I'M IN THE CHAMBER, BUT THERE ARE ONLY TWO ROOMS. WHERE DO I GO FROM HERE? | |
| The first room has a table with some items on it. You don't absolutely have to have any of them but | |
| they may come in handy so take whatever you want. A good place to start is reading the journal, it | |
| will give you a better idea of what is going on. | |
| I READ THE JOURNAL, NOW WHAT? | |
| The second room is your first puzzle of sorts, though it hardly qualifies as a true puzzle. Use what | |
| you read in the journal to decide how you want to solve it. I'll list each of the solutions below by | |
| which order they belong to. | |
| Warrior: Break the door with the axe. | |
| Artisan: Examine the door. Notice anything? Examine the hinges. The table had a flask of oil on it. | |
| If you oil the hinges you can open the door. | |
| Alchemist: Burn the door with the lamp. | |
| Seer: Move the tapestry and use the hidden exit instead of the door. | |
| I'M IN THE ANTECHAMBER, WHAT DO I DO? | |
| You've just met your first Maester. Which one depends on how you solved the first puzzle but no matter which | |
| one it is, he is now holding out a book for you to read. Read the book and then decide if you want to continue | |
| with the test or leave the Keep. Go east to continue, or go west to leave. | |
| I'M IN THE GEAR ROOM, HOW DO I SOLVE THIS PUZZLE? | |
| The first thing to do is recognize what the puzzle is. The idea is to get the steps to go the rest of the way | |
| up so that you can continue on. Take a good look around so you get a feel for what solutions might be | |
| possible. As a general rule in this game it's usually best to examine everything before you actually do | |
| anything. I'll list the solutions by order again. | |
| Warrior: Examine the lift. Notice anything? Break the lift with the axe. | |
| Artisan: Examine the table in the break room. Read the rust. Examine the tank at Pipe's End. Make the meter | |
| on the tank equal the number in the rust by opening and closing the right combination of valves. | |
| Alchemist: Examine the lift. Notice the chain? Pull it. | |
| Seer: Did you see the stool in the break room? Carry it up the stairs and drop it. Now climb up it to get | |
| to the next room. | |
| I'M IN THE MIRROR ROOM NOW. WHAT IS THIS? | |
| This puzzle is a little more complicated than the last. You'll want to take a good look around before you | |
| mess with anything, to get a better understanding of what's going on. There is a central room with a mirror | |
| a gear and a lever. Two rooms that are empty except for a hole in the wall opposite from the central room. | |
| One room has an archway cut out of the wall opposite from the central room. One room has a hole in the wall | |
| covered by a lens on a track opposite the central room, and there is a lever in the room. | |
| OK, I'VE SEEN EVERYTHING BUT WHAT DOES IT ALL DO? | |
| The lever in the central room rotates the mirror, as the mirror rotates it catches on the gear which causes | |
| all of the surrounding rooms to rotate in the opposite direction of the mirror. The other lever (to the west | |
| if you haven't pulled any levers yet) causes the lens to slide along it's track, either covering the hole in | |
| the wall or uncovering it. At the same time it also causes all the outer rooms to rotate around the central | |
| room. | |
| SO NOW I UNDERSTAND WHAT IT DOES, BUT WHAT'S THE POINT? | |
| The point is to get the beam of light from the west to hit the door to the north which causes the door to | |
| open. However an open door only does you any good if you can actually reach it, which means you'll need | |
| the room with the archway to be to the north so you can get to the door. The problem with that of course | |
| is that if the archway is to the north then the lens is to the west so you'll need to have the lens moved | |
| away from the hole in the wall to allow the light to pass through in a beam. And of course you'll need the | |
| mirror to reflect the west room into the north room. | |
| EGAD! HOW DO I DO ALL OF THAT? | |
| Now is the time when you need to start thinking about how you want to solve this puzzle. There are still | |
| four solutions. If you want to go the route of Alchemist or Warrior consider the fact that the gear that | |
| the mirror catches on when you pull the lever is wood - a material notoriously vulnerable to both axe | |
| and flame. If you're looking for the Artisan's solution then it's time to get out pencil and paper and | |
| figure out the combination of lever pullings that will make everything happen. If you want to go the path | |
| of the Seers then consider what would happen if you rotated the rooms so that the archway is to the west, | |
| where the light is coming from. | |
| JUST TELL ME THE SOLUTIONS ALREADY! | |
| Ok, here they are listed by order. | |
| Warrior: Pull the lever in the Lens Room so that the hole is uncovered. Now pull the lever in the Mirror Room | |
| until the Lens Room is to the west and the Archway is to the north (three times if you haven't messed | |
| with anything else). Break the gear in the Mirror Room with the axe. Now pull the lever until the | |
| mirror reflects the beam of light from the west to the north. Go north, the door will be open. | |
| Artisan: If you haven't messed with the levers at all then this is fairly simple. Pull the lever in the Mirror | |
| Room once and then pull the lever in the Lens Room three times. Now you should be able to go north | |
| through the archway (north twice from Mirror Room). If you have messed with the levers then you'll have | |
| to figure out the correct | |
| combination on your own. The hole in the Lens Room has to be uncovered, the mirror must reflect from | |
| west to north, and the Archway must be to the north. You can only use the two levers to do all that - | |
| using anything else will get one of the other solutions. | |
| Alchemist: Do exactly the same as the Warrior solution but burn the gear with the lamp instead of breaking it. | |
| Seer: Pull the lever in the Mirror Room until the Archway is to the west. Now go west. Light is coming out of | |
| the archway and it must be coming from somewhere. Go west again. | |
| I'M IN THE DAMP ROOM, WHAT SHOULD I BE DOING? | |
| Try to get through the grate to the north. There are, of course, four ways to do that. Explore thoroughly. | |
| AND THOSE SOLUTIONS WOULD BE? | |
| Ok, here they are by order again. | |
| Warrior: Just lift the grate. Simple huh? (Note that open doesn't work here - you have to be specific.) | |
| Artisan: Put the glowing liquid in the vial. Examine the grate. Open the panel you find. Put the vial with the glowing | |
| liquid in it into the clamp. The liquid conducts electricity so when the wires come down it closes a circuit | |
| that opens the grate. | |
| Alchemist: Put the glowing liquid into the vial. Examine the symbols and then match them to the charts to find out | |
| what they mean. (Fire, water, solution, digestion, iron translates into a "Fire-water solution that digests | |
| iron" or "acid that eats through iron" if you like.) Pour the glowing liquid on the grate to disolve it and | |
| go through. | |
| Seer: Go south six times from the damp room, it'll look like you aren't getting anywhere but with a little patience | |
| you come to the end of the pipe. Turn on the water and then go back to the damp room and the grate will be open. | |
| I'M IN THE LARGE CHAMBER, WHAT NOW? | |
| Well that's up to you, read the book and then either continue on or leave - your choice. | |
| #end |
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